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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

CHAPTER 7: THE GAME MASTER

The Clans’ Views of Bushidō

Each clan has one or more tenets it views as par- Each clan has one or more tenets of Bushidō
amount, even above the others. When a charac- it views as less significant than the others. When a
ter chooses to forfeit honor due to defying one character chooses to forfeit honor due to defy this
of their own clan’s paramount tenets, they double tenet, halve the amount of honor they must forfeit
the amount of honor they must forfeit. When a (rounded up, to a minimum of 1). When a charac-
character is awarded honor as a result of making ter is awarded honor for making a personal sacri-
a personal sacrifice for this tenet, the GM should fice in the name of this tenet, halve the honor they
double the honor they are awarded. are awarded (rounded up, to a minimum of 1).

$$ Crab: Courage $$ Crab: Courtesy BUSHIDŌ IN ROKUGAN
$$ Crane: Courtesy $$ Crane: Courage
$$ Dragon: Sincerity $$ Dragon: Duty and Loyalty Within the fictional
$$ Lion: Honor $$ Lion: Compassion world of Rokugan,
$$ Phoenix: Righteousness $$ Phoenix: Sincerity honor is believed to be
$$ Scorpion: Duty and Loyalty $$ Scorpion: Honor and Righteousness more objective than it is
$$ Unicorn: Compassion $$ Unicorn: Courtesy subjective. The Rokugani
code of honor does vary
The Tenets of Bushidō Sacrifices for Compassion somewhat in interpreta-
tion, but samurai mostly
Each of the seven tenets listed below is accompanied Example sacrifices for Compassion include: agree on what the perfect
by a number of examples of situations when a charac- samurai should believe,
ter might have to forfeit honor to disobey it, need to $$ (Minor) Giving someone a common useful item, live for, and die for. It is a
stake honor on upholding it, or receive an honor reward spending two or more downtime scenes helping harsh code, and it values
for giving something up to pursue it. The GM can use a friend, treating a foe’s wounds after a battle some lives above others.
these as guidelines for honor losses and awards.
$$ (Major) Giving up your chance to be awarded 6 Unlike in historical Japan,
Compassion (Jin) or more glory for someone else, saving some- the bulk of Rokugani
one’s life despite knowing they may trouble Bushidō’s demands are
Just as the farmer does not grow crops merely to fill you later spelled out in a single
their own belly, the warrior does not fight for just their text—Akodo’s Leader-
own sake. A samurai must be constantly aware of their $$ (Massive) Giving away an irreplaceable item, ship. There is little room
duty to protect others. completing a dangerous heroic task for some- for shades of gray, and
one else who cannot repay you even those samurai who
do not hold themselves to
Breaches of Compassion Courage (Yū) every demand of Bushidō
generally believe in the
Example breaches of Compassion include: Only fear of death can destroy life; the samurai replaces code’s value. Where they
it with an understanding of danger. Common folk allow disagree is on which
$$ (Minor) Verbal cruelty to a foe or stranger, allowing fear to swallow their hearts. An extraordinary soul is one tenets of Bushidō can be
easily prevented suffering, tormenting animals with the courage to live as if each moment were the last. allowed to slide with the
least consequence, and
$$ (Major) Verbal cruelty to a friend, physically Breaches of Courage which must be upheld no
harming someone for revenge alone, letting an matter what.
ally die without trying to save them Example breaches of Courage include:

$$ (Massive) Murdering someone of lower status in $$ (Minor) Allowing fear for yourself to influence your
cold blood, physically harming someone for fun actions, leaving a lost battle to protect your lord

301

CHAPTER 7: THE GAME MASTER

Table 7–2: Honor Scores $$ (Major) Allowing fear to prevent you from act-
ing entirely, fleeing to save your own skin
VALUE DESCRIPTION VIRTUES/
FLAWS $$ (Massive) Committing a despicable act out of
fear, sacrificing someone else to save yourself
Honor Is Stronger than
Steel: The character believes Sacrifices for Courage
100 that Bushidō is worth 3 virtue
upholding at any cost, and advantages Example sacrifices for Courage include:
SCORPION HONOR
do so even unto death. $$ (Minor) Refusing to back down from an armed
The Scorpion Clan is enemy while unarmed, accepting a challenge
particularly illustrative of 80–99 Never Stray from the Way: 2 virtue from a foe you know to be a superior warrior
The character has given up advantages
the perceived objectivity much to embody the ideals $$ (Major) Facing an inhuman foe such as an oni
of honor: its members do of Bushidō, and they shall alone, preventing a comrade’s massive breach,
not debate the definitions continue to do so as honor suffering a severity 8 or lower critical strike for
requires. They would rather your lord
of honor or attempt to forfeit their personal desires
rationalize their actions than fail to live up to their $$ (Massive) Preventing your lord ‘s major or mas-
own expectations. sive breach, suffering a severity 8 or higher critical
as honorable through strike for your lord
twisted logic, but they 65–79 My Honor Is My Life: Those 1 virtue
also do not believe that who live in accordance with advantage Courtesy (Rei)
honor is worthless. They Bushidō are strengthened by
accept that members of it, and can endure the hard- A samurai is neither a bully nor a brute killer. Samurai
Bayushi’s clan cannot ships it requires of them. must treat their enemies with Courtesy.
Rarely, they may slip, but
behave according to afterward they cannot easily Breaches of Courtesy
Bushidō precepts, but they forgive themself.
Example breaches of Courtesy include:
do not actually disagree 30–64 Honor Is the Ideal: Most –
with what these precepts samurai are brought up to $$ (Minor) Drunkenness or coarse language in the
are or even that they are believe in Bushidō and strive presence of someone of higher status, letting an
valuable. Honor is for oth- to embody its virtues. When insult to your clan or family pass without remark
er samurai, and they can the character speaks and
be honorable only because acts, it is with honor in mind, $$ (Major) Directly insulting someone of equal or
the Scorpion are willing but they are still human and higher status, letting an insult to your ances-
to do the dirty work that periodically succumb to tors, sensei, or lord pass without remark
temptation, or they are sim-
a society demands. ply willing to sacrifice their $$ (Massive) Directly insulting your lord
honor if they must. Impor-
REWARDS IN DEATH tantly, they still feel guilt Sacrifices for Courtesy
over betraying their ideals.
There is another reason Example sacrifices for Courtesy include:
why a samurai is so will- 20–29 Honor Is about Appear- 1 flaw dis-
ances: While the character advantage $$ (Minor) Paying a sincere compliment to a foe,
ing to live dangerously. does not reliably uphold the allowing a tired foe a moment’s respite, letting
The concept of loyalty virtues of Bushidō, they still someone of higher status receive aid first
recognize the importance
goes both ways. A daimyō of honor to society and play $$ (Major) Giving an unarmed foe a weapon or
will be loyal to a fallen the part of a samurai. setting aside your own weapons to fight fairly
samurai’s memory by
1–19 Honor Is a Nicety: They 2 flaw dis- $$ (Massive) Taking an enemy of higher status
rewarding their family in believe that most of the advantages captive without killing or maiming them
return for their devotion. tenets get in the way
of what they need—or
want—to accomplish.
Their reality no longer
aligns with samurai ideals,
so they have given up on
such luxuries.

I Make My Own Code:
The character has com-
0 pletely lost faith in Bushidō 3 flaw dis-
and adheres to another advantages

code—or none at all!

302

CHAPTER 7: THE GAME MASTER

Duty and Loyalty (Chūgi) Breaches of Righteousness WHAT IS LEFT UNSAID

Actions and their consequences define those who take Example breaches of Righteousness include: Sometimes, the only
them. The samurai’s Loyalty to their charge is unshakable. honest and honorable
$$ (Minor) Abetting or covering for a comrade’s path is to say nothing
Breaches of Duty and Loyalty major breach of honor, lying to someone of at all. A samurai’s word
equal or lower status for personal gain is always good, and if a
Example breaches of Duty and Loyalty include: samurai says they will do
$$ (Major) Abetting or covering for a comrade’s something, they will do
$$ (Minor) Refusing an order to protect your lord’s massive breach of honor, lying to someone of it or die trying. The wise
interests, intentionally misinterpreting an order higher status for personal gain pay attention, therefore,
to what a samurai does
$$ (Major) Refusing an order from your lord $$ (Massive) Murdering someone of equal or high- not say, for in these gaps
$$ (Massive) Forsaking your post for another lord er status, lying to your lord for selfish gain many important truths
can be found.
Sacrifices for Duty and Loyalty Sacrifices for Righteousness

Example sacrifices for Duty and Loyalty include: Example sacrifices for Righteousness include:

$$ (Minor) Refusing to commit an act of disloyalty $$ (Minor) Delivering bad news to your lord with-
to your lord despite personal feelings out deflecting blame, taking responsibility for
the failure of a subordinate
$$ (Major) Refusing to obey an unjust order from
someone who is not your lord $$ (Major) Retiring from a post you can no longer ful-
fill, relinquishing a claim or large gift to your lord
$$ (Massive) Dying in your lord’s service
$$ (Massive) Refusing to deny true allegations of a
Honor (Meiyo) failure requiring you to forfeit 9+ glory or status

Praises and curses are not what defines Honor; the Sincerity (Makoto)
samurai reserves their own judgment.
Sincerity is more complex than mere Honesty; Sincerity
Breaches of Honor is the ability to speak earnestly without giving offense or
compromising one’s family’s interests. It is to be truthful
Example breaches of Honor include: without causing embarrassment or inconvenience—to
maintain one’s Integrity while eliding unpleasant realities.
$$ (Minor) Touching dead flesh anywhere other than
at war, persuading another to act dishonorably Breaches of Sincerity

$$ (Major) Neglecting your duty to pursue your Example breaches of Sincerity include:
earthly desires, killing in an unjustified duel
$$ (Minor) Breaking your word to someone of
$$ (Massive) Refusing seppuku when required equal or lower status, misleading a friend

Sacrifices for Honor $$ (Major) Breaking your word to someone of
higher status, manipulating someone for fun
Example sacrifices for Honor include:
$$ (Massive) Deceiving or manipulating your lord
$$ (Minor) Persuading someone to abandon a
dishonorable plan to help you Sacrifices for Sincerity

$$ (Major) Negotiating to avoid an unjustified duel Example sacrifices for Sincerity include:
$$ (Massive) Offering to commit seppuku for failure
$$ (Minor) Publicly revealing a truth that damages
Righteousness (Gi) your reputation (a forfeit of 3 or more glory)

Set lies aside. A samurai does not make Righteousness $$ (Major) Giving (honest) testimony against a
a matter for debate; they know that there is only truth political ally that jeopardizes future relations
and falsehood, justice and injustice.
$$ (Massive) Forfeiting 6 or more glory to claim
responsibility for your lord’s mistake

303

CHAPTER 7: THE GAME MASTER

Glory in Play Table 7–3: Glory Scores

Glory is the external measure of a character’s outward VALUE DESCRIPTION FAME/
success as a samurai. The higher a character’s glory, the INFAMY
more widely they are recognized as a paragon of samu-
FAME rai virtues; the lower a character’s glory, the more others Undying Legend: A legend-
believe they are unworthy of the name. See Table 7–1: ary hero, whose deeds are
Glory is not exactly Honor and Glory Forfeits/Awards on page 300 for 100 worthy of poetry and song, 3 fame
a character’s fame; a how much glory a character must lose or stands to gain and is known even among advantages
character who is known for a given admission of failure or acknowledgment.
for deeds both good peasants and foreigners
and ill might have a Forfeiting Glory
modest glory value due 90–99 Renowned Hero: A samurai 2 fame
to the conflicting ac- A character must forfeit glory to undertake certain 80–89 counted among the greatest advantages
counts of their actions. actions publicly. When a player chooses to forfeit or in their clan, whose exploits
It does, though, confer stake their character’s glory, consult Table 7–1: Honor have spread to the far cor-
advantages that reflect and Glory Forfeits/Awards for guidance on how much ners of the Empire
fame (or disadvantages glory they must give up. Unlike honor, glory relies upon Exceptional Samurai: One
that represent infamy) external perception, so actions taken clandestinely do whose impressive deeds
not require forfeiting glory, though sometimes they have garnered attention in
if it reaches certain require staking it upon avoiding discovery. Sample the courts of other clans
highs (or lows). diminishments for various decisions include:
65–79 Respected Adept: A samu- 1 fame
Glory is best described $$ (Minor) Ignoring an insult to your person, rai of great accomplishment, advantages
as how much the out- choosing to share credit for a deed, admitting whose name is known out-
side world (with a par- a lie publicly, declining a gift from someone of side their family
higher status, losing an ancestral weapon
ticular emphasis on the 60–64 Worthy Retainer: An
character’s sworn lord) $$ (Major) Murdering someone of lower status, extremely competent and
believes the character is choosing to leave the public eye for months, not valued samurai
arriving to a duel, attacking a surrendering foe
a proper samurai.
$$ (Massive) Murdering someone of equal or high-
er status, ordering a retreat in a mass battle, 45–59 Reputable Samurai: A
refusing seppuku when required samurai known for their
effectiveness and reliability
Awarding Glory for Deeds
40–44 Unremarkable Retainer: An
When a character is recognized for a notable deed (real ordinary samurai –
or fabricated), the GM should award that character glory
based on the degree of acclaim it represents, such as: 30–39 Samurai of No Renown: A
samurai whose reputation
$$ (Minor) Receiving a gift from someone of high- is marred by failure, disap-
er status, beating a foe with glory 40+ in a duel pointment, or ill omen
or public contest, marrying or arranging a fami-
ly marriage to someone of higher glory 20–29 Disappointment: Someone
considered incompetent or
$$ (Major) Commanding your side to victory in a untrustworthy
mass battle, defeating a foe with glory 60+ in a
duel or public contest, defeating an oni or similar 10–19 Renegade: An individual 1 infamy dis-
monster with a group, marrying or arranging a who has become known for advantage
family marriage to someone of higher status their misdeeds across sever-
al provinces
$$ (Massive) Defeating a foe with glory 80+,
defeating an oni alone, winning a war, marrying 1–09 Villain: An individual whose 2 infamy dis-
or arranging a marriage into the Imperial family heinous acts are known advantages
across the land

0 Figure of Dread: One of the 3 infamy dis-
most vile or scandalous indi- advantages
viduals in the Empire

304

CHAPTER 7: THE GAME MASTER

Table 7–4: Status Scores

Status in Play VALUE EXAMPLES

Status is much more static than honor and glory: rarely 100 The ruling Emperor EMERALD MAGISTRATES
do characters need to forfeit it, and generally, they only
receive it as a reward upon receiving a new title. If a 90–99 The Imperial Spouse, the Voice of the These judges enforce the
character does need to forfeit status, they often reset it Emperor, the Emperor’s children, daimyō law in Imperial lands, in
to a specific value; for instance, if a character retires to of the Imperial families, the Emerald places where the jurisdic-
a monastery, their status becomes 25 (a monk’s status). Champion, the Jade Champion, the Impe- tions of individual clans
Rarely, characters can be stripped of status. To willfully rial Advisor, the Imperial Chancellor are hazy, and anywhere
endanger their status, a character must stake an amount conspiracy against the
determined by the GM on covering up their actions. 80–89 Great Clan Champion Emperor may exist. Their
leader, the Emerald Cham-
70–79 Minor Clan Champion , the Imperial Her- pion, is chosen in a cer-
ald, the Imperial Treasurer, a Great Clan emonial tournament—a
family daimyō, a great general series of duels against the
other candidates. While
Comparing Status 60–69 A hatamoto, a provincial governor, a com- their dōjō is located at
mander of multiple companies the Castle of the Emerald
Status is most often used to know which of two charac- Champion, many Emerald
ters stands higher in the Celestial Order. This has many 50–59 A city governor, a captain of a military Magistrates first serve
uses, both narratively and with regard to abilities. The company, a vassal family daimyō as yoriki (aides) to other
Social skills reference interacting with characters of low- Emerald Magistrates, and
er, higher, or equal status, as do many examples of times 40–49 Darō, Emerald/Jade Magistrate, revered thus get the bulk of their
a character must forfeit (or be awarded) glory or honor. sensei, clan magistrate, lieutenant training in the field.

The GM should compare the status of the PCs to that 30–39 Abbot of the Brotherhood, average An Emerald Magistrate’s
of NPCs as relevant. Most NPCs defer to those of higher Great Clan samurai authority is vast in theory
status and expect obedience people of lower status— but limited in practice.
how they express this can hint at their true nature. 25–29 Average Minor Clan or vassal family The Great Clans see them
samurai, monk of the Brotherhood as allies of convenience
at best and threats at
20–24 Village officer, disgraced samurai, rōnin worst. Thus, an Emerald
Magistrate who wishes
Titles 10–19 Ashigaru, artisan, laborer to render justice upon a
powerful enemy must be
A title is assigned as a result of narrative events, but 1–09 Merchant, bandit not just wise and skilled,
besides that, it functions much like a school curricu- but also subtle and
lum: a character can spend experience to deepen their Burakumin (entertainer, geisha, leather- diplomatic.
understanding of how to fulfill its functions, and eventu- 0 worker, butcher, torturer, or gravedig-
ally unlock a special ability after spending the listed XP. EXPERIENCED PCS
When a character is assigned a title, their status might ger), one outside the Celestial Order (OPTIONAL RULE)
change based on the Status Award listed in the title.
Once a character has allocated the amount of GMs who want to give
A title exists in parallel to a character’s school. A experience listed in the title’s listed completion cost, their players more
character can only have one incomplete title at a time. the character acquires the title ability associated with options to start can
Each time a character purchases an advancement, the the title. The title is then considered complete (though always have their PCs
character may allocate the XP spent to completing narratively, the character retains it), and the character begin with XP and even
their title (with full value for listed advancements and may be assigned a new title as narrative events permit. titles based on the
half value for non-listed advancements, as with a curric- sorts of characters they
ulum). XP allocated to a title does not count toward the Example Title: Emerald Magistrate want them to be able
character’s current school rank (and vice-versa). to build at the outset.
Emerald Magistrates are agents of the Emperor’s Law, A few potential starting
Emerald Magistrate warrior-sages who dispense wisdom and justice. points are:
Assigned By: The Emerald Champion, the Emperor, and
ADVANCE TYPE other high-ranking officials in the office of the Emerald Young Heroes: +10 XP
Skl. Grp. Champion can appoint Emerald Magistrates, and do so
Trade Skills Skill when a samurai proves worthy of the post or when the Seasoned Retainers:
Skill need arises for more arbiters of the Emperor’s Justice. +30 XP
Fitness Skill Status Award: +15 (to a maximum of 40)
Tech. Grp. XP to Completion: 30 XP Veteran Samurai: +50
TITLE Martial Arts [Choose One] Technique Voice of Authority (Title Ability): Once per game ses- XP, one appropriate
Technique sion when making a Scheme or Support action check title such as Emerald
Performance  using a Social skill, you may choose additional targets Magistrate
= Rank 1–2 Kata  equal to your Glory rank. You cannot choose any addi-
= Open Hand Style  tional target with vigilance higher than the highest
= Shallow Waters among your initial targets.

