Advantages

Here you can find all of the advantages available to us during character creation. Advantages marked with were created (or updated) specifically for this campaign. You can also check out our available Disadvantages here.

Able Drinker
Alcohol never affects you negatively, no matter how much you drink.
Cost: 1 Type: Physical
Absolute Direction
You possess an almost supernatural sense of direction, and you always know what direction is north, no matter the circumstances. This ability does not function if you are more than one day's travel inside the Shadowlands.
Cost: 1 Type: Mental
Alien Language
Alien languages are notoriously difficult for Rokugani to learn, but many have managed it. Each purchase of advantage grants fluency in one alien language.
This advantage costs 2 points for Unicorn characters.
Cost: 3 Type: Mental
Balance
You possess an inherent calm and serenity that others have difficulty overcoming when attempting to antagonize or taunt you, and that strengthens you when your honor is tested. When adding your Honor Rank to the total of any roll made to resist Intimidation, Temptation, you add an additional +1k0 to the roll as well.
Cost: 2 Type: Mental
Battle Healing
Some of the most ardent and militant shugenja of the Empire, including the Kuni family and Bishamon’s Chosen among the Kitsu, understand that the essence of all Elements can be used to suffuse the broken flesh of an honorable warrior and make it whole. Water is superior for such things, of course, but the other Elements can suffice when necessary. Once per day per person, you may expend one Water spell slot or two spell slots in any other Element(s) to heal one Wound Rank of a Rokugani you are touching.
Cost: 5 Type: Spiritual
Bland
You are extremely unremarkable in every regard, and others have a difficult time recognizing you unless you deliberately draw attention to your identity or affiliations. Whenever someone is making a Lore: Bushido / Awareness roll to determine your Honor Rank, or a Lore: Heraldry / Intelligence roll to determine your identity (based on your Glory Rank), you may voluntarily choose to increase the TN of that roll by 10.
Cost: 2 Type: Physical
Blood of Osano-Wo
You are descended from a bloodline of Hida Osano-Wo, the Fortune of Fire and Thunder, and his resilience lives on in you. You are immune to any penalties or damage from natural weather conditions, such as winter cold, summer heat, etc. If you suffer damage from a spell that employs natural forces (such as a mighty storm created by Hurricane, or a lightning bolt summoned by Fury of Osano-Wo), reduce the amount of damage you suffer by 1k1.
Crab and Mantis characters may purchase this Advantage for 3 points.
Cost: 4 Type: Spiritual
Brilliant Surgeon
You are exceptionally gifted at nonmagical first aid. Your Wound Treatment rolls using the Medicine skill heal +0k1 Wounds.
Cost: 2 Type: Mental
Chosen By the Oracles
For reasons beyond your understanding, you have caught the notice of one of the Oracles, humans suffused with the divine power of the Elemental Dragons. You must select one Ring when you take this Advantage. You gain +1k1 on all Ring rolls of your chosen element. You gain +0k1 on all spellcasting rolls of your chosen element.
Cost: 6 Type: Spiritual
Clear Thinker
You possess a sharp mind and keen powers of perception, making it very difficult for others to deceive you. Whenever you make a Contested Roll against someone who is attempting to confuse or manipulate you in any way, you gain a bonus of +1k0 to the total of your roll.
Dragon characters may purchase this Advantage for 2 points.
Cost: 3 Type: Mental
Crab Hands
You possess a natural affinity for weapons of all kinds, and can take up even an unfamiliar blade without difficulty in times of stress. Any time that you would be forced to make an Unskilled Roll when using a Weapon Skill, you are instead considered to have 1 rank in that Weapon Skill.
Crab and bushi characters may purchase this Advantage for 2 points.
Cost: 3 Type: Physical
Crafty
You have a knack for instinctively knowing how to do things that most people prefer to avoid at all costs. Whenever you are in a situation where you would be forced to make an Unskilled Roll using a Low Skill, you are considered to have 1 rank in the Skill instead.
Scorpion, Spider, and Ninja characters may purchase this Advantage for 2 points.
Cost: 3 Type: Mental
Dangerous Beauty
You possess a certain quality that makes you all but irresistible to members of the opposite sex, and they succumb easily to your manipulations. You gain a bonus of +1k0 to the total of all Temptation Skill Rolls made with members of the opposite sex.
Scorpion characters may purchase this Advantage for 2 points.
Cost: 3 Type: Physical
Daredevil
You have a natural flair for athleticism and a complete lack of self-preservation when it comes to physical damage. Whenever you spend a Void Point to enhance an Athletics Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1.
Mantis characters may purchase this Advantage for 2 points.
Cost: 3 Type: Mental
Dark Paragon
You have mastered one of the precepts of Shourido, the dark code that forms the antithesis of Bushido. Once per session, you may voluntarily sacrifice 5 points of Honor as a Free Action in order to affect a particular type of roll as indicated below, and gain a bonus of +5 to the total of that roll. If you do not have 5 points of Honor to spend in this manner, you may spend a Void Point instead.
Spider Characters may purchase this Advantage for 4 Points.
