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Introduction

Table of Contents
Character
Abilities 2
Qualities
Genre Concerns
Defeat & Consequences 8
Why Can’t I Play....
Equipment & Daily Life
Weapons 10
Armor 13
The Supernatural World
Mythic Cosmology 16
Interactions with Spirits
Glossary of Terms 17
Bestiary
Creatures 20
Spirits
Demons

For the remainder of this document, when


Blades & Cherry Blossoms referring to the people, I will use the term Japanese,
Version 1.0 but when referring to the country I will use Nihon. If
by Byron D. Molix your group wishes to be more correct, you may
(siroh_amano@yahoo.com) refer to the people as Nihonjin, which is what they
call themselves.

Introduction Acknowledgements
I have to acknowledge Robert J. Schwalb and
The name of this handbook corresponds to the the rest of Green Ronin for creating the game rules
linkage between a warrior class striving for purity, this handbook is based on. I also want to
fulfillment of duty, perceiving the natural order, the acknowledge the unknown artist who created the
complete willingness to kill or die as required at a piece serving as the handbook’s cover art, and
moment’s notice, and the fragile flower that bursts Devon Cady-Lee the artist of the piece on page 23.
into bloom then spectacularly falls from its tree in a
I intend to add a full bestiary section and
beautiful display.
perhaps paraphrase some brief essays on daily life,
There are surprisingly few changes needed to samurai philosophy and the realities of life under
play a game set in Feudal Japan, or more properly the shogunate. This is a free, non-profit document
Nihon, with the A Song of Ice and Fire Roleplaying made for fans by a fan. The words and layout
game rules. I have tried to be as detailed as I can in contained herein are copyrighted (c) 2009 to protect
capturing some flavor from the feudal era, without the spirit of this production without violently
holding the gameplay ransom. violating the rights of the previously acknowledged.

1
Section Name

Character
Character
Because Japanese can be very deferential to
Abilities those who have earned respect, or who are in
honored professions (such as blade smith, priest,
As previously mentioned, no new or changed etc.) such characters should keep track of their
abilities are required to create Feudal Era Japanese original Status, and what they raise it to. Total
characters. Even the class system of Japan is roughly strangers will treat them according to their original
analogous to that of the base game. To help people status in most cases.
pick Status, a Nihon specific table is provided
below.
Qualities
Status Availability of Existing Qualities
Rank Description Remove the following Qualities or chains, as
they have been altered or replaced below:
0 Untouchables (Eta), !Foreigners
Blood of the Andals
1 Lesser Merchant Blood of the First Men
Blood of the Ironmen
2 Peasant, Merchant, Masterless Samurai, Blood of the Rhoyne
Wandering Priest Blood of Valyria
Braavosi Fighter chain
3 Village Leader, Landless Samurai, Brother of the Night's Watch
Minor House Functionary, Shrine Priest Greensight, Knight of the Kingsguard
Skinchanger
4 House Functionary, Member of a
Third Eye
Minor House
Third Eye Opened
5 Landed Samurai, Minor House Tourney Knight
Advisor , Temple Priest, Minor House Water Dancer chain
Heir, Member of a House

6 Minor House Lord, Great House The following Qualities are harder to acquire:
Advisor, Member of a Great House,
House Heir, Leader of a Sect Axe Fighter
Sohei, warrior monks, are one of the few groups
7 House Lord, Great House Heir
that teach this chain, other people with it tend to
develop it on their own through trial and error as it
8 Great House Lord (Daimyo)
is not a typical samurai fighting art.
9 Member of the Imperial Family, Shogun
Master of Ravens
10 *The Emperor (the Mikado) Japanese nobles usually send messengers,
usually on horseback, rather than using animal
* This rank is included for comparison messengers. Clandestine messages could
purposes. PCs cannot play the Emperor. conceivably be transmitted this way, as ninja are
! Foreigners are afforded only as much said to use bird messengers.
deferential status as the Japanese see fit at the
time. All foreigners, regardless of birth or Polyglot & Worldly
position are considered non-persons, albeit non- Feudal Nihon has only one language, and the
persons that it may or may not be advantageous insular Japanese don't travel far beyond their shores
to interact with and humor. as a matter of course. For a person born in Nihon to
have been to China or Korea, or outside of Asia is
highly unlikely.

2
Character
You may add your Fighting rank to all Agility
Shield Mastery tests results. When threatening violence as the
Japanese use shields purely as protection from consequence of an intrigue, you may add a +2
arrows. Most shields are free standing slabs of wood modifier to a Persuasion test.
for archers to seek cover behind on the battlefield,
or small shields used to siege a castle. They don't Fighting Spirit III / Martial
interpose them between themselves and melee
Your battle spirit has become legendary.
strikes, so this Quality is not taught anywhere.
Requires Fighting 6, Fighting Spirit II
Bastard Born You may add your applicable Brawling, Long
Blades, or Short Blades Specialty to your Combat
Bastardy and family ties are important, in a way, Defense.
to the Japanese, but uncertain parentage would be
glossed over. While the character is unlikely to be Flashing Blade Style / Martial
acknowledged as a child of the local samurai or
lord, they would be given a house position, and be You can weave a curtain of steel about you.
expected to fulfill it well. Those who want to take a Requires Fighting 5
flaw related to their bastardy should probably look When armed with a Long Blade or Short Blade,
at Flaw-Wretched (-1D to Status) instead. you perform a series of cuts and maneuvers to
deflect incoming attacks. As a Greater Action,
sacrifice all of your bonus dice and make a single
New Qualities attack against an adjacent opponent. A hit deals
If you are playing in a completely non-magical normal damage. However, for every full 5 points of
game, do not choose Benefits with an asterisk (*) your test result, you also increase your Combat
behind the name. Defense by 1 until you next make a Fighting test.

Devil Master* / Fate Flashing Blade Style II / Martial


You can compel even the most powerful of You slip your blade into openings your foes
yokai to do your bidding, for the threat of leave you.
combat with you is great. Requires Fighting 6, Flashing Blade Style I
Requires Cunning 4, Ghost Master Whenever an opponent armed with a Fighting
When interacting with spirits, you have the weapon attacks you and misses, you may make a
ability to engage them in physical confrontation Free Attack against him. This single attack occurs
with much greater ability. Building on the bonuses after their attack ends, but before a second Lesser
from Ghost Master, all of your attacks deal +2 Action could take place.
damage, and you may grab spirits at close range.
Your attacks ignore AR on manifest spirits. Flashing Blade Style III / Martial
Additionally, this prowess translates into a +1D Your blade becomes a hail of steel too
bonus on all Intrigue tests versus spirits. devastating to ignore.
Requires Flashing Blade Style II
Fighting Spirit I / Martial As a Greater Action, you can sacrifice all of your
Your training has sharpened your senses. bonus dice to add your Agility rank to the damage
Requires Fighting 4 of your strike. This damage adds to the total, after
You may add your Fighting rank to all Awareness accounting for degrees of success. In addition, add
test results and to your passive Awareness result. the Vicious quality to your weapon for this strike.
When threatening violence as the consequence of
an intrigue, you may add a +1 modifier to a Fox-born* / Heritage
Persuasion test. Your ancestry is intertwined with the spirit
world. One of your parents was spirit-touched,
Fighting Spirit II / Martial or a spirit themselves.
Your battle spirit has become amazingly sharp. Before engaging in an Intrigue with a Spirit or
Requires Fighting 5, Fighting Spirit I Demon, your Status counts as one rank higher for