305

CHAPTER 7: THE GAME MASTER

Alternative Campaign Styles Peasant Family

The land of Rokugan is fertile imaginative ground Ring Increase: +1 to one ring of your choice
in which GMs and players can grow vivid stories,
and not all of these tales are focused exclusively on Skill Increase: +1 to any two Trade skills of
noble samurai torn between the sworn duty their role your choice
demands and their inner desires. From desperate rōnin
and outlaws inspired by literature such as Water Mar- Glory: 25 Starting Wealth: 10 zeni
gin and the films of Akira Kurosawa, to groups of elite
SAMURAI AS FOES warriors protecting the whole of the Emerald Empire discourteous is only as dangerous as the person you
from supernatural threats, there are numerous other have chosen to insult.
In this playstyle, samurai stories worth telling in the lands of the Legend of the
are potentially one of Five Rings. This section describes a few alternate cam- Character Creation Alterations
the largest dangers to paign styles you might want to explore, how to create
characters for those games, and how these games can Apply the following alterations to the Game of Twenty
the PCs, They might be differ from our default playstyle and conventions. Questions (see page 41) for each character:
allies during a given Question 1: Which clan’s lands did your character
Rise from the Dust grow up in? The mechanical choice is the same, except
story, for many samurai that your status is a value of your choice from 20 to 24.
have use of characters Instead of the samurai of the Great Clans and their After all, the peasants and samurai of a given region
like the PCs. However, intrigues and struggles, this playstyle focuses on the share many cultural values (even if most samurai are
most samurai will be forgotten heroes and villains who live on the outskirts loathe to admit it).
of society and struggle to survive in a dangerous world. Question 2: Who is your family? Unless you are a fallen
unlikely to risk their lives While defending a village from bandits, fleeing the samurai, your family falls far beneath the notice of the
for the PCs, and often consequences of one’s actions, or scraping together a Great Clans—you might have no family but the com-
few bu for one’s next meal may not be the stuff of epic rades you choose for yourself. Use the Rokugani peas-
view them as disposable. poems, it is just as harrowing for those who live it. ant family above unless you are a fallen samurai, in
which case choose a family as normal.
Assumptions of this Playstyle Question 3: Where did you learn their skills? Unless
you are a fallen samurai, use the Worldly Rōnin school
This sort of story hinges on the idea that the player char- on page 87. If you are a fallen samurai, use a school
acters are outsiders in the broad scope of society. They package as normal, but your starting honor is 30.
are not notable political actors as the
default playstyle assumes, and they All characters use the following starting outfit: Trav-
are not likely to be given any politi- eling clothes, any 1 weapon of rarity 7 or lower, travel-
cal power they do not seize with their ing pack, any 1 item of rarity 5 or lower.
own hands. If they are samurai, they Question 5: What is your past? Instead of selecting a
have likely forsaken or lost their titles giri, select a past. A past is the set of circumstances that
and become rōnin, but they may also be led you to life on the fringes of society. Your past might
merchants, ashigaru, peasants, and bur- be a grim reputation as a warrior that you seek to out-
akumin. As a result, the company run, circumstances of birth that forced you to be a rōnin,
is often much rougher than the or the enemies who pursue you.
high courts of the Emerald
Empire—courtesy is still import- Your past should meet the same rough criteria as
ant to some people, but being giri—something that can clash with your desires, and can
create drama for your character that you will enjoy during
the campaign. To attain glory, you must overcome your
past, but the more glory you acquire, the more likely your
past is to come crashing down upon you.
Question 7: Skip this question.
Question 18: Who was your character named after?
Unless you are a fallen samurai, instead of rolling on
Table 2–1: Samurai Heritage (see page 96), choose
1 additional item of rarity 5 or lower that you inherited
from the family member, friend, or mentor who gave you

your name or outlook on life.

CHAPTER 7: THE GAME MASTER

Fate of the Realm Nemuranai KEIJI (SAMPLE
NEMURANAI WEAPON)
Rokugan is a land where supernatural powers run ram- Nemuranai, meaning “unsleeping” in reference to the
pant and, sometimes, provincial intrigues are truly not object’s kami, are miraculous artifacts of spiritual power. After being used to
the greatest threat in a story. GMs and players who wish They are items that, through centuries of use, miraculous bring justice to count-
to explore stories about champions banding together origins, or other incredible events, have attained power less mahō-tsukai, Shiba
to save cities, provinces, or even the world itself can and even a degree of awareness. While they can appear Seinaru’s blade awak-
certainly do so in the Emerald Empire, as the setting is in any campaign, they are usually vanishingly rare, acces- ened to its purpose
rich with cosmological threats. sible to PCs only under exceptional circumstances. In this of cleansing evil and
campaign style, however, each PC chooses one nemura- bringing light to the
Assumptions of this Playstyle nai with an appropriate sealed invocation of their choice darkness. At the end of
that they possess as their quest begins. They must also a crisis, it vanished—
This playstyle assumes that the player characters are determine how the item relates to their quest: along with its owner.
samurai who are tasked with dealing with a suitably epic
problem—or series of problems—that threaten multiple Awakened Weapon Keiji is a katana with
clans, and perhaps even the Empire itself. Dangers such the The Fires from
as massive Shadowlands armies, bloodspeaker sects, A weapon nemuranai has the standard profile, plus: Within invocation.
lunar cultists, and other, more insidious threats create
story opportunities for characters to undertake epic $$ Its deadliness is increased by +2, and it has the Quirk: Tasked to slay
quests to protect their homes and loved ones. This play- Durable and Sacred qualities. mahō-tsukai, the blade
style mirrors more “classic” fantasy adventures of great ignites and flickers with
deeds, mighty heroes, and dire foes to be vanquished. $$ It has a distinguishing quirk with narrative effects. orange flames when-
ever the evil magic of
There are numerous locations in Rokugan where this $$ It has one Attack or Scheme action invocation these wicked sorcerers
sort of campaign fits most naturally. The Shadowlands of Rank 1–3 sealed within it. Once per game stirs nearby.
encompass a vast realm surrounding the Festering Pit of session as an action, the wielder may perform
Fu Leng, and this region is the grave to countless heroes. this invocation, substituting the skill used to HARUKAZE (SAMPLE
The Shinomen Forest is an untamed wildland within the wield the weapon for Theology. NEMURANAI ARMOR)
Empire itself, to which no clan lays claim and in which pri-
mal beings still stir. Even within smaller patches of wilds, Awakened Armor Said to have been one
there are strange and dangerous beings. Not all spirits of the wonders woven
are friendly to humans, and some see the expansion of An armor nemuranai has the standard profile, plus: by the legendary Asahi-
towns into the wild lands as an affront to nature. The PCs na Setsuna and given to
might need to find compromise between ancient forces $$ It has physical and supernatural resistance +2, a lover in hostile lands
and humanity so that both can survive and thrive. and it has the Durable and Sacred qualities. so they might visit
when they pleased, this
Character Creation Alterations $$ It has a distinguishing quirk with narrative effects. item lay forgotten in a
Lion Clan storehouse
Apply the following alterations to the Game of Twenty $$ It has one Support or Movement action invoca- for generations before
Questions (see page 41) for each character: tion of Rank 1–3 sealed within it. Once per game being rediscovered.
Question 5: What is your character’s appointed quest? session as an action, the wearer may perform
Instead of a giri, each PC has a quest: a task given them this invocation, substituting Fitness for Theology. Harukaze is a set of
by their lord, by their own will, by supernatural forces, traveling clothes with
or perhaps by destiny itself. This task might be to set Awakened Item the Cloak of Night
something right in the universe, recover or destroy a invocation.
magical artifact, seal a particular evil entity again for An item nemuranai has the standard profile, plus:
another ten thousand years, or face a particular foe Quirk: The pattern on
who threatens the entire realm. As with a giri, a char- $$ It has the Durable and Sacred qualities. Harukaze shifts with its
acter’s quest should be able to conflict with their ninjō, surroundings, subtly
and sets the means by which the character will strive $$ It has a distinguishing quirk with narrative effects. mirroring the fashions
for glory. At the discretion of the group and the GM, and colors of the
all characters might share a quest, or they might have $$ It has one invocation of Rank 1–4 sealed within clothes around it.
different quests with overlapping objectives. it. Once per game session as an action, the
Extra Experience: After character creation, each char- holder may perform this invocation, substituting
acter receives 30 XP to spend on advancements. Meditation (or other skill of the GM’s choice) for
Theology. While wielding this item, the character
adds a kept  set to an  result to their Theolo-
gy checks using sealed invocation’s Element.

307

8C H A P T E R

Non-Player
Characters

Non-player characters are the other
inhabitants of the world, with whom
the player characters interact. In story
terms, the PCs are the main protago-
nists, and NPCs can be thought of as
the supporting cast: bit characters,
friends and allies, rivals, and antago-
nists. Although they can be extremely
important to the arc of the narrative
(the call to aid from an old friend or
the diabolical scheme of a villain
might be the sorts of events that
initiate a story), in most scenes,
these characters are not in focus.
The majority of the time, the story
that the group tells flows best if it
is framed around the player char-
acters and their perspectives,
decisions, and actions.

Like other elements of the
world outside of the PCs, NPCs
are controlled and portrayed
by the GM. Portraying a wide
variety of characters can be a
challenge, but it can also be
one of the best parts of sitting
in the GM’s seat.

CHAPTER 8: NON-PLAYER CHARACTERS

NPC Profile Breakdown NPC Types NPCS ARE PEOPLE TOO

GMs can, of course, invent their own NPCs, but many There are two types of NPCs: minions and adversaries. Remember that NPCs
printed materials provide premade NPCs, along with are more than just a set
the various rules needed to make the most of them in Minions of rules and statistics!
play. An NPC profile consists of the following elements: They are supporting
Minions are characters of lesser importance in the characters, and can have
$$ NPC Type: This denotes the importance of the scope of the story: they might be minor characters in interests, quirks, and
NPC in the story. a town or village, or they might be foes with little dra- desires on a narrative
matic weight. Because they have a smaller role in the level beyond the statistics
–– Minions are minor characters, who have story, they have simplified character profiles. detailed in their profile.
simplified profiles for ease of use. Such flourishes will help
PCs can often engage more than one minion at make them feel realized
–– Adversaries are narratively weighty charac- a time, though some are more powerful than others. and compelling.
ters, who have rules similar to a PC. Being a minion doesn’t necessarily mean that a charac-
ter is weak, simply that their expected role in the story TRACKING NPC STRIFE
$$ Conflict Rank: Each NPC has a rank in two doesn’t require more complex rules. Minions behave
categories (combat  and intrigue ). These like other characters, with the following exceptions: NPCs accumulate strife
are estimates of the NPC’s capabilities in each in the normal manner
of those spheres (See page 310 for details). $$ When a minion’s fatigue exceeds its endurance, (see page 29), but
it is simply defeated. A defeated minion is slain the GM need only track
$$ Rings: Each NPC has a set of ring values (see if the source of damage that defeated it is 7 or their strife if it is actual-
The Five Rings, on page 32). higher; otherwise, it is non-lethally dispatched. ly likely to become
important. Otherwise,
$$ Attributes: Each NPC has a set of attributes, $$ If a minion would be dealt a critical strike, it strife they generate
just as a player character does (see Derived receives fatigue equal to the severity instead. can simply be used
Attributes, on page 36). as a general indicator
$$ The game runs most smoothly if minions only for how to portray the
$$ Demeanor: This section offers a simplified spend  on options listed in their abilities, but character. If an NPC’s
snapshot of an NPC’s personality, providing the GM may waive this at their discretion. strife is being tracked
their responses to different approaches to and exceeds their
Social skills (See page 310 for details). Adversaries composure, they should
generally unmask at the
$$ Advantages and Disadvantages: NPCs can Adversaries are NPCs of substantial narrative sig- start of their next turn
be given prewritten advantages and disadvan- nificance. These might be rivals or powerful allies to unless they are an ex-
tages (see page 99), but printed NPC profiles the PCs, and they stand on the same footing as play- ceptionally disciplined
usually have specialized advantages and dis- er characters. Their profiles are organized differently individual.
advantages that do not appear in that chapter. than a PC’s profile for the GM’s convenience, but each
These are treated as distinctions (or adversities) adversary is a match for one or more PCs in its arena of For guidance on dealing
that apply as the GM deems appropriate. expertise. Adversaries behave like standard characters. with strife with large
groups of NPCs, see
$$ Skill Ranks: Each NPC has ranks in skill groups NPCs and Checks NPC Squads on page
or skills that apply to their checks (see Chapter 317.
3: Skills, on page 140). GMs should keep the following advice in
mind when rolling dice for NPCs.
$$ Favored Weapons and Gear: Any items the Rolling Dice: Keep the resolution of NPC rolls
NPC is likely to have on their person, potential- quick, using a bit of narration as needed to
ly including weapons they are likely to wield. help the players understand what is going on.
Most own other possessions, but this section Spending : Don’t overthink it.  can inspire
covers those most pertinent to their interac- memorable moments, but not every check
tions with the PCs. needs a cinematic turnabout. If it’s taking
more than a few seconds, take a look at the
$$ Abilities: NPCs possess abilities, which some- NPC’s profile, which often contains abilities
times include techniques also available to for —or just let it go unspent.
player characters and at other times consist
of wholly new powers and effects. An NPC’s
techniques sometimes differ from the versions
available to player characters.

309

CHAPTER 8: NON-PLAYER CHARACTERS

USING NPC Demeanors Constructing Conflicts
ADVANTAGES AND
Each NPC profile includes a demeanor. A demeanor is The open-ended nature of character advancement in
DISADVANTAGES a common personality type for characters of that sort, Legend of the Five Rings makes it difficult to generalize
and it makes some Social skill checks easier while mak- exactly how much of a challenge a given NPC will be
Advantages and disad- ing others harder. Each demeanor lists an increase to as an opponent. A highly trained courtier might be no
vantages add flavor to the TN of Social skill checks with certain rings (“+1” or better at fighting than they were at the time of character
NPC profiles, and they “+2”) and a decrease to the TN of Social skill checks creation, because they have focused on intrigue instead
with other rings (“–1” or “–2”), to reflect the fact that of martial arts. Meanwhile, with the same amount of XP,
also let cunning PCs some characters are much more resistant to particular a character from the same school could have invested
exploit the weaknesses avenues than others, and prone to certain outbursts. their experience in becoming knowledgeable, well-spo-
(and strengths) of their ken, and skilled at arms, and have reached modest pro-
GMs are also encouraged to give NPCs unusual ficiency in all spheres without excelling in any.
rivals and foes! demeanors (or invent new ones, with modifiers and ways
to unmask as they see fit) to keep the PCs on their toes! However, when assessed together, a group’s power
is somewhat more predictable based on the PCs’ over-
Ambitious all school rank. To give GMs a rough idea of an NPC’s
efficacy, each sample NPC profile has a conflict rank for
This character pursues power whenever possible and is both combat and intrigue, to provide a rough guideline
extremely resistant to giving it up. However, they jump for deciding how many foes to hurl at the PCs.
to support appeals that line up with their own desires.
Social Skill Check TN Modifiers: Fire +2, Water –2 Determining Group Rank
Common Way of Unmasking: Bend Principles
To estimate the Group Rank (the rough power of the
Assertive PCs), take the sum of the group’s school ranks.

This person is used to being in charge, and does not Determining Encounter Rank
like being told what they can or cannot to do. They are
most pliant when they think they are getting their way. To estimate the Encounter Rank (how challenging the
Social Skill Check TN Modifiers: Earth +2, Air –2 NPCs in a conflict scene will be) for a scene, take the sum
Common Way of Unmasking: Rage of the combat  (for battles) or intrigue  (for social
scenes) conflict ranks of all NPCs opposing the PCs.
Detached
Gauging an Encounter
This individual is extremely meditative, spiritual,
enlightened, or simply uninterested in other people. Compare the group rank to the encounter rank and
Social Skill Check TN Modifiers: Earth +1, Fire +1, consult the following:
Void –2
Common Way of Unmasking: Expose an Opening $$ If the group rank is roughly equal to the
encounter rank, the PCs are generally matched
Gruff with the force of NPCs. They most likely have
a solid chance of prevailing, though they could
With a rough exterior and a no-nonsense attitude, this still lose if they grow overconfident (or fortune
person has little tolerance for frivolity, niceties, or trick- forsakes them).
ery. A direct, honest approach works best.
Social Skill Check TN Modifiers: Water +2, Earth –2 $$ If the group rank is 1.5 to 2 times the encoun-
Common Way of Unmasking: Inappropriate Outburst ter rank, the PCs have a significant edge over
the NPCs, and are very likely to win without
Shrewd significant losses.

This individual is used to maneuvering around power- $$ If the group rank is 0.5 times the encounter
ful people, and tends to avoid direct conflict. They are rank or lower, the PCs are significantly out-
also very wary of such efforts on the part of others. matched—cunning or luck will be needed to
Social Skill Check TN Modifiers: Air +2, Fire –2 take the day, and this might even be a battle
Common Way of Unmasking: Panicked Retreat best avoided!

