Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By:...

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Vassal Families & Extra Clan Schools By: Various Authors 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). Multiple styles within the Existing schools Within each of the warrior schools of the Great Clans there exists multiples styles, handed down within the the dojos of the school. Great warriors and sensei occasionaly develope new techniques, secret methods, and other innovations that result in new styles. One feature that gives a uniformity to the school is that the rank 1 technique always remains the same. Changing Styles While characters rarely change schools, it is much more common for a character to change styles within his school. Death of a sensei, changing of lords, or finding that one's temperment is simply not suited to a style's teachings may all result in a character changing styles. This should be treated as a two experience point advantage; Multiple Styles (school name). Characters who change styles still receive only one technique per school rank, but do not have to repeat techniques they already know. Rank and Title One of the greatest moment's in a bushi's life is the awarding of his "certificate" by his sensei. A bushi's certificate is a scroll formally states that the bushi has mastered the esentials of his choosen style, and may refer to himself a bushi or swordsman of his school. The school cirtificate is earned when the character has learned the school's first technique and the skills associated with that style. This often happens before a PC enters play, and is ussually around the time of the bushi's gempuku ceremony. To a typical Hida bushi for example this would confer the title "Mountain of Iron Swordsman" or "Student of Mountain of Iron Style Swordsmanship". To be awarded a certificate of mastery, the bushi must have learned at least four techniques and have a 4 or greater in all the skills taught by her style. This confers the title "kengo" or master fencer. This is generally the minimum level of acoplishment require to be placed as the head of a dojo. This is roughly analogous to a black belt in our own world. The character is seen as suficiently skilled to teach and to represent the school in important functions, but does not have a voice in the policies of the school, nor access to all the secrets handed down within the dojo. This title is sepperate from that of sensei, for while the character is theoretically qualified to teach, she may not actually be doing so. Kengo who are given teaching duties have additional titles that describe their possition. A "shisho" is the

Transcript of Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By:...

Page 1: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

Vassal Families & Extra Clan Schools By: Various Authors 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).

Multiple styles within the Existing schools Within each of the warrior schools of the Great Clans there exists multiples styles, handed down within the the dojos of the school. Great warriors and sensei occasionaly develope new techniques, secret methods, and other innovations that result in new styles. One feature that gives a uniformity to the school is that the rank 1 technique always remains the same. Changing Styles While characters rarely change schools, it is much more common for a character to change styles within his school. Death of a sensei, changing of lords, or finding that one's temperment is simply not suited to a style's teachings may all result in a character changing styles. This should be treated as a two experience point advantage; Multiple Styles (school name). Characters who change styles still receive only one technique per school rank, but do not have to repeat techniques they already know. Rank and Title One of the greatest moment's in a bushi's life is the awarding of his "certificate" by his sensei. A bushi's certificate is a scroll formally states that the bushi has mastered the esentials of his choosen style, and may refer to himself a bushi or swordsman of his school. The school cirtificate is earned when the character has learned the school's first technique and the skills associated with that style. This often happens before a PC enters play, and is ussually around the time of the bushi's gempuku ceremony. To a typical Hida bushi for example this would confer the title "Mountain of Iron Swordsman" or "Student of Mountain of Iron Style Swordsmanship". To be awarded a certificate of mastery, the bushi must have learned at least four techniques and have a 4 or greater in all the skills taught by her style. This confers the title "kengo" or master fencer. This is generally the minimum level of acoplishment require to be placed as the head of a dojo. This is roughly analogous to a black belt in our own world. The character is seen as suficiently skilled to teach and to represent the school in important functions, but does not have a voice in the policies of the school, nor access to all the secrets handed down within the dojo. This title is sepperate from that of sensei, for while the character is theoretically qualified to teach, she may not actually be doing so. Kengo who are given teaching duties have additional titles that describe their possition. A "shisho" is the

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head of an entire ryu or style. He may head one or more dojos. A "shihan" is the head of a single dojo, or most senior instructor where a shisho is present. "Kyoshi" are fourth rank bushi who give instruction at the direction of a shihan. There may be several kyoshi in a single dojo. The final honor a bushi may be granted is to be made a master of their school (not just of a particular style). Our typical Hida would become a "Master of the Hida School" as well as being a kengo of his style. A bushi in this possition is a respected leader of the school whose influence goes well beyond just her own style and dojo. A master helps determine the policies of the school as a whole. This title can only be awarded by the current masters of the school, or by the clan champion. It has never been given to a bushi who has not learned at least five techniques of the school. A five in all of the style's skills is also typical. The Benefits of Rank 5 If a character has achieved Rank 5 in a School, and having learned all the techniques of a Style, at each 25 points of insight there after choose to learn any one technique of a different style of his school. He is not required to learn them in any particular order, but instead may pick and choose how his knowledge of the school grows. Bushi Schools Terms Bushi: A warrior. One who studies the arts of war broadly. Kenshi: A “swordsman”. Another type of warrior, but one who specializes in the sword. Kenshinzo: “Swordmaster”. In Rokugan, the duelists of the Kakita Academy. Sagasu: A hunter. Yojimbo: A bodyguard. A warrior who specializes in defending another. Berserkers, Scouts, Bounty Hunters, & Battlemaidens are also considered “Bushi” A Way of Bushi By: Devon E. Sanders Benefit: GM's discretion or none Beginning Honor: GM's discretion based on concept, family, etc. Skills: To be worked out between GM and character, but Survival Guides templates provide suggested skills for various professions. However at least 4 should be bugei, and samurai should have kenjutsu and archery. Techniques Rank 1: The young student begins 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 school's seven skills, keeping an extra die when using that skill. The same skill may be chosen up to three times (keeping multiple dice). Only bugei or related skills (i.e. horsemanship) can be taken more than once. Rank 2: At this rank the student begins to show the simplicity of effort that comes with mastery of the forms. He receives a free raise when using any skill studied with the rank one technique. Only one free raise is granted by this technique even if the character has studied the skill more than once. Rank 3: At this rank the student begins to see the freedom of the Way and not the limits of forms. When using any skill the character has studied with the rank one technique, the character is not limited to his Void Ring when deciding how many raises to make. Rank 4: At this rank the Way fills the student's every effort. When using any skill studied twice with the rank one technique, the character may make two attacks per turn. Rank 5: While others may see the student as a master, at this rank he has learned that he will never know more than the smallest part of the Way. Even so, the student may spend any number of his void points when using a skill he has studied twice with the rank one technique. Furthermore, when using such a skill in a non-combat situation, a student may automatically succeed. This does not apply to opposed rolls. He is entitled to any free raises, but must roll if he wishes to make any other raises. Your Outfit is based on concept station and clan. Again a rank 5 student of the way who has selected iaijutsu three times and kenjutsu (Kolat bodyguard or Mikio perhaps) would be a excellent with katana in combat and an iaijutsu duel but limited to using his natural abilities (which could be enough) sans katana (excellent enough to give a clan bushi who is use to picking on techniquely disadvantaged ronin pause). As I said before I think the system is a great way to through a wrench in your players plans, and can make for valuable non samurai retainers...whether craftsmen, kolat, or nin......

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Shugenja Schools Terms Shugenja: A holyman. One who may speak to the spirits to produce magical effects. Sodan-senzo: A spirit-medium. One who chanels the spirits. A Way of Magic and Prayer (For shugenja) By: Jason C Marshall Benefit: GM's Discretion or none Beginning Honor: GMs discretion based on concept, family, etc. Skills: To be worked out between GM and character, but Survival Guides templates provide suggested skills for various professions. However at least 4 should be High, with Shintao and Meditation a must. Spells 3 of primary element, 2 of secondary element, 1 of tertiary element. Other Schools Terms Butei: An actor. A type of artisan. Ise Zumi: A tattooed man. An Order of monks within the Dragon Clan. Kodo: A drummer. A type of artisan. Omoidoso: A bard. A type of artisan. Tsukai-sagasau: A witch-hunter. A Way of Peace (For artisans, magistrates, hatamoto, craftsmen, etc.) By: Devon E. Sanders Benefit: GM's discretion or none Beginning Honor: GM's discretion based on concept, family, etc. Skills: To be worked out between GM and character, but Survival Guides templates provide suggested skills for various professions. However, no more than 1 or 2 should be bugei. Techniques Rank 1: The young student begins 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 school's seven skills, keeping an extra die when using that skill. The same skill may be chosen up to three times (keeping multiple dice). No bugei skill may be taken more than once.

Rank 2: At this rank the student begins to show the simplicity of effort that comes with mastery of the forms. He receives a free raise whenever using any skill studied with the rank one technique. Only one free raise is granted by this technique even if the character has studied the skill more than once. Rank 3: At this rank the student begins to see the freedom of the Way and not the limits of forms. When using any skill the character has studied with the rank one technique, the character is not limited to his Void Ring when deciding how many raises to make. Rank 4: At this rank the Way fills the student's every effort. When using any skill studied twice with the rank one technique, the student may spend any number of his void points. Rank 5: While others may see the student as a master, at this rank he has learned that he will never know more than the smallest part of the Way. Even so, the student may automatically succeed at the use of any skill he has studied three times with the rank one technique. This does not apply to opposed rolls. He is entitled to any free raises, but must roll if he wishes to make any other raises. Your Outfit is based on concept station and clan. For instance in my games, any NPC who would be a kakita artisan, is in fact a samurai or samuraiko, who is a patron and student of the arts. They get the outfit, benefit and honor of artisans with skills as follows: Courtier, Etiquette, Calligraphy, 1 high skill, any two artisan (which should be suitable for a proper samurai), and a skill of their choice (no low skills with a very good background). By time he reaches rank four he may possibly kept two dice, a free raise, and spend unlimited void on poetry, and keep an extra die and gain a free raise with courtier and etiquette (he's a favorite of the court, and an imperial poetry tutor for good reason) Not an overpowering character but one who could add favor as an NPC or second PC character. I use the same system for ikoma bards and yasuki merchants in addittion the techniques (or lack there of) already given, to spice the schools. In my game Ikoma Kaoka has studied history three times, and calligraphy twice, which justifies his position as head of the Ikoma libraries.

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CRAB Hira Family (Hida Vassals) Sakazu Family (Kaiu

Vassals) By: JCMarshall

By: Scott Gearin 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.

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 Intelligence

Benefit: +1 Willpower Hira (Crab Clan) Courtier School Benefit: +1 Perception Sakazu (Crab Clan) Bushi School Beginning Honor: 2 + 5 boxes Benefit: +1 Strength Beginning Honor: 2 + 5 boxes Skills Courtier, Etiquette, Sincerity, Law, + 2 High and 1

High/Bugei Skill Skills Archery, Athletics, Defense, Iaijutsu, Kenjutsu, Shadowlands Lore or Hunting, and Weaponsmith

Techniques

Rank 1: Truth can cut like the Sword Techniques Blunt and to the point, a Hira Courtier often offsets

his opponents with the simple truth. The Hira first learns how to use the truth to hear what he wants. The opponent of the techniques must make a Contested Willpower roll with the Hira Courtier in order not to be caught off guard by the stark truth that has just been said to him or her and blurt out something incriminating in response.

