Based on the 4th edition rules
Advantages cost XP equal to their value; Disadvantages grant extra XP equal to their value in character creation. Advantages can be bought with XP during play, or are sometimes gained without a cost (GM's discretion). Disadvantages can also be acquired during play, and do not grant extra XP.
Some Advantages and Disadvantages have a variable cost, depending on the details.
GM option: -1 point cost (minimum 1) for Social Advantages for Courtiers
Advantages and Disadvantages can be divided into subtypes, and some techniques and other abilities reference these.
At the GM's option, special Ancestor Advantages may be available.
There are certain restrictions on combining Advantages and Disadvantages.
Some Advantages are worth fewer points for characters of a certain Clan or profession, because they are more common among them. However, the value of an Advantage cannot be reduced below 1.
Similarly, some Disadvantages are worth more points for characters of a certain Clan or profession, again because they are more common among them.
If a player character's Disadvantages actively impacted and hindered them in a session of play, they should be awarded 1 extra XP for that session.
The GM may limit characters to no more than 15 points of advantages during character creation.
The GM may increase the cost of Advantages purchased after character creation, either by +2 or to double the usual value.
You always know which way is north, regardless of circumstances. This does not function more than a day's travel into the Shadowlands.
-1 point for Crane characters
One of your connections is willing to go out of their way to help you. The cost depends on the influence and devotion of your ally:
Influence
Devotion
Your calm and serenity are hard to overcome.
Whenever you add your Honor Rank to a roll to resist Intimidation or Temptation, you get +1k0 to the roll.
You understand how to use the Elements to mend broken flesh.
Once per day per person, you can expend one Water spell slot or two spell slots in any other Element(s) to heal a Rokugani of one Wound Rank, by touch.
-1 point for Scorpion characters
You have knowledge and proof of a dark secret held by someone else, and can use it to get their cooperation. The cost is equal to the target's Status Rank.
Calling too often or too heavily on the target may eventually push them to risk the consequences of refusing you, or to try to eliminate you.
You are unremarkable and hard to recognize, unless you make a point to advertise your identity or affiliation.
You may choose to add +10 to the TN of Lore: Bushido/AWA rolls to determine your Honor Rank or Lore: Heraldry/INT rolls to determine your identity based on your Glory.
You have the good fortune to be in love with the person you are arranged to marry.
Thanks to the connections made in preparation for the marriage, you can buy the following Advantages for 2 points less (minimum 1 point) each: Gentry, Kharmic Tie (with your betrothed), Social Position, Wealthy.
3 points for Crab and Mantis characters
You are a descendant of Hida Osano-Wo, the Fortune of Fire and Thunder, whose resilience lives on in you.
You are immune to penalties and damage from weather conditions (winter cold, summer heat, etc.). If you suffer damage from a spell employing natural forces, reduce the damage by 1k1.
You do not know why, but you've caught the attention of one of the Oracles, representatives of the Elemental Dragons in the mortal realm.
Select one Ring when you take this advantage; you gain +1k1 to all Ring Rolls using that Ring.
2 points for Dragon characters
Your keen mind is hard to confuse or trick.
Whenever you make a Contested Roll against someone trying to confuse or manipulate you, you get +1k0 to your roll.
2 points for Crab or bushi characters
You have an affinity for weapons.
Whenever you make an Unskilled Roll using a Weapon Skill, you are treated as if you had 1 rank in that Skill instead.
2 points for Scorpion, Spider, and ninja characters
You have a knack for underhanded pursuits.
Whenever you make an Unskilled Roll using a Low Skill, you are treated as if you had 1 rank in that Skill instead.
2 points for Scorpion characters
You have a quality about you that makes it easy for you to tempt others.
You get +1k0 to Temptation Skill Rolls made against anyone who is attracted to your gender.
2 points for Mantis characters
You lack the sense of self-preservation that holds others back.
When you spend a Void Point to enhance an Athletics Skill Roll, you get +3k1 on the Roll instead of +1k1.
4 points for Spider characters
Shourido is the dark reflection of Bushido, later codified by Daigotsu. Knowingly or not, you embody one of its precepts.
Choose one of the precepts below when you take this Advantage. Once per session as a Free Action, you may sacrifice 5 Honor Points to affect a specific type of Roll and gain +5 to the total. If you don't have 5 Honor Points, you can instead spend a Void Point.
1 point for courtier characters
You have done something to impress an entire court.
Choose one court when you take this Advantage (e.g. Kyuden Doji or Otosan Uchi). When in attendance at that court while it is in session, treat your Status as 1 rank higher. You may take this Advantage multiple time, for a different court each time.