310

CHAPTER 8: NON-PLAYER CHARACTERS

Adding NPC Templates Skills: +2 Social and Trade skills SAMPLE CHARACTERS:
Advantages (add/replace 0–2): Well-Spoken (Air)
When putting together NPCs, GMs can change, add, [Social; Interpersonal], Prim (Earth) [Social; Interperson- As the GM, you can
remove, and replace any aspects they desire, from al], Seems Trustworthy (Water) [Social; Interpersonal] add templates to NPCs
rings and skills to demeanors and techniques. The tem- Disadvantages (add/replace 0–2): Doomed Love (Fire) to build other types
plates in this section can help a GM quickly transform a [Social; Interpersonal], Lack of Empathy (Air) [Social; of characters your PCs
generic profile into a more specialized character. Mental], Bad Eyesight (Water) [Scholar; Physical] might encounter.
Techniques (add 0–3): Shūji () Examples include:
Artist Demeanor (replace 1): Assertive, Shrewd
Veteran Yōjimbō: Loyal
Conflict Rank: Intrigue +2 Spiritualist Bushi with Investiga-
Ring: +1 Fire tor template, Choose
Skills: +2 Artisan and Social skills Conflict Rank: Combat +1, Intrigue +1 Iaijutsu Cut: Crossing
Advantages (add/replace 0–2): Eye for Detail (Air) Ring: +1 Void Blade () and Battle in
[Artisan; Mental], Renown (Fire) [Artisan; Interpersonal], Skills: +1 Artisan and Scholar Skills the Mind ().
Steady Hand (Earth) [Artisan; Physical] Advantages (add/replace 0–2): Partial Enlightenment
Disadvantages (add/replace 0–2): Cantankerous (Water) (Void) [Scholar; Spiritual], Keen Empathy (Air) [Social; Secret Cultist: Seasoned
[Social; Interpersonal], Naiveté (Fire) [Social; Interperson- Interpersonal], Friendly Kami or Spirit (Fire, Earth, Air, Courtier with Sage
al], World-Weariness (Earth) [Social; Interpersonal] or Water) [Scholar; Spiritual] template, choose Incite
Techniques (add 0–3): Shūji () Disadvantages (add/replace 0–2): Poverty (Water) Haunting () and
Demeanor (replace 1): Detached, Gruff, Shrewd [Trade; Material], Fanaticism (Fire) [Social; Mental], Sinful Whispers ().
Repressed (Fire) [Social; Mental]
Investigator Techniques (add 0–2): Invocations (), Kihō () Militant Monk: Loyal
Demeanor (replace 1): Detached, Assertive Bushi with Spiritualist
Conflict Rank: Combat +2, Intrigue +2 template, choose Earth
Ring: +1 Air Trickster Needs No Eyes () and
Skills: +1 Martial and Scholar Skills Flame Fist ().
Advantages (add/replace 0–2): Analytical Mind (Fire) Conflict Rank: Combat +1, Intrigue +2
[Scholar; Mental], Self-Awareness (Void) [Martial; Men- Ring: +1 Air Novice Geisha: Humble
tal], Sharp Eyes (Water) [Scholar; Physical] Skills: +1 Social and Scholar skills Peasant with Artist
Disadvantages (add/replace 0–2): Disbeliever (Fire) Advantages (add/replace 0–2): Excellent Liar (Air) template, choose Fan-
[Social; Mental], Haughty Tone (Air) [Social; Interper- [Social; Interpersonal], Patience (Earth) [Scholar; Men- ning the Flames (),
sonal], Severe Allergies (Earth) [Martial; Physical] tal], Loves Haggling (Water) [Trade; Interpersonal] Pillar of Calm (), and
Techniques (add 0–2): Kata (), Shūji () Disadvantages (add/replace 0–2): Fear of Failure Shallow Waters ().
Demeanor (replace 1): Gruff, Shrewd (Fire) [Martial; Mental], Narcissism (Earth) [Social; Men-
tal], Unmemorable Face (Air) [Social; Physical] Goblin Chieftain: Shad-
Sage Techniques (add 0–2): Ninjutsu (), Shūji () owlands Goblin with
Demeanor (replace 1): Ambitious, Shrewd the Warrior template,
Conflict Rank: Intrigue +2, Combat +1 choose Striking as
Ring: +1 Earth Warrior Fire () and Tactical
Skills: +1 Scholar and Trade skills Assessment (). It is an
Advantages (add/replace 0–2): Forbidden Knowledge Conflict Rank: Combat +2, Intrigue +1 adversary.
[Mahō] (Fire) [Scholar; Mental], Exact Memory (Earth) Ring: +1 Fire
[Scholar; Mental], Well-Read (Fire) [Scholar; Mental] Skills: +2 Martial and Social skills As the GM, you can
Disadvantages (add/replace 0–2): Bitter Marriage Advantages (add/replace 0–2): Masterful Fighter always make alterations
(Water) [Social; Interpersonal], Know-It-All (Air) [Social; (Earth) [Martial; Mental], Fearsome Presence (Fire) as you see fit to NPCs'
Interpersonal], Frailty (Earth) [Martial; Physical] [Social; Interpersonal], Veteran’s Instincts (Water) attributes, equipment,
Techniques (add 0–2): Mahō (), Shūji () [Scholar; Mental] and abilities.
Demeanor (replace 1): Detached, Shrewd Disadvantages (add/replace 0–2): Bad Dreams (Void)
[Martial; Mental], Quick to Anger (Fire) [Social; Inter-
Socialite personal], Shattered by War (Earth) [Social; Mental]
Techniques (add 0–3): Kata ()
Conflict Rank: Intrigue +2 Demeanor (replace 1): Assertive, Gruff
Ring: +1 Water

311

CHAPTER 8: NON-PLAYER CHARACTERS

NPC STATS Sample NPCs Closed Versus
Open Rolls
Note that NPCs can The following profiles are intended to provide GMs
have ring values, with a basic set of options for the non-player characters As the GM, it’s your choice whether you want
in their Legend of the Five Rings games. to make a given roll for an NPC open (in sight
derived attributes, and of the players) or closed (behind a screen or
abilities that a PC can- Subjects of Rokugan otherwise obscured). It’s a good idea to make
not possess. These are most rolls openly, because of abilities that
The population of the Emerald Empire includes nobility allow PCs to alter enemy rolls, but this isn’t a
set at specific values and daimyō, samurai of all types, and the commoners hard-and-fast rule.
based on the intended (peasants, ashigaru, merchants, entertainers, traders,
and others) who make up the majority of society. If a player wishes to use an ability that alters
function of the NPC, an enemy roll, you can perform the alteration
rather than generated for them on the NPC’s dice pool (in an optimal
with a formula as they manner for the player’s desired outcome). If for
would be for a player some reason even this would give away too
much information, you can give that character
character. 1 Void point (and they do not count as hav-
ing used the ability), but this is an option you
Loyal Bushi probably shouldn’t exercise too often.

ADVERSARY CONFLICT RANK:  4  2

Bushi are warriors: armed samurai who are profession-
al soldiers in service to their clan. PCs might encoun-
ter bushi individually, or they might meet an organized
body, which could be anything from a squad (or guntai)
of up to a dozen bushi commanded by a sergeant (or
gunsō) to an entire army on the march.

A D VA N TAG E S D I S A D VA N TAG E S

SOCIETAL PERSONAL Tested in War: Hot-Tempered:
 Martial; Mental, Physical  Social; Mental
55 HONOR 32 12ENDURANCE
50 GLORY 33 9COMPOSURE Sworn to Bushidō:
39 STATUS  Social; Mental
2 5FOCUS
FAVORED WEAPONS & GEAR
+2, –2 3VIGILANCE
Katana: Range 1, Damage 4, Deadliness 5/7,
DEMEANOR - ASSERTIVE Ceremonial, Razor-Edged

ARTISAN 1 MARTIAL 3 SCHOLAR 2 SOCIAL 1 TRADE 0 Yumi (Bow): Range 2–5, Damage 5, Deadliness 3

Gear (equipped): Lacquered armor (Physical 4, Cer-
emonial, Cumbersome, Wargear), wakizashi, quiver,
yari (spear), knife

Gear (other): Plain robes (Physical 1, Mundane), a
handful of koku and bu

ABILITIES

CRESCENT MOON STYLE
When performing a Guard action (see page 264), the
bushi may spend  in the following way:

: After another character performs an Attack action
targeting the bushi or another character the bushi is
guarding, the bushi may perform a Strike action tar-
geting them. This effect persists until the start of the
bushi’s next turn or until they perform a Strike action.

SWORN PROTECTOR
Once per scene, when an Attack action check targeting
another character at range 0–1 succeeds, a bushi may
intervene, becoming the target of the action instead.

CHAPTER 8: NON-PLAYER CHARACTERS

Humble Peasant Seasoned Courtier COMMONERS

MINION CONFLICT RANK:  1  1 ADVERSARY CONFLICT RANK:  1  5 There are two broad
types of commoners in
Most of Rokugan’s inhabitants are peasants. These Courtiers are also samurai, but they serve with words Rokugan: the heimin, or
hardworking people live their lives largely beneath the rather than with blades. Most are politicians and diplo- “half-persons,” who make
notice of samurai (except when it comes time to col- mats. Unlike bushi, courtiers are normally encountered up the caste of laborers
lect taxes from them), and yet without their toil, society as individuals or, perhaps, in small groups. They are known as the bonge and
would not exist. Heimin and hinin can both be reflect- usually engaged in their clan’s business, unless they are do much of the fundamen-
ed with this profile, though hinin have a status of 0. taking a break from their travels in an inn or sake house. tal labor required to allow
As is expected of samurai, courtiers carry a wakizashi, the Empire to function;
SOCIETAL 21 PERSONAL but rarely any other weapons. Instead, they rely on and the hinin, or so-called
22 their yōjimbō for protection. “nonpeople,” who perform
20 HONOR 4ENDURANCE many of the most base
25 GLORY 1 4COMPOSURE SOCIETAL 24 PERSONAL and demeaning jobs.
15 STATUS 32
3FOCUS 60 HONOR 6ENDURANCE Within the category of
50 GLORY 2 12COMPOSURE heimin, there is further
+2, –2 2VIGILANCE 39 STATUS stratification. In order
6FOCUS of social importance, the
DEMEANOR - SHREWD first are farmers, then
artisans and craftspeople,
ARTISAN 0 MARTIAL 0 SCHOLAR 0 SOCIAL 1 TRADE 2 +2, –2 4VIGILANCE and finally merchants,
who make nothing them-
A D VA N TAG E S D I S A D VA N TAG E S DEMEANOR - SHREWD selves and only deal in
trade and commerce.
Salt of the Earth: Deferential: ARTISAN 3 MARTIAL 0 SCHOLAR 2 SOCIAL 3 TRADE 0
 Trade; Interpersonal,  Social; Interpersonal, Hinin include criminals,
Physical Mental A D VA N TAG E S D I S A D VA N TAG E S many entertainers,
and those considered
FAVORED WEAPONS & GEAR Inexhaustible Politeness: Sheltered from War: “untouchables” because
 Social; Interpersonal  Martial; Mental they handle dead flesh
Improvised Weapon: Range 1, Damage 2, Deadli- and refuse. Hinin are
ness 3/4 Wealth and Resources: considered “nonpeople”
 Trade; Material and treated as little more
Gear (equipped): Rags, cloth headband, shoddy than property.
farm equipment, a meager handful of zeni FAVORED WEAPONS & GEAR
PLAYER CHARACTERS
ABILITIES Wakizashi: Range 0–1, Damage 3, Deadliness 5/7, AND SAMURAI NPCS
Ceremonial, Razor-Edged
OVERLOOKED An NPC samurai who is
When a peasant makes a check targeting a character Gear (equipped): Extravagant robes (Physical 1, Cer- out and about is likely
with a higher status rank, they treat that character's emonial), calligraphy set conducting business for
vigilance as 1 lower. their lord. A samurai
Gear (other): Tea set, Rokugani pony encountered on the
road might be making a
ABILITIES routine patrol, serving
as an escort for import-
WHISPERING WINDS ant people or cargoes,
Once per session as an action, the courtier may make or acting as a courier.
a Courtesy (Air) check targeting one character in the They are generally busy,
scene. The TN is equal to 6 minus the target’s glory and give formal but
rank (to a minimum of 1). If they succeed, the courtier brief greetings to other
learns a rumor about the target. samurai.

 : The courtier learns one of the target’s advan- If they are encountered
tages or disadvantages of the target’s choice. in another location,
such as an inn, shrine,
FANNING THE FLAMES or temple, however,
When making a Social skill (Fire) check, the courtier they may be more open
may spend  in the following way: to interactions with the
player characters.
Fire : One target gains the Dazed condition.

313

CHAPTER 8: NON-PLAYER CHARACTERS

Scholarly Shugenja Trained Ashigaru

ADVERSARY CONFLICT RANK:  4  3 MINION CONFLICT RANK:  2  1

PLAYER CHARACTERS Shugenja are holy people, priests who commune with Ashigaru are the rank-and-file foot soldiers who make
AND PEASANT NPCS the kami, making invocations to persuade them to up the bulk of Rokugani armies. These foot soldiers
cause spectacular and even destructive effects in the are commoners, peasants who have been drafted into
Heimin should be po- Mortal Realm. However, shugenja are rare, and seldom military service. Interestingly, once drafted, they are
litely deferential toward encountered outside of shrines, temples, and libraries. considered to belong to the lowest rank of the buke,
the PCs in most encoun- the samurai caste, even though they aren’t samurai.
SOCIETAL 33 PERSONAL When they are not performing military service, ashigaru
ters. However, they are 33 generally revert to their peasant status as farmers or
vassals of a clan, so 60 HONOR 10ENDURANCE tradespeople, but some continue to serve as guards or
45 GLORY 3 12COMPOSURE scouts, or as dōshin to magistrates. If the player char-
making unreasonable 39 STATUS acters encounter ashigaru in formed bodies of troops,
demands or being wan- 6FOCUS then it is almost certainly because they are from a clan
that is at war. Samurai from that clan, such as officers
tonly abusive to them +2, –2 3VIGILANCE and units of bushi, should be nearby.
will likely rouse the ire
DEMEANOR - AMBITIOUS
of their lord.
ARTISAN 3 MARTIAL 0 SCHOLAR 2 SOCIAL 3 TRADE 0 SOCIETAL PERSONAL
Ashigaru will defer
to the PCs, but with A D VA N TAG E S D I S A D VA N TAG E S 25 HONOR 31 6ENDURANCE
a degree of practiced 29 GLORY 22 12COMPOSURE
ease that most farmers Mystical Knowledge: Scholar's Physique: 19 STATUS
lack—they are used  Scholar; Mental  Martial; Physical 1 6FOCUS
to encountering and Holy Personage:
dealing with samurai.  Social; Interpersonal

+2, –2 2VIGILANCE

FAVORED WEAPONS & GEAR DEMEANOR - GRUFF

Wakizashi: Range 0–1, Damage 3, Deadliness 5/7, ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 0 TRADE 1
Ceremonial, Razor-Edged
A D VA N TAG E S D I S A D VA N TAG E S
Gear (equipped): Sanctified robes (Physical 1, Super-
natural 3, Ceremonial), scroll satchel, offerings Strength in Numbers: Jaded by Battle:
 Martial; Physical  Social; Mental
ABILITIES
FAVORED WEAPONS & GEAR
PATH TO INNER PEACE (INVOCATION)
As a Support action, the shugenja may make a TN 2 The- Yari: Range 2, Damage 5, Deadliness 3, Wargear
ology (Water) check targeting a character at range 0–2.
If the shugenja succeeds, the target removes 3 fatigue, Gear (equipped): Ashigaru armor (Physical 3,
plus 1 per bonus success. A target can only be affected Wargear), knife, dice and cup or musical instrument, a
by the Path to Inner Peace invocation once per scene. handful of bu and zeni

THE FIRES FROM WITHIN (INVOCATION) ABILITIES
As an Attack action, the shugenja may make a TN 3
Theology (Fire) check targeting up to three characters RANK TACTICS
at range 1–3. If the shugenja succeeds, each target suf- When an ashigaru provides assistance (see page
fers 3 supernatural damage, plus 1 per bonus success. 26) to the Martial skill check of another character at
range 0–2, that character adds one kept  set to a 
+: Choose 1 additional target per  spent this way. result instead of rolling an additional die.

DISCIPLE OF SECRET LORE
Activation: (Choose 0–5 additional invocations (see
page 189) and 0–3 additional rituals (see page 212)
that this shugenja can perform. Add 1 to this charac-
ter’s combat rank for each invocation with a prerequi-
site of rank 3+ chosen this way.

314

CHAPTER 8: NON-PLAYER CHARACTERS

Venerable Provincial Daimyō Beyond outlaws, there are the samurai known as
rōnin, or “wave men,” as they come and go like the
ADVERSARY CONFLICT RANK:  7  6 waves of the ocean. Rōnin are generally considered
disreputable, often being treated with scorn and con-
The typical daimyō is stern, serious, and inured to flat- tempt by clan samurai. Moreover, without a lord, samu-
tery. Their time is valuable, so they appreciate brevity rai have no access to the things a lord normally pro-
and clarity from any samurai who address them. While vides to vassals, such as food, equipment, and lodging.
most no longer take up arms often, they can be extreme- The life of a rōnin is, therefore, a hard one, as they are
ly deadly in battle, for they often possess arms and armor forced to fend for themselves as mercenaries and crim-
of surpassing quality and a lifetime of experience fight- inals in an Empire often hostile to them.
ing to maintain what is theirs at court and in combat.

SOCIETAL PERSONAL Desperate Bandit

55 HONOR 43 14ENDURANCE MINION CONFLICT RANK:  1  1
70 GLORY 44 16COMPOSURE
65 STATUS Bandits are outlaws who thrive in the more rural and
4 7FOCUS remote regions of Rokugan. They usually form gangs
because, unlike their urban criminal siblings, they rely
+2, –2 4VIGILANCE more on swift, violent attack than on subtle manipula-
tion, stealth, or subterfuge to achieve their nefarious
DEMEANOR - ASSERTIVE objectives. Bandits usually target travelers on the Imperi-
al roads, their scouts identifying easy targets in advance.
ARTISAN 2 MARTIAL 4 SCHOLAR 3 SOCIAL 3 TRADE 1

A D VA N TAG E S D I S A D VA N TAG E S SOCIETAL 22 PERSONAL
22
Wisdom of Experience: Long at Court: 15 HONOR 5ENDURANCE
 Scholar; Mental  Martial; Mental, 20 GLORY 1 6COMPOSURE
Bolstering Presence: Physical 01 STATUS
 Social; Interpersonal 4FOCUS

FAVORED WEAPONS & GEAR +2, –2 2VIGILANCE

Wakizashi: Range 0–1, Damage 3, Deadliness 5/7, DEMEANOR - AMBITIOUS
Ceremonial, Razor-Edged
ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 0 TRADE 1
Gear (equipped): Calligraphy set, personal chop
A D VA N TAG E S D I S A D VA N TAG E S
Gear (other): Daishō, plated armor (Physical 5, Cum-
bersome, Durable, Wargear), various estates Nothing to Lose: Fool's Avarice:
 Martial, Social; Mental  Social; Mental

ABILITIES Quarrelsome:
 Social; Interpersonal
LORD’S COMMAND
FAVORED WEAPONS & GEAR
Once per scene, as a Support action, a daimyō may
advise a character who can hear them on how to com- Yari (Spear): Range 2, Damage 5, Deadliness 3,
plete a task they wish the character to perform. The Wargear
character may use the daimyō’s ring or skill in place of
their own for the next check they make to complete Sling: Range 2–3, Damage 3, Deadliness 3,
this task before the end of the game session. Concealable, Mundane

Outlaws and Rōnin Gear (equipped): Thick clothes (Physical 2, Mun-
dane), knife, pouch of slingstones, drinking cup
Like any society, Rokugan has its share of antisocial
types who flout its norms and laws in pursuit of person- ABILITIES
al gain. While most of these miscreants are simply law-
less individuals or members of loose gangs, some have AMBUSH TACTICS
come together in organized bands. While the involve- When performing an Attack action against a target
ment in such illegal undertakings is dishonorable in the with the Dazed or Disoriented condition, increase any
extreme, samurai still can fall prey to greed as well. damage dealt by 2.

