Third Edition Revised Skill List

Ok this is a compilation using Okuma’s Skill set from Kaze no Shiro and my own editing. The reason I did not just use Okuma’s skill set is because he did not include any of the descriptions from the main book (L5R Third Edition Revised) which would be necessary for you all to learn this newer edition..

All Skills:

*Mastery Abilities *
These apply to all skills

Apprentice (Rank 1): You may have a single emphasis in the skill. An Emphasis granted by your school does not count against your maximum.
Novice (Rank 3): You can teach the skill to others, if you have the Instruction skill as well. You may now have three Emphases in this skill.
Journeyman (Rank 5): You gain +2 insight. You gain a free raise when you use this skill. You may now have five Emphases in this skill.
Master (Rank 7): You may now have six Emphases in this skill.
Grand Master (Rank 10): You gain +5 insight. You may now have an unlimited number of Emphases in this skill.
NOTE: So at rank 10 you would have a +7 insight bonus to the total of your roll and a free raise. These bonuses stack with any bonuses from specific skill mastery. Xp from 0-10 is 55xp and from 5-10 is 40xp.

Emphasis:
A lot of skills have what are called Emphasis and only apply when using that skill. An example of this is the katana Emphasis for Kenjutsu. When using an emphasis you may add your skill rank to the total of your roll e.g Akodo Akio has Kenjutsu 4 with an Emphasis on No-daichi so he adds 4 to the total of his attack roll with the No-daichi. As a note any applications that falls under a Skill’s emphasis abilities cannot be used unless you possess that emphasis e.g. if Shosuro has the acting skill but not the Disguise emphasis she can not disguise her self as someone else. An emphasis costs xp equal to the new number of emphasis x2 ( 1st one is 2xp, 2nd one is 4xp, 3rd is 6xp, etc).

NOTE: If you have a rank 10 skill and the appropriate emphasis you would have a +17 to your total roll and a free raise…..not bad huh?

The skills will be divided by category (High, Merchant, Bugei, Low) and will have the following format:

Skill name (main trait) Subcategory
Emphasis
Description and core rules
Emphasis Abilities
Mastery Abilities

High Skills:

Acting (Awareness) Performance skill
Emphasis: Disguise, Kabuki, Mimicry, Noh, Comedy

You have an understanding and appreciation of theater. Kabuki is flamboyant and full of action and color. It is “samurai” theater full of heroic deeds and tragic tales. Noh theaters is quiet and subtle with light music and little movement against a black backdrop. The TN for an average performance is 15 though a tough audience may require contested skill rolls (Perception/Acting vs your performance).

Emphasis Abilities:
Disguise: grants you the ability to disguise your appearance. Same clan, profession and gender is TN 15. More advanced disguises require a higher TN and higher ranks (see mastery abilities for more info). The TN to pierce disguise/mimicry is Perception/Investigation roll at TN of 15. Additional raises with raise the TN. People that know you get a free raise on this roll.
Mimicry: Grants you the ability to disguise your voice. You may mimic a specific person you have heard speak at a TN of 15.

Mastery Abilities:
Rank 3: You can now disguise yourself as a member of another clan, profession or social caste. Using any of these options increases your TN by five. You can also mimic the voice of another gender.
Rank 5: You now disguise yourself as a person of another gender. You can disguise your voice to sound like a specific person. This options increase the TN by five. The base TN to pierce your disguise is 25.
Rank 7: You can now disguise yourself as a specific person. It increases the TN by five. Anybody who knows the impersonated person earns two free raises to pierce your disguise. The base TN to pierce your disguise is 35.
Rank 10: You can disguise yourself as a human-sized nonhuman. It increases the TN by five. The TN to pierce your disguise is now 50.

Artisan skills (Awareness)
Emphasis: Varies
This is not a single skill but any skill to create something of art. Origami, bonsai, gardening, painting, etc.

Mastery Abilities:
Rank 5: +2 insight
Rank 10: +2 insight

Calligraphy (Intelligence) Artisan skill
Emphases: High Rokuganni, Specific Clan Cipher
You are skilled not only at writing, but at writing beautifully and reading complext forms of calligraphy. High Rokugani concentrates on the official style of calligraphy used by the courts of Rokugan in all official texts.

Emphasis Abilities:
Specific clan cipher: All clans have their own cipher for their shugenjas’ scrolls and secret messages. You make an Intelligence/Calligraphy (Cpither) roll to set the TN to decode the Cipher. To break a cipher, a character rolls Intelligence/Calligraphy (Cipher) vs the TN set by the creator. Note: Knowing a cipher of a different clan without their permission is considered a Low Skill.

Courtier (Awareness) Social skill
Emphases: Gossip, Manipulation, Political Maneuvering
You are skilled in the arts of politics. Unlike Etiquette this skill is for controlling a courtly setting and is extremely important to any courtier.

