Here you can find all of the disadvantages available to us during character creation. Disadvantages marked
with were created (or updated) specifically for this campaign. You
can also check out our available Advantages here.
Anachronism
Although the society of Rokugan embraces traditionalism and for the most part eschews all change,
some degree of social evolution is inevitable. For those spirits returned through Oblivion’s Gate,
these changes can seem profound and extremely confusing. You are out of touch with modern
conventions and styles. The Target Number of all artisan, Craft, and Social Skill Rolls you make is
increased by 5. Only returned spirits may purchase this Disadvantage.
Value: 2Type: Mental/Social
Antisocial
You find the presence of others uncomfortable, so much so that is immediately obvious to those
around you. Your preference for solitude causes you to behave in a manner that might best be
described as rude. If you take the 2 point version of this Disadvantage, you suffer a penalty of
-1k0 to all Social Skill Rolls. For 4 points, the penalty is -1k1. This Disadvantage is worth
1 additional point to Crab characters.
Value: 2, 4Type: Social
Ascetic
You have no taste for or interest in material things, and this minimalist attitude has impacted how
others view you. Your School Outfit includes only weapons, armor, clothing, necessary tools of the
trade for your profession (such as scroll satchel for shugenja), and nothing else. Any time you
would be awarded Glory as a result of your actions, you receive only half the normal amount. Coupled
with the normal restriction for Monks in gaining Glory, ascetic monk characters would only gain one
quarter the normal amount of Glory. This Disadvantage is worth 3 points to Dragon or Monk
characters.
Value: 2Type: Mental
Bad Eyesight
Your eyesight is exceptionally poor, whether as a result of some medical condition or even from a
missing eye. You suffer a penalty of -1k1 to all ranged attack rolls and to any Perception-based
rolls.
Value: 3Type: Physical
Bad Fortune: Secret Love
Somewhere, someone is madly in love with you, and will go to any lengths to sabotage your romantic
interests, even politically arranged marriages, in order to ensure that you remain available, for
them.
Value: 3Type: Spiritual
Bad Fortune: Disfigurement
You have a birthmark of some sort that appears on a visible portion of your body. Others regard it
as a clear mark of bad fortune (which in Rokugan, it is), and give you a very wide berth.
Value: 3Type: Spiritual
Bad Fortune: Evil Eye
One of your eyes is discolored. People avoid looking you in the eyes at all costs, and some believe
your very presence invites evil spirits.
Value: 3Type: Spiritual
Bad Fortune: Allergy
You are allergic to a common substance, something you come into contact with regularly, such as
silk, cotton, or sushi. Its presence breaks you out in a very uncomfortable rash, which in turn
makes others react poorly to your presence.
Value: 3Type: Spiritual
Bad Fortune: Lingering Misfortune
At some point in your future, you will fail an extremely important dice roll in a spectacularly
disastrous fashion. The GM will decide when this happens, and no mechanical effect will allow you to
overcome it or to circumvent it.
Value: 3Type: Spiritual
Bad Fortune: Unknown Enemy
Someone somewhere in another Clan hates you, and wishes to see you dead. You have no idea who they
are or why they hate you, but you will very soon.
Value: 3Type: Spiritual
Bad Fortune: Moto Curse
You possess a spiritual weakness that makes you extremely susceptible to the Shadowlands Taint. You
suffer a penalty of -1k0 to any roll made to resist acquiring the Taint. Only members of the Unicorn
Clan may take this Disadvantage, and they receive 4 points for it.
Value: 3Type: Spiritual
Bad Fortune: Yogo Curse
You are cursed to betray the one you love the most, just as the first Yogo was cursed by Fu Leng
himself. Normally only members of the Scorpion Clan may take this Disadvantage, and they receive 4
points for it. (GMs may allow other characters of the Yogo bloodline to take the curse as well, if
they wish.)
Value: 3Type: Spiritual
Bad Health
You suffer from a chronic medical condition that constantly renders you weak and susceptible to both
illness and injury. Your Earth Ring is considered one rank lower for the purposes of determining
Wound Ranks and for resisting diseases.
Value: 4Type: Physical
Bitter Betrothal
You have been promised to another, or perhaps are already married, and neither of you are at all
pleased with the situation. Your spouse despises you, but he or she at least has the decorum to
manage your estate properly… for the most part. Your mutual dislike, however, can result in
tremendous difficulty with even simple domestic or bureaucratic tasks. This Disadvantage is
worth 3 points to Imperial characters.
Value: 2Type: Social
Blackmailed
Someone out there knows of some dark secret of yours, or some horrible indiscretion you committed in
a moment of weakness. What's worse, they intend to make you pay for it. The cost of this
Disadvantage is equal to your Status Rank. The person blackmailing you will contact you periodically
and require certain things of you. You must weigh these actions against the potential disgrace if
your secret is discovered, and act accordingly.
Value: 1, 2, 3, 4, 5Type: Social
Black Sheep
For whatever reason, your family is completely disgusted with you and your actions. You have not
been cast out and made ronin, but you are no longer welcome in your own household. You may only
maintain proper relations with any member of your family via the Allies Advantage, and if you attend
one of your own family's Schools, you may not advance in School Rank without going to great lengths
to find a willing teacher.
Value: 3Type: Social
Blind
You possess no natural eyesight whatsoever save for a slight ability to determine light and dark.
