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45
Usagi Yojimbo 兎用心棒
“Step by step, walk the thousand-mile road.”
-- Miyamoto Musashi, The Book of Five Rings

Sanguine Productions Limited in association with Stan Sakai presents:

Usagi Yojimbo
兎用心棒
Based on Characters and Setting Created by: Stan Sakai
Written by: Jason Holmgren, Pieter van Hiel
Game Design by: Jason Holmgren
Additional Material by: Edwin Wendell Dean III, Kevin Frane, Amanda Geyer, Fred Stanton, Van
Pigtain
Illustrated by: Stan Sakai
Additional Illustrations by: Jason Holmgren (p. 148-149, 162-165, 188, 190-194, 196),
Ken Singshow (p. 148-149), Conrad Wong (p. 185)
Cartography by: Jason Holmgren, Van Pigtain
Play-Tested by: Our Fearless Adventurers (Denson Conn, Van Pigtain, Amy Stoneburner, James
Stoneburner, Steve Villing, L.H. White), Ariel Cember, Anthony Charlesworth, Chris Danford,
Rosemary Grey, Justin Heisler, Joe Jungers, Sean McLane, Arlene Medder, Jeremy Simpson,
Diana Wray
Edited by: Van “The Greatest of Weasels” Pigtain, Diana Wray
Produced by: Ted Wadsworth
Directed by: Jason Holmgren
Special Thanks to: Ken Carriglitto, Cary Grazzini, Chuan Lin, Lauran Parise, Lisa Stanger, Diana
Schutz, Erin van Hiel, all the folks on the Usagi Yojimbo mailing lists, and especially to Stan Sakai

Usagi Yojimbo, including all prominent characters featured in the stories and the distinctive
likenesses thereof are trademarks of and ©2005 Stan Sakai. Usagi Yojimbo is a registered trademark
of Stan Sakai. All game rules and supplemental material are ©2005 Sanguine Productions Limited.
Names, characters, places, and incidents featured in this publication either are the product of the
authors’ imagination or are used fictitiously. Any resemblance to actual persons (living or dead),
events, institutions, or locales, without satiric content, is coincidental. No animals,
anthropomorphic or otherwise, were harmed during the making of this game.

Sanguine Productions Limited


株式会社サングイン・プロダクションズ
2692 Madison Road #279
Rookwood Pavilion, Suite N1
Cincinnati, OH 45208
United States of America
Telephone and Facsimile +1 312 803 1961
http://www.sanguine.com

Dedication
to Anna Mae Wadsworth

1
Usagi Yojimbo
Contents
Introduction............. 3 Grit Gifts ...........................76 Miniatures...................... 118
Might Gifts........................76 Example of Combat........ 119
History ...................... 5
Quickness Gifts .................77 Recovery................ 123
Background ............ 10 Advanced Gifts .................78 Rest Periods.................... 123
Government .....................11
Skills ....................... 83 Recovering from
兎用心棒

Law and Order..................11


Marks and Dice.................84 Exhaustion............... 123
Social Classes ....................12
Including Career Traits.....84 Healing Injury ................ 123
Religion and Philosophy...16
Skills of Choice..................85 Character
Foreign Relations..............21
Skill Descriptions..............86 Growth .................. 125
Gazetteer ................. 22
Basic Rules.............. 93 Experience ...................... 125
The Two Capitals..............23
Hosts, Players, and Schools of Study ............. 127
Regions & Provinces of
Characters..................93 Okugi Gifts
Edo-Era Japan ............23
Game Terms......................94 (Hidden Mysteries) ... 132
Selected Cast of Rolling Dice.......................95 Spot Rules ............. 138
Characters............... 42 Other Aspects Movement ...................... 138
Character of Die Rolls.................97 Goods and Services ........ 139
Creation .................. 52 Combat Rules ......... 99 Environment .................. 141
Skills .................................54 Game Terms................... 100 Unusual Attacks ............. 144
Choose Any Three Gifts....55 Set-up for Battle ............. 101 Range.............................. 145
Personalizing your Initiative......................... 101 Abnormal Status ............ 146
Character ...................55 Sequence of Battle.......... 103 Weapons................ 147
Eight Steps to Movement...................... 104
Hosting a Game .... 151
Character Standard Actions ........... 104
Creation .................. 58 Reeling ........................... 107 Beginning
Focus .............................. 107 Adventure ............. 161
Races........................ 59
Spending........................ 108 Appendix 1:
Careers..................... 62
Attacking........................ 109 Further Adventures . 166
Warriors (Shi)...................63
Reacting to Attacks ........ 110 Appendix 2:
Commoners (Heimin) .......64
Retreating ...................... 111 Variant Rules........ 168
Criminals (Hinin) .............65
Flanking ......................... 112
Ninja (Shinobi)..................66 Appendix 3:
Critical Hits.................... 112
Priests ...............................66 Variant Races ....... 173
Weapons ........................ 114
Gifts ......................... 68 Soak................................ 115 Appendix 4:
Explanation of Gifts..........69 Damage.......................... 116 Variant Careers .... 174
Basic Gifts .........................69 Injury.............................. 116 Warriors (Shi) ................ 174
Cleverness Gifts ................75 Businessmen (Sho) ......... 174
Farmers (No) .................. 175
Criminals (Hinin) ........... 175
Ninja (Shinobi)................ 175
Outcasts (Eta)................. 175
Appendix 5: The
Regulations of
Imagawa
Ryoshun ................ 176
Bibliography......... 178
Glossary................. 179
Index ..................... 181
Sample

Characters............. 186
Character Sheet .... 200
2
Introduction 序説
INTRODUCTION
When Stan Sakai sketched a picture of a The game you are holding is a gateway to
rabbit with his ears tied in a traditional the fantastic world of Usagi Yojimbo. It will
samurai top-knot, he did not suspect this allow you to take on the role as a denizen of
doodle would become a fully-defined this world — to face the same challenges and
character, or that his rabbit samurai would
become as popular and enduring as he did.
The character, Miyamoto Usagi, became the
hero of Usagi Yojimbo, a long-running comic-
book series set in a fantastic version of
historical Japan. In the decades since Mr.
Sakai made that idle drawing, Miyamoto
Usagi and his friends have been animated in
cartoons, appeared in video games, and
become action figures.

3
introduction
to experience the same triumphs as the rabbit where the action will be described round by
samurai, Miyamoto Usagi. Or, if you prefer, round, like a slow-motion action sequence.
you can create new adventures to challenge You and your fellow Players will each take a
and entertain your friends. turn to describe what your Characters do.
Usagi Yojimbo: Fantasy Role-Play takes Combat may result in the Character’s injury
place at the very beginning of the Tokugawa (or even death), and thus they will need time
Shogunate in feudal Japan. The general for Recovery.
shape of history remains the same, but Between adventures, Characters will
mythical monsters and legends that are learn new things and get better at their old
序説

simply fanciful tales in our world are very tricks by gaining Improvements through
real here. These true legends form a Experience.
dramatic backdrop for an unsettled land
that is just now recovering from two- If You’ve Played
centuries of war. Goblins stalk the empty
places of Japan, and spirits haunt the plains
Role-Playing Games
where huge armies clashed. Meanwhile, Before…
wicked lords scheme against their noble … then you should be familiar with the basic
neighbors, and shadowy ninja strike at the concepts. Here’s some key differences in the
heart of Imperial power. It is a setting where Usagi game:
honor, courage, and obedience to ancient • Dice — you roll a lot of them, but you
codes form the framework of life for even don’t add them together. You and your
the simplest farmer. opponent roll handfuls of dice, and
whoever has the single highest wins.
What You Need to You use d20s for Damage, and the
other polyhedrals for everything else.
Play This Game • Exhaustion — Many special abilities
• This book work once, no questions asked, but
• Polyhedral dice (four-sided, six-sided, there’s a roll or test to see if they’ll
eight-sided, ten-sided, twelve-sided, work a second or third time. When an
and twenty-sided) ability stops working, we call that
• Pencil and paper Exhausting. There are no “hit points”,
but there are abilities that prevent
If This Is Your First damage while becoming Exhausted in
Role-Playing Game… the process. As characters get worn
out, they slowly lose their special
… then you should familiarize yourself
talents — some fights will end without
with some of the concepts.
anyone getting hurt or killed, but with
One player is the Game Host, who
combatants fleeing because they’re out
presides over all the action, like a director of
of tricks.
a movie. The other Players each take on a
• Focus — Combatants that don’t
role in this game, pretending to be Player-
attack, or who get encouraged by
Characters, such as noble samurai, sneaky
others, get Focus, which can be used to
ninja, canny thieves, etc.
power special abilities, score critical
You can play either as one of the sample
hits, and interrupt others. Whether to
characters provided, or you can build a
Attack now, or get Focus and Attack
character of your own design using the rules
later, will be a major tactical decision.
described in the Character Creation chapter.
• Reeling — Getting hit (or even just
The basic aspects of your character, such as
getting attacked) can make a
strength, speed, and smarts, are your Traits.
combatant lose their action; we call
Specific training, such as Buddhist lore or
that Reeling. Actions that over-extend
sword-fighting, are your Skills. Amazing
a character or make them stumble can
abilities, such as acrobatic flips, cinematic
cause Reeling as well Some gamers
sword-play, and superior senses, are parts of
aren’t used to the idea that assault or

your Gifts.
injury can make their character lose
As you play out your role in the game,
their turn!
your Character will often get into Combat,
4
History 歴史
HISTORY
While certain elements of the Usagi ruled from the Imperial Palace in Kyoto, a
Yojimbo setting obviously diverge from that constant and stable link with the world of
of the real world, the general shape of the gods. However, it has been more than
history remains the same. four centuries since the Emperor has held
The default period for the game is 1605, any real power.
two years after the foundation of the
Tokugawa Shogunate. Japan has
been ruled by a divine Emperor
since the days of prehistory. For
eight hundred years, he has

5
History
a.d. 794-1158 civil war, both sides made use of the clans of
samurai. The supporters of Fukiwara’s
Twilight of the candidate for the throne allied with the Taira
Heian Period clan, while their rivals won the support of
In the closing years of the Heian period in clan Minamoto. In the end, Taira’s claimant
歴史 Japan, the noble class was paying the price to the Imperial throne won, though the
for generations of introspection and for their conflict planted the seeds for future unrest.
failure to properly attend to administration. The victory also established the warrior clans
For years, they had focused on courtly as prominent political powers. The noble
intrigues and had cultivated pleasures at the class needed the support of the samurai to
expense of their government duties. The govern, and it became apparent that their
ministers of the Imperial Court had become very existence depended on the sufferance of
so incompetent that by the year a.d. 1000, their generals.
they no longer had the knowledge needed to The Minamoto clan did not readily forget
issue new currency. The existing supply of their defeat at the hands of the Taira. In
coins gradually shrank, and much of Japan 1160, the clan launched a surprise attack on
turned to barter economics. Kyoto. They burned the palace and abducted
At the same time, the security and the Emperor. The person of the Divine
prosperity of the Empire was suffering. Emperor was no longer considered inviolate.
Bandits wandered the countryside, making However, their victory was short-lived.
travel between settlements hazardous. Within weeks, the forces of clan Taira had
Leaving home at night was considered a freed the Emperor and driven the Minamoto
foolhardy act. Crops failed, or were simply army into the wilderness. The Taira were not
not distributed to the hungry cities. Waves merciful victors — they exiled or executed
of famine and disease struck the Empire. many of the Minamoto, seizing their lands
The nobles focused instead on the details and wealth. Clan Taira, under the leadership
of succession and upon their own privileged of Taira no Kiyomori had quickly became
lifestyles. As peasants starved, their rulers the most political force in Japan.
invented new forms of poetry and perfected In 1167, in appreciation for his martial
elaborate social rituals. Others schemed to skill and support of the Emperor, Taira no
gain power over the Chrysanthemum Kiyomori was elevated to the rank of chief
Throne. government minister. Kiyomori quickly
By the year 1000, the Imperial successsion abandoned any pretense of obedience to the
was effectively controlled by the Fukiwara Emperor. He ordered the Emperor Takakura
clan. As the noble clans schemed for political to marry his daughter. Once a son had been
power or spent their cloistered lives in delivered, Kiyomori forced the Emperor to
dreaming, the ability of the court to control abdicate in favor of the infant. The child,
the country weakened further. Emperor Antoku, was barely a year old;
naturally, Kiyomori himself acted as regent.
a.d. 1158-1185 This act, combined with the sudden
banishment of any rivals who held
Rise of the government positions, caused an uproar
Martial Lords among the samurai and noble clans. Prince
The Imperial Court found itself forced to Mochihito, the brother of the former
delegate more and more duties to the Emperor, called upon Minamoto no
civilian officers and generals who kept the Yoritomo, leader of the weakened Minamoto
provinces secure. The warrior class, known clan, to make war upon the tyrannical
as samurai (literally, “one who serves [the Kiyomori. Yoritomo was eager to avenge his
noble class]”) became responsible for much father and the injuries suffered by the clan,
of the practical administration of the and he readily agreed. However, as his
country. Over time, they organized armies gathered, Kiyomori died of a sudden
themselves in family clans, patterned illness. Kiyomori’s sons were left to reap the
somewhat after the noble class. whirlwind sown by their father — they

In a.d. 1158, an alliance of noble clans waged war for five years against the Mina-
attempted to break the Fukiwara’s control moto clan. They were finally destroyed in
6 over Imperial succession. In the resulting the naval Battle of Dan-no-ura, in the Straits
History 歴史
of Shimonoseki. The six-year old Emperor threat to the new military government.
Antoku was cast overboard and drowned, Things came to a head in 1331, when the
along with his grandmother. It is said that Emperor Go-Daigo hatched a plan to over-
the sword Grasscutter, one of the three great throw the bakufu. After being discovered
items of Imperial Regalia, was also lost that and banished, he worked in exile to raise an
day. Those who believe this tale think that army. He received a powerful ally when
the sword currently claimed by the Emperor Ashikaga Takauji, the general sent by the
is a fake. Shogun to hunt him down, changed his
allegiance and supported the Emperor.
a.d. 1185-1467 Together, they were able to make war on the
Shogun’s forces and destroy clan Hojo.
The First Shogunates Emperor Go-Daigo returned to the
With the fall of the Taira clan, Minamoto throne, and the Shogunate dissolved.
ruled without contest. Yoritomo placed his However, this state of affairs did not last for
own candidate for Emperor on the throne, long. In A.D. 1333, rebellion broke out, and
and took on the title of Seii Taishogun General Takauji was dispatched to stamp it
(“generalissimo who overcomes the out. He succeeded, but in an effort to ease
barbarians”), the highest ranking military the anger of the samurai class, he granted
lord in Japan. (This title is often fiefdoms to the rebels — and took the title
abbreviated Shogun, “general”.) of Shogun for himself! Though Takauji still
Though the Emperor ruled in name, swore his allegiance to the Emperor, the
Yoritomo was the true master. He action outraged Go-Daigo — he marshaled
established a system of military government his army and attacked Takauji. After three
known as bakufu (“tent government”, years of war, Takauji captured Kyoto and
implying that the army governs from their installed a new puppet Emperor. The bakufu
encampments), and ruled from the town of had returned.
Kamakura. Under this system, the Shogun Takauji’s descendants ruled over a
and his generals were responsible for the dynasty known as the Ashikaga Shogunate.
direct rule of various fiefdoms, and they However, this new Shogunate was weaker
were able to pass their titles and powers on than the one that had come before, and
to their sons. The old noble class remained almost all power lay in the hands of the
but ceased to have any real influence. daimyo (literally, “great name”; a powerful
As generations passed, power over the ruler of a feudal state) who ruled in the
Shogunate fell into the hands of the Hojo Shogun’s name. The central government
samurai clan. Political battles and scheming was unable to control the local lords, and
were common, as various factions challenged they often warred with each other in
the Hojo domination of the Shogunate. In the defiance of the Shogun’s will.
background, the Emperor and his court
dreamed of the old days of power. On occa-
sion, attempts were made to restore Imperial
a.d. 1467-1560
rule, but they rarely presented a serious Sengoku: The Era of
Warring States
History VS. As time passed, conflicts between lords
story-telling became more frequent and more violent. In
1467, widespread civil war erupted.
The history presented here is the “true history” of
Invading armies damaged the Imperial
Japan. Sometimes, Sakai has deviated from this history
capital of Kyoto — the center of government
for artisic license. As Game Host, you may also change
ceased to function. The Shogun no longer
or alter events to better suit the story of your game.
had even the pretence of control over his
Also, there is no reason that your own game could
daimyo, many of whom openly renounced
not be set at a later or earlier date in Japanese history
their vows of loyalty.
— Japan’s Heian and earlier Shogunate periods are
For generations, civil war dragged on as
rich backdrops for adventure. As a change of pace, your
local daimyo declared war on their neighbors
Players could play their character’s ancestors, or even

or formed patchwork alliances in a grim


their own characters in an earlier time period. (In one
struggle for supremacy.
story, Tomoé Ame found herself traveling back in time
to a battle of great historical significance to her clan.) 7
History
歴史

Each fiefdom acted as an independent powerful generals, Toyotomi Hideyoshi and


kingdom. In some territories, rebelling Tokugawa Ieyasu (whose roles in the later
commoners overthrew their daimyo, naming affairs are detailed below). They made
their own leaders. Leagues of Buddhist sweeping alterations to the bakufu system of
monks and peasants formed leagues called government and consolidated their power.
ikko-ikki, overthrew their lords, and made Even though Japan once again had
their own domains. (The ikko-ikki in Kaga strong central authority, the nation was still
province lasted over a hundred years!) very much a loose mosaic of weak alliances
No one knows how many died in this age and warring provinces. Nobunaga and his
of war, though it is certain that millions allies waged a slow, brutal, but gradually
perished not only in the battles but also successful campaign to reunify the country.
from starvation and disease spread by the Alas, Nobunaga did not live to see his
breakdown of society. dream realized. In 1582, Nobunaga led a
failed defense of Takamatsu Castle in Bitchu
a.d. 1560-1582 Province. Surrounded and defeated, he
chose to commit suicide.
Nobunaga’s
Ambition a.d. 1582-1598
After more than two centuries of war,
Japan slowly worked its way back to unity. A
The Regency of
powerful general named Oda Nobunaga Toyotomi Hideyoshi
achieved victory after victory, forcing the The vacuum left by Nobunaga’s death
lords to either swear allegiance to him or was largely filled by his close ally, Toyotomi
have their fiefdoms seized by his military Hideyoshi. It is said that he was born a
might. He became notorious for his commoner, and earned his way into the
brutality and personal eccentricities. samurai class with his courage. At least one
Nobunaga was a canny general and great European visitor claimed that Hideyoshi
strategist. He made great use of the inno- had two thumbs on his right hand, a curious
vations brought by Europeans, such as their deformity that would normally have been
iron-clad sailing ships, their matchlock guns amputated at birth in Japan. While serving
(teppo), and the military tactics that went as a general under Nobunaga, some claim he
with them. By 1560, Nobunaga was power- was able to inspire his men to build a castle
ful enough to openly declare his intention to in a single night.
conquer all of Japan. He adopted a bold Hideyoshi continued the work started by
motto: Tenka Fubu, “cover that which is Nobunaga, and inherited his ambition. He
under the sky with the sword.” wished to become Shogun, but the Emperor
In 1568, Nobunaga’s armies marched refused to grant this request in light of
into Kyoto at the request of the last Hideyoshi’s ancestry as a commoner.
Ashikaga Shogun, who had been deposed by Instead he took the title of kampuku, or
a rival clan. Nobunaga returned the Shogun Imperial Regent. In 1590, his armies
to power but with restricted authority. destroyed the last remaining resistance to

When the Shogun began to plot with others his regime. For the first time in two hundred
to destroy Nobunaga, he was driven from years, Japan was at peace.
8 the capital. Nobunaga allied with two other
History 歴史
in with Tokugawa, hastening the destruction
of their former allies. After the Battle of
Sekigahara, Tokugawa Ieyasu was unques-
tionably the pre-eminent warlord in Japan.
There was no one left to contest his claim to
the Shogunate — the official title granted to
him by Emperor Go-Yozei in 1603.

a.d. 1605
The Setting of
Usagi Yojimbo
In early 1605, Tokugawa Ieyasu turned his
title and position over to his adopted son,
Hidetada. However, the elder samurai
continues to hold true power over the nation.
Japan is at the dawn of a new era. For the first
His lands secured, Hideyoshi retired time in generations, a strong leadership has
from the official regency and turned the title arisen, one that promises to maintain the
over to his underage nephew, whom he had peace for years to come. The troubles
adopted as a son. He appointed a council of experienced by previous generations are
five regents to rule until his son came of age, disappearing — more and more conflicts are
and maintained considerable control from resolved by diplomacy than by violence.
behind the scenes. This new era of samurai is not without its
Hideyoshi convinced this council to order own problems. Many samurai were left
two massive (and ultimately unsuccessful) without masters or estates from the previous
invasions of Korea. Although they they did wars, forced to wander as ronin (literally,
manage to capture and burn Seoul, the “wave men”, as if cast into the ocean). Many
capital of Korea, almost a third of the turn to banditry; others become mercenaries,
Japanese army had died in first year of the selling the services of the sword to both lords
invasion alone. The Koreans also inflicted needing extra muscle and to commoners
terrible casualties on the Japanese navy, using forbidden by law to take up such arms.
iron-clad, cannon-armed “turtle ships”. The era of prosperity is by no means
The war continued fitfully until 1598, without serious change. Commoners and
when Hideyoshi died. When the news of his artisans, emboldened by their rising wealth,
death reached Korea, the Japanese forces scheme for power in a system that denies
rapidly withdrew as the daimyo back in Japan advancement to those not of proper birth.
feared the start of a new civil war. Their fears As the future is bright with opportunity, it
were not unfounded. One of the regents, is also fraught with peril and uncertainty.
Tokugawa Ieyasu, demanded to be made the This is the beginning of the Tokugawa era.
new Shogun. The other members of the
council refused, and armed for war. The
actual conflict was short, but intense. It the battle of Ada-
ended in a massive paroxysm of violence, one chigahara plain
of the largest battles in Japanese history. In the fictional story presented in Usagi Yojimbo, a
similar drama was playing out, far to the north, on
September 15, 1600 Adachigahara Plain, almost at the same time of the
The Battle of Battle of Sekigahara. The ambitious Lord Hikiji of
Mutsu province put his army to battle against his
Sekigahara neighbor Lord Mifune, who had sworn vengeance
The armies of almost fifty lords met near against Hikiji for the slaying of his family. Unfortu-
the tiny village of Sekigahara. More than nately, Mifune’s allies betrayed him as the tide of the
150,000 men took part in the battle, which battle turned towards Hikiji’s favor. Lord Mifune was

was marked by breath-taking acts of treachery slain, and his most loyal vassal, Miyamoto Usagi, was
on the part of some of the generals. As the tide left a masterless, wandering ronin, like so many other
of battle turned, some generals threw their lot unfortunate samurai. 9
Background
BACKGROUND
At the start of the Tokugawa Shogunate, Even so, the Japanese people enjoy a level
Japan is in a period of transition. The of peace and security almost unheard of in
daimyo waged civil war against each other the rest of the world. They confidently feel
for centuries and are only now being forced themselves to be the inhabitants of the
to adopt the habits of peace. While Japan is greatest empire on Earth, blessed by the
書割

more stable than it has been in many


years, the new Shogunate has yet to
fully develop its administrative
functions. Many are understandably
wary of the new Shogun, and they are
fearful that a new age of civil war
could erupt at any
time.
壱拾

10
Background 書割
gods with wise and enlightened leaders — the power of the Shogun! And, as a final
well, mostly blessed, anyway. Their society safeguard, the daimyo are expected to
may not be perfect, but most believe it to be maintain a lavish lifestyle while visiting the
the best of all possible worlds. capital. This expenditure drains much of the
funds they could otherwise use to build an
army capable of threatening the Shogunate.
GOVERNMENT
The Shogun has put in place a system of
feudal military rule known as bakuhan taisei. LAW AND ORDER
Under this system, the Shogun exercises While the Shogun maintains the status
supreme executive authority in the name of quo through sankin kotai, the common
the Emperor. The Emperor is still people are under the direct rule of the
considered the true leader of Japan, even if samurai class. Japan is a highly stratified
his actual powers are limited. The country is society, and commoners are forbidden to
divided into a number of fiefdoms, known take on the accoutrements of the noble
as han. Each han is ruled by a local lord, class. For example, laws forbid anyone but a
known as a daimyo, who has sworn allegi- samurai from carrying certain weapons —
ance to the Shogun. These lords are in turn in some places, no weapons of any kind are
required to provide service and supplies to permitted.
the Shogun whenever requested, and must The Tokugawa era is notorious for the
hand over a portion of the taxes they collect practice of kirisutogomen (literally, “killing
from their peasantry. However, they are also and walking away”), the right of a samurai
given a great deal of freedom, and each to kill any member of the lower class to
fiefdom maintains its own internal laws and avenge an insult. Therefore the untrained,
economic policies. The Shogun is respon- unarmed underclass do their best to keep
sible for matters of national security and from offending members of the warrior caste.
foreign relations, though he may also take Law and order are upheld by an extensive
direct action in local affairs if the policies of body of samurai and civilian officials. Every
a given daimyo displease him. town of reasonable size will have a local
At first glance, a feudal system based magistrate, or machi-bugyo. He has the
upon the loyalty of heavily armed generals, authority to judge criminal cases and
who have the freedom to make their own sentence commoners, and may call upon the
laws, seems inherently unstable. Certainly, services of doshin, low-ranking samurai, to
the constant conflict of the Sengoku Era and apprehend criminals. These doshin are in
inability of the earlier Shoguns to retain turn assisted by warriors known as komono,
control would seem to prove that the daimyo or by part-time watchmen called goyikki. In
have no particular reason to swear times of need, it is possible for the magistrate
allegiance to a single, remote leader. to raise a very large body of armed men,
To cement control over his vassals, the perhaps to apprehend a party of bandits or to
new Shogunate has instituted the policy of hunt for a dangerous criminal.
sankin kotai. Under this law, all daimyo are From time to time, agitators will
required to leave their wives and heirs in encourage the local population to rebel.
Edo, the Shogun’s capital. They are also These rebellions are rarely long-lived, but
required to personally attend the Shogun’s they can be very expensive to put down. The
court for the entirety of every second year. daimyo and his magistrates in every fief
Though many grumble against this strin- maintain a network of informants and spies
gent requirement, all abide by it. If a daimyo known as okapikki. These unsavory indivi-
refuses, he will arouse the suspicion and duals earn a living by listening for rumors of
resentment of his neighbors. They will unrest or criminal activity and then passing
eagerly help to enact the will of the Shogun, them on to the daimyo’s men.
particularly if this allows them to expand Samurai and nobles are not subject to
their own domains and settle old scores! the justice of a normal magistrate, and may
壱拾壱

The practice of sankin kotai provides the not even be detained by watchmen. This
Shogun with a pool of highly useful hostages. rule can bent somewhat in the case of
No daimyo would dare breathe a word of landless ronin. The metsuke, a special class of
rebellion while his wife and eldest son are in officials is authorized to detain high-ranking
11
Background
personages and bring for judgment before would require the performance of some
the daimyo. great deed, or the acquisition of consider-
able wealth and influence. Most people
consider such a thing to be an impossible
SOCIAL CLASSES dream. It is considerably easier for nobles to
“There are four ways in which we pass fall into the commoner class. Crimes of
through life: as gentlemen, as farmers, dishonor or rebellion may be punished by
as artisans, and as merchants.” being stripped of name and title. Addi-
書割

– Miyamoto Musashi, tionally, if a clan is effectively destroyed in


The Book of Five Rings war, the remaining family members may not
Japanese society can be roughly divided retain their noble status.
into two categories — commoners and
nobles — though each of these classes has a Commoners (Heimin)
number of subcategories. A member of a As in any feudal land, commoners make
given class can be easily identified. If a person up the bulk of the population. They live and
has only one name, he or she is a commoner, die at the sufferance of their traditional
no matter how wealthy and respected the masters, and are required to pay sometimes
person might be. If the person has a family in harsh taxes to the local lord. Still, with the
addition to a personal name, he or she is a new stability brought by the Shogunate,
member of the noble class — no matter how many people in this class are finding them-
poor and destitute they might be! selves able to amass wealth for the first time
It is important to remember that social in their lives. Even farmers are able to
standing in Japan is not primarily a function purchase luxuries and to set aside money for
of wealth. A rich farmer who can afford to the betterment of their children.
hire guards and a large household staff is in Unlike some other feudal systems,
no way equal to a nobleman, even an impov- Japanese commoners were not restricted to
erished one. His wealth buys him physical the profession they were born into. The son
comforts and luxuries and the respect of his of a farmer does not have to become a
employees — but he remains a commoner. farmer himself — though opportunities to
It is possible — though very hard — for pursue a different career are not likely to
a commoner to join the noble class. This present themselves.
壱拾弐

12
Background 書割
Farmers As peace spreads across Japan, landed
“Using agricultural instruments, he sees samurai need increasing storage space to
springs through to autumns with an eye hold the koku (bushels of rice) given to them
on the changes of season.” as tribute from the commoners who till
— Miyamoto Musashi their fields. If the samurai want to convert
The Book of Five Rings this rice into money, they also need to
liquidate their assets with the help of
The farmer is the single most common money-changers (especially if they must
occupation in Japan. Farmers rarely have support a lavish lifestyle). Merchants are
the time, resources, or inclination to study quickly realizing there is much money in the
the culture and manners of the higher endeavor of buying and selling rice.
classes. They can therefore appear crude or
poorly mannered.
At this time, rice is the most commonly-
Nobility
grown crop in Japan, and it serves as the “Reading books is the work of the Imperial
staple of nearly everyone’s diet. However, it court, but the work of the House of
requires very damp conditions in order to Nakano is found in military valor.”
thrive. In drier parts of Japan, fruit and – Yamamoto Tsunetomo
vegetables are grown. Turnips are a In the Shadow of Leaves
particular favorite for soups and stews. There are two orders of nobility in Japan
Farmers also raise livestock for meat, at this time, reflecting the dual-nature of
although this is rare as fish and rice are political power. These orders are the kuge (or
more popular. “public house”) and the buke (“warrior
house”). The kuge are the descendants of the
Artisans great families of the ancient Imperial age,
“The Way of the carpenter is to become while the buke are a newer class of martial
proficient in the use of his tools, first to lords that has arisen in the last few centuries.
lay his plans with a true measure and There are some similarities between these
then perform his work according to two classes. Both are entitled to a family
plan. Thus he passes through life.” name which is passed on to their descen-
— Miyamoto Musashi dants — and to the respect this entails.
The Book of Five Rings However, the role they play in society is quite
The artisan class includes every person different.
who makes a living by creating something for
sale. This covers everything from alcoholic Remnants of Imperial Glory:
beverages to sleeping mats to fine jewelry to The Kuge Class
swords. Artisans run the gamut from income- In 1605, there are more than 130 high-
petent bunglers who produce barely useable ranking kuge families left in Japan, and many
items to skilled master craftsmen whose work more families of minor nobility. Many can
is sought out by the Emperor and Shogun. trace their lineage back eight hundred years;
Though they are commoners, skilled artisans some claim a lineage that springs from
can earn the respect of even the noble class. ancestors who walked with the gods in the
first days of the world.
Merchants The kuge retain their titles, family names,
“The Way of the Merchant is to always and social standing, but have lost almost all
live by taking profit.” their real authority. As time passes, their
— Miyamoto Musashi wealth and influence are waning still
The Book of Five Rings further, though the cachet attached with
Merchants are those members of society possessing a family name prevents them
who make money by selling the goods of from descending into the commoner class.
others for a profit. They range from poor The Imperial nobles value civility, learning,
壱拾参

wandering peddlers who sell trinkets in the and proper deportment above all other
streets, to modest innkeepers and restaura- things. They study the minutiae of courtly
teurs, to immensely-wealthy individuals ceremony and engage in seemly pursuits
who own multiple warehouses. such as poetry, art, or music.
13
Background
The kuge class can be divided into two devote themselves to a life of useful service,
orders. The highest-ranking nobles are dojo, and become priests, emissaries, messengers,
while the minor nobility are known as jige. The and diplomats in the service of the Shogun.
dojo nobles fill all the important offices of the
Imperial court, while the jige serve as function- Martial Lords:
aries and bureaucrats, if they have a formal The Buke Class
role at all. According to traditional law, only “The way of the warrior lies in the
nobles of the dojo class are permitted to sit resolute acceptance of death.”
書割

with the Emperor while visiting the court. — Miyamoto Musashi


Members of this class generally hold positions The Book of Five Rings
akin to that of a government minister; though
in reality few of these titles still have real In the old Imperial days, the word
administrative duties attached to them. samurai literally meant “one who serves” —
Most kuge survive on a stipend they a loyalist to the noble caste. During the long
receive from the Emperor, or other high- ages of war, the warrior class acquired more
ranking noble, in return for their “duties” to and more power, developing durable tradi-
the Empire. Others have learned to supple- tions of martial discipline, called bushido
ment their income (if they have one) by (“the way of the warrior”). The samurai
sharing the benefits of a gracious education became a new class of nobles — a body of
with rich commoners or willing samurai. men and women who have the skills and
They take on students and instruct their experience needed to hold on to their power
pupils in manners and deportment, or in when it was threatened. They created a new
courtly skills such as calligraphy and poetry. Japan, a military society in which skill-at-
When these students have learned all that arms is supremely important.
they can, they can purchase a license from Though all samurai are technically
their master. This license permits the members of a noble class, they vary
student to teach the skills they have gained considerably in terms of the power and
and attests to their competence. respect they command. Sometimes this is
Since they are noble, kuge are considered obvious — a penniless ronin will not be
suitable marriage partners for the buke class. treated with the same deference as daimyo.
While some kuge disparage this practice, There are also very real differences in the
others consider union with a buke clan a legi- standing of the samurai clans and daimyo,
timate way to reclaim past wealth and differences which stem from their role in the
prestige. A few kuge chafe at the traditional unification of Japan and the establishment
restrictions on their lifestyle and have taken of the Tokugawa Shogunate. A samurai
on the martial trappings of the samurai, from a clan that supported Ieyasu will be
effectively joining the buke class. Still others more honored than one from a clan who
fought against the Shogun.
Daimyo are divided into three classes
Kirisutogomen based on their support of Ieyasu. The
shinpan are those clans who are directly
As you play the Usagi game, part of the fun is invoking related to Ieyasu. They have been given rule
the period details, which includes distinctions of class. of the rich central provinces and positions
No single privilege demonstrates the right of the on the grand councils that decide policy for
samurai class than kirisutogomen, which literally translates the country. The fudai are clans that sup-
as “killing and walking away.” Simply put, a member of ported Ieyasu before the Battle of Seki-
the buke (samurai) class can kill a member of the heimin gahara. Like the shinpan, they have been
(commoner) class to avenge an insult. This privilege was granted administration of the richest
rarely invoked, and by no means was it an excuse for territories. The final class, the tozama, are
murder. But all commoners know that their lives are, at those lords who submitted only in defeat.
some level, at the sufferance of the samurai. They have been punished by being given
Players of samurai characters should use this privilege rule of remote or poor fiefdoms.
壱拾四

sparingly, if at all. After all, their characters are supposed Most buke are ordinary samurai who
to be the heroes of the story! Players of commoner or serve a daimyo. They work as senior officers
criminal characters should remember that if they kill a in his army, bodyguards, and general
samurai, it can be considered murder … but a samurai trouble-shooters throughout the fiefdom.
14 that attacks them probably won’t be found guilty.
Background 書割
Other samurai are given specific roles in the Bushido simply means “way of the
administration of the han. For example, warrior.” Though it seems paradoxical, this
some may serve as magistrates, or as the code of the samurai class lacked rigid
headman of a village. Very young or low- interpretation. While samurai in previous
ranking samurai may serve as patrolmen in generations adhered to the precepts of
large towns. bushido and adopted ideals of honor and
Though martial skill is one of the courage unto death, they are rarely
greatest concerns for a samurai, it is far presented in a unified form. Instead, they
from the only one. The ideal samurai is a were expressed as a collection of maxims or
man of letters and learning, as well as a man platitudes, sometimes even riddles worthy
of honor. No matter what his position or of Zen masters.
standing, all buke from the lowest ronin to With the stability the new Shogun had
the Shogun’s elite hatamoto (official guard) brought to Japan, many old warriors have
are expected to live according to a strict finally been given the opportunity to reflect
warrior code known as bushido. on their lives of battle. They wrote down
these observations to share them with each
The Way of the Warrior: other, their descendents, and their subjects.
Bushido With each passing year the code of bushido
“It is dangerous to lack even one of the became more formalized. However, no
virtues of humanity, righteousness, matter how it is expressed, bushido can be
etiquette and wisdom … If one is described as adherence to seven principles:
ignorant in the study of literature, he • gi (righteousness)
will be unable to govern. Just as Buddha • yu (courage)
preached the various laws in order to save • jin (benevolence)
all living beings, one must rack one's • rei (respect)
brains and never depart from the Ways of • makoto (honesty)
both Warrior and Literary Man” • meiyo (honor)
– The Regulations of • chugi (loyalty)
Imagawa Ryoshun A samurai who demonstrates all of these
characteristics, even in the face of death, is
considered a true follower of bushido and
The Regulations of worthy of respect. Samurai who fail
Imagawa Ryoshun persistently or dramatically may be expected
One widely-accepted code of bushido is found in The to end their own lives – forced to commit
壱拾伍

Regulations of Imagawa Ryoshun, a short document that seppuku, ritualized suicide with their
enjoins samurai to show obedience to their superiors, wakazashi, the samurai’s short sword.
respect to their servants, reverence for priests, and
disdain for a life of leisure. A translation is included in the
Appendix, page 176. 15
Background
書割

Confucianism. This is a code of social rites


and wise administration based on the
RELIGION AND teachings of the Chinese philosopher
PHILOSOPHY Confucius. Though Confucianism has long
The Japanese are a highly spiritual been taught in Buddhist monasteries in
people, and shrines and temples can be Japan, the Shogun is now applying its
found in even the smallest village. Rituals principals to the problems of feudal
intended to please the local spirits are administration.
conducted almost daily by every person.
The two most important spiritual Shinto
philosophies in Japan are Shintoism and
“Even the wishes of an ant reach to
Buddhism, which are heavily entwined with
Heaven.”
one another. The Japanese do not see any
— Traditional Shinto Saying
contradiction between the two faiths, as they
deal with two entirely different matters. Shinto is the state religion of Japan,
Shinto instructs one on the proper way of though the practice of this faith is not legally
dealing with the gods and the world, while required by law. According to the principles
Buddhism teaches the proper way of of Shinto, all people are followers of the
achieving perfection within one’s own soul, faith simply by birth, though not all are as
and speaks of the final destination of souls well-informed or equally devout. Shinto has
after death. its roots in the ancient animist practices of
Another philosophy that has had a great pre-historical Japan. It is based on the belief
deal of influence on Japanese society is that gods known as kami are everywhere,
and that it is possible to learn rituals to
The Living Faiths please or placate this kami in order to win
of Japan good fortune.
It is important to remember that the beliefs described
Kami
壱拾六

below are living faiths, not relics of ancient mythology.


The entries in this book serve as a very basic introduction, Kami are the spirits of nature, places,
and cannot be taken as accurate portrayal of current things, and concepts. Additionally, when a
practices. More information can be found at your local person dies their spirit becomes kami. They
16 library or on the Internet. are collectively known as Yaoyorozu no Kami,
Background 書割
or the eight-million gods. The most such as the ones that hold the three Imperial
powerful and widely revered kami are the treasures, may have literally hundreds of
gods and goddess who created the world, priests on staff. It is also not uncommon to
and the ones who personify important find small shrines in rural or wild places
concepts such as war, or important parts of with no resident priests.
the physical world, such as mountains or
islands. Much like the gods of ancient Purity and Impurity
Greece, kami are far from infallible, omni- Shintoism has no definite command-
potent or omniscient. ments or directives as to the nature of good
Instead, they are rather like very powerful and evil. Followers are directed to live a
mortals, and are subject to many of the same balanced life, pay reverence to the kami, love
desires and failings. They are also very real nature, be physically clean, and have a
individuals, with physical forms, though they proper respect for their family. Central to
rarely make themselves known in the day-to- the faith are the concepts of purity and
day world. The sole exception to this rule is impurity. Failing to live a balanced life will
the Emperor. He is considered a personified cause one to become impure. Impurity is
kami, as his family line can be traced back to not an evil in and of itself, but it does attract
the goddess Amaterasu. A tiny sample of the bad fortune and unrest. To regain purity,
more widely revered gods are listed below. one must conduct rituals of cleansing. These
often involve literal washing of one’s body,
• Izanagi — Father of the world.
in particular the hands and mouth. More
• Izanami — Mother of the world. She
elaborate ceremonies, involving chanting
died giving birth to the god of fire and
and various other rituals, may require the
is now the goddess of Yomi, the land of
presence of a priest.
death.
• Amaterasu — The Sun goddess
• Tsukiyomi — God of the Moon Buddhism
• Sunsanoo — God of Winds and "To study the Buddha way is to study
Tempests the self. To study the self is to forget
• Kagututi — The god of fire. He was the self. To forget the self is to be
slain by his father, Izanagi, but upon enlightened by the ten thousand things."
his death dozens of more gods and — Dogen Zenji, Buddhist
goddess came into being. Grand Master
• Ama-no-Uzume — The goddess of the
Buddhism is an ancient philosophy, first
dawn and of revelry.
expressed in India around 500 BCE. It has
• Iwarebiko — A descendant of Ama-
since spread throughout Asia, and reached
terasu, the first Emperor of Japan.
Japan around A.D. 700. In the intervening
The early history of Japan is largely a years, it has become deeply ingrained in
recounting of the exploits of these gods, and Japanese philosophy and thought. It exists
of their many battles and struggles. All alongside Shintoism and Confucianism,
Japanese are raised with these stories from even though some aspects of Buddhism
youth, though the particulars may vary in (such as the destination of souls after death)
different regions of the country. seem to contradict Shintoism.
Kami are worshipped at shrines. Most of
the time, this worship takes the form of The Four Truths and the
private obeisance or petition. For example, Eightfold Path
one may visit a shrine to Yebisu, god of The essence of Buddhism is contained
fishermen, and ask him to bring a particular within a set of precepts known as the Four
ship safely home or to bless it with a Truths:
bountiful catch. Shrines often host festivals,
which are public celebrations in honor of a • The physical world is imperfect and
full of suffering.
壱拾七

god or goddess.
Most shrines are attended to by at least • The root of this suffering is desire and
one Shinto priest, who cares for the upkeep of attachment.
the structure and performs cleansing or • The way to end suffering is to
petitioning rituals as required. Large shrines, eliminate desire.
17
• Buddhism teaches the path to the

Background
lord’s actions will result in punishment in
elimination of desire. Meifumado, if not in some future incarnation.
The route to total enlightenment (known
Buddhism in Japan
as Satori) is comprised of eight paths. Some
As might be expected of a philosophy that
sects teach that each path must be attained
has spread so far and existed for long,
one at a time, while most believe that it is
Buddhist practice varies considerably from
necessary to work towards them all
place to place. There are a multitude of
書割

simultaneously.
Buddhist sects, each teaching variations on
• Right Understanding
the core principles laid down thousands of
• Right Thought
years ago. Most are founded on the teachings
• Right Speech
of particular priests or wise men who are said
• Right Action
to have discovered new truths about the path
• Right Livelihood
to enlightenment.
• Right Effort
• Right Mindfulness Zen
• Right Concentration The most notable variant of Buddhism in
Japan is the Zen school. Zen teaches that
Death and Reincarnation Satori is best attained through mediation
Buddhists believe that the path to Satori and direct teaching rather than study.
is very long indeed for most people, and can Ordinary people are directed to meditate at
take many lifetimes. They hold that the soul least five minutes out of every day, while
is reincarnated after death. Before this hap- monks may spend many hours at this task.
pens, a person is judged by the Enma, the These meditative times may be spent
kami of death. If a soul is judged worthy, it with an emptied mind, as part of an effort to
spends a time among the kami before retur- overcome the illusion of self. Or, a monk
ning to Earth in a new body. If the soul is may reflect on one of many puzzles known
judged evil or unworthy, it is sent to Meifu- as koan. These are apparently contradictory
mado, sometimes called “Buddhist Hell”, or nonsensical questions that require a
where the dead person is subjected to
terrible punishments, such as being boiled
in oil. However, this punishment is not The Mark of Evil
eternal — rather, it is a process of purifi-
cation whereby the soul is made ready for a The quality of a person's soul often has an outward
new reincarnation. expression in his physical form. If a person allows his or
The achievement of Satori is said to be her spirit to become twisted by hatred or greed, the
the realization that one’s identity and soul body may become twisted and ugly as well. In fact, it is
are false, simply illusions caused by consci- quite possible for a particularly unpleasant person to
ousness and desire. Zen Buddhism teaches become a literal monster, overnight.
that all things are transitory — even the For example, in the very first issue of Usagi Yojimbo,
enlightenment of Satori is only temporary. the hero encounters a murderous goblin. The creature is
actually the wretched remnant of a samurai general who
Karma betrayed his lord. Others include yukei (ghosts) or
Another central idea in Buddhist teaching hannya (female demons) — people so selfish, angry, or
is the concept of karma. This is the universal remorseful in life that they became monsters after death.
law of action and reaction that is said to rule A signature character of the Usagi series is Jei (page 46),
all life. Each person creates his or her own a mysterious and frightening figure. His weapon’s blade,
Karma through their own actions, and these the “soul of the samurai”, has turned black to reflect the evil
have inevitable repercussions. However, the within him. By force of his malevolence alone, Jei has
consequences of a good or evil action may not superhuman senses and endurance.
be immediate, or even take place in this Much rarer is the character who has attained such
lifetime. For example, an evil lord might reap righteousness as to transcend the natural and onto the
壱拾八

great benefit from his murderous deeds and supernatural. It would appear that is easier for a soul to
nefarious conspiracies, yet he may never fall into greater evil than to rise to a greater good —
endure punishment in his lifetime. His however, righting wrongs makes for a good story, and
victims can take comfort in the fact that the fighting monsters who draw strength from their own
18 heart of evil calls for larger-than-life heroes.
Background 書割
transformation in consciousness to are fragmented into several sub-sects.
understand. One famous koan is, “What is They believe it is possible to achieve
the sound of one hand clapping?” Satori within a single lifetime by
In addition to meditation, Zen monks — chanting mantras during meditation.
at least those who are in residence at a They believe other schools of Buddhism
temple or monastery — are expected to are false, and often attempt to convert
spend their days in common tasks such as others to their view.
cooking, cleaning and gardening. There are
Amidism
a number of Zen schools in Japan, each one
Amidist Buddhism, also known as “Pure
with a different emphasis or interpretation
Land” Buddhism, centers around the
of the path to Satori.
veneration and emulation of Amitabha, an
• Soto — The largest branch of Zen in ancient king said to have abandoned his
Japan. It emphasizes meditation throne and become a monk. In the course of
without thought, always in a seated his mediations, Amitabha resolved to
position. achieve enlightenment by making 48 vows.
• Rinzai — Monks of this school He then established a new kingdom in the
meditate on koan, and believe it is west known as the Pure Land. All those who
possible to achieve sudden call on his name can be reborn into this
enlightenment. They strive to remove paradise, which is said to be a land of
the fear of death through mediation, endless happiness.
making this a popular school among There are two schools of Amidism in
the samurai. Japan. Jodo is the basic form of Amidism, in
• Fuke — Wandering Fuke monks travel which monks meditate on Amitabha’s
the roads of Japan, practicing sui zen, name. Jodo Shin followers believe that
meditation through the creation of people in this world are too deep in evil to
music on their distinctive shakuhachi achieve enlightenment on their own. They
flutes. Many ronin become Fuke believe that it is necessary to achieve unity
Buddhists. (See “Flautist Monk”, with Amitabha, and with his help gain
page 67.) Satori. Before the Tokugawa era, Jodo Shin
• Nichiren — Followers of this school followers were notorious for the ikko-ikki,
alliances of monks and peasants that
overthrew their lords.
The supreme weapon
on the field
In 1605, the ranks of Shogunate’s armies were filled
with large numbers of ashigaru gunners. Their presence
transformed the practice of war in Japan. Most old
warriors feared and disliked the new weapons, which
gave the lowest of commoners the ability to strike down
a samurai in full armor. Even Miyamoto Musashi, widely
reckoned to be the greatest sword-fighter of his day,
wrote that the gun was the weapon of the future, since it
did not take a lifetime to master.
As years passed, and the peace of the Tokugawa
Shogunate remained undisturbed, the need for peasant
armies equipped with firearms receded. By 1700, guns
had largely disappeared.
In the Usagi setting, sword-play and hand-to-hand
combat are romanticized as the ultimate expression of
battle. In the comic, guns make a dramatic appearance
in “The Dragon Bellow Conspiracy” — and never again.
壱拾九

In keeping with the romantic tradition of the stories,


this game presents the sword and spear as the ultimate
weapons, with teppo made all the more awesome by
their rarity. Game Hosts who want greater historical
accuracy in their campaign might change this. 19
Background
an orderly and peaceful government. It can
be expressed with six general ideals.
• Respect for propriety, ritual and
tradition
• Love for family and respect for elders
• Righteousness
• Honesty and reliability
• Kindness to others
書割

• Loyalty to the monarch and state


It is thought that dedication to these
principles will bring about the best of all
possible worlds, and every educated person
is at least aware of them. The former
Shogun Tokugawa Ieyasu believed that
Confucianism provided an excellent basis
for government. He began the creation of a
large body of bureaucracy founded on
Confucian ideals. This work is being
continued by his son, the new Shogun.

