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Reference: Items

Posted: Thu May 14, 2020 2:44 pm
by Vutall
Core Rulebook
ASHIGARU ARMOR
Much less expensive to produce than either light or heavy samurai armor, ashigaru armor is also lighter, less restrictive, and less protective than traditional light and heavy armor. It consists of plates that protect the head, torso, and upper legs. It is not unheard of for scouts among the samurai caste to wear ashigaru armor in lieu of traditional samurai armor to afford them greater mobility in the execution of their duties. Ronin also wear it because of its affordability.
c Bonus to Armor TN: +3
c Reduction: 1
c Price: 5 koku

LIGHT ARMOR
Far and away the most common armor worn by samurai in the armies of the Great Clans, light armor is the standard by which other armor is measured. The overlapping plates protect primarily the torso, head, upper arms and upper legs, but the lower arms and legs are left largely uncovered in order to prevent excessive loss of mobility or range of movement. Light armor is generally favored by scouts and infantry, particularly infantry that needs to move quickly on the battlefield.
c Bonus to Armor TN: +5 c Reduction: 3
c Special Rules: Wearing light armor increases the TN of all Athletics and Stealth rolls by 5.
c Price: 25 koku

HEAVY ARMOR
While light armor is frequently worn by scouts or rapid infantry, heavy armor is preferred by troops on the front lines or those who are expected to be in the thickest part of the fi ghting. Heavy armor protects the entire body, including the arms, legs, hands, feet, and face, which is protected by a full helm called a kabuto. While the wearer’s mobility is signifi cantly impacted, many consider the increased protection well worth the effort.
c Bonus to Armor TN: +10
c Reduction: 5
c Special Rules: Wearing heavy armor increases the TN of all Skill Rolls using Agility or Reflexes by 5.
c Price: 40 koku

RIDING ARMOR
A modifi ed version of light armor, riding armor is designed to be worn by soldiers on horseback, and the plates have been reoriented in order to defl ect blows from troops on foot. This customization dramatically increases the effectiveness of the armor, but only so long as the wearer is on horseback.
c Bonus to Armor TN: +4, +12 while on horseback
c Reduction: 4
c Special Rules: Riding armor is considered heavy armor for the purposes of mechanical effects that specify armor type, including Techniques, Advantages, etc. Wearing riding armor increases the TN of all Agility and Refl exes rolls by +5 unless the wearer is on horseback.
c Price: 55 koku

ARROWS
There are a variety of different arrows used by archers in Rokugan, all with a heavily specialized purpose, and all produced relatively inexpensively. The DR of an individual arrow is added to the Strength of the bow used to fi re it to determine the total amount of dice used for the damage roll.

c Armor Piercing: These arrows replace the broader head of the Willow Leaf with a narrow spike intended to punch through armored plates. They are effective in penetrating armor, but sacrifi ce some of the damage inflicted.
c Flesh Cutter: These arrows have broader, sometimes barbed, heads intended to infl ict tremendous damage on unarmored targets. They are almost useless against armored targets and cannot be fi red as far as a standard Willow Leaf arrow, but against unarmored targets they are devastatingly effective.
c Humming Bulb: These arrows have a blunt, hollow tip that produces a loud whistling sound when fi red. They are used for signaling or sounding alarms, and generally do little damage.
c Rope Cutter: Rope Cutters have broad, crescent shaped heads intended to cut rope or other similar items, such as banner strings and the like.
c Willow Leaf (Ya): The willow leaf or ya arrow is the standard arrow used by archers throughout the Empire. This is the arrow used to teach samurai archery beginning in their childhood, and the type used by the greatest archers in the land. Three quarters of all arrows carried by a typical archer are Willow Leaf arrows

ARROW TYPE DR COST SPECIAL RULES
Armor Piercing 1k1 2 bu Ignores the Armor TN bonus provided by armor
Flesh Cutter 2k3 5 bu Double the Armor TN bonus provided by armor; ½ range provided by armor; ½ range
Humming Bulb 0k1 5 bu Makes a loud whistling sound
Rope Cutter 1k1 3 bu 2 Free Raises for Called Shots against inanimate objects; ½ range
Willow Leaf 2k2 1 bu None

BOWS
Although they do not have the prestige associated with them that the daisho has, bows are still considered a principal weapon for samurai. They are far less expensive to produce, for one thing, and place the wielder at less risk when facing one’s enemies. Bows are traditionally carried unstrung to avoid stretching or breaking the bowstring. A skilled archer has been trained to string a bow extremely quickly, however, and is rarely at a disadvantage unless ambushed. A bow adds its strength rating to the fi rst number of the DR of the arrow being fi red. For example, a character wielding a yumi (Strength 3) fi ring a Willow Leaf arrow (DR 2k2) would roll a total of 5k2 for damage. However, a character whose Strength is less than that of the bow he is wielding uses his Strength instead of the bow’s Strength. All bows have a range listed. This is the maximum possible range that an arrow can be fi red using this bow without incurring penalties. A bow can fi re an arrow an additional distance up to twice listed range, but suffers a -1k0 penalty to the attack roll for every extra 50’ beyond the listed range. Bows fi red against opponents currently in melee range with the archer also incur a penalty of -10 to the total of the attack roll.

Thrown Weapons
While bows are the most common ranged weapon, they are by no means the only ones employed by samurai. Numerous other weapons can be used at range, although generally their range is significantly less than that of a bow. Knives and wakizashi can be thrown using the Athletics Skill. Various spears can be thrown using the Spears Skill, and the Ninjutsu Skill allows a character to throw shuriken and tsubute as ranged weapons. Unless otherwise specified, thrown weapons add the wielder’s Strength to the weapon’s DR when determining damage, just as melee weapons do.

DAI-KYU
Designed to be fi red from horseback, the dai-kyu is composed of multiple pieces of wood, horn, or sinew bound together with glue. These are easily the most powerful of the standard bows used by armed forces in Rokugan, and are considered nearly as valuable by an archer as his katana.
c Keywords: Large
c Strength: 4 (Minimum Strength 3 required to wield)
c Range: 500’ c Special Rules: Increase the TN of all attack rolls by +10 if used on foot.
c Price: 25 koku

HAN-KYU Smaller than the yumi and generally easier to use and carry, the han-kyu is a popular bow for use by traveling magistrates or scouts who depend upon speed and stealth. A han-kyu is typically crafted from a single piece of wood or horn.
c Keywords: Small
c Strength: 1
c Range: 100’
c Special Rules: Increase the TN of all attack rolls by +10 if used from horseback.
c Price: 6 koku

YUMI
This is the basic bow carried by infantry archers, and by samurai who travel independently of armies or other large groups. It is a powerful bow, although not quite as powerful as the dai-kyu, but its curvature makes it inconvenient to use on horseback.
c Keywords: Large
c Strength: 3
c Range: 250’
c Special Rules: Increase the TN of all attack rolls by +10 if used from horseback.
c Price: 20 koku


CHAIN WEAPONS
Chain weapons are extremely uncommon, due to the sheer diffi culty of their use. There are countless variants of these weapons, but all are comprised of one or two weapons attached by a length of chain. Some are a weapon linked to a weight, while others may have two weapons. They are traditionally wielded by twirling one or both ends and swinging them at one’s opponent, either striking them outright or entangling them so that they can be struck with the weapon at the other end.

KUSARIGAMA
The most common chain weapon, the kusarigama is particularly popular with samurai of the Mantis Clan. It is essentially a kama (see Knives) attached at the base of the handle to a length of chain roughly fi ve to six feet long. The other end of the chain is attached to a weight, typically a metal cylinder or sphere.
c Keywords: Large
c DR: 0k2 (kama end), 0k1 (weighted end)
c Price: 5 koku

KYOKETSU-SHOGI
The kyoketsu-shogi is more of a tool than a weapon, but can be used to attack an opponent without great diffi culty. Popular among ninja and other criminals, this weapon is a metal grappling hook attached to length of chain or, more frequently, a silken rope. The other end of the rope is weighted to hold it steady while someone climbs the rope to whatever target the grappling hook has been secured to.
c Keywords: Large
c DR: 0k1
c Special Rules: Double an opponent’s bonus to Armor TN from armor.
c Price: 9 bu

MANRIKIKUSARI
This inexpensive weapon is a length of chain with weights on both ends. Traditionally these have been small to medium sized cylindrical weights, although in the Crab lands it has recently become more popular to use large spherical weights instead.
c Keywords: Large
c DR: 1k1
c Price: 3 koku

HEAVY WEAPONS
The term heavy weapons applies to a number of different weapons that can be grouped together primarily because of their size and increased damage capacity. Heavy weapons require two hands to wield effectively.

DAI TSUCHI
A massive two-handed war hammer popular in the Crab Clan, the dai tsuchi is one of the more effective tools the samurai of Rokugan have against the large, well-armored creatures of the Shadowlands that occasionally threaten the Empire. In trained hands, the dai tsuchi focuses its force in a very small area and can shatter armor or the thick hide of demons without great difficulty.
c Keywords: Large
c DR: 5k2
c Price: 15 koku

MASAKARI
The masakari is actually a one-handed ax, a variant of the axes used by woodsmen and lumber harvesters throughout the Empire. It is signifi cantly smaller than the other heavy weapons, but is wielded in much the same manner, hence its inclusion in this category.
c Keywords: Medium
c DR: 2k3
c Price: 8 koku

ONO The ono is a large two-handed ax that can easily be used to fell trees or to sever limbs. The sheer force that can be channeled by an overhand strike into the thin edge of an axe blade results in perhaps the most devastating personal weapon that a trained warrior can wield.
c Keywords: Large
c DR: 0k4
c Price: 20 koku

TETSUBO
The tetsubo has been the signature weapon of many great Crab Clan heroes, particularly during the Clan War, and as such has become quite a symbol for many young aspiring Hida warriors. A tetsubo is essentially a metal club with steel (or in rare cases jade) studs embedded along its length. This simple design is unparalleled for shattering armor and other hardened targets.
c Keywords: Large
c DR: 3k3
c Price: 20 koku

KNIVES
Knives are small, easily concealed blades that are popular among dishonorable individuals because they can be hidden and taken into places where one is not supposed to have a weapon. More honorable individuals like to keep them on hand for mundane tasks that would bring dishonor to a katana or wakizashi. Knives can be thrown as ranged weapons up to twenty feet.

AIGUCHI & TANTO
The aiguchi and tanto are both very simple, basic knives with few differences save that the aiguchi possesses a hilt guard and the tanto does not. Many samurai carry a tanto for grooming purposes.
c Keywords: Small
c DR: 1k1
c Price: 1 koku

JITTE & SAI The jitte and sai are weapons that were adapted from farming implements during the early days of the Empire, and which have slowly gained acceptance with the samurai caste since that time. The jitte in particular is an accepted symbol of a magisterial position. Both are steel cylinders roughly a foot long that possess a short handle and a blunt tip. Both possess metal prongs that originate from the divide between the handle and the blade; the jitte has one prong while the sai has two symmetrical prongs. The jitte and sai have gradually gained acceptance among samurai primarily because they are ideal weapons to use for disarming someone without infl icting any signifi cant damage.
c Keywords: Small
c DR: 1k1
c Price: 5 bu

KAMA
The kama was improvised from a sickle of sorts, and the vast majority of kama in the Empire are still being used in the fi elds by farmers to harvest crops. However, the kama has also become the signature weapon of a great many Mantis samurai, particularly among the Yoritomo family, so it is generally regarded as a weapon even if it is perfectly acceptable for peasants to possess them.
c Keywords: Peasant, Small
c DR: 0k2
c Price: 5 bu


NINJUTSU WEAPONS
No honorable samurai would ever consider utilizing so disgusting a weapon as those grouped together as ninja weapons. These are filthy, reprehensible tools utilized by honorless cowards who lack the courage and ability to face their foes with a sword in hand. Still, there are defi nite advantages to such weapons, although most of that comes with extensive training more so than from the weapons themselves. Using a Ninjutsu weapon, like a weapon with the Peasant descriptor, is considered a Low Skill.