Emphasis Abilities:
Gossip: let your spread rumors. To hunt or spread rumors you must spend a day in court discussing the person or subject. Roll a Awareness/Courtier (Gossip) vs TN of 15. IF successful you learn one juicy rumor about the subject. 50% probability it is true. To spread a rumor you again must spend a day conversion and make a roll vs (Target’s Glory) – (Your Glory) x 10. If the TN would be less then 15 the TN will automatically become a 15. This skill does not make people believe the rumor only that it will be spread. To investigate the spreading of rumors requires the political maneuvering emphasis.
Manipulation: is used to manipulate others. A successful Awareness/Courtier vs. Awareness/Etiquette (Conversation) roll reveals a hint of your targets needs and desires. This is obvious though but a successful raise can be made to learn this information in a subtler manner.
Political Maneuvering: This is to influence social setting. An Awareness/Courtier (P.L.) vs. a TN of 15 allows to observe a social setting and determine who seems to be in charge and what is transpiring. Those who wish to conceal their influence may make an opposed Awareness/Etiquette (Bureaucracy) to avoid detection. You can also do this to see if someone is hunting or spreading rumors with a contested roll vs their Awareness/Courtier (Gossip).

NOTE: When used to spread rumors or seduce someone into performing a dishonorable act courtier is considered a low skill.

Divination (Awareness) Lore skill
Emphases: Astrology, Kawaru, Omens
You are skilled at reading omens, the starts and other forms of divination. Other considered peasant magic is has become popular among samurai and even some shugenja for entertainment purposes. A Divination attempt may be made once per day vs TN of 15. You may spend a void point to attempt again. Astrology can only be done at night and is based on the movement of the stars. Kuwaru ises a series of hexagrams cast usin stones, sticks or coins.

Emphasis Abilities:
Omens: can be used every time you believe you see a portentous omen and is not limited by a number of times per day.

Etiquette (Awareness) Social skill
Emphases: Bureaucracy, Conversation, Sincerity
You know what to say and when to say it. You know the Empire’s social mores, how to save face and protect yourself from manipulation.

Emphasis Abilities:
Bureaucracy: is helpful for information seekers. If you do not know where to obtain some information you may make a Intelligence/Etiquette roll vs. TN of 15 to find the most likely candidate. More obscure information will require additional raises. This skill can also be used to hide political influence from a Courtier (Political Maneuvering) roll.
Conversation: An Awareness/Etiqeutte (Conversation) roll vs TN of 15 and you can find an inoffensive topic of conversation. If someone wishes to avoid this topic of converstion they must make a Awareness/Etiquette (Sincerity) vs your Awareness/Etiquette (conversation) to leave with loss face. Or you can avoid a manipulation attempt with a successful contested roll vs their Courtier roll.
Sincerity: Although Sincerity can not be used to outright lie it can be used to avoid the whole truth. It can also be used to avoid converstions (expressed above) or to stress your belief in something that is legitimate truth (eg. He is a maho-tsukai. I swear it!)

Mastery Abilities:
Rank 3: The TN of any contested social rolls against you is increased by five
Rank 7: The TN of any contested social rolls against you is increased by five
Rank 10: The TN of any contested social rolls against you is increased by ten

Games (Awareness) Social skill
*Groups many skills like Fortunes and Winds, Go, Sadane, Shogi
Although may Lion use their skill at battle to win go and Crane sometimes use their gift for storytelling for Sadane, others just enjoy the game and become skilled at them. This skill is used for any games that may be played.

Note: If used for gambling it is considered a low skill.
Mastery Abilities:
Rank 5: +2 insight
Rank 10: +2 insight

Instruction (Intelligence)
Emphases: Specific or School Skill
This skill is required to teach Skills and Rank techniques to another character. The TNs are the following:
Skill: x5 the new Rank.
Rank Technique: x10 student’s insight rank.
Kata: x10 Student’s school rank
Kiho: Kiho’s Mastery lvl x 5

Emphasis Abilities:
Specific or School Skill: You must be trained in the Specific or School Skill to teach it. Furthermore, you must have at least the rank three in the skill.

Note: Teaching low skills is considered a low skill. Teaching rank techniques to someone outside the clan without proper permission is BAD.
Mastery Abilities:
Rank 5: +2 insight
Rank 10: +2 insight

Investigation (Various)
Emphases: Interrogation, Search, Notice, Ichi Miru, Nazodo
Investigation is a magistrate’s most important skill, and uses a variety of different traits.
Perception is used to investigate a crime scene while Intelligence is used to put disparate facts together and Awareness is used to interrogate suspects. Investigation is also used in contested rolls against stealth and sleight of hand.

Emphasis Abilities:
Interrogation: While interrogating a suspect you make a contested Awareness/Investigation (Interrogation roll). The counter skill depends on the target: Willpower/Deceit to lie or distract you. Willpower/Deceit (Intimidation) for counter threats. Willpower/Courtier (Conversation) to change the subject.
Search: Used to search an area. A TN 15 will reveal on relevant item or clue and additional raises may be to find more items, or useful clues.
Notice: Used to notice sleight of hand and stealth. It can also be used against Forgery but is not a contested roll (See Forgery skill)
Ichi Miru: limited to Kitsuki characters and peoples trained by them. The emphasis allows you to read superficial information of somebody at the “first glance” by doing an Awareness/Investigation (Ichi Miru) roll against the target (Awareness +Insight Rank) x five to learn one kind of information: highest non-lore skill, class (Shugenja, Bushi, and Monk), insight rank, and highest trait.
Nazodo: This emphasis is limited to Dragon characters. It is the art of solving the Dragon puzzle boxes and can be used to solve enigmas and riddles.