Christianity
Japanese "I am the way and the truth and the life.
Confucianism No one comes to the Father except
“… [A]lign with virtue, abide by through me"
benevolence, and immerse yourself in — Jesus of Nazareth
the arts.” Catholic missionaries from Europe and
— Confucius the Philippines have been actively spreading
Confucianism is a social philosophy and the Christian faith throughout Asia, and
collection of moral teachings developed have achieved a great measure of success in
almost 2000 years ago in China by Con- Japan. In 1605, Japan is home to about
fucius, a philosopher and government justice 300,000 Christians, most of them living in
minister. Though no direct writings of the coastal areas of Kyushu or in the city of
Confucius have survived, many of his oral Yamaguchi. Almost all of them are com-
teachings and anecdotes were written down moners, though a few members of the noble
by his disciples. As these maxims were not class have also converted.
recorded in a unified form, Confucians often Christianity teaches a belief in a trans-
differ as to the interpretation of reasoning cendent creator God who has three aspects —
behind these maxims, and different schools the Father, the Son, and the Holy Spirit. The
of the philosophy have arisen in different son, Jesus Christ (or Kirisuto Iesu as he is called
countries. In some schools it is little more in Japan) was personified in human form and
than a description of an ideal government. In executed. After death, he took punishment for
others, it is a full-blown system of religious the evils of mankind, then returned to life
and metaphysical thought. before ascending into Heaven.
In Japan, Confucian ideas have been Christians believe their God is infinitely
blended into Buddhism. Monks are required perfect and wise. Failure to worship this God
to study Confucius, and the philosophy is results in the eternal damnation of the soul,
engrained in Japanese thought. while faith is rewarded with immortality in
Paradise. There are no other gods in Christi-
Basic Principles anity, and Catholic missionaries often teach
Confucianism is an essentially that the kami worshipped in Japan are
弐拾

conservative philosophy which emphasizes demons masquerading as gods. Model


devotion to one’s family and ancestors, the Christians operate according to a highly
pursuit of justice, and the establishment of codified set of moral principles that are quite
20 familiar to the Japanese. In particular, the
Background 書割
“Golden Rule” of Christianity (that one weapons. The European weapons were far
should act towards others as you would have lighter than the teppo, and used a innovative
them do to the self) fits in well with the matchlock firing mechanism. Within a year,
ideals of Confucianism and Buddhism. Japanese craftsmen had reproduced the
The Japanese attitude towards European firearms and produced thousands
spirituality means that many new converts of copies for the armies of the warring
have simply added belief in Kirisuto to their daimyo. By 1605, the armies of Japan
existing faith in kami. Christian missionaries boasted more guns than any other nation on
and priests consider this heresy, and try Earth.
very hard to stamp out the idea. The official At this time in history, Europeans were
attitude towards the religion is changing undertaking unprecedented explorations of
rapidly from one of toleration to open the world. They have developed a high level
hostility. The Shogun is of the opinion that of skill in shipbuilding and navigation. The
Catholic missionaries are spies for the Japanese rightfully admire these traits, and
European powers. His fears are fanned by are learning the art of European ship-
many of his councilors and priests, who building. At first, they simply hired
either resent the intrusion of Christianity, or Portuguese sailors to undertake this
consider it to be a dangerous false religion. construction. Later, Japanese shipwrights
Edicts placing strict limitations on incorporated some of the more revolu-
Christianity were issued in 1606, and the tionary elements of European vessels into
faith was entirely outlawed a decade later. traditional Japanese designs.
Scholarly characters may have some
knowledge about the customs, religion, and
FOREIGN politics of Europe. However, unless they
RELATIONS have contacts with the Shogun or Imperial
“They eat with their fingers instead of Court (or through those few merchants who
with chopsticks such as we use. They deal with Europeans) this information will
show their feelings without any self- be extremely dated and second-hand.
control. They cannot understand the
meaning of written characters”
-Japanese description of European
visitors during the Edo Period The Future of
While Japan had a long history of trade foreign relations
with mainland Asia, in recent years the The Usagi role-playing game is set in 1605. Histori-
country has been exposed to seafarers from cally, Japan was about to have some serious changes
much farther away. Travelers from Euro- with how they dealt with the outside world …
pean colonies in the Pacific and the New In 1609, the Satsuma clan invades what is now
World first arrived in Japan in 1543, and are Okinawa, creating an independent nation, the Ryukyu
now regular visitors to Japanese ports. Kingdom. As Japan slowly closes off relations with the
The Japanese at this time are an rest of the world, Okinawa remains a separate, open
advanced and urbanized people, with an nation until 1879.
unbroken line of monarchy that stretches Japanese sailors experienced a brief golden age of
back to the European Dark Ages. They exploration. In 1614, a Japanese galleon built to Euro-
consider Europeans to be ill-mannered and pean specifications (and named the San Juan
uncivilized, and refer to them as nanban, or Bautista!) reaches the Spanish colonies in Mexico and
“barbarians.” However, they have still established an embassy in North America. The same
picked up some important innovations from vessel sails to Europe in 1617, bearing an ambassador
their uncivilized visitors. to Rome to meet with Pope Paul V. Later, trade and
When the first Portuguese sailors — a international travel will be restricted to a few
lost, bedraggled trio aboard a Chinese ship specially licensed vessels, known as the Red Seal Ships.
— arrived in Japan in the 1540s, they After the Shimbara Rebellion in 1637, the bakufu
弐拾壱

brought with them a form of European government progressively closes off trade with the
musket known as an arquebus. Though the rest of the world, restricting all trade to Dejima port
Japanese already had a heavy, tubular gun in Nagasaki, and only with China and with the Dutch
known as teppo, the arquebus represented a East India Company. Landing on Japanese shores
significant advance over locally-made without authorization becomes punishable by death! 21
Gazetteer
GAZETTEER
The empire of Japan is comprised of four
large islands and thousands of smaller ones.
地名辞典 The four main islands are (from north to
south) Ezo, Honshu, Shikoku, and Kyushu.
The largest island by far is Honshu, and it is
here that most of the action in Usagi Yojimbo
takes place.
All four islands are extremely
mountainous, a factor which can
dramatically slow travel, and one which
makes cultivation difficult in many parts of
the country. Peasant farmers are often
obliged to dig terraces in the
hillsides to squeeze more
arable acreage from their
land. There are few places
on any of the islands where
one is entirely out of sight
of mountains or hills.
弐拾弐

22
Gazetteer 地名辞典
The main range of mountains on Honshu REGIONS &
runs north and south through the middle of
the island. As a result of this chain, the PROVINCES OF
coasts on either side of Honshu range EDO-ERA JAPAN
experience very different weather. The Until the end of the old Imperial era,
eastern coast is dry and warm, while the Japan was formally divided into admini-
west coast is relatively cool, and often enjoys strative areas known as kuni (provinces).
heavy rainfall. The island of Shikoku is With the establishment of the Kamakura
similarly divided, while Ezo and Kyushu are Shogunate in A.D. 1192, these provincial
mountainous throughout, with the divisions became less important, as the
exception of coastal plains. military rulers of Japan took over many of the
Japan is a well-settled and relatively stable former administrative functions of the
land, particularly in the fiefdoms near Kyoto Imperial government.
and Edo. Maintained roads connect most By the end of the age of war, the old
provinces, and a traveler can expect to find provinces had been splintered and separated
public lodgings in all but the smallest of into countless smaller holdings by the
communities. Even amenities such as restau- competing daimyo. Often, the old
rants and bath houses are common. Almost administrative cities were destroyed, or
every community will employ a number of abandoned following multiple sieges. In
armed watchmen who patrol the roads at other cases, they were eclipsed in importance
irregular times, searching for bandits and by the castle towns that had grown around
fugitives. Larger forces can be quickly raised the fortifications built by the daimyo. From
by calling out the local ashigaru militia. their castles, each daimyo ruled an area
known as a han (fiefdom). The borders of
these han changed dramatically as the
THE TWO CAPITALS fortunes of their rulers rose and fell.
With the establishment of the new In the short years since Tokugawa Ieyasu
Shogunate in 1603, Japan now has two became Shogun, the existing fiefdoms have
capitals. Emperor Go-Yozei resides in the city been recognized as the basic administrative
of Kyoto, which has been home to the Imperial area. Their size and borders are frozen,
court for nearly nine hundred years. However, except in the case of clan alliances through
his rule is largely ceremonial, and he has little marriage, or open warfare — which grows
real power that is not offered at the sufferance less common as the Shogun solidifies his hold
of the Shogunate. The Shogun, Tokugawa on the country. A han is now defined as an
Hidetada, holds the real reins of power. He area which can produce at least 10,000 koku
resides in Edo, which is a large and well- of rice per year. One koku of rice (about five
fortified city to the northwest of Kyoto. Edo is bushels) is required to feed one man per year.
the military and executive center of power in There are exceptions to this number, and
Japan, and the Shogun is often mistaken for some very large fiefdoms have an annual
the Emperor by foreign visitors. This time assessment in excess of 1,000,000 koku. These
period in Japan’s history is sometimes called regions are ruled by very senior and powerful
the Edo era. lords, while the smallest are ruled by low-
Daimyo, high-ranking court officials, and ranking daimyo.
other important personages are often required Some daimyos may have more than one
to travel from the Imperial court to that of the han under their rule — they may appoint a
Shogun. They bear messages and gifts from civilian administrator or samurai to oversee
one to the other, or simply travel on private their additional fiefs. Most provinces are
pilgrimages in order to pay obeisance in home to a number of samurai clans. Each
person to the temporal and spiritual leaders of clan rules their fiefdom from a fortified castle
Japan. The volume of traffic between Edo and town, though despite the name this
Kyoto is such that two highways, known as the settlement may be little more than a village
Nakasendo Road and the Tokaido Road, are with a small keep. The new Shogun has
弐拾参

specifically maintained as a connection decreed that there should be only one castle
between the cities. The Tokaido road is much per province. It is not certain how this decree
busier, though the Nakasendo road is will be enforced in provinces with more than
sometimes favored for its scenic diversions. one existing castle. 23
Gazetteer
Although the provinces no longer have will likely mention his province before
any administrative function, they are still mentioning his han.
recognized as geographic areas. In addition During the Edo Period, the provinces
to long tradition, the provincial divisions are were further grouped into eight regions,
simply easier to remember than the han. known as “routes”: Kinai, Tosando, Tokaido,
地名辞典 There are more than 300 fiefdoms, and their Hokurikudo, San’indo, San’yodo, Nankaido,
borders still change periodically. If you ask a and Saikaido. Each grouping of provinces
peasant to identify his place of residence, he (which the exception of Kinai) indicated a
route into the capital region.

The Capital Region: Kinai

Kinai is perhaps the most important area Yamashiro


of Japan, as it contains the Imperial capital of Though small in size, Yamashiro
Kyoto and many large cities. Kinai is province holds considerable importance.
comprised of five small provinces — Yama- Kyoto and the Imperial court are located
shiro (the seat of imperial power), Yamato, here. It is the very heart and soul of Japan.
Kawachi, Izumi, and Settsu. Many large The entire province exists to serve the city of
settlements can be found in Kinai, and the Kyoto. The local peasantry till rich soil,
region has a significant urban population. proudly producing the vegetables that feed
Notable cities include Kyoto (home to the the Emperor and his household.
Emperor), the merchant city of Osaka, the Kyoto itself lies in a valley, surrounded on
holy city of Nara, and the port of Sakai. all sides by green mountains. These hills are
Kinai is a hub of activity and attention. beautiful, but also create a local pocket of
Visitors from every province of Japan can be extremely still air. Kyoto is notoriously humid,
found here, as well as diplomats and particularly in midsummer. It is a large city
merchants from foreign lands. Exotic with many thousands of inhabitants, and the
characters from barbarian lands, such as rarefied manners and odd customs of the
Jesuit missionaries from distant Rome or locals can overwhelm country visitors as much
merchants from India, may be encountered in as the sight of the grand shrines and palaces.
the busy marketplaces and byways of Sakai. Travelers from all over Japan — and
People from this area have a peculiar occasionally from much farther abroad –walk
accent that often causes them to sound these streets, along with puppeteers, dancers,
rather brusque and fierce, even in casual top-spinners, priests, pedagogues, warriors,
conversation. This trait is the subject of lords, and rogues of every class and stripe.
弐拾四

many jokes in other areas of Japan, and The city is home to literally hundreds of
makes it very easy to spot visitors from the remarkable buildings, shrines, and temples.
capital region. Here may be seen the grand temple of Toji,
with a pagoda that towers 180 feet into the
24 air, and the brilliant shrine of Kinkaku-ji, the
Gazetteer 地名辞典
walls of which are painted with real gold. temples in honor of the new state religion,
Visitors seeking a vision of peace can regard Buddhism. In the Edo era, the Emperor may
the serene rock gardens of Ryoanji, which have moved on, but Nara still has the oldest
are said to provide insight into the very and most influential Buddhist temples.
shape of the universe. Of course, the
grandest sight of all is the Kokyo, the Impe- Izumi
rial Palace. It is said that gardens of serene Izumi is a tiny province, though
beauty lie behind its walls, as well as glorious important for the sheltered bays offered by
buildings. Few can confirm these reports — its coastline. The port of Sakai is by far the
almost no one is allowed to enter. most prominent settlement in Izumi. Sakai
Though Kyoto is a magnificent city, it has was a center for international trade for
not yet fully recovered from the age of war. several hundred years, and was unique
Here and there the scars of past sieges can be among Japanese cities in that it was ruled by
seen, both in the architecture and in the faces an independent merchant class.
of the maimed peasants and veterans who The city was famed for the freedoms
beg for coins in the street. Keen-eyed enjoyed by the inhabitants. During the
travelers may also notice that the city seems Sengoku period of warring states the
smaller than it once was — the suburbs merchant rulers enriched themselves by
around the city are filled with overgrown lots, selling guns to anyone with the cash to pay
some with abandoned buildings or burned for them. Sakai’s unique status ended when
out homes, the relics of past invasions. the daimyo Oda Nobunaga decided to seize
the city for his own. The residents took up
Yamato arms against his forces, but the city was
Yamato is located just south of Yama- quickly overrun and burned.
shiro. It is a rich area of fertile farmland and Today, Sakai is well on the way to
busy villages. The residents feel their province recovering from the desolation wrought by
is the heartland of Japan, and that their Nobunaga’s army. However, it is still a ghost
customs and lifestyles typify all that it is to be of its former self, and it is unlikely to regain
Japanese. This attitude is not limited to this the freedoms once enjoyed by the citizenry.
province — many Japanese refer to the whole
of the empire as “Great Yamato.” Settsu
There are a number of important towns in Settsu is located northwest of Kyoto. The
Yamato, perhaps the most notable of which is province is an important corridor for travel
Okayama, home to a magnificent black castle. to the cities and farms of southern Honshu.
It is ruled by relatives of Tokugawa
Kawachi Hidetada, from the castle town of Osaka.
Kawachi is a small province, with few large They also count the provinces of Izumi and
settlements. The entire area is ruled from Kawachi as part of their fiefdom.
Osaka castle in nearby Settsu province. Osaka Castle was built on the ruins of a
Travelers will find mostly well-tended fortified Buddhist temple of the Jodo Shinsu
farmland, tidy villages, and neat shrines. Of sect. Oda Nobunaga razed the temple after a
course, bandits and more unearthly threats four-year siege, and ordered the construction
弐拾伍

are rumored to lie on the lonely mountain of the castle. Some whisper that the ghosts of
tracks. Before the capital moved to Kyoto in the dead priests still linger in the basements
A.D. 784, the city of Nara was home to the of the castle, a series of dungeons that
Imperial family, where they built many descend three levels into the depths.
25
Gazetteer
The East Mountain Route: Tosando

地名辞典
弐拾六

26
Gazetteer 地名辞典
Tosando is the east mountain route. Kozuke
From Kinai, one travels east to Omi, and The main town in mountainous Kozuke
then north via the mountains through province is Takasaki. This settlement is
Mino, Hida, Shinano, Kozuke, Shimotsuke, known as the home of the daruma doll. These
finally coming to Mutsu and Dewa in the far curious wooden dolls represent the Indian
north of Honshu. The terrain varies greatly sage Bodhidharma, the founder of Zen
as one proceeds northward, becoming Buddhism. According to tradition, the dolls
progressively rougher and less settled. are capable of granting wishes. When they
are made, their eyes have no pupils. The
Omi owner makes a wish, and then colors in one
Omi is home to Lake Biwa, which is by far of the eyes. When the wish comes true, the
Japan’s largest lake. The shores of Lake Biwa second eye may be colored in. These dolls
are home to many fishing communities, and may be purchased in a variety of sizes and
its waters are rumored to be the home of degrees of ornamentation from Buddhist
many legendary creatures. Omi is also an temples in this region. It is considered
important stop on the Tokaido road, and improper to own more than one daruma at a
there are a number of impressive castles here. time. When a given wish is fulfilled, another
daruma may be bought.
Mino
Mino was one of the original provinces Shimotsuke
ruled by Oda Nobunaga, and served as an Shimotsuke is located just north of the
important base in his drive for power. It is Shogun’s seat of power in Edo. As such, this
also the site of Castle Gifu, a major province has been the site of many battles,
fortification. In 1600, the west edge of this and until living memory it was divided into
province was the site of the Battle of many small territories, each the domain of a
Sekigahara, a major clash between the different daimyo. The province is noted for its
daimyo loyal to Tokugawa, and those who many beautiful waterfalls and shrines. The
supported the other regents. Farmers from small town of Nikko is home to a particularly
the tiny village of Sekigahara still find bones ancient Shinto shrine, Futarasan, which was
and rusted weaponry, leftovers of the battle. built nearly a thousand years ago. The
The area has an unusually dense population current Shogun, Tokugawa Hidetada, has
of fireflies — these are often said to the souls commissioned the construction of many
of the dead soldiers, lingering on at the site of shrines throughout Japan, and some of the
their doom. most elaborate are being built in Shimotsuke.

Hida Mutsu
Hida is a heavily forested province, and Mutsu is by far the largest province in all
also heavily traveled. Banditry is common as of Japan. It was one of the last to be formed
brigands can easily retreat into the security of as Japanese settlers displaced the native
the forests. It is said that many kami dwell in Ainu people over a number of years. The
the depths of the woods, both good and evil. northern limits of the province still have
very much the character of a frontier
Shinano territory. The climate of the province varies
Shinano province is extremely moun- fairly dramatically as one travels inland. It is
tainous and is famous for its picturesque temperate and warm at the eastern shore,
views. Perhaps the most important town in and the narrow central plains are extremely
this area is Matsumoto, home to the famous fertile, home to many farming communities.
Crow Castle. This castle is so named because The western side of the province is
of its black-painted walls, and the spreading dominated by rocky mountains where many
“wings” that extend from the main structure. beautiful lakes can be found. The mountain
The city is also famous for its onsen (hot regions and the north coasts are notable for
弐拾七

springs) which draw many rich and noble their harsh winter weather.
visitors. Other important castle towns in
Shinano include Ina, Ueda, and Komoro.

27
Gazetteer
Several different clans occupy this Dewa
province, existing in a state of watchful Like Mutsu, Dewa was settled gradually as
peace. They rule from a number of promi- Japanese colonists displaced the native
nent castle towns, most notably Aizuwa- peoples. In the years since, it has been
kamatsu, Kozukata, and Sendai. A short relatively well-settled, and is noted for its silk
地名辞典 journey from Sendai, a traveler may view production. Important towns include Akita in
the legendary beauty of Matsushima Bay, the north, and Yamagata in the south. The
wherein lie more than 250 tiny islands, southern part of the province is also home to
dotted with graceful pines. The bay is the Ryushaku-ji Temple, which was carved out
considered one of the three most beautiful of the side of a stone mountain hundreds of
places in Japan. years ago. The priests continue to dig new
tunnels into the mountain to this day. Dewa is
also home to three mountains sacred to
Shintoism — Mount Haguro, Mount Gassan,
and Mount Yuduno.

The East Sea Route: Tokaido

The region of Tokaido should not be with stretches of flat land along the eastern
confused with the Tokaido road, which runs coast. The largest of these, the Kanto Plain,
between the imperial capital of Kyoto and spreads across several provinces. In many
弐拾八

the military capital of Edo. The region other places the mountains run almost to
extends northward from Kinai along the the ocean. The Tokaido region incorporates a
warm eastern coast of Japan. It is moun- large number of small (though important)
tainous and forested along the western half, provinces. In approximate order from north
28
Gazetteer 地名辞典
to south, they are Iga, Shima, Ise, Owari, province is famous for its production of
Mikawa, Totomi, Suruga, Izu, Kai, Sagami, fireworks, and it is currently the only
Musashi, Awa, Kazusa, Shimo-Usa, and province in Japan in which gunpowder can
Hitachi. Much of Tokaido is ruled directly by legally be manufactured.
the Shogun, or by clans closely allied to him.
Totomi
Iga Like much of the Tokaido region, this
Although it is close to the bustling Kansai province is dominated by large mountains.
region, Iga is a tiny and rather inaccessible Until a few decades ago, it was ruled by the
province. Most of the residents dwell in a flat Imagawa clan, but the clan lost their
basin, surrounded on all side by mountains. holdings and currently serves as the masters
The settled region is linked to the outside of ceremony to Tokugawa. Hamamatsu is
world by poorly maintained roads through the province’s most notable castle town.
the mountain passes. Iga is said to be the
birthplace of the art of ninjutsu and home to Suruga
the first and oldest ninja clan. Suraga’s geography varies from mountains
in the south to smaller hills in the north.
Shima Suruga is one of the provinces directly
Tiny Shima province is located on a administered by the Shogun, by his
peninsula that extends outward into the representatives in the castle town of Shizuoka.
ocean. It is a major center for fishing and
pearl collection. The most important town in Izu
Shima is Ise, which is home to both a famous The province of Izu is composed of a
castle and an extensive Shinto shrine. The relatively small peninsula that juts
shrine, which is dedicated to the sun goddess southward from the mainland into the
Amaterasu, consists of over 100 individual ocean. The most dramatic and famous
shrines. Each shrine is demolished and landmark in Izu is sacred Mount Fuji, the
rebuilt once every 20 years. The shrines are tallest mountain in Japan. It is easily visible
not accessible to commoners, and are said to for many miles around, and can even be
house the sacred mirror, Yata no kagami. The seen from Edo on a clear day. Mount Fuji is
mirror is one of the three imperial treasures, the goal of many pilgrims, though women
and is said to grant wisdom to the Emperor. are forbidden to climb to the peak. The
most notable town in Izu is Mishima, which
Ise is home to three important shrines.
Ise (not to be confused with the castle
town of Ise in Shima province) is dominated Kai
by forested mountains, with most residents The province of Kai is entirely land-
living along the coast. Castle towns include locked, and is home to many dramatic peaks
Tsu (a popular stopping point for pilgrims and lush valleys. The capital of the province
to the Ise Shrine), Kuwana, and Matusaka. is the castle town of Kofu, which is also the
site of the Kai-Zenkou Buddhist temple.
Owari
Owari was the home of the warlords Oba Sagami
Nobunaga and Toyotomi Hideyoshi, and Sagami is an important leg of the
continues to be an important base of power Tokaido road from Edo to Kyoto, and has
for the current Shogun. However, the long held a strategic importance. Control of
province is perhaps best known as the home Sagami is an important part of maintaining
of the famous sword Kusanagi-no-Tsurugi the connection between the two capitals.
(“Grasscutter”), which is one of the three The province is dotted with major fortifi-
imperial treasures. The sword is kept at the cations and castle towns. Odawara castle in
Atsuta shrine in the castle town of Nagoya. particular watches over the Tokaido road.
弐拾九

Sagami is mountainous in the west and


Mikawa south, but much of the rest of the province is
Mikawa was the original fief of the a flat and fertile plain dominated by rice
current Shogun. The principal castle towns farms and crisscrossed by rivers. Near the
are located at Okazaki and Yoshida. The mountain town of Hakone, travelers may 29
Gazetteer
encounter a strange area known as the Great
Boiling Valley, a starkly beautiful place of
bare stone and boiling geysers.
The important city of Kamakura is found
on the coast of Sagami. This city is surroun-
地名辞典 ded on three sides by mountains, and on the
fourth side by water, making it an
impressive natural fortress. The city is home
to a number of shrines and temples,
including the warrior shrine of Tsurugaoka
Hachiman. Pilgrims from all over Japan are
also drawn to an enormous bronze Buddha. throughout Japan for their abrupt manner
and capacity for creating inventive curses.
Musashi
Musashi, seat of the Shogunate, has long Awa
been an important province. It lies on the Tiny Awa provinces lies at the southern tip
fertile Kanto Plain, and is dominated by rich of the Boso Peninsula, and it is surrounded on
farmland and rice fields. Numerous villages three sides by the ocean. Although close to the
and towns can be found, rarely separated by bustling towns of Musashi, Awa is thinly
more than a few hours travel. Of course, the populated, and has few settlements larger than
most important settlement is Edo, which a village. Fishing and rice farming are the
lies on the coast. It is here that the Shogun principal occupations. More than one
holds court, in Edo Castle. adventurer has retired to sleepy Awa … or
Edo is the largest city in Tokugawa-era hidden there while avoiding their enemies.
Japan. Most of the citizens dwell in small
wooden houses known as machiya, which Kazusa
are heated by charcoal ovens. Kazusa occupies the majority of the Boso
Almost anything can be found in Edo, Peninsula, a hilly region with a relatively
even strange and wonderful artifacts from small population. The only settlement of
distant Europe or the depths of Asia. In importance to visitors is the castle town of
addition to countless shrines and temples of Otaki. Though Kazusa is a relatively quiet
all sizes, courtesans offer discreet services to area, the locals can spin terrifying tales
the citizenry in the streets of Yoshiwaru, the about monsters and spirits that dwell in the
red-light district. Ronin are forbidden to windy hills.
enter this part of the city, and the
prostitutes are forbidden to leave, except Shimo-Usa
once a year to view cherry blossoms in the Shimo-Usa is geographically dominated by
countryside. The city also boasts a regular the Kanto Plain, and ruled by the Shogun in
police force, as well as fire-fighters. These Edo. The province has been the site of many
last are kept busy, as fires are common and battles, and has changed hands from clan to
flames spread quickly through the close-set clan many times in its history. The principal
wooden residences. The inhabitants of Edo settlement is the castle town of Sakura.
are known as Eddoko, and are famed
Hitachi
the Floating Located at the northern edge of the
Tokaido region, Hitachi also represents the
world northern limits of the Kanto Plain. While
The Tokaido Road in general, and Yoshiwaru in the southern half of the province is domi-
particular, are romanticized as the Ukiyo (“floating nated by grasslands dotted with lakes, the
world”) — the common man’s daily pleasures of Kabuki north turns once again into mountains.
plays, Geisha houses, illicit gambling, drinking sake (rice Hitachi was ruled by several competing
wine), and other recreations. daimyo until fairly recently, most ruling
Wood-block printings of art depicting these places
参拾

from the castle town of Mito. A day’s


are called Ukiyo-e. The most famous Ukiyo-e is “The journey from Mito, one may find sacred
Great Wave Off Kanagawa.” While these pictures were Mount Tsubuka, on which is built an
made almost 100 years later, they remain iconic, ancient Shinto shrine in the shape of a toad.
30 powerful images of the early Tokugawa era.
Gazetteer 地名辞典
The North Land Route: Hokurikudo

Hokurikudo follows the western coast of Echizen


Japan northward, creeping along the spine Echizen is similar to Wakasa in many
of the country until it reaches Dewa. Hoku- respects, but boasts a much broader and
rikudo is composed of the provinces of more fertile area of plains. The main town of
Wakasa, Echizen, Kaga, Noto, Etchu, Fukui is famed for its artisans, who produce
Echigo, and Sado. The inhabitants of these very high quality paper and unique
provinces are often considered unsophis- ceramics. The inhabitants speak in a
ticated rustics by residents of more central curiously accented “sing-song” variation of
areas. However, they are also recognized standard Japanese known as Fukui-ben. This
throughout Japan as skilled artisans. accent (along with several local
colloquialisms) may mark the speaker as a
Wakasa country bumpkin elsewhere in Japan,
Wakasa is little more than a narrow particularly in Kansai.
plain between the mountains in the east,
and the Sea of Japan in the west. The pro- Kaga
vincial capital is in the castle town of Most of Kaga is heavily mountainous,
参拾壱

Obama. The province is thinly settled and the majority of inhabitants live on the
otherwise. northern coastal plain. The most important
city is Kanazawa, a large settlement that is
as a haunt for secretive ninja, and was seat
31
Gazetteer
of power for the Maeda clan that ruled this Echigo
province. About ten years ago, workers Niigata, the largest city and port on the
completed construction of Oyama-jinja, a western coast of Japan, is located in Echigo.
beautiful Shinto shrine west of the city. This long, thin province stretches a great
Craftsmen from this area are famed for their distance north and south. The eastern edge
地名辞典 pottery glazes, silk printing, and talents at is mountainous, and the remainder of the
making gold leaf and metal inlays. Denizens province consists of fertile coastal plain. The
of the province are even known to drink tea province is the home of the koi, or
salted with gold leaf! ornamental carp, which can be found in the
decorative ponds throughout the region.
Noto Echigo is also famed for the quality (if not
This province is dominated by a large quantity) of the rice grown there.
coastal plain. For much of recent history,
Noto was ruled by whichever daimyo held Sado
sway in Kanazawa. The provincial capital is Although Sado is considered part of the
Nanao, home to many pleasant hot springs. Hokurikudo route, this province is actually
an island separated from Honshu by miles
Etchu of open ocean. It is a green and pleasant
Bounded on three sides by mountains place of rolling hills in summer, but the
and by the sea on a fourth, Etchu is an winters are very harsh.
enormous natural basin. The mountains are Sado has a grim reputation as a place
home to many mining operations, and the where political exiles are sent to die. The
province is a major source of bronze and leaders of failed rebellions, criminal nobles,
items made from it. The principal town of difficult priests, and even a former emperor
Takaoka is dotted with structures and have all called Sado their final home.
statues made from bronze, including an One of the more famous residents was
enormous statue of Buddha. the monk Nichiren, who founded a
Etchu’s northern shore leads into particularly militant school of Buddhism
Toyama Bay, a body of water of marked that remains popular to this day among
beauty. The bay is also famous for the samurai. Sado is home to many shrines to
strange sights that may be seen on and his memory. Recently, gold was discovered
under the waves. Travelers report seeing in Sado’s green hills. Though this news has
sunken forests and strange mirages. A more yet to make its way back to the Shogun or
reliable spectacle is the annual arrival of Emperor, it seems likely that the province’s
vast schools of glowing squid, status as a island of exiles will soon change.
which eerily illuminate
the waters on spring
nights.
参拾弐

32
Gazetteer 地名辞典
The Mountain Back Route: San'indo

The San’indo route follows the west coast Maizuru lies on the shore of Maizuru Bay,
of Japan southward from the Kinai region an extremely well-sheltered body of water
towards Nagato province. It is a thinly settled that is connected to ocean via a relatively
area for much of its length. San’indo is a cool narrow channel. The bay is noted for its
and dry region, quite pleasant in summer, extreme beauty. However, even Maizuru Bay
but known for sometimes severe winter fades in comparison to Miyazu’s Amano-
weather. Though the temperature rarely hashidate, or “Bridge of Heaven.” This a
drops much below freezing, heavy snowfalls narrow sandbar, covered with graceful pine
are common. During the early Edo period, trees, that crosses Miyazo Bay. According to
this region often suffered through famines tradition, visitors should turn their back on
and peasant uprisings. the sandbar and view it upside down by
putting their head between their legs — and
Tamba thus see it as a bridge in the heavens. The
The eastern-most portions of Tamba border sandbar, along with Matsushima Bay and the
on the Yamashiro and Settsu provinces of Kinai, shrine at Itsukushima, is considered one of
and share many of the cultural and geographic the three most beautiful sights in Japan.
characteristics of the Japanese heartland. As one
travels west, Tamba becomes much more rural, Tajima
and there are few settlements. The highlands in Tajima, like much of the San’indo region,
the southern portion of the province are almost is a thinly-settled and mountainous area.
entirely uninhabited. Izushi is the provincial capital and main
castle town, though Hidaka is also an
Tango important local center. Tajima is known for
Tango is a small province, nothing more its numerous hot springs and snow-capped
than a narrow, U-shaped strip of land that peaks. Forestry is an important industry.
follows the coastline. It is a very mountainous
area, but quite fertile. Unfortunately, the Inaba
参拾参

coastal plain is almost non-existent in Tango Inaba is an important agricultural region,


and farmers must grow their crops on the noted for its pears, scallions, and watermelons.
sides of hills. The province has a couple of The local capital is the city of Tottori. Every
important fishing ports, notably Maizuru year, the city hosts the Shan-shan umbrella
and Miyazu. festival, during which teams of colorfully- 33
Gazetteer
dressed performers dance and march with can be found in the most unexpected places.
large umbrellas, which are decorated with bits Izumo is an independent fief ruled from the
of tinkling metal. The city is also known for the castle town of Matsue. A new castle is being
many sand dunes found nearby. built in the town, made from black-painted
timbers that have already given the structure
地名辞典 Hoki the nickname “Plover Castle.”
Fruit and rice farming are important
trades in Hoki, and significant logging takes Iwami
place in the southern part of the province. The mountains of Iwami run straight to
Kurayoshi and Yonago (the provincial the coast, and are home to many silver mines.
capital) are the major population centers. These unpleasant tunnels descend hundreds
Yonago is a thriving port, and the only place of feet into the ground, and are worked by
in Japan that offers ferry service to the remote the most desperate of peasants. As the mines
ocean province of Oki. tend to be located in fairly remote areas,
there is a constant need for caravan guards
Izumo who help bring the silver safely back to
In ancient times, Izumo was a powerful and civilization.
independent kingdom, and it is dotted with Iwami has few settlements, and none
the sites of ancient battles and ruined castles. larger than the small towns of Yanotsu and
According to legend, the gods themselves Masuda. Yanotsu is home to a famous hot
battled here in the first days of the world. As spring, which is said to have healing powers.
such, the province holds an important place in
Shinto beliefs and folklore. It is colloquially Oki
known as the “Home of the Gods.” Oki province is a collection of several tiny
Centuries ago, the province boasted a islands, about 80 kilometers from the coast of
tremendous wooden shrine. According to Honshu. The three largest islands are home to
ancient writings, the great shrine stood the vast majority of the inhabitants. Oki is di-
neatly 300 feet in height. No man has laid rectly ruled by the Shogun, and governed on
eyes on this shrine in nearly 400 years, and his behalf by the Matsue clan. Like Sado to the
some suspect that it never existed. Others say north, Oki is known as a traditional destination
it remains hidden in a secret grove of pines in for political exiles, including two Emperors.
some lost valley, or that perhaps the gods Though small, the islands of Oki produce
took it away from this world. a substantial crop of rice for their size —
Though Izumo has declined in though not enough to technically qualify as
importance, it is said that the land still a han. The smaller islands are notable for
remembers its golden age. Shrines to the their breathtaking cliffs and curious rock
memory of old warriors and powerful kami structures.
参拾四

34
Gazetteer 地名辞典
The Mountain Front Route: San'yodo

The San’yodo region is comprised of known as the Hakurojo, or “Snowy Heron,”


those provinces that follow the eastern because of its brilliant white walls. The new
coastal plain southward from Kinai, down Shogun has ordered a major expansion to
to the very tip of Honshu. San’yodo is the current structure.
separated from the island of Shikoku by a
narrow body of water known as the Seto Mimasaka
Sea. This sea is almost entirely inland, as it Mimasaka is a place of mountains, tiny
is connected to the ocean by only three lakes, and many rivers. The mountains
straits. As such, it is an extremely sheltered conceal at least one plateau, where a
and peaceful sea and an excellent fishing number of isolated villages may be found.
ground. There are more than three The important settlements include
thousand islands in this sea, but only a very Tsuyama, Yubara, and Yunogo. These last
few are inhabited. Most are simply specks of two are home to several hot springs.
land, home to seabirds and a few trees. Although the majority of the province is
Fishermen will occasionally spin tales about landlocked, with no coastline, the island of
the strange spirits and creatures that dwell Shodoshima in the Seto Sea is considered a
on the more remote of these islands. part of Mimasaka. The island is thinly
The Seto Sea has a moderating effect on populated.
weather, and San’yodo is a region of bright
sunshine and blue skies. Though little rain Bizen
falls here, the area is rarely stricken with Bizen has been famous since time
drought. This is thanks to the many rivers immemorial for the skill of its swordsmiths,
that flow down from the mountains. and the quality of their wares. It is also
famous for the many battles that have been
Harima fought here, and for the number of times the
Harima is hot and humid throughout province has switched hands from one clan
much of the year, and receives relatively to another!
little rain even in winter. The northern part The provincial capital is Okayama. The
of the province is entirely mountainous, town is dominated by the menacing black
gradually turning into a broad coastal plain walls of Okayama Castle. Visitors from
参拾伍

as one heads southward. The capital is many parts of Japan also come here to view
Himeji, home to the magnificent Himeji the famous Korakuen gardens, considered
Castle, which is one of the largest and oldest one of the three finest gardens in Japan.
in Japan. This enormous fortress is often
35
Gazetteer
Bitchu politics, and is sometimes referred to as the
The province of Bitchu is not dominated Kyoto of the west. The sobriquet is well-
by any one clan and is instead divided up earned — Yamaguchi was founded in the
th
into several tiny fiefdoms. The former 14 century by a samurai lord who admired
capital of Soja is home to many shrines and Kyoto and wished to create a new town in its
地名辞典
ancient structures, but has recently been image.
eclipsed in importance by the port city of The city is home to numerous shrines
Kurashiki. This picturesque city is lined and temples, most notably the Rurikoji
with canals, and is the best place to find temple, which boasts a five-story pagoda. In
passage to the island province of Awaji, as 1550, the city was visited by Saint Frances
well as the Nankaido region. Xavier, one of the founders of the Catholic
Jesuit order. He spent several months in the
Bingo area, and established a number of Christian
Bingo lies directly across from the island congregations.
of Shikoku, with its coastline situated at the
widest part of the Seto Sea. The province is Nagato
blessed with fertile coastal plains and Nagato lies at the extreme south-western
abundant fisheries. The ancient capital of tip of Honshu, and is surrounded on three
Fuchu remains an important center. sides by open ocean. The center of the
province is dominated by mountains and is
Geishu thinly populated. One peak, Mount
Geishu (sometimes known as Aki) is a Toganoh, is home to the Kozanji temple, site
fertile province, producing more than of the first tea garden in Japan.
400,000 koku of rice in a given year. The The castle town of Hagi lies on the north
provincial capital is the castle town of coast, while the old city of Shimonoseki lies
Hiroshima. The youthful Lord Noriyuki to the south. Shimonoseki is the closest
rules from here. Though it is less than 30 settlement to the island of Kyushu, which it
years old, Hiroshima has already grown into faces across the Kanmon Straits. In 1185,
a bustling port. this coast was the site of a mighty naval
Just off the coast of is the holy island of battle between the Taira and Minamoto
Itsukushima, sacred to the Shinto religion. samurai clans. Thousands of sailors died
No one may be born on this island, and no here, and their spirits are said to inhabit a
one may die. Not even trees may be felled. species of crab that lives in the area. These
Those who do perish from sudden injury or crabs have patterns on their shells that
illness must be taken to the mainland — strongly resemble the faces of warriors.
there are no cemeteries here. The island is They are never eaten, for fearing of angering
home to one of the three holiest shrines in the kami of the sea.
Japan, though the gates and buildings of the
shrine are actually constructed just offshore.
At high tide they appear to float on the
waves. So remarkable is this effect that the
shrine is also considered on the three most
beautiful views in Japan.

Suo
Suo is noted for its beautiful coral trees
and peach orchards. It is divided by the
Saba, a wide river that flows down from the
mountains through the coastal plains and
into the Seto Sea.
The most important cities are Hofu, and
参拾六

the provincial capital of Yamaguchi. Hofu is


noted for the Hofu Tenmangu shrine, said to
be one of the oldest in Japan. Yamaguchi is
an important center for commerce and
36
Gazetteer 地名辞典
The South Sea Route: Nankaido

Nankaido is the smallest region of Japan. Mount Koya in the north of the province
It encompasses most of the Kii Peninsula on is topped with a small plateau that is home
Honshu, and the entirety of Shikoku. The to the most important Shingon Buddhist
provinces of Shikoku are separated into temple in all of Japan. The temple was
north and south by low, forested founded by Kukai, an ancient Buddhist
mountains. None are tall enough to have priest who founded the Shingon sect. His
permanent snow caps, but the terrain is very tomb is also on the mountaintop, and it is
rough, and the center of the island is nearly surrounded by the countless graves of his
uninhabited. followers.
th
The southern half of Shikoku is exposed For much of the 14 century, the
to the sometimes fierce weather that blows mountainous Yoshino area of Kii was home
in from the Pacific Ocean, and has very little to the southern imperial court. However,
flat land. As such, the majority of residents this area has since been reclaimed by the
live on the north coastal plain, in the wilderness, and is said to be inhabited only
provinces of Iyo and Sanuki. by bandits, mad hermits, and the ghosts of
ancient nobles and courtiers.
Kii
Kii is the only part of Nankaido that is on Awaji
the main island of Japan. It is situated on a Awaji is a small island province, whose
wide peninsula that dips southward from name simply means “Road to Awa.” It is
Kinai into the ocean. The province is separated from Honshu and Shikoku by two
covered with low, forested mountains. extremely narrow straits. The western coast
Many say these mist-shrouded peaks are lies on the tranquil Seto Sea, while the east
homes of the gods, and certainly any faces the open ocean. It has been inhabited
number of ancient shrines may be found for many thousands of years, and the wild
here. The valleys are extensively cultivated, places of the island are marked with burial
and the province is a major producer of mounds and crumbling ruins of unknown
peaches, Mandarin oranges, and rice. origin. These mysterious remains support
The peninsula is home to a number of the belief that the island was the first born
参拾七

bustling towns and fishing ports. Kii is ruled son of the creator goddess Izanami and her
by a branch of the Tokugawa clan, from husband Izanagi.
their castle in the northern city of Awaji is a mostly rural province, and it is
Wakayama. Other major centers include ruled from the castle town in Awa. Like Oki
Shirohama and Shigu. and Sado Islands, Awaji is often the final 37
Gazetteer
destination of political exiles, and it has enormous stone that is said to be the
been for nearly a thousand years. footprint of a legendary giant.

Awa Iyo
Awa lies in the western third of Shikoku, Like Sanuki, Iyo was once divided into
地名辞典 and serves as the main route to the several tiny fiefdoms. However, shortly
mainland. Awa, and nearby Awaji, are ruled before the establishment of the new
from the castle town of Tokushima. The Shogunate, the province was unified under a
town is notable for its thriving indigo dye single clan. Iyo is a pleasant land of gentle
industry and its distinctive dances. Once a rains and warm breezes. A fertile plain
year, almost every resident takes part in a follows the coast, and many busy port cities
day-long festival of highly-choreographed can be found along its length.
dance, the likes of which cannot be seen Matsuyama is the biggest settlement by
elsewhere in Japan. If stuffy visitors refuse to far, and home to Dogo Onsen, the oldest
take part, the locals chide them with a known hot spring in Japan. The daimyo in
traditional expression — "The dancing fool charge of the city has recently begin
and the watching fool are both fools, so why not construction of a magnificent multi-winged
dance?" castle, which will be the largest on Shikoku.

Sanuki Tosa
Though small in size, Sanuki is divided Tosa is a poor province, and lacks any
amongst the han of no less than five well-populated center or strong castle town.
daimyos. This odd situation is a remnant of It is most notable for its many rivers, and
the age of war, when the province was often rugged mountains. Pilgrims often come to
a battle ground. the province to visit its fifteen shrines. This
The most important towns are pilgrimage is considered an act of self-
Takamatsu, Sakaide (the old capital), imposed hardship, because of the difficulty
Marugame, and Tadotsu. Marugame Castle in traveling to the remote shrine locations.
is surrounded by the highest stone walls in Recently, the Shogun has ordered the
all of Japan. The slopes of nearby Mount foundation of a new castle in the village of
Iinoyama are home to many images of the Kochi.
Buddha, and lucky travelers may see an
参拾八

38
Gazetteer 地名辞典
The West Sea Route: Saikaido

Saikaido encompasses the entire island families. The two towns are very close
of Kyushu and tiny islands of the Tsushima together, but residence in each is
and Iki provinces. Kyushu is dominated by traditionally limited to members of the
rocky mountains, some of which are active appropriate class. Near Hakata Bay,
volcanoes. The most notable of these is travelers can still see the miles-long stone
Mount Aso in Higo province. Much of wall constructed to guard against the
Kyushu is subtropical, and the pines of Mongol invasion.
Honshu here give way to palms and ferns in
many of the lowland forests. The Tsushima Chikugo
islands lie off the cost of Kyushu. Iki island This small province is nestled between
is located about halfway between Kyushu Hizen and Higo, and is nearly landlocked.
and Tsushima, and serves as a waypoint for The entirely of its coastline lies along the
travelers. These islands have few sheltered Ariake Inland sea. Chikugo is
inhabitants, and have historically been a divided into two fiefs. The Tachibana clan
base for Korean and Japanese pirates. rule from the castle town of Yanagawa, and
the Arima dwell in Kurume. The province is
Chikuzen known for its dyed cloths and its bone soup.
Chikuzen is located on the northwest
coast of Kyushu. It is remembered as the site Buzen
of a massive Mongol invasion in the late 13th Buzen is located on the northeast tip of
century. The rocky coast is the site of many Kyushu. It enjoys a close connection to the
参拾九

sea caves and bizarre rock formations. mainland, and is separated from Nagato
The province holds a curious pair of province by the Straits of Shimonoseki. This
towns: Hakata and Fukuoka. Hakata is ocean passage is watched by the castle town
home to many important merchants, while of Kokura, which also serves as the seat of
Fukuoka is the residence of several noble power for the local daimyo. 39
Gazetteer
along the Ariake Sea, a small body of water
that is almost entirely enclosed by the Hizen
Peninsula and the Amakusa Archipelago.
The Amakusa islands are considered part of
the province.
地名辞典 The old provincial capital of Kumamoto
continues to be an important center for
trade and administration. The city is
dominated by the enormous bulk of
Kumamoto Castle, one of the largest in
Japan. This magnificent fortification has 49
towers and 29 gates, and covers several
square miles.
The Amakusa Archipelago lies a few
miles offshore, and consists of numerous
Bungo small islands. The largest of these, Amakusa
Bungo lies on the eastern coast of Island, is extremely hilly. The natives are
Kyushu, across from the island of Shikoku. forced to build artificial terraces in the sides
The province is famed for its countless hot of the hills in order to grow rice.
springs. Bungo is ruled from the castle town Higo is also home to Japan’s largest
of Kitakyushu, in the north part of the active volcano, Mount Aso. The broad and
province. Fairly close to Kitakyushu, a tall peak covers an enormous area, and
traveler can find the town of Beppo, home almost daily belches forth smoke and flame.
to thousands of hot springs. Aso is regarded with a mixture of awe and
Nine of those springs have peculiar aspects reverence by the people of Higo.
and are known as the Nine Hells, or jigoku.
Some have an extraordinary color, like the Hyuga
bright blue Sea Hell and the scarlet waters of Hyuga is an important province, in terms
the Blood Hell. Others simply boil intensely, of history and legend. It is said to have been
or shoot out enormous geysers at regular the original home of the gods, and that
intervals. One of the more unusual springs is almost every landmark in the region is
actually pool of bubbling hot gray mud, connected to a famous legend. Ancient
named the Oniishibozu Jigoku because the burial mounds and ruins add to veracity to
bubbles resemble the shaven heads of monks. these old tales.
Physically, the province is dominated by
Hizen an area of volcanic peaks known as the
Hizen, on the extreme western edge of Kirishima. As in most of Japan, most of the
Kyushu, has a reputation as a very cosmo- inhabitants live on the coastal plains that lie
politan province. It has several castles, and at the base of these mountains.
its ports act as the gateway to Japan for Until recently, the province was divided
European and Indian traders. Hizen also into two fiefs, and the two castle towns
served as a major base of operations during remain influential centers. In the north is
the seven-year war with Korea. Agata Castle, and in the south lies Obi.
Nagoya, Karatsu and Saga are the Hyuga is home to numerous shrines, some
principal castle towns, though the new port of them located at the very places the gods
of Nagasaki is becoming the principal are said to have lived.
trading port. Visitors may well meet Portu-
guese and Dutch traders in Nagasaki, as well Osumi
as missionaries from distant Rome. The southern most tip of Kyushu is
found in Osumi, and the entire province has
Higo a nearly tropical environment. Winters are
Higo lies on the western coast of Kyushu. extremely mild, while the summers are long
四拾

It is dominated by mountains, which and humid. Osumi is dotted with


descend to an alluvial plain that follows the mountains, but also with a large number of
coastline. The majority of the inhabitants gray volcanic plateaus. This is one of the
dwell on this plain. The coast of Higo lies most volcanically active regions in the
40
Gazetteer 地名辞典
world, though forceful eruptions are
thankfully quite rare.
Osumi is ruled from nearby Satsuma, and
does not have a castle town or administrative
center. Consequently, the old capital of
Kokubu is the most important town.

Satsuma
Satsuma lies far from Kyoto and Edo, yet
it is a surprisingly cosmopolitan province,
with brisk trade with the outside world.
Japan’s very first gun arrived here, washed
ashore with a Portuguese sailor.
The province is administered from
Kagoshima, a port located at the southern
tip of the province. Kagoshima lies in the
Yakushima Island. This island simply
shadow of Mount Sakurajima, the most
consists of forty large mountains, the tallest
active volcano in Japan. It continually emits
of which are the highest peaks by far in the
ash and smoke, and on many days the
Sokaido Region. The mountains are covered
inhabitants of Kagoshima must carry
almost to their peaks by dense forests of
umbrellas to protect themselves from the
Yaku-sugi pines.
constant rain of volcanic dust. Scholars
claim that the volcanic ash has gifted the
Iki
soil with unusual fertility. Certainly, local
Tiny Iki province lies several miles to the
farmers are proud of their radishes, which
north of Kyushu, almost exactly halfway to
are known to grow up to a foot in diameter.
Tsushima. The inhabitants are mostly poor
Far to the south of Satsuma’s coast is
farmers and fishermen, though large
numbers of pirates are suspect to have bases
Ezo, the land in hidden coves. Iki has no castle town, nor
of Ainu any large settlements to speak of.
Ezo is the northernmost island of Japan. For most
Japanese, Ezo is a mysterious land of barbarians and Tsushima
monsters, almost unknown except through tales. The province of Tsushima lies at the
Though it is counted as part of the Empire, this claim has extreme south-western edge of Japanese
very little basis in fact. The Japanese currently control power. Tsushima consists of two small
only the southernmost tip of the island, where the islands, separated by a narrow and deep
Kakizaki clan rules a small fief from the castle town of channel, yet linked by an impressive natural
Matsumae and the port of Hakodate. stone causeway.
The remainder of the island is something of an Tsushima has a curious history. While it
enigma to the Japanese. They have mapped the coasts, has been a province of Japan for nearly a
and have even made occasional incursions deep into the thousand years, in A.D. 1400 inhabitants
interior. However, Ezo is still very much the domain of the sought aid from the King Taejong of Korea.
Ainu, a tribal people who are fiercely independent and They were being oppressed by a large force of
very cautious of the Japanese — with good reason. pirates who had made a base on the islands.
The Ainu once dwelled throughout northern Honshu. King Taejong sent thousands of soldiers to
In the past several hundred years, they were gradually Tsushima, and began formally colonizing the
forced northward. Ezo is their last homeland. islands soon after, in defiance of a Japanese
Ezo is known to be heavily forested and mountainous, claim. In the 1590s, the great Toyotomi
though there are a number of small plateaus. The Ainu Hideyoshi started a seven-year war with
people are scattered in many small villages through, and Korea, and invaded the peninsula on two
they swear allegiance to a number of local chiefs (and occasions. In the course of this war, Tsushima
四拾壱

thus have no centralized authority). fell once again into Japanese hands.
Ezo is much colder than the rest of Japan, and winters Currently, the island is being used as a major
on the northern coast are extremely harsh. The oceans naval base and shipyard in preparation of a
surrounding the northern side of the island have been planned invasion of China.
known to freeze out to several miles in the coldest seasons. 41
Selected cast of Characters
SELECTED CAST OF
CHARACTERS
The following is a list of some of the over the years, dozens of characters have
more important characters who have appeared. As Game Host, you should use
appeared in the Usagi Yojimbo comic book. these characters as models for your own …
Most can be easily incorporated into any or perhaps tell new stories with them.
game. This list is by no means exhaustive –
登場人物

warning!
四拾弐

Spoilers Ahead!
The trials and travails of these characters are described
in the Usagi Yojimbo stories. If you’re worried about
spoiling some of the dramatic twists for your reading
42 enjoyment, you should skip this section.
Selected Cast of Characters 登場人物
Ando Atsuo
(Male Dog Peasant) (Male Cat Merchant)
Ando is the headman of a small village, The son of a respected money-lender,
who lost his son in a ninja siege. With the Atsuo has quickly squandered the good
assistance of Miyamoto Usagi, Ando was reputation of his family by charging out-
able to rally his villagers against the attac- rageous interest rates. Those who can not
kers. Ando may well require wandering pay are beaten (or worse) by hired thugs.
adventurers for similar tasks in the future.
Chizu
Councilor Arimura (Female Cat Rogue Ninja)
(Male Bear Minister of Protocol, The sister to the esteemed Shingen,
Clan Geishu) Chizu inherited the title of kashira from her
The treacherous Councillor Arimura was brother after his demise at Castle Tama-
once Minister of Protocol to young Lord kuro. After many misadventures (no thanks
Noriyuki of Clan Geishu. Arimura was in part to the meddling of Usagi and his
swayed by promises of wealth from Lord friends), factionalism tore apart the Neko
Hikiji. In an effort to slay his own lord, he clan. Kagemaru used these failures to his
assigned incompetent fighters to Lord Nori- advantage; he declared Chizu a traitor to the
yuki’s entourage, in the full knowledge that Neko and ordered her to be slain. But Chizu
Noriyuki’s party would be ambushed. was as crafty as her brother and escaped,
Luckily for Lord Noriyuki, his bodyguard even with the entire clan after her. With no
Tomoé Ame was able to fight off the home and no allies, Chizu walks the earth as
attackers long enough for the two to join a nukenin, a rogue ninja.
forces with Miyamoto Usagi, the famous
ronin. Arimura’s villainy did not go un- General Fujii
punished. He was slain by an arrow during a (Male Cat Bandit Leader)
second ambush.
A bandit leader who styles himself a
general, Fujii is a cruel and driven man. He
Lady Asano is also extremely cunning. He convinced a
(Female Cat Noble) village to hire him as his men as
Lady Asano was once the wife of the “protectors” from bandits, when in fact
powerful Lord Asano. She was left a widow Fujii’s men were the bandits themselves!
when a treacherous servant named Oda killed General Fujii crossed swords with the
her husband, and spent the rest of her life ronin Miyamoto Usagi and his bounty-
and wealth in pursuit of the cowardly vassal. hunter companion Gennosuké, and
She turned her back on her noble lifestyle defeated them both. He tortured Usagi for
and wandered the countryside with a lone several days, and stole the rabbit’s swords,
retainer, forced to beg for food and shelter. but could not break the ronin. Fujii was
After many years, she found Oda serving eventually slain by Usagi.
as a town magistrate. At the same time, she
crossed paths with the ronin Miyamoto Gorogoro
Usagi, and his bounty hunter friend (Male Goat Bounty-Hunter
Gennosuké. Lady Asano mistook Gen for
his father, the famous general Murakami
in Training)
who had served her clan loyally. While he Gorogoro is an extremely young goat,
initially refused to help her, both he and the toddler son of the famous bounty hunter
Usagi came to her aid when Oda unjustly Yagi. His father has trained Gorogoro to
imprisoned her. Upon her rescue Lady assist in his trade with certain tricks and
Asano immediately attacked Oda, and was traps that take advantage of his son’s age to
四拾参

slain. However, she was able to kill the add an element of surprise.
corrupt magistrate with her dying breath.

