Advantages represent elementally aligned special abilities which characters have learned or can potentially learn. Each clan has different elemental associations, and this will affect which advantages can be learnt as a starting character. All clans can purchase the advantages of their primary element in an order. When purchasing advantages in a character’s non-primary element, they will need to buy them sequentially, starting with the first level.
Only the Sasori clan may buy Kage advantages at character creation. Other characters need training in play to unlock the ability to purchase from this list.
Each advantage may only be purchased once, with the exclusion of universal advantages.
When buying an advantage, you may choose one of the universal advantages instead, replacing the mechanical effect of the advantage you have chosen to replace. This will still increase your ring value (RV), but you will lose access to the original advantage. If you choose to learn a spell, you do not need to learn a spell of the same element of the advantage it replaced. You may only pick Kū and Kage spells if you have the ability to cast them, such as through the Kū (Void) magic background.
For example, if you were to purchase the first three advantages in the Ka element using 3 advantage XP, you would get Netsu’s Temper, Dual Blades, and Innate Understanding. You could then choose to swap out any of these for a universal advantage. If you were to swap out Dual Blades, you could instead gain Samurai’s Endurance, or one of the other two universal advantages for your school instead of Dual Blades. If you picked +1 HP, you would not get the ability to dual wield or to use the call “DISARM”, as per the Dual Blades advantage. You would still be able to purchase the third level of Ka, Innate Understanding, and would have a total Ka RV of 3, as if you had purchased it as normal.
You can pick the same universal advantage multiple times, and you can find a list of them here:
What you could replace the advantage with…
Gain +1 HP.
What you could replace the advantage with…
+1 use per respite, you may call “RESIST” against a mundane physical effect.
Pick a new weapon mastery or level up a known one.
Learn a duelling style you have been trained in.
What you could replace the advantage with…
Gain +1 lasting Influence.
Learn a cypher you have been trained in.
Gain +1 rumour from the Upper courts. You will get this at the start of the event.
What you could replace the advantage with…
Gain +1 spell slot per day.
Gain +1 spell from the basic spell list.
If you have Spellcraft 5: Gain +1 spell from the advanced spell list.
Your Kū pool is the maximum amount of Kū points (VP) you can hold, and is automatically increased when the elements within your soul come into balance.
For example, when all of the elements (including Kū, excluding Kage) have a RV at 1, then your Kū pool would increase to 2. If you then level those elements’ RV to 2, then your Kū pool would increase again to 3.
Your Kū pool starts at 1 and cannot go below 0.
If you purchase any Kage advantages, your Kū pool is permanently reduced by your Kage RV.
There may be other ways to increase or decrease your Kū pool.
Chi is eternal and unchanging, the element of resilience, stamina, and willpower. Earth is the quiet monolith that endures against the centuries. Within Chi is the essence of the mountain, the reservoir of power and fortitude but also patient and tireless, but slow to adapt to new situations like many of the Earth Kami.
Those strong in Chi are able to resist Penumbra Taint, continue moving when others would collapse, and can shrug off harmful mental influences.
Kani characters can purchase Chi advantages in any order.
As a shindōshi, If you have at least one Chi advantage, you can call upon the element in ceremonies, and create Chi (Earth) spells if you have the second level of the Spellcraft skill.
You have a natural resistance to the mental influence Penumbra Taint can impose on a mind and have learnt to shrug it off.
Every time you receive Penumbra Taint, you may reduce the amount of fleeting Taint you receive by 1. This ability stacks with Bastion of Earth and I am the Wall.
In addition, 1 use per respite, you may call “RESIST” against a mundane mental effect.
You are able to swiftly recover, even from injuries that might stop a lesser samurai. Within mere hours you can be prepared to return to the battlefield once again.
Your character’s wounds heal more quickly. You may recover 2 HP for each hour of complete rest and to full HP every respite.
In addition, 2 uses per respite, you may call “RESIST” against a Paralysis effect.
The durability of your spirit is too great to be easily overcome by the Penumbra or even other sorcerous attacks by your enemies.