Your family expended considerable favors and wealth to sponsor you into one of another Clan's schools.
At character creation, choose a school from a different Clan instead of one from your own Clan. You are still a member of your Clan, which may create a conflict of loyalties between your family and your sensei.
3 points for Phoenix characters
For some unknown reason, the kami of one particular element are fond of you.
When you buy this Advantage, choose one Ring (not Void). Increasing the Traits of that Ring costs 1 XP less.
5 points for Dragon and monk characters
You are further along the path towards harmony with the universe than most.
Increasing your Void Ring costs 2 XP less. In addition, the GM may decide that this Advantage grants you some kind of story effects.
Your actions have earned you renown.
You gain +1 Glory Rank.
You have considerable knowledge of a topic that no one should know about. If your knowledge is discovered, it may earn you suspicion, condemnation, or outright punishment. How you came to possess this knowledge is likely a story in itself.
Choose one area of forbidden knowledge. Below are some examples along with their effects; other fields require working with the GM to determine the effects. The GM will also tell you what exactly you know about the topic, but it should be extensive.
Shugenja only
A particular kami has befriended you, and stays near you at all times.
Choose one element when you buy this Advantage; you may not have a Deficiency in this element. You get +1k1 to the total of all Spell Casting Rolls to cast Sense, Commune, or Summon with regard to that element only.
4 points for Dragon characters
Monks (non-Brotherhood) and shugenja only
You have studied among the Brotherhood of Shinsei and have achieved some insight into your own place in the universe.
You may purchase Kiho as if you were a Monk of the Brotherhood (not paying a higher cost). All other restrictions apply.
3 points for shugenja characters
Whether you are aware of them or not, the spirits of one element constantly flock about you, lending you their aid.
Choose a Ring when you buy this Advantage. Whenever you make a Trait Roll with either Trait associated with that Ring, you get a Free Raise.
4 points for Mantis and Unicorn characters
You possess a piece of gaijin equipment, originating outside of the Empire's borders.
Consult with the GM for specifics. This may be a weapon (in which case it will require its own Weapon Skill), or a piece of gear like a compass, magnifying glass, scissors, spyglass, etc.
You have been granted holdings by your feudal lord, which you are responsible for administering, defending, and collecting and paying taxes for.
The cost of this Advantage varies by the size of the holding. Multiple characters may split the cost of this Advantage to be jointly responsible for it.
| Village | 8 points |
| Large Village | 15 points |
| Unique Holding (Blacksmith, Geisha House, etc. | 18 points |
| Town | 20 points |
| City | 25 points |
| Province | 30 points |
You are marked by destiny—the Heavens have some special purpose waiting for you, and conspire to keep you alive for it.
Once per session, when you suffer Wounds that would kill you, you are instead reduced to 1 Wound short of death.
You have potential to be a once-in-a-generation genius of your field.
Select one Skill when you buy this Advantage. When using that Skill, your Raises are limited by your Rank in it, rather than your Void Ring (unless your Void Ring is higher).
5 points for monk characters
You have a natural talent for unarmed combat.
You get +0k1 to Damage Rolls with unarmed attacks.
4 points for Spider characters
You burn with vengeance for one specific Clan or faction for some past wrong.
When you buy this Advantage, choose one Clan or faction (like the Brotherhood of Shinsei). You get +1k1 to any Contested Rolls against members of that group.
You have a heart of stone, and attempts to appeal to it fall to deaf ears.
You get +1k0 to rolls to resist any Courtier, Sincerity, or Temptation Roll made to persuade or seduce you, or otherwise change your mind.
Your deeds have earned you the adoration of the common folk.
When meeting non-samurai inhabitants of the Empire, the TN for them to recognize you by your Glory Rank is reduced by 10.
You have devoted your life to some higher purpose, a grand work that might consume your whole life.
You gain 1 extra XP for any session in which you and the GM agree you made demonstrable progress towards your purpose.
You have had the honor of being stationed in the Imperial City.
Your Glory is considered 1 rank higher when interacting with any Courtiers.
You have had the honor of being stationed in the Imperial City.
Your Glory is considered 1 rank higher when interacting with any Bushi.
Your family has arranged for you to marry a minor member of an Imperial family. You do not have an Imperial name, but there are benefits none the less.
You gain +0.5 Status and get +1k1 to all Social Skill Rolls made with members of the Imperial families.
Inari, the Fortune of Rice, is not mighty or prestigious, but is beloved by the common folk.