43
Selected cast of Characters
Gunichi found in Usagi’s Japan, and the only one
featured in the stories. It is hard to say which
(Male Pig Retainer) is greater – his ruthlessness for power or his
An apparently brave and loyal retainer to fighting prowess from his unusual size.
the now-dead Lord Mifune, Gunichi was a As Lord Hikiji remains “The Shadow
firm friend of Miyamoto Usagi, who was Lord”, it is Lord Hebi who puts all the plans
also in service to Mifune. The two friends in motion.
fought valiantly together at the Battle of
Adachigahara. However, when the tide of Higashimori
battle turned, Gunichi revealed his true
colors and fled from the field, deserting his (Male Cat Sensei)
lord. Years later, he encountered Usagi, and This arrogant fencing instructor believed
paid for his cowardice. that his Dogora Fencing School was the
greatest of all. He hated and feared his chief
Hanako rival, the old lion fencing master Katsuichi.
His bitterness became uncontrollable when
(Female Cat Peasant) Katsuichi’s star pupil, Miyamoto Usagi,
Hanako is a simple peasant girl, who had defeated the best Dogoro students easily.
登場人物

the misfortune to live in the village chosen Higashimori collected a small army of his
by General Fujii for his predations. She pupils and attacked Katsuichi, forcing the
helped Usagi and the bounty hunters old teacher off a cliff. Higashimori was later
Gennosuké and Inukai by leading them to slain by Usagi.
Fujii’s lair. She was later taken hostage by
the canine bounty hunter, Inukai, but was Lord Hikiji
swiftly released.
(Male Unknown Daimyo)
Hatsu The wicked and power-hungry Lord
Hikiji rules an expansive fiefdom in the
(Male Cat Gambler) northern half of Honshu. He aspires to
Hatsu is a dishonest gambler, who much more. He wishes to become the
almost invariably cheats. He often runs undisputed master of all Japan. He has
afoul of the law and his fellow gamblers. He enacted many plans and fought many
is currently on the run from the law, angry battles to achieve this goal.
gamblers, and those he has fleeced. Hikiji’s ambition was directed first at his
neighbor, Lord Mifune. He hired ninja
Lord Hebi assassins to slay Mifune’s wife and young
(Male Serpent Lord) son in the knowledge that this would surely
spur Mifune to war. En route to battle,
Lord Hikiji’s most trusted servant, the im- Hikiji’s men raided villages, plundering food
posing Lord Hebi is one of the few serpent folk and killing all who stood in their way. One
四拾四

44
Selected Cast of Characters 登場人物
man who stood up to him was Usagi’s together. In the end, a rescue party led by
father, Miyamoto, the headman of a village. General Gunichi found the couple, and
Miyamoto coldly told Hikiji that there was Kinuko resigned herself to a loveless
no food to be spared for his army. Incensed, marriage. She has not forgotten Usagi,
Hikiji beheaded Miyamoto and appointed however.
Kenichi as the new headman before riding
on to challenge Mifune in Battle of Ikeda
Adachigahara Plain.
The battle would surely have been won by
(Male Bear Farmer)
Lord Mifune, were it not for the treachery of Ikeda was once a general in the employ
Toda, one of his generals. Toda switched of Lord Araki, who started a revolt against
allegiance to Hikiji during the battle in the Lord Noriyuki’s father in an effort to gain
hopes of being rewarded with a position of control of Clan Geishu. The rebellion failed,
power in Hikiji’s expanded regime. His and Ikeda’s army scattered to the winds.
change of allegiance tipped the battle in favor Ikeda, who was seriously wounded, fled and
of Lord Hikiji, and Mifune was slain. took up life as a simple farmer.
However, Hikiji had no use for traitors in Ikeda intended to make a return to
his service, and Toda’s treachery was power someday, but over the years he came
rewarded with torture and banishment. to appreciate the new life he had forged for
Since defeating Mifune, Lord Hikiji has himself. Indeed, when the opportunity later
turned his attentions to the young lord of arose for him to strike at the son of his old
Clan Geishu, Noriyuki. Hikiji is using more foe, he refused and protected Lord Noriyuki
cunning methods to defeat Lord Noriyuki, at great risk to his own life. Later, he died
and often employs ninja to undertake fighting ninjas, while Usagi returned the
shadowy operations against the clan. Hikiji famous blade Grasscutter to its shrine.
plans his conspiracies so meticulously that
there is never any solid evidence to connect Inazuma
him to any misdeeds. As such, the Shogun (Female Cat Ronin)
has yet to take action against him.
Inazuma is something of a mystery. She
is a swordswoman with lighting fast reflexes
Lady Hirano Kinuko and ambiguous morals. She often seems to
(Female Cat Noble of be on the run, and has crossed paths with
Clan Hirano) Usagi on more than one occasion. If she
appears, trouble is certain to quickly follow.
Born into the Takamatsu clan, as a
young princess Lady Kinuko was forced into
an arranged married with a man of the Inspector Ishida
Hirano clan. Miyamoto Usagi, who at that (Male Bear Magistrate)
time was still in the service of Lord Mifune, Inspector Ishida works with the police in
led her caravan and enormous entourage to a village often visited by Miyamoto Usagi.
the wedding. With his polite expression, impeccable
En route, caravan was attacked by ninjas manners, and keen observations, Ishida is a
of the Neko clan, seeking to disrupt the respected city official and a canny opponent
alliance that would result from the wedding. for law-breakers.
Only she and Miyamoto Usagi survived the Because cultural restrictions do not
attack. The rabbit led her to safety on permit Ishida to inspect corpses directly, he
horseback, with the ninja in close pursuit. has to rely on his keen investigative skills
The two disguised themselves as peasants to and insightful inquiry. Recently, Ishidia has
evade capture. been vexed by the gentleman-thief known
While she initially mistrusted Usagi, she only as “Nezumi”, who is tarnishing his
soon began to respect him. Indeed, they fell otherwise impeccable record.
四拾伍

in love, and talked openly of running away

45
Selected cast of Characters
登場人物

Ishida carries the jitte, the forked iron to allow him to keep the entirety of Fujii’s
rod used to disarm with minimal contact — bounty. However, it later transpired that
the signature weapon of his office. Inukai used this money for the creation of
an orphanage. Inukai continued wandering
Inukai the highways of Japan in search of criminals.
(Male Dog Bounty Hunter)
Inukai is a gruff loner who rarely seeks
Jei
help from any person. While in pursuit of (Male Wolf Wanderer)
General Fujii, he allied with Usagi and the The terrifying creature known as Jei
rhinoceros bounty hunter, Gen. At the claims to be a divine emissary. Certainly, he
conclusion of this quest, Inukai seemed to has some magical skills, a frightening
show his true colors when he took a young competence at arms, and the uncanny
girl hostage in order to force Gen and Usagi ability to escape from apparently certain
death. His curious eyes and chilling voice
also lend credence to his claims.
Jei says that he has been sent into the
world to destroy all evil, yet he often seems
to be the root of evil. He will often judge
people he meets, and slay them if he feels
they have any evil within their souls… but
has also been known to employ black-
hearted brigands as assistants! Jei is
obsessed with the belief that slaying the
ronin Usagi will allow him to attain
godhood. No deed is too black for him to
perform in the pursuit of this goal.
四拾六

46
Selected Cast of Characters 登場人物
Kaiko
(Male Unknown Merchant)
Kaiko is an arrogant and greedy silk
merchant, who always drives the hardest
bargains. He is openly contemptuous of the
poor peasants who create the silk he sells,
but is not an actively evil man.

Sensei Katsuichi
(Male Cat Sensei)
Katsuichi is a skilled sword master who
felt that the eight common styles of fencing
were inadequate. He formed his own school,
and took only the most talented students.
His standards were so high that the school
was forced to close down, and Katsuichi
become a hermit near a mountain village.
While a hermit, he took a young rabbit
named Miyamoto Usagi under his tutelage,
and taught him many lessons about life and
Jotaro honor, as well as swordsmanship. Usagi
went on to defeat the star pupils from the
(Male Rabbit Student Warrior) nearby Dogora fencing school, a fact which
Jotaro is an earnest and good-hearted infuriated the leader of the academy,
young rabbit, with a soul for adventure. He Higashimori. A band of students attacked
lives in a small village with his mother, Katsuichi, led by Higashimori, who put out
Mariko, and father Kenichi. He idolizes Katsuichi’s eye and pushed him over a cliff
Miyamoto Usagi, and considers him to be to his apparent death. It later transpired
his uncle. Jotaro hopes to become a mighty that Katsuichi survived this fall. Though
warrior, just like Usagi. He has already had a very old, he continues to train worthy souls
number of brushes with danger, and who come to him for instruction.
displayed remarkable courage and
cleverness in escaping.
Jotaro is unaware that Usagi is his true
Kenichi
father, the product of a brief romance before (Male Rabbit Hetman)
Mariko was wed to Kenichi. Neither Mariko Kenichi is the stern but honest headman of
nor Usagi have any intention of telling the a small village in Mutsu. He was thrust
boy the truth. suddenly into his position of authority when
the previous headman, a rabbit named Miya-
Juzo moto, was callously slain by Lord Hikiji. While
Hikiji had selected Kenichi at random, the
(Male Cat Samurai) young rabbit proved to be an excellent choice.
Juzo was the drunken brother of a Kenichi takes his responsibilities extremely
corrupt magistrate, Sueoka. The two of seriously, in both his personal and professional
them hired a gang of thugs to chase away or life. While he is not a genial man, he is an loyal
kill villagers who had discovered gold in a husband, father, and protector of the village.
nearby valley, so that they could claim it for Kenichi has one failing. He harbors an
themselves. Juzo also secretly hired them to intense dislike for the ronin Usagi, even
slay his brother, so that he would not have though Usagi has saved the village from
to share the treasure. In the end, Juzo killed disaster on more than one occasion. This
四拾七

his brother himself, but was slain in turn by dislike stems from their childhood rivalry in
his brother’s guards. arms, as well as for the affection of Mariko.
However, Kenichi is honorable enough to put

47
Selected cast of Characters
this dislike aside long enough to accept Usagi’s she takes. In the past, she served as a kind of
help when it counts, and even thank him for it. guardian to a mute noodle seller, and she
may take on this role for any person she feels
Kitsune is in need of a hand.
(Female Fox Street Entertainer)
Kitsune is a charming scoundrel who may
Mariko
be found in any village or town. Officially she (Female Rabbit Samurai)
is a busker and street entertainer, but this Mariko is the dutiful wife of Kenichi,
income is supplemented from time to time though she still harbors fond feelings for
with petty theft. Usagi, her former lover. Mariko is of the
While she has a casual attitude towards samurai caste, and upholds the bushido code
personal property, Kitsune lives by her own as fiercely as any warrior. She will not betray
code of honor. She will never take from those her duty to Kenichi, or her son Jotaro.
less fortunate than herself, nor from someone
who would be badly hurt by the loss of what Yoriki Masuda
(Male Cat Assistant Magistrate)
登場人物

Though pledged to serve the law, Masuda


has no real respect for anything that does not
line his own pockets. Masuda is an inveterate
gambler, and uses his influence over the local
police force in his town to keep them from
entering certain areas where his yakuza
(organized crime) associates rob travelers in
order to pay for Masuda’s gambling debts.

Lord Mifune
(Male Tiger Daimyo)
Though now dead, the memory of Lord
Mifune continues to hold a powerful
influence over his former subjects and
retainers. He is remembered for his devotion
to the ideals of bushido, and his recognition
of the fact that a good lord has as many
duties to his retainers as they do to him.
He fell in battle with Lord Hikiji, after
being betrayed by one of his own generals.
His former samurai, Usagi, took his master’s
head, and buried in secret. Though a
wandering ronin, Usagi is still loyal to the
memory of Mifune.

Magistrate Miyamoto
(Male Rabbit Hetman)
Miyamoto was a fair and honorable man,
who was regarded with a great deal of respect
by the people of his village. His loyalty to Lord
Mifune cost him his life. While his son Usagi
was away with Lord Mifune’s army, Miyamoto
四拾八

coldly refused to aid Lord Hikiji’s army. Hikiji


beheaded the old rabbit for the sleight.

48
Selected Cast of Characters 登場人物
Miyamoto Usagi Since that time, he has wandered Japan
seeking employment as a bodyguard. He
(Male Rabbit Bodyguard) often works for Clan Geishu and is also
Miyamoto Usagi was born in a small prone to taking on noble causes and quests
northern village, the son of the headman. with no promise of reward. Though he may
Early in his youth he showed promise as a wander far and wide, Usagi has never
future samurai, and was sent to train with forgotten his master’s betrayal, or the evil of
the hermit sword master, Katsuichi. Lord Hikiji. His eventual goal is to bring
Throughout his childhood years, Usagi also Hikiji to justice, either before the Shogun or
maintained a fierce rivalry with Kenichi, on the field of battle. On the single occasion
another local boy. Usagi always managed to the two met face to face, Hikiji left Usagi
gain the upper hand in their contests (if only with a terrible scar over his left eye.
slightly), and this created a bitterness on the Usagi is a brilliant swordsman, certainly
part of Kenichi that has not died. one of the best in living memory. He is also an
Usagi excelled in his training, and went intensely honorable and moral fellow, and will
into the service of Lord Mifune, shortly not kill when it is not necessary. Though he is a
四拾九

before Lord Hikiji decided to make war with pleasant and urbane companion, Usagi seems
Clan Mifune. In the resulting conflict, Clan drawn by fate into conflicts — if you meet
Mifune fell. Usagi was left masterless. him, it is likely that something important (and
dangerous!) is about to happen. 49
Selected cast of Characters
Gennosuké is his broken horn — it was cut off
in a duel with the blind swords-pig, Zato-Ino.

Lord Noriyuki
(Male Panda Lord of
Clan Geishu)
Lord Noriyuki found himself leading
Clan Geishu after his father was murdered
by agents of Lord Hikiji. His own life has
been threatened several times by Hikiji’s
plots, though Noriyuki always manages to
pull through, thanks to the skilled help of
his bodyguard, Tomoé Ame, and his friend
Usagi.
Lord Noriyuki is in his early teens.
Though young, he normally presents
登場人物

himself with obvious authority, at least


when dealing with outsiders. He is a wise
and capable ruler, and he knows when to
seek advice. The burden of rule has
hardened him somewhat, but he is still quite
Murakami capable of expressing childish glee.
Gennosuké
(Male Rhinoceros Bounty Hunter) Magistrate Oda
Gennosuké (known to his friends as “Gen”) (Male Cat Magistrate)
might have been born into a life of relative Oda rose to his current rank of magistrate
leisure, as a the son of a prominent samurai, through an act of craven treachery. He was
General Murakami. His father served Lord once a retainer of Lord Asano of Clan
Asano of Clan Shirogeta, who had been slain Shirogeta. Enraged because he was passed
years ago by a treacherous vassal named Oda. over for a promotion, Oda agreed to
Murakami had sworn to find and punish Oda, assassinate his own lord in exchange for
his loyalty to his dead lord overcoming even money. Afterwards, he fled, pursued by the
his feelings for his wife and young son. After Lord Asano’s widow, as well as General
his wife died, General Murakami began Murakami. Sadly, many years would pass
relentlessly training Gennosuké in kenjutsu. before Oda was punished for his crime.
Under his harsh tutelage, Gen grew to resent
and even hate his father. When he learned all
he could from Murakami, he left and started
Sanshobo
his own career as a bounty hunter. (Male Bear Bonze)
Murakami’s fate is unclear, though it is Formerly a
believed that he finally found Oda the traitor, priest in General
only to be slain. Ikeda’s army, San-
In the time since then, Gen has had many shobo was scarred
adventures, often in the company of by the death of his
Miyamoto Usagi. Shortly after meeting Usagi, son and the son of a
the two of them encountered the man who friend. He left the
slew Gennosuké’s father, and assisted in army, changed his
bringing him to justice. name, and became
Gennosuké is a gruff and sometimes crude a simple bonze. He
fellow, who at first glance may seem motivated is a sad fellow, but
entirely by greed. Those who travel with him willing to help
伍拾

will learn that he is capable of loyalty, and is as those in need.


often actuated by honor as he is by the lure of
money. The most noticeable thing about
50
Selected Cast of Characters 登場人物
Shingen
(Male Cat Ninja)
One of the greatest ninja warriors who ever
lived, Shingen became the kashira (chief) of the
Neko Ninja clan. Even though Usagi had foiled
his plans previously, the two reconciled their
conflict — their personal codes of honor, ninpo
and bushido, took precedence over their per-
sonal issues, and both fought as allies against
the Dragon-Bellow Conspiracy. Mortally
wounded, Shingen detonated the kegs of black
powder beneath Castle Tamakuro, destroying
Lord Takamura , the castle, and himself.

moved by mercy — those who encounter him


would be wise to be wary.

Zato Ino
(Male Pig Masseur)
A blind, traveling masseur, Zato Ino
longed for a simple life, free of complications.
Yet he found himself feared and hunted, in
part thanks to his own paranoia and mistrust
of his incredible skill with the sword — he
used his keen scent to guide his blade. Ino
become a well-known outlaw, though not
through any desire of his own.
Ino encountered Usagi on the road one
day, and the two became friendly traveling
companions for a time. However, when
Usagi realized that Ino was a wanted
Tomoé Ame criminal, Ino attempted to kill Usagi. The
(Female Cat Samurai) rabbit sliced off Ino’s nose, effectively
blinding the pig. He was soon able to obtain
Tomoé Ame is the chief retainer to Lord
a wooden replacement, and swore
Noriyuki of the Geishu Clan. She is a fierce
vengeance on Usagi.
warrior, skilled in the Falling Rain school of
The two crossed swords on a few
swordsmanship. Tomoé-San (she uses
occasions, and once Ino duelled with
Tomoé as her first name, rather than her
Gennosuké, slicing off the rhino’s horn.
family name, for reasons of her own) has
Later, he made his peace with Usagi and
thwarted many plots and conspiracies
Gen, and even assisted them on a quest.
against her young master.
During this partnership, Ino was shot
and gravely wounded. Though he survived,
Yagi his friends put out word that he had been
(Male Goat Assassin) slain. This allowed Ino to start a new life in a
Yagi was once a skilled general in the remote village, where he lives to this day with
service of Clan Higashi. He was framed for his wife.
treason, and fled his punishment after slaying
forty men single-handedly. He took his infant
伍拾壱

song Gorogoro with him in exile, and began a


new career as an assassin. He is highly skilled
in this new profession, and is raising his son
to assist in his contracts. Yagi is unlikely to be
51
Character Creation
CHARACTER
CREATION
Now that you’ve read through the source Choose Your Starting
material in this book and in the Usagi comic,
you’re probably ready to start making your
Traits; Add Two
own character for your own stories. Starting Gifts
例 Let’s make a character together. Inspired by Every character starts with five Traits.
our own house pet, let’s go with “cat ninja”. These Traits are assigned dice that will
determine your character’s basic ability to
キャラクター作成

perform physical, mental, and social feats.


The starting Trait Dice are one d8, three d6s,
伍拾弐

52
character Creation キャラクター作成
and one d4 – one Trait will be the highest, and tened senses, and improved awareness.
one will be the lowest, and three will be Characters with Mind as their highest-
average. starting Trait will begin the game with Gifts
of Cleverness and Combat Sense.
Body
A measure of your character’s physical Will
size and health, Body is used for melee A measure of your character’s stub-
combat and for resisting injury. High Body bornness, resolve, and determination, Will is
gives increased strength, improved used to resist being influenced by others and
toughness, and athletic prowess. to keep one’s mind on the task at hand. High
Characters with Body as their highest- Will grants improved resistance, greater
starting Trait will begin the game with the courage, and increased tolerance for pain.
Gifts of Might and Brushing Aside. Characters with Will as their highest-
starting Trait will begin the game with the
Speed Gifts of Grit and Fighting Spirit.
A measure of your character’s dexterity,
quickness, and agility, Speed is used for Career [of Choice]
movement, for ranged combat, and for A measure of your character’s training in
dodging. High Speed grants faster running, a job, Career is general capacity in a narrow
improved reaction time, last-minute saves. field. Unlike the other four basic traits, not
Characters with Speed as their highest- all Careers are the same — two characters
starting Trait will begin the game with the can have completely different Career Traits.
Gifts of Quickness and Speed Save. A character can have multiple Careers —
multiple Traits that can apply to different or
Mind to the same Skills. This is explained in greater
A measure of your character’s knowledge, detail in the Gifts chapter, page 68.
wits, and senses, Mind is used for observing, Characters with Career as their highest
remembering, knowing, and reasoning. High starting Trait will begin the game with the
Mind allows for craftier scheming, heigh- Gift of Luck. They may choose one of the

random generation of Traits


Instead of choosing your Traits, you can roll randomly. Roll a twenty-sided die and copy down the appropriate scheme.
d20 roll Description Body Speed Mind Will Career Starting Gifts
1 Animated d6 d8 d6 d6 d4 Quickness, Speed Save
2 Athletic d6 d8 d4 d6 d6 Quickness, Speed Save
3 Bookish d4 d6 d8 d6 d6 Cleverness, Combat Sense
4 Brutish d8 d6 d6 d6 d4 Might, Brushing Aside
5 Calculating d6 d6 d8 d6 d4 Cleverness, Combat Sense
6 Devoted d6 d6 d4 d6 d8 Luck, Fighting Spirit
7 Energetic d6 d8 d6 d4 d6 Quickness, Speed Save
8 Extroverted d6 d6 d4 d8 d6 Grit, Fighting Spirit
9 Hulking d8 d4 d6 d6 d6 Might, Brushing Aside
10 Insightful d6 d4 d6 d8 d6 Grit, Fighting Spirit
11 Introverted d6 d6 d8 d4 d6 Cleverness, Combat Sense
12 Lively d4 d6 d6 d6 d8 Luck, Speed Save
13 Methodical d6 d4 d8 d6 d6 Cleverness, Combat Sense
14 Ornery d4 d6 d6 d8 d6 Grit, Fighting Spirit
15 Rugged d8 d6 d6 d4 d6 Might, Brushing Aside
伍拾参

16 Stalwart d8 d6 d4 d6 d6 Might, Brushing Aside


17 Stubborn d6 d6 d6 d8 d4 Grit, Fighting Spirit
18 Studious d6 d6 d6 d4 d8 Luck, Combat Sense
19 Tenacious d6 d4 d6 d6 d8 Luck, Brushing Aside
20 Wiry d4 d8 d6 d6 d6 Quickness, Speed Save 53
Character Creation
following Gifts: Brushing Aside; Combat Sense; Write those on your Character Sheet.
Fighting Spirit; or Speed Save. Your Career Trait is included with at least
例 Example: Cat ninjas should be fast. Let’s four Skills. Whenever you make Skill Rolls,
put the d8 in Speed. That d4 has to go you can include your Career Trait.
somewhere, so we’ll put it in Will. Our The Career Trait does not add to Skill
character looks like the impulsive type who Marks in any way. It is a separate die; it gets its
is quick to act. own column on the Character Sheet.
Our character starts with two Gifts 例 Example: The question is what kind of
already: Quickness (to power Gifts) and ninja? We want our character to be more of
Speed Save (the ability to reduce a deadly a willful spirit, so we choose Rogue. We’ll
injury to a superficial one.) come up with a reason why she left home,
later. But for now, we add the Gifts of
キャラクター作成

Danger Sense (a handy talent, that!), Resolve


Choose your Race; (the ability to not lose one’s action from
Add Racial Gifts injury), and Ninjutsu (crafty ninja stuff).
Each Race comes with two Racial Gifts. Our Career Trait of d6 is included with
Write those on your Character Sheet. A the four Ninja skills of Deceit, Hiking,
listing of Races begins on page 58. Observation, and Stealth. We already know
how to do four things, and we’ve not even
例 Example: We had already decided on cat.
Consulting the Races chapter, this gives us done the Skills yet. Our character is
another Quickness (it’s okay, you can have shaping up nicely.
multiples of certain Gifts) and Night Vision
(the ability to see in the dark). We already
sound like a ninja and we’ve not even
SKILLS
chosen that Career yet. You begin the game with 13 Marks in
Skills. You may apply these to any Skills you
want, but you may not increase any skill past
Choose your Career; 5 Marks.
Add Career Gifts At this time, you cannot add more than 5
Each Career comes with three Career Gifts. Marks to any one skill. The only way to begin
the game with 6 or more Marks in a Skill is to
伍拾四

54
character Creation キャラクター作成
begin play with a Gift that adds more Marks, Finally, some sort of nifty combat move
such as Belligerent or Sneaky. would be good, preferably one that takes
例 Example: We see this character as more of advantage of all that Quickness. Let’s take
a talker than as a sneak – someone who Spring Attack – it’s powered by Quickness,
loves to talk to people and get to the bottom which we’ve got plenty of! This Gift lets
of what’s going on. Let’s put 3 Marks in us jump into a fight, strike at a target, then
Gossip. jump right out again, which sounds a lot
Since we have Resolve, we should like something cat ninjas would do.
probably learn how to fight, too. The
kusarigama (sickle with chain) is a nice,
crafty ninja weapon. It’s a Combination PERSONALIZING
Weapon, so it needs two Skills to use. YOUR CHARACTER
Let’s put 2 Marks in Axe and 2 Marks in
Fighting-Rope.
We also don’t want to get hit in
Personal Name
combat, so let’s put 3 Marks in Dodge. Like a Western first name, your
We need a few more skills to round the character’s Personal Name is how people
character out. Let’s put 2 Marks in casually refer to your character. All
Climbing and 1 Mark in Observation. characters have a personal name. You can
The dice granted from these skills will use historical reference to choose a name, or
stack with the Rogue Ninja Career Dice. choose one from the chart below. You can
For example, we now have d6, d4 in even use a twenty-sided die and roll
Observation. That extra dice will raise our randomly.
average rolls and let us score more
Female Names Male Names
successes …. but we’re getting ahead of
1 Ai (“love”) Akira (“intelligence”)
ourselves. Back to character creation!
2 Akako (“red”) Botan (“peony”)
3 Ami (“friend”) Gen (“Spring”)
CHOOSE ANY 4 Ayame (“stag flower”) Goro (“fifth son”)
5 Cho (“butterfly”) Hiroshi (“generous”)
THREE GIFTS 6 Hana (“blossom”) Ichiro (“first son”)
You may now add three Gifts. It can be
any Gift you qualify for, after performing all 7 Hide (“excellent”) Jiro (“second son”)
of the above steps. 8 Hitomi (“eye”) Ken (“strong”)
You can take any Basic Gift, no questions 9 Izumi (“fountain”) Mitsu (“light)
asked. You can also take any Cleverness Gift, 10 Kei (“reverent”) Rin (“park”)
Guile Gift, Might Gift, or Quickness Gift, but 11 Kiku (“chrysanthemum”) Ryu (“dragon”)
those abilities work better if you have certain 12 Mai (“brightness”) Saburo (“third son”)
other Gifts, first. 13 Megumi (“charity”) Sanyu (“happiness”)
Advanced Gifts have Requirements, 14 Nami (“wave”) Shin (“virtue”)
marked with asterisks (*) — you cannot take 15 Naomi (“pleasant one”) Shiro (“fourth son”)
these Gifts unless you meet each and every 16 Nozomi (“hope”) Tanaka (“from the rice field”)
requirement, first. 17 Sachi (“blessed”) Tomi (“rich”)
You can only take Okugi Gifts (p. 132) if 18 Sakura (“cherry”) Toshi (“mirror image”)
you have special permission from the Game 19 Shinobu (“perseverance”) Udo (“ginseng”)
Host.
20 Sumi (“elegant”) Yoshi (“best”)
例 Example: There’re so many Gifts, and
most of them look good. Let’s start with The English translations offered here
Luck – that could help our cat ninja in might not be the same for all versions of the
almost any situation. name — different characters can give
Our cat ninja is shaping up to be a keen different meanings. Players are encouraged
look-out; let’s add the Gift of Perceptive, to look to historical sources or Japanese
伍拾伍

which adds 1 Mark to the five Skills of dictionaries for more ideas.
Gossip (raising it to 4!), Inquiry,
Observation (up to 2), Searching, and
Survival.
55
Character Creation
Modifiers to Roll of Roll of d6
Personal Names d12 1-2 3-4 5-6
For variety, a personal name can have a 1 Aki Mochi Tada
suffix added. For female names, common 2 Fuji Mori Taka
suffixes are –ko (meaning “child”) or –mi 3 Fumi Moto Toki
(“beauty”). Noble, unmarried women might 4 Hide Mune Tomo
have –hime (“princess”). For male names: the 5 Hisa Mushi Toshi
suffix –ichi or –kazu means “the first son”; -ji, 6 Ichi Naga Tsugu
the second son; and –zo, the third son. For 7 Kage Nobu Tsuna
example, “Shinzo” means “The third son of 8 Kane Nori Uji
Shin”. 9 Katsu Sada Yama
キャラクター作成

10 Kuni Sane Yasu


Surnames 11 Masa Shige Yori
If your character is a Samurai, you will 12 Mitsu Suke Yoshi
have a Surname. In the Tokugawa era, there
are thousands of noble surnames, often many Telling the
times removed from their original language. Commoners Apart
When making your character, you can Merchants, peasants, and other
choose a historical example, or you can make commoners are legally prohibited from
one up using the chart below. Roll twice and having a surname. Some characters may
combine the two halves. distinguish themselves by their occupation
(e.g. Akira the Tailor), their place of origin
(e.g. Daishuso from Geishu), their physical
characteristics (e.g. Big Ano), or their
disposition (e.g. Angry Kaede).
伍拾六

56
character Creation キャラクター作成
例 Example: At the suggestion of a Japanese- 例 Example: So why did Kamatoto leave her
speaking friend, we choose the name ninja clan? We decide that while on a
“Kamatoto”, a slang term for a woman who spying mission, she returned home to find
plays dumb when they know better. It her ninja village burned the ground and no
sounds very appropriate for a cat ninja who trace of any survivors. Where did they go?
gets others to talk about themselves. And what are her new orders? Without a
Since Kamatoto is not a samurai, she mission, Kamatoto wanders Japan
only has one name. constantly looking for clues.

Appearance Disposition
What does your character look like? Traits The most memorable characters in stories
and Gifts will suggest general things – for have distinctive traits, personality, and
example, characters with a high Body Trait dialogue. Your Character in a role-playing
will be bigger and healthier, while folks with game should be no different. What is your
lots of Quickness will be nimble. Your Race Character like? Are they friendly, shy,
determines things such as fur, hair, and eyes. defensive, or angry? Do they enjoy the
例 Example: We already established Kamatoto company of others, or do they sit in silent
is a cat. We decide that she is a calico, with meditation? Do they drink and enjoy good
brown and white spots, with friendly food, or do they eschew such things? When
yellow eyes. others describe the character, what would be
the first things they say? The Disposition of
the character is their most lasting impression.
Motivation Try to describe in one line how the character
Most people with sense would stay home looks, acts, or behaves. You don’t have to be
and live out an honest, peaceful life. So why very specific — this is just a rough guide to the
does your character wander the countryside, Game Host and your fellow Players to tell
getting into fights and into situations where them what your character is about.
they don’t belong? Motivation is a hook for After playing the role for many sessions,
the Game Host to write adventures that the way you seek to portray your Character
would involve your Character. By providing might change. That’s fine — many authors
Motivation, the stories will feel less contrived alter the presentation of their characters after
and more personal. a few episodes are out. You should change the
Some possible motivations: Disposition of your Character in any ways
• Strong sense of honor that “feel natural” to their development. After
• Improving combat skill a major plot point (such as surviving a
• Defending the helpless Devastating injury, or discovering that one’s
• Looking for a lost loved one father has been plotting the overthrow of the
• On the run from a clan, organization, Shogun, or falling in love with a humble
or powerful individual peasant), most Characters will have a radical
• Seeking revenge against a clan, change in their Disposition to reflect the
organization, or powerful individual changes in their life.
• Money 例 Example: Now that we’ve filled out more
• On a quest or pilgrimage, such as to details of Kamatoto’s character, we’ve got
wash one’s sword in the waters some more information about her
surrounding all four main islands of personality. Under Disposition, we write
Japan, or to visit one hundred shrines “gregarious and sly”; people enjoy talking to
Your character should have at least one her, and those who know her better know
Motivation, but many more can be added that she knows more than she lets on.
later. Some might disappear — for example,
after vanquishing the enemies who sought to
伍拾七

murder your character, you are no longer


motivated to be on the run from them.
Changes in motivation can spur changes in
Career or Gifts — see “Experience”, page 125.
57
eight Steps to Character Creation
EIGHT STEPS TO
CHARACTER CREATION
Step 1: Step 2: Step 3:
Choose your five starting Traits (page 52). This gives you your Choose your Race Choose your Career
two Starting Gifts. Write your Body, Speed, Mind, and Will in (page 59). This gives (page 62). This gives
the circles, and your Career Trait next to its name, below. you two Racial Gifts. you three Career Gifts.
Write your Career Die
in the blank.

Step 4:
Put 13 Marks
in any Skills
you want,
putting no
Step 6:
more than 5 in
Personalize your
any one Skill.
character with a
キャラクター作成の八段階

(Yes, you can


name, description,
only go above
and background
5 Marks if you
(page 55).
have a Gift
that gives you
Marks.) The
Skills begins
on page 83.
Write your
Career Die in Step 8:
the right-most Fill out your combat
blank next to statistics. These are
the four Skills described in the
it’s included Combat chapter
with. (page 99).

Step 7:
Choose your weapons. The listing
Step 5: begins on page 147. You can start
Choose three more Gifts. This with as many Cheap and Average
will bring your total up to 10. items as you want. You can only start
(The Gifts chapter starts on with Expensive items if you have a Gift
page 68.) These can be any such as Samurai that lets you.
伍拾八

Gift you meet the Require-


ments for, even the exotic
Okugi Gifts (page 132).

58
races 種族
RACES
In the Usagi stories, Japan is populated by other corner of the world. One of the most
a multitude of intelligent species, all based on important characters in the series is a
real-world animals. The entire world is like rhinoceros, and lions also make appearances.
this, and it has the effect of making it If one were to ask a sage or scholar about this,
impossible to identify a foreigner simply by one would simply be told that the gods
his or her appearance. Purely racial bias does created everyone as they are, and placed
not exist. This does not mean that the people them according to their whim or divine plan.
of Usagi are free from prejudice against other While they live in a fairly homogenous
people and nations. This prejudice is simply culture, each species is typified by different
based on cultural and national differences, characteristics that make them unique. Some
rather than physical appearance. of these are obvious physical traits — bears
Note that there is no tend to be much larger and stronger than
particular real-world logic to mice. Others are personality quirks, or
appearance of animal tendencies towards certain kinds of behavior.
species in this setting. For example, dogs are usually quite loyal,
Animals that are native to while cats are independently minded. These
the real-world Japan are traits should not be taken as universal, but
not necessarily more rather as stereotypical attitudes. There is no
common than animals reason that a player could not make a loyal
from any

伍拾九

59
races
and subservient cat, for example, or even a small groups of friends. Smaller cats are
physically weak bear. famous for their stealthy tread and nimble
The various races do not consider paws.
themselves to be “animals,” and would • Gift: Night Vision

種族
regard such a suggestion as insulting. As • Gift: Choose one [Might or Quickness]
noted above, each species has a tendency
towards certain traits, but they otherwise Cattle
function as “people” and generally treat
Tough and sturdy bovines have a
species as something that is simply not an
reputation for stubbornness as well as
issue. In fact, it is considered somewhat
strength. Though not widely known as great
impolite to dwell on the matter in
thinkers, they often have forceful
conversation.
personalities that make them excellent
samurai or leaders of men.
Bear • Gift: Might
Stereotypically large and slow, bears are • Gift: Quickness
often fierce warriors. However, their
generally staid outlook on life and enjoyment Fox
of simple pleasures means that they are just
Though similar to dogs in many ways, foxes
as likely to crave a life of quiet farming or
tend to be much smaller and lighter. They also
trade. It is not uncommon to see young bears
tend to have much larger ears, and quick,
employed as guards or warriors, though
dexterous movements. They are often loners,
nearly as many may be found serving as
although they are noted for their charm and
priests.
• Gift: Grit
• Gift: Might

Canines
Dogs are among the most common of
species in Japan. Every real-world
breed is represented, ranging from
the tiniest of terriers to the largest
wolfhound. Though they differ
greatly in physical capacities,
canines tend to have similar
outlooks on life. They enjoy simple
pleasures and socialization, and
tend to have a great deal of loyalty to
their superiors. Dogs are often
excellent samurai and bodyguards.
• Gift: Choose one [Might or
Quickness]
• Gift: Choose one [Keen Ears
or Keen Nose]

Cat
Cats are nearly as
diverse in body type as
canines, and vary in
size from petite Sand
Cats and house cats to
imposing Tigers. Cats
六拾

are stereotypically
reserved and aloof, and
prefer to socialize in
60
races 種族
ability to get along well in a group. Rabbit
• Gift: Cleverness
• Gift: Danger Sense Rabbits can be found in every part of
Japan. They are often characterized by their
strong sense of family and community. They
Goat recognize the need for a strong society, and
Goats are, more than anything else, work together to achieve this. Physically, they
survivors. They take the rough with the are notable for their keen ears and powerful
smooth, and work to make the best of a given legs. Few people can run faster or jump
situation. This attitude makes them naturally higher than a rabbit.
predisposed to some of the more ascetic holy • Gift: Keen Ears
orders. Males of this species have prominent • Gift: Quickness
horns, of which they are often inordinately
proud. Rodent
• Gift: Grit
• Gift: Sure-Footed Though nearly identical in body shape,
rats and mice differ notably in size, and
somewhat in their view of the world. Rats are
Monkey usually loners, and rarely stay in one place for
Monkeys are gregarious creatures, who long. They are not renowned as warriors, but
enjoy living in boisterous communities. They have a reputation for fighting viciously if
have a reputation for being somewhat foolish cornered. For their part, mice tend to be
and high-spirited, but few will question their somewhat quieter, and more gregarious. Still,
inventiveness. Monkeys are often artisans or individuals of both species tend to be
entertainers. survivors, and have a sense of curiosity that
• Gift: Cleverness can get them into trouble.
• Gift: Sure-Footed • Gift: Cleverness
• Gift: Keen Ears
Panda
Though physically similar to bears, Rhinoceros
pandas are very different creatures. They are Large and muscular, and boasting a
somewhat less muscular, and smaller in size. prominent horn, rhinos have historically
Pandas are often cautious and contemplative been some of the most famous warriors in
creatures. As such, they make fine magi- Japanese history. If they have a failing, it is
strates and administrators, though they are that they tend to be driven relentlessly by
not as often remembered for their skill in some goal, often to the short-sighted
battle. exclusion of all other considerations.
• Gift: Might • Gift: Might
• Gift: Night Vision • Gift: Toughness

Pig Unknown
Pigs are burly animals, often squat and Usagi’s Japan is populated by a large
barrel-like in build. They rarely have more number of people who belong to no
than a thin, bristly coat of fur. They tend to be particular species. These individuals are
very tough, with surprising reserves of simply “fuzzy” people, who develop their
stamina. The common view is that pigs are own affinities and traits based on their
often stubborn creatures, with little use for upbringing. Their lack of specific species is
the high ideals and abstract thought of rarely the subject of commentary. Indeed, it
religion. They are also known as very self- would be impolite to mention it.
indulgent people, prone to eat and drink huge • Gifts: Choose any two [Cleverness, Grit,
amounts whenever they can. All Pigs have a Might, or Quickness]
六拾壱

very keen sense of smell.


• Gift: Grit
• Gift: Keen Nose

61
Careers
CAREERS
The purpose of a Career is to give every lifetime of experience, not just the four Skills
character one basic set of skills and abilities listed. Players and the Game Host should
職業 to begin the game. Career Traits represent come up with new uses for the Career Trait
general training in a variety of things and a dice as they deem appropriate.
六拾弐

62
• Gift: Resolve

careers 職業
WARRIORS (BUSHI) • Gift: Samurai
In the Tokugawa era, the highest of all
• Gift: Streetwise
castes are the warriors. One must be born a
Samurai in order to carry the katana (long
sword). Wanderer (Roshi)
For purposes of the setting, all warrior During the Tokugawa era, samurai are not
Player Characters are assumed to be ronin — permitted to take employment with a new
samurai without masters, land, or duty. master without the previous one’s permis-
Perhaps their lord was killed in battle. sion, nor are they allowed to take up another
Perhaps the estate was sold off or otherwise trade. Some samurai, afflicted with great
removed, and the samurai were dismissed. poverty, choose to endure the lasting shame
of leaving their master to make their fortunes
Bodyguard (Yojimbo) elsewhere. Wanderer samurai often suffer
humiliation and shame at the hands of other
Commoners are not permitted to carry
samurai, but they are still permitted to carry
the larger weapons, and most lack any sort of
the weapons of war and they may still have
combat training. Rich merchants often hire
the strong code of bushido. Wanderer
ronin to protect themselves against attack.
characters bring pragmatic combat skills to
With their ability to defend others and their
any party needing more muscle.
capacity for rallying folks otherwise too
• Include with:
stunned to react, Bodyguard characters are a
— [Weapon Skill of Choice,
great asset to any group of adventurers.
usually Blade]
• Include with:
— Hiking
— [Weapon Skill of Choice,
— Literacy
usually Blade]
— Tactics
— Leadership
• Gift: Danger Sense
— Literacy
• Gift: Resolve
— Observation
• Gift: Samurai
• Gift: Bodyguard
• Gift: Resolve
• Gift: Samurai Sumo Wrestler
(Sumotori)
Bounty Hunter Forbidden to take on other jobs, some
(Shoukin-Kasegi) ronin turned to the practice of “street corner
sumo” — wrestling matches in seedy
Despite the peace of the Tokugawa
locations for prize money. A good match can
Shogunate, dangerous scofflaws, rousta-
bring in lots of tourists for trade, and
bouts, and assassins continue to exist. The
sometimes temples host matches to raise
Bounty Hunter combines a capacity for
money. The sumo wrestlers of this period are
finding criminals with samurai training and
big, stout martial artists who have to fight in
privilege to perform this dangerous duty.
a variety of situations, not the overly-
Bounty Hunter characters bring investigative
developed specialists seen today. Sumotori
skills and combat training to any party.
bring practical muscle to any party.
• Include with:
• Include with:
— [Weapon Skill of Choice,
— Empty Hand
usually Blade]
— Lore: Sumo
— Inquiry
— Medicine
— Literacy
— Presence
— Searching
• Gift: Empty-Hand Mastery
• Gift: Samurai
Alternative • Gift: Strength
六拾参

Careers
The Careers listed here are considered to be the most
appropriate ones for Player Characters. You can consult the
Variant Rules for more Careers on page 174. Ask your Game
Host for permission before taking any Variant Careers. 63
Careers
職業

• Include with:
— Choose one: [Any one Craft or
COMMONERS any one Trade]
(HEIMIN) — Deceit
Almost all common folk are farmers, — Tactics
growing rice and other crops for their own — Weapon: [of Choice]
sustenance as well as for the lords. Since • Gift: Belligerent
farming isn’t really the exciting stuff of • Gift: Resolve
adventures, Player Characters will usually be • Gift: Sneaky
the bolder types.
Veteran (Kohei)
Militia (Kyukaku) While the era of warring states is just a
While law forbids commoners from memory, there are many who fought as
taking up the long sword, there are still those ashigaru, the rank-and-file spear carriers.
who learn the ways of fighting to protect Even though it may have been many years
themselves from bandits and from abusive since they have seen a battle, these Veterans
ronin. Nobles dislike the existence of Militia still have skills honed by the fires of combat.
men and women — they can rise up in Veteran adventurers will most likely be social
peasant rebellions. The best Militia have misfits who cannot return to a peaceful life.
their own code of honor: kikotsu, which was • Include with:
very similar to the samurai’s code of bushido — Hiking
in advocating discipline, loyalty, and spiritual — Medicine
advancement. Successful Militia have trade — Tactics
六拾四

skills, combat experience, and just enough — Weapon: Polearm


guile to stay out of the officials’ eyes — • Gift: Resolve
talents useful for adventurers. • Gift: Rustic
• Gift: Toughness
64
careers 職業
Vigilante Street Entertainer
(Otokodate) (Taidou-Geijin)
In the previous era of warring states, the Puppet shows (bunraku), top-spinning
nobles were powerless, the samurai were (koma asobi), and joke-telling (karukuchi) are
fighting each other, and marauders a welcome sight along the busier roads and
exploited the lawlessness to prey on the cities of feudal Japan. By living on the street,
weak. A few brave men and women stood Entertainers must be quick to put legal
up to fight injustice, and they were called officials at ease, or they’ll find themselves run
otokodate, Vigilantes. out of town as undesirables. Entertainer
In early Tokugawa-era, Vigilantes are rare characters bring strong people skills and a
and must keep a low profile lest they anger little improvisation to any party.
proper samurai. Years later, when abuses by • Include with:
the noble class run rampant, otokodate will be — Gossip
romanticized in stories and in kabuki theater — Persuasion
as Robin Hoods who avenge the commoners. — Presence
Vigilante characters bring combat strength — Trade: Choose one [Joke-Telling,
and pragmatic skills to any party. Puppetry, Top-Spinning, or other
• Include with: entertainment]
— Hiking • Gift: Choose one [Cleverness or
— Survival Quickness]
— Tactics • Gift: Choose one [Acrobat; Athletic;
— Weapon: [of Choice] Ambidexterity; Charismatic;
• Gift: Athletic Perceptive; Sneaky; Sympathetic;
• Gift: Belligerent or Talkative]
• Gift: Resolve • Gift: Streetwise

CRIMINALS (HININ) Thief (Dorobou)


Not everyone in feudal Japan lives a re- A romantic figure among the commoners,
spected life. Many schemers and scoundrels, the Thief robs from the rich to give to the
live hand to mouth, scraping by however they poor … while keeping a little something for
can. While many criminals are brutish louts expenses. Some thieves will wear disguises,
without morality, Players are encouraged to be so they can walk openly during the day, safe
romanticized criminals — ones who see in their “secret identity”. For adventuring
themselves as misunderstood heroes. parties, Thief characters complement a
band of warriors well, by bringing a subtle
hand into the mix.
Gambler (Bakuto) • Include with:
Although gambling is illegal, that doesn’t — Climbing
stop some from doing it. When not risking — Deceit
their money at games of chance, Gamblers — Jumping
are incredible gossips, learning more than — Stealth
just where the next game is going to happen. • Gift: Athletic
Some Gamblers like to think of themselves as • Gift: Sneaky
heroes who only gamble to support • Gift: Streetwise
themselves when not righting wrongs. A
Gambler character can bring conversational
skills to a party, as well as a little luck.
• Include with: Where are the
— Deceit Wizards?
— Gossip Sorry, there aren’t any magic-using Careers for
六拾伍

— Observation Player-Characters! When magic does appear in Usagi


— Trade: Gambler Yojimbo, it is very rarely in the hands of mortals, and
• Gift: Luck its use often has terrible consequences. The focus of
• Gift: Perceptive the Usagi role-playing game is on bushido and on the
• Gift: Streetwise warrior class. 65
Careers
職業

NINJA (SHINOBI) allies. The other ninja of the clan have a duty
to bring their wayward ally home — dead or
Like the samurai, Ninjas have been
alive. However, the training that allows ninja
romanticized as skilled warriors and masters
to blend into their surroundings also lets the
of fantastic stealth. But where the Samurai
Nukenin hide from their pursuers. Nukenin
are masters of combat, Ninja are supreme at
Characters work well for Players who want to
stealth and misdirection. In the rigid-caste
have a mysterious past, and to have a mix of
society of the Tokugawa era, the Ninja are
combat and stealth abilities.
both despised for acting outside of “normal”
• Include with:
channels and seen as a necessary tool for
— Deceit
espionage and surveillance. Like the
— Hiking
Samurai, Ninjas have a code of honor —
— Observation
ninpo — that they are expected to observe.
— Stealth
• Gift: Danger Sense
Undercover Agent • Gift: Resolve
(Oniwabanshu) • Gift: Ninjutsu
The most typical role of a Ninja is that of a
secret agent planted within the household. PRIESTS
Few would suspect a humble gardener of
being trained in the arts of eavesdropping, (SEISHOKUSHA)
much less hand-to-hand combat. In the warring-states era, Buddhist
Oniwabanshu Characters are best when warrior-monks known as sohei wielded
paired up with an important samurai or significant influence. Sometimes numbering
noble as a secret bodyguard. in the thousands, these monks were a
• Include with: formidable fighting array. Many generals
— Deceit struggled against them, but it was not until
— Observation Tokugawa Ieyasu’s powerful military rose to
— Stealth power that these warrior-monasteries were
— Trade: [of Choice, usually finally abolished.
Gardener]
• Gift: Choose one [Fast-Draw or Empty- Bonze (Bouzou)
Hand Mastery] The typical Buddhist priest, a Bonze is what
• Gift: Ninjutsu most people think of when they think of
• Gift: Resolve Buddhist monks, with their shaved heads,
simple robe, and ascetic lifestyle. Before
六拾六

Rogue (Nukenin) Tokugawa, Buddhist monasteries had many


By the Ninja’s code, the worst crime is to warriors and had strong political influence; in
leave one’s clan against orders and to not Usagi’s time, their power has been broken and
return. The runaway Nukenin knows no the remaining bonzeries are few and far
66
careers 職業
between, mostly small shrines. More than
one bonze is a former samurai or criminal
who has given up a life of violence and has
taken on a new name. Bonze characters bring
useful healing skills to a party, as well as a
serious education.
• Include with:
— Literacy
— Medicine
— Lore: Religion
— Trade: Priest
• Gift: Doctor
• Gift: Educated
• Gift: Hospitality

Flautist Monk
(Komuso)
Unlike the jovial Mendicant (below), the
Flute Player seeks detachment from worldly should have a jovial outlook and look on the
concerns. Masters of the shakuhachi bright side of things.
(bamboo flute), they practice flute-playing as • Include with:
a form of meditation — sui zen (“blowing — Diplomacy
Zen”). To symbolize their detachment from — Leadership
the world, they wear the tengai, a basket — Literacy
helmet that obscures the face. Not all — Lore: Religion
Komuso are as innocent as they might • Gift: Doctor
appear — before the Shogunate, some • Gift: Hospitality
worked as spies, and many bamboo flutes are • Gift: Talkative
long and stout enough to be used as a club.
Flautist Monk characters should bring a voice Mountain Warrior
of reason and restraint to what might (Yamabushi)
otherwise be a hot-tempered crew.
Living in seclusion, a Yamabushi
• Include with:
(“mountain-warrior”) studies the martial arts
— Literacy
as a way to spiritual enlightenment. Some
— Lore: Religion
Yamabushi serve as advisors to generals; a
— Trade: Flute-Playing
few aid ninjas and other spies. Though a
— Weapon: Truncheon
mere shadow of the sohei that came before
• Gift: Doctor
them, Yamabushi still train with the naginata
• Gift: Hospitality
(long-bladed polearm) or the bo (staff).
• Gift: Choose one: [Educated or Sneaky]
Yamabushi Characters will be afforded
respect out of religious reverence, but they
Mendicant are still not true samurai and best not cause
(Takuhatsuzou) much trouble when they wander into
Following the example of Hotei, a great civilized lands.
monk from centuries ago, the Mendicant • Include with:
wanders the countryside to bring cheer and — Empty Hand
prosperity. Villages too small to support a — Literacy
full-time priest will be happy to receive the — Lore: Religion
Mendicant in return for badly-needed — Weapon: Choose one [Polearm or
services such as the presiding for a wedding Truncheon]
六拾七

ceremony, the neutral judging of a land • Gift: Empty-Hand Mastery


dispute, or the banishing of ghosts and the • Gift: Hospitality
blessing of the crops. Mendicant Characters • Gift: Resolve

67
Gifts
GIFTS

Skills represent training or aptitude for of samurai or increased wealth. Some will be
common tasks, rated in ever-increasing dice. physical, such as greater resistance to injury
Gifts are special abilities characters can have. or an uncanny knack to turn aside a fatal
Some will be social aspects, such as the rank blow. Others will be mental, such as
六拾八

68
Gifts能
improved senses or heightened awareness. the Gift. If you Fail, the Gift becomes
Some Gifts have limitations on how Exhausted. Once Exhausted, you cannot
often they can be used. Physical Gifts can be use this or any other of the Gift’s X
so demanding that the character gets too abilities.
tired to continue using them. Mental Gifts X (Special) — This ability Exhausts under
can tax the spirit. Social Gifts can be pushed special conditions. Read the Gift’s
too far before people are more insulted than description for details.
impressed. And sometimes, fate can only be Spend — You must have something to spend
pushed so far before karma comes around to claim this ability. You can get Focus by
again. In game terms, some Gifts become taking an action in combat. Other things,
Exhausted after use and must be recovered like Might, Quickness, Cleverness, or Grit,
before they can be used again. (See Recovery, come from other Gifts. You can still use
page 123.) this ability even if the Gift is Exhausted.
Always — you always have this ability; you
don’t have to Spend anything, and this
EXPLANATION ability works even when the Gift is
OF GIFTS Exhausted. Note that the ability might
Flavor Text: some Gifts have an opening have other conditions that must be met
paragraph in italics, offering advice or first, though.
philosophy. Multiple — You can take this Gift multiple
Requires: You must meet all these times. Each instance of the Gift Exhausts
requirements before taking the Gift. separately. For example, if you have
Each * indicates one Requirement. “Cleverness ×2”, then when one
[Choice] — When you first take this Gift, you Cleverness becomes Exhausted, you have
must choose something to fill in the a second that’s still useable. Only Gifts
[Choice], such as a Skill name. Once with “Multiple” in their descriptions can
chosen, substitute that choice in the be taken multiple times in this way.
ability’s description. Manifold — This Gift has a [Choice] option.
X (auto) — After you use this ability, the Gift You can take this Gift multiple times,
automatically becomes Exhausted. Once picking a different [Choice] each time.
Exhausted, you cannot use this or any Different choices are different Gifts. For
other of the Gift’s X abilities. example, “Extra Career: Bodyguard” is a
X (Tie) — After you use this ability, this Gift completely different Gift from “Extra
becomes Exhausted ... unless your use of Career: Gambler.” In some cases, a
the ability scores a Tie or better. Listings Manifold Gift is also Multiple, such as
like this will always be followed by a die- “Increased Trait [of Choice]” — once
rolling contest, such as an attack roll or a again, each Manifold is different, so
Skill roll. Once Exhausted, you cannot use “Increased Trait: Body ×2” (two Gifts) is
this or any other of the Gift’s X abilities. different from “Increased Trait: Speed” (a
X (Dice vs. Target) — After using this ability, third Gift).
roll the appropriate dice vs. the target. If
you Tie or better, you can continue to use
BASIC GIFTS
These Gifts have no requirements. Any
Exhaustion tests
character can take them.
you cannot pass
Sometimes, a Gift will have an Exhaustion Test that
you can’t possibly pass. For example, “Cleverness”
Athletic
requires Mind vs. 5. What if you’re only rolling a d4? Can Always — Add 1 Mark to the following Skills:
you still take the Gift? Climbing; Dodge; Hiking; Jumping;
The answer is yes, you can. First, you use the Gift’s Swimming.
ability; then, you test for Exhaustion. So even if you can’t
六拾九

pass the Exhaustion Test, you will always get one use out Belligerent
of the Gift, guaranteed. Always — Add 1 Mark to the following Skills:
Remember that even if a Gift is Exhausted, you can still Empty Hand; Leadership; Persuasion;
Spend things like Focus or Cleverness to power abilities that Presence; Tactics.
need them, and you can always use an “Always” ability. 69
Gifts
Bushido Training (unless you are helpless or otherwise
unable to recover on your own). This will
Always — Add 1 Mark to the following prevent others from claiming a d12
Skills: Literacy; Lore: Bushido; Riding;


surprise bonus to hit you.
Weapon: Blade; Weapon: Bow X (auto) — When denied a Counter-Attack
because of concealment, negate the
Charismatic concealment and Counter-Attack anyway,
Always — Add 1 Mark to the following Skills: this one time, as if your target had no
Diplomacy; Gossip; Leadership; concealment.
Persuasion; Presence. X (auto) — Wake up from a deep sleep just
before someone attacks you.
Multiple — You can take this Gift multiple
Cleverness times.
X (Mind vs. 5) — Power one ability that
requires you to Spend Cleverness.
Multiple — You can take this Gift multiple
Divine Wind
times. Always — From your last turn (or the start of
the fight) to the end of your current turn,
if you dished out less damage than you
Danger Sense took yourself, then you immediately gain
(Dairokkan) Focus. If you cannot gain Focus because
X (auto) — If after rolling initiative (p. 101), you are Reeling, recover from Reeling,
you failed to gain Focus, Exhaust this Gift instead.
to claim Focus anyway. Note — “Less damage” means that the single
X (auto) — negate surprise on yourself best result you suffered was better than
七拾

70
Gifts能
what you dished out yourself. Even if you
hit three people for “Wound” results, if
someone scored a “Cripple” result on you,
you’re still taking more than you’re giving.
Otherwise, count the number of results.
In case of ties, you don’t get the Focus.
Note — Tally results before you use any
injury-reducing abilities — it’s what they
scored on you, not what you reduced it to.
Note — Tally results from after the end of
your last turn to the end of your current
turn. (If the fight just started, tally the
results from the start of the fight to the
end of your current turn.) You must have
suffered more damage results than you
were dishing out to claim the ability of
Divine Wind. And since you gain the
benefit at the end of your turn, you do not
start your turn with Focus — you end your
turn with Focus.

