Gaijin Additions Mechanics

The Burning Sands are a setting close to Rokugan, which follows rules quite closely resembling those of the main setting. A quick listing of those rules can be found here.

Contents

Skill Updates

Skill rules apply identical to their L5R counterpart aside from the following.

  • Kenjutsu is renamed Swordmanship.
  • Jiujutsu is renamed Brawling.
  • Divination can be used with Awareness.
  • Intimidation is a Bugei Skill.
  • Tahaddi dueling uses the rules for Iaijutsu dueling given in 4th edition, but with knives. Replace the Tahaddi mastery abilities with the mastery abilities given for Iaijutsu. The rank 3 mastery ability applies to readying two tahaddi knives.
  • Assassin Ranged Weapons functions as the Ninjitsu skills replacing mastery abilities as appropriate.

Families

Characters in the Burning Sands belong generally in one of these Factions and Families.

Dahab Houses

House Asmari: +1 Strength

The closest thing the houses of Dahab have to ambassadors, House Asmari officially serves as the Houses’ liaison to the mercantile interests of foreign power, but in truth House Asmari uses its power to chose what is and is not allowed to be sold within the Jewel.

House Basiri: +1 Intelligence

The second largest Merchant House, House Basari deals in luxury items. Anything unnecessary for the continued existence of the people of the Jewel has a good chance of sitting in a Basiri-owned shop. It is the only House with permission to levy taxes.

House Enour: +1 Willpower

One of the three Houses that composed the original Houses of Dahab, and House Menjari’s oldest and most implacable foes, House Enour’s primary interest is mining, and it suffers the worst reputation of any Houses due to its appalling working conditions.

House Haffit: +1 Agility

While House Haffit is the second poorest Merchant House, it is utterly unassailable in every other respect. The House has little dealing with traditional business, and functions more like a privatized public works alliance, tied to the distribution of water.

House Hazaad: +1 Awareness

Youngest and least liked of the major Houses, House Hazaad is a testament to the power of the Qolat. House Hazaad won its position through bribery, blackmail and audacity. House Hazaad commands a great number of magic-related businesses in the Jewel.

House Mendadi: +1 Reflexes

It is said there would be no City Guard without House Mendadi. The House controls a great many blacksmith throughout the Jewel and counters war and violence as its chief sources of income. House Mendadi does makes a steady profit on the production of mundane items.

House Menjari: +1 Perception

Oldest and richest of the Houses, House Menjari gave the Houses its name via the first Advocate of House Rights, Dahab Menjari. Most of the business within the Jewel who deal in money have purchased the protection of House Menjari.

House Rashid : +1 Stamina

House Rashid has the best reputation amongst the common people. It has this reputation because of its honest dealings with all people, appearing forthright and keeping tight and reasonable control on mani businesses.

The Qabal

The Traditionalists: +1 Intelligence

The vanguard of the establishment within the Qabal, the Traditionalists are composed of those who remembers the days of the Immortal Caliph, along with their like-minded students. They believe that knowledge should be hoarded, and magic is a privilege, not a right.

The Progressivists: +1 Willpower

While dubbed with what was meant to be a derogatory identifier, the Progressivists have adopted the name given them by the Traditionalists. Consisting mostly of the younger generation that grew up without any sort of magical repression, they advocate a more open stance on the part of the Qabal.

Ashalan

The Ashalan, infused with magic both by nature as jinn created beings and by the power accidently given to them by the Sun, are some of the most ancient beings in the Burning Sands. All Ashalan have the following abilities.

  • Immunity: Ashalan are completely immune to all poisons and diseases, even magical.
  • Light Sensitivity: Ashalan suffer a +10 TN Penalty to all rolls in bright sunlight, and lose 1 rank of Stamina per monk of exposure.
  • Shadow Cloak: Ashalan may wrap themselves in shadows, gaining +2k0 to alL Stealth rolls, +1k0 if moving.
  • Domination Tattoo: The Ashalan can imbue others with mystical tattoos similar to those of the Ashalan themselves. They magically bind the creatures to the Ashalan, making them slaves. The process takes 70 hours, during which the Ashalan must make a Craft: Tattooing roll with a TN of 5 x the target’s Insight Rank. The target may negate this with a contested Willpower roll. They then ceases aging, and any Ashalan can give commands to them.
  • Void : All Ashalan get +1 Void at character creation, but cannot spend Void Points.

Assassins

Qadi and Caliphate Guards: +1 Perception

In modern times, the vast majority of the remaining descendants of the Old Man of the Mountain can be found in the courts and employ of the caliph. Only a handful of the original Assassins have survived the long years since the Old Man’s death, but they have left many successors in spirit and in training, how now serve the Caliphate.

Daughters and Sons of the Mountain: +1 Reflexes

Traditionalist Assassins reject the Qadi and the Caliphate, and function through cells of four to eight people running a single business or organization as a cover. The Caliphate knows of them, but have not yet taken action against them.

Order of the Blood-Red Tiger : +1 Agility

Haroun’s enforcers are an affront to the teachings of the Old Man, and they revel in it. They originally served as the enforcement wing of the Dahab and their Qolat master. Most Qadaam men are young, violent men, usually orphaned by the violent upheavals, and eager to have their first taste of power.

Ra’Shari

The Great Caravan of Commerce: +1 Willpower

Rolling engines of enterprise, the Caravans of Commerce are welcome in Medinaat al-Salaam because they bring exotic goods from across the world. The Commercial Ra’Shari is expected to be richly attired and dashingly handsome (or beautiful), ever-aware and ready to make investments or profit at a moment’s notice.

The Great Caravan of Entertainment: +1 Awareness

This Great Caravan is concerned with surviving first, turning a profit second, and protecting the world a distant third. The most welcome type of Caravan, people flock to the brightly painted wagons of Entertainment. Entertainer Ra’Shari are expected to be bold and evocative, always on stage and blindingly confident that Lady Fortune is on their side.

The Great Caravan of Memory: +1 Intelligence

The Caravans of Memory seek one of the rarest and most precious commodities in the Burning Sands: Knowledge. Memory Ra’Shari are expected to be inquisitive and perceptive, with an excellent memory and an almost unhealthy amount of curiosity.

The Great Caravan of Mysticism: +1 Perception

Concerned with all of the magical mysteries of the world, the Great Caravan of Mysticism trades in fortunes and secrets. They always have knowledge to share or find. Members of this Caravan are expected to be mysterious, intriguing, and always one step ahead in front of everyone.

Senpet

The Senpet: +1 Void

The Senpet Empire, located on the western edge of the desert, is a civilization that grew and flourished despite all the circumstances that would threaten its existence. The Senpet are deeply religious, and due to their ties to the Ten Thousand Gods possess a more intimate tie to the world’s mysteries.

Yodotai

The Yodotai: +1 Strength.

