Kaiu Engineer
*Clan: Crab
*Discipline: Artisan, Bushi
*Benefit: +1 Intelligence
*Skills: Battle, Craft: Armorsmithing, Craft: Weaponsmithing, Defense, Engineering (pick one Emphasis), Lore: Architecture, War Fans
*Honor: 4.5
*Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho, Heavy Weapon or War Fan, Traveling Pack, 3 koku

The Kaiu Engineers are the most formidable crafters in the Empire, and their skills are turned almost entirely to the Crab Clan’s duty of defending Rokugan against the Shadowlands.
Masters of construction and siegecraft, they are also formidably talented at the manufacture of arms and armor. Many Kaiu also serve as battlefield commanders, turning their talents at siege to the service of war.


*RANK 1: THE KAIU METHOD - A student of the Kaiu Method is taught the many basic essential disciplines the family uses to serve the Crab. You gain a bonus of +1k0 when making any School Skill Roll. When spending a Void Point to augment a School Skill Roll, you gain a bonus of +2k2 instead of +1k1.
These effects are not cumulative.

*RANK 2: THE PATH OF STONE - The Kaiu are feared on the battlefield for good reason—they are the masters of both construction and destruction. When constructing any large structure (temple-sized or larger), you may make an Engineering Skill Roll at TN 25 to add an additional number of Wounds to the structure equal to your School Rank x 100. Also, when commanding a siege engine, you may re-roll once any of the siege engine’s damage dice that roll below your School Rank.

*RANK 3: THE PATH OF THE SHELL - The security and protection of Crab samurai is a somber duty all Kaiu take very seriously indeed. When crafting any set of armor, you may double the crafting time and cost in order to add your School Rank to the armor’s Reduction value.
You may also add half your School Rank (rounding up) to the armor’s Armor TN bonus.

*RANK 4: THE PATH OF WAR - Every Kaiu is a student of battle, as are all Crab. When you roll on the Mass Battle Chart, you may modify your result (up or down) by an additional amount equal to half your School Rank. Additionally, when fighting with a katana, dai tsuchi, or war fan, you may make melee attacks as a Simple Action rather than a Complex Action.

*RANK 5: THE PATH OF STEEL - The greatest and most sacred duty of the Kaiu is crafting the sacred weapons of the Crab Clan. When crafting any weapon, you may choose to confer either a +1k0 bonus to all attack rolls made with that weapon, or a +0k1 bonus to all damage rolls made with that weapon. If the weapon is a katana, you may expend all your Void Points (a minimum of one point must be spent) to make the blade unbreakable (as per the Sacred Weapon: Kaiu Blade Advantage). Doing so renders you unable to recover Void Points for one week.

Hida Bushi** **
*Clan: Crab
*Discipline: Bushi
*Benefit: +1 Stamina
*Skills: Athletics, Defense, Heavy Weapons (Tetsubo) Intimidation, Kenjutsu, Lore: Shadowlands, any on Bugei Skill
*Honor: 3.5
*Outfit: Light or Heavy Armor, Sturdy Clothing Daisho, Heavy Weapon or Polearm, Traveling Pack 3 koku

The Hida fighting style is one of the oldest and most respected bushi schools in the Empire, and one with a very basic premise endure the enemy’s attacks until you have the opportunity to crush him with sheer brute force. The style was shape by the Clan’s early years combating oni and other Shadowland enemies, when only the strongest and most resilient among Hida’s followers survived.
The Hida Bushi School encompasses two broad themes damage mitigation and heavy weapon use. Hida bushi ma not be the most accurate samurai in the Empire, but when they do connect, they inflict tremendous damage. And fortunately for them, they are able to withstand incredible amount of punishment while they wait to cripple their enemies.

