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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 2: CREATING A CHARACTER

Dragon Clan Families The Mirumoto Family

The Agasha Family Ring Increase: +1 Earth or +1 Water
Skill Increases: +1 Fitness, +1 Tactics

Ring Increase: +1 Fire or +1 Void Glory: 44 Starting Wealth: 5 koku

Skill Increases: +1 Medicine, +1 Smithing The Mirumoto samurai are renowned for their unique

Glory: 40 Starting Wealth: 4 koku two-sword style, called niten or “Two-Heavens,” but

The Agasha are ever evolving, like the elements in nature. they are more than mere warriors. The Mirumoto over-

Although founded by a pacifist, many of their techniques see the management and duties of the Dragon Clan,

are invaluable in a fight. Once devoted to mysticism, allowing the Togashi monks to pursue their eccentric

they now combine it with the practical arts. Yet, perhaps paths on the way to Enlightenment. This makes the

change is only to be expected among the families of Mirumoto surprisingly practical and down-to-earth,

the Dragon. The Agasha have delved deeply into alche- willing to step in and help their region’s peasants when

my, metallurgy, and medicine. They blend the practical needed. As the largest family of their clan, the Mirumo-

effects of chemistry and construction with the mystical to are the samurai whom most think of when they think

effects of calling the spirits. It is a unique approach, and of the Dragon, and they are the Dragon most often

one that leads to the occasional spectacular disaster. met outside of their lands.

However, they are rarely disheartened, as they often The Togashi Order

learn more from failure than they do from success. Ring Increase: +1 Earth or +1 Void

The Kitsuki Family Skill Increases: +1 Fitness, +1 Theology

Ring Increase: +1 Air or +1 Water Glory: 45 Starting Wealth: 3 koku
Skill Increases: +1 Government, +1 Sentiment
More a monastic order than a true family, the Togashi

Glory: 44 Starting Wealth: 6 koku Order welcomes anyone willing to embrace their teach-

As befits the odd nature of their clan, even the courtiers ings and accomplish the challenges required to join, the

of the Dragon are unusual: the samurai of the Kitsuki first of which is finding one of the Togashi monasteries

family are most well-known for their keen perception and hidden high in the mountains. In truth, many of those

their investigative techniques that rely upon physical evi- able to find their way to the order were members of the

dence. They bring to the physical world the same atten- order in a past life, returning to continue their training

tion to detail that the Agasha bring to spiritual matters. and spiritual journey under the guidance of the Dragon

A small family, they serve the Empire as magistrates and Clan Champion. To the rest of the Empire, the order

the Dragon Clan as courtiers. In both roles, their eye for is known for skill with kōan (contemplative riddles) and

deception and knack for finding the truth serve them well. the martial arts, as well as for the beautiful and mystical

tattoos that grant them supernatural abilities.

CHAPTER 2: CREATING A CHARACTER

Lion Clan Families The Kitsu Family

The Akodo Family Ring Increase: +1 Void or +1 Water
Skill Increases: +1 Meditation, +1 Theology

Ring Increase: +1 Air or +1 Earth Glory: 40 Starting Wealth: 4 koku

Skill Increases: +1 Command, +1 Government All samurai venerate their ancestors, but the Kitsu

Glory: 44 Starting Wealth: 5 koku bloodline, which mingled with otherworldly beings,

The Akodo are the master strategists and tacticians of produces members who can part the veil to speak with

the Empire; no one understands war better. The Ako- them. The Kitsu are known for being traditional and

do embody the discipline and control of the Lion Clan, conservative, even among the Lion. All Kitsu answer

always weighing several options in order to strike at to the ancestors. Those without the talent to speak

the perfect time. They are warrior-scholars seeking to to spirits keep genealogies, tend to the tombs and

understand war and battle in all its complexity; no part shrines, and otherwise honor the noble dead.

of the martial disciplines is too small for their study The Matsu Family

and no part too large to evade their understanding. Ring Increase: +1 Earth or +1 Fire

“No army led by an Akodo has ever known defeat” Skill Increases: +1 Command, +1 Fitness

is a well-known adage, and no Akodo will allow it to Glory: 44 Starting Wealth: 5 koku

become untrue. The Matsu are the courageous, implacable heart of the

The Ikoma Family Lion. As the largest family in the Empire, the Matsu fill

Ring Increase: +1 Air or +1 Water the ranks of the vast Lion armies. Founded by Lady Mat-

Skill Increases: +1 Composition, +1 Performance su, one of the greatest of all samurai in the early Empire,

Glory: 40 Starting Wealth: 5 koku they retain many matriarchal traditions in her honor,

The Ikoma are the finest storytellers in the Empire. including several elite military units that are exclusive-

Their proud voices extol the virtues of Bushidō and, ly female. The Matsu exemplify the harsh militarism of

thus, the Lion Clan. They serve as the memory not only Bushidō. Due to their numbers, they are the Lion most

of the Lion Clan, but of the Empire as a whole; no fact well-known in popular culture. Fiery, honorable, unre-

is considered historical truth if it is not part of the Ikoma lenting: while the stereotype of the Lion exaggerates

histories. The Ikoma courtiers are the expressive face these traits, they are all part of the Matsu character.

of the Lion; their bards openly show the emotion Lion

samurai must hide. Boasts, tears, and stories are the

tools the Ikoma use to advance the Lion in the courts.

Phoenix Clan Families The Kaito Family

The Asako Family Ring Increase: +1 Air or +1 Void
Skill Increases: +1 Fitness, +1 Theology

Ring Increase: +1 Air or +1 Fire Glory: 40 Starting Wealth: 4 koku

Skill Increases: +1 Culture, +1 Sentiment The small Kaito family has been given the task of safe-

Glory: 40 Starting Wealth: 5 koku guarding the many shrines scattered across the Phoe-

The Asako are a quiet family, viewed as being content nix holdings, from small altars sheltered by a single tree

to follow their scholarly and philosophical pursuits to massive sanctuaries. To fulfill their responsibilities,

while the Isawa drive the goals of the Phoenix. The the Kaito have mastered the use of charmed arrows

Asako prize knowledge, but they prize wisdom even and prayers to protect the shrines from spiritual foes,

more, and they use their studies to advance their spir- and practical archery to fend off more mortal dangers.

itual evolution as well as their political agendas. The The Kaito are rarely seen outside the Phoenix lands, as

Asako serve as courtiers for the Phoenix, and they are they have so many tasks within, but they occasionally

much in demand as court scholars and tutors across make pilgrimages to visit other shrines.

the Empire. The Shiba Family

The Isawa Family Ring Increase: +1 Earth or +1 Water

Ring Increase: +1 Fire or +1 Void Skill Increases: +1 Meditation, +1 Tactics

Skill Increases: +1 Meditation, +1 Theology Glory: 40 Starting Wealth: 5 koku

Glory: 44 Starting Wealth: 5 koku The Shiba family descends from the Kami Shiba and

The Elemental Masters who sit on the Council of Five provides the Phoenix with a champion, but it bent the

are the true rulers of the Phoenix, and these masters knee to the Isawa family early in its history and has duti-

are almost always drawn from the Isawa. As one of the fully served it ever since. The Shiba focus on keeping

oldest shugenja families in the Empire, the Isawa have the Phoenix Clan safe and rely first and foremost on

had centuries to learn to commune with the spirits diplomacy before resorting to force. They are expect-

and the most effective ways to request their blessings. ed to be learned in scholarly ways as well as in the war-

Some might confuse authority with arrogance, but at rior arts, and they understand the shugenja they serve

heart, they are pious and dutiful, devoted to ensuring better than do most bushi families.

harmony and balance.

53

Scorpion Clan Families The Soshi Family

Ring Increase: +1 Air or +1 Void

The Bayushi Family Skill Increases: +1 Design, +1 Theology

Ring Increase: +1 Air or +1 Fire Glory: 40 Starting Wealth: 6 koku

Skill Increases: +1 Courtesy, +1 Design The Soshi are often overlooked, and that is how they

Glory: 44 Starting Wealth: 8 koku prefer things to be. They are most effective when

The motto of the Scorpion Clan’s primary lineage, “I unseen, offering up prayers in silence for the Scorpion.

can swim,” comes from a cautionary tale about their The Soshi live for subtlety: the gentle nudge, the whis-

SHINOBI treacherous nature. Charming, ruthless, deceitful, and pered word that sets everything into motion. Some-

Shinobi are covert agents vicious, the Bayushi appear as the villains they claim times this comes at a price, however, for their prefer-
and infiltrators who hide
to be. They are the sinister side of power, using the ence for acting at the perfect moment often makes
from sight and strike
with surprise and without arts of blackmail, poison, and seduction to control the them exceedingly cautious and prone to excessive

honor. The shinobi are enemies of the Empire, all while dancing a fine line to planning and information gathering.
a weapon of war, but
they are often used in avoid falling to true villainy themselves. For the Bay- The Yogo Family
times of peace to hide the
origin of an attack and ushi, the means are justified by the ends: a stable and Ring Increase: +1 Earth or +1 Void
deflect blame for drastic
but precise violence. The prosperous Empire. Skill Increases: +1 Composition, +1 Theology
use of such tactics, and
the shinobi themselves, The Shosuro Family Glory: 39 Starting Wealth: 4 koku
are officially banned
by Imperial edict, but Ring Increase: +1 Air or +1 Water The Yogo family is the most unfortunate family in the
somehow rumors of their
Skill Increases: +1 Courtesy, +1 Performance Empire: each scion of their line is cursed to betray the
use remain.
Glory: 40 Starting Wealth: 6 koku one they love the most. They try to ignore the curse by

When the Shosuro family is known to outsiders, it is burying themselves in their work and devotion to duty

for their acting talent and theatrical skills. Little does above all. To try to lift this curse, they have relentlessly

the Empire realize how fully the Shosuro embrace their studied prayers of protection and especially wards,

roles; many of the finest Scorpion spies are Shosuro through which they have mastered many techniques to

living as other people among the clans. While they are identify and fight evil magic. The Yogo are the most

master entertainers, they are often asked to turn their diligent and unappreciated servants of the Scorpion.

skills in acrobatics, acting, and other arts to darker and

bloodier ends for their clan.

54

CHAPTER 2: CREATING A CHARACTER

Unicorn Clan Families their stocky builds and the heavy beards of their men, to
their style of dress, the Moto seem foreign and strange
The Ide Family to Rokugani samurai. Indeed, the Moto have no use for
the soft trappings of what some call civilization; they
Ring Increase: +1 Earth or +1 Water are nomadic warriors seeking the next battle, and they
embrace that harsh life. While their heritage and culture
Skill Increases: +1 Commerce, +1 Courtesy are often questioned in Rokugan, their bravery is not.

Glory: 40 Starting Wealth: 9 koku

The Ide tirelessly serve as diplomats, couriers, and mer- The Shinjo Family

chants across Rokugan. While they are Unicorn through

and through, the Ide have learned to blend their for- Ring Increase: +1 Fire or +1 Water

eign customs with the traditions of the Empire to better Skill Increases: +1 Sentiment, +1 Survival

treat with their cousins. The Ide work to radiate calm Glory: 44 Starting Wealth: 8 koku

and competence, seeking to build alliances and friend- The Shinjo are the core of the Unicorn, the clan of

ships throughout the Empire. explorers who followed their Kami, Shinjo, into the dan-

The Iuchi Family gerous world beyond the Empire. This love of discovery

has not left the Shinjo, and they travel widely when they

Ring Increase: +1 Air or +1 Void can. They administrate and lead the Unicorn, working to

Skill Increases: +1 Meditation, +1 Theology keep all of the parts of the clan yoked together. Master

Glory: 40 Starting Wealth: 5 koku equestrians and scouts, the Shinjo pursue peace, but

The Iuchi are a priestly family, whose practices stretch never flinch from the prospect of war.

back to the time before the Unicorn returned to The Utaku Family

Rokugan. Iuchi shugenja practice a unique form of sor-

cery known as meishōdō, the art of using talismans and Ring Increase: +1 Earth or +1 Fire
Skill Increases: +1 Survival, +1 Tactics
names to manipulate the spirits. Their history makes

them more open to exploring different mystical paths Glory: 44 Starting Wealth: 6 koku

than are those bound by centuries of tradition. No other Unicorn family has so deeply and spiritual-

The Moto Family ly embraced Bushidō as the Utaku, who embody it in

their elite Battle Maidens, the Shiotome. The matriar-

Ring Increase: +1 Earth or +1 Fire chal Utaku allow only their women to ride to war; the

Skill Increases: +1 Command, +1 Survival Utaku men serve afoot as infantry and in the stables and

Glory: 40 Starting Wealth: 6 koku households, making them unusual among their own clan.

The Moto are considered to be the least civilized of the There is no finer heavy cavalry in the Empire than the

Unicorn families by the standards of the Empire. From Battle Maidens, and no finer equerries than Utaku men.

CHAPTER 2: CREATING A CHARACTER

Part II: Role and School Monks nominally stand aside from society, but many
samurai enter a monastic order. Most commonly, they
A character’s rings represent their potential, but their do this in their old age, but some become monks much
school and skills represent their learned expertise. earlier. At various points in history, monks have been
Each school grants a character access to a number of known to wield considerable political influence, even if
starting skills, techniques, abilities, and equipment, they are supposed to be above such earthly concerns.
along with a curriculum through which the character
can advance by spending experience (see page 97). Finally, some samurai serve their lords as shinobi—
though none admit to it openly, for the work of these
If a school’s starting techniques or curriculum grants assassins and spies is incompatible with adherence
a character a technique or the ability to purchase that to the Code of Bushidō. Shinobi are often deniable
technique, the character ignores any other prerequi- assets, and many were never samurai; however, some
sites listed for that technique. These prerequisites are members of the samurai caste are trained in these arts,
found in the technique’s entry in Chapter 4: Tech- especially among the Scorpion Clan. While shinobi are
quite rare, their influence over the course of history has
nreiqquuiessit.eTseacrhenmiqaureksedgrwanitthedthein=exscyemptbioonl. to their pre- been as substantial as it has been difficult to prove.

3. What is your Each school fits into one or more of these role cat-
character’s school, egories. A school’s role has little in the way of direct
and what roles does mechanical effect, but it is descriptive of the preparation
that school fall into? and duties that will affect your character’s mind-set and
options during the campaign. For instance, if you want
In Rokugan, duty is central to every samurai’s life. Samu- to play a character who wields supernatural powers, you
rai fulfill many different positions for their lords. Bushi are should select a shugenja or monk school. If you are more
warriors, guards, and instructors by trade, and courtiers interested in social exploration than combat, you should
are politicians, emissaries, and civil servants. Artisans choose a courtier or artisan instead of a bushi (or vice ver-
are creators, advisors, engineers, and scholars of art. sa). If you want stealth and deception to be an important
Shugenja are priests of the samurai caste who share a part of your character’s story, you might choose a shinobi.
special bond with the kami. This bond and the secrets of
their ancient schools let them invoke miraculous powers During this step, a player chooses a single school
that more common religious leaders cannot wield. They within their clan for their character. If you wish for
are few in number, but substantial in their influence. your character to study at another school outside of
their clan, ask your GM’s permission and work out a set
of circumstances that have allowed for your character
to receive their unusual training.

TECHNIQUES IN Elements of your school
CURRICULUM TABLES
Each of the schools presented here follows a certain $$ Starting Techniques: These are techniques
Each technique in a cur- mold. Let’s take a moment and go over the differ- your character starts the game with. Unless the
riculum has its category ent elements that go into each school, and how that entry specifies that you must choose from a
modifies your character. list, your character starts with everything listed
noted with a icon: here. Techniques are listed in Chapter 4.
$$ School Name: This is the name of your school,
 Kata (p. 174) which also identifies the family who administers $$ School Ability: Each school has a unique abil-
the dōjō of that particular school of training. ity associated with it. Your character gains that
 Kihō (p. 182) ability when you choose the school.
$$ School Description: This is a brief flavorful
 Invocations (p. 189) description of your school. $$ Starting Outfit: This is the clothing and equip-
ment your character starts play with.
 Rituals (p. 212) $$ Rings: When you select this school, this speci-
fies which of your character’s rings you increase $$ School Curriculum Table and Mastery Ability:
 Shūji (p. 214) by the specified amount. The rest of the school writeup consists of a cur-
riculum advancement table. This is organized
 Mahō (p. 224) $$ Starting Skills: This entry specifies a collection into ranks, each with a number of advancements
of skills that you can elect to give your character listed (skills, skill groups, techniques, technique
 Ninjutsu (p. 226) a rank in. It also specifies the number of skills groups). The = symbol denotes privileged
you can choose (unlike the rings, you must access to techniques or groups. As you use
choose a number from the overall list). experience points to purchase these advance-
ments, you increase your character’s rank in their
$$ Honor: This is your character’s starting honor. school, which makes their school ability more
powerful. At rank 6, they gain a powerful and
$$ Techniques Available: These are the types of unique Mastery Ability as well.
techniques your character can purchase when
they advance after character creation.

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE
Skl. Grp.
Hida Defender School [Bushi] Martial Skills Skill CRAB SCHOOLS
Skill
Producing the most stalwart protectors of Rokugan Command Skill The Crab Clan is stalwart
against the horrors that mass beyond the Kaiu Wall, the Tech. Grp. and practical in a way
Hida Defender School teaches its disciples fortitude, RANK 1 Medicine Technique most other clans are not.
courage, and practicality in equal measure. Goblins, Technique Crab samurai cannot
demons, and the unliving are not honorable foes, and Survival Skl. Grp. afford frivolity or distrac-
Hida Defenders cannot afford to behave as though the Skill tions to nearly the same
fight against these creatures is fair. While any warrior with Rank 1 Kata  Skill degree that most others
a strong will can attempt to slay a stone-skinned oni or Skill can, for a single gap in
die in the attempt, the Hida Defenders know their duty = Rushing Avalanche Style  Tech. Grp. the Kaiu Wall can spell
is to endure. From their heavily plated armor to their Technique death to hundreds, and a
techniques for shattering iron hides with mighty ham- Honest Assessment  Technique single missed shipment of
mer blows, Hida Defenders have developed an armory Skl. Grp. goods can doom valiant
and fighting style that gives them the utmost advantage Martial Skills Skill defenders. Despite their
and greatest chance of not just victory, but survival. Skill grim circumstances, the
Rings: +1 Earth, +1 Water Command Skill Crab are not without
Starting Skills (choose five): +1 Fitness, +1 Martial Tech. Grp. hope. Heroes arise every
Arts [Melee], +1 Martial Arts [Ranged], +1 Martial Arts RANK 2 Labor Technique generation to strike down
[Unarmed], +1 Meditation, +1 Survival, +1 Tactics Technique the monsters that threat-
Honor: 40 Theology Skl. Grp. en the realm, great engi-
Techniques Available: Kata (), Rituals (), Shūji () Skill neers invent new solutions
Starting Techniques: Rank 1–2 Kata  Skill to combat the armies of
Skill the Shadowlands, and
$$ Kata: = Lord Hida’s Grip = Touchstone of Courage  Tech. Grp. scholars uncover new
Technique secrets that might turn
$$ Kata (choose one): Striking as Earth, Striking Slippery Maneuvers  Technique the tides of battle. The
as Water Skl. Grp. Crab Clan schools must
Trade Skills Skill prepare their students
Way of the Crab (School Ability): Ignore the Cumber- Skill for the worst. They seek
some quality of armor you wear. Fitness Skill to draw out the best in
Tech. Grp. their charges so that they
Once per round, before making a check to resist a RANK 3 Martial Arts [Melee] Technique can vanquish the dreadful
critical strike, you may reduce the severity of that criti- Technique challenges they will
cal strike by the physical resistance of your armor plus Meditation inevitably face.
your school rank (to a minimum of 0).
Starting Outfit: Lacquered armor, traveling clothes, Rank 1–3 Kata 
daishō (katana and wakizashi), tetsubō or ōtsuchi (war club
or hammer), club, knife, traveling pack. = Iron in the Mountains Style 

Rallying Cry 

Scholar Skills

Fitness

RANK 4 Martial Arts [Melee]

Meditation

Rank 1–4 Kata 
= Striking as Void 

A Samurai's Fate 

Martial Skills

Command

RANK 5 Survival

Theology

Rank 1–5 Kata 

Rouse the Soul 

The Immovable Hand of Peace 

RANK 6 The Mountain Does Not Fall
(Mastery Ability): At the beginning of your
turn, you may spend 1 Void point. If you do,
ignore all of your conditions, terrain, and
negative persistent effects of techniques and
abilities. Do not apply your disadvantages
to checks. If you would die, you cling to life
for a few moments longer instead (but still
die when the effect ends). This effect persists
until the end of your next turn.

