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Published by Manik, 2021-11-22 09:06:27

Legend of the Five Rings - 5th Edition

Legend of the Five Rings - 5th Edition

Credits

GAME DESIGN AND DEVELOPMENT Max Brooke and Katrina Ostrander

ADDITIONAL DEVELOPMENT

Marie Brennan, Daniel Lovat Clark, Robert Denton III, Sean Holland, D.G. Laderoute, Jason Marker, Annie VanderMeer Mitsoda,
Mari Murdock, Neall Raemon Price, Gareth-Michael Skarka, Ree Soesbee, and Thomas Willoughby

EDITING Christine Crabb

PROOFREADING Dixie Cochran, Tim Cox, Tim Huckelbery,
Dave Johnson, and Brandon Perdue

RPG MANAGER Sam Stewart

GRAPHIC DESIGN Michael Silsby with Chris Beck

GRAPHIC DESIGN MANAGER Christopher Hosch

FRONT COVER ART Shawn Ignatius Tan

BACK COVER ART Alayna Lemmer

INTERIOR ART

Sheila Amajida, Sabbas Apterus, Steve Argyle, Soshi Aoi, Drew Baker, Lukas Banas, Sergio Camarena Bernabeu, Mauro Dal Bo, Cassandre Bolan,
Hannah Boving, Caravan Studios, Billy Christian, Calvin Chua, Senfeng Chen, Leanna Crossan, Carlos Palma Cruchaga, John Donahue, Jason Engle,

Shen Fei, Alexander Forssberg, Tony Foti, Felipe Gaona, Kevin Zamir Goeke, Lin Hsiang, Aurlien Hubert, Amélie Hutt, Giby Joseph, B.D. Judkins,
Daria Khlebnikova, MuYoung Kim, Pavel Kolomeyets, Olly Lawson, Diego Gisbert Llorens, Antonio Jos Manzanedo, Diana Martinez, Joyce Maureira,
Immar Palomera, Borja Pindado, Polar Engine, Oscar Romer, Eli Ring, Fajareka Setiawan, Yudong Shen, Adam Schumpert, Kim Sokol, Kathryn Steele,

Filip Storch, Darren Tan, Shawn Ignatius Tan, Wisnu Tan, Tropa Entertainment, Pavel Tomashevskiy, Magali Villeneuve, Le Vuong, and Scott Wade

ART DIRECTION Crystal Chang and Andy Christensen

MANAGING ART DIRECTOR Melissa Shetler

QUALITY ASSURANCE COORDINATOR Zach Tewalthomas

PRODUCTION MANAGEMENT Jason Beaudoin and Megan Duehn

VISUAL CREATIVE DIRECTOR Brian Schomburg

SENIOR PROJECT MANAGER John Franz-Wichlacz

SENIOR MANAGER OF PRODUCT DEVELOPMENT Chris Gerber

EXECUTIVE GAME DESIGNER Corey Konieczka

PUBLISHER Andrew Navaro

PLAYTESTERS

Ed Allen, Charles Andrew Bates, Will Bebout, Jeff Beck, Steven Belcher, Blake Bennett, Michael Bernabo, Craig Bishell, John Bradford,
Simon Butler, Dave Cain, Amanda Capar, Gene Capar, Paul Casagrande, Hwan-yi Choo, Lachlan Conley, Sean Connor,

Nick Corlett, Sean Corley, Rebecca Corner, Kenneth Cromack, Erik Dahlman, Kaitlin Davies, Sam Davies, Sydney Delp, Jordan Dixon,
Chris Doyscher, Emeric Dwyer, Chris Eckes, Andrew Fischer, Martin Flanagan, Corey Fox, Ryan Fox, Benjamin Fribley, James Gibson, Erin Golden,

Matthew Harkrader, Laura Heilman, Alyc Helms, Ian Houlihan, Bill Hrenchuk, Michael Hurrel, Jesse Huston, Brandon Jackson, Fred Janney,
Lawrence Keohane, Jon King, Keesjan Kleef, Jackie Laderoute, Skyler Latshaw, Chris Lavin, Michael Lawrence, Jamie Lewis, Adrienne Lipoma,

Michael Lori, David Lowe, Thom Lynch, Tristan Maclaurin, George Maney, Pim Mauve, Mark McLaughlin, Branislav Micko, Jamie Morgan,
Arwen McNierney, James McNierney, Ryan Miner, Steve Mumford, Russell Needham, Jeff Neppl, Annete Nepomucenoi, Kyle Niedzwieck,
Joanna Olsen, Mercedes Opheim, Tom Ornsby, Ciaran O’Sullivan, Sebastien Pacetti, Stacey Peterson, Stephen Pitson, John Pope, Alex Porter,
Philip Quine, Rome Reginelli, Wilson Richardson, Jeff Rubinoff, Alan Russel, Rico Saucedo, Tim Schulz, Valerie Scott, Wendy Shaffer, Katie Shannon,

Emily Sheriff, Jody Simpson, Peter Smigelski, James Spell, Ryan Stevens, Max Stringer, Nathan Stringer, Daniel Tickle,
Jacob Tighe, Regine Mualla Tighe, Matt Tyler, Nicholas Vale, David Vetrovec, Jan-Cees Voogd, Joris Voogd, Kris Weavill,
Aiden Wells, James White, Aric Wieder, Dawn Wildfong, M. Dameion Willis, Stefanie Wiltse, Andrew Wolf, and Aaron Wong

Special thanks to Nikki Arcand, Kory Hook, Josh M. Lease, Ryan Lee, Tyler Parrott, Costya Perepelitsa, Jim Quam, and Chris Weinberg

Original Legend of the Five Rings game and property created and designed by John Wick and David Williams.

FANTASY Fantasy Flight Games
FLIGHT 1995 West County Road B2
GAMES
Roseville, MN 55113
USA

© 2018 Fantasy Flight Games. Legend of the Five Rings, the L5R logo, and the white FFG logo are trademarks of Fantasy Flight
Games. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Games.

ISBN: 978-1-63344-340-2 Product Code: L5R02 Printed in China

For more information about the world of Rokugan and Legend of the Five Rings, visit us online at
www.FantasyFlightGames.com/en/Legend-of-the-Five-Rings-Roleplaying-Game

Table of Contents

6 INTRODUCTION 171 TCeHcAhnPiTqEuRes4:

6 The World of Rokugan 172 What are Techniques?
9 Samurai and Society 174 Kata
182 Kihō
10 The Celestial Order 189 Invocations
12 A Samurai’s Life 212 Rituals
14 The Land of Ten Thousand Fortunes 214 Shūji
16 The Great Clans 224 Mahō
18 The Minor Clans 226 Ninjitsu

20 CHAPTER 1: 228 CHAPTER 5:

Playing the Game Equipment

20 Goals of the Game 229 Samurai and Money
21 Custom Dice 230 Weapons
22 Making a Check 238 Armor
26 Additional Rules for Checks 240 Item Qualities
28 Using Opportunity 242 Personal Effects
29 Using Strife
32 The Character 246 CHAPTER 6:
35 Skill Ranks
Scenes and Conflicts
37 Honor, Glory, and Status
38 Ninjō, Giri, and Complications 246 Game Sessions
247 Scenes
40 CHAPTER 2: 247 Narrative Scenes
248 Downtime Scenes
Creating a Character 249 Conflict Scenes
254 Intrigues
41 The Game of Twenty Questions 258 Duels
41 Part I: Core Identity (Clan and Family) 262 Skirmishes
56 Part II: Role and School 265 Silhouette, Range Bands, and Terrain
88 Part III: Honor and Glory 268 Harm and Healing
92 Part IV: Strengths and Weaknesses 271 Conditions
93 Part V: Personality and Behavior 274 Mass Battles
95 Part VI: Ancestry and Family
95 Part VII: Death 281 CHAPTER 7:
97 Experience Points and Character Advancement
99 Advantages and Disadvantages The Game Master
100 Using Advantages and Disadvantages in Play
101 Specific Advantages 282 The Role of the GM
116 Specific Disadvantages 296 Running the Game
137 Creating Custom Advantages and Disadvantages 300 Using Social Attributes
306 Alternative Campaign Styles
140 CHAPTER 3:
Skills 308 CHAPTER 8:

141 Skills and Checks Non-Player Characters
141 Skill Groups
141 Breakdown of a Skill 309 NPC Profile Breakdown
142 Choosing Skill Group, Skill, and Approach 312 Sample NPCs
145 Artisan Skill Group 330 Glossary
150 Social Skill Group 333 Index
154 Scholar Skill Group
160 Martial Skill Group
165 Trade Skill Group

3

27th Day of the Month of Togashi, 1118, in a private garden of the Esteemed Palaces of the Crane

Doji Hotaru was no actress, but she was the one dis- “Please, continue,” Hotaru offered. “Tell me of how
sembling now. Lady Sun poisoned her husband with sake to secret away
her youngest from the fate of his siblings.” She grinned.
“Since the beginning of time, Lord Moon has chased
Lady Sun about the world,” said Lady Kachiko as she “Poison is so strong a word,” Kachiko protested.
swept her fan in an arc overhead. “One day, he caught “So you say,” Hotaru looked mock askance at Kachiko.
her, and as her light faded, the curtain fell on the age Their levity belied Kachiko’s near-fatal brushes with poi-
of the ancient races.” Kachiko closed her fan slowly in son: by luck—or was it fate?—Hotaru had intercepted and
a false eclipse. “Over the course of countless seasons, dispatched one would-be assassin before it was too late.
Lady Sun gave birth to nine children: Hida, Doji, Togas- Kachiko continued the tale of how Lady Sun wept
hi, Akodo, Shiba, Bayushi, Fu Leng, and Hantei.” to see her children devoured so, and her tears fell to
earth as crystal and jade. She trained Hantei in the mar-
Hotaru kept her face still and hands politely fold- tial arts so that one day, he could confront his jealous
ed over her lap at the mention of the ninth Kami, the father. When Hantei and Lord Moon finally did battle, it
founder of the Imperial house. Whatever it was the shook the very heavens. At last, Hantei sliced open his
Scorpion Clan was plotting concerning the Emperor, it father’s belly, and the rest of his siblings tumbled out.
would surely not benefit her clan, the Crane. They fell from the sky to Seppun Hill, the site of the
future Imperial capital, save for one.
“Lord Moon knew that any children whose veins Lord Moon reached out at the last moment and
carried both elements of Sun and Moon would grow grasped Fu Leng. Hantei swung his sword one last time
to be greater than he, and so, despite the protests of and severed his father’s very arm. Fu Leng tried to grab
Lady Sun, he swallowed the children, one by one.” ahold of Hantei, and they both fell. Plummeting down-
ward, Fu Leng plunged through the earth to Jigoku itself,
“You do not deserve to wield Shukujo. The clan where he was lost. The blood from Lord Moon’s wound
cannot afford a weak champion. You must prove your- fell to the ground, where it solidified into obsidian. In
self a worthy heir, first.” Though Lord Satsume may some places, the blood mixed with Lady Sun’s tears, and
have been far away from Doji Palace, her father’s voice from that mingling came the first men and women.
filled her head as if he stood by Hotaru’s side. The other Kami wept for their brother, but they had
other concerns. No longer immortal, they shared the
I will prove myself, father. Discerning the nature of mortal realm with human beings. The Kami resolved to
the Scorpion’s scheme from Kachiko, one of the most teach and guide these humans, and they held a great
infamous manipulators of the Scorpion Clan, would be tournament to see who would lead those who lived in this
nigh impossible. But Hotaru had no other choice but to land they dubbed Rokugan. Lady Shinjo outpaced Lord
try, even if it meant betraying Kachiko’s trust. Hida, but she was outwitted by Lord Bayushi. Lord Shiba
saw through his twin Bayushi’s trickery, but was overcome
“Shall I continue?” came the Scorpion’s velvet voice. by Lady Doji’s grace. Lord Akodo defeated Lady Doji, and
From her seat on the veranda, Hotaru locked eyes when he turned to fight Hantei, he nearly lost himself in
with Kachiko through the delicate black silk of her mask. his battle fury. Hantei turned Akodo’s rage against him,
The woman’s robes were a midnight crimson shadow and emerged victorious. Meanwhile, Lord Togashi looked
cast against the whiteness of the gravel courtyard gar- on from the sidelines, having foreseen the outcome.
den. The frost-tipped pines swayed softly in the wintry After his coronation as Emperor, Hantei charged each
breeze, and the gray clouds overhead threatened snow. of his siblings with a different task: Hida would guard
“I am sorry that my performance is so lackluster that against the growing darkness beyond the southernmost
your attention should drift,” Kachiko pouted. lands. Doji would foster the arts and keep the peace
On the contrary, Hotaru wanted to say, you are per- between them all. To defend Rokugan, Akodo would
forming too well, sending my thoughts spiraling away from lead great armies. Shiba would tend to the land’s spirits
myself. Is it on purpose? Am I just another fool for her to and the Empire’s soul. Upon Bayushi the Emperor placed
play off of? No, I’m the one who’s going to use her now. a heavy burden: to do what Hantei could not dirty his
“Not at all,” Hotaru inclined her head in respect. hands with. Always restless, Shinjo would venture beyond
“Your narration is flawless. There are few actors who the Empire’s borders to scout for any threats yet to come.
would even attempt to recite ‘The Children of Sun and Mysteriously, Togashi retreated to the mountains, where
Moon,’ but the entire court is looking forward to your he would watch over the Empire from afar.
performance of it in the coming weeks.” But not long after the Kami had begun to order the
Kachiko put on a show of demurring. “I am sure that is world and formed clans with their earliest followers, Fu
not true. It is for that very reason that I thought you might Leng emerged from his subterranean lair. The corruption
be able to give me your opinion, oh poet of the Crane.”
It was a flimsy excuse for them to meet in private, and
they both knew it. But it was only away from the eyes and
ears of the court that they could forsake appearances and
pretend they were not bitter enemies for a time.

4

of Jigoku had spread from the hole in the earth to the “Kachiko,” she began, moving closer and unfurling
surrounding lands, and demons followed in his shadow. her umbrella to protect them both from the cold wind.
“Do you believe the prophecies of the Order of the
Kachiko’s face hardened into hatred tinged with Seven Thunders? That after a thousand years, the cycle
sadness. “‘Why did you not invite me to compete in will repeat, and the Thunders will return?”
your great tournament?’ Fu Leng asked Hantei.” Fury
flashed like lightning in her eyes, driving away any hint Kachiko stood very still, waiting for the words that
of sorrow. “‘I could have easily beaten any of you.’ The hung unspoken in the air. Her face softened.
Kami looked upon their fallen brother and saw that he
had been twisted with jealousy and desire. “Because I would fight by your side,” Hotaru whis-
pered. The wind gusted, sending a chill up her spine.
“‘We did not know of your fate—we thought you
lost, poor brother. But now—now, we see that you truly Kachiko placed a hand on the handle to help steady
are,’ declared Hantei.” Kachiko slid into a new role, the umbrella, and looked up at her. It was the first time
her back straightening with imperious authority. “‘You Hotaru could remember that she had seen the unshak-
are marked by Hell, by Jigoku, and will only lead these able woman look truly vulnerable.
human beings to their doom.’
Hotaru could not pretend to be heartless, could not
“‘Lies! You did not even think to search for me when scheme as the Scorpion did. And she would not betray
I fell. You are the one unfit to rule over these mortals, Kachiko. “I know I cannot ask this of you.” Who would
you who would not even aid your own kin. I challenge dare ask her to betray her clan? But I must. And in so
your claim!’ Fu Leng cried out. doing, place my honor in her hands. “But would you
help me now?”
Kachiko allowed Hantei’s character a glimpse of
sadness before steeling his resolve. “Hantei consid-
ered this, and accepted the duel. ‘I shall name Togashi
as my champion.’

“Togashi stepped forward, pain etched across the
face that was, at all other times, inscrutable.

“‘Pick a weapon, brother,’ Fu Leng
offered. ‘Now you will learn what I know
about destiny.’

“Togashi replied, ‘I choose as my
weapon all that lives in Rokugan.’

“‘So be it!’ Fu Leng declared. ‘I
shall bring the armies of Hell to bear
against your foolish followers, and
they shall see which of us is stronger,
which of us deserves to rule.’

“And thus began the War Against
Fu Leng.”

The war when the ancestral sword
of the Crane, Shukujo, was nearly lost. Hotaru’s
ancestor, Doji Konishiko, had been one of the
seven mortal Thunders who were finally able to
defeat Fu Leng with the guidance of Shinsei, the
Little Teacher. Konishiko had fought alongside the
actress Shosuro, Kachiko’s forebear, as well as the
shugenja Isawa, the berserker Matsu, the duelist
Mirumoto, the battle maiden Utaku, and the war-
rior Hida Atarashi.

One thousand years had passed. One day, it
would fall to Hotaru to wield Shukujo. If only she
could prove herself to her father.

At last, the snow began to fall. Hotaru
gathered her paper umbrella and rose from
her seat.

INTRODUCTION

Welcome to Roleplaying in the Emerald Empire

MATURE THEMES It is an era of sudden change and upheaval in Rokugan. WHAT IS needed to play?
Mortal schemes, natural calamities, and celestial turmoil
The setting of the alike have disrupted the political, military, and spiritual Much of a roleplaying game is conducted in the play-
Legend of the Five Rings equilibrium of the land. Long-simmering rivalries and ers’ imaginations, but there are a few physical materials
fresh betrayals ripple through the courts and on the that greatly facilitate play. You’ll want at least one copy
Roleplaying Game battlefield. The Chrysanthemum Throne is beset by of this core rulebook, pencils or pens, notebooks or
grapples with mature threats from without and within, and the honor of the scrap pieces of paper, and enough copies of the char-
and sensitive themes, seven Great Clans shall be put to the test. Who among acter sheet found on www.FantasyFlightGames.com
ranging from suicide the clans will prove strong enough to guide Rokugan in for each player to have their own.
and drug use to forced these tumultuous times? Will their names be lifted up
marriage, violence and beside those of the honored ancestors, or will they fall The Legend of the Five Rings Roleplaying Game
horror themes, as well among the ranks of the Empire’s most infamous villains? also makes use of special, customized L5R Roleplaying
Dice to arbitrate the game’s conflict resolution system.
as the dehumaniza- In the Legend of the Five Rings Roleplaying Game,
tion of certain castes, players take on the roles of individual samurai whose $$ Packs of Legend of the Five Rings Roleplaying
classes, and nations of honor and loyalty will be put to the test. These samu- Dice are available for purchase at local hobby
people. The rest of this rai serve their lords as warriors, courtiers, priests, or game retailers or can be ordered online from
book and the remaining monks and embark on adventures filled with drama, Fantasy Flight Games.
products in the line will suspense, humor, romance, and horror. All the while,
engage with those top- they must grapple with their human emotions and $$ Each Legend of the Five Rings Beginner Game
ics frequently, so reader choose between following their heart’s desire or doing comes with a set of dice.
discretion is advised. what society—and the Code of Bushidō—demands of
Additionally, we encour- them. These personal stories of triumph and tragedy $$ Fantasy Flight Games offers a Legend of the Five
age individual groups will reverberate across the Emerald Empire and shape Rings Dice app for iOS and Android devices.
the very future of Rokugan.
to determine which However, if these dice are not available, a chart
elements of the setting The Legend of the Five Rings Roleplaying Game on page 23 shows how players can instead use stan-
they engage with in the provides players and game masters with the tools to dard six-sided and twelve-sided dice, which are readily
tell stories of samurai drama within the Emerald Empire. found at most hobby game retailers.
stories they tell. See The following pages contain rules for creating charac-
Who’s in Charge Here? ters sworn to serve one of the seven Great Clans and for The World of Rokugan
on page 282 for more. running game sessions filled with intrigue and conflict. A
wide variety of skills, techniques, distinctions, and more The Emerald Lands, or “Rokugan” in the tongue of
allows players to customize their characters mechanical- its people, comprise a vast, majestic countryside
ly and narratively. The custom dice mechanics enable that stretches nine hundred miles from the pine val-
players to contribute to the unfolding story and deter- leys and snow-capped peaks of the Great Wall of the
mine whether their character succeeds, by how much, North mountains at one end, to the austere Carpenter
and how much it will cost them. And the fantastical Wall standing vigil along the country’s desolate south-
feudal setting of Rokugan provides a rich tapestry of ern border. Beyond the Wall lies the Shadowlands, a
majesty and wonder where these stories can unfold. blighted land tainted by the influence of Hell itself, and
dangerous for even the most legendary heroes to step
WHAT IS A foot within. At its widest point, Rokugan measures six
ROLEPLAYING GAME? hundred miles, from the Sea of the Sun Goddess in the
east to the Burning Sands in the west. Within its bor-
A roleplaying game (RPG) is an exciting cooperative ders, bountiful plains ripple gold in the sunlight, and pri-
storytelling experience. Each player takes on the role mordial forests hide mysterious spirits and dangerous
of a fictional character and decides what that character creatures. Hot springs straddle mountain ranges and
would think, say, do, and feel in dramatic situations! hills laden with precious gems and minerals. Countless
Like many games, it has rules, components, and dice to rivers, lakes, and streams wend their way toward the
help describe and resolve those situations. Unlike most ocean, where fish, seaweed, and pearls are netted by
games, an RPG has no winner or loser and no oppos- divers and fishermen. Crimson torii mark the gateway
ing teams. If everyone has fun and enjoys the resulting to sacred spaces, which exist alongside the sprawling
story, then everyone wins! cities and huddled hamlets of human civilization.