BLOWGUN
The blowgun is a popular weapon among ninja because it is inexpensive, simple to use, and can be used outside of combat as a breathing implement while submerged (which comes up more often than one might imagine for ninja). Small darts are placed within the tube and then propelled at the target by blowing through it forcefully. Although the darts infl ict virtually no damage, they are usually poisoned, which is the real benefi t to using this weapon in the fi rst place. Blowguns have an effective range of fifty feet.
c Keywords: Medium
c DR: 1 Wound
c Special Rules: Triple an opponent’s Armor TN bonus from armor. The damage increase from the Ninjutsu Skill increases the blowgun’s damage to 1k1 at Rank 3 and 2k1 at Rank 7. Reloading a blowgun is a Free Action.
c Price: 8 zeni

SHURIKEN
The shuriken is perhaps the defi nitive tool for ninja, and one that immediately identifi es them as a member of their profession. A shuriken is a small metal disk with sharpened edges or flat spikes that protrude out from the center. They are cheaply made, easily concealed or disguised, disposable, and simple to produce in large numbers. Shuriken can be and often are coated with poison. Because of their size, shuriken do not add the wielder’s Strength to their DR when used as ranged weapons, and their damage dice do not explode.
c Keywords: Small
c DR: 1k1
c Special Rules: Shuriken may be thrown up to twentyfi ve feet.
c Price: 2 bu

TSUBUTE
The opposite of shuriken in many ways, tsubute are small, blunt, disc-shaped stones that have been ground down deliberately to be used as thrown weapons. Ninja skilled in the use of the tsubute can easily improvise a substitute if the weapon is not available; any round stone will suffi ce. Tsubute have very little value as offensive weapons and are used more as a tool for distraction and harassment. Because of their small size, tsubute do not add the wielder’s Strength to their DR when used as ranged weapons, and their damage dice do not explode.
c Keywords: Small
c DR: 1k1
c Special Rules: Tsubute may be thrown up to thirty feet.
c Price: 1 bu

POLEARMS
Polearms and their sister weapons, spears, are very similar in many regards. Both are long weapons that can be used to keep an opponent at a distance or to attack opponents on horseback from foot. They have been separated into two groups to prevent any one Weapon Skill from granting profi ciency over too wide a range of weapons

BISENTO
A bisento is a wooden shaft with a heavy sword blade at the end. The blade is heavier than that of a katana or nagamaki, and the bisento can be a dangerously top-heavy weapon in the hands of someone not trained in its use. It is a popular weapon among certain sects of sohei, or warrior monks, but beyond that it is not commonly seen.
c Keywords: Large
c DR: 3k3
c Price: 12 koku

NAGAMAKI The nagamaki is basically a sword blade (although not as well-made as that of the katana) attached to a short wooden pole. It is designed to be a lighter weapon, wielded in one hand, and combines the virtues of the sword with the leverage of a hafted weapon.
c Keywords: Large
c DR: 2k3
c Price: 8 koku

NAGINATA The naginata is the most respected hafted weapon used in Rokugan, and is particularly popular among samurai-ko and the warriors of the Phoenix Clan. The naginata is similar to the bisento in that it is a sword blade attached to the end of a spear shaft. It is lighter than the bisento, and longer than the nagamaki.
c Keywords: Large, Samurai
c DR: 3k2
c Price: 10 koku

SASUMATA
The sasumata is also known as the “man catcher” due to its original purpose, which was to detain without causing any signifi cant damage. The weapon is a four-foot wooden shaft with a barbed crescent blade at the end. This end was used to trap an opponent against the ground or a wall without infl icting damage, assuming the target does not struggle. Magistrates and their deputies use the sasumata to detain drunken or disorderly samurai.
c Keywords: Large
c DR: 0k2
c Special Rules: The sasumata may be used to initiate and maintain a grapple.
c Price: 6 koku

SODEGARAMI
While the sasumata is meant to capture via pinning, the sodegarami is meant to detain by entangling the garments of a target. The four-foot wooden shaft has a t-shaped metal head covered in hooks and barbs, making it easy to snag an opponent’s clothing and secure it.
c Keywords: Large
c DR: 1k1
c Special Rules: The sodegarami may be used to initiate and maintain a grapple.
c Price: 6 koku

SPEARS
Spears are similar in almost every respect to polearms, and can generally be described as a steel weapon mounted on a long wooden pole. Several kinds of spears can be used as thrown weapons, and as thrown weapons the wielder adds his Strength to the DR when determining damage in the same manner as melee weapons.
KUMADE
Even the Mantis Clan has not truly embraced the use of the kumade as a weapon. It is essentially a rake, consisting of a wooden handle with a sharpened metal tip at one end and a series of metal hooks at the other. The hooked end is used to pull stumps or weeds from the ground, while the spear-like end is used to prod or puncture objects in the way and then move them aside to be collected later. The generally fl imsy construction of the kumade is the principal reason it has not been adopted for use as a weapon by the Yoritomo family.
c Keywords: Large, Peasant
c DR: 1k1
c Special Rules: If a kumade inflicts more than 25 Wounds in a single attack, it breaks. c
Price: 3 bu

MAI CHONG
The mai chong is a curious and unique weapon, developed and used almost exclusively by the samurai of the Boar Clan deep in the Twilight Mountains. A handful of travelers who have visited the Boar lands took to the weapon, and passed the teachings regarding its use on to their children or students. While it is not unheard of to find a samurai wielding the mai chong outside the Boar province, it is extremely rare. The mai chong is an eight foot wooden shaft with a foot long metal tip. The tip has three points, one forward-facing and two at right angles to the first. There are two metal spikes facing outward from the forward point as well, allowing both slashing attacks as well as thrusting.
c Keywords: Large
c DR: 0k3
c Special Rules: The mai chong can be thrown accurately up to 25’.
c Price: 20 koku

LANCE
The lance is a weapon adapted from gaijin cultures, and is virtually never seen outside the ranks of Unicorn or Ox samurai. The lance is used only from horseback, where it is braced under the rider’s shoulder with the tip pointing outward. The horse is then spurred to a gallop and the sharpened tip of the long, wooden shaft is levied against a target. The effects can be devastating, although most lances shatter upon impact. The lance is very poorly designed for anything other than a charging attack, and is virtually useless under any other combat circumstances.
c Keywords: Large
c DR: 3k4
c Special Rules: The listed DR only applies if the lance is used from horseback and used to make an attack directly following a Move Action. Under any other circumstances, it possesses DR 1k2. Using the lance in melee combat without a Move Action increases the TN of all attack rolls by +5 on horseback and +10 on foot. A lance shatters if it infl icts more than 30 Wounds in one attack.
c Price: 20 koku

NAGE-YARI
The nage-yari is essentially a javelin, a shorter but slightly heavier version of the yari. It is roughly 3 to 4 feet in length with a metal tip, and can be used effectively in melee combat or thrown short distances.
c Keywords: Medium
c DR: 1k2
c Special Rules: The nage-yari may be thrown accurately up to 50’.
c Price: 3 koku

YARI The yari is a basic spear, six to eight feet in length. It is used two handed when wielded on foot, and one handed when on horseback. Yari are typically given to ashigaru legions and anti-cavalry forces. Like the nage-yari, it can be thrown short distances with limited accuracy.
c Keywords: Large
c DR: 2k2
c Special Rules: The yari can be thrown a maximum range of 30’, and has DR 1k2 when thrown.
c Price: 5 koku

STAVES
Staves are simple to make and easy to wield. They are popular among the peasant castes because they are not generally regarded as weapons and because they are also popular among the monks of the Brotherhood of Shinsei, whom the peasants greatly revere and admire. Because they are so light and blunt, staves are spectacularly ineffective against most armored targets. Double the Armor TN bonus conferred by an opponent’s armor when they are being attacked using a staff or staves

BO
The simplest and most common weapon in the Empire, the bo is a simple wooden staff 5 to 6 feet in length. It is used as a walking staff by travelers and monks, and doubles as a weapon for those bold enough to use it. Like most staves, the bo has almost no power to defeat armor.
c Keywords: Large
c DR: 1k2
c Price: 2 bu

JO The jo is essentially half of a bo, and is a short staff roughly 3 feet in length. They are often used in pairs to deliver a rapid series of concussive strikes.
c Keywords: Medium
c DR: 0k2
c Price: 1 bu

MACHI-KANSHISHA This extremely unconventional weapon is, more or less, a metal smoking pipe. It is an effective weapon because of its size and shape, which is a hollow metal tube roughly three feet in length. In addition to its use as a smoking implement, it can also be used to stun an opponent via a sharp blow to the head. The machi-kanshisha pipe is seen almost exclusively in the hands of the Kaeru family that governs the City of the Rich Frog.
c Keywords: Medium
c DR: 0k2
c Price: 20 koku

NUNCHAKU
An adapted threshing tool, the nunchaku is simple to build and surprisingly effective. It consists of two foot-long wooden handles connected by a foot-long length of chain. Nunchaku are a very poor weapon unless the wielder is skilled in their use, in which case their use is beautiful to watch and delivers a relentless fl urry of bludgeoning strikes.
c Keywords: Peasant, Small
c DR: 1k2
c Price: 3 bu

SANG KAUW
Crescent Blade & Shield: The sang kauw is a peculiar weapon only seen in the hands of those who choose to study exotic fi ghting styles. It is a three to four foot wooden shaft with a metal spike on each end. The crescent blade sang kauw has a crescent-shaped blade in the center that can be used to fend off attackers, while the shield sang kauw has a metal shield for increased protection.
c Keywords: Medium
c DR: 1k2 (crescent blade), 2k1 (shield sang kauw)
c Price: 10 koku

TONFA The tonfa has its origin as the handle of a millstone. It consists of a wooden shaft roughly the length of a man’s forearm, with a handle on the side that allows it to be held along the forearm. Held in this manner it is an effective defensive tool, but can also be spun as an offensive weapon.
c Keywords: Medium, Peasant
c DR: 0k3
c Price: 5 bu

SWORDS
The sword, specifically the katana, is the sacred weapon of the samurai. Other blades are similar to the katana, but none have the sheer symbolic weight that the sacred blade possesses, and thus they are used quite infrequently in comparison.

KATANA
The katana is the quintessential weapon of the samurai caste. It represents the soul of the samurai who carries it, and while typically only bushi or those trained in the blade’s use carry them with them at all times, all samurai typically have one that they own, even if it remains in their home. Courtiers and shugenja do not usually carry a katana with them because doing so implies they are trained in its use, which would in turn place an expectation upon them to defend themselves. A katana is typically kept within a family and handed down from generation to generation. The eldest child in a generation receives his grandfather’s blade. However, it is possible for a samurai who serves his lord well to possess multiple katana, including not only his grandfather’s blade, but a blade bestowed for valorous service, another from an appointment to the position of Imperial magistrate, etc
c Keywords: Medium, Samurai
c DR: 3k2
c Special Rules: A character may spend one Void Point to increase a damage roll made using a katana by 1k1 (Void Points cannot normally be spent to enhance damage rolls). Only one Void Point may be spent in this manner, even if the character has an ability that would allow him to spend more than one Void Point per round.
c Price: Because of the symbolic nature of the katana and the diffi culty in producing the folded steel that makes up the blade, they are not generally vailable for sale.