57

RANK 1 ADVANCE TYPE
Martial Skills Skl. Grp.
RANK 2 Medicine Skill
Survival Skill
Hiruma Scout School [Bushi, Shinobi] RANK 3 Theology Skill
Rank 1 Kata  Tech. Grp.
The Shadowlands never sleep and neither can those RANK 4 Threshold Barrier  Technique
who watch them. Scouting the Shadowlands is a dan- = Slippery Maneuvers  Technique
gerous task and one that requires intense preparation. RANK 5 Trade Skills Skl. Grp.
The Hiruma saw their lands swallowed by the forces of Martial Arts [Unarmed] Skill
demons, and they will die before seeing more of the Martial Arts [Ranged] Skill
Empire lost beneath their shadow. Trained to observe Smithing Skill
and get out, only striking when the reward exceeds the Rank 1–2 Water Shūji  Tech. Grp.
risk, samurai of the Hiruma School are about patience = Skulk  Technique
and endurance above all. They are masters of survival Lord Hida's Grip  Technique
and mobility. When a Hiruma Scout is rotated out to Martial Skills Skl. Grp.
serve within the borders of the Empire, their haunted Command Skill
look and wary demeanor marks them as a veteran. Skulduggery Skill
Rings: +1 Air, +1 Water Survival Skill
Starting Skills (choose five): +1 Fitness, +1 Martial Rank 1–3 Kata  Tech. Grp.
Arts [Melee], +1 Martial Arts [Ranged], +1 Skulduggery, = Deadly Sting  Technique
+1 Survival, +1 Tactics, +1 Theology Touchstone of Courage  Technique
Honor: 35 Scholar Skills Skl. Grp.
Techniques Available: Kata (), Rituals (), Shūji () Command Skill
Starting Techniques: Martial Arts [Ranged] Skill
Tactics Skill
$$ Kata (choose one): = Pelting Hail Style, Rank 1–4 Air Shūji  Tech. Grp.
= Rushing Avalanche Style = Noxious Cloud  Technique
Crashing Wave Style  Technique
$$ Kata (choose one): Striking as Air, Striking as Martial Skills Skl. Grp.
Water Command Skill
Smithing Skill
Flickering Flame Skirmisher (School Ability): After Survival Skill
performing an Attack action, you may change your Rank 1–5 Kata  Tech. Grp.
stance. If you do, increase the TN of Attack checks by Rouse the Soul  Technique
creatures of silhouette 3 or larger targeting you by your = Silencing Stroke  Technique
school rank until the start of your next turn.
Starting Outfit: Traveling clothes, ashigaru armor, RANK 6 Slayer’s Slash (Mastery Ability): Increase
daishō (katana and wakizashi), yari (spear) or yumi (bow) the severity of critical strikes you inflict on
and quiver of arrows, knife, traveling pack, finger of jade. targets of silhouette 3 or larger by your ranks
in Survival.

58

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE

Kaiu Engineer School [Artisan, Bushi] Trade Skills Skl. Grp.

Since the Crab Clan’s founding, the Kaiu’s duty has RANK 1 Martial Arts [Ranged] Skill
been to arm the clan’s samurai to defeat their enemies, Smithing Skill
be it with weapons, siege engines, or insight. As the Tactics Skill
inventive arm of the Crab, the Kaiu Engineer supplies
all of these things. Trained in logistics, versed in tac- Rank 1 Earth Shūji  Tech. Grp.
tics, and filled with ingenuity, the Kaiu dōjō is not only = Pelting Hail Style  Technique
a warrior college, but also the foremost engineering Hawk’s Precision  Technique
school in the Empire. It is the Kaiu engineers who sup-
port the foot solders of the Crab, building bridges over RANK 2 Martial Skills Skl. Grp.
inhospitable terrain, crafting armor strong enough to Command Skill
withstand even an oni’s blow, and forging the rare Kaiu Medicine Skill
blades, which are among the greatest swords in the
Empire. If the situation is bleak, and there is no clear Smithing Skill
path to victory, then the Kaiu Engineer will forge one! Rank 1–2 Kata  Tech. Grp.
Rings: +1 Earth, +1 Fire = Battle in the Mind  Technique
Starting Skills (choose five): +1 Command, +1 Design, = Noxious Cloud  Technique
+1 Labor, +1 Martial Arts [Ranged], +1 Medicine, +1 Social Skills
Smithing, +1 Theology Government Skl. Grp.
Honor: 40 Skill
Techniques Available: Kata (), Rituals (), Shūji ()
Starting Techniques: RANK 3 Martial Arts [Ranged] Skill
Smithing Skill
$$ Kata: = Tactical Assessment Rank 1–3 Water Shūji  Tech. Grp.
= Pillar of Calm  Technique
$$ Shūji: Stirring the Embers, Stonewall Tactics Flowing Water Strike  Technique
Artisan Skills Skl. Grp.
Masterful Builder (School Ability): Once per scene,
when making a check to use an item you personally RANK 4 Command Skill
crafted, you may add a number of kept  set to  Labor Skill
results equal to your school rank. Tactics Skill
Starting Outfit: Traveling clothes, ceremonial clothes,
ashigaru armor, daishō (katana and wakizashi), club, Rank 1–4 Fire Shūji  Tech. Grp.
oyumi (crossbow), quiver of bolts, traveling pack. Technique
= Soul Sunder Technique


Iron in the Mountains Style 

RANK 5 Scholar Skills Skl. Grp.
Command Skill
Smithing Skill

Tactics Skill
Rank 1–5 Earth Shūji  Tech. Grp.
Sear the Wound  Technique

Pin the Fan  Technique

RANK 6 Ingenious Design (Mastery Ability): When
you construct an item, you may add or
remove one quality from the item. You must
describe to the GM how the item possesses
(or lacks) the usual quality, and the GM is the
final arbiter of whether an addition (or sub-
traction) is appropriate.

59

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE

KUNI INVOCATIONS Martial Skills Skl. Grp. Kuni Purifier School [Shugenja, Bushi]

The Kuni Purifier School RANK 1 Skulduggery Skill The Kuni Purifiers master knowledge and prayers to
teaches its students Survival Skill deny the Shadowlands forces any foothold inside the
Theology Skill Empire. To this end, they have specialized in invoca-
invocations by utilitarian tions to the earth kami to strike down or banish the
names, for its members Rank 1 Earth Invocations  Tech. Grp. evil servants of Fu Leng. From the time of their school’s
know the kami will founding, the Kuni Purifiers have sought to understand
answer their righteous = Bind the Shadow  Technique the nature of the threat the Crab fight against. This has
cause without the need led them down dangerous paths, and no small number
for elaborate embellish- Biting Steel  Technique have fallen to the very corruption they study. The Kuni
ments. (See Invocation Purifiers paint their faces in stylized Kabuki-like pat-
Scholar Skills Skl. Grp. terns to protect their true identities from the insidious
Names and Traditions on Command Skill tendrils of the Shadowlands. Eternal vigilance, shading
page 190 in Chapter 4: Performance Skill into unending paranoia, is the lot of the Kuni Purifiers.
Techniques). Rings: +1 Earth, +1 Fire
Starting Skills (choose three): +1 Martial Arts [Melee],
RANK 2 Skulduggery Skill +1 Medicine, +1 Sentiment, +1 Skulduggery, +1 Sur-
Rank 1–2 Water Invocations  Tech. Grp. vival, +1 Theology
= Crimson Leaves Strike  Technique Honor: 35
Techniques Available: Invocations (), Kata (), Rit-
Symbol of Earth  Technique uals ()
Trade Skills Skl. Grp.
Martial Arts [Unarmed] Skill Starting Techniques:

RANK 3 Sentiment  Skill $$ Kata (choose one): Striking as Earth, Striking
Theology  Skill as Fire
Rank 1–3 Fire Invocations  Tech. Grp.
= Rise, Earth Technique $$ Invocations: Armor of Earth, Jade Strike
Open Hand Style Technique
Martial Skills Skl. Grp. $$ Rituals: Commune with the Spirits, Threshold
Barrier
RANK 4 Medicine Skill
Survival Skill Gaze into Shadow (School Ability): Once per round,
Theology Skill when you make a check targeting or involving a Taint-
ed being, you may choose a number of your kept dice
Rank 1–4 Earth Invocations  Tech. Grp. up to your school rank containing  symbols. Set each
Technique of these dice to a  result. You cannot use this ability if
= Tomb of Jade  Technique you are unsure if a being is Tainted or not.
Starting Outfit: Sanctified robes, wakizashi (short
Flowing Water Strike  sword), knife, makeup kit, scroll satchel, traveling pack.

RANK 5 Social Skills Skl. Grp.
Government Skill
Theology Skill

Tactics Skill

Rank 1–5 Air Invocations  Tech. Grp.

Earthquake  Technique

Soul Sunder  Technique

RANK 6 Purge the Wicked (Mastery Ability): Once
per game session, you may spend 1 Void
point to wield an invocation against all the
wicked in your sight. Instead of affecting its
usual targets, the next invocation technique
you perform targets each Tainted being
in range.

60

ADVANCE TYPE
Skl. Grp.
Trade Skills Skill
Skill
Command Skill
Tech. Grp.
RANK 1 Design Technique
Technique
Government Skl. Grp.
Skill
Rank 1 Earth Shūji  Skill
= Tributaries of Trade  Skill
Tech. Grp.
All in Jest  Technique
Technique
Social Skills Skl. Grp.
Skill
Commerce Skill
Skill
RANK 2 Composition Tech. Grp.
Technique
Culture Technique
Skl. Grp.
Rank 1–2 Fire Shūji  Skill Yasuki Merchant School [Courtier]
= Ebb and Flow  Skill
Skill Enemies of the Crab say the Yasuki are little more than
Slippery Maneuvers  Tech. Grp. merchants—the Yasuki would counter that they are
Technique much more. They are masters of the arts of commerce
Scholar Skills Technique and the flow of commodities, considered an uncouth
Skl. Grp. and deplorable set of skills in Rokugan. The Yasuki can
Commerce Skill acquire goods and services, even ones that a person
Skill may not yet know they need, in exchange for promises
RANK 3 Martial Arts [Ranged] Skill of assistance for their family and clan in the future. The
Tech. Grp. Yasuki always keep their bargains, and they ensure that
Seafaring Technique their partners do the same.
Technique Rings: +1 Air, +1 Earth
Rank 1–3 Air Shūji  Starting Skills (choose five): +1 Commerce, +1 Com-
= Pillar of Calm  position, +1 Courtesy, +1 Culture, +1 Design, +1 Gov-
ernment, +1 Martial Arts [Ranged]
Lord Hida’s Grip  Honor: 40
Techniques Available: Kata (), Rituals (), Shūji ()
Trade Skills Starting Techniques:

Command $$ Shūji: = Artisan’s Appraisal

RANK 4 Government $$ Shūji (choose one): Rustling of Leaves, Well of
Desire
Sentiment
Way of the Carp (School Ability): As a downtime
Rank 1–4 Water Shūji  activity, if you have access to a market, you may acquire
= Buoyant Arrival  a number of items up to your school rank of rarity 4 or
lower, or a single item of up to rarity 4 plus your school
Bravado  rank. You do not need to make a check or expend mon-
ey to acquire these items, nor do you need to forfeit or
Social Skills stake honor or glory for the act of acquiring them, even
if they are not befitting of your station or Forbidden
Commerce (though displaying them openly later is a different mat-
ter). The GM can still apply rarity adjustments as usual
RANK 5 Culture based on the specifics of the market available.
Starting Outfit: Traveling clothes, ceremonial clothes,
Design wakizashi (short sword), knife, yumi (bow), quiver of

Rank 1–5 Void Shūji  arrows, calligraphy set, traveling pack.

The Immovable Hand of Peace 

= Lady Doji’s Decree 

RANK 6 Treasures of the Carp (Mastery Ability):
Once per game session, you may give away
one item in your possession to reduce the
TN of the next Social skill check you make
targeting the recipient by an amount equal to
the rarity of the item. For each point by which
this would reduce the TN below 1, add a
kept  set to an  result to your check.

61

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE
Skl. Grp.
CRANE SCHOOLS Asahina Artificer School Artisan Skills Skill
[Shugenja, Artisan] Skill
The Crane Clan is Courtesy Skill
concerned foremost with Art and religion intertwine for the Asahina, for to them, Tech. Grp.
preserving Rokugani cul- faith, beauty, and peace are all aspects of the same RANK 1 Culture Technique
ture and ensuring civility truth. The Asahina take any opportunity to teach their Technique
in the courts. To that end, philosophy and try to improve harmony in the Empire. Theology Skl. Grp.
the schools of the Crane Their focus on the creation of beautiful things is sim- Skill
ply another aspect of their attempt to spread art and Rank 1 Air Invocations  Skill
Clan inculcate proper peace throughout Rokugan. Many a conflict has been Skill
decorum in all their defused by an Asahina religious ritual that presented a Path to Inner Peace  Tech. Grp.
peaceful path forward. The Asahina do their utmost to Technique
students regardless of live their pacifistic ideals in a world fraught with conflict. = Artisan’s Appraisal  Technique
their primary curriculum, It is arduous, but they persevere, secure in their beliefs. Skl. Grp.
Rings: +1 Air, +1 Fire Scholar Skills Skill
so much so that Crane Starting Skills (choose three): +1 Aesthetics, +1 Cour- Skill
are sometimes perceived tesy, +1 Culture, +1 Design, +1 Games, +1 Theology Aesthetics Skill
as priggish or haughty by Honor: 50 Tech. Grp.
members of other clans. Techniques Available: Invocations (), Rituals (), RANK 2 Design Technique
Crane samurai are also Shūji () Technique
expected to have at least Performance Skl. Grp.
a basic appreciation for Starting Techniques: Skill
Rank 1–2 Water Invocations  Skill
the arts if they are not $$ Invocations (choose three): Blessed Wind, Skill
artisans themselves. = Armor of Radiance, Inari’s Blessing, Reflec- = Grasp of the Air Dragon  Tech. Grp.
tions of P’an Ku, Token of Memory Technique
ASAHINA INVOCATIONS Tea Ceremony  Technique
$$ Rituals: Commune with the Spirits, Cleansing Rite Skl. Grp.
The Asahina Artificer Social Skills Skill
School teaches its Spiritual Artisan (School Ability): When making a Skill
check to mystically summon an illusion or to summon, Aesthetics Skill
students invocations by augment, or awaken an object, you may add a number Tech. Grp.
Elemental names, for they of kept  set to  results equal to your school rank. RANK 3 Design Technique
Starting Outfit: Sanctified robes, wakizashi (short Technique
continue the traditions sword), knife, yumi (bow), quiver of arrows, scroll satchel, Theology
passed down from Isawa traveling pack.
Rank 1–3 Fire Invocations 
Asahina, their founder.
(See Invocation Names = Wings of the Phoenix 
and Traditions on page
Vapor of Nightmare 
190 in Chapter 4:
Techniques). Artisan Skills

Fitness

RANK 4 Performance

Theology

Rank 1–4 Water Invocations 
= Bend with the Storm 

Rise, Air 

Scholar Skills

Aesthetics

RANK 5 Design

Performance

Rank 1–5 Air Invocations 

Ever-Changing Waves 

Buoyant Arrival 

RANK 6 Stir the Slumbering Spirit (Mastery Abili-
ty): Once per game session as a downtime
activity, you may make a TN 4 Artisan (Void)
check to awaken an item’s spirit. If you suc-
ceed, until the end of the game session, it
becomes a nemuranai (see page 307) with
a sealed invocation of your choice based on
the item’s history. The GM is the final arbiter
of the appropriateness of any invocation
selected this way.

ADVANCE TYPE

Martial Skills Skl. Grp.
Skill
Courtesy Skill
Skill
RANK 1 Government Tech. Grp.
Technique
Sentiment Technique
Skl. Grp.
Rank 1 Kata  Skill
Skill
= Crescent Moon Style  Skill
Tech. Grp.
Stonewall Tactics  Technique
Technique
Scholar Skills Skl. Grp.
Skill
Courtesy Skill
Skill
RANK 2 Martial Arts [Melee] Tech. Grp.
Technique
Tactics Technique
Skl. Grp.
Rank 1–2 Earth Shūji  Skill
Skill
= Flowing Water Strike  Skill
Tech. Grp.
Lady Doji’s Decree  Technique
Technique
Daidoji Iron Warrior School [Bushi] Martial Skills Skl. Grp.
Skill
The warriors from the Daidoji dōjō form the core of Command Skill
their clan’s small standing army. They are highly trained Skill
heavy infantry who can hold the line and delay the RANK 3 Courtesy Tech. Grp.
advance of any foe. Many enemies have broken on the Technique
unwavering spears and iron discipline of the Daidoji Sentiment Technique
Iron Warriors. When there are no wars to fight, many are
assigned as protectors of Crane castles or as yōjimbō Rank 1–3 Kata 
(bodyguards) to traveling Crane courtiers. Their watch-
fulness and solidarity have prevented countless heated = Crashing Wave Style 
moments from getting out of hand, though it is said
that most Daidoji prefer the honesty of the battlefield. Ebb and Flow 
Rings: +1 Earth, +1 Water
Starting Skills (choose five): +1 Command, +1 Cour- Social Skills
tesy, +1 Culture, +1 Fitness, +1 Government, +1 Mar-
tial Arts [Melee], +1 Tactics Fitness
Honor: 55
Techniques Available: Kata (), Rituals (), Shūji () RANK 4 Martial Arts [Melee]
Starting Techniques:
Tactics
$$ Kata: = Iron Forest Style
Rank 1–4 Air Shūji 
$$ Kata (choose one): Striking as Earth, Striking
as Water = Striking as Void 

Vigilance of Mind (School Ability): Once per round, A Samurai’s Fate 
when another character within range of one of your
readied melee weapons would suffer physical damage, Martial Skills
you may intercept. If you do, you may suffer fatigue up
to your school rank to reduce the damage the target Aesthetics
suffers by twice that amount.
Starting Outfit: Lacquered armor, ceremonial clothes, RANK 5 Culture
daishō (katana and wakizashi), yari (spear) or naginata
(polearm), yumi (bow), quiver of arrows, knife, calligra- Government
phy set, traveling pack.
Rank 1–5 Kata 

The Immovable Hand of Peace 

Rouse the Soul 

RANK 6 To Tread the Sword (Mastery Ability): When
you use the Guard action, instead of guarding
one character, you may choose to guard a
number of other characters in range up to your
ranks in Martial Arts [Melee].

