TEXT:  
  1
   
   
   
  Updated Schools,  
  Advanced Schools and Paths 
  For Legend of the Five Rings Roleplaying Game, Third Edition 
   
   
   
   
   
   
  WRITERS: SHAWN CARMAN & BRIAN YOON  
   
  PLAYTESTERS: Lynn Ahlgren, Becky Anderson, Brian Bates, Kathryn Bayne, Travis Brandt, Jeremy Bullens, Brett 
  Carlos, Jed Carleton, Patrick Chen, Darrin Clough, Dace, John Davis, Aien Elmi, Charles Ethridge-Nunn, Charles 
  Fox, Angela Harris, Jim Harris, Paul Hartmann, Kelly Hoesing, Kim Hosmer, Heath Hunt, Mike Jonas, Alex Jones, 
  Jason Kang, Ki Chang Kim, Eric King, Chris Kochs, Kit LaHaise, Shale LeBlang, Tom Lewis, Roger Liang, Francois 
  Martineau, Seth Mason, Catlin Mills, Cory Mills, Dan Moenster, Arthur Nguyen, Benjamin L. Noble, John Olson, 
  John O’Neil, Molly Poole, Catherine Prickett, Jason Schafer, Nathan Shafer, David Smith, Liza Strout, Matt Strout, 
  Mark Turner, Joe White  
   
  LAYOUT & EDITING: Mikael Brodu, aka Otaku Mike, based on Ranko Marinic’s PDF.  
  Special thanks to Ranko: your PDF inspired me to add my contribution to the L5R community. 
   
  NOTES: A Path which name begins with or is followed by a � indicates an Entry-Level Path. 
  When a descriptor (such as Bushi or Shugenja) following a School is in black, it means this isn’t a canon descriptor. 
  This usually happens when the source material didn’t have a descriptor. 
   
  Ranko did a wonderful job to compile the SUP installments into a single nice looking PDF. However, the text 
  largely retained its original wording and organization. I felt there was still room for improvement to make this 
  document the powerful tool it should be for players and gamemasters alike. I went through the text with a single 
  idea in mind: to make it as user-friendly as possible. To achieve this I also decided to look at it from the point of 
  view of a new player that would discover L5R with the Third Edition (which explains why I left out Schools that 
  have disappeared due to rules changes). The goal of this document is no longer to update old characters, but 
  instead to give new players more options for character creation. 
  I edited the text to match it to 3rd Ed templates (i.e. starting Honor is always placed after the School’s Benefit, or 
  the Path of Egress is always placed just below the Path of Entry, etc.). Other changes include a text reorganization 
  to separate Schools, Paths, and Advanced Schools; adding a School descriptor (Bushi, Shugenja, etc.) whenever 
  possible; or typing the Starting Outfit when possible, so that all information is available at the same place.  
  Finally, I added a Master Index that is aimed to be the ideal companion to character creation. All the Schools, Paths 
  and Advanced Schools that are “Third Edition legal” (including new entries introduced in the 3rd Ed rulebook and 
  the Four Winds book) are referenced. A special index lists all Schools and Entry-Level Paths together to help 
  players during character creation. 
   
  I tried my best to make this document as useful as possible. All comments and corrections are welcome. 
   
  Mike 
  
   
  2 
  Schools of the Crab Clan  
   
   
  Hida Berserker (Bushi)  
  Originally appeared in Way of the Crab.  
  Benefit: +1 Stamina  
  Honor: 1.5  
  Skills: Athletics, Defense, Heavy Weapons (Tetsu-
  bo), Hunting, Kenjutsu, Lore: Shadowlands, any one 
  Bugei Skill  
  Outfit: Katana, wakizashi, any two weapons, light 
  armor; red body paint, kimono and sandals, travel-
  ing pack; 3 koku  
  TECHNIQUE: FURY OF HIDA  
  While you are not in an enraged state, you gain a 
  bonus to your TN to Be Hit equal to your Fire Ring 
  plus your School Rank. Whenever you enter combat, 
  you may enter an enraged state. While enraged, you 
  ignore Wound penalties for a number of rounds equal 
  to your Earth Ring x 3, plus one round per School 
  Rank. You take the Wounds, but they have no effect 
  on you. Further, you may roll and keep a number of 
  extra dice equal to your School Rank while rolling 
  attack and damage, reflecting your ability to focus 
  your rage into your attacks. Every time you are 
  wounded, you suffer an additional two Wounds.  
  At any time, you may come out of your enraged 
  state by making a Willpower check with a TN of 20. 
  If you calm your rage, you lose all bonuses and 
  penalties that this school imposes while you are 
  enraged. If you calm your rage in the presence of an 
  enemy, you may not become enraged for the rest of 
  the day. At Rank 3, you gain an additional attack per 
  round. At Rank 5, you gain another additional attack 
  per round while in the Full Attack posture.  
   
  Damned Berserkers (Bushi)  
  Originally appeared in Way of the Shadowlands and 
  Secrets of the Crab.  
  Benefit: +1 Willpower  
  Honor: 1.0  
  Skills: Battle, Defense, Kenjutsu, Lore: Shadow-
  lands, Medicine (Herbalism), Meditation, any one 
  Weapon Skill  
  Outfit: Katana, wakizashi, bow and 20 arrows 
  (any type), any two weapons, light armor; red body 
  paint, kimono and sandals, traveling pack; 1 koku  
  Special: Though Damned Berserkers cannot 
  become enraged like those from the Hida Berserker 
  School, Hida Berserkers that become Damned Berser-
  kers may count their ranks in the Damned Berserker 
  School as additions to their Berserker School Rank. 
  This School possesses only three ranks; very few 
  Damned survive long enough to learn all three.  
   
  TECHNIQUES  
  RANK 1: BURNING THE SHADOW  
  You have learned a series of herbal and medita-
  tion techniques to slow the corruption tainting your 
  body. Once per month you may make a Void/Medi-
  tation roll (TN 30) in order to reduce your Shadow-
  lands Taint by one point. You may add your Skill 
  Rank in Medicine (Herbalism) to the result of this 
  roll. You may not attempt this roll more than once a 
  month, whether you succeed or not. You may not 
  reduce your Taint below a full rank, or below one 
  point. You may not remove another’s Taint. In 
  addition, your fierce hatred of your own corruption 
  has begun to turn your Taint outward, allowing you 
  to add your Taint Rank to the result of all attack and 
  damage rolls. You add double your Taint Rank to 
  your TN to Be Hit against Tainted opponents.  
  RANK 2: TURN THE DARK LORD’S BLADE  
  You walk the razor’s edge between embracing 
  your Taint and using it as a weapon against evil. You 
  may permanently gain one point of Shadowlands 
  Taint to gain an additional attack each round for the 
  next three rounds. If this attack is directed against a 
  Tainted opponent, you lose the point of Shadowlands 
  Taint as long as you personally kill your opponent 
  within those three rounds. While making any 
  contested rolls, attack rolls, or damage rolls against a 
  Tainted personality, your Raises are not limited by 
  your Void Ring or Skill Rank. Finally, you may add 
  double your Taint Rank to the result of all attack and 
  damage totals (replacing the bonus gained in the 
  first Rank).  
  RANK 3: SHOUT AT THE DARKNESS  
  At this point, you are very likely nearly Lost, but 
  this will not stop you from giving your death 
  meaning. You gain a number of Free Raises equal to 
  your Taint Rank on attack rolls against all Tainted 
  opponents. On a successful strike against a Tainted 
  opponent, you may double the Wounds inflicted. 
  When you do so, you gain a full rank of Taint. You 
  may add triple your Taint Rank to the result of all 
  attack, damage, and Bugei skill rolls (replacing the 
  bonus gained in the second Rank). You add triple 
  your Taint Rank to your TN to Be Hit against 
  Tainted opponents (replacing the bonus gained in 
  the first Rank).  
   
  Ancestral Hiruma School (Bushi)  
  Originally appeared in Bearers of Jade as Hiruma 
  Lost School.  
  Benefit: +1 Willpower  
  Honor: 2.5  
  
   
  3
  Skills: Athletics, Battle, Hunting, Kenjutsu (Katana), 
  Kyujutsu, Lore: Shadowlands, Stealth  
  Outfit: Katana, wakizashi, bow and 20 arrows 
  (any type), ashigaru armor; black body paint, one 
  finger of jade, kimono and sandals, traveling packs; 
  2 koku  
  TECHNIQUES  
  RANK 1: TORCH’S FLAME FLICKERS  
  The Hiruma focuses his strikes while protecting 
  himself. As long as you are not in the Full Attack 
  posture, you may add your Fire Ring to your TN to 
  Be Hit and to the result of all attack rolls, damage 
  rolls, and Bugei Skill rolls.  
  RANK 2: WOLF’S LITTLE LESSON  
  Hiruma dash in and out in a single motion. For 
  every Raise you make on your attack, you increase 
  your TN to Be Hit by 5 + your ranks in the Athletics 
  Skill until the beginning of the next round. You do 
  not gain this bonus while you are in the Full Attack 
  posture.  
  RANK 3: HUMMINGBIRD WINGS  
  The Hiruma know how the hummingbird can 
  move in any direction. Once per round, after an 
  opponent makes an attack roll against you, you may 
  spend a Void Point to make an Agility/Defense roll 
  with a TN equal to the attack roll’s result. If 
  successful, you dodge the attack outright. You may 
  attack once in the same round, although with a +10 
  to your TN. You cannot use this Technique while 
  you are in the Full Attack posture.  
  RANK 4: SHARK SMELLS BLOOD  
  No animal waits to see the effect of its first attack 
  before pressing its advantage. You gain an 
  additional attack per round. As long as you are not 
  in the Full Attack posture, you may add double your 
  Fire Ring to your TN to Be Hit and to the result of all 
  attack rolls, damage rolls, and Bugei Skill rolls 
  (replacing the bonus gained at the first Rank).  
  RANK 5: DAYLIGHT WASTES NO MOVEMENT  
  The Hiruma learns to use no more energy than is 
  needed to kill his opponent. If you deliver more 
  Wounds than necessary to kill your target, you may 
  apply the excess Wounds to the next target you hit. 
  The carry-over effect does not last beyond the end of 
  the current skirmish.  
   
  Kuni Witch Hunters (Bushi)  
  Originally appeared in Way of the Crab and Secrets 
  of the Crab.  
  Benefit: +1 Awareness  
  Honor: 1.5  
  Skills: Athletics, Defense, Hunting, Medicine (Her-
  balism), Lore: Shadowlands, any two Bugei Skills  
  Outfit: Katana, wakizashi; one finger of jade, jade 
  pendant, kimono and sandals, traveling pack; 3 koku  
  TECHNIQUES  
  RANK 1: TO STRIKE THE DARKNESS  
  The witch hunter has learned how to block out all 
  distractions when facing an enemy. You add twice 
  your Air Ring to the result of all your Initiative rolls. 
  When attacking an enemy with the Shadowlands 
  Taint, you need only call 2 Raises to gain an 
  additional attack on him (instead of 4 Raises).  
  RANK 2: TO SEE THE DARKNESS  
  The witch hunter becomes attuned to the signs of 
  elemental corruption. When interacting with others, 
  you can make a contested Awareness/Etiquette roll 
  against the target to see if he shows any indications 
  of being a potential maho-tsukai or shows any 
  psychological signs of the Taint. By calling a Raise, 
  you can prevent the subject from realizing he has let 
  something slip. Additionally, if you spend a Void 
  Point, you can make an Awareness/Lore: Shadow-
  lands roll (TN 25) to sense the presence and 
  proximity of the Taint anywhere within 150´. You 
  cannot sense Taint in specific individuals, but gain a 
  general idea of where it is.  
  RANK 3: TO RIDE THE DARKNESS  
  The witch hunter has a deep understanding of 
  how best to wound those who bear the Taint. When 
  making an unarmed or melee attack, you keep an 
  additional number of dice equal to the target’s 
  Shadowlands Rank. Additionally, you can spend a 
  Void Point to reduce your Wound Rank penalty by 
  your School Rank for the duration of the current 
  scene. Finally, you may add your Earth Ring to your 
  TN to Be Hit.  
  RANK 4: TO REPEL THE DARKNESS  
  A witch hunter resists the effects of maho, and can 
  protect others from foul magic. Anyone attempting 
  to use maho, or anyone with the Shadowlands Taint 
  who tries to cast a spell on you, must call an 
  additional number of Raises equal to your School 
  Rank. By spending a Void Point and making a 
  Willpower/Lore: Shadowlands roll (TN 25), you can 
  grant an ally within 10´ the same protection for one 
  round (the spellcaster must still match your School 
  Rank, not the protected ally’s). You can call Raises to 
  protect additional allies or to extend the protection 
  for additional rounds, at one Raise per ally or round. 
  Additionally, you gain an additional attack per 
  round.  
  RANK 5: TO SHATTER THE DARKNESS  
  The witch hunter cuts down Tainted enemies with 
  devastating power, and inflicts excruciating pain on 
  the corrupted. When attacking a target with the 
  Shadowlands Taint, you gain a number of Free 
  Raises equal to your School Rank that can only be 
  used for damage or for an additional attack. If you 
  kill someone who possesses the Shadowlands Taint, 
  it does not count as an attack for this round. 
  
   
  4 
  Additionally, whenever you hit an opponent, you 
  may spend a Void Point to increase the opponent’s 
  current Wound Rank penalty by 10.  
   
  Toritaka Bushi (Bushi) 
  Originally appeared in Way of the Samurai.  
  Benefit: +1 Willpower  
  Honor: 2.5  
  Skills: Animal Handing (Falcons), Hunting, Ken-
  jutsu, Lore: Spirit Realms, Meditation, Spears, and a 
  second rank in either Animal Handling (Falcons) or 
  Hunting  
  Outfit: Katana, wakizashi, light armor; kimono and 
  sandals, traveling pack; 2 koku  
  TECHNIQUES  
  RANK 1: THE FALCON’S EYES  
  You gain one Free Raise per School Rank on all 
  your Perception rolls. In addition, you may perceive 
  any invisible spirits within your range of vision by 
  making a Raw Perception Roll at a TN of the spirit’s 
  Air Ring x 5. Finally, you may add your Water Ring 
  to the result of all your attack and damage rolls.  
  RANK 2: THE FALCON TAKES FLIGHT  
  You begin to understand the swift movements of 
  the falcon. You may add double your Perception to 
  the result of all your Initiative rolls. You gain one 
  Free Raise per rank of Perception on any attack roll 
  against an opponent with lower Initiative.  
  RANK 3: THE FALCON’S WINGS  
  You gain an additional attack per round. You may 
  add double your Water Ring to the result of all your 
  attack and damage rolls (replacing the bonus gained 
  at Rank 1).  
  RANK 4: VIGILANT AND STRONG  
  At this Rank, you no longer need to make a 
  Perception roll to notice invisible spirits. You may 
  perceive any invisible creature within your range of 
  vision by making a Raw Perception Roll at a TN of 
  the creature’s Air Ring x 5. Also, you may make a 
  Contested Perception roll against the Air Ring of any 
  opponent within 30´ to perceive him despite any 
  darkness or blinding effects that may hamper your 
  vision. You must be aware of the opponent’s 
  existence to use this ability. Finally, you may add 
  triple your Perception to the result of all your 
  Initiative rolls (replacing the bonus gained at Rank 2).  
  RANK 5: CLAWS OF THE FALCON  
  By spending a Void Point, you can select one 
  opponent and harm him normally for the duration 
  of the skirmish, ignoring any special invulnera-
  bilities or Carapace rating. This applies only to your 
  melee attacks. Additionally, you may add triple your 
  Water Ring to the result of all your attack and 
  damage rolls (replacing the bonus gained at Rank 3).  
   
  Yasuki Taskmaster (Bushi)  
  Originally appeared in the 2nd Ed. Player’s Guide.  
  Benefit: +1 Willpower  
  Honor: 1.5  
  Skills: Athletics, Defense, Deceit (Intimidation), 
  Jiujutsu, Kenjutsu, Lore: Shadowlands, any one Bugei 
  Skill  
  Outfit: Katana, wakizashi, whip*, any two weapons, 
  light armor; kimono and sandals, traveling pack; 
  6 koku  
  * DR 0k1 weapon (Peasant Weapons Skill).  
  TECHNIQUES  
  RANK 1: FEAR IS A GIFT  
  The Taskmaster has learned the art of cowing 
  those weaker than himself. You may roll an extra die 
  on all attack rolls and Deceit (Intimidation) rolls 
  against those with lower Willpower. You gain a 
  bonus to the result of your Initiative rolls equal to 
  your Willpower.  
  RANK 2: TAKING THE GIFT  
  You may activate this Technique as a full-round 
  action. Once on, it stays activated until you take 
  another action. If an opponent hits you while this 
  Technique is active, you may immediately attack 
  that opponent once; this attack automatically hits. 
  You may not call any Raises on this attack. You may 
  add triple your Willpower to this attack’s damage 
  roll. Finally, you may roll an extra die on all damage 
  rolls against those with lower Willpower.  
  RANK 3: GIVING THE GIFT  
  You may taunt or insult any one opponent who 
  can understand you (even while you are attacking or 
  doing something else), making a contested Will-
  power/Deceit (Intimidation) roll with that target. If 
  you succeed, you may add the amount by which you 
  succeeded to the result of all attack and damage rolls 
  against that opponent in the following round. Finally, 
  you gain a bonus to the result of your Initiative rolls 
  equal to double your Willpower (replacing the 
  bonus gained from Rank 1).  
  RANK 4: FEAR’S BANE  
  You gain an additional attack per round. Addi-
  tionally, you may roll two extra dice on all attack, 
  damage, and Deceit (Intimidation) rolls against those 
  with lower Willpower (replacing the bonuses gained 
  from Rank 1 and Rank 2).  
  RANK 5: THE TEST OF MIGHT  
  The Taskmaster has mastered the arts of fear and 
  intimidation to the point that they are a part of his 
  being. Opponents attacking you subtract twice your 
  Deceit (Intimidation) Skill rank from the totals of all 
  their attack and damage rolls against you. Once per 
  round, you may spend a Void Point after an oppon-
  ent makes a damage roll against you to reduce the 
  total by triple your Willpower (to a minimum of 1 
  Wound suffered).  
  
   
  5
  New Paths 
   
  Dead-Eyes Berserker (Bushi) 
  Originally appeared in Way of the Samurai.  
  Technique Rank: 3  
  Path of Entry: Hida Berserker 2  
  Path of Egress: Hida Bushi 1  
  TECHNIQUE: ENDLESS RAGE  
  This Technique counts as a rank of the Hida 
  Berserker School. At the beginning of each round, 
  you may choose not to gain any number of bonus 
  dice you would gain to your attack and damage rolls 
  as a result of your Hida Berserker School. You gain 
  one Free Raise to all Athletics, Battle, or Investiga-
  tion rolls for each die not gained. If not used by the 
  end of the round, this Free Raise is lost.  
   
  Hida Elite Guard (Bushi)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 4  
  Path of Entry: Hida Bushi 3  
  Path of Egress: Hida Bushi 4  
  TECHNIQUE: HIDA’S STRENGTH  
  The Hida Elite Guardsman has learned to channel 
  the legendary power of the First Crab, adapting 
  readily to attack or defense. At the beginning of each 
  round you may choose to add triple your Defense 
  Skill Rank to either your damage rolls or your TN to 
  Be Hit until the next round. Additionally, you may 
  spend a Void Point; for three rounds your armor 
  gives you an additional bonus to your TN to Be Hit 
  equal to its base bonus. You may not gain this bonus 
  again if you are currently receiving it.  
   
  Tokaji’s Might (Bushi) 
  Originally appeared in Secrets of the Crab.  
  Technique Rank: 2  
  Path of Entry: Kuni Witch Hunter 1  
  Path of Egress: Kuni Witch Hunter 2  
  TECHNIQUE: WITCH’S BANE  
  A properly trained tsukai-sagasu is capable of the 
  swift elimination of maho-tsukai, punishing them 
  with the wrath of the Crab for treason against the 
  Celestial Order. Each time a maho spell is cast in 
  your presence, you may spend a Void Point to gain a 
  +1k1 bonus to all attack rolls against the caster until 
  the end of the combat. This ability may be used 
  several times in combat, with cumulative effects, but 
  each time must be in response to a different maho 
  casting. Additionally, you add your Earth Ring to all 
  melee and unarmed damage rolls.  
  Your ranks in Tokaji’s Might are added to your 
  School Rank for determining your Mastery Level as 
  a shugenja.  
   
  Tokaji’s Power (Bushi/Shugenja) 
  Originally appeared in Secrets of the Crab.  
  Technique Rank: 3  
  Path of Entry: Kuni Shugenja 2 or Kuni Witch 
  Hunter 2  
  Path of Egress: Kuni Witch Hunter 1 or Kuni 
  Shugenja 1 (must exit to the other school)  
  TECHNIQUE: DISPEL THE DARKNESS  
  The tsukai-sagasu has become adept at speaking 
  with the kami and sensing maho. You gain access to 
  Sense, Commune, Counterspell, and Summon, 
  regardless of what school you entered from. You 
  gain a number of Free Raises equal to your Insight 
  Rank when casting Counterspell against someone 
  attempting to cast maho. You can automatically 
  sense when a maho spell is being cast within 150´, 
  and what element is being used for the spell. If you 
  were not prepared to counter the spell, you may 
  spend a Void Point to immediately take an action to 
  Counterspell the maho spell.  
  Your ranks in Tokaji’s Might are added to your 
  School Rank for determining your Mastery Level as 
  a shugenja.  
  
   
  6 
  Schools of the Crane Clan  
   
   
  Kakita Artisan (Artisan)  
  Originally appeared in Way of the Crane and Secrets 
  of the Crane.  
  Benefit: +1 Awareness  
  Honor: 3.5  
  Skills: Courtier, Etiquette (Conversation), Calli-
  graphy, any one Lore Skill appropriate to the chosen 
  art, any one High Skill, and 2 Ranks in any one 
  Artisan or Performance Skill listed in the description 
  of the Soul of the Artisan Technique  
  Outfit: Wakizashi; kimono and sandals, artisan’s 
  satchel, traveling pack, any two items associated 
  with your specialty; 10 koku  
  TECHNIQUES  
  RANK 1: SOUL OF THE ARTISAN  
  When a samurai becomes a Kakita Artisan, he 
  must select an art in which he will specialize. Each 
  art is represented by a particular Skill. This may be 
  an Artisan Skill (Bonsai, Gardening, Ikebana, 
  Origami, Painting, Sculpting), a Performance Skill 
  (Dance, Music, Song), Acting, or Storytelling. Each 
  individual Skill has its own Technique, or “maya.” 
  Techniques at Rank 2 and beyond are based on the 
  maya learned at Rank 1.  
  Acting: A Kakita-trained actor has studied all the 
  many forms of acting and is experienced with each. 
  The number of Emphases you may have in the 
  Acting Skill is not limited by your Skill Rank. You 
  lose no Honor for impersonating another individual. 
  Your TN to impersonate another individual is always 
  reduced by 5.  
  Bonsai or Ikebana: The arts of bonsai and flower 
  arranging are more about creating a positive energy 
  fiow through a space than creating physical beauty. 
  If you spend fifteen minutes in a room, you may 
  assess its energy and tailor your creations to suit it. 
  Creating a fiower arrangement or tailoring a bonsai 
  to suit the room requires a Void/Artisan: Ikebana or 
  Void/Artisan: Bonsai roll against a TN determined 
  by the room’s size (10 for an individual’s private 
  chambers, 20 for a standard audience chamber, 50 
  for the vast Imperial Court chamber, etc.). It requires 
  fifteen minutes to create the final product if materials 
  are available, but you gain a Free Raise on the roll 
  for every additional fifteen minutes you spend on it, 
  up to a maximum number of Free Raises equal to 
  your School Rank. Once the bonsai or arrangement 
  is in place, all in its presence who engage in no 
  activity more strenuous than quiet conversation (no 
  Contested Social Skill Rolls) recover Void Points as if 
  they are meditating. This effect lasts for a number of 
  Rokugani hours equal to your School Rank after you 
  make the roll, after which the effect dissipates.  
  Dance: The natural grace of a Kakita Dancer grants 
  you a Free Raise on any non-combat Agility or 
  Reflexes roll. You can focus your attention on a 
  member of the opposite sex and transfix them with 
  the beauty of your art, using subtle eye contact and 
  gestures to capture their attention. During a perfor-
  mance or any other quiet, uneventful surrounding, 
  you may make an Awareness/Performance: Dance 
  roll against your intended target’s Perception x 5. If 
  you succeed, they pay attention only to you and 
  miss other subtle events in the room, such as a single 
  person coming and going quietly. If any noise is 
  made or a commotion begins, this effect ends 
  immediately.  
  Gardening: The art of gardening is much like the 
  arts of bonsai and ikebana, only on a larger scale. 
  Kakita artisans create gardens with unique patterns 
  of spiritual energy that engender harmony in visitors. 
  You may arrange a garden by making a successful 
  Awareness/Artisan: Gardening roll against a TN 
  determined by the garden’s size (10 for a small 
  garden attached to a private residence, 20 for a garden 
  at a normal palace, 50 for the Imperial gardens, etc.). 
  This roll requires a number of weeks equal to one-
  tenth the TN (rounded up). A successfully arranged 
  garden grants visitors a bonus to any Meditation 
  rolls equal to your School Rank x 5. You also receive 
  a number of Free Raises per day equal to your rank 
  in Artisan: Gardening, which may only be spent 
  while in the garden, and may be used on any roll 
  involving one of your School Skills.  
  Music or Song: Kakita-trained musicians and singers 
  perform pieces from the Empire’s centuries of rich 
  artistic tradition. No matter where they travel, they 
  can entertain their host with the same beloved songs 
  his great-great-grandfather once heard, or surprise 
  his guests with a new piece written just for them. 
  When you have been playing for at least five 
  minutes, you may make an Awareness/Performance: 
  Music or Awareness/Performance: Song roll. Any 
  audience member whose Willpower x 5 is less than 
  the total of your roll is so soothed by the music that 
  he can take no hostile actions (unless attacked) for a 
  number of Rokugani hours equal to your School 
  Rank. Affected individuals may spend a Void Point 
  to end this effect immediately. You roll a number of 
  additional dice equal to your School Rank on all 
  Social Skill Rolls made with someone under this 
  Technique’s effects.  
   