Mastery Abilities:
Rank 5: You can make an additional attempt to search clues or interrogate a suspect if it failed once.
Rank 10: You can make an additional attempt to search clues or interrogate a suspect if it failed twice.

Lore Skills (Intelligence) Lore skill
*Group multiple skills like Ancestor Lore, Astronomy, Ghosts, Heraldry, History, Law, , Naga Lore, Tropical Fish, Burning Sands, Superstitions, Specific Clan, Shugenja, Bushido, Orochi Lore, Khadi Lore, Elemental Dragons, Imperial Court Lore, Gaijin Culture, Gaijin Sorcery, Shi-Tien Yen Wang Lore. Emphases will cover specific information like Naga Bloodlines or Cities.

Mastery Abilities:
Rank 5: +2 insight
Rank 10: +2 insight

Medicine (Intelligence) Lore skill
Emphases: Antidotes, Disease, Herbalism, Nonhuman Medicine, Wound Treatment
This skill is used to cure various aliments and injuries. The most common application is to cure wounds. A medicine kit is needed to use the medicine skill. The contents of a medicine kit allow fifty uses of the medicine skill. A given person can only have his wounds treated once per day.

Emphasis Abilities:
Antidotes: is required to treat poisons. Details can be found under each poison.
Disease: is required to treat disease. Details can be found under each disease
Herbalism: is required so you can forage the materials of a medicine kit in the wilderness by making a Perception/Medicine (Herbalism) roll TN 15. You roll 1k1 for each dose, and each raise grant you 1k0.
Nonhuman medicine: is applied to only one race at a time. You must chose a specific race for each emphasis. It may be chosen multiple times for multiple races
Wound Treatment: Three rounds must be spending tending the wounds during which time neither can move. You roll a Intelligence/Medicine (Wound Treatment) roll vs TN 15. If successful you heal 1 dice of wounds. Each raise increases the amount of dice rolled but not kept. Each Raise uses a additional dose of medicine from the kit.

Mastery Abilities:
Rank 3: You roll an additional die to determine how many wounds you treat. You may treat somebody who has already been treated once today.
Rank 5: You keep an additional die to determine how many wounds you treat.
Rank 7: you roll an additional die to determine how many wounds you treat. You roll an additional die to determine how many wounds you treat or how many doses you forage. You may treat wounds of anyone who has not been treated more than twice in the last hour.
Rank 10: You keep an additional die to determine how many wounds you treat. You may treat wounds of anyone who has not been treated more than twice in the last half hour. You always use only one dose of medicine for each use of this skill.

Meditation (Void)
Emphases: Fasting, Void Recovery, Zanji, Kyoku
Meditation is the skill for relaxing and balancing one’s mind, spirit and body.

Emphasis Abilities:
Fasting: This emphasis allows you to ignore the effects of going without food or sleep. A Void/Meditation (Fasting) vs a TN 10 but increases by 5 every day since you last ate or slept.
Void Recovery: This emphasis allows you to regain void points. A Void/Meditation roll vs TN 20 is needed to gain 2 void points.
Kyoku: (Monk only) Your mastery of your spirit allow you to spend a void point when failing a fear roll or an attempt to resist to a mind-control. You must spend a void point and making a Void/Meditation (Kyoku) roll TN equal to the failed test +10.
Zanji: allow you to have a supernatural awareness of your surroundings. By meditating one hour and making a Void/Meditation (Zanji) TN 15, you earn a free raise for your next perception-related roll.

Mastery Abilities:
Rank 5: You can recover four void points equal to your total from meditation.
Rank 7: You gain two insight. You earn a free raise for zanji.
Rank 10: you can recover all your void points from meditation. You gain an additional free raise for zanji. The TN for fasting is increased by one instead of five by day without eating.

Navigation (Perception) Lore skill
Emphases: Land, Sea, Specific Clan Holdings
This set of lore skills relates to your ability to navigate thru specific areas. The more specific clan holdings are good to navigate you way around a specific city or region.
Emphasis Abilities:
Land: You may use it to speak of Rokugan’s geography.
Sea: Help for the history of shipwrecks and dangerous sea obstacles.
Specific Clan Holdings: The skill is useful for the location and geography of a clan holding, including the Shadowlands.

Mastery Abilities:
Rank 5: + 2 insight
Rank 10: + 2 insight

Performance skills (Awareness)
*Groups multiple skills like Dance, Music, Song, Puppeteer

Mastery Abilities:
Rank 5: +2 insight
Rank 10: +2 insight

Spellcraft (Intelligence) Lore skill (Craft skill for Tsangusuri)
Emphases: Spell Research, Elemental Knowledge, Maho, School Knowledge, Tsangusuri, Tejina, Air, Earth, Fire, Void, Water Knowledge
This skill grants a general knowledge of magic and the rituals that accompany it. Even if you cannot perform magic, you know the names and effects of many different spells. The TN to identify a specific spell is the same as the base TN to cast the spell. You can even indentify a spell as it is being cast.

