Skills

The Anatomy of a Skill
Name - This is the name of a skill.
Tags - These are the tags the skill bears, such as [Courtly] or [Illicit]. Some other effects refer to tags. A skill with a [Weapon] tag is a [Weapon] skill, for example.
Emphases - The list of emphases available for that skill. By default, possessing the appropriate emphasis for a test or contest allows you to reroll all 1s once before exploding die.
Uses - Common applications for skills, their emphases, and their associated Attributes are detailed in each skill description. This is not the exhaustive list of applications, and if a skill is used in an unconventional way, your GM is the final arbiter of what emphasis (if any) that skill uses and what attribute.
Masteries - Masteries - Each skill grants a special bonus at ranks 3, 5, and 7, listed at the bottom of each skill at the appropriate rank. When you attain a skill rank that grants a Mastery, you gain access to that mastery's effect. Mastery effects are passive and apply directly to your character once you gain access to them. Masteries whose effects you have access to are always in effect, but some effects only grant a bonus when certain conditions are met. Conditional masteries apply their bonus in any situation in which their conditions are met, but each mastery only applies one instance of its bonus while the condition lasts.

Generic Skills
Generic skills, such as "Artisan, Generic" represent an entire group of skills rather than a single skill. Each skill listed is treated as being its own skill, though it inherits the tags and masteries of the generic skill. These skills have no cross-compatibility by default. The ranks in one in no way affect the ranks in any others.

Just as typical skills have emphases, so too do skills grouped within a generic skill. The emphases available for these skills are typically not listed. Any specific discipline, style, specialty, or manner of an art, craft, or body of knowledge governed by a one of these skills can be taken as an emphasis, at the GM's discretion.

Courtly Skills

Acting

[Courtly][Artisan]
Emphases: Disguise, Kabuki, Noh.
Uses:
Acting(Disguise)/Awareness is used both as a typical Artisan skill to create accurate and convincing costumes for thespians to wear, and as an Illicit skill to adopt a convincing persona. Creating and wearing disguises (regardless of their purpose) is not dishonorable, however, using this emphasis to present yourself as a person you are not is dishonorable, and you lose Honor as if you had used an Illicit skill.
Acting(Kabuki)/Awareness is used as a typical Artisan skill, and is tested when creating or performing kabuki-styled theater.
Acting(Noh)/Awareness is used as a typical Artisan skill, and is tested when creating or performing noh-styled theater.

Disguise Mechanics

To make a disguise, test Acting(Disguise)/Awareness against Target Number 15. Adjust this Target Number by +10 if you wish to disguise yourself as a different gender. Adjust this Target Number by +5 if you wish to disguise yourself as a different job (Bushi, Geinin, Miyabito, Onmyōji, and Sohei). Note the amount by which you succeeded the disguise test (on a roll of 26 against TN 20, note 6). The test to see through a disguise is an Investigation/Perception test against Target Number 15+X, where X is amount noted on the disguise test.

A character has emphasis on the Investigation test if they are intimately familiar with some falsified part of your disguise (A Samurai is typically familiar with their clan's family and school mon, for example). If authentic materials are used, characters do not receive emphasis (so long as there is not another part of your disguise which is not genuine and applicable). Characters may not detect disguises passively unless they have emphasis.

New disguises typically take time to create and prepare and require not only purchasing, creating, or otherwise acquiring the pieces of a disguise, but also the persona the actor wishes to adopt (GM's discretion).

Masteries
3 - Adjust the Target Number of the Disguise check by -5.
5 - Adjust the Target Number of the Disguise check by -5.
7 - Adjust the Target Number of the Disguise check by -5.
(These stack)

Artisan, Generic

[Courtly][Artisan]
These Artisan skills have no special use and have identical masteries.

List of Artisan Skills using Awareness
Bonsai - The art of cultivating small trees in a small tray.
Enzetsu - The art of speeches.
Gadō - The art of painting.
Ikebana - The art of flower arrangement.
Kashō - The art of singing.
Kibori - The art of wood carving and decoration.
Origami - The art of paper folding (also covers Kirigami).
Sekkoku - The art of stone carving and sculpture.
Uta - The art of Haiku, Tanka, Waka, and other manners of verse.

List of Artisan Skills using Agility
Biwa - The art of the four-stringed lute.
Bunraku - The art of puppetry.
Buyō - The art of dance.
Fue - The art of the flute.
Kata - The art of beautiful weapon drills.
Shamisen - The art of the three-stringed guitar.
Taiko - The art of drum.

Emphases: Any specific disciplines that fall within the parent skill, any specific material for a craft that commonly uses different materials.

Masteries
3 - Gain +3 Insight
5 - When testing this skill, gain one Free Raise.
7 - Gain +7 Insight

Calligraphy

[Courtly][Artisan]
Calligraphy is the study of the written word. It is useful for Cursive, the artistry of elegant writing, and also Cryptography, which is the art of coding messages into otherwise innocuous script via subtle irregularities (as well as deciphering them). Though Cryptography can be used for clandestine ends, such as containing a secret command, it can also be used to express certain emotions or leanings the author has while appearing to be neutral. Cryptography are also used by Onmyōji to more securely keep their clan's secrets out of the hands of their rivals.
Emphases: Cursive, Cryptography
Uses:
Calligraphy(Cryptography)/Intelligence allows a character to encode secret messages into their writing without using obvious tells or obfuscations such as code words. It is also used to decipher an unfamiliar author's encoded messages. When creating a note, message, or any other object in which Cursive is relevant, you may also test Cryptography to encode a message. In either case, Cryptograms can seldom be made up on the spot and requires mental preparation before brush touches paper. Similarly, cracking a Cryptogram typically requires arduous trial and error, which typically means several hours of work.
Calligraphy(Cursive)/Fire is used as a typical Artisan skill would be, and is tested to create calligraphic art.

Special: When testing Calligraphy(Cryptography)/Intelligence, treat the test as if it was not [Artisan].

Cryptography Mechanics

Using the Cryptography emphasis, you can encode hidden messages into your written word.

To encode a message while you are writing: first choose a message to encode, then test Calligraphy(Cryptography)/Intelligence against Target Number 5 and note your result. The amount by which you exceeded the Target Number is the encoded message's Cryptogram Strength. When a character attempts to decipher your encoded message, they must test Calligraphy(Cryptography)/Intelligence against Target Number X, where X is the encoded message's Cryptogram Strength. If that character is successful, they learn the encoded message.