Rank 1: The Way of the Blade They say Sakazu bushi will practice with the sword until their hands bleed. Then they will practice with a slippery grip. The character may roll Kenjutsu + Agility, keeping (Kenjutsu) dice when attacking with a sword. Void points still add to the Agility trait when using this technique (+1k0). Rank 2: Armor of the Crab Rank 2: The Light of Truth The bushi learns to shrug off and ignore lesser blows as mere scratches. Unless the bushi makes a full attack he is considered to have a monster type armor rating equal to his Weapon Skill + Earth.

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

Rank 3: Inner Fire The raw determination of the Sakazu is now harnessed with the need to triumph. If wounds have reduced the bushi to Down or Out in the middle of a skirmish or battle, he may spend all of his remaining void points (minimum

Rank 3: Truth and Honor are one

of three) to temporarily gain back six times his Earth Ring in wounds. At the end of the skirmish (or the end of the next round of a battle) the bushi will have his current wounds or the wounds he had before this technique was used, whichever is worse.

Hira Courtiers have been known to die to prove the truth of their claims. Indeed, it is said that if it comes to such a circumstance, then the Hira must have been telling the truth. In all cases where a Hira Courtier has been killed or has committed seppeku because of his unswerving belief in the truth, the opposing agent(s) have been found guilty of something within 24 hours and put to death. The Hira Courtier has reached the point where he is so confident in his belief that he is willing and able to die to prove himself right. This tactic has the ability to cause others to pledge themselves to his defence, as they are now in total agreement with the Hira Courtier.

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

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The people who agree with the Hira must make a Simple Willpower test at TN 20 not to walk out and stand by the Hira Courtier in his belief, and also not to defend him if a samurai challenges him to a duel. This is a powerful technique as it can possibly lead to several deaths, one of which is the courtiers. Only when the circumstance warrants it, does a Hira Courtier use this final technique. On a side note is that when a 3 or more nobles back up the claim of someone else, then it is considered to be the truth. As such all it takes is for the Hira Courtier to swing 3 nobles to his side in order to avoid death. Outfit (All considered to be of average quality) 2 Kimonos, travelling pack, steed, tanto, 4 koku, Wadori Family (Yasuki Vassals) By: Scott Gearin The Yasuki have long needed strong backs in their shops and caravans. The Wadori, once only peasants, stepped forward. They have proven discrete and loyal, becoming trusted servants. A Wadori never flinches, serving the Yasuki in both legal and criminal capacities. Benefit: +1 Strength Wadori (Crab Clan) Enforcer School This school is best describe as a finishing school for thugs and gangsters. Those Wadori who work with more respectable Yasuki act as bodyguards and crew bosses. Benefit: +1 Strength Beginning Honor: 1 + 1 box Penalty: Must buy the Noble Birth advantage or be part of the merchant class. Skills Commerce, Intimidation 2, Jujitsu, Lore (Streetwise), pick one bugei skill and one low skill Techniques Rank 1: Look at Me The character oozes menace. The enforcer may cause one person who meets her gaze to face a fear check with a fear rating equal to his Intimidation skill. Those who fail are visibly shaken. This may be done a number of times per day equal to her Intimidation + Void. This does not require an action. Rank 2: Friends in Low Places The enforcer is connected to the flow of goods and favours that takes place out of sight of the samurai class. Use the first two levels of the Doji courtier

favour tables for ideas on what he can acquire, but give everything a darker, seedier aspect (introduction to a gambling den, a fine but stolen item, minor blackmail, etc.). The character may call upon such favours once per adventure, but will always be called upon to scratch someone else’s back later. Rank 3: Within an Inch of Your Life Sometimes a sound beating is required when communicating with others. The enforcer may make two attacks per round so long as one of them is made using jujitsu. He is also able to pull his attacks so that a killing blow instead leaves a human target with exactly one wound if he wishes. Outfit (One item of poor quality, one item of fine quality, the rest are of average quality) Wakizashi (if samurai), distinctive tattoo, kimono, pick one weapon, 3 koku. The Kaiu Kaiu (Crab Clan) Battlemaster School By: Scott Gearin Benefit: +1 Intelligence Beginning Honor: 2, plus 1 box Skills Armorer, Battle, Engineering, Siege, Traps, Weaponsmith, and pick one craft skill. Techniques Rank 1: Root of the Mountain The young student begins at the mountain’s 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 school’s seven skills, keeping an extra die when using that skill. The same skill may be chosen up to three times (keeping multiple dice). Rank 2: Climbing the Cliffs At this rank the student begins to show the simplicity of effort that comes with mastery of the forms. He receives a free raise when using any skill studied with the rank one technique. Only one free raise is granted by this technique even if the character has studied the skill more than once. Rank 3: The Shrouded Heights At this rank the student begins to see the freedom of the Way and not the limits of forms. When using any skill the character has studied with the rank one technique, the character is not limited to his Void Ring when deciding how many raises to make.

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Rank 4: Above the Clouds At this rank the Way fills the student’s every effort. When using any skill studied twice with the rank one technique, the character may spend any number of his void points. Rank 5: At the Peak You See Another Mountain While others may see the student as a master, at this rank he has learned that he will never know more than the smallest part of the Way. Even so, the battlemaster may automatically succeed at the use of any skill he has studied three times with the rank one technique. This does not apply to opposed rolls. He is entitled to any free raises, but must roll if he wishes to make any other raises. Outfit Katana, wakizashi, heavy armor, kimono, surveying tools, drawing paper and pens, scroll case The Yasuki The Yasuki have their hands into all kinds of illicit activities. Some of them become gamblers, giving a portion of the money they, eh, make to the family. These masters of Gambling almost seem to have a unnatural amount of luck whether at the table or the court. Others become smugglers, using skills passed down the generations to get past the magistrates of hostile lands. Yasuki (Crab Clan) Gambler School By: Tony Reed Benefit: +1 Awareness Beginning Honor: 0 +5 boxes (the Gambler doesn't lose honor for using his Gambling skill until he reaches Honor rank of 2) Skills Forgery, Acting, Sincerity, Defense, Commerce, Gambling 2. Techniques Rank 1: Knowing the Fortune's Price The Gambler is a expert at figuring out statistics, and can figure out the likely outcome. Whenever the gambler needs to make a blind roll, he may spend a void point to ask the GM the TN. If the Gambler doesn't spend a void point to figure out the TN, he gains a number of free void points to use for the roll equal to his school rank. He may only get these free void points a number of times a day equal to his awareness.

Rank 2: Seeing past the face The Gambler is a expert at seeing the subtle expressions that give away cheating or lying. When someone attempts to cheat or lie against the Yasuki Gambler, he may not keep dice that roll below the Gambler's awareness + school rank. Rank 3: The Visage of the Void The Gambler has learned how to maintain a ultimate blank face. Whever someone attempts to determine if the Gambler is cheating or lying the Gambler may spend any number of void points on his awareness, as long as he has them. Rank 4: Raising the Stakes The Gambler has learned how to frustrate his enemy to break his focus. Whenever the Gambler succeeds in a contested roll, he may cause his enemy to gain a rank of impairment per 10 points the Gambler beat the opponents score by. The opponent may not be driven past the Down level of impairment. The opponent doesn't gain the wounds for this, just the impairment. If the opponent has a means of decreasing the penality (Strength of the Earth) it is as if he did not have that ability. This effect wears off after the effected opponents next roll. This technique may be used a number of times a day equal to the Gambler's awareness. Rank 5: Breath of Daikoku The Yasuki Gambler "learns" how to become more lucky (or cheat better). It seems whatever he does, he is blessed by Daikoku. Whenever the Gambler makes a roll involving dexterity , he may re-roll any dice that rolls under his agility + school rank. The Gambler may do this a number of times a day equal to his school rank. If the Gambler is in a game of chance, he may re-roll any dice that roll less than his Awareness+Gambling. Outfit (All of average quality) Kimono, Katana, Wakizahi, traveling pack, 10 Koku (Stake Money) Yugi Family (Yasuki Vassals) By: Tony Reed The Yugi have their hands into all kinds of illicit activities. Some of them become gamblers, giving a portion of the money they, eh, make to the family. These masters of gambling almost seem to have a unnatural amount of luck whether at the table or the court. Benefit: +1 Perception

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Yugi (Crab Clan) Smuggler School Benefit: +1 Awareness Beginning Honor: + 5 boxes Skills Forgery, Acting, Sincerity, Defense, Commerce, Stealth, Kenjutsu Rank 1: Wisdom of the neck hairs The smuggler has become adept at detecting pursuits, and if a area is being patrolled. Whenever the smuggler makes a perception roll to detect pursuit or whether an area is patrolled, he may add his school rank to his perception roll. Rank 2: Quicker than the law The smuggler is just a bit faster than others. Before iniatives are rolled in combat, the smuggler may make a Awareness + Kenjutsu roll vs the highest perception of his opponents x 5. If he is successful, he may make a number of free, non-combat actions equal to his school rank. Rank 3: The Enemy behind your eyes The Yasuki has become a master at sneaking his way past authorities. Whenever a magistrate rolls to detect the smuggler, the smuggler may spend a void point to switch their rolls, but only if the smuggler's roll was lower. This can be done a number of times a day equal to school rank, but only once for each person. Outfit (All of average quality) Kimono, Katana, Wakizashi, Wicker backpack, Sleeping roll, Travelling clothes, traveling pony with storage racks, 8 Koku. Hiruma School (Crab Clan) With the Reclamation of the Hiruma Citadel in Honor Bound, and the introduction of Hiruma Dojos in Hidden Emperor, it seems likelly that the Hiruma family have been training bushi again, possibly since the Day of Thunder. For champaigns set before the Battle of the Cresting Wave, after the Day of Thuder, or in which the bushi school of the Hiruma faded but never truely vanished, I present the Hiruma Bushi! (If after the Battle of the Cresting Wave, this school should probably have the one-per-party restriction. Treat Hiruma Yoshi and "Silence" as Rank 4 and Hiruma Zunguri as the sensei of the school at Rank 5.) Benefit: +1 Reflexes Beginning Honor: 2, plus 5 boxes

Skills Archery, Athletics, Defense, History (Crab), Kenjutsu, Jiujutsu, and Tetsubo Rank 1: The Crushing Blow The enemies of the Hiruma are large, tough, and heavily armored. Only the most telling blows are likely to have any effect, so the Hiruma learns not to waste time with anything less. The Hiruma adds his School Rank + 1 to each die kept for Damage. This bonus is applied before damage dice are reduced by Monster Armor. Rank 2: Dance of the Crab The Hiruma fight a cunning, cautious battle filled with feints and dodges. When the Hiruma bushi declares Full Defense, he keeps a number of dice equal to his School Rank on the Defense Roll. Rank 3: Hammer the Anvil The bushi is now able to make two Attacks per round. Rank 4: One Life, One Action The Hiruma bushi is taught to focus completely on the task at hand, drawing forth his own excellence. The bushi may spend a void point before rolling to keep three extra dice on any Skill Roll using the seven skills taught by the school. He may not spend additional void points on this roll to increase the Trait. Rank 5: Master of the Gate In the defense of the Empire, the Hiruma must learn to weather the harshest of blows. A master of the Hiruma School has been toughened to such an extent that all damage rolls against him keep one less die. Outfit Basic Bushi Outfit Ancestor: Kaiu Yodin 4 points Characters descended of Kaiu Yodin are considered to have studied the Siege skill once as described in the rank one battlemaster technique. The character does not have to be a student of the school to gain this benefit. If he is, he starts with two skills studied: Siege and one of the player’s choice.