Emphasis Abilities:
Spell Research: is required to create new spells. The base TN to create a new spell is 10x the spell’s Mastery level and requires a number of months equal to the Mastery Level.
Tsangusuri (Asahina shugenja only): The art of creating small, mostly one use-only, little nemuranai during rituals who took place after astronomical studies.
Tejina (Shiba Tejina, Soshi and Shosuro Shugenja only) : Your mastery of the illusion magic allows you to pierce any illusions you are seeing with a Perception +Spellcraft (Tejina) roll. The TN is equal to the mastery level of the spell x 5 or the insight rank of the caster x 5, whichever is higher. You add your Tejina skills to the TN to pierce your own illusions.

Mastery Abilities:
Rank 1: When casting spells your maximum number of Raises is limited to your Void or by your Spellcraft Rank, whichever is higher.
Rank 5: You gain a Free Raise when casting a spell
Rank 7: You may now apply any apropiate Elemental emphasis to your Spellcraft roll

Storytelling (Awareness) Performance/Social skill
Emphases: Bragging, Oratory, Poetry, Rhetoric
You are talented at spnning tales, though entertainment is more of a concern then accuracy.

Emphasis Abilities:
Bragging: Used wheneer you wish to impress others with someone’s accomplishments. See glory rules for more details
Oratory & Rhetoric: Either of these is used when telling extended tales and refer to the spoken and written word respectively. The TN for an average story is 15. Critics may use Perception/Storytelling with the same emphasis to find holes and flaws in your story.

Mastery Abilities:
Rank 5: +2 insight
Rank 10: +2 insight

Tea Ceremony (Void) Performance skill
The tea ceremony is an ancient and revered tradition, an opportunity for any soul to find harmony in a simple, perfect act. Using this skill requires at least an hour in an undisturbed, quite location and the use of a tea set. A successful Tea Ceremony requires a Void/Tea Ceremony roll vs TN 20. All those involved regain one void point.

Mastery Abilities:
Rank 5: The ceremonies now recover two void points and one unskilled participant is considered to have one rank in the skill.
Rank 7: The ceremonies now recover four void points and three unskilled participants are considered to have one rank in the skill.
Rank 10: The ceremonies now recover all void points and all unskilled participants are considered to have one rank in the skill.

Theology (Intelligence) Lore skill
Emphases: Ancestor Worship, the Fortunes, Shintao
You are an expert in religious matters, and bear a deep understanding of Rokugan’s spiritual side.
Mastery Abilities:
Rank 5: +2 insight
Rank 7: +2 insight
Rank 10: +10 insight

Merchant Skills

Animal Handling (Intelligence)
Emphases: Dog, Falcons, Horses, Big Felines, Other Animal Type
You are knowledgeable in the care and breeding of animals. You may teach a animal a number of tricks.

Emphasis Abilities: You must have the Specific Animal emphasis with an animal to train that kind of animal.

Mastery Abilities:
Rank 3: You can tame a common domesticated animal if you have the appropriate emphasis (dog, falcons, horses, TN 20)
Rank 5: You can teach an animal to attack or a complex trick (TN 25)
Rank 7: You can tame an animal that cannot be normally domesticated (Lions, Bears, Wolves) if you have the appropriate emphasis (TN 40)
Rank 10: You can command any animal you have trained with a subtle body language (requires no speech and no action).

Commerce (Awareness)
Emphases: Appraisal, Mathematics, Merchant
This skill grants you expertise in trade and economics. It is not considered seemly for a samurai to personally indulge in financial matters, but many samurai adopt this skill so that the can oversee their vassals properly. A successful Awareness/Commerce (Merchant) vs Awareness (Appraisal) allows you to sell or buy an item for 5% more or less. Raises can lower or raise the price by an additional 5%.

Mastery Abilities:
Rank 5: You can make an awareness/commerce (Merchant) roll TN 20 to pay/receive 10% less/more koku when buying/selling an item if it is possible.
Rank 7: You can make an awareness/commerce (Merchant) roll TN 20 to pay/receive 20% less/more koku when buying/selling an item if it is possible.
Rank 10: You can make an awareness/commerce (Merchant) roll TN 20 to pay/receive 30% less/more koku when buying/selling an item if it is possible.
NOTE: This is considered a low skill if a samurai is seen conducting trade in public. Exceptions are made for minor transactions such as buying a meal, purchasing a gift or arranging lodging. Also samurai can avoid this honor loss by “coordinating” a transaction then turning the action task of trading merchandise over to a peasant servant.

Craft Skills (Intelligence)
*Groups many skills like Armorsmithing, Bow making, Carpentry, Cobbling, Cooking, Farming, Fishing, Masonry, Mining, Pottery, Shipbuilding, Sailing, Tailoring, and Weaponsmithing
This group of skills allows a character to craft a item. All of these skills must be learned as separate skills. Emphasis can indicate specific styles (either by clan or GM choice). Armorer and Weaponsmith may be learned and practiced by samurai characters as if they were high skills.

Mastery Abilities:
Rank 5: +2 insight
Rank 10: +2 insight

Engineering (Intelligence) Craft skill
Emphases: Architectural Lore, Construction, Siege, Specific Clan Style
Engineering gives you a background in a variety of architectural and construction techniques. This skill can also be used to analyze a building for purposes of destroying it.
Siege: Spending an hour studying a structure and a Perception/Engineering (Siege) roll vs TN 20 will grant a free raise when using any siege weaponry or explosives on that structure.