Every time you receive Penumbra Taint, you may reduce the amount of fleeting Taint you receive by 1. This ability stacks with Grounded Mind-set and I am the Wall.
In addition, 3 uses per day, you may call “RESIST” against a mystical effect.
You may continue to defend your clan and honour even whilst grievously wounded and run through with your enemies blades.
1 use per respite, you may move and defend yourself and others normally when you reach 0 HP. You will not be able to attack or use weapon calls. You can call “IMMUNE” to damage from weapon blows but will take non-damaging effects as normal. You must be in your grace period to trigger this ability.
If your character receives no healing before their total 5 minute grace period is completed, they will die.
You are the Wall. The guardian of your Clan. You will not fall to Taint or blade until your duty has been fulfilled.
Every time you receive Penumbra Taint, you may reduce the amount of fleeting Taint you receive by 1. This ability stacks with Grounded Mind-set and Bastion of Earth.
In addition, gain +1 AP to any armour you are wearing. This may take you above your normal maximum AP.
Fū is mercurial and enigmatic, the element of awareness, subtlety, and reflexes. Wind exists everywhere, save in the deepest domain of other elements, and witness to all things that transpire there. Within Fū is the essence of calm winds and sudden storms, unpredictable and able to change on a whim, like many of the Wind Kami.
Those strong in Fū are able to sense things they cannot know, are able to shroud themselves in mystery, and are able to react fast in any situation.
Tsuru characters can purchase Fū advantages in any order.
As a shindōshi, If you have at least one Fū advantage, you can call upon the element in ceremonies, and create Fū (Wind) spells if you have the second level of the Spellcraft skill.
You can call upon the wind around you to help you remember things you may have forgotten, but also things you may have never known.
1 use per respite, you may ask a referee to help you recall information and facts about a topic of your choosing.
You can sense the changes in the wind more keenly, allowing you to move out of the way of attacks.
2 uses per respite, you may call “DODGE” when hit by a mundane physical melee or ranged attack, allowing you to ignore it, not taking the effect and damage. You cannot use a dodge against a Fatal effect.
The amount of uses will be reduced if you are wearing armour. See the armour proficiencies for more details.
You can feel the winds around you like it was your own breath and notice even subtle changes in your surroundings.
You may call “IMMUNE” against mundane Fatal effects and other abilities which require you to be unaware or unresisting unless you are unconscious.
If targeted by a mystical version of these abilities, this immunity does not apply.
You can embrace the ever changing winds themselves, becoming one with them for a short time.
1 use per respite, you may choose to become Intangible for up to minutes equal to your Fū RV.
Whilst you are intangible, you may call “IMMUNE” against all physical effects and damage, both mundane and mystical, including poisons. However, every time you are struck, you are irresistibly pushed back and must safely retreat 10 ft from the source.
You can embody the nature of the fickle winds, cloaking your mind and making yourself unreadable to even the most keen eyed courtier.
You are immune to abilities which would reveal your true intentions or whether you are lying, such as the Clear Thinker advantage. You may call “IMMUNE”, or you may choose to answer how you wish. You are not immune to the second part of the Clear Thinker advantage, which discerns whether you are under the influence of any mental effects.
In addition, 1 use per respite, you may call “RESIST” against a mental effect.
Ka is dynamic and energetic, the element of passion, agility, and intelligence. Fire exists in the heart of civilization. From the smallest sparks of the forge, to the lights used to guard the city borders. Within Ka is the essence of warm campfires and devastating infernos, able to illuminate and inspire both fear and awe, like many of the Fire Kami.
Those strong in Ka are able to command others with their shouts, wield multiple weapons at once, and can understand the world around them.
Ryu characters can purchase Ka advantages in any order.
As a shindōshi, If you have at least one Ka advantage, you can call upon the element in ceremonies, and create Ka (Fire) spells if you have the second level of the Spellcraft skill.
You temper your strikes and words with the intelligence and speed of fire to skilfully target your foes weaknesses.