While testing Calligraphy(Cryptography) to encode a message, the maximum result of this roll is capped at X, where X is 5 times each period of 30 minutes you spent focused on creating the cipher (GM's discretion).

While testing Calligraphy(Cryptography) to decipher a message, a successful attempt takes an amount of time equal to X minutes, where X is 6 times the Cryptogram Strength. While testing Calligraphy(Cryptography) to decipher a message, a failed attempt takes an amount of time equal to X minutes, where X is 5 times your test's result.

Cryptography Maneuvers
Recursive Referencing - 1 Raise. For each time this maneuver was called, add 2 hours to the time it takes to attempt to decipher this message.
Trap - 2 Raises. If you succeed this test, choose a message to encode. If a character fails their Calligraphy test to decipher your writing, they learn this message instead of nothing.

Masteries

3 - Gain +3 Insight
5 - When you create an encoded message, any number of characters you designate gain +10 to decipher its contents.
7 - When testing this skill, gain one Free Raise.

Courtier

[Courtly][Social]

Emphases: Control, Gossiping, Rhetoric.
Uses:
Courtier(Control)/Awareness is used to maneuver conversations in your favor. Contest this emphasis with another character to keep them away from certain topics, or to steer a conversation toward a topic of your choosing. If you win the contest, your goal is accomplished. (Abruptly changing topics in polite conversation is a breach of etiquette.)
Courtier(Gossiping)/Awareness is used to create and gather rumors about people.
Courtier(Rhetoric)/Awareness is used to convince listeners with persuasive arguments.

Rumors Mechanics

To spread a truthful rumor, while in court speaking with one or more characters, choose a target and test Courtier(Gossiping)/Awareness against Target Number X, where X is 5 + 5 * the Glory Value of the Target. If you fail, the rumor does not spread. If you succeed, the rumor spreads.

To spread a false rumor, while in court speaking with one or more characters, choose a target and test Courtier(Gossping)/Awareness against Target Number X, where X is 5 + 5 * the Glory Value of the Target. If you fail, the rumor does not spread. If you succeed, the rumor spreads. Then, lose honor as if you had used an Illicit Skill.

If you fail while attempting to spread a false rumor, any of the participants may contest their Investigation(Questioning)/Awareness against your Sincerity(Deceit). If they are successful, they become convinced that you have lied to them. (This of course counts as another Illicit Skill use)

If the rumor you wish to spread involves more than one character, the target is the character with the highest Glory Value among them.

To determine the source of a rumor, while in court speaking with one or more characters, test Courtier(Gossiping)/Awareness against Target Number X, where X is the total result used to first spread the rumor. If you are successful, you learn from whom the rumor originally spread, so long as anyone you interact with actually knows such a thing. (This test represents going from person to person and convincing them to at least hint you toward where they heard it from. If certain links in the chain are missing, it may be impossible to find the source, at the GM's discretion.)

Finally, the roll to spread a rumor only applies when introducing a new rumor to a court or other social circle. Once the rumor initially spreads, each gossip will piggyback your wording and sound equally as convincing.

Be aware that starting rumors is a dangerous game to play.

Example: If Miyabito A wants to start a nasty rumor about Miyabito B. Miyabito B is Glory 3, so Miyabito A's Target Number will be 5+(3*5), or 20. Miyabito A rolls Courtier(Gossiping) and gets a 25. The rumor is successfully started, and if Miyabito B wants to find the source of the rumor, they need to beat a TN25 Courtier(Gossiping) roll. Miyabito B rolls a 36, discovering Miyabito A as the source. Miyabito B has higher Status than Miyabito A, so Miyabito A is politely asked by his daimyo to gutcut.

Rumors Maneuvers
Concealment - 1 Raise. When this maneuver is called, you spread the rumor in such a way that others believe you are just another gossiper, and not the source of the rumor.
Framing - 2 Raises. When this maneuver and the Concealment maneuver are called, choose a character. When a character attempts to determine the source of the rumor you spread with this roll, if they fail the test, their efforts lead them to suspect the chosen character.

Masteries

3 - Gain +3 Insight
5 - When contesting this skill, gain +1k0
7 - Gain +7 Insight

Divination

[Courtly]
Emphases: Ancestor Worship, Astrology, Bone Reading, Fortune Worship.
Uses: This skill may be used to catch glimpses of the flow of destiny. There are four methods of divination commonly used, represented by the emphases above. As per normal, you need not possess a specific emphasis to make a test that involves it.

Ancestor Worship - Your ancestors offer guidance about the correct path to take. The ancestor you call is largely random unless there is one to which you have a specific connection (GM's discresion). Ancestors have the advantage of drawing from their own experience to guide their descendants, but they are also limited by their own biases and grudges. The messages from ancestors are rarely as straight forward as a conversation, and typically the spirit will interact with whatever offering is presented.
Astrology - The celestial bodies of the firmament are of course a major part of the divination practice, though its requirement for clear skies makes it the most temperamental of the methods. In times of great strife, it is not uncommon for the gods to obscure the stars.
Bone Reading - Certainly the strangest method utilized, reading bones requires just that, bones. They need not be fresh, but each bone may only be used once for this ritual. While the bones diviners tend to use are thoroughly cleaned and the animals they come from properly paid respect after their death, such an act still makes many uncomfortable.
Ekikyō - A divination technique utilizing yarrow stalks cast upon the ground. To a layperson, it may seem as effective as rolling a die, but a skilled practitioner of the art knows that destiny binds us all. Ekikyou's most distinctive feature is its reliability. So long as one has the tools, they may always try a reading.
Fortune Worship - The many fortunes of the Empire dot the land. For every shrine there is a kami, each clever in their own way, though their interests often seem strange to humans. Testing this emphasis allows you to seek guidance from one such fortune directly. Lesser Fortunes are, however, often limited to their small territory, and the more important a Fortune is, the more tribute it may demand for its aid. A Samurai may pay tribute to the Seven Fortunes their whole life and never earn a chance at guidance.

