NPC Abilities Table
NPC Ability Table
NPCs have a variety of special NPC Special Abilities throughout the books. This table pulls together NPC ablities from NPCs throughout the books so that you can use them to help you build NPCs of your own. This currently has NPC Abilities from CRB, Mantis DLC, Shadowlands, and Emerald Empire.
Abilities
Samurai of Rokugan
Samurai NPCs are any NPC of Samurai Rank or above or Equivalent.
Generic Samurai
Character |
Ability |
Source |
Loyal Bushi |
Crescent Moon Style: When performing a Guard action (see page 264), the bushi may spend * in the following way: *: After another character performs an Attack action targeting the bushi or another character the bushi is guarding, the bushi may perform a Strike action targeting them. This effect persists until the start of the bushi’s next turn or until they perform a Strike action |
Core 312 |
Loyal Bushi |
Sworn Protector: Once per scene, when an Attack action check targeting another character at range 0–1 succeeds, a bushi may intervene, becoming the target of the action instead. |
Core 312 |
Seasoned Courtier |
Whispering Winds: Once per session as an action, the courtier may make a Courtesy (Air) check targeting one character in the scene. The TN is equal to 6 minus the target’s glory rank (to a minimum of 1). If they succeed, the courtier learns a rumor about the target. **: The courtier learns one of the target’s advantages or disadvantages of the target’s choice. |
Core 313 |
Seasoned Courtier |
Fanning the Flames: When making a Social skill (Fire) check, the courtier may spend in the following way: Fire *: One target gains the Dazed condition. |
Core 313 |
Scholarly Shugenja |
Path to Inner Peace: (Invocation) As a Support action, the shugenja may make a TN 2 Theology (Water) check targeting a character at range 0–2. If the shugenja succeeds, the target removes 3 fatigue, plus 1 per bonus success. A target can only be affected by the Path to Inner Peace invocation once per scene. |
Core 314 |
Scholarly Shugenja |
The Fires from Within: (Invocation) As an Attack action, the shugenja may make a TN 3 Theology (Fire) check targeting up to three characters at range 1–3. If the shugenja succeeds, each target suffers 3 supernatural damage, plus 1 per bonus success. *+: Choose 1 additional target per * spent this way. |
Core 314 |
Scholarly Shugenja |
Disciple of Secret Lore: Activation: (Choose 0–5 additional invocations (see page 189) and 0–3 additional rituals (see page 212) that this shugenja can perform. Add 1 to this character’s combat rank for each invocation with a prerequisite of rank 3+ chosen this way. |
Core 314 |
Venerable Provincial Daimyo |
Lord's Command: Once per scene, as a Support action, a daimyō may advise a character who can hear them on how to complete a task they wish the character to perform. The character may use the daimyō’s ring or skill in place of their own for the next check they make to complete this task before the end of the game session. |
Core 315 |
Crab and Falcon
Character |
Ability |
Source |
Hida Bushi (All) |
Strength of the Hida: Ignores the Cumbersome quality of armor and weapons. |
Shadowlands 53-74 |
Stout Warrior |
Defender of the Wall: On an Attack action check, may spend * in the following way: Earth **+: Pushes the target of the attack 1 range band per ** spent this way in a direction of her choice. If it collides with an object, it suffers damage as if it had fallen the distance it moved. |
Shadowlands 53 |
Cautious Scout |
Careful Observer: Counts vigilance as 6 for purposes of noticing hidden Shadowlands creatures, jade decay, and evidence of Taint in a character (including themself). Decrease the TN of Survival skill checks they make while in the Shadowlands by 1. |
Shadowlands 55 |
Clever Engineer |
Expert Repairs: As a downtime activity, may attempt to remove the Damaged or Destroyed quality from a number of items by making a TN 1 Artisan (Earth) skill check. On success, repairs 1 item, plus additional 1 item per bonus success. May spend * to add the Durable quality to any item they successfully repair this way. If unable to repair an item, they can usually tell its owner what they will need to do to repair it—but lacks rare supplies or specific expertise. The item’s owner receives 1 strife, but the TN of the next check a character makes to repair the item is reduced by 1. |
Shadowlands 58 |
Legendary Witch Hunter |
Fury of the Witch Hunter: The first time a character in the scene performs a mahō technique or other blasphemous act, suffers the Enraged condition and gains 1 Void point. |
Shadowlands 62 |
Observant Merchant |
Bargains with a Price: When a character purchases or otherwise acquires an item from this person, reduce the rarity of the item by half (rounding up), to a minimum of 1. A character must forfeit glory equal to the rarity reduction to benefit from this service. |
Shadowlands 65 |
Watchtower Commander |
Visible Victories: When part of a group that defeats Otherworldly or Tainted beings, if the group’s members would gain glory from the action, they gain that amount plus 3. |
Shadowlands 73 |
Garrison Taisa |
Learning Quickly: After they fail a Tactics check, she gains 1 Void point and decreases the TN of her next Attack action check by 1. |
Shadowlands 74 |
Wall Gunsō |
Loud: Gains 1 strife at the end of each of each turns if he had to remain quiet or act in a subtle manner during that turn. After unmasking when there are enemies nearby, he suffers the Enraged condition and immediately moves 1 range band toward his foes. |
Shadowlands 75 |
Patrol Leader |
Always Finds a Way: Once per scene while in the Shadowlands, can spent 1 Void point to discover a hidden escape route out of a hopeless battle. The way is never easy, however, and every other character who is with him suffers 4 strife and 2 fatigue in the process. |
Shadowlands 78 |
Falcon Yotogi |
Penetrating Sight: Can discern Otherworldly beings such as gaki and always recognize any such beings that attempt to disguise themselves as human or otherwise mundane. |
Shadowlands 85 |
Council of Twilight Member |
Thought the Unthinkable: Once per scene, may make a Performance (Void) skill check targeting a character at range 0–2 to impart only a fraction of their learnings. If the check is successful, that character recovers 1 Void point but reduces their composure value by 2 until they get a night of restful sleep. |
Shadowlands 86 |
Merchant |
Anything You Need...: As a downtime activity at a character’s request, they can acquire an item or service of rarity 9 or lower without raising suspicions. The character must pay for the item or service plus a gratuity equal to half the price. Alternately, a PC may make a TN 3 Commerce (Air) check to get it in exchange for a debt: if they succeed, they stake 10 honor upon their debt to the merchant, to be determined by her at a later point, and they give the item as a “gift.” |
EE 129 |
Willow Gardener |
Jurojin's Balm: As a Support action, they may make a TN 1 Theology (Earth) check targeting one character at range 0-1. If he succeeds, the target reduces the TN of all checks to resist the effects of poison and disease by 2 (to a minimum of 1) and cannot become intoxicated. This lasts until the end of the scene. |
EE 161 |
Sinister Witch Hunter |
Merciless Hunter: When this character makes an Attack action targeting a character that she has not previously attacked during this scene, they may spend * in the following ways: *+: Increase the deadliness of the attack by 1 for each * spent this way. *+: Increase the damage of the attack by 1 for each * spent this way |
EE 205 |
Storemaster |
War Stories: As a downtime activity, they can share his stories of the Wall with any number of characters. A character who chooses to listen to the stories suffers 3 strife and adds one kept ring dice set to an * result to their next check that involves the terrain, lore, or denizens of the Shadowlands. |
CoS 29 |
Hida Door Guard |
Thin Doors: Activation: When a character makes a Scheme action check targeting a Hida Door Guard, the character may spend * in the following way: *: The Hida Door Guard reveals the latest rumor related to the current topic of discussion. **: The Hida Door Guard unknowingly reveals one item of useful information not related to the current topic. |
CoS 29 |
Crane and Deer
Character |
Ability |
Source |
Steward of Toshi Ranbo |
Peaceful Heart: When they or an ally at range 0-4 fails an Attack check using a weapon, they remove 2 strife |
EE 40 |
Famed Poet |
Worthy Apprentice: Once per session as a downtime event, they may spend several weeks mentoring a student who suitably impresses him. A character who commits themselves to the master's lessons gains 3 glory and may purchase the All Arts Are One shūji technique regardless of the normal prerequisites |
EE 44 |
Magistrate |
Judicial Adjustment: When adding a momentum point to an intrigue involving legal issues, adds one additional momentum point. |
CoS 32 |
Dragon
Character |
Ability |
Source |
Initiate Togashi Monk |
Fateful Blessing: When this character spends a Void point as part of a check, they may spend * in the following way: Void *: Gain 1 Void point. |
EE 192 |
Scholar and Guide |
Calming Remedy: Once per game session as a downtime activity, this character may share their personal mixture of mountain herbs with up to five characters. Those who partake increase their composure by 2 but reduce their vigilance by 1 until the end of the game session. |
EE 208 |
Castellan |
Boastful Investigator: When they assist another character making a Skulduggery or Scholar check concerning a criminal matter, they allow the character to roll two additional skill dice instead of just one. If the character succeeds on the check, after resolving its effects, they receive 4 strife |