When fasting or deprived of food, you are still able to regain Void Points. Other penalties apply as normal.
At your gempukku (coming of age), you were honored with an heirloom of your ancestors. It is your most precious possession, more valuable than your life.
In addition to your normal starting outfit, you possess one piece of heirloom equipment. Whenever you make a Skill Roll using it, you get +1k1 on the roll. (This does not apply to Attack or Damage Rolls.)
The priest-smiths of the Phoenix Clan forge these blades in honor of Isawa Asahina.
An Asahina Blade is a 3k2 wakizashi. When you use the Guard Action while wielding one, the bonus to your charge's Armor TN is increased by your Honor Rank.
At your gempukku (coming of age), a kobune captained by your relative was passed on to you.
You own a small kobune, which can be successfully crewed with about half a dozen men, including you. It can make a trip between the mainland and the Islands of Spice and Silk in two weeks (assuming it is not storm season), and each voyage is usually profitable (typically 5–10 koku per voyage, but the GM may vary this based on e.g. your Commerce skill).
If the Way of the Daimyo rules are in use, you get 2 Duty Points.
1 point for Toritaka characters.
You own a trained hunting falcon.
The falcon has +5 Wounds at each level, and rolls +1k0 for attacks.
You possess a special gift, inexplicable even as the magic known to the shugenja. It might be a manifestation of the kami, or a gift from your ancestors, or just about anything else.
Work out the details with the GM. The following are some examples:
1 point for Imperial characters
You are the soul of virtue, and are hard to lead to dishonorable behavior.
When you make a Contested Roll against someone's Temptation Skill, you get +1k0.
6 points for Phoenix characters
Shugenja only
You have the rare gift of communing with the Void, similar to the ability to commune with kami—except the Void has no kami, and is itself everything and nothing.
You may cast Void spells.
Your destiny is intertwined with that of another, perhaps in the future or in a past life.
When you buy this Advantage, select one person; for each point spent on this advantage, once per session you gain +1k1 to an attack roll made when fighting for or protecting that person.
You are familiar with a foreign language.
For 1 point, you may choose one gaijin language (including Mekham, Merenae, Senpet, Rhuumal, Thrane, Yobanjin, Yodotai) that you are fluent in. For 3 points, you may choose one non-human language (such as that of the Naga or Nezumi) which you understand and can express very basic concepts in.
3 points for Crab characters
You are significantly larger than most Rokugani (from 6'0" to 6'3"). You get +1k0 on Damage Rolls with large melee weapons.
5 points for Lion characters
You have a knack for leadership and inspiring others.
Once per Round during the Reactions Stage, you may add 1k1 plus your School Rank to the Initiative Score of one ally, lasting until the Reactions Stage of the following Round. A character may only benefit from this Advantage once per Round.
Fortune favors you.
A number of times per session equal to your rank in this advantage, you may choose to immediately re-roll one roll you made, keeping the better result.
For whatever reason, the kami are reluctant to get involved with you.
For each rank of this advantage, the TN of Spell Casting Rolls for elemental spells targeting you is increased by +3. This does not affect maho, gaijin, or non-human magic.
Somehow, you have gotten the opportunity to study at a second major School's dojo.
This Advantage may only be bought during play, when the GM judges the character has earned the opportunity. The character stops progressing in their current School. When they reach the next Insight Rank, they learn the Rank 1 Technique of their new School. The character can only learn the new School's Techniques if they have Rank 1 in all of the School Skills.
Characters cannot combine Bushi and Shugenja Schools, but other combinations are possible (with the GM's approval).
6 points for Lion characters
You exemplify one tenet of Bushido.
Choose one of the tenets listed below, and gain the corresponding benefit. In addition, any time you gain Honor for exhibiting that virtue, you gain +1 extra Honor Point.
You have a knack for hiding your questionable nature from others.
For each rank of this Advantage you have, your Honor is considered one full rank higher for the purposes of detecting it. Anyone who makes a Lore: Bushido/AWA roll to determine your Honor Rank will detect your false rank.
You have an incredible ability to recall exactly what you have seen or heard.
You get +1k1 to INT Trait Rolls any time you need to remember something exactly (someone's words, something you read, etc.).
You are a star pupil, and your sensei believe you will do great things.
You get +1k0 to any rolls using your School Skills.
5 points for ninja characters
Your quick reactions allow you to seize the advantage.
If you did not act first during a Round of combat, in the Reactions Stage you may add your REF to your Initiative Score for the rest of the combat. This may be done each Round you did not act first.
Your body heals quickly from even the worst wounds.