NINJA-TO As reviled as the katana is revered, the ninja-to is the favored weapon of the ninja. Ninja often put their blades to esoteric uses such as climbing in addition to combat. Unlike other swords, ninja-to are crudely made, unattractive, and easily broken. A ninja who loses his weapon can easily replace it without signifi cant expense.
c Keywords: Medium, Ninja
c DR: 2k2
c Special Rules: The ninja-to is a medium weapon, but is considered a small weapon for the purposes of concealment. If a ninja-to infl icts more than 40 Wounds in a single attack, its blade breaks.
c Price: 5 koku

NO-DACHI
The no-dachi is perhaps the largest weapon commonly wielded by samurai. It is similar in most respects to the katana, save that it is 5 to 7 feet in length. It was conceived as primarily an anti-cavalry weapon, at which it excels. Brash or highlytrained bushi also wield it in melee, however, which is diffi cult but highly effective when mastered.
c Keywords: Large
c DR: 3k3
c Price: 30 koku

PARANGU
The parangu is basically a machete, a thin metal blade made of unfolded steel and used in a harsh chopping motion to clear underbrush and other vegetation out of the path for farming or making one’s way through the wilderness. The parangu is popular aboard Mantis ships for cutting ropes or cloth without having to worry about protecting one’s katana. Parangu are typically made of scrap metal and have a high chance of breaking in combat with a true blade.
c Keywords: Medium, Peasant
c DR: 2k2
c Special Rules: If a parangu infl icts more than 30 Wounds in a single attack, its blade breaks.
c Price: 10 bu

SCIMITAR
A heavy, curved blade that originated far beyond the boundaries of the Emerald Empire, the scimitar was brought back to Rokugan by the Unicorn Clan after their eight centuries of wandering the world at large. It is rarely made of folded steel, and as such has limited durability compared to the katana, and only sees use among Unicorn samurai, primarily the Moto family.
c Keywords: Medium
c DR: 2k3
c Price: 20 koku

WAKIZASHI
While the katana represents the soul of a samurai, the wakizashi represents his honor. Every member of the samurai caste, even the most pious shugenja or delicate artisan, possesses a wakizashi that signifi es his or her station. Wakizashi are not always carried by such individuals, but they are never far away, and are always taken with them even when traveling. Because of its status as a symbol of the bearer’s honor, it is the wakizashi with which the ritual of seppuku is performed.
c Keywords: Medium, Samurai
c DR: 2k2
c Special Rules: A wakizashi may be thrown up to 20’ as a ranged weapon.
c Price: 15 koku

WAR FANS
There are a variety of war fans, also known as tessen, that are popular throughout the Empire. Different styles have varying levels of popularity depending upon the Clan in question, although they are certainly most popular in the Lion and Crane lands. Some are short metal shafts with small circular or shaped metal sheets attached, and bear only a passing resemblance to fans.
c Keywords: Small
c DR: 0k1
c Price: 5 koku

Horses
Horses are an important possession for any samurai, although outside of the Unicorn Clan it is relatively uncommon for most samurai to possess one of their own unless they are particularly wealthy. Rules and abilities for horses are provided in the Book of Void. In most cases, a samurai’s lord will furnish a horse for him if it is required for the execution of his duties, which includes any significant travel. In the event that a character wishes to purchase a horse for himself, however, the following prices can be considered a starting point (all horses require roughly a koku of upkeep per month in terms of feeding, stabling, etc.):

c ROKUGANI PONY: 25 koku
c GAIJIN RIDING HORSE: 75 koku
c UTAKU WAR HORSE: 250 koku (this is a minimum, and possession of one of these horses by an outsider is usually considered an affront to the honor of the Unicorn Clan, most likely resulting in duels)


Miscellaneous Equipment
There is a variety of equipment commonly found in the hands of samurai and other castes beyond weapons and armor.

c Backpack: Rokugani backpacks are built upon wicker frames, making them fairly rigid. Price: 3 zeni
c Ball, Kemari: A leather ball used to play kemari, a popular game. Price: 5 zeni
c Baskets: The most common container, crafted from wicker. Sometimes worn as hats. Price: 1 to 5 zeni
c Blacksmith’s Hammer: Necessary for an armorer or weaponsmith to craft. Price: 3 bu
c Blanket: A coarse blanket appropriate for travel, often used stacked for warmth. Price: 1 bu
c Bottle of Bleach/Dye: Used primarily for clothesmaking and hair coloration. Price: 1 bu
c Bottle of Sake: Rice wine, a very popular beverage among bushi. Price: 1 bu
c Bottle of Shochu: A very strong, distilled alcoholic beverage. Price: 2 bu
c Bottle, Empty: Clay or occasionally imported glass, used for storing liquids for travel. Price: 1 zeni
c Books and Scrolls: Sturdy records used for journals and recording new information. Price: 1-10 bu
c Bowyer’s Kit: Used for maintenance of bow and arrows. Price: 2 bu
c Brazier: Vessel for holding burning substances or for heating liquids. Price: 1 bu
c Bucket: A metal vessel with a handle, primarily for toting water. Price: 1 zeni
c Candle: A simple, hand-dipped candle. Price: 1 bu
c Chest: Wooden chest with a lock for storing precious items. Price: 2 bu (wood), 8 bu (metal)
c Chopsticks: Eating utensils. Price: 1 zeni
c Cloth, Silk Bolt: Used for mending, protective wrapping, etc. Price: 2 koku
c Coin Purse: A small, easily concealed bag. Price: 3 zeni
c Daisho Stand: Easily disassembled and carried, this is a stand for displaying one’s daisho and tanto. Price: 1 koku
c Dice and Dice Cup: Used primarily for gambling. Price: 25 zeni
c Divination Kit: Sets of coins or carved sticks used for divining. Price: 1 bu
c Finger of Jade: Rare, and used to ward off the Shadowlands. Price: 1 koku if it can be found at all.
c Fishing Kit: Consists of a hook, strong string, a small net, and a cleaning knife. Price: 10 zeni
c Flint and Steel: Useful for creating sparks and lighting fires. Price: 1 zeni
c Furoshiki Sack: A sturdy silken bag with a drawstring. Price: 1 zeni
c Games, Traveling: Small sets of go, shogi, or other games. Price: 1 bu and up
c Grapple Hook: An iron hook meant to be attached to a rope for climbing. Price: 1 bu
c Kiseru: A simple smoking pipe. Price: 3 zeni
c Kubi Bukuro: A net bag for holding and displaying the severed head of an enemy. Price: 2 zeni
c Lanterns: Used for decoration and illumination. Price: 1 bu (paper), 4 bu (metal)
c Lantern Oil: A fl ask with two hours of oil. Price: 3 zeni per flask
c Lucky Cricket: A small cricket in a cage. Price: 4 bu
c Medicine Kit: Needle and thread, cloth bandages, herbal disinfectants (10 uses). Price: 1 bu and up
c Mirrors: Glass or metal, polished to a high sheen. Price: 3 bu to 2 koku
c Mortar & Pestle: Used to grind and mix ingredients. Price: 2 bu
c Musical Instruments: Common samples include the samisen, biwa, flute, and drum. Price: 1 to 5 bu
c Palanquin: Elaborate personal carriage, carried by servants. Price: 10 koku
c Paper: Ideal for writing for scrolls or “books.” Price: 1 bu per 5 sheets
c Parchment & Charcoal: Cheaper alternative to brush and ink. 3 zeni for 10 of each
c Personal Seal or Chop: Used to sign formal documents and verify identities. Price: 4 bu
c Pet: Dog, cat, songbird, monkey, or others. Incapable of combat. Price: 1 koku
c Pillow Book: Small, loosely bound book about romance, adventure, or poetry. Price: 3 zeni to 1 koku
c Pot, Iron: Used for cooking while traveling. Price: 15 zeni
c Quiver: Cloth satchel for arrows (holds up to 60). Price: 20 zeni
c Rope: Varying quality made of hemp, hair, or silk. Price: 5 zeni per foot of reasonable quality rope
c Sake Cup: Guests often bring their own cup to events. Price: 1 bu
c Shovel: A simple digging tool. Price: 5 zeni
c Small Back Banner: Identify name, rank, family, and Clan. Price: 1 koku
c Small Folding Stool: Carried by soldiers to conserve strength. Price: 3 bu
c Small Knife: Used for carving or personal grooming. Price: 5 zeni
c Small Painting or Sculpture: Carried for sentiment or gifts. Price: 3 bu
c Small Statue of Fortune/Ancestor: Carried for sentimental reasons or luck. Price: 1 koku
c Spices: Used to add flavor to food while traveling, or for barter. Price: 1 to 5 bu for small bottle
c Sweets: Popular snacks include small cakes, candies, buns, or honeyed rice. Price: 1 bu for 4 servings
c Tatami Mat: Used for sitting or sleeping on the ground or floor. Price: 2 zeni
c Tattoo Needles: Made of steel or bamboo. Price: 1 bu per set
c Tea Set: Necessary to perform the sacred tea ceremony. Price: 1 koku
c Tent, Chomchog: A large and elaborate tent favored by the Unicorn. Price: 20 koku
c Tent, Small: Suitable for two people. Price: 1 koku
c Tent, Yurt: Smaller than the chomchog but still larger than average, favored by the Unicorn. Price: 10 koku
c Traveling Rations: Dried rice or fish, wrapped in paper. Price: 5 zeni per meal
c Umbrella: Made of wicker and silk to hold off the elements. Price: 2 bu
c Walking Stick: A simple cane to aid in walking. Not suitable for a weapon. Price: 1 zeni
c Whetstone: Used to sharpen weapons, but not the katana or wakizashi. Price 1 zeni
c Writing Box: The sumi-e box, contains brushes, ink stones, a water bowl, and sand. Price: 1 bu

Clothing & Accessories
c Cap, Courtier’s: Peaked cap popular among courtiers and bureaucrats. Price: 2 bu
c Fan, Courtier’s: Paper fan with customized patterns. Price: 40 zeni and up
c Hakama: Knee-length trousers. Price: 75 zeni
c Haori: Jacket-like garment worn over a kimono. Price: 25 zeni
c Kataginu: Vest-like garment worn over kimono to emphasize shoulders. Price: 40 zeni
c Kimono: The basic robe worn by all samurai. Comes with belt/sash (obi). Price: 1 bu and up
c Makeup Kit: Face powders and paints. Price: 1 koku
c Mask: Vary from silk to metal (mempo). Often intricately patterned. Price: 3 bu
c Netsuke: Jewelry such as earring, ring, bracelet, etc. Price: 1 bu Clothing & Accessories
c Obi Pouch: A small pouch that fastens to the belt. Price: 25 zeni
c Perfume: Made from various herbs and common substances. Price: 2 bu per small bottle
c Sandals: The simplest and most common form of footwear. Price: 50 zeni c Snow Shoes: Wide-framed shoes to prevent sinking in the snow. Price: 2 bu
c Traveling Cloak: Thick coat worn over clothes while traveling. Price: 75 zeni
c Wide-brimmed Straw Hat: Used for protecting the face from the sun. Price: 1 zeni
c War Paint, Vial: Popular among Crab, Unicorn, and Lion warriors. Price: 3 bu
c Wig: Used for disguise or to gain attention in court. Price: 1 bu each

Jade Powder
The Crab Clan spends much of its time fighting creatures with Invulnerability, and has developed many strategies and methods for doing so. One of their biggest difficulties is the scarcity of jade and crystal weapons, since only the most skilled of weaponsmiths can forge these rare and sacred substances into usable armaments. To get around this limitation, the Crab rely on a stopgap measure: jade powder. As its name implies, jade powder is composed of ground-up jade, mixed with a simple paste to make it adhere to weapons. It is usually carried in small pouches, each containing one “dose” of the powder. By smearing this jade powder on a blade, tetsubo, or arrowhead, a Crab warrior can briefly gain the benefits of wielding a jade weapon against a dangerous creature like an oni. Unfortunately, the jade powder is quickly wiped off the weapon as it strikes its targets. The first hit from a weapon with jade powder will inflict full damage, but the second attack will only inflict half damage, and the third attack onequarter damage. After three hits, the jade powder is exhausted. Applying jade powder to a weapon is considered a Complex Action. Once it is applied, it will normally last until exhausted or washed off (it cannot be recovered effectively once it has been applied). In the Shadowlands, the corruptive influence of the Taint will consume exposed jade powder within two hours, so Crab bushi in that deadly realm try to keep their pouches of jade powder carefully packed away until right before combat.


