Campaign Rules

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Character Creation Rules

20 Questions

House Rules

Campaign Titles


These are the same info on the google docs, for people who do not use Google!

House Rules

Heroes of Rokugan 5: Soul of the Empire House Rules

The Legend of the Five Rings Roleplaying system is a few years old at this point, but we as a community are relatively new to the ruleset. This includes the admin staff, mod writers, and GMs as well as the players, so a certain amount of adjustment and flexibility will be necessary as we begin the campaign. The following rules and notes are the initial alterations to the mechanics that we have determined to be in the best interest of the campaign. It is entirely possible (and, in fact, quite likely) that we will discover more things that need to be altered over the course of play in order to allow the players and writers to tell the stories we are trying for.

The rules are not written to be subject to the kind of rigor a living campaign will give them (as that is essentially impossible). As such, it should be understood that the GM has the final authority over even rules printed in the books in order to support the narrative intended by the modules. The rules should support the story and setting, and it is expected that the players will do their best to avoid mechanical abuse. This is reciprocal, of course: while it is their role to provide challenges that make the characters’ exploits worth telling stories about, the GM should be as invested in the PCs’ success as the players are. Roleplaying needs to be a collaborative effort, and the players are asked to support each other and the GM in making an engaging and entertaining experience at the table.

Twenty Questions

The full character creation rules for the campaign are in their own document, and while they are based on the questions in the Core Book, there are a few things worth mentioning here.

The alternate questions in other books (Emerald Empire, Path of Waves, etc) will not be used. PCs must be members of one of the seven Great Clans or ronin. Imperial, Minor Clan, Monk, Nonhuman, and Gaijin characters are not allowed. Ronin PCs are created using the same Twenty Questions as clan PCs; “Ronin” as a group is considered to be their “clan” as far as mechanics are concerned. Rings are limited to three ranks at character creation, as noted in the book. Skills, however, are limited to two ranks, but otherwise follow the same rules. PCs start with all of the skills listed under “Starting Skills” for their school. Items granted by the Twenty Questions may not have Patterns included.

Schools

All Schools in the Core Book are available for play. The following Schools, listed by sourcebook, are not allowed for play:

Emerald Empire: all of the Schools in this book are Banned Shadowlands: Toritaka Phantom Hunter and Yogo Preserver are Banned Courts of Stone: Shika Matchmaker and Shika Speardancer are Banned Path of Waves: Mystic of the Mountains, Ujik Diviner, Qamarist Shield Bearer, Qamarist Alchemist, Ivory Kingdoms Sage, and Ivory Kingdoms Dancing Blade are Banned Fields of Victory: Ichiro Grappler and Ichiro Ironsmith are Banned Celestial Realms: Kaito Spirit Seeker and Moshi Sun Sentinel are Banned Writ of the Wilds: all of the Schools in this book are Banned The Mantis Clan (DLC): the Mantis are a Minor Clan; their family, Schools, and Technique are Banned, though the Advantages and equipment in the document are allowed Deathly Turns: both Schools in this supplement are Banned Game Master’s Kit: the Tortoise are a Minor Clan; their family and School are Banned


Additionally, the following Schools have errata or clarifications: Kaiu Engineer (Core Book, pg 59): in Starting Techniques, add “(choose one)” to the Shuji (The School Ability is not being changed at this point, but the admin have concerns about it and it is under scrutiny.) All Schools that can provide attendants (mostly Crane) instead provide a Rokugani pony Mirumoto Two Heavens Adept (Core Book, pg 68): in Starting Techniques, replace “Dazzling Performance” with “Honest Assessment” Ikoma Bard (Core Book, pg 71): in Starting Skills, replace “Martial Arts [Ranged]” with “Martial Arts [Unarmed]:; in Starting Techniques, add “(choose one)” to the Shuji; in Heart of the Lion (School Ability), add “This ability may not be used during a duel (though it is common for an Ikoma to use it immediately before the duel begins).” Yogo Wardmaster (Core Book, pg 81): add [Artisan] to the School Tags Worldly Ronin (Core Book, pg 87): add a traveling pack to the Starting Outfit Kakita Swordsmith (Shadowlands, pg 89): replace the School Ability with “Sacred Art of Steel (School Ability): Once per scene when you make a check to craft, improve, maintain, repair, or attune a weapon, you may add a number of kept ring dice set to opportunity results equal to your school rank.” Mirumoto Taoist Blade (Shadowlands, pg 92): in the School Ability, add the word “melee” before each instance of the word “weapon” For all of the allowed ronin Schools in Path of Waves, replace the trinket(s) in the Starting Outfit with a traveling pack. The Wandering Blade (Path of Waves, pg 48): allowed weapon categories are limited to "Sword", "Axe", "Blunt Weapon", "Hand Weapon", "Polearm", and "Bow", as they appear in equipment tables. Treasure Hunter (Path of Waves, pg 50): replace the School Ability with “Risk and Reward (School Ability): You have an uncanny sense for dangerous situations. Your vigilance and focus are increased by 1, unless you are Compromised. When you succeed at a check to which one of your disadvantages applies, you may add a number of bonus successes up to your school rank.” Daidoji Harrier (Fields of Victory, pg 74): in the Rank 3 curriculum entry, “Imbue Outburst” should be “Imbue Thunder” Matsu Beastmaster (Fields of Victory, pg 80): PC Beastmasters are bonded to a pair of large dogs. Bonded animals do not take their own actions (much like attendants on page 64 of the Core Book). A PC may use a Support action to give one animal a command to perform one action; if they are not given a command, the dogs can provide a bonus of one rolled (but not kept) skill die each as assistance on Martial Arts [Melee or Unarmed] or Survival checks to the PC, to a maximum of two rolled skill dice. (They may also provide skilled assistance to each other on the same checks.) Agasha Alchemist (Celestial Realms, pg 80): add [Artisan] to the School Tags Ishiken Initiate (Celestial Realms, pg 82): this is a Phoenix School Kitsu Realm Wanderer (Celestial Realms, pg 85): in the “Walk the Hidden Ways (Mastery Ability)”, add “willing or Incapacitated” before each instance of “characters”.