Control: Re-roll any Social Skill Roll
Determination: Negate all TN/Wound penalties on one Skill or Spell Casting roll (no +5 bonus is applied to the roll)
Insight: Re-roll any roll that used the Awareness Trait
Knowledge: Re-roll any roll that used the Intelligence Trait
Perfection: Spending the Honor causes any one die of your choice on a Skill Roll to explode (no +5 bonus added)
Strength: Re-roll any damage Roll
Will: Spending the Honor negates 10 Wounds at the moment they are suffered
Cost: 5 Type: Mental
Deadly Charge
You close on your opponents like a freight train, bringing all the hells with you. Any time you close to attack an opponent in melee, you gain a Free Raise on the ensuing attack.
This advantage costs 2 points for Unicorn characters.
Cost: 3 Type: Physical
Double-Jointed
You are double-jointed. Gain +2k0 on any roll that involves flexibility, such as fitting into a small space or escaping from restraints.
This advantage costs 1 point for ninja characters.
Cost: 2 Type: Physical
Elemental Blessing
You are much beloved by the kami of a particular element, although you know not why that might be. As a result, the cost of increasing the Traits associated with one particular Ring, chosen when this Advantage is purchased, is decreased by 1. For example, if you choose Earth when you purchase this Advantage, the cost of increasing Stamina and Willpower is reduced by 1 Experience Point every time you increase them. Void may not be chosen for this Advantage.
Phoenix characters may purchase this Advantage for 3 points.
Cost: 4 Type: Spiritual
Enlightened
Your spiritual journey toward complete harmony with the universe as a whole has begun to reach its destination. In addition to whatever storyline effects your GM may choose to bestow on you, you also find it easier to enhance your connection to the Void. When you are using Experience Points to increase your Void Ring, the total cost is decreased by 2 points each time.
Dragon and monk characters may purchase this Advantage for 5 points.
Cost: 6 Type: Spiritual
Forbidden Knowledge
There is a subject about which you possess considerable knowledge and insight. The problem is that his subject is forbidden, and considered grossly socially inappropriate if not outright illegal. Anyone who discovers your expertise in this area might rightly wonder how you came upon it. The benefits of the Advantage vary depending upon the nature of the information, and players should discuss with their GM how this Advantage will work.
Cost: 5 Type: Mental
Friendly Kami
A particular kami has befriended you, and stays in your vicinity at all times. Choose one element when this Advantage is purchased. You gain a bonus of +1k1 to the total of all Spell Casting Rolls made to cast Sense, Commune, or Summon with regard to that Element only. Only shugenja may purchase this Advantage. You may not select this Advantage for an Element in which you are Deficient.
Cost: 5 Type: Spiritual
Friend of the Brotherhood
You have studied among your allies at the Brotherhood of Shinsei, and as a result you understand your place in the universe slightly better than most. You may purchase Kiho as though you are a monk of the Brotherhood of Shinsei, instead of paying a higher cost. You must still meet all other normal restrictions on learning Kiho. Only characters from Monk or Shugenja Schools (and not Monk characters from Brotherhood of Shinsei) may purchase this Advantage.
Dragon characters may purchase this Advantage for 4 points.
Cost: 5 Type: Spiritual
Friend of the Elements
The spirits of a certain Element swirl about you at all times, lending their aid when possible even though you are likely unaware of their presence. Choose a Ring when this Advantage is purchased. Whenever you make a Trait Roll with either Trait associated with that Ring, you gain a Free Raise.
Shugenja characters may purchase this Advantage for 3 points.
Cost: 4 Type: Spiritual
Gaijin Gear
You possess a single piece of equipment that is gaijin in origin, constructed somewhere beyond the boundaries of the Emerald Empire. It may be a weapon from one of the many warrior cultures around Rokugan, such as the Senpet Empire, the overseas kingdoms of Merenae and Thrane, the barbarian Yobanjin tribes to the north, or even the distant Yodotai Empire far to the northwest. In this case simply establish a comparable weapon from Rokugan and use its mechanics, but the item will require its own unique Weapon Skill to utilize it. Non-weapon options include such bizarre objects as compasses, spyglasses, magnifying glasses, scissors, etc.
Mantis and Unicorn characters may purchase this Advantage for 4 points.
Cost: 5 Type: Material
Gentry
In the manner of all samurai, you have been given a duty to oversee that which ultimately belongs to the Emperor. In your case, however you charge is significantly larger than most ever achieve. The number of points assigned to this Advantage determines the size of the holding you have been assigned to oversee. Multiple characters can combine points in this Advantage in order to jointly oversee a larger holding. Characters assigned to oversee a holding are responsible for defending it, administrating it, and ensuring that all taxes are paid to all responsible parties.
Village: (8 points)
Large Village: (15 Points)
Unique Holding: [Sake Works, Falconry, etc.] (18 points)
Town: (20 points)
City: (25 points)
Province: (30 points)
Cost: 8, 15, + Type: Material
Great Destiny
The kharmic cycle has some great purpose in store for you, and the Celestial Order will conspire to keep you alive, no matter what, until your destiny can be fulfilled. Once per session, when you suffer Wounds that would kill you, you are reduced to a single Wound remaining instead. This will only happen once per session, as there are limits to the extent that the heavens will intervene in mortal affairs.
Cost: 5 Type: Spiritual
Great Potential
Within you lies the potential to excel at one particular endeavor, perhaps more so than any other living soul in the Empire. Select any one Skill when you purchase this Advantage. When you make Raises on a Skill Roll using that Skill, your Raises are limited to your rank in that Skill instead of your Void Ring. If your Void Ring is higher, however, you may use that as a measure for your Raises if you so choose.
