Kata Cards
Kata Cards
Rings
5th Edition
Kata, Ninjutsu, and
Patterns Book
Table of
Contents
Kata................................5
Battle in the Mind........6
Breath of Wind Style.. .7
Chaotic Scattering......8
Crashing Wave Style...9
Crescent Moon Style. 10
Crimson Leaves Style11
Dissapearing World Style 12
Flowing Water Strike. 13
Heartpiercing Strike. .14
Iron Shell Style..........15
Iron in the Mountains Style 16
1
Lord Hida’s Grip........17
Lord Shiba’s Valor.....18
Mind’s Edge..............19
Rider’s Haste.............20
Soaring Slice.............21
Soul Sunder...............22
Striking as Air............23
Striking as Earth........24
Striking as Fire..........25
Striking as Void.........26
Striking as Water......27
Tactical Assessment..28
Thunderous Hooves Style 29
Void Embrace Style...30
Warrior’s Resolve......31
Close Combat Kata..........32
Boar’s Wrath Style....33
Bonebreaker Style... .34
Coiling Serpent Style.35
Daring Swing.............36
Deflective Defense....37
Flashing Steel Strike. 38
Iaijustu Cut: Crossing Blade 39
Iaijustu Cut: Rising Blade 40
Iaijustu Cut: Reverse Draw 41
2
Iaijustu Cut: Sword and Sheath 42
Improvised Assault....43
Iron Forest Style........44
Landslide Strike........45
Laughing Fox Style....46
Open-Hand Style.......47
Pole Vault..................48
Piercing Bolt Style.....49
Reckless Lunge.........50
Rushing Avalanche Style 51
Rushing Ox Style.......52
Snapping Branch Strike53
Spinning Blades Style54
Swirling Tempest Style55
Thunderclap Strike....56
Thunderous Blows Style57
Trip the Leg...............58
Twin Streams Style. . .59
Veiled Menace Style..60
Wheeling Sweep.......61
Ranged Combat Kata......62
Eyeless Sight Shot... .63
Falling Heavens Shot 64
Hawk’s Precision.......65
Pelting Hail Style.......66
3
Pin the Fan................67
Staggering Shot........68
Swirling Viper Style...69
Wasp’s Spite Style....70
Ninjitsu............................71
Artful Alibi.................72
Cunning Distraction. .73
Deceitful Strike.........74
Like a Ghost..............75
Skulk.........................76
Slicing Wind Kick.......77
What’s Yours is Mine. 78
Stillness of Death......79
To Float or Sink.........80
Deadly Sting.............81
Noxious Cloud...........82
Silencing Strike.........83
Item Patterns...................84
Ghostlands Yodhaniya Pattern 85
Kakita Pattern...........86
Kenzo Blade..............87
Kökejin’s Heart of the Wind Pattern 88
Shirogane Jade Inlay. 89
Spirit of the Qamarist Pattern 90
Uchema’s Techniqe...91
4
Yasunori Steel...........92
5
Kata
6
Battle in the Mind
Activation: Opportunity Activation
Prerequisites: Rank 3
XP Cost: 3
Description:
As two masters of any martial art square off
before a duel, each seeks to predict the other’s
angle of attack, strategy, and the ways their
predictions might be foiled by the opponent’s.
Effects:
When you make an Initiative check for a duel
using your Void ring, you may spend in the
following way:
7
turn of the duel, they cannot select the ring they
named as their stance.
8
Breath of Wind Style
Activation: Opportunity Activation
Prerequisites: Rank 3
XP Cost: 3
Description:
A swift strike to the solar plexus or throat can
leave the target reeling; an experienced bushi
can steal the breath from their foe with a quick
jab even while executing another attack.
Effects:
When you make a Martial Arts [Melee, Ranged,
or Unarmed] (Air) check, you may spend in the
following way:
9
Chaotic Scattering
Activation: TN 2 Survival (Air),
using one readied improvised weapon
Prerequisites: Rank 2
XP Cost: 3
Duration: Instant
Effects:
10
Crashing Wave Style
Activation: Opportunity Activation
Prerequisites: Rank 4
XP Cost: 3
Description:
The wave washes over the stone, wearing it
away, and so the bushi’s weapon passes across
their foe’s flesh, leaving behind a bloody gash or
slice that is sure to slow their enemy even if the
hit is not fatal.