You may add the call “SUBDUE” to any melee strikes. This does not stack with other calls. If a blow with a Subdue effect would take a character to 0 HP, it does not put them in their grace period, instead debilitating them. They would enter their grace period as normal if they take another point of non-subdual damage.
In addition, 1 use per respite, you may point at a target and use the call “COMMAND: FEAR”, as a mundane mental effect.
You have honed your mind with the agility of flames to be able to control two weapons at once.
You can wield and strike with a small, medium, or H2H weapon in both hands.
In addition, 3 uses per respite, you may add the call “DISARM” to a melee strike when using a small, medium, or H2H weapon.
You can call upon the deep and natural knowledge of the spark within you to understand a truth of the world in the moment.
1 use per respite, you may read all of the information within a Cache box of your choosing.
You embody the flame of passion in a fierce warrior's taunt, or a leader’s instruction, inspiring your enemies to fight against you with more fervour.
3 uses per respite, you may target all characters within 30 ft and use the call “MASS COMMAND: FIGHT ME” or “MASS COMMAND: SILENCE”, as a mundane mental effect.
You can meditate upon your own energies, channelling your emotions to rekindle your spark.
1 use per event, you may meditate for a short while to count as having had a respite, refreshing all of your respite based abilities, not including item powers.
Sui is ever-changing and powerful, the element of strength, perception, and flexibility. Water’s strength is never still, wearing away at obstacles with tireless intensity, or finding ways to seep through the cracks around them. Within Sui is the essence of bubbling springs and thunderous waterfalls, constantly moving and able to adapt, like many of the Water Kami.
Those strong in Sui are powerful physically, possess keen senses, and are able to adjust to new situations quickly.
Shishi characters can purchase Sui advantages in any order.
As a shindōshi, If you have at least one Sui advantage, you can call upon the element in ceremonies, and create Sui (Water) spells if you have the second level of the Spellcraft skill.
You have a natural affinity for water and its restorative powers, allowing you to reap the benefits when recovering.
You heal an additional point of HP when healing others or being healed, up to the target’s maximum HP. This includes when being targeted by (or using) healing spells and the skill Physician.
This does not include the amount characters naturally heal over the course of an hour, or the amount regained during a respite.
You embody the fluidity of water in your footwork, able to remain upright regardless of terrain.
3 uses per respite, you may call “RESIST” against a Knockdown effect.
You call upon the power of a swift stream to knock your opponents off of their feet.
3 uses per respite, you may add the call “KNOCKDOWN” to a melee strike when using a large weapon.
You can mirror the feelings of those around you like a still pool, feeling what they feel, allowing you to see through tricks and deceptions.
3 uses per day, you may ask a character to learn a truth that they are attempting to conceal and notice if they are under any mental effects, both mundane and mystical.
You can use the power of a thunderous waterfall to stop all those who wish to pass through you by your strength alone.
1 use per respite, for up to minutes equal to your Sui RV, you may call “RESIST” against all mundane effects, so long as you do not deal damage of any kind.
Kū is everything and nothing, the element of self, balance, and spirit. It binds together the elements of Chi, Fū, Ka, and Sui, and yet is also the nothingness that exists between them. Within Kū is the divine spark that all humans possess, representing their unity with the universe.
Those strong in Kū are able to empower items with their soul, able to detect magical disruptions, and can affect the minds of others through sheer will.
Hinotori characters can purchase Kū advantages in any order.
Many minds have been lost in the pursuit of knowledge, and peering into the void can be dangerous. When you pull on Kū to use your advantages or magic, you are connecting your soul to the element itself - be careful you don’t lose yourself in the process.
As a shindōshi, If you have at least one Kū advantage and the Kū (Void) Magic background, you can call upon the element in ceremonies, and create Kū (Void) spells if you have the second level of the Spellcraft skill.
You have an affinity for the void and are aware of the necessary sacrifices that are sometimes needed.
When in your grace period, you may spend 1 VP to act as normal for minutes equal to your Kū RV. This counts as ending your grace period. You can call “IMMUNE” to the damage from weapon blows, and may use your abilities as normal. Once that time is up, your character will immediately die.