315

CHAPTER 8: NON-PLAYER CHARACTERS

Experienced Bandit SOCIETAL PERSONAL

ADVERSARY CONFLICT RANK:  3  2 30 HONOR 33 12ENDURANCE
40 GLORY 22 11COMPOSURE
MUSHA SHUGYŌ Bandits who manage to survive their dangerous profes- 20 STATUS
sion usually become cunning and dangerous. Often, they 2 5FOCUS
With the permission end up leading a gang of their less experienced fellows,
of their daimyō, a clan or join forces with a truly lethal individual such as a rōnin.
samurai could undertake
SOCIETAL PERSONAL +1, +1,  –2 3VIGILANCE
a musha shugyō, or
“warrior’s pilgrimage.” 10 HONOR 9ENDURANCE DEMEANOR - DETACHED
A samurai on a musha 15 GLORY 8COMPOSURE
shugyō becomes a rōnin, 03 STATUS 32 ARTISAN 0 MARTIAL 3 SCHOLAR 1 SOCIAL 0 TRADE 2
temporarily casting aside 33 6FOCUS
their loyalties and wan- A D VA N TAG E S D I S A D VA N TAG E S
dering the Empire to learn 1
as much as possible while Killer Instinct: Unnecessarily Rude:
perfecting their skills as +2, –2 3VIGILANCE  Martial; Mental  Social; Interpersonal
a warrior. It is essential
that the erstwhile samu- DEMEANOR - SHREWD Worldly Wanderer:
 Scholar, Trade; Mental
rai make no reference ARTISAN 0 MARTIAL 2 SCHOLAR 0 SOCIAL 1 TRADE 1
to their clan during the
pilgrimage. Once the re- A D VA N TAG E S D I S A D VA N TAG E S FAVORED WEAPONS & GEAR
quirements of the musha
shugyō are fulfilled, the Age and Cunning: Fool’s Avarice: Katana: Range 1, Damage 4, Deadliness 5/7,
rōnin returns to their clan  Martial, Social;  Social; Mental Ceremonial, Razor-Edged
Interpersonal, Physical
as a samurai. Yumi: Range 2–5, Damage 5, Deadliness 3

FAVORED WEAPONS & GEAR Gear (equipped): Wakizashi, worn traveler's robes
(Physical 2, Mundane), quiver, empty sake jug, straw
Rusted Katana: Range 1, Damage 4, Deadliness 5/7, hat, handful of bu and zeni
Ceremonial, Damaged, Razor-Edged
ABILITIES
Kusari-gama: Range 0/2–3, Damage 3, Deadliness 3,
Concealable, Snaring, Wargear SCHOOL OF THE WOLF
Once per round, when an Attack action check target-
Gear (equipped): Ashigaru armor (Physical 3, ing the rōnin succeeds, the rōnin may suffer 3 fatigue
Wargear), assortment of knives, sake jug, handful of bu to change the target to another character (other than
the attacker) at range 0–1 of the rōnin.
ABILITIES
STRIKING AS FIRE
DIRTY TRICKS When performing an Attack action (Fire) check, a rōnin
When performing an Attack action check, an experi- may spend  as follows:
enced bandit may spend  in the following way:
Fire +: Increase the severity of any critical strike
 : One character at range 0–2 suffers the Disori- dealt as part of this attack by 2 per  spent this way.
ented condition. Then you may move 1 range band.
Twists of Fate
...GET THEM, YOU FOOLS!
As an action, an experienced bandit may have up to As the GM, there are times when it is not narra-
two Desperate Bandits who have not yet acted this tively satisfying for a villain to just die. To avoid
round immediately move 1 range band and perform a this, you can apply a twist of fate—an unpre-
Strike action with skilled assistance (see page 26) . ventable outcome that saves the NPC, but also
compensates the players. First, tell the players
Skillful Rōnin about the twist of fate and narrate how the
NPC escapes. At the end of the session, each
ADVERSARY CONFLICT RANK:  4  2 PC receives 1 extra XP, as they come to terms
with fortune's turns and grow stronger in antici-
Rōnin exist in a strange part of Rokugani society; they pation of their eventual clash with their foe.
fight for money, but nominally do so for noble ends.
Thus, the line between rōnin and bandits can be indis-
tinct, depending on whether a rōnin can find legitimate
work at a given time. What sets a rōnin apart is honor: a
desire, on some level, to uphold Bushidō and its virtues.

316

CHAPTER 8: NON-PLAYER CHARACTERS

NPC Squads Deadly Bloodspeaker

Having a large number of NPCs in a conflict ADVERSARY CONFLICT RANK:  9  9
can make it chaotic for any GM, especially if
each one has an initiative value. To streamline While blood magic has been used by the servants of
handling a group of NPCs of the same type, Fu Leng for centuries, it gained particular notoriety
treat them as a squad. A squad consists of with the rise of the powerful and dangerous sorcerer
two or more NPCs with the same name and Iuchiban. Even after his defeat, his students preserved
profile, and functions as follows: his teachings, collecting themselves into a group
known as the "Bloodspeakers." A rare few learned to
Initiative: They generate a single initiative preserve their lives by placing their hearts in boxes,
value, and take turns in any order you choose making them effectively immortal. After hundreds of
at their initiative value each round. years of study, their mastery of mahō is second to none.

Group Actions: If you want to reduce the SOCIETAL 64 PERSONAL
number of rolls the squad makes, simply have 44
all members of the squad but one take the 05 HONOR 18ENDURANCE
Assist action targeting the one member who 7 GLORY 3 16COMPOSURE
performs a different action. Having more than 00 STATUS
six NPCs in a squad is not advised, simply due 6FOCUS
to the size of the dice pools involved.
+2, –2 4VIGILANCE
Group Stances: All members of a squad
should assume the same stance each round. DEMEANOR - AMBITIOUS

Group Strife: Assign the squad a squad ARTISAN 2 MARTIAL 3 SCHOLAR 5 SOCIAL 4 TRADE 1
strife value equal to 3 times an individual
member’s composure. This can be helpful A D VA N TAG E S D I S A D VA N TAG E S PLAYER CHARACTERS
as a means to determine the point at which
undisciplined foes likely break and run. Undying: Heartless: AND CULTIST NPCS
 Martial; Physical,  Social; Physical, Spir-
Generally, you’ll want to make squads of Spiritual itual Because they are
minion NPCs like ashigaru and bandits, since Whispers of Fu Leng: rejected by mainstream
they’ll be the bulk of unnamed participants in  Scholar; Mental Rokugani society, and
a skirmish, but there’s no mechanical reason most are considered
you couldn’t have a squad of adversaries— FAVORED WEAPONS & GEAR to be in violation of
they’d just be more complex to manage and Imperial laws dealing
likely more dangerous to the PCs. Obsidian-Edged Katana: Range 1, Damage 5, Dead- with blasphemy, cults of
liness 9, Razor-Edged, Unholy any type tend to be se-
Cultists cretive in the extreme.
Gear (equipped): Sorcerous raiment (Physical 2, Clandestine cultists can
In a land as steeped in mysticism and the otherworldly Supernatural 4, Unholy), set of vile scrolls operate at all levels of
as the Emerald Empire, it should come as no surprise society, however, and
that a wide range of spiritual beliefs have developed ABILITIES might be the foes of
among the people. For the vast majority, spirituality the PCs.
revolves around the teachings of Shinsei, reverence BLEED THE SOUL
for their honored ancestors, and the worship of the After the Bloodspeaker inflicts a Critical Strike on a
Fortunes and the Kami. There are, however, groups living target, the target suffers the Dazed condition
in Rokugan that adhere to other beliefs. Labeled and the Bloodspeaker removes 3 fatigue.
“cults,” these are generally considered at best to be
fringe elements, and at worst blasphemies deserving HIDDEN HEART
of eradication. The Bloodspeaker cannot truly be vanquished until its
heart (usually buried in some deadly tomb or sanctum
of evil) has been destroyed. It ignores the Uncon-
scious condition. If slain, it can possess a fresh corpse
after its allies have prepared the corpse through a
dark rite that takes four days to complete.

MASTER OF VILE LORE
The Bloodspeaker is a Tainted being who can perform
all mahō (see page 224).

317

CHAPTER 8: NON-PLAYER CHARACTERS

Wicked Mahō-Tsukai Shadowlands Horrors

MOON CULTISTS ADVERSARY CONFLICT RANK:  4  3 From the Empire’s inception, Jigoku, the Realm of Evil,
has spilled forth monstrosities that seek to snuff out the
Onnotangu, or Lord With the whispered teachings of the kansen, mortals may works of mortals. This is because Jigoku is a jealous realm,
Moon, figures promi- learn to call upon the spirits of Jigoku with offerings of absolutely intolerant of Ningen-dō, and particularly of
nently in the prehistory blood and death. Once they have learned how to work the reverence mortals tend to have for Tengoku, the
of Rokugan. Because these evil magics, mahō-tsukai use their talents in their Celestial Heavens. When the Kami fell, one of them—
of his wrath, fear, and own selfish service, or in the name of Fu Leng's even- Fu Leng—was pulled into Jigoku, smashing open a rift
jealousy, the Kami were tual return. No few shugenja who have believed they between Jigoku and the Mortal Realm in the process.
cast out of Heaven and would merely study mahō to better counter its effects Known as the Festering Pit of Fu Leng, this vile open-
fell into Ningen-dō at end up becoming corrupted by what they have learned ing contaminated the lands south of the Empire, turning
the dawn of the Empire. and slowly turn toward evil ends without even realizing. them into the evil region known as the Shadowlands.
Twelve centuries later,
SOCIETAL 43 PERSONAL Bushi Skeleton
there are still those 33
in the Empire who 01 HONOR 14ENDURANCE MINION CONFLICT RANK:  3  1
consider Lord Moon 15 GLORY 2 8COMPOSURE
to be the preeminent 00 STATUS Little more than tattered flesh, bleached bones, and
divine figure, devoting 7FOCUS an undying hatred for all that is right and good in the
themselves to him in world, a skeletal bushi is a terrifying opponent.
clandestine ceremonies. +2, –2 3VIGILANCE

For the Moon Cultist DEMEANOR - AMBITIOUS
profile, use the Wicked
Mahō-tsukai but replace ARTISAN 0 MARTIAL 1 SCHOLAR 3 SOCIAL 2 TRADE 1 42 7ENDURANCE FOCUS 3
their mahō with these 313 ∞COMPOSURE VIGILANCE 2
invocations (): By the
Light of the Lord Moon, A D VA N TAG E S D I S A D VA N TAG E S +2, –2
Summon Fog, Tempest
Excellent Liar: Rotting from Within: DEMEANOR - ANGRY
of Air, and Vapor of  Social; Interpersonal  Martial; Physical,
Nightmares. Whispers of Fu Leng: Spiritual ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 0 TRADE 1
 Scholar; Mental
OTHERWORLDLY A D VA N TAG E S D I S A D VA N TAG E S
AND TAINTED BEINGS FAVORED WEAPONS & GEAR
Unholy Vigor: Visage of Death:
Some beings are de- Ritual Knife: Range 0, Damage 2, Deadliness 6,  Martial; Physical,  Social; Interpersonal
scribed as Otherworldly Concealable, Razor-Edged, Unholy Spiritual
(ethereal beings beyond
Gear (equipped): Sorcerous raiment (Physical 2, FAVORED WEAPONS & GEAR
the ken of humans), Supernatural 4, Unholy), set of vile scrolls, concealing
Tainted (beings under mask or cowl, several bu Ancient Katana: Range 1, Damage 4, Deadliness 5/7,
the sway of Fu Leng), Ceremonial, Damaged, Razor-Edged
ABILITIES
or both. Decrepit Yumi: Range 2–5, Damage 5, Deadliness 3,
MARK OF DESECRATION Damaged
These classifications do As a Support action, the mahō-tsukai may make a TN
not have any intrinsic 2 Theology (Earth) check targeting up to three corps- Gear (equipped): Ancient armor (Physical 3, Wargear)
es at range 0–3. If the mahō-tsukai succeeds, each
rules, but many abilities target rises as a Zombie Peasant (see page 321), or ABILITIES
and some item qualities a Bushi Skeleton if it was a warrior in life (see page
318). Then, an area encompassing 1 range band CLATTERING BONES
refer to them. around each target’s position gains the Defiled terrain A skeletal bushi is an Otherworldly, Tainted being.
quality (see page 267). Additionally, the first time it would be defeated each
scene, it receives a Scar disadvantage of the GM’s
SEEKER OF VILE LORE choice instead as one of its limbs snaps or flies off.
The mahō-tsukai is a Tainted being. Optionally,
choose 0–2 additional mahō (see page 224) that the DOES NOT BLEED
mahō-tsukai can perform. Add 1 to this character’s A skeletal bushi ignores conditions and critical strikes
combat rank for each mahō chosen this way. from non-Sacred sources.

318

CHAPTER 8: NON-PLAYER CHARACTERS

Bog Hag ABILITIES

ADVERSARY CONFLICT RANK:  8  5 ACCURSED REGENERATION

Bog hags are superlative infiltrators who are among At the end of each round, if the bog hag has not suf- BOG HAGS IN
the more likely types of Shadowlands horrors to be fered damage from a Sacred source this round, the bog
encountered in the Empire. In their true form, bog hag removes the Lightly Injured condition or reduces THE EMPIRE
hags are loathsome creatures with leathery greenish the Severely Injured condition to Lightly Injured.
skin, ragged nails, and jagged teeth. They are, how- Because bog hags are
ever, capable of using the flayed skin of a person they SEEKER OF VILE LORE difficult to detect,
have killed as a disguise, enclosing themselves within groups such as
it and taking on the appearance of the unfortunate The bog hag is an Otherworldly, Tainted being. Option- Bloodspeaker cells may
victim. They typically live in swamps and waterways, ally, choose 0–3 mahō techniques (see page 224) that make deals with them,
preying upon those who venture near such places the bog hag can perform. Add 1 to this character’s using them to infiltrate
alone. Bog hags possess preternatural regeneration, combat rank for each mahō chosen this way. Rokugani society in
and they sometimes practice mahō. return for providing
SKINS OF THE SLAUGHTERED an ongoing supply of
SOCIETAL 24 PERSONAL victims. This can add
313 As an action, a bog hag may assume the illusory form another, somewhat
00 HONOR 14ENDURANCE of anyone it has killed. A character may make a TN 3 paranoid, dimension to
05 GLORY 8COMPOSURE Sentiment check (Earth 4, Fire 1), or another appro- a campaign, as player
00 STATUS priate check to see through this illusion. At the GM’s characters could be
6FOCUS discretion, a character may spend   from any check prompted to suspect
to interact with the bog hag to see one of the follow- nearly anyone of being
ing: a misplaced fold in the skin, luminescence in one a bog hag, either with
eye, an impossible movement of the jaw, oddly sharp its own motives or
teeth, the smell of viscera, a conversational fixation on working on behalf of
fresh and bloody meat. sinister powers.

+2, –2 3VIGILANCE

DEMEANOR - SHREWD

ARTISAN 3 MARTIAL 2 SCHOLAR 6 SOCIAL 2 TRADE 1

A D VA N TAG E S D I S A D VA N TAG E S

Shapeshifter’s Guile: Dreadful Hunger:
 Social; Interpersonal  Social;
Sorcerous Lore: Interpersonal, Mental
 Scholar; Mental

FAVORED WEAPONS & GEAR

Twisted Talons: Range 1–2, Damage 4, Deadliness 5,
Razor-Edged, Unholy

Horrific Maw: Range 0, Damage 1, Deadliness 8

Gear (equipped): Fresh skin (Physical 3, Spiritual 5,
Unholy), 3 doses of each poison (see page 244),
human-skin scrolls of wicked lore

CHAPTER 8: NON-PLAYER CHARACTERS

Shadowlands Goblin SOCIETAL PERSONAL

SIMPLIFIED PROFILE MINION CONFLICT RANK:  1  1 00 HONOR 43 24ENDURANCE
04 GLORY 36 12COMPOSURE
You may notice that Lithe and bestial, goblins are individually of little con- 00 STATUS
some of the profiles sequence, but hordes of them can fling themselves at 3 8FOCUS
(starting with the Shad- the Wall in numbers sufficient to pose a major threat.
owlands Goblin) have
a simplified entry that 22 3ENDURANCE 3FOCUS +2, –2 2VIGILANCE
lacks Honor, Glory, and 112
Status. We use this pro- 4 2COMPOSURE DEMEANOR - ASSERTIVE
file style for creatures
that don't have these VIGILANCE
characteristics, and
don't interact with these +2, –2 ARTISAN 0 MARTIAL 4 SCHOLAR 3 SOCIAL 1 TRADE 0

game systems. DEMEANOR - SHREWD A D VA N TAG E S D I S A D VA N TAG E S

CREATING ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 0 TRADE 1 Massive Stature: Horrifying Visage:
THE UNDEAD  Martial; Physical  Social; Interpersonal
Unholy Might:
If a mortal body is left A D VA N TAG E S D I S A D VA N TAG E S  Martial; Physical,
near a place permeated by Spiritual
Expert Skulker: Cowardice:
the Taint of Jigoku—for  Martial, Trade; Physical  Martial, Social; Mental
instance, in the Shadow-
lands—or in a corrupted FAVORED WEAPONS & GEAR FAVORED WEAPONS & GEAR
location such as parts of
the Shinomen Mori or the Small Yari: Range 1, Damage 5, Deadliness 3, Wargear Crushing Claws: Range 1–2, Damage 6, Deadliness
ruins of the Castle of the 8, Razor-Edged, Unholy
Snake in the northern Em- Small Yumi: Range 2–3, Damage 4, Deadliness 3
pire, it may spontaneously Gear (equipped): Demonic hide and armor scraps
reanimate as a result of Gear (equipped): Scavenged ashigaru armor (Physi- (Physical 5, Spiritual 5, Unholy)
possession by a kansen, an c al 3), quiver, teeth or other grotesque trophies
evil elemental spirit. Such ABILITIES
ABILITIES
undead are mindlessly DREAD BELLOW
destructive. SHADOWLANDS CREATURE Once per scene as a Scheme action, the oni may roar,
A Shadowlands goblin is a Tainted being of silhouette 1. feeding on the primal terror it instills. Each other char-
Undead may also be creat- acter at range 0–4 must resist with a TN 4 Meditation
ed through the deliberate UNSIGHTLY RABBLE check (Earth 2, Air 5) or suffer the Afflicted condition
When making an Attack action check with assistance, and stumble back 1 range band from the oni. For
efforts of mahō-tsukai, a goblin may spend  as follows: each character who fails, the oni removes 2 fatigue.
either by means of pow-
erful rituals or through +: One character other than the target at range HORROR OF JIGOKU
the use of porcelain masks 0–2 suffers 4 physical damage. This  can be ac- An oni is an Otherworldly, Tainted being of silhouette
imbued with evil power tivated a number of times per round equal to the 4. After any character performs a successful Attack
and placed on the bodies number of goblins assisting with the check.) action that deals 0 damage to the oni (after resistance
to be reanimated. These is applied), that character suffers 3 strife.
masks give a mahō-tsukai Sinister Oni
a degree of control over
ADVERSARY CONFLICT RANK:  12  5
the undead being.
Of all the horrors to stalk forth from the Shadowlands, the
demonic creatures called oni are by far the most power-
ful and dangerous. With twisted horns, razor-sharp teeth,
and enormous talons on their hands and feet, these
bestial creatures resemble the very Hells in which they
dwell. Fortunately, they are only able to enter Ningen-dō
of their own volition through the Festering Pit. Unfortu-
nately, there is another way for oni to come to Ningen-dō
that is far more insidious: invitation by misguided or evil
mortals. Only when they are slain do their souls return
to Meido, although the powerful ones are able to make
their way back to Jigoku itself to be reborn.

320

Zombie Peasant

MINION CONFLICT RANK:  2  0 Spirits and strange beings

Rokugani funerary rites involve cremation, and for good Dwelling on the edges of civilization or hidden in transcen-
reason. Despite the costs it entails, this is afforded even dental groves are many wondrous creatures and kami.
to the lowliest members of society—for in Rokugan,
the dead do not sleep soundly, and ancient stories tell Forest Troll
of the days when cults of mahō-tsukai wandered the
land backed by vast armies of the hungering dead. CONFLICT RANK:  7  4

ADVERSARY

31 4ENDURANCE FOCUS 3 Inside the Empire, trolls are quite rare, but they occa-
203 ∞COMPOSURE VIGILANCE 2 sionally enter via the great forest of the Shinomen Mori
on Rokugan’s western border. They are intelligent but
+2, –2 unpredictable, and not above eating rude humans.