Advancement

To clarify the advancement rules on page 97 of the Core Book, each advancement is purchased individually and checks to determine if a school rank or title is completed. All expenditures round up, as normal. Experience spent on the last advancement that completes a school rank or title does not carry over.

Passions may not be purchased with experience. New Advantages that are not acquired as a module reward require spending Favors.

The ruling in the official errata document regarding privileged access advancements in a curriculum is not being used in this campaign. If an advancement appears in your school curriculum with the privileged access symbol, you retain access to it after you complete that school rank - though it no longer counts for full advancement toward the next school rank. Likewise, once you have completed a title, you retain access to advancements it grants privileged access to, but they do not count toward advancement in your school.


Advantages and Disadvantages

The following Advantage has errata for this campaign: Animal Bond (Passion, Core Book pg 111): add the following text to the first bullet point in the “Effects” section: “It requires a Support action to give a command to an animal companion during a conflict scene. Alternatively, a character may take a Rokugani Pony if their Starting Outfit does not provide a mount.

The following Advantages and Disadvantages are Banned for PCs:

Distinctions: Ally [Name], Blackmail on [Name], Blessed Lineage, Support of [One Group], Hero of [Village] (EE), Kuge Lineage (EE), Friend of the Nezumi (SL), Well Connected in [City] (CS) Passions: City [Choose One] (EE), Local Flare for [Region] (CS), Passion for [Foreign Performing Art Form] (PW) Adversities: Blackmailed by [Character Name], Lost Memories, Scorn of [One Group], Sworn Enemy, Adopted Peasant (EE), Cursed Lineage (EE), Despised in [City], Lost Name (SL), Debt to [Person or Organization] (PW), Many Mouths (PW), Pursued by [Individual or Group] (PW), Blood Feud (FV) Anxieties: False Identity (EE), Reformed Maho Tsukai (SL)

Additionally, the following Advantages and Disadvantages will be added (with details in their own document):

New Fame Distinctions: Famously Artistic, Famously Pious, Famously Honorable New Passion: Devotee of [Choose an Art, Game, or Performance Type] New Infamy Adversities: Whispers of Cowardice, Whispers of Impiety New Scar Adversities: Tremors (Minor Air Scar), Poor Hearing (Major Air Scar), Bad Back (Minor Earth Scar), Bad Lungs (Major Earth Scar), Twitchy Reflexes (Minor Fire Scar), Hair Trigger (Major Fire Scar), Poor Memory (Minor Void Scar), Depression (Major Void Scar), Bad Leg (Minor Water Scar), Impaired Focus (Major Water Scar)

Note that Infamy reputations can be given to the PCs at the GM’s discretion as a result of their actions - Whispers of Impiety is a very likely consequence for looting the bodies of fallen foes for personal profit, for example.

Skills

Subskills are not in use in the campaign.

Techniques

There are only three techniques that have errata at this point (though inversions are addressed later, under the specific rules for Celestial Realms):

The Great Silence (Air Kiho, Core Book pg 184): replace its text in its entirety with: Activation: As a scheme and support action, you may activate this kiho and make a TN 1 Command (Air) check to summon an aura that commands silence. Enhancement Effect: If you succeed, the kiho activates, and while it is active, the TN of your Scheme actions is lowered by 1 (to a minimum of 1), and the TN of scheme actions targeting you is increased by 1. If your school has the Monk tag, increase the TN of Scheme actions targeting you by your school rank instead. Burst Effect: If you have two or more bonus successes, other characters at range 0-3 suffer the Silenced condition, but the penalty to rolls provided by the condition is equal to your bonus successes instead of +2, and nobody in the affected area can hear. This effect persists until the start of your next turn. Dominion of Suijin (Water Invocation, Core Book pg 207): The three-opportunity result can only be used if the casting character knows a rank 4 or higher invocation. Employ Terrible Thunder (Ninjutsu, Fields of Victory pg 105): When a character learns this technique, they gain one charge of blasting powder. This is not part of their outfit, and does not refresh when used.

Importune Invocations (Core Book, pg 189) requires the use of Elemental Offerings gathered by the PC, generally as an Upkeep Downtime Activity or as a mod reward. A shugenja or sage can only carry four Elemental Offerings at one time (one for each ring that has invocations); a character who knows an invocation but is not a shugenja or sage may only have one. Note that Elemental Offerings are distinct from the material offerings mentioned in the “Proper Offerings” section on the same page - material offerings of that nature are far less restricted and ultimately at the GM’s discretion.

The default type of Prepared Invocations (Core Book, pg 190) are omamori, small amulets containing a prayer written on blessed paper. These use the same mechanics as wards.

The Craft Shikigami Ritual (Shadowlands, pg 114) is not allowed for PCs in this campaign.

Equipment

Each character’s outfit is provided by their lords in order to perform their duties. As such, PCs get one item of their outfit repaired or replaced for free at the start of each mod, and start with a new travel pack. (All PCs have a travel pack, even if their School does not list one in their Starting Outfit.) If a PC has less money than the “Starting Wealth” provided by their family at character creation or the Stipend provided by their Title, they gain one koku at the start of each module as well.

Items in a travel pack must fit within a furoshiki (consider it to be a decently-sized backpack). The only weapon that may be included as part of a travel pack is a knife, and the only allowed “armor” are extra sets of clothes (Sleeping Garb, Common Clothes, Ceremonial Clothes, or Traveling Clothes).

The Damaged and Destroyed Qualities are mechanical terms and do not necessarily reflect the physical existence of the item in question. Specifically: a Destroyed set of clothes, which count as armor, still provide covering sufficient to modesty and the weather as appropriate for their construction, even if they no longer provide resistance values.