Divination Mechanics

To divine the present and future, choose one method of divination listed below:

Ancestor Worship - When testing with this emphasis, gain one Free Raise you may only use toward the Clarity maneuver. Despite the clearer wording, information obtained this way may be flawed (GM's discretion).
Astrology - When testing with this emphasis, gain +1k0. If the weather is poor, you may not use this emphasis (GM's discretion).
Bone Reading - When testing with this emphasis, gain one Free Raise. When observed using this emphasis, lose 0.1 Glory.
Ekikyō - There are no bonuses or penalties when testing with this emphasis.
Fortune Worship - When testing with this emphasis, you may not call raises. When testing this emphasis, you must ask a question as though you were calling the Question maneuver. Information you receive is relevant to the question you ask. Fortunes give information at Clarity 4, but are limited by what they know and may outright lie if they feel insulted or bear a grudge. You may only test this emphasis when a fortune is known to be near.

After your method is chosen, test Divination(Emphasis)/Intelligence against Target Number 15. If you are successful you learn some warning of what is to come in your immediate future, though the level of detail is based on Clarity, which begins at Rank 1. Clarity can not rise above Rank 4.

Divination Maneuvers
Question - 2 Raises. When this maneuver is called, ask a question. The information you receive from this test must relate to the question asked, rather than general information. The question you ask may not be about other omens.
Clarity - 1 Raise. For each time this maneuver was called, increase the Clarity by 1 rank.
Portent - 1 Raise. When this maneuver is called, in addition to providing you the typical information, you may learn an omen of an event in the future (GM's discretion). Using Portent multiple times in a short span of time will likely give you the same omen.

Masteries
3 - When testing this skill, gain one Free Raise you may only use toward the Question maneuver.
5 - While testing this skill, once per test, you may spend a Void point. If you do, reroll the result. Keep the higher of the two results.
7 - You may call the Question maneuver to ask about an Omen you are aware of.

Clarity Rank Level of Detail
1 No specific details. One large metaphor.
2 Vague details. Certain colors or emotions may rise to prominence.
3 Little detail. A specific clan may be named. Different types of conflicts are distinct.
4 Some Detail. Specific physical characteristics may be mentioned. A specific family may be named.

Note: These are intended to be guidelines, not limitations.

Etiquette

[Courtly][Social]
Emphases: Conversation, Courtesy
Uses:
Etiquette(Conversation)/Awareness is used to participate in polite conversation without giving offense.
Etiquette(Courtesy)/Awareness is used in cases where a character wishes to express a contentious idea, but not give offense.
Etiquette(Courtsey)/Willpower has no active use, but is frequently called for to resist other effects. This represents a character's ability to keep cool and find a way out of some situation with a convenient loophole.

Masteries
3 - Gain +3 Insight
5 - When contesting this skill, gain +1k0
7 - Gain +7 Insight

Games, Generic

[Courtly][Games]
These Games skills have no special use and have identical masteries.

List of Games Skills
Go
Shogi

Emphases: Any specific style with which to play a game is an emphasis.
Uses:
Games(Emphasis)/Intilligence is used to play or discuss the emphasized game.
Masteries
3 - Gain +3 Insight
5 - When testing this skill, gain one Free Raise
7 - Gain +7 Insight

Investigation

[Courtly]
Investigation is one of the most versatile skills at a samurai's disposal.
Emphases: Questioning, Search, Senses.
Uses:Except for the Senses emphasis, the use of Investigation is always proactive.

Questioning - This emphasis is used to ferret out details or lies. When you suspect you are being lied to, you may express doubt with this skill. Test Investigation(Questioning)/Perception, contested by the character's Sincerity(Deceit)/Awareness. If you win the contest, you learn with certainty that the character is lying, and you may expose this truth if you wish. If you lose this contest, you are not forced to believe them, but you find no proof of falsehood. Pressing a character may have social ramifications, as you are effectively calling them a liar by casting doubt (GM's discretion).

Search - This emphasis is, unsurprisingly, used to find things or people in your environment. The Search emphasis is used to find traps, hidden passageways, objects concealed on a character's person, or even suspicious markings on a tree.

Senses - This emphasis is used when a passive check makes sense, but Vigilance doesn't cut it. An odd smell creeping into a room, a strange taste in your rice, the texture of an object being different than it should be, etc.

Masteries
3 - Gain +2 Vigilance
5 - Gain +3 Vigilance
7 - Gain +5 Vigilance
(These stack)

Lore, Generic

[Courtly][Lore]
List of Lore Skills
Bushidō - Knowledge of the warrior's path
Gaijin Culture - Knowledge of the cultures outside of the Empire. This is not considered a scholarly pursuit. [Illicit]
Governance - Knowledge of bureaucracy, imperial history, recordkeeping, and the law.
Greater Clan: Akaishi - Knowledge of the Akaishi Clan's culture, history and personage.
Greater Clan: Hōkiba - Knowledge of the Hōkiba Clan's culture, history and personage.
Greater Clan: Musankumo - Knowledge of the Musankumo Clan's culture, history and personage.
Greater Clan: Negurakori - Knowledge of the Negurakori Clan's culture, history and personage.
Greater Clan: Shuhōken - Knowledge of the Shuhōken Clan's culture, history and personage.
Greater Clan: Sumihane - Knowledge of the Sumihane Clan's culture, history and personage.
Greater Clan: Yorukuusai - Knowledge of the Yorukuusai Clan's culture, history and personage.
Heraldry - Knowledge of contemporary personage.
Leechspawn - Knowledge of creatures originating in the dark marshes of the Unwanted, as well as its corrupting magics. [Illicit]
Nonhuman Culture - Knowledge of the various sapient nonhuman within the empire.
Occultism - Knowledge of magical topics and practices, including omens, ghosts, spirits, the World Beyond the World, and unorthodox onmyōji.
Theology - Knowledge of religious topics and practices, including the elements, fortunes and lesser kami, monks and priests, reincarnation, and orthodox onmyōji.
Underworld - Knowledge of contemporary and historical criminal enterprise. [Illicit]

Emphases: Any meaningful subdivision that can be made between topics in any single skill may be taken as an emphasis (Example: the Tezou Family as an emphasis of Greater Clan: Musankumo).
Uses:
General Use - At the GM's discresion, you may test these skills with Intelligence at any time, but only once for each skill in a given topic/encounter/situation against a target number set by the GM (using the guideline below). If you are successful, you recall or piece together information relevant to that skill that is also relevant to the topic/encounter/situation at hand.