63

ADVANCE TYPE

Social Skills Skl. Grp.
Skill
Aesthetics Skill
Skill
RANK 1 Culture Tech. Grp.
Technique
Composition Technique
Skl. Grp.
Rank 1 Air Shūji  Skill
Skill
= Civility Foremost  Skill
Tech. Grp.
= Tea Ceremony  Technique
Technique
Scholar Skills Skl. Grp.
Skill
Command Skill
Skill
RANK 2 Courtesy Tech. Grp.
Technique
Tactics Technique
Skl. Grp.
Rank 1–2 Water Shūji  Skill
Skill
= The Wind Blows Both Ways  Skill
Tech. Grp.
Doji Diplomat School [Courtier] Artisan’s Appraisal  Technique
Technique
No one plays the game of court better than the Artisan Skills Skl. Grp.
Crane—after all, their clan wrote the rules. The Doji Skill
Diplomats choreograph the courtly dance of favors Courtesy Skill
exchanged, gifts given, and the right people invited Skill
to private gatherings. The Doji are always on the lead- RANK 3 Games Tech. Grp.
ing edge of fashion and culture, and Doji Diplomats Technique
need never use an unkind word: their silence speaks Performance Technique
volumes, and a simple gesture says even more. Their
networks of favors, gifts, and invitations allow them to Rank 1–3 Earth Shūji 
weigh the ebb and flow of the social side of the Empire
ATTENDANTS and adjust the scales to their benefit. = Regal Bearing 
Rings: +1 Air, +1 Water
Some samurai travel Starting Skills (choose five): +1 Aesthetics, +1 Com- Ebb and Flow 
with an aid sent by their position, +1 Courtesy, +1 Culture, +1 Design, +1 Gov-
ernment, +1 Martial Arts [Ranged] Social Skills
lord, a lower-ranking Honor: 50
samurai they keep on re- Techniques Available: Kata (), Rituals (), Shūji () Government
tainer, or an apprentice. Starting Techniques:
RANK 4 Composition
To create an atten- $$ Shūji (choose one): Cadence, Shallow Waters,
dant for a PC samurai Whispers of Court Tactics
assigned one, use the
Humble Peasant profile $$ Shūji: = Lady Doji’s Decree Rank 1–4 Air Shūji 

(see page 313), in- Speaking in Silence (School Ability): Once per scene = Bend with the Storm 
crease status by +5, and when making a check to persuade or influence some-
one, you may add a number of kept  set to a  Pillar of Calm 
add one NPC Template results equal to your school rank.
(see page 311) of the Starting Outfit: Ceremonial clothes, wakizashi (short Scholar Skills
player’s choice. Do sword), yumi (bow) or yari (spear), calligraphy set, trav-
not select techniques, eling pack, an attendant or Rokugani pony (see page Aesthetics
but each time the 326).
RANK 5 Courtesy
character’s school rank
increases, the player Command

adds one technique to Rank 1–5 Void Shūji 
the attendant’s profile
from a listed category. Buoyant Arrival 

During conflicts, atten- The Immovable Hand of Peace 
dants do not take their
own turns. As a Support RANK 6 The Lady’s Grace (Mastery Ability): Once per
action, a samurai may scene, you may spend 1 Void point to reduce
instruct their attendant your strife to 0. When you do, each friendly
to perform one action. character in the scene may reduce their strife
by your honor rank.

64

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE
Skl. Grp.
Kakita Duelist School [Bushi, Artisan] Martial Skills Skill
Skill
The Kakita Duelist School emphasizes “one strike, Aesthetics Skill
one kill,” seeking for its students to master the one Tech. Grp.
perfect strike performed in an iaijutsu duel. For the RANK 1 Courtesy Technique
Kakita Duelists, such is the pinnacle of all martial skills. TTeecchhnniiqquuee
While other martial skills are not neglected, neither are Sentiment STekcl.hGnriqpu. e
they the focus of the Kakita Dueling Academy in Tsu- Skill
ma. Although some might critique such single-mind- Rank 1 Kata  Skill
ed dedication, the Kakita Duelists are the best in the Skill
Empire. Their skill with the katana in this arena com- = Iaijutsu Cut: Crossing Blade  Tech. Grp.
plements the Doji mastery of court, and reinforces the Technique
Crane hold on the political flow of the Empire. Cadence  Technique
Rings: +1 Air, +1 Earth Skl. Grp.
Starting Skills (choose five): +1 Courtesy, +1 Design, SCcahdoelnarceS kills  Skill
+1 Fitness, +1 Martial Arts [Melee], +1 Meditation, +1 Skill
Sentiment, +1 Smithing Martial Arts [Melee] Skill
Honor: 50 Tech. Grp.
Techniques Available: Kata (), Rituals (), Shūji () RANK 2 Martial Arts [Ranged] Technique
Starting Techniques: Technique
Smithing Skl. Grp.
$$ Kata: = Iaijutsu Cut: Rising Blade Skill
Rank 1–2 Kata  Skill
$$ Shūji (choose one): Shallow Waters, Weight = All Arts Are One  Skill
of Duty = Thunderclap Strike  Tech. Grp.
Technique
Way of the Crane (School Ability): Once per round, Artisan Skills Technique
you may increase or decrease the severity of a critical Skl. Grp.
strike you inflict by an amount up to your school rank. Martial Arts [Melee] Skill
Starting Outfit: Traveling clothes, ceremonial clothes, Skill
daishō (katana and wakizashi), yari (spear) or RANK 3 Meditation Skill
yumi (bow), quiver of arrows, traveling pack, Tech. Grp.
an attendant or Rokugani pony (see Survival Technique
page 326). Technique
Rank 1–3 Air Shūji 
= A Samurai’s Fate 

Heartpiercing Strike 

Social Skills

Fitness

RANK 4 Tactics

Martial Arts [Melee]

Rank 1–4 Kata 
= Striking as Void 

Pillar of Calm 

Martial Skills

Aesthetics

RANK 5 Survival

Theology

Rank 1–5 Fire Shūji 

Soul Sunder 

Rouse the Soul 

RANK 6 Strike with No Thought (Mastery Ability,
Action): Once per scene, as an Attack and
Movement action, you may make a Martial
Arts [Melee] (Void) check targeting one char-
acter at range 2–3 using a sheathed katana or
wakizashi. The TN of this check is equal to your
target’s vigilance.

You immediately move to range 1 of your
target and draw the weapon you used. If you
succeed, your target suffers a critical strike with
severity equal to the deadliness of your weapon
plus your bonus successes.
+: One character of your choice at range 0–2
of your target per  spent this way suffers the
Dazed and Disoriented conditions.
 +: Treat the maximum range of this technique
as 1 higher per   spent this way.

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE
Skl. Grp.
DRAGON SCHOOLS Scholar Skills Skill Agasha Mystic School [Shugenja]
Skill
Ostensibly, the Dragon Fitness Skill The Agasha Mystics mix practical arts with their invo-
Clan’s chief aim is to Tech. Grp. cations, using alchemical items and metallurgy as foci
RANK 1 Meditation Technique for their mystical arts. Through this, they have learned
record and reflect upon Technique that all of the Elements are linked, and there is great
the happenings of the Smithing Skl. Grp. power to be found in the changing of their states. They
Emerald Empire, but Skill make chemical mixtures that enhance or are enhanced
Rank 1 Earth Invocations  Skill by their magic, which are used for everything from
others wonder if there is = Heart of the Water Dragon  Skill simple entertainment to warfare. The Agasha weave
some other objective the Tech. Grp. their prayers into every item they create, from swords
Dragon are pursuing in Divination  Technique to medicine, seeking to push the limits of their under-
secret. The schools of the Technique standing. Agasha Mystics are used to venturing out
Kitsuki and the Agasha Trade Skills Skl. Grp. into the world, looking for inspiration from nature in all
train their scholars, inves- Skill its multitude of forms.
tigators, and shugenja to Fitness Skill Rings: +1 Earth, +1 Water
perceive the natural world Skill Starting Skills (choose three): +1 Fitness, +1 Mar-
and classify their observa- RANK 2 Medicine Tech. Grp. tial Arts [Unarmed], +1 Medicine, +1 Meditation, +1
tions, while the teachings Technique Smithing, +1 Theology
Theology Technique Honor: 40
of the Mirumoto and Skl. Grp. Techniques Available: Invocations (), Rituals (),
Togashi dōjō seem more Rank 1–2 Water Invocations  Skill Shūji ()
concerned with individual = Power of the Earth Dragon  Skill
Enlightenment, whether = Touchstone of Courage  Skill Starting Techniques:
through the sword or the Tech. Grp.
soul. All Dragon samurai Martial Skills Technique $$ Invocations (choose one): The Fires from
emphasize individuality, Technique Within, Tetsubō of Earth
Command Skl. Grp.
however, and there is Skills $$ Invocations: Path to Inner Peace, Jurōjin’s Balm
often more variety among RANK 3 Medicine Skill
Skill $$ Rituals: Cleansing Rite, Commune with the
the students within the Theology Tech. Grp. Spirits
same Dragon school than Technique
there is between students Rank 1–3 Fire Invocations  Technique Elemental Transmutation (School Ability): When per-
of different schools in the forming an invocation, you may choose a different ring
= Rise, Earth  with which to make the check. While using this school
other clans. ability, you cannot activate  of the original Element of
Earth Becomes Sky  the invocation, but you can activate  for the new Ele-
AGASHA INVOCATIONS ment. You can use this school ability a number of times
Scholar Skills per game session up to your school rank.
The Agasha Mystic Starting Outfit: Sanctified robes, wakizashi (short
School categorizes the Meditation sword), bō (staff), knife, traveling pack, scroll satchel,
invocations it teaches by set of glass vials, journal.
Alchemical names, reflect- RANK 4 Smithing
ing the tradition’s empha-
sis on the experimental Survival
and theoretical side of
nature. (See Invocation Rank 1–4 Earth Invocations 
Names and Traditions on = Ever-Changing Waves 
page 190 in Chapter 4:
Rise, Water 
Techniques)
Martial Skills

Command

RANK 5 Medicine

Theology

Rank 1–5 Water Invocations 

Earthquake 

Sear the Wound 

RANK 6 Experiment and Adapt (Mastery Ability):
Increase your supernatural resistance against
Air, Earth, Fire, and Water invocations by your
ranks in Theology. After another character
performs an Air, Earth, Fire, or Water invo-
cation targeting you, you may spend 1 Void
Point to immediately perform that invocation,
even if you have not learned it.

66

RANK 1 ADVANCE TYPE
Scholar Skills Skl. Grp.
RANK 2 Fitness Skill
Martial Arts [Melee] Skill
RANK 3 Skulduggery Skill Kitsuki Investigator School
Rank 1 Fire Shūji  Tech. Grp. [Courtier, Bushi]
RANK 4 = Slippery Maneuvers  Technique
Honest Assessment  Technique The Kitsuki Investigator School is a recent school,
RANK 5 Martial Skills Skl. Grp. founded when Agasha Kitsuki saved the life of the
Command Skill Mirumoto daimyō by use of evidence. The Kitsuki
Sentiment Skill Investigators use their methods of observation, exper-
Survival Skill imentation, logic, and reason to understand the truth,
Rank 1–2 Kata  Tech. Grp. which puts them outside the norm of the Rokugani
= All Arts are One  Technique testimony-based judiciary system. The Kitsuki Investi-
Feigned Opening  Technique gators gravitate toward legal work as magistrates and
Scholar Skills Skl. Grp. justiciars, in addition to serving as courtiers and repre-
Martial Arts [Melee] Skill sentatives of the Dragon Clan.
Meditation Skill Rings: +1 Air, +1 Earth
Survival Skill Starting Skills (choose five): +1 Culture, +1 Govern-
Rank 1–3 Earth Shūji  Tech. Grp. ment, +1 Martial Arts [Melee], +1 Medicine, +1 Senti-
= Regal Bearing  Technique ment, +1 Skulduggery, +1 Survival
Battle in the Mind  Technique Honor: 45
Martial Skills Skl. Grp. Techniques Available: Kata (), Rituals (), Shūji ()
Sentiment Skill Starting Techniques:
Medicine Skill
Skulduggery Skill $$ Kata (choose one): Striking as Air, = Tactical
Rank 1–4 Kata  Tech. Grp. Assessment
= Sear the Wound  Technique
Bravado  Technique $$ Shūji: Shallow Waters
Social Skills Skl. Grp.
Sentiment Skills Kitsuki’s Method (School Ability): When performing
Martial Arts [Melee] Skill a check to investigate with any skill (see The Art of
Skulduggery Skill Investigation, on page 170), you may treat your ranks
Rank 1–5 Fire Shūji  Tech. Grp. in the skill you are using as being equal to your school
Wolf’s Proposal  Technique rank. If your ranks in the skill are equal to or higher than
Crashing Wave Style  Technique your school rank, or if you have 5 ranks in the skill, you
may add a kept  set to an  result instead.
RANK 6 The Eyes Betray the Heart (Mastery Ability): Starting Outfit: Traveling clothes, wakizashi (short
Once per scene when performing a skill check sword), knife, calligraphy set, bō (staff) or jian (straight-
to investigate, you may spend  as follows: edged sword), traveling pack, journal of observations.
+: You may reserve up to one dropped die
per  spent this way. The next time you per-
form a check to interact with the person or
thing you were investigating (such as a check
targeting that person or a check to use that
object), you may add any number of these
reserved dice as kept dice. Then, remove any
unused reserved dice.

67

CHAPTER 2: CREATING A CHARACTER ADVANCE TYPE
Skl. Grp.
Mirumoto Two-Heavens Martial Skills Skill
Adept School [Bushi] Skill
Composition Skill
The Mirumoto dōjō’s unique two-sword style, niten (or Tech. Grp.
Two-Heavens), is only one component of their mastery RANK 1 Labor Technique
of swords and combat. Its students follow the Tao of Technique
Shinsei and use it to guide them in war and peace, Medicine Skl. Grp.
seeking to apply its practical lessons to all things. Like Skill
all of the Dragon, they are used to physical hardship Rank 1 Kata  Skill
and can persevere under great stress. Skill
Rings: +1 Earth, +1 Fire = Iaijutsu Cut: Rising Blade  Tech. Grp.
Starting Skills (choose five): +1 Command, +1 Com- Technique
position, +1 Fitness, +1 Martial Arts [Melee], +1 Medi- Stirring the Embers  Technique
tation, +1 Tactics, +1 Theology Skl. Grp.
Honor: 50 Trade Skills Skill
Techniques Available: Kata (), Rituals (), Shūji () Skill
Starting Techniques: Command Skill
Tech. Grp.
$$ Kata (choose one): Striking as Fire, Striking as RANK 2 Martial Arts [Melee] Technique
Water, Striking as Earth Technique
Meditation Skl. Grp.
$$ Shūji: = Dazzling Performance Skill
Rank 1–2 Kata  Skill
Way of the Dragon (School Ability): Once per round = Heartpiercing Strike  Skill
during a duel or skirmish when you are targeted by an Tech. Grp.
Attack check with a melee weapon, you may use one of Slippery Maneuvers  Technique
your weapons readied in a one-handed grip (or one of Technique
your hands, if it is empty) to ward or trap. Martial Skills Skl. Grp.
Skills
If you ward, the attacker must reroll dice containing Composition Skill
 or  up to your school rank. Skill
RANK 3 Smithing Tech. Grp.
If you trap, reduce the TN of your next Attack Technique
check against the attacker this scene by your Theology Technique
school rank (to a minimum of 1).
You cannot choose this weapon for Rank 1–3 Kata 
Attack actions until the end of your
next turn. = Pillar of Calm 
Starting Outfit: Traveling
clothes, ceremonial clothes, Commune with the Spirits 
ashigaru armor, daishō (katana
and wakizashi) or wakizashi Scholar Skills
(short sword) and any two
weapons of rarity 6 or Command
lower, traveling pack.
RANK 4 Martial Arts [Melee]

Meditation

Rank 1–4 Earth Shūji 

= Striking as Void 

Crashing Wave Style 

Martial Skills

Composition

RANK 5 Medicine

Survival

Rank 1–5 Kata 

Sear the Wound 

Rouse the Soul 

RANK 6 Heart of the Dragon (Mastery Ability):
Once per round, when performing an Attack
action check, you may spend  as follows:
: Perform a Strike action with a readied
weapon you have not used for an Attack
action this turn.

ADVANCE TYPE
Skl. Grp.
Scholar Skills Skill
Skill
Martial Arts [Unarmed] Skill
Tech. Grp.
RANK 1 Fitness Technique
Technique
Survival Skl. Grp.
Skill
Rank 1 Fire Kihō  Skill
Skill
= Way of the Earthquake  Tech. Grp.
Technique
Honest Assessment  Technique
Skl. Grp.
Martial Skills Skill
Skill
Command Skill
Tech. Grp.
RANK 2 Composition Technique
Technique
Survival Skl. Grp.
Skill
Togashi Tattooed Order [Monk] Rank 1–2 Water Kihō  Skill
= Open-Hand Style  Skill
The monks of the Togashi Order have dedicated them- Tech. Grp.
selves to discovering and fulfilling their soul’s destiny, Stirring the Embers  Technique
believing that to be their individual path to achieving Technique
Enlightenment. They are aided in this by the prophetic Scholar Skills Skl. Grp.
visions of their leader, the Dragon Clan Champion, as well Skills
as the mystic tattoos that bind them to their order; the Martial Arts [Unarmed] Skill
tattoos’ artistry is matched only by their unusual powers. Skill
Only those who become true ise zumi know that the tat- RANK 3 Labor Tech. Grp.
toos’ power flows from the blood of Togashi, the Dragon Tech. Grp.
Clan Kami, which is mixed into the tattooing inks. Meditation Technique
Rings: +1 Earth, +1 Void
Starting Skills (choose four): +1 Fitness, +1 Martial Rank 1–3 Air Kihō 
Arts [Melee], +1 Martial Arts [Unarmed], +1 Medita-
tion, +1 Survival, +1 Theology = Death Touch 
Honor: 40
Techniques Available: Kihō (), Shūji (), Rituals () All Arts are One  EXAMPLE TATTOO
Starting Techniques: MOTIFS AND KIHŌ
Martial Skills
$$ Kihō (choose one): Earthen Fist, Earth Needs Each tattoo is unique
No Eyes, Flame Fist, Ki Protection, Water Fist Labor to the individual and
represents their inner
$$ Shūji: = Lord Togashi’s Insight RANK 4 Medicine power. To customize
your character’s tattoos,
Blood of the Kami (School Ability): You have one mys- Survival select a symbol or an ap-
tical tattoo that empowers your kihō, and gain more as propriate image of the
your school rank increases. When you make a check to Rank 1–4 Earth Kihō  natural world or its crea-
activate a kihō linked to one of your mystical tattoos, if tures. Below are some
you succeed, add additional bonus successes equal to = Touch the Void Dragon  suggested motifs with
your school rank. possible linked kihō:
Pillar of Calm 
Select a natural motif for your first tattoo and Mountain: Cleansing
choose one kihō for which you meet the prerequisites Scholar Skills Spirit
that are linked to the tattoo. If you have not learned
it, you learn that kihō (without paying its XP cost). You Meditation River: Water Fist
cannot choose the same kihō multiple times this way.
RANK 5 Martial Arts [Unarmed] Cloud: Riding the
Each time your school rank increases, you gain one Clouds
additional tattoo this way. Survival
Starting Outfit: Common clothing, bō (staff), Volcano: Breaking Blow
traveling pack. Rank 1–5 Void Kihō 
Bat: Earth Needs
Rank 1–5 Rituals  No Eyes

Rouse the Soul  Tiger: Death Touch

RANK 6 Blood of the Dragon (Mastery Ability): Lotus: Touch the Void
Once per scene, while you are benefiting Dragon
from the enhancement effect of a kihō linked
to one of your tattoos, when you activate a Vine: Way of the Willow
different kihō, you may spend 1 Void point. If
you do, you may maintain both enhancement Meteor: Way of the
effects until the end of the scene or until you Falling Star
activate another kihō.