The Yodotai Empire rules its vast land from the capital city of Octavion. Militaristic and expansionist, the Yodotai abides by a strict set of rules and is driven by war and conquest. Due to their innate magical resistance, they may take the Magic Resistance Advantage for one less point.

Jackals

The Jackals: +1 Agility

A cult originally formed from the Ebointes who have failed the Test of the Stone, the Jackals call the sewers of Medinaat al-Salaam their home, emerging to strike the world above in pursuit of a dark and brooding agenda. Their greatest abilities is the use of an artifact called Soul of the Slayer, able to make ghuls with ease.

Ebonites

Order of the Ebon Hand: +1 to Any Trait

The Order of the Ebon Hand are something of an oddity even among the wildly varied cultures of the Burning Sands. They are a diverse organization that holds allegiance to no one. Their primary concern is protecting the broken shards of the Ebon Stone that they revere and hold sacred.

Magic

There are two important magical paths in the Burning Sands: Sahir Spells and Cokaloi.

Sahir Spell

There are five Disciplines, which are groupings of similar powers. If any other requirements beyond invoking Hakhim’s Seal are necessary, the spell will mention it.

Each Discipline has three types of spells, and each of those types have three levels of power. You may only choose to learn a higher level of power if you have mastered the previous levels of that spell.

Discipline of Summoning (Air)

These spells permit a sahir to summon and bind a jinn to his will. While all a sahir needs to summon a jinn to bargain with him is the Advantage Servant of the Smokeless Fire, these spells allow a Qabal-trained sahir to ensure that he gets the better of a deal.

Jinn

Summoning a Jinn takes an Air roll at TN 5 after six hours of uninterrupted meditation after drawing Hakhim’s seal. The TN may be increased if you need a specific type of Jinn, or a specific Jinn instead. Characters of Insight rank 1 et 2 may only summon Minor Jinn, of insight rank 3 and 4 may only summon Intermediate Jinn, and Major Jinn can only be summoned by characters with Insight Rank 5.

Negotiating with Jinn

In order to negotiate with the Jinn, you may make a contested Commerce / Awareness roll against him. You gain a bonus on the roll depending on whether you are needing…

  • A month’s worth of services : +0
  • A week’s worth of services : +5
  • A day’s worth of services : +10
  • A conversation’s worth of services : +15

The result of the negotiation is the following, depending on the summoner’s roll and the jinn’s roll:

  • If your roll is higher than the Jinn’s, he asks a minor task requiring only moments, such as speaking favorably of the Jinn or praising him.
  • If you lose the roll by 5 or less, he asks a simple task, such as acquiring an item, or destroying an item you hold dear.
  • If you lose the roll by 10 or less, he asks an involved task, such as acquiring a dangerous animal, or defeating the jinn in a wrestling match.
  • If you lose the roll by 15 or less, he asks a difficult task, such as allowing the jinn to take a work of art, or building a monument in his honor.
  • If you lose the roll by more than 15, he asks a monumental task, such as your firstborn son, or sacrificing all your memories.
Creating a Jinn

All Jinns possess the same basic abilities depending on whether they are minor, medium or major.

  • Minor Jinns have all their Rings and Traits at 2, roll 4k2 for attacking and damage, and have Brawling 2 and Commerce 3.
  • Medium Jinns have all their Rings and Traits at 3 (except Fire and Void at 4), roll 6k4 for attacking and damage, and have Brawling 4 and Commerce 4.
  • Major Jinns have all their Rings and Traits at 4 (except Fire and Void at 6), roll 8k6 for attacking and damage, and have Brawling 6 and Commerce 5.

Furthermore, all Jinns cannot be slain by mortals: if damaged beyond the Out Wound Rank, the jinn disappears from the world back to the realm from which he was summoned. Most jinns may also change shape at will.

Djinns are divided in several categories, that receive various bonuses depending on their power level.

  • Mighty Jinn have 3/5/7 Trait Bonuses, 1/2/3 Protections, 1/2/3 Abilities, and 2/3/4 Combat Bonuses.
  • Sly Jinn have 3/5/7 Trait Bonuses, 0/1/2 Protections, 1/2/3 Abilities, and 3/4/5 Combat Bonuses.
  • Hardy Jinn have 3/5/7 Trait Bonuses, 1/2/3 Protections, 0/1/2 Abilities, and 2/3/4 Combat Bonuses.
  • Mystical Jinn have 3/5/7 Trait Bonuses, 0/1/2 Protections, 4/5/6 Abilities, and 0/1/2 Combat Bonuses.
  • Labor Jinn have 5/7/9 Trait Bonuses, 0/0/0 Protections, 1/2/3 Abilities, and 0/0/0 Combat Bonuses.

Trait Bonus is a +1 bonus to any Trait.

Protection is one of the following abilities:

  • Suffers no Wound penalties.
  • Unaffected by spells.
  • Gain Reduction equal to highest Ring against arrows.
  • Gain Reduction equal to highest Ring against swords.
  • Gain Reduction equal to highest Ring against heavy weapons.
  • Gain Reduction equal to highest Ring against knives.
  • Gain Reduction equal to highest Ring against polearms.
  • +10 to Armor TN
  • Immune to knockdown.
  • Add highest Ring to Wounds at each Wound rank.

Combat Bonus is one of the following abilities:

  • Add highest Ring to all attack rolls.
  • Add highest Ring to all damage rolls.
  • Add highest Ring to Armor TN.
  • Add highest Ring to all Initiative rolls.
  • Add highest Ring to Wounds at each Wound rank.

An Ability is any of the abilities listed as a Sahir Spell, except Jinn Summoning 1 and 3, for obvious reasons. Only Major Jinns may take Jinn Summoning 2.

Jinn Summoning 1

  • Ring/Mastery: Air 1
  • Range: n/a
  • Area of Effect: One seal.
  • Duration: Immediate.
  • Raises: None.

At this level, the sahir has learned of the esoteric motivations of the jinn and can better predict what they will ask of him while he summons one to do his bidding. By casting this spell on the inscription of Hakhim’s Seal before you summon a jinn to it, you gain a bonus in unkept dice equal to your Insight Rank to your Commerce/Awareness roll to bargain with the jinn.

Jinn Summoning 2

  • Ring/Mastery: Air 2
  • Range: n/a
  • Area of Effect: One seal.
  • Duration: Special.
  • Raises: None.

At this level, the sahir no longer needs the Advantage Servant of the Smokeless Fire to summon jinn, and is refunded 4 experience points immediately if he had it. Furthermore, the time necessary to summon a jinn is halved.

Jinn Summoning 3

  • Ring/Mastery: Air 3
  • Range: 25′
  • Area of Effect: One djinn.
  • Duration: Instantaneous.
  • Raises: None.

At this level, the sahir learns the secret of manipulating the bonds between sahir and jinn. You may cast this spell to sever a jinn’s anchor to this world, effectively banishing it form this plane of existence instantly. This spell may be cast on any jinn, including your own. The Jinn may roll its Void against a TN equal the result of your Spellcasting Roll to avoid being banished.

