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The Togashi Dynasty Expanded Version Text by Marie Brennan http://www.swantower.com Full-page art by Avery Liell-Kok http://averyannarose.deviantart.com all other art is public domain L5R and its associated material is the property of Alderac Entertainment Group

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Page 1: The Togashi Dynasty - img.fireden.net · The Togashi Dynasty Expanded Version ... Great Clans in Rokugan, ... Owl families, by quite a long margin. Other clans sometimes call them

The Togashi Dynasty

Expanded Version

Text by Marie Brennan

http://www.swantower.com

Full-page art by Avery Liell-Kok

http://averyannarose.deviantart.com

all other art is public domain

L5R and its associated material

is the property of Alderac Entertainment Group

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Table of Contents

Introduction / History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Great Clans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Minor Clans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Owl Clan Families . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Ronin Families / Vassal Families . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Owl Clan Schools and Paths / Scholars of the First Dawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Advanced Schools / Lion Schools / Unicorn Schools / Ronin Schools .. . . . . . . . . . . . . . . . . . . . . 12Advantages / Ancestors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Stunt Dice / Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Kata / Kiho and Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Heritage Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Monastic Associations / Astrology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Divine Favor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Dueling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Appendix A: House Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Appendix B: Creature Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

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Introduction

This is an expanded version of the TogashiDynasty setting and mechanics, based onthose laid out in Imperial Histories 2. Iinitially started working it up for my ownpurposes, as I may run a campaign in thatsetting someday, but it occurred to me thatothers might find the expansion interesting,especially if it were laid out in one organizeddocument.

The primary focus here (and the part I expectwill be the most useful to other people) is onfleshing out the mechanics so that the OwlClan has access to all the features of acanonical Great Clan: kata, ancestors,discounts on advantages and disadvantages,and so on. It includes a five-rank clan monkschool for the Scholars of the First Dawn,intended to replace the one-rank version fromImperial Histories 2. There’s also a certainamount of setting material, some of whichrevises the situation outlined in ImperialHistories 2. In the final section, you’ll find alisting of house rules not directly related tothe setting. Some of those are the work of mycurrent GM, while others are my ownaddition. You’re welcome to use or ignorethem as you please.

Many thanks to a number of forumites fortheir assistance in pulling together these rules:Daigotsu Max, kilohansel, Franwax, UjinaKyotsu, Akechi, Mirumoto Saito, and Toku Ji.

If you find this useful, and especially if yourun a Togashi Dynasty game of your own,please drop me a private message on theforums to let me know! (Username: kinzen)

History

This document aims to present a “classic”state for Rokugan under the TogashiEmperors, at the dawn of the eleventhcentury. The following major events areconsidered to be canonical (withmodifications where necessary). They aredrawn from both the standard history and thesuggestions made in the “Togashi Dynasty”chapter of Imperial Histories 2.

• First Day of Thunder• Son of the Dragon (IH2)• Heresy of the Five Rings• Naga-Nezumi War (IH2)• First Rise of Iuchiban• Attack of the Maw• Second Rise of Iuchiban• Pure One’s Fires (IH2)• Return of the Lovers (IH2)

The following events are considered to benon-canonical, even in the modified formsuggested in IH2:

• Gozoku Conspiracy• Battle of White Stag• Steel Chrysanthemum• Great Famine• Return of the Unicorn (replaced by the

Pure One’s Fires)

Everything taking place from the eleventhcentury onward has, of course, not occurredyet. The exception is the founding of certainMinor Clans, as described in the next section.Lesser events from the first thousand years ofthe Empire, such as various conflicts betweenthe clans, may be included or not, at the GM’sdiscretion.

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Clans

GREAT CLANS

In the early eleventh century, there are sevenGreat Clans in Rokugan, as at the dawn of theEmpire: the Crab, the Crane, the Lion, theOwl, the Phoenix, the Scorpion, and theUnicorn. The balance of power in theirleadership, however, is somewhat different;shugenja enjoy a much stronger voice, and soalthough the Clan Champions are drawnalmost exclusively from the lines of thefounding Kami, they do not always hold thesame degree of power.

Crab – The relationship between the Hidaand the Kuni resembles that of the Shiba andthe Isawa in ordinary canon. Although theClan Champion is always a Hida, the trueleadership of the clan lies with the Kunifamily daimyo.

Crane – The Doji enjoy a close partnershipwith their peaceful Asahina advisors. Thiscreates a fair amount of tension with theDaidoji, whose methods are so sharply at odds with the Asahina.

Lion – The Akodo reign supreme over theirclan, with no shugenja to challenge theirpower. They do, however, take some counselfrom the Ikoma Bards, and also from theDisciples of the Honored Ancestors.

Owl – The leaders of the clan are thecourtiers of the Hantei family, but the Fukuroexert a strong influence as well.

Phoenix – Here as in no other clan, thedescendants of the Kami do not reign. Thebearer of the Soul of Shiba is a great hero ofthe Phoenix, but the Elemental Council rulesthe clan, with a great deal of competition to

see which of their number should beacknowledged as Clan Champion.

Scorpion – Like the Owl, the Scorpion areruled by the courtiers of their founding fa-mily, the Bayushi. Unfortunately for thoseChampions, neither the Soshi nor the Yogoare fully trustworthy. The Bayushi take whatwisdom they can from their shugenja, but onlyat arm’s length.

Unicorn – The Shinjo lead the clan, and donot suffer the same influence from the Kolatas in canon. They work closely with the Iuchi.

In the Shadowlands, the Dark Daughter of FuLeng commands a force of lost samurai whocall themselves the Spider Clan. They receiveno social acknowledgment or acceptance inRokugan – few there even know they exist –but they consider themselves to be a GreatClan, on the basis of their devotion to theNinth Kami.

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MINOR CLANS

All Minor Clan founders attained the status ofFortunes, as described in IH2. Several havebeen drawn forward from their canonicalfounding in later centuries, while otherscontinue to exist in some form even after theircanonical destruction. A few do not exist atall, owing to changes in history.

Badger – As in standard canon. Their founderIchiro is the Fortune of Wrestlers, an adjunctto Bishamon.

Bat – Their founder was not a Mantissamurai, but rather a clanless half-koumorishugenja who summoned the fourth TogashiEmperor’s sister so that the two might speakone final time. For this, he became theFortune of Mourning.

Boar – The Boar Clan are thought to havevanished in their entirety during the sixthcentury. Rumors occasionally surface fromthe Twilight Mountains, however, of samuraibearing that mon appearing and either aidingor attacking travelers. These are the spirits ofBoar samurai escaping the control of theShakoki Dogu; they are most commonlyfound near stone circles. (Optionally, the Lairfrom The Book of Earth also survives, albeitin slightly less insular, and slightly morehostile, form.) Their founder Heichi is theFortune of Debts, and serves Daikoku.

Centipede – As in the usual canon. They havenot joined the Mantis Clan. Their founderMoshi Azami is the Fortune of Devotion.

Dragonfly – Isawa Maroko eloped withMirumoto Asijin, an imperial samurai, andthe two became the Fortunes of DisobedientMarriage, in service to Benten. They shelterunder the wings of imperial power, however,and so the Lion can make few moves against

them. The Dragonfly still operate asgatekeepers to imperial lands, making themalmost a vassal family, but their bushi trainwith the Shiba, not the Mirumoto.

Falcon – The ashigaru Hayabusa became theFortune of Vigilance after saving an imperialadvisor, and his son Yotogi was grantedformal recognition as the head of the FalconClan. If the Shuten Doji threatens them, it isan open question whether they will end upjoining the Crab or the Owl, as the Falconmaintain close relations with both.

Fox – In this timeline, there never was aMinor Fox Clan. The samurai left behind bythe Ki-Rin have no founder who achievedstatus as a Fortune. When the Lion com-menced hostilities against them, they tookrefuge with the Owl, who welcomed them asa new family.

Hare – As in canon. Reichi is now theFortune of Sabotage.

Mantis – Gusai engaged in a similar act ofhubris, but instead of being executed by theEmperor’s guards, he was killed by theEmperor himself, in dragon form. The Mantisare a wealthy Minor Clan in the islands, ruledby the Gusai family (using the Yoritomoschools). Their ancestor is the Fortune ofAmbition.

Monkey – Toku's life followed much thesame path as in canon, save that it happenedduring the war against the Pure One. He is, ofcourse, the Fortune of Virtue.

Oriole – Their founding came in the secondcentury, when Tsi Wenfu crafted a pricelesssword for the Emperor. He, not Tsi Xing Guo,is the Fortune of Steel.

Ox – Because the Kolat lack a strong foot-

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hold in Togashi’s Empire, this Minor Clandoes not exist.