6

INTRODUCTION

Each of the seven Great Clans presides over a dif- A Guide to HOW DO I USE
ferent corner of the Empire, protecting the natural har- Pronunciation
mony of the land and the kami that dwell there. Shrines THIS BOOK?
and temples dot the landscape, marking places of spir- Throughout this book, you’ll encounter words
itual power and contemplation. Fortifications large and from the Japanese language, which is the basis Different parts of this
small protect roads, bridges, mountain passes, and the for the language used in Rokugan. The first book are more relevant
domains of great lords. In the shadows of these castles, time a foreign-language word is introduced in depending on whether
towns and villages prosper from the efforts of crafts- this book, it is italicized and often defined in you are planning to
people and artisans. Beyond the city limits, peasants the glossary on page 330, but there are also run the game or simply
toil over rice paddies and fields of grain, or hunt and many proper names used throughout this book participate in it. The
gather the bounty of the forests. To travel the Empire that do not translate directly into Japanese. By rest of this introduc-
on its few roads, samurai must obtain special papers learning to pronounce the five vowels of Jap- tion serves as a primer
and pay a tax toward their upkeep. Merchants’ carts anese—“a,” “i,” “u,” “e,” and “o”—you can to the game and the
and horses are banned from the Imperial highways sound out the language of the Emerald Empire: world and is useful for
altogether, forcing them to rely on special trade routes everyone to read.
to carry goods between cities. Given the size of the $$ “A” is “ah” as in “father”
Empire and the difficulty of journeying, few get to wit- Readers who will be
ness the variety of the Empire’s vistas in one lifetime. $$ “I” is a long “e” sound, such as “fee” taught the rules of
the game during play
Instead, citizens are deeply in tune with the natural $$ “U” is “ooh” as in “who” may dive straight into
cycles of the provinces they call home. The Heavens Chapter 2: Creating a
bring four seasons to the Empire, which are celebrat- $$ “E” is “eh” as in “pen” Character, but we still
ed by festivals and arts. In the spring, the delicate fra- recommend reading
grance of cherry blossoms wafts from misty gardens. $$ “O” is a long “o” sound, such as “owe” Chapter 1: Playing the
Summer heralds rains and oppressive heat, slowly giv- Game to understand
ing way to autumn’s brilliant scarlet leaves, shrill cicada For example, Rokugan is “ROH-koo- the mechanical compo-
cries, and typhoons. Winter buries the lands in deep GAHN,” Hotaru is “hoh-TAH-roo,” and Kachiko nents of a character.
snow, closing mountain passes and driving the citizenry is “kah-CHEE-koh.” When the vowels are next to
to the warmth and comfort of the hearth. each other, they merge a little bit, such as Han- The person running
tei (“HAHN-tay”) and daimyō (“DYE-myoh,” not the game should start
The Code of Bushidō “dah-mee-oh”). The macron, or long bar over a with Chapter 1: Playing
vowel, indicates that the vowel sound is held for the Game, continue to
To protect these lands and their way of life, the samurai a moment longer, as in rōnin, or “RO-OH-neen.” Chapter 6: Scenes and
servants of great lords follow Bushidō. This Way of the Conflicts, and then
Warrior elevates samurai from the rest of society while The Samurai’s Struggle move on to Chapter
also chaining them to near-unattainable ideals. They 7: The Game Master.
must embody righteousness and honor, loyalty and Many Rokugani plays have been written chronicling the Then, before guiding
duty, and courtesy and compassion, as well as courage impossible choices facing a samurai as their human feel- a group through
in the face of death. A samurai is expected to uphold ings, or ninjō, conflict with their obligations to society, or character creation, we
these virtues in their every word and deed, even when giri. Those things that would get in the way of Bushidō recommend reviewing
these ideals conflict with one another. are real and meaningful forces in a samurai’s life, and Chapter 2: Creating a
it is the rare soul who can resist their call completely. Character for yourself.
A samurai’s reputation for adhering to the Code of The stories and the drama of the Legend of the Five
Bushidō reflects not only on the individual, but upon Rings Roleplaying Game revolve around the tension
that samurai’s household, family, and clan. Should they between these two conflicting forces. One of the fun-
prove unable to live up to these expectations, only ritu- damental choices a player must make during character
alized suicide, or seppuku, can wash away the stain on creation is to select ninjō and giri, the opposing forces
their honor. According to Bushidō, there is no room in of a samurai’s inner desire and the external demands
a samurai’s life for anything that would get in the way of placed upon them by their lord and by fate. Whether a
these ideals. Love and ambition, pride and greed—even samurai chooses happiness or duty in a given moment
happiness—are to be sacrificed for the sake of Bushidō. has narrative and mechanical consequences not only for
Yet, samurai are still human, made from the mingling of themself, but for all of the Emerald Empire. When they
Lady Sun and Lord Moon, order and chaos. The tenets serve their lord with distinction, tales of their glories may
of Bushidō would not be ideals to strive toward if they spread to the corners of the Empire or even be recorded
were easy to realize in daily life. Characters in Rokugan for the ages. A samurai’s fame and reputation for service
are measured by their own faith in, and devotion to, the is measured by their glory value.
Code of Bushidō through their honor value.

7

The Way of Five Rings

At the dawn of civilization, when humanity looked to understand the sur-
rounding creation, the greatest philosophers determined that the world
was composed of the five elements: Air, Earth, Fire, Water, and the Void
that holds the other elements together. These elements, also called rings,
were represented in the sacred spirits of the land and the natural world,
but also in society and the human psyche. Air is the weather and the wind,
the invisible and the innuendo, and the swiftness of a bird of prey. Earth is
stone, wood, and metal, as well as a donkey’s stubbornness and a tortoise’s
patience. Fire is the gentle warmth of the sun or the rage of a wildfire, but
also the spark of innovation, the passion of devotion, and the ferocity of a
wildcat. Water is an octopus’s adaptability and flexibility; it takes the shape
of its container, be it a puddle, river, or endless sea. Void is the emptiness
of the night sky or nirvana, at once present and transcendent.

Sensei across Rokugan teach samurai-in-training to observe and express
these different elements in all that they do. In the Legend of the Five Rings
Roleplaying Game, characters are defined by their strength in different
elements. This strength is represented mechanically with a numeric value
on a scale of one to five, called a character’s ring value. In every task they
undertake, they must choose an elemental approach, and the suitability of
one approach over another can give them the edge they need or diminish
their chance of succeeding.

8

Samurai and Society The way of the samurai is the way of the warrior. THE TEN KAMI
Most are trained from birth to fight for their lords and
In Rokugan, it is said that honor is stronger than steel. lay down their lives if need be. When ownership of a Lady Sun and Lord Moon
While even the finest blade can bend and break or territory falls into dispute, or when threats from beyond had ten children, but only
twist under the heat of the forge, the Emerald Empire’s the Empire’s borders imperil the very existence of the eight were destined to
society has been folded in the forges of politics and Empire, the daimyō of the clans mobilize their armies help shape Rokugan at the
war for more than a thousand years, and it has not and fight for their champion or on behalf of the Emperor dawn of the Empire. Fu
yet broken. The society of Rokugan follows a divinely as part of the Imperial Legions. The Emperor permits his Leng was lost to Jigoku,
ordered pattern set down by the ten Kami, who shared vassals to take a share of the annual rice harvest so that where he became lord of
their celestial blessings with the mortal realm. Rokugan they may arm themselves for war and defend the lands demons, while Ryoshun’s
is a land of strict social stratification, where an improp- they have been entrusted with. name was lost to history.
er look at the wrong time can mean death. Face—the The remaining eight Kami
concept of a samurai’s stoicism and outward self-con- Not all wars are won on the battlefield, however. founded the Great Clans
trol—is paramount in Rokugan. To lose one’s face is to Samurai skilled in the subtle arts of the courtier fight and the Imperial house:
lose one’s status and reputation in society, and poten- their battles with honeyed words and mocking, titter-
tially one’s life. ing laughter behind face-concealing fans. Their arena Lord Akodo: Founder of
is the courts, be they the provincial courts of city or the Lion Clan
The root of the word samurai is, literally, “one family daimyō, the castles of the clan champions, or
who serves.” The samurai rule the Emerald Empire as the famed yet deadly Imperial Court. In these places Lord Bayushi: Founder of
nobles and lords, but they also serve others—whether of delicate and indirect speech, impeccable etiquette the Scorpion Clan
the people of Rokugan below or those samurai who is a better defense than the finest katana when a samu-
sit as lords above them. Most samurai fall into one of rai walks into court. Courtiers seek out one another for Lady Doji: Founder of the
three broad categories: bushi, who train their martial private meetings, each expressing their clan’s wishes Crane Clan
skill; courtiers, who engage in deadly political games; indirectly and sealing treaties with honor and promises
and shugenja, who serve as priests and conduits rather than ink and parchment. Lord Hida: Founder of
between the mortal and sacred realms. the Crab Clan
Winter is harsh in Rokugan, and battles cannot be
Government and Power fought in the bitter cold and impassable snow. Thus win- Lord Shiba: Founder of
ter is when court is most active, for there is little else to the Phoenix Clan
Rokugan is a feudal society: all of the land belongs to do except attend court. The Emperor’s Winter Court is
the Emperor, who bestows the rights of stewardship a highly selective social event, with higher stakes and Lady Shinjo: Founder of
on champions and lords within the Great Clans, who rewards than any other. the Unicorn Clan
in turn pass on the tasks of administration to less-
er-ranked samurai. Crime and Punishment Lord Togashi: Founder of
the Dragon Clan
All Imperial authority and patterns of life proceed The task of stewarding the land for the Emperor
from the Hantei, the Emperor, who is descended from requires a samurai to execute the Emperor’s will. This Emperor Hantei: Founder
divinity and sits on the Emerald Throne. He is attend- includes the Emperor’s laws, which are collected and of the Imperial line
ed primarily by his jeweled champions (the Emerald enforced by the Emerald Champion. The maintenance
Champion in particular) and by the champions of the of order, law, and justice in Rokugan—in that order of
Great Clans. The clan champions are masters of the importance—is one of the primary responsibilities of
Great Clans, overseeing the families sworn to each. the samurai. Crime in Rokugan is much the same as
These families are descended from the heroic mortals anywhere else; theft, assault, murder, and arson are all
who swore fealty to the Kami. known within the Emerald Empire.

The various families within the clan are themselves To enforce laws and maintain an orderly society
ruled over by daimyō (literally, “the great names”), lords within their borders, provincial daimyō appoint special
of the families, who hold the power of life and death over investigators called magistrates. These magistrates are
their kin and command absolute loyalty. Their individual loyal to clan and daimyō, and are assisted by yoriki
lands are divided into provinces, the divisions of land in (lesser-ranking samurai) and budōka (armed peasant
Rokugan, which are ruled over by lesser daimyō—who vassals) in tracking and apprehending criminals. Histor-
themselves rule over district and city governors, lords of ically, two classes of magistrate have attended to Impe-
rich lands and wealthy cities. The clans and their represen- rial crimes: Emerald Magistrates, appointed by the
tatives vie for dominance in the courts of these daimyō, Emerald Champion, and Jade Magistrates, appointed
prevailing over others with silk and steel. by the Jade Champion. The former investigate crimes
crossing multiple clan boundaries or involving nation-
al personages. The latter were shugenja tasked with

9

INTRODUCTION

investigating crimes against religion or evil magic The Celestial Order
involving the Shadowlands, but the office has not been
filled in centuries. Belief and religion are inculcated into a samurai from
birth—and before, from the time of their last death.
Crimes committed upward, or against those of higher Spirits and gods are a fact of life for samurai, and faith
social rank and against the social order, are taken quite folds with honor a thousand times over in the steel of
seriously by magistrates. Crimes committed downward, a samurai’s soul: faith in the gods, faith in the cycle
such as a samurai’s theft from a peasant, are rarely inves- of reincarnation, and faith in the divine mandate that
tigated unless the peasant has the backing of another binds the Empire together.
samurai. Rokugani criminal justice is based on honor, and
considers only one form of evidence to be valid: eyewit- The Emperor is a divine being, charged by Lady
ness testimony (including confession). Fines, public rep- Sun with overseeing the mortal realm. The blood of
rimands, and house arrest are common punishments for literal gods—the Kami—runs through the veins of the
samurai—although if there’s any doubt as to the samu- Great Clans’ ruling families. The will of Tengoku orga-
rai’s guilt, the defendant may challenge the offender to a nizes all of existence into a hierarchy. This system—the
duel, the winner of which is considered beyond reproach. Celestial Order—is sacred and unquestionable, order-
ing both Heaven and the Emerald Empire. From the
Commerce and Currency Emperor to the lowest burakumin, all are born with a
dharma, a sacred duty of the soul; the performance of
Rokugan’s economic system is based on the land tilled this duty in life is how a Rokugani’s karma is measured,
by farmers and protected by the samurai. The Emperor determining their judgment in Meido and potential
properly owns all land, yet leases it to the clans, which rebirth into a higher or lower caste.
hereditarily lease it to their daimyō in turn. Given the
limits of roads—often dangerous and unpaved affairs— Most souls are reborn, returning to live new lives in
many provinces become lawful lands unto themselves, mortal bodies—a belief that predates even the Empire.
where the daimyō acts as an extension of the Emper- However, Rokugani also worship their ancestors, a
or over the peasants who work the rice paddies. It is seeming contradiction. Each soul’s dharma accords
rice—a vital crop that keeps the Emerald Empire alive— them a destiny preordained by Heaven; so long as
that provides much of Rokugan’s wealth. Barley, wheat, that destiny goes unfulfilled, the soul will be reborn.
millet, soybeans, and rye are also common crops grown Only when dharma is completed is the soul permit-
by farmers, but it is a yearly stipend of rice that forms ted to shuffle off the Celestial Wheel and enter Yomi,
the basis for currency in Rokugan: koku. The clans able the Realm of the Sacred Ancestors. The fear of death
to harvest the most rice are among the wealthiest in the holds little purchase in Rokugan—so long as it remains
Empire, and therefore the most influential politically, but untainted by Jigoku, the Realm of Evil, a soul will return
to directly conflate wealth with power would be an insult again to the Emerald Empire until it fulfills its destiny.
to the importance placed on honor and virtue in society.
Those Who Serve
Trade and commerce are indispensable for
Rokugan to thrive, but it is considered dishonorable The samurai, “those who serve,” rule Rokugan in the
for samurai to involve themselves in such mercantile name of the Hantei. The class consists of many social
pursuits. Their primary concern should be with serving ranks: The kuge, or houses of the nobility, consists of
their lord, not personal enrichment, but virtue and real- the Emperor and Imperial families, the family lines of
ity can sometimes diverge. Nevertheless, to maintain the clan champions, the heads of vassal families, and
a veneer of civility, samurai leave monetary matters to the greatest servants of the Hantei. The buke, or chi-
non-samurai, who in turn seek the patronage of a pow- valric houses, comprises all other samurai, including
erful lord. This allows samurai to engage in trade and provincial daimyō and city governors, magistrates,
currency manipulation without sullying their honor with and others. The vast majority of the buke are warriors,
crass, uncouth avarice. Those few clans and families courtiers, and shugenja, down to the jizamurai, or
that flagrantly involve themselves in trade are looked half-samurai—those not allowed the name of their lord,
down upon by the others, who see greed as incompat- including rōnin. Custom forbids a samurai from ques-
ible with absolute loyalty. tioning or opposing someone of higher social rank
without extreme justification, or treating those of equal
rank with anything less than complete respect and
courtesy. They may treat those below them however
they please, although Bushidō still governs their actions.

10

INTRODUCTION

Those Who Work

The vast majority of people in Rokugan are the bonge
(also called heimin, or “half-people.”) These peasants
keep the nation running by cultivating the land, crafting
the tools and implements of daily life, and transporting
those goods across the Empire by land and sea. Farm-
ers who grow rice and other food are considered the
most important of the bonge. Below the farmers are
the craftspeople: carpenters, blacksmiths, brewers, and
practitioners of the other skilled trades. Below them all
are merchants, regarded with contempt by all others
since they do not actually make anything themselves.

Seldom permitted to carry weapons (save for ashi-
garu, peasant military levies, and budōka, armed retain-
ers to samurai), heimin have few defenses, physically or
legally. As a being with a higher social and spiritual sta-
tus, a samurai may demand anything from heimin who
belong to their lord without recompense, and can kill
any heimin who disobeys or fails to show respect. Yet,
the samurai are also responsible to heimin, as described
in the Celestial Order; the bonge’s dharma is to work the
land and obey the samurai, and it is the samurai’s duty to
protect the heimin and administer the Empire. Slaying a
heimin means answering to that heimin’s lord.

Those Who Do
Not Belong

There is a third class, called burakumin, or “ham-
let people,” who are sometimes known as hinin, or
“non-people.” Due to their proximity to death or dis-
honorable acts, these criminals, torturers, undertakers,
butchers, and tanners are considered unfit as compan-
ions for samurai save in the direst of circumstances. Even
a kindly lord’s speech might be discolored by the pejo-
rative term eta, a slur meaning “abundance of filth.”

Burakumin are considered deeply unclean, and
associating with them too often requires the samurai to
undertake special purification rituals. Burakumin must
live in special villages on the outskirts of society, and
they are deeply afraid of samurai. More so than bonge,
burakumin can be killed for no reason at all, without
legal consequences. Testing newly forged blades by
cutting down the nearest hinin isn’t uncommon.

Entertainers who aren’t samurai, including geisha,
are also technically hinin for a special reason: because
they are non-people, a samurai may fully relax around
them with no social stigma. The stress of maintaining
one face’s can and will wear on even the most stoic of
samurai. In the company of a geisha, under the gentle
strains of shamisen music, a samurai may laugh, com-
plain about their lord and family, or cry at their lot in life.