3
Character
the purposes of influencing a target without fully blessed, or mystical nature. The caveat is that you
engaging in an intrigue. In addition, whenever you only retain damage bonuses from weapons that
test Persuasion to secure a Service, you add +2 to remain in your hands, so thrown weapons are
the test results. harmless to spirits, even if thrown by a Spirit Talker.
Finally, you have a Spirit Armor rating one Charm paper, and other tools of the trade of an
higher than normal and do +1 damage to spirits Onmyouji or Priest are not considered weapons and
when facing them in combat. should be liberally described as the character
pursues their craft or conducts combat against spirit
Ghost Master* / Fate beings. Charm paper thrown by a Spirit Talker
Kami must respect your desires and obey your always interacts with spirits and serves as the anchor
commands. for their power.
Requires Will 3 (Dedication 1B), Spirit Talker In the special case of a sealed spirit, it is
The character has gained a potent aura and is impossible to see the spirit, but its voice can be
considered a threat to spirits. heard if near the object or location that binds it. This
You may add your Dedication Specialty to the means that while a powerful ancestor that was
test results of all Intrigues made against spirits. sealed away in a mystic battle could be
When engaging in a physical interaction with a advantageous to free using the Summoner Quality,
spirit, you may use your Cunning Ability instead of there is no way to know it is your ancestor and not a
Fighting or Marksmanship, your Will plus demon simply wishing to regain its freedom and
Dedication is treated as an Armor Rating, and your perhaps take revenge on the humans who
attacks do damage equal to your Knowledge rank. If imprisoned it.
comparing "strength" with a Spirit, you may use Lastly, a Spirit Talker may take spirit companions
your Will (Dedication) instead of Athletics as well as human companions with the Cohort
(Strength). Quality.
If you possess the Knowledge Focus (Occult)
quality, your attacks deal extra damage equal to
Summoner* / Fate
your Education bonus dice. You can awaken the sleeping spirits of physical
objects, tsukumogami, or call spirits, (kami,) or
Spirit Talker* / Fate demons, (yokai,) of all types to audience with
You have the spark necessary to see, hear, and you.
communicate with kami. This is a basic skill of Requires Knowledge 4 (Education 2B), Spirit
Onmyoudou and Shinto religious training. Talker
The character can clearly see spirits and By making a Knowledge test versus the desired
demons, and communicate or interact with them. In spirit type's Passive Will result, you can attract the
general, a spirit talker does not have to nearest spirit of a certain type to your location. This
acknowledge every spirit he sees, as they exist can be as specific as a benevolent gaki of a
everywhere. Rather, when a spirit is causing particular form without a specific name. Names are
problems, or he seeks a favor, he will specifically required to summon a ghost, as a dead person has a
interact with a spirit. With a Will check versus funeral name given to them during the funeral.
Routine Difficulty, the spirit talker can choose to Dead who were never granted proper funeral rights
ignore spirits. This means that he is still aware of must be summoned based on their name in life
their presence, but he no longer sees or hears them which introduces uncertainty for all those who were
clearly. This is normally handled with a Routine not nobility, (or otherwise recognized with a
Success, but if agitated, distracted or otherwise specific name or nickname).
disturbed it is considered a pressure situation. Attracted spirits come at a pace corresponding
When interacting physically with a spirit being, to the Degree of Success achieved, a marginal
you may use your physical abilities, and may gain success results in the spirit wandering in your
damage bonuses from Fighting weapons. Armor and direction at a normal pace, while an Incredible
other sorts of objects have no effect unless of a Success would cause the spirit to move at its

4
Character
greatest possible speed to you. If the summoning is
Sword Drawing Style III / Martial
successful, you know how far away the spirit is, and
can roughly gauge how long it will take to see it You are so fast on the draw that you may draw,
(seconds, minutes, hours, days). strike, and sheath your blade in the time it takes
others to perform an attack.
Tsukumogami have a Will rank equal to the
Requires Fighting 6, Sword Drawing Style II
Cunning of the craftsman who created the object.
You may sacrifice all of your bonus dice to gain
Awakened tsukumogami do not automatically
a Free Attack when drawing your weapon and
return to a sleeping state.
striking in one movement. This Free Attack may be
against the same target as your primary attack, or a
nearby target, but must be made without the benefit
Summoning Sealed Spirits of bonus dice as well. At the end of your action, you
Some spirits are sealed, and to break the seal have the option of sheathing your sword as a Free
and summon the spirit, a Will (Dedication) test Action.
must be made against the Will (Dedication)
passive result of the person who sealed the spirit
to begin with). In this case, no Knowledge test is
required to break the seal, but the object or
location where it is sealed must be present.
Making the Knowledge test gives a rough
direction to the sealed item or location.

Sword Drawing Style I / Martial


You can draw your blade and attack in one fluid
motion, also known as Battoujutsu or Iajutsu.
Requires Fighting 4( Long Blades 2B)
When your sword is sheathed, you may draw it
as a Free Action. Add your Agility rank to the
Fighting test result of your first strike on an
opponent, due to the surprising speed of your blade.
If your first strike on an opponent is part of a
Divided Attack, your Agility rank must be split as
equally as possible against each target, even if one
of the targets was previously attacked by you and
the bonus would not normally apply.

Sword Drawing Style II / Martial


You can draw and attack so quickly that
assailants are cut down before they can strike
you.
Requires Fighting 5, Sword Drawing Style I
When attacked by an opponent with a Fighting
weapon when your own sword is sheathed, you
may as a Greater Action, sacrifice all of your bonus
dice to interrupt that opponent and strike first as a
normal attack. If both you and the opponent possess
this quality you must compare bonus dice from
Quickness to resolve the tie. At the end of your
action, you have the option of sheathing your sword
as a Free Action.

5
Character

6
Character

Genre Considerations
Genre Considerations
continue their activities using this new opportunity.
Defeat & Consequences The case in which this would be considered a
desired option for an opponent who is not a warrior,
Death, Maimed, Ransom, and Unconscious are is when spilling their blood would provide too
the same as in the core rules. Take the Black is much stain on the victor's honor, such as killing the
replaced with Monkly Banishment. There is also a Emperor.
new Consequence: Honorable Death.
Actual versus Perceived Status
Honorable Death Every player character should keep track of
This refers to ritual suicide, known as seppuku where his or her status began in the game. Outside
or harikiri. To succeed at a ritual suicide is to use a of direct promotion by a daimyo, or the shogun,
short blade, commonly your wakizashi for a promotion to a higher advisory position under your
samurai, to stab into your own abdomen, turn the lord or marriage to a higher status husband for
blade and cut across so as to disembowel yourself. female characters, it is difficult for a character to
change their actual status. However, when ones
When performed with a second, this is very
deeds are well known, or one has become known
painful but ends quickly when the second separates
for a holy profession or otherwise given treatment
your character's head from his body. To succeed at
by the highest echelons of society, one has a
ritual suicide, one must make a Will (Courage) test
perceived status increase. Player characters can
versus a Difficulty of Formidable for a warrior, or
choose to increase their status with game master
Hard for a non-warrior. To simply kill oneself in a
approval just like any other Ability.
less agonizing way does not require a Will test.
The difference in actual and perceived status
In certain cases, any form of suicide is
comes about when the character is outside of his or
considered honorable, such as avoiding capture for
her element. A low born sword smith who has
ransom, or maintaining purity in the face of worse
impressed his lord with wisdom and humility could
fates. An opponent may only select Honorable
be as high as Status 5 or 6 in his Lord's court, but
Death for an important adversary who has been
when traveling and separated from members of his
conquered through warfare and captured, or an
House' retinue, he status is much lower. When
opponent who has publicly committed an action
encountering characters who have no particular
that stains their own honor. If you have time or
reason to know who your character is, use your
opportunity, you may select this consequence
actual, lower status. When in your element, your
yourself if you would otherwise be ransomed.
higher, perceived status is used.