Doctor
X (Mind & Medicine vs. 9) — Take one hour
to halve the healing quota for any one
injured character. (See page 124.) Empty-Hand Mastery
Always — Through personal devotion and
Educated hard work, you have honed your body
Always — Add 1 Mark to the following Skills: into a weapon. Whenever an ability
Literacy; Lore [any two]; Medicine; Trade: requires a Easy Melee Weapon, you can
Scholar. substitute your Fist with Empty-Hand
skill, instead. (Normally, Empty-Hand is
not considered a Weapon Skill.)
Always — Your bare-handed attacks are
more effective. Add the Disarm, Grapple
unarmed combat and Trip Criticals to your bare-handed
As with the many schools of swordsmanship, the attacks.
unarmed combat of Edo-period Japan had many rigid
rules of training and different implementations. The Grit
focus of these early schools was not so much on how to X (Will vs. 5) — Power one ability that
make empty hands deadlier, but on how to use the requires you to Spend Grit.
entire body as a weapon to give any possible edge over Multiple — You can take this Gift multiple
a foe — and one edge can be using greater flexibility times.
to wrestle or throw someone in heavier armor.
For most folks, unarmed combat was called jujutsu,
“gentle or yielding art”, and it was anything but gentle.
Honor
Edo-period jujutsu focused on atemi waza, striking the Always — You have a personal code of
vital points of the body. Advanced practitioners learned honor, such as bushido. If you ever act
nage-waza (throws) and katame waza (grappling and dishonorably, immediately Exhaust all
controlling moves). A distinct unarmed combat style, your Honor Gifts. This includes betraying
sumo wrestling specializes in using lower-body strength someone’s confidence, failing to execute
七拾壱

to push or throw an opponent. your sworn duty, or anything other role-


In game terms, anyone with Empty Hand knows playing that the Game Host declares to be
bare-handed striking techniques and some grapples. dishonorable.
A combatant with the Gift of Empty-Hand Master Always — Swear, on your honor, to perform
(page 71) knows quite a bit more. a specific task or duty for someone. If 71
Gifts
you ever fail in your duty, Exhaust all Improved Parry
your Honor Gifts and release yourself
from that duty. Always — With a Favorite Melee Weapon,
there is no limit to the number of times


X (auto) — As a Reaction, challenge any one
opponent. For the rest of the fight, you you may Parry. (Characters without this
gain a bonus d12 when Reacting against Gift can only Parry once per weapon per
any opponent except the one you Round.) With Improved Parry, your
challenged. This Bonus ends: if you Act Parry does not use up your Counter Attack
(not React) against any opponent other for the round. (You can still only
than your challenged one; if you act Counter-Attack once per weapon,
dishonorably as dictated by your code; or though.) You can even Parry after you’ve
if your challenged foe becomes used up your Counter-Attack.
Incapacitated or worse. X (Tie) — As above, only with any Melee
X (auto) — after having sworn to perform a Weapon, not just a Favorite. You may
specific task for someone, when continue to Parry until you Fail or worse;
performing that service, Power one ability then this Gift becomes Exhausted.
that requires you to Spend Might,
Quickness, or Grit. Increased Trait
X (auto) — After having sworn, on your [of Choice]
honor, to perform a specific task or duty
Always — Pick one Trait: Body, Speed, Mind,
for someone, Exhaust this Gift to
Will, or Career. Raise that Trait by one
overcome some odds that would normally
die size, up to d12. (If you have multiple
hinder you. This includes, but is not
Careers, each Career Trait must be
limited to: (1) negating Unconsciousness
increased separately.)
or Reeling; (2) negating Confusion, Fear,
Multiple — You may take this Gift multiple
or some other condition that would
times, increasing a Trait even further.
prevent you from your duty.
Manifold — You may take this Gift multiple
X (auto) — As a Reaction, when someone
times, to increase different Traits.
attempts to Spend Might, Quickness, or
Grit to do something against you directly,
you negate their Spending. Keen Ears
Multiple — You can take this Gift multiple Always — You have better hearing. Treat all
times. (Note that if you act dishonorrably, sounds as one level louder.
all your Honor Gifts will become X (auto) — When trying to hear something,
Exhausted.) Maximize your Mind & Observation Dice,
even after rolling.

Keen Eyes
Honor Always — You have better eyesight. For
purposes of seeing things, treat all ranges
Few aspects of Tokugawa era’s Japan stand out as one step closer.
more than the concept of bushido, the “way of the X (auto) — When trying to see something,
warrior.” Bushido draws heavily upon Confucian Maximize your Mind & Observation Dice,
precepts (such as loyalty), Shintoism (triumphs of the even after rolling.
spirit and karma), and Rinzai-school Zen Buddhism
(austerity and detachment from worldly affairs). A Keen Nose
greater discussion of bushido is found on page 15.
Not much is known about ninpo (the ninja’s code of Always — You have a better sense of smell.
honor) or kikotsu (a code of honor among commoner When rolling to smell something, treat all
militias), but they were probably much like bushido. scents as one step stronger.
In game terms, the Gift of Honor allows a character X (auto) — When foraging (p. 142), do not
七拾弐

to swear to perform some task or duty, and the strength roll — Maximize your dice instead.
of their devotion gives them advantages to make it X (auto) — When trying to smell something,
come true. If they fail in this duty, the Gift becomes Maximize your Mind & Observation Dice,
Exhausted … but there should also be social conse- even after rolling.
72 quences as well, which should be role-played.
Gifts能
Luck Melee Finesse
X (auto) — After any die roll, pick up any one Always — With a Favorite Melee Weapon, you
die — either one you rolled or one your can use Speed and Weapon Skill Dice
opposition rolled — and roll it two more (instead of Body and Weapon Skill) when
times. From the three rolls, keep any one Attacking, Counter-Attacking, and
roll that you like. You may only modify Parrying.
one die per contest, and it must be one X (Tie) — With any Melee Weapon, you can
that involves your character. use Speed and Weapon Skill (instead of Body
Multiple — You can take this Gift multiple and Weapon Skill) when Attacking,
times. You can use two Luck Gifts to re- Counter-Attacking, and Parrying. (If you
roll the same die four times and take the ever Fail on a roll with the weapon, Exhaust
best roll, but you may not re-roll two dice. this Gift and go back to using Body.)
Note — “Dice that involve your character” Note — You can only use Melee Finesse with
are subject to review by the Game Host. Empty Hand Skill if you have the Gift of
For example, your Initiative roll personally Empty-Hand Mastery (p. 71).
involves you, but someone else’s doesn’t. Note — Because Encumbrance can limit
Likewise, a foe rallying another foe to Speed Dice (see p. 139), when using Melee
attack you isn’t a contest that personally Finesse, your Speed Dice and Weapon Dice
involves you, either — the attack roll they will be limited as well.
make against you does. Luck should
involve good fortune or miracle saves, not Melee Guile
be a hammer that a character uses to have
Always — With a Favorite Melee Weapon, you
their way.
can use Mind and Weapon Skill (instead of
Body and Skill) when Attacking, Counter-
Melee Fervor Attacking, and Parrying.
Always — With a Favorite Melee Weapon, you X (Tie) — With any Melee Weapon, you can
can use Will and Weapon Skill Dice use Mind and Weapon Skill (instead of Body
(instead of Body and Weapon Skill) when and Weapon Skill) when Attacking,
Attacking, Counter-Attacking, and Counter-Attacking, and Parrying. (If you
Parrying. ever Fail on a roll with the weapon, Exhaust
X (Tie) — With any Melee Weapon, you can this Gift and go back to using Body.)
use Will and Weapon Skill Dice (instead of Note — You can only use Melee Guile with
Body and Weapon Skill) when Attacking, Empty Hand Skill if you have the Gift of
Counter-Attacking, and Parrying. (If you Empty-Hand Mastery (p. 71).
ever Fail on a roll with the weapon,
Exhaust this Gift and go back to using Might
Body.)
X (Body vs. 5) — Power one ability that
Note — You can only use Melee Fervor with
requires you to Spend Might.
Empty Hand Skill if you have the Gift of
Multiple — You can take this Gift multiple
Empty-Hand Mastery (p. 71).
times.
七拾参

73
Gifts
Mob Fighter Sneaky
Always — When anyone Attacks you and Always — Add 1 Mark to the following
includes Tactics Dice with their attack Skills: Deceit; Dodge; Observation;


roll, you can include your own Tactics Persuasion; Stealth.
skill with your Counter-Attack, Parry, or
Dodge. (Normally, you can only include Sympathetic
Tactics skill with an Attack against a
Flanked opponent, not for defenses. See Always — Add 1 Mark to the following
Flanking, p. 112.) Skills: Diplomacy; Gossip; Inquiry;
Medicine; Persuasion.

Night Vision
Talkative
Always — You can see better in the dark
Always — Add 1 Mark to the following
than others. For spotting and attack
Skills: Deceit; Diplomacy; Gossip; Inquiry
purposes, treat poor lighting as fair
Persuasion.
lighting. Night Vision does not
compensate for total darkness (like in a
cave) or for being blind. Toughness
X (auto) — Before any Damage is rolled
Pennywise against you, declare that the roll is
Always — Whenever you roll dice to buy Enervated. (Any Damage Dice that score
something, your roll enjoys Favor; you higher than your Soak are re-rolled; the
may re-roll one 1. (See “Purchasing second result stands — see page 116.)
Items”, page 140.) Multiple — You can buy this Gift multiple
times. However, you can only use
Toughness once per Damage Roll.
Perceptive
Always — Add 1 Mark to the following Well-Traveled
Skills: Gossip; Inquiry; Observation;
Searching; Survival. Always — Add 1 Mark to the following
Skills: Gossip; Literacy; Lore:
Geography; Lore: History; Lore: Nobility
Quickness
X (Speed vs. 5) — Power one ability that Yielding Deflection
requires you to Spend Quickness.
Always — After Failing to Counter-Attack or
Multiple — You can take this Gift multiple
Parry with a Favorite Weapon, and after
times.
suffering injury, you become Disarmed.
Reduce any Devastating, Incapacitating,
Rustic or Crippling injury you just suffered to
Always — Add 1 Mark to the following Wounding.
Skills: Climbing; Hiking; Riding; X (auto) — As above, but with any Melee
Survival; Swimming. Weapon, not just a Favorite.
Note — Since you cannot become Disarmed
Sharpshooter of your own Fists, you cannot use this
Gift with Empty-Hand Mastery.
Always — For your Ranged Attacks, the
Note –Yielding Deflection can be used with
penalty Range Dice are only d10s, not
Parry Arrows (p. 81) against thrown and
d12s. (See “Range", p. 145.) This Gift
ranged objects. You are not
does not affect Thrown Weapons.
automatically Reeling, regardless of your
weapon’s weight — but you must still
test your Resolve, as normal.
七拾四

74
Gifts能
CLEVERNESS GIFTS Combat Sense
Each of these Gifts has at least one ability Spend Focus or Cleverness, or X (Mind vs. 5)
that can be powered by Spending Cleverness — After Overwhelmingly failing an Attack,
(p. 70). Counter-Attack, Parry, or Dodge (and thus
about to suffer one or more Criticals), you
Bodyguard can claim that you were ready for it and
Always — If you are able to Parry, you can thus can reduce the effect. Negate any and
Parry (but not Counter-Attack) for all Criticals — the attacker only scores a
someone else. That someone must be regular hit.
within striking reach of your weapon,
though the attacker you’re Parrying need Knockdown
not be. That someone must also let you Maneuver
defend for them — if they decide to use
Spend Focus, Cleverness, or Might — Declare
their own defense, then you can’t Parry
you are using Knockdown before you roll a
for them.
melee attack. If your attack is successful,
Spend Focus, Cleverness, or Quickness, or X
your foe is knocked down, regardless of
(auto) — As a Reaction, when a friend
how much Damage (if any) that you score.
within your Stride is about to take
Damage, move to where that friend is,
push that friend 1 pace away, and take the Sly Maneuver
hit instead. You automatically take the Spend Focus or Cleverness — When
hit as if you attempted to Parry and Failed Attacking, Counter-Attacking, or
(but you may use other Gifts to reduce the Parrying, force your opponent in the
Damage). You suffer any Critical Hits contest to use their Mind with their Skill
that they would suffer, yourself. (instead of Body, Speed, or Will).

Canny Defense Streetwise


Spend Focus or Cleverness, or X (Mind Always — You can Gossip with other
vs. 7) — Include your Mind Dice with any Streetwise folks more easily.
Dodge. Spend Cleverness, or X (auto) — When
Spend Focus or Cleverness, or X (Mind trying to impress criminals and other
vs. 7) — Include your Mind Dice with any lowlifes with Skills like Diplomacy or
Parry (provided you are not already doing Presence, do not roll your dice —
so, such as with Melee Guile). You maximize them, instead.
七拾伍

cannot use this ability with Attacks or


Counter-Attacks.

75
Gifts
GRIT GIFTS rolled. This can turn a Tie or Failure into a
Success!
Each of these Gifts has at least one ability
that can be powered by Spending Grit (p. 71).


Zeal
Fighting Spirit Spend Grit, or X (auto) — After you complete
your Action for the turn, gain Focus. You
Spend Focus or Grit, or X (auto) — As a
must be able to have Focus.
Reaction, you can become Enraged. While
Enraged, you can take normal actions
while Crippled (instead of the limited set MIGHT GIFTS
of crippled actions). If you would become Each of these Gifts has at least one ability
Fearful, Terrified, or Unconscious, instead that can be powered by Spending Might
negate the effect and your Rage. (Yes, this (p. 73).
will keep you from falling unconscious
when Incapacitated.)
Note — After the scene is over (which is
Brushing Aside
about five minutes), the Rage will wear off. Spend Focus or Might, or X (Body vs. 5) —
To become Enraged again, you will have When your Melee Attack, Counter-Attack
to use Fighting Spirit again or Parry fails, after Damage is rolled, you
can use your superior strength to push part
Headlong Sprint of the attack away. The Damage Roll
against you is Enervated. (Any Damage
Spend Focus or Grit, or X (Will vs. 5) — Dice that score higher than your Soak are
When Sprinting or Charging, do not re-rolled; the second result stands — see
roll — instead, Maximize your Speed die. page 116.)

Improved Aggression Knockdown


Spend Focus or Grit, or X (auto) — When Maneuver
Attacking Aggressively with any Melee
This is the same Gift listed under
Weapon, do not automatically send
“Cleverness Gifts” — see page 75.
yourself Reeling after resolving the attack.
(See “Aggressive Attack”, p. 105)
Mighty Blow
Resolve Spend Focus or Might — As an Action, move
no more than your Stride towards a
X (special) — When you suffer a Scratched
target, then use a Melee or Thrown
injury, you are not automatically sent
Attack. If you hit, your Damage is Slaying
Reeling. (Characters without this Gift are
(p. 116) —pick up any d20s that failed to
sent Reeling even when Scratched.) Using
beat the target’s Soak, and roll those
this ability does not Exhaust this Gift in
again; the second roll stands.
and of itself … but if the Gift becomes
Exhausted for any other reason (such as
below), then you can’t use this ability Strength
either. Always — you can always claim a Crush
Spend Focus or Grit, or X (Will vs. 5) — Critical, whenever you can claim Criticals.
When you suffer any injury, you are not Always — You can carry more weight. See
automatically sent Reeling. ”Encumbrance”, page 139.
Always — Whenever you would Tie on a
True Leader contest of strength or a grapple, you claim
1 success instead.
Always — You can Rally an ally who is any-
Spend Focus or Might, or X (Body vs. 7) —
where from 6 to 100 paces away from you,
When someone directly uses the Gift of
七拾六

provided they can hear your voice. The


Strength against you, negate that use.
target is only 7. (Normally, the difficulty is
Spend Focus or Might, or X (auto) — when in
1+distance.) See “Rally”, page 106.
a contest of strength, or when making a
Spend Grit, or X (auto) — score one success
pin, automatically Maximize your dice.
76 on an attempt to Rally, after you have
Gifts能
Ambidexterity
Always — You can fight with either hand
with no penalty. You can only use one
weapon or the other, not both at the same
time. (Characters without this Gift suffer a
d12 penalty for using a weapon in the
wrong hand.) If you carry two weapons,
you get two Counter-Attacks — one with
the weapon in your left hand, and one
with the weapon in your right.
Spend Focus or Quickness — In one Action,
you can Attack with two one-handed
weapons, provided that the second one is
Easy. First, declare that you are making
two Attacks. Second, resolve an Attack
with one weapon. Third, if you are still
Spend Focus or Might, or X (auto) — when
able, resolve the Attack with the second,
someone attempts to knock you down
Easy weapon.
(such as with Knockdown Maneuver),
Spend Focus or Quickness — In one Action,
negate being knocked down.
you can Attack with both ends of a Combo
Spend Focus or Might, or X (Body vs. 7) —
Weapon (p. 114). First, declare that you
When entangled (p. 113), Stride or
are making two Attacks. Second, resolve
Retreat away from your entangler. They
an Attack with one part of the Combo
must either fall down or disentangle you
Weapon. Third, if you are still able,
(as a Reaction).
resolve the Attack with the second part of
Spend Focus or Might, or X (Body vs. 7) —
the Combo Weapon. Remember that
Use any Light Melee Weapon as if it were
some Combo Weapons use two different
a Thrown Weapon.
Weapon Skills for different parts!
Spend Focus or Might, or X (auto) — Use any
Medium Melee Weapon as if it were a
Thrown Weapon. Bodyguard
This is the same Gift listed under
“Cleverness Gifts” — see page 75.
QUICKNESS GIFTS
Each of these Gifts has at least one ability
that can be powered by Spending Quickness Fast-Draw (Iaijutsu)
(p. 74). Always — as a Reaction, you can quickly
draw a sheathed katana, wakizashi, or
Acrobat ninja-to for Attacking, Counter-Attacking
and Parrying. (Without this Gift, other
Spend Focus, Quickness, or X (Speed & people caught without their weapon ready
Jumping vs. 7) — as a Reaction, leap to cannot use it to defend until their Action.)
your feet. Spend Focus or Quickness — As a Reaction,
Always — When Dashing, there is no limit to sheathe any katana, wakizashi, or ninja-to.
the number of times you can leap, as long Spend Focus or Quickness — As an Action or
as you keep landing on good footing Reaction, you can quickly draw a
between leaps. (See “Jumping”, page 138.) sheathed katana, wakizashi, or ninja-to to
Always — As an Action, you can take the Attack, Counter-Attack, or Parry. If you
Tumbling maneuver. Move any distance hit, your attack is Slaying, in addition to
up to your Dash. You can only Parry or other effects from Criticals. After
Dodge, not Counter-Attack or Attack. executing this attack, your weapon is out
Until the beginning of your next turn, and ready. You will have to take an
七拾七

include your Jumping dice with all Parries Action (or spend Focus or Quickness, as
and Dodges. above) to sheathe it again.
Note — The Fast-Draw is one-handed;
therefore, the strike is one-handed as well.
77
Gifts
cannot exceed six times your Maximized
Speed Die.
Note — Dash and Run are explained under


“Movement”, page 104.

Speed Save
Speed Focus or Quickness, or X (auto) —
When you Attack, Counter-Attack, Parry
or Dodge fails, and you just suffered a
Damage Roll, you may immediately
Retreat and reduce a Devastating,
Incapacitating, or Crippling Injury to
merely Wounded. You cannot use this
ability if you cannot (or do not) Retreat.

Spring Attack
Spend Focus or Quickness — As an Action,
declare a path from you to any spot, no
longer than your Dash. (This path need
not be a straight line.) Move to engage the
foe and resolve one Attack (Melee,
Ranged, or Thrown) against one target.
After the Attack, if you aren’t Reeling,
Crippled, Unconscious, knocked down or
otherwise unable to move, bounce back to
exactly where you were standing when you
first declared the Spring Attack.

Sure-Footed
Always — You can run over bad footing with
no loss to Dash or Stride.
Always — when rolling to Sprint, you have
With a katana, a one-handed strike causes Favor; if you roll a 1, re-roll.
2d20 damage. For rules on Slaying Spend Focus or Quickness, or X (auto) —
Damage, see page 116. Move up to your Dash over a tight-rope,
fence, or any other narrow surface.
Improved Movement
Always — Your movement increases. Add 1 ADVANCED GIFTS
to your Stride. Add 2 to your Dash. Add These Gifts have Requirements. Each *
6 to your Run. means one Requirement. Requirements can
Spend Focus or Quickness — Add another 2 be minimum Trait Dice, other Gifts, Marks in
to your Dash. You can declare this ability Skills, or even more exotic things. If you
multiple times for one Dash (by using cannot meet the Requirements of a Gift, you
more Quickness), but your increased cannot add it to your character. You cannot
Dash cannot exceed your Maximized even begin to learn an Advanced Gift with
Speed Die. Experience (p. 125) until you have met the
Spend Focus or Quickness — Add another 6 Requirements.
to your Run. You can declare this ability Exhausting a Gift does not prevent you
multiple times for one Dash (by using from using another Gift that Requires it.
七拾八

more Quickness), but your increased Run

78
Gifts能
Blind Fighting* Dramatic
Requires: Keen Ears or Keen Nose Disheveling****
Always — others cannot claim Surprise Requires: Body d8 or better & Speed d8 or
against you simply because you can’t see better & Mind d8 or better & Will d8 or
them. To claim this ability, the Game better
Host may ask you to make Mind & X (auto) — Your clothes (and armor) are torn
Observation rolls to hear or to smell an to useless shreds, and you become a mess.
attacker. When you suffer a Crippling or
Spend Focus or Cleverness, or X (auto) — Incapacitating Injury, reduce it to
you can strike at a foe as if you could see Wounded.
them with no concealment.
Easy Rebound*
Bo Mastery** Requires: The Gift of Resolve
(Bojutsu) Always –Whenever you Counter-Attack with
Requires: Body d8 or better & 3 or more an Easy, Favorite Weapon, you may choose
Marks in Weapon: Truncheon Skill as one of your Criticals to Rebound — by
Always — You can use a Favorite bo or choosing this, you do not spend your
konsaibo as a Heavy, Flexible Weapon Counter-Attack, and can thus Counter-
(instead of as a Combo Close Weapon.) Attack again before your next turn. You
On your Action, declare one of the two can only use this ability with Easy
ways you will use the weapon; the weapons, not with Awkward ones.
weapon stays that way until your next Note — Normally, only certain weapons can
Action. Rebound. See “Critical Hits”, page 112.
You can only rebound with your bare-
Desperate Attack* hands if you have the Gift of Empty-Hand
Mastery (p. 71).
Requires: Mind d8 or better
X (special) — As an Action, move your Dash
towards any target and roll a Melee Easy Riposte*
Attack against them, with a bonus d12 on Requires: Improved Parry
七拾九

the attack roll. If you Tie or better, Spend Focus or Cleverness, or X (auto) —
Exhaust this Gift, as you are no longer After Successfully Parrying an opponent
desperate. with an Easy Weapon, retroactively convert
that Parry to a Counter-Attack. This uses
79
Gifts
your Counter-Attack. Your foe must be at Always — With a Favorite, Heavy Weapon,
the appropriate range for striking with you can use it in one hand instead. The
your weapon. You can only use this ability weapon is still considered Awkward.


with Easy weapons, not with Awkward Always — With a Favorite, Medium Weapon,
ones. when using the weapon in one hand, the
Note — This might not sound that great, weapon is considered Easy and not
until you realize you can use this after Awkward. (However, you do not get the
rolling to see just how many successes extra 1d20 damage for using both hands.)
your Parry scored, which now all become X (Tie) — Use either of the abilities above,
Criticals. And yes, you can use this ability but with any Medium or Heavy Weapon,
with Bodyguard (page 75). You can only not just a Favorite. If you Fail on any
riposte with your bare-hands if you have Weapon Dice roll when claiming Flying
the Gift of Empty-Hand Mastery (p. 71). Grip, Exhaust this Gift.

Extra Career
[of Choice]***
Requires: the starting three Gifts of that
Career
Always — You gain another Career Trait,
starting at d4. (You can use the Gift of
Increased Trait, p. 72, to increase this to
d6, then d8, then d10, then d12.) You can
include the Career Trait Dice to any of the
four skills listed with that Career. Yes,
this can lead to rolling two Career Dice
with the same Skill.
Manifold — You can take this Gift multiple
times, choosing a new Career each time.
Every time you take a new Career, you
must have its three starting Gifts.
Note — You can use the Gift of Increased Full-Moon Stroke****
Trait (p. 72) to raise your extra Career die. (Engetsugiri)
Requires: Might & Quickness & Cleverness &
Fighting-Rope Grit
Mastery** Spend Focus and Might and Quickness and
Cleverness and Grit — As an Action, move
(Kusarijutsu) your Dash and Attack one foe with a Melee
Requires: Speed d8 or better & 3 or more Weapon. Do not roll your Attack Dice —
Marks in Weapon: Flail Skill Maximize them instead. If you hit, roll your
Always — In your hands, a Favorite kaginawa Damage Dice normally (with any Criticals,
or kusari is a Far-Reaching weapon — you of course.)
may strike at foes 1, 2, 3, or 4 paces away.
(In hands less adept than yours, these
weapons can only strike at 1 or 2 paces.)
Giant*
You also can strike at Far-Reaching Range Requires: Body d12
with the Flail parts of the Combo Always — you are huge, more than two
Weapons kusarigama, kyoketsu shogi, and meters tall. Cover and concealment are
manrikigusari. less effective for you. You stick out in a
crowd. Clothes require custom tailoring.
Armor weighs twice as much for you.
Flying Grip** Always — You can use Medium Weapons in
(Nigiri ga Tondeoru) one hand as if they were Easy, and you
八拾

Requires: Body d8 or better & Will d8 or still get a bonus d20 damage as if you used
better two hands.

80
Gifts能
Horse-Cutter
Maneuver**
(Zanzin Zamba)
Requires: Speed of d8 or better & Will d8 or
better
Spend Focus, Might, or Quickness — as an
Action, declare a target no farther from
you than your Dash. Then, roll your Body,
Weapon Dice, and Jumping Dice (if any). If
your score is less than the distance
between you and the target, move yourself
towards the target that many paces and
stop. Otherwise, move yourself next to
the target and use what you just rolled as
your attack roll; your target defends
normally. If your attack hits, you roll an
extra 1d20 damage. Your movement is a
leap into the air — ignore any terrain and
low barriers between you and the target.

Ninjutsu*
Requires: A Career in trickery, such as a Ninja
or a Thief.
Always — You begin the game with nine
shuriken and four smoke bombs. You may
choose to have one of the following: ninja-
to, kaginawa, kusari, or kama.
Always — You can use Heavy Weapons as if Always — You can execute a Ninjutsu Attack.
they were Medium Weapons (that is, As an Action, move your Stride towards a
either in one hand as Awkward, or in two foe and declare any Melee or Ranged
hands as Easy and with 1d20 extra Attack. Include your Deceit Dice with
damage). your attack roll. Your foe includes their
Always — You can carry more weight. See Inquiry Dice (if any) and their Observation
”Encumbrance”, page 139. Dice (if any) with their Counter-Attack,
Always — You are so big and obvious that Parry, or Dodge.
others get a bonus d12 to detect you with X (auto) — using a distraction such as a
Observation. smoke bomb, escape from a fight. You
Always — when you are in Melee Combat can make Stealth rolls in conditions where
with someone else who is not a Giant, others would not.
others can strike at you with Ranged
Attacks without fear of hitting the wrong
target.
Parry Arrows*
Spend Focus or Might, or X (Tie) — Use a Requires: Improved Parry
Close Weapon as if it were Reach, or a Always — You can use your Speed and Weapon
Reach Weapon as if it were Far-Reaching. Dice with to Parry arrows and thrown
(If your Attack roll Fails, you fail the test objects with a Favorite Melee Weapon.
for Exhaustion, when appropriate.) X (Tie) — As above, but with any Weapon,
X (Body vs. 9) — Power one ability that not just a Favorite. If your Parry Fails,
requires you to Spend Might. Exhaust this Gift.
Note — Giant is better than and does not Note — Flails cannot Parry. You can only
八拾壱

stack with Flying Grip (p. 80). Parry Arrows with your bare-hands if you
have the Gift of Empty-Hand Mastery
(p. 71).
Note — You must use Speed with your
Weapon Dice, not Body, Mind, or Will 81
Gifts
(even if you have a Gift that normally lets Samurai more easily.
you use those to Parry). Encumbrance Always – You have the rights and privileges
(p. 139) may limit your dice. of the buke class.


Note — One is born into the Samurai class,
Priestly Investiture* but one can later give the title up, such as
by becoming a Priest or Criminal. See
Requires: A Priest career. You cannot have
Character Growth, page 125.
the Gift of Samurai.
Always — You are a monk. People treat you
with respect. You can regularly depend Setting the Gaze on
on people’s charity. the Target**
Always — You have the right to preside over (Monomi o Sadameru)
marriage ceremonies.
Requires: Mind d8 or better & 3 or more
Marks in Weapon: Bow Skill
Samurai* Spend Focus or Cleverness, or X (Mind vs. 7)
Requires: A Samurai career, which means — Before rolling your Weapon: Bow dice,
being born a samurai. You cannot have negate one Range Die granted to the
the Gift of Priestly Investiture. defense of your target. If you have multiple
Always — You are a samurai. You begin the resources to Spend, you can use this Gift
game with a wakizashi and a tanto. You multiple times to remove more Range Dice.
also begin with one of the following
weapons: daikyu, katana, nodachi, Shuriken Mastery**
kusarigama, naginata, or yari.
Always — You can Gossip (p. 88) with other
(Shurikenjutsu)
Requires: Mind d8 or better & 3 or more
Marks in Weapon: Throw Skill
Always — In your hands, a shuriken is more
deadly. Add Slash to your list of possible
Criticals with a shuriken.

Wealth*
Requires: An appropriate background and
career.
Always — You begin the game with two
Expensive items.
Always — When rolling to purchase items,
you have a bonus d12. (See “Purchasing
Items”, p. 140.)

Secret Teachings:
OKUGI GIFTS
In addition to the Gifts listed above, there
are also the hidden mysteries of the various
dojo (schools of martial arts). The secrets of
these Gifts are closely guarded, and not taught
to just anyone. These abilities are called okugi
(secret techniques of the martial arts.
At their discretion, the Game Host may
allow characters to start the game with
Okugi Gifts. Most are very difficult to
八拾弐

qualify for. The listing of these Gifts starts


on page 132.
Okugi Gifts are usually learned later in the
game, with experience. See Character Growth,
82 page 125.
Skills 技
SKILLS
Ordinary tasks like walking, talking and a sword, convince someone not to swing a
other unskilled activities will not require sword, etc., they will have to draw upon
any special training. When a character tries their Skills.
to perform a task such as climb a wall, swing

八拾参

83
Skills
MARKS AND DICE Remember that rolling all ones is a
Botch — the worst possible result. (See page
Skills are rated in Marks — the more you
96.) Folks rolling only one die are much
have, the bigger dice you get to roll, and the
more likely to Botch than someone with even


more you get to roll.
one Mark’s worth of training!
Marks Skill Dice
None None
1 d4
2 d6
3 d8
4 d10
5 d12
6 d12, d4
7 d12, d6
8 d12, d8
9 d12, d10
10 2d12
11 2d12, d4
12 2d12, d6
13 2d12, d8
14 2d12, d10
15 3d12
16 3d12, d4
17 3d12, d6
18 3d12, d8
19 3d12, d10
20 4d12
21 4d12, d4
In summary, to calculate skill, for
every 5 full Marks, you get a d12, with a
remainder of 1 to 4 giving a bonus die from INCLUDING
d4 to d10.
Three Marks in a skill is considered
CAREER TRAITS
Every Player Character begins the game
competent — if you have that many, you
with at least one Career Trait. Each Career
know what you’re doing. Six Marks are rare
Trait’s Dice is included with the use of at
but not unusual — true expertise. Nine
least four Skills.
Marks identifies one as a master — few ever
Career Traits represent broad life
attain this level of Skill.
experience — more than just the four Skills
Skill Dice are not added together.
listed. Players are encouraged to come up
Remember that each die is compared
with new uses for their Career Traits. For
separately. Of course, rolling more dice
example, a Game Host might allow a Bonze
raises your average, and it gives the
to include his Career Trait when Gossiping
possibility of more Overwhelms.
with other Bonzes, by swapping stories
about their experiences of being a priest.
Skill Rolls The Game Host should take care that
Without Marks Careers aren’t included with everything,
Sometimes, a character will try to do though — only for uses appropriate for such
something where they lack training. In that training.
case, they should roll what dice they can. For Remember, Career Traits don’t add to
八拾四

example, anyone could try to reason with Skills, they are included with Skill Dice. For
others, rolling just their Mind Trait — folks example, a Ninja with a Rogue Trait of d6,
with Skill in Diplomacy and Persuasion will and 3 Marks in Deceit, has total Skill Dice of
just be better at it. d8, d6 (and not d12).
84
Skills 技
Sometimes, you may be rolling two skills 例 Example: Kaede grew up in the forests of
at once. If a Career Trait is included with Ezo, so she’s no stranger to scaling trees.
both Skills, then you get twice as many She buys 3 Marks in “Climbing” with
Career Dice to roll. “Favored Use: Trees”. Later, when trying
to get a better look around, Kaede decides to
climb a tree. She rolls her Body &
SKILLS OF CHOICE Climbing of d8, d6 and they come up 1 and
Some Skills, such as Craft, Trade, and
3. However, since she has a Favored Use
Lore, aren’t just one skill but many different
for climbing trees, she re-rolls the 1 – and
ones with a Choice. Each Choice is bought as
the re-roll comes 7. Kaede scores 7 & 3.
a completely separate Skill. For example,
“Craft: Carpentry” is a different skill from You don’t have to choose a Favored Use if
“Craft: Armory”. The Marks from one you don’t want to. A Skill without a Favored
Choice don’t affect the Marks of a different Use can have one assigned to it at any time,
Choice. up to and including after you’ve rolled the
dice and a “1” is right there in front of you.
Once a Favored Use is chosen, it costs
Favored Use Experience to change it.
Unlike Traits, which represent general Each Skill can only have one Favored Use
capacity, Skills are specialized training … at a time. Note that Skills of Choice are
and they can be even more specialized. A different, though — you can have a different
character with at least one Mark in a Skill Favored Use for “Weapon: Truncheon” from
can learn a Favored Use — one aspect of the “Weapon: War Fan.”
Skill that the character excels at.
When rolling Skill Dice towards your Favorite Weapon
Favored Use, your roll is Favored — you can A special type of Favored Use is “with my
re-roll any one die that comes up “1”. Favorite Weapon.” The character designates

八拾伍

85
Skills
one particular weapon to be the Favorite. weapon the character has trained many hours
This weapon is unique — no other weapon with, a weapon that has become an extension
has the same edge, heft, and balance quite like of the character’s soul, can be wielded with
this Favorite. consummate grace and skill. In game terms,


Many Gifts work better with a Favorite some Gifts Always work with Favorite Weapons
Weapon. Other weapons are difficult to work but can become Exhausted when used with
with and exhaust fighting abilities. Only a other, lesser weapons.
Using a Favored Weapon grants Favor to
Attack Rolls, Counter-Attack Rolls, and Parry
Rolls made with the weapon. Favored
Weapons do not have Favored Damage Rolls.
A Combination Weapon that requires two
Skills is only a Favorite Weapon if both Skills
have that particular weapon specified as a
Favorite.
Since Favorite Weapons are so personal,
characters are encouraged to give such
weapons fancy names.

SKILL
DESCRIPTIONS
Each Skill description includes some
suggestions on what Basic Traits (Body,
Speed, Mind, or Will) should be included.
Players and the Game Host are encouraged
to come up with different combinations of
Traits and Skills for the unique situations that
arise in their games. Use these descriptions as
a starting point to your own applications.

Climbing
Use Climbing Skill to climb ladders and
maneuver over objects.
As an Action, use Body, Speed & Climbing
to climb over things — see the Spot Rules
chapter for more details, page 138.
All Climbing Dice can be limited by
Encumbrance — see page 139.
Favored Uses include: trees; rocks and
cliffs; rooftops.

Craft [of Choice]


Craft skill is necessary to build, repair, or
create things. A Craft produces a material
item that can be used or sold — as opposed
to a Trade (p. 92), which performs a service.
Use Mind & Craft to repair things. Use
Mind, Will & Craft when working long jobs.
Physically strenuous crafts, like
八拾六

blacksmithing, might use Body as well. See


the Spot Rules chapter for more ideas.
Favored Uses include: with my favorite
tools; with a particular kind of good.
86
Skills 技
Deceit assign a difficulty, from 2d4 for reasonable
requests to 2d12 or worse for unlikely ones.
A necessity for spies, Deceit is used to lie Take five minutes or longer to use Mind,
to others, to pretend to be something else, Diplomacy & Persuasion to convince a minor
and to play anyone false for any reason. non-player character to your way of
Deceit can be used for imposture as different thinking. The Game Host should assign a
social classes, positions, or even races. difficulty, as above, and encourage you to
Take a round being Inactive to hide a role-play for a few minutes of how you
small object on your person. Others must would make your request. Major characters
use Mind & Searching vs. your Body & Deceit probably won’t be swayed by mere die rolls
to find it. but will require role-played interaction.
Take one Action to use Speed, Will & Take five minutes to use Mind, Deceit,
Deceit vs. observers’ Speed, Mind & and Diplomacy to use lies or false
Observation to pocket a palm-sized object information. The difficulty remains the
without others noticing. same, but the others may include their Mind
When speaking, use Will & Deceit vs. & Inquiry to see through you — and if they
observers’ Mind & Inquiry to lie to others. do, they will most likely become hostile.
The Game Host should give observers bonus While speaking, use Mind & Diplomacy
dice to see through really outrageous lies. vs. 6 to relay a message to a close ally, using
Take one hour to use Mind, Will & Deceit innuendo and slang that only you and they
vs. observers’ Mind, Inquiry & Observation would understand. Observers must roll
to disguise yourself as another profession, their Mind & Inquiry vs. your score to pick
or even another race or gender. The Game up on your messages.
Host may give one Bonus (or more) for Favored Uses include: military dialogue;
implausible disguises. over tea ceremony; passing secret messages.
Take one Action to use Will, Deceit &
Persuasion vs. an interrogator’s Mind,
Inquiry & Presence to lie in response to a Dodge
question. The Game Host should apply A popular skill with those who fight —
Penalties for particularly implausible lies. use Speed & Dodge vs. attack rolls to avoid
Favored Uses include: palming objects; being hit. See “Dodging”, page 111.
lying; disguises; about matters of money; All Dodge Dice can be limited by
about matters of the heart. Encumbrance — see page 139.
Favored Uses include: when Retreating; vs.
Diplomacy ranged attacks; vs. melee attacks; vs. Empty-
Hand attacks.
This is the skill of tactful negotiations.
八拾七

Take five minutes to use Mind &


Diplomacy to convince others to listen to
your position. The Game Host should
87
Skills

Empty Hand Use Body & Hiking to walk longer than


eight hours in a day. See the Spot Rules
While not the stylized karate known chapter for more details, page 138.
today, the art of fighting with the bare hands All Hiking Dice can be limited by
is well known in the Tokugawa era. Empty Encumbrance — see page 139.
Hand skill covers all punching, kicking, Favored Uses include: in the mountains;
wrestling, and other bare-handed attacks. on the plains; through the forest.
As an attack, use Body & Empty Hand vs.
a foe’s defense to strike them with your bare
hands. See the Combat chapter for more Inquiry
details. Unlike Weapon Skills, Empty Hand The Skill of knowing the right question to
can’t normally be used to Counter-Attack. ask and the quality of the answers given,
As an attack, you can grapple — use your Inquiry is a popular Skill with adventurers.
bare hands to wrestle, pin, or throw someone Take one Action to use Mind, Inquiry &
down. See the Spot Rules chapter for more Persuasion to ask a question of an unwilling
details, page 144. subject. They must roll Will & Presence to
Empty Hand Skill does a lot more if you refuse to answer … or Will & Deceit to
have the Gift of Empty-Hand Mastery (p. 71). instead lie to you. The Game Host may
impose Bonuses or Penalties based on how
Gossip loyal the subject is, the inducements you
offer to get them to talk, how implausible
In social situations, one can Gossip with their deceit (if any) is, etc.
other folks. This Skill allows one to host a Inquiry opposes almost all uses of Deceit
successful party or other social event. It also (page 87) and many other skills intended to
allows one to glean information in a relaxed sway your opinion.
setting.
Take one hour to use Mind & Gossip vs.
2d8 to speak to a crowd of people and gain Jumping
five minutes’ worth of useful information. Eventually, it happens — someone has to
The difficulty drops to 2d4 if you and your jump a gap or leap to grab something.
gossip partners both share the Samurai gift, Use Body & Jumping to leap great
or the Streetwise gift. distances. Use Body, Speed & Jumping to
Favored Uses include: in bars; while reduce falling damage. See the Spot Rules
gambling; while walking in the countryside. chapter for more details, page 138.
All Jumping Dice can be limited by
Hiking Encumbrance — see page 139.
八拾八

Favored Uses include: from rooftop to


Almost all long-distance travel in Usagi’s rooftop; to reduce falling damage; with the
world is done by walking. Horse-Cutter Maneuver; with Acrobatics.
88
Skills 技
Leadership • Geography (the layout of Japan; major
roads; cities and their populations &
Essential for any general, Leadership make-up)
skill is used to convince others to not lose • History (key dates and places; timelines
hope and to face dire peril. of wars; pre-history and the time of
Take five minutes to use Mind, Will & myths)
Leadership to make an impassioned speech • Nobility (identifying the mon, or crest,
to your soldiers to put their minds at ease. of certain houses; lineages; current and
As an Action, use Will & Leadership to past standings of the clans with the
Rally others — see “Rally” in the Combat Shogun or the Emperor)
chapter, page 106. • Religion (Buddhism; Shintoism;
Favored Uses include: removing Reeling; Confucian ancestor-worship;
adding Focus; with my subordinates. supernatural monsters)
• Sumo (famous sumo wrestlers and
Literacy matches; the stylized rituals before a
In our modern era, people take public match; the history of sumo; popular
education for granted. In the world of places for sumo)
Usagi, many peasants are illiterate. • Tea Ceremony (a precise ritual for
When working with written materials, no presenting and drinking tea)
die you roll can be bigger than your largest As a Reaction, use Lore alone to know
Literacy Die. (Yes, that means if you don’t some really obscure secret. (Yes, this means
have any Literacy, you can’t roll any dice.) characters without any Lore dice won’t have
Take one hour to use Mind, Literacy & Lore any chance to know such things.)
when working in a library doing research. Take one hour to use Mind, Literacy & Lore
Favored Uses include: reading classic when working in a library doing research.
literature; reading legal documents; when left Favored Uses include: a particular time
alone in peace and quiet without any silly period; a particular geographical region;
adventurers constantly interrupting. when meditating.

Lore [of Choice] Medicine


There are all kinds of things to know, and In the dangerous world of Usagi, folks
Lore is the skill to know it. are always getting into some kind of trouble.
As a Reaction, use Mind & Lore to Medicine skill can be used to heal others.
remember something — more specifically, See “Healing”, page 123.
the Game Host may ask you to roll those dice Favored Uses include: on a particular
八拾九

to see if your Character knows something that Race; when using my medicine pouch.
your Player logically should.
Here are some choices for Lore skill. This
list is by no means exhaustive — the Game
Host and Players should come up with more. 89
Skills

Observation be swayed by mere die rolls but will require


role-played interaction.
The skill of knowing what’s going on The Game Host should usually only
around you. Most adventurers get as much permit Persuasion to be used once or twice
Observation skill as they can. per encounter. Using Persuasion too often
As a Reaction, use Mind & Observation to will come off as pushy and will tax the
see things around you, or to hear things, or to patience of other characters.
smell scents. See the Spot Rules chapter for Persuasion is usually used only on the
more details. The Gifts of Keen Eyes, Keen Game Host’s Characters. Player Characters
Ears, and Keen Nose will help. can make up their own minds … but is
Observation is always passive — “just usually considered good role-playing if a
looking around” as it were. To actively Player allows their character to be
investigate something, use the Searching Persuaded.
Skill, below. Favored Uses include: when lying; when
Favored Uses include: seeing things; hearing fast-talking; with a particular race; with
things; smelling things; when in the moun- samurai; with streetwise folks.
tains; when in the plains; when in the forest;
when in crowds; when all alone; when in
darkness. Presence
To properly show off to others, especially
Persuasion in a public setting, use the Presence skill,
especially for shows of acting or bravado.
Persuasion Skill is used to convince Presence also works defensively — the more
characters to do things your way, or for you, confident you are in yourself, the less effect
or to bring them over to your point of view. the presence of other people has upon you.
As a Reaction, use Will & Persuasion vs. a Take five minutes to use Mind, Diplomacy
minor character’s Mind, Will & Inquiry to & Presence to speak before a crowd. The
convince them to Focus instead of perform Game Host should assign a difficulty based
some other action. on how hostile or friendly the crowd is.
Take one Action to use Mind & As an Action, use Body & Presence vs. Body,
Persuasion vs. a minor character’s Will & Will & Presence against any one target (no
Inquiry to “fast-talk” them into doing farther from you than your Dash) to inti-
something they normally wouldn’t do. midate them, preventing them from coming
Take five minutes or longer to use Mind, any closer. The Game Host should usually
Diplomacy & Persuasion to convince a minor only permit this roll in likely circumstances —
character to your way of thinking. The the adrenaline rush of combat will probably
Game Host should assign a difficulty, as keep this from working twice.
九拾

above, and encourage you to role-play for a For five minutes or more, use Will, Presence
few minutes of how you would make your & an appropriate Trade to entertain a crowd.
request. Major characters probably won’t Favored Uses include: public speaking;
90 intimidation; against the lower classes.
Skills 技
Riding Stealth
The world of Usagi includes horses to Another Skill popular with adventurers,
Ride into combat. Stealth is used for moving past folks without
Use Speed & Riding to stay in the saddle being detected.
or to urge your mount to perform complex As an Action, when you have at least
maneuvers — see the Spot Rules chapter for partial concealment, you can use Speed &
more details, page 138. Stealth vs. observers’ Mind & Observation to
Favored Uses include: with my favorite slip past them unnoticed. See the Spot
horse; when riding full-tilt. Rules chapter for more details.
Favored Uses include: in darkness; when
Searching wearing the black ninja outfit; against folks
being distracted.
Methodically going through someone’s
pockets, their room, or an area is covered by
the Search Skill. Unlike Observation Survival
(above), searching means getting in there The skill of finding food and supplies in
and poking, prodding, digging, and all sorts of climates, Survival includes
generally moving things around. trapping, fishing, knowing which roots and
Take an Action to pat an Inactive berries are poisonous, and orienteering.
combatant down, to use Mind & Searching Take four hours to use Body, Mind &
vs. their Body & Deceit to find a small object Survival vs. the difficulty of the climate to
hidden on their person. find food. See the Spot Rules chapter for
To follow a trail in the wilderness, use more details.
Mind, Searching & Survival vs. an opponent’s To avoid getting lost in the wilderness,
Speed, Stealth, & Survival, checking once per roll Mind, Lore: Geography, & Survival vs. an
hour of travel. appropriate difficulty set by the Host.
Take an Action to use Mind & Searching Favored Uses include: fishing; trapping;
to search an area no bigger than 1 pace in when in the mountains; when on the plains;
any direction. The Game Host should assign when in the forest.
a difficulty based on whether you know
what you’re looking for, how concealable Swimming
the object is, etc.
Japan is an island nation — the skill of
Take five minutes to use Body, Speed,
Swimming is very common, especially as
Mind & Searching to ransack a 4-pace by 4-
exercise. Many warriors train to swim in
pace room (and making a loud noise in the
full armor.
process). The Game Host should assign
As an Action, use Body & Swimming to
difficulty, as above.
avoid drowning or being swept away by
Favored Uses include: for finding
strong currents. As an Action, use Speed &
valuables; for finding contraband; tracking.
Swimming to move through water. See the 九拾壱

91
Skills
Spot Rules chapter for more details, page
138.
Favored Uses include: avoiding drowning;
swimming for distance.


Tactics
In a fight, numbers can be used to
advantage.
When you are flanking an opponent, you
can include Tactics with your Attack Dice
(but not with Counter-Attack, Parry, or
Dodge) — see “Flanking”, page 112.
Use Mind & Tactics to form sophisticated
battle plans involving a dozen individuals or
less.