Arrows have the following Costs and Rarities: Willow-Leaf: (provided with Quiver) Armor-Piercing: 2 bu, 4 Rarity Flesh-Cutter: 5 bu, 5 Rarity Humming-bulb: 5 bu, 6 Rarity

The following changes apply to the specific weapon profiles listed: Nodachi (Core Book): add Cumbersome and Wargear to its Qualities Ichiro Sapper Axe (Fields of Victory): increase Rarity to 6 Magari Yari (Fields of Victory): increase Rarity to 7 Nagae Yari (Fields of Victory): increase Rarity to 4 Nagamaki (Fields of Victory): increase Rarity to 8 Steel-tip Yajiri (Fields of Victory): increase Rarity to 5

The Kaiu no Oyumi, Storm Crossbow (from Shadowlands), and yoroi-doshi (from Fields of Victory) do not exist in the setting, and are not available this campaign. Other equipment not mentioned is allowed as appropriate for their rarity and cost.

Scenes and Conflicts

Duels are a subject of some attention; there may be further adjustments to the default rules as the campaign proceeds. The following changes apply immediately, however.

On page 259 of the core book, adjust the last two paragraphs in the Finishing Blow section as follows: “If the character delivering the finishing blow is not Compromised, they may choose not to double the deadliness of their weapon when determining the severity of the critical strike. If both characters are Compromised, the GM may apply a Complication to narratively determine the consequences to an NPC opponent (including dramatically appropriate scar disadvantages or death in a duel not intended to be lethal). "If two characters trigger finishing blows simultaneously for any reason (such as the mandatory strife gained during the staredown), both characters resolve their Attack actions as a karmic strike. No effects from the Attack actions apply until both actions are completed. If the duel's objective is achieved by either finishing blow, the duel ends immediately. Otherwise, the duel picks up where it left off (including returning to resolve a check, if one was interrupted)."

Iaijutsu Duels The tradition of the single strike duel is revered in the culture and history of the Empire, particularly anywhere the Crane Clan's political influence holds sway. The "Duels at Court" guidelines on page 74 of Courts of Stone apply to formal iaijutsu duels, though it should be kept in mind that the judge or judges may adjust the customary terms. Like any other variations to tradition, however, consequences such as forfeiting honor or glory can occur. That said, iaijutsu duels to the death are not outside the bounds of propriety for serious enough offenses, but these situations generally require the permission of both participants' lords and tend to involve significantly more preparation and negotiation than is within the scope of most modules.

Additionally, after any duelist resolves an Attack action check during an iaijutsu duel, they take 5 strife. This strife gain is reduced by the final severity of any critical strike that resulted from this Attack action (after the resistance roll).

Critical Strike Chart The scar disadvantages on the chart are examples of some of the more severe possibilities for those severity levels (Permanent Injury and Maiming Injury), and GMs are encouraged to use different scar disadvantages using the guidelines of the “Alternate Scar Disadvantages” on page 84 of Fields of Victory. Some possible examples are included in the “New Advantages and Disadvantages”.

Social Attributes

At the start of the campaign, Honor and Glory for PCs will be capped at 79. This will change over the course of the story, as the initial limits change due to ongoing events in the Empire.

Virtue and Fame Advantages from having high Honor and Glory require spending Favors to unlock; once unlocked, they can be lost by having the attribute reduced below 65 once again, but if it goes back up, the advantage returns without another Favor expenditure. Flaw or Infamy disadvantages accrued by low Honor or Glory (or as a result of player decisions) do not require Favors to unlock.

Honor and Glory awards and forfeits are based on the current rank of the attribute - the higher the attribute, the harder it is to gain and the easier it is to lose. Changes in modules will be marked as follows: Honor Award (HA), Honor Forfeit (HF), Glory Award (GA), and Glory Forfeit (GF). These changes will also have a value, indicating roughly how significant the change is, and the character gains or loses an amount of Honor or Glory equal to the difference between the value and their rank in that attribute. If a character’s attribute is equal to or higher than the value of an Award, they gain nothing, and if it is lower than the value of a Forfeit, they lose nothing. (For example, a PC with Honor 54 performs an act of Courage that is listed as HA7; they have an Honor rank of 5, so they gain two points of Honor. If they perform an act that is valued at HA4, they gain nothing but lose nothing either.)

Replace Table 7-1 with the following:

Scale Forfeit Award Trifling F8 A3 Minor F6 A5 Major F3 A8 Massive F0 A10


Unmasking Forfeits As a default consequence of Unmasking, a GM has the option of requiring the PC to forfeit both Honor and Glory equal to their Status rank if no specific consequences seem appropriate in the moment. This is to allow the GM to give the player an immediate answer so the scene can continue, and should not be taken as the only possible option.

Inactivity Glory will be lost between modules, as the pressing events of the Empire distract its people from all but the most renowned figures of Rokugan. This is represented by a minor loss at the beginning of every module, usually between 1 and 5 points. These losses cannot reduce a character below Glory 40, or below 65 if they have unlocked their first Fame Advantage.

Status Status will only be available by the use of Favors, including using Favors to purchase future Titles.

Titles Every PC will start with a Title from the Twenty Questions (though it will not be available for use in the first module of the campaign). More Titles will be available through the use of Favors, though expect any Titles allowed in the game to have their mechanics altered to fit the needs of the campaign.

Specific Rules from Sourcebooks


Shadowlands

Signature Scrolls require either being a module reward or spending Favors equal to their XP Cost, and meeting all other prerequisites.

Patterns function as noted in the book, and in the Item Acquisition or Crafting rules. It requires Favors to get any item with a Pattern, and no character can start with one unless it is specifically provided by their school.

The Yasunori Steel Pattern is not available in this campaign.

The Craft Shikigami Ritual is not available to PCs in this campaign.

Courts of Stone

Bonds will not be used as written. Any technique that uses bonds to determine targets or effects instead apply to other characters with whom they share a Faction Leader. Clan samurai PCs who are members of an Imperial Faction are considered to have that Faction Leader and not their Clan Champion for these purposes.

Path of Waves

The profiles for Improvised Weapons in this book will not be used for this campaign; the standard improvised weapon rules in the Core Book will be used.

None of the Patterns in this book are available to PCs without a module specific reward.

Fields of Victory

The Concealment Pattern, Ichiro Pattern, Mountain Silk Pattern are not available to PCs.