Mastery Abilities:
Rank 5: You earn a free raise for the use of siege weapons and explosives after studying a structure.
Rank 10: You earn a second free raise for the use of siege weapons and explosives after studying a structure.

Locksmith (Intelligence) craft skill
Emphases: Lock Assembly, Lock Picking
This skill is used for crafting and opening locks.
Lock Assembly: You can make a lock sturdier by raising the TN by 5 for each raise you make. You can also make it trickier; for every three raises you make the lock pick must make a raise to open it.
Lock Picking: To pick a average lock you must make an Intelligence/Locksmith (Lock Picking) roll vs. TN 15. Picking a lock requires one minute.

Mastery Abilities:
Rank 5: You may now pick a lock in 30 seconds.
Rank 7: You may ignore up to one raise that a lock require to be opened.
Rank 10: You may now pick a lock in one round.

Bugei Skills

Athletics (Various)
Emphases: Climbing, Kemari, Running, Swimming
This skill is used for a climbing mountains, running faster or longer, or swimming across a river and many other activities.

Battle (Perception)
Emphases: Battle Lore, Skirmish, Mass Combat, Specific Enemy
You have a keen tactical mind and are adept at devising strategies. This skill is used to direct armies in mass battle an to read terrain for advantages. Battle can also be used to spot ambushes. If you are ambushed you can make a contested Perception/Battle roll vs Agility/Stealth (Ambush) prevents you from suffering the defects of surprise.

Emphasis Abilities:
Battle lore is a Lore Skill about past battles and tactics.

Mastery Abilities:
Rank 5: Once per combat, you can make a Reflexes/Battle roll TN 20 after you or one of your comrade strikes successfully an enemy. If you succeed, roll one die and add it to your initiative.
Rank 7: Reading terrain for advantages now need only one round. The free raise can be given to any allies who studied the terrain with you.
Rank 10: You gain three free raises when reading terrain for advantages.

Weapons Skills (Varies)
THIS IS A SUBGROUP OF THE BUGEI SKILLS. ALL WEAPON SKILLS GET THE FOLLOWING BONUSES IN ADDITION TO THE GENERAL MASTERY LEVEL BONUSES AND THE SPECIFIC SKILL BONUSES!! These skills may also be used with perception to judge the quality of a weapon.

Mastery Abilities
Rank 5: Your wound penalties for attack rolls are reduced by your weapon skill when wielding the weapon.
Rank 10: When using this weapon skill, your 9’s explodes as 10’s.

Chain Weapons (Agility)
Emphases: Kusarigama, Kyoketus-Shogi, Manrikikusari, Chijiriki, Mamuki-Gama

Mastery Abilities:
Rank 5: You gain an additional free raise to disarm or knockdown with a chain weapon.
Rank 7: You roll an extra die on contested strength rolls to entangle with a chain weapon.

Heavy Weapons (Agility)
Emphases: Dai Tsuchi, Masakari, Ono, Tetsubo, Tsuno Blade, Ogre Mass, Troll Gauntlet, Ankus, Pearl Staff

Mastery Abilities:
Rank 5: Your target’s armor or carapace is reduced by one when you use an heavy weapon.
Rank 7: Your target’s armor or carapace is reduced by one when you use an heavy weapon.

Iaijutsu (Reflexes)
Emphasis: Draw, Assessment, Focus, Strike
This is the art of the quick draw, used in Iaijutsu duels. It can also be used in combat to draw a katana without using an action by making a Reflexes/Iaijutsu roll vs TN 20. The last three emphasis are used in the particular instant during an Iaijutsu duel.

Emphasis Abilities:
Draw: used in combat to draw a wakizashi without using an action by making a Reflexes/Iaijutsu roll vs TN 20

Mastery Abilities:
Rank 3: You may focus an additional time in an iaijutsu duel.
Rank 7: You may roll an additional die when focusing in an iaijutsu duel.
Rank 10: You may focus an additional time in an iaijutsu duel.

Jiujutsu (Agility)
Emphases: Atemi, Demon Armor, Tail-Claw, Clan specific styles
This is the art of hand-to-hand combat. This is the weapon skill for unarmed combat. Anyone can used this skill without penalty.
Emphasis Abilities:
Atemi (Monk only): allows you to touch the chakra points, and so to stop bleeding (TN 20) or block the use of void points for one round (attack roll with four raises).
Demon armor (Crab only): allows the use of the demon armor to wound peoples fighting in hand-to-hand with you

Rank 3: Roll 1 more dice for unarmed damage.
Rank 5: Roll 1 more additional dice for unarmed damage.
Rank 10: Keep 1 more dice for unarmed damage.

Kenjutsu (Agility)
Emphases: Katana, Ninja-To, No-Dachi, Wakizashi, Tachi

Mastery Abilities:
Rank 5: You may now spend an additional void point on a single damage roll.

