| Rank 1
|| You gain a Free Raise on all Spell Casting Rolls for spells of the element which you chose as your Affinity.
| Rank 2
||Embrace the Elements
|| You gain an additional Affinity in any one Element for which you
already possess an Affinity. You gain a Deficiency in all other Elements. For example, if you are a Rank 1 Isawa Shugenja with an Affinity for Fire, when you advance to this Technique, you will be a Rank 2 shugenja capable of casting Mastery Level 4 Fire spells, but only Mastery Level 1 spells of all other Elements.
| Rank 3
||Eye of the Inquisitor
|| You are considered one Rank higher in your original Shugenja School for the purposes of casting spells. Nonshugenja Inquisitors instead gain one Kiho, for which you must meet all prerequisites. During a skirmish you may use a Complex Action to prepare a disruption of enemy magic. At any point later in the same skirmish when an opponent is casting a spell, you may as a Free Action force him to make two additional Raises on his spell-casting roll. These additional Raises have no effect other than to raise the TN of the roll. Once this is done, you must take another Complex Action if you wish to ready another disruption.
|Chosen by the Oracles: Fire
|| You must select one Ring when you take this Advantage. You gain a bonus of +1k1 to the total of all Ring Rolls using that Ring.
|| +6 pts
|| Whenever you would be forced to make an Unskilled Roll when using a Lore Skill, you instead are considered to have 1 rank in that Skill.
|| +3 pts
|Sacred Weapon: Inquisitor’s Strike
|| 3k2 wakizashi, counts as Jade
|| +5 pts
|| Those who are honored with Isawa’s guidance gain +1k1 on all Spellcraft (Spell
Research) rolls and learn 1 additional spell each time they gain a Shugenja School Rank.
| +12 pts
|| You must show all due deference and respect to your ancestor, and do your best to live up to his (or her) expectations. If you fail to do so, your ancestor’s disapproval will bring bad fortune upon you: so long as your ancestor remains angry, once per session one of your die rolls (chosen by the GM) will suffer a –1k1 penalty.
|| -3 pts
|Cursed by the Realm: Toshigoku
|| At the sight of a wounded opponent, you are overcome with bloodlust and must succeed at a Willpower Trait Roll (TN 15) or immediately attack the wounded party.
|| -6 pts
|| Select one of your School Skills. Every time you use this Skill, you must declare one Raise that confers no benefit.
|| -4 pts
|| There is some activity in which you are hopelessly compelled to partake. It is a ritual that is so ingrained in your behavior that it requires a feat of will to forsake it, even in dire circumstances. This may be something illicit and addictive, such as sake or gambling, or it may be as innocuous as visiting every major temple you pass. The basic Disadvantage requires a Willpower Trait Roll of TN 15 to overcome.
|| -2 pts