  
   
  7
  Origami: Folding paper is an ancient art in 
  Rokugan, respected for the incredible precision and 
  delicacy it demands. You have learned to study 
  others and quickly determine what manner of gift 
  would best suit them. You may make a Raw 
  Awareness roll against another person’s Awareness 
  x 5. You add double your School Rank to the result 
  of this roll. If successful, you have determined the 
  most appropriate gift for this person, and may craft 
  it given paper, ten minutes, and an Agility/Artisan: 
  Origami roll against TN 15. You gain a Free Raise on 
  all Social Skill Rolls made with the recipient of your 
  gift for the remainder of the court (which can last up 
  to an entire season). For every two Raises you make 
  on the creation roll, you gain an additional Free 
  Raise on the Social Skill Rolls.  
  Painting or Sculpting: These are unique among the 
  arts practiced at the Kakita Academy because they 
  produce items that can endure for centuries. 
  Paintings and sculptures are considered gifts of the 
  highest order, and bestowing one often results in a 
  lasting bond between giver and recipient. It takes a 
  minimum of one week to create a painting or 
  sculpture, and requires an Awareness /Artisan: 
  Painting or Awareness /Artisan: Sculpture roll 
  against TN 15. You gain a Free Raise for each 
  additional week you spend on the piece. When you 
  present your art to another, they typically reward 
  you with an amount of koku equal to half your Rank 
  in the relevant Skill, plus 1 koku for every Raise 
  made during its creation. You also gain a Free Raise 
  on all Awareness rolls made with the recipient in the 
  future, unless something happens to foster ill will 
  between the two of you after the gift is presented. 
  Finally, you may call in a favor from the recipient at 
  a later date. This favor may be taken from the Doji 
  Favor Table (see page 123 of Third Edition). Use 
  your School Rank at the time the painting was 
  created to determine what level of favor the recipient 
  owes you. Calling in this favor negates the Free 
  Raise on Awareness rolls.  
  Storytelling: This maya includes all forms of public 
  address, including the recitation of poetry. You must 
  be both charismatic and extremely well-versed to 
  properly entertain your audience with stories, 
  poems, or oratorical addresses. You gain one Free 
  Raise on any roll using any specific Lore: Skill (i.e. 
  Lore: Ancestors, or Lore: Crane Clan, but not a Skill 
  with the “Lore Skill” tag like Spellcraft). In addition, 
  you may make an Awareness/Storytelling roll 
  against a TN equal to 10 + the highest Insight Rank 
  in the audience x 5 when telling a story or reciting a 
  poem. If successful, you gain two additional rolled 
  dice on the first Social Skill Roll made with audience 
  members during the first Rokugani hour afterwards, 
  as your story or poem has helped you illustrate your 
  point in a particularly insightful manner.  
  RANK 2: THE SOUL’S DREAM  
  You have both developed your art and a keen eye 
  for the wants and needs of those around you. You 
  roll and keep one additional die on all rolls made 
  with your chosen Skill from Rank 1. In addition, you 
  gain a bonus to the result of your Social Skill Rolls 
  equal to the number of points that the other indivi-
  dual received by taking Disadvantages that stem 
  from a strong desire for something (Compulsion, 
  Driven, Greedy, Lechery, Meddler, Rumormonger, 
  Spoiled, True Love).  
  RANK 3: FREE THE SPIRIT  
  Art inspires greatness. You may quickly create a 
  form of your art (an impromptu poem, a rapidly-
  created painting, an improvised ikebana arrange-
  ment, etc.) and give it to another. You must succeed 
  at a Skill Roll using your chosen Skill, with a TN 
  equal to your target’s Insight Rank x 5. If successful, 
  you grant them three Free Raises that may be used 
  on any roll. These Raises must be used within one 
  Rokugani hour or they are lost. You may use this 
  Technique a number of times per day equal to your 
  School Rank.  
  RANK 4: UNDYING NAME  
  Artisans who attain this rank are nearing total 
  mastery of their art. You roll and keep two add-
  itional dice on all rolls made with your chosen Skill 
  (replacing the bonus from Rank 2). Your art can, if 
  you so choose, influence the fortunes of others. Once 
  per week, you may use your maya to influence the 
  public opinion of another individual, increasing or 
  decreasing his Glory by a number of points equal to 
  your Honor Rank. To accomplish this, you must 
  spend significant amounts of time (several hours at a 
  minimum) socializing with others to reinforce the 
  message of your art, using it as a medium to convey 
  your message.  
  RANK 5: WALK AMONG THE HEAVENS  
  Artisans of this rank are known Empire-wide, and 
  are always in demand. These artisans can pick and 
  choose which invitations to accept, and often receive 
  gifts and favors to influence the decision. Each week, 
  you may use the Doji Favor Table as if you were a 
  Doji Courtier of Rank 4. Each time you do so, 
  however, it gives you a reputation as an artisan with 
  an interest in base material things, and you lose a 
  number of Glory points equal to the level of favor 
  you receive.  
   
  New Paths 
   
  Asahina Archer (Bushi)  
  Originally appeared in The Hidden Emperor.  
  Technique Rank: 3  
  Path of Entry: Any Crane Bushi School 2  
  Path of Egress: Re-enter the same School at Rank 3  
  
   
  8 
  TECHNIQUE: PEACE THROUGH WAR  
  A small sect of the Asahina believes that a few 
  judicious deaths on the battlefield can prevent 
  wholesale slaughter. While other Asahina shun these 
  radicals, the Daidoji are happy to provide the 
  resources they require to maintain a dojo. You may 
  add your Air Ring to the total of all your attacks 
  using Kyujutsu. If you kill an opponent with a 
  Kyujutsu attack, you may immediately make an 
  additional Kyujutsu attack. You may never make 
  more than twice your normal maximum number of 
  attacks per round using this Technique.  
   
  Daidoji Heavy Regular (Bushi)  
  Originally appeared in Secrets of the Crane.  
  Technique Rank: 2  
  Path of Entry: Any Crane Bushi School 1  
  Path of Egress: Re-enter the same School at Rank 2.  
  TECHNIQUE: IRON CRANE STYLE  
  The Iron Crane are taught to devastate their foes 
  without hesitation or mercy, for the Crane’s enemies 
  are countless. When using the Heavy Weapons Skill, 
  you gain a number of Free Raises equal to your 
  Insight Rank. These Free Raises may only be used 
  for the Increased Damage option.  
   
  �Daidoji Trading Council (Bushi/Courtier) 
  Originally appeared in Secrets of the Crane.  
  Technique Rank: 1  
  Path of Entry: None. This is an entry-level Path.  
  Path of Egress: Doji Courtier 1, Doji Magistrate 1, 
  or Daidoji Yojimbo 1  
  Benefit: +1 Awareness  
  Honor: 2.5  
  Skills: Commerce (Merchant) 2, Courtier, Defense, 
  Etiquette, any two High or Bugei Skills  
  Outfit: Wakizashi; two kimonos and two pairs of 
  sandals, one kimono and pair of sandals (Fine 
  Quality), steed, traveling pack; 15 koku  
   
  TECHNIQUE: DAIKOKU’S FAVOR  
  Although not necessarily honorable, the Daidoji 
  Trading Council is respected for the work it does in 
  the Crane’s name. At the time of character creation, 
  you gain 10 additional character points that must be 
  used on the following Advantages: Allies, Blackmail, 
  Inheritance, Servant, Social Position, or Wealthy. 
  You also add your Air Ring to the total of all your 
  rolls that use Awareness.  
   
  Doji Elite Guard (Bushi)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 4  
  Path of Entry: Kakita Bushi 3, Daidoji Yojimbo 3  
  Path of Egress: Re-enter the same School at Rank 4  
   
  TECHNIQUE: DOJI’S SCRUTINY  
  With careful analysis of an opponent, an Elite 
  Guardsman can exploit any weakness in the enemy’s 
  fighting style or armor. Once per day per Insight 
  Rank, you may make a Perception/Investigation roll 
  against a TN equal to your opponent’s School Rank 
  x5. If successful, you gain a number of Free Raises 
  equal to your Insight Rank that may only be used on 
  subsequent attack rolls against the same opponent. If 
  the Free Raises are not used by the end of this 
  skirmish, they are lost.  
   
  Empress’ Guard (Bushi)  
  Originally appeared in Secrets of the Crane.  
  Technique Rank: 3  
  Path of Entry: Kakita Bushi 2, Doji Magistrate 2  
  Path of Egress: Re-enter the same School at Rank 3  
  TECHNIQUE: HARANOBU’S BLESSING  
  Members of the Empress’ Guard are blessed with 
  its founder’s legendary stamina and alertness. Your 
  Stamina Rank is doubled when you roll to resist 
  fatigue or poison. You add your Honor Rank to the 
  total of all your attack and Perception rolls. When 
  defending the Empress herself, you may spend a 
  Void Point to gain an additional attack per round.  
   
  Hoturi’s Blade (Bushi/Courtier) 
  Originally appeared in Way of the Samurai.  
  Technique Rank: 3  
  Path of Entry: Kakita Bushi 2  
  Path of Egress: Doji Courtier 1  
  Requirements: Courtier 4, Kenjutsu 4  
  TECHNIQUE: THE BLADE OF WHISPERS  
  A true devotee of the Doji technique knows that 
  there is no difference between a duel of steel and a 
  duel of words. A number of times per day equal to 
  your Insight Rank, you may spend a Void Point to 
  keep all dice rolled on an Iaijutsu or Courtier roll.  
   
  �Tsume Pikemen (Bushi)  
  Originally appeared in Time of the Void.  
  Technique Rank: 1  
  Path of Entry: None. This is an entry-level Path.  
  Path of Egress: Daidoji Yojimbo 1 or Doji Magistrate 1  
  Benefit: +1 Reflexes  
  Honor: 2.5  
  Skills: Battle, Defense, Jiujutsu, Kenjutsu, Spears 
  (Yari) 2, any one High or Bugei Skill  
  Outfit: Katana, wakizashi, yari, any two weapons, 
  light or heavy armor, helm; kimono and sandals, 
  steed, traveling pack; 10 koku  
  TECHNIQUE: NONE SHALL PASS  
  While on Full Defense and wielding a yari, you 
  may add your rank in Spears to your TN to Be Hit. If 
  an opponent strikes you with a melee attack while 
  you are wielding a yari in the Full Defense Posture, 
  
   
  9
  you may make an immediate Reflexes/Spears roll 
  against your opponent’s TN to Be Hit + 5. If 
  successful, you maneuver your spear so that your 
  opponent impales himself upon it during his 
  successful attack, inflicting your normal damage 
  plus an additional +2k0. This may be done only once 
  per round.  
  
   
  10 
  Schools of the Dragon Clan  
   
   
  Kitsuki Investigator (Bushi)  
  Originally appeared in Way of the Dragon and Way 
  of the Ninja.  
  Benefit: +1 Perception  
  Honor: 2.5  
  Skills: Defense, Etiquette, Kenjutsu, Investigation 
  (Notice), Law, Medicine, any one High or Bugei Skill  
  Outfit: Katana, wakizashi, light armor; iron box, 
  kimono and sandals, traveling pack; 3 koku  
  TECHNIQUES  
  RANK 1: LEARN THE ENEMY  
  The Investigator learns two things: that the actions 
  of the dishonorable are eventually their own undoing, 
  and that those same actions can also be the undoing 
  of the unwary. You add your Perception Skill rank to 
  the result of all your attack rolls and to your TN to 
  Be Hit. If an opponent attacks you and misses, you 
  instead add double your Perception Skill rank to the 
  result of your next attack roll against that opponent.  
  RANK 2: KNOW THE ENEMY  
  The Investigator becomes better at noticing and 
  exploiting tiny details. You gain a Free Raise on all 
  Perception and Awareness rolls. In addition, if you 
  attack an opponent who has made an attack against 
  you earlier in the same round (whether or not that 
  attack was successful), you gain a Free Raise on that 
  attack roll.  
  RANK 3: HALT THE ENEMY  
  One of the trademarks of the Investigator is 
  patience. When you are in the Full Defense posture, 
  opponents attacking you must drop all dice lower 
  than your Perception Skill rank. Also, during an 
  iaijutsu duel, you may focus an additional number 
  of times equal to your Awareness Trait.  
  RANK 4: DEFY THE ENEMY  
  The Kitsuki know they will never rid the Empire 
  of injustice by sheer numbers. They must be smarter 
  and quicker than their adversaries, trusting in the 
  strength of honor to carry them. At the start of each 
  round, you may make a Contested Perception Roll 
  against a single opponent. If you win the roll, you 
  gain an additional attack this round against that 
  opponent; the additional attack is made against a TN 
  of 5 + the opponent’s armor bonus. Also, you add 
  double your Perception Skill rank to the result of all 
  your attack rolls and to your TN to Be Hit, replacing 
  the bonus given by the Rank One Technique.  
  RANK 5: MASTER THE ENEMY  
  When the Investigator reaches the pinnacle of his 
  school, he realizes that the weak-willed and honorless 
  cannot oppose him. At the start of a combat round, 
  you may choose to spend a Void Point and make a 
  Contested Perception Roll against an opponent. If 
  you win the roll, for the rest of the round the oppo-
  nent’s TN is reduced to 5 + his armor bonus. He may 
  not assume the Full Attack or Full Defense posture 
  for this round. He may not make any movement 
  except to run away. You may use this ability in a 
  duel only against a criminal or character of 0 or 1 
  Personal Honor. If used in a duel, the opponent’s TN 
  is reduced to 5 + his armor bonus, and his TN may 
  not be raised through Focusing.  
   
  Advanced Schools 
   
  Jotomon’s Shinrai (Bushi)  
  Originally appeared in City of Lies and Secrets of the 
  Dragon.  
  Requirements  
  Traits/Rings: Water 4, Agility 4  
  Skills: Jiujutsu 5, Iaijutsu 5, Kenjutsu 5, Lore: 
  Bushido 6  
  Other: Honor Rank 3 or higher. Sensei of the Shinrai 
  school only teach bushi who are current members of 
  a School in which they have reached Rank 3.  
  TECHNIQUES  
  RANK 1: THE HAND IS MY SWORD  
  You have learned that you must be adaptive in 
  combat to be truly powerful. You may throw your 
  wakizashi by making an Agility/Kenjutsu roll, and 
  add double your Honor to the result of your attack 
  roll. You may use Kenjutsu in place of Jiujutsu while 
  unarmed. You may add your rank in the Lore: 
  Bushido Skill to the result of all your attack and 
  damage rolls.  
  RANK 2: THE CUTS OF HARMONY  
  You can guide an opponent’s blade to unexpected 
  places. After an opponent makes an attack roll 
  against you, you may spend a Void Point to make an 
  Agility/Kenjutsu roll with a TN equal to the attack 
  roll’s result. If successful, you redirect the attack to 
  any person within range other than the original 
  attacker. The attacker’s roll is used to determine if 
  the new target is hit. Additionally, you now add 
  double your Lore: Bushido Skill rank to your 
  initiative and TN to Be Hit.  
  RANK 3: THE PURITY OF HONOR  
  You have become a paragon of virtue. You may 
  now add double your Honor Rank to the result of all 
  your attack and damage rolls, in addition to the 
  bonus you receive from Rank 1. Additionally, you 
  add double your Honor Rank to Contested Rolls 
  
   
  11
  made against opponents of lower Honor ranks. You 
  may not add this bonus if the roll would cause you 
  an honor loss or when using a Low Skill. Finally, 
  you may now make an additional attack per round.  
   
  Spirit Binder (Shugenja)  
  Originally appeared in the Second Edition Game 
  Master’s Guide.  
  Requirements:  
  Rings/Traits: Four Rings at 3  
  Skills: Lore: Shugenja 5, Meditation 6, Theology 
  (Shintao) 4, Spellcraft 4  
  Other: You must know at least four innate spells. 
  You must be a Dragon Clan shugenja, or taught by 
  an Agasha Spirit-Binder (after the Agasha join the 
  Phoenix).  
  TECHNIQUE: ONE WITH THE KAMI  
  The Spirit-Binder forges an intimate connection 
  with particular spirits. When you cast any spell that 
  is not an Innate Ability, your School Rank is 
  considered to be two lower. (You may gain new 
  Innate Abilities normally.) When you cast any spell 
  that you have as an Innate Ability, your School Rank 
  is considered to be one higher. When you join this 
  School, select one Innate Ability to become a Focus, 
  binding a part of the kami into your own soul. When 
  casting your Focus, you gain a Free Raise and you 
  roll and keep an extra die.  
  Each time you gain a new Rank in this School, you 
  may choose one new Focus. This Focus gains the 
  advantages listed above. All Foci you already 
  possess gain another Free Raise and another die 
  rolled and kept during casting.  
  For example, a Rank 1 Spirit-Binder chooses Biting 
  Steel as his Focus. At Rank 1, he gains a Free Raise 
  and an additional die to Biting Steel. At Rank 2, he 
  chooses Fires From Within as his second Focus. Fires 
  From Within gains a Free Raise and one additional 
  die, while Biting Steel now has two Free Raises and 
  two additional dice.  
   
  New Paths 
   
  Dragon’s Flame Archers (Bushi) 
  Originally appeared in Secrets of the Dragon.  
  Technique Rank: 3  
  Path of Entry: Mirumoto Bushi 2  
  Path of Egress: Mirumoto Bushi 3  
  TECHNIQUE: FIRE FROM THE MOUNTAIN  
  The Dragon’s Flame Archer strikes from hiding, 
  cutting down all who would threaten the Dragon 
  lands. For the purposes of this Technique, your 
  Mirumoto Bushi School Rank is considered to be one 
  higher. Also, you may add twice your Fire Ring to 
  the result of all Stealth rolls and all damage rolls 
  while using a bow. In addition, when firing a bow at 
  a foe unaware of your presence, you gain two Free 
  Raises to your attack and you may also add twice 
  your Mirumoto Bushi School Rank to the result of 
  your damage roll. If you have the Know the Land 
  advantage applicable to the current area, you gain 
  an additional Free Raise on this attack.  
   
  Mirumoto Elite Guard (Bushi)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 3  
  Path of Entry: Mirumoto Bushi 2  
  Path of Egress: Mirumoto Bushi 3  
  TECHNIQUE: THE DRAGON’S CLAW  
  Many Mirumoto train beside the shugenja of the 
  clan, working in concert with their brethren. 
  Members of the Elite Guard learn to disrupt an 
  opponent’s chi fiow. If you strike a shugenja or 
  monk, you may choose to spend a Void Point and 
  make a Contested Void Roll. If you win the roll, your 
  target may not use spells or kiho during this round 
  or the next. You may not attempt this Technique on 
  two consecutive rounds, and this has no effect if 
  used against a target currently under its effects. 
  Additionally, you add your rank in Lore: Shugenja 
  to your TN to Be Hit at all times, and you add 
  double your rank in Lore: Shugenja to the result of 
  your attack rolls when you attack a shugenja.  
   
  Nemuranai Seekers (Bushi)  
  Originally appeared in Secrets of the Dragon.  
  Technique Rank: 4  
  Path of Entry: Mirumoto Bushi or Kitsuki Investi-
  gator 3  
  Path of Egress: Re-enter the same school at Rank 4  
  TECHNIQUE: SEEK THE SPIRIT’S CAGE  
  Nemuranai Seekers develop a sense for awakened 
  spirits. You may spend a Void Point to instantly 
  become aware of any nemuranai within 50´. This 
  includes such items as Asahina fetishes, items 
  associated with meishodo, and any weapons crafted 
  from unusual substances such as crystal, jade, or 
  obsidian. You may make a Raw Perception Roll (TN 
  15) to determine any one property of a nemuranai. 
  Each successful Raise on this roll reveals one 
  additional ability of the item, if it has any. You may 
  negate any one identified property of a nemuranai 
  for one Rokugani hour by spending a Void Point. 
  Finally, you add double your Void Ring to your TN 
  to Be Hit against those you have identified as 
  holding a nemuranai.  
   
  
   
  12 
  Schools of the Lion Clan  
   
   
  Ikoma Spymaster (Courtier/Ninja)  
  Originally appeared in Way of the Ninja and Legend 
  of the Five Rings Web Extras.  
  The first Ikoma was not particularly honorable. 
  He was a simple man who dealt with violence and 
  intrigue with equal aplomb. His strength was in his 
  wisdom, his practicality, and his ability to learn from 
  past mistakes. The great kami Akodo One-Eye 
  valued Ikoma above all others save Matsu, knowing 
  that such a man was necessary for the Lion Clan to 
  prosper in the face of its enemies.  
  In the long centuries since the Lion Clan’s founding, 
  a small number of Ikoma’s descendants have conti-
  nued the practice of their founder, using practical 
  subversive tactics to undermine their foes and gather 
  vital military information. That these practices are 
  dishonorable is of little concern to these men and 
  women; after all, they have an oath to their family’s 
  founder to defend and protect the Lion Clan with 
  every means at their disposal, and they do not take 
  their vow lightly.  
  Benefit: +1 Awareness  
  Honor: 1.5  
  Skills: Courtier, Etiquette (Sincerity), Investigation 
  (Notice) 2, Stealth, any two skills.  
  Outfit: katana, wakizashi, light armor, traveling 
  pack, any one weapon, 3 koku.  
  TECHNIQUES  
  RANK 1: TAKING THE MEASURE  
  By succeeding at a contested Awareness/Investi-
  gation roll versus an opponent, you gain a Free Raise 
  for any social or combat roll against that same 
  opponent. For every five points by which your roll 
  exceeds your opponent’s, you gain an additional 
  Free Raise, up to a maximum number equal to your 
  School Rank plus two. Once this technique has been 
  used against an opponent, it cannot be used for 
  another day against the same opponent. The bonuses 
  last for all encounters that occur during this time. 
  Finally, you add your Air Ring to the total of all 
  Awareness rolls.  
  RANK 2: THE LION CANNOT FAIL  
  The Ikoma are taught to focus on their strengths, 
  becoming deathly proficient in the tools of their 
  trade. You gain an additional rolled and kept die to 
  all Investigation rolls. You may additionally select 
  any one of your starting school skills (this skill may 
  not be a weapon skill). Whenever making a roll with 
  that skill, you add 3k1 to the roll. Finally, you add 
  your Fire Ring to the total of all Willpower rolls.  
   
   
  RANK 3: PERCEPTION BECOMES VICTORY  
  Careful analysis of an enemy can lead to the 
  insight necessary to defeat him. You may make a 
  Perception/Investigation roll at the beginning of 
  combat (with a TN equal to 10 + the opponent’s 
  Insight Rank x 5). If it is successful, you may make 
  an additional attack per round against this opponent 
  for the duration of the combat. Additionally, you 
  gain a Free Raise on all starting school skill rolls. 
  You add twice your Air Ring to all Awareness rolls, 
  replacing the bonus gained at Rank 2.  
  RANK 4: WORDS, NOT STEEL  
  Spymasters form close bonds with their enemies 
  and temporarily earn the complete confidence 
  usually reserved for allies. By making an opposed 
  Awareness roll and speaking to an opponent for at 
  least one round, you can force the target to reveal 
  one piece of information that he otherwise would 
  not have mentioned. This information will not 
  necessarily be an item of the Spymaster’s choice, but 
  it will relate somehow to the topic of discussion. If 
  the target has any degree of common sense, he will 
  quickly realize his mistake, so caution is recommended 
  when using this technique. Additionally, you gain 
  double your Air Ring to your Awareness rolls, 
  replacing the bonus gained at rank 1. You add twice 
  your Fire Ring to the total of all Willpower rolls, 
  replacing the bonus gained at Rank 2.  
  RANK 5: COMMAND THE WEAK MIND  
  By misleading opponents with subtle gestures and 
  chiding them verbally during combat, a Spymaster 
  can cause his enemies to react the way he wants 
  them to. If you have a higher Initiative score than 
  your opponent, you may spend two Void Points and 
  make an opposed Willpower roll with the target. If 
  you are successful, the target reacts in a manner of 
  your choosing for that turn during your action for 
  that turn. This allows you to choose which stance he 
  will use and which skills, if any, he will use. You 
  may force him to do an action that requires a Void 
  Point expenditure only if you succeed at another 
  contested Willpower roll. He will not directly attack 
  his own allies through your manipulation. The target 
  will believe that his action was the most logical at 
  the time, though he may quickly realize that he was 
  duped. Finally, you may add three times your Air 
  Ring to the total of all Awareness rolls, replacing the 
  bonus gained at Rank 3.  
   
   
   
   
  
   
  13
  Kitsu Sodan-Senzo (Shugenja) 
  Originally appeared in Way of the Lion and Way of 
  the Shugenja.  
  Benefit: +1 Willpower  
  Honor: 3.5  
  Skills: Calligraphy (Kitsu Cipher), Etiquette 
  (Sincerity), Lore: Heraldry, Lore: History, Lore: 
  Ancestors, Meditation, any one High or Bugei skill.  
  Outfit: Kimono, wakizashi, traveling pack, scroll 
  satchel, ceremonial mask, tanto, 3 koku.  
  Affinity/Deficiency: Kitsu sodan-senzo have an 
  Affinity for all Ancestor spells (any spells specifi-
  cally labeled as “Ancestor Spells,” including Sense 
  Ancestor, Commune With Ancestor, and Summon 
  Ancestor) and a Deficiency for Earth and Fire spells.  
  TECHNIQUE: SPIRIT OF THE ANCESTORS  
  The Sodan-senzo are blessed with the ability to 
  speak to shiryo, the blessed ancestor spirits so revered 
  by samurai, a magic respected by all honorable souls. 
  You may cast Ancestor spells, which are not available 
  to non-Kitsu.  
  Spells: Sense Ancestor, Commune With Ancestor, 
  Summon Ancestor, Counterspell, any 2 Air spells, 
  and 1 Water spell.  
   