69

ADVANCE TYPE
Skl. Grp.
Martial Skills Skill
Skill
Government Skill
Tech. Grp.
RANK 1 Command Technique
Technique
Performance Skl. Grp.
Skill
Rank 1 Kata  Skill
Skill
= Iron Forest Style  Tech. Grp.
Technique
Honest Assessment  Technique
Skl. Grp.
Martial Skills Skill
Skill
Command Skill
Tech. Grp.
RANK 2 Medicine Technique
Technique
Survival Skl. Grp.
Skill
Akodo Commander School [Bushi] Rank 1–2 Kata  Skill
= Rallying Cry  Skill
The Akodo War College’s curriculum is focused on con- Tech. Grp.
trol: of one’s weapons, of the battlefield, over the flow of Lightning Raid  Technique
conflict, and ultimately, over oneself. Its students study Technique
the advice of Akodo’s Leadership, which was written by Martial Skills Skl. Grp.
the Lion Clan Kami himself. In addition to training as Skills
warriors, Akodo Commanders are educated to be bat- Government Skill
tlefield leaders. They often treat war as a game of Go, Skill
LION SCHOOLS to be decided by exact moves. Akodo Commanders RANK 3 Composition Tech. Grp.
strike precisely and without hesitation with sword and Technique
As befits the clan called army alike. Their goal is the pinnacle of the art of war: to Sentiment Technique
the Right Hand of the minimize losses while achieving their objectives.
Emperor, the Lion Clan Rings: +1 Earth, +1 Water Rank 1–3 Kata 
Starting Skills (choose five): +1 Command, +1 Fit-
has committed itself to ness, +1 Government, +1 Martial Arts [Melee], +1 Mar- = A Samurai’s Fate 
the study of warfare in all tial Arts [Ranged], +1 Meditation, +1 Tactics
Honor: 50 Touchstone of Courage 
its forms. It has schools Techniques Available: Kata (), Rituals (), Shūji ()
to train samurai for every Starting Techniques: Social Skills

battlefield role, from $$ Kata (choose one): Striking as Earth, Striking Government
soldier to commander, lo- as Water
gistician to tactician, and RANK 4 Martial Arts [Melee]
medic to morale booster. $$ Shūji: = Lord Akodo’s Roar
Every student is trained in Tactics
at least one martial art to Way of the Lion (School Ability): When you succeed
cultivate the soul, but also at an Attack or Support action check, you may remove Rank 1–4 Fire Shūji 
to allow them to serve if an amount of strife from yourself up to your school
rank. For each strife you remove this way, add that one = Rouse the Soul 
called upon. bonus success to the check and receive 1 fatigue.
Starting Outfit: Ashigaru armor, traveling clothes, Disappearing World Style 
daishō (katana and wakizashi), yari (spear), any one
weapon of rarity 6 or lower, two knives, yumi (bow), Scholar Skills
quiver of arrows, traveling pack.
Martial Arts [Melee]

RANK 5 Meditation

Tactics

Rank 1–5 Earth Shūji 

Bend with the Storm 

Striking as Void 

RANK 6 Akodo’s Final Lesson (Mastery Ability):
Once per game session during a skirmish or
mass battle, after you fail a check, you may
attempt the check again, treating the TN as 1.

70

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE

Ikoma Bard School [Courtier] Social Skills Skl. Grp.

In the end—after trials, sacrifices, and death—all that Composition Skill
truly remains of a samurai is their story. The Ikoma
Bard School trains its students as historians, bards, and RANK 1 Culture Skill
tale-spinners; not just to preserve the stories of old,
but to inspire the warriors of the Lion Clan to equal and Martial Arts [Melee] Skill
exceed the achievements of their ancient ancestors.
Ikoma Bards are no less warlike than the other scions Rank 1 Fire Shūji  Tech. Grp.
of the Lion Clan. However, their most important duty
lies in supporting each Lion’s drive to seize glory no = Slippery Maneuvers  Technique
matter the danger—and to fight against any odds with
the confidence that no hero will die unsung. Soaring Slice  Technique
Rings: +1 Fire, +1 Water
Starting Skills (choose five): +1 Composition, +1 Martial Skills Skl. Grp.
Courtesy, +1 Culture, +1 Martial Arts [Ranged], +1 Per-
formance, +1 Sentiment, +1 Tactics Command Skill
Honor: 45
Techniques Available: Kata (), Rituals (), Shūji () RANK 2 Performance Skill
Starting Techniques:
Sentiment Skill
$$ Kata: Warrior’s Resolve
Rank 1–2 Water Shūji  Tech. Grp.
$$ Shūji: = Fanning the Flames, = Tributaries of Trade
= Dazzling Performance  Technique
Heart of the Lion (School Ability): Once per scene, after
you perform a check using a Social skill that targets one or Spinning Blades Style  Technique
more characters, you may agitate or console:
Scholar Skills Skl. Grp.
If you agitate, transfer strife up to twice your school
rank from yourself to your targets (divided among them Composition Skill
as you choose).
RANK 3 Performance Skill
If you console, transfer strife up to twice your school
rank from your targets (divided among them as you Survival Skill
choose) to yourself.
Starting Outfit: Traveling clothes, wakizashi (short Rank 1–3 Earth Shūji  Tech. Grp.

sword), yari (spear) or tessen (war fan), yumi (bow), Rallying Cry  Technique
quiver of arrows, traveling pack, any one
musical instrument, journal. = Regal Bearing  Technique

Social Skills Skl. Grp.

Government Skill

RANK 4 Sentiment Skill

Martial Arts [Ranged] Skill

Rank 1–4 Air Shūji  Tech. Grp.

= Sear the Wound  Technique

Pillar of Calm  Technique

Scholar Skills Skl. Grp.

Command Skills

RANK 5 Performance Skill

Meditation Skill

Rank 1–5 Void Shūji  Tech. Grp.

Bend with the Storm  Technique

Buoyant Arrival  Technique

RANK 6 Lion’s Pride (Mastery Ability, Action): Once
per game session as a Support action, you
may attempt to convince everyone in the
scene of the glorious reputation of one char-
acter, embellishing the truth as needed, by
making a TN 5 Performance (Fire) check
targeting one character. The TN of this check
is 6 if you target yourself, and 4 if you target
another Lion Clan character.

If you succeed, reduce the TN of all of
the character’s Social skill checks by 3 until
the end of the scene, and the TN of all of the
character’s other checks by 1.

KITSU INVOCATIONS ADVANCE TYPE
The invocations of the Skl. Grp.
Kitsu Medium School Scholar Skills Skill
are Ancestral in nature, Skill
Command Skill
reflecting the boons Tech. Grp.
bestowed upon them by RANK 1 Meditation Technique
Rokugan’s sacred dead. Technique
(See Invocation Names Performance Skl. Grp.
and Traditions on page Skill
Rank 1 Water Invocations  Skill
190 in Chapter 4: Skill
Techniques). Courage of Seven Thunders  Tech. Grp.
= Heart of the Water Dragon  Technique
HONORED ANCESTORS Technique
Your character has Social Skills Skl. Grp.
Skill
countless ancestors, Government Skill
and there are thus any Skill
number of individuals RANK 2 Fitness Tech. Grp.
Technique
whose spirits they Theology Technique
could summon. How- Skl. Grp.
ever, to be considerate Rank 1–2 Air Invocations  Skill
of your group’s time, Skill
= Hands of the Tides  Skill
you should prepare Tech. Grp.
the profile and a brief Fanning the Flames  Technique
overview personality of Technique
any ancestor you wish Martial Skills Skl. Grp.
to summon in advance. Skills
While roleplaying an Government Skill
Skill
ancestor, remember RANK 3 Survival Tech. Grp. Kitsu Medium School [Shugenja]
that you are portraying Technique
Theology Technique The smallest of the shugenja schools of the Great Clans,
that individual (rather the Kitsu Medium School maintains an esoteric focus
than your usual char- Rank 1–3 Earth Invocations  on the ancestors, which requires unique training and at
acter) and they might least a trace of the original Kitsu bloodline. This mystical
have a different agenda = Rise, Earth  connection to their forebears allows them to perform
magic that no others can. The Kitsu Mediums are the
and desires! Ebb and Flow  living bridge between the Lion Clan’s past and the pres-
ent, acting as the voice of the ancestors in the present
Scholar Skills day. As traditionalists, they use the ancestral names for
prayers to honor those who first mastered them.
Command Rings: +1 Void, +1 Water
Starting Skills (choose three): +1 Courtesy, +1 Gov-
RANK 4 Meditation ernment, +1 Meditation, +1 Performance, +1 Survival,
+1 Theology
Performance Honor: 50
Techniques Available: Invocations (), Rituals (),
Rank 1–4 Rituals  Shūji ()

= Wrath of Kaze-no-Kami  Starting Techniques:

Bravado  $$ Invocations (choose two): The Rushing Wave,
Path to Inner Peace, Biting Steel
Social Skills
$$ Rituals: Commune with the Spirits, Cleansing Rite
Government
$$ Shūji: Ancestry Unearthed
RANK 5 Sentiment
Favor of the Ancestors (School Ability): Once per
Theology scene, you may importune one invocation (see Impor-
tune Invocations, on page 189) with a school rank pre-
Rank 1–5 Fire Invocations  requisite up to your school rank without making the sacri-
fices usually required and without the usual TN increase.
Sear the Wound  Starting Outfit: Sanctified robes, traveling clothes,
wakizashi (short sword), knife, bō (staff), scroll satchel,
Buoyant Arrival  traveling pack.

RANK 6 Strength of a Thousand Ancestors (Mastery
Ability, Action): Once per game session, as
a Support action, you may summon the spirit
of an ancestor to possess you until the end of
the scene. While possessed, you count as an
Otherworldly being and use the profile of the
ancestor (a non-specific human NPC profile
such as the Venerable Provincial Daimyō on
page 315, or, at the GM’s discretion, a PC
with up to 180 XP that you have created in
advance). Your character does not remember
any time they spend possessed.

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE
Skl. Grp.
Martial Skills Skill Matsu Berserker School [Bushi]
Skill
Command Skill The Matsu’s soldiers are the front line and main strength
Tech. Grp. of the Lion armies. Their bravery and zeal for battle
RANK 1 Labor Technique are unquestioned. The Matsu warrior dōjō teaches the
Technique primacy of offense and the necessity of seizing the ini-
Survival Skl. Grp. tiative in all things. Aggression is the hallmark of the
Skill Matsu style; direct action is their watchword. This belli-
Rank 1 Kata  Skill cose attitude often puts them at odds with the careful
Skill strategies of the Akodo, but the Matsu serve the Lion
= Lord Akodo's Roar  Tech. Grp. and the Empire with unquestioned loyalty.
Technique Rings: +1 Earth, +1 Fire
Stonewall Tactics  Technique Starting Skills (choose five): +1 Command, +1 Fit-
Skl. Grp. ness, +1 Labor, +1 Martial Arts [Melee], +1 Martial Arts
Martial Skills Skill [Ranged], +1 Martial Arts [Unarmed], +1 Survival
Skill Honor: 55
Command Skill Techniques Available: Kata (), Rituals (), Shūji ()
Tech. Grp. Starting Techniques:
RANK 2 Medicine Technique
Technique $$ Kata (choose one): = Rushing Avalanche Style,
Smithing Skl. Grp. = Spinning Blades Style
Skill
Rank 1–2 Kata  Skill $$ Shūji: Stirring the Embers
= Heartpiercing Strike  Skill
Tech. Grp. Matsu’s Fury (School Ability): After you suffer a critical
Fanning the Flames  Technique strike or unmask, you may suffer the Enraged condition
Technique to remove an amount of fatigue from yourself equal to
Martial Skills Skl. Grp. your school rank.
Skills Starting Outfit: Ashigaru armor, traveling clothes,
Composition Skill daishō (katana and wakizashi), nodachi (greatsword) or
Skill tessen (war fan), knife, yumi (bow), quiver of arrows,
RANK 3 Government Tech. Grp. traveling pack.
Technique
Theology Technique

Rank 1–3 Kata 

= Disappearing World Style 

Rallying Cry 

Martial Skills

Command

RANK 4 Courtesy

Culture

Rank 1–4 Kata 
= Striking as Void 

Bravado 

Martial Skills

Labor

RANK 5 Medicine

Smithing

Rank 1–5 Kata 

Rouse the Soul 

Sear the Wound 

RANK 6 Rending Jaws of the Lion (Mastery Ability):
Once per round, when performing an Attack
action check while Enraged, you may spend
1 Void point to alter each kept die containing
 to a result containing .

CHAPTER 2: CREATING A CHARACTER

PHOENIX SCHOOLS RANK 1 ADVANCE TYPE Asako Loremaster School [Courtier]
Scholar Skills Skl. Grp.
As caretaker of the RANK 2 Courtesy Skill The Asako Loremasters study widely, and from that
Empire’s soul, the Phoenix Games Skill broad and firm base, they develop their specialties. It
Martial Arts [Unarmed] Skill is rare for a Loremaster not to have at least passing
Clan imparts its theolog- Rank 1 Earth Shūji  Tech. Grp. knowledge of a subject, no matter how obscure. Act-
ical wisdom throughout = Open-Hand Style  Technique ing as the courtiers of the Phoenix, the Asako Loremas-
all its schools. A reverence Divination  Technique ters marshal arguments based on their expertise in the
for the spirits is instilled Social Skills Skl. Grp. revered knowledge of the past. One should look for an
in the students of every Government Skill Asako first in the library and then in court, usually deep
dōjō, and the wisdom of Medicine Skill in discussion. Few care to challenge an Asako Loremas-
Sentiment Skill ter on the field of knowledge, but such disputations are
the Tao of Shinsei is a Rank 1–2 Air Shūji  Tech. Grp. often one of the highlights of court.
fundamental part of every = All Arts are One  Technique Rings: +1 Air, +1 Earth
lesson taught. Just as the Tea Ceremony  Technique Starting Skills (choose five): +1 Culture, +1 Govern-
four elements combine to Scholar Skills Skl. Grp. ment, +1 Martial Arts [Unarmed], +1 Medicine, +1 Per-
Courtesy Skill formance, +1 Sentiment, +1 Theology
form something greater, Performance Skill Honor: 45
together the warriors, Meditation Skill Techniques Available: Kata (), Rituals (), Shūji ()
priests, scholars, and Rank 1–3 Fire Shūji  Tech. Grp. Starting Techniques:
mystics carry out the = Pillar of Calm  Technique
Phoenix’s mission of Ebb and Flow  Technique $$ Shūji: = Civility Foremost
ensuring balance and Social Skills Skl. Grp.
harmony. Culture Skill $$ Shūji (choose one): Ancestry Unearthed, Cadence
Medicine Skill
RANK 3 Theology Skill Wisdom of the Ages (School Ability): When perform-
Rank 1–4 Earth Shūji  Tech. Grp. ing a Scholar skill check, you may treat your ranks in the
RANK 4 = Cleansing Spirit  Technique skill as being equal to your school rank. If your ranks
Wolf's Proposal  Technique in that Scholar skill are equal to or higher than your
Scholar Skills Skl. Grp. school rank, or if you have 5 ranks in the skill, you may
Courtesy Skills add one kept  set to an  result instead.
Performance Skill Starting Outfit: Ceremonial robes, sanctified
Meditation Skill robes, traveling clothes, wakizashi (short
Rank 1–5 Water Shūji  Tech. Grp. sword), knife, scroll satchel, calligraphy set,
= Still the Elements  Technique traveling pack.
Bend with the Storm  Technique
RANK 5

RANK 6 Insufferable Genius (Mastery Ability):
After you succeed at a check to acquire or
remember information, you may spend 1 Void
point and choose any number of characters
with whom you can communicate. You must
describe how the knowledge you acquired
helps each character you choose. Each of
those characters reduces the TN of their next
check by 1 (to a minimum of 1) and suffers
1 strife.

74

ADVANCE TYPE

Scholar Skills Skl. Grp.
Skill
Composition Skill
Skill
RANK 1 Command Tech. Grp.
Technique
Meditation Technique
Skl. Grp.
Rank 1 Fire Invocations  Skill
Skill
= Dance of Seasons  Skill
Tech. Grp.
Cleansing Rite  Technique
Technique
Scholar Skills Skl. Grp.
Skill
Courtesy Skill
Skill
RANK 2 Meditation Tech. Grp.
Technique
Performance Technique
Skl. Grp.
Rank 1–2 Water Invocations  Skill
Skill
= Fury of Osano-wo  Skill
Tech. Grp.
Fanning the Flames  Technique
Technique
Scholar Skills Skl. Grp. Isawa Elementalist School [Shugenja] ISAWA INVOCATIONS
Skills
Composition Skill No tradition has a more complete mastery of the way The Isawa Elemental-
Skill of the spirits than that of the Isawa Elementalist School. ist School teaches its
RANK 3 Meditation Tech. Grp. Since the time before the Kami fell to earth, the priests students invocations by
Technique of the Isawa have sought knowledge and understand- Elemental names, for they
Survival Technique ing of the kami, the Fortunes, and the very elements were the first to apply the
themselves. Over the centuries, they have perfected philosophy of Shinsei’s
Rank 1–3 Air Invocations  the rituals and supplications to request great boons on Five Elements to their
= Wings of the Phoenix  behalf of the Phoenix Clan and terrible banes for cast- interactions with the
ing down their enemies. Yet, they know that the spirits spirits. (See Invocation
Strike the Tsunami  require service in exchange for their blessings, making Names and Traditions on
the Isawa Elementalists hesitant to call upon the kami page 190 in Chapter 4:
Martial Skills except in times of great need. To do so without cause Techniques).
is to risk upsetting the delicate balance of the natural
Government world—or bring the wrath of the spirits upon them.
Rings: +1 any two different rings
RANK 4 Sentiment Starting Skills (choose three): +1 Composition, +1
Courtesy, +1 Medicine, +1 Meditation, +1 Perfor-
Theology mance, +1 Theology
Honor: 40
Rank 1–4 Earth Invocations  Techniques Available: Invocations (), Rituals (),
Shūji ()
= Wrath of Kaze-no-Kami 
Starting Techniques:
Rise, Flame 
$$ Invocations (choose three): Extinguish, Grasp
Social Skills of Earth, Path to Inner Peace, Tempest of Air

Composition $$ Rituals: Commune with the Spirits, Divination

RANK 5 Sentiment One with the Elements (School Ability): Once per
scene when making the check to activate an invocation
Theology technique, before rolling dice, you may reduce the TN
of the check by your school rank.
Rank 1–5 Fire Invocations  Starting Outfit: Sanctified robes, wakizashi (short
sword), knife, scroll satchel, traveling pack.
Earthquake 

Rouse the Soul 

RANK 6 Master of Elements (Mastery Ability): Once
per round, after you perform an invocation,
you may spend 1 Void point to switch to any
other stance and perform another invocation
that shares no action types with the first invo-
cation (Attack, Support, etc.).

75

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE

Martial Skills Skl. Grp. Shiba Guardian School
Skill [Bushi, Courtier]
Courtesy Skill
Skill As Shiba swore to protect Isawa, so the Shiba Guard-
RANK 1 Sentiment Tech. Grp. ian School emphasizes the defense of and cooperation
Technique with the Isawa; its members complement and pro-
Survival Technique tect priests, shrine keepers, and shugenja. The Shiba
Skl. Grp. Guardians are broadly trained, often as much scholars
Rank 1 Kata  Skill as warriors, and they approach conflict as a problem to
Skill be solved without bloodshed if possible. Those who
= Civility Foremost  Skill underestimate them due to their reluctance to take a
Tech. Grp. life usually only do so once: the Shiba Guardians are
Stirring the Embers  Technique as devoted to the perfection of the martial arts as any
Technique samurai. Their commitment to theological study and
Scholar Skills Skl. Grp. long hours of meditation have taught the Shiba Guard-
Skill ians how to dance in harmony with elemental kami
Fitness Skill called forth by the invocations of the shugenja.
Skill Rings: +1 Earth, +1 Water
RANK 2 Meditation Tech. Grp. Starting Skills (choose five): +1 Courtesy, +1 Fitness,
Technique +1 Martial Arts [Melee], +1 Meditation, +1 Survival, +1
Martial Arts [Melee] Technique Tactics, +1 Theology
Skl. Grp. Honor: 45
Rank 1–2 Kata  Skill Techniques Available: Kata (), Rituals (), Shūji ()
Skill Starting Techniques:
= Rallying Cry  Skill
Tech. Grp. $$ Kata: = Lord Shiba’s Valor
Slippery Maneuvers  Technique
Technique $$ Kata (choose one): Striking as Earth, Striking
Social Skills Skl. Grp. as Water
Skills
Culture Skill Way of the Phoenix (School Ability): Once per scene,
Skill when a character at range 0–3 makes a check that con-
RANK 3 Meditation Tech. Grp. tains 1 or more  symbols, you may negate all of those
Technique  symbols. Then, that character removes strife and
Martial Arts [Melee] Technique fatigue equal to your school rank.
Starting Outfit: Ashigaru armor,
Rank 1–3 Water Shūji  travel clothes, daishō (katana
and wakizashi), naginata
= A Samurai’s Fate  (polearm) or yari (spear),
traveling pack.
Touchstone of Courage 

Scholar Skills

Command

RANK 4 Martial Arts [Melee]

Tactics

Rank 1–4 Kata 

= The Immovable Hand of Peace 

= Touch the Void Dragon 

Martial Skills

Sentiment

RANK 5 Survival

Theology

Rank 1–5 Earth Shūji 

= Way of the Edgeless Sword 

Rouse the Soul 

RANK 6 Stand of Honor (Mastery Ability): At the end
of your turn, you may spend 1 Void point to
prepare to fend off advancing foes; this effect
persists until the start of your next turn. When
an enemy enters the range of one of your
readied weapons, you may immediately make
a Strike action using that weapon and target-
ing that enemy; if you succeed, the target
suffers the Immobilized condition in addition
to any other effects.