Monkly Banishment
In rare instances, your opponent may demand
Why can’t I play....
that you give up life as a warrior, and become a Observant readers may have noticed that there
priest of a local religion. Without spending a destiny are no provisions to play foreign characters, ninja,
point, the only alternative to this consequence is to or spirit beings.
choose Honorable Death. For many, this is a fate
worse than death, as it is sometimes seen as a form Foreigners are not well treated by the Japanese
of cowardice, and releases the character from all during the Pre-Shogunate and Shogunate Eras,
ties of servitude, family and any right of inheritance which this handbook assumes are the time periods
for the character and his heirs. your game is set in. The rare foreign dignitary may
be given a tour, humored, or just treated as a
The character is likewise stripped of status curiosity, but that same foreigner is one very minor
(down to 2) and wealth. Characters who are misunderstanding away from being killed by a
attempting to simply avoid death may choose this random samurai.
consequence disingenuously. These characters are
still stripped of status and wealth, but instead of In some periods, foreigners were ordered to be
seeking a new religious life they seek revenge, or to killed on sight. So the romance of Shogun and the
Last Samurai aside, it wouldn’t be fun to be the red

8
Genre Considerations
headed giant who has to remain quiet during all the tended to be called Name son of Name, and other
intrigue scenes, and is always being harassed. peasants might be Name of Village in Province.
Whether you accept the existence of ninja in Members of an important clan family would
your campaign or not, ninja in a historically also have a family name. This is separate from the
influenced game are not romantic or heroic daimyo’s clan name, and history would be a good
characters. They are given orders, disappear for a guide for choosing these names. Again, obvious
while, and come back with information or reports of placement tends to serve more than poetry. If your
dead enemies. They are effectively plot devices and family was historically the attendant to important
adversaries. imperials, Otomo would be your surname, as it
literally means “great attendant, or companion.”
For every action packed infiltration or fight
scene for a PC ninja, there would be ten boring As this is a game you should stop as soon as you
ones due to the character’s deep cover as a peasant. arrive at a name that rolls off your tongue, since
That said, it’s your campaign, if you go ahead and you’ll be saying it only a bit less than the game
include them as PC archetypes, I suggest the All master. Don’t try to go as far as creating all of the
Ninja option or the Lone Ninja option. use names that a japanese person would have had
in feudal times. That is like arguing at the table
about the correct japanese honorifics for every
Character names important NPC that you come across. You are here
to play a game, so don’t sweat the details you don’t
Your best path to authentic Japanese names is to
know enough about.
find an English to Japanese dictionary, or a true
resource on japanese names. Japanese characters, of
noble birth, have given names and surnames in this Male names
era. Commoners would not have surnames, even
merchants would be named after their brand or
business name. These names may be traditional, but Female names
often a character would have been named after the
first thing his parent saw on the day of his or her
birth. Being named after an environmental feature, Clan names
or omen is common.
Hayabusa(m) means falcon, Midori(f) means the
color green, Umiko(f) means ocean, Ichiro(m) Samurai surnames
means first born son as does Taro(m), Fuuko(f)
means wind, Tetsuro(m) means iron, Natsumi(f)
means summer. If you add RO or TO to the end of a
word it makes it sound like a masculine name. If
you add MI, KA, NA or KO to the end of a word it
makes it sound like a feminine name. As this
practice has resulted in myriad variety, a list of
actual names or a dictionary is the only way to find
especially appropriate names.
Sons may also be named using numeric suffixes,
such a Kenichi or Kentaro, Kenjiro, Kenzo, Kenshiro,
and Kengoro, ken being the word for blade.
Japanese of common birth tend to have
nicknames or to be referred to by their profession.
As the nobles didn’t care to learn any given names
ascribed to many of them. They would instead be
called Farmer, or Woodcutter, or Tailor. Farmers

9
Genre Considerations

10
Genre Considerations

Equipment & Daily Life


Equipment & Daily Life

Weapon Specialty Training Damage Qualities

Blowpipe Blowpipe 1B Agility -2 Close Range, Poisoned, Slow

Bokken Long Blade 0 Athletics Adaptable, Reach 1

Daikyu Bow 1B Agility +2 Long Range, Mounted, Piecing 1, Two-Handed

Gunsen or Tessen Bludgeon 0 Athletics -2 Defensive +1, Off-hand +1, Reach 0

Hankyu Bow 1B Agility -1 Long Range, Two-Handed

Jitte or Sai Short Blade 1B Athletics Defensive +2, Off-hand +1, Reach 0

Jo Bludgeon 0 Athletics -1 Fast, Off-hand +1, Reach 1

Kama Axes 1B Athletics -1 Off-hand +1, Reach 0

Kodachi Long Blade 0 Athletics -1 Reach 1

Konsaibo Bludgeon 0 Athletics +1 Fast, Two-Handed, Reach 2

Kusari Chains 1B Agility -2 Reach 1

Kusarigama (Axe) Axes 1B Athletics -1 Reach 0

Kusarigama (Sickle) Chains 2B Agility Entangling, Reach 3

Manriki-Gusari Chains 1B Agility -1 Entangling, Reach 2

Naginata Pole-Arm 1B Athletics +2 Two-Handed, Reach 2

Nekode Brawling 1B Athletics -2 Off-hand +1, Reach 0

Nunchaku Brawling 2B Agility +1 Fast, Two-handed, Unwieldy, Reach 1

Shuriken Thrown 1B Agility -2 Close Range, Fast

Tetsubo Bludgeon 0 Athletics +2 Bulk 1, Powerful, Shattering 2, Slow, Two-


Handed, Reach 2

Tonfa Brawling 1B Agility Defensive +2, Off-hand +1, Reach 1

associated with warrior monks. Consequently,


Weapons anybody who is not a monk using an axe as a
weapon, particularly as a main weapon, will be
To convert weapon statistics for non-advanced considered a savage.
reach, treat all weapons without Reach of 2 or more A new Fighting specialty for chains and
as not having the Reach quality. Samurai, the blowpipes exists. Lastly, samurai use Daikyu, or
warrior nobility, view axes as tools, although some Yumi, and practice zen archery (aiming is frowned
weapons still use that skill. Someone could upon), while dishonorable types such as bandits and
specialize in their use, but ono are rare and often