The Traveling Pack Most if not all Schools include in their starting Outfit a Traveling Pack. What exactly is a Traveling Pack? Well, that depends on the family, the School, and the individual. A Traveling Pack is essentially a traveling bag, often called a furoshiki, filled with various items that the individual might be interested in. When creating a character, select any ten of the following items that are found within his Traveling Pack:

c Basket
c Blacksmith’s hammer
c Blanket
c Bottle of bleach/dye
c Bottle of sake
c Bottle of shochu
c Bottle of water
c Bucket
c Candles (6)
c Chopsticks
c Coin purse
c Cooking pot
c Daisho stand
c Divination kit (kawaru coins)
c Divination kit (yarrow sticks)
c Fan
c Fishing net or pole
c Flint and tinder
c Grapple hook
c Incense brazier
c Ink brush kit
c Jewelry or accessory
c Lantern
c Lucky cricket (in cage)
c Makeup kit
c Mask
c Miniature go or shogi set
c Mortar and pestle
c Musical instrument
c Parchment and charcoal (10)
c Perfume
c Personal seal or chop
c Pet (dog, cat, monkey, songbird (two items))
c Pillow book
c Rope (50’)
c Sake cup
c Set of dice
c Shovel
c Small back banner
c Small folding stool
c Small hand mirror
c Small knife (non-combat)
c Small statue
c Small tent
c Smoking pipe
c Snowshoes
c Spare kimono and sandals
c Spices
c Straw cloak
c Sweets
c Tatami mat
c Tattoo needles
c Tea set
c Vial of paint
c Walking stick
c Week’s rations
c Whetstone
c Wicker umbrella
c Wide-brimmed straw hat
c Wig

Enemies of the Empire
Porcelain Masks
The infamous porcelain masks created by Yajinden and his undead student, Fushiki, were used to create undead armies during both the Battle of Stolen Graves and the later Battle of Sleeping River. The masks outwardly appear rather plain and unimpressive: they are full-face mempo of smooth white porcelain. Sometimes they are painted or sculpted to display facial features, but more commonly they are left blank except for a vague facelike shape. The masks have no visible method of attaching to someone, and normally have no immediate effect on a living person who puts one on. They are imbued with dangerous Tainted kansen, and those who carry them for long periods of time must roll Earth at TN 10 to avoid gaining a point of Taint. The true power of these masks is manifested when they are placed on the face of a dead human body. The mask instantly fuses with the flesh of the corpse and the kansen within the mask animates the body, creating a zombie. The power of the mask causes the zombie to obey whoever attached the mask, making it a reliable undead servant.

TEARS OF THE ONI’S EYE
These items appear to be nothing more than a teardropshaped piece of crystal, about the size of a man’s pinkie fi nger. Trusted Kolat agents carry these items with them, usually disguised as a pendant or other item of jewelry. Those who control the Oni’s Eye can use it to communicate mentally with anyone carrying a Tear. There is no outward sign of this communication, for the person with the Tear will hear their voices directly inside his mind.

NAGA SCIMITAR
The Naga scimitar is a heavy curved blade that uses its weight and momentum to deal most of its damage. The weapon relies on strength over fi nesse. The blade is not made of folded steel and is weaker structurally than traditional Rokugani weapons. This sword is mainly used by the warriors of Naga society and is eschewed by scouts, vedics, and jakla.

c Keywords: Large, Naga
c DR: 2k3
c Price: 20 koku

NAGA SPEAR
The Naga spear appears to be similar to a yari at fi rst glance, and the weapon is similar in function. However, the weapon is larger to accommodate the Naga’s larger frame. The spear is seven to ten feet in length and can be used with one or two hands with equal ease. All Naga warriors are skilled in its use and it is quite popular with the majority of their people. The Naga Spear is often used as a deadly piercing weapon at extreme ranges; Naga warriors like to rear onto their tail and strike with spears from the second rank of battle. The Naga Spear can be thrown short distances. However, since the Naga have many options at a distance, this option is rarely utilized.

c Keywords: Large, Naga
c DR: 3k2
c Price: 5 koku

THE PEARL OF CLEANSING LIGHT
c Ring/Mastery: Earth 1 (Wards)
c Range: Self
c Area of Effect: 50’
c Duration: Concentration
c Raises: Area of Effect (+10’ per Raise), Special (Willpower TN +5 per 2 Raises)

A light shines upon the caster, illuminating the ground around him. Creatures with at least 1 full rank of Shadowlands Taint or Shadow corruption must make a Willpower roll at TN 20 or immediately run away from the caster. The victims will not stop running until they leave the area of effect. The creature must make the same Willpower roll again if it steps back into the area of effect while the spell is still active.

THE PEARL OF DEFENSE
c Ring/Mastery: Earth 2 (Defense)
c Range: 5’ or touch
c Area of Effect: 1 target
c Duration: 5 Rounds
c Raises: Duration (+1 Round per Raise)

The target gains scales of steel, preparing him for the enemies that he may face. The target gains Reduction 2, with an additional Reduction 3 against creatures of the Nothing and the Shadowlands (for a total of Reduction 5 against those foes).

THE PEARL OF JUDGMENT
c Ring/Mastery: Air 4
c Range: Touch
c Area of Effect: 1 target
c Duration: 1 minute
c Raises: Duration (+1 minute per Raise), Area of Effect (+1 target per Raise)

Naga Vedics are the arbiters of their great cities, but they occasionally require aid when the Akasha cannot determine the truth of the matter at fi rst glance. The Pearl of Judgment allows the caster to link to a single target and achieve a state of complete communication. The caster chooses one willing target for the effects of the Pearl of Judgment. If the target is a Naga, the caster may ask the target one yes or no question and know if the answer is truthful. If the target is not a Naga, the target can feel the weight and breadth of the Akasha for one brief moment. The caster gains a +3k1 bonus on all Courtier rolls with the target for the duration of the spell. However, the caster does not receive insight into the target’s truthfulness. The sheer size of the Akasha may be disorienting to those who are not prepared for its power, and sometimes leaves the target senseless for many minutes (GM’s discretion).

THE PEARL OF MOVEMENT
c Ring/Mastery: Water 1
c Range: 25’
c Area of Effect: 1 target
c Duration: 5 minutes
c Raises: Duration (+5 minutes per two Raises)

The Naga pride themselves on their mastery in the element of Water. The jakla can use the Pearl of Movement to instantly increase a Naga’s swimming speed, making him a formidable foe in the underwater Naga cities. The target’s Water Ring is considered to be 2 Ranks higher for the purposes of movement while swimming.

THE PEARL OF SWIFT RETRIBUTION
c Ring/Mastery: Fire 3 (Battle)
c Range: Self
c Area of Effect: 25’ radius sphere around caster
c Duration: Concentration
c Raises: Damage (+1k0 per two Raises)

The bow remains the most utilized weapon of the Naga, and the jakla recognize its importance within their culture. The Pearl of Swift Retribution was crafted to aid their efforts in battle. When the jakla focuses his attentions through this pearl, he crafts a spherical bubble of translucent energy. When Naga inside the bubble shoot arrows through its surface, the arrows transform into bolts of energy (much like the blasts of light unleashed by the Pearl Shapers). These arrows ignore Armor TN bonuses granted by the target’s armor, and gain a +0k1 damage bonus. The jakla may not move while he is casting and maintaining this spell; any movement immediately cancels the effects.

THE WHITE PEARL
c Ring/Mastery: Air/Earth/Fire/Water 5

The White Pearl is one of the greatest treasures of the Naga civilization. This pearl resides in a place of honor in the most important Naga city of the time. Those who view it swear they can see the whole of the Akasha within its depths. No one knows the true strength of the White Pearl and it has remained unused except for the greatest of crises.
A jakla with the White Pearl has access to all spells of every element (except for Void) of Mastery Level 5 or lower. He cannot use this great power to cast Void or maho spells. Unfortunately, such power comes with a price. The jakla must spend two spell slots of the appropriate element for each spell cast through the White Pearl. The jakla may not use Akasha spell slots for spells cast through the White Pearl.

Tsuno Blades
The preferred Tsuno weapon is a large, heavy sword with a jagged and hooked appearance. Known simply as “Tsuno Blades,” these cruel and vicious weapons use the Heavy Weapons skill and have a base Damage Rating of 3k3. A Tsuno Blade gains a +1k0 attack bonus against any opponent who has at least one Rank of Taint, who has the Spirit quality, or who has the Touched by the Realms Advantage

Imperial Histories
pistol c Keywords: Small, Gaijin c Range: 20 feet c DR: 3k2
A pistol’s DR is modified by Perception instead of by Strength. Possession of a pistol is an Imperial crime and should also entail Honor loss of an amount chosen by the GM.

Musket c Keywords: Large c Range: 150 feet c DR: 4k3
A musket’s DR is modified by Perception instead of by Strength. Some gaijin cultures mount a short blade on the front of their muskets, allowing them to double as a crude polearm. A musket with one of these blades can be used for melee with the Polearms skill, and has a DR of 2k2. Possession of a musket is an Imperial crime and should also entail Honor loss of an amount chosen by the GM.

cannon c Skill: Cannon c Crew: 4 c Range: 1,200 feet c Damage: 10k10 c Area: The gaijin cannon used in the White Stag era fire “roundshot”—that is, solid cannonballs. These inflict full damage to the target and then blast through and inflict 5k5 damage to anything within a line thirty feet beyond the target. (This
follow-through may be stopped by a solid target such as a thick stone wall.) . c Rate of Fire: 1 shot per two minutes, half that with a crew of 2. A cannon cannot be operated by a single man.

MISFIRES:
GM should check to see if any 1’s were rolled on the attack dice. (If the shooter has an Emphasis that allows re-rolling initial 1’s, the GM should only check the final re-rolled dice.) If there was at least one 1 in the roll, the firearm has misfired and cannot be used again until it is cleaned (a process requiring at least two minutes). If there are three or more 1’s on the roll, the firearm catastrophically explodes, inflicting 3k2 damage on the wielder.

nageTeppo (sMoke) c Keywords: Ninja, Small c Range: 30’ c Damage: 1k1 c Craft: Craft: Explosives / Intelligence at TN 25, and requires access to gaijin pepper and alchemical supplies. Making nageteppo is a touchy business; failing to hit TN 10 when doing so results in a small explosion, inflicting 2k1 damage for smoke nageteppo. Standard smoke nageteppo are used to confuse enemies during an ambush or to cover a retreat. They are small and relatively fragile egg-shaped devices containing a mixture of gunpowder and alchemical substances. Throwing a nageteppo is a Simple Action. When they are broken (either by accident, crushing, or most commonly by being thrown against a hard surface) the contents ignite and emit a thick cloud of choking white smoke. The smoke covers an area roughly 15’ diameter and obscures all vision within (those inside the smoke are considered to be Blind). The smoke normally lasts five Rounds before it disperses, although it can be blown away in a single Round by a strong wind. If a smoke nageteppo directly strikes a person, the burning smoke charge inflicts 1k1 damage per Round for two Rounds (or until extinguished with dousing, smothering, etc).

nageTeppo (incenDiarY) c Keywords: Ninja, Small c Range: 25’ c Damage: 3k2 (ignores 3 points of Reduction) c Craft: Craft: Explosives / Intelligence at TN 25, and requires access to gaijin pepper and alchemical supplies. Making nageteppo is a touchy business; failing to hit TN 10 when doing so results in a small explosion, inflicting 3k2 damage for incendiary nageteppo.
Incendiary nageteppo are somewhat larger and more awkward to throw than their smoke-making counterparts. They are usually used to ignite fires during surprise attacks or raids—for example, shinobi who are targeting an enemy supply dump will bring incendiary nageteppo. They are similar in design to smoke nageteppo, but are larger and the gunpowder/alchemical mixture inside is designed to explode and burn fiercely rather than merely emitting smoke. Throwing a nageteppo is a Simple Action. When an incendiary nageteppo is broken the contents ignite violently and spray outward, igniting everything within 5’. Someone who is directly hit by an incendiary nageteppo will take 3k2 damage per Round for three Rounds (or until the fire is doused/smothered). Someone who is caught in the spray radius takes 1k1 damage per Round instead. The fire from an incendiary nageteppo is hot enough to ignore 3 points of Reduction.