If one or more other [Lore] skills would apply to a test you are already making (such as rolling Heraldry to identify someone of the Houkiba), choose one of those skills and gain +Xk0, where X is that skill's rank. (You are still only rolling the initial skill, so only one set of masteries apply)

Bushidō - Once per week per character, you may choose a character test Lore:Bushido/Intelligence against Target Number 25. If you are successful, you learn the character's Honor Value. When facing an ambiguous choice, you may test this skill against Target Number 25 to determine the most honorable course of action.
Gaijin Culture - This acts as a typical lore skill.
Governance - This acts as a typical lore skill.
Greater Clan: X - This may be used in place of Heraldry when trying to learn about a character of the clan matching this skill.
Heraldry - Once per character, you may test Lore:Heraldry/Intelligence against Target Number X, where X is 50 - (5 * That Character's Glory Value). If you are successful, you learn the name of the character and a few minor details about them.
Leechspawn - This acts as a typical lore skill.
Nonhuman Culture - This acts as a typical lore skill.
Occultism - This acts as a typical lore skill.
Theology - This acts as a typical lore skill.
Underworld - This acts as a typical lore skill.

Target Number Guideline of Obscurity Example using Greater Clan: X
5 Something incredibly basic, but not necessarily fundamental to a topic. Something that could be overlooked or stumbled on in the heat of the moment. The head family within a Greater Clan
10 Basic information about a topic. Among some of the first things learned. Something a person not terribly well informed might reasonably not know. The major families within a Greater Clan. An overview of that clan's political affiliations.
15 Derived concepts, or concepts in action. Well known details, or fundimental details. The gist of the political climate within a clan. A rough knowledge of important events in the recent history of a clan.
20 Typical details on any given topic. What you might expect the average educated person to know. The current political climate within a clan. Major events in that clan's history.
25 Involved details on any given subject. What a typical person might or might not know depending on their specific experience. The current political climate within a major family and its cadet branches. Important, but lesser events in a clan's history.
30 Fine details on any given subject. Information you might expect a scholar to know. Historical tales of important persons from that clan. Recent history of cadet branches belonging to a family.
35 Obscure details on any given subject. Information that certain scholars would know, if they took an interest in them. Obscure tales of an important person. A far reaching historical knowledge of cadet branches belonging to a family.
40+ Nearly forgotten knowledge that very few scholars are privvy to. Typically reserved for knowledge that no one cared to propagate (likely due to its seeming lack of importance) The details of a mostly forgotten agreement between cadet branches. The bloodline characteristics of a now-disgraced cadet branch

Special: Spells, Kiho, Wound Ranks, and other supernatural effects can not modify the tests of Lore skills by default.
Note: Lore tests are only rolled if there is a reasonable chance a character might know something. If, for example, a piece of important lore is deliberately hidden, there is a good chance the characters would have no opportunity to learn it in their lifetimes, no matter how much they studied.
Note: Unlike other sorts of tests, just because a piece of lore is important or impactful, does not mean it should have a high TN. The chance a character knows a bit of information is proportional to how much value is placed on that information, generally speaking. The knowledge that the heart is an extremely vital organ is very important, which is why that knowledge is so wide-spread. For truly important information to have incredibly high TNs, it must have very little general applicability.
Note: Lore tests are a measure of the likelihood a character knows a bit of information, given their general aptitude for retaining information (intelligence) and their study of the subject (skill). Temporary bonuses and maluses don't fit into this concept in a good way.

Masteries
3 - Gain +3 Insight
5 - When testing this skill, gain one Free Raise
7 - Gain +7 Insight

Medicine

[Courtly][Lore]
Emphases: Anatomy, Healing
Uses:
Medicine(Healing)/Intelligence can be tested, along with tools of the trade (balms, bandages, herbs, and salves) to restore wounds from another character. This emphasis can also be used as a lore skill governing knowledge of diseases and other bodily afflictions.
Medicine(Anatomy)/Intelligence can be used as a lore skill governing knowledge of the human body. Medicine(Anatomy) is [Illicit] for purposes of honor loss.

Medicine Mechanics

Test Medicine(Healing)/Intelligence against Target Number 15. If you are successful, the target recovers 1k1 wounds. This action requires medicinal tools.

Maneuvers
Potency - 1 Raise. Each time this maneuver is called, gain +1k0 when rolling to see how many wounds a character recovers.

Masteries

3 - Gain +1k0 to tests with this skill
5 - Gain a Free Raise to tests with this skil.
7 - Gain +0k1 when rolling to see how many wounds a character recovers.

Meditation

[Courtly]
Emphases: Fasting, Sixth Sense, Void Recovery
Uses:
Meditation(Fasting)/Void is used when rolling to avoid penalties from hunger or fatigue.
Meditation(Sixth Sense)/Void may be used when meditating. Spend at least 30 minutes to sense the presence of supernatural forces in your immediate vicinity.
Meditation(Void Recovery)/Void may be used when meditating. Spend at least 30 minutes and test this emphasis against Target Number 20. If you are successful, recover one Void Point.

Masteries
3 - Void Recovery recovers one additional Void Point.
5 - Gain X to your Fasting rolls, where X is your Void Ring.
7 - Sixth Sense requires no meditation time.

Sincerity

[Courtly][Social]
Emphases: Deceit, Honesty.
Uses:
Sincerity(Deceit)/Awareness may be used to lie to an individual or group. Test this emphasis against Target Number X, where X is the highest Vigilance among characters you are attempting to deceive. If you fail, at least one of those characters is made aware of your deception. This is an [Illicit] skill for the purposes of Honor Loss.
Sincerity(Honesty)/Awareness may be used to assert your truthfulness to an individual or group. Contest this emphasis against another character's Sincerity(Deciet) (if you are attempting to contradict another character who is lying), or against a character's Etiquette(Awareness) (if you are merely trying to convince someone). If you are successful, either the truth of your account is made apparent, or the character can not politely deny your account. Alternatively, the GM may simply wish to set a Target Number.

Masteries
3 - Gain +3 Insight.
5 - Gain +5 when testing or contesting this skill.
7 - Gain +7 Insight.