You suffer a penalty of -3k3 to all ranged attack rolls and -1k1 to melee attack rolls. Your base
Armor TN is equal to your Reflexes Trait plus 5 (armor adds bonuses as normal). Your Water Ring is
considered two ranks lower for the purposes of determining how far you may move as part of a Move
Action. Any attempt at a Simple Move Action requires an Athletics / Agility Roll (TN 20) or you are
knocked Prone. You may not make Perception rolls unless the GM judges that you can use senses other
than sight for the roll.
Value: 6Type: Physical
Bounty
A price has been placed on your head due to your involvement (or suspected involvement) in a crime.
The severity of the crime itself dictates the cost of this Disadvantage, the amount of the bounty on
your head, and who will be willing to hunt for you. A minor offense (2 points) generates a bounty of
1-5 Koku, and generally only magistrates from that province, or ronin who hunt for bounties, will
search for you. To identify you as a bounty target, the hunter must make a Lore: Law / Perception
roll at TN 25. A serious offense (4 points) generates a bounty of 10-15 Koku. Any magistrate from
the Clan which assigned the bounty will be aware of it. To identify you as a bounty target, the
hunter must make a Lore: Law / Perception roll at TN 15. A violent or heinous act (6 points)
generates a bounty of at least 20 Koku. Magistrates from every Great Clan are on the lookout for
you, and you are likely to be executed in short order if taken into custody. The offended Clan may
even send a specific request to the Tsuruchi Bounty Hunters if your crime was exceptionally awful.
To identify you as a bounty target, the hunter must make a Lore: Law / Perception roll at TN 10.
Value: 2, 4, 6Type: Social
Brash
You have a notoriously short temper and are likely to answer anything you perceive as a threat with
steel. If you are threatened or insulted, you must make a Willpower Trait roll (adding your Honor
Rank to the total) at a TN of 25, or you will attack immediately. This Disadvantage is worth 4
points to Lion characters.
Value: 3Type: Mental
Broken Wave Stigma
Your status as a citizen of Broken Wave City is a constant reminder of the past difficulty between
your clan and the Phoenix. Despite their inclination toward pacifism, many have found the War of
Fire and Thunder difficult to forgive. You suffer a penalty of -1k0 to all Social Skill Rolls made
targeting members of the Phoenix Clan. You gain one less point than normal when purchasing the Sworn
Enemy or Nemesis Disadvantages if the other party is a Phoenix Clan samurai.
Value: 2Type: Social
Can't Lie
You are psychologically incapable of telling a lie, perhaps because it has been so thoroughly
drilled into your nature by your honorable family. Not only can you not tell a lie, but if someone
in your presence tells a lie and you know that it is untrue, you must succeed at a Willpower Trait
Roll (TN 20) or immediately correct them. This can cause untold difficulty in court settings and can
lead to complete disgrace if you are not careful.
Value: 2Type: Mental
Cast Out
You, or perhaps your entire line, were at some point denounced by an order of monks, an act that can
bring shame to even the least pious samurai. One point in this Disadvantage indicates the
disapproval of a single temple, while three points represents a major sect within the Brotherhood of
Shinsei. Monks of this sect treat you as if your Glory Rank were in fact Infamy.
Value: 1, 3Type: Social
Compulsion
There is some activity in which you are hopelessly compelled to partake. It is a ritual that is so
ingrained in your behavior that it requires a feat of will to forsake it, even in dire
circumstances. This may be something illicit and addictive, such as sake or gambling, or it may be
as innocuous as visiting every major temple you pass. This basic Disadvantage requires a Willpower
Trait Roll of 15 to overcome. The TN of the roll increases by 5 for every additional point gained by
the Disadvantage, to a maximum of TN 25 (4 points).
Value: 2, 3, 4Type: Mental
Consumed: Control
You are determined to control and dominate others, no matter what the cost, and can never admit that
you are wrong or might have made a mistake. You suffer a -1k1 penalty on all Etiquette and Sincerity
rolls.
Value: 4Type: Mental
Consumed: Determination
You believe you can do anything on your own, without the need for any outside help or agency, or
even any inner strength. You cannot spend Void Points to enhance die-rolls. (You can still spend
Void Points for other purposes and enhancements.)
Value: 6Type: Mental
Consumed: Insight
You seek profound insight in even the most trivial things, to the exclusion of normal activity.
Choose one of your School Skills. Any time you use this Skill, you must make a Willpower Trait Roll
at TN 20 or become lost in reverie as you seek a deeper understanding of this skill. (You can be
snapped out of this reverie by pain, loud noise, shaking, etc.)
Value: 4Type: Mental
Consumed: Knowledge
You are obsessed with gaining more knowledge and understanding of all things, no matter what the
cost. Any time you encounter some topic, area of research, or new idea, no matter how trivial,
scandalous, or blasphemous it might be, you must make a Willpower Trait Roll at TN 25 or decide to
study it.
Value: 4Type: Mental
Consumed: Strength
Raw physical power is the only way to defeat your foes. Finesse and negotiation are for fools. You
must call one extra Raise (for no effect) in order to use the Called Shot, Feint, or Disarm
Maneuvers in combat, and you suffer a -1k0 penalty to any Etiquette roll.
