Empire Emeraude Rule
Empire Emeraude Rule
Empire Emeraude Rule
Chapter One
NEW BASIC SCHOOL: SHINJO BUSHI
The Shinjo excel at mounted tactics, a trait common to all
Unicorn bushi traditions. The family’s fighting techniques RANK THREE: THEF OUR WINDS STRIKE
incorporate a number of gaijin fighting methods encountered 31
The swift and relentless assault of a Shinjo is a dreadful sight
during the clan’s centuries of travel outside the Empire, and
to behold for his enemies. You may make attacks as a Simple
GEOGRAPHY
as a result they employ a unique defensive style that depends
Action rather than a Complex Action when wielding weapons
on concepts such as the active parry, riposte, and other such
that possess the Samurai keyword. If you are fighting while
oddities that most Rokugani are unfamiliar with.
mounted, you may also attack as a Simple Action when
wielding a bow.
SHINJO BUSHI SCHOOL [BUSHI]
c Benefit: +1 Agility
RANK FOUR:S PIRIT OF THE BLADE UNLEASHED
c Skills: Athletics, Defense, Horsemanship 2, Kenjutsu, Those who mistake the defensive style of the Shinjo as weak
Kyujutsu, any one Skill can find themselves brutally surprised in the last moments
of their lives. When you are in the Defense or Full Defense
c Honor: 4.5
Stances and an opponent makes a melee attack targeting you,
c Outfit: Ashigaru or Light Armor, Sturdy Clothing, after the attack resolves you may immediately take a Free
Daisho, Bow, Knife, Traveling Pack, Horse, 10 Koku Action to make one melee attack against that opponent. This
causes you to immediately assume the Attack Stance. This
TECHNIQUES Technique may be used a number of times per skirmish equal
to your School Rank, but may only be used once per Round.
RANK ONE: THEW AY OF THE KI-RIN
The Shinjo family’s natural affinity for horsemanship is RANK FIVE:D ANCING WITH THE FORTUNES
immediately obvious and pervades their every action. When A Shinjo atop a horse is a sight that gives even the most
spending a Void Point to add +1k1 to any School Skill Roll, seasoned among his enemies pause, and for good reason.
you may also add your rank in Horsemanship to the total. During a skirmish, when mounted, when you wish to spend a
This bonus cannot be used while in the Center Stance. Void Point you may make a Void Ring Roll (TN 20) as a Free
Action. If the Ring Roll is successful, you gain the mechan-
RANK TWO:D ANCE OF THE BLADE ical benefit of having spent the Void Point without actually
The ancient gaijin swordsmanship techniques practiced by the spending it. (This does not actually create a bonus Void Point,
Shinjo have given them a defensive edge against many styles it simply generates the mechanical effects of spending one.)
practiced within the Empire. When you are in the Full Defense If the roll fails, you spend the Void Point as normal. You may
Stance and an opponent succeeds with an attack roll that only use this Technique a number of times per skirmish equal to
targets you, you may immediately take a Free Action to make the number of Void Points you had at the start of the skirmish.
a Contested Agility Roll against that opponent. If successful, You may utilize this Technique when on foot as well, but
the attack misses instead. This may be done a number of times the TN of the Void Ring Roll increases to 30.
per Round equal to your School Rank.
Chapter Two
challenge it. There are a few, however, who refuse to acceptept
such a fate, and commit themselves fully to championing the he
cause of their clans to the Empire at large. These men and nd
women do not have any particular unifying qualities other her
than their passion and drive to better the lot of the Minor nor 63
Clans. Such individuals occasionally come into contact with ith
one another during the course of their activities, and over ver
CUSTOMS
the years can form strong alliances in order better serve their
eir
cause. Although no formal dojo exist in which students can an
follow the lessons of such heroes, there are secrets passed ed
down through family lines and via apprenticeship for those ose
who choose to follow such a path. In a show of the devo- o-
tion these individuals have to a greater cause, these secretsets
are shared among all those who share the same passion for
their cause, regardless of what Minor Clan affiliations they ey
possess.
