TEXT: -~~~
  O~IEIlTAJ. AI7I1EIlTU:aES
  
  :RICll\VU~
  _CARMAN
  HOSMER '
  SETH MAsoN
  ~HAND
  D.J.TRINDLE
  MARK JELFO
  MAJuoRlVAS
  MA1Uo:RIvAS
  Of' on~1'JORS;.o.l1llJ!EN A;lES"
  iiIOTOS IlJI<-
  KIM HOS¥ER
  SETHMAsoN
  ANDuw l\tAHON
  AlODEI.5o JACOBEtAu..uu.N,DAN
  ;tdOENSIER~llJCAS,~ MAso~
  CHARllE
  Z,:RICH WUU,,AJ.YC1A .
  BAKER,IE
  KlJ.BUBN; ANDREW
  M.UiON, K1USn'MAcK. RBNEE BA.IUl, ROB
  "'BAlUl, DENNIS WIsE, D
  mMBERS,
  "MEIJSA ROBINSON
  ?J.AYTII:STr.l5: JACOBE CA1MItAN, DAN
  MOENSIIlIl, TYlER LUCAS; SBTH MAsoN,
  KIM HOSMER. MAJ;T l.OQMIS,}'ENNIfBll
  LANCLEY, CHARUE PEREZ,NnoosA
  CHIU$TIAN, RICH, WlJi.F, LEE MAsHmER,
  I
  Jo~ LING,~ W.uu>E, JEp~,
  .
  ~tJ1I:l', JARED.DEVLIN-SCBJ!REB,
  k
  RYAN CABI'ER, ANDREW'MAIION, ADAM
  I
  DIEPHOUSE,MIKE~, BIll EARLY:
  !,
  Jr
  
  The Scorpion Clan. .
  118
  The Unicorn Clan
  123
  Skills. .
  . 128
  Equipment. . . . . . .
  . . 142
  Weapons. . . . . . . . . .
  . .... 144
  Magic and Shugenja . . .
  . . 146
  Definitions.
  .
  147
  Mechanics.
  .
  148
  Basic Spells. . .
  .
  151
  Air Spells.
  . .•..... 153
  Eanh Spells. . . . .
  .
  157
  Fire Spells .......•............. 160
  Water Spells......
  ..164
  Void Spells
  168
  Bloodspeakers, Ronin and
  The Minor Clans
  _.. __ .169
  Blood and Honor (5)
  169
  Character Creation for Bloodspeakers
  and Tainted Characters
  173
  Maho and The Shadowlands Taint 176
  The Bloodspeakers.
  . . 176
  Maho Spells. . . . . . .
  . ... 177
  The Minor Clans. .
  . .. 180
  The Fox Clan
  181
  The Hare Clan.
  . . 181
  The Sparrow Clan
  182
  The Monkey Clan. .
  .
  183
  The Tortoise Clan.
  .
  183
  Minor Clan Characters.
  . . 184
  Ronin
  184
  Ronin Brotherhoods. . . .
  . .. 185
  The Tessen .
  . . 186
  The Eyes of Nanashi ..
  ..186
  The Machi-Kanshisha.
  .
  187
  The Burning Sands
  188
  The Ashalan.
  .
  189
  The Celestial Alliance and
  The Khayel . . .
  . .. 189
  The Khadi . . . .
  . . 189
  The Moto
  189
  The Qolat. . . . .
  . _190
  The Senpet......
  .
  190
  Beyond Rokugan
  190
  Ivory Kingdoms. .
  .
  191
  II
  COn..T£n..T5
  Introduction
  _
  3
  Blood and Hooor (1) .
  . 3
  What is Rokugan Live-Action? . .
  . 5
  How to Use This Book . . . . .
  . 6
  The Most Imponant Rules
  8
  History ofRokugan
  9
  Blood and Honor (2) .
  .
  9
  History of Rokugan
  12
  The Celestial Order
  20
  The Emperor's Advisors
  21
  Rulers of the Clans. .
  . . 23
  Rokugani culmre and Etiquette
  25
  Mechanics
  3
  Blood and Honor (3)
  43
  Mechanics. . . . . . . . . . . . . .
  .
  46
  The Basics.
  . . 46
  Basic Opposed Tests
  46
  Unopposed Tests
  47
  Combat..........
  .
  49
  Character Creation
  54
  CharacrerType
  .....•....... 55
  Character Sheet.
  . 57
  Rings and Traits.
  .
  57
  Skills. . . . . . . . . . . . . .
  . 61
  Clan Family and School..
  .. 61
  Character Points. .
  .. 61
  Advantages and Disadvantages. 62
  Wounds.
  .. 62
  Honor....
  .
  62
  Glory.
  . .. 64
  Insight and School Rank
  67
  Experience Points. . . . . . .
  .
  67
  Character Building
  69
  Blood and Honor (4)
  69
  Character Building.
  . . 71
  Advantages
  71
  Disadvantages. . . .
  .
  79
  The Great Clans. . . . . . . . .•.. .
  . . 84
  The Crab Clan. . . .
  .
  84
  The Crane Clan. . .
  .
  91
  The Dragon Clan
  97
  The lion Clan ..........•.... 103
  The Mantis Clan..
  . .. 108
  The phoenix Clan. .
  .
  113
  Merenae ..
  Yobanjin Tribes.
  Yodatai Empire ....
  .... 191
  ...... 192
  .... 192
  
  BLOO" An.." KOn..O:a
  '?A;tT on::
  Shiba Kanshiro believed that there was a Fortune of Destiny, and that she
  conspired only to make his life difficult.
  Kanshiro stepped out of Lord Juro's chambers, struggling to keep the rage and
  frustration from his face. Kanshiro thought he saw aguard smirking at him as he
  closed the door, but when he looked at the man his 'Yes were politely averted. What
  was it with this place? Why did everyone here seem to go out of their way to make
  things difficult> Kanshiro adjusted the two swords tucked beneath his obi and
  moved on with all the dignity he could muster. He quietly fumed as he made his
  way back to the gardens, planning his next move.
  The Shogun was not a man known for indulging in worldly luxuries, but he was
  a canny politician who recognized that there were many who did. Seppu» JUTO,
  most realized, was more important for being known as the Shogun's karo than for
  his position as governor of Honored Treaty City. The governor's palace served as a
  place to entertain those who wished to have the Shogun's ear, keeping them com-
  fortably entertained and away from strategic operations in nearby Shiro Henka.
  These gardens, like this palace, were not designed for the Shogun but for his guests.
  Subtly curving rock paths wound between delicate trees, bushes sculpted in won-
  drous natural patterns, and a brilliant riot ofbeautiful flowers. Kanshiro liked this
  place, and had spent quite a great deal of time here since his arrival. Even so, the
  beauty of the gardens only slightly mitigated his anger
  "Kanshiro-san," called out a delicate voice from his left. "Things did not go well,
  I take it?"
  He looked toward the source of the voice. A woman in the red silken robes knelt
  just beside the entrance of the courtyard. She peered up at him over the top of her
  book, dark eyes encircled by a red velvet mask in the manner which distinguished
  the Scorpion Clan. Kanshiro's training cried out at him not to trust a Scorpion, but
  during his time in the governor's palace he had become quite fond ofSoshi Kaoru.
  His heart said she was not like other Scorpion, even as his brain told him this was
  quite possibly exactly what she wanted him to think. In any case, he had no secrets,
  so he saw no harm in befriending her even if her motives were impure.
  "The Shogun's karo is beingdifficult," Kanshiro sighed. "I have told him ofthe sit-
  uation in my home village, how the bandit attacks are increasing in frequency and
  organization, but he seemed almost amused. It sounded as if he believed the attacks
  were our fault, as if my family had failed to protect our home... he refused to dis-
  patch troops to aid us."
  Kaoru frowned sympathetically. She rose, folding her book and tiuking it into her
  obi. "Jura has become corrupted by his position," she whispered to him. "With the
  Shogun occupied keeping peace in the south, his word here is absolute. If rumor has
  it right, he is easily distracted by worldly pleasures. I have heard that many; like you,
  have found greater success in keeping his focus on important matters by bestowing
  certain gifts upon him."
  Kanshiro's 'Yes widened. He glanced about to see if Kaoru had spoken while any
  ofthe other guests were in hearing range. Ofcourse she had not. "Bribes?" Kanshiro
  
  hissed, outraged. "Such is not conduct worthy of a samurai, especially a samurai
  who serves the Shogun directly!"
  Kaoru studied Kanshiro for a moment, as if gauging the sincerity of his words.
  She smiled gently. "You are a good man, Kanshiro," she said with just a hint of
  sadness. "An honorable man. Some days I fear there are too few like you left in
  Rokugan." She moved past him down the garden path, walking slowly enough that
  he could follow if he so chose.
  (lIs something wrong, Kaoru-chan?" he asked her, walking beside her.
  "A family matter," she replied. "You have your own problems, Kanshiro·san.
  1would not wish to impose upon you."
  "My oum mission here seems futile," Kanshiro replied. "If there is any way that 1
  can help you, it is my duty as a samurai to do so."
  Kaoru looked at him over one shoulder. "Not all samurai would be so generous to
  a Scorpion."
  "Since 1 arrived here, you are the only one who has shown me kindness and
  courtesy;' Kanshiro replied. "1 will not repay that with distrust."
  Kaoru's face flushed slightly with surprise. She nodded to Kanshiro, thanking
  him for his kindness. un is my cousin, Yoshino;' she replied. "Lady Vidori dispatched
  the two of us here to present a gift from our family, a crystal flower carved by the
  legendary Ashalan sandsmith. We have been here for two weeks now. Yoshino
  claims that it is his responsibility to remain here until the Shogun returns to claim
  his gift, but this is not true."
  
  "Oh?" Kanshiro replied. He had met Kaoru's cousin a time or two since his
  arrival. He had seemed acurt, arrogan~ and impatient young warrior.
  Kaoru glanced around carefully, then looked up at Kanshiro. "Yoshino is having
  an affair with Seppun Isa, Lord Jura's daughter. It is for her sake that he makes
  excuses to remain."
  "But the karo's daughter is betrothed to Mirumoto Aichi," Kanshiro replied,
  "an officer in the Shogun's guard, due to arrive at the castle this very day." Kanshiro
  had not expected aproblem ofthis scale - he almost regretted his selfless offer to help.
  "Now you understand my difficulty," Kaoru replied. "Aichi's clan, the Dragon,
  and my clan are allies. If this shameful affair should see the light of day not only
  would the Scorpion's reputation with the Shogun be greatly harmed, but our
  alliance with the Dmgon Clan would be as well."
  "I am not certain how 1 can help," Kanshiro replied, "but 1 promised, Kaoru-
  chan."
  "Arigato, Kanshiro-san," Kaoru said gratefully. "1 only ask you be careful not
  to speak of this matter. Even if a mere servant should overhear, and report to the
  Mirumoto ..."
  A sudden commotion behind them drew his attention. A dozen samurai in fiery
  armor ofthe Shogun now spread across the garden, taking up positions at every exit.
  Some herded guests into the open area, looking at the guards and at one another in
  confuSion, irritated. A lanky woman in a billOWing green kimono stepped into the
  center of the garden. The winding image of a snake tattoo coiled itself over her
  shaven head, and she scanned those present with acalculating eye.
  "Cuests ofHonored Treaty City," she called out. "I am Kit,"ki Temko, agent ofthe
  Shogun. In the name ofthe Emperor, none ofyou are to leave this castle, and should
  any of you desire to leave the confines of these gardens, you shall do so only in the
  company ofmy chosen guardsmen. And so it shaH remain until the murder ofLord
  Jura is solved."
  WIfAT IS
  ~OI{UGAT\
  LIII£-ACTIOT\?
  As the name suggests, this is a game set in a fantasy world known as
  Rokugan, an Empire of heroic samurai, mystical shugenja, and fearsome
  creatures from the Shadowlands. Though the serring draws heavily from
  the culture and history of Japan and other Asian nations, it is a unique
  fantasy world.
  Legend ofthe Five Rings'" first appeared in 1995 as a collectible card game.
  This game introduced a revolutionary idea: a game whose story was
  influenced by the actions of its players through the results of major
  tournaments. Legend of the Five Rings later expanded into a role-playing
  game in 1997, the game upon which many of the rules and mechanics of
  this game are based, though previous knowledge of the game is nor
  necessary to use rhis book.
  
  ,
  Those familiar with rhe role-playing game may note that the rules here
  are greatly streamlined. As a live-action game, it is designed to move much
  more quickly and with less Game Master participation than a tabletop
  roleplaying game. This is not to say that the rules for Live-Action Role Play
  (or LARP as it is more commonly referred to) are inferior to its tabletop
  counterpart - they are merely designed to take the best advantage of the
  medium at hand. We have taken away the dice, replacing them with a deck
  ofnormal playing cards.
  Welcome to Rokugan, where honor is a force more powerful than steel.
  HOW TO US£
  THIS BOOI{
  LARP can most closely be compared to a mix between tabletop role·playing
  and an improvised play, where each player portrays his character. The use
  of props and costumes is encouraged. As opposed to dealing strictly with
  Non-Player characters (NPCs) or working cooperatively in a party, players
  often have a variety ofobjectives and there are generally few Game Master~
  controlled characters. Rokugan Live-Action still has Game Masters (GMs),
  though their role more closely resembles that of a referee or judge rather
  than representing all the other assorted characters in the game. LARP has
  been called is a more intensive role-playing experience, with players
  leaving character rarely, ifat all during a game session.
  GMs accustomed to keeping their players on a short leash may have
  problems running their first LARP session. This is nor to say that you
  cannot achieve storyline agendas or have one-on-one sessions with
  players. In this environment players should become more responsible for
  familiarizing themselves with the rules so as to not to cause too heavy a
  strain on the GM. The main duty of the players is to enter into the persona
  of the characters they have created and see the world through that
  character's eyes. As in all role-playing games, there is no defined way to
  "win" or "lose" a LARP other than the objectives players set for themselves
  -
  you get out ofit what you put into it.
  Imagination plays an important parr in LARP. As appropriate settings
  can be difficult to find, just about any environment can be turned into
  a suitable space for play. A park that is isolated, someone's home, a college
  campus, or a church can all provide places for the game provided
  you manage to secure permission. Make certain LARP area is clearly
  defined before play begins so players do not wander out of the intended
  boundaries.
  Setting a mood is also important, and can help players feel more in
  character. One ofthe easiest ways to make any environment feel more like
  Rokugan is to remove items of modern design (if possible). An area with
  sparse furnishing is fat less jarring to the mood of the game. Playing back-
  ground music such as the sound oftaiko drumming significantly enhances
  
  the tone ofthe game. However, keep in mind that loud music, dark rooms,
  and smoke) while they may set an intriguing mood, can be disruptive and
  confusing for players.
  Costumes) while optional in many LARPs, can also help set a mood and
  get everyone into character. Costume is probably one of the biggest
  concerns when playing in a LARP and this book explores costuming in
  detail Dressing in a traditional Japanese fashion can be costly and the array
  ofaccessories needed makes the prospect daunting to the newcomer. The
  cosruming chapter in this book will walk teaders through how to make a
  basic costume, something workable and attractive for a LARP, without
  breaking their budget.
  
  TH~ 1i\.OST 11i\.70;tTAnT
  ;tUl.~S
  This book includes a number of rules for creating and playing
  characters. One should feel free to tinker with and adapt these rules to fit
  his or her style. However, there are a number ofrules that are critical, and
  should not be altered. These rules are designed to make certain the LARP
  experience is safe and fun for all parties:
  No alcohol or drugs should be present. These substances not only
  impair judgment and affect role~playing, but can also make players
  uncomfortable.
  No weapons should be present. Even the presence of realistic toy
  weapons cause problems. Players often get carried away with the emo~
  tions oftheir characters, so better that the temptation not be available.
  No touching other players in any way. While a good rule to maintain
  player etiquette in general, this also fits in well with the flavor of
  Rokugan, where physical contact is considered rude.
  Respect other players, and remember the boundaries between "in
  character" behavior and etiquette to your fellow players. Instituting a
  hand signal to indicate that one is communicating "out ofcharacter" is
  a good way to prevent unfortunate misunderstandings.
  
  SJ-OOD AnD 1+0no;l.
  i'A;tT TUIO
  ryr
  Kanshiro was the first to be taken aside, seated in a small dining chamber while
  magistrates interviewed him. Kitsuki Temko studied him coldly, walking i,n slow circles
  around the young Phoenix. The Kitsuki family was known for its relentless investigators.
  Once they smelled a '11ystery, they did not cease their pursuit until the truth had been
  uprooted. Kanshiro knew that he was guiltless, but even so he could not help but feel
  self-conscious under Temko's scrutiny, as ifshe might reveal some clue that suggested he was
  in fad the killer by some means so devious that he had fooled even himself.
  Kanshiro tried not to think about the factthatTemko was amember ofthe Dragon Clan,
  and the Dragon were not particularly fond of his own clan, the Phoenix. Surely a Kitsuki
  magistrate would be honorable enough not to abuse herposition for pettypolitics, and would
  desire only the truth.
  "Confess now, Kanshiro," Temlw said as she paced around him. "Do not compound the
  shame ofyour actions with falsehood."
  "r did not kill Lord Jura," Kanshiro replied, somewhat outraged. His hands rolled into
  fists at his side. One ofTemko's guards rested his hand meaningfully on his katana.
  Temko stopped pacing, and turned to look at him again. Though she looked youngfrom
  adistance, Kanshiro could see that the magi5fmte's face was a map offine lines and elegant
  wrinkles. This was a woman experienced in separating truth from fiction, well versed in
  seeing into the heart ofthe matter. she was not afraid ofhim. "You were the last man to see
  him," she said. "1 already know that you argued with him, that you were angry about his
  refusal to dispatch aid to your village."
  
  .',
  ,
  "Why would I kill him'" Kanshiro asked, "what good would that do my village,
  to murder the only man who could aid us?"
  Temlw shrugged. "A crime of passion," she said. "Young men such as yourself are
  known for brash acts."
  Kanshiro reached for his sword. The guards took aquick step fonvard, but Temko
  did not flinch. In fact, she held out one hand, signaling them not to attack.
  Kanshira drew the blade from his obi, still sheathed in its saya, and held it out to her
  with both hands. Athick silken cord bound the sword to the saya, tied in acomplex
  knot.
  "On the day I arrived in Honored Treaty City, 1 prayed to the Fortunes at the
  temple of Benten," Kanshiro said. "I vowed to Mio, the master of the Temple, that
  my sword would not be drawn again lest it be drawn in the name of justice -
  a
  vow ofpeace in hopes that the gods would protect my village while I am gone. Mia
  tied this peace knot LVith his own hands as he blessed me. It has not been disturbed
  since -
  I could not have used this weapon to kill Lord Jura."
  "1 believe you, Kanshiro;' she replied. "1 believe that you are not responsible for
  this crime."
  Kanshiro felt as ifagreat weight had bee" lifted from his shoulders. He bowed to
  Temko from where he sat and tucked the sword baikinto his obi.
  "Though it is not what you
  say, but the sincerity with
  which you say it that
  leads me to believe,"
  she continued. "After
  
  all, the Phoenix is aclan ofscholars. Ifone such as yourselfhad adesire to learn the
  complex peace knots ofthe Brotherhood, I have no doubt you could do so. Juro was
  poisoned, struck by a dart coated in a potent variant of Night Milk, not slain with
  a sword."
  "Poison?" Kanshiro replied.
  "It was your assumption that Jura was killed with asword that led me to believe
  you," Temko went on. "Jura was an old man, but he was yet awarrior, hand-puked
  byToluri I to govern this city. Had he been attacked in broad daylight, would he not
  have cried out' Would he not have defended himself' Is it not likely that you would
  have been wounded, or at least not exited meekly from his chambers without so
  much as a drop ofblood on your kimono'"
  Kanshiro looked slightly embarrassed. "I... suppose it is unlikely, Temko-sama,"
  he said.
  "Precisely, Kanshiro-san; Temko replied. "You are no murderer. Such guile is not
  within you. Further, I suspect you have never even been in combat, not even with
  the fearsome bandits that menace your home." Kanshiro's face flushed even mOTe
  deeply. "Yes, I know the danger that faces your village. I knew you quite well before
  we ever met, Kanshiro·san. Such is the way ofthe Kitsuki."
  "You are right; Kanshiro said. "I reached gempukku only three months ago and
  have never been in real combat. Though my sensei believes I am an excellent
  swordsman, my father believes I am not yet ready."
  "Making you the peljed choice for a diplomatic mission," Temko said. "Send the
  most inexperienced wanior on adoomed mission to retrieve help. Thus occupied, he
  will not trouble the true samurai."
  Kanshiro scowled up at Temko. IIWatch your tongue, Dragon," he said without
  thinking. III am a true samurai ofthe Phoenix Clan. Ifyou insult my honor again,
  I will show you."
  The guards reached for their swords again, but Temko continued to stare placidly
  at him. uExceUent," she said.
  Kanshiro blinked, confused.
  /lOther than my personal guards, you are the only man in this castle who I know
  for certain is innocent;' she replied. "However, innocence and integrity are different
  things. You are outnumbered, inexperienced, you have no idea what I am capable
  of... yet when I tested you, you were prepared to defend your honor. You are a
  worlhy son of the Phoenix Clan, Shiba Kanshiro. I believe you can aid me in my
  investigation."
  "Aid you?" Kanshiro asked, removing his handfrom his sword in numb surprise.
  "Whoever murdered the Shogun's kaYO has covered his tracks well," Temko said.
  "I am trained to analyze evidence and testimony, but the murderer will know
  this... and seek to cloud my investigation. You, on the other hand, are nothing." She
  looked at him with a smile. "No offense intended ... but you are a Phoenix in
  Phoenix lands, ayoung samurai from avillage with no political significance. To the
  eyes of many here, you are invisible. You can move where 1 cannot, see what I
  cannot. You might hearanswers I would miss. Invisible, honest, reliable, you are my
  perfect ally. Will you help me, Kanshiro'"
  "Hai," the young Phoenix said without hesitation.
  
  H-ISTO:ay Of'
  :aOI{UGAn.
  WHAT HAS
  GOn~
  B~f'O;l.~
  (?;l.~..HISTO;l.~)
  Before the genesis ofmankind, several civilizations rise and fall including
  the Five Races (kenku, ningyo, trolls, kitsu, and zokujin), the Naga, the
  Ogres, and the Nezumi. Each of these civilizations ruled the land that is
  currently known as the Empire and, for various reasons, faded into
  memory. Some rare ruins, such as the City of Night, the Naga temples,
  and the Nezumi cities in the Shadowlancls mark the existence of these
  once-proud civilizations.
  Fall of the Kami: Established pre-calendar
  After dueling his father for the lives of his siblings, the ten Kami,
  children oflord Moon and Lady Sun, rumble to the mortal realm. Hantei,
  Hida, Doji, Togashi, Akodo, Shiba, Bayushi, and Shinjo gather the
  orihumans and establish the Empire of Rokugan. Fu Leng is separated
  from the others and falls to the southwest, where he is lost to the corruptive
  power of Jigoku. Tenth Kami) Ryoshun) dies before finally reaching the
  mortal realm.
  The War Against Fu Leng and creation ofthe Shadowlands
  The armies of the Lost Brother) Fu Leng) swarm across Rokugan and
  liquidate everything in their path. The servants of the Hantei fight
  valiantly, but find that they are losing the War. When all seems lost, a
  mysterious man named Shinsei arrives and gathers a hero from each clan.
  Shinsei's conversations with Hantei are recorded as the Tao of Shinsei)
  which latet becomes the foundation of Rokugani philosophy and religion.
  Shinsei and the Seven Thunders go on to bind the soul of Fu Leng in the
  Twelve Black Scrolls.This conflict comes to be known as the Day ofThunder.
  Only Shinsei and Shosuro) the Scorpion Thunder) survive the battle. Both
  disappear shonly thereafter.
  Shinjo's Exodus: year 45
  The Kami Shinjo, leader of the Ki-Rin Clan, decides to take her followers
  and explore the world.
  The Phoenix Clan find Uikku, the Serene Prophet: circa year 72
  The Phoenix discover uikku, a young child cursed with the gift of
  prophecy. His ravings are alternately inspiring or baffling, but many of
  them involve the future or interpretations ofthe Tao.The Phoenix transcribe
  
  all ofhis pronouncements, which come true with chilling frequency.
  Mantis Clan Founded: citca year 80
  Osano-Wo acknowledges his illegitimate son Kenzan as ruler of the Crab
  rather than the legitimate Kaimetsu-uo. Kaimetsu-Uo leaves Crab lands
  find his own destiny across the Rokugani seas, on the islands he names the
  Isles of Spice and Silk. His followers call themselves the Mantis, though
  they ate not acknowledged as a clan until much latet.
  Disappearance of Bayushi: year 83
  The First Scorpion is said to have left behind his mask and sword for his
  son, with the note "1 have lost her forever."
  Death ofAkodo: citca year 99
  While surveying the construction ofthe Hall ofAncestors and the Ikoma
  Libraries, Akodo One-Eye is confronted by an army ofTsuno (though he
  does not recognize them as such). Akodo stands against the hotde with one
  hundred men, and meets his enemy in the Seikitsu Pass. When the battle
  seems lost, Akodo's mighty roar collapses the pass, bringing down a moun-
  rain upon him and the enemy.
  
  Kuni Nakanu notices Taint on corpses: circa year 100
  The first signs ofthe Shadowlands Taint, and its effects, are studied by the
  Crab Clan as early as rhe firsr cenrury afrer rhe Empire's founding. Nakanu
  dies shortly thereafter when he is overwhelmed by zombies during an
  ill-advised experimenr.
  Reported Death ofTogashi: year 101
  When Doji rravels [Q rhe land ofrhe Dragon clan [Q visir wirh her brorher,
  Togashi, she is turned away. This was the first news of the death of the
  Dragon Kami.
  Disappearance of Doji: year 102
  Lady Doji imparts her final wisdom to her son Nio and walks into the tide l
  never to be seen again.
  Emerald Magistrates and Emerald Legions fOWlded: year 153
  Experienced military officer Doji Hatsu and skilled courtier Soshi
  Saibankan drafr merhods by which qualiry soldiers could be conscripred
  and magistrates could enforce the law of the Empire. Hatsuo and
  Saibankan devise rhe framework for the Imperial Legions and rhe Emerald
  Magistrates, respectively. The new system guarantees that the Emperor's
  conscripts and magistrates will work closely, with powers that
  complement one another.
  Disappearance ofthe Kami Hida: year 210 (traditional date)
  In the year 210, the aged Kami ofthe Crab takes up his tetsubo, announces
  he intends to seek out his lost son, and departs into the Shadowlands. He is
  never seen again.
  Yasuki Tanaka Invents the koku: year 243
  The system of exchanging valuable items for goods or services existed
  prior to Tanaka, but it is he who designs the koku as it is recognized today.
  The koku's design features the kanji of the Fortunes on one side and the
  Kami on the other. Tanaka's coins confound most attempts at forgery.
  When the Emperor inquires as to the nature of the strange little copper
  coin (which was, ar rhar poinr, used exclusively by rhe Crane)Tanaka gladly
  provides rhe Emperor wirh his minring piares as a gifr.
  Beginning ofNezumi-Crab Alliance: year 314
  Twelve year old Hiruma Kazuma forges the bonds of trust between man
  and Nezumi, drawing upon their resources to save the besieged Hiruma
  Castle. The Crab continue to show greater understanding and friendship
  toward the Nezumi than any other single clan at present.
  The Yasuki split and the Crane:Crab War: year 387
  The great Crab -
  Crane war was the first large-scale internal war in
  Rokugan. Caused by the Crab seizing territory along the Crane's southern
  borders (presumably ro feed the Crab's beleaguered troops afrer a number
  of major bartles against rhe Shadowlands), and the splir of rhe Yasuki
  family from Crane to Crab, the war lasts for over adecade.
  
  Rulership ofthe Gozoku: years 391-435
  After the kidnapping ofHantei Fujiwa's heir, the Hantei Emperor has lirtle
  choice but to concede to the demands of the Cozoku Alliance, a
  conspiracy between the Crane, Scorpion, and Phoenix Clans to undennine
  the Emperor's rule. Fujiwa falls ill and dies shortly after capitulating to the
  Gozoku, leaving his aged uncle, Oromo Tohojarsu, as regent until Hanrei
  Kusada can claim the throne. Tohojar5u falls in with the Gozoku, as he had
  always coveted his nephew's power and the Gozoku helps him secure his
  clan. Hantei Kusada (Hanrei VI) seems destined to serve as nothing more
  than 5 a figurehead -
  by the time he is of age to take the throne, Oromo
  Tohojarsu's concessions to the Gozoku had rendered them completely in
  control.The Gozoku are interested in establishing the independence ofthe
  clans, with the Hantei Emperor to serve as a "face" for their rule. The
  Gozoku's rule is a prosperous time. They encourage a detailed system of
  roadways and new ways of conducting trade and travel so that the clans
  can be independent but still in close contact. Art and culture flourish.
  Unfortunately, crime and corruption increase dramatically as it becomes
  clear that even the Great clans have little respect for the Emperor's law.
  End of the Crab-Crane War and Sparrow Clan founded: year 400
  The Empire's first civu war results in an Imperial Edict banning large·scale
  open warfare among the Great Clans. Since that time, only small
  battles are permitted, and only with the Emperor's consent. During an
  earlier failed negotiation for peace, Crane official Doji Onegano is ousted
  from the Crane Clan. The Emperor grants Onegano lands stripped from
  the Crab and Crane for his use. The lands are harsh, unforgiVing, and
  largely worthless. Onegano retires to a monastery but his SOD, Suzume,
  remains to found the Sparrow Clan.
  Snake Clan corrupted: year 401
  Chuda Tamihei, great·grandson of Isawa Chuda, succumbs to the tempta·
  tion of a spirit and unleashes a dreaded Shuten Doji in the lands of the
  Snake. The spirit begins extending its influence throughout the tiny clan,
  completely assuming conrrol in a matter of a month. In an event that
  comes to be known as the Five Nights of Shame, the Phoenix clan are
  forced to exterminate all Snake Clan members possessed by the spirit. A
  handful of Chuda family members not home at the time survive, and
  quickly go into hiding.
  Coronation ofHantei Yugozohime: year 435
  When Hantei Kusada dies of old age, his heir is brought from Phoenix
  lands [0 assume the throne (and maintain the Gozoku stranglehold on the
  power of the Empire). However, Kusada's forgotten daughter Yugolohime
  challenges her brother to a duel for the throne, and defeats him. With the
  support of the Lion and Dragon behind a confident and powerful Hantei
  Emperor, the strength ofthe GOloku is shattered.
  Yugozohime (Hantei VII) enacts great changes to the Empire's
  government, granting many powers of the Imperial Court (that the
  
  Gozoku used to their advantage) to the Otomo family, effectively splitting
  the court's influence and preventing further attempts to undermine the
  Emperor's power.
  Gaijin Ambassadors Arrive at Imperial Court: circa year 440
  At the behest of the Mantis, a small group of gaijin explorers are allowed
  admission to the Imperial Court while their fleet docks in Golden Sun Bay.
  The Emperor opens limited trade and exchange of ideas with the foreign
  visitors. The gaijin are allowed two years to prove their honor and their
  respect for the Empire.
  Battle ofWhite Stag/Raging Seas: circa year 442
  The gaijin are commanded to leave Otosan Uchi, and retaliate with
  violence. In the ensuing battle, Hantei Yugozohime is slain. The united
  clans band together to slaughter the gaijin, driving the shattered remnants
  oftheir fleet to sea, where many oftheir number are consumed in a myste·
  rious storm. Yugozohime's uncle Hantei Muhaki assumes the throne.
  Battle ofStolen Graves: year 510
  Soshi Takasho and Akodo Minobe discover the secret cult of the blood
  sorcerer Iuchiban, who plans to animate the bodies of the Imperial crypts
  and attack the Emperor. Rousing the armies of the clans, Iuchiban is
  defeated. It is soon discovered that Iuchiban cannot be killed, thus he is
  imprisoned within a labyrinthine tomb. The architect, Kaiu Gineza,
  is killed by Scorpion assassins so the secrets of the tomb will remain safe'.
  The Emperor issues a formal edict that all corpses of the dead will hence-
  forth be cremated, to prevent such an army from rising again.
  Reign ofthe Steel Chrysanthemum: from 589-597
  Hantei XVI takes the throne when his father retires early at his son's
  behest. Hantei XV believes his son will usher in a new age of prosperity.
  Hantei XVI proves to be a different sort of ruler, however. Paranoid since
  birth, the Steel Chrysanthemum's rule slowly becomes a merciless
  dictatorship. Hantei XVI mercilessly crush~s any threat to his power, real
  or imagined. Thousands die in the throes of his cruel reign. Those who
  follow the Steel Chrysanthemum into death when he is finally deposed are
  said to be cursed to follow him forever.
  Seppun Hanako writes the Articles of Heaven: year 622
  Having endured the brutal reign ofHantei XVI during her youth, Hanako
  eagerly assists the young and inexperienced Hantei XVII in his rule ofthe
  Empire. In an attempt to curb .the baser tendencies of Rokugani society,
  she pens the Articles of Heaven, a set of legal reforms that touches on
  virtually all parts ofthe Empire's legal system.
  The Battle of Sleeping River: year 750
  Two hundred years after his first defeat, the dreaded sorcerer Iuchiban
  rises once more to threaten the Empire. Armed with the secret of moving
  his spirit from body to body, Iuchiban spends these two centuries
  procreating a massive cult throughout Rokugan. The Bloodspeakers, his
  
  loyal followers, amass an army of corpses on the plain beside Sleeping
  River. An ise zumi discovers Iuchiban's spirit and alerts the clans to his
  treachery. After driving Iuchiban's forces from Ryoko Owari, the united
  clans converge upon the plains ofSleeping River and destroy the sorcerer's
  anny. The ise zumi who first discovered Iuchiban captures and holds his
  spirit until he can be re-imprisoned within his tomb.
  The Unicorn Clan returns to Rokugan: year 815
  After eight centuries of wandering, the clan once known as the Ki-Rin
  rerum ro rhe Emerald Empire. Pursued by rhe Shadowlands Horde, rhe
  Unicorn know they cannor afford to take time to peacefully explain their
  approach to the Crab. Instead, the Unicorn smash through the Crab forti-
  ncations and speed into Rokugan. The Unicorn emissaries prove they are
  the rerurned !G-Rin by returning a fan given ro Shinjo by lady Doji
  centuries ago. The Emperor decrees that the Ki-Rin have come home and
  restores their lands.
  The Scorpion Clan Coup: year 1123
  The Scorpion Champion Bayushi Shoju discovers an ancient prophecy
  rhar indicares thar rhe Emperor will become possessed by Fu leng. Shoju
  launches adevious plan to prevent the prophecy by ending the Hantei line.
  He secretly places his army throughout Otosan Uchi and cuts his close
  friend Hanrei XXXVIII down in cold blood just as his troops take over
  the capital. Realizing Akodo Toturi is the only tactical mind capable of
  undennining his well-laid plans, Shoju arranges for Totuti's assassination.
  Unfortunately for Shoju, Toturi's geisha assassin cannot bring herself
  to kill Toturi and simply drugs him so that he will be unable to stop
  Shoju's attack.
  Shoju declares himselfEmperor, defending the city despite an attack by
  the combined Great Clans. Only when Totuti returns are the clans able to
  pierce the city's defenses, and the Lion slays Shoju in a duel. Believing the
  Hantei line to have been exterminated, Toturi declares himself the
  Emperor of Rokugan.
  .
  The Hantei's son, smuggled to safety by the Phoenix
  during the Coup, returns to find Toturi occupying
  his throne. Consumed with rage, he both
  dissolves the Scorpion Clan and declares
  AkodoToturi adishonored ronin. The new Lion
  Champio
  atsu Tsuko quickly decrees that
  anyone bearing the Akodo name must either
  swear fealty to the Matsu, rkoma, or Kitsu,
  join the Deathseekers, live as ronin, or die.
  The renowned sensei Akodo Kage is the
  exception to this edict. As an afterthought,
  Hantei XXXIX takes Bayushi Kachiko
  as his bride to end the traitorous
  Bayushi line forever.
  
  Yogo Junzo opens the first Black Scroll: year 1123
  In anguish over the destruction of his clan, Yoga Junzo opens the first of
  the twelve Black Scrolls. The scroll creates a deadly Wasting Disease that
  subsumes Rokugan, bringing misery and death to all who contract it. The
  spell also transforms Junzo, transforming him into Pu Leng's loyal servant.
  Junzo begins seeking out the other Black Scrolls in his new master's name.
  The Naga awaken: year 1124
  Although scouts have been active for nearly rwo centuries, it is not until
  recently that the Naga awaken in significant numbers. It is a slow process
  at present, and one that will require time to complete, but at last the
  serpent folk begin to stir from their sleep ofages.
  The Clan War: years 1125-1128
  When Hantei XXXIX falls victim to a mysterious illness without leaving
  an heir, the clans vie among themselves to determine a successor. In truth,
  Empress Kachiko has been slowly poisoning the Emperor. The ronin
  
  Toturi returns from underground, gathering an army ofronin to deal with
  the growing threat of Yogo Junzo's army. As the Empire spirals into chaos,
  it is understood that Fu Leng has possessed the body ofthe last Hantei, and
  with the unfurling of each Black Scroll, his hold on the young Emperor
  grows stronger. The descendant of Shinsei returns to unite the
  descendants of the Seven Thunders and face Fu Leng. In final battle with
  the possessed Emperor, Toturi and Crane Champion Doji Hoturi strike
  down the Ninth Kami. Horuri dies ofhis wounds shottly thereafter.
  Coronation ofToturi I: year 1129
  Toturi is crowned the new Emperor of Rokugan. The conversations
  between Toturi and Shinsei's descendant over the winter are transcribed
  and compiled by Isawa Osugi, and collected as the New Tao. To symbolize
  the Empire1s dedication and survival against the Dark Lord, a new throne
  of jade is crafted for Toturi I, and Rokugan becomes known as
  "The Jade Empire."
  War Against the Darkness: year 1130-1133
  What begins as the Emperor's kidnapping is soon realized for the danger it
  truly is -
  the Lying Darkness, an incomprehensible force dedicated to the
  unmaking of all that exists has set itself against the Empire. Its
  minions, men and women who have lost their identity to the power of
  Nothing l go about impersonating important individuals and sowing
  discord in Rokugan. The Lying Darkness sets about destroying histories,
  genealogical records, and other reminders of Rokugan's past. This crisis
  culminates in the Battle of Oblivion's Gate, where the Darkness allies with
  the Shadowlands to destroy Rokugan's blessed ancestors. Only an alliance
  between the Great Clans and the returned spirits of Rokugads greatest
  heroes finally defeats the Darkness.
  The War of Spirits begins: year 1138
  After years of preparation and monitoring the political climate of
  Rokugan, the returned spirit of the Steel Chrysanthemum, Hantei XVI,
  demands that the Jade Throne be ceded to him. Totun refuses, stating that
  the Hantei dynasty is dead, and the blessing ofthe Heavens are upon him.
  With the power ofmost ofthe reborn spirits and the assistance ofthe spirit
  of Hida Tsuneo, Hantei XVI declares war upon the Empire to claim the
  throne for himself Thus begins a long, slow war of attrition between the
  armies ofthe living and the dead.
  Birth ofToturi Naseru: year 1139-1150
  Having secretly returned through oblivion's Gate, Hantei XVI unleashes
  his plans to retake his Empire. Having worked for years in secret, turning
  the returned spirits stranded in the morral realm against their morral
  descendants, he unites an army of spirits against Toturi I. Many of the
  Great Clans, including the Scorpion, Phoenix, and Dragon, are uncertain of
  their loyalties during this troubling war. In the end, Toturi's allies unite
  behind him and defeat the Steel Chrysanthemum, who peacefully surren-
  ders and is placed under house arrest.
  
  The Four Winds Saga: 1158-1160
  When Tatun is slain during a visit to Scorpion lands, his wile Kaede takes
  possession of the throne. When she disappears mysteriously, Rokugan is
  left in doubt concerning the true heir. Toruri's four children, also called the
  Four Winds, vie with one another for control of Rokugan. During the
  chaos, a new Dark Lord, Daigotsu, destroys Orosan Uchi and releases the
  spirit of Fu Leng into the Celestial Heavens. The Four Winds unite against
  Daigotsu, seeking to destroy Eu Leng's power base, but they do so only at
  great cost. Toturi Tsudao, seen by many to be the most worthy successor to
  her father's throne, give her life protecting her brothers from Daigotsu's
  final onslaught.
  Coronation ofToturi III: 1160
  Taturi's youngest son, Naseru, is selected as the new Emperor. One of his
  first acts is to posthumously recognize his sisterTsudads brief, self-declared
  title ofEmpress. He thus names himselfToturi III, the Righteous Emperor.
  The Rain ofBlood: 1165
  Iuchiban escapes his tomb for a second time. Shortly after his escape he
  enacts a horrifying ritual, bathing the Empire in a blood shower. All those
  exposed to the rain are faced with the darkest secrets within their souls.
  Those overburdened with desire 1 or regret immediately gain the
  Shadowlands Taint, and most become willing servants ofthe Bloodspeaker.
  Thousands are lost to the Rain, and the Empire is left reeling in the face of
  Iuchiban's new army.
  TH-£ C£L£STIAL
  O~,,£~
  The structure the universe according to the Rokugani belief system is
  known as the celestial Order, the perfect pattern to which all living things
  are meant to adhere. This Order strictly defines who has authority over
  whom, from the humblest peasant to the heavenly Fortunes and Dragons.
  The samurai culture of Rokugan reflects the upper tiers of the Celestial
  Order,with the samurai caste holding the highest position ofsocial author-
  ity in the mortal realm. The Emperor is the master of all samurai, situated
  betvveen mortals and the higher realms. Thus, the Emperor is often looked
  ~pon as a living god. All who dwell in the Empire are expected to kneel
  . before his wisdom, without exception. The Emperor has no peers among
  mortals, though he may seek advice ifhe so chooses, and only the Heavens
  may command him directly. All land belongs to the Emperor, though he
  allows other samurai to tend his lands and reap their bounty in exchange
  for their fealty and taxation on their lands.
  
  TH~
  ~m7~;l.O;l.·S A"IIIS0;l.S
  Though all samurai serve the Emperor, he is directly attended by a handful
  of advisors: the Emerald Champion, the Jade Champion, the Imperial
  Advisor, the Imperial Herald, the Imperial Chancellor, the Voice of the
  Emperor, and the Shogun.
  The Emerald Champion is considered the Emperor's personal body-
  guard, though in reality the Emerald Champions duties frequently require
  him to be away from the Emperor's side. The Emerald Champion leads the
  Emerald Magistrates, Rokugan's foremost law enforcement organization.
  In the absence of the Emperor or Chancellor, the Emerald Champion's
  word is final on all matters concerning Imperial law.
  The Jade Champion and his Jade Magistrates serve a similar function for
  the Emerald Champion. The Jade Champion is technically the Emperor's
  spiritual guide and protector. Though the Emerald Magistrates enforce all
  manner oflaws, matters ofmaho (black magic) and other misuse ofmagic
  fall directly into the purview ofthe Jade Magistrates. Though his post does
  not carry the same prestige as the Emerald Champion} few are foolish
  enough to defy the Jade Champion.
  The Imperial Advisor is an informal position} though one has always
  existed according to recorded history. The Advisor is, as his title suggestl an
  advisor though frequently his duties amount to finding other experts and
  scholars who can offer the Emperor qualified information on a range of
  
  subjects. This individual usually holds no other office so that he has no
  political entanglements and thus can offer the Emperor free and unbiased
  advice. The title is usually for life, though the Emperor can dismiss his
  Advisor and select a new one wilL
  The Imperial Herald is usually the daimyo ofthe Miya family, and is thus
  in charge of the Emperor's messengers, also known as the shisha.
  The Herald's duty is to greet and organize all guests in the Imperial
  presence, as well as deliver the Emperor's edicts. Extremely important
  messages from the Emperor will also be delivered by the Imperial Herald,
  an honor surpassed only by a visit from the Emperor himself
  The Imperial Chancellor serves as the Emperor's personal ambassador,
  \ representing his interests when the Emperor cannot make a personal
  appearance. The Chancellor has some degree of freedom to issue lesser
  edicts in the Emperor's absence (though the Emperor can veto them later),
  granting him extraordinary power.
  I
  The Voice of the Emperor is a new title, created by the new Emperor,
  Toturi III. The Voice ts the Emperor's personal diplomat, acting on his
  behalf to quickly rouse disputes on the Emperor's behalf. The Voice is
  intended to be granted only to powerful shugenja of the Phoenix, so that
  they might use their magic to swiftly locate the source of a problem.
  The Shogun is also a newly created office. With the recent struggles
  between the Great Clans, it has become clear that there is a great need for
  an army that is prepared at all times to seek out threats to the Empire and
  crush them. Though the Emperor may call upon the Lion Clan, his Right
  Hand, it is never a guarantee that the Lion will not already be involved in
  such a conflict. The Emperor also commands the Imperial Legions and the
  Seppun guards, but their first duty is to protect the Imperial City and the
  Emperor, making it difficult for him to commit a large force elsewhere.
  The Shogun commands a roving army of samurai dedicated to one ideal
  above all others -
  to crush those that would upset the harmony ofRokugan.
  When the Emerald Champion fails to maintain order and the Voice fails to
  maintain peace, the Shogun is ready to mete out punishment to the
  Emperor's enemies. Those that serve in the Shogun's Army may be called
  upon to combat their own clanmates one day, and all have taken an oath to
  never waver in their loyalty to the Shogun should such a day come.
  THE:
  E:1il7E:~O~ An" HIS
  A"IIIS0~S
  The following characters make up the Emperor's staff in the
  current timeline ofLegend ofthe Five Rings
  Emperor - Toturi III
  Emerald Champion - Yasuki Hachi
  Jade Champion - Asahina Sekawa
  Imperial Advisor - Doji Tanitsu
  Imperial Herald - Miya Shoin
  Imperial Chancellor - Bayushi Kaukatsu
  Voice of the Emperor - Isawa Sezaru
  Shogun - Kaneka
  
  ;tVJ-~;tS Of'
  TH~ CJ-AnS
  The Daimyo ofthe Great Clans, also frequently called Champions, rule the
  eight Great Clans in the Emperor's stead. Most ofthese individuals are also
  family daimyo as welt and have a number of responsibilities within their
  clan. Great Clan Daimyo rarely have time to visit the Emperor, though
  most make time to attend him (or send a suitably impressive representative)
  at the annual Winter Court.
  The daimyo of the major families serve the Clan Champions. They are
  responsible for maintaining the day to day affairs of their family and
  ensuring the family is prepared to fulfill any dury the Clan Champion sets
  before them. Each family has a carefully defined role in the overall function
  of the clan. In the Lion Clan, the Ikoma serve as the clan's courtiers, the
  Marsu are the Lion's rank and file soldiers, the Akodo produce elite warriors
  and tacticians, and the Kitsu serve as shugenja and spiritual advisors.
  When these families act in concert, there is little that can stop the will ofa
  Great clan except another Great clan. Though these families serve a
  common desire to further their clan's goals, members ofthe family tend to
  vie with one another to prove themselves the most valuable asset to their
  family daimyo and Clan Champion.
  Besides the daimyo ofthe great houses, each clan holds lords responsible
  for small offshoots from the main family tree. These provincial daimyo
  maintain patches of land in the clan's provinces and report to their family
  daimyo on a regular basis. This is the lowest level ofthe kuge samurai caste
  -
  samurai born to positions ofinfluence and command. It is these daimyo
  who deal with samurai who
  own nothing Significant
  (a castle
  -.-••----
  or land)
  
  of their own. Samurai who command no land or title are referred to as
  buke, bur may one day ascend to rhe higher starion if they prove rhem-
  selves worthy. Even samurai who report to minor daimyo tend to have a
  handful ofother, less important samurai under their command.
  Finally, outside of the clans, there are ronin. These masterless samurai
  owe their allegiance to no lord, and while they technically have samurai
  status, have little means by which to enforce this status other than personal
  strength ofarms. They have little chance ofadvancement, as most ronin are
  in this predicament due to dishonor or disgrace and thus new lords are
  reluctant to tolerate their presence. Ronin tend to be universally shunned
  by other samurai because of what they represent -
  a lack of duty, and
  often a lack ofhonor.
  Beneath the samurai caste is the clergy, comprised of monks. Though
  shugenja are priests, they are also samurai and thus of higher rank than
  most clergy. The Brotherhood of Shinsei, the largest organization of
  monks, do nor seek glory or honor. They command no political authority,
  but are universally revered and respected. They are the keepers ofwisdom
  and enlightenment, thus even the most boastful samurai tends to give
  them leeway. This is not considered dishonorable for the samurai since it is
  the duty of monks to provide others with guidance and understanding.
  Beneath the clergy caste resides the bonge. The honge are also referred
  to as heimin (or "half·people") and are comprised of peasants, merchants,
  and craftsmen of no noble status. Among the honge, the farmer is consid-
  ered ofthe greatest importance, as farmers personally tend to the lands and
  provide crops to feed the Empire. Peasant villages are organized by a village
  headman -
  the latest in a line offarmers to hold the position. Beneath the
  farmers is the artisan, who brings works of art into the world. Finally, the
  merchant is considered the least worthy ofthe heimin, because he creates
  nothing and serves no purpose but to crudely handle money. Though some
  samurai may refer to themselves as merchants, in fact these samurai are
  patrons of peasant merchants and generally avoid dealing directly in
  financial matters (which are viewed as
  beneath a samurai's honor).
  The bonge have legal rights
  concerning other members oftheir
  caste, but a heimin that is wronged
  by a samurai has no
  
  recourse. A samurai who feels he is wronged by a heimin does not need to
  bother with any son of legal trial and may execute the peasant. However,
  most samurai are exceedingly cautious with such behavior. After all, even
  peasants serve a higher power, and should a powerful daimyo become
  offended because his swordsmith was unjustly slain, it is the samurai who
  killed the peasant who will ultimately pay the price.
  The lowest position of mortals in the Order is that of the eta (the "non-
  people"). These peasants engage in activities that mark them as "unclean."
  This includes any petson whose work involves contact with hlood or flesh.
  This includes criminals, entertainers, and assorted seedy personalities.
  Eta may not look at or speak to samurai unless they are spoken to, and are
  usually deferential even to heimin. Eta are not technically considered
  human, so even the heimin may abuse them with little fear of reprisal
  Killing an eta is not considered criminal, since they barely exist in the
  Order. For all their lack of rights, rampant murder of eta is extremely
  uncommon. Eta perform a necessary role, and without them the samurai
  would be cremating their own corpses and disposing oftheir own garbage.
  In addition, clever eta often ingratiate themselves to powerful samurai,
  thus protecting themselves from the wrath of lesser samurai. (Geisha are
  panicularly adept at this.)
  ~OI(UGAnl CUJ.TU~£
  AnD £TIQU£TT£
  Rokugan is a nation defined by tradition. What is accepted as proper is
  similar to that which was practiced centuries ago. Such rules of behavior
  are not cast aside without consequences -
  even the most thick-headed
  Crab is mindful ofkeeping face and remaining respectful toward superiors.
  While most interactions maintain protocol, for the sake ofbreviry only the
  most important customs and rules of etiquette are covered here.
  Rokugani citizens define themselves by one thing that sets them apart
  from "barbarians" and animals -
  manners. Even the most ruthless
  Scorpion samurai knows bener than to behave like a rude child in mixed
  company. Even if there are none present with suitable rank to admonish
  the Scorpion for his behavior, you can be assured that someone up the
  chain ofcommand will hear about it and rectify the situation. The Empire
  simply will not tolerate those who do not take the rime to act civilized, and
  punishments can range from simple public humiliation to the dishonor~
  able execution of the offender, stripping noble status and name from his
  immediate family.
  Those who feel the need to be offensive are allowed to do so in accepted
  ways - cunning insults are a favorite in noble coun, and those who cannot
  respond in kind or at least handle the situation honorably, stand to lose
  tarnish their reputation. Enemy commanders meeting in the field should
  never show disrespect with childish taunts. Accepted forms of boasting
  
  about one's lineage and accomplishmentsl or recounting the misdeeds of
  an opponent are a more acceptable (and common) precursor to a battle.
  If there is a situation where one can be seen doing something (and the
  ancestorslspirits, and Fortunes are always watching)l you can be sure there
  is protocol fot doing so politely.
  The thing to keep in mind is that Rokugani value those who can maintain
  a calm demeanor over those who bluster with curses and boasts. Many
  situations can be made far more interesting when a character is forced to
  keep his cool while his enemies sit merely two feet away, taking tea at the
  same table, protected by the rules ofprotocol and honot. This goes back to
  the matter ofhonor and duty, as there will be times that the edicts ofciVility
  will overrule the character doing something that heH much rather do.
  on
  (f'AC~)
  Despite the importance of truth in both Rokugan's texts and lawsI the
  Empire has customarily been more concerned with appearance than fact.
  Those who present themselves with confidence are admired over those
  who speak the truth poorly in court. A charactees on (which loosely
  translates to "face" or "respectability") is a measure ofa characterls reputation,
  and ability to control onels emotions in public. This is something a little
  different than honor or glorYI though a samurai who fails to keep face
  might be judged as dishonotable and as such limit his political mobility.
  A large part ofon deals with restraining outbursts ofemotion. All displays
  of emotion are subtle. While a samurai may smile in publiCI he will not
  show his teeth or laugh out loud. Physical contact is also to be avoidedl as
  it is an open display of a close emotional tie with someone. Of course the
  requirements are different from place to place. The Mantis and Unicorn,
  for example, are gregarious people who are forgiving of emotional
  outbursts. Samurai of the Crab Clan see rage as a useful tool, in limited
  situations. The Crane and Phoenixlat the other extreme, shun all unseemly
  outbursts.
  Generally the reaction to such displays is to ignore them. A samurai who
  flies into a tantrum in coun will find his fellows qUietly turning their backs
  upon him, continuing on as uhe were invisible. This is, in fact, a courtesy,
  allowing the offender afinal chance to regain his composure. Ifthe samurai
  continues his unacceptable behavior, one of his superiors will admonish
  him.This is an embarrassing situation for both the samurai and his superiorl
  as it suggests that the offending samurai was so poorly trained his superior
  had to interrupt his duties to issue a command the offender should have
  had the common sense to follow all along.
  At times, loss of face is acceptable. A samurai who has lost a loved one
  (Ot his lotd) may allow himselfa shameful display, sobbing and teating his
  clothes in grief This is the most sincere show ofloyalty a samurai can give,
  demonstrating that the samurai does not care how he is judged, only that
  his love and sadness be known. In such a circumstance, other samurai will
  politely leave the samurai in question with his sorrow. Likewise, limited
  physical contact is acceptable toward a samurai's close friends, spouse, or
  children. Again, this is a sincere demonstration that the person performing
  
  it values the other person so greatly that his own face is not a consideration
  -
  an impressive act to say the least. To be touched by the Emperor is an
  incredible,if rare, honor.
  T~~S OF
  ADD~£SS
  How a samurai addresses others is can be either a means of showing
  respect or offering enormous insult. Samurai of different clans would be
  expected to address one another by clan name unless it was obvious from
  their clothing to which family they belonged. For example 1 calling another
  samurai "Dragon" when his kimono very clearly bears the mon of the
  KilSUki family would be an insult, implying that his family was beneath
  notice (if one simply does not recognize the family mon it is polite 1 if
  somewhat embarrassing, to ask). Using a samurai's given name rather than
  his family name implies familiarity, which mayor may not be appropriate
  depending on circumstances. Two samurai of differing clans who refer to
  each other by their personal names in public are friends, close associates,
  or related to one another.
  