Value: 5Type: Mental
Consumed: Will
You must get your way, and others must give way to your wishes. You have no respect for the opinions
or desires of others. You suffer a -1k1 penalty to all Courtier and Temptation Skill Rolls, as your
refusal to compromise or respect others makes you socially intolerable.
Value: 4Type: Mental
Consumed: Perfection
At the GM’s discretion, your character’s pursuit of perfection can at any time cause you to take -5
on a Skill roll. This disadvantage is worth 5 points to Crane characters.
Value: 4Type: Mental
Cruel
You are very obviously not a follower of the bushido virtue of Compassion. You suffer a -1k1 to both
Sincerity rolls and Integrity rolls. This disadvantage is worth 4 points for Scorpion and Lion
characters.
Value: 3Type: Social
Deaf
The character cannot hear without special equipment. Aside from the obvious story implications, any
skill rolls involving hearing automatically fail. On the other hand, the character may purchase the
Read Lips advantage for 1 point, and is automatically considered to be fluent in sign language.
Value: 4Type: Physical
Benten's Curse
The Fortune of Romantic Love has forsaken you utterly, and others find your company unpleasant as a
result. The TN of any Etiquette roll you make is increased by +10.
Value: 3Type: Spiritual
Bishamon's Curse
The Fortune of Strength finds you offensive to his divine essence, and has denied you his domain.
Your Strength is considered one rank lower for determining the Damage Roll of any weapon you wield.
Value: 3Type: Spiritual
Daikoku's Curse
The Fortune of Wealth finds you unpleasant, and as a result all your mercantile interests come to
very little. You suffer a penalty of -1k1 to all Commerce rolls, and the koku of your School's
starting outfit is reduced by 1.
Value: 3Type: Spiritual
Ebisu's Curse
The Fortune of Honest Work finds you a distrustful soul, and others can instinctively sense the aura
of mistrust surrounding you. You suffer a penalty of -1k1 on all Social Skill rolls made with
non-samurai citizens of Rokugan.
Value: 3Type: Spiritual
Fukurokujin's Curse
The Fortune of Wisdom has denied you his blessings, and you find yourself none the wiser for it.
When making a Lore Skill Roll, your TN is increased by +5.
Value: 3Type: Spiritual
Hotei's Curse
The Fortune of Happiness has denied you his blessings, and you are poorer for it. Any Technique or
Advantage that requires you to spend a Void Point to activate instead requires two Void Points.
Value: 6Type: Spiritual
Jurojin's Curse
The Fortune of Longevity has turned his back on you. You suffer a penalty of -2k0 to resist all
poisons and diseases.
Value: 3Type: Spiritual
Aranisu's Curse
The Fortune of Irony frowns upon you. Once per mod, you inexplicably fail a non-life-or-death
Skilled roll. You don’t know why, you just fail.
Value: 5Type: Spiritual
Azai's Curse
The Fortune of the Endless Void frowns upon you. Once per mod at a time of the GM’s choosing when
you are within the abyss of space, you must roll raw Willpower at TN 25 or collapse into
panic-wracked sobs for the next hour. This disadvantage is worth 6 points to Dragon
characters.
Value: 5Type: Spiritual
Ekibyogami’s Curse
The Fortune of Plague and Pestilence frowns upon you. You suffer -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.
Value: 2Type: Spiritual
Hofukushu’s Curse
The Fortune of Vengeance frowns upon you. Any time you deal 30 or more Wounds, you automatically
suffer 5 Wounds in return.
Value: 3Type: Spiritual
Junji’s Curse
The Fortune of Sacrifice frowns upon you. You must make a raw Willpower roll at TN 25 any time you
wish to put yourself in harm’s way for another. This disadvantage is worth 5 points to
Scorpion characters.
Value: 4Type: Spiritual
Kisada’s Curse
The Fortune of Persistence frowns upon you. Whenever your first attempt to solve a problem fails,
you must make a raw Willpower roll at TN 20 in order to attempt another solution to the same
problem. This disadvantage is worth 5 points to Lion characters.
Value: 4Type: Spiritual
Koshin’s Curse
The Fortune of Roads frowns upon you. Opponents gain two Free Raises on any Attacks of Opportunity
against you.
Value: 3Type: Spiritual
Kurohito’s Curse
The Fortune of Perfection frowns upon you. When attempting any sort of artistic, performance, or
gift-giving roll, if you fail the TN by more than 10, you inadvertently add in a detail that causes
grave insult to someone around you. This disadvantage is worth 3 points to Crab characters.
Value: 2Type: Spiritual
Megumi’s Curse
The Fortune of Heroic Guidance frowns upon you. You may only spend Void Points while in
combat. This disadvantage is worth 7 points to Mantis characters.
Value: 6Type: Spiritual
Osano-Wo’s Curse
The Fortune of Fire and Thunder frowns upon you. Any time you suffer magical damage from fire or
from spells with the Thunder keyword, you suffer an additional +1k1 Wounds. This disadvantage
is worth 4 points for Phoenix characters.
Value: 3Type: Spiritual
Otemi’s Curse
The Fortune of Recovery frowns upon you. Any attempts to heal you, magical or otherwise, heal -2k0
Wounds, to a minimum of 1k1.
Value: 4Type: Spiritual
Saibankan’s Curse
The Fortune of Magistrates and Judges frowns upon you. You suffer -2k0 on any social roll when
interacting with lawful authority figures. This disadvantage is worth 4 points for Scorpion
and Ronin characters.