Chapter Three
used in this manner once every six months. Forcing a samurai
most of those who serve the clans, and their spheres of influ- to become ronin in this way costs you 5 points each of Glory,
ence are relatively limited in comparison to their clan coun- Honor, and Status.
terparts. Even the well-traveled Imperial heralds of the Miya
family tend to stick to clearly defined travel routes, avoiding
the Empire’s more remote districts for decades or even centu-
79
ries at a time. In some cases this can lead to a mispercep-
tion of the Imperials as dangerous or hostile individuals who
SOCIAL STRUCTURE
desire only the obedience and submission of other samurai.
While this is untrue in the main, there are a few individuals
who prove it correct.
Scions of the Imperial families are utterly ruthless indi-
viduals who have mastered the manipulation of their own
social standing to decimate their enemies. Standing against
a scion in court is tantamount to ruination for all but the
most skilled or highest-ranking samurai. These scions most
often come from the Otomo family, which teaches their
secret techniques in its most prestigious and elite dojo. Much
more rarely, members of the Miya or Seppun families are
permitted to train there as well. The scions are rarely liked,
frequently sought as allies, and almost always feared for the
power they can and will bring to bear on any who arouse
their ire.
REQUIREMENTS
c Rings/Traits: Awareness 5, Perception 4
c Skills: Courtier 6, Etiquette 4
c Other: Only members of the Imperial families may
take ranks in this Advanced School; Status 4 or higher
9 You are asked to serve as witness for an iaijutsu or Dragon A Togashi monk attempts to engage you in
taryu-jiai duel. Clan an obscure theological debate.
Lion Clan A Matsu bushi challenges you to a test of
TABLE 4.3: A REPRESENTATIVE swordsmanship.
OF ANOTHER FACTION APPROACHES YOU... Mantis A Yoritomo invites you to view an ostenta-
Clan tious display of his clan’s wealth.
D10 EVENT
Phoenix A Phoenix courtier insists on mediating a well-
0-1 ... and tries to befriend you for no apparent reason. Clan known dispute in which you are involved.
2 ... and heaps scorn on you, your faction, and the Scorpion A Bayushi courtier invites you to dine with
way you look. Clan him, with the intent of observing your anxi-
3-4 ... and asks a favor of you. ety over the possibility of being poisoned.
5-6 ... and asks your opinion (in all confidence, of Unicorn A Moto invites you to view a contest of horse-
course) of a matter being debated at court Clan manship—or worse, challenges you to one.
7 ... and tries to blackmail you. Imperial An Otomo takes you aside and passes on a
Court rumor meant to create suspicion between
8-9 ... and tries to bribe you. your clan and another clan.
Chapter Four
family’s honor, as the first Ikoma was a ruthless, pragmatic Etiquette (Courtesy) / Awareness. If you win the roll, you have
individual who would gleefully embrace dishonorable tactics shaken his resolve by reminding him of his past failings. The
as a necessary means of completing his duties. opponent subtracts a penalty equal to your Awareness plus
the opponent’s own Honor Rank from the total of his attack
The Ikoma Lion’s Shadow are a small and extremely secre-
and Contested Social Skill Rolls against you for a number of 109
tive group within the Ikoma family who remember exactly
hours equal to your School Rank. This Technique does not work
who and what Ikoma was, and they celebrate his memory.
against those who possess no Honor Rank (animals, oni, etc).
POLITICS
They consider themselves extremely practical individuals who
exist as a sort of foil to the dire machinations exercised by
the Scorpion and other unsavory individuals. Although they
frequently are called upon to sacrifice their honor for the
sake of their clan, they do so willingly and without regret,
and almost always with the greater Lion Clan remaining
completely ignorant of their activities.
TECHNIQUES
Chapter Five
chosen specialty, Traveling Pack, additional Void Point per day in this manner (or two, in your
5 Koku. case).
TECHNIQUES
123
RANK ONE:S OUL OF BRILLIANCE
A true child of the Shiba line finds his
THE ARTS
perfect center in the serenity and beauty
of creation. Select any one Artisan Skill.