Effects:
When you make a Martial Arts [Melee or
Unarmed] (Water) check, you may spend in
the following way:
11
Crescent Moon Style
Activation: Opportunity Activation
Prerequisites: Rank 2
XP Cost: 3
Description:
Effects:
12
Crimson Leaves Style
Activation: TN 4 Martial Arts (Earth),
using one readied weapon
Prerequisites: Rank 3
XP Cost: 3
Action Type: Attack
Target: One character within weapon range
Duration: Instant
Opportunities: : If you disarm the target, you
may take control of their weapon instead of
knocking it away.
Description:
Effects:
13
Dissapearing World Style
Activation: Opportunity Activation
Prerequisites: Rank 4
XP Cost: 3
Description:
Seeing nothing but their enemy, the bushi
surges forward in a flurry of strikes, seeking to
land a hit to the eyes, temple, or other
vulnerable area rapidly after their initial attack.
This stunning blow can leave the enemy
staggered, giving the bushi a chance to finish
the battle with their next attack.
Effects:
When you make a Martial Arts [Melee or
Unarmed] (Fire) check, you may spend in the
following way:
14
Flowing Water Strike
Activation: TN 3 Martial Arts (Water),
using one readied weapon
Prerequisites: Rank 3
XP Cost: 3
Action Type: Attack and Movement
Target: One character at range 0-2
Duration: Instant
Opportunities: : Remove the Dazed,
Disorientated, Immobilized, or Prone
Condition from yourself.
Description:
A skilled warrior is not restricted by the optimal
range of their weapon and can open or close
gaps to compensate for positional
disadvantages.
Effects:
If you succeed, the target suffers physical
damage equal to your Water Ring and suffers
the Bleeding condition. The target must resist
with a TN 4 Fitness check (Earth 2, Fire 5); if
15
they fail, increase the physical damage they
suffer by your weapon’s base damage.
16
Heartpiercing Strike
Activation: TN 4 Martial Arts (Fire),
using one readied weapon
Prerequisites: Rank 3
XP Cost: 3
Action Type: Attack and Movement
Target: One character within range of weapon
Duration: Instant
Opportunities: +: Before resolving the effect,
move up to 1 range band toward your target.
Description:
Effects:
17
Iron Shell Style
Activation: Opportunity Activation
Prerequisites: Rank 3
XP Cost: 3
Description:
To defend against a single, predictable blow, a
warrior can dig in, rooting themselves and
dispersing the force as it comes. Such a
complete defense is exhausting to maintain, but
it can keep a fighter on their feet when they
otherwise would have surely fallen.
Effects:
When you perform a Guard action, if you have
not moved any range bands this turn, you may
spend in the following way:
18
Iron in the Mountains Style
Activation: Opportunity Activation
Prerequisites: Rank 4
XP Cost: 3
Description:
The bushi strikes with crushing force, breaking
their enemy’s roots with an overwhelming blow
or sweeping their stance out from underneath
them with a well-placed kick.
Effects:
When you make a Martial Arts [Melee, Ranged,
or Unarmed] (Earth) check, you may spend in
the following way:
19
Lord Hida’s Grip
Activation: Fitness (Void) TN = Target’s
silhouette
Prerequisites: (Crab) Rank 2
XP Cost: 3
Target: One creature of silhouette 3+, at
range 0-1
Duration: Instant
Opportunities: : Your target must resist with
a Fitness check or suffer physical damage
equal to its silhouette, ignoring its resistance,
and the Prone condition. The TN of this check
is equal to your school rank
Description:
Effects:
20
characters who perform Attack actions against your target.
This effect persists until the beginning of your next turn.
21
Lord Shiba’s Valor
Activation: TN2 Tactics (Void) (Once per session, using
one readied weapon)
XP Cost: 3
Effects:
22
select you instead. If an action has multiple targets, you must
be the first target chosen.
.
23
Mind’s Edge
Activation: TN 1 Meditation (Void).
Once per scene, after you perform an
action that does not require a check
while in void stance.
Prerequisites: Rank 1
XP Cost: 3
Target: Self
Duration: Until the start of your next turn
Opportunities: : Effect applies to each time you
would receive strife instead until the start of your next
turn, : You may use this technique one additional
time this scene.
Description:
Effects:
24
Rider’s Haste
Activation: If you are riding a mount,
you may spur it to move more
quickly.
Prerequisites: Rank 2
Action: Movement and Support
XP Cost: 3
Description:
Most samurai are trained in riding, as horses are
a symbol of their status and make travel far
easier than it would be on foot. Riding across a
battlefield is a far more challenging task,
however, and fully using the advantages a
mount provides can take intense training for
both steed and rider.
Effects:
Your mount receives an amount of fatigue up to
your ranks in Survival, then carries you that
many range bands plus one, to a maximum of 6.