Snake – Though obliterated by the Phoenix,the Chuda survived in a handful of samuraiwith the good (or bad) fortune to be elsewherein the Empire during the Five Nights ofShame. The descendants of those survivorsare now homeless wanderers pursuing a bittervendetta against the Phoenix. Chuda is theFortune of Purity – a painful irony, in light ofthe fact that some of the surviving Snake werepowerful maho-tsukai, whose descendantsnow serve the Dark Daughter of Fu Leng inthe Shadowlands.

Sparrow – although in canon Onegano wasofficially the founder of the Sparrow Clan,here they acknowledge Suzume as their truefounder, and venerate him as the Fortune ofHonorable Poverty.

Tiger – The Tiger Clan (from ImperialHistories) does not exist.

Tortoise – since the Battle of White Stag, andthe encounter that led to it, never occurred inthis timeline, the Tortoise Clan does not exist.

Wasp – Their founding is as in canon, savethat it occurs in the seventh century instead ofthe twelfth. They have not joined the Mantis.Their founder Tsuruchi is the Fortune ofArchery.

Optionally, the Court of the Minor Clans fanproject can also be incorporated, to providemore variety.

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Families

As hinted at in the previous section, theversion of the Owl Clan presented in thisdocument is not quite the same as the one inIH2. Instead of the Otomo and Seppunfamilies, the Owl have the Fukuro, and theKitsune have joined them instead of formingan independent Minor Clan. If you choose touse the IH2 version of the clan, all familybonuses and school associations should be aspresented there.

OWL CLAN FAMILIES

Hantei (+1 Void) – the leaders of the OwlClan, and by far the largest family within it.Both the courtiers and the bushi of the Owlare trained in Hantei schools. Those found tohave shugenja gifts customarily go to theFukuro.

The Hantei are the most conventional of theOwl families, by quite a long margin. Otherclans sometimes call them the Hand and theFist, alluding to the fact that the familyundertakes the dual roles of diplomacy andfighting. They also sometimes decry theHantei as arrogant. Those who bear this nameremember that their founding Kami saved hisbrothers and sisters from a threat that wasbeyond their strength. Although none of themwould call themselves the equal of theirforebear, they see their duty as no different.

Fukuro (+1 Awareness) – the primaryshugenja family of the Owl Clan. Fukuro wasa woman living on the edge of ShinomenMori at the dawn of the Empire, a strangehermit whose gifts allowed her to live safelyamong even stranger creatures.

The Fukuro have an interest in (some might

say an obsession with) secrets. Unlike theScorpion, however, who value secrets for thepower they bring, the Fukuro treasure them intheir own right. Both samurai and heimin intheir lands regularly "sacrifice" secrets to theFortunes, depositing them at temples to bringgood fortune. Members of this family areoften taciturn, living as much in their ownminds as in the world around them.

Kitsune (+1 Willpower) – following thedeparture of the Ki-Rin and the attack of theLion, Shinun and her people took refuge withthe Owl. At first this was merely intended tobe temporary, but when Shinun rescued thefoxes Osusuki and Akomachi and tookOsusuki as her husband, her people becamethe Kitsune family. They subsequentlydeveloped the clan’s secondary shugenjaschool.

Every generation or two, a foxwife or foxhusband marries into the Kitsune line,renewing their connection with Chikushudo.Red hair is more common among the Kitsunethan in most parts of Rokugan save in Matsulands – a similarity that is painfully ironic,given the hostility the Lion have not only forthe Owl as a whole, but for the Kitsune inparticular.

Yoshun (+1 Agility) – the descendants ofKitsune Yoshun, who trained with a kenkukensei. This tiny family rarely manifestsshugenja talent, but those few who hear thevoices of the kami are always sent to trainwith the Kitsune. The rest maintain theirkenku swordsman tradition.

Because the techniques of the kenku may onlybe taught to Yoshun's descendants, membersof this family rarely marry outsiders. Whenthey do, the spouse is almost always broughtinto the Yoshun, regardless of status. Theirchildren, being only half of Yoshun's line,

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train with the Hantei. If those children marryback into the family, however, the nextgeneration may return to kenku training.

Many Yoshun serve as yojimbo, particularlyto Kitsune shugenja. The remainder often takeup the role of wandering swordsmen,defending anyone they find in need.

Sekisho (+1 Void) – while not a family in theordinary sense of blood ties, this is the“family name” used by the Scholars of theFirst Dawn. They welcome in oddities fromall the other families of the Owl, and onoccasion from other clans as well.

RONIN FAMILIES

After the Fall of the Kami, Otomo and Seppunvowed to protect the site which wouldeventually become Otosan Uchi. They couldhave joined any Great Clan, or even alliedthemselves with the throne itself, but theyknew that binding themselves with suchloyalties would, in time, make Otosan Uchithe possession of one group or another, ratherthan a place belonging equally to allRokugani. They instead chose to remainseparate from such ties.

These two families are unique among roninotokodate, for reasons apart from their greatage. Otomo and Seppun samurai begin at

Status 1, and may be promoted as high as 5(the rank of their family daimyo). Any gain instatus, however, applies only within OtosanUchi itself. In social terms, samurai elsewherein the Empire customarily treat these ronin asif they were low-ranking samurai of a MinorClan. Pious individuals may honor them morehighly, but it is a breach of etiquette to beopenly contemptuous toward them.

Mechanically, the Otomo and Seppun fa-milies take the same bonuses given in theBook of Water section of the core rulebook.

VASSAL FAMILIES

The Great Clans are assumed to have morevassal families than have been named incanon; indeed, many samurai hail from one ofthese smaller branches, with relatively fewbelonging to directly to the major families.These vassals undertake a myriad of duties,ranging from being the clan's historians tooverseeing the collection and distribution of aparticular resource.

Characters born to a vassal family are com-monly called by that name; more formally,they use both the name of their family andtheir patron major family. An Ashidakaswordsmith, for example, might be AshidakaChukami in casual conversation, but Kakitano Ashidaka Chukami in court.

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Schools

Because of the change in families for the OwlClan, the schools do not all have the samenames and associations as in ImperialHistories 2. The alternate paths listed forthem here are suggestions to give Owl playersmore options; the presence of a path in thislist should not be taken to mean that it is notalso available to its usual schools as in canon.(The exception are the Kitsune paths, whichare not available to the other families of thecanonical Mantis Great Clan. The Gusai onlyhave access to Yoritomo paths.)

OWL CLAN BASIC SCHOOLS

AND PATHS

Hantei Bushi (IH2)• Rank 2 – Kitsune Ranger• Rank 2 – Falcon’s Strike• Rank 4 – Shiba Yojimbo• Rank 4 – Hiruma Yojimbo

Hantei Diplomat (Otomo Diplomat)• Rank 3 – Ide Trader

Fukuro Shugenja (Seppun Shugenja, IH2)• Rank 2 – Toritaka Exorcist• Rank 4 – Kitsu Spirit Legion• Rank 4 – Kuni Crystal Master• Rank 4 – Unicorn Doomseeker

Kitsune Shugenja (core rulebook)• Rank 2 – Kitsune Artisan• Rank 3 – Children of Chikushudo• Rank 3 – Kitsune Summoner

Yoshun Bushi (Kenku Swordsman, Enemiesof the Empire)• No alternate paths.

NEW BASIC SCHOOL:SCHOLARS OF THEFIRST DAWN

The Scholars are a clan monk school, ratherthan a Brotherhood order, and as such theyfollow a five-rank progression of techniques.

TECHNIQUES

RANK ONE: REMEMBERING AS THE NAGA

The first lesson of the Sekisho is to reachwithin your own past, bringing out the latentgifts of your ancestors. You gain threecharacter points which can only be spent on aSpiritual Advantage. (Elemental Blessing,Enlightened, Friend of the Brotherhood, andMagic Resistance are excluded.) Also, youmay purchase one mystical kiho, that does notcount against your normal limit.

RANK TWO: THINKING AS THE TROLL

Scholars of the First Dawn benefit from thecollected knowledge of the past. You gain theLanguage advantage for an nonhumanlanguage. All nonhuman languages for whichyou have the advantage are spoken at fullfluency. Your Lore rolls are never consideredunskilled; if you already possess the Sageadvantage, you gain +1k0 on Lore rollsinstead.

RANK THREE: CHANGING AS THE NINGYO

Your connection with the past has deepenedto the point where you may draw upon it toguide you. Once per day, you may make aMeditation roll as a Complex Action, at TN20. If you succeed, you may spend a VoidPoint to gain your School Rank in temporaryranks of any skill, which last until sunrise thenext morning. (If you already possess ranks inthe skill, this benefit does not stack withthem, though it may supercede them.)Because this knowledge is drawn from thepast, anyone with ranks in the skill you have

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chosen can see that your behavior is archaic –though still effective.