Your STA is considered 2 Ranks higher for the purposes of recovering from Wounds.
3 points for Courtier characters
You have learned to tell what others are saying from watching the movement of their lips.
When you cannot hear what someone is saying, but can see their mouth, you may make a PER Trait Roll at TN 15 + 5 for every 20 feet between you and the speaker to figure out what they are saying.
5 points for Henshin or characters with an Ancestor
You retain faint recollections of a previous life.
Pick three non-School Skills (subject to GM approval): you get +1k0 with them. Any time you spend a Void Point to enhance one of them, you suffer from Anachronism for 1–10 hours: +5 TN for all Artisan, Craft, and Social Skill Rolls, as you feel out of touch with the present. You may occasionally experience dreams or vague memories of your previous life.
You possess a special weapon made by the master weaponsmiths of your Clan, considered a sacred icon of your entire Clan.
Your Clan determines which sacred weapon you have. The cost varies by weapon (in parentheses below).
| Clan | Weapon | Mechanics |
|---|---|---|
| Crab | Kaiu Blade (6) | 3k3 katana; unbreakable; -2 to target's Reduction |
| Crane | Kakita Blade (5) | 4k2 katana; may re-roll damage once per Iaijutsu duel |
| Dragon | Twin Sister Blades (3) | Daisho; +5 to the TN of all Disarm Maneuvers against you |
| Lion | Akodo Blade (6) | 4k2 katana; Honor Rank considered +1 while carried |
| Mantis | Storm Kama (pair) (6) | 2k2 kama; +1k0 to attack rolls when wielding both |
| Phoenix | Inquisitor's Strike (6) | 3k2 wakizashi; considered jade against targets with Taint |
| Scorpion | Shosuro Blade (5) | 4k2 katana; add +5 to TN to resist poisons applied to blade |
| Spider | Black Steel Blade (6) | 4k2 katana; any exploding damage dice require target to make an Earth Ring Roll (TN 15) or gain 1 point of Shadowlands Taint |
| Unicorn | Moto Scimitar (6) | 3k3 scimitar; +3 to damage rolls made while on horseback |
3 points for Imperial characters
You or your family have performed some service to the Emperor and have been placed under his protection.
You may not buy this Advantage unless your Honor Rank is 6 or higher. So long as your Honor Rank does not fall below 6, no one of Honor Rank 5 or higher may attack you unless you attack them first (or enter into a duel with them).
3 points for Phoenix and shugenja characters
You have accumulated a great amount of knowledge through a talent or love for learning.
Whenever you make an Unskilled Roll using a Lore Skill, you are treated as if you had 1 rank in that Skill instead.
6 points for courtier characters
Having read the Book of Sun Tao or The Subtlety of the Court, you have realized that war and politics are one and the same.
This Advantage may only be purchased, at the GM's permission, after reading one of the above books. You benefit from the Mastery benefits of both the Battle and Courtier Skills, based on the higher rank you have between the two. A number of times per day equal to your Insight Rank, you can use the higher rank to make a Contested Skill Roll with either.
You have a knack for performing.
Whenever you make an Unskilled Roll using a Perform Skill, you are treated as if you had 1 rank in that Skill instead.
You have a servant, acquired either personally or through your family, who possesses some useful skill.
You may have a maximum number of servants up to twice your Status Rank. Servants generally have all Traits at Rank 2 and a single Skill at Rank 3; additional Skill Ranks and Emphases may be bought for 3 points per Rank or Emphasis. Different clans grant discounts for different types of servants; see below for a list of common servant types:
The Seven Fortunes are the most powerful of the many Fortunes worshipped in the Empire, and one of them has taken notice of you and blessed you.
Choose one of the following blessings when you buy this Advantage. The listed Clans can buy the indicated blessing for 1 fewer points.
You have trained your mind to be inscrutable.
Rolls to discern your true intentions or motivations, including Social Skill Rolls and Spell Casting Rolls, are at +5 TN.
2 points for ninja characters
You have a natural talent for moving silently.
You get +1k0 to all Stealth rolls.
7 points for Daidoji characters, 6 points for Scorpion characters, 5 points for Kolat characters
You have access to a covert intelligence network.
Once per session, if you can contact your network, you can acquire a piece of useful information otherwise unavailable.
3 points for Crane and courtier characters
You have an artist's soul.
When you take this Advantage, pick either Artisan or Craft Skills. Whenever you make an Unskilled Roll using that type of Skill, you are treated as if you had 1 rank in that Skill instead.
