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C H APT E R 3 : N E W P L AY E R O PT IO NS

New Techniques
qualities: Dangerous, Entangling, or Obscuring. The
weapon lands at the target position. All terrain within 1
range band of the targeted position gains that terrain
ew rōnin study, or continue to study, in formal schools, quality. This effect persists for one round, plus one addi-
but the techniques they learn are no less valuable than tional round for every two bonus successes.
the secretive wisdom of the Great Clan samurai. Whether If you fail, the weapon lands at the target position.
rōnin are taught by a mountain hermit, a veteran cam-
paigner, or the hard teacher of their own mistakes and New Opportunities
experiences, they are likely to know a few tricks that help
them match swords and wits with any foe. : Choose one additional terrain quality (Danger-
ous, Entangling, or Obscuring) to apply to the terrain.

New Kata Iron Shell Style Rank 3


To defend against a single, predictable blow, a warrior
The kata in this section cover the rough-and-ready bat-
can dig in, rooting themself and dispersing the force
tle techniques of rōnin, the practiced drills of ashigaru,
as it comes. Such a complete defense is exhausting to
the unique styles of foreign warriors, and more.
maintain, but it can keep a fighter on their feet when
they otherwise would surely have fallen.
general kata Activation: When you perform a Guard action, if you
The following kata are not limited to a specific weapon have not moved any range bands this turn, you may
or combat style, and they have close equivalents within spend in the following way:
most martial arts traditions. Earth or Void +: Choose one character you can
perceive per spent this way. The next time you
defend against physical damage from that character,
Chaotic Scattering Rank 2
your fatigue cannot be increased to a value greater
Chaos on the battlefield is generally to the advantage than your endurance. This effect persists until the end
of the underdog. Whether the fight is a sake house of your next turn.
brawl or a formal duel, a crafty warrior knows the right
time to knock over a table full of drinks, kick up dirt to Mind’s Edge Rank 1
create confusion, or position their katana in such a way
as to blind their opponent. The warrior focuses not on their foe’s hands, nor their
Activation: As a Movement and Scheme feet, nor their eyes, nor their sword. Rather, they watch
action using a readied improvised all and none of these things, perceiving their opponent’s
weapon, you may make a TN 2 energy and intentions throughout their entire body.
Survival (Air) check targeting Activation: Once per scene, after you perform an
one position at range 1–2. action that does not require a check while in a Void
Effects: You throw the stance, you may make a TN 1 Meditation (Void) check.
improvised weapon to the Effects: If you succeed, the next time you would
chosen position. receive strife, reduce the amount you receive by 3, plus
If you succeed, choose 1 per two bonus successes. This effect persists until the
one of the following terrain start of your next turn.

New Opportunities

Void : This effect applies each time you would


receive strife before the start of your next turn instead.
Void : You may use this technique one additional
time this scene.
CHAPT ER 3: NEW PL AYER O PT IO NS

Rider’s Haste Rank 2 of the critical strike (before any reductions), you suffer
it as normal and this effect ends. If the number is lower
Most samurai are trained in riding, as horses are a sym-
than or equal to the damage or the severity of the criti-
bol of their status and make travel far easier than it
cal strike, reduce it by that amount, to a minimum of 0.
would be on foot. Riding across a battlefield is a far
If you reduce it to 0, the character you chose suffers 5
more challenging task, however, and fully using the
strife. If you reduce the severity of a critical strike to 0
advantages a mount provides can take intense training
this way, you do not suffer it. This effect persists until the
for both steed and rider.
end of your next turn.
Activation: As a Movement and Support action, if
you are riding a mount, you may spur it to move
more quickly. close combat kata
Effects: Your mount receives an amount of fatigue up The following kata are performed with weapons using
to your ranks in Survival, then carries you that many the Martial Arts [Melee] or Martial Arts [Unarmed] skill.
range bands plus one, to a maximum of 6.
Improvised Assault Rank 3
Thunderous Hooves Style Rank 4
The character adapts something in their environment
The Ujik whom the Ki-Rin Clan first encountered as for use as an improvised weapon that suits their own
they traveled west were terrifying enemies not only fighting style. This might mean blocking hits with a
because of their skill with the bow, but also because of chair like a shield, swinging a heavy branch like a club,
the experience with which they handled their steeds, or even wielding an umbrella with a swordmaster’s
easily breaking infantry formations unprepared to face skill. Such improvised weapons rarely survive combat,
such heavy cavalry. Over the centuries, the Unicorn but even if a broken sake bottle won’t hold an edge for
Clan has both adopted the Ujik’s riding methods and long, a single good stab can often end a fight.
extensively studied many of their cavalry tactics to Activation: As a Movement and Support action, you
bring an entirely new art of battle to Rokugan. may make a TN 2 Tactics (Water) or Smithing (Water)
Activation: When you make a Fitness check as part of check using a readied improvised weapon.
a Movement action while mounted, you may spend Effects: If you succeed, you may choose a Martial Arts
in the following way: [Melee] weapon profile for a weapon similar in shape
+: One character at range 0 of your ending position to the improvised weapon (the GM has discretion over
per spent this way suffers fatigue and strife equal to whether the substitution is appropriate). Treat the
your mount’s silhouette unless they choose to immedi- improvised weapon as having that profile, with its dam-
ately move 1 range band away from you. age and deadliness reduced by 1. This effect persists
: Your mount may perform a Strike action with until the end of the scene, at which point the impro-
your assistance, targeting one character at range 0 (see vised weapon gains the Destroyed quality.
Assistance, on page 26 of the core rulebook).
New Opportunities
Void Embrace Style Rank 5
Water : You may immediately perform a Strike
It is said that some martial artists of surpassing skill can action using the readied weapon.
give themselves over wholly to the Void for an instant, Water : If you succeed, choose one of the fol-
foreseeing the exact arc of an attack and completely lowing item qualities: Cumbersome, Razor-Edged, or
negating it with little more than a gentle brush of the Snaring. The weapon is treated as having that quality.
hand. Tales abound of masters who matched steel with
only a flimsy reed or caught an opponent’s sword mid- Boar’s Wrath Style Rank 3
swing, but few warriors can say they have personally
seen such mastery on display. Tales have been told of samurai found dead, their
Activation: When you make a Meditation (Void) weapons shattered, their hands and feet bloody and
check during a duel or skirmish, you may spend in battered, amid mountains of their broken foes—a testa-
the following way: ment to the samurai’s final wrath. And such tales likely
: Choose one character you can perceive, then have a grain of truth, as any skilled brawler can attest
secretly select a number. The next time you are dealt to the danger posed by a fighter who is wounded and
damage by that character or suffer a critical strike desperate. Lashing out with a fury born of instinct and
inflicted by that character, reveal the number you chose. training, the warrior responds to harm in kind, smashing
If the number is higher than the damage or the severity enemies with hands, feet, and improvised weapons.

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C H APT E R 3 : N E W P L AY E R O PT IO NS

Activation: When you make a check to resist a criti- Deflective Defense Rank 3
cal strike during a skirmish, if you are Enraged and not
Large-enough weapons can, in a pinch, serve as shields
Incapacitated, you may spend  in the following way:
against missile attacks. If a warrior plants their weapon
Fire or Void +: Choose one of your unarmed profiles
in the ground and takes cover behind it with a narrow
or a readied improvised weapon. Each other character
profile, even a bisentō makes the likelihood of a lethal
at range 0–1 with vigilance lower than or equal to 
hit with an arrow or dart far lower.
spent this way suffers physical damage equal to the
Activation: As a Movement and Support action using
base damage of your unarmed profile plus 1 for each
a readied Cumbersome weapon, you may make a TN
 spent in excess of their vigilance.
2 Martial Arts [Melee] (Earth) check.
Effects: If you succeed, treat your physical resistance
Bonebreaker Style Rank 5
against attacks made by characters at range 2–6 as
As heavy weapons are exhausting to wield, each blow increased by your ranks in Fitness.
must count. A sufficiently skilled fighter who uses such a
weapon knows exactly where to strike to shatter a femur New Opportunities
or snap an arm and end the fight.
Activation: When you make an Attack action check Earth  : After you defend against physical damage
with a Cumbersome weapon, you may spend  in the from an attack made by a character at range 2–6, that
following way: character suffers 2 strife.
 : If your target would suffer a critical strike as a
result of this check, instead of making a check to resist, Flashing Steel Strike Rank 2
they suffer the severity 5–6: Debilitating Gash result
It is always risky to throw a strike with no intention
(see Table 6–6: Results of Critical Strikes by Severity,
of connecting, as any attack expends valuable time,
on page 270 of the core rulebook).
energy, and focus from one’s true cause: to defeat
the enemy. However, a well-placed feint can drive
Daring Swing Rank 3
the enemy back, putting them in a poor position for
Stories tell of pirates swinging from kusari-gama stuck the next move. Especially against opponents whose
into the mast or masters of the spear launching them- resolve is weak, a threatening display can be an
selves across gaps with ji. Few have seen such feats extremely valuable tool, setting up the blow that will
performed, though many Mantis sailors will gladly tell end the battle or driving them off entirely.
you of the time they swung from the rigging to tackle a Activation: As an Attack and Scheme action using a
shark hungry for their captain’s blood! readied weapon, you may make a Martial Arts [Melee]
Activation: As an Attack and Movement action using a (Air or Fire) check targeting one character in your
readied Snaring weapon, you may make a TN 3 Mar- weapon’s range. The TN of this check is equal to your
tial Arts [Melee] (Water) check targeting one position target’s vigilance.
within range of your weapon that you could not nor- Effects: If you succeed, your target must choose one
mally reach. The GM is the final arbiter of whether it is of the following:
reasonable that you could swing to this position.
$ Receive strife equal to your ranks in Perfor-
Effects: If you succeed, you snag your weapon on that
mance and the Dazed condition.
position (or another nearby feature of the terrain, such as
a beam or tree branch) and then swing to the position. $ Suffer a critical strike with severity equal to your
weapon’s deadliness.
New Opportunities