INTRODUCTION

LIFE ON THE WAVES A Samurai’s Life and strategic resources. For a samurai to balk or refuse
this is considered the same thing as refusing any other
Many samurai voluntarily Most samurai are either born into the ranks of the buke commands from their daimyō: grounds for seppuku—and
become rōnin for a single from long-serving family lines or adopted from another thus, most samurai wouldn’t even consider questioning it.
year, typically in the year noble family. Some are adopted from rōnin or vassal
families who pledge themselves to a lord. Retirement
or the second following
their gempuku. Consid- Samurai youth have very few expectations placed on After a lifetime of service to the clan, many samurai
ered to be a healthy out- them and aren’t expected to maintain their face. Most want choose to become monks, retiring to a monastery to
let for a young samurai’s for nothing. So long as they obey their parents, they have contemplate the mysteries of Shinsei and the Tao. The
desire to prove themself, no cares until sometime between ages eight and twelve, expression is to “shave one’s head,” referring to the
depending on the family or clan. They are then enrolled in practice of cutting one’s topknot, the symbol of their
this allows them to a family dōjō to train for their adult responsibilities. samurai status (though since many clans adopt a wide
sharpen their skills and variety of hairstyles in the modern era, this remains col-
temper their attitudes Training loquial). The samurai surrenders their wakizashi to the
with experience. Having clan before mulling over a lifetime’s worth of wisdom
experienced hardship in For the upper classes of samurai, learning one’s place in peaceful contemplation. Not all samurai choose to
the outer Empire, most in the Empire means training at the family dōjō, prac- retire; some continue to serve their lords well into old
return and swear fealty to ticing techniques perfected over centuries of effort age, while others find a noble death in battle.
the clan anew with true and mastery. This training varies in length depending
upon its nature (shugenja students in particular often But retirement serves a deeply practical purpose.
loyalty rather than an have widely varying educational careers, depending on Though a samurai’s clan obligations are in theory sev-
inculcated sense of duty. when and how strongly their gifts with the kami mani- ered after a lifetime’s service, most monks stay on their
fest themselves) and the capabilities of the student, but family’s lands, providing a deep wellspring of institution-
While a rōnin is tech- typically lasts about four years. Students with another al knowledge and wisdom the clan may continue to tap
nically still samurai, clear aptitude are often transferred to another family long after the samurai’s steel has grown dull with age.
dōjō within the same clan and given instruction on how
they have no lord, no to best use their talents to serve. On rare occasions, Funeral
clan, and no family— they may even be traded to another clan, an arrange-
and thus, no purpose. ment that requires a great number of favors and con- The last act of a samurai—death with dignity—is a
Rōnin are forced to find cessions. After they have met the requirements of their solemn affair. While many samurai seek an honorable
work as mercenaries sensei, a samurai is deemed ready for gempuku. death in battle, this isn’t always possible. When a
or bodyguards, eating samurai dies, their deeds are read before a group of
dumplings bought from Gempuku dignitaries and loved ones gathered around an ornate
foul heimin merchants pyre built to represent the elements that make up a
and earning their straw The greatest day of a samurai’s young life is the day they samurai’s soul. The body is cremated and the burnt
bedding with the skill become an adult, graduating from their academy dōjō bones are picked out of the ashes with specialized
of their blade. Some in the coming-of-age ceremony and becoming a full- chopsticks, for the dead must never be touched.
resort to banditry or fledged member of the clan. Usually, this occurs some-
time around a samurai’s sixteenth year, although both ear- Seppuku is another possible end for a samurai—ritu-
crime to gather the lier and later gempuku aren’t uncommon. Most involve al suicide to cleanse the family and the individual of the
coin they need to live, tests of some sort, to ensure the samurai has learned all samurai’s dishonor. Successful performance of seppuku
but at least this is still they were required and are capable of performing their generally redeems the samurai’s shame, allowing them
an earning wrought by duties with excellence. Should the young samurai pass, to try to seek honor and dharma again in a different life.
they are gifted with a wakizashi—traditionally their grand-
skill at arms. parent’s, although more often a replica made in the same A Life Without Purpose
style—and expected to serve the clan faithfully.
Even the lowest rōnin is The exception to the samurai way of life is the lifestyle
higher than the bonge. Marriage of a rōnin, literally “wave-man,” one tossed by the vicis-
situdes of fate. A samurai need not accept seppuku to
Love has a place in Rokugan: in pillow books and wistful cleanse their honor—they may choose to forsake their
poems to one’s beloved, for marrying for true love is rare. duty and leave. Though many rōnin do not conform to
Marriage in a feudal society is predicated upon what’s the stereotype of honorless, masterless samurai—some
best for the family and alliances, and thus the talent and are simply the children of rōnin born to their station, act-
bloodlines of young samurai are often traded for favors ing with greater honor than many samurai of the Great
Clans—enough do that they are automatically assumed
to be untrustworthy and without decency.

12

INTRODUCTION

The Code of Bushidō

Literally “the way of the warrior,” Bushidō is the code by which all samurai in Rokugan strive to live, yet each clan’s interpretation of the
tenets of Bushidō is slightly different. All samurai are taught to embrace the ideals of Bushidō and strive ever toward them, at the expense
of personal gain. Not even the Kami upheld Bushidō without flaw; the strictures put down by Akodo are nearly impossible to maintain in
their entirety, and the struggle to adhere to them consumes a samurai’s existence.

Co仁 mpassion (Jin)“Through intense training, the samurai becomes quick and Samurai are expected to do their duty to their lord and their sub-
strong. They are not as other people. They develop a power ordinates without hesitation or reservation, no matter the cost to
that must be used for the good of all. They have compassion. their own reputation. Of course, any duty given by their lord is
They help their fellows at every opportunity. If an opportunity expected to be within the bounds of Bushidō and bring honor to
does not arise, they go out of their way to find one.” the samurai by obeying it. Should a samurai feel their duty conflicts
with the other virtues of Bushidō, they may commit seppuku in pro-
The Celestial Heavens appointed the lords and samurai of Rokugan test, a rare exception to needing a lord’s permission to end one’s
to rule over the lower castes, but with power comes responsibility. life. The sentiment is impossible to ignore: the lord has forfeited
Compassion represents the noblesse oblige of the buke and kuge the samurai’s honor, and no one without honor is fit to serve.
toward the bonge. Most clans interpret this to mean extending
physical protection over peasants, but other clans go even further. H名onor (Meiyo)
誉 “A true samurai has only one judge of their honor, and that is
Co勇 urage (Yū)“Rise up above the masses of people who are afraid to act.
A samurai must have heroic courage. It is absolutely risky. It is themself. Decisions you make and how those decisions are carried out
dangerous. Only in acceptance of one’s death may a samurai live are a reflection of who you truly are. You cannot hide from yourself.”
their life completely, fully, wonderfully. Courage is not blind; it is
intelligent and strong. Replace fear with respect and caution.” Meiyo is the most subtle, yet the most basic and all-encompassing
virtue. Samurai without honor cannot truly follow the other virtues
Every samurai lives three feet from death at all times. A samurai of Bushidō, for they act as others expect and not as their own con-
must be prepared to give their life for their lord, their clan, and the science dictates. If their own honor is intact, however, they will fol-
Empire at a moment’s notice. To die in service to one’s lord furthers low the ways of Bushidō and pursue justice without flaw or failure,
one’s karma, and thus samurai eagerly embrace the idea of a noble even when commanded otherwise by their lord.
death in service to their family.
Rig義 hteousness (Gi)“Be acutely honest throughout your dealings with all people.
Co礼 urtesy (Rei)“Samurai have no reason to be cruel. They do not need to Believe in justice, not from other people, but from yourself. A true
prove their strength. A samurai is courteous even to their enemies. samurai knows in their heart that there are no shades of grey in the
Without this outward show of respect, we are nothing more than question of honesty and justice. There is only right and wrong.”
animals. A samurai is not only respected for their strength in battle,
but also by their dealings with others. The true inner strength Righteousness is the sunlight glinting off the katana, bright and
of a samurai becomes apparent during difficult times.” painful to the eye. There is only truth and falsehood, justice and
injustice, and it is the samurai’s job to live in accordance with justice
and ensure that justice is meted out.

The social order isn’t just important to Rokugan—it is, in a literal Sin誠 cerity (Makoto)“When a samurai has said they will perform an action, it is
manner, what the Heavens rest upon. A samurai is required to main- as good as done. Nothing will stop them from completing their
tain appearances and withstand adversity, exhibiting courteousness deed. They do not have to ‘give their word,’ nor do they have
even when faced with the most vile lack of it. It is for this reason that to ‘promise.’ The action of speaking alone has set the act of
courtiers practice indirect insults and the art of the subtle insinuation. doing in motion. Speaking and doing are the same thing.”

D忠uty and Loyalty (Chūgi) Samurai must align intent with their word and deed, acting with
義 “For the samurai, having done some ‘thing’ or said some ‘thing,’ complete and total conviction, whether they serve themselves or
their lord. A convincing manner is more valued in Rokugan than
they know they own that ‘thing.’ They are responsible for it and all the the absolute truth, for the samurai who speaks with sincerity has
consequences that follow. A samurai is intensely loyal to those in their committed the totality of their being to the sentiment.

care. To those they are responsible for, they remain fiercely true.”

13

BISHAMON毘 EBISU
沙 KISSHŌTEN
門吉


天恵


寿

福 FUKUROKUJIN



The Land of Ten nature, agriculture, and other domains. This worship of
the immortals who dwell in Tengoku and the myriad
Thousand Fortunes lesser spirits dwelling in Ningen-dō is known as For-
tunism. Temples and shrines to the Lesser Fortunes
Faith is a real and tangible thing to Rokugan, and only exist in the hundreds, and the sanctuaries celebrating
the foolish choose not to believe. The kami are demon- the Seven Great Fortunes dominate the skylines of the
strably real, the gods are easily angered, and signs of Empire’s greatest cities. Although they are usually invis-
magic and wonder can be seen even in the distant ible to the eye, the kami have a few servants who can
corners of the Empire—if not by a samurai or peasant, hear and speak to the kami. These mortals are known
then by someone whom they know and trust. as shugenja, and their invocations to the Fortunes and
the elemental kami can produce miraculous effects.
Merged by the second Emperor, Hantei Genji,
Rokugan’s religious beliefs encompass three different While Fortunism celebrates diversity, another line of
forms of worship: ancestor worship, or the worship of philosophical thought emphasizes unity. Called “Shin-
a samurai’s blessed antecedents who have ascended seism” for the man who promulgated its core beliefs,
beyond the wheel of reincarnation; Fortunism, the the ideology focuses on a core of simplicity: all the uni-
direct worship of the gods; and Shinseism, the study verse comes from the Void, and all will eventually return
and practice of the Tao of Shinsei. to it. Embracing the oneness of the five elements, or
rings, and living in accordance with the principles of an
The most fundamental of religious observances ordered society could, according to Shinseism, enable
revolves around the worship of a samurai’s own ances- one to transcend the cycle of rebirth and attain Enlight-
tors. From Yomi, the spirits of one’s forebears watch enment. These teachings were recorded in full during
over their descendants, receiving prayer for guidance, Shinsei’s audience with the first Emperor and became
aid, and good fortune. Nearly every house in Rokugan recorded in the Tao of Shinsei.
contains an ancestral shrine where family members
offer prayer and dedication to stone statues of kin, ask- Following the Tao means acting in accordance with
ing for blessings, protection, and intercession. virtue and the harmony of the universe, which itself
leads to order and the furtherance of good over evil.
Beyond the spirits of their own, the people of The Tao is studied and debated by the Brotherhood
Rokugan revere and appease the elemental spirits of of Shinsei, a vast collection of monastic orders, each

14

JURŌJIN
BENTEN
寿

弁人


大DAIKOKU





HOTEI

with an individual approach to study and practice. This The Fortunes EIGHT GREAT
religious heterodoxy occasionally gives rise to potent of Rokugan FORTUNES
heresies, and many divergent sects of Shinseism have
appeared over the centuries. Many powerful Fortunes, or gods, exist. (from left to right)
Emma-o reigns supreme over Meido in his
Mortal Intermediaries role as Fortune of Death and Judge of the Bishamon:
Dead, while Megumi, Fortune of Heroic Fortune of Strength
The kami interact with Rokugan through natural phe- Guidance, often appears to aid minor samu-
nomena, but they make their will manifest to devoted rai throughout the Empire. Fukurokujin:
mortals. Spirits may accept sincere devotion by blessing Fortune of Wisdom
a lay priest from the peasant caste. Such priests cannot In ages past, different tribes venerated and Mercy
compel obvious miracles from the kami, but they can different Fortunes depending on the needs
bless fields, sanctify ritual spaces, perform weddings and specializations of their villages. After the Kisshōten:
and funerals, practice auguries, and create good luck formation of the Empire, it became the sacred Fortune of Happiness,
charms and talismans blessed by their favored deities. right of the Hantei to declare a new Fortune, Fertility, and Beauty
elevating deceased former mortals to the ranks
When a samurai manifests the ability to communi- of divinity. Such was the fate of Osano-wo, son Ebisu:
cate with the spirits, they are often given the special- of Hida, Fortune of Fire and Thunder. Fortune of Honest Work
ized, secretive training to become a shugenja, a samurai
priest who wields miraculous power. A common miscon- Some theologians believe that all of the Daikoku:
ception exists that shugenja can speak directly to the Fortunes were originally mortals whose deeds Fortune of Wealth
spirits using human language, but in truth it is a delicate were cause for veneration, and that path can
translation of emotions and instincts, which can be mis- still be tread today. Whether through proving Benten:
interpreted. Under the tutelage of other shugenja, the oneself a true paragon or treading other, secret Fortune of Arts and
samurai learns prayers, offerings, devotions, and invo- paths, new gods can ascend to the Heavens. Romantic Love
cations designed to entreat the assistance of the kami,
sometimes in spectacular ways. Titanic fireballs, weaving Hotei:
beautiful illusory displays, creating great fissures in rock, Fortune of Contentment
or washing away the despair of battle—with the proper
prayers to the kami, all things are possible. Jurōjin:
Fortune of Longevity

15

INTRODUCTION

The Great Clans

Rokugani society is based on a clan structure, with seven families descended from the Kami ruling over other
families descended from those who swore fealty. Over the centuries, each family has gravitated toward a certain
role or duty within the clan, although it’s common for families to trade promising students who show talent in an
area that differs from that of their ancestors. The Great Clans of Rokugan are diverse and powerful, dividing huge
swaths of the Empire between them and commanding many thousands of samurai from families great and small.

The Crab Clan The Dragon Clan

“Courage. Duty. Sacrifice.” “Find your own path.”

The Crab stand out in any gathering of samurai, given For a thousand years, the Dragon Clan has watched
a wide berth both for their stature and for their gruff, over the others, recording the history of Rokugan.
brusque manners. The defenders of the Empire have Aloof and enigmatic, the armies of the Dragon march
little time or inclination to practice social niceties; they only rarely, intervening in the clashes of the Great Clans
stand guard upon the Kaiu Wall, an enduring symbol of for seemingly inscrutable reasons. From the strange
tenacity against the horrors of the Shadowlands. Often, and powerful Tattooed Monks of Togashi to the inves-
the members of this clan grumble that their duty is tak- tigators who challenge the system of justice in the
en for granted, that their fine and honorable samurai Empire, the Dragon seek to ensure the Empire does
succumb to the horrifying Taint while the effete and the not become too self-focused and solipsistic. It falls to
careless play at games in an Empire kept safe by the them to ensure that the future of the Empire transpires
spilled blood of the Crab. in an orderly and elegant manner.

The Crane Clan

“There is a proper technique for all things.”

The Crane are the Left Hand of the Emperor, in service The Lion Clan
as the political aides to the throne. It’s traditional for
the Hantei to choose a samurai from the Doji family “For my ancestors!”
as their spouse, more Emerald Champions have been
Kakita than any other family, and the samurai of the To be a samurai is to live and breathe Bushidō, but to
Daidoji family serve as some of the finest shock troops be a Lion is to exemplify it to all others. The Lion’s roar
in the Emerald Empire. Yet the Crane make their great- heralds the call to battle and honor. For centuries, the
est contributions in culture: many of the finest poets Lion have dominated the military tactics and strategy
and craftspeople hail from their academies, and their of the Empire, pioneering new techniques and battle
duelists have few rivals. The Crane are the masters of methods that other clans take years to adopt. Now, this
court, with the wealth and status to prove it. clan’s samurai seek to apply the wisdom of their ances-
tors to the trials of the modern era.

16

INTRODUCTION

The Unicorn Clan

“One cannot capture the wind.”

The Phoenix Clan The Clan of the Wind spent hundreds of years out-
side the Empire, returning in a glorious cavalry charge
“Master the elements and be reborn.” that shook the other clans to their core. The barbar-
ic ways they adopted in their exile continue to shock
and disgust the other clans, yet the Unicorn remain
fierce in their duty and unwavering in their honor. Of
all the clans, they are best suited to uncovering foreign
manipulation and infiltration, for they faced innumera-
ble horrors and traitors in their wandering years.

Other clans guard the Empire’s borders, even the The Imperial Families
Empire’s future, but the Phoenix guard the Empire’s
soul. It is the duty of the Phoenix to keep safe the myr- “Enacting the Will of Heaven.”
iad religious paths of the Empire, defining them and
arbitrating their differences. Scholars of the Tao and Over thirty-nine generations of the Hantei, innumera-
servants of the spirits are found among the Phoenix’s ble siblings have been the “spare” heirs, extra children
ranks more than in any other clan; the wisdom the who were never called upon to ascend the throne.
Phoenix have gleaned from both traditions has led Even within only a few such generations, the number
them to foster peace and understanding among the of princes and princesses born to the Imperial family
other clans, even if it means sacrificing themselves in would require an entire city of palaces, and moreover,
the process. none but the Emperor and his immediate kin could
use the Hantei family name. Rather than challenge the
The Scorpion Clan claim of the Emperor’s eldest child, at adulthood these
other heirs joined the families of Hantei-no-Kami’s
“I will be your villain, Hantei.” original followers, Miya and Otomo and Seppun. They
serve as the heralds and bureaucrats of the Empire, and
From behind their masks and veils, the Scorpion smile the bodyguards and spiritual wardens of the Emperor.
grimly at the performance of their duty, for it is their
sacrifice to be hated even as they execute it perfectly. Together, they are sworn to protect the political
What other clan could perform the role of loyal villain? power of the Emperor and ensure no one clan grows too
It was the Scorpion Kami’s contention that enemies influential. Some wonder, however, if they do their jobs
need not be external to the Empire, and thus, the of sowing strife among the clans altogether too well.
Scorpion fight fire with fire. They keep all clans united
in hatred against them, yet divided so that no one clan
can challenge the line to whom they owe undying loy-
alty: the Hantei.

17

INTRODUCTION

The Minor Clans

The Great Clans are the most visible and esteemed powers in the Emerald Empire, but they are not alone. There are
also minor clans, smaller samurai families who cannot equal the Great Clans in power or prestige but who nevertheless
have a place in the Empire’s social order.

Minor clans are sometimes created through a schism from a larger clan, an accident of inheritance or geogra-
phy that creates a new separate entity in need of Imperial recognition. They may also be created by the Imperial
Court, sometimes as a reward for an individual samurai’s great honor or service, or to create a family to assume
responsibility for a particular location, task, or secret.

