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Vassal Families & Extra Clan Schools

By: Scott Gearin <sandmjoy@mindspring.com>, JCMarshall <jcmarshall@sympatico.ca>, and Tony Reed <
tonyr@randomc.com>.

Within each clan are a number of vassal families as well as extra schools that are followed by the major families.

Each vassal family serves a particular great family. These families have long histories of service to their liege family.
This is how some ronin are inducted into a clan, rather than being adopted into a major family. These families also have
schools, though less powerful or versatile than those of the great families.

Characters from vassal families are forbidden from taking ancestors from other than their liege family and such ancestors
cost one extra point. For such characters it takes an extra two points of glory to go up a glory rank.

The extra greater family schools are alternate schools that are allowable to anyone of the greater families.

All of the vassal schools presented here are of the three technique/rank variety, while some of the extra greater family
ones are of the 5 technique/rank variety. The second and third rank techniques of the vassal family schools may be
slightly more powerful than those of five rank schools (just as the existing Wasp school's 2nd and 3rd rank techniques are
quite strong). In all instances the reference to school rank in a technique should be read as "number of techniques learned
in this school" by characters who have taken the Multiple School advantage. A character who had two ranks as a Hida
bushi and takes Multiple Schools to join the Wasps, gaining two more ranks is a 4th Rank Bushi. However he does not
gain four free raises or shoot four times per round. He has two Wasp techniques and receives two raises and shoots twice.

To join one of these schools the character must make a character from that clan, or take the different school advantage.
Characters from one of the main families of the clan may be schooled by a vassal school at no cost and visa versa. Clan
ronin may be created receiving their initial skills and one technique from a minor school. True ronin wishing to learn a
minor school's technique must take the Different School advantage, the Sensei advantage (min. 3 points), and pay for the
school's skills and bonus trait out of their own CPs. Both types of ronin may only advance in the school through
especially good role-playing (in addition to the insight requirements). In all instances these schools are small and have
relatively few members. The one-character-from-this-school-per-party restriction applies (as with the Kuni witch
hunters).

Crab Vassal Schools & Families


Sakazu Bushi, Hira Courtiers, Wadori Enforcers, Kaiu Battlemasters, Yasuki Gamblers, Yugi
Smugglers

Crane Vassal Schools & Familes


Tsume Bushi, Royama Merchants, Iwase Scouts

Dragon Vassal Schools & Familes


Usami Bushi, Hotate Scouts, Itou Bodyguards, Agasha Swordsmithers
Lion Vassal Schools & Familes
Goseki Bushi, Shokawa Tactical Masters, Shimada Bushi,

Phoenix Vassal Schools & Familes


Asako Scholars, Karubo Artificers, Chiba Healers, Koike Bushi, Yumeno Kodo Masters

Scorpion Vassal Schools & Familes


Iioka Bushi, Katokawa Intrigue Masters, Shosuro Assassins, Hitaki Poisoners

Unicorn Vassal Schools & Familes


Horiuchi Bushi, Horiuchi Shugenja, Nozara Courtiers

Other Vassal Schools & Familes


Iuchiban Blood Warriors, Iuchiban Bloodspeaker Priests, The Corrupt Families and Clans of the
Obsidian Empire of Fu Leng
CRAB
Sakazu Family (Kaiu Vassals)
By: Scott Gearin

Sakazu stubbornness is well known amongst the Crabs, but so is their fearlessness. Sakazu characters do not get the
Large advantage at reduced cost, but the Death Trance advantage only costs them two points.
Benefit: +1 Willpower

Sakazu (Crab Clan) Bushi School


Benefit: +1 Strength
Beginning Honor: 2 + 5 boxes

Skills
Archery, Athletics, Defense, Iaijutsu, Kenjutsu, Shadowlands Lore or Hunting, and Weaponsmith

Techniques
Rank 1: The Way of the Blade
They say Sakazu bushi will practice with the sword until their hands bleed. Then they will practice with a slippery grip.
The character may roll Kenjutsu + Agility, keeping (Kenjutsu) dice when attacking with a sword. Void points still add to
the Agility trait when using this technique (+1k0).

Rank 2: Armor of the Crab


The bushi learns to shrug off and ignore lesser blows as mere scratches. Unless the bushi makes a full attack he is
considered to have a monster type armor rating equal to his Weapon Skill + Earth.

Rank 3: Inner Fire


The raw determination of the Sakazu is now harnessed with the need to triumph. If wounds have reduced the bushi to
Down or Out in the middle of a skirmish or battle, he may spend all of his remaining void points (minimum of three) to
temporarily gain back six times his Earth Ring in wounds. At the end of the skirmish (or the end of the next round of a
battle) the bushi will have his current wounds or the wounds he had before this technique was used, whichever is worse.

Outfit
(All considered to be of average quality) Katana, wakizashi, bow, 20 arrows of any type, light armor, helm, travelling
pack, kimono, any 3 weapons, 5 koku

Hira Family (Hida Vassals)


By: JCMarshall

The Crab aren't know for their politeness in court. Indeed, there are few Crab clan courtiers within the courts of Otosan-
uchi and those of the other clans. The Hira are a vassal of the powerful Hida family, and act as courtiers for the Crab as a
whole.
Benefit: +1 Intelligence
Hira (Crab Clan) Courtier School
Benefit: +1 Perception
Beginning Honor: 2 + 5 boxes

Skills
Courtier, Etiquette, Sincerity, Law, + 2 High and 1 High/Bugei Skill

Techniques
Rank 1: Truth can cut like the Sword
Blunt and to the point, a Hira Courtier often offsets his opponents with the simple truth. The Hira first learns how to use
the truth to hear what he wants. The opponent of the techniques must make a Contested Willpower roll with the Hira
Courtier in order not to be caught off guard by the stark truth that has just been said to him or her and blurt out something
incriminating in response.

Rank 2: The Light of Truth


When confronted by sarcasm, rumor, and lies, the Hira Courtier merely continues to rely on the truth to guide him
through the situation. Such is the Hira Courtier unswerving adherence to the truth that others who are of like thinking
begin to side with the Hira Courtier. The various listeners make a Contested Willpower roll and if it is failed, then they
openly voice their agreement, if they succeed, they whisper their agreement amongst others.

Rank 3: Truth and Honor are one


Hira Courtiers have been known to die to prove the truth of their claims. Indeed, it is said that if it comes to such a
circumstance, then the Hira must have been telling the truth. In all cases where a Hira Courtier has been killed or has
committed seppeku because of his unswerving belief in the truth, the opposing agent(s) have been found guilty of
something within 24 hours and put to death.

The Hira Courtier has reached the point where he is so confident in his belief that he is willing and able to die to prove
himself right. This tactic has the ability to cause others to pledge themselves to his defence, as they are now in total
agreement with the Hira Courtier.

The people who agree with the Hira must make a Simple Willpower test at TN 20 not to walk out and stand by the Hira
Courtier in his belief, and also not to defend him if a samurai challenges him to a duel.

This is a powerful technique as it can possibly lead to several deaths, one of which is the courtiers. Only when the
circumstance warrants it, does a Hira Courtier use this final technique.

On a side note is that when a 3 or more nobles back up the claim of someone else, then it is considered to be the truth. As
such all it takes is for the Hira Courtier to swing 3 nobles to his side in order to avoid death.

Outfit
(All considered to be of average quality) 2 Kimonos, travelling pack, steed, tanto, 4 koku,

Wadori Family (Yasuki Vassals)


By: Scott Gearin

The Yasuki have long needed strong backs in their shops and caravans. The Wadori, once only peasants, stepped
forward. They have proven discrete and loyal, becoming trusted servants. A Wadori never flinches, serving the Yasuki in
both legal and criminal capacities.
Benefit: +1 Strength

Wadori (Crab Clan) Enforcer SchoolThis school is best describe as a finishing school for thugs and gangsters. Those
Wadori who work with more respectable Yasuki act as bodyguards and crew bosses.