12
Equipment & Daily Life
ninja prefer Hankyu. Hunting Bows are sometimes, practice swords made of bamboo are called shinai
though rarely, supplied to foot soldiers in armies and have the same statistics, with one less damage.
and castle guards, which is one of the few legitimate
uses of bows outside of the Daikyu. Daikyu
Warriors view specific weapons as part of their The Daikyu, or Yumi, is a large recurved bow
soul. This is the daishou, a set of katana and favored by samurai archers that is easily as tall if not
wakizashi, presented to a samurai by his family or taller than its adult owner. It is a hunting or war
lord, the Yumi, and the daikyu. To touch one of weapon with a much larger bend along the top part
these weapons without permission is very rude, on of the weapon. Treasured by archers, Daikyu are not
the order of committing adultery or worse. Samurai to be touched by people other than their owners.
treat these weapons with such reverence that a
sword will not be lightly abandoned for a different Gunsen
sword. Theft of a daishou or simply the katana is the The war fan, the gunsen, is a collapsible fan
worst affront that could be visited on the samurai with metal construction instead of wood and fabric.
and retaliation will be immediate, swift and all Some even feature sharpened tips. The fan’s primary
consuming. purpose is to signal orders on a battlefield, but were
sometimes used to fend off blows or strike as a club
Weapons that remain the same from the SIFRP
when necessary. Also called a tessen. Outside of
book and are available are the Battleaxe (Ono),
battle gunsen were primarily used to cool the
Woodsman's Axe (Masakiri), Quarterstaff (Bo), Club
owner, while tessen were more often used as
(Keibo), Fist, Improvised, Knife, Bastard Sword
weapons.
(Katana), Greatsword (Nodachi), Long Sword (Ninja-
To, Tachi), Dagger (Wakizashi), Dirk (Tanto) and the
Hankyu
Spear (Yari)
The Hankyu is a hunting bow, and when used
by peasants and non-samurai that is its only lawful
Weapon Descriptions purpose. That said, bandits and assassins often favor
this bow to the Daikyu primarily because it is easier
Arrows to use, and easier to hide.
Japanese use three types of arrows for war, the
yanagiba, or willow leaf arrow, is the normal type. Jitte
The togariya, or sharp arrow, provides Piercing +1,
Jitte are sword catchers carried by magistrates
as it is designed to punch through armor. The
and detectives, short metal prongs with strong
watakushi, or bowel raker, is barbed to cut up an
angular handguards. Jitte are actually blunt, not
enemy's vitals as much as possible, and has the
sharp, but their usage most closely matches the use
Impale trait and is treated as having Impaled the
of a short blade, or pair of short blades, thus that
target on any hit that deals damage.
Specialty is listed instead of bludgeon. If a character
who carries a staff also picks up the jitte or sai, the
Blowgun Narrator can choose to allow the bludgeon specialty
Blowguns are assassin’s weapons. They are to work with them.
always poisoned, and considered cowardly choices
for a warrior. Even using knock-out poison is Jo
considered a cowardly exploit, so the weapon is
The jo is a baton made of wood, often wielded
included here primarily for NPC adversaries to use.
in pairs. It is used primarily by peasants for self-
defense.
Bokken
The bokken is a practice sword, made of hard Kama
wood. They are used by warriors who desire to duel
The kama is a sickle constructed as a straight or
but do not wish to risk a life-ending injury. That
curved blade, sharpened on the inside attached to a
said, they are not risk free, as a bokken can break
wooden haft. It is a farming implement, but
joints, crush ribs or smash skulls. Less lethal

13
Equipment & Daily Life
assassins and bandits have appropriated it as a wrap around the hand of the wearer to place the
weapon. claws below the palms. The plate is often strapped
to the hands of the wearer, and they provide a +3
Kodachi modifier when used for Atheltics (Climbing) tests.
The kodachi, or short sword, is often the same
length as a wakizashi but with a decent amount of Nunchaku
curve. This sword is short enough that merchants are Nunchaku are pairs of batons attached to each
allowed to wear it for self-defense. other by a length of chain or rope. They were
invented by monks, but adopted by some peasants
Konsaibo as means of self-defense.
The konsaibo is a weighted staff, more obviously
a weapon than the bo, and less massive and Sai
dangerous than a tetsubo. Sai are sword catchers, prongs with double
handguards forming a fork or trident tip shape. Like
Kusari Jitte they can be used with the bludgeon specialty.
The kusari, also called the kusari-fundo, is a
weighted chain, often no longer than 30 inches in Shuriken
total, used as a weapon. This weapon was rumored Shuriken are assassin’s weapons meant to
to be invent for use by guards at the Imperial Palace confound opponents. They come in two varieties:
to prevent bloodshed on hallowed ground when throwing stars and needles. Shuriken are always
defeating attackers. sharpened and often coated with poison. Needle
shuriken have often been used with blowguns.
Kusari-Gama
The kusari-gama is a chain weapon with a Uchiwa
weighted ball on one end, and a kama, or sickle, on Uchiwa are also war fans. They differ from the
the other. Most of these are deliberately gunsen in that they are not collapsible and meant to
manufactured by assassins, as they have no be placed in one’s kimono sash, but are instead
perceivable honorable usage. Because of its large metal plates vaguely resembling clover plants
disparate parts, the kusari-gama may be used from with a handle. They are painted differently on both
strike to strike as an axe or a chain weapon. sides so that they may be used to signal orders.

Manriki-Gusari Tetsubo
A manriki-gusari is a long chain weapon with The tetsubo, or war club, is a large unwieldy
weighted ends. With a length as long as 10 feet, the monstrosity of wood and spiked metal strips.
range of possible opponents is very good. As it can
be used to ensnare, maim or kill an opponent Tonfa
without shedding blood, it is again a weapon Tonfa are batons with handles at right angles
employed primarily in protecting hallowed ground. roughly one third from one end. Designed by
peasants for self-defense, tonfa are originally
Naginata okinawan in origin. They are unmistakably
Naginata are long blades on long wooden hafts, weapons, but often overlooked by samurai as a
resembling a katana with a three and a half foot necessary flaunting of the spirit of the law.
haft. Used exclusively by the samurai class, the
naginata is popular with female bushi. Weapon Grades
Nekode All samurai weapons are of great quality when
compared to those available to peasants, but only
Nekode are climbing claws employed by thieves
the katana, the wakizashi, and the daikyu are likely
and assassins, but these devices were sometimes
to be made by artisan craftsmen and have Superior
employed as weapons by the desperate. They
or Extraordinary weapon grades. Peasant crafts can
resemble plates with claws on the underside that

14
Equipment & Daily Life
create Common Grade weapons, but aside from
Partial Armor
rich merchants, samurai and conscripted troops, it is
unlikely anybody would have them. Most peasant Partial Armor is the standard image of samurai
weapons, most of which are hastily created from armor, consisting of a breastplate, helm, shoulder
farming implements, are Poor Grade weapons. If a and hip guards, fore-arm and lower-leg guards. It is
weapon is constructed entirely or primarily out of worn only by samurai, particularly those who favor
wood, then Common and even Superior Grade freedom of movement in a large battle.
weapons are more available to non-samurai and
merchants. Full Armor
Full Armor is the full battle armor set, including
Lastly, it is completely illegal for any non-
a metal face mask and intricate layers of plate that
samurai to own certain weapons, particularly the
must be laboriously tied into position. It is worn
daishou (katana and wakizashi). A rich commoner
most often by generals and lords, but any samurai
may have a tachi, or even a naginata, but he would
with the means can wear it into battle. Outside of a
be killed if found handling an unsheathed katana
battlefield situation, no one would wear this armor
unless he were a bladesmith.
as it would be impractical. More than any other suit
of armor, this one must be sized to fit its wearer.
Armor
Japanese battle armor, or Yoroi, is made of Armor AR Penalty Bulk Weight
lacquered layered plates of leather or metal.
Ashigaru, footmen, often wear breastplates with Light Breastplate 3 -2 1 25 lbs.
shoulder guards, helmets, and occasionally lower-
leg armor or fore-arm armor. Samurai can wear Heavy Breastplate 4 -2 2 30 lbs.
anything from this to full yoroi including a helmet
with a metal face mask. Shields are used to avoid Partial Armor 6 -3 2 45 lbs.
missile fire, particularly when sieging a castle, but
Full Armor 9 -4 3 60 lbs.
not for melee combat. This means that Large Shields
are available, but they have the AR of wood.
Stationary shields with similar size to Tower Shields
can be found on a battlefield serving as free
standing cover. Neither type would see much use in
an adventuring party.
Besides Battle Armor, Clothing, Robes, Soft
Leather, and Hide armor exist in the setting as well.
As a special note, Leather and Hide are not worn by
anyone but the lowest classes, as to wear animal
flesh pollutes the wearer in the shinto religion. The
following entries are specific to Nihon.

Light Breastplate
This suit of armor is little more than a
breastplate and a helm. It is worn by the poorest
outfitted ashigaru, foot soldiers.