RANK FOUR: MOVING AS THE KENKU

Your body no longer exists wholly within thepresent moment, such that current dangershold far less threat for you. By spending aVoid Point, you increase your Armor TN by10 and gain your twice your lowest Ring inReduction for rounds equal to your SchoolRank. You also gain +2k2 to your Stealthrolls. If you take violent action against anytarget, you engage once more with the presenttime, and these benefits vanish.

RANK FIVE: SEEING AS THE NEZUMI

The greatest masters of the Sekisho can seethrough time itself. By making a Meditation /Void roll at TN 30, you may look back to seewhat transpired in your location at some priortime. You may specify a particular event ordate, or ask a question and seek the answer inthe past. You can look ten years back in timewith a standard roll, and further with Raises:up to a century for one Raise, a millenniumfor two, the dawn of human existence forthree, and pre-human time for four. You may

share this vision with another person for twoadditional Raises. Under no circumstances,however, can you see events within the lastyear; they are simply too close for you tofocus upon them. Any effect which interfereswith divination also interferes with thistechnique.

PATH: SEKISHO SOHEI [MONK]Although the Sekisho are known as scholars,not warriors, some among their numberfollow a more martial path. They maintain noseparate temple or dojo, but train in a master-and-apprentice system not unlike that of theKuni.

Technique Rank: 4Replaces: Scholar of the First Dawn 4Requirements: Jiujitsu or Staves 3Technique: Striking as the Kenku – TheSekisho Sohei are no strangers to combat. You may attack as a Simple Action whenunarmed or wielding a weapon with the Monkkeyword.

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ADVANCED SCHOOLS

Sodan-senzo – as per the mechanics given inImperial Histories, except that the abilitiesdescribed therein are not limited to those ofkitsu ancestry. It is extremely rare, however,for anyone not trained in an Owl Clanshugenja school to be accepted as a sodan-senzo. Most of their students are Fukuroshugenja.

The Legion of Heaven – The White Guard(Unicorn Advanced School) from the Corerulebook. The Horsemanship 5 requirement isreplaced by Kenjutsu 5. Instead of devotingthemselves to gaijin gods, students of thisschool draw strength from their reverence ofTengoku. Virtually all of them are first trainedin the Hantei bushi school.

LION CLAN SCHOOLS

Disciples of the Honored Ancestors –Characters trained in this school use the KitsuShugenja School technique, rolling SchoolRank / Water Ring as if they were casting aspell. They do not, however, entreat the kamifor aid; the effect operates in the manner of amystical kiho. This technique cannot be usedwhile another mystical kiho is active. TheDisciples may purchase further kiho as if theywere Brotherhood monks, and gain oneadditional martial kiho at character creation(replacing the Free Raise portion of the Kitsutechnique).

Bishamon’s Chosen, the Kitsu Shugenjaalternate path, is not used in this setting. TheKitsu Spirit Legion path and Sodan-senzoAdvanced School are used by the Owl Clan,as described above.

UNICORN SCHOOLS

Khan's Fist – In place of the White Guard,the Unicorn use the mechanics of Tsudao'sLegion from Imperial Histories 2. Most ofthose who join the Fist are Shinjo or Utakubushi.

RONIN SCHOOLS

Otomo Guardian – Otomo Courtier (corerulebook)Seppun Guardsman (core rulebook)Seppun Shugenja – as per the core rulebook,with the “Defense” keyword replacing“Imperial.”

Wherever the Otomo and Seppun techniquesspecify an Imperial target or context, replacethat with the site and inhabitants of OtosanUchi.

Any character who has trained in one of theseschools, whether from the two ronin familiesor otherwise, acquires a 6-point Obligation:Protect Otosan Uchi. Abandoning this sacredvow results in a large Infamy gain, and (atGM’s discretion) also a spiritual curse.

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Advantages

The cost of Spiritual Advantages is decreasedby 1, as are Inheritance and Sacred Weapon.The point value of Spiritual Disadvantages iscorrespondingly increased by 1. GMs areencouraged to integrate such things with theplot, rather than leaving their effects strictlymechanical, to reflect the the importance ofspiritual matters in this setting.

Owl Clan samurai may purchase the follow-ing Advantages for one point less: En-lightened, Inner Gift, Seven Fortunes’Blessing: Hotei’s Blessing, and Touch of theSpirit Realms. They may also purchasenonhuman languages for one point less. Thefollowing Disadvantages are worth one pointmore to them: Haunted, Touch of the Void.

ANCESTORS

If your campaign uses the Otomo and Seppunfamilies from Imperial Histories 2, theancestors provided there are unchanged. Ifthey are instead ronin otokodate, there is avariant Otomo ancestor provided here for thatpurpose; Seppun may be used withoutalteration. The imperial versions of thoseancestors from Secrets of the Empire,however, are not allowed in a TogashiDynasty game.

The Fukuro, Fukuro Yuutai, and Osusukiancestors are designed for the version of theOwl Clan presented in this document. TheGM may opt to use the Mantis Osukuki andAkomachi ancestor from The Great Clansinstead.

Sekisho PCs of Owl Clan descent maymanifest the favor of any Owl ancestor.

Fukuro [6 points]

Before the fall of the Kami, few humansdared to live near Shinomen Mori. Fukurowas the exception: a strange, solitary shugenjawho knew the secrets of the forest better thanany, and saw much that lay beyond the visionof others. Those with a close connection toher gain +1k0 to Divination skill rolls, and+1k1 to Spellcasting rolls with the Divinationkeyword.

Demands: Fukuro shared her wisdom withHantei, but few others. She will abandon youif you ever betray a secret you have promisedto keep, or divulge the secrets of theShinomen Mori to anyone outside the OwlClan.

Fukuro Yuutai [10 points]

A talented shugenja of the Fukuro family,Yuutai vanished for a time into ShinomenMori. When she returned, she seemeddifferent, but her true nature remainedconcealed from her family until the BonFestival the following year. During those threedays, they discovered that Yuutai had died inthe forest, and come back to them as a ghost.She departed at the end of the Festival, but notbefore teaching her son the Spirit Legiontechnique. Those she favors take on anotherworldly touch of their own: by spendinga Void Point, you may pass through a solidobject such as a gate or a non-defensive wallas if you were a ghost.

Demands: Yuutai requires that you showrespect to the dead at all times. If you ever failto give proper rites to the fallen, or takeviolent action against the spirit of a deceasedhuman, she will withdraw her favor. (Non-violent actions such as confinement andbanishment are permitted.)

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Osusuki [7 points]

When Shinun first came to Shinomen Mori,she found two fox cubs left orphaned whentheir mother was killed in a hunter’s trap. Shecared for them, and after the foxes weregrown, they repaid her kindness. Akomachiremained a fox and joined with the spirits ofthe land, while Osusuki became human andfounded the Kitsune family. Once per day,you may transform into a fox as a ComplexAction, communicating naturally with otheranimals and kitsune spirits, as well as withhumans. You retain your own Mental Traits,but take on the Physical Traits of a fox (seeEnemies of the Empire). This transformationlasts for one hour per rank of Void, and can bedismissed sooner as a Free Action.

Demands: Osusuki never forgot his origins,and neither should you. He will abandon youif you ever harm a fox or a kitsune, or allowone to be harmed in your presence.

Otomo [8 points, ronin version]

Had Otomo involved himself in the politicalbeginnings of the Empire, his influence mighthave been tremendous. As it was, he choseinstead to dedicate himself to the devel-opment and management of Otosan Uchi – atask which required gaining the support of thenascent Great Clans. Any time you purchasethe Ally Advantage, it costs one point less.

Demands: Otomo put the preservation ofOtosan Uchi above all else. He will abandonyou if you ever refuse an order from asuperior in the city's hierarchy, or if youpermit any disrespect of the site to passwithout censure.

Yoshun [10 points]

Nothing in the world mattered to Yoshunmore than the safety of her brother, and thoseshe favors become exceptional yojimbo. Yougain +10 to any Contested Roll to sense anambush, and at the start of combat, you mayplace one person under your protection. Yougain a temporary 3-point Kharmic Tie to thatperson, which lasts until the end of combat. Ifyou already have a Kharmic Tie with them,this benefit stacks.

Demands: Yoshun still cares for the safety ofher kin. If you ever hurt a member of theFukuro family or a kenku, or through inactionallow one to be hurt in your presence, she willabandon you.

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Additional Mechanics

These are specific rules meant to apply to theTogashi Dynasty setting. House rules andhomebrew mechanics meant for more generaluse are covered later in this document.

STUNT DICE

Togashi Dynasty campaigns may be well-suited to a stunt die mechanic, modeled onWhite Wolf’s Scion or Exalted. The GM maychoose to grant one to three bonus unkept diceon a roll if the player describes their action orroleplays a conversation particularly well.

Unmodified roll: no effort from the player. “Iattack” or “I’m going to Intimidate him intomoving.”

