The basic elements of the beta rulebook, plus FFG's edits, plus Beta tester's comments, all went to make up the final product. But not everything was carried through - particularly NPCs, for some reason. On the off chance it's useful to your games, here's a basic run-down of the stuff you might be missing or which was removed, that you might want to consider adding back in as house rules.
Prepared Invocations (throwing potions does overlap Kaito Sacred Arrows)
Potions
Alchemists such as the Agasha are renowned for sealing the gifts of the kami within admixtures of various sacred ingredients.
Preparation Check: Medicine
Additional Requirements: A blessed glass container, 1 bu worth of alchemical supplies.
Activation: A character can drink a potion as an action to activate it, in which case it affects the imbiber. Alternately, a character can throw a potion at a target character or area as an action (a Martial Arts [Ranged] check with TN equal to the number of range bands between the character and the target, to a minimum of 1). If the character succeeds, the invocation activates at the chosen target or point
Skirmish Actions (as it's from the first iteration of the beta movement is too fast but the concept is interesting)
Charge
Description: You focus on moving a long distance in order to gain distance from or close distance to your foes beyond the usual slight repositioning that occurs in battle.
Activation: As a Movement action, you may make a TN 2 Fitness check to move extra range bands.
Effects: If you succeed, you may move one range band, plus one additional range band per bonus success (to a maximum of 6).
New Opportunities
**: If you succeed, after moving, you may choose a target in range of one of your readied melee weapons. That target suffers physical damage equal to the base damage of the weapon.
NPCs
Bandit Lord (Adversary)
While most bandits end their career when they grow too old (or too wise) for its risks or they are finally served justice, some reach a venerable age while still pursuing their criminal endeavors. The oldest bandit in a group is not always the most dangerous, but reaching a certain age often is a good indicator of a degree of experience, cleverness, and sheer will to survive among criminals.
E4 W4 A2 F3 V1
End 14 Com 10 F6 V4
Conflict Rank: Combat 4, Intrigue 3
Skills: Martial 3, Scholar 1, Social 2
Advantages: Good Liar (Air) [Social; Interpersonal], Fast Draw (Air) [Martial; Physical]
Disadvantages: Arrogance (Fire) [Social; Interpersonal, Mental]
Demeanor: Assertive (Earth +2, Water –2)
Honor: 05 Glory: 15 Status: 01
Abilities:
"… Get Them" (As an action, a bandit lord may have up to two bandits or experienced bandits immediately move 1 range band and perform a Strike action. They count as having skilled assistance (see page 15) on this check.)
Age and Cunning (When performing an Attack action check, a bandit lord may spend * in the following way:
*: One character at range 0–2 suffers the Disoriented or Dazed condition.)
Gear (equipped): Katana(Range 1, Damage 4, Deadliness 5/7, Ceremonial, Razor-edged) or yari (Range 2, Damage 5, Deadliness 3, Wargear) or tetsubō (Range 1, Damage 8, Deadliness 3, Cumbersome, Durable, Wargear), yumi (Range 2–5, Damage 5, Deadliness 3), ashigaru armor (Physical 3, Wargear), sake jug (full), a pouch containing a handful of bu.
Warrior Monk (Adversary)
Monastic orders are fairly common throughout Rokugan, especially in the lands of the Dragon and Phoenix Clans. Although these individuals dedicate themselves to many different religious faiths and philosophical doctrines, they are consistent in their renunciation of worldly affairs and search for greater truth within the universe and themselves. Some monks train in the arts of battle to unify their bodies and minds, and even wield powerful kihō, unlocking their inner energy to shape the universe around them.
E4 W2 A3 F2 V3
End 10 Com 12 F4 V3
Conflict Rank: Combat 4, Intrigue 3
Skills: Martial 3, Scholar 2, Social 2, Artisan 1
Advantages: Hardened Physique (Earth) [Martial; Physical], Inner Peace (Void) [Social; Mental, Spiritual]
Disadvantages: Brutally Honest (Earth) [Social; Interpersonal]
Demeanor: Detached (Void –2, Fire +1, Earth +1)
Honor: 55 Glory: 45 Status: 25
Abilities: Practiced Ritualist (Once per game session, a warrior monk may perform any one ritual technique).