Primal Elements

The spells of this type allow the sahir to affect the four most basic Elements: Earth, Air, Fire and Water. These spells were the first worked out by Hakhim, and countless stories of heroic sahir recall timely and wise use of these spells.

Primal Elements 1

  • Ring/Mastery: Air 1
  • Range: 25′
  • Area of Effect: A quantity of matter equal to your own weight.
  • Duration: Concentration.
  • Raises: Special (Affect one more element per Raise), Area of Effect (Affect additional matter equal to your own weight per Raise).

The elements move at the sahir’s command. This can cause water to flow uphill, stop windstorms dead, or make fire crawl across bare stone. To cast this spell, you must name the element you wish to affect. If you use this spell to heave stones as a target, resolve it as an Athletics/Agility Roll against the target’s Armor TN.

Primal Elements 2

  • Ring/Mastery: Air 2
  • Range: 25′
  • Area of Effect: A quantity of matter no greater than your fist in size
  • Duration: Instantaneous.
  • Raises: Area of Effect (Affect additional matter no greater than your fist per Raise).

The sahir may summon one of the four elements to himself, or destroy some in his vicinity. For example, you can summon air directly in your longs when suffocating, or start a fire after gathering fuel.

Primal Elements 3

  • Ring/Mastery: Air 3
  • Range: Self or Touch
  • Area of Effect: An individual.
  • Duration: One hour.
  • Raises: Duration (Additional hour per raise), Area of Effect (Affect additional matter no greater than your fist per Raise).

Without a doubt the strangest of the Primal Elements, the third renders a sahir or a touched target immune to an element. If Air is chosen, the target need no longer breathe and is immune to weather effects. If Earth is chosen, the target may pass through solid barriers as though they were thick fog, and suffers no damage from hitting stone, sand or wood. If Fire is chosen, the target takes no damage from burning, and cannot suffer penalties from smoke or bright light. If Water is chosen, the target need not breathe underwater, suffers no damage from intense water pressure, and cannot be moved by water currents.

Implements

The sahir’s possessions fall under the Implements purview. These spells ensure that a sahir is never unarmed, and that his foes sometimes are. Implements cover any nonliving thing not covered by the Primal Elements.

Implement Summoning 1

  • Ring/Mastery: Air 1
  • Range: 100′
  • Area of Effect: A quantity of matter no greater than your own weight.
  • Duration: Concentration, then one hour.
  • Raises: None.

The sahir may temporarily bend and warp objects. You may twist or deform said object as you see fit as long as you maintain concentration. The change in the object’s shape cannot break it.

Implement Summoning 2

  • Ring/Mastery: Air 2
  • Range: Touch/Indefinite
  • Area of Effect: An object you can hold.
  • Duration: Instantaneous.
  • Raises: None.

The sahir can now call objects to him, or send them elsewhere with a gesture. You must have intimate knowledge of the object if you are summoning it, or of the place where you are banishing it if sending it away.

Implement Summoning 3

  • Ring/Mastery: Air 3
  • Range: 100′
  • Area of Effect: A quantity of matter no greater than your own weight.
  • Duration: Concentration.
  • Raises: None.

The sahir’s control over inanimate objects now permits him to move them with nothing more than his will, using his Air instead of his Strength or Agility. You may manipulate any object you can perceive as though you were holding it, as long as you maintain concentration. Unlike lower level spells in this purview, this spell can affect living creatures, too.

Discipline of Celestials (Void)

Farsight

Distance is no obstacle to the diligent sahir. With the spells of Farsight, this is true with regards to his vision. A great deal of knowledge can be garnered with careful use of these spells, and they can protect the secrets of a cautious sahir.

Farsight 1

  • Ring/Mastery: Void 1
  • Range: Personal.
  • Area of Effect: Self.
  • Duration: One hour.
  • Raises: None.

The sahir’s vision becomes telescopic. This grants you a bonus equal to +3k0 to the total of any Perception-based Skill roll that involves sight.

Farsight 2

  • Ring/Mastery: Void 2
  • Range: 25′
  • Area of Effect: One pool of water.
  • Duration: Concentration
  • Raises: Special (Allows sounds to be transmitted as well for two raises).

With the aid of a placid pool of water or a mirror, the sahir can remotely view another location with which he is familiar. Only sight is transmitted.

Farsight 3

  • Ring/Mastery: Void 3
  • Range: Any.
  • Area of Effect: One Sahir or sorcerer.
  • Duration: Instantaneous.
  • Raises: None.

If the sahir is suspecting he is being watched via either one of the two previous spells or another form of magic, he may end the other sahir’s observation abruptly with this spell. The observer is rendered temporarily blind for a full minute, and suffers Wounds equal to the caster’s Void Ring.

Astrology

The Qabal has had the advantage of observing the astrological techniques of dozens of cultures, and has lifted from each of them the most worthy elements to create a melange of spell that are quite effective. These spells allow a sahir to find answers he could not find elsewhere.

Astrology 1

  • Ring/Mastery: Void 1
  • Range: n/a.
  • Area of Effect: n/a.
  • Duration: Instantaneous.
  • Raises: Special (One more information per Raise)

As initiate of the mysteries between the stars, the sahir is familiar with the method of finding a person’s immediate destiny. This spell requires 10 minutes to cast and must be cast at night. If successful, it gives you an oblique clue regarding what the next 24 hour holds for an individual.

Astrology 2

  • Ring/Mastery: Void 2
  • Range: n/a.
  • Area of Effect: n/a.
  • Duration: Instantaneous.
  • Raises: Special (One more information per Raise)

Not a new spell but rather a refinement of the previous, this level improves the sahir’s astrological capabilities. You may now ask after places or organizations as well as individuals.

Astrology 3

  • Ring/Mastery: Void 3
  • Range: Personal.
  • Area of Effect: Self.
  • Duration: One night.
  • Raises: Targets (One more target per Raise)

The sahir is powerful enough in Celestials magic that he can obscure his fate from others. If you cast this spell at dusk, you are no longer a valid target for the Mastery Level 1 spell.

Discipline of Black Magic (Earth)

Ghul Creation

Though rarely used by any other than the Jackal-corrupted Qabal sahir, it is possible to create the shambling, hungry undead which haunt the Jewel’s sewers. Sahir wishing to make use of these spells are advised to take precautions against being eaten by the target of their spells.

  • Ghul Creation 1
  • Ring/Mastery: Earth 1
  • Range: 25′
  • Area of Effect: One ghul.
  • Duration: One hour.
  • Raises: None.

With a small adjustment to Hakhim’s Seal and a barked order, the sahir takes hold of a ghul’s mind. Two sahir both attempting to control the same ghul must make a Contested Willpower Roll.

  • Ghul Creation 2
  • Ring/Mastery: Earth 2
  • Range: Touch.
  • Area of Effect: One corpse.
  • Duration: Instantaneous.
  • Raises: None.