  When addressing another, it is traditional to add a suffix to their name in
  order to reflect their relative rank Ifone is speaking to a friend or another
  of equal rank, then -san should be added to the end of their name. For
  example, a Lion magistrate working with a Phoenix might refer to him as
  "Shiba-san." To a superiorl the -sama suffix should always be added. It is a
  symbol of respectl and to refer to a superior as -san suggests a familiarity
  the other samurai might find shamefuL Referring to an equal with the
  -sarna suffix is a great compliment, though it should also be used with care
  as it might embarrass the subject. Between members of the opposite sex
  who are closely involved or relatedIthere are different suffixes to use.
  Referring to a woman who is a loved one should involve the
  use ofthe -chan suffix. Conversely, referring to a
  male who is a loved one should employ the
  -hun suffix. This is commonly done
  between siblings or other relatives l
  spouses, or close bonds between
  friends. Using these suffixes in
  public may be seen as an unseemly
  display offamiliarity.
  One other consideration as a
  term ofaddress is the prefix 0-
  being added to another's name.
  This means "great oneil and is a
  show of enormous respect
  and admiration to the indi~
  vidual being so addressed.
  Typically, this prefix can only
  be bestowed by one's daimyo
  after a demonstration of
  exceptional service and loyalty.
  f'O~~IGn~~s
  Visitors to Rokugan are rare. The
  Rokugani value their traditions
  highlYI meaning that outsiders who
  do not comprehend their ways will
  be treated as inferiors. Even those who
  prove themselves will still find their stand-
  ing in society never quite reaches that of a
  native, though the Unicorn and Mantis are some~
  what more hospitable toward outsiders. Nonhumans are
  also viewed with distrust and suspicion l as they are not part ofthe Celestial
  Order as the Rokugani view it. Even the NagaI who have proven them-
  selves the Empire's allies time and time again, are greeted with reluctant
  respect. Some clans make exceptionsl such as the Crab Clan's alliance with
  the Nezumi and the Scorpion Clan's secret friendship with the Ashalan.
  For the most part, however, anything that is not a part ofRokugani culture
  and tradition is considered suspicious.
  
  GIFT-GIVinG
  When meeting a host or superior for the first time, it is customary to offer
  a gift. Gifts are also given to demonstrate favor to another or to reward
  loyalty. Monetary value ofa gift is unimportant to a samurai, as all his needs
  are provided by his lord. Rather, the more personal and sentimental the
  gift, the more valuable it is. A samurai who gives another samurai a gift
  clearly purchased from the market is showing his disfavor, but the same
  samurai awarding his comrade with a well-worn obi once worn by
  his own father would be showing extraordinary favor.
  The gift of a weapon or armor to another can
  actually be taken as an insult, implying as it does
  that the recipient either requires protection or
  that their lord is unable to meet their needs
  accordingly. A katana is invariably an insult,
  unless it is given by the samurai's lord or a
  close relative.
  When accepting a gift, it is customary
  to politely refuse the gift twice before
  acquiescing. This allows the person
  presenting the gift to demonstrate their
  sincerity by continuing to offer it. This
  has become a popular courtly game, as
  the gift-giver and recipient match wits
  in an attempt to provide increasingly
  clever reasons to accept or deny the gift.
  j.£A~nlnG
  There are two distinct methods to learn
  a trade in Rokugan. The first and most
  common among samurai is the use of the
  school or dojo. When a samurai reaches a
  suitable age, normally around seven years
  old, they are sent to a school that will teach
  them the skills they will require.The vast majority
  attend bushi schools, where they gain the martial
  training. A small number go elsewhere, to various
  c1an·specific schools for courtiers, yojimbo, or even
  merchant patrons. Finally, a handful are blessed with the
  ability to speak to the kami, and undergo the rigorous training that
  will allow them to serve their clan as shugenja. Whatever the training,
  these schools usually teach their students for at least six years, sometimes
  as many as nine before granting them their gempukku, or coming of
  age ceremony.
  A samurai taught in a dojo continues his education throughout his
  lifetime, even though he may leave the school for extended periods of
  time. Students who return to their sensei and demonstrate a certain level
  of skill are ready to advance. Such students are taught more intricate and
  complicated secrets of the school's style. Understandably, the sensei of a
  
  clan's schools are highly respected individuals who may have hundreds of
  different students serving the clan in various positions.
  The other primary system of instruction, less common among samurai
  but used ahnost exclusively by the heimin and hinin classes, is that of the
  master and apprentice. Samurai craftsmen and artisans use this system to
  pass on what they have learned, choosing suitable apprentices to study
  with them for years and master the techniques they have spent their lives
  developing. Among the lower classes, various types ofcraftsmen including
  smiths, carpenters, and stonemasons employ similar methods to ensure
  that their talents do not die with them, but that their village will continue
  to have such skills at its disposal
  .LATtGUAG£5
  It is unlikely that one will encounter any language other than the native
  tongue in Rokugan. There are other
  languages that are spoken in Rokugan,
  but they are exceed-
  ingly rare and
  generally
  only
  spoken in specific locations or circumstances. In Rokugan there are no
  secret spoken languages. Each clan has its own code that is used in the
  encryption ofspell scrolls and other important documents, but this cipher
  is written, not spoken. There has never been sufficient demand among the
  people ofRokugan to develop secret spoken languages.
  High Rokugani is not a true language but a particular dialect of
  Rokugani that is used in court and legal proceedings. It is virtually identical
  to the common tongue except for its reliance upon flowery addresses and
  overemphasized pronunciation. This dialect is used at the Emperor's court,
  and is spoken by most samurai. Using the common tongue in the
  Emperor's presence is agreat dishonor unless the Emperor requests otherwise.
  
  COin.. AnD
  comm~~c~
  The economy of Rokugan is a confusing, constantly evolving entity.
  The monetary unit upon which the country's economy is based, the kaku,
  is in turn based upon bushels of rice. Therefore, the value of a single koku
  can fluctuate wildly from year to year. If the harvest is bountiful, a single
  koku might be worth relatively little due to the influx of money in the
  market. During sparse years, however, a single koku can purchase agreat d~al.
  Tlm~ In.
  ~OJ{VGAn
  It is said that time began when Lady Sun and Lord Moon brought about
  the Ten Kami. The first recorded event in the history of the Empire is the
  fall of the Kami from the Heavens, shortly after which they began to build
  Rokugan. The Tribe ofIsawa are said to have developed the first method for
  recording time, though at one point or another all the clans have made
  their own reckoning of time. For the purpose of simplicity, the method of
  the Phoenix is most commonly used, for it agrees easily with Imperial
  texts, as well as being the easiest to understand.
  The Rokugani day is divided into twelve hours. These hours take up the
  same amount of time as two hours of our traditional time. Each of these
  hours has a common name used by the peasantry, and a formal name that
  is invoked during matters of ceremony and formal occasion. Nobles
  generally use the formal name of the hours as a matter ofhabit.
  Hour
  Common
  Formal
  6-8~AM
  wcHa're' ~
  :?un::-~-..
  8-10 AM
  Dragon
  Moon
  1Q AM-No?n
  '·Serpent
  "Hantei~"---:======:
  Noon-2 PM
  Horse
  Akodo
  "2-4 ~M
  GoaC
  Doji
  t~· :~;
  nunu,~~~~~ftmL~
  ,tnP~·:~~~h[·~~ITtTn'_~4F"',"",I~"'
  8-10 PM
  Dog
  Shinjo
  IO~f'1,""Mi<!.nfufL'
  Boar
  Hida
  Midnight-2 AM
  Rat
  Togashi
  "Z-4'!!.M' '~px
  "FuJe~g
  4-6AiX
  Tiger
  Ryoshun
  The hour ofthe Hare is generally when most villages, houses, and castles
  perform their morning tasks. Samurai awaken and perform their morning
  kata directly, farmers begin the tasks of the day before breakfast, and the
  night watch is sent offduty.
  The year is divided into twelve months, just as the days fall into twelve
  hours. Unlike Rokugani hours, their months match up much more with
  our own. A Rokugani month is 28 days, and is regarded by a more common
  name and a formal name. The year begins with the month of the Sun,
  commonly referred to as the month of the Hare, which matches up with
  April in the spring.
  
  Season
  Common
  Formal
  Spring
  Hare
  Sun
  Dragon
  Moon
  Ser~nt
  Hantei
  Summer
  Horse
  Akodo
  Goat
  Doji
  Monkey
  Shiba
  Fall
  Rooster
  Bayushi
  Dog
  Shinjo
  Winter
  Boar
  Hida
  Rat
  Togashi
  Ox
  Fu leng
  Tiger
  Ryoshun
  The proper names of the months were added by Imperial Decree of
  Hantei XXXV; so in many provinces the more common names are what
  peasants generally know. In other lands, peasants and samurai alike will
  have different common names for some months, the three most popular
  differences being Crane (instead of Rooster), Tortoise (instead of Dragon),
  and Sheep (instead ofGoat).
  TH~
  \!}m.T~~
  COV~T
  The winter court has long served as a passionate subject for L5R fictions
  and adventures, and is a natural setting for a LARP. Rokugani winters can
  be fierce with snowstorms and sleet making outside activities impossible.
  Most time is spent indoors, and the ancient custom ofpeople gathering in
  one house to conserve heat has evolved into the winter court. Each major
  house, including the Emperor's, holds a winter court (though the plural
  uWinter Court" refers to the Emperor's winter court).
  Bushi who choose to attend winter court are either versed in politics, or
  serve as yojimbo to the courtiers and shugenja who attend to such matters.
  These affairs are the most important political events of the year. As many
  political figures are essentially trapped in a household with no way to
  travel, they spend the winter hatching plots, arranging marriages, forming
  alliances, competing for promotion, or planning for war. The Emperor's
  Winter Coun is the premier social event in all ofthe Empire. Each year it
  is held in a different household. While this is a great honor for the master
  of the house, it is also an extraordinary burden as the lord must insure his
  home is safe, secure, and presentable for the Emperor and his entourage.
  Invitations to the court are rare, and many courtiers spend the entire year
  accumulating favors that might be exchanged for a winter in the Imperial
  presence. While the political opportunities are obvious, many wish to
  attend the Winter Court merely for a chance to meet the most famous
  personages in Rokugan, dine on the fine dishes enjoyed by the Emperor's
  court, or simply participate in the courtly games, festivals, and unparal-
  leled celebrations ofthe Winter Court.
  
  T~AII~1-
  At the dawn of the Empire, the first Hantei commanded that there would
  be roads constructed and maintained to connect the Imperial City, Orosan
  Uchi, with the palaces of the Great clans. Where it is possible to suppon
  such things, trees border the roads, formed a canopy over the road to
  ptotect the Emperor from foul weather and shade him from the midday
  heat ofthe Sun. Though some ofthese roads have fallen into disrepair ovet
  the centuries, the Emperor's Roads are still, as a whole, the highest quality
  roads in the Empire.
  Along these roads are way stations staffed by younger samurai, usually
  dan magistrates or low-ranking Imperial Magistrates. These samurai serve
  as scouts in the event of an invasion, and also patrol the area for bandits
  and other criminals. They are generally charged with assisting travelers
  and maintaining order. Large way stations even have one or two shugenja
  on hand.
  These magistrates also check all travelers to make certain they have
  reason to be in the area. Each clan, Great and Minor, is assigned specific
  territory by the Emperor, thus any unwarranted incursion into another
  clan's territory may be considered an act of war. Travel papers grant a
  samurai temporary permission to enter another clan's territory. These
  papers must be drafted and notarized by eirher Emerald Magistrates or
  ranking samurai ofthe territory the samurai wishes to enter (daimyo, clan
  magisnates,or the daimyo's selected representatives).These papers must be
  carried at all times, and can be revoked by the lord ofthe province -
  thus
  samurai are encouraged to be on their best behavior while in foreign lands.
  The Emperor can also grant a samurai safe, permanent passage to any
  roads, anywhere in the Empire, revocable only by his own edict. Emerald
  Magistrates, Jade Magistrates, and Imperial Legionnaires are all granted
  such authority.
  Another interesting aspect of travel is related to the Imperial Maps.
  All Imperial Maps are drawn by Imperial Cartographers.The original maps
  are kept inToshi Ranbo, but copies are available for any samurai who desire
  to go there and obtain them. Because these maps are approved by the
  Emperor, many samurai are fanatical about their accuracy. To put it bluntly,
  if something is not on the Imperial Maps, then it cannot exist. To say
  otherwise would suggest that the Emperor is wrong.
  BVSHU70
  "Strength of steel is nothing without strength of character to guide it,"
  -
  Mirumoto Kenzo
  Though the samurai of Rokugan often differ in their interpretations of
  what is honorable and just, there are some consistent traditions. One of
  these is adherence to bushido, the way of the warrior. Bushido can be
  accurately described as a series of seven virtues. Some clans favor some
  virtues over others, but there is no samurai family that denies the worth of
  all seven virtues ofbushido.
  
  Gi (Honesty and Justice) -
  There is no room for dishonesty in the
  heart of the samurai. Lies corrupt the soul and distract the mind from
  honest pursuits, something a true and proper samurai cannot abide. Just as
  a samurai is honest with others, he cannot abide dishonesty and treachery
  in others. When confronted with criminal behavior, a samurai must see
  justice done. As such, this is his dury.
  Some in modern Rokugan consider full and complete honesty to be a
  failure of duty, particularly when it works against the goals of one's lord.
  The Scorpion have been notorious for this philosophy for centuries, and a
  handful of other families in the Empire seem to have recognized the
  effectiveness ofsuch tactics, particularly in court.
  Yu (Heroic Courage) -
  For the samurai, to die without fear fulfilling
  one's duty is the ultimate honor. Fear is for the weak of mind and those
  who have little faith in the strength oftheir blade.
  Courage is valued among the Crab Clan, as they face fearsome
  monstrosities that can break the spirits of men on a daily basis. However,
  discretion is the better pan ofvalor, in this case. Ifby escaping afoe a samurai
  can survive long enough to warn his brothers of the impending assault,
  then there is honor in such an action.
  Jin (Compassion) -
  The samurai embodies both strength and nobility.
  By his very nature he is stronger than those of the lesser classes.
  Mistreatment of those beneath one's own station is a sign ofweakness and
  insecurity, traits no true samurai would ever exhibit. A samurai cares for
  and protects those beneath him, just as his own lord tends to his needs.
  This extends all the way to the Emperor, who cares for the people ofRokugan
  and is looked after by the Heavens. To fail to show compassion to those
  beneath your station is to fail in maintaining the Celestial Order.
  Rei (Polite Courtesy) -
  The samurai is a civilized warrior. In addition
  to being taught the art of the sword, he is learned in the ways of history,
  literature, and etiquette.To treat a peer rudely or with disrespect is to abandon
  that which makes one worthy of the title samurai. Without courtesy, even
  towards one's enemies, a man is little more than an animal, snarling and
  lashing out at that which it does not understand. A man cannot be
  respected who does not conduct himself with poise and good manners.
  In practice, this is the tenet ofbushido that is most quickly forgotten by
  modern samurai. The passion in men's hearts is such that when one
  perceives a slight against him or his clan, he often cannot respond with less
  than aggression and vitriol. When cooler heads prevail, those who lack
  courtesy are quickly ostracized.
  Meyo (Honor) -
  External judgment is meaningless to the samurai.
  The true measure ofworth comes only from within. Ifa samurai is true to
  himselfand makes decisions that stem from his own sense ofwhat is right,
  then he cannot be dishonotable. If a samurai fails to uphold the other
  virtues, he must judge himselfaccordingly.
  Many samurai use this tenet to justify questionable behavior. For example,
  the Daidoji family of the Crane participates in battle tactics that could be
  considered dishonorable (contaminating the enemy's water supplies, sabotage,
  stealing enemy battle plans, etc). The Daidoji, however, consider it their
  
  duty to protect the clan and ensure their victory on the battlefield, and
  thus look upon it as an honorable sacrifice made in the name ofthe Crane.
  Makoro (Complete Sincerity) -
  There is no contradiction in what a
  samurai says and what he does. If a samurai says that he will perform a
  certain act, then that act is as good as done. It has nothing to do with
  honesty or dishonesty, merely the recognition that the word and the deed
  are both the extension ofthe samurai's honor, that they are ultimately one
  and the same.
  Chugo (Duty and Loyalty) -
  The most important factor in a
  samurai's life is his duty.
  All actions are defined by dury. Loyalry to one's lord and the execution of
  the duty with which one is charged are the two traits that define what
  it means to be samurai. Failure in either respect is inexcusable, and could
  be considered grounds for being made ronin or even ordered to commit
  seppuku.
  On this count, there is no dissention. All Great and Minor Clans demand
  and expect all samurai within their ranks to live each day exemplifying all
  that is chugo. Those who do not recognize their duty are of no use to their
  lord, and thus are worse than traitors.
  f'V L::nG
  The Ninth Kami. The Fallen Lord. The Dark Brother. Fu Leng is known by
  many names, and his true name is in fact lost to the ages. Fu Leng is the
  embodiment of evil, feared and shunned throughout Rokugan. Early in
  history, Fu Leng's escape from Jigoku nearly destroyed the fledgling
  
  Empire, but it was equally his appearance that galvanized the Empire to
  stand together and fight as brothers. Though Fu Leng can no longer enter
  the mortal realm, his influence on the world is symbolized in the wild
  Shadowlands. His followers are many, and include such powerful lost souls
  as Daigotsu, Shahai, and the mad tattooed man, Kokujin. If there is one
  thing all of Rokugan has in common, it is a fear and hatred ofFu Leng and
  his minions. His destruction is the one unifying force that can lead even
  the most bitter foes to set aside their differences and fight for the future of
  the Empire.
  ;t£S7£CT
  Like so many things in Rokugan, respect is an expected courtesy between
  samurai. As all samurai are descendents of the children of Sun and Moon,
  it is unseemly to treat another samurai with disrespect, even ifthey are an
  enemy, unless they have earned it by dishonoring themselves. Respect is a
  two~way relationship in regard to a daimyo and his vassal, with a lesser
  samurai showing proper respect to his lord and the daimyo respecting the
  worth and abilities of his subordinate. Daimyo who do not treat their
  vassals are regarded as poor lords indeed, though a samurai is still expected
  to serve a master that does not show him proper respect. Disrespecting a
  lord, even an unworthy one, only brings greater shame. Samurai who are
  forced to commit dishonorable acts in the name of their lord sometimes
  commit seppuku to cleanse their shame.
  Bowing and kneeling to other samurai is the most accepted way ofshow-
  ing respect. Two samurai who are equal to one another bow an equal
  amount uJ.i!9,n-d::rl~e-$g.A samurai of lower status bows more deeply and
  don~ to a sl1mM!Jidti;ll'igher status.
  ~-
  -
  1
  ,- j"l4 or Rokugani this is automatic behavior
  xjc;ticed from an early age, and is often done
  $tplout much conceptual thought. The practice
  'e$,\" at the dawn ofthe Empire, as a gesture of
  :p;~r,ility toward the Kami. Most bows are
  tlttiffk and perfunctory, though one samurai
  S~
  how heartfelt respect for another by
  bQWil1g lower than is expected. The opposite is
  :a1sQ:;~ue, as a samurai may only bow slightly as
  stll,jij!jy veiled insult.
  Kneeling is customary when meeting
  ..t ,someone of significantly superior rank.
  T'"'l
  This is done by placing both knees on
  -
  the ground and touching the forehead
  :to the ground as well, not rising until the
  person being knelt before gives permis~
  s!i9n. Additionally, furthet respect may be
  Shown by placing ones hands palm down
  ;~ the ground where the forehead is
  
  lowered, keeping one's hands away from his weapons. This position is used
  to show respect to a superior samurai, even from a different clan, regardless
  of any affiliation or prevaUing political influences. Needless to say, all
  kneel before the Emperor, JUSt as all peasants kneel before samurai.
  Similar to Rokugani penchant for bowing, eye contact is also a taboo in
  Rokugan. Meeting another person's eyes directly is an act performed only
  between equals, close friends, or lovers. Even in these cases it is usually
  frowned upon in public, much like public displays of emotion. Ncr one
  ever makes eye contact with the Emperor without permission from him.
  \!JA~ An" ";:ATH
  A samurai is taught never to fear death. It is a samurai's duty to bear in
  mind at all times it is his place to die for his master. War is an honorable
  pursuit} and thus something not be shied away from when the time comes.
  While baule is not something that should dominate a samurai's entire life,
  a bushi must be prepared for combat. War is where bushi excet the profes-
  sional warriors and soldiers of the samurai caSte who are taught from an
  early age how to fight and kill. Other members ofthe samurai caste usually
  avoid the battlefield, though even shugenja and courtiers have their place
  on the grand canvas ofwar.
  To the casual observer, the Rokugani philosophy regarding war is a
  blatanr contradiction. Bushi, the bulk ofthe samurai caste, constantly train
  and prepare for war. A samurai's station is noted by the swords he is allowed
  to wear, and feuds between two samurai often end in the death ofthe other.
  However, Rokugani religion abhors senseless violence. A common belief
  among samurai (traced to Akodo himself) states that "the art of war is the
  way ofpreserving peace."
  Recognizing that the Empire was a land of warriors in constant
  competition despite their mUlUalloyalty 10 the EmpelOr, the EmpelOr long
  ago acted to stem large-scale conflict. Imperial Edict forbids unprovoked
  warfare between the Great clans. Obviously, the definition of "unpro-
  voked" is malleable, and clans that find themselves in conflict must be
  careful not to draw the Emperor's attention to their affairs. It is a courtier's
  duty to justify his clan's aggressions against weaker clans, while demoniz-
  ing incursions by more powerful enemies. When a courtier glibly states
  that the lives often thousand samurai hinge upon his every word, it is not
  an exaggeration.
  Death is accepted as an eventuality ofa samurai's service. Death in battle
  is considered an honorable passing. Samurai who fought and died are often
  remembered favorably, even in defeat, so long as they fought bravely.
  Crane Champion Doji KUlOhilO's shrine 10 Crab Champion Hida O-Ushi
  (whom he fought and killed in aduel) is merely one example ofthis tradition.
  
  KOSTAG£S
  In Rokugan, there is a distinct difference between hostage-taking and kid-
  napping. Kidnapping is the illegal theft of a living person. Hostages are
  taken legally with prior notification to the hostage's family. This is done
  most often to insure good behavior in a defeated enemy. However,
  hostages are just as frequently used to cement an alliance. These hostages
  are typically the second son of the allying daimyos, sy'mbolizing that each
  daimyo is serious about his wish for peace, while practical enough to
  protect his primary heir. Occasionally these hostages are required to swear
  fealty to their captors, and be schooled the techniques of their new clan.
  During violent periods, it is the Emperor's right to invoke the Hitojichi
  (Hostage) laws, requiring each daimyo to spend a month of every year in
  Orosan Uchi. After the daimyo returns home) his family remains in the
  city for another month as hostages of the Emperor. The Emperor could
  thus severely reduce the chances of an organized attack by holding the
  loved ones ofimportant figures.
  Hostages are treated as honored guests) not prisoners. A true samurai
  would not endanger his clan)s interests by escaping. Most ofthese hostages
  are quite welcome among their caprors, and are invited to train at their
  captors) dojo, leading to the occasional incidence ofa samurai adept in the
  techniques ofa rival clan.
  "V£~IJtG
  When one samurai is in dispute
  with another) the standard
  means of rectifying the
  plOblem is through a J"'.::io-
  formal iaijutsu dueL
  First the challenge is
  issued. At this point)
  if the challenged party
  is of higher station,
  he may ignore the
  challenge (a rather
  embarrassing act for
  both
  parties).
  If the
  challenge is not ignored,
  the
  challenger
  then
  determines what form
  the duel will take. Duels~
  to the death, to the first·'
  draw) or to the first
  :if
  blood are the most
  ~
  common though occa-
  sionally there are other _
  varieties. Some samu-
  tai simply display their
  dueling
  stance
  to
  
  judge who is superior, while others might insist on kenjutsu duels (begin.
  ning with weapons drawn) or even duels with less orthodox weapons.
  Shugenja duel using magic. Contests ofwits, poetry contests, or other non·
  violent competitions are generally not acceptable -
  though technically
  they can be named, doing so is an act of supreme cowardice. Dueling is a
  sacred and honored tradition between warriorsj the challenge should be
  met in the manner ofa warrior.
  In the case of duels to the death, both parties must ask permission' of
  their daimyo to ptevent the possibility ofa blood feud (courtiers toutinely
  draw upon illegal duels as justification to declare war upon another clan).
  Adaimyo may agree to the duel, but replace the combatant from his side of
  the duel with one ofhis choice. A daimyo who selects a combatant who is
  unrelated to the original offense may be viewed as rude or cowardly.
  A daimyo who chooses a combatant who does not serve him (such as a
  Crab lord selecting a Kakita duelist to replace his cousin in a duel) may be
  ourright refused by the samurai in question with no loss offace. Needless
  to say, this makes the daimyo look very foolish.
  Ifboth daimyo agree, the duel may take place. If the duel is not to the
  death, but one party dies during the confrontation, then the slain samurai
  may seek repercussions or declare a blood feud so it is best to obtain
  permission in any case. Once permission is granted (if it is required)
  the challenged party may name a second to fight in his place. This is
  teC,hnically not a cowardly
  or dishonorable act,
  though
  some
  may
  iew it as such. If the
  :-secoe.d agrees, he takes
  the
  challenged
  ~
  party's place in the
  ". duel.
  However,
  apy repercussions
  for the loser are
  inflicted
  upon
  the
  original
  v. challenged party
  should the second
  fail. (Thus if it
  is a duel to the
  death and the
  -second
  loses,
  the
  original
  challenged
  individual must
  commit seppuku.)
  It is a yojimbo's
  duty to act as a
  second should
  his charge be II'
  '~
  l
  '"
  , .
  
  challenged. If a samurai does not intend to accept a challenge personally,
  he typically does not wear his katana, carrying only the wakizashi as the
  sign ofhis rank. This is not a concrete law, but rather a minor etiquette that
  prevents any loss offace when a challenged party insists on a second.
  A time and place must then be decided upon. Though most duels take
  place soon after a challenge, they are always performed in a pubhc place
  with witnesses. A duel without witnesses might as well have never
  occurred. Once the opponents have faced one another, -either duelist may
  acknowledge his opponent as the victor of the duel before swords are
  drawn. This is not a cowardly or dishonorable act, though depending on
  the circumstances the loser may suffer a loss offace for withdrawing. Ifthe
  duel was to the death, the loser must still commit seppuku, unless the
  winner releases the loser (winner's choice). In non-lethal duels) a combat~
  ant who sees that he is clearly outmatched and does not back down has
  performed a foolish and shameful act that not only risks his own safety but
  forces his opponent to waste his time against an unworthy adversary.
  When aduel is complete, the matter is considered resolved. For better or
  worse, a duel is the ultimate arbitrator ofjustice between samurai.
  BLOO" f'£U"S
  When a samurai is slain in an illegal duel, or due to the gross incompetence
  of another samurai, it is the domain of his immediate family to declare a
  blood feud. A formal blood feud requires the written consent of one's
  daimyo and is essentially a declaration of war between the dead samurai's
  immediate family and the offending party. Those who interfere in a blood
  feud threaten the honor of the offended, and may be dealt with as
  the offending party deems fit. (The Emperor, his magistrates, Imperial
  Legionnaires, and other assorted personages of the Imperial Family are
  exempt.) Once the offending party has been killed, the feud has been
  resolved and the offended parties are expected to leave the lands of their
  enemies peacefully.
  S£77UKU
  Seppuku is exclusive to the samurai caste, a highly ritualized form of
  suicide. Though often glorified, seppuku is rare and considered carefully
  by those who perform it. Seppuku is never performed for glory, or because
  a samurai is discontented. It is a means by which a samurai cleanses the
  shame ofhis actions, allowing his family's honor to remain pure regardless
  ofhis crimes. In no way does seppuku redeem or condone a dishonorable
  samurai's actions, it simply removes rhe fault for them from his family line.
  Samurai convicted of a capital offense (murder, rape, and other atrocities)
  are usually offered the chance to commit seppuku. Only the most heinous
  samurai criminals are actually executed, as such a death forever negates the
  possibility that innocent family members will share the samurai's shame.
  Samurai are expected to request permission for seppuku from their lord,
  who has the right to permit or refuse it according to his whim. If a lord
  refuses seppuku for no apparent reason, it brings the samurai's family even
  greater shame unless the samurai is cast our of the clan entirely, in which
  
  case his shame is his own. Daimyo who doubt the sincerity of a samurai
  requesting seppuku might give permission but offer the samurai a wooden
  blade with which to perform the act, a gesture indicating that the daimyo
  does not believe the samurai lacks the courage to truly perform the act and
  thus does not need a true weapon.
  A samurai might commit seppuku without permission as a final act of
  defiance against an unjust lord. While this is a disloyal act, it invariably
  brings scrutiny to the lord's actions as other samurai wonder if the suicide
  was justified. If it is determined that the samurai's lord is truly dishonor-
  able, his denial of his vassal's seppuku will bring great shame upon him,
  and perhaps end in his own seppuku or execution.
  Seppuku is a highly ritualized form of suicide, involving long prayer,
  purification, and final disembowelment using three specialized cuts with a
  wakizashi. After the third cut is performed a "second" (usually a trusted
  samurai comrade or a presiding magistrate) deems whether the samurai
  performed the act with dignity. If it is so, then the second takes the
  samurai's head with his katana, ending his pain.
  A specialized form of seppuku named jigai has been developed for the
  wives of samurai and other non-combatants. Far less painful than
  traditional seppuku, this form of suicide involves simply falling over onto
  an uprurned dagger, cutting one's own throat.
  NOTE: Seppuku, jigai, and all such forms of suicide should not be
  simulated in a LARP without serious consideration. UNDER NO
  CIRCUMSTANCES should any of these rituals be simulated using real
  weapons, and we highly advise simply not acting out the ceremony
  altogether. (GM steps in, says ''And Hida Kaneda commits seppuku/' and·
  the game moves on.) The danger of emulating a dramatic samurai act
  becoming a very real tragedy is simply too great.
  
  ;t£TI;t£1il£nT
  "The time comes for every samurai to step down and contemplate the Tao. For me,
  at least, that time is not today." -
  Kakita Munemori
  Should a samurai attain the age of forry, he is expected to step down and
  spend the rest ofhis life in serene contemplation of the Tao ofShinsei and
  the mysteries of the universe. More and more, however, some samurai
  choose to break with this tradition and retain their status as samurai well
  into their late forties, and even fifties. There are even some instances of
  samurai living for eighty years in the role of a shugenja, courrier, or even
  a bushi (albeit usually as a military advisor) before finally succumbing to
  old age.
  When a samurai retires, he is expected to sever his ties with his family
  and clan, forever joining the Brotherhood ofShinsei. The retiree will shave
  his topknot, a symbol ofending his Me as a samurai, and passes his swords
  to one of his heirs or gives them back to his lord. The samurai's titles and
  lands pass to his heirs as well The newly dedicated monk often chooses a
  new name as well. From this point on, the retiree is a monk in all ways, and
  does not command the respect and authority ofa samurai. Though this is a
  bitter pill for some samurai to swallow, they also understand that their time
  has passed and it is proper to make way for the next generation.
  While the samurai is expected to renounce his ties to his previous clan,
  it is not uncommon for the monk to aid those of his former clan with
  wisdom and advice from time to time. Many daimyo keep a monk as an
  advisor in their court, and oftentimes this monk is actually the daimyo's
  retired predecessor.
  Not all retired monks come to their new role due to advanced age. Some
  samurai are forced into retirement due to injury, or to failure too minor to
  require exile or seppuku but too great to allow the samurai to retain his
  title. Some samurai simply leave with the permission of their daimyo,
  seeing the path ofenlightenment as a necessary vocation.
  
  BLOO" All" HOllO;t
  i'A~T
  TH~::::
  Kanlhiro felt privileged to be participating in the investigations. Unfortunately, he also felt
  quite out ofhis depth. He knew little about poisons, murder, or subterfuge. As a Phoenix, of
  course, he was aLways prepared to learn.
  Kansniro descended into the palace libran"es, eyes wide as he took in the countless shelves
  of books and scrolls that surrounded him. Though Kanshiro was a warrior, he was yet a
  Phoenix, and thus he had spent agreat deal oftime here since his arrival. The thought ofso
  much knowledge contained in one place intrigued him. He wondered what mysteries might
  lay in the countless pages. The libraries filled the sub-levels of Honored Treaty Palace. They
  ll'tYe atrue hidden treasure ofthe city. Now, looking upon them again, there was something
  about these horaries that disturbed him. He could not name precisely what it was.
  Apolite cough by his side drew him back to reality. An elderly man waited patiently for
  Kanshiro's attention, holding a small covered lantern. He wore a fine kimono shugenja,
  stained by ink and tea. This was Seppun Kenzan, the master librarian. He smile,d
  pleasantly as Kanshiro bowed.
  'Greetings, Kenzan-sama,' Kanshiro said. "r had hoped you might help me find a book."
  ~Ofcourse, Shiba-san," the ola rnan said in a whispery voice. "What book?"
  Kanshiro paused, considering how to broach the subject. He concluded that the blunt
  troth was his best course. "Do you have any books about poison?" he asked.
  The old librarian', eyes widened. After a long pause, he sighed deeply. "Shiba-san, this
  coulJ get you in agreat deal oftrouble," he said. Kanshiro opened his mouth to explain, but
  
  Kenzan continued. "If that Kitsuki finds out you are conducting an independent
  investigation into Lord Juro's murder, he will be quite upset."
  Kanshiro blinked. "These are Phoenix land,;' he replied instead of what he had
  been about to say. ''A Phoenix should resolve this problem."
  "Well said, my lord," the old librarian said with a proud smile. He moved deeper
  into the library, gesturingfor Kanshiro to follow. "You may be surprised to know we
  have an extensive collection of books about poison," he commented. "Most of it has
  been only recently added to the library 'in" shiro Renko was built outside the city.
  The Shogun felt it would be wise to have such volumes on hand, for the purpose, of
  crafting antidotes. The collection is secret, you know." The old librarian favored
  Kanshiro with aconspiratorial grin. "Only the Shogun and the late governor knew
  ofit.'
  "I am honored you would share such a secret with me," Kanshiro replied.
  Apanicked cry erupted through the ceiling above them, followed by the sound, of
  heavy feet running across the floor. Kenzan looked at Kanshiro with a concerned
  expression.
  "What pari ofthe palace i' above u,?" he asked.
  "These libraries extend beneath the entire palace; he replied, "the practice dojo is
  above this section."
  "1 will return, Kenzan-sama," Kanshiro replied, bowing in apology as he hurried
  off toward the ,tairs.
  Kanshiro had little idea what could be occurring above, but whatever had caused
  such excitement surely could not be making matters any better. The dojo doors stood
  open, and when he stepped inside he found a smug, broad-shouldered warrior in
  brilliant green armor facing offagainst a smaller man in red silk, an ebony hawk
  mask covering(~is features but failing to conceal his seething rage. Kanshiro
  ;
  
  recognized 50shj Yoshino. He could only guess the armored man was Mirumoto
  Aichi. A handful of rather intimidated looking young samurai hovered in the
  background, dearly ordered to ad as witnesses in the midst of their daily practice.
  "What is happening here?1I Kanshiro demanded.
  "The little Scorpion has challenged me to a duel," Aichi replied, eyes fixed on his
  opponent.
  "You have shamed Isa," Yoshino snapped, his voice nearly hysterical. "You do not
  deserve her."
  "I do not desire her; Aichi retorted. "she is low-born. Her mother was apeasant.
  I will not sully the blood ofMirumoto."
  "Ifher father is samurai, she is samurai!" Yoshino snarled.
  "Her father is nothing," Aichi retorted.
  "Villain!" Yoshino snarled. "Such insults demand blood." He reached for his
  sword.
  "A duel to the death is illegal, Scorpion," Aichi warned. "If you draw steel on me,
  blame for your death shall fall upon your own house."
  Kanshiro quickly interposed himself between the duelists, turning to face the
  Scorpion. "Yoshino," he whispered. "You are no swordsman. Ai,hi is a trained
  duelist. You have no ,hance."
  "1 do not care ifI win," Yoshino whispered back, his eyes intense. "He has insulted
  her honor."
  "Win or lose, your dan will suffer for your actions here, Yoshino," Kanshiro
  replied. "Is that how you would complete your mission here?"
  Yoshino paused for a long moment as reason slowly dawned on him. "What do I
  do?" he whispered. "I cannot back down to the Dragon now."
  "Name me as your second," Kanshiro said. I'The Empire will take little notice of
  one more duel between Dragon and Phoenix."
  The Scorpion nodded. He looked toward Mirumoto Aichi. "I name the Shiba as
  my second," he said, forcing calm into his voice.
  Aichi nodded in approval, eyeing Kanshiro carefully. "To first blood>" he asked.
  The Phoenix nodded. The Dragon looked relieved. Kanshiro removed his haori
  and tossed it to the floor, giving himselfgreater ease of movement. The two men
  circled one another, watchin(each other carefully. Kanshiro let thought bleed away,
  reaching into the depths of his being for the pure focus of the Void. Then all was a
  blur ofmovement. Kanshiro reached for his sword, drawing and slicing the air in a
  single maneuver as his sensei had taught him. In the smooth clarity ofthe duel, he
  saw the Dragon's sword fly from its saya firs!. He saw the blade move toward his
  body with impossible speed, raw talent honed by years ofpractice in the field.
  But at the last momen~ Aichi's sword paused and Kanshiro left aneat gash across
  the Mirumoto's h.ip. Aichi grimaced in pain and nearly fell to one knee, but did not.
  Kanshiro realized, through the glaze ofadrenalin, that though he had done well the
  Dragon was the superior swordsman.
  Ailhi had let him win.
  "Congratulations, Kanshiro-san, Yoshino-san," he said. "Seppun Isa's honor is
  intact. I apologize if my statements brought her any shame. Good day, gentlemen."
  With that, Mirumoto Ailhi turned and left the chambers.
  ,Kanshiro only felt more confused than ev"
  
  li\£CIiAnICS
  This game is designed to be as simple as possible and still have enough
  depth to allow players to succeed at playing a character that may possess
  strengths that they do nor have in real life. Tests are designed to be less
  time consuming and should be resolved in a mini1l1-al amount of time.
  TIi£ BASICS
  Not all conflicts can be solved through role-playing in LARP. In these
  instances there are many techniques and skills that a character can bring
  into play. In this way the person playing a Doji courtier can still manage to
  socially outmaneuver the Hida berserker who is obstinately refusing to
  agree to whatever the Doji is proposing. All you will need to play this game
  is few decks ofplaying cards and someone who is willing to run and judge
  the game for you. In this book we will refer to judges as Game Masters.
  With larger groups of players, multiple Game Masters are recommended.
  Generally, a ratio ofone Game Master per five players is optimal. In lARPs
  where only a few Game Masters are in circulation players may opt to draw
  an opponent's card and vice versa for OpposedTests. The values ofthe cards
  start with the Ace being worth 1, a Jack is 11, a Queen is 12, and the King is
  13. Jokers'should be included in the deck of cards, though they have no
  inherent worth and are explained later.
  BA.SIC 0770S5:" T5:STS
  In order to begin this test, add the Rank of the skill being used and the
  .applicable Trait. Most skills suggest which Traits are most appropriate for
  their use in their description, but many skills can utilize other traits. A skill
  may only draw upon a single Trait for any given test. Both players then
  draw a single card from a normal playing card deck provided by a Game
  Master. In games where only afew Game Masters are in circulation players
  may opt to draw an opponent's card and vice versa. Add this card to the
  total ofTrait plus Skill. The final result compares:Trait +skill + Pulled Card.
  The player who has the higher total wins the test. After a test is complete
  all cards are shuffled back into their decks.
  Example: Kitsuki Remata is attempting to discern the validity of
  Akodo Rokku's claim ofinnocence in regards to his obviouslyforged
  travel papers. Remata has a Perception of5 and an Investigation of 6.
  He pulls a Ten ofHearts and adds it to his Trait + Skill total of11. He
  has a totalof21 (5 + 6 + 10 = 21). Akodo Rokkuhas an Awareness of2
  and a Sincerity of 3. He pulls a Seven of Clubs, which means he now
  has a total of 12 (2 + 3 + 7 = 12). Kitsuki Remata is not even remotely
  fooled by Rokku's lies and places him under arrest.
  
  vn0770S::" T::STS
  Easy
  Difficult
  Impossible
  Average
  Very Difficult
  5
  These are identical to opposed tests1 except that the number the player
  must beat is not randomly determined by another player. Once again the
  player will need to draw from a deck ofcards that a Game Master provides.
  Ifthe character meets or exceeds a specific Target Number (IN), then he
  has succeeded in his task. Target Numbers are set by the GM, but generally
  conform to the following pattern:
  TN
  Difficulty ofTask
  Example
  2
  Very Easy
  Identifying your own family mon, climbing a
  gentle slope
  Identifying a well-known family mon, climbing
  a slightly rugged slope
  Identifying a famous samurai's personal mon,
  climbing a mountain face with many handholds
  Identifying an obscure family or personal mon,
  climbing a vertical mountain face
  Identifying a long-dead family or clan mon,
  climbing a sheer mountain wall
  Identifying an obscure personal mon from a
  dead family or clan, climbing a sheer cliff in
  a thunderstorm
  15
  10
  20
  )
  The player's pull must exceed the TN [0 be successful. After a test is
  complete all cards are shuffled back into the deck.
  30+
  Example: Kakita Seigi wants to know what would be the correct
  gift to present to her host, Imperial Herald Miya shoin. She has an
  Awareness of 3 and Etiquette of 4. Shoin is a famous personage, but
  she does not know him rhat well, so the GM deems that this task is
  Average (IN 10). She pulls the Four ofHearts giving her a total of 11,
  and succeeds at choosing something he will appreciate.
  Example: Kakita Seigi is attempting to seduce Doji Nagori. He is
  inclined to resist her advances as he is occupied finding out infor-
  mation for the Emerald Champion, so he attempts to use Etiquette
  to withdraw gracefully. Kakita Seigi has an Awareness of 3 and a
  Seduction of 4. She pulls a Joker and then pulls the Eight of
  Diamonds. The value of the Eight of Diamonds is doubled so it
  now adds 16 to Seigi's Trait + Skill of 7. She now has a total of 23
  (3 + 4+ 16 = 23). Doji Nagori has a Willpower of 5 and an Etiquette
  of 5. He pulls a Queen, which means he now has a total of 22
  (5 +5 + 12 = 22). Despite his reluctance he is overwhelmed by Kakita
  Seigi's attentions and cannot help but to return her affections.
  J"OKS;l.S
  When the Joker is drawn, the player should immediately draw another
  card from the deck. Double the value of the card pulled. If it is another
  Joker draw another card and triple the value of the card drawn. Add this
  total toTrait +Skill.
  