Knives (Agility)
Emphases: Aiguchi, Jitte, Sai, Tanto, Flute-Knife, Spike Dagger, Stylet, Adiva, Plugio, Jambiya, Kukri, Katar

Mastery Abilities:
Rank 5: You suffer no penalties for wielding two knives at once (although you gain no additional attacks).
Rank 7: You earn a free raise when wielding two knives, but only to gain an additional attack.

Kyujutsu (Reflexes)
Emphases: Daikyu, Hankyu, Horse Archery, Yomanri, Yumi, Lezam (Tsuruchi Only), Shigeto-Yumi, Ashi-Kyu, Senpet Bow, Naga Bow

Emphasis Abilities:
Yomanri: This is the Unicorn style of archery of aiming. This uses Agility instead of Reflexes. This can emphasis can be used in conjunction with other emphasis but does not get the bonuses from both.
Horse archery negates penalties from shooting from horseback. You may ignore the +10 penalty to TN from firing from horseback.

Mastery Abilities:
Rank 3: Reduce Range penalties by 5
Rank 5: Reduce Range penalties by 5
Rank 7: Reduce Range penalties by 5
Rank 10: Reduce Range penalties by 5

Ninja Ranged Weapons (Reflexes)
Emphases: Blowgun, Metusbishi, Nageteppo, Shuriken, Tsubute, Toami Jutsu

Mastery Abilities:
Rank 5: Your 10’s now explode on damage rolls for Shuriken and Tsubute. Your blowgun inflicts now 1k1 damage.

Peasant Weapons (Agility)
Emphases: Kama, Kumade, Parangu, Kai, Manji-Sai, Shikomizue, Tankoji, Whip, Shinobi-Shuko/Shinobi Ashiko, Bagh-Nakh

Emphasis Abilities:
Kama: You do not suffer the penalty for wielding two-weapons while using paired kama.

Mastery Abilities:
Rank 5: You inflict 0k1 additional damage with peasant weapons.
Rank 7: You inflict 1k0 additional damage with peasant weapons.

Polearms (Agility)
Emphases: Lance, Mai-Chong, Sang Kauw, Sasumata, Sodegarami, Nunte, Naga Spear

Mastery Abilities:
Rank 3: You inflict 1k0 additional damage against mounted or large opponents when using a polearm.
Rank 5: You inflict 1k0 additional damage against mounted or large opponents when using a polearm.
Rank 7: You no longer suffer a damage penalty against non-mounted or large opponents when using a polearm, but you do not gain the mastery five bonus.

Spears (Agility, or Reflexes for ranged attacks)
Emphases: Bisento, Nagamaki, Nage-Yari, Naginata, Yari, Magari-Yarijutsu, Pincer And Tails, Vajra, Pilum, Ningyo Trident

Mastery Abilities:
Rank 3: You inflict 1k0 additional damage against mounted or large opponents when using a polearm.
Rank 5: you inflict 1k0 additional damage against mounted or large opponents when using a spear.
Rank 7: you no longer suffer a damage penalty against non-mounted or large opponents when using a polearm, but you do not gain the rank 5 bonus.

Staves (Agility)
Emphases: Bo, Jo, Nunchaku, Pipe, Sang Kauw, Tonfa, Machi-Kanshisha, Zokujin Canne, Chrchr

Mastery Abilities:
Rank 5: You no longer suffer a TN penalty against armored opponents when using a staff.
Rank 7: You gain an additional free raise on knockdown when using a staff.

War Fans (Agility)
Emphases: Gunsen, Menhari-Gata, Tessen

Mastery Abilities:
Rank 3: You suffer no penalty to attack when wearing a war fan in your off-hand.
Rank 5: You may add your war fan skill rank to your TN to be hit when wearing a war fan.

Yobanjin Blade (Agility)
This skill is a low skill for non-Unicorn or Ox characters
Emphases: Ox Blade, Yobanjin Ring-Blade, Scimitar

Mastery Abilities:
Rank 5: Add five to your attack rolls to break a weapon locked in the rings of your blade.
Rank 7: You can now lock a weapon that missed you by five more than normal.
Rank 10 : you can now lock a weapon that missed you by 5 more than normal and add 5 to your rolls to break a weapon locked in the rings of your blade (so +10 for both).

Swordsmanship (Agility)
This is a Gaijin skill.
Emphases: Scimitar, Seibore, Cutlass, Maul, Rapier, Falchion, Gladius, Spatha, Yodatai Sword, Tulwar, Ishtyr

Mastery Abilities:
Rank 5: You may now spend an additional void point on a single damage roll.

Ranged Weapons (Reflexes)
This is a Gaijin skill.
Emphases: Sling, Plumbata, Chakram, Throw Stone, White-White-Green Tribe Axe

Mastery Abilities:
Rank 5: You roll an additional damage die.
Rank 7: You increase the maximum range by ten percent.
Rank 10: You keep an additional damage die.

Guns (Perception)
This is a Gaijin skill.
Emphases: Gunpowder Pistol, Gunpowder Shotgun

Mastery Abilities:
Rank 7: The time that taken to reload your gun is reduced by one.

Crossbow (Perception)
This is a Gaijin skill.
Emphases: Heavy Crossbow, Light Crossbow

Mastery Abilities:
Rank 7: The time that taken to reload your crossbow is reduced by one.