4 points for Lion characters
You have studied the pre-eminent works of strategy, such as the Book of Sun Tao and Akodo's Leadership, and understand battles as part of the larger campaign.
If you are the commander of an army of one of its senior subordinate commanders, or part of the commander's staff, your side receives a +2k0 bonus to the Battle (Mass Combat)/PER roll to determine who is Winning each Battle Turn. You also get +1k0 to any other Battle Skill Rolls you make during a Mass Battle Turn.
2 points for bushi characters
Your soul has the strength of the mountains, and you can overcome injuries that would stop others.
You reduce the TN penalties you suffer from Wounds by 3.
3 points for Lion and bushi characters
Your mind is well attuned to the ebb and flow of battle.
When you make a roll on the Mass Battle Table, you may increase or decrease your result by 5.
4 points for shugenja characters
Your soul is attuned to or suffused with the energies of one of the spirit realms.
Choose a realm:
Your every thought and action embraces virtue.
You get +1 Honor Rank.
You have a pleasing voice.
You get +1k1 on any Perform Skill Rolls that use your voice (e.g. Oratory and Singing).
Shugenja with an Affinity for Void only.
You can tap into the Void that exists in the other elements.
Choose one Ring other than Void. You can expend spell slots associated with that Ring to cast Void spells.
You are always alert.
You get +1k1 on Investigation (Notice)/PER rolls against Stealth (Ambush)/AGI rolls to detect ambushes.
1 point for Unicorn characters
You are intimately familiar with a particular region.
Choose one region (the lands of one family, a major city, or some other reasonably sized region). While in that region, it is impossible for you to get lost, and you know the location of any available resources.
1 point less for Crane, Imperial, and Unicorn characters
Your branch of your family is particularly wealthy.
For each point of this Advantage, you start with 2 extra koku.
1 point less for courtier characters
You have cultivated connections at court.
Choose a specific court for this advantage. Once per session per rank of this advantage, you can make a Courtier/AWA roll (TN 20) to gain a minor favor from someone else at court. This will usually be a small piece of information or simple assistance that does not inconvenience the benefactor, but is useful to you.
+1 point for Crab characters
You are obviously uncomfortable or awkward around people.
With the 2-point version, you get -1k0 to all Social Skill Rolls. With the 4-point version, you get -1k1.
3 points for Dragon and monk characters
You have no interest in material things.
Your School Outfit includes only weapons, armor, clothing, and necessary tools of your trade (such as a scroll satchel for shugenja) and nothing else. Any time you are awarded Glory, you gain only half the normal amount. If you are a monk, this is cumulative, and you only earn one quarter.
Your eyesight is very poor, whether from a missing eye or some degenerative condition.
You suffer -1k1 to all ranged attack rolls and to any PER-based rolls.
You may not know it, but you have bad fortune ahead of you.
Choose one of the below Bad Fortunes when you take this Disadvantage, or create your own with the GM:
A chronic medical condition makes you weak and susceptible to illness and injury.
Your Earth Ring is considered 1 Rank lower for the purposes of determing Wound Ranks and resisting disease.
3 points for Imperial characters
You are engaged or married to someone, and neither of you are happy with it.
Your spouse despises you, though they try to keep up appearances. Your mutual dislike causes difficulties with even simple domestic matters.
Someone knows some dark secret or horrible indiscretion of yours. The cost of this Disadvantage is equal to your Status Rank. The blackmailer will periodically make demands of you, with the threat of revealing what they know.
Whatever the reason, your family has shunned you. You have not been cast out and made ronin, but you are no longer welcome home.
You may only have proper relations with any member of your family through the Allies Advantage, and you cannot advance your School Rank in the family's School without going to great lengths to find a sensei.
You cannot see (at all, or beyond barely distinguishing light and dark).
You get -3k3 to ranged attack rolls and -1k1 to melee attack rolls. Your base Armor TN is equal to 5 + REF (plus any armor bonus etc.). Your Water Ring is considered 2 Ranks lower for determining your movement with Move Actions. Any Simple Move Action requires an Athletics/AGI Roll (TN 20) or you fall Prone. You obviously cannot make PER-based rolls using sight.
4 points for Lion characters
You have a short temper, and respond to perceived threats with violence.
When threatened or insulted, you must make a WIL Trait Roll (TN 25), with a bonus equal to your Honor Rank, or attack immediately.
You can not tell a lie.
You can't tell a lie, and if someone in your presence tells a lie you know is untrue, you must make a WIL Trait Roll (TN 20) or immediately correct them.
You or your branch of the family have been denounced by an order of monks, which even impious samurai acknowledge as a shameful thing.