  :;tAIS;;:S
  In certain situations a player will not be content to merely succeed at
  defeating an opponent but may wish for a greater effect. Raises are the
  means by which this is achieved, adding an element of risk to obtain a
  greater effect. Raises might be used to inflict more damage with a combat
  maneuver, learn more information during an interrogation, gain greater
  influence over a target through persuasion, or merely show off. If Raises
  can be used for a given skill, that skill's description will define the effects of
  those Raises. Players have the option ofcalling for a number ofRaises on a
  single test equal up to their Void Ring. For each Raise they take, subtract 2
  from the test totaL Raises must be declared
  before the card is pulled in a test. A test result
  that would have succeeded had the Raises
  not been made is still a failure, due to the
  player overextending his grasp in some
  unfonunate manner.
  f':;t;;:;;: :;tAIS;;:S
  A Free Raise will not add the
  normal penalty of subtracting
  2 from a character's total
  draw during an Opposed
  Test. A Game Master may
  award Free Raises to cer
  M
  tain players to reward
  ~
  role-playing, or due to
  some external advan
  M
  tage. (If a samurai's
  opponent
  is
  dis-
  tracted by the pretty
  geisha across the
  room, the GM
  may award that
  samurai a Free
  Raise.)
  Some
  Advantages and
  Techniques
  give
  players the benefit of a Free Raise. A Free Raise confers all of the benefits
  of a normal Raise and none of the penalties. If the player is entitled to a
  Free Raise in an Opposed Test and the test either has no stated Raise effects
  or the player does not wish to use any ofthe stated effects, they may instead
  add +2 to their total.
  Example: Daidoji Sakura and Utaku Rea are racing their horses to
  Toshi Ranbo. The Game Master has determined that the winner of
  an Opposed Test will reach the city shortly before the other. Daidoji
  sakura has an Agility of 3 and a Horsemanship of 1. She pulls a Five
  ofSpades giving her a total of 9 (3 + 1 + 5 = 9). Rea has an Agility of4
  and a Horsemanship of 7. She is confident she can beat Daidoji
  
  sakura so she declares that she is taking two Raises. Utaku Rea pulls
  a Nine ofDiamonds giving her a total of20 (4 +7 + 9 = 20). She must
  now subtract 2 for each Raise she took givingher a total of16.This is
  still more than enough to beat Daidoji,Sakura so she reaches her
  daimyo hours before Sakura instead of narrowly arriving first.
  VnSKI1.1.::" T::STS
  Players who do not possess an applicable skill may not attempt Raises,
  though Free Raises may apply normally. Jokers will also have no effect on
  theit card pulls and they must immediately pull again.
  T1::S
  Any time there is a tie during an opposed test, the character with
  the higher Void is considered the winner. If Void is equal, the character
  with the higher Insight is equal. Failing this, both players must start rhe
  test over.
  1101"
  A character's Void Ring represents their
  mastery of the most mysterious of
  elements, that which is all and noth-
  ing. It is a1s01 to a large degree, the
  character's luck. You have a number
  of Void Points equal to your total
  Rank in Void and you may spend
  these Void Points in a number
  of ways. You may spend a
  Void Point to draw two
  cards on a single pull,
  keeping the card of
  your choice. You
  may only spend
  one Void Point
  per test. Void
  can
  also
  be
  spent to activate
  certain
  Advan·
  rages} Techniques,
  or other character options. Spending a Void Point does not lower the char-
  acter's Void Ring for the purposes of determining maximum Raises or
  other effects. A character recovers all Void between sessions, or by using
  the Meditation skill.
  COIilBAT
  In asetting such as Rokugan, where samurai daily vie with one another for
  superiority over the Empire, combat is unavoidable. Though LARP
  encourages players to act out what their characters will be doing in most
  situations, combat is a definite exception to this rule. Though some LARP
  systems allow for more dynamic depictions of combat (even using mock
  
  weapons) the core rules oflegend of the Five Rings lARP do not include
  such options. When swords are drawn, it is time for the players to call over
  a judge and resolve the dispute with Tests.
  InJTIATIII:::
  Initiative is the order in which combatants act. Drawing a card and adding
  it to Reflexes determines Initiative. The person with the highest Initiative
  may go first. Advantages and techniques may alter Initiative totals. Players
  with identical initiative act simultaneously. A player may hold their action
  iftheir initiative is higher in order to take an action before, after, or simul-
  taneous to another character with lower initiative. Initiative
  remains the same throughout combat unless a new player
  enters into the current engagement, then Initiative may
  be redrawn.
  .
  ;tOUnDS
  Every player has one action each round unless they
  possess an Advantage, Technique l or Spell that
  allows them more than one action. A round is
  completed once all parties involved have completed or
  declined to perform an action.
  T:::STS
  A Combat Test determines if an opponent is hit or
  -"'
  emerges unscathed from the conflict. First you
  must determine how hard it will be to hit your
  opponent. Striking an opponent is an opposed test. The attacker makes an
  Offensive Combat Test (Agility + combat skill with the weapon they are cur-
  rently wielding) and the target's makes a Defensive Combat Test (Reflexes +
  Defense skill). Some weapons utilize Traits other than Agility but these are
  the exception rather than the rule.
  FULL ATTACK
  On a player's turn l before his action, he may declare Full Attack. Ifhe does
  so, he can draw two cards on all of his Offensive Combat Tests that round
  and add the higher card to his total (shuffling the other card into his deck
  with no effect). Iftwo jokers are drawn on this initial pull, then three cards
  are added to the test instead of two. A character under the effects of Full
  Attack effectively has a Defense skill of zero (not counting bonuses for
  Armor) until his next turn. Full Attack cannot be used while spellcasting.
  FULL D:::F:::nS:::
  On a player's turn l before his action l he may declare Full Defense. If he
  does so, he can draw two cards on all of his Defensive Combat Tests until
  his next action and add the higher card to his total (shuffling the other card
  into his deck with no effect). If two jokers are drawn on this initial pulll
  then three cards are added to the test instead oftwo. A character under the
  effects of Full Defense may make no attacks until his next turn. Full
  Defense cannot be used while spellcasting.
  
  Example: Hida Hio is attempting to use his tetsubo to crush the
  skull of his opponent, Mirumoto Kei. Kei's Reflexes are 2, her
  Defense skill is 4 and she is wearing light armor. Hio has an Agility
  of 3 and a Subojutsu skill of 4. Hio's Initiative is higher, so he
  declares Full Attack. He draws a Five of Hearts and a Seven of
  Spades. Discarding the Five ofHearts, he has a total of(4 +3 + 7 =12).
  Rei has not yet had a turn, so she has no opportunity to go on Full
  Defense (as she might have had she had the chance). She draws aTwo
  of Diamonds (2 + 4 + 2 = 8). Hio successfully lands a mighty blow on
  her head. Unfortunately he is nowvulnerable to counterattack due to
  declaring Full Attack.
  ~IS::S
  On a Combat Test, players have the option of calling for Raises as usual.
  Successful Raises give that player the option to add two wounds per Raise
  onto the damage they in1lict on their opponent with that pull. In addition,
  Raises might be used to strike specific areas of the target, or to perform
  special combat maneuvers at the GM's discretion. One Raise to strike the
  torso, two Raises to strike a limb, or three Raises to strike the head are a
  good guideline. These attacks have no additional effects, unless a character
  needs to strike a specific area for a particular reason. (The opponent is
  about to pick up the Twelfth Black Scroll with his left hand, etc.)
  Three Raises, followed by a successful opposed Agility test, can disarm a
  target opponent.
  For each successful Raise made on a Defensive Combat Test, a character
  may add 2 to his Initiative in the following round. (A successful Defensive
  Combat Test is one in which the target was not struck by his opponent.)
  Ii\ASS C01i\BAT
  A combat situation can quickly escalate into full-scale battles. When more
  than one combatant attacks an individual, mass
  combat rules take effect. There can
  only be a maximum of four
  people attacking the same
  person at a time without
  incurring penalties. No
  more than four char-
  acters may attack a
  single opponent in
  melee
  at
  once.
  Ranged
  attacks
  (including many
  spells) suffet a -2
  penalty for every
  other
  character
  between the char·
  acter making the
  ranged attack and
  his target.
  
  Penalties £0:;;,:'::Te:s:ts===:J====J
  -0_
  -4
  ;::6
  -8
  IAIJ"UTSU [lU5:LS
  The formal etiquette surrounding iaijutsu duels is explained in some detail
  on page 38. This section explains the mechanics involved once a
  duel begins.
  Opponents each take their stance only a few feet from the other. Each
  participant should maintain eye contact with their opponent, as the
  Iaijutsu duel is also a contest ofwills. Game Masters may award Free Raises
  to players they feel are accentuating the tension ofthe duel with a suitably
  impressive stance and expression. Both duelists make an Unopposed Test
  using their Awareness trait and Iaijutsu skill. The TN of this test is their
  opponent's Insight Rank X 5. A successful test gives them knowledge of
  their opponent's Agility, Awareness, Iaijutsu, Reflexes, or Void rank
  (player's choice). They may also opt to call for Raises during this test. Each
  successful Raise will provide an additional piece ofinformation.
  When both combatants are about evenly matched the duel will continue
  normally with each participant choosing their opponent's Agility,
  Awareness, Reflexes, or Void -
  this becomes his opponent's Dueling
  Attribute for this duel. The combatants then make an opposed Awareness +
  Iaijutsu test. The winner of this test has the option of Focusing or
  Striking first.
  [IAIilAC05: T5:STS
  Once a target is hit, damage may be determined by adding Strength +
  Damage Rating (DR) of the weapon plus a random pull from the deck
  (Jokers function normally but Raises and Void Points may not be used on
  this pull). Damage tests are called tests even though you cannot Raise,
  spend Void, and there is no way to "fail" them. Wounds penalize Damage
  Tests just as they do all other tests (Raises and Void spent on the initial
  attack, of course, can affect damage dramatically). Damage Ratings for
  common weapons can be found on page 144.
  l!Iovn17S
  Each character has six Wound Ranks. Each Wound Rank contains double
  your Earth in Wounds. As you take damage, mark these Wounds off
  accordingly. Once you drop to a certain Rank you will start incurring
  penalties to all tests, including Initiative tests. When you reach the Down
  level you fall unconscious and may no longer move or act. The Down level
  has twice as many Wounds as every other level. Once this level is depleted,
  the character is dead. A quick glance at the damage inflicted by the
  weapons will show that this is an extremely lethal system, as befits the
  precarious world ofthe samurai.
  Wound Level
  C::Onscatlie£
  Hurt
  !niuc~d~.•~,.~-:======::n:::::
  Wounded
  Cllown
  Dead
  
  If a combatant chooses to Focus, then the other combatant must then
  decide whether to Focus or Strike. If a combatant chooses to Strike, then
  the duel immediately resolves. A combatant may not focus more times
  than his Rank in his Dueling Attribute, though a combatant may spend
  a Void Point to Focus an additional time. A combatant may continue to
  Focus in this manner until he is out of Void Points or does not wish to
  spend any more.
  When a Strike is declared, the combatants then make an opposed test of
  Dueling Attribute + Iaijutsu + a randomly drawn card. Raises may not be
  declared on this test, though Void Points may be spent normally. Each
  combatant must subtract 2 from his total for each time he chose to Focus.
  The combatant with the higher total strikes first, and immediately deals
  katana damage to his opponent. For each Focus that combatant declared,
  he gains the effects of a Free Raise for damage. If it is a duel to the death,
  then combat now begins normally. If it a duel to first draw or first blood,
  the duel now ends.
  T1l5:S
  Ties are not resolved in the usual manner during an Iaijutsu duel. Ties are
  considered "kharmic strikes" with each opponent simultaneously striking
  the other as if he had won the duel. It is not unusual for duelist to draw,
  strike, and kill each other all in a single moment.
  
  CIiA~ACT£~
  C~£ATIOn.
  In lARP, you play the role of a character (sometimes one that you create 1
  sometimes one that the GM provides). This character is designed with
  statistics, recorded on a character sheet. There are many things to consider
  when creating a character, and the finer points of this process will be
  detailed later. In this chapter you will find a guideline on how to put a
  character together. of course this is only the beginning -
  all characters
  are built more from story and background than statistics and rules,
  but these rules will help define yOU! chatactet and help it function within
  the game.
  Before writing down any information on your character you should
  visualize the type of character you want to play. Have a rough idea of how
  your character reacts to situations, his personality, and what some of his
  strengths and flaws are going to be. Does your character live for the thrill
  of bloodshed Ot does she prefer the subtlet battlefields ofCOUttly politics'
  What sort of family and upbtinging did he have? These ate questions you
  should answer before laying down your stats on paper.
  f'11I£ aV£STICn.S
  The following questions can help you gain a better understanding ofwhat
  type of character you are going to make. Consider these answers carefully,
  as they will help you explote parts of YOUt chatactet's background and
  personality that you might not have considered, giving you an advantage
  when you play that charactet in a LARP.
  What clan does your character belong to?
  For a game based in Rokugan, this is probably the most important question
  to ask yourself Every clan has a unique perspective, a unique view of the
  world and an agenda. While not every character need fit the mold of his
  clan, it is important to be aware of the sort of environment your character
  came from. Other characters will also frequently judge your character by
  your clan stereotypes, expecting your alliances and behavior to reflect the
  values of your clan. In addition, as a samurai's primary concern is duty to
  the lord ofhis clan, it is ofutmost importance to know who that lord is. You
  might decide not to belong to one of the Great Clans, instead selecting a
  Minor Clan or Imperial Family. You may eschew loyalty to any lord at all
  and choosing the wild and dangerous lifestyle ofa ronin (samurai with no
  masters). You may decide not to be a samurai at all, or even to play an non~
  human character such as a Nezumi. This decision will forever color how
  players perceive your character. For a more in depth description of each
  Clan and their ideals, take a look at the Clan Descriptions on pages 84.
  Is your character a bushi, shugenja, courtier, ninja, or monk?
  The above choices are the basic career selections a character may make.
  The term "samurai" is used to describe the fierce warriors of Rokugan, but
  
  technically not all samurai find their place on the battlefield. Those samurai
  who choose the way of the warrior are called bushi. Samurai who can
  communicate with the kami gravitate to the role of shugenja, priests who
  can call upon elemental magic for a variety of feats. Courtiers are the
  political backbone of the Empire, using well placed words and complex
  webs offavors to protect their clan's best interests. Ninja are shadowy spies
  and assassins, and usually pretend to be one of the other professions
  publicly. These characters may not be samurai at all, unless it serves their
  purposes to maintain such a potentially useful cover identity. Monks, while
  not members ofthe samurai caste, bear special starns as holy scholars ofthe
  Tao, and demand respect from samurai and peasant alike. While there is a
  great deal of flexibility within any of these professionsl your character's
  choice will determine how other characters regard him.
  What are the driving goals and motivations ofyour character?
  Is there a panicular reason your character decided to be a bushi? Is there
  someone who they wish to take revenge on? Are there any ambitions your
  character relishes? Perhaps your character has the ambition to cleanse the
  Shadowlands, find glory in battle, or become the Emperor's most favored
  advisor. Perhaps your character wishes nothing more than to serve his lord
  with honor.
  What is your character's background?
  Was your character an only child or was he a member ofa large family? Are
  you closely relared to the ruling family of your clan, or is your branch of
  the family tree removed? Family is crucial for a samurai, thus you will want
  to determine what sort ofbackground your character has. Ifyou are a ronin
  you will want to decide how you entered such a state. Were you born without
  a clan, or were you forced into the life of a wave-man by a shameful act?
  How does your character view bushido?
  What does your character think of bushido' Does she think that the
  virtues are a strict guideline to life or merely loose guidelines? Is your
  character one who always acts with honor and compassion in mind or
  merely when she thinks someone is watching? Do you value some of the
  virtues more than others? While all samurai are expected to obey their
  lords, you may wish to decide to whom you show true loyalty. Do you
  honor a sensei, a family member, or a spouse as much as (or more than)
  your daimyo?
  CHA~ACT£~ TYi'£
  To give you a basic grasp of your character's attitude you may wish to
  emulate one of the stereotypes of the classic samurai from films and
  fiction. Please do not feel that your character must have a two dimensional
  personality, but some of the archetypes may offer you ideas how to put
  your character together.
  ','
  ,II.
  ), A
  
  B;ulSH
  Brash characters never think about the consequences of their actions.
  Many samurai are quick to act on an insult as maintaining face is an
  important pan of Rokugani culture. Whether you have a chance against
  your enemy is not a consideration. Death is a welcome fate compared to a
  life without honor.
  VI>l.TUOUS
  You adhere to the code ofbushido strictly and cannot be tempted by others
  to violate that code. You are even~tempered and resolve disputes before
  your hotheaded friends get themselves in trouble. Though a virtuous
  samurai embraces compassion, he also acts with justice and courage -
  he
  will mete out punishment to those who deserve it without hesitation.
  The virtuous samurai's loyalty to his lord is unquestioned.
  IilASTS>l.liUnD
  Rather than dirry your hands with the rigors of a battlefield you prefer to
  use political leverage to overcome opponents. You are a student of
  psychology, and know well how to influence others into doing YOUt
  bidding. While some might call your tactics cowardly, you know all too
  well how deadly the arenas ofthe court can be.
  >l.SLUCTAnT
  Your character cannot help but feel he has been forced into a role not ofhis
  choosing. While you might fulfill your orders without question, your self
  doubt often undermines the results. Ultimately you hope to find your
  place in the world, and the only thing you know is it isn't here.
  D'SHOnO>l.ABLS
  You have no real loyalty unless it serves your purposes. Be cautious not to
  be too obvious in your self-obsessed desires; a samurai who does not fulfill
  his duties will be cast out or ordered to commit seppuku. Perhaps your
  character has already met such a fate, and now lives as an opportunistic
  ronin.
  SCHOLA>I.
  You are a philosopher, well versed in theTao ofShinsei as well as the tenets
  ofbushido. You would rather spend rime in a library rather than be forced
  to interact with other samurai. Other people may think ofyou as naive and
  wish to manipulate you, while others might seek out your knowledge for
  their own purposes.
  VSnC;Sf'UL
  Your character exists for one purpose: to take revenge on someone who has
  wronged you. Perhaps you have sworn a blood feud against a samurai who
  has killed one ofyour family members. Perhaps you have chosen to pursue
  your clan1s conflict with another clan on a personal level. Your quest for
  revenge may be obvious, or it may take a subtle turn as you ingratiate
  yourselfwith your enemies only to betray them in a moment ofweakness.
  
  on~:
  ;t1n~S An" T;tAITS
  Now that you know what type ofcharacter you want to play you may Start
  creating your character. Make aphotocopy ofthe character sheer at the end
  of this book. An explanation of each pan of the character Sheet follows.
  All characters stan out with aRank of 2 in each Ring and Trait. A character's
  Ring is equal to the lower ofits two Traits. A samurai with an Awareness of
  4 and a Reflexes of 3 would have an Air Ring of 3.
  Your Rings, Traits and skills can grow as high as 9 over time, but it isquite
  rare to have a statistic above a 5. You can only attain a 10 with extraordinary
  supernatural aids. Legendary characters may possess a 6 or 7 in askill,Trait
  Ot Ring, but anything higher is almost unheard of (ofcourse, player char-
  acters do tend to be legendary sons ofpeople).
  Each Ring is represented by a physical stat and a mental stat, as follows.
  SH-££T
  CH-A~ACT£~
  Earth ("chi") is represented by a mountain, standing ever resistant to the
  elements. More passive than the other elements, earth grants defense and
  the ability to weather adversity. The two Traits associated with Earth are
  Stamina (physical) and Willpowet (mental).
  STAminA
  I.
  Stamina represents the endurance a character ha:~
  handle pain.
  Stamina 1: Sickly and prone to illness.
  Stamina 2: Average health.
  Stamina 3: Can run long
  distances without get-
  ting out ofbreath and
  deal with pain better
  than most.
  
  Stamina 4: Hardy and robust, you do not feel pain as normal
  people do.
  Stamina 5: You can ignore wounds that might incapacitate another
  individual as well as run great distances without breaking a sweat.
  \!I1J.J.701!1::~
  Willpower represents a strength ofcharacter, the abiliry to resist someone
  else's manipulation. A character with high Willpower can resist temptation
  more easily than most.
  Willpower 1: Unassertive and easily manipulated.
  Willpower 2: Average, you are not too hard to persuade as long as the
  request is not out ofthe ordinary.
  Willpower 3: Not easily swayed from a course of action.
  Willpower 4: Your resolve is hard to break and your enemies view
  you as stubborn or pigheaded.
  Willpower 5: Iron-willed, no one can break your resolve once it
  is made.
  \!IAT~~
  Water ("mizu") is represented by a curling wave, sweeping away obstacles.
  Watet heals and purifies, helping to clear the way of anything that would
  pollute the way.The twoTraits associated with Water are Strength (physical)
  and Perception (mental).
  ST~::n<lTIt
  Strength is raw might and the ability to inflict damage on an opponent.
  It also encompasses lifting and carrying as well as maintaining a hold on
  an object.
  Strength 1: Weak.
  Strength 2: Average, able to lift approximately 100 pounds.
  Strength 3: Able to lift approximately 200 pounds.
  Strength 4: Most are amazed by the character's strength. Able to lift
  up to 300 pounds.
  Strength 5: Legendary strength. Able to lift 400 pounds.
  7::~C::7TIOn
  Perception is the ability to discern details about one's environment using
  the five senses. Those characters with a low Perception will miss the details
  that companions with a higher Perception would not.
  Perception 1: Totally oblivious to surroundings.
  Perception 2: Average, most things will slip past you.
  Perception 3: You notice details that others would not.
  ,
  
  Perception 4: You notice even small and meaningless details.
  Perception 5: No aspect ofa situation escapes your observation.
  Fire ("hi") is represented by the illuminating flame. Fire symbolizes clear
  reasoning and powers of deduction and perpetual motion. It is a force for
  change as well as destruction; thought and action are tools of desrructipn
  and creation. The two Traits associared wirh Fire are Agility (physical) and
  Inrelligence (menral).
  AGILITY
  Agility is the measure of grace, dexterity, and precision that a character
  moves and acts with.
  Agility 1: Completely uncoordinated and accident-prone.
  Agility 2: Average, hut not unknown to be clumsy.
  Agility 3: You move with unusual grace.
  Agility 4: Every movement you make is fluid and quick.
  Agility 5: You are poetry in motion; even your most innocuous
  action bears the smooth elegance of a dancer.
  litT3:l.l.IG3:nC3:
  Intelligence is the ability to retain and draw upon learned information.
  Acharacrer wirh high Intelligence will solve problems quickly.
  Intelligence 1: Slow to comprehend complex problems, you leave
  the thinking to others.
  Intelligence 2: Average intellect.
  Intelligence 3: You possess a quick, above-average intellect.
  Intelligence 4: Scholarly. You enjoy mental challenges and excel at
  overcoming them.
  Intelligence 5: A true genius, most people are astounded by your
  great intellect.
  AI~
  Air ("kaze") is represented by the swirling srorm. Air can only be felt, nor
  seen, and so it is with its spheres of influence. Intuition and instinct are
  essential to mastering the power of air. The two Traits associated with Air
  are Reflexes (physical) and Awareness (menral).
  i3:n3:)(3:S
  Reflexes measure the speed in which acharacter reacts to asudden change.
  It determines how finely honed the instincts ofthe character are. characters
  with a high ReflexTrair ger the jump on any situation.
  Reflexes 1: Slow to react, you are usually the last character to make
  up her mind.
  
  Reflexes 2: Average reflexes.
  Reflexes 3: You often react more swiftly than your brethren.
  Reflexes 4: You react to danger with preternatural speed.
  Reflexes 5: Nothing surprises you. You are prepared for anything.
  AI!JA ~::n::ss
  Awareness is a measure of charisma and empathy that a character
  possesses. Characters with a high level of Awareness are eloquent and
  well spoken.
  Awareness 1: You always put your foot in your mouth.
  Awareness 2: You get along well with those with whom you have
  much in common.
  Awareness 3: You are adept at reading the moods of others and get
  along well with strangers.
  Awareness 4: You discern much others would keep hidden, and
  adapt well to any social environment.
  Awareness 5: Other people are an open book; you are a social
  chameleon, adjusting to other's moods quickly and reacting
  appropriately.
  1101[7
  Void ("ku") is the union ofall four Rings, and it is nothing. It is the drive to
  excel at all things accompanied by the absence ofambition. Void is also the
  
  inner strength that all characters possess, which can be drawn upon in
  moments ofduress. No Traits are associated with Void, but it determines a
  character's maximum Void Points as well as the maximum number of
  Raises that can be made on a single test.
  TWO: SKI.L.LS
  The Traits a character possesses represent their natural strengths, wl;1ile
  Skills are abilities gained through experience. Many characters will
  possess some of the same Skills, but everyone will have varying degrees of
  mastery in each. Acomplete list ofSkills and their definitions are listed on
  Page 128.
  TH~~~:
  C.LAn. f"A1i\I.LY
  AnO SCHOO.L
  On Page 84 you will find more information about each of the Eight Great
  Clans as well as rules for ronin and members of Minor Clans.
  The first thing you will want to do is choose a clan (or decide to be a
  ronin). After choosing which clan your character belongs to, read the
  descriptions of the families who claim loyalty to each clan and decide
  which one your character is a member of. You should then decide what
  profession your character follows and write that under Profession on the
  charactet Sheet. Undet the entry for School, write the name ofthe school
  where yOUL character was trained. Descriptions of these schools can be
  found under each clan description. Each School and Family gives bonuses
  to certain Traits. Increase these Traits accordingly. Next, record the skills
  that each School grants the character under the skills section. Those skills
  begin at Rank 1. Your Rank in the School also starts at 1 and bushi schools
  teach a technique that should be written down in the Technique/Spells
  section of your Character Sheer. Shugenja schools teach certain spells,
  which should be recorded under the Technique/Spells, section as well.
  Even if a family that you have chosen is traditionally comprised of bushi,
  this does not mean your character must be a bushi. Char~cters almost
  always attend the schools of their clan but there are some circumstances
  that will allow the character to attend another clan's school. (see l'Advantages
  and Disadvantages")
  f'OU~:
  CHA~CT~~ 70lnTS
  After selecting your Clan, Family, and School, it is time to spend Character
  points. You have 30 Character PointS to spend on customizing your character.
  Character Points are spent as follows:
  •
  Increasing a Skill costs an a~ount of Character Points equal to
  the Rank you are advancing the Skill to. To increase a Skill to Rank
  3 from Rank 2 would cost three Character Points. To purchase a
  new skill at Rank 1 costs one skill point. Each Rank must be paid
  for separately.
  •
  Increasing aTrait costs an amount of Character Points equal to the
  Trait's new Rank X 3. To increase a Trait from Rank 2 to Rank 3
  
  would cost nine character Points. Each Rank must be paid for
  separately. You cannot increase a Ring directly (other than Void)
  though increasing the lower ofthe two Traits associated with a Ring
  will increase the Ring accordingly.
  •
  Increasing Void costs an amount of character Points equal to the
  new Void Rank x 5. To increase Void from Rank 2 to Rank 3 would
  cost fifteen Character Points.
  •
  To increase your character's Honor Rank costs three character
  Points. Lowering your character's Honor Rank will give you two
  extra Character Points to spend. You may only increase or lower
  your Honor Rank during character creation once.
  •
  To increase your character's Glory Rank you may purchase the
  Social Position Advantage for 5 Character Points.
  •
  The cost for each Advantage and Disadvantage is listed on Page 71.
  FIII£: A"IIArtTAG£5 Art"
  "I5 A"IIArtTAG£5
  Advantages and Disadvantages are another way of customizing your char·
  acter. While Advantages cost Character Points to purchase, Disadvantages
  are flaws that your character possesses and gain you additional Character
  Points. You may only gain 10 Character Points from Disadvantages.
  (You may take more than 10 points worth of Disadvantages, but you gain
  no extra character Points for them.) The complete list of Advantages and
  Disadvantages is on Page 71.
  51)(: WOVrt"5
  Your character might accumulate Wounds, either through combat or
  mishap.The Wound section ofyour character has seven Wound Ranks, and
  as your character accumulates Wounds they begin to interfere with his
  ability to function. Your character should have a number ofWounds equal
  to his Earth Ring X 2 on each Rank.
  5£II£rt:
  HOrtO~
  Every character has Honor. Honor is ranked from 0 to 5 and measures your
  character's nobility and adherence to bushido. A character with high
  Honor is one who can be trusted to keep his word, be fair in judgments and
  present himselfwith dignity. He is a man who has integrity, one who at the
  same time is concerned when his integrity is questioned. A character with
  a low HonorTrait also might care about his reputation, but for more selfish
  reasons. A dishonorable character seldom keeps his word and takes
  advantage of all opportunities. While playing a character with low Honor
  may seem easy, there are disadvantages. Low·honor characters are easily
  tempted perform dishonorable acts, while a character is more resistant to
  such behavior. This is illustrated through "Tests of Honor." You can find
  rules for Honor Tests on Page 65.
  Characters with a high Awareness can sometimes gain a sense of
  another's Honor. Those with low Honor have the feel of a rogue about
  them; there is something vaguely untrustworthy about them. Honorable
  
  characters have a nobility and trustworthiness that is unmistakable; they
  tend to get better deals in the market and attract other honorable people
  to them.
  Note that honor is not necessarily defined by what is good though those
  virtues overlap more often than not. A Scorpion ninja who follows his
  daimyo's orders and is unquestioningly loyal to his clan might be quite
  honotable indeed, though the dishonorable acrs he is asked to perform
  may ultimately limit how high his Honor can increase.
  While a character's Honor is mostly defined by a character's self-image
  and why he performs the actions he does, a character's Glory is defined by
  how those around him view that character and his actions -
  it is a gauge
  of political status in the Empire. A character's Honor and Glory are
  independent of one another. A dishonorable samurai might secretly
  perform horrible deeds and reap political advantage from it, while an
  honorable samurai might roil forever in obscurity, content with his lot.
  Ail characters' beginning Honot Rank depends on their Clan. This should
  be listed within the description for each clan. Listed below are the five
  Honor Ranks. Each has a brief description of a character at that Honor
  Rank. Players can use these descriptions as guides for role-playing rheir
  own characters. Honor, unlike other statistics, cannot increase above 5.
  When a character chooses an Honor Rank, he begins with 5 Honor
  Points in that Rank. If he performs an Action that is unwonhy of that
  Honor Rank, he will lose a number of Honor Points. The Game Master
  determines the number of Honor Points he loses. Minor infringements
  may incur a loss as small as 1 Honor Point, while a penalty as high as a
  whole Rank may accrue for a truly reprehensible act. If a character ever
  loses all ofhis Honor Points in a Rank he falls one Honor Rank lower, with
  5 Honor Points in that Rank.
  Honor losses and gains are not static, universal amounts. Characters
  with low Honor lose less Honor for dishonorable acts, and gain more for
  honorable behavior. likewise, characters with high Honor gain less Honor
  for honorable acts, and lose a great deal more for dishonorable acts.
  characters with average Honor lose or gain a moderate amount depending
  on their actions.
  Example: Yogo Kamatsu has an Honor Rank of 2.1. He has
  betrayed one of his comrades causing him to lose 3 Honor Points.
  His Honor Rank is now 1.8.
  The Honor Ranks are defined as follows. Please keep in mind that
  these are not rigid restrictions upon your character's behavior,
  merely a guideline for how to appropriately replay a character of
  each Honor Rank. Your choices, ultimately, are your OWIl.
  Hono....AnI{ 0: "Hono:;u.:;:ss [lOC;"
  You do not adhere to the principles of bushido. You mock those who do,
  viewing bushido as a code followed by easily manipulated idealists.
  You cannot be trusted. You would not hesitate to betray anyone to gain
  advantage.
  
  HOnO'i!. 'i!.AnK 1: "UnT'i!.USTWO'i!.THY"
  You are untrustworthy, but not to the extent of a 0 Honor character. You
  have some veneer ofvirtue which may be relied upon (perhaps you admire
  duty and courage but scoffat the rest ofthe virrues), bur stillgenerally disdain
  bushido. You recognize the importance ofbushido, but consider it to be an
  inconvenience. You easily ignore your conscience when it suits you.
  HOnO'i!. 'i!.AnK 2: "WHAT IS ::X?::CT::D",
  This is the default level oEHonor for those ofthe samurai caste. You follow
  the tents ofbushido to the letter. You have qualms whenever you must let
  your own interests be supplanted by the interests of your Clan, but you
  generally do what honor requires. You believe in bushido, but sometimes
  find it difficult to understand and shy away from truly selfless acts
  ofvirtue.
  HOnO'i!. 'i!.AnK 3: "::.)(C::;>TIOnAC'
  You have seen the strength ofbushido and embraced it. While you feel the
  temptations of,'low" character, you ignore them easily. Only the strongest
  temptations can shake your resolve. Occasionally you allow yourself to
  ignore virtue in the name ofpracticality, but this is still a difficult decision
  to make.
  HOnO'i!. ;!.AnK ll: "A SOUl. ABOII:: QU::STIOIt'
  You are a rarity, one of the few samurai who cannot be swayed from their
  duty to kin and clan. Because ofyour devotion to bushido, others consider
  you impractical. While you recognize this, you see virtue as more important
  than pragmatism -
  honor is its own reward, and wipes away failure.
  HOnO'i!. 'i!.AnK 5: "ST'i!.::nC;TH OF
  A THOUSAnD AnC::STO'i!.S"
  Those who have reached Honor 5 are the stuff of legends. You are so far
  beyond reproach that those who question your honor are looked upon
  with distrust and disdain. You are selfless, completely devoted to family
  and clan. Ironically at this level, some amount offlexibility is regained -
  you define virtue with your every action.
  ~IGHT:
  GLO~.Y
  Glory is aTrait that greatly influences how the rest of Rokugan views your
  character and how they will interact with him. Glory represents how well
  known and respected your character is in Rokugan. All characters have a
  Glory Rank between zero and ten, Their School Rank directly modifies
  their Glory Rank. A character's Glory Rank is almost always at least equal
  to his School Rank.
  Example: Doji Domotai has reached Rank 2 in the Akodo School,
  making her Glory Rank also a 2,
  
  Characters can increase their Glory by gaining Glory Points.
  The character's lord always awards Glory. When a character gains ten
  Glory Points in his current Glory Rank, he is eligible to rise to the
  next Rank; these promotions in Glory rank rely on the approval of
  the character's direct superior. A lord cannot advance a character to
  a Rank that is eqnal to his own. In fact, many lords may be reluctant
  to advance a character to a Rank close to their own. If a character's
  direct superior is a Non-Player Character then a Game Master can
  award Glory Ranks.
  T::5T5 OF ..ono~
  Any time your character fails a test that directly causes him to lose Honor
  he may declare aTest ofHonor. This allows the character a second chance
  to make the same test, but he must replace either the Trait or the Skill he
  used in the previous test with his Honor Rank. Ifthis attempt succeeds, he
  gains a point ofHonor. Ifthis fails, he loses two points ofHonor. Only one
  Test ofHonor may be attempted on each failed test.
  