*RANK 1: THE WAY OF THE CRAB - The Hida bushi is the epitome of ‘heavy infantry,’ able to endure harsh blows and deliver crushing attacks in return. You may ignore TN penalties for wearing heavy armor for all skill except Stealth. When using a Heavy Weapon, you gain a bonus of +1k0 to the total of all damage rolls.
*RANK 2: THE MOUNTAIN DOES NOT MOVE - The Hida bushi is famous for extraordinary tenacity, weathering wounds that would kill normal men. You gain Reduction equal to your Earth Ring.
*RANK 3: TWO PINCERS, ONE MIND - A Hida bushi is relentless. You may make attacks as a Simple Action instead of a Complex Action while using Heavy Weapon or weapons with the Samurai keyword.
*RANK 4: DEVASTATING BLOW - A Hida stops at nothing to destroy his enemies once his anger is roused. Once per encounter, when wielding a Heavy Weapon you may make a calculated strike against the enemy. Lower the enemy’s Reduction by 4 for this attack. If this attach succeeds, you Daze the target. The target may recover from this Conditional Effect by making a successful Earth Ring Roll versus a TN equal to your damage roll during the Reaction Stage of each Round. The TN decreases by 5 each time the target fails the roll.
*RANK 5: THE MOUNTAIN DOES NOT FALL - Nothing can stop a Hida warrior from fulfilling his duty, no even the threat of death. You may spend a Void Point during the Reactions Stage. During your next Turn, you may take action as if you were in the Healthy Wound Rank. You ignore the Dazed, Fatigued, and Stunned Conditional Effects. The benefits of this Technique last until the next Reactions Stage.

Hida Pragmatist
*Clan: Crab
*Discipline: Bushi
*Benefit: +1 Agility
*Skills: Athletics, Defense, Jiujutsu (Improvised Weapons) 2, Kenjutsu, Lore: Shadowlands, any Bugei skill
*Honor: 2.5
*Outfit: Light or Heavy Armor, Sturdy Clothing, Daisho, Heavy Weapon or Polearm, Traveling Pack, 3 koku

The practitioners of Kobo Ichi-Kai, whose primary dojo is located in Clear Water Village, focus on unarmed combat above all other forms of martial conflict. Although sometimes considered a touch bizarre by other Crab warriors, they are nonetheless respected because of their sheer physical power and ability to devastate virtually any opponent in hand-tohand combat. Pragmatists make fine yojimbo, since they can leave their weapons at the door and suffer only minimal loss of effectiveness when doing so. Even creatures of the Shadowlands can be overcome by a skilled Pragmatist, and indeed the school was originally developed out of the need to adapt jiujitsu to fighting inhuman opponents.


*RANK 1: THE ETERNAL STONE UNLEASHED - The Pragmatist is taught to endure terror and humiliation while killing his enemies with anything he can find. You gain a bonus of +1k0 to any roll made to resist Intimidation or Fear effects. You also gain a bonus of +1k0 to the total of your attack and damage rolls when fighting unarmed or with improvised weapons. However, you must always keep high dice with any attack rolls or damage rolls that benefit from this Technique.

*RANK 2: WEARING DOWN THE MOUNTAIN - At this rank the Pragmatist learns to strike repeatedly at the same point, wounding even powerful opponents. When fighting unarmed or with an improvised weapon, you may make the Extra Attack Maneuver for only 3 Raises instead of 5.

*RANK 3: FURY OF THE AVALANCHE - At this rank the Pragmatist learns to fight just as well with his bare hands or whatever is available to him as with the traditional weapons of the samurai. You may make attacks as a Simple Action when fighting unarmed or with an improvised weapon, or when wielding a Samurai keyword weapon.

*RANK 4: STONE TURNS STEEL ASIDE - The Pragmatist is taught he does not need a weapon when he can turn an enemy’s weapon back on him. Regardless of 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 against your enemy’s (Weapon Skill) / Agility. If you win the roll, you immediately strike the enemy with his own weapon (thus, you use your own Strength when determining damage rolled with this Technique). You may Raise on this Contested Roll to perform the Increased Damage Maneuver.
This technique cannot be used during an iaijutsu duel.

*RANK 5: FIGHT TO THE END - The final lesson of the Pragmatist teaches him to prevail no matter what the odds, killing his enemies no matter how severe his own injuries. At the start of your Turn you may spend a Void point to allow you make an attack as a Complex Action that ignores your Wound penalties (including Down and Out) and any restrictions or penalties from Status effects or physical Disadvantages you are currently suffering. You gain a +3k1 bonus to your damage roll with this attack.