Spellcraft

[Courtly]
Emphases: Beseech.
Uses:
Spellcraft(Beseech)/Varies is used to request aid from the lesser kami directly, rather than through ritual and prayer - though it still takes the form of highly practiced and polite speech. An Onmyōji typically beseeches the kami to produce a spell effect they are presently incapable of casting. To beseech the kami, choose a spell as if you were casting it (meaning its modes and which maneuvers you wish to call), then test this emphasis against Target Number X, using the Mental Attribute belonging to the Ring that corresponds to the Elemental Kami you wish to speak, where X is 10 + the TN to cast the chosen spell with its chosen modes and maneuvers. Until you next rest, you may spend a spell slot of the appropriate element to begin casting that spell with the chosen modes and maneuvers (you must still succeed the spell's spellcasting roll).

Masteries
3 - +3 Insight
5 - Gain +1k0 when testing this skill.
7 - +7 Insight

Tea Ceremony

[Courtly][Social]
Emphases: Void Recovery
Uses:
Tea Cremony(Void Recovery)/Void is used to perform a ritualistic preparation and drinking of tea. Spend at least an hour and test this emphasis against Target Number X, where X is 10 + 5 for each character participating (including yourself). If you are successful, each participating character recovers 1 Void Point.

Masteries
3 - Gain +3 Insight
5 - Participating characters recover 1 additional Void Point.
7 - Gain +7 Insight.

Merchant Skills

Animal Handling

[Merchant]
Emphases: Special. Each tamable animal is its own emphasis.
Uses:
Animal Handling(Specific Animal)/Awareness is used to understand and predict the actions of wild animals, as well as to tame, train, or otherwise handle an animal. Training an animal typically takes several months of regular training.

Masteries
3 - Animals trained by you can be taught to obey specific, non-dangerous commands that anyone may use without need to test Animal Handling.
5 - Animals trained by you can be directed to fight in combat. Animals that fight for you use their own initiative and follow a single, simple directive chosen by you (such as "attack them", or "grab him"). The animals will flee if they believe further combat means certain death (GM's discretion). As a Simple Action, you may change the directives of up to X animals under your command, where X is your Awareness.
7 - Animals trained by you can be issued non-auditory commands by you from a distance.

Coercion

[Merchant][Social][Illicit]
Emphases: Bribery, Intimidation, Suggestion, Manipulation
Uses:
Coercion(Bribery)/Awareness is used to leverage money or goods to influence others.
Coercion(Intimidation)/Willpower is used to make threats of a physical nature against a target.
Coercion(Suggestion)/Awareness is used to convince onlookers to look away or forget what they saw.
Coercion(Manipulation)/Willpower is used to make threats of a social nature against a target.
Masteries
3 - When targeted by [Social] skills, add your ranks in Coercion to your total roll to resist.
5 - When contesting Coercion, gain +1k0
7 - When contesting Coercion, your target cannot add their Honor score to their roll.

Commerce

[Merchant]
Emphases: Appraisal, Mathematics, Mercantile, Roads.
Uses:
Commerce(Appraisal)/Intelligence may be used to determine the value an object is worth. When using this emphasis to appraise an object, note the value your test's result was in excess to the Target Number. You may make a Lore test using the noted value as your result (without rolling dice). The Lore test is for information about similar objects.
Commerce(Mathematics)/Intelligence may be used, unsurprisingly, when doing math quickly and without error. This emphasis may also be used to aid bureaucratic goals.
Commerce(Mercantile)/Willpower may be used when buying, selling, or otherwise haggling the price of goods.
Commerce(Roads)/Intelligence may be used when recalling roads, and plotting a desirable course between two locations. It may also be used to remember details about specific roads, such as if they are prone to bandit attacks.

Masteries
3 - When using Roads, gain a Free Raise if you are plotting a route through the province you were raised in.
5 - When using Mercantile to buy or sell goods, change the price by X%, where X is the excess of your result to a maximum of 20.
7 - You no longer need to test Commerce(Roads) to recall the name or location of any town, village, city, or other permanent settlement within the Empire's borders and on the Empire's maps. (You may still choose to roll)

Craft, Generic

[Merchant][Craft]
List of Craft Skills
Armorsmithing (Fire) - [Courtly]
Blacksmithing (Strength)
Bowyer (Air) - [Courtly]
Brewing (Perception)
Carpentry (Agility)
Cartography (Intelligence)
Cobbling (Fire)
Cooking (Perception)
Farming (Earth)
Fishing (Water)
Masonry (Intelligence)
Mining (Stamina)
Poison (Intelligence) - [Illicit]
Pottery (Earth)
Shipbuilding (Fire)
Tailoring (Awareness) - [Courtly]
Weaponsmithing (Fire) - [Courtly]
Weaving (Reflexes)
Woodblock (Awareness) - [Courtly]

Emphases: Any specific disciplines that fall within the parent skill, any specific material for a craft that commonly uses different materials.
Uses:
Craft Sub-skill(Emphasis)/(Attribute or Ring) is used to plan, create, or perform an object or task associated. For a more detailed look at crafting, see: Crafting

Masteries
3 - Gain +3 Insight
5 - When testing this skill, gain one Free Raise
7 - Gain +7 Insight.

Engineering

[Merchant][Craft]
Emphases: Architecture, Construction, Siege.
Uses:

Engineering(Architecture)/Intelligence is used to recall certain styles, manners, and patterns withing Architecture. This emphasis can be used as a lore skill governing knowledge of famous buildings, builders, and examination of a building and potential design flaws or secrets it may have.
Engineering(Construction)/Intelligence is used to build structures of all sizes. This emphasis is used as a typical craft skill for creating buildings.
Engineering(Siege)/Intelligence is used to create machines of war. This emphasis is used as a typical craft skill for creating war machines and siege engines.

Masteries
3 - When testing Architecture to examine a building, gain one Free Raise.
5 - When testing Construction or Siege, gain one Free Raise.
7 - Hidden features of a building (such as secret passageways) passively test against your Vigilance.