  Advanced Schools 
   
  Lion’s Pride (Bushi) 
  Originally appeared in Second Edition Game Master’s 
  Guide.  
  Requirements:  
  Traits/Rings: Agility 5, Strength 4, Stamina 4  
  Skills: Battle 4, Kenjutsu 5, Lore: Bushido 4, 4 Weapon 
  Skills at Rank 1  
  Advantages: Combat Reflexes, any Honorable Higher 
  Purpose  
  Other: There is a heavy preference for Matsu 
  members. Only female bushi may join this school. 
  Your Honor Rank must at least be 3  
  Special: You may waive one of the required Advan-
  tages by raising all Weapon Skill requirements by 1, 
  or waive both of the Advantages by raising all Skill 
  requirements by 1.  
  TECHNIQUES  
  RANK 1: THE FURY OF MATSU  
  You give a bonus to all your party members’ 
  attack and damage rolls equal to the lowest honor 
  rank in your party or squad. You gain a bonus to 
  your attack and damage rolls equal to double your 
  Honor Rank.  
  RANK 2: THE CROSSWAYS CUT  
  You gain an additional attack per round. You gain 
  a bonus to your Initiative rolls equal to double your 
  Honor Rank. For every two Raises the opponent has 
  on his attack roll against you, you gain +5 to your 
  TN to be Hit for that attack.  
  RANK 3: MATSU’S TECHNIQUE  
  You may forego any normal bonuses from being 
  in the Full Attack posture to instead double all of 
  your damage rolls’ totals. You gain a bonus equal to 
  your attack and damage rolls equal to triple your 
  Honor Rank (replacing the bonus gained in the first 
  Rank).  
   
  Matsu Beastmaster (Bushi) 
  Originally appeared in Time of the Void.  
  Requirements:  
  Rings/Traits: Agility 5, Awareness 4, Willpower 4  
  Skills: Animal Handling (Warcat) 5, Athletics 5, 
  Hand-to-Hand 3, Peasant Weapons 2  
  Advantages: Death Trance  
  Other: Peasant Weapons is considered a Bugei Skill 
  for Beastmasters so long as it is only used to wield a 
  whip (a 0k1 weapon). You may waive the Death 
  Trance advantage requirement by raising all skill 
  requirements by 1.  
  Special: Training with lions from cubs, Beastmaster 
  gains insight into their dangerous ways. As long as 
  you maintain eye contact, no lion or warcat, no 
  matter how feral, will attack you.  
  TECHNIQUES  
  RANK 1: ONE WITH THE PRIDE  
  Fighting 
  fiuidly 
  alongside 
  the 
  pride, 
  the 
  Beastmaster knows how to position himself for 
  maximum effectiveness. You receive two Free Raises 
  on attack rolls per warcat within twenty feet. The 
  number of Free Raises may not exceed your rank in 
  the Animal Handling skill. Additionally, you gain a 
  bonus to all Bugei skills equal to your Water Ring.  
  RANK 2: THE LION’S STRIKE  
  Fighting alongside the mighty warcats, the 
  Beastmaster has learned the secret of the lion’s 
  deadly strike. When fighting unarmed or with a 
  whip, you may ignore enemy armor bonuses. The 
  Damage Rating for your unarmed attacks increases 
  to 0k2. Your unarmed damage roll totals are 
  increased by your Water Ring, plus two for every 
  warcat within twenty feet. This bonus may not 
  exceed double your rank in the Animal Handling 
  skill.  
  RANK 3: WITH THE SOUL OF A LION  
  The Beastmaster has formed a bond with the 
  leader of his pride that cannot be broken. When 
  fighting with your second (see below), you direct the 
  creature’s actions through a subtle form of body 
  language invisible to outsiders. You may choose 
  what action the lion will take each round and you 
  roll for the lion as if you were taking the action 
  yourself. The lion gains a number of experience 
  points each session equal to double your total School 
  
   
  14 
  Rank in Lion Schools, which may be spent in any 
  way you choose. If your familiar lion is ever killed, 
  this Technique becomes unusable until a new lion 
  can be trained (not until you gain 25 further points 
  of Insight). Finally, you gain a bonus to all Bugei 
  skills equal to double your Water Ring (replacing the 
  bonus gained in the first Rank).  
   
  Matsu Warcats  
  Earth: 5 Water: 4 Fire: 2 (Agility: 4) Air: 3  
  Rolls When Attacking: Bite 5k3, Claw 6k4  
  Rolls For Damage: Bite 5k4, Claw 4k3  
  TN to be Hit: 20  
  Wounds Per Level: 30, +5; 60, Dead  
  Notes: Beastmasters spending experience points 
  for their chosen warcat (as per Rank 3 above) pay 
  the standard cost to raise Traits. Increasing an 
  attack or damage roll costs new level x 3 for rolled 
  dice and new level x 4 for kept dice. The lion’s TN 
  to Be Hit can be increased by an increment of 5 for 
  an amount of experience equal to half of the new 
  TN (rounded down).  
   
  New Paths 
   
  Akodo Scout (Bushi) 
  Originally appeared in Way of the Samurai as 
  Akodo Forward Sentry.  
  Technique Rank: 3  
  Path of Entry: Akodo Bushi 2  
  Path of Egress: Akodo Bushi 3, Akodo War 
  College 1, or Ikoma Tactician 1  
  TECHNIQUE: HONOR IN THE SHADOWS  
  Akodo scouts are taught to remain unseen, 
  observing and analyzing their foes so that when they 
  strike, they have only to strike once. For the 
  purposes of this technique, your Akodo Bushi 
  School Rank is considered to be one higher. You gain 
  a bonus to all Stealth rolls equal to double your 
  Akodo Bushi School Rank. For each round you 
  observe a foe without taking any other actions, you 
  gain a Free Raise per round to use against that 
  opponent in combat. This Benefit lasts only for the 
  first four rounds of combat. You may only gain a 
  number of Free Raises in this manner equal to your 
  Akodo Bushi School Rank.  
   
  Ikoma Heralds (Bushi/Courtier) 
  Originally appeared in Way of the Samurai as 
  Ikoma Battle-crier.  
  Technique Rank: 2  
  Path of Entry: Ikoma Omoidasu 1  
  Path of Egress: Matsu Bushi 1 or Ikoma Tactician 1 
  TECHNIQUE: THE HAND OF OUR ANCESTORS  
  The Ikoma are able to spin tales of the Lion’s 
  history that apply to particular situations, rallying 
  the troops and steeling them for the battle to come. 
  You may make a Lore: History roll versus a TN of 20. 
  If the roll is successful, a number of troops equal to 
  your Insight Rank x 5 receive a +5 bonus to their 
  Initiative, Tides of Battle, and attack rolls for the first 
  three rounds of the next combat encounter. The troops 
  gain an additional +5 bonus for every increment of 
  10 by which you exceed the TN, and an additional 
  +3 for every Raise made. You gain the bonus as well, 
  and do not count toward the number of individuals 
  who may receive the bonus.  
   
  Matsu Elite Guard (Bushi) 
  Originally appeared in Way of the Samurai.  
  Technique Rank: 4  
  Path of Entry: Matsu Bushi 3  
  Path of Egress: Matsu Bushi 4  
  TECHNIQUE: RELENTLESS  
  Whenever you successfully hit an opponent, you 
  roll an additional three dice for any subsequent 
  attacks made during that round. These dice may be 
  used for either attack or damage rolls at your 
  discretion. If making an extra attack with Raises, 
  both attacks must hit before any Benefits are given. 
  These bonuses are cumulative.  
   
  
   
  15
  Schools of the Mantis Clan  
   
   
  Advanced Schools 
   
  Storm Riders (Shugenja)  
  Originally appeared in Way of the Shugenja.  
  Requirements:  
  Rings/Traits: Water 4, Stamina 4  
  Skills: Craft: Sailing 4, Lore: The Seas 5, Theology 
  (Fortunes) 5  
  Advantages: Blessing of the Elements (Water) or 
  Friend of the Elements (Water)  
  Other: Must possess at least three Water Spells of 
  Mastery Level 3 or higher as Innate Abilities.  
  Special: Only Mantis shugenja are permitted to 
  become Storm Riders. Students of the Yoritomo 
  Shugenja School may ignore any one Ring, Trait, 
  Skill, or Advantage requirement.  
  TECHNIQUES  
  RANK 1: STRENGTH OF SUITENGU  
  The Storm Riders possess an understanding of 
  Water that most Phoenix would envy. When casting 
  a Water spell, you may double the area of effect or 
  the range of the spell by making two successful 
  Raises. This is possible regardless of normal Raise 
  restrictions on the spell. If Raises are normally 
  allowed for area or range, the effects of all Raises for 
  those purposes are doubled.  
  RANK 2: CHILD OF OSANO-WO  
  Osano-Wo watches over his children, and his fury 
  never touches them. By spending a Void Point, you 
  may completely avoid any wind - or water-based 
  damage. This includes natural phenomenon like 
  weather, hurricanes, or drowning, in which case the 
  effect lasts for one hour. If the damage is from an 
  unnatural source, such as a spell or from a creature 
  such as a water elemental, the effect lasts only for 
  one round, but may be extended by spending one 
  Void Point per round. Additionally, you are conside-
  red to be at +1 School Rank for casting Water spells.  
  RANK 3: THE THUNDER UNLEASHED  
  The sea’s secrets are at the Storm Rider’s command. 
  So long as you cast only Water spells or spells that 
  affect the weather in some way (such as Fury of 
  Osano-Wo or Tempest of Air, for example), you gain 
  an additional casting action per round. This would 
  allow you to cast two Mastery Level 1 spells in one 
  round, or a higher Mastery Level spell in less rounds 
  than it would normally require.  
   
  New Paths 
   
  Tsuruchi Legion (Bushi)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 5  
  Path of Entry: Tsuruchi Bounty Hunter 4  
  Path of Egress: Tsuruchi Bounty Hunter 5  
  TECHNIQUE: THE WASP’S EYE  
  A Tsuruchi archer is possessed of such precision 
  that it is said he can hit the eye of a wasp. You no 
  longer have to make Raises to use the Disarm, Called 
  Shot, or Knockdown maneuvers, which are not 
  normally allowed with ranged weapons. You may 
  use the Guard maneuver on any individual within 
  range of your bow by directing your attacks toward 
  those who threaten the individual in question.  
   
  Yoritomo Elite Guard (Bushi)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 4  
  Path of Entry: Yoritomo Bushi 3  
  Path of Egress: Yoritomo Bushi 4  
  TECHNIQUE: STORMS NEVER FAIL  
  The determination of Mantis warriors is legendary, 
  and never more so than their most elite members. 
  You may spend a Void Point to re-roll any failed 
  attack roll, rolling one additional die on the second 
  roll. You may also spend a Void Point to re-roll any 
  damage roll. In both cases, the second roll must be 
  kept. You may use both of these abilities in the same 
  round if you so choose, ignoring the normal 
  restrictions on the number of Void Points spent per 
  round.  
  
   
  16 
  Schools of the Phoenix Clan  
   
   
  Agasha Shugenja (Shugenja)  
  Originally appeared in Legend of the Five Rings 
  Roleplaying in the Emerald Empire as Dragon Clan 
  Agasha Shugenja School and Secrets of the Phoenix.  
  Benefit: +1 Intelligence  
  Honor: 2.5  
  Skills: Calligraphy, Lore: History, Meditation, 
  Spellcraft, Theology (Shintao), any one High Skill, 
  any one Bugei Skill  
  Outfit: Wakizashi, tanto, kimono and sandals, 
  scroll satchel, travling pack, 3 koku.  
  Affinity/Deficiency: The Agasha have an Affinity 
  for Fire and a Deficiency for Water.  
  TECHNIQUE: ALL ARE ONE  
  The Agasha have researched the ability to cast 
  spells drawing upon multiple elements at once for 
  centuries, but have only begun to master the art 
  since the family joined the Phoenix Clan. You may 
  spend a Void Point to substitute your Fire Ring for 
  your Air or Earth Ring when casting a spell of either 
  of those elements.  
  Spells: Sense, Commune, Summon, Counterspell, 
  any 3 Fire spells, any 2 Earth spells, and any 1 Air 
  spell.  
   
  Shiba Illusionist (Shugenja)  
  Originally appeared in Winter Court: Kyuden Asako 
  as Shiba Tejina.  
  Benefit: +1 Awareness  
  Honor: 2.5  
  Skills: Calligraphy, Courtier, Etiquette, Lore: 
  Myth & Legend, Meditation, Theology (Shintao), any 
  one High Skill  
  Outfit: Wakizashi, kimono and sandals, scroll 
  satchel, traveling pack, 4 koku.  
  Affinity/Deficiency: The Shiba Illusionists teach the 
  art of deception for the purposes of entertainment. 
  They do not teach their students to use magic in an 
  offensive manner at all, although some do learn it 
  independently. The Shiba Illusionists have an Affinity 
  for Air and a Deficiency for Fire.  
  TECHNIQUE: SPREADING HOTEI’S GRACE  
  The Shiba Illusionists, also called Tejina, enjoy 
  nothing so much as creating beauty and using it to 
  entertain others. You gain an additional Affinity for 
  spells that create illusions or specifically alter a 
  target’s senses in some way. You also gain another 
  Deficiency, this time for any spells that inflict 
  damage, whether to living creatures or inanimate 
  objects. These Affinities are cumulative with your 
  Affinity for Air and your Deficiency for Fire listed 
  above.  
  Spells: Sense, Commune, Summon, Counterspell, 
  any 3 Air spells, any 2 Water spells, and any 1 Earth 
  spell  
   
  Advanced Schools 
   
  Brotherhood of Heaven’s Wing (Bushi)  
  Originally appeared in Way of the Samurai.  
  Requirements:  
  Rings/Traits: Void 4  
  Skills: Kenjutsu 5, Meditation 4, Theology (Shintao) 4  
  Advantages: Must possess one of the Seven Fortunes’ 
  Blessing Advantages  
  Other: Must possess at least two Phoenix-specific 
  kata. Only males may join the Brotherhood of Hea-
  ven’s Wing. Shiba Bushi may ignore the Advantage 
  requirement of this School by increasing the Void 
  Ring requirement to 5 or adding an additional 2 
  ranks of any one required Skill.  
  TECHNIQUES  
  RANK 1: MARK OF HEAVEN  
  Members of the Brotherhood are taught special 
  meditation and acupuncture techniques that drama-
  tically increase their body’s ability to heal and resist 
  harmful effects. You recover an amount of lost 
  Wounds equal to your Void Ring each day, in 
  addition to the normal sum of your Stamina and 
  Insight Rank. You also roll two additional dice on 
  any roll made to resist the effects of a poison or 
  disease. Others attempting to heal you of a poison or 
  disease have the TN to do so reduced by 5.  
  RANK 2: WAY OF THE WORLD  
  Only the finest and most pious warriors are 
  selected to join the Brotherhood, a fact made evident 
  by their incredible skill in combat. You may now 
  add your Void Ring to the total of all attack, damage, 
  Initiative Rolls, and your TN to be Hit. This is 
  cumulative with any bonuses added to those traits 
  by previous ranks in any Shiba School.  
  RANK 3: WING OF GLORY  
  The Brotherhood are among the Phoenix’s most 
  elite warriors, and have mastered arts that most 
  bushi have only begun to study at the time of their 
  retirement. You may have one Phoenix Kata active at 
  all times, regardless of preparation time or duration. 
  Once per hour, you may spend a Void Point to 
  change which Kata you are keeping active. You may 
  also add double your Void Ring to the total of all 
  attack, damage, Initiative rolls, and to your TN to be 
  Hit. This replaces the Benefit from Rank 2.  
   
  
   
  17
  Elemental Guard (Shugenja)  
  Originally appeared in Second Edition Game Master’s 
  Guide as Phoenix Elemental Guard.  
  Requirements:  
  Rings/Traits: Chosen Ring at 4, Void 4  
  Skills: Meditation 4, Spellcraft 5, Theology (Shintao) 
  5, any one Weapon Skill 3  
  Advantages: Blessing of the Elements (Specific 
  Element)  
  Other: Must possess at least Glory 3. Must possess at 
  least 3 spells of the chosen element as Innate Abili-
  ties. Only Phoenix shugenja may attend this School. 
  Upon joining, the shugenja must select one element 
  in which he has no Deficiency as his chosen element 
  for the purposes of the Techniques described below.  
  Special: The Elemental Guards have special names 
  depending upon their elemental alignment. They are 
  as follows: Hurricane Initiates (Air), Avalanche 
  Guard (Earth), Firestorm Legion (Fire), and Tsunami 
  Legion (Water). There are no known Elemental 
  Guards associated with Void.  
  TECHNIQUES  
  RANK 1: NAME OF THE ELEMENTS  
  The training an Elemental Guard receives greatly 
  intensifies his link to his chosen element. You roll 
  and keep one additional die when casting spells of 
  your chosen element, and on any Raw Trait Rolls 
  using the Traits associated with your chosen Ring. 
  You may select any one spell of your chosen element 
  that is of Mastery Level 3 or lower. Once per day, 
  you may cast this spell in a single action. This does 
  not count toward your maximum number of spells 
  cast per day. You may make no Raises on this spell, 
  although you may Benefit from any Free Raises.  
  RANK 2: TOUCH OF THE ELEMENTS  
  The Elemental Guard are as focused as the Isawa 
  Tensai, even if they lack the adaptability of that 
  School. You gain an Affinity in your chosen element. 
  If you already possessed an Affinity for that element, 
  you may double the Benefits. You also gain a second 
  spell that you may cast in a single action exactly as 
  described under Rank 1. This spell has the same 
  limitations, and must be of Mastery Level 4 or lower.  
  RANK 3: SHAPE OF THE ELEMENTS  
  The Elemental Guard may wreath themselves in 
  their element, protecting them from harm. You may 
  add twice your chosen Ring to your TN to be Hit at 
  all times, and subtract the same amount from the 
  total of any damage roll made against you. You also 
  gain a third spell that you may cast in a single action 
  exactly as described under Rank 1. This spell has the 
  same limitations, and must be of Mastery Level 5 or 
  lower.  
   
   
   
  New Paths 
   
  Agasha Alchemist (Shugenja)  
  Originally appeared in Secrets of the Phoenix as 
  Agasha Ikakeya.  
  Technique Rank: 3  
  Path of Entry: Agasha Shugenja 2  
  Path of Egress: Agasha Shugenja 3  
  TECHNIQUE: AGASHA’S WISDOM  
  The first Agasha and her students were brilliant 
  shugenja who pushed the boundaries of magic as the 
  Empire understood it. The arts they developed 
  remain unique to the Agasha and Tamori families, 
  although others have attempted to master them as 
  well. You may add twice your Agasha Shugenja 
  School Rank to the total of all Craft: Mizugusuri rolls, 
  and gain double the Benefit when spending a Void 
  Point on such rolls (1k1 becomes 2k2 and so on). 
  This Path counts as a rank in the Agasha Shugenja 
  School for the purposes of this Technique.  
   
  Shiba Artisans (Artisan) 
  Originally appeared in Secrets of the Phoenix.  
  Technique Rank: 2  
  Path of Entry: Any Shiba School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  TECHNIQUE: THE SPIRIT OF BEAUTY  
  Shiba artisans are not taught a formal path 
  embracing one art over another, but rather the 
  secrets of finding the beauty in any object, whether a 
  block of stone, a garden, a canvas awaiting paint, or 
  a scroll awaiting the touch of a pen. When entering 
  this Path, you must select one Artisan Skill in which 
  you will focus. You may add three times your Void 
  Ring to the total of all rolls using that Skill. When 
  spending a Void Point to add 1k1 to this Skill, you 
  add 2k2 instead.  
   
  Shiba Elite Guard (Bushi)  
  Originally appeared in Secrets of the Samurai.  
  Technique Rank: 4  
  Path of Entry: Shiba Bushi 3 or Shiba Yojimbo 3  
  Path of Egress: Enter the opposite School at Rank 4 
  TECHNIQUE: SHIBA’S STRENGTH  
  The strength of Shiba was that he gave of himself 
  that others might Benefit, and those who bear his 
  name know this lesson well. If any Phoenix or 
  shugenja with whom you are allied within a number 
  of feet equal to your Water x 5 is attacked, you may 
  intercede. You immediately move between the 
  attacker and target, and the attack is directed at you. 
  You must declare this before the attack roll is made. 
  If you have not acted yet this turn, this counts as 
  your action. This may be done once per combat with 
  no cost. Subsequent uses in the same combat require 
  the expenditure of a Void Point per use.  
  
   
  18 
  Schools of the Scorpion Clan  
   
   
  Bayushi Saboteur (Ninja)  
  Originally appeared in the Second Edition Player’s 
  Guide.  
  Benefit: +1 Intelligence  
  Honor: 1.5  
  Skills: Acting, Deceit, Engineering, Explosives, 
  Locksmith, Poison, Stealth (Sneaking)  
  Outfit: Katana, wakizashi, kimono, light armor, 
  traveling pack, any 1 weapon, 2 koku  
  TECHNIQUES  
  RANK 1: BAYUSHI’S FOOTSTEPS  
  The Bayushi Saboteurs are unseen destroyers, stri-
  king at military targets just as the Shosuro strike at 
  political ones. You roll and keep a number of add-
  itional dice equal to your School Rank on all Stealth 
  rolls. When you spend a Void Point to gain 1k1 on 
  one of your School Skill rolls, you gain 2k2 instead. 
  You also add your Air Ring to your Initiative total.  
  RANK 2: SEEKING WEAKNESS  
  A true saboteur can instantly assess the flaws in 
  any object, and instinctively understand the means 
  by which it can be destroyed. You may study any 
  inanimate object, (armor, weapon, or other object) or 
  building for one round and make a Raw Perception 
  roll (TN 15). If successful, you gain a number of Free 
  Raises equal to your School Rank on any Enginee-
  ring or Explosives rolls to destroy it (for buildings), 
  or on an attack roll for using the Disarm maneuver. 
  Disarmed weapons and objects are dropped, and 
  disarmed armor confers no bonus to TN to Be Hit. 
  (Disarming armor requires a Contested Roll as normal, 
  where your opponent uses his Agility/Defense. This 
  is not normally possible, but is a function of this 
  Technique.) You also add your Fire Ring to your TN 
  to be Hit.  
  RANK 3: THE SOUL OF BAYUSHI  
  A saboteur is a predator, and recognizes when 
  other predators are hunting him. You never suffer 
  Initiative penalties from being surprised or wounded. 
  As long as you are conscious and unbound, your TN 
  to be Hit may never be reduced by an opponent’s 
  spells or techniques, unless the spell or Technique 
  has a higher Mastery Level or Rank than your Insight 
  Rank. You also add twice your Air Ring to your 
  Initiative total, replacing the Benefit from Rank 1.  
  RANK 4: NO MISTAKES  
  A saboteur must never allow his mission to be 
  threatened in the event that he is noticed, but must 
  eliminate the problem as rapidly as possible. You 
  may make an additional attack per round. You add 
  twice your Fire Ring to your TN to Be Hit, replacing 
  the Benefit from Rank 2.  
  RANK 5: FOLLOW THE PINCERS  
  A true student of Bayushi masters many dark 
  trades, and uses them to ruthless effect against the 
  Scorpion’s enemies. When making a roll with any 
  School Skill, your dice explode on an 8, 9, or 10. This 
  effect may only be used once per die per roll. Thus if 
  you roll an 8 then re-roll a 9 on the same die, it only 
  explodes once. If you rolled an 8 and then a 10, the 
  10 explodes normally. You also add three times your 
  Air Ring to your Initiative total, replacing the Benefit 
  from Rank 3.  
   
  Shosuro Actor (Ninja)  
  Originally appeared in Way of the Scorpion as 
  Shosuro Butei.  
  Benefit: +1 Awareness  
  Honor: 1.5  
  Skills: Acting (Disguise), Courtier, Deceit, Etiquette 
  (Sincerity), Knives, Stealth, any one Skill  
  Outfit: Katana, wakizashi, tanto, aiguchi, 3 kimonos 
  of varying colors, traveling pack  
  TECHNIQUES  
  RANK 1: A SCORPION HAS A THOUSAND HEARTS  
  A Shosuro actor is taught to use every possible 
  means to sway the opinions of others, ensure that 
  their secrets remain closely guarded. You roll (but 
  not keep) additional dice equal to your School Rank 
  when using the Acting Skill or when attempting to 
  persuade another using a Social Skill. You also add 
  your Air Ring to your TN to Be Hit.  
  RANK 2: THE SCORPION’S STING  
  The Shosuro family employs a number of assassins, 
  but occasionally must call upon its actors to serve in 
  such a capacity. When attacking an opponent who is 
  unaware of your attack, the maximum Raises you 
  may make on your attack roll are not limited by your 
  Void or by your Skill Rank. You gain a number of 
  Free Raises equal to your School Rank on all your 
  Knives rolls. You also add your Fire Ring to all your 
  Initiative rolls.  
  RANKS 3-5: THE THOUSAND MASKS  
  From the moment they begin their training, 
  Shosuro actors are taught to adopt the mannerisms 
  and customs of other clans and families. Using 
  correspondence, as well as assistance from senior 
  students all across the Empire, the actors begin 
  creating fictional personas and building networks of 
  contacts in other regions. At Rank 3, you are granted 
  one such persona that is ready to be active, meaning 
  that you may now use this persona when traveling. 
  You are given the appropriate gear for the persona 
  (in for form of another School’s beginning Outfit), 
  
   
  19
  and you may distribute 10 ranks in Skills that aid 
  you in your impersonation. These Skills are recorded 
  separately from your other Skills, and do not count 
  toward your Insight total (although additional 
  Ranks purchased with experience points count as 
  separate ranks beginning at 1 for Insight purposes). 
  You may not allocate more Ranks in any Skill than 
  your School Rank + 2. You gain an additional persona, 
  complete with new equipment and 10 additional 
  points, at Rank 4 and again at Rank 5. If you prefer, 
  you may instead use these additional Skill Ranks to 
  further develop an existing persona rather than 
  adopt a new one. You may have multiple, separate, 
  instances of the same skill, for instance, you may 
  have Stealth at Rank 2 normally and your first 
  persona might have Stealth at rank 3. Mastery Level 
  Benefits for Skills are not shared across persona. It 
  requires ten minutes (and a Simple Action every 
  round) to change into an established persona, but 
  you may change back to your normal personality as 
  a Free Action. While in a persona, you may also use 
  your core personality’s Skills freely. 
   