Hiruma Bushi** **
*Clan: Crab
*Discipline: Bushi
*Benefit: +1 Willpower
*Skills: Athletics, Hunting, Kenjutsu (Katana), Kyujutsu Lore: Shadowlands, Stealth, any one skill
*Honor: 4.5
*Outfit: Ashigaru or Light Armor, Sturdy Clothing Daisho, Bow with 20 Arrows or Knife, Traveling Pack 3 koku

Where the Hida Bushi School teaches endurance and strength their Hiruma cousins teach avoidance and targeting weak points in an enemy’s defenses with lightning fast strikes. The lessons taught by their sensei are essential to fulfilling their duties as warriors inside the Shadowlands. Those who do no heed their teachers well do not survive to perpetuate their mistakes. Those who excel at their lessons become a scourge upon the Shadowlands, moving through that dark realm wit speed and grace, leaving death in their wake. The Hiruma Bushi School emphasizes movement and survival not just to endure a strike as the Hida do, but to live through an entire skirmish. In one-on-one combat the Hirum excels at evading his opponent, while in larger skirmishes hi ability to avoid damage makes him adept at reaching troublesome foes and eliminating them while his allies tie up other rank-and-file opponents.


*RANK 1: TORCH'S FLAME FLICKERS - The Hiruma learns to focus his strikes even while protecting himself, perfecting the penetrating quality of his blow withou sacrificing his defense. While you assume the Attack Stance you gain a bonus of +1k0 to the total of all attack rolls. Yo are skilled at survival and can make all food, water, and jade rations last twice as long for a number of people equal to you Hunting Skill Rank.

*RANK 2: WOLD'S LITTLE LESSON - Hiruma learn to dash in and out in a single motion. While you assume the Attack Stance, you add 5 to your Armor TN ever time you hit with a melee weapon. This bonus may stack number of times equal to your School Rank and lasts until the end of the current skirmish.

*RANK 3: HUMMINGBIRD WINGS - The Hiruma know how the hummingbird can move in an direction and apply this truism to battle. Once per Roun you may activate this Technique when an opponent target you with an attack. You gain a bonus of double your Schoo Rank to your Armor TN for that attack. This stacks with an other Armor TN bonuses you gain from other means (such a spending a Void Point).

*RANK 4: SHARK SMELLS BLOOD - Against a weakened opponent, a Hiruma is a terrible foe indeed. You may make attacks as a Simple Action instead o a Complex Action when using a weapon with the Samurai keyword.

*RANK 5: DAYLIGHT WASTES NO MOVEMENT - The Hiruma learns to use no more energy than is precisely needed to kill his opponent. If you deliver more Wound than necessary to kill your target, you may apply the excess Wounds to the next target you hit. This Technique does no activate two attacks in a row. The carry-over effect does no last beyond the end of the current skirmish.

The Hiruma Scouts
Clan: Crab
Discipline: Bushi
Benefit: +1 Reflexes
Skills: Athletics, Hunting, Kenjutsu, Kyujutsu, Lore: Shadowlands, Stealth (Sneaking), any one Bugei skill
Honor: 4.5

After the fall of Hiruma Castle, the Hiruma family had no sensei and was unable to preserve the knowledge of its ancient bushi school (the school listed in the L5R 4th Edition Core rulebook as “Hiruma Bushi”). Most of the samurai who actually knew its advanced techniques had perished in battle with the Maw, and those who knew its more basic methods were too focused on fighting and surviving to pass on their wisdom. By the time the family realized their school was in danger of perishing, it was too late.
It was the Unicorn Clan which offered a solution, opening its scout dojo to the Hiruma. Training in the Shinjo methods and adapting them for their own use, the Hiruma developed a new school which placed a far stronger focus on stealth and scouting than their ancestral one. The Hiruma relied on this school for over 300 years, until ancient scrolls of the lost Hiruma Bushi school were finally recovered from the Shadowlands. Even after the Hiruma Bushi techniques were recovered, however, the Hiruma refused to abandon their well-tested Scout school, and thereafter their dojo taught both.


RANK 1: DANCE THE RAZOR'S EDGE - The Hiruma scouts learn the ways of the Shadowlands intimately, and are taught to rely on speed and stealth to survive, function, and escape in that most inhospitable of environments. You may add your Stealth Skill rank to the total of your Initiative rolls (unless caught by surprise or otherwise unaware). You can make all food, water, and jade rations last twice as long as normal for a number of people equal to your Hunting Skill Rank. While in the Shadowlands, you gain +1k0 to Stealth rolls and always know the direction of the Empire and roughly how far away it is.

RANK 2: RUN LIKE THE WIND - The Hiruma practice speed, evasion, and endurance in order to evade their enemies and deliver their scouting reports.
You may make Free and Simple Move actions while in the Full Defense stance. You can run at high speed for a number of hours equal to your Stamina + School Rank, after which you are Exhausted until you have one hour’s rest.