76

ADVANCE TYPE
Skl. Grp.
Scholar Skills Skill
Skill
Fitness Skill
Tech. Grp.
RANK 1 Martial Arts [Ranged] Technique
Technique
Meditation  Skl. Grp.
= Rank 1 Air Invocations  Skill
= Bind the Shadow Skill
Skill
Striking as Air  Tech. Grp.
Technique
Martial Skills Technique
Skl. Grp.
Performance Skill
Skill
RANK 2 Theology Skill
Tech. Grp.
Smithing Technique
Technique
Rank 1–2 Kata  Skl. Grp.
Skill
= Grasp of the Air Dragon  Skill Kaito Shrine Keeper School [Monk]
Skill
Divination  Tech. Grp. Kaito Shrine Keepers work alongside priests to protect
Technique temples across Phoenix lands, or keep smaller shrines
Social Skills Technique on their own. The Kaito learn mystical arts to propitiate
Skl. Grp. the kami—sometimes even serving as vessels for them—
Labor Skills and practical ones to maintain the shrines. Shrine Keep-
Skill ers make use of protective magic—such as ofuda, paper
RANK 3 Medicine Skill charms—and spiritually enhanced archery to defend
Tech. Grp. shrines against threats both mystical and mundane.
Survival Technique Rings: +1 Air, +1 Water
= Rank 1–3 Water Invocations  Technique Starting Skills (choose four): +1 Fitness, +1 Martial
= Breath of Wind Style  Arts [Ranged], +1 Meditation, +1 Performance, +1
Smithing, +1 Theology
Flowing Water Strike  Honor: 45
Techniques Available: Kata (), Rituals (), Shūji ()
Scholar Skills Starting Techniques:

Fitness $$ Kata: Hawk’s Precision

RANK 4 Martial Arts [Ranged] $$ Invocations: Tempest of Air KAITO INVOCATIONS

Meditation $$ Rituals (choose two): Cleansing Rite, The Kaito Shrine Keepers
Commune with the Spirits, Threshold Barrier make themselves vessels
Rank 1–4 Kata  in which kami may dwell,
= Rise, Air  Sacred Arrows (School Ability): As an action, you may and so they know their
= Soul Sunder  augment one of your arrows with a prayer to the kami. invocations by the For-
Make the check to perform one invocation you know, tunist name of the spirit
Martial Skills reducing the TN by your school rank, and record the they are invoking. (See
result. The arrow gains the Sacred quality, and remains Invocation Names and
Command infused with the invocation until the end of the scene. Traditions on page 190
in Chapter 4: Techniques).
RANK 5 Sentiment After you perform an Attack action using the arrow
(or fire it at a location, at the GM’s discretion), you may
Theology resolve the effects of the invocation from the place the
arrow landed. You may spend + to delay resolving the
= Rank 1–5 Fire Invocations  effects of the invocation for 1 round per  spent this
way, and may spend   from a failed check to affect
= Tomb of Jade  one target of the attack that you missed.
Starting Outfit: Sanctified robes, wakizashi (short
Pin the Fan  sword), yumi (bow), quiver of arrows, bō (staff) or knife,
scroll satchel, traveling pack.
RANK 6 Demon, Begone! (Mastery Ability, Action):
As an action, you may make a TN 3 Medi- 77
tation (Void) check by plucking the string
of a bow you are wielding, targeting each
Otherworldly being within a number of range
bands equal to your ranks in Meditation.

If you succeed, each target suffers strife
equal to your ranks in Meditation plus your
bonus successes.
: Each target must resist with a TN 3 Med-
itation (Void) check or treat its physical and
supernatural resistances as 0. This effect per-
sists until the end of the scene.

ADVANCE TYPE

Social Skills Skl. Grp.

Sentiment Skill

RANK 1 Martial Arts [Unarmed] Skill

Skulduggery Skill

Rank 1 Air Shūji  Tech. Grp.

= Fanning the Flames  Technique

The Weight of Duty  Technique

Scholar Skills Skl. Grp.

Courtesy Skill

RANK 2 Skulduggery Skill

Martial Arts [Melee] Skill

Rank 1–2 Fire Shūji  Tech. Grp.

= Dazzling Performance  Technique

Veiled Menace Style  Technique

Trade Skills Skl. Grp.

Courtesy Skill

RANK 3 Culture Skill

Bayushi Manipulator School [Courtier] Sentiment Skill

Through the adept use of deception, temptation, and Rank 1–3 Water Shūji  Tech. Grp.
espionage, Bayushi-trained courtiers are the masters
of finding and exploiting the weaknesses of others. No = Wolf’s Proposal  Technique
method is too dishonorable as long as it is effective and
untraceable. The Bayushi Manipulators are the shadow to = Skulk  Technique
the Doji Diplomats’ light, and they are justly feared by all.
SCORPION SCHOOLS Yet, no court is complete without its Scorpion scoundrel. Social Skills Skl. Grp.
The Bayushi Manipulators accept their roles as villains
The Scorpion are loyal in the play that is Rokugan, and in doing so, they help Aesthetics Skill
and pragmatic above ensure that no true villains rise to threaten the Emperor.
all, and so their schools Rings: +1 Air, +1 Fire RANK 4 Sentiment Skill
teach absolute loyalty to Starting Skills (choose five): +1 Command, +1 Cour-
the clan as much as they tesy, +1 Design, +1 Martial Arts [Unarmed], +1 Perfor- Medicine Skill
teach the means by which mance, +1 Sentiment, +1 Skulduggery
the clan achieves its ends. Honor: 35 Rank 1–4 Earth Shūji  Tech. Grp.
The differences between Techniques Available: Kata (), Rituals (), Shūji ()
appearances and reality, Starting Techniques: = Buoyant Arrival  Technique
lies and truths, suspicion = Deadly Sting  Technique
and trust—and more im- $$ Shūji: = Lord Bayushi’s Whispers
portantly, how and when to Scholar Skills Skl. Grp.
use which—are all driven $$ Shūji (choose one): Cadence, Rustling of
home in their students, Leaves Courtesy Skills
point by painful point.
Weakness Is My Strength (School Ability): When you RANK 5 Performance Skill
exploit a target’s disadvantage (see Turning Advantag-
es and Disadvantages, page 100) as part of a Scheme Martial Arts [Ranged] Skill
action, you do not need to spend a Void point, and you
may reroll additional dice up to your school rank. Rank 1–5 Void Shūji  Tech. Grp.
Starting Outfit: Ceremonial clothes, common clothes,
traveling clothes, wakizashi (short sword), any one weap- Bend with the Storm  Technique
on of rarity 6 or lower, calligraphy set, traveling pack.
Sear the Wound  Technique

RANK 6 Little Truths (Mastery Ability): When you
perform a check targeting another character
78 to which one of your advantages or disadvan-
tages applies, you may choose another advan-
tage or disadvantage that shares a type with
it (see Advantages and Disadvantages, on
page 99). Unless they have clear evidence to
the contrary, the target comes to believe that
you have the advantage or disadvantage you
chose instead of the one you actually have.
If the target attempts to seize or exploit this
false advantage or disadvantage (see page
101), their check automatically counts as fail-
ing with a shortfall of 3. They suffer 3 strife and
the Disoriented condition.

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE

Shosuro Infiltrator School Martial Skills Skl. Grp.
[Shinobi, Courtier]
Courtesy Skill
The Shosuro Infiltrators have perfected the art of
deception. With their well-honed abilities in acrobatics, RANK 1 Performance Skill
disguise, and stealth, these Scorpion agents encounter
very few places to which they cannot gain access. As Skulduggery Skill
agents of surprise and disruption, they do not stand
and fight, but instead sow chaos and vanish—usually to Rank 1 Kata  Tech. Grp.
disguise what their mission actually was. Many a yōjim- = Veiled Menace Style  Technique
bō has thwarted an apparent assassination attempt
that was merely a distraction from the target the Sho- = Skulk  Technique
suro Infiltrators truly sought. Such infiltrators can vanish
into shadows or, with equal skill, mingle with peasants Trade Skills Skl. Grp.
to become invisible to the eyes of samurai.
Rings: +1 Air, +1 Fire Fitness Skill
Starting Skills (choose five): +1 Courtesy, +1 Fitness,
+1 Games, +1 Martial Arts [Melee], +1 Martial Arts RANK 2 Performance Skill
[Unarmed], +1 Performance, +1 Skulduggery
Honor: 30 Martial Arts [Unarmed] Skill
Techniques Available: Kata (), Rituals (), Shūji ()
Starting Techniques: Rank 1–2 Air Shūji  Tech. Grp.

$$ Ninjutsu: = Deadly Sting Lord Bayushi’s Whispers  Technique

$$ Shūji (choose one): Whispers of Court, Sensa- = Noxious Cloud  Technique
tional Distraction
Martial Skills Skl. Grp.
The Path of Shadows (School Ability): While perform-
ing an Attack action against a target who is Compro- Sentiment Skill
mised, Incapacitated, Unconscious, or unaware of your
presence, treat the damage and deadliness of your RANK 3 Performance Skill
weapon as being increased by your school rank.
Starting Outfit: Ceremonial clothes, common clothes, Skulduggery Skill
traveling clothes, daishō (katana and wakizashi), knife,
yumi (bow), quiver of arrows, traveling pack. Rank 1–3 Kata  Tech. Grp.

= Bravado  Technique

Dazzling Performance  Technique

Social Skills Skl. Grp.

Sentiment Skill

RANK 4 Martial Arts [Melee] Skill

Skulduggery Skill

Rank 1–4 Air Shūji  Tech. Grp.
= Silencing Stroke  Technique

A Samurai’s Fate  Technique

Martial Skills Skl. Grp.

Courtesy Skills

RANK 5 Performance Skill

Skulduggery Skill

Rank 1–5 Kata  Tech. Grp.

Buoyant Arrival  Technique

Sear the Wound  Technique

RANK 6 The Final Silence (Mastery Ability, Action):
As an Attack and Movement action, you may
make a TN 4 Martial Arts [Unarmed] (Air)
check targeting any number of minion NPCs
at range 0–4.

If you succeed during a narrative scene,
you silently kill all targets over the course of a
few minutes. If you succeed during a conflict
scene, at the end of each of your turns, you
may silently kill one of these targets at range
0–2 (in addition to your other actions).

79

SOSHI INVOCATIONS ADVANCE TYPE

The Soshi Illusionist School Trade Skills Skl. Grp.
teaches its students invo- Skill
cations using Fortunist Courtesy Skill
names, as their practices Skill
arose from the traditional RANK 1 Fitness Tech. Grp.
worship of the Fortunes— Technique
under the guidance of the Theology Technique
mysterious Soshi founder. Skl. Grp.
(See Invocation Names Rank 1 Air Invocations  Skill
and Traditions on page Skill
190 in Chapter 4: = Mask of Wind  Skill
Techniques). Tech. Grp.
= Skulk  Technique
Technique
Social Skills Skl. Grp.
Skill
Medicine Skill
Skill
RANK 2 Sentiment Tech. Grp.
Technique
Theology Technique
Skl. Grp.
Rank 1–2 Water Invocations  Skill
Skill
= Vapor of Nightmares  Skill Soshi Illusionist School
Tech. Grp. [Shugenja, Courtier, Shinobi]
Lord Bayushi’s Whispers  Technique
Technique The Soshi Illusionist School is the school of whispers and
Scholar Skills Skl. Grp. shadows. “Subtlety” is the illusionists’ watchword as
Skills they go about their tasks. Even their religious rituals and
Games Skill duties tend to be understated, though they are no less
Skill faithfully executed. When the Scorpion need spiritual aid
RANK 3 Courtesy Tech. Grp. in court, their subtle invocations and keen understanding
Technique of the kami allow them to work their prayers unseen and
Skulduggery Technique unheard. The Soshi Illusionists are among the most practi-
cal shugenja in the Empire, preferring discriminating and
Rank 1–3 Air Invocations  effective use of invocation over pomp and ceremony.
Rings: +1 Air, +1 Water
= False Realm of the Fox Spirits  Starting Skills (choose three): +1 Courtesy, +1 Fitness, +1
Games, +1 Performance, +1 Skulduggery, +1 Theology
= Noxious Cloud  Honor: 30
Techniques Available: Invocations (), Rituals (),
Martial Skills Shūji ()

Performance Starting Techniques:

RANK 4 Sentiment $$ Invocations (choose three): Bō of Water, Cloak
of Night, Nature’s Touch, Token of Memory
Theology
$$ Rituals: Commune with the Spirits
Rank 1–4 Earth Invocations 
$$ Shūji: All in Jest
= Deadly Sting 
The Kami’s Whisper (School Ability): While you are
Rise, Air  performing an invocation technique or channeling, char-
acters with a vigilance lower than or equal to your school
Scholar Skills rank plus one cannot detect any physical sign that you
are in the act of invoking the spirits. They can still observe
Courtesy effects of the invocation, however.

RANK 5 Fitness Increase the TN of Theology checks to detect or
study your supernatural activities by your school rank.
Skulduggery Starting Outfit: Sanctified robes, inconspicuous
garb, wakizashi (short sword), knife, scroll satchel,
Rank 1–5 Air Invocations  traveling pack.

Buoyant Arrival 

= Silencing Stroke 

RANK 6 World of Shadows (Mastery Ability): You
may spend 1 Void point to attempt to estab-
lish that something in the scene has been
an illusion all along. This could be an object,
image of a person, or other illusory phenom-
enon you could summon with an invocation.
You must make the check to summon this
illusion using an invocation, with adjustments
to the TN for plausibility determined by the
GM. If you succeed, you reveal that the thing
you chose is in fact an illusion you wove, and
has been for at least a few moments. If you
fail, your character clearly did not think to set
up an illusion—the object is as it appears.
As with all matters, the GM has final say over
acceptable uses of this ability.

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE

Scholar Skills Skl. Grp. Yogo Wardmaster School [Shugenja] YOGO INVOCATIONS
Skill
Composition Skill Founded by Asako Yogo when he joined the Scorpion Founded by Yogo, a
Skill clan, the Yogo Wardmaster dōjō is the Empire’s fore- shugenja formerly of the
RANK 1 Martial Arts [Unarmed] Tech. Grp. most school of gyosetsudō, the art of supernatural Phoenix Clan, the Yogo
Technique warding through mystical calligraphy. Entrusted with the Wardmasters continue to
Skulduggery Technique protection of the twelve Black Scrolls, the Yogo devel- use the Elemental names
Skl. Grp. oped their founder’s techniques to prevent the scrolls’ for invocations. (See
Rank 1 Earth Invocations  Skill detection by dark forces and contain their corrupting Invocation Names and
Skill power. By inscribing sigils of power onto slips of paper Traditions on page 190
= Civility Foremost  Skill imbued with their ki, masters of this school can erect in Chapter 4: Techniques).
Tech. Grp. invisible barriers, bind spirits, and foil incantations. For
Path to Inner Peace  Technique the Yogo, an ounce of preparation is more than enough.
Technique Rings: +1 Earth, +1 Water
Martial Skills Skl. Grp. Starting Skills (choose three): +1 Composition,
Skill +1 Fitness, +1 Martial Arts [Melee], +1 Martial Arts
Composition Skill [Unarmed], +1 Meditation, +1 Theology
Skill Honor: 40
RANK 2 Skulduggery Tech. Grp. Techniques Available: Invocations (), Rituals (),
Technique Shūji ()
Theology Technique
Skl. Grp. Starting Techniques:
Rank 1–2 Water Invocations  Skill
Skill $$ Invocations (choose two): Jade Strike, Grasp
= Ebb and Flow  Skill of Earth, The Rushing Wave
Tech. Grp.
Embrace of Kenro-ji-jin  Technique $$ Shūji: Shallow Waters
Technique
Artisan Skills Skl. Grp. $$ Rituals: Commune with the Spirits, Threshold
Skills Barrier
Martial Arts [Unarmed] Skill
Skill Mystical Script (School Ability): You can have a number
RANK 3 Performance Tech. Grp. of additional wards with prepared invocations (see page
Technique 190) up to your school rank. Decoding or using one of
Theology Technique your wards requires any other character to make a The-
ology (Void) check with TN equal to your school rank.
Rank 1–3 Fire Invocations  Starting Outfit: Sanctified robes, concealed
armor, wakizashi (short sword), bō (staff) or
= Open-Hand Style  knife, three shuriken (throwing stars),
calligraphy set, scroll satchel,
Earth Becomes Sky  traveling pack.

Scholar Skills

Composition

RANK 4 Martial Arts [Unarmed]

Skulduggery

Rank 1–4 Air Invocations 

= Skulk 

Rise, Water 

Martial Skills

Composition

RANK 5 Performance

Theology

Rank 1–5 Earth Shūji 
= Deadly Sting 

Tomb of Jade 

RANK 6 Bound in Ink (Mastery Ability): Once per
scene, when you are targeted by an invoca-
tion or mahō technique, you may resist with
a TN 4 Composition check. If you succeed,
you absorb the invocation or mahō, nullifying
all of its effects and creating a ward contain-
ing it (see page 190) .

ADVANCE TYPE

UNICORN SCHOOLS Trade Skills Skl. Grp.
Skill
In a holdover from the Courtesy Skill
Unicorn’s days journeying Skill
RANK 1 Fitness Tech. Grp.
the Burning Sands and Technique
beyond, every Unicorn Martial Arts [Ranged] Technique
child learns to ride, pack, Skl. Grp.
and travel to where they Rank 1 Air Shūji  Skill
are needed most at a mo- Skill
ment’s notice. More than = Feigned Opening  Skill
other schools, Unicorn Tech. Grp.
dōjō are innovative in Hawk's Precision  Technique
the development of their Technique
techniques and receptive Social Skills Skl. Grp.
to borrowing methods Skill
and equipment from other Commerce Skill
cultures. They do not Skill
take pride in upholding RANK 2 Martial Arts [Ranged] Tech. Grp.
tradition so much as they Technique
value forging their own Survival Technique
traditions to best serve Skl. Grp.
Rank 1–2 Water Shūji  Skill
their clan. Skill
= Ebb and Flow  Skill
Tech. Grp.
Lady Shinjo's Speed  Technique
Technique
Martial Skills Skl. Grp.
Skills
Aesthetics Skill
Skill
RANK 3 Commerce Tech. Grp.
Technique
Games Technique Ide Trader School [Courtier]

Rank 1–3 Earth Shūji  The ever-friendly face of the Unicorn is the Ide. Ide
Traders always attempt to solve problems with nego-
= Pillar of Calm  tiation first and foremost, as they know any business
dealings between friends and equals forge bonds as
All Arts are One  strong as steel. While some of the other clans think of
the Ide as soft, none can point to when they were able
Social Skills to take advantage of this perceived weakness. The Ide
Traders ignore insults and politely welcome compli-
Aesthetics ments in equal measure. They have a vast knowledge
of cultures, both Rokugani and foreign, which allows
RANK 4 Martial Arts [Ranged] them to tailor their dealings with precision.
Rings: +1 Air, +1 Water
Sentiment Starting Skills (choose five): +1 Commerce, +1 Cour-
tesy, +1 Games, +1 Labor, +1 Martial Arts [Ranged], +1
Rank 1–4 Fire Shūji  Medicine, +1 Survival
Honor: 45
= Sear the Wound  Techniques Available: Kata (), Rituals (), Shūji ()
Starting Techniques:
Regal Bearing 
$$ Shūji: = Tributaries of Trade
Trade Skills
$$ Shūji (choose one): Cadence, Shallow Waters
Command
Vendor of Strange Wares: Ignore the Forbidden qual-
RANK 5 Fitness ity when acquiring and handling items.

