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Human: Hanzo, Hideyoshi, Hosokawa. Elf: Takeda, Soji, Takasugi.

Dwarf: Yasuke, Oda, Jack. Halfling: Araki, Mori, Miyamoto.

The Way
Justice
BODY: Old, Muscular, Scarred When you act in the name of justice, mark
XP.
EYES: Grey, One Eye, Bold
Max (8+Consitution) Current Courage
HAIR: Shaved, Cut off Ponytail, Long. When you place yourself in real, mortal
danger for the sake of another, mark XP.
SKIN: Tattooed, Smooth, Weathered
Duty
When you set aside your own goals to help
your party, mark XP.

Fill in at least one with the name of a companion, or


write your own.

__________________ has the true spirit of


Bushido at heart.

My master has called for __________________’s


head.

I owe __________________ a great debt, that I


may never repay.

Sworn
The Way of the Blade You are sworn to a master. In return for
When you use your skills in the service of another, pick one from below. your service, you may ask one favor of
 For the Honor – When you Defend or Aid, you may spend 1XP to treat a Miss as a 10. them per session.
 For the Battle – You always deal damage on a Hack and Slash.
 For the Money – Set your price before you give your services, you will be paid, somehow. Dishonored
 For Duty – Gain +1 to Defy Danger when you act to save another. You are marked as one who has abandoned
Only one of these can be active at any one time, and stop after you have completed your task or their ideals. Gain +1 forward when dueling
abandoned it. in a ‘fair fight’.

Honorable Blood Symbols of State Ronin


When you challenge a worthy, intelligent You own something that marks you as a
THE SAMURAI

You are a wanderer, bound to no path or


opponent to a fair duel, roll +CHA. *On a 10+, Samurai, choose one from the list below man. You do not need leverage to parlay
choose 2. *On a 7-9, choose 1: with lesser authority figures.
A brilliant blade (+1 Piercing)
 You set the time
 You set the place Ostentatious armor (+1 Armor)
 You set the victory terms A horse
 You set the weapon
A large family crest (Leverage for When you die, speak an oath to your blade. It will
Parley with relevant authority figures) complete that oath, one way or another.
Choose one of these two to start with:

Shogi
Hirelings will always start with at least 2 Loyalty to you, and will accept training as payment for
their services

Always Learning
When you duel another player to train, roll +DEX. *On a 10+, you both hold 1 *On a 7-9, either you
or they hold 1, you decide. During battle, you may spend this on one of the following;
 Both of you deal damage at the same time to the same foe after a Hack and Slash
 Lend the other up to 5HP
 When Aiding, whoever you aid gains +1 armor till you stop
Family Blade Ancestral Aid
You have earned the right to wield your When you speak the name of an ancestor
family’s weapon. Take The Fighter’s into your blade and ask for a boon, roll
Max Load (8+STR) Current
Signature Weapon move. +WIS. *On a 10+, the spirit of your
You carry something. ancestor appears and grants you a boon, as
Simple Food (4 uses, ration) Mounted Archer best it can. *On a 7-9, it appears but can
When you fire a bow from your mount, roll only speak to you or give you advice.
Traveling Gear (5 uses, 1 weight) +DEX. *On a 10+, you may deal an extra 1d6
A letter of invitation (1 uses) damage or move to an advantageous position The Art
in addition to dealing damage. *On a 7-9, When you create a work of art, choose a
Choose your weapon: choose 1: theme below and ask your GM how long it
Katana (Precise, Close, 2 weight) will take, then roll +CHA. *On a 10+, you
 You weren’t paying attention, and have
have the materials to create it. *On a 7-9,
Odachi (Forceful, Reach, 3 weight) ridden to a bad spot
you need something special, your GM will
 You drop something, and now its back
Wakizashi and Tanto (Hand, Thrown, 1 tell you what.
there
weight)  You collide with a foe – deal 1d6 damage  Battle – Grants you +1 Damage to your
Choose your defenses: but you fall from your horse next attack
 Compassion – Grants you +1 to Parlay
Heavy Armor (Clumsy, +1 Armor, 3 weight)
Way of the Shadow the next time you speak

THE SAMURAI
Light Robes (1 weight) When you act with dishonor, tricking a foe  Temperance – Can be burned to
during battle, roll +DEX. *On a 10+, inflict a restore your HP
Choose one:
debilitation of your choice. *On a 7-9, your
Yumi and a few arrows (2 ammo, Far, 2 trick succeeds, but at the cost of an allies Honed Training
weight) trust, either lose a bond or -1 loyalty to a Take the starting move you didn’t take.
hireling
Trap bag (3 uses, 1 weight)
Blade Catch
Warrior Code When you are caught without a weapon
When it relates to combat or battle, you may and about to be attacked, roll +DEX. *On
Discern Realities with STR. a 10+, you grasp the enemies weapon as it
comes down, breaking it in two. *On a 7-9,
Ninja Tools you still grasp the enemies weapon, they’re
You have trained in the ninja arts, and when not letting go.
you have some time to prepare, you may
build 1 of the following: High Samurai
As long as you own your armor, it loses its
 2 Bombs (Near, Forceful)
clumsy tag.
 Caltrops (2 uses)
 Flash bomb (Near, Stun)

Iaido Greater Ninja Skills


When you draw your weapon swiftly, roll Requires: Ninja Tools
+DEX. *On a 10+, deal damage +1d6, and you Take any move from the Thief playbook
begin battle ready to fight. *On a 7-9, deal
damage, but your foe has a repose ready.
Ancestral Onslaught
Requires: Ancestral Aid
Deadly Iaido When you speak your familial name into
Requires: Iaido
your blade, roll +WIS. *On a 10+, your
When you draw your weapon swiftly, setting blade strikes with a horde of undead. Your
all sense of self aside, roll +DEX. *On a 10+, attacks gain the following tags for a short
you kill your foe. *On a 7-9, you take time; Ignores Armor, Forceful, Magic. *On
damage, and end up disarmed. a 7-9, still add the tags, but your ancestors
demand a sacrifice – offer something.
Clash of Weapons
When you cross blades with a worthy foe, Lifelong Student
roll +DEX. *On a 10+, you disarm your Replaces: Always Learning
opponent. *On a 7-9, you may still disarm
When you duel another player to train,
them, but you’ll take damage if you do.
you now get 2 Hold, and add the following
 +1 to any Defy Danger as long as
Battle Calm you’re both involved somehow
When battle rages around you and you take
a moment to breath, roll +WIS. *On a 10+,
choose 2. *On a 7-9, choose 1:
The Art of War
You have become a world renowned
 You know exactly where to strike to end master in one of the great art forms. Select
this quickly one from the list below.
 You know what attack is coming next
 You regain your composure, recover 1d6 Tea (You may ask the GM any question
HP about someone who drinks your tea)
Calligraphy (You may write a
A Stone in the River recollection of any one event, without
When you take more than half your health in any lies or untruths clouding it)
damage in a single battle, roll +STR. *On a
10+, you let the pain wash over you, and bring Origami (Your folded sculpture is alive
you peace. Gain +2 to your next roll and gain for an hour and counts as a village
1 armor until the fight is over. *On a 7-9, you level hireling)
still gain the above, but pick either DEX or Poetry (Your poem gives you an
STR to become debilitated after the fight. insight into a coming battle. Ask the
GM one simple question about it, and
they will answer as best they can)

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