Trade [of choice]


Trade covers any occupational service
that doesn’t result in something tangible.
Use Mind & Trade for quick jobs taking
no longer than five minutes. Use Mind, Will
& Trade when working longer jobs.
Physically strenuous trades, such as porting • Thrown — small weapons thrown to
items, may use Body as well. See the Spot cause injury, such as the gussen, kunai,
Rules chapter for more ideas. and shuriken. All thrown weapons use
Favored Uses include: with my specialty; this skill when thrown, but a different
when charging too much money. skill when used in hand-to-hand
combat.
Weapon [of Choice] • Truncheon — heavy clubs or cudgels,
such as the bo, buke-zukuri, jitte, jo, keibo,
Each weapon in the Usagi game requires
kiseru, shakuhachi, and tetsubo.
one or more skills. Weapons are divided into
• War Fan — dress fans toughened for
categories, each with a different skill.
use in combat, such as the gunsen and
• Axe — unbalanced cutting or slashing
tessen.
weapons with a haft, such as the kama,
kusarigama, masakari, and ono. Melee Weapons (in hand-to-hand
• Blade — balanced cutting and stabbing combat) use Body & Weapon vs. an
weapons with an edge, such as the opponent’s defense. Ranged and Thrown
bokken, hachiwari, katana, kodachi, Weapons use Speed & Weapon vs. an
kunai, kyoketsu shogi, ninja-to, no-dachi, opponent’s defense. See the Combat chapter
tanto, and wakizashi. for more details.
• Bow — flexible wood with a taut string Particularly complicated weapons —
used to launch arrows, such as the Combination Weapons — can require more
daikyu and hankyu. than one Skill to use. For example, the
• Flail — ropes and chains with striking kusarigama uses both Weapon: Axe and
surfaces, such as the kaginawa, kusari, Weapon: Flail.
kusarigama, kyoketsu shogi, manriki- Thrown weapons use Weapon: Thrown
gusari, and nunchaku. Flails are good for Skill when thrown, but a different skill when
offense but not so much for defense — used for hand-to-hand combat.
in game terms, they can Counter-Attack If you have one or more Marks in a
but cannot Parry. Weapon Skill, you can declare a Favorite
九拾弐

• Polearm — long poles with sharp Weapon – see page 85.


surfaces on the end, such as the
naginata and yari.
92
Basic Rules 基本的な規則
BASIC RULES
The Usagi Yojimbo role-playing game has HOSTS, PLAYERS,
some basic rules that apply to most things you
will do in the game. This chapter is where AND CHARACTERS
most of the action happens, so read this One player is the Game Host, who is a lot
section carefully. like a director of a movie or play. The Game
Host moderates all the action and describes
the scenes to the other Players.

九拾参

93
Basic Rules
Each Player controls one Player Character. you can just say, “I attack” or “I attack
By describing the Character’s actions and with Sly Maneuver.” When the rules say
responses to events in the game’s world, the you have to declare something, it means
Players act out the roles of the heroes of the you have to tell the Game Host — such
story. abilities don’t automatically happen. You
The Game Host not only acts as director, must declare things before rolling any dice.
but also assumes the roles of the supporting Claim: Many modifiers in the game are
基本的な規則

cast, both Major Characters (villains and allies optional — you can choose whether to
in the story, fully detailed) and Minor Cha- claim them or not. For example, you
racters (bit parts or extras from a movie). might not want to claim cover against an
While the Game Host is the final attack … if that cover is the diplomat
authority on what happens in the game, part you’re guarding! The Game Host should
of being a good Host is making sure that all ask the Player what claims they want to
the Players are having fun. make before rolling any contest. You
don’t have to claim things before rolling
any dice — you can claim them
afterwards.
Contest: A lot of things your character does in
the game, like walking and talking, will be
assumed to work just fine. When two
characters dispute something or strive for
advantage, a contest may be called. In a
contest, you roll some dice and try to beat
your opponent.
Dice: The funny-shaped things with
numbers on them. Dice have four, six,
eight, ten, twelve, or even twenty sides.
Dice are abbreviated with a lower-case
“d” — for example, “d20” means “roll a
twenty-sided die.” Multiple-die sizes are
separated by a comma, and listed biggest
to smallest, such as “d8, d4”. Multiples
of the same size will have a number in
front — for example, “3d6” means “roll
three six-sided dice.”
Unlike most other role-playing games, dice
aren’t added together.
Target: another character that you are using
your ability against.
Ability: Player-Characters will have lots of
GAME TERMS special abilities that they will want to use.
To make sure that everyone has the same The sequence is: (1) declare the ability
idea of what’s going on, here are some of the you will use to the Game Host; (2) Spend
terms used in the Usagi game and what they anything required to activate the ability;
mean. (3) use the ability and play out any
results; (4) resolve any tests for
Declare: to say to the Game Host that you Exhaustion. Unless otherwise stated,
want to do something or to claim some each use of a Gift is only for one thing
advantage for your character. “I declare (Action or Reaction) — the Gift must be
that I attack.” “I declare that I will declared a second time to use it again. If
Interrupt that guy before he says you can’t spend the resources that an
anything.” “I declare that I will Spend
九拾四

ability needs, or you Exhausted the Gift


Might to power a Mighty Blow.” For the that gives it to you, then you can’t use it.
most part, you don’t have to use the word;

94
Basic Rules 基本的な規則
Exhausting (X): Many Gifts have abilities incident.” This phrase covers several hours
that can become “used up” after one of game-time for the Characters, but since
use — that is, they become Exhausted. nothing interesting is going on, everyone
When a Gift is Exhausted, you cannot use would agree that it’s time to move on to the
any of the special abilities that require next incident.
Exhaustion any more. (You cannot use The typical amount of time in the Usagi
any special abilities listed after “X”.) You game is the Scene, the amount of time it
can still use abilities that Always work, takes to play out a minor incident. Unless
and you can still use abilities that require otherwise specified, a Scene is five minutes.
you to Spend something if you have that Something that lasts “until the end of the
something to Spend. Scene” lasts no longer than five minutes.
Negating: Sometimes you will prevent In the Usagi comic, when a fight begins,
something from happening. A negated many panels might be used to express only a
Action simply doesn’t happen — it’s as if few seconds of time. When playing the Usagi
the character taking the Action chose to game, time might be compressed into
do nothing, instead. A negated Reaction Rounds. Rounds aren’t a fixed length of time,
does not happen, either; if that Reaction but they’re about the time it takes for
is a defense, the target may quickly everyone involved to get to do one thing. If
attempt a different Reaction if they can, exact timing is needed, a Round can be
but the Reaction they just had negated is assumed to be six seconds.
still used up. When an ability is negated,
the target must still follow the rules for
Exhaustion, just as for regular use. (If
that ability has an “X (Tie)” condition, it
is automatically Exhausted.) A negated
condition (such as Reeling or Confusion) is
removed and no longer affects play.

Game Time
Much like a novel might compress or
expand events, role-playing games will have
different measures of time. Game time refers
to how fast events are progressing for the Game Distance
Characters, unlike the “real time” passing for The standard unit of distance is the pace,
the people playing the game. which is about one meter long. (Users of
For example, the Game Host might say, Imperial measurement can assume a pace is
“And then the night passes without one yard long.) Characters in Usagi’s world
might say that a pace was three shyaku long.
For purposes of combat, range is divided
Use once, into several bands. These ranges are
then Exhaust discussed in greater detail in the Spot Rules
Remember — you use the ability first, then test chapter, page 145.
for Exhaustion. Even if you can’t pass the test, you
still get to use the ability at least once.
If the ability can be powered by Spending, and ROLLING DICE
you have the resource to Spend, then you don’t have For many things, you won’t have to roll
to test for Exhaustion on the Gift. dice — walking into town, idly chatting with
Getting the resource to Spend might exhaust its friends, and other mundane activities can be
own Gift, though. For example, the Gift of Cleverness assumed to work just fine.
grants you Cleverness to Spend; after Spending it, roll It’s when things get uncertain and
to see if you Exhaust the Gift. If you pass the test, you dramatic that dice will become involved.
九拾伍

can use it again. Can you climb that tall tree? Will your
Exhaustion represents your character getting jump take you to the other side of that
tired, pushed too far, overworked, and running out of chasm? Can you convince the angry mob
luck. Getting Gifts back is explained in the Recovery not to run you out of town? Will you find
chapter, page 123. the hidden clue that will tell you where they 95
Basic Rules
took the innkeeper’s daughter? Can you When Two or More of Your Dice Roll
prevail against the villain who would run
you through with his fearsome blade? To
Higher Than Their Single Best:
add drama and uncertainty, dice are rolled. Overwhelming Success
It’s possible to score multiple successes.
What Dice You Roll If your second-highest die is also higher than
the highest-scoring die opposing you, you
基本的な規則

When the situation requires it, your


have Overwhelmed. You easily bound into
Game Host will tell you to roll some dice.
the top of the tree, glide effortlessly over the
Dice come in several kinds:
jump, win the hearts and souls of the crowd,
• Basic Trait Dice, such as Body, Speed,
decipher the code in record time, find a clue
Mind, and Will. Almost every task
that lesser detectives would miss, or strike
will include one of these.
your foe in a critical spot.
• Skill Dice, learned abilities such as
In game terms, Overwhelming Success is
sword-fighting, history, crafts, and
usually better than regular Success.
trades. Sometimes, more than one
Only your opponent’s highest die matters
skill can apply to a situation.
for purposes of Overwhelming. For
• Career Trait Dice. Every character has
example, if you roll 7 and 3, and your
at least one Career. This Career die is
opponent rolls 6 and 2, then you’ve still only
included with at least four Skills, and
got one success. (Your 7 is higher than 6,
possibly more.
but your 3 isn’t. Your opponent’s 2 doesn’t
• Bonus Dice, when a situation is easier
even enter into it.)
for some reason, such as attacking an
unaware target.
Number of Successes
After rolling your dice, the number on top
Sometimes, such as in the case of
is the number showing. The highest of these
Damage Rolls, the number of successes is
numbers is sometimes called your score.
important. Simply put, every die that beats
Rolling higher numbers is better.
your opponent’s highest die is 1 success.
You will compare your dice to your
You can score as many Successes as you
opposition — either a fixed target number or
have dice.
dice rolled by your opponent. The result of
Two or more successes can simply be
this comparison is the outcome — it could be
called an Overwhelm. For short-hand, you
a success, failure, or something more
can say “Overwhelmed (by 2)”,
complicated.
“Overwhelmed (by 3)”, etc.
Multiple successes are also called hits,
A Simple Win: especially in the case of Damage Rolls.
Success
If your highest-showing die is greater Overwhelming Failure
than your opponent’s highest-showing die, The opposite is true, too. If your
you have scored a Success. Victory is yours! opponent’s two best dice have scored higher
You climb that tree, jump that gap, than your single best die, then you’re
persuade the crowd, break the code, spot suffering from Overwhelming Failure. You
the clue, or hit the target. could fall from the tree and injure yourself;
If your opponent’s highest die is higher you could stumble right off the edge of the
than yours, then they have Succeeded, and chasm; you could make the mob even
you have Failed. You are still on the ground, angrier with what you say to them, etc.
are falling into the gap, are ignored by the Overwhelming failure doesn’t always
crowd, are stumped by the code, are have side effects. For example, either you
oblivious to the clue, or no threat to your find that clue or you don’t.
opponent.
If your highest-showing die is the same as Worst of All Worlds:
九拾六

your opponent’s, then you have Tied. A Tie is Botching


between a Success and a Failure, neither as
A roll of all ones is the worst you can do.
good or as bad. The Game Host may rule that
Such a roll is called a Botch, and is the worst
a Tie results in a marginal success or an
96 almost-made-it failure.
Basic Rules 基本的な規則
you can possibly roll. Some contests may Penalty dice are dice for the other side.
have specific results for Botches. For example, if your attack has a d12
As you might imagine, Botches don’t Ranged Dice Penalty, then your target
happen often when you’re rolling two or includes an extra d12 with their defense dice
three dice. They happen even less often to defeat your own attack.
when claiming Favored Use (p. 85) with a
Skill, as you perform your specialty. Re-roll One 1:
Botches are most common when a character
is improvising without a skill, “defaulting”
Favor
by using one attribute. Such Botches should Sometimes, a roll enjoys a minor little
result in a display of terrible incompetence, advantage. A roll that has Favor lets you re-
making the character regret not having any roll one 1. After rolling the dice, if any are
training in the appropriate Skill. showing “1”, pick up one of them up and re-
At the very least, a Botch counts as one roll it. The second roll stands. You will
success for your opponent. Since you rolled all usually pick the biggest die to re-roll, but it’s
ones, your foe’s dice will probably score always up to you.
many more successes on top of yours. You can claim Favor when you have a
If your roll is a Botch, and your Favored Use with a Skill. A common Favored
opponent’s roll is a Botch, the result should Use is a Favorite Weapon.
be a group failure so spectacular as to be the
subject of jokes for days to come. No Dice Beyond a Certain Size:
Limit
A Limit can impose a maximum die size.
For example, if you have a Limit of d8, then
none of your dice can be larger than d8 —
replace any d10s or d12s with d8s.
Common limits include:
• Encumbrance Limit: when carrying too
many things, some dice like Speed can
be diminished.
• Literacy Limit: when reading or
writing, no dice can be larger than
your biggest Literacy die.
• Riding Limit: when riding, none of
your attack dice can be larger than
your biggest Riding die.
• Swimming Limit: when in waist-deep
water, your fighting skills are limited by
your highest Swimming die.
OTHER ASPECTS
OF DIE ROLLS Automatic Best Roll:
Die rolls can be modified, in terms of
what’s rolled, what’s done to what’s rolled, Maximizing
and exactly what you’re looking for. Sometimes, you may have your dice
Maximized. On such occasions, don’t bother
Bonus Dice rolling them — instead, assume they came
out as the highest you could possibly roll.
Sometimes, things are going better for For example, if you have d12, 2d8, d4
you. In game terms, you may receive bonus Maximized, then your roll automatically
dice. Unless otherwise stated, a bonus gives becomes 12, 8, 8, 4.
you an extra d12 to roll.
九拾七

Fixed Target Numbers


Penalty Dice
You won’t always be rolling to beat other
And sometimes, things go worse for you. The
dice. Sometimes, you’re just trying to beat
game rules may impose penalty dice on you.
fixed target numbers. 97
Basic Rules
Fixed target numbers are like dice that 例 Example: Daishuso reads a book describing
come up the same number every time. They Nobunaga’s campaign to unite Japan. The
can’t be re-rolled to come up as anything book isn’t particularly difficult, requiring
different. Modifiers like Favor have no only a 3, but it will require 50 successes to
effect on them. finish, with one try every eight hours.
Fixed targets are written out from highest Daishuso has a Mind die of d8 and a
to lowest, separated by a comma, such as Literacy dice of d10. He rolls 7 and 5,
基本的な規則

“8,4”. Since there’s no dice involved, there is scoring two successes. He reduces his quota to
no letter “d”. 48. At this rate, he’ll be done in half the
Just like a contest above, if you defeat the time!
highest number, you have Succeeded, and if
At the Game Host’s discretion, an
you have two or more dice defeat it, you have
Overwhelming Failure will completely wipe out
Overwhelmingly Succeeded. Likewise, if your
all progress, resetting the quota and forcing
highest die rolls under the highest fixed
the character to start over. A Botch will
target, you have Failed, and if your highest
probably not only reset the quota but may
rolled under the second-highest, then you’ve
even cause some horrible disaster.
Overwhelmingly Failed.
Common quotas include attempting to
Fixed targets might be mixed with dice.
buy something expensive (see “Purchasing
For example, if you have a penalty to your roll,
Items”, p. 140), and healing from grievous
then you might be rolling against “d12, 8, 4”.
injury (see page 123).
Mechanically, this would work as if the d12
Many long tasks that require quotas can
was with two other dice that just happened to
have more than one person working on it. The
come up 8 and 4. As a general rule, rolls with
Game Host can rule that two, three, or more
fixed targets in them don’t Botch.
persons can contribute to meeting a quota.
A common place you’ll be rolling against
One Botch by any character can ruin the whole
fixed target numbers is when testing a Gift
total for everyone!
for Exhaustion.

Damage Rolls and Standard


Soak Rolls Difficulties
Okay, so you know how to roll a contest against
Skill and Trait dice only vary from d4 to d12.
someone – you roll your dice, and they roll theirs. The
You use twenty-sided dice for Damage Rolls.
question is, how difficult should your targets be? The
Damage Rolls are another common roll
Game Host should decide if they want to use difficulty
against a fixed target number — another
dice (which takes more time to roll) or fixed targets
combatant’s Soak. Each die you roll that
(which may lock out folks with lower dice.
comes up greater than the Soak target
Trivial: 1d4 or 2. You’re really only seeing if you
number is a special kind of success called a hit.
botch. Usually not even worth rolling dice for;
One hit Wounds; two hits Cripple; three hits
the Game Host could rule you automatically
Incapacitate; four hits or more Devastate.
succeed.
These are discussed in greater detail in the
“Injury” section, page 116. Routine: 2d4 or 3. This is something anyone with
even average training can get after a few tries.
Long-Term Goals: Easy: 2d6 or 4. A professional with d6 Career and
d6 Skill can do this more than half the time.,
Quotas while anyone else might take a half-dozen tries.
Sometimes, just one roll isn’t enough. You Medium: 2d8 or 5, 3. Most people can do this
might have to make multiple successes to once, if they’re lucky. With two fixed targets,
reach your goal. For example, it might take Overwhelming Failure is a possibility.
several rolls to break down the castle gate, to Hard: 2d10 or 6, 4. A Medium task with
decipher the ancient manuscript, or to forge a complications.
katana worthy of the shogun himself.
九拾八

Very Hard: 2d12 or 7, 4. The equivalent of a d12


In game terms, an objective might require
Career and d12 Skill – only a master should
a quota of successes. For each success scored,
consider something this difficult.
the quota goes down by one. Once the quota
is met, the task is finished. Nigh-Impossible: 3d12 or 8, 5. Even the masters
98 can only pull this off once in a while.
Combat Rules 戦闘の規則
COMBAT RULES
The shout of the war-cry … the rustling of common occurrence, but it is hardly trivial.
the grass … the clash of steel … the hiss of a Violence, especially deadly violence, can
death-rattle … these are all the hallmarks of often result in tragedy. The Game Host
violent confrontation called Combat. should make every fight essential to the story.
In the world of Usagi, combat is a

九拾九

99
Combat Rules
GAME TERMS resolved. The Game Host should declare
when one Scene ends and another begins,
You: Sometimes, “You” refers to the Player
using five minutes as a guide.
controlling the character; other times,
Sequence: In a Round, everyone will get to do
“You” refers to the role of the character
something in order — the sequence of battle.
and its own status. When in doubt,
Usually, the Player Characters each
assume “you” means the character.
become Active, then the Game Host’s
Figure: If you are using miniatures on a
Characters become Active. Once the
tactical map, the figure is the object that
戦闘の規則

sequence is completed and everyone takes


represents the character. Figures may
their turn, the Round comes to an end.
have tokens placed next to them to
Active: When it’s your turn, your character is
indicate conditions or status.
Active. (Everyone else, waiting for you to
Round: Short for “one round of everyone
do something, is at best Reactive — see
getting to do something”, the Round is
below.) The Active Character may
the standard unit of time in the game. A
perform one Action, such as running or
Round’s exact time is flexible, depending
attacking. When an ability says it’s
on how many people are involved and
performed “as an Action”, you can only
what’s going on, but it’s about six
use it when you are Active, and it’s what
seconds of time.
you choose to do as your one Action.
Turn: When you are the Active Character,
Reactive: Most characters, waiting for
you’re taking your turn in the sequence.
something to happen and observant of
When something lasts “until the
what’s going on around them, are
beginning of your next turn,” that thing is
Reactive. When an ability says it’s
in play until you become Active again.
performed “as a Reaction,” you can only
When something lasts “until the end of
use it when you’re Active or Reactive, but
your next turn”, that thing is in play until
not when you’re Inactive. The most
you become Active again, finish your
common Reactions are defenses, such as
action, and then formally end your turn.
the Dodge (to avoid an Attack), the Parry
Scene: The next unit of time after a round is
(to deflect an attack with your weapon)
the Scene. Like a Round, the Scene is
and the Counter-Attack (to both deflect
pretty flexible, being how long it takes to
an attack and harm the attacker).
resolve one fight, or one encounter. For
timing purposes, a Scene is assumed to be
five minutes long. An effect that lasts “for
the rest of this Scene” continues until the
fight is over and all loose ends are
壱百

100
• Players roll Initiative (Speed & Mind) vs.

Combat Rules 戦闘の規則


Guarding: A special kind of Reactive state, a
Guarding combatant cannot Counter- the Initiative target. Those that succeed
Attack, but they can Parry and Dodge — gain Focus. (If using miniatures, place a
and they get a bonus d12 for doing so. A green Focus token next to the Player-
Guarding combatant can also use other Character’s figure.)
Reactions, as long as they don’t grant
them Attack rolls or Counter-Attacks.
Inactive: Sometimes, a combatant is INITIATIVE
distracted, off-balance, or surprised that a A basic concept of “who goes first”,
fight just broke out. An Inactive Initiative gives a slight edge to the alert.
combatant can only defend themselves by In the sequence, Players always take their
Dodging. Attacks made against an Characters’ turns before the Game Host does …
Inactive opponent claim a bonus d12. but Focus allows folks to Interrupt one another.
Reeling: Even worse than Inactive, a Reeling Counter-Attacks can also make a difference, as
combatant can only defend by Dodging, well as how the Game Host lays out the original
they cannot use other Reactions, and they battle map.
must spend their next Action to Recover When a fight starts, the battle should be
from Reeling. Attacks made against divided into two or more sides. Usually, one
Reeling opponents claim a bonus d12, just side is the Players’ Characters, and the other
like Inactive ones. side is a mob controlled by the Game Host.
Helpless: Unconscious people, incapacitated Each side must decide how they want to roll
foes, tied-up prisoners, and inanimate their Initiative.
objects are Helpless. Helpless combatants
can’t React or defend at all. Attacks made Who Got the Drop on Who:
against Helpless opponents roll vs. 2 and Initiative Difficulty
claim a bonus d12 on the roll.
There are basically two ways to start a fight:
Neutral Stand-off: Both sides are aware of
SET-UP FOR BATTLE each others’ intent. Maybe negotiations
• The Game Host sets up the battle-map have broken down and a fight is starting.
(if any) and describes the scene. The Or both sides may have seen each other
Host asks the Players if they need any from a way’s off. Rushing in to help
more explanation. someone who’s already in a fight is also a
• The Game Host may declare one or stand-off.
more combatants to be Reeling or Ambush: One party successfully gets the
Inactive. (If using miniatures, place a red drop on another. Bandits often attack by
token next to Reeling figures and a blue surprise. Deceitful ninjas disguise
token next to Inactive ones.) themselves as innocent peasants, only to
• The Game Host announces that the suddenly lash out by surprise. To
battle has started. 壱百壱

101
Combat Rules
successfully ambush, one side must Default for Minor Characters:
somehow sneak up on the other, using
either Sneak vs. Observation or
Group Initiative
Deceit vs. Inquiry. For large mobs of Minor Characters, it
would be very difficult for the Game Host to
Initiative: Start of Fight Initiative Difficulty roll dice for all of them.
Ambushed! 8, 4 In some large groups, all combatants will
Neutral stand-off 4 have the same Traits. The Game Host can
Doing the ambush yourself 2 roll Speed and Mind once for the entire group,
戦闘の規則

against the Initiative Difficulty.


Default for Player-Characters: Group Initiative Result Outcome
Individual Initiative Botch 1 in 2 are Reeling
Unless the Players agree otherwise, Overwhelming Failure 1 in 4 are Reeling
assume that each Player wants to roll their Failure 1 in 4 have Focus
character’s initiative individually. Tie 1 in 3 have Focus
Each character rolls their Speed and Mind Success 1 in 2 have Focus
vs. the Difficulty, as appropriate. Overwhelming Success 3 in 4 have Focus
Individual Initiative Result Outcome If using miniatures, the Game Host
Botch, Overwhelming Failure Reeling should gather up the appropriate number of
Failure Reactive red Reeling tokens or green Focus tokens
Tie, Success, Overwhelming Success Focus and distribute them among the group’s
figures, rounding up. The Host can distribute
Reeling characters are Reeling until their the tokens to the combatants any way they
action comes up in the sequence, when they see fit.
Recover. Any combatant that isn’t Reeling or
Reactive characters can only React until Focused is assumed to be Reactive.
they become Active.
Focused characters can not only React,
but they can Interrupt (p. 107).
When Major Characters Are
In rare cases, the Game Host may rule In Command:
that some combatants who fail the Initiative Leader Initiative
test still aren’t Reactive. For example, Often a side will have someone who is the
someone running down a road would have undisputed leader. Sides with a Leader roll
been Inactive during a combat, so they initiative differently.
would start any fight Inactive, as well. Instead of the usual dice, roll the leader’s
Leadership Skill Dice and the lowest Tactics Skill
Dice of anyone on the side. (In large groups of
Minor Characters with the same statistics, an
壱百弐

102
Combat Rules 戦闘の規則
entire mob will all have the same Tactics include movement — move any
dice.) Do not use Speed or Mind Dice with miniatures on the map, appropriately.
Leader Initiative. • Move on to the next character, in turn.
Compare the result of the dice to the • When all the characters on one side
Group Initiative chart above. The leader have acted, move on to the opposing
chooses how to assign the Reeling and Focus side. As above each combatant gets one
to the subordinates. Most leaders will assign Action, and Focused combatants can
Focus to themselves first! Interrupt, as above.
In some cases, a Player-Character might • The Game Host declares the End of the
be the leader of a band of minor characters, Round. Any house-keeping or time-
or even other Player-Characters. In order to sensitive issues are dealt with.
take advantage of Leader Initiative, every • A new Round begins, and the sequence
subordinate must agree to abide by the of battle is repeated.
leader’s roll and assignment of Focus and
Surprise before the roll. Otherwise, “break- Who Goes First?
away” combatants should roll Speed and
In some circumstances, it will be clear who
Mind.
starts a fight. Bandits can make threats of
violence … ninjas can attack by surprise …
SEQUENCE OF samurai can challenge to a duel.
BATTLE In a typical stand-off fight, the Game Host
is encouraged to let the Player Characters’
• The Game Host declares the Beginning
of the Round. side go first. The Game Hosts’ characters
• The side that started the fight goes first. should only go first if they clearly started the
Characters each act in turn. If these are combat.
Player-Characters, their order in the The combatants who “started the fight”
sequence should be one agreed on act first in the sequence when it makes the
before battle, such as the seating order most sense. Given a choice, most Players will
around the table, moving clockwise. always want to act first, and that doesn’t
(Resolve disputes of who goes first by always make sense. In case of disputes, the
comparing Initiative rolls.) Game Host should rule on the sequence of
• Note that when a character acts, any battle … and in unclear cases, they can always
other combatant may Interrupt by roll dice.
spending Focus. (Remove the Focus In the Usagi rules, going first isn’t always
token from an Interrupting figure.) A necessary. Characters with Focus can
character may negate one Interruption Interrupt their attackers, and combatants
by spending their own Focus (if any). fighting hand-to-hand get Counter-Attacks to
• When a character becomes Active, they strike down their assailants before their turns
may perform one Action. Actions may come up.
壱百参

103
Combat Rules
MOVEMENT You cannot move through the space of
enemy combatants. You will have to grapple
Your character’s movement is based on
with them, first — see page 144.
their Speed Trait. Characters can move as
Unconscious, helpless, or dead characters
part of an action, or possibly for a Retreat.
are treated as bad footing, above.
Speed Trait Stride Dash Sprint Run
d4 1 4 +d4 12
d6 1 5 +d6 18
戦闘の規則

d8 1 6 +d8 24
d10 1 7 +d10 30
d12 1 8 +d12 36
Stride: Complicated actions and Retreats let
you move no further than your Stride.
For most characters, this is 1 pace.
Dash: Most maneuvers, such as Attack, allow
a character to move up to their Dash.
Sprint: Sometimes, you just need an extra
boost. A character can attempt a Sprint to
gain a random bonus to their movement.
Run: And sometimes, you just need to get
somewhere fast. Running combatants
are Inactive — they cannot defend against
attacks.

Bad Footing
Not all ground is clean and level. Loose
gravel, running water, stairs, inclines,
bodies of the fallen, and spilled blood all STANDARD
create bad footing.
When moving over bad footing, all
ACTIONS
movement is halved. (For example, instead
of moving 3 paces, a combatant would only Attack
move 1 ½ paces.) A combatant that Retreats During this Action, you are Reactive. You
onto bad footing automatically falls down. may React to any threats.
The Gift of Sure-Footed (p. 78) removes the Move up to your Dash, in paces. While
bad footing disadvantages for that character. moving, you may React to any attacks
against you.
Moving Through At the end of your movement, pick a
Combatants target within striking distance of your
weapon. Your target many defend with any
A combatant is assumed to take up a defense available to them. See Attacking,
space 1 pace on every side. If you are using page 109.
miniatures, some tactical maps provide If you began your Action with Focus, then
squares or hexes so you can show the space just before rolling your Attack’s dice, you
thus occupied. may declare the attack to be Focused —
If a comrade permits you, you can move remove the Focus, and if your Attack
through the space occupied by someone on succeeds, you will score one extra Critical.
your side. This movement is bad footing — After resolving the Attack, you may move
so it costs at least 3 paces of movement to go your Stride in any direction. (If your target
through someone (2 for their space, and 1 to Retreated, Striding towards them is called
壱百四

move out.) “Pressing the Attack”.)


If you Retreat into space occupied by an After you’re done, you are Reactive until
ally, you fall down. You immediately become your next turn.
bad footing for your ally!
104
Combat Rules 戦闘の規則
Aggressive Attack You may stand up, and move your Stride
in any direction. (If you are using mini-
During this Action, you are Reactive. You atures, set your figure on its base.)
may React to any threats. After you’re done, you are Reactive until
Move up to your Dash, in paces. You may your next turn.
React against any attacks. If you have the Gift of “Acrobat” (p. 77),
Pick one combatant in reach of your you can stand up as a Reaction.
weapon and Attack, as above. For your Attack
Roll, you have one bonus d12. Your target may
defend normally. (See Attacking, page 109.) Focus
If you had Focus at the beginning of your During this Action, you are Reactive. You
Action, you may declare a Focused Attack, as may React to any threats.
above. Move up to your Stride, and gain Focus.
After resolving the attack, you are Focus can be used to Interrupt others, to add
immediately sent Reeling. (If your target a Critical to a successful attack, and to power
Retreated, you may not Press the attack.) On certain abilities. See “Focus”, page 107.
your next turn, you will have to Recover. After you’re done, you are Reactive (and
Focused!) until your next turn.
Charge
During this Action, you are Reactive. You Recover from Reeling
may React to any threats. When your turn comes up in the sequence, if
First, declare a target. The target must be at your character is Reeling, “Recover from Reeling”
least one pace farther away from you than your is the only action your character can take.
Dash. You must also be able to move in a During this Action, you are Reactive. You
straight line towards that target. may React to any threats.
Second, Move your Dash, in paces, directly Remove any Reeling effect from your
towards the target, in a straight line. character. Then, Move up to your Stride, in
Third, roll your Sprint die. If the score on paces.
the Sprint die is equal to or more than the After you’re done, you are Reactive until
distance you need to move to reach the target your next turn.
with your Melee Attack, you must
immediately move to within Reach your Attacking and
target and resolve an Attack. After resolving Focusing
the attack, you are automatically sent Reeling. The usual drill is to Attack, then Counter-Attack
(Even if you roll more movement than you when Attacked. But what if you have Focus? You
need, you still stop when you get to striking can wait until someone runs up to you, then spend
distance.) your Focus to Interrupt. Resolve your Attack first
If the score on the Sprint die is less than — your foe will probably choose to Counter-
the distance you need to reach your target, Attack. Then, when they close with you, you
then you may stay where you are, or move 1 defend yourself. Finally, when your turn comes up
or more paces closer (but no more paces than in the sequence, you will be facing a foe who has
what you rolled), and stop. In this instance, already used their Counter-Attack against your
you are not sent Reeling and you are Reactive Interrupt earlier in the sequence, and can only Dodge.
until your next turn. How can you keep your foes from pulling the
There’s no point in charging a target same trick on you? If you move no more than your
within range of your Dash — you could Stride, you can take the Focus Action yourself,
simply just Attack, as above. slowly close, and spend your Focus to Counter the
If all you wanted to do was move more than Interrupt. Remember: a combatant that spends
your Dash and still be able to defend, don’t their Focus to Interrupt is not spending that Focus
choose this Action — choose Sprint, below. to make a Focused Attack on you.
The Game Host should use Focus to build
壱百伍

Stand Up drama. A dozen steely-eyed warriors, blades held


During this Action, you are Reactive. You at the ready, slowly approaching our band of
may React to any threats. heroes, clustered back-to-back as they bide their
time, waiting for the inevitable frenzy of interrupts
and counter-interrupts, is a staple of the genre. 105
Combat Rules
Rally Sprint
During this Action, you are Reactive. You During this Action, you are Reactive. You
may React to any threats. may react to any threats.
Move up to your Stride, in paces. First, move up to your Dash, in paces.
You may attempt to help an ally out of Then, roll your Sprint die. You may move up
dire straits. Choose one combatant on your to this distance again, in paces.
side. The difficulty to Rally your friend is one
plus the distance they are from you, in paces. Run
戦闘の規則

For example, to Rally a friend 4 paces away,


Sometimes, you have to get somewhere in
your target is 5.
a hurry. During this Action, you are Inactive.
Roll your Will Dice and Leadership Dice (if
(The only Reaction you can take is to Dodge,
any) vs. the target number. For each Success
and other combatants have a bonus d12 to
that you score, you may choose one of the
strike you.)
following effects:
Move your “Run” distance across the
• Remove Reeling from your ally.
battlefield.
• Remove Confusion from your ally.
After you’re done, you are Inactive until
• Remove Fear from your ally.
your next turn.
• Add Focus to your ally. (Your ally must
be able to receive Focus; if they are
Reeling, Confused, etc., you will need Ready a Weapon
two Successes — one to remove the bad During this Action, you are Reactive. You
status, one to add Focus.) may React to any threats (including Counter-
Attack and Parry with the weapon you are
Guard readying — see below.)
Immediately ready a weapon.
During this Action, you are Reactive. You
If the weapon was at the ready (such as a
may React to any threats, but you may not
katana in its scabbard), you can move up to
Counter-Attack — and you have a bonus d12
your Dash, in paces. If the weapon was
with all Parries and Dodges.
concealed (e.g., a short bow or dagger tucked
Move up to your Dash, in paces. You may
in a sleeve, a shuriken used as a hairpin, etc.),
React against any attacks.
or picked up off the ground, then you can
After you’re done, you are Guarding
only move up to your Stride.
(defending only with Parries or Dodges, with
a bonus d12) until your next turn.
If you are using miniatures, place a white Other Actions
Guarding token next to your figure. Characters will try to do all kinds of
things. The Game Host should decide what
kinds of actions characters can take, and how
long they take.
Movement will vary from action to action.
As a general rule, a simple action that can be
done in one quick motion (e.g. opening a
door, shining a lantern on a dark spot,
banging sticks together to sound the alarm,
sliding a bar in place to seal a door, drawing a
weapon for use in combat, etc.) allows for a
Dash. Actions that require complex or
precise moves (unlocking a door with the
right key, searching a spot for clues, picking
up a fallen ally to carry them to safety,
sheathing a sword, picking a weapon off the
壱百六

floor, etc.) allows for a Stride.


Some tasks might take more than one
Action. For example, it might take several
rounds to find the right key to lock the gate-
106 house door or to search the room for the
Combat Rules 戦闘の規則
secret plans to assassinate the Shogun. The FOCUS
Game Host can require die rolls to see how
A character can have Focus by taking an
long it takes an action to be finished, or they
Action that gives them Focus, by being Rallied,
might simply rule that some things take
or by invoking a Gift that grants it.
longer than others.
As a general rule, once an Action is
finished, a character becomes Reactive. How You Can
Longer actions with great concentration Get Focus
involved might leave a character Inactive.
Take the “Focus” Action
Free Actions When you become the Active Player, you
may choose the Action of “Focus”. You
Some things might require no specific
instantly gain Focus, and you may React.
Action on the part of the character, such as
When you can’t decide what to do,
dropping a weapon to the ground or calling
choosing Focus is a good thing.
out for help. The Game Host may rule that
some activities are “free actions”, and can be Use a Gift
performed in addition to the usual Action in Some Gifts can grant you Focus whenever
the sequence. you are able to React.
The Game Host should discourage players
Be Rallied
from taking too many free actions — combat
A Leader can give you Focus by Rallying
rounds are no more than six seconds, and the
you. The Leader must be on the same side.
Action is even shorter than that!
As a general rule, while talking is free, a
conversation is not. Characters should be What Focus Can Do
allowed to speak a sentence or two on their
action, but any responses will have to wait for Interrupt
the other character’s turn to come up in the A combatant with Focus may Interrupt at
sequence. any time. A Player that seeks to Interrupt
should raise their hand or otherwise indicate
to the Game Host that they want to interrupt.
REELING Interrupting does not prevent you from
Characters who are taken unawares, who acting on your turn in the sequence of
over-extend themselves, who charge battle.
heedlessly into battle, or who suffer injury An Interrupting combatant can do the
can be sent Reeling. In game terms, Reeling is following things:
a catch-all for a variety of effects when a • Interrupt to Attack: Move your Stride
combatant isn’t at their best fighting form. towards any opponent and Attack.
A character who is Reeling cannot have Your foe may React any way they can.
Focus. A Focused character who is sent • Interrupt to Dash: Move your Dash in
Reeling for any reason loses the Focus, in any direction. Since this Interruption
addition to suffering from Reeling. can increase the range between you an
Reeling combatants cannot Counter- attacker, it can make attacks more
Attack, Parry, or use other Reactions. They difficult or even prevent them entirely.
can only Dodge. Attacks against a Reeling You can only Interrupt to Dash once in
opponent claim an extra d12. Reeling a round.
combatants can still Retreat (p. 111), but if • Interrupt to Rally: Move your Stride
they do so, they fall down. Reeling and Rally (p. 106) one combatant on
combatants are considered Inactive until their your side.
turn comes up. • Interrupt to Guard: Move your Stride
When a Reeling character’s turn comes up and immediately begin Guarding
in the sequence, their only action can be to (p. 106).
Recover from Reeling. If for any reason they • Interrupt for something else: At the
壱百七

cannot take this action, then they remain Game Host’s discretion, you can
Reeling. Interrupt to do one quick action, like
open a door, put away a sword, light a
107
Combat Rules
fuse, or drop a smoke bomb. You can Gift is Exhausted, if Focus is spent to power
move no more than your Stride. it. Spending Focus to power an ability does
not force an Exhaustion test.
One way to prevent an Interruption is to
Remember that when you Spend Focus to
use Focus to Interrupt the Interruption. (Yes,
enable a Gift, you cannot use the same Focus
this can spark a frenzy where a bunch of
to Interrupt.
Focused combatants spend their Interrupts
against one another.) Another way is to
Counter-Interrupt, below. How Long Focus Lasts
戦闘の規則

When two combatants Interrupt, When you choose the Action “Focus”, you
who goes first? have Focus from the beginning of your action
The combatant that moved the least to the end of your next Active turn.
distance goes first. In case of a tie, roll Speed Otherwise, when you gain Focus, you have
vs. Speed: the winner goes first; on a Tie, both it until the end of your turn. If you don’t use
combatants act simultaneously. your Focus to Interrupt, to make a Focused
Attack, or to power a Gift, you lose it at the
Counter-Interrupt end of your turn.
If you are the Active combatant and you The only way to “stay Focused” is to keep
have Focus, and someone attempts to taking the “Focus” Action every turn. A
Interrupt you, you can immediately spend common combat technique is to Stride
your Focus to act before that Interruption. towards a target, Focusing each turn, waiting
First, resolve your Action; then resolve the for an opportunity.
Interruption. If a character is sent Reeling for any
If two foes with Focus declare to Interrupt reason, they also lose any Focus they might
you, you can only Counter-Interrupt one of have.
them, unless you can somehow get more Only characters who are competent and
Focus. confident can have Focus. If a character
suffers Confusion, Fear, or other debilitating
Focused Attack conditions, they also lose Focus. See
A Focused Attack is one that, if successful, “Abnormal Status”, page 146.
will yield at least one Critical result.
You must have Focus before you make SPENDING
your Attack Roll. First, declare that you are Some special abilities granted by Gifts
making a Focused Attack and spend the Focus. require that something else be spent in order
Then, make the attack roll. for it to work. The expenditure is called
If the attack is successful, you Spending.
automatically score one Critical hit, above and Some Gifts can be powered by Spending
beyond any other Critical hits. Focus. The common way to get Focus is to
Since you must spend Focus to Interrupt, take the “Focus” action. You must begin your
you cannot normally Interrupt to make a turn with the Focus.
Focused Attack … unless you have special Other common expenditures include:
Gifts that spontaneously grant Focus. • Might
Focus is only for Attacks — never for • Quickness
Counter-Attacks. You can either save your • Cleverness
Focus for your next Action (unless you’re sent • Grit
Reeling and lose it!), or you can spend your
Focus to Interrupt your attacker — either Declaring a Gift’s use to power another
attack them first, or to flee by Dashing in the Gift takes no time on its own — it’s
opposite direction. something you do as part of using the
powered ability.
Enable Certain Gifts
壱百八

Some Gifts can be powered by Focus.


Many abilities can still be used even when the

108
Combat Rules 戦闘の規則
ATTACKING Ranged and
Many actions involve declaring an Attack Thrown Attacks
against someone. In brief, an Attack is rolling Bows, shuriken, throwing knives, and the
dice against a foe’s defense in order to cause like can attack at range. When attacking with
damage or engage in some other violent Ranged or Thrown Weapons, include the
activity. following dice:
• Your character’s Speed Die
Melee Attack • Your character’s Skill Dice with the
appropriate weapon. (Bows use
Swords, spears, clubs, and other hand-to-
Weapon: Bow Skill. Thrown Weapons
hand combat weapons are called Melee
use Weapon: Thrown Skill.) This
Weapons.
includes all Career Dice that are
When attacking with Melee Weapons,
included with the appropriate Skill.
include the following dice:
• Any extra dice you get.
• Your character’s Body Die. (Gifts such
Targets at Range will claim extra Defense
as Melee Fervor, Melee Finesse, and
Dice, known as Range Dice — normally an
Melee Guile remove the Body Die and
extra d12 for each range band. Ranges are
replace it with Speed, Mind, or Will,
described in greater detail in the Spot Rules
respectively.)
chapter under “Range”, page 145.
• Your character’s Skill Dice with the
appropriate weapon. This includes all
Career Dice that are included with the Modifiers to Attacks
appropriate Skill. An Aggressive Attack (p. 105) rolls a bonus
• Any extra dice you get. d12 with your Attack.
Your target will defend if they can! Your Attacking with your off-hand imposes a
target may React by Counter-Attacking, d12 penalty for most weapons. The Gift of
Parrying, or Dodging. Ambidexterity (p. 77) negates this penalty for
all weapons. Weapons used in two hands
Empty-Hand Attack (including all Combo Weapons) do not suffer
A special kind of Melee Attack is an the off-hand penalty.
Empty-Hand Attack — striking with one’s fist. If you are lying down, your attack suffers a
Attacking with a fist uses Body Dice and d12 penalty.
Empty Hand Dice, with any usual bonus dice See the Spot Rules chapter, page 138, for
from circumstance. many more modifiers.
Fists are not normally considered
壱百九

Weapons — they cannot benefit from Gifts


that enhance weapon use. The Gift of Empty-
Hand Mastery (page 71 ) changes that.

109
Combat Rules
REACTING TO Attack vs. Counter-
Attack Result Outcome
ATTACKS Attack Defender is hit and suffers a Critical
When attacked, a Reactive combatant can
Overwhelmingly result. The Defender suffers one Cri-
choose to defend. There are three common
Succeeds tical for each success after the first.
defenses: the Counter-Attack, the Parry, and
Roll Damage and resolve other
the Dodge.
effects.
Attack Succeeds Defender is hit. Roll Damage.
The Best Defense is a Strong Offense:
戦闘の規則

Attack and Outcome uncertain!


Counter-Attack Counter-Attack Tie • First, the Defender may declare a
Every combatant can Counter-Attack once Retreat (p. 111). If so, neither
per round, before or after they have acted. takes damage.
Counter-Attacks are always Melee Attacks, • Second, the Attacker may
never Ranged Attacks. declare a Retreat. If so, neither
You can Counter-Attack anyone who takes damage.
attacks you, within reach of your weapon. As • Otherwise, both Attacker and
a general rule, Close weapons can counter Defender hit each other. Roll
other Close weapons, and Reaching Weapons Damage against each other.
can counter other Reaching weapons. Counter-Attack Attacker is hit. Roll Damage.
Yes, if someone with a Ranged Weapon Succeeds
attacks you while they are in reach of your Counter-Attack Attacker is hit and suffers a Critical
Melee Weapon, you can Counter-Attack Overwhelmingly result. The Attacker suffers one
them. No, Ranged Weapons such as bows do Succeeds Critical for each success after the first.
not get a Counter-Attack against Melee Roll Damage and resolve other
Weapons. effects.
When Counter-Attacking, the defender
Normally, you may only Counter-Attack
rolls their Attack Dice, just as if they were
once per round. Some weapons may be able
attacking. (These dice are usually Body and
to claim a Critical known as a Rebound, which
all Skill Dice.)
allows you to Counter-Attack once again — in
Counter-Attacking with your off-hand
that case, you can use your Counter-Attack
imposes a d12 penalty for most weapons. The
once again. As long as you keep Rebounding,
Gift of Ambidexterity (p. 77) negates this
you can keep Counter-Attacking.
penalty for all weapons. The exception is the
When you are knocked or lying down, all
War Fan, which can Counter-Attack in the off
your Counter-Attacks suffer a d12 penalty.
hand at no penalty.
A combatant with no weapons may not
Counter-Attack — they must Dodge, instead. When You Can’t Counter-Attack:
(The Gift of Empty-Hand Mastery, page 71, Parry
allows a combatant to Counter-Attack with A special kind of Counter-Attack, a Parry
their fists.) uses up your Counter-Attack for the
weapon.
A Parry uses the same dice as a Melee
Rebounding with Counter-Attack Attack (Body and Skill). You
must declare that you are using Parry as a
a Counter-Attack Defense before rolling.
The Rebound is a special Critical Hit, described on
page 113, that allows you to keep your Counter- Exceptions to Parrying
Attack. The Rebound is a reward for superior skill, Flail Weapons may not Parry. They can
but using it means not claiming other Criticals, such only Counter-Attack.
as Crush, Puncture, Slash, or Smash, that cause more Normal combatants cannot Parry with
damage. Rebounding allows a highly-skilled their bare-hands. However, if you have the
壱百拾

warrior to cut down multiple attackers. Gift of Empty-Hand Mastery (p. 71), then your
Anyone can Rebound with the gunsen, naginata, hands are treated like weapons, and you can
tessen, or yari. Combatants with the Gift of Easy use Empty-Hand to Parry.
Rebound (p. 79) can Rebound with all Light Weapons,
110 and with Medium Weapons used in two hands.
Combat Rules 戦闘の規則
Attack vs. Parry (In rare cases, an Attacker may also Retreat,
Result Outcome to prevent damage from a Tie vs. a Counter-
Attack Defender is hit and suffers a Attack.)
Overwhelmingly Critical result. The Defender A Retreat is a move (out of the regular
Succeeds suffers one Critical for each turn sequence) no greater than the retreater’s
success after the first. Roll stride. The retreater must move at least 1
Damage and resolve other effects. pace away from the Attacker, increasing the
Attack Succeeds Defender is hit. Roll Damage. distance between the Attacker and retreater.
Attack and Parry Tie Defender is hit, unless they A target can Retreat at one of four
declare a Retreat — see opportunities:
page 111. • When the target Ties vs. an Melee
Attack Roll;
Parry Succeeds Defender turns the attack aside.
• When the target Ties vs. a Ranged
Parry Overwhelmingly Defender turns the attack aside
Attack Roll and there is Cover to retreat
Succeeds without breaking a sweat.
behind;
• When the target is threatened by a Stab
Defending at All Ranges: or Impale Critical;
Dodge • When the target uses a Gift’s ability
There is no limit to the number of times a that requires a Retreat, such as
Reactive combatant can Dodge. Speed Save.
Your Dodge Dice are your Speed Die and There are conditions that prevent a
your Dodge Skill Dice (if any). Retreat, such as:
Dodging works against both Melee • A combatant that has been knocked
Attacks and Ranged Attacks. It is the only down cannot Retreat.
defense you can use when Inactive or Reeling. • When grappling (p. 144) neither
All Dodge Dice can be limited by combatant can Retreat.
Encumbrance — see page 139. • A combatant cannot Retreat when
entangled (p. 113).
Attack vs. Dodge • Walls and other obstacles that prevent
Result Outcome moving away also prevent Retreat.
Attack Overwhelmingly Defender is hit and suffers a • When a defender’s Parry, Counter-
Succeeds Critical result. Roll damage and Attack, or Dodge Succeeds, no Retreat is
resolve other effects. The necessary, and thus no Retreat is
Defender suffers one Critical for possible. (It is assumed the character is
each success after the first. spending all their time and effort
Attack Succeeds Defender is hit. Roll Damage. warding off the attack, where they
Attack and Dodger Tie Defender is hit, unless they stand.) Retreating should only be used
declare a Retreat — see at appropriate opportunities.
page 111. There are some special conditions that
Dodge Succeeds Defender is missed. modify a Retreat:
Dodge Overwhelmingly Defender is missed. • If you are Reeling, you can still Retreat,
Succeeds but you fall down at the end of the

Why Parry and not


No Defenses
counter-attack?
Targets that are helpless (such as
If you have the Gift of Improved Parry (p. 72), you
Unconscious ones) have no defenses. The
can Parry any number of times, not just once. You can
target number to hit such combatants is only
even Parry after you’ve used up your Counter-Attack.
2. Attackers gain a bonus d12 against
If your opponent is attacking at Reach Range, and
helpless foes.
you only have a Close Weapon, then you can’t Counter-
壱百拾壱

Attack, but you can still Parry. The same thing goes for
RETREATING attackers at Close Range when you have a Reach
.After failing any Defense, a Reactive Weapon. (Flexible Weapons do not have this problem
combatant may choose to Retreat. Only — they can Attack and Counter-Attack at both ranges.)
standing, Reactive combatants can Retreat. When lying down, Counter-Attacks suffer a d12
penalty, but Parries do not. 111
Combat Rules
Retreat. clumsy affair — certainly not the refined
• If your Retreat takes you to ground that warriors worthy of great commanders!)
is bad footing (such as a sloped roof, However, outnumbering an opponent can be
moving river, or even off a cliff), you fall its own reward, since targets usually only get
down at the end of the Retreat. (The one Counter-Attack, and allies can take
Gift of Sure-Footed negates this falling advantage of Reeling foes more readily.
down.)
The Retreat must be a minimum of 1 Pace
CRITICAL HITS
戦闘の規則

and a maximum distance of the retreater’s


Stride. An Attack that Overwhelming Succeeds
Some Critical hits, such as Stab or Impale, can claim a Critical. You can claim one
are negated if the target Retreats Critical for every success after the first. For
example, if you scored three successes, then
you hit your foe and you can claim two
Press Criticals.
After Retreating, the Attacker who caused The weapon you use determines what
the Retreat may Press — move to close the Criticals you can claim. Certain Gifts can add
gap that was just created. The Attacker may more Criticals in certain circumstances.
move any distance towards the Retreater, up You do not have to declare what Criticals
to their Stride. (Against fast defenders, the you want before you roll. Choose which
Attacker may not be able to close the Criticals you want after hitting the target.
distance.) You can even choose to inflict no Criticals at
all.
You can also choose to negate your own
FLANKING weapon damage and to only claim Criticals.
When a combatant has two people on
For example, you might claim only a Stab
either side, that combatant is flanked. The
critical if you want to force a foe to Retreat.
two combatants must be on either side of the
Some Criticals, if chosen, automatically
target they claim to flank.
negate your weapon’s damage.
When you are Attacking a flanked
You cannot claim the same Critical twice. For
opponent, you may include your Tactics Dice
example, if you score two Criticals with a
with your attack dice. (This may lead to some
katana, you may choose to Slash and Stab, but
Career Dice being included twice — once
you can’t choose to Slash twice.
with Tactics and once with Weapon Skill.)
You only include Tactics Dice with
Attacks, not Counter-Attacks or Parries. Crush
(Unless you have the Gift of Mob Fighter — Almost any weapon can deliver a good hit.
see page 74.) When claiming the Crush Critical, include a
Attackers without Tactics Dice gain no bonus 1d20 Damage.
dice advantage. (Without proper training,
multiple attackers are an undisciplined,
壱百拾弐

112
Combat Rules 戦闘の規則
Concuss While the foe is entangled, you cannot
move farther away from your foe than your
Bludgeoning weapons can rattle the brain weapon’s Reach, and you cannot use the
and send foes sprawling. weapon to Attack, Counter-Attack, or Parry.
When claiming the Concuss Critical, your (In the case of Combination Weapons, such as
target is automatically sent Reeling, the kusarigama, you cannot use the
regardless of the damage they suffer and entangling part of the weapon, but you can
regardless if they have the Gift of Resolve. still use the other part freely.)
If they were already Reeling, they must
test Body & Will vs. 7, 4. On a Failure, they
fall down. On an Overwhelming Failure or Grapple
Botch, they become Unconscious. You must have a free hand to claim this Critical.
If you claim the Grapple Critical, do not roll
Cleave your Weapon’s Damage Dice. You can still roll
Damage Dice from other Criticals, if any.
Some weapons are heavy and can deliver You instantly initiate a Grapple (p. 144).
nasty attacks. When claiming the Cleave
critical, include a bonus 3d20 Damage.
Impale
Disarm Also called “running the target through”,
long stabbing weapons can penetrate clear
Weapons such as the jitte specialize in though to the other side of the target.
disarming foes. Claiming the Disarm critical When claiming the Impale Critical, if your
has different effects when you compare target does not immediately Retreat, you
different weapons: automatically claim two extra hits on your
• If your weapon weighs more than your Damage Roll, above and beyond any that you
target’s weapon, you automatically roll. (Naturally, the Impale Critical works
Disarm them and you include your great on combatants who cannot Retreat.) If
Weapon’s Damage Dice (i.e., Damage your target successfully Retreats, there is no
as normal.) extra Damage.
• If your weapon weighs the same or less,
and you want to claim this critical, then Puncture
your target is Disarmed, and you may
Arrows and spear-points can cause
not include your weapon’s Damage
severe injuries if they strike the target right.
Dice. (You may include any Damage
When claiming the Puncture Critical, include
Dice from other Criticals, though.)
a bonus 1d20 Damage.
For most weapons, Disarming is a special
kind of attack, not just a Critical — see page
144.