  Advanced Schools 
   
  Scorpion Instigator (Courtier)  
  Originally appeared in Second Edition Game Master’s 
  Guide as Scorpion Supai Advanced School.  
  Requirements:  
  Rings/Traits: Awareness 5, Intelligence 5  
  Skills: Courtier 5, Deceit 5, Etiquette 5, Stealth 3  
  Advantages: Blackmail (on at least three individuals), 
  Perceived Honor  
  Other: All members of the Instigators must possess 
  the Disadvantage Dark Secret and must divulge this 
  secret to their sensei upon joining.  
  TECHNIQUES  
  RANK 1: THE DEPTHS OF DISHONOR  
  To ferret out the secrets that Benefit the Scorpion, 
  a true Instigator must be utterly ruthless and willing 
  to commit the basest acts without distaste or 
  hesitation. When making any Social Skill roll, you 
  may spend a Void Point to roll a number of 
  additional dice equal to five minus your Honor Rank. 
  You add your Air Ring to the total of any Skill Roll 
  using a Skill required for entry into this School.  
  RANK 2: MASTER OF PUPPETS  
  Those who are weak and unworthy are nothing 
  more than pawns to the Instigator. You may make a 
  contested Awareness roll against any target you 
  choose. If successful, you gain a number of bonus 
  dice on any Social Skill roll made with that 
  individual equal to half the number of points that 
  individual gained from taking Disadvantages. This 
  effect lasts for the remainder of the day. This roll 
  may only be made once per day per opponent.  
  RANK 3: SHEATH YOUR LIES IN TRUTH  
  An Instigator wraps his lies within the truth, using 
  a unique form of self-hypnosis the Scorpion have 
  developed to constantly reassure himself that the lies 
  he speaks are the truth. The Technique causes some 
  mild discomfort, but is completely effective on 
  others. By spending a Void Point, you force any 
  attempt to determine if you are lying to require a 
  contested Perception/Courtier roll against your 
  Awareness/Deceit. You gain a bonus to your roll 
  equal to three times your Deceit Rank. If you are 
  successful, your opponent believes that you are 
  telling the truth. If you use this Technique to make 
  statements that are blatantly and obviously false 
  (“Lord Kurohito’s armor is purple and black!”), you 
  will quickly gain the Disadvantage Bad Reputation 
  (Lunatic). Also, you add twice your Air Ring to the 
  total of any Skill Roll using a Skill required for entry 
  into this School, replacing the Benefit from Rank 1.  
   
  Shosuro Deceivers (Shugenja)  
  Originally appeared in Way of the Ninja as Shosuro 
  Tejina.  
  Requirements:  
  Rings/Traits: Void 4  
  Skills: Lore: the Nothing 4, Stealth 4  
  Other: Only Scorpion shugenja may join this School. 
  Students of the Shosuro Shinobi School may join, but 
  the Rank for all Ring and Skill requirements is 
  increased by 2. Characters that were previously 
  shugenja use their Insight Rank when determining 
  what Nothing spells (see below) they may cast. 
  Shinobi characters use only their Shinobi School 
  Rank.  
  Nothing spells can be found in Way of the Ninja.  
  TECHNIQUES  
  RANK 1: SHADOWS & WIND  
  Students of the Nothing learn to access the tiniest 
  fraction of that infinite primal force, weaving a new 
  form of magic that balances delicately between the 
  Void and the Nothing. You lose all former elemental 
  Affinities and gain an Affinity for Nothing instead. 
  You are instructed in the ways of deception, learning 
  3 new Nothing-based spells. For the purposes of 
  elemental magic, these spells are considered Void 
  spells (although the Ishiken-do Advantage is not 
  required to cast them). You also roll a number of 
  additional dice equal to your School Rank on all 
  Deceit and Stealth rolls.  
  RANK 2: THE SILENT SOUL  
  You roll bonus dice equal to your School Rank on 
  all attempts to cast with subtlety, and on any 
  Contested Rolls made to conceal your spell casting 
  from onlookers (see page 225 of the L5R RPG). Your 
  Void is considered one rank higher for the purposes 
  of determining how many Nothing spells you may 
  cast per day.  
  
   
  20 
  RANK 3: AN EMPTY BREEZE  
  By focusing their will, a Shosuro Deceiver may 
  infuse their chi with Nothing, becoming far more 
  difficult to damage with conventional weapons. You 
  may spend a Void Point and gain Carapace 4 for 
  1 minute. Weapons made from crystal bypass this 
  Carapace altogether. This ability may not be used 
  cumulatively.  
   
  New Paths 
   
  Bayushi Elite Guard (Bushi)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 4  
  Path of Entry: Bayushi Bushi 3  
  Path of Egress: Bayushi Bushi 4  
  Requirement: Know the School (any Great Clan 
  bushi School) 3  
  TECHNIQUE: MY ENEMY’S EYES  
  The elite guardians of Kyuden Bayushi are trained 
  to adapt their knowledge to any enemy they face, 
  finding similarities where none exist and exploiting 
  even the most well hidden weaknesses. You gain an 
  additional attack per round. This attack may only be 
  used against opponents who possess ranks of a 
  School for which you possess the Know the School 
  Skill. You may also use this additional attack against 
  opponents with no School ranks while their initiative 
  score is lower than yours.  
   
  The Folding Leg (Bushi/Ninja) 
  Originally appeared in Way of the Ninja.  
  Technique Rank: 3  
  Path of Entry: Bayushi Bushi 2 or Bayushi Saboteur 2  
  Path of Egress: Bayushi Bushi 1 or Bayushi 
  Saboteur 1 (enter opposite School)  
  Requirements: Jiujitsu (Atemi) 3  
  TECHNIQUE: BREAK THE FOUNDATION  
  The master of the Folding Leg understands that by 
  robbing an opponent of his assets, you cripple his 
  spirit before crippling his body. You may spend a 
  Void Point after making a successful Jiujutsu (Atemi) 
  attack roll to inflict one of the following effects upon 
  your target:  
  • Reduce the effectiveness of any non-magical 
  armor by 5 (lasts until repaired by an armorsmith).  
  • Reduce any bonus to your opponent’s TN to be 
  Hit from a Technique or Advantage by double 
  your Jiujutsu Skill Rank for three rounds.  
  • Reduce your opponent’s effective Defense Skill 
  Rank by 2 Ranks for 3 rounds. All Defense 
  Mastery Abilities requiring a higher skill rank 
  than the target’s effective Defense Skill Rank are 
  suspended during the duration of this effect.  
   
  Ichiba’s Consortium (Any) 
  Originally appeared in Secrets of the Scorpion.  
  Technique Rank: 4  
  Path of Entry: Any Scorpion School at Rank 3  
  Path of Egress: Re-enter the same School at Rank 4  
  Requirement: Commerce 5  
  TECHNIQUE: ICHIBA’S TECHNIQUE  
  Yogo Ichiba was the greatest financial mastermind 
  the Scorpion ever produced. He would have been 
  known throughout the Empire had he not wished to 
  remain unseen. His students share his ability and me-
  thods, ensuring that they are wealthy and successful 
  in their dealings. Each month, you gain an amount 
  of koku equal to your Insight Rank x10 so long as 
  you remain within the Empire. You also may spend 
  a Void Point to re-roll any Social Skill roll, keeping 
  the better of the two rolls. You may only use this 
  ability once per roll.  
   
  The Kuroiban (Shugenja)  
  Originally appeared in Way of the Shugenja.  
  Technique Rank: 4  
  Path of Entry: Yogo Shugenja 3 or Soshi Shugenja 3  
  Path of Egress: Re-enter same School at Rank 4  
  Requirement: Lore (Shadowlands) or Lore (Maho) 3  
  TECHNIQUE: THE BLACK WATCH  
  The Kuroiban are taught to seek the darkness and 
  destroy it, although not at the cost of their other 
  abilities. If an attack or spell of yours damages a 
  person or creature, you may spend a Void Point to 
  immediately learn if the target possesses any level of 
  Shadowlands Taint.  
   
  Yogo Ward Master (Shugenja)  
  Originally appeared in Secrets of the Scorpion.  
  Technique Rank: 3  
  Path of Entry: Yogo Shugenja 2  
  Path of Egress: Yogo Shugenja 3  
  TECHNIQUE: MASTERY OF WARDS  
  The Yogo Ward Masters select the most promising 
  young Yogo students and teach them true mastery of 
  ward magic. Those who excel are considered for 
  membership in the Kuroiban. For every successful 
  Raise you make when creating a ward, or casting a 
  spell with Ward in the title, you gain an additional 
  Free Raise that may not be used to increase the final 
  total of your roll by 5.  
   
  
   
  21
  Schools of the Unicorn Clan  
   
   
  Horiuchi Shugenja (Shugenja)  
  Originally appeared in Secrets of the Shugenja.  
  Benefit: +1 Stamina  
  Honor: 2.5  
  Skills: Calligraphy, Defense, Horsemanship, Hun-
  ting, Meditation (Void Recovery), any one High skill 
  and any one High or Bugei skill.  
  Outfit: Wakizashi, tanto, gaijin riding horse, 
  traditional robes and sandals, scroll satchel, traveling 
  pack; 10 koku 
  Affinity/Deficiency: Horiuchi shugenja have an 
  Affinity to Earth, and a Deficiency to Fire. 
  TECHNIQUE: HARMONY OF TWO WORLDS  
  The Horiuchi shugenja aid the Shinjo family in 
  guarding the Shinomen Forest from those who would 
  harm the Naga. Their magic focuses on surviving in 
  the wilderness and the unique technique of meishodo, 
  a gaijin art that uses magical trinkets to call upon the 
  kami. You gain a Free Raise on all spells on meishodo.  
  When you create a Horiuchi shugenja, you may 
  use meishodo (as per the rules on page 74 of Way of 
  the Shugenja). In Third Edition, the rules for meishodo 
  remain unchanged from Second Edition rules.  
  Spells: Sense, Commune, Summon, Counterspell, 
  plus 3 Earth, 2 Water, and 1 Air. 
   
  Moto Bushi (Bushi)  
  Originally appeared in Way of the Unicorn.  
  Benefit: +1 Willpower  
  Honor: 1.5  
  Skills: 
  Defense, 
  Horsemanship, 
  Hunting, 
  Kenjutsu, Kyujutsu (Yomanri), Lore (Shadowlands), 
  Meditation  
  Outfit: Katana, wakizashi, bow and 20 arrows (any 
  type), any two weapons, heavy armor; gaijin riding 
  horse, kimono and sandals, traveling pack; 10 koku  
  Era of Play: Pre-Hidden Emperor  
  TECHNIQUES  
  RANK 1: PURITY OF THE BREATH  
  The bushi is first taught how to make every action 
  perfect, from high-level activity like thought and 
  kenjutsu down even to tasks like breathing and the 
  very beating of the heart. The perfection of this 
  technique will take a lifetime. You add 5 + your 
  School Rank to your TN to be Hit and damage rolls.  
  RANK 2: FACING THE DARK WITHIN  
  You understand the kharmic ties between those of 
  the Moto family and their corrupted kin. As a Simple 
  Action, you may make an Awareness check to 
  attempt to detect Lost Humans or Dark Moto nearby. 
  This sense has a base radius of 5’. The base TN of the 
  check is 5, minus the number of such beings within 
  the area of the effect. You may make raises on this 
  roll in order to glean additional information. You 
  may raise once to know the number of such indivi-
  duals within the area. You may raise once per such 
  individual to know the size of the individual. You 
  may raise once per such individual to know the 
  distance between you and the individual. You may 
  raise once per such individual to know the direction 
  away from you the individual is. You may raise once 
  per such individual to know their Taint Rank. You 
  may raise once per such individual to know their 
  immediate intentions. Finally, you may add your 
  Void Ring to all School Skill rolls.  
  RANK 3: JUSTICE OF OUR ANCESTORS  
  You may make two attacks per round. While in 
  the Full Attack posture, you add your Honor plus 
  School Rank to your attack and damage rolls.  
  RANK 4: AVENGING OUR OWN  
  By this time, the bushi is the master of his fate and 
  embraces the doom of his family. You may spend 
  two Void Points on each skill check or attack roll, 
  and may declare whether or not you spend them 
  after making the roll. If you decide to spend Void 
  Points after the roll, you must spend two Void 
  Points. Additionally, you may add double your Void 
  Ring to all School Skill rolls, replacing the bonus 
  gained in the second Rank.  
  RANK 5: BLOODIED BUT UNBOWED  
  The bushi is perfectly attuned to the doom of the 
  Moto family. When you die, you may shred your 
  body with your will to prevent it from being 
  reanimated by the Shadowlands. This effect occurs 
  even if you are unconscious or otherwise incapaci-
  tated. You may also stay alive through indomitable 
  force of will. When you reach the Down Wound 
  level, you ignore all Wound penalties for a number 
  of rounds equal to your Void Ring plus Honor plus 
  School Rank. You may continue to receive Wounds 
  even if all of your Wound Ranks are full, and you 
  ignore all special effects of your current wound rank, 
  including death. However, you must be healed to 
  the Out level or higher before the end of this 
  duration, or you immediately die at that time.  
   
  Ki-Rin Moto Nomad (Bushi)  
  Originally appeared in Imperial Herald #13.  
  “There are many stories told of our land, a burning 
  waste far to the east of Rokugan, where Lady Sun has 
  gone mad and Kaleel, the Lord of the Moon, is our only 
  salvation from her bitter wrath. Many tales of how the 
  clan called Unicorn ventured across the northern 
  mountains to see what lie beyond - of what they 
  
   
  22 
  encountered on the other side, and the horrors they faced 
  before returning home. Perhaps the most important tale, 
  however, is that of their first encounter with my people, 
  the Ujik-hai...”  
  - The Living Memory  
   
  Much of what has been told of the Unicorn’s 
  journey into the distant realm known as the Burning 
  Sands is true. The rest is little more than a careful 
  aberration of reality, constructed to impress their 
  eastern kin. These lies were conceived and spread by 
  several key members among the Unicorn who 
  returned to the Empire two hundred years ago. 
  These lies were not intended to hurt or deceive the 
  Rokugani, but to protect them from several key 
  revelations they discovered in the awful wastes - 
  and to protect their allies in the desert as well.  
  The first lie they told was of the Ujik-hai, who 
  were in actuality a peaceful group of wanderers, 
  exiled from their home in the City of One Thousand 
  Stories a generation before (after the Day of Wrath). 
  These gypsies, keepers of the Great Chronicle of Age, 
  welcomed the Unicorn into their ranks without 
  menace; there was no violence between the groups. 
  By painting the Ujik-hai as powerful adversaries, the 
  Unicorn ensured that few would follow in their 
  footsteps, maintaining the sanctity of distance 
  between the two Empires, for the good of both.  
  Matazera, the gaijin woman who befriended 
  Shinjo (and coincidentally an ancestor of the modern 
  “Grey Woman”; see the Legend of the Burning 
  Sands CCG) established a strong bond between the 
  Ujik-hai and the Unicorn, forging a new faction that 
  would eventually become known along the desert 
  steppes as the Moto, or Ki-Rin Clan. This hybrid 
  group would travel with the Unicorn for some time 
  after their departure from the Ujik-hai (themselves 
  to become known as the Ra’Shari in modern times), 
  only branching out on their own after Shinjo and her 
  disciples split apart following the famed Battle with 
  the Rocs.  
  The Moto Clan were reunited with Shinjo and her 
  followers two hundred years latter, when Fu Leng 
  and the Living Darkness appeared at the edge of the 
  Great Waste. The legendary battle that finally shattered 
  the rejuvenated Unicorn Clan has become legend, 
  and many tales about it have been told. Again, some 
  of these stories are true, while others are fabrications 
  of the Unicorn who returned. One chapter of the 
  saga that is accepted by all, however, is that of 
  Shinjo’s departure as a sweeping chain of light across 
  the horizon before succumbing beneath a wave of 
  Darkness. The Ki-Rin remember this event well, but 
  also remember the Kami’s Promise - that she would 
  always return.  
  Though the Moto were cut off from their eastern 
  cousins in the aftermath of the battle, one of their 
  number, a warrior known as Sharad, recovered the 
  Kami’s weapon, an immense katana with a pommel 
  of polished ivory, a gift from the gypsy Martazera. 
  From this omen, it was obvious to the Moto that the 
  splintered heritage the Unicorn, Ujik-hai / Ra’Shari, 
  and Ki-Rin would be mended once more; all they 
  needed to do was wait, and keep the legend of their 
  Champion true until she return to claim it.  
  Today, nearly seven hundred years later, they are 
  still waiting, the Moto of the Burning Sands have 
  gained their own identity, even if few recognize them 
  for it. Since the coronation of the current Caliph and 
  the inception of her sorcerers warriors (the Khadi), 
  the Moto have not been welcomed in Medinaat al-
  Salaam. Natives of the city despise them for their 
  mixed heritage, remembering the “atrocities” of the 
  Ra’Shari so many generations ago and the “anti-
  social brutes “from the east, whose blood they carry. 
  The Senpet, three hundred year old allies of the 
  Caliph, hunt them in the desert, calling them thieves 
  and murderers (only half of that claim is true, and 
  everyone must eat - even if they must steal to do so...)  
  The White Guard, who patrol the far side of the 
  northern mountains and the border of the Ivory 
  Kingdom, remain in loose contact with the Moto of 
  the Burning Sands. Given the distance involved, and 
  the rigors of the terrain between the two realms, 
  however, little information is traded between clans, 
  and what does is slow-moving trickle; messages sent 
  into the desert typically do not return until long after 
  the sender has passed on to his next life. The White 
  Guard are only in contact with a small number of the 
  Burning Sands Moto, who are unsure of their eastern 
  cousins’ 
  role 
  in 
  Shinjo’s 
  eventual 
  return. 
  Occasionally - perhaps no more than once or twice a 
  century - members of the desert raiders cross the 
  White Guard line of defense and enter the Emerald 
  Empire, taken by the same curiosity that brought 
  their Champion to them a thousand years ago...  
   
  The Moto of the Burning Sands are a nomadic 
  culture - by necessity more than by choice. Still 
  affected by the Ra’Shari’s dark history, they are 
  unwelcome in most cities across the desert, and are 
  actively hunted by the Senpet Legions. The Khadi 
  delight in capturing them and penning them in the 
  Jandaq slave caverns with the remnants of other 
  cultures they have subjugated. The House of Dahab 
  offer bounties on their heads, and hire armies to 
  protect their merchant caravans, which turned even 
  the most pacifistic tribes of the Ivory Kingdoms 
  against them. Within their own homeland, the Clan 
  of the Ki-Rin have no allies to call upon, and lose as 
  many of their children to hunger as to the knife.  
  But adversity has been the Moto’s greatest teacher. 
  Every child of the clan is taught from birth to 
  survive in the harsh wastes, with or without tools of 
  
   
  23
  civilization. They are shown hot to train and ride the 
  famed stallions of the desert, and how to use them in 
  war. And they are taught how to defend themselves 
  from the predators that hunt them - both human and 
  otherwise.  
  The following school is designed for use in the 
  Legend of the Five Rings Role-playing Game, and 
  assumes that the player is creating a Ki-Rin character 
  to be used in the Emerald Empire. If you are playing 
  outside Rokugan, the social restrictions may be 
  ignored.  
  Social 
  Restrictions: 
  There 
  are 
  several 
  key 
  differences between Rokugan and the Burning Sands. 
  One of the most important is that the people raised 
  in either culture see the other as barbaric, or at the 
  least alien. Etiquette differs tremendously between 
  the two lands, as do laws, ritual, and religion. As a 
  result, when designing a Ki-Rin Moto (one who has 
  traveled across the Mountains to the north in their 
  lifetime), Skills, Advantages, and Disadvantages re 
  more costly, or not available.  
  Benefit: +1 Agility  
  Honor: 1.5  
  Skills: Horsemanship, Hunting, Kenjutsu, Kyujutsu 
  (Horse Archery), Lore: Burning Sands, Stealth, any 
  one Bugei Skill  
  Outfit: Katana, wakizashi, bow and 20 arrows (any 
  type), any two weapons, heavy armor; gaijin riding 
  horse, kimono and sandals, traveling pack; 10 koku 
  Special: All Ki-Rin Moto may gain the Gaijin Gear 
  feat for three less points. They also gain the Bad 
  Reputation (Ki-Rin Moto) Disadvantage (but not the 
  CP for it).  
  TECHNIQUES  
  RANK 1: UNDER COVER OF NIGHT  
  At the first Rank, Ki-Rin Moto are trained to use 
  shadows and the cover of night to move about 
  without detection. They are also shown given their 
  first Chronicle – their own passage in the continuing 
  verbal tradition that the Moto keep to give to Shinjo 
  on her return. You gain a number of Free Raises on 
  all Stealth rolls equal to your School Rank. Also, 
  choose one of your School Skills as your Chronicle 
  (what you are currently famous for among your 
  clan). You gain a free rank in this skill. This rank 
  does not count towards your maximum skill rank 
  during character creation.  
  RANK 2: NIGHT’S SWEET STING  
  By this stage of their development, Ki-Rin Moto 
  are shown how to use the darkness to their 
  advantage during combat, and how to manipulate 
  the lingering moonlight to confuse their enemies. 
  During combat, you gain a number of Free Raises 
  equal to your School Rank each round. You may use 
  these Raises on any attack roll or skill roll. These 
  Raises go away at the end of the combat if not used. 
  At the beginning of the round, you may instead 
  choose to waive these Raises to raise your Initiative 
  by 3 per Raise lost, or to temporarily increase your 
  TN by 3 per Raise lost. These bonuses go away at the 
  end of the round. Additionally, you gain a bonus 
  equal to your Chronicle’s skill rank to your attack 
  rolls.  
  RANK 3: RIDE UNTIL DAWN  
  Ki-Rin are next taught to endure the rigors often 
  required in the desert wastes, as well as how to 
  outlast their pursuers across the dunes. You may 
  operate normally with minimal sleep (three hours 
  per day) and half the food for a number of weeks 
  equal to half your Earth Rank. At the end of this 
  ordeal, you require three extra hours of sleep each 
  night, for a number of days equal to the number of 
  weeks spent using the ability. Additionally, you gain 
  a bonus equal to your Chronicle’s skill rank to your 
  Initiative rolls.  
  RANK 4: NIGHT’S BLIND FURY  
  At this, the last true stage of “development” for 
  the Ki-Rin, each is shown the secret of combining all 
  their previous knowledge into one startling (and 
  quite vicious) attack. Though less than honorable by 
  Rokugan standards, this ambush tactic is shockingly 
  effective. Choose a target. As a Simple Action, you 
  may make a contested Agility/Stealth (Ambush) roll 
  against Perception/Investigation (Notice) of everyone 
  around the target. If you succeed, you start combat 
  with a +20 bonus to your Initiative and +10 to all 
  attack and damage rolls against the target. If you fail, 
  you still initiate combat, but with no bonuses. 
  Additionally, you may make an additional attack 
  per round. Finally, you gain a bonus equal to your 
  Chronicle’s skill rank to your damage rolls.  
  RANK 5: THE FINAL CHRONICLE  
  By this stage in their life, the Ki-Rin Moto has made 
  a name for themselves among their own people (and 
  probably beyond). They are granted their final 
  Chronicle and recorded in the Great Chronicle of 
  Age, a record of the greatest heroes of the Burning 
  Sands Moto, which will pass directly into the hands 
  of the Kami Shinjo upon her return. You may now 
  reach Rank 11 in the skill chosen as your Chronicle. 
  While using the Chronicle, you gain a number of 
  Free Raises equal to your School Rank.  
   
  Shinjo Magistrate (Bushi)  
  Originally appeared in Imperial Herald #10.  
  Many Unicorn samurai-ko who do not wish to join 
  the battle maidens turn into the Shinjo Magistrates 
  as a place to serve with honor, continuing the tradi-
  tion of what may be the oldest school of Magistrates 
  in the Empire.  
  Since the return to Rokugan 200 years ago, the 
  Magistrates of the Shinjo have served the Emperor 
  chiefly as trackers, pursuing escaping criminals and 
  
   
  24 
  fieeing enemies. It is a role in which they have excelled. 
  Shinjo yoriki can be found in the service of every great 
  Clan. However, their barbarian ways have hampered 
  their advancement in other areas. Outside of Unicorn 
  lands, few trained in the Shinjo school have become 
  judges. Most Unicorns are unconcerned however, 
  feeling that their fierce blood serves best in the 
  saddle anyway. Shinjo Magistrates are considered a 
  bushi class.  
  Benefit: +1 Perception  
  Honor: 2.5  
  Skills: Horsemanship, Hunting, Investigation 
  (Notice), Kenjutsu, Lore: Heraldry, Lore: Law, and 
  one Bugei Skill.  
  Outfit: Katana, wakizashi, jitte, light armor, 
  traveling pack, 3 kimonos, 6 koku, mount.  
  TECHNIQUES  
  RANK 1: CHASING THE WIND  
  The magistrate is driven by the righteousness of 
  her cause. When facing an opponent in a skirmish or 
  duel with an Honor rank of less than 2, you keep an 
  extra die for both attack and damage rolls. You gain 
  a bonus to all Perception rolls equal to your Honor 
  Rank.  
  RANK 2: PATH OF THE HUNTER  
  At second Rank, the magistrate is taught the 
  methods of sensing each clue the prey leaves behind; 
  these form a path, straight from the hunter to the 
  prey. You gain a number of Free Raises equal to 
  your School Rank to all Hunting and Investigation 
  rolls. You gain a bonus equal to your Honor Rank to 
  your Initiative rolls.  
  RANK 3: RIDE UNTIL DAWN  
  The magistrate learns to endure the rigors often 
  required by her work. Her devotion to justice carries 
  her through trying times. You may operate normally 
  with minimal sleep (three hours per day) and half 
  the food for a number of weeks equal to half your 
  Earth Rank. At the end of this ordeal she will require 
  three extra hours of sleep each night, for a number of 
  days equal to the number of weeks spent using this 
  ability. Additionally, you gain a number of Free 
  Raises equal to your Honor Rank on all contested 
  rolls from your School Skills.  
  RANK 4: SWIFT JUSTICE  
  At this rank, the Shinjo have learned to strike 
  twice per round: once for themselves and once for 
  the Emperor, in whose honor they serve. You may 
  make an additional attack per round. You gain a 
  bonus to all Perception rolls equal to double your 
  Honor Rank (replacing the bonus gained at the first 
  Rank).  
  RANK 5: KI-RIN’S BLESSING  
  The Lady Shinjo’s true form and spirit was said to 
  be the Ki-Rin. That spirit still guards those who have 
  given their life to the pursuit of justice. Any being 
  with an Honor Rank of 0, 4, or 5 falters when attack-
  ing you, dropping their two highest die both to 
  attack and for damage. Finally, you gain a bonus to 
  your Initiative equal to double your Honor Rank 
  (replacing the bonus gained at the second Rank). If 
  you lose standing as a Magistrate, this Technique no 
  longer applies until you regain that position.  
   