Mighty as they are, the Great Clans are seldom foolish enough to dismiss the minor clans out of hand. Although
they are smaller and seldom have more than one family or one formal school from which to draw their samurai, the
minor clans often have unparalleled expertise in their particular area of study.

Minor Clans of Note

USING MINOR CLANS Badger Clan: Created in the distant past to guard Hare Clan: The Hare Clan was founded in recognition
Rokugan’s northern border, the Badger Clan dwells in of a ronin who distinguished himself in battle against a
Several notable minor a series of rough valleys and caves in the Great Wall of terrible blood sorcerer centuries ago. Since then, the
clans are listed here. the North mountain. As tough and stubborn as their Usagi family has devoted itself to finding and battling
However, there are mountain home, the Ichiro family has never once failed mahō tsukai wherever they may be found.
dozens more, such as in its duty.
Mantis Clan: Often dismissed as pirates and thieves,
the Moth and Bat Clans. Cat Clan: The Nekoma family of the Cat Clan lives on a the Mantis control lucrative trade routes thanks to their
GMs can even create protected island off the Phoenix coast. While the family position on the Islands of Silk and Spice. As leader of
appears to be a playful association of acrobats, actors, what is arguably the most powerful minor clan, Man-
their own for their own and noted playwrights, in truth they are a successful tis champion Yoritomo’s ambition is to lead his clan to
campaigns. clan of mercenary shinobi, selling their skills as spies Great Clan status. Unusually, the Mantis have no family
and assassins to the other clans. name, and instead carry the names of the ship or port
on which they serve.
Centipede Clan: Devoted to the Sun Goddess Ama-
terasu, the matriarchal Centipede Clan preserves Sparrow Clan: The Suzume Hills, home to the Spar-
ancient traditions and mostly keeps to themselves. The row Clan and the Suzume family, are dry, unproduc-
Moshi family produces a large number of shugenja, tive, and devoid of any great resources. This makes
whose fire magic keeps the clan safe. the Sparrow lifestyle of honorable poverty extremely
easy to achieve; the clan itself is one of the poorest in
Dragonfly Clan: Sometimes called the “gatekeepers Rokugan. An offshoot of the Crane Clan from the fifth
to the Dragon Clan,” the Dragonfly Clan’s Tonbo fam- century, the Sparrow are noted storytellers.
ily act as intermediaries between the reclusive Dragon
and the rest of Rokugan. Tortoise Clan: As magistrates of Slow Tide Harbor,
the Tortoise Clan preside over one of the most noto-
Falcon Clan: The keen-sighted bushi of the Toritaka rious havens for smugglers, criminals, and gaijin in the
family specialize in finding and, if necessary, defeating Empire. This association taints them in the eyes of oth-
ghosts and other hostile spirits. er samurai, but the Kasuga family has been permitted
and instructed to treat with gaijin by Imperial decree
Fox Clan: Once the followers of Shinjo who remained for centuries, and they will not shirk their duties.
behind in the Empire, the Kitsune family of the Fox
Clan is noted for its scholarship, its knowledge of the Wasp Clan: Just recently founded by the famed boun-
medicinal properties of plants, and the subtle magic of ty hunter Tsuruchi, the Wasp Clan boasts the finest
its shugenja. The Kitsune family also has an alliance of archers in the Empire. Still establishing itself and on
sorts with the kitsune fox-spirits of their homeland, and unfriendly terms with both the Scorpion and the Lion,
some say that the samurai have intermarried with the the Wasp Clan is seeking allies…and may have found
spirits many times over the generations. one in the form of the Mantis Clan.

18



1C H A P T E R

Playing
the Game

A roleplaying game is a group storytelling exer-
cise that enables groups of people to devel-
op their own characters, stories, and worlds
together with their friends. Unlike those in a
competitive game, the rules of a roleplaying
game are intended first and foremost to help
people tell stories and have fun. The rules for
the Legend of the Five Rings Roleplaying Game
(commonly abbreviated simply as “L5R” or "L5R
RPG") are written with a certain degree of tech-
nical precision, but they should be understood as
tools to facilitate storytelling rather than as restric-
tions that must be applied “correctly” in all cases.
Remember, as long as everyone is having fun,
you’re playing the game properly!

Goals of the Game

The Legend of the Five Rings Roleplaying
Game is a game of samurai drama. Set
in the fictional land of Rokugan, it draws
inspiration from real-world literature and
history. The primary characters of the game
are samurai, who are torn between their
personal desires and their sworn duties.
They must often contend with cunning court
intrigues, deadly armed conflicts, and
dangerous supernatural creatures.

CHAPTER 1: PLAYING THE GAME

Players Ring Dice WHAT IS THE GAME
MASTER'S ROLE?
Most of the participants in the game, termed players, The six-sided dice are Ring dice, which reflect a char-
portray a person within the world of the game. Each play- acter’s core personality and fundamental aptitudes. In The game master is the
er controls one such character (called, intuitively enough, text, they are represented with the  icon. group’s access point to
a player character, or PC). Players decide the history, the world of Rokugan,
beliefs, desires, and quirks of their player characters; Skill Dice and the final arbiter on
make decisions for their characters during the game; and many matters of story
control and portray their characters when roleplaying. The twelve-sided dice are Skill dice, which reflect a and rules. However,
PCs also have numerical values, such as rings and skills, character’s training in a particular area of expertise. that doesn’t mean that
that reflect their aptitudes, training, and traits. These val- Skill dice provide slightly more potent outcomes than the players have no say
ues help them undertake tasks within the story. Ring dice, and in text they are represented with the over the story—balance
 icon. and respect for one
The Game Master another are key. The
Dice Symbols players should listen
To aid in the telling of the story, one participant serves to the GM, and the
as the game master (GM) instead of as a player. The The custom dice in Legend of the Five Rings contain GM should listen to
game master is the group’s guide, who invents the four unique symbols. These symbols appear in various the players, too, and
frame of the story and presents the PCs with challeng- combinations on the dice, and are summarized below: incorporate their ideas
es, decisions, and opportunities. The game master is as appropriate.
not the sole architect of the story, but this person does Success ()
have a particularly important role in helping the PCs to If this is your first time
interact with the world. They portray the other inhab- The success symbol () represents the sum total of playing or running a
itants of Rokugan (non-player characters, or NPCs), the character’s effort when they attempt to complete a roleplaying game, make
describe each scene to the players, and act as an arbi- task. More  symbols mean a higher chance of carry- sure to read Chapter 7:
trator in the infinite number of situations that can arise. ing out the task successfully. The Game Master (see
page 281) for insight on
Custom Dice Explosive Success () how both the GM and
the players can collabo-
The Legend of the Five Rings Roleplaying Game uses The explosive success symbol () represents a particu- rate to make the game
two types of custom dice: six-sided dice and twelve-sid- larly effective part of the character’s effort. In addition to the best it can be!
ed dice, both of which have faces depicting symbols counting as a  symbol, it gives the character a chance
for this game. After a player rolls these dice, the sym- to roll an additional die and decide whether to add its IS STRIFE BAD?
bols shown inform narrative outcomes and give players result to the check—potentially letting them succeed at
cues that can inspire them as they tell a story together. a task they normally couldn’t overcome. See  under No. Feeling emotions is a
Step 6: Resolve Symbols of Kept Dice, on page 24. natural part of existence.
Roll and Keep Strife, represented on the
Opportunity () dice by the icon of a styl-
The core mechanic for rolling dice in Legend of the Five ized single cherry blossom
Rings employs a concept called roll and keep. When The opportunity symbol () does not contribute direct- petal, embodies positive
a character attempts to do something in the story, if ly to success, but it lets the character resolve an oppor- and negative emotions,
the outcome of their effort is uncertain, that character’s tunity—a chance to do or notice something useful that as well as the uncertainty
player rolls a number of dice and then chooses to keep is unrelated to their goal at the outset, or expand on that accompanies ambiva-
a subset of those dice based on their character's apti- their success with an additional effect or story detail. lence. Players should think
tude to the task. This activity (rolling and keeping dice of it first and foremost as
to find out the consequences of a character’s effort) is Strife () a barometer that helps
called a check. them gauge their char-
The strife symbol () represents an upwelling of emo- acter’s emotional state,
Only results on kept dice affect the outcome, which tion. Strife does not affect success or failure on the meant to help inspire
gives the player the power to decide which of the avail- check but instead accumulates over time, potentially their roleplaying.
able results will make for the best story in each situa- leading to outward displays of emotion that can alter
tion. Many die faces include both positive and nega- the direction of the story for good or for ill. The more it
tive symbols, and a player must decide if the benefits accumulates, the harder it is to maintain the decorum
of keeping such a result outweigh the cost. expected of a samurai—a key struggle in the genre of
samurai drama.

21

CHAPTER 1: PLAYING THE GAME

CHECKS IN TEXT Making a Check Step 2: Determine Details

When a check appears When a character attempts something at which they A check is resolved through rolling a number of Ring dice
in print, it often has a could fail, they make a check. The check is the core (  ) and Skill dice (  ) in a dice pool, and then selecting
preset skill, ring, or TN, mechanic for L5R, and has two parts: results (the sets of symbols contained on the upright fac-
along with recommend- es of the dice) from the pool. Use the following process
ed modifiers that apply 1. Assemble a number of  and  dice to form a to determine which skill and ring the character will use:
to certain situations. dice pool, then roll these dice.
If it allows any ring, it 1. Determine Skill Group: First, the GM and play-
will not list a ring; if it 2. Select a number of dice equal to the charac- er decide which skill group (see page 142)
allows any skill within ter's ring value to keep, then resolve the posi- would best allow the character to accomplish
tive and negative effects of the symbols on all the intended task.
a group, it will list a kept dice.
group rather than a 2. Determine Skill: Next, the GM and player
A check always has one of two outcomes: the char- determine the body of knowledge that applies
specific skill. acter succeeds or the character fails. Additionally, it to the specific activity—this provides the specif-
can include secondary outcomes, such as opportunity ic skill (see page 142) to use. The GM can call
If a check in print (), which can be used to add extra narrative flourish- for a particular skill based on circumstances,
allows multiple rings, it es, and the accumulation of strife (). or the GM can ask the player to propose a skill
and offer a rationale for its relevance.
will sometimes be fol- When to Make a Check
lowed by parentheses 3. Determine Approach: Next, the player provides
containing ring names The GM gets to decide when it’s worthwhile for a char- a brief description of the methods their character
acter to make a check. As a rule of thumb, the GM employs to reach their goal. The GM selects the
and values, such as should consider the following questions: elemental approach (see page 142) that corre-
“(Air 3, Water 1)”. These sponds to reaching the original goal by the spe-
$$ Could the character fail? cific methods, or asks the player to pick a meth-
values are the TNs to $$ Could the character possibly succeed? od. If multiple approaches are viable, the player
use those rings. $$ Are the consequences of success and failure should offer a rationale for the one they choose.
Each ring corresponds with a set of methods that
MATCHING RINGS interesting and meaningfully different? relate to the following concepts and are explored
WITH SKILLS in more detail in Chapter 3: Skills (see page 140):
If the answer to any of these is “no,” the GM proba-
The Five Rings are bly shouldn’t ask for a check. The character can simply –– Air: Grace, cunning, precision, subtlety
important philosophical succeed at their action or fail at it, and the GM can
concepts in Rokugan, and work with the player to narrate the results in the story. –– Earth: Resilience, patience, memory, calm
thus each ring says some-
thing important about a Steps of a Check –– Fire: Passion, invention, candor, ferocity

character. The six steps in the following section provide a more –– Water: Flexibility, awareness, efficiency, charm
technical breakdown that the GM can reference if
Rather than reflecting they need to know when effects occur or how spe- –– Void: Mysticism, intuition, instinct, wisdom
measurable mental or cific abilities interact. The GM performs all steps for
physical traits of a char- non-player characters. 4. Determine Target Number of Successes: Final-
acter, each ring represents ly, the GM selects a target number of successes
an aspect of a character’s Step 1: Declare Intention (commonly referred to as a TN). It is the number
personality, and their of successes the character must achieve to
inclination toward certain When a player declares that their character is attempt- succeed at the check. Except in special circum-
ways of thinking, acting, ing a task with dramatic stakes where failure is a pos- stances, the GM should announce the TN of the
and using the tools that sibility, the GM may call upon that player to make a check to the player at this point (see When to
their skills provide them. check. The player should make their intention behind Reveal or Conceal the TN, on page 297).
the check clear, describing what they want their charac-
Thus, each ring can func- ter to achieve if they succeed at the check. Step 3: Assemble and Roll Dice Pool
tion alongside any skill,
but each pairing reflects 22 The player assembles the dice pool. The player picks up
a different strategy and a number of Skill dice (  ) equal to the character’s ranks
thus leads to a different in the selected skill and a number of Ring dice (  ) equal
outcome. to the value of the character’s ring that is associated with
the selected approach. Then, the player rolls all of these
dice. After they are rolled, the dice are called rolled dice.

Declare Intention Summary of a Check

When a character tries to accomplish something Kat wants to have her character Sakura leap from one rooftop to
in the story, the GM may ask for a check. That another while pursuing a suspicious figure fleeing the scene of a crime.
character’s player clearly explains what they want their She describes her character’s reckless approach to the task—catching
character to accomplish. up is the most important thing right now!

Determine Details The GM decides that since she’s trying to overwhelm a foe with a burst
of speed, the check will use Sakura’s Fire Ring and Fitness skill. The TN
Based on the description, the GM decides which of the check would be 2 normally, but in this case there is fresh snow on
skill and ring the player will roll, along with the target the rooftop. The GM raises the TN to 3 to account for this circumstance.
number of successes (TN) needed.

Assemble and Roll Dice Pool Kat’s character has a Fire Ring of 3, so she +
picks up 3 Ring dice (    ).
First, the player picks up a number of Ring dice (  )
equal to their character’s ring the GM chose. This can Kat’s character has 1 rank of the Fitness skill,
be found on the character sheet under Rings. so she picks up 1 Skill die (  ).

Next, the player picks up a number of Skill dice (  ) Kat picks up and rolls these dice:
equal to their character’s ranks in the skill the GM chose.

Then, the player rolls all of the dice together.

Modify Rolled Dice After rolling, Kat has the following results:

The GM and player apply any effects that modify the Her character’s Keen Balance advantage allows her to reroll two dice. She
dice, such as advantages and disadvantages that chooses the  showing a blank result and the  showing an  result.
cause rerolls.
Her new results are:
Choose Kept Dice
Kat needs 3 success or explosive success
The player selects a number of dice up to their ring to keep. symbols ( / ) to succeed. She only has
2 so far, but if she chooses the , she can
Resolve Symbols on Kept Dice roll an extra die to possibly generate the
extra  she needs. She chooses to keep
The player resolves symbols from results of kept dice in the highlighted dice and drops the others.
the following order to determine the check's outcome:
 First, Kat rolls the extra die +
$$ Explosive Success (): For each , the play- from her explosive success ()
er may roll 1 extra die of the type on which it symbol. The result is  , so she
appears and choose to keep or drop it. opts to add this die to her roll.

$$ Strife (): The character receives 1 strife per .  Kat generated 1 strife (), so she records that on
$$ Opportunity (): Spend  to add story details. Sakura's character sheet next to her composure attribute.
$$ Total Successes ( / ): If total  and  equal
 Kat has 1 opportunity (). She uses it to add a detail: the chase
or exceed the TN, the character succeeds. unnerves the target, which will help in questioning them later.

 Kat has a total of 3  and/or , each of which provides a
  success, so she reaches the target number to succeed at the

check. Sakura vaults across the gap and tackles her target!

CHAPTER 1: PLAYING THE GAME

ADVANTAGE AND Sample TNs 1. Apply Advantages and Disadvantages: The
DISADVANTAGE description for each advantage or disadvantage
CATEGORIES The target number of successes (TN) gener- specifies circumstances when it applies—as long
ally ranges from 1 to 8, but it can potentially as the GM also agrees. Advantages are applied
The most common be even higher. The GM chooses this num- before disadvantages.
categories have the ber based on the innate difficulty of the task,
the complexity of the objective the player 2. Consolidate Advantages and Disadvantages:
following effects: described, and the appropriateness of the After applying advantages and disadvantag-
method the character is using. es, the player consolidates them. An applied
Distinction: The player distinction advantage cancels (and is canceled
chooses up to 2 dice to $$ TN 1: An easy task for most people, by) an applied adversity disadvantage; pas-
such as carrying half one’s weight or sions and anxieties cancel each other out in
reroll. finding a misplaced item. the same manner. Canceled advantages and
disadvantages have no effect on the resolution
Adversity: The player $$ TN 2: An average task, such as jumping of the check.
must choose 2 dice a ten-foot ditch or recognizing some-
one in disguise. 3. Resolving Advantages and Disadvantages:
with results containing The player resolves each advantage or disad-
 or  symbols to $$ TN 3: A difficult task, such as scal- vantage (the effects are described in this page’s
ing a cliff without rope or finding a margin notes and in Chapter 2). Only one
reroll. If they fail, they well-hidden object. advantage or disadvantage of a given category
gain 1 Void point. (distinction, adversity, etc.) can be resolved.
$$ TN 4: A very hard task, such as div-
Passion: After resolving ing safely from the top of a waterfall Step 5: Choose Kept Dice
the check, the character or recalling someone’s exact words
years later. After applying advantages and disadvantages, the play-
removes 3 strife. er looks at the results and decides which of the rolled
$$ TN 5: An extremely hard task, such as dice will become kept dice (those used in the resolu-
Anxiety: After the stirring a demoralized army to action or tion of the check) and which will become dropped dice
check, the character hurling someone using only one hand. (those that will be discarded with their results unused).
receives 3 strife. The
first time this occurs $$ TN 6: An extraordinary task, such as The player must choose at least one die to keep, and
each scene, they gain 1 discerning someone’s whereabouts can choose to keep a maximum up to the value of the
from the mud on their sandals or felling ring the character used for the check. The player then
Void point. a tree with a single ax blow. removes all dropped dice.

$$ TN 7: A heroic task, such as outwres- Then, any effects that modify kept dice are resolved.
tling a troll or naming all of one’s ances-
tors in order. Step 6: Resolve Symbols
on Kept Dice
$$ TN 8 (or higher): A legendary task,
such as shattering stone with one’s bare After the dice pool has been reduced to only kept dice,
hands or outwitting a Fortune. the player resolves all symbols contained in the results of
those dice. Symbols are resolved in the following order:

Step 4: Modify Rolled Dice 1. : For each  symbol, the player rolls one
additional die of the same type as the one con-
During this step, any effects that modify rolled dice are taining the  symbol. After rolling a die this way,
applied. The most common way that rolled dice are the player chooses whether it will be kept (on
modified is through advantages and disadvantages top of their current results) or dropped. If the die
(see page 35), helpful and hindering quirks innate is kept, the player resolves its result in addition
to a character. to the results on the rest of the kept dice in the
dice pool (including further  symbols).
After the player rolls the dice, the player and GM
have a chance to decide which (if any) of the charac- 2. : For each  symbol, the character receives
ter’s advantages and disadvantages apply to the check. 1 strife. The character’s player should record
Each advantage and disadvantage can be applied only any strife their character receives on their
once per check by any character.

