Champions of the Sapphire Throne


Rules of the Campaign

3rd Edition Character Sheet (.pdf)
PDF Version Here

All Heroes must conform to the most recently printed Legend of the Five Rings (L5R) rules, as amended here. Characters are limited to those rules published in the 3rd Edition Revised L5R rulebook, the Four Winds handbook, the Art of the Duel book, the Masters of War, Masters of Court, and Masters of Magic books, and the Prayers & Treasures book. Content from the eight Secrets of the Clans books is used except where it has been revised in later publications or on the Alderac website. The first four AEG web updates to older rules (which are available on both the Alderac website and the Heroes of Rokugan website) are likewise used for those mechanics which have not been superceded by later published rules. Some specific rules are also used from Emerald Empire book, and these instances are outlined below. Other books may be added later. Check the web-page for the latest details and updates.

The 3rd Edition Revised rulebook contains a number of changes from the original printing of 3rd Edition L5R. A document summarizing these changes, as well as campaign House Rules on a couple of issue in 3rd Edition Revised, may be found here.

You are responsible for bringing to the table any of the sourcebooks (other than the main rulebook) needed to run your Hero.

Character Creation
All characters must be humans and samurai of the Emerald Empire (no gaijin, Brotherhood of Shinsei monks, peasants, Naga, or ratlings). Kolat characters are also forbidden. Exceptions to these restrictions are allowed only when authorized by a Certificate of Honor (a "cert").

Choose a Clan

You may choose to play a character from any of the eight Great Clans: Crab, Crane, Dragon, Lion, Mantis, Phoenix, Scorpion, or Unicorn. You may also choose to be from one of the active Minor Clans (the Badger, Fox, Hare, Monkey, Ox, Sparrow, Tiger, and Tortoise). Please note that the Minor Clan of the Dragonfly no longer exists (it has been absorbed into the Dragon Clan), nor does the so-called Spider Clan.

The Minor Clan of the Tiger is exclusive to the Heroes of Rokugan campaign, and details on it can be found on the House Rules page of the campaign website.

You may also opt to forego a Clan and belong to one of the three Imperial families (Seppun, Otomo, or Miya).

Finally, you can choose to a Ronin, a masterless samurai, although this will make your career much less pleasant. Ronin characters automatically get the disadvantage Social Disadvantage: Ronin for no points.

Choose a Family

Heroes may choose to belong to any of the major families and vassal families from their Clan. These include all Families listed in the campaign rules, and all vassal families listed in Emerald Empire. Belonging to a family awards a +1 bonus to a particular Trait, as defined in the L5R rules.

The following campaign-specific restrictions and exceptions apply:
Dragon: the Dragonfly Clan has been absorbed into the Dragon Clan, and the Tonbo are now a Dragon Clan family name.
Lion: the Kaeru ronin family are now a vassal family of the Ikoma (Lion Clan). More information on the Kaeru may be found in the House Rules.
Mantis: the Komori family (Bat Clan) are now a vassal family of the Yoritomo (Mantis Clan), and the Komori Shugenja School is now a Mantis school.
Minor Clans: the Yotsu (formerly ronin) are now the family name of the Tiger Clan. More information on the Tiger Clan may be found in the House Rules.

Heroes who belong to a Minor Clan may choose whether or not to take their Clan's family name.

A ronin PC may choose to take the ronin family names Maeda (+1 Perception) or Tsume (+1 Agility). More information on these families may be found in the House Rules. The Tsi family name is not normally available to player characters (except when given special permission from the Campaign Admin), and the Yotsu and Kaeru families are now parts of Clans.

A ronin PC who chooses to go without a family name gains 8 Character Points.

Choose a School

All schools published in the Rules of the Campaign are legal, except as noted below.

A starting Clan Hero may choose to attend any of the schools from his Clan. Note that your family does not necessarily dictate your destiny; you can, for instance, be a bushi who was born in the Isawa family. However, characters almost always attend a school within their own Clan. In order to attend a school from another Clan, a Hero must take the Different School advantage. (SPECIAL CASE: Due to a recent treaty, the Scorpion and Mantis may take Different School with each other for one less Character Point).

Imperial PCs may attend the schools of their own family for free, but must take Different School in order to attend another family's school or a Clan school.

Clan PCs who wish to attend an Imperial School must take both the Social Position and the Different School advantages.