  Utaku Infantry (Bushi)  
  Originally appeared in Secrets of the Unicorn.  
  Benefit: +1 Agility  
  Honor: 2.5  
  Skills: 
  Athletics, 
  Battle, 
  Defense, 
  Kenjutsu, 
  Kyujutsu (Yomanri), Spears, any one high skill  
  Outfit: As Shinjo Bushi, minus steed.  
  TECHNIQUES  
  RANK 1: WEAPON PATH  
  A first rank Utaku Infantryman chooses to specialize 
  in one of the three main weapons taught by the 
  school – yari, katana, or yumi. The Utaku Infantry is 
  divided into these groups and all have their 
  indispensable place in the armies of the Khan. You 
  gain a Free rank in the weapon skill chosen and a 
  free Emphasis in that skill. (This rank does not count 
  towards your maximum skill rank during character 
  creation.) You gain a bonus to your TN to Be Hit 
  equal to twice your Agility while using that weapon.  
  RANK 2: SPEED OF MY SISTERS  
  While the Utaku males are forbidden from riding 
  the famous steeds of their family, nothing prevents 
  them from learning to move like the wind to keep up 
  with their kin. You move as if your Water Ring were 
  two ranks higher. Additionally, you gain a bonus 
  equal to your Fire Ring to attack rolls.  
  RANK 3: ALL-FRONTS ATTACK  
  You may make an additional attack each round 
  while using your chosen weapon. In addition, you 
  may roll but not keep extra dice equal to your Honor 
  Rank when rolling Initiative.  
  RANK 4: UTAKU’S THUNDER  
  Just like the Battle Maidens, the elite Utaku 
  Infantry are guided by the purity off their souls. 
  After making a skill roll or damage roll, you may 
  spend a Void Point to re-roll all dice with a result less 
  than his Honor plus two. You may choose between 
  the two results for each die. You may not choose to 
  re-roll more than once per roll. In addition, you may 
  make a single attack in the same round you are run-
  ning or moving without penalty. Finally, you gain a 
  bonus equal to double your Fire Ring to attack rolls 
  (replacing the bonus gained in the second Rank).  
  RANK 5: EPIC OF MY NAME  
  The Utaku Infantryman has become a dizzying 
  whirlwind on the battlefield. Your movements are 
  unpredictable and unavoidable. You gain a bonus to 
  your TN to Be Hit equal to the difference between 
  
   
  25
  your Agility and that of your opponent’s (if the 
  difference is in your favor) x 5, with this bonus being 
  calculated separately for each opponent. At the start 
  of each combat round, you may choose to forgo all 
  instances of this bonus during that round in order to 
  gain one additional attack that round that may only 
  be used against opponents with lower Agility.  
   
  Advanced Schools 
   
  Magistrate (Bushi)  
  Originally appeared in Second Edition Game 
  Master’s Guide as Unicorn Magistrates Advanced 
  School.  
  Requirements  
  Rings/Traits: Fire 5, Water 4  
  Skills: Hunting 4, Investigation 4, Lore: Law 5, Any 
  Weapon Skill at 4  
  Advantages: Clear Thinker  
  Other: The character must be accepted to become a 
  magistrate, and must have at least 2 ranks of Honor.  
  You may waive the Clear Thinker Advantage 
  requirement by raising all Skill requirements by one.  
  TECHNIQUES  
  RANK 1: JUSTICE AMENDS  
  The Magistrate of this rank recognizes that his 
  own needs are unimportant; sacrifices must be made 
  for the sake of justice. You lose no Honor for any 
  actions that are not directly illegal so long as they 
  lead to the apprehension of a criminal. In addition, 
  you add your Honor to your TN to be Hit, all attack 
  rolls, and your Initiative.  
  RANK 2: FIST OF THE EMPEROR  
  You gain a number of Free Raises equal to your 
  School Rank on all Lore: Low and Investigation rolls. 
  Further, if you interrogate a subject for at least ten 
  minutes, you may make an opposed Willpower roll; 
  if you succeed, you learn something illegal that the 
  subject has done. You gain two Free Raises to this 
  roll. If the subject has not done anything wrong, 
  nothing is learned – this technique does not invent 
  facts. Also, relevancy to the matter at hand is not 
  guaranteed.  
  RANK 3: SHINJO’S TECHNIQUE  
  You may attack an additional time per round. You 
  add double your Honor Rank to your TN to be Hit, 
  all attack rolls, and your Initiative (replacing the 
  bonus gained at the first Rank).  
   
   
   
   
   
   
   
  New Paths 
   
  Baraunghar Shugenja (Shugenja)  
  Originally appeared in Secrets of the Unicorn.  
  Technique Rank: 2  
  Path of Entry: Horiuchi Shugenja 2, Iuchi Shugenja 2  
  Path of Egress: Reenter the same school at the 
  appropriate rank  
  TECHNIQUE: WARRIOR OF THE RIVER  
  One of the most important roles of the Baraunghar 
  Shugenja is to augment his allies and stymie his 
  enemies with blessings and curses from the kami. 
  You gain a Free Raise whenever you are trying to 
  Counterspell another shugenja. In addition, you may 
  make two Raises when targeting an ally with a 
  beneficial spell to target another ally with the same 
  spell (the spell is still only considered cast once, and 
  the effects are duplicated for the new target). The 
  second target must still be in the range of the 
  original spell.  
   
  Junghar Defender (Bushi)  
  Originally appeared in Secrets of the Unicorn.  
  Technique Rank: 3  
  Path of Entry: Any Unicorn bushi school (except 
  Battle Maiden) 2, Any ronin bushi school (if you are 
  a Unicorn bushi) 2  
  Path of Egress: Reenter the same school at Rank 3  
  TECHNIQUE: SHIELD OF THE KHAN  
  While in the Full Defense posture, you may 
  immediately make one free attack against any foe 
  that attacks you and misses your TN by 10 or more. 
  This attack is treated as a Standard Attack Action 
  (and occurs while you are in the Full Defense 
  posture). You switch to the Attack posture after your 
  attack, and you may not switch to the Full Defense 
  posture during this round or the next. Additionally, 
  while in the Full Defense posture, you add your 
  Water Ring to your TN to Be Hit and your attack rolls.  
   
  Khol Raider (Bushi)  
  Originally appeared in Secrets of the Unicorn.  
  Technique Rank: 4  
  Path of Entry: Any Unicorn bushi school (except 
  Battle Maiden) 3, Any ronin bushi school (if you are 
  a Unicorn bushi) 3  
  Path of Egress: Reenter the same school at Rank 4  
  TECHNIQUE: BLADE OF THE KHAN  
  For the purposes of this Technique, your Path of 
  Entry School Rank is considered to be one higher. At 
  the beginning of each combat round, you gain one 
  bonus rolled die per samurai within thirty feet, or 
  two bonus dice if the samurai is Unicorn. The 
  maximum number of dice you may gain with this 
  technique is equal to your Path of Entry School Rank 
  
   
  26 
  plus one. These dice may be rolled on any attack or 
  damage roll, or any other action you wish to take 
  during that round. Any dice not used before by the 
  round’s end are lost.  
   
  Master Horse Archer (Bushi)  
  Originally appeared in Secrets of the Samurai.  
  Technique Rank: 2  
  Path of Entry: Shinjo Bushi 1  
  Path of Egress: Shinjo Scout 1  
  TECHNIQUE: HANARI’S TECHNIQUE  
  Devised by Shinjo Hanari, a Unicorn master of 
  horse-archery, this technique allows the archer to 
  fire rapidly from horseback without penalty to hit. 
  While on horseback, all penalties you receive to your 
  attack rolls made while using a bow are reduced by 
  5. You gain three Free Raises to make an additional 
  attack while using a bow.  
   
  Shinjo Elite Guard (Bushi)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 4  
  Path of Entry: Shinjo Bushi 3  
  Path of Egress: Shinjo Bushi 4  
  TECHNIQUE: SHINJO’S SPEED  
  The Shinjo Elite Guardsman’s mastery of mounted 
  combat is breathtaking. While mounted, you gain a 
  Free Raise on all Bugei rolls, and an additional Free 
  Raise on all attack rolls against infantry. In addition, 
  you may add double your Water Ring to your TN to 
  be Hit and all attack rolls.  
   
  Vigilant (Bushi)  
  Originally appeared in Secrets of the Unicorn.  
  Technique Rank: Variable  
  Path of Entry: Shinjo Bushi School  
  Path of Egress: Shinjo Bushi School (at the appro-
  priate Rank)  
  TECHNIQUE: IRON SOUL  
  The Vigilant is immune to the sleeper program-
  ming of the Kolat, and gains a Free Raise on all 
  attack rolls or Perception related rolls against known 
  Kolat agents. This technique may be taken multiple 
  times, and grants another Free Raise each time.  
  If this technique is taken three times, you may 
  attempt to deprogram sleepers or break willing agents 
  of the Kolat. You must spend at least two days per 
  Insight Rank of the target in seclusion with the target. 
  You must spend twelve hours per day in the target’s 
  presence, pointing out fiaws in the Kolat philosophy 
  and encouraging the target to break free of Kolat 
  influence. At the end of this time, you make an 
  opposed Willpower roll with the target by spending 
  Void Points equal to the target’s Insight Rank. If you 
  succeed, the deprogramming is successful. Sleeper 
  agents will no longer be sleepers. Knowing Kolat 
  agents who fail their opposed roll will offer 
  information to you that harms the Kolat, and will 
  turn away from the Kolat’s philosophy.  
  If unsuccessful, you may immediately try again, 
  beginning another period of deprogramming for a 
  number of days equal to two per Insight Rank of the 
  target. You may not use a number of Void Points 
  during this time equal to the number of Void Points 
  spent in the previous deprogramming attempt. At 
  the end of this time, you may try again.  
  You may not use torture, threats, or coercion to 
  encourage a sleeper to fail his opposed Willpower 
  roll. You may, however, coerce and threaten Kolat 
  agents into turning their backs on the Kolat.  
  Once the deprogramming is complete, the process 
  is permanent. If the Kolat wish to reprogram their 
  sleeper, they must start from scratch. Kolat agents 
  encouraged to become disloyal to the Kolat by this 
  process may or may not rejoin the Kolat at a later 
  time if given sufficient reason to do so (Kolat agents 
  broken through threats or coercion may renew their 
  loyalty any time they choose).  
  Note that this process is automatically ineffective 
  on any willing Kolat agents of higher Insight Rank 
  than the Vigilant. If you attempt deprogramming 
  against a Kolat agent of Insight Rank 5 or higher and 
  who has knowledge of the techniques used to create 
  sleepers, the Kolat may in fact force an opposed 
  Willpower roll upon you in turn. If you fail this save, 
  you fall victim to the Kolat’s seductive philosophy 
  and become a willing agent of the Kolat.  
  Vigilants who become willing agents of the Kolat 
  may not continue to learn this technique. All Free 
  Raises that formerly applied to Kolat now apply to 
  other Vigilants and Emerald Magistrates.  
   
  
   
  27
  Imperial Schools  
   
   
  Advanced Schools 
   
  Emerald Magistrate (Bushi)  
  Originally appeared in Secrets of the Crane.  
  Requirements  
  Ring/Trait: Fire 4, Perception 4  
  Skills: Etiquette 3, Investigation 5, Lore: Law 3, any 
  one Weapon Skill at 4  
  Advantages: Clear Thinker  
  Other: Glory 3.0+ or Honor 3.0+, must be invited by 
  the Emerald Champion  
  TECHNIQUES  
  RANK 1: SAIBANKAN’S METHOD  
  The Emperor’s magistrates are taught the simple 
  but powerful methods of Soshi Saibankan, the 
  Scorpion who helped create the tradition of the 
  Emerald Magistrates. You may spend a Void Point 
  to gain Free Raises equal to your Insight Rank when 
  making a roll using any of the following Skills: 
  Courtier, Etiquette, Hunting, Investigation, Lore: 
  Heraldry, or Lore: Law.  
  RANK 2: FOR THE EMPIRE  
  The blessings of Tengoku shine upon the 
  Emperor’s most loyal servants. You may spend a 
  Void Point as a Simple Action to negate the damage 
  reducing abilities of any opponent within 50 feet. 
  Effects that may be negated in this matter include 
  Carapace, Advantages, Techniques, the abilities of 
  Shadowlands Creatures or Shadowed Minions, or 
  maho or elemental spells. This effect lasts for a 
  number of rounds equal to your Honor.  
  RANK 3: IN THE EMPEROR’S NAME  
  The Emperor’s justice cannot be avoided. You 
  may make an additional attack per round.  
   
  New Paths 
   
  Jade Magistrate (Shugenja)  
  Originally appeared in Secrets of the Crane.  
  Technique Rank: 4  
  Path of Entry: Any shugenja School Rank 3  
  Path of Egress: Re-enter the same School at Rank 4  
  Requirements: Glory 3.0+ or Honor 3.0+, must be 
  invited by the Jade Champion  
   
  TECHNIQUE: PATH OF JADE  
  Those who serve the Jade Champion share his 
  mission of keeping the Empire pure from corruption 
  in all its forms. You add your Insight Rank to the 
  total of all your rolls involving Perception or 
  Awareness. Any spell you cast that targets someone 
  or something you know to possess any amount of 
  Shadowlands Taint receives a number of Free Raises 
  equal to your cumulative rank in shugenja Schools.  
   
  Otomo Infiltrators (Courtier) 
  Originally appeared in Way of the Samurai.  
  Technique Rank: 2  
  Path of Entry: Otomo Courtier 1  
  Path of Egress: Doji Magistrate 1  
  TECHNIQUE: EYES OF THE EMPEROR  
  Some agents of the Otomo attend other lords’ 
  courts for the sole purpose of identifying potential 
  threats the Otomo may face in court. They often train 
  with their Crane allies to aid them in this mission. 
  After studying another individual for one minute, 
  you may make a Raw Perception Roll against a TN 
  equal to 5 + (the target’s School Rank x 5) as a 
  Complex Action. If successful, you learn one of the 
  following facts about the target: his highest Trait, his 
  highest Skill Rank, his highest CP-cost Advantage, 
  his highest CP-bonus Disadvantage, his Honor, his 
  Glory, or his Status. You may use this Technique on 
  one target multiple times, but each time requires one 
  minute of undisturbed study. You may target an 
  individual with this Technique a maximum number 
  of times per day equal to your Void Ring.  
   
  Satoshi’s Legacy (Bushi)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 2  
  Path of Entry: Miya Herald 1  
  Path of Egress: Miya Herald 2  
  Requirements: Deceit (Intimidation) 3  
  TECHNIQUE: FIRE & ICE  
  Miya Satoshi was a villain, but his methods of 
  advancing the Miya’s station in Rokugan have not 
  been forgotten. Those who do not embrace honor 
  with the same vigor as most Miya still employ his 
  techniques. You may add your rank in Deceit to the 
  total of all your Courtier rolls and your attack rolls.  
  
   
  28 
  Schools of the Minor Clans  
   
   
  Heichi Bushi [Boar Clan] (Bushi) 
  Originally appeared in Way of the Minor Clans.  
  Benefit: +1 Strength  
  Honor: 2.5  
  Skills: Athletics, Defense, Hunting, Lore: Twilight 
  Mountains, Polearms (Mai Chong), Spears, any one 
  Bugei or Merchant Skill  
  Outfit: Katana, wakizashi, mai chong, light armor, 
  kimono, traveling pack; 2 koku  
  TECHNIQUES  
  RANK 1: WAY OF THE BOAR  
  The Boar’s tusks are powerful, and can bring low 
  many foes at once. While attacking with a Mai 
  Chong, you gain two free raises if there is at least 
  one other opponent within 5’ of your target. These 
  free raises may only be used towards the Extra 
  Attack maneuver, and the extra attack generated by 
  this maneuver must be directed at the second 
  opponent (which is not normally permissible with 
  the Extra Attack maneuver). Add your Fire Ring to 
  the total of all of your damage rolls.  
  RANK 2: THE BOAR’S GREAT CHARGE  
  The fighting style used by the Boar Clan is both 
  ferocious and defensive. When using the Full Attack 
  posture with a mai chong, you gain three Free Raises 
  rather than the usual two, and enemies only gain 
  two Free Raises to attack you rather than the usual 
  three. You add your Earth Ring to your TN to Be Hit.  
  RANK 3: TWIN TUSKS OF THE BOAR  
  There is no more fearsome opponent than the boar, 
  who fights with every weapon without reservation. 
  You may make an additional attack per round. You 
  also add twice your Fire Ring to the total of your all 
  damage rolls, replacing the Benefit from Rank 1.  
  RANK 4: THE STRENGTH OF OPPOSITION  
  A Boar is relentless, forcing his enemies to fight to 
  escape his wrath. Once you have hit and damaged 
  an opponent with your mai chong, you may 
  immediately seize him in a grapple. No roll is 
  necessary for this. You gain a number of Free Raises 
  equal to your School Rank each round. These Free 
  Raises may be used to maintain the grapple or to 
  inflict damage. You add twice your Earth Ring to 
  your TN to Be Hit, replacing the Benefit from Rank 2.  
  RANK 5: BEYOND THE MOUNTAINS  
  Despite the distance between them, the Boar have 
  not forgotten the teachings of their Crab ancestors. A 
  number of times per day equal to your Void, you 
  may spend a Void Point to completely negate the 
  damage of one attack directed against you. You must 
  declare you are using this Technique before the 
  damage is rolled. This Technique may not be utilized 
  in formal Iaijutsu duels. You also add three times 
  your Fire Ring to the total of all damage rolls, 
  replacing the Benefit from Rank 3.  
   
  Hotaru Bushi [Firefly Clan] (Bushi) 
  Originally appeared in Way of the Daimyo.  
  Benefit: +1 Reflexes  
  Honor: 2.5  
  Skills: Defense, Horsemanship, Hunting, Investi-
  gation, Kenjutsu, Kyujutsu, any one High or Bugei 
  Skill  
  Outfit: Katana, wakizashi, steed, any 1 weapon, 
  light armor, kimono, traveling pack; 2 koku  
  TECHNIQUES  
  RANK 1: THE FIREFLY’S LIGHT  
  A Hotaru samurai is gifted in quickly assessing a 
  foe, discovering their strengths and guarding against 
  them. At the beginning of a skirmish, before 
  Initiative is rolled, you may make a Contested Roll 
  using your Awareness/Investigation versus your 
  opponent’s relevant weapon skill and its associated 
  Trait. If successful, you add your rank in 
  Investigation to your TN to Be Hit versus that 
  opponent. This bonus may not exceed your School 
  Rank + 5. You may also add your Air Ring to the 
  total of all your damage rolls.  
  RANK 2: FIREFLY IN FLIGHT  
  Every opponent’s style is different, and by 
  carefully observing his opponents, a Firefly samurai 
  may easily avoid their blows. When adopting the 
  Full Defense posture, you may choose to substitute 
  your ranks in Investigation for your Defense Skill. 
  This does not alter the Mastery Level Benefits you 
  gain from Defense. You always add your School 
  Rank to your TN to Be Hit when on Full Defense. 
  You may also add your Earth Ring to the total of all 
  your attack rolls.  
  RANK 3: PREPARED FOR THE NIGHT  
  The Firefly Clan was founded by both magistrates 
  and warriors, and the two traditions have blended 
  perfectly in their style of combat. You gain a number 
  of Free Raises per day equal to your School Rank + 2. 
  These Free Raises may be spent on any roll utilizing 
  one of your School Skills. These Free Raises are 
  consumed once they are used, and refresh each 
  sunrise. You may add twice your Air Ring to the 
  total of all your damage rolls, replacing the Benefit 
  from Rank 1.  
   
   
   
  
   
  29
  RANK 4: THE STRENGTH OF DUTY  
  A Firefly’s attack is made stronger with the 
  certainty of acting as duty dictates. You may make 
  an additional attack per round. You add twice your 
  Earth Ring to the total of all your attack rolls, 
  replacing the Benefit from Rank 2.  
  RANK 5: THE TWILIGHT STRIKE  
  Despite a largely defensive style of combat, the 
  Firefly teach their students to pounce on any 
  opening an opponent offers, exploiting it ruthlessly 
  and ensuring that the opponent suffers for his 
  negligence. When adopting the Full Defense posture 
  for consecutive rounds, you may make a single 
  attack every other round while remaining on Full 
  Defense. This attack may be made the second 
  consecutive round you remain on Full Defense, and 
  every other round thereafter so long as you adopt 
  that posture. If you adopt any other posture, you 
  must wait for the second round of consecutive Full 
  Defense to gain this attack again. You add your 
  School Rank to the total of your attack and damage 
  rolls when attacking in this manner. You add three 
  times your Air ring to the total of all your damage 
  rolls, replacing the Benefit from Rank 3.  
   
  New Paths 
   
  �Ujina Skirmishers [Hare Clan] (Bushi)  
  Originally appeared in Hidden Emperor as Ujina 
  Fighter School.  
  Technique Rank: 1  
  Path of Entry: None. This is an entry-level Path.  
  Path of Egress: Usagi Bushi 1  
  Benefit: +1 Awareness  
  Honor: 0.5  
  Skills: Acting, Etiquette (Sincerity), Kenjutsu, 
  Knives, Sleight of Hand, Stealth, any one Bugei or 
  Low Skill  
  TECHNIQUE: KNIFE IN THE DARK  
  The Ujina are the most ruthless hunters imagin-
  able, sacrificing their very honor to eliminate their 
  prey at all costs. When attacking a foe unaware of 
  your presence using the Full Attack posture, you 
  may spend a Void Point and to gain one additional 
  attack during the first round only. Your TN is 
  reduced by 5 this round and for the next two rounds. 
  You also roll one additional die on all Knives and 
  Stealth rolls.  
   
  
   
  30 
  Ronin Schools  
   
   
  A Note Regarding Paths of Egress: When a Path 
  lists “Enter any Ronin Bushi (or Shugenja) School at 
  the appropriate rank,” you may re-enter a School 
  you already possess Ranks in at the next available 
  level, or you may take Rank 1 in a new School.  
   
  Advanced Schools 
   
  The Machi-Kanshisha (Bushi)  
  Originally appeared in Way of the Wolf.  
  Requirements:  
  Rings/Traits: Agility 3  
  Skills: Staves (Pipe) 3  
  Disadvantages: Obligation: Kaeru family (4 points)  
  Other: The Machi-Kanshisha are based in the City of 
  the Rich Frog, and their Techniques may only be 
  learned there, barring a traveling sensei.. Typically, 
  only members of the Kaeru family or other Lion 
  vassal families are allowed to attend, although ronin 
  who prove their worth to the Kaeru are allowed to 
  study there in exchange for their oaths of service (the 
  Obligation Disadvantage listed above). With the 
  GM’s permission, a character that meets the require-
  ments listed above may begin a campaign at Rank 1 
  in this School as long as he possesses no other 
  Techniques.  
  TECHNIQUES  
  RANK 1: SMOKE & MIRRORS  
  Even the simplest weapon can be devastating in 
  the hands of one skilled in its use. You gain a Free 
  Raise on all your attack rolls made with a bo or pipe. 
  When using a bo or pipe, you may reduce the 
  number of Raises required for you to use the Disarm, 
  Feint, and Knockdown combat maneuvers by 1.  
  RANK 2: CLOUDED MIND  
  The Machi-Kanshisha style of combat disables 
  opponents rather than causing serious injury, relying 
  on careful strikes targeting nerve clusters often 
  studied by martial monk sects. When you make an 
  attack roll against an opponent, you may spend a 
  Void Point and declare one Raise. If successful, this 
  attack deals normal damage and also forces the 
  opponent to make a Contested Raw Earth roll 
  against you. If you are victorious, your opponent is 
  treated as if he were two Wound Ranks more injured 
  than he actually is, thus incurring more severe 
  penalties. This Technique may not reduce an 
  opponent below the Down Wound Level. The effects 
  of this Technique last for one hour.  
   
   
  RANK 3: WEAR THEM DOWN  
  The lighting speed of a Machi-Kanshisha’s attacks 
  may intimidate even the most stalwart of opponents. 
  You may make an additional attack per round.  
   
  New Paths 
   
  The Broken Guard (Bushi)  
  Originally appeared in Way of the Wolf as Tiger’s 
  Teeth.  
  Technique Rank: 2  
  Path of Entry: Any Ronin Bushi 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Honor 2+, Spears 4  
  TECHNIQUE: THE TIGER’S TEETH  
  The Broken Guard was a prominent band of ronin 
  active during the Clan War whose specialty was 
  anti-cavalry training. Although the Guard no longer 
  formally exist, their Technique lives on. When wield-
  ing a polearm against a mounted opponent, or an 
  opponent at least three feet taller than you, you gain 
  one Free Raise on all your attack rolls and you keep 
  one additional die of damage on all damage rolls. 
  This is cumulative with the normal Benefits for using 
  a polearm.  
   
  Canopy of Knives (Ninja)  
  Originally omitted from Way of the Ninja.  
  Technique Rank: 3  
  Path of Entry: Any Ronin Bushi School at Rank 1, 
  Forest Killers Path  
  Path of Egress: Enter any Ronin Bushi School at 
  the appropriate rank  
  Requirement: Knives 3, Stealth 3, Membership in 
  the Forest Killers  
  TECHNIQUE: CANOPY OF KNIVES  
  Those Forest Killers who study the Canopy of 
  Knives approach silently and eliminate their oppo-
  nents with a precise knife strike. You gain +5 to your 
  Initiative when wielding a knife, and you may an 
  additional attack per round when using a knife. If 
  you have a higher Initiative than your opponent, 
  you also gain a Free Raise on each attack made with 
  a knife.  
   
  Cutting the Weave (Ninja)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 3  
  Path of Entry: Weaver Path (Rank 2)  
  Path of Egress: Enter any Ronin Bushi School at 
  the appropriate rank  
  
   
  31
  TECHNIQUE: CUTTING THE WEAVE  
  The Weavers often pose as traveling merchants to 
  conceal their true purpose: assassination. You may 
  add your Commerce rank to the total of any of your 
  rolls using Awareness. When an opponent makes 
  Raises on an attack roll against you, you gain an 
  identical number of Free Raises on your attacks 
  against that opponent in the following round.  
   