25
Soaring Slice
Activation: TN 2 Martial Arts [Any]
Prerequisites: School Rank 1
XP Cost: 3
Action Type: Attack, using a readied weapon
in a one-handed grip.
Target: One Character at range 2-3
Duration: Instant
Opportunities: +: +1 Max range of technique,
: -1TN to next Attack action against the
target before the end of your next turn.
Description:
Jerking their arm in a sudden motion, the bushi hurls
their weapon at the enemy, hoping to take the foe off-
guard or create a gap in their defenses.
Effects:
You hurl your weapon at the target.
Effects:
If you succeed, it gains the Sacred quality, and when
you use it to inflict a critical strike on an Otherworldly
being, treat its deadliness as increased by your bonus
28
successes. This effect persists until the end of your next
turn.
29
Striking as Air
Activation: Opportunity Activation
Prerequisites: Rank 1
XP Cost: 3
Description:
Effects:
30
Striking as Earth
Activation: Opportunity Activation
Prerequisites: School Rank 1
XP Cost: 3
Description:
After striking, the bushi roots, hunkering down to
make sure their armor takes the brunt of a hit or
raising a weapon in a warding position where it
can deflect harm without being damaged.
Effects:
When you make a Martial Arts [Melee, Ranged,
or Unarmed] (Earth) check, you may spend in
the following way:
31
Striking as Fire
Activation: Opportunity Activation
Prerequisites: Rank 1
XP Cost: 3
Description:
Effects:
32
Striking as Void
Activation: Opportunity Activation
Prerequisites: Rank 5
XP Cost: 3
Description:
Effects:
33
Striking as Water
Activation: Opportunity Activation
Prerequisites: Rank 1
XP Cost: 3
Description:
The finest armor is useless if a warrior can
bypass it, slipping a blade through the gaps that
allow the wearer to move or using blunt,
concussive force to create a vulnerability. As the
bushi strikes they attempt to slide past the
target’s defenses to deliver a lethal blow.
Effects:
When you make a Martial Arts [Melee, Ranged,
or Unarmed] (Water) check, you may spend in
the following way:
34
Tactical Assessment
Activation: Opportunity Activation
Prerequisites: Rank 2
XP Cost: 3
Effects:
When you make an Initiative check, you may
spend in the following way:
35
of their first turn, they apply that advantage to
all of their checks.
36
Thunderous Hooves Style
Activation: Opportunity Activation
Prerequisites: Rank 4
XP Cost: 3
Description:
Effects:
37
Void Embrace Style
Activation: Opportunity Activation
Prerequisites: Rank 5
XP Cost: 3
Effects:
Effects:
Remove fatigue equal to your honor rank.
39
Close Combat Kata
Performed with weapons that use Martial Arts [Melee] or
Martial Arts [Unarmed] skill.
40
Boar’s Wrath Style
Activation: Opportunity Activation
Prerequisites: Rank 3
XP Cost: 3
Description:
Effects:
41
Bonebreaker Style
Activation: Opportunity Activation
Prerequisites: Rank 5
XP Cost: 3
Description:
As heavy weapons are exhausting to wield, each
blow must count. A sufficiently skilled fighter
who uses such a weapon knows exactly where to
strike to shatter a femur or snap an arm and end
the fight.
Effects:
When you make an Attack action check with a
Cumbersome weapon, you may spend in the
following way:
42
Coiling Serpent Style
Activation: Opportunity Activation
Prerequisites: School Rank 5
XP Cost: 3
Target: One target of your action
Duration: Instant
Description:
Entrapping techniques can be performed with
many different weapons, from the kusari-gama
wielded by brigands to the ornate, hook-headed
polearms used by the Phoenix Clan’s greatest
masters of the spear.
Effects:
When you make a Martial Arts [Melee] or Martial
Arts [Unarmed] check using a Snaring weapon,
you may spend in the following way:
43
+: One target of your action per spent this
way becomes Immobilized
44
Daring Swing
Activation: TN 3 Martial Arts [Melee] (Water), using a
readied Snaring weapon
Prerequisites: Rank 3
XP Cost: 3
Duration: Instant
Effects:
Prerequisites: Rank 3
XP Cost: 3
Action: Movement and Support
Target: Self
Duration: Instant
Opportunities: : After you defend against
physical damage from an attack made by a character
at range 2-6, that character suffers 2 strife.
Description:
Effects:
47
Flashing Steel Strike
Activation: Martial Arts [Melee] (Air or Fire), using a
readied weapon, TN = your target’s vigilance
Prerequisites: Rank 2
XP Cost: 3
Action: Attack and Scheme
Target: One character within your weapon’s range.