Heavy Breastplate
This suit of armor is the full breastplate with
shoulder guards, helmet and lower leg guards. It is
worn by well outfitted foot soldiers and samurai
who prefer their mobility over protection.

15
Equipment & Daily Life

16
Section Name

The Supernatural World


The Supernatural World
Spirits that do not care for humans may modify
Mythic Cosmology their starting Disposition by -1 or -2 steps. As kami
often do not have the Persuasion or Deceit abilities,
The supernatural world of Nihon is one they substitute Will instead. Consequently, nature
combining a reverent respect for the spiritual and a spirits are often quite honorable, not having the
constant battle between taint and purity. There are capacity to deceive. Demons are often nothing but
spirits, or kami, in every piece of the landscape and deceptive, but there are honorable demons.
in every object. Dead people become kami, and Knowing your target is a great help in determining
improperly revered kami become monsters. Thus, the true success of a potential intrigue or combat.
families go to great lengths to honor their ancestors. Achieving success in a simple intrigue is usually
It is sufficiently complex in terms of beliefs that enough to coerce a neutral spirit to leave an area,
it is simplest to model the world as follows: the stop pestering people or provide useful information.
world of mythic feudal Nihon is an animist one, A standard intrigue is required to placate an angry
with the leaders of the Empire being descended or vengeful spirit. Benevolent spirits are often
from the kami of the sun, known as Amaterasu. placated for long periods of time, while malicious
Those descendants are the primary priests in the ones often return to cause trouble within a few
country, and the lords and common folk do their months or following the first insult they perceive to
best to follow a path of maintaining purity, or their person afterwards.
undergoing purification rites in order to follow this Because of their place in the celestial order it is
divine will. often required to use a standard intrigue to attempt
Least Kami are the spirits that inhabit objects, to compel a yokai or Great Kami.
small areas such as hearths, and ancestor spirits in Attempting to perform a Sealed result via a
gentle repose. Least Kami cannot manifest without standard Intrigue is possible, but requires an
being summoned by a human, but they can still objective of Service, and the Intimidate technique.
affect the world in accordance with their Athletics Sealing a spirit is not something that endears one to
ability or powers. them, but sometimes is a necessary act. In this case,
Lesser Kami are the common spirits that inhabit the spirit is so cowed that it meekly submits to the
the world, they make up the majority of
encountered monsters and include unquiet dead
(gaki or hannya), kami of groves, and haunted Defeating Spirits and Demons
castles.
The consequences for defeating a spirit are
Lesser Yokai are powerful monsters, technically slightly different than for defeating a human.
demons, they are often perversions of natural Death is replaced with Destruction, Ransom is
creatures. This includes powerful monsters such as replaced with Sealed, Unconscious can last for
fox spirits (kitsune), kappa, and goblins (tengu). days or weeks instead of hours, and even spirits
Greater Yokai are the most powerful demons, can be Maimed if the opponent is lucky or
creatures that only heroes can defeat and often lose strong enough.
their lives in the process of accomplishing the deed. In terms of effects, destruction is total
Great kami are the most powerful spirits in dissolution of the being, yet certain powerful
existence, holding the status of gods. Spirits of the spirits and demons may come back, or be
Mountain, a large Lake, and dragons are examples brought back by other spirits or humans.
of greater kami. Sealed is a condition of imprisonment, in
which the spirit can sense what is going on
Interactions with Spirits around it, even see the events of the world, but
can not affect anything, and may only speak to
Any character with the Spirit Talker Quality may
other spirits or Spirit Talkers. Only powerful
initiate intrigues to attempt to coerce or placate
spirits can free a Sealed spirit, and few would
spirits, but without other Qualities he holds no
bother.
respect in their eyes and is just a curiosity.

18
The Supernatural World
sealing ritual which causes it to be locked inside a It provides a bonus equal to the Dedication
vessel (for least or lesser kami), or a locked location specialty of the one who blesses it, although
(for anything greater). The sealing object or location anybody can make the physical charm itself. This
must have an empty space prior to sealing and be bonus applies only to the narrow focus of the charm
closable. Great Kami can choose to hide themselves and adds its rating to the result of one roll once per
inside objects, but cannot be sealed within them. game day.
This is the manner in which the Onmyouji A PC can choose to save the bonus until a later
commands the supernatural, spirits do his bidding time, but typically an NPC, especially a peasant,
through hidden negotiations. When he does battle benefits from a charm as soon as the conditions are
with spirits, his spirit aura is his weapon. Feel free to right.
describe heightened natural phenomena, or even
colored auras and magic while the Onmyouji does Blessed Artifacts
his work, but mundane humans often don’t see non- Any priest can bless an object, turning it into a
manifest spirits or magical effects unless the spiritual artifact. The ritual is one taught to all miko,
confrontation is high level. kannushi, and bonze, and the ritual can be used on
numerous items at once. It takes an hour and
Simple Acts of Mysticism requires the priest to succeed at a Routine (9)
Knowledge test. After the ritual, the object remains
Simple acts of mysticism occur throughout
blessed for a number of weeks dependent upon its
Nihon, and have the same effect whether you are
playing a supernatural game or not. The effects of
anything besides spirit talking and direct combat
with spirits is effective because of the faith of the Grade Weeks of Duration
blessed.
Poor 1
Blessings
Common 2
Priests may bless a person. In the shinto faith
this involves actually purifying the target of base
Superior 4
impurity through invocation of the kami. In the
buddhist faith it entails a simple blessing, but some
Extraordinary Permanent, see below
of the energy, luck, karma, what have you, of the
priest transfers to the target.
Regardless of the religion of the holy man craftsmanship, plus one week per degree of success
involved, the blessing confers a +1B bonus to the of the priest's result above marginal. This imbues the
first Difficult or harder task a character attempts per object with an aura of spiritual power, and in game
day. This blessing lasts until a roll made with the terms allows the object to interact directly with
blessing is failed. It takes no game mechanical effort perceived spirits. The devout can sense the power of
to produce this effect. blessed artifacts, and blessed food seems more
wholesome, blessed sake more potent, etc.
Charms
Charms are often created and then blessed to Mystic Artifacts
provide benefits to individuals. Charms are very A craftsman who creates an Extraordinary grade
specific, such as luck in love, or glory in battle. A item has created a mystic artifact. Over time any
charm, which is often obtained in the form of an exceptionally well-made items may take on
elaborate paper trinket, takes some effort, but additional benefits and powers as the spirit of the
requires no game mechanics to make. The priest or item itself is awakened. Even a poorly made item
bonze should hold the charm and concentrate for a that is used for legendary deeds can awaken, but in
few minutes. Only one type of charm may be general assume all Superior items become
created at once, but the priest can bless several at Extraordinary through usage by heroes, and all
the same time.