  �The Eyes of Nanashi (Bushi)  
  Originally appeared in Way of the Samurai as Law 
  of the Heavens.  
  Technique Rank: 1  
  Path of Entry: None. This is an entry-level Path.  
  Path of Egress: Any Ronin Bushi School at Rank 1  
  Benefit: +1 Agility  
  Honor: 2.5  
  Skills: Athletics, Hunting, Investigation, Kenjutsu, 
  Kyujutsu, Lore: Law, any 1 Skill  
  Outfit: Katana, wakizashi, tanto, kimono, traveling 
  pack, 2 bu 
  TECHNIQUE: RIGHTEOUS FURY  
  The Eyes of Nanashi are the defenders of Nanashi 
  Mura, and consider their duties a sacred task for 
  which they would gladly die. You may add twice 
  your Honor Rank to your TN to be Hit and to the 
  total of your Defense rolls.  
   
  Flight of Innocence (Bushi)  
  Originally appeared in Mimura: The Village of 
  Promises.  
  Technique Rank: 2  
  Path of Entry: Any Ronin Bushi School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Reflexes 3, Kyujutsu 4  
  TECHNIQUE: FLIGHT OF INNOCENCE  
  Archers who master the Flight of Innocence 
  technique have truly learned to fire without thought 
  or even sight, and can fire accurately with their eyes 
  closed or blindfolded. You may fire at a target you 
  cannot see. The TN for such targets are increased by 
  +5, but you do not suffer any additional penalties as 
  a result of your inability to see the target.  
   
  The Forest Killers (Bushi)  
  Originally appeared in Way of the Wolf as Fool’s 
  harvest.  
  Technique Rank: 2  
  Path of Entry: Any Ronin Bushi School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2, 
  Canopy of Knives Path  
  Requirements: Honor 2 or less, any Weapon Skill 3, 
  Way of the Land (Shinomen Mori)  
   
   
   
  TECHNIQUE: FOOL’S HARVEST  
  The Forest Killers are ruthless bandits who plague 
  the area around the southern Shinomen Mori, then 
  retreat into its vast depths. You receive a Free Raise 
  on all your Stealth rolls. If you successfully attack an 
  opponent who is unaware of your presence, you 
  gain +10 to your Initiative during the next round so 
  long as you continue to attack the same opponent.  
   
  �The Forgotten Sons (Shugenja)  
  Originally appeared in Way of the Thief.  
  Technique Rank: 1  
  Path of Entry: None. This is an entry-level Path.  
  Path of Egress: Ronin Shugenja (Traditional Priest 
  or Militant Shugenja) 1  
  Benefit: +1 Intelligence  
  Honor: 1.5  
  Skills: Calligraphy, any 1 Lore Skill, Meditation, 
  Spellcraft 1, Theology (Fortunes), any two Skills  
  Outfit: Wakizashi, ashigaru armor, calligraphy set, 
  kimono and sandals, scroll stachel, traveling pack; 
  5 zeni  
  Affinity/Deficiency: None  
  TECHNIQUE: THE PATH OF MEMORY  
  The Forgotten Sons are failed students cast out 
  from other shugenja schools for one reason or 
  another. Many were once minor vassals of Great 
  Clan families, and have united in their attempts to 
  learn more about magic. You gain a number of Free 
  Raises per day equal to your Insight that you may 
  use on the casting of any spell.  
  Spells: Sense, Commune, Summon, Counterspell, 
  three of any 1 element, 2 of a second element. You 
  may not select Void as one of your elements for the 
  purposes of selecting spells.  
   
  The Fortune’s Grace (Shugenja) 
  Originally appeared in Way of the Wolf as To 
  Touch the kami and Way of the Shugenja.  
  Technique Rank: 2  
  Path of Entry: Any Ronin Shugenja School at 
  Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Air 3, women only, membership 
  requires a vow of celibacy  
  TECHNIQUE: TO TOUCH THE KAMI  
  The sisters of Fortune’s Grace learn to hear even 
  the faintest whispers of their allies among the kami. 
  You may cast Commune a number of times per day 
  equal to your highest Ring without subtracting from 
  the maximum number of spells you are normally 
  allowed per day. Subsequent castings count against 
  your maximum as normal.  
   
   
   
  
   
  32 
  �The Gaze of Sun Tao (Bushi)  
  Originally appeared in Second Edition Player’s 
  Guide.  
  Technique Rank: 1  
  Path of Entry: None. This is an entry-level Path.  
  Path of Egress: Ronin Duelist 1  
  Benefit: +1 Reflexes  
  Honor: 2.5  
  Skills: Battle, Hunting, Iaijutsu, Jiujitsu, Kenjutsu, 
  Lore: History, any 1 Skill  
  Outfit: Katana, wakizashi, any 1 weapon, ashigaru 
  armor, well-worn traveling clothes and sandals, 
  traveling pack; 5 zeni 
  TECHNIQUE: GAZE OF SUN TAO  
  The teachings of Sun Tao can be applied to any 
  battle, even the formalized dueling style of Iaijutsu. 
  When making an Awareness roll prior to a duel, you 
  add +5 to your total. You may Focus one additional 
  time above your normal maximum number of 
  Focuses in a duel.  
   
  The Hidden Weapon (Bushi) 
  Originally appeared in Secrets of the Mantis.  
  Technique Rank: 2  
  Path of Entry: Any Ronin Bushi School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Agility 3, Strength 3, Peasant 
  Weapons 3  
  TECHNIQUE: STRIKE THE CENTER  
  Members of the Hidden Weapon strike to stun 
  rather than draw attention to themselves by killing 
  needlessly. You may make two Raises on any attack 
  roll to stun an opponent in addition to dealing 
  normal damage. Opponents stunned in this manner 
  may adopt no posture other than Full Defense for a 
  number of rounds equal to your Insight Rank. An 
  opponent may immediately spend a Void Point as a 
  free action to negate the effects of this Technique, 
  but this must be done each time they are stunned.  
   
  Law of the Heavens (Bushi)  
  Originally appeared in Way of the Wolf as The Eyes 
  of Nanashi and Way of the Samurai.  
  Technique Rank: 3  
  Path of Entry: Any Ronin Bushi School at Rank 2  
  Path of Egress: Re-enter the same School at Rank 3  
  Requirements: Must possess the Eyes of Nanashi 
  Path Technique  
  TECHNIQUE: LAW OF THE HEAVENS  
  Members of the Eyes of Nanashi seek enlightenment 
  through order and vigilance above all things. You 
  may add your rank in Lore: Law to the total of all 
  your attack, damage, and Initiative rolls.  
   
   
   
  The Order of Isashi (Shugenja)  
  Originally appeared in Way of the Wolf as Isashi’s 
  Gift.  
  Technique Rank: 3  
  Path of Entry: Any Ronin Shugenja School at 
  Rank 2  
  Path of Egress: Re-enter the same School at Rank 3  
  Requirements: Medicine 4, Higher Purpose (heal 
  the sick)  
  TECHNIQUE: ISASHI’S GIFT  
  The brotherhood known as the Order of Isashi 
  spread healing and mercy just as their founder did 
  after the second war with Iuchiban. Whenever you 
  cast a spell that reduces wounds or eliminates 
  poison or disease, you gain two Free Raises for 
  casting that spell.  
   
  The Poisoned Frog (Bushi)  
  Originally appeared in Way of the Ninja.  
  Technique Rank: 2  
  Path of Entry: Any Ronin Bushi School at Rank 1  
  Path of Egress: Re-enter same School at Rank 2, 
  enter a new Ronin Bushi School at Rank 1, or enter 
  the Machi-Kanshisha School at Rank 1 if all requi-
  rements are met.  
  Requirements: Agility 3, Stealth 3, Honor of 2 or 
  less  
  TECHNIQUE: THE POISONED FROG  
  This Technique is a lesser style taught in the dojo 
  of the Machi-Kanshisha in the City of the Rich Frog, 
  and is taught to a select few students. When you 
  attack an opponent unaware of your presence, you 
  can use the advantage of surprise to inflict an 
  especially painful, crippling wound. For every Raise 
  you make on your attack roll for which you gain no 
  Benefit, your opponent adds +5 to the TN of any 
  action he takes. This effect lasts for a number of 
  rounds equal to your Insight Rank. This penalty is 
  cumulative with multiple uses.  
   
  The Red Dawn (Bushi)  
  Originally appeared in Way of the Thief.  
  Technique Rank: 2  
  Path of Entry: Any Ronin or Phoenix Bushi School 
  at Rank 1  
  Path of Egress: Re-enter the same School at the 
  appropriate Rank  
  Requirements: Willpower 3  
  TECHNIQUE: FACING THE ABYSS  
  The Red Dawn are the fiercest pirates plaguing the 
  Phoenix shores. You may spend a Void Point as a 
  free action to gain a Fear rating equal to your Insight 
  Rank +1 for the remainder of this round and the 
  following round.  
   
   
  
   
  33
  The Scales of the Carp (Courtier)  
  Originally appeared in Way of the Wolf as The Carp 
  Smiles and Way of the Ninja.  
  Technique Rank: 2  
  Path of Entry: Any Ronin School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Awareness 3, Commerce 3, 
  Etiquette 3  
  TECHNIQUE: THE CARP SMILES  
  Ronin merchants in service to the Crab Yasuki, the 
  Scales of the Carp share their patrons’ gift for the 
  deal. When making any Contested Roll using Com-
  merce, Deceit, or Etiquette, you gain a bonus to the 
  total equal to your Air Ring plus your Insight Rank.  
   
  Serpents of Sanada (Bushi) 
  Originally appeared in Way of the Thief.  
  Technique Rank: 2  
  Path of Entry: Any Ronin Bushi School at Rank 1  
  Path of Egress: Any Ronin Bushi School at Rank 1 
  (Rank 2 if continuing same School)  
  Requirements: Athletics 4, any Weapon Skill 3  
  TECHNIQUE: THE SERPENT’S COIL  
  Unlike most pirates, the Serpents of Sanada learn 
  to fight together effectively against their enemies. 
  When fighting alongside at least one other Serpent, 
  Techniques granting a bonus to an opponent’s TN to 
  be Hit only confer the bonus if the Technique’s Rank 
  is greater than the sum of the Insight Ranks of those 
  possessing this Technique that they face.  
   
  The Silent Current (Courtier)  
  Originally appeared in Way of the Ninja as Scales 
  of the Carp.  
  Technique Rank: 2  
  Path of Entry: Any Ronin School 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Awareness 3, Commerce 4  
  TECHNIQUE: THE SILENT CURRENT  
  This Technique is taught by the ronin group called 
  the Scales of the Carp, and is shared with particu-
  larly promising students that are being groomed for 
  leadership positions. Students of the Silent Current 
  learn to study their opponents carefully, gleaning 
  useful information from even the most casual inter-
  actions. Whenever you discuss business with another 
  person, you may make a Contested Awareness/ 
  Commerce roll against that individual as a Complex 
  Action. For every 5 points by which your roll 
  exceeds your opponent’s, you gain one Free Raise 
  that can be used against him on attack rolls or use of 
  Commerce, Deceit, or Etiquette (Sincerity) over the 
  next week. If these Raises are not used within a week, 
  they are lost. You may not target an individual with 
  this Technique more often than once per week.  
   
  Suitengu’s Children (Bushi)  
  Originally appeared in Way of the Thief.  
  Technique Rank: 2  
  Path of Entry: Any Ronin School Rank 1 or Mantis 
  School at Rank 1  
  Path of Egress: Re-enter same School at Rank 2  
  Requirements: Agility 3, Craft: Sailing 3, Lore: 
  The Sea 3, Honor 2 or less  
  TECHNIQUE: CHILD OF SUITENGU  
  For the purposes of this Technique, you may 
  designate any one ship of kobune size or larger as 
  your chosen ship. While on board your chosen ship, 
  you receive a Free Raise on all Craft: Sailing rolls. 
  You also gain a Free Raise on any attack roll made 
  while defending your ship or when using it to attack 
  another vessel. Changing your chosen ship design-
  ation from one vessel to another requires serving 
  aboard the new vessel for one month.  
   
  The Sword of Yotsu (Bushi)  
  Originally appeared in Way of the Wolf as Shelter 
  of the Blameless.  
  Technique Rank: 2  
  Path of Entry: Any Ronin Bushi School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Honor 2+, Lore: Law 3, Kenjutsu 
  or Iaijutsu 4, ronin only  
  TECHNIQUE: SHELTER THE BLAMELESS  
  The Yotsu believe they are the champions of the 
  weak. When fighting to protect or defend someone 
  else, you gain one additional rolled die on all attack, 
  damage, and Defense rolls.  
   
  The Unbroken (Bushi)  
  Originally appeared in Way of the Shadowlands.  
  Technique Rank: 3  
  Path of Entry: Any Ronin Bushi School at Rank 2  
  Path of Egress: Re-enter the same School at Rank 3  
  Requirements: Lore: Shadowlands 3, Shadowlands 
  Taint (any amount)  
  Special: The Unbroken occasionally allow non-
  ronin to train with them if they meet all other 
  requirements.  
  TECHNIQUE: KHARMIC VENGEANCE  
  The Unbroken seek to cleanse their Taint by 
  destroying it in others. Whenever you strike a 
  Tainted opponent with an attack, you may choose to 
  inflict yourself any number of Wounds in order to 
  add twice the same amount to your damage roll. 
  Any Tainted opponent you kill in this manner 
  results in you losing two points of Shadowlands 
  Taint.  
   
   
   
   
  
   
  34 
  The Weavers (Ninja)  
  Originally appeared in Way of the Wolf and Way of 
  the Samurai.  
  Technique Rank: 2  
  Path of Entry: Any Ronin Bushi School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Awareness 3, Acting 2, Poison 2, 
  Stealth 3  
   
  TECHNIQUE: TWIST THE WEAVE  
  The Weavers are an order of assassins trained to 
  enact the Kolat’s will, eliminating targets without 
  risking exposure for the Ten Masters. For every 
  successful Raise made on an Acting, Poison, or 
  Stealth roll, you gain an additional Free Raise (that 
  may not be used to increase the final result of your 
  roll by 5) for that roll.  
   
   
   
  
   
  35
  Schools of the Shadowlands  
   
   
  Black Guard (Bushi) 
  Originally appeared in Way of the Shadowlands as 
  Moto Black Guard.  
  Benefit: +1 Strength  
  Honor: 0.0  
  Skills: Defense, Horsemanship, Kenjutsu, Kyujutsu 
  (Horse Archery), Lore: Shadowlands, Yarijutsu, and 
  any one Bugei or Low Skill.  
  Outfit: Katana, wakizashi, daikyu (with 20 arrows), 
  yari, Light or Heavy armor.  
  TECHNIQUES  
  RANK 1: POWER IN THE DARKNESS  
  The embrace of Fu Leng grants the Moto powers 
  beyond that of normal men, granting him unnatural 
  strength. You may add twice your Shadowlands 
  Taint Rank to the total of all your damage and Raw 
  Strength rolls. Also, you may add your Fire Ring to 
  the total of all your Initiative rolls.  
  RANK 2: DEATH IS AN ILLUSION  
  Once fallen, a Moto discovers that his corrupted 
  form is nearly impervious to injury, and may 
  continue fighting at his peak until utterly destroyed. 
  You suffer no TN increases from any Wound Levels. 
  Additionally, you may subtract your Earth Ring 
  from the total of all Wounds you receive.  
  RANK 3: RIDE BEYOND DEATH  
  Even corruption cannot sever the bond of a 
  Unicorn and his mount. You may spend a Complex 
  Action and summon an onikage, the corrupt steeds 
  of the Shadowlands. If in the shadowlands, one 
  simply appears nearby. If in Rokugan, the beast 
  erupts from the ground. Additionally, you may add 
  twice your Fire Ring to the total of all Initiative rolls, 
  replacing the Benefit from Rank 1.  
  RANK 4: THE DARK LORD’S FURY  
  The rage of Fu Leng resonates within the souls of 
  the Dark Moto. You may make two attacks per 
  round. You may never use the Full Defense posture. 
  Instead, your Defense Skill is added directly to your 
  TN to Be Hit at all times so long as you are conscious 
  and capable of movement. Additionally, you may 
  subtract twice your Earth Ring from the total of all 
  Wounds you receive, replacing the Benefit from 
  Rank 2.  
  RANK 5: VISAGE OF THE DAMNED  
  The Dark Moto can summon the essence of their 
  corruption and manifest it in a terrifying display of 
  twisted evil. You may sacrifice an attack to force any 
  opponent with a lower Initiative score than you to 
  take the Full Defense stance on his next initiative. 
  Additionally, you may add three times your Fire 
  Ring to the total of all Initiative rolls, replacing the 
  Benefit from Rank 3.  
   
  Chuda Shugenja (Shugenja)  
  Originally appeared in Secrets of the Shadowlands.  
  Benefit: +1 Stamina  
  Honor: 0.0  
  Skills: Calligraphy, Etiquette (Sincerity), Knife, 
  Lore: Maho, Lore: Shadowlands, any two Skills.  
  Outfit: Wakizashi, tanto, stained kimono and 
  sandals, traveling pack, scroll satchel  
  Affinity/Deficiency: Chuda shugenja are deeply 
  entrenched in the study of blood magic. They 
  possess an Affinity for maho spells and a Deficiency 
  for Air spells.  
  TECHNIQUE: BLESSINGS OF BLOOD  
  The Chuda have studied the secrets of maho for 
  generations, and understand its secrets better than 
  any other sect in existence. Any blood you spill to 
  fuel a maho spell is treated as if its volume were 
  doubled. You gain a number of Free Raises per day 
  equal to your Shadowlands Taint Rank that may 
  only be spent on casting maho spells.  
  Spells: Sense, Commune, Summon, 4 maho spells, 
  and 2 spells of any one other element except Void  
   
  Ninube Shugenja (Shugenja) 
  Originally appeared in Secrets of the Shadowlands.  
  Benefit: +1 Awareness  
  Honor: 0.0  
  Skills: Athletics, Kenjutsu, Lore: Lying Darkness, 
  Meditation, Ninja Ranged Weapons, Poison, and 
  Stealth (Sneaking)  
  Affinity/Deficiency: The Ninube are masters of 
  stealth and secrets. They possess an Affinity for Air 
  spells and a Deficiency for Earth spells.  
  TECHNIQUE: WREATHED IN SHADOWS  
  The Ninube are unparalleled masters of stealth 
  and shadow magic. You may cast any spell that 
  hides or conceals an object or individual as if you 
  were one shugenja Rank higher. This effect may be 
  cumulative with your Affinity if it affects an Air 
  spell.  
  Spells: Sense, Commune, Summon, 3 Air, 2 Water, 
  and 1 Fire spell. If you begin the game with any 
  Shadowlands Taint, you may choose to exchange 
  both of your Water spells or your Fire spell for maho 
  spells.  
   
   
   
   
  
   
  36 
  Temple of Onnotangu (Monk)  
  Originally appeared in Way of the Shadowlands.  
  Honor: 0.0  
  Skills: Athletics, Jiujitsu, Lore: Maho, Lore: Sha-
  dowlands, Meditation, Theology (Shintao), any one 
  Skill.  
  Benefit: Monks of this sect are skilled in the ways 
  of deception and misdirection. Any successful attempt 
  to discern your Honor Rank indicates that you 
  possess Rank 2, unless your Honor is actually higher 
  or you have committed a dishonorable act in front of 
  that individual. In addition, you roll one additional 
  die on any Skill roll made under the moon’s light.  
  Outfit: Bo or walking stick, coarse hakama and 
  robe, scroll satchel with passages from the Tao; 2 zeni 
   
  Temple of Venom (Monk)  
  Honor: 0.0  
  Skills: Athletics, Jiujitsu, Lore: Maho, Lore: Sha-
  dowlands, Meditation, Theology, any one Skill  
  Benefit: Monks studying at the Temple of Venom 
  aid the Chuda in their research, and have reaped 
  both the Benefits and drawbacks as a result. You 
  gain one Minor Shadowlands Power at character 
  creation as well as any you might receive as a result 
  of your Taint Rank. When advancing in Rank, any 
  Kiho you gain are Dark Kiho.  
  Outfit: Bo or walking stick, coarse hakama and 
  robe, scroll satchel with passages from the Tao; 2 zeni 
   
  Advanced Schools 
   
  Ogre Bushi (Bushi) 
  Originally appeared in Way of the Shadowlands.  
  Requirements: Although technically an Advanced 
  School by construction, ogre characters may begin 
  play as students of this School using the following 
  information. Ogres will accept humans or Tsuno in 
  their dojo as long as they possess all the School Skills 
  at Rank 3 or greater and have Strength 6.  
  Benefit: None  
  Honor: 0.0  
  Skills: Battle, Defense, Jiujitsu, Hunting, Stealth, 
  any one Weapon Skill, any one Bugei or Low Skill  
  Outfit: Tattered clothing, Light Armor, enormous 
  club (1k5, -5 Initiative), any 1 weapon  
  TECHNIQUES  
  RANK 1: MUHOMONO’S STRENGTH  
  Named for the legendary king of all ogres, this 
  Technique teaches an ogre to channel all his power 
  into his strikes. You may voluntarily reduce an attack 
  roll by any number of dice (although you may not 
  subtract more dice than you have available to roll) in 
  order to add an equal number of rolled dice to the 
  following damage roll. This is declared before dice 
  pools greater than 10 are reduced. This Technique 
  may only be used once per round.  
  RANK 2: MUHOMONO’S SPEED  
  An ogre warrior is an army unto himself. When 
  wielding a large weapon (no-dachi, polearm, or 
  anything larger), you may voluntarily increase the 
  TN of your attack roll by 10 in order to apply that 
  roll to all targets within 10 feet of you, compared 
  against each TN to be Hit individually. This attack is 
  completely indiscriminate, and hits friend and foe 
  alike. You must declare this Technique is being used 
  before making the attack roll. This Technique may 
  not be used with Grapple attempts. This Technique 
  may only be used once per round.  
  RANK 3: MUHOMONO’S ARMOR  
  The legacy of Muhomono is invincibility. Your 
  Carapace rating increases to 9 (for ogres) or is 
  increased by +3 (for all others). This Technique may 
  not reduce an existing Carapace rating.  
   
  New Paths 
   
  The Beauty of Death (Shugenja) 
  Originally appeared in Secrets of the Shadowlands as 
  Strike the Ancestors.  
  Technique Rank: 3  
  Path of Entry: Maho-tsukai 2 or Chuda Shugenja 2  
  Path of Egress: Re-enter same School at Rank 3  
  Requirements: Void 4, Lore: History 1, Lore: Maho 3, 
  Meditation 2, Shadowlands Taint 0.4+  
  TECHNIQUE: STRIKE THE ANCESTORS  
  Certain Bloodspeaker cells are rumored to have 
  been able to redirect the Taint they acquired through 
  their link to Yomi, cursing their ancestors with the 
  burden of their blood magic. Once per day, you may 
  redirect up to 5 points of Shadowlands Taint acquired 
  by casting a maho spell to your ancestors. You gain 
  no Taint if this reduces the Taint generated by this 
  spell to 0. You may not Benefit from Ancestor 
  Advantages once you utilize this Technique.  
   
  Blood-Forged (Shugenja) 
  Originally appeared in Secrets of the Shadowlands.  
  Technique Rank: 2  
  Path of Entry: Maho-tsukai 1 or Chuda Shugenja 1  
  Path of Egress: Re-enter same School at Rank 2  
  Requirements: Water 3,  Lore: Maho 3, Meditation 2 
  TECHNIQUE: FORGED IN BLOOD  
  Through Bloodspeaker techniques, certain maho-
  tsukai can distance themselves from Jigoku, slowing 
  their accumulation of Taint. The TN for any maho 
  spell you cast is increased by 5. Any Taint you acquire 
  from casting maho is decreased by 2 points, to a 
  minimum of 0.  
   
  
   
  37
  The Cult of the Blood Red Moon (Shugenja) 
  Originally appeared in Way of the Shugenja.  
  Technique Rank: 2  
  Path of Entry: Any Shugenja School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Lore: Maho 3, Dark Secret (maho-
  tsukai), know at least 1 maho spell. 
  TECHNIQUE: BLEEDING THE ELEMENTS  
  The Red Moon Cult is a Bloodspeaker cell with 
  advanced maho techniques. Every time you cast a 
  maho spell, you may make a Willpower roll against 
  the same TN as the spell. If successful, you divert all 
  Shadowlands Taint that you would normally acquire 
  from the spell into the surrounding area, causing 
  plants to wither, animals fiee, etc. You gain not Taint 
  from the casting of this spell.  
   
  Daigotsu’s Elite Guard (Bushi)  
  Originally appeared in Way of the Samurai.  
  Technique Rank: 4  
  Path of Entry: Daigotsu’s Legion 3 or any Great 
  Clan Bushi School 3  
  Path of Egress: Black Guard 1  
  TECHNIQUE: EMBRACE THE DARKNESS  
  By embracing the Taint and the dark lord’s favor, 
  Daigotsu’s chosen defenders gain virtual indestruct-
  ibility. You gain a Carapace rating equal to your 
  Shadowlands Taint Rank.  
   
  Demon’s Breath Acolytes (Shugenja)  
  Originally appeared in Secrets of the Shadowlands as 
  Elemental Disassociation.  
  Technique Rank: 2  
  Path of Entry: Maho-tsukai or Chuda Shugenja 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Awareness 2, Intelligence 3; Lore: 
  Maho 2, Meditation 2  
  TECHNIQUE: ELEMENTAL DISASSOCIATION  
  Rather than weakening their link to Jigoku, some 
  power-hungry Bloodspeakers embraced it, quickly 
  falling out of favor with the cult. Through elaborate 
  rituals, these individuals could appease the kansen 
  and empower their spells. You may spend more 
  turns casting a spell than required. For every 
  additional turn you spend casting a spell above what 
  is required, you gain a Free Raise to cast that spell. 
  The number of additional turns you may spend 
  casting any spell is limited to your Insight Rank.  
   