Duration: Instant
Opportunities: +: If your weapon is
Cumbersome, choose one additional target with
vigilance lower than or equal to your original target’s
vigilance.
Effects:
48
Iaijustu Cut: Crossing Blade
Activation: TN 2 Martial Arts [Melee]
Prerequisites: School Rank 2
XP Cost: 3
Action Type: Attack and Movement action,
using one sheathed razor-edged weapon
Effect:
You draw and ready the sheathed weapon in a
one-handed grip.
49
Iaijustu Cut: Rising Blade
Activation: TN 3 Martial Arts [Melee]
Prerequisites: School Rank 2
XP Cost: 3
Action Type: Attack, using one sheathed
razor-edged weapon
Effect:
You draw and ready the sheathed weapon in a
one-handed grip.
50
target cannot defend against this damage if they
are Compromised.
51
Iaijustu Cut: Reverse Draw
Activation: Martial Arts [Melee] using a sheathed
Razor-Edged weapon. TN = your target’s vigilance
Prerequisites: Rank 4
XP Cost: 3
Action Type: Attack, Movement, and Scheme.
Target: One character at range 1
Duration: Instant
Opportunities: : If this damage causes your
target to become Incapacitated, they suffer a critical
strike with severity equal to your weapon’s deadliness
plus 1 per every two bonus successes.
Description:
Effect:
52
equal to your weapon’s deadliness plus 1 for every two
bonus successes.
53
Iaijustu Cut: Sword and
Sheath
Activation: TN 2 Martial Arts [Melee] using a
sheathed Razor-Edged weapon.
Prerequisites: Rank 2
XP Cost: 3
Action Type: Attack and Movement
Target: One character at range 0-1
Duration: Instant
Opportunities: : If you succeed, your target
suffers the Dazed condition.
Description:
Effect:
54
You draw and ready the sheathed weapon in a one-
handed grip in one hand and its sheath in a one-handed
grip in the other hand.
55
Improvised Assault
Activation: TN 2 Tactics (Water) or Smithing (Water),
Using a readied improvised weapon.
Prerequisites: Rank 3
XP Cost: 3
Effects:
56
Iron Forest Style
Activation: Opportunity Activation
Prerequisites: School Rank 2
XP Cost: 3
Target: One target of your action
Duration: Until the Beginning of your next turn
Description:
Effects:
57
Landslide Strike
Activation: Martial Arts [Melee] (Earth or Water),
TN = your target’s vigilance. If your target is in
Dangerous, Entangling, or Obscuring terrain, the
TN is 1 instead.
Prerequisites: Rank 2
XP Cost: 3
Duration: Instant
Lashing out at the foe’s legs, the warrior forces their enemy to
either abandon their stance or to be knocked from their feet.
This tactic is especially effective on uneven ground, as the
enemy must watch their footing or risk even further injury.
Effects:
Effects:
59
If you succeed, you cease being the target of the Attack
action, and your target becomes the target of that action
instead.
60
Open-Hand Style
Activation: Opportunity Activation
Prerequisites: School Rank 2
XP Cost: 3
Target: One target of your action
Duration: Instant
Description:
Power does not come from speed alone. A
master martial artist can apply force for
maximum effect, making even gentle
movements devastatingly effective blocks and
strikes. With enough experience, a martial artist
can even control their opponent’s stance.
Effects:
When you make a Martial Arts [Unarmed] check
using a weapon with the snaring quality, you
may spend in the following way:
The Bushi uses the butt of their spear and the springy
haft to propel themselves into the air, over obstacles,
and into their foe from above.
Effect:
63
If you fail with a shortfall of 2 of more, you suffer the
Prone condition and receive 2 fatigue and 2 strife.
64
Piercing Bolt Style
Activation: Opportunity Activation
Prerequisites: Rank 3
XP Cost: 3
Description:
Long-hafted weapons have the advantage of
reach, but this does not mean that mobility
cannot play a key role in fighting styles built
around a spear or ax. A slash or jab that might
only cause a light wound from a standing
position becomes far deadlier with the weight of
a charge or throw behind it.
Effect:
When you make an Attack action check using an
ax or polearm, you may spend in the following
way:
65
Reckless Lunge
Activation: TN 3 Martial Arts [Unarmed](Fire),
using your unarmed punch or kick profile
Prerequisites: Rank 2
XP Cost: 3
Action Type: Attack and Movement
Target: A target at range 2-3
Duration: Instant
Description:
Effect:
66
Rushing Avalanche Style
Activation: Opportunity Activation
Prerequisites: School Rank 2
XP Cost: 3
Target: One target of your action
Duration: Instant
Description:
When adopting this style, the bushi strikes with
reckless abandon using a heavy armament.