+1k0: basic effort. “I feint high and then tryto cut his legs from under him” or “I tell him,‘I rode all night to get here from KyudenHida. Do you really want to stand in myway?’”

+2k0: interesting effort. The player makes useof the circumstances or describes somethingparticularly creative. “While he’s off-balancefrom lunging at me, I try to sweep his leg out– the same leg I cut earlier” or “I’m taller thanhim, so I get up in his face and drop my voicelow enough that nobody else can hear me.‘You have two choices. Either you get out ofmy way – now – or I introduce you to my newpet. I just came back from the IvoryKingdoms, you see, and they have the mostinteresting creatures there. You’d almostthink they came from the Shadowlands.’”

+3k0: noteworthy effort. The player comes upwith an action so perfect, or roleplays aconversation so well, that the rest of the groupmight just burst into applause.

The mook rule is also very appropriate for thissetting, so that the PCs may mow down largegroups of minor enemies. By contrast, the GMmay choose to increase the Out Wound Rank to Earth x3 or even Earth x4 for PCs andimportant enemies.

SKILLS

GMs running a game set in the TogashiDynasty have three options for how to handleknowledge about nonhumans (particularly inthe context of the school skills for the variousOwl Clan schools). In increasing order ofrestriction, they are:

1) As suggested in Imperial Histories 2, allowLore: Nonhumans to cover all sentient,nonhuman creatures native to Ningen-do, aswell as all spirits from realms other thanJigoku, Yomi, and Tengoku.

2) Keep Lore: Spirit Realms as a separateskill, and use Lore: Races of Ningen-do tocover the Five Ancient Races, Naga, Nezumi,and any other supernatural creatures

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commonly found in the mortal realm. Treateach of the races as an emphasis within thatskill. Owl-trained samurai take Lore: Races ofNingen-do as a school skill, though optionallythey may be permitted to substitute Lore:Spirit Realms instead.

3) Separate nonhuman Lores into fivecategories: Five Ancient Races, Naga, Ne-zumi, Spirit Realms, and Yokai (coveringother supernatural creatures originating inNingen-do). Players choose one such Lore tobe their school skill at character creation.

The last option is well-suited to campaignsthat will be exploring supernatural creaturesin detail, while the first is more appropriate togames for which that is only one elementamong many. In any case, where schooltechniques affect nonhumans as a class, theyapply to the entire set of possibilities, even ifthe Lore skills are separate. (A Hantei bushi isequally effective against Naga and gaki,whether her chosen school Lore is Non-humans, Races of Ningen-do, or Naga; acourtier may remember something usefulabout any such creature with a successful rollof the appropriate Lore, even if his chosenschool skill is different.)

Regardless of the option used, Owl Clantechniques do not apply to monsters of theShadowlands or Jigoku, minions of the LyingDarkness, mundane animals, or supernaturalcreatures from outside of Rokugan.

See Appendix B for an index of creatures andtheir types.

KATA

The following kata are practiced solely byOwl Clan bushi.

STRENGTH OF THE OWL

• Ring/Mastery: Earth 3• Schools: Any Owl bushi• Effect: When you are in the Attack or Full

Attack Stances, you may reduce yourWound Penalties by 2 (5 if the injury wasinflicted by a nonhuman).

WISDOM OF THE OWL

• Ring/Mastery: Void 4• Schools: Any Owl bushi• Effect: After any round in which you have

seen your opponent attack, you may makea contested Void roll against them. (If thetarget has no Void Ring, you roll againsttheir lowest Ring.) If you succeed, yougain +3 to your attack rolls against thattarget for the remainder of the skirmish.This effect may stack in subsequentrounds, and may be applied to multipletargets at once, though you may only makeone contested roll per round.

KIHO AND SPELLS

As per the sidebar in the core rulebook, clanmonks, shugenja, and ninja may all purchasekiho. As per the suggestion in ImperialHistories 2, bushi may purchase kiho, andcourtiers may purchase spells. For the purposeof completeness, artisans have access to spellsas well. (In all cases, the GM has the final sayon which kiho or spells are appropriate forthose school tags, and may rule some to beoff-limits.)

For clan monks, the rule governing theirqualification is taken from p. 266 in the corebook. (Note that the Design Team considersthat to be an error; the intended rule in normalcampaigns is the one given on p. 261.) TheDisciples of the Honored Ancestors aretreated as Brotherhood monks in this chart,although they are a clan school.

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For courtiers purchasing spells, the MasteryLevel is considered two higher (minimum 3).Courtiers and Artisans may not take 0-levelspells.

The following spells are specific to Owl Clanshugenja, who adapted them from the magicpracticed by their nonhuman allies:

GIFT OF CLEANSING LIGHT

As per the special Naga pearl, “The Pearl ofCleansing Light.”

TRAVELER’S STAFF

• Ring/Mastery: Water 3 (Divination,Craft)

• Range: Touch• Area of Effect: One walking stick• Duration: Three days• Raises: Duration (+1 day per Raise)

This spell, adapted from the NezumiWanderer’s Stick, enchants a piece of wood atleast three feet in length, which maysubsequently be given to another person. Thisis a great boon to those who venture intoShinomen Mori: so long as that person holdsthe stick, they know the direction of theirclan’s lands, and they cannot be deceived byany illusion or technique that attempts to sendthem astray. The stick does not function in theShadowlands, however, and any attempt touse it as a weapon breaks it.

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Heritage Table

For those who wish to include Heritageoptions in their games, this table offers a settailored to the Owl Clan. As usual, an initialroll of 1-3 indicates a Shameful Past, 4-7indicates Illustrious, and 8-10 indicates aMixed Blessing.

SHAMEFUL PAST

1 Your ancestor’s connection to the Void wastoo strong for their own good. You gain the 3-point Disadvantage Lord Moon’s Curse.

2-3 Your ancestor solved a problem for theOwl in the most ruthless fashion possible.Instead of Glory 1, you begin with Infamy 1.

4-5 A falling-out between your ancestor and acertain temple of the Brotherhood haspersisted through the generations. You begin

with -1.0 Honor and the 1-point DisadvantageCast Out.

6-7 There is an inhuman creature somewherein your ancestry, though you don’t know whatit was. You have the Disadvantage BadFortune: Evil Eye.

8-9 Your family has been tasked withstewardship of a cursed item. You must carryit with you at all times, to keep it from fallinginto the wrong hands.

0 One of your ancestors offended a tricksterspirit, and it has not forgotten the insult. Yougain the Disadvantage Cursed by the Realm:Sakkaku.

ILLUSTRIOUS PAST

1 You hail from the true bloodline of yourfamily. The Ancestor Advantage costs twofewer points for you.

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2-3 Your family is known for having a minorgift of sight. You gain 0.5 Glory and one rankof the Divination skill.

4-5 Your ancestor established a relativelywealthy and influential branch of your familyline. You begin with 0.5 Status and anadditional two koku.

6-7 Several of your ancestors have marriedinto the imperial families. You may purchasethe Imperial Spouse Advantage for two pointsless.

8-9 A great service from your ancestor wonimperial favor. You may purchase theSacrosanct Advantage for one point less.

0 A shapeshifter in your family line haspassed its skill on to you. You may take oneMinor Shapeshifter Ability, without acorresponding detriment.

MIXED BLESSING

1 A trickster from Sakkaku considers itself tobe a friend of your family line, and will“help” you at unexpected moments.

2-3 Your ancestor saved the life of a Lionsamurai, and that family has not forgotten thedebt. You gain a 3-point Ally Advantagewithin the Lion, but this causes politicaldifficulty in both clans.

4-5 Your family has a longstanding fas-cination with a particular nonhuman group.You gain the Disadvantage Gaijin Name, butyour name is nonhuman. You gain one rank inthe appropriate Lore.

6-7 Sometimes your family does not live up tothe high standards of the Owl Clan. You beginwith -1.0 Honor, but gain either a rank in alow skill, or a low emphasis in a high skill.

8-9 Your ancestor’s fascination with hiddensecrets has led your family down atreacherous path. You gain the AdvantageDark Paragon: Knowledge.

0 Your ancestor taught his children tocultivate their minds, and the traditioncontinues to this day. You gain the ClearThinker Advantage, and the ContraryDisadvantage.

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Monastic Associations

Although only a few of the Great Clansmaintain their own monastic orders, theBrotherhood as a whole exercises a highdegree of influence in Togashi's Rokugan. Anumber of sects both major and minor enjoythe patronage of a specific clan, which meanstheir temples and shrines are often found inthose provinces, and monks from those ordersgenerally meet with positive reception there.In some cases, the patron clan is the one withthe closest ties to the founding of the sect, butother groups have migrated to lands wheretheir views are congenial.

This list is current through Secrets of theEmpire.