  4LO;tY ;tAnKS
  Glory is a measurement ofpolitical standing and fame. A character's Glory
  Rank is usually equal to or greater than his School Rank. Any attempt to
  recognize a character (who is making no attempt to disguise himself) may
  add the target's Glory Rank to the Perception test.
  A general guide to Glory Ranks follows.
  Heimin (Peasant) Glory Ranks
  F'M"~'k''ltt\'S 11'1_~lryttWJ!:'llMti~ttii_iiJl'__iiiiiXtl~:2~
  h~.2~~~
  ~1_ V" 'W_
  .
  Doshin (peasant village officers)
  1
  ~~~§fi~([~~§.?nt~ar[fgr)~~:.l::;==:::::.:J
  Ashigaru (peasant soldier)
  0.7
  Hyakush9Jfarmers,WOodW1~.p::JisJierm:iQ)
  -or-:JQ
  Shokunin (craftsmen)
  0.5
  .bkindO(meiCfiani§;:peaaler:sl:;":·~-::--:=L=:-:=~~====l
  Peasant Retainer (peasant levy)
  0
  Hinin ("Non-People")
  _!a!~'1~~~~I1~a~;:'::::::=::=::::::====::=:;:+'::::=::::=::I
  Leatherworkers, Butchers
  -4
  ~.Tortur~--·=:-===:::::==::"~·::;--::-=-:-:-=-~·:'S·~·--~"""
  Gravediggers
  -8
  Wnja*~.
  Nezumi, Naga, the Lost, and others who are outside of Rokugani
  society have a Glory Rank of o.
  * This assumes the individual's status as aninja is publicly 'mown -
  most ninja
  keep this a secret.
  
  T~n:
  ~)(7~YtI~nC~ 70lnTS
  run~: InSIGHT An., SCHOOL YtATtI{
  Insight and School Rank are two Traits that will have a great influence on
  your character interactions within the Empire. Your character's Insight
  gives an estimate of how experienced the character has become.
  The School Rank reflects the training he has acquired.
  0-150 pts
  151-175 pts
  176-200 pts
  201-225 pts
  226-250 pts
  Rank 1
  Rank 2
  Rank 3
  Rank 4
  Rank 5
  InSIGHT
  To determine a character's Insight add up his Rings (Earth, Water, Fire, Air,
  and Void) and multiply the total by 10.Then total up the number ofRanks
  in Skills, not counting the first Rank in each skill. Ifyou have 12 skills at
  Rank 1, you get no Insight from your Skills. Ifyou have 6 Skills at Rank 2,
  you gain six points of Insight. Ifyou have 3 Skills at Rank 4 you gain nine
  points of Insight. Any time an applicable skill or Ring increases, Insight
  immediately increases as well.
  Everyone gets better at what they do through practice and experience.
  Your character is no different. At the end ofeach session, the Game Master
  will award your character a number of "Experience Points." These points
  can be used to increase your characters Traits and Skills. Advantages may
  be purchased as well with the approval ofa Game Master.
  Increasing a character's Trait or Void above Rank 5 requires a significant
  amount ofrole-play outside ofjust expending Experience Points. Typically
  when a character spends the experience to raise aTrait or Void, they must
  undergo a series of "tests" (given by their sensei, a Fortune, or other
  approptiate character played by the Game Master or another NPC) in order
  to actually achieve the new level.
  InSIGHT
  ~AnJ{
  When a character gains Insight, he also gains greater understanding, and
  may return to his school to learn more. School Rank represents this.
  All characters begin as Rank 1. As acharacter gains Insight, he draws closer
  to Rank 2. When he reaches 151 Insight, he returns to his School and the
  sensei teaches him the secrets ofRank 2, embodied in a new technique or
  perhaps new spells and spellcasting ability (in the case of a shugenja).
  A character may increase his School Rank with Insight as follows.
  SCHOOl..
  ~AnJ{
  For most characters, Insight Rank and School Rank are identical. However,
  characters who purchase the Multiple Schools Advantage will wish to keep
  track of these tWO attributes separately. For characters with Multiple
  Schools, the Rank in each school is determined independently for the pur-
  poses of Rank-dependent Techniques. The total of all Ranks in all schools
  the character possesses, however, can never exceed his Insight Rank.
  
  ..•
  ,
  •
  I,
  ,
  Traits: The cost for increasing a Trait is the next Rank x 3 (to go
  from Rank 3 to Rank 4 would cost 12 Experience Points)
  skills: The cost for increasing a skill is the next Rank in Experience
  PointS (to go from no Skill at all to a Rank 1 in a Skill would cost 1 Experi-
  ence Point)
  Void: The cost for increasing the Void Ring is the next Rank x 5 (to go
  from a Void of 2 to a Void of3 would cost 15 Experience Points.)
  Advantage: The cost for putchasing a new Advantage is double that
  Advantage's normal Character Point cost. GM permission is required to
  purchase a new Advantage, and some Advantages may not be purchased
  mer character creation at all (stated in their descriptions).
  
  ..
  81.00" An." HOn.O;l.
  '?A~T
  f'OV~
  Kanshiro waited quietly in the shadows of the library, looking for any sign of movement,
  any sound that heralded the one for whom he waited. When she appeared, it was completely
  quiet. Soshi Kaoru simply stepped out of the damness and smiled at him from behind her
  mask. Kanshiro was startled, but not truly surprised. Scorpion were taught to move with
  silence and precision; he considered it somethingofacompliment that she had allowed him
  to detect her before she had dmwn any doser.
  "Thank you for what you did for my brother," she said softly. "Even though Aichi
  abandoned Isa, he could not stand to hear her mistreated so."
  "He told you what happened?" Kamhiro asked, surprised.
  Kaoru only smiled.. "I am adept at uncovering secrets," she said. "1 assume that is whyyou
  have asked for my help>"
  Kanshiro nodded. "You are the only one here, other than myself, that I know was not in
  the governor's chamber after I left;' he said. "You are the only one Ican trust."
  Surprise flashed across Kaoru's delicate features. "It is not often that a Scorpion hears
  those words," Kanshiro replied. "Kanshiyo, I think you trust too easily."
  "Do 1?" Kanshiro replied. "1 am no fool, Kaoru. I know you were using me."
  ('Using you?" Kaoru retorted, a hint of outrage in her voice. ((Why would you say that?
  How did I ever use you, Kanshiro?"
  "Of all those here in the court of Honored Treaty City, I was the only one who presented
  no political advantage, who offered you nothing. Thus, I was the only one with whom you
  
  ,
  could relax. With me, there was no pressure to be a Scorpion." He smiled. "That is
  how you used me, Kaoru. And that is why I trust you."
  She looked at him blankly for a long time, then a small chuckle escaped her lips.
  "You are a strange man, Shiha Kanshiro," she said. "For my part, I hope I don't
  betray the faith you've placed in me. Now why did you summon mer'
  "This Iibmry contained Seppun Juro's most valued secret texts, iruludingacollection
  of advanced texts about poison manufacture," Kanshiro replied. "The library is
  tended only by asingle seppun librarian."
  "Ha," Kaoru replied with a disdainful sniff. "These shelves are spotless."
  Kanshiro grinned. "1 was thinking the same thing," he replied. "In addition,
  whoever killed Juro escaped without notice. This library extends beneath the entire
  palace."
  "You expect to find asecret passage ofsome sort?" she asked.
  Kanshiro nodded. "1 have heard Scorpion magic excels at finding such things."
  un does/' Kaoru replied, drawing a scroll from her satchel and studying it
  ,arefully. "r will be glad to help. Though r confess r wondered if perhaps you had
  ulterior motives for getting me alone in these library halls."
  Kanshiro blinked at her.
  "l suppose now you will never k.now," she said with asmall smile, moving offinto
  the shadows as she began whispering words ofmagic.
  
  CHA~CT£:a
  BUI1.DlnG
  This chapter goes into precarious detail on a number ofcharacter options
  which you will need to flesh out your character. As Advantages and
  Disadvantages can greatly affect your Character Point total, they are listed
  first, followed by schools (which will define the overall theme and purpose
  ofyour character), Skills, and Spells.
  ADIlAnTAG£S AnD
  DISADIlAnTAG£S
  While your character's School, Rank, Skills, and profession determine
  much about her they are not the truly defining qualities. Below is a list of
  advantages and disadvantages that you can take in order to give your character
  a more complete background. Advantages cost you Character Points and
  Disadvantages give you extra points, to a maximum of ten. Additional
  Disadvantages may be taken with the GM's approval, but you gain no extra
  points for them. The point cost for each is listed in parentheses.
  ADIlAnTAG£S
  AB50J.UT£
  [71~£CTlon C1 ?OlnTl
  You never get lost. Gain a +5 bonus to any test involving navigation and
  mapping. This Advantage must be purchased during character creation.
  AJ.J.I£5
  (vA~AB1.;;:)
  You have connections all over. Two points spent gets you a single Minor
  ally; four buys you a Major Ally. Minor allies will help you get legal items
  like food, shelter, and some money. Major allies go out oftheir way to help
  you and get things like fake rravel papers, audiences with a daimyo, or large
  amounts of koku. This advantage may not be purchased after character
  creation, but may be awarded if the GM feels you have made significant
  attempts to gain the alliance of another character. This Advantage repre-
  sents an alliance with an NPC, and is not necessary to represent friend-
  ships with player characters.
  AIilBI[7£')(T~OU5 (3 ?OlnTS)
  You may use a weapon in either hand with no penalty. A character that does
  not have this advantage has a -5 test penalty on any attack using his off-
  hand. This Advantage must be purchased during character creation.
  
  ,
  B£nT£ItS BL£SSlnG
  (3 70JnTS, 2
  FO~
  c~n;;:
  CHA~ACT;;:~S)
  You 3fe blessed by the Fortune of Romantic Love. This may translate into
  physical appearance, or simple charisma, or a combination. Gain a
  +2 bonus to tests when attempting to persuade others (increasing to +4
  if they are already attracted to you). Beneen's Blessing is ineffective on
  Seduction Tests.
  BLACKmAIL
  (c;LO~Y ~AnK OF BI.ACKIilAII.;;:D InDllIlDUAl.,
  IilmllilUIil 1)
  You are holding some bit ofinformation or evidence over another person's
  head. This Advantage functions similarly to Allies except it is far more
  dangerous. A blackmailed person will be more willing ro do things for you
  than an ally, but be wary of pushing too far -
  no one likes being black-
  mailed. The COSt of this advantage is equal to the glory ofthe blackmailed
  individuat minimum one. The target is unaware of what you know unless
  you choose to use the infonnation. Be warned that this Advantage does
  not, in and ofitself, protect you from any retribution the target may choose
  to take on you. Be cenain your plan to reveal their shame is solid enough
  to risk forcing their aid.
  You may have this advantage multiple times, each rime affecting a
  different person. Scorpion pay one less point for this advantage, minimum
  one.This advantage may not be purchased after character creation, but may
  be awarded ifthe GM feels you have made significant attempts to blackmail
  another character.
  BLAnD
  (2 70lnTS)
  You are either unassuming by nature -
  a quiet person with average build
  and features -
  or you have learned to carry yourself in an unassuming
  manner. Because you are not striking in any way it is easy to forget your
  name and appearance. You may not take Benten's Blessing, Dangerous
  Beauty, Bad Reputation, or Benten's Curse at character creation. Any test to
  recognize you has'a -10 penalty unless you call attention to yourself
  BLOOD Of' OSAnO-WO
  (570InTS)
  The Fortune of Fire and Thunder protects you, rendering you resistant to
  extremes of temperature. You gain a +10 bonus to any Stamina checks
  involving weather. You gain a Free Raise on any spell with Fire orThunder
  in the tide.
  CL£A~
  THlnlt£~ (2 70lnTS)
  You are hard to deceive. When another character tries to confuse, befuddle,
  or lie to you they get a -5 penalty.
  
  COJilBAT
  ~;:f'l.;:')(;:S
  (6 70lnTSl
  You have a near-supernatural ability to determine other people's actions in
  combat. After initiative is rolled for combat you may switch Initiative with
  the character whose action is direcdy before your own.
  C~AB HAnt7S
  16 70JnTS; Il 70JnTS FO;t C;U\B CI-Anl
  You are familiar with many forms of weapons and can wield virtually any
  ofthem with some degree ofeffectiveness. You are considered to have one
  rank in all weapon skills. You may thus make Raises as normal when using
  any weapon, even if you normally have no skill Ranks with it. If you
  wish to purchase the skill at a later date you must purchase it at Rank 1
  as normal
  C~f'T.Y
  15 70lnTS. :5 70lnTS FO;t SCO;t710n CI-Anl
  Your mind is cunning and devilish, enabling you to perform the dirtiest
  and most underhanded tasks. You are considered to have ODe rank in all
  Low skills. You may thus make Raises as normal when using any Low Skill,
  even if you normally have no skill Ranks with it. Ifyou wish to purchase
  a Low skill at a later date you must purchase it at Rank 1 as per Donnal
  In additioD, some Game Masters may decide that it is easier for Crafty
  players to scrounge up useful items in times ofcrisis. Make an Intelligence
  Test (TN 10). The Difficulty incteases depending on the tarity of the item.
  "AnG;:~OVs B;:AVT.Y
  12 701nTS, 1 FO;t SCO;t710n CHA;tACT;;:;tSl
  You possess unparalleled beauty. A character with Dangerous Beauty
  receives a +5 bonus on Seduction tests.
  "A~;:t7;:lIll.
  III 70JnTSl
  You are a risk taker. Whenever you attempt to do something extremely
  risky, the Game Master pulls a card. Ifthe card value is even, you receive a
  bonus of+5 to the attempt (unknown to you until after the results are tallied).
  Ifa Joker is pulled, pull again and add a +10 bonus ifthe card is even.
  ";:ATH
  T~AnC;:
  13 701nTS. 2 FO;t I-IOn CHA;U\CT;;:;tSl
  Death has no hold over you. When faced with it your mind enters into a
  thoughtless trance that gives you great courage. You automatically succeed
  in all Fear tests.
  "If'f';:~;:nT SCHOOl.
  (5 70JnTSl
  Your character trained at a school outside of his clan as a hostage or an
  "exchange student." This required some efIort on the part of your family
  and will most certainly color the opinions of others when dealing with
  you. You may select a starting school nor normally offered to your clan.
  
  £A~ Of" TH£
  £m7£~O~ N
  701nTS)
  You have a semi-direct line to the Imperial Court, whether through famil-
  ial connections, favors, social or political influence, or simple respect. You
  must clearly define the terms ofthis connection at character creation. You
  are treated as if your Glory Rank were one level higher than normal in
  court settings and around courtiers. This advantage may not be purchased
  after character creation, but may be awarded ifthe GM feels you have made
  significant attempts to gain such political influence.
  G~£AT O£STIn.Y
  N
  70JnTS)
  When you were born, the ancestors, the Fortunes, or possibly even the
  Kami smiled upon you. You serve a purpose, and that purpose will not be
  denied. Once per session, if you take damage that would kill you, you are
  instead reduced to the lowest Wound level and somehow escape notice
  until you have a chance to recover. Once a GM deems that your destiny has
  resolved itself, you lose this Advantage and gain 8 Experience Points.
  HAn..OS Of" STOn..£
  N
  70JnTS)
  Your Damage Rating with unarmed attacks is increased by two.
  H£A~TL£SS
  (2 70JnTS)
  All attempts to sway your heart with pleas ofcompassionl lovel or courtesy
  fall on deafears. You gain a +5 bonus when resisting attempts to manipulate
  you into merciful action.
  HIGH£~
  7V~70S£ (270JnTS)
  Your entire existence is focused on some overriding goallnamed when this
  Advantage is taken. This must be somewhat specificl such as "fight the
  minions ofFu Leng" or "avenge my father's death." It cannot be something
  vague like "survive" or "be a good samurai." Whenever a Game Master
  determines that you have taken a step towards achieving your Higher
  Purposel gain an extra experience point at the end of the session. If you
  resolve your Higher Purpose permanentlYI you gain 5 Experience Points.
  Im7£~IAL S70VS£
  (270InTS)
  You are married to a member of one of the Imperial Houses. Having an
  Imperial Spouse allows you to know more of the goings-on of the Court
  and can grant you small boons in times of need. In addition, even though
  your spouse has your family name they are still considered Imperial by
  sycophantsl well wishers, and those who wish to harm said family.
  This counts as a Minor Ally and also grants you 0.5 Glory among those who
  know of your spollsels origins. This Advantage may not be purposefully
  purchased after character creationl though it may be awarded.
  m.H£~ITAn..C£
  CIIA~IABj.;;:)
  You are the bearer of some valuable inherited iteml carried by your family
  for generations. Minor magical items cost 2 or 3 pointsl while legendary
  
  items might cost up to 20 points. The final point cost and abilities are left
  to the CM's discretion.
  1~~£7~OACHABl.£ (IIA~ABJ,.E:)
  You are devoted to your word. For each point spent on this advantage you
  gain a +2 bonus when resisting seduction and bribery attempts. You may
  not purchase Greed or lechery. The number of Ranks you possess in this
  Advantage may not exceed your Honor.
  KHA;ui\IC TI£
  (1-5 701nTS)
  You have a spiritual connection to another character. Once per session per
  point in this advantage you can gain a +4 bonus to any test that involves
  helping or protecting your tie. The exact nature of this relationship must
  be determined when the Advantage is taken 1 and the target ofyour tie does
  not necessarily possess a tie to you in return. This advantage may not be
  putchased after character creation, but may be awarded ifthe GM feels you
  have developed a special connection to another character.
  LARGVAG£S
  (2 70lnTS
  7E:~ l.AMUAGE:)
  For every two points taken in this advantage you are able to read, write, and
  speak a new language. possible languages include the following: Ashalan,
  Bakemono, chikushudo (animal spirits), High Rokugani, Ivory Kingdoms,
  Kami (shugenja), Mekhem (a common language in the Burning Sands),
  Moto, Mujina, Naga, Nezumi, Ogre, ani, Rokugani, Senpet (Gaijin),Tsuno,
  and Yobanjin. All members of the samurai caste are assumed to have
  Rokugani and High Rokugani. (All human Rokugani characters speak
  Rokugani. All samurai characters speak High Rokugani and all shugenja
  speak Kami. All Nezumi characters speak Nezumi.)
  LA~G£ (2 70lnTS, 1 FO~ C~AB
  CHA~ACTE:~S)
  You are huge by Rokugan's standards. This is an advantage in combat, bur a
  disadvantage in social situations. You deal +2 Wounds per hit. Apply a-1
  penalty to all social checks. This advantage may not be purchased after
  character creation.
  LUCK
  (3, G,
  O~ 9 701nTS)
  You gain one rank. ofluck for every three points invested in this advantage.
  Once per session per rank of luck, after any opposed or unopposed test,
  you may declare that you are using this advantage to get a redraw. You must
  accept the second draw unless you wish to use luck again (assuming you
  have uses left).
  1i\AGIC
  ~£SISTARC£
  (2, ll, O~ G 70lnTS)
  You are highly resistant to spell effects. For every two points spent in
  Magic Resistance any spells targeting you have their TN raised by 3.
  
  li\VLTIi'L£ SCHOOLS
  (S7SCIAL)
  You may take Ranks in another school other than the one you began in.
  Your Rank in your previous school is permanently frozen 1 and you cannot
  take further ranks in that school unless you purchase this Advantage again
  to return to it. You gain no Trait bonus or skills for joining the new school.
  Your total ranks in all schools can never be higher than your Insight Rank.
  You cannot mix shugenja and non-shugenja schools. The only exceptions
  to this rule are the Kuni Witch Hunter and Kuni Shugenja School- if
  these are your only two schools you may take ranks from both as you desire
  once you have purchased this Advantage. Shugenja who purchase this
  advantage gain all Affinities and Deficiencies from all schools they have
  attended, hut they cannot gain an Affinity or Deficiency they already
  possess nor can they attend a school that grants an Affinity for any element
  with which they already possess a Deficiency
  This Advantage may only be purchased after character creation with the
  GM's permission, and costs 6 Experience Points.
  
  7~SCISS
  lilSlilO~.Y
  (3 i'OlnTSI
  It is nearly impossible for you to forget a fact, face, or figure. When you
  wish to access any basic memory or experience you have had make an
  Intelligence Test (Difficulty 5). It may be more difficult to access detailed
  and complex information.
  QUICK
  (S i'OlnTSI
  You are naturally fast. Gain a +5 bonus to all Initiative draws.
  ~SA" 1.175
  (2 i'OlnTSI
  With asuccessful PerceptionTest (Difficulty 5) you can read the lips ofany-
  one whose face you can see clearly.
  ssnssl
  ct-S i'OlnTSI
  You have a deeper bond with your sensei than most samurai. You each go
  out of your way to aid one another because of this bond. The cost of this
  advantage is equal to the rank of your sensei. This Advantage may not be
  purchased after character creation, but may be awarded ifthe GM feels you
  have developed a spe'Cial relationship with your sensei.
  
  ~OJ-£-7J-A.Ymc; A"IIAnTAc;£S
  At many LARPs, the sheer number ofcharacters makes it difficult
  for judges to determine if all players are playing their characters
  appropriately. Many ofthe advantages can be abused by dishonest
  players who simplytake them for the extra points and then ignore
  their drawbacks.
  To prevent this, GM's may consider rewarding additional Expe~
  rienee Points to players who role~playtheir Disadvantages appro~
  priately. The lecherous Crane courtier who wanders off to flirt
  with a pretry Battle Maiden just as the Seppun ambassador he has
  been charged to meet with arrives may fail in his objectives, but he
  has succeeded in playing his character extremely well. Disadvan-
  tages such as Vanity and Fascination are particularly excellent
  role-playing tools.
  SOCIAJ- 70SITIOn
  (5 ?OmTS
  ?::~
  ~Aru(. Ii\A-XIIi\VIi\ II
  ~AnKS)
  You have an important position within Rokugani society and are more
  readily known because of it. Add one to your glory rank for every five
  points in this advantage. The exact nature of this position must be
  determined at character creation. This Advantage may not be purchased
  after character creation, though Glory may be awarded as your character
  progresses.
  ST~£nc;TK Of' TK£
  £A~TK
  (2, Il
  O~ 8 ?OlnTS)
  You are more resilient than most samurai and can withstand more damage.
  For every two points spent in this advantage reduce the penalty for your
  wounds by 2 on each level (minimum -0).
  T~V£
  f'~I£n"
  CVA~IABJ,.::)
  True friendship is a rare commodity in Rokugan. You and your friend have
  adeep bond and would go to great lengrhs to aid one another. This advantage
  has two costs:
  Influence
  1 Porn·~t;;;'~M··~jn~o~r'i!1nuenSiJty~sal samurai)
  ","
  2 Points -
  Some influence (magistrate or courtier)
  3 Points -
  Major !D.tr~~fd(§myo)
  Devotion
  .......,t~Point-
  ~~J~:Lg~ oJ:!t ofhi~rwail)ut not" risk his hRrJ9J-
  2 Points -
  Would risk his honor secretly
  Jl'oints ~ >JJ:ou1cJ. oJml1hing to aid you
  This Advantage may not be purchased after character creation, but may
  be awarded if the GM feels you have developed a true friendship.
  This Advantage represents friendship with NPC's, and is not necessary to
  represent friendships with player characters.
  
  1I01C~
  (2 70mT51
  You have trained your voice to be better than most around. You gain a +2
  bonus on any social test involving speaking.
  DISADIlAflTAG£S
  AnTISOCIAJ.
  (2 o;/. IJ 70lnT51
  You are unused to social situationsl or you simply do not like other people.
  The amount of points spent in this Disadvantage determines the penalty
  you receive in all social tests:
  2 Points -
  Moderate (-3 penalty)
  4 Points -
  Extreme (-6 penalty)
  ASC~TIC
  (3 70lnT51
  Material gain means nothing to you. You priorities are on intangibles such
  as honor and enlightenment. You stan with basic equipmentj only what
  you need to survive (weapon, average clothes, food, and at times armor).
  A samurai ascetic will own a daisho, but little else ofvalue.
  BAD
  H~AJ.TH
  (3 70lnT51
  You calculate Wound Ranks as ifyour Earth were one Rank lower.
  BAD
  ~~7VTATIOn
  (2701nT51
  You have earned you a nasty reputation in Rokugani society. Any attempts
  to recognize you get a +5 bonus, but others generally know ofyourill deeds
  and judge you for them in advance. choose a one-word description to
  detail your reputation.
  B~nT~I"Cs CV~S~ (270mT51
  Something about you repulses other people. Either you are ugly or simply
  rude. You have a -5 penalty on all social tests except Intimidation.
  BLACK
  SH~~7 (S 7omT51
  You have been ostracized from your family. Though not technically a ronin,
  your family shuns you. You cannot progress beyond Rank 1 in your current
  school and members ofyour clan will treat you as an outsider.
  B~SH
  (2 701nT51
  You are hot-heated and easy to anger. You will react aggressively to any
  insult on your honor. You can resist your brashness with a Test of
  Willpower + Honor +a card from the deck (TN 10). The GM may raise this
  TN accordingly for increasingly infuriating insults.
  CAI"CT
  J.I~
  (3 70lnT51
  Simply put, you are not a good liar. Whenever you try, you fail horribly.
  
  C01i\7U.LSIOn. (2-lJ 70lnT5l
  You have some uncontrollable urge (drinking, gambling, women, drugs,
  etc.) that often gets you into trouble. You must make a test ofWillpower +
  Honor + a card from the deck (TN 10 + Points of this Disadvantage) each
  time you are confronted with your Compulsion.
  COn.T~A~Y (370mT5l
  You always have an opinion and cannot remain neutral in any situation.
  You will never stand by idly in a dispute and must choose a side. You can
  resist this temptation with a test of Willpower + Honor + a card from the
  deck (TN 10 + Points ofthis Disadvantage)
  OA~K
  S£C~£T
  (570mT5l
  You have a dangerous secret that would not only jeopardize you, but your
  entire family or clan ifit got out. Ifthe secret ever becomes public knowledge
  (i.e. known by people other than those involved in the secret) you will be
  expected to commit seppuku or be cast out as a ronin.
  O£7£n.O£n.T
  (1-3 70mT5l
  Someone close relies entirely upon you to look after them. This person is
  helpless without you (an aged father, naive spouse, or child).
  U2ln@li.w
  _w
  2 Points -
  Elderly person
  "3
  j:l1t~
  C6TJa '..
  \P
  nRtmmt*ijtWt!1ttiiuUtitdilr..1W!JtWtmgm,
  O~IV£n.
  (3 70lnT5l
  There is a single defining goal that you pattern your entire existence offof
  and will sacrifice anything, including honor and family, to make certain it
  is accomplished The exact goal must be determined at character creation.
  If presented with a chance to fulfill this goal you must make test of
  Willpower + Honor + a card from the deck (TN 10) or immediately cease
  your activities and pursue your obsession.
  FASCinATIOn.
  (1 70lnTl
  You are a consummate hobbyist (horses, music, katanas, history, etc.)
  and will go to great lengths to investigate these pleasures. While not as
  dangerous or dishonorable as a compulsion, you do spend an excessive
  amount of time dwelling upon your fascination (much to the dismay of
  whoever is trapped in a conversation with you).
  FO~SAK£n.
  (2 701nT5, 3 TO;t J.Iorn
  The ancestors have turned their back upon you for some reason (detennined
  at character creation). No ancestor will ever talk to you or come to your aid.
  If this ever comes to light others will look down on you and you could
  possibly lose Gloty You cannot be Haunted.
  
  r;utIL 1i\1n"
  (3 ?OlnTSl
  You have a weak mind that makes it easier for others to seduce you, cast
  spells on you, or do anything that involves your Willpower. In such
  situations your opponent receives a +5 bonus.
  G~££"
  C1-3 ?OJnTSl
  You are greedy. For each point in Greed your enemies get a +3 bonus when
  anempting to bribe you.
  .
  GULLlBL£
  (3 ?OJnTSl
  You believe anything anyone tells you if they are convincing enough.
  Opponents gain a +5 bonus to convince you ofanything.
  HAUflT£"
  C1-3 ?OJnTSl
  An ancestral spirit is not happy with you and shows up to let you know it.
  He is distracting, insulting, and generally annoying, but you must respect
  him because he is your anceStor. Characters with a Kharmic Tie to you can
  see and hear this ghost as well You cannot be Forsaken.
  1 Point -
  Shows up once a session
  2 Points -
  Shows up twice a 5;:e""::';;iO;;,":....
  ...
  3 Points -
  Remains every session
  U'£ALlSTIC
  12 ?OmTS. 3 TO;t LIOnl
  A samurai with this disadvantage has a much more extreme view of
  Bushido than held by most. You are quick to pass judgment, unrelenting in
  your ideals, and lose more honor than others (one more point per loss).
  lJ\s£nSITIII£
  (2 ?OlnTSl
  Your life, your health, and your wealth a~e the o·rdy things that are imponant
  to you. Other people are tool, to help you along your path. You must ,pend
  a Void point to take any action that would help another and not yoursel£
  ,.
  
  J,.AIil~(3 70lnTSl
  You have a crippled leg. Any Test involving Agility has -5 penalty.
  J,.~CH~~.Y
  (f-!J 70lnTSl
  Love is far more important to you than it should be. For each point spent
  all opponents gain a +2 bonus when attempting to seduce you, and you are
  often distracted by attractive members of the opposite sex.
  J,.05T
  J,.OIl~
  (2 70lnTSl
  At some point in your life you experienced great love and then a great loss.
  When you are reminded of your love you become melancholy for at least
  an hour (all ofyour draws have a-3 penalty). You can spend a Void point to
  negate this melancholy for the session.
  1il1551n.C1 J.IIilB
  (3 70lnTSl
  You are missing some part ofyour body (a hand, foot, leg, etc). Any physical
  tests involving that limb have a -5 penalty to the draw.
  IilOIilOKV (8 70lnTSl
  Something has caused a great disturbance in your soul. Whether it be a
  maho curse, an ancestor's disgrace, or your own failing you cannot spend
  Void points for any reason.
  n.~1il~515 ("2 70lnTSl
  This is the dark counterpart to Kharmic Tie. Choose a Sworn Enemy.
  This person was an eneplY to you in a past life as well and the hatred car-
  ries over. You cannot spend Void Points against your enemy. Like Kharmic
  Tie, there is no guarante~your enemy possesses the same weakness where
  you are concerned.
  OBJ.lC1ATIOn.
  (2 0;1. !J 70lnTSl
  You have sworn to aid someone in return for a past favor. A two point
  obligation is a minor favor (would not cause you to lose honor). A four
  point obligation is a major favor Gust about anything). When the obligation
  is called in you must do everything in your power to honor the request.
  Failure results in loss of an entire rank of Honor or worse, depending on
  the nature ofthe Obligation (at the very least, others will see you as unable
  to fulfill your promises -
  a damning reputation in Rokugan).
  i'~~An.~n.T \!IOVn.11
  (5 70lnTSl
  You begin the game with a wound that never healed properly. You always
  start a session with the first Wound level filled. No magic or healing can
  restore these lost Wounds.
  i'HOBIA
  (1-5 70lnTSl
  You have an unnatural fear of something. Whenever you encounter your
  phobia all ofyourTest Difficulties suffer a penalty equal to the points spent
  
  in Phohia. Common phobias are fear ofheights, darkness, the dead, blood,
  erc. The penalty lasts until the end of a session. This Phobia must be
  something that you would conceivably encounter during a LARP session.
  SJi\ALL (3 i'OJnTS)
  You are below average height and weight by Rokugani standards. Whenever
  you deal damage in combat you cause two less Wounds than normal
  (minimum one).
  SOCIAL J:7ISAJ:7I1AnTAG~
  13 ?OlnTS i''';I. ;l.AnJO
  Your starting Glory is lowered by one Rank for every three points spent.
  SOf'T..H~A~T~J:7
  (2 i'OlnTS)
  Your conscience overcomes you whenever you are about to commit an act
  ofinhumane cruelty. When you try to rake a human life you must succeed
  at a WillpowerTest (Difficulty 10) Ot be unable to act.
  s\!Io~n
  ~n~Ii\Y
  (1-5 i'OJnTS)
  You have a sworn enemy who desires your death at almost any cost.
  The cost of this disadvantage determines your enemy's rank.
  T~V~
  LOII~
  (3 i'OJnTS)
  True love in Rokugan is celebrated, hut not openly. It can he a painful
  experience for lovers when they are forced apart by marriagel clan ties l and
  status. Whenever you have to choose between your love and duty you must
  choose your love unless you spend a Void pqint. Ifyou lose yourTrue Love's
  favor, your Void is permanently reduced by one Rank until they die or you
  get it back.
  vnLVCK
  (3, 6, 0;1. 9 i'OInTSl
  You gain one rankofunluck for every 3 points invested in this disadvantage.
  Before any test you must inform the Game Master that you have this
  disadvantage. Once per session per rank ofUnluck, the Game Master may
  activate one rank of Unluck and force you to redraw. You must accept the
  new draw. It is possible for multiple ranks ofunluck to affect a single test,
  and you may take both Luck and Unluck.
  \!I~AKn~S5 (5 i'OlnTS)
  One ofyour starring Traits is hindered by weakness. You can reduce any of
  your Traits (except Void) by one point to gain 5 character points. You may
  not reduce a Trait below one l or by more than two with this disadvantage.
  VAniTY
  (1 i'OInT)
  Something about you simply radiates excellence... to you, anyway.The rest
  of the world does not always recognize this quality and in this case it is
  your duty to inform them of it.
  
  TK£
  G~£AT CLAns
  Most player characters will hail from one of the eight Great Clans. Details
  on each ofthese clans follows.
  TK£
  C~AB CLAn
  For over one thousand years, the Empire of Rokugan has been protected
  from a terrible evil thanks to the impervious vigilance of the Crab Clan.
  When the Empire first formed, the Kami Hida gathered the strongest
  warriors and claimed the southernmost lands as his own, carving a vast
  realm from the bleak wilderness. When the forces ofFu leng appeared and
  were eventually defeated, it was Hida who volunteered to stand guard
  against the evil that would eternally threaten his brother's kingdom.
  The Crab have a well- deserved reputation as un-couth ruffians. They
  wage war against the Shadowlands every day, and virtually all have lost
  someone dear to them. They regard other clans as pampered, spoiled
  children who fail to appreciate the sacrifices the Crab have made in their
  name. Stilll the Crab are universally respected for their military prowess
  despite this poor reputation, and there are many among the other clans
  who are eager to lend a hand in
  their perpetual struggle.
  Allies: The Crab .have
  forged an alliance with the
  Crane for the first time in
  historyl and the two are fast
  allies in all endeavors even if
  their philosophical differences
  are considerable. The Lion and
  Unicorn are also considered
  allies, if to a lesser extent. The
  tattooed men of the Dragon
  are sworn enemies of the
  Shadowlands, and are thus
  always welcome in Crab lands
  even if the Crab do not under-
  stand them.
  Enemies: Though they have
  always distrusted the Scorpion,
  the Crab have no true enemies
  among the Great Clans at present.
  The Shadowlands is their enemy, and
  they choose to focus their energy on
  that fact alone.
  
  TH£ f'A1i\II.I£5
  Four of the Crab Clan's families were established when the clan first
  formed, and two have joined in the centuries since.
  TH:: Hit/A
  Lords of the Crab, the Hida are among the largest of all samurai families.
  They are unquestionably the largest in stature, for the average Hida samurai
  towers over warriors from other clans. The first Hida was perhaps the
  largest man to ever live, and perhaps the strongest warrior that Rokugan
  has known. His followers and descendants value strength and personal
  power over all things, and have used this strength to defend the Empire
  from the Shadowlands for over a thousand years. Their brief alliance with
  Fu Leng's forces during the Clan War is a great stain upon their honor
  in the opinion ofmany. The Crab Champions that have reigned since that
  time have each vowed to see their clan perish to a man before they permit
  such a thing to recur.
  The Hida are invariably warriors, berserkers, and soldiers. There are
  virtually no bloodlines with-in the family that are strong in magic, and only
  those who are unable to serve upon the wall are relegated to duty in COUIT.
  Benefit: +1 Strength
  TH:: HI;/.UIilA
  The Hiruma are the Hida's ser-
  ~ants, bodyguards. and soldiers.
  They are cunning and agile when
  the Hida are strong and powerful,
  a perfect complement to their
  lords' abilities. Their ancestral
  lands were lost to the
  Shadowlands for cen-
  turies before being
  finally recovered a
  few decades ago.
  The recovery has
  been a long and
  painful process, for
  many
  of
  their
  provinces remain rav-
  aged or even Tainted
  by the Ninth Kami's
  influence. Still, they
  have retained their
  home in the face of
  terrible punishment
  from the Shadow-
  lands
  in
  recent
  years, and refuse
  to surrender it
  ever again.
  
  The Hiruma are warriorsl but not like the Hida. They emphasize speed
  and finesse, and frequently serve as scouts and spies in the Shadowlands.
  Benefit: +1 Stamina
  Ttl::: KAIU
  The first Kaiu is still numbered among the most brilliant men who have
  ever lived, even given a thousand years of innovation. His insights into
  smithing, engineering l and siege warfare established a tradition of
  academic warfare that has persisted to the present day. Kaiu's descendants
  maintain the Great Wall and all the traps and machines that continue to
  ensure its survivability. The weapons that every Crab warrior carries are
  likewise products of Kaiu ingenuity. While not as brusque as the Hida or
  Kuni, the Kaiu nevertheless lack the social niceties that other clans value
  so highly. A Kaiu simply does not understand the need for pretty words
  when a precise I logicat and accurate statement is all that is required.
  Kaiu samurai tend to be learned warriors, focusing on a single weapon
  and diverse engineering skills rather than the broad weapon base their
  Hida cousins tend to study. They are reserved I conservative men and
  women who think problems through with all the relentless tenacity of
  a Crab.
  Benefit: +1 Perception
  TH::: KUn!
  The Kuni have a poor reputation among shugenja families. They are more
  martially inclined than most Qther families due to the demands of their
  clanl and are forced to study the noxious secrets of the Shadowlands in
  order to help their Hida lords better understand the enemy they face.
  For their partl the Kuni look to other shugenja families with scorn as welt
  for they sit in safety and deride those who ensure that safety is not threatened.
  Kuni samurai almost always srudy the shugenja path, though a few who
  do not possess the talent with the kami take up the sword. A small sect that
  includes both bushi and shugenja make up the Witch Hunters, a group
  devoted to destroying the Shadowlands
  l influence both within and beyond
  Crab lands.
  Benefit: +1 Intelligence
  TH::: YASUKI
  The Yasuki family's history is tumultuous to say the least. They originally
  served the Crane, their founder having sworn fealty to Kakita during the
  Empire's first days. Within afew centuriesl however, a bitter war led to the
  family abandoning the Crane and joining the Crab. Years ago, the Yasuki
  daimyo died without an heirl and a Crane was declared the new Yasuki
  daimyo. Another period of conflict followed, but in the end Yasuki Hachi
  pledged his loyalty to both Crane and Crab, dividing the family between
  two masters. Thus farl they have served both masters with equal fidelity.
  Though Hachi claims to be both Crab and Crane, other members of the
  Yasuki family declare themselves specifically Crab or Crane.
  The Yasuki are the merchants and ambassadors for the Crab. They are
  looked down upon by other clans because of their commercial interests l
  
  but the Yasuki do not care. They recognize the service they perform for the
  Crab, and for the Crane to a lesser extent, and do not shirk from their
  duties despite the scorn.
  Benefit: +1 Awareness
  THS: TO;/.ITAKA
  Smaller even than the Kuni, theToritaka are among the smallest families in
  Rokugan. Four decades ago, the Toritaka were known as the Falcon Clan,
  areclusive band of spiritualists who kept to their remote lands and barely
  interacted with the Empire at large. Mere months before the onset of the
  Clan War, however, a magical disaster struck the Falcon lands when a
  maho-tsukai nearly succeeded in opening a portal to the spirit realms.
  Angered at the near cataclysm, Crab Champion Hida Kisada petitioned the
  court and was given permission to absorb the Falcon into the Crab.
  The Toritaka family was the tesult ofthis merger.
  The Toritaka tend to be solitary folk. They have not abandoned their
  spiritual outlook, and find the hands of spirits in all things. They are
  usually warriors and scouts, although a few study the shugenja path and
  rend to be exceptionally gifted at it.
  Benefit: +1 Perception
  TH£ C:v\B SCHOO1.S
  The Crab maintain many different schools, each essential to the clan's
  ongoing struggle to protecr the Empire from the Shadowlands. Those
  listed below are the most common, although they are by no means the only
  schools the clan maintains.
  
  THE: HIDA BUSHI SCHOOL
  Among the oldest and most respected bushi schools in the Empire, the
  Hida bushi school is based on the precepts that the great Hida considered
  most important. Those who study the Hida techniques focus on personal
  strength, inflicting enormous damage on an opponent meanwhile ignoring
  damage taken from an opponent's blows.
  Benefit: +1 Stamina
  Skills: Battle, Defense, Jiujutsu, Kenjursu, Kyujursu, Lore (Shadow-
  lands), Subojutsu.
  Outfit: Standard Bushi, plus one additional weapon.
  Technique 1: The Way of the Crab -
  You may ignore penalties for
  Heavy Armor. When wielding an ono, tersubo, or dai rsuchi you may add
  your rank to the Damage Rating.
  Technique 2: The Mountain Does Not Move -
  When taking damage,
  you may spend a Void point to pull a card and add it to YOUt Earth. If the
  total is equal to or greater than the damage inflicted, you take no damage.
  Technique 3: Two Pincers, One Mind -
  You may make an extra attack
  per combat round.
  Technique 4: The Berserke~ Rage -
  Before making an attack roll, you
  may voluntarily take aWound ofdamage to increase the Damage Rating of
  your weapon on a one for one basis. The penalty for these Wounds does not
  affect you until after your attack roll is made. You may not take more
  Wounds than yOUl Rank, and this damage may not be negated by
  The Mountain Does Not Move.
  Technique 5: The Mountain D~es Not Fall- At the beginning of a
  combat round, you may spend a Void Point to take an action, even if you
  would be unable to do so because ofyour wound rank or magical incapaci·
  tation. You may ignore all penalties to this action. You may continue to do
  this every round so long as you spend one Void Point per round. When you
  have no more Void Points to spend, you return to your previous state.
  THE: KUnl SHUc;E:nTA SCHOOL
  The Kuni shugenja have a reputation among other clans as a sinister
  ensemble prone to corruption and various kinds offoul play. This reputation
  is not undeserved, as the family has had more oftheir number succumb to
  the Taint than any other shugenja family. To the Kuni, this is unfortunate
  but understandable. Though they have taken every precaution the simple
  truth is that those who stand closest to flame are burnt most easily. It is
  only logical that more of them will fall than those who cower in their safe
  and well-defended homes.
  Benefit: +1 Willpower
  Skills: Calligraphy, Defense, Kenjutsu, Lore (Shadowlands), Meditation,
  anyone High Skill, anyone weapon skill.
  Outfit: Standatd Shugenja, plus three fingetS ofjade.
  Benefit: Runi's Secret -
  You begin the game in possession of the
  following spell scrolls: Sense, Commune, Summon, any 3 Earth spells, any
  2 Fire spells, and any 1 Water spell. You have an Affinity for Earth spells,
  and a Deficiency for all Air spells.
  
  THS YASUKI
  TVl17::~ SCHOOL
  The infamous Yasuki traders fulfill a number of roles that the Crab
  consider unsavory or secondary to their duty: they are merchant patrons,
  diplomats, courtiers and record-keepers. Those who attend this school
  learn to love these duties, for they understand a secret that many in Rokugan
  do not wish to accept: all the scorn and disgust in the world can DOt deny
  the economic power ofa wily trader.
  Benefit: +1 Perception
  Skills: craft (any), Defense, Etiquette, Gambling, Heraldry, Sinceriry,
  any 1 skill.
  Outfit: Standard Courtier
  Technique 1: Way ofthe Merchant -
  When engaged in a conversation
  that regards commerce (debating the value of an item, attempting to
  procure some tangible resource, etc.), you gain a number of free Raises
  equal to your rank in this school on any test directly related to commerce.
  Technique 2: Koku Speaks -
  When making any opposed social test,
  you may sacrifice any numberofkoku to add +2 to your total result for each
  koku sacrificed.
  Technique 3: The Carp Smiles -
  Your convincing demeanor allows
  you to succeed through perseverance. Any time you lose an opposed test in
  asocial situation, you may spend a Void point to immediately draw another
  card and use that in place ofyour previous card.
  Technique 4: Taka's Lesson -
  Once per session, you may make an Imelli~
  gence/Etiquerte test. Ifsuccessful, this test allows you to obtain any single
  non-magical item. The difficulty ofthis test is determined by the judge and
  based on the item's rarity. For example, a minor work of art might have a
  diffiCulty of6, akatana ofexquisite quality bearing the Crane Clan mon might
  be 12, and a seal bearing the Emperor's chop might be as high as 18 or 20.
  Technique 5: The Splendid Carp -
  You are a master at reading the
  emotions and desires of others, particularly customers. When you are
  dealing with an individual who wants or needs something in your possession
  (a resource, object, or service), their card draw is reduced to one-half its
  Donnal value in any opposed test against you.
  TH:: I!/ITCH HunT::~S
  The witch hunters, also known as the tsukai sagasu, are among the most
  feared samurai in Rokugan. They are hand-selected from the most zealous
  Kuni to be trained in secret techniques developed over centuries offighting
  the Shadowlands. These rare, solitary men and women scour the Empire
  hunringTainted beasts and rhose who have sold their souls to Fu Leng, the
  blood sorcerers called maho-tsukai. Even the Crab are not immune to the
  Witch Hunters' thankless vigil, and any Crab who falls to darkness can
  expect a visit from them.
  Benefit: +1 Awareness
  Skills: Athletics, Defense, Herbalism, Hunting, lore (Shadowlands),
  any 2 Bugei skills.
  Outfit: Katana, wakizashi, traveling clothes, steed, travel sack, any two
  weapons, [hree fingers ofjade, 5 koku.
  
  Technique 1: To See the Darkness -
  You can center yourself, making the
  disharmonious presence of the Taint easier to detect. You may make an
  Awareness/Lore (Shadowlands) test (TN 10 for a 10 foot area around you,
  with an additional 2foot radius for each Raise). Ifsuccessful, the judge will
  reveal to you whether or not there is Taint present within the room.
  This ability does not allow you to specifically locate a Tainted person or
  creature, merely reveals ifthe Taint is present.
  Technique 2: To Strike the Darkness -
  Whenever y'ou make an attack
  against a target that you know to possess the Taint, you gain a Free Raise on
  your attack.
  Technique 3: To Repel the Darkness -
  You may spend aVoid point and
  become immune to all spells cast by individuals with the Shadowlands
  Taint for one round. You may do this for as many rounds as you have Void
  points. This is done on your action, and lasts until your next action.
  Technique 4: To Punish the Darkness -
  You may make one extra attack
  per round. This attack must target a Shadowlands creature or a target that
  you know to possess the Shadowlands Taint.
  Technique 5: To Shatter the Darkness -
  After making a successful
  attack against any Tainted target, you may sacrifice any number of your
  wounds to inflict that many additional wounds upon your target.
  
  The children of Lady Doji, the Crane Clan have protected and nurtured
  every Emperor that has sat upon Rokugan's throne since the first Hantei.
  Whenever the Emperor convened his court, Crane advisors stood ready to
  counsel him. Whenever an Emperor has required a bride, a bevy of Crane
  daughters has been available to love, guide, and advise him. Whenever the
  Emperor has stood in need of a blade to champion his cause, a Crane
  duelist has stood at the quick.
  The Crane's favored status has garnered them many an enemy. The first
  true inter-clan war was waged between the Crane and Crab clans early in
  Rokugan's history, and was due in no small part to the resentment held by
  the Crab toward the Crane's arrogance and wealth. The Lion and Scorpion
  have stood at odds with the Crane for similar reasons for centuries, and the
  children of Doji have survived only thanks to their peerless political
  acumen, the Emperor's favor, and the ruthless tactics ofthe Daidoji family's
  military forces.
  The Crane's social domination of Rokugan has been interrupted only
  periodically throughout history. The Clan War was particularly taxing, as
  Clan Champion Doji Horuri was kidnapped and replaced with a rwisted
  duplicate that neatly left the clan in ruin. Although the clan rebuilt
  quickly, they were divided again only a few years later, when the Lying
  Darkness's manipulation created a civil war between the Champion Doji
  Kuwanan and his general Daidoji Uji. Again, the Crane endured.
  The current Crane Champion, Doji Kurohito, has sworn to consolidate
  the clan's power and achieve such power and prestige that the clan will fear
  threats to its power again. With strong alliances with other clans, domination
  of the Imperial Coun through an alliance with the Oromo and a Crane as
  Imperial Advisor, and the occupation ofboth Emerald Champion and Jade
  Champion by loyal Crane samurai, it seems that Kurohito's goal is rapidly
  becoming a reality Though some might call him ruthless, Kurohiro would
  reply that he is not without compassion -
  he simply reserves none for
  his enemies.
  Allies: In keeping with Kurohito's intention to return the Crane to the
  pinnacle oftheir power, the Crane currently maintain diplomatic relations
  with every clan. Their particularly strong alliances with the Crab and
  Phoenix have made the Crane a truly powerful force in modern Rokugan.
  Enemies: The Scorpion have always been the Crane's rivals in the coun,
  and do not plan to surrender the field peacefully. Though technically allied
  with the lion, there are also many among that clan who have not forgiven
  the Crane for their ancient feud.
  f'A1i\ILI£5
  The Crane are unique among the Great Clans in that they have as many if
  not more samurai devoted to pursing politics and the arts as they have
  soldiers. of the four families that bear the Crane mOll, only one has
  devoted itselfentirely to warfare.
  
  TH5: ASAHlnA
  There is no family in the Empire quire like the Asahina. When 19awa
  Asahina went on a murderous rampage against several Crane villages, the
  daughter of the Crane Champion boldly attempted to bring him to peace.
  Astounded by the girl's courage and shamed by his own actions, Asahina
  repented his violent ways and embraced pacifism, as did those who swore
  fealty to him. After marrying the Crane who saved his honor and his soul,
  he was eagerly invited to join the Crane. Since that time, the Asahina have
  studied the kami and foresworn the use of steel. The taint of the original
  Asahina's vengeful anger is a constant temptation, but it is a temptation the
  Asahina rarely fail to rise above.
  The Asahina are a shugenja family, and it is rare that any ever pursue
  another path. Their philosophy ofstrict pacifism make it all but impossible
  for an Asahina to consider becoming a warrior, and the few who are
  without the ability to speak to the kami often enter a monastery rather
  than accept a less worthy path.
  Benefit: +1 Perception
  TH5: DAIDO.]"I
  More than any other family, the Daidoji fail to confonn to the typical image
  ofthe Crane. Where the Doji are stylish and elegant, the Daidoji ate rough
  and practical. Where the Kakita are lithe and athletic, the Daidoji are
  muscular and powerful. Where the Asahina are pacifists, the Daidoji live
  every day in preparation for war. They are the Crane's strong arm, the
  power behind their clan's armies. The Daidoji accept that the Crane are do
  not possess the Lion's military might, the Unicorn's mobiliry, or the Crab's
  dogged tenacity. They make up for this by seizing every possible advantage,
  even resorting to sabotage and guerilla tactics to defend their lands. Often
  times this is enough, as it is only necessary to delay an invading army
  briefly while a Crane courtier summons finds reason to condemn their
  enemies and draws support from the Imperial Legions. If some degree of
  honor must be sacrificed for the clan's greater well being, then that is a
  sacrifice the Daidoji gladly make.
  The Daidoji are almost exclusively bushi. There are very few among their
  number that pursue a political or artistic path, and there are no bloodlines
  that have ever consistently produced shugenja among their number.
  Benefit: +1 Strength
  TH5: DO.]"I
  In virtually every court in Rokugan, there is a Doji who has significant
  influence. Those few that lack a representative from the Crane Clan are
  simply beneath the Doji's notice. The Doji are descended from Lady Doji,
  the first Emperor's sister and the architect of many basic social traditions
  that have been practiced for over a thousand years. The Crane are the
  Emperor's Left Hand, the clan that protects his honor and power by
  championing him in the court, and none exemplify this duty more
  completely than the DOji.
  
  Doji tend to be bushi or courtiers. Shugenja are rare, but not unheard of
  Artisans are hkewise embraced as a natural outgrowth ofthe family's quest
  for perfection and mastery ofevery high an.
  Doji frequently have blue eyes, a ratiry among othet families, and bleach
  their hair white in honor ofthe Crane hero, Daidoji Hayaku.
  Benefit: +1 Awareness
  TH5: KAKITA
  While the Doji mirror their founder's exquisite gifts, the Kakita continue
  the tradition of their founder by pursuing excellence at a chosen task.
  AKakita selects one thing to pursue as their life's goat and they focus upon
  it with startling intensity. Their family's belief is in excellence, in living in
  pursuit of perfection. What perfection means varies for each individual,
  but the Kakita permit each samurai to follow his own path. Perfection is
  not a final, achievable goal, after all, but the quest of an entire Lifetime.
  The Kakita are a varied family, with many bushi, artisans, and courriers
  among their number. They are nearly as large as the Doji, although not as
  prominent as their cousins. The Kakita are not as prone to flamboyance as
  the Doji, and rarely bleach theit hait. They have light, athletic builds.
  Benefit: +1 Agility
  TH5: YASUKI
  Years ago, the Yasuki daimyo died without an heir. Imperial historians
  retraced his lineage and discovered that the nearest clear line ofsuccession
  lay with Daidoji Hachi, a minor gunso in the Crane armies. This was
  exceptional because the Yasuki family had defected ftom the Ctane and
  joined the Crab centuries earlier. This controversial decision led to a brief
  but intense conflict between the two clans that was only resolved when
  their daimyo, now known as Yasuki Hachi, pledged his loyalty to Hida
  Kuon as well as to Doji Kurohito. The Yasuki now serve both clans equally.
  Much as with the Crab Clan, the Yasuki serve as merchant patrons for the
  Crane, overseeing all necessary maners ofcommerce.This is a distasteful duty
  for any samurai, but the Yasuki revel in it, enjoying the material rewards of
  their labor even as they suffer scorn from other clans as a direct result.
  Benefit: +1 Awareness
  TH£
  C~An£ SCHOOl.S