24

CHAPTER 1: PLAYING THE GAME

character sheet. Strife has no immediate effect, Table 1–1: Dice Faces
but can have effects as it accumulates (see
Using Strife on page 29). NUMBER RING DIE  SKILL DIE 
1 Blank Blank
3. : The player may spend 1 or more  sym-
bols to resolve opportunities. Opportunities 2  Blank
are meant to prompt the player and the GM
to invent and add extra effects, additional 3 
details, and narrative flourishes that occur inde-
pendently of a check’s success or failure (see 4  
Using Opportunity on page 28).
5 
4. : If the sum total of  and  symbols equals
or exceeds the target number of successes of 6  
the check, the character succeeds at the objec-
tive declared in Step 1: Declare Intention. If 7– 
this total is less than the TN of the check, the
character fails at the proposed feat instead. 8– 
Additionally, count up any  and  beyond
the ones needed to reach the TN: these are 9– 
bonus successes, which are important for some
checks that account for a character’s margin 10 – 
of success.
11 – 
Narrating a
Check’s Results 12 – 

A check is a mechanical activity, but it shouldn’t be Finally, the player gets the chance to interpret the
devoid of roleplaying, as it presents excellent opportu-  they spend as part of the check: they should indicate
nity to describe what your character is doing in the story. whether they want to spend it in a manner that steers
the narrative in a direction interesting to them, in a way
If the character succeeds on the check, their player based on an example option appropriate to the ring
gets to narrate the outcome of the success, within the used on the check, or in a manner provided by a spe-
confines of the intention described in Step 1: Declare cial ability. Sometimes, the GM must approve or con-
Intention. For example, if a bushi (warrior) character tribute to the interpretation of , such as if the charac-
succeeds at an Attack action their player declared and ter notices an important detail that might change the
inflicts a lethal blow on their foe, the player can narrate story or remember a relevant fact of the setting that
how their character slashes upward with their katana, their player does not know. Unspent  simply goes
cutting through the robes of their adversary and into unused and has no effect.
the soft flesh beneath.
Table 8–1: Examples of , on page 328, provides
By contrast, if they fail, the player can still describe a number of examples players can employ in a wide
their strike, but instead give a description of why they array of circumstances and use as guidelines for cre-
failed. The GM might offer a reason as well—perhaps ating new ways to spend . The GM and players alike
the foe’s evasive footwork made them harder to hit are encouraged to use these for inspiration, or when
than usual! they simply want a quick option to keep play moving.

The player can also think about the emotions that
any strife they incurred represents, and may narrate
this if they desire. Depending on the circumstances,
the  they accumulated as part of the Attack action
could represent their character’s grief at being forced
to cut down a loved one at their lord’s order—or it
might simply be the dull ache of killing yet another
anonymous stranger in a world that does not seem to
care how much blood is spilled. The narrative context
of the check is key, and should define how players and
GMs interpret a character’s strife.

25

CHAPTER 1: PLAYING THE GAME

UNIVERSAL Additional Rules for Checks help the character succeed more thoroughly. On the
TIEBREAKER other hand, if the character fails, the amount by which
The following rules apply to all checks or to specific they fell short of the target number of successes (their
Many effects explain types of checks, as described within the entry. shortfall) can reveal the depths of their failure.
how to break ties
Assistance Determining Bonus Successes
between characters, but
sometimes there might While a samurai must face some tasks alone, allies can If a character succeeds on a check, their bonus success-
be a stalemate if these frequently offer critical assistance during major chal- es are the number of  and  symbols in excess of the
values are tied as well. lenges. When one character dedicates significant effort target number of successes for the check.
to helping another (rather than accomplishing a sepa-
In these cases: rate goal), use the rules for assistance. Determining Shortfall

• PCs supersede NPCs Using Assistance If a character fails a check, their shortfall is the TN of
the check minus the sum of their  and  symbols.
• Adversary NPCs During Step 3: Assemble and Roll Dice Pool, if a char-
supersede minion NPCs acter making a check receives assistance from one or Checks to Resist Effects
more others, the character making the check rolls one
If there is still a tie, additional  per assisting character who has 1 or more While most checks targeting other characters are made
the GM should use a ranks of the skill in use, and one additional  per assist- against static values (such as the target’s vigilance attri-
ing character who has 0 ranks in the skill in use. Each bute), sometimes the target can make their own check
randomized means player whose character assists must describe how they to resist. When a character succeeds at a check to
of breaking the tie, are helping, and the GM decides if they can contribute. resist an effect (whether the effect comes from a check
or another source), they avoid some or all of the ill
such as flipping a At the GM’s discretion, during Step 4: Modify effects they would otherwise have suffered.
coin or having the Rolled Dice, up to one advantage from one assisting
character can be applied. For instance, if one character succeeds on a check
tied parties play to hurl an opponent off a parapet, the target gets a
rock-paper-scissors. Then, during Step 5: Choose Kept Dice, a charac- chance to resist with a skill check using an elemental
ter making a check with assistance may keep up to 1 approach based on their chosen method of resistance.
additional die per assisting character. If the target succeeds on the check to resist, they are
able to avoid being thrown off the parapet, perhaps
Finally, during Step 6: Resolve Symbols on Kept catching the edge or barely maintaining their footing.
Dice, each assisting character may choose to suffer 1
strife to negate 1  symbol on the check. When setting the TN for a check to resist the effects
of another check, if the effect does not have a listed
Limits on Assistance TN, the GM should come up with a TN for the check
to resist. If they want to take the other character’s effort
The GM is the final arbiter of whether a character’s into account, they can use the acting character’s bonus
attempt to help is actually useful enough to grant this successes to modify the resisting character’s TN.
benefit, as well as whether there is a maximum number
of characters who can feasibly assist. Given the logis- Competitive Checks
tical challenges it can have (physical space, proximity,
relevant expertise, etc.) and the mechanical potency If the GM needs to compare the performance of two
of assistance, GMs should feel free to allow only one or more characters on similar checks where neither is
character to assist in many circumstances. clearly resisting the other, each character’s bonus suc-
cesses (or shortfall) provide this information. The char-
Bonus Successes acter with the most bonus successes (or smallest short-
and Shortfall fall, if all failed) performs the task best, most quickly, or
most efficiently (or least badly, in the case of failure).
Sometimes it is important to know the amount by
which a character succeeded at a task (or the extent of For example, if two characters are engaged in a
their failure). While success and failure are sometimes footrace and both succeed on their check, the one with
all-or-nothing, at other times, the degree of one’s suc- more bonus successes finishes first. If three characters
cess or failure is relevant. Successes in excess of the are preparing poems for a poetry contest but all fail,
target number of successes (bonus successes) might the character with the smallest shortfall on their check
writes the least embarrassing of the bad poems.

26

CHAPTER 1: PLAYING THE GAME

Minimum TN $$ Add a Kept Die: When an effect says to add a MINIMUM VALUES
kept die, after Step 5: Choose Kept Dice, place
The TN of a check cannot be reduced below 1 by modi- one die of the noted type in the pool set to the When an effect reduces
fiers. A TN 0 check would be a simple task for most, such specified result. It is a kept die. a value, it is assumed
as carrying one quarter of one’s weight or remember- to reduce it to a
ing a cousin’s name. This sort of task should not require $$ Cancel a Kept Die: When an effect says to minimum of 0 unless
a check, but circumstances might make it hard enough cancel a kept die, after Step 5: Choose Kept stated otherwise. One
to warrant a check. Conversely, if circumstances make a Dice, choose one die in the pool as instructed. noteworthy exception is
check utterly trivial, but it is important to know a charac- It becomes a dropped die. the target number (TN)
ter’s bonus successes, the GM could call for a TN 0 check. of checks, which can
Other Dice Modification only be reduced to a
Modifying the Dice Pool minimum of 1.
Other common dice modification terms include:
Any effect that changes the contents of the dice pool
(dice, results, or symbols) after it has been rolled is $$ Alter: When an effect says to alter a die, pick it
considered a die modification effect. A die can be up and set it to a different result as instructed
modified multiple times (including by the same form of by the effect.
modification) if multiple different effects instruct it. Each
effect is fully resolved before resolving a different effect. $$ Negate: When an effect says to negate a sym-
bol, ignore that symbol when resolving the check
Specific Results (but not other symbols from the same result).

Some effects refer to a die set to or showing a specific $$ Reroll: When an effect says to reroll a die, roll it
result. This refers to a face on the die with exactly the again and use the new result.
specified symbols (e.g. "add a  set to an   result"
or "reroll a die showing a blank result"). $$ Reserve: When an effect says to reserve a
die, remove it from the roll, then set it aside
Results Containing Symbols or record its result. The die will be used for a
future roll as described by the effect.
Other effects refer to a die result containing a spec-
ified symbol. This refers to any result that includes at Simultaneous Dice Modification
least one instance of that symbol (e.g. "reroll a die con-
taining " or "alter a die to a result containing "). If two or more effects would modify a die, the player who
made the check resolves them in the following order:
Maximum Modification
1. NPCs' effects (and other effects the GM controls)
If a single effect instructs a player to modify two or more 2. Other player characters’ effects
dice, they cannot select a single die to modify multiple 3. Their own character's effects
times this way. If the number of dice specified by the
effect exceeds the number of eligible dice in the pool, If a single player controls multiple such effects, that
the player modifies as many eligible dice as possible. player chooses the order in which they resolve.

Adding and Canceling Dice Targeting and Checks

Resolve these effects in the listed order: Some checks directly affect one or more other charac-
ters. These characters are considered targets of that
$$ Add a Rolled Die: When an effect says to add check. If an effect specifies it, objects and positions in
a rolled die, during Step 4: Modify Rolled space can also be the target of a check.
Dice, place one die of the noted type in the
pool set to the specified result. It is a rolled die.

$$ Cancel a Rolled Die: When an effect says to
cancel a rolled die, during Step 4: Modify
Rolled Dice, choose one die in the pool as
instructed. It becomes a dropped die.

CHAPTER 1: PLAYING THE GAME

EXAMPLE USES OF  Using Opportunity Scaling  Effects

Beyond the narrative Opportunity () is a symbol that gives players and The opportunities described on this page can
uses discussed here, GMs a cue to add narrative flair and secondary effects generally scale for effect, becoming more
to the tasks the characters attempt. It can be spent to efficacious if additional  symbols are spent
an extensive list of add details that make the story more vivid or exciting. on them. For uses of  whose specific effects
example uses of  can Like most improvisational tools,  can be extremely are spelled out in text, scaling is indicated
be found in Table 8–1: effective when used to build upon details that already with a “+” symbol, and opportunities in text
exist in the scene. The only thing  cannot do is without the “+” symbol do not scale.
Examples of  (see change a success to a failure, or vice-versa—though it
page 328). Players can add to or mitigate the consequences of succeed- If the cost of an opportunity is “+,” the
and GMs can use these ing or failing, at the GM’s discretion. character may spend 1 or more  when acti-
directly, or as inspira- vating the effect. The effect then scales; the
tion for their own new In terms of procedure, the player should suggest the more  that was spent to activate it, the more
detail or addition they wish to include with the , then impactful it becomes.
opportunities. the GM should either approve it or pose an alternative
option that fits within the story. For instance, if a courtier fails a check to convince their
lord to cancel a planned pilgrimage after an assassina-
A character can only resolve a given opportunity tion attempt, spending Air  to have spoken very subtly
effect once per check, but many opportunities can scale might prevent their lord from realizing they were trying
with additional  symbols spent. to exert influence at all. Alternatively, speaking very cau-
tiously with Earth  might convince their lord that they
 as a Descriptor worry too much, but their intentions are good—perhaps
the lord will invite their loyal retainer along for the pilgrim-
One way to use  is to add a descriptive adverb to the age, so that they can see how safe it is and relax a bit. In
verb that describes one’s activity in a check, based on both cases, the character still failed, but their opportunity
the ring used for the check: added an interesting, advantageous twist.

$$ Air : Act precisely, stealthily, or subtly Many of the example uses of  (see page 328)
are thematically linked to these concepts, and players
$$ Earth : Act cautiously, calmly, or thoroughly should feel free to use them for inspiration.

$$ Fire : Act creatively, fearsomely, or noticeably  as a Narrative Tool

$$ Water : Act efficiently, flexibly, or gregariously The other fundamental way to use  is to add a narra-
tive detail that surfaces as the character undertakes the
$$ Void : Act instinctively, inscrutably, or sagely task—a new piece of information that their character
notices which can create interesting new avenues for
Adding one of these descriptors can significantly the story. The type of detail a character can add varies
change the way a character’s activity (the check) actu- by ring along the following themes:

ally occurs in the narrative. The GM should consid- $$ Air : People’s strengths and weaknesses,
er how the character’s descriptor might change emotions, small details in objects
how their success or failure is received, what
consequences it has, or what new narrative $$ Earth : The character’s own memories, history
opportunities it might create. of people and objects, defensive positions

$$ Fire : People’s motivations, flashes of insight,
conspicuous absences

$$ Water : Environmental dangers, presence of
useful terrain or objects, escape routes

$$ Void : Supernatural presences, flashes of
premonition, instinctive warnings

CHAPTER 1: PLAYING THE GAME

Using Strife Narrating Strife NERVOUS HABITS

Rokugani ideals state that samurai are to maintain prop- Players should feel free to narrate the emo- AND TELLS
er decorum at all times, keeping their emotions under tions their characters are feeling as strife
a tight leash except in specific situations. However, accumulates, as well as how it may affect their During character
samurai are people, and thus they still experience the characters’ mannerisms and behavior. Emo- creation, a player will
challenges, joys, frustrations, and sorrows that make up tion—both bearing it stoically and expressing determine one or more
life. These myriad emotions are represented by strife. it openly—is an important aspect of drama. tells that show the char-
While samurai drama often revolves around acter is under stress.
Players are responsible for tracking how much strife stoic characters, stoicism is at its most com- These are the sorts of
their characters have accrued. The GM should track pelling when characters are feeling some- small details that help a
strife for NPCs, though many NPCs use simplified rules thing very deeply inside. Even giving small character feel vivid, and
for strife (see page 309). descriptions of their characters’ current emo- players can use them to
tional states can help players engage with flavor their descriptions
Accumulating Strife this theme. Of course, not all strife needs to when their characters
be narrated—it is up to the players to decide accumulate strife or
Even those raised under the strictest standards of when strife feels impactful or important. unmask.
emotional self-control or committed to finding spiritual
peace risk cracking from time to time under the pres- Strife from checks can represent run-of-
sures of rule, courtly life, love, or warfare. In the game, the-mill frustration, the joy of a challenge,
strife can come from many activities. old pa dredged up by the present situation,
fear, shame, rage, passion, hope, the thrill of
Strife from Checks victory, or any number of other feelings that
heighten the character’s emotional state.
Strife is in all things, and therefore a common face on
both  and  is a result containing  . When kept Removing Strife
dice contain  symbols, the character receives strife as
part of their effort. Characters naturally remove some strife as time pass-
es. At the end of each scene (a self-contained event
Strife from Other Sources or events in an ongoing adventure) each character
removes strife until it is equal to half their composure,
Characters can also acquire strife from other sources. rounded up (unless it is already lower).
A character might receive strife when they encounter
their anxieties (see page 99), face challenges related Strife can be reduced further through restful con-
to their ninjō (see page 38) or giri (see page 39), templative activities including the pursuit of one’s
are affected by an ability used by another character, ninjō (see page 38), pursuing a passion (see
or respond to the twists and turns of the story they page 99), meditating, or attending a tea cere-
inhabit. Players can even choose to inflict strife on their mony. Such activities can potentially remove all
own characters (and the GM can inflict strife on their of a character's current strife.
characters as well) when it makes narrative sense, such
as in response to fear, longing, desire, or other strong Finally, a Compromised character can
emotional stimuli. remove all of their strife by unmasking,
briefly lowering their façade to act
Comparing Strife upon their emotions openly (see
to Composure page 30).

Each character has a composure attribute (see page
36), which represents the character’s ability to with-
stand strife. As a character’s strife approaches that
character’s composure, they move toward an emotion-
al tipping point, at which point they become Com-
promised (see page 30).

CHAPTER 1: PLAYING THE GAME

TIMING OF BEING Compromised Recovering from
COMPROMISED AND Being Compromised
Although specifics vary by region and tradition,
UNMASKING Rokugani culture at large idealizes a samurai who main- A character ceases to be Compromised when their
tains a stoic outward demeanor. Joys and sorrows alike strife drops back to (or below) their composure. A
In structured time, are to be accepted with the same stern affect. How- Compromised character can always rid themself of all
while a character is ever, the truth of the matter is that no human being of their strife through unmasking.
Compromised, they can uphold this ideal perfectly all the time—without
may unmask at the an outlet for their emotions, a character will eventually Unmasking
beginning or end of become unfocused, distracted, and exhausted.
Once per scene, while a character is Compromised,
their turn. Becoming Compromised their player may choose to have the character unmask,
briefly expressing the true emotions beneath the guise
While a character’s strife is in excess of their composure, of a perfect samurai that society demands they main-
the tumult of emotions that has built up causes the char- tain. Keep in mind that the character may stay Com-
acter to become Compromised. While suffering this promised as long as their player deems it appropriate,
condition, they are at their emotional limit, which their and can seek other ways to soothe their emotions, but
player should roleplay through various subtle cues that these often take time. The act of unmasking gives a
they are repressing accumulated emotion. character the chance to achieve immediate emotional
clarity and openness, at the cost of potentially disturb-
Effects of Being Compromised ing the scene.

A compromised character’s vigilance attribute (see Unmasking is an outpouring of raw emotion: anger
page 36) counts as 1. Additionally, when making a at difficult circumstances or injustice, joy as a result of
check, a Compromised character cannot keep success over harsh trials, mirth at a humorous occur-
dice containing  symbols (to a potential rence, or despair at a tragic turn of events. Impor-
minimum of 0 kept dice). tantly, the player never loses control of their charac-
ter while unmasking, because the player chooses the
shape the character’s unmasking takes and the time
at which it occurs. The form of the unmasking should
be suited to the scene in which it takes place and
the various emotions that have led the character to
become Compromised.

Benefits and Risks of Unmasking

When a character unmasks, they remove all of their
strife. Then, the player roleplays the way in which their
character lets their façade fall, and the GM determines
any narrative and mechanical consequences this has.
Players and GMs can look to the examples of unmask-
ing in this section for inspiration, or invent their own to

fit the scene and the character.
Like any moment of vulnerability, unmasking
is a risk but also a chance to achieve things
one otherwise could not. Important
moments in a character’s life often
revolve around the incidents in
which they allow their façade
to slip, even briefly. Some-
times, this bared emotion even
allows the character to trans-
gress societal norms for an

CHAPTER 1: PLAYING THE GAME

advantage or surpass their own limitations to pursue a Expose an Opening
goal they otherwise could not.
The character reveals a vital flaw in their argument,
They can also say and do things they normally defenses, or position, often related to one of their dis-
couldn’t—and while such behavior might have a cost advantages. Unmasking this way allows others to strike
in honor or glory (see page 37 for more on honor at this weakness, reducing TN of the next check by a
and glory), a valid point raised in anger is still often hostile character (as defined by the GM) that targets
valid. The GM should take this into account for the the character to 1.
character’s checks during the remainder of the scene.
A character who rebukes their lord should suffer any Honor’s Challenge
natural consequences for doing so (perhaps forfeiting
honor or glory, and suffering potential narrative costs), The character can bear their indignities no longer,
but might also convince their lord to reconsider a and demands satisfaction by way of steel. The char-
foolish course of action. A character who reveals their acter must challenge an antagonist in the scene to a
secret love for someone beyond their station might duel (not necessarily to the death). The duel might be
suffer social repercussions but also catch that person’s fought immediately, or the participants might take the
attention, allowing them to begin a clandestine rela- opportunity to prepare for their battle.
tionship. A character who challenges a social superior
in anger might get that person to accept a duel they Inappropriate Outburst
would normally refuse without consideration—though
of course, this too carries its own deadly risks. The GM The character says something out of line or com-
and player should consider the risks the act of unmask- mits a deep breach of etiquette, shocking onlookers.
ing entails in the scene, but also the unique possibili- Unmasking this way might let a character express a
ties it might create. vital argument forbidden by propriety or reveal some-
thing that society demands they keep within. However,
Example Ways of Unmasking to do so, they must usually forfeit glory equal to their
glory rank (a value equal to the tens digit of their Glory
Regardless of how the player decides to roleplay the attribute), or more, at the GM’s discretion.
unmasking, there should be narrative consequences
for it, usually both for good and for ill. Sometimes, the Panicked Retreat
GM and player will need to work together to deter-
mine how best to suit the temporary slip of their com- The character departs the scene immediately, without
posure to the scene. regard for propriety. Unmasking this way might allow
a character to run away from certain defeat and live
The following are a few examples of ways a char- to fight another day. However, to flee from battle or
acter can reveal their inner emotions, but players are another scene with similarly high stakes, they must usu-
encouraged to invent other forms of unmasking based ally forfeit honor equal to their honor rank, glory equal
on their character’s personality and the circumstances. to their glory rank, or both.
The GM should inform the player of any honor, glory,
or status their character might have to forfeit or stake Rage
before the player commits to the course of action (see
page 37 for more information on social attributes The character fails to contain their fury, and they lash
and staking those attributes). out at people or objects around them. Unmasking this
way might let a character launch a first strike against an
Bend Principles unready foe or let them reinforce a threat by destroy-
ing a nearby object. However, to act so violently in an
The character does something that conflicts with their inappropriate context, the character must usually for-
values, oaths, or view of right and wrong to bring about feit honor equal to their honor rank, glory equal to their
the results they desire. Unmasking this way might well glory rank, or both.
let a character implement a solution to a problem they
would normally never consider, but to do so, they must
usually forfeit honor equal to their honor rank (a value
equal to the tens digit of their total honor attribute), or
more, at the GM’s discretion.