19
The Supernatural World
Extraordinary items become even more special and
unique. Glossary of Terms
Each item should have its own story and unique Kannushi
capabilities that separate it from merely
Extraordinary items of the same type. A mystic Kannushi, or god master, is the term for a shinto
lantern might shine a light towards the bearer's priest while Miko is the term for a priestess. In
desired destination, while a mystic statue might heal addition to serving as a medium between the kami
all who touch its forehead. and the people, kannushi maintain shrines, and lead
worship rites for the kami they commune with.
Predictions and Omens
Mahou
Onmyouji often make predictions using stellar
charts, seasonal information and observing Literally magic, is the practice of twisting kami
phenomena. Kannushi or miko will instead query a into hurtful creatures for the purpose of fulfilling the
spirit, but the result is the same. When a prediction practitioner’s wishes. In terms of effects it focuses on
is desired, the character makes a single Knowledge curses and summoning.
(Research) check if analyzing the world, or a single
Persuasion (Bargain) check if invoking a spirit. The
Mahoutsukai
former requires Knowledge Focus (Magic), and the Practitioner of Mahou. A mahoutsukai has the
latter requires Spirit Talker. connotations of being a witch.
After achieving a Great or better success, the Onmyoudou
onmyouji or kannushi may make 4 statements of
general or minor importance in regards to future Mystical Cosmology combining natural science
events. With a Great success, one of the predictions with animist philosophy. In terms of effects it
is true. With an Incredible success, two of them are focuses on exorcism and divination.
true. With an Astonishing success, three of them are
true. The Game Master secretly decides which of
Onmyuouji
these statements will occur and which will not. Practitioner of Onmyoudou. Has the
connotations of being a sage or wizard.
The process for correctly interpreting omens is
the same mechanically, but instead the Game Osho
Master decides how much truth to impart to the
predictionist or spirit talker based upon their degree Osho is the term for a revered zen buddhist
of success. monk. Like all buddhists, japanese monks are
concerned with finding enlightenment through
Example: Hayabusa is attempting a series of meditation and philosophy. Their asceticism and
predictions for his lord. He states that The spring mysticism provides a doorway to becoming an
will be an auspicious time to enter into marriage exorcist.
negotiations with a neighboring daimyo in his clan,
that the night of the new moon will be particularly Shugenja
good fortune for his mother, there will be a skirmish A follower of the shugendou faith, which arose
with a neighboring clan which will lead to war, and around 7th century melding aspects of buddhism,
that he should not trust the man who defeats the shinto and taoism. Shugenja raise their spiritual
mountain ogre that has been terrorizing his power through rough pilgrimages and personal
peasants. He rolls and achieves an Incredible experience. Those who succeed can function as
success. The Game Master then decides which 2 of exorcists.
these predictions is true and which two are not.

20
The Supernatural World

Bestiary
Bestiary
All yokai and great kami can manifest
Bestiary: Creatures and themselves without help, although yokai tend to
manifest themselves only near their home territory,
while lesser kami can only manifest themselves at
Spirits night without help. Least kami may only manifest
themselves with the aid of a spirit talker. Spirits that
There are many natural beasts in Nihon. The ones are not manifest are immaterial, invisible, and
most likely to be encountered in an adventure as a inaudible. Powerful spirits, such as yokai, can
help-mate, a target, or a threat are listed below. become partially visible when attempting
intimidation or using their powers without
Bear (Higuma) manifesting. Spirits suffer a -4D penalty to affect the
Bears are fairly common animals living in the mundane world when not manifest.
mountains and forests of Nihon. A manifest spirit can return to being immaterial
Deer (Shika) at any time as a lesser action. To change states
under duress requires the spirt to succeed at a
Deer are common animals living throughout the
Routine Will (Dedication) test. This roll is penalized
wilderness. They are also domesticated as beasts of
by any appropriate distractions. If it takes no further
burden.
actions in combat after becoming immaterial, only a
Horse (Uma) spirit-talker can detect its presence, effectively
ending the combat. Usually, only a spirit that is
Horses and ponies are animals that have been
consumed with hatred for the living will remain
part of japanese history and culture for millennia. As
manifest long enough to lose a pitched battle.
soon as the people arrived and set up an empire,
there were horses.
Fox Spirit
Oxen (Ushi) (Kitsune) - Lesser Yokai
Snake (Hebi) Fox spirits are mischievous and sometimes
Snakes are not terribly common, and any large malevolent beings that love to see humans fail at
snakes are considered monsters, but they certainly their attempted achievements. When well treated,
exist. fox spirits may treat a group of people as a kami
would, protecting them from outsiders, and
Wolf (O-kami)
occasionally giving advice. When challenged they
Wolves are present in Nihon, but in the most attempt to humiliate their challengers. Fox spirits
civilized areas have been hunted extensively. also tend to fall in love with holy men or women
above reproach, and when they are found out
Manifest spirits brutally murder them out of embarrassment fueled
rage.
Manifest spirits have the equivalent of flesh and
blood. They can easily affect the physical world, be Agility 5 (Dodge 2B)
plainly seen with the naked eye and heard with the Awareness 4
ear, and may be slain with a mundane weapon. Cunning 4
However, any creature killed in such a manner has Deception 5 (Act 2B)
the potential to return as they are not Destroyed, but Persuasion 4 (Charm 2B)
merely rendered Unconscious. If a blessed or mystic Stealth 3 (Blend In 2B)
weapon is used, or the opponent is a spirit talker, Will 4
then a Destroyed result is possible. If a particular Combat Defense 11 • Armor Rating 0 • Armor
form of spirit being has a weakness or is known to Penalty 0
be killable via a secret method, then even non-spirit Health 6 • Movement 8 yards
talkers may destroy them if all the appropriate steps Claw 2D : 1 Damage : Powerful
are taken. Illusion: Kitsune can weave illusions, primarily
centered around themselves, but the most powerful
can shroud an entire village or disparate areas in

22
Bestiary
false imagery. To see through these illusions requires Deception 3
a Formidable (12) Awareness test. Characters who Fighting 3 (Brawling 1B)
fail the initial test may only test again if they are Combat Defense 7 • Armor Rating 0 • Armor
convinced by someone else that it isn't real via a Penalty 0
Simple Intrigue, or whose circumstance requires Health 9 • Movement 4 yards
them to check disbelief again (such as after Fist 3D+1B : 2 Damage : Grab, Off-hand +1
receiving a Wound from an illusory source). Even Long Claws 3D+1B : 4 Damage : Powerful
making this check only clues the viewer into the Aura of Death: Yurei emit an aura of otherness
fact that something isn't right in a big way, it does associated with the grave. It is capable of spooking
not dispel the imagery. A Superior or better success living creatures in the area. Living creatures within
allows the victim to see the reality underneath the 10 yards of the yurei must succeed on a Challenging
illusion, although ghostly images of the illusion (9) Will test or take -1D on all tests during the
remain. remainder of the encounter. Those who roll a
Critical Failure must flee each round until they
Characters who believe an illusion can take
succeed on another Will save. If attempting to draw
damage from it, whether it be leaping flames,
in a victim, a ghost will dampen this aura so that
attacking animals, or falling into a ditch.
only those succeeding at a Formidable (12)
Unconsciousness is the worst consequence that can
Awareness test can sense something is wrong. Those
befall a victim of illusory damage. Seeing through
who succeed the Awareness test do not have to test
the illusion does not remove damage previously
versus fear unless confronted by the yurei.
received from it. However, characters who cannot
see the truth underneath an illusion can easily fall
Ghoul
into a real ditch or fire pit. Powerful kitsune can
produce real effects as well as illusions. (Jikininki) - Lesser Yokai
Shape Change: Kitsune can shapeshift into myriad Ghouls are lesser monsters created from the
convincing forms to fool victims. Kitsune can restless spirits of warriors, or at least those who died
become any form they choose that is not a specific horrifically on the battlefield. Often visible only at
person, and they tend to assume slim angular forms night, they tend to manifest in mist covered fields
as well, but this is not a requirement. Whatever and turn their hateful eyes and flashing blades on
convincing form the creature takes, its appearance those who discover them. Ghouls have horrifying
is flawless. The demon must make a Deception (Act) features, barely resembling their human forms.
test versus the character's passive Awareness. Unless destroyed ghouls will haunt the field where
they died for eternty.
Ghost Agility 2 (Quickness 1B)
(Yurei) - Lesser Kami Athletics 4 (Run 2B)
Endurance 3
Ghosts appear in common variations owing to
Fighting 4 (Long Blades 2B)
the circumstance of their demise. Those who died of
Persuasion 3 (Intimidate 1B)
starvation are called Gaki, or hungry ghosts,
Will 3
terrorize the living for morsels of food. Jikiniki, or
Combat Defense 6 • Armor Rating 4 (Heavy
ghouls, are wandering spirits that cluster on
Breastplate) • Armor Penalty -2
battlefields taking victims where they can. If their
Health 9 • Movement 5 yards
bones are not found and given even a token burial,
Fist 4D : 1 Damage : Grab, Off-hand +1
they return to plague the area further. The Hannya,
Katana 4D+2B : 5 Damage : Adaptable
or Hag, is the ghost of a scorned woman, often one
who committed suicide for a false love. A
considerable amount of yokai are yurei.
Additionally, neglected ancestors can become gaki
if food offerings are stopped altogether.
Athletics 5
Endurance 3