CoS 36 |
Castellan |
Skulk: Activation: When she performs an Initiative or Attack check using Air, they may spend * as follows: *: If they are in Obscuring terrain, a crowd, or otherwise concealed from sight, one character with vigilance lower than or equal to 4 loses sight of them |
CoS 36 |
Lion
Character |
Ability |
Source |
PHoenix
Character |
Ability |
Source |
Itinerant Scholar |
Manjingen's Fixation: They are driven by the spirit Manjigen, which uses him as a vessel to feed its ceaseless hunger for knowledge. Upon first encountering any PC or Adversary NPC who knows invocations, mahō, kihō, rituals, or possesses a spiritual or curse type disadvantage, they must make a TN 3 Theology (Void) check. If he succeeds, he becomes fascinated by their connection to the supernatural, and seeks to learn more, heedless of the consequences. |
EE 130 |
Insightful Inquisitor |
Keep One Eye Open: Once per game session as a downtime activity, this character can brief any number of characters regarding their observations and suspicions about the nearby area. Each character who heeds their words increases their Vigilance by 2 until the end of the game session. |
EE 206 |
Scorpion
Character |
Ability |
Source |
Go Master |
Master of Games: When they exploit an opponent's disadvantage during a game of any kind, they may reroll up to four dice (instead of just two). |
EE 42 |
Corrupt Governor |
Web of Lies: Once per session, as a Support action, they may spend a Void point to reveal one of her many lies that will change the course of an ongoing intrigue. At the end of the next round, they exchange momentum points with one PC (or a group of PCs) of her choice. |
EE 76 |
Silent Ones Pilgrim |
Poisoner: For purposes of identifying, preparing, or using poisons, treat this character’s ranks in Medicine as 4. When they makes an Attack action check using a poisoned weapon, he may spend * in the following way: *: The weapon remains poisoned. (The effects of the poison still apply to this attack.) |
EE 193 |
Unicorn
Character |
Ability |
Source |
Restless Commander |
Riders of Doom: Once per scene, as a Support action, they may command any of their clan samurai within earshot to strike without mercy on the battlefield. Until the end of the following round, any affected clan samurai who perform an Attack action while mounted increase the damage and deadliness of their weapons by 2. If the affected samurai are of their own military unit, they increase the damage and deadliness of their weapons by 4 instead. |
EE 78 |
Outpost Commander |
Master of the Stables: Once per game session as a downtime activity, they can prepare any number of horses for a journey, and outfit their riders as well. Each horse and each rider he prepares increases their endurance by 2 until the end of the game session. |
EE 132 |
Wistful Pilgrim |
Pilgrim's Devotion: While following an omen or other divine sign, them and their allies in the scene remove 1 fatigue each time they gain 1 or more strife. |
EE 156 |
Imperials
Character |
Ability |
Source |
Captain of the Seppun Honor Guard |
Never in Darkness: When resisting a Social skill effect that would distract him from his duty, they roll two additional Skill dice. |
EE 47 |
Imperial Governor |
Emerald Authority: Once per scene when making a check, they may count his ranks in the skill used as being equal to his status rank. |
EE 89 |
Unlinked Minor Clans
Character |
Ability |
Source |
Mantis Mercenary |
Sailor's Legs: While on the deck of a ship, when performing a check or targeted by a check, they may suffer up to 2 strife and choose 2 rolled dice. Those dice are rerolled. |
EE 48 |
Ship Captain |
Brash Adventurer: Once per scene after making a check involving sailing or exploring, they may choose to re-roll all dice in the check before deciding which to keep. If he does so, any strife suffered as a result of the check is doubled. |
EE 86 |
Ambitious Pirate |
Dirty Tricks: When performing an Attack action check, may spend * in the following way: *+: One character at range 0-2 suffers the Disoriented condition. |
EE 226 |
Suzume Wayward Heart |
Benten's Favor: When they speak of their beloved or their emotions, they count as having rank 3 in social skills. Once per scene, characters who hear them speak from the heart may recover 3 strife. |
EE 159 |
--
Monks Heimin and Burakumin
Heimin and Burakumin and other untrained folk.
Name |
Ability |
Source |
Humble Peasant |
Overlooked: When a peasant makes a check targeting a character with a higher status rank, they treat that character's vigilance as 1 lower. |
Core 313 |
Trained Ashigaru |
Rank Tactics: When an ashigaru provides assistance (see page 26) to the Martial skill check of another character at range 0–2, that character adds one kept Ring dice set to a Success result instead of rolling an additional die. |
Core 314 |
Deceitful Geisha |
Discomforting Hints: When making a Social skill check, they may spend * in the following way: Air *+: One target within earshot suffers the Disoriented condition until the end of the following round, plus one additional round for every * spent this way beyond the first. |
EE 79 |
Deceitful Geisha |
Unexpected Demise: When making an Attack action against a Disoriented or unaware target, they may spend * in the following way: *+: If she succeeds, the target suffers a critical strike with severity equal to twice the deadliness of her weapon plus 1 per * spent this way beyond the first. |
EE 79 |
Sohei |
Strength of Thunder: When making an Attack or Support (Earth) action check, Takeshi may spend * in the following way: Earth *+: Heal 1 fatigue for each * spent in this way. |
EE 182 |
Shinseist Monk |
Attuned to the Way: When a character succeeds on an Attack or Scheme action targeting this character, reduce their bonus successes by 3, to a minimum of 0. |
EE 186 |
Fortunist Monk |
Herbalist: When this character makes a Medicine check targeting a character, she may spend * in the following way: *+: The target removes 1 strife for each * spent this way |
EE 195 |
Monk |
Restless Spirits: While making a check, any character at range 0-5 of this character may spend * as follows: *: Receive 4 strife to gain 1 Void point. |
CoS 25 |
Outlaws and Ronin
Human Villains, untouched by the Shadowlands
Name |
Ability |
Source |
Desperate Bandit |
Ambush Tactics: When performing an Attack action against a target with the Dazed or Disoriented condition, increase any damage dealt by 2. |
Core 315 |
Experienced Bandit |
Dirty Tricks: When performing an Attack action check, an experienced bandit may spend * in the following way: * : One character at range 0–2 suffers the Disoriented condition. Then you may move 1 range band. |
Core 316 |
Experienced Bandit |
Get Them, You Fools! As an action, an experienced bandit may have up to two Desperate Bandits who have not yet acted this round immediately move 1 range band and perform a Strike action with skilled assistance (see page 26) . |
Core 316 |
Skillful Rōnin |
School of the Wolf: Once per round, when an Attack action check targeting the rōnin succeeds, the rōnin may suffer 3 fatigue to change the target to another character (other than the attacker) at range 0–1 of the rōnin. |
Core 316 |
Skillful Rōnin |
Striking as Fire: When performing an Attack action (Fire) check, a rōnin may spend * as follows: Fire *+: Increase the severity of any critical strike dealt as part of this attack by 2 per * spent this way. |
Core 316 |
Possessed Monk |
Inhuman Resilience: Attacks targeting them treat their Deadliness as 3 lower. In addition, the cost of any * effect to inflict a critical strike on Shu is increased by one. |
EE 185 |
Touched Architect |
Touched by Meido: When making a check pertaining to spirits, may receive 3 strife to roll 1 additional ring die and keep 1 additional die as if they had spend 1 Void point. |
EE 219 |
Cultists and Maho Tsukai
Humans tainted by external forces, indulging in heresy
Name |
Ability |
Source |
Deadly Bloodspeaker |
Bleed the Soul: After the Bloodspeaker inflicts a Critical Strike on a living target, the target suffers the Dazed condition and the Bloodspeaker removes 3 fatigue. |
Core 317 |
Deadly Bloodspeaker |
Hidden Heart: The Bloodspeaker cannot truly be vanquished until its heart (usually buried in some deadly tomb or sanctum of evil) has been destroyed. It ignores the Unconscious condition. If slain, it can possess a fresh corpse after its allies have prepared the corpse through a dark rite that takes four days to complete. |
Core 317 |
Deadly Bloodspeaker |
Master of Vile Lore: The Bloodspeaker is a Tainted being who can perform all mahō (see page 224). |
Core 317 |
Wicked Mahō-Tsukai |
Mark of Desecration: As a Support action, the mahō-tsukai may make a TN 2 Theology (Earth) check targeting up to three corpses at range 0–3. If the mahō-tsukai succeeds, each target rises as a Zombie Peasant (see page 321), or a Bushi Skeleton if it was a warrior in life (see page 318). Then, an area encompassing 1 range band around each target’s position gains the Defiled terrain quality (see page 267). |
Core 318 |
Wicked Mahō-Tsukai |
Seeker of Vile Lore: The mahō-tsukai is a Tainted being. Optionally, choose 0–2 additional mahō (see page 224) that the mahō-tsukai can perform. Add 1 to this character’s combat rank for each mahō chosen this way. |
Core 318 |
Fallen Scholar |
Call of the Kansen: While in their home Library, they count the TN of all Scholar skill checks they make as 1. The GM may choose 0–3 mahō (see page 224 of the core rulebook or page 118 of this book) that they can perform. Add 1 to this character’s combat rank for each mahō technique chosen this way. |
Shadowlands 34 |
Shadowlands Horrors
Creatures of the Shadowlands, tainted by Jigoku. All are Tainted and Otherworldly.