Ronin PCs are normally restricted to taking one of the Ronin schools. (A Clan ronin starts with the basic techniques of his Clan school but then must switch to a ronin school for future advancement.) If they choose not to take a school at all, they gain an extra 15 Character Points.

Any Clan or Imperial PC may choose to start with a ronin school. This represents a character who chooses a self-taught path or who follows a minor dojo rather than conventional Clan teachings. Also, see "Multiple Schools" under "Advantages," below, for more options regarding ronin schools.

Prohibited Schools
The following schools are prohibited for player-character Heroes: Bayushi Saboteur, Daidoji Harrier, Damned Berserker, Goju Ninja, Heichi Bushi, Kaiu Engineer (paths of Anvil and Steel), Ki-Rin Moto Nomad, Kitsu Sodan-Senzo, Moto Bushi (pre-Hidden Emperor), Ronin Master of Games, Shosuro Shinobi, and Toturi Bushi.

All Shadowlands and Spider Clan schools are prohibited, as well as any and all Schools which are nonhuman in nature.

Modified School: Characters who are in the Agasha Shugenja school may create Agasha potions (no other characters may do so).  Potions are created at the start of each adventure and must be used by the end of the adventure or they are lost.  A character may create a maximum number of potions per adventure equal to his Insight Rank +1.

Effects of Schools
Belonging to a school grants your Hero a Trait bonus, several free Skills, a Rank 1 School Technique, and an Outfit of basic equipment. Record this information on your character sheet under the appropriate sections (Traits, Skills, and Techniques).

Schools always conform to their most recent printing in any L5R product. The Tiger bushi school and the Maeda ronin New Path conform to the rules published on the House Rules page.

Choose a Dojo
Heroes may opt to spend 2 CPs to attend a specific dojo from their Clan (as listed in Emerald Empire or the Secrets books), if they wish. This grants the Hero one or two minor bonus abilities. All dojos listed in the Campaign Rules, including the Emerald Empire book, the Masters books, and the Secrets books are legal choices, except for dojos which teach prohibited schools.

Shugenja Heroes
Heroes who choose a shugenja school must choose their starting spells from the selection available to their school. Each school shows the number of spell scrolls of each element that are available to the shugenja. The shugenja may only select spells from the 3rd Edition rulebook, the Four Winds book, the Prayers & Treasures book, and their Clan Secrets book (excluding any spells prohibited in the House Rules).

Shugenja cannot pick spells which exceed their current Mastery Level. Spells published in other L5R books which are not part of the Campaign Rules are not available, nor are Maho (black magic) spells. Only characters who are members of the Phoenix Clan may take the spells listed on pages 115-118 of Masters of Magic.

Character Points

All characters start with 45 Character Points with which to customize their characters. True Ronin characters who choose to forgo a family name gain 8 more CPs, and can gain another 15 CPs by choosing to start without a school.

You may gain up to 10 additional Character Points by taking Disadvantages. CPs gained by lowering your starting Honor count against this total.

You may spend your points any way that you wish, within the following restrictions: you cannot raise a Trait by more than 2 Ranks (free Trait boosts from School and Family do not count against this limit), or a Skill by more than 2 Ranks (again, free skills from your School do not count).

Character points may be spent to increase Skills, to learn new Skills, or to increase Traits or the Void Ring. The costs for these purchases are listed in the L5R 3rd Edition Rulebook.

Skill Restrictions
The Instruction skill and the various Craft skills are forbidden in the Heroes of Rokugan campaign (except for the Craft: Sailing skill, which is allowed). The Explosives skill is restricted to PCs from the Scorpion, Mantis, and Tortoise Clans, and the Agasha and Tamori families.

Please remember that the standard L5R rules apply for taking and using Low Skills, e.g. PCs who take Low Skills at character creation will lose a number of Honor points equal to their Rank in the skill.

Advantages and Disadvantages

Advantages and Disadvantages are limited to those printed in the official rules of the campaign (as outlined earlier and updated on the Heroes of Rokugan web-site). The costs and effects of these Advantages and Disadvantages conform to their most recent printing in those books.

Regardless of how an Advantage or Disadvantage is listed in the L5R rulebook, in the Heroes of Rokugan campaign no Advantages and Disadvantages can be acquired after character generation unless they are specifically awarded by an adventure or by the Campaign Admin.

