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NEW ADVANTAGE: THE WORLD [SOCIAL] (5 POINTS)

OF THE

DAIMYO

You continue your path into a dangerous part of Rokugan: high society. You gain 5 Duty Points, which may be used to purchase any Stations Features. This Advantage may be purchased multiple times; the Experience Point cost increases by three for every additional level of the Advantage.

Broken Wave City is the beachhead of the Yoritomo familys influence upon the mainland, and as such is a center of commerce, education, and military organization. Those who dwell within the city have an incredible wealth of opportunity available to them due to the citys importance to the clan. You gain a bonus of +1k0 to the total of all Commerce and Sailing Skill Rolls.

NEW ADVANTAGE: THE DAIMYOS PATH [SOCIAL] (10 POINTS)


Your continued efforts have gained you respect and trust from your superiors. You gain 8 Duty Points, which may be used to purchase any Stations Features. Additionally, you may purchase Level Three Features of your primary Station. You may not ever purchase Level Three Features from Stations that are not your primary Station. You may only purchase this Advantage if you already possess The World of the Daimyo Advantage.

NEW DISADVANTAGE: BROKEN WAVE STIGMA [SOCIAL] (2 POINTS)


Your status as a citizen of Broken Wave City is a constant reminder of the past difficulty between your clan and the Phoenix. Despite their inclination toward pacifism, many have found the War of Fire and Thunder difficult to forgive. You suffer a penalty of -1k0 to all Social Skill Rolls made targeting members of the Phoenix Clan. You gain one less point than normal when purchasing the Sworn Enemy or Nemesis Disadvantages if the other party is a Phoenix Clan samurai.

NEW ADVANTAGE: SHADOWED HEART [MENTAL] (5 POINTS)


You have trained your mind to be nigh-inscrutable to those who surround you. Rolls made to discern your true intentions or motivations, including Social Skill rolls and Spell Casting Roll for any spells which might lay bare your thoughts, have their TN increased by +5.

NEW ADVANTAGE: INHERITANCE: [MATERIAL] (10 POINTS)

KOBUNE

NEW ADVANTAGE: SPY NETWORK [SOCIAL] (8 POINTS)


You have access to an intelligence network that can provide you with a variety of covert information. Once per session if you can contact your spy network you can acquire a piece of useful information which would otherwise be unavailable. The GM has the fi nal say on what you learn, but it will always be something useful to your current endeavors. This Advantage cannot be used in environments where it would be impossible to make contact with your spy network (e.g. wandering the desert, exploring the Shadowlands or the Shinomen Mori, etc). Daidoji family characters may purchase this Advantage for 7 points, Scorpion characters may purchase it for 6 points, and Kolat characters may purchase it for 5 points.

One of your relatives was a successful captain for the Mantis, and his ship has passed to you now that you have come of age. You may not be the most prepared for such a task, but the option is available if you wish it. You possess a small kobune, one that can be successfully crewed with perhaps a half dozen men including yourself. You are capable of making a trip between the mainland and the Mantis islands in two weeks, assuming it is not storm season, and a single voyage should cover expenses and end with a profit for you. The exact size of the profit should be determined by the GM (possibly with the assistance of Commerce Skill rolls from you), but will typically range between 5 and 10 koku per voyage. If your campaign utilizes the optional rules from Emerald Empire, this Advantage also confers 2 Duty Points.

NEW ADVANTAGE: [SOCIAL] (3 POINTS)

CLEAR WATER NATIVE

NEW DISADVANTAGE: SLEEPER AGENT [MENTAL] (5 POINTS)


Unknown to you, the Kolat have previously kidnapped you and programmed you to be one of their sleeper agents. A trigger word or phrase is implanted in your mind. Anyone who knows it may speak it aloud, followed by a simple command of five words or less. You will be compelled to carry out the command regardless of personal wishes. Sleeper agents are generally considered one-time-only assets, so their survival is not a factor in the tasks they are assigned. Some sleepers are given a fail-safe that causes them to kill themselves should the mission fail if this is the case for you, this Disadvantage is worth 8 points.