Earthen Fist
Activation: As an Attack action, a warrior monk may activate this kihō. The warrior monk makes a TN 3 Martial Arts [Unarmed] (Earth) check to deliver an unarmed strike targeting one character at range 0–1.
Immediate Effect: If the warrior monk succeeds, they deal 4 physical damage to the target, and the target must resist with a TN 3 Fitness (Air 2, Water 4) check or suffer the Prone condition.
Kihō Effect: While this kihō is active, treat the base damage of the warrior monk’s unarmed profile as being increased by 4, or 8 if the target is Prone.
The Great Silence
Activation: As a Scheme and Support action, the warrior monk may activate this kihō. The warrior monk makes a TN 3 Command (Air) check to create an area of silence around them.
Immediate Effects: If the warrior monk succeeds, characters at range 0–4 produce no noise and cannot hear. Invocations and mahō cannot be performed in this area, for even the kami cannot hear the shugenja’s call. This effect persists until the beginning of the warrior monk’s next turn.
Kihō Effect: While this kihō is active, increase the TN of any Scheme action checks targeting the warrior monk by 3.
Gear (equipped): Monk’s robes (Physical 1, Supernatural 3), walking staff (Range 1–2, Damage 6, Deadliness 2, Mundane).
Shadowlands Goblin Chieftain (Adversary)
Goblin chieftains usually rule their wretched kin through cunning and occasional bouts of unexpected brutality. They claim the best spoils for themselves, and thus have modestly better weapons than their minions
E3 W2 A2 F3 V1
End 7 Com 8 F4 V3
Conflict Rank: Combat 3, Intrigue 2
Skills: Martial 2, Social 1
Advantages: Sneaky (Air) [Martial, Trade; Physical], Desperate Strength (Fire) [Martial; Physical]
Disadvantages: Cowardice (Earth) [Martial; Mental]
Demeanor: Assertive (Earth +2, Water –2)
Abilities: Silhouette (1)
Shadowlands Creature (Weapons with the Sacred quality ignore this creature’s resistances.)
Gear (equipped): Spiky club (Range 0–1, Damage 5, Deadliness 3, Mundane), scavenged ashigaru armor (Physical 3, Wargear, Damaged).
Shadowlands Goblin Shaman (Adversary)
The mystics from the goblin clans of the Shadowlands have mastered strange spellcraft that often has grotesque, terrifying effects. From strange balms and concoctions that sputter sulfurously to the horrific tactic of igniting their own allies with dark incantations that they might fight more savagely before their inevitable end, these evil creatures wield a variety deadly magics.
E2 W2 A2 F3 V2
End 8 Com 108 F5 V2
Conflict Rank: Combat 4, Intrigue 2
Skills: Martial 1, Scholar 2
Advantages: Sneaky (Air) [Martial, Trade; Physical], Whispers of Fu Leng (Void) [Scholar; Spiritual]
Disadvantages: Cowardice (Earth) [Martial; Mental]
Demeanor: Cowardly (Fire –2, Earth +2)
Abilities: Silhouette (1)
Shadowlands Creature (Weapons with the Sacred quality ignore this creature’s resistances.)
Anointment of Filth (At the start of a skirmish, a Shadowlands goblin shaman anoints up to five other goblins, smearing wicked sigils upon them with the befouling muck of the Shadowlands. Each of these goblins gains the Enraged condition, and their weapons gain the Unholy quality. This effect persists until the end of the scene.)
Boiling Tar
Activation: As an Attack action, a Shadowlands goblin shaman may make a TN 2 Theology (Fire) check targeting one anointed goblin (or the corpse of such a creature).