23
Bestiary
Poison Bite: Goblin-Spiders that get a Great or
Goblin better success with their bite have injected a potent
(Obake) - Lesser Yokai poison into the victim's body. Virulence: 6, Toxicity:
Goblins are ugly creatures, with hunched over 3, Frequency: 1/ minute, Diagnosis: Challenging (9)
posture that leads many to consider them short. - On a successful test, the poison imposes -1D to
However, their frames are roughly human sized, Athletics, with an additional -1D for every degree
and any goblin is a threat because of the vicious above. If the character ever has more penalty dice
teeth and claws they possess. Goblins are often than ranks of Endurance, he is paralyzed. It also
hidden in forest glades, mountain caves, and other deals one wound for every degree above the target’s
out of the way places, and while they can be passive total on each test. Recovery - The penalty
encountered in groups are most likely to be fades 2 hours after the poison is first applied and the
encountered alone. wounds heal normally.

Agility 3 (Acrobatics 1B) Hag


Athletics 4
(Hannya) - Lesser Kami
Awareness 2 (Notice 2B)
Deception 3 The hag is a demon born from the festering,
Fighting 3 (Brawling 2B) smoldering hatred of a dead woman. This is usually
Stealth 2 (Sneak 1B) a woman who was abused, murdered, or mistreated
Survival 2 (Track 2B) and died not only with a purpose unfulfilled but
Combat Defense 9 • Armor Rating 3 (Thick Skin) • sheer hatred on her lips. A hag often pretends to be
Armor Penalty 0 a hapless woman, going so far as to disguise its
Health 6 • Movement 4 yards hideous features beneath an illusion, and lies in
Bite 3D+2 - 4 Damage wait for a human to appear. It then works its way
Claw 3D+2 : 3 Damage : Off-hand +1 inside that person's guard, transforms back into itself
Fist 3D+2 : 1 Damage : Grab, Off-hand +1 and murders them as soon as they are alone. Hags
are cunning creatures and are not above poisoning
Goblin-Spider their prey, to facilitate the murder or simply to thin
(Jikumo) - Lesser Yokai out numbers so she may assault a master without
The goblin-spider is a huge spider monster, the interference of retainers.
easily four or five feet in length. Despite their Athletics 3 (Strength 2B)
unusual size, goblin-spiders also have spiky Deception 3 (Bluff 1B)
carapaces and their mandibles drip poison as they Fighting 4 (Brawling 1B)
work themselves into a killing frenzy. Because of Will 3
their size, goblin-spiders do not necessarily have the Combat Defense 7 • Armor Rating 2 • Armor
ability to climb all sheer surfaces, but they are Penalty 0
strong enough to leap a decent distance and are still Health 6 • Movement 4 yards
excellent climbers. In some legends goblin-spiders Claw 4D+1B : 2 Damage : Grab, Off-hand +1
can speak, and these are the most dangerous of the Frightening Appearance: Hags are so ugly in their
breed, as they do not act mindlessly, but rather natural form that they gain a +2D for intimidation
methodically and with an insidious will. purposes, and the first time a character sees the hag
Agility 4 as she really is, he must make a Challenging (9)
Athletics 3 (Climb 2B) Willpower (Courage) test or be frozen with fear.
Awareness 3 (Notice 1B) Shapeshift: Hags can effortlessly choose to look as
Cunning 1 they did in life, assuming a fully normal human
Endurance 2 (Resilience 2B) appearance. They can affect a creepy half-dead
Fighting 3 appearance as well, which gives them +1D to
Combat Defense 10 • Armor Rating 3 (Hard Shell) intimidate their prey.
• Armor Penalty 0
Health 6 • Movement 6 yards Mountain Goblin
Bite 3D : 3 Damage : Powerful (Tengu) - Greater Yokai

24
Bestiary
Tengu are potent spirits that have unnaturally that the night stalking beast's capabilities do not
long noses and comically exaggerated features in change. These creatures are associated with
their natural form. They are often classified as misfortune and projecting nightmares.
demons because they are highly magical. Tengu
Agility 3
have great balance, and great power, being able to
Athletics 4 (Strength 3B)
land on structures that should not bear their weight,
Awareness 4 (Notice 4B)
and being able to summon storms over time from
Endurance 3
clear skies, and possessing supernatural strength
Fighting 3 (Brawling 3B)
and endurance. Tengu are often considered wise as
Stealth 3 (Sneak 2B)
well, and many travel with the customary ringed
Will 4
staff of a bonze. However, Tengu tend to persecute
Combat Defense 11 • Armor Rating 2 • Armor
monks and priests, rather than engage in discourse
Penalty 0
with them. As such they carry these staves as either
Health 9 • Movement 8 yards, Fly 6 yards
a visible mockery of monks, or as weapons. Given
Bite 3D+3B : 4 Damage : Powerful
that they have the strength to destroy a tree with a
Claw 3D+3B : 3 Damage
single blow from their staff, it is a formidable
Aura of Misfortune: If the Night Stalking Beast stays
weapon indeed.
near a structure overnight, the owner of that
Agility 5 (Quickness 3B) structure will have horrible nightmares, preventing
Athletics 5 (Strength 4B) them from attaining restful sleep, as if they stayed
Awareness 3 (Notice 3B) up instead. Affected characters begin to take injuries
Deception 4 and then wounds instead if the beast continues to
Endurance 4 haunt them.
Fighting 5 (Bludgeons 5B)
Shape Change: A night stalking beast can appear to
Will 6
be almost anything, but its capabilities do not
Combat Defense 13 • Armor Rating 2 • Armor
change. The demon must make a Deception
Penalty 0
(Disguise) test versus the character's passive
Health 12 • Movement 4 yards, Fly 6 yards
Awareness to fool a character with its disguise.
Staff 5D+5B : 5 Damage : Fast, Two-handed
Shape Change: Tengu can choose to appear as any Object Spirit
species of bird, as a human (usually a monk), or as a
winged, bird-headed humanoid hybrid. Their (Tsukumogami) - Lesser Yokai
capabilities are not different in any form. Object Spirits, or awakened objects are usually
Summon Storm: Tengu can create storms by flying discarded items that have gained enough anger at
in a particular manner for an extended time. The being abandoned to wake up and take action in the
storm impairs visibility and slows travel. A guideline world. In other words, their inner spirit becomes
is that each hour a character is in the storm they active. In terms of dangers, object spirits move of
must make a Routine (6) Endurance test. Each their own accord, and may perform poltergeist type
failure results in an injury or a level of fatigue, activities. They often seek to frightened humans as
player's choice. revenge for their fate, but rarely are they truly
murderous.
Night Stalking Beast Because they are so average, all of their Abilities
(Nue) - Lesser Yokai are 2, which means a Combat Defense of 6 and a
Health of 6, if they are engaged in physical combat.
Night Stalking Beast are potent mountain spirits,
Object Spirits that cease to manifest are not
and like most spirits have the ability to appear as
particularly safe, as the object itself houses the
something other than themselves to mortals. The
existence of the spirit. If the underlying object is
natural form of the night stalking beast resembles a
destroyed the spirit ceases to be.
large pale tiger, with dark stripes, the head of a
monkey and a snake for a tail. They can fly in any
appearance, so whether as a human, a dark cloud,
or a more common animal it is important to note