Name |
Ability |
Source |
Bushi Skeleton |
Clattering Bones: The first time it would be defeated each scene, it receives a Scar disadvantage of the GM’s choice instead as one of its limbs snaps or flies off. |
Core 318 |
Bushi Skeleton |
Does Not Bleed: Ignores conditions and critical strikes from non-Sacred sources. |
Core 318 |
Bog Hag |
Accursed Regeneration: At the end of each round, if it has not suffered damage from a Sacred source this round, it removes the Lightly Injured condition or reduces the Severely Injured condition to Lightly Injured. |
Core 319 |
Bog Hag |
Skins of the Slaughtered: As an action, may assume the illusory form of anyone it has killed. A character may make a TN 3 Sentiment check (Earth 4, Fire 1), or another appropriate check to see through this illusion. At the GM’s discretion, a character may spend ** from any check to interact with the bog hag to see one of the following: a misplaced fold in the skin, luminescence in one eye, an impossible movement of the jaw, oddly sharp teeth, the smell of viscera, a conversational fixation on fresh and bloody meat. |
Core 319 |
Shadowlands Goblin |
Unslightly Rabble: When making an Attack action check with assistance, may spend * as follows: *+: One character other than the target at range 0–2 suffers 4 physical damage. This * can be activated a number of times per round equal to the number of goblins assisting with the check.) |
Core 320 |
Sinister Oni |
Dread Bellow: Once per scene as a Scheme action, it may roar, feeding on the primal terror it instills. Each other character at range 0–4 must resist with a TN 4 Meditation check (Earth 2, Air 5) or suffer the Afflicted condition and stumble back 1 range band from the oni. For each character who fails, the oni removes 2 fatigue |
Core 320 |
Sinister Oni |
Horror of Jigoku: After any character performs a successful Attack action that deals 0 damage to the oni (after resistance is applied), that character suffers 3 strife. |
Core 320 |
Zombie Peasant |
Cadaverous Bite: Increase the TN of checks to resist critical strikes inflicted by this creature by 2. |
Core 321 |
Zombie Peasant |
Horrifying Reanimation: The first time it is defeated by damage from a non-Sacred source, if it is in Defiled terrain, it reanimates. At the start of its next turn, it removes all fatigue and staggers to its feet with a scar disadvantage of the GM's choice. |
Core 321 |
Obsidian Bone Oni |
Burning Bones from the Pit: Once per round when a character makes an Attack check against it, the attacker may spend ** in the following manner: ** : The oni’s pain becomes too intense, and infuriates the creature. Increase the TN of its next Attack action check by 1, and increase the deadliness of its claws by 1. |
Shadowlands 28 |
Gashadokuro |
Massive Bones: The first time it would be defeated due to suffering damage each scene, it ignores that damage and its bone plating is destroyed instead. |
Shadowlands 15 |
Harionago |
Entangling Tresses: . When it deals damage to an Immobilized target, it ignores 2 points of the target’s physical resistance (to a minimum of 0). |
Shadowlands 16 |
Kyōrinrin |
Masses of Paper: When creature defends against fire damage (such as from a Fire invocation, kihō, or a flame), its resistance counts as 0. When creature makes a successful Attack action check, it may spend**as follows: **+: The target begins to suffocate (see page 269 of the core rulebook). After a character suffers strife and fatigue at the start of their turn from suffocating this way, the character may make a TN 3 Fitness check (Fire 2, Earth 5) to break free and breath normally |
Shadowlands 16 |
Penanggalan |
Feaster of Blood: When creature inflicts a critical strike on its target, it removes fatigue from itself equal to the severity (after the check to resist). Optionally, the GM may choose 0–2 mahō (see page 224 of the core rulebook and page 118 of this book) that it can perform; add 1 to this character’s combat rank for each mahō chosen this way. |
Shadowlands 17 |
Ravenous Shadowlands Ogre |
Rage of the Beast: When creature suffers a critical strike, it becomes Enraged. Whenever it inflicts a critical strike, the target suffers the Prone condition in addition to all other results of the critical strike. |
Shadowlands 17 |
Revenant |
Powerful Servant: May issue orders to undead creatures if they were created by the same mahō-tsukai (see page 118). Undead creatures under its orders ignore their disadvantages and count as having its assistance on all Scholar, Social, and Trade checks they make. At the GM’s discretion, might be armed with a different weapon or even heavier armor. |
Shadowlands 18 |
Tsumunagi |
Twisting Leech: When making an Attack action check, may spend ** to attach itself to the target. The target suffers the Bleeding condition, and cannot remove this condition while it is attached. Any character at range 0–1 may make a TN 3 Medicine check (Air 2, Earth 5) to remove it, reducing the TN by 1 if they use a flame to scorch the creature off; if they succeed, it is removed; if they fail, the victim suffers a critical strike with severity 7 plus their shortfall. |
Shadowlands 19 |
Undead Horror |
Fused Corpses: Unless defeated by damage from a Sacred source, its component corpses separate and arise as three undamaged zombie peasants (see page 321 of the core rulebook). |
Shadowlands 19 |
Wanyūdō |
Fiery Soultaker: When making an Attack action check, the wanyūdō may spend** to inflict the Burning condition on its target. Characters who perish while at range 0 of this creature have their souls dragged to Jigoku. The ramifications of this terrible outcome are at the GM’s discretions, such as that they cannot be reincarnated until they are rescued. |
Shadowlands 19 |
Fudoshi |
Concealed Constrictor: Characters count their vigilance as half its normal value for the purposes of noticing it or when it uses the Snaring quality of its tangling vines weapon. |
Shadowlands 22 |
Dark Moto Bushi |
Ancient Rider: When making an Attack action while on horseback, may spend**+ to move 1 range band per **spent this way after resolving the action. |
Shadowlands 22 |
Moto Tsume |
Master of Tactics and Terror: May use any of the abilities of other creatures of his type. When making a Tactics check, May spend *+ to inflict 1 strife on each enemy in the scene (or 1 panic on each enemy army in a mass battle) per * spent this way. During their turn, whenever non-similar characters would normally gain strife while in a scene with him, they gain that much plus 1. |
Shadowlands 22 |
Onikage |
Unnatural Steed: It can be ridden by any human-sized (silhouette 2 or lower) rider. Unless the rider is Tainted, though, an onikage will attempt to throw the rider and then attack them. |
Shadowlands 23 |
Skull-Cleaving Oni |
Unholy Shrine Guardian: At night, creature has the appearance of a harmless person. It may dismiss the illusion at any time, and it always does so before engaging in combat. Characters can make a TN 4 Theology check (Water 3, Earth 5) to see through this false appearance. Once per scene as a Support action, t itmay chant to summon and control 6 fudoshi vines (see page 22) that act at Initiative 1 each round. |
Shadowlands 26 |
Goblin Accursed Priest |
Favored of Fu Leng: Reduces the TN of Command checks they make targeting those of its type under its command by 1. Once per scene, they may call on Fu Leng’s favor to change any die result containing * to a result containing *. The GM can choose 1–3 mahō (see page 224 of the core rulebook or page 118 of this book) that it can perform. Add 1 to this character’s combat rank for each mahō chosen this way. |
Shadowlands 31 |
The Obsidian Flower |
Through Tainted Glass: Each time PCs face her choose two different Shadowlands Powers (see page 137) for her. Once per scene as an Attack and Scheme action, she may summon a dark reflection of each PC. This reflection uses the same profile as the character, cannot perform Attack or Scheme actions targeting any character other the PC it mirrors, and has the same Shadowlands Powers as she does |
Shadowlands 31 |
The Siren |
Corrupting Guises: At the end of each round, each other character at range 0–1 gains the Afflicted condition. Once per scene, it may make a TN 1 Sentiment (Air) check to take the form of a friendly, nonthreatening person who would not seem out of place in its current location. Characters may attempt to see through this by making a TN 4 Sentiment check (Void 2) or a TN 5 Meditation check (Void 3). |
Shadowlands 39 |
The Watcher |
Eternally Vigilant: Always uses its focus value for Initiative checks. When it inflicts a Permanent Injury on a target, that target is always assigned the Lost Eye disadvantage, and it removes 5 fatigue from itself (as well as growing a new eye on its body). |
Shadowlands 39 |
The Wounded Bushi |
Desperate for New Vitality: When it makes an Attack action check, it may spend * to cause the target to enter a Void stance. Whenever it severs a character’s limb (such as via a Maiming Blow critical strike), it attaches the limb to its body. This removes 4 fatigue from the Creature and possibly their missing limb disadvantage as well, depending on the limb. |
Shadowlands 40 |
Savage Brute (Lesser Oni) |
Savagery of Jigoku: It may purchase up to two of the Shadowlands powers except for Captivating Voice, Human Mask, Illusion Master, or Scent of Weakness. |
Shadowlands 135 |
Hellish Sorcerer (Powerful Oni) |
Sorcery of Jigoku: It automatically possesses the Tainted Sorcery Shadowlands power, and it may purchase up to two additional Shadowlands powers |
Shadowlands 135 |
Monstrous Warrior (Powerful Oni) |
Monster of Jigoku: It may purchase up to four Shadowlands powers |
Shadowlands 136 |
Warlord of Jigoku |
Stolen Name: Increase each of its rings by 1. The oni may also purchase up to two additional Shadowlands powers. |
Shadowlands 136 |
Spirits and Ghosts
Ghostly Beings and Spirits, tainted and untainted. All these beings are Otherworldly.
Name |
Ability |
Source |
Crab Gaki |
Undying Duty: It always seeks to defend its chosen location unless a living member of its clan can convince it otherwise (a TN 4 Command or Courtesy check). For every kept * result it makes in a check, it also gains 1 strife. Should it unmask, it must spend its next turn attacking the nearest living character. |
Shadowlands 32 |
Mazoku |
Magistrate of Gaki-Dō: It doubles its vigilance when detecting Otherworldly or Tainted beings, mahō use, or kansen activity. When it unmasks, everyone who can see it suffers 6 strife as its form shifts into inhuman shapes before settling as it composes itself. |
Shadowlands 85 |
Lady Mazoku |
Veteran Gaki Hunter : Once per scene, may impart to the PC some wisdom concerning capturing and containing malign spirits. The PC lowers the TN of their checks targeting such spirits by 1 for the remainder of the session. |
Shadowlands 85 |
Willow Kodama |
Kodama's Blessing: Once per scene, as a Support action the they may target any number of characters within range 0-5. Each character targeted removes 4 fatigue, and one condition of the their choice. |
EE 161 |
Willow Kodama |
Living Willow Spirit: Once per scene as an action of the appropriate types, they may perform any one Earth or Water invocation of rank 1 or 2. It counts as succeeding with 3 bonus successes and 2 *. |
EE 161 |
Strange Beings
Members of the five elder races, Nezumi, Naga, and inhabitants of Chukushudo and other magical creatures.