Forgery

[Merchant][Craft][Illicit]
Emphases: Calligraphy
Special: Forgery is the skill of Mimicry first and foremost. Without suitable examples to mimic from, this skill can not be used. In the example of a specific painting, ample time (days, weeks, or even months at the GM's discretion) must be spent studying the painting before attempting a forgery. For any item that is forged, but is not a direct copy uses its appropriate Artisan or Craft skill. This means that creating a new painting trying to mimic an artist's general style uses Artisan: Gadou. Any Artisan or Craft skill used in this way counts as an Illicit skill for the purposes of Honor loss. Mimicing handwriting still requires Forgery(Calligraphy).
Uses:
Forgery(Calligraphy)/Agility is used to impersonate another's handwriting. So long as you have a sample of a character's handwriting, you may test this emphasis and note the result. The document or letter forged passively tests with the noted result against the Vigilance of anyone who reads it. Characters that are familiar with victim's handwriting gain +5 to their Vigilance when reading this document. Characters are that are intimately familiar with the victim's handwriting gain +10 when reading this document. The victim can not be fooled in typical circumstances. A character may choose to proactively investigate the document or letter by testing Investigation/Perception against Target Number X, where X is the noted result. If they are successful, they understand the document is falsified in some way. Characters familiar with the victim's handwriting gain +1k0 to this Investigation test. Characters intimately familiar with the victim's handwriting gain +1k1 to this Investigation test.
Forgery/Perception is used to forge any other physical product of an [Artisan] skill (you can not forge an actor's performance, but you can forge a script) by testing this and noting the result. The object forged passively test with its noted result against the Vigilance of anyone who is familiar with the artist's body of work (someone entirely unfamiliar with an artist or craft can't know if a work is forged). Characters intimately familiar with the artist's body of work gain +5 to their Vigilance when observing the object. The victim gains +25 to their Vigilance when observing the object, and can be fooled if the noted result is high enough. A character may choose to proactively investigate the object by testing Investigation/Perception against Target Number X, where X is the noted result. If they are successful, they understand the document is falsified in some way. Characters intimately familiar with the victim's body of work gain +1k0 to this Investigation test. The victim gains +1k1 to this Investigation test.

Masteries
3 - When testing Investigation do determine if a letter, document, or other object is forged, gain +1k0.
5 - When testing this skill, gain +1k0.
7 - When testing this skill, gain +0k1.

Sailing

[Merchant]
Emphases: Charting, River Boat, Ropes, Coast Boat.
Uses:
Sailing(Charting)/Intelligence is used to plot a course and travel to your destination. Assuming no obstacles, use this emphasis for travel by water.
Sailing(River Boat)/Agility is used when skillful handling of a small boat is required.
Sailing(Ropes)/Agility is used whenever a character handles rope or cloth and needs to tie a knot. To restrain someone or something with rope or cloth, choose an object or limb, then choose another object or limb. Test this skill against Target Number 20. If you are successful, the chosen objects or limbs are bound together so long as the rope or cloth used is not cut or damaged. A character must be restrained or otherwise pacified before they can be tied up in this manner (Common sense applies here). This emphasis may also be used to secure restraints and bindings. You may choose a restraint or binding and test this emphasis against Target Number 0, and your raise limit is equal to your ranks in Sailing. Success has the same effect as restraining a character or object in the first place.
Sailing(Coast Boat)/Agility is used when skillful handling of a large boat is required.
Special: When using the Ropes emphasis to restrain a character, or when securing a restraint on that character, you gain access to the following maneuver:

Complexity - 1 Raise. For each time this maneuver is called, increase the TN to escape this restraint by 5. (The TN begins at 20)

Masteries

3 - When testing Sailing, gain a Free Raise if you are in the province you were raised in.
5 - When adding your skill to a group Sailing(River Boat) or Sailing(Coast boat) roll, the leader of the roll gains +5.
7 - While controlling a grapple, on your turn as a complex action, you may Bind. If you are wielding rope or cloth, choose two of the victim's limbs. Those limbs are bound and can not be used until the rope or cloth is cut or destroyed.

Sleight of Hand

[Merchant][Illicit]
Emphases: Conceal, Larceny, Rope.
Uses:
Sleight of Hand(Conceal)/Agility is used to hide an object, whether it be on your own person or in a room. This is opposed by Vigilance, and can be contested by Investigation(Search)/Perception.
Sleight of Hand(Larceny)/Agility is used to steal objects from another individual's person or to place objects on them without their knowledge. This is opposed by Vigilance, and can be contested by Investigation(Senses)/Perception.
Sleight of Hand(Rope)/Agility is used to slip free from restraints, with a TN of 20. You must have some reasonable ability to manipulate your bindings to make any such test.

Masteries
3 - Subtract 3 from your target's Vigilance while contesting Sleight of Hand.
5 - Gain +0k1 to conceal [Small] weapons on your person.
7 - When escaping restraints, the TN is lowered by 20.

Military Skills

Athletics

[Military]
Emphases: Acrobatics, Climbing, Running, Swimming
Uses:
Athletics(Acrobatics)/Agility is used to traverse uneven or treacherous ground while keeping your balance.
Athletics(Climbing)/Strength is used to climb.
Athletics(Running)/Strength is used to quickly cover ground on foot.
Athletics(Running)/Stamina is used to cover longer distances on foot.
Athletics(Swimming)/Stamina is used to stay afloat and swim.
Athletics/Agility is used to dismount a moving horse. The Target Number for this check is equal to controlling it at that speed.

Masteries
3 - When taking penalties to your movement due to terrain, reduce the Water Ring penalty by 1.
5 - You no longer take any penalties to movement due to terrain.
7 - Gain Swift 1.

Battle

[Military]
Emphases: War, Strategy, Tactics.
Uses:
Battle(War)/Intelligence is used as a Lore skill governing battles and wars of the past.
Battle(Strategy)/Perception is used to direct a military force beyond a personal scale and outmaneuver other forces of similar size.
Battle(Tactics)/Perception is used to gain benefits during skirmishes.

Battlefield Tactics - As a complex action you may test Battle(Tactics)/Perception against Target Number 15. If you are successful, add one Free Raise to your party's Tactics Pool.

Battlefield Tactics Maneuvers
Information Density - 2 Raises. When this maneuver is called, add one Free Raise to your party's Tactics Pool.

Tactics Pools
A party has a tactics pool of variable size that is used to hold free raises. Characters belonging to the same party share the same pool. When a character would make a test or contest in an encounter, they may spend one Free Raise from their Tactics Pool should any remain. No more than one Free Raise may be spent per test this way. The size of the Tactics Pool is by default equal to the size of the party, and can be increased by techniques and masteries.