DEMEANOR -HUNGRY

ARTISAN 0 MARTIAL 0 SCHOLAR 0 SOCIAL 0 TRADE 0 SOCIETAL 42 PERSONAL
45
A D VA N TAG E S D I S A D VA N TAG E S 30 HONOR 16ENDURANCE
10 GLORY 3 9COMPOSURE
Hungry for Flesh: Shambling Gait: 05 STATUS
 Martial; Mental  Martial; Physical 4FOCUS
+2, –2 3VIGILANCE
FAVORED WEAPONS & GEAR
DEMEANOR - ASSERTIVE
Jagged Teeth: Range 0, Damage 3, Deadliness 5, Unholy
Grasping Hands: Range 0–1, Damage 2, Deadliness 1, ARTISAN 1 MARTIAL 3 SCHOLAR 3 SOCIAL 2 TRADE 1
Snaring
A D VA N TAG E S D I S A D VA N TAG E S
Gear (equipped): Decaying flesh (Physical 2)
Brute Strength: Insatiable Appetite:
ABILITIES  Martial; Physical  Social; Physical

CADAVEROUS BITE FAVORED WEAPONS & GEAR
Increase the TN of checks to resist critical strikes
inflicted by zombies by 2. Massive Cudgel: Range 2, Damage 9, Deadliness 5,
Cumbersome
HORRIFYING REANIMATION Rending Grip: Range 1, Damage 4, Deadliness 6
A zombie is an Otherworldly, Tainted being. The first
time it is defeated by damage from a non-Sacred Gear (equipped): Scaled hide (Physical 1, Supernatural 1),
animal-pelt clothes, polished skull collection
source, if a zombie is in Defiled terrain, it reanimates.
At the start of its next turn, it removes all fatigue ABILITIES
and staggers to its feet with a scar disad-
vantage of the GM's choice. ANCIENT AND POWERFUL
A troll is an Otherworldly being of silhouette 4.

SORCEROUS SCALES
After a troll suffers damage from a physical or super-
natural source, increase its resistance to that damage
type by 4. This effect persists until it suffers damage
from a source of a different type.

321

CHAPTER 8: NON-PLAYER CHARACTERS

Ki-Rin (Air 3, Earth 5) or suffer 8 supernatural damage with
the Sacred quality, plus additional damage equal to its
ADVERSARY CONFLICT RANK:  7  7
shortfall, and suffer the Burning condition.

Tradition says that deer are the messengers of the kami, Manifest Air Kami
and thus are sacred. This may or may not be true for
the average deer that roams the mountains. Howev- ADVERSARY CONFLICT RANK:  7  5
er, sometimes a chimerical beast with great antlers or
GHOSTS horns, dragon scales, the tail of an ox, and a flaming When air kami abandon subtlety to act directly upon
mane is whispered to come out of the deepest forests to the world, they are terrifying to behold—their form
Most of the time, PCs speak to lone travelers. Its form varies slightly with the is that of a many-armed whirlwind, flickering hands
can’t fight ghosts with telling, but the tales remain much the same: such crea- reaching out to toss about loose items.
force of arms—instead, tures speak of the will of the kami, and are so benevo-
ghosts often work best lent and compassionate that, rather than trampling even 16 11ENDURANCE FOCUS 2
as narrative obstacles. a single blade of grass, they float above the ground. 211 6COMPOSURE VIGILANCE 4
The PCs might need to
SOCIETAL 43 PERSONAL +2, –2
determine the cause 42
of their unrest or their 60 HONOR 14ENDURANCE DEMEANOR - FLIGHTY
agenda and then help 50 GLORY 5 16COMPOSURE
39 STATUS ARTISAN 3 MARTIAL 3 SCHOLAR 0 SOCIAL 3 TRADE 2
to resolve it or purify 3FOCUS
the spirit. 5VIGILANCE A D VA N TAG E S D I S A D VA N TAG E S

If a ghost needs to make +1, +1, –2 Ethereal Form: Easily Distracted:
a check, they can use  Martial, Trade; Physical  Scholar, Social; Mental
DEMEANOR - DETACHED
their profile in life, with
the following alterations: ARTISAN 0 MARTIAL 2 SCHOLAR 6 SOCIAL 3 TRADE 0 FAVORED WEAPONS & GEAR

They are an Other- A D VA N TAG E S D I S A D VA N TAG E S Talons of Air: Range 2–3, Damage 4, Deadliness 7,
worldly being. deals supernatural damage
Wisdom of the Forest:
They have Physical  Scholar; Mental Gear (equipped): Misty Mantle (Physical 5,
Resistance 10. Supernatural 2)

They are incorporeal, FAVORED WEAPONS & GEAR ABILITIES
and can perform ghostly
phenomena. At the GM’s Majestic Antlers or Horns: Range 1–2, Damage 4, FLIGHT
Deadliness 6, Ceremonial, Sacred A manifest air kami can move vertically and ignores
discretion, they have 1 the negative effects of terrain.
or more Air invocations Gear (equipped): Magic hide (Physical 3, Supernatural 3)
LIVING AIR SPIRIT
to represent their ABILITIES A manifest air kami is an Otherworldly being of silhou-
spiritual powers. ette 2, 3, or 4, and may change its size as an action.
MYSTICAL CREATURE Additionally, once per scene as an action of the
A ki-rin is an Otherworldly being of silhouette 3 that can appropriate types, a manifest air kami may perform
fly. It can move vertically and ignores the negative effects any one Air invocation other than Rise, Air. It counts as
of terrain. Additionally, once per scene, it may perform succeeding with 3 bonus successes and 2 .
an Earth or Water invocation technique, and counts as
succeeding with three bonus successes and  . SWOOP
When performing an Attack action check, a manifest
SACRED ENVOY air kami may spend  as follows:
The ki-rin can speak any language, and it knows many
secrets of the world. The righteous can sense its hallowed +: Move 1 range band away from the target
nature; to perform an Attack action against it, a character per  spent this way. If the target is of silhou-
must forfeit honor equal to their honor rank (and glory ette 5 or smaller, the air kami may carry it to its
equal to their glory rank, if they are seen doing it). destination instead.

WRATH FOR THE WICKED
Once per scene as a Attack action, the ki-rin may
breathe holy fire from its mouth. Each Tainted being
at range 0–4 must resist with a TN 4 Fitness check

322

CHAPTER 8: NON-PLAYER CHARACTERS

Manifest Earth Kami

ADVERSARY CONFLICT RANK:  8  2

When they take physical form, earth kami often shape
bodies of stone for themselves, appearing as statues
of warlike Fortunes or the sacred beasts that guard
ancient shrines and tombs. These beings are powerful,
wise, and slow to anger—but their wrath is that of an
avalanche, and once started, it cannot be stopped.

61 15ENDURANCE FOCUS 3
212 8COMPOSURE VIGILANCE 3

+2, –2

DEMEANOR - OBSTINATE

ARTISAN 2 MARTIAL 3 SCHOLAR 3 SOCIAL 0 TRADE 3

A D VA N TAG E S D I S A D VA N TAG E S

Massive Stature: Honest to a Fault:
 Martial, Trade; Physical  Social, Trade; Mental

FAVORED WEAPONS & GEAR

Stone Fists: Range 0–2, Damage 7, Deadliness 4,
deals physical or supernatural damage

Gear (equipped): Rocky Hide (Physical 6, Sacred)

ABILITIES

BURROW

As a Movement action, a manifest earth kami may with-
draw into the ground. It cannot be targeted by actions
or effects, or perform actions other than Eruption.

ERUPTION

As an Attack and Movement action while burrowed,
a manifest earth kami may burst from the ground at
a chosen point at range 0–3. Each character at range
0–2 of that point must resist with a TN 4 Fitness
check (Air 2, Water 5) or suffer 6 physical damage
and the Prone condition.

LIVING EARTH SPIRIT

A manifest earth kami is an Otherworldly being of
silhouette 3. Additionally, once per scene as an action
of the appropriate types, a manifest earth kami may
perform any one Earth invocation other than
Rise, Earth. It counts as succeeding with
3 bonus successes and 2 .

CHAPTER 8: NON-PLAYER CHARACTERS

Manifest Fire Kami Manifest Water Kami

ADVERSARY CONFLICT RANK:  9  2 ADVERSARY CONFLICT RANK:  7  4

Energy given form, a manifest fire kami usually appears as Water kami usually take the form of a humanoid torso
a humanoid shape. Clothed in a robe of smoke and with rising from a source of water; if they have legs, these
blazing skin, it is the harbinger of destruction but also of are often obscured within the water or become visible
renewal. While they are intelligent and knowledgeable, only if the kami stride onto land. The forms of these
fire kami are notoriously single-minded once they have kami shift and change as circumstances require, and
taken form, seeking only to consume everything within they can even split themselves to act in multiple places
their reach before sputtering out. at once and reabsorb damaged copies to restore their
own vitality.

21 12ENDURANCE FOCUS 4 12 14ENDURANCE FOCUS 8
216 3COMPOSURE VIGILANCE 1 621 8COMPOSURE VIGILANCE 2

+2, –2 +2, –2

DEMEANOR - INTENSE DEMEANOR - ADAPTABLE

ARTISAN 0 MARTIAL 3 SCHOLAR 3 SOCIAL 2 TRADE 3

A D VA N TAG E S D I S A D VA N TAG E S ARTISAN 3 MARTIAL 2 SCHOLAR 3 SOCIAL 3 TRADE 0

Primal Terror: Endless Hunger: A D VA N TAG E S D I S A D VA N TAG E S
 Martial, Social; Inter-  Artisan, Scholar;
personal Mental Liquid Body: Without Convictions:
 Martial, Trade; Physical  Artisan, Social; Mental

FAVORED WEAPONS & GEAR FAVORED WEAPONS & GEAR

Blazing Touch: Range 1–3, Damage 6, Deadliness 6, Smashing Torrent: Range 1–2, Damage 7, Deadli-
Razor-Edged, deals supernatural damage ness 3, Snaring, deals supernatural damage

Gear (equipped): Corona of Flames (Physical 3) Gear (equipped): Enshrouding Fog (Physical 3,
Supernatural 4)
ABILITIES
ABILITIES
LIVING FIRE SPIRIT
A manifest kami is an Otherworldly being. Addition- LIVING WATER SPIRIT
ally, once per scene as an action of the appropriate A manifest kami is an Otherworldly being. Addition-
types, a manifest fire kami may perform any one Fire ally, once per scene as an action of the appropriate
invocation other than Rise, Fire. It counts as succeed- types, a manifest water kami may perform any one
ing with 3 bonus successes and 2 . Water invocation other than Rise, Water. It counts as
succeeding with 3 bonus successes and 2 .
MANTLE OF SMOKE AND ASH
Other characters treat the area at range 0–1 of the SPLIT
manifest fire kami as Dangerous and Obscuring terrain Once per round, after a manifest water kami suffers a
(see page 267). critical strike, it may split in two. The two new manifest
water kami each have endurance equal to half that of
SEARING CARESS the original, and any fatigue it had suffered is divided
When performing an Attack action check, a manifest as evenly as possible. Then, both may remove any
fire kami may spend  as follows: conditions the original was suffering. All of them act
during the original water kami’s turn, in the order of
 +: The target and up to one other character per the GM’s choosing.
 spent this way at range 0–1 of the target suffer the
Burning condition (see page 272).

324

CHAPTER 8: NON-PLAYER CHARACTERS

Animals A D VA N TAG E S D I S A D VA N TAG E S ANIMAL CHECKS

Rokugan is home to a wide variety of animals, both Keen Sense of Smell: Hot-Tempered: Animals don't generally
wild and domesticated. Wild animals are often the tar-  Trade; Physical  Martial; Mental have ranks in Trade
get of Rokugani hunts, which samurai undertake for skills, but if they need to
sport in some regions and for sustenance in others. FAVORED WEAPONS & GEAR roll it, any wild animal
has Survival rank 2 and
Bear Tusks: Range 0, Damage 7, Deadliness 7, any domesticated animal
Durable, Razor-Edged has Survival rank 1.

ADVERSARY CONFLICT RANK:  7  1 Gear (equipped): Thick hide (Physical 4)

Bears are solitary, fiercely territorial animals that inhab- ABILITIES
it the wild regions of Rokugan. They range from the
large and aggressive brown bears found in Shinomen SUSTAINING FURY
Mori to the smaller black bears in the Seikitsu and the After a boar suffers a critical strike, it becomes
Twilight Mountains. Enraged. While Enraged, a boar cannot suffer the
Unconscious condition and may perform Attack
12ENDURANCE 4 actions even while Incapacitated.
9COMPOSURE 3
41 FOCUS Cat
313 VIGILANCE

+2, –2 MINION CONFLICT RANK:  1  1

DEMEANOR - INTIMIDATING Cats are small, furry felines that have cunningly shaped
human society to fulfill their needs over generations of
ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 0 TRADE 0 adaptation. They reside in the homes of samurai and
peasants alike, providing their nominal owners with
A D VA N TAG E S D I S A D VA N TAG E S entertainment, pest control, and occasional affection.

Enormous Stature: Opportunist: 14 3ENDURANCE 6FOCUS
 Martial; Physical  Martial; Mental 211

FAVORED WEAPONS & GEAR 9 3COMPOSURE
VIGILANCE
Claws and Fangs: Range 1–2, Damage 8, Deadliness 6
Gear (equipped): Thick hide (Physical 4) +2, –2

ABILITIES DEMEANOR - PLAYFUL

CRUSHING SWIPE ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 0 TRADE 0
A bear is a silhouette 3 creature with terrifying strength.
When a bear inflicts a critical strike, the TN of the A D VA N TAG E S D I S A D VA N TAG E S
check to resist is 4, and if the target fails, they suffer the
Dazed condition in addition to the other effects. Silent Stalker: Hubris:
 Martial; Physical  Social; Mental

Boar FAVORED WEAPONS & GEAR

Claws: Range 0, Damage 0, Deadliness 2,
Concealable, Razor-Edged

ADVERSARY CONFLICT RANK:  5  1

Boars are aggressive and territorial wild pigs. Even an ABILITIES
armored bushi can be slain by their sharp, jagged tusks.
POUNCING PREDATOR
32 9ENDURANCE 6FOCUS A cat is a silhouette 0 creature. When performing an
314 Attack action check against an unaware or Prone tar-
4 2COMPOSURE get, it may spend  as follows:
VIGILANCE
 : The target suffers the Disoriented condition.

+2, –2

DEMEANOR - TERRITORIAL

ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 0 TRADE 0

CHAPTER 8: NON-PLAYER CHARACTERS

Dog SWOOP

MINION CONFLICT RANK:  1  1 When performing an Attack action check, a hawk may
spend  as follows:
Extremely devoted to humans, dogs assist with a variety
of tasks, including acting as guards, serving as trackers +: Move 1 range band away from the target
and hunters, and fighting alongside their masters. per  spent this way. If the target is of silhou-
ette 0 or smaller, the hawk may carry it to its
22 4ENDURANCE 3FOCUS destination instead.
311
5 4COMPOSURE
VIGILANCE Horse (Rokugani Pony)

+1, –2, –2 MINION CONFLICT RANK:  2  1

DEMEANOR - FRIENDLY There were horses in Rokugan before the Unicorn Clan
returned with their foreign-bred steeds, and though
ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 1 TRADE 0 they are not as fierce, they still can be ridden.

LARGE AND A D VA N TAG E S D I S A D VA N TAG E S 31 8ENDURANCE 6FOCUS
SMALL DOGS 312
Keen Tracker: Dependent on Humans: 4 2COMPOSURE
Dogs come in a variety  Trade; Physical  Trade; Mental
of sizes, from small
VIGILANCE
hounds for rabbit hunt-
ing to massive beasts FAVORED WEAPONS & GEAR +1, –2, –2
bred for battle. These
can be represented Bite: Range 0, Damage 4, Deadliness 2, Snaring DEMEANOR - LOYAL
with through one of
the following sets of ABILITIES ARTISAN 0 MARTIAL 0 SCHOLAR 0 SOCIAL 1 TRADE 0
modifications to the
Dog profile: WORKING COMPANION A D VA N TAG E S D I S A D VA N TAG E S
Choose one Martial or Trade skill. When the dog pro-
Large dog: silhouette 2. vides assistance on a check with this skill, it counts as Tireless Runner: Skittish:
physical resistance +1, providing skilled assistance (see page 26).  Martial; Physical  Martial; Mental
endurance +2, conflict
Hawk FAVORED WEAPONS & GEAR
rank  +1
MINION CONFLICT RANK:  2  1 Hooves: Range 1–2, Damage 6, Deadliness 5
Small dog: silhouette 1.
vigilance +1 Hawks are majestic, graceful creatures, and many Gear (equipped): Hide (Physical 2), saddle, saddle-
samurai see a certain kinship with these lords of the bags, feed bag, grooming kit
skies. Some even tame them for sport hunting.
ABILITIES
14 2ENDURANCE 6FOCUS
212 LOYAL STEED
5 2COMPOSURE A Rokugani pony is a silhouette 3 creature. It can be
VIGILANCE ridden by a human-sized (silhouette 2 or lower) rider.

+2, –2 Mounts and Riding

DEMEANOR - PROUD While it is being ridden during a conflict, a
mount does not take a turn of its own, and
ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 0 TRADE 0 provides the following benefits to its rider:

A D VA N TAG E S D I S A D VA N TAG E S $$ When the rider succeeds on a Move-
ment action check, add bonus success-
Sharp Eyesight: Hollow Bones: es equal to the mount's Water Ring.
 Martial, Trade; Physical  Martial; Physical
$$ The rider may use their Survival skill in
FAVORED WEAPONS & GEAR place of their Fitness skill for any Fit-
ness check they make.
B eak and Talons: Range 0, Damage 1, Deadliness 6
During narrative and downtime scenes,
ABILITIES a mounted character doubles their overland
travel speed.
NIMBLE FLYER
A hawk is a silhouette 0 creature that can fly. It can move
vertically and ignores the negative effects of terrain.

326

CHAPTER 8: NON-PLAYER CHARACTERS

Hunting Cat FAVORED WEAPONS & GEAR

ADVERSARY CONFLICT RANK:  6  1 Hooves: Range 1–2, Damage 7, Deadliness 6 UNICORN WARHORSES

Hunting cats, such as cougars, lions, and tigers, are Gear (equipped): Hide and armor (Physical 4), sad- Unicorn warhorses
fearsome predators. They prefer to stalk and ambush dle, saddlebags, feed bag, grooming kit are vastly superior to
their prey, mauling them quickly and savagely. Rokugani ponies as
ABILITIES warhorses. A Unicorn
24 6ENDURANCE FOCUS 6 warhorse can be
311 12COMPOSURE VIGILANCE 4 LEGENDARY STEED represented with the
An Utaku steed is a silhouette 3 creature. It can be rid- following modifications
+2, –2 den by a human-sized (silhouette 2 or lower) rider, but to the Rokugani Pony
generally does not tolerate any rider other than a worthy profile:
DEMEANOR - OPPORTUNISTIC Utaku Battle Maiden.
Remove the Skittish
ARTISAN 0 MARTIAL 2 SCHOLAR 0 SOCIAL 0 TRADE 0 PARAGON OF HORSES disadvantage, add
A Utaku steed grants its rider skilled assistance (see one advantage from
A D VA N TAG E S D I S A D VA N TAG E S page 26) on Martial checks they make while mounted. the Warrior template,
endurance +4, compo-
Silent Stalker: Hubris: Wolf sure +4, conflict rank
 Social; Mental  +1


 Martial; Physical

FAVORED WEAPONS & GEAR MINION CONFLICT RANK:  1  1

Claws and fangs: Range 1, Damage 5, Deadliness 9, Wolves lurk among the forested regions of the Empire
Razor-Edged in packs of ten or more, working collectively to stalk and
bring down prey. They use relentless pursuit and quick
Gear (equipped): Thick fur (Physical 2) “hit-and-run” attacks to hunt, only closing for the kill
when their quarry is weakened and worn down. They
ABILITIES usually avoid humans, but can be territorial if provoked.