Prohibited Advantages
The following Advantages are prohibited to starting characters in the Heroes of Rokugan campaign: Allies, Blackmail, Blessing of Blood, Blissful Betrothal, Blood of Toturi, Correspondance, Darling of the Court, Ear of the Emperor, Forbidden Knowledge, Friendly Kami, Fu Leng's Blessing, Glib Tongue, Great Destiny, Hand of the Shadowed Tower, Higher Purpose, Inheritance, Izaku Librarian, Misugusuri Master, Sacred Weapon (including the weapons and items listed in Art of the Duel), Sacrosanct, Tamashii, and Viper's Tongue.

Restricted/Modified Advantages
Different School: PCs from the Mantis or Scorpion Clans may take Different School with each other's Clan for 1 less point. Clan PCs who wish to attend an Imperial school must also purchase Social Position. Clan/Imperial PCs may start play with a Ronin school without buying Different School.
Imperial Spouse: The PC gains 5 points (half a rank) of Status, and adds 3 Koku to the amount in his/her starting outfit.
Kharmic Tie: PCs may only take Kharmic Ties with other PCs, and both players must agree to the Tie.
Multiple Schools: Multiple Schools is normally prohibited (unless specifically awarded by an adventure or the Campaign Admin). However, any bushi or courtier PC may take Multiple Schools to attend one of the Ronin bushi schools. Or, if they started play attending one of the ronin schools, they can take Multiple Schools to go into one of their own Clan schools. Ronin bushi PCs may freely switch between the Ronin bushi schools without purchasing the Multiple Schools advantage.
Social Position: Social Position causes the character to start with an extra rank (10 points) of Status. Social Position costs 1 less point for Imperial PCs. No PC may purchase Social Position more than once.

Prohibited Disadvantages
The following Disadvantages are prohibited to starting characters in the Heroes of Rokugan campaign: Bad Fortune, Bitter Betrothal, Black Sheep, Dark Fate, Forced Retirement, Hostage, and Nemesis.

Restricted/Modified Disadvantages
Bad Reputation: A PC with Bad Reputation starts play with one full rank (10 points) of Infamy (see Glory and Infamy, below).
Social Disadvantage: Each rank (3 points) of Social Disadvantage reduces a PC's starting Status by 5 points. Status cannot be reduced below zero. All ronin PCs get a special no-point "Social Disadvantage: Ronin" which eliminates all Status for them.
Sworn Enemy: PCs may normally not start play with Sworn Enemy. However, a player who desires a short but difficult life may opt to take one of the major campaign NPCs, such as a Family Daimyo or Clan Champion, as a 5-point Sworn Enemy. These NPCs are listed on the "Rokugan 1500" page of the website.

Ancestors
Ancestors are a special form of Advantage which represents guidance from the spirits of great heroes of the past. Heroes of Rokugan does not use the optional ancestor rules which Alderac published on their website. Instead, Ancestors are acquired in play as certed benefits, due to characters performing notable deeds which attract their attention. A player who wishes to represent the fact that their Hero is already burdened with the guidance and attention of a minor Ancestor can do so by taking the Haunted disadvantage.

Prohibited Spells
The following spells are forbidden in Heroes of Rokugan: Crystal's Awakening (Secrets of the Crab), Anvil of the Kami (Secrets of the Dragon), Shadowed Caress (Four Winds), Evil Ward (Prayers & Treasures), Stand Against the Waves (Prayers & Treasures), and all Maho spells.

Modified Spells
Strength of the Kami: Duration is in rounds, not hours.
Wind-Borne Slumbers: Caster may Raise to increase the TN of the resistance roll (one Raise per +5 TN) and to increase the strength of the penalty (+5 additional TN penalty per two Raises).

Tattoos
Dragon tattooed men may take any tattoos which are printed in the campaign rules except for the Moth tattoo, which is not allowed.

The Heritage Tables
Rolls on the Heritage Tables (pages 153-155 of the L5R 3rd Edition Rulebook) are not allowed in Heroes of Rokugan.

Monks and Kihos

Monk characters are not allowed in the Heroes of Rokugan campaign unless the player has a Certificate of Honor ("cert") authorizing such a character. Likewise, Kihos (pages 253-260 of the L5R 3rd Edition rulebook) are not allowed unless awarded by a cert.