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CRANE Royama Family (Kakita Vassals) By: JCMarshall Tsume Family (Doji

vassals) 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.

By: Scott Gearin Perhaps the most aggressive of

the Doji vassals, the Tsume are more noted as warriors than poets. Benefit: +1 Perception Benefit: +1 Agility

Royama (Crane Clan) Merchant School Benefit: +1 Awareness Tsume (Crane Clan) Bushi School

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

Skills Skills Etiquette, Sincerity, Commerce, Craft: Gambling,

Courtier, +2 High/Bugei/Merchant skills. Battle, Defense, Etiquette, Iaijutsu, Intimidation, Kenjutsu, and pick one high skill Among the Royama, Commerce and other merchant

skills are not considered dishonorable. Techniques Rank 1: Talons of the Crane Techniques 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.

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: Know Your Place!

Rank 2 Items The Tsume are masters of intimidation through swordplay. They receive a number of free raises to called shots that do no damage (disarms, trimming moustaches, cropping topknots) equal to their school rank. Normal intimidation rolls should be suitably modified after a successful maneuver (GMs discretion).

As the Yasuki Rank 2 Items, plus 2 Yasuki Rank 3 items. Rank 3 Items As the Yasuki Rank 4 Items. Outfit

Rank 3: Strike Without Striking (All considered to be of average quality) Kimono, katana, wakizashi, wicker backpack, sleeping roll, travelling pony with storage packs, 8 koku

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

Iwase Family (Daidoji Vassals) By: Scott Gearin The Iwase serve as the scouts and spearmen of the Crane armies.

Your Outfit

Benefit: +1 Perception

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

Iwase (Crane Clan) Scout School These spearmen of the Crane have a great rivalry with the Shimada-ryu, the Lion’s school of the spear. The Iwase hold the spear overhead, thrusting downward like the sharp beak of the crane, and balance on one foot when striking.

Benefit: +1 Reflexes

Beginning Honor: 2 + 5 boxes

Page 9: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

Skills Athletics, Defense, Horsemanship, Hunting, Kenjutsu, Sojutsu (yari), and Stealth Techniques Rank 1: Stance of the Crane At this rank the bushi learns to emulate the motions of the crane: wings that batter and a beak that strikes instantly. Instead of a normal attack the bushi may sweep an opponent (as the Kaze-do maneuver) using the butt end of a yari, naginata, or bo-staff. Use the appropriate weapon skill in place of Kaze-do. Also, if the bushi gets an extra initiative die for using a pole-arm, he keeps an extra die as well. Rank 2: Wading in the Rushes From observing the crane, the bushi learns to watch for opportunities before committing to battle. The scout may declare the degree to which he is engaged in a battle after advantage has been determined and after he has rolled to determine which row of the battle table he will read from this turn. Rank 3: Fishing for Men As the crane hunts fish, so the bushi learns to hunt men: killing with a single stroke. The bushi may use raises to strike a fatal blow. Each raise allows the bushi to keep one extra die of damage. If the damage does not kill the target it instead does exactly one wound. This is not considered a reduction of damage. Outfit (Three items are of fine quality): Katana, Wakizashi, Yari, Travelling Pack, Dried Food, Drab-coloured Kimono, 1 Koku, Mount. The Daidoji The Daidoji Archery School By: Andrew McGregor Daidoji Tenzo was a taisa in what passed for the Crane army. At the time, 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 t he 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 to use the bow to its most effective degree. At this rank he may substitute his archery skill for his meditation skill when he has his bow. Additionally, he may add his AIR ring to all hit rolls with the bow Rank 2: All Or Nothing At this level of skill the the archer has come to realize that by 'opening himself' to the target, he can make seemingly precise shots. For each action spent meditating on the target, he receives a free raise up to the limit of his skill. When doing so, the archer is still and has a TN to hit of 5. Rank 3: A Moment of Clarity At this level, the archer's skill has further progressed so that he may fire with surety more swiftly. He may spend a number of void points equal to his school rank when firing a bow. Rank 4: Blackened Sky Through economy of motion and the deep power of his trance, the archer may fire twice per melee round. Rank 5: The Way Has No Distraction The archer has learned ignore any distractions, there is only the target. When making this supreme shot, he may only fire once per round. He always hits unmoving targets such as a wall or a stationary samurai. If the target is moving such as in normal combat, the archer may roll his Void + archery skill to hit his target ignoring any modifiers to hit whether they be from wounds, armor (either what he wears or the target), distance, movement, horseback fire, paper walls, etc. Only the targets decisive action may save him from being struck. Outfit Bow, 30 arrows, light armor, wakizashi, any 1 weapon (may not be a katana), 8 koku, all items are considered to be of fine quality

Page 10: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

The Kakita Artisian Schools. Swordsmith By: Andrew McGregor The Kakita swordsmiths are arguably the best in the empire with the exception of the Kaiu engineers with whom they share a rivalry. Throughout their life, they learn and hone the secrets of crafting the finest blades possible. By extension, this gives them knowledge on many levels of metallurgy, kenjutsu, and bushido (since the sword is supposed to reflect a samurai's soul) Rank 1 When crafting a blade, the swordsmith gains a number of free raises equal to his school rank to reflect the honing of their art Rank 2 Due their knowledge and awareness of swords, the artisan can on a successful skill roll determine things about a blade and its wielder, that are normally not known. In order to do this, he must examine it closely but not necessarily touch the blade in question. The artisan may learn information about the wielder's ancestors, his personality, the sword's history and crafter etc. The more raises, the more detailed the information. Rank 3 At this rank, the artisan's intuitive knowledge of sword wielder's soul is so great, that he can spend a void point to render and a number of attacks by the sword wielder against him ineffective as moves aside form each blow. An opposed void+kenjutsu (by the wielder) and the void+weaponsmith (of the artisan) must be used to determine the effectiveness of the technique. The Tea Master By: Andrew McGregor The tea ceremony is a thing of great beauty and serenity. It can be used to harmonize and cleanse ones soul. The tea master has a working knowledge of herbs and tea preparation techniques. Rank 1 When the tea master performs the ceremony, each participant up to his normal limit regains two void points. Rank 2 On a successful test, each participant gains a free raise on their next action, due to their inner harmony attained from the ceremony.

Rank 3 At this level, the tea master may cleanse the body of any poisons or drugs in each participant assuming they live through the ceremony. This is due to the ceremony correcting the body's own chi and forcing out any negative chi. It is possible with the proper materials to even remove some Shadowlands taint. I realize, that the tea master isn't as well thought out as the swordsmith, but bear with me. Like I said any questions or comments are appreciated. Let me know what you think folks. That's all The Final Breath A Kakita-ryu style of Swordsmanship The Final Breath school of swordsmanship is dedicated solely to the execellence of the blade that is demonstrated in the iaijutsu duel. The swordman of this style make no claim to being the Emperor's champions (a duty that many of the main style of the Kakita school do) and are more like warrior monks, distiling from Kakita's words a philophy of life that is fatalistic even by samurai standards. Benefit: +1 Reflexes Begining Honor: 3, plus zero boxes Skills Etiquette, History (Crane), Iaijutsu 2, Poetry, Sincerity, Theology Techniques Rank 1: Way of the Crane As the Kakita Bushi School Rank 2: The Sudden Strike As the Kakita School Rank 3: Unsheath the Soul At this rank the student learns to be one with the sword, free from artifice, and above simple repetition. He may spend a number of void points equal to his School Rank on Iaijutsu attacks (including duels) and may choose how many void points to spend after rolling the attack. Rank 4: Kharmic Strike If the duelist declares "strike" in an iaijutsu duel, he may increase his TN to equal that of his opponent and the two attacks are considered simultaneous. Rank 5: The Final Breath The bushi is no longer limited by his Void Ring for raises with any skill taught by the school or for focuses in a duel.

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Moon-lit Waters A Kakita-ryu style of Swordsmanship The Moon-lit waters school aplies the principles of Kakita's The Sword to the glories of the battlefield. It does not seek special mastery of the iaijustsu duel, but to demonstrate that Kakita's wisdom apllies to all of a warrior's battles. Benefit: +1 Reflexes Begining Honor: 3, plus zero boxes Skills Battle, Defense, Etiquette, Iaijutsu, Intimidation, Poetry, and Sincerity Techniques Rank 1: Way of the Crane As the Kakita Bushi School Rank 2: The Wave Breaking Stroke The bushi's attacks come with such suddenness that the air itself snaps, torn by the blade's passage. Opponents do not gain any benefit from declaring Full Defense in the face of such unexpected attacks. Rank 3: Strike Without Striking The bushi is so swift in his motions that he can strike, return his blade to the saya, and still have time to dodge. The character can make a roll for a normal attack (never a Full Attack) and his TN to be Hit this round gains the benefit of using Full Defense. The character may not combine this technique with any technique that gives two attacks in one round. Rank 4: One Strike, Two Cuts The bushi's practice of formal, ritualized cuts, combined with his speed, alows the bushi to perform a short kata where others make a single attack. If the bushi declares a Full Attack, instead of receiving an additional +2k0, he may roll damage twice, inflicting two hits on the opponent if the attack succeeds. Rank 5: Strike With No Thought As Kakita Bushi School The Doji Doji Bushi School By: Scott Gearin Benefit: +1 Reflexes Beginning Honor: 3, plus 5 boxes