Cost: 5 Type: Mental
Hands of Stone
Some have a natural talent for unarmed combat, and you are one such individual. The Damage Rolls for your unarmed attacks are increased by +0k1.
Monk characters may purchase this Advantage for 5 points.
Cost: 6 Type: Physical
Heartless
You have a heart of stone. Attempts to woo you or sway your heart - whether through love, courtesy, compassion, or mercy - fall on deaf ears. You gain a +1k0 bonus to rolls made to resist any Courtier, Sincerity, or Temptation roll made for the purpose of persuading you, seducing your, or otherwise changing your mind.
Cost: 4 Type: Mental
Higher Purpose
There is some greater purpose to which you have devoted your life. This is not a simple matter, but some grand work that will take years or perhaps even the whole of your life to accomplish. Whatever this goal is, during any session in which you and the GM agree you have made demonstrable progress toward it, you gain one additional Experience Point.
Cost: 3 Type: Mental
Hunger Games
You can really pack away some dinner. You gain +2k0 on all rolls in eating competitions.
This advantage costs 1 point for Panda characters.
Cost: 2 Type: Spiritual
Inari's Blessing
The Fortune of Rice is a lesser Fortune, but nevertheless is among the most revered entities throughout the whole of Rokugan, particularly by the common people of the Empire. When fasting or deprived of food, you do not suffer from the normal inability to regain Void Points, although other penalties apply as normal.
Cost: 3 Type: Spiritual
Inheritance
When you received your gempukku ceremony, your family honored you with an heirloom of your ancestors. It is among your most precious possessions, and you would die before you allowed it to be harmed or brought dishonor to it. You possess one item in addition to the normal starting equipment provided by your School. Whenever you make a Skill Roll using this item, such as a Perform: Biwa roll with a biwa, a Games: Go roll with a go set, or a Kenjutsu roll with a katana, you gain a bonus of +1k1 to the roll. This bonus does not apply to any attack or damage rolls, only Skill Rolls made for non-combat purposes (rolls made outside of a skirmish).
Cost: 5 Type: Material
Inheritance: Asahina Blade
The near-mythical priest smiths of the Phoenix Clan have a venerable tradition to honor the memory of Isawa Asahina, one of the clan’s great heroes and a symbol of their clan’s alliance with the Crane Clan. An Asahina Blade is a 3k2 wakizashi. When you use the Guard Action while wielding this weapon, the bonus to your charge’s Armor TN is increased an additional amount equal to your Honor Rank.
Cost: 9 Type: Material
Inheritance: Kobune
One of your relatives was a successful captain for the Mantis, and his ship has passed to you now that you have come of age. You may not be the most prepared for such a task, but the option is available if you wish it. You possess a small kobune, one that can be successfully crewed with perhaps a half dozen men including yourself. You are capable of making a trip between the mainland and the Mantis islands in two weeks, assuming it is not storm season, and a single voyage should cover expenses and end with a profit for you. The exact size of the profit should be determined by the GM (possibly with the assistance of Commerce Skill rolls from you), but will typically range between 5 and 10 koku per voyage. If your campaign utilizes the optional rules from Emerald Empire, this Advantage also confers 2 Duty Points.
Cost: 10 Type: Material
Inheritance: Trained Falcon
You are in possession of a trained hunting falcon, the most recent of a long line of carefully bred hunting animals maintained by your family’s falconry experts. This falcon is an exceptional specimen, and increases the number of Wounds it can sustain at each level by 5. It also rolls one additional die when making an attack.
Toritaka characters may purchase this Advantage for 1 point.
Cost: 2 Type: Material
Inheritance: Water Hammer Armor
You have been bequeathed a suit of armor that was forged upon the great scale of the Water Dragon in the heart of Suigeki Toshi. Only a handful of such suits exist, and few indeed are honored to wear them. Your armor has its Reduction value increased by 2. The point cost of this Advantage is dependant upon the type of armor granted. Ashigaru armor is worth 4 points, light armor 7 points, heavy armor 12 points, and riding armor 15 points.
Cost: 4 Type: Material
Inner Gift: Animal Ken
You may instinctively Sense the mood of animals; animals regard you as friendly.
Cost: 3 Type: Spiritual
Inner Gift: Empathy
You gain a bonus of +1k1 to Courtier rolls made to determine another's feelings/desires.
Cost: 5 Type: Spiritual
Inner Gift: Foresight
You are difficult to surprise, and gain a bonus of +1k0 to the total of Initiative rolls.
Cost: 3 Type: Spiritual
Inner Gift: Lesser Prophecy
You sometimes have vague dreams of the future, such as a bloody knife before a murder.
Cost: 3 Type: Spiritual
Inner Gift: Sakkaku-Do
You have been touched and marked as noteworthy by the Realm of Mischief. You gain +2k1 when attempting to trick or deceive any denizen of any spirit realm. Additionally, you may learn and research Sakkaku-aligned spells typically only available to Tsuno Soultwisters.
Cost: 5 Type: Spiritual
Inner Gift: Spirit Touch
You may make an Awareness roll (TN 15) to see the last person to touch an object you are touching.
Cost: 3 Type: Spiritual
Iron Heart Native
Your ancestors are from the region near Iron Heart Village, and the traits common to that region remain manifest in you. You gain a bonus of +1k0 to any Stamina Trait Roll or to any non-damage roll using the Strength Trait (including rolls to control Grapples).