Ronin

There are two types of Ronin: Clan Ronin and True Ronin. Clan Ronin are samurai that started as part of a Clan, but lost their status for some reason. True Ronin were born as such and never had a Clan or master.

Clan Ronin characters are created in the same manner as a normal Clan character, but get the disadvantage "Social Disadvantage: Ronin" for no points. They start play knowing the Rank One Technique for a Clan school, but cannot learn any more Techniques of that School, and must attend ronin schools in future.

True Ronin characters must start with one of the Ronin schools, or do without a school. If they start play without a school, they gain 15 Character Points.

Insight and School Rank

Your character's Insight represents how powerful and well-known they are in their Clan and school and, consequently, whether they can learn their school's more advanced techniques, represented by School Rank abilities.

Insigh Points
All characters have a total of Insight Points. A Hero's Insight is equal to the total of (10 times total of all Ring ranks) plus (all Skill Ranks). However, skill ranks of 1 do not count for Insight until the skill has reached at least Rank 2. Also, higher skill ranks can award bonus Insight, as explained in the L5R 3rd Edition Rulebook.

NO CHARACTER MAY START PLAY WITH AN INSIGHT HIGHER THAN 149.

Whenever a Hero gains a Rank in a Ring, he or she also gains 10 points of Insight. Likewise, each additional Rank in a Skill earns an additional point of Insight, plus any "Mastery Bonuses" for reaching higher ranks (see L5R Rulebook).

Insight Rank
A Hero who gains Insight is improving and bringing glory and fame to his Clan and School. The higher their Insight, the more they can learn. This is represented by Insight Rank.

Rank 1 0 - 149 pts
Rank 2 150 - 174 pts
Rank 3 175 - 199 pts
Rank 4 200 - 224 pts
Rank 5 225 - 249 pts
Rank 6 250 - 274 pts
Rank 7 275 - 299 pts
Rank 8 300+ pts

In theory, it is possible to go above Insight Rank 8 (advancing at the same 25-point Insight increments) but the campaign does not anticipate any characters climbing that high.

When a character reaches a new Insight Rank, they learn the new Technique of their School (if they are a bushi or courtier) or learn two new spells (if they are a shugenja). Other aspects of the character also improve, such as their Initiative roll for combat, and their spellcasting roll if the are shugenja. Thus, even if a character has no School, there is still a benefit from increasing Insight.

Increases in Insight Rank take place automatically between adventures.

Experience Points

At the end of each session, the GM will award your Hero a number of Experience Points (typically about 4 per session). These points can be used to increase your character's Traits and Skills, to make spells into Innate Abilities, or to get rid of Disadvantages.

New Paths

As a Hero advances, certain special one-rank or limited-rank "New Paths" may become available. Each Clan has several of these, and characters may attend them by fulfilling the entry requirements. A few of them are even available to starting characters, such as the Crane Clan's Daidoji Trading Council, the Unicorn Clan's Moto Death Priests, or the Kaeru ronin family's Machi-Kanshisha Technique (found on the House Rules page).

However, several of these New Paths represent elite schools which only a select few can attend. The following New Paths are restricted, and cannot be attended by a Hero unless the player has a Certificate of Honor ("cert") authorizing their character to do so: (Crab Clan) Champion's Guard, Hida Elite Guard, Watcher of the Damned, Yasuki House Guard, (Crane Clan) Doji Elite Guard, Empress' Guard, Fetishist, (Dragon Clan) Jotomon's Shinrei, Mirumoto Elite Guard, Tamori Alchemist, (Lion Clan) Akodo Elite Guard, Fujimaro's Legion, Kitsu Spirit Legion, Matsu Elite Guard, Tsuko's Heart, (Mantis Clan) Ivory Sahir, Sons of Kaimetsu-Uo, The Hidden Weapon, Yoritomo Elite Guard, (Phoenix Clan) Chosen Phoenix, Defenders of Uikku, Order of Chikai, Shiba Elite Guard, Temple of the Golden Arm, (Scorpion Clan) Bayushi Elite Guard, Ichiba's Consortium, Shosuro Yojimbo, (Unicorn Clan) Master of the Winds, Shinjo Elite Guard, The Vigilant, (Imperial) Jade Magistrate, Naseru's Technique, Seppun Magistrate, (Ronin) Canopy of Knives, Cutting the Weave, The Eyes of Nanashi, Nanashi Duelist, The Forest Killers, Law of the Heavens, The Red Dawn, The Serpents of Sanada, The Scales of the Carp, The Silent Current, The Tessen, The Unbroken, The Weavers, Tsi Smith, Wolf Legion.