Skills Archery, Bo-jutsu, Courtier, Defense, Iaijutsu, Kenjutsu, and Pick one High Skill Note The range categories for bows (which this school references) are: Close: 0-100 yards, no penalties Extended: 100-200 yards, -2 dice to hit and -1k0 damage Extreme(limited to daikyu on horseback): 200-300 yards, -4 dice and -1k1 damage Techniques Rank 1: The Two Shouts The bushi learns the great shouts of the Doji-ryu, war-cries to strengthen the heart and steady the hand. By spending a void point before rolling, the bushi may either automatically suceed on a non-contested Willpower roll (the First Shout) or to make two rolls when using a bugei skill, keeping the higher roll (the Second Shout). Rank 2: Let your Spirit Guide You Doji archers are amongst the best in the Great Clans. The bushi may substitue his Honor for the Strength of his bow, and can use the Extreme Range category (200-300 yards, -4 dice to hit, -1k1 to damage) without being mounted. Rank 3:The Final Shout At this rank the bushi masters the last of the Doji war-cries. After winning a battle, skirmish, or duel the Crane may give his victory yell. The Final Shout allows the bushi to recover all of his void points. The shout may be performed once, only after combat ends and the bushi is victorious. Rank 4: Unfurl the White Wings Few notice, but the crane is the color of death. The bushi may make two attacks per turn with both ranged and melee weapons taught by this school. Rank 5: To Do What We Must The Doji learns the power of letting go of life and surrendering entirely to the demands of destiny. Before rolling initiative, the bushi may spend a void point "To Do What He Must". That turn he will make a number of Full Attacks equal to his Honor Rank. The bushi automatically loses initiative, declaring his attacks first and acting last. The bushi ignores the effects (including death) of any wounds taken that round until after his attacks are resolved.

Page 12: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

Outfit (All items are of fine quality) Katana, Wakizashi, Bo, Yumi, 20 Arrows, Light Armor, Helm, Traveling Pack, 2 Kimonos, any 1 weapon, 8 Koku

Page 13: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

DRAGON

Usami Family (Mirumoto Vassals)

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

By: Scott Gearin

The Usami are the battle-philosophers who aid in the planing of the Dragon's defenses.

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).

Benefit: +1 Perception Usami (Dragon Clan) Bushi School Like the Mirumoto-ryu, this school is based upon the words of Mirumoto Hojatsu. While the students of the Usami-ryu also fight with katana and wakizashi drawn, they gain no benefit from it until the third rank.

Benefit: +1 Strength Hotate Family (Togashi Vassals) Beginning Honor: 2 + 5 boxes By: JCMarshall

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

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.

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.

The Hotate prowl the lands of the Dragon, looking for interlopers and spies. Benefit: +1 Stamina Hotate (Dragon Clan) Scout School Benefit: +1 Reflexes

Beginning Honor: 2 + 5 boxes Rank 2: Strike from the Spirit At this rank the bushi begins to understand what it means to "leave your mind behind" and to act only from the spirit. Unencumbered by thought and artifice the blade strikes swiftly and freely. The bushi may choose to roll (School Rank) keep 1 as a base for initiative (pole arms and quick would further modify the roll), but if he does so he may make no raises of any sort that round.

Skills Kenjutsu, Stealth, Archery, Athletics, Hand-to-Hand: Kaze-do, +2 High or Bugei skills Techniques Rank 1: The Wind behind the Back The Hotate scout first learns how to run like the wind itself so that he can report back to his base on intruders. They may maintain a running pace for a number of hours equal to their stamina times two, after which they must rest for an equal amount of time. Assume a speed of at least 10mph.

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

Rank 2: To soar like the Wind The Hotate scout is able to leap vast distances as if he were gliding upon the wind itself. The Hotate may actually leap a distance of twice his strength in feet from a stand still, either across or straight up. He may also triple that distance for long jumps if he has a running start.

Page 14: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

Rank 3: One with the Wind It is said the Hotate have mastered their kinship with the wind to such a point that it will hide them from all detection. By spending a Void point and remaining perfectly still, the Hotate scout become effectively invisible to all. Unless the scout makes a sudden move or a shugenja casts a "see the invisible" spell, the scout cannot be seen. Outfit (All considered to be average quality) Katana, wakizashi, clothing, running sandals, black body paint, 3 tattoos (all must be animal based tattoos). Itou Family (Agasha Vassals) By: Scott Gearin Once, when the magics of an Agasha shugenja saved the life of her only child, Itou Saemi swore that, “so long as one Itou draws breath there will be a samurai to stand guard before the Agasha.” Her children have served the Dragon ever since. Benefit: +1 Perception Itou (Dragon Clan) Bodyguard School Those who carry out the eternal oath of the Itou learn the ways of the yojimbo, ready to give their lives to preserve those of Agasha blood. Benefit: +1 Reflexes Beginning Honor: 2 + 5 boxes Skills Defense 2, Etiquette, Iaijutsu, Kenjutsu, Shugenja lore, and pick one bugei skill Techniques Rank 1: Guiding the Blow At this rank the bushi has learned to fight using the sword and saya techniques of the Itou style. If the bushi has his saya in his off-hand he keeps two dice when declaring full defense. The bushi is also trained to strike in any direction. He may attack overhead, at his feet, or even directly behind himself at no penalty. Rank 2: Bearing the Blow At this rank the bushi learns to place himself between danger and that which he guards. He may redirect a number of attacks aimed at one other person to himself equal to his school rank each round. This does not take an action on the part of the bodyguard, and must be declared before the attack is rolled. Rank 3: Breaking the Blow Instead of using her saya to defend, the bodyguard may now use it to foul other’s attacks. The yojimbo may

choose one opponent within melee range who must drop his highest die to hit and damage that round. The opponent does not have to be attacking the bodyguard. If the yojimbo has declared full defense that round she only keeps one die. Outfit (All considered to be average quality) Katana, wakizashi, bow, 20 arrows of any type, light armor, travelling pack, any one item, kimono, 2 koku The Agasha The Agasha Swordsmithing School Benefit: +1 to any trait Beginning Honor: 2 +5 boxes Skills Shintao, Meditation, Ettiquete, Weaponsmithing, plus any bugei or high skill. Rank 1: Soul of Honor The katana is the soul of the Samurai. A sword reflects the honor of it's maker. At this rank the Swordsmith may add his honor rank to his weaponsmithing skill. Rank 2: Test of the Soul The smith learns how to improve upon a already existing blade. He may add 1k1 to a sword by succeeding at a Earth+Weaponsmith roll versus a TN of the new roll+keep x 5. Thus, to improve a sword from 3k2 would be a TN of 35 (for 4k3). The Blade may only be improved one increase (no jumping from 3k2 to 5k4). A sword may only be improved this way once, and if the roll is a failure the blade is ruined. The smith may not use this ability on a sword he just created, to do so would interrupt the delicate balance of the elements in the new blade. If the smith later decides to improve his creation the TN is 10 less than normal. Rank 3: Sharing the Soul The Swordsmith is better able to direct the efforts of the others helping him. When working with others on a project, the Swordsmith gets a free raise for each person helping out. This bonus is effected by the number of apprentices the Swordsmith has. At any time, the smith can have/attract a number of apprentices equal to his glory rank. Rank 4: The Soul goes forth Steel is the true friend of the smith. It becomes easy for the smith to snap blades, with his chi. The difficulty of this is a Earth+Meditation versus a TN

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equal ot the roll+keep of the sword x 5. This ability may only be used a number of times a day equal to the smith's Earth ring. If the blade was a sword created b y the smith, theTN is decreased by 10. If the smith wants to use this ability in combat, he must spend a void point to do so. If the smith fails this attack, the target of the attack gets a free raise for damage on the smith. Rank 5: Awaking the soul The Swordsmith has learned how to awaken the spirits of the items he creates. Such a undertaking is not easy though. The TN to make a sword a Nemuranai is ten points higher than a weapon of compariable quality. (Thus a fine Nemuranai would be a TN of 30). It also exacts it's price from the Swordsmith (Who loses 10 xp, and 1 void point, which doesn't come back for a week after the forging is complete, the xp are gone for good). The smith cannot get the void point back through meditation. Outfit (all considered to be of average quality) Kimono, Travelling pack, Katana(fine quality), Wakizashi, Tools, 5 koku. Hayato Family (Mirumoto Vassals) By: Scott Gearin The Hayato are a small family within the Dragon Clan, and the keepers of a sad, but sacred trust. Mirumoto Hayato was the Dragon's emissary to the Snake Clan, a minor Clan that split from the Dragon generations before. When the much respected Snake Clan was obliterated, Hayato was the only man left alive who had trained in their school. Mirumoto Raizo, daimyo of the Mirumoto (with the Champion's approval) gave Hayato permision to found his own Family within the Dragon. Hayato was to keep the teachings of the Snake alive, that the memory of such honored cousins should not pass away completely. It is a task to which they have dedicated themselves to. (Characters from this family MUST attend the Hayato school if they are bushi.) Benefit: +1 Awareness Hayato Bushi School From the Blood of the Dragon it arose, and to the Dragon it has returned. The Snake Clan, born of the Mirumoto, fought with two swords as well. The Hayato presever their ways exactly, as a living tribute to memory of their extinct kin. All of these techniques may only be performed with swords, and the second and third require the student to have two swords in hand to perfom them. Benefit: +1 Reflexes

Beginning Honor: 2, plus 5 boxes Skills Archery, Defense, Etiquette, History, Iaijutsu, Kenjutsu, Meditation Techniques Rank 1: Way of the Snake The snake strikes with such speed and precision that only the sharpest eye may observe the stroke. A student of the Snake school learns to strike with the same abruptness. When attacking with a sword (or any kenjutsu-based weapon) the bushi rolls Reflexes + Kenjutsu instead of using Agility. Rank 2: Sun and Moon Cut The fangs of a serpent strike together, as do the blades of the snake school. Durring a full attack, if the bushi is armed with two sword, he strikes with both. The combined damage is equal to the more damaging weapon +1k1. Rank 3: The Coils of Enticement By luring an opponent off guard with one blade, the bushi may set him up for a devastating reposte with the other. The bushi must select one opponent who has already declared an attack against him (and therefore must have a lower initiative this round). Intead of attacking, the Hayato then rolls his Reflexes + Kenjutsu. This result becomes the targeted opponent's TN to hit the bushi (others use the TN for a normal attack). If the opponent misses, the Hayato -automatically- hits the targeted opponent with one sword. The target then loses any other attack he was entitled to this round. The Hyato may not raise while attempting this manuever. If the opponent does hit, the Hayato makes no attacks this round. Agasha Foundry Schools The only craftsman and creators that can rival the Kakita Artisans or the great Kaiu Smiths are the masters of the Agasha foundries. Influenced deeply by the Nazo Bubun No Agasha, or, "Agasha's little puzzle peices", the foundries are arguably the best set of trade schools in Rokugan. The first Katanas of the Empire came from the Agasha foundries, replacing the Tachi that the Samurai caste had used till then. And, for a period of time, only the Agasha school held the secret of creating Katanas and Wakizashis, until suddenly the Kakita and the Kaiu, then smithies all around the Empire suddenly started producing them. These days, most of the other people of the Empire aren't much interested in what goes on at the Agasha foundries, but the Mirumoto use the inventiveness and high quality of products produced at the Foundries to benefit the Clan and enrich the people. Further, the graduates of the