! Crab" Order of Osano-Wo" Barefoot Brethren

! Crane" Four Temples" Autumn Leaf Temple" Order of Jurojin's Blessing

! Lion" Order of Heroes" Followers of the Way

! Owl" Fukurokujin's Eyes" Shrine of Heaven's Mirror

! Phoenix" Shrine of the Seven Thunders" Order of Rebirth" Pure Song Shrine

! Scorpion" Shinmaki Order" Silent Ones

! Unicorn" Order of the Wind" Rising Earth Temple

Astrology

All those who study astrology know thatcertain days or hours of the day are auspiciousfor particular things, and inauspicious forothers. The wise make use of this knowledgeto plan their course of action. The followingattempts to model the role that astrologyplayed in historical Japanese society; bewarned that it is somewhat complex.

Each in-game day, the GM may roll todetermine the auspices for the day. The firstroll describes how many auspices are ineffect:

1 – no auspices2 – one positive auspice, weak3 – one positive auspice, strong4 – one negative auspice, weak5 – one negative auspice, strong6 – one weak positive, one weak negative7 – one strong positive, one weak negative8 – one weak positive, one strong negative9 – one strong positive, one strong negative0 – two strong positives

A positive auspice awards a bonus to rollsinvolving that subject, while a negative oneimposes a penalty. A weak auspice issuggested to be +/- 2, and a strong one +/- 5,but the GM is free to adjust these numbers tosuit the situation.

With a Divination (Astrology) roll, a charactercan determine the auspices for a given day. Atthe base TN of 15, the answer is vague andsymbolic, but Raises may be called for greaterclarify. Each Raise provides one of thefollowing: the specific subject and nature(positive or negative) of one auspice; thestrength of an identified auspice; or the timeat which the auspice's influence begins andends. The bonuses and penalties apply

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regardless of whether a character has madethe roll to identify them.

Auspices may be specifically tailored to thein-game situation, but on a daily basis they arelikely to fall into one of the general typesdescribed below. GMs who do not wish tomake something up every day may determinethe auspices by rolling on the following list:

1 – travel2 – marriage, family3 – commerce, money, deals4 – warfare5 – asking favors6 – starting new projects7 – investigation, study8 – large social events9 – making decisions10 – a particular compass direction

Divine Favor

Religion in Rokugan is no mere matter ofsuperstition: the influence of the CelestialHeavens is unquestioned, especially inTogashi's Empire. To represent the greater

weight placed on spiritual matters in thissetting, GMs may wish to use theAppeasement system designed by forumiteMirumoto Saito, which is here called DivineFavor. (The original version may be found onthe forum.)

Divine Favor is earned through acts which arepleasing to a Fortune, ancestral spirit, orElemental Dragon. The Favor points thusgained may be spent like experience points,purchasing a temporary benefit such as anAdvantage or a single rank in a skill, ortemporarily negating a Dis-advantage. Theeffect of spending Favor lasts for one scene. Acharacter may never have more points ofFavor than their Void + Insight Rank. TheEnlighted Advantage causes Void to countdouble. For every Spiritual Ad-vantage thecharacter possesses, their limit increases byone, but every Spiritual Dis-advantagedecreases it by one. The character may haveFavor from multiple entities at once, but neverfrom direct rivals, and the total cannot exceedthis limit.

Earning Favor requires substantial effort,followed by a roll of Lore: Theology / Void toearn one point of Favor. A minor effort carriesa TN of 30; a moderate effort is TN 20; amajor effort is TN 10. Each Raise called onthe roll confers an additional point. If thecharacter belongs to the family (not simplythe clan) of the ancestor spirit they are tryingto please, or has a blessing from the relevantFortune, they gain one additional point oneach successful roll.

Example: Doji Arihime wishes to gainBenten's approval. A minor effort could takethe form of half a day spent in meditation andprayer, but it could also involve an act such ascarrying a letter to someone's lover ordonating at least one koku to a temple ofBenten. A moderate effort would involve

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several days of prayer, a dangerous tryst, or alarger donation. A major effort might be aweek of constant prayer, acting as a nakodo(go-between) for a marriage of love, orongoing financial patronage of a temple.Truly epic acts, such as becoming a monk inservice to Benten, eloping with one's truelove, or founding a new temple require noroll; they immediately bestow Favor up to thecharacter's current limit.

Favor can only be spent to gain benefits thatsuit the nature of the entity bestowing theblessing. (Benten's Favor cannot be spent togain a rank in Heavy Weapons; Matsu's favorcannot be spent to suppress the Soft-HeartedDisadvantage.) The GM may choose torequire an additional point for blessings thatseem borderline, and may always rule that agiven benefit simply cannot be bought withFavor at all.

Spending Favor carries a penalty, which is thegeneration of Wrath. Each point of Favorspent produces one point of Wrath. It is mostoften incurred with spiritual entities whooppose the one that granted the blessing, butother factors may apply: for example, if acharacter suppresses one of the SevenFortunes' Curses, they automatically incurWrath from that Fortune, plus one additionalpoint. There is no limit to the amount ofWrath a character may bear at once.

Wrath is spent in the same manner as Favor,but it is in the GM's control. Wrath may beused to suppress an Advantage, bestow aDisadvantage, or grant a temporary benefit toan NPC opposing the character. The samelimitations apply, however; it cannot be usedto create an effect that does not align with theentity's nature.

Characters may attempt to reduce Wrath bysuitable acts, as if they were gaining Favor

instead. The TN for reducing Wrath, however,is 5 higher: TN 35 for a minor act, TN 25 fora moderate act, and TN 15 for a major act. Ifthe character fails the roll, they gain anadditional point of Wrath instead.

Spiritually powerful locations may makegaining Favor or reducing Wrath easier.Praying in a major temple to Bishamon, forexample, might reduce the TN by a smallamount, while Bishamon Seido itself mightgrant a Free Raise or an additional point.Conversely, it is difficult to gain Favor orreduce Wrath in profane locations.

Dueling

Duels are less closely regulated in Togashi'sRokugan than in Hantei's. Samurai are stillexpected to obtain their lord's permissionbefore engaging in a duel to the death, butclashes to first blood require only theagreement of the participants. They need noteven have the oversight of a magistrate orother authority figure, unless the duel is meantto be legally binding. (Of course, if a duelwithout authorization ends in death, whetheraccidental or deliberate, the consequences arestill severe.)

The format of the duel is also more flexible.Among the families who prize kenjutsu,iaijutsu is still the most common method ofsettling disputes, though it is as likely to takethe form of an unexpected faceoff betweentwo bushi who have not yet drawn theirweapons as a ritualized encounter agreedupon in advance. The Unicorn and Crab,however, are more likely to engage in awrestling match, whether bariqu, sumai, orjust generalized grappling. Some bushi preferknives; this is common among the MinorClans of the Mantis and the Hare, but

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Scorpion have been known to choose thisapproach as well. Less bitter issues may belaid to rest with a game of Go or shogi.

When non-bushi samurai come into conflict,the options become even more varied. Twoshugenja in disagreement will duel in taryu-jiai, as described in The Book of Fire (withone modification described below). Courtierswill often confront one another in a rengacontest, with the challenged party offering upthe first poem. These contests, of course, drawno blood, but as the outcome is judged by theaudience – either the highest-status personpresent, or the general acclaim of the crowd –the long-term effects may be far worse.Occasionally they will choose music, dance,or some other art form in place of poetry.More informally (and often more viciously),courtiers may engage one another in sadane.Even monks have been known to duel: theyfight either with their bare hands or withstaves, usually atop two posts or stumps. Thefirst to be knocked from his perch loses.

If a conflict crosses these boundaries – acourtier calling out a bushi, for example, or anartisan claiming insult from a shugenja – theymust agree on the format of their duel, whichcan be a tricky matter. All other things beingequal, the challenged party has the right tochoose, but if the challenger is of higherstatus, or is particularly influential in thatlocale, the balance may shift the other way.Regardless, any samurai caught in a duel forwhich they have no ability (no ranks in the

requisite skill, or no connection to the kami inthe case of taryu-jiai) may appoint achampion to fight in their place.

When a shugenja duel takes place, unless ithas been specified in the terms of theconfrontation, each participant may freelychoose which Element to employ. The effect,however, may vary based on the location ofthe duel. For example: if the confrontationoccurs alongside water (a river, a lake, thesea), then any Water spellcasting roll gains+1k1. Earth and Air rolls are unaffected, butFire suffers -1k1. Because of this, negotiationover the site is often a vital component ofarranging the duel.

The position of Emerald Champion is stillawarded through a test of iaijutsu, althoughthe preceding challenges are more stringent,and only the two leading contenders face oneanother in the final duel. The JadeChampionship is structured similarly, endingin taryu-jiai. The Topaz Championship, bycontrast, is less oriented toward bushi than incanon. After the initial tests, the samurai whohave shown their worth compete against oneanother in randomly-chosen fields, so thatnone know in advance what skills they will becalled upon to display. (At least, this is thetheory. The less scrupulous have been knownto try and manipulate the process in order tofavor their preferred candidate.) The reward isa nemuranai suitable to the victor; it is notalways armor.