Whenever you spend a Void Point making
a Skill Roll using that Skill, you gain a
bonus of +2k2 instead of the normal
+1k1.
RANK TWO:
THE WAY OF SINCER-
ITY
Through use of his craft, a
Shiba artisan can forge close
bonds with others that allow for
long-term alliances to be formed. Once
per month you may make an Artisan
Skill Roll against TN 15. You gain a
number of Experience Points equal
to the amount by which your roll
exceeds the TN, but these Experience
Points may only be spent to purchase the
Allies Advantage (subject to GM approval).
These Allies are temporary and last for a period
of time equal to your School Rank in weeks.
Curse off Interestingg Times wealthy; a large visiting party with abundant koku
to spend can put upward pressure on prices just by
increasing local demand.
Price and availability of goods in Rokugan may be affected by
a host of temporary and extraordinary conditions, such as a
military campaign rampaging through a local area, a drought,
or an epidemic. These disasters can wreck the fortunes of
even the most careful and experienced merchants in a single
season. Optional GM Tool:
c War: An army on campaign cannot help but leave
its mark wherever it goes, especially if it has chosen
Availability of Goods
MONEY AND COMMERCE
to live off the land rather than carry its own supplies
or bring them forward from its base of operations.
The presence of a campaigning army will drive up the The list of items and prices in the L5R RPG 4th Edition Core
price of weapons, arrows, armor, food, alcoholic bev- Book represents an abstracted “average” of prices across the
erages, and a great many mundane traveler’s items. Empire, and as such is not a very useful tool for those who
c Drought: Prolonged drought will drive up the price of might like to add a dash of economics to their campaign, or
food, with the extent of the increase depending on the even simply to know whether a particular item is readily avail-
length and severity of the drought. It will also drive able in a specific part of the Empire. As this chapter makes
142 clear, many commodities and trade goods are more common
up the cost of other products that rely on cultivated
plants, such as cloth, paper, and silk. Drought will also in some parts of the Empire than in others. Although most
Chapter Six
increase pressure on the price of horses in the Unicorn samurai have little interaction with the world of economics, a
Lands, as less rain means poorer grazing and fewer group of characters that includes Yasuki, Daidoji, or Yoritomo
horses that can be supported. merchant patrons may well need to concern itself with prices.
Even more, if some or all of the characters are ronin, prices
c Plague: In an area disabled or depopulated by plague,
may become very important indeed.
the price of medical supplies will go up, especially the
cost of any kind of herbal curative. Herbalists look- Table 6.1 offers a sample classification of items by how
ing for plants with healing properties will encounter easy it is to locate them. There are three basic grades of rarity:
much competition. If there are too few farmers left c Common: This item is easy to find. Even a small farm-
who are well enough to work the fields, the price of ing village will have a merchant’s or craftsman’s shop
food can go up almost as sharply as it would in a se- that sells it, and any traveling peddler met on the road
vere drought. However, the price of just about every- will likely have some available.
thing else will decrease, as an enervated or decimated
c Average: This is an item that can only be found new
population will reduce its consumption of goods.
and in decent quality at a significant population center.
c Flood: A flood severe enough to dislocate entire lo- A town of a thousand or more people will certainly
cal populations will drive up the price of just about have at least one shop or marketplace trader selling it.
anything and everything that can be carried, espe- But it is highly unlikely to be found in a small village
cially food. On the other hand, large lots of items, or out in the country unless that village happen
happens to host
individual items that are too heavy or bulky to move a specialized
p industry that produces such items.
item Other-
easily, may be sold at rock-bottom prices before they wise, the
he best that can be done out in rural areas
th a is to
must be abandoned to rising waters. track down
d lower-quality specimens, whethe
whether they be
c Bountiful Harvest: An unusually good growing year second-hand
secondd-hand or perhaps old or damaged versions.