Water +: Choose a character at range 0 of your final New Opportunities


position with vigilance lower than or equal to the 
you spent this way. That character suffers physical dam-  +: If your weapon is Cumbersome, choose one
age equal to the number of range bands you traveled additional target with vigilance lower than or equal to
this round plus your bonus successes. your original target’s vigilance per   spent this way.

88
CHAPT ER 3: NEW PL AYER O PT IO NS

Iaijutsu Cut: Reverse Draw Rank 4 Landslide Strike Rank 2


Offhand draw cuts are a particularly unexpected Lashing out at the foe’s legs, the warrior forces their
move, especially among reputable duelists. Taking enemy to either abandon their stance or be knocked
up a reverse grip with the blade down using the off from their feet. This tactic is especially effective on
hand, the warrior makes a quick upward draw, cutting uneven ground, as the enemy must watch their footing
for their foe’s face or torso. While this draw leaves the or risk even further injury.
user vulnerable, such an unorthodox draw can often Activation: As an Attack and Scheme action, you may
end the fight before it begins. make a Martial Arts [Melee] (Earth or Water) check tar-
Activation: As an Attack, Movement, and Scheme geting one character in your weapon’s range. The TN is
action using a sheathed Razor-Edged weapon, you equal to the target’s vigilance. If your target is in Danger-
may make a Martial Arts [Melee] check targeting one ous, Entangling, or Obscuring terrain, the TN is 1 instead.
character at range 1. The TN of this check is equal to Effects: If you succeed, your target must choose one
your target’s vigilance. of the following:
Effects: You draw and ready the sheathed weapon in a
one-handed grip. You suffer the Disoriented condition. $ Receive fatigue equal to your ranks in Fitness
If you succeed, your target suffers physical damage and the Prone condition.
equal to your weapon’s deadliness plus 1 for every two $ Switch to a different stance of their choice and
bonus successes. suffer the Immobilized condition.

New Opportunities
New Opportunities
: If this damage causes your target to become Inca-
pacitated, they suffer a critical strike with severity equal +: If your weapon has the Cumbersome quality,
to the weapon’s deadliness plus your bonus successes. choose one additional target with vigilance lower than
or equal to your original target’s vigilance per
Iaijutsu Cut: Sword and Sheath Rank 2 spent this way.

Bashing your enemy with a sheathed blade is hardly Laughing Fox Style Rank 4
a refined move, but it can give a fighter the space
needed to free their blade. By striking, then pulling off The moment after a strike has been launched but
the sheath in a single movement, the fighter also gives before it lands is one of great vulnerability for the
t m a n a n t at m rōnin attacker—and, if a martial artist is sufficiently skilled, a
carry iron-shod sheaths for this very purpose. threat to other foes nearby. By carefully deflecting an
Activation: As an Attack and Movement action using attack or grabbing a nearby foe and pulling them into
a sheathed Razor-Edged weapon, you may make a TN the path of the blow, a cunning fighter can send two
2 Martial Arts [Melee] check targeting one character foes toppling with a single move.
at range 0–1. Activation: When you are targeted by an Attack action,
Effects: If you succeed, your target suffers 5 physical if you have an empty hand, you may spend 1 Void
damage with deadliness 2, plus additional damage point to immediately make a Martial Arts [Unarmed]
equal to your bonus successes. (Air) check targeting another character at range 0–1
You draw and ready the sheathed weapon in a other than the attacker. The TN is equal to the new
one-handed grip in one hand and its sheath (see page target’s vigilance.
112) in a one-handed grip in the other hand. Effects: If you succeed, you cease being the target of
the Attack action, and your target becomes the target
New Opportunities of that action instead.

: If you succeed, your target suffers the Dazed condition. New Opportunities

: If you succeed, move 1 range band away from


the attacker.
: If you succeed, the new target also suffers physi-
cal damage equal to your ranks in Skulduggery.
: If you succeed, both the attacker and the new
target suffer the Prone condition.

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C H APT E R 3 : N E W P L AY E R O PT IO NS

Piercing Bolt Style Rank 3 Snapping Branch Strike Rank 1


Long-hafted weapons have the advantage of reach, The warrior whirls the haft of their weapon, jabbing at
but this does not mean that mobility cannot play a a foe with the butt or blunt end. By wielding a polearm
key role in fighting styles built around a spear or ax. A or club in this manner, a character can essentially use it
slash or jab that might only cause a light wound from as a staff, letting them strike enemies inside its normal
a standing position becomes far deadlier with the threat range.
weight of a charge or throw behind it. Activation: As an Attack and Support action using a
Activation: When you make an Attack action check using readied blunt weapon or polearm, you may make a
an ax or polearm, you may spend  in the following way: TN 3 Fitness (Earth) check targeting one character at
: Treat the deadliness of your weapon as increased by range 0–1.
the number of range bands you have traveled this round, Effects: If you succeed, your target suffers physical
and if you threw it, add the number of range bands it has damage equal to 5 plus your bonus successes with
traveled this round. deadliness 2.

Reckless Lunge Rank 2 New Opportunities

A diving tackle or flying kick is never an especially safe  +: Your target must resist with a TN 4 Fitness
way to get around a battlefield full of sharp objects check (Air 2, Water 5) or be pushed 1 range band
and the angry people holding them, but sometimes away from you per   spent this way.
closing the gap with a dangerous foe is worth the risk
of a leaving oneself prone and open to counterattack. Swirling Tempest Style Rank 5
Activation: As an Attack and Movement action using
your unarmed punch or kick profile, you may make a A spear or club’s reach not only allows it to threaten
TN 3 Martial Arts [Unarmed] (Fire) check to launch foes at a distance, but also gives its wielder the ability
yourself at a target at range 2–3. to engage more foes, threatening numerous enemies
Effects: You move to range 0 of your target and suffer simultaneously with a furious crash of blows.
the Prone condition. Reduce the TN of your target’s Activation: When you make a Martial Arts [Melee]
next Attack action check targeting you by 1. check with a blunt weapon or polearm, you may spend
If you succeed, your target suffers damage equal to  in the following way:
the base damage of your unarmed punch or kick profile +: Choose one character in range of your weapon
plus your ranks in Fitness and must make a TN 3 Fitness other than your target with vigilance lower than or equal
check (Water 2, Air 5) or suffer the Prone condition. to  spent this way. That character suffers physical dam-
age equal to your weapon’s base damage. You may
New Opportunities activate this  multiple times, choosing a different char-
acter each time.
: If you succeed, your target receives strife equal to
your bonus successes. Thunderous Blows Style Rank 2
 : You do not suffer the Prone condition.
One advantage of a blunt weapon is that it can be
wielded with reckless abandon compared to an edged
Rushing Ox Style Rank 3
weapon. A warrior with a blunt weapon does not need
With a roar of determination, the warrior plows for- to waste energy targeting weak points in the enemy’s
ward, heedless of obstacles and foes, to strike a armor and can simply batter them down with sheer,
particular enemy. overwhelming force.
Activation: When you perform a Maneuver action Activation: When you make an Attack action check
during your turn, you may spend  in the following way: with a blunt weapon, you may spend  in the
Fire or Water  : After you move, you may perform following way:
a Strike action using a readied Martial Arts [Melee] Fire  +: One character at range 0–1 of your target
weapon or Martial Arts [Unarmed] profile targeting one per   spent this way receives 1 fatigue, or 3 fatigue
character. The target must be in range of the readied if they are suffering the Dazed condition.
weapon or unarmed profile, and the TN for the Strike
action is equal to your target’s vigilance. You can only
target a character you moved toward this way.

