L5R: Crane Clan

The Crane, the Left Hand of the Emperor, have long played an essential part in the Empire's politics, and are seen as masters of courts and the courtly arts. Outsiders often perceive them as overly refined and scheming, too concerned with protocol and favor. They are also known for their beauty, which others sometimes mock as effete in the men of the Crane.

Families

Asahina Family: +1 INT

The Asahina are known for their devotion to arts and philosophy, and are as monastic and pacifistic as any of the Phoenix.

Daidoji Family: +1 STA

The Iron Crane or "Defenders of Doji" are the enforcers of the will of the Crane, focusing on strength and victory in battle. They are sometimes considered ruthless and even dishonorable, but they know their devotion to duty is supreme.

Doji Family: +1 AWA

The Doji are the lords of the Crane, masters of culture and politics in the Empire. Their cunning has maintained the Crane's influence and dominance for a thousand years.

Kakita Family: +1 AGI

The Kakita descend from the swordmaster Kakita, husband of Lady Doji. They teach a focus in one thing above all, whether that is Iaijutsu swordsmanship or an art such as calligraphy or swordsmanship.

Schools

Asahina Shugenja School

The Asahina Shugenja School teaches the virtue of preserving life. They are monks as much as priests, focusing on meditation and scholarship as well as art and creation to improve the world around them. They also view everything as a teaching opportunity, trying to make others ask questions to find the correct path. Their spells focus on defense and protection.

  • Trait: +1 AWA
  • Skills: Any one Artisan Skill 1, Calligraphy (Cipher) 1, Etiquette 1, Lore: Theology 1, Meditation 1, Spellcraft 1, any one High Skill 1
  • Honor: 6.5
  • Outfit: Robes, bo, wakizashi, scroll satchel, traveling pack, 10 koku
  • Affinity/Deficiency: Air / Fire
  • Technique: The Soul's Grace. As a Complex Action, you may spend a Void Point to reduce the total of all opponents' damage rolls within 20' of you by 0k1 for a number of Rounds equal to your School Rank. (Re-using this Technique resets the duration but does not stack the penalty.) You gain a Free Raise on any spell with the Defense keyword.
  • Spells: Sense, Commune, Summon, 3 Air, 2 Water, 1 Earth

Daidoji Iron Warrior [Bushi]

The Daidoji are the strength of the Crane when words do not suffice. The Iron Warriors see themselves as the Clan's silent steel. They form the majority of the Clan's first and second armies, and many serve as yojimbo to courtiers of the Doji school.

Their weapons are varied, including the katana and wakizashi, polearms, spears, bows, and heavy weapons.

  • Trait: +1 AGI
  • Skills: Battle 1, Defense 2, Iaijutsu 1, Kenjutsu (Katana) 1, Kyujutsu 1, any one Skill 1
  • Honor: 6.5
  • Outfit: Light or heavy armor, sturdy clothing, daisho, heavy weapon or polearm, traveling pack, 10 koku

Techniques

Rank 1: The Force of Honor

You gain a bonus equal to your Honor Rank -4 to your Wounds at each Wound Rank (minimum +1 per Wound Rank), i.e. +2 at Honor 6.5. You also gain +1k0 to attack rolls in the Attack Stance.

Rank 2: The Shield of Faith

When you perform the Guard Maneuver, the benefits last an additional Round, and both you and your target gain an extra +5 bonus to Armor TN.

Rank 3: Strike Beneath the Veil

You may make melee attacks as a Simple Action instead of a Complex Action while in the Attack Stance.

Rank 4: Vigilance of Mind

You may spend a Void Point during the Reactions Stage to target an opponent who has attempted to strike at you or the target of your Guard Maneuver during the Round. You gain +2k1 to all attack and damage rolls against that opponent next Round.

Rank 5: To Tread on the Sword

You may spend 2 Void Points as a Free Action when someone declares an action against the target of your Guard Maneuver. You become the action's target instead (if the Action would still make sense; GM's judgement). You gain one Free Action that you may use immediately for the purposes of moving toward the target of your Guard Maneuver. If you cannot reach your target, this Technique has no effect.

