Vassal Families & Extra Clan Schools
Vassal Families & Extra Clan Schools
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).
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
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).
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
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.
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,
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.
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.
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).
Outfit
Katana, wakizashi, heavy armor, kimono, surveying tools, drawing paper and pens, scroll case
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.
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.
Outfit
(all of average quality) Kimono, Katana, Wakizahi, traveling pack, 10 Koku (Stake Money)
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
Skills
Forgery, Acting, Sincerity, Defense, Commerce, Stealth, Kenjutsu
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
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.
Your Outfit
(All items are of fine quality): Katana, Wakizashi, Travelling Pack, 3 Kimonos, 4 Koku. May choose light armor or
mount.
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
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
The Iwase serve as the scouts and spearmen of the Crane armies.
Benefit: +1 Perception
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.
Outfit
(Three items are of fine quality): Katana, Wakizashi, Yari, Travelling Pack, Dried Food, Drab-coloured Kimono, 1 Koku,
Mount.
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.
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
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
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
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.
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
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.
Outfit
(All considered to be average quality) Katana, wakizashi, clothing, running sandals, black body paint, 3 tattoos (all must
be animal based tattoos).
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.
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
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.
Equipment
(all considered to be of average quality) Kimono, Travelling pack, Katana(fine quality), Wakizashi, Tools, 5 koku.
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
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.
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
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.
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.
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.
Outfit
(One item is of fine quality) Katana, Wakizashi, Light Armor, Travelling Pack, Kimono, any 1 weapon, 4 Koku.
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
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).
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
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.
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.
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.
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.
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).
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
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.
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
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
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
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.
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
The Yumeno are poets, artists, and musicians. They are welcome guests at the long winter courts of the Phoenix lands.
Benefit: +1 Awareness
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.
Outfit:
(All items are of average quality) Wakizashi, Tessen, 2 Drums, Drumsticks, Kimono, Travelling pack, 4 koku.
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.
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
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.
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.
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.
Outfit
Travelling Pack, Kimono, 2 weapons or 1 plus Daisho if samurai, 2 types of poison (make up before play), 5 Koku.
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.
Outfit
(All considered to be average quality) Kimono, Katana, Wakizashi, Travelling pack, equipment, 3 Koku
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
Skills
Poison 2, Defense, Stealth, Plus two Ninjutsu
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
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.
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
Beginning Spells
3 Water meishodo, 2 Fire meishodo, 1 Earth meishodo, and 2 Water spells.
Outfit
Same as Iuchi Shugenja (pg. 91)
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
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.
Outfit
(All considered to be of average quality) 2 Kimonos, travelling pack, steed, tanto, 4 koku,