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House Rules

This final section is unrelated to the TogashiDynasty setting; it consists of house rules(either of my own design, or my currentGM’s) which I intend to incorporate into mycampaign. They are offered here for generalinterest, and include many things I haveposted to the Homebrew forum, includingAlternate Paths and Advantages.

BASIC RULES

If three tens explode on a roll, you regain aVoid point.

At Defense 3 and higher, Armor TN iscalculated as Reflexes x5 + (Defense x2).

When wielding a polearm, spear, or bo, youmay add your Insight Rank to your Armor TN,to represent the defensive advantage theseweapons bestow. The bonus does not apply ifyou are using the weapon unskilled.

All characters may add their Glory Rank tomost social rolls, as well as +2 for everyStatus Rank they possess above 1. Thesituation must be one in which the character'sidentity is known, and would plausibly swayopinion in their favor. Infamy, by contrast,subtracts 5 for every Rank.

After the starting koku, a samurai’s stipend isbestowed quarterly, in an amount equal toone-fourth of Status x Starting Koku x 2. TheWealthy Advantage increases the startingkoku for the purposes of this formula.

Shugenja may gain additional spells in threeways: first, by order of their lord (as a part oftheir assigned duties); second, by winningthem as a reward for good service or victory

in a competition; and third, by requestingthem from their school. A PC may never gainmore spells by the third route than thecumulative total of their School Ranks – onewhen Rank 1, three when Rank 2, and so on.Requesting a spell requires an Etiquette(Bureaucracy) / Awareness roll at TN 30, withRaises equal to the Mastery Level of the spell.

The spells Jade Strike, Extinguish, GatheirngSwirl, and Purification of the Kami do notcount against this limit, and may be gainedsimply by asking. They are consideredharmless to honorable samurai, and usefulenough to the well-being of the Empire thatall shugenja should have access to them.

SKILLS

You must buy your school skills up to thelevel of your next School Rank before youmay advance in your school. (In other words,achieving School Rank 3 requires three ranksin all relevant skills, and so forth.)

Ninjutsu is not a separate skill. Ninjutsuweapons fall under the appropriate bugeiskills (Athletics for shuriken and tsubute;Kyujutsu for blowguns). Stealth is used forsurreptitious attacks, separate from theweapon roll.

Raises are not used on Lore skills. Instead, theinformation returned is based on an escalatingTN scale.

Kemari is treated as a subset of Athletics.Sadane is treated as a subset of Courtier.

Macro skills grant the following MasteryAbilities:

ArtisanRank 3: you gain a free emphasis

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Rank 5: you may call an additional RaiseRank 7: if you fail your roll, you may reroll atno penalty

CraftRank 3: you gain a free emphasisRank 5: you may call an additional RaiseRank 7: if you fail your roll, you may reroll atno penalty

GamesRank 3: {undecided}Rank 5: {undecided}Rank 7: {undecided}

LoreRank 3: you gain a free emphasisRank 5: you gain a +5 on any topic for whichyou have an emphasisRank 7: you may roll twice and take the betterof the two results

PerformRank 3: you gain a free emphasisRank 5: you may call an additional RaiseRank 7: if you fail your roll, you may reroll atno penalty

ADVANTAGES

Crab Hands, Crafty, Sage, Sensation, andSoul of Artistry – these Advantages continueto bestow a +1k0 bonus on skills for whichyou have ranks, but the first rank in any suchskill costs two XP.

Chosen by the Oracles – grants a +1 bonus toboth Traits of the Ring, which are considered“real” for all purposes except XP expenditureand Insight. If taken for six points (five withthe Spiritual discount), the advantage alsocarries a Kharmic Nemesis of equal InsightRank to the PC.

If taken for ten points (nine with thediscount), the Oracle’s favor is akin to that ofan Ancestor, and may be lost if if you evergain a rank of Shadowlands or Shadow Taint,if you ever knowingly assist the enemies ofRokugan (Bloodspeakers, Lying Darkness,Kolat, Shadowlands, agents of the DarkOracles), or if your Honor ever falls below 2.

Prayer Staff (Material, 6 points) – Yourprayer staff has awakened as a nemuranai. Inaddition to being usable as a magical weapon(treated as equivalent to a bo or a jo), itprovides a bonus to your spellcasting rollswhen you spend a Void Point to channel yourprayer through the staff. This bonus is +2k1 inyour affinity, or +3k1 on any spell for whichyour school technique grants a Free Raise. (Ifyou have trained in more than one basicshugenja school, you must choose which oneyour staff is attuned to.) Kuni prayer stavesare unaffected by the Taint, and protect theirwielder against its effects; these cost sevenpoints instead of six.

Prodigy – cost is reduced to ten points. Inaddition to the listed benefit, your Glory Rankis considered one higher when interactingwith samurai trained in your school.

Signature Weapon (Physical, 5 points) –your wakizashi may be your honor and yourkatana your soul, but the Fortunes made yourhands for another purpose. Choose one type ofweapon (e.g. yumi, naginata, bo). You mayspend a Void Point to add +1k1 to its damage,as if it were a katana. If the weapon is oneparticularly associated with your family’sbushi school, you may buy this advantage forone point less. (You may purchase thisadvantage after character creation.)

Topaz Champion (Mental, 12 points) – Theyear of your gempukku, you proved your greattalent by winning the Topaz Championship.

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You gain the benefits of the Topaz Championpath (though the Void Points bestowed by thattechnique cannot be refreshed by any meansother than a full night of sleep).

DISADVANTAGES

Cursed by the Realm: Chikushudo – thepenalty also applies to Horsemanship.

Vassal Family Samurai (Social, 1 point) –You come from one of the vassal families ofyour clan. Your Status is considered 0.1 lowerwhen interacting with samurai who belongdirectly to a Great Clan family (meaning thatyou defer to those who would otherwise beyour equal).

ALTERNATE PATHSThese additional paths are meant to providegreater variety for courtier and monkcharacters.

DOJI BROKER [COURTIER]The trading of favors and duties is thelifeblood of political interaction. The Dojihave made a fine art of leveraging not onlythe obligations owed to them, but those owedbetween other parties. Through judiciousoffers of assistance, they can re-arrange thepatterns of debt, to the ultimate benefit of theCrane.

Technique Rank: 4Replaces: Doji Courtier 4Requirements: Courtier (Manipulation) 4Technique: Trading Favors – You may rollCourtier (Manipulation) / Awareness at TN 10(for a 3-point Obligation) or TN 20 (for a6-point Obligation). This TN increases by 5for every Status rank possessed by theindividual to whom the Obligation is owed. If

you succeed, you change the nature and targetof the Obligation – effectively arrangingmatters such that the original duty isdischarged or transferred to anotherindividual, in exchange for the target of thistechnique owing someone else for theassistance. This new creditor may be theBroker, or a third party. The new Obligationmust be comparable in scale to the originalone, and the target of this technique must bewilling to have their Obligation changed.

ASAKO MEDIATOR [COURTIER]Few among the Phoenix champion the causeof pacifism as devoutly as the specially-trained Mediators. They believe that few ifany conflicts are beyond peaceful resolution,and seek to bring opposing parties to aharmonious accord whenever possible.

Technique Rank: 2Replaces: Asako Loremaster 2Requirements: Sincerity 3Technique: Stand Down – After a duel hasbeen offered and accepted, but before it takesplace, you may approach the challenger andchallenged and attempt to persuade them notto follow through, rolling your Sincerity(Honesty) / Awareness against their Etiquette/ Willpower or Iaijutsu / Willpower, which-ever is higher. If you succeed at this roll withboth parties, they back down from the duelwith no loss of Honor or Glory. Additionally,whenever you make a social skill roll todefuse a violent conflict, you may add yourHonor Rank to the roll.

BAYUSHI PANDER [COURTIER]Many samurai may enjoy courtly love as anidle pastime, but the Bayushi understand thatsuch affairs can become a potent weapon inthe hands of an enemy. With a fewwell-placed words, they encourage lovers togo beyond mere letters and gifts, even to thepoint of betraying their duties to their lords

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and spouses.

Technique Rank: 3Replaces: Bayushi Courtier 3Requirements: Temptation 3Technique: Honeyed Poison – You may onlytarget an individual you know to be attractedto someone who is not their spouse. Afterspending a scene in private conversation withthem, discussing the object of their attraction,you may roll Temptation (Seduction) /Awareness against their Etiquette (Courtesy)/ Willpower. If you succeed, the individual isinspired to a reckless act, such as aninappropriately private meeting, an overtdeclaration of love, or even an attempt atseduction. Targets with the True LoveDisadvantage must spend a Void Point tocontest the roll; if they fail, they may notspend a second point to resist its effects.