Effect: If the shaman succeeds, the muck daubed upon the target ignites violently. Each character at range 0–2 of the target must resist with a TN 3 Fitness (Water 1, Air 5) check or suffer supernatural damage with the Unholy quality equal to their shortfall.
Gear (equipped): Staff (Range 1–2, Damage 6, Deadliness 2, Mundane), goblin shaman robes (Physical 1, Supernatural 3, Damaged).
Twisted Troll (Adversary)
While the Trolls once had a society within what has since become the Shadowlands, the fall of Fu Leng consumed them, all but destroying their culture and transforming the survivors into terrifying abominations bent to the will of the forsaken Kami.
E3 W2 A1 F4 V1
End 16 Com 6 F4 V1
Conflict Rank: Combat 7, Intrigue 1
Skills: Martial 2, Trade 1
Advantages: Massive Stature (Earth) [Martial; Physical], Bestial Ferocity (Fire) [Martial; Mental]
Disadvantages: Gullible (Air) [Social; Mental]
Demeanor: Savage (Air –2, Fire +2)
Abilities: Silhouette (3)
Enrage (Each time a troll suffers 1 or more fatigue, it suffers 1 strife.)
Sustaining Fury (A troll cannot suffer the Incapacitated or Unconscious condition while it has the Enraged condition.)
Shadowlands Creature (Weapons with the Sacred quality ignore this creature’s resistances.)
Gear (equipped): Crushing claws (Range 0–2, Damage 6, Deadliness 4, Natural), scraps of armor and scaly hide (Physical 4).
Lost Samurai (Adversary)
The Shadowlands are a place within the world, but even those who escape the Shadowlands’ physical confines sometimes remain lost in this realm of darkness as it spreads into their mind. "The Lost," as they are called, are living humans who have been fully suffused with the power of the Shadowlands. Like the other denizens of that realm, they are bound to the power of Fu Leng and serve the fallen Kami’s dark designs.
E3 W3 A3 F2 V2
End 9 Com 11 F6 V4
Conflict Rank: Combat 4, Intrigue 2
Skills: Martial 3, Social 1, Trade 2
Advantages: Unholy Vigor (Earth) [Martial; Physical, Spiritual], Strength of the Possessed (Void) [Martial; Mental, Spiritual]
Disadvantages: Shadowlands Taint (Air) [Social; Interpersonal, Spiritual]
Demeanor: Assertive (Earth +2, Water –2)
Honor: 29 Glory: 40 Status: 0
Abilities: Shadowlands Creature (Weapons with the Sacred quality ignore this creature’s resistances.)
Unholy Bloodthirst (When performing a Martial Arts [Melee] or Martial Arts [Ranged] check against an enemy with no wounds, if the Lost samurai succeeds, increase their bonus successes by 3.)
Gear (equipped): Daishō (katana [Range 1, Damage 4, Deadliness 5/7, Ceremonial, Razor-Edged] and wakizashi [Range 0–1, Damage 4, Deadliness 5/7, Ceremonial, Razor-Edged]), worn robes (Physical 1, Damaged, Mundane), sake jug (empty), straw hat, a pouch containing a handful of koku, bu, and zeni.
Dark Moto (Adversary)
In the years since their return, the Unicorn Clan has suffered no folly greater than that of the Moto family, whose warriors rode into the Shadowlands to crush its evil under their hooves. This catastrophic venture crippled the Moto family and created the so-called "Dark Moto"—a legion of lost samurai atop unholy steeds, who now hunger only for the annihilation of Rokugan.
E3 W3 A4 F2 V2
End 10 Com 9 F5 V2
Conflict Rank: Combat 4, Intrigue 2
Skills: Martial 3, Trade 2, Survival 4
Advantages: Unholy Vigor (Earth) [Martial; Physical, Spiritual], Precise Aim (Air) [Martial; Physical]
Disadvantages: Shadowlands Taint (Air) [Social; Interpersonal, Spiritual]
Demeanor: Assertive (Earth +2, Water –2)
Honor: 29 Glory: 50 Status: 10
Abilities: Hellish Rider (After the Dark Moto performs an Attack action while mounted, each character at range 0–2 of the target must resist with a TN 3 Meditation (Earth 1, Water 5) check or suffer the Disoriented condition.)