This spell is a distillation of the effects which create ghouls. You can create a ghul, using a ritual that requires 3 uninterrupted hours and a knife with which to excise the corps’s heart. If you use the Mastery Level 1 spell on a ghul of your creation, it lasts 1 day.

Ghul Creation 3

  • Ring/Mastery: Earth 3
  • Range: 25′
  • Area of Effect: One ghul.
  • Duration: Instantaneous.
  • Raises: None.

Now a master of the restless dead, the sahir may destroy ghuls with little effort. When you cast a spell, you may instantly destroy a ghul in your line of sight. Treat this as a Contested Roll of the Sahir’s Earth / Sahir Rank vs. the Ghul’s Insight Rank/Earth. It should be noted that Ghul Lords and intelligent ghul possess insight ranks.

Life

The more appreciated (and learned) purview of the Black Magic, the ability to heal or harm others, is regarded as one of the noblest powers of the sahir. Most people of the Burning Sands assume that all sahir know this group of spells since they are so useful and well-regarded.

Life Magic 1

  • Ring/Mastery: Earth 1
  • Range: Self or touch.
  • Area of Effect: One person.
  • Duration: Instantaneous.
  • Raises: Effect (+0k1 per Raise).

The Life spell heals the sahir or another upon whom he lays his hands. The target is healed Xk1 Wounds, where X is your Earth ring.

Life Magic 2

  • Ring/Mastery: Earth 2
  • Range: Self or touch.
  • Area of Effect: One person.
  • Duration: Instantaneous.
  • Raises: Special (Heals magical diseases for two Raises)

Diseases are all too common in the Jewel, with so many people living in close proximity and sharing water sources. This spell cures any mundane illness the target may have, and with 2 Raises, can cure even magically-inflicted versions of mundane illnesses. It only eliminates one disease at a time.

Life Magic 3

  • Ring/Mastery: Earth 3
  • Range: Personal.
  • Area of Effect: Self.
  • Duration: 3 Rounds.
  • Raises: None.

The third Life spell is very strange. It does nothing if cast by itself, but if you cast it directly before either the two preceding spells (by 3 rounds or less), it instead heals a number of persons or creature equal to twice your Insight Rank within arm’s reach (no more than 5′).

Death

Almost as sinister as the magic of Ghul Creation, Death magic inflicts wounds and disease directly upon those people the sahir wishes. These spells are rightly feared in the Jewel, for not only can they strike a man dead, they may potentially kill everyone standing near him.

Death Magic 1

  • Ring/Mastery: Earth 1
  • Range: 20′
  • Area of Effect: One person.
  • Duration: Instantaneous.
  • Raises: None.

The sahir directs a savage word in a forgotten language at a target, and the target’s flesh is rent. This spell inflicts Wounds (XkX, where X is the user’s Scholl Rank) on a person or creature.

Death Magic 2

  • Ring/Mastery: Earth 2
  • Range: 20′
  • Area of Effect: One person.
  • Duration: One hour.
  • Raises: Special (The disease becomes permanent for 3 Raises).

The sahir inflicts a disease upon a single target. The effect is temporary, lasting an hour, for it is only a simulation created by magic.

Death Magic 3

  • Ring/Mastery: Earth 3
  • Range: 20′
  • Area of Effect: One or more persons.
  • Duration: Instantaneous/One hour.
  • Raises: None / Special (The disease becomes permanent for 3 Raises).

The third Death spell is functionally identical to the previous spells, but affects a number of target equal to up to twice the caster’s Insight Rank.

Discipline of Control (Water)

Influence

The most insidious of magics that the Qabal employs, influence Magic allows a sahir to alter the mind of any person or creature with whom they can communicate. Like most Control spells, the adjustments needed to the Seal are minor, and very easy to miss if the observers don’t know what to look for.

Influence Magic 1

  • Ring/Mastery: Water 1
  • Range: 20′
  • Area of Effect: One person.
  • Duration: Instantaneous.
  • Raises: None.

A Sahir with the most basic understanding of Influence can change facts and perception in the target’s mind. This power can only alter details of thought that currently exist in the target’s mind, it cannot change the point of the thought itself. This spell first requires a Contested Roll of the Sahir’s Water / Sahir Rank vs. the target’s Willpower / Insight Rank.

Influence Magic 2

  • Ring/Mastery: Water 2
  • Range: 20′
  • Area of Effect: One person.
  • Duration: Instantaneous.
  • Raises: None.

At this level, a Sahir can plant or delete thoughts in the minds of those with whom he makes eye contact. You can look through the target’s recent thoughts, and add or delete one. This spell cannot completely delete a thought; another Sahir can undo the deletion by casting this spell again. This spell first requires a Contested Roll of the Sahir’s Water / Sahir Rank vs. the target’s Willpower / Insight Rank.

Influence Magic 3

  • Ring/Mastery: Water 3
  • Range: 20′
  • Area of Effect: One or more persons.
  • Duration: One hour.
  • Raises: None.

The sahir need only bark an order and adjust the Seal and whomever he desires obeys him. You may use this spell to bend to your will a number of people up to your Insight Rank. Each must make a Contested Willpower Roll against you. Those who fail must obey an order for you for the best of their abilities. Whenever they must suffer Wounds, they may make another Contested Willpower Roll.

Illusion

This form of Control Magic is not commonly known, as all manner of abilities are already ascribed to the sahir, and many of the illusions created by these spells could just as easily be mistaken for the powers of the Summoning Magic. Most sahir are content to allow others to believe that they can really bring forth all manner of wonders, even if some of them are false.

Illusion Magic 1

  • Ring/Mastery: Water 1
  • Range: 100′
  • Area of Effect: One detail.
  • Duration: One hour.
  • Raises: Special (Affects one more sense per raise).

Similar to the first spell of influence, the sahir can alter a single detail of a scene laid out before himself. You can affect only one sense with this spell. The illusion is not able to do any damage, as it is intangible, and lasts for 1 hour or until terminated.

Illusion Magic 2

  • Ring/Mastery: Water 2
  • Range: 100′
  • Area of Effect: One illusion.
  • Duration: Instantaneous.
  • Raises: Special (See description).

Any sahir who knows the preceding spell is aware that things may not always be as they appear. This spell undoes the previous one, banishing all illusions. You may however call as many Raises on this roll as Raises were used for this illusion.

Illusion Magic 3

  • Ring/Mastery: Water 3
  • Range: n/a
  • Area of Effect: One sleeping person.
  • Duration: Instantaneous.
  • Raises: None.

This spell, sometimes known as Dream Magic, permits a sahir to invade a person’s sleeping mind and fill it with what the sahir desires. It requires a sympathetic-magic link to the target (lock of hair, blood, item of importance, etc.) so that it can’t be used on someone the Sahir has merely heard of. The adjustments to the Seal necessary to cast this spell are intensely elaborate and require hours of preparation, so a wise sahir will begin this spell before his target falls asleep so he will finish as they are dreaming. Casting this spell allows you to walk in the target’s mind as if it were a hallway, and look upon his thought as if on display. You may alter thoughts, memories and perceptions as with Influence spells. Each alteration requires a half-hour.