Games When acquiring, selling, or gifting an item, you
may treat its rarity as reduced or increased by your
Rank 1–5 Void Shūji  school rank.
Starting Outfit: Traveling clothes, wakizashi (short
Bend with the Storm  sword), yumi (bow), quiver of arrows, calligraphy set, trav-
eling pack, Unicorn warhorse (see page 326), journal.
The Immovable Hand of Peace 

RANK 6 A Friend in Every City (Mastery Ability): As
a downtime activity in any place of human
habitation, you may make a TN 4 Commerce
(Water) check to find a merchant with whom
you (or your relatives) have done business.

If you succeed, you find this individual
and gain the Ally advantage for them (see
page 101), which predisposes them to assist
you in various ways.

82

CHAPTER 2: CREATING A CHARACTER

ADVANCE TYPE

Scholar Skills Skl. Grp. Iuchi Meishōdō Master School IUCHI INVOCATIONS
Skill [Shugenja, Artisan]
Courtesy Skill As they developed their
Skill The Unicorn understanding of magic and the spirits has traditions with help from
RANK 1 Design Tech. Grp. been greatly influenced by their years exploring outside sorcerers in the Burning
Technique the Empire, and the making of magical talismans remains Sands, the Iuchi Meishōdō
Survival Technique the focus of their craft, meishōdō. The Iuchi Meishōdō Masters know invocations
Skl. Grp. Masters’ magic is unique among Rokugan’s shugenja; by Foreign names. (See
Rank 1 Water Invocations  Skill using words of power taught to them by foreign sorcer- Invocation Names and
Skill ers, they bind the spirits into talismans, which can then Traditions on page 190
= Sympathetic Energies  Skill be gifted to others to use. Their heritage makes the Iuchi in Chapter 4: Techniques).
Tech. Grp. one of most open-minded of the shugenja families.
Cleansing Rite  Technique Rings: +1 Earth, +1 Water
Technique Starting Skills (choose three): +1 Aesthetics, +1
Martial Skills Skl. Grp. Design, +1 Martial Arts [Melee], +1 Meditation, +1
Skill Survival, +1 Theology
Design Skill Honor: 40
Skill Techniques Available: Invocations (), Rituals (),
RANK 2 Theology Tech. Grp. Shūji ()
Technique
Survival Technique Starting Techniques:
Skl. Grp.
Rank 1–2 Earth Invocations  Skill $$ Invocations (choose two): Grasp of Earth,
Skill Jurōjin’s Balm, The Rushing Wave
= Hands of the Tides  Skill
Tech. Grp. $$ Rituals: Commune with the Spirits
Artisan’s Appraisal  Technique
Technique $$ Shūji (choose one): Ancestry Unearthed, Well
Artisan Skills Skl. Grp. of Desire
Skills
Performance Skill The Way of Names (School Ability): As a downtime
Skill activity, you may make a TN 2 Design check using any
RANK 3 Survival Tech. Grp. ring to bind a spirit to an inanimate vessel, creating a
Technique meishōdō talisman for one invocation of that Element
Theology Technique that you have learned. While you have the talisman
in your possession, reduce the TN of checks to acti-
Rank 1–3 Rituals  vate that invocation by 1. You can give the talisman to
another shugenja, allowing them to perform that invo-
= Rise, Earth  cation even if they have not learned it and reducing the
TN to activate it by 1, but the talisman ceases to func-
Dazzling Performance  tion after a number of uses equal to your school rank.

Social Skills You can sustain a number of meishōdō talismans up
to your school rank. You can only have one meishōdō
Medicine talisman for any single invocation.
Starting Outfit: Traveling clothes, ceremonial clothes,
RANK 4 Survival wakizashi (short sword), one weapon of rarity 6 or low-
er, calligraphy set, traveling pack, Unicorn warhorse (see
Theology page 326).

Rank 1–4 Air Invocations 

= Rouse the Soul 

A Samurai’s Fate 

Artisan Skills

Culture

RANK 5 Survival

Theology

Rank 1–5 Earth Shūji 

The Soul’s Blade 

Ever-Changing Waves 

RANK 6 The Spirits Unbound (Mastery Ability): At
the end of your turn, you may spend 1 or
more Void points to unleash the powers within
an equal number of your meishōdō talismans,
destroying these talismans and freeing the
entities within. You may immediately perform
each of the invocations for which the talismans
were created, reducing the TN by 3.

CHAPTER 2: CREATING A CHARACTER ADVANCE TYPE

Moto Conqueror School [Bushi] RANK 1 Martial Skills Skl. Grp.
Command Skill
While most Unicorn dōjō focus on swift and complex RANK 2 Performance Skill
techniques, the martial style of the Moto Conquerer Survival Skill
favors straightforward, unrelenting force. They fight RANK 3 Rank 1 Kata  Tech. Grp.
loudly, use sweeping movements, and wield weap- = Crescent Moon Style  Technique
ons many Rokugani do not recognize. As a result, few RANK 4 Stir the Embers  Technique
samurai know how to react to the Moto style, let alone Trade Skills Skl. Grp.
defend against it. Other clans consider the Moto to be Performance Skill
barbarians, and the horde uses this to their advantage. Martial Arts [Melee] Skill
If the Empire will not make an effort to understand the Martial Arts [Unarmed] Skill
Moto’s ways, then how can they stand against them? Rank 1–2 Fire Shūji  Tech. Grp.
Rings: +1 Fire, +1 Water = Heartpiercing Strike  Technique
Starting Skills (choose five): +1 Command, +1 Fit- Veiled Menace Style  Technique
ness, +1 Performance, +1 Martial Arts [Melee], +1 Mar- Social Skills Skl. Grp.
tial Arts [Unarmed], +1 Survival, +1 Tactics Fitness Skill
Honor: 35 Martial Arts [Melee] Skill
Techniques Available: Kata (), Rituals (), Shūji () Tactics Skill
Starting Techniques: Rank 1–3 Kata  Tech. Grp.
= Bravado  Technique
$$ Shūji (choose one): = Lightning Raid, Dazzling Performance  Technique
= Slippery Maneuvers Trade Skills Skl. Grp.
Command Skill
$$ Shūji: All in Jest Martial Arts [Ranged] Skill
Tactics Skill
Swirling Desert Wind (School Ability): When per- Rank 1–4 Water Shūji  Tech. Grp.
forming an Attack action during a skirmish or mass bat- = Striking as Void  Technique
tle, you may spend  as follows: Crashing Wave Style  Technique
Martial Skills Skl. Grp.
: Choose an enemy other than your target whom Command Skills
you can perceive. Increase the TN of that enemy’s Government Skill
Attack checks targeting you by your school rank until Survival Skill
the start of your next turn. Rank 1–5 Kata  Tech. Grp.
Starting Outfit: Traveling clothes, concealed armor, Sear the Wound  Technique
daishō (scimitar and wakizashi), yumi (bow), quiver of Buoyant Arrival  Technique
arrows, two knives, traveling pack, Unicorn warhorse
(see page 326).

RANK 5

RANK 6 Scouring Sirocco (Mastery Ability): Once
per round, after you inflict the Incapacitated
condition on a target (or defeat a minion
NPC), you may perform a Strike action
against a different target.

ADVANCE TYPE

Martial Skills Skl. Grp.

Commerce Skill

RANK 1 Courtesy Skill

Survival Skill

Rank 1 Earth Shūji  Tech. Grp.
= Pelting Hail Style  Technique

Cadence  Technique

Trade Skills Skl. Grp.

Courtesy Skill

RANK 2 Martial Arts [Melee] Skill

Martial Arts [Ranged] Skill

Rank 1–2 Kata  Tech. Grp.

= Flowing Water Strike  Technique

= Dazzling Performance  Technique

Scholar Skills Skl. Grp.

Martial Arts [Ranged] Skill

RANK 3 Performance Skill

Shinjo Outrider School [Bushi, Courtier] Survival Skill

The core of the Unicorn military, the Shinjo Outriders Rank 1–3 Water Shūji  Tech. Grp.
emphasize speed and flexibility. All Shinjo Outriders
learn the art of reconnaissance and how to get the most = Crashing Wave Style  Technique
out of their horses. No samurai is more mobile than a
mounted Shinjo Outrider. Their preferred weapon is the Crimson Leaves Strike  Technique
Shinjo horsebow, which they use with great accuracy
even while riding at a gallop. Trained to live off the land, Martial Skills Skl. Grp.
the Shinjo Outriders thoroughly learn the terrain of each
potential battlefield before having to fight over it. Command Skill
Rings: +1 Earth, +1 Fire
Starting Skills (choose five): +1 Commerce, +1 Mar- RANK 4 Skulduggery Skill
tial Arts [Melee], +1 Martial Arts [Ranged], +1 Medi-
cine, +1 Skulduggery, +1 Survival, +1 Tactics Survival Skill
Honor: 40
Techniques Available: Kata (), Rituals (), Shūji () Rank 1–4 Kata  Tech. Grp.
Starting Techniques: = Bend with the Storm  Technique

$$ Kata (choose one): Striking as Fire, Striking Bravado  Technique
as Water
Social Skills Skl. Grp.
$$ Kata: = Lady Shinjo’s Speed
Government Skills
Born in the Saddle (School Ability): Once per scene,
before rolling dice, you may declare that you are direct- RANK 5 Meditation Skill
ing your horse (who must be present) to aid in a task
and describe how its efforts help in those circumstanc- Survival Skill
es. Reduce the TN of the check by your school rank.
Starting Outfit: Ashigaru armor, traveling clothes, Rank 1–5 Fire Shūji  Tech. Grp.
daishō (katana or scimitar, wakizashi), yumi (bow), quiv-
er of arrows, knife, traveling pack, Unicorn warhorse Pin the Fan  Technique
(see page 326).
Rouse the Soul  Technique

RANK 6 I Will Always Return (Mastery Ability):
Once per game session, you may call out for
your steed. At the beginning of the following
round, your horse arrives, regardless of any
barriers that might normally have prevented
it from reaching your location. If your steed
has recently been slain, its spirit will possess
the closest horse to you and come to your
aid regardless, such is its loyalty to you.

85

CHAPTER 2: CREATING A CHARACTER ADVANCE TYPE

Utaku Battle Maiden School [Bushi] Martial Skills Skl. Grp.

The most traditional and prestigious of the Unicorn Clan’s Command Skill
schools, the Shiotome, or “Battle Maidens,” are revered
as legendary cavalry. The dōjō only accepts women who RANK 1 Smithing Skill
carry the Utaku name, and even then prospective stu-
dents must meet stringent standards of prowess and Survival Skill
honor. This is the only school in the Empire that teaches
the secrets required to tame the powerful Utaku steeds, Rank 1 Kata  Tech. Grp.
massive warhorses that refuse all other riders. In battle,
graceful, continuous movements mark their style, as = Lady Shinjo's Speed  Technique
does their unnerving serenity. Even when charging into
the fray, Battle Maidens often move in utter silence. Striking as Air  Technique
Rings: +1 Air, +1 Earth
Starting Skills (choose five): +1 Command, +1 Fit- Artisan Skills Skl. Grp.
ness, +1 Government, +1 Martial Arts [Melee], +1
Meditation, +1 Smithing, +1 Survival Fitness Skill
Honor: 50
Techniques Available: Kata (), Rituals (), Shūji () RANK 2 Martial Arts [Melee] Skill
Starting Techniques:
Tactics Skill
$$ Kata (choose one): = Crescent Moon Style,
= Iron Forest Style Rank 1–2 Earth Shūji  Tech. Grp.
= Thunderclap Strike  Technique
$$ Kata: Warrior’s Resolve
Rushing Avalanche Style  Technique
Heroic Charge (School Ability): When you succeed
at an Attack action check, add bonus successes equal Martial Skills Skl. Grp.
to the number of range bands you have moved this
round, to a maximum of your school rank. Medicine Skill

During a duel or mass battle, if you are mounted on RANK 3 Survival Skill
your steed, you always count as having moved a num-
ber of range bands equal to your school rank this turn. Theology Skill
Starting Outfit: Lacquered armor, ceremonial clothes,
daishō (katana or scimitar, wakizashi), yari (spear), yumi Rank 1–3 Kata  Tech. Grp.
(bow), quiver of arrows, knife, traveling pack, Utaku
steed (see page 327). = Pillar of Calm  Technique

Touchstone of Courage  Technique

Scholar Skills Skl. Grp.

Command Skill

RANK 4 Fitness Skill

Martial Arts [Melee] Skill

Rank 1–4 Air Shūji  Tech. Grp.

= Soul Sunder  Technique

Breath of Wind Style  Technique

Martial Skills Skl. Grp.

Command Skills

RANK 5 Culture Skill

Survival Skill

Rank 1–5 Kata  Tech. Grp.

Rouse the Soul  Technique

Bend with the Storm  Technique

RANK 6 Sensing the Breeze (Mastery Ability): Once
per round, after you defend against damage,
you may move 1 range band and you may
switch to a different stance.

ADVANCE TYPE
Skl. Grp.
Trade Skills Skill PLAYING A RONIN
Skill
Fitness Skill The rōnin path provid-
Tech. Grp. ed here represents a
RANK 1 Martial Arts [Choose One] Technique character who was born
Technique into one of the Great
Performance Skl. Grp. Clans, but for reasons
Skill that are up to you, has
Rank 1 Kata  Skill since left their clan to
= Open-Hand Style  Skill become a masterless
Tech. Grp. warrior. To make a
Shallow Waters  Technique rōnin character, you
Technique should choose the clan
Martial Skills Skl. Grp. and family that your
Skill character originated
Command Skill from, then chose this
Skill school (which, in this
RANK 2 Labor Tech. Grp. case, is more of a
Technique collection of worldly
Medicine Technique experiences than a true
Skl. Grp. school).
Worldly Rōnin Path [Bushi, Courtier] Rank 1–2 Shūji  Skill
= All Arts are One  Skill More on playing a rōnin
Individuals may come to walk the rōnin’s path for many Skill can be found on page
reasons. These “wave men” adrift upon the sea of fate Iron Forest Style  Tech. Grp. 306.
may be former clan samurai fallen from grace, unlucky Technique
samurai whose master was killed or demoted, or even Social Skills Technique
children born to samurai parents out of wedlock or Skl. Grp.
under other contentious circumstances. Many do not Martial Arts [Choose One] Skills
have a formal sensei anymore—if they ever did—and Skill
so the world itself is their teacher. As they must adapt RANK 3 Sentiment Skill
to survive, many rōnin rely on a particular skill to make Tech. Grp.
their way in the world, whether that be as mercenaries, Skulduggery Technique
as traveling merchants or performers, or as guides or Technique
guardians for specific roads, rivers, or mountain passes. Rank 1–3 Kata 
Rings: +1 any two different rings = A Samurai’s Fate 
Starting Skills (choose five): +1 Command, +1 Fit-
ness, +1 Labor, +1 Martial Arts [Melee], +1 Martial Arts Dazzling Performance 
[Ranged], +1 Martial Arts [Unarmed], +1 Skulduggery
Honor: 30 Artisan Skills
Techniques Available: Kata (), Rituals (), Shūji ()
Starting Techniques: Labor

$$ Kata (choose one): = Pelting Hail Style, RANK 4 Martial Arts [Choose One]
= Crescent Moon Style
Survival
$$ Shūji (choose one): All in Jest, Honest Assess-
ment, Stirring the Embers, Rustling of Leaves Rank 1–4 Shūji 
= Striking as Void 
School of Waves (School Ability): Choose one bonus
curriculum skill; this skill henceforth counts as part of the Crimson Leaves Strike 
Worldly Rōnin Path curriculum for you at all ranks. Each
time your school rank increases, choose one additional Scholar Skills
bonus curriculum skill this way.
Composition
When you make a check using one of your bonus
curriculum skills, you may negate 1  symbol. RANK 5 Martial Arts [Choose One]
Starting Outfit: Traveling clothes, any one weapon
of rarity 6 or lower, katana (long sword) or yumi (bow), Meditation
wakizashi (short sword), any two items of rarity 4 or lower.
Rank 1–5 Kata 

Buoyant Arrival 

Sear the Wound 

RANK 6 A Bottomless Ocean (Mastery Ability):
You can increase your bonus curriculum
skills to rank 6 (paying 12 XP per skill
raised from rank 5 to rank 6 this way).

87

CHAPTER 2: CREATING A CHARACTER

4. How does your Part III:
character stand out
within their school? Honor and Glory

Even in a training system as regulated as that of a dōjō, Honor and glory are everything to a samurai. Honor
different students excel in different areas. Even a pair of reflects one’s inward opinion of how well one adheres
twins from the same family attending the same school to the tenets of Bushidō, while glory reflects how well-
might differ in temperament, aptitude, or inclination. known one’s name is throughout the Empire. In a per-
fect world, samurai could bring glory to themselves
Choose one of the following options and increase and their clans while maintaining their moral integrity,
your ring rank by the specified amount: but in Rokugan, samurai are frequently tested to see
which one they value more highly.
$$ Creativity, passion, or drive (+1 Fire Ring):
Your character is recognized by their teachers For more information, see the sections on Honor
and peers for their inventive ideas, their sin- and Glory in Chapter 1: Playing the Game.
cere love for the craft of their school, or their
intense and irrepressible desire to succeed in 5. Who is your
their field. Their energy and enthusiasm inspire lord and what is
fellow students and galvanize rivals to put forth your character’s
their best as well.
duty to them?
$$ Grace, eloquence, or empathy (+1 Air Ring):
Your character stands out in their school for Your samurai’s lord is a figure of utmost importance in
their finesse, the refinement with which they their life—the individual to whom they have sworn their
express themself in social situations, or their fealty directly. While your samurai’s lord might in turn
sensitivity to the feelings of others. To other have a lord of their own, your character’s oath is to their
students, their successes often appear effort- lord directly rather than the hierarchy in which they exist.
less, but the truth of the matter is that their Who is this individual, and how does your character
innate attention to detail means that they work serve them? Your lord might be a provincial daimyō,
as hard as anyone else, if not harder. an official of some kind in the Imperial bureaucracy,
a great general, or someone of humbler status (but still
$$ Adaptability, friendliness, or awareness (+1 higher than your own). Ask your GM if they want you to
Water Ring): Your character’s willingness to roll invent this figure on your own, or if they intend to pro-
with the punches, gregariousness, or under- vide the identity of your character’s lord. Your character’s
standing of their environment stands out among lord in intrinsically tied to your character’s giri, a motive
their peers. Your character tends not to get stuck that should play a major part in their dramatic arc.
in mental ruts the same way many people do, or
at least they have ways to get out of them. After you decide who your character’s lord is, you
should work with your GM to determine specifics: What
$$ Thoroughness, patience, or calm (+1 Earth is their name? What role do they serve in their clan?
Ring): Stoicism is a trait valued greatly in What sort of personality and history do they have?
Rokugan, and your character bears challenges Depending on the type of campaign your GM is run-
and hardships without complaint. Your character’s ning, your character’s lord might be a clan magistrate,
teachers might have come to rely upon them as a city governor, a provincial daimyō, or even a Great
an assistant instructor, while their peers are likely Clan family daimyō. The GM should give players a large
to see them as a source of wisdom and stability. degree of leeway in their selection of a giri, as long as it
is not disruptive to the story, as it should be something
$$ Self-awareness, insight, or mysticism (+1 that the player is invested in seeing their character pur-
Void Ring): At a certain point, all arts become sue during the campaign.
a study of the universe, oneself, and the rela-
tionship between the two, and your character Your character might even have two lords, such
is more adept at seeing things within both than as if they are an Emerald Magistrate. In this case, not
most of their peers are. They might even seem only would your character be expected to serve the
to have a supernatural sense of things, and to Emerald Champion on behalf of the Emperor, but their
act based on hunches about what is to come in family daimyō would still expect them to work toward
addition to possessing insight about their place the clan’s interests at the same time. If your character
in the wider universe.