Benefit: +1 Strength
Beginning Honor: 1 + 1 box
Penalty: Must buy the Noble Birth advantage or be part of the merchant class.

Skills
Commerce, Intimidation 2, Jujitsu, Lore (Streetwise), pick one bugei skill and one low skill

Techniques
Rank 1: Look at Me
The character oozes menace. The enforcer may cause one person who meets her gaze to face a fear check with a fear
rating equal to his Intimidation skill. Those who fail are visibly shaken. This may be done a number of times per day
equal to her Intimidation + Void. This does not require an action.

Rank 2: Friends in Low Places


The enforcer is connected to the flow of goods and favours that takes place out of sight of the samurai class. Use the first
two levels of the Doji courtier favour tables for ideas on what he can acquire, but give everything a darker, seedier aspect
(introduction to a gambling den, a fine but stolen item, minor blackmail, etc.). The character may call upon such favours
once per adventure, but will always be called upon to scratch someone elses back later.

Rank 3: Within an Inch of Your Life


Sometimes a sound beating is required when communicating with others. The enforcer may make two attacks per round
so long as one of them is made using jujitsu. He is also able to pull his attacks so that a killing blow instead leaves a
human target with exactly one wound if he wishes.

Outfit
(One item of poor quality, one item of fine quality, the rest are of average quality) Wakizashi (if samurai), distinctive
tattoo, kimono, pick one weapon, 3 koku.

Kaiu (Crab Clan) Battlemaster School


By: Scott Gearin

Benefit: +1 Intelligence
Beginning Honor: 2, plus 1 box
Skills
Armorer, Battle, Engineering, Siege, Traps, Weaponsmith, and pick one craft skill.

Techniques
Rank 1: Root of the Mountain
The young student begins at the mountains base, learning the intricacies of the skills. However, this study is only the
understanding of technique, the beginning of understanding the Do, or Way. At this rank and each rank hereafter the
samurai may study one of the schools seven skills, keeping an extra die when using that skill. The same skill may be
chosen up to three times (keeping multiple dice).

Rank 2: Climbing the Cliffs


At this rank the student begins to show the simplicity of effort that comes with mastery of the forms. He receives a free
raise when using any skill studied with the rank one technique. Only one free raise is granted by this technique even if the
character has studied the skill more than once.

Rank 3: The Shrouded Heights


At this rank the student begins to see the freedom of the Way and not the limits of forms. When using any skill the
character has studied with the rank one technique, the character is not limited to his Void Ring when deciding how many
raises to make.

Rank 4: Above the Clouds


At this rank the Way fills the students every effort. When using any skill studied twice with the rank one technique, the
character may spend any number of his void points.

Rank 5: At the Peak You See Another Mountain


While others may see the student as a master, at this rank he has learned that he will never know more than the smallest
part of the Way. Even so, the battlemaster may automatically succeed at the use of any skill he has studied three times
with the rank one technique. This does not apply to opposed rolls. He is entitled to any free raises, but must roll if he
wishes to make any other raises.

Outfit
Katana, wakizashi, heavy armor, kimono, surveying tools, drawing paper and pens, scroll case

Ancestor: Kaiu Yodin

4 points
Characters descended of Kaiu Yodin are considered to have studied the Siege skill once as described in the rank one
battlemaster technique. The character does not have to be a student of the school to gain this benefit. If he is, he starts
with two skills studied: Siege and one of the players choice.

The Yasuki
The Yasuki have their hands into all kinds of illicit activities. Some of them become gamblers, giving a portion of the
money they, eh, make to the family. These masters of Gambling almost seem to have a unnatural amount of luck whether
at the table or the court. Others become smugglers, using skills passed down the generations to get past the magistrates of
hostile lands.

Yasuki (Crab Clan) Gambler School


By: Tony Reed

Benefit: +1 Awareness
Beginning Honor: 0 + 5 boxes (the Gambler doesn't lose honor for using his Gambling skill until he reaches Honor rank
of 2)

Skills
Forgery, Acting, Sincerity, Defense, Commerce, Gambling 2

Techniques
Rank 1: Knowing the Fortune's Price
The Gambler is a expert at figuring out statistics, and can figure out the likely outcome. Whenever the gambler needs to
make a blind roll, he may spend a void point to ask the GM the TN. If the Gambler doesn't spend a void point to figure
out the TN, he gains a free raise for that skill roll. He may only get these free void points a number of times a day equal
to his awareness.

Rank 2: Seeing past the face


The Gambler is a expert at seeing the subtle expressions that give away cheating or lying. When someone attempts to
cheat or lie against the Yasuki Gambler, he may not keep dice that roll below the Gambler's awareness + school rank.

Rank 3: The Visage of the Void


The Gambler has learned how to maintain a ultimate blank face. Whever someone attempts to determine if the Gambler
is cheating or lying the Gambler may spend any number of void points on his awareness, as long as he has them.

Rank 4: Raising the Stakes


The Gambler has learned how to frustrate his enemy to break his focus. Whenever the Gambler succeeds in a contested
roll, he may cause his enemy to gain a rank of impairment per 10 points the Gambler beat the opponents score by. The
opponent may not be driven past the Down level of impairment. The opponent doesn't gain the wounds for this, just the
impairment. If the opponent has a means of decreasing the
penality (Strength of the Earth) it is as if he did not have that ability. This effect wears off after the effected opponents
next roll. This technique may be used a number of times a day equal to the Gambler's
awareness.

Rank 5: Breath of Daikoku


The Yasuki Gambler "learns" how to become more lucky (or cheat better). It seems whatever he does, he is blessed by
Daikoku. Whenever the Gambler makes a roll involving dexterity , he may re-roll any dice that rolls under his agility +
school rank. The Gambler may do this a number of times a day equal to his school rank. If the Gambler is in a game of
chance, he may re-roll any dice that roll less than his Awareness + Gambling.

Outfit
(all of average quality) Kimono, Katana, Wakizahi, traveling pack, 10 Koku (Stake Money)

Yugi Family (Yasuki Vassals)


By: Tony Reed

The Yugi have their hands into all kinds of illicit activities. Some of them become gamblers, giving a portion of the
money they, eh, make to the family. These masters of gambling almost seem to have a unnatural amount of luck whether
at the table or the court.
Benefit: +1 Perception

Yugi (Crab Clan) Smuggler School


Benefit: +1 Awareness
Beginning Honor: + 5 boxes

Skills
Forgery, Acting, Sincerity, Defense, Commerce, Stealth, Kenjutsu

Rank 1: Wisdom of the neck hairs


The smuggler has become adept at detecting pursuits, and if a area is being patrolled. Whenever the smuggler makes a
perception roll to detect pursuit or whether an area is patrolled, he may add his school rank to his perception roll.

Rank 2: Quicker than the law


The smuggler is just a bit faster than others. Before iniatives are rolled in combat, the smuggler may make a Awareness +
Kenjutsu roll vs the highest perception of his opponents x 5. If he is successful, he may make a number of free, non-
combat actions equal to his school rank.

Rank 3: The Enemy behind your eyes


The Yasuki has become a master at sneaking his way past authorities. Whenever a magistrate rolls to detect the smuggler,
the smuggler may spend a void point to switch their rolls, but only if the smuggler's roll was lower. This can be done a
number of times a day equal to school rank, but only once for each person.

Outfit
(all of average quality) Kimono, Katana, Wakizashi, Wicker backpack, Sleeping roll, Travelling clothes, traveling pony
with storage racks, 8 Koku.
CRANE
Tsume Family (Doji vassals)
By: Scott Gearin

Perhaps the most aggressive of the Doji vassals, the Tsume are more noted as warriors than poets.
Benefit: +1 Agility

Tsume (Crane Clan) Bushi School


Benefit: +1 Reflexes
Beginning Honor: 2 + 5 boxes

Skills
Battle, Defense, Etiquette, Iaijutsu, Intimidation, Kenjutsu, and pick one high skill

Techniques
Rank 1: Talons of the Crane
The Tsume, like the Kakita, fight returning the sword to the sheath after every stroke, striking with blinding speed. The
bushi may substitute his iaijutsu skill for kenjutsu when attacking with a katana. The bushi also adds his reflexes to the
total of his to-hit rolls.

