Shuhōken Schools

Hirin Swordsman

Bonus Attribute: Stamina
School Skills: Athletics, Defense, Etiquette, Kenjutsu, Lore: Theology, Meditation, any two courtly or military skills.
Emphasis: Katana (Kenjutsu), Wakizashi (Kenjutsu)
Honor: 4.5
Outfit: Daishō, Medium Armor, Traveling Clothes, Any One Weapon, Personal Effects, 5 Ryō.

Rank 1 - Soul and Honor
While you have both a Katana and Wakizashi ready, when attacking with either a Katana or Wakizashi, you suffer no penalty for having two weapons ready. While you have a Sword ready, gain +X to your Armor Target Number, where X is your School Rank. When you are the target of a spell, you may increase or decrease the Target Number of the Spellcasting test by 5. Naginata are not [Samurai] weapons for you. When you ready a Katana, you may ready a Wakizashi as a Free Action.
A Swordsman's hands are never empty.

Rank 2 - A Constellation of Steel
During the Readying Phase, if an attack or spell targeting you this round called at least one maneuver, gain +X to your Initiative until the end of the encounter, where X is your Kenjutsu skill rank.

Whenever an attack or spell targeting you misses or fails, if at least one maneuver was called on it, the attacker or spellcaster suffers a malus of -X to their Initiative until the end of the encounter, where X is your Kenjutsu skill rank
Assault upon a Swordsman merely emboldens, for it reveals the measure of the attacker.

Rank 3 - Falling Star
You may attack as a simple action when attacking with a [Samurai] weapon.
To travel from the Heavens to the Earth in an instant is to know the speed of a veteran Swordsman.

Rank 4 - Steel Rebuke
At the start of the Readying Phase, you may activate this technique. When you activate this technique, choose one character that attacked you this round. You gain +3k0 to attacks against that character during the next round.
As the Wheel turns, so too the tide of battle.

Rank 5 - The Comet's Tail
While you have both a Katana and Wakizashi ready, if you spent two Simple Actions this turn attacking, you may attack with your Wakizashi as a Free Action. (Each Free Action can only be used once per round.)
What follows is no less forceful than what has gone before.

Hirin Weaponmaster

[Bushi]
Bonus Ring: Void
School Skills: Athletics, Defense, Hunting, Jujutsu, Lore: Theology, Meditation, Any one weapon skill, Any one courtly or military skill.
Emphasis: Any one weapon
Honor: 5.5
Outfit: Aiguchi, Daishō, Traveling Clothes, Any One Weapon, Personal Effects, 1 Ryō.
Special: You gain the Ascetic Disadvantage but gain no XP bonus.

Rank 1 - One Weapon, One Soul
When you learn this technique, choose one [Medium] or [Small] Melee weapon. The chosen weapon is a [Samurai] weapon for you. All other weapons are not [Samurai] weapons for you. When dealing damage with your chosen weapon, if it is [Medium] you gain +1k0 to the damage roll, if it is [Small] you gain +1k1 to the damage roll. When you have your chosen weapon ready and are wearing no armor, you gain X Reduction, where X is your School Rank plus 2.
The soul lies in purpose joined with steel. For the Weaponmaster it can take many forms.

Rank 2 - One Weapon Wields Another
When attacking with your chosen weapon, you gain one Free Raise. You may only use this Free Raise toward a maneuver you are spending another Free Raise on (for example, a Jitte gives you a free raise to disarm so you may use this technique towards disarming with a Jitte). When you choose to Hit in a grapple, instead of dealing damage as an unarmed strike, you may instead deal damage as if you hit with your chosen weapon.
Few understand a weapon better than the Hirin who has made it their soul.

Rank 3 - Two Weapons are One
You may attack as a simple action when attacking with a [Samurai] weapon.
When the weapon is one with the body, each strike flows from the last.