DeMoliTion charge c Skill to Craft: Craft: Explosives / Intelligence at TN 30, plus access to gaijin pepper. Failure to hit TN 10 when crafting a demolition charge results in an explosion, inflicting normal damage for the charge. c Skill to Set: Engineering: Siege /Intelligence at TN 30, or Craft: Explosives / Intelligence at TN 20. Either way, setting a demolition charge requires fifteen minutes per charge. Missing the roll by 15 or more results in immediate detonation.
c Damage: 9k6 to all within a 10’ radius c Area: 7k5 damage out to a 30’ radius, 4k3 out to a 50’ radius.
Demolition charges are most commonly used to destroy bridges or buildings, breach walls or castles, or otherwise destroy large and resilient targets. More rarely, they may be used as mines, placing them on a battlefield and igniting them when enemy troops march over the position. (This latter usage is extremely risky, since if any of the enemy troops escape alive they will be able to report the use of forbidden gunpowder on the battlefield.) Once a demolition charge is set, it must be detonated. This is normally done by introducing flame to the charge— such as by firing a flaming arrow at it, or leaving a burning piece of rope or cloth which will reach the charge after a certain amount of time. Clever shinobi have also devised ways to detonate demolition charges by means of physical mechanisms and incendiaries (such as placing a nageteppo which will crack at the right moment). After the Agasha invent hanabi (fireworks), Rokugani ninja use hanabi fuses to ignore demolition charges, a much more reliable method. Damage from demolition charges is gunpowder damage, which means it ignores Reduction on living targets. It also ignores 20 points of Reduction on inanimate targets (buildings, castles, etc). Shinobi sometimes use smaller charges for more limited targets—GMs may represent this by reducing the damage dice and explosive radius.


As a basic rule, any time a nageteppo is thrown there is a 1-in-10 chance that it is a “fizzle” that produces only a small useless puff of smoke or a brief, inconsequential flame. Likewise, any time a demolition charge is detonated, there is a 1-in-10 chance that it fails to explode. A demolition charge that does not detonate can be re-set for another attempt; this requires a repeat of the earlier Engineering or Craft roll at +5 to the TN (thus also increasing the risk of accidental discharge).

BlooD of ashura After many difficult encounters with the ashura, the Kolat manage to capture small quantities of their blood, sealing the caustic substance into vials before the monster’s death. This provides a new weapon to bear against Fu Leng’s armies, a weapon doubly satisfying since it is born from Jigoku’s greatest threat against the human armies. Needless to say, securing the blood of a living ashura is extremely dangerous, and only a few such vials are ever created. Ashura blood can only be properly sealed into a vial with a Craft: Alchemy roll at TN 25. If the vial is broken (typically by throwing it at the target), it explodes for 4k4 fire damage. This explosion follows the same rules for the Deathwrack special ability of the ashura (listed above).
Needless to say, using such a weapon is not exactly honorable. Although most samurai can rationalize this when facing Shadowlands foes, using ashura blood against nonTainted enemies should probably entail a loss of Honor similar to using a Low Skill.

Isawa's Last Wish
TaDaka’s ChilDren In the canonical history of Rokugan, Isawa’s Last Wish was never fully completed, and was finally destroyed in the late twelfth century. In the Thousand Years of Darkness, however, the Last Wish was finally made whole after merging with the soul of Isawa Tadaka, becoming Tadaka’s Last Wish. It traveled with Shiba Tsukune to help her fight the Shadowlands and right wrongs across the countryside. To aid in their task it created Tadaka’s Children, magical extensions of the powerful nemuranai’s will. Tadaka’s Children resemble humans composed of raw earth. Despite their composition, they are slim and nimble. They serve as extensions of Tadaka’s Last Wish, its remote limbs as it were, and can travel many miles away from it without losing their power and structure. They relay all information back to the artifact and speak with its voice. The Wish may spawn up to a dozen Tadaka’s Children at once, and can potentially create even more by exerting more of its power into the ability.

tadaka’S CHildren, tHe ConStruCtS of tHe laSt wiSH
Air: 3 EArth: 4 FirE: 3 WAtEr: 3 Void: 5 rEFlExEs: 4
InItIatIve: 6k4 armor tn: 25 Damage: 6k2 (blast of poWer) attack: 7k4 blast of poWer (complex) reDuctIon: 3 WounDs: 10: +5; 20: +10;
30: +15; 40: +20; 50: DeaD
Skills: Etiquette 2, Investigation 2 Special Abilities c Child of the Void: The Children of Tadaka’s Last Wish are constructs of pure Void. At the beginning of each Round, a Child may substitute its Void Ring for one of its Rings (and the associated Traits). This does not affect its Initiative or its Wounds. It may not use the Void Ring in any other way and cannot spend Void Points. c Flight: Although they have no wings, the Children of the Last Wish may fly through the air as easily as they walk on land. c Spirit c Swift 1 while flying. c Tadaka’s Power: The Child of Tadaka’s Last Wish may cast any Earth spell of Rank 1 or 2 as though they are Rank 2 Earth shugenja

Imperial Histories 2
amuleT of The veil
This nemuranai is a special creation of the Agasha and is only given out to those few samurai who are judged worthy to pass through the Dragon Veil. Physically, it appears to be a golden nightingale (the Imperial bird), and is usually worn on a metal chain around the neck. Any samurai wearing the amulet is able to pass safely through the Dragon Veil’s barrier of mist and illusions, and can bring up to twenty others of his choice with him safely.

Rokugani firearms require three Complex Actions to load (or reload). When fired, they ignore the effects of armor on Armor TN and Reduction.

KaKIYarI (fIre lanCe) c Keywords: Large, Firearm c Range: 50 feet c DR: 3k2 c Price: 8 Koku c Special: The Fire Lance can be wielded in melee as a Yari. If so, its DR is 1k1 and it cannot be thrown accurately. A normal Fire Lance such as this can only be fired once.


Bo-HIYa (fIre arrows) c Range: 100 feet (regardless of bow used) c DR: 3k3 c Price: 1 Koku c Special: Fire Arrows explode when they land. Their damage ignores all forms of Reduction.


HanD-Cannon c Keywords: Large, Firearm, Heavy Weapon c Range: 20 feet c DR: 4k3 c Price: 25 Koku c Special: The Hand-Cannon ignores Reduction from natural toughness. It can only be fired once. The Hand-Cannon can be wielded in melee as a Tetsubo.

Bajozutsu c Keywords: Small, Samurai, Firearm c Range: 20 feet c DR: 3k2 c Price: Due to the sacred nature of the Bajozutsu and the complexity of the weapon’s manufacture, they are not normally available for sale. c Special: The Bajozutsu can be drawn from its sheath with the Iaijutsu skill.

teppo c Keywords: Large, Samurai, Firearm c Range: 150 feet c DR: 3k3 c Price: 30 Koku c Special: At half range or less, the Teppo ignores Reduction from natural toughness.

kaiu ThunDeReR The Kaiu were greatly intrigued by gaijin cannon and quickly set out to create their own models of the weapon to utilize against oni and other Shadowlands beasts assailing the Crab lands. The Kaiu Thunderers are impressive sights on any battlefield, their iron muzzles shaped to resemble grimacing faces and bestial maws, and the arrival of such weapons at a siege quickly puts fear into the defenders. However, only a handful of portable Thunderers exist at any one time. Most of these weapons are stationary, permanently installed in castles and other defensive fortifications along the border with the Shadowlands. c Keywords: Siege, Cannon c Skill: Siege Weapons c Crew: 4 c Range: 1,200 feet c DR: 10k10 c Area: Thunderers fire explosive shells which detonate on impact, inflicting 5k5 to anything within twenty feet of the target. c Special: Fear 3. The Thunderer ignores all Reduction, including structural Reduction (when using the optional rules for siege engines). If at least one crew member on a Thunderer has Ranks in the Engineering skill, the Thunderer gains +1k0 to its attack roll.

The DRagon TePPoTo Created by the Agasha, the Dragon Teppoto is the preferred sidearm of the Mirumoto samurai; its extremely careful and unique design means it requires many years to complete a single one. Essentially, it is a bajozutsu incorporated into a short sword. As a pistol, the Teppoto has poor range and a long loading time, and like other Rokugani firearms it only holds one bullet. However, the unique hand-guard protects the firing mechanism, while the sword-like handle permits the weapon to be wielded as a sword. Thus it can be used in place of the wakizashi when employing the Niten style. While such a device would have less usefulness to a typical samurai than a normal bajozutsu, for students of the Mirumoto School the Teppoto is ideal, and many Mirumoto carry a Teppoto in addition to (or even sometimes in place of) their wakizashi. The most common tactic is to fire on a charging aggressor and then use the gun-barrel to deflect and parry attacks.
c Keywords: Medium, Samurai, Firearm c Range: 20 feet c DR: 2k2 c Price: Due to the sacred nature of the Teppoto and the complexity of the weapon’s manufacture, they are not normally available for sale. c Special: The Teppoto can be wielded in melee as a wakizashi, using the Kenjutsu skill. It is also considered a wakizashi for purposes of the Mirumoto School techniques.

heaven’s Wing kakiyaRi An improved version of the standard Fire Lance, the Heaven’s Wing Kakiyari is a unique and elegant firearm used by the Shiba family of the Phoenix. Unlike the regular Fire Lance, which is largely a disposable weapon, the Heaven’s Wing Kakiyari is painstakingly crafted by Shiba artisans, made as much for beauty and reliability as lethality. Great care and expertise is required in the crafting of these weapons, since they must be carefully weighted and balanced to permit the Heaven’s Wing techniques to be accomplished with them. Likewise, the iron barrel must be expertly cast in order to sustain multiple firings. c Keywords: Large, Firearm c Range: 80 feet c DR: 3k2 c Price: 15 Koku c Special: The Heaven’s Wing Kakiyari can be wielded in melee as a Yari. If so, it’s damage value is 2k2 and it cannot be thrown accurately. This kakiyari can be reloaded.