  The Crane are an incredibly diverse clan, supporting a wide number of
  schools that cover a more varied field of professions than any other clan.
  Crane bushi are feared for their skill at dueling just as much as the clan's
  artisans are heralded for their unparalleled mastery ofthe performing arts.
  TH5: ASAHJnA SHUC;::nJ"A SCHOOL
  Focused on purification ofthe spirit more than the use ofmagic in combat,
  the Asahina shugenja school has virtually no offensive focus. Their partic-
  ular emphasis is on the creation of simple fetishes: single-use magical
  items created with the blessing and consent of the kami that power them.
  The Jade Champion and his followers are exceptions to this rule -
  they
  see the Shadowlands as the living embodiment of the defilements the
  ASahina banle against, and deal with them accordingly.
  :'.~I;4;t"
  <.~i:
  , .
  .::
  ••f'
  \
  
  Benefit: +1 Awareness
  skills: Calligraphy, Etiquette, Lore (Theology), Meditation, Shintao, Tea
  Ceremony, any 1 High skill
  Outfit: Fine Shugenja (no wakizashi)
  Technique: Asahina's Gift -
  You begin knowing the following spells:
  Sense, Commune, Summon, any 3 Air spells, any 2 Water spells, and any 1
  Fire spell. You have an Affinity for all Air spells, and a Deficiency for all
  Earth spells.
  TH5: 1703"1 COV:;l.T15::;l. SCHOOl.
  Only the Scorpion would question that the·most powerful force in Rokugan's
  courts has always been and remains Crane Clan, and generally they do so
  out of earshot of the Doji. Many families from other clans seek to have
  their young courtiers study with the Doji, but few are admitted without
  owing the family a great favor in return.
  Benefit: +1 Awareness
  Skills: Courtier, Etiquette, Heraldry, Manipulation, Oratory, Sincerity,
  any 1 High skill.
  Outfit: Fine Courtier
  Technique 1: The Perfect Gift -
  A number oftimes per session equal to
  your Air Ring + 1, you may call upon a favor owed you or your family by a
  non~hostile samurai present. This favor may be material in nature, perhaps
  an object or a small number of koku, or it may be a service, such as safe
  passage or travel papers that are within the individual's power to grant.
  The GM will determine which samurai you can obtain this favor from.
  Ifthe target fails to comply, he will lose Honor, Glory, or both (GM's option).
  Technique 2: A Whisper From The Sotil- You can subtly influence the
  moods ofothers through careful manipulation during conversation. If you
  spend at least five minutes talking with another character, you may make
  an opposed Awareness/Courtier test. If successful, you may change the
  emotional state ofyour target by one step, from Friendly to Neutral to Hostile.
  This emotion will not necessarily be directed toward you, but possibly
  toward the topic ofthe conversation. It is up to you to channel the target's
  emotions appropriately, before they come to their senses and realize what
  has been done.
  Technique 3: Test of Honor -
  You may spend a Void Point to force
  another to undertake a test ofHonor before they attempt any single action.
  This test requires you to step in front of the target and speak to them
  clearly, questioning their honor. Both you and your target must then make
  an Honor test (Honor Rank + card pull). Ifyour total is greater, your target
  suffers a penalty to the test for his subsequent action equal to your Honor.
  Ifyour opponent's total is greater, you lose one Honor point. This technique
  must be used carefully, as questioning a samurai's Honor often leads to
  a duel.
  Technique 4: The Gift ofthe Lady -
  You gain Free Raises equal to your
  Insight Rank on any Etiquette, Courtier, Heraldry, Oratory, or Sincerity
  check
  Technique 5: Your Life Is Mine -
  You may drastically alter the feeLings
  one person has toward another. If you succeed at an opposed Awareness
  
  test, you may determine how the target feels toward anyone other character,
  causing the target to feel fondness, hatred, suspicion, or admiration toward
  atarget ofyour choice (including yourselfor the target's self). This artificial
  relationship requires your attention to maintain, however. You must speak
  to the target at least once per hour for a minimum of five minutes and
  succeed at another opposed Awareness test to maintain it. Outrageous
  manipulations, such as making a samurai lord fall in love with an eta or
  convincing an Emerald Magistrate that he hates the Emperor are impossibie.
  Subtlety is key here.
  TH:: KAKITA BUSHI SCHOOL
  Kakita was an unparalleled swordsman and duelist, and the techniques
  that he and his sons created during the Empire's formation have persisted
  for over a thousand years, never equaled and save for Mirumoto's Niten
  techniques, never rivaled. The Kakita place emphasis on speed and
  precision, belieVing that one perfect strike can win wars that armies
  cannot. Indeed it is a standard Crane tactic for a Kakita duelist to insult the
  honor of a key enemy officer. This inevirably leads ro a challenge rhe
  enemy cannot win, leaving their ranks in chaos while the DOji and Daidoji
  swoop in for rhe kill.
  Benefit: +1 Reflexes
  Skills: Eriquette, Iaijutsu, Kenjutsu, Kyujutsu, Sincerity, any Bugei Skill,
  any High Skill.
  Ontfit: Fine Bushi
  
  ;'.'.
  .
  ,
  Technique 1: Way of the Crane -
  You may add your Iaijursu skill ro
  your Initiative tests when wielding (or about to draw) a katana.
  Technique 2: The Sudden Srrike -
  When involved in an Iaijursu duel,
  your weapons all in.£lict extra Wounds equal to your School Rank.
  Technique 3: Srrike from rhe Void -
  You may spend mulriple Void
  points on an laijutsu strike, drawing a number of cards equal to the Void
  PointS spent and keeping the card ofyour choice.
  Technique 4: One Strike, Two Cuts -
  You gain an extra attack each
  round.
  Technique 5: Srrike wirh No Thoughr -
  Before Iniriarive is rolled for
  the first round ofcombat, you may make an opposed Void test against your
  opponent. If successful, you gain a free attack before combat begins.
  If involved in an Iaijursu duel you may use this action after the strike is
  performed, but before the duel proceeds into normal combat (effectively
  striking your enemy twice ifyou win the duel).
  TH5: KAKITA
  A~TI5An ACA[15:Ji\.Y
  Lady Doji and her husband Kakita were incredibly guted, each having
  mastered (and created) a number of sophisticated ans. Doji was a child of
  heaven, of course, and could achieve nearly any task that she attempted.
  Kakita was a master swordsman, a gifted musician, and an exceptional
  craftsman. Their children and descendants have retained this gut for the
  arts, and the Kakita Artisan Academy has continued to develop their talents
  for centuries.
  Benefit: +1 Intelligence
  Skills: Calligraphy, Courtier, Etiquette, Lore (any appropriate to
  specialty), any 1 High Skill, and 2 ranks in the characrer's specialty skill
  Outfit: Fine Courtier
  Technique 1: A Soul of Beauty -
  You may choose anyone artisan skill,
  including Acrobatics, Acting, Dance, Ikebana, Jester, Music, Painting,
  Poetry, and Storytelling. You receive a +2 bonus to your tests when using
  this skill.
  Technique 2: Free the Spirit -
  Your work inspires others to great feats.
  When presenting an artistic endeavor (presenting a painting, reading a
  poem, acting a scene from a play, telling a story, etc.), you may select any
  one observer. That observer will receive a Free Raise to their next test.
  Technique 3: The Soul's Dream -
  Your artist's perceptions grant you
  insight into others' souls. You gain a bonus equal to your primary artisan
  skill (as chosen at Rank 1 above) to all opposed social tests made against an
  individual with a disadvantage that indicates a strong need or desire
  (Greed, Driven, Lecherous, Vanity, etc.).
  Technique 4: Undying Name -
  Your an becomes even more impressive
  and inspiring. The bonus granted by the Rank 1 technique increases to +4,
  and your Rank 2Technique now provides three Free Raises (which can be
  given to a single observer or split between multiple observers).
  Technique 5: Walk Among the Heavens -
  Your reputation is so
  exceptional that many find it difficult to raise their hand against you. Any
  samurai who wishes to attack you must first succeed at an opposed test,
  
  their Awareness/Etiquette against your Awareness + artisan skill of your
  choice. Ifyou win, your detractor is physically unable to attack you unless
  you are openly hostile, though he may still apprehend or threaten you.
  TK£
  D~AGOT\ CLAT\
  Ever enigmatic and mysterious, the Dragon Clan was secretly ruled by
  their founder, the Kami Togashi, for over a millennium. The great Togashi
  could see the future unfold, but could never see his role there. For this
  reason, he kept the Dragon removed from the Empire, taking action only
  when failing to do so would make matters drastically worse. Because of
  Togashi's reticence, the Dragon developed a reputation as recluses, mystics,
  and madmen.
  Truthfully, the samurai who serve the Dragon Clan have never had any
  more understanding of their clan's role than anyone else. They merely
  followed their lord's wishes loyally and without hesitation, as their duty
  demanded. Having never known any other different path, the Dragon
  simply became accustomed to a life ofmystery. An uncertain furure was, by
  some accounts, a certain future by the Dragon perspective. They are a
  philosophical and gleefully contradictory people, raking more delight in
  thought.provoking questions than boring answers.
  Togashi was killed in battle with his brother Fu leng on the second Day
  ofThunder nearly forty years prior. Since his death, the Dragon have
  learned, with difficulty, to govern themselves. Without the Kami's vision,
  they have had no choice but to depend upon their own wisdom to find
  their way in the world. The Tao of Shinsei says that fortune favors the
  mortal man, and no clan knows this to be truer than the Dragon.
  Since Togashi's death, the Dragon have been through a great deal.
  His successor, Hitomi, became obsessed with the Lying Darkness and its
  connection to Onnotangu, Lord Moon. She eventually slew Onnotangu,
  usurping his place in the heavens, then defeated the lying Darkness by
  robbing it of the very lack of identity that lent it power initially. The trials
  of Hitomi brought even greater change to the Dragon Clan, though the
  Dragon have risen to meet the challenges admirably.Their recent war with
  the Phoenix left the Dragon with an inherent distrust ofpowerful nemuranai
  (magical items). The Dragon have thus taken it upon themselves to patrol
  the Empire, disposing ofdangerous artifacts.
  Allies: The Dragon are an enigmatic clan at best. They are on friendly
  terms with the Scorpion, who understand the value ofmystery and secrets
  better than most. The Crane are also on friendly terms with them.
  Enemies: The Dragon only recently emerged from a war with the
  Phoenix. Though this war was instigated by the Dark Oracle of Fire's
  manipulations, bad feelings still run deep between the two clans. The
  Dragon's interference in recent Unicorn-lion conflicts has won them a fair
  amount ofenemies among these clans as well.
  
  •••••.
  .
  ,
  ~
  'TH£
  f'A1ilI~I£S
  The Dragon are a clan of small families, except for the Mirumoro family.
  They tend to be highly compartmentalized, far more so than othet clans.
  To many Dragon families the other families are just as much of a mystery
  as they are to the rest ofthe Empire.
  TH:: KIT5VKI
  The Kitsuki are the ambassadors and magistrates of the Dragon Clan.
  They ate an offshoot of the Agasha, a shugenja family that defected to the
  Phoenix several decades ago. The Kitsuki are unique in their emphasis on
  studying forensics. They believe that physical evidence outweighs the
  power of testimony, an enlightened view that others in the Empire do not
  share. With their keen powers ofobservation, the Kitsuki often serve as the
  Dragon Clan's representatives in COUIT, using their powers ofperception to
  pick up on subtle cues that others might miss. Criminals and conspirators
  across the Empire have come to fear the intervention ofa K.itsuki magistrate.
  The Kitsuki are usually magistrates or courriers. The family's leaders
  recognize that in any other clan, Agasha Kitsuki would never have been
  permi((ed to follow his own path and eventually create a family. In
  recognition ofthis great boon, they permit those oftheir number to follow
  whatever profession they choose.
  Benefit: +1 Awareness
  TH:: ml;l.VmOTO
  By far the largest Dragon family, the Mirumoto are both the bulk of the
  clan's military fqrce and the administrators oftheir lands. For cenruries, the
  Mirumoto daimyo was left to look after clan affairs
  while the enigmatic Togashi looked after his
  personal pursuits. Now that the Champion,
  Togashi's grandson Satsu, has taken up a more
  active role, the Mirumoto have considerably
  more freedom. They have reacted somewhat
  predictably to this turn of events, and have
  spent the past few years building and
  preparing the Dragon armies, which had
  been in a poor state following the Dragon-
  Phoenix war.
  
  The Mirumoro tend to be soldiers, warriors, and yojimbo. They are a
  stolid people, with a practical outlook. While they rarely indulge in the
  enigmatic games of other Dragon families, they respect their fellow
  Dragon for pursuing their own paths.
  Benefit: +1 to any Trait
  .
  Tit::
  TAli\O~1
  The Tamori are a family of shugenja, but in keeping with the Dragon's
  unique nature, they are unlike any other shugenja family. The Tamori do
  not have the same philosophical leanings as otherfamilies, and could perhaps
  be likened only to the Kuni family ofthe Crab. They take an active role in
  the clan's governance, effiCiently overseeing their family's provinces and
  advising the Clan Champion in all things, including and not excluding
  political and military endeavors. The Tamori are obsessed with unlocking
  the mysteries of nature, and often use their discoveries to enhance the
  military prowess of their Mirumoto brethren. The Iamori are resentful
  toward the Agasha family of the Phoenix; the Tamori was a branch of the
  Agasha family until the Agasha abandoned the Dragon years ago.
  The Tamori have never forgiven their cousins for their depanure.
  TheTamori are universally shugenja, although there are rare instances of
  a child born who does not bear the gift for the kami. These few unfortu-
  nates are either pledged to another family or allowed to serve as yojimbo
  and guardians.
  Benefit: +1 Stamina
  Tit:: TATTOO::"
  O~"::~5
  Although not a family in any true sense of the word, the Dragon Clan
  includes three orders oftattooed monks that are given the same considerations
  as asamurai family. The Togashi, the Order ofthe Eternal Dragon, were the
  first, an order of monks given mystical tattoos using the blood ofTogashi
  himself The Togashi have been elevated to the level of myth throughout
  Rokugan, as the peasants have many tales of such men and their obscure
  tattoos. Since the Clan War, two other orders have been created. The Hoshi,
  the Order of the Celestial Wanderer, follow Togashi's son Hoshi. A third
  order, the Hitomi, Order of the Lady ofthe Moon, were created by Hitomi
  shortly before her duel with Onnotangu. Although the progenitors of all
  three orders have departed Rokugan, powerful members of the Togashi
  and Hoshi orders are able to pass on tattoos with their own blood.
  Hiromi are born bearing tattoos, a sign oftheir Lady's continuing guidance
  and blessing. Sometimes the Hitomi are born outside the Hitomi.
  These individuals soon realize that they are chosen by the Lady and soon
  join her service.
  By definition members of a tattooed order are monks, though the
  Dragon show them the same respect and status as samurai. All members of
  the Three Orders bear mystical tattoos granting them supernatural abilities.
  Tattooed monks vary wildly in their philosophies, and are generally
  regarded by Rokugan's populace with amix ofconfusion, fear, and admiration.
  Benefit: +1 Agility
  'fI'.!I.',
  t.
  ,
  , .
  
  TH£
  "~A.GOn SCHOOLS
  The Dragon Clan maintains perhaps the most unconventional schools
  known anywhere in the Empire. It is perhaps a result ofTogashi's centuries
  of governance allowing his followers to pursue their own interests that
  results in this extensive range of skills and vocations.
  TH5: KITSUKI li\AGIST:;/.AT5: SCHOOl-
  The secrets taught by the Kitsuki are uncomplicated. The founder ofboth
  school and family, Agasha Kitsuki, theorized that it was not necessary to
  speak to the kami to learn their secrets; one could discern all that was
  needed simply from observing and thinking logically. These skills have
  been developed for decades, and there are few criminals who do not fear
  the keen, practiced eye ofa Kitsuki magistrate.
  Benefit: +1 Perception
  Skills: Courtier, Heraldry, History, Law, Lore (any), Nazodo, Sincerity.
  Outfit: Standard Courtier
  Technique 1: Kitsuki's Method -
  AI; a Kitsuki, your powers ofperception
  are nothing less than amazing. You may spend any number ofVoid points
  when making a test that involves Awareness or Perception.
  Technique 2: Wisdom the Wind Brings -
  When making any test
  involving Awareness or Perception, you gain a number ofFree Raises equal
  to your School Rank.
  Technique 3: Finding the Path -
  You automatically succeed on any
  unopposed test involving the following skills: Heraldry, History,
  Investigation, or Law. No card pull is required. You are automatically
  assumed to have achieved the minimum result necessary for success. You
  may not make Raises on this test, although you may still benefit from free
  Raises as granted by Rank 2 above. You must make opposed tests nonnally.
  Technique 4: Know the Hean's Rhythm -
  Your intuitive understanding
  of others' techniques grants you an advantage. When facing an opponent,
  you may become familiar with any technique they use against you by
  making a contested Awareness test. Any time you are facing an opponent
  who is using a technique you are already familiar with) they must spend a
  Void point in order to use their technique against you. This is cumulative
  with any Void point requirements the technique may have. You may be
  familiar with a number ofTechniques equal to your School Rank) and can
  "forget" an old technique to familiarize yourselfwith a new one.
  Technique 5: The Eyes Betray the Heart -
  Those who wish to lie to you
  must first succeed at an opposed Awareness test.Those who are unsuccessful
  are unable to tell you a lie, although they are not required to tell you the
  complete truth. Ifan opponent has a higher Awareness than you, they may
  lie to you if they wish) but you will automatically know that they are not
  telling the truth ifthey fail the initial test.
  TH5: li\1:;/.UIi\OTO BUSHI SCHOOl-
  The Mirumoto fighting style is unique throughout the Empire in that it
  teaches the use of both swords rather than focusing on the katana.
  While not hereticat this practice is extremely controversial. There is a
  
  centuries-old rivalry between the students of Mirumoto's style and the
  students of Kakita's style, one that is not likely to be resolved any rime in
  the near future despite the efforts of many warriors throughout history.
  Benefit: +1 to any Trait
  Skills: Battle, Defense, Kenjutsu, KyujutsU, Meditation, Lore
  (Shugenja), any 1 High or Bugei skill.
  Outfit: Standard Bushi
  Technique 1:The DaishoTechnique -
  Trained to wield two blades, you
  have a much more efficient defense than most. Your Defense Skill is
  increased by 2 + your School Rank (+3 at this rank, +4 at the next, etc.)
  when you are wielding a daisho.
  Technique 2: Strong and Swift -
  You may make an extra attack per
  combat round.
  Technique 3: The Blood of My Brothers -
  You were trained alongside
  shugenja and understand their ways. You may spend a Void point to
  increase or decrease by 2 the card pull made by a judge to determine if a
  spell targeting you succeeds or fails. This only applies to spells that
  specifically target you, not spells that affect an area.
  Technique 4: The Unrighteous will Fall-The speed ofyour attacks is
  nothing short ofamazing. Any time you make amelee strike that kills your
  opponent, you may immediately make another melee attack against any
  other target within range.
  Technique 5: The Heart ofthe Dragon -
  You may make an extra attack
  per combat round.
  
  TH5: TAmO;t1 SHU45:njA SCHOOl.
  TheTamari are a surprisingly visceral family, and their training focuses less
  on ritual and more on practicality than most shugenja schools.
  Most Tarnori possess aT least rudimentary martial training, either in
  unarmed or weapon techniques.
  Benefit: +1 Willpower
  skills: Calligraphy, Kenjutsu, Lore (Elements), Meditation, Shintao, any
  2 High or Bugei skills.
  Outfit: Standard Shugenja
  Technique: Taman's Strength -
  You know the following spells: Sense,
  Commune, Summon, any 3 Earth spells, and 2 Fire spells, and any 1 Water
  spell. You have an Affinity for all Earth spells and a Deficiency for all
  Air spells.
  TH5: TATTOO5:17 monK SCHOOl.
  The Three Orders do not possess an organized school as such. Rather, they
  are loose confederations that share a philosophy and who are granted
  mystical tattoos upon reaching certain levels in their training. These tattoos
  are always unique, although common themes and symbolism can be seen
  in the images and abilities they confer.
  Benefit: +1 Void
  skills: Craft (any), Jiujutsu, Meditation, Nazodo, Shintao, any 2 other skills
  Outfit: Simple clothing, hat, travel sack.
  Techniques: Tattooed men do not gain technique in the same manner as
  students ofother schools_ You begin the game with a single mystical tattoo,
  and gain an additional tattoo each time you advance in rank. These tattoos
  vary considerably in appearance and effect,-but you may construct your
  own using the following gUidelines. All tattoos are subject to judge
  approval well in advance ofthe LARP session.
  Attack Bonus: An attack bonus tattoo grants a +2 bonus on all attack
  skill combinations when using a specific Weapon Skill (including
  unarmed combat). The tattoo usually takes the form of the weapon in
  question or ofa swift animal ofsome sort.
  Damage Bonus: A damage bonus tattoo allows you to spend a Void
  point to increase your Damage Rating by your School Rank when using a
  particular type of weapon. The tattoo usually takes the form of a flaming
  aura around the weapon in particular, or a powerful predator.
  Free Raise: A tattoo granting a free Raise confers a free Raise on tests
  made using anyone particular trait (or Skills that utilize that Trait).
  This ability may be used a number of times per session equal to your
  School Rank x 2. The Trait should detennine the tattoo's image (a crab for
  stamina, a lion for strength, etc.).
  skill Bonus: A tattoo granting a skill bonus confers a +3 bonus to your
  relevant ability/skill when making any non-combat test. The skill selected
  should determine the image the tattoo takes (a hawk for Investigation, a rat
  for Stealth, etc.).
  
  Ttf£ LIOn. CLAn.
  The Lion are the strongest military force in the Empire, and take pride in
  this distinction. Their founder, Akodo One·Eye, is said to be the greatest
  tactician that ever lived. Since Akodo's rime, the Lion have had a long and
  violent history. The feud initiated by Lady Matsu and Kakita has never
  been resolved, and the Lion and Crane have survived in a state of near-
  constant warfare for a thousand years. The Imperial edict prohibiting open
  warfare between the clans has prevented the Lion and Crane from wiping
  each other out, relegating them to simple border skirmishes that
  constantly exchange hotly·contested holdings such as Shiro no Yojin and,
  until recently, Toshi Ranbo.
  Recent years have seen the Lion do the unthinkable: join in a tentative
  alliance with their long-term rivals the Crane. The two clans jointly
  administrate the Empire's new capital city, Toshi Ranbo, seat of power for
  the Righteous Emperor Toturi III. They are currendy engaged in a war on
  their western border with the forces ofMoto Chagatai, the Unicorn Khan,
  and have suffered at the hands ofBloodspeakers just as all other clans have.
  Allies: The Lion are not currently on good terms with any clan. Though
  technically allied with the Crane, one could say their alliance simply
  amounts to little more than a cessation of hostilities between ancient
  enemies. Though the lion are wary of the Scorpion, a secret alliance
  between the Ikoma and Bayushi families has yielded great power and
  influence for both families.
  Enemies: The lion are currently at war with the Unicorn Clan, and are
  not on good terms with the Dragon due to their interference in that
  conflict. A broken alliance with the Phoenix years ago left them hatd
  feelings as well
  TH£ f'A1i\11.I£5
  There are only four families in the Lion Clan, each with a carefully
  tecotded history rhat dates back to the time of Akodo One-Eye and his
  followers. Each family has awell-defined role within the clan, and considers
  it a sacred duty to fulfill that role without hesitation or variance.
  TH:: AK0170
  The Akodo have a unique and troubled history They ruled the Lion for a
  rhousand years befote their lord was disgraced in rhe Scorpion Clan Coup
  in 1126. The Emperor's outrage at Akodo Toturi's actions was so great that
  not only did he cast down rhe Lion Champion, but he dissolved his family
  as well. For six years, there were no Akodo in the Empire save one -
  Akodo Kage. It was not until the lying Darkness was destroyed at the
  Battle ofoblivion's Gate at Volrurnum that the Akodo terurned. The Dark-
  ness was destroyed by being named, and the name given it was Akodo. The
  many souls absorbed by the Darkness over the centuries were returned as
  
  amnesiac samurai~ aware only that their names were Akodo. Many Akodo
  ronin returned from obscurity to guide these lost souls down the path ofthe
  lion. The decades since then have seen the Akodo return to their former
  position, albeit only through great hardship.
  The Akodo are a varied lot, though most become soldiers and tacticians.
  Shugenja are rare but not unheard of. There are many historians and
  a handful of courtiers among their number as well.
  Benefit: +1 Perception
  THE: IK01i\A
  The Ikoma are the lion Clan's memory, maintaining the Empire~s most
  extensive historical records. The first Ikoma was a sly warrior who
  impressed Akodo with his cunning. There are those who suggest that he
  was not the most honorable of men, and even some
  Ikoma fondly tefer to their founder as "The old
  Spy.'~ Few, however, would question the integrity
  of his descendants,. In addition to serving as
  bards and historians, there are a substantial
  number of tacticians as well. The study of
  tactics was largely an academic pursuit
  throughout most of history, but the
  period wherein the Akodo were
  dissolved saw a large number of
  Ikoma step forward ro fill the
  gap left by so many gener-
  als and officers.
  The Ikoma are the
  most varied of ail lion
  families l with strong
  traditional lines of
  historians, tacticians,
  and magistrates. The
  numbers of Ikoma
  ~.
  who pursue outside
  interests
  is never
  large
  enough
  to
  threaten their primary
  duty as historians.
  Benefit: +1 Intelligence
  THE: KIT5V
  Possessing a unique and distinct ancestry, the Kitsu serve the lion as
  shugenja, forging a spiritual link to their ancestors. The first Kitsu were
  members of a mystical race of feline spirit creatures called kitsu. These
  creatures survived the lion Clan's ill-conceived campaign to slaughter
  their kind. Too late Akodo recognized that the kitsu were not evil creatures,
  and in reparation for his actions he took the last five surviving kitsu and
  offered them a home among the lion. The kitsu took human form and
  
  thus the Kitsu were born. The unique spiritual powers the kitsu once
  demonstrated survive in their descendants, as a rare few Kitsu shugenja
  possess the ability to sense and speak to ancestral spirits. These exception-
  ally rare men and women are the holiest treasures the Lion possess, for they
  represent apersistent and concrete link to their ancestors, the one thing all
  Lion value more than anything.
  Those who bear a strong blood connection to the original kitsu are
  immediarely recognizable. All ofthese individuals have red-gold eyes; and
  some possess bright auburn hair.
  The dury of a Kitsu is to speak to the kami. Those Kitsu who are unable
  to do so are usually fostered to other families, meaning that there are only
  ahandful of Kitsu in any generation who are not shugenja.
  Benefit: +1 Awareness
  THS JilATSU
  Easily rhe largest family in Rokugan, rhe Marsu are also
  the fiercest and most violent of all warrior
  families. They are descended from Lady Marsu,
  Akodo One-Eye's most fearsome follower.
  Matsu was lost to the Shadowlands along-
  side Shinsei and the Seven Thunders, and
  Akodo never recovered from her loss.
  For a thousand years, the Matsu served as
  rhe Lion's weapon, guided by Akodo
  wisdom and racrics. Shortly before rhe
  clan
  War,
  rhe
  dearh
  of
  Akodo
  Arasou,
  the Lion Champion
  and Matsu Tsuko's
  betrothed, drove
  a wedge between
  the two families.
  When rhe Akodo
  were dissolved,
  the
  Marsu
  eagerly rook com-
  mand.
  When
  rhe
  Akodo
  were
  finally
  reformed,
  the
  Matsu
  embraced rheir cousins once more, and continue to stand shoulder to
  shoulder with them, though rhe Lion Champion currently remains a
  Matsu.
  The Marsu do nor embrace any path save thar ofa warrior.Their philosophy
  and mindset is one that cannot accept any profession other than that of a
  bushi. Shugenja are unheard of, and rhe Marsu do not consider politics or
  investigation to be tasks worthy ofrhe Marsu legacy.
  Benefit: +1 Strength
  v.
  
  TH£ LIon SCHOOLS
  The Lion are a highly traditional clanl placing enonnous value on reverence
  for the past and the following of rituals and practices that have been
  observed for centuries. Their schools have existed for centuries with very
  little change and are unhkely to change in the near future.
  nt5: AJ(O"O BUSHI SCHOOL
  Among the oldest and most revered bushi schools iIi the Empire, the
  Akodo school teaches precision above all else. No move is wasted} no
  energy squandered. The Matsu consider the school's techniques somewhat
  anachronistic and conservative, but no one can deny their overwhelming
  effectiveness.
  Benefit: +1 Agility
  skills: Bard, Battle, Defense} History, Kenjutsu,Kyujutsu,any 1High Skill.
  Outfit: Standard Bushi
  Technique 1: The Way ofthe Lion -
  Aoy opponent you attack gains no
  Defense bonuses from Armor against your attacks.
  Technique 2: The Strength of Purity -
  When making an attack,
  you may add your Honor rank to the total of your Offensive Combat Test.
  Technique 3: With the Strength ofMy Ancestors -
  You may make an
  extra attack per combat round.
  Technique 4: The Hand of Destiny -
  You no longer need to declare
  raises on Offensive Combat Tests for any purpose other than increased
  damage.
  Technique 5: The Final Lesson -
  When you make Raises on an attack
  test and fail to meet the new target number but still meet the original
  number if the Raises were not met, you succeed in your attack but gain no
  effects from the Raises.
  TH5: IJ(OIilA OIilOI"ASU
  In addition to the clan's historians and tacticians, the Ikoma act as the
  Lion's living memory. The Ikoma omoidasu remember the greatest tales of
  Lion warriors and relive them for the soldiers on the front line
  and the clan's allies and enemies in court, reminding all who will listen of
  the Lion's honor and prowess.
  Benefit: +1 Awareness
  Skills: Bard, Calligraphy, Heraldry, History, Law, Lote (any 2).
  Outfit: Standard Courtier
  Technique 1: Path ofthe Rivet- You are ttained both to fight and rep-
  resent your clan. You may choose anyone weapon skill and anyone social
  skill. You may add your School Rank to tests involving either ofthese skills.
  Technique 2:The Current's Pull- You gain a number offree Raises per
  session equal to your School Rank. These Raises may be used on any
  Sincerity, law, Bard, Manipulation, or Etiquette test.
  Technique 3: Patience ofTides -
  Your patience is legendary. Any time
  someone Raises on an opposed social test (Courtier, Etiquette, Intimidation,
  Seduction) against you, you gain a Free Raise on your own test.
  
  Technique 4: Master the Flow of the Heart -
  Any time that you ate
  making an Awareness test, you may spend a Void point to add your rank
  in this school to your Awareness. You may still spend a Void Point on this
  test nonnally.
  Technique 5: The will ofthe Waves -
  The secret ofan omoidasu is that
  you must never consider failure. When making any opposed test, you may
  spend two Void points to force asecond test using Awareness or Perception
  (your choice). Ifyou are successful in the second test, you are automatic~Uy
  considered to be victorious in the first. This ability may not be used ifyou
  declare any Raises in the first test, although you may benefit from any free
  Raises you are entitled to as a result oftechniques or advantages.
  Tit:: KITSU SItUG::nJ'"A
  The Kitsu are among the most traditional of the shugenja families,
  maintaining rituals they can trace to the First Five.
  Benefit: +1 Perception
  Skills: Calligraphy, Etiquette, Heraldry, History, Meditation, any 1
  Bugei Skill, any 1 High Skill
  Outfit: Standard Shugenja
  Technique: The Kitsu's Path -
  You hegin knowing the following spells:
  Sense, Commune, Summon, any 3 Water spells, any 2 Eanh spells, and any
  1Air spell. You have an AfIiniry for all Watet spells and a Deficiency for all
  Fire spells.
  Tit:: SOI1An-S::ItZO
  The sodan-senzo are a unique sect of the Kitsu shugenja school, available
  only to those who possess the blood of a true Kitsu in their veins.
  The bloodlines that are able to access the secret magic once practiced by
  the kitsu are rare, and there are perhaps a half-dozen at most born in any
  generation. The sodan-senzo are able to perceive the connection ofYomi,
  the Realm of Blessed Ancestors to the mortal world, and are even able to
  send their souls to visit the spirit realms through lengthy riruals.
  The sodan-senzo ate held in particularly high regatd by the Lion, as they
  are able to communicate directly with the clan's revered ancestors.
  They can even communicate with the ancestors ofother clans and benefit
  from their blessing for shott periods oftime.
  The Different School feat may not he used to enter this school Its srudents
  must be members of the Kitsu farnuYi even other Lion families are
  not accepted.
  Benefit: +1 Willpower
  Skills: Calligraphy, Etiquette, Heraldty, History, Lore (Ancestors),
  Meditation, any 1 High or Bugei Skill.
  Outfit: Fine Shugenja
  Technique: The Blood of Lions -
  You begin knowing the following
  spells: Sense Ancestor, Summon Ancestor, Commune with Ancestor, any 2
  Air spells, any 1 Water spell. You have an Affinity for all Ancestor spellsl
  and a Deficiency for all Earth and Fire spells.
  ,
  
  TK£ mAnTIS CJ.An
  The Mantis Clan is unlike any other clan in Rokugan's history. They were
  born when Hida Osano~Wo'sson took his Matsu bride and set out to find
  his destiny, discovering it on the isolated Islands of Silk and Spice.
  Once established, Kaimetsu-uo and his followers became. the Mantis Clan,
  Rokugan's first Minor Clan (although that claim is disputed by the Fox).
  Geographic isolation kept the Mantis from playing a major role in
  Rokugani history. They were granted a family name, Gusai, but it was
  stripped from them when the Mantis daimyo attempted to assassinate the
  Emperor. The clan was allowed to remain in existence only because the
  daimyo's heir turned against him and returned the Hantei's kidnapped son
  to him. This incident gave the Mantis a shadowy reputation as criminals
  and pirates, as even their heroic acts were not performed without subterfuge.
  The Mantis have thrived by seeking fortune in an arena most Rokugani
  shy away from -
  the high seas. The Mantis are master sailors, plying the
  waves both as merchants and explorers. They are not afraid to explore
  distant lands, and often engage in surreptitious trade with gaijin nations.
  With their great mobility, Mantis troops can be qUickly dispatched anywhere
  in the Empire. Combined with the geographic isolation of their most
  important holdings this makes them prize mercenaries. The Mantis can
  offer their services in any dispute and fear little chance of reprisal.
  The Mantis Clan also has a reputation for piracy that is not entirely
  undeserved. They consider the seas to be their domain, and do not think
  twice about attacking a ship that invades their territory without showing
  the proper respect (usually in the form ofa share oftheir cargo).
  During the Clan War, the Mantis daimyo Yoritomo united several Minor
  Clans under his banner and created Yoritomo's Alliance. Together, the
  Mantis, Fox, Centipede, and Wasp clans were the equal of any Great Clan,
  and they stood against the Shadowlands Horde beside Toturi the Black
  while the Great Clans squabbled among themselves. The Alliance quickly
  became famous, and on the second Day ofThunder, Yoritomo stood with
  the Great Clan's Champions and demanded to be recognized as an equal.
  His gambit was rewarded, and in the aftermath Emperor Toturi I
  proclaimed the Mantis to be a Great Clan.
  The Mantis's history over the past few decades has been tumultuous.
  They engaged in open conflict with both the Crane and the Phoenix
  during the War Against the Darkness, and lost the legendary Yoritomo
  during the Battle at Oblivion's Gate. They fought a secret war against the
  cultists ofthe Ivory Kingdoms, unknown to any in the Empire. Their mer~
  cenaries fought on both sides in the War ofSpirits before finally throwing
  their weight behind the Toturi Dynasty. Though not as devious as the
  Scorpion Clan, the Mantis Clan's history is checkered by subterfuge, guile,
  and ambition.
  The Mantis recently recovered from a disastrous civil war between
  Yoritomo Kitao and Yoritomo Kumiko, the long lost daughter ofYoritomo.
  Kumiko emerged victorious but spared Kitao's life. During the Rain of
  
  Blood, IGtao fell to the Shadowlands and now leads a Tainted fleet against
  the shotes of Rokugan and the fleets ofher former clan.
  Allies: The Mantis frequently offer their services as mercenaries, couriers,
  and merchants and thus find it useful to remain on good terms with most
  clans. The Crane share their interest in promoting the Empire's economy,
  while the Unicorn understand the Mantis' curiosity about foreign lands
  better than any other. The Mantis also possess strong ties to all the Minor
  Clans, a claim no other Great clan can ever match.
  .
  Enemies: The Emerald Champion is suspicious ofthe Mantis' claims that
  their acts of piracy are justified, but thus far has taken little action against
  them. The Scorpion are their most bitter enemies, as the Mantis have never
  forgiven them for assassinating their Champion, Yoritama Aramasu.
  THE FA1i\ILIES
  The Mantis Clan is composed of three families, each ofwhich is a former
  Minor clan. The unification of three formerly independent clans into the
  Mantis Clan has not been easy, but all three are now settled into their roles
  and work well together, each complementing the others.
  TH;;: mOSHI
  Once the Centipede Clan, the Moshi have undergone the most dramatic
  change of all Mantis families. Once, they were a matriarchal family of
  shugenja who revered Amaterasu, the lady Sun, above all Fortunes and
  ..e.~'j;
  l,
  •
  ~."
  "
  
  ancestors. When rhe Lady Sun died shortly before the Batde at Oblivion's
  Gate, she was replaced by Hida Yakamo, who became the Lord Sun. This all
  but severed the Moshi's link to the heavens, and they have had to adapt to
  new rituals and practices. While the line ofsuccession is still clearly female
  and their religious influence is still strong, male Moshi and bushi are now
  allowed to participate more fully in the family's rule.
  Female Moshi .are generally shugenja, and many male family members
  are as well. The kami's favor is not as predominant among males, however,
  and many are fostered to the Yoritomo orTsuruchi to study the arts ofwar
  as the Meshi have no true bushi school of their own.
  Benefit: +1 Intelligence
  THE: T5V:;/.VCHI
  As conflicted and unorthodox a family as can be found in Rokugan, the
  Tsuruchi are an exercise in contradiction.The family was founded less than
  a century ago by an extraordinary man named Tsuruchi. Tsuruchi was the
  son ofa Lion and a Scorpion. His parents were betrayed by both clans and
  murdered for the sake ofgreed and ambition, disguised as honor. Tsuruchi
  gathered a band ofhis fellows and sought his revenge.Though he had little
  hope of success, he not only avenged his family but managed to save the
  lives of his followers by securing a special role as servants of the Emerald
  Champion (a Crane, the Champion had no love for the Lion or Scorpion).
  Though he remained a samurai, Tsuruchi felt that the precepts of
  bushido were too easily abused by those consumed by lust for power.
  In their place, Tsuruchi created a code that he and his followers would
  follow, and took up the bow in place of the blade. Armed with these
  weapons, the samurai who served him became the Wasp Clan, the finest
  archers and most implacable bounty hunters in the Empire.
  Tsuruchi samurai are typically archers, as that has been their tradition
  since the Wasp Clan was founded decades ago. A small number ofyounger
  members have not taken up the bow but rather choose ro srudy the blade,
  finding Tsuruchi's philosophies outdated. These younger members
  profoundly disappointment olderTsuruchi.
  Benefit: +1 Awareness
  TH E: YO:;/.jTOIi\O
  The Yoritomo are the Mantis Clan's heart and soul. They are a rowdy, surly
  lot but they possess a determination and inregrity that those who would
  underestimate them find surprising. The Yoritomo are a proud family,
  intent on proving their equal to any of the Great Clan ruling houses and
  quick to anger when discounted as a "Minor Clan."
  The Yoritomo are the Empire's finest sailors. These samurai come face to
  face with the sea's fury early in life, either on the countless Mantis kobune
  that sail the ocean or the vicious storms that assail their island home.
  All develop reverence for the sea at an early age, and rare is the Yoritomo
  who is unfamiliar with the ways ofthe ocean. Yoritomo look on theirTsuruchi
  and Moshi brothers and sisters as equals, but regard families from other
  clans as arrogant, conceited fools. Ironically, this attitude often creates a
  similar perception of the Yoritomo in others.
  
  Yoritomo are most often bushi, although there are a surprisingly large
  number of shugenja among them as welL They are a self-sufficient family
  that believes strongly in fending for oneself and depending upon no one
  for aid. At heart they are adventurers -
  the more impossible the quest, the
  better. Whether the object oftheir quest involves plumbing the secrets ofa
  distant land or the earning respect oftheir fellow Great clans, the Yoritomo
  will not falter.
  Benefit: +1 Strength
  TH£ mAnTIS SCHOOLS
  The Mantis families are specialized, each controlling their own lands separate
  and distant from their kinsmen. As a result, there is little crossMcultural
  conflict between the families, and each continues to practice the same arts
  they have developed since before the clan was formed.
  TH:: mAnTIS
  COV~TI::~ SCHOOl-
  Upon their ascension to Great Clan status, the Mantis found themselves in
  dire need ofrepresentation in court, where they had never had a significant
  presence. The finest courtiers from the Yoritomo, Moshi, and Tsuruchi
  families were gathered to consolidate their experiences and techniques
  into a single school. It has taken several decades, but the Mantis courtier
  school has been a surprising success.
  Benefit: +1 Willpower
  Skills: Courtier, Defense, Intimidation, Kuenai, Poetry, Poison, any 1
  Bugei Skill.
  Outfit: Standard Courtier
  Technique 1: Duty Before Honor -
  When interacting with individuals
  who have an Honor rank of2 or less, you gain afree Raise on any Awareness
  or Willpower related test.
  Technique 2: Storm Heart -
  The benefits ofa Void point spent on any
  Intimidation test are doubled for you, allowing you two redraws ifyou so
  choose. Additionally, any individual with a lower Willpower who attempts
  to use Intimidation or a fear effect on you automatically fails.
  Technique 3: Command the Winds -
  You may add your ranks in
  Intimidation to your Initiative tests. You may also choose to use your
  Intimidation skill in place ofthe Sincerity skill in any test.
  Technique 4: Will ofthe Storms -
  When attempting an Intimidate test
  against an opponent with a lower Willpower, you may spend a Void point
  in order for the test to automatically succeed. Ifan opponent has an equal
  or greater Willpower, you instead gain a number of free Raises equal to
  your School Rank by spending a Void Point.
  Technique 5: Strength in All Things -
  When making an opposed test
  against an opponent with lower Willpower, your opponent may not spend
  Void at any point during the test (either for the test itself or to activate
  techniques) unless you do.
  TH:: mOSHI SHVc;::n::rA SCHOOl-
  The Moshi's focus is shifting from Fire to Air given the loss oftheir patron
  Amaterasu. This change caused philosophical debate to erupt among the
  
  membership, but as time goes on and a new generation takes over, the
  Moshi are able to set aside their griefand embrace their new role.
  Benefit: +1 Agility
  Skills: Calligraphy, Divination, History, Lore (Theology), Meditation,
  Shintao, any 1 High or Bugei skill.
  Outfit: Standard Shugenja
  Technique: Lord Sun's Blessing -
  You begin knowing the following
  spells: Sense, Commune, Summon, any 3 Air spells and any 3 Fire spells.
  You have an Affinity for all Air spells and a Deficiency for all Earth spells.
  TH5:
  TSU~UCHI
  A~CH5:~ SCHOOl-
  Despite the lingering resentment some Tsuruchi feel over their absorption
  into the Mantis Clan, they have never flagged in their duty. They remain
  among the finest hunters and magistrates, and are widely recognized as the
  greatest archers in Rokugan.
  Benefit: +1 Reflexes
  Skills: Athletics, Defense, Hunting, Kyujutsu 2, lore (any, often
  Bushido), Stealth.
  Outfit: Yumi with 40 arrows, wakizashi, light annor, standard clothing,
  travel pack, anyone weapon, 5 koku.
  Technique 1: Never let the Blade Reach You -
  You gain a number of
  free Raises equal to your rank in this school when making any archery-
  based attack.
  Technique 2: The Sting of the Wasp -
  You gain an extra attack per
  round, but only if all your attacks this round are with a bow. You gain
  another such attack when you reach Rank 4 in this schooL
  Technique 3: The Arrow Knows the Way -
  You may
  spend any amount of Void Points when making a
  ranged attack.
  Technique 4: Flight of No-Mind -
  Your
  archery attacks may ignore armor, as well
  as any Technique that reduces or
  negates damage.
  Technique 5: Tsuruchi's Final
  lesson -
  You may spend
  a Void Point to gain an
  extra attack with
  a bow.
  TH5:
  YO~IT~
  01i\O
  BUSHI
  SCHOOl-
  The Yoritomo fight-
  ing style is unique
  in the Empire. They
  focus on the use of
  peasant
  weapons,
  simple tools easily replaced iflost at sea.
  Benefit: +1 Agility
  
  Skills: Athletics, Battle, Defense, Jiujutsu, Kenjutsu, Nofujutsu, any 1
  Bugei skill.
  Outfit: Any two weapons, light armot, standatd clothing, 10 koku.
  Technique 1: Fight Without Steel-You lose no honot fot using peasant
  weapons. Your Rank with any Skill using a peasant weapon is considered
  one higher than its actual Rank on all tests (ifyou have no Ranks, you are
  consideted to be Rank 1).
  Technique 2: Voice of the Storm -
  When making an arrack using a
  peasant weapon smaller than a katana, you gain a Free Raise on that attack.
  You gain another such Free Raise at Rank 4.
  Technique 3: Claws of the Mantis -
  When wielding two peasant
  weapons that are both smaller than a katana, you may attack with each one
  in a single round.
  Technique 4: Yoritomds Rolling Wave -
  While making an arrack Ot on
  Full Arrack, your Defense Skill is increased by your School Rank until your
  next turn.
  Technique 5: Hand of Osano-Wo -
  When wielding two peasant
  weapons smaller than a katana, you may make a single arrack this round
  that uses both weapons. Only one weapon inflicts damage with this attack,
  but its DR is doubled. You may spend any amount of Void Points on
  this arrack.
  TH-£
  i'H-o£nl~ CLAn
  The Phoenix Clan has an unusual history given that the Kami Shiba swore
  an oath to Isawa (a mortal) to protect and defend his descendants. This
  established a unique precedent in that the mortal Isawa were essentially
  given free reign to do as they pleased while the divine Shiba tended to
  their protection and other needs. It was the Isawa who derived the Tao
  of Shinsei from Shiba's record of Shinsei and Hantei's conversations,
  and their unparalleled access to that information cemented their role as
  Rokugan's preeminent scholars early on in history.
  The phoenix are respected as the Empire's most powerful and sophisti-
  cated shugenja. Their clan boasts a larger number of shugenja than any
  other, and all major Phoenix palaces feature impressive magical defenses.
  It is perhaps fonunate for the Empire that a clan with such great power is
  so firmly dedicated to peace. The Phoenix are devout pacifists, avoiding
  war at all costs save self-defense. Though the Phoenix are quick to forgive
  and slow to anger, their wrath is incredible when given no recourse but
  violence. Entire armies have been washed away by waves ofelemental fire,
  entire islands dragged beneath the waves by the power ofthe Council, and
  mountains torn from the earth by Isawa's creations. The Phoenix recognize
  the devastating nature of their power if left unchecked, and thus use it
  reluctantly.
  Sadly thete is a darker side to Phoenix brilliance. The Phoenix also tend
  to be arrogant. They frown upon aid from those outside their clan, and
  
  tensions between their own families are high. The Phoenix have such faith
  in their intellect and power that they often shun aid from others until it is
  too late. Fortunately they are also resilient, and have recovered from a
  number ofdisasters that would be the death ofany other clan.
  During the Clan War, the Isawa Elemental Masters took drastic steps to
  defeat the Shadowlands and opened the Black Scrolls. While this offered
  the insight they hoped for, ir also resulted in their evenrual corruption.
  All the good the Masters accomplished was wiped away during the second
  Day ofThunder, when the Master of Fire went mad and killed the others
  countless other samurai, including two other members of the Council.
  The decimation was so great that follOwing the Clan War's conclusion, the
  Phoenix opened their gates to any who could speak to the kami, offeting
  them fealty in hopes ofrebuilding their numbers.
  At the end ofthe FourWinds Era the Phoenix were joined by two former
  heirs to the throne, Toturi Sezaru and Kaneka. While Sezaru willingly
  joined his mother's clan and took the Isawa name, Kaneka was ordered to
  join the Phoenix by his half-brother, the Emperor. Totuti III tightly feared
  the Shogun's ambition, and as a means of keeping his power in check he
  commanded Kaneka to swear fealty to this most peaceful ofclans.
  Allies:The Phoenix keep largely to themselves, as association with more
  warlike clans inevitably leads to conflict. They currently have a strong
  alliance with the Crane, who share their preference for peace over war.
  Enemies: The Phoenix recently emerged from a war with the Dragon
  Clan, and bitter feelings still boil between the two clans. Tensions with the
  Lion Clan are also high due to a broken alliance that occurred during their
  war with the Dragon.
  TH£ f'AIilIJ.I£S
  The Phoenix Clan is comprised of three families of shugenja and a lone
  family ofbushi.
  THE: AGASHA
  The first Agasha was a follower ofTogashi, the Kami that created the
  Dragon Clan. The family that bears her name served Togashi's line loyally
  for cenruries. His death at the second Day ofThunder led to Hitomi's
  ascension as Clan Champion, and her bizarre behavior led ro immediate
  conflict wirh the Agasha family. After her slaughrer of many Togashi
  monks, many Agasha abandoned their oaths to the Dragon and swore
  loyalty to the Phoenix Clan. They were granted small provinces near the
  Shiba lands and permitted ro study their own unique magical styles, but
  otherwise were largely left alone. The Agasha have served their Phoenix
  kinsmen well, and all parries have been pleased with the arrangement thus far.
  The Agasha are a family of shugenja, one among many in the Phoenix
  Clan. They are an enigmatic clan, as befits their Dragon heritage.
  They experiment with a variety of unusual schools of magic, and some
  among their number are cursed with visions of the future. The Agasha are
  focused predominantly on fire magic.
  Benefit: +1 Awareness
  
  Tit=: ASAKO
  Amonastic family, the Asako srudy the kami purely as a means ofdeciphering
  the universe's mysteries.The spirit ofshiba imparted significant wisdom to
  the first Asako shortly following Fu Leng's first defeat, and as a result the
  family follow a mysterious path ro immortaliry. Those who followed this
  path, the Path ofMan, became known as Henshin. In addition to shugenja
  and henshin, the Asako maintain asmallgroup ofInquisitors who ruthlessly
  aid the Kuni Witch Hunters in their passionate search for corruption. The
  family is also responsible for maintaining the clan's only courtier's academy.
  The Asako are a varied family. There are large numbers ofboth shugenja
  and monks within the family, as well as a significant number of henshin
  and courtiers. Asako shugenja tend to be highly specialized.
  Benefit: +1 Perception
  Tit=: ISAI!JA
  The 19awa are the largest shugenja family in Rokugan, twice as large as any
  other is. Their study of magic predates Rokugan, and none question their
  position as the most powerful shugenja in the Empire. While they are
  pacifists and scholars by nature, many 19awa are arrogant and set in their
  ways. The 19awa do not have a daimyo, but rather are ruled by a body
  known as the Council of Elemental Masters, featuring one powerful
  Master of each ofthe Five Elements. The Council is not exclusively Isawa,
  but that family usually dominates the Council.
  The Isawa are shugenja, almost without fail. It is rare for one to be born
  without magical aptitude. The rare few who embrace violence and martial
  ways are shunned by the rest oftheir family.
  Benefit: +1 Awareness
  Tit=: SltlBA
  The Shiba are descendants ofthe Kami whose name they bear, the samurai
  who transcribed the Tao and rescued Shinsei and Shosuro from the
  Shadowlands. He swore an oath to serve and protect the descendants of
  Isawa, an act ofhumility and selflessness unmatched by any ofhis brothers
  or sisters. The Shiba continue to honor this vow, protecting the Phoenix
  lands with their armies and protecting the Isawa as their ever-present
  yojimbo. Despite their focus on matters ofwar and violence, the Shiba are
  a contemplative folk, believing in violence as an answer only when every
  other option is exhausted.
  The Shiba are the largest phoenix family, and are comprised primarily of
  bushi. The family's two main schools are for bushi and yojimbo, both of
  whom fulfill an integral role in aclan with so many shugenja. Shugenja are
  rare among the Shiba, but they appear only on occasion. The current
  Master of the Void is Shiba Ningen, the first Master of the Void born out-
  side the Isawa family.
  Benefit: +1 Intelligence
  
  TH£ 7HO£nI.)( SCHOOJ.S
  Schools maintained by the Phoenix Clan are predominately shugenja-
  oriented, and focus on meditation and study even ifwhen the kami are not
  emphasized.
  TH:: ASAKO COU:;tTI:::;t SCHOOl.
  Utilizing magic in court is a complicated business, strictly regulated by
  Imperial Law. Thus Phoenix ambassadors are forced to faU back upon their
  diplomatic abilities. To compensate for this, the clan long ago organized a
  courtier school for their ambassadors and dignitaries.
  Benefit: +1