The following New Paths are modified, as described below:

  • Tsume Pikemen: Is now a ronin technique restricted to the Tsume ronin family.
  • Falcon's Wings: Toritaka bushi who enter this Path may add a standard bow (yumi) and 20 arrows to their normal equipment Outfit.
  • Daidoji Iron Warriors: May substitute Daidoji Bodyguard for Daidoji Harrier in their entry/exit paths.
  • Bayushi Violator: May exit to Bayushi Bushi 3.
  • Moto Death Priests: May exit to Ronin Militant Shugenja 1.
  • The Folding Leg: May exit back into Bayushi Bushi.
  • The Poisoned Frog: Is now a Lion Clan New Path restricted to members of the Kaeru family.
  • Suitengu's Children: Is limited to members of the Mantis Clan.
  • The Sword of Yotsu: Is now a Tiger Clan New Path. Path of entry/egress is changed from Ronin School to Tiger School.
  • Kitsune Spirit Guide: Is considered a Fox Clan path.

All Shadowlands, Spider, and non-human New Paths are prohibited.

Shugenja New Paths award two new spells, just as though the character had gained a Rank in their normal shugenja school.

Advanced Schools

Several books and the AEG web updates contain Advanced Schools which characters can enter by achieving various prior qualifications (typically minimum levels in certain Rings and Skills). Advanced Schools are all "invitation only" schools, and a character will not be allowed to attend them unless this privilege is attained during play (due to adventure outcomes or metagaming achievements). In game terms, this means entering one of these schools requires a Certificate of Honor (a "cert").

Please note that the Machi-Kanshisha Advanced School no longer exists in the Heroes of Rokugan timeline - it has been replaced by the Machi-Kanshisha New Path in the campaign House Rules.

Honor

A Hero's beginning Honor Rank depends on their School (see the appropriate rules in the Campaign Rules). This number can be increased or decreased during character generation. Your character's Honor will also change during play, rising or falling depending on your actions.

Glory and Infamy

Glory reflects how well-known a Hero is for performing courageous, impressive, and noteworthy deeds. Infamy reflects how well-known a Hero is for performing dishonorable, embarrassing, or criminal deeds. All characters begin the game with a Glory Rank of 1 (10 points) and an Infamy Rank of zero (unless they took Bad Reputation).

Glory and Infamy can be increased - or decreased - during play as a result of your Hero's actions, much like your Honor.

Characters gain Glory by acting courageously, skillfully, and with honor. Many adventures award Glory for success, and the GM can also make small Glory awards for exceptional deeds. On the other hand, a PC can lose Glory for failing to complete an assigned task, for committing minor breaches of etiquette, losing duels or other contests, and so forth. Glory is also lost for inactivity - any time a PC completes an adventure without gaining any Glory, the PC instead loses 1 Glory point. (However, this cannot lower the PC's Glory Rank below their Insight Rank.)

Glory can never be lower than zero, and can never rise higher than rank 10.

PCs gain points of Infamy by committing dishonorable, cruel, disgusting, or criminal deeds, such as stealing or getting caught in a lie. Even if the PC manages to avoid any direct legal or social consequences for the act, some Infamy may still accrue, as the PC becomes known in the Empire for his/her unpleasant acts. Infamy is awarded by the GM, based on a player's actions. Some adventures may also award Infamy for specific bad acts.

Once a PC acquires Infamy, it does not go away unless an adventure (or the Campaign Admin) specifically awards a reduction. There is no upper limit on how much Infamy a PC can gain.

Consequences of Infamy
If a Clan or Imperial character's Infamy rises too high, others of higher rank will take notice and punish the character for behaving too disgracefully. For a normal character, the "cut-off" for this is if the PC's Infamy exceeds the combined total of the PC's Glory and Status. However, Mantis and Tortoise PCs get more leeway - they are not penalized until their Infamy exceeds the combined total of their Glory and their Status x2. Scorpion PCs get more leeway still - they are not penalized until their Infamy exceeds the combined total of their Glory x2 and their Status x2.