Name |
Ability |
Source |
Forest Troll |
Ancient and Powerful: Otherworldly being of silhouette 4. |
Core 321 |
Forest Troll |
Sorcerous Scales: After a troll suffers damage from a physical or supernatural source, increase its resistance to that damage type by 4. This effect persists until it suffers damage from a source of a different type. |
Core 321 |
Ki-Rin |
Mystical Creature: Can fly, moving vertically and ignoring the negative effects of terrain. Additionally, once per scene, it may perform an Earth or Water invocation technique, and counts as succeeding with three bonus successes and * * . |
Core 322 |
Ki-Rin |
Sacred Envoy: Can speak any language, and it knows many secrets of the world. The righteous can sense its hallowed nature; to perform an Attack action against it, a character must forfeit honor equal to their honor rank (and glory equal to their glory rank, if they are seen doing it). |
Core 322 |
Ki-Rin |
Wrath for the Wicked: Once per scene as a Attack action, may breathe holy fire from its mouth. Each Tainted being at range 0–4 must resist with a TN 4 Fitness check |
Core 322 |
Ningyo |
Drag Under: When making an attack action check, may spend * as follows: Water * +: May attempt to drag one of its targets with vigilance lower than or equal to the spent this way beneath the waves. If it succeeds, the target must resist with a TN 3 Fitness check (Earth 1, Fire 4) or be pulled 1 range band under water and begin to suffocate (see p. 269 of the core rulebook). |
Mantis DLC 11 |
Sea Troll |
Mystical Diffusion: While fully submerged in the water, its supernatural resistance is 8. |
Mantis DLC 11 |
Third Whisker Dreamer |
Dreamshaper: Once per scene, they can make a Theology (Void) check to improve the destiny of a target at range 2. The TN of the check is equal to the target’s Void Ring. If the check is successful, the target gains 1 Void point. |
Shadowlands 44 |
Renegade Dreamer |
Stealer of Fates: Once per scene, they can make a Theology (Void) check to snip away at the destiny of a target at range 2. The TN of the check is equal to the target’s Void Ring. If the check is successful, the target loses 1 Void point and gains the Disoriented condition. If the Renegade Dreamer is killed, the target regains the Void point. |
Shadowlands 44 |
Renegade Dreamer |
Dark Illusions: As a Scheme and Support action, they may make a Theology (Air) check to plant a nightmare into the mind of a target at range 0–2. The TN of the check is equal to the target’s vigilance. If they succeed, the target is plagued by nightmares: they cannot remove fatigue or strife until they succeed at a TN 3 Meditation check (Fire 2, Earth 5) as a downtime activity. |
Shadowlands 44 |
Cracked Bone Warrior |
Tribal Warrior: While making an Attack action check against a target at range 0–1, may spend ** to lash their foe with their tail, inflicting 3 physical damage and causing their target to suffer the Immobilized condition. Additionally, once per scene when an enemy succeeds on an Attack action check targeting another of their type at range 0–1, they may intervene, becoming the target of the action instead. |
Shadowlands 45 |
Burnt Paws Rememberer |
Keeper of History: Whenever a character in a scene with this being makes a Scholar skill check involving the Shadowlands, the character may spend * to have this being relate something tangentially useful, such as where additional components for a medicine just applied can be found, or how long ago their tribe managed to defeat an oni similar to the one threatening the group currently. |
Shadowlands 46 |
Nezumi Pup |
Inquisitive: As a downtime activity, a character may observe a their playful antics and remove 3 strife. A character who targets a nezumi pup with an Attack action receives 5 strife. |
Shadowlands 46 |
Outcast Nezumi |
Ferocious Defender: Can never gain the Afflicted condition or the Shadowlands Taint disadvantage. When it is the target of an Attack action check, it may receive 1 strife to remove * from the attacker’s check result. |
Shadowlands 48 |
Nezumi |
Nezumi Nature: Can never gain the Afflicted condition or the Shadowlands Taint disadvantage. |
Shadowlands 44-46 |
Kitsune Spirit |
Shapeshifter: As a Support action, they can transform into human form (or back again). While in their animal form, they have silhouette 1. When they become compromised, their animal features such as feet, ears, or tails reappear. |
EE 211 |
Nezumi Forager |
Forest Lessons: Once per game session as a downtime activity, this character may impart their tribal wisdom to any number of characters. Those who choose to listen and apply the knowledge may forfeit 1 honor to decrease the TN of checks to identify or avoid natural or spiritual dangers within Shinomen Forest by 1 until the end of the game session |
EE 215 |
Nezumi Forager |
Nezumi Instincts: When this character makes a skill check to hide, climb, or move quietly, they increase the number of bonus successes by 3 or decreases the shortfall by 3 (to a minimum of 0). |
EE 215 |
Mournful Troll |
Temper: Each time this character suffers 1 or more fatigue, he gains 1 strife. When their strife exceeds half of his composure, they gains the Enraged condition |
EE 221 |
Mournful Troll |
Sustaining Fury: Cannot suffer the Incapacitated or Unconscious condition while he has the Enraged condition. |
EE 221 |
Mournful Troll |
Primordial Wisdom: As a downtime activity, this character can share ancient secrets with characters who have earned his trust. Characters who heed this wisdom can purchase the Channel the Fire Dragon kiho technique regardless of prerequisites. |
EE 221 |
Animals
Normal and Mystical Animals
Name |
Ability |
Source |
Bear |
Crushing Swipe: A bear is a silhouette 3 creature with terrifying strength. When a bear inflicts a critical strike, the TN of the check to resist is 4, and if the target fails, they suffer the Dazed condition in addition to the other effects. |
Core 325 |
Boar |
Sustaining Fury: After this creature suffers a critical strike, it becomes Enraged. While Enraged, a boar cannot suffer the Unconscious condition and may perform Attack actions even while Incapacitated. |
Core 325 |
Cat |
Pouncing Predator: When performing an Attack action check against an unaware or Prone target, it may spend * as follows: * : The target suffers the Disoriented condition. |
Core 325 |
Dog |
Working Companion: Choose one Martial or Trade skill. When this creature provides assistance on a check with this skill, it counts as providing skilled assistance (see page 26). |
Core 326 |
Hawk |
Nimble Flyer: This creature can fly. It can move vertically and ignores the negative effects of terrain |
Core 326 |
Hawk |
Swoop: When performing an Attack action check, may spend * as follows: *+: Move 1 range band away from the target per v spent this way. If the target is of silhouette 0 or smaller, the hawk may carry it to its destination instead. |
Core 326 |
Horse (Rokugani Pony) |
Loyal Steed: Can be ridden by a human-sized (silhouette 2 or lower) rider.
|
Core 326 |
Hunting Cat |
Savage Mauling: Disoriented targets cannot defend against damage. |
Core 327 |
Utaku Steed |
Legendary Steed: It can be ridden by a human-sized (silhouette 2 or lower) rider, but generally does not tolerate any rider other than a worthy chosen type of rider. |
Core 327 |
Wolf |
Circle the Kill: When performing a Martial Arts [Unarmed] check, a wolf may spend * in the following ways. Water * : The target suffers the Bleeding condition. Fire * : The target treats all terrain as Dangerous (see page 267) until the end of their next turn. |
Core 327 |
Eel |
Swarming Hunter: When making an Attack action check with assistance, an eel may spend * as follows: *+: One character other than the target at range 0–2 suffers 2 physical damage. This * can be activated a number of times per round equal to the number of eels assisting with the check. |
Mantis DLC 10 |
Octopus |
Master of Disguise: When performing a check, an octopus may spend * as follows: * +: The octopus disguises itself in its environment, causing each character with vigilance lower than or equal to the * spent this way to lose sight of it. |
Mantis DLC 10 |
Shark |
Apex Hunter of the Seas: Increase the deadliness of its bite against a Bleeding target by 4. |
Mantis DLC 10 |
Shark |
Blood in the Water: As an Attack and Movement action, a shark may make a TN 2 Fitness (Water) check to slam a target at range 0–1. If it succeeds, the target suffers the Dazed condition, and must resist with a TN 3 Fitness check (Earth 2, Fire 5) or suffer the Bleeding condition. |
Mantis DLC 10 |
Manifest Kami and Shugenja-Generated Creations
Elemental spirits acting their will upon the world.