  Gongsun’s Cloak (Shugenja) 
  Originally appeared in Secrets of the Shadowlands.  
  Technique Rank: 3  
  Path of Entry: Maho-tsukai 2 or Chuda Shugenja 2  
  Path of Egress: Re-enter the same School at Rank 3  
  Requirements: Water 4, Battle 2, Lore: Maho 4, 
  Meditation 2  
  TECHNIQUE: CLOAK OF GONGSUN  
  Some students of corruption can perceive the 
  subtle ebb and fiow of energy from Jigoku, and 
  make use of it to great effect. You may wait until 
  after you see the result of your casting roll to declare 
  Raises when casting maho.  
   
  The Workers of Flesh (Shugenja) 
  Originally appeared in Secrets of the Shadowlands as 
  Mohai’s Legacy.  
  Technique Rank: 3  
  Path of Entry: Maho-tsukai 2 or Chuda Shugenja 2  
  Path of Egress: Re-enter the same School at Rank 3  
  Requirements: Agility 3, Awareness 3; Anatomy 2, 
  Lore: Maho 2  
  TECHNIQUE: MOHAI’S LEGACY  
  Although most students of maho are paranoid 
  egomaniacs, some have learned the power of 
  working together. You may cast any maho spell as a 
  ritual (which is not normally allowable) so long as 
  you have willing shugenja or maho-tsukai assisting 
  you. Taint accumulated from casting spells in this 
  manner is equally distributed among all participants. 
  Participants may be unaware of the spell’s nature 
  until the end, at which point Taint is accumulated.  
   
  
   
  38 
  Monk Schools  
   
   
  New Paths 
   
  Brotherhood Wayfinder (Monk)  
  Originally appeared in Way of the Open Hand.  
  Technique Rank: 2  
  Path of Entry: Any Brotherhood sect 1  
  Path of Egress: Re-enter the same sect at Rank 2  
  TECHNIQUE: PATH OF WISDOM  
  The wayfinders seek their way in the world, 
  teaching and learning from everyone they meet. A 
  number of times per day equal to your Void + 
  Insight Rank, you may add twice your Void Ring to 
  the total of any Skill roll. You may also grant a 
  similar bonus to others by speaking to them briefly 
  and spending a Void Point. When this Void Point is 
  spent, you must name one Skill. The next time that 
  individual uses that Skill, they gain a bonus equal to 
  your Void Ring to the total of their roll.  
   
  Brothers of Rebirth (Monk)  
  Originally appeared on Legend of the Five Rings web 
  extras and in the Way of the Shugenja.  
  Technique Rank: 2  
  Path of Entry: Thousand Fortunes 1  
  Path of Egress: Thousand Fortunes 2  
  TECHNIQUE: KNOW THE CYCLE  
  Your studies of Tsukune, Fortune of Rebirth, have 
  led to your understanding of your place in the cycle 
  of rebirth, and this has granted you an unworldly 
  serenity. When rolling to resist the effects of Fear, 
  you roll double the normal number of dice. In 
  addition, you may add your total Ranks in all Monk 
  Schools to the total of all your Willpower rolls.  
   
  Shinden Tengen (Monk)  
  Originally appeared in Way of the Ninja.  
  Technique Rank: 2  
  Path of Entry: Any Brotherhood sect 1  
  Path of Egress: Re-enter the same sect at Rank 2  
  Requirements: Only monks who were once Scor-
  pion samurai, or who are affiliated with that clan in 
  some manner, are accepted  
  TECHNIQUE: SPIRIT OF AIR  
  The monks of Shinden Tengen are rarely what 
  they seem, and the elements seem eager to aid them 
  in their mis-directions. Any air Kiho you gained by 
  advancing to this Rank may be learned and used as 
  if your Air Ring were one ranks higher.  
   
  Thunder Sohei (Monk)  
  Originally appeared in Way of the Shugenja.  
  Technique Rank: 3  
  Path of Entry: Temple of Osano-Wo 2  
  Path of Egress: Temple of Osano-Wo 3  
  TECHNIQUE: CALLING THE THUNDER  
  When you learn this Technique, you gain one 
  additional Kiho in addition to any normal Kiho you 
  gained for advancing in Rank. In addition, you 
  master one Kiho that you possessed prior to learning 
  this Technique. This mastered Kiho no longer 
  requires any activation cost (assuming it had one) 
  and lasts for twice its normal duration (one attack 
  becomes two, three rounds becomes six, ten minutes 
  become twenty, etc.).  
   
  
   
  39
  Miscellaneous Schools  
   
   
  Regarding the Social Position Advantage: Many 
  Paths in the following section require the Social 
  Position Advantage to gain entry. Unless otherwise 
  specified, this refers only to a single level of that 
  Advantage. Although the Status Chart in the Legend 
  of the Five Rings Role-Playing Game lists certain 
  positions (such as gunso or hatamoto) as having 
  higher Status than one level of Social Position 
  confers, it is assumed that characters will begin with 
  lower levels of Status and work to accrue it through 
  play.  
   
  Advanced Schools 
   
  Breath of Ekaido (Bushi)  
  Originally appeared in Mimura: Village of Promises.  
  Requirements:  
  Rings/Traits: Agility 4, Reflexes 4  
  Skills: Kenjutsu (Katana) 5  
  Advantages: Allies (Sensei Ekaido) (1/2 points)  
  Other: The only known dojo where these Techniques 
  can be learned is Master Ekaido’s Dojo near the 
  village of Mimura. Ekaido’s students are not permit-
  ted to teach their Techniques to others; only Sensei 
  Ekaido may do so.  
  TECHNIQUES  
  RANK 1: EKAIDO’S WAY  
  A student of Ekaido’s way moves with patience 
  and skill, studying every opponent throughout an 
  encounter. After the first round of combat, your TN 
  to Be Hit increases by your School Rank every 
  subsequent round, to a maximum bonus equal to 
  your School Rank x 5. You may add your Fire Ring 
  to your TN to Be Hit.  
  RANK 2: EKAIDO’S PATH  
  The path of Ekaido is one of precision. If you 
  make a successful Called Shot maneuver, you may 
  spend a Void Point in subsequent rounds to attack 
  that same location without requiring Raises for the 
  Called Shot. The window of opportunity for these 
  attacks lasts a number of rounds equal to your 
  School Rank. Called Shots made through use of this 
  Technique do not extend the window of opportunity. 
  You may add twice your Fire Ring to the total of 
  your TN to Be Hit, replacing the Benefit from Rank 1.  
  RANK 3: EKAIDO’S SECRET  
  The secret of Ekaido’s impenetrable defense is the 
  swift and sudden movement of the blade. When on 
  Full Defense, you may not be targeted with Called 
  Shot, Disarm, Feint, or Knockdown maneuvers. You 
  may add three times your Fire Ring to the total of 
  your TN to Be Hit, replacing the Benefit from Rank 2.  
   
  Governor (Courtier) 
  Originally appeared in Way of the Daimyo.  
  Requirements:  
  Rings/Traits: Awareness 4, Perception 4, Intelligence 4  
  Skills: Courtier 4, Etiquette 4, Lore: Law 5  
  Advantages: Social Position (Governor)  
  Other: You must possess the Inheritance (Governor-
  ship) Advantage or the Gentry Technique (from the 
  Gentrified Samurai Path) to access this Advanced 
  School.  
  TECHNIQUES  
  RANK 1: THE CITY LISTENS  
  A skilled governor hears and sees all that 
  transpires within his city. Nothing escapes his notice. 
  You may roll a number of bonus dice equal to your 
  School Rank on all High Skill Rolls made within 
  your governorship (with the exception of any 
  Weapon Skills). In addition, you gain 5 Station (City) 
  points.  
  RANK 2: THE CITY SPEAKS  
  A just and skilled governor inspires tremendous 
  loyalty in those who serve him. The default Rank of 
  all soldiers or guards under your command as 
  determined by the City Construction System (see 
  Way of the Daimyo) is increased by 1. In addition, 
  you receive 5 additional Station (City) points.  
  RANK 3: THE CITY LIVES  
  A truly great leader inspires greatness in others. 
  All koku-producing holdings within your governor-
  ship produce an additional koku each tax season. 
  You receive 10 additional Station (City) points.  
   
  Master General (Bushi)  
  Originally appeared in Way of the Daimyo.  
  Requirements:  
  Rings/Traits: Water 4, Intelligence 4  
  Skills: Battle 5, Defense 4, Engineering (Siege) 3  
  Advantages: Social Position (Military Commander), 
  Tactician  
  Other: Must possess at least 10 Station (Warlord) 
  points.  
  TECHNIQUES  
  RANK 1: EYES OF THE ARMY  
  Scouting and reconnaissance are essential to any 
  army’s well being. A master general learns to use 
  scouts wisely in gaining vital information regarding 
  his enemies. You gain one level of Saboteur and 
  
   
  40 
  Scout for your army for free. You also gain 5 Station 
  (Warlord) points.  
  RANK 2: ARMS OF THE ARMY  
  A true master of warfare inspires confidence and 
  certainty in his men. You may choose one Maneuver 
  from the list of Maneuvers your army may legally 
  perform. You gain a bonus to your roll equal to your 
  Insight Rank when rolling to conduct that Maneuver. 
  You may use this bonus a number of times per day 
  equal to your School Rank. You also gain an add-
  itional 5 Station (Warlord) points.  
  RANK 3: HEART OF THE ARMY  
  There is no greater loyalty a soldier can offer than 
  to follow any order, even if it means death. Once per 
  battle, when a unit under your command fails a 
  Morale roll by 5 or less, you may automatically 
  change the result to a success. You also gain 5 
  Station (Warlord) points.  
   
  New Paths 
   
  Black Lotus Smuggler (Any) 
  Originally appeared in Way of the Thief.  
  Technique Rank: 2  
  Path of Entry: Any School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Black Lotus Initiate Advantage  
  TECHNIQUE: THE LOTUS SECRET  
  You may select any Low Skill. Whenever you are 
  using this Skill, whether on a Skill Roll or a 
  Contested Roll, you may choose to re-roll the result, 
  keeping whichever of the two results that you prefer. 
  If someone else makes any roll based on your use of 
  this Skill, you may choose to make them re-roll once, 
  keeping whichever of the two results that you prefer. 
  Suitable examples of targets for this effect include a 
  magistrate using Perception/Investigation to detect 
  the use of Forgery, a courtier using Awareness/ 
  Courtier to detect your use of Deceit, or a guard 
  using Perception/Investigation (Notice) trying to 
  detect you while using Stealth. You may not re-roll 
  your result and force your opponent to re-roll his on 
  a single Contested Roll. You may only choose one to 
  re-roll.  
   
  �Gentrified Samurai (Any) 
  Originally appeared in Way of the Daimyo.  
  Technique Rank: Any  
  If used as an entry-level Path, a character must 
  meet the requirements below and use the following 
  information for character creation. A character begin-
  ning with this Technique may egress into Rank 1 of 
  any non-restricted School affiliated with his clan 
  without the need to purchase the Multiple Schools 
  Advantage.  
   
  Path of Entry: Any  
  Path of Egress: Re-enter the same School at the 
  appropriate Rank  
  Requirements: Inheritance (Governorship) Advan-
  tage, Way of the Land (relevant area)  
  Benefit: +1 Awareness  
  Honor: 2.5  
  Skills: Calligraphy, Courtier, Etiquette, Investiga-
  tion, Lore: Law, any two High or Bugei Skills  
  Outfit: Kimono, traveling pack, katana, wakizashi, 
  scroll satchel with calligraphy set, 8 koku  
  TECHNIQUE: GENTRY  
  You have been granted a settlement or stronghold 
  to oversee as part of your duties for your lord and 
  clan. You begin with 10 Station (City) points to cons-
  truct this holding, plus any additional Station (City) 
  points you gain through Advantages, Techniques, or 
  other means. You also gain a Free Raise on all your 
  Social Skill Rolls made while within the confines of 
  the settlement or stronghold under your care.  
   
  �Gunso (Bushi)  
  Originally appeared in Way of the Daimyo.  
  Technique Rank: Any  
  If used as an entry-level Path, a character must 
  meet the requirements below and use the following 
  information for character creation. A character begin-
  ning with this Technique may egress into Rank 1 of 
  any non-restricted School affiliated with his clan 
  without the need to purchase the Multiple Schools 
  Advantage.  
  Path of Entry: Any  
  Path of Egress: Re-enter the same School at the 
  appropriate Rank  
  Requirements: Social Position (Gunso)  
  Benefit: +1 Perception  
  Honor: 2.5  
  Skills: Battle, Defense, Etiquette, Hunting, Lore: 
  Bushido, Lore: History, any High or Bugei Skill  
  Outfit: Katana, wakizashi, yumi with 20 arrows of 
  any type, light armor, helm, traveling pack, kimono, 
  any 2 weapons, 3 koku  
  TECHNIQUE: MASTER’S TACTICS  
  As military officers, gunso are taught to utilize 
  their resources to their maximum potential. You gain 
  10 Station (Warlord) points to spend on troops, 
  supply routes, holdings, and features (see Way of 
  the Daimyo). You may add your Insight Rank to all 
  Maneuver rolls.  
   
  �Hatamoto (Courtier) 
  Originally appeared in Way of the Daimyo.  
  Technique Rank: Any  
  If used as an entry-level Path, a character must 
  meet the requirements below and use the following 
  information for character creation. A character begin-
  
   
  41
  ning with this Tech-nique may egress into Rank 1 of 
  any non-restricted School affiliated with his clan 
  without the need to purchase the Multiple Schools 
  Advantage.  
  Path of Entry: Any  
  Path of Egress: Re-enter the same School at the 
  appropriate Rank  
  Requirements: Social Position (Hatamoto), Allies 
  (at least 5 points worth)  
  Benefit: +1 Awareness  
  Honor: 3.5  
  Skills: Courtier 2, Etiquette (Sincerity) 2, Lore: 
  Heraldry, Storytelling, any one High or Bugei Skill  
  Outfit: Kimono, fan, traveling pack, wakizashi, 
  tanto, small iron box, 5 koku  
  TECHNIQUE: VOICE OF THE EMPIRE  
  Hatamoto are gifted in representing their lords in 
  all manner of situations. You receive 15 Station 
  (Ambassador) points. Additionally, you receive one 
  Free Raise on any Social Skill Roll made when 
  speaking on behalf of your lord.  
   
  Legion of Two Thousand (Bushi) 
  Originally appeared in The Hidden Emperor.  
  Technique Rank: 3  
  Path of Entry: Any Bushi School at Rank 2  
  Path of Egress: Re-enter the same School at Rank 3  
  Requirements: Kenjutsu 4, Kyujutsu 3, Honor 3, 
  Irreproachable Advantage  
  TECHNIQUE: NEVER STAND ALONE  
  A legionnaire is trained to draw strength from his 
  comrades. At any time, you may have a number of 
  designated “comrades” equal to your Void Ring. 
  When fighting in a skirmish alongside your “comra-
  des,” you gain a number of Free Raises equal to your 
  Insight Rank that may be spent on any action taken 
  while participating in that skirmish. Also, when 
  fighting alongside at least one “comrade,” you may 
  increase or reduce the result of any Skill Roll you 
  make during combat by an amount equal to your 
  Insight Rank.  
   
  �Master Keeper (Monk)  
  Originally appeared in Way of the Daimyo.  
  Technique Rank: Any  
  If used as an entry-level Path, a character must 
  meet the requirements below and use the following 
  information for character creation. A character begin-
  ning with this Technique may egress into Rank 1 of 
  any Monk or Shugenja School affiliated with his clan 
  without the need to purchase the Multiple Schools 
  Advantage.  
  Path of Entry: Any Monk or Shugenja School at 
  any Rank  
  Path of Egress: Re-enter the same School at the 
  appropriate Rank  
  Requirements: Social Position (Temple Keeper), 
  Clear Thinker  
  Benefit: +1 Willpower  
  Honor: 2.5  
  Skills: Athletics, Calligraphy, Jiujitsu, Lore: Bro-
  therhood of Shinsei, Meditation, Theology (Shintao), 
  any one Skill  
  Outfit: Simple robes, sandals, calligraphy set, 
  scroll satchel, 1 weapon, 1 koku  
  TECHNIQUE: FOSTER THE EMPIRE  
  Through meditation and the serene act of admin-
  istration, a temple keeper comes to understand the 
  true nature of the universe. You learn any one Kiho, 
  for which you must meet all prerequisites. You gain 
  one Free Raise you may use any time you are casting 
  a spell or using a Kiho. You also gain 10 Station 
  (Keeper) points.  
   
  �Master Sensei (Any) 
  Originally appeared in Way of the Daimyo.  
  Technique Rank: Any  
  If used as an entry-level Path, a character must 
  meet the requirements below and use the following 
  information for character creation. A character begin-
  ning with this Technique may egress into Rank 1 of 
  any non-restricted School affiliated with his clan 
  without the need to purchase the Multiple Schools 
  Advantage.  
  Path of Entry: Any  
  Path of Egress: Re-enter the same School at the 
  appropriate Rank  
  Requirements: Social Position (Sensei), Higher 
  Purpose (To teach)  
  Benefit: +1 Intelligence  
  Honor: 2.5  
  Skills & Outfit: When selecting this path as an 
  entry path, determine what your Path of Egress will 
  be. You gain the Skills and Outfit of that School. You 
  may substitute Instruction for any 1 Skill from that 
  School’s initial Skills.  
  TECHNIQUE: THE TRUE METHODS  
  The path of the sensei is very different from the 
  path of a bushi. You gain 10 Station (Sensei) points 
  and may purchase Master Sensei Advantages. A 
  number of times per day equal to your Insight Rank, 
  you may apply a bonus equal to your ranks in 
  Instruction to any Skill Roll. You may choose one of 
  your School Skills. All experience costs to improve 
  that Skill are reduced by 1 experience point.  
   
  Nameless Ones (Shugenja)  
  Originally appeared in Way of the Shadowlands.  
  Technique Rank: 2+  
  Path of Entry: Any shugenja School at Rank 2 or 
  higher  
  
   
  42 
  Path of Egress: Re-enter the same School at the 
  appropriate Rank  
  Requirements: Void 3, Ishiken-do Advantage, at 
  least 4 points of Disadvantages representing physical 
  disfigurements  
  Special: Nameless Ones are created when the Lying 
  Darkness (or its successor, the Shadow Dragon) 
  gains influence over an unsuspecting shugenja by 
  aiding his struggle against the Taint. Ideally, this 
  Path should only be taken after a shugenja has 
  survived a dangerous encounter with the Shadow-
  lands that has left him physically disfigured in some 
  way.  
  TECHNIQUE: NAME THE DARKNESS  
  Transformed and disfigured by the conflict of 
  Taint and Void within them, the Nameless Ones 
  have an understanding of and instinctive sense for 
  the Taint that few can understand. Any spell you 
  cast against a target possessing the Shadowlands 
  Taint automatically receives a number of Free Raises 
  equal to your Void Ring.  
   
  Steal the Light (Ninja)  
  Originally appeared in Way of the Ninja.  
  Technique Rank: 4  
  Path of Entry: Any School at Rank 2  
  Path of Egress: Re-enter the same School at Rank 3  
  TECHNIQUE: STEAL THE LIGHT  
  You have been trained to strike precise nerve 
  clusters that can cripple an opponent’s senses. You 
  may take two Raises on any melee attack to roll an 
  additional die of damage and render the target blind, 
  deaf, or mute (your choice) for a number of rounds 
  equal to your Water Ring. This Technique may only 
  be used on humans.  
   
  Thunder Guard (Bushi)  
  Originally appeared in Way of the Thief.  
  Technique Rank: 2  
  Path of Entry: Any Bushi School at Rank 1  
  Path of Egress: Re-enter the same School at Rank 2  
  Requirements: Appointment by a city official, 
  Way of the Land (Ryoko Owari Province)  
  TECHNIQUE: THUNDER’S STRIKE  
  Thunder Guards are taught to protect their city at 
  any cost, and in doing so they must fight to win with 
  no regard for honor. Once per skirmish, you may 
  make a Raise to double the number of dice you roll 
  for damage. This damage is non-lethal, and is healed 
  completely after one hour.  
   
  Tiger’s Claw (Ninja)  
  Originally appeared in Way of the Ninja.  
  Technique Rank: 3  
  Path of Entry: Any School at Rank 2  
  Path of Egress: Re-enter the same School at Rank 3  
  TECHNIQUE: THE TIGER’S CLAW  
  A Kolat assassin cannot afford to allow an 
  opponent the chance to strike back. On the first 
  round of any combat when you are attacking an 
  opponent that is unaware of your presence, you may 
  make an additional attack per round against that 
  opponent. In addition, you always gain one Free 
  Raise when attacking any opponent unaware of your 
  presence.  
  
   
  43
  School Related Information 
   
   
  Kitsu Sodan-Senzo Spells 
  (Ancestor Spells) 
   
  Sodan-senzo interact with ancestor spirits in much 
  the same way that traditional shugenja interact with 
  the kami. Just as a traditional shugenja first learns to 
  sense, commune with, and summon the kami, so do 
  the sodan-senzo first sense, commune with, and 
  summon ancestral spirits before ever working with 
  the kami.  
  The basic spells of the sodan-senzo use Traits 
  rather than Rings. Each spell has a different base 
  ability. To successfully cast the spell, the sodan-
  senzo must roll his Trait plus his School Rank and 
  keep a number of dice equal to your Trait. Your 
  casting TN is 10 plus the spell’s Mastery Level x 5. A 
  sodan-senzo may cast a number of Ancestor spells 
  per day equal to his Honor Rank plus his School 
  Rank plustwo.  
  You can learn and cast other spells normally. If 
  you wish to learn the standard versions of Sense, 
  Commune, and Summon you must learn them 
  normally.  
  SENSE ANCESTOR (ANCESTOR SPELL)  
  Mastery Level: 1  
  Duration: Concentration  
  Area of Effect: 15’ Radius  
  Range: Self  
  Sodan-senzo can sense the ties that bind the living 
  to the Spirit Realms. With a successful Perception 
  roll, you may perceive the presence of karmic bonds 
  between ancestors and their descendants as well as 
  between two living beings. You can identify any 
  ancestor with a link to the living in their presence, 
  and can recognize the presence of the Karmic Bond 
  advantage as well as the other person who shares 
  the bond. This spell allows you to see the Profession, 
  Drive, and Devotion of the ancestor.  
  COMMUNE WITH ANCESTOR (ANCESTOR SPELL)  
  Mastery Level: 1  
  Duration: Concentration  
  Area of Effect: One Ancestral Spirit  
  Range: 100’  
  Sodan-senzo may speak with the spirits of the 
  dead. A successful Awareness roll opens a dialogue 
  with the targeted ancestor (who must be known to 
  you, possibly via successful use of Sense Ancestor). 
  Successful use of this spell allows you to ask the 
  ancestor one question; the ancestor is honor-bound 
  to answer, although the ancestor may not be 
  particularly friendly about it. Good role-playing on 
  your part may allow for further questions at the 
  discretion of the GM.  
  Special Raises: One additional question per two 
  Raises.  
  SUMMON ANCESTOR (ANCESTOR SPELL)  
  Mastery Level: 1  
  Duration: 1 Hour  
  Area of Effect: Self  
  Range: Self  
  Kitsu may summon the essence of ancestral spirits, 
  suffusing their being with their power. Effectively, 
  this spell allows you to Benefit from ancestral 
  advantages as if you had taken them at character 
  creation. You may roll your Willpower to summon 
  an ancestor. The TN to cast the spell is increased by 
  the Devotion of the Ancestor times three.  
  Ancestor creation rules and restrictions apply to 
  this ancestor. Multiple ancestors may be summoned 
  at one time, but you may only simultaneously 
  summon a number of ancestors equal to your Honor 
  Rank or School Rank, whichever is higher. You must 
  fulfill the requirement of any summoned ancestor at 
  least twice within one week; otherwise, the TN of all 
  the Ancestor spells you cast are increased by ten for 
  a week.  
   
  Advantages 
   
  BLOODLINES (5 Points)  
  Your Kitsu ancestry is far more potent than most, 
  as you have the blood of heroes in your veins. The 
  bonus gained from any Ancestor spell is increased 
  by two (three questions instead of two with Commune 
  With Ancestor, increased Benefits with Summon 
  Ancestor).  
   
  HALF-BLOOD KITSU ANCESTRY (KITSU SHUGENJA ONLY) 
  (3 Points)  
  Although the Kitsu blood in your veins is not pure 
  enough for you to commune with the ancestors, you 
  have some small proficiency with the spirits. You 
  can cast Sense Ancestor as a sodan-senzo of the same 
  School Rank.  
   
  INHERITANCE (GOVERNORSHIP) (8 Points)  
  The administration of a stronghold, village, or city 
  has been passed to you, and you are now respon-
  sible for ensuring its safety and prosperity. The 
  mechanical Benefits of this Advantage are different 
  from other Inheritance Advantages in that you do 
  not gain a Free Raise on a specific roll. Instead, you 
  
   
  44 
  lose no Honor for use of the Commerce Skill so long 
  as it involves your governorship, and you roll one 
  additional die on all your Commerce rolls (for a 
  settlement) or Battle rolls (for a stronghold).  
   
  BLACK LOTUS INITIATE (4 Points)  
  You have been indoctrinated into the basics of the 
  Black Lotus Cartel. At the beginning of each day, 
  you gain a number of dice equal to your Insight 
  Rank. These dice may be spent as extra rolled dice 
  on any Social Skill Roll made with anyone with an 
  Honor of 2 or less, or when attempting to deceive 
  someone in authority (a magistrate, superior, or city 
  guard, for instance). These dice may only be used 
  once per day, and are restored each sunrise. Bonus 
  dice not spent are lost at sunrise.  
   