Celestial Realms

The following apply to inversions: Inversions cannot be performed with assistance. Where inversions refer to “mundane objects”, this does not include items that are of major narrative significance, at the GM’s discretion. If an inversion effect that targets an Adversary would remove them from existence or kill them outright (Shroud in Solitude Magnitude 3+, Shattering Caress Magnitude 3+, the second Unweave Magnitude 2+), they instead become Unconscious. Reality Stitch targets a number of minions up to the caster’s Meditation skill ranks, or one Adversary and one minion.

Official Errata Document

The official errata (last updated 8/12/2020 at this writing) includes errata for books released through Path of Waves, as well as some FAQs and Optional Rules. Unless noted elsewhere, the errata for the books will be used, as will the FAQs (with the exception of privileged access advancements); the Optional Rules listed in it will not be used by default.

Campaign Titles

Heroes of Rokugan 5: Soul of the Empire Campaign Titles.

As part of the core premise of the campaign, every player character begins the campaign with one of six Campaign Titles to represent their affiliation with a Faction led by one of the most important authority figures in the Empire. As these Titles provide the characters with a structure to interact with the events of the modules on the appropriate scale, they are mandatory. However, they are relatively flexible - while each of the organizations represented by the Titles does have its own focus, they are intentionally broad enough to allow a player a wide variety of options for the kind of character they want to play within those frameworks.

The default rules for Titles are on page 305 of the Core Book, and it is important to stress that a character has the narrative role associated with any Title as soon as they receive it. (For the Campaign Titles, this is at the end of the first module of the campaign, SotE01: All is Burning, as the events of that module present the circumstances that lead to the PCs gaining their positions.) When a Title is assigned, they also receive all mechanical benefits from it except the Title Ability, which requires spending experience to complete the Title. The character does not lose the narrative role of the Title when they complete the TItle, or any other mechanical benefits that came with it.

The Campaign Titles are Agent of the Clan Champion, Emerald Magistrate, Imperial Bureaucrat, Imperial Courtier, Imperial Legionnaire, and Jade Magistrate. Each sets the character’s Status to 40, and is listed below with a curriculum, the XP required to complete the title, and the Title Ability gained when it is complete. Additionally, the Campaign Titles have an associated Faction Leader and a Stipend to represent the basic material support a character gains for their service.

Title Curricula Like schools, Titles have curricula that represent the sorts of advancements that improve the character’s understanding of their role. As noted in the Core Book, when a character purchases an advancement, they may choose to apply it to either their school or title, and if the advancement does not appear on the chosen curriculum, it only counts as half the experience spent toward the next school rank or completion of the title.

Title curricula also grant privileged access to techniques (indicated with *) and limited access to technique categories (indicated with +). Technique category access from a title allows a character to purchase techniques from that category even if their school does not grant access, but does not allow them to ignore any other prerequisite - including school rank.

When a Title is completed, the character retains access granted by its curriculum, but purchasing any advancement on it does not count toward school rank or another Title’s completion. (This may allow a character to spend experience without ranking before they intend.)

Multiple Titles Gaining additional Titles is possible by spending Favors, though no character may have more than one incomplete Title at a time. A character adds +1 to their effective School Rank for determining which Rank of modules they can play for every completed Title after the first. (So a rank 3 character with one complete Title is treated as rank 3, and a rank 1 character with two completed Titles is treated as rank 2.)

Changing Titles It is possible for a character to decide to change their Core Title over the course of play, representing taking service with a different Faction than they began with. Doing so has several consequences and costs, but it is possible. If the first Core Title was not complete, any experience they spent in advancing it is not re-allocated to the new Title or to advancement in their school - they do not lose the things that were purchased, however. Whether the Title was complete or not, they lose access to the Title curriculum and may no longer access advancements that were privileged from that Title. They must also forfeit 20 Glory and spend 5 Favors. Finally, doing so resets any gained Status to 40.

If a player wishes to abandon the mechanics of their Title without changing their narrative Faction (in order to pursue a different Title before they’ve completed their Campaign Title, for example), they may do so without as much penalty. Again, no experience spent on the first Title’s curriculum is re-allocated to the new Title, and they lose access to the Title curriculum of the first Title. But since their position in the Faction has not changed, they do not need to forfeit Glory or spend Favors.

A PC must always have at least the narrative role associated with one of the Campaign Titles.

Retainers The “Retainers” sidebar on page 249 of Emerald Empire will not be used in this campaign. Player characters may not grant Titles to other player characters. Additional Titles are acquired by spending Favors, and will be detailed with the Favor system rules.


Agent of the Clan Champion Direct vassals of their clan champions, these samurai serve the interests of their clans in the wider Empire. They are often trusted to make binding decisions for their clan, though they will naturally be held accountable for consequences of those decisions. This Title is intentionally broader than the others, to represent the variety of duties necessary for any clan’s function. Faction Leader: by clan; Crab: Hida Rintaro, Crane: Doji Tanako, Dragon: Mirumoto Shizumo, Lion: Matsu Kyohaku, Phoenix: Shiba Umeko, Scorpion: Bayushi Ieshige, Unicorn: Shinjo Maiko Stipend: 5 koku Status Award: set Status to 40 XP to Completion: 30 Champion’s Authority (Title Ability): Once per game session, when making a Scheme or Support action targeting another member of your clan, you may treat Opportunities as Successes. Once per game session, when making a Scheme action targeting someone not from your clan, if the roll is successful, you may spend bonus successes as though they were Opportunities


Emerald Magistrate Though the unrest in the Empire has reduced their influence, the Emerald Magistrates remain the official enforcers of Imperial Law. Their broad powers have not been curtailed, as such, but without the protection of the Emerald Champion they are expected to be somewhat circumspect in their use. While the reinstatement of the Jade Magistrates has removed pursuit of blasphemy from their duties, they still remain responsible for matters of mundane Imperial law. (Note that these mechanics are slightly different from those presented in the Core Book.) Faction Leader: Kasuga Nanami, Emerald Commissioner Stipend: 6 koku Status Award: set Status to 40 XP to Completion: 30 Voice of Authority (Title Ability): Once per game session, when making a Scheme or Support action check using a Social skill, you may choose additional targets equal to your Glory rank. You cannot choose any additional target with vigilance higher than the highest among your initial targets.