Rank 2: Know Your Place!


The Tsume are masters of intimidation through swordplay. They receive a number of free raises to called shots that do no
damage (disarms, trimming moustaches, cropping topknots) equal to their school rank. Normal intimidation rolls should
be suitably modified after a successful maneuver (GMs discretion).

Rank 3: Strike Without Striking


The bushi is so swift in his motions that he can strike, return his blade to the sheath, and still has time to dodge. The
character can make a roll for a normal attack (never full attack) but his TN to be hit this round is as if using full defense.
The character may not combine this technique with any technique that gives two attacks in one round.

Your Outfit
(All items are of fine quality): Katana, Wakizashi, Travelling Pack, 3 Kimonos, 4 Koku. May choose light armor or
mount.

Royama Family (Kakita Vassals)


By: JCMarshall

The Royama are descendants of the Yasuki who stayed with the Crane. Over the years they have changed their name as
to throw off the shame and dishonor done to them by their former family members.
Benefit: +1 Perception

Royama (Crane Clan) Merchant School


Benefit: +1 Awareness
Beginning Honor: 1 + 5 boxes

Skills
Etiquette, Sincerity, Commerce, Craft: Gambling, Courtier, +2 High/Bugei/Merchant skills.
Among the Royama, Commerce and other merchant skills are not considered dishonorable.

Techniques
Like the Yasuki of the Crab Clan, the Royama receive items at each rank. See Way of the Crab, pg. 53, for details of each
ranks items.

Rank 1 Items
As the Yasuki Rank 1 items.

Rank 2 Items
As the Yasuki Rank 2 Items, plus 2 Yasuki Rank 3 items.

Rank 3 Items
As the Yasuki Rank 4 Items.

Outfit
(All considered to be of average quality) Kimono, katana, wakizashi, wicker backpack, sleeping roll, travelling pony with
storage packs, 8 koku

Iwase Family (Daidoji Vassals)


By: Scott Gearin

The Iwase serve as the scouts and spearmen of the Crane armies.
Benefit: +1 Perception

Iwase (Crane Clan) Scout School


These spearmen of the Crane have a great rivalry with the Shimada-ryu, the Lions school of the spear. The Iwase hold
the spear overhead, thrusting downward like the sharp beak of the crane, and balance on one foot when striking.
Benefit: +1 Reflexes
Beginning Honor: 2 + 5 boxes

Skills
Athletics, Defense, Horsemanship, Hunting, Kenjutsu, Sojutsu (yari), and Stealth

Techniques
Rank 1: Stance of the Crane
At this rank the bushi learns to emulate the motions of the crane: wings that batter and a beak that strikes instantly.
Instead of a normal attack the bushi may sweep an opponent (as the Kaze-do maneuver) using the butt end of a yari,
naginata, or bo-staff. Use the appropriate weapon skill in place of Kaze-do. Also, if the bushi gets an extra initiative die
for using a pole-arm, he keeps an extra die as well.

Rank 2: Wading in the Rushes


From observing the crane, the bushi learns to watch for opportunities before committing to battle. The scout may declare
the degree to which he is engaged in a battle after advantage has been determined and after he has rolled to determine
which row of the battle table he will read from this turn.

Rank 3: Fishing for Men


As the crane hunts fish, so the bushi learns to hunt men: killing with a single stroke. The bushi may use raises to strike a
fatal blow. Each raise allows the bushi to keep one extra die of damage. If the damage does not kill the target it instead
does exactly one wound. This is not considered a reduction of damage.

Outfit
(Three items are of fine quality): Katana, Wakizashi, Yari, Travelling Pack, Dried Food, Drab-coloured Kimono, 1 Koku,
Mount.

New Crane Artisian Schools


By: Andrew McGregor <andrewm@ggitpa.ggise.com>

Swordsmith

The Kakita swordsmiths are arguably the best in the empire with the exception of the Kaiu engineers with whom they
share a rivalry. Throughout their life, they learn and hone the secrets of crafting the finest blades possible. By extension,
this gives them knowledge on many levels of metallurgy, kenjutsu, and bushido (since the sword is supposed to reflect a
samurai's soul)

Rank 1
When crafting a blade, the swordsmith gains a number of free raises equal to his school rank to reflect the honing of their
art

Rank 2
Due their knowledge and awareness of swords, the artisan can on a successful skill roll determine things about a blade
and its wielder, that are normally not known. In order to do this, he must examine it closely but not necessarily touch the
blade in question. The artisan may learn information about the wielder's ancestors, his personality, the sword's history
and crafter etc. The more raises, the more detailed the information.

Rank 3
At this rank, the artisan's intuitive knowledge of sword wielder's soul is so great, that he can spend a void point to render
and a number of attacks by the sword wielder against him ineffective as moves aside form each blow. An opposed
void+kenjutsu (by the wielder) and the void+weaponsmith (of the artisan) must be used to determine the effectiveness of
the technique.

The Tea Master


The tea ceremony is a thing of great beauty and serenity. It can be used to harmonize and cleanse ones soul. The tea
master has a working knowledge of herbs and tea preparation techniques.

Rank 1
When the tea master performs the ceremony, each participant up to his normal limit regains two void points.

Rank 2
On a successful test, each participant gains a free raise on their next action, due to their inner harmony attained from the
ceremony.

Rank 3
At this level, the tea master may cleanse the body of any poisons or drugs in each participant assuming they live through
the ceremony. This is due to the ceremony correcting the body's own chi and forcing out any negative chi. It is possible
with the proper materials to even remove some Shadowlands taint.

I realize, that the tea master isn't as well thought out as the swordsmith, but bear with me. Like I said any questions or
comments are appreciated. Let me know what you think folks. That's all

The Daidoji Archery School


By: Andrew McGregor

Daidoji Tenzo was a taisa in what passed for the Crane army. At thetime, he led the only archery command. Even though
he studied at the Daidoji school, he was fascinated by Kakita, the man and his prowess with the blade. Tenzo was a great
archer, but was dissatisfied with his general performance and that of his men. In pursuit of excellence, he sought many
ways to improve his skill. While rereading Kakita's The Sword, he decided that many of Kakita's words could be applied
to archery. He spent 20+ years perfecting his style and technique and passed each new discovery to his men. Astounded
at their effectiveness, the Crane Champion commanded him to create a formal school to instruct future soldiers so that his
technique would be preserved. Graduates of this school are often not regarded as real bushi by many other schools, but
that's fine, they serve their clan in their capacity.

Benefit: +1 Reflexes
Beginning Honor: 2 + 5 boxes

Skills
Archery 2, defense, kenjutsu, meditation, battle, any 1 high or bugei skill

Rank 1: Kyudo
The archer begins to learn the deep strength necessary touse the bow to its most effective degree. At this rank he may
substitute his archery skill for his meditation skill when he has his bow. Additionally, he may add his AIR ring to all hit
rolls with the bow

Rank 2: All Or Nothing


At this level of skill the the archer has come torealize that by 'opening himself' to the target, he can make seemingly
precise shots. For each action spent meditating on the target, he receives a free raise up to the limit of his skill. When
doing so, the archer is still and has a TN to hit of 5.

Rank 3: A Moment of Clarity


At this level, the archer's skill has further progressed so that he may fire with surety more swiftly. He may spend a
number of void points equal to his school rank when firing a bow.

Rank 4: Blackened Sky


Through economy of motion and the deep power of his trance, the archer may fire twice per melee round.

Rank 5: The Way Has No Distraction


The archer has learned ignore anydistractions, there is only the target. When making this supreme shot,he may only fire
once per round. He always hits unmoving targets such as a wall or a stationary samurai. If the target is moving such as in
normal combat, the archer may roll his Void + archery skill to hit his target ignoring any modifiers to hit whether they be
from wounds, armor (either what he wears or the target), distance, movement, horseback fire, paper walls, etc. Only the
targets decisive action may save him from being struck.