Thanks to the sheer weight of their weapon and
the ferocity of their strikes, even a glancing blow
can cause serious harm, and a telling blow
usually ends the battle.
Effects:
When you make a Martial Arts [Melee] check
using a blunt weapon, you may spend in the
following way:
67
: If you succeed and your target is Prone,
increase the damage you deal by your ranks in
Fitness.
68
Rushing Ox Style
Activation: Opportunity Activation
Prerequisites: Rank 3
XP Cost: 3
Description:
With a roar of determination, the warrior plows
forward, heedless of obstacles and foes, to strike
a particular enemy.
Effects:
When you perform a Maneuver action during
your turn, you may spend in the following way:
69
Snapping Branch Strike
Activation: TN 3 Fitness (Earth) check
Prerequisites: Rank 1
XP Cost: 3
Action Type: Attack and Support
Target: One character at range 0-1
Duration: Instant
Opportunities: +: Your target must resist
with a TN 4 Fitness check (Air 2, Water 5) or
be pushed 1 range band (per ) away from
you.
Description:
The warrior whirls the haft of their weapon,
jabbing at a foe with the butt or blunt end. By
wielding a polearm or club in this manner, a
character can essentially use it as a staff, letting
them strike enemies inside its normal threat
range.
Effects:
70
If you succeed, your target suffers physical
damage equal to 5 plus your bonus successes
with deadliness 2.
71
Spinning Blades Style
Activation: Opportunity Activation
Prerequisites: School Rank 2
XP Cost: 3
Target: One target of your action
Duration: Instant
Description:
Effects:
73
Swirling Tempest Style
Activation: Opportunity Activation
Prerequisites: Rank 5
XP Cost: 3
Target: Special
Duration: Instant
Description:
A spear or club’s reach not only allows it to
threated foes at a distance, but also gives its
wielder the ability to engage more foes,
threatening numerous enemies simultaneously
with a furious crash of blows.
Effects:
When you make a Martial Arts [Melee] check
with a blunt weapon or polearm, you may spend
in the following way:
74
technique multiple times, choosing a different
character each time.
75
Thunderclap Strike
Activation: TN 3 Martial Arts [Melee or
Unarmed] (Air) check
Duration: Instant
Opportunities: : Increase the TN of checks
to resist the effect by 1 per spent this way.
Description:
Sweeping their weapon in a wide arc, the bushi
lashes out at their foes, driving them back to
make an
opening for their next move.
Effects:
If you succeed, each target suffers damage
equal to your weapon’s base damage and must
resist with a TN 3 Fitness check (Earth 4,
Fire 1) or move 2 range bands directly away
from you.
76
Thunderous Blows Style
Activation: Opportunity Activation
Prerequisites: Rank 2
XP Cost: 3
Description:
One advantage of a blunt weapon is that it can
be wielded with reckless abandon compared to
an edged weapon. A warrior with a blunt weapon
does not need to waste energy targeting weak
points in the enemy’s armor and can simply
batter them down with sheer, overwhelming
force.
Effects:
When you make an Attack action check with a
blunt weapon, you may spend in the following
way:
77
Trip the Leg
Activation: TN 2 Martial Arts [Melee]
Prerequisites: School Rank 1
XP Cost: 3
Action Type: Attack Action using one readied
polearm
Effects:
If you succeed, your target suffers the Prone
condition.
78
Twin Streams Style
Activation: Opportunity Activation
Prerequisites: Rank 3
XP Cost: 3
Description:
Wielding two blades as a single instrument of
violence, the fighter stabs into their foe with
both points or drives home simultaneous
slashes. By presenting two threats
simultaneously, the warrior makes it much
harder to guard against either.
Effects:
When you perform an Attack action check using
a sword or ax, if you have another readied
weapon of the same category, you may spend
in the following way:
79
Veiled Menace Style
Activation: Opportunity Activation
Prerequisites: School Rank 2
XP Cost: 3
Target: One unaware or disorientated target
of your action
Duration: Instant
Description:
Assassination and other clandestine tactics are
frowned upon by many samurai. None can deny
the effectiveness of such techniques, however.
By drawing their enemy’s gaze away from the
true threat, a bushi can often tip the scales
against a strong foe.
Effects:
When you make a Martial Arts [Melee] or Martial
Arts [Unarmed] Attack action check using a
weapon in a one-handed grip, you may spend
in the following way:
80
deadliness plus 1 per spent this way beyond
the first.