Imperial Bureaucrat The Empire of Rokugan is a vast realm, with millions of inhabitants that rely on a strong central authority to ensure peace and prosperity. That authority requires a staggering amount of coordination and organization, and the Imperial Bureaucracy is responsible for ensuring that the practical matters of rule are managed. While the image of an isolated courtier pushing papers and approving decrees is what most samurai think of, in actuality, members of the Bureaucracy have many different kinds of duties. Faction Leader: Otomo Chisato, Imperial Advisor Stipend: 6 koku Status Award: set Status to 40 XP to Completion: 30 The Gears Turn (Title Ability): Once per game session, when you or an ally make a Scheme or Support action check, you may add rolled ring dice set to Opportunity equal to the ring used for the check.


Imperial Courtier The Imperial Court is the center of culture for the Empire, and representatives from every clan are present to ensure that their interests are served. The chance to shine before the eyes of the Son of Heaven is something many have fought for. The Imperial Court is always a place of refinement, and under the current Imperial Chancellor, the arts have flourished - but this does not make the politics any less dangerous. Faction Leader: Miya Genpaku, Imperial Chancellor Stipend: 6 koku Status Award: set Status to 40 XP to Completion: 30 Days of Leisure (Title Ability): Once per scene, when you make or assist a check to craft an item or participate in a leisure activity or contest, one participant (including yourself) gains or loses strife equal to your school rank.


Imperial Legionnaire The brave soldiers of the Imperial Legions defend the Empire and help ensure that warfare among the clans does not spiral out of control. Made up of samurai from every clan as well as from the Imperial families, they provide the clans an opportunity for their samurai to gain experience without risking open war with other clans. Player characters belong to the prestigious First Imperial Legion, which is specifically tasked with the defense of the Emperor, his family, and Imperial holdings across the Empire. Faction Leader: Seppun Haronobu, General of the Imperial Legions Stipend: 5 koku Status Award: set Status to 40 XP to Completion: 30 Stronger Together (Title Ability): Once per skirmish, you may add a rolled ring die set to Opportunity for each allied member of the Imperial Legions in the scene (including yourself), up to a maximum of five.


Jade Magistrate Newly-reformed after centuries of inactivity, the Jade Magistrates are tasked with investigating all threats to the Empire’s spiritual well-being. Their status is too new to be certain precisely how they will use this authority, but they are theoretically equivalent to the Emerald Magistrates with a different focus. Faction Leader: Kaibun, Jade Champion Stipend: 5 koku Status Award: set to 40 XP to Completion: 30 Spirit of Imperial Authority (Title Ability): When performing the Cleansing Rite or Commune with the Spirits rituals, you may treat bonus successes as Opportunities. Once per game session, you may perform Cleansing Rite as a Support action instead of a downtime activity, or spend Opportunities for Commune with the Spirits on boons for other elements than the ring used to perform it (allowing you to receive boons more than once).

(See google doc for tables associated with the titles)

20 Questions

Heroes of Rokugan 5: Soul of the Empire Twenty Questions

Character creation in Legends of the Five Rings involves answering questions regarding your character’s background, personality, and capabilities, as well as your intentions for them as a player. This process can take a certain amount of time, but does result in knowing who the character is fairly well before play begins. However, these answers should not be considered the final word on a character–not only is it expected that a character will grow through play, but it may take a few sessions for you to become comfortable with the character. As such, any answer can be altered between the first four sessions without costing the character any of the advancement or rewards they have gained.

The following questions are modified from the Twenty Questions in the Core Book (pages 41-95). With the exception of Question 20, the questions given in the book and the context provided for those questions remain the same. The mechanics provided in the book are used as printed for questions 1-4 (with the addition of ronin options for 1 and 2), questions 9-12, and 15-17. (Alternately: questions 5-8, 13, 14, and 18-20 have different mechanics presented here.)

Each of the following questions provides a mechanical benefit of some kind, from determining ring and skill ranks to providing minor equipment. All characters begin with 1 rank in each ring and 0 ranks in each skill. You cannot raise a ring above rank 3 or a skill above rank 2 during character creation. If a choice would result in a ring rising above rank 3 during character creation, then you must choose a different ring to increase instead, as long as that ring would also not be increased above rank 3. Similarly, if a choice would result in a skill rising above rank 2 during character creation, then you must choose a different skill that is not already at rank 2 to increase instead.

Note that all benefits, skill increases, or techniques acquired during character creation do not count toward character advancement in either their school or title curricula, as no experience points are actually spent.

1 What clan does your character belong to?

Characters in Heroes of Rokugan either belong to one of the seven Great Clans detailed in the Core Book (pages 42-48) and gain the benefits listed there, or are ronin as detailed below. Generally, PCs are born into their clan, but it is possible to play a PC who joined it after their birth - whether through adoption, marriage, or some other method. The ceremonies involved in those instances establish the character’s identity in a spiritual sense as much as a legal one. In those cases, the PC is built with the mechanics of the clan (and family, for the next section) they have at the start of the campaign - though you are encouraged to make choices that reinforce the character’s distinct background. (While musha-shugyo is a respected tradition in the Empire, the campaign structure means that characters cannot start on the warrior’s pilgrimage at character creation.)

Ronin PCs have the following mechanics: Ring Increase: +1 to Any Ring Skill Increase: +1 Survival Status: 22 Ronin are a varied lot, scattered across the Empire and with little in common even among themselves. Whether they were born a ronin, the child of a samurai (perhaps a parent from a clan who did not claim them), or took up arms from a lower birth, the path of the wave man is not an easy one. It is even possible that a ronin was once themselves a member of a Great Clan, and fell from their station in any number of ways. (Such characters are ronin and built as such, though the answers to their questions should take into account that background.) They may seek a lord to follow, or a comfortable place to make a home, but whatever their own agenda, ronin characters in this campaign have gained the attention of the highest-ranked samurai in the land and have the potential to impact the future of the Empire far beyond what most ronin could imagine.