For 1 point, you were denounced by a single temple. For 3 points, you were denounced by a major sect of the Brotherhood of Shinsei. Monks in that group treat you as if your Glory Rank were instead Infamy (see the Infamous Disadvantage).
You are compelled to engage in some activity, an ingrained ritual you have a hard time forsaking. It may be something illicit (gambling, geishas, sake, etc.) or something innocuous (visiting major temples or stopping at wayshrines, etc.).
At 2 points, overcoming this compulsion requires a WIL Trait Roll (TN 15). Each extra point increases the TN by +5, up to TN 25.
+1 point for Spider characters
You are consumed by the dark side of Bushido, whether or not you know of the formal code of Shourido.
Choose one of the following when you take this Disadvantage:
4 points for Imperial and courtier characters
You have an opinion on everything, and you have to share it. You always weigh in on debates, disputes, and discussions.
In any tense situation, you must make a WIL Trait Roll to avoid acting (either to interject or to try to resolve the situation, possibly physically). The TN is determined by the GM, usually between 5 and 25.
5 points for shugenja characters
For whatever realm, the energies of one of the spirit realms are hostile to you.
Choose one of the following when you take this Disadvantage:
You have a great and terrible destiny. Perhaps you will ruin your family, or cause the Great Kaiu Wall to fall, or lead to the death of the Emperor. Fate conspires to make sure this comes about.
Once per session, when you suffer Wounds that would kill you, you are instead reduced to 1 Wound short of death.
5 points for ninja characters
You have a terrible secret. If revealed, it would ruin you, and perhaps your family as well. It may be something you know (e.g. a revered ancestor was actually dishonorable) or something you have done (e.g. membership in a dishonorable group). If your secret is exposed, you may be required to commit seppuku, or even be executed.
+1 point for courtier characters
Whether through imprudence or ill fortune, you have had to take a loan, either from a wealthy commoner or another samurai.
For 2 points, your debt is equal to a quarter of your yearly stipend, requiring careful saving to repay. For 4 points, it is equal to your yearly stipend. For 8 points, it is substantially more. If others learn of your debt, at a minimum you will lose Glory (usually at least 1 rank, more for larger debts), and other samurai and your lord will think worse of you. A samurai indebted for a long time may lose Status. Your creditor may also use this leverage over you.
Someone needs you to look after them: a small child, elderly relative, naive spouse, etc.
The point value depends on how helpless the dependant is, and how frequently they come up in the campaign. A small child who travels with you everywhere would be 6 points, while an independent spouse who you must consider before major decisions would be 2 points.
You have been badly dishonored and your name has been removed from the family's records. Most of the family act as if you were dead. Your Clan has given you the chance to wash away your dishonor by dying in battle (the Deathseeker tradition, which originated with the Lion Clan).
You have Status Rank 1 and may not gain status while you have this Disadvantage.
Whether because of upbringing or personal experience, you do not have faith in the Empire's religions, the Tao of Shinsei and the Fortunes. You keep this to yourself, because if it were known, you would be shunned from Imperial society and lose your positions and privileges.
You are uncomfortable around shugenja and monks, and any Social Skill Rolls to deal with them are at +5 TN.
4 points for Spider characters
Something about your appearance—maybe something subtle—makes others uncomfortable.
The TN of all Social Skill Rolls you make is increased by +5.
For some reason, you have lingering doubts about your training and abilities.
When you take this Disadvantage, select one of your School Skills. When you make a Skill Roll using it, you must declare one Raise that gives no effects.
You are obsessed with some goal, and will sacrifice anything for it: family, friends, and honor itself.
Shugenja only
The kami of one of the elements favor you too much, and their clamoring hinders your use of the other elements.
When you take this Disadvantage, choose one element in which you do not have Deficiency. Whenever you cast spells of this element, you must make a WIL Trait Roll (TN 15 + 5 per extra Rank of this Disadvantage)
Divine insight has twisted your mind and soul, leading you to strange and violent acts.
Choose a Ring or a Skill. If you are from a tattooed monk order, you can choose one of your tattoos instead. Any time you use the Skill/tattoo, or make a Ring Roll or Spell Casting Roll using the Ring, you must make a WIL Roll or be consumed by madness (the GM controls the character for the next 8 hours). The TN is 20 for 4 points, or 30 for 6 points.
5 points for Crane characters
You have a rare, poorly understood condition that causes you to occasionally experience seizures: a trance-like state, rigid muscle spasms, and frothing at the mouth. Reactions to and interpretations of these seizures vary greatly.