Outfit
Bow, 30 arrows, light armor, wakizashi, any 1 weapon (may not be a katana), 8 koku, all items are considered to be of
fine quality
DRAGON
Usami Family (Mirumoto Vassals)
By: Scott Gearin

The Usami are the battle-philosophers who aid in the planing of the Dragon's defenses.
Benefit: +1 Perception

Usami (Dragon Clan) Bushi School


Like the Mirumoto-ryu, this school is based upon the words of Mirumoto Hojatsu. While the students of the Usami-ryu
also fight with katana and wakizashi drawn, they gain no benefit from it until the third rank.
Benefit: +1 Strength
Beginning Honor: 2 + 5 boxes

Skills
Archery, Battle, Defense, Engineering, Kenjutsu, Nazodo, and Shintao

Techniques
Rank 1: Let Him Go By
Studying the words of Hojatsu, the bushi learns to meet aggression with emptiness. Opponents making full attacks do not
receive two extra dice when attacking this character. The maximum number of raises (not including free raises) an
opponent may declare against the bushi is reduced to the opponent's Void Ring minus the (Usami) bushi's School Rank.

Rank 2: Strike from the Spirit


At this rank the bushi begins to understand what it means to "leave your mind behind" and to act only from the spirit.
Unencumbered by thought and artifice the blade strikes swiftly and freely. The bushi may choose to roll (School Rank)
keep 1 as a base for initiative (pole arms and quick would further modify the roll), but if he does so he may make no
raises of any sort that round.

Rank 3: The River Sword


At this rank the bushi has learned to be flowing in his attacks. If the bushi is armed with katana and wakizashi, and hits
with the katana, he automatically hits the same opponent with the wakizashi as well. This does a flat 3k2 (no strength
bonus), dropping the highest die. Raises cannot be used to effect this roll. This technique may never be used in
combination with a technique that grants multiple attacks.

Your Outfit
(All considered to be average quality) Katana, wakizashi, bow, 20 arrows of any type, light armor, travelling pack, any 1
weapon, kimono, 2 koku

A word about The River Sword: Try this roll (3k2 drop highest) a few times. It's relatively minor. This is to represent the
various penalties for using the off-hand and to keep this technique from being too gross. Since it can't be used against two
opponents at once it is potentially much weaker than the normal 2 attacks per round that most schools get (if you can
regularly kill a man with the katana's damage the wakizashi is just icing).
Hotate Family (Togashi Vassals)
By: JCMarshall

The Hotate are a rather strange family. Begun by the Togashi Daimyo some 100 years ago, the Hotate are given 3 tattoos
upon their entrance into the Hotate scout school and then no more. These tattoos are always animal based, and no other
types are ever granted.

The Hotate prowl the lands of the Dragon, looking for interlopers and spies.
Benefit: +1 Stamina

Hotate (Dragon Clan) Scout School


Benefit: +1 Reflexes
Beginning Honor: 2 + 5 boxes

Skills
Kenjutsu, Stealth, Archery, Athletics, Hand-to-Hand: Kaze-do, +2 High or Bugei skills

Techniques
Rank 1: The Wind behind the Back
The Hotate scout first learns how to run like the wind itself so that he can report back to his base on intruders. They may
maintain a running pace for a number of hours equal to their stamina times two, after which they must rest for an equal
amount of time. Assume a speed of at least 10mph.

Rank 2: To soar like the Wind


The Hotate scout is able to leap vast distances as if he were gliding upon the wind itself. The Hotate may actually leap a
distance of twice his strength in feet from a stand still, either across or straight up. He may also triple that distance for
long jumps if he has a running start.

Rank 3: One with the Wind


It is said the Hotate have mastered their kinship with the wind to such a point that it will hide them from all detection. By
spending a Void point and remaining perfectly still, the Hotate scout become effectively invisible to all. Unless the scout
makes a sudden move or a shugenja casts a "see the invisible" spell, the scout cannot be seen.

Outfit
(All considered to be average quality) Katana, wakizashi, clothing, running sandals, black body paint, 3 tattoos (all must
be animal based tattoos).

Itou Family (Agasha Vassals)


By: Scott Gearin

Once, when the magics of an Agasha shugenja saved the life of her only child, Itou Saemi swore that, "so long as one
Itou draws breath there will be a samurai to stand guard before the Agasha." Her children have served the Dragon ever
since.
Benefit: +1 Perception
Itou (Dragon Clan) Bodyguard School
Those who carry out the eternal oath of the Itou learn the ways of the yojimbo, ready to give their lives to preserve those
of Agasha blood.
Benefit: +1 Reflexes
Beginning Honor: 2 + 5 boxes

Skills
Defense 2, Etiquette, Iaijutsu, Kenjutsu, Shugenja lore, and pick one bugei skill

Techniques
Rank 1: Guiding the Blow
At this rank the bushi has learned to fight using the sword and saya techniques of the Itou style. If the bushi has his saya
in his off-hand he keeps two dice when declaring full defense. The bushi is also trained to strike in any direction. He may
attack overhead, at his feet, or even directly behind himself at no penalty.

Rank 2: Bearing the Blow


At this rank the bushi learns to place himself between danger and that which he guards. He may redirect a number of
attacks aimed at one other person to himself equal to his school rank each round. This does not take an action on the part
of the bodyguard, and must be declared before the attack is rolled.

Rank 3: Breaking the Blow


Instead of using her saya to defend, the bodyguard may now use it to foul others attacks. The yojimbo may choose one
opponent within melee range who must drop his highest die to hit and damage that round. The opponent does not have to
be attacking the bodyguard. If the yojimbo has declared full defense that round she only keeps one die.

Outfit
(All considered to be average quality) Katana, wakizashi, bow, 20 arrows of any type, light armor, travelling pack, any
one item, kimono, 2 koku

Agasha Swordsmithing School

By: Tony Reed

Note: The amount and quality of materials used in the construction of a blade can have a effect on the difficulty/quality.
A legendary quality sword may be impossible for someone to create without the support of a clan. Also, as a type of
artisan, the Agasha Swordsmith can take the patron advantage.
Benefit: +1 to any trait
Beginning Honor: 2 +5 boxes

Skills
Shintao, Meditation, Ettiquete, Weaponsmithing, plus any bugei or high skill.
Rank 1: Soul of Honor
The katana is the soul of the Samurai. A sword reflects the honor of it's maker. At this rank the Swordsmith may add his
honor rank to his weaponsmithing skill.

Rank 2: Test of the Soul


The smith learns how to improve upon a already existing blade. He may add 1k1 to a sword by succeeding at a
Earth+Weaponsmith roll versus a TN of the new roll+keep x 5. Thus, to improve a sword from 3k2 would be a TN of 35
(for 4k3). The Blade may only be improved one increase (no jumping from 3k2 to 5k4). A sword may only be improved
this way once, and if the roll is a failure the blade is ruined. The smith may not use this ability on a sword he just created,
to do so would interrupt the delicate balance of the elements in the new blade. If the smith later decides to improve his
creation the TN is 10 less than normal.

Rank 3: Sharing the Soul


The Swordsmith is better able to direct the efforts of the others helping him. When working with others on a project, the
Swordsmith gets a free raise for each person helping out. This bonus is effected by the number of apprentices the
Swordsmith has. At any time, the smith can have/attract a number of apprentices equal to his glory rank.

Rank 4: The Soul goes forth


Steel is the true friend of the smith. It becomes easy for the smith to snap blades, with his chi. The difficulty of this is a
Earth+Meditation versus a TN equal ot the roll+keep of the sword x 5. This ability may only be used a number of times a
day equal to the smith's Earth ring. If the blade was a sword created by the smith, the TN is decreased by 10. If the smith
wants to use this ability in combat, he must spend a void point to do so. If the smith fails this attack, the target of the
attack gets a free raise for damage on the smith.