What does your character know? You have the most basic awareness of politics in the Empire. You may not be able to name daimyo, but you know roughly where the clans’ borders lie, and which areas are most often the site of conflict between the clans (that might lead to a need for wave-men to fight in the armies). You have a greater understanding of the social customs of the lower orders than most members of the Great Clans. Peasants are slightly more comfortable around ronin than clan samurai, though there are enough criminals that claim the title without showing any honor that the common folk are often still somewhat wary. You have experience living rough in the wild without the support of a lord or the comforts of a clan samurai’s station. You can generally forage for yourself, or find menial work sufficient to feed yourself, in most rural environments. You have a decent grasp of the rigors of travel, and a broad understanding of the geography of the Empire, that allows you to make your way nearly anywhere in Rokugan with little difficulty. You know how to travel without official travel papers, avoiding attention or trouble with authorities.

What does Bushido mean to ronin? There is no overall consensus on this question for ronin; their lives are just too varied for any generality to be useful. Many try their best to uphold the ideals of the code, especially those who were once members of a clan, but there are just as many who take advantage of their often-overlooked status to benefit themselves as much as they can without regard for honor. Ronin have no tenet that they gain adjustments for following or violating (using the rules on page 301 of the Core Book).

When creating a ronin, any question that refers to the character’s clan refers instead to ronin (or their backgrounds, for “families”).

2 What family does your character belong to?

PCs who are members of a Great Clan may select any of the families listed in the Core Book for their clan; again, they have the mechanics determined by the family name they bear when they begin play.

Ronin, by definition, do not have a Family in the same way that clan samurai do. Instead, they gain bonuses in this step based on their upbringing and background. (This is similar to the alternate rules for ronin character creation presented in Path of Waves, but the mechanics are different.)

Criminal Past Ronin Ring Increase: +1 Air or +1 Water Skill Increase: +1 Commerce, +1 Skulduggery Glory: 21 Starting Wealth: 4 bu While they have a reputation among clan samurai as flouting the laws of the Empire, not all ronin are actually inclined to criminal endeavors. Some are, however, and while they have to move carefully, they often turn a healthy profit. Others seek to use the skills learned in these less-than-legal ways to help others or bring the unrighteous to justice.

Fallen Noble Ronin Ring Increase: +1 to any one Ring Skill Increase: +1 to any two Skills Glory: 31 Starting Wealth: 2 koku There are many ways for a clan samurai to lose their family name and be declared a ronin: a transgression severe enough that it could not be ignored but not so terrible as to require greater punishment, the death of a lord without an heir willing or able to take all of the lord’s vassals into their service, or the unrecognized birth of a samurai child can all result in a samurai living without the support of a clan. Their reaction to their state varies as much as what brought them to it, but they are often more motivated than other ronin to find a new lord to serve in order to regain something close to the station they feel rightfully theirs.


Former Peasant Ronin Ring Increase: +1:Air or +1 Earth Skill Increase: +1 Commerce, +1 Labor Glory: 21 Starting Wealth: 3 bu It is exceedingly rare, but members of the lower orders have found their way to claim the status of ronin. Most avoid attention as much as possible to reduce the risk of discovery, but more confident or foolhardy such “ronin” have discovered that clan samurai do not often examine members of their putative station closely. It generally remains a source of tension for them, as taking up weaponry without a samurai lord’s express permission could well lead to capital punishment.

Military Service Ronin Ring Increase: +1 Earth or +1 Fire Skill Increase: +1 Command or +1 Tactics Glory: 30 Starting Wealth: 1 koku Ronin are often seen by the clans as disposable resources in the regular skirmishes that sprout on their borders. Those who demonstrate their martial prowess can live well, if seldom long - unless they can impress a clan well enough to gain an offer of permanent service.

Ronin Family Ring Increase: +1 to any one Ring Skill Increase: +1 Courtesy, +1Fitness Glory: 29 Starting Wealth: 1 koku There are a handful of Imperially-recognized ronin families in the Empire, granted generally limited lands and a few small holdings to manage in the Emperor’s name without the protection or interference of a clan. Most of them have a core identity, similar to a Minor Clan with fewer numbers, and they often have ambitions of gaining greater status.

Wilderness Survival Ronin Ring Increase: +1 Earth or +1 Water Skill Increase: +1 Labor, +1 Survival Glory: 25 Stating Wealth: 4 bu Ronin generally live closer to the land than clan samurai, and some take this to a further extreme by avoiding civilization as much as possible. Still, such characters find their way back to the greater events of the larger Empire - whether for work to enable their survival or to pursue some other personal agenda.

3 What is your character’s school, and what role does that school fall into?

During this step, you choose a single School within their clan for your character. This provides Ring increases, a list of Starting Skills (which the character receives +1 to every listed skill instead of selecting all but two as written in the book), starting Honor, techniques, a School Ability, and Starting Outfit. Characters in Heroes of Rokugan cannot have a School from a different clan; if they married into a clan before character creation, they must choose a School from their current clan.

4 How does your character stand out within their school?

The answer to this question provides another Ring Increase, as detailed in the Core Book.

5 Who is your lord and what is your character’s duty to them?

In Heroes of Rokugan, it is assumed that the PCs are some of the most important characters in the story. Therefore, because the campaign wishes to deal with the relationships of the clans and give the players opportunities to have impact on the policies and politics of the Empire on a large scale, all PCs start as direct vassals of their clan champion. Alternately, a PC may take service with one of the members of the Regency Council (with their lord’s permission, of course) to serve as a part of one of the five major Imperial organizations active in the Empire. Ronin PCs must serve one of the Regents, giving them a place in the Empire’s society and the opportunity to have as much influence over its future as clan samurai.

The Core Book contains more information on the nature of a samurai’s relationship to their lord, and it is worth thinking over the ideas raised there. Note that a character’s giri is often outside their control, but ultimately, it is up to you what sort of duties you would prefer for your character to have.