Entangle
If you claim the Entangle Critical, do not
roll your Weapon’s Damage Dice. You can still
roll Damage Dice from other Criticals, if any.
Your weapon wraps an arm or a leg of
your target — choose one now.
If you wrap the foe’s arm, they cannot use
weapons that require that arm; they cannot
move farther away from you than your
weapon’s Reach. If you entangle the foe’s leg,
壱百拾参

they cannot move at all.


In either case, the entangled foe can break Rebound
free by Disarming you (p. 144) or by breaking
free (Succeeding on a contest of Body & (Counter-Attack Only)
Speed vs. your Body & Speed). A Rebound does not add any damage to
the attack, but rather lets you keep your own 113
Combat Rules
advantage. If you claim a Rebound, you do the kunai) can be used as a Melee Weapon,
not lose your Counter-Attack — you can with Body and the appropriate Weapon Skill.
Counter-Attack once more. As long as you Thrown Weapons are always Easy to use.
keep scoring Rebound Criticals, you can keep Popular Thrown Weapons include the
Counter-Attacking. shuriken.
Light Weapons are balanced, short
Stab weapons used in one hand exclusively. They
are always Easy to use. Popular Light
Many weapons have sharp points that can
戦闘の規則

Weapons include the tanto and the wakizashi.


pierce a target, injuring vital organs.
Medium Weapon are very flexible. They
When claiming the Stab Critical, if your
can be used in one hand as an Awkward
target does not immediately Retreat, you
Weapon. Or they can be used in two hands as
automatically claim one extra hit on your
an Easy Weapon. In addition, a Medium
Damage Roll, above and beyond any that you
Weapon used in two hands does another d20
roll. (Naturally, the Stab Critical works great
damage. The katana is a popular Medium
on combatants who cannot Retreat.) If your
Weapon.
target successfully Retreats, there is no extra
Heavy Weapons are difficult but often
Damage.
damaging. They must be used in two hands,
and they are always Awkward Weapons.
Slash Popular Heavy Weapons include the naginata
Many weapons have a terrible edge that and the yari.
can be drawn across a foe. You score a bonus
2d20 Damage. Combo Weapons
Combination (Combo) Weapons are two
weapons merged together. A famous one is
Smash the kusarigama — a sickle (kama) with a long
Heavy, blunt weapons often have a “sweet chain (kusari) attached. Fighting staves, such
spot” that, if it hits the target right, delivers as the bo, are held in the middle with both
impressive results. When claiming the Smash ends used for striking — effectively a
critical, include a bonus 2d20 Damage. Combination of two jo sticks.
Combo Weapons sometimes require two
Trip Skills to properly use. For example, the
If you claim the Trip Critical, do not roll kusarigama uses Axe skill for the kama part,
your Weapon’s Damage Dice. You can still and Flail skill for the kusari part.
roll Damage Dice from other Criticals, if You can normally only Attack with one part
any. of a Combo Weapon. For example, if you fight
Your target falls down. (Fallen targets with the Flail part of a kusarigama, then you
cannot Stride, Dash, or Retreat, until they get can’t use the Axe part in the same attack. To
up.) strike with both ends simultaneously, you
must use the special ability of Ambidexterity
(p. 77). There is no off-hand penalty when
WEAPONS using either part of a Combo Weapon to
For purposes of weight, Thrown Weapons attack.
are assumed to weigh 0.3 kg; Light Weapons, Combo Weapons always require two
0.6 kg; Medium Weapons, 1.2 kg; Combo hands.
Weapons, 2.4 kg; and Heavy Weapons, 4.8 kg. A Combo Weapon gives you two Counter-
Attacks — one for each end. Note that
Size of Weapons: different parts might use different Skills.
There is no off-hand penalty when using
Thrown, Light, either part of a Combo Weapon for defense.
Medium, Heavy, You can also Parry with a Combo
壱百拾四

Combo Weapon, if possible. Remember that Flails


Thrown Weapons are the lightest of all cannot Parry — for example, a kusarigama
weapons. They can only be used in one hand. user will have to Parry with the Axe part, not
When thrown, they use Speed & Weapon: the Flail part.
114 Thrown Skill. Some Thrown Weapons (like
Combat Rules 戦闘の規則
Ease of Use: between you and your opponent, denying
them avenues of attack,
Easy or Awkward
Easy Weapons are fast, flexible, and Ranged & Thrown Weapons
responsive. Awkward Weapons are slow, Ranged and Thrown Weapons can strike
limited, and difficult. In game terms, the at longer distances, such as Short, Medium,
difference between Easy and Awkward Long, and Extreme. See “Range”, page 145, for
mostly concerns which Gifts work with a more details.
weapon. For example, Easy Rebound only Unlike Melee Weapons, Ranged and
works with Easy Weapons. Thrown Weapons do not Parry or Counter-
Thrown Weapons and Light Weapons are Attack. (Some weapons, like the kunai, can
always Easy to use. be used either as a Thrown Weapon or a
A Medium Weapon is Easy if it’s used in Melee Weapon.)
two hands; otherwise, it is Awkward.
Heavy Weapons and Combo Weapons are
always Awkward.

Distance of Striking:
Range
Melee Weapons
A Close Melee Weapon requires that two
combatants be no further than 1 pace from
each other. When using miniatures, put Close
combatants in base-to-base contact. Most
weapons, such as katana, kama, wakizashi,
and bare fists are Close Weapons.
A Reaching (or “Reach”) Melee Weapon
strikes at 2 paces away or more, but not at 1
pace or less. If an opponent is too close, you
may have to back up before you can hit
them with your Reaching Weapon. The
naginata and the yari are two common
Reaching Weapons.
A Flexible Melee Weapon can strike at
targets 1 or 2 peaces away. A kusari is a
common Flexible Weapon.
A few weapons can be made Far-Reaching SOAK
with the Gift of Fighting-Rope Mastery (p. 80). All targets resist damage with a fixed
Far-Reaching Weapons can hit foes anywhere number. Tougher characters resist damage
from 1 to 4 paces away. better than weaker ones. Your Soak is your
You Can Only Counter-Attack Maximized Body Dice.
Combatants You Can Reach Body Trait Soak
If you’re not at the appropriate striking
d4 4
distance for your target, then you cannot
Counter-Attack — you will have to Parry or d6 6
Dodge, instead. For example, when fighting d8 8
with a kama, you can’t Counter-Attack d10 10
someone who strikes at you with a naginata d12 or more 12
from two paces away — your weapon is
壱百拾伍

While rarely worn, armor can add to Soak


Close and that weapon has Reach. — see page 140.
You can always Parry with a Melee
Weapon against an attack, even if you could
not Attack them. Parrying represents
interposing your weapon in the space 115
Combat Rules
DAMAGE roll them. The second roll stands.
A Damage roll cannot be Slaying and
Roll the weapon’s Damage Dice vs. the
Enervated at the same time — the two cancel
target’s Soak. Damage Dice are always
each other out.
twenty-sided dice.
In rare cases, an attack can be doubly
Damage vs. Soak Result Outcome Slaying (thus re-rolling failed dice twice) or
Damage scores no successes Scratched doubly Enervated (thus re-rolling succeeding
Damage Succeeds (by 1) Wounded dice twice).
戦闘の規則

Damage Overwhelms (by 2) Crippled


Damage Overwhelms (by 3) Incapacitated INJURY
Damage Overwhelms (by 4) Devastated The most common result with a weapon
attack is to cause Injury to the target.
Modifiers to Damage Any successful hit causes Reeling on a
Certain circumstances will affect the target, even if no lasting Injury results. The
number of dice and how damage is rolled. Gift of Resolve can negate this Reeling.

Circumstance Modifier Scratched


Target is Wounded or worse Extra 1d20
Sometimes, an attack can connect but fail
Target is helpless Extra 1d20 to cause lasting harm to the target. Sure,
Attack has a Critical Apply Critical effects clothes might be torn, or flesh can be cut or
Damage was Slaying Re-roll all d20s that bruised, but the only lasting harm is to pride.
rolled less than or equal Every successful attack at least Scratches the
to Soak once more target. A Damage Roll that fails to score even
Damage was Enervated Re-roll all d20s that one hit against a target’s Soak still gets a
rolled more than Soak “Scratched” Result.
once more A Scratch still inflicts pain and trauma. If
you suffer a Scratched result, you are sent
Slaying and Reeling. (The Gift of Resolve, while not
Enervated Damage Exhausted, negates this Reeling.) Otherwise,
A Damage roll that is Slaying is more there is no other effect.
likely to injure a target. After rolling, take any
d20s that failed to score hits (that is, didn’t Wounded
roll higher than the Soak number) and re-roll
More severe than Scratched, a target can
them. The second roll stands.
suffer a minor fracture or severe puncture —
A Damage roll that is Enervated is less
in other words, become Wounded. A Damage
likely to injure a target. After rolling, take any
Roll that only scores 1 hit against a target’s
d20s that successfully scored hits (that is,
Soak gets a “Wounded” result.
rolled higher than the Soak number) and re-
Just like a Scratched result, if you are
Reeling and
Resolve
For most folks, getting assaulted is a traumatic
experience — enough to make them flinch, cower, or
flee. In game terms, most people are sent Reeling by
any successful hit.
True warriors, however, learn how to keep
going. The Gift of Resolve keeps a character from
being sent Reeling. A mere Scratched result does
not force an Exhaustion test, but Wounded results or
壱百拾六

worse force a test of Will vs. 5. Once the Gift becomes


Exhausted, though, even Scratched results send the
character Reeling. The character will have to use
Focus or Grit (if they have it) to power the Resolve to
prevent future Reelings.
116 Exhausted Resolve is also called “Broken Resolve”.
Combat Rules 戦闘の規則
Wounded you are sent Reeling. (The Gift of combatant Reeling from pain.
Resolve can negate this Reeling.) A combatant that is Enraged may take
A Wounded target suffers an extra 1d20 on regular actions, even when Crippled.
all further Damage Rolls against them. A Enraged, Crippled combatants have the
Wounded character is in constant confidence and competence to have Focus.
discomfort, and in constant danger of
becoming worse.

Crippled
Even worse than Wounded, a Crippled
target is racked with pain and suffering. A
Damage Roll that scores 2 hits against a
target’s Soak gets a “Crippled” result.
A Crippled target suffers a bonus d20 on
future Damage Rolls, just like being Wounded.
A Crippled combatant cannot gain Focus.
They lack the confidence and competence to
have Focus. They can still be Rallied to
remove other effects, such as Reeling.
Crippled combatants cannot take typical
actions like other combatants — they are
limited to the following:
• Reckless Attack: Move up to your Dash Incapacitated
towards any opponent and Attack. Grievous harm indeed, an Incapacitating
Afterwards, you are sent Reeling. Injury takes all but the hardiest combatants
• Guard: Move your Stride and claim a out of the fight. A Damage Roll that scores 3
bonus d12 on Parry and Dodge Rolls. hits against a target’s Soak gets an
You cannot Counter-Attack until your “Incapacitated” result.
next turn. An Incapacitated combatant instantly falls
• Stagger: Move your Dash in any Unconscious. Any effect that negates
direction and take no action. Unconsciousness (such as Rage) will prevent
At the Game Host’s discretion, Crippled this Unconsciousness.
combatants can take other actions. With rare
Fighting While Incapacitated
exceptions, such actions should send the
An Incapacitated combatant who is
conscious (for whatever reason) can only take
Gifts that Crippled Actions, as described above.
Reduce Injury Incapacitated combatants lack the confidence
and competence to gain Focus.
• Brushing Aside (p. 76) makes a Melee Attack’s
If the Incapacitated combatant becomes
Damage roll Enervated, forcing all scoring d20s to
Reeling for any reason, they also suffer
be re-rolled.
Unconsciousness. Negating the Unconsci-
• Combat Sense (p. 75) negates Critical hits, changing
ousness does not negate the Reeling — that
a successful attack against you into a regular hit.
effect must be dealt with separately.
• Fighting Spirit (p. 75) changes your status to
An Incapacitated target suffers a bonus
Enraged, which allows you to fight normally when
d20 on future Damage Rolls, just like being
Crippled or Incapacitated.
Wounded. In addition, an Unconscious
• Luck (p. 70) can be used to re-roll any one Damage
target is Helpless — the target number to
Die two more times, so you can nullify it.
hit them is only 2.
• Speed Save (p. 78) reduces an Injury from a failed
A combatant that is Enraged may take
defense roll to “Wounded” if and only if you can
regular actions, even when Incapacitated.
壱百拾七

Retreat.
(Note that using Rage to negate
• Toughness (p. 74) makes any Damage roll
Unconsciousness also removes the Rage —
Enervated, forcing all scoring d20s to be re-rolled.
the combatant will have to become Enraged a
• Yielding Deflection (p. 74) reduces an injury from a
second time.) Enraged, Incapacitated
failed Counter-Attack or Parry to “Wounded” if you
choose to be Disarmed. 117
Combat Rules
戦闘の規則

combatants have the confidence and To indicate the status of figure, colored
competence to have Focus. tokens can be used, such as the glass-bead
tokens for sale in many hobby stores.
Devastated Here are ways you can use miniatures to
simplify record-keeping and make battles
The worst possible result — a Damage
more visual:
Roll that scores 4 or more hits against a
target’s Soak gets a “Devastated” result. Miniature Figure’s Status is …
Unless the Game Host rules otherwise, a Figure is lying Unconscious: This figure is Incapacitated
Devastated target is killed instantly. face down or Concussed.
If the Game Host rules that a Devastated Figure is lying Knocked Down: This figure cannot
character is still alive, they are still Uncon- face up Retreat. All their Attacks and Counter-
scious. No natural force can revive a Devas- Attacks suffer a d12 penalty.
tated combatant from their Unconscious- Figure is next to Reeling: This figure can only Dodge, and
ness. Devastated characters that survive a red token attacks against them have a bonus d12.
may lose Skills or Gifts permanently. Figure is next to Broken: This figure either has no Resolve
A Devastated target suffers a bonus d20 a yellow token or Exhausted Resolve. Any hit — even a
on future Damage Rolls, just like being Scratch — sends this figure Reeling
Wounded. In addition, an Unconscious Figure is next to Focused: This figure can Interrupt others.
target is Helpless — the target number to hit a green token
them is only 2.
Figure is next to Wounded: This figure suffers an extra
a black token d20 on future Damage rolls
MINIATURES Figure is next to Crippled: This figure suffers an extra d20
Miniatures are tiny figures that can be two black tokens Damage on future Damage Rolls and
used to give your battles a visual dimension. can only take Crippled Actions.
Usagi encourages the use of miniatures for Figure is next to Guarding: This figure can only Parry or
larger battles. a white token Dodge — but with a bonus d12.
Miniatures require that a scale be used, Replaced with a Devastated: This figure is no longer a
such as 10mm. The Usagi game encourages a “corpse” marker viable combatant.
scale where 1 cm of real distance equals 1 pace
(= 1 m) of distance for the figurines — also
壱百拾八

known as 12mm scale.


When fighting with miniatures, the term
“figure” is often used interchangeably with
“combatant”.
118
Combat Rules 戦闘の規則
EXAMPLE OF COMBAT

例 While hiking through a mountain pass, Usagi (male Rabbit Bodyguard) sees his acquaintance Koyama,
(male Bear Wanderer) ambushed by three Brigands in the mountains. The Game Host declares that
Usagi is 15 paces away the fight starts, but the Brigands are only 5 Paces from Koyama.
Initiative dice are rolled. Koyama rolls 5 and 2; since he is being ambushed, he has to beat an 8. He
didn’t, but at least he beat the 4 and isn’t sent Reeling. (See “Initiative”, page 101.) Usagi’s dice come
up 7 and 3; he only has to beat a 4, because he’s neutral.
The Brigands use Group Initiative. Their leader rolls 7 and 1 – that’s a simple success, so 1 of every
2 of them (rounding up) will start with Focus. The Game Host rules that the Brigand Leader and his
closest ally with have Focus.
Since the Brigands clearly started the fight, they act first in the sequence.

例 The Game Host tells Koyama’s Player that Koyama recognizes one of the Brigands as one of the men
who murdered his father, then asks Koyama’s Player to act out Koyama’s response. Assuming a dramatic
tone, Koyoma’s player says “I know you – you’re one of the murderers I’m looking for!” Playing the role
of the Brigands, the Game Host responds, “You’re the murderer!” “You killed our comrade!” Each
character says one line before the turn sequence begins in earnest.
例 The first Brigand moves his Dash and Attacks Koyama with his Katana. The Brigand has Focus – he
spends it to make a Focused Attack; if it hits, Koyama will suffer a Critical Hit. (See “What Focus Can
Do”, page 107.)
The Brigand rolls his Attack Dice, which are his Body of d6, and his Career Die of d6, which is
included with all rolls of Weapon: Blade. (See “Career” under Traits, page 53.) His dice come up 5 and 3.
Koyama must defend himself. Since he’s alert and aware, he can React to Attacks against him. He’s
caught with his guard down – with a weapon ready, he could only Dodge and hope for the best. (See
“Ready a Weapon”, page 106 and “Dodge”, page 111.)
壱百拾九

Fortunately for Koyama, he has a special rule – he has a Gift called “Fast-Draw” that lets him ready
his weapon instantly. (For more on Gifts, see page 68.) Drawing his sword instantly, he chooses to
Counter-Attack. (See page 110 for more details on the Counter-Attack Defense.)

119
Combat Rules
Koyama is a much more formidable fighter than the Brigand. Koyama combines his Body of d8 with
his Career Die of d8 (which, as a Wanderer, is included with Weapon: Blade); even better, Koyama has
trained separately in the Skill of Weapon: Blade, for another d12. (See “Skills”, page 84). Koyama’s dice
come up 11, 7, and 4.
Koyama’s best die (11) is higher than the Brigand’s best die (5). Koyama is the winner of the contest.
His weapon scores a regular hit on the foe. He will get to roll the katana’s Damage Dice to attempt to
injure the Brigand. (The katana is described in the Weapons chapter, which begins on page 147).
In fact, Koyama’s second-best die (7) is higher than the Brigand’s best die, too. That’s two successes
戦闘の規則

– Overwhelming Success! (See page 96 in the Basic Rules chapter for the rules on this kind of
comparison.) Since Koyama has one extra Success, he gets to pick one Critical to apply to his Attack.
(Note that Koyama’s player doesn’t have to declare the Critical before he rolls; only bother with Criticals
if the attack is good enough to claim them.) Using a katana, Koyama can choose between the Slash and
Stab Criticals. He chooses Slash, to add two more dice of damage.
Koyama’s player now rolls Damage. He started with 2d20 for using a Katana, and he adds another
2d20 from the Critical. His target is the Brigand’s Soak (page 115); with a Body of d6, the Brigand’s
Soak is 6. Koyama’s Damage Dice come up 19, 7, 6, and 1. Two of the Damage Dice are greater than
the Brigand’s Soak, so that scores two hits worth of Injury. Consulting the Injury table on page 116, we
see that two hits are good enough to Cripple the target.
Since the Brigand suffered damage, he is sent Reeling – the pain and injury will make the Brigand lose
his turn in the sequence. (For more on Reeling, see page 107.) Playing the role of the Brigand, the Game
Host says, “Gyahh! My leg!”

例 Now the Brigand Leader chooses to act. The Brigand Leader moves his Dash (5 paces) and Attacks
Koyama – and he also has Focus, so he also spends it to make a Focused Attack. He rolls his Attack dice
of 3d10 and scores 9, 4, and 2.
Koyama is only permitted one Counter-Attack per turn. However, he has the Gift of Improved
Parry, which allows him to use Parries even when he’s used up his Counter-Attack. This will let him
use his superior Weapon Dice to defend himself; unfortunately, successful parries only ward off attacks,
they don’t counter. Koyama rolls his dice and gets 9, 8, and 2.
Koyama has Tied with the Brigand. Ties are a special case -- the Game Host asks Koyama’s player if
he wants Koyama to Retreat. He does – if he doesn’t, that Focused Attack will score a Critical hit on
him! Unfortunately, the rocky mountain path proves slippery, and Koyama retreats onto bad footing and
falls down. (For more on Retreating, see page 111.)
The third Brigand bides his time – he Strides 1 Pace and takes Focus. Next round, he’ll be able to
deliver one of those Focused Attacks, himself.
例 Whew! After all that, Koyama’s turn finally comes up in the sequence. Rather than waste his action to
get up, Koyama simply swings at the Brigand Leader. Koyama’s Player rolls his Blade Dice, and they
壱百弐拾

come up 5, 4, and 2.
Because Koyama is attacking when he is lying down, the Brigand Leader gets a bonus die of d12. He
rolls that die in with the rest of his dice. He rolls 7, 6, 5, and 1. That’s two dice over Koyama’s best –
the Brigand Leader has scored one Critical Hit! Since the Brigand is using a katana, he can also choose
the Slash and Stab Criticals; he chooses Slash, as he wants the most Damage Dice to injure his foe.
120
Combat Rules 戦闘の規則
The Brigand Leader, using a Katana in two hands, rolls 5d20, and they come up 18, 17, 14, 12, and
11. All of those are higher than Koyama’s Soak – four or more hits is good for a Devastating Injury.
That could kill Koyama instantly! Fortunately, Koyama has another Gift to use: “Brushing Aside”. He
can use Brushing Aside whenever he fails an Attack, to force all Damage Dice that rolled over his Soak to
be re-rolled. The Brigand Leader re-rolls all four dice and gets 20, 4, 4, 3, and 1. That’s only 1 hit, so
it’s only a Wounding injury. Whew! (To read more about Enervated Damage, turn to page 116.) The
Player and the Game Host describe the action as Koyama’s blade locks with the Brigand Leader’s, while
Koyama silently reflects on the transitory nature of life.
Koyama was successfully hit for Damage – normally, he would become Reeling. Koyama also has the
Gift of “Resolve” – he declares he will use that to avoid being sent Reeling.

Unfortunately, these Gifts don’t last forever. Koyama must now test for Exhaustion. First, he must
roll his Body die of d8 vs. 5 to avoid Exhausting his Brushing Aside; he rolls an 8, and succeeds. He can
use Brushing Aside against another Damage Roll. Now, to test Resolve – he rolls his Will die of d6
against 5, but scores a 1. Koyama grimaces in pain -- he’s fine now, but with his Resolve broken, any
future hit will send him Reeling. Things don’t look good for Koyama.
例 However, hope is on the way – the last person to act in the sequence is Usagi. First, Usagi Interrupts
the sequence to Dash 6 Paces. This spends Usagi’s Focus, so he can’t use it for a Focused Attack or
anything else. Then, on his proper Action, Usagi Charges the last bandit. First, he moves his Dash of 6
paces towards the bandit. Then, he roll his Sprint die of d8, and scores a 7. In a burst of speed, Usagi
has moved a total of 19 paces and can now strike at the Brigand.
Usagi rolls his Blade Dice and scores 10, 2, and 1. Usagi also has a Favored Use on his Weapon:
Blade skill, “When fighting with my Favorite Katana, Yagi-no-Eda”. This allows him to claim Favor
on his roll, and to re-roll one 1. He re-rolls the 1 and scores a 6, instead. (For more on Favored Use,
see page 85. For more on Favor, see page 97)
The Brigand Counter-Attacks, but only scores 3, 3, and 2. With a miserable roll like that, the Game
Host rules that Usagi catches the Brigand almost totally unaware. Usagi scored two successes, so he also
scores a Critical; he chooses Slash. He rolls 4d20, and scores 3 successes against the Brigand’s Soak.
壱百弐拾壱

121
Combat Rules
Three hits is enough for an Incapacitating injury – the Brigand goes down.
Since Usagi Charged a foe and Attacked them, he is sent Reeling. (His Gift of Resolve is only for
Reeling caused by being struck in combat, not for Charging.) That was a desperate move on his part –
if he’d failed to hit, he would have left himself open for the Brigand to strike at him. (Of course, that
means the Brigand would attack Usagi and not Koyama. Putting himself at risk to save someone he just
met – how heroic!)
All that action, and it’s still only the first round. In “game time”, only six seconds has elapsed.
Round Two begins. The Game Host doesn’t have much more to do. The Crippled Brigand was sent
戦闘の規則

Reeling, so his only action is to Recover. The Incapacitated Brigand is Unconscious; he takes no
actions. The Brigand Leader, dismayed at the turn of events, chooses to Guard – he will roll an extra
d12 with all his Parries and Dodges. (Guarding is described in detail on page 106.)

例 Koyama is out for vengeance. Calling upon one of his Gifts, he declares a Mighty Blow against his foe,
despite how the Brigand Leader has two bonus dice – one d12 for Guarding, and one d12 because of
Koyama’s penalty for being on the ground. (However, Koyama doesn’t fear a Counter-Attack, since
Guarding foes can’t Counter-Attack.) Koyama’s Attack Dice come up 10, 7, and 5. The Brigand rolls
his 3d10 and his bonus 2d12, but he still only gets 5, 5, 4, 3, and 2. Koyama scores a Critical hit, and
chooses to Slash. He rolls his 4d20 and scores 12, 9, 6, and 5. Since his attack was a Mighty Blow, it
causes Slaying Damage, the opposite of Enervated. Koyama re-rolls the three dice that failed to score
hits. His new roll is 19, 19, 15, and 12 – four hits, enough for a Devastating Injury.
例 Unlike Koyama, the poor Brigand has no special Gifts to reduce damage. The Game Host rules that the
Brigand Leader falls to his knees, clutching his wound. A moment later, he collapses and expires.
例 The Game Host rules that the combat is over. Rounds are no longer counted off. Non-combat role-playing
resumes, with Koyama grimly declaring, “That’s number two.” Another step of his vendetta is complete.
壱百弐拾弐

122
Recovery 復活
RECOVERY
After a fight or any protracted encounter, Only 1: You recover one Exhaustion. It
characters will want to rest and get back their can be any Gift that is currently Exhausted.
resources. In game terms, Recovery is when a 1 in 2: For every 2 Exhaustions (or
character Rests to remove Exhaustion and fraction thereof) that you have, you may
Injury. recover 1 of them. The Player chooses which
Exhaustions their Character recovers. Since
you round up, you always recover at least
REST PERIODS one.
The Usagi game defines rest periods as 1 in 3; 1 in 5: As above, only for every 3
follows: Exhaustions or every 5 Exhaustions
Breather: fifteen minutes of sitting around (rounding up). You always recover at least
(while looking about nervously for would- one.
be assassins). The typical pause that None: You are not entitled to recover any
follows, “I think we lost them” — long Exhaustions. Either take a longer rest or get
enough to recover a bit, but not as long as heal to a lesser injured status.
one might like. A character cannot take For another theory about how to Recover
another Breather until they have had a Exhaustions, see the Variant Rule of
Proper Rest or better. “Complex Recovery”, page 171.
Short Rest: an hour long rest, with a drink of
water. The usual mid-day rest when
walking. A character cannot take another HEALING INJURY
Short Rest until they have had a Proper Recovering from an Injury takes time and
Rest or better. care. An injured character has to score a
Proper Rest: eight hours of rest and a square minimum quota of healing successes to reduce
meal, followed by sixteen hours of injury status.
strenuous activity (like travel or a fight). Only Proper Rests and Long Rests
The usual night’s sleep when on the road. contribute to healing. When healing, all four
Long Rest: eight hours of rest, followed by Basic Traits (Body, Speed, Mind, and Will)
sixteen hours of light activity (no travel, are used.
fighting, or foraging) and three square For a Proper Rest, roll all four dice. For a
meals. The typical nice night at home, Long Rest, maximize all four dice.
often denied to adventurers. Yes, this
means that if characters seeking a Long Length of Rest Healing Roll
Rest get the sixteen hours after their eight Breather, Short Rest none
hours of sleep interrupted, their Long Rest Proper Rest roll Body, Speed, Mind, Will
is “ruined” and becomes only a Long Rest maximize Body, Speed, Mind, Will
Proper Rest.
For each success scored, reduce the quota
needed to heal to the lesser injury by 1.
RECOVERING FROM Healing uses the quotra rules described on
page 98.
EXHAUSTION
The number of Exhaustions recovered Healing Difficulty Quota
depends on the kind of rest you take, and Devastated to Incapacitated 9, 6 1200
what the status of your Injury is. Incapacitated to Crippled 7, 5 200
Recovery Short Proper Long Crippled to Wounded 5, 4 50
Status Breather Rest Rest Rest Wounded to no injury 3, 2 10
壱百弐拾参

No injury Only 1 1 in 2 All All If you pass the quota with room to spare,
Wounded Only 1 1 in 3 1 in 2 All apply any overflow to the next level. Yes, this
Crippled None 1 in 5 1 in 3 1 in 2 means it takes (200+50+10=) 260 successes
Incapacitated None Only 1 1 in 5 1 in 3 to heal from Incapacitated all the way down
Devastated None None None None to no injury.
123
Recovery
復活

例 Example: Kaede is currently Incapacitated. Nursing and Doctoring


She needs 200 successes to heal to Crippled Any character can nurse another back to
status. Her basic traits are Body d10, health, by taking one hour to gather medicine
Speed d8, Mind d4, and Will d6. and food, to bind and clean wounds, and to
With a Proper Rest, she would roll make life more comfortable for the healing
d10, d8, d6, d4. With a Long Rest, she character.
maximizes the dice to score 10, 8, 6, and 4. Include the nurse’s Mind & Medicine Dice
The difficulty of healing from with the healing dice. Note that nursing
Incapacitated to Crippled is 7,5. If Kaede doesn’t help if the character doesn’t get any
performs a Long Rest every day, she’ll score proper rest!
2 successes. One hundred days later, she’ll While characters can nurse themselves
have healed from Incapacitated to Crippled, back to health, there are two issues. First, they
where the difficulty drops to 5,4. With her are already including their own Mind Dice, so
maximized dice, Kaede’s Long Rests will don’t include that twice. Secondly, the labor of
score 3 successes, and a mere 17 days later, nursing prevents a character from a Long Rest
she’ll have dropped to Wounded status. — only a Proper Rest would be possible.
A character that goes 24 hours without a As a general rule, a healing character can
Proper Rest or Long Rest still must roll their only benefit from one nurse at a time.
Body, Speed, Mind and Will — but instead of A character with the Gif t of Doctor (page
scoring any successes for healing, they roll 71) can work wonders with injured characters.
only to see if they Botch or Overwhelmingly The doctor can take one hour and apply care
Fail, causing a backslide (see below); no that halves the starting quota. The quota to
healing is possible. heal to Incapacitated drops to 600; to
Crippled, 100; to Wounded, 25; and to no
Backsliding injury, only 5.
A character that scores an Overwhelming A doctor can only halve the starting quota, not
Failure on their healing test suffers a backslide. the current quota. For example, if you’ve
The details of a backslide are up to the Game already healed your Incapacitated-to-Crippled
Host — ligaments can be torn, fevers worsen, quota down to 120, being treated by a doctor
wounds become infected. In any event, the can only reduce it to 100 — not halve your
character drops to the next worst injury status. current quota to 60. And if you’ve already
A backslide completely wipes out the healed down to 90, then a Doctor’s special
healing quota — the character must start ability can’t help you. However, a doctor can
over again from scratch. treat a patient once at every step of the way, so
A character that Botches their healing test an Incapacitated character can be treated three
壱百弐拾四

drops to the next worst injury status. times (once for Incapacitated-to-Crippled,
Devastated characters that Botch a healing once for Crippled-to-Wounded, and once for
test expire. Wounded-to-none).
Doctors can also be nurses, thus contri-
buting their dice for more Successes.
124
Character Growth キャラクター成長
CHARACTER GROWTH

As you play the Usagi game, your Experience Total


characters will have all kinds of adventurers. Change to Character Required Earned
They will win helpful allies and make Add a Favored Use or none — see none
powerful enemies. They will survive great Weapon page 85
dangers and reap great rewards. Most Change a Favored Use Costs 1 +1
importantly, their learning experiences will or Weapon
make them better, stronger heroes. Add one Mark to a Skill Costs 5 +5
Buy a new Gift Costs 15 +15
EXPERIENCE Remove one Mark of a +1 to any two -3
After each play session, the Game Host Skill Improvements
should give out Experience in the form of Remove one Gift +4 to any two -7
Rewards. Rewards are indivisible units of Improvements
Experience. Each has to be added in whole Add a Career Costs 15 (see +15
chunks to a separate improvement. “Extra Career”,
Typical Rewards from a session are 4, 3, 2, page 80)
and 1. Add the sum of all your Rewards to Studying a School of Improvement none
“Experience Earned” on your character sheet. Martial Arts stacks with
For example, if you earned 4, 3, 2, and 1, then (see below) another on list
you increase your total Experience by 10.
例 Example: Daishuso’s player has just
finished a play session — it’s time to reap
Improvement his rewards. Since this session lasted about
On the Usagi character sheet, there are four hours of real-time and some major plot
four blanks for Improvement. Add each points were addressed, the Game Host
Reward to a separate Improvement. decides to give out an average amount of
It costs 5 Experience to buy a new Mark in Rewards: 4, 3, 2, and 1.
a Skill, and 15 Experience to buy a new Gift. While Daishuso would just love to put
Each Gift or Skill is a separate all 10 points of Rewards into “Gift:
improvement. You cannot list the same Resolve”, that’s not how the Improvements
壱百弐拾伍

improvement twice on two lines, nor can you work. Four Rewards means he must buy
put two Rewards from one session in the four separate things.
same improvement. Daishuso fills out his Improvement list,
with “Gift: Resolve”, “Gift: Increased Trait
— Mind to d8”, “Skill: Literacy”, and
“Favorite Use for Weapon: Blade skill:
With my new Favorite Tanto that I Just 125
Character Growth
キャラクター成長

Bought to Replace The One That I Threw Cashing in old things to learn new ones is
Into the Chest of the Bandit King Who inefficient. Removing a Gift results in a net
Then Callously Fell Off the Cliff and Into loss of 7 Experience to the total earned;
the Sea of Japan, Taking It With Him To A removing a Mark results in a net loss of 3
Watery Grave”. Experience. Adjust your totals accordingly.
Daishuso then applies the Rewards to At the Game Host’s discretion, you can
his Improvements. On the Character cash in two or more items. Major changes in
Sheet, he crosses off one circle for each a character’s life, such as suffering a
point. He applies 4 to Resolve, 3 to Devastated injury or cutting off one’s top-
Increased Trait, 2 to Literacy, and 1 to knot to become a Buddhist priest, can make
changing his Favorite Use. radical changes in a character.
Since the last item only costs 1, 例 Example 1: After a typical gaming
Daishuso has accomplished his goal. He session, Kaede earns four Experience
notes the change under his Skills and erases Rewards of 4, 3, 2, and 1. She puts 4
the Improvement. Now he has a free blank points in “Increased Trait: Body”, 3 points
for something else. in “Parry Arrows”, 2 points in “Weapon:
However, there is one way to flood Truncheon”, and 1 point in changing her
Experience into a specific course for rapid Favored Use in Climbing from “trees” to
advancement — see “Schools of Study”, “rooftops”.
below.

Letting Things Go Dramatic change


As your character adventures, they will In the Usagi saga, many characters have had
use certain abilities while letting others dramatic changes in their lives. Ikeda (page 45) has
slide. And as a writer might change his retired from commanding armies and has settled down
mind about what a character can and to be a famer. Sanshobo (page 50) is a former samurai
cannot do, so you might change your mind who has cut off his top-knot and has become a priest.
about your character. Chizu (p. 43) is no longer an allied ninja but a rogue,
After applying your Rewards, ask your hunted by those who once numbered her among her
Game Host if you can remove a Gift or Mark allies.
from your character sheet. You should be Player-Characters may have similar shake-ups in
removing Gifts Skills that have fallen into their lives. The rule for exchanging old abilities for new
disuse, or ones that are no longer ones should represent major changes in a character’s life.
appropriate. Always ask your Game Host
壱百弐拾六

Note that one’s starting Career and Trait Dice


before cashing in Gifts or Marks for more cannot be changed — so characters will always be
Experience. recognizable. For example, Sanshobo may wear the
After removing a Gift, add 4 Experience to robes of a priest, but he still carries with him the
any two Improvements. After removing a tactical planning and weapon skills worthy of a warrior.
Mark, add 1 to any two Improvements. (Extra Careers and Increased Traits come from Gifts —
126 those can be exchanged as appropriate.)
Character Growth キャラクター成長
Since it only costs 1 point to change a Hisshi puts 4 Experience in “Resolve”
Favored Use, the change to Climbing and 3 Experience in “School: Touchu
happens instantly. It’s going to take Shin Ryu.”
another 3 points to buy a Mark in A few adventures later, Hisshi has 9
“Weapon: Truncheon”, 12 more points to points in “Resolve” and 7 points in
buy “Parry Arrows”, and 11 more points “School: Touchu Shin Ryu.” Because
to buy “Increased Trait: Body”. Four more Resolve is the lowest-level item he hasn’t
sessions, and she should be there. bought yet, he combines 6 of the School’s
例 Example 2: Daishuso has been an points with Resolve’s points. He now has
adventurer for quite some time. Even the Resolve gift. Hisshi has (7–6=) 1
though he started with the Gift of point remaining in the Self-Improvement
Cleverness that all rodents have, his “School: Touchu Shin Ryu”.
adventuring career has caused him to focus Next on the list is “Yielding Deflection”.
on other pursuits. And since Hisshi has 1 point already in the
Daishuso elects to cash in his Gift of School, he’s only 14 points away.
Cleverness. This gives him +4 Experience Schools allow a character to advance
to two Improvements. He chooses to put faster, but only in the School’s program of
4r in buying “Resolve” and the other 4 in study. Schools “stack” rewards on top of
buying “Weapon: War Fan”. These each other, flooding to learn things faster.
Experience points stack with the Rewards Characters who don’t find a school they
he just earned, but not with each other. like can just add to four Improvements,
normally.
A character can only be learning one
SCHOOLS OF STUDY school at a time.
When investing Experience in a School, the Very few students will progress all the
points in the School stack with other improve- way to the end of a school’s teachings. Most
ments in the school. In this way, you can will learn what they find to be practical and
learn things twice as fast. then move on. There is no penalty in the
You must buy the School’s improvements in rules for giving up a school early, but there
order from top to bottom. However, you don’t might be social consequences. Japan has a
have to buy things twice. If you already have long tradition of wandering yamabushi
a lower improvement, mark it off. (mountain warriors) who seek to learn every
例 Example: Hisshi is a student of Touchu technique they can master.
壱百弐拾七

Shin Ryu. He already has a Body of d8 and


5 Marks in Weapon: Blade, so he marks
those items off. The first item he has to
buy is Resolve.

127
Character Growth
キャラクター成長

Endai Shin Ryu ‰ Improved Movement


‰ Empty-Hand Mastery
The art of fighting with the bow has a long ‰ Toughness
tradition. This school first emphasizes being ‰ Grit
able to hit one’s target, and then later to ‰ Swimming — 3 Marks
think strategically about the fight as a whole. ‰ Headlong Sprint
Experienced students will learn how to fire ‰ Body in Place of the Sword
arrows while riding horses at full-tilt. ‰ Quickness
‰ Speed d8 ‰ Toughness ×2
‰ Weapon: Bow — 3 Marks ‰ Will d8
‰ Resolve ‰ Empty Hand — 6 Marks
‰ Mind d8 ‰ Improved Aggression
‰ Sharpshooter ‰ Might
‰ Riding — 3 Marks ‰ Swimming — 6 Marks
‰ Cleverness ‰ Body of the Rock
‰ Canny Defense ‰ Mind d8
‰ Will d8 ‰ Dramatic Disheveling
‰ Keen Eyes ‰ Renewal
‰ Setting the Gaze on the Target ‰ Cleverness
‰ Speed Save ‰ Full Moon Stroke
‰ Holding Down a Shadow
‰ Weapon: Bow — 6 Marks Jo-jutsu Shin Ryu
‰ Strategic Gaze
While not as fancy or as ritualized as the
‰ Grit
dojo of the upper class samurai, many schools
‰ Riding — 6 Marks
like this one exist in villages off the beaten path,
‰ Weapon: Bow — 9 Marks
where commoners learn to defend themselves.
‰ Striving for Height
Bo staffs are cheap and easy to make, and
learning these techniques requires patience
Suiei Undou Ryu and endurance — two qualities common to
Not all schools teach only fighting. This farming folk.
school is one of many that emphasizes top ‰ Body d8
physical fitness. Among other techniques, ‰ Weapon: Truncheon — 3 Marks
warriors are taught methods of how to swim ‰ Resolve
壱百弐拾八

in full suits of armor. ‰ Bo Mastery


‰ Body d8 ‰ Will d8
‰ Resolve ‰ Athletic
‰ Athletic ‰ Grit
‰ Speed d8 ‰ Weapon: Truncheon — 6 Marks
‰ Empty Hand — 3 Marks ‰ Speed d8
128
Character Growth キャラクター成長
‰ Sure-Footed assassination methods with the throwing
‰ Winding Mountain Path star, the shuriken.
‰ Mind d8
‰ Resolve
‰ Striking the Corners
‰ Ninjutsu
‰ Improved Movement
‰ Speed d8
‰ Weapon: Truncheon — 9 Marks
‰ Weapon: Axe — 3 Marks
‰ Dramatic Disheveling
‰ Yielding Deflection
‰ Sure-Footed
Kusari Emono Ryu ‰ Acrobat
This school specializes in using “fighting ‰ Weapon: Throwing — 3 Marks
ropes” such as the kusari and kaginawa. More ‰ Mind d8
than one samurai has used the teachings of ‰ Cleverness
this school to pull a foe off their horse and ‰ Weapon: Axe — 6 Marks
finish them with a blade. ‰ Shuriken Mastery
‰ Quickness
‰ Speed d8 ‰ Empty-Hand Mastery
‰ Resolve ‰ Will d8
‰ Weapon: Flail — 3 Marks ‰ Weapon: Throwing — 6 Marks
‰ Quickness ‰ Yin-Yang Feet
‰ Mind d8 ‰ Causing Confusion
‰ Causing Confusion ‰ Body d8
‰ Improved Movement ‰ Striking the Corners
‰ Body d8 ‰ Weapon: Axe — 9 Marks
‰ Weapon: Flail — 6 Marks ‰ Body of the Rock
‰ Sure Footed
‰ Fighting-Rope Mastery
‰ Will d8 Shoushin Ryu
‰ Ambidexterity
Although the spear is a weapon found
‰ Weapon: Flail — 9 Marks
among peasants, that doesn’t mean there aren’t
‰ Dramatic Disheveling
schools that train the buke caste in its advanced
‰ Causing Fright
techniques. Most students of this school will
not advance to the later ranks, which teach
Shinobijutsu no strategy to future field commanders.
壱百弐拾九

Neko Ryu ‰ Speed d8


The preferred ninjutsu of the Neko clan, ‰ Resolve
this school teaches fighting techniques with ‰ Weapon: Polearm — 3 Marks
the kama (scythe), as well as advanced ‰ Quickness
‰ Mind d8
129
Character Growth
キャラクター成長

‰ Weapon: Polearm — 6 Marks ‰ Body in Place of the Sword


‰ Improved Movement ‰ Timing of Two
‰ Will d8 ‰ Empty Hand — 6 Marks
‰ Living Hands ‰ Might
‰ Tactics — 3 Marks ‰ Dramatic Disheveling
‰ Mob Fighter ‰ Flowing Water Cut
‰ Flowing Water Cut
‰ True Leader Shikona no
‰ Weapon: Polearm — 9 Marks
‰ Body d8
Sumo Ryu
‰ Tactics — 6 Marks This school teaches techniques used by
‰ Crushing the Weakened Foes any sumotori (professional sumo wrestler).
‰ Dramatic Disheveling During the early Edo period, sumo is
‰ Rat’s Head, Ox’s Neck becoming a popular spectator sport.
‰ Body d8
Kyuso Shin Ryu ‰ Empty Hand — 3 Marks
This school teaches warriors to fight in ‰ Might
close quarters. The emphasis is on hitting ‰ Toughness
your foes with anything available at any time. ‰ Empty-Hand Mastery
Samurai trained in these methods are ready ‰ Strength
for trouble and dangerous when cornered. ‰ Resolve
‰ Indoor Techniques
‰ Speed d8 ‰ Will d8
‰ Resolve ‰ Toughness ×2
‰ Weapon: Blade — 3 Marks ‰ Empty Hand — 6 Marks
‰ Belligerent ‰ Knockdown Maneuver
‰ Mind d8 ‰ Strength
‰ Weapon: War Fan — 3 Marks ‰ Treading Down the Sword
‰ Binding ‰ Toughness ×3
‰ Quickness ‰ Mighty Blow
‰ Empty Hand — 3 Marks ‰ Body of the Rock
‰ Danger Sense ‰ Empty Hand — 9 Marks
‰ Body d8 ‰ Toughness
‰
壱百参拾

Weapon: Blade — 6 Marks ‰ Might ×2


‰ Empty-Hand Mastery ‰ Causing Fright
‰ Will d8 ‰ Toughness ×4
‰ Weapon: War Fan — 6 Marks

130
Character Growth キャラクター成長
Toshou Ryu ‰ Mind d8
‰ Renewal
Another school typical of the period, this ‰ Dramatic Disheveling
one emphasizes both sword-fighting and ‰ Knowing the Enemy’s Troops
spear-fighting, training field marshals from ‰ Rat’s Head, Ox’s Neck
the rank and file.
‰ Body d8 Touchu Shin Ryu
‰ Resolve
This school is your basic kenjutsu —
‰ Weapon: Blade — 3 Marks
fighting with the sword. Other swords-
‰ Will d8
manship schools will have a list of teachings
‰ Grit
similar to this one.
‰ Weapon: Polearm — 3 Marks
‰ Treading Down the Sword ‰ Body d8
‰ Speed d8 ‰ Resolve
‰ Fighting Spirit ‰ Weapon: Blade — 3 Marks
‰ Weapon: Blade — 6 Marks ‰ Yielding Deflection
‰ Horse-Cutter Maneuver ‰ Easy Rebound
‰ Weapon: Polearm — 6 Marks ‰ Improved Parry
‰ True Leader ‰ Mob Fighter
‰ Flying Grip ‰ Speed d8
‰ Fast-Draw
Historical ‰ Ambidexterity
‰ Grit
Schools
‰ Easy Riposte
The schools presented here are fiction, but they are
‰ Weapon: Blade — 6 Marks
not unlike the training programs of the day. Most of those
‰ Parry Arrows
teachings were verbal instruction, and without written
‰ Improved Aggression
records, it’s hard to say which school was teaching what
‰ Crushing the Weakened Foes
techniques. Today, the oldest schools include the Itto Ryu
‰ Improved Movement
and Yagyu Ryu theories of swordsmanship, with their
‰ Will d8
many variations — but the curricula of these schools
‰ Quickness
came about hundreds of years after the Tokugawa era.
‰ Fires and Stones Cut
The Game Host (with encouragement from Players)
‰ Treading Down the Sword
壱百参拾壱

may make up new schools for study. As a general rule,


‰ Horse-Cutter Maneuver
Schools should emphasize teaching complex techniques
‰ Mind d8
(I.E., Gifts with difficult Requirements), so new lists should
‰ Weapon: Blade — 9 Marks
include Basic Traits at d8, experience at being beaten
‰ Dramatic Disheveling
repeatedly (I.E. the Gift of Resolve), several powering Gifts
‰ Red Leaves Cut
like Might or Grit, and all the Requirements for the really
‰ Renewal 131
nifty Gifts at the very end.
Character Growth
afterwards cut them with your blade.
Requires: Body d8 or better & Speed d8 or
better
X (Body vs. 7) — After losing an Attack or
Counter-Attack, you may declare this
ability. Firstly, that attack is negated.
Secondly, perform a Melee Attack of your
Body & Empty Hand Dice vs. whatever
defense your foe has left. If you are
successful, strike your foe with your
Empty Hand. If there is a weapon in your
off-hand, you must drop it; if you are
キャラクター成長

using a Heavy or Combo weapon, you


must drop it.
Always — When someone declares Body in
Place of Sword against you, negate that use.
OKUGI GIFTS
(Hidden Mysteries) Body of the Rock**
Although these Gifts are difficult to When you have mastered strategy, ten
qualify for (with two or more Requirements), thousand things cannot touch you, and you will
many samurai aspire to learn them all. Not not be moved. This is the body of a rock.
only must a character meet the Requirements Requires: Body d8 or better & Will d8 or
of the game mechanics, they must also have a better
reason in the context of the story. Were they X (Body & Will vs. 7) — As a Reaction, you
taught them by a sensei? Was it described in can steel yourself against any failing of the
a book and learned through diligent practice? body or the spirit. This includes, but is
Did the character walk the musha-shugyo not limited to, negating any condition of
(warrior’s pilgrimage) in meditation? Okugi Confusion, Fear, or Unconsciousness.
Gifts should be an important part of any
character’s story.
Causing Confusion**
Binding** You can confuse the enemy by attacking with
varied techniques when the chance arises. Feint
When the enemy attacks and you also attack, a thrust or cut, or make the enemy think you are
you should go in with a sticky feeling and fix your going to close. This is the essence of fighting.
weapon against the enemy’s. The spirit of Requires: Speed d8 or better & Mind d8
stickiness is not hitting very strongly, but hitting or better
so the weapons do not separate easily. X (Tie) — You have mastered varied
Requires: Speed d8 or better & Mind d8 or techniques for feinting, bluffing, and
better confusing opponents. As an Action, Stride
Spend Focus, Might, or Grit — as an Action, and choose an opponent no farther from you
Dash towards your opponent and Attack. than your Dash. Roll your Speed & Mind vs.
If you Fail or Overwhelmingly Fail, your the target’s Speed & Mind. If you Succeed, the
opponent does not hit you; instead, your target is Confused for the rest of the Scene. If
weapons slide against each other and you Fail, Exhaust this Gift.
become bound up. Both of you become
Inactive, unless one of you Retreats from The Book of
the Bind — which provokes a Counter-
Attack Reaction from the other Five Rings
combatant that can only be Dodged. These Okugi Gifts are inspired by The Book of Five
壱百参拾弐

Rings, by Miyamoto Musashi. The founder of Nito-Ryu, or


“Two Swords School”, Musashi advocated always being
Body in Place of ready for change at every moment. His techniques
the Sword** taught how to use the katana (long sword) and wakizashi
According to the enemy’s cutting method, you (companion sword) simultaneously for maximum
can dash against them with your body first, then flexibility. Musashi was the inspiration for much of the
132 samurai genre, as well as Miyamoto Usagi, our hero.
Character Growth キャラクター成長
Causing Fright** Fires and
You must gain advantage by using your body, Stones Cut**
your voice, your weapon to defeat them. Fright When you clash your weapon with your
occurs by doing the unexpected. enemy’s, you must be unrelenting where others
Requires: Body d8 or better & Will d8 or better would give up.
X (Tie) — You have mastered methods of Requires: Body d8 or better & Will d8 or Better
using your dramatic countenance, X (Body & Will vs. 7) –As a Reaction, after
dangerous weapons, and loud voice to losing an Attack, Counter-Attack, or
frighten opponents. As an Action, Stride Parry, but before any Damage Dice are
and choose an opponent no farther from rolled, negate that attack. Now play out
you than your Dash. Roll your Body & the same contest again, with both you
Will vs. the target’s Body & Will. If you and your foe re-rolling. The second result
Succeed, your foe is Afraid for the rest of stands. (Any resources Spent or
the Scene. If you Fail, Exhaust this Gift. Exhausted in the first contest are still
gone.)
Crushing the X (Body & Will vs. 7) — When someone
Weakened Foes declares Fires and Stones Cut against you,
negate that use.
When the enemy is weak and disordered, you
must crush them utterly. If you crush them
lightly, they might recover. Flowing Water Cut**
Requires: Body d8 or better & Mob Fighter When an enemy quickly withdraws, expand
Always — Whenever you score an your body and spirit and cut him as slowly as
Incapacitating or Devastating injury with a possible with your blade, flowing your body like
Melee Attack (but not a Counter-Attack), stagnant water.
you may immediately declare an Attack Requires: Mind d8 or better & Will d8 or better
against another opponent within range of X (Tie) — As a Reaction, when an enemy who
your Weapon. is currently within reach of your weapon
Always — Whenever you score an moves away from you, you may declare an
Incapacitating or Devastating injury with Attack. If you Fail on that Attack roll,
a Counter-Attack, you automatically Exhaust this Gift.
Rebound (p. 113). You may Counter- Always — When someone declares Flowing
Attack once again later in the round. Water Cut against you, negate that use.
X (Speed vs. 9) — When you are the Active
character, after a Melee Attack where you
score an Incapacitating or Devastating
injury, you may move up to your Stride and
immediately declare another Attack
against another opponent.
壱百参拾参

133
Character Growth
Holding Down a dership Dice against your foe’s roll. For
each Success you score, you can Rally a
Shadow** target on your side, within Medium
When you can see into an enemy’s spirit, you Range (36 paces). You must be able to
can “hold down their shadows” — defeat them by see and hear the rallying enemy.
forestalling them with superior timing.
Requires: Speed d8 or better & Mind d8 or better Living Hands**
Spend Focus, Quickness, Cleverness, or Grit —
You can see into the spirit of your foes. As When you grip a sword, you must be pliable
your Action, Stride and pick an opponent and ready to adapt. A fixed hand is a dead
no farther that Short Range (12 paces). If hand.
that opponent attacks someone on your Requires: Speed d8 or better & Mind d8 or better
X (Speed & Mind vs. 7) — Your flexible
キャラクター成長

side, you can automatically Rally your


attacked ally as a Reaction (with 1 success). weapons technique readily adapts to
others. As a Reaction, when an opponent
with reach of your weapon attempts to
Indoor Techniques Spend Focus, Might, Quickness,
If you learn “indoor techniques” in a dojo Cleverness, or Grit to power an ability
[school of swordsmanship], with too much that will be used against you, negate that
formality and ritual, you will have difficulty in Spending.
actual encounters. X (Body & Mind vs. 7) — When someone else
Always — Against other Reactive opponents claims a Disarm Critical and disarms you,
with Indoor Techniques, you roll a bonus negate the Disarming.
d12 with all Attacks, Counter-Attacks, and Always — When an opponent declares
Parries. Your ritualized dojo training is Living Hands against you, negate that use.
no good against “real” opponents.
X (Will & Lore: Dojo vs. 7) — In a dojo setting Rat’s Head, Ox’s Neck**
or at a match, impress others with your
etiquette and discipline. “Rat’s Head, Ox’s Neck” means that when
we become preoccupied with small details, we
must suddenly change into a large spirit,
Knowing the interchanging large with small. This is one of
Enemy’s Troops*** the essences of strategy.
Know the enemy’s disposition in battle. Is it Requires: Mind d8 or better & True Leader
flourishing or waning? By observing the spirit of X (Tie) — When you are the leader, as an
the enemy’s men, you can move your soldiers Action, roll your Mind, Will, and
accordingly. Leadership Dice vs. 7. For each Success
Requires: Speed d8 or better & True Leader you score, Rally one combatant on your
Always — As a Reaction, whenever anyone side. (Resolve each Rally attempt
Rallies on the opposing side, imme- separately — see page 106.) If you Fail,
diately roll your own Mind, Will & Lea- Exhaust this Gift.
壱百参拾四

134
Character Growth キャラクター成長
Red Leaves Cut*** a d12 bonus to all Parries and Counter-
Attacks.
When the enemy is in front of you, intent on
cutting, hitting, or parrying, strongly hit the
enemy’s sword with the Fire and Stones Cut. If Striking the
you practice this gut, it will become easy to Corners***
make them drop the sword. It is difficult to move strong things by
Requires: Body d8 or better & Will d8 or pushing directly — you should “injure the
better & Fires and Stones Cut corners”. In single combat, strike at the corners
X (Body & Will vs. 7) — After using the Fire of the foe’s body (arms, legs, hands and feet)
and Stones Cut, if you hit your foe on the and weaken them. It is important to know how
second contest, you also Disarm your to do this, so you much research this thoroughly.
opponent. Requires: Body d8 or better & Speed d8 or
X (Body & Will vs. 7) — When someone better & Mind d8 or better
declares Red Leaves Cut against you, Always — You know how to strike a foe
negate that use. more precisely. As long as you keep
Acting the same opponent, your results
Renewal**** stack. On the same foe, two consecutive
When our spirit becomes fettered, when we “Scratched” results become “Wounded”.
feel there is no possible resolution, we must Two consecutive “Wounded” results
abandon our efforts and think with a fresh become “Crippled.” Two consecutive
spirit to win with a new rhythm. “Crippled” results become “Incapa-
Requires: Body d8 or better & Speed d8 or citated”. (Yes, this means that four
better & Mind d8 or better & Will d8 or “Scratched” results would become two
better “Wounded” results, which would
X (auto) — As an Action, pick any one Gift become one “Incapacitated” result.) This
you’ve already Exhausted, and recover it ability only works on one foe at a time —
instantly. if you Act against a new foe, or the
combat ends, you must start all over
again. (When Reacting, you can only
Strategic Gaze** Parry or Dodge — and not Counter-
In strategy, it is necessary to look to both Attack against anyone but your chosen
sides without moving the eyeballs. foe — or you will break the cycle.)
壱百参拾伍

Requires: Mind d8 or better & Will d8 or better Note – Without this Gift, Damage results
Always — While you have Focus, you have don’t stack.