31

CHAPTER 1: PLAYING THE GAME

The Character Air

Characters possess a number of major mechanical attri- The Air Ring represents a graceful, cunning, and pre-
butes and abilities that reflect their upbringing, natural cise personality. This approach is subtle or layered with
affinities and weaknesses, accumulated wisdom, and nuance, as the character moves too nimbly or speaks
training, which are described in the following pages. too obliquely to be pinned down. A character with a
high Air Ring value is eloquent, physically and socially
The Five Rings deft, and shrewd. Depending on the task, characters
can use an Air approach (approach names are called
Each of the five rings represents a character’s natural out in the subsequent section in bold) as follows:
inclination toward a certain approach to solving prob-
lems. Rather than reflecting exclusively mental and $$ When making art, an Air approach can allow
physical parameters, a character’s rings are primarily an a character to refine a work of art, improving
expression of their propensity toward certain ways of its finer points, honing a piece’s details, or
seeing the world and facing challenges. stripping away unnecessary things to enhance
the work.
When making a check using a given ring, a player
rolls a number of Ring dice (  ) equal to their value for $$ When studying and learning, an Air approach
that ring. For player characters, each ring has a rank can help a character to analyze information so
between 1 and 5, though some exceptional beings that they can observe and understand details,
might possess values beyond this range. detect subtle nuances, and unravel layered
implications and hidden meanings.
$$ Rank 1: The character is considered weak or
deficient in this area. They are likely to seek the $$ When communicating, an Air approach can
help of other characters when attempting tasks enable a character to trick others by using
using this ring’s approach, or they prefer alter- subtlety and cleverness to imbue their words
native methods for achieving their goals. with multiple meanings or obscure the truth.
It allows a character to convince others of a
$$ Rank 2: The character is considered average statement, deceive (by direct dishonesty or
or normal in this area. They are able to rely omission), imply secondary intentions, and
on themself when attempting tasks using control what information others have. While not
this ring’s approach, but they are unlikely to always malicious, it is always manipulative on a
attract any special notice—good or bad—from certain level.
other characters.
$$ When fighting, an Air approach allows a charac-
$$ Rank 3: The character is considered above ter to feint, using their precision and grace to
average in this area. Other characters are likely exploit flaws in their foe’s attacks and defenses.
to take notice when the character takes this It focuses on maintaining control over the char-
approach to accomplishing their goals. acter’s body at every turn. Rather than trying to
crush opposition head-on, it seeks opportuni-
$$ Rank 4: The character is considered exception- ties to excel or gain an advantage that demand
al in this area. Other characters are impressed exact positioning and timing.
at the character’s effectiveness in this sphere.
$$ When engaging in a trade, an Air approach
$$ Rank 5: The character is considered legendary allows a character to con others, getting some-
in this area. To others, this character appears to thing for nothing. It lets a character inflate the
epitomize the essence of a given approach. prices of items they are selling, convince others
to trust them with resources, and steal.
$$ Rank 6+: Superhuman ability, such as that
possessed by the Oracles or powerful oni. The
character’s prowess in this sphere is nearly unri-
valed. PCs cannot normally attain these values.

32

Earth Fire

The Earth Ring represents a character’s aptitude for The Fire Ring represents a ferocious,
taking a steady, thorough, and grounded approach to direct, and inventive personality. This
problems. This approach is cautious and considerate, approach is explosive and intense, as the
as the character works to get results without suffering character works to get results no matter the
losses or taking unneeded risks. A character with a high cost to themself or others. A character with a high
Earth Ring value is likely to be physically tough, mentally Fire Ring value is likely to be passionate, curious, phys-
resilient, and reliable. Depending on the task, characters ically quick, occasionally brusque, and a fast learn-
can use an Earth approach (approach names are called er. Depending on the task, characters can use a Fire
out in the subsequent section in bold) as follows: approach (approach names are called out in the subse-
quent section in bold) as follows:
$$ When making art, an Earth approach lets a
character restore damaged items. This governs $$ When making art, a Fire approach allows a
the character’s ability to repair items and per- character to invent new things by drafting and
form upkeep. It also covers related tasks, such creating wholly new works, turning raw materi-
as archival and storage. als into novel pieces of art.

$$ When learning and studying, an Earth approach $$ When studying and learning, a Fire approach
lets a character recall information from mem- lets a character theorize on the subject, cre-
ory. An Earth approach is not useful for wild atively and energetically attacking the problem
leaps of logic or intuition, but it is necessary to come up with solutions none have consid-
for creating a solid foundation of known factors ered before. It allows a character to extrapolate
and facts upon which to build conclusions. how things might be currently and in the future,
connect the dots, and identify absences in an
$$ When communicating, an Earth approach argument, idea, or environment.
helps a character reason with other people,
getting them to think rationally, set aside their $$ When communicating, a Fire approach lets a
emotions, and remember duties and responsi- character incite others, engaging with their
bilities. It is also used for instruction, keeping existing emotions and desires rather than
subordinates in line, and maintaining order. their raw logic. The Fire approach can also be
used to induce others to act on those emo-
$$ When fighting, an Earth approach lets a charac- tions and desires in spite of obvious pitfalls or
ter withstand attacks until the perfect moment justified fears.
to strike back. Any task can be accomplished
with tenacity in sufficient measure. An Earth $$ When fighting, a Fire approach relies on a burst
approach to a martial task is often cautious, of power, speed, or agility to overwhelm a
moving slowly to avoid pitfalls or exhaustion. challenge in one fell swoop. Such tactics are
aggressive, no-holds-barred displays of force
$$ When engaging in a trade, an Earth approach that crush defenses and frighten onlookers. A
lets a character produce what they need via Fire approach to battle can be observed in the
physical toil. It can also let a character harvest burst of adrenaline to fight or flee, the kiai of
resources from their environment, create an an attack move in the martial arts, or the battle
inventory, manage goods, and store them safely. cries of a host of Matsu Berserkers.

$$ When engaging in a trade, a Fire approach
allows a character to innovate so that they can
develop new technologies and methods, create
new products and services, and obtain resourc-
es in new ways.

33

Water Void

The Water Ring represents The Void Ring represents a centered, unflinching person-
an adaptable, powerful, and ality; it can also represent the “flow state.” By letting go
perceptive personality. The of the suffering inherent in one’s ego-driven desires, the
approach is balanced and samurai can transcend earthly limitations. It is the enlight-
reversible, as the character works ened approach, accepting the nature of all Elements, yet
to achieve results without overex- allowing no one Element to dominate. A character with
tending themself or underperforming. a high Void Ring value is likely to be spiritually sensitive,
A character with a high Water Ring value wise, and introspective. Depending on the task, charac-
is naturally affable, physically flexible, obser- ters can use a Void approach (approach names are called
vant, and easygoing. Depending on the task, out in the subsequent section in bold) as follows:
characters can use a Water approach (approach
names are called out in the subsequent section in bold) $$ When making art, a Void approach enables
as follows: a character to attune themselves to a work,
understand the purpose of a work, know why
$$ When making art, a Water approach helps the work has appeared before them, and sense
a character adapt a work—making works the work’s supernatural qualities, if it has any.
function in new ways by transforming them,
translating works of literature and art into other $$ When studying and learning, a Void approach
languages or media, and reducing works to allows a character to sense disturbances in
their component parts to serve as raw materials their surroundings that would be imperceptible
for a new piece. to most. This represents a character’s “sixth
sense,” giving them hunches about supernatu-
$$ When studying and learning, a Water ral phenomena and even future events.
approach allows a character to survey their
surroundings, giving them character informa- $$ When communicating, a Void approach lets a
tion about their environment and wider cir- character enlighten others, challenging their
cumstances. It can be used to identify things core beliefs, causing them to reassess their deci-
within an area of expertise, detect broad sions and actions. It can be used to get others to
trends and currents, or find out how things reconsider desires or break free from powerful
work in a practical sense. emotional states or mystical manipulation.

$$ When communicating, a Water approach helps $$ When fighting, a Void approach enables a char-
a character charm others, gregariously building acter to sacrifice their defenses, safety, or even
a rapport with them. It allows a character to intentionally suffer physical harm to accomplish
instill desires and emotions in others, uncover their goals. The character moves instinctively,
the existing desires of others, and win peo- in tune with the rhythm of the cosmos. Without
ple’s sympathy. direction by any conscious thought, they do what
is necessary for success, no matter the cost.
$$ When fighting, a Water approach lets the
character shift to make the circumstances and $$ When engaging in trade, a Void approach
surroundings work for them. It seeks the path allows a character to subsist, living in harmony
of least resistance for greatest efficacy. Those with their environment and finding ways to
taking a Water approach in battle seek to redi- make the most out of very little without disturb-
rect incoming energy rather than expending ing their surroundings.
energy of their own.

$$ When engaging in a trade, a Water approach
allows a character to exchange resources or
labor of one type for another. This helps the
character acquire items and services efficiently
and at a low cost.

34

CHAPTER 1: PLAYING THE GAME

Skill Ranks Miyamoto Musashi “YOU” THE PLAYER
on Mastery AND “YOU” THE
Skills represent a character’s training in a particular art. CHARACTER
When making a check using a given skill, a player rolls a Legend of the Five Rings owes a great deal
number of Skill dice (  ) equal to the number of ranks to the real world historical writings of Miya- Character abilities such
their character has in that skill. For player characters, moto Musashi, a famous Japanese sword as advantages and
skill ranks have a value between 0 and 5, though cer- master. The Book of Five Rings (c. 1645) is his techniques are written
tain supernatural beings might possess skill ranks that martial and philosophical manual, and offers in second person for
fall outside of this range. insights on fighting and how these apply to clarity.
life more generally.
$$ Rank 0: This represents a lack of formal train- As the player, you make
ing. The character has only a cursory under- Interestingly, Musashi did not write his all decisions for your
standing based on limited direct experience. account until decades after his legendary career character, who does
as a duelist. Further, reflecting on his success in what is described in the
$$ Rank 1: This represents the beginner or ama- youth, he describes how he did not reach the ability within the fiction
teur level. The character has taken their first underlying truth of martial arts until late in his of the game.
steps in formal education on the topic and has life, decades after his last known duel. Despite
grasped the rudimentary elements of its study. achieving the height of his demonstrated fight-
ing ability early in his career, he felt that his
$$ Rank 2: This represents the apprentice or initi- understanding of martial arts—and, by exten-
ate level of study. The character has begun to sion, all other arts he learned—was incomplete
delve into the deeper nuances of their art. until he had spent another twenty years study-
ing and reflecting.
$$ Rank 3: This represents professional training.
The character has enough theoretical under- In this game, reaching Rank 5 in a skill is akin
standing and practical experience to go out to Musashi reaching his peak as a practicing
into the world and use their skill to earn a living duelist in his youth. It is an incredible achieve-
or serve their lord well. ment, but does not yet reflect full understand-
ing of the art or the wider implications of the
$$ Rank 4: This represents the advanced level of idea of mastery itself. To achieve their greatest
study. The character is called upon to invent potential, a character must not only advance
new subfields within their area of expertise or their skills and rings, but also come to under-
train others in their art. They might be asked stand themself and their place in the world.
to teach lower-ranking students within their
dōjō or be given supervisory responsibilities by Advantages and
their lord. Disadvantages

$$ Rank 5: This represents so-called mastery of a Advantages and disadvantages are intrinsic quirks of
given skill, though in truth, it is just the begin- a character’s body, mind, personality, or spirit. A char-
ning of mastery. The character might become a acter is assigned several of these at character creation,
sought-out teacher or champion of their specif- but they can also acquire more during play as a result
ic field. And yet, greater mysteries always exist, of narrative events or through certain circumstances
to be pursued for the acquisition of secret tech- (such as suffering particularly grievous Critical Strikes,
niques, personal enlightenment, and a greater as described on page 269). Each advantage and dis-
understanding of the wider world. advantage is assigned to the specific ring to which it
most often pertains. The most common categories of
$$ Rank 6+: Ranks beyond 5 represent what advantages and disadvantages are distinctions, pas-
humans term enlightenment on a given matter, sions, adversities, and anxieties, and a character is
or a degree of supernatural knowledge that assigned at least one of each of these during the pro-
exceeds human limitations. Powerful kami, cess of character creation.
Elemental Dragons, oni, and other such beings
of vast wisdom and experience might possess For more details, see Advantages and Disadvan-
skills of rank 6 or higher. Player characters can- tages, on page 99.
not normally purchase their skills to this point
with experience points, but might be able to
reach it by extraordinary means.

35

CHAPTER 1: PLAYING THE GAME

ROUNDING Derived Attributes Spending Void Points
When a formula results
in a fraction, round up Derived attributes are numerical values that are deter- When a player spends a Void point for an effect, they
mined by a character’s ring values and other decisions are encouraged to offer a brief explanation about why
to the nearest integer. made at character creation, and they can be altered their character chooses to draw a line at that moment
over the course of play. and what parts of their character’s core beliefs and
A HERO’S RESOLVE motivations factor into it.
In works of samurai fic- Endurance
tion, force of will is often Void points can be spent in a number of ways, as
a deciding factor at cru- Endurance represents a character’s physical stamina described below:
cial moments. Void points and will to fight on despite fatigue. A character’s endur-
can be spent to tap into ance is equal to their (Earth Ring + Fire Ring) x 2. $$ Seize the Moment: A samurai should know the
right moment to act, but sometimes, even the
that spirit of heroism, Composure hand of fate must be nudged by bold action.
helping characters per- While making a check, during Step 3: Assem-
severe in situations that Composure represents a character’s capacity to take ble and Roll Dice Pool, a character may spend
seem insurmountable. on mental and emotional strife without becoming 1 Void point to roll one additional Ring die
unsettled. When a character’s strife exceeds their com- (  ) and subsequently keep one additional die
posure, they become Compromised, as described on during Step 5: Choose Kept Dice.
page 30. A character’s composure is equal to their
(Earth Ring + Water Ring) x 2. $$ Shattering Parry: When faced with death, a
samurai must sometimes accept terrible losses
Focus to survive. When trying to survive a critical
strike, a character may spend 1 Void point
Focus represents the speed with which a character to dramatically intercept the attack with their
reacts to known threats. When determining which char- weapon to increase their chance of survival,
acter acts first in a structured scene by making an Initia- potentially sacrificing the weapon in the pro-
tive check (see page 256 for more on Initiative checks), cess as described on page 270.
a character’s focus is often taken into account. A charac-
ter’s focus is equal to their Fire Ring + Air Ring. $$ Techniques and Other Abilities: Certain tech-
niques and other character abilities require
spending a Void point to activate.

Vigilance Gaining Void Points

Vigilance represents a character’s wariness and gen- Void points are gained through facing adversity, for
eral ability to perceive threats in all spheres. A charac- without struggle, there can be no triumph. Charac-
ter’s vigilance sets the target number to catch them off ters can gain Void points in a number of ways, most
guard, as well as the TN to deceive, mislead, or other- of them representing moments in which the character
wise use rhetoric to manipulate them when they aren’t faces adversity and is galvanized to succeed by it. A
actively scrutinizing others. A character’s vigilance is few common instances include:
equal to their (Air Ring + Water Ring) / 2.
$$ After failing a check on which one of their
Void Points adversities was resolved (see Resolving Advan-
tages and Disadvantages, on page 24).
Void points are a resource that characters can spend
to surpass their normal limits, exert extra effort, or acti- $$ Once per scene, after one of their anxieties
vate certain special abilities. A character begins the caused their strife to rise (see Resolving Advan-
game with Void points equal to half their Void Ring, tages and Disadvantages, on page 24).
rounded up, and can accrue a maximum number of
Void points equal to the value of their Void Ring. If a $$ After choosing to be affected by a complica-
character’s current Void points equal their Void Ring, tion that the GM (or the controlling player)
they cannot gain further Void points. introduced into the scene (see page 39).

$$ After the GM conceals the TN of a check from
the players (see When to Reveal or Conceal
the TN, on page 297).