Name |
Ability |
Source |
Manifest Air Kami |
Flight: This creature can fly. It can move vertically and ignores the negative effects of terrain. |
Core 322 |
Manifest Air Kami |
Living Air Spirit: Otherworldly being of silhouette 2, 3, or 4, and may change its size as an action. Additionally, once per scene as an action of the appropriate types, may perform any one Air invocation other than Rise, Air. It counts as succeeding with 3 bonus successes and 2 *. |
Core 322 |
Manifest Air Kami |
Swoop: When performing an Attack action check, a may spend * as follows: *+: Move 1 range band away from the target per * spent this way. If the target is of silhouette 5 or smaller, the air kami may carry it to its destination instead. |
Core 322 |
Manifest Earth Kami |
Burrow: As a Movement action, may withdraw into the ground. It cannot be targeted by actions or effects, or perform actions other than Eruption. |
Core 323 |
Manifest Earth Kami |
Eruption: As an Attack and Movement action while burrowed, may burst from the ground at a chosen point at range 0–3. Each character at range 0–2 of that point must resist with a TN 4 Fitness check (Air 2, Water 5) or suffer 6 physical damage and the Prone condition. |
Core 323 |
Manifest Earth Kami |
Living Earth Spirit: Otherworldly being of silhouette 3. Additionally, once per scene as an action of the appropriate types, may perform any one Earth invocation other than Rise, Earth. It counts as succeeding with 3 bonus successes and 2 *. |
Core 323 |
Manifest Fire Kami |
Living Fire Spirit: Otherworldly being. Additionally, once per scene as an action of the appropriate types, may perform any one Fire invocation other than Rise, Fire. It counts as succeeding with 3 bonus successes and 2 *. |
Core 324 |
Manifest Fire Kami |
Mantle of Smoke and Ash: Other characters treat the area at range 0–1 as Dangerous and Obscuring terrain (see page 267). |
Core 324 |
Manifest Fire Kami |
Searing Caress: When performing an Attack action check, may spend * as follows: *+: The target and up to one other character per * spent this way at range 0–1 of the target suffer the Burning condition (see page 272). |
Core 324 |
Manifest Water Kami |
Living Water Spirit: AOtherworldly being. Additionally, once per scene as an action of the appropriate types, may perform any one Water invocation other than Rise, Water. It counts as succeeding with 3 bonus successes and 2 * |
Core 324 |
Manifest Water Kami |
Split: Once per round, after it suffers a critical strike, it may split in two. The twoeach have endurance equal to half that of the original, and any fatigue it had suffered is divided as evenly as possible. Then, both may remove any conditions the original was suffering. All of them act during the original’s turn, in the order of the GM’s choosing. |
Core 324 |
Shikigami |
Living Invocation: Once per scene as an action, a shikigami may perform one invocation invested in it without making a check. It counts as having 2 bonus successes and **. |
Shadowlands 115 |
Advantages
Humans
Salt of the Earth – Earth Trade (Interpersonal/Physical):
Inexhaustible Politeness – Air Social (Interpersonal)
Wealth and Resources – Water Trade (Material)
Mystical Knowledge – Void Scholar (Mental)
Holy Personage – Void Social (Interpersonal)
Strength in Numbers – Earth Martial (Physical)
Wisdom of Experience – Void Scholar (Mental)
Bolstering Presence – Earth Social (Interpersonal)
Nothing to Lose – Fire Martial Social (Mental)
Age and Cunning – Water Martial Social (Interpersonal, Physical)
Killer Instinct – Fire Martial (Mental)
Worldly Wanderer – Void Scholar, Trade (Mental)
Large Stature – Earth Martial (Physical)
Careful Planner – Earth Martial (Mental)
Clever Thinker – Fire Artisan (Mental)
Sixth Sense – Void Scholar (Spiritual)
Famously Honest – Air Social (Interpersonal)
Famously Lucky – Void Social (Interpersonal)
Quick Reflexes – Fire Martial (Physical)
Jurōjin's Blessing – Void Martial (Spiritual)
Sense for the Sprits – Void Martial (Spiritual)
Hidden Realizations – Void Social (Interpersonal)
Impeccable Brushwork – Air Artisan (Mental)
Small Stature – Air Martial (Physical)
Famously Successful – Fire Artisan (Interpersonal)
Paragon of Compassion – Water Martial (Courtesy)
Famously Professional – Water Social (Interpersonal)
Impeccable Appearance – Air Social (Physical)
Steppe Warrior – Air Martial (Physical)
Dangerous Allure – Fire Social (Interpersonal)
Ally – Water Social (Interpersonal)
Heard Every Story – Earth Social (Mental)
Perfect Memory – Earth Scholar (Mental)
Equine Expert – Water Social (Interpersonal)
Fiercely Loyal – Earth Social (Interpersonal)
Exact Memory – Earth Scholar (Mental)
Analytical Mind – Fire Social (Mental)
Hardened Physique – Earth Martial (Physical)
Sure-Footed – Earth Martial (Physical)
Subtle Observer – Air Social (Interpersonal)
Seeker of Enlightenment – Void Scholar (Mental)
Indomitable Will – Air Social (Mental)
Fearsom Presence – Fire Social (Interpersonal)
Excellent Liar – Air Social (Interpersonal)
Secrets – Void Social (Interpersonal)
Keen Sight – Water Trade (Physical)
Keen Sight – Water Scholar (Mental, Physical)
Veteren Warrior – Earth Martial (Physical)
Famously Reliable – Earth Social (Interpersonal)
Large Stature – Earth Martial (Physical)
Dependable – Earth Social (Interpersonal)
Friends in All Places – Air Social (Interpersonal)
Inexhaustible Politeness – Air Social (Interpersonal)
Wealth and Resources – Water Trade (Material)
Mystical Knowledge – Void Scholar (Mental)
Holy Personage – Void Social (Interpersonal)
Strength in Numbers – Earth Martial (Physical)
Wisdom of Experience – Void Scholar (Mental)
Bolstering Presence – Earth Social (Interpersonal)
Nothing to Lose – Fire Martial Social (Mental)
Age and Cunning – Water Martial Social (Interpersonal, Physical)
Killer Instinct – Fire Martial (Mental)
Worldly Wanderer – Void Scholar, Trade (Mental)
Large Stature – Earth Martial (Physical)
Careful Planner – Earth Martial (Mental)
Clever Thinker – Fire Artisan (Mental)
Sixth Sense – Void Scholar (Spiritual)
Famously Honest – Air Social (Interpersonal)
Famously Lucky – Void Social (Interpersonal)
Quick Reflexes – Fire Martial (Physical)
Jurōjin's Blessing – Void Martial (Spiritual)
Sense for the Sprits – Void Martial (Spiritual)
Hidden Realizations – Void Social (Interpersonal)
Impeccable Brushwork – Air Artisan (Mental)
Small Stature – Air Martial (Physical)
Famously Successful – Fire Artisan (Interpersonal)
Paragon of Compassion – Water Martial (Courtesy)
Famously Professional – Water Social (Interpersonal)
Impeccable Appearance – Air Social (Physical)
Steppe Warrior – Air Martial (Physical)
Dangerous Allure – Fire Social (Interpersonal)
Ally – Water Social (Interpersonal)
Heard Every Story – Earth Social (Mental)
Perfect Memory – Earth Scholar (Mental)
Equine Expert – Water Social (Interpersonal)
Fiercely Loyal – Earth Social (Interpersonal)
Exact Memory – Earth Scholar (Mental)
Analytical Mind – Fire Social (Mental)
Hardened Physique – Earth Martial (Physical)
Sure-Footed – Earth Martial (Physical)
Subtle Observer – Air Social (Interpersonal)
Seeker of Enlightenment – Void Scholar (Mental)
Indomitable Will – Air Social (Mental)
Fearsom Presence – Fire Social (Interpersonal)
Excellent Liar – Air Social (Interpersonal)
Secrets – Void Social (Interpersonal)
Keen Sight – Water Trade (Physical)
Keen Sight – Water Scholar (Mental, Physical)
Veteren Warrior – Earth Martial (Physical)
Famously Reliable – Earth Social (Interpersonal)
Large Stature – Earth Martial (Physical)
Dependable – Earth Social (Interpersonal)
Friends in All Places – Air Social (Interpersonal)
Maho-Tsukai and Shadowlands Horrors
Undying – Earth Martial (Physical, Spirutal)