81
Wheeling Sweep
Activation: Martial Arts [Unarmed](Water), TN = your
target’s vigilance, using your unarmed punch profile
Prerequisites: Rank 3
XP Cost: 3
Action Type: Attack and Movement
Target: A character with silhouette 2 or lower at
range 0
Duration: Instant
Opportunities: : Choose one character within
range of the throw, you hurl your original target into
that character and they must resist with a TN 4
Fitness check (Earth 3, Fire 6) or suffer the same
amount of damage the original suffers from falling
and the Prone condition, +: Reduce the physical
damage your target suffers from falling this way by 2.
Description:
Effects:
82
If you succeed, your hurl your target 1 range band in the
direction of your choice, plus 1 range band for every two
bonus successes. Your target suffers the effects of falling
the distance they were moved.
83
The following kata
are performed with
Ranged
weapons that use
the Martial Arts
Combat
[Ranged] skill.
Kata
84
Eyeless Sight Shot
Activation: Martial Arts [Ranged](Void), using
a readied ranged weapon
Prerequisites: Rank 4
XP Cost: 3
Action Type: Attack and Movement
Target: One character within your weapon’s
range to whom you do not have direct line of
sight.
Duration: Instant
Description:
To hit a target without seeing it is a masterful
feat for any warrior who specializes in projectile
weapons. Whether by firing through dense
underbrush to hit a deer by the sound of its
steps or banking a slingstone off a wall to hit a
foe when you feel their heavy footfalls shake the
floorboards, there are many ways to use one’s
other senses to place a shot.
Effects:
If you succeed, your target suffers physical
damage equal to your weapon’s base damage
85
and receives strife equal to your bonus
successes.
86
Falling Heavens Shot
Activation: Martial Arts [Ranged](Void), using a
readied ranged weapon, TN = your target’s vigilance
Prerequisites: Rank 5
XP Cost: 3
Action Type: Attack and Movement
Target: One character within your weapon’s range
Duration: Instant
Opportunities: +: Delay this effect for one
additional round, you increase the deadliness of the
critical strike by 2.
Description:
Effects:
87
Hawk’s Precision
Activation: Opportunity Activation
Prerequisites: Rank 1
XP Cost: 3
Description:
While most bushi are expected to be proficient in
the use of the bow, some are terrifyingly
accurate, capable of hitting targets well beyond
the expected engagement range.
Effects:
When you make a Martial Arts [Ranged] check,
you may spend in the following way:
88
Pelting Hail Style
Activation: Opportunity Activation
Prerequisites: Rank 2
XP Cost: 3
Description:
A volley of arrows on the battlefield can be
deadly, but most importantly from a strategic
standpoint, it is terrifying to even the staunchest
veterans. Even if only one in ten shots finds its
mark, the salvo rattles opponents and forces
caution.
Effects:
When you make a Martial Arts [Ranged] check,
you may spend in the following way:
89
Pin the Fan
Activation: Martial Arts [Ranged] check,
TN = Target’s Vigilance + Range of the
Attack.
Action Type: Attack and Movement
Prerequisites: Rank 5
XP Cost: 3
Target: One target within your weapon’s
range.
Duration: Instant
Description:
Effects:
91
Staggering Shot
Activation: Opportunity Activation
Prerequisites: Rank 2
XP Cost: 3
Description:
Effects:
92
Swirling Viper Style
Activation: Opportunity Activation
Prerequisites: Rank 3
XP Cost: 3
Target: The target of your attack.
Duration: Until the start of your next turn.
Description:
Effects:
93
Wasp’s Spite Style
Activation: Opportunity Activation
Prerequisites: Rank 4
XP Cost: 3
Target: The target of your attack.
Duration: Until the start of your next
turn.
Description:
Unlike most bees, a wasp can sting multiple
times before expiring, letting it threaten
numerous foes. So too can a skilled archer
menace one target while secretly aiming at
another, forcing all enemies in their sight to
wonder: “Is it me they are aiming at?”
Effects:
When you perform a Martial Arts [Ranged]
check, you may spend in the following way:
95
Artful Alibi
Activation: Opportunity Activation
Prerequisites: School Rank 3
XP Cost: 3
Target: One target Item
Duration: Instant
Description:
A cunning shinobi is always prepared with an
alibi, whether it’s a love letter to be sheepishly
delivered in the dead of night or a work of art
that surely must have taken all day to create.