90
CHAPT ER 3: NEW PL AYER O PT IO NS

Twin Streams Style Rank 3


Ranged Combat Kata
Wielding two blades as a single instrument of violence,
The following kata are performed with weapons that
the fighter stabs into their foe with both points or
use the Martial Arts [Ranged] skill.
drives home two simultaneous slashes. By presenting
two threats simultaneously, the warrior makes it much
harder to guard against either.
Eyeless Sight Shot Rank 4
Activation: When you perform an Attack action check To hit a target without seeing it is a masterful feat for
using a sword or ax, if you have another readied any warrior who specializes in projectile weapons.
weapon of the same category, you may spend  in the Whether by firing through dense underbrush to hit a
following way: deer by the sound of its steps or banking a slingstone
 : If your target suffers a critical strike as a result off a wall to hit a foe when you feel their heavy foot-
of this check, increase its severity by the deadliness of falls shake the floorboards, there are many ways to use
your other readied weapon. one’s other senses to place a shot.
Activation: As an Attack and Movement action using a
Wheeling Sweep Rank 3 readied ranged weapon, you may make a Martial Arts
[Ranged] (Void) check targeting one character within
Grappling and throwing are important parts of the
your weapon’s range to whom you do not have direct
repertoire of most combatants, as few strikes do
line of sight. The TN of the check is equal to the tar-
more harm than an enemy’s own momentum directed
get’s vigilance.
toward the ground. Kicking an enemy’s leg out from
Effects: If you succeed, your target suffers physical
beneath them or seizing a striking arm can quickly lay
damage equal to your weapon’s base damage and
even a tough foe low.
receives strife equal to your bonus successes.
Activation: As an Attack and Movement action target-
ing a character with silhouette 2 or lower using your
unarmed punch profile, you may make a Martial Arts
Falling Heavens Shot Rank 5
[Unarmed] (Water) check targeting one character Arrows, stones, and darts have an arc when fired, trav-
at range 0. The TN of this check is equal to your tar- eling not in a straight line to a target but in a curve.
get’s vigilance. The better an archer understands this curve intuitively
Effects: If you succeed, you hurl your target 1 range or intellectually, the better their aim. Rumors and
band in the direction of your choice, plus 1 range band heroic tales recount the exploits of archers with such
for every two bonus successes. Your target suffers the skill that they can fire bolts straight up, predicting their
effects of falling the distance they were moved (see landing position perfectly and using this to catch foes
page 269 of the core rulebook). totally unaware.
Activation: Once per scene as an Attack and Move-
New Opportunities ment action using a readied ranged weapon, you may
make a Martial Arts [Ranged] (Void) check targeting
: Choose one character within a number of range
one character within your weapon’s range. The TN of
bands equal to the distance you threw the target.
this check is equal to your target’s vigilance.
Instead of hurling your original target into the ground,
Effects: If you succeed, at the start of your target’s next
you hurl the target at that character, who must resist
turn, they suffer a critical strike with severity equal to
with a TN 4 Fitness check (Earth 3, Fire 6) or suffer
your weapon’s deadliness.
the same amount of damage the original target suffers
from falling and the Prone condition.
New Opportunities
+: Reduce the physical damage your target suffers
from falling this way by 2 per  spent this way. +: You may delay this effect for one additional round
per  spent this way. For each round you delay this way,
you increase the deadliness of the critical strike by 2.

Staggering Shot Rank 2


Putting an arrow at a foe’s feet can cause them to stum-
ble or trip, and an experienced archer knows how to
take full advantage of this, planting bolts to break an

91
C H APT E R 3 : N E W P L AY E R O PT IO NS

enemy’s stride or pinning their clothes to slow them Activation: When you perform a Martial Arts
down, making any approach extremely treacherous. [Ranged] check, you may spend in the
Activation: When you perform a Martial Arts [Ranged] following way:
check, you may spend in the following way: Air or Void : If you did not succeed, choose another
Earth or Fire : Your target treats all terrain as hav- target at range 0–2 of your target with vigilance lower
ing the Dangerous quality. This effect persists until the than or equal to your target’s. The new target suffers
end of your next turn. physical damage equal to your weapon’s base damage.
Air or Water : Your target treats all terrain as hav-

e Sh i
ing the Entangling quality. This effect persists until the
end of your next turn.

Swirling Viper Style Rank 3 While rōnin, commoners, and gaijin may lack Rokugani
courtly refinement or a samurai education, they often
Firing a bow while moving is extremely difficult, but a make up for this with insightful perspective, worldly
master archer can nock and fire an arrow even as they wisdom, flexible thinking, or the courtly and educa-
sweep backward to gain distance from their enemy. tional background of their land of origin.
Activation: When you perform a Maneuver action
during your turn, you may spend in the following way:
Air or Water : After you move, you may perform
earth shūji
a Strike action using a readied Martial Arts [Ranged] Earth shūji focus on the practical and grounded, from
weapon targeting one character in range, treating the the wisdom of those who work to the rousing shout of a
TN as equal to your target’s vigilance. You can only tar- hardened drill sergeant.
get a character you moved away from this way.
Bellow of Resolve Rank 1
Wasp’s Spite Style Rank 4
A well-timed word of encouragement or shout of warn-
Unlike most bees, a wasp can sting multiple times ing can get a fighter back on their feet at a crucial
before expiring, letting it threaten numerous foes. moment, which can mean the difference between life
So too can a skilled archer menace one target while and death on the battlefield.
secretly aiming at another, Activation: Once per scene as a Support action, you
forcing all enemies in their may make a TN 2 Command (Earth) check targeting
sight to wonder: “Is it me one Compromised or Incapacitated character.
they are aiming at?” Effects: If you succeed and your target is Compro-
mised, they remove strife until their strife is equal to
their composure minus 1.
If you succeed and your target is Inca-
pacitated, they remove fatigue until
their fatigue is equal to their endurance
minus 1.

New Opportunities

Earth : You may use this technique


one additional time this scene.
Earth : This technique instead targets
any number of Compromised and Incapaci-
tated characters of your choice in the scene.

Look Out! Rank 3


When the first arrow falls, a word of warning can
save dozens of lives.
Activation: When you make a check to resist an
effect, you may spend in the following way:
Earth +: One character per spent this way may
immediately switch to a stance of their choice.
CHAPT ER 3: NEW PL AYER O PT IO NS

Mentor’s Guidance Rank 5 Effects: If you succeed, each character who performs
an Attack or Scheme action targeting that character
n rōnin h s h i n n u h r h d
counts as having your assistance (see Assistance, on
age tend to be considered especially wise. Many con-
page 26 of the core rulebook). This effect persists until
sider it their duty to explain the tricks they have used
the end of your next turn.
to stay alive to their younger compatriots.
Activation: Once per scene as a Support action, you
New Opportunities
may make a TN 4 Command (Earth) or TN 4 Perfor-
mance (Earth) check targeting one character. Air : Choose one of the target’s disadvantages you
Effects: If you succeed, choose one of your kata, nin- know. Each character who performs an Attack or Scheme
jutsu, or shūji techniques. Your target may use that action targeting that character may exploit that disadvan-
technique as if they knew it. This effect persists until tage without spending a Void point (see Exploiting a Tar-
the end of the scene. get’s Disadvantage, on page 101 of the core rulebook).