Cost: 2 Type: Physical
Ishiken-Do
You have that rarest of gifts, the ability to commune with the Void itself. This gift is similiar in many respects to the ability to speak to the kami, save that there are no naturally occurring kami of the Void; the Void itself is a living thing, both everything and nothing at all once. You may cast Void spells. Only shugenja may take this Advantage, and without this Advantage a character cannot cast Void spells. Phoenix characters may purchase this Advantage for 6 points.
Cost: 8 Type: Spiritual
Kharmic Tie
Your destiny is not yours alone, but is bonded to that of another in some fundamental way. You may have been close to this other person during a previous life, or perhaps your destiny in this life will yet be entwined in theirs in some essential manner. Select one person when purchasing this Advantage. For each point spent on this Advantage, once per session you gain a bonus of +1k1 to the total of all attack rolls made when fighting for or protecting the person to whom you are bonded.
Cost: 1 Type: Spiritual
Languages
The Empire has only one language with two dialects. The world around Rokugan, however, has a wide variety of nations and cultures, each with their own language. For 1 point, you may learn one human language from any surrounding culture, including but not limited to: the Yobanjin dialect, Senpet, Yodotai, Mekham, Merenae, Rhuumal, Thrane, etc. A non-human language, such as the Nezumi or Naga languages, requires three points and confers only the ability to understand the language and a limited ability to express very basic concepts verbally.
Cost: 1, 3 Type: Mental
Large
You are significantly larger than the average Rokugani, ranging in height from 6'0" to 6'3" in height. You gain a bonus of +1k0 to the total of all Damage Rolls for any large melee weapon.
Crab characters may purchase this Advantage for 3 points.
Cost: 4 Type: Physical
Laughing Plains Native
You possess the traits indigenous to the people of Laughing Plains Village, from whence some distant ancestor of yours originated. Your dour and bleakly stoic outlook on life grants you a bonus of +5 when rolling to resist any Fear effect.
Cost: 2 Type: Mental
Luck
Fortune favors the mortal man. A number of times per session equal to your rank in this Advantage, you may choose to immediately re-roll any one roll you make, keeping the higher of the two results.
This Advantage costs 3 points for each rank you wish to purchase.
Cost: 3 Type: Spiritual
Magic Resistance
For reasons beyond your understanding, the kami are reluctant to involve themselves with you in any way. For each rank you possess in this Advantage, all elemental spells targeting you have the TN of the Spell Casting Roll made to enact it increased by +3. Maho, gaijin, and non-human forms of magic are not affected by this Advantage.
This Advantage costs 2 points for each rank you wish to purchase.
Cost: 2 Type: Spiritual
Medical Remedy
Modern Rokugani medicine can be used to replace damaged body parts – and in some cases improve upon them. In general, this advantage costs whatever the corresponding disadvantage is worth; replacing a missing eye would cost 3 points, as the Bad Eyesight Disadvantage is worth 3 points, replacing a lost limb would cost 6 points, as the Missing Limb Disadvantage is worth 6 points, etc. At the GM’s discretion, these implants could potentially grant additional abilities (a bionic eye could allow x-ray and infrared vision, for example).
Cost: 1 Type: Physical
Medium
You have a strong connection with the Spirit Realms beyond your own. Though you may not physically travel to the other Realms, you may project your spirit into them by entering deep concentration. Your spiritual projection is malleable, and whenever you encounter other spirits while in this state they will treat you as one of their own unless you choose to reveal your status as outsider to them.
Cost: 4 Type: Spiritual
Aranisu’s Blessing
The Fortune of Irony smiles upon you. Once per mod, you may switch the results of one roll with a willing target as long as both of you were required (or chose) to make the roll. You may switch with an unwilling target if you beat them in an opposed raw Void roll.
This advantage costs 3 points for Monk characters.
Cost: 4 Type: Spiritual
Azai’s Blessing
The Fortune of the Endless Void smiles upon you. You gain a Free Raise on any roll made to aid the operations of a starship.
This advantage costs 3 points for Mantis and Pangolin characters.
Cost: 4 Type: Spiritual
Ekibyogami’s Blessing
The Fortune of Plague and Pestilence smiles upon you. You gain +1k1 to any roll to resist the effects of disease, poison, infection, or any physical affliction – including curses and magical effects which create such afflictions.
This advantage costs 1 point for Crab characters.
Cost: 2 Type: Spiritual
Hikora’s Blessing
The Fortune of Oak smiles upon you. You gain 5 Reduction against the first source of damage in any skirmish.
Cost: 2 Type: Spiritual
Hofukushu’s Blessing
The Fortune of Vengeance smiles upon you. Once per mod when a target deals greater than 20 Wounds against you on a single attack (after Void Reduction), you may activate this technique to deal half those Wounds (rounded down) on your next successful attack against them.
This advantage costs 3 points for Lion characters.
Cost: 4 Type: Spiritual
Komashi-Okara’s Blessing
The Fortune of Sorrow smiles upon you. Once per mod, you may spend a Void Point and make some sort of verbal Awareness-based roll at a TN determined by the GM to induce a state of melancholy in a target. This may be a Performance roll, a Courtier roll, a Games: Sadane roll, a Sincerity roll – any social roll that requires you to communicate with someone in some way. This does not have a defined mechanical effect, but clever players could certainly find a way to use it to their advantage…
Cost: 2 Type: Spiritual
Kurohito’s Blessing
The Fortune of Perfection smiles upon you. Once per mod, you gain +10 to the results of any one Unskilled roll. This ability may be used to make an unskilled Lore roll for which you do not possess the appropriate Lore skill.