  Skills: Courtier, Etiquette, Heraldry, History, Shintao, Sincerity, any 1
  High Skill.
  Outfit: Standard Courtier
  Technique l:Temple ofthe Soul-Ifyou are familiar with acourt setting,
  having spent some amount oftime there (at least one session or a significant
  amount of your back history), your High skills are considered to be one
  rank higher in all non-combat tests.
  Technique 2: From the Ashes -
  Ifyou are defeated in an opposed social
  test with another individuat you gain a +2 bonus to your Trait/Skill total
  for the next opposed social test made against that same person.
  Technique 3: Voice ofthe Void -
  You may spend aVoid point 10 double
  the next card you draw in an opposed social test.
  Technique 4: Invincible Mind -
  Any
  spell that attempts to alter or cloud your
  mind, even those cast without your
  knowledge, are more difficulw~8~
  When the judge draws a"t~ia to
  determine ifthe spellBlE~dspr
  fails, the TN of the spell is
  increased by double your
  Rank in this SchooL
  .
  Technique 5: Wisd~m of
  the Ages -
  By spending a
  Void
  point,
  you
  m~;y
  increase your rank in cap)'
  one High skill to 10tor
  the purpose of makil"lj!a:
  single test.
  TH:: ISA\!IA
  SHU<;::nJ'"A SCHOOl.
  There can be no question that the Isawa famHy produces the finest
  shugenja in all ofRokugan. Their magical tradition predates the Kami's fall,
  and it was the Isawa who interpreted Shiba's original copy of Shinsei's
  wisdom to decipher how the kami might be invoked through prayer and
  ritual.
  Benefit: +1 Void
  
  skills: Calligraphy, Investigation, Lore (Theology), Mediration, Shinrao,
  any 2 orher High skills.
  Outfit: Fine Shugenja
  Technique: Isawa's Trurh -
  You begin the game wirh rhe following
  spells: Sense, Commune, Summon, any 3 spells of the element of your
  choice, any 2 spells from another element, and any 1 spell ofathird element.
  You have an Affinity for all spells ofyour primary element and aDeficiency
  in all spells ofthe element that opposes your primary element.
  TH,. SHIBA BUSHI SCHOOl-
  The most introspective of all bushi schools, the Shiba are contemplative
  and studious lot. The Tao is the primary source of their training, and they
  apply its wisdom liberally to any tactical situation. Shiba bushi are not
  respected for their martial prowess, bur their incredible focus gives even
  the most belligerent Marsu pause.
  Benefit: +1 Reflexes
  Skills: Defense, Kenjursu, Kyujursu, Meditation, Shintao, Tea Ceremony,
  any 1 High or Bugei skill.
  Outfit: Srandard Bushi
  Technique 1: Way ofrhe Phoenix -
  You may spend any amounr ofVoid
  Points on a single test.
  Technique 2: Dancing With the Elements -
  You have been trained
  alongside shugenja and are familiar with their ways. You may spend aVoid
  point to increase or decrease by 2 the card pull made by ajudge to determine
  if a spell rargering you succeeds or fails. This only applies ro spells rhat
  specifically target you, not spells that affect an area.
  Technique 3: One With Nothing -
  You may spend a Void point to gain
  an additional action per combat round. This action may not be used to
  make an attack This ability may be used once per round.
  Technique 4: Everywhere And Nowhere At Once -
  You gain an
  additional attack per round.
  Technique 5: One Wirh All And Norhing -
  By spending a Void point,
  you may substitute your Void ring for any Trait or Skill in any rest.
  TH,.
  ISHI~IO;:n SCHOOL
  The rarest ofall aptitudes, the term Ishiken applies to those incredibly rare
  individuals who are born with the ability to perceive and manipulate the
  Void. This can be a deadly gifr, as those who are not quickly identified and
  raughr ro conrrol their abiliries can be overwhelmed and consumed by rhe
  sheer power.
  Benefit: +1 Void
  Skills: Lore (Theology), Lore (Void Magic), Mediration 2, Shinrao, any 2
  High or Bugei skills.
  Outfit: Fine Shugenja
  Technique: Norhing and Everything -
  You begin rhe game wirh rhe
  following spells: Sense, Commune, Summon, any 3 Void spells. any 2 spells
  ofanorher element (your choice), and any 1 spell ofanorher, non-opposing
  element. You have an Affinity for Void spells and a Deficiency for either of
  the two elements for which you do not possess any spells (your choice).
  r~i
  ."
  :';~~"!
  
  TIf£ SCO;t,?IOT\ CJ.AT\
  Every tale demands a decent villain1 and the Scorpion are often that villain
  in Rokugan. The first Bayushi allowed himselfto be defeated in the Kami's
  tournament to see who would become Emperor, preferring a role outside
  the spotlight where he could make his plans outside ofthe sphere ofsocial
  politics. This began a tradition of deception, deceit, and treachery bent
  towards a single end -
  protecting the Empire. While the Scorpion's tactics
  may seem dishonorable, their loyalty to the Empire and to one another is
  limitless. They make sacrifices that others would not, unbound by the
  restrictions of honor. Even yet, the Scorpion are samurai, and are not
  without their own peculiar interpretations of bushido. Those who betray
  the Scorpion or shirk their duties are branded as the basest of cowards.
  Such individuals see the souls torn from their body in a magical ritual and
  bound to the trees in Traitor's Grove, where their descendants weep for
  their weakness and children gather to throw stones.
  The first ScorpionThunder, Shosuro, is the onlyThunder to return from
  the Shadowlands after Fu Leng's defeat. Shosuro carried the Black Scrolls,
  powerful corrupted artifacts that held the secret of Fu Leng's defeat.
  Mourning Shosuro's loss, Bayushi demanded to right to protect the Scrolls.
  The Emperor agreed, granting the Scorpion considerable leverage in the
  process. Thus the Scorpion became the Clan ofSecrets.
  During the reign of Hantei XXXVIII, Scorpion Champion Bayushi
  Shoju learned of a prophecy that forerold the Hantei bringing about
  Fu Leng's return. Shoju attempted a coup, but failed and was killed.
  The Scorpion were disbanded, but survived in hiding until the second Day
  ofThunder, when the new Emperor restored their status to reward their
  e.ffons in restoring the Empire.The clan was nearly destroyed again several
  years later when the Emperor disappeared, but were banished instead.
  The Scorpion endured great hardships in the Burning Sand, but returned
  stronger than ever with their ranks bolstered by the addition of secret
  gaijin allies.
  The Scorpion have recently recovered from an internal civil war. A traitor
  named Bayushi Atsuki attempted to usurp control of the clan and return
  them to what he perceived as their true purpose. Atsuki's organization was
  destroyed, though Atsuki himself escaped. Scorpion Champion Bayushi
  Sunetra has reunited her clan under her leadership.
  Nearly all Scorpion wear masks, except in the most intimate surroundings.
  This is a tradition that can be traced to Bayushi himself A Scorpion's mask
  is a reflection of that individual's moral outlook. A handful of Scorpion
  choose not to wear a mask, claiming instead that their mask is the fact that
  they wear no mask.
  Allies: The Scorpion are a clan for whom enduring alliances are
  ultimately unknown, though they have maintained an alliance with the
  Dragon fot some time. They also foster hidden alliances with the Moto and
  the Ikoma families.
  
  Enemies: The Scorpion have a curious perspective on Rokugan.
  WhUe many clans despise them overtly, the Scorpion do not consider any
  other clan their enemy. The other clans are merely tools in a toolbox. Ifthe
  Scorpion require aid from a certain clan, then they will act to repair their
  reputation with that clan, aid them for as long as necessary, then discard
  them once they have obtained what they desired in the first place.
  TK£
  f'AIilI~I£S
  As might be expected. each Scorpion family has its
  own sectet set of practices. Only the Bayushi truly
  understand the depths ofany Scorpion plot, and
  even then there are those among the other fam-
  ilies who are given leave to pursue their own
  interests without supervision.
  TH:: BAYUSHI
  Lords ofthe Scorpion, the Bayushi are the clan's presence in court and on the
  battlefield. They are the Scorpion that one finds, distracting enemies from
  the hidden endeavors taking place behind their back. The Bayushi are well
  known fot their elaborate and eye-catching masks. These masks not only say
  "you cannot trust met" but they also draw an opponent's attention, leaving
  them open for an attack from unexpected quarters. The Bayushi thrive
  upon their unseemly reputation, as each Bayushi uses his wUes to convince
  his target that he is the exception to the Scorpion stereotype of villainy.
  The Bayushi are as varied a family as exists in a Great Clan. They have
  vast numbers of bushi and courtiers, but do not discourage individuals
  from pursuing other paths. Bayushi students study at virtually every
  school the clan maintains, although it is rare for one to display an affinity
  with the kami.
  Benefit: +1 Agility
  
  TH5: SHOSU>tO
  The shosuro are a silken glove where the Bayushi are a mailed fist. They are
  a family of courtiers, poets, and diplomats. Unknown to almost the entire
  family, they are also Rokugan's premiere ninja family. If a Shosuro cannot
  deal with an enemy through persuasion, another Shosuro stands ready to
  dispose ofthem in a more permanent manner.
  The Shosuro family's focus is, ironically, their lack offocus. The shosuro
  boast an equal number of bushi and courtiers, as well as a fair number of
  shugenja. Ninja are also numerous, though obviously they do not draw
  attention to themselves. Most Shosuro ninja disguise themselves as
  mediocre politicians, so to remain hidden in until the time is right.
  Benefit: +1 Awareness
  TH5: SOSHI
  The Soshi are the Scorpion's premiere shugenja family. Their mastery of
  magic is influenced by Scorpion philosophy, and places a strong influence
  on disguise, illusion, and ferreting out secrets.
  The shugenja tradition is strong within the Soshi family, but like the
  Bayushi they do not place restrictions on their members. Soshi have often
  served as courtiers and even bushi.
  Benefit: +1 Perception
  TH5: YOc;O
  Perhaps no family has a more tragic history than the Yogo. Their bloodhne
  is cursed, with each true Yoga doomed to betray whoever they love most.
  The Yoga avoid this curse in a unique manner, by remaining aloof and
  distant from others (and thus avoiding love altogether). The Yogo are
  powerful shugenja, and are particularly adept at crafting wards. They are
  sworn enemies ofthe Shadowlands, and show no mercy to those who prac~
  tice maho.
  The Yogo are a shugenja family. Although a handful have chosen to study
  other paths, every Yogo born has the abiliry to speak to the kami if they
  choose to pursue it. Some believe this is a form of balance to the terrible
  curse their family bears, although the Yoga find little comfort in it.
  Benefit: +1 Willpower
  TH£ SCOYl.i'IOn SCHOOJ..S
  There are no more tightly kept secrets in Rokugan than the secret
  techniques taught by Scorpion schools. This is in part due to the clan's
  mystique -
  a clan that deals in secrets must protect its own vehemently.
  TH5: BAYUSHI BUSHI SCHOOl.
  Lion bushi are feared for their precision. Crab bushi are feared for their
  strength. Scorpion bushi are feared for their unnatural speed, but even
  more so because it is impossible to predict what they will do next.
  The Bayushi technique is quick and ruthless, taking advantage of every
  mistake an opponent makes.
  Benefit: +1 Intelligence
  Skills: Defense, Iaijutsu, Kenjutsu, Kyuju!sU, Poison, Sincerity, Stealth
  
  Outfit: Standard Bushi.
  Technique 1: Way of the Scorpion -
  You double the value of any catd
  you pull for Initiative.
  Technique 2: Pincers and Tail- An opponent who attacks you and
  effectively has a Reflexes Rank of 0 against your attacks until their next
  turn.
  Technique 3: Strike at the Tail-You may choose to attack an opponent
  nonnally, adding their tank in the weapon they are wielding added to their
  Defense Skill. Ifsuccessful, you disann rhem rarher than inflict damage.
  lfyou make two Raises successfully, you not only disarm them bur confiscate
  their weapon in the process.
  Technique 4: Strike from Above, Strike from Below -
  You may make
  an extra attack per round.
  Technique 5: The Pincers Hold, The Tail Strikes -
  You may declare
  Raises on your arrack tests after the card pull has been revealed.
  THE: BAYUSHI
  COU~TIE:~ SCHOOL
  The same philosophies that make the Bayushi bushi school dangerous are
  true for the family's courtier school, and perhaps even more so. A Bayushi
  courtier is a ruthless, relentless foe that will exploit any and every weakness
  an opponent reveals to gain the advantage. Many courtiers are eager to ally
  with a Bayushi simply so that rhey do not have to face them in court.
  Benefit: +1 Awareness
  skills: Courtier, Etiquette, Investigation, Law, Seduction, Sincerity, any
  1 skill.
  Outfit: Fine Courtier
  Technique 1: Weakness Is My Strength -
  When making any opposed
  social test, you may add the number ofcharacter Points your opponent has
  gained from Disadvantages to your total.
  Technique 2: Shallow Waters -
  After five minutes of conversation
  with someone, you may make an opposed Awareness test. If successful,
  you learn that character's lowestTrait. You may spend a Void point to learn
  the next lowest Trait.
  Technique 3: Secrets Are Birthmarks -
  After five minutes of
  conversation with another character, you may make an opposed Awareness
  test. If successful, you learn one Disadvantage the character possesses
  (GM's choice).
  Technique 4: Scrutiny's Sweet Sting -
  For every hour you spend in
  conversation with or observing social interaction on the pan of another
  character, you gain one level of the Blackmail advantage. This requires a
  successful opposed Awareness test at the end ofevery hour. (Ifthe character
  possesses no secrets that can constitute as Blackmail, you gain nothing.)
  Technique 5: No More Masks -
  You may, after five minutes ofconver-
  sation in a public place, spend Void points to give others Disadvantages.
  For every Void point you spend, you may grant your target 2 points worth
  ofdisadvantages, which they will endure for the remainder of the session.
  Disadvantages granted in this manner must be social in nature. No physi-
  cal disadvantages can be conferred by this technique.
  
  TH;;: SHOSV;tO SHlnOBI SCHOOL
  No one outside the Scorpion Clan who learns that the shosuro shinobi
  school exists is permitted to live. The shinobi are the finest assassins and
  infiltrators the clan has at their disposal, assassins among assassins.
  The rare occasions when their agents have been sighted (or allowed
  themselves to be seen) have given rise to the legends ofninja, possessed of
  incredible magical abilities.
  Benefit: +1 Reflexes
  Skills: Athletics, Defense, Explosives, Poison, Stealth, any 2 skills.
  Outfit: Katana, wakizashi, black clothing, one vial ofspider venom, any
  three weapons, 5 koku.
  Technique 1: The Shadow Has No Mask -
  You may add your School
  Rank to all Stealth tests.
  Technique 2: The Shadow Has No Mercy -
  When attacking an opponent
  unaware ofyour presence, you may make any number of Raises, unlimited
  by your Void Ring.
  Technique 3: The Shadow Has No Form -
  You may use a shinobi
  distraction technique against an opponent, increasing your Defense skill
  by five until your next action. Using this technique also reduces any
  Offensive Combat Tests you make by five for the same duration.
  Technique 4: The Shadow Has No Substance -
  By making a Difficult
  Awareness + Acting test, you may exchange the name on your nametag
  for that of another character (you have disguised yourself as them).
  Your character's abilities and statistics remain the same.
  Technique 5: The Shadow Has No Soul- You are intimately familiar
  with the stalking and hunting of others, so much so that you are aware of
  others stalking you. You may never be surprised, and may always roll
  initiative during the first round ofcombat. When an opponent attempts to
  ambush you, you may make an opposed Reflexes test. Ifyou are successful,
  you gain +5 to your Initiative for the first round ofcombat.
  TH;;: SOSHI SHVC;;;:nJ'A SCHOOL
  Without the Lying Darkness's influence, the Soshi have struggled to find a
  focus for their teachings. Their students learn the most effective means of
  using magic to gather information on enemies, move unseen through the
  mortal realm, or strike down an opponent with no one being the wiser.
  Benefit: +1 Awareness
  Skills: Calligraphy, Courtier, Lore (Theology), Meditation, Shintao,
  Sincerity, any 1 High or Bugei skilL
  Outfit: Standard Shugenja
  Technique: Strength in Shadow -
  You begin knowing the following
  spells: Sense, Commune, Summon, any 3 Air spells, any 2 Fire spells, and
  any 1 Water spell. You have an Affinity for all Air spells and a Deficiency
  for all Earth spells.
  
  TK£ uruco;tn CLAn
  At the dawn of Rokugan, when Fu Leng and his forces had been defeated
  by the Seven Thunders, the Kami Shinjo went to her brother the Emperor
  and asked him how they could protect their Empire ifthey knew not what
  lay beyond it. As Fu Leng had desrroyed everything they had built, so too
  could some new, unknown foe appear to wreak such definitive havoc.
  Saddened at the norion oflosing his sister, the Emperor reluctantly agreed
  to Shinjo's plan. With her followers, the Ki-Rin Clan, Shinjo left the
  Empire and traveled north across the Burning Sands into the unknown
  lands beyond.
  Eight hundred years later, Shinjo's followers returned now uncler the
  moniker of the Unicorn Clan. Their trials abroad had altered them
  significantly, but they eventually proved the truth of their identity.
  The period ofadjusrment was lengthy, and never truly ended. Even in the
  present, many consider the Unicorn uncouth barbarians. The Unicorn,
  for their part, do not feel that they have abandoned their traditions.
  They are samurai, but they have incorporated their ways with customs
  adopted to survive in harsh foreign lands. They are a clan of nomads,
  explorers, and warriors.
  In modern Rokugan, the Unicorn are stronger than they have ever been.
  The Moro now rule the family, led by the merciless Khan. Their armies
  rival those ofthe lion, and the two clans have engaged in open conflict on
  their shared border. For now, the entire Empire holds their breath to see
  which clan will emerge as the greater military power.
  Allies: The Crab are on good terms with the Unicorn, and the Crane and
  Mantis have a lucrative trade agreement with them. The Unicorn also boast
  alliances with many kingdoms beyond the borders of the Empire.
  Enemies: The Unicorn are currently at war with the lion Clan, and are
  resentful toward the Dragon for their attempts to interfere in that war.
  They otherwise get along well with most Clans and have no outstanding
  grudges.
  TH~
  f'AIi\IJ.I~5
  The Unicorn have more families than any other clan save the Crab.
  The Khan believes that so long as each family serves him welll there is no
  reason to consolidate them.
  TH5: HO;l.IVCHI
  More an order than a traditional family, the Horiuchi are the adopted
  children and grandchildren ofHoriuchi Shoan, an Iuchi shugenja granted
  her own family name shorrly befote the Clan War. Shoan adopted sevetal
  children orphaned by the clan War and the Battle.at oblivion's Gate, and
  each has adopted her name in turn. shoan has since retired to the Four
  Temples of Kyuden Seppun, but her son Shem-Zhe now administrates the
  family's small holdings near the Iuchi provinces.
  
  -'II·
  .
  ,
  There are only a handful Horiuchi in existence, and all are shugenja.
  There have to date been no instances ofa Horiuchi who has not possessed
  the kami's gift and followed in their founder's footsteps.
  Benefit: +1 Willpower
  TH=: II'=:
  The Ide are a family of pacifist diplomats. The founder was a peaceful,
  introspective man who truly believed violence was never an acceptable
  solution. When Lady Shinjo look her followers across the Burning Sands,
  Ide served her well. Countless conflicts with strangers the Ki-Rin met
  along the way were defused before they erupted into open warfare.
  Even Shinjo's most militant followers had no choice but to agree that Ide
  was an invaluable asset to the clan. His descendants follow in his footsteps,
  representing the clan in court and attempting to defuse whatever
  unnecessary hostilities may arise. The Moto family's rise to power has
  made this duty considerably more difficult, as the Khan bas no interest in
  avoiding hostility.
  The Ide are typically couniers, ambassadors, and diplomats. There is a
  division ofthe family that bas no interest in diplomatic pursuits, and tbey
  tend to serve as merchant pan-ons, sponsoring or even leading vast merchant
  caravans that cross Rokugan and even venture into the gaijin lands beyond
  in search of trade and commerce.
  Benefit: +1 Perception
  TH=: IVCHI
  Other shugenja families regard the Iuchi with a mixture of curiosity and
  revulsion, for their magical style combines the basic precepts oftraditional
  Rokugani magic with questionable rituals and techniques learned from
  a hundred different gaijin sorcerer traditions. Still, the Iuchi are perhaps
  the most traditional of the many shugenja groups within the clan, as the
  Mota shugenja, Horiuchi shugenja, and meishodo practitioners are all
  looked upon with decided distaste by the rest of Rokugan for one teason
  or another.
  Iuchi are invariably shugenja. Like all shugenja families, there are
  occasionally those born who do not possess the kami's gift. These samurai
  usually srudy with the Shinjo Ot the Utaku infantrymen, as the Mow and
  Iuchi have some fundamental philosophical differences.
  Benefit: +1 Awareness
  TH=: 1i\OTO
  Once considered little more than gaijin barbarians, the Mota are now the
  most powerful family in their clan. The Mota are descended not from the
  original Rokugani, but from the barbatian Ujik-hai tribes who swore fealty
  to ShinjO during her journeys. The Mota's ascension ta rule the clan has
  wrought many changes, as the Mota have little interest in adjusting their
  culture and beliefs to suit Rokugan in the same manner the Shinjo once
  did. Their tactics,lifesryle, demeanor, even their diet and architecture are a
  radical departure from the norm, and the Mote would have it no
  other way.
  
  The Moro are a bushi family, and most have trained in various weapons
  traditions for years before they ever begin formal study for their gempukku.
  Their White Guard is among the most feared military units in the Empire.
  The few among the family who prove to possess a talent for the kami often
  become priests of death, shugenja who serve the gaijin death gods called
  the Shi-Tien Yen-Wang.
  Benefit: +1 Strength
  TH5: SHinJO
  Once lords ofthe Unicorn Clan, the Shinjo suffered tremendously during
  the return oftheir founder to Rokugan. Lady Shinjo recognized the Kolat's
  influence on her descendants, and angrily purged all those who were
  disloyal from their ranks, including the Unicorn Champion, Shinjo
  Yokarsu. In the decades since, the Shinjo have been reviled by all for their
  perceived weakness. Their daimyo, Shinjo Shono, hates the Kolat with a
  ferOCity that few can match} but is not particularly motivated to return his
  family to power as he feels in many ways he and his kin deserve their
  punishment. Shono has vowed that his people will not fail again.
  The Shinjo are predominately bushi and scouts, although there is
  a strong magistrate tradition among the family as well. The Shinjo govern
  the clan's nonhern provinces} and are considered among the finest horsemen
  in the clan, surpassed only by the Utaku and their near·mystical connection
  to their warhorses.
  Benefit: +1 Reflexes
  TH5: UTAJ{U
  Once known as the Otaku, the Utaku
  family is aware that its role changed
  noticeably since the Moro assumed
  power. The Utaku now serve as a crack
  reserve unit, though they are no less
  feared. The matriarchal family's
  disdain for men is clearly resented
  by the Khan, and he has acted to
  limit their influence over tbe
  clan since his ascension. Ironi-
  cally, this change has permit-
  ted
  the
  Utaku
  to
  return to tbe pious,
  ascetic lifestyle their
  founder
  espoused.
  They forsake many worldly
  goods and pleasures, embrac·
  ing study of the Tao and the
  martial path to the exclusion ofall
  else. Those who have faced them
  on the battleground will attest
  that it has only made them all the
  more fearsome.
  
  ,
  Utaku women are trained as Shiotome, the elite Battle Maidens that
  serve as the most devastatingcavalry unit in the Empire. Males are permitted
  to study as infantrymen or allowed to study the cavalry techniques ofother
  families, but are not allowed to ride the magnificent Utaku battle horses.
  Benent: +1 Agility
  vnlco~n Cl.An SCHOOl.S
  The Unicorn have a vast array of schools and techniques) many of which
  revolve around horsemanship or the strange gaijin fighting styles they
  brought back with rhem from rhe Burning Sands and rhe mysterious lands
  beyond.
  TH=: I[I=:
  =:1i\ISSA~ SCHOOL
  The Ide school teaches absolute non-violence, and as such it is the only
  school that the Khan has forbidden members of his family to srudy.
  lbe school depends heavily upon rhe ability to read an opponent, discovering
  the hidden emotions that drive their ambitions.
  Benefit: +1 Awareness
  skills: Courtier, Etiquette, Horsemanship, Investigation, Sincerity, any
  2 High or Bugei skills.
  Outfit: Fine Courtier
  Technique 1: The Heart Speaks -
  You may spend a Void Point at any
  rime to automatically succeed at any unopposed Etiquette test. This allows
  you to automatically avoid social gaffes in time ofneed, instinctively sensing
  how to behave politely even in unfamiliar surroundings.
  Technique 2: The Heart listens -
  You may identify a person's clan,
  family, and school with a successful Awareness + Diplomacy test (IN 10).
  When dealing with individuals that you have successfully studied with
  this technique, you gain +2 to your Trait/Skill on all opposed social tests.
  Technique 3: When the Veils Move -
  Ifhostilities erupt in your presence,
  you may make a Reflexes + Courtier check (TN 10) prior to Initiative being
  rolled. If successful, you may take one action before Initiative is rolled.
  This action may not be an attack.
  Technique 4: Piercing the Veils -
  Your ability to perceive another's
  emotions makes manipulation and deception difficult. Any opposed tests
  intended to deceive or manipulate you must Raise twice to be successful.
  Technique 5: The Immovable Hand of Peace -
  So long as you remain
  non-violent (no weapon in hand, no threats, etc.), no one may attack you
  without first succeeding at an opposed Awareness test.
  TH=: IUCHI SHUG=:n,TA SCHOOL
  The Iuchi school is a unique combination of traditional shugenja magic
  combined with gaijin rituals and outlook. The techniques there resemble
  the Kitsu school in many respects, as they were both based on the same basic
  principles taught by Shinsei centuries ago and have horh developed along
  very focused lines.
  Benefit: +1 Perception
  Skills: Calligraphy, Defense, Herbalism, Horsemanship, Hunting,
  Meditation, any 1 Bugei skill
  
  Outfit: Fine Shugenja
  Technique: Iuchi's Method -
  You begin with the following spells:
  Sense} Commune, Summon, any 3 Water spells, and 2Earth spells, and any
  1 Air spell. You have an Affinity fot all Water spells and a Deficiency for all
  Fire spells.
  TH~ mOTO BUSHI SCHOOL
  The ruthless fighting style practiced by the Moto is direct, brutal,
  and relentless. The Moto utilize a large number of weapons from their
  homeland beyond the Burning Sands, weapons that many samurai are
  ill-prepared to face.
  Benefit: +1 Agility
  Skills: Defense, Horsemanship, Hunting, Intimidation, Kenjursu, any 1
  Bugei skill, any 1 weapon skill.
  Outfit: Fine Bushi
  Technique 1: The Way ofMOIO -
  Your Rank in Horsemanship and any
  Skill using a peasant weapon is considered one higher than its actual Rank
  on all tests (ifyou have no Ranks, you are considered to be Rank 1).
  Technique 2: Master of Destiny -
  You may spend two Void points on
  any combat test, rather than the normal limit of one. When making a
  normal offensive combat test, you may choose to spend one Void point to
  alter the roll after the test is made if you did not spend any Void points
  prior to making the test.
  Technique 3: Swift Across the Plains -
  You may make an extra arrack
  per combat round.
  Technique 4: Never Yield -
  You gain a +3 bonus to Initiative totals for
  every rank ofWounds you possess. Wound ranks never affect your Initiative
  tests. You may spend a Void point to reduce your wound penalties by one
  rank for the round. You may spend any number of Void points in
  this manner.
  Technique 5: Bloodied but Unbowed -
  Upon receiving damage that
  would kill you, you do not die. You may act for that round and one
  additional round. During this time, you suffer no wound penalties.
  You gain +5 to your Initiative and gain an additional arrack. You die at the
  end ofthe round, regardless ofany magical healing you receive during the
  extra round.
  TH~ SHinjO SCOUT SCHOOL
  The disgraced Shinjo are often outriders, scouts, and explorers that push
  back the boundaries of Rokugan's borders. They focus on hunting, horse-
  manship, and exploration, and are largely self-sufficient in any situation.
  Benefit: +1 Perception
  Skills: Battle, Defense, Horsemanship, Hunting, Kenjutsu) Stealth) any
  1 Bugei skill.
  Outfit: Katana, wakizashi, traveling clothes, steed, yumi with 30 arrows,
  travel pack, any two weapons, 8 koku.
  Technique 1: Grace of the Unicorn -
  You may add half your rank in
  Stealth 10 your Defense skill during tests.
  
  Technique 2: Speed of the Viper -
  You may add twice your School
  Rank to your Initiative every combat round.
  Technique 3: The Stars Are My Guide -
  You gain the Absolute Direction
  advantage, ifyou did not have it. You may add your School Rank to any test
  involving Perception.
  Technique 4: A Soul As Swift -
  You may make an extra attack per
  combat round.
  Technique 5: Purity of the First Strike -
  You may add your rank in
  Stealth to the total ofany attack rest you make against an opponent who is
  unaware ofyour presence.
  OUTFITS
  Standard Bushi Outfit: Katana, wakizashi, yumi with 20 arrows,
  light or heavy armor, standard clothing, anyone weapon, 5 koku.
  Fine Bushi Outfit: As above plus steed, one additional weapon, 10
  additional koku.
  Standard Courtier Outfit: Wakizashi, standard clothing, 8 koku.
  Fine Courtier Outfit: As above plus steed, 10 additional koku.
  Standard Shugenja Outfit: Wakizashi, scroll satchel, three blank
  scrolls, standard clothing, 5 koku.
  Fine Shugenja Outfit: As above plus steed, 10 additional koku.
  SI{ILLS
  One ofthe most dynamic I unique ways to customize your character is by
  selecting their skills. Skills add a great amount ofdepth to a character that
  sets him apart from others from the same, clan, family, and school.
  Two bushi from the Ikoma family and Akodo school may share a similar
  anitude and basic training, bur one may be much more ofascholar while the
  other spends his time perfecting his hunting skills to impress his daimyo.
  When picking skills, it's important to address any strengths and weak-
  nesses you want your character to possess, as well as any hidden surprises
  (such as a burly Hida bushi who is the master of the tea ceremony) you
  wish to add.
  skills come in four categories -
  High, Low, Bugei, and Merchant.
  The most common are High and Bugei skills, as they are the domain ofthe
  samurai caste. High skills represent more "refined" skills that tend towards
  social activity and more cultured learning. The term cultured learning in
  Rokugan also encompasses violent and physical arts such as hunting, as it
  is considered an honorable pursuit that is acceptable even for those who
  are not necessarily warriors. Bugei skills are arts studied almost exclusively
  for a combat arena. Swordplay, athletics, wrestling, and the like are bugei
  skills and largely the province ofbushi. Warriors tend to have a great many
  
  bugei skills, though all among the samurai caste (bushi, courtier,
  and shugenja alike) are expected to be able to show at least a broad mix of
  scholatly training.
  Low skills are talents those among the samurai caste are not supposed to
  cultivate. Sneaking, stealing, and lewd behavior are all reprehensible acts
  that bring about shame as a direct consequence. Low skills are often
  employed by criminals and peasants in their day-to~day activities, however,
  and ate listed hete largely for completeness (and for the sake of the
  occasional ninja or villainous player character). Performing a Low skill
  is grounds for aloss ofHonor, and being caught in such an act will certainly
  result in a loss of Glory. Circumstance is an important factor to consider
  when dealing with the use ofLow skills -
  a Hiruma scout using Stealth
  to slip past a band ofogres is not acting dishonorably, but a ninja creeping
  through the halls of an enemy castle at midnight certainly has no
  such excuse.
  Merchant skills are neithet honorable nor dishonorable. They are skills
  that certainly have their uses and are not strictly forbidden to samurai,
  though those with more traditional values will prefer to leave such acts to
  the peasantry.
  Some skills are considered related or complimentary to one another.
  Related skills can be substituted for one another but are used at a penalty
  when done so. For example, the game ofGo emulates the tactical ebb and
  flow ofmass combat (generals are often masters ofthe game) and acharacter
  may use his Battle skill when playing Go ifhe doesn't have the skill. Such
  skills are considered to be effectively two Ranks lower for such purposes
  (so it is not worth substituting them unless you have at least three Ranks).
  Complimentary skills are such that they benefit from having several
  people with the same skill working together. In these cases, the test is
  made using the highest relevant skill and trait among the group, with a
  Free Raise being granted for every two characters working together
  beyond the first. There is a logical limit on such assistance that varies from
  skill to skill (it's likely that 30 characters with the Craft (Engineering) skill
  could work together on the same castle, but 30 cooks would not be as helpful
  making one pot ofsoup) that may be determined by the GM as appropriate
  to the situation.
  ACTinG
  OtIC;H. AI!IA;t::n::SS)
  The art ofpretending to be someone (or something) else for the entertain~
  ment ofothers is amazingly popular in Rokugan. Plays are both events for
  appreciation of the arts and a social setting to mingle with powerful and
  influential nobles. While the plays tend to be highly received events,
  the actual actors tend to be forgettable unless they have a great deal of
  individual notoriety. Ranks in this skill represent the proficiency for the
  art, with no roll required. If the skill is used to impersonate a particular
  subject or convince a particularly skeptical viewer, it becomes an opposed
  test against the opponent's Intelligence + Investigation. Using this skill for
  dishonorable deceptions (such as trying to pass yourselfoffas a daimyo or
  
  his son to gain access to forbidden areas) makes its use a Low Skill. Raises
  may be required by the GM to impersonate or perform a particularly
  difficult role.
  f.l i'i'~f.lISf.l.L
  (1i\;:;l.CHAn1; InT;:LLIc;;:nc;:)
  Tests are made with this skill when attempting to determine the value of
  an item (Ot group of items). The difficulty should tange from Easy (the
  value of a common kimono) to the Difficult (a haori woven from rare silk
  found only on the Mantis isles and ctafted by the chaste nuns ofthe Moshi
  family). Failure indicates an inaccurate assumption of something's worth,
  which may turn out poorly when the appraiser attempts to get such an odd
  price. This skill may also be used to detect forgeries of specific materials,
  such as a phony copy of a famous Shiba swordsmitHs blade. Raises may be
  made to reveal obscure details about the items creation, or the identity ofa
  person or group who might find the item unusually valuable.
  f.lTH .L~TICS
  (BUC;;:I.ILOW, STA1i\JnA.lST;l.;:nc;TH.IAC;ILITY)
  This skill may be used for a large number ofpurposes, such as determining
  how fast a character can swim or run and for how long, or how well he can
  chmb with or without aid. Trials of endurance use the Stamina trait when
  making a skill check, while functions that rely solely on physical power
  (such as lifting) use the Strength trait and acts ofprowess (such as climbing
  or tumbling) use Agility. Raises may be made for additional effect (such as
  a burst ofspeed) or to put on a better performance than an opponent.
  
  AVT075.Y
  n.OI!J, InT::LLIG::nC::l
  The Autopsy skill is used by the eta, the lowest social class. A skill check
  indicates basic information gathered from the body, such as cause ofdeath
  (if not carefully obscured) or how long the body has been dead. Raises are
  required to gain specific information such as an exact time of death or
  psych-jng out information that was purposely hidden (such as using a rare
  poison to make the death look like a heart attack). Kuni sometimes possess
  this skill so that they might examine the corpses ofShadowlands creatures.
  BA;t"
  (HIGH, AI!JA;t::n::SSl
  In the CDuns of even the most minor dairnyo, there is always at least one
  retainer on hand to recount the glorious deeds ofhis ancestors and famous
  heroes ofthe family and clan. More than just telling a story, the adept bard
  is able to rouse the emotions oflisreners and turn even the most indifferent
  audience into admirers of his subject. Additionally, when a samurai has
  performed a particularly great deed or acted a noteworthy manner, he is
  summoned before his daimyo to recount the tale before it is acknowledged
  more formally. Ranks in this skill gauge a proficiency with the an, though
  skill checks may be required to win over a particularly hostile audience.
  BATTJ.£
  (BUG::I,
  "::~C::"TIOnl
  The Battle skill encompasses leading troops, devising plans to crush the
  enemy, and being able to adapt to the constanr struggle against the enemy
  commander's strategy. The tide of large battles can be derermined by an
  opposed Battle + Perception test between the enemy generals. The Battle
  skill can also be used to scan an area for possible points ofambush, or find
  a secure place to make camp. Raises can be used to gain more detailed
  infonnation, or perfonn more complex maneuvers.
  CAJ.J.IG;tA7H-.Y
  (HIGH, AGILITYl
  Every samurai is literate, bur the Calligraphy skill indicates a focus on
  writing not just correctly bur beautifully. There are no tests for using this
  skill, unless the writer wishes to make raises to ink a particularly striking
  work ofart. This skill is very useful for samurai seeking an easily obtained
  yet sentimental gift for another samurai.
  CI7H-£;t
  (HIGH, InT::LLIG::nC::l
  Ciphered messages are often sent in the guise of harmless letters to those
  being held hostage, or used as a way to get orders to a well-planted spy
  without causing any potential problems. Attempts to decipher the message
  are done with an Intelligence + Investigation test (TN equal to the initial
  result of the Cipher role). If the writer made any Raises while writing the
  
  message, those attempting to read it must make at least as many Raises to
  understand the cipher. Characters who know the code used to cipher the
  message need not make any roll. Additional Raises may be made to make
  the cipher more difficult to break as noted above, or they may be used to
  give a specific reader recipient a Free Raise (on a one for one basis) to break
  the code ifhe is not aware ofthe code.
  COnC5:AJ.
  [LO\!l, ;/.;;:TL;;:X;;:S)
  Also known commonly as "palming," the art of concealing may be used to
  hide a small item anywhere on a character's body (not just in the hand).
  Whenever the character is searched or comes under reasonable scrutiny
  that may reveal the hidden object, the character makes a Contested roll
  with this skill against his opponent's Perception + Investigation. Raises
  may be made to hide objects in a particularly imaginative and difficult
  manner, forcing investigators to make an equal number of Raises to
  discover the item.
  COnll5:~SATIOn
  [HIGH, A\!IA;/.;;:n;;:SS)
  In the highly charged political settings of Rokugan, making meaningless
  small talk to pass the time is considered a fine art. Conversation is used as
  a way to politely distract or entertain others. This skill may be used to
  simply "pass the time" with meaningless small talk. If a character realizes
  someone is attempting to seduce or manipulate him, he may make an
  opposed Conversation +Awareness skill against the Skill +Awareness of
  his opponent to dominate the conversation, not giving the other speaker a
  chance to work their wiles.
  COV~TI5:~
  [HIGH, A\!IA;/.;;:n;;:SS)
  The Courtier skill represents a general knowledge of how the courts
  operate, from the lowest daimyo's events all the way up to the Imperial
  COUtt. It is also a general gauge ofbeing able to apply diplomacy and read
  the political climate. This skill can be used to determine known alliances,
  farm rumors, and subtly manipulate others to seeing your point of view
  without behaving dishonorably. It is the primary tool of emissaries and
  diplomats of all stripes. Raises may be used to obtain a greater amount
  ofinformation.
  C~f"T
  [HIGH .11i\;;:~CHAnT)
  The Craft skill actually represents multiple skills. Each time it is selected,
  pick a specific sort of craft, such as bonsai, armorsmithing, origami,
  weaving, and the like. Multiple crafts are separate skills and must be
  advanced separately. Raises may be made for countless reasons, though
  usually they increase the worth ofthe final result or to compensate for less
  than desirable tools and circumstances.
  
  DAnc~
  lHIGH, AGIL.ITY)
  There are a great many dance styles, as each clan tends to have their own
  styles and many of the major families have traditional dances oftheir own.
  In most cases, these are graceful, coordinated movements perfonned by a
  single dancer or in unison with a troupe. Ranks in this skill gauge general
  proficiency with the art, though skill checks may be made with raises to
  make a parricularly striking performance.
  DSf'£TlS£
  lBUG~I, AGIUTY)
  Defense is an essential skill practiced by most bushi and a good number of
  shugenja and courtiers as well. It is described in detail in the combat section.
  DIVinATiOn
  lHIGH, vOlin
  Though many spells offer a glimpse of the future, divination is not the
  exclusive domain of shugenja. Characters with the Divination skill know
  one (or more) method ofdivining the future, be it through Kawaru coins,
  astrology, or reading omens. Once per session, a character with the
  Divination skill may question the GM and use this skill. Simple questions
  or general questions about significant events ("Will the world end
  tomorrow?") require no Raises, though specifk questions about far~off
  events or important individuals may require a great deal of Raises ("What
  family will my daimyo's unborn child many into?"). If possible, this teSt
  should be made in secret by the GM, with the GM providing an incorrect
  or unintelligible answer in case ofa failure.
  ~5CA7~
  (LO\!l, AGILITY)
  This skill is used to escape various means of binding. Commonly, this
  means rope bindings, though the Crab are known to employ Kaiu-
  
  engineered chains and cuffs, while the Phoenix are known to beseech the
  kami ofearth to hold a criminal in place. Common forms ofbinding may
  be escaped with a test ofAverage Difficulty, though the GM may rule that
  more complex methods have ahigherTN or require Raises to negate.
  £TIOU£TT£
  (HIGH,
  AI!JA;/'~1\~55)
  Etiquette is a complex art form in Rokugan. This skill can be used for a
  variety of purposes, from knowing the proper rituals involved in a
  common greeting to recognizing obscure local customs. A master of
  etiquette is adept at avoiding social embarrassment as well as finding polite
  means of escaping manipulation. Etiquette + Awareness can be used in
  contested social tests whenever acharacter wishes to back out ofasituation
  gracefully. Along with Courtier it is a necessary skill for diplomats,
  emissaries, and politicians -
  these two skills are essentially the attack and
  defense of counly ans. Raises may be made to make a lasting impression
  on others, or to reveal particularly obscure customs ofetiquette.
  £.)(71.05111£5
  (.LOI!J, 11\T~.L.LIG~I\C~)
  Gunpowder is called ('gaijin pepper" in Rokugan, and the Emperor
  explicitly forbids its use outside ofahandful ofharmless Dragon fireworks.
  Naturally, while all ofRokugan agrees with the Imperial Edict openly, more
  than one major family employs it in clandestine operations. The Shosuro,
  Tamori, and Daidoji families are particularly curious about explosives, and
  the Kaiu are known to covertly deliver such explosives to Hiruma scouts to
  destroy Shadowlands outposts. The Explosives skill encompasses the use,
  understanding, and crafting of such products. Raises may be made to
  create particularly destructive explosives.
  f"A1.COn~Y
  (HIGH. 11\T~.L.LIG~I\C~)
  One of the common arts of the samurai caste is the care and training of
  hunting falcons. Though many samurai do not actually employ these birds
  for hunting, possessing a notable flock ofwell trained falcons is a point of
  honor and reputation among many nobles. Others keep their falcons to
  themselves, using them only for practical purposes, not bothering to
  display them for the amusement of others. The Falconry skill may be used
  to train falcons and other hunting birds over a period oftime, but does not
  include the knowledge ofbreeding them. Raises will result in exceptionally
  trained animals.
  GAIil£5
  (HIGH.I.LOI!J.
  IIA;/'I~5)
  There are a great many ways for the samurai caste to pass the time, all of
  which involve one or more partners in the game. Go and shogi are popular
  games of strategy among the samurai as they tend to emulate the sort of
  tactical decisions required on the battlefield. less honorable are games of
  
  pure chance and gambling such as Winds and Fortunes, a popular dice
  game played for large srakes in Scorpion and Mantis lands.
  H£~AJ."~.Y
  (HI4H, InT5:LLI45:nC5:l
  Every clan and family possesses identifying heraldry Beyond rhat, samurai
  also have their own personal seal (a 'chop') that serves as their signarure and
  mark of authority, and often have personal mons as well. In armies,
  different legions and divisions can be recognized by the chop, mon, and
  other markings on the standards that accompany them as they march
  (the most famous and respected of which being the Imperial Chrysan-
  themum and the laurel leaves of the Emerald Legions). The Heraldry skill
  signifies the abiliry to recognize these marks. The GM may force a character
  to make Raises to recognize a particularly obscure symbol, such as the
  personal chop of minor daimyo far removed from the character's sphere
  ofinfluence.
  H£~BAJ.ISlil
  (1i\5:~CHAnT.lHI4H, InT5:LLI45:nC5:l
  All samurai understand the bounty that the natural world provides, and
  most respect it. There are agreat many scholars and holy men who pursue
  the art ofherbs who are able to coax elixirs, salves, and even food out ofthe
  raw resources found in nature. This skill may be used to bind wounds,
  counteract natural poisons, and scout for the bare minimum ofsustenance
  for a number of individuals up to the character's rank in this skill for a
  single day. Raises may be made to increase the effectiveness of healing
  salves and poison cures according to the situation.
  HISTO~.Y
  (HI4H, InT5:LLI45:nC5:l
  Many scholars devote their entire lives to the study ofthe past, as tradition
  and history are powerful forces in Rokugan.
  Exceptionally traditional families, such as
  the Akodo and !sawa, expect their children
  to be able to recite their lineage back to the
  founder of the family name. Raises may
  be made for a more obscure information,
  or to tell historic tales in a more
  engaging manner.
  HO~S£lilAT\.SHIi'
  (HI4H, A41LITYl
  Characters wirhout this skill
  must make a Reflexes check
  (TN 5) every minure while
  mounted to prevent falling
  off, every round if galloping
  or in combat. Characters
  
  with the Horsemanship skill need only make a skill check when traversing
  unusual situations (such as crossing a swift river) or keeping control of a
  spooked mount. Raises may be made to perform more advanced stunts and
  tricks1 such as leaping over obstacles1 or to urge a horse to greater speeds.
  HUnTinG
  (HIGH, 7:::;tC:::7TIOnl
  Hunting is almost exclusively a sporting affair1 as any sort of meat for
  foodstuffs is generally procured by the peasantry. Daimyo are expected to
  show some skill in the art of hunting due to their station as leaders and
  commanders. This sport is most popular among the Unicorn and Mantis
  clans1 who have the unsettling habit ofkilling their own meals on a regular
  basis. This skill also encompasses the arts generally called upon during a
  prolonged hunt, such as camping1 and basic wilderness survival. It can also
  be used to track a target through the wilderness. If the target makes
  any effort to conceal his tracks 1 this becomes an opposed Perception +
  Hunting test.
  IAI:rUTSU
  (BUG:::I, AGI.LITYl
  The art ofiaijutsu1 the "fast draw," is considered the most honorable way for
  bushi to settle a dispute. The etiquette of the iaijutsu duel is described on
  page 50 and mechanics for fonnal dueling are found on page 38. Outside of
  an iaijutsu duet the skill may be used to draw and use a katana in the same
  round -
  otherwise an unprepared combatant must spend his first round
  ofcombat readying his weapon.
  InTI1i\I"ATlon
  (BUG:::I, I!/ILL701!/:::;tl
  The Hida and Mota families favor Intimidation over subtler forms of
  manipulation. An intimidated opponent may find himself more receptive
  to answering certain sensitive issues under pressure1 though it is impor-
  tant to understand that no daimyo appreCiates other samurai pushing
  around their vassals. It may be used in the same manner as Courtier to
  manipulate an opponent (albeit in an obvious manner), though it may also
  be used in combat. If a character spends a round making a successful
  Intimidation +Willpower check against an opponent1 he gains a Free Raise
  on attacks against that opponent for the duration ofthe combat.
  1n.ll£STIGATIOn
  (HIGH, IIA;tIABL:::l
  This skill encompasses many functions 1 all of which center analyzing and
  processing infonnation. It is used as an opposed skill against a number of
  skills involving stealth and deception. In addition1 it can be used to analyze
  a crime scene. Raises may be made to gather more information at a scene,
  make more outstanding leaps oflogic, or similar effects.
  
  JIUJUTSU
  (BUG5:I, AGIl-IT.Y)
  The basic 3rt ofunarmed combat, jiujutsu involves simple punches, kicks,
  and throws. There are many variations on the basic principles (the most
  famous ofwhich being the Kaze-do style ofthe Dragon Clan), though they
  all tend to come down to the same point -
  hitting the enemy without a
  weapon. This is a Weapon skill.
  Iw£nAI
  (LOI!I,
  AI!IA~5:n5:SS.lI!1Il-l-701!15:~
  Just as the courriers and statesmen of the Empire understand the nuances
  of correct behavior in the courts, canny rogues and criminals make it a
  point to understand the proper channels for getting things done in the
  underworld and appearing in conrro!. This skill functions exactly like the
  Etiquette skill, but applies only to situations dealing with the criminal
  underworld and other unsavory regions ofRokugani society.
  LAW
  (HIGH, InT5:l-UG5:nC5:)
  In such an ordered society, the study ofthe Emperor's Law is an exceprion~
  ally honorable pursuit. Though every member ofthe Empire is expected to
  understand the law, those with the Law skill have taken an unusual effon
  to memorize it. This skill not only confers an increasing knowledge ofthe
  fine details ofImperial Law, but with a successful skill check, the character
  is likely to be able to "bend" cenain laws because of some obscure applica~
  tion ofother laws or loopholes in Imperial Edict. Such manipulation is not
  particularly honorable, nor is it technically dishonorable, though some
  may find it intellectually dishonest.
  LO~£
  (HIGH, InT5:l-UG5:nC5:)
  The Lore skill represents a concentrated study of one particular subject.
  The actual subject is chosen when the skill is picked, and is recorded on
  the character sheet accordingly. Some popular examples are Lore
  (Shugenja), Lore (Bushido), Lore (Shadowlands), and Lore (Gaijin
  Nations). Multiple subjects may be chosen but are considered separate
  skills and must be advanced in on their own. Raises may be made to
  increase the wonh of the information recalled. History, Law, Shintao, and
  Etiquette are essentially specialized Lore skills.
  li\£DICIn£
  (HIGH, InT5:Ll-IG5:nC5:)
  This skill represents formal training in the field ofmaintaining one's well-
  being and others as well as heahng the sick and injured. A skill check may
  be used to diagnose a sickness, bind a wound, find an appropriate cure for
  a poison, or similar activities. Raises may be made (or called for by a GM) to
  conduct particularly d.i£ficult tasks, such as identifying a rare disease.
  
  m~"ITATIOrt
  (HIGH, vOlin
  Most samurai meditate at 3:30 a.m. as it is the most beneficial time ofday to
  work with the activity of one's mind but the Meditation skill represents a
  deeper dedication to the art. Those highly skilled in meditation can enter a
  trance from which the outside world cannot bother them (if they choose)
  and even completely refresh the character's spirit as if he could rest
  completely. A simple Meditation skill check (TN 10) after five minutes of
  meditation will allow a character to regain a single Void point.
  musIc
  (HIGH, AIlIA>tSnSSSl
  The art of music is well respected in Rokugan. A character with this skill
  chooses an instrument (such as the biwa, kato, taiko drum, samisen,
  shakuhachi, or singing) when this skill is taken, but may choose another
  instrument (or learn to sing) at each additional rank. A skill check (TN 10)
  may be made to give a simple performance, with Raises or more difficult
  TN's to enhance the performance.
  O~ATO~.Y/~H~TO~IC
  (HIGH, AIlIA>tSnSSSl
  This is the art of public speaking, a highly valued skill in the courts
  of Rokugan. While skills such as Courtier, Lore, and History might help a
  character find pertinent infonnation to share, this skill is used to present
  that information in a charismatic manner, while speaking loudly and
  clearly enough for a large audience. Combined with Conversation this
  skill can be used to hold the attention of a large group for an extended
  period while saying nothing importance in particular.
  70~T~.Y
  (HIGH, AIlIA>tSnSSSl
  Poetry is quite possibly the most respected art form in Rokugan, as it
  combines deep wit with simplicity. Haiku is the most famous form of
  poetry, with the most common form being three lines of five, seven and
  five syllables. The best haiku are simple yet profound, often making
  references to natural beauty without drawing upon complex metaphors.
  Such poetry is often composed spontaneously for the amusement ofothers
  in a courtly setting (in fact many Rokugani poets feel that to write down
  poetry or compose it in advance spoils it). An opposed roll bernreen two
  poets can determine the winner of a poetry contest, though having the
  players actually compose poetry can be interesting at times.
  70lS0rt
  (1-01ll, InT5:I-I-IGSnCSl
  Imperial Law strictly forbids the use of poison, without exception. Such
  cowardly and base tactics can earn a man swift and honorless death for
  even carrying the substance. Naturally, there are those who believe such
  risks worth the rewards ofseeing a hated rival die slowly, or cutting down
  
  afoe with a poisoned blade in battle. This skill encompasses the study, use,
  and crafting ofpoison, from the most common venoms to the most exotic
  toxins from far-off lands. Expertise with poison in and of itself is not
  dishonorable, as even the strictest magistrates realize that knowledge of