Value: 3Type: Spiritual
Sakura’s Curse
The Fortune of Stories frowns upon you. You suffer a -1k0 to all social rolls when interacting with
a character who has not yet complimented your obvious beauty. This disadvantage is worth 5
points to Crane characters.
Value: 4Type: Spiritual
Tsugumu’s Curse
The Fortune of Secrets frowns upon you. Any time you learn a secret, you must share it with someone
within the next five minutes. It doesn’t matter who; you just need to tell someone.
Value: 3Type: Spiritual
Uzume’s Curse
The Fortune of Dancing frowns upon you. Once per mod at a time of the GM’s choosing, you must roll
raw Willpower at TN 25 or begin dancing uncontrollably for the next five minutes (or 1 round of
combat).
Value: 4Type: Spiritual
Dark Edge Reputation
Unfortunately, being a native of a village such as Dark Edge Village, one that has a very well known
reputation for a specific reason, can have a negative impact on one’s personal life. Many
inattentive individuals without any real knowledge of you or your training assume that, since you
are from Dark Edge Village, you are a talented duelist, and will seek to duel you to prove their own
level of skill. Roughly once per two game sessions, someone will attempt to challenge you to a duel,
sometimes friendly and sometimes not, regardless of whether you have any talent in that area or not.
When a campaign is taking place in an inappropriate setting, such as the Shadowlands for example,
the drawbacks of this Disadvantage are temporarily suspended.
Value: 2Type: Social
Dark Fate
There is a destiny of tremendous significance in store for you, and sadly it is not an illustrious
one. Before your death, you will usher tremendous darkness into the world in some way. Perhaps you
will allow family secrets to fall into the hands of the enemy, or perhaps you will allow the Great
Kaiu Wall to fall to the Shadowlands. Destiny protects those for whom it has great plans, even if
they do not desire it. Once per session, when you suffer Wounds that would kill you, you are instead
reduced to one Wound.
Value: 3Type: Spiritual
Dark Secret
You possess some horrific secret that could lead not only to your ruination, but perhaps others in
your family as well. It may be something terrible you have learned about your family that you alone
know (if a venerated ancestor was secretly a dishonorable buffoon), or something you personally have
done (you may be a member of the Kolat or Gozoku). If your secret is exposed, you may be required to
commit seppuku or possibly even be executed. This Disadvantage is worth 5 points to ninja
characters.
Value: 4Type: Social
Debt
Whether through bad luck or simple imprudence, at some point you found yourself short of money and
""solved"" this problem by taking out a loan, either from a wealthy commoner or a fellow samurai.
You are expected to repay this loan, and until you do, the shame of your indebted state hangs over
you. For 2 points, your debt is equivalent to one quarter of your yearly stipend - a small amount,
but you will have to save carefully to repay it. For 4 points, you owe your entire yearly stipend,
and for 8 points, you owe substantially more than that. If others learn about your debt, you will at
a minimum lose Glory (probably at least a Rank, more if your debt is large) and your fellow samurai
may come to look down on you; your lord may also disapprove of your irresponsibility. In the long
term, a persistently indebted samurai may be publicly shamed, losing Status or worse. Moreover, even
if you keep the debt secret, your creditor may decide to use it to pressure you into doing things on
his behalf (this should be handled by the GM through role-play). This Disadvantage is worth
one additional point for courtiers.
Value: 2, 4, 8Type: Material/Social
Dependent
Someone who is largely incapable of defending himself or herself requires you to look after them.
This may be an elderly relative, a naive spouse, or a small child. The point value of this
Disadvantage varies depending upon how helpless the individual is and how frequently they appear in
the campaign. A small child completely dependent upon you for everything might cost 5 or 6 points,
while a spouse who is independent but whom you must consider before all major decisions might be
worth 2 or 3.
Value: 2, 3, 4, 5, 6Type: Social
Dishonored
You have been dishonored so spectacularly that your name has been removed from your family's
records, and most within the family act as if you were dead. However, the Clan has granted you the
opportunity to was away your dishonor if you perish in battle. This custom, which started with the
Lion Clan, is known as the Deathseeker tradition. You possess Status Rank 1 and may not gain Status
so long as you possess this Disadvantage.
Value: 5Type: Social
Disbeliever
You have experienced a dramatic revelation that has shattered your faith in Rokugani theology.
Perhaps you believe that the Fortunes have no interest in mankind, or perhaps you have come to
believe that the Tao of Shinsei holds nothing but empty promises. If your disbelief were made public
knowledge, you would be shunned by all properly pious individuals everywhere, and any membership yo
possess in temples or monastic orders would be instantly revoked. Your lack of piety makes you
uncomfortable around shugenja and monks, and any Social Skill Rolls made with them have their TN
increased by +5.
Value: 3Type: Mental
Disturbing Countenance
Something about your appearance causes others to respond to you with concern and caution. You are
not necessarily unattractive, merely disturbing in some way. The TN of all your Social Skill Rolls
is increased by +5. This Disadvantage is worth 4 points to Spider characters.
Value: 3Type: Physical
Doubt
Something has happened to cause you to question your training, so much so that it interferes with
your ability to perform properly. Select one of your School Skills. Every time you use this Skill,
you must declare one Raise that confers no benefit.