Transformation

Whereas Influence alters the mind, Transformation alters the body. All of these spells are temporary in duration but they create impressive changes in the physiology of the caster.

Transformation Magic 1

  • Ring/Mastery: Water 1
  • Range: Personal
  • Area of Effect: Self.
  • Duration: One hour.
  • Raises: Duration (+1 hour per Raise).

Man has looked upon animals and envied their abilities since time immemorial, but sahir who know this spell look with less envy, for they can borrow this ability. You can exchange one of your body parts for a beast’s, receiving the commensurate benefits. The only limitation on this spell is that it cannot grant flight.

Transformation Magic 2

  • Ring/Mastery: Water 2
  • Range: Personal
  • Area of Effect: Self.
  • Duration: One hour.
  • Raises: Duration (+1 hour per Raise).

At this level, the sahir can become an animal while retaining his human intellect. Rats and hawks are a popular choice for spying, as are tigers and elephants for combat. You lose access to all school techniques and spellcasting abilities in that form, however.

Transformation Magic 3

  • Ring/Mastery: Water 3
  • Range: Personal
  • Area of Effect: Self.
  • Duration: One hour.
  • Raises: Duration (+1 hour per Raise), Special (mimic a specific individual for three Raises)

The most potent of transformative effects, this spell permits the caster to turn himself into any creature he can imagine. Naga, Rakshasa, even jinn can be emulated with this spell. This spell confers none of the magical benefits of the emulated creatures, only the mundane ones.

Discipline of Blessings and Curses (Fire)

Blessings

Sometimes, all that is required to succeed in one’s endeavors is one small nudge in the right direction. Blessings tap into the potential inherent in all beings to excel, and moves them closer to their best effort. Your chances to succeed on a task climb dramatically if you are blessed. A specific task may only receive the benefit of a single blessing, but a Skill can receive any number of Blessings.

Blessing Magic 1

  • Ring/Mastery: Fire 1
  • Range: n/a
  • Area of Effect: One task.
  • Duration: One hour.
  • Raises: Duration (+1 hour per Raise).

The first and easiest blessing offers only a little help, but it still helps improve the odds in one’s favor. You select a single task, usually tied to a Skill, when you cast this spell. For each Roll of the chosen Skill involved in accomplishing the chosen task for the next hour, the target of the blessing gains a +2k0 bonus.

Blessing Magic 2

  • Ring/Mastery: Fire 2
  • Range: n/a
  • Area of Effect: One task.
  • Duration: One hour.
  • Raises: Duration (+1 hour per Raise).

The second blessing is more potent. As before, you must choose a Skill and a specific task to which the spell applies, but the bonus is now +2k1.

Blessing Magic 3

  • Ring/Mastery: Fire 3
  • Range: n/a
  • Area of Effect: One task.
  • Duration: One hour.
  • Raises: Duration (+1 hour per Raise).

The most potent blessing a sahir is capable of offers no greater benefit than the second, but is superior because it can be cast in the space of speaking a single word. You may cast it as a Simple Action.

Curses

The opposite of Blessings, Curses draws forth the potential any being carries within it to fail, stumble or lose its stride. Typically cast upon one’s enemies, Curses are the most common offensive magic used in the Jewel. A specific task may only receive the benefit of a single Curse, but a Skill can receive any number of Curse.

Curse Magic 1

  • Ring/Mastery: Fire 1
  • Range: n/a
  • Area of Effect: One task.
  • Duration: One hour.
  • Raises: Duration (+1 hour per Raise).

The first curse a sahir can lay upon a target reduces their chances of success, as they make poor decisions and constantly fail to remember their training. You select a single task, usually tied to a Skill, when you cast this spell. For each Roll of the chosen Skill involved in accomplishing the chosen task for the next hour, the target of the curse suffers a -2k0 penalty.

Curse Magic 2

  • Ring/Mastery: Fire 2
  • Range: n/a
  • Area of Effect: One task.
  • Duration: One hour.
  • Raises: Duration (+1 hour per Raise).

The second curse is more potent. As before, you must choose a Skill and a specific task to which the spell applies, but the penalty is now -2k1.

Curse Magic 3

  • Ring/Mastery: Fire 3
  • Range: n/a
  • Area of Effect: One task.
  • Duration: One hour.
  • Raises: Duration (+1 hour per Raise).

The most feared curse a sahir is capable of offers no greater power than the second, but is superior because it can be cast in the space of speaking a single word. You may cast it as a Simple Action.

Cokaloi

The specific techniques of the Diviners are referred to as Cokaloi, or “bones”, in their language, because of the deep, fundamental need for each of these types of magic. Without them, a Ra’Shari would be as a man without bones. A diviner may not learn Cokaloi with a mastery rank higher than his Insight Rank.

The Cokaloi of Dawn

Dawn magic governs fate, and how the ebb and flow of random fortune can affect a person’s performance in a task. These are many : there are two for each Skill, a blessing and a curse. They are simple to perform. The Diviner need only exhort those he wishes to bless, or condemn those he needs to curse. Dawn Cokaloi need not be learned in order, a Diviner may know the First Blessing of Athletics and the Third Blessing of Medicine without knowing the First and Second Blessing of Medicine.

The First Blessing

  • Ring/Mastery: Fire 1
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

The First Blessing Cokaloi permit those who might fail at a task a second chance to succeed. Until the sun sets or rises next, the target may reroll any 1 die on a roll of the Skill designated in the Blessing’s name.

The First Curse

  • Ring/Mastery: Fire 1
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

The First Curse Cokaloi interferes with another’s ability to perform tasks. Until the sun sets or rises next, the target must reroll the highest die on a roll of the Skill designated in the Curse’s name.

The Second Blessing

  • Ring/Mastery: Fire 2
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

This Cokaloi is effectively the same as the first, except that it permits the rerolling of up to 2 dice.

The Second Curse

  • Ring/Mastery: Fire 2
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

This Cokaloi is effectively the same as the first, except that it forces the rerolling of up to 2 dice.

The Third Blessing

  • Ring/Mastery: Fire 3
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

This Cokaloi is effectively the same as the first, except that it permits the rerolling of up to 3 dice.

The Third Curse

  • Ring/Mastery: Fire 3
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

This Cokaloi is effectively the same as the first, except that it forces the rerolling of up to 3 dice.

The Fourth Blessing

  • Ring/Mastery: Fire 4
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

This Cokaloi is effectively the same as the third, but the target may change one of their dice to an unexploded 10.

The Fourth Curse

  • Ring/Mastery: Fire 4
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

This Cokaloi is effectively the same as the third, but the target must change one of their dice to a 1.