Whispers of Fu Leng – Void Scholar (Mental)
Excellent Liar – Air Social (Interpersonal)
Unholy Vigor – Earth Martial (Physical, Spiritual)
Shapeshifter’s Guile – Air Social (Interpersonal)
Sorcerous Lore – Void Scholar (Mental)
Expert Skulker – Air Martial, Trade (Physical)
Massive Stature – Earth Martial (Physical)
Unholy Might – Fire Martial (Physical, Spiritual)
Hungry for Flesh – Fire Martial (Mental)
Pit-Fueled Strength – Fire Martial (Spiritual)
Expert in Disguise – Air Social (Interpersonal)
Subtle Appearance – Air Martial (Physical)
Flying Horror – Fire Martial (Physical)
Single-Minded – Earth Social (Interpersonal)
Undead Gunsō – Earth Social (Interpersonal)
Slippery – Fire Martial (Physical)
Undead Flesh – Earth Martial (Physical)
All-Terrain Wheel – Fire Martial (Physical)
No Central Body – Earth Martial (Physical)
Ageless Warrior – Water Martial (Mental)
Ageless Tactician – Water Martial (Mental)
Tireless – Earth Martial (Physical)
Unholy Strength – Fire Martial (Physical)
Ancient Cunning – Air Scholar (Interpersonal)
Dangerous Allure – Earth Social (Interpersonal)
Always Watchful – Air Martial (Mental)
Unholy Stamina – Earth Martial (Mental)
Devious Cunning – Water Scholar (Spiritual)
Aura of Terror – Water Social (Interpersonal)
Terrible Grip – Fire Social (Interpersonal)
Keen Sight – Air Martial (Physical)
Persuasive Voice – Water Social (Interpersonal)
Whispers of Fu Leng – Void Scholar (Mental)
Excellent Liar – Air Social (Interpersonal)
Unholy Vigor – Earth Martial (Physical, Spiritual)
Shapeshifter’s Guile – Air Social (Interpersonal)
Sorcerous Lore – Void Scholar (Mental)
Expert Skulker – Air Martial, Trade (Physical)
Massive Stature – Earth Martial (Physical)
Unholy Might – Fire Martial (Physical, Spiritual)
Hungry for Flesh – Fire Martial (Mental)
Pit-Fueled Strength – Fire Martial (Spiritual)
Expert in Disguise – Air Social (Interpersonal)
Subtle Appearance – Air Martial (Physical)
Flying Horror – Fire Martial (Physical)
Single-Minded – Earth Social (Interpersonal)
Undead Gunsō – Earth Social (Interpersonal)
Slippery – Fire Martial (Physical)
Undead Flesh – Earth Martial (Physical)
All-Terrain Wheel – Fire Martial (Physical)
No Central Body – Earth Martial (Physical)
Ageless Warrior – Water Martial (Mental)
Ageless Tactician – Water Martial (Mental)
Tireless – Earth Martial (Physical)
Unholy Strength – Fire Martial (Physical)
Ancient Cunning – Air Scholar (Interpersonal)
Dangerous Allure – Earth Social (Interpersonal)
Always Watchful – Air Martial (Mental)
Unholy Stamina – Earth Martial (Mental)
Devious Cunning – Water Scholar (Spiritual)
Aura of Terror – Water Social (Interpersonal)
Terrible Grip – Fire Social (Interpersonal)
Keen Sight – Air Martial (Physical)
Persuasive Voice – Water Social (Interpersonal)
Spirits and Ghosts, Strange Beings, and Manifest Kami
Insubstantial Form – Air Martial (Physical)
Gaki-Dō Knowledge – Earth Social (Interpersonal)
Strong Roots – Air Martial (Physical)
Brute Strength – Fire Martial (Physical)
Wisdom of the Forest – Air Scholar (Mental)
Natural Swimmer – Water Martial (Physical)
Surprisingly Stealthy – Air Martial (Physical)
Mystical Insight – Void Scholar (Spiritual)
Battle-Hardened – Earth Martial (Mental)
Ready to Run – Earth Martial (Physical)
Dangerous Allure – Fire Social (Interpersonal)
Keen Smell – Air Trade (Mental)
Brute Strength – Air Martial (Physical)
Ethereal Form – Air Martial, Trade (Physical)
Massive Stature – Earth Martial (Physical)
Primal Terror – Fire Martial, Social (Interpersonal)
Liquid Body – Water Martial, Trade (Physical)
Tireless – Earth Martial (Physical)
Gaki-Dō Knowledge – Earth Social (Interpersonal)
Strong Roots – Air Martial (Physical)
Brute Strength – Fire Martial (Physical)
Wisdom of the Forest – Air Scholar (Mental)
Natural Swimmer – Water Martial (Physical)
Surprisingly Stealthy – Air Martial (Physical)
Mystical Insight – Void Scholar (Spiritual)
Battle-Hardened – Earth Martial (Mental)
Ready to Run – Earth Martial (Physical)
Dangerous Allure – Fire Social (Interpersonal)
Keen Smell – Air Trade (Mental)
Brute Strength – Air Martial (Physical)
Ethereal Form – Air Martial, Trade (Physical)
Massive Stature – Earth Martial (Physical)
Primal Terror – Fire Martial, Social (Interpersonal)
Liquid Body – Water Martial, Trade (Physical)
Tireless – Earth Martial (Physical)
Animals
Enormous Stature – Earth Martial (Physical)
Keen Sense of Smell – Fire Trade (Physical)
Silent Stalker - Air Martial (Physical)
Keen Tracker – Water Trade (Physical)
Sharp Eyesight – Water Martial, Trade (Physical)
Tireless Runner – Earth Martial (Physical)
Pack Tactics – Water Martial, Social (Interpersonal)
Slippery – Water Martial (Physical)
Flexibility of Form – Water Martial, Trade (Physical)
Blood Tracker – Air Trade (Mental)
Sinuous Power – Water Martial (Physical)
Keen Sense of Smell – Fire Trade (Physical)
Silent Stalker - Air Martial (Physical)
Keen Tracker – Water Trade (Physical)
Sharp Eyesight – Water Martial, Trade (Physical)
Tireless Runner – Earth Martial (Physical)
Pack Tactics – Water Martial, Social (Interpersonal)
Slippery – Water Martial (Physical)
Flexibility of Form – Water Martial, Trade (Physical)
Blood Tracker – Air Trade (Mental)
Sinuous Power – Water Martial (Physical)
Disadvantages
Humans
Deferential – Water Social (Interpersonal Mental):
Sheltered from War – Fire Martial (Mental):
Scholar’s Physique – Earth Martial (Physical):
Jaded by Battle – Fire Social (Mental):
Long at Court – Water Martial (Mental, Physical)
Fool’s Avarice – Earth Social (Mental)
Quarrelsome – Void Social (Interpersonal)
Unnecessarily Rude – Water Social (Interpersonal)
Slow Moving – Earth Martial (Physical)
Live to Kill – Fire Social (Interpersonal)
Bluntness – Air Social (Interpersonal)
Slowing Down – Earth Martial (Physical)
Dark Secret – Void Social (Interpersonal)
Delusions of Grandeur – Void Mental (Interpersonal)
Inexperienced Leader – Earth Martial (Interpersonal)
Momoku – Void Martial (Physical)
Cynicism – Fire Social (Interpersonal)
Close to the Edge – Void Social (Spiritual)
Terrifying Knowledge – Fire Social (Mental)
Hopeless Romantic – Earth Social (Interpersonal)
Disdain for Compassion – Water Social (Mental)
Incurable Illness: Old Age – Water Martial (Physical)
Painful Honesty – Air Social (Interpersonal)
Covetous – Earth Social (Interpersonal)
Keep Hands Clean – Fire Martial (Mental)
Impatience – Fire Social (Mental)
Inexperience – Earth Social (Mental)
Weary of Lies – Air Social (Interpersonal)
Possessed by Curiousity – Water Scholar (Mental)
Overly Cautious – Fire Martial (Mental)
Suppressed Emotions – Fire Social (Mental)
Poverty – Water Trade (Interpersonal)
Can't Get A Break – Air Social (Interpersonal)
Lost Leg – Water Martial (Physical)
Hot-Tempered – Fire Social (Mental)
Fanaticism – Fire Social (Mental)
Softheartedness – Fire Social (Interpersonal)
Nightmares – Earth Scholar (Spiritual)
Know-It-All – Water Social (Mental)
Cantankerous – Water Social (Interpersonal)
Superstitious – Void Scholar (Mental)
Haunted – Void Social (Spiritual)
Bored – Air Social (Interpersonal)
Avericious – Fire Social (Interpersonal)
Vulnerable Students – Air Social (Interpersonal)
Sheltered from War – Fire Martial (Mental):
Scholar’s Physique – Earth Martial (Physical):
Jaded by Battle – Fire Social (Mental):
Long at Court – Water Martial (Mental, Physical)
Fool’s Avarice – Earth Social (Mental)
Quarrelsome – Void Social (Interpersonal)
Unnecessarily Rude – Water Social (Interpersonal)
Slow Moving – Earth Martial (Physical)
Live to Kill – Fire Social (Interpersonal)
Bluntness – Air Social (Interpersonal)
Slowing Down – Earth Martial (Physical)
Dark Secret – Void Social (Interpersonal)
Delusions of Grandeur – Void Mental (Interpersonal)