Rank 5: Awaking the soul


The Swordsmith has learned how to awaken the spirits of the items he creates. Such a undertaking is not easy though.
The TN to make a sword a Nemuranai is ten points higher than a weapon of compariable quality. (Thus a fine Nemuranai
would be a TN of 30). It also exacts it's price from the Swordsmith (Who loses 10 xp, and 1 void point, which doesn't
come back for a week after the forging is complete, the xp are gone for good). The smith cannot get the void point back
through meditation.

Equipment
(all considered to be of average quality) Kimono, Travelling pack, Katana(fine quality), Wakizashi, Tools, 5 koku.

Hayato Family (Mirumoto Vassals)

By: Scott Gearin

The Hayato are a small family within the Dragon Clan, and the keepers of a sad, but sacred trust. Mirumoto Hayato was
the Dragon's emissary to the Snake Clan, a minor Clan that split from the Dragon generations before. When the much
respected Snake Clan was obliterated, Hayato was the only man left alive who had trained in their school. Mirumoto
Raizo, daimyo of the Mirumoto (with the Champion's approval) gave Hayato permision to found his own Family within
the Dragon. Hayato was to keep the teachings of the Snake alive, that the memory of such honored cousins should not
pass away completely. It is a task to which they have dedicated themselves to. (Characters from this family MUST attend
the Hayato school if they are bushi.)
Benefit: +1 Awareness

Hayato Bushi School


From the Blood of the Dragon it arose, and to the Dragon it has returned. The Snake Clan, born of the Mirumoto, fought
with two swords as well. The Hayato presever their ways exactly, as a living tribute to memory of their extinct kin. All of
these techniques may only be performed with swords, and the second and third require the student to have two swords in
hand to perfom them.

Benefit: +1 Reflexes
Beginning Honor: 2, plus 5 boxes

Skills
Archery, Defense, Etiquette, History, Iaijutsu, Kenjutsu, Meditation

Techniques
Rank 1: Way of the Snake
The snake strikes with such speed and precision that only the sharpest eye may observe the stroke. A student of the Snake
school learns to strike with the same abruptness. When attacking with a sword (or any kenjutsu-based weapon) the bushi
rolls Reflexes + Kenjutsu instead of using Agility.

Rank 2: Sun and Moon Cut


The fangs of a serpent strike together, as do the blades of the snake school. Durring a full attack, if the bushi is armed
with two sword, he strikes with both. The combined damage is equal to the more damaging weapon +1k1.

Rank 3: The Coils of Enticement


By luring an opponent off guard with one blade, the bushi may set him up for a devastating reposte with the other. The
bushi must select one opponent who has already declared an attack against him (and therefore must have a lower
initiative this round). Intead of attacking, the Hayato then rolls his Reflexes + Kenjutsu. This result becomes the targeted
opponent's TN to hit the bushi (others use the TN for a normal attack). If the opponent misses, the Hayato -automatically-
hits the targeted opponent with one sword. The target then loses any other attack he was entitled to this round. The Hyato
may not raise while attempting this manuever. If the opponent does hit, the Hayato makes no attacks this round.

Outfit
Same as Mirumoto Bushi
LION
Goseki Family (Matsu vassals)
By: Scott Gearin

Those of the loyal Goseki family who attend other schools are often the yojimbo of important Lion clansmen.
Benefit: +1 Strength

Goseki (Lion Clan) Bushi School


Often called the Lion berserkers, a student of the Goseki-ryu's eyes frequently burn with the inner fire of bushido.
Benefit: +1 Willpower
Beginning Honor: 2 + 5 boxes

Skills
Archery, Battle, Bushido Lore, History, Jujitsu, Kenjutsu, and Yadomejutsu

Techniques
Rank 1: The Way of Anger
The attacks of the Goseki school are based on crushing power more than graceful swordplay. While making an attack the
bushi may substitute his strength for agility, rolling Strength + Weapon Skill keeping Strength.

Rank 2: Three Cuts Kata


At this rank the Bushi begins to learn the Goseki's most powerful technique: The three cuts kata. If the character succeeds
in hitting with a normal attack, he may immediately make another (normal) attack on the same opponent using the
previous TN +10. The maximum, total number of attacks the character can make in a round is equal to his school rank.
This may not be combined with the effects of ANY other technique (including the Goseki rank 1).

Rank 3: Blade of Rage


The bushi's physical strength and robust, aggressive chi are overwhelming. If the bushi succeeds in hitting with a full
attack the opponent must make a simple Water + Athletics roll with a TN equal to the damage or be knocked from his
feet. If the target has not taken an action this round he may switch his action to standing up. The TN to hit a prone
character is 5.

Your Outfit
(All considered to be average quality) Player chooses one to be of fine quality: Katana, wakizashi, bow, 20 arrows of any
type, light armour, helm, travelling pack, kimono, any 2 weapons, 3 koku.

Shokawa Family (Ikoma Vassals)


The Shokawa are a practical and straightforward family, with a long tradition of tactical knowledge. Many major families
have used Shokawa generals for hundreds of years for battles.
Benefit: +1 Perception

Shokawa (Lion Clan) Tactical School


Benefit: +1 Intelligence
Beginning Honor: 2 + 5 boxes

Skills
Battle, Kenjutsu, History, Lore (tactics), Lore (Bushido), Heraldry, any High or Bugei Skill

Techniques
Rank 1: Bushido Master
At this rank the Shokawa may instil the virtues of Bushido before combat to a bushi (or himself) that accepts it. After 1
minute per opponent's rank of instruction by the Shokawa (Lore: Bushido test vs. TN 6-(lower of target's rank or
intelligence) X 5, +5 for non-lion, +5 more if bushi's honor < 2), the Shokawa can give a number of free Raises equal to
his rank (plus 1 per Raise). The Bushi can use a number of additional Raises per round equal to rank (Void limit still
applies). Any Raises not used in the combat are lost.

Rank 2: Battle Lore


At this rank the Shokawa knows the best ground and tactics to use. With a successful Lore: Tactics test vs. a TN of the
enemy generals Rank X 5 (+5 if non-Lion, +5 if non-Great Clan), the Shokawa adds or subtracts 1 level on the Battle
Chart.

Rank 3: Lore Master


The Shokawa may spend any number of Void points in Lore tests regarding battle tactics or military issues.

Outfit
(One item is of fine quality) Katana, Wakizashi, Light Armor, Travelling Pack, Kimono, any 1 weapon, 4 Koku.

Shimada Family (Ikoma Vassals)


By: Scott Gearin

The warriors of the Shimada family will press an attack long after any other samurai would have paused for rest. They
are often involved in the sieges fought by the Lion.
Benefit: +1 Stamina

Shimada (Lion Clan) Bushi School


The Shimada have a saying: "War is Run!" and they are tireless runners. They fight holding the spear to the hip and their
charges only end when the point is seen coming out the other side of a foe. They despise the effete spear-work of their
rival school, the Iwase-ryu.
Benefit: +1 Agility
Beginning Honor: 2 + 5 boxes

Skills
Athletics 2, Battle, Defense, Kenjutsu, Siege, and Sojutsu (yari)

Techniques
Rank 1: Onslaught of the Lion
The persistence of the Shimada-ryu is tested from the very first day. If the bushi misses with a normal attack he may try
again, targeting the same opponent and rolling at -2k-1. The maximum number of extra attempts equals the bushis
school rank. The die penalties from multiple attempts are cumulative (-2k-1, then -4k-2, finally -6k-3). Each attack is
separate (dice from void points do not roll over to the next try), and once an attack succeeds no further attempts are
allowed. This technique may not be combined with any technique that gives multiple attacks per round.

Rank 2: Charge!!!
The bushi may employ a tactic similar to that used by mounted lancers. For each full round the bushi has run towards his
enemy before striking, he may roll an additional die for damage (maximum extra dice equal to his school rank).