This advantage costs 2 points for Dragon characters.
Cost: 3 Type: Spiritual
Jiro’s Blessing
The Fortune of Leadership smiles upon you. You gain +2k0 to any roll to bolster or emotionally support another person.
Cost: 2 Type: Spiritual
Jizo’s Blessing
The Fortune of Mercy smiles upon you. You gain +0k1 to any social rolls when dealing with ronin or commoners.
Cost: 3 Type: Spiritual
Muzaka’s Blessing
The Fortune of Enigmas smiles upon you. When you make any roll to attempt to solve a puzzle, you may ask the GM for one hint which they must answer truthfully. This does not apply to investigations, but to actual literal puzzles.
This advantage costs 1 point for Phoenix characters.
Cost: 2 Type: Spiritual
Namaka’s Blessing
The Fortune of Horses smiles upon you. You gain +1k1 to all Horsemanship and Animal Handling rolls.
This advantage costs 3 points for Unicorn characters.
Cost: 4 Type: Spiritual
Otemi’s Blessing
The Fortune of Recovery smiles upon you. All healing spells and medicine rolls directed at you heal an additional 3 Wounds per the healer’s shindoshi School Rank or Medicine rank. Additionally, no matter how badly you are injured, as long as you survive, you will be completely healed of your Wounds within 48 hours.
Cost: 6 Type: Spiritual
Sakura’s Blessing
The Fortune of Stories smiles upon you. Once per mod, you may spend a Void Point to use stories of your epic achievements to take one social action – securing a meeting with an important figure, overawing a magistrate, etc. – that would only be possible if your Status was two or fewer ranks higher than it actually is.
This advantage costs 3 points for Crane characters.
Cost: 4 Type: Spiritual
Tek’tek-kir’s Blessing
The Fortune of Names smiles upon you. You automatically succeed at any roll to recall someone’s name and personal history.
Cost: 1 Type: Spiritual
Tsugumu’s Blessing
The Fortune of Secrets smiles upon you. You may spend a Void Point to determine whether someone else possesses the Dark Secret or Bad Reputation disadvantages. This does not allow you learn any information about what those disadvantages pertain to; you simply know there are secrets to be ferreted out.
This advantage costs 2 points for Scorpion characters.
Cost: 3 Type: Spiritual
Benten's Blessing
The Fortunate of Romantic Love has showered you with her blessings. Whenever you are attempting to persuade someone, regardless of the circumstances, you gain a bonus of +0k1 to the total of the Social Skill Roll in question. This bonus only applies to persuasion, not coercion.
This advantage costs 3 points for Crane players.
Cost: 4 Type: Spiritual
Bishamon's Blessing
The Fortune of Strength has taken notice of your might, and has favored you with his blessings. Whenever you declare and make three successful Raises on an attack roll for the purposes of the Increased Damage Maneuver, you gain one additional Raise. Free Raises do not count toward activating this effect. You also gain a bonus of +1k0 to the total of any Strength Trait Rolls.
This advantage costs 4 points for Crab and Lion players.
Cost: 5 Type: Spiritual
Daikoku's Blessing
The Fortune of Wealth has favored you with his patronage, and you excel in matters pertaining to wealth and mercantile pursuits. You gain a bonus of +1k1 to the toal of all Commerce Skill Rolls.
This advantage costs 3 points for Mantis players.
Cost: 4 Type: Spiritual
Ebisu's Blessing
You have captured the attention, if only briefly, of the Fortune of Honest Work, and his favor is clear to those who serve him best. You gain a bonus of +1k1 to the total of all Social Skill Rolls made with citizens of Rokugan who are not members of the samurai caste.
This advantage costs 3 points for Unicorn players.
Cost: 4 Type: Spiritual
Fukurokujin's Blessing
The Fortune of Wisdom favors you above all others, and you reap the benefits of his patronage. Select one Lore Skill when you purchase this Advantage. Whenever you make a Skill Roll using that Skill, you gain a bonus of +1k1 to the total of that roll.
This advantage costs 3 points for Dragon and Phoenix players.
Cost: 4 Type: Spiritual
Hotei's Blessing
The Fortune of Contentment finds you a pleasing tribute to his works, and favors you with his sense of serenity and his jovial nature. Whenever an effect of any sort, either a spell, Advantage, Technique, or other effect, would cause you to lose Void Points, the instigator of the effect must first defeat you in a Contested Void Roll. If the effect already calls for a Contested Roll of some kind, your roll is instead increased by +10.
Cost: 4 Type: Spiritual
Jurojin's Blessing
The Fortune of Longevity favors you, and as a result you can expect a long and healthy life. Whenever you are rolling to resist the effects of a disease or poison, you gain a bonus of +2k0 to the total of the roll.
This advantage costs 3 points for Scorpion players.
Cost: 4 Type: Spiritual
Night-Trained
You have catlike vision in the dark. You never suffer any penalties for low-light or full darkness conditions.
Cost: 1 Type: Physical
Paragon: Compassion
You exemplify the code of Bushido, and have taken one particular tenet to heart and made it your way of life. In addition to the benefit listed below, any time you gain Honor for exhibiting the virtue for which you have the Paragon Advantage, you gain an additional +1 Honor.
Lion characters may purchase this Advantage for 6 points.