air shūji Ruse of the Moon’s Reflection Rank 5


Sometimes, it is said, a deception must begin with Things are not always as they seem—the moon’s light
one’s allies. Of course, most people who frequently falls upon the water and appears to be within arm’s
mislead their comrades tend to find themselves mys- reach, yet none can touch it. To lead is to tell your sub-
teriously bereft of allies before long. ordinates not the truth, but what they need to hear to
accomplish their objectives. To face an enemy general
Flowering Deceptions Rank 1 is not to move your troops against theirs, but to imag-
ine their troops as if they were your own and to maneu-
With a few well-chosen words, a skilled leader can cre-
ver them to the positions required for your victory.
ate an opening for one person while impeding another.
Activation: As a Scheme action, you may make a Com-
Allowing one opponent to have an edge can cause
mand (Air) check targeting any number of characters
them to inadvertently trip up one of their allies. Alter-
in the scene who are not hostile to each other. The TN
natively, exposing one’s own ally to adversity can give
is equal to the highest vigilance among your targets. In
another a key opportunity to strike unhindered.
a mass battle, you must target all commanders (other
Activation: Once per scene, as a Scheme and Support
than yourself, if applicable).
action, you may make a Courtesy (Air) or Tactics (Air)
Effects: If you succeed on that check during an
check targeting two other characters who are not hos-
intrigue, skirmish, or duel, you may exchange the ini-
tile to each other. The TN of the check is equal to the
tiative values of any number of the targets.
highest vigilance among your targets.
If you succeed on that check during a mass battle,
Effects: If you succeed, choose one target and increase
you may reveal that two leaders of the same army have
the TN of their next check by 2. Decrease the TN of the
exchanged cohorts and positions.
other target’s next check by 2. This effect persists until
the end of your next turn.
water shūji
New Opportunities Water shūji reflect an awareness of one’s environment
and surrounding dynamics, letting oneself ebb and
Air : Neither of your targets realizes your duplicity in
flow with the circumstances.
hindering one to help the other.
Air : You can use this technique one additional
Eyes Up! Rank 1
time this scene.
ōnin h s nd h ir i n h i d rn
Pack Gambit Rank 3 expand their senses before the fight begins, letting
them leap from bedroll to battle in an instant or react
Whether in conversation or in a fight, numbers account
quickly to unexpected threats.
for a great deal, but only if they are guided by a single
Activation: Once per game session at the start of a
purpose. To make best use of a large force, a character
scene, or as a Support action, you may make a TN 2
must be able to give direction, helping multiple others
Scholar skill (Water) check targeting one character.
make the most of their efforts to both collaborate and
Effects: If you succeed, that character treats their focus
exploit enemy weaknesses.
as 2 lower (to a minimum of 1) and their vigilance as 2
Activation: As a Scheme action, you may make a TN 3
higher. This effect persists until the end of the scene.
Social skill (Air) check targeting one character.

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New Opportunities
Fire Shūji
Water +: Choose one additional target per  spent
Fire shūji are fundamentally meant to incite—to stir the
this way.
swell of emotions in others, drawing those others forth
Water : This effect persists until the end of the next
to reach their potential, their greatness, or in some
scene instead.
cases, their doom.

Fluent Bargaining Rank 2


Illuminate the Way Rank 1
“And, of course, our fee will need to cover various
Fire pushes back the darkness, but it is knowledge that
expenses…”
truly lights up the world. On the fringes of society, one
Activation: When you make a Commerce (Water)
encounters those whose wisdom is gained through
check to negotiate payment for a job, you may spend 
firsthand experience.
in the following way:
Activation: Once per session at the start of a scene, or
Water +: If you succeed, you also convince the client
as a Support action, you may make a TN 2 Scholar skill
to pay 10% of the fee up front per  spent this way.
(Fire) check targeting one character.
Effects: If you succeed, that character treats their vigi-
Malleable Formation Rank 3
lance as 2 lower (to a minimum of 1) and their focus as
Picking the right person for the job is a key skill for 2 higher. This effect persists until the end of the scene.
any leader, whether they are an experienced carpenter
building a house or a great general commanding an New Opportunities
army. So too is knowing when to change tactics—or
Fire +: Choose one additional target per  spent
opponents—even in the midst of a conflict.
this way.
Activation: Once per scene as a Movement and Support
Fire : This effect persists until the end of the next
action, you may make a TN 2 Command (Water) check
scene instead.
targeting two willing characters at range 0–2 of you who
could reasonably reach one another’s positions.
Effects: If you succeed, your targets immediately move Goading Taunt Rank 3
the range bands to switch places. If they do, each tar- Ikoma Bards are known for their scathing insults—but
get may select a new stance. for foulness of tongue and raising ire, even these mas-
ters of provocation are put to shame by some rōnin.
New Opportunities Activation: Once per scene as a Scheme action, you
may make a Performance (Fire) or Tactics (Fire) check
Water  : You can use this technique one additional
targeting one character. The TN of the check is equal
time this scene.
to your target’s vigilance.
Effects: If you succeed during an intrigue encounter or
Watch My Back Rank 5
a duel, your target receives strife equal to their honor
Putting your full faith in someone else is the greatest rank unless they forfeit that much honor.
risk a warrior can take. By fighting together without res- If you succeed on the check during a skirmish,
ervation, two can accomplish the deeds that a dozen that character must immediately move 2 range bands
could not undertake if each operates individually. toward you unless they choose to receive 3 strife, plus
Activation: Once per scene as a Movement and Sup- 1 additional strife for every 2 bonus successes.
port action, if you are in a Water stance, you may call If you succeed on the check during a mass battle, that
for a character at range 0–2 to cover you while you rush character must target your cohort with an Assault or Chal-
to complete an important task. lenge action next turn, unless they choose to receive 3
Effects: The character you chose may immediately strife, plus 1 additional strife for every 2 bonus successes.
perform a Guard action (see page 265 of the core rule- If you succeed or fail, reduce the TN of your target’s
book) targeting you, ignoring range restrictions. next check by 1.
If they succeed, you may move up to 2 range bands.
Reduce the TN of the next action check you perform New Opportunities
this turn by 1.
Fire  : You may use this technique one additional
time this scene.

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CHAPT ER 3: NEW PL AYER O PT IO NS

Roar of Encouragement Rank 5


A shout of triumph or desperation can pierce the
fog of exhaustion, drawing a warrior back to the now
and focusing their energies. A skilled commander
knows exactly when to raise their voice and drive
their forces on to the final push, eliminating a key foe
or turning the tide of the battle with renewed vigor.
Activation: Once per scene as a Support action, you
may make a TN 3 Command (Fire) check targeting a
friendly character.
Effects: If you succeed during a skirmish, your target may
immediately perform a Strike action with your assistance
Tonight, I Am Your Opponent Rank 3
(see Assistance, on page 26 of the core rulebook).
If you succeed on the check during a mass bat- Normally, interrupting someone else’s duel of honor
tle, your target’s cohort may immediately perform an or battlefield clash is an act of substantial dishonor
Assault action (see page 278 of the core rulebook) with affecting all involved. However, sometimes a dueling
your assistance on the check. warrior will swallow their pride and let someone else
step in. By making an impassioned plea to a friend,
New Opportunities speaking nobly to an old rival, explaining why it would
be improper for the pair to fight, or simply having such
Fire +: Choose one additional target to immedi-
conviction that no others can question their honor, a
ately perform a Strike (or Assault) action per spent
speaker can attempt to cut into a one-on-one fight
this way.
between two other warriors.

void shūji
Activation: Once per game session as a Scheme and
Support action, you may make a TN 3 Social skill
Void shūji represent the culmination of purpose the (Void) check targeting one character who is currently
instant of realizing the truth of a matter and knowing fighting in a duel or clash.
how to pursue it or inspiring that surety in others. Effects: If you succeed, you immediately replace your
target in the duel or clash, staking your own honor and
glory as usual. Your target forfeits half the honor and
Wanderer’s Resolve Rank 1
glory they staked upon fighting uninterrupted.
A samurai with a lord can find resolve in the loyalty If you share a bond with the character you are
they feel, but a samurai with no lord has no easy well- replacing or with their adversary (see Bonds, on page
spring from which to draw resolve. This hardship and 187), no character must forfeit honor or glory for
i ati n r an a a rōnin t i r a r- your interruption.
tainty all their own, for if they do not act, no one else
will. The lives of their friends—of those who depend Bond of Heroes Rank 5
on them—rest solely in their hands.
Activation: Once per scene as a Support action, if you Whenever heroes arise—whether they are the Seven
are in a Void stance, you may focus on protecting what un r a ing u ng r n umb rōnin
is important to you. defending a backwater village from bandits—it’s not
Effects: You remove 3 fatigue and 3 strife, plus 3 just their force of arms that makes them legends. Their
fatigue and 3 strife for each Compromised or Incapac- bonds, their feelings for one another: these are what
itated character in the scene with whom you share a drive them to great deeds, and why people tell their
bond (see Bonds, on page 187). tales time and again across the ages.
Activation: Once per game session as a Support
action, you may make a TN 5 Performance (Void)
check targeting each character who shares a bond with
you in the scene.
Effects: If you succeed, each target removes 5 strife
and 5 fatigue, plus 1 for every two bonus successes
(see Bonds, on page 187).