The Fifth Blessing

  • Ring/Mastery: Fire 5
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

This Cokaloi is effectively the same as the third, but the target may change two of their dice to an unexploded 10.

The Fifth Curse

  • Ring/Mastery: Fire 5
  • Range: 25′
  • Area of Effect: One person.
  • Duration: One day or night.
  • Raises: None.

This Cokaloi is effectively the same as the third, but the target must change two of their dice to a 1.

The Cokaloi of Dusk

This magic governs the whims of the mortal mind, and is capable of adjusting a mind’s thought and perception easily. This magic was vital for the Ra’Shari to learn, as it has delivered them from upset buyers and angry mobs countless times. Dusk Cokaloi may only be cast upon being with which the Diviner may make vocal or eye contact.

I am not Him

  • Ring/Mastery: Air 1
  • Range: Touch
  • Area of Effect: Self or touched person.
  • Duration: 5 minutes or 1 hour.
  • Raises: None.

Disguises can be sometimes hard to don effectively and nearly impossible if being watched. The target of this spell either cannot suffer penalties to his Acting skill Rolls for a period of 1 hour, or gains a bonus of +5 to the same rolls for a period of 5 minutes.

A Good Friend

  • Ring/Mastery: Air 1
  • Range: 25′
  • Area of Effect: One person.
  • Duration: 5 minutes.
  • Raises: None.

This Cokalos bypasses the suspension that normally lurks in a person’s mind. Even the deeply cynical and jaded will be open to the possibility that the Diviner is a fundamentally good person with useful things to say. Absurd situations end this effect prematurely.

Propriety

  • Ring/Mastery: Air 1
  • Range: 25′
  • Area of Effect: Two persons or creatures
  • Duration: 5 minutes.
  • Raises: Area of Effect (+2 targets per Raise).

With a pleasant smile and a word of reassurance, the Diviner reminds one or more onlookers that everything is alright and nothing is amiss. Casting this spell allows you to make an Awareness roll (based on Courtier or Animal Handling, depending on what you are targeting) to alter a being’s attitude towards you in a positive direction.

Business as Usual

  • Ring/Mastery: Air 2
  • Range: 25′ radius
  • Area of Effect: All persons within range.
  • Duration: 5 minutes.
  • Raises: None.

This spell functions as Propriety, but affects everyone around the user. It allows to make the same roll as Propriety, with four Free Raises.

I am not Here

  • Ring/Mastery: Air 2
  • Range: 25′ radius
  • Area of Effect: All persons within range.
  • Duration: 5 minutes.
  • Raises: None.

Sometimes a Diviner would like to disappear magically. This Cokalos increases the TN of all Skill Rolls to spot you by twice the number of people within the area of effect.

Instant Expert

  • Ring/Mastery: Air 2
  • Range: 25′
  • Area of Effect: Any 1 person.
  • Duration: 5 minutes.
  • Raises: None.

With this Cokalos, the Diviner appears to be an expert on any topic someone wishes to converse about. Those listening to the Diviner assume he is a sage and are astonished he has an action for any question they raise. Casting this spell grants you a bonus equal to twice your Insight Rank to the total of any Social Skill Roll involving persuading another person of your expertise.

Above Reproach

  • Ring/Mastery: Air 3
  • Range: n/a’
  • Area of Effect: Any 1 encampment or large building.
  • Duration: Concentration
  • Raises: None.

This Cokalos is the reason why the wagons of Ra’Shari encampments are never searched when a thing or person goes missing. When used on an area containing no more than a hundred persons, this place becomes above reproach. The Diviner may concentrate on the spell spending a Simple Action every turn to maintain the illusion, if he does so the illusion is perfect and cannot be broached short of magical means. Otherwise anyone searching for suspicious behaviour or the like who views the area may still become suspicious if they succeed at a roll using their Willpower / Insight Rank (keeping willpower) vs. a TN of the Diviner’s Spellcasting Roll to create this effect

Hiding from the Sun

  • Ring/Mastery: Air 3
  • Range: Self.
  • Area of Effect: Personal.
  • Duration: Concentration.
  • Raises: None.

Once the Diviner is out of the direct glare of the sun, he can effectively disappear. Any Investigation Skill Roll to find you suffers a +40 TN Penalty.

A Potential Ally

  • Ring/Mastery: Air 3
  • Range: Self.
  • Area of Effect: Personal.
  • Duration: 5 minutes.
  • Raises: None.

This Cokalos permits the Diviner to appear extremely trustworthy and capable. People who collect Allies will almost certainly seek him up, and those who see him in trouble will be more motivated to assist him. You gain an additional experience point from Obligations earned this way, and Allies you obtain this way cost an experience point less to obtain.

I am Someone Else

  • Ring/Mastery: Air 4
  • Range: Self.
  • Area of Effect: Personal.
  • Duration: One hour.
  • Raises: None.

This Cokalos permits the Diviner to appear as an entirely different person, as long as the final image settles on something humanoid (an Ashalan or Naga is reasonable). This illusion adjusts on what happens to the caster, but does not hold on to tactile inspection. It also covers the Diviner’s voice if he so desires.

This is Reasonable

  • Ring/Mastery: Air 4
  • Range: Self.
  • Area of Effect: Personal.
  • Duration: Five minutes
  • Raises: None.

Th Cokalos allows the Diviner to say anything at all. To those listening, it seems that what he says is reasonable, correct and inform. It cannot convince anyone to enter obvious danger, but careful wordings can work around the self-preservation instincts of most beings. Those hearing the Diviner may avoid this effect if they succeed at a roll using their Willpower / Insight Rank (keeping willpower) vs. a TN of the Diviner’s Spellcasting Roll to create this effect.

For All of Us

  • Ring/Mastery: Air 5
  • Range: Special
  • Area of Effect: Special
  • Duration: Special.
  • Raises: None.

This is not so much one Cokalos as eleven, all refinements of lower-level Dusk Cokaloi. When invoked, it becomes any of the lower-level Dusk Cokaloi with the Area of Effect changed to “Up to 100 willing targets”.

Your Heart is in my Hands

  • Ring/Mastery: Air 5
  • Range: 25′
  • Area of Effect: One person or creature.
  • Duration: One hour.
  • Raises: None.

The culmination of the Dusk Cokaloi, this power can ruin lives. You can fill the target with any emotion he has experienced before, and can direct the reason and outlet for these emotions. The target suffers the effects of a single Advantage or Disadvantage applicable to the emotion implanted. The target may avoid this effect if they succeed at a roll using their Willpower / Insight Rank (keeping willpower) vs. a TN of the Diviner’s Spellcasting Roll to create this effect.

The Cokaloi of Night

The most secretive of Ra’Shari magics, the Cokaloi of Night are rarely seen by outsiders, since they are almost always cast within the confines of a Ra’Shari encampment. Night Magic is the magic of life and rest, promoting healing just as if a body slumbered peacefully. Night is also the time of roosting, where all beings, not just humans, return home and prepare for the next day. These Cokaloi can only target one person at a time.