Rank 4 - The Roads Merge
When dealing damage with your chosen weapon, you may spend a Void Point and activate this technique. If you do, gain +1k1 to the damage roll. This technique can only be activated once per damage roll.
A veteran Weaponmaster knows that to touch upon the Void for a perfect strike is possible no matter what weapon fills your hand.

Rank 5 - Our Paths Diverge
When dealing damage with your chosen weapon, you may spend any number of Void Points and activate this technique. If you do, gain +XkX to the damage roll, where X is the number of Void Points spent. This technique can only be activated once per encounter.
Float upon the Void, and transcend flesh and steel.

Reitakibi Investigator

[Miyabito]
Bonus Attribute: Perception
School Skills: Courtier, Etiquette, Investigation, Kenjutsu, Meditation, Sincerity, any one Lore skill.
Emphasis: Courtesy (Etiquette), Interrogation (Investigation)
Honor: 5.5
Outfit: Aiguchi, Calligraphy set, Daishō, Fine Clothes, Personal Effects, 5 Ryō.

Rank 1 - Keen Senses
When testing Investigation, gain a Free Raise. You gain X to your Armor Target Number, where X is your Perception Attribute.
Reitakibi are famed for their far-reaching sight, but the eyes are but the most obvious of the sense. There is more to true awareness of the world.

Rank 2 - The Eyes Reveal Intent
Increase your Vigilance by X, where X is your School Rank times five. While you are the target of an attack that uses the Feint or Disarm maneuver, gain X to your Armor Target Number, where X is your School Rank times five.
To know a man's gaze is to know his mind.

Rank 3 - The Mind's Tell
At any time while speaking with someone, you may test Investigation(Notice)/Perception against Target Number X, where X is the target's Intelligence times five. If you are successful, you discern a loose understanding with the target's habits and goals.
The force of habit reveals itself to the skilled observer.

Rank 4 - The Spider's Example
At any time while speaking with someone, you may activate this technique. If you do, test Investigation(Interrogation)/Intelligence contested by their Etiquette(Courtesy)/Intelligence. If you win the contest, you learn the identity and type (ally or enemy) of one of target's allies or enemies. You may call raises on your Investigation test to learn an additional identity per raise if you are successful. The GM chooses in what order you learn identities. You may activate this technique only once per person per day.
Pluck one thread, and understand the whole.

Rank 5 - The Immutable Truth
When another character would attempt to test against your Vigilance, they must also make the same test contested by your Investigation(Interrogation or Notice)/Perception (it is encouraged the GM handle these rolls). You may not spend Void Points to Boost rolls in this contest. If you already know the character is lying (subject to GM approval), you gain +5k0 to this contest. For two raises, if you win the contest, the character divulges information they do not want you to know so long as that information is related to their deception (the GM chooses what they give away).
Falsehood is as the morning dew beneath the light of the truth: transparent and fleeting.

Midokaji Smith

[Onmyōji]
Bonus Attribute: Stamina
School Skills: Athletics, Calligraphy, Defense, Divination, Lore: Theology, Medicine, Spellcraft
Emphasis: Cipher (Calligraphy)
Honor: 4.5
Outfit: Alchemy Tools, Daishō, Robes, Scroll Satchel, Any one weapon, Personal Effects, 5 Ryō.
Spells: Entreat, 3 Earth, 2 Fire, 1 Water
Elemental Affinity: Earth
Elemental Deficiency: Air

Shape the Elements
When casting a [Craft] spell, you gain a Free Raise to the Spellcasting test. At any time you have access to Alchemy Tools, you may choose a spell with the Target of "One target" or "Self" and activate this technique. If you do, spend X hours using the Alchemy Tools, where X is the rank of the chosen spell. You create a Potion of X, where X is the spell's name. Activating this technique costs a spell slot appropriate for the chosen spell. Spell slots consumed this way do not recover as normal until their associated Potion is either consumed, destroyed, or rendered inert. As part of recovering spell slots, the character who created a Potion may render it inert to recover that spell slot as normal.