versi
will decrease the price of food as well as the cost of c Rare: This
T is a luxury good or a specializ
specialized item,
products that rely on cultivating plants—cloth, paper, one that
thaat can only be found for sure in a major
maj urban
silk, herbs, and the like. However, the prosperity of center. A smaller town might not even have it unless
a bumper harvest will also drive down the value of something
someth hing unusual in the town’s character o or history
coinage, especially since the koku is based on the would make it plausible (i.e., a palace nearby
nearb would
value of rice. Thus, just about everything else will ac- make iti more likely that one could find a high
hi qual-
tually cost more. ity courtier’s
urtier’s fan). Even an old or low-quality version
cou
of this item will be difficult to find in small villages.
v
Chapter Six
the mainland by a vast expanse of sea, resting amid the to his duties. You may spend a Void Point on any Merchant
Islands of Silk and Spice. The clan has lived this way for one Skill Roll (excluding Craft Skills) to replace the normal
thousand years; although the ascension of the Mantis to Great amount you would roll with 10k10. You also add a bonus of
Clan status resulted in the addition of small mainland prov- +3k0 to all Bugei Skill Rolls made while onboard a water-
inces held by the Tsuruchi and Moshi (and later the Kitsune), borne vessel. 143
the lifeblood of the Yoritomo family still flows through the
fleets of kobune that ferry materials and personnel back and
REQUIREMENTS
c Rings/Traits: Water 3
c Skills: Commerce 4, Knives 3, Sailing 4
c Other: Must possess the Leadership Ad-
vantage, and have been appointed to
a position of command within the
Mantis Clan
Dice and Dice Cup Common Writing Box (Sumi-E Kit) Rare
TABLE 6.3: AVAILABILITY AND PRICE OF TABLE 6.7: AVAILABILITY AND PRICE OF
GOODS IN THE CRANE LANDS GOODS IN THE PHOENIX LANDS
Chapter Six
age Quality Paper, Fine Quality -30% Common
Perfume, Fine or Excel- +20% Average Parchment and Charcoal -30% Common
lent Quality
Pillow Book +/-0% Common
Pillow Book +/-0% Common
Small Painting or -20% Average
Silk and Silk Clothing -10% Common Statue 145
Chapter Seven
Once the PCs find the island and its treasures (which
include the legendary ship Deathless) they still face
one final obstacle: the Orochi King, a sea-serpent of
immense power.
For GMs who wish to incorporate a bandit gang into their
campaign at a level more profound than a one-off encounter,
169
the following listings provide some ideas for fleshing them
out into more serious opponents or villains.
rest of the cartel… Doji Magistrates are trained to fight with compassion,
avoiding injury to both themselves and whenever possible to
others, a style known to the Crane as Mizu-do (the Way of
Water). They specialize in the use of weapons designed to
disarm or capture foes rather than kill them. You may add
170
New Mechanics an amount equal to your Air Ring to your Armor TN (unless
caught helpless or unaware). You gain a +1k0 bonus to your
attack rolls when fighting with a jitte or a sasumata.
Chapter Seven
The Soshi magistrate school is descended from a set of tech- to any roll made to control a Grapple.
niques taught to the yoriki of Soshi Saibankan during his
many years as a judge, and some rumors claim the first three RANK THREE:T HE MAGISTRATE’S CUT
techniques were invented by Saibankan himself. Whether Soshi Magistrates prefer to disable foes rather than kill them
this is true or not, the school remains the principle method outright, since prisoners can be useful when ferreting out
the Scorpion use to educate those who must maintain order criminals and enemy spies. In a skirmish, once per oppo-
within their lands—magistrates, yoriki, city guards, and nent, by successfully making three Raises for a Called Shot
border patrols. Like many such schools, the Soshi Magistrate on a melee attack you may temporarily Blind a foe. They are
school teaches a mixture of armed and hand-to-hand tech- considered Blinded until the Reactions stage of the following
niques, allowing its students to suppress brawls and defeat Round.
lethal bandits with equal skill.
RANK FOUR:C ERTAINTY OF PURPOSE
SOSHI MAGISTRATE [BUSHI] When the time comes to fight, the Soshi Magistrate does so
c Benefit: +1 Agility with vicious speed and ruthlessness. You may make melee
attacks (including unarmed attacks) as Simple Actions rather
c Skills: Athletics, Defense, Intimidation (Control),
than Complex Actions.