The First Purity

  • Ring/Mastery: Water 1
  • Range: Touch
  • Area of Effect: 50 pounds of food or 10 gallons of water
  • Duration: Permanent
  • Raises: None.

This Cokalos ensures that most food the Ra’Shari eat is free from poison, disease and mold. Any nonmagical disease or poison already present in the food is negated.

The First Wholeness

  • Ring/Mastery: Water 1
  • Range: Touch
  • Area of Effect: One target person
  • Duration: Permanent
  • Raises: None.

This Cokalos complements an attempt to heal Wounds using the Medicine Skill. If the Medicine healing attempt succeeds, you gain a +1k1 bonus when determining how many Wounds you heal.

The Second Purity

  • Ring/Mastery: Water 2
  • Range: Touch
  • Area of Effect: One target person
  • Duration: Permanent
  • Raises: None.

When using the Medicine Skill to treat a victim of poison or disease, you receive 4 Free Raises for the purpose of identifying it.

Tame Beast

  • Ring/Mastery: Water 2
  • Range: Touch
  • Area of Effect: One target creature
  • Duration: Permanent
  • Raises: None.

This Cokalos convinces any beast that working with the Diviner is superior to resisting him. Any animal targeted by this power is considered tame for uses of the Animal Handling skill.

Command Beast

  • Ring/Mastery: Water 3
  • Range: 25′
  • Area of Effect: One target creature
  • Duration: One minute per Willpower Rank
  • Raises: None.

This Cokalos gives you brief control of an animal’s mind. For the briefest of moments, your mind and the animal’s merge. Most animals have difficulty understanding the difference between their own mind and magic, so most don’t wonder if their minds were invaded.

The Third Purity

  • Ring/Mastery: Water 3
  • Range: Touch
  • Area of Effect: One target person
  • Duration: Permanent
  • Raises: None.

This Cokalos allows the Diviner to literally extract a poison or disease from the body, healing them of the effect completely.

The Third Wholeness

  • Ring/Mastery: Water 3
  • Range: Touch
  • Area of Effect: One target person
  • Duration: Three days
  • Raises: None.

The Diviner can not only heal the wounded, but assist them to heal themselves. After treating someone with the Medicine skill, that person’s natural Wound recovery is doubled. If that person spends a day at rest during convalescence, that person’s recovery is doubled again.

The Fourth Purity

  • Ring/Mastery: Water 4
  • Range: Touch
  • Area of Effect: One serving of food or drink.
  • Duration: Permanent
  • Raises: None.

This Cokalos allows the Diviner to retrieve the foul substances he purifies before they are destroyed. Once extracted, the poison or disease becomes a fine power, generally of gray color, that can be reapplied.

The Third Wholeness

  • Ring/Mastery: Water 4
  • Range: Touch
  • Area of Effect: One target person
  • Duration: Three days
  • Raises: None.

the fourth secret of healing is consistency. If you make more than a successful attempt at using the Medicine Skill in a day, you may choose to heal the same number of Wounds on each subsequent attempt as you did on the first of the day.

The Fifth Purity

  • Ring/Mastery: Water 5
  • Range: Touch
  • Area of Effect: Two target person, or servings of food or drink.
  • Duration: Permanent
  • Raises: None.

The final Cokalos of Purity is revealed when the Diviner discovers how to affect all those poisoned or diseased. This Cokalos allows the Diviner to use any of the lesser Purities on additional targets at the same time.

Of One Body

  • Ring/Mastery: Water 5
  • Range: Personal
  • Area of Effect: Self
  • Duration: One hour.
  • Raises: None.

The most powerful Night Cokalos concerning animals, it allows the Ra’Shari to change shape, joining his form with that of a beast. You must be in contact with the animal with which you wish to join. A transformation takes place, taking an entire skirmish round. You retain use of all your Skills and Cokaloi, and gain all special abilities of the beast, with the highest Traits of both.

Advantages

Ambidextrous [Physical] (4 Points)
You are equally skilled with both hands. When fighting with a weapon in your off-hand, you do not receive the normal +5 TN penalty. When fighting with two weapons, your TN Penalty is reduced by 5.

Blood of the Hanie [Physical] (2 Points)
You are descended from the original Yodotai Empire. You gain +1k1 when using Social Skills on other Yodotai.

Ceremony of the Hidden Heart [Mental/Spiritual] (10 Points)
Though it is widely believed to be the blackest sorcery imaginable, a ritual where the slightest mistake could spell doom for all involved, the truth of the matter is that the process of creating a Khadi is actually fairly simple. The subject must be bound within a ritual space inscribed with Hakkim’s Seal in the correct configuration, or the Seventeen and Nine Concentric Paeans to Anpu the Faultless Judge, depending on whether or not the ritual’s performer is working with Chophren’s modified version of with the original ritual from the Book of the Dead. Once the subject is rendered unconscious within the prepared space, the life slowly begins to slip from his body, exhaled through his mouth.
Once his breath begins carrying traces of his soul, the ritualist must carve the target’s heart from his chest. Once the heart is free from the subject’s chest, it must be placed within the chest of another being of the same species within a hour, or the ritual fails. Usually, the ritualist has a suitable host on hand.
Once the heart becomes comfortable with beating in another chest, it must be removed again. At this point, the ritual is complete, and the subject is a khadi in all senses of the word, and gains the Khadi advantage. The original body becomes a ghul within an hour, as will all successive body that host the heart.
Only sahir who have found a suitable teacher may purchase this Advantage and thus learn the Ceremony of the Hidden Heart. It is highly unlikely any existing khadi will teach it to sahir who have not undergone the ritual themselves.

Cosmopolitan [Mental] (5 Points)
The Yodotai empire encompasses many different cultures from different lands. You are skilled at adapting to those quirks and making people feel comfortable with your presence. You gain a +1k0 bonus to all Social Skill Rolls.

Fitfully Sleeping Blood [Spiritual] (8 Points)
Someone amongst your ancestors was a jinn in disguise, one of the great secrets of the Qabal. While you did not inherit their soul of smokeless fire, the mingling of mortals and jinn blood has left its mark on you. You may roll once on any of the Jinn Ability tables, and receive the result as an ability that you can invoke exactly as if you were a jinn.

Gorilla Bodyguard [Material] (3 Points)
You have a trained gorilla to serve as a bodyguard. You are considered to have 5 ranks in Animal Handling (Gorilla) for the purposes of giving your bodyguard commands. If you have already more than 5 Ranks in Animal Handling, you may use that instead.

Inheritance, Crysteel Weapon [Material] (5 Points)
Ashalan may chose this advantage to obtain a Crysteel weapon. A Crysteel weapons functions as normal, but has a +1k0 bonus to attack and damage rolls, and counts as Crystal for the purpose of Invulnerability.