Rank 3: Roar of 10,000 Lions


At this rank the bushi learns the tremendous battle cry of a Lion samurai. The bushi spends a void point as she unleashes
a great snarl. All enemies that can both see and hear the Lion are subject to a fear effect equal to half the Lions glory
rank (round up).

Outfit
(All considered to be average quality; Player chooses one item to be of fine quality) Katana, wakizashi, bow, 20 arrows
of any type, light armor, helm, travelling pack, kimono, any 3 weapons, 5 koku

Akodo Tactician School


By: Scott Gearin
Benefit: +1 Perception
Beginning Honor: 3 + 5 boxes

Skills
Battle, Bushido Lore, History, Kenjutsu, Leadership, Seige, and Tessen

Techniques
Rank 1: Way of the Lion
Same as the Akodo bushi school's first rank technique.

Rank 2: The Soul of Akodo


"A great man's heart can pump the life's blood of a thousand men." Where the Akodo bushi learns to enter the thick of
battle and destroy the enemy, the Akodo tactician must learn that upon his life depends the lives of others. The tactician
adds his honor rank to his TN to be hit and subtracts it from the damage taken each turn on the battle table.

Rank 3: Tactics of Mistake


No one seizes upon an enemy's error like an Akodo. The tactician may spend a void point to force an opponent to discard
his highest die (therefore keeping less than his best) during a Battle, Siege, or bugei skill roll. This may only be done
once per roll.

Rank 4: With the Strength of My Ancestors


Same as the Akodo bushi school's third rank technique.
Rank 5: The Art of War
Few Akodo rise to this level of the War College. At this rank the bushi has devoted his life to the way of bushido and
mastery of the Art of War. The bushi recieves a number of free raises equal to his Honor Rank in all rolls using the
school's seven skills.

Outfit
(One item is of fine quality, the rest of average quality): Katana, Wakizashi, Tessen, Light or Heavy Armor, Helm,
Banner, Traveling Pack, Maps, Kimono, Commander's chair, 4 Koku.

Matsu Beastmaster School


By: Scott Gearin
Benefit: +1 Awareness
Beginning Honor: 3 + 5 boxes

Skills
Animal Husbandry, Animal Training 2, Hunting, Meditation, Mimic, and pick one bugei skill

Techniques
Rank 1: Brother to Lions
The beastmaster shares a special kinship with the animals of Rokugan. No animal untouched by the taint will ever attack
the beastmaster. The beastmaster also may "bond" a number of animals equal to his school rank. A bonded animal will
stay in ithe character's vicinity at all times, roaming only to feed.

Rank 2: Friends need no Words


The beastmaster may determine the general intent or desires of an animal by observing it for several rounds and making a
simple Air roll with a TN set by the GM. The beastmaster does not need to roll to understand animal he has bonded.

Rank 3: Eyes in the Night


At this rank the beastmaster may view the world through the senses of one of his bonded friends. The beastmaster must
spend a void point to do so, and the sharing lasts for a number of minutes equal to the beastmaster's school rank.

Rank 4: King of the Beasts


At this rank the beastmaster's presence is so potent amongst animals that he may command them. This requires an
opposes willpower roll. If the animal is under the direct control of another person, use the controller's willpower instead.
Bonded animals will agree to any command without the opposed roll.

Rank 5: Walk with Me, Brother


At this rank the beastmaster may move his soul into one of his bonded friends, "riding" in the body and sharing in the
control. It takes five minutes of preparation to do so, and the bonded animal must be within line of sight. The
beastmaster's own body remains in a trance during these travels. This may be done safely for one hour per rank of
meditation skill. For every hour beyond this he must make a test of honor, starting at TN 5, and increasing by 5 each
time, or lose his soul to the animals. Forever. A most shameful demise.
Outfit
(One item is of fine quality, the rest of average quality): Wakizashi, Traveling Pack, Kimono, 4 Koku, Light Armor or
Mount.
PHOENIX:
Asako (Phoenix Clan) School of Knowledge
Benefit: +1 Intelligence
Beginning Honor: 2 + 5 boxes

Skills
History, Heraldry, 2 Lores, Meditation, Calligraphy, Shintao

Techniques
Rank 1: Understanding the Way
Re-roll any History, Heraldry or Lore skill dice rolled that are equal to current school rank or less. Also the character may
participate in rituals.

Rank 2: Lore of Spirits


Gain Commune, Sense, Counter-spell, and Summon, plus 3 spells of any element.

Rank 3: Focus of Mind


Spend any number Void points on any Lore, Heraldry or History skill possessed.

Rank 4: Lore of the Soul


When perceiving a person, may make contested test (Void + rank) vs. (Will + rank). Success means the character learns 1
of the following: history, current Rings/Attributes, spells, Techniques, rank or skills and gain +5 on any action vs. person
per Raise. May not be done in combat, unless Asako Full Defends and is not hit. Roll is at end of combat round.

Rank 5: Interrogation of the Soul


After a successful Lore of Soul test, the character may spend a Void point to gain a number of free Raises equal to the
Raises that an opponent has gained vs. the Asako, in any test vs. that person. That person must use a Void point to use a
Special Technique vs. the Asako.

Outfit
(All considered to be average quality; player chooses one item to be of fine quality) Kimono, travelling pack, scroll
satchel, wakizashi, tanto, 4 koku, first aid kit, 2 books (blank).

Karubo Family (Isawa Vassals)


By: JCMarshall

Though the Isawa are the Empire's best spell casters and are known for their ability to create and research spells the
Karubo are artificers without peer.
Benefit: +1 Intelligence

Karubo (Phoenix Clan) Artificers School


Benefit: +1 Void
Beginning Honor: 2 + 5 boxes

Skills
Calligraphy, Meditation, Shintao, Artificing, Weaponsmith, Armorer, +1 High or Bugei skill

Techniques
Artificers make magical items. Each rank allows the artificer to bestow a new spell or ability into an item. For example, a
rank 1 artificer can put a single spell/ability into an item while a rank 3 artificer can place 3 spells/abilities into an item.

Artificers carry spell scrolls like normal shugenja, but they are incapable of casting them. They instead emplace them
into the items they create.

Outfit
(All considered to be average quality) Player chooses one of them to be of fine quality: Kimono, travelling pack, scroll
satchel, wakizashi, tanto, 3 koku.

Chiba Family (Asako Vassals)


By: JCMarshall

The noble Chiba is the one family that is accepted anywhere and everywhere within the Emerald Empire. The White
Phoenix rising from the flames mon of the family is perhaps the most widely known and recognised as well.
Benefit: +1 Awareness

Chiba (Phoenix Clan) Healers School


Benefit: +1 Perception
Beginning Honor: 3 + 5 boxes

Skills
Calligraphy, Investigation, Medicine, Lore: Disease, Herbalism, +2 high skills

Techniques
The Healers of the Chiba family are known for their ability to heal and diagnose almost anything. The Chiba healer may
add a free raise to all skills that deal with the medical profession for each school rank that his has.

Outfit
(All considered to be average quality) Player chooses one of them to be of fine quality: Kimono, travelling pack,
wakizashi, tanto, 5 koku, medical bag and supplies

Koike Family (Shiba Vassals)


By: Scott Gearin

The Koike learn to observe their surroundings, their enemies, and themselves. They are wary, cautious warriors. Less
contemplative than the Shiba, they spend much time patrolling the lands of the Phoenix.
Benefit: +1 Perception

Koike (Phoenix Clan) Bushi School


Koike trained bushi roam the back-county of the Phoenix provinces hunting bakemono and bandit alike. They sometimes
spend weeks isolated and alone in the wilderness.
Benefit: +1 Stamina
Beginning Honor: 2 + 5 boxes

Skills
Archery, Defense, Hunting, Kenjutsu, Mountaineering, Naginata, and Shintao

Techniques
Rank 1: Those Who Stand Alone
The Koike bushi must remain supremely alert, for no one else guards their backs. For purposes of determining surprise
the bushis Air Ring is considered one higher. The bushi is equally alert to sudden danger awake or asleep.