Masteries
3 - Increase your party's Tactics Pool size by 1. If you are not using Tactics Pools, instead gain +3 Insight
5 - When in an encounter, gain +X to your Initiative Value, where X is your Battle Rank.
7 - When testing or contesting Battle(Strategy), gain +X, where X is the sum of your Intelligence, Awareness, and Willpower.

Defense

[Military]
Emphases: Full Defense
Uses:
Defense(Full Defense)/Reflexes is used while assuming the Earth stance to increase your Armor Target Number.

Masteries
3 - While in Earth stance, when you use the Earth Stance action, you may use last round's Full Defense roll. (This allows you to maintain your bonus instead of rolling for a new one)
5 - While in Earth or Air stance, add your ranks in Defense to your Armor Target Number, or half that while in Water stance (rounded down).
7 - After you choose your stance for the turn, if you are in Earth Stance, gain a Simple Action. (The normal action restrictions from the stance still apply)

Horsemanship

[Military]
Emphases: Riding, Steppe Riding
Uses:
Horsemanship(Riding)/Agility is used to maintain control of a horse in uncommon circumstances, be they unusual train, strenuous activity, or panic.
Horsemanship(Steppe Riding)/Agility is used as Commerce(Roads) or Sailing(Navigation) would be used, except it is used in the easterly steppes. A character may only test Horsemanship(Steppe Riding) if they possess the Steppe Riding mastery.

Horsemanship Mechanics

Mounting and Dismounting
Mounting a steed is a Complex Action. Dismounting a steed standing still is a Free Action. To dismount a moving horse, see: Athletics

Risks of Horsemanship
When testing Horsemanship(Riding), if you fail any roll, you are dismounted, and you and your mount fall. If there is not reasonable risk for this happening, then no test is required. Horsemanship(Riding) tests come in two styles: the first has a difficulty set by the speed at which you're riding and on what sort of terrain. If more than one type of terrain is used for a single roll, use the one with the highest Adjustment. The second style are tests caused by a steed panicking, and have a set Target Number. Panic tests need only be made once per encounter.

Speed and Terrain
Maintaining Control of a Horse in Trot - No test required. (regardless of terrain)
Maintaining Control of a Horse in Canter - Target Number 0
Maintaining Control of a Horse in Gallop - Target Number 10

Moderate Terrain - Adjust Target Number by +10
Rough Terrain - Adjust Target Number by +20
Difficult Terrain - Adjust Target Number by +30

Panic
Presence of Violence - Target Number 15
Presence of Fire or Large Carnivores - Target Number 20
Horse Suffers a Wound Rank - Target Number 20
Charging into Violence - Target Number 25
Presence of a Supernatural Evil - Target Number equal to Fear Check Target Number.

Masteries

3 - You may mount a steed as a Simple Action.
5 - When your steed panics, and you test this skill to maintain control, gain +X, where X is your Honor Value.
7 - You may mount a steed as a Free Action.

Hunting

[Military]
Emphases: Nature, Survival, Tracking
Uses:
Hunting(Nature)/Intelligence is used as a Lore skill governing the mortal realm.
Hunting(Survival)/Perception is the general use of this skill and allows for foraging, trailblazing, shelter creation, and other similar tasks.
Hunting(Tracking)/Perception is used to track men and beast across land.

Masteries
3 - When testing Stealth in a wilderness environment, gain +X, where X is your Hunting Rank.
5 - When testing this skill, gain a Free Raise.
7 - When in a wilderness environment, you gain Swift 1.

Daisōjutsu

[Military][Weapon]
Emphases: Bisentō, Juumonjiyari, Mancatcher, Naginata, Staff, Teyari, Yari.
Uses:
Daisōjutsu(Bisentō)/Agility is used to attack with a Bisentō.
Daisōjutsu(Juumonjiyari)/Agility is used to attack with a Juumonjiyari.
Daisōjutsu(Mancatcher)/Agility is used to attack with either a Sasumata, Sodegarami, or Tsukubou.
Daisōjutsu(Mancatcher)/Strength is used in grapple contests in grapples you initiated with either a Sasumata, Sodegarami, or Tsukubou.
Daisōjutsu(Naginata)/Agility is used to attack with a Naginata.
Daisōjutsu(Staff)/Agility is used to attack with either a Bo or Jo.
Daisōjutsu(Teyari)/Agility is used to attack with a Teyari.
Daisōjutsu(Yari)/Agility is used to attack with a Yari.

Masteries

3 - When dealing damage with a Spear or Polearm, gain +1k0.
5 - While wielding a Spear or Polearm, attacks with non-[Reach] melee weapons that target you automatically miss unless the attacker calls an empty raise.
7 - When dealing damage with a Spear or Polearm, your dice explode on 9's in addition to 10's.

Jujutsu

[Military][Weapon]
Emphases: Grappling, Improvised Weaponry, Unarmed Strikes.
Uses:
Jujutsu(Grappling)/Strength is used to control a grapple.
Jujutsu(Improvised Weaponry)/Agility is used to attack with improvised weaponry.
Jujutsu(Unarmed Strikes)/Agility is used to attack with unarmed strikes.

Masteries
3 - When dealing damage with a Jujutsu weapon, gain +1k0.
5 - When attempting to initiate a grapple with Jujutsu, gain 1 Free Raise.
7 - When dealing damage with a Jujutsu weapon, gain +0k1.

Kanabōjutsu

[Military][Weapon]
Emphases: Daitsuchi, Kanabou, Masakari, Ono, Ōjitte.
Uses:
Kanabōjutsu(Daitsuchi) is used to attack with a Daitsuchi.
Kanabōjutsu(Kanabō) is used to attack with a Kanabō.
Kanabōjutsu(Masakari) is used to attack with a Masakari.
Kanabōjutsu(Ono) is used to attack with an Ono.
Kanabōjutsu(Ōjitte) is used to attack with an Ōjitte.

Masteries
3 - When dealing damage with a Heavy Weapon, gain +2.
5 - When attacking with a Heavy Weapon, gain 1 Free Raise you may only use toward the Knockdown maneuver. When dealing damage with a Heavy Weapon, gain +1.
7 - When dealing damage with a Heavy Weapon, your dice explode on 9's in addition to 10's. When dealing damage with a Heavy Weapon, gain +1.