Ashalan Weapons (Agility)
Emphases: Khadja, Najya, Scythe

Mastery Abilities:
Rank 5: Can use a spell slot to roll and keep an additional damage die.

NOTE: THIS IS THE END OF THE WEAPON SKILL SUB CATEGORY.

Defense (Agility)
A critical Skill for all those who engage in combat. You add twice your Defense skill to your TNtbH at all times (except against opponents whose presence you are unaware of or while you are in the Full Attack Posture). While in the Full Defense Posture you may make an Agility/Defense roll as described in the Full Defense section of the rules (page 170). The Armored or Unarmored emphasis applies to this roll as appropriate. Anyone may use the Defense Skill unskilled without penalty.

Emphasis Abilities
Armored: You may ignore the +5 penalty from wearing Heavy or Riding Armor for the purposes of Agility/Defense rolls.

Mastery Abilities:
Rank 3: At the beginning of your first Round of a skirmish and after all Initiative changes have occurred, you may declare the Full Defense Posture. This is your Posture Declaration for your Turn.
Rank 7: You may now add twice your Defense Skill Rank to your TNtbH in Full Attack Posture except against opponents whom you are unaware.
Rank 10: You may now perform non-Spell Casting Complex Actions while in Full Defense Posture. Note: The Melee Attack and Range Attack actions are not Complex Actions.

Horsemanship (Agility)
You are skilled at riding a horse. You are also adept at controlling the animal in tense situations such as combat.

Mastery Abilities:
Rank 1: You can fight when mounted.
Rank 3: You may use full defense and full attack when mounted.
Rank 5: Your mount is your TN to be hit if it is higher.
Rank 7: You earn a free raise for melee attack against unmounted opponents.
Rank 10: you may make a move as a simple action when mounted.

Hunting (Various) Lore skill
Emphases: Tracking, Trailblazing, Survival, Wilderness Lore
You are adept at surviving in the wild. You also have general knowledge of flora and fauna.

Emphasis Abilities:
Trailblazing: allows you to found safe passages in the wilderness.
Survival: You can found sources of fresh water and food for a number of human equal to your hunting skill per day.
Wildnerss lore: You have specific knowledge of flora and fauna. You know the behavior of wild creatures, poisonous plants and when dangerous weather is approaching.

Know the School (Intelligence) Lore skill
*Groups all the Know the School skills
This skill is to long for me to type it all out. Its on page 105 of the main book.

Emphasis Abilities:
If you are facing an opponent who has one or more specific schools for which you possess an emphasis your bonuses from this skill are doubled.

Mastery Abilities:
Rank 5: You may indentify schools from rank techniques as well as their skill use.

Sumai (Strength)
This is the art of wrestling.

Yadome-jutsu (Reflexes)
Emphases: Specific Weapon or Martial Art skill
This skill is the art to cut ranged weapons targeting you that are in flight. You must be aware of being targeted, you must not be in full attack posture and you can do it only for one airborne missile targeting you. You roll against a TN equal to the roll of the archer.

Mastery Abilities:
Rank 3: Add your Yadome-jutsu rank to your TN to be hit by ranged attacks during the full defense posture.
Rank 5: You can now roll the skill when you are in full attack posture.
Rank 7: You can now do roll the skill twice per turn.

Low Skills

Anatomy (Intelligence) Lore skill
*This is a Bugei skill for Kuni characters.
Emphases: Autopsy, Diagnosis, Nonhuman Anatomy, Torture
You have a working knowledge of how bodies are put together. This sort of knowledge is generally reserved for eta, for excessive contact with flesh is necessary to truly master this skill.
Emphasis Abilities:
Nonhuman Anatomy: You pick up a different species for each emphasis.
Torture: You can extract information by the use of physical or psychological threats. This is identical to the Investigation Skill’s similar use, except that you can make repeated Skill rolls on the same target until they provide information you want to hear.

Deceit (Awareness) Social skill
Emphases: Intimidation, Lying, Seduction, Obiesaseru
This skill is used to convince others that you speak the truth.
Emphasis Abilities:
Intimidation: Intimidation is used to threaten people. To intimidate someone you make contested Willpower/Deceit (Intimidation) vs Willpower/Deceit (Intimidation) to counter with bravado or Perception/Investigation (Interrogation) if they do not believe your threats. Success means that you can and will carry out said threats and imposes a +10 to a single roll by +10. This can only be done to one target once a week.
Lying: Used to lie to people. You make a conteste Awareness/Deceit (Lying) roll vs. Perception/Investigation (Interrogation). Listners may instead use Intelligence with appropriate lore skill that pertains to the subject of your lie.
Seduction: the art of offering a reward for a task. Seduction does not always involve matters of the fles but offering others what they desire in order to meet your own ends. You can make a contested Awareness/Deciet (Seduction) vs Awareness/Etiquette (Sincerity). The target adds his Honor to each die when resisting Seduction. Success results in the belief that you can and will give them what you offered. While this does not compel them to peform this task, you can get a single free raise that can be spent on a single social skill against the target. Can not be done more then once a week.
Obiesaseru is limited to members of the Imperial families. It is an intimidation attempt based on your status.