135
Character Growth
Striving for Height** X (Speed vs. 7) — You have mastered the
technique of fooling your opponent into
When you close with the enemy, strive for thinking they have retreated to a safe
superior height without cringing. Stretch your distance, only to exploit the moment of
legs, stretch your hips, and stretch your neck to be weakness. After rolling a Tie on an
face to face with him — then, thrust in strongly. Attack or Counter-Attack, when a foe
Requires: Mind d8 or better & Will d8 or better Retreats from you to negate the attack,
X (Tie) — As an Action, choose a foe within not only do you hit him, you score a
Medium Range (36 paces). Roll your Will Critical Hit. (This ability is only used on
& Presence Skill vs. your foe’s Mind, Will Ties — it has no effect on other Retreats,
& Presence Skill. If you Tie or better, you such as to avoid Criticals or to use Speed
have a d12 bonus to strike that foe until Save.)
the end of your next Action.
キャラクター成長

Always — When someone declares Timing


Always — When someone declares Striving of Two against you, negate that use.
for Height against you, negate that use.
Treading Down
Timing of Two**
the Sword**
When your enemy retreats, as you see them
tense, you must feint a cut. Then, as they relax, The spirit is to win as we are treading down
follow up and hit them. This is the “Timing of the attack. Not just with the feet, but with the
Two.” body, the spirit, and, of course, tread and cut
Requires: Body d8 or better & Speed d8 or better with the long sword. You must achieve the spirit
of not letting the enemy attack a second time.
Requires: Body d8 or better & Will d8 or better
壱百参拾六

136
Character Growth キャラクター成長
X (auto) — After Failing or Overwhelmingly not sent Reeling (or otherwise prevented
Failing to Counter-Attack, use this ability to from movement), you continue on to the
claim a simple Success attack on your next target. (If you are sent Reeling,
attacker. (That is, just use your regular knocked down, etc., you stop where you
weapon damage.) You still suffer Damage are and your Action ends.) After
(and Criticals) from your foe’s attack. resolving all attacks this way, move to the
Note – You cannot use this ability on an end of your path.
Attack, Parry or Dodge. You cannot use
this ability if you Botched. Yin-Yang Feet**
You should not move one foot preferentially.
Winding Mountain When moving fast or slow, with large or small
Path** steps, your feet should always move as in
You must understand the spirit of normal walking.
advancing and becoming engaged with the Requires: Speed d8 or better & Sure-Footed
enemy, and not withdrawing even one step. Always — Increase your Stride by 1 pace
Attack the enemy’s strong points. (not to exceed your Dash).
Requires: Will d8 or better & Sure-Footed X (special) — As an Action, you can Run
Spend Focus, Might, Quickness, or Grit — As and still React. Before your next turn, if
壱百参拾七

an Action, declare a path no longer than you React to someone and Fail, Exhaust
your Dash that takes you within reach of this Gift.
one or more targets. In order, resolve one
Attack against each one. (If you Tie, you
effectively Retreat on to the next target.) If
you Fail and are Counter-Attacked, but 137
Spot Rules
SPOT RULES
This chapter includes rules for those little and one ri. On a Failure, the character
things that crop up once in a while. The becomes too tired to continue onwards. On
Game Host may have to make up new Spot an Overwhelming Failure or Botch, the
Rules as the situations come up. character strains themselves and becomes
即座の規則

Wounded.
Healthy characters can also push
MOVEMENT themselves to hike faster. A character who
Movement can be hindered by Encum- marches at double rate (2 ri or 7.854
brance — see page 139. km/hour) rolls Body & Hiking vs. 2d4 for the
first hour, 2d6 for the second hour, etc., just
Climbing as if they were marching longer. These hours
Walking down a 30-degree incline or less stack.
is good footing. Walking up a 30-degree These marching rates assume good
incline is bad footing. Walking up or down lighting, fair weather, and well-maintained
stairs, or up or down a 45-degree incline, is and level roads. At night, hike at half speed.
bad footing. In rain or snow, hike at half speed. On the
The Gift of Sure-Footed negates the plains or on mountain roads, hike at half
movement penalty for walking up a 30-degree speed. In swamps, mountains, or the like,
incline, and for walking down a 45-degree hike at quarter speed or worse. All these
incline or down stairs. Not even Sure-Footing modifiers stack.
negates that it costs double to walk up stairs If a character is riding a horse or daitokagé,
or up a 45-degree incline, but Sure-Footed use the character’s Riding Skill and the
characters don’t treat that ground as “bad mount’s Body, instead. On an Overwhelming
footing” for Retreating. Failure, the mount takes damage; on a Botch,
Greater inclines must be climbed. As an the mount falls on the rider, inflicting 4d20
Action, roll Body & Climbing vs. 2d4 for a Damage.
ladder, 2d8 for a rough surface with All Hiking Dice can be limited by
handholds or a climbing rope, or 2d12 or Encumbrance — see page 139.
worse for castle walls. Each success moves
the character 1 pace vertically. While Jumping
Climbing, a character is Inactive. A character Leaping: As part of any Maneuver that
can cling to a wall with one hand and involves a character’s Dash, a character
Counter-Attack or Parry with a weapon in the can leap over one gap no greater than their
other hand; the game host may call for Body own Stride, or over any one low barrier
& Climbing rolls to prevent falling from the (no greater than one shyaku in height,
wall, and Retreat will be impossible. about 30 cm). For two or more leaps, the
All Climbing Dice can be limited by character will have to take the Run
Encumbrance — see page 139. maneuver.
Distance Jumping: As an Action, a character
Hiking can attempt to leap a greater distance.
In Usagi, the most popular method of First, the character moves at least 3 paces
moving from place to place will be walking. but no more than their Dash. At the end,
Characters can move about one ri (=3.927 the character leaps into the air. Roll Body
km) in an hour, so characters that hike for & Jumping Dice, and note the score (the
eight hours will cross about 31 km of highest die). The character clears that
distance. Hiking assumes a leisurely pace. many paces of distance. (The minimum
壱百参拾八

Healthy characters — ones that are not height for a long jump is 1/10 the
Wounded or worse — can push themselves distance.) If the character lands on bad
to hike more than eight hours. Roll Body & footing, they immediately fall down (Sure-
Hiking vs. 2d4 for the first hour, 2d6 for the Footed negates this). You are Inactive
second hour, etc. (to 2d12). On a Tie or during the Action, and then you are
better, the character hikes for one more hour Reactive until your next turn.
138
Spot Rules 即座の規則
Vaulting: As an Action, a character can leap A typical horse has a Stride of 3, a Dash of
for height. Use the rules for distance 15, a Sprint of +d12, and a Run of 60. A
jumping, above, only halve the distance daitokagé (riding lizard) has a Stride of 2, a
and double the height (to 1/5 the score Dash of 12, a Sprint of +d12, and a Run of 48.
instead of 1/10). To grab onto a railing or
ledge use Body & Climbing — on a Success,
grab on and climb up next turn; on an GOODS AND
Overwhelming Success, climb up SERVICES
immediately and stand at the top.
All Jumping Dice are limited by Encumbrance
Encumbrance — see page 139. Characters can only carry so much before
their movement suffers. Stronger and larger
characters will be able to carry more. The load
that a character carries is called their
Encumbrance.
Total up all the weight the character is
carrying, in kilograms, to determine the
character’s Encumbrance.
Trait or Light Medium Heavy
Gift None (d8) (d6) (d4)
Body d4 6 kg 13 kg 16 kg 32 kg
Body d6 12 kg 16 kg 25 kg 50 kg
Body d8 16 kg 25 kg 32 kg 70 kg
Body d10 25 kg 32 kg 42 kg 85 kg
Body d12 32 kg 42 kg 50 kg 100 kg
Strength +10 kg +12 kg +15 kg +20 kg
Giant +10 kg +12 kg +15 kg +20 kg

Riding Encumbrance Limit


While riding, most dice are subject to the When a character carries too much, they
Riding Limit — no die can be larger than your suffer an Encumbrance Limit. The character’s
character’s single highest Riding Die (whether Speed Die effectively drops to the
from Skill or from Career). This includes, but Encumbrance Limit in size. For a Light load,
is not limited to, Attack Dice, Counter-Attack the limit is d8; for a Medium load, the limit is
Dice, Parry Dice, and Dodge Dice. In a pinch, d6; and for a Heavy load, the limit is d4.
a Game Host may raise the Riding Limit to d4 Everything dependent on Speed also drops,
for characters with no Riding Skill at all. including movement, initiative, Sprint Dice,
It takes an Action to mount or dismount Dodge Dice, and rolls to prevent Exhaustion.
from a horse, during which the character is 例 Example: Hayako has a Body of d6. a Speed
Reactive (but the Riding Limit is still in of d12, 4 Marks in Dodge Skill, and the Gift
effect). of Quickness. If she carries 12 kilograms or
While Riding, use the mount’s Stride and less, she has no restrictions on her Speed.
Dash in place of your own. Weight carried by Once she picks up 12.1 kg, her Speed
the mount hinders its Speed for movement drops to d8. Her Dash drops from 8 to 6.
(as per Encumbrance), as usual. You still use Her Sprint Die drops to d8. Her Dodge drops
your own Encumbrance for your own Dodge. from d12, d10 to 2d8. Her roll to prevent
Mounts with the Gift of Resolve are Quickness from Exhausting becomes d8 vs. 5.
combat-trained. Farm animals and simple Other skills can be affected by the
壱百参拾九

riding horses will not have Resolve; the Game Encumbrance Limit, such as Climbing, Hiking,
Host can assume that loud noises and threats Jumping, and Swimming. The Game Host
of violence will spook such animals into should rule what skills are limited in this way.
running away. Armor inflicts a separate Encumbrance
Use Will & Riding to Rally a mount, Limit — see below. Use the limit from either
instead of Leadership. 139
Spot Rules
armor or from carried weight, whichever is when they want to buy something. Once
worse. rolled, a money bonus die is spent.
The easiest way to not worry about Two money bonuses of the same size can
Encumbrance is to always carry the maximum be combined to make one die of the next size
load that gives no Encumbrance. up. For example, you can combine two d6s to
make a d8. Likewise, money dice can be
Purchasing Items broken down into smaller sizes. Remember
即座の規則

— once rolled, a money bonus die is gone.


There is no list of prices for goods and
services in the Usagi game. Prices will vary too Getting Paid
much from place to place. Normally, a character is assumed to be
Instead, items are rated in how expensive plying their Career for money for most of the
they are to buy. In order to buy the item, the week. Characters denied employment (for
character must first find a marketplace selling example, because they were imprisoned) do
the item. Then, the character must roll their not get to roll.
Career Die against the target number. Characters may receive money bonuses as
Item Cost Target Successes Needed rewards for fine service. In general, a money
Cheap 2 1 bonus die should be equal to the character’s
Average 4 2 career.
Expensive 6 3
Gifts
Extravagant 8 (or more) 4 (or more)
A character with the Gift of Pennywise
Small towns will probably only have Cheap (p. 74) has Favor on all purchase rolls — they
and Average items. Extravagant items, such as may re-roll one 1. A character with the Gift of
suits of armor or finely-made katanas, may not Wealth (p. 82) rolls a bonus d12 on all
be available at all. purchase rolls.
Normally, a character may roll once per
week towards their goal — and this assumes Armor
they have regular employment.
Armor is very rare in Usagi’s Japan. For
With very rare exceptions, characters can
one thing, it’s illegal for most people to own
only work one job per week.
it. For another, it’s cumbersome to wear,
often requiring attendants to put it on.
Money Bonuses
(Light, flexible chain-mail will not be in
A character may accumulate money bonuses
common use for another hundred years.)
during the game. These will be die-sizes from
It’s also an expensive purchase, not to
d4 to d12. These bonuses could be money such
mention the regular maintenance required
as mon (copper coins) or ryo (gold coins), paper
which is all but impossible for wandering
money such as han, credit lines of koku (rice to
adventurers.
be harvested), salable jewelry, or other items.
In game terms, Armor adds more Soak,
The character spends the money bonus
but it also adds an Encumbrance Limit. The
壱百四拾

140
Spot Rules 即座の規則
character’s Speed Dice, Dodge Dice, and If neither attacker nor defender can see,
Sprint Dice become limited to the same size then the attacker rolls a bonus d12 to hit, and
as the Encumbrance Limit, marked “Enc.” in the defender rolls an extra 2d12 to defend
the table below. and cannot Counter-Attack.
The Gift of Night Vision (p. 74) can negate
Armor Wt. Soak Enc. Cost partial concealment due to poor lighting.
Tatami-do (scaled 4 kg +1 d8 Average The Gift of Danger Sense (p. 70) can prevent
armor, worn by concealed attackers from claiming a bonus
peasant infantry) d12 to hit. The Gift of Blind Fighting (p. 79)
Haramaki-do 6 kg +2 d8 Expensive can negate partial and total concealment.
(breastplate)
Do-maru (breastplate 8 kg +3 d6 Expensive Cover
and shoulder guards)
Ko-gusoku (partial suit 12 kg +4 d6 Extravagant A combatant behind a low barrier, thick
of armor) bushes, or other combatant, where only
about 50% of their body is exposed has partial
O-yoroi (full suit of 16 kg +5 d4 Extravagant
cover. Attacks against a target with partial
armor)
cover suffer a penalty of d12 (that is, the
When wearing armor, use the Encum- defender gets a bonus d12 on their defense).
brance Limit imposed by the armor or by the A combatant behind a tall barrier, in a
weight carried by the character (page 139), narrow window, or has 25% or less of their
whichever is lower. body exposed has near-total cover. Attacks
A character’s Soak cannot exceed 17; treat against a target with near-total cover suffer a
any Soak higher than 17 as 17. penalty of 2d12 (that is, the defender gets an
extra 2d12 on their defense).
A combatant completely behind a wall or
ENVIRONMENT rice-paper window has total cover. Attacks
against the combatant always strike the cover
Concealment first. In addition, the target will have total
A character that has 50% or more concealment except in very rare cases (such as
concealment is partially concealed. Partial rice-paper walls).
concealment includes poor lighting (such as a
moonlight night), hidden behind a rice-paper Retreating Behind Cover
wall, or obscured by smoke. When attacking A combatant attacked at range can
or looking at a partially-concealed Retreat if by doing so, they improve their
combatant, you suffer a penalty of d12 — the cover against their attacker. On a Tie,
target includes a bonus d12 with their Retreating behind cover forces the attack to
defense. strike the cover instead.
A character that has 100% concealment is A target hiding behind a grappled hostage
totally concealed. Total concealment is when can Retreat behind the hostage, forcing the
the character cannot be seen at all — ranged attack to hit the hostage instead.
completely obscured by opaque barriers, or
because the attacker cannot see. When Cover Does Not Aid
attacking a totally-concealed combatant, you Counter-Attacks
suffer a penalty of 2d12 — the target includes In the event of a Counter-Attack that also
an extra 2d12 with their defense. has cover, keep the Cover Dice separate. If your
An attacker that has total concealment Counter-Attack dice were too low, but the
against the target rolls a bonus d12. You Cover Dice was enough to stop the attack,
cannot Counter-Attack an attacker that has then the attack struck the cover and your
total concealment — you can only Parry or Counter-Attack failed. Cover dice never add
壱百四拾壱

Dodge. additional successes to an attack, for Criticals


or any other purpose.

141
Spot Rules
即座の規則

A character that hunts for eight hours


Fire rolls their Mind and Survival vs. 5. Each
Success is one square meal.
At night, lighting comes from candles and
house-fires. The possibility of a blaze lurks at
every opportunity. Height
A character that catches on fire suffers Attacking from above has the advantage
1d20 Damage at the end of every round. of gravity. When using Ranged or Thrown
(Since this is a Damage Roll, characters Weapons from above, calculate Range using
without Resolve may become hysterical and either the height or the distance, but not both.
Reeling.) A character can attempt to put the When using Ranged or Thrown Weapons
fire out by stopping, dropping, and rolling — from below, add both the height and the
use Speed & Will vs. 6 to put out most distance together.
clothing fires, and this can be done even
while Reeling. Fire will also go out by itself, Falling
as well — a fire that fails to cause damage for Characters can fall from a great height. For
three turns in a row burns itself out. every 10 paces or more that a character falls,
Fires have other environmental effects, as they suffer 1d20 damage. Round 5 or more
well. Rooms will fill up with smoke, which paces up to the next 10. For example a charac-
both obscures vision (causing concealment) ter that falls 47 paces takes 5d20 damage. Treat
and displaces oxygen (causing suffocation). any fall more than 200 paces as 200 paces.
Left unchecked, wooden walls and supports A character will fall 170 paces in one
will collapse, bringing buildings down. round, and 500 paces in two rounds.
A Reactive character that falls onto a hard
Foraging surface can test Speed & Jumping vs. 7 to
reduce falling damage. For each success,
Characters will want to eat. Finding food
壱百四拾弐

reduce fallen distance by 10 paces.


in the wilderness uses the Survival Skill. Note
A Reactive character that dives into water
that almost all land in Tokugawa-era Japan is
can test Speed & Swimming vs. 7, 4. On a
owned by someone; hunting without
simple Success, reduce any Injury to
permission — poaching — is a crime that can
Crippled. On an Overwhelming Success,
carry severe penalties.
reduce any Injury to Wounded.
142
Spot Rules 即座の規則
An unattended item (such as a door, a
tree, or a bottle on a table) is helpless —
attack rolls against it claim a d12 bonus. An
attended item (such as an item in a charac-
ter’s hand or a moving cart) is not.

Scatter
When engaging targets at range, most
misses can be assumed to just strike the
ground or other walls. If it matters where a
missile went, you can use these rules.
To determine scatter, you must keep
Range Dice, Cover Dice, Concealment Dice,
and the target’s defense dice separate.
If the attack missed because of Dodge
Dice, assume the attack soared through the
Property Damage space where the target was and went
onwards, to no more than twice the distance
Characters will often strike at inanimate
to the original target.
objects, such as trees, walls, furniture, and
If the attack missed because it was
other objects.
Parried, the missile was flung harmlessly
Some inanimate objects will have
aside or cut in half by the weapon’s skillful
Invulnerability — they ignore 1 or more
stroke.
points of Damage. In game terms, subtract
If the attack missed because of Cover
the Invulnerability from the hits scored by
Dice, the attack struck the cover. See
the Damage Dice.
“Property Damage” to find out if it can
Substance Soak Invulnerability penetrate the cover and still strike the target.
Paper 3 0+1 per 10 cm of thickness If the attack missed because of Conceal-
Dirt 3 1+1 per 10 cm of thickness ment or Range Dice, then the attack deviates
10% for each Success those dice score against
Wood 6 1+1 per 10 cm of thickness
the original attack dice. To determine devi-
Stone 9 2+1 per 5 cm of thickness
ation, roll a d12, and use the facings of a clock,
Iron 12 3+1 per 2 cm of thickness
assuming that 12 is long, 3 is off to the right, 6
Steel 15 4+1 per 1 cm of thickness is short, and 9 is off to the left.
When a character claims cover from a wall If the attack missed because of a Botched
or some such, subtract the Invulnerability attack roll, the missile could have gone
from the Damage that would be suffered. For anywhere.
example, a character who Retreats behind a If the Game Host rules that another target
20cm stone wall subtracts 6 from any Damage is in the line of fire, unaimed attacks roll only
roll that must penetrate the cover. a d4 to hit. However, all bonuses (including
Inanimate objects suffer damage the same the d12 for Inactive targets) apply.
way as people do. A Wounded object is
damaged and suffers an extra d20 on future Size
damage rolls. A Crippled wagon or tool is Small objects are harder to hit. An object
useless; a Crippled Weapon can still be used less than 1 meter in every dimension claims
but cannot claim Criticals. An Incapacitated an extra d12 Range dice vs. all Thrown and
object is useless; an Incapacitated door no Ranged Attacks. An object less than 50cm in
longer keeps people out, Incapacitated walls every dimension claims an extra d12 Range
collapse in at least a 1-pace wide hole. A dice and an extra d12 defense dice against
壱百四拾参

Devastated item exists only in smithereens, every attack. Smaller objects can have even
totally beyond repair. The Game Host more defense dice, at the discretion of the
should make spot rulings for different items. Game Host.
Some weapons will be better than others Large objects, such as walls or carts, are
against certain substances. For example, an easier to hit. When missing an object 4
axe is ideal for chipping away at a tree. meters or wide in every direction with a 143
Spot Rules
ranged attack, consult the scatter rules. An Any surface over 45 degrees requires
attack that deviates but still passes through a Climbing — see page 138.
large object may still hit it.
Concealment
Suffocation For ranged chases and abstract combat,
combatants can assume this level of
Characters that are denied air can hold concealment for these distances. Tall trees
即座の規則

their breath for two minutes, provided they cast shadows, scrub obscures line of sight,
don’t exert themselves, such as attack, milling crowds get in the way, cities have
defend, or move more than their Stride. A walls and buildings, etc. Remember that 50%
character that is taken by surprise, or that is or more is partial concealment (extra d12
sent Reeling, will not be holding their breath. defense) and 100% is total concealment (extra
Characters that cannot breathe also 2d12 defense).
cannot speak. They cannot Rally others.
After two minutes (or earlier, if there’s Description Ground Concealment
exertion), roll the character’s Body die at the Bamboo Thicket Even 50% per 10 paces
end of every round. On a 1, the character Big City Even 50% per 25 paces
falls Unconscious. After four more minutes, Brush Uneven None
the character will die from lack of oxygen. Building Interior Even 50% per 10 paces
A technique popular with ninja who are Hills Uneven 50% per 50 paces
Empty-Hand Masterys will be to come up
Light Forest Uneven 50% per 25 paces
behind someone, grapple them, then Choke
Marsh Uneven 50% per 25 paces
them into unconsciousness.
Mountains Impassible 50% per 25 paces
Plains Even None
Terrain Rooftop Uneven None
During the course of the game, Swamp Uneven 50% per 25 paces
characters will fight in all kinds of strange Thick Forest Impassible 50% per 10 paces
places. Village Even 50% per 50 paces
Even Ground
City streets, dojo arenas, level plains, UNUSUAL ATTACKS
palace interiors, and anything else flat and
smooth are even ground. Combatants can
Stride, Dash, Sprint, Run, Charge, and
Improvised Weapons
Retreat freely. Characters may attack with whatever they
have on hand. As a general rule, improvised
Uneven Ground objects can be Thrown (1d20 damage), or
Thick plant growth, soggy mud, ankle-deep used as Light (1d20), Medium (1d20 in one
water, bumpy rocks, lying corpses, and the like hand, 2d20 in two), or Heavy (2d20)
are uneven ground. Combatants can only Stride weapons with the Truncheon Skill. Improved
1 pace. Halve the distance of any Dash, Sprint, weapons can usually take the Crush critical.
Run, or Charge. Some tools, such as the sickle (kama), the
A character that Retreats onto uneven staff for planting seeds (bo), the rice-thresher
ground automatically falls down. (The Gift of (nunchuka), and the wood-chopping axe
Sure-Footed negates the falling down.) (masaraki) are weapons in their own right.
If a character moves partly over even
ground, and partly over uneven ground, only Disarming
the uneven ground movement is halved. Instead of striking at a target, you can
strike at a foe’s weapon, instead. Declare
Impassible Ground
壱百四拾四

your attempt to disarm, then roll your usual


Waist-high walls, collapsed buildings, attack dice — your foe defends as usual
dense trees, cliff fences, castle walls, and (Counter-Attack, Parry, or Dodge).
other barriers are impassible ground. This However, if your attack is successful, you
terrain is no longer “ground” but an obstacle do not cause damage. Instead, compare your
to be scaled or circumvented. weapon’s weight to your opponent’s.
144
Spot Rules 即座の規則
Your Target’s Result Needed preventing them from speaking.
Weapon Weapon to Disarm Characters denied breath will suffocate.
Heavy, Heavy, Combo Success • Crush — Use your grip to inflict 1d20
Combo Damage on the target.
Heavy, Thrown, Light, Tie • Disarm — Remove a weapon from the
Combo Medium target’s hand. If you have a hand free,
Medium Heavy, Combo Overwhelming you can keep the weapon yourself;
Success otherwise, it falls to the ground.
• Pin — Force the target against the wall
Medium Medium Success
or to their knees. Once a target is
Medium Thrown, Light Tie
pinned, you have a d12 bonus die on
Light Medium, Overwhelming
future grapples; your target can no
Heavy, Combo Success
longer use any Weapons; and you
Light Light Success become Reactive and able to Retreat
Light Thrown Tie behind your pinned target.
Thrown Medium, Heavy Impossible • Shove — Stride in any direction and
Thrown Light Overwhelming force the target to move with you.
Success • Throw — Throw the target to the
Thrown Thrown Success ground, onto a table, or off a cliff, 1
pace in any direction. This breaks a
Note that you cannot disarm a Medium or
pin.
Heavy weapon when you only have a Thrown
You can continue to grapple every round.
one in your hand.
Note that since you can only inflict damage
Some weapons, such as the jitte, have a
on “Crush” critical hit, you would do well to
specific Disarm Critical. Those weapons can
pin your target as soon as possible.
either Attack to Disarm or can just use a
Grappling is a contest of strength — the
regular attack and hope for a Critical hit.
Gift of Strong can be used to Maximize body
dice involved, by either party.
Grappling
Instead of attempting a punch or kick, Breaking Free
you can try to Grapple a target instead. You As an Action, a grappled target can try to
must have one hand free to grapple. If you break free, rolling their Body & Empty-Hand
have one hand free, use your Body & Empty Dice vs. yours. On a Success, they break free.
Hand. If you have two hands free, use your On an Overwhelming Success, they break free,
Body, Speed & Empty Hand. Your target can can move their Stride in any direction, and
defend with any defense that they can take a simple action like Attack. On a Tie,
muster — and they use both Body Dice and they only break free if you are only using one
Speed Dice with their defense, regardless of hand.
whether it’s a Counter-Attack, Parry, or As a Reaction, you can end the grapple or
Dodge. pin at any time. You may also end the
If you score one Success, you have grapple to defend yourself against someone
grappled your target. Your target can no else’s attack.
longer Retreat or use Medium or Heavy
Weapons.
While grappling, both you and your RANGE
target are Inactive. Most attacks will take place with
For each Success past the first, you may characters face to face, at Close Range. When
claim one of the following Criticals: using miniatures, Close Range is base-to-base
• Choke — You can get your hands contact, 1 pace away. The Usagi game
around the target’s mouth and throat, defines Ranges into the following bands:
壱百四拾伍

145
Spot Rules
Long: Up to 100 paces away. Targets have a
bonus 3d12 Ranged Dice on their
defense.
Extreme: Up to 300 paces away. Targets
have a bonus 4d12 Ranged Dice on their
defense. This is the maximum range for
all Ranged Weapons.
即座の規則

ABNORMAL STATUS
Sometimes, a combatant will have a
lasting effect on them. A change in status can
hinder or help a combatant’s ability.
Blindness: A Blind combatant cannot see.
Other combatants claim 100% conceal-
ment against them. Blind combatants
cannot Counter-Attack. While they may
Parry or Dodge, Attacks against them
claim a bonus d12.
Close: 1 pace. The standard reach for most Confusion: A Confused combatant lacks
weapons. Figures are in base-to-base competence. They cannot gain Focus or
contact. When attacked at Close Range, claim Favored Use. They cannot use
a target with only a Reach Melee abilities that require Favorites. Confused
Weapon cannot Counter-Attack, but combatants cannot act normally — they
they can Parry or Dodge. can only take Crippled Actions (p. 117).
Reach: 2 paces. The standard reach for Crippled: A Crippled combatant cannot act
polearms. Figures are separated by one normally — they can only take Crippled
pace. When attacked at Reach Range, a Actions (p. 117).
target with only a Close Melee Weapon Fear: An Afraid combatant lacks
cannot Counter-Attack, but they can confidence. They cannot gain Focus or
Parry or Dodge. claim Favored Use. They cannot use
Flexible: 1 or 2 paces. The standard reach abilities that require Favorites. Afraid
for chain weapons. Flexible Weapons combatants cannot Attack, though they
can Counter-Attack against attackers 1 may Counter-Attack.
or 2 paces away. If appropriate, they can Lying or Knocked Down: A combatant
also Parry — but most Flexible Weapons that is lying down cannot move or
are Flails, which cannot Parry at all. Retreat. Any Attacks or Counter-Attacks
Far-Reaching: up to 4 paces away. With they make suffer a d12 penalty.
Gifts such as Fighting-Rope Mastery Rage: An Enraged combatant can take
(p. 80), some Flails can attack at this normal Actions, even if Crippled. If an
Range. When attacked at Far-Reaching Enraged combatant suffers Uncon-
Range, a target with only Close Melee or sciousness, the Unconsciousness and the
Reach Melee Weapon cannot Counter- Rage negate one another. The
Attack, but they can Parry or Dodge. combatant must become Enraged again
Short: Up to 12 paces away. Targets have a to fight off a new onset of Uncon-
bonus d12 Ranged Dice with their sciousness.
defense. This is the maximum range for Unconscious: An Unconscious combatant
Thrown Weapons. At Short and greater can take no actions. They are helpless
Ranges, the target can only Dodge. (If against attacks; their defense is only 2.
Wounded: A Wounded combatant suffers an
壱百四拾六

the target has the Gift of Parry Arrows,


p. 81, they can Parry thrown objects and extra 1d20 on all Damage rolls made
arrows.) against them.
Medium: Up to 36 paces away. Targets have
a bonus 2d12 Ranged Dice on their
defense.
146
Weapons 武器
WEAPONS
Even in the peace of the Tokugawa era, the many Cheap and Average Weapons as they
threat of violence is ever present. At character can carry. (See “Encumbrance”, page 139.)
creation, Player-Characters can start with as Certain Gifts will give extra possessions.
Name Cost Type SizeSkill Range Criticals Damage
Truncheon Close Concuss, Crush, Trip 2d20
Bo Cheap Melee Combo
Truncheon Close Concuss, Crush, Trip 2d20
Bokken Average Melee Medium Blade Close Concuss, Crush 2d20*
Buke-zukuri Average Melee Light Truncheon Close Concuss, Smash 1d20
Daikyu Average Ranged Heavy Bow Extreme Slash 2d20
Empty-Hand None Melee Light Empty-Hand Close Concuss, Crush, Disarm, 1d20
Mastery Grapple, Trip
Fist None Melee Light Empty Hand Close Concuss, Crush 1d20
Gunsen Average Melee Thrown War Fan Close Crush, Rebound 1d20
Hachiwari Expensive Melee Light Blade Close Slash 1d20
Hankyu Average Ranged Heavy Bow Long Puncture 2d20
Jo Average Melee Medium Truncheon Close Concuss, Crush 1d20*
Jitte Average Melee Light Truncheon Close Concuss, Crush, Disarm 2d20
Kama Average Melee Light Axe Close Slash 2d20
Katana Expensive Melee Medium Blade Close Slash, Stab 2d20*
Kaginawa Average Melee Heavy Flail Flexible† Crush, Disarm, Puncture, Trip 1d20
Keibo Average Melee Light Truncheon Close Concuss, Crush 1d20
Kiseru Average Melee Medium Truncheon Close Concuss, Smash 1d20*
Kodachi Average Melee Light Blade Close Slash, Stab 2d20
Truncheon Close Concuss, Smash, Trip 2d20
Konsaibo Average Melee Combo
Truncheon Close Concuss, Smash, Trip 2d20
Kunai Average Melee Thrown Blade‡ Close‡ Puncture 1d20
Kusari Average Melee Light Flail Flexible† Crush, Disarm, Entangle 1d20
Axe Close Slash 2d20
Kusarigama Expensive Melee Combo
Flail Flexible† Crush, Disarm, Entangle 1d20
Blade Close Slash, Stab 1d20
Kyoketsu Shogi Expensive Melee Combo
Flail Flexible† Crush, Disarm, Entangle 1d20
Manrikigusari Expensive Melee Medium Flail Flexible† Crush, Disarm, Entangle 1d20*
Masakari Average Melee Medium Axe Close Cleave 1d20*
Naginata Expensive Melee Heavy Polearm Reach Cleave, Rebound, Stab 2d20
Ninja-to Expensive Melee Medium Blade Close Cleave, Stab 1d20*
No-Dachi Expensive Melee Heavy Blade Close Cleave, Crush, Stab 3d20
Nunchaku Average Melee Light Flail Close Concuss, Smash 1d20
Ono Expensive Melee Heavy Axe Close Cleave, Slash 2d20
Shakuhachi Average Melee Medium Truncheon Close Concuss, Smash 1d20*
Shuriken Average Ranged Thrown Throwing Short Puncture 1d20
Tanto Average Melee Light Blade‡ Close‡ Puncture, Stab 1d20
Tessen Average Melee Light War Fan Close Rebound, Smash 1d20
Tetsubo Average Melee Heavy Truncheon Flexible Concuss, Smash 2d20
Wakizashi Expensive Melee Light Blade Close Stab, Slash 2d20
壱百四拾七

Yari Average Melee Heavy Polearm Reach Impale, Puncture, Rebound 2d20
* With any Medium Weapon, you can raise the damage by 1d20 by using two hands instead of one.
† With the Gift of Fighting-Rope Mastery (page 80), these weapons become Far-Reaching.
‡ When thrown, use with Weapon: Throwing skill instead, with a range of Short.

147
Weapons
Name: The name of the weapon (in with different Criticals.
Japanese, where appropriate). Damage: The damage of the weapon, in
Type: Whether the weapon is Melee (uses d20s. Different parts of a Combo
Body & Weapon Skill) or Ranged (uses Weapon might have different Damages.
Speed & Weapon Skill). Cost: The price of the weapon, rated from
武器 Size: How big the weapon is, from Thrown Cheap to Expensive.
(the smallest, 0.3 kg), Light (0.6 kg),
Medium (1.2 kg), Combo (2.4 kg), and Descriptions
Heavy (the biggest, at 4.8 kg).
Bo: A wooden staff. Also called a rokushakubo
Skill: The Weapon Skill used with the
(181 cm staff). A popular weapon, easy to
weapon. Combo Weapons will have two
find and readily explained away as a
lines, sometimes with different skills;
“walking stick”.
when using a Combo Weapon, you must
Bokken: Wooden sword, about the size and
choose one part — see page 114.
shape of a katana. While used for
Range: The furthest distance where the
training, many are quite worthy for
weapon can hit a target. For Melee
combat — some masters claim they are
Weapons, this is either Close (1 pace) or
deadlier than katanas.
Reach (up to 2 paces). Ranged Weapons
Buke-zukuri: A katana’s scabbard made of
can attack farther — see “Range”,
lacquered wood, worthy for fighting. A
page 145. Different parts of a Combo
sheathed katana may be used to subdue
Weapon might have different ranges.
those one does not want to grievously
Criticals: What Criticals the weapon can
harm. The buke-zukuri is tucked into the
claim. For each Success after the first,
obi (belt-sash) with the blade up.
you can claim one Critical, in any order.
Daikyu: Long bow, about 200 cm long.
Some Criticals simply add damage dice;
Notoriously difficult to draw.
others add strange effects. Combo
Empty-Hand Mastery: Improved bare-
Weapons will have two lines, sometimes
handed attacks, including grappling and
wrestling moves. Also called jujutsu or
sumo. While no weapons are required,
you must have the Gift of Empty-Hand
Mastery to use these — see page 71.
Fist: Bare-knuckle punching. Always good in
a pinch.
Gunsen: The war fan. Originally a signaling
device on the battlefield, it could be used
as a blocking weapon, or thrown in
someone’s face. Popular because it folds
up nicely and can be taken anywhere since
it’s not technically a weapon.
Hachiwari: Literally, “helmet-splitter”; a
curved short sword about 50 cm long. A
popular off-hand weapon with
commoners who are not permitted to
carry the katana & wakizashi at the same
time.

The Soul of the


Samurai
壱百四拾八

Most weapons are not easy to buy – there are


no “weapon shops” in Edo-era Japan. Many of the
items on this list are tools improvised as weapons
(or even weapons disguised as tools). A samurai’s
personal weapon is said to be their soul; a righteous
warrior will revere a Favorite katana or naginata and
148 go to great lengths to maintain its fighting edge.
Weapons 武器
Hankyu: Short bow, no longer than 100 cm.
Jitte: Forked iron rod, popular with
police. With proper twisting
motion, can disarm a target.
Jo: Long, one-handed staff.
Kaginawa: Rope with grappling
hook, used to scale walls. Popular
with ninja.
Kama: Peasant’s sickle, used for
cutting weeds and reaping crops.
A popular weapon among the
warrior class; a fighting-quality
version can be called a natagama.
Ninjas prefer the kama-yari, where
the blade folds into the haft,
locked in place with an iron ring.
Katana: Curved long sword about 70
cm long. The signature weapon of
the samurai warrior.
Keibo: Short club, like a baton.
Simple and effective. The typical
weapon wielded by an angry mob
of peasants.
Kiseru: Literally, a pipe for smoking.
壱百四拾九

The kiseru presented here is about


one meter long and fitted with a
blade guard. Popular with the
lower class, since technically it’s
not a weapon (and thus not a
crime to carry it).
149
Weapons
zambatou (horse-cutting sword). Popular
with many samurai.
Nunchaku: Two wooden sticks tied together
with rope, used to thresh rice.
Ono: Giant axe with blade cover attached by
武器 a long rope. Associated with the sohei
(organized warrior monks).
Shakuhachi: Bamboo flute, heavy and worthy
for battle.
Shuriken: small blade, either star-shaped
(hira) or slender and pointed (bo). Used
by samurai as a diversion, and by ninjas
for assassination.
Tanto: Dagger carried by many samurai.
Sometimes called the “head-viewing
dagger”, for its use in presenting a severed
head as a trophy from battle.
Tessen: Folding fan made of iron. Too heavy
to throw, but packs quite a punch. Small
and concealable.
Tetsubo: A staff with one heavy, unbalanced
end, studded with iron.
Wakizashi: Short sword (about 70 cm),
sometimes called the “companion sword.”
Kodachi: Short sword, just a bit longer than a This weapon and the katana together is
wakizashi. Popular with rich commoners called the daisho (“the long and the short”)
for personal protection. — a pairing permitted only to samurai.
Konsaibo: A bo staff shod with iron on both Yari: Long spear. The staple of the ashigaru (rank-
ends, making it heavier and deadlier. and-file spear carriers) during wartime. The
Kunai: The typical throwing knife. Usually bladed ends vary widely in size and shape, but
flat, edged metal (such as a nail are still smaller than a naginata’s.
hammered flat), with no hilt but a rope or
bag tied to the end.
Kusari: A chain of variable length (usually gunpowder
about 100 cm) with weights on either end.
Also called a kusari-fundo (chain with In the true history of Japan, the sword, spear, and
weighted ends). bow were no match for the power of the teppo, the
Kusarigama: A combination weapon of a matchlock gun. These weapons were expensive – the
kama (sickle) with a kusari (long chain) barrels had to be made of high-quality steel or they
attached. Popular with both ninja and would burst. However, arquebuses were not nearly as
samurai. expensive as swords, and they do not require a lifetime
Kyoketsu Shogi: A combination weapon of a of physical training to use – it takes only a few weeks
forked blade with an attached rope, to train a peasant to the skill level where they can fell a
ending in a heavy metal ring. An excellent mountained samurai in full armor with a well-placed
climbing tool. shot. And an army has lots and lots of peasants...
Manrikigusari: Bigger, heavier chain than a In the Usagi stories, guns are extremely rare, having
kusari. been banned by the Shogunate. It is highly unlikely the
Masakari: A woodchopper’s axe. Player-Characters will ever see teppo, much less own them.
Naginata: Spear with long, sword-like blade. Should arquebuses actually appear, they require
The signature weapon of the female the Weapon: Matchlock skill for Attacking. (Note that
samurai. such a Skill is unavailable to Player-Characters at
壱百伍拾

Ninja-to: a straight-bladed sword with a character-creation – they would have to find time to
chisel-point for digging, and a long string practice shooting to Improve it.) Guns are Ranged
for garroting. Popular with ninja. Weapons, able to hit up to Long Range, for 2d20
No-Dachi: Very long, very heavy sword, also Damage with the Criticals of Impale, Puncture, and
called daikatana (long katana) or Smash. After firing, it takes a full minute (10 whole
150 combat rounds) to re-load.
Hosting a game ゲーム仲介のおすすめ
HOSTING A GAME
To play Usagi Yojimbo: Fantasy Role-Play, determine how the story ultimately ends, but
one person must serve as Game Host. The it’s the Game Host who takes on the role of
Game Host plots the outlines of adventures, making everything happen.
and then runs the players through the course The ultimate goal of Usagi is to have fun.
of the story. What the Players do will After a long week of school or work, it’s fun

壱百伍拾壱

151
Hosting a Game
to sit down and pretend to be samurai, ninja, emulate the best scenes in your game — but
priests, and rogues who visit strange new never force any story on your Players, as the
places, righting wrongs and saving people. action should follow from their
Usagi has no pre-determined conclusion. improvisation.
There are no victory conditions and no points
are scored. The Players should have goals Managing the Story
what their characters will accomplish, and
meeting those goals is a form of winning. A good story-teller knows when to punch
up the action. Don’t let an hour go by
without some story-points getting resolved.
ゲーム仲介のおすすめ

When presented with a lot of options (such


as a trip to the big city), Players often want
to split up their characters and do all kinds
of things — one plan is to go around the
table, give each Player ten minutes to
describe what they want to do, and then go
around again to describe how those actions
play out. This method keeps everyone
involved, gives you a moment to think, and
subtly reminds the Players that they’re part
of a group.