Doji Courtier School

The Doji Courtier School focuses on cultivating and maintaining vast networks of allies, debts, and favors to call upon. Even the most talented student cannot master all the subjects taught by the school, and the teachers guide their students to focus on certain areas. Their core philosophy is about perceiving needs and fulfilling them in a way where refusal is difficult.

  • Trait: +1 AWA
  • Skills: Calligraphy 1, Courtier (Manipulation) 1, Etiquette (Courtesy) 1, Perform: Storytelling 1, Sincerity 1, Tea Ceremony 1, any one Artisan or Perform Skill 1
  • Honor: 6.5
  • Outfit: Extravagant clothing, wakizashi, any one weapon, calligraphy set, traveling pack, 10 koku

Techniques

Rank 1: The Soul of Honor

As long as you maintain Honor 6.0 or better, you gain a Free Raise on all Courtier, Etiquette, and Sincerity Rolls. By conversing with someone for a few minutes, you can make a Contested Roll of your Courtier (Manipulation)/AWA vs. their Etiquette (Courtesy)/AWA to learn if they are in need of any favors or help.

Rank 2: Speaking in Silence

You can roll Courtier/INT (TN 15) to use subtle gestures and body language (called "Cadence") to communicate simple ideas and instructions to any Doji Courtier School student or anyone with 5+ Ranks in Courtier. More complex ideas can be communicated using Raises (subject to the GM's judgement).

Rank 3: The Perfect Gift

Any time you are in court or in an urban area, you can roll Courtier/AWA (TN 20) to come up with a suitable gift or helpful political favor for someone else. By calling Raises, you can acquire a rarer or more potent gift or favor. If accepted, subject to the GM's approval, you immediately make the recipient an Ally with 1-point Devotion at no XP cost.

Rank 4: Voice of Honor

In any debate or argument, you may make a Contested Roll of Courtier (Manipulation)/AWA vs. the target's Etiquette (Courtesy)/AWA. If you win, the opponent is forced to concede that their position conflicts with Bushido and Honor, and if they persist in it, they are committing a breach of etiquette (with the usual consequences).

Rank 5: The Gift of the Lady

By conversing with someone for a few minutes, you may make a Contested Roll of your Courtier (Manipulation)/AWA vs. the target's Etiquette (Courtesy)/WIL. If they are an Ally, you gain +5k0. With a success, you shift the target's emotions in a favorable direction, persuading them to listen to your counsel. Generally, the target will go along with what you suggest if it does not conflict with their loyalties (GM's judgement).

Kakita Bushi School

The Kakita Dueling Academy are the masters of the art of Iaijutsu dueling. They utilize these techniques even on the battlefield, where duelists seek to decapitate the enemy army by killing their commanders. The school has an ancient rivalry with the Mirumoto Bushi School of the Dragon Clan.

The school focuses almost exclusively on the katana, and its use in the Iaijutsu fashion. The bow is also taught, however.

  • Trait: +1 REF
  • Skills: Etiquette 1, Iaijutsu (Focus) 1, Kenjutsu 1, Kyujutsu 1, Sincerity 1, Tea Ceremony 1, any one Bugei or High Skill 1
  • Honor: 6.5
  • Outfit: Light armor, sturdy clothing, daisho, any one weapon, traveling pack, 10 koku

Techniques

Rank 1: The Way of the Crane

You add 2× your Iaijutsu Skill Rank to all Initiative Rolls. You gain +1k1 plus your School Rank to all attack and Focus rolls in the Center Stance, including in the Round following the one where you took the Center Stance.

Rank 2: Speed of Lightning

You gain +2k0 to attack rolls against opponents with Initiative lower than yours.

Rank 3: First and Last Strike

You may Strike first in an Iaijutsu duel if you win the Focus roll by 3+ (rather than 5+). You gain a Free Raise for every additional 3 (rather than 5) that you win by.

Rank 4: One Strike, Two Cuts

You may make attacks as a Simple Action instead of a Complex Action when using Samurai keyword weapons.

Rank 5: Strike With No Thought

You may take one Simple Action (which may be a Move Action) per Turn while in the Center Stance, and gain the benefits of the Center Stance on the Turn you assume it, rather than the following Turn, and may remain in the Center Stance for as many Turns as you want.