Explosives (Intelligence) Craft skill
This is a high skill for Tamori and Agasha when creating Kagaku.
Emphases: Kagaku, Polvora
This skill is to create explosives. They are outlawed in Rokugan and considered as dangerous and as vile as blood magic.
Emphasis Abilities:
Kagaku: the art of making fireworks. Not considered a low skill for this purpose.
Polvora is the Gaijin art of gunpowder, and can create 3k3 smoke bombs. This skill is extremely rare.

Forgery (Intelligence) Craft skill
Emphases: Specific Artisan or Craft skill
You may use this skill to create counterfeit documents, reproduce handwriting or create other handwritten fakes. Anything else requires the appropriate skill and emphasis. To create a forged item you must make a Intelligence/Forgery roll vs 10 + original TN to create the item. (simple letters TN 15, imperial travel papers min TN 25, etc). Seeing thru your forgery is a Perception/Investigation roll vs TN 15. An investigator must be actively searching for forgery to make this roll. You may make raises to increase the TN to pierce by 5.
Emphasis Abilities:
You must possess a skill that allows you to make a particular item before trying to make a forgery of it.

Mastery Abilities:
Rank 3: The TN to pierce your forgery is increased by five
Rank 5: The TN to pierce your forgery is increased again by five
Rank 7: The TN to pierce your forgery is increased again by five
Rank 10: The TN to pierce your forgery is increased again by five

Poison (Intelligence) Craft skill
Emphases: Specific Poison Type
You may use this skill to craft poisons. Brewing poison is both highly dishonorable and highly illegal. Learning this skill is not inherently dishonorable just the use of it to create poisons as many investigators and herbalists study poisons so that antidotes might be more easily be created.

Mastery Abilities:
Rank 3: The TN to resist to poison you create is increased by five. You have a free raise to create antidotes.
Rank 5: The TN to resist to poison you create is increased again by five.
Rank 7: The TN to resist to poison you create is increased again by five. You gain another free raise to create antidotes.
Rank 10: The TN to resist to poison you create is increased again by five.

Shadowland Lore (Intelligence) Lore skill
*This skill is a Bugei skill for members of the Crab.
Emphases: Goblin Lore, Lost Lore, Oni Lore, Shadowland Geography, Tsuno Lore, Bloodspeaker Lore, Ogre Lore, Troll Lore
You know the creature, history and dangers of the Shadowlands. This is a low skill because the shadowlands are not a subject topic for polite discussion. There is no honor loss is learning this skill. The only loss comes from displaying knowledge of this skill when there is not obvious need to do so. The Crab are the exception to this rule.

Sleight of Hand (Agility)
*Performance skill only for Prestidigitation use
Emphases: Conceal, Escape, Pick Pockets, Prestidigitation
You are adept at manipulating objects in misleading ways. There is no honor loss in using this skill for prestidigitation.
Emphasis Abilities:
Conceal & Pick Pocket: This allows concealing objects on your person or lifting them off someone else. Both require an Agility/Sleight of Hand roll opposed the target’s Perception/Investigation. Larger objects require additional raises.
Escape: You may use this skill to escape bonds.
Prestidigitation: Used to manipulate objects in an entertaining way.

Stealth (Agility)
Emphases: Ambush, Shadowing, Sneaking, Spellcasting, Ambush at Sea
The stealth skill grants a mastery of subterfuge and avoidance. This skill does not need emphasis to use its abilities. Too long for me to write. Reference page 107 of main book.

Mastery Abilities:
Rank 5: You may now move one-third of your normal speed while sneaking as a simple action.
Rank 7: You may now ambush to hide a number of ambushers equal to twice your School Rank.
Rank 10: You can now make a normal move when sneaking.

Traps (Intelligence) Craft skill
*Daidoji and Kaiu family members use this low skill as a Bugei skill.
You are skill at creating traps. You can also use this skill to disarm most mechanical traps. Using traps for anything besides defending a clan’s homeland is a honor loss.
Mastery Abilities:
Rank 5: The TN to disarm your traps is increased by five.
Rank 7: The TN to disarm your traps is increased again by five.
Rank 10: The TN to disarm your traps is increased again by five.

Underworld (Intelligence) Lore skill
*This is a bugei skill for Kitsuki and Magistrates.
Emphases: Hisomu, Kuenai
You know your way around Rokugan’s criminal society, including major bandit gangs, smuggling cartels and pirate organizations. You may use this skill to arrange a meeting with criminals, find illegal goods or find out who is in control of a specific region.
Emphasis Abilities:
Hisomu allow you to hide yourself from investigation in a city.
Kuenai is used to gather information within a city.

Kuji Kiri (Void)
(Ninja Only) The skills requires two free hands, and cross gaze with your target that then forces a contested roll of the target’s void against your Void +Kuji Kiri. The target is then blinded for your Void minus your opponent Void (min one). The target cannot attack or move, but can assume the full defense mode or use spells not needing an external target. You can use it only once per hour a selected target. This skill can be used to affect more then one person at a time as long as you can see them but your targets get a +5 to the roll for each additional person being affected.

Rank 4: May affect one additional person for free.
Rank 8: May affect one additional person for free.

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Third Edition Revised Skill List

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