POUNCING PREDATOR 22 4ENDURANCE 6FOCUS
A hunting cat is a silhouette 3 creature. When per- 313
forming an Attack action check against an unaware or 4 4COMPOSURE
Prone target, it may spend  as follows: VIGILANCE

 : The target suffers the Disoriented condition. +2, –2

SAVAGE MAULING DEMEANOR - CAUTIOUS
Disoriented targets cannot defend against damage
dealt by a hunting cat. ARTISAN 0 MARTIAL 1 SCHOLAR 0 SOCIAL 1 TRADE 0

. A D VA N TAG E S D I S A D VA N TAG E S

Utaku Steed Pack Tactics: Cautious Hunter:
 Martial, Social;  Martial; Mental
MINION CONFLICT RANK:  4  2 Interpersonal

The sacred steeds of the Utaku Battlemaidens are par- FAVORED WEAPONS & GEAR
agons of horses. They are fiery and ferocious, but utter-
ly loyal to their riders and fearless in the field. Fangs: Range 0, Damage 4, Deadliness 4,
Snaring
31 14ENDURANCE FOCUS 6
313 10COMPOSURE VIGILANCE 2 Gear (equipped): Hide (Physical 2)

+1, –2, –2 ABILITIES

DEMEANOR - LOYAL CIRCLE THE KILL
When performing a Martial Arts [Unarmed] check, a
ARTISAN 0 MARTIAL 3 SCHOLAR 0 SOCIAL 3 TRADE 0 wolf may spend  in the following ways.

A D VA N TAG E S D I S A D VA N TAG E S Water  : The target suffers the Bleeding condition.

Tireless Runner: Quick to Anger: Fire  : The target treats all terrain as Dangerous
 Martial; Physical  Social; Interpersonal (see page 267) until the end of their next turn.

327

APPENDIX

Table 8–1: Examples of 

ELEMENT EXAMPLE USES
GENERAL EXAMPLES OF 

: If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach).
Any +: Remove 1 strife you gained from this check per  spent this way.

 : Provide assistance (see page 26) to the next character to attempt a check to accomplish something similar.

: Learn another character in the scene’s demeanor (if an NPC) and current strife.
+: Act subtly to attract minimal attention in your efforts. Extra  makes the attempt even subtler.
Air  : Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the

GM’s discretion, you may establish a new detail for an NPC.

Earth : Reassure another character in the scene with your presence, allowing them to remove 2 strife.
+: Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra 
makes the attempt even safer.
 : Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you
may establish a small preparatory action you took earlier, such as bringing along a common useful item.

: Inflame another character in the scene with your presence, causing them to receive 2 strife.
+: Perform the task in a flashy way, drawing attention to yourself. Extra  attracts even more notice.
Fire  : Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s

discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence.

Water : Remove 2 strife from yourself.
+: Perform the task efficiently, completing it more quickly or saving supplies. Extra  further reduces the time or
materials expended.
 : Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s
discretion, you may establish a piece of terrain (see page 267) or a mundane object nearby.

Void : Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring.
+: Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a
spiritual disturbance in the scene. Extra  gives an increasingly precise location for the supernatural occurrence.
 : Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may estab-
lish a fact about your character that has not been previously revealed but relates to the situation.

CONFLICT AND MARTIAL SKILL EXAMPLES OF 

: Add a kept  set to an  result to your next Martial skill check.
+: During a Movement action check, up to 1 range band of any distance you move per  spent this way may be
Air along a vertical surface.

 : Increase the TN of the next Martial Arts [Ranged] check targeting you before the start of your next turn by 2.

Earth : During a Movement action, ignore one terrain quality (see page 267) of your choice.
+: Reduce the severity of the next critical strike you suffer before the start of your next turn by 1 per  spent
this way.
 : Do not apply one of your disadvantages to checks until the end of your next turn.

: Choose another character in the scene; increase the TN of the next check they make before the end of their next
turn by 1 if it does not include you as a target.
+: During an Attack action check, increase the TN of the next check the target makes to resist a critical strike they
Fire suffer before the start of your next turn by 1 per  spent this way.

 : Other characters must receive 2 strife to choose you as the target of their Attack and Scheme actions until the
start of your next turn.

Water : Remove 1 fatigue.
+: During an Attack action check, ignore 1 point of target’s physical resistance per  spent this way.
 : Move 1 range band.

Void : During the next Attack action check you make before the end of your next turn, ignore one terrain quality (see
page 267) of your choice.
+: During a Support action check, increase your Initiative value by 1 per  spent this way.
 : Ignore the effects of one condition you are suffering until the end of your next turn.

328

APPENDIX

Table 8–1: Examples of  (Continued)

ELEMENT EXAMPLE USES
INITIATIVE CHECK EXAMPLES OF 
Air : On an Initiative check, assess one foe’s weakness. Learn one of their disadvantages of that foe’s choice.

Earth : On an Initiative check, choose another character’s disadvantage you know. They do not apply that disadvantage
to their checks this scene.

Fire : On an Initiative check, use your focus instead of your vigilance for your initiative when surprised.

Water : On an Initiative check, assess the qualities of all terrain in the scene (see page 267).

Void : On an Initiative check, sense if there is an Otherworldly being in the scene.

OTHER SKILL EXAMPLES OF 
Artisan : If you succeed, add the Resplendent or Subtle quality to an item that you are refining.
Scholar : Learn a something about a character who created or used the item you are studying (such as one of their

Air advantages or disadvantages of the GM’s choice that affected their creation or use of the item).
Social : Learn if the honor, glory, or status attribute of a character in the scene is higher, lower, or equal to yours.
Trade : Convince a buyer to pay an additional 10% for an item you are selling.

Earth Artisan : If you succeed, add the Durable quality to an item that you are restoring.
Scholar : Remember a place where you can research or study the topic you were attempting to recall.
Social : Increase the TN of the next Social check another character makes before the end of the scene by 1.
Trade : Reduce the TN of the next check another character makes with the same skill before the end of the scene by 1.

Artisan : If you succeed, make one additional copy of the item you are creating.
Scholar : Extrapolate the motivations or desires of another character in the scene or wider situation.
Fire Social : Reduce the TN of the next Social check another character makes before the end of the scene by 1.

Trade : Unusual inspiration strikes; add a kept  set to an  result to the next check you make with another skill.

Water Artisan : Add a kept  set to an  result to the next Artisan skill check you make before the end of the game session.
Scholar : Spot a unique or identifying quality, aspect, or ability of something that you are identifying.
Social : Add a kept  set to an  result to your next Social check before the end of the scene.
Trade : Convince a seller to give you an additional 10% discount for an item you are buying.

Void Artisan : Reduce the TN of the next check you make using the item you are attuning yourself to by 1.
Scholar : Intuit whether you can learn anything of value from your current course of inquiry.
Social : Discern the objective of another character in the scene.
Trade : Reduce any effect you have on your environment (and physical traces of your efforts) to a minimum.

DOWNTIME CHECK EXAMPLES OF 
+: Learn a detail about one person in your company (such as an advantage or disadvantage of their choice) per 

Air spent this way. You can learn only one detail about each person this way in a single downtime scene.
 : Perform your downtime activity without letting one or more others of your choice know that you did.

Earth +: Another character in your company may remove 1 strife or fatigue per  spent this way.
 : Memorize a small but vital detail from to your activity; you can recall it later without a check.

+: Assist one other character per  spent this way with their next downtime activity check this session.
Fire  : Energize another character in your company with your efforts; they may perform 1 additional downtime action

this downtime (to a maximum of 2).

Water +: Remove 1 strife or fatigue per  spent this way.
 : Make a new friend while undertaking your downtime activity.

Void +: Reserve 1 dropped die from your check, to a maximum of your ranks in the skill you used. Add that die to your
next check with the same skill as a kept die instead of rolling it.
 : Have a brief premonition of a possible future event while undertaking your downtime activity.

329

GLOSSARY

Akodo Founding Kami of the Lion Clan geisha A host and entertainer who
ashigaru is hired by a samurai for the
Peasant warriors under the gempuku joy of their company
Bayushi command of a samurai
Benten hakama The coming-of-age ceremony
Founding Kami of the Scorpion Clan Hantei for samurai. Occurs between
bisentō haori ages 13-21, typically 16
Bishamon The Fortune of romantic heimin
biwa love and the arts Hida A divided skirt worn over a kimono,
hinin primarily by men and warrior women
bō A heavy polearm with a large blade Hōtei
bokken iaijutsu The divine first emperor of Rokugan
bonge The Fortune of strength ji
budōka jian A hip or thigh-length jacket
A short-necked fretted lute jitte worn over other clothes
buke (musical instrument)
jizamurai “The common folk,” or the peasants
burakumin A quarterstaff that make up the bonge caste
jūjutsu
bushi A wooden practice sword Jigoku Founding Kami of the Crab Clan
Bushidō Jurōjin
The laborer caste, see heimin Kabuki “The non-people,” or members
chokutō of the burakumin lowest caste
courtier The personal armed kabuto
retainers of a samurai kama The Fortune of contentment
Daikoku katana
The samurai caste that does kata A form of swordfighting focusing
daikyū not wield authority over other kami on draw speed and precision
daimyō samurai “Those who serve.” Kami
daishō A polearm weapon with a
The lowest caste of “non- hooked blade at one end
Doji people,” see hinin
dōjō A straight, double-edged sword
A warrior
Ebisu A hooked tool used to disarm an
Fu Leng The code of the samurai, consisting opponent’s sword, typically worn by
Fukurokujin of seven tenants: Compassion, guards and government officials
gaijin Courage, Courtesy, Honor,
Honesty, Loyalty and Sincerity Smaller groups of samurai, such as
vassal families, small Minor Clans, or
A straight, single-edged sword officially-sanctioned bands of rōnin

A samurai whose primary A form of martial arts that
duties are in court does not use weapons

The Fortune of wealth, who The realm of evil
is associated with death
The Fortune of longevity
A longbow
A stylized type of theater
Lord of a family, clan, or territory that focuses on the heroism
or tragedy of the samurai
The weapons which mark a
samurai’s status, traditionally A samurai’s helmet
made up by a katana (longsword)
and wakizashi (shortsword) A sickle-like farming implement
often used as a weapon
Founding Kami of the Crane Clan
A longsword, the weapon
A place of instruction, of the samurai
practice, and study
A martial technique
The Fortune of honest work
Spirits that inhabit the natural world
The Lost Kami and lord of demons
The gods that fell to Rokugan
The Fortune of wisdom and mercy and founded the Great Clans

A foreigner to Rokugan

330

GLOSSARY

kenjutsu The art of swordsmanship rōnin A samurai with no lord, an outcast
kihō sake
kimono A mystical technique used by monks samurai A popular alcoholic drink
made of fermented rice
kiseru A robe with a collar and large scimitar
Kisshōten sleeves that falls to the ankle, the shaku Members of the highest caste, either
primary garment worn by samurai kuge or buke depending upon
kuge shamisen their hierarchy within the caste
A smoking pipe Shiba
kubi bukuro Shinjo A curved sword originating
The Fortune of happiness, Shinsei from the Burning Sands
kusari-gama fertility, and beauty
shinobi A unit of length roughly
kyūjutsu The samurai caste that wields shugenja equal to one foot
li authority (Imperials, daimyō, clan shūji
champions, etc) “Those who rule” shuriken A three-stringed lute
naginata Tao of Shinsei (musical instrument)
Ningen-dō A netted bag used to carry the
mahō severed head of one’s enemy Tengoku Founding Kami of the Phoenix Clan
masakari tessen
Meido A weapon composed of a kama tetsubō Founding Kami of the Unicorn Clan
attached to a long chain Togashi
meishōdō torii “The Little Teacher,” the wise
A combat style focusing on archery figure who spoke with the
mon yari first Emperor and inspired the
A unit of length rough equal yōjimbō philosophical understandings of
nodachi to a third of a mile yumi reincarnation and the elements
nunchaku wakizashi
A polearm with a blade at one end A covert operative and infiltrator
omamori zanbatō
The physical, mortal, world A priest with a strong bond to the
oni kami, who invokes supernatural feats
ono Blood magic
ōtsuchi A rhetorical technique
oyumi A hatchet
Rokugan An easily-concealed bladed
The realm of the dead where souls weapon intended to be thrown
go to be judged for reincarnation
The sacred text that recorded
“The way of names,” the style the conversation between
of magic wielded by the Unicorn Shinsei and the first Emperor
clan that uses a spirit’s name
to bind and command it The realm of heaven

The crest or symbol of A war fan
a clan or family
A large studded club
A massive two-handed sword
Founding Kami of the Dragon Clan
A weapon consisting of two rods
connected by a short chain or rope A gate that indicates the
transition between the mundane
A small rectangular amulet of and the sacred, often found
wood or paper meant to provide at the entrances to shrines
spiritual aid or protection
A spear
A demon of Jigoku
A bodyguard
An axe
A shortbow
An immense wooden hammer
A shortsword worn by all
A crossbow members of the samurai caste
to indicate their status
The setting of Legend of
the Five Rings, a land of A large single-bladed sword
samurai, honor, and spirits designed to combat cavalry

331

educational and Inspirational works

Primary Sources, Translated Stephen Turnbull Animation, Film, and Manga
Samurai and Ninja by Antony Cummins
The Art of War by Sun Tzu Shinto: The Kami Way by Sokyo Ono 13 Assassins
The Book of Five Rings by Musashi Tales of Old Japan by A. B. Mitford 47 Ronin
True Path of the Ninja by Antony Chūshingura
Miyamoto Crouching Tiger, Hidden Dragon
Code of the Samurai by Yuzan Daidōji Cummins Empress Ki
Hagakure by Tsunetomo Yamamoto The World of the Shining Prince by Fūshigi Yūgi by Yuu Watase
The Life-Giving Sword by Munenori Gate of Hell
Ivan Morris The Great Wall
Yagyu The Yokai series by Matthew Meyer Hero
The Pillow Book of Sei Shōnagon The Hidden Fortress
The Tale of Genji by Murasaki Shikibu Works of Fiction Kagemusha
The Tale of the Heike, author unknown Kwaidan
The Three Kingdoms by Guanzhong Luo The Heike Story by Eiji Yoshikawa InuYasha by Rumiko Takahashi
Legends of the Condor Heroes by Jin Lone Wolf and Cub by Kazuo Koike
Scholarly Works
Yong and Goseki Kojima
The Book of Yōkai by Dylan Michael Musashi by Eiji Yoshikawa Marco Polo
Foster The Moribito series by Nahoko Princess Mononoke
Ran
Bushido: The Soul of Japan by Inazō Uehashi Rashomon
Nitobe The Snow Fox by Susan Fromberg Samurai Fiction
Sanjuro
The Chrysanthemum and the Sword by Schaeffer Seven Samurai
Ruth Benedict Taiko by Eiji Yoshikawa Throne of Blood
The Tale of Murasaki by Liza Dalby Thunderbolt Fantasy
Everyday Life in Traditional Japan by Tale of the Shikanoko quartet by Usagi Yojimbo by Stan Sakai
Charles J. Dunn and Yojimbo
Laurence Broderick Lian Hearn
Tales of the Magatama series by
Japanese Tea Ceremony: Cha-No-Yu
by A. L. Sadler Noriko Ogiwara
Tales of the Otori series by Lian Hearn
Legends of the Samurai by Hiroaki Sato The Twelve Kingdoms series by
The Samurai Sword by Stephen Turnbull
Samurai: The World of the Warrior by Fuyumi Ono