BAYUSHI PROVOCATEUR [COURTIER]The Scorpion do not publicly acknowledgethe existence of the Provocateurs, and thosetrained in their methods do not advertise theiraffiliation with a special mon. TheProvocateurs operate best when they are notidentified, for they specialize in creating strifewherever they go. Under their influence, adisagreement becomes a falling-out, and anargument becomes grounds for a duel.

Technique Rank: 3Replaces: Bayushi Courtier 3Requirements: Courtier 3Technique: Driving the Wedge – If you haveobserved two people exhibiting conflict oropen dislike toward one another during thelast day, you may attempt to deepen theirstrife. By conversing with one of them for oneminute, spending a Void Point, andsucceeding at a contested roll of Courtier(Manipulation) / Awareness against theirEtiquette (Courtesy) / Willpower, you mayinflict the Brash Disadvantage on that target

for one hour. (Targets who are already Brashsuffer a +5 to the TN for resisting theDisadvantage.)

BAYUSHI FURARIBI [COURTIER]The poetic name for this path comes from thewill o' the wisps that can lead travelers astray.If used in the normal canon timeline, thistechnique is also available to the Otomo,though they do not train with the Scorpion tolearn it.

Technique Rank: 2Replaces: Bayushi Courtier 2, OtomoCourtier 2Requirements: Sincerity (Deceit) 3Technique: Smoke Screen – When inconversation with another individual, you mayroll Sincerity (Deceit) / Awareness against hisInvestigation (Interrogation) / Intelligence toprovide him with misinformation on a topic.(If the target possesses a directly relevant Loreskill, he may substitute that for Investigation.)Success means that the target must call Raisesto no effect the next time he discusses thattopic, to avoid displaying his misconceptions.The base effect is one Raise, with oneadditional per Raise called by the Furaribi onthe original roll. If the target cannot callsufficient Raises, or misses the adjusted TN,he embarrasses himself in public with hisincorrect knowledge. If a month passeswithout the topic coming up, the effect of thistechnique fades, as the target forgets what hehas been told.

NAKODO [COURTIER]In many clans, samurai go to great lengths toensure their children are matched withsuitable spouses, often before those childreneven enter a dojo for training. The care andattention give to such matters means thatsome courtiers have made a special practiceof serving as the nakodo or go-between,proposing candidates and approaching their

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families on another's behalf.

Technique Rank: 2Replaces: any courtier 2Requirements: Courtier 1, Etiquette 1, Lore:Heraldry 3Technique: O-miai – With a Lore: Heraldryroll at TN 5, you may create a list ofunmarried individuals within a given family.For every characteristic specified within thatlist, the TN rises by 5. Possible characteristicsinclude: age, school, family relationships/lineage, place of residence, Honor, Glory,Status, alliances, political connections,wealth, specific skills, specific Advantages,and lack of specific Disadvantages. (The GMis the final arbiter on which skills,Advantages, and Disadvantages are publicknowledge, and which are not.) When servingas someone's official representative in mattersof betrothal, you gain a Free Raise on allSocial skill rolls related to your duties.

ABBOT [MONK]Replaces: any Brotherhood 2 or higherSpecial: the character must be the abbot of amonastery. This is ordinarily reserved forcharacters of Insight Rank 4 or higher, thoughunusual circumstances may result in a lessexperienced character being promoted by hisbrethren.Technique: The Reverence of Wisdom – Yourfellow monks have chosen to honor you byelevating you to the position of abbot at yourmonastery. When dealing with members ofyour own order, you gain +1k1 to all non-Temptation social rolls. When dealing withoutsiders, you add your Status rank to thoserolls.

ADVISOR [MONK]Replaces: any Brotherhood rank 3Requirements: Etiquette 3, Lore: Theology 3Special: the character must be or have beenan advisor to a samurai lord, resident at his

court.Technique: Wisdom of the Sages – Yourspiritual advancement has won you a place atthe side of a samurai lord, advising him inpolitical matters. Any time you make anEtiquette, Courtier, or Divination roll, youmay add your Lore: Theology rank to thetotal.

MENDICANT [MONK]Replaces: any Brotherhood 2 or higherTechnique: Honorable Poverty – A truemember of the Brotherhood needs no wealthto make his way in the world. So long as youare carrying less than one bu in coinage, andyour possessions (not counting anything youmay be conveying on behalf of another) areworth less than one koku, you may add yourHonor Rank to all non-Temptation socialrolls.

SHRINE KEEPER [MONK]Replaces: any Brotherhood 2 or higherSpecial: the character must have primary orsole responsibility for maintaining a minorshrine, separate from a monastery.Technique: Sacred Duty – Your spirit drawsstrength from the holy site under your care.Each day you gain Void Points equal to yourSchool Rank, which may only be spent toenhance rolls directly related to your duties asa shrine keeper. The nature of these duties,and therefore of suitable rolls, depend on yourmonastic affiliation and the purpose of yourshrine, but may include combat rolls to defendthe shrine, social rolls with visitors, Medicinerolls to heal supplicants, etc. You only gainthese Void points if you slept at the shrine thepreceding night; if you travel elsewhere, youlose the benefit of this technique until youreturn.

SOHEI [MONK]Technique Rank: 4Replaces: any Brotherhood rank 4

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Requirements: Staves 3, Agility 4Technique: Holy War – There are times whenthe Brotherhood or the common people mustbe defended with more than mere words. Yougain no kiho at this Rank. Instead, you mayattack as a Simple Action with any weaponthat has the Monk keyword.

VASSAL PATHS

Certain alternate paths have been developedby vassal families in service to the GreatClans. These bear their names where relevant,so that (for example) the Kaiu Shipwrights areinstead called the Fundai Shipwrights. (Hat tip to Ujina Kyotsu on the forums for theoriginal idea, and many of the suggestionsbelow.)

These connections disregard issues ofchronology. You may choose to discard anywhose founding families do not exist whenthe path is created.

CentipedeGoraiku/Guardian of the Sun

Crab

Fundai/Kaiu ShipwrightsMaisuna/Kaiu SiegemasterRaikuto/Severed Hand

CraneTsume/Tsume Pikemen

LionMurame/Ikoma WardensSeizuka/Lion Scout

MantisHogosha/Yoritomo Emissaries

OwlByako/Children of ChikushudoIse/Kitsu Spirit LegionShudo/Kitsune Ranger

PhoenixKoganshi/Shiba ArmorsmithsChukan/Asako PhilosophersSodona/Shiba Yojimbo

ScorpionKochako/Shadow Blade

UnicornHyuga/Otaku Horse MasterBattue/Unicorn DoomseekerOnshigawa/Shinjo Scout

WaspKagehisa/Tsuruchi Swordsman

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Appendix B:Creature Index

The Togashi Dynasty setting is one thatshould feature supernatural creatures to agreater degree than in canonical Rokugan. Tofacilitate this, what follows is an index ofsuch creatures, grouped into five categories:nonhuman creatures (i.e. those to which theOwl techniques would apply), Shadow-lands/Jigoku, the Lying Darkness, gaijincreatures, and (for completeness' sake)mundane animals. Each line lists the book andpage number where stats for the creature maybe found.

In the "nonhuman creatures" category, eachentry is further marked with the Lore (and insome cases an emphasis) that would apply.For a few creatures, there are reasons whymore than one Lore might be applicable; thesecondary Lore is less precise, and thereforeshould have a higher TN, or return differentinformation. In the other groupings, if there isa Lore listed, it means that one is secondary tothe one that covers the whole category. If an

entry is marked Undead, it means the creaturemay fall within the fuzzy category of whatRokugani would call undead.

This list is current up through Secrets of theEmpire. Book title abbreviations are asfollows:

Core – 4th edition core rulebookBoA – Book of AirBoE – Book of EarthBoF – Book of FireEotE – Enemies of the EmpireIH – Imperial HistoriesIH2 – Imperial Histories 2LBS – Legend of the Burning SandsNP – Naishou ProvinceSC:C – Second City: The Campaign

Note that Legend of the Burning Sands is athird edition book, and might require someadjustment to suit fourth edition mechanics.