Gear (equipped): Daishō (katana [Range 1, Damage 4, Deadliness 5/7, Ceremonial, Razor-edged] and wakizashi [Range 0–1, Damage 4, Deadliness 5/7, Ceremonial, Razor-edged]), yari (Range 2, Damage 5, Deadliness 3, Wargear) or naginata (Range 2, Damage 6, Deadliness 6, Cumbersome, Wargear), yumi (Range 2–5, Damage 5, Deadliness 3), knife (Range 0, Damage 2, Deadliness 4, Concealable, Mundane, Razor-Edged), centuries-old lacquered armor (Physical 4, Damaged).
Onikage Mount
The Dark Moto is mounted on an unholy steed. If a profile is needed for this creature, it is a Unicorn Warhorse with the Shadowlands Creature ability and the Withering Breath ability, which allows the Dark Moto to spend * as follows when performing an Attack action:
** : Each character at range 0–2 of the target suffers 3 supernatural damage. If Disoriented, that character suffers 6 supernatural damage instead. Characters with the Shadowlands Creature ability ignore this effect.
Kazanagan no Oni (Adversary) - Essentially a 'fire oni', this guy is the oni from the 'mass battles' artwork of an assault on the wall
A powerful and devious creature, Kazanagan no Oni has plagued the Crab several times over the centuries. During its last appearance, however, it was defeated by a samurai named Hida Kayo, who swore that he and his descendants would always stand in its way. Now that the last of them—also named Hida Kayo—has been murdered, Kazanagan no Oni is ready to return to the mortal realm. Its spiritual power allows it to reach through the borders between Spirit Realms and communicate with the minds of heavily Tainted creatures, which it recruits to its cause through promises of carnage and power. Unique among oni, it can be summoned without a ritual if enough blood is spilled upon the battlefield. Its goal is simple: to enter Rokugan and bring down every single structure humankind has ever built. Kazanagan no Oni is as strong as a volcano’s eruption, able to kill a mortal with only a few blows and hurl fiery rocks torn from its own body. Its skin is black and gravelly, with orange-hot veins tracing lines between chunks of muscle. Despite having no mouth, it can make itself heard by anyone near it, its voice echoing as a low rumble in their ears.
E4 W3 A3 F6 V3
End 24 Com 10 F6 V3
Conflict Rank: Combat 5, Intrigue 3
Skills: Martial 4, Trade 1, Scholar 2, Social 1
Advantages: Massive Stature (Earth) [Martial; Physical]
Disadvantages: Consumed by Rage (Fire) [Social; Mental]
Demeanor: Furious (Air –2, Earth +2)
Honor: 00 Glory: 10 Status: 00
Abilities: Shadowlands Creature (Weapons with the Sacred quality ignore this creature’s resistances.)
Gear (equipped): Molten fists (Martial Arts [Unarmed]; Range 0–2; Damage 6; Deadliness 4), scraps of armor and demonic hide (Physical 5, Supernatural 3).
Molten Flesh
Fire *+: When performing an Attack action, Kazanagan no Oni may spend * to cause one target at range 0–1 per * spent this way to suffer the Burning condition (see page 170).
Volcanic Boulder
Activation: As an Attack and Movement action, Kazanagan no Oni hurls partially molten rocks it tears from its own flesh. Each character at range 1–3 must resist with a TN 4 Fitness (Air 2, Water 4) check or suffer physical damage equal to 4 plus their shortfall.
Fire for Blood
After Kazanagan no Oni suffers a critical strike, fiery molten rock spills from its veins. Each character at range 0–1 suffers the Dazed condition and must resist with a TN 3 Fitness (Air 5, Water 1) check or suffer supernatural damage equal to the severity of the critical strike.