As a Simple Action any character may drink a Potion, and as a Complex Action any character may test Athletics(Throwing)/Agility against a target's Armor Target Number to hit the target with the Potion. If they do, the spell associated with the potion is automatically cast on them without a spellcasting roll and with no raises.

Kakusei Tattooist

[Sohei]
Bonus Attribute: Void
School Skills: Athletics, Defense, Craft: Tattooing, Jujutsu, Meditation, Any one Lore skill, Any one skill.
Emphasis: None
Honor: 4.5
Outfit: Bō, Daishō, Monk's Robes, Traveling Clothes, Personal Effects, 5 Ryō.
Special: When advancing to Rank 3, choose one of the the techniques labeled as Rank 3 and learn it. When advancing to Rank 4, learn the other Rank 3 technique.

Rank 1 - Choose Your Path
When you learn this technique, choose two Magic Tattoos and gain them.

Rank 2 - Perfect the Body
You gain +1k1 to attack and damage when testing an Unarmed attack.

Rank 3 - Perfect the Mind
You may attack as a Simple Action when attacking with Unarmed.

Rank 3 - The Path Forks
When you learn this technique, choose two Magic Tattoos and gain them.

Rank 5 - An Unknown Path
When you learn this technique, choose two Magic Tattoos and gain them.

Kakusei Pugilist

[Sohei]
Bonus Attribute: Reflexes
School Skills: Athletics, Defense, Jujutsu, Meditation, Any one Lore skill, Any two non-illicit skills.
Emphasis:
Honor: 4.5
Outfit: Daishō, Monk's Robes, Traveling Clothes, Personal Effects, 4 Ryō.

Rank 1 - Body Becomes Air
When you learn this technique, choose one Magic Tattoo and gain it. You gain X to your Armor Target Number where X is your Reflexes Attribute. When testing Jujutsu in a Grapple Contest, you may use your Reflexes Attribute in place of your Strength Attribute.

Rank 2 - Precise Strike
When dealing damage with Unarmed, you may spend a Void Point and activate this technique. If you do, gain +1k1 to the damage roll. This technique can only be activated once per damage roll.

Rank 3 - Air Becomes Water
When you learn this technique, choose one Magic Tattoo and gain it. You may attack as a Simple Action when attacking with Unarmed.

Rank 4 - Submerge the Foe
When calling raises for an Unarmed attack, gain 1 Free Raise you may only use towards the Knockdown maneuver. You gain +1k1 to damage when striking with Unarmed.

Rank 5 - Crash Against Sails
When you learn this technique, choose one Magic Tattoo and gain it. When calling raises, if you spent raises on the Knockdown Maneuver, you may call two raises. If you do, and the Knockdown was successful, the victim becomes Incapacitated. When choosing to Throw when in a Grapple, the victim must test Earth against Target Number 20. If they fail, they become Incapacitated.

Kakusei Wanderer

[Sohei]
Bonus Attribute: Void
School Skills: Athletics, Defense, Etiquette, Jujutsu, Meditation, Any two skills.
Emphasis: Void Recovery (Meditation)
Honor: 4.5
Outfit: Bō, Daishō, Monk's Robes, Traveling Clothes, Personal Effects, 2 Ryō.
Special: Kakusei Wanderer is considered a Non-Clan Monk School when determining qualification for Soul Techniques. It is still a Shuhōken School otherwise.

Rank 1 - The Field Between Roads
When you learn this technique and when you advance to School Rank 4, choose one Magic Tattoo and gain it. When you learn this technique, choose two Soul Technique you qualify for and gain them. As a Free Action, you may activate this technique and spend a Void Point. If you do, this technique is active for X rounds, where X is your School Rank. While this technique is active, at the start of your turn, choose to either gain +1k1 to Attack tests using Unarmed, or +1k0 to Damage using Unarmed. This bonus is lost as you end your turn.

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