Effects:
When you make a skulduggery check to surveil
or engage in other clandestine activities during
downtime, you can spend in the following way:
96
Cunning Distraction
Activation: TN 2 Skulduggery
XP Cost: 3
Duration: Instant
Effects:
98
Deceitful Strike
Activation: Opportunity Activation
Prerequisites: School Rank 1
XP Cost: 3
Target: Each observer
Duration: Instant
Description:
Knowledge of when and how to strike is not just
mastered by the bushi, and assassinations can
be made to look like accidents.
Effects:
When you make a Martial Arts check during a
duel or clash, you can spend in the following
way:
99
Like a Ghost
Activation: TN 2 Fitness (Air)
Prerequisites: School Rank 2
XP Cost: 3
Action Type: Movement and Scheme.
Target: Self
Duration: Instant
Opportunities: : Your footfalls are so light
as to be completely silent.
Description:
Effects:
If you succeed, you may move one range band, plus one
additional range band per two bonus successes. This
movement ignores the effects of any terrain you pass
through. You may also move up or down vertical surfaces
or across gaps that could conceivably be jumped if your
GM permits.
100
Skulk
Activation: Opportunity Activation
Prerequisites: School Rank 1
XP Cost: 3
Target: One target of your action
Duration: Instant
Description:
Shinobi are known for walking silently from
shadow to shadow, moving like phantoms. Some
of this relies upon agility and speed, of course,
but veterans in the art of stealth know that using
a crowd or another visual distraction to walk
unnoticed can be as effective as the most
complex acrobatics.
Effects:
When you perform an Initiative or Attack check
using Air, you may spend in the following way:
101
Slicing Wind Kick
Activation: TN 3 Martial Arts [Unarmed] (Air)
Prerequisites: School Rank 3
XP Cost: 3
Action Type: Attack and Movement, using one
readied polearm.
Target: One character at range 1-2
Duration: Instant
Opportunities (Air): : Before or after resolving
successes, move 1 range band, : One target
suffers the Prone condition, +: Choose one
additional target per spent this way.
Description:
Effects:
XP Cost: 3
Duration: Instant
Effects:
If you succeed and your target is Dazed, you may steal one
item that your target has on their person; the size and
location of an object should be narratively reasonable and is
subject to the GM’s approval. If you choose to steal a readied
weapon, the target may resist with a TN 3 Fitness check
(Air 5, Water 2).
103
Stillness of Death
Activation: Opportunity Activation
Prerequisites: School Rank 5
XP Cost: 3
Target: One character
Duration: Until the start of your next turn
Description:
A favorite theme of stories featuring ninja
involves an unaware character waking up in a
house or castle keep. It is utterly still, no
servants or hosts bustling around. As they move
from room to room, they find the inhabitants- all
dead. Each was killed so quickly and suddenly
that they had no time to raise the alarm.
Effects:
When you perform a check to use a Ninjutsu
technique, you may spend in the following
way:
104
To Float or Sink
Activation: Opportunity Activation
Prerequisites: School Rank 2
XP Cost: 3
Target: Self
Duration: Instant
Description:
Shinobi are never knocked down for long. A
trained assassin can bounce back from being
prone in a moment, or with a quick roll and
acrobatics, and always manage to land on their
feet.
Effects:
When you make a Martial skill (Water or Earth),
you may spend in the following way:
105
Deadly Sting
Activation: TN 3 Martial Arts (Air)
(Using a dose of poison and a concealable
weapon)
Prerequisites: School Rank 2
XP Cost: 3
Action type: Attack
Target: One character within the weapon’s
range.
Duration: Instant
Opportunities: : Move 1 Range Band, +: If
you succeed, the target suffers a critical strike
with severity 2 (+1/ spent)
Description:
Effects:
106
Noxious Cloud
Activation: TN 2 Medicine (Air)
(Using two doses of a single poison)
Prerequisites: School Rank 2
XP Cost: 3
Action type: Attack
Target: Each other character at range 0-2
Duration: Instant
Opportunities: : Move 1 Range Band, +:
Until the end of scene, the area becomes
Obscuring and Dangerous terrain, +: If
you succeed, one target suffers a critical
strike with severity 2
Description:
Effects:
107
Silencing Strike
Activation: TN 4 Martial Arts (Air)
(Using a readied weapon)
Prerequisites: School Rank 2
XP Cost: 3
Action type: Attack
Target: One character within the weapon’s
range.
Duration: Instant
Opportunities: +: If you succeed, the target
suffers a critical strike equal to your weapon’s
deadliness.
Description:
Effects:
108
If you succeed, other characters beyond range 0–2 of the
target do not notice that they have been struck for 1
round, plus additional rounds equal to your bonus
successes.
