Professional Documents
Culture Documents
Appendix
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103
Appendix
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Page 255, Iuchi Traveler Path: The flavor text of the Path
says that multiple spell slots can be expended to travel
greater distances. This is incorrect (the Technique does not
actually grant such an ability) and should be ignored.
Page 231, Playing a Monk Sidebar: The sidebar states
that Brotherhood monks start with Glory 1 and Status 0.
This is incorrect. The entry on page 95 is correct: monks
start with Glory 0 and Status 1.
Page 261, Kiho rules: Internal Kiho with no listed
duration are assumed to last until the monk either (a)
switches to another Internal Kiho, or (b) no longer
concentrates on controlling the Elements within him (i.e.
when he falls asleep, goes unconscious, dies, etc).
Page 261, Utilizing Kiho: The example refers to the
Kiho called The Great Silence as Martial, but the actual
description of the Kiho on page 262 labels it as Mystical.
The description is correct it is a Mystical Kiho.
Page 266, Non-Brotherhood Kiho sidebar: The sidebar
refers to non-Brotherhood characters who may be eligible
to purchase Kiho as using only their Ring to determine if
they meet the Mastery Level to purchase a specific Kiho.
However, the sidebar on page 266 refers to Ninja who
are being depicted in a mystical or supernatural fashion
as using their School Rank to determine if they meet the
Kiho Mastery Level. This is incorrect Ninja would use
their Ring just like any other non-Brotherhood characters.
Page 266, Non-Brotherhood Kiho sidebar: The sidebar text reading Characters affiliated with other Monk
Schools may purchase Kiho at one half times the normal
cost, using the same rules for Mastery Level should simply read Characters affiliated with other Monk Schools
may purchase Kiho at one half times the normal cost.
105
Appendix
Missing Creatures,
Book of Air
Kaze No Oni
Appendix
Air: 6
106
Yosuchi No Oni
Air: 4
Earth: 1
Reflexes: 6
Willpower: 3
Shadowlands Taint: 6
Initiative: 7k6
Attack: Appendage 7k3 (Simple)
Earth: 3
Shadowlands Taint: 6
Initiative: 8k6
Attack: Bite 6k2 (Simple)
Reduction: 5 (Bypassed by jade,
crystal, or obsidian)
Fire: 3
Water: 2
Agility: 4
Perception: 4
Armor TN: 35
Damage: Bite 4k2
Wounds: 30: +5; 60: +10; 90:
Dead
Reduction: None
c
c
c
Fear 3
Huge
Invulnerable
Magic Resistance: The Kaze no Oni has two Ranks
of Magic Resistance against non-Air spells, and
three Ranks against Air spells.
c Spell-Filching: Any time an Elemental (not maho)
spell is successfully cast within 50 of a Kaze no
Oni, the oni may attempt to steal it. The oni makes
a Contested Roll of its Air against the shugenjas
Ring in whatever Element the spell belonged to; the
oni gets a Free Raise to this roll if the spell is Air,
while the shugenja gets a Free Raise if the spell is
Earth. If the oni wins the roll, it steals the spell and
can store it, releasing it later effectively casting
it in game terms as a Simple Action. The oni can
store a maximum number of spells at the same time
equal to its Air, and cannot attempt to steal spells
unless it has room to store them.
Perception: 3
Armor TN: 35
Damage: 1k1, plus Life Drain
(See Special Abilities)
Wounds: 25: +5; 50: Dead: Dead
Special Abilities:
c
c
Special Abilities:
c
c
c
c
Water: 1
Skills: Stealth 5
Skills: Spellcraft 5
c
Fire: 3
c Fear 3
c Insubstantial: The Yosuchi no Oni can pass
through solid walls and objects up to a foot thick.
Its Appendage attacks ignore any benefit from
armor to the targets Armor TN.
c Life Drain: The Yosuchi no Onis attack drains
the victims very life. Those who are struck by the
Yosuchis Appendage must make a Contested Roll
of their Earth against the Yosuchis Air; if they
lose the roll, their Earth Ring is reduced by 1 Rank
(with a corresponding reduction in Wounds). If a
character dies from this effect, his body crumbles
instantly into dust.
c Magic Resistance: The Yosuchi no Oni is considered
to have two Ranks of Magic Resistance against Air
magic (only).
c Superior Invulnerability: The Yosuchi no Oni takes
no damage from any attacks save for those made
with magic spells or with weapons made from jade,
crystal, or obsidian.
c Swift 4
Nue
Nue are large bird-spirits from Chikushudo; they resemble
a predatory bird roughly the size of a dog, but with an
oddly human head and face. They possess a human-like
cunning but the mentality of aggressive animals, and
will attack any prey they think they can kill. They are
known for carrying out flying ambushes, such as by flying
between their prey and the sun, or flying behind clouds.
Nue
Air: 2
Earth: 2
Reflexes: 5
Fire: 2
Water: 2
Agility: 4
Perception: 3
Initiative: 6k5
Armor TN: 30
Damage: 4k2
Wounds: 15: +5; 30: Dead.
c
c
Tsuru
Tsuru
Earth: 2
Initiative: 5k4
Attack: Sword 7k3 (Complex) or
Beak 3k3 (Complex)
Reduction: 3
Fire: 2
Water: 1
Agility: 3
Perception: 4
Armor TN: 25
Damage: 4k2 (sword) or
1k1 (beak)
Special Abilities:
c
c
c
Wyrm
Air: 2
Wyrms
These deadly Yobanjin warriors bring their fearsome
steeds into the middle of combat, where man and beast
fight as one. Gruesome, and effective. Mirumoto Kei,
twelfth century
Wyrms are huge warm-blooded reptilian serpents, often
as much as thirty or forty feet in length, with colorful
bodies and heads covered in baroque shapes and whiskers
that superficially resemble the heads of the legendary
Elemental Dragons. They are encountered in the lands
Earth: 4
Reflexes: 5
Initiative: 6k5
Attack: ite 7k7 (Complex) or
Constrict 8k6 (Complex)
Reduction: 6
Fire: 1
Water: 3
Agility: 7
Strength: 6
Armor TN: 35
Damage: 8k2 (bite) or 5k5
(constrict)
Wounds: 32: +5; 64: +10; 96:
+15; 128: Dead
Skills: Jiujutsu 2
Special Abilities:
c
c
c
c
c
107
Appendix
Air: 4