Value: 4Type: Mental
Driven
You are possessed by some goal, and will sacrifice almost anything to accomplish it, even your
honor. Family, friends, material possessions, and even Bushido mean nothing compared to the
potential completion of this goal, whatever it may be.
Value: 2Type: Mental
Elemental Imbalance
The kami of one element favor you, but so much so that their voices sometimes overpower your will
and cause your invocations to achieve results other than what you intended. Only shugenja may take
this Disadvantage. Choose an element in which you do not possess a Deficiency. Whenever you cast a
spell of this element, you must make a Willpower Trait Roll at TN 15 + 5 per rank of this
Disadvantage. If you fail the roll, something disastrous happens. The spell may fail outright, it
may target someone altogether different from who you intended, or other effects as determined by the
GM.
Value: 2, 4, 6, 8Type: Spiritual
Enlightened Madness
The touch of divine insight has twisted your mind and soul, driving you to strange and violent acts.
Choose either a Ring or a Skill. If you are of the tattooed orders you may also choose one of your
tattoos. Any time you use the Skill/tattoo or make a Ring roll or Spell Casting Roll using the Ring,
you must roll Willpower or be temporarily consumed by madness, passing into the control of the GM
for the next eight hours.
The TN of the Willpower roll is 20 for the 4-point version of this Disadvantage, 30 for the 6-point
version.
Value: 4, 6Type: Spiritual
Epilepsy
You possess a rare and poorly understood condition that causes you to experience seizures from time
to time, consisting of a trance-like state, rigid muscle spasms, and frothing at the mouth. These
are brought on by high stress or flashing lights, such as fireworks displays. Under such
circumstances, you must succeed at a Willpower Trait Roll at TN 15 to avoid the seizure. If you
fail, you experience a seizure and may roll a second Willpower Trait Roll (TN 10) for each minute to
end it. This Disadvantage is worth 5 points to Crane characters.
Value: 4Type: Physical
Fascination
You are completely fascinated by some subject, and will go to great lengths to learn more about it
or to experience it in new ways. Typical subjects of a samurai's fascination include music, horses,
poetry, and history. This fascination badly impedes your judgement, and you will take even
dishonorable actions to learn more, which could end in absolute disgrace if your actions are
discovered.
Value: 1Type: Mental
Failure of Bushido: Compassion
You must spend a Void Point before you are able to act on behalf of someone of lower Status or
social caste.
Value: 3Type: Mental
Failure of Bushido: Courage
When facing an opponent of higher Glory or Status, or when facing a Shadowlands opponent, the TN of
all rolls to make is increased by +5.
Value: 4Type: Mental
Failure of Bushido: Courtesy
Any time you make a Social Skill Roll to apologize or avoid giving offense, you must call a Raise
for no effect, or the roll will automatically fail.
Value: 4Type: Mental
Failure of Bushido: Duty
You cannot spend Void Points to negate Wounds.
Value: 6Type: Mental
Failure of Bushido: Honesty
You cannot spend Void Points on any Sincerity Skill Roll to which the Honesty emphasis could apply
(whether or not you have the empasis).
Value: 3Type: Mental
Failure of Bushido: Honor
You cannot add your Honor Rank to any roll to resist Intimidation or Temptation.
Value: 3Type: Mental
Failure of Bushido: Sincerity
Any time you are rolling the Sincerity Skill to convince someone of what you are saying, you must
call an extra Raise for no effect, or the roll automatically fails.
Value: 4Type: Mental
Forced Retirement
You have been forced into early retirement by entering a monastery, perhaps due to political reasons
or because of some public disgrace. You may not advance any further in your School. When you gain a
new Insight Rank, you must instead begin taking ranks of an unaligned Monk School. You need not
purchase the Multiple Schools Advantage for this. This Disadvantage is worth 5 points to monk
characters.
Value: 4Type: Social
Frail Mind
You have difficulty concentrating, even when focusing your attention on an opponent. Whenever you
make a Contested Roll using Willpower, your opponent gains a bonus of +2k0.
Value: 3Type: Mental
Gaijin Name
Either due to your lineage or your parents' fascination with another culture, you possess a name
that is clearly not of Rokugani origin. Although there is no honor loss for such a thing, others
regard you questionably as a result. Your individual dice may only explode once on a Social Skill
Roll (that is, each die has a maximum possible result of 20). This Disadvantage is worth 2 points to
Unicorn characters.
Value: 1Type: Social
Greedy
Material wealth is more important to you than anything else, even though samurai are not meant to be
sullied by commercial interests. Opponents attempting to use Temptation (Bribery) rolls against you
gain a bonus of +1k1 to the total of the roll. This Disadvantage is worth 4 points to Mantis
characters.
Value: 3Type: Mental
Gullible
Your trust is given easily and you place tremendous faith in those whom you trust, unfortunately
making it very simple for others to take advantage of your naive nature. Opponents attempting to use
Sincerity (Deceit) against you gain a bonus of +1k1 to the total of their rolls.
Value: 4Type: Mental
Haunted
One of your ancestors has chosen to bestow personal attention on you, constantly offering you advice
and making demands. Perhaps the ancestor merely wishes you to live up to the ideals of your Clan and
family, or perhaps he has some unfinished task or duty which he wishes you to complete. You must
show all due deference and respect to your ancestor, and do your best to live up to his (or her)
expectations. If you fail to do so, your ancestor's disapproval will bring bad fortune upon you: so
long as your ancestor remains angry, once per session one of your die rolls (chosen by the GM) will
suffer a -1k1 penalty.