INDEX

A Blessed Lineage (advantage). . . . . . . . . . . . . 103 conditions. . . . . . . . . . . . . . . . . . . . . . . . . . . 271
Blessed Wind (technique). . . . . . . . . . . . . . . 192 Courage of Seven Thunders (technique). . . . 197
action. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Blindness (disadvantage). . . . . . . . . . . . . . . . 118 Courtesy (skill). . . . . . . . . . . . . . . . . . . . . . . . 152
types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252 Blissful Betrothal (advantage) . . . . . . . . . . . . 103 Courtier’s Resolve (technique). . . . . . . . . . . . 222
blowgun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 Crab Clan . . . . . . . . . . . . . . . . . . . . . . . . . 16, 42
Addiction (disadvantage). . . . . . . . . . . . . . . . 131 Bluntness (disadvantage). . . . . . . . . . . . . . . . 118 crafting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
advancements. . . . . . . . . . . . . . . . . . . . . . . . . 97 bō . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Crane Clan. . . . . . . . . . . . . . . . . . . . . . . . . 16, 43
advantages . . . . . . . . . . . . . . . . . 35, 93, 99, 297 Boar (NPC). . . . . . . . . . . . . . . . . . . . . . . . . . . 325 Crashing Wave Style (technique). . . . . . . . . . 175
Bog Hag (NPC) . . . . . . . . . . . . . . . . . . . . . . . 319 Crescent Moon Style (technique) . . . . . . . . . 175
distinctions. . . . . . . . . . . . . . . . . . . . . . . . . 99 bokken. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 Crimson Leaves Strike (technique) . . . . . . . . 175
passions . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 bonge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 critical strikes. . . . . . . . . . . . . . . . . . . . . . . . . 269
adversaries. . . . . . . . . . . . . . . . . . . . . . . . . . . 309 Bō of Water (technique). . . . . . . . . . . . . . . . . 207
adversities. . . . . . . . . . . . . . . . . . . . . . . . 99, 116 bottle of sake. . . . . . . . . . . . . . . . . . . . . . . . . 242 severity. . . . . . . . . . . . . . . . . . . . . . . . . . . 270
Aesthetics (skill). . . . . . . . . . . . . . . . . . . . . . . 146 bowyer’s kit. . . . . . . . . . . . . . . . . . . . . . . . . . 242 Culture (skill) . . . . . . . . . . . . . . . . . . . . . . . . . 156
Afflicted (condition). . . . . . . . . . . . . . . . . . . . 271 Bravado (technique) . . . . . . . . . . . . . . . . . . . 218 Cumbersome (quality). . . . . . . . . . . . . . . . . . 240
Agasha Family. . . . . . . . . . . . . . . . . . . . . . . . . 51 Breaking Blow (technique). . . . . . . . . . . . . . . 184 Curiosity (advantage). . . . . . . . . . . . . . . . . . . 112
Agasha Mystic School. . . . . . . . . . . . . . . . . . . 66 Breath of the Fire Dragon (technique). . . . . . 202 curriculums . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Air Fist (technique). . . . . . . . . . . . . . . . . . . . . 183 Breath of Wind Style (technique). . . . . . . . . . 175 curriculum tables. . . . . . . . . . . . . . . . . . . . . . . 56
Akodo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Brushwork (advantage) . . . . . . . . . . . . . . . . . 111 Cynicism (disadvantage). . . . . . . . . . . . . . . . 131
Akodo Commander School. . . . . . . . . . . . . . . 70 bu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Akodo Family . . . . . . . . . . . . . . . . . . . . . . . . . 52 Buoyant Arrival (technique). . . . . . . . . . . . . . 220 D
All Arts Are One (technique). . . . . . . . . . . . . 222 burakumin. . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
All in Jest (technique) . . . . . . . . . . . . . . . . . . 220 Burning (condition) . . . . . . . . . . . . . . . . . . . . 272 Daidoji Family. . . . . . . . . . . . . . . . . . . . . . . . . 50
Ally [Name] (advantage) . . . . . . . . . . . . . . . . 101 Bushidō. . . . . . . . . . . . . . . . . . . 13, 91, 286, 301 Daidoji Iron Warrior School. . . . . . . . . . . . . . . 63
Ambidexterity (advantage) . . . . . . . . . . . . . . 102 Bushi Skeleton (NPC). . . . . . . . . . . . . . . . . . . 318 Daikoku. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
ammunition. . . . . . . . . . . . . . . . . . . . . . . . . . 237 By the Light of the Lord Moon (technique). . 192 Daikoku’s Blessing (advantage). . . . . . . . . . . 103
Ancestry Unearthed (technique) . . . . . . . . . . 216 Daikoku’s Curse (disadvantage). . . . . . . . . . . 119
Animal Bond (advantage) . . . . . . . . . . . . . . . 111 C daikyū . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
anxieties . . . . . . . . . . . . . . . . . . . . . . . . . 99, 130 daishō stand . . . . . . . . . . . . . . . . . . . . . . . . . 242
approach. . . . . . . . . . . . . . . . . . . . . 22, 142, 144 Cadence (technique). . . . . . . . . . . . . . . . . . . 214 damage. . . . . . . . . . . . . . . . . . . . . . . . . 230, 268
Armament (advantage). . . . . . . . . . . . . . . . . 111 calligraphy set. . . . . . . . . . . . . . . . . . . . . . . . 242 Damaged Heart or Organ (disadvantage). . . 119
armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276 Call Upon the Wind (technique) . . . . . . . . . . 192 Damaged (quality). . . . . . . . . . . . . . . . . . . . . 240
armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238 Calming Breath (action). . . . . . . . . . . . . 257, 263 Dance of Seasons (technique). . . . . . . . . . . . 207
Armor of Earth (technique) . . . . . . . . . . . . . . 197 Caress of Earth (technique). . . . . . . . . . . . . . 197 Dangerous Allure (advantage). . . . . . . . . . . . 103
Armor of Radiance (technique). . . . . . . . . . . 202 Cat (NPC). . . . . . . . . . . . . . . . . . . . . . . . . . . . 325 dangerous terrain . . . . . . . . . . . . . . . . . . . . . 267
arrows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236 ceremonial clothes . . . . . . . . . . . . . . . . . . . . 239 dao . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
Artisan’s Appraisal (technique) . . . . . . . . . . . 214 Ceremonial (quality). . . . . . . . . . . . . . . . . . . . 240 Daredevil (advantage). . . . . . . . . . . . . . . . . . 112
Artisan skills. . . . . . . . . . . . . . . . . . . . . . 141, 145 Challenge (action). . . . . . . . . . . . . . . . . 263, 278 Dark Secret (disadvantage). . . . . . . . . . . . . . 132
Asahina Artificer School. . . . . . . . . . . . . . . . . . 62 channeling. . . . . . . . . . . . . . . . . . . . . . . . . . . 189 Dazed (condition) . . . . . . . . . . . . . . . . . . . . . 272
Asahina Family. . . . . . . . . . . . . . . . . . . . . . . . . 50 Channel the Fire Dragon (technique) . . . . . . 185 Dazzling Performance (technique). . . . . . . . . 218
Asako Family. . . . . . . . . . . . . . . . . . . . . . . . . . 53 check. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 deadliness. . . . . . . . . . . . . . . . . . . . . . . 230, 270
Asako Loremaster School . . . . . . . . . . . . . . . . 74 Deadly Bloodspeaker (NPC). . . . . . . . . . . . . 317
A Samurai’s Fate (technique). . . . . . . . . . . . . 222 assistance. . . . . . . . . . . . . . . . . . . . . . . . . . 26 Deadly Sting (technique). . . . . . . . . . . . . . . . 226
ashigaru armor. . . . . . . . . . . . . . . . . . . . . . . . 239 bonus successes. . . . . . . . . . . . . . . . . . . . . 26 Deafness (disadvantage). . . . . . . . . . . . . . . . 119
Assault (action) . . . . . . . . . . . . . . . . . . . . . . . 278 competitive. . . . . . . . . . . . . . . . . . . . . . . . . 26 death. . . . . . . . . . . . . . . . . . . . . . . . . . . 269, 299
Assist (action). . . . . . . . . . . . . . . . . . . . . 257, 263 modifying. . . . . . . . . . . . . . . . . . . . . . . . . . 27 Death Touch (technique). . . . . . . . . . . . . . . . 188
resist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 defiled terrain . . . . . . . . . . . . . . . . . . . . . . . . 267
B shortfall. . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Delusions of Grandeur (disadvantage) . . . . . 132
targeting. . . . . . . . . . . . . . . . . . . . . . . . . . . 27 demeanor . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
Battle in the Mind (technique). . . . . . . . . . . . 174 chopsticks. . . . . . . . . . . . . . . . . . . . . . . . . . . 242 Design (skill). . . . . . . . . . . . . . . . . . . . . . . . . . 147
Battle Trauma (disadvantage) . . . . . . . . . . . . 131 Civility Foremost (technique). . . . . . . . . . . . . 216 Desperate Bandit (NPC) . . . . . . . . . . . . . . . . 315
Bayushi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Cleansing Rite (technique). . . . . . . . . . . . . . . 212 Destroyed (quality) . . . . . . . . . . . . . . . . . . . . 240
Bayushi Family. . . . . . . . . . . . . . . . . . . . . . . . . 54 Cleansing Spirit (technique). . . . . . . . . . . . . . 182 dice
Bayushi Manipulator School . . . . . . . . . . . . . . 78 Cloak of Night (technique) . . . . . . . . . . . . . . 192
Bear (NPC). . . . . . . . . . . . . . . . . . . . . . . . . . . 325 club. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234 Ring. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Bend with the Storm (technique). . . . . . . . . . 214 Clumsiness (disadvantage) . . . . . . . . . . . . . . 118 Skill. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Benten. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Cognitive Lapses (disadvantage). . . . . . . . . . 118 dice and cup. . . . . . . . . . . . . . . . . . . . . . . . . 242
Benten’s Blessing (advantage). . . . . . . . . . . . 102 Coiling Serpent Style (technique). . . . . . . . . 179 dice modification. . . . . . . . . . . . . . . . . . . . . . . 27
Benten’s Curse (disadvantage) . . . . . . . . . . . 116 Command (skill). . . . . . . . . . . . . . . . . . . . . . . 151 disadvantages. . . . . . . . . . . . . . . 35, 93, 99, 297
Bind the Shadow (technique) . . . . . . . . . . . . 197 Commerce (skill) . . . . . . . . . . . . . . . . . . . . . . 167 adversities. . . . . . . . . . . . . . . . . . . . . . . . . . 99
bisentō. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 common clothes . . . . . . . . . . . . . . . . . . . . . . 239 anxieties. . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Bishamon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Commune with the Spirits (technique) . . . . . 212 Disappearing World Style (technique). . . . . . 175
Bishamon’s Blessing (advantage). . . . . . . . . . 102 complications . . . . . . . . . . . . . . . . . . . . . . . . . 39 Discomfiting Countenance (disadvantage). . 120
Bishamon’s Curse (disadvantage) . . . . . . . . . 117 Composition (skill). . . . . . . . . . . . . . . . . . . . . 146 discord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
Biting Steel (technique). . . . . . . . . . . . . . . . . 202 composure. . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Disdain for a Bushidō Tenet (disadvantage) . 120
Bitter Betrothal (disadvantage). . . . . . . . . . . 117 Compromised. . . . . . . . . . . . . . . . . . . . . . . . . 30 Disoriented (condition) . . . . . . . . . . . . . . . . . 272
Blackmailed by [Character’s Name] (disadvan- Compromised (condition). . . . . . . . . . . . . . . 272 distinctions . . . . . . . . . . . . . . . . . . . . . . . 99, 101
tage) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 Concealable (quality). . . . . . . . . . . . . . . . . . . 240 divination kit . . . . . . . . . . . . . . . . . . . . . . . . . 242
Blackmail on [Name] (advantage). . . . . . . . . 102 concealed armor. . . . . . . . . . . . . . . . . . . . . . 239 Divination (technique). . . . . . . . . . . . . . . . . . 212
Bleeding (condition) . . . . . . . . . . . . . . . . . . . 271 Dog (NPC). . . . . . . . . . . . . . . . . . . . . . . . . . . 326

333

INDEX

Doji . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 fortifications. . . . . . . . . . . . . . . . . . . . . . . . . . 276 Ikebana (advantage) . . . . . . . . . . . . . . . . . . . 113
Doji Diplomat School . . . . . . . . . . . . . . . . . . . 64 Fortunes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Ikoma Bard School . . . . . . . . . . . . . . . . . . . . . 71
Doji Family. . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Fortune-Telling (advantage). . . . . . . . . . . . . . 112 Ikoma Family. . . . . . . . . . . . . . . . . . . . . . . . . . 52
Dominion of Suijin (technique) . . . . . . . . . . . 207 Fractured Spine (disadvantage). . . . . . . . . . . 120 imbalanced terrain. . . . . . . . . . . . . . . . . . . . . 267
Dragon Clan . . . . . . . . . . . . . . . . . . . . . . . 16, 44 Freezing the Lifeblood (technique). . . . . . . . 186 Immobilized (condition). . . . . . . . . . . . . . . . . 272
duels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258 Fukurokujin . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Impatience (disadvantage) . . . . . . . . . . . . . . 133
Durable (quality) . . . . . . . . . . . . . . . . . . . . . . 240 Fukurokujin’s Blessing (advantage) . . . . . . . . 105 Imperial Families. . . . . . . . . . . . . . . . . . . . . . . 17
duty. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293 Fukurokujin’s Curse (disadvantage). . . . . . . . 121 Inari’s Blessing (technique) . . . . . . . . . . . . . . 209
Dying (condition). . . . . . . . . . . . . . . . . . . . . . 272 Fukurokujin’s Wit (technique). . . . . . . . . . . . . 203 Incapacitated (condition). . . . . . . . . . . . . . . . 272
Fury of Osano-wo (technique). . . . . . . . . . . . 203 Incite Haunting (technique). . . . . . . . . . . . . . 224
E Incurable Illness (disadvantage). . . . . . . . . . . 122
G Indomitable Will (advantage) . . . . . . . . . . . . 106
Earth Becomes Sky (technique). . . . . . . . . . . 198 initiative. . . . . . . . . . . . . 250, 256, 259, 262, 278
Earthen Fist (technique). . . . . . . . . . . . . . . . . 183 Gaijin Name, Culture, or Appearance Intolerance (disadvantage) . . . . . . . . . . . . . . 133
Earth Needs No Eyes (technique). . . . . . . . . 182 (disadvantage). . . . . . . . . . . . . . . . . . . . . . . . 121 Intoxicated (condition). . . . . . . . . . . . . . . . . . 273
Earthquake (technique). . . . . . . . . . . . . . . . . 198 game master. . . . . . . . . . . . . . . . . . . . . . 21, 282 intrigues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254
Ebb and Flow (technique). . . . . . . . . . . . . . . 220 Game of Twenty Questions. . . . . . . . . . . . . . . 41 investigation . . . . . . . . . . . . . . . . . . . . . . . . . 170
Ebisu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242 invocations . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Ebisu’s Blessing (advantage). . . . . . . . . . . . . 104 game session. . . . . . . . . . . . . . . . . . . . . . . . . 282
Ebisu’s Curse (disadvantage). . . . . . . . . . . . . 120 Games (skill). . . . . . . . . . . . . . . . . . . . . . . . . . 153 preparing . . . . . . . . . . . . . . . . . . . . . . . . . 190
elemental approach. . . . . . . . . . . . . . . . . . . . . 22 gao . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 Iron Forest Style (technique). . . . . . . . . . . . . 180
Embrace of Kenro-Ji-Jin (technique). . . . . . . 198 Generosity (advantage). . . . . . . . . . . . . . . . . 113 Iron in the Mountains Style (technique). . . . . 176
Emerald Lands. . . . . . . . . . . . . . . . . . . . . . . . . . 6 giri. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39, 90 Irrepressible Flirtation (disadvantage). . . . . . 134
emerald magistrate. . . . . . . . . . . . . . . . . . . . 305 glory . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37, 304 Isawa Elementalist School. . . . . . . . . . . . . . . . 75
Emperor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288 Isawa Family . . . . . . . . . . . . . . . . . . . . . . . . . . 53
encounters. . . . . . . . . . . . . . . . . . . . . . . . . . . 310 Gossip (advantage). . . . . . . . . . . . . . . . . . . . 113 item qualities. . . . . . . . . . . . . . . . . . . . . 230, 240
encumbrance. . . . . . . . . . . . . . . . . . . . . . . . . 265 Government (skill). . . . . . . . . . . . . . . . . . . . . 156 Iuchi Family. . . . . . . . . . . . . . . . . . . . . . . . . . . 55
endurance. . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Grasp of Earth (technique). . . . . . . . . . . . . . . 199 Iuchi Meishōdō Master School . . . . . . . . . . . . 83
Enlightenment (advantage). . . . . . . . . . . . . . 112 Grasp of the Air Dragon (technique). . . . . . . 193
Enraged (condition). . . . . . . . . . . . . . . . . . . . 272 Grasp the Earth Dragon (technique). . . . . . . 183 J
entangling terrain . . . . . . . . . . . . . . . . . . . . . 267 Great Clans. . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Ever-Changing Waves (technique). . . . . . . . . 208 Grip of Anguish (technique) . . . . . . . . . . . . . 224 Jade Strike (technique). . . . . . . . . . . . . . . . . 199
Exhausted (condition). . . . . . . . . . . . . . . . . . 272 Guard (action). . . . . . . . . . . . . . . . . . . . . . . . 264 Jealousy (disadvantage) . . . . . . . . . . . . . . . . 134
Experienced Bandit (NPC). . . . . . . . . . . . . . . 316 ji. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
experience points. . . . . . . . . . . . . . . . . . 97, 299 H jian. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
explosive success . . . . . . . . . . . . . . . . . . . . . . 21 jitte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Extinguish (technique). . . . . . . . . . . . . . . . . . 202 hallowed terrain. . . . . . . . . . . . . . . . . . . . . . . 267 Jurōjin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
hammer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234 Jurōjin’s Balm (technique). . . . . . . . . . . . . . . 199
F Hands of the Tides (technique). . . . . . . . . . . 208 Jurojin’s Blessing (advantage). . . . . . . . . . . . 106
Hantei . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Jurōjin’s Curse (disadvantage). . . . . . . . . . . . 123
falling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269 Haunting (disadvantage). . . . . . . . . . . . . . . . 122
False Realm of the Fox Spirits (technique) . . 193 Hawk (NPC). . . . . . . . . . . . . . . . . . . . . . . . . . 326 K
fame. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304 Hawk’s Precision (technique). . . . . . . . . . . . . 181
Famously Honest (advantage). . . . . . . . . . . . 104 Heart of the Water Dragon (technique). . . . . 208 Kaito Family. . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Famously Lucky (advantage). . . . . . . . . . . . . 104 Heartpiercing Strike (technique). . . . . . . . . . 176 Kaito Shrine Keeper School. . . . . . . . . . . . . . . 77
Famously Reliable (advantage). . . . . . . . . . . 104 heimin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Kaiu Engineer School . . . . . . . . . . . . . . . . . . . 59
Famously Successful (advantage) . . . . . . . . . 105 heritage (character). . . . . . . . . . . . . . . . . . . . . 96 Kaiu Family . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Famously Wealthy (advantage). . . . . . . . . . . 105 Hida. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Kakita Duelist School. . . . . . . . . . . . . . . . . . . . 65
Fanning the Flames (technique) . . . . . . . . . . 218 Hida Defender School. . . . . . . . . . . . . . . . . . . 57 Kakita Family. . . . . . . . . . . . . . . . . . . . . . . . . . 50
Fashion (advantage) . . . . . . . . . . . . . . . . . . . 112 Hida Family. . . . . . . . . . . . . . . . . . . . . . . . . . . 49 kama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
fatigue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269 hinin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Kami . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Fear of Death (disadvantage) . . . . . . . . . . . . 132 Hiruma Family. . . . . . . . . . . . . . . . . . . . . . . . . 49 Karmic Tie (advantage). . . . . . . . . . . . . . . . . 108
Feigned Opening (technique). . . . . . . . . . . . 214 Hiruma Scout School. . . . . . . . . . . . . . . . . . . . 58 kata. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
Ferocity (disadvantage). . . . . . . . . . . . . . . . . 132 History (advantage). . . . . . . . . . . . . . . . . . . . 113 katana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
finger of jade. . . . . . . . . . . . . . . . . . . . . . . . . 242 Honest Assessment (technique) . . . . . . . . . . 216 Katana of Fire (technique). . . . . . . . . . . . . . . 203
Fitness (skill). . . . . . . . . . . . . . . . . . . . . . . . . . 162 honor. . . . . . . . . . . . . . . . . . . . . . . . . . . . 37, 300 Keen Balance (advantage). . . . . . . . . . . . . . . 106
Five Rings . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 32 Horse (Rokugani Pony) (NPC) . . . . . . . . . . . . 326 Keen Hearing (advantage). . . . . . . . . . . . . . . 107
Hotei. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Keen Sight (advantage). . . . . . . . . . . . . . . . . 107
Air Ring. . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Humble Peasant (NPC) . . . . . . . . . . . . . . . . . 313 Keen Smell (advantage). . . . . . . . . . . . . . . . . 107
Earth Ring. . . . . . . . . . . . . . . . . . . . . . . . . . 33 Hunting Cat (NPC). . . . . . . . . . . . . . . . . . . . . 327 kihō. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Fire Ring. . . . . . . . . . . . . . . . . . . . . . . . . . . 33 hurdles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289 Ki Protection (technique). . . . . . . . . . . . . . . . 186
Void Ring. . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Kirin (NPC). . . . . . . . . . . . . . . . . . . . . . . . . . . 322
Water Ring . . . . . . . . . . . . . . . . . . . . . . . . . 34 I kiseru. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Flame Fist (technique). . . . . . . . . . . . . . . . . . 185 Kisshōten. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Flexibility (advantage). . . . . . . . . . . . . . . . . . 105 Iaijutsu Cut: Crossing Blade (technique). . . . 179 Kisshōten’s Blessing (advantage). . . . . . . . . . 108
Flowing Water Strike (technique). . . . . . . . . . 175 Iaijutsu Cut: Rising Blade (technique). . . . . . 179 Kisshōten’s Curse (disadvantage) . . . . . . . . . 123
focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Ide Family . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Kitsu Family. . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Forbidden (quality) . . . . . . . . . . . . . . . . . . . . 240 Ide Trader School . . . . . . . . . . . . . . . . . . . . . . 82 Kitsuki Family. . . . . . . . . . . . . . . . . . . . . . . . . . 51
Forest Troll (NPC). . . . . . . . . . . . . . . . . . . . . . 321 Kitsuki Investigator School . . . . . . . . . . . . . . . 67