36

CHAPTER 1: PLAYING THE GAME

Honor, Glory, and Status by the required number of points (to a minimum of 0). FORFEITING AND
Then, the character undertakes the deed. STAKING ATTRIBUTES
Samurai dramas focus on characters’ internal conflicts BELOW 0
as much as external ones. While external foes and chal- Staking Social Attributes
lenges frequently drive the plot, a samurai’s principal A character whose
battle is often fought within their own heart. Sometimes, a character has nothing to put on the line but attribute is lower than
their honor, glory, or status, and they must take a risk and the amount they would
In the Legend of the Five Rings Roleplaying Game, hope the dice fall favorably. In these cases, the character need to forfeit can still
characters have three social attributes (honor, glory, stakes a social attribute on an event, such as swearing to do the deed in ques-
and status) to help players weigh the societal forces protect someone, boasting of a future deed, or risking tion. Characters with
constantly pulling upon a samurai. a position on a gambit. This shows others that they are honor, glory, or status
serious, and can help win people's support or trust when 0 can forfeit as much
Value and Rank convincing them might otherwise be impossible. as they desire—the
state of their faith in
A character’s honor, glory, and status attributes each have If a player decides to stake their character’s social Bushidō, reputation, or
a value between 0 and 100. When an effect calls for a char- attribute on something, they and the GM should note social standing cannot
acter’s honor, glory, or status rank, the rank is determined the amount staked and the conditions under which the sink any lower!
by the tens digit of the value (or 10, if the value is 100). character loses their stake. If these occur for any rea- However, a character
son, the attribute decreases by the staked amount. cannot stake honor,
Shosuro Makoto has an honor value of 28. There- glory, or status they do
fore his honor rank is 2. He has a glory value of 31. Honor not have.
Therefore his glory rank is 3.
Honor represents a character’s personal investment in GM GUIDANCE ON
Increasing Social Attributes the concept of Bushidō and that character’s belief that SOCIAL ATTRIBUTES
they are upholding the values it entails.
These three attributes can increase over the life of a Chapter 7: The Game
character, usually via an honor, glory, or status award Honor increases when a character makes a hard Master has resources
from the GM. See the section beginning on page 300 choice in the name of Bushidō, and decreases when a for GMs to use social
for recommendations on ways social attributes increase. character acts in opposition to these values, loses faith attributes during the
in their code, or stakes their honor on an oath that they game.
Decreasing Social Attributes break. A high or low honor attribute results in a char- If a character’s honor or
acter gaining virtue advantages or flaw disadvantages glory increases above
Any of these three attributes can also decrease over (see Table 7–2: Honor Scores, on page 302). 64 or falls below 30,
the life of a character. Rather than being arbitrated by they begin to receive
the GM, a decrease to a social attribute always occurs Glory advantages or disadvan-
because the character’s player chooses to forfeit or tages as described in
stake it to achieve some end the character desires—or Glory represents society’s view of a character’s success these tables.
because their player feels that it is good storytelling. in their mandated role. It reflects the reputation they
have as an effective agent of their lord, as well as a
Decreasing any of these attributes should be a con- general consensus on how they uphold Bushidō.
scious choice on the part of the player, not a penalty
imposed by the GM. Glory rises from a character’s heroic deeds, and
decreases when a character disparages Bushidō, lets
Forfeiting Social Attributes their reputation suffer, or stakes it on a boastful claim
they fail to fulfill. A high or low glory attribute results in
To perform a dishonorable, inglorious, or sacrilegious a character gaining fame advantages or infamy disad-
deed, a character must forfeit honor, glory, or status, vantages (see Table 7–3: Glory Scores, on page 304).
reflecting the fact that the character is deliberately
disregarding the Code of Bushidō, damaging their Status
reputation, or abdicating political responsibility. The
GM should inform the character’s player of the amount Status is an attribute that reflects a character’s social
of honor, glory, or status their character must forfeit standing, based on both their political sway and the
before a proposed deed takes place, giving the player mandate of the Celestial Order. Status changes infre-
the chance to rethink their character’s actions (even if quently; instead, it is mostly used by the GM to mea-
this requires “rewinding” the scene by a few seconds). sure the comparative social standing of the PCs and
various NPCs, as well as by the PCs to know the proper
If the player decides to make the forfeit, they etiquette they should use to interact with a given NPC
reduce their character’s honor, glory, or status value (see Table 7–4: Status Scores, on page 305).

37

CHAPTER 1: PLAYING THE GAME

SAMPLE NINJŌ Ninjō (Desire) If this represents a significant sacrifice on the character’s
and Giri (Duty) part, setting aside their ninjō for honorable reasons can
Create a future with also result in an honor award, as described in Increasing
(or for) the one you love Each character has two primary motivating factors: Social Attributes, on page 37.
their ninjō and their giri. These are chosen at character
Become the greatest creation, and are tools to help inform the character’s However, ninjō can also be a source of peace for a
duelist in the Empire developing story. Both the GM and the players can call character. After a character spends a downtime or nar-
upon characters’ ninjō and giri (and the inherent con- rative scene (see page 247) pursuing their ninjō, they
Create a secure future flicts that arise between the two) to introduce compli- remove all their strife.
for a small group cations into the story.
Resolving Ninjō
Create a work of art Ninjō
that wins eternal praise Emotion is a living thing, and so ninjō is not cast in
Each character has a ninjō (“human feelings”), which stone. It can evolve as the character develops over
Take revenge on a represents a personal desire, ideal, or question that the course of the story. If a character ever reaches a
powerful foe for the is core to the character. When a player selects a nin- moment of true clarity on the matter of their ninjō
death of a loved one jō, they are selecting the reason why their character’s through the events of the narrative, whether this means
honor will be tested over the course of the story—the discarding it, embracing it wholly, or reinventing it,
Protect a group from a thing that could cause the character to forsake the they should be changed by the experience. If the char-
particular enemy ideals of Bushidō or their obligations to their acter’s belief in the Code of Bushidō is strengthened or
lord, clan, and Emperor.
Found a new school undermined, their honor attribute might increase
The problems that ninjō can cause during the or decrease to match.
Uncover lost secrets campaign should be problems that the player
vital to combating a wants the character to face (even if the charac-
ter does not)—and they will have the chance to
specific foe introduce these problems into their character’s life.

Discover your Choosing Ninjō After resolving a character’s ninjō, their player
true parentage should consult with the GM to choose a new ninjō for
At its core, ninjō is a personal desire or question, and the character—likely one that stems from the events
Achieve a particular players select it for their characters during Ques- that resolved the old one. Alternately, their player
rank within your clan tion 6 of character creation (see page 90). might decide that this is a good end point for the char-
Ninjō can be broad (“accumulate esoter- acter’s narrative arc, and they should retire this char-
Become the ic knowledge of the spirits”) or specific acter to create a new PC. Of course, dragging a hero
captain of a ship (“wreak vengeance on the person who murdered out of peaceful retirement is a classic story beat, and
my teacher”), but it should be something that the PC players can use the circumstances and plot twists to
IMPOSSIBLE DESIRES will grapple with in the scope of the campaign. Further, give even venerable heroes a new reason to fight.
it should be concrete enough that the player is clear
Some especially exis- on how to interact with it, even when the GM
tential ninjō might not isn’t providing specific plot hooks for it.
be resolvable at all, at While it will not be central all the time, if a
least not within a single player is unsure of how to pursue their
ninjō in play over several game
lifetime, and this is sessions, they should speak with
also acceptable as long the GM and decide on a new nin-
jō they can more directly engage.
as the character has a
clear path to try to seek Ninjō and Strife
their unachievable goal.
It is always hard to act counter to one’s own personal
feelings, even when following the orders of a superior or
adhering to an inflexible code. When a player wishes to
have their character act in opposition to their ninjō, they
should receive 3 strife, or more at the player's discretion.

38

CHAPTER 1: PLAYING THE GAME

Giri Complications NO LORD TO SERVE

Each character has a giri (“sworn duty”), representing Ninjō, giri, and the friction that can arise between the If the character has
the way in which they serve their lord. This is the theme two provide a great deal of fodder for roleplaying on no lord to serve due
or issue by which the player wishes to see their samurai their own. Players should consider their characters' nin- to events in the story,
rise and fall during the campaign. jō and giri when making choices for their characters, their giri could become
and GMs should look at what their players chose when finding a new lord to
A player should consider how giri might sometimes planning story arcs. Complications provide an addi- serve, or it could be
conflict with their character’s ninjō, as conflict between tional, slightly more codified way for players and GMs fulfilling the final order
personal feelings and duty is a recurring theme in to use these character motivations at the table. of their lord.
works of fiction about samurai. By engineering some
friction between the two, a player gets to help set up A complication is a slight narrative turn or brief SAMPLE GIRI
the drama of their character’s story. Not every conflict moment that stems from one or more characters’ ninjō
between ninjō and giri needs to lead to grand tragedy, and/or giri. The GM can introduce a complication at Restore the reputation
but the two motivations should sometimes be at odds. any time. Narratively, complications can be relatively of your teacher’s dōjō
mild or wildly melodramatic, depending on the tenor
Choosing Giri of the story. Example complications could include: Invent a new weapon
that will give your clan
Drama in works of samurai fiction frequently arises when $$ Receiving a letter from a loved one the charac- an advantage
a noble samurai must choose between the orders of ter has not seen in some time
a flawed lord and their personal ideals, or because of Protect your lord (or
an inner desire that they cannot fulfill while doing their $$ Realizing that a masked enemy is, in fact, the other charge who ap-
duty, even if the duty itself is not unjust. Sometimes, a character’s long-lost sibling pears in the campaign)
samurai is able to navigate these two perils; at other
times, this ends in a death in battle or even seppuku, so $$ Encountering the haunting scent of a perfume Capture a particular
that the samurai can resolve the two unfulfillable tasks. often worn by the character’s deceased friend region of land held by
an enemy clan
Thus, in many campaigns, a character’s giri should $$ Running into a character’s secret lover some-
revolve around fulfilling direct orders issued by their where the two cannot acknowledge each other Persuade a powerful
lord. These orders can be broad (“win glory for the Lion leader to join your lord
Clan on the field of battle, wherever you find it”) or $$ Spotting an obvious reminder of one’s unfulfilled
specific (“protect Kakita Asami as her yōjimbō”), but oath to bring the enemy of the clan to justice Negotiate a trade agree-
they should be attainable and concrete enough that ment with a major ally
the player knows how to pursue them at any given $$ Noticing a chance to pursue one’s desire or
time, even when the GM isn’t providing specific hooks. duty—at cost to the group’s current goal Gather information
and use it to topple an
If a player is unsure of how to pursue their charac- $$ Being presented with an opportunity to pursue enemy faction
ter’s giri, they should speak with the GM and decide on one’s ninjō or one’s giri—but not both
a new giri that they can pursue more directly. Keep a particular secret
A player can also propose a complication for their of your lord from
Resolving Giri character, in which case the GM should give it due con- becoming public
sideration, then implement it if it makes sense and is
As with ninjō, giri can change—though generally, it not overly disruptive to the flow of the story. If a com- Maintain the reputation
does so based on the character’s narrative accomplish- plication does not fit into a particular scene, but the or prosperity of a
ments or the needs of their lord. If a character ever suc- GM wants to use it later, the GM can ask the player to specific shrine
ceeds at the task they have been assigned and receives write it down and give it to them for later use.
recognition from their lord for it through events in the Attend to the needs of
narrative, the character should likely receive a consid- No matter who introduces it, each character can a particular kami
erable glory award (usually 10 or more) when their lord have only one complication per game session—though
recognizes their achievement. a character’s ninjō and giri can cause turmoil whenever Retrieve a set of sacred
the GM and player see fit. artifacts for your clan
If a player decides their character has definitively
failed in their giri, or has decided that their character is Resolving a Complication Assassinate specific
going to wholly abandon it, the character must forfeit members of an enemy
an amount of glory determined by the GM (usually 10 When the GM introduces a complication for a charac- faction
or more). Assuming their daimyō accepts this or honors ter, their player chooses one of the following: the char-
their request for a new duty, the daimyō should then acter stoically accepts it, in which case there is no effect
assign them a new giri (chosen by the player and GM). beyond the narrative results of the complication, or the
character is deeply moved by the moment, in which
case they receive 3 strife and gain 1 Void point.

39

2C H A P T E R

Creating
a Character

The process of creating a character for the Legend of
the Five Rings Roleplaying Game not only provides
a set of numerical values, but also helps ground the
character deeply in the world. The most important
aspect of creating a character is not the mechanics
that represent their abilities, but rather their person-
ality, history, and ambitions. Samurai are not mind-
less warriors, despite the strictures the Code of
Bushidō places on their lives. They are flesh-and-
blood humans who possess an incredible zeal for
life, yet are expected to be perfectly at peace
with the prospect of death—and this contra-
diction can be difficult to navigate. They
grapple with anxieties, passions, fears,
and dreams. While creating a char-
acter mechanically, it is important
to consider and come to under-
stand this person’s identity,
their desires, their ideals, and
how they will struggle when
these collide.

CHAPTER 2: CREATING A CHARACTER

The Game of Part I: Core Identity CREATING NPCS
Twenty Questions (Clan and Family)
While GMs certainly
Ever since the publication of its first edition in 1997, The first few questions will define your character in can use the rules in this
the Legend of the Five Rings Roleplaying Game has general terms. chapter to create NPCs
used the Game of Twenty Questions to help players (non-player characters)
create the backgrounds and personalities of their char- 1. What clan does your if they wish, these rules
acters. The game encourages you, the player, to ask character belong to? are more suited to the
key questions about your character: What kind of char- creation of PCs (player
acter do you want to play? What is their history like? The seven Great Clans of Rokugan have ruled in the characters). While this
What are their goals? What is the most important thing name of the Emperor since the founding of the Emer- chapter contains many
in the world to them? ald Empire, and generations of legendary heroes have useful ideas that could
fought and died to maintain their power, prestige, and shape the desires and
These questions are also used to build your charac- influence. A samurai of one of the Great Clans is inher- motivations of NPCs,
ter mechanically. As you answer the questions, you will itor to a weighty legacy. Each clan has an ancient and NPCs created in this
be instructed to note down ring and skill increases, as unique assortment of beliefs and ideals it imparts upon manner would be more
well as other static values to be applied to your charac- its members, set forth by the clan’s founding Kami and mechanically detailed
ter. You will want to keep a running tally of your current developed over the centuries. than most of the exam-
ring and skill ranks. ples that can be found
When creating a character, you should choose a in Chapter 8: Non-Play-
Character Sheets clan whose culture and values you find interesting from er Characters.
a storytelling standpoint. Whether your character wish-
To get started, go to www.FantasyFlightGames.com. es to rigidly adhere to these strictures, chafes under
There you can print out a copy of the Character Sheet the pressure of them, or perhaps does a bit of both,
as well as the Twenty Questions Worksheet, both clan identity is very important to who your character is
available to download. While you don’t need the char- and how they exist in the world.
acter sheet or worksheet and can use a piece of paper
to record information about your character, having Starting Values
those sheets makes the process eaiser.
When you begin to answer the Game of
When recording information on your character Twenty Questions, keep in mind the following
sheet or the worksheet, it’s best if you use a pencil, as baseline values for your character:
your character will grow and evolve over the course of
the campaign. You will also need a ten-sided die for $$ Rings: 1 rank in each ring.
some tables.
$$ Skills: 0 ranks in each skill.
Limits on Skills
and Rings $$ Honor: Determined in Question 3.

All characters begin with 1 rank in each ring and 0 ranks $$ Glory: Determined in Question 2.
in each skill. You cannot raise a ring or skill above rank
3 during character creation. If a choice would result in a $$ Status: Determined in Question 1.
ring rising above rank 3 during character creation, then
you must choose a different ring to increase instead, $$ Endurance: Calculated based on your
as long as that ring would also not be increased above final ring values; (Earth + Fire) x 2.
rank 3.
$$ Composure: Calculated based on your
Similarly, if a choice would result in a skill rising final ring values; (Earth + Water) x 2.
above rank 3 during character creation, then you must
choose a different skill that is not already at rank 3 to $$ Focus: Calculated based on your final
increase instead. ring values; Fire + Air.

For more information on what the different ranks $$ Vigilance: Calculated based on your
mean for rings and skills, see page 22 in Chapter 1: final ring values; (Air + Water) / 2.
Playing the Game.

41

CRAB CLAN CULTURE The Crab Clan What does your
character know?
In comparison with the Ring Increase: +1 Earth
rest of Rokugan, the Crab Skill Increase: +1 Fitness All Crab Clan characters have a greater
Status: 30 awareness of the following topics:
Clan is rowdy, direct to At the southern border of Rokugan stands a grim mir-
the point of rudeness, and acle: the Kaiu Wall, stretching like a great puckered $$ You have a general awareness of the
tends to look for pragmat- scar along the landscape, its slate-gray blocks fitted politics within Crab lands. You can
ic solutions. Weakness of together seamlessly into a structure thirty feet thick name major family heads and other
the individual is weakness and a hundred feet tall. To the south loom the blighted leaders, and you know their respective
of the group, for a single Shadowlands, the domain of the corrupted armies of positions and allegiances.
Jigoku, and to the north lie the lands of the Crab Clan,
failure could bring down the Wall’s crafters and defenders. $$ You can identify common Shadow-
disaster upon all. After lands creatures such as goblins, ogres,
The Crab Clan are known as guardians and war- and zombies, and you know how to
all, what honor or respite riors—slayers of monsters and protectors of the realm. dispatch them.
can be expected from the Even those who do not fight with weapons often wage
war with their minds and words, securing key supplies $$ You grew up hearing stories and songs
foe when your enemies for their clan, maintaining alliances to guarantee sup- of heroes who faced greater evils still,
are goblins, demons, and port of the Wall, or engineering new technologies to such as oni, but you likely have not
turn back the endless hordes of the Shadowlands. encountered such horrors personally.
other monstrosities? However, the Crab Clan’s task often weighs heavily
upon the disciples of the Kami Hida. They are known $$ You know all too well the befouling
as taciturn, battle weary, or even disillusioned. The glo- Taint of the Shadowlands and how
ries of the battlefield are scant reward, and surviving best to avoid it, and you can rec-
to fight another day can seem its own punishment at ognize the advanced stages of this
unnatural corruption.
times when facing such a relentless threat. Still, these
people find ways to live and express them- What Does Bushidō
selves, and many revel in the small joys Mean to Your Clan?
that life provides them.
Courage is the greatest virtue in Crab lands,
for the Kami Hida placed an especially grave
task on the shoulders of his descendants.
The Crab safeguard the most perilous bor-
der of the Emerald Empire, warding it against
the terrible hordes of Fu Leng. The conse-
quences of failure are obvious and dreadful
to contemplate.

Rough and warlike, the Crab have never
truly adopted the strict social refinement the
other clans have come to demand of their
constituents, and so Courtesy is defined
somewhat more loosely for the Crab.

See page 301 for more information on
how these can affect your honor and glory.

42

CHAPTER 2: CREATING A CHARACTER

What does your The Crane Clan CRANE CLAN CULTURE
character know?
Ring Increase: +1 Air The Crane Clan’s political
All Crane Clan characters have a greater Skill Increase: +1 Culture and cultural capital
awareness of the following topics: Status: 35 are indistinguishable.
At the dawn of the Empire, after the Kami had fallen As a result, refinement,
$$ You have a strong awareness of the pol- from the Celestial Heavens, they found themselves grace, and sensitivity
itics within Crane lands. You can name plunged into a mortal world rife with cruelty and war. are not only the defining
major family heads and other leaders, The Kami Doji—sister of Hantei, the first Emperor— features of the Crane
and you know their respective positions resolved to bring order to this savage realm. The Clan, but chief among its
and allegiances. embodiment of elegance and grace, Doji walked weapons. Those who fail
among the earthly peoples, calming them in the way in achieving excellence
$$ You know about the general state of fair weather calms a storm-tossed sea. Any Crane will fall to obscurity and the
political affairs between the clans. gladly speak of how from her, humans learned writ- silent shame of countless
ing so they could record their achievements, politics unspoken criticisms.
$$ You know proper etiquette and proto- to govern their affairs, economics and commerce to
col in the Imperial Capital. manage their wealth, and art and culture to lift them
from their lives of misery. Those she touched the most
$$ You have a working knowledge of the became her devoted followers, the first samurai of the
high arts and the great masters of old Crane Clan. Since that time, the Crane have become
(at least, among the Crane, for who both the poets and the poetry of the Empire, at once
else truly warrants note?). the swordsmiths and the duelists wielding the smiths’
blades. In every aspect of their lives, the Crane strive
What Does Bushidō for mastery in all things, an ideal that the other clans
Mean to Your Clan? can only hope to emulate.

Courtesy is of deep importance to you, as The Crane Clan represents the pinnacle of
your clan’s political power rests upon propri- refinement in Rokugan, and its members are
ety and the idea of others respecting their known for their elegance, grace, and
proper place—and your own. mastery of social customs. People
expect them to be well-spo-
While many members of the Crane Clan ken, subtle in the extreme,
are deeply brave, Courage in excess can and unfailingly polite.
lead to foolhardiness. Cool heads must pre-
vail, and sometimes that means avoiding a
fight altogether.

See page 301 for more information on
how these can affect your honor and glory.