Value: 3Type: Spiritual
Hostage
In the resolution of a dispute between Clans, it is not uncommon for hostages to be exchanged as
"guests" of one another's Clan's for a specified amount of time. This ensures that the treaty in
question is not broken. Although you are treated respectfully and as a guest in the lands of another
Clan, you are not permitted to leave without escort and, should war break out between your Clan and
your hosts, your life will be forfeit.
Value: 3Type: Social
Idealistic
You adhere closely to the code of Bushido, perhaps too closely, and you have a hopelessly naive view
of the world and how things work. You have impossible standards that not even the most heroic
individual could hope to meet, much less you. Whenever you lose Honor, the loss is increased by 1
point. This Disadvantage is worth 3 points to Lion characters.
Value: 2Type: Mental
Imperial City Stigma
The unfortunate aspect of being stationed within the Imperial City is that it places one in
situations where it is a very simple matter to earn the enmity of others, even if only for short
periods of time. This Disadvantage functions exactly as the Sworn Enemy Disadvantage, save that it
provides 1 additional point and that the identity of your enemy changes periodically. The identity
of your current enemy is always determined by the GM, and one enemy may last as short as a month or
as long as a year before someone else takes their place.
Value: 1, 2, 3, 4, 5Type: Social
Infamous
You are well known among some circles, but not in the manner you might wish. Rather than being known
for your valor and your courage, you are known for being ruthless, cruel, and dangerous. This
reputation may not be deserved, but it is widespread enough that it no longer matters if it is true.
Your starting Glory Rank is replaced with an Infamy Rank, which serves in exactly the same capacity,
save for the reaction of those who recognize you.
Value: 2Type: Social
Insensitive
Your primary interest is in yourself and things that you care about. The plight of others simply
does not interest you, and you find it difficult to pretend otherwise. With the exception of those
who contribute directly to your well being, such as your lord, you must spend a Void Point to place
yourself at risk for the welfare of any other person unless there is an immediate benefit for you
personally. This Disadvantage is worth 3 points to Scorpion characters.
Value: 2Type: Mental
Jealousy
You are obsessed with outperforming another individual in order to prove that you deserve all the
things he has, things you perceive as superior to your own. Choose one other PC or a major NPC in
your campaign. You are obsessed with overcoming them at all costs, and will go to any lengths to do
so. Once you have bested the target of your jealousy, your nature will cause you to become jealous
of someone else.
Value: 3Type: Mental
Lame
One of your legs is withered or perhaps even near-useless, either due to a birth defect, a crippling
injury, or a ravaging disease. Your Water Ring is considered 1 for the purposes of determining Move
Actions, and any Agility Trait Rolls or Agility-based Skill Rolls that require any sort of activity
in your lower limbs suffer a penalty of +10 to the TN.
Value: 4Type: Physical
Lechery
Physical pleasure is a weakness of yours, and you spend considerable time pursuing it. When an
opponent makes a Temptation (Seduction) roll against you, he gains a bonus of +1k1 to the total of
his roll.
Value: 2Type: Social
Lord Moon's Curse
The madness of Lord Moon, Onnotangu, lingers in your soul, driving you to fits of madness despite
your increased understanding of the universe. You gain an additional Void Point at sunset on any
night of the full moon. If you do not use this Void Point, it is lost with the sunrise. However,
when the full moon rises, you must make a Willpower Trait Roll against a TN 15 + 5 for each level in
the Disadvantage after the first. If you fail the roll, you lose control of your character for the
evening. You awaken the next morning with no idea of what atrocious acts you might have committed…
Value: 3, 5, 7Type: Spiritual
Lost Love
You shared a bond of true love with someone once, and have since lost it. This need not be romantic
love, as familial or brotherly love lost is equally tragic. You tend to suffer bouts of melancholy
when reminded of your lost love. When you are reminded of your loss, all your TNs are increased by 5
until you spend a Void Point to regain your focus. This disruption of your concentration cannot
happen more than twice per day, and at least one hour must pass between instances.
Value: 3Type: Mental
Low Pain Threshold
You ability to focus in the face of pain is less than that of others. The TN penalties you suffer
due to Wound Ranks are increased by +5 each rank.
Value: 4Type: Physical
Member of the Chrysanthemum Court
You are a regular attendee at the Emperor’s court, the vaunted Imperial Court of Rokugan. Under the
reign of any other Emperor, this would be an incredible privilege and an opportunity for your family
and clan to earn glory and make political alliances. Under the reign of the Steel Chrysanthemum,
however, it is a constant danger to your life; one misspoken word and you and all those you hold
dear could pay the ultimate price. Whenever you fail a Social Skill Roll in the Imperial Court, if
you fail by an amount greater than 10 you permanently lose five Points of Status, plus one
additional Point for every Raise you declared on the failed roll. If your Status ever drops to 0,
the Emperor capriciously kills you for some imagined slight.
Value: 5Type: Social
Missing Limb
One of your limbs is missing, either through catastrophic injury or due to an unfortunate defect of
your birth. You suffer a penalty of +10 to all TNs involving the use of the limb missing. For
example, wielding a two-handed weapon with only one arm would have a +10 to all TNs, but an
Athletics (Running) Skill Roll would not.