Managing the
Game Play
In the dangerous world of Usagi, fights
will be a regular occurrence. Few more things
are daunting to a Game Host than having
your friends each vying for attention because
Being a Game Host they must do something now! And each of
The Game Host is the center of action. these Players has only one Character —
It’s a daunting task, especially for a novice you’ve got to run the whole bunch of bad
gamer. guys.
A Game Host is a lot like the programmer The purpose of these game rules is to
of a computer-based role-playing game. The moderate conflict. When someone wants to
Host decides the rules that will be used, what do something where the outcome is uncertain
is allowable behavior and what is not, and or contested, the rules come into play, dice are
what directions the story is allowed to take. rolled, abilities are declared, and uncertain
However, the platform is the Players’ things happen. It’s this uncertainty that
imaginations — there’s no strange barred makes for the drama of role-playing games.
doors that resist all attempts to break down Combat is a violent and dramatic conflict —
or oblivious bystanders who only respond the uncertainty of how it will play out
with rote phrases. When Hosting, think of combines with the theme of dire peril to make
anything that ever frustrated you when for exciting play. While Usagi Yojimbo:
playing a computer game, and now that Fantasy Role-Play is a game, it’s also a story —
you’re in control, make sure it doesn’t combat should be fun, but it also should
happen. provide conflict that moves the story along.
A Game Host is a lot like the director of a As Game Host, you’re in charge of the
movie. The Host decides what scenes will be universe — you declare what happens and
played, and in what order. Like actors, the what doesn’t. The Players only have their
壱百伍拾弐

Players assume roles in the story. Unlike a


movie, there’s no script; the Players will Control Your
improvise all kinds of things. There’s also no Environment
budget — anything can happen if the Players Have a table that everyone can comfortably sit around.
and Game Host can conceive it. When Minimize all distractions — turn off all televisions and
Hosting, think of your favorite movies and computers. Music should be instrumentals or other
152 unobtrusive fare; Tokugawa-era music will be ideal.
Hosting a game ゲーム仲介のおすすめ
single Character and some rule-book as their lines that would make you groan at a
guide on what they can and cannot do. The novel, comic, or movie often work
purpose of the rules is so that everyone has a amazingly well in a role-playing game.
common understanding of how the world is A story is much more compelling when
supposed to work, so all Players and Game you’re actively playing a role in how it’s
Hosts should become intimately familiar with going. At first, keep your stories
the rules and make sure they all are talking simple, even cliché, and watch how
about the same thing. your Players react.
• Use a simple sequence of battle. In
Tips for Game Hosts most cases, we recommend going
around the table and asking each Player
• Know the genre. Of course, we highly
in turn what they do, then playing out
recommend reading all the Usagi stories
all the characters you control. Some
you can get your hands on. Stan Sakai
gamers will prefer “counting off
is inspired by research, films, and
initiative” from 12 down to 1, where
books, and you should be, too — you
you use the Initiative Scores to
can start with our bibliography on page
determine battle … but this can get very
178.
confusing with four or more Players,
• Know all the Basic Rules. Read this
each of whom gets one action per round
chapter often. There’s not a lot there,
and wants it now. As with everything,
and it explains the fundamentals like
always talk with your Players to find
bonuses, penalties, and successes.
their likes and dislikes.
• Be familiar with the Combat Rules.
• Be familiar with your Player-
The Players certainly will be!
Characters’ Gifts. Gifts are like “rule-
• Know when to break rules and when to
breakers” — they empower a character
follow rules. As Game Host, your job is
to do something that the rules don’t, or
to make the story fun and exciting —
even something that contradicts the
never let the rules get in the way of that.
rules. Fortunately, you don’t have to
However, the rules are also the
know all the Gifts — just the ones the
common understanding you share with
characters in your game actually have.
your Players about how things are
• Don’t tell your Players how to do things
supposed to work. How much weight — ask them. When a Player tells you
can you carry? How fast can you swim? they want to do something, such as “I
How often do katanas kill people? If want to bribe the guard into letting me
you make too many arbitrary changes, pass,” or “I want to convince the black-
your Players won’t know how things are smith to make me a new katana,” and
supposed to work; they will become you’re not sure how to do it, avoid scan-
frustrated and confused. Always talk to ning the rule-book as your rote response.
your Players and strike the right a simple trick is to simply reply with a
balance. question. Ask the Player, “What skills
• It may be a game, but you’re all and abilities do you have to do that?”
winners. In the context of role-playing,
Such questions get your Players to
your relationship with the Players is
thinking about how to better use the
that you want to help them have fun.
more creative aspects of the game, such
And that fun is to challenge their
as Career Traits, in ways the rules can’t
Characters with dire peril whose
predict. Most Players love to talk about
outcome is uncertain. Don’t abuse your
what their Characters can do and will
position and punish Players with
not hesitate to tell you what Skills and
ridiculous odds, overwhelming
Gifts they want to use. You should
opposition, or arbitrary rules-changes.
always make Game-Hosting look easy
壱百伍拾参

The Players are the stars of the story —


— asking questions like this can cover
make them shine.
up that you don’t know what rules to
• Clichés work better in games than in
use, and you just got the Player to look
stories. While we have often compared
it up for you.
role-playing to story-telling, one key
• Focus is your friend. In Usagi, there will
difference is that the most trite plot-
frequently be fights with mobs of 153
Hosting a Game
characters. Trying to think of spend at least five minutes asking your
something for each of them to do would Players how they enjoyed the game.
take a lot of time. One trick to keep the Most games will be played once a week,
combat quick is to have some so Players will have time to think about
combatants Dash and Attack, while how the game is going. Consider using
those who can’t get there simply Stride an Internet mailing list or message
and Focus. Read up on the Focus rules board to log events of your game and to
(p. 107) — use Interrupts and Focused discuss what’s working.
Attacks. You should find that with only
a little tactical planning on your part, Diagnosing
ゲーム仲介のおすすめ

your Players have to work harder and


use every special ability while you
Problem Players
spend only a few minutes to maneuver Do any of your Players match one or
your combatants. more of the following? We’ve included
• Keep your generic foes generic. The some tips for dealing with common issues
typical Thug has only d6s in everything with some Players.
he does; the typical Minion has only The Author: takes the narrative element of
d8s. Now you only have to remember the story very seriously. Keep notes, has a
what they can actually do and not how long history for their Character, often as a
well they can do it. web-log in the persona of the character.
• Use leaders. A gang of bandits is one Will become despondent if their obsessive
thing; a gang with a leader is another. level of interest isn’t matched. Try to
Player-Characters will often be too involve one or more of the Author’s ideas
willful or too impulsive to use the Rally in the game; don’t feel obligated to
rules. As Game Host, you should use involve all of them. Remind the Author
them whenever you can. Have a crew of there are other players.
thugs who are all the same, then give The Stickler: has read every issue of Usagi
one guy the Gift of True Leader (p. 76) Yojimbo; knows more about it than you.
and some Leadership dice. Watch your When characters from the comic show up
Players become more emotionally in your game, is most likely to complain
involved with any combat encounter that they’re not “correct”. Excellent
when they can focus their frustration on resource for character, places, and stories.
a single character. Will try to police the game by saying what
• Balance the fighting. Did your Players can happen and what can’t. Respect the
have it too easy in that last fight? In the Stickler’s opinions but always remember
next one, add more Thugs or bump that you’re in charge, and the first order is
some up to Minion status. Are the fun, the second is genre, with continuity
Players having a hard time of it? only coming in third.
Reduce the strength of the opposition The Professional: wants their character to be
in the next fight, or have some help amazingly great at what they do. Will
show up, like the magistrate or a often argue that they deserve more
friendly Major Character. Experience. Lacks humility; always wants
• Debrief. After every game session, to be in the spotlight. Always give them
壱百伍拾四

154
Hosting a game ゲーム仲介のおすすめ
game time that’s appropriate; don’t let characters set up to be irregular, recurring
them spoil the game for others. Since you characters instead of party main-stays . If
have the power to make up any character they’re absent from lack of interest, find
you want, you should challenge the out what they like and dislike, get them to
Professional by making an adversary be more involved. Avoid crafting major
that’s similar to their character but not stories around an Absentee’s character.
necessarily better in terms of sheer dice.
The Formalist: wants everything played by the Tone of the Game
book. Chimes in to say what can and
Usagi stories vary in mood, from the
cannot be done. Use as your ally — deflect
dreadfully serious and dark of “A Mother’s
rules questions on to them, it makes them
Love”, to the romantic adventure of “Momo-
feel important. Use your privilege to
Usagi-Taro”, to the comic misunderstandings
change the rules sparingly around the
of “A Kite Story”. Like the stories of the comic
Formalist, or they will become confused
series, the tone of your game will vary, as well.
and frustrated.
Role-playing is a collective activity —
The Rules Lawyer: the worst kind of
when the moods of your Players change, so
Formalist; only quotes rules that help their
case, conveniently omits rules that work
Realism VS.
against them. An enemy of good gaming
because they make role-playing more Romanticism
adversarial. Be familiar with the rules. In terms of tone, realism refers to the real world.
Remember that almost every game ability In a realistic Tokugawa era, people mostly work
gets Exhausted when used. Remind the tedious jobs; most injuries and disease are beyond
Lawyer that you’re all friends here, you’re hope for medicine; bigotry and sexism are so common,
all here to have fun. they are accepted as inevitable facts of life; strangers
The Butcher: takes kirisutogomen too are feared and often exploited; class advancement is
seriously. Designs their character to be all but impossible. The world is a neutral place.
the biggest, baddest killing machine Romanticism is larger than life. Heroes are
possible. Can be bored outside of combat amazingly capable, and unlikely things happen in their
situations. Try to involve the Player in favor all the time. Female characters are portrayed as
other ways than just combat. Make sure almost equal to their male counterparts. Extra-
the Player-Character’s actions have ordinary feats are performed with almost casual ease.
appropriate consequences — real people The world is generous to our heroes, often putting
won’t stand for wanton slaughter and them in the right places at the right times.
neither should your characters. Romanticism is not the opposite of tragedy –
The Monomaniac: obsessed with how people still die, sometimes because of circumstances
amazingly great your game is and won’t out of control or because of their personalities (such as
stop talking about it. Shows a genuine a commitment to bushido that transcends life). But
interest in the game, but be firm and romanticism does mean that things will happen that
壱百伍拾伍

polite, get them to tone it down a notch. “realistically” would be highly unlikely or impossible.
The Absentee: doesn’t show up to the game Usagi Yojimbo is mostly romantic in tone. Most
regularly. Talk with them, find out why. If things happen because they’re appropriate to the
it’s school or work, then it can’t be helped story, not because of random chance or tedious
— make sure you give the Absentee game realism. As Game Host, you should make the Players
time when they’re there, but have their the stars of the story, and the events of the game
should be centered on them. 155
Hosting a Game
will the moods of the game. As Game Host, restraint — Player-Characters will have to
always be sensitive to how your Players feel. rely on Disarms and Guarding as they try
Some of them might have had a bad week to convince their Attackers of misunder-
and have come to the game angry — blowing standing. A new Player-Character can be
off steam by slaughtering forty ninjas can be introduced dramatically with a mistaken-
fun for everyone, but being snippy and rude identity fight — but before planning this,
to other Players won’t be. It’s not easy, but as discuss it with the Player and decide if this
Game Host it’s your role to make sure the is something you think your regular group
game is fun for everyone — taking the of Players would like. Role-play should
problem Player aside for a few minutes and always be fun, not a source for conflict.
ゲーム仲介のおすすめ

discussing what’s wrong and how to improve Long-Standing Quest: One or more of the
it will work wonders. Player-Characters are on a quest that
naturally brings adventure with it. For
Writing Adventures example, in “Vendetta”, Koyama is
hunting the four men who slew his father.
Get to know your Players, and get to know
Since some of them are bandits, violent
how they like to play the roles of their
confrontation is inevitable. Adventures
characters. The game will be more fun for all
like these personally involve the Players
when the story is personally involving.
— after all, it is their quest — but care
Stories are about conflict; as Game Host,
must be taken to involve everyone, not
always be looking for ways to make the
just the “star Player”.
conflict in your stories personally involving
Defenders of the Helpless: Nothing says “hero”
to the players.
like fighting greedy brigands or evil
Here are some typical adventure ideas:
monsters. As wanderers across early Edo-
The Offended Collective: Someone in a
era Japan, the Player-Characters should run
position of authority does something that
into all kinds of malfeasance. For example,
forces all the Player-Characters to act. For
in “Silk Fair”, Usagi helps to defend a
example, in “The Dragon Bellow Conspi-
village against violent thieves. In “Village
racy,” Lord Tamakuro’s ambition offends
of Fear”, Usagi vanquishes a mysterious
Tomoé Ame (by capturing her), Usagi (by
monster who has been murdering helpless
capturing his friend Tomoé), and Shingen
villagers. Only the most heartless or self-
(by attacking his ninja clan). In turn, they
centered of Player-Characters can resist
call in favors from their friends, such as
using their superior abilities to help those
Gennosuké, and strike back. Adventures
who cannot help themselves.
of this type have a lot of action and usually
The Contest: Sumo matches for temple’s
end in violent conflict, which makes them
charity, the meet of rival dojo schools, or
exciting for a group of Players.
even duels in the street are all sources for
Mistaken Identity: One or more of the Player-
contests where one character attempts to
Characters could be confused for someone
rise above all. In “Samurai!”, a long and
else. For example, in “Lone Goat and Kid”,
bitter rivalry with the Dogoro school gets
Yagi is misled to believe that Usagi
resolution when Usagi attends a kenjutsu
was a conspirator against him.
contest hosted by Lord Mifune. Any
These adventures usually
contest can be made interesting to a
have violent action with
group of Player-Characters simply by
raising the stakes — for example, a
壱百伍拾六

156
Hosting a game ゲーム仲介のおすすめ
rivalry to become the official poet for an have Gifts granted by their Careers, and no
eccentric, indulgent lord instantly becomes extra Skill Marks.
adventurous if the rivals hire gangs of thugs Thugs, with their little 2d6 Attack dice,
to rough one another up. are easily dealt with by combat-worthy
Infiltration and Rescue: A common story in Player-Characters. To be a real threat, they
adventure fiction — and one of the more must attack in great force – three or four for
challenging stories for a gaming group — every Player-Character.
is the plot of invading a castle to steal
something, to rescue someone, or (in this Sample Thug Bandit
era of political intrigue) to assassinate a • Body d6, Speed d6, Mind d6, Will d6
victim. Stories like these work better • Race: Any (no Racial Gifts)
with stealthier Player-Characters, like • Career: Bandit d6
ninja and thieves. Infiltration adventures • Skills (including Career):
require lots of research and detailed — Empty-Hand d4
maps, so know your Players and make — Leadership d4
sure a story this involved is something — Persuasion d4
they’d want to play. — Presence d6, d4
— Stealth d6
As always, look to your Players for cues on
— Tactics d6, d4
what kinds of adventures they would enjoy.
— Weapon: Blade, Bow, or Polearm
After each gaming session, spend a few
d6
minutes to ask how the game went, and use
• Gifts:
the feedback to determine what adventures
— Belligerent
were more enjoyable.
— Resolve (X: d6 vs. 5)
— Rustic
Minor Character • Group Initiative: d6, d4 & leader’s
Profiles Leadership Dice
To speed play, we here present some • Stride 1, Dash 5, Sprint 5+d6, Run 18
typical profiles for Minor Characters – a • Attack: Choose one of the following
convenient setup. Minor Characters are built — Hankyu (Ranged [Long],
using different rules than Player-Characters, Attack 2d6; Damage 2d20
and are on the whole inferior. [Criticals: Puncture])
— Kodachi (Melee [Close], Attack 2d6;
The Thug Damage 2d20 [Criticals: Slash,
Your players will spend a lot of time Stab])
engaging Thugs, the lowest level of opponent — Yari (Melee [Reach], Attack 2d6;
who can still be a viable combatant. A Thug Damage 2d20 [Criticals: Impale,
has d6s in Body, Speed, Mind, Will, and Puncture, Rebound])
Career. They have no skills – they lean • Soak 6
completely on their Career Trait. They only 壱百伍拾七

157
Hosting a Game
Sample Thug Bravo (Samurai) — Weapon: Axe d6
• Body d6, Speed d6, Mind d6, Will d6 • Gifts
• Race: Any (no Racial Gifts) — Empty-Hand Mastery
• Career: Bravo d6 — Ninjutsu (Stride and attack with
• Skills (including Career): extra 1d6; target includes Inquiry &
— Empty Hand d4 Observation with defense)
— Leadership d4 — Resolve (X: d6 vs. 5)
— Inquiry d6 • Group Initiative: d6, d4 & leader’s
— Leadership d4 Leadership Dice
— Persuasion d4 • Stride 1, Dash 5, Sprint 5+d6, Run 18
ゲーム仲介のおすすめ

— Presence d6, d4 • Attacks


— Tactics d6, d4 — Kama (Melee [Close], Attack 2d6;
— Weapon: Blade d6 Damage 2d20 [Criticals: Slash])
• Gifts: — Shuriken (Thrown [Short],
— Belligerent Attack 2d6; Damage 1d20
— Resolve (X: d6 vs. 5) [Criticals: Puncture])
— Samurai — Empty-Hand Mastery
• Group Initiative: d6, d4 & leader’s (Melee [Close], Attack d6; Damage
Leadership Dice 1d20 [Criticals: Concuss, Crush,
• Stride 1, Dash 5, Sprint 5+d6, Run 18 Disarm, Grapple, Trip])
• Attack: • Soak 6
— Katana, two-handed (Melee [Close],
Attack 2d6; Damage 3d20 The Minion
[Criticals: Slash, Stab]) The next step up from Thug, the Minion is
• Soak 6 a viable threat to Player-Characters, although
warriors should make short work of them.
Sample Thug Ninja
When Thugs aren’t cutting it, upgrade them
• Body d6, Speed d6, Mind d6, Will d6
to Minions.
• Race: Any (no Racial Gifts)
Minions have Body d8, Speed d8, Mind
• Career: Genin d6
d6, Will d6, and Career d8. Like Thugs, they
• Skills (including Career):
have only Career Gifts and no Skill Marks
— Deceit d6
(other from Career Gifts.)
— Stealth d6
In any band of Thugs, consider having a
— Throwing d6
Minion as their Leader, and raise their
Leadership Skill Dice to d8.
Sample Minion Bandit
• Body d8, Speed d8, Mind d6, Will d6
• Race: Any (no Racial Gifts)
• Career: Bandit d8

Where are the


Monsters?
Rarely, Usagi or his friends have encountered some
supernatural threat, such as a demon, ghost, or other
monster. Such monsters are rare and should have
powers that you, as Game Host, deem appropriate. Use
Causing Confusion and Causing Fright (p. 132) as your
guide – for every die used in a monstrous power, there
壱百伍拾八

should be one or two used to resist it ... provided the


target even has those Skills in the first place.
As for killer tokagé ... the cute litte lizards that infest
Usagi’s world only attack if threatened or desperate.
Such critters have Body d4, Speed d10, no Mind, Will
d4, and a Career: Tokagé d8 that applies to Climbing,
158 Observation, Stealth, and Survival.
• Skills (including Career):

Hosting a game ゲーム仲介のおすすめ


— Throwing d8
— Empty-Hand d4 — Weapon: Axe d8
— Leadership d4 • Gifts
— Persuasion d4 — Empty-Hand Mastery
— Presence d8, d4 — Ninjutsu (Stride and attack with
— Stealth d8 extra 1d8; target includes Inquiry &
— Tactics d8, d4 Observation with defense)
— Weapon: Blade, Bow, or Polearm d8 — Resolve (X: d6 vs. 5)
• Gifts: • Group Initiative: d8, d4 & leader’s
— Belligerent Leadership Dice
— Resolve • Stride 1, Dash 6, Sprint 6+d8, Run 24
— Rustic • Attacks
• Stride 1, Dash 6, Sprint 6+d8, Run 24 — Kama (Melee [Close], Attack 2d8;
• Attack: Choose one of the following Damage 2d20 [Criticals: Slash])
— Hankyu (Ranged [Long], — Shuriken (Thrown [Short],
Attack 2d8; Damage 2d20 Attack 2d8; Damage 1d20
[Criticals: Puncture]) [Criticals: Puncture])
— Kodachi (Melee [Close], Attack 2d8; — Empty-Hand Mastery
Damage 2d20 [Criticals: Slash, (Melee [Close], Attack d6; Damage
Stab]) 1d20 [Criticals: Concuss, Crush,
— Yari (Melee [Reach], Attack 2d8; Disarm, Grapple, Trip])
Damage 2d20 [Criticals: Impale, • Soak 8
Puncture, Rebound])
• Soak: 8 The Elite
Even nastier than the Minion, an Elite is
Sample Minion Bravo (Samurai) worthy adversary for any Player-Character.
• Body d8, Speed d8, Mind d6, Will d6 Elites have d8s in the Basic Traits, and a
• Race: Any (no Racial Gifts) formidable d12 in their Career Trait. To keep
• Career: Bravo d6 things simple, they only have their Career
• Skills (including Career): Gifts. An Elite is about as formidable as a
— Empty Hand d4 generic rank-and-file combatant should be –
— Leadership d4 as Game Host, only use a gang of Elites as a
— Inquiry d8 dramatic encounter.
— Leadership d4 Consider having an Elite with the Gift of
— Persuasion d4 True Leader and Leadership d12 to preside
— Presence d8, d4 over a band of Minions.
— Tactics d8, d4
— Weapon: Blade d8 Sample Elite Bandit
• Gifts: • Body d8, Speed d8, Mind d8, Will d8
— Belligerent • Race: Any (no Racial Gifts)
— Resolve • Career: Bandit d12
— Samurai • Skills (including Career):
• Group Initiative: d8, d4 & leader’s — Empty-Hand d4
Leadership Dice — Leadership d4
• Stride 1, Dash 6, Sprint 6+d8, Run 24 — Persuasion d4
• Attack: — Presence d12, d4
— Katana, two-handed (Melee [Close], — Stealth d12
Attack 2d8; Damage 3d20 — Tactics d12, d4
[Criticals: Slash, Stab]) — Weapon: Blade, Bow, or Polearm
d12
Sample Minion Ninja • Gifts:
壱百伍拾九

• Body d8, Speed d8, Mind d6, Will d6 — Belligerent


• Race: Any (no Racial Gifts) — Resolve
• Career: Genin d8 — Rustic
• Skills (including Career): • Stride 1, Dash 6, Sprint 6+d8, Run 24
— Deceit d8
— Stealth d8 159
• Attack: Choose one of the following • Attacks

Hosting a Game
— Hankyu (Ranged [Long], — Kama (Melee [Close], Attack d12,
Attack d12, d8; Damage 2d20 d8; Damage 2d20 [Criticals: Slash])
[Criticals: Puncture]) — Shuriken (Thrown [Short],
— Kodachi (Melee [Close], Attack d12, Attack d12, d8; Damage 1d20
d8; Damage 2d20 [Criticals: Slash, [Criticals: Puncture])
Stab]) — Empty-Hand Mastery
— Yari (Melee [Reach], (Melee [Close], Attack d6; Damage
Attack d12, d8; Damage 2d20 1d20 [Criticals: Concuss, Crush,
[Criticals: Impale, Puncture, Disarm, Grapple, Trip])
ゲーム仲介のおすすめ

Rebound]) • Soak: 8
• Soak: 8
Sample Elite Bravo (Samurai)
• Body d8, Speed d8, Mind d8, Will d8
• Race: Any (no Racial Gifts)
• Career: Bravo d12
• Skills (including Career):
— Empty Hand d4
— Leadership d4
— Inquiry d12
— Leadership d4
— Persuasion d4
— Presence d12, d4
— Tactics d12, d4
— Weapon: Blade d12
• Gifts:
— Belligerent
— Resolve
— Samurai Major Characters
• Group Initiative: d12, d4 & leader’s Major Characters should be just like
Leadership Dice Player Characters. As Game Host, you
• Stride 1, Dash 6, Sprint 6+d8, Run 24 should get a character sheet and write them
• Attack: up, complete with Skills and Gifts. For
— Katana, two-handed (Melee [Close], example, any of the sample characters
Attack d12, d8; Damage 3d20 provided can be used as a Major Character –
[Criticals: Slash, Stab]) simply change the description and the
• Soak: 8 Disposition to be a villain, or perhaps a
Sample Elite Ninja misunderstood tragic hero.
• Body d8, Speed d8, Mind d8, Will d8 You can even give Major Characters their
• Race: Any (no Racial Gifts) own Experience, making them even more
• Career: Genin d12 formidable. Be careful – your goal is to
• Skills (including Career): challenge the Player-Characters, not
— Deceit d12 slaughter them.
— Stealth d12 When building powerful villains,
— Throwing d12 remember to give them Gifts to keep them
— Weapon: Axe d12 from being taken down in one hit, such as
• Gifts Brushing Aside, Speed Save, Combat Sense,
— Empty-Hand Mastery Fighting Spirit, and Luck.
— Ninjutsu (Stride and attack with
extra 1d12; target includes Inquiry
壱百六拾

& Observation with defense)


— Resolve (X: d8 vs. 5)
• Group Initiative: d8, d4 & leader’s
Leadership Dice
160 • Stride 1, Dash 6, Sprint 6+d8, Run 24
Adventure (Game Host eyes only) 冒険を始めるには
BEGINNING
ADVENTURE
The Player-Characters will most likely ask
For the Game Host what is going on, or one of the toughs will
order them to be on their way. If all of the
Only! Players Read Players decide their characters don’t want to
No Further become involved (how callous of them!), then
Players should not read this Chapter. The move on to “The Aftermath”, page 163.
text contains surprises which will be ruined Odds are, one or more of the Player-
by advance reading. Characters will ask why these ruffians are
attacking this poor man. The toughs will
Involving the Players offer no answers, and they will stubbornly
order the Player-Characters to be on their
As this is a beginning adventure, your way. They will say things like, “Begone, or
Player-Characters might not know one you’ll know the bite of our blades!” and other
another yet, even though the Players do. This grand-standing challenges – feel free to ad-lib
adventure opens with a narrative device – the your favorite clichés from movies and the
Player-Characters are all assumed to be comics.
walking down the same road together, to the If players answer the challenge, then a
same destination. fight begins. You can place miniatures on the
The default setting for this adventure is tabletop, if you have them – use one upright
the road to Nara in the Kawachi province figure for each tough and one lying face down
(p. 25) on Honshu island. Ask your Players for the poor merchant.
what reasons their Characters would have to The toughs are Thug Bravos – you can find
visit Nara. (Samurai might be looking for their game statistics on page 158. They roll
work; Priests might be on a pilgrimage; 2d6 for all Attacks and cause 3d20 Damage
Thieves might be on the run from somewhere with their katanas held in two hands. The
else, etc.). Ask the Players to describe their toughs are in plain clothes – they have no
characters to one another: what they look livery with mon (crests) to identify what house
like, what they carry, and the like. Allow for a they serve. The toughs will fight to the death,
few minutes for the Players to become but any on the edge who can flee (at the 18
familiar with each others’ Characters, as this paces per round afforded by Running) will do
is the prelude to greater adventures together. so. Any survivors will refuse to talk, letting it
be assumed they are just typical ronin.
The Unfortunate The Player-Characters should handily win
Merchant this fight with no more than a few minor
scrapes. Take notes on how the Players fight.
Tell the Players that their characters have
Do they work well together? Do they
been walking together for a day or two,
concentrate on brute strength? Who are the
stopping at road-side inns and generally
powerhouse characters, and who are the ones
making small talk – nothing of interest. It’s
who rely on tactics? Knowing how your
not until they are a half-day’s walk from Nara
Players fight will help you craft greater
that they happen across a dreadful scene.
challenges later.
As the Player-Characters crest a small hill,
If the Players are successful, the man will
they will see ahead of them (at Medium
thank them profusely. He will introduce
Range, 36 paces away) a male middle-aged
himself as Yuufuku of Nara, where he is a
dog being beaten by a motley crew of rough
壱百六拾壱

wealthy rice merchant. As thanks for saving


customers of various species – two for each
his life, he insists that the Player-Characters
Player-Character present. The poor man is
enjoy his hospitality.
down on his knees and begging for his life,
Yuufuku will not volunteer why he was on
while the toughs laugh and continue berating
this road, nor why such a wealthy man would
him.
travel alone. If asked, he will say that he was
on a pilgrimage to Houkasu Shrine. 161
(Game Host Eyes Only) Adventure
Chuushin, who he hopes will protect his
family.
Whew! That’s a lot of background, and it’s
all a secret. How can your Players find any of
this out? You can let some bits dribble out in
the next encounter, “The Hospitality of the
Rice Merchant”, below. Or you can have
Player-Characters make rolls of their Career
Dice, Mind Dice, Lore Skill Dice, etc. against
difficulties that you set. Or you can just keep
this to yourself and see how the next few
scenes play out.
Suspicious Players may not believe him – in
that case, they can roll their Mind and The Hospitality of
Inquiry Dice against Yuufuku’s Will and
Deceit (2d8) to know that he is hiding the Rice Merchant
something. Those who can make Lore: Yuufuku will make a big show of
Geography or Lore: Religion rolls will know introducing the Player-Characters who saved
that the Houkasu Shrine burned down years his life to everyone he meets while passing
ago during Nobunaga’s Ambition (p. 8); if through town to his home, boasting about
冒険を始めるには

challenged, Yuufuku will be evasive, talking their fighting prowess. (Secretly, Yuufuku
about how happy his wife and children will wants everyone to know that he has powerful
be to receive them. Observant characters allies to protect him against further attacks.)
(Mind & Observation vs. 2d10, or 2d8 if they Yuufuku is indeed wealthy—he lives in
have Keen Eyes), will notice that Yuufuku one of the richer town-houses with his wife,
carries the sheath for a tanto knife but does Saiaiko, his two sons Ichiro (aged 11) and Jiro
not have one. (aged 9), and his daughter Keiko (aged 6).
The family will make a very hospitable
What the Players welcome, and they will be eager to be good
Don’t Know, and What hosts.
Use this opportunity to let the Players
Yuufuku Isn’t Telling
show off their characters conversational
Yuufuku is indeed returning from
skills. Some will try to get more details out of
Houkasu Shrine – or more specifically, from
Yuufuku and his family – as Game Host, you
the ruins, where he has secretly met with
will have to assume the roles of the merchant
Sosei-no-Chuushin, a mercenary who has
and his family, and you will have to
agreed to help Yuufuku with his current
improvise.
problem with Lord Akimaru.
Yuufuku will be reluctant to talk about his
Like many rice merchants, Yuufuku stores
business. An experienced merchant, he will
the koku (bushels of rice) reaped as the tribute
encourage the Player-Characters to talk about
for samurai – he charges a fee to store it, but
themselves and where they’re from. (As
he allows samurai to borrow against future
Game Host, when you assume the role of
harvests, much like a modern-day bank.
Yuufuku, put the players on their defense.)
Unfortunately, Lord Akimaru – one of
Players with Gossip skill will try to pry more
Yuufuku’s many clients – has been
information out of him – if they can win
demanding more and more money as loans,
against his 2d8, either he or his wife will let it
despite that he is already several years in
slip that the “difficult Lord Akimaru” has
debt. Yuufuku has refused, but that hasn’t
disrupted his business. (Since Yuufuku is a
stopped Akimaru’s men from bullying the
commoner and Lord Akimaru is a samurai,
poor merchant. As a commoner with no laws
he will be very careful about what he says to
壱百六拾弐

to protect him from a samurai’s brutality,


strangers.)
Yuufuku fears for his life and the lives of his
Yuufuku will insist that the Player-
family.
Characters sleep in some of his many spare
In desperation, Yuufuku has followed the
rooms, as “gratitude.” In reality, Yuufuku
advice of some of his merchant allies, and he
fears a second attack.
has paid a large sum of money to Sosei-no-
162
Adventure (Game Host eyes only) 冒険を始めるには
After dinner and some light conversation
(as well as having walked all day and having
been in a fight), the Player-Characters will
most likely want a Proper Rest. As Game
Host, you may be called upon to improvise –
some Player-Characters, especially ninja, will
want to prowl around the house at night.
Perhaps their searching will find Yuufuku’s
dreadful balance statement with Lord
Akimaru, or a letter written to Yuufuku
suggesting that he meet “a mysterious
stranger” outside of Nara.
shouldn’t be more people this time – three
Thug Bravos for every two Player-Characters
The Evening’s should do it. If it was too easy, upgrade to
Unwelcome Guests three or four Bravos per Player. If any of your
All will not be peaceful in Yuufuku’s Players complained there was no real
household. Lord Akimaru’s surviving men challenge, put an Elite Bravo with an extra
will not take the insult lying down. That Gift of Toughness (p. 74) in the hallway
evening, they will sneak into Yuufuku’s blocking our heroes from Yuufuku’s room.
household like thieves and attempt to murder Yuufuku will defend his wife as best he
him. can, even to the death. The cowardly,
Unfortunately, their entry (without any villainous Bravos are not above using
real Stealth skills), will probably wake up at Yuufuku’s children as hostages to get past the
least one of the Player-Characters. If not, Player-Characters.
then Saiaiko’s scream for help certainly will.
This combat should be a lot more
The Aftermath
dramatic than the previous one. For one If Yuufuku suffers a Devastating wound,
thing, there’s lots of narrow spaces and he will live on for five more minutes – long
closed rooms. The rice paper walls can easily enough to deliver his deathbed confession.
be broken or shredded (see “Property Yuufuku will finally tell the Player-
Damage”, page 143) to allow faster progress. Characters the whole truth – that these
How well did your Players do in the last samurai in disguise work for Lord Akimaru
fight? If they had trouble, then there and are trying to scare him into erasing
current debt or into giving more money. He

壱百六拾参

163
(Game Host Eyes Only) Adventure
冒険を始めるには

will be angry with Sosei-no-Chuusin, who his last ryo to clear his name. If Yuufuku
took his money but did nothing to prevent perished in the raid, then his widow Saiaiko
any of this. may make the pleas instead.

The Dreadful Crime Aftermath


Unbeknownst to anyone – even Yuufuku! Sosei-no-Chuusin and his allies have
– Sosei-no-Chuushin and his allies took returned to their hideout – the ruins of
advantage of the lack of security around Lord Houkasu shrine. It was there that the
Akimaru’s household. They infiltrated the (fictional) Houkasu monks made their last
house and slew the lord in his sleep with stand against Nobunaga’s troops. This
Yuufuku’s own tanto -- Sosei used his Deceit monastery should be at least a day’s trek
skill to lift this weapon from Yuufuku, earlier. outside of Nara, along the same route where
Sosei is hoping that by framing Yuufuku our heroes first found Yuufuku.
for this crime, the merchant will be forced to Or our heroes might decide they’re not
join his cause, his ikko-ikki (league of fighters interested in Sosei and will wash their hands
against the Shogunte). If Yuufuku perishes, of the whole affair. That’s fine, too – you
then Sosei doesn’t care – he already got his should never force your Players to pursue
money, his cause is the most important thing plot-lines they won’t enjoy. You can try to
to him. motivate the Players with money, with honor,
Unfortunately for the Player-Characters, or with anything else at your disposal, and
they will have been seen all around town with it’s hard to believe after witnessing Yuufuku’s
Yuufuku, who is known to be the target of plight first-hand that our heroes would be so
Lord Akimaru’s ire. This will make them callous.
prime suspects in his murder! While the
police will probably round our heroes up and Game Statistics
question them, they should be able to easily
convince the authorities they had nothing to Yuufuku
do with the murder. (Bounty-Hunter Player-
Characters may ask about the reward for the
(Male Dog Merchant)
壱百六拾四

A middle-aged man with pretenses to


assassins’ capture, which is quite substantial
humility despite how he and his family dress
– about 4d12 money bonuses. See page 140
in the latest silk fashions, Yuufuku has Body
for rules about money.)
d4, Speed d4, Mind d10, Will d8, Career:
If Yuufuku still lives, he will plead to have
Merchant d8. His Skills (including Career)
his knife recovered and Sosei brought to
are Deceit d8; Diplomacy 2d8; Gossip d8;
justice so he can confess. He is willing to pay
164 Inquiry d8; Literacy d8; Lore: Geography
• Group Initiative: d6 & Sosei’s

Adventure (Game Host eyes only) 冒険を始めるには


d8; Persuasion d8; and Trade: Merchant d8.
He has the Gifts of Pennywise, Talkative, Leadership Dice of 2d10
and Wealth. He has no Resolve and will • Stride 1, Dash 6, Charge 6+d8, Run 24
avoid any fights. • Attack: Choose one of the following
— Ono (Melee [Close], Attack 2d6;
Yuufuku’s Family Damage 2d20
Yuufuku’s wife Saiaiko, his two sons [Criticals: Cleave, Slash])
Ichiro (aged 11) and Jiro (aged 9), and his — Empty-Hand Mastery (Melee
daughter Keiko (aged 6) are non-combatants. [Close], Attack d12 & d8; Damage
Assume they have d6s in any relevant Skills 1d20 [Criticals: Concuss, Crush,
or Traits, and improvise at need. Disarm, Grapple, Trip])
• Soak 8
Disguised Bravos
The nameless ronin use the same game Sosei-no-Chuusin’s
rules as Bravos. They start off as Thug Followers
Bravos (p. 158), but you should upgrade Should the Player-Characters pursue
them to Minion Bravos (p. 159) as needed. Sosei, his hideout is guarded by Thug
Consider adding one Elite Bravo (p. 160) as Yamabushi with extra Tactics Dice. There
a leader worthy of a Player-Character should be at least two for every Player-
warrior. Character, possibly more. Some will attempt
to strike our heroes with their konsaibo while
Sosei-no-Chuusin others will try to strike with Empty-Hand,
(Male Unknown Mountain-Warrior) seeking to grapple (p. 145) with a Critical Hit.
Sosei’s true name and history are • Body d6, Speed d6, Mind d6, Will d6
shrouded in mystery. He wears a stylistic • Race: Any (no Racial Gifts)
hood that obscures his features. For some • Career: Yamabushi d6
reason, he has dedicated his life to the re- • Skills (including Career):
founding of a Sohei, the warrior-monk order — Empty-Hand d6
abolished a few years ago by the the Shogu- — Literacy d6
nate. Perhaps he is a relative or former — Lore: Religion d6
comrade of one of the Player-Characters? — Tactics d6
Sosei is an excellent commander. He will — Weapon: Truncheon d6
use his Gift of True Leader (p. 76) to urge his • Gifts:
followers on. He fights with the ono, a giant — Empty-Hand Mastery
axe associated with warrior-monks. He is one — Hospitality
rough customer -- easily on par with a healthy — Resolve (X: d6 vs. 5)
Player-Character. He should be approached • Group Initiative: d6 & Sosei’s
with caution. Leadership Dice of 2d10
• Body d8, Speed d8, Mind d6, Will d10 • Stride 1, Dash 5, Charge 5+d6, Run 18
• Race: Unknown (but the Game Host • Attack: Choose one of the following:
should change this to match plot — Konsaibo (Melee [Close],
purposes) Attack 2d6; Damage 2d20
• Career: Yamabushi d12 [Criticals: Concuss, Smash, Trip])
• Skills (including Career): — Empty-Hand Mastery (Melee
— Empty-Hand d12 [Close], Attack 2d6; Damage 1d20
— Leadership d10 [Criticals: Concuss, Crush, Disarm,
— Literacy d12 Grapple, Trip])
— Lore: Religion d12 • Soak 6
— Tactics d12
— Weapon: Truncheon d12
壱百六拾伍

• Gifts:
— Empty-Hand Mastery
— Grit
— Hospitality
— Resolve (X: d10 vs. 5)
— Toughness (X: auto; see page 74) 165
(Game Host Eyes Only) Adventure
APPENDIX 1:
FURTHER ADVENTURES
The following adventure outlines are the old priest. He asks them to remain at the
designed to be fit into any larger campaign. shrine for the night, and help him catch and
They can be played through in one or two slay the goblin. He can offer no reward, aside
nights, or they can serve as launching points from the good will of the kami. Assuming the
onto much longer quests. players agree, the karasu does indeed appear,
These are outlines only. Some preparation creeping into the clearing around the shrine in
will be needed to fill in details, such as names the darkest part of the night. Accompanying
and appropriate locations. As Game Host, you him are other, smaller, goblins, with ugly
should tailor your adventures to your Players faces, huge noses, and matted fur. They carry
and their Characters. clubs and axes. The priest identifies the
smaller goblins as tengu. There is one tengu for
The Treasure of the each player. Unless challenged, they enter the
ruins of the temple, pull up the floor mats, and
Burning Shrine begin digging into the clay floor near the
冒険の例

While traveling through a wilderness area enshrined stone.


the players notice a column of black smoke If the players slay or catch the karasu or his
rising from amongst the trees, halfway up the friends, they quickly learn the truth. The
side of a nearby hill. If they investigate, they goblins are simply bandits, wearing masks of
will find the blackened ruins of a small Shinto wood and leather. Years ago, they served in the
shrine. The wooden arch (tori) that leads to the army of a local lord, and found a cache of
shrine has been broken into pieces with an axe. treasure while looting a castle. They buried
Lying on the steps of the shrine is a badly this treasure under an odd stone until it was
burned panda in tattered robes. He groans safe to collect. In the intervening years, the
softly as the players approach. (If, for whatever shrine was built around the stone. They
reason, the players are leery about leaving the despaired of ever collecting their hoard, until
road, have them find this poor wretch on the the leader of their little band concocted a
roadside.) scheme to frighten away the priests. They did
The panda’s name is Gyou. He was one of not intend to kill the old man. When this tale
the two priests who tended to this remote is discovered, Gyou bursts into bitter laughter.
shrine. They honored the kami said to inhabit The treasure the bandits speak of was found
a large stone, shaped something like a long ago — and used to fund the construction
reclining fox, around which the shrine was of the shrine.
built. The other priest, an elderly dog, died in
the fire. Gyou can barely speak at first, but he
manages to tell his tale if the players give him
The Whistling Ghost
water and assistance. It seems the shrine has of Kamikuchi Village
been haunted in recent weeks by a karasu, a When stopping in a small village, the
terrible goblin with twisted features and crow’s players hear word of a tragedy which has
beak. For three nights, he capered horribly at befallen the family of the headman. His young
the archway of the shrine, calling out insults, daughter, just eight years old, has disappeared
and shrieking madly. On the fourth night, the while collecting mushrooms in the hills. The
priests made petition to the kami of the stone, little mouse girl has not been seen in three
asking for aid. Alas, as they were in the midst days. Worse, there is news from travelers that
of their ritual, the horrible beast broke down a nearby mountain pass is haunted by the
壱百六拾六

the arch and quickly set a fire burning on the spirit of a flute-playing ghost woman. The
steps of the shrine. Gyou leapt through the villagers say this ghost, who appears as a
flames, but was struck senseless by the goblin. rabbit woman, is the spirit of a young kuge
He woke only as the players approached. noble whose throat was cut by her husband. In
Gyou insists that the players have been led death, she cannot speak, yet blows unearthly
here by the kami, and that they must punish tunes on a reed flute.
166 the wicked goblin and help avenge the death of
Adventure (Game Host eyes only) 冒険の例
The headman makes it known that he will The adventurers are approached while
grant a koku of rice (180 kg — enough for one passing through any settled area. How they are
person for a full year) to any group that finds drawn into the employ of Lord Mashiro is up
his daughter, as well as a pony to bear it. to you. If they are well-known heroes, they
Another koku will be given to anyone who can may be summoned by an official messenger. If
chase away the irksome spirit. If the players they are famous scofflaws, they might simply
investigate this matter, they will find no sign of be arrested by a band of samurai — and
the girl. However, if they approach the offered their freedom if they perform this
mountain pass at night, they WILL see the “simple and easy task.” No matter how this
spirit. She is indeed a terrible sight, and her happens, they are employed to travel to the
ghostly music chills the bones. When the spirit village at the edge of Mashiro’s fief in the guise
sees the players, she will approach. It is of mercenaries and find out if anyone is
probable that the players will attempt to looking for a little extra muscle.
perform rituals of purification, or otherwise The villagers are likely terrified of the
challenge the spirit. If they do so, she strangers, and certainly unwilling to admit to
disappears, only to return on the following any kind of revolutionary plan. However, if the
night. players are persistent, one old monkey
Assuming the players manage to approach woodcutter tells them of a band of warriors
the spirit with obvious peaceful intent, she hiding in the woods, a day’s journey away.
approaches them, and then drifts silently past, Perhaps these ne’er-do-wells wish to hire some
heading towards a ravine a few hundred paces sell-swords? If the players investigate, they
from the pass. If the players follow, they hear a indeed find a band of a dozen tough and
small voice calling out to them from a narrow ruthless mercenaries, led by a grizzled cat
crevice. The headman’s daughter is below, in a ronin. If they ask for work, he accepts any
small cave. She tumbled into the cave while reasonable cover story, though remains
collection mushrooms, and has been here ever suspicious. If they attack and defeat his party,
since. She has been dining on the mushrooms they uncover documents detailing the plan
she collected, and drinking from a pool of described below.
rainwater. Aside from being cold and The first thing the players are asked to do is
frightened, she is unharmed. Once the girl is collect 5 koku of rice from a local farmer. The
found, the spirit disappears, never to be seen farmer refuses to pay, saying he has barely
again. Some of the elders in the village recall enough left to feed his family. If the players
that the dead woman was said to have had a have any reasonable code of honor, they will
young daughter of her own… accept his excuse. In speaking to the farmer,
they learn that he has already paid his tribute
Mercenaries, Spies twice this year.
The mercenaries are in the employ of an
and Samurai ambitious neighboring lord, who wishes to
Lord Itomi Mashiro is a very worried pig. annex Mashiro’s land. If he can make Mashiro
His han is rather small, and he has had trouble look incompetent in the eyes of the Shogun, he
paying his annual tribute to the Shogun. He can achieve this without risking battle. The
fears that he’ll lose his lands, or be send to mercenaries are planting evidence of a
administer some wind-swept island in the peasant’s revolution, and are also posing as
north. At first, Lord Mashiro believed his Mashiro’s own samurai and collecting tribute.
problem was simply a matter of poor crops, Of course, then the real tax agents arrive… to
but he has come to believe that his peasants find angry farmers swearing they have already
are plotting to overthrow him. Last month, paid. How the players defuse this situation is
one of his samurai discovered a bundle of up to them. If they can bring evidence of the
spears in a clearing near an abandoned farm. meddling to Lord Mashiro, he can inform the
He believes the farmers are deliberately Shogun. Doing this can win them some
壱百六拾七

withholding rice, and stockpiling weapons. To powerful allies… as well as enemies!


find out more, he has asked his magistrates
and samurai to hire a team of okapikki, or
freelance spies. The players probably fit this
bill nicely.
167
Variant Rules
APPENDIX 2:
VARIANT RULES
Basic Rules are assumed to be in play all veterans of the world, but are not peerless
the time. Spot Rules deal with things that masters of combat — they still have room to
come up every so often. A Variant Rule grow. Veteran role-players might want to
取捨の付則

changes or replaces the regular rules of play. start with more complex characters. Or a
Not everyone wants to play Usagi the Game Host may want to start the Players very
same way. Some will want faster combat; early in their careers.
others will want meticulous mechanics for This variant rule can be even more
every last detail. Some prefer rigid organi- generous than “Customized Traits”, above.
zation; others prefer fast-and-loose, breezy Characters effectively start with a different
games. The Basic Rules presented in this amount of Experience.
book work best for most campaigns — but if
you’re looking for something different, read Power Skill Effective
on. Level Starting Traits Marks Gifts* Experience
Game Hosts and Players are encouraged Low d6, d6, d6, d6, d4 8 (max 3) 3 -40
to come up with their own Variant Rules. Average d8, d6, d6, d6, d4 13 (max 5) 5 0
Remember that the purpose of game rules is High d8, d8, d6, d6, d4 18 (max 8) 7 +70
to be fair and consistent — everyone should Extreme d10, d8, d6, d6, d4 23 (max 12) 9 +140
know what to expect. Always talk with your Chambara d10, d8, d8, d6, d4 33 (max 19) 13 +280
fellow Players to ask how the game is going Kensei d12, d10, d8, d6, d6 43 (max 29) 21 +480
and how your changes are affecting play. *In addition to the two Racial Gifts and three Career Gifts.
Game Hosts should be careful when
Variant Character Creation: starting at a higher power level. There’s a big
Customized Traits difference between how a Player adds 480
The schemes for Traits in Character Experience to a character over forty-eight
Creation can feel restrictive to some Players, play sessions, and how a Player adds all those
especially veterans who’ve played role- points at character creation.
playing games before.
Game Hosts who want to give their Variant Character Creation:
Players more control over their character’s No Design,
make-up can try the following setup:
• Assign d8, d6, d6, d6, d4 to the five
No Conception
Traits of Body, Speed, Mind, Will, and For those who find the character design
Career. rules too limiting, there is the option of
• Choose a Race & Career. Write down giving the Players complete freedom in
Gifts, as appropriate. building their characters.
• Choose any five Gifts. In this variation, characters start with d4s
This scheme has the advantage of being a in all five starting Traits (Body, Speed, Mind,
lot simpler to describe and to implement. Will, and Career). Then, the Players add 240
However, Game Hosts should be wary — it’s Experience to their characters, buying any
also a lot easier to optimize in ways not and all improvements that they see fit.
possible with the standard rules, resulting in This option gives the players complete
characters vastly more powerful in some freedom in what they want to build.
things while unrealistically deficient in However, for most campaigns, this will be
too much freedom. For example, characters
壱百六拾八

others. Use with caution.


can be built with 7d12 in Weapon: Blade!
Variant Character Creation: The Game Host may want to impose limits
(such as no more than 90 spent on Gifts, or
Alternate Power Levels at least 50 points spent on Skills).
Not all campaigns are the same. The Usagi
168 basic rules assume that players are seasoned
Variant Rules 取捨の付則
enemies who attack, and of difficult
terrain that must be climbed, crossed,
or navigated.
It’s possible that wandering adventurers
might finally settle down, thus transforming
a wandering campaign into one of loyal
retainers.
Some Players don’t like following
orders — the idea of being vassal to a Game
Host’s non-player character lord will not sit
well with them. As always, talk with your
Players to find the campaign that best suits
their collective interest.

Variant Combat:
Open-Ended Damage
In the standard rules, damage is pretty
predictable. You can’t score more hits than
damage dice that you roll, so it takes at least
4d20 Damage to kill a target instantly.
With this variant rule, after rolling
Variant Campaign: damage, for each die that shows “20”, roll
Loyal Retainers another d20. If this new die comes up “20”,
The default assumption in the Usagi game roll yet another d20.
is that the Player-Characters are itinerant This variant rule means that now any
adventurers — they wander from place to attack can kill someone outright, given
place, encountering strange things and enough luck. It greatly rewards bigger
uncovering danger and intrigue. weapons and Criticals that include more dice.
However, a satisfying campaign can be Remember that this variant rule would apply
made by setting up all Player-Characters as to all combatants, so the Player-Characters
loyal retainers to an estate. Possible are at greater risk of getting “one-shotted”
adventures include: (killed by a single, lucky attack).
• A gang of toughs move in, bullying the
locals and stealing what they need — Variant Combat:
the Player-Characters must deal with
them, peaceably or with force.
One Retreat
• A prominent delegation arrives, such as In the standard game rules, there is no
agents of the shogun or a visiting lord. limit to the number of times a combatant can
There will be ceremonies and parades Retreat. As long as they keep failing defense
to plan, plus the possibility of rolls, they can keep moving. This can lead to
embarrassment or even assassination. undesirable results, such as a combatant who
• Someone threatens the lord of the is attacked by a line of warriors, and as each
estate. It could be ninja spies under the one attacks, the combatant retreats one more
cover of night, a supernatural force pace down the line. Such events are rare
such as a demon or angry ghost, or (given the unusual circumstances where
something even wilder. Retreats are allowed), but possible.
• The Player-Characters must escort their With this variant rule, each combatant
lord as he travels to another palace or may Retreat once and once only until their next
shrine. They must defend him against turn in the sequence. This rule keeps
壱百六拾九

bandits and the plots of rival lords combatants from moving too far, but it
designed to disgrace or even kill him. requires extra record-keeping, and it makes
• The Player-Characters are sent on an Gifts like Speed Save less powerful.
errand, such as to carry a message or
gift to some remote place. The route
can be dangerous, both in the form of
169
Variant Rules
Variant Combat: Using Hit Location to
Hit Location Simulate Cover
To add a stronger visualization to your Instead of granting the target extra Cover
game, you can include randomized hit Dice on their defense, you can instead use hit
locations. location. The Game Host should declare what
With an attacker’s hit dice, include a parts of the target’s body are behind the
bonus d20 with the attack roll. Consult the cover, and any result that would strike the
table below to see where the target was hit. target in a covered location strikes the cover,
取捨の付則

instead.
d20 Description Attitude
1 Far Foot Lower Hit Location and
2 Near Foot Lower Crippling Injuries
3 Far Leg Lower Normally, a Crippling Injury just reduces
4 Far Leg Far a combatant’s combat options. With this
5 Far Arm Far Variant, you can simulate different kinds of
6 Far Arm Far injuries by ruling that only body parts
7 Stomach Middle become Crippled.
8 Stomach Middle A Crippled leg or foot reduces the
9 Far Hand Far combatant’s movement to only Strides. A
Crippled arm or hand becomes useless; the
10 Near Leg Lower
combatant cannot use it to hold weapons or
11 Near Leg Near
perform actions. A Crippled head, chest,
12 Chest Middle
shoulders, or stomach uses the regular
13 Chest Middle Crippling rules.
14 Shoulders Upper For added gruesomeness, the Game Host
15 Near Arm Near can rule that a Devastating injury to a body
16 Near Arm Near part destroys it or cuts it right off. The
17 Near Hand Near graphic descriptions of such injuries are left
18 Neck Upper as an exercise for the players.
19 Head Upper
20 Head Upper Attitudes and Approaches
Some fighting styles advocate that there
Called Shots are five attitudes, or avenues of attack against
Sometimes, an attacker wants to put a hit a target — upper, middle, lower, near (the
exactly in the right place. With this Variant, target’s left side for right-handers, the right
every attack has a new Critical: the Called side for left-handers), and far (opposite of
Shot. Claiming this Critical lets the attacker near). For each attitude, there is a preferred
choose exactly where the attack lands. approach to hit the target. To add this
Note that the “Called Shot” rule is very dimension to play, you can use the following
deadly when combined with “Attitudes and rules.
Approaches”, below. In Melee Combat, before striking at a foe,
either combatant may declare one of the five
Vital Spots approaches for their Attack or Counter-
Normally, damage is abstract — the more Attack: upper, middle, lower, near, or far. If
damage inflicted by the roll, the more only one combatant declares, there is no
effectively the attack hit vulnerable spots. effect — both must declare an approach.
With hit location, hits to the head or stomach Each combatant rolls their Attack and
are thought to be more likely to cause injury. Counter Attack dice, as well as their hit
With this variant rule, add 1d20 Damage location die. If the hit location matches the
to any hit that strikes the head or stomach. approach, play proceeds as follows:
壱百七拾

This rule increases damage on a random • No Retreat is possible on the target’s part.
basis, so it will make the game deadlier — • The target suffers an extra 1d20
and since it’s random, it gives an edge to damage, above and beyond all other
minor characters who are usually out-skilled effects.
by the Player Characters. Use with caution.
170
Variant Rules 取捨の付則
Using this rule will greatly slow down bullying for more favors. These Gifts
play. It works best for one-on-one can recover sooner if the Game Host
confrontations. It also makes combat more rules that the character has been extra
randomly dangerous. generous or helpful.
• Gifts that are based on sheer chance,
Variant Character Recovery: (such as Luck) or that weigh the law of
averages in your favor (such as Keen
Complex Recovery Ears, which lets you maximize a roll so
The basic rules assume that all Gifts can you successfully observe more often
be recovered after simple resting. But what than others) recover after 24 hours,
about pure mental prowess like Cleverness, regardless of what the character does.
improved socializing like Streetwise, strength • After performing a task that you have
of character like Honor, or strange things like sworn to do on your Honor (p. 71),
Luck? Why would simple resting bring these instantly recover all exhausted Honor
back? Gifts.
With this variant rule, Gifts recover based
on what Exhausts them in the first place, and This variant rule makes recovery a lot more
by judgment of the Game Host, as follows: complex. As with all variants, the Players
• Gifts that have Body or Speed Dice in should discuss if they want to use this rule.
their tests to avoid Exhaustion recover
normally, as per the rules. Variant Character Design:
• Gifts that have Mind or Will Dice in their Flaws
tests to avoid Exhaustion recover only
The basic rules describe how good your
when the character has had eight hours
character is, but there’s no mechanics for
of stress-free activity. In game terms, the
describing the bad. Some Players like the
character can claim a Long Rest instead
idea that they should be rewarded for
of Proper Rest as long as they have not
sacrificing some of their character’s
suffer any mental stress. Unskilled labor
autonomy. In game terms, you can use this
and time with loved ones is restful;
壱百七拾壱

variant rule of Flaws.


skilled labor, extended sleeplessness, or
To have a Flaw, the Player must describe to
torture is not.
the Game Host how the Flaw hinders the
• Gifts that are purely social in nature,
character. It could be a physical infirmity,
such as Streetwise, are based on a
such as crippling, blindness, or ill health. It
character’s social equity. These recover
could be a mental problem, such as a bad
after 24 hours of laying low and not 171
temper or reckless overconfidence. It could be
Variant Rules
a social constraint, such as a vow of poverty or Greedy: The character is motivated by money.
the inconvenience of an enemy. When the character “sells out” or does
As Game Host, take note during the something contrary to best interests for
session if the Flaw hindered the Player- material gain, that’s a Reward.
Character in any way. Was the character Honorable: The character is driven by a
unable to perform some physical task that personal code of honor. Whenever the
otherwise healthy people take for granted? character chooses a path more difficult, as
Was the character prevented from doing dictated by their honor, that’s a Reward.
取捨の付則

something the “best” way because of their This Flaw stacks nicely with the Gift of
mental disposition? Did an enemy act Honor, page 71.
against the character, either directly or Pacifist: The character has taken a vow to
through intrigue? If the answer is “yes”, then avoid violence. When the character
the character was hindered by the Flaw. chooses difficult alternatives to counter-
When granting experience, if the Flaw came up attacking, that’s worth a Reward.
once or more, grant the character 1 extra Romance: The character is in love with
Experience to