Your time spent in Clear Water Village has allowed you to build a beneficial and discreet network of contacts in the world of mercantile interests. It may be distasteful, but none can deny that it has proven quite useful. You gain a bonus of +1k0 to the total of all Commerce Skill Rolls. The amount of koku you receive as part of your Schools Outfit is increased by 50% (rounding up).

NEW DISADVANTAGE: CLEAR WATER STIGMA [SOCIAL] (2 POINTS)


Growing up in Clear Water Village has left you with an unpleasant stigma: many among your clan assume that you are involved in the mercantile interests and rampant obsession with money and material goods so common in that city. Even among the Crab, who normally care Little about such things, this is seen as distasteful. Your Glory is considered one rank lower when dealing with other Crab, and you must choose to either lose all the koku that normally would be part of your School Outfit, or one weapon normally included in your Outfit. (Your lords assume you are wealthy, and offer you less in the way of an initial stipend.)

NEW ADVANTAGE: IMPERIAL sCRIBE [sOCIAL] (4 POINTS)


Requirements: Status 2+, Calligraphy 4+ You have been trained as a scribe in the Imperial City, which is both a recognition of your considerable skill at calligraphy and a means of ensuring that you remain among the most respected calligraphers hereafter. You gain a bonus of +1k0 on all Social Skill Rolls made against shugenja and artisans, who have a great appreciation for your skill and position. Additionally, you gain a Free Raise on Calligraphy Skill Rolls.

NEW ADVANTAGE: DARK EDGE NATIVE [SOCIAL] (2 POINTS)


As a native of Dark Edge Village, the administrative aspects of iaijutsu are almost second nature to you. You gain one additional rank of Lore: Iaijutsu. When arranging a duel or representing a duelist, your Status is treated as if it were one rank higher.

NEW ADVANTAGE: [SOCIAL] (3 POINTS)

BROKEN WAVE CITIZEN NEW DISADVANTAGE: DARK EDGE REPUTATION

[SOCIAL] (2 POINTS)
Unfortunately, being a native of a village such as Dark Edge Village, one that has a very well known reputation for a specific reason, can have a negative impact on ones personal life. Many inattentive individuals without any real knowledge of you or your training assume that, since you are from Dark Edge Village, you are a talented duelist, and will seek to duel you to prove their own level of skill. Roughly once per two game sessions, someone will attempt to challenge you to a duel, sometimes friendly and sometimes not, regardless of whether you have any talent in that area or not. When a campaign is taking place in an inappropriate setting, such as the Shadowlands for example, the drawbacks of this Disadvantage are temporarily suspended.

lead to dire consequences.

NEW DISADVANTAGE: RUINED CITY SURVIVOR [MATERIAL] (4 POINTS)


A duty posting within the Ruined City is a difficult one at best. The city is dangerous and short of resources, sabe what can be taken from the ruins, refurbished, and turned into an asset. Still, many stationed within the city must make the best of sub-standard equipment as a result of availability. You receive no koku as part of your starting Outfit, and two items from your Outfit are missing as well (you choose which ones are missing).

NEW ADVANTAGE: INHERITANCE: WATER HAMMER ARMOR [MATERIAL] (SPECIAL)


You have been bequeathed a suit of armor that was forged upon the great scale of the Water Dragon in the heart of Suigeki Toshi. Only a handful of such suits exist, and few indeed are honored to wear them. Your armor has its Reduction value increased by 2. The point cost of this Advantage is dependant upon the type of armor granted. Ashigaru armor is worth 4 points, light armor 7 points, heavy armor 12 points, and riding armor 15 points.

NEW ADVANTAGE: INHERITANCE: ASAHINA BLADE [MATERIAL] (9 POINTS)


The near-mythical priest smiths of the Phoenix Clan have a venerable tradition to honor the memory of Isawa Asahina, one of the clans great heroes and a symbol of their clans alliance with the Crane Clan. An Asahina Blade is a 3k2 wakizashi. When you use the Guard Action while wielding this weapon, the bonus to your charges Armor TN is increased an additional amount equal to your Honor Rank.