Page 16: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

Agasha foundries serve as the Dragon's samurai merchants, trading in the finest crafts of the Empire and giving the Yasuki a run for their money. Also represented by this set of schools are the Agasha healers, accupuncturists and doctors who cure through non-magical means Benefit: +1 Intelligence or Perception. Skills This depends on the Trade School that the character graduates from. Below are a few examples. Weaponsmith Armorer, Commerce,Craft (Blacksmith), Kenjutsu, Nazodo,Weaponsmith, 1 High or Bugei skill. Healer Advanced Medicine 2, Herbalism, Mitsugusiri, Poison, Shintao, 1 High or Bugei skill Tradesman Commerce, 1 Craft skill,Etiquette, Ichi-Miru, Nazodo, Sincerity, any 1 other skill Gardener Shintao , Craft (Landscaping) , Herbalism , Craft (Farming), History, Bard, any 1 High or Low skill (These tradesman breed new plants, create the story gardens, yet are also close to the Heimen, thus any High or Low skill. They usually don't fight, however, so no Bugei skills.) Scholar Nazodo, History, Bard, Heraldry, Etiquette, Courtier, 1 High skill Alchemist Nazodo, Mitsugusiri, Kagaku, Shintao, Shugenja Lore, Herbalism, 1 High Skill Beginning Honor: 2, and 5 Boxes Beginning Glory: 0 and 5 boxes (there isn't much Glory in dealing with production of material goods. However, Foundrymen are considered indispensable by the Mirumoto and are often asked to serve Courts all across Rokugan in the positions of their various trades. Special Note: It's important to note that there is not an architect foundry, that being the province of the Kaiu, and the Agasha Sword Foundry equals that of the Kaiu Forges or the school of the Kakita Master Blade Artisans (despite what others may say about the Kakita Blades.) However, while the Foundries do teach skills like Seige, Lore:Architecture and Craft:Construction,

the Kaiu are still the undisputed masters of defensive construction in Rokugan. Techniques Rank 1: Begin the Puzzle At this Rank, the newcomer to the Foundry begins intensive study of his or her chosen craft. The Agasha Foundryman may add 1 free raise, per rank,to the use of any *1* chosen skill from her Foundry. For example, Agasha Retsu is an Agasha Swordsmith, and designates his Weaponsmith skill as the skill that benefits from Begin the Puzzle. As the Foundryman advances in rank, he or she chooses an additional skill, up until 5 skills at Rank 5. Thus, Agasha Retsu can add two free raises to *two* of his skills at Rank 2, three free raises to three skills at Rank 3, and so on. The only restriction Rank 2:The Peices are One At this rank, the Agasha Foundryman can spend as many Void points as he or she likes on the use of any of her Foundry skills, even if they are not designated skills via the Rank 1 technique. Rank 3:The Puzzle Deepens At this rank, through intense study of the Tao of Shinsei and Agasha's principles, the Foundryman gains an intuitive sense the mysteries of his or her craft. By expending a Void point, the craftsman can negate any penalties that would normally incur to the use of his or her Foundry Skills by lack of tools, bad working conditions, lack of light or other details. This lasts for one hour per rank. Rank 4:Fitting the pieces The Foundryman's skills become effortless and artful, a manifestation of no-mind. Whenever the Foundryman makes a skill roll with Raises, and misses the raises but make the skill roll, he or she is considered to have succeeded with a base result...as if he or she made the roll, but had declared no raises. Any free raises from the Rank 1 technique still apply. Rank 5: The Puzzle is solved At this rank, the Master is a true Sensei of his or her craft. Without a roll, the Master may succeed at the use of any of his or her Foundry skills as if he or she had rolled a basic success, plus Free Raises from the Rank 1 Technique. This may only be done once per day per rank. If the Master Foundryman still wishes to Raise, he or she must roll. Basic outfit Wakizashi, set of tools for one craft, Kimono, Sandals, travelling pack, 10 Koku (5 of which are in trade goods

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you have crafted), wagon and pony if trade goods are bulky. Mirumoto Duelist School This school is actually Mirumoto's original dueling technique, as opposed to the Bushi school he later developed for the armies he helped train and create at the outset of the first war with Fu Leng. This school was carried on by Hojatsu, Mirumoto's son, and is still practiced by Mirumoto swordsman to this day. Traditionally Mirumoto Bushi who have ambitions to be Yojimbo to Courtiers (such as the Kitsuki Magistrates) study this elite school, as opposed to those who wish to be soldiers and act in support of the Agasha Shugenja, who study at the more common Mirumoto Bushi school. However, so much of the technique in both schools is so interchangeable that a practicioner of one can switch over to another if they do it before they achieve rank 2. Mirumoto duelists often emulate their great ancestor and sensei by wandering the roads, seeking truth as well as the opportunity to defend the innocent. More practically, Mirumoto Duelists guard and stand as champions for Kistuki Magistrates, being the only swordsman in the Empire who can match the skills of the famed Kakita duelists. Often, these Yojimbo often are forced into Duels to support the truth of the claims of Kitsuki magistrates. Benefit: +1 any Trait Beginning Honor: 2, plus 5 boxes Skills Defense, Iaijustu, Kenjutsu 2, Meditation, Shugenja Lore, any one High or Bugei skill Techniques As per Mirumoto Bushi School (L5R RPG, pg 82), except substitute the Rank 3 technique with the following... Rank 3: Strike from the Spirit At this Rank, the Mirumoto Duelist has learned the secrets of the 5 stances, and how to strike from his or her unfettered spirit. The Mirumoto Duelist adds their Void rank to all to hit, damage and initiative rolls, and may spend 2 void points instead of one on any roll involving Kenjutsu or Iaijutsu. (Note - standard Mirumoto Bushi can take this technique if they wish, or a Mirumoto Duelist can learn Blood of My Brothers (Mirumoto 3, L5R RPG Pg 82) instead. This option is most often taken by

Mirumoto commanders who see duels quite often, or duelists that act as Yojimbo to spell casters. Outfit Fine Agasha Forged Daisho, travelling pack, any 1 weapon, Kimono, 2 Koku

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LION

Outfit Matsu (Lion Clan) Beastmaster School

(One item is of fine quality, the rest of average quality): Wakizashi, Traveling Pack, Kimono, 4 Koku, Light Armor or Mount. By: Scott Gearin

Benefit: +1 Awareness Goseki Family (Matsu vassals) Beginning Honor: 3, plus 5 boxes By: Scott Gearin Skills

Those of the loyal Goseki family who attend other schools are often the yojimbo of important Lion clansmen.

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

Benefit: +1 Strength Techniques Rank 1: Brother to Lions Goseki (Lion Clan) Bushi School 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.

Often called the Lion berserkers, a student of the Goseki-ryu's eyes frequently burn with the inner fire of bushido. Benefit: +1 Willpower Beginning Honor: 2 + 5 boxes Skills Rank 2: Friends need no Words Archery, Battle, Bushido Lore, History, Jujitsu, Kenjutsu, and Yadomejutsu

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

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

Rank 3: Eyes in the Night At this rank the beastmaster may view the world through the senses of one of his bonded friends. The beastmaster must spend a void point to do so, and the sharing lasts for a number of minutes equal to the beastmaster's school rank.

Rank 2: Three Cuts Kata At this rank the Bushi begins to learn the Goseki's most powerful technique: The three cuts kata. If the character succeeds in hitting with a normal attack, he may immediately make another (normal) attack on the same opponent using the previous TN +10. The maximum, total number of attacks the character can make in a round is equal to his school rank. This may not be combined with the effects of ANY other technique (including the Goseki rank 1).

Rank 4: King of the Beasts At this rank the beastmaster's presence is so potent amongst animals that he may command them. This requires an opposes willpower roll. If the animal is under the direct control of another person, use the controller's willpower instead.

Rank 5: Walk with Me, Brother Rank 3: Blade of Rage At this rank the beastmaster may move his soul into

one of his bonded friends, "riding" in the body and sharing in the control. It takes five minutes of preparation to do so, and the bonded animal must be within line of sight. The beastmaster's own body remains in a trance during these travels. This may be done safely for one hour per rank of meditation skill. For every hour beyond this he must make a test of honor, starting at TN 5, and increasing by 5 each time, or lose his soul to the animals. Forever. A most shameful demise.

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

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Your Outfit (All considered to be average quality) Player chooses one to be of fine quality: Katana, wakizashi, bow, 20 arrows of any type, light armour, helm, travelling pack, kimono, any 2 weapons, 3 koku. Shokawa Family (Ikoma Vassals) The Shokawa are a practical and straightforward family, with a long tradition of tactical knowledge. Many major families have used Shokawa generals for hundreds of years for battles. Benefit: +1 Perception Shokawa (Lion Clan) Tactical School Benefit: +1 Intelligence Beginning Honor: 2 + 5 boxes Skills Battle, Kenjutsu, History, Lore (tactics), Lore (Bushido), Heraldry, any High or Bugei Skill Techniques Rank 1: Bushido Master At this rank the Shokawa may instil the virtues of Bushido before combat to a bushi (or himself) that accepts it. After 1 minute per opponent's rank of instruction by the Shokawa (Lore: Bushido test vs. TN 6-(lower of target's rank or intelligence) X 5, +5 for non-lion, +5 more if bushi's honor < 2), the Shokawa can give a number of free Raises equal to his rank (plus 1 per Raise). The Bushi can use a number of additional Raises per round equal to rank (Void limit still applies). Any Raises not used in the combat are lost. Rank 2: Battle Lore At this rank the Shokawa knows the best ground and tactics to use. With a successful Lore: Tactics test vs. a TN of the enemy generals Rank X 5 (+5 if non-Lion, +5 if non-Great Clan), the Shokawa adds or subtracts 1 level on the Battle Chart. Rank 3: Lore Master The Shokawa may spend any number of Void points in Lore tests regarding battle tactics or military issues. Outfit (One item is of fine quality) Katana, Wakizashi, Light Armor, Travelling Pack, Kimono, any 1 weapon, 4 Koku.