  poison is necessary to craft effective antidotes. Raises may be used to craft
  especially unique substances, to alter common poisons for a more tailored
  effect, or to create an antidote for a virulent poison.
  ~£5£A~CH
  (1tICOIt. InT::lololco::nC::)
  characters may use the Research skill to utilize a library (or similar
  resource) to reference and investigate information contained therein,
  supplementing their own Lore skills. A successful cheek vs. aTN set by the
  GM will give Raises to a subsequent lore skill. Raises may be made to find
  more information or highly obscure texts.
  5£I7UCTlon
  (lo01!J,
  AI!JA~::n::SS)
  Aproper samurai is taught to ignore desire. In a perfect world, a samurai is
  bereft ofsuch emotions, but the realm ofmortals is hardly perfecr. Desires
  for physical and emotional pleasures are a constant temptation and there
  are always those ready to take advantage of this. The art of seduction is
  highly dishonorable, as is giving into its ways. Use of the Seduction skill
  does not necessarily imply a sexual temptation, but instead it is the general
  art of turning a subjects desires against his honor (such as convincing a
  tited guatd that his post will be safe enough should he take a short nap).
  Seduction is always a Contested roll using this skill against the target's
  Willpower +Etiquette, Courtier, Seduction, or Honor (target's choice).
  SHlnTAO
  (1tICOIt. Val")
  Shintao is the study of the Tao. As the Tao of Shinsei holds a great deal of
  subUme wisdom, those who master its mysteries gain some small shred of
  enlightenment. As well as providing mastery of Shinsei's great teachings,
  tanks of the Shintao skill count double toward a character's Insight Rank
  (though the first rank still does not count).
  5InC£~ITY
  (1t1COIt,
  AI!JA~::n::SS)
  The word of a samurai is considered truth, and the more convinced the
  samurai is of his own word (or the more convinced he appears to be), the
  more easily he can convince others. The Sincerity skill is used to show a
  character's deep resolution that what he has spoken is truth. Though the
  intended use of this skill is for a samurai to demonstrate the truth of his
  words, it can also be abused to tell convincing falsehoods. A successful test
  (opposed by the listener's Perception + Investigation) indicates you appear
  to believe what you have said.
  
  S7£J.J.CTtAf'T
  (HIGH,
  JnT~J-J-IG~nC~)
  Though all shugenja study the ways ofthe elemental kami, some take such
  scholarship a step further and learn how to identify the signs of magic use
  and the science of spellcasting. With a successful Spellctaft check, a
  character can tell if there was magic used within the past hour within a
  fifty foot radius. Raises may be made to determine more specific facts
  (the element in question, the general nature of the magic, the specific
  location affected, etc.). Similarly, this skill may be used to identify what
  sort of magic is being invoked if a shugenja is seen casting a spell. The TN
  is generally equal to the spell's Mastery Level X 5 minus the observer's
  shugenja school rank x 5.
  ST£AJ.TH
  (J-O\!l, AGIJ-ITY)
  like all arts ofdeception, stealth is not considered proper samurai behavior.
  Exceptions are made for hunting, for scouts during times ofwar, or by the
  Hlruma family while rraversing rhe shadowlands. Srealth may be used to
  avoid notice and is always a Contested check against another character's
  Perception + Investigation. Obvious obstacles, such as
  :;
  unusually good lighring or specially treared
  (squeaking) floors may necessitate Raises
  to the Stealth check.
  T£A
  C£Tt£mon.Y
  (HIGH, 110'0)
  The tea ceremony is one of
  the most popular rituals
  in Rokugan. The event
  centers
  around
  two
  or more
  individuals
  quietly
  executing
  a
  long ritual of preparing
  tea in aprecise manner.
  The poinr of rhe exer-
  cise is one of medita-
  tion and focus, allow-
  ing all who participate
  to share a quiet moment
  away from the stress and
  anxiety of the world. Tea
  ceremonies can also be events
  of social significance, and attending
  the tea ceremony of a powerful individual is a great honor. The ritual lasts
  at least ten minutes, at the end of which the character leading the
  
  ceremony makes a Tea Ceremony skill check (TN 10). If successful, all
  characters involved (a number up to the lead character's Tea Ceremony
  Skill) regain a Void Point.
  \!I:Jt£ST1.In.(1
  CBUc;;:l.
  5T~;:nC;TI+l
  Wrestling is a form of unarmed combat, but has little in
  common with jiujutsu. Where jiujutsu teaches several fonns
  ofattack and defense, wrestling focuses only on crushing the
  opponenr wirh superior strengrh and hurling him into hard
  objects (like rbe ground). A characrer must successfully
  attack with an unarmed strike to use wrestling. Instead
  ofdamaging his opponenr normally, he may choose
  to then make a Contested Wrestling skill test
  against his opponent's Strength + Wrestling.
  Success indicares rhar rhe character has grappled
  his opponent successfully and can forcibly throw
  him a number of feet equal to the thrower's
  Strength and causing normal unarmed
  damage. In additioD, the victim ofthis arrack
  must make a Stamina check or be
  stunned (losing his next combat action).
  Raises may be made to throw an oppo-
  nent an additional foot per raise.
  \!I£A70n SKI1.1.S
  CBUc;;:l.
  VA~;:5)
  Weapon skills represent proficiency
  with either a broad group ofweapons
  (a
  General weapon
  skill) or
  exclusive study with a particular
  kind of weapon (a Specialized
  weapon skill). Most weapon
  skills use Agiliry as rhe
  relevant
  trait, though
  . il.\'
  ranged weapon skills use
  Reflexes to represent the
  instinctive style ofRoku-
  gani
  ranged
  combat.
  Taking a General weapon
  skill bestows proficiency
  (ar rhe General skill's rank)
  with all weapons in that
  weapon
  category.
  Taking
  a
  Specialized weapon skill bestows profi.
  deney with that particular type ofweapon only, but also confers a bonus to
  signify rhe benefir ofspecialized training. For every three ranks a characrer
  
  has in a specialized weapon skill, he gains a Free Raise when using that
  weapon. (So while the Kenjutsu skill offers mastery of a larger number of
  weapons, the Katana skill offers greater advantages with a single weapon.)
  A list of general weapon skills and the specific weapons that fall under
  that category are as follows:
  Bojutsu -
  Bo staff
  Kenjutsu -
  Katana, wakizashi, no-dachi
  Kyujutsu -
  Yumi, dailryu
  Nofujutsu -
  Kama, tonfa, sai, jitte
  Subojutsu -
  Tetsubo, ono, dai-tsuchi
  Tantojustu -
  Aiguchi, tanto
  Yarijutsu -
  Naginata, yari, sodegarami
  Ninjutsu -
  Various ninja weapons
  £QUI71i\£n..T
  For the most part, equipment is not particularly important in lARPs.
  Ifyou believe your character would reasonably have a piece ofequipment,
  simply ask a GM. Be careful not to abuse this privilege or take advantage of
  it for gratuitous amounts of unnecessary or inappropriate gear. A samurai
  who walks into the Emperor's Winter Court carrying one hundred feet of
  rope, a sledge, a stepladder, nine large sacks and a barrel of apples will
  likely only make himseJ£look like afool. Your character can be assumed to
  be carrying whatever gear is physically part of your costume. Any items
  you wish to carry but do not actually have (including weapons) can be
  represented by index cards with the name of the item written on them.
  A guideline to some common Rokugani equipment follows:
  [!aslc;]quiemenl
  ~ -,
  ~--'----..,
  Backpack, wicker
  !J..askef "
  Bowyer's Kit
  <Candle
  Chest
  .¢lj£P~!J£'~~4lMMf;
  j
  Dice, Fortunes and Winds
  tfiYJJratio!\ Kit, l~~~~r!:t~~.tar~~' s~cKs,'etcJI-===::::::::=:::::J
  Flint and Steel
  FuYOfu1l2~fL:::":'======:.
  Games (go, shogi, etc)
  IrroliriJelI[oxy,omoolhe geJt):::,::....:::...::..::..:.:,_=.==,::"====::::1
  Lantern
  =~dlCarKlt
  Mirror
  Musica1JJ1s;tr~rrients
  :n::,~===::::;::=:::=====llll1i1l1ililllllll]1Iill1L
  Samisen
  C~B~iwyiaE===-=- ====::::::;:::::;= '~-,::::!:,,,_~~w_'.l'--M""
  ~K~kxu ww-
  , Snakuhacni (fluter
  Taiko drum
  
  ..,,
  • __~__ ~'F
  A
  n
  J:Ui'
  ~~""~
  Penalty to Tests
  -2~;
  None
  To simply matters, there are two basic types of Armor, Heavy and Light.
  Light armor is normally made up lighter steel and leather that protects the
  head, torso, forearms, and feet. Heavy armor covers the samurai from head
  to toe in metal plates bound together by tough cords. Heavy Armor
  imposes penalties to all tests while it is worn.
  Type of Armor
  Bonus to Defense Skill
  ~H~a:0' e.rrpor
  +4
  Light Armor
  +2
  Ne\s\Jke .(figurine worn asiewefry)
  Paper
  p1lrowBog~
  Puzzle Box
  Quiver
  'Rope (hemp)
  Scrolls
  ,",
  Sum1-e (writing) kit
  "lJii15(elia
  \!I£A70nS
  Though samurai favor their katana, a variety of weapons can be found in
  Rokugan. The following traits are important to keep in mind when reading
  weapon statistics:
  Entangling: This weapon may be used to perfonn an Entangling attack.
  Upon a successful strike 1 the wielder makes an Agility rolt contested by
  the target's Agility or Strength. Ifsuccessful, the target is entangled by the
  weapon1 cannot move1 and is automatically struck for damage the follow-
  ing round. On each attack you may choose to make another opposed test
  to inflict damage and keep the target pinned or release them. If you
  move from your current position or drop the weapon the target is no
  longer entangled.
  Gaijin Weapon: Any weapon not originating in Rokugan. These weapons
  are looked upon with a mix of fear and disdain by most clans1 with the
  Unicorn 1 Mantis 1 and to a lesser degree the Scorpion using them
  frequently. A character who does not hail from one of these clans and
  wishes to use a gaijin weapon must have a decent for how he obtained it.
  Peasant Weapon: A weapon normally utilized by heimin or eta. Use of
  peasant weapons can bring a samurai a loss of honor if it is brought to
  attention.
  Polearm: A shafted weapon 1 granting its wielder additional range in
  melee. A Polearm grants its wielder a +5 bonus to his Initiative test on the
  first round of combat. Polearms suffer a -2 penalty to all attack tests in
  tight quarters. Their Damage Rating is increased by 2 against charging or
  mounted opponents.
  
  Ranged: A weapon that can be used at a distance. Unless the description
  says otherwise, Ranged weapons may not be used in melee. For calculating
  the damage of tanged attacks, your Strength cannot he higher than the
  Strength rating of the weapon (usually 2 unless noted otherwise).
  Thrown weapons use your own Strength.
  \!I£A?OnS
  Aiguchi/Ianto: A short knife. The tanto has a small hilt, while the aiguchi
  has no hilt. You gain a +4 bonus to Conceal tests to hide an aiguchi or tanto.
  An aiguchi or tanto may be used as a melee weapon or thrown as a ranged
  weapon up to thirty feet. Damage Rating: 2
  Arrows: An arrow is useless without a yumi or daikyu to fire it. A variety of
  different arrows are utilized in Rokugan, including the following:
  Ya -
  The standard arrow. Damage Rating: 3
  Armor Piercer -
  This arrow ignores all Defense bonuses from armor.
  Damage Rating: 2
  Watakusi -
  The "flesh-cutter" arrow; This arrow has a Damage Rating of
  1 against armored opponents. Damage Rating: If
  Karimata -
  A "rope cutter" arrow. With two Raises this arrow can be
  used to cut ropes or cords from a distance. Damage Rating: 2
  Humming Bulb Arrow -
  Not designed for combat, this arrow releases a
  loud keening sound when fired. Damage Rating: 1
  Barehanded Attack: The default unarmed attack for all charactelS.
  Damage Rating: 0
  Bo: The simplest of Peasant Weapons, a bo is little more than a wooden
  staff. Armor provides double the normal Defense bonus against abo.
  Damage Rating: 3
  Dai Tsuchi: A large hammer with a metal or stone head reinforced for
  battle. A favorite weapon of the Crab, a dai tsuchi excels at crushing the
  armored carapaces of Shadowlands crearures. Armor bonuses to Defense
  are reduced by 3 against a dai tsuchL A character must have at least 3
  Strength to wield this weapon. Damage Rating: 4
  Daikyu: A long bow, designed for use by cavalry. A typical Daikyu has 2
  Strength, though Fine versions may have more. This Ranged can strike tar-
  gets up to 300 feet away. Attacks with a Daikyu suffer a-2 penalty to attack
  tests on foot. Damage for a Daikyu depends on the type ofarrow used.
  Jitte/Sai: A blunt knife. The sai has a pait of curving prongs extending
  from the hilt, while the jitte has only one prong. These weapons receive a
  Free Raise for disarm attacks. These are Peasant Weapons) except in the
  hands ofmagistrates.
  Jo: Ashorter version ofthe boo Armor provides double the normal Defense
  bonus against a boo Damage Rating: 2
  
  Kama: A wickedly sharp sickle used as a farming tool. This Peasant
  Weapon is particularly favored by the Mantis Clan as it was Yoritomo's
  weapon ofchoice. Damage Rating: 3
  Katana: The weapon of choice for samurai, the katana is a finely crafted
  sword with a curved steel blade, often folded hundreds or even thousands
  of times during its creation. These weapons are razor sharp and rightfully
  the pride of the samurai. Non-samurai are forbidden to touch a katana on
  pain ofdeath. You may add halfyour Katana skill (round down) to your Ini-
  tiative while wielding this weapon. Damage Rating: 4
  Longsword: The rypical gaijin sword, a straight shaft ofmeral mounted on
  a hilt. This Gaijin Weapon is rare among the Unicorn, who prefer higher
  quality weapons. Damage Rating: 3
  Nagamaki: A shorter version of the naginar3, this weapon is a short haft
  anached to a long sword blade. This polearm suffers no penalties in tight
  quarters. Damage Rating: 3
  Nage-yari: A short javelin.This weapon can be used in melee or thrown as
  a ranged weapon up to sixty feet. Damage Rating: 4
  Naginata: A long spear. This polearm is popular with the Shiotome ofthe
  Unicorn Clan. Damage Rating: 4
  No-Dachi: A larger, broader version of the katana designed especially for
  use against mounted troops. You suffer a-5 penalry to Initiative tests when
  wielding a no-dachi. Damage Rating: 6
  Nunchaku: A pair of short staves attached by a length of chain or rope.
  Originally used as a grain flail, nunchaku have become favored weapons of
  budoka, monks, and ninja. Damage Rating; 2
  Ono: A broad-bladed axe invented by the sohei of Osano-Wo. A character
  must have at least 3 Strength to wield this weapon. Damage Rating: 5
  Sasumata: A long Polearm with twin curved hooks at the end, lined with
  barbs. This weapon is Entangling. Damage Rating: 2
  Scimitar/Khopesh: Wickedly curved gaijin swords, these weapons are
  wielded in Medinaat·al-Salaam and the Senpet Empire, respectively.
  Though their designs vary, they are for mechanical purposes identical.
  These are Gaijin Weapons. Damage Rating: 4
  Sodegarami: This long Polearm features a crossbar covered with wicked
  barbs. Also called a "sleeve-entangler," this Polearm is Entangling. By
  making a Raise on your opposed Agiliry test, you can reduce theTN bonus
  ofa suit ofarmor worn by adamaged opponent by 1.This penalty lasts until
  the target takes a round readjusting his armor. Damage Rating: 1
  Tessen: A war fan. Unlike the paper fans ofthe court, tessen are broad and
  crafted ftom steel, used for signaling troops across the banlefield. While
  their primary purpose is not as a weapon, they can be a deadly weapon as a
  last resort. Damage Rating: 1
  
  Tetsnbo: A long wooden staff bound and studded with steel. Anothet
  favorite crushing weapon of the Crab, it is adept at overcoming armor.
  Armor bonuses to Defense are reduced by 4 against a tetsubo. Damage
  Rating: 3
  Tonfa: A short wooden staff with a petpendicular handle. This weapon is
  most often used as a defensive tool, increasing its wielder's Defense Skill
  by 1 when wielded. Damage Rating: 1
  Trident: A triple headed spear, this Gaijin Weapon is popular among the
  gladiators of the Yodatai Empire. Polearm. Entangling. A trident may be
  used as a melee weapon or thrown up to ten feet. Damage Rating: 3
  Wakizashi: The companion weapon to the katana, a short curved sword.
  These weapons have the same extraordinary quality as the katana, but are
  rarely used as a weapon except by those in the Dragon Clan. Non~samurai
  are forbidden to touch a wakizashi on pain ofdeath. Damage Rating: 3
  Whip: A long leather cord used to discipline prisoners or slaves. This
  Peasant Weapon is often wielded by Yasuki taskmasters. Entangling.
  Damage Rating: 1
  Yari: A long spear designed to be wielded from horseback. The Damage
  Rating of this weapon increases by 1 while mounted. ~olearm. Damage
  Rating 3
  Yumi: A short bow, designed for use by infantry. A typical Yumi has 2
  Strength, though Fine versions may have more. This Ranged weapon can
  strike targets up to 200 feet away. Damage for a Yumi depends on the type
  ofarrow used.
  1i\AGIC AT\D
  SKUG£T\J""A
  To understand Rokugani magic one must first understand the nature of
  shugenja. These men and women are more than simple spellcasters -
  they are the mouthpieces ofthe divine. Shugenja manipulate, coerce, and
  befriend the kami -little spirits that inhabit every aspect oflife from the
  tiniest rock to the ocean and sky. Shugenja serve as priests and preside over
  funerals, weddings, festivals, and gempukku rituals, calling the kami to
  bless the participants. They are also scholars and sometimes serve as advisors
  and scribes. Lastly, a shugenja's role demands that he be the keeper of the
  profoundest secrets ofhis clan.
  Among the peasantry shugenja are revered almost as highly as the
  Fortunes. Not only are shugenja capable of speaking with the very spirits
  ofhie, they are able to cause these kami to manifest into miraculous displays
  of power. A shugenja's blessing can bring fortune to the crops. Their
  
  learned wisdom is regarded most highly in disputes. This recognition of
  their worth is to be expected from the heimin and samurai caste alike, but
  it is considered unseemly for ashugenja to use this glory for personal gain.
  Most shugenja are not expected to defend themselves in martial combat
  and it is considered irreverent to assault these holy men and women. Some
  clans do prefer their shugenja know how to fight, however, and there are
  shugenja who endure martial training. Those shugenja who wish to show
  their martial prowess will typically wear both the katana and wakizashi
  of their daisho, implying that they do not intend to demand a second
  ifchallenged.
  Each Great Clan has at least one house ofshugenja at their call- some
  have more. The most respected shugenja in the Empire are the Isawa and
  they are typically the standard to which every other shugenja is compared.
  Those few ronin born with the ability to communicate with the kami are
  more respected by samurai than their bushi brethren, but will typically be
  better served as guides for the peasant classes.
  "£f'lniTIOnS
  Affinity -
  Trained ability to cast spells of a certain element over others.
  Most shugenja start with one element as achosen affinity.
  Ance,tor -
  Spells with this descriptor fall under the Ancestor Affinity.
  Area ofEffect- The amount ofspace or number of
  targets a spell effects.
  Casting Time -
  The amOunt of time it
  takes to cast a spell In combat, it
  takes one action per Mastery
  Level to cast a spell. Other-
  wise, it takes 3 seconds per
  Mastery Level.
  Concentration -
  A special
  increment of duration that
  allows a spell to be constant as long
  as the shu-genja who cast it continues to
  concentrate. While concentrating on a
  spell, shugenja have a-5 penalty to all
  other actions. They may not cast
  spells while concentrating.
  Creature -
  Any non-intelligent
  animal.
  Deficiency -
  Weaker ability to cast
  spells of a certain element. Any
  shugenja with an affinity will typi-
  cally have a deficiency with spells of
  the opposite element making it
  more dillkulr to cast those spells.
  ., ,
  
  Duration -
  The amount oftime a spell lasts.Typically, spells have increments
  of seconds, minutes, hours, or even days as well as durations of Permanent
  or Instantaneous.
  Instantaneous -
  A duration that means the spell's effect happens instantly
  and then ends.
  Mastery Level-The power level ofa spell. The higher the mastery level the
  more difficult it is to cast a spell.
  Memorize -
  The ability to take a spell as an Innate Ability
  Permanent -
  A duration increment that means the spell's effect remains
  constant.
  Self-
  Spells with this description target the caster.
  Sight -
  Spells with this descriptor require you to be able to see your target.
  Spell Slots -
  The number oftimes you can cast spells of a chosen element.
  Target -
  The recipient/victim ofthe results ofa spell.
  1i\£CHAruCS
  L5:A~nJnCO A S75:LL
  Shugenja players start with a set numbet of spells. These represent the
  character's years oftraining, but are not the only spells he will ever know. As
  shugenja advance in rank they are tested by their sensei and granted two new
  spells (player's choice) as a reward for their growing power and wisdom.
  Another way for shugenja to expand their repertoire of spells is to
  convince a teacher (it can be any other willing shugenja) to reveal to them
  their secrets. It is possible to learn any spell- even those you cannot cast,
  but you may only teach spells you are able to use.
  Lastly, shugenja may attempt to learn new spells by studying other
  shugenja's spells. All scrolls are as unique as fingerprints and require some
  time to be able to read. Learning a new spell this way requires 1 session per
  Mastery Level of the spell (minus 1 session per rank) and a Research +
  Intelligence Test with varying degrees of difficulty (see below). Failing this
  test wastes the study time and requires the shugenja to start all over.
  A shugenja may simultaneously learn a number of new spells equal to her
  School Rank It should be noted that while it is theoretically possible for
  any shugenja to teach his spells to any other shugenja, this practice is
  highly frowned upon by the clans as it is the sensei's duty to teach.
  Those who teach their spells to shugenja outside the clan are firmly
  reprimanded, or even ordered to commit seppuku if they reveal a closely
  guarded spell.
  •
  When learning a spell from someone you know, the base difficulty
  is 6.
  •
  Learning a spell from a scroll written by someone you have only a
  passing familiarity with (i.e. someone who attended the same
  school as you) is a base difficulty of 9.
  
  •
  Learning a spell from a scroll written by someone you understand
  very linle (i.e. someone who mended a different school than you)
  is a base difficulty of 12.
  •
  Learning a spell from a scroll written by someone with a totally dif-
  ferent mindset (i.e. a nonnal shugenja learning maho, or a human
  anempting to learn a Naga spell) is a base difficulty of 15.
  •
  Aftet determining the Base Difficulty to learn aspell, add the Mastery
  Level ofthe spell to the number.
  /il;:/ilO;tIZ:ln<; A Si'-;:LL UnnAT;: ABILITY)
  To cast a spell a shugenja must have the required spell scroll in hand.
  In important circumstances this restraint wastes precious seconds spent
  fumbling for the right scroll. In order to solve this problem, some shugenja
  go to the extra effon ofmemorizing spells that they will often cast.To do so
  they must learn the spell as an Innate Ability Advantage. This costs 3
  Character Points or Experience Points. Thereafter, the spell may be cast
  without the required scroll and having the scroll in hand as per normal
  actually grants a Free Raise on the casting attempt.
  C;t;:ATln<; A SC;tOLL
  Creating a scroll for a spell that you have as an Innate Ability is easy
  (tequiring a number of minutes equalro the Mastery Level). Creating a
  scroll for a spell you know, but do not have as an Innate Ability, requires
  more time and effort (60 minutes per Master Level of the Spell and a
  Research + Intelligence Test with a Difficulty 5 + Mastery Level). Copying
  ascroll for aspell you have not yet learned is far more difficult (one day per
  Master Level of the Spell and a Research + Intelligence Test with a
  Difficulty 10 + Mastery Level). Tests are made at the end of the attempt,
  leading a failed attempt to waste agreat deal oftime.
  S7;:LL SLOTS
  Shugenja are limited in their ability to continue to cast spells. Constant
  communion with the spirit world takes its toll and not all shugenja can
  meet it. A shugenja can cast a number of spells per session equal to their
  appropriate Ring. For example, a shugenja with a Fire 3, Water 2, Earth 2,
  and Air 4 could cast 2 Water and Earth spells, 3 Fire spells, and 4 Air spells
  per session. Making a Void +Meditation skill (TN 10) and spending fifteen
  minutes in meditation recovers one spell slot. A Void Point may be spent to
  cast aspell without expending aspell slor. Alternately, making three Raises
  during casting allows a sell to be cast without expending a spell slot
  (see Mastering a spell under Raises).
  tllFFICULTY T;:ST
  To cast a spell, add your Rank +appropriate Ring (the Ring that matches
  the Element of the spell you wish to cast) as well as other modifiers and
  attempt to beat the Difficulty After determining the Base Difficulty fot a
  spell add all modifiers. Modifiers can include any Raises (see below), as
  well as Innate Ability Bonuses, and Magic Resistance. The Base Difficulty
  for a spell is its Mastery Level x 3.
  
  ;ul.IS::S
  Like any otherTest, spells allow for Raises. Here is a list ofavailable effects:
  •
  Casting Time: For one raise a shugenja can lower the casting time
  ofa spell by one increment.
  •
  Duration: All spells have a listed duration. For one raise, a shugenja
  can increase the duration ofa spell by one increment (an increment
  is the normal duration ofthe spell). Spells with a duration ofInstan-
  taneous or Concentration cannot be raised this way.
  •
  Master: A shugenja can allot 3 raises towards Mastering a spell
  when they cast it. This causes the spell to not count against the
  number oftimes they can cast per session.
  •
  Shugenja may cast a spell at less than its full effect automatically. He
  can end any non~Permanent spell by concentrating for one action.
  •
  Special Effects: Shugenja can allot any number of raises to special
  effects. These can change the spell in any minor (non-mechanical)
  way such as making Fires from Within look like water instead
  offire.
  •
  Other: Some spells have special attributes that can be manipulated
  with Raises. This will be noted in the spell's description.
  sUlillilorunG AnC::STO;tS
  Kitsu Sodan-senzo have the ability to summon ancestors using the
  Summon spell. They may not have more summoned ancestors than their
  Honor x 2. Sodan-senzo take on the personality traits of all summoned
  ancestors. Ancestors remain until dismissed or until the session ends and
  grant abilities appropriate to their history. The following is a list ofabilities
  that can be gained followed by examples ofancestors and their traits:
  •
  +1 to Attack tests with a specific weapon (Example: Matsu -
  brash;
  Yoritomo -
  arrogant).
  •
  +1 to the DR of a single weapon (Example: Kaiu -
  determined; Moto
  -
  disturbing).
  •
  +2 to Defense (Example: Hiruma -
  efficient; Bayushi -
  deceptive).
  •
  A free raise on Tests using a single Trait or Skill (Example: Kakita
  Toshimoko -lecherous; Tsuruchi -
  quick-witted).
  •
  2 to a single non-combat Skill (Example: Kitsuki Kaagi -lOgical; Miya
  -amiable).
  ST::7S TO CASTinG A S7::1-1-
  There are a numberoffacrors that a shugenja must take into account before
  they are able to cast a spell. Below is a quick description ofhow to go about
  using your shugenja's power.
  Step 1: Are you capable of casting the spell?
  Your rank must be equal or above the Mastery Level of any spell you wish
  to cast. Spells in your Affinity are considered one Mastery Level lower and
  those in your Deficiency are considered one higher.
  Step 2: Difficulty
  Determine Base Difficulty (see above).
  
  Step 3: Raises
  Add +2 to the Difficulty of a spell for each Raise made when casting.
  Add any othet modifiers to the spell at this time.
  Step 4: Area ofEffect
  Declare who you wish to be targeted by the effects ofthe spell Most spells
  will have a listed Area ofEffect.
  StepS: Draw
  Add your Rank +appropriate Ring after determining the Difficulty. Draw a
  card and add the value of the pulled card to your total. If this number is
  equal to or highet than the Difficulty, you succeed. If it is not, you fail.
  Step 6: Casting Time
  If the draw was successful, you must now wait until the casting time
  elapses before the effects ofthe spell are determined. Ifyou are incapacitated
  during this time the spell will not be successfully cast and you will still lose
  the spell slot normally. A spell requires a number ofrounds to cast equal to
  its Mastery Level, unless stated otherwise. Raises may be made to decrease
  casting time normally.
  Step 7: Results ofthe spell
  If the spell was cast successfully, declare all results that the intended spell
  has accomplished. Inform all recipients/victims of the spell that they are
  targeted and apply appropriate results.
  Step 8: Duration
  Unless the spell is Instantaneous or Permanent, a duration will now elapse.
  It is up to the shugenja and anyone affected by the spell to keep track of
  how long the spell lasts. If a spell affects a large number of people, or a
  whole roDIn, a Game Magistrate will help determine duration.
  Step 9: Spell Slots
  Unless you attempted 3 raises to Master the spell, you must now mark off
  one spell slot.
  BASIC S'?£LLS
  z·
  These spells are taught to all shugenja before gempukku and are universal.
  Each spell occupies one scroll, bur when cast it is considered to belong to
  whichever element is being chosen for purposes of Difficulty and spells
  per day. Kitsu Sodan-senzo may cast variants of these spells that affect
  Ancestors. All are Mastery Level One. All shugenja receive Sense, Commune,
  and Summon as Innate Abilities for free during character creation.
  COIi\Ii\VTt~
  Duration: Concentration
  Area ofEffect: One kami
  Range: Sight
  
  Commune allows the caster to experience the world from the point ofview
  ofa single elementa! spirit. To cast the spell, the shugenja must first placate
  the spirit. The difficulty depends on the spirit's importance (a fire in a
  lantern might wish for you to burn a small piece of paper} where a lake
  might tequite you to feed the £ish that live within it).
  Spirits are generally uninformed about the world of monals and only
  relate information that has directly affected them. Experiences that alter it
  are mor'e important to the spirit. For example, a stream could not tell you
  the descriprion ofsomeone who passed through, but it could inform you if
  someone bled in it.
  You may opt not to ask the spirit questions, but instead view a single
  experience from its perspective.
  Lastly, spitits ate highly attuned to Elemental Magic and will always
  remember recent castings oftheir element within their vicinity.
  Raises may be made to ask additional questions or for greater clarity of
  information.
  £J-£Jil£nTAl. W£A70n
  Duration: 5 Successful Hits
  Area ofEffect: Self
  Range: Self
  Elemental Weapon is unique in that it is universal and a version exists for
  every element as a separate spell. It summons a weapon made entirely out
  of the element used to cast the spell. Air summons a Yarij Eanh, aTetsuboj
  Fire, a Katanaj and Water, a Eo Staff. Each weapon uses statS and skills as
  per the normal weapon. The weapon vanishes if the shugenja becomes
  unconscious or dies.
  Raises change the type ofweapon or increase the duration by 1Hit per raise.
  SEnSE
  Duration: Concentration
  Area ofEffect: 10' Radius
  Range: Self
  The caster becomes aware of all sources of the chosen element within the
  area. Anything even partially composed ofthe element is revealed and the
  exact distance is determined. Only the location and size of the object
  is revealed. Raises increase the area by 5'.
  SUJilJilon
  Duration: Concentration
  Area ofEffect: 1 Cubic Foot
  Range: 10'
  Summon creates 1 cubic foot ofone of the four basic elements. The caster
  can shape the element however he wishes while concentrating. He may
  summon any substance composed ofa single element, but only things that
  exist naturally and he is familiar with. Once the caster stops concentrating}
  
  BJ.£55InG5 Of' jlZO
  the item remains, but will immediately act normally. Thus, a bird-shaped
  mass ofwater will lose its shape.
  Magic materials, including j.ade and crystal cannot be summoned. Kitsu
  Sodan-senzo may use this spell to summon ancestors (see Spell Mechanics).
  CA1.J. U70n TH£ Win"
  Mastery Level: 2
  Duration: Special
  Area ofEffect: 1Target
  Range: Touch
  =
  ~'"'---
  B£nT£lt5 TOUCH
  Ancestor
  Mastery Level: 6
  Duration: 10 Spells
  Area of:Effect: Self
  Range: Self
  Blessings of Jizo causes spells targeting the caster to backlash upon the
  source. The source takes clie full brunt ofthe spell as ifthey were the target
  Raises increase the duration by 1 ~ell per raise. This spell does not work
  "
  against Sympathetic Energies.
  Ancestor
  Mastery Level: 2
  Duration: 5Tests
  Area ofEffect: 1Target
  Range: Touch
  The target ofBenten's Touch gaiIjs abonus to' II soeialTeSls of+3. The target
  is more attractive"witty, and socially apr. Raises increase the bonus by+1.
  BY TH£ J.lGHT Of'
  J.O~" moon
  Ancestor
  Mastery Level: 1
  Duration: Instantaneous
  Area ofEffect: 1Target
  Range: Sight
  This spell allows the caster to target one object (+1 per raise) and make an
  Air +Rank Test vs. aTN set by the GM (usually 10). Ifsuccessful he knows
  if the object has any hidden items on or in it and where, but not what.
  
  CA~~ V70Tt
  TH~ \!IITtI7
  This spell grants asingle target (+1 pet raise) the ability ofllight.The recipient
  can £Iy at twice their normal rare ofmovement in any direction to amaximum
  height of 100'. The spell continues for one session or until the shugenja
  stops concentrating. The caster does not incur the normal penalties for
  concentrating.
  COmmATtI7
  TH~
  C~OVI7S
  Mastery Level: 5
  Duration: 1 Session
  Area ofEffect: 1-mile radius
  Range: Self
  Storm Force
  Gale
  Cool
  Cold
  This spell alters the weather within the area. The caster may control tem-
  perature, wind, and precipitation. The Game Master will declare the cur-
  rent weather conditions and the caster may alter them up or down one
  rank (+1 per raise) according to the following chan:
  Temperature
  Wind
  Precipitation
  Sweltenng
  Calm
  Clear
  Hot
  Moderate
  Partly Cloudy @ght r~snow)
  Warm
  R1gIi Winds
  Moderately Cloudy (medium
  rainlsn0t';l!g!Jlhail)
  Overcast (heavy rain/snow hail)
  Sto!m
  (Drl\li.~g rain/snowf ail)"'
  Ancestor
  Mastery Level: 4
  Duration: Concentration
  Area ofEffect: 1Target
  Range: Sight
  The caster summons wind spirits around a single target (+1 per raise) that
  immobilizes and lifts him into the air. The target(s) may be moved at a rate
  of 10' per 5 seconds. To break free, the target mllst succeed at an
  Eanh/Rank vs. the caster's Air/Rank Test.
  C~OAJ{ Of'
  AI~
  Mastery Level: 3
  Duration:Concenrrarion
  Area ofEffect: Self
  Range: Self
  The caster ofthis spell becomes invisible and is able to pass through solid
  objects at a rate of l' per round. Quick moving objects (swinging swords)
  ignore this spell and deal damage accordingly. Ifthe target draws attention
  to himself(allacking or speaking) this spell ends immediately.
  
  £CHO£S Of' A B;l.££Z£
  Ancestor
  Mastery Level: 2
  Duration: Concentration
  Area ofEffect: 1Target
  Range: unlimited
  This spell allows the caster to speak to one target he knows personally over
  any distance. The target will hear the caster's words, but may not speak
  back without this spell.
  aUI£sc£nc£ Of' AI;l.
  Mastery Level: 1
  Duration: Concentration
  Area ofEffect: Special
  Range: 10'
  This spell creates a bubble around an object that encompasses the caster
  and one other person (+1 per raise) that is within 10'. No sound escapes
  this bubble.
  S£C;l.£TS on TH£ \!lin"
  Mastery Level: 2
  Duration: Concentration
  Area ofEffect: 50' radius
  Range: 1 mile
  A shugenja may only cast this spell on an area they have studied for at least
  10 minutes. While maintaining concentration the caster hears all
  conversations inside the area as uhe were in the area himself.
  SJ.AY£;l.'S KnllI£S
  Mastery Level: 5
  Duration: Instantaneous
  Area ofEffect: Special
  Range: Self
  The caster of this spell must stretch out his hands and a strong burst of
  wind blasts forth from them. The wind extends 25' from the caster and
  affects all creatures in a 10' area. The wind created is violent and will rip
  clothing, destroy paper, hurl light objects, and otherwise damage living
  creatures (DR = Caster's Air + Rank).
  T£1i\7£ST Of' AIYt
  Mastery Level: 1
  Duration: Concentration
  Area ofEffect: 1Target
  Range: 25'
  
  This spell causes a blast of air to fly from the caster's fingertips targeting
  one person (+1 per raise). Affected players must make aTest using Eam +
  Insight Rank vs. the caster's Air + School Rank. Players who fail are
  knocked down and must make new Tests to stand up. Players knocked
  down suffer Wounds equal to the caster's Air Ring.
  \!IHIS7£~InG \!lIn"
  Ancestor
  Mastery Level: 2
  Duration: Instantaneous
  Area ofEffect: 1 target
  Range: Sight
  This spell reveals to the caster ifthe last thing the target said is true or not.
  This will only tell the caster if the target was lying -
  if a target believes
  what he said is true, the spell does not function.
  \!Iln"-BO~n£
  SJ.U1i\B£~S
  Mastery Level: 1
  Duration: Concentration
  Area ofEffect: 1Target
  Range: Sight
  This spell saps one target (+1 per raise) of energy and makes him sleepy.
  If the target is relaxed (inattentive, sitting, etc.) he will fall asleep. If they
  are stimulated (in combat, casting spells, etc.) they receive a-5 penalty to
  allTests. To ignore the effects, a target makes an Earth/Rank vs. the caster's
  Air/Rank Test.
  \!Iln"-BO~n£ S7££"
  Mastery Level: 3
  Duration: 3 Rounds of Combat
  Area ofEffect: 1Target
  Range: Touch
  This spell grants the target (+1 per 2 raises) a single extra action per round
  of combat. This action may not be an attack or spell, but movement is
  acceptable. Raises may also increase duration.
  \!IIS"01i\ Of' TH£ KA1i\1
  Ancestor
  Mastery Level: 3
  Duration: 5 Tests
  Area ofEffect: Self
  Range: Self
  This spell grants the caster a +5 bonus to all Tests with a single skill for the
  duration. Raises increase duration by +1 Test per 2 raises.
  
  £A~~K
  S~~"J.J.S
  --5
  ---------~
  -~~~
  Ancestor
  Mastery Level: 2
  Duration: 1 Session
  Area ofEffect: 1Target
  Range: Touch
  This spell calls forth the spirits of the Seven Thunders and renders one
  target (+1 per raise) immune to Fear for a single session. This spell may
  only be cast on someone from the original Seven Great Clans.
  A;ui\OR Of"
  Ttt~
  A,nc¢stor
  Mastery Level: 4
  DUrati n: Special
  Area ofEffect: 1Target
  ~
  Range: Touch
  "1
  This spell summons the' spirits of fonner Emperorub protec~netarget
  (+1 per 2 raises). The reCiPie.nl are immune to all damag7frO a number
  ofartacks equal to the taster's Eanh + Rank
  B~I\.~1I0J.~riT 7;tOT~CTI01\.
  Of"
  SHIn.S~t
  Mastery Level: 3
  Duration: 1 Day
  Aiea~Effect: 15' radius
  Range:'ro\!c.h.__ ~_~
  This spell can only be cast upon an object ofjade or a token from aTemple
  of Shinsei. Everyone inside the radius feels calm and at peace and must
  make a Willpower Test against the caster to perform any violent action.
  Ifthe object is inside aTemple ofShinsei it affects the entire structure and
  will not expire for ten days.
  COU~AG~ Of"
  TH~
  S~II~n.
  THUn.,,~~S
  "IIII"~ II\.TO ASH
  Mastery Level: 5
  Duration: Permanent
  Area ofEffect: 100 cubic feet
  Range: Sight
  
  This spell disintegrates up to 100 cuhic feet of any earth-like substance.
  It may not be used on hYing beings (except Earth spirits) and nemuranai
  are unaffected.
  £A~TH'S STAGnATiOn
  Mastery Level: 1
  Duration: Concentration
  Area ofEffect: 1Target
  Range: Sight
  This spell causes Earth spirits around the target to gravitate downward
  forcing the victim to act clumsy and awkward. The target's Agility and
  Reflexes are lowered hy 1 (+1 per raise) to a minimum of 1.
  Ancestor
  Mastery Level: 1
  Duration: 5 Spells
  Area ofEffect: Self
  Range: Self
  The Eanh spirits protect the caster against other Elemental Magics. When
  the spell is cast, the shugenja chooses an Element. Spells of that Element
  have their Difficulty raised by the caster's Eanh + Rank. Raises increase the
  duration by one per raise.
  f"1~£S
  f"~Om TH£
  f"O~G£
  Mastery Level: 1
  Duration: Permanent
  Area ofEffect: 10 Cubic feet
  Range: Sight
  This spell instantly mends a single item that is broken. It will not restore
  magic lost to the destruction, but can repair any single nonliving material.
  HAn"s Of" CJ.AY
  Mastery Level: 2
  Duration: Concentration
  Area ofEffect: Self
  Range: Self
  This spell allows the caster to walk along any surface made of earth.
  He cannot slip or fall, even if he is upside down, as long as he moves no
  faster than a walk.
  HAn"s Of"
  :ru~o:rln
  Mastery Level: 2
  Duration: Instantaneous
  Area ofEffect: 1Target
  Range: Touch
  
  This spell removes ali trace of disease and/or poison from one target
  (+1 per raise). This does not affect the ShadowlandsTainr. It will not repair
  damage done by either source.
  ,mmO~TAJ. ST££J.
  Ancestor
  Mastery Level: 3
  Duration: Permanent
  Area ofEffect: 1 Weapon
  Range: Touch
  This spell requires one hour to cast. The caster of this spell draws dormant
  Earth spirits dormant in any non-nemuranai weapon. The shugenja may
  only have one weapon with this spell in existence at a time and a weapon
  may only be affected once. The weapon's DR increases by 2 permanently.
  J A[7£ STYUK£
  Mastery Level: 1
  Duration: Instantaneous
  Area ofEffect: 1Target
  Range: Sight
  This spell only functions on creatures with the Shadowlands Taint.
  The caster fires energy of pure jade at one target (+1 per raise) who
  immediately takes wounds equal to the caster's Earth + Rank. The DR can
  be increased by one per raise.
  KAm,'S
  ST~£n.GTH
  Mastery Level: 6
  Duration: 10 Hits
  Area ofEffect: 1Target
  Range: Touch
  This spell causes one target's (+1 per raise) skin to [Urn into stone.
  The Earth spirits within the target render her immune to damage from any
  non-magical source. Raises increase the duration by 1 Hit per raise.
  S7IK£S Of'
  £A~TH
  Mastery Level: 5
  Duration: Concentration
  Area ofEffect: 100' radius
  Range: Sight
  This spell causes violent eruptions from the ground in a100' radius triggered
  by movement. Foot-long, sharp spikes erupt from the ground underneath
  moving targets dealing damage equal to the caster's Earth every 5'.
  Slow-moving creatures may attempt a Reflexes/Rank Test vs. the caster's
  Earth/Rank to avoid damage.
  
  ,
  ST~£nGTH Of' TH£
  C~OW
  Mastery Level: 3
  Duration: 1 Session
  Area ofEffect: 1Target
  Range: Touch
  This spell calls upon Shinsei's faithful companion} the crow. This spell
  renders one target (+1 per raise) immune to the effects ofthe Shadowlands
  Taint. If the target willingly embraces the Taint (e.g. casts a maho spell)
  the spell will not function.
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  Mastery Level: 4
  Duration: Special
  Area ofEffect: 1Target
  Range: Sight
  The spell only affects creatures with the ShadowlandsTaint.The caster and
  the target make contesting EarthTests until either the creature is destroyed
  or the caster fails. Each time the target fails it takes the caster's Earth +
  Rank in wounds. Raises grant the caster a +3 bonus to draws for the Tests.
  T~£IilO~
  Mastery Levd: 2
  Duration: Concentration
  Area ofEffect: 1Target
  Range: Sight
  This spell causes a minor, localized earthquake to appear anywhere the
  caster can locate visually. It affects only poorly crafted buildings or
  individual targets (+1 target per 2 raises). Structures are destroyed unless
  otherwise bolstered and targets take wounds each round equal to the
  caster's Earth.
  f"1~£ S?£LLS
  A~"" o{ A",~
  Mastery Level: 2
  Duration: 10 Hits
  Area ofEffect: Self
  Range: Self
  This spell wreaths the caster's body with £lame causing him to glow with a
  pale red aura. The caster's TN is increased by 5. Raises increase the
  duration by 1 Hit.
  
  BITIn~ 5T££1.
  Ancestor
  Mastery Level: 1
  Duration: 1 Session
  Area ofEffect: 10' tadius
  Range: Touch
  This spell requires 1 ,minutes to cast. The shuge"nja inscribes a rune in a
  fIxed location. Anything entering the tadius with the Shadowlari'\1s Taint
  takes damage equal to the castet's :Eattli every to.t'nd.
  £V£~BU~ru~~
  ~A~£
  Mastery Level: 5
  Duration: Special
  Area ofEffect: 1Tatget
  Range: Sight
  Everburning Rage causes excruciating pain due to invisible flame passing
  through the target's ilesli an
  causes them [0 act as if they were at the
  Down wound rating.
  This lasts
  number orminures equat to ilie·-caster's Fire + Rank, but
  othetwise deals no d3J'1age.
  Mastery Level: 1
  Duration: 5 Hits
  Area ofEffect: 1 Weapon
  Range: Touch
  This spell only tatgets non-magical weapons with steel blades. The
  weapon's DR is increased by 2.
  "£ATH Of' f'l.Am£
  Mastery Level: 4
  Duration: Special
  Area ofEffect: 1Tatget
  Range: Sight
  This spell renders all Fire spirits within a target inert (lowering their Fire
  and related traits to 1). The victim makes a Fire/Rank Test against the
  shugenja each round to negate this.
  £VII.
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  £')(TIn~UI5H
  MasteryLeveLl
  Duration: Instantaneous
  Area ofEffeet: 100' radius
  Range: Self
  
  Extinguish dismisses all fire spirits in the area, extinguishing all fires.
  This also renders the spell Commune: Fire is useless in the area until more
  flame is introduced.
  f'1~£ WALKinG
  Mastery Level: 4
  Duration: 10 minutes
  Area ofEffect: 1Target
  Range: Touch
  The target (+1 per raise) is immune to the effects ofnon-magical fire.
  f'1~£S
  f'~01i\ WITHin
  Mastery Level: 2
  Duration: Instantaneous
  Area ofEffect: 1Target
  Range: 50'
  This spell creates a small ball offlame (+1 per 2 raises) in the castees palm.
  He may hurl the ball at any target in sight making an attack roll using his
  Fire +Rank. The fire has a DR equal to the caster's Fire. Flammable objects
  on the target are destroyed.
  f'IST Of' OSAnO-WO
  Ancestor
  Mastery Level: 3
  Duration: Concentration
  Area ofEffect: 30' radius
  Range: Sight
  This spell summons lightning and thunder in the shape of balled fists,
  pummeling an area. Weak structures are destroyed, but strong buildings
  (like the Kaiu Wall) remain unaffected. Anyone in the area must draw a card.
  If it is 3 or lower, they immediately take wounds equal to the easter's Fire.
  f'V~Y Of' OSAnO-WO
  Ancestor
  Mastery Level: 1
  Duration: Instantaneous
  Area ofEffect: 1Target
  Range: Sight
  This spell summons the wrath of the Fortune of Fire and Thunder.
  One target (+1 per raise) is immediately struck by lightning for the caster's
  Fire + Rank in wounds. Creatures within 100' feet ofthe target are deafened
  for 1 minute. If it is raining, the DR increases by 5.
  
  H~A~T Of'
  TH~
  Inf'~~nO
  Mastery Level: 3
  Duration: Instantaneous
  Area ofEffect: 1Tatget
  Range: Sigbt
  This spell functions the same 35 Fires from Within except as follows:
  •
  DR is equal to twice the caster's Fire + Rank and can be raised by 2
  per raise.
  •
  Only one missile can be summoned
  HU~~~D ST~7S
  Mastery Level: 2
  Duration: Next 5 Spells
  Area ofEffect: Self
  Range: Self
  This spell lowers the casting time ofthe next 5 spells (+1 per raise) cast by
  tbis sbugenja by bis Rank (minimum 1).
  mf'~~no's
  TOOTH
  Mastery Level: 2
  Duration: Concentration
  Area ofEffect: 1 Object (2 cubic feet)
  Range: Sigbt
  This spell causes an inanimate object to spontaneously combust. Anyone
  touching the item takes damage equal to the caster's Fire every round.
  Flammable objects ate destroyed and objects prone to melting will be
  destroyed in less than a minute.
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  TH~ sun
  Ancestor
  Mastery Level: 4
  Duration:Concenrrarion
  Area ofEffect: 50' radius
  Range: Self
  The caster evokes an aura of light, which illuminates the area around him
  as if it were daylight. Creatures with the Shadowlands Taint take damage
  equal to the caster's Fire + Rank each round.
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  H~AII~n
  Ancestor
  Mastery Level: 6
  Duration: 1 Combat
  Area ofEffect: 1Tatget
  Range: Toucb
  
  ---.-- =_._- ------.- ----
  WAT£;t Si'£J.J.S
  Ancestor
  Mastery Level: 2
  Duration: Permanent
  Area ofEffect: 1Targer
  Range: Touch
  The recipient of this spell musr be willing and may end rhe bond ar any
  time. The bond enables both characters to know the general direction and
  distance oftne other and allows rhem ro cast spells with a Range ofTouch
  regardless ofdistance. The effects end ifthe ~haracters move farther than 1
  mile from each other and can only effect one target at a time.
  Ancestor
  Mast~ryLevel: 4
  Duration: 5 Attacks
  Area ofEffect: Self
  Range: Self
  Avoidance grantsThe caster the aoUity to deflect melee and missile attacks.
  She makes aWater!RaJ1kTest agalnst'any successful attack witH a Difficulty
  equal to the attackers To Hit d aw to avoid all damage. Rais~s increase the
  duration by 1 attack per raise.
  AIIOI17Anc£..
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  F1.A1i\~5
  Mastery Level: 3
  Duration: 1 Session
  Area ofEffect: 10' radius
  Range: Touch
  Waiting Flames causes all Fire spirits in an area to become inert.
  This angers the spirits tremendously and when anything disturbs the area
  they immediately deal damage equal to the caster's Fire + Rank. The spell
  ends afterwards. Raises increase the DR by 1.
  The recipienr (+1 per 2 raises) of rhis spell appears ro be immolared in
  flame. The fire deals no damage to the target, but causes wounds equal to
  the caster's Fire + Rank to anyone within 5', Unprotected arrows and poor
  quality weapons will dissolve and deal no damage. All other weapons are
  scorched and their edges are blunted if they remain in the fire for more
  than one attack.
  H~A;l.T OF
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  Ancestor
  Mastery Level: 3
  Duration: 1 Minute
  Area ofEffect: 1Tatget
  Range: 1Tatget
  Near to Ice allows the target to ignore pain and effects of wound penalties.
  i'ATH Of' TH£
  SCO~i'IOn
  Mastery Level: 3
  Duration: 5 Attacks
  Area ofEffect: Self
  Range: Self
  This spell causes the spirits ofWater within the caster to become unusually
  violent. Anyone attacking the caster uses their lowestTrait when attempting
  to hit. Raises increase the duration by 1 Attack.
  i'ATH TO
  mn£~ i'£AC£
  Mastery Level: 1
  Duration: Permanent
  Area ofEffect: 1Tatget
  Range: Touch
  This spell heals a number of wounds equal roo the caster's Water + Rank +2
  per raise.
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  Ancestor
  Mastery Level: 6
  Duration: Instantaneous
  Area ofEffect: 1Tatget
  Range: Touch
  This spell renders the target pure ofimperfections such as poison, damage,
  disease, and toxins excluding the ShadowlandsTaint. This may only be cast
  once per day:
  i'£~C£III£
  HA~OnY
  Mastery Level: 4
  Duration: 3 Rounds ofCombat
  Area ofEffect: Self
  Range: Self
  Perceive Harmony grants the caster precognition.This enables him to declare
  his actions last in combat. Two raises increase the duration by 1 round.
  
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  7V~If'.Y
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  Mastery Level: 2
  Duration: Instantaneous
  Area ofEffect: 100' radius
  Range: 10'
  Consumable liquid in the radius of this spell is reduced to pure water
  unless already absorbed inro rhe body
  ~£f'~£CTIOn5 Of' 7An ltV
  Mastery Level: 1
  Duration: Instantaneous
  Area ofEffect: 1 Irem
  Range: 10'
  Scrying within a clear bowl offresb warer, rhe sbugenja is able ro commune
  with the awakened spirit of a single nemuranai. she may speak with the
  item as ifwith the Commune spell to determine its narure) creation, history,
  or powers. The caster receives one question per Rank (+1 per raise).
  Note: Some nemuranai ignore the caster, especially if they are ancient,
  or extremely powerful (Le. clan swords, maho-crafted items, etc.)
  ~£IJ£~5A~ Of'
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  Ancestor
  Mastery Level: 1
  Duration: 3Tests
  Area ofEffect: 1Targer
  Range: Sigbr
  The shugenja's ancestors grant the target their luck and wisdom for 3Tests
  (+1 Tesr per raise). The rarger of rhis spell gains a bonus of +5 on all Tesrs.
  51~£nT
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  Mastery Level: 3
  Duration: Varies
  Area ofEffect: Self
  Range: Self
  silent Waters causes a single Water spirit to blend with the caster's soul.
  This spell is cast in conjunction with another unmodified spell. When cast
  the shugenja declares a trigger that immediately casts the second spell
  regardless of the shugenja's state unless the second spell requires a
  chosen target.
  
  SYlili'ATIi~TIC
  ~n~~GI~S
  Ancestor
  Mastery Level: 1
  Duration: Varies
  Area ofEffect: 1Target
  Range: Sight
  This spell allows the caster to transfer the effects of a spell that would
  otherwise only affect the caster to another target. The spell continues to
  function normally as if the new target were the caster.
  \!IAII~S
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  ~II~~ CIiAnGlnG
  Mastery Level: 5
  Duration: 1 Hour
  Area ofEffect: Self
  Range: Self
  This spell grants rhe caster rhe ahility to shapeshift into the likeness ofany
  living creature he has seen (except unnatural, intelligent, or magical
  creatures). The caster gains the physical traits ofthe creature.
  Note: You cannot caSt most spells without hands to hold scrolls.
  \!IlSDOlil AnD
  CJ.A~ITY
  Ancestor
  Mastery Level: 2
  Duration: 1 Hour
  Area ofEffect: Self
  Range: Self
  This spell allows rhe caster to read at twice his normal rate, effectively halving
  the Research time needed to srudy a scroll.
  \!I1i1~J.i'OOJ.
  Mastery Level: 5
  Duration: 1 Hour
  Area ofEffect: 50' radius
  Range: Sight
  This spell creates a whirlpool within any large body of water.
  The whirlpool sucks in any object within 200'. To resist this effect,
  creatures or objects must make a Water Test against the caster. Once a
  creature is sucked in, he may attempt aSwimming/Strength vs. the caster's
  Water/Rank Test to get out'or he drowns.
  
  11011'
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  £SS£ltC£ Of' 110117
  Mastery Level: 5
  Duration:Concenrration
  Area ofEffect: 1Target
  Range: Sight
  This spell renders another character unable to move while the shugenja
  concentrates. To cast the spell, the shugenja and target make Void/Rank
  Tests.Thereafter, the target may spend a Void point to attempt anotherTest.
  Otherwise, the target remains inen.
  This may only be cast on a target with a Void Ring and it must be lower
  than the caster's.
  COItT£1i\7J.A.T£ TH£ liOn:,
  Mastery Level: 1
  Duration: Next 5 Tests
  Area ofEffect: Self
  Range: Self
  The shugenja temporarily increases rhe number ofVoid they can spen
  in
  aTest by one (+1 per raise,). Lost Void po'nts are regained normally.
  17£7THS Of' TH£ 110117
  Mastery Level: 3
  Duration: 1 Session
  Area ofEffect: Self
  Range: Self
  This spell grants the caster the ability to alter future events. The caster
  gains one temporary rank ofLuck (+1 per twonises) that maybe used on
  anyTesr. This may onlybe cast once per session.
  17Yl.A.WlltG TH£ 110117
  Mastery Level: 1
  Duration: Instantaneous
  Area ofEffect: Self
  Range: Self
  This spell can only be cast once per session and allows the shugenja to gain
  a temporary void point (this may exceed their Void ring).
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  Mastery Level: 2
  Duration: Session
  Area ofEffect: Caster and ODe target
  Range: Touch
  This spell allows a shugenja and ODe target ro share their Void points. The
  target must be willing and the link may not be broken once the spell is cast.
  li\OIi\£nT Of'
  CJ.A~'T.Y
  Mastery Level: 4