NEW ADVANTAGE: NIKESAKE CITIZEN [SOCIAL] (3 POINTS)


As a citizen of Nikesake, you have gained important contacts within the Crane Clan, and your prestige within court has increased as a result. You gain a bonus of +1k0 on any Social Skill Roll made interacting with a member of the Crane Clan. You also may purchase the Allies Advantage for one point less than normal when purchasing Allies within the Crane (the Ally still has a minimum point cost of 1).

NEW ADVANTAGE: WATER HAMMER CITIZEN [SOCIAL] (3 POINTS)


Your time spent within Water Hammer City has given you an affinity for crafting, even if you have not devoted your life to the pursuit of such things. You gain one Rank in a Craft Skill of your choice (this may not take you over the maximum beginning rank of 4). When determining the time required to craft any particular item, the cost of the item is considered one coin type smaller for you (for example, an item that has a cost measured in koku would determine its crafting time as if it were measured in bu, and an item with a cost measured in bu would determine the time as if it were measured in zeni).

NEW DISADVANTAGE: NIKESAKE STIGMA [SOCIAL] (4 POINTS)


The emphasis placed upon peace and serenity that is so omnipresent within Nikesake has had a dramatic effect on your training. Even bushi are not immune to the effects of this atmosphere, as the bushi dojo within the city place a great emphasis on diplomacy and fighting defensively rather than offensive warfare. You suffer a penalty of -1k0 on all Weapon Skill Rolls that are not also School Skill Rolls.

NEW DISADVANTAGE: WATER HAMMER STIGMA [SOCIAL] (2 POINTS)


Being raised within a city devoted to the pursuit of perfection above all else has left you a little desensitized to the social niceties that are so important elsewhere in the Empire. Artisans and smiths from Water Hammer City tend to be somewhat brusque, after all, and completely absorbed in their work. As a result, you suffer a penalty of -1k0 on Social Skill Rolls made with members of any clan other than the Dragon Clan.

NEW ADVANTAGE: RUINED CITY SHADOW [PHYSICAL] (3 POINTS)


Being stationed in the Ruined City is a dangerous assignment, even for the most sinister samurai among the Spider Clan. If the environment were not dangerous enough, the area is rife with potential enemies, and remaining undetected is the first priority for both Yotsu patrols and Spider operations within the city. You gain a bonus of +1k0 to the total of all Stealth (Ambush) Skill Rolls made in urban environments.

CITIZEN [SOCIAL] (2 POINTS)


Being stationed in the Imperial City is a tremendous honor for anyone, even among the Crane, and indicates both your level of skill and the degree of faith that your clan places in you. Your Glory is considered one rank higher when interacting with members of any Courtier School.

NEW ADVANTAGE: IMPERIAL CITY VETERAN [SOCIAL] (2 POINTS)


Being stationed in the Imperial City is a tremendous honor for anyone, even among the stoic Lion Clan, and indicates both your level of skill and the degree of faith that your clan places within you. Your Glory is considered one rank higher when interacting with members of any Bushi School.

NEW ADVANTAGE: STOLEN IDENTITY [SOCIAL] (6 POINTS, 5 POINTS FOR SPIDER CHARACTERS)
The city of Otosan Uchi was once the largest and grandes in Rokugan, and remained so for more than one housand years. Even in its ruined state, there are secrets buried within that can reach across the face of an Empire. Among the ruins, you have discovered the trappings of another life, and can masquerade among the Great Clans in an established identity, complete with all the proper equipment. You may choose any one family and School from another Great Clan, as well as an alias. When using the Acting Skill to deceive others as to your identity, and using this alternate identity, you gain two Free Raises on any Acting Skill Roll. You gain the Outfit (but not the koku) of the selected School as well. Needless to say, getting caught in your false identity will

NEW DISADVANTAGE: IMPERIAL CITY STIGMA [SOCIAL] (SPECIAL)


The unfortunate aspect of being stationed within the Imperial City is that it places one in situations where it is a very simple matter to earn the enmity of others, even if only for short periods of time. This Disadvantage functions exactly as the Sworn Enemy Disadvantage, save that it provides 1 additional point and that the identity of your

enemy changes periodically. The identity of your current enemy is always determined by the GM, and one enemy may last as short as a month or as long as a year before someone else takes their place.