Because the majority of the modules in the campaign involve being sent by the characters’ lords to accomplish some goal, the giri you select ought to be flexible enough to allow the character to be a relatively independent agent. A character might have regular, day-to-day duties in their own lands or near the Regent they serve, but it needs to be understood that your character will generally be sent around the Empire in order to influence its fate in these trying times.

Characters who serve one of the Imperial Regents are members of organizations that generally number in the thousands, so while the giri of such a character is going to be related to their organization, there are a wide variety of duties available. Emerald Magistrates are not just investigators and judges, but also number tax collectors, legal scholars, and scribes in their ranks. Jade Magistrates serve much the same functions as Emerald Magistrates, and have many of the same needs; even if their mandate is more focused on spiritual crimes, they have similar logistical requirements. The Imperial Legions are armies, to be sure, but require quartermasters, artisans, and court liaisons to provide the warriors in the field the things they need to defend the Empire. The Imperial Court and Imperial Bureaucracy are in need of trustworthy guards and couriers, and shugenja help secure the spiritual needs of the Emperor’s servants.

The Clan Champions are: Hida Rintaro of the Crab, Doji Tanako of the Crane, Mirumoto Shizumo of the Dragon (acting on behalf of the missing Togashi Zeshin), Matsu Kyohaku of the Lion, Shiba Umeko of the Phoenix, Bayushi Ieshige of the Scorpion, and Shinjo Maiko of the Unicorn.

The members of the Regency Council are Imperial Advisor Otomo Chisato, Imperial Chancellor Miya Genpaku, General of the Imperial Legions Seppun Haronobu, Emerald Commissioner Kasuga Nanami, and Jade Champion Kaibun.

When you have determined your character’s giri, select one skill related to that duty and increase its value by +1. (This is often one of your school’s starting skills, but does not have to be.)

6 What does your character long for, and how might this impede their duty?

The book goes into detail regarding the sort of things to think about when deciding upon your ninjō, though it is also important to remember that while the conflict with your character’s giri can (and should) cause tension in their life, it also serves as a consolation and can help reduce strife.

When you have determined your character’s ninjō, select one skill related to that desire and increase its value by +1. This cannot be the same skill that was selected in Question 5.

7 What is your character’s relationship with their clan?

For ronin, this question is a matter of how well you accept your place in the Empire's social structure. Treat the ronin backgrounds in Question #2 as "families" for these purposes.

All characters choose one of the following: If your character believes firmly in the precepts of their clan and the values it holds dear, gain +5 glory based on their reputation as an upstanding member of their community, and gain 1 rank in a skill that is listed as a “Skill Increase” for another family of their clan. This cannot provide a rank to a skill that was increased by a previous Question unless all of them already have ranks If your character has a fundamental disagreement with their clan’s beliefs, policies, or practices and has defied these in the past, reduce your glory by 5 and gain 1 rank in any skill that is not listed as a “Skill Increase” for any of your clan’s families.

8 What does your character think of Bushido?

Choose one of the following: If your character’s belief in living by an orthodox interpretation of Bushidō is very staunch, gain +5 honor and gain 1 rank in one of the following skills that represent the traditional training of a samurai: Composition, Courtesy, Culture, Government, Meditation, or Theology. This cannot provide a rank to a skill that was increased by a previous Question unless all of them already have ranks. If your character diverges from some or all common beliefs about how samurai should behave honorably, decrease your honor by 3 and gain 1 rank in one of the following skills to reflect past behavior that was unbefitting of a samurai or deeply defied the norm: Commerce, Labor, Medicine, Seafaring, Skulduggery, or Survival.

9 What is your character’s greatest accomplishment so far?

As noted in the book, you select one distinction advantage for your character for this question.

10 What holds your character back the most in life?

As noted in the book, you select one adversity disadvantage for your character for this question.

11 What activity most makes your character feel at peace?

As noted in the book, you select one passion advantage related to your character’s interests or hobbies.

12 What concern, fear, or foible troubles your character the most?

As noted in the book, you select one anxiety disadvantage for your character for this question.

The following advantages and disadvantages are Banned in the Heroes of Rokugan campaign: Distinctions: Ally [Name], Blackmail on [Name], Blessed Lineage, Support of [One Group], Hero of [Village] (EE), Kuge Lineage (EE), Friend of the Nezumi (SL), Well Connected in [City] (CS) Passions: City of [Choose One], Local Flare for [Region] (CS), Passion for [Foreign Performing Art Form] (PW) Adversities: Blackmailed by [Character Name], Lost Memories, Scorn of [One Group], Sworn Enemy, Adopted Peasant (EE), Cursed Lineage (EE), Despised in [City], Lost Name (SL), Debt to [Person or Organization] (PW), Many Mouths (PW), Pursued by [Individual or Group] (PW), Blood Feud (FV) Anxieties: False Identity (EE), Reformed Maho Tsukai (SL)

13 Who has your character learned the most from during their life?

As noted in the book, record the name of the person from whom your character has learned the most in the Relationships section of the character sheet, along with the nature of their relationship. Then, choose one of the following options and gain the listed feature: One advantage related to your character’s mentor and their relationship. One disadvantage related to your character’s mentor and their relationship, and 1 rank in a skill that your character developed as a result of your character’s closest confidante and their relationship. This skill can be raised to 3 during character creation.

14 What do people notice first upon encountering your character?

As noted in the book, choose one distinctive aesthetic accoutrement that your character carries or wears most of the time (e.g. a scarf, hair ornament, engraved scabbard, eyepatch, etc). This bit of personal flair might accent their striking features or stand in contrast to them. Select a non-weapon item of rarity 7 or less for this personal accessory. (As noted elsewhere, it cannot have a Pattern.)

15How does your character react to stressful situations?

This question provides an opportunity to define a normal method of Unmasking for your character, but the House Rules also provide a default set of consequences for Unmasking for convenience in more general terms, so while knowing the character’s usual reaction to stress is important, it is not necessary to come up with something that will universally apply.