Shimada Family (Ikoma Vassals) By: Scott Gearin The warriors of the Shimada family will press an attack long after any other samurai would have paused for rest. They are often involved in the sieges fought by the Lion. Benefit: +1 Stamina Shimada (Lion Clan) Bushi School The Shimada have a saying: “War is Run!” and they are tireless runners. They fight holding the spear to the hip and their charges only end when the point is seen coming out the other side of a foe. They despise the effete spear-work of their rival school, the Iwase-ryu. Benefit: +1 Agility Beginning Honor: 2 + 5 boxes Skills Athletics 2, Battle, Defense, Kenjutsu, Siege, and Sojutsu (yari) Techniques Rank 1: Onslaught of the Lion The persistence of the Shimada-ryu is tested from the very first day. If the bushi misses with a normal attack he may try again, targeting the same opponent and rolling at -2k-1. The maximum number of extra attempts equals the bushi’s school rank. The die penalties from multiple attempts are cumulative (-2k-1, then -4k-2, finally -6k-3). Each attack is separate (dice from void points do not roll over to the next try), and once an attack succeeds no further attempts are allowed. This technique may not be combined with any technique that gives multiple attacks per round. Rank 2: Charge!!! The bushi may employ a tactic similar to that used by mounted lancers. For each full round the bushi has run towards his enemy before striking, he may roll an additional die for damage (maximum extra dice equal to his school rank). Rank 3: Roar of 10,000 Lions At this rank the bushi learns the tremendous battle cry of a Lion samurai. The bushi spends a void point as she unleashes a great snarl. All enemies that can both see and hear the Lion are subject to a fear effect equal to half the Lion’s glory rank (round up). Outfit (All considered to be average quality; Player chooses one item to be of fine quality) Katana, wakizashi, bow, 20 arrows of any type, light armor, helm, travelling pack, kimono, any 3 weapons, 5 koku

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The Akodo Akodo Tactical School The Akodo Tactical School has long been respected as the pre-eminent place to learn the essentials of command and manuever. While other clans send their generals and commanders to the Akodo school to study the scrolls and records maintained by the Ikoma historians, only the school's permanent students learn the deeper secrets of the tactical school founded by Akodo himself. Sensei While Akodo Kage is revered as one of the greatest teachers the Lion Clan has ever produced, it is Akodo Atamori who heads the Akodo Tactics School. Atamori has a completely uncompromisng attitude towards his students, allowing them no weaknesses. "The live of thousands of men- no, thousands of soldiers!- will be placed in your hands. If those hands tremble, I will learn of it here." Atamori is also known as one of Rokugan's greatest go players, matched only by the likes of Master Suana and possibly Kitsu Motso. Akodo Atamori- "Keeper of Akodo's Steps" Akodo Tactician 5 - H:4 G:7 AIR:3 EARTH:4 FIRE:4 Inteligence:5 WATER:5 VOID:4 Notable Skills: Battle 5, Bushido Lore 4, Go 5, History 4, Kenjutsu 4, Leadership 4, Siege 4, Tessen 5 Special: Ancestor: Akodo, Permanent Wound, Position (Sensei), Tactician Dojo- "Seven Black Stones" The head dojo of the school is known as the the "Seven Black Stones Dojo". This name comes from a traditional handicaping arrangement in go. The weaker opponent is offered not only the first move, but six more stones as well. Many outsiders think this is pride. The Akodo claim they can yeild such advantage and still win. The students know better: that is the kind of control you should seize before the game ever begins... Benefit: +1 Perception Beginning Honor: 3 + 5 boxes Skills Battle, Bushido Lore, History, Kenjutsu, Leadership, Seige, and Tessen Techniques Rank 1: Owning the Board The tactician gains the Way of the Land Advantage for every province of one clan, and may pick another clan at each School Rank here after. All of the minor

clans count as a single pick, and the unaligned and imperial lands count as another. Rank 2: The Soul of Akodo "A great man's heart can pump the life's blood of a thousand men." Where the Akodo bushi learns to enter the thick of battle and destroy the enemy, the Akodo tactician must learn that upon his life depends the lives of others. The tactician adds his Honor Rank to his TN to be hit and subtracts it from the damage taken each turn on the battle table. Rank 3: Tactics of Mistake No one seizes upon an enemy's error like an Akodo. The tactician may spend a void point to force an opponent to discard his highest die (therefore keeping less than his best) during a Bugei Skill roll. This may only be done once per roll. Rank 4: With the Strength of My Ancestors Same as the Akodo Bushi School's third rank technique. Rank 5: The Art of War At this rank the bushi has devoted his life to the way of bushido and mastery of the Art of War. The bushi receives a number of free raises equal to his Honor Rank in all rolls using the school's seven skills. Outfit (One item is of fine quality, the rest of average quality): Katana, Wakizashi, Tessen, Light or Heavy Armor, Helm, Banner, Traveling Pack, Maps, Kimono, Commander's chair, 4 Koku. Ikoma Budoka School Here at Agate Palace Silver Mines and Bushi Dojo Temp Agency, we are committed to bringing you the highest quality in staffing solutions. I would like to take a moment to introduce you all to our newest training program, certain to fill a previously empty niche in your Rokugan Portfolio. Back from the lost mists of history, the one and only Ikoma Budoka! (I had spent half an hour playing Street Fighter III when the character Makoto grabbed me by the collar, slamed me to the ground, and informed me that she was a Lion from the old school of Ikoma. I couldn't argue :). If you are curious about the visual inspiration for this school, you know what to look for now. I'm very pleased with how it turned out.) Benefit: +1 Stamina Beginning Honor: 2, plus 5 boxes Penalty: Characters wearing Heavy Armor may not use or benefit from the techniques of this school.

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Skills Athletics, Defense, Etiquette, Kenjutsu, Jiujutsu, Meditation, and Storytelling Rank 1: Way of the Lion's Paw The bushi has begun to learn the ferocious tenacity of the First Ikoma's fighting style. The bushi ignores the effects of wounds taken this turn until the end of the turn (except for Death) and adds his School Rank to his Attack and Damage Rolls when using Jiujutsu. Rank 2: Hands of the River The bushi becomes particularly adept at toppling his foes with foot or fist. The bushi receives two Free Raises when using the Sweeping maneuver of the Jiujutsu Skill (see WotD). Rank 3: The Lion's Den To seek out the lion in its den is to chase after your own death. The bushi learns the secrets of using an attacking opponent's force against himself. The bushi rolls and keeps an extra die of damage when striking opponents who have declared an attack against the bushi this turn. Rank 4: Ikoma's Gambit After actions have been declared for the turn, if the bushi has declared a Full Attack, he may forego the +2k0 bonus to instead get the first attack of the turn (with the exception of characters using the 2nd rank Daidoji technique). This attack must be made using Jiujutsu. The Ikoma bushi's TN to be hit for the rest of the turn is 5 + Armor. This may not be combined with any technique that grants multiple attacks. Rank 5: Closing the Jaws Once one of Ikoma's descendants gets the upper hand in a fight, he rains down blow after blow with a cold, methodical fist until the enemy is crushed. The bushi may make three Normal Attacks per round, with three restrictions: they must be made with Jiujutsu, they must target a single opponent, and if an attack misses all remaining attacks for this round are lost. Outfit As Lion Bushi without yumi or arrows. Akodo War College By: Roger Mattsson Akodo Tacticians may stay in the Akodo Bushi School until they have reached rank 2 but must then switch to Akodo War college

to focus on the deeper aspects of war and tactics. If staying beyond rank 1 they may never learn the Rank 2 in the teachings of the War College. Rank 1: Way of the Lion The Akodo Tactician begin their training togeher with the Akodo Bushi, as an initial bushi training. The same as Akodo bushi Rank 1 Way of the Lion. Rank 2: Changing the Course BATTLE: The Tactician has knows that in battle all decisions are important. If they make a Battle + Perception vs TN 25 they may roll twice on the Battle Table and choose the result. COMBAT: The Tactician may re-roll one to hit die per round. Rank 3: Know the enemy BATTLE: The Tactician have learned to spot an opportunity and use it. When rolling on the Battle Table, the Akodo Tactician may switch a Duel to Heroic Opportunity or vice versa, if desired. COMBAT: When the tactician is engaged in combat situation, he or she may force a number of opponents equal to their Battle skill engaging them, to declare their actions before deciding their action. Actions are still resolved in normal manner. Rank 4: The Power of Leadership. BATTLE: The tactician can guide his allies in battle, making them far more effective. The Tactician can make one Character or NPC (not from Akodo War College) share their understanding of the battle, this means that a target individual can use one assigned BATTLE effect for one round. Tactician assigns them. All rolls to make an effect occur is rolled by the Tactician since he guides his allies. The Tactician may not use any BATTLE effects for themselves this round. COMBAT: The tactician has his Willpower trait raised by half his Battle skill (rounded up) when doing Fear checks. Rank 5: The Art of War BATTLE: The Tactician is so skilled in battle and tactics that they can see what is about to occur in a few moments before it actually happens. When the Tactician is involved in a battle and gets Duel or Heroic Opportunity they may roll Battle + Awareness to get one of the following: TN 25, success indicates a one round duel with the enemy Commander, failure indicates that they are engaged by the bodyguard. TN 20, success puts them in a duel with the enemy standar bearer. TN 15 to avoid a specific encounter, take another encounter, may only be done once. COMBAT: The Tactician is also skilled in all their actions: Full Defense: roll Defense + Battle keeping

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one die. Standard Attack: add half their skill rank in Battle to TN to be hit or any to hit roll or damage roll, must be decide before resolving actions. Full Attack: add half his Battle skill to all damage and to hit rolls. All fractions rounded up. Outfit Same as in Way of the Lion.

Page 23: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

PHOENIX Karubo Family (Isawa Vassals) By: JCMarshall Asako (Phoenix Clan)

School of Knowledge 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 Beginning Honor: 2 + 5 boxes Benefit: +1 Intelligence

Skills Karubo (Phoenix Clan) Artificers School History, Heraldry, 2 Lores, Meditation, Calligraphy, Shintao

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

Techniques Skills Rank 1: Understanding the Way Calligraphy, Meditation, Shintao, Artificing,

Weaponsmith, Armorer, +1 High or Bugei skill 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.

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.

Rank 2: Lore of Spirits Gain Commune, Sense, Counter-spell, and Summon, plus 3 spells of any element. Rank 3: Focus of Mind Artificers carry spell scrolls like normal shugenja, but

they are incapable of casting them. They instead emplace them into the items they create.

Spend any number Void points on any Lore, Heraldry or History skill possessed. Rank 4: Lore of the Soul Outfit When perceiving a person, may make contested test (Void + rank) vs. (Will + rank). Success means the character learns 1 of the following: history, current Rings/Attributes, spells, Techniques, rank or skills and gain +5 on any action vs. person per Raise. May not be done in combat, unless Asako Full Defends and is not hit. Roll is at end of combat round.