334

INDEX

Kitsu Medium School. . . . . . . . . . . . . . . . . . . . 72 Mundane (quality). . . . . . . . . . . . . . . . . . . . . 240 Razor-Edged (quality) . . . . . . . . . . . . . . . . . . 241
knife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234 musical instrument. . . . . . . . . . . . . . . . . . . . . 243 Reflections of P’an Ku (technique). . . . . . . . . 209
koku. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 Muteness (disadvantage). . . . . . . . . . . . . . . . 126 Regal Bearing (technique). . . . . . . . . . . . . . . 220
kubi bukuro. . . . . . . . . . . . . . . . . . . . . . . . . . 242 Reinforce (action). . . . . . . . . . . . . . . . . . . . . . 279
Kuni Family . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 N relationships . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Kuni Purifier School. . . . . . . . . . . . . . . . . . . . . 60 resistance. . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
kusari-gama. . . . . . . . . . . . . . . . . . . . . . . . . . 237 naginata. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Resplendent (quality). . . . . . . . . . . . . . . . . . . 241
Nature’s Touch (technique) . . . . . . . . . . . . . . 194 Ride the Water Dragon (technique). . . . . . . . 187
L nemuranai. . . . . . . . . . . . . . . . . . . . . . . . . . . 307 Riding the Clouds (technique). . . . . . . . . . . . 184
Nerve Damage (disadvantage). . . . . . . . . . . 126 Rise, Air (technique). . . . . . . . . . . . . . . . . . . . 194
Labor (skill). . . . . . . . . . . . . . . . . . . . . . . . . . . 167 ninjō. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38, 90 Rise, Earth (technique). . . . . . . . . . . . . . . . . . 200
lacquered armor . . . . . . . . . . . . . . . . . . . . . . 239 ninjutsu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226 Rise, Flame (technique). . . . . . . . . . . . . . . . . 204
Lady Doji’s Decree (technique) . . . . . . . . . . . 222 nodachi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232 Rise, Water (technique). . . . . . . . . . . . . . . . . 210
Lady Shinjo’s Speed (technique). . . . . . . . . . 222 Noxious Cloud (technique). . . . . . . . . . . . . . 227 rituals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
Large Stature (advantage). . . . . . . . . . . . . . . 108 nunchaku. . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Rokugan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Lightning Raid (technique). . . . . . . . . . . . . . . 218 roll and keep. . . . . . . . . . . . . . . . . . . . . . . . . . 21
Lion Clan. . . . . . . . . . . . . . . . . . . . . . . . . . 16, 45 O rōnin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Lord Akodo’s Roar (technique) . . . . . . . . . . . 223 rope. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244
Lord Bayushi’s Whispers (technique). . . . . . . 223 obscuring terrain. . . . . . . . . . . . . . . . . . . . . . 267 rounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
Lord Hida’s Grip (technique). . . . . . . . . . . . . 176 omamori . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243 Rouse the Soul (technique). . . . . . . . . . . . . . 223
lords. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293 Omeka. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 Rushing Avalanche Style (technique). . . . . . . 180
Lord Shiba’s Valor (technique). . . . . . . . . . . . 177 ono . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 Rustling of Leaves (technique). . . . . . . . . . . . 215
Lord Togashi’s Insight (technique). . . . . . . . . 223 Open-Hand Style (technique). . . . . . . . . . . . 180
Lost Arm or Lost Hand (disadvantage) . . . . . 123 opportunity. . . . . . . . . . . . . . . . 21, 28, 298, 328 S
Lost Eye (disadvantage). . . . . . . . . . . . . . . . . 124 ōtsuchi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Lost Fingers (disadvantage). . . . . . . . . . . . . . 124 oyumi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236 Sacred (quality) . . . . . . . . . . . . . . . . . . . . . . . 241
Lost Leg (disadvantage). . . . . . . . . . . . . . . . . 124 Sake (advantage). . . . . . . . . . . . . . . . . . . . . . 114
Lost Memories (disadvantage). . . . . . . . . . . . 124 P sake cup . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Loyal Bushi (NPC) . . . . . . . . . . . . . . . . . . . . . 312 samurai . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 9, 12
lucky cricket. . . . . . . . . . . . . . . . . . . . . . . . . . 242 Painful Honesty (disadvantage). . . . . . . . . . . 135 sanctified robes. . . . . . . . . . . . . . . . . . . . . . . 239
Paragon of a Bushidō Tenet (advantage). . . . 108 scenes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
M Paranoia (disadvantage) . . . . . . . . . . . . . . . . 135
passions. . . . . . . . . . . . . . . . . . . . . . . . . . 99, 111 conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
mahō. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224 Path to Inner Peace (technique) . . . . . . . . . . 209 downtime. . . . . . . . . . . . . . . . . . . . . . . . . 248
Maimed Arm (disadvantage). . . . . . . . . . . . . 125 Pelting Hail Style (technique). . . . . . . . . . . . . 181 narrative . . . . . . . . . . . . . . . . . . . . . . . . . . 247
Maimed Visage (disadvantage). . . . . . . . . . . 125 Perfectionism (disadvantage) . . . . . . . . . . . . 135 Scholarly Shugenja (NPC) . . . . . . . . . . . . . . . 314
Maneuver (action). . . . . . . . . . . . . . . . . . . . . 264 Performance (skill). . . . . . . . . . . . . . . . . . . . . 154 Scholar skills . . . . . . . . . . . . . . . . . . . . . 141, 154
Manifest Air Kami (NPC) . . . . . . . . . . . . . . . . 322 Persuade (action). . . . . . . . . . . . . . . . . . . . . . 257 school . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Manifest Earth Kami (NPC) . . . . . . . . . . . . . . 323 Phobia (disadvantage). . . . . . . . . . . . . . . . . . 136 scimitar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
Manifest Fire Kami (NPC). . . . . . . . . . . . . . . . 324 Phoenix Clan. . . . . . . . . . . . . . . . . . . . . . . 17, 46 Scorn of [One Group] (disadvantage). . . . . . 127
Manifest Water Kami (NPC). . . . . . . . . . . . . . 324 Pillar of Calm (technique) . . . . . . . . . . . . . . . 216 Scorpion Clan . . . . . . . . . . . . . . . . . . . . . . 17, 47
Mark of Desecration (technique). . . . . . . . . . 225 pillow book. . . . . . . . . . . . . . . . . . . . . . . . . . 243 Seafaring (skill). . . . . . . . . . . . . . . . . . . . . . . . 168
Martial Arts [Melee] (skill) . . . . . . . . . . . . . . . 162 Pin the Fan (technique). . . . . . . . . . . . . . . . . 181 seal or chop. . . . . . . . . . . . . . . . . . . . . . . . . . 243
Martial Arts [Ranged] (skill) . . . . . . . . . . . . . . 163 plated armor. . . . . . . . . . . . . . . . . . . . . . . . . 239 Sear the Wound (technique). . . . . . . . . . . . . 219
Martial Arts [Unarmed] (skill). . . . . . . . . . . . . 164 player. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Seasoned (advantage). . . . . . . . . . . . . . . . . . 109
Martial skills. . . . . . . . . . . . . . . . . . . . . . 141, 160 Playfulness (advantage). . . . . . . . . . . . . . . . . 114 Seasoned Courtier (NPC) . . . . . . . . . . . . . . . 313
masakari. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 poison. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244 Secrets (advantage). . . . . . . . . . . . . . . . . . . . 115
Mask of Wind (technique). . . . . . . . . . . . . . . 193 Power of the Earth Dragon (technique). . . . . 200 Secrets on the Wind (technique). . . . . . . . . . 194
mass battles. . . . . . . . . . . . . . . . . . . . . . . . . . 274 Precise Memory (advantage). . . . . . . . . . . . . 109 Sensational Distraction (technique). . . . . . . . 219
Materialism (disadvantage). . . . . . . . . . . . . . 134 Prepare Item (action). . . . . . . . . . . . . . . . . . . 264 Sentiment (skill). . . . . . . . . . . . . . . . . . . . . . . 158
Matsu Berserker School. . . . . . . . . . . . . . . . . . 73 Prepare (quality). . . . . . . . . . . . . . . . . . . . . . . 240 Shadowlands Goblin (NPC). . . . . . . . . . . . . . 320
Matsu Family. . . . . . . . . . . . . . . . . . . . . . . . . . 52 Prey on the Weak (technique). . . . . . . . . . . . 215 Shadowlands Taint (disadvantage) . . . . 127, 128
Matsu's Battlecry (technique) . . . . . . . . . . . . 204 Prone (condition). . . . . . . . . . . . . . . . . . . . . . 273 Shallow Waters (technique). . . . . . . . . . . . . . 220
medicine kit. . . . . . . . . . . . . . . . . . . . . . . . . . 243 Provocation (advantage). . . . . . . . . . . . . . . . 114 shattering parry. . . . . . . . . . . . . . . . . . . . 36, 270
Medicine (skill). . . . . . . . . . . . . . . . . . . . . . . . 157 Shiba. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Q Shiba Family . . . . . . . . . . . . . . . . . . . . . . . . . . 53
first aid . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Shiba Guardian School . . . . . . . . . . . . . . . . . . 76
treatment . . . . . . . . . . . . . . . . . . . . . . . . . 157 Quick Reflexes (advantage). . . . . . . . . . . . . . 109 Shinjo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Meditation (skill) . . . . . . . . . . . . . . . . . . . . . . 164 quiver of arrows. . . . . . . . . . . . . . . . . . . . . . . 244 Shinjo Family. . . . . . . . . . . . . . . . . . . . . . . . . . 55
Meekness (disadvantage) . . . . . . . . . . . . . . . 134 shinjo horsebow . . . . . . . . . . . . . . . . . . . . . . 236
minions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309 R Shinjo Outrider School . . . . . . . . . . . . . . . . . . 85
Minor Clans. . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Shosuro Family . . . . . . . . . . . . . . . . . . . . . . . . 54
Mirumoto Family. . . . . . . . . . . . . . . . . . . . . . . 51 Rally (action) . . . . . . . . . . . . . . . . . . . . . . . . . 279 Shosuro Infiltrator School . . . . . . . . . . . . . . . . 79
Mirumoto Two-Heavens . . . . . . . . . . . . . . . . . 68 Rallying Cry (technique). . . . . . . . . . . . . . . . . 219 shūji. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214
momentum . . . . . . . . . . . . . . . . . . . . . . . . . . 253 range. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 shuriken. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237
Momoku (disadvantage). . . . . . . . . . . . . . . . 126 range bands . . . . . . . . . . . . . . . . . . . . . . . . . 265 Silenced (condition). . . . . . . . . . . . . . . . . . . . 273
money. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229 Ravenous Swarms (technique). . . . . . . . . . . . 204 Silencing Stroke (technique) . . . . . . . . . . . . . 227
Moto Conqueror School. . . . . . . . . . . . . . . . . 84 silhouette. . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Moto Family . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Sinful Whispers (technique). . . . . . . . . . . . . . 225

335

INDEX

Sinister Oni (NPC). . . . . . . . . . . . . . . . . . . . . 320 T V
Sixth Sense (advantage) . . . . . . . . . . . . . . . . 110
Skillful Rōnin (NPC). . . . . . . . . . . . . . . . . . . . 316 Tactical Assessment (technique) . . . . . . . . . . 178 Vapor of Nightmares (technique) . . . . . . . . . 195
skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 Tactics (skill). . . . . . . . . . . . . . . . . . . . . . . . . . 165 Veiled Menace Style (technique). . . . . . . . . . 181
tattoo needles. . . . . . . . . . . . . . . . . . . . . . . . 245 Venerable Provincial Daimyō (NPC). . . . . . . . 315
“low” skills . . . . . . . . . . . . . . . . . . . . . . . . 167 Tea (advantage). . . . . . . . . . . . . . . . . . . . . . . 115 vigilance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
ranks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Tea Ceremony (technique). . . . . . . . . . . . . . . 213 void points. . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
skirmishes . . . . . . . . . . . . . . . . . . . . . . . . . . . 262 tea set. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
Skulduggery (skill). . . . . . . . . . . . . . . . . . . . . 168 techniques. . . . . . . . . . . . . . . . . . . . . . . . . . . 172 W
Skulk (technique). . . . . . . . . . . . . . . . . . . . . . 226 Tempest of Air (technique) . . . . . . . . . . . . . . 195
sleeping garb . . . . . . . . . . . . . . . . . . . . . . . . 239 tent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Wait (action). . . . . . . . . . . . . . . . . . . . . . . . . . 264
Slippery Maneuvers (technique) . . . . . . . . . . 221 terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267 wakizashi. . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
Small Stature (advantage). . . . . . . . . . . . . . . 110 tessen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Wall of Earth (technique). . . . . . . . . . . . . . . . 201
Smithing (skill). . . . . . . . . . . . . . . . . . . . . . . . 149 tetsubō . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234 Wall of Fire (technique). . . . . . . . . . . . . . . . . 205
Snaring (quality). . . . . . . . . . . . . . . . . . . . . . . 241 Tetsubō of Earth (technique). . . . . . . . . . . . . 200 Wargear (quality). . . . . . . . . . . . . . . . . . . . . . 241
Soaring Slice (technique). . . . . . . . . . . . . . . . 177 The Body Is an Anvil (technique). . . . . . . . . . 186 Warrior’s Resolve (technique). . . . . . . . . . . . . 178
social attributes. . . . . . . . . . . . . . . . . . . . . . . . 37 The Cleansing Fire (technique). . . . . . . . . . . 204 Water Fist (technique). . . . . . . . . . . . . . . . . . 187
social objectives . . . . . . . . . . . . . . . . . . . . . . 254 The Fires from Within (technique). . . . . . . . . 205 Way of the Earthquake (technique). . . . . . . . 183
Social skills. . . . . . . . . . . . . . . . . . . . . . . 141, 150 The Great Silence (technique). . . . . . . . . . . . 184 Way of the Edgeless Sword (technique) . . . . 188
Softheartedness (disadvantage) . . . . . . . . . . 136 The Immovable Hand of Peace (technique) . 217 Way of the Falling Star (technique). . . . . . . . 186
Soshi Family. . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Theology (skill). . . . . . . . . . . . . . . . . . . . . . . . 158 Way of the Seafoam (technique). . . . . . . . . . 187
Soshi Illusionist School . . . . . . . . . . . . . . . . . . 80 The Rushing Wave (technique) . . . . . . . . . . . 211 Way of the Willow (technique). . . . . . . . . . . . 184
Soul Sunder (technique) . . . . . . . . . . . . . . . . 177 The Soul’s Blade (technique). . . . . . . . . . . . . 205 weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
spices. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 The Wind Blows Both Ways (technique). . . . 215 Weight of Duty (technique). . . . . . . . . . . . . . 217
Spinning Blades Style (technique). . . . . . . . . 180 Threshold Barrier (technique) . . . . . . . . . . . . 213 Well of Desire (technique). . . . . . . . . . . . . . . 221
spirits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287 Thunderclap Strike (technique). . . . . . . . . . . 180 whetstone. . . . . . . . . . . . . . . . . . . . . . . . . . . 245
status. . . . . . . . . . . . . . . . . . . . . . . . 37, 286, 305 Togashi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Whispers of Court (technique). . . . . . . . . . . . 215
Still the Elements (technique) . . . . . . . . . . . . 188 Togashi Order. . . . . . . . . . . . . . . . . . . . . . . . . 51 Whispers of Cruelty (disadvantage). . . . . . . . 129
Stirring the Embers (technique). . . . . . . . . . . 219 Togashi Tattooed Order . . . . . . . . . . . . . . . . . 69 Whispers of Doom (disadvantage) . . . . . . . . 129
Stonewall Tactics (technique). . . . . . . . . . . . . 216 Token of Memory (technique). . . . . . . . . . . . 195 Whispers of Failure (disadvantage). . . . . . . . 130
Stories (advantage). . . . . . . . . . . . . . . . . . . . 115 Tomb of Jade (technique). . . . . . . . . . . . . . . 201 Whispers of Poverty (disadvantage) . . . . . . . 130
strategic objectives. . . . . . . . . . . . . . . . . . . . 277 Touchstone of Courage (technique) . . . . . . . 217 Whispers of Treachery (disadvantage). . . . . . 130
Stride the Waves (technique). . . . . . . . . . . . . 211 Touch the Void Dragon (technique). . . . . . . . 188 Wicked Mahō-Tsukai (NPC). . . . . . . . . . . . . . 318
strife. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21, 29 Trade skills. . . . . . . . . . . . . . . . . . . . . . . 141, 165 Wings of the Phoenix (technique). . . . . . . . . 206
removing. . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Trained Ashigaru (NPC). . . . . . . . . . . . . . . . . 314 Wolf (NPC). . . . . . . . . . . . . . . . . . . . . . . . . . . 327
Strike (action). . . . . . . . . . . . . . . . . . . . . 252, 264 Travel (advantage). . . . . . . . . . . . . . . . . . . . . 115 Wolf’s Proposal (technique). . . . . . . . . . . . . . 215
Strike the Tsunami (technique). . . . . . . . . . . . 211 traveling clothes . . . . . . . . . . . . . . . . . . . . . . 239 Wordplay (advantage). . . . . . . . . . . . . . . . . . 116
Striking as Air (technique). . . . . . . . . . . . . . . 177 traveling rations. . . . . . . . . . . . . . . . . . . . . . . 245 Worldly Rōnin Path . . . . . . . . . . . . . . . . . . . . . 87
Striking as Earth (technique). . . . . . . . . . . . . 178 Tributaries of Trade (technique). . . . . . . . . . . 221 Wounded (condition). . . . . . . . . . . . . . . . . . . 273
Striking as Fire (technique) . . . . . . . . . . . . . . 178 trident. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235 Wrath of Kaze-no-Kami (technique). . . . . . . . 196
Striking as Void (technique). . . . . . . . . . . . . . 178 Truth Burns through Lies (technique). . . . . . . 219
Striking as Water (technique). . . . . . . . . . . . . 178 turns. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251 Y
Subtle Observer (advantage). . . . . . . . . . . . . 110
Subtle (quality). . . . . . . . . . . . . . . . . . . . . . . . 241 U yari. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
success . . . . . . . . . . . . . . . . . . . . . . . . . . 21, 297 Yari of Air (technique) . . . . . . . . . . . . . . . . . . 196
suffocation. . . . . . . . . . . . . . . . . . . . . . . . . . . 269 umbrella. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Yasuki Family. . . . . . . . . . . . . . . . . . . . . . . . . . 49
Suijin’s Embrace (technique). . . . . . . . . . . . . 211 unarmed . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237 Yasuki Merchant School. . . . . . . . . . . . . . . . . . 61
Summon Fog (technique) . . . . . . . . . . . . . . . 195 Unconscious (condition) . . . . . . . . . . . . . . . . 273 Yogo Family. . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Superstition (disadvantage). . . . . . . . . . . . . . 136 Unholy Fervor (technique). . . . . . . . . . . . . . . 225 Yogo Wardmaster School . . . . . . . . . . . . . . . . 81
Support of [One Group] (advantage). . . . . . . 110 Unholy (quality). . . . . . . . . . . . . . . . . . . . . . . 241 yumi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236
Survival (skill). . . . . . . . . . . . . . . . . . . . . . . . . 169 Unicorn Clan. . . . . . . . . . . . . . . . . . . . . . . 17, 48
sweets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 Unique Action (action). . . . . . . . . . . . . . 257, 264 Z
Sworn Enemy (disadvantage) . . . . . . . . . . . . 129 unmasking. . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Symbol of Earth (technique) . . . . . . . . . . . . . 200 zanbatō. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233
symbols examples. . . . . . . . . . . . . . . . . . . . . . . . . . . 31 zeni . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
explosive success. . . . . . . . . . . . . . . . . . . . 21 Utaku Battle Maiden School. . . . . . . . . . . . . . 86 Zombie Peasant (NPC). . . . . . . . . . . . . . . . . . 321
opportunity. . . . . . . . . . . . . . . . . . . . . . . . . 21 Utaku Family. . . . . . . . . . . . . . . . . . . . . . . . . . 55
strife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Utaku Steed (NPC). . . . . . . . . . . . . . . . . . . . . 327
success. . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Sympathetic Energies (technique). . . . . . . . . 211

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