Inexperienced Leader – Earth Martial (Interpersonal)
Momoku – Void Martial (Physical)
Cynicism – Fire Social (Interpersonal)
Close to the Edge – Void Social (Spiritual)
Terrifying Knowledge – Fire Social (Mental)
Hopeless Romantic – Earth Social (Interpersonal)
Disdain for Compassion – Water Social (Mental)
Incurable Illness: Old Age – Water Martial (Physical)
Painful Honesty – Air Social (Interpersonal)
Covetous – Earth Social (Interpersonal)
Keep Hands Clean – Fire Martial (Mental)
Impatience – Fire Social (Mental)
Inexperience – Earth Social (Mental)
Weary of Lies – Air Social (Interpersonal)
Possessed by Curiousity – Water Scholar (Mental)
Overly Cautious – Fire Martial (Mental)
Suppressed Emotions – Fire Social (Mental)
Poverty – Water Trade (Interpersonal)
Can't Get A Break – Air Social (Interpersonal)
Lost Leg – Water Martial (Physical)
Hot-Tempered – Fire Social (Mental)
Fanaticism – Fire Social (Mental)
Softheartedness – Fire Social (Interpersonal)
Nightmares – Earth Scholar (Spiritual)
Know-It-All – Water Social (Mental)
Cantankerous – Water Social (Interpersonal)
Superstitious – Void Scholar (Mental)
Haunted – Void Social (Spiritual)
Bored – Air Social (Interpersonal)
Avericious – Fire Social (Interpersonal)
Vulnerable Students – Air Social (Interpersonal)
Maho Tsukai and Shadowlands Horrors
Heartless – Void Social (Physical Spiritual)
Rotting from Within – Earth Martial (Physical, Spiritual)
Devotion to Books – Fire Scholar (Mental)
Visage of Death – Water Social (Interpersonal)
Dreadful Hunger – Earth Social (Interpersonal, Mental)
Constant Pain – Earth Martial (Physical)
Cowardice – Earth Martial, Social (Mental)
Horrifying Visage – Water Social (Interpersonal)
Shambling Gait – Water Martial (Physical)
Easily Distracted – Fire Social (Interpersonal)
Impatience – Earth Social (Mental)
Fear of Fire – Fire Social (Mental)
Vulnerable While Eating – Earth Martial (Physical)
Always Hungry – Earth Martial (Mental)
Self-Knowledge – Void Social (Mental)
Thirst for Blood – Earth Martial (Physical)
Mindless – Void Social (Mental)
Painful Form – Water Social (Physical)
Impulse Attacker – Fire Martial (Mental)
Corrupted Visage – Water Social (Interpersonal)
Shameful Failure – Water Social (Interpersonal)
Hard to Control – Water Martial (Mental)
Desperate for Converts – Void Social (Interpersonal)
Long View – Fire Social (Mental)
Never Satisfied – Void Social (Mental)
Phobia of Fire – Water Social (Mental)
Lost Arm – Fire Martial (Physical)
Sickening Visage – Water Social (Interpersonal)
Dulled Senses – Air Martial (Physical)
Weak – Fire Martial (Physical)
Sensative Flesh – Earth Martial (Physical)
Rotting from Within – Earth Martial (Physical, Spiritual)
Devotion to Books – Fire Scholar (Mental)
Visage of Death – Water Social (Interpersonal)
Dreadful Hunger – Earth Social (Interpersonal, Mental)
Constant Pain – Earth Martial (Physical)
Cowardice – Earth Martial, Social (Mental)
Horrifying Visage – Water Social (Interpersonal)
Shambling Gait – Water Martial (Physical)
Easily Distracted – Fire Social (Interpersonal)
Impatience – Earth Social (Mental)
Fear of Fire – Fire Social (Mental)
Vulnerable While Eating – Earth Martial (Physical)
Always Hungry – Earth Martial (Mental)
Self-Knowledge – Void Social (Mental)
Thirst for Blood – Earth Martial (Physical)
Mindless – Void Social (Mental)
Painful Form – Water Social (Physical)
Impulse Attacker – Fire Martial (Mental)
Corrupted Visage – Water Social (Interpersonal)
Shameful Failure – Water Social (Interpersonal)
Hard to Control – Water Martial (Mental)
Desperate for Converts – Void Social (Interpersonal)
Long View – Fire Social (Mental)
Never Satisfied – Void Social (Mental)
Phobia of Fire – Water Social (Mental)
Lost Arm – Fire Martial (Physical)
Sickening Visage – Water Social (Interpersonal)
Dulled Senses – Air Martial (Physical)
Weak – Fire Martial (Physical)
Sensative Flesh – Earth Martial (Physical)
Spirits and Ghosts, Strange Beings, and Manifest Kami
Hot-Tempered – Air Social (Mental)
Desperate for Aid – Fire Social (Interpersonal)
Unrequited Love – Fire Social (Mental)
Insatiable Appetite – Water Social (Physical)
Distrustful of Humans – Water Social (Interpersonal)
Arrogant – Fire Martial (Interpersonal)
Lost in the Past – Water Social (Interpersonal)
Impatience – Earth Scholar (Mental)
Showoff – Air Social (Interpersonal)
Meekness – Fire Social (Interpersonal)
Pessimism – Water Social (Interpersonal)
Easily Distracted – Fire Scholar, Social (Mental)
Honest to a Fault – Air Social, Trade (Mental)
Endless Hunger – Water Artisan, Scholar (Mental)
Without Convictions – Earth Artisan, Social (Mental)
Rebellious – Water Martial (Mental)
Desperate for Aid – Fire Social (Interpersonal)
Unrequited Love – Fire Social (Mental)
Insatiable Appetite – Water Social (Physical)
Distrustful of Humans – Water Social (Interpersonal)
Arrogant – Fire Martial (Interpersonal)
Lost in the Past – Water Social (Interpersonal)
Impatience – Earth Scholar (Mental)
Showoff – Air Social (Interpersonal)
Meekness – Fire Social (Interpersonal)
Pessimism – Water Social (Interpersonal)
Easily Distracted – Fire Scholar, Social (Mental)
Honest to a Fault – Air Social, Trade (Mental)
Endless Hunger – Water Artisan, Scholar (Mental)
Without Convictions – Earth Artisan, Social (Mental)
Rebellious – Water Martial (Mental)
Animals
Opportunist – Fire Martial (Mental)
Hot-Tempered – Water Martial (Mental)
Hubris – Air Social (Mental)
Dependent on Humans – Fire Trade (Mental)
Hollow Bones – Earth Martial (Physical)
Skittish – Fire Martial (Mental)
Quick to Anger – Fire Social (Interpersonal)\
Cautious Hunter – Fire Martial (Mental)
Easily Baited – Earth Interpersonal (Mental)
Easily Started – Earth Martial (Mental)
Feeding Frenzy – Earth Trade (Mental)
Weapons
Humans
Improvised Weapon – Rng 1 Dmg 2 Ddl 3/4
Wakizashi – Rng 1 Dmg 3 Ddl 5/7 Ceremonial, Razor-Edged
Yari – Rng 2 Dmg 5 Ddl 3 Wargear
Sling – Rng 2-3 Dmg 3 Ddl 3 Concealable, Mundane
Rusted Katana – Rng 1 Dmg 4 Ddl 5/7 Ceremonial, Damaged, Razor-Edged
Kusari-gama – Rng 0/2-3 Dmg 3 Ddl 3 Concealable, Snaring, Wargear
Katana – Rng 1, Dmg 4, Ddl 5/7 Ceremonial, Razor-Edged
Tetsubō – Rng 1-2, Dmg 7, Ddl 3 Cumbersome, Durable, Wargear
Hammer – Rng 0-1, Dmg 5/7, Ddl 2 Mundane
Naginata – Rng 2, Dmg 6, Ddl 6 Cumbersome, Razor-Edged, Wargear
Family Ōtsuchi – Rng 1, Dmg 8, Ddl 4 Ceremonial, Cumbersome, Wargear
Jade-Studded Tetsubō – Rng 1-2, Dmg 7, Ddl 3 Cumbersome, Durable, Sacred, Wargear
Tekkan – Rng 1-2, Dmg 4/6, Ddl 3 Cumbersome (If 1-handed), Durable, Mundane
Oyumi – Rng 2-5, Dmg 7, Ddl 3 Prepare, Wargear
Tessen – Rng 0-1. Dmg 4, Ddl 3 Ceremonial, Concealable
Kama – Rng 0-1, Dmg 3, Ddl 3 Concealable
Inlaid Kiseru – Rng 0, Dmg 2, Ddl 2 Concealable, Mundane, Resplendent
Bō – Rng 1-2, Dmg 6, Ddl 2 Mundane
Trident – Rng 2, Dmg 4, Ddl 4 Snaring, Wargear
Bestial Claws – Rng 0, Dmg 3, Ddl 4 Razor-Edged
Walking Staff – Rng 1-2, Dmg 6, Ddl 2 Mundane
Jitte – Rng 0, Dmg 3, Ddl 2 Concealable, Snaring
Kiseru – Rng 0, Dmg 2, Ddl 2 Concealable, Mundane
Hidden Knife – Rng 0, Dmg 2, Ddl 4/6 Concealable, Mundane, Razor-Edged
Wakizashi – Rng 1 Dmg 3 Ddl 5/7 Ceremonial, Razor-Edged
Yari – Rng 2 Dmg 5 Ddl 3 Wargear
Sling – Rng 2-3 Dmg 3 Ddl 3 Concealable, Mundane
Rusted Katana – Rng 1 Dmg 4 Ddl 5/7 Ceremonial, Damaged, Razor-Edged
Kusari-gama – Rng 0/2-3 Dmg 3 Ddl 3 Concealable, Snaring, Wargear
Katana – Rng 1, Dmg 4, Ddl 5/7 Ceremonial, Razor-Edged
Tetsubō – Rng 1-2, Dmg 7, Ddl 3 Cumbersome, Durable, Wargear
Hammer – Rng 0-1, Dmg 5/7, Ddl 2 Mundane
Naginata – Rng 2, Dmg 6, Ddl 6 Cumbersome, Razor-Edged, Wargear
Family Ōtsuchi – Rng 1, Dmg 8, Ddl 4 Ceremonial, Cumbersome, Wargear
Jade-Studded Tetsubō – Rng 1-2, Dmg 7, Ddl 3 Cumbersome, Durable, Sacred, Wargear