Value: 6Type: Physical
Momoku
There is a fundamental spiritual imbalance present in your soul that no one can explain or rectify,
but it has a dramatic impact on your place within the universe, and harmony is a state virtually
unknown to you. You possess Void Points, but may not spend them on anything except School Techniques
which specifically require Void Points. The basic uses of Void Points are unavailable to you.
Value: 8Type: Spiritual
Nikesake Stigma
The emphasis placed upon peace and serenity that is so omnipresent within Nikesake has had a
dramatic effect on your training. Even bushi are not immune to the effects of this atmosphere, as
the bushi dojo within the city place a great emphasis on diplomacy and fighting defensively rather
than offensive warfare. You suffer a penalty of -1k0 on all Weapon Skill Rolls that are not also
School Skill Rolls.
Value: 4Type: Social
Obligation
There is someone to whom you are indebted or for whom you must fulfill some significant duty. The
nature of this debt can vary considerably, but when it comes due, nothing else matters. You must
honor it, even if leads to your ruination. The first level of this Disadvantage is relatively minor
matter that nevertheless demands your full attention. The second level presents a major, significant
obligation that could potentially damage your family's standing if you do not devote considerable
time and resources to fulfilling it.
Value: 3, 6Type: Social
Obtuse
The point of many fine things simply escapes you. Poetry, art, music… it all seems meaningless to
you. The Experience Point cost for increasing any High Skill other than Investigation or Medicine is
doubled. This Disadvantage is worth 4 points to Crab and bushi characters.
Value: 3Type: Mental
Overconfident
You possess a grossly inflated view of your own prowess, and are often incapable of recognizing when
a situation is beyond your ability to handle. When outnumbered or facing a clearly superior enemy
(whether in court or in battle) you must succeed at a Perception Trait Roll (TN 20) in order to
recognize the situation for what it is and leave instead of engaging. This Disadvantage is worth 4
points to Lion and Mantis characters.
Value: 3Type: Mental
Permanent Wound
Some wounds will not heal, no matter how often they are treated or by what means. You first Wound
Rank is always considered full. This Disadvantage is worth 5 points to bushi characters.
Value: 4Type: Physical
Phobia
You possess an irrational fear that you cannot overcome, no matter how much you struggle to convince
yourself that there is no reason behind it. When confronted with the subject of your phobia, all of
your TNs are increased by +5 for every point you possess in this Disadvantage.
Value: 1, 2, 3Type: Mental
Ruined City Survivor
A duty posting within the Ruined City is a difficult one at best. The city is dangerous and short of
resources, save what can be taken from the ruins, refurbished, and turned into an asset. Still, many
stationed within the city must make the best of sub-standard equipment as a result of availability.
You receive no koku as part of your starting Outfit, and two items from your Outfit are missing as
well (you choose which ones are missing).
Value: 4Type: Material
Rumormonger
You cannot resist the temptation to spread rumors and gossip, no matter how ridiculous or outlandish
they might seem. When presented with an opportunity to spread rumors, to resist doing so you must
succeed at a Willpower Trait Roll with a TN equal to 5 x the Glory Rank of the highest-Glory
individual involved in the rumor. This Disadvantage is worth 5 points to courtier characters.
Value: 4Type: Social
Old
Time takes its toll on a body, and makes a young girl’s brown hair turn gray. You suffer a -5
penalty to all Agility and Strength rolls.
Value: 4Type: Physical
Profligate
You are terrible with money. You automatically fail all Commerce rolls, and all goods cost 50% more
for you, since merchants can tell a sucker when they see one. This disadvantage is worth 5
points for Lion characters.
Value: 4Type: Material
Shadowlands Taint
You have felt the touch of darkness, and it has not left you unscathed. You possess the Shadowlands
Taint, a condition that makes you hopelessly spiritually lost in the eyes of virtually the entire
Empire, and which essentially is incurable. You have 0.5 ranks of Shadowlands Taint. It is up to you
whether you are actually aware of your Taint, since it is not detectable at this level.
Value: 4Type: Spiritual
Sleeper Agent
Unknown to you, the Kolat have previously kidnapped you and programmed you to be one of their
sleeper agents. A trigger word or phrase is implanted in your mind. Anyone who knows it may speak it
aloud, followed by a simple command of five words or less. You will be compelled to carry out the
command regardless of personal wishes. Sleeper agents are generally considered one-time-only assets,
so their survival is not a factor in the tasks they are assigned. Some sleepers are given a
fail-safe that causes them to kill themselves should the mission fail – if this is the case for you,
this Disadvantage is worth 8 points.
Value: 5Type: Mental
Small
You are noticeably smaller than average for a denizen of the Emerald Empire. As a result, your Water
Ring is considered one rank lower for determining the distance of your Move Actions, and you suffer
a penalty of -1k0 on the Damage Rolls of all melee attacks. You may not take the Large Advantage.
Value: 3Type: Physical
Social Disadvantage
You have slipped from your position within the Celestial Order, and your place in society reflects
that. You begin with Status Rank 0.