In high-stress situations or when experiencing flashing lights (such as fireworks), you must make a WIL Trait Roll (TN 15) to avoid a seizure. If you have a seizure, you may make another WIL Trait Roll (TN 10) each minute to end it.
You are fascinated by some subject, and will go to great lengths to explore or experience it. This impedes your judgement, and you would risk dishonor and disgrace for the sake of your fascination.
+1 point for ninja characters
You fall short of one of the tenets of Bushido.
Choose of the following when you take this Disadvantage:
5 points for monk characters
You have been forced into early retirement in a monastery, either for political reasons or because of some personal disgrace or dishonor.
You are no longer considered a member of your Clan. You may not advance further in your starting School. When you gain a new Insight Rank, you must instead begin taking ranks of an unaligned Monk School. (You need not have the Multiple Schools Advantage.)
You have a hard time concentrating and focusing your will.
Whenever you make a Contested Roll using your WIL, your opponent gets +2k0.
2 points for Mantis characters
You have a clearly foreign name, either due to your heritage or your parents' fascination with a gaijin culture.
The dice you roll on Social Skill Rolls may only explode once.
4 points for Mantis characters
Material wealth is of greatest importance to you, though commercial pursuits are unsuitable for samurai.
Opponents making Temptation (Bribery) rolls against you get +1k1.
You trust easily, and sometimes place excessive faith in others.
Opponents making Sincerity (Deceit) rolls against you get +1k1.
One of your ancestors has taken a keen interest in you, haunting you frequently to offer advice and opinions and to make demands. The ancestor may have some specific unfinished task or duty they wish you to complete, or they may simply want you to live up to your family name.
If you fail to show deference and respect to your ancestor, and to live up to their expectations, your ancestor's disapproval will bring bad fortune: while the ancestor is angry with you, once per session the GM can apply a -1k1 penalty to one of your rolls.
You are a political hostage, given by your Clan or family to another as a guarantee of peace.
You are treated as a respected guest by your "hosts," but may not leave without an escort. Should war break out between your Clan or family and your "hosts," your life is forfeit.
3 points for Lion characters
You are naively idealistic about Bushido and its role in the world, and even the most heroic and noble individuals have trouble living up to your high standards.
Whenever you lose Honor, you lose 1 extra Honor Point.
Enemies are often easily and quickly made in the Imperial City.
For 4 points, this enemy is of Insight Rank equal to yours. For every Insight Rank above yours, this Disadvantage is worth +1 point. The identity of the enemy changes periodically (as determined by the GM, anything from 1 month to 1 year).
Whether deservedly or not, you are infamous—known or believed to be ruthless, cruel, and dangerous.
Instead of a Glory Rank, you start with an equivalent Infamy Rank.
3 points for Scorpion characters
You have no empathy for the plight of others, and it shows.
You must spend a Void Point to put yourself at risk for the sake of another person, unless there is an immediate personal benefit (which does include e.g. serving your lord).
You are obsessed with outdoing a specific person, who you envy for what they have.
Choose one PC or major NPC who you are obsessed with. You will go to any lengths to overcome or outdo them (perhaps in a specific field of endeavor). If you eventually do, you will soon become jealous of someone else.
One of your legs is crippled, either weaker or nearly useless, whether from birth, or through disease or injury.
Your Water Ring is considered 1 lower for the purposes of Move Actions, and any AGI Trait Rolls or AGI-based Skill Rolls requiring use of your legs are at +10 to TN.
You have a weakness for physical pleasures.
Opponents making Temptation (Seduction) rolls against you get +1k1.
The madness of Lord Moon, Onnotangu, lingers in your soul, driving you to fits of madness, but also granting you unexpected insight.
You gain an additional Void Point at sunset on any night of the full moon. It is lost at sunrise if not used. When the full moon rises, you must make a WIL Trait Roll (TN 15 for 3 points; 20 or 25 for 5 or 7 points). If you fail, you lose control for the evening, and awaken in the morning with no idea what terrible deeds you may have committed.
You once shared a bond of true love with someone, but have lost it. This may be romantic love, or familial, fraternal/sororial, platonic, etc., love.
When reminded of your loss, you become melancholy and all your TNs are increased by +5 until you spend a Void Point to regain your focus. This disruption can only happen up to twice per day, at least an hour apart.
You find pain extremely distracting.
TN penalties for Wound Ranks are increased by +5 for you.
One of your arms is missing, either since birth or because of an injury.
Your TNs are at +10 for any roll involving use of the missing limb.