Jiujutsu, Kenjutsu, Lore: Underworld, any Bugei skill
c Honor: 2.5 RANK FIVE:R ELENTLESS RESOLVE
c Outfit: Light Armor, Sturdy Clothing, Daisho, any 1
Chapter Seven
The Soshi Magistrates are taught to wait for the perfect
weapon, Traveling Pack, 5 koku moment and then overwhelm their enemies with fear and
aggression, crushing lawbreakers with a few swift blows.
TECHNIQUES
IQUES Once per skirmish, you may gain extra unkept dice equal
to your Intimidation skill rank on your attack rolls for one
RANK ONE:TTHE FACE OF JUSTICE Round. This technique cannot be used in the Center Stance. 171
The Soshihi Magistrates are trained to control their environ-
ment through
rough a mixture of fear and force, intimidating even
moment. Houses are cleaned, streets are brushed clear, and case the extremes that religion can produce in the Empire.
daimyo customarily issue new clothes to all the peasants Although Shintao can be a source of strength and purity for
under their jurisdiction. its samurai and monks, there are other sides to those who
revere the supernatural powers in Rokugan. The forces of the
206
During these cleansing rituals, Rokugani peasants tradi-
Shadowlands draw power from the dark strength of Jigoku,
tionally hang a rope of straw known as a shimenawa inside
and the City of the Lost and its Spider Clan off-shoot that
Chapter Eight
Chapter Eight
who are aware of the existence of the Dark Paragons vehe vehe-
mently refute this claim, insisting they are nothing but more
seductive tricks of the Realm of Evil. The Paragons them-
selves insist instead that their power reflects their abso-
lute mastery of themselves, and Jigoku has no reason 207
to leave its mark on its servants when those servants
are willing, devoted, and able to enact its will far more
RELIGION
effectively without the constraints of the Taint.
REQUIREMENTS
c Rings/Traits: At least one Trait at 5
c Skills: Lore: Theology 4+
c Other: Dark Paragon Advantage, Honor Rank 4+,
must be able to make a melee attack as a Simple
Action
TECHNIQUES
GM’s
G M’s T Toolbox:
oolbox: to start play with untrained samurai in their first dojo, the
designed
following table (Table 9.1) is design ned to offer ideas and
Students iinn T
Students raining
Training suggestions for interesting events to liven things up at the
further
dojo, perhaps even giving rise to fur rther plotlines later on.
Depending on preferences, you may use the chart to create
random events, or just pick one you find interesting.
c School Skills: Skill training in earnest begins only after 39-41 You hear a rumor that one of the sensei is
the students have the basic mental and physical traits misrepresenting his identity.
necessary to support it. At the beginning of a student’s
42-45 While performing drills, another student
second year in the dojo, he begins to accumulate Skills
suddenly and mysteriously falls ill.
at a rate of one every three to six months. The order
and exact speed with which they are gained varies de- 46-48 A sensei begins behaving erratically, for no
pending upon the particular school’s traditions of in- apparent reason.
struction (and the aptitude of the student). 49-55 Another student declares his property has
c School Technique: Most students become proficient been stolen.
in their school’s first Technique three to six months
56-60 A sensei declares property of the dojo has been
prior to their gempukku ceremony. At this point, they
stolen.
are considered Rank 1 characters from a mechanical
standpoint, although not yet from a social standpoint. 61-67 Students try to enlist you in a prank against
another student, or against one of the sensei.
Dojo
j Days
y 68-75
76-80
Other students pull a prank on you.
The Clan Champion or family daimyo pays a
surprise visit.
In the Legend of the Five Rings RPG, learning School Tech-
81-85 The master sensei announces a tournament or
niques is not simply a matter of gaining “experience” until
challenge to fill a vacant junior sensei posi-
one day superior abilities suddenly appear inside the char-
tion.
acter’s mind and body. School Techniques represent ancient
clan and family secrets that sensei impart when they feel their 86-90 Another student provides you with an adven-
students are ready to learn them. Thus, as mentioned above, ture hook related to his home town or village.