The RuBy of iuchiBan In the year 504, while he was still masquerading as Otomo Jama, Iuchiban visited the Imperial treasury and discovered a strange red gem lying with other dusty relics in a forgotten vault. He realized the stone possessed gaijin magic similar to that he had seen practiced in the Burning Sands. With a small amount of experimentation, he discovered he could use the gem to capture the souls of his opponents, and he used it in this way several times during the Battle of Stolen Graves in the year 510. After Iuchiban’s defeat, the stone was retrieved by an inhuman ally of the Bloodspeakers, a pennaggolan which called itself Shinko Kamiko. She gave it to Asahina Yajinden, and he in turn eventually passed it to one of his apprentices, a man named Iuchi Mohai. Mohai unraveled the mysteries of the ruby and learned to imprison spirits within it as Iuchiban had done. He summoned five powerful kansen and bound them to the stone to guard and protect it. When Mohai lost his life at the Battle of Sleeping River, the ruby was smuggled away by a low-ranking Bloodspeaker, who swallowed it. Unfortunately, he did not make it far from the scene of the battle – the ingestion of the Tainted artifact twisted his form, and he was cut down by a Scorpion who noticed his strange appearance. The Scorpion sold the gem and it migrated through many different hands in later centuries, with almost none of its owners realizing what they possessed. It would eventually influence Rokugan’s history in the twelfth century. The Ruby of Iuchiban has the ability to capture another person’s soul, holding them indefinitely within the gem. The victim’s physical body disappears and they vanish completely from the world, returning to physical existence only if they are somehow freed from the gem. In game terms, anyone who studies the Ruby intensively (for at least one month, if not longer) can roll Meditation / Willpower at TN 30 to master its ability. Successfully capturing someone else’s soul is a Complex Action and requires a Contested Willpower roll to succeed. Due to the protections of the kansen bound into it, the Ruby is physically indestructible, although at the GM’s option powerful anti-Taint magic might be able to overcome that.

The helm of DaiDoji masashigi During the Battle of the Tidal Landbridge, the Daidoji family daimyo Daidoji Masashigi sacrificed his life to pin down the Shadowlands forces that threatened to overrun the Crab defenses. At the peak of the fighting Masashigi stood over the body of Hida Bokaru, the third son of the Crab Champion, who had been gravely wounded in the initial Shadowlands assault. Ultimately, Bokaru was rescued, while Masashigi and his three remaining men forced the enemy to fight them on the beaches even as the tide came in and the waters rose. Finally the waves swept away both men and oni. When the tide receded, the only
thing to come to shore was Masashigi’s helm, which the Crab placed in a shrine to his memory. Masashigi’s helm is not outwardly impressive to gaze upon, for the seawater rusted its metal, but the spirits within the kabuto are infused with the daimyo’s fearlessness and determination. Anyone wearing the helm gains a +3k3 bonus to resist Fear effects and to resist infection by the Shadowlands Taint.

junsui, The ancesTRal aRmoR of The lion At the dawn of the Empire, Akodo OneEye was given this powerful suit of armor by his brother Hida. Crafted entirely from steel (something extremely rare in those days), the armor’s breastplate was engraved with the image of Akodo’s heavenly mother Amaterasu, and it was said to be able to withstand almost any blade. After Akodo’s death, the armor became an heirloom of his family and was said to enhance the skills and empower the deeds of every bushi who wore it. Tragically, however, during the Battle of the Cresting Wave the armor was worn by a man unworthy of its powers. Akodo Fuso desired acclaim and glory on the battlefield, desired it so intensely that he conspired with Ozaki no Oni to find a way for the Maw’s army to break through the newly built Carpenter Wall. In exchange, the oni promised Fuso unequaled skill in battle. Happily, Fuso’s betrayal was detected in time, and the Shadowlands forces were defeated. Akodo Fuso was executed for his crime and many other Lion committed sepukku when word of their lord’s betrayal became known to the clan. Due to Fuso’s treason, Junsui was empowered even more strongly than before, but was also corrupted by the Shadowlands Taint. Afterward it was placed in the Lion Ancestral Hall, resting unused while their shugenja try to figure out a way to cleanse the Taint of the Oni’s gift. In modern times they still have not succeeded, and the armor remains waiting for the one who can make it safe to use once more. The curse on Junsui causes anyone who wears it to feel compelled to continue to do so under almost all circumstances, regardless of social propriety (although the GM might permit the wearer to make a Willpower roll to remove the armor for truly exceptional situations, such as an audience with the Emperor). Mechanically, Junsui is a suit of Heavy Armor of truly exceptional quality, awarded a +15 to the wearer’s Armor TN instead of the normal +10. The wearer has the ability to spend up to three Void Points on Enhancement effects in the same Round – however, on any Round in which he spends all three Void Points, he also gains a point of Taint.

Sezaru’s Mask Sezaru’s notorious Kabuki-like mask has no opening for the mouth; it is a pale white with a single bright red sphere on the forehead, symbolizing the rising sun. It was given to Sezaru by the Isawa when he completed his gempukku, and his mother Kaede assisted in its crafting, giving it a strong connection to the Void. The mask was intended to symbolize his power and his station as the child of both the Emperor (the Son of Heaven) and the Oracle of the Void. Sezaru normally only wore it when he intended to go to war – however, this meant he wore it for almost the entire period of the Four Winds, when he considered himself at war with the Shadowlands and Daigotsu. The mask was stolen by Daigotsu’s minions and the Dark Lord later used its link to the Void to help him open the gateway to Meido and free Fu Leng. After the defeat of the Dark Lord, the mask was recovered and Sezaru wore it for the remainder of his life. Mechanically, the Mask of Sezaru’s connection to the Void awards its wearer two Free Raises when casting Void spells and causes all his Void Points spent for +1k1 enhancement effects to award an additional +1k0 each.

The Cursed Blade Chukandomo
During the Four Winds Era, Crane Clan Champion Doji Kurohito carries an ancient katana gifted to him by his mother. This is the sword Chukandomo, bearer of a powerful curse, whose fate becomes deeply entwined with both Kurohito’s own destiny and that of both the Crane and the Lion Clans. Chukandomo was not always a cursed blade – in fact, it was originally forged with nothing but good in mind. Its original creators were Doji Yasurugi and Kaiu himself; it was the third of Yasurugi’s five great swords, and was meant to be given to the Lion Clan to help mend the rift created by the animosity between Kakita and Matsu. However, the blade never made its journey to the Lion Clan, and was locked away deep in the vaults of Kyuden Doji where many of the Crane Clan’s treasures and artifacts were kept. This inability to fulfill its purpose twisted Chukandomo into a cursed relic that destroyed its later wielders. Chukandomo was still a Crane masterpiece, even if the spirits within it were cursed, and it placed high demands upon anyone who touched it. Honorable actions, honorable thought, and adherence to Bushido were paramount for the blade, and those who could not meet its impossible standards were inevitably driven to madness, disaster, and death. Over its long and murky history many samurai found wanting were killed, and each time their souls were consumed by the blade to join the countless others who had fallen to the sword. On the day of Doji Kurohito’s birth, the sword appeared on the shores of Kyuden Doji. His mother kept the blade and eventually gifted him with the magnificent sword on his gempukku. Kurohito had a high sense of honor, and acted in a manner the blade respected. In return, it helped him to achieve great things, and he seemed destined to be one of the greatest Crane Champions in history. Salvation came when Kurohito’s cousin Doji Yasuyo received a vision from the founder of the Crane Clan, Lady Doji herself. At Doji’s command, Yasuyo sought out the ancient Kenku sensei named Kozue, who knew the truth of the cursed weapon and eventually shared it once Yasuyo proved herself a worthy student. When Yasuto warned Kurohito of the blade’s curse, he sought to resolve the hatred of the spirits within the blade by ending the long and bitter feud between the Lion and Crane. When he relinquished control of the city of Toshi Ranbo to the Lion, Chukandomo unleashed the souls of all those it had consumed to try to slay Kurohito and force him to join their numbers. However, Kozue had gifted Yasuyo with Naishi, another of Doji Yasuragi’s legendary blades and the sister-sword to Chukandomo. She used it to call forth the honorable spirits of past Crane heroes to drive back the cursed souls of Chukandomo. This finally purified the blade, and Kurohito finally delivered it to the Lion and thereby cemented an end to the millennia-long hostilities between Crane and Lion. The sword remained in the Lion Clan through the end of the Age of Exploration, when it was carried by Matsu Benika, owner of the Jade Hand. Chukandomo is a powerful relic and a formidable weapon in the hands of someone worthy enough to wield it. Mechanically, Chukandomo as a 4k3 katana that grants its wielder +1k1 to Kenjutsu Skill rolls for every Honor Rank he has above 6. Like most nemuranai, it can harm Invulnerable foes. Finally, if the GM is using the optional Honor Roll rule, the bearer of Chukandomo may make one additional Honor Roll per session.
Prior to its purification, Chukandomo will never be satisfied by any wielder’s honor or capabilities, and will gradually drive its owner to deeds of greater and greater ambition and glory. In game terms, the wielder of Chukandomo will eventually become Driven and Brash as the sword pushes him toward more and more extravagant goals. Eventually and inevitably this will end in failure and defeat – at which point the sword loses all its magical properties, becoming a mundane katana with a damage rating of 1k1. This almost certainly leads to the wielder’s death, and the cursed sword consumes the souls of all those who die while possessing it. Once Chukandomo has been purified, it no longer drives its wielder to doom, but it still has high standards for anyone who presumes too use it. Anyone with an Honor Rank of 3 or lower cannot draw the blade from its saya at all. Anyone who does wield Chukandomo but willingly commits a dishonorable act will find the blade immediately loses all magical properties and becomes a 1k1 katana as above. If the wielder continues to commit dishonorable acts the sword will eventually simply vanish, returning to the Matsu family to await a more honorable samurai to carry it.

Shadow Powder
One of the Tower’s more effective strategems was the development of a sinister drug known as Shadowed Powder, a tasteless and odorless dust which could dissolve without trace into sake, soup, or even water. Ingesting the powder weakened the victim’s health and clouded his mind, making him easy to manipulate (or murder). In game terms, each dose of Shadowed Powder creates a +5 TN penalty to any and all rolls using Willpower or the Earth Ring. The effects last four hours, and multiple doses produce a cumulative effect.

The TeaRs of laDy Doji
It is said that when Lady Doji wept, she wept tears of pure incorruptible jade. These are the items that Four Winds took with them into the Shadowlands. Anyone bearing one of the Four Tears of Lady Doji is immune to the effects of the Shadowlands Taint or from acquiring Shadow Corruption. The Tears are so powerful, in fact, that if someone chose to willing embrace the Taint or to practice the art of maho, they would find the effects would no occur – they would not gain the benefits of the Taint, nor the corruption, and the spells they tried to cast using maho simply would not occur, as the Tears are powerful enough to stop even willing infection by the Taint or the Lying Darkness. The Tears can in theory be destroyed, though it would take extraordinary force upon the items themselves.

sTanDaRD siDeaRm The traditional sidearm conforms to a common pattern that is mechanically identical throughout the Empire, although there are many variations of outward design to suit the particular styles of a given clan. One of the most ubiquitous such weapons is the Mirumoto weapons called Twin Radiance, which are intended to be worn in pairs, and are freely sold to outsiders such as the Minor Clan Alliance and various ronin groups. c Keyword: Samurai, Small c DR: 3k3 c Range: 100’

sTanDaRD Rifle The most common battlefield weapon (other than the katana), carried by virtually every samurai, is the standard energy rifle. The most common version is the Akodo Arms Indomitable X32, which has been in service for more than two centuries with virtually no significant changes. c Keywords: Samurai, Medium c DR: 4k4 c Range: 500’

heavy assaulT Rifle Despite the significant power of the standard assault weapons carried by samurai troops, there are times when greater impact is required. Weapons such as the Kaiu Forge Devastator-class Siege Weapon are renowned for their ability to threaten the armor of even hardened targets such as armored vehicles. The energy generated by such weaponry is significant, and can even threaten those in the vicinity if wielded without proper training. c Keywords: Large c DR: 6k5 c Range: 400’ c Special Rules: The sheer force exerted by this weapon, not to mention its significant size and weight, means it requires Strength 4 to wield properly.

maRksman’s Rifle Certain circumstances require specialized weapons, and while there are a wide variety of these in existence, one of the most frequent is a rifle customized for long range sniping. The Tsuruchi are the natural masters of this particular art, and their Distant Thunder model rifle is widely considered one of the best such weapons on the market. c Keywords: Large c DR: 6k3 c Range: 1000’

Ranged Weapon Damage Given the advanced state of technology in this setting, it is only logical to assume that ranged weapons in this era (which include both magnetically-propelled solid projectiles and outright energy weapons) should have a completely devastating effect on anyone unfortunate enough to be hit by one. However, scaling damage to suit this idea will render melee weapons completely obsolete regardless of their design improvements. Thus, GMs should decide whether they wish to focus their campaign entirely on ranged combat or maintain a more “samurai-esque” balance between ranged and melee combat. If a balance is preferred, ranged weapons must stay at a reasonable damage level, as depicted in this chapter. One way to justify this is to assume that armor technology has progressed at a similar level and this is “built in” to the ranged weapon DRs. To represent this, in those instances where a target is struck by an advanced ranged weapon and is not wearing any armor the GM should double the damage (e.g. a standard sidearm would do a base DR of 6k6). This allows for a reasonable damage progression while still preserving some of the setting’s cultural integrity. Note that the ranged weapon DRs presented in this chapter assume the characters are adding their Perception to the DR as unkept dice, much like Strength is added to melee weapon DRs as unkept dice.