(All considered to be average quality) Player chooses one of them to be of fine quality: Kimono, travelling pack, scroll satchel, wakizashi, tanto, 3 koku. Chiba Family (Asako Vassals) By: JCMarshall

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

Rank 5: Interrogation of the Soul After a successful Lore of Soul test, the character may spend a Void point to gain a number of free Raises equal to the Raises that an opponent has gained vs. the Asako, in any test vs. that person. That person must use a Void point to use a Special Technique vs. the Asako.

Benefit: +1 Awareness Chiba (Phoenix Clan) Healers School

Benefit: +1 Perception Outfit Beginning Honor: 3 + 5 boxes (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).

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

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with the medical profession for each school rank that his has. Outfit (All considered to be average quality) Player chooses one of them to be of fine quality: Kimono, travelling pack, wakizashi, tanto, 5 koku, medical bag and supplies Koike Family (Shiba Vassals) By: Scott Gearin The Koike learn to observe their surroundings, their enemies, and themselves. They are wary, cautious warriors. Less contemplative than the Shiba, they spend much time patrolling the lands of the Phoenix. Benefit: +1 Perception Koike (Phoenix Clan) Bushi School Koike trained bushi roam the back-county of the Phoenix provinces hunting bakemono and bandit alike. They sometimes spend weeks isolated and alone in the wilderness. Benefit: +1 Stamina Beginning Honor: 2 + 5 boxes Skills Archery, Defense, Hunting, Kenjutsu, Mountaineering, Naginata, and Shintao Techniques Rank 1: Those Who Stand Alone The Koike bushi must remain supremely alert, for no one else guards their backs. For purposes of determining surprise the bushi’s Air Ring is considered one higher. The bushi is equally alert to sudden danger awake or asleep. Rank 2: Unfettered Attack The bushi’s has learned to face those that rely on numbers to succeed. If the bushi has attacks declared on her by two or more opponents, she may make two attacks per round. However, she may not attack the same opponent twice per round. The attacks must be directed against two different opponents, one of whom must be attacking her. Rank 3: One with the World The bushi’s spirit blends seamlessly into the chi of the world. She no longer leaves tracks of any kind and is rarely recalled by anyone who has not directly interacted with or deliberately watched her. Outfit (All items of average quality except the travelling pack) Katana, Wakizashi, Naginata, Bow, 20 Arrows

of any type(s), Light Armor, Fine travelling pack, Heavy Kimono, and 1 Koku Yumeno Family (Asako Vassals) By: Scott Gearin The Yumeno are poets, artists, and musicians. They are welcome guests at the long winter courts of the Phoenix lands. Benefit: +1 Awareness Yumeno (Phoenix Clan) Kodo School This school is an artisan school. Because of its usefulness, drummers are often found on the battlefield. The maya of this school are very fast. Once the drummer has begun the effects occur in nine rounds minus the drummer’s school rank. None of these maya may be held. Drumming is a demanding art. A drummer may only perform for a number of minutes equal to his stamina x school rank, before resting for a third of that time. Benefit: +1 Stamina Beginning Honor: 2 + 5 boxes Skills Athletics, Defense, Music (Drums) 2, Shintao, Tessen and pick one high skill Techniques Rank 1: Lure of the Heart The music of the heartbeat commands the attention of the spirits. This can make it very difficult for shugenja to call upon the kami. By making a Void + Music roll with a TN of 20, the drummer may increase the TN of all spellcasting in his area by 5. For every two raises the drummer makes the TN is increased by an additional 5. Rank 2: Filling the Heart The sound of the drums can fill a warrior’s spirit with steel. While drumming, all friendly samurai who can hear the sound automatically succeed on any fear check and may keep one extra die on one roll per round. Rank 3: Beating the Heart The Drummer may use the sounds of his drums to drive evil spirits away. Once the drumming takes effect, any creature with the Shadowlands taint, and any malevolent spirits are driven from the area until the drumming stops. The radius of this effect is 10 yards per point of void the drummer has. Outfit: (All items are of average quality) Wakizashi, Tessen, 2 Drums, Drumsticks, Kimono, Travelling pack, 4 koku.

Page 25: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

Asako Magistrate School Benefit: +1 Perception Beginning Honor: 2, plus 5 boxes Skills History, Investigation, Law, Maho Lore, Meditation, Shintao, and Shugenja Lore Techniques Rank 1: On the Banks of the River The magistrate has developed a sense for the flow of magic in the world. By briefly (two rounds) touching a person or item and concentrating completely, the magistrate may make a Perception + Meditation roll vs. a TN of 25 to determine if the target is under the effects of a spell. Nemuranai may be detected with this method with a TN of 30. Raises grant additional knowledge. Rank 2: Calm as the Waters At this rank the magistrate masters the calm demeanor and develops the serene presence of the true Asako magistrate. The character automatically recovers all of his void points with the return of Amaterasu at dawn each day. Rank 3: The Celestial Pattern The magistrate has worked to hone his understanding of the world. He may re-roll any Intelligence or Lore skill roll, keeping the higher result. This technique may be used a number of times per day equal to the magistrate's Void ring (but only once on any single roll). Rank 4: Tracing the Flow Each time the Magistrate clearly sees the entire successful casting of a spell he may spend a void point to attempt to "understand" the spell. Roll Void + Shugenja Lore with the same TN as the spell (including any raises). Void points may not be spent on this roll. Each success gives the character a "clue" about that spell. When the magistrate has gathered a number of "clues" equal to the spell's mastery level he may create a scroll of that spell. Rank 5: In the Hidden Heart By briefly questioning a character (five minutes per school rank of the subject) and making a contested roll of Void + Investigation vs. the target's Void the inquisitor can discover the guilt or innocence of the target. The questions need not relate to the crime as the magistrate is examining the soul, not the answers.

Outfit (One item is of fine quality, the rest are considered to be of average quality):Katana, Wakazashi, Jitte, Scroll case, Traveling Pack, 2 Kimonos, 5 Koku. Shiba Family Shiba Elemental Adept School By: Clifford Horowitz Benefit: +1 Perception Beginning Honor: 2 plus 5 boxes Skills: Archery, Kenjutsu, Defense, Athletics, Meditation, Shintao, Tea Ceremony Techniques Rank 1: The Earth Forms a Mountain… The adept first learns to focus on the hard substance of his body. He concentrates on the earth of his form and targets it in his training. Mental and spiritual exercises make it pure while physical regiment makes it strong. He treats his earth as one higher when determining wounds. By spending a void point he may focus the earth within him to weigh down a strike, making it harder and more steady, thus adding his earth to the strike and damage rolls for one round. Rank 2: …That Is Worn Down By the River… Now the adept moves from the sold to the fluid parts of his substance. Having gained a solid foundation from his previous training, he now learns to tear it down and move. But this particular motion is not the fleeting dance of the hummingbird. It is the motion of power. Whenever making a roll to move past something, be it actively looking for a hiding person or breaking through an opponent's armor, the bushi may re roll any dice that roll under his school rank. He may do this a number of times equal to his water + school rank. With a void point the bushi may add his water ring to the strike and damage rolls for a single round. Rank 3: …To Be Consumed In Fire… Having mastered the material, the adept now moves to the less tangible. He learns to harness the sheer energy that allows movement of both mind and body. This mastery gives the bushi two actions every round, which may be used as attacks or whatever else the samurai desires. With a void he may also add his fire ring to strike and damage rolls. Rank 4: … And Rise As Mist … The adept now moves into developing the element that is there and yet not, the invisible substance that is only seen in its effects, only felt in its actions. The bushi

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learns to be as swift and fleeting as air, invisible and untouchable until he sweeps in like the gale. A number of times per day equal to his air + school rank he may add his school rank to his reflexes before calculating his TN to be hit. This lasts for one round. With a void point he may translate his speed into his attacks, adding his air ring to his hit and damage totals. Rank 5: … Which Fades to Nothing. Having mastered the elements of being, the adept is now ready for the final step. He embraces the nothing that binds them all. He lets all that he has learned fade into the background of the encompassing void. He may now spend any number of void points he wishes on a single action. But while this connection with the void allows him to tap it better than most, it also allows him to draw from it better as well. He may reap the benefits of meditation in half the time, and gains two void points back when in a proper tea ceremony. In combat he may use the "five ring strike" which allows him to add the sum of his five rings to his attacks and damage for a round. However, this costly strike costs five void points to activate. Outfit As the Shiba Bushi school.

Page 27: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

SCORPION Katokawa Family (Shosuro Vassals) Iioka Family (Shosuro

vassals) The Katokawa are known for their willingness to learn all there is to know about the courts and all that takes place within them. By: Scott Gearin

Benefit: +1 Perception 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.

Katoaka (Scorpion Clan) School of Intrigue Disadvantage: Not Samurai. May purchase samurai for 2 CP points. Advantage: Quick may be purchased for 2 CPs.

Benefit: +1 Agility Benefit: +1 Reflexes Beginning Honor: 1 + 5 boxes Iioka (Scorpion Clan) Bushi School Benefit: +1 Intelligence Skills Beginning Honor: 1 + 5 boxes Stealth, Poison, Sincerity, Herbalism, Defence, any 2

Bugei, High or low skills Penalty: Students of this school may not use any of their techniques while wearing armor Techniques Skills

Rank 1: Distraction of the Scorpion Archery, Dance, Defense, Kenjutsu, Lore (bushi schools), Oration, and pick one low skill 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.

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

Rank 2: The Taunt The Katokawa can make a test of (Awareness + rank) vs. a TN of the higher of Opponents Willpower or Honor X 5, +10 if not already in combat. If successful the target is enraged by the words of the Katokawa. He must attack, and his next attack must be a Full Attack. If done in combat, this is treated as Full Defence for the Katokawa.

Rank 2: Learning to Learn At this rank the Bushi is expected to begin mastering a variety of weapons. This constant training teaches the bushi the most important lesson: how to learn. The experience point cost to improve any bugei skill the character has (already at rank 1) is reduced by one point.

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

Rank 3: My Enemy's Weakness At this rank the bushi has learned to counter or evade the multiple-attacks-per-round techniques of other schools. No single opponent may make more than one attack per round on the bushi. If an opponent's second (or third) attack is directed against the bushi it is lost without effect. This technique may never be used in combination with a technique that grants multiple attacks.

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

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.