NONHUMAN CREATURESBakeneko EotE 250 Spirit Realms (Sakkaku)Baku EotE 256 Spirit Realms (Yume-do)Basan BoF 192 YokaiBlessed Guard EotE 256 Spirit Realms (Tengoku)Buruburu EotE 246 Spirit Realms (Gaki-do)Daidarabochi BoE 210 YokaiFuraribi BoF 193 YokaiFushicho (Phoenix) EotE 254 Spirit Realms (Tengoku)Gaki (Shozai-Gaki) Core 325 Spirit Realms (Gaki-do)

ShadowlandsGhost Core 326 YokaiHagaken Mokumokuren EotE 250 Spirit Realms (Meido)Hibagon BoE 211 YokaiHouhou (Phoenix) EotE 254 Yokai

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Kappa Core 327 YokaiKenku Kensei EotE 180 Five Ancient Races (Kenku)

Spirit Realms (Sakkaku)Kenku Swordsman EotE 179 Five Ancient Races (Kenku)

Spirit Realms (Sakkaku)Kitsu EotE 185 Five Ancient Races (Kitsu)Kitsune EotE 246 Spirit Realms (Chikushudo)Kitsune-tsuki EotE 246 Spirit Realms (Chikushudo)Kodama BoE 208 YokaiKoku no Seishin EotE 249 Spirit Realms (Meido)Konak Jiji EotE 251 Spirit Realms (Sakkaku)Koumori EotE 249 Spirit Realms (Meido)Kumo, Untainted EotE 114 Spirit Realms (Chikushudo)

ShadowlandsMokumokuren EotE 248 Spirit Realms (Gaki-do)Mujina EotE 251 Spirit Realms (Sakkaku)Myobu BoE 208 Spirit Realms (Chikushudo)Naga, the Qamar EotE 88 NagaNaga, the Isha EotE 88 NagaNaga, the Radkast EotE 89 NagaNaga, Shahismael EotE 90 NagaNaga, Weak Jakla EotE 90 NagaNaga, Average Jakla EotE 90 NagaNaga, Powerful Jakla EotE 91 NagaNaga, Weak Scout EotE 91 NagaNaga, Average Scout EotE 92 NagaNaga, Powerful Scout EotE 92 NagaNaga, Weak Vedic EotE 92 NagaNaga, Average Vedic EotE 92 NagaNaga, Powerful Vedic EotE 93 NagaNaga, Weak Warrior EotE 93 NagaNaga, Average Warrior EotE 93 NagaNaga, Powerful Warrior EotE 93 NagaNezumi Core 329 NezumiNezumi Berserker EotE 127 NezumiNezumi Rememberer EotE 127 NezumiNezumi Scrounger EotE 127 NezumiNezumi Shaman EotE 127 NezumiNezumi Transcendent EotE 356 Nezumi

Spirit Realms (Yume-do)Nezumi Warrior EotE 127 NezumiNingyo, Feral EotE 183 Five Ancient Races (Ningyo)Ningyo Pearl-Diver EotE 183 Five Ancient Races (Ningyo)Nue BoA 196 Spirit Realms (Chikushudo)Orochi EotE 252 Yokai

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Spirit Realms (Sakkaku)O-Toyo EotE 247 Spirit Realms (Gaki-do)Pekkle EotE 253 Spirit Realms (Sakkaku)Returned Spirit IH 240 Spirit Realms (Meido)

Spirit Realms (Yomi)Ryu EotE 253 Spirit Realms (Tengoku)Shiryo EotE 255 Spirit Realms (Tengoku)Shutsudohin EotE 255 Spirit Realms (Tengoku)Slaughter Spirit EotE 277 Spirit Realms (Toshigoku)Tennyo EotE 255 Spirit Realms (Tengoku)Tsuno Ravager EotE 192 Five Ancient Races (Kitsu)Tsuno, Tainted EotE 193 Five Ancient Races (Kitsu)Tsuno Warrior Core 330 Five Ancient Races (Kitsu)Tsuru BoA 197 Spirit Realms (Chikushudo)Yobuko BoE 208 YokaiYuki no Onna IH2 270 YokaiZokujin Miner EotE 194 Five Ancient Races (Zokujin)Zokujin Stonehunter EotE 195 Five Ancient Races (Zokujin)Zokujin Shaman EotE 195 Five Ancient Races (Zokujin)

SHADOWLANDS/JIGOKUAka-name EotE 216Baku no Oni EotE 257 Spirit Realms (Yume-do)Bog Hag Core 324Dokufu, the Mountain Spider EotE 217Dokufu Spawn EotE 218Elemental Terror of Air, Greater BoA 196Elemental Terror of Air, Lesser BoA 196Elemental Terror of Earth, Greater BoE 210Elemental Terror of Earth, Lesser BoE 210Elemental Terror of Fire, Greater BoF 193Elemental Terror of Fire, Lesser BoF 194Fudoshi (Tanglevine) EotE 226Garegosu no Bakemono EotE 218Gaki, Gakimushi EotE 274 Spirit Realms (Gaki-do); UndeadGaki, Kwaku-shin Gaki EotE 274 Spirit Realms (Gaki-do); UndeadGaki, Shikko-Gaki EotE 275 Spirit Realms (Gaki-do); UndeadGaki, Skull Tide EotE 276 Spirit Realms (Gaki-do); UndeadGoblin Core 327Goblin Berserker EotE 221Goblin Chucker EotE 221Goblin Shaman EotE 222Goblin Sneak EotE 223Goblin Warmonger EotE 223

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Goblins of Omoni EotE 224Hanemuri EotE 224Hannya EotE 248Harionago EotE 270 UndeadHyakuhei EotE 270Jinmenju BoE 209Kekkai EotE 271 UndeadKumo EotE 224 Spirit Realms (Chikushudo)Lava Tree EotE 226Mamono EotE 225Mountain Goblin EotE 227Nightmare, Scorpion - Fushin IH2 220Nightmare, Phoenix - Hakai IH2 221Nightmare, Dragon - Kanashimi IH2 222Nightmare, Crab - Kyofu IH2 222Nightmare, Unicorn - Muchitsujo IH2 223Nightmare, Lion - Nikushimi IH2 224Nightmare, Mantis - Settozu IH2 224Nightmare, Crane - Yokubo IH2 225Nikumizu (Heart Grubs) EotE 228Nukekubi EotE 271Nuppeppo EotE 272 UndeadObake EotE 228 UndeadOgre Core 328Ogre, Free EotE 230Ogre, Free Leader EotE 230Ogre, Free Overlord EotE 230Ogre, Free Mage/Hag EotE 230Oni - many EotE 154-173Oni (Kinjiro no Oni) IH2 147Oni (Kiri no Oni) IH2 148Oni (Oni no Kochu) NP 88Oni (Nikoma no Oni, the Maw) IH2 149Oni (Ugulu no Oni) Core 328Oni (Yattoku no Oni) IH2 148Onibaba (Demon Crone) EotE 231Onikage (Demon Steed) EotE 232Pennaggolan EotE 272 UndeadRevenant Core 330Sanshu Denki (Muck Monster) EotE 232Swamp Goblin EotE 233Takesasu (Stinger Plant) EotE 227Troll, Common EotE 234Troll, Sea (Umibozu) EotE 234Troll, Giant Sea (O-Umi-Bozu) EotE 235

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Tsumunagi (Blood Eel) EotE 236Wanyudo BoF 195Yamauba, the Mountain Ogress EotE 236Zombie Core 331 UndeadZombie, Plague EotE 273 Undead

THE LYING DARKNESSShadowspawn, Greater EotE 145Shadowspawn, Lesser EotE 145Shadowbeast EotE 146

GAIJIN CREATURESAshalan LBS 125-150Ashalan, Hojyn LBS 148Ashalan, Lammassar LBS 149Behemoth SC:C 98Bonedrinker SC:C 99Cat of Many Tongues LBS 286Destroyer SC:C 100Destroyers, Ironclad IH2 270Ghul EotE 268 UndeadGolem SC:C 100Great Death SC:C 101Jinn LBS 291-295Jinn, Minor LBS 295Jinn, Medium LBS 295Jinn, Major LBS 295Nagah SC:C 102Progeny of the Destroyer LBS 288Rakshasa SC:C 102Red Hunger SC:C 104Roc LBS 289Shojo SC:C 105

MUNDANE ANIMALSApe EotE 10Badger EotE 10Bat EotE 11Bear EotE 11Boar EotE 12Camel LBS 286Cat EotE 12

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Cougar BoE 211Crane EotE 12Crocodile EotE 13Dog Core 320Dog, Unicorn War Core 321Eagle EotE 13Elephant EotE 13Falcon Core 321Flying Squirrel EotE 13Fox EotE 14Goat EotE 14Gorilla LBS 287Hare EotE 14Horse, Rokugani Pony Core 322Horse, Unicorn Riding Core 322Horse, Utaku Battle Steed Core 323Komodo Dragon BoE 211Lion Core 323Mongoose BoE 212Monkey EotE 14Night Heron BoF 196Panda BoE 212Octopus EotE 15Ox Core 323Rhinoceros BoE 212Rooster BoF 196Sharks EotE 15-16Snakes EotE 16-17Squid EotE 15Stag EotE 17Tiger EotE 17Wolf Core 323Wyrms BoA 197