  
   
  45
  Index of the Schools & Entry-Level Paths 
   
   
  Abbreviations: 
  L5R 3E....................... Legend of the Five Rings Third Edition 
  4W.....................................................................The Four Winds 
  SUP .......................School Update Project, aka this document 
   
  Crab Clan 
  Hida Berserker (Bushi) .................................................. SUP, p.2 
  Damned Berserkers (Bushi) .......................................... SUP, p.2 
  Hida Bushi (Bushi) .................................................L5R 3E, p.119 
  Ancestral Hiruma School (Bushi)................................. SUP, p.2 
  Hiruma Scout (Bushi) ............................................L5R 3E, p.121 
  Kaiu Engineering School (bushi)................................4W, p.147 
  Kuni Shugenja (Shugenja).....................................L5R 3E, p.120 
  Kuni Witch Hunters (Bushi) ......................................... SUP, p.3 
  Toritaka Bushi (Bushi) ................................................... SUP, p.4 
  Yasuki Courtier (Courtier) ....................................L5R 3E, p.120 
  Yasuki Peacekeeper (Bushi) �......................................4W, p.15 
  Yasuki Taskmaster School (Bushi) ............................... SUP, p.4 
   
  Crane Clan 
  Asahina Shugenja (Shugenja) ...............................L5R 3E, p.122 
  Daidoji Harrier (Bushi)..........................................L5R 3E, p.124 
  Daidoji Trading Council (Bushi/Courtier) �............. SUP, p.8 
  Daidoji Yojimbo (Bushi) ..............................................4W, p.151 
  Doji Courtier (Courtier).........................................L5R 3E, p.123 
  Doji Magistrate (Bushi)................................................4W, p.152 
  Kakita Artisan (Artisan) ................................................ SUP, p.6 
  Kakita Bushi (Bushi)...............................................L5R 3E, p.122 
  Tsume Pikemen (Bushi) � ............................................ SUP, p.8 
  Yasuki Courtier (Courtier) �........................................4W, p.15 
   
  Dragon Clan 
  Three Orders Tattooed Man  
      [Hitomi / Hoshi / Togashi] (Monk) ................L5R 3E, p.127 
  Kitsuki Investigator (Bushi) ........................................ SUP, p.10 
  Kitsuki Courtier (Courtier)....................................L5R 3E, p.126 
  Mirumoto Bushi (Bushi)........................................L5R 3E, p.125 
  Mirumoto Swordmaster (Bushi).................................4W, p.156 
  Tamori Shugenja (Shugenja).................................L5R 3E, p.126 
   
  Lion Clan 
  Akodo Bushi (Bushi)..............................................L5R 3E, p.129 
  Akodo War College (Bushi) ........................................4W, p.159 
  Ikoma Omoidasu (Courtier)..................................L5R 3E, p.131 
  Ikoma Spymaster (Courtier/Ninja) ........................... SUP, p.12 
  Ikoma Tactician (Bushi)...............................................4W, p.160 
  Kitsu Shugenja (Shugenja) ....................................L5R 3E, p.130 
  Kitsu Sodan-Senzo (Shugenja).................................... SUP, p.13 
  Lion Deathseeker (Bushi) �..........................................4W, p.16 
  Lion Warden (Bushi) � .................................................4W, p.17 
  Matsu Berserker (Bushi) ........................................L5R 3E, p.131 
   
  Mantis Clan  
  Moshi Guardian of the Sun (Bushi) �.........................4W, p.17 
  Moshi Shugenja (Shugenja)...................................L5R 3E, p.133 
  Tsuruchi Bounty Hunter (Bushi)..........................L5R 3E, p.134 
  Tsuruchi Magistrate (Bushi)........................................4W, p.165 
  Yoritomo Bushi (Bushi) .........................................L5R 3E, p.132 
  Yoritomo Courtier (Courtier)................................L5R 3E, p.134 
  Yoritomo Shugenja (Shugenja) ...................................4W, p.164 
   
  Phoenix Clan  
  Agasha Shugenja (Shugenja)....................................... SUP, p.16 
  Asako Courtier (Courtier) .....................................L5R 3E, p.136 
  Asako Henshin (Monk) .........................................L5R 3E, p.137 
  Isawa Shugenja (Shugenja) ...................................L5R 3E, p.136 
  Isawa Tensai (Shugenja) ..............................................4W, p.171 
  Shiba Bushi (Bushi)................................................ L5R 3E, p.135 
  Shiba Illusionist (Shugenja).........................................SUP, p.16 
  Shiba Yojimbo (Bushi)..................................................4W, p.171 
   
  Scorpion Clan  
  Bayushi Courtier (Courtier).................................. L5R 3E, p.140 
  Bayushi Bushi (Bushi) ........................................... L5R 3E, p.139 
  Bayushi Saboteur (Ninja).............................................SUP, p.18 
  Shosuro Actor (Ninja) ..................................................SUP, p.18 
  Shosuro Shinobi (Ninja)........................................ L5R 3E, p.141 
  Soshi Shugenja (Shugenja).................................... L5R 3E, p.140 
  Yogo Shugenja (Shugenja)...........................................4W, p.176 
   
  Unicorn Clan  
  Horiuchi Shugenja (Shugenja) ....................................SUP, p.21 
  Ide Emissary (Courtier)......................................... L5R 3E, p.143 
  Iuchi Shugenja (Shugenja) .................................... L5R 3E, p.142 
  Moto Bushi (Bushi)................................................ L5R 3E, p.142 
  Moto Bushi [Pre-SCC Era] (Bushi)..............................SUP, p.21 
  Ki-Rin Moto Nomad (Bushi) .......................................SUP, p.21 
  Moto Priest of Death (Shugenja) � ..............................4W, p.19 
  Shinjo Bushi (Bushi) .....................................................4W, p.179 
  Shinjo Magistrate (Bushi).............................................SUP, p.23 
  Shinjo Scout (Bushi)......................................................4W, p.179 
  Utaku Battle Maiden (Bushi)................................ L5R 3E, p.144 
  Utaku Infantry (Bushi).................................................SUP, p.24 
   
  Imperial 
  Miya Herald (Bushi/Courtier)............................. L5R 3E, p.146 
  Otomo Courtier (Courtier) ................................... L5R 3E, p.145 
  Seppun Guardsman (Bushi)................................. L5R 3E, p.144 
  Seppun Shugenja (Shugenja)................................ L5R 3E, p.145 
  Toturi Bushi (Bushi) .....................................................4W, p.183 
   
  Minor Clans  
  Heichi Bushi [Boar Clan] (Bushi)................................SUP, p.28 
  Hotaru Bushi [Firefly Clan] (Bushi) ...........................SUP, p.28 
  Ichiro Bushi [Badger Clan] (Bushi).............................4W, p.187 
  Kasuga Courtier [Tortoise Clan] (Courtier) ....... L5R 3E, p.149 
  Kasuga Bushi [Tortoise Clan] (Bushi) ........................4W, p.189 
  Kitsune Shugenja [Fox Clan] (Shugenja) ............ L5R 3E, p.147 
  Komori Shugenja [Bat Clan] (Shugenja) ....................4W, p.187 
  Minor Clan Diplomat (Courtier) � ..............................4W, p.21 
  Morito Bushi [Ox Clan] (Bushi) ..................................4W, p.188 
  Suzume Bushi [Sparrow Clan] (Bushi) ......................4W, p.189 
  Toku Bushi [Monkey Clan] (Bushi)..................... L5R 3E, p.149 
  Tonbo Shugenja [Dragonfly Clan] (Shugenja) ..........4W, p.188 
  Ujina Skirmishers [Hare Clan] (Bushi) �..................SUP, p.29 
  Usagi Bushi [Hare Clan] (Bushi).......................... L5R 3E, p.147 
  Woodland Tracker (Bushi) �........................................4W, p.21 
   
  Ronin 
  The Eyes of Nanashi (Bushi) �...................................SUP, p.31 
  The Forgotten Sons (Shugenja) �...............................SUP, p.31 
  The Gaze of Sun Tao (Bushi) �...................................SUP, p.32 
  Kanosei Furudera Order (Shugenja) ................... L5R 3E, p.152 
  Militant Shugenja (Shugenja)............................... L5R 3E, p.152 
  Ronin Duelist (Bushi) ............................................ L5R 3E, p.151 
  Ronin Warrior (Bushi)........................................... L5R 3E, p.150 
  Ronin Yojimbo (Bushi).......................................... L5R 3E, p.151 
  Traditional Priest (Shugenja)................................ L5R 3E, p.152 
  Tsi Smith (Bushi) � ........................................................4W, p.22 
   
  Shadowlands  
  Black Guard (Bushi) .....................................................SUP, p.35 
  Chuda Shugenja (Shugenja) ........................................SUP, p.35 
  
   
  46 
  Daigotsu’s Legion (Bushi)...........................................4W, p.191 
  Goju Ninja (Ninja)........................................................4W, p.141 
  Maho-Tsukai (Shugenja) .......................................L5R 3E, p.268 
  Ninube Shugenja (Shugenja)....................................... SUP, p.35 
  Temple of Onnotangu (Monk).................................... SUP, p.36 
  Temple of Venom (Monk)........................................... SUP, p.36 
  Tsuno Bushi (Bushi).......................................................4W, p.76 
  Tsuno Soultwisters (Shugenja) .....................................4W, p.77 
   
  Monk 
  The Four Temples (Monk).....................................L5R 3E, p.251 
  The Shrine of the Seven Thunders (Monk) .........L5R 3E, p.251 
  The Temple of Kaimetsu-uo (Monk)....................L5R 3E, p.251 
  The Temple of Osano-Wo (Monk)....................... L5R 3E, p.251 
  The Temple of the Thousand  
      Fortunes (Monk) ................................................ L5R 3E, p.252 
   
  Miscellaneous 
  Gentrified Samurai (Any) �........................................SUP, p.40 
  Gunso (Bushi) � ...........................................................SUP, p.40 
  Hatamoto (Courtier) � ................................................SUP, p.40 
  Master Keeper (Monk) �.............................................SUP, p.41 
  Master Sensei (Any) �.................................................SUP, p.41 
   
   
   
   
  Index of the Advanced Schools 
   
   
  Crab Clan 
  Hida Avenger (Bushi)......................................................4W, p.7  
   
  Crane Clan 
  Kenshinzen (Bushi) ..........................................................4W, p.7 
   
  Dragon Clan 
  Jotomon’s Shinrai (Bushi)............................................ SUP, p.10 
  Spirit Binder (Shugenja) .............................................. SUP, p.11 
  Student of the Tao (Bushi)...............................................4W, p.8 
  Student of the Tao (Shugenja).........................................4W, p.8 
   
  Lion Clan 
  Kensai [Sword-Saint] (Bushi) .........................................4W, p.8 
  Lion’s Pride (Bushi)...................................................... SUP, p.13 
  Matsu Beastmaster (Bushi).......................................... SUP, p.13 
   
  Mantis Clan 
  Orochi Rider (Bushi / Shugenja) ...................................4W, p.9 
  Storm Rider (Shugenja)................................................ SUP, p.15 
   
  Phoenix Clan 
  Brotherhood of Heaven’s Wing (Bushi) .................... SUP, p.16 
  Dragon Channeler (Shugenja) .....................................4W, p.10 
  Elemental Guard (Shugenja)....................................... SUP, p.17 
  Order of the Bent Knee (Bushi)...................................4W, p.172 
   
   
  Scorpion Clan 
  Scorpion Instigator (Courtier).....................................SUP, p.19 
  Shadow-Hunters (Ninja)................................................4W, p.12 
  Shosuro Deceivers (Shugenja).....................................SUP, p.19 
   
  Unicorn Clan 
  Magistrate (Bushi) ........................................................SUP, p.25 
  White Guard (Bushi) .....................................................4W, p.12 
   
  Imperial 
  Emerald Magistrate (Bushi).........................................SUP, p.27 
  Master of the Courts (Courtier) ...................................4W, p.13 
   
  Minor Clans 
  Defender (Bushi / Shugenja) ........................................4W, p.13 
   
  Ronin 
  The Machi-Kanshisha (Bushi) .....................................SUP, p.30 
   
  Shadowlands 
  Ogre Bushi (Bushi)........................................................SUP, p.36 
   
  Miscellaneous 
  Breath of Ekaido (Bushi)..............................................SUP, p.39 
  Governor (Courtier) .....................................................SUP, p.39 
  Master General (Bushi) ................................................SUP, p.39 
  Master of the Elements (Shugenja)...............................4W, p.14 
   
  Index of the Paths 
   
   
  Crab Clan 
  Dead-Eyes Berserker (Bushi) ........................................ SUP, p.5 
  Hida Elite Guard (Bushi)............................................... SUP, p.5 
  Hiruma Stalkers (Ninja) ................................................4W, p.15 
  Tokaji’s Might (Bushi).................................................... SUP, p.5 
  Tokaji’s Power (Bushi/Shugenja)................................. SUP, p.5 
  Tsuru’s Legion (Bushi)...................................................4W, p.15 
  Yasuki Peacekeeper (Bushi) �......................................4W, p.15 
   
  Crane Clan 
  Asahina Archer (Bushi) ................................................. SUP, p.7 
  Asahina Sohei (Shugenja)..............................................4W, p.15 
  Daidoji Heavy Regular (Bushi)..................................... SUP, p.8 
  Daidoji Iron Warriors (Bushi).......................................4W, p.15 
  Daidoji Trading Council (Bushi/Courtier) �............. SUP, p.8 
  Doji Elite Guard (Bushi) ................................................ SUP, p.8 
  Empress’ Guard (Bushi) ................................................ SUP, p.8 
  Hoturi’s Blade (Bushi/Courtier)...................................SUP, p.8 
  Tsume Pikemen (Bushi) �.............................................SUP, p.8 
  Yasuki Courtier (Courtier) �........................................4W, p.15 
   
  Dragon Clan 
  Dragon’s Flame Archers (Bushi).................................SUP, p.11 
  Kitsuki Justicar (Bushi) ..................................................4W, p.16 
  Mirumoto Elite Guard (Bushi)....................................SUP, p.11 
  Nemuranai Seekers (Bushi).........................................SUP, p.11 
  Nightingale Samurai (Bushi) ........................................4W, p.16 
  Tamori Yamabushi (Shugenja) .....................................4W, p.16 
   
  Lion Clan 
  Akodo Scout (Bushi).....................................................SUP, p.14 
  Ikoma Herald (Bushi/Courtier)..................................SUP, p.14 
  Lion Deathseeker (Bushi) �..........................................4W, p.16 
  Lion Warden (Bushi) �..................................................4W, p.17 
  
   
  47
  Matsu Elite Guard (Bushi)........................................... SUP, p.14 
  Tsuko’s Heart (Bushi) ....................................................4W, p.17 
   
  Mantis Clan 
  Moshi Guardian of the Sun (Bushi) �.........................4W, p.17 
  Tsuruchi Legion (Bushi) .............................................. SUP, p.15 
  Tsurichi Swordsman (Bushi).........................................4W, p.17 
  Yoritomo Elite Guard (Bushi)..................................... SUP, p.15 
  Yoritomo Emissary (Courtier) ......................................4W, p.17 
   
  Phoenix Clan 
  Agasha Alchemist (Shugenja)..................................... SUP, p.17 
  Asako Inquisitor (Shugenja) .........................................4W, p.18 
  The Chosen Phoenix (Shugenja)...................................4W, p.18 
  Defenders of Uikku (Bushi) ..........................................4W, p.18 
  Order of Chikai (Bushi) ...............................................4W, p.172 
  Shiba Artisans (Artisan) .............................................. SUP, p.17 
  Shiba Elite Guard (Bushi)............................................ SUP, p.17 
   
  Scorpion Clan 
  Bayushi Elite Guard (Bushi)........................................ SUP, p.20 
  Bayushi Violator (Bushi)................................................4W, p.18 
  Bitter Lies Swordsman (Bushi) .....................................4W, p.18 
  The Folding Leg (Bushi/Ninja) .................................. SUP, p.20 
  Ichiba’s Consortium (Any).......................................... SUP, p.20 
  The Kuroiban (Shugenja)............................................. SUP, p.20 
  Shosuro Yojimbo (Ninja) ...............................................4W, p.19 
  Yogo Ward Master (Shugenja).................................... SUP, p.20 
   
  Unicorn Clan 
  Baraunghar Shugenja (Shugenja) ............................... SUP, p.25 
  Junghar Defender (Bushi)............................................ SUP, p.25 
  Khol Raider (Bushi)...................................................... SUP, p.25 
  Master Horse Archer (Bushi)...................................... SUP, p.26 
  Master of the Winds (Bushi) .........................................4W, p.19 
  Moto Priest of Death (Shugenja) �..............................4W, p.19 
  Shinjo Elite Guard (Bushi)........................................... SUP, p.26 
  Shinomen Guard (Bushi)...............................................4W, p.20 
  Vigilant (Bushi)............................................................. SUP, p.26 
   
  Imperial 
  Emperor’s Blessing (Courtier) ......................................4W, p.20 
  Jade Magistrate (Shugenja) ......................................... SUP, p.27 
  Otomo Infiltrators (Courtier)...................................... SUP, p.27 
  Path of Toturi (Bushi).....................................................4W, p.20 
  Satoshi’s Legacy (Bushi).............................................. SUP, p.27 
  Seppun Magistrate (Bushi)............................................4W, p.20 
   
  Minor Clans 
  Minor Clan Diplomat (Courtier) �..............................4W, p.21 
  Suzume Storyteller [Sparrow Clan] (Bushi)................4W, p.21 
  Ujina Skirmishers [Hare Clan] (Bushi) �.................. SUP, p.29 
  Woodland Tracker (Bushi) �........................................4W, p.21 
   
  Ronin 
  The Broken Guard (Bushi)...........................................SUP, p.30 
  Canopy of Knives (Ninja) ............................................SUP, p.30 
  Cutting the Weave (Ninja)...........................................SUP, p.30 
  The Eyes of Nanashi (Bushi) �...................................SUP, p.31 
  Flight of Innocence (Bushi)..........................................SUP, p.31 
  The Forest Killers (Bushi) ............................................SUP, p.31 
  The Forgotten Sons (Shugenja) �...............................SUP, p.31 
  The Fortune’s Grace (Shugenja)..................................SUP, p.31 
  The Gaze of Sun Tao (Bushi) �...................................SUP, p.32 
  The Hidden Weapon (Bushi).......................................SUP, p.32 
  Law of the Heavens (Bushi) ........................................SUP, p.32 
  The Order of Isashi (Shugenja) ...................................SUP, p.32 
  The Poisoned Frog (Bushi) ..........................................SUP, p.32 
  The Red Dawn (Bushi).................................................SUP, p.32 
  The Scales of the Carp (Courtier)................................SUP, p.33 
  Serpents of Sanada (Bushi)..........................................SUP, p.33 
  The Silent Current (Courtier) ......................................SUP, p.33 
  Suitengu’s Children (Bushi) ........................................SUP, p.33 
  The Sword of Yotsu (Bushi).........................................SUP, p.33 
  The Tessen (Bushi)..........................................................4W, p.21 
  Tsi Smith (Bushi) � ........................................................4W, p.22 
  The Unbroken (Bushi)..................................................SUP, p.33 
  The Weavers (Ninja).....................................................SUP, p.34 
  Wolf Legion (Bushi)........................................................4W, p.22 
   
  Shadowlands 
  The Beauty of Death (Shugenja) .................................SUP, p.36 
  Blood-Forged (Shugenja) .............................................SUP, p.36 
  The Cult of the Blood Red Moon (Shugenja) ............SUP, p.37 
  Daigotsu’s Elite Guard (Bushi) ...................................SUP, p.37 
  Demon’s Breath Acolytes (Shugenja).........................SUP, p.37 
  Gongsun’s Cloak (Shugenja).......................................SUP, p.37 
  The Workers of Flesh (Shugenja)................................SUP, p.37 
   
  Monk 
  Brotherhood Wayfinder (Monk).................................SUP, p.38 
  Brothers of Rebirth (Monk) .........................................SUP, p.38 
  Shinden Tengen (Monk) ..............................................SUP, p.38 
  Thunder Sohei (Monk).................................................SUP, p.38 
   
  Miscellaneous 
  Black Lotus Smuggler (Any) .......................................SUP, p.40 
  Gentrified Samurai (Any) �........................................SUP, p.40 
  Gunso (Bushi) � ...........................................................SUP, p.40 
  Hatamoto (Courtier) � ................................................SUP, p.40 
  Legion of Two Thousand (Bushi) ...............................SUP, p.41 
  Master Keeper (Monk) �.............................................SUP, p.41 
  Master Sensei (Any) �.................................................SUP, p.41 
  Nameless Ones (Shugenja) ..........................................SUP, p.41 
  Steal the Light (Ninja) ..................................................SUP, p.42 
  Thunder Guard (Bushi)................................................SUP, p.42 
  Tiger’s Claw (Ninja) .....................................................SUP, p.42 
   
   
   
  
   
  48 
  Table of Contents 
   
   
  Crab Clan 
  Hida Berserker ....................................... 2 
  Damned Berserkers ............................... 2 
  Ancestral Hiruma School ..................... 2 
  Kuni Witch Hunters .............................. 3 
  Toritaka Bushi ........................................ 4 
  Yasuki Taskmaster School .................... 4 
  Dead-Eyes Berserker ............................. 5 
  Hida Elite Guard ................................... 5 
  Tokaji’s Might ......................................... 5 
  Tokaji’s Power......................................... 5 
   
  Crane Clan 
  Kakita Artisan ........................................ 6 
  Asahina Archer ...................................... 7 
  Daidoji Heavy Regular ......................... 8 
  Daidoji Trading Council........................ 8 
  Doji Elite Guard ..................................... 8 
  Empress’ Guard ..................................... 8 
  Hoturi’s Blade......................................... 8 
  Tsume Pikemen ..................................... 8 
   
  Dragon Clan 
  Kitsuki Investigator ............................. 10 
  Jotomon’s Shinrai ................................ 10 
  Spirit Binder ......................................... 11 
  Dragon’s Flame Archers ..................... 11 
  Mirumoto Elite Guard ........................ 11 
  Nemuranai Seekers ............................. 11 
   
  Lion Clan 
  Ikoma Spymaster ................................. 12 
  Kitsu Sodan-Senzo .............................. 13 
  Lion’s Pride .......................................... 13 
  Matsu Beastmaster .............................. 13 
  Akodo Scout ......................................... 14 
  Ikoma Herald........................................ 14 
  Matsu Elite Guard ............................... 14 
   
  Mantis Clan  
  Storm Rider .......................................... 15 
  Tsuruchi Legion ................................... 15 
  Yoritomo Elite Guard .......................... 15 
   
  Phoenix Clan  
  Agasha Shugenja ................................. 16 
  Shiba Illusionist ................................... 16 
  Brotherhood of Heaven’s Wing ......... 16 
  Elemental Guard .................................. 17 
  Agasha Alchemist ............................... 17 
  Shiba Artisans ...................................... 17 
  Shiba Elite Guard ................................. 17 
   
   
  Scorpion Clan  
  Bayushi Saboteur ................................. 18 
  Shosuro Actor ...................................... 18 
  Scorpion Instigator .............................. 19 
  Shosuro Deceivers ............................... 19 
  Bayushi Elite Guard ............................ 20 
  The Folding Leg.................................... 20 
  Ichiba’s Consortium............................. 20 
  The Kuroiban ....................................... 20 
  Yogo Ward Master .............................. 20 
   
  Unicorn Clan  
  Horiuchi Shugenja ............................... 21 
  Moto Bushi [Pre-SCC Era] .................. 21 
  Ki-Rin Moto Nomad ........................... 21 
  Shinjo Magistrate ................................. 23 
  Utaku Infantry ..................................... 24 
  Magistrate ............................................. 25 
  Baraunghar Shugenja .......................... 25 
  Junghar Defender ................................ 25 
  Khol Raider .......................................... 25 
  Master Horse Archer ........................... 26 
  Shinjo Elite Guard ............................... 26 
  Vigilant ................................................. 26 
   
  Imperial 
  Emerald Magistrate ............................. 27 
  Jade Magistrate .................................... 27 
  Otomo Infiltrators ............................... 27 
  Satoshi’s Legacy ................................... 27 
   
  Minor Clans  
  Heichi Bushi [Boar Clan] .................... 28 
  Hotaru Bushi [Firefly Clan] ............... 28 
  Ujina Skirmishers [Hare Clan] ........... 29 
   
  Ronin 
  The Machi-Kanshisha ......................... 30 
  The Broken Guard ............................... 30 
  Canopy of Knives ................................ 30 
  Cutting the Weave ............................... 30 
  The Eyes of Nanashi ........................... 31 
  Flight of Innocence .............................. 31 
  The Forest Killers ................................. 31 
  The Forgotten Sons ............................. 31 
  The Fortune’s Grace ............................ 31 
  The Gaze of Sun Tao ........................... 32 
  The Hidden Weapon ........................... 32 
  Law of the Heavens ............................ 32 
  The Order of Isashi .............................. 32 
  The Poisoned Frog .............................. 32 
  The Red Dawn ..................................... 32 
  The Scales of the Carp ......................... 33 
  Serpents of Sanada .............................. 33 
  The Silent Current ................................33 
  Suitengu’s Children .............................33 
  The Sword of Yotsu ..............................33 
  The Unbroken .......................................33 
  The Weavers .........................................34 
   
  Shadowlands  
  Black Guard ..........................................35 
  Chuda Shugenja ...................................35 
  Ninube Shugenja ..................................35 
  Temple of Onnotangu ..........................36 
  Temple of Venom .................................36 
  Ogre Bushi .............................................36 
  The Beauty of Death ............................36 
  Blood-Forged ........................................36 
  The Cult of the Blood Red Moon.........37 
  Daigotsu’s Elite Guard ........................37 
  Demon’s Breath Acolytes ....................37 
  Gongsun’s Cloak ..................................37 
  The Workers of Flesh ...........................37 
   
  Monk 
  Brotherhood Wayfinder ......................38 
  Brothers of Rebirth ...............................38 
  Shinden Tengen ....................................38 
  Thunder Sohei ......................................38 
   
  Miscellaneous 
  Breath of Ekaido ...................................39 
  Governor ................................................39 
  Master General .....................................39 
  Black Lotus Smuggler...........................40 
  Gentrified Samurai................................40 
  Gunso .....................................................40 
  Hatamoto................................................40 
  Legion of Two Thousand ....................41 
  Master Keeper .......................................41 
  Master Sensei.........................................41 
  Nameless Ones .....................................41 
  Steal the Light .......................................42 
  Thunder Guard .....................................42 
  Tiger’s Claw ..........................................42 
   
  School Related Information 
  Kitsu Sodan-Senzo Spells.....................43 
  Advantages ............................................43 
   
  Index of the Schools  
       and Entry-Level Paths.....................45 
  Index of the Advanced Schools .........46 
  Index of the Paths.................................46 
   
  Table of Content...................................48 
   
  
SOURCE: textdata/thevault/Legend of the Five Rings/3rd Edition/3rd party/L5R 3e - School Update.pdf