Rank 2: Unfettered Attack


The bushis has learned to face those that rely on numbers to succeed. If the bushi has attacks declared on her by two or
more opponents, she may make two attacks per round. However, she may not attack the same opponent twice per round.
The attacks must be directed against two different opponents, one of whom must be attacking her.

Rank 3: One with the World


The bushis spirit blends seamlessly into the chi of the world. She no longer leaves tracks of any kind and is rarely
recalled by anyone who has not directly interacted with or deliberately watched her.

Outfit
(All items of average quality except the travelling pack) Katana, Wakizashi, Naginata, Bow, 20 Arrows of any type(s),
Light Armor, Fine travelling pack, Heavy Kimono, and 1 Koku

Yumeno Family (Asako Vassals)


By: Scott Gearin

The Yumeno are poets, artists, and musicians. They are welcome guests at the long winter courts of the Phoenix lands.
Benefit: +1 Awareness

Yumeno (Phoenix Clan) Kodo School


This school is an artisan school. Because of its usefulness, drummers are often found on the battlefield. The maya of this
school are very fast. Once the drummer has begun the effects occur in nine rounds minus the drummers school rank.
None of these maya may be held. Drumming is a demanding art. A drummer may only perform for a number of minutes
equal to his stamina x school rank, before resting for a third of that time.
Benefit: +1 Stamina
Beginning Honor: 2 + 5 boxes
Skills
Athletics, Defense, Music (Drums) 2, Shintao, Tessen and pick one high skill

Techniques
Rank 1: Lure of the Heart
The music of the heartbeat commands the attention of the spirits. This can make it very difficult for shugenja to call upon
the kami. By making a Void + Music roll with a TN of 20, the drummer may increase the TN of all spellcasting in his
area by 5. For every two raises the drummer makes the TN is increased by an additional 5.

Rank 2: Filling the Heart


The sound of the drums can fill a warriors spirit with steel. While drumming, all friendly samurai who can hear the
sound automatically succeed on any fear check and may keep one extra die on one roll per round.

Rank 3: Beating the Heart


The Drummer may use the sounds of his drums to drive evil spirits away. Once the drumming takes effect, any creature
with the Shadowlands taint, and any malevolent spirits are driven from the area until the drumming stops. The radius of
this effect is 10 yards per point of void the drummer has.

Outfit:
(All items are of average quality) Wakizashi, Tessen, 2 Drums, Drumsticks, Kimono, Travelling pack, 4 koku.

Asako Magistrate School


By: Scott Gearin
Benefit: +1 Perception
Beginning Honor: 2 + 5 boxes

Skills
History, Investigation, Law, Maho Lore, Meditation, Shintao, and Shugenja Lore

Techniques
Rank 1: On the Banks of the River
The magistrate has developed a sense for the flow of magic in the world. By briefly (two rounds) touching a person or
item and concentrating completely, the magistrate may make a Perception + Meditation roll vs. a TN of 25 to determine
if the target is under the effects of a spell. Nemuranai may be detected with this method with a TN of 30. Raises grant
additional knowledge.

Rank 2: Calm as the Waters


At this rank the magistrate masters the calm demeanor and develops the serene presence of the true Asako magistrate.
The character automatically recovers all of his void points with the return of Amaterasu at dawn each day.

Rank 3: The Celestial Pattern


The magistrate has worked to hone his understanding of the world. He may re-roll any Intelligence or Lore skill roll,
keeping the higher result. This technique may be used a number of times per day equal to the magistrate's Void ring (but
only once on any single roll).

Rank 4: Tracing the Flow


Each time the Magistrate clearly sees the entire successful casting of a spell he may spend a void point to attempt to
"understand" the spell. Roll Void + Shugenja Lore with the same TN as the spell (including any raises). Void points may
not be spent on this roll. Each success gives the character a "clue" about that spell. When the magistrate has gathered a
number of "clues" equal to the spell's mastery level he may create a scroll of that spell.

Rank 5: In the Hidden Heart


By briefly questioning a character (five minutes per school rank of the subject) and making a contested roll of Void +
Investigation vs. the target's Void the inquisitor can discover the guilt or innocence of the target. The questions need not
relate to the crime as the magistrate is examining the soul, not the answers.

Outfit:
(One item is of fine quality, the rest are considered to be of average quality): Katana, Wakazashi, Jitte, Scroll case,
Traveling Pack, 2 Kimonos, 5 Koku.
SCORPION
Iioka Family (Shosuro vassals)
By: Scott Gearin

The slim and frail looking members of this minor scorpion family rely more on words than blows. Those that do take up
the sword must respect their own weaknesses before mastering the weaknesses of others.
Benefit: +1 Agility

Iioka (Scorpion Clan) Bushi School


Benefit: +1 Intelligence
Beginning Honor: 1 + 5 boxes
Penalty: Students of this school may not use any of their techniques while wearing armor

Skills
Archery, Dance, Defense, Kenjutsu, Lore (bushi schools), Oration, and pick one low skill

Techniques
Rank 1: The Way of Grace
The bushi learns to control his body and weapons with subtlety rather than muscle. When rolling damage for any weapon
he has a skill of 3 or better with the character may roll Agility + Damage Rating instead of Strength + DR. The Character
also adds his Fire Ring to initiative rolls.

Rank 2: Learning to Learn


At this rank the Bushi is expected to begin mastering a variety of weapons. This constant training teaches the bushi the
most important lesson: how to learn. The experience point cost to improve any bugei skill the character has (already at
rank 1) is reduced by one point.

Rank 3: My Enemy's Weakness


At this rank the bushi has learned to counter or evade the multiple-attacks-per-round techniques of other schools. No
single opponent may make more than one attack per round on the bushi. If an opponent's second (or third) attack is
directed against the bushi it is lost without effect. This technique may never be used in combination with a technique that
grants multiple attacks.

Your Outfit
(All considered to be average quality) katana, wakizashi, bow, 20 arrows of any type, light armor, travelling pack, any 1
weapon, kimono, 2 koku.

Katokawa Family (Shosuro Vassals)


The Katokawa are known for their willingness to learn all there is to know about the courts and all that takes place within
them.
Benefit: +1 Perception
Katoaka (Scorpion Clan) School of Intrigue
Disadvantage: Not Samurai. May purchase samurai for 2 CP points.
Advantage: Quick may be purchased for 2 CPs.
Benefit: +1 Reflexes
Beginning Honor: 1 + 5 boxes

Skills
Stealth, Poison, Sincerity, Herbalism, Defence, any 2 Bugei, High or low skills

Techniques
Rank 1: Distraction of the Scorpion
The Katokawa can make a test of Awareness + rank vs. a TN of the higher of (Opponents Willpower or rank) X 5. If
successful the target is distracted and may not spend any Void and any Raises will increase the TN by 10 (not 5). This is
treated as Full Defence for the Katokawa.

Rank 2: The Taunt


The Katokawa can make a test of (Awareness + rank) vs. a TN of the higher of Opponents Willpower or Honor X 5, +10
if not already in combat. If successful the target is enraged by the words of the Katokawa. He must attack, and his next
attack must be a Full Attack. If done in combat, this is treated as Full Defence for the Katokawa.

Rank 3: Master of Court


The Katokawa is a master of honor distraction. With a successful Sincerity test, the Katokawa may redirect any honor
loss to another target, by weaving a grand tale, which the target is wise enough to not try to refute. The difficulty is equal
to (Honor of the new target + Honor of governing body) X 5. Example Bayushi Kachiko is trying to pass the blame for a
kidnapping on the Dragons (not the Scorpion). Her TN is 2 (honor of Dragon Bushi) + 3 (Honor of Mirumoto Daini) X 5.

Outfit
Travelling Pack, Kimono, 2 weapons or 1 plus Daisho if samurai, 2 types of poison (make up before play), 5 Koku.