FALCON [MATERIAL] (2 POINTS, 1 POINT FOR TORITAKA CHARACTERS)


You are in possession of a trained hunting falcon, the most recent of a long line of carefully bred hunting animals maintained by your familys falconry experts. This falcon is an exceptional specimen, and increases the number of Wounds it can sustain at each level by 5. It also rolls one additional die when making an attack. (The stats for a falcon can be found in the Book of the Void of the Legend of the Five Rings RoleplayingGame, 4th Edition.)

NEW DISADVANTAGE: TRIALS CITY [SOCIAL] (VARIES)

OF THE

IMPERIAL

A duty posting in the Imperial City, while it can lead to glory and honor, can also result in a great deal of difficulty from the tense political climate, a climate to which many Lion find they are ill-suited. This Disadvantage functions exactly as the Sworn Enemy Disadvantage, save that it provides 1 additional point and that the identity of your enemy changes periodically. The identity of your current enemy is always determined by the GM, and one enemy may last as short as a month or as long as a year before someone else takes their place.

NEW ADVANTAGE: [SOCIAL] (3 POINTS)

ZAKYO

TOSHI

CITIZEN

Being raised in a city that wholly embraces commerce, gambling, and other such pursuits has allowed you many opportunities to improve your financial lot in life. You gain an additional rank in one Games Skill of your choice. The starting koku of your Schools Outfit is increased by 50%.

NEW DISADVANTAGE: ZAKYO TOSHI STIGMA [SOCIAL] (3 POINTS)


The stench of gambling reached you while you were still a child, and you have not yet purified yourself of its embrace. You suffer an almost overwhelming compulsin to engage in games of chance. Any pastime with an element of randomness can be turned into an opportunityto gamble. When gambling or games on which the outcome could be wagered are taking place, you must succeed at a Willpower Roll (TN 20) or be compelled to forsake whatever else is going on to participate. You may make an additional Willpower Roll every ten minutes you are involved with the game in an attempt to break free.

NEW DISADVANTAGE: BOUNTY [SOCIAL] (2, 4, 6 POINTS)

OR

A price has been placed on your head due to your involvement (or suspected involvement) in a crime. The severity of the crime itself dictates the cost of this Disadvantage, the amount of the bounty on your head, and who will be willing to hunt for you. A minor offense (2 points) generates a bounty of 1-5 Koku, and generally only magistrates from that province, or ronin who hunt for bounties, will search for you. To identify you as a bounty target, the hunter must make a Lore: Law / Perception roll at TN 25. A serious offense (4 points) generates a bounty of 10-15 Koku. Any magistrate from the Clan which assigned the bounty will be aware of it. To identify you as a bounty target, the hunter must make a Lore: Law / Perception roll at TN 15. A violent or heinous act (6 points) generates a bounty of at least 20 Koku. Magistrates from every Great Clan are on the lookout for you, and you are likely to be executed in short order if taken into custody. The offended Clan may even send a specific request to the Tsuruchi Bounty Hunters if your crime was exceptionally awful. To identify you as a bounty target, the hunter must make a Lore: Law / Perception roll at TN 10.

NEW DISADVANTAGE: WANDERER (2

POINTS

You get lost easily. Even with written directions in hand you never seem to be able to find the place youre looking for. You practically cant get anywhere even in a city you know well without a guide. You suffer a 15 penalty when using the Navigation emphasis.

NEW ADVANTAGE INHERITANCE: TRAINED

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