Daidoji Scout School [Bushi]

Daidoji Scouts specialize in scouting, ambush, and striking at enemy commanders and supply lines. They accept the dishonor of traps and surprise attacks for the greater good of the Crane Clan. (See the rules for Traps.)

  • Trait: +1 REF
  • Skills: Athletics 1, Hunting (Traps) 1, Kenjutsu 1, Knives 1, Kyujutsu (Yumi) 1, Stealth (Sneaking) 1, any one Bugei or Low skill 1
  • Honor: 3.5
  • Outfit: Light or ashigaru armor, rugged clothing, daisho, bow and 20 arrows, knife, any one weapon, trap-making gear, camouflage face-paint, traveling pack, 5 koku

Techniques

Rank 1: Surveying the Land

You get +1k0 to Stealth and Hunting Skill Rolls. Any rural or improvised traps you create deal +1k1 damage.

Rank 2: Scouring the Shadows

You get +2k0 to attack rolls against unaware opponents.

Rank 3: Weaken the Resistance

You can ignore any Reduction your opponents gain from armor or Techniques. (But not magical or supernatural Reduction, or the natural Reduction of creatures.) You get +1k0 to damage rolls against opponents with no Reduction to ignore.

Rank 4: Strike and Move

You can make attacks as a Simple Action instead of a Complex Action when wielding a katana, wakizashi, knife, or bow. Your traps deal +2k1 damage.

Rank 5: Cunning of Daidoji

During a skirmish, you can spend a Void Point as a Free Action to attack with deadly precision (once per Turn). Any Maneuvers called on this attack require 1 less Raise (minimum 1 per Maneuver), and you deal +1k1 damage. If your opponent is unaware, your Raises are not limited by your Void.

Doji Magistrate School [Bushi]

The Doji tradition of magistrates predates even the Emerald Magistrates, drawing from their devotion to the Virtue of Compassion (Jin). Though most students do not become magistrates, many serve as yoriki or guards keeping the peace and protecting the land.

  • Trait: +1 REF
  • Skills: Defense 1, Horsemanship 1, Jiujutsu 1, Kenjutsu 1, Knives (Jitte) 1, Polearms 1, any High or Bugei skill 1
  • Honor: 5.5
  • Outfit: Light armor, sturdy clothing, daisho, any one weapon or 2 knives, traveling pack, 10 koku

Techniques

Rank 1: Temper Steel with Honor

You can add your Air to your Armor TN, unless caught helpless or unaware. You get +1k0 to attack rolls with a jitte or a sasumata.

Rank 2: Flowing Like Water

When rolling to control a Grapple or resolve a Disarm, you can use your opponent's STR in place of your own.

Rank 3: Breath of the Law

If you successfully Grapple or Disarm an opponent, they are Dazed.

Rank 4: Flowing Like Air

You may make attacks as a Simple Action instead of a Complex Action when fighting unarmed or wielding a jitte, sasumata, or a Samurai keyword weapon.

Rank 5: The Willow in the Storm

You can spend a Void Point during the Reactions Stage of a skirmish Round to force anyone who attacks you in the next Round to subtract their Air from each die they roll (or the total of an exploding die). This Technique cannot be used in the Full Attack or Center Stances.

Kakita Artisan School [Artisan]

  • Trait: +1 AWA
  • Skills: 5.5
  • Honor: Courtier 1, Etiquette 1, Games: Sadane 1, Sincerity 1, any three skills from: Acting 1, Artisan (Gardening, Ikebana, Origami, Painting, Poetry or Sculpture) 1, Perform (Dance, Oratory, Puppeteer, Song, Storytelling, or any musical instrument) 1
  • Outfit: Court robes, beautiful clothing, wakizashi, art supplies, fan, steed (Rokugani pony), traveling pack, 10 koku

Techniques

Rank 1: Soul of the Artisan

Select one of your three chosen School Skills (Acting, Artisan, or Perform skills) as your chosen art. You gain +2k0 to rolls using it, and your Raises are not limited by your Void. Any time you use Games: Sadane to criticize someone else's art or performance, you get a Free Raise.