A Clan or Imperial PC whose Infamy rises too high will be expelled from their family/Clan, becoming ronin. This will, however, have a side benefit - since their social status has dropped, they are less widely recognized, and their Infamy drops by one Rank.

Ronin can accumulate any amount of Infamy. However, having a high Infamy as a ronin can be hazardous. If a ronin's infamy ever reaches or exceeds Rank Six, they will become a wanted criminal and have a Bounty placed on their heads, making them a target for every Magistrate and Wasp in the Empire.

Status

While Glory represents how famous a character is, Status represents the character's rank and position in the Celestial Order. Normally, all PCs start with a Status of 1.0, except for Imperials (who start at 1.5), Minor Clan and Vassal Family PCs (who start with 0.5), and ronin (who have no Status, until and unless they manage to join a Clan).

The Social Position advantage increases a character's starting Status by one rank (10 points). No PC may purchase more than one Rank of Social Position at character generation. Note that Imperial PCs may purchase Social Position for one less point.

The disadvantage "Social Disadvantage" normally reduces a character's Status by five (5) points. The exception to this is "Social Disadvantage: Ronin" which eliminates all Status from a character.

During play, a character can gain (or lose) Status in the same manner as Glory and Honor. However, Status changes are generally much rarer than changes in those other stats. A character who is reduced to ronin loses all Status until and unless the character is accepted into a new Clan.

Status is very important in social and legal interactions in Rokugan. Generally speaking, lower-Status characters are expected to defer to those of higher Status, and in legal cases the testimony of those with higher Status is given more weight.

Outfit

Each character begins with a different "Outfit" of equipment and money, depending on their School and Clan, as listed in the L5R Rulebook and the various other sourcebooks. A character's Outfit is always determined by their School, not their Clan - samurai who are fortunate enough to attend the school of a wealthier Clan will be rewarded commensurately by their daimyo, and samurai who reject the teachings of the Clans in favor of a ronin school are correspondingly less well-rewarded by their superiors.

A Clan or Imperial Hero's outfit "refreshes" (returns to starting levels and conditions) at the beginning of each adventure. This represents the character's daimyo taking care of any needs and paying them a stipend.

The "stipend rule" on page 183 of the L5R Rulebook is not used in Heroes of Rokugan - the effects of a stipend are simulated by the outfit "refresh" effect.

Extra equipment and money which a Hero acquires during play does not "refresh" and, once used, is gone for good.

Likewise, a ronin's outfit does not "refresh," and any items which become lost or broken must be replaced out of the ronin's own pocket. (On the other hand, many adventures will contain opportunities for ronin to earn money.)

Obtaining Wealth

During play, Heroes may obtain wealth, positions of authority, gifts, curses, and -- in very rare cases -- nemuranai (magical items). For every extraordinary item, position of authority, special gift, grant of land, and nemuranai a Certificate of Honor ("cert") will be provided, proclaiming the validity of such claims. These certificates can NEVER be traded, sold, or transferred to another Hero without the express permission of the Campaign Administrator.

All certs must be signed by a GM in order to be legitimate. If a cert is lost, so is the item or position it represented.

If a character gains an annual income (through a land grant or Advantage), the income is "paid" on January 1st of each calendar year. As mentioned above under "Outfit," money and equipment gained in this fashion does not "refresh" like a character's starting outfit./p>

But I Want Something That is Prohibited!

Heroes of Rokugan is a campaign which encourages role-play and creativity on the part of its players. If you have developed a character background or origin which involves an Advantage, Ancestor, or other element which is prohibited by these rules, submit a background story, poem, artwork, or other creative explanation to the Campaign Administrator for consideration.

The Darkside

Heroes may become Tainted by the power of Fu Leng during play. This is recorded on the Shadowlands Taint section of your character sheet. You may call on the power of your Taint during play, gaining additional unkept dice equal to your Taint rank on any physical action (any roll which uses the Agility, Reflexes, Strength, or Stamina traits). However, you gain an additional point of Taint every time you do this.

If your Taint Rank ever becomes higher than your highest Ring, your character becomes a servant of Fu Leng and must be handed over to the GM. The GM will send your character into Campaign Headquarters, and you may see him again later...as an official villain.