25
Bestiary
Will 3
Ogre Combat Defense 10 • Armor Rating 0 • Armor
(Oni) - Greater Yokai Penalty 0
Oni are large humanoids, often with fanged Health 6 • Movement 4 yards
teeth, and horns. Their hair is usually wild and Fist 4D : 1 Damage : Grab, Off-hand +1
unkempt and their skin coloration is often black, Shape Change: Obakemono can shapeshift into
red, blue, green or some other non-human shade. convincing forms to fool victims. Weak obakemono
Specific oni may take up residence in a mountain can assume only one or two forms, while powerful
cave, under a bridge, or in some other out of the demons have an unlimited repertoire to work with
way place. Groups of oni are rare, but so are oni and can easily assume the form of a victim's loved
operating under the authority of other yokai or ones. Whatever convincing form the creature takes,
kami. its appearance is nearly flawless. The demon must
make a Deception (Act) test versus the character's
Agility 4 (Quickness 2B) passive Awareness. Most yokai don't have the
Athletics 6 (Strength 5B) patience to study a particular human for longer than
Awareness 4 (Notice 1B) a few hours to learn how to impersonate them, thus
Deception 3 positive modifiers are often unnecessary for this test.
Endurance 4 (Resilience 1B)
Fighting 6 (Bludgeons 2B) Snow Woman
Will 5
(Yuki-Onna) - Lesser Kami
Combat Defense 14 • Armor Rating 2 • Armor
Penalty 0 A snow woman is a spirit created when a
Health 12 • Movement 4 yards woman passes away in the frigid cold. She is often
Maul 6D+2B : 7 Damage : Bulk 1, Shattering 1, returned to a wandering existence where she seeks
Slow, Staggering, Two-Handed* to lure victims to a similar fate. Snow womwn are
Claw 6D : 5 Damage : Grab, Off-hand +1 extremely beautiful, and tend to be pale. They often
Ferocious: Oni have the ability to take Injuries from appear wearing white, or light colored clothing as
damage in combat. they do not stand out strongly against the snowy
backgrounds they haunt. In the presence of a snow
* Oni are strong enough to wield a maul one-
woman, the temperature drops, and those who
handed with only a -1D penalty.
fraternize with one find their fingers beginning to
Shapeshifting Demon freeze soon enough.

(Obakemono) - Lesser Yokai Aura of Cold: A snow woman generates a field of


cold on her own. In the frigid climes she is likely to
Shapeshifting Demons, known as Obakemono, be found in, this heightens the danger of any
or hengeyokai, are creatures that have grown Endurance tests against extreme cold by requiring
dissatisfied with a mundane existence, and through rolls every 10 minutes, rather than every hour.
great desire have learned the art of transformation.
This ability to transform gives them greater Spider-Queen
locomotion, and a capacity for great mischief.
(Kumo-Onna) - Greater Yokai
Obakemono often walk on two legs, even when not
pretending to be human. Examples of obakemono Goblin-Spiders pay homage to rulers, and these
include Bakeneko (devil cat), Tannuki (raccoon rulers, known as Spider-Queens, are truly massive
dogs), and Kenku (bird-men). The most well known monstrosities. They are more dangerous than their
and most powerful are Kitsune and Tengu. minions because their poison is more toxic, and
they have the ability to throw webs onto enemies or
Agility 4 (Balance 2B, Quickness 1B)
target to immobilize them. Perhaps the most
Athletics 3
frightening thing is their appearance, a demonic
Awareness 3 (Notice 1B)
woman’s torso attached to the body of a truly
Deception 4 (Act 2B)
gigantic spider, easily 10 feet long.
Fighting 4 (One Specialty 2B)
Knowledge 3 Agility 4 (Quickness 2B)

26
Bestiary
Athletics 4 (Climb 2B, Strength 2B) Combat Defense 8 • Armor Rating 0 • Armor
Awareness 4 (Notice 2B) Penalty 0
Endurance 5 (Resilience 2B) Health 6 • Movement 4 yards
Fighting 4 Fist 4D : 1 Damage : Grab, Off-hand +1
Will 5
Water Demon
Combat Defense 12 • Armor Rating 5 (Thick-Shell)
• Armor Penalty 0 (Kappa) - Lesser Yokai
Bite 4D : 2 Damage : Powerful Kappa are water demons that make their homes
Claw 4D : 1 Damage in ponds, swamps, and under bridges. They are
Poison Spray: Spider-Queens can expel a stream of known to be expert bone setters, and can easily
poison at will that affects a small area. Targeted serve as a doctor if a local doctor is too far away.
characters must succeed at a Challenging (9) Agility The trick is convincing the demon to help. They are
(Dodge) test or be subject to the poison’s effects. often proud and demand sacrifices of cucumbers to
Virulence: 6, Toxicity: 3, Frequency: 1/ minute, be left for them in baskets near their domain, or
Diagnosis: Challenging (9) - On a successful test, given for services rendered. They are also
the poison imposes -1D to Athletics, with an competitive and may demand a wrestling or
additional -1D for every degree above. If the unarmed fighting contest.
character ever has more penalty dice than ranks of
Endurance, he dies. It also deals one wound for All of a Kappa's unnatural strength comes from
every degree above the target’s passive total on each it's bowl shaped head being filled with water. They
test. Recovery - The penalty fades by one die per are easy to scare or best in combat without the top
day after the poison has run its course and the of their head being moist, but they are extremely
wounds heal normally. conscious of this fact and it is impossible to tip the
water out of their bowl without physically
Web casting: A Spider-Queen can throw webs at overpowering them. However, considering
targets which must succeed at Challenging (9) themselves the soul of politeness, a Kappa often will
Agility (Dodge) tests or be entangled. Escaping is an return a bow in greeting, forgetting the consequence
Formidable (12) Athletics (Strength) test, or another and causing the water to spill from their heads.
character may use a greater action using a blade to
free you. Once entangled the character is A Kappa without a moist head has -2D to all
considered pinned and therefore helpless. actions which is cumulative with any other penalties
they may suffer.
Tree Spirit Athletics 4 (Strength 3B)
(Kodama) - Least Kami Awareness 4 (Notice 2B)
Endurance 5
Tree Spirits are an example of a standard kami.
Fighting 4 (Brawling 2B)
They do not manifest without help unless enraged,
Healing 5
and they can affect the world for a skilled spirit
Knowledge 2 (Education 2B)
talker or provide local information. Tree Spirits in
Persuasion 4 (Intimidate 2B)
general arise or arrive in favored old trees, and
Combat Defense 10 • Armor Rating 0 • Armor
resemble diminutive humanoids with large heads
Penalty 0
and eyes. Priests often put ceremonial markers on
Health 15 • Movement 4 yards
such trees to warn woodcutters not to chop them
Fist 4D : 1 Damage : Grab, Off-hand +1
down. Enraged tree spirits don't gain much in terms
of Abilities, but their malicious actions continue
until dealt with by a spirit talker. Tree Spirits often
band together, and when one is enraged, an entire
group of them may gather and share in the anger. As
they often act with a single purpose, they are often
summoned by spirit talkers to act together.
Athletics 4 (Strength 2B)
Will 2 (Coordinate 2B)

27

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