109
Item Patterns
110
Ghostlands Yodhaniya
Pattern
XP Cost: 6
Target: A blunt weapon
Rarity Modifier: +4
Description:
The Ghostlands hunters of the Ivory Kingdoms,
known as the Yodhaniya, spend most of their
spend most of their lives hunting within the
haunted rainforest makes weaponry like urimi
(whip swords) difficult to handle, so most
Yodhaniya use blunt weapons like gada, or
maces. Their weaponsmiths have learned to
make these weapons stronger without adding
additional weight and have imbued them with
coral and gold to make them highly effective
against Tainted creatures.
Effects:
A blunt weapon made using the Ghostlands
Yodhaniya pattern gains +1 physical damage. It
also gains +1 additional damage against Tainted
beings and the wielder ignores the
Cumbersome quality while in Defiled terrain.
111
Kakita Pattern
XP Cost: 6
Target: A bladed weapon
Rarity Modifier: +4
Description:
Kakita swordsmiths are known across
Rokugan for their finely crafted weapons.
While hardly one sword in a generation is
deemed worthy to bear the “Kakita Blade,”
all of their works have an exquisitely sharp
edge with no sacrifice to the weapon’s
sturdiness.
Effects:
A bladed weapon produced in the Kakita
pattern gains +1 Deadliness.
112
Kenzo Blade
XP Cost: 8
Target: A weapon produced in the Kenzo
smithy
Rarity Modifier: +5
Description:
The Kenzo smithy is one of the premier
smithies in the Crane lands. Founded
centuries ago by Ashidaka Kenzo, this
smithy produces wondrous dueling
weapons for the Kakita family. Indeed,
Kenzo blades—nearly every weapon that
has come out of the Kenzo smithy has
been a sword of one kind or another—are
considered to be among the finest dueling
weapons in Rokugan. Kenzo blades are
both beautiful and extremely deadly.
Effects:
A weapon produced in the Kenzo smithy
gains +1 deadliness, -1 damage, and the
Resplendent quality.
113
114
Kökejin’s Heart of the Wind
Pattern
XP Cost: 8
Target: A polearm
Rarity Modifier: +5
Description:
Along the Sand Road, the way of the horse is the
way of life. Those who design weapons there do
so not only with mounted combat in mind, but as
the default. A particular master crafter named
Kökejin, a mysterious woman who lives in the
small oasis city of Süüdriin Gazar, or the Land of
Shade, is said to make the sharpest, most
versatile spears in all of the Burning Sands.
Rumors say the khan himself outfits the best
warriors with deadly weapons of Kökejin.
Effects:
A polearm made with Kökejin’s Heart of the Wind
Pattern gains the Razor-Edged and Durable
item qualities. Additionally, its wielder treats this
weapon’s damage value as 2 higher while
mounted.
115
Shirogane Jade Inlay
XP Cost: 3
Target: A weapon or armor set designed
for Shirogane jade inlay
Rarity Modifier: +2
Description:
Effects:
Effects:
Armor made using the Spirit of the
Qamarist pattern gains +1 supernatural
resistance.
117
Uchema’s Techniqe
XP Cost: 4
Target: A suit of armor
Rarity Modifier: +3
Description:
Uchema’s technique is a style of
armorsmithing used to produce specialty
armor for scouts and siege engineers. A
suit of armor made using Uchema’s
technique can be anything from ashigaru
armor to a splendid, heavy suit of O-yoroi.
With careful tailoring and cleaver use of
lacing and straps, an armorsmith can use
the technique to make a suit of armor
more flexible and easier to wear. A warrior
wearing a suit made with Uchema’s
technique can run, climb, bend, leap, and
otherwise move as if they were wearing
simple clothing rather than bulky armor.
Effects:
118
A suit of armor made using Uchema’s
technique loses the Cumbersome quality
and loses 1 point of physical resistance.
119
Yasunori Steel
XP Cost: 5
Target: A weapon
Rarity Modifier: +4
Description:
Decades ago, Kenru Yasunori, a Crab
swordsmith, developed a new steel alloy while
tinkering in his forge. Quite by accident, they
discovered a mix of various ores and refined
materials made of steel that is both lightweight
and strong but lacks the beauty of traditional
Rokugani steel. Soon they began creating
massive two-handed swords and axes used in
defending the Wall. Yasunori steel weapons are
popular among Crab samurai who appreciate a
sturdy, well-made blade and care little for
aesthetic.
Effects:
A weapon made from Yasunori steel loses the
Ceremonial, Cumbersome, and Resplendent
qualities (and can never gain any of these). It
gains the Durable quality; if the weapon already
has the Durable quality it gains +1 Deadliness
instead.
120