Rank 2: The Soul's Dream

When you make a public performance or display of your chosen art, you can make a Contested Social Roll of [chosen art]/AWA against the Etiquette (Courtesy)/WIL of the audience members. Those who fail are profoundly swayed, and their emotions shift in a direction you desire. This normally lasts a number of hours equal to your Insight Rank. At the GM's discretion, not all people are susceptible to the influence (they may get bonuses, be affected for less time, etc.).

Rank 3: Free the Spirit

You can select a second of your three chosen School Skills as a chosen art. The bonus to your chosen art Skill Rolls increases to +2k1.

Rank 4: Undying Name

You can create a piece of art referring to another person by making a [chosen art]/AWA Roll, TN 20 + 5× their Glory Rank. With a success, you can increase or decrease their Glory by up to 5 points, +5 for every Raise you make on the roll. You can call two additional Raises to inflict Infamy instead of a Glory change. You can target one person once every six months. The target's Status Rank cannot exceed the higher of your Glory or Status.

Rank 5: A Gift Beyond Price

Once per month, you can give a gift of your chosen art to someone from another clan or faction. Make a Contested Social Roll of your [chosen art]/AWA against their Etiquette (Courtesy)/WIL. (The GM may award either side Free Raises based on the chosen art and the target.) If you succeed, you permanently alter their attitude toward your clan or faction in a favorable direction. If you fail, the target becomes aware of your attempt to manipulate them, and their attitude permanently shifts in a hostile direction.


Advanced School: Children of Doji [Courtier]

The Children of Doji are the elites of the Doji Courtier school, masters of its network of allies and favors.

  • Traits: AWA 5, Void 4
  • Skills: Courtier 6, Etiquette 6, Sincerity 5, any one Artisan/Perform skill 4
  • Advantages: Ally (at least 4 different individuals, one at Devotion 4)
  • Other: Honor 5.0+

Techniques

Rank 1: Social Butterfly

When making any Contested Social Skill Roll, you get +Xk0 (X = number of Allies of Devotion 2+ you have in this court, up to your Insight Rank). If you have at least three Allies with Devotion 2+, you can expend one to gain the Darling of the Court advantage for the remainder of the season.

Rank 2: All is Fair

You can manipulate a neutral or friendly court to favor or oppose a military conflict elsewhere. You must have at least five Allies of Devotion 2+ in het court, and spend a week maneuvering, then make a Courtier (Manipulation)/AWA roll (TN 40). A success awards a Free raise on Battle Skill Rolls to the commander of the side you favor (spent when they want), and an extra Free Raise for each Raise you made on the roll. If a representative of the other side of the conflict opposes you, the roll is a Contested Roll instead. A given military campaign may only be influenced once.

Rank 3: Gild the Lily

You can grant any Ally a boon: a Social or Material Advantage with an XP value up to your Honor Rank. (The GM has veto over appropriate Advantages.) You must spend an hour at court speaking with them, then spend a Void Point and make a Courtier (Manipulation)/AWA roll (TN 20 + 5×XP value). The effect lasts for one month. You can also use this method to deny an enemy a Scoial Advantage they possess (same XP value limit). In this case, the roll is Contested by the enemy's Etiquette (Courtesy)/AWA roll. Success denies them the Advantage for oen month. You may only target a given individual with either ability once a month.

Advanced School: Daidoji Harrier [Ninja]

The Daidoji Harriers are an offshoot of the Daidoji Scouts, trained at the ruins of Shiro Giji. They were always more ruthless and less honorable, focusing on sabotage and assassination. Their existence is secret except from the rulers of the Daidoji family.

  • Trait: AGI 4, Air 4
  • Skills: Craft: Explosives 3, Hunting (Traps) 3, Stealth 5, Knives 4
  • Other: Must be a Daidoji; must be recruited for membership

Techniques

Rank 1: Move Like Shadows

You lose only half the normal amount of Honor (round down) for dishonorable actions taken on behalf of the Crane Clan. You get +1k1 to the DR of any rural traps you create (stacking with Daidoji Scout techniques).

Rank 2: Iron Feather

When wearing no, ashigaru, or light armor, you add your Stealth Skill Rank to your armor TN.