You may call upon your Dark Fate to avoid this if you have not yet used that flaw at the event.
In addition, you only need to balance 4 elements to increase your Kū pool, instead of 5.
For example, if you had 2 Chi RV, 2 Fu RV, and 2 Kū RV, if you were to purchase Sui 1, you would gain 1 VP. After the next event, you could then buy Ka 1, and still gain another 1 VP, as your new Ka advantage balances with the second level of your Chi, Fu, and Kū advantages.
You may extend forth mystical senses to feel the magic of the world around you.
1 use per respite, you may ask a referee to detect all lingering mystical effects or items within 10 ft. This would also detect the existence of anything mystically concealed nearby.
You may spend 1 VP to refine your search to a type of magic that you have access to (such as having an advantage or can cast from) or magic that you have a lore in (such as Ancestral or Madōshi). This will get you more information on that type of magic, such as how long ago it was used, and an idea of what spells were cast.
You know that for samurai, their katana represents their soul. Now you can truly make your katana one with yours.
1 use per event, you may empower an item with your soul. If this is a weapon, you may add the call “MYSTIC” to every strike. This can be combined with other weapon calls, preceding them.
For other item powers, please discuss this with the game team. For example, you may empower your loom to create better clothes, or your smithing hammer to forge stronger armour.
There is a risk with this, especially when exposing your soul to heavily tainted opponents. This counts towards your power limit.
You may lash out at weaker spirits, crushing them with your mystical strength.
You may spend 1 VP, to point at a target and use the call “MYSTIC COMMAND: DIE”, as a mystical mental effect, to put them immediately at 0 HP and in their grace period.
Although the void is vast, you have become the master of your small corner of it.
You may have a discussion with the game team to create a personalised ability. You must have all other Kū advantages to buy this.
Kage is tempting and powerful, the hidden element of deception, misdirection, and ambition. Shadows exist everywhere there is light, reflecting back the real world in abstract and warped ways. Within Kage is the essence of deep, entrancing mysteries and hidden menace, waiting for the perfect time to strike.
Those strong in Kage are able to magically conceal objects, melt into shadows, and can absorb power from other sources.
Sasori characters can purchase Kage advantages at character creation, and can do so in any order. Other characters need training in play to unlock the ability to purchase from this list.
Walking the path of shadow is dangerous and corrupting. Your Kū pool is permanently reduced by your Kage RV, down to a minimum of 0. For example, if you would have a maximum of 1 VP, but have purchased 1 Kage advantage, you would have a maximum of 0 VP. If you then gained another permanent VP, you would go back up to 1 VP. If you had 2 Kage advantages, it would stay at 0 VP.
As a shindōshi, If you have at least one Kage advantage, you can call upon the element in ceremonies, and create Kage (Shadow) spells if you have the second level of the Spellcraft skill.
You learn to conceal small trinkets and blades from mundane sight.
You may mystically conceal one small item on your person, tying a yellow ribbon to it. This item will be undetectable by mundane investigation.
Your mind is your own, shrouded in the blessings of Kage to become as hard to grasp as morning mist.
3 uses per respite, you may call “RESIST” against a mystical mental effect.
You may splinter off a small portion of the shadow and imbue it into your blade.
1 use per respite, for 1 minute, you may add the call “MYSTIC” to your weapon blows. This can be combined with other weapon calls, preceding them.
You learn that the darkness can give many gifts but it can also be used to take them away.
1 use per day, you may attempt to remove the power card from an item or person by performing a ceremony.
A referee will need to be informed when a character is performing this and made aware of what you are targeting.
This does not require you to be a shindōshi nor does it use any spell slots. However, you can use spell slots as normal to empower the ceremony.
If this was successful, you should deposit the power card into the Imperial Clan box with a note.
You learn to immerse yourself completely in the shadows, using it to shift and change to a new position like a phantom.
1 use per respite, when in contact with a shadow, you may put your hand in the air, and go OOC. You can then move to another shadow of your choice within 30 ft, and reappear there. This should take as long as it takes for you to move to the new location.