Any time you spend a Void Point to improve a roll made to directly help those lower than you in the Celestial Order, you gain +2k2 instead of +1k1.
Cost: 7 Type: Mental
Paragon: Courage
You exemplify the code of Bushido, and have taken one particular tenet to heart and made it your way of life. In addition to the benefit listed below, any time you gain Honor for exhibiting the virtue for which you have the Paragon Advantage, you gain an additional +1 Honor.
Lion characters may purchase this Advantage for 6 points.

You gain a bonus of +1k1 to the total of any roll made to resist Intimidation or to overcome Fear effects.
Cost: 7 Type: Mental
Paragon: Courtesy
You exemplify the code of Bushido, and have taken one particular tenet to heart and made it your way of life. In addition to the benefit listed below, any time you gain Honor for exhibiting the virtue for which you have the Paragon Advantage, you gain an additional +1 Honor.
Lion characters may purchase this Advantage for 6 points.

Any time you make an Etiquette roll to avoid an embarrassment or breach of honor, you add +2k0 to the roll.
Cost: 7 Type: Mental
Paragon: Duty
You exemplify the code of Bushido, and have taken one particular tenet to heart and made it your way of life. In addition to the benefit listed below, any time you gain Honor for exhibiting the virtue for which you have the Paragon Advantage, you gain an additional +1 Honor.
Lion characters may purchase this Advantage for 6 points.

You may spend a Void Point on any Skill Roll or Spell Casting Roll to negate all TN penalties for that roll, including Wound penalties.
Cost: 7 Type: Mental
Paragon: Honesty
You exemplify the code of Bushido, and have taken one particular tenet to heart and made it your way of life. In addition to the benefit listed below, any time you gain Honor for exhibiting the virtue for which you have the Paragon Advantage, you gain an additional +1 Honor.
Lion characters may purchase this Advantage for 6 points.

On a Sincerity (Honesty) roll, you add a bonus of +1k1. You may add this bonus even if you do not possess the Emphasis, but it would apply in the situation at hand.
Cost: 7 Type: Mental
Paragon: Honor
You exemplify the code of Bushido, and have taken one particular tenet to heart and made it your way of life. In addition to the benefit listed below, any time you gain Honor for exhibiting the virtue for which you have the Paragon Advantage, you gain an additional +1 Honor.
Lion characters may purchase this Advantage for 6 points.

You may add twice your Honor Rank to all rolls to resist Temptation or Intimidation rolls, instead of the normal bonus.
Cost: 7 Type: Mental
Paragon: Sincerity
You exemplify the code of Bushido, and have taken one particular tenet to heart and made it your way of life. In addition to the benefit listed below, any time you gain Honor for exhibiting the virtue for which you have the Paragon Advantage, you gain an additional +1 Honor.
Lion characters may purchase this Advantage for 6 points.

You may add a bonus of +2k0 to all Contested Rolls using Sincerity.
Cost: 7 Type: Mental
Precise Memory
You have an incredible ability to recall exactly things you have seen or heard. In any situation where you need to remember something exactly the way it was, whether the wording of something you read or the details of a person's physical appearance, you add a bonus of +1k1 to your Intelligence Trait Roll.
Cost: 3 Type: Mental
Prodigy
You are a marvel of the dojo, and your sensei believe that you will accomplish incredible things in your lifetime. Whenever you make a School Skill Roll, you gain a bonus of +1k0 to the roll.
Cost: 12 Type: Physical
Quick
You can react quickly to others, seizing advantage where previously there had been none. If you did not act first during a Combat Round, during the Reactions Stage of combat you may add your Reflexes Trait to the total of your Initiative Score for all subsequent rounds of this skirmish. This may be done each Round that you did not act first.
Ninja characters may purchase this Advantage for 5 points.
Cost: 6 Type: Physical
Quick Healer
Any time you are healed (whether magically or with the Medicine skill), you heal an additional 5 Wounds.
Cost: 3 Type: Physical
Read Lips
Either through natural ability or incredible patience and practice, you have the ability to understand what others are saying even if you cannot hear them, simply by observing how their lips move. When you are in a situation where others are speaking and you cannot hear them, you can understand what they are saying by making a Perception Trait Roll against TN 15 + 5 for every twenty feet away from you the speakers are.
Courtier characters may purchase this Advantage for 3 points.
Cost: 4 Type: Mental
Reincarnated
Despite having passed through Meido, you retain some faint recollection of your previous life. You gain +1k0 to any three non-School Skills of your choice (subject to GM’s approval). Any time you spend a Void Point to enhance a roll using one of those Skills, you suffer the effects of the Anachronism disadvantage for 1-10 hours. In addition, you will occasionally have dreams or vague memories from your previous life, which may or may not become relevant to your current existence.
Cost: 6 Type: Spiritual
Ruined City Shadow
Being stationed in the Ruined City is a dangerous assignment, even for the most sinister samurai among the Spider Clan. If the environment were not dangerous enough, the area is rife with potential enemies, and remaining undetected is the first priority for both Yotsu patrols and Spider operations within the city. You gain a bonus of +1k0 to the total of all Stealth (Ambush) Skill Rolls made in urban environments.
Cost: 3 Type: Physical
Rogue Leader
You are an ace among aces when it comes to piloting a fighter craft. You gain +1k1 on any Piloting rolls made within a fighter.
This advantage costs 2 points for Tsuruchi characters.