Naishou Province
The Magari-Yari The so-called magari-yari is an unusual type of spear used almost exclusively by the Lion Clan and particularly by the Matsu Elite Spearmen. It is easily recognized by its triple-bladed head, which sets it apart from the standard single-headed Rokugani yari. Although the Matsu family as a whole favors the katana, a number of famous Matsu warriors have employed the magariyari, such as the notorious Clan War hero Matsu “the Butcher” Gohei. c Keywords: Large c DR: 3k2 c Special Rules: The magari-yari may be thrown a maximum range of 30’, and has a DR of 2k2 when thrown. c Price: 7 koku.

Second City
Rakshaha Mirror
a small mirror of polished metal, set in a frame of exotic woods carved into a likeness of Vishnu holding the mirror in outstretched arms. This is the Mirror of Vishnu’s Truth, and it has a special power – it reveals things exactly as they really are, insofar as they are known to the followers of Vishnu. In other words, the mirror has no power to pierce an illusion woven by a Rokugani shugenja or to reveal a deception perpetrated by a Burning Sands sahir, but it will reveal the true nature of a rakshasa or a Destroyer cultist.

Secrets of the Empire
the sling
A humble weapon dismissed by the typical samurai, the sling is essentially a length of cord or sash with a pouch in the center for holding a stone. The wielder holds both ends in one hand and whirls the sling to build momentum, finally releasing one end and flicking his wrist to unleash the stone. This allows a stone to be hurled much farther than by hand alone. Although most samurai would never consider using such a crude weapon, monks and ashigaru have no such qualms, and ronin, Sparrow samurai, and Unicorn samurai have all been known to use the weapon from time to time. Members of the Sparrow Clan consider the sling to be an acceptable weapon despite its peasant origins, and should not lose Honor when using a sling. At the GM’s option, this can also be true for Unicorn samurai, especially those who are more in tune with their gaijin legacy.
new weAPon: slinG c Keywords: Small, Peasant c Range: 100’ c DR: 1k2 c Special Rules: The sling uses the Athletics / Agility Skill to attack; GMs may opt to allow a Sling Emphasis. Strength is not added to the DR for slings. Reduction is doubled against sling attack

Strongholds of the Empire
Black Pearls
Black Pearls, also known as the Black Pearls of Fu Leng, are formed from a small piece of Tainted material aggravating the inside of an oyster or clam. Whether the Tainted material is introduced accidentally, or is a deliberate act by the forces of Jigoku, none can say. The result is the creation of a Black Pearl, Tainted gems which have an ill effect on those who hold them. In addition to potentially Tainting those who hold them, the Pearls exert a sinister fascination that makes it very difficult for anyone to let them go. Characters who discover a Black Pearl must make a Willpower roll, TN 20, in order to surrender it. Thankfully Black Pearls are rare, and the Kuni offer a large bounty for any recovered.

Kano Ichara’s Puzzle Boxes
Kano Ichara is a craftsman of unique genius, but also completely corrupt at heart. He is a loyal follower of Yasuki Funtaru, and when Funtaru tasked him to find a means of using Black Pearls to sow discord in the Empire, he used all of his powers to do so. His solution was to craft a puzzle box, a special kind of puzzle box. Normal puzzle boxes are designed to offer a modest intellectual challenge, aligning various moving faces and hinges to open them and reveal what is kept inside – typically a small gift, or a scroll with a quote from the Tao of Shinsei. Ichara’s twisted genius has come up with a puzzle box that has no solution – and within that puzzle box resides a Black Pearl. The fact that the box has no solution is not readily apparent, however, since each box is constructed in such a clever way as to appear completely solvable. Whoever receives one will certainly believe so. Each time a particular combination of moves fail, the box’s clever construction suggests that if one retraces steps and simply tries a different combination the puzzle will finally be solved. All the while, the evil effects of the Black Pearl are working on the person trying to solve the box. Soon their behavior begins to change, subtly at first, as the desire to gain the hidden and enticing Pearl is amplified by the frustration they feel at being unable to solve the puzzle box. They become obsessed with opening the box, ignoring all but the most important matters and spending every hour available working at it. Should anyone attempt to take the box from them they will grow angry, perhaps even react violently. Finally, when they can take no more, they will loose all control and break the box by force to gain their prize. By this time, they will most likely have been driven insane. Funtaru has only been able to acquire seven Black Pearls, and Ichara has been able to make five boxes so far. He gave the first box to a fellow craftsman, and was able to observe the progression of the symptoms described above. Once the craftsman had possession of the Pearl, he killed his entire family under the belief they were trying to rob him of it. Pleased with this result, Ichara and Funtaru are now planning on sending the remaining four boxes to more important and influential targets, targets whose eventual madness could throw the Empire into chaos.

The Sea Dragon Daisho
This legendary pair of swords has been lost in Earthquake Fish Bay for over four hundred years. The swords were originally known as the Doji Dragon Daisho, and were crafted by Dragon smiths as part of the bridal gifts when Mirumoto Minaiko married Doji Gunjen. Legend has it that the Togashi Daimyo at the time had a hand in their making.
The swords were in the Doji family for only one generation. Then Doji Yasagawa was killed by the female pirate Chaiko, who later called herself the Sea Dragon, and the swords came into her possession. Ultimately doomed by her killing of a samurai, she nevertheless waged a brilliant campaign for a time, culminating in her successful destruction of a large part of the Crab fleet pursuing her by attacking Clear Water Village with fire-ships. After this incident the Crab and Crane joined their forces and hunted her relentlessly. The Crab laid a successful trap with modified merchant ships, and the Sea Dragon was sorely wounded and her ship badly damaged. Rather than surrender and be executed she dived overboard. When her crew was captured, they said that when they saw her last she was treading water and bleeding badly, and the sharks were closing in. The Doji family later hired divers to search for the swords, but they were never located. Rumors have begun circulating this year, rumors that the objects up for bid at the Jade Auction will be the Sea Dragon Daisho. The Doji have written to Hida Matsuro, putting forward their claim for the swords. He has simultaneously denied they have a valid claim while refusing to confirm that the swords will be up for auction. If they are, though, he has suggested the Crane come with an ample supply of jade.

The Book of Water
DRAGON BEARD HOOK (LONGXU HOOK) c Keyword: Large c Skill: Chain Weapons c DR: 1k2 c Special Rules: The dragon beard hook may be used to initiate and maintain a grapple at a distance of up to 30 feet. c Price: 4 koku

ROPE DART c Keyword: Large, Ninja c Skill: Chain Weapons c DR: 1k1 c Special Rules: Rope darts may be used to initiate and maintain a grapple at a distance of up to 15 feet. c Price: 5 bu

THREE-SECTION STAFF c Keywords: Large, Monk, Ninja c Skill: Staves c DR: 2k2 c Price: 1 koku
PITCHFORK c Keywords: Peasant, Large c Skill: Staves c DR: 1k2 c Special Rules: If a pitchfork inflicts more than 20 Wounds with a single attack, it breaks. c Price: 3 bu

TORCH c Keywords: Peasant, Improvised c Skill: Jiujutsu (Improvised Weapons) c DR: 0k1 c Special Rules: Enemies hit with a torch must roll Reflexes at TN 10 to avoid catching on fire. Foes who are set on fire take 1k1 fire damage during the Reactions Stage of each Round until they extinguish the fire (such as by jumping into water, or taking a Complex Action to smother the flames). c Price: 1 bu

The Great Clans
Chikara, the Crab Ancestral Sword
The first Kaiu forged Chikara for Hiruma to use against Hatsu-Suru no Oni. Hiruma carried the sword until the dedication of Kyuden Hida, when he presented it to Lord Hida; it was passed down through the line of Hida Champions ever after. The sword is of magnificent steel and is inlaid with jade symbols that run the length of the blade; the handle is of polished ebony and covered with gray silk stitching. Like all the great Ancestral Swords, Chikara was taken into the Heavens by Shinjo after the War Against the Darkness. Chikara’s jade lettering glows in the presence of Shadowlands creatures up to a hundred feet away, growing brighter as they get closer. Its jade is infused with sacred spirits and does not corrode when exposed to the Taint; further, the bearer of the sword is immune to the Taint so long as he carries the sword. Against Tainted foes the sword moves with a life of its own, guiding the wielder toward their most vulnerable points. In game terms, the sword awards the wielder a number of Free Raises against Tainted foes equal to two times the wielder’s School Rank.

The Jade Hand
The Jade Hand is an ancient artifact of unknown origin, shaped in the form of a human right hand. The Hand can be used like a real hand, but it will only attach to the severed stump of a mortal who is judged worthy of its power—typically someone of great honor or heroic destiny. Once attached, the Jade Hand instantly purges all Shadowlands Taint and Shadow corruption from the wielder, and makes him immune to any further corruption by either force. The Hand can be used to deliver jiujutsu strikes, with a DR of 2k3 in place of the normal unarmed DR of 0k1. It is a jade nemuranai for the purpose of defeating Invulnerability and other such powers, and grants the wielder a +1k1 bonus to all Skill rolls when opposing a creature with Shadowlands Taint.

Kaiu Armor
Obviously, the armor created by a Kaiu Engineer of Rank 3 or higher is a significant benefit to bushi everywhere. Such armor is almost never available for non-Crab samurai, however, for it is immediately put to use in the war against the Shadowlands. At the GM’s discretion, a Crab character may acquire a set of Kaiu Armor during play, but this will generally incur major obligations and is likely to cost a small fortune (a minimum of five to ten times the normal cost for that type of armor). Kaiu characters may of course produce the armor and give it as gifts, but those selling it for profit will quickly attract the severe ire of their superiors for betraying their duty to the clan. If GMs wish to allow it, Kaiu Armor can be purchased as a Granted Advantage with a cost equal to 3 + the creator’s School Rank.

Shukujo, the Ancestral Sword of the Crane
The Crane Clan’s ancestral sword was forged by Doji Yasurugi and carried to the Day of Thunder by his twin sister Doji Konishiko. After Doji Hayaku retrieved the sword from the Shadowlands, it was taken up by Kakita and passed from him to the later Crane Clan Champions. The sword always sings with a pure note when it is wielded by the rightful leader of the Crane, for it still contains the twin souls of Yasurugi and Konishiko. Only a true descendent of Doji and Kakita can bear the sword—anyone else will be driven mad by the fury of the souls bound within the steel. In design Shukujo is a katana of simple perfection, much like all the other great blades forged by Yasurugi before his death. Mechanically, this powerful nemuranai bestows on its wielder a perfect mix between the art of the court and the art of the duel—any courtier or artisan who carries the sword is considered to have ranks in the Kakita Bushi School equal to his current School Rank, and any bushi who carries the sword is likewise considered to have equal ranks in the Doji Courtier School. In addition, the sword’s balance and keenness bestow a +3k3 bonus on all Iaijutsu Skill rolls. Like the other Ancestral Swords, Shukujo was carried into the Heavens by Shinjo at the end of the War Against the Darkness. Whether it will ever return to the mortal realm is unknown.