Tekkan – Rng 1-2, Dmg 4/6, Ddl 3 Cumbersome (If 1-handed), Durable, Mundane
Oyumi – Rng 2-5, Dmg 7, Ddl 3 Prepare, Wargear
Tessen – Rng 0-1. Dmg 4, Ddl 3 Ceremonial, Concealable
Kama – Rng 0-1, Dmg 3, Ddl 3 Concealable
Inlaid Kiseru – Rng 0, Dmg 2, Ddl 2 Concealable, Mundane, Resplendent
Bō – Rng 1-2, Dmg 6, Ddl 2 Mundane
Trident – Rng 2, Dmg 4, Ddl 4 Snaring, Wargear
Bestial Claws – Rng 0, Dmg 3, Ddl 4 Razor-Edged
Walking Staff – Rng 1-2, Dmg 6, Ddl 2 Mundane
Jitte – Rng 0, Dmg 3, Ddl 2 Concealable, Snaring
Kiseru – Rng 0, Dmg 2, Ddl 2 Concealable, Mundane
Hidden Knife – Rng 0, Dmg 2, Ddl 4/6 Concealable, Mundane, Razor-Edged
Maho-Tsukai and Shadowlands Horrors
Obsidian-Edged Katana - Rng 1, Dmg 5, Ddl 9 Razor-Edged, Unholy
Ritual Knife – Rng 0, Dmg 2, Ddl 6 Concealable, Razor-Edged, Unholy
Ancient Katana – Rng 1, Dmg 4, Ddl 5/7 Ceremonial, Razor-Edged
Decrepit Yumi – Rng 2-5, Dmg 5, Ddl 3 Damage
Twisted Talons – Rng 1-2, Dmg 4, Ddl 5 Razor-Edged, Unholy
Horrific Maw – Rng 0, Dmg 1, Ddl 8
Small Yari – Rng 1, Dmg 5, Ddl 3 Wargear
Small Yumi – Rng 2-3, Dmg 4, Ddl 3
Crushing Claws – Rng 0, Dmg 1, Ddl 8
Jagged Teeth – Rng 0, Dmg 3, Ddl 5 Unholy
Grasping Hands – Rng 0-1, Dmg 2, Ddl 1 Snaring
Obsidian Claws – Rng 0-2, Dmg 7, Ddl 6 Razor-Edged, Unholy
Claws and Teeth – Rng 0-2, Dmg 7 Ddl 7 Unholy
Barbed Hair – Rng 0-2, Dmg 3, Ddl 6 Snaring, Unholy
Smothering Papers – Rng 0-1, Dmg 4 Ddl 4 Snaring, Unholy
Tentacle Entrails – Rng 0-2, Dmg 5, Ddl 6 Snaring, Unholy
Huge Club or Tree Trunk – Rng 1-2, Dmg 8, Ddl 2
Heavy Masakari – Rng 0-1, Dmg 4/5, Ddl 4/6 Mundane
Biting Teeth – Rng 0, Dmg 4, Ddl 3 Razor-Edged, Unholy
Rotted Fists and Teeth – Rng 0, Dmg 6 Ddl 3 Unholy
Crushing Fire – Rng 0, Dmg 4, Ddl 4 Unholy
Tangling Vines – Rng 0-2, Dmg 3, Ddl 2 Snaring, Unholy
Ujik Lance – Rng 1-2, Dmg 5, Ddl 5 Prepare, Wargear (can only be used while mounted)
Scimitar of the Moto – Rng 1, Dmg 6, Ddl 5 Ceremonial, Durable, Razor-Edged, Unholy
Teeth and Hooves – Rng 0-1, Dmg 4, Ddl 3 Unholy
Obsidian Cleaver – Rng 1-2, Dmg 7, Ddl 5/7 Durable, Razor-Edged, Unholy
Ritual Dagger – Rng 0, Dmg 2, Ddl 4 Concealable, Razor-Edged, Unholy
Claws of the Obsidian Flower – Rng 0-1, Dmg 4, Ddl 8 Razor-Edged, Unholy
Raking Claws – Rng 0, Dmg 4, Ddl 6 Unholy
Biting Eyes – Rng 0, Dmg 5, Ddl 8 Razor-Edged, Unholy
Debased Katana – Rng 1, Dmg 4, Ddl 5/7 Durable, Razor-Edged, Unholy
Corrupted Tetsubo – Rng 1-2, Dmg 8, Ddl 3 Durable, Unholy
Bone Naginata – Rng 2, Dmg 6, Ddl 7 Durable, Razor-Edged, Unholy
Massive Ax – Rng 1-2, Dmg 10, Ddl 7 Durable, Razor-Edged, Unholy
Massive Claws – Rng 1-2, Dmg 9, Ddl 8 Razor-Edged, Unholy
Demonic Claw – Rng 0, Dmg 6, Ddl 4 Unholy
Ritual Knife – Rng 0, Dmg 2, Ddl 6 Concealable, Razor-Edged, Unholy
Ancient Katana – Rng 1, Dmg 4, Ddl 5/7 Ceremonial, Razor-Edged
Decrepit Yumi – Rng 2-5, Dmg 5, Ddl 3 Damage
Twisted Talons – Rng 1-2, Dmg 4, Ddl 5 Razor-Edged, Unholy
Horrific Maw – Rng 0, Dmg 1, Ddl 8
Small Yari – Rng 1, Dmg 5, Ddl 3 Wargear
Small Yumi – Rng 2-3, Dmg 4, Ddl 3
Crushing Claws – Rng 0, Dmg 1, Ddl 8
Jagged Teeth – Rng 0, Dmg 3, Ddl 5 Unholy
Grasping Hands – Rng 0-1, Dmg 2, Ddl 1 Snaring
Obsidian Claws – Rng 0-2, Dmg 7, Ddl 6 Razor-Edged, Unholy
Claws and Teeth – Rng 0-2, Dmg 7 Ddl 7 Unholy
Barbed Hair – Rng 0-2, Dmg 3, Ddl 6 Snaring, Unholy
Smothering Papers – Rng 0-1, Dmg 4 Ddl 4 Snaring, Unholy
Tentacle Entrails – Rng 0-2, Dmg 5, Ddl 6 Snaring, Unholy
Huge Club or Tree Trunk – Rng 1-2, Dmg 8, Ddl 2
Heavy Masakari – Rng 0-1, Dmg 4/5, Ddl 4/6 Mundane
Biting Teeth – Rng 0, Dmg 4, Ddl 3 Razor-Edged, Unholy
Rotted Fists and Teeth – Rng 0, Dmg 6 Ddl 3 Unholy
Crushing Fire – Rng 0, Dmg 4, Ddl 4 Unholy
Tangling Vines – Rng 0-2, Dmg 3, Ddl 2 Snaring, Unholy
Ujik Lance – Rng 1-2, Dmg 5, Ddl 5 Prepare, Wargear (can only be used while mounted)
Scimitar of the Moto – Rng 1, Dmg 6, Ddl 5 Ceremonial, Durable, Razor-Edged, Unholy
Teeth and Hooves – Rng 0-1, Dmg 4, Ddl 3 Unholy
Obsidian Cleaver – Rng 1-2, Dmg 7, Ddl 5/7 Durable, Razor-Edged, Unholy
Ritual Dagger – Rng 0, Dmg 2, Ddl 4 Concealable, Razor-Edged, Unholy
Claws of the Obsidian Flower – Rng 0-1, Dmg 4, Ddl 8 Razor-Edged, Unholy
Raking Claws – Rng 0, Dmg 4, Ddl 6 Unholy
Biting Eyes – Rng 0, Dmg 5, Ddl 8 Razor-Edged, Unholy
Debased Katana – Rng 1, Dmg 4, Ddl 5/7 Durable, Razor-Edged, Unholy
Corrupted Tetsubo – Rng 1-2, Dmg 8, Ddl 3 Durable, Unholy
Bone Naginata – Rng 2, Dmg 6, Ddl 7 Durable, Razor-Edged, Unholy
Massive Ax – Rng 1-2, Dmg 10, Ddl 7 Durable, Razor-Edged, Unholy
Massive Claws – Rng 1-2, Dmg 9, Ddl 8 Razor-Edged, Unholy
Demonic Claw – Rng 0, Dmg 6, Ddl 4 Unholy
Spirits and Ghosts, Strange Beings, and Manifest Kami
Ghostly Tetsubō – Rng 1-2, Dmg 7, Ddl 3, Supernatural Damage
Unearthly Limbs – Rng 0-2, Dmg 7, Ddl 4 Sacred, Snaring
Whiplike Boughs – Rng 0-2, Dmg 6, Ddl 3 Deals physical and supernatural damage
Massive Cudgel – Rng 2 Dmg 9 Ddl 5 Cumbersome
Rending Grip – Rng 1 Dmg 4 Ddl 6
Majestic Antlers or Horns – Rng 1-2 Dmg 4 Ddl 6 Ceremonial, Sacred
Coral-tipped Spear – Rng 1 Dmg 5 Ddl 4 Ceremonial, Durable
Nezumi Blade – Rng 0-1, Dmg 3, Ddl 3
Obsidian Dagger – Rng 0, Dmg 2, Ddl 4 Concealable, Razor-Edged, Unholy
Katana – Rng 1, Dmg 4, Ddl 5/7 Ceremonial, Razor-Edged
Looted Knife – Rng 0, Dmg 2, Ddl 4 Concealable, Mundane
Kitsune Teeth – Rng 0, Dmg 3, Ddl 5 Natural
Nezumi Teeth – Rng 0, Dmg 4, Ddl 3 Snaring
Nezumi Claws – Rng 0, Dmg 4, Ddl 2 Razor-Edged
Talons of Air – Rng 2-3 Dmg 4 Ddl 7, Supernatural Damage
Stone Fists – Rng 0-2 Dmg 7 Ddl 4 Physical or Supernatural Damage
Blazing Touch – Rng 1-3 Dmg 6 Ddl 6 Razor-Edged, Supernatural Damage
Smashing Torrent – Rng 1-2 Dmg 7 Ddl 3 Snaring, Supernatural Damage
Cutting Edges – Rng 0, Dmg 1, Ddl 2
Unearthly Limbs – Rng 0-2, Dmg 7, Ddl 4 Sacred, Snaring
Whiplike Boughs – Rng 0-2, Dmg 6, Ddl 3 Deals physical and supernatural damage
Massive Cudgel – Rng 2 Dmg 9 Ddl 5 Cumbersome
Rending Grip – Rng 1 Dmg 4 Ddl 6
Majestic Antlers or Horns – Rng 1-2 Dmg 4 Ddl 6 Ceremonial, Sacred
Coral-tipped Spear – Rng 1 Dmg 5 Ddl 4 Ceremonial, Durable
Nezumi Blade – Rng 0-1, Dmg 3, Ddl 3
Obsidian Dagger – Rng 0, Dmg 2, Ddl 4 Concealable, Razor-Edged, Unholy
Katana – Rng 1, Dmg 4, Ddl 5/7 Ceremonial, Razor-Edged
Looted Knife – Rng 0, Dmg 2, Ddl 4 Concealable, Mundane
Kitsune Teeth – Rng 0, Dmg 3, Ddl 5 Natural
Nezumi Teeth – Rng 0, Dmg 4, Ddl 3 Snaring
Nezumi Claws – Rng 0, Dmg 4, Ddl 2 Razor-Edged
Talons of Air – Rng 2-3 Dmg 4 Ddl 7, Supernatural Damage
Stone Fists – Rng 0-2 Dmg 7 Ddl 4 Physical or Supernatural Damage
Blazing Touch – Rng 1-3 Dmg 6 Ddl 6 Razor-Edged, Supernatural Damage
Smashing Torrent – Rng 1-2 Dmg 7 Ddl 3 Snaring, Supernatural Damage
Cutting Edges – Rng 0, Dmg 1, Ddl 2
Animals
Bear Claws and Fangs – Rng 1-2 Dmg 8 Ddl 6
Tusks – Rng 0 Dmg 7 Ddl 7 Durable, Razor-Edged
Cat Claws – Rng 0 Dmg 0 Ddl 2 Concealable, Razor-Edged
Bite – Rng 0 Dmg 4 Ddl 2 Snaring
Beak and Talons – Rng 0 Dmg 1 Ddl 6
Pony Hooves – Rng 1-2 Dmg 6 Ddl 5
Cat Claws and Fangs– Rng 1 Dmg 5 Ddl 9 Razor-Edged
Utaku Steed Hooves– Rng 1-2 Dmg 7 Ddl 6
Fangs – Rng 0 Dmg 4 Ddl 4 Snaring
Razor Teeth – Rng 0 Dmg 2 Ddl 4
Sharp Beak – Rng 0 Dmg 1 Ddl 4 Razor-Edged
Arms – Rng 0 Dmg 3 Ddl 2 Snaring
Shark Bite – Rng 0 Dmg 6 Ddl 6 Razor-Edged
Tusks – Rng 0 Dmg 7 Ddl 7 Durable, Razor-Edged
Cat Claws – Rng 0 Dmg 0 Ddl 2 Concealable, Razor-Edged
Bite – Rng 0 Dmg 4 Ddl 2 Snaring
Beak and Talons – Rng 0 Dmg 1 Ddl 6
Pony Hooves – Rng 1-2 Dmg 6 Ddl 5
Cat Claws and Fangs– Rng 1 Dmg 5 Ddl 9 Razor-Edged
Utaku Steed Hooves– Rng 1-2 Dmg 7 Ddl 6
Fangs – Rng 0 Dmg 4 Ddl 4 Snaring
Razor Teeth – Rng 0 Dmg 2 Ddl 4
Sharp Beak – Rng 0 Dmg 1 Ddl 4 Razor-Edged
Arms – Rng 0 Dmg 3 Ddl 2 Snaring
Shark Bite – Rng 0 Dmg 6 Ddl 6 Razor-Edged