Cost: 3 Type: Physical
Sacred Forest Native
The spiritual folk of Sacred Forest Village consider you one of their own due to the nature of your ancestry, which includes someone from that region. You gain +1k0 to rolls with Lore: Theology and Lore: Spirit Realms.
Cost: 2 Type: Spiritual
Sacred Weapon:
Crab: Earth Breaker Tetsubo
4k3 Tetsubo.
You may spend a Void Point to enhance damage with this weapon as with a katana.
Cost: 5 Type: Material
Sacred Weapon:
Crab: Kaiu Blade
3k3 Katana.
Unbreakable; -2 to target's Reduction.
Cost: 4 Type: Material
Sacred Weapon:
Crab: Slayer’s Edge Axe
3k3 Masakari.
Add +3 to attack rolls when striking an unaware opponent.
Cost: 4 Type: Material
Sacred Weapon:
Crab: Oyasu Ono
2k4 Ono.
Counts as Jade and deals +1k0 damage to tainted targets.
Cost: 6 Type: Material
Sacred Weapon:
Crane: Heavenly Spear
3k2 Yari.
Can be thrown up to 50’, and deals normal damage when thrown.
Cost: 4 Type: Material
Sacred Weapon:
Crane: Kakita Blade
4k2 Katana.
You may reroll damage once per Iaijutsu duel.
Cost: 5 Type: Material
Sacred Weapon:
Dragon: Kitsuki Blade
4k2 Katana.
Grants a Free Raise when fighting any opponent who you reasonably believe is acting in violation of Rokugani law.
Cost: 5 Type: Material
Sacred Weapon:
Dragon: Twi Sister Blades
Daisho.
+5 to the TN of all Disarm Maneuvers against you.
Cost: 3 Type: Material
Sacred Weapon:
Lion: Akodo Blade
4k2 Katana.
Your honor rank is considered 1 higher than it actually is while carried.
Cost: 6 Type: Material
Sacred Weapon:
Lion: Shingen’s Tessen
1k1 Tessen.
Doubles all Armor TN bonuses from the War Fans skill.
Cost: 4 Type: Material
Sacred Weapon:
Lion: Safir’s Wroth
3k4 No-dachi.
Grants 1 Free Raise towards the Increased Damage Maneuver.
Cost: 6 Type: Material
Sacred Weapon:
Mantis: Storm Kama (Pair)
2k2 Kama.
+1k0 to attack rolls when wielding both of them.
Cost: 6 Type: Material
Sacred Weapon:
Phoenix: Inquisitor's Strike
3k2 Wakizashi.
Considered Jade against tainted targets.
Cost: 6 Type: Material
Sacred Weapon:
Scorpion: Shosuro Blade
4k2 Katana.
Add +5 to the TN to resist poisons applied to blade.
Cost: 5 Type: Material
Sacred Weapon:
Spider: Black Steel Blade
4k2 Katana.
Any exploding damage dice require the target to make an Earth Ring Roll (TN 15) or gain 1 point of the Shadowlands Taint.
Cost: 5 Type: Material
Sacred Weapon:
Unicorn: Moto Scimitar
3k3 Scimitar.
+3 to Damage Rolls made while on horseback.
Cost: 5 Type: Material
Sage
Whenever you make an Unskilled Roll when using a Lore Skill, you are considered to have one rank in that skill. Your TN on these rolls is 5 higher than it otherwise would be.
This advantage costs 3 points for Asako and shindoshi characters.
Cost: 4 Type: Mental
Sensation
You are capable of enrapturing the crowd, no matter the circumstances. Whenever you would be required to make a Skill Roll using a Perform Skill you do not possess, you are considered to have 1 rank in that skill.
Cost: 3 Type: Spiritual
Shadowed Heart
You have trained your mind to be nigh-inscrutable to those who surround you. Rolls made to discern your true intentions or motivations, including Social Skill rolls and Spell Casting Roll for any spells which might lay bare your thoughts, have their TN increased by +5.
Cost: 5 Type: Mental
Silent
You have a natural talent for moving silently at all times. You add +1k0 to the total of all Stealth rolls.
Ninja characters may purchase this Advantage for 2 points.
Cost: 3 Type: Physical
Sniper
You make impossible long-range shots seem routine. You gain +2k0 on any ranged attack roll at more than 200’.
Cost: 2 Type: Physical
Soul of Artistry
Your soul soars with the spirit of creativity. Choose either Artisan Skills or Craft Skills when purchasing this Advantage. Any time that you would be required to make an Unskilled Roll using a Skill of the chosen type, you are considered to have 1 rank in that Skill.
Crane and courtier characters may purchase this Advantage for 3 points.
Cost: 4 Type: Mental
Strength of the Earth
In your soul can be found the spirit of the mountains and the strength of stone. You can overcome injuries that would cripple other men. Your Crippled threshold is reduced by 5 x your Earth (10 at Rank 2, 15 at Rank 3, 20 at Rank 4, etc.).
This advantage costs 2 points for bushi characters.
Cost: 3 Type: Physical
Student of Shourido
Truly dedicated followers of the Way of Victory are able to prevail despite their rejection of Bushido. When rolling to resist Temptation, Intimidation, or Fear, you may choose to add +5 to your roll instead of adding your Honor Rank to the roll.
This advantage costs 6 points for Spider characters.
Cost: 9 Type: Mental
Technophile
You have a natural affinity for technology of all kinds. You gain +2k0 when using or repairing any modern electrical device. This does not apply to starships.