16 What are your character’s preexisting relationships with other clans, families, organizations, and traditions?

The only thing to note in this Question is that the selected item cannot have a Pattern.

17 How would your character’s parents describe them?

As noted in the book, gain one rank of one skill in which your character has 0 ranks, and determine whether your character’s parents approve of this extracurricular interest or see it as a regrettable deviation, and why.

18 Who was your character named to honor?

Select one result on the campaign’s Heritage Table. No rolling is required, though numbers between 1 and 10 are provided if you wish to use random chance to help with inspiration.

19 What is your character’s personal name?

Select one technique to learn. This can be from their Techniques Available, a Starting Technique that you did not select initially, or one on their curriculum list for Rank 1. It does not count toward school advancement as no experience is spent to acquire it.

20 Where do you see your character’s story going, and how might it end?

Over the course of the campaign, your character will have the opportunity to shape the future of their clan and the Empire as a whole. This may be through their service to their lord or to wider Imperial authorities, but the basic premise of the game involves the character furthering their superior’s interests by their actions in modules or interactives. It is over the course of these events that a shared narrative forms, allowing every player to potentially have an impact on the shape of the setting and the way that the story develops. While your character’s giri is part of what they will be expected to do, you also have a certain say in the role that they have, and the sorts of stories you are interested in playing out with them. Think about what kind of community among the other player characters you’re interested in, whether in a clan or Imperial Faction.

You gain the “Agent of the Clan Champion” Title, or the Title appropriate for your service to one of the Imperial Regents (Emerald Magistrate, Jade Magistrate, Imperial Legionnaire, Imperial Bureaucrat, or Imperial Courtier). The Campaign Titles are here.

Finally, when you are done, it is worth reviewing the completed character and ensuring that you are happy with your results. Take note of your techniques and abilities, and make sure that you have skills or equipment that apply to them. There is a grace period for any new character, to allow you to change answers without losing earned rewards, but it’s worth checking for any accidental gaps.

Welcome to Heroes of Rokugan, and have fun!

Heritage Table

1 - Religious Patron: One of your ancestors was known as a staunch ally of the Brotherhood of Shinsei, politically or materially. This is remembered by the monks that advise the Empire, even in the wake of the Monastic Emperor’s questionable legacy. Increase your glory by 3. You gain the “Support of the Brotherhood distinction (see page 110 of the Core Book). This can be assigned in excess of the normal limitations on advantages at character creation.

2 - Material Success: Whether through military conquest or savvy commercial dealings, one of your ancestors managed to build up your line’s fortunes. This has granted you access to more wealth than usual for your clan. Decrease your glory by 5 and increase the “Starting Wealth” from your family by 5 koku.

3 - Battle of One Thousand Years: A large-scale uprising shook the Empire at the turn of the millennium, even threatening the Imperial City before it was stopped. One of your recent ancestors helped defend Otosan Uchi, but for whatever reason, a tool they were provided to stop the cult was never returned. You have this item, but should use some care in how you display it – the Imperial authorities have never entirely forgotten about the issue, though too many were lost to make the matter public. Decrease your glory by 5. One item in your Starting Outfit has the Sacred and Forbidden Qualities. You gain the “Blackmailed by the Imperial Treasurer” adversity as long as that item is in your possession. If this item is lost, you replace it with a normal version of the same item.

4 - Wondrous Work: One of your ancestors crafted a piece of great beauty that won renown for your family, and others expect you to live up to that legacy. Increase your glory by 5. Gain +1 to an Artisan skill. (1-3: Aesthetics, 4-6: Composition, 7-8: Design, 9-10: Smithing)

5 - Dynasty Builder: One of your ancestors was instrumental in the rise of a powerful lord, using cunning stratagems and shrewd advice to secure their ascension. You have heard this story many times and know the importance of power subtly wielded. Decrease your glory by 3. Gain +1 to a Social skill. (1-3: Command, 4-6: Courtesy, 7-8: Games, 9-10: Performance)

6 - Discovery: One of your ancestors made an incredible discovery, invented something of great importance, or uncovered an ancient secret. Thanks to family lore, you have at least a rudimentary understanding of the subject of their discovery. Increase your glory by 3. Gain +1 to a Scholar skill. (1-3: Culture, 4-6: Sentiment, 5-7: Government, 8-9: Medicine, 10: Theology)

7 - Ruthless Victor: One of your ancestors claimed a bloody victory over a rival, smashing their forces with a cunning maneuver or seizing their domain after vanquishing them in battle. From this relative or their story, you learned well the importance of brute force. Decrease your honor by 3. Gain +1 to a Martial skill. (1-3: Fitness, 4-5: Martial Arts [Melee], 6-7: Martial Arts [Ranged], 8: Martial Arts [Unarmed], 9: Tactics, 10: Meditation)

8 - Elevated for Service: One of your ancestors was a jizamurai or even a commoner who served with such distinction that their position was elevated to that of a Great Clan samurai by marriage or mandate of a daimyo. As a child, you learned the basics of the skills for which they won their esteem. Decrease your glory by 3 and increase your honor by 3. Gain +1 to a Trade skill. (1-3: Commerce, 4-5: Labor, 6-7: Seafaring, 8: Skulduggery, 9-10: Survival)

9 - Stolen Knowledge: One of your ancestors learned a secret of another school and clandestinely passed it down through the ages; now, it has reached you. Decrease your honor by 5. You know one additional technique with a prerequisite of school rank 1; you may use this technique even if it is not normally allowed by your school. This must be one of the following categories of techniques: kata (1-2), shuji (3-5), ritual (6-7), invocation (8), kiho (9), ninjutsu (10).

10 - Unusual Name Origin: Your character was not named for an ancestor—perhaps they were named for an outsider who did a great service to the clan, perhaps their name was bestowed upon them for a unique deed, or perhaps someone was trying to send a specific message in the selection of their name. Decrease your glory by 3. Choose two of your character’s rings; you may reduce the value of one of these rings by 1 to increase the value of the other by 1 (this still cannot raise a ring above 3). If you do not do so, choose one item of rarity 6 or lower and assign it to your starting outfit.

Module Ranks