DRAGON CLAN The Dragon Clan What does your
character know?
CULTURE Ring Increase: +1 Fire
Skill Increase: +1 Meditation All Dragon Clan characters have a greater
The Dragon Clan is Status: 30 awareness of the following topics:
diverse in its pursuits, In an empire that usually prizes conformity and respect
even among members for tradition, the Dragon Clan is an enigma. Inspired $$ You have a general awareness of the
of the same schools and by their mysterious founder, the Kami Togashi, the politics within Dragon lands. You can
traditions. However, it Dragon place more emphasis than most of their fel- name major family heads and other
is unified in one philos- low samurai on the individual search for Enlighten- leaders, and you know their respective
ophy—a philosophy of ment and expertise. positions and allegiances.
commitment to the better-
ment of one’s self and, In the centuries since the Kami fell to earth, Togas- $$ You know more about monastic life and
therefore, the betterment hi’s followers have acquired a reputation for strange traditions than most other clans, having
behavior. Isolated by the mountains of their northern likely interacted with the Togashi Order
of the whole Empire. home and entrusted with watching over the Empire, throughout your life.
Despite the individuality the Dragon rarely participate as actively in the politics
displayed by Dragon Clan of the Empire as other clans do—and when they do $$ Due to the rugged nature of your
samurai, they have been intervene, it is often for reasons others can only guess homeland, you know how to properly
at. The secret of the Dragon is that they are guided by prepare mountain flora and wildlife for
united in their task to their founder’s foresight, but even they do not always human consumption.
watch over the Empire know what Togashi saw in his visions.
and record its history— $$ You have a working understanding of
which occasionally means Togashi’s acolytes are known for their esoteric many physical phenomena of the natu-
coming down from their practices, innate curiosity, and veritable tradition of ral world, which others dismiss as unin-
seclusion in the northern disregarding tradition—at least in the eyes of the other teresting or beneath their station.
mountains to experience clans. People expect them to be insightful and hum-
the Empire face-to-face. ble, but also unpredictable, individualistic, and even What Does Bushidō
Mean to Your Clan?
dangerous. They tend to look at problems from
unexpected angles, and they seek solutions Sincerity—aligning one’s words and deeds with
others might not consider. one’s intentions—is the greatest virtue to the
Dragon Clan. In this way, its samurai may remain
true to themselves even if they should fail.

While members of the Dragon Clan take
their obligations seriously, they define Duty
and Loyalty somewhat differently than most
other samurai. To a Dragon, unquestion-
ing loyalty is not loyalty at all, and Dragon
Clan lords have been known to tolerate and
even value criticism that others would see as
grave insubordination.

See page 301 for more information on
how these can affect your honor and glory.

44

CHAPTER 2: CREATING A CHARACTER

What does your The Lion Clan LION CLAN CULTURE
character know?
Ring Increase: +1 Water The Lion Clan is war
All Lion Clan characters have a greater aware- Skill Increase: +1 Tactics itself, forged by the Kami
ness of the following topics: Status: 35 Akodo to crush the Em-
Every samurai who lives in Rokugan measures courage, peror’s foes and enforce
$$ You have a general awareness of the honor, and duty by the standard set by the Lion Clan. Hantei’s will absolutely.
politics within Lion lands. You can name The Lion’s military is unrivaled, as there are no sharp- Lion Clan culture lives and
major family heads and other leaders, er tacticians and no larger armies in all of Rokugan. breathes martial achieve-
and you know their respective positions This proud military heritage has earned the Lion Clan ment and glory. It expects
and allegiances. a place as the Right Hand of the Emperor, sworn to its children to meet force
protect him by serving as his personal guard and his with force and death with
$$ You know military history quite well, standing army. a smile—a hard path
especially as it pertains to the glorious for anyone to walk, and
deeds of your forebears. In light of this duty, fear means nothing to Lion harder still for any gentle
samurai. The threat of death only serves to embolden soul. Even those among
$$ You can identify and know the proper them and bolster their courage, for there can be no the Lion Clan who are not
purpose of all Rokugani battlefield greater end than to perish in honorable combat. As warriors often couch their
weapons, even if you are not personally veterans of countless wars, the Lion know that those achievements in martial
proficient in their use. who attack first shall be victorious. Above all, the Lion terms that glorify combat
live, breathe, and die for the Emperor and Rokugan. as the highest of arts.
$$ You know about most common military
maneuvers and engagements, such as Perhaps the most well-known battlefield warriors in
feigned retreats, flank attacks, raids, the Emerald Empire, the samurai of the Lion Clan are
and sieges. famous for their ferocity, loyalty, and courage. People
expect members of the Lion Clan to be warlike and
What Does Bushidō aggressive, often forgetting that the Kami Akodo was a
Mean to Your Clan? master tactician as well, more than capable of learning

Honor is at the center of the Lion Clan’s view from past mistakes and adapting new stratagems on
of Bushidō, especially in the context of mar- the battlefield.
tial virtue. Its samurai learn to be the harshest
judges of themselves and their actions, for
without honor, the other virtues ring hollow.

This emphasis on Honor colors the clan’s
perception of Compassion, for only those
who comport themselves with Honor are wor-
thy of the Lion Clan’s benevolence.

See page 301 for more information on
how these can affect your honor and glory.

PHOENIX CLAN The Phoenix Clan What Does your
character know?
CULTURE Ring Increase: +1 Void
Skill Increase: +1 Theology All Phoenix Clan characters have a greater
The Phoenix Clan values Status: 30 awareness of the following topics:
balance and the Tao of The Phoenix is a symbol of contradictions: explo-
sive power and great restraint, vast intelligence and $$ You have a general awareness of the
Shinsei far more than the deep humility, immolating self-sacrifice and glorious politics within Phoenix lands. You can
other clans, seeking har- rebirth. These entwined virtues illuminate the path of name major family heads and other
mony between the mortal Rokugan’s most mystical Great Clan, the keepers of the leaders, and you know their respective
and spiritual realms, as Tao of Shinsei and caretakers of the Empire’s soul. positions and allegiances.
well as harmony within
themselves. The Phoenix As the scent of incense wafts unseen to all corners $$ You are familiar with the religious prac-
of a shrine, so do the Spirit Realms overlap invisi- tices of Rokugan, such as the rites prac-
know that every step bly with the Realm of Mortals. The Phoenix mediate ticed by various priesthoods, the invo-
sends ripples throughout between the worlds, appealing to the very soul of the cations of shugenja, the Tao of Shinsei,
lands. Mountains collapse at their whispered requests, and even the traditions that existed
the world, so one must dry rivers are convinced to flow again, plagues are before the Kami, such as the Fortunist
tread lightly and with a banished, restless ghosts are returned to slumber, and traditions of the Isawa and the animist
peaceful heart, lest one’s crops flourish in previously barren wastelands. Never- practices of the Yobanjin who dwell in
actions sow disharmony theless, the Phoenix understand that even the purest the Great Wall of the North Mountains.
wish can have unintended and destructive conse-
or even chaos. Such quences if the elements are brought out of balance. $$ You know some of the most significant
restraint, however, is Although others consider the Phoenix too hesitant in kami who reside in Phoenix lands by
frequently viewed as their entreaties to the kami, few are foolhardy enough name from stories or perhaps even
cowardice or passivity by to test the Phoenix’s dedication to peace and harmony. personal interaction.

the other clans. The Kami Shiba and the priest Isawa were very $$ You know the names and locations of
different sorts of leaders, one humble and the other all major shrines in Rokugan.
prideful, one calm in his wisdom and the other fierce in
his brilliance. As such, people expect members of the What Does Bushidō
Phoenix Clan to be calm, thoughtful, and scholarly— Mean to Your Clan?
but also passionate, and sometimes even arrogant due
to the vast knowledge their clan maintains. Both Shiba Righteousness drives the samurai of the Phoe-
and Isawa were deeply spiritual; this bond has defined nix Clan in their pursuits, and they are willing
the Phoenix Clan since its earliest days, and people still to sacrifice themselves to ensure the right
thing is done. They know that when samurai
expect members of the Phoenix Clan to be more do not govern their lands justly, the Heavens
concerned with cosmic problems than themselves will voice their displeasure.
with matters mundane.
At the same time, some truths must not
be revealed to the world, and some myster-
ies are not meant even for the other samurai
clans. The Phoenix Clan takes a selective view
of Sincerity, certain in their belief that they
are the best equipped to protect and wield
certain knowledge.

See page 301 for more information on
how these can affect your honor and glory.

46

CHAPTER 2: CREATING A CHARACTER

What does your The Scorpion Clan SCORPION CLAN
character know?
Ring Increase: +1 Air CULTURE
All Scorpion Clan characters have a greater Skill Increase: +1 Skulduggery
awareness of the following topics: Status: 35 The Scorpion Clan is a
With six terrible words, the Kami Bayushi set his follow- group united by grave
$$ You have a strong awareness of the ers in the newly founded Scorpion Clan on a dark and purposes: to preserve
politics within Scorpion lands. You can dangerous path. Enemies loomed beyond Rokugan’s life by killing, and to let
name major family heads and other borders, but they also lurked within them. Bayushi swore others live out the ideals
leaders, and you know their respective to protect the Empire by any means necessary. Where of honor by staining
positions and allegiances. the Code of Bushidō tied the Emperor’s Left and Right themselves via dishonor-
Hands—the courtiers of the Crane and the mighty able acts. Most Scorpion
$$ You know about the general state of legions of the Lion—the Emperor’s Underhand could still stake their humanity on
political affairs between the clans. reach. To combat the liars, the thieves, and the traitors one ideal of honor they
within the Great Clans, Bayushi’s followers would have to can uphold or a personal
$$ You are aware of the most substantial lie, steal, and cheat in turn. The weapons of the Scorpion bond that keeps them
criminal cartels in the Emerald Empire, became blackmail, poison, and sabotage. The Scorpion from slipping—while
especially as their interests overlap or dirtied their hands so that others’ could remain pure. others vanish completely
conflict with those of the Scorpion Clan. into their masks, truly be-
Yet, in spite of—and perhaps because of—the clan’s coming the villains others
$$ You know the state of court matters in fearsome reputation, there is none more loyal than a believe them to be.
the Imperial Capital. Scorpion. In a clan of deceivers and manipulators, trust
is a hard-earned treasure to be cherished and guarded.
What Does Bushidō Betrayal is punished with swift retribution, the souls of
Mean to Your Clan? the treacherous forever bound into the horrific limbo of
the place known as Traitor’s Grove. Such fierce loyalty
Duty and Loyalty is the core tenet of the Scor- is a small consolation, at least, given the dangerous but
pion Clan. They must be prepared to do— vital role the Scorpion have played in the Empire from
and sacrifice—anything and everything in the the moment their Kami spoke his fateful words: “I will
service of the Empire. be your villain, Hantei.”

Honor and Righteousness fall by the way- Bayushi’s successors are known for their insidious
side for most Scorpion. While they are not skill at scheming, but also the potential benefits of
wholly unimportant, obsessing over such mat- partnering with them—for without offering the proper
ters would make many vital tasks impossible. incentives to their allies some of the time, they could
never maintain their position as the great schemers
See page 301 for more information on of the Empire. People expect members of the Scor-
how these can affect your honor and glory.
pion to be equal parts alluring and
treacherous—and loyal only
to the Emperor.

CHAPTER 2: CREATING A CHARACTER

UNICORN CLAN The Unicorn Clan What does your
character know?
CULTURE Ring Increase: +1 Water
Skill Increase: +1 Survival All Unicorn Clan characters have a greater
The Unicorn Clan values Status: 30 awareness of the following topics:
novelty and flexibility of A thousand years ago, the Ki-Rin Clan rode out of
tradition in a way that Rokugan, seeking to discover enemies hiding beyond $$ You have a general awareness of the
other clans do not. Mem- the Emerald Empire’s borders. Their journey was politics within Unicorn lands. You can
bers of the Unicorn Clan arduous, and they found many strange and power- name major family heads and other
tend to be very receptive ful threats. In defeating each one, the clan learned, leaders, and you know their respective
to new ideas and cultural changing its fighting styles, magical practices, and positions and allegiances.
elements without fearing even philosophy. To survive, it was forced to adapt—
the loss or erosion of their and overcome. After eight centuries of wandering, the $$ You know many basic facts of life about
own, for they preserved Clan of the Wind returned to the Empire as the Unicorn foreign lands, particularly the Burn-
Clan. They wear fur, speak foreign tongues, and wield ing Sands, the Ivory Kingdoms, and
a consistent culture strange weapons. Although they still revere the Kami beyond, even if you have not journeyed
throughout their long Shinjo, they have drifted far from the traditions and there yourself.
centuries of journeying. ways of the Emerald Empire.
However, the Unicorn are $$ You know at least some foreign words
driven by an ambition Shinjo’s descendants are known for their skill as rid- from numerous languages, such as
that is not easy to quell, ers, skirmishers, and messengers, and many are trained Nehiri, Ivindi, Myantu, and Portuga,
and those seen as lacking in foreign fighting techniques or schools of philosophy. and might fluently speak one of these
in drive are often pushed People expect them to be worldly and gregarious, or even a language wholly unknown in
out by more aggressive if perhaps a bit rough around the edges in polite the Emerald Empire.
members of the clan. Rokugani society, given that many members of
the clan spend much of their lives ranging $$ You know the basics of mounted com-
across the wilds in Unicorn lands bat tactics, along with various other
and beyond. aspects of the proper handling and
care of horses.

What Does Bushidō
Mean to Your Clan?

Compassion is the most significant tenet
of Bushidō to the Unicorn Clan, for mutual
understanding and cooperation was the key
to the clan’s survival during its long journey
across the wider world. On this journey, mem-
bers of the Unicorn Clan met many people
with a wide variety of beliefs, cultures, and
values, and they became far more accus-
tomed to coexistence with strange outsiders
than are most Great Clan samurai.

The Unicorn Clan has had several centu-
ries to acclimate to the Emerald Empire, to
which it has returned, but the customs and
culture they adopted during their travels
remain a powerful force within the clan. These
customs often clash with the Rokugani con-
cept of Courtesy, and the Unicorn’s seeming
dismissal of Rokugani politeness is one of the
most contentious ways in which Shinjo’s clan
differs from those of her siblings.

See page 301 for more information on
how these can affect your honor and glory.

2. What family does your The Kaiu Family
character belong to?
Ring Increase: +1 Earth or +1 Fire
Even within a single clan, the customs and traditions of Skill Increases: +1 Smithing, +1 Labor
the various families inform the creation of a wide vari-
ety of characters. Once your clan is chosen, pick which Glory: 40 Starting Wealth: 5 koku
of the clan’s families your character hails from.
Monuments to the skill of the Kaiu are everywhere in
Crab Clan Families
the Crab lands, from the vast Kaiu Wall itself to the

armor and weapons used by those who stand guard

over it. The Kaiu are responsible for the road network

supporting the fortifications, the siege engines that

crush and shatter the Shadowlands forces, and defen-

The Hida Family sive works spread across the interior of the Crab hold-

ings. There are very few problems that the Kaiu will not

Ring Increase: +1 Earth or +1 Fire try to solve with applied engineering.
Skill Increases: +1 Command, +1 Tactics
The Kuni Family
Glory: 44 Starting Wealth: 4 koku

The Hida family stands guard against the Shadowlands, Ring Increase: +1 Earth or +1 Void
Skill Increases: +1 Medicine, +1 Theology
its task an eternal vigil to keep the Empire safe from

the dark forces of Jigoku. Like the family’s founder, the Glory: 40 Starting Wealth: 4 koku

Kami Hida, they are large and strong, tough and endur- No shugenja family is more feared in the Empire than the

ing, with little patience for the weaknesses of others. Kuni, who root out any sign of corruption. The Kuni use all

Their harsh duty makes the Hida exceedingly pragmat- means at their disposal in their hunt; even Hida samurai

ic, with little time for the polite fictions of court. They sometimes pale at their methods. The Kuni are willing to

bitterly bear the mocking condescension concerning delve into the secrets of the Shadowlands using study,

their manners and dress from the clans they shield. observation, and even dissection, even though such close

The Hiruma Family contact with its dark creatures risks their very souls.

Ring Increase: +1 Air or +1 Water The Yasuki Family
Skill Increases: +1 Skulduggery, +1 Survival
Ring Increase: +1 Air or +1 Water
Glory: 39 Starting Wealth: 3 koku Skill Increases: +1 Commerce, +1 Design

The Hiruma are the eyes and ears of the Crab beyond Glory: 39 Starting Wealth: 10 koku

the Wall, warning of attacks and staging spoiling raids The slim and loquacious Yasuki do not fit the Crab ste-

on the unending hordes, a desperate and unrewarding reotype, but they provide a vital service to their clan all

task. The warnings facilitated by the skills of the Hiruma the same. The first masters of markets in the Empire,

allow the Crab to respond quickly to any threat. Due to the Yasuki use the tools of trade and industry to keep

the ceaseless danger of the Shadowlands, the Hiruma the Crab armies well equipped and fed, even if it means

rotate between service beyond the Wall and service the occasional shady deal. The Yasuki trade network

inside the Empire, where they function as scouts, mes- extends throughout the Empire; members of this fam-

sengers, and yōjimbō (bodyguards). Slender and quick, ily can be found just about anywhere, looking for the

the Hiruma are a contrast to the staunch Hida, relying next arrangement.

instead on speed and precision.

49

Crane Clan Families The Doji Family

Ring Increase: +1 Air or +1 Water

The Asahina Family Skill Increases: +1 Courtesy, +1 Design

Ring Increase: +1 Water or +1 Void Glory: 44 Starting Wealth: 8 koku
Skill Increases: +1 Aesthetics, +1 Theology
The descendants of the Kami Doji have embodied the

Glory: 40 Starting Wealth: 6 koku courtly arts and refined culture of the Empire since its

The Asahina seek harmony and peace in all things, dawn. No major court is complete without its contin-

embodying a philosophy of compassion and pacifism gent of Doji spreading art, friendship, and—until very

that sets them apart even from their fellow Crane. recently—generous gifts. For courtly news and rumor,

Through art and prayer, they seek to calm and soothe the Doji communication network is unrivaled. This net-

the world around them and spread peace and accord work aids the Doji in keeping ahead of their rivals as

throughout the Empire. The Asahina know that only much as their mastery of etiquette and art does. Rare

through sacrifice can true peace be purchased, and it are those who can afford to offend the Doji; rarer still

is a price they will pay to foster a better Empire. are those who do so more than once.

The Daidoji Family The Kakita Family

Ring Increase: +1 Earth or +1 Water Ring Increase: +1 Air or +1 Fire
Skill Increases: +1 Aesthetics, +1 Meditation
Skill Increases: +1 Fitness, +1 Tactics
Glory: 44 Starting Wealth: 7 koku
Glory: 40 Starting Wealth: 7 koku
While the Doji seek excellence in all things, the Kakita
The Daidoji are practical and hardworking Crane
tend to focus on a single skill, which they strive to mas-
who compose the core of the clan’s standing mili-
ter thoroughly. Whether this skill is the art of the sword
tary. Devoted to serving their clan, the Daidoji are its
or of the brush, they pursue it with a singular focus. The
under-appreciated foundation—from the Iron War-
graceful Kakita usually exhibit the beauty of the Crane
riors who comprise the foundation of the Crane Clan’s
in a more athletic manner than do their Doji cousins.
armies, to the wary yōjimbō protecting the courtiers
They are renowned as some of the finest duelists in the
of the Doji, to the Daidoji Trading Council responsible
Empire, and graduates from their academy defend the
for providing the raw materials and wealth for Crane
honor of the Crane with sharp finality.
arts. The selfless efforts of the Daidoji are fundamental

to the defense of the Crane and the advancement of

its goals.

50


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