Rank 3: Unforgiving Steel

If you successfully attack a surprised or unaware opponents, or an opponent takes damage from a rural trap you created, they are Dazed. They may not attempt to recover from the Daze until after the next Reactions Stage, and the TN to recover is at +5.

Advanced School: Kakita Master Artisan

Kakita Masters carry the secrets of Rokugan's centuries-old artistic traditions, developed by history's greatest masters. Only the most talented artists may learn them.

  • Rings/Traits: AWA 5, Void 5
  • Skills: At least one Kakita Artisan chosen art skill must be Rank 8+
  • Other: If you are a Kakita Artisan, you must have Great Potential Advantage for one of your chosen art skills; if you are not a Kakita Artisan, you must be a Crane with the Prodigy and Great Potential Advantages in either Acting, an Artisan skill, or a Perform skill.

Techniques

Rank 1: The Master's Touch

You can create a transformative work of art by making a [chosen art]/AWA Skill Roll (TN 40). success results in a work that awes everyone on its first public appearance, and gains you 5 points of Glory, +1 for each Raise called on the roll. Everyone in the audience for the first appearance gains one bonus Void Point (which can exceed their maximum, but is lost after 24 hours if not used). If you call at least 4 Raises, two Void Points are gained instead. This Technique's effects do not stack.

Rank 2: Mastery Unbounded

You get +2k0 with your chosen art Skill Rolls. If you are a Kakita Artisan, you gain a third chosen art.

Rank 3: The Perfect Art

Once per month when you create a work or performance with one of your chosen arts, you can spend two Void Points and roll [chosen art]/AWA (TN 50). With a success, the art comes to life: birds fly off a painting, characters from a play manifest on the stage, a statue of a Fortune comes to life, etc. The GM chooses the specifics of the effect, but it will always be helpful to you—usually awe-inspiring and extraordinary. The manifestation usually lasts only a few minutes, but if you call 4 Raises on the roll, it lasts for one hour.

Advanced School: Kenshinzen [Bushi]

Kenshinzen are the epitome of the iaijutsu master, seeking the perfection of the single strike.

  • Rings/Traits: Fire 4, Void 4
  • Skills: Iaijutsu 5, Lore: Bushido 4, Meditation 5
  • Other: Must fairly defeat a current member of the Kenshinzen in a legal iaijutsu duel (not necessarily, or usually, to the death).

Techniques

Rank 1: Drawing the Void

If you are in Center Stance, you add an extra +10 to your Armor TN.

Rank 2: Kakita's Strength

When making an Assessment or Focus roll as part of an Iaijutsu duel, your dice explode on 9s as well as 10s.

Rank 3: A Single Moment

If you make only one attack on your Turn, any opponent you hit is Stunned until the beginning of your next Turn.


Path: Asahina Archer [Bushi]

  • Technique Rank: 4
  • Replaces: Daidoji Iron Warrior 4, Doji Magistrate 4
  • Requirements: Air 3, Kyujutsu 5, Asahina or Daidoji family
  • Technique: No Regrets. When making an archery attack, you can make Called Shots for one less Raise (minimum 1) and add half your Air (round down) in unkept dice to attack rolls.

Path: Asahina Artisan [Shugenja]

Asahina Hake used magic to create transitory and beautiful art, and Asahina shugenja-artisans still carry on this practice.

  • Technique Rank: 3
  • Replaces: Asahina Shugenja 3
  • Technique: Hake's Lesson. When making an Artisan Skill Roll, you may expend spell slots to add +2 per slot (+3 per Air slot) to the total of your roll. You may expend slots equal to twice your Insight Rank.

Path: Asahina Fetishist [Shugenja]

The Asahina shugenja seek harmony in the tranquility of nature. They hold the secret art of imbuing small objects with magic—tsangusuri, which temporarily grant their bearers the blessings of the kami.

  • Technique Rank: 2
  • Replaces: Asahina Shugenja 2
  • Requirements: One Craft or Artisan Skill at rank 3
  • Technique: The World in the Palm of the Hand. When using an Artisan or Craft Skill to create a small token (tsangusuri, fetish), you can spend a Void Point to imbue it with a one-time blessing. Whoever possesses the fetish may activate the blessing, gaining +2k0 to one High Skill Roll. No individual may use more than one token per day.