Shosuro (Scorpion Clan) Assassin School


Benefit: +1 Perception
Beginning Honor: 1 + 5 boxes

Skills
Acting, Conversation or Seduction, Herbalism, Investigation, Poison, Sleight of Hand, Stealth

Techniques
Rank 1: The Underhand
The assassins first task is to be the eyes and ears of the Emperor. To see and deal with those threats others will not. The
Scorpion receives a free raise when using any low skill.

Rank 2: Sting not the Scorpion


At this rank the assassin has worked diligently to build up a tolerance for the tools of his craft. He gets to pick one
specific poison that he is immune to. If the poison is particularly strong it may make him dizzy or nauseous, but nothing
like what it should do. At each rank here after the character may pick another poison to which he becomes immune.

Rank 3: I Can Swim


The assassin is the master of unseen skills and hidden advantages. Once per adventure the assassin may "reveal" a skill
he possess. He may spend un-spent experience points to increase a skill one rank. This may also be used to purchase a
new skill at rank 1. Use of this technique does not require an action and may be done at any time.

Rank 4: My Only Virtue


The loyalty of the Scorpion is a thing few can fathom. Even fewer recognize its intensity. While performing a task for his
lord (or on behalf of those on his loyalty list) the Assassin may make a test of honor using his loyalty (his honor + 2) with
a TN of 5 x the number of wound ranks he has filled. If the test succeeds he may ignore all wounds (even death) for a
number of rounds equal to twice his loyalty rank. This may be done only once per day.

Rank 5: "Simplify, Simplify, Simplify"


At this rank the assassin has achieved the greatest mastery in the craft of poisons. He no longer needs to roll to succeed
when using the poison or herbalism skills. The character is entitled to any free raises, but may not make raises while
using this technique. If the assassin wishes to raise he must roll.

Outfit
(All considered to be average quality) Kimono, Katana, Wakizashi, Travelling pack, equipment, 3 Koku

Hitaki Family (Shoshuro Vassals)

The Hitaki family are the bodyguards of the Scorpion courtiers, and use their odd abilities to sniff out poisons in the
court. The family began when it's progenitor, Shoshuro Hitaki(then of the Shoshuro School) saved the Emperor from
being poisoned by telling a drop of potent poison on the lip of his sake cup.

"Legends tell of Shoshuro Hitaki, who saved the Emperor Hantei XV by smelling a single drop of Blood Lotus poison on
his Sake cup, even though he sat at the end of the table. After such heroism, it was said that he set at the left of that
Emperor for the rest of his days."
Benefit: +1 Perception

Hitaki Poisoner School


Benefit: +1 Reflexes
Beginning Honor: 0 + 5 boxes

Skills
Poison 2, Defense, Stealth, Plus two Ninjutsu

Rank 1: Scent of the familiar venom


Due to almost supernatural familiarity to poison, the Bodyguard is able to detect poison on a successful
poison+perception roll, up to 5 feet away/school rank. This ability ignores amount of dose, and can even detect poisons
in a sealed vial. This is not mereily a scent thing, it is a combination of all senses, and perhaps a supernatural sense to
poison.
Rank 2: Swimming in poisoned waters
Each time a particular poison is encountered by the Bodyguard, he becomes immune to it if he is successful in his saving
roll (Earth+school at a TN of 25). For each failed attempt at immunity, that does not lead to death, the Bodyguard gains
one free raise, to be used at the next attempt at immunity for that poison type only. This ability is often used so the guard
may taste the food of his charge for poisons.

Rank 3: The secret sting of the Scorpion


At this rank the Hitaki master is trained in the use of concealed needles to poison opponents in the heat of battle, as well
as a variety of hemotoxins that can be used to best result during the extertion of combat. If the bodyguard's charge is
attacked , and the guard has declared a full defense as his action for the round, he may make a poison+agility roll with a
TN equal to the attacking bushi's TN to be hit. If successful, the attaclomg Bushi is poisoned (Provided the poison master
has a vial of poison available). When the master uses this technique, the attack on his charge is redirected to the master
instead. The master does not get the bonus dice for full defense when he uses this technique.

Outfit
(all considered to be average quality) Kimono, Katana, Wakizashi, Travelling pack, equipment (includes poison ring)
UNICORN
Horiuchi Family (Iuchi Vassals)
By: JCMarshall & Scott Gearin

A small family within the Unicorn, it is unlikely to get any bigger in the foreseeable future as its Daimyo has yet to show
any sign of wanting to marry. There are many stalwart souls who have asked to join her family and honor her name.
Most Horiuchi are bushi though a small group of shugenja has also arisen.
Benefit: +1 Stamina

Horiuchi (Unicorn Clan) Bushi School


Benefit: +1 Stamina
Beginning Honor: 2 + 5 boxes

Skills
Archery (Based on Agility rather than Reflexes), Defence, Kenjutsu, Horsemanship, +1 High skill, +2 High or Bugei
skills

Techniques
Rank 1: Strength of the Unicorn
The bushi has learned how to use the fact that his is on horseback to his advantage when attacking and as such, may add
his Horsemanship skill to all damage rolls when on horseback.

Rank 2: Dangerous even Un-horsed


The bushi become proficient enough with horse based weapons that he can use them effectively off the horse as well as
on a horse. This does mean that the bushi could feasibly take a lance and use it while on the ground.

Rank 3: Horse and Rider as One


The bushi may attack twice per round as long as on horseback.

Outfit
(All considered to be fine quality)Katana, wakizashi, bow, 20 arrows or any type, light armor, helm, travelling pack,
steed, kimono, any 2 weapons, 8 koku

Horiuchi (Unicorn Clan) Shugenja School


The followers of Horiuchi have committed themselves to the mastery of the meishodo form of magic. They have at long
last made a breakthrough in shaping the energies released be speaking the words of creation. They have discovered a
secret way of singing the words that modulates the effect.
Benefit: +1 Perception
Beginning Honor: 2 + 5 boxes
Penalty: The Horiuchi school only has three ranks. The student may not advance beyond this limit. As practitioners of
meishodo, they may not learn Sense, Commune, or Summon spells, and all normal spells have their TN increased by 5.
Skills
Horiuchi shugenja may make one normal raise while using meishodo.
Calligraphy, Craft (jewellery), Herbalism, Horsemanship, Meditation, Singing, and pick one high skill

Beginning Spells
3 Water meishodo, 2 Fire meishodo, 1 Earth meishodo, and 2 Water spells.

Outfit
Same as Iuchi Shugenja (pg. 91)

Nozara Family (Shinjo Vassals)


By: JCMarshall

The Nozara are the only family within the Unicorn clan to actually want to live at the courts of the other clans and deal
with them on a permanent basis. Most Nozara are considered strange because they seem to prefer the indoors to the
outdoors and the stale air of a grand hall rather than the air rushing past them as they ride on the open plains.
Benefit: +1 Awareness

Nozara (Unicorn Clan) Courtier School


Benefit: +1 Willpower
Beginning Honor: 2, plus 5 boxes

Skills
Courtier, Etiquette, Law, Horsemanship, Archery + 2 High/Bugei Skills

Techniques
Rank 1: One Voice filled with Anger
The Courtier uses the rage within himself to further his goals of speaking. The Courtier may add a number of free raises
to his courtier skills equal to his Fire Ring.

Rank 2: One Voice, Louder than any Other


The Courtier learns how to pitch his voice so that even if he speaks in a calm tone, it will carry to all listening. This is
especially nasty when he raises his voice. When Courtier uses this technique, all within normal hearing will immediately
hear him. There is no way not too. This is useful when blaming someone of something unhonorable and you want to
make sure all know it, even if it sounds like only the person you're talking to is meant to hear it.

Rank 3: One Voice, One Word


The Courtier has learned how to encourage others to his way of speaking. When he speaks, all that listen must make a
Simple Willpower Test at TN 15 not to see the Courtiers point and agree with him. This TN grows to 20 if the person is
on the side of the argument, and to 25 if the person actually started off agreeing with the Courtier.

Outfit
(All considered to be of average quality) 2 Kimonos, travelling pack, steed, tanto, 4 koku,

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