88

possesses or Bushi characters might be given tasks suited to
acquires a title bodyguards (yōjimbō), guards, soldiers, magistrates,
from, or a major obliga-
tion to, a different lord or bureau- executioners, or generals.
cracy, the GM might ask you to create
another giri for them based on this other lord’s expec- Courtier and artisan characters might be given
tations. Again, the GM and player should collaborate to tasks suited to craftspeople, performers, guides, diplo-
create something both are excited to explore in the story.
mats, magistrates, seneschals, or spymasters.
Once this is established, add in a few details about
your character’s relationship with their lord, and then Shugenja characters might be given tasks suit-
determine the most important aspect of their relation- ed to priests, researchers, librarians, warrior-priests,
ship: how does your character serve their lord on a day-
to-day basis? In theory, samurai care only about serving shrine keepers, or spiritual advisors to daimyō. Rarely,
their lord (in practice, however, they are human). What
is the primary service that you render to your lord? How shugenja might be guards, artisans, or magistrates.
does your lord call upon your skills?
Monk characters who no longer belong to a clan
Write down your answer on your character sheet generally serve the interests of their order instead of their
under “Giri.” Giri is how your character acquires
esteem in the eyes of their lord, and thus is related lord. They might be given tasks suited to priests, temple
to your character’s reputation within the Empire, their
glory. See more under Giri, on page 39 of Chapter caretakers, charity workers in their community, librarians,
1: Playing the Game.
teachers, or pilgrims. Monks who still belong to a clan

usually have duties similar to those of a shugenja.

89

CHAPTER 2: CREATING A CHARACTER

Shinobi characters are hired assassins and infiltra- your character, forcing them to confront the ideals of
tors, but they usually have a cover guise. A shinobi’s Bushidō and the cost to uphold them as they pursue
giri is almost always a secret; the player of a shinobi their desire—thus, it is related to their honor. Another
should also decide what their character’s outwardly way to look at ninjō is to ask yourself: what goal might
stated giri is when selecting their true objective. tempt the character to disobey their lord or do other
dishonorable things? What would be worth such risks
Selecting One’s Giri Properly to them? See more under Ninjō, on page 38 of
Chapter 1: Playing the Game.
Giri provides characters with the first of their two pri-
mary drives within the story. You should be able to Samurai drama revolves around competing desires.
answer the following questions in the affirmative when To create quandaries for your samurai that enhance
considering your character’s giri and ninjō (personal drama and make for enjoyable roleplaying, you should
feelings) together, and if you cannot, you should talk to think about how your character’s giri and ninjō might
your GM about selecting a different giri: come into conflict. They do not need to be in constant
opposition, but there should always be the possibili-
$$ Is this giri something you want to see your ty for friction between the two—and the conflict your
character pursue or contend with during the character would feel at such times should be interest-
story? This does not mean that your character ing to you!
should always enjoy the weight of their duty,
but you, the player, should be excited by the If you can’t imagine a few exciting moments that
prospect of getting to watch your character might arise from your character being forced to choose
struggle with it. between the two (or you wouldn’t enjoy roleplaying
those moments), modify one or both selections until
$$ Can your character make progress toward com- you can. The GM will be working to bring both up
pleting this giri no matter where the campaign during the course of the campaign, which leads to dif-
takes your character? A good giri has clear ficult choices for your character (and thus, interesting
paths you can explore with it even when it does choices for you, the player!).
not tie in with the main plot, and it should be
something that can influence your character’s Selecting One’s Ninjō Properly
choices no matter what location they travel to
or what obstacles they face. Ninjō provides characters with the second of their two
primary drives within the story. Some classic personal
$$ Is this giri likely to conflict with your ninjō at desires from works of samurai fiction include variations
least occasionally? Being pulled between on the themes of ambition, art, beauty, belonging,
duty and desires is a key part of many works enlightenment, envy, family, glory, greed, love, justice,
of samurai fiction, and even if the two are not knowledge, peace, safety, or revenge, or a combina-
diametrically opposed, your character should tion thereof. Things like “to be an honorable samurai”
sometimes have to make hard decisions about or “to obey my lord” are poor selections for a charac-
which is more important in the moment. ter’s ninjō. These are simply baseline requirements of
being a samurai and, more importantly, they do not
6. What does your provide the character with the clear moments of falli-
character long for, bility that make characters in Legend of the Five Rings
and how might this interesting to play.
impede their duty?
By comparison, similar but slightly more involved
In theory, samurai care only about serving their lord, ninjō such as “to punish samurai who abuse their pow-
but in practice, samurai possess their own individual er by dishonoring themselves” or “to win my lord’s
desires as well. What is the greatest, most pressing love” provide enough room for conflict with the gener-
personal goal or belief that your samurai carries within al precepts of being a samurai to function well as ninjō
their heart? And what prevents them from finding reso- because they invoke the character’s personal desire
lution on this matter? rather than mere societal expectation.

Write down your character’s personal question, You should be able to answer the following ques-
goal, or core desire on your character sheet under tions in the affirmative when considering your charac-
“Ninjō.” Ninjō is a challenge that you set before ter’s ninjō and giri (duty to one’s lord) together, and if
you cannot, you should talk to your GM about select-
ing a different ninjō:

90

CHAPTER 2: CREATING A CHARACTER

$$ Is this ninjō something you want to see your Choose one of the following:
character pursue or contend with during the
story? This does not mean that your character $$ If your character believes firmly in the pre-
should always find pursuing their desire pleas- cepts of their clan and the values it holds dear,
ant, wise, or even healthy, but you, the player, gain +5 glory based on their reputation as an
should be excited by the prospect of getting to upstanding member of their community.
watch your character struggle with it.
$$ If your character has a fundamental disagree-
$$ Is this ninjō likely to arise no matter where the ment with their clan’s beliefs, policies, or prac-
campaign takes your character? A good ninjō tices and has defied these in the past, gain 1
tugs at your character’s heart regardless of rank in a skill in which you have 0 ranks. Con-
where they wander, and it should be something sider why this skill represents a divergence from
that can influence your character’s choices no the clan’s training or values.
matter what location they travel to or what
obstacles they face. 8. What does your
character think
$$ Is this ninjō something for which your character of Bushidō?
might sully their honor or defy their lord? A
good ninjō means enough to the character that All samurai are supposed to respect and venerate the
pursuing it is a serious temptation, while ignor- Code of Bushidō, but some clans and families pay
ing it has serious enough stakes that it would more attention to some tenets than others (see each
cause the samurai to be unhappy or unmotivat- clan’s particular view on Bushidō in their entries earlier
ed to continue serving their lord. in this chapter), and there are always a few samurai who
refuse to believe in Bushidō at all. Does your character
7. What is your agree with their clan’s views, or does your character
character’s differ on certain points or even disregard certain ele-
relationship with ments of Bushidō? If your character’s belief in Bushidō
their clan? is completely in alignment with their clan, what past
experiences have reinforced it or renewed their faith in
Not every samurai lives and breathes their clan’s creed, it? If your character has come to believe that Bushidō
and individuals often diverge considerably from their is flawed, or at least that most people are misguided
clan on specific issues of philosophy, politics, or other in the way they practice it, what events drove them to
personal matters. Now that you know who your lord this development?
is, does your character embrace their clan’s ideals and
goals, or do they find themself in conflict with them? Choose one of the following:
Does your character agree with current policies or
regard them as mistakes? Perhaps a militaristic samu- $$ If your character’s belief in living by an ortho-
rai is born into the Crane or the Phoenix Clan, or a dox interpretation of Bushidō is very staunch,
pacifistic samurai is born into the Lion or Crab Clan. gain +10 honor.
Perhaps a Scorpion disagrees with their clan’s sinister
behavior. Perhaps a Lion believes their clan’s enmity for $$ If your character diverges from some or all
the Crane is an error. common beliefs about how samurai should
behave honorably, gain 1 rank in one of the
Consider not only how your character differs from following skills to reflect past behavior that was
clan orthodoxy, but how they arrived at that point. Per- unbefitting of a samurai or deeply defied the
haps an ancient grudge with another clan was revealed norm: Commerce, Labor, Medicine, Seafaring,
as foolishness when they had to journey alongside a Skulduggery, or Survival.
member of that clan—or maybe one of the clan’s allies
uses methods your character cannot tolerate. This can
help flesh out not just your character’s worldview, but
also their story so far.

91

CHAPTER 2: CREATING A CHARACTER

Part IV: Strengths 10. What holds your
character back the
and Weaknesses
most in life?
Beyond their rings and skills, characters are also
defined by their advantages and disadvantages—the Many things are expected of samurai in the Emerald
quirks and vulnerabilities that make them tick. Each Empire, and nearly all samurai have some ongoing chal-
advantage or disadvantage is assigned to a single one lenge in their life that makes these expectations harder
of the character’s rings and is classified with one or to live up to. This challenge might be a personality quirk
more types. Different school abilities and techniques such as naïveté, selfishness, or a bad temper; it could be
may interact with the different types of advantages a physical ailment or disability; or it might even be a spir-
and disadvantages. itual vulnerability such as a family curse. When choosing
a challenge, you should select something that you think
During character creation, a character is assigned you will enjoy roleplaying (especially at times when your
two advantages (one distinction and one passion) in character does not enjoy facing this difficulty).
Questions 9 and 11, two disadvantages (one adversi-
ty and one anxiety) in Questions 10 and 12, and one Choose one adversity disadvantage for your charac-
additional advantage or disadvantage of your choice ter. See Specific Adversities, on page 116, for a list of
in Question 13. options. If you want to create your own adversity, con-
sult with your GM using the guidance in Creating Cus-
9. What is your tom Advantages and Disadvantages, on page 137.
character’s greatest
accomplishment so far? 11. What activity Most
makes your character
What is your character’s greatest achievement so far
in life, and how did they accomplish it? Your charac- feel at peace?
ter might have won a tournament or event thanks to
innate ability, created a work of art that caught the eye The answer to this question could be anything from
of their daimyō, slain a remarkable beast while on a food and drink to specific activities, certain material
hunt, or even taken the initiative to cultivate a political- possessions, or particular persons. Why
ly advantageous marriage. does the character like or dis-
like these things? Does it
Your character likely possesses some ability or stem from sharing the
strength of character that assisted in this notewor- activity with a loved
thy achievement, which you should also select at this one in the past or a
stage. It can even be interesting to create a contrast seemingly sponta-
between what the character thinks are their strengths, neous fascination
and what these really are—your character might not be with the
aware of their own best quality, or they might mistaken-
ly believe they succeeded for unrelated reasons.

In addition to deciding on your character’s great-
est achievement in their life so far, choose one dis-
tinction advantage that was key to accomplishing
this success, or that your character developed
as a result of it. See Specific Distinctions,
on page 101, for a list of options. If you
want to create your own distinction,
consult with your GM using the
guidance in Creating Custom
Advantages and Disadvan-
tages, on page 137.

92

CHAPTER 2: CREATING A CHARACTER

subject itself? How has an enjoyment of this activity develop in unforeseen ways. Losing a loved one might
shaped your character’s life? Have they made friends— have driven your character into anguish, or it might
or enemies—as a result of this hobby? have forced them to grow in ways they never thought
possible to stand on their own. A disastrously bad rela-
Choose one passion advantage related to your tionship or a long-running feud with a hated rival could
character’s interests or hobbies. See Specific Passions, have forged your character into the person they are
on page 111, for a list of options. If you want to cre- today. Your character might even have met a super-
ate your own passion, consult with your GM using the natural being who has served as a guide or patron, or
guidance in Creating Custom Advantages and Disad- one who set a curse upon your character in exchange
vantages, on page 137. for giving your character power or as punishment for
transgressions against the Celestial Order.
12. What concern, fear,
or foible troubles your In the Relationships section of the character sheet,
character the most? record the name of the person from whom your charac-
ter has learned the most, along with the nature of their
Samurai are expected to maintain a controlled façade relationship. Then, choose one of the following options
befitting their station at most times, but no human can and gain the listed feature:
avoid having some things that make them anxious,
afraid, or angry. Are your character’s fears or frustrations $$ One advantage related to your character’s
derived from past experiences, trauma, or personal mentor and their relationship.
failure? Are they related to a person or specific event?
Does your character fully understand the source of their $$ One disadvantage related to your character’s
emotional turmoil, or do they have trouble expressing mentor and their relationship, and 1 rank in a
or processing these feelings? As with the adversity you skill that your character developed as a result
selected, you should select something that you think you of your character’s closest confidante and
will enjoy roleplaying when it challenges your character. their relationship.

Choose one anxiety disadvantage for your charac- If you want to create your own advantage or dis-
ter. See Specific Anxieties, on page 130, for a list of advantage, consult with your GM using the guidance
options. If you want to create your own anxiety, consult in Creating Custom Advantages and Disadvantages,
with your GM using the guidance in Creating Custom on page 137.
Advantages and Disadvantages, on page 137.
Part V: Personality
13. Who has your
character learned and Behavior
the most from
during their life? Your character is more than a set of statistics on paper;
knowing how they are likely to behave in a situation
Nearly every human owes some portion of their per- is important when you are roleplaying their decisions
sonality, strengths, and weaknesses to the people and interactions.
around them, and usually, a few people in particular
stand out as mentors—although their influence is not 14. What do people
always positive. Who has taught your character the notice first upon
most about life, for better or for worse? encountering your
character?
An instructor in your character’s school might have
set them on their current path, or a parent’s influence In a given region and especially within a particular clan,
might still guide their actions. Your character’s lord samurai are expected to behave, dress, and comport
might have served as a political mentor, showing them themselves in certain ways. Customs vary somewhat
the value of compassion—or of ruthlessness—and by region, and certain allowances are made for out-
thereby shaped their ethos for life. A good marriage siders—a battle-hardened Crab bushi on business in a
might have led your character to a true peer who helped Crane court is hardly expected to be able to maintain
them overcome a challenge or personal obstacle, while perfect etiquette, although their manners are sure to
a bad marriage might have left your character jaded be subtly criticized by the courtiers present.
about relationships overall. Having to care for a young-
er sibling or child might have caused your character to

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CHAPTER 2: CREATING A CHARACTER

Within their homeland, however, any aspect of a they fall to their knees in prayer when wracked with
character that veers from the norm, from slight oddi- uncertainty or respond to everything as if it is a violent
ties of appearance to trivial mannerisms, tend to attract threat? Perhaps they have a simple mannerism they
attention. A character might stand out for their unusual display as they grow more anxious, such as idly flexing
looks, strange dress, or ancestry that can be traced to their fingers or shifting subtly to a guarded posture.
far-flung parts of the Emerald Empire (or even beyond, Do they have a particular turn of phrase they tend to
in the case of some families). A minor behavior, like use upon growing excited or frustrated? Come up with
chewing one’s lip when nervous or clasping one’s hands one or two examples that help breathe life into your
to hide trembling fingers, can be the thing that others character as they approach their emotional threshold.
remember about a character. Perhaps the character
always says the same thing when meeting a stranger. All With the GM’s permission, you can even mix and
these things add subtle depth to the character—and so match the narrative and mechanical effects of various
does a deliberate absence of memorable details. ways to unmask, re-flavor the narrative side of an exam-
ple unmasking to better fit your character, or make up a
Record the answer in the Personality, Habits and wholly new way your character unmasks.
Quirks section of your character sheet.
16. What are your
Additionally, choose one distinctive aesthetic accou- character’s preexisting
trement that your character carries or wears most of the
time (e.g. a scarf, hair ornament, engraved scabbard, relationships with
eyepatch, etc). This bit of personal flair might accent other clans, families,
their striking features or stand in contrast to them.
organizations, and
15. How does your traditions?
character react to
stressful situations? A character is exposed to many other groups during
their life in numerous ways; diplomacy, marriage alli-
Although samurai are supposed to maintain proper ances, trade, wars, and travel all may bring a person
decorum and conceal their emotions, few of them are into contact with groups they do not belong to (at
truly able to control their feelings at all times. Even the least initially). What other groups within the Emerald
most stoic and rigidly self-controlled samurai occasion- Empire has your character been exposed to, and what
ally lets out a true sign of feeling, especially when they impression have these exposures left? Is your character
are being berated by their lord or treated disrespect- betrothed or married to a member of another family
fully by their subordinates. What emotions does your or clan? Did they marry into that family or clan and
character show, and why? What events or feelings can suddenly need to acclimate to a very different set of
make them lose their self-control? Conversely, what expectations and social strictures? Are your character’s
emotions can they always control, no matter what? marriage prospects poor due to bad relationships or
due to bad blood with neighboring families or clans?
Describe a noteworthy physical response that your Has your character been too involved in battles or even
character has during times of stress and note it under all-out war against another clan? Did victory or defeat
the Personality, Habits, and Quirks section of the char- harden their heart against members of this clan, or did
acter sheet. As your character’s strife approaches their the pointlessness of war against other clans become
composure, your character might display this behavior, obvious during the war? Does your character have a
and it could play a part any time they unmask. personal reason to feel sympathy for a particular group
or to hate them, and if so, how did this develop?
Using Strife and
Unmasking for Roleplaying Record any noteworthy history, quarrels, alliances,
or grievances your character has with other groups in
Moments when your character unmasks are great oppor- the Relationships section of your character sheet.
tunities for their personality to shine through, so you
should think about how stress affects them. In the Per- Additionally, choose one item of rarity 7 or lower
sonality, Traits, and Quirks section of the character that your character received as a gift from one such
sheet, record some physiological, verbal, or mental signs group, took in battle fighting against them, or that oth-
they display as their strife rises. erwise relates to or symbolizes the character’s past and
ongoing relationship with them. Add this item to your
Does your character get loud and abrasive when starting outfit.
enraged, or does their voice fall to an icy whisper? Do

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CHAPTER 2: CREATING A CHARACTER

Part VI: Ancestry First, roll a ten-sided die twice. Consult those
numbers in Table 2–1: Samurai Heritage on the next
and Family page to see entries on two potential famous relatives
from the last few generations. Choose one of those
Now is the time to determine who your character’s two options as the relative for whom your character is
parents and ancestors are, and how that has defined named. Then, roll a ten-sided die again as specified
your character. by that entry.