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New Rituals
these formulations on alignment with the universe,
such as by altering their ingredients’ ratios based on
the phase of the moon or on the elemental balance
Every land has rituals: customs, beliefs, and practices within the patient’s body.
that straddle the bridge between the mundane world Activation: As a downtime activity using an alchemy
and the misty shore of the supernatural. This section kit (see page 114), you may make a TN 3 Medicine
contains several rituals practiced in the Ivory Kingdoms (Water) check targeting one character.
and the Qamarist Caliphate, as well as some known to Effects: If you succeed, your target removes twice as
rōnin and other wanderers in Rokugan. much fatigue when they rest and reduces the TN of
their checks to remove conditions by 2. This effect per-
Balancing Salve Rank 1 sists until the end of the game session.
[Qamarist Region]
New Opportunities
Within the known world, al-Zawira in the Qamarist
Caliphate is said to have reached the greatest height  +: Choose one additional target per   spent
of the medical arts and sciences. Researchers there tire- this way.
lessly experiment and meticulously record their results,
seeking to understand life, death, the states of matter, Fortitude Draught Rank 3
and the transitions between them all. Due to the influ- [Qamarist Region]
ence of the academies and numerous published texts
on medicine and alchemy, many citizens of al-Zawira are The alchemists and physicians of the Qamarist Caliph-
learned in the basics. ate are interested not only in treatment, but also in
Members of the caliph’s Shieldbearers, for instance, proactive uses of their arts to promote health, vitality,
learn as part of their training to use an admixture and sanitation. While the more experimental efforts of
of herbs alongside targeted pressure to stabilize a some researchers seek to awaken the spark of vital-
wounded patient, keeping them alive until a skilled ity in the base elements of life, more common efforts
physician can arrive on the scene. The user must know use herbs and other ingredients to invigorate already
how to apply the cure to the specific ailment, whether living flesh. Alchemical knowledge to strengthen the
it be using hyssop oil to prevent disease from catching body against attacks both spiritual and physical is a
or balancing elemental influences to drive away hostile prized achievement of al-Zawira scholars.
spirits with mercury and sulfur. Activation: As a downtime activity using an alchemy
Activation: Once per scene as a Support action using kit (see page 114), you may make a TN 4 Medicine
an alchemy kit (see page 114), you may make a TN 2 (Earth) check targeting one character.
Medicine (Air) check targeting one character with the Effects: If you succeed, your target adds one bonus suc-
Dying or Afflicted condition. cess to their successful checks to resist critical strikes,
Effects: If you succeed, remove the Dying or Afflicted plus one for every two bonus successes on the Medicine
condition from that character. The target suffers the check. This effect persists until the end of the next scene.
Unconscious condition and cannot be awakened until
the end of the scene. New Opportunities

+: Choose one additional target per  spent this way.


New Opportunities : If you succeed, your target also adds the same num-
: If inspected by someone who does not know this ber of bonus successes to their successful checks to
ritual, the target appears to be dead. resist supernatural effects (such as the effect of an invo-
 +: Choose one additional target per   spent cation or mahō technique).
this way.
Restorative Transmutation Rank 5
Elixir of Recovery Rank 2 [Qamarist Region]
[Qamarist Region] Surgery is not uncommon in most lands, but when
While certain herbs and materials can help to keep an the pinnacle of surgical knowledge is combined with
injured patient alive, others can dramatically acceler- alchemy, it can lead to near-miraculous restorations.
ate recovery times, reducing pain, increasing mobility, Surgeons have even been able to reattach severed
and driving off inflammation. Some alchemists base limbs, using alchemy to reignite the spark of life in

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CHAPT ER 3: NEW PL AYER O PT IO NS

what should be dead flesh. While true resurrection Wayfarer’s Path Rank 2 GOLDEN AGE
has never been achieved by an alchemist—at least, INSPIRATIONS
rōnin at i n r rtain t in it un rtainty
not by any who have shared such a theologically
u many rōnin a tra iti n an ritua t at ar
troubling discovery—substantial progress has been During the period
simple: dropping a leaf and letting the wind carry it, sometimes called the
made on healing injuries and treating diseases once
casting dice and reading their direction, or even let- Islamic Golden Age
thought incurable. (roughly the eighth
ting a staff fall and walking the path it indicates. While
Activation: As a downtime activity using an alchemy through thirteenth cen-
these methods are not the courtly divinations of Great
kit (see page 114), you may make a TN 6 Medicine turies CE), scientists,
Clan samurai, many wandering warriors put a great artists, and scholars
(Void) check targeting one character who suffered a
deal of faith in them. in the Middle East and
critical strike of severity 7–8 Permanent Injury or severity
Activation: Once per game session as a downtime North Africa made
9–11 Maiming Blow in the previous scene. If a limb was numerous far-reaching
activity while at a crossroads, in the wilderness, or in
detached, you must have that limb to attempt this ritual. advances in philosophy,
another place where your path is unclear, you may
Effects: If you succeed, you remove any disadvantage the medicine, science, and
make a TN 3 Meditation check. art. Many of the most
character received as a result of the critical strike, and they
Effects: If you succeed, you encounter a sign of one of famous scholars of that
instead gain the Horrible Scar adversity (see page 72). era studied multiple
the following based on the ring you used:
disciplines, trying to
New Opportunities $ Earth: Direction of someone with whom you
learn about the world
through scientific and
share a bond.
+: If you succeed, instead of gaining the Horri- spiritual pursuits alike.
H
ble Scar adversity, the character gains the Dashing Scar $ Water: Direction of an opportunity to
instance, was a famous
distinction on page 69. make money. scientist and alchemist
$ Fire: Direction of the nearest whose works have had
Cleansing of Coral and Gold Rank 3 large-scale conflict.
an enormous impact on
both science and occult-
[Ivory Kingdoms Region] $ Air: Direction of a person related to your past ism, for he researched
both with the same
The Yodha who guard the Ghostlands have spent or desire.
level of scrutiny.
centuries mastering the art of survival in defiled lands $ Void: Direction in which you are needed most.
and while hunting those lands’ denizens. As such, In addition to the scientif-
ic endeavors of scholars
they train in purification rituals that can cleanse food
from real-world history,
and water of the affliction of the Ghostlands and can New Opportunities the work of real-world
even give those who consume the food and water natural philosophers also
greater resistance against foul beings. +: You see a sign revealing the same information inspired the techniques
Activation: As a downtime activity using a small piece for one additional person in the scene per spent of the fictional Qamarist
this way. Caliphate’s scholars, phy-
of coral and one koku’s worth of gold, you may make sicians, and alchemists.
a TN 3 Theology (Void) check targeting a quantity of While historical figures
food and water sufficient for one person for a day. This of the Islamic Golden
does not consume the coral or gold. Age and their fascinating
studies of the universe
Effects: If you succeed, the food and water are
can be good inspiration
cleansed of the Unholy item quality if they had it, and for stories of alchemy
they are spiritually safe to consume. They remain this and adventure in the
way for twenty-four hours. Qamarist Caliphate (or in
Rokugan, if one is playing
a character from that
New Opportunities region), players should
keep in mind that the
+: If you succeed, you cleanse food and water suffi- figures’ scientific contri-
cient for one additional person per spent this way. butions have also been
+: If you succeed, each character who partakes of incredibly significant to
world history, and should
this food and water reduces the TN of their next check to
be handled with respect.
resist any effect from an Otherworldly or Tainted being,
or from a mahō technique, by per spent this way.
This effect persists until the end of the game session.

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New Gear and Items ivory kingdoms


weaponry
While ancestral weapons and masterworks are heirlooms
Rarely encountered in Rokugan, the weaponry of the
to be protected from generation to generation, many
Ivory Kingdoms reflects the fighting styles favored by
weapons in a samurai’s arsenal are considered dispos-
the people who live in those lands. Weapons develop
able, or even designed as such. The rōnin does not have
to suit warriors’ techniques and commonly encoun-
this luxury. Without the seemingly endless resources of
tered situations, and rarely the other way around. With
a clan, without quartermasters, sword polishers, or clan
their adept cavalry and sophisticated traditions, war-
blacksmiths, a rōnin must make do with what they have
riors of the Ivory Kingdoms prefer curved blades, back-
and make their precious few tools last. Most rōnin ulti-
swords, and weapons designed to intimidate as well as
mately accept weapons that true samurai would scorn,
to overcome foes with significant size advantage.
such as those associated with the peasantry, scavenging
whatever they can from their fallen foes. Principles are
expensive, and rōnin can afford precious few.
Gada
A common heavy weapon in the Ivory Kingdoms, espe-
Chain Whip cially among caravan guards along the Sand Road, the
gada consists of a long shaft capped with a spherical
A specialized weapon made from a series of several
head with a pointed spike at the very top. Most gada are
stiff metal rods connected by chain loops. This long,
made of iron, but ceremonial versions are often gilded
flexible whip is used single-handed, with a wooden
or dipped in molten gold. Red-coral gada are especially
or metal grip on one end and a sharp metal dart on
effective against the rakshasa of the Ghostlands and are
the other. Non-combat whips also exist, though very
highly prized weapons associated with the Ivory King-
sparsely, in Rokugan. Such whips are typically made of
doms’ greatest warriors. Gada come in massive sizes
a thick leather cord and are used by Unicorn farmers in
designed to crush the skulls of charging mounts and in
remote areas to manage livestock.
smaller versions designed to be wielded in pairs.