Page 28: Vassal Families & Extra Clan Schools - Sympatico · Vassal Families & Extra Clan Schools By: Various Authors Within each clan are a number of vassal families as well as extra schools

Kochako 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 Kochako (Scorpion Clan) Bushi School Benefit: +1 Intelligence Beginning Honor: 1 + 5 boxes Penalty: Students of this school may not use any of their techniques while wearing armor Skills Archery, Dance, Defense, Kenjutsu, Lore (bushi schools), Oration, and pick one low skill Techniques Rank 1: The Way of Grace The bushi learns to control his body and weapons with subtlety rather than muscle. When rolling damage for any weapon he has a skill of 3 or better with the character may roll Agility + Damage Rating instead of Strength + DR. While so armed, the Scorpion also adds his Fire Ring to initiative rolls. Rank 2: Learning to Learn At this rank the Bushi is expected to begin mastering a variety of weapons. This constant training teaches the bushi the most important lesson: how to learn. The experience point cost to improve any bugei skill the character has (already at rank 1 or better) is reduced by one point. Rank 3: My Enemy's Weakness At this rank the bushi has learned to counter or evade the multiple-attacks-per-round techniques of other schools. No single opponent may make more than one attack per round on the bushi. If an opponent directs a second attack against the bushi it is lost without effect. This technique may never be used in combination with a technique that grants multiple attacks. 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.

The Shosuro Shosuro (Scorpion Clan) Assassin School By: Scott Gaerin Benefit: +1 Perception Beginning Honor: 1 + 5 boxes Skills Acting, Conversation or Seduction, Herbalism, Investigation, Poison, Sleight of Hand, Stealth Techniques Rank 1: The Underhand The assassin’s first task is to be the eyes and ears of the Emperor. To see and deal with those threats others will not. The Scorpion receives a free raise when using any low skill. Rank 2: Sting not the Scorpion At this rank the assassin has worked diligently to build up a tolerance for the tools of his craft. He gets to pick one specific poison that he is immune to. If the poison is particularly strong it may make him dizzy or nauseous, but nothing like what it should do. At each rank here after the character may pick another poison to which he becomes immune. Rank 3: I Can Swim The assassin is the master of unseen skills and hidden advantages. Once per adventure the assassin may “reveal” a skill he possess. He may spend un-spent experience points to increase a skill one rank. This may also be used to purchase a new skill at rank 1. Use of this technique does not require an action and may be done at any time. Rank 4: My Only Virtue The loyalty of the Scorpion is a thing few can fathom. Even fewer recognize its intensity. While performing a task for his lord (or on behalf of those on his loyalty list) the Assassin may make a test of honor using his loyalty (his honor + 2) with a TN of 5 x the number of wound ranks he has filled. If the test succeeds he may ignore all wounds (even death) for a number of rounds equal to twice his loyalty rank. This may be done only once per day. Rank 5: “Simplify, Simplify, Simplify” At this rank the assassin has achieved the greatest mastery in the craft of poisons. He no longer needs to roll to succeed when using the poison or herbalism skills. The character is entitled to any free raises, but may not make raises while using this technique. If the assassin wishes to raise he must roll.

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Outfit (All considered to be average quality) Kimono, Katana, Wakizashi, Travelling pack, equipment, 3 Koku Hitaki Family (ShosuroVassals) 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 smelling a drop of potent poison on the lip of his sake cup. "Legends tell of Shoshuro Hitaki, who saved the Emperor Hantei XV by smelling a single drop of Blood Lotus poison on his Sake cup, even though he sat at the end of the table. After such heroism, it was said that he set at the left of that Emperor for the rest of his days." Benefit: +1 Perception Hitaki Poisoner Schools Benefit: +1 Reflexes Beginning Honor: 0 + 5 boxes Skills Poison 2, Defense, Stealth, Plus two Ninjutsu Techniques Rank 1: Scent of the familiar venom Due to almost supernatural familiarity to poison, the Bodyguard is able to detect poison on a successful poison+perception roll, up to 5 feet away/school rank. This ability ignores amount of dose, and can even detect poisons in a sealed vial. This is not mereily a scent thing, it is a combination of all senses, and perhaps a supernatural sense to poison. Rank 2: Swimming in poisoned waters Each time a particular poison is encountered by the Bodyguard, he becomes immune to it if he is successful in his saving roll (Earth+school at a TN of 25). For each failed attempt at immunity, that does not lead to death, the Bodyguard gains one free raise, to be used at the next attempt at immunity for that poison type only. This ability is often used so the guard may taste the food of his charge for poisons. Rank 3: The secret sting of the Scorpion At this rank the Hitaki master is trained in the use of concealed needles to poison opponents in the heat of battle, as well as a variety of hemotoxins that can be used to best result during the extertion of combat. If the bodyguard's charge is attacked , and the guard has

declared a full defense as his action for the round, he may make a poison+agility roll with a TN equal to the attacking bushi's TN to be hit. If successful, the attaclomg Bushi is poisoned (Provided the poison master has a vial of poison available). Because of his concentration elsewhere, when this technique is used, the Bodyguard loses the normal bonus for full defense. Outfit (All considered to be average quality) Kimono, Katana, Wakizashi, Travelling pack, equipment (includes poison ring) Bayushi Duelling School (Note this is inspired by Shiba Toma-san’s "Multiple styles within Existing schools" e-mail a few days back. Thanks!) While not their main forte, the Bayushi bushi have always been rather respected duellists, known for their speed and cunning. They are the only non-Crane clan that makes iaijutsu a mandatory starting skill. (to the best of my knowledge, correct me if I’m wrong please) Over the years there have been a growing number of Bayushi Bushi who have dedicated an increasing amount of their time away from their manipulations and into the beauty of the one strike. This has resulted in a sub-style of the main bushi techniques; there are likely only two or three bushi in the whole of Rokugan who have mastered the entire school, there are around fourty bushi between the first and fourth ranks spread out all over Rokugan. This, added to the style’s relatively young age (Bayushi Tajima, the founder of the sub-style, died a mere fourty years ago), and lack of a formal dojo, has prevented it from being a real force to reckon with, and no threat to the Kakita Duelling Academy. Benefit: +1 Reflexes Beginning Honor: 1, plus 7 boxes Skills Archery, Defense, Iaijutsu, Kenjutsu, Sincerity, Any Merchant or Low skill, Any Bugei or Low skill. Techniques Rank 1: As per Bayushi Bushi Rank 2: As per Bayushi Bushi Rank 3: Mask the blade Scorpion duellists at this rank adapt their Rank 2 to techniques to the iaijutsu duel. The mechanics are different, however:

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In duels, after the awareness rolls and before the actual raising begins, they may make an Agility+Sleight of Hand roll against the opponent's Perception x 5. If successful, the base TN to be hit for the duellist is increased by how much the roll was made by, with a minimum of 5. The TN for the opponent remains 5. This may only be done once per duel, although it does not count as an action, attack, or raise. Raises can't be made on this roll. In melee combat, they learn the saya-and-katana techniques that makes it hard to predict where the attack is coming from, since they use the saya to obstruct the opponent's view of the katana. They may make an Agility+Sleight of Hand roll against the opponent's Perception x 5. If they succeed then the opponent's TN to be hit (in general melee) is reduced by 5, and 5 more for each raise on the roll. This may only be done once per round, although it does not count as an action or attack. (This rank is a bit too powerful for a rank 3, in my opinion, but since it reduces the effectiveness of Rank 2, that's ok) Rank 4: As per Bayushi Bushi Rank 5: Deceive with your soul Good liars lie with their eyes. Excellent liars lie with their bodies. But a Bushi of this rank can lie with their souls, making the opposition think they have the advantage when they don't. When in an Iaijutsu duel, after the awareness rolls, and before the actual raising, the duellist can make an Void+ Iaijutsu roll against his opponent's Iaijutsu skill x 5. If he succeeds then he gets to strike first in the coming duel if he called the strike. If the opponent called the strike first, then he gets to keep an additional die when rolling to hit and damage. This also applies to melee combat. The bushi may roll and keep an extra die when rolling to hit and damage on any opponent who has declared an attack on him this turn.

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UNICORN Penalty: The Horiuchi school only has three ranks. The student may not advance beyond this limit. As practitioners of meishodo, they may not learn Sense, Commune, or Summon spells, and all normal spells have their TN increased by 5.

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.

Skills Horiuchi shugenja may make one normal raise while using meishodo. Calligraphy, Craft (jewellery), Herbalism, Horsemanship, Meditation, Singing, and pick one high skill

Benefit: +1 Stamina Beginning Spells

Horiuchi (Unicorn Clan) Bushi School 3 Water meishodo, 2 Fire meishodo, 1 Earth meishodo, and 2 Water spells. Benefit: +1 Stamina

Beginning Honor: 2 + 5 boxes Outfit

Skills Same as Iuchi Shugenja (pg. 91) Archery (Based on Agility rather than Reflexes),

Defence, Kenjutsu, Horsemanship, +1 High skill, +2 High or Bugei skills

Nozara Family (Shinjo Vassals) By: JCMarshall

Techniques 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.

Rank 1: Strength of the Unicorn The bushi has learned how to use the fact that his is on horseback to his advantage when attacking and as such, may add his Horsemanship skill to all damage rolls when on horseback. Rank 2: Dangerous even Un-horsed Benefit: +1 Awareness The bushi become proficient enough with horse based weapons that he can use them effectively off the horse as well as on a horse. This does mean that the bushi could feasibly take a lance and use it while on the ground.

Nozara (Unicorn Clan) Courtier School Benefit: +1 Willpower Beginning Honor: 2, plus 5 boxes

Skills Rank 3: Horse and Rider as One Courtier, Etiquette, Law, Horsemanship, Archery + 2

High/Bugei Skills The bushi may attack twice per round as long as on horseback. Techniques Outfit Rank 1: One Voice filled with Anger (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

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.

Horiuchi (Unicorn Clan) Shugenja School The followers of Horiuchi have committed themselves to the mastery of the meishodo form of magic. They have at long last made a breakthrough in shaping the energies released be speaking the words of creation. They have discovered a secret way of singing the words that modulates the effect.

Rank 2: One Voice, Louder than any Other The Courtier learns how to pitch his voice so that even if he speaks in a calm tone, it will carry to all listening. This is especially nasty when he raises his voice. When Courtier uses this technique, all within normal hearing will immediately hear him. There is no way not too. This is useful when blaming someone of something unhonorable and you want to make sure all

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

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know it, even if it sounds like only the person you're talking to is meant to hear it. Rank 3: One Voice, One Word The Courtier has learned how to encourage others to his way of speaking. When he speaks, all that listen must make a Simple Willpower Test at TN 15 not to see the Courtiers point and agree with him. This TN grows to 20 if the person is on the side of the argument, and to 25 if the person actually started off agreeing with the Courtier. Outfit (All considered to be of average quality) 2 Kimonos, travelling pack, steed, tanto, 4 koku.