17. How would your At the GM’s discretion, all players in a game may
character’s parents choose the first result, the second result, or both results.
describe them?
19. What is your
Parental devotion is an expected virtue in a land where character’s
the family, not the individual, is the repository of hon- personal name?
or and reputation. However, despite this ideal, there
are plenty of samurai who have a fractious relationship After you have chosen the name of the ancestor your
with their parents, or who offer outward veneration character’s name honors, choose the personal name
while concealing a lack of respect. Does your charac- derived from it that your character is be known by. It
ter have a proper relationship with their parents, or are might be the same name or an alteration with signifi-
they estranged? Was the character’s childhood a happy cance to your character. This is the name that is record-
one. Were they a torment to their parents, or vice ver- ed in the family register, replacing the name they used
sa? Are their parents still alive? as a child. In the Rokugani style, the character typically
is addressed by their family name (chosen in Question
Record the nature of the relationship between 18), with the appropriate honorific, but close associ-
your character and their parents or immediate fam- ates may refer to them simply by their personal name.
ily members in the Relationships section of your What does your character’s name mean? Does your
character sheet. character’s appearance fit with their name, or are the
two incongruous?
Additionally, gain one rank of one skill in which your
character has 0 ranks, and determine whether your Part VII: Death
character’s parents approve of this extracurricular inter-
est or see it as a regrettable deviation, and why. 20. How should your
character die?
18. Who was your
character named All proper samurai fully expect to die in the service of
to honor? their lord, and it is said that every samurai lives at all
times three feet from death—the length of a katana
When receiving or choosing a name at their coming of blade. However, some deaths have more meaning than
age ceremony, many samurai adopt a name that hon- others, and there are plenty of samurai whose outward
ors a recent or particularly noteworthy ancestor. In the façade of courage hides a deep-seated fear of mortali-
Emerald Empire, using a portion of an ancestral name ty. How would you like your character to end? Will they
combined with other syllables to change its meaning is fulfill their destiny and join their ancestors in Yomi, the
one common practice for many families. Whose name Realm of Sacred Ancestors, or will their soul be forced
is your character’s derived from? What was meant by to undertake another cycle on the Celestial Wheel
the bestowal of this name upon your character? What of reincarnation?
did this person accomplish during their life? How did
they die, or do they still live? Did or does your character This has no mechanical implications, but you should
have a personal relationship with this ancestor? Does keep it in mind. Your GM certainly will…
your character feel pride in the name they carry, or do
they fear failing to live up to the person it represents?

95

Table 2–1: Samurai Heritage MODIFIERS OTHER EFFECTS
Increase your Roll a ten-sided die again and add the resulting family
ROLL RESULT glory by 3. heirloom to your starting items (1–3: a weapon, 4–6: a set
of armor, 7–8: another item, 9: a horse or other animal,
Famous Deed: One of your ancestors won Increase your 10: a boat or estate). You choose one quality and the GM
a great victory for their clan or even the honor by chooses one quality from the list of item qualities, on page
1 Emperor, and was rewarded with an item of 5 and your 240; these are applied to the item.
glory by 5. Roll a ten-sided die again to determine your lost fam-
incredible quality. Increase your ily heirloom (1–3: a weapon, 4–6: a set of armor, 7–8:
glory by 5. another item, 9: a horse or other animal, 10: a boat
Glorious Sacrifice: One of your ancestors Decrease or estate), which exists somewhere in the world. You
perished nobly in battle, and one of their your glory choose one quality and the GM chooses one quality;
2 signature items vanished with them or was by 3. these are applied to the item. You do not know where
Increase your the heirloom is, but you could later reclaim it during
lost in the subsequent years. glory by 3. the campaign.
Roll a ten-sided die again to determine an Artisan skill
Wondrous Work: One of your ancestors Decrease (1–3: Aesthetics, 4–6: Composition, 7–8: Design, 9–10:
crafted a piece of great beauty that won your honor Smithing); gain +1 rank in that skill.
3 renown for your family, and others expect by 5. Roll a ten-sided die again to determine a Social skill
Decrease (1–3: Command, 4–6: Courtesy, 7–8: Games, 9–10:
you to live up to that legacy. your glory Performance); gain +1 rank in that skill.
by 3 and
Dynasty Builder: One of your ancestors increase your Roll a ten-sided die again to determine a Scholar skill
was instrumental in the rise of a powerful honor by 3. (1–3: Culture, 4–5: Sentiment, 6–7: Government, 8–9:
lord, using cunning stratagems and shrewd Decrease Medicine, 10: Theology); gain +1 rank in that skill.
4 advice to secure their ascension. You have your honor
by 5. Roll a ten-sided die again to determine a Martial skill
heard this story many times and know the Increase your (1–3: Fitness, 4–5: Martial Arts [Melee], 6–7: Martial
importance of power subtly wielded. status by 10. Arts [Ranged], 8: Martial Arts [Unarmed], 9: Tactics, 10:
Decrease Meditation); gain +1 rank in that skill.
Discovery: One of your ancestors made an your glory
incredible discovery, invented something by 3. Roll a ten-sided die again to determine a Trade skill
of great importance, or uncovered an (1–3: Commerce, 4–5: Labor, 6–7: Seafaring, 8: Skul-
5 ancient secret. Thanks to family lore, you duggery, 9–10: Survival); gain +1 rank in that skill.
You know one additional technique. Roll a ten-sided
have at least a rudimentary understanding die again to determine the category (1–3: kata, 4–6:
of the subject of their discovery. shūji, 7: ritual, 8: invocation, 9: kihō, 10: mahō or
ninjutsu), and then select one technique with a prereq-
Ruthless Victor: One of your ancestors uisite of school rank 1 and learn that technique. You
claimed a bloody victory over a rival, can perform that technique even if it is not normally
smashing their forces with a cunning allowed by your school.
6 maneuver or seizing their domain after You gain the Blessed Lineage advantage (see page
vanquishing them in battle. From this rel- 103) (this can be assigned in excess of the normal lim-
ative or their story, you learned well the itations on advantages at character creation).
importance of brute force. Choose two of your character’s rings; you may reduce
the value of one of these rings by 1 to increase the val-
Elevated for Service: One of your ances- ue of the other by 1 (this still cannot raise a ring above
tors was a jizamurai or even a commoner 3). If you do not do so, choose one item of rarity 6 or
who served with such distinction that their lower and assign it to your starting outfit.
7 position was elevated to that of a Great
Clan samurai by marriage or mandate of a
daimyō. As a child, you learned the basics
of the skills for which they won their esteem.

Stolen Knowledge: One of your ancestors
learned a secret of another school and
8 clandestinely passed it down through the

ages; now, it has reached you.

9 Imperial Heritage: You can trace your lin-
eage back to the Imperial line.

Unusual Name Origin: Your character
was not named for an ancestor—perhaps
they were named for an outsider who
did a great service to the clan, perhaps
their name was bestowed upon them for
9610
a unique deed, or perhaps someone was
trying to send a specific message in the
selection of their name.

CHAPTER 2: CREATING A CHARACTER

Experience Points and Costs
Character Advancement
Each advancement types has an XP cost listed in Table
2–2: Advancement Costs and Restrictions. To buy an
advancement, a character must pay the listed XP cost.

Over the course of play, characters gain experience Restrictions and Prerequisites CURRICULUMS AND
points (XP), which their players can spend between
sessions to make the characters more potent. XP can Advancements also have certain restrictions, also listed DIVERGENCES IN
be spent on the following character advancements: in Table 2–2: Advancement Costs and Restrictions.
A character cannot make a purchase that exceeds ROKUGAN
$$ Increasing ring values these restrictions.
Not all samurai agree
$$ Increasing skill ranks Additionally, techniques have prerequisites, spe- with the requirements
cial requirements to that a character has to meet laid down by their sensei,
$$ Purchasing techniques before they buy individual techniques. Prerequisites which is why some leave
are listed in the same line as the technique’s name, and to develop their own
$$ At the GM’s discretion, acquiring new advan- are usually character traits such as a certain school rank schools. Samurai are, of
tages (see page 99) or clan affiliation. To purchase a technique, a character course, permitted to pur-
must meet all of its prerequisites. sue other studies as they
Awarding xp see fit, but in the school’s
If a technique is listed by name or as part of a tech- eyes, these extracurricular
As a general guideline, GMs should award about 1 XP nique group for the current rank in their curriculum pursuits are extraneous
per hour of play. GMs can award additional XP at their table (or as one of their starting techniques), it is a spe- and do not count toward
discretion, as discussed in Chapter 7: The Game Mas- cial exception. They can buy it without meeting the pre- advancement.
ter (see page 299). requisites, and it is indicated with the = symbol.
By contrast, samurai
Purchasing Advancements Advancing in a School might focus solely on
their school’s curriculum
The ways a character can improve themself by spend- Each dōjō has developed a school curriculum over the and advance through the
centuries that represents its tried-and-true method. A school ranks more quickly,
ing experience are collectively called advancements. but in doing so, they will
These include ring ranks, skill ranks, and techniques. school curriculum consists of a set of tables, each of not have time to pursue
their own interests and
A character may purchase any advancement by which corresponds to one of the first five school ranks of studies. Most samurai
take a balanced approach,
paying its listed cost, so long as it fits within the listed a character’s school, and a Mastery Ability (Rank 6) that following the path of their
restrictions. Table 2–2: Advancement Costs provides school and supplement-
a character unlocks upon completing the first five ranks. ing their studies with
their own hobbies and
the costs and restrictions for each advancement type. interests.

Each character also has a curriculum table (see tables Completing School Ranks

beginning on page 57), the collected wisdom of their To complete their current school rank, a character must
school, to guide them in their specialized role. A charac-
ter receives extra benefits for purchasing advancements spend XP on advancements listed on the curriculum table
listed there (but remember, they can buy any advance-
ment that they’re not restricted from purchasing). Note for that rank. The amount of XP to complete each school
that rings are not included in any curriculum.
rank varies: 20 for Rank 1, 24 for Rank 2, 32 for Rank 3,

44 for Rank 4, and 60 for Rank 5. Advances that do not
appear on the curriculum table

Table 2–2: Advancement Costs and Restrictions at that rank contribute only half

their XP cost.

ADVANCEMENT COST RESTRICTIONS Once a character com-
TYPE pletes a rank, their school rank

Ring value +1 3 XP x value Cannot increase a ring to a value increases and they move on to
purchased greater than lowest ring + Void the next rank in their curriculum
Ring. Maximum 5. table. Further experience they

2 XP x rank spend now counts toward com-
purchased
Skill rank +1 Maximum 5. pleting their new rank. After a
character completes a rank,

Technique 3 XP, or Category must be listed among they do not count the XP spent
other listed available techniques or technique to complete previous ranks as
value must appear on your curriculum part of their progress to com-
(denoted by = symbol). plete their new rank.

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CHAPTER 2: CREATING A CHARACTER

CURRICULUM RANKS Spending XP in Curriculum

Each rank of a school Any XP spent on advances that appear on one’s current
curriculum requires a school rank curriculum table fully contributes to the
certain amount of XP to current rank. Record the full value of this XP as part of
complete, as follows: the total needed to complete the current rank.

Rank 1: 20 XP Spending XP out of Curriculum

Rank 2: 24 XP Any XP spent on advances that do not appear on one’s
current school rank curriculum table (including any pur-
Rank 3: 32 XP chases of Ring advancements) partially contributes to the
current rank. Record half the value of this XP (rounded up)
Rank 4: 44 XP as part of the total needed to complete the current rank.

Rank 5: 60 XP Emily’s character is a Hida Defender. She’s at school
rank 1, and she wants to spend 2 XP increasing her char-
acter’s Martial Arts [Unarmed] skill rank to 1. Because Rank Tests and Ceremonies
Rank 1 of her Hida Defender curriculum lists Martial
Skills (the group that includes Martial Arts [Unarmed]), Some GMs prefer to require that PCs must return
her 2 XP fully contributes to reaching school rank 2. Lat- to their dōjō to be tested by their teachers to begin
er, she decides to spend 4 XP on increasing her Martial each new school rank. Others simply let PCs “rank
Arts [Unarmed] skill rank to 2. Now, she’s spent a total up” immediately. See Real World Experience versus
of 6 XP out of the 20 XP she needs to spend to achieve School Secrets for advice on these two methods.
school rank 2. If she had spent that 4 XP on a skill that
does not appear on her curriculum at that rank, she Unlocking Mastery Abilities
would only add 2 XP to her total toward school rank 2,
and would be at 4 XP out of the 20 XP she needs. Once a character finishes the fifth rank in their school,
they are invited to learn its deepest mysteries. They
unlock and gain a Rank 6 Mastery ability that is the
capstone to the samurai’s studies and allows them to
unlock their true potential.

Real-World Experience versus School Secrets

A little bit of practical experience can be as potent methods to practice on their travels or scrolls
as years of training. Characters in any campaign containing deeper mysteries for them to decipher
should be allowed to spend their experience during their journeys. A character might need to
on skills and rings during play as they desire, return to their school to formally verify their newly
as one can learn through practice no matter elevated rank within their school from a thematic
their circumstances. standpoint, but they can use its mechanical bene-
fits as soon as they earn it.
In the fiction of the setting, a character is usu-
ally taught school secrets, like techniques, by an If you, as a GM, want to maintain the narra-
instructor in their school or another individual tive element of learning techniques and advanc-
who knows the technique. Advancing to the next ing school ranks, you can do so by specifying that
school rank might be a more involved process, a character must use a downtime activity to visit
requiring the character to undertake tests or visit their dōjō or search for an NPC who knows the
specific locations and meet with particular instruc- technique. School ranks can only be increased
tors of their tradition. after visiting the proper dōjō and passing the
requisite test or training under an individual who
In practice, many campaigns are not condu- has attained a higher rank in that school. If you
cive to having characters return to their dōjō as decide to take this route for your game, be sure
frequently as they would like to spend experi- that you inform your players before the game
ence or increase their school rank. As a result, the begins and provide the PCs with sufficient oppor-
game’s default assumption is that characters can tunities to spend their hard-earned experience
learn techniques and increase school rank wher- on techniques.
ever they go, presumably receiving foundational

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CHAPTER 2: CREATING A CHARACTER

Advantages and Passions

Disadvantages Passions are advantages that represent a character’s
interests unrelated to their purpose in life or grand
Beyond their rings and skills, characters are also shaped desires—the little things that nonetheless bring them
by their advantages and disadvantages—the quirks and to life and give them solace in times of hardship. Even
vulnerabilities that make them tick. Each advantage or the most dutiful samurai can find time to pursue such
disadvantage is assigned to a single one of the charac- an interest, for to deny all joy is to hardly live a human
ter’s rings (the one to which it most commonly applies) existence. Passions are paired against anxieties, and
and has one or more types and a category. Various abil- the two cancel each other if both are applied to a giv-
ities and effects interact with the different types and en check. See page 111 for a list of Specific Passions.
categories of advantages and disadvantages.
Each passion has a unique narrative effect and
All player characters are assigned a number of the standardized mechanical effect, which applies as
advantages and disadvantages during the character described in the passion’s entry.
creation process. They also can be assigned advan-
tages and disadvantages in the course of play. Further, Adversities
characters have the option to purchase additional pas-
sions with experience, as described on page 100. Adversities are disadvantages that represent the fac-
tors in a character’s life that make performing the duties
Types of Advantages of a samurai more difficult, be they physical, mental, or
and Disadvantages even circumstantial. While none of these interfere in
all aspects of life, deviance from the ideal is frequent-
Each advantage and disadvantage has one or more ly questioned in wider society and might create chal-
types, which describe the general sphere of activities it lenges for the character in and of itself. Adversities are
affects. Common types include physical, mental, inter- paired against distinctions, and the two cancel each
personal, spiritual, material, injury, curse, social, mar- other if both are applied to a given check. See page
tial, fame, infamy, and scar. An advantage or disadvan- 116 for a list of Specific Adversities.
tage can have multiple types (such as “injury, physical”
and “curse, spiritual”). Advantage and disadvantage Each adversity has a unique narrative effect and
types have no mechanical implications by default, but the standardized mechanical effect, which applies as
they are sometimes referenced by other game effects. described in the adversity’s entry.

Categories of Advantages Anxieties
and Disadvantages
All characters have fears, hatreds, or things they
There are a number of categories of advantages and would simply prefer not to deal with. Anxieties are
disadvantages, each affecting characters differently. disadvantages that represent a character’s notable
These categories are as follows: emotional vulnerabilities. Anxieties are paired against
passions, and the two cancel each other if both are
Distinctions applied to a given check. See page 130 for a list of
Specific Anxieties.
Distinctions are advantages that represent a charac-
ter’s natural aptitudes of body, of mind, or of character. Each anxiety has a unique narrative effect and
Most distinctions apply to a narrow field of activities, the standardized mechanical effect, which applies as
as described in their entries. Distinctions are paired described in the anxiety’s entry.
against adversities, and the two cancel each other if
both are applied to a given check. See page 101 for a Gaining Advantages
list of Specific Distinctions. and Disadvantages

Each distinction has a unique narrative effect and A character gains advantages and disadvantages pri-
lists the standardized mechanical effect, which applies marily during character creation, when they have the
in the circumstances described in the distinction’s entry opportunity to gain up to three advantages and three
and allows the character to reroll up to two dice during disadvantages. However, under certain narrative cir-
Step 4: Modify Rolled Dice. cumstances, a character can acquire additional advan-
tages and disadvantages.

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CHAPTER 2: CREATING A CHARACTER

Acquiring Distinctions Using Advantages and

Distinctions cannot be acquired through training— Disadvantages in Play
they reflect intrinsic qualities rather than regimen and
hard work—but some game effects grant distinctions, In addition to their uses as described in Chapter 1:
especially ones related to a character’s social attri- Playing the Game, advantages and disadvantages can
butes (honor, glory, and status). As described in Honor apply to checks in a number of other ways.
in Play (see page 300) and Glory in Play (see page
304), a character can be granted a new distinction by Narrative Use
reaching certain heights of valor or renown.
Advantages and disadvantages confer certain narrative
A character can have any number of distinctions. effects, some of which give players quite a bit of lee-
way to shape the story. Frequently, an advantage means
Developing Passions that the character is able to do things within the scope
of the narrative that others cannot, or can accomplish
Usually, a character’s areas of interest are fairly set by things more quickly. Alternatively, a disadvantage might
the end of character creation, but sometimes people mean a character is more limited within certain spheres.
find a new art or source of joy in the world that they Remember, though, that most advantages have a down-
wish to pursue, even late in life. At the GM’s discretion, side somewhere, and most disadvantages confer some
a character may spend 3 experience points to devel- sort of benefit under particular circumstances.
op one new passion, determined by the GM and the
player together. Another way these can factor into the story is by
eliminating the need for the character to make certain
A character can never have more than three pas- checks. This is meant to help a character’s traits and
sions. At the GM’s discretion, a character might be able backstory factor into the way that character behaves
to remove a passion based on narrative events or to organically. For instance, a character who is passion-
make room for a new one. ate about a topic should never fail to recall a piece of
trivia about that subject—nor should a blind character
Acquiring Adversities have to make a check to avert their eyes from a flash of
light that disorients others. At other times, a character’s
A character can acquire adversities through a number advantage or disadvantage might cause them to make a
of means: injury, illness, spiritual impurity, or any of check others don’t need to make—a character’s fascina-
the many other wretched fates that can befall them. tion with a topic might make it hard for them to research
Critical Strikes (see page 269), the Afflicted condi- a less interesting subject, or a character’s fear of a thing
tion (see page 271), and numerous other sources can might mean they need to make a check to face it. The
cause characters to acquire adversities in play. GM is the arbiter of these situations.

A character can have any number of adversities. Turning Advantages
and Disadvantages
Developing Anxieties
Under the wrong circumstances, even a strength can
Generally, the anxieties of a player character are set by become a weakness for a character. On the other hand,
the end of character creation. Still, if the GM and the sometimes even an attribute that seems like a weak-
player decide together that a character should devel- ness can become a source of strength for that character.
op an anxiety over the course of play (for example, a Further, sometimes other characters’ advantages and
hatred of some new rival or a fear of some trauma), and disadvantages play into checks that affect the charac-
both agree on the form it should take, they can assign ter. Collectively, the set of options described here are
a new anxiety to a character at any time. This confers referred to as “turning advantages and disadvantages.”
limited benefits, but it might add a great deal to the
story, and it does grant the character a new means to $$ Inverting Your Advantage: If one of a charac-
recover Void points. ter’s advantages creates a logical vulnerability
for that character on a specific check, the GM
A character can never have more than three anxiet- may invert that advantage, causing it to be
ies. At the GM’s discretion, a character might be able
to remove an anxiety based on narrative events or to
make room for a new one.

100


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