Kuwa Talwar
Like many weapons associated with the peasantry, the
The Ivory Kingdoms sidearm is the talwar, or
kuwa is a weaponized farming implement. Based on the
“single-edged sword.” A curved saber with one sharp
hoe, it is a chopping weapon that is wielded similarly to
edge and a cross-guarded hilt with a knuckle-bow, it is
a two-handed axe. The wielder uses the sharp end to
designed to be wielded in a specialized one-handed
fling dirt into an opponent’s face before following up
grip. The sword’s hilt is bulb shaped, requiring that
with a devastating chop. The butt end of the handle is
the sword be held differently than those forged by
also utilized in most kuwa fighting styles as a blunt ram-
Rokugani. This and the blade’s unusual balance means
ming weapon or to block an assailant’s initial attack.
that talwar fighting requires special training; attempting

Sling
Perhaps the humblest of projectile weapons, the
sling is a length of braided cord with a pouch for
holding a stone. The wielder swings the stone
within the sling for momentum, then releases
one end of the sling to propel the stone a great
distance. Many samurai underestimate a sling’s
usefulness, considering it a peasant weapon at
best and a toy at worst. But in the right hands, a
sling’s range is greater than that of a bow, and a
slung stone can kill an unarmored foe instantly
on impact. In addition to being popular among
rōnin and peasants, the sling is favored by the
Sparrow Clan due to its inexpensive production
and the ease of acquiring ammunition.

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CHAPT ER 3: NEW PL AYER O PT IO NS

to use the sword as one might a Rokugani blade can


break the talwar or injure one’s wrist. However, when a
talwar is wielded correctly, the wider cutting tip at the
end of its blade affords it more cutting power, making
this sidearm an especially deadly weapon.

Urumi
Considered one of the most challenging weapons to
train with, the urumi, or “whip sword,” is a specialized
weapon. Even just to start learning to use it, a person
must first know both swordfighting and chain weap-
onry. An urumi consists of one to three flexible whip
blades made from thin steel and mounted to a tal-
war’s handle. Similar to the bullwhip, the urumi excels
at keeping multiple foes at bay, but it poses a signif-
icant risk of self-injury should anything go awry. This
risk does little to dissuade those who study the urumi,
however. Due to this weapon’s difficulty, wielders who assault, but these massive shields can be used to bull-
master it are venerated as unparalleled martial artists. rush opponents and knock over multiple enemies if
used by a skilled combatant. These shields are also cre-
shields ated to ward off supernatural effects using the secretive
methods of the caliph’s alchemists.
Though not particularly common in Rokugan, many While you have a readied Qamarist Heavy Shield,
other cultures outside of the borders of the Emerald treat your physical resistance as 4 and your supernatu-
Empire employ the use of shields to supplement their ral resistance as 2.
armor. The Qamarist Caliphate, in particular, trains elite As a Movement and Support action, if you have
guards that specialize in the use of shields as weapons in a heavy shield readied, you may increase the TN of
and of themselves, delivering devastating blows to any Attack action checks made targeting you by 3. This
who would threaten the caliph or the caliph’s people. persists until the start of your next turn.
A character can only wield one shield at a time.
improvised weapons
Buckler
In Leadership, the Kami Akodo lists the ideals for
A buckler is a small, round, oval, or rectangular shield samurai. Among them was a constant state of readi-
typically a foot and a half across. It provides the wearer ness: a samurai should be able to defend their lord at
several benefits, including increased defense against any moment and kill with any weapon. Dōjō through-
projectiles, safety for the sword hand, and can also be out Rokugan take this to heart, devoting entire courses
used as a powerful bludgeoning tool. of instruction to teaching the ever-ready state desired
While you have a readied buckler, treat your physi- in samurai. Among other things, these courses teach
cal resistance as 3. As a Movement and Support action, a samurai how to defend themself and kill an enemy
if you have a buckler readied, you may increase the TN from a seated or prone position, such as sitting behind
of the next attack action check made targeting you by a table during the tea ceremony or just awakening from
1. This effect persists until the end of your next turn. a deep slumber. Danger can come at any time, and a
samurai’s duty is to be constantly ready for it.
Qamarist Heavy Shield A part of this training is learning to kill in uncon-
ventional ways, with tools that would not normally be
The Qamarists of al-Zawira have a force of specially
considered weapons. While a samurai’s personal code
trained guards who are adept at maneuvering and
forbids taking up most of the arms associated with
working with the heavy, advanced shields produced by
the peasantry, improvising weapons is considered a
the master crafters and alchemists of the caliph. These
very useful skill. This is doubly so for yōjimbō, who
shields cover nearly two-thirds of an average warrior’s
are not always afforded the courtesy of being allowed
body, and are extremely heavy. Not only do they offer
to carry their regular weapons when accompanying
increased protection from both ranged and melee
their charges into certain places. It is also useful for

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courtiers, who frequent courts and other locations Lute


where standard weapons are not allowed. Sometimes
hurling an improvised weapon at an assailant gains a The biwa, or short-necked lute, has a long history in
courtier just enough time for their yōjimbō to inter- Rokugan. It is closely associated with travel, courtly
cept the assailant’s attack. proceedings, and storytelling. There are many different
varieties of biwa, and different regions have different
Boat Oar preferences for its tuning, materials, and make. As an
impromptu weapon, the biwa is good for one solid
In Rokugani folklore, tales abound of samurai who, attack, but will likely break upon impact (to the sorrow
unable to procure their weapon, instead defended of nearby music lovers).
themselves with a wooden boat oar. The Rokugani
boat oar is made from sturdy, lacquered wood. It has Sake Bottle and Cups
a relatively short shaft and a long, flat paddle with a
rounded tip. Due to the top-heavy weight distribution, Impromptu fights are common in the rowdier, less
it is generally wielded with two hands, as one might refined taverns and inns of the Empire, and especially
wield a naginata or nagamaki. A typical use of a boat so in harbors where sailors go to blow off steam. So it
oar in combat is to present the broad side to the oppo- should come as no surprise that bottles and sake cups
nent so as to shield oneself and catch the assailant’s make frequent improvised weapons. Rumors say that
blade; once that blade is embedded in the wood, the Mantis Clan bushi are trained to dual wield the bottle
oar is cast aside, wrenching the sword from the assail- and cup, using the porcelain cup to catch the pointed
ant’s hands. end of a sword while bashing their assailant with the
bottle, a technique that Mantis sailors gladly offer to
Chair demonstrate when asked (wise bushi should decline).

Everyday furniture is perhaps the most commonly Scroll Case


used improvised weapon, especially among the more
martial-minded clans, which even plan for the inevita- Ideally, shugenja should never have to lower them-
bility of needing to use such a weapon. selves to fighting in melee, as it is considered disgrace-
ful to attack a priest of the kami. In practice, however,
Fishing Net shugenja must sometimes defend themselves with
physical weapons, and a lack of conventional weaponry
Most bushi schools regard improvised weapons as a means they must turn to less conventional options.
means to delay an opponent just long enough for the Some shugenja schools teach self-defense with the
bushi to procure or draw an actual weapon, not as a scroll case, a hollow wooden tube designed to keep
means to end a fight. An example of such a weapon is the paper scrolls clean and dry. Two of these can be dual
common fishing net. The typical fisher’s net is made from wielded as clubs or batons or strapped to the forearms
hemp or jute. Woven into the netting are several empty as tonfa, a type of melee weapon that act as forearm
glass orbs, which act as floaters to keep the net from batons. The techniques for wielding scroll cases are
sinking. A warrior could swing the net, using the orbs as identical to those taught for stick fighting, making
a buffeting weapon, but most commonly they use it to scroll cases easy to incorporate into martial training.
entangle the enemy until a better weapon can be found.
A fishing net must be wielded in two hands. Umbrella
Iron Sheath The umbrella is the most commonly taught improvised
weapon in a bushi dōjō, owing to its versatility and
In a pinch, the hard sheath of a bladed weapon can act inconspicuous nature. An umbrella can be wielded as
as an excellent tool to surprise and temporarily stun an one would wield a hooked cane, using the curved han-
opponent if disarmed. Commonly used by rōnin who dle to grapple and trip as well as to deliver crushing
have retained their swords from their life as a samurai, blows. Alternatively, it can be wielded by the handle as
many brawls have been settled by a well-placed blow one might wield a sword in a two-handed grip. Adding
with an iron sheath. to this versatility, the umbrella can be snapped open
to startle an enemy, block an entrance, or otherwise
complicate melee for the assailant.