The Obsidian Hand
The Obsidian Hand is one of the darkest relics in the history of Rokugan. It is, in fact, nothing less than the severed hand of Onnotangu, Lord Moon, and its black stone is deeply corrupted by the power of the Lying Darkness. The Hand was originally brought back to Rokugan by Shosuro; it remained in the Shosuro family’s possession for many centuries, serving as a direct medium for the covert alliance with the Lying Darkness which Shosuro herself began. Any person who has lost their right hand can potentially attack the Obsidian Hand to the stump, whereupon it becomes a fully functional replacement for the missing hand. However, the combination of Lord Moon’s madness and the foul influence of the Lying Darkness makes this an extremely hazardous act. The records of the Scorpion Clan record only three people who ever attached the Obsidian Hand, and two of them went mad within days; only Hitomi survived. In game terms, the wielder of the Obsidian Hand must roll Honor / Willpower every day at TN 30 to maintain self-control—otherwise the character is overcome by the madness and violent urges of the Hand until the next day. Moreover, anyone who wears the Hand for a sustained period of time (six months or more) will begin to slowly transform into living obsidian, spreading from the Hand across the body. This is accompanied by the spread of Shadow corruption, in the form of 1 Shadow Rank every six months. Mechanically, the Hand has a DR of 2k3 when used for a Jiujutsu attack and can attack as a Free Action when used for Jiujutsu. If you use the Hand to wield a melee weapon, you gain your opponent’s Honor Rank as unkept dice on your attack roll. The Hand’s bearer is immune to the Shadowlands Taint, but not to Shadow corruption.

The Mirumoto Ancestral Daisho
The twin swords of Mirumoto Hojatsu are passed down through the line of Mirumoto daimyo until the mid-twelfth century, when Shinjo carries them into the Celestial Heavens along with the other Ancestral Swords. The swords can only be used by members of the Mirumoto family—others cannot even draw them from their scabbards. The swords are awakened nemuranai that convey many benefits on those who can wield them properly. Anyone carrying the swords knows the School and Insight Rank of any opponent he faces. The katana is a simple-looking blade but seems to leap toward the foe with deadly intent—it grants a +1k1 bonus to the attack roll for every Rank the wielder possesses in the Mirumoto Bushi School. The equally plain-looking wakizashi seems to always be in perfect position to block a foe’s strike—it increases the wielder’s Armor TN by 15.


Shori, the Lion Clan Ancestral Sword
Shori was the katana carried by Akodo himself at the dawn of the Empire. Because Akodo offered fealty to Hantei, the sword was traditionally kept in the Emperor’s palace, placed on display in the Imperial throne room. The blade appears rather unremarkable, a piece of dull steel, but its hilt is of carven jade and wrapped with brass and gold wire. The tsuba bears the carving of a great palace. By long-standing tradition, the Emperor only bestowed the Lion Ancestral Sword on the Champion of the Lion Clan when he made war on behalf of the Empire. This happened a mere three times in the thousand-plus years of the Hantei Dynasty. Although the tradition was carried over into the Toturi Dynasty, it was never used, and at the end of the War Against the Darkness Shori was carried into the Heavens by Shinjo, removing it from mortal hands... perhaps forever. Shori is a potent nemuranai despite its rather ordinary appearance. Any true-blooded Lion who wields Shori at the Emperor’s command gains the ability to attack with the sword as a Free Action; this Free Action may be taken a number of times each Turn equal to half the wielder’s Honor Rank (rounded down).

Beastmaster’s Claws
A unique weapon crafted only among the Matsu Beastmasters, the Beastmaster’s Claws is a small bar of metal that fits within a closed fist. Small flat metal rods extend from this bar between the fingers of the Beastmaster’s clenched fist, each ending in small curved blades that resemble a lion’s claws. This allows a Beastmaster to fight in a manner similar to his pride. The weapon is considered a Knife for rules purposes and has the Small property, with a DR of 0k2. This weapon is considered highly unconventional by the Empire as a whole, and is not seen outside the ranks of the Beastmasters (even within the Lion Clan). Anyone outside of the Lion Clan using the weapon loses one point of Honor per skirmish for doing so, as well as probably giving grave insult to any Lion who witnesses its use.

Ofushikai, the Phoenix Ancestral Sword
The Phoenix Clan’s ancestral sword was created by Tsamaru, Shiba’s wife, as a gift to her husband on the day of their son’s birth. Legend claims Tsamaru came from a kingdom beneath the sea, where Shiba rescued her from a terrible monster that threatened her home; in gratitude, she became his wife even though it meant she would never be able to return to her undersea world. Whether this tale is true or not, there is no denying the peculiar acquatic nature of Ofushikai. The sword shines with a strange inner light, and it often looks as though water is flowing down the length of the blade. The sword knows its proper owner (the Clan Champion) and always returns to him; when held in his hand, the sword allows him to move and breathe safely beneath the sea. In the mid-twelfth century Ofushikai, like the other ancestral blades of the Great Clans, was taken into the Heavens by the Kami Shinjo in response to the death of Amaterasu. This imperiled the survival of the Soul of Shiba, whose continued connection to the mortal world was linked to the sword. Shiba Tsukune was able to save the Soul by choosing to ascend into the Heavens as the Fortune of Rebirth, but this left the Phoenix Clan without the Soul’s guidance. Several years later, her son Aikune used the power of the Last Wish to instead link the Soul to the Shiba bloodline, restoring it to the mortal world. In mechanical terms, the Phoenix ancestral sword is a nemuranai which can be summoned to the hand of the Phoenix Clan Champion with a Free Action (regardless of distance). The wielder of Ofushikai may unleash the sword’s power by taking a Complex Action and spending a Void Point. The sword unleashes a wave of spiritual energy that halts all violence within 20’, preventing all within that zone from attacking, casting offensive spells, or otherwise causing harm. The effect lasts a number of Rounds equal to the wielder’s Void Ring.

Itsuwari, Ancestral Sword of the Scorpion Clan
From the early days of the Scorpion Clan until the twelfth century, Itsuwari was the Ancestral Sword of the Scorpion Clan. The sword was carried by Bayushi himself and the touch of the Kami awakened powers that have only grown stronger through succeeding generations. In later years the Clan Champion seldom carried the sword personally, instead entrusting it to a chosen underling. Likewise during the Clan Coup, Bayushi Shoju gave the sword into another’s keeping and used the Bloodsword Ambition during that doomed undertaking. The sword thus survived the catastrophic failure of the Coup and remained in Scorpion hands until the end of the War Against the Darkness, when all of the Ancestral Swords were taken into the Heavens by Shinjo in punishment for the death of Amaterasu. The katana Itsuwari is a potent nemuranai and awards a +1k1 bonus to the wielder’s attack and damage rolls with the weapon. More importantly, it causes the wielder to appear as if he is standing beside his actual location. As a result, the wielder’s Armor TN is calculated as Reflexes x10 (plus 5), rather than the normal Reflexes x5 (plus 5). After the first Round of combat, an opponent can take a Free Action to make a Kenjutsu / Awareness roll at TN 30. If the roll is successful, Itsuwari’s deception power is permanently negated for that opponent and the wielder’s Armor TN returns to normal against that opponent.

Hayai, the Ancestral Katana of the Unicorn
Hayai is the original katana carried by Shinjo herself, passed down to her children and from them to the modern Empire. It appears to be a normal katana of superb quality, razor-sharp and mirror-bright, effortlessly light. It does have a somewhat shorter blade than is customary in modern design, however. The hilt was once pearl and ivory, but generations of hands have darkened it almost to black. A white tassel at the end of the hilt is renewed by each warrior to carry the blade. Only an honorable heir to the Shinjo line can wield Hayai—those of the Shinjo lords who belonged to the Kolat always refrained from carrying the sword, supposedly out of respect for its heritage. Like the other Ancestral Swords, it was carried into the Heavens by Shinjo in the twelfth century—whether it will ever return is unknown. In the hands of a proper Shinjo, this potent nemuranai is a deadly weapon, its spirit driving the wielder to feats beyond his own mortal capacity. It has a DR of 3k3 and the wielder adds his Insight Rank to his Initiative score during the Reactions Step of each Round. The sword directs itself toward enemy weak points, ignoring Reduction (whether from armor, natural protection, or magical/supernatural effects) equal to 5 plus the wielder’s Insight Rank.


Gaijin Goods
The Unicorn Clan is one of three clans that supply gaijin curiosities to Rokugan’s internal market—the other two being the Mantis and the Tortoise. Although the Empire officially eschews contact with the outside world, in reality there is always a market for strange and exotic trinkets that can be used as conversation pieces at the next court dinner. Herewith are the gaijin items most likely to be found in the wagons of Unicorn trade caravans: Astrolabe (made from copper) Boardgames (chess, checkers, backgammon, etc) Books (cloth-bound or leather-bound) Boxes, metal or wood (exotic design, engravings, etc) Carpets (woven, embroidered, etc) Dried exotic fruits (dates, figs, raisins) Dried meat (beef, lamb, goat) Dried nuts (almonds, peanuts, cashews, etc.) Earthenware (exotic pottery, etc) Furs Glass (bottle or goblet) Ivory (sculptures or jewelry) Jewelry and gems Kumis (fermented mare’s milk) Lamp oil (refined petroleum) Leather bags or shoes Leather saddles Metal utensils (forks and spoons) Oil lanterns (made from brass, with glass panes) Olive oil Papyrus paper Perfume Spices and herbs (foreign/exotic) Weaponry (scimitar, katar, kukri, longsword, shield, etc.) Wine, spiced Wine, vinegar Truly rare items could include maps of the Burning Sands, Ashalan crysteel weapons, spyglasses, or pieces of crystal.

The Imperial Archives
yobAnjin rinG-SworD
Many of the Yobanjin fight with the so-called “ring sword,” a sword with large looped rings in the hilt which are used to try to snare enemy blades. Mechanically, a ring-sword functions in the same way as a Rokugani sword, including the requirement to use a Simple Action…
new weapon: yobanjIn rIng-sword c Keywords: Medium, Gaijin c DR: 2k2 c Price: 10 koku

oyumi (croSSbow) Within the Empire, the crossbow – known to the Rokugani as the oyumi – is a weapon used only occasionally by bandits or other criminals. The oyumi’s physical concept was originally devised by the Kaiu family of the Crab as a massive siege weapon, used to hurl giant spears at oni and other Shadowlands beasts. Smaller-scale versions were eventually developed, but the Rokugani found them to be crude and lacking in the artistry and beauty of the bow, and largely rejected their usage. The Yobanjin, however, feel no special scruples over distinguishing between “honorable” and “peasant” weapons, and use the crossbow freely. Indeed, some tribes employ it preferentially over the bow, especially those who rely heavily on flying mounts such as eagles or wyrms. (A loaded crossbow can be fired one-handed, unlike a bow.)

crossbow c Keywords: Medium, Peasant c DR: 4k2 c Range: 150’ c Special Rule: Reloading a crossbow requires two Complex Actions. c Price: 5 koku c Note: A crossbow relies on its own mechanical force to deliver damage, and thus does not add the wielder’s Strength to its DR.