You have an inexplicable, fundamental spiritual imbalance that places your soul out of harmony with the universe.
You may not spend Void Points in any of the usual ways, only on School Techniques and Advantages or Disadvantages that require them.
You are indebted to someone, owing them some great favor, duty, or service, and must honor your debt, even if it ruins you.
For 3 points, the matter is personal and relatively minor, but requires your full attention. For 6 points, it is more major, and could damage your entire family's standing if you do not put considerable time and resources towards it.
4 points for Crab and bushi characters
You do not get the point of finer things like poetry, art, and music.
The XP cost to increase any High Skill (other than Investigation or Medicine) is doubled for you.
4 points for Lion and Mantis characters
You have an inflated sense of your self, and often cannot recognize when you cannot handle a situation or overcome a challenge.
When outnumbered or facing a clearly superior foe (whether at court or on the battlefield), you must make a PER Trait Roll (TN 20) in order to be able to disengage or leave the situation, instead of taking it on.
5 points for bushi characters
Some wounds just won't heal, no matter how they are treated.
Your first Wound Rank is always full.
You have an irrational fear that you cannot overcome, no matter how you try.
While confronted with the object of your phobia, all your TNs are increased by +5 per rank of this Disadvantage.
5 points for courtier characters
You cannot resist the temptation to spread rumors and gossip, even when implausible.
When you have the chance to spread rumors, resisting requires a WIL Trait Roll (TN 5× the Glory Rank of the highest-Glory person involved in the rumor).
You have been cursed by one of the Seven Fortunes.
When you take this Disadvantage, choose one of the following:
You have been tainted by the corruption of the Shadowlands. The Taint is incurable, and makes you hopelessly spiritually lost according to the Empire's beliefs. If discovered, there will be serious consequences. You may or may not be aware of your corruption.
You have 0.5 Shadowlands Taint (5 Points, 0 Ranks).
Unknown to you, you were kidnapped and programmed by the Kolat.
A trigger word or phrase, followed by a short command (5 words or less), will compel you to obey it.
If you also have a fail-safe that makes you kill yourself if your mission fails, this Disadvantage is worth 8 points.
You are considerably smaller than most people of the Empire.
Your Water Ring is considered 1 lower for the purposes of Move Actions, and you suffer -1k0 to Damage Rolls for all melee attacks.
For some reason, you have slipped from your place in the Celestial Order.
You have Status 0.0.
3 points for Phoenix characters
You place great value on life, and have difficulty with the idea of killing someone, making you ill-suited for the duties of a samurai.
To kill another human, you must make a WIL Trait Roll (TN 20) to be able to commit the deed. If you do kill someone, the TNs of all your rolls are increased by +10 for one day as you struggle with guilt. This might also apply to certain nonhuman creatures or monsters, at the GM's discretion.
You have made an enemy who will stop at nothing to see you defeated, ruined, or even killed.
For 3 points, this enemy is of Insight Rank equal to yours. For every Insight Rank above yours, this Disadvantage is worth +1 point. For +2 extra points, the enemy is a kharmic nemesis, and you may not spend Void Points when opposing him or her in any situation.
4 points for Phoenix characters
The Void has touched you, and you can draw on it powerfully—but this is not without danger.
When you spend a Void Point to augment a roll, you get +2k1 instead of +1k1. However, every time you spend a Void Point, you must make a WIL Trait Roll (TN 30) to be Dazed for one Round.
Stories about true love in the Empire are usually tragedies about the conflict between love and duty.
Whenever you must choose between love and duty, you must spend a Void Point to choose your duty over your lover.
2 points for clan monks, 4 points for Brotherhood monks
Due to poor teaching, your own lack of understanding, or a simple lack of harmony within, you cannot master the Void.
You cannot take the Ishiken-do or Void Versatility Advantages, and cannot learn Void Kiho.
You just have the worst luck.
Once per session per Rank of this Disadvantage, the GM may force you to re-roll one roll, keeping the second roll.
You get lost easily, even with written directions, and cannot get anywhere without a guide, even in familiar areas.
You suffer a -15 penalty when using the Sailing (Navigation) Emphasis.
You have a physical or mental weakness that is hard to overcome.
Select one Trait. It is treated as 1 Rank lower for the purposes of all rolls and any Trait-based mechanical effects.
4 points for shugenja characters
The spirits of one element hate you, and are eager to comply whenever called upon against you.
Select one element when you take this Disadvantage. Spells of this element cast against you receive one Free Raise.
You have received a prestigious appointment or promotion.
You gain +1 Status Rank.