RANK 3: VEIL OF THE SPIRITS - At this Rank, the Hiruma has perfected his skills with stealth to the point where they become almost supernatural.
As long as you do not move and have some form of cover, concealment, or camouflage available (GM’s discretion), you may spend a Void point to make yourself all but invisible—in mechanical terms, this adds a number of kept dice to your Stealth roll equal to your School Rank. This effect lasts until you move or make noise.

RANK 4: HARNESS THE WIND - The Hiruma has now learned to strike as swiftly as he runs. You may make attacks as a Simple Action instead of a Complex Action when using any Samurai weapon, knife, or bow. You may also attack as a Simple Action regardless of weapon when fighting any Shadowlands creature or other known Tainted nonhuman (such as zombies or gaki).

RANK 5: STRIKE OF THE STALKER - The Hiruma Scouts strike their opponents from hiding, delivering vicious blows that get past all defenses. If you are striking a surprised or unaware foe, your Raises are not limited by your Void, and you can ignore 10 points of Reduction (from any source).

Yasuki Courtier
Clan: Crab
Discipline: Courtier
Benefit: +1 Perception
Skills: Commerce (Appraisal), Courtier, Defense, Etiquette Intimidation, Sincerity (Deceit), any one Merchan skill
Honor: 2.5
Outfit: Traditional Clothing, Wakizashi, Knife, Calligraph Set, Traveling Pack, 5 koku

Once a Crane family, the Yasuki defected to join the Crab after their Doji masters refused to accept the questionable manner in which the Yasuki performed essential tasks necessary for the Crane to function. The Crab were far more practical masters and under their leadership the Yasuki have become the most prosperous merchant patrons in the Empire. Their sense emphasize the ability to find that thing one’s opponents i court must have, and provide it for them at a low cost, ensuring both profit and gratitude. The Yasuki specialize in using commerce as a means o gaining the favor of others. They are as much salesmen a courtiers and can use any number of sales tactics, including both pressure and false sincerity, to gain that which the desire from others. No one in the Empire can take a simple resource and transform it into a hot commodity with the same style and deftness as a Yasuki courtier.


RANK 1: THE WAY OF THE CARP - The Yasuki are masters of commerce and practice it far more openly than other samurai families; they do not consider i to be a breach of etiquette to engage in open commerce. You gain a Free Raise when using the Commerce skill, and you d not lose Honor or Glory for using the Commerce skill eve in public. Also, Yasuki are taught from youth to be adept at sizing up their potential customers. When speaking wit someone you may make a Contested Roll of your Commerce Perception against their Etiquette/Awareness to discern some material object or service they want or desire.
RANK 2: DO AS WE SAY - The flip side of Yasuki commerce is Yasuki pushiness. The Yasuki are renowned for both their glib tongues and their high-pressure sales tactics, pressuring and deceiving their customers and allies into doing what they want. A number o times per session equal to your School Rank, you may re-roll a failed Sincerity or Intimidation Skill roll. You must keep the results of the second roll.
RANK 3: TREASURES OF THE CARP - Your contacts in the merchant and commercial circles o Rokugan make it possible for you to acquire almost anythin you might need to satisfy a customer. You may roll Commerce Awareness at TN 20 to locate a rare or useful item subject to GM discretion, for someone else. You may trac down higher-quality or rarer items by calling Raises.
RANK 4: WILES OF THE CARP - As ruthless merchants, the Yasuki are also skilled at seeing through the deceptions and blandishments of others. Anyone making a Social Skill Roll for the purpose of lying to you o deceiving you has their TN increased by an amount equal t 5 times your School Rank.
RANK 5: WHAT IS YOURS IS MINE - The ultimate skill of the Yasuki is to influence others by offerinr them what they want the most. If you know of a material item someone needs, and arrange for them to get it, you gain a bonus of +5k0 to any Contested Social Rolls you make against that person for the next 24 hours.

Kuni Witch-Hunter
Clan: Crab
Discipline: Monk
Benefit: +1 Willpower
Skills: Investigation, Jiujutsu, Kenjutsu, Lore: Shadowlands, Lore: Maho, Meditation, any one skill
Honor: 5.5
Outfit: Rugged Clothing, Daisho, Knife, Jade Pendant, Traveling Pack, 3 koku.
The Kuni Witch-Hunters are a small but highly skilled group of mystical warriors who serve the Crab Clan by hunting for maho-tsukai and Shadowlands infiltration within the Empire. They travel freely through Rokugan, often disregarding clan borders and jurisdictions… much to the displeasure of local authorities. Samurai from other clans tend to regard Witch-Hunters as superstitious and ill-mannered louts, but common folk throughout the Empire respect them and seek their aid whenever supernatural threats arise. Within the Crab Clan they are treated with respect and not a little fear, since their appearance often betokens the presence of the Taint.