112
Table 3–1: Weapons
NAME SKILLS RNG DMG DLS GRIPS QUALITIES RARITY PRICE

AXES

1-hand: –
Kuwa Melee 1 4 2 2-hand: Damage +2, Cumbersome, Mundane 3 4 koku
Deadliness +2, Range 1–2

BLUNT WEAPONS

1-hand: – Ceremonial,
Gada Melee 1 6 3 9 50 koku
2-hand: Deadliness +3 Cumbersome, Wargear

SWORDS

Cumbersome, Durable,
Talwar Melee 1 4 6 1-hand: – 8 35 koku
Razor-Edged

Cumbersome,
Urumi Melee 1–2 4 5 1-hand: – 9 50 koku
Razor-Edged, Snaring

SPECIALIST WEAPONS

Chain Whip Melee 1–2 3 5 1-hand: – Razor-Edged, Snaring 6 4 koku

Sling Ranged 2–3 3 3 1-hand: – Concealable, Mundane 2 1 bu

SHIELDS

Buckler Melee 0 2 2 1-hand: – Ceremonial, Wargear 7 4 koku

Qamarist Heavy Durable, Cumbersome,


Melee 0 4 2 1-hand: – 9 50 koku
Shield Wargear

IMPROVISED WEAPONS

1-hand: –
Boat Oar Melee 1–2 3 3 2-hand: Damage +1, Mundane 5 3 bu
Deadliness +3

1-hand (bludgeon): –
2-hand (bludgeon):
Damage +2
Chair Melee 0–1 3 3 Mundane 2 2 bu
1-hand (thrown): –
2-hand (thrown): Deadli-
ness +1, Range 0–2

Durable, Mundane,
Fishing Net Ranged 0–3 3 1 2-hand: – 5 5 bu
Snaring

1-hand: –
Iron Sheath Melee 0–1 3 3 Durable 6 2 koku
2-hand: Damage +2

1-hand: –
Lute Melee 0–1 1 2 2-hand: Damage +1, Mundane 7 10 koku
Deadliness +1

1-hand (bludgeon): –
5 bu for
1-hand (thrown): Deadli-
Sake Bottle & Cups Melee 0–1 2 3 Mundane 4 average
ness +2, Range 1–3,
quality
Razor-Edged

1-hand: –
Scroll Case Melee 0–1 3 3 2-hand: Damage +2, Durable, Mundane 5 1 koku
Deadliness +1

1-hand (bludgeon): –
2-hand (bludgeon): Dam-
Umbrella Melee 0–1 2 2 age +2 Mundane 4 3 bu
1-hand (stab): Damage +2,
+2 Deadliness
C H APT E R 3 : N E W P L AY E R O PT IO NS

Personal Effects soy sauce (shoyu), which serves as a salty condiment.


Aged and “brewed” shoyu is prized, but it is usually
Rōnin must prioritize which tools they carry, since they only affordable for clan samurai.
have no home and few resources. Everything must have Beans are an especially important travel food, as
a utilitarian use, be easy to transport and tuck away, they are relatively lightweight when dried and last
and justify the expense of maintaining it. Even so, rōnin for long periods of time, but plump up into hearty,
usually keep a handful of personal effects, for enter- morale-restoring stews when cooked. Black and green
tainment, to help them unwind, to trade for goods in beans are the most common, as are soybeans, broad
a pinch, or even just to remind them of better times. beans, and sweet adzuki beans.
In some regions, ropes used to secure goods are
Dice Kit made from edible fibrous tuber stalks that are “dried”
with miso. These ropes are completely edible and can
Gambling, especially dice games, are a common pastime be chopped and boiled when necessary. (Cost: 1–3 bu.
of rōnin. One of the most popular, Fortunes and Winds, Rarity: 1. Qualities: Mundane).
uses a special set of dice with unique faces. Impromptu
gambling tends to spring up when rōnin meet, but due Profession Kits
to lack of trust, most participants bring their own dice
sets. Loaded dice are among the most popular wares Rōnin who adopt a common trade usually choose that
purchased by city-based rōnin and are perfectly legal to trade based on their own personal needs. Being able
own—though one should take care not to be caught with to patch one’s own clothing, make one’s own sandals,
them at a gambling session. (Cost: 6 zeni. Rarity: 2. Qual- or weave one’s own straw hats and cloaks are all effec-
ities: Concealable, Mundane.) tive means to help keep one’s cost of living adequately
low, and perhaps make a little coin on the side.
Travel Rations A profession kit contains tools and minor materials
pertaining to the profession, often with a specialized car-
In a land so vast, it is no small wonder that the Rokugani rying case carved from bamboo or wood or cast in metal.
have developed significant food-preservation tech- There is no standard for each type of kit, but below are
niques to facilitate lengthy travels. Most travel foods examples of several kits and their possible contents. Play-
are prepared so as to be easily stored and carried, as ers should work with their GMs to determine what items
well as to last for long periods without spoiling. may or may not be available for these kits.
The typical traveling ration is a portion of uncooked
husked rice, dried or pickled vegetables, and a small Alchemy Kit
portion of a flavoring agent, such as dried seaweed
or bonito flakes. Wealthy travelers may spring for a This kit is only available as a whole item when in the
small paper container of sanshō, ground berries of the Qamarist Caliphate, though individual components may
prickly ash plant that lend a peppery, minty, slightly be bought for slightly more elsewhere in the world. Used
acidic flavor to foods. by the Qamarists in their practice of medicine and other
Other common traveling foods include onigiri, sciences, alchemical kits contain both mundane and rare
or rice balls, which are commonly carried in bamboo items, such as charcoal and gold dust, that can be com-
sheaths by travelers for a quick meal. Onigiri are made bined to perform special rituals that can heal and improve
of cooked sticky rice wrapped around a plum or fish (if only temporarily) living creatures’ bodies. (Cost for
filling and hand molded into a circular shape. components: 10 koku. Rarity: 1–9. Qualities: Vary.)
Vinegared rice, used in sushi, is a common pre-
serving element for fish. Indeed, sushi began as a Cooking Kit
preserving technique in which thin layers of fish were
May contain chefs’ knives (not suitable as weapons)
sandwiched between two layers of sushi rice, the vin-
with sharpening rod, bamboo skewers, a grinder
egar acting as a pickling agent. Fish is also smoked or
and pestle, cooking chopsticks, bowls, strainers, a
dried and then packaged into small boxes with miso
bamboo mat, and a ladle. Some kits may come with
paste (fermented soybean paste), which also acts as a
seasonings and preservatives, like miso or soy paste,
preservative.
vinegar, and dried kelp. Especially valuable kits may
Sometimes seaweed or soy sprouts are ground and
include a vial of pressed oil. The kit is usually carried
mixed with barley and salt to make hishio, a thick paste
in a container that doubles as cookware, such as a
used to pickle vegetables or fish for travel. The paste
round wok or a square cast-iron pot with a drop lid.
is scraped off, and the pickled food is eaten alone or
(Cost: 2 koku. Rarity: 2. Qualities: Mundane.)
in stews. Adding water to the hishio paste results in

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CHAPT ER 3: NEW PL AYER O PT IO NS

Fishing Kit Tailor’s Kit


May contain fishing line, glass floaters, small nets, miso May contain cloth patches of linen or homespun cot-
paste (for curing), and wrapping paper in a straw bas- ton (and rarely silk), hemp thread, sewing needles, and
ket. Some fishing kits may include a hemp tether, tiny dye tablets. Some kits include cleaning powder, a small
collar, and padded glove which are used for handling seam ripper, and a collapsing bamboo drying rod; to
a cormorant bird trained to dive for fish, a practice clean a kimono, the garment must be deconstructed,
known as ukai. Gyotaku fishing kits include charcoal each cloth panel must be washed and dried separately,
ink and rice paper, which are used to make an impres- and then the panels must be sewn back together.
sion of the caught fish to serve as proof of one’s catch. (Cost: 3 koku. Rarity: 5. Qualities: Mundane.)
(Cost: 1 koku. Rarity: 3. Qualities: Mundane.)
Weaver’s Kit
Mason’s Kit
May contain weaving hooks, framing reeds, dyes, inks,
May contain an assortment of chisels (not suitable and bamboo lacquer. Some weaver’s kits contain shaving
as weapons), chalk, hammers, and measuring imple- knives or other implements to help shave bamboo strips
ments. Most Rokugani masonry is “dry stone,” mean- or cut straw. (Cost: 1 koku. Rarity: 3. Qualities: Mundane.)
ing that there is no mortar binding the stones together,
and the stones rely on interlocking friction to remain
intact. Even so, some kits may include ingredients for
forbidden effects
mortar, and those that do also include trowels. (Cost: 2 There are many belongings that the Great Clans frown
koku. Rarity 5. Qualities: Mundane.) upon, even if they aren’t outright banned by decree.
To be caught with them would demean a samurai in
the eyes of others and shame the clan. But as samurai
without lords, rōnin need not concern themselves with
such things—and often don’t.