This advantage costs 2 points for Phoenix and Otter characters.
Cost: 3 Type: Mental
Touch of the Spirit Realms: Chikushudo
You gain a bonus of +1k1 on all Animal Handling rolls.
Shindoshi characters may purchase this Advantage for 4 points.
Cost: 5 Type: Spiritual
Touch of the Spirit Realms: Gaki-do
When you resolve an attack that kills (or knocks out) an opponent, you immediately regain a number of Wounds equal to five times your Earth rank.
Shindoshi characters may purchase this Advantage for 4 points.
Cost: 5 Type: Spiritual
Touch of the Spirit Realms: Jigoku
You may add your Taint Rank to any attack roll and any Skill Roll or Trait roll that uses a Physical Trait. If you are Lost, you add twice your Taint Rank rather than your normal bonus. You may not take this Advantage unless you possess the Shadowlands Taint.
Shindoshi characters may purchase this Advantage for 4 points.
Cost: 5 Type: Spiritual
Touch of the Spirit Realms: Maigo no Musha
When you are awarded Glory in an amount greater than 3 points, you receive one additional point.
Shindoshi characters may purchase this Advantage for 4 points.
Cost: 5 Type: Spiritual
Touch of the Spirit Realms: Meido
You gain a bonus of +2k0 to Contested Rolls versus attempts to manipulate you in social interactions, such as use of the Courtier Skill.
Shindoshi characters may purchase this Advantage for 4 points.
Cost: 5 Type: Spiritual
Touch of the Spirit Realms: Sakkaku
You gain a bonus of +1k1 on Sincerity (Deceit) rolls.
Shindoshi characters may purchase this Advantage for 4 points.
Cost: 5 Type: Spiritual
Touch of the Spirit Realms: Tengoku
You gain a bonus of +2k0 on Earth Ring Rolls made to resist the Shadowlands Taint.
Shindoshi characters may purchase this Advantage for 4 points.
Cost: 5 Type: Spiritual
Touch of the Spirit Realms: Toshigoku
When making a Move Action to get into range to attack an opponent, the distance of your move is increased by 5 feet.
Shindoshi characters may purchase this Advantage for 7 points.
Cost: 8 Type: Spiritual
Touch of the Spirit Realms: Yomi
Select one School Skill. You gain a bonus of +1k0 on all Skill Rolls made using that Skill.
Shindoshi characters may purchase this Advantage for 6 points.
Cost: 7 Type: Spiritual
Touch of the Spirit Realms: Yume-do
You can recover all expended Void Points with only four hours of rest, rather than the normal full night of eight hours of rest.
Shindoshi characters may purchase this Advantage for 4 points.
Cost: 5 Type: Spiritual
Utility Belt
You always seem to have random objects on hand; no one knows where you keep these things. Once per mod, you may pull any mundane non-weapon item out of your pocket.
Cost: 1 Type: Material
Virtuous
You embrace virtue in your every thought and action. You possess one additional rank of Honor above your normal starting value (as determined by your School).
Cost: 3 Type: Mental
Voice
You have a voice that others find pleasing in virtually every respect. You gain a bonus of +1k1 on any Perform Skill Roll that utilizes your voice, such as Perform: Singing or Perform: Oratory.
Cost: 3 Type: Physical
Void Versatility
You have a great capacity for drawing upon the strength of the Void as it exists within other elements. Select any one non-Void Ring. You may expend spell slots associated with that Ring to use Void spells in addition to their normal use.
Only shindoshi with an Affinity for Void spells may purchase this Advantage.
Cost: 4 Type: Spiritual
Wary
You are constantly on alert, always looking out for the unexpected. When rolling Investigation (Notice) / Perception against Stealth (Ambush) / Agility to detect an ambush, you add +1k1 to your roll.
Cost: 3 Type: Mental
Watanu-Trained
The Watanu ronin of Iron Heart Village are well known throughout the region for their superior skills in smithing. Select one Craft Skill related to the creation of metallic goods (not weapons or armor). When making Skill Rolls to create such items, you gain a bonus of +1k1.
Cost: 1 Type: Mental
Way of the Land
You are intimately familiar with a particular region, having traveled it extensively to the point that you know it as well as the interior of your own house. Select the lands of one family, a major city, or some other reasonably sized region. While you are within that region, it is not possible for you to get lost, and you know the location of any available resources to be found there.
Unicorn characters may purchase this Advantage for 1 point.
Cost: 2 Type: Mental
Wealthy
Your branch of the family is particularly wealthy, and they have granted you additional resources in order to facilitate your fulfillment of your dury. For each point spent on this Advantage, you gain one additional koku, to be added to the amount in your School outfit.
Crane, Unicorn, and Imperial characters may purchase this Advantage for 1 point less than normal (the first rank always costs 1 point).
Cost: 1 Type: Material
Zatoichi
Where you’re going, you don’t need eyes to see. You are immune to any mechanical effects of the Blinded condition. You are still considered Blinded when hit by it – you simply ignore the associated penalties.
This advantage costs 3 points for Dragon characters.
Cost: 4 Type: Spiritual
Zero-G Training
You are well-trained in operations conducted in the vacuum of space. You suffer no penalties for acting in Zero-G (which normally confers a -1k1 penalty to all physical actions).
This advantage costs 1 point for Crab and Boar characters.
Cost: 2 Type: Physical