Rokugani samurai continue training throughout their active 91-95 A student from another clan provides with you
careers; PCs who gain Insight Rank have to return to their old with an adventure hook related to his Clan’s lands.
dojo to take the next step in their ongoing education in the
mysteries of their school. 96-00 You receive the opportunity to study at
another school’s dojo in the future as an
exchange student.
C
Chapter
warriors
arriors who maintain small dojo deep within the most inac-
hapter Nine
cessible
ce
essible mountains of the Dragon lands. There they pursue
enlightenment
en
nlightenment and swordsmanship with equal dedication,
often
offten praying and training alongside small groups of Togashi
monks. Taoist swordsmen are seldom seen outside their own
lands,
lannds, though on rare occasions they have been known to 221
embrace
mbrace the tradition of the “worldly monk” and travel the
em
EDUCATION
Empire
Emmpire in search of both enlightenment and experience
with
wi ith the sword.
MIRUMOTO TAOIST
SWORDSMAN [BUSHI]
c Benefit: +1 Void
c Skills: Athletics,
Defense, Iaijutsu,
Kenjutsu (Katana), Lore:
Theology, Meditation, any one Bugei or High Skill
c Honor: 5.5
c Outfit: Sturdy Clothing, Katana, Wakizashi, Tanto,
Traveling Pack, 1 koku
c Special: All members of this school are considered
to be Ascetic, but do not gain Experience Points for
it. It does not count against their 10-point limit of
Disadvantages.
TEECHNIQUES
CHNIQUES
This section provides new mechanics for use in the L5R 4th RANK FOUR:S TONE TURNS STEEL ASIDE
Edition RPG. Here we present the Hida Pragmatist school, The Pragmatist is taught he does not need a weapon when
the oddly-named warriors who follow the traditions of Kobo he can turn an enemy’s weapon back on him. Regardless of
Ichi-Kai. your Stance, a number of times per skirmish equal to your
Void, immediately after you are attacked with a melee weapon
(after damage is rolled, if the attack hit) you may take a Free
Action to make a Contested Roll using Jiujutsu /Agility
NEW BASIC SCHOOL: against your enemy’s (Weapon Skill) / Agility. If you win the
HIDA PRAGMATIST [BUSHI] roll, you immediately strike the enemy with his own weapon
The practitioners of Kobo Ichi-Kai, whose primary dojo is (thus, you use your own Strength when determining damage
located in Clear Water Village, focus on unarmed combat rolled with this Technique). You may Raise on this Contested
above all other forms of martial conflict. Although sometimes Roll to perform the Increased Damage Maneuver.
considered a touch bizarre by other Crab warriors, they are This technique cannot be used during an iaijutsu duel.
nonetheless respected because of their sheer physical power
and ability to devastate virtually any opponent in hand-to- RANK FIVE:F IGHT TO THE END
hand combat. Pragmatists make fine yojimbo, since they can The final lesson of the Pragmatist teaches him to prevail no
leave their weapons at the door and suffer only minimal loss matter what the odds, killing his enemies no matter how
of effectiveness when doing so. Even creatures of the Shad- severe his own injuries. At the start of your Turn you may
owlands can be overcome by a skilled Pragmatist, and indeed spend a Void point to allow you make an attack as a Complex
Chapter Ten
the school was originally developed out of the need to adapt Action that ignores your Wound penalties (including Down
jiujitsu to fighting inhuman opponents. and Out) and any restrictions or penalties from Status effects
or physical Disadvantages you are currently suffering. You
HIDA PRAGMATIST [BUSHI] gain a +3k1 bonus to your damage roll
with this attack. 247
c Benefit: +1 Agility
c Skills: Athletics, Defense, Jiujutsu (Impro-
WAR
vised Weapons) 2, Kenjutsu, Lore: Shadowlands,
any Bugei skill
c Honor: 2.5
c Outfit: Light or Heavy Armor, Sturdy Clothing,
Daisho, Heavy Weapon or Polearm, Traveling Pack,
3 koku
TECHNIQUES