Value: 3Type: Social
Soft-Hearted
Human life is precious to you, so much so that you have difficulty executing the basic duty of the
samurai caste: to kill. When faced with the opportunity to kill another human being, you must
succeed at a Willpower Trait Roll (TN 20), or you are unable to do so. If you do kill another, the
TNs of all your rolls are increased by +10 for one day as you are wracked with guilt. The penalty is
not cumulative with multiple deaths. This Disadvantage could potentially also apply to killing
nonhuman creatures or even Shadowlands monsters, although the Experience Point value should be
increased in such cases. This Disadvantage is worth 3 points to Phoenix characters.
Value: 2Type: Mental
Sworn Enemy
You have earned an enemy, one who will stop at nothing to see you defeated or even killed. The basic
version of this Disadvantage assumes that your enemy is of equal Insight Rank. For each Insight Rank
above yours your enemy possesses, increase the value of this Disadvantage by 1. For 2 additional
points, the enemy becomes your kharmic nemesis, and you may not spend Void Points when opposing him
or her in any situation.
Value: 3Type: Social
Space Sickness
You are particularly bad at operating in weightless environments. You suffer a -2k0 penalty to all
rolls made while in zero-G in addition to the standard -1k1, making the total penalty -3k1, and this
penalty also applies to physical rolls. This disadvantage is worth 3 points to Phoenix
characters.
Value: 2Type: Physical
Technophobe
You struggle to adapt to modern technology. You’ll use it – but you’re not happy about it. You
suffer a -1k0 penalty when attempting to use any type of modern technology – ships, vehicles,
appliances, you name it.
Value: 3Type: Mental
Touch of the Void
You have been touched by the essence of the Void, and it has forever damaged your mind. Whenever you
draw upon the Void, the effect is powerful, but can overwhelm you. When you spend a Void Point to
augment a roll, you gain a bonus of +2k1 instead of +1k1. Every time you spend a Void Point,
however, you must succeed at a Willpower Trait Roll (TN 30) or be Dazed for one Round. This
disadvantage is worth 4 points to Phoenix characters.
Value: 3Type: Spiritual
True Love
True love in Rokugan can be a wonderful experience, but more often than not it is a disaster, for it
is rare for samurai to be allowed to marry for love. Whenever you are in a position where you must
choose between love and duty, you must spend a Void Point before you can choose your duty over your
lover.
Value: 3Type: Mental
Uncentered
Whether it is due to poor teaching, a lack of understanding on your part, or simply an absence of
true harmony within your soul, you are incapable of mastering the deepest mysteries of the Void. You
may not learn any Void Kiho and you cannot take the Ishiken-do or the Void Versatility Advantages.
This is worth 2 points for clan monks and 4 points for brotherhood monks.
Value: 2, 4Type: Spiritual
Unlucky
Fortune favors the mortal man… just not in your case. A number of times per session equal to your
rank in this Disadvantage, the GM may force you to immediately re-roll one roll, keeping the second
roll in all cases.
Value: 2, 4, 6Type: Spiritual
Wanderer
You get lost easily. Even with written directions in hand you never seem to be able to find the
place you’re looking for. You practically can’t get anywhere - even in a city you know well -
without a guide. You suffer a -15 penalty when using the Navigation emphasis.
Value: 2Type: Physical
Water Hammer Stigma
Being raised within a city devoted to the pursuit of perfection above all else has left you a little
desensitized to the social niceties that are so important elsewhere in the Empire. Artisans and
smiths from Water Hammer City tend to be somewhat brusque, after all, and completely absorbed in
their work. As a result, you suffer a penalty of -1k0 on Social Skill Rolls made with members of any
clan other than the Dragon Clan.
Value: 2Type: Social
Weakness
You have a significant weakness of some sort, either physical or mental, that is difficult to
overcome under ideal circumstances. Select one Trait. That Trait is treated as if were one rank
lower for purposes of all rolls and Trait-based mechanical effects.
Value: 6Type: Physical
Wrath of the Kami
The spirits of a particular element have a vehement dislike of you, and when invoked to smite you,
they gleefully and enthusiastically comply. This may be the result of a shugenja's curse, an offense
you offered to the Fortunes, or a variety of other spiritual causes. Select one element when you
purchase this Disadvantage. Spells of this element cast against you confer one Free Raise on the
Spell Casting Roll. This Disadvantage is worth 4 points to shugenja characters.
Value: 3Type: Spiritual
Zakyo Toshi Stigma
The stench of gambling reached you while you were still a child, and you have not yet purified
yourself of its embrace. You suffer an almost overwhelming compulsion to engage in games of chance.
Any pastime with an element of randomness can be turned into an opportunity to gamble. When gambling
or games on which the outcome could be wagered are taking place, you must succeed at a Willpower
Roll (TN 20) or be compelled to forsake whatever else is going on to participate. You may make an
additional Willpower Roll every ten minutes you are involved with the game in an attempt to break
free.
Value: 3Type: Social
Unable Drinker
You really can’t handle your liquor. You become extremely inebriated from even tiny amounts of
alcohol.
Value: 1Type: Physical
Vain
You are obsessed with keeping up your own appearance. Every morning, you must make a Willpower roll
at TN 20 in order to avoid spending twice as long preparing for the day. If for some reason you are
unable to attempt this roll, you suffer a -2k0 to all Perception-based rolls until you are able to
get yourself in order. This disadvantage is worth 4 points to Crane and Scorpion
characters.
Value: 3Type: Social
Venerable
Time takes its toll on a body, and makes a young girl’s brown hair turn gray. You suffer a -10
penalty to all Agility and Strength rolls.