rōnin cuisine
Only the most newly minted rōnin do not know They make salads and stews or render meats into
how to forage or cook. Wandering the roads and sauces to extend meager supplies and make them
wildernesses of Rokugan, a rōnin cannot expect seem more filling. A person who watches rōnin
to find food to buy—or food they can afford. Any who have come into some money visiting a farm-
settlement may turn out to be hostile or unsafe. ers’ market or a shopping district in a town might
Rōnin quickly learn to scavenge their surroundings be surprised to see that their first priority is likely
for provisions. In cities, rōnin sometimes join beg- buying spices. Spices travel well and can transform
gars in picking up discarded food from castles or bland or foul-tasting food into tolerable meals.
fancy restaurants or in flocking to monasteries and Even more importantly, they are good for a rōnin’s
temples when they distribute meals to the poor. often-shaky health, counteracting the effects of rot
In the countryside or the wilderness, they learn to and other problems with their provisions.
identify edible wild plants and mushrooms. Rōnin who excel at field cuisine usually can find
Rōnin also hunt and fish for all manner of crea- employment in an army on campaign as a cook.
tures to acquire much-needed protein. Fish and Their expertise in cooking despite the vicissitudes
crustaceans are the most important animals in the of traveling life is a great asset to a general who
rōnin diet, followed by small game and insects wants to keep their army’s morale high and health
that are easily trapped. Rōnin traveling in groups steady. If a character meets a samurai who has
often hunt for larger game, such as deer or goats, developed a taste for heavily spiced dishes fea-
although dangerous animals like boar and bears turing all manner of strange ingredients mixed
are generally not considered worth the risk. together, they may have come upon a former
Given the variability of the ingredients available rōnin, or perhaps just someone who has traveled
to them, rōnin cook creatively and are adaptive. with rōnin for a significant length of time.

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C H APT E R 3 : N E W P L AY E R O PT IO NS

Chandu Weapons of this nature are considered violations of the


Bushidō tenets of Courtesy Rei), Righteousness Gi),
Opium prepared for smoking is known as chandu. It is and Honor (Meiyo); as such clan samurai view them
boiled and strained, then cooled into a crystalline block as suitable only for honorless dogs. A person using a
and wrapped in a dry leaf. To smoke chandu requires a shikomizue selects one sword they own to custom fit
number of tools and a special pipe made from nonre- to it. This weapon gains the Concealable and Subtle
active materials, often ceramic or jade. Because opium item qualities while sheathed in the shikomizue. (Cost:
heightens one’s tactile sensations, opium pipes are 2 koku. Rarity: 7. Qualities: Forbidden, Subtle.)
made with interesting ridged textures for the imbiber
to fixate on as they achieve their high.
Thievery Kit
Preparing chandu requires deft hands and skill, as
the drug must be heated until the resin softens, shaped Thieves are reviled in Rokugan, and anyone caught
into a pellet, and then dropped with tweezers into the thieving suffers harsh punishment. In the tenth cen-
pipe bowl. Opium dens employ servants to do this for tury, several thieves were publicly boiled alive to deter
patrons, but rōnin who wish to use opium on their own stealing. Since then, so-called “thievery kits” have
must learn how. Opium makes users especially light been forbidden by Imperial law. Such kits contain
sensitive, so chandu is smoked in the dark. Contrary implements associated with burglary, like thin-picks
to popular belief, chandu does not eliminate pain, but for lifting wooden barricades on gates and doors,
simply alters the user’s perception so that the pain is grappling hooks for climbing, and padded sandals
bearable or the user no longer cares. for walking noiselessly. Sticks of melting wax are also
Chandu is legal in Rokugan, but its recreational use is included, as a common burglary deterrent is sealing
frowned upon by polite society. A person who uses opium a door with wax so that a person can tell if the door
infrequently may not become addicted; such a user may has been opened. Lockpicks are less common in thievery
be able to cease for months without suffering withdrawal. kits, since locksmithing is an uncommon skill and usually
However, with enough use addiction takes hold, and it only daimyō can afford locks still, some kits may carry
becomes nearly impossible to function without a dose. various types of lockpicks. A thievery kit is designed to be
Although opium is important in Rokugani medicine, with- concealable and overlooked, masquerading as a different
out proper care, it can just as easily destroy the user as object altogether. (Cost: 2 koku. Rarity: 6. Qualities: Con-
help heal them. (Cost: 4 bu per use. Rarity: 6. Qualities: cealable, Forbidden, Subtle.)
Forbidden [outside of a medical context].)

Poppy Tea New Item Patterns


The cheapest form of consumable opium, poppy tea Not all craftspeople design weapons and armor with the
is an herbal infusion of poppy straw and dried poppy same focuses in mind. What one swordsmith finds critical,
pods. The dried pods contain both seeds and an another may scoff at in favor of another trait. As a result,
opium paste, which give the resulting tea its narcotic weapons and armor are as unique as their creators.
effect. While the tea has many medicinal purposes, it is Such specialty items, including swords, armor, and
primarily used to achieve an opium high and dull pain shields, can be obtained in several ways. The first is for
sensations. It was banned by Imperial decree in the a character to apprentice themself to a master and learn
tenth century. (Cost: 6 bu per cup. Rarity: 7. Qualities: the means of crafting a new weapon or suit of armor
Forbidden [outside of a medical context].) with the desired pattern; this requires the PC to win
the master’s trust within the narrative of the game, then
Shikomizue spend XP to learn the pattern. If the character is a samu-
rai or has a similar status in another culture, another way
Favored by those who wish to conceal the fact that
is to requisition the item from their lord. Finally, a char-
they are armed, the shikomizue is a special sword
acter could purchase or find an existing item with the
mount that is indistinguishable from a wooden cane,
pattern already applied to it or could find and commis-
walking stick, musical instrument, or other such mun-
sion a master of that pattern to create the desired item.
dane item. What appears to be a harmless, everyday
The price for a weapon or suit of armor with a pattern
object is actually a sheath for a blade or chain. This
applied to it is the same as the base cost of the item to
allows the carrier to avoid suspicion while bringing
which the pattern is applied, but the rarity is altered by
their blade into places weapons are not normally
the pattern’s listed rarity modifier.
allowed, such as tea houses, temples, or even courts.

116
CHAPT ER 3: NEW PL AYER O PT IO NS

Spirit of the Qamarist Pattern physical damage. It also gains +1 additional damage
against Tainted beings and the wielder ignores the
Those who hail from the Cradle of the World—the Cumbersome quality while in Defiled terrain.
amarist Caliphate—come from a culture of spiritual XP Cost: 6
and military might. The warriors and religious leaders Rarity Modifier: +4
of this iron-willed empire are familiar with the danger-
ous supernatural beings and creatures that exist across
Kökejin’s Heart of
the world. Several great Qamarist alchemists have dis-
covered a way to treat armor to increase its supernatu-
the Wind Pattern
ral resistances to fend off such entities. Along the Sand Road, the way of the horse is the way
Armor made using the Spirit of the Qamarist pat- of life. Those who design weapons there do so not only
tern gains +1 supernatural resistance. with mounted combat in mind, but as the default. A
XP Cost: 5 particular master crafter named Kökejin, a mysterious
Rarity Modifier: +4 woman who lives in the small oasis city of Süüdriin
Gazar, or the Land of Shade, is said to make the sharp-
Ghostlands Yodhaniya Pattern est, most versatile spears in all of the Burning Sands.
Rumors say the khan himself outfits his best warriors
The Ghostlands hunters of the Ivory Kingdoms, known as with the deadly weapons of Kökejin.
the Yodhaniya, spend most of their spend most of their A polearm made using the Kökejin’s Heart of the
lives hunting within the Tainted domain of the rakshasa. Wind pattern gains the Razor-Edged and Durable item
The dense growth within the haunted rainforest makes qualities. Additionally, its wielder treats this weapon’s
weaponry like urumi (whip swords) difficult to handle, so damage value as 2 higher while mounted.
most Yodhaniya use blunt weapons like gada, or maces. XP Cost: 8
Their weaponsmiths have learned to make these weap- Rarity Modifier: +5
ons stronger without adding additional weight and have
imbued them with coral and gold to make them highly
effective against Tainted creatures.
A blunt weapon made using the Ghost-
lands Yodhaniya pattern gains +1

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