Path: Asahina Fire Sculptor [Shugenja, Artisan]

The Asahina Fire Sculptors practice a most fleeting but beautiful art, creating "sculptures" of fire in performances before courts.

  • Technique Rank: 2
  • Replaces: Any Shugenja 2
  • Requirements: Fire 3, Artisan: Sculpture 2
  • Technique: The Inner Shape of Fire. You can expend a Fire spell slot and make an Artisan: Sculpture/Fire roll (TN 20, adjusted by GM based on sculpture complexity) to create a sculpture of fire, heat, light, and smoke. The sculpture lasts for minutes equal to your Fire, and requires full concentration (you can only take Free Actions). Performances may award Glory. You get one Free Raise each day for a Fire spell.

Path: Crane Elite Spearman [Bushi]

The Daidoji and the Tsume train elite spearmen who form the backbone of Crane armies.

  • Technique Rank: 2
  • Replaces: Daidoji Iron Warrior 2 or Daidoji Scout 2
  • Requirements: Spears 3
  • Technique: Talons of the Daidoji. If you strike an opponent who has not acted this Round with a spear, they must make two Raises to no effect in order to attack you for the remainder of the Round.

Path: Daidoji Heavy Regulars [Bushi]

The Daidoji Heavy Regulars train alongside the Crab on the Kaiu Wall for at least a year, and are equipped with the heaviest armor and weapons (preferring the tetsubo and dai tsuchi). They break or blunt enemy charges, especially when facing the Lion or Unicorn, and are sometimes used as blocking forces against enemy arrows.

  • Technique Rank: 4
  • Replaces: Daidoji Iron Warrior 4
  • Requirements: Heavy Weapons 5
  • Technique: Way of the Iron Crane. When wielding a heavy weapon in the Attack Stance, you get +1k1 to attack rolls against any opponent in the Attack or Full Attack Stance. When wielding a heavy weapon in the Defense or Full Defense Stance, you add your Heavy Weapons Rank to your Armor TN.

Path: Daidoji Spymaster [Courtier/Ninja]

Chosen members of the Daidoji are recruited to serve as Spymasters, operating networks of informers in service to the Clan.

  • Technique Rank: 3
  • Replaces: Daidoji Iron Warrior 3, Daidoji Scout 3, Doji Courtier 3
  • Requirements: Crafty Advantage or Honor Rank 4.0 or less, Daidoji family
  • Technique: Truth in Shadows. You get the Spy Network Advantage; if you already possess it, you can use it twice as often. You get +2k0 to Stealth, Investigation, and Temptation rolls. When you use Low skills or perform moderately dishonorable actions on behalf of the Crane Clan, you lose half the normal amount of Honor (rounded up).

Path: Daidoji Trading Council [Courtier]

The Trading Council handles the Crane Clan's commercial interests. This is regarded as an unpleasant and somewhat embarrassing duty, but the Daidoji perform this task as they do any other, to spare the rest of the clan this dishonor.

  • Technique Rank: 3
  • Replaces: Doji Courtier 3, Doji Magistrate 3, Daidoji Iron Warrior 3, Daidoji Scout 3
  • Requirements: Commerce (Merchant) 3, Gentry or Wealthy Advantage (may be waived if the character has distinguished themselves as a merchant somehow)
  • Technique: The Golden Path. Once per month you may wage commercial warfare against a rival merchant, making a Contested Roll of Commerce (Merchant)/AWA. On a success, you inflict a loss on them of koku equal to the difference in rolls. If you lose the roll, you lose half the difference in koku. (If the GM allows all merchants to wage commercial warfare like this, you instead get +2k1 to rolls for commercial warfare.) You may purchase the Gentry, Wealthy, and Servants Advantages for 1 less XP (minimum 1).

Path: Doji Apologist [Courtier]

Doji Apologists are specialized courtiers who smooth over insults and offenses, often accompanying less-polished samurai to protect the clan from embarrassment.