RANK 1: TO SEE THE DARKNESS - Witch-Hunters are taught both to sense the power of Jigoku and to crush those who carry its dreadful mark.
You may attempt to detect the Taint in another person by holding your jade pendant (or another piece of jade) and staring intently at them. This is a Complex Action and requires you to make a Contested Roll of your Investigation (Interrogation) / Awareness against the target’s Sincerity (Deceit) / Willpower. You gain a +1k0 bonus to this roll for every full Rank of Taint the target possesses. If you succeed in the roll and the target is Tainted (has at least 1 Rank of Taint), you are able to sense the presence of the Taint and its approximate strength. If you fail the roll or the target is not Tainted, you gain no information.
In addition, you gain +1k1 to your rolls to resist the Shadowlands Taint and to your attack rolls when attacking a foe who is a Shadowlands creature or who you know to be Tainted.

RANK 2: TO RIDE THE DARKNESS - Witch-Hunters do not confine themselves to rooting out Tainted men and women—they also learn how to fight the creatures of the Shadowlands, and spend considerable time studying their strengths and weaknesses.
Any time you are confronted by a Shadowlands creature, you may take a Free Action to roll Lore: Shadowlands / Intelligence at TN 20 to recall either one specific strength (such as Invulnerability) or one specific weakness (such as jade) for that creature. You choose whether you recall a strength or a weakness, but the GM chooses the exact information. You may Raise on this roll to learn additional pieces of information—one strength or weakness per Raise.

RANK 3: TO STRIKE THE DARKNESS - At this rank the Witch-Hunter learns to call on the power of purity to guide and strengthen his blows. You may make melee attacks as a Simple Action when your opponent is a Shadowlands creature or when you know your opponent to be Tainted.

RANK 4: TO REPEL THE DARKNESS - The Witch-Hunter’s intense study and spiritual training now gives him access to esoteric powers and makes it almost impossible for the forces of darkness to deceive him. You gain a +3k0 bonus to the roll for your Rank One ability to detect the Taint and to the roll for your Rank Two ability. In addition, you may learn one Kiho. (If the optional rule allowing Kiho for non-Brotherhood monks is in effect, this Kiho does not count against the maximum number of Kiho you can learn, although it is subject to their other mechanical limitations such as Mastery Level.)

RANK 5: TO SHATTER THE DARKNESS - The Witch-Hunter is now the true nemesis of Jigoku’s forces, able to strike down his enemies with unmatched power. You gain a +4k1 bonus to your attack and damage rolls against Shadowlands creatures and against foes you know to be Tainted. This stacks with the attack bonus from your Rank One technique.

Kuni Shugenja
Clan: Crab
Discipline: Shugenja
Benefit: +1 Willpower
Skills: Calligraphy (Cipher), Defense, Lore: Shadowland 2, Lore: Theology, Spellcraft, any one Weapo Skil
Honor: 2.5
Outfit: Robes, Wakizashi, Knife, Scroll Satchel, Travelin Pack, 3 koku
Affinity/Deficiency: Earth / Air
Often misunderstood, the Kuni Shugenja School has frequently been painted as a collection of obsessive madmen who delve too deeply into secrets no one should explore. Most Kuni would object to the label of madman, but beyond that they would admit the stereotype fits fairly closely with reality. The Kuni understand they must sacrifice certain inhibition and reservations in order to serve their Clan and Empire to the best of their ability, and they do so without protest. The Kuni Shugenja School emphasizes the Crab Clan’ specialization in fghting creatures of the Shadowlands. The Crab’s alliance with the Nezumi tribes that dwell within the region also has granted them great insight into other nonhuman creatures, and their Technique allows them to benefit or destroy such creatures as desired.


RANK 1: GAZE INTO SHADOW - The Kuni have carefully studied many of the most sinister opponent imaginable, and have learned how to combat them. You gain a bonus of +1k0 to the total of all Spell Casting Rolls when the target is any non-human creature and any spell that inflicts damage inflicts an additional +1k1 damage when used against a target who possesses the Shadowlands Taint. You also gain a Free Raise on any spell with the Jade keyword.

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