Inheritance, Khadja of the Council (5 Points) [Material]
Ashalan may choose this weapon, with a DR of 1k4, used with the Polearms skill, that grants +1k0 to
Attack Rolls.

Khadi [Physical/Spiritual] (6/8 Points)
You are one of the heartless sorcerers created by the black magic that the Immortal Caliph used to escape death. You are likely a former enforcer of the late Immortal Caliph’s government. Regardless of your current affiliation, you are virtually immortal. You heal 1 Wound per minute in addition to the Wounds you heal normally. You heal in both manners even if your body is totally obliterated, slowly coming back together in a manner that is deeply disturbing to any who watch.
You can only be permanently destroyed if someone crushes or stabs your heart. Most khadi keep their hearts in ivory boxes. For the 6-point version of this Advantage, your heart belongs to another, and you must heed his will, for he could destroy you. The 8-point version of this Advantage means your heart is in your own hands, and you are the master of your own fate. Once per month, your heart must be transplanted inside a live host body and then removed again. The host becomes a ghul within an hour.

Paragon of Faith [Spiritual] (6 Points)
Your devotion to the Ten Thousand Gods is unshakable. You gain a free Void Point that can only be used for Senpet Character Class Techniques.

Servant of Smokeless Fire [Spiritual] (4 Points)
You have the ability to summon Jinn and barter with them for their services.

Soul of Warriors [Spiritual] (10 Points)
You are considered a true Yodotai hero by your peers, and more importantly by your ancestors. Whenever you are in combat, you have a guardian spirit fighting by your side.

Disadvantages

Curse of the Grey Crone [Spiritual] (3 Points)
Only those with the blood of Assassins may take this curse. You gain a deformity due to the Grey Crone’s curse on Prince Hassan. This may be an internal or external one, with pain or constant spasms, strange growths, twisted muscles, extreme communication difficulties… Choose one Trait. This Trait is lowered to 1, and may not be increased through experience expenditure. However, the number of points needed to advance to the next Insight Rank is reduced by 5 for each Insight Rank (145 for the second, 165 for the third, etc). This Disadvantage is mandatory for male Assassins, and may be taken in conjunction with Dark Fate.

Defiler of the Dead [Spiritual] (2 Points)
Senpet are supposed to revere the Ten Thousand Gods and use human sacrifice for them, but you do not believe in this idiocy. You create ghuls for your own purpose. If anyone found out you were disgracing the priesthood like this, you would probably be executed.
You gain a Free Raise on all Spellcasting Rolls involving Ghul Creation spells. However, you suffer a +5 TN on all Social Skills with other Senpet.

Despicable [Mental] (5 Points)
Perhaps you do not believe in Yodotai gods, or are not a true Yodotai warrior. You do not attract the attention of Yodotai ancestors. You gain no advantage from Magic Resistance and may not purchase this Advantage. You suffer a -2k0 penalty to all Social Skill Rolls involving other Yodotai.

Forlorn [Mental] (2 Points for State, 5 Points for Religion)
Only Senpet characters may take this disadvantage. Once you believed in both Empire and Religion, but something changed that. Choose either state or religion as your source of disillusionment. Whenever you attempt to use any Skill or Technique referencing that source, you suffer a +10 TN penalty to that roll. Additionally, if you choose religion, you many not use any Void Points for techniques that require faith.

Weapon Updates

Medinaat al’ Salaam

  • Longsword – Keywords: Medium, Warrior; Dr: 3k2; Skill: Swordmanship
  • Shortsword – Keywords: Medium, Warrior; Dr: 2k2; Skill: Swordmanship
  • Composite Bow – As per Yumi.

Ashalan

  • Adiva – Keywords: Small, Ashalan; DR: 2k1; Skill: Knives
  • Ashalan Scythe – Keywords: Large, Ashalan; DR: 1k4; Skill: Unique
  • Blades of the Blood-Sworn – Keywords: Medium, Ashalan; DR: 2k3; Skill: Swordsmanship
  • Falchion – Keywords: Medium, Ashalan; DR: 3k2; Skill: Swordsmanship
  • Khadja – Keywords: Large, Ashalan; DR: 1k3; Skill: Polearms
  • Najya – Keywords: Medium, Ashalan; DR: 3k2; Skill: Unique (Mastery abilities as per the Knives Skill)

Assassin

  • Choking Cord – Keywords: Small, Assassin; DR: 1k1 (Grapple only); Skill: Unique (Mastery abilities as per the Chain Weapons Skill)
  • Kindjal / Sikin – As per Tanto/Aiguchi
  • Jambiya – Keywords: Small, Assassin; DR: 1k1; Skill: Unique (Mastery abilities as per the Kenjutsu Skill)
  • Sayf-saghir – Keywords: Medium, Assassin; DR: 2k2; Skill: Swordsmanship
  • Shortbow – As per han-kyu

Senpet

  • Adaga – Keywords: Senpet, Medium; Armor TN Bonus: +5; Reduction: 2
  • Large Wooden Shield – Keywords: Large; Armor TN Bonus: + 7; Reduction 3
  • Composite Longbow – As per Yumi, with the Senpet Keyword
  • Khopesh – As per Masakari, with the Senpet Keyword
  • Senpet Chain Shirt – As per Light Armor
  • Shamsir – As per LBS, with the Senpet Keyword

Yodotai

  • Claymore – As per Dai-Tsuchi; Skill: Swordsmanship, with Yodotai Keyword
  • Gladius – As per Shortsword, with Yodotai Keyword
  • Half-Plate – As per Heavy Armor
  • Lorica Segmentata – Armor TN Bonus: +5, +5 TN penalty to all Stealth rolls, with Yodotai Keyword
  • Parma – Shield. with Armor TN bonus +5, with +5 TN penalty to all Agility and Reflexes rolls, with Yodotai and Small Keywords
  • Pilum – As per Nage-Yari, with Yodotai Keyword
  • Pugio – As per Tanto / Aiguchi, with Yodotai Keyword
  • Scutum – Shield. Keywords: Yodotai, Medium; Armor TN Bonus: +5; Reduction: 3
  • Yodotai Chain Shirt – Armor TN Bonus: +7; Reduction: 2; Special Rules: +5 TN penalty to all Rolls involving Agility or Reflexes.

Ebonites

  • Ebonite Armor – As per Light Armor
  • Ebonite Longsword – As per Longsword

Shields

Using shields is a normal part of the warfare of many nations of the Burning Sands. However keeping a hold of a shield and trying to attack an opponent whilst staying in an orderly formation is tricky at best.
Wielding any sort of shield confers the TN and Reduction listen in the shield entry, however, shields also use the Wielding Two Weapons rules in L5R 4th Edition to determine the penalty that the holder of the shield suffers to all attack rolls. In addition (unlike wielding two weapons) the wielder of a shield also suffers the same penalty to all athletics skill rolls. Unlike wielding two weapons there is little measure of skill in hiding behind a shield, so wielding a shield does not confer the standard benefits of wielding two weapons.