Kenjutsu

[Military][Weapon]
Emphases: Katana, Knives, Kyokutō, Ōdachi, Wakizashi.
Uses:
Kenjutsu(Katana)/Agility is used to attack with a Katana.
Kenjutsu(Knives)/Agility is used to attack with an Aiguchi or Tantō.
Kenjutsu(Kyokutō)/Agility is used to attack with a Kyokutō.
Kenjutsu(Ōdachi)/Agility is used to attack with an Oudachi.
Kenjutsu(Wakizashi)/Agility is used to attack with a Wakizashi.
Kenjutsu/Agility is used to attack with all other swords.

Masteries
3 - When dealing damage with a Sword, gain +1k0.
5 - When attacking with a Sword, gain +X, where X is your Void Attribute.
7 - When dealing damage with a Sword, your dice explode on 9's in addition to 10's.

Kusarijutsu

[Military][Weapon]
Emphases: Kusarifundō, Kusarigama, Kyuketsushoge
Uses:
Kusarijutsu(Kusarifundō)/Agility is used to attack with the Kusarifundo and initiate grapples with the Kusarifundō at skill rank 3.
Kusarijutsu(Kusarifundō)/Strength is used in grapple contests in grapples you initiated with a Kusarifundō.
Kusarijutsu(Kyuketsushoge)/Agility is used to attack with the Kyuketsushoge and initiate grapples with the Kyuketsushoge at skill rank 3.
Kusarijutsu(Kyuketsushoge)/Strength is used in grapple contests in grapples you initiated with a Kyuketsushoge.

Masteries

3 - You may start weapon grapples with Chain Weapons that have [Reach]. The range at which you can begin a weapon grapple is X, where X is 5' less than the weapon's typical range.
5 - When dealing damage with a Chain Weapon, gain +1k0.
7 - When you attack with a Chain Weapon, gain 1 Free Raise you may only use towards the Disarm maneuver.

Kyujutsu

[Military][Weapon]
Emphases: Daikyu, Hankyu, Yumi.
Uses:
Kyujutsu(Daikyu)/Reflexes is used to attack with a Daikyu.
Kyujutsu(Hankyu)/Reflexes is used to attack with a Hankyu.
Kyujutsu(Yumi)/Reflexes is used to attack with a Yumi.
During an encounter, as a Complex Action, you may string an unstrung bow that you have ready. Bows are stowed unstrung to keep them from losing strength. Keeping a bow strung or unstrung is up to its owner, but keeping a bow strung too often can damage it and reduce its Draw Value (GM's discretion).

Masteries

3 - Stringing a bow is a Simple Action for you.
5 - When dealing damage with a Kaburiya, gain +1k1.
7 - While you're wielding a bow, that bow's Draw Value is considered 1 higher. (You still add the lower of your Strength and Draw to your damage rolls)

Ninjutsu

[Military][Weapon]
Emphases: Blowgun, Ninjatō, Thrown
Uses:
Ninjutsu(Blowgun)/Reflexes is used to make a ranged attack with a Fukiya.
Ninjutsu(Ninjatō)/Agility is used to attack with a Ninjatō.
Ninjutsu(Thrown)/Agility is used to make attacks with Kunai, Shuriken, and Tsubute.

Masteries

3 - While dealing damage with a Ninjutsu weapon, gain +1k0.
5 - While dealing damage with a Ninjutsu weapon, damage explodes normally.
7 - While dealing damage with a Ninjutsu weapon, gain +0k1.

Shōjutsu

[Military][Weapon]
Emphases: Knives, Jitte and Sai, Tonfa, War Fans.
Uses:
Shōjutsu(Knives)/Agility is used to attack with the Aiguchi and Tanto.
Shōjutsu(Jitte and Sai)/Agility is used to attack with the Jitte and Sai.
Shōjutsu(Tonfa)/Agility is used to attack with the Reinforced Tonfa and Tonfa.
Shōjutsu(War Fans)/Agility is used to attack with the Gunbai, Gunsen, and Tessen.
Shōjutsu/Agility is used to attack with all other Hand Weapons and Kusarigama.

Masteries

3 - When wielding at least one Hand Weapon, you suffer no penalty for wielding two weapons.
5 - When dealing damage with a Hand Weapon, gain +1k0.
7 - When attacking with a Hand Weapon, gain 1 Free Raise you may only use toward the Extra Attack maneuver.

Stealth

[Military][Illicit]
Emphases: Ambush, Sneaking, Stalking
Uses:
Stealth(Ambush)/Agility is used to attack unsuspecting targets from concealment. Ambush is used when beginning a combat. Test against the victim party's highest applicable Vigilance, or contest against the victim party's highest applicable Investigation(Senses)/Perception if on active lookout. If you are successful or win, when you and your allies are determining Initiative, each character rolls twice and keeps the higher result.
Stealth(Sneaking)/Agility) is used for moving quietly and without being detected. This emphasis may only be used if the other two do not apply. This skill is not considered [Illicit] for the purposes of Honor loss.
Stealth(Stalking)/Agility is used to follow a person or persons in a crowded environment. It's also used to blend in with crowds of people, still unnoticed despite being visible.
Special: When moving using Stealth, your Movement Actions are limited. While using Stealth, you can not move as a Free Action. While using Stealth, when you move as a Simple Action, your movement is restricted to 5 * Your Water Ring rather than the typical 10 * Your Water Ring.

Masteries
3 - Subtract 3 from your target's Vigilance when contesting Stealth.
5 - Using Stealth no longer limits your Movement Actions.
7 - When entering combat after successfully performing an Ambush, you and your allies gain +10 to their Initiative.

Weapon: Samurai

[Military][Weapon]
Emphases: Special. Any weapon that is [Samurai] for you may be taken.
Uses:
Weapon: Samurai is a special weapon skill that applies to all attacks you make with a [Samurai] weapon.
Special: The cost to advance this skill is doubled.
Special: The insight gained per rank of this skill is doubled. (does not double masteries)

Masteries
3 - When dealing damage with a [Samurai] weapon, gain +1k0.
5 - When attacking with a [Samurai] weapon, gain one Free Raise.
7 - Gain +14 Insight

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