  Duration: 3Tests
  Area ofEffect: SelforTarget
  Range: Touch
  The shugenja must spend a Void point and may increase any skill
  possessed by a willing target by the castet's Void Ring. The duration
  increases by ODe Test per two raises.
  5£n5£ 110'"
  Mastery Level: 1
  Duration: Concentration
  Area ofEffect: 1Target
  Range: Sight
  Sense Void allows the caster to discern specific qualities about another
  person. The shugenja and target make Void/Rank Tests and if the caster is
  successful they may determine ODe ofthe following qualities:
  •
  Surface thoughts (i.e. whether someone is lying)
  •
  Emotions
  •
  Illnesses, poisoD, or injury
  •
  Supernatural phenomena (presence ofTaint, powerful spirits, etc.)
  The caster may attempt to gain further informarion by maintaining
  concentration and making anotherTest.
  S7'~'TUAJ.
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  Mastery Level: 3
  Duration: Special
  Area ofEffect: 1Target
  Range: Sight
  Spiritual Presence grants a willing target a bonus to any Ring equal to the
  caster's Void. This alteration only affects Tests using the Ring or relevant
  traits. The spell lasts as long as the caster can see the target and maintains
  concentration.
  
  1101"
  ST~II(£
  Mastery Level: 4
  Duration: Instantaneous
  Area ofEffect: 1Target
  Range: Sight
  Void Strike allows the caster to transfer a Void point (+1 per two raises)
  from a single target to himself The target may make a Void/Rank Test to
  resist this effect. A caster may only steal a number of Void points per day
  equal to his Void Ring.
  1101"
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  Mastery Level: 6
  Duration: Special
  Area ofEffect: 1Target
  Range: Sight
  Void Suppression forces a target to use their lowest trait for all Tests.
  The spelliasrs for a number aETests equal to the caster's Void Ring.
  Raises increase the duration by one Test.
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  Mastery Level: 2
  Duration: 3 Tests
  Area ofEffect: Special
  Range: Touch
  This spell grants the target 2 points in any skill they do not currently possess.
  It may only be cast on someone with a Shintao ofat least 2. Raises increase
  the duration by one test.
  
  BJ.OO" An.."
  IfOn..O~
  ?A~T FIIIE
  Kanshiro ran as fast as he could, l.eapingove,y snow~covered stones and dodging trees. In the
  "' road ahead, he could see a scrawny figure TUl\ning sWiftly. The young Phoenix continued
  with grim determination, ignoring the bitter chi!! that tore through his thin kimono.
  Another man might have given up, assuming the killer had faced justice. For aman on foot
  in the dead ofwinter, there was no reasonable escape from Honored Treaty City. By fleeing
  into the forest his quarry had without doubt deomed himself. Kanshiro was not prepared to
  let the murderer escape so easily.
  As he burst through the tree line onto an open plain, however, he wondered if he had
  made an error. A sha'1' pierced his shoulder. A short metal dart protruded from his arm.
  His left hand damped down over the wound. Searing pain lanced his body, driving him to
  his knees. He could hear the approalh ofsandaled feet crunching in the snow.
  'She warned me..." Kanshiro whispered, falling forward on his right hand.
  'You should have lisleri£d," the killerTeplied.
  'She warned me...' he repeated. 'That the antidote... would only make it hurt more:
  Kanshiro pushed the pain asitU ana looked up at his a!talker The peasant blanched as he
  noticed the thick poultice the Phoenix held over his wound. Kanshiro rose to his feet and
  drew his sword. 'Surrend.er in the name ofthe Emperor," he growled.
  "We both know there will be no justice for me," the man said, drawing a knife from
  his belt.
  "Do tlot make me kilL you, Genjo," Kanshiro warned. Behind them, the din ofshouts and
  hoofbeats drew doser.
  
  The servant paused for a moment, considering his options. Then, with adefeated
  scream, he ran toward the Shiba with his knife raised high. A single stroke of the
  katana, and it was over. Genjo fell to the snow adead man. Kanshiro stumbled and
  leaned against a tree, the poison sapping his strength. The Emerald Magistrates
  galloped into the clearing around him. Kitsuki Temko rode at the head, with
  Mirumoto Aichi, Soshi Yoshino, and Soshi Kaoru just behind him.
  "Kanshiro-san;' Temko called out, looking down at him in alan» as she climbed
  from her horse. "You are injured! Are you poisoned?"
  "Yes;' he said raggedly, "but I wi!! be fine. We Phoenix have a way ofrising from
  the ashes." Kaoru sighed at him as she ran to his side, whispering aspell that would
  draw out the residual poison.
  Temlw raised an eyebrow. "Your sense of humor, at least, seems gravely injured;'
  he looked down at the body ofthe dead servant. "Explain."
  Kanshiro nodded. "That is your killer," he replied. "Isa's older brother, Genjo."
  "Her brother?" Kaoru asked.
  ''Ask Aichi," Kanshiro answered. "He knows."
  All eyes turned toward the Dragon. He frowned as he looked down at the corpse.
  "Seppun Isa was not a true samurai," he replied. "Her parents were peasants. Juro
  never had children ofhis own. He made... arrangements with the servants to adopt
  one of their infants, to give her a better life. In the end, Juro's honor did not allow
  him to continue the charade. He summoned me here to tell me the truth in person."
  ''And Genjo acted to stop Juro," Temko finished. "So that his sister would have
  hope for a better life."
  "I fail to understand only one thing;' Kaoru said. "IfJura was ki!!ed before Aichi
  arrived, how does he know the truth of her origins?"
  "150 told me;' Aichi replied softly. "I admit I reacted foolishly when I heard the
  truth. She is an honorable woman, and 1 thank Kanshiro for not allowing me to
  sully her honor. I will keep my vow to her, peasant or no."
  "Treat her wen, Dragon," Soshi Yoshino said tonelessly. "I will be watching."
  Aichi gave the Scorpion acautious look, but nodded.
  "An acceptable, ifunexpected end;' Temko said, looking at the corpse in adecisive
  manner. "1 thank you for your help, Shiba Kanshiro."
  "I am glad I could provide it, Temko-sama," Kanshiro answered.
  "I suppose once you have rested you will return to your village?" the magistrate
  said, studying him calmly.
  "Hai," Kanshiro answered.
  "Night Milk can be atreacherous poison," she replied. "I think it best ifyou do not
  return home alone. I wi!! dispatch a legion of Emerald Magistrates to escort you."
  She paused and reconsidered her statement. "1 believe you mentioned some trouble
  with bandits, as well? I suppose while we are in the area, we can deal with them as
  well. A favor fay afavor, neh?"
  Kanshiro looked at her, amazed. "I did not do what I did for a reward, sarna,"
  he said quickly.
  "Precisely why you deserve one," Temko said curtly, returning to her steed.
  "Well done, Kanshiro-san," Kaoru said, her hand tightening on his ann.
  He smiled at her. "I could not have done it without you;' he replied. "I only wish
  you could return with me and see my village."
  She shrugged. "My travel papers are good for another three weeks," she replied
  
  with a grin. "I may accompany you, if you would have me. Though when my
  superiors will think I have spent too long in Phoenix lands ifthey hear I came to the
  rescue ofsomeone with no thought ofreward."
  "Nonsense," Kanshiro replied. "Your clan deals in favors, everyone knows that.
  You are simply accumulating collateral."
  "Now you begin to think like aScorpion; Kaoru said, leadinghim back to the horses.
  CHA~ACTE~
  C~EATIOn..
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  BJ.OO"5'i'EAI{E~5
  An.." TAIn..TE"
  CHA~ACTE~5
  Characters that are members of the Bloodspeaker cult or who are
  irredeemably Tainted should only be played as NPCs, as tbeir motives are
  purely villainous. They make perfect antagonists in a long running
  campaign, however, and it is possible that player characters can eventually
  be inducted into the Bloodspeakers or become Tainted themselves during
  game play. character creation for Bloodspeakers and Tainted characters
  follows that of a normal character with a few exceptions: they possess at
  least 1 Rank in Shadowlands Taint, and they have access to maho spells.
  TH~ TAinT
  The phenomenon referred to as the Shadowlands Taint is a metaphysical
  corruption ofthe mind that eventually warps both body, and spirit ofthose
  who suffer from it. Some theorize that the Taint is a sixth element, the
  opposite of Void, but many in Rokugan consider this blasphemous.
  In truth, the Taint is the manifestation ofJigoku's influence in
  the morral realm. For this reason, any person displaying
  obvious symptoms ofthe Taint will resulr in friends and
  family shying away from them, and at worst, in mad-
  ness and death. Society is not kind to those it sees
  bearing the influence ofJigoku.
  The first physical changes associated
  with the Taint are usually pale, translucent
  skin, greasy hair, and an increased
  tendency towards violence. These symp~
  toms are most commonly found among
  the Crab clan, as they are put in constant
  contact with the Shadowlands, but can be
  found anywhere that humans have been
  
  exposed to the Taint. Time spent in the Shadowlands is the most common
  means ofexposure, resulting in the character gaining 1 Shadowlands Point
  per day unless they succeed in an unopposed test using their Earth Ring x
  2. Jade can be used to protect a player from accumulating Taint while
  sojourning in the Shadowlands, however, and the Crab carry it with them
  at all times while in that dark realm. When a character accumulates 10
  Taint Points, they gain 1 Rank ofTaint, and their Points are reduced to zero.
  There are advantages and disadvantages to having the Shadowlands
  Taint. A character may add or subtract twice their Taint Rank to any
  Strength, Agility, Reflexes, or Stamina test. Each time this ability is used
  the character gains 1 additionalTaint Point. Characters must subtract their
  Taint Rank from all opposed social tests. If at any time the character's
  Taint Rank becomes higher than anyone of their Rings they run the risk
  of being consumed by the Taint, a condition known to the Rokugani as
  being Lost.
  There is no way to completely eradicate all traces ofTaint, though there
  are some spells that can reduce its effects or lower the amount ofTaint
  Points a character has. There is no known way to reduce an individual's
  Taint below 1Taint Point, however. Jigoku's mark is not easily erased.
  IilAHO
  Maho is the name given to blood magic, a means ofcasting spells using the
  power contained within blood to summon and control corrupted elemental
  spirits called kansen. Those who practice maho are serving Fu Leng,
  though (especially the Bloodspeakers) would like to deny that their power
  is coming from the Dark KamL Communing and commanding the kansen
  is far easier and simpler than earning the respect ofthe kami, making it an
  attractive option for the impatient and power-hungry. Maho is fast,
  dangerous, and often deadly. Using maho requires the spilling ofa sentient
  being's blood and prayers to the Dark God, even ifthe casters are unaware
  ofwhom they are entreating.
  Blood sorcerers, commonly known as maho-tsukai, practice a variety of
  magic that includes oni summoning, raising the dead, and cursing.
  Most of Rokugan believe that maho-tsukai are insane, but the unfortunate
  truth is that most are not mad, merely greedy for power. They are men and
  women who have abandoned the Celestial Order and who believe that
  they are seizing control of their destiny when they are only binding their
  fate to jigoku.
  Characters wishing to learn a maho spell must make an unopposed test
  with a Difficulty Modifier of +10 per Level of the spell. Deciphering a
  maho scroll is difficult for the average shugenja because the spell is written
  from an entirely different mindset. This test can be bypassed if the
  character wishes to summon dark spirits ofthe Shadowlands, which can be
  done with a successful casting of Summon. After doing so in two game
  sessions, the spirits have finally taught the character the basics of maho.
  Following this, the character must commit a blood rite that involves an act
  of ritual death. This is the final step toward damnation, and the
  character can now learn any maho spell as if it were a scroll written by an
  
  intimate acquaintance. She may now make an unopposed test with a DM of
  the spell's Mastety Level. A point of Shadowlands Taint is also gained.
  In addition to the basic principles of maho, these spirits will eagerly teach
  the summoner, her friends, anyone who wishes to learn maho how to cast
  any Mastery Levell Maho spell. Ifthe chataetet is willing to do favors fot
  the dark spirits, usually in the form ofprofane or blasphemous acts ofvio-
  lence and bloodshed, they will also teach highet tanked spells.
  WHO CAn
  L~A;l.n IilAHO?
  Bushi as well as shugenja may learn to use maho, but a warrior will be
  limited in what spells he can cast. He is limited to Mastery Levelt spells
  and suffers a -2 DM to all spell casting tests.
  CASTine; A IilAHO
  S7~LL
  Maho is cast in almost the same manner as a normal spell with the
  following exceptions:
  •
  A maho-tsukai must spill the blood of an intelligent being on the
  earth to cast any maho spells. He may also use his own blood.
  A numbet ofWounds equal to 2 x Mastery Level of the spell must
  be dealt.
  •
  Whenever a maho spell is cast the maho-tsukai gains a number of
  Taint Points equal to the Mastery Level ofthe spell.
  o
  Maho spells cast do not use up any spell slots fot the day.
  
  •
  To cast a maho spell use the Rank in Lore (Maho) + Earth Ring
  for the Opposed Test, gaining a +1 bonus for every Taint Rank.
  A maho-tsukai may learn any Maho spell with a Mastery Level
  equal 10 his Insight Rank.
  •
  Maho-tsukai may learn a 1 maho spell for each Rank in Lore
  (Maho). Ifenlisting the aid ofa dark spirit ofthe Shadowlands they
  may learn an additional maho spell every two game sessions. The
  character will gain the twice the Mastery Level of the maho spell
  learned in Shadowlands Points.
  mAHO AltO
  TH~
  SHAOO\!lJ,.AltOS TAlltT
  Any shugenja who possesses at least one Rank in the Lore (Maho) Skill can
  perform a ritual to remove one Taint Point. This ritual must be carried out
  every game session and after four game sessions results in the loss of one
  Shadowlands Point. This ritual will not remove Taint Ranks.
  TK£
  BLOODSi'£AI{£;tS
  The Bloodspeakers cult seeks to destroy Rokugan's current system of
  government, philosophy, and theology and replace it with a system based
  on greed and the importance of the individual Largely autonomous, the
  society is split up into dozens or hundreds of different cells across the
  Empire that are unaware of one another's existence. Only a handful of
  high-ranking members know the location of more than one cell. The cult
  believes in the survival of the fittest, and will not hesitate to sacrifice
  members oftheir order to further the cult's overall goals. The recent return
  of Iuchiban, the first Bloodspeaker and the cult's founder, and his subse-
  quent conquest ofthe Shadowlands has galvanized tbe cult. Any given cell
  is more active in the modern day than any time in history. StUl, most will
  not risk exposure, preferring to serve their lord from concealment.
  The Bloodspeakers epitomize the stereotypical view of maho·tsukai by
  most Rokugani. However, they are also the least affected by theTaint ofany
  blood sorcerers, and rarely bear any physical deformities, using rituals
  developed by Iuchiban to prevent such physical corruption.
  AOIiAltTAG~S AltO OISAOIiAltTAG~S
  AtlVAnTAGl5:S
  Taint Repression (5 points)
  YourTaint is well hidden. Your ShadowlandsTaint is considered two ranks
  lower for purposes of deformities and mental aberrations.
  
  Bloodspeaker Sensei (5 points, Bloodspeakers Only)
  You have a teacher who is well versed in maho. You may learn one addi-
  tional maho spell per Insight Rank.
  DISADIlAnTA<;5:S
  ShadowlandsTaint (1-5 points)
  For every 2 Shadowlands Points your character has, gain 1 Character Point
  to spend on your character. You can gain a maximum of 10 Shadowlands
  points in this fashion.
  mAKO 51'£1.1.5
  AnJIilAT~
  TH~
  "~A"
  Mastery Level: 3
  Duration: Permanent
  Area ofEffect: 1Target
  Range: Touch
  This ritual takes 4 hours and both the caster and the target are considered
  out ofgame for the duration of the casting. They will be unable to do any-
  thing but cast the spell. At the end of the ritual the target becomes an
  undead rotting creature that remains self-aware and is considered to be in
  control ofitselfwhen resisting the control ofother maho-rsukai. The target
  may cast any spells and use any skills they possessed before though all
  spells are cast as ifthey are maho. Undead may not spend Void. characters
  under the effects of this spell will remain conscious and functional until
  they have taken wounds that equal their Dead Wound Rank, at which
  point they are physically destroyed.
  con.T~OJ.
  Vn."~A"
  Mastery Level: 2
  Duration: 1 Hour
  Area ofEffect: 1 undead target
  Range: 50'
  The caster seizes control of one undead target and it obeys the maho-
  tsukai's commands without question. If another caster is currently
  controlling the zombie) the players must make an Opposed test using
  their Earth Ring.
  CV~5~
  Mastery Level: 2
  Duration: Permanent
  Area ofEffect: 1Target
  Range: Line of Sight
  
  The caster must possess a sympathetic component from the target of this
  spell, possibly a lock of hair, fingernail clipping, or blood. It cannot be an
  item ofclothing, but must be something that contains the target's spiritual
  energy, although the target's katana or another family heirloom would be
  appropriate. If the curse is successful, the caster must maintain constant
  physical contact with the item. The curse is broken if the caster ever loses
  the item. The curse can be anything from not being able to lie, or always
  betraying those who trust them the most.
  1701iUnion OF FU
  ~~nG
  Mastery Level: 5
  Duration: 1 Hour
  Area ofEffect: 1Target
  Range: Line ofSight
  The caster seizes control of an undead creature and the target may not
  resist. The target will obey all of the caster's commands without question.
  17~Aln SOU~
  Mastery Level: 1
  Duration: 5 minutes
  Area ofEffect: 1Target
  Range: 6'
  The target's Stamina is considered 1 Rank lower for the duration of the
  spell. The maho-tsukai may cast this more than once on a single target, and
  the effects are cumulative. The target may not drop below Stamina of 1.
  7Aln
  Mastery Level: 1
  Duration: 1 Round
  Area ofEffect: 1Target
  Range: 6'
  The target is racked by terrible pain. They automatically lose their next
  action.
  FU
  ~~nG's CHA1i\710n
  Mastery Level: 5
  Duration: Permanent
  Area ofEffect: Self
  Range: 10'
  This ritual takes one game session to cast. The spell must be cast on a living
  target that is present throughout the ritual. The target becomes any type of
  undead that exists in Rokugan, though the GM can require Raises for
  exotic breeds.
  
  ST::AJ.lnG
  B~::ATH
  Mastery Level: 3
  Duration: Concentration
  Area ofEffect: 1Tatget
  Range: 10'
  One of the target's lungs collapses, forcing him to make an Opposed Earth
  Ring test against the caster or collapse to the ground helpless. The target
  will be unable to take any actions other than an Opposed Test using
  the Earth Ring against the caster each round in the attempt to break the
  spell's grasp.
  summon
  G~::AT::~ KAnS::n
  Mastery Level: 4
  Duration: 1 Hour
  Area ofEffect: 1 Kansen
  Range: 10'
  Over the nex't hour ofgame time a misty specter played by the GM or an
  NPC follows the commands ofthe caster withour question.
  Kansen Stats:
  Earth 4, Fire 4, Water 4, Earth 2
  Considered ro have a skill of 1 in all appropriate offensive Skills.
  Artacks have a DR of 2.
  Damage is halved unless being artacked by a weapon made of
  jade or crysral
  
  sUlillilon un"£A.t7 CHA.1il710n
  Mastery Level: 1
  Duration: Permanent
  Area ofEffect: Dead Body
  Range: Touch
  This spell creates a zombie if used on a newly dead body, or an animated
  skeleton if used on something more decayed. The creature will follow the
  caster's mental commands as long as the caster is within 25 feet of it. If it
  leaves the caster's radius ofcontrol, its natural instincts take over and it will
  attempt to kill the closest living, un-Tainted being. In order to regain
  control, the caster must cast the spell again. A GM or NPC should play out
  the role ofthe zombie.
  TH-£ nUnO;t CJ.AnS
  Minor Clans are groups with a status similar to those ofthe Great clans-
  a particular duty to the Emperor and the control ofsome of the Emperor's
  lands -
  but a much smaller scale of influence, power, and numbers.
  A single Minor Clan often does not hold the same resources and prestige as
  even a single family of A Great Clan, but they are clans nonetheless.
  The dury and status ofa Minor Clan can only be bestowed by the Emperor,
  usually as the reward for some significant service that agroup has continued
  to provide to the Empire for generations. Sometimes, a single man and his
  vassals can impress the Emperor so much that he is immediately granted
  his own clan and charged with a specific duty to the Empire. Being granted
  such a great honor is unquestionably glorious for the initial samurai who
  form such a group, but they are often treated as upstart children who do
  not know their place by the Great Clans. An ancient Imperial edict bans
  the Great Clans from making war on the Minor Clans, but that does not
  keep them absolutely protected from their more powerful counterparts.
  Since they possess extensive political capital, the Great Clans often take
  what they please from the Minor Clans ifsomething catches their attention.
  Usually these games result in a Minor Clan desperately attempting to
  remain intact as it is dragged into the dangerous conflicts between larger
  clans. At best} wise daimyo are able to play the Great Clans offofeach other
  and escape unscathed.
  Samurai from the Minor Clans are not necessarily inferior on an individual
  level to their Great Clan peers. Many Minor Clan samurai struggle constantly
  to prove themselves to the rest ofthe Empire, and there is always agroup of
  Minor Clan representatives at any test ofskill and cunning. This attitude is
  often tempered by the reality that such samurai may prove themselves as
  another man's equall but it is unwise to draw the Great Clans' wrath or
  enter into their dealings as if they are equals. The confrontations between
  the clans have been known to scatter Minor Clans to the winds, such as the
  recent destruction of the Dragonfly Clan during the war between the
  
  Dragon, Phoenix, and Lion. In less than two months, one of the oldest
  Minor Clans in the Empire was annihilated as a random consequence of a
  sudden conflict.
  Allies and Enemies: Like the Great Clans, the Minor Clans tend to be
  diverse in their attitudes and goals. In general, the Minor Clans tend to
  lack the influence to hold any tegular relations with any ofthe Great clans.
  The notable exception to this is the Mantis Clan, which was once aMinor
  Clan until the Mantis Champion, Yoritomo, proved his followets the equal
  ofa Gteat Clan.
  TH~ '"0.)( CLAn
  The oldest Minor Clan began as an offshoot of Shinjo's first followers.
  After the defeat of Fu Leng on the first Day ofThunder, Shinjo swore to
  travel beyond Rokugan's botdets and seek out any threats that lay beyond
  the horizon. The Kami left behind a group of her most loyal followers to
  tend the lands left to her care by her brother, Hantei, and began her long
  exile. The small group worked earnestly to fulfill the dury that Lady Shinjo
  had set before them, but after a generation passed, it was clear that their
  tiny numbers left them unable to stay on par with the other clans in agreat
  many ways. This reality was driven home when the Lion, wishing to have
  the Unicorn's fertile farmlands for their own, decided to make a small
  incursion into Unicorn lands and test the combat readiness of Shinjo's
  followers. Naturally, the Lion "proved" the weakness of the Kami's follow-
  ers and demanded the right to watch over the lands themselves. The
  Emperor Hantei Genji, Hantei's son, agreed, and moved them to the Mori
  Kitsune, the Kitsune Forest. There, they were charged with studying the
  unquiet woodlands and exploring the mysteries of nature there. Finally,
  Genji pronounced the group a Minor Clan (inventing the notion on the
  spot) and forbid any Great Clan from making war on a Minor Clan.
  In the centuries since, the Fox Clan have come to revel in their new
  surroundings. The Kitsune Forest was rife with forest spirits, and the
  gentle nature of Shinjo's former followers made them ideal candidates for
  befriending them. Their carefree nature has also flourished in the woods of
  Kitsune Mori, and other samurai tend to view them as uncivilized and
  "backwater." The Fox are at odds with the Hare, due to constant small
  skirmishes between the two Minor Clans, and the Mantis. During the Clan
  Wars, the Fox eagerly threw their weight behind Yoritomo's alliance of
  Minor Clans, bur afterward, Kitsune Ryosei (the daimyo of the Fox at the
  rime) refused to swear fealry to the Mantis as the Wasp and Centipede had.
  This eventually led to the Fox abandoning their ties to the Mantis and
  allying with the Crane briefly. The Fox Clan also holds relatively close ties
  to the Unicorn, who quietly attempt to bring their wayward "little
  brothers" back home.
  TH~
  HA~~ CLAn
  During the second rise of the Bloodspeakets, the ciry of Ryoko Owari fell
  into the control of Iuchiban's forces. Though Iuchiban and his followers
  were not a threat to be taken lightly, they had been weak in the sense that
  
  they had no defensible base ofoperations. By taking the Ciry of Stories by
  force, the Bloodspeakers now controlled walls and ramparts from which to
  hurl their sacrilegious magic. In short, routing the maho~tsukai had gone
  from being a careful certainty to alogistical nightmare that would cost the
  lives of thousands. When there seemed little alternative, a lone ronin
  named Reichin presented himselfto the Scorpion and proclaimed that he
  could easily sneak into Ryoko Owari and spy on the city's defenses as well
  as sabotage what he could. The Scorpion had also considered such an
  alternative, but did not wish to send any oftheir most experienced "scouts"
  into a situation which heralded only certain doom for all involved. When
  several other samurai vouched for Reichin's prowess, the Scorpion agreed,
  knowing that should the ronin fail it would be no great loss. Not only did
  Usagi return with valuable information, he was also able to cause enough
  problems for the Bloodspeakers that retaking Otosan Uchi was far simpler
  than the Scorpion had hoped.
  For all his prowess, Reichin was granted both the honor ofcontrolling a
  Minor Clan and allowing his heirs to carry the name Usagi into the future.
  Since that time, the Hare have made it a point to act as hunters and
  investigators, always managing to "stumble" upon hidden cells of
  Bloodspeakers, minor Scorpion plots, and other would-be conspiracies.
  Their inquisitive natures led them into opposition with the Kolat several
  decades ago. Using highly placed agents, the Kolat convinced the Imperial
  Court that the Hare Clan was secretly harboring a cult of maho-tsukai
  under the Emperor's nose. Using the Scorpion's dislike of the Minor Clan
  to their advantage, the Kolat manipulated the Court until a Scorpion-led
  army crushed the Hare and brought their threat to an end. Fortunately for
  the Hare, the shadowy Kolat would be exposed to the Empire at large only
  a few years later, and the Usagi family was able to restore their honor and
  rerum the Hare to their rightful place as a Minor Clan. After their fall and
  subsequent resurrection, they have redoubled their efforts, their numbers
  (adding a second family -
  the Ujina), and their tenaciry in the face oftheir
  foes. Their attitude has earned them friends in the Lion clan and the Kitsuki
  family ofthe Dragon, as well as many allies among the Seppun.
  TH£
  57A~~O\!l CoLAn.
  Easily the most overlooked and least influential Minor Clan, the Sparrow
  Clan focuses on the concepts of enlightenment and denial of worldly
  wealth as away to strengthen one's spirit and honor. The clan was founded
  by the son of a prominent Doji courtier, who captured the attention of a
  great many samurai with his uncharacteristic philosophies regarding
  wealth as a distraction from duty and honor. Intrigued by the Crane's
  words, the Emperor took the Doji courtier's lands and divided them up
  amongst others, then named him the daimyo ofa Minor Clan to be located
  on the Golden Sun Plains. The Spatrow have flourished somewhat by
  debasing themselves with physical labor and working side by side with
  their peasants. Though this would be unfitting for any other samurai) the
  unique edict set by the Emperor regarding their formation makes it a
  Sparrow's duty to toil in such a matter in order to achieve a more
  enlightened state.
  
  The Sparrow are known for their keen intellect and vast knowledge on
  almost any subject. The Suzume family places great importance on oration,
  perhaps due to their Doji ancestry, and are particularly fond ofanempting
  to entertain others with stones on obscure subjects. Because ofa Sparrow's
  intense love for research and knowledge, these stories tend to be excep-
  tionally detailed and intensely boring. Only the most scholarly families
  (such as the Isawa and the Asahina) purposely maintain close ties to the
  Suzume, while others tend to ignore them completely. Their distance from
  every other clan, physically and politically, has caused more than one
  samurai to jokingly pretend they had forgonen the clan still existed.
  TH£ li\.oru{£,y CJ.An
  The youngest Minor Clan, the Monkey Clan enjoys prestige and political
  influence that are normally impossible for such a small entity. The reason
  for their unique position lies with the loyalty ofa single man to his master
  -
  the ronin Toku to the man who was first ronin then Emperor: Toruri.
  During the Clan War, the ronin Toturi drew a great number ofboth ronin
  and clan samurai to his banner, including a young and enthusiastic
  samurai named Toku. The young ronin carried a copy ofAkodo's treatise on
  bushido but he was completely illiterate and begged others to read it to
  him repeatedly. His energy was boundless, and even during the war's dark-
  est episodes Toku was an unyielding symbol ofhope and dedication to the
  ideal that a single man can make all the difference. When Toturi and the
  other Thunders faced Fu Leng and the world seemed to be doomed ro the
  corrupted touch of jigoku, Toku's strength never failed as he rallied his
  comrades again and again while the Dark Kami was defeated. When Toruri
  was placed on the throne as Emperor, he charged his loyal friend with
  commanding the Imperial Guard, and declaredToku and the ronin's closest
  followers to be the Monkey Clan.
  Since their creation, the Monkey Clan has come to serve as the
  Emperor's personal magistrates. They work closely with the Imperial fami-
  lies and the Emerald Magistrates. Monkey samurai are known for their
  inquisitive natures, limitless enthusiasm, and refusal to back down even in
  the face of an unbeatable foe. The Monkey are also unusual in that they
  have afamily name within their clan, but it does not belong to the daimyo's
  family. During the War Against the Shadow, a curious shugenja wandered
  the Empire, tending the sick and bringing laughter ro the hopeless with
  his stories. Though he did not topple any great beast or end a threat that
  could destroy the Empire, he was well regarded by almost every clan for his
  efforts. Ever one to reward such selflessness,Torun I grantedToku's request
  for the young man, Fuzake, to be remembered with a family name.
  TH£
  TO~TOIS£ CJ.An
  Like the Monkey Clan, the Tortoise serve the Emperor and the Imperial
  families directly, but that is the only similarity the two Minor Clans share.
  Where the Monkey serve as magistrates, the Tortoise are expected to carry
  out some considerably less honorable duties the Emperor must bestow on
  his servants from time to time. As a Minor Clan, they escape the notice of
  . .
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  most influential powers in the Empire, and are able to slip into places
  undetected where a Scorpion would be instantly viewed with suspicion.
  Though they share a role similar to that ofthe Scorpion Clan, the Tortoise's
  smaller size usually means they serve as lone agents or perform tasks that
  the Scorpion Clan finds beneath their efforts. The Minor Clan once based
  their efforts in the ports of Orosan Uchi and the nearby tower they called
  home, but since the destruction of that city they have split their numbers
  almost evenly between the new Imperial Capitol and the eastern shores
  where the ruins ofOtosan Uchi remain.
  1ilITtO~ C.LATt
  CHA~ACT~~S
  Though the Minor Clans have developed their own schools and tech-
  niques, they often use their alliances with one Great Clan or another to
  send students to the schools of that clan on a regular basis. Below is a list-
  ing ofwhat schools characters from aMinor Clan may choose from (either
  due to mechanical similarity or political alliances):
  Fox: Mantis (bushi), Unicorn (shugenja)
  Hare: Scorpion (bushi)
  Sparrow: Crane (shugenja), Phoenix (bushi)
  Monkey: Lion (bushi), Crab (shugenja)
  Tortoise: Mantis (bushi), Mantis (courtier)
  ~onln
  The title samurai means "to serve." Much
  I
  .~ ofwhat asamurai is revolves around his
  Ifft}
  master and his duty to his master.
  The samurai vassal of a powerful
  daimyo, for example, carries
  , much more prestige than the
  vassal of some minor lord.
  Being able to declare that you
  are a samurai in service to an
  important lord and that you
  , and your family line have
  faithfully executed your duty
  for generations is considered
  the measure of a samurai's
  worth. Because much centers
  on service and a daimyo,
  samurai with no master hold
  a unique position in the
  Empire. The ronin, or wave-
  men, are still technically
  samurai as is their birth~
  right; after all, it is by right
  
  ofblood that a samurai claims his position in the Celestial Order. However,
  with no master to kneel before and no record ofservice to call upon, ronin
  are generally treated with at best cold courtesy by other samurai. As samurai,
  they are allowed ro wear rhe daisho, hur wirh no political or milirary hacking
  behind them, they would be fools ro draw sreel on their more fortunare peers.
  Where most samurai are provided for by their daimyo, a ronin has no such
  luxury. Masterless samurai must make their own way in the world by hiring
  themselves out or ruming to a life ofcrime to survive. Historically, there are
  an equal number oftales ofronin who become great heroes and ronin who
  allow their difficult path to tum them into bandits. For those who are not the
  subject ofgreat stories, ronin who stay within the law tend to be ignored and
  wave-men turned to a life of crime naturally receive the attention they
  deserve. This disparity in the amount of "noticed
  n ronin only causes the
  masses to loathe ronin even more. Amasterless samurai can remain perfectly
  lawful from rhe day ofhis hirrh until he dies, hur rhe Imperial Magisrrares
  may never stop keeping an eye on him no maner where he roams. Ronin in
  general are considered a possible threat to peace, and large gatherings of
  ronin are frowned upon by the Emperor's agents.
  The daily life of a ronin is much less regimented than that of a clan
  samurai. With no master to serve, the ronin is forcibly in control ofhis daily
  activities, which some ronin find most appealing. Some wave-men are
  fortunate enough to find regular employment as the yojimbo to some
  minor daimyo, merchant, or similar figure. Others can spend months
  earning a sready pay only ro have rheir prospeers dry up and die from
  starvation. During wartime, many masterless samurai find work at the
  front lines of battle. No matter the prevailing opinion on ronin, few
  daimyo have any remorse towards hiring them for a pittance to die on the
  battlefield. Some ronin even distinguish themselves in this manner, and
  only rarely will a ronin prove himselfso useful rhar a daimyo will offer rhe
  ronin a chance at fealty.
  Allies and Enemies: As such a diverse and independent group, it is
  hard to categorize ronin by any sort of alliances or feuds. Most clans tend
  to ignore ronin as a group, except to hire masses of them during longer
  periods of conflict. The only major exception to this is the Crab Clan's
  custom of the Twenty Goblin Winter. If the Crab Champion becomes
  overly concerned that the ranks ofbushi on the Kaiu Wall are becoming too
  thin, he declares aTwenty Goblin Winter. During this time, any ronin who
  enters the Shadowlands and returns with the heads oftwenty slain goblins
  is granted fealry to the Crab and the Hida name with no questions asked.
  ~orurt
  B~OTH£~H-OODS
  Occasionally, ronin will band together in an attempt to increase their
  chances of survival. These brotherhoods are referred to as otokodate.
  
  Otokodate vary wildly in purpose. Some are brotherhoods of ronin
  dedicated to remaining honorable samurai, while others are usually little
  more than gangs ofbandits.
  TH~
  T~SS~n
  This otokodate is based in the city ofToshi Ranbo, the Imperial Capitol.
  The Tessen (also known as the Brotherhood of the Tessen or the Order of
  Tessen) is a group ofronin that came together around a central cause: their
  disgust for the mindless chaos the Lion and Crane spread in their ceaseless
  conflicts. When the two most powerful clans in the Empire clash, countless
  peasants are killed and wounded, farmlands are destroyed, and famine runs
  unchecked while the samurai of the clans turn their attention elsewhere.
  TheTessen have taken it upon themselves to act in amore "ideal" fashion for a
  samurai, ensuring lawlessness and strife do not spread unnoticed while the
  Lion and Crane continue their petty feuds. When the Order was officially
  established, it was during a period two generations ago when the Crane held
  Toshi Ranbo beneath their control. The Crane proclaimed that only other
  Crane would be allowed to draw weapons in public, though other samurai
  (including ronin) would be allowed to still carry their swords. Because ofthis,
  theTessen take their name from the iron fan thatthey adopted as their symbol
  and weapon. Skilled members ofthe otokodate are able to weave a pairofsteel
  fans into an intricate pattern that even the most skilled swordsmen have
  trouble piercing.
  Because of their unusually vocal distaste for the Llon and Crane, the
  Tessen often come into conflict with the two clans. As far as the Crane are
  concerned, the Order ofthe Tessen are a group ofthugs and troublemakers
  no better than petty ronin. Whenever the chance presents itseI£ the Crane
  are only too happy to execute one or more of the group as criminals on
  what are at times questionable charges. Regardless, the Tessen continue in
  their self-appointed duties, patrolling the streets ofToshi Ranbo and the
  surrounding areas where the bushi of the Crane and Lion may not bother
  to look. After the city was named the new Imperial Capitol, the Seppun
  have come into conflict with this group more than once, as well. Many
  Seppun guardsmen see the ronin group's patrols as an insult, afact that the
  Order of the Tessen finds troubling. While the ronin have no lost love
  where the Crane and Lion are concerned, their honorable natures tell
  them to steer clear of any conflict with the legendary Imperial family.
  Ifthey become enemies ofthe Emperor's personal guardians, they wonder,
  what will that truly make them'
  TH~
  ~Y~S Of' nAnASHI
  Easily one ofthe most well-known and respected groups ofronin, the Eyes
  ofNanashi take their name from the ronin~foundedcity ofNanashi Mura.
  The city of Nanashi was established with the intention of creating a safe
  haven for ronin to gather away from the constant harassment ofclan samu~
  rai. The city is the only known permanent gathering ofronin, and so far it
  has proven itself honorable and civil enough to escape the wrath of the
  Imperial armies. The Eyes of Nanashi are an elite brotherhood of ronin
  
  dedicated to the ideals of honor and justice, and are the primary ruling
  force in the city. The unusual dedication of the ronin and the orderly
  nature ofthe city can easily be attributed ro the sohei (warrior monks) who
  rook up permanent residence in the city shortly after it was founded. The
  monks gave no particular reason for their actions and quickly established a
  temple ro practice their arts. The village's ronin were welcome ro learn the
  sohei's arts, and soon many wave-men were instilled with the sense of
  justice and duty that the monks carried in their hearts. The monks remain
  a highly respected force in the city, and even the Eye's leaders defer to their
  wisdom when it is offered.
  The Eyes ofNanashi mount regular patrols into the surrounding area to
  extenninate bandits and hold crime to a minimum. Their honorable and
  loyal nature means that every member of the orokodate is fiercely
  protective of each other and will give their
  lives for one another in the line of duty.
  The Eyes of Nanashi's reputation
  makes them welcome, as far as ronin
  go, to moSt samurai who know of
  them. Even the Crane, who- are
  notoriously intolerant of ronin,
  tend to overlook the otokodate's
  status and instead focus on their
  honorable natures. The Dragon
  in particular have forged close
  ties with the ronin group, and
  o&en hire them to assist in their
  conflicts. The Eyes are more
  than happy to assist the Dragon,
  as their philosophies and narures
  mesh well.
  TH~ 1i\ACHI-
  I{AnSHISHA
  In the City of the Rich Frog, the Kaeru
  family, vassals ofthe !koma, maintain order in their own way. Notorious for
  their somewhat malleable sense of honor (indeed, the very reason the
  !koma daimyo, Sume, offered them fealty), the Kaeru have conrrolled the
  city of generations. Their interests are the city's heart and soul, and the
  Kaeru do everything in their power to ensure this relationship endures.
  To this end, the family maintains a standing force of ronin known as the
  Machi~Kanshisha, who act as guardsmen and enforcers for the Kaeru.
  Though they are honorable enough given their public duty as servants of
  the Kaeru, their darker and secret duties would disgrace them in the eyes of
  many if they were ever exposed. Unlike typical guards. they do not
  necessarily punish those outside the law. Instead, the Machi-Kanshisha
  serve the Kaeru's interests above all else. Petty crimes are often beneath
  their notice, as are the activities oftheir patrons. Any who cross the Kaeru
  are likely ro receive a visit from the Machi~Kanshishalong before the city's
  
  magistrate pursues an investigation, however. Those who believe them-
  selves safe with the proper amount ofkoku to dissuade the ronin enforcers
  are often unpleasantly surprised. Though the Machi-Kanshisha are not
  particularly loyal, the Kaeru pay remarkably well.
  To facilitate their image as peacekeepers, the Kaeru insist the Machi-
  Kanshisha draw their swords as little as possible. Instead, the ronin employ
  long iron pipes that they are quite skilled at using. Typically, a member of
  the Machi-Kanshisha will use this weapon to disann, disable, then beat a
  foe completely senseless, sometimes even if the opponent gives no
  resistance. These pipes double as smoking instruments that the ronin use to
  relax after subduing particularly troublesome opponents. Exceptionally
  talented or flamboyant members use the pipe to blow smoke and ash in
  their opponent's eyes during combat as well.
  ~onln.
  CHA~CT£~S
  Ronin characters come from one of two categories: True Ronin and Clan
  Ronin. True Ronin are born into the life of a ronin and have known no
  other code of behavior. They begin the game with only the most basic
  equipment of average to poor quality -
  a katana, a wakizashi, one other
  weapon, one set of poor quality clothes, 2 koku, and a travel pack. True
  Ronin characters do not have techniques, nor do they gain any in the usual
  fashion. Instead, they begin with 30 more character points than normal to
  reflect the experiences their early life has given them.
  clan Ronin are samurai who once served in family and clan, but were
  exiled for some particular failure (for instance, allowing the death ofone's
  master is grounds for becoming ronin). clan Ronin begin the game with
  the outfit and first rank in their clan school. They may receive further
  training ifthey can find awilling reacher, but such a thing is highly unlikely.
  TH~
  BU~ru"--G SAnDS
  The Burning Sands lie just past the Northern wall Mountains at the edge
  of Unicorn territory. This merciless desert lies sterile, waiting to destroy
  anyone foolhardy enough to traverse its unprotected dunes. It is a lethal
  place both feared and highly respected by those few in the Empire thar
  have visited and returned alive.
  A thousand years ago, Shinjo's clan, the Ki-Rin Clan, ventured into this
  vast nothingness to locate possible dangers outside the borders ofRokugan.
  Eight centuries passed without incident, and the Empire believed them to
  have been destroyed. When they returned, now calling themselves the
  Unicorn Clan, they brought back tales ofmerciless sorcerers, foreign cities,
  and exotic cultures. The clan was greatly changed by their experience, but
  the overall Rokugani view ofthe Sands as a deadly place was not altered by
  the Ki-Rin's survival.
  Having been exiled into the Burning Sands after being blamed for the
  disappearance ofToturi I decades ago, the Scorpion Clan is the only other
  
  clan to possess knowledge concerning the Burning Sands. The only other
  time the Empire has encountered the desen's powerful rouch was when
  the Kami Shinjo returned to the Unicorn and brought with her the united
  Mote tribes. The Moto aided the Unicorn in destroying the corrupted Dark
  Mota and took over leadership of the Unicorn Clan at Shinjo's command.
  Described below are afew details ofknown culrures and peoples inhabiting
  the great desert waste.
  TH£ ASHAJ.An.
  Ashalan are an inhuman, immortal race believed to predate the existence
  of all other known races. A Council ofTwelve rules the race and controls
  the only twelve souls shared between the entire race. Over the centuries,
  only two half-breed Ashalan have been born to the andenr race.The Ashalan
  feel responsible for the fledgling races of humanity and often interfere
  with human politics in secret. Most have decided that the Burning Sands
  has benefited enough from their influence and have retreated from the
  world. However, a small group of them ventured back into the Empire
  with the Scorpion clan and believe there are many problems in Rokugan
  that their ancient minds can fIx.
  Ashalan are disturbing to look upon. Tall, gaunt, with almost no hair,
  they have albino white and blue skin. Mystical tattoos cover their bodies
  and are believed to be the source of their strange powers. They wield
  weapons of a material called crysteelthat is as durable as folded steel, but
  has crystalline.
  TH£ C£J.£STIAJ. AJ.J.IAn.C£
  An.D TH£ KHAY£J.
  The Khayel are a group of djinn, powerful spirit beings, that have been
  rerurned to the morral world from an ages old imprisonment. Ruled by
  Kaleel, the Burning Sands Moon God, the Khayel seek the reinstatement
  ofdjinn over the perry races ofhumanity. They are virrually immorral and
  tend to formulate highly detailed plans that take years to bear fruit.
  A faction of benevolent djinn has allied with morral sahir (wizards) and
  srand as the only group powerful enough to fight the IChayel. They call
  themselves the Celestial Alliance and are a powerful, reclusive group.
  TH£ I{HADI
  Khadi are not a culture, but simply a group of powerful mortal sahir that
  have undergone a ritual in which they remove their hearts to attain
  immorraliry Called Hearrless, they once ruled the great dty of Medinaat
  aI-Salaam until the ancient Ashalan purged the city of their presence.
  The Iuchi of the Unicorn are familiar with the Heartless, as is the First
  Bloodspeaker, Iuchiban, who is a IChadi himself
  TH£ mOTO
  The Burning Sands culture most Rokugani are familiar with are the
  nomadic More tribesmen. Shinjo returned from her imprisonment at the
  hands ofthe Living Darkness at the head ofa massive army ofMoto tribes-
  
  men. When she later purged her clan of the nefarious Kolar, she instated
  the Mow Khan, Gaheris, as the new Unicorn Clan Champion.
  There are still a few scattered tribes of Moto in the Burning Sands, but
  these groups are pale shadows of true Moto. They are mostly scavengers,
  outcasts, and raiders with little honor. They sometimes serve as scouts for
  Unicorn merchants traveling the vast desen.
  Rokugan is an extremely sheltered nation. Traditionally its people are
  distrustful ofoutsiders and, other than the Unicorn and Mantis Clans, less
  than curious about foreign lands. Travelers from abroad are referred to as
  gaijin, a term that technically means "foreigner" but generally has
  extremely derogatory connotations. Gaijin are viewed with extreme
  suspicion. Any gaijin who acts in an aggressive manner on Rokugani soil
  can expect merciless retribution. Those who approach in a more peaceful
  manner are generally turned away, or slain by distrustful samurai. On rare
  Tl-t£ QOJ.AT
  Members of the Kolat's Roc Sect in Rokugan also belong to a much wider
  sect of conspirators known as the Qalar. The Qalar is a continent -
  spanning conspiracy that has managed to infiltrate every house and society
  in the Burning Sands except for the Celestial Alliance and the Khayel In
  the Burning Sands, the Qalar consist of powerful merchant houses that
  seek the destruction ofgods, djinn, and immortal races that wish to enslave
  humanity. They are not an honorable group and often stoop to simple
  murder, assassination, brainwashing, and the& to achieve their goals.
  ~OI(UGAn..
  B£,yOn.."
  TH£ S£ni'£T
  The Senpet have many holdings in me Cern ofme Desen, me city Medinaat
  aI-Salaam, but their Empire lies farther across the Burning Sands. Their
  homeland is roughly the size of Rokugan and is ruled by a powerful
  Pharaoh called Neferet. According to Senpet mythology, they are the first
  humans to have ever constructed buildings anywhere. When one visits
  their cities this is not hard to believe. Senpet architecture is typically
  crafted to venerate theirgods, a massive pantheon of10,000 deities, most of
  which center around Death. Some Senpet temples and monuments far
  exceed the size ofmany Rokugani cities.
  The Senpet Empire is downstream ofMedinaat aI-Salaam and has been
  running out ofresources recently. When the Scorpion were in the Burning
  Sands, a small number ofSenpet joined the clan and returned with them to
  Rokugan. Because ofthis, the Senpet are aware of the Empire and the vast
  resources of water and food it has within its borders. Within roughly 50
  years the Senpet will be so in danger of running out of water they will
  likely attack Rokugan or wither and fade into nothing.
  ~•.. ~
  •
  ol~
  .
  j
  
  occasions gaijin have earned enough trust to establish embassies in the
  Imperial Capital, but a large gaijin presence has been unknown in Rokugan
  since the Battle ofWhite Stag.
  IIIO~Y l(.InG"01i\S
  The Ivory Kingdoms are located to the south of Rokugan, beyond the
  corrupted ocean known as the Seas of Shadow. The Ivory Kingdoms are a
  collection of allied city states, overseen by a Maharaja. Their society is a
  strictly caste-based system, ruled by a caste of holy warriors called the
  Kshatriya. Several decades ago their government was corrupted from
  within by a sinister cult worshipping a god known as the Destroyer but,
  with the aid ofthe Mantis Clan, was able to overthrow the cult and restore
  the Maharaja's power. The Ivory Kingdoms retain an embassy in Toshi
  Ranbo as the current Maharaja suffers a rare blood-born illness that can
  only be treated with a rare herb grown in Crane lands. Presumably
  the Ivory Kingdoms has access to waterways that lead around the Seas of
  Shadow to the lands beyond the Burning Sands, for they frequently
  associate with those nations as well. They are an adventurous people that
  enjoy exploring the mysteries offoreign shores.
  1i\£~£nA£
  Many centuries ago, a joint expedition between the nations of Merenae
  and Thrane landed on the shores of Rokugan. Their initial encounter with
  the Rokugani ended badly, culminating in the Battle of White Stag
  (the origin for much of Rokugan's severe anti-gaijin sentiment). Once a
  proud seafaring kingdom, Merenae was devastated when a party ofSenpet
  explorers unintentionally spread a rare disease (to which the Senpet had
  been long immune) through their lands. What is today called Merenae is
  in fact composed of the descendants of the survivors of Merenae and a
  
  dozen other neighboring nations ravaged by this plague. The continent
  these nations once ruled is now largely uncivilized. Merenae is governed
  by twelve noble houses, each representing the survivors of a fallen nation.
  These houses are overseen by a single monarch, whose family can claim
  ancestry to each of the twelve houses. The Merenae are a cunning,
  resourceful, and ambitious people tempeted by hardship. Though the
  noble houses frequently squabble among themselves, they readily set their
  differences aside when the kingdom as a whole is threatened.
  .YOBAn.jln
  T~IB£5
  Though nowhere near as large or well-established as most of the nations
  listed here,the barbarian tribes ofthe Yobanjin merit inclusion due to their
  natural proximity to Rokugan. The Yobanjin live in the mountains
  immediately north ofRokugan, overlapping Phoenix and Dragon territory
  in a number ofplaces. They are descendants ofthe original tribes that ruled
  Rokugan, who fled the lands that would become the Empire rather than
  accept the kami's rule. They are thus suspicious of shugenja magic, which
  often draws upon the favor ofgods they refuse to acknowledge. They wield
  a powerful, primal version of elemental magic, which allows them to
  harness powerful elemental spirits similar to dragons in the form of
  "wynn" steeds. Most of Rokugan view the Yobanjin people as an irritating
  menace, particularly frustrating for their ability to vanish into the
  mountains when the Imperial Legions are sent to destroy them. The Isawa
  family quietly conduct trade with one ofthe more peaceful Yobanjin tribes
  via a loophole in Imperial Law, and the Kolat remain on good terms with
  many of the tribes, but Rokugan as a whole otherwise has a difficult
  relationship with the Yobanjin.
  .YO"ATAI £/ili'1~£
  An ancient, and powerful empire located west of Rokugan, across the
  vastness of Yakamo's Heart. The Yodatai are a proud people, defined by
  expansion and conquest. Their civilization comprises the best ofcountless
  different conquered peoples, each assimilated into the totality of the
  Yodatai Empire. The Yodatai are ruled by an Emperor, who is advised in
  return by a Senate formed of elected representatives from every province
  under Yodatai rule. Though their military is fierce, the Yoclatai's true
  strength lies in their ability to encourage conquered nations to accept
  the fair rule and technological advancements the Yodatai have to offer.
  According to their beliefs, those who die at sea are dragged into a hellish
  realm beneath the waters, where their soul will never be free to join their
  ancestors. As a result, they only rarely venture across the seas. Even so, a
  Yodatai "scouting party" (a large army by Rokugani standards) lost at sea
  established a colony north of Medinaat-al-Salaam nearly forry years ago.
  rbese colonists have spent the time since their arrival eagerly studying the
  foreign lands where they now find themselves, as well as searching for a
  way out.
  
  ST~7 In.-TO
  "r.1+~
  ~li\71:a~
  Of"
  ~OI{UGAT\
  9781594 720314
  lIS MSRP S2US
  Prmed in U.sA
  AEG 3141
  52495
  
SOURCE: textdata/thevault/Legend of the Five Rings (d20) [multi]/EXTRAS/L5R - Oriental Adventures - Live-Action Roleplaying.pdf