  • Technique Rank: 4
  • Replaces: Doji Courtier 4
  • Requirements: Etiquette (Courtesy) 5
  • Technique: All Is Forgiven. You can erase the damage of a Minor Breach of Etiquette (including any loss of Glory or Status) with a Social Skill Roll of Etiquette (Courtesy)/AWA (TN 25). By calling two Raises, you can reduce a Major Breach to a Minor Breach. With five Raises, you can reduce a Blasphemous Breach to a Major Breach, subject to GM permission. A Minor Breach can usually only be repaired within 2× your Insight Rank hours, a Major Breach in that many minutes, and a Blasphemous Breach immediately. This Technique can only be used for others, not for yourself. At the GM's option, Honor loss is also mitigated, but to no less than 1 point.

Path: Doji Innocent [Courtier]

The Doji Innocents seek to uphold honesty in politics, relying on their honor to give their words weight.

  • Technique Rank: 3
  • Replaces: Doji Courtier 3
  • Requirements: Honor Rank 5.0+, Sincerity (Honesty) 4
  • Technique: The Power of Innocence. In any situation where you could gain advantage or protect your interests by lying or concealing the truth, you can choose to instead tell the truth, then roll Sincerity (Honesty)/AWA against their Investigation (Interrogation)/PER. If you succeed, they are deeply impressed with your devotion to truth: at the GM's option, you gain them as an Ally with Devotion 1. If this Technique is used on the same target again, their Devotion increases by 1. The same person cannot be targeted more than once per month. Any time you knowingly tell a lie, you lose an extra 2 points of Honor, and become unable to use this technique for one month.

Path: Doji Warrior-Poet [Bushi]

  • Technique Rank: 2
  • Replaces: Kakita Bushi 2
  • Requirements: Artisan: Poetry 2, Iaijutsu 2
  • Technique: Fan & Sword. When you spend a Void Point to augment an Iaijutsu or Artisan: Poetry Skill Roll, you get +2k1 instead of +1k1. When you are victorious in a duel or a poetry contest, you gain 1 extra Glory Point. If you were championing someone else, they also gain 1 extra Glory Point.

Path: Empress Guard [Bushi]

The Empress Guard of the Doji protect the Empress with their lives; only a handful are on duty at any time, the rest training relentlessly to maintain their sharp edge.

  • Technique Rank: 3 or 4
  • Replaces: Kakita Bushi 3 or Daidoji Iron Warrior 4
  • Requirements: Perception 3
  • Technique: To Defend Unto Death. You may add half your Honor Rank to all attack and PER Rolls. When defending the Imperial family, you may add +10 to your Armor TN.

Path: Kakita Jester [Artisan]

Kakita Jesters are special kabuki actors who study acting, dance, music, poetry, and political commentary, which they weave into unique performances whose aim is to mock the pretentions and arrogance of power. They are not funny, but rather biting and satirical. Through this act, they are able to speak on things that others could not without risking their own honor and reputation.

  • Technique Rank: 5
  • Replaces: Kakita Artisan 5
  • Requirements: Chosen art (see Kakita Artisan) must be one of Acting, Artisan (Poetry), or Perform (Dance, Oratory, Storytelling, or a musical instrument)
  • Special: Kakita Jesters should not suffer Glory or Honor losses for insults or breaches of etiquette made as part of their role.
  • Technique: The Art of Mockery. You can publicly mock a suitable target for arrogance, dishonor, hypocricy, or other deserving fault. Make a Contested Roll of [chosen art]/AWA against their Etiquette (Courtesy)/WIL. If you lose, you lose Glory Points equal to their Status Rank. If you win, the target loses Glory Points equal to your Glory Rank and Honor Points equal to half that (round up). You can target the same person only once per month.

Path: Sisters of the Sacred Light

Path: Student of Mizu-Do

Path: Tsume Pikeman [Bushi]

The bushi of the Tsume vassal family of the Doji are renowned for their walls of spears.

  • Technique Rank: 3
  • Requirements: Spears 3+, Polearms 3+, Honor Rank 3+
  • Technique: Wall of Pikes. While in the Defense Stance and wielding a spear or polearm, immediately after an opponent makes an attack against you or one of your allies within 10' (whether it hits or not), you can spend a Void Point to take a Free Action to attack them with your spear/polearm. You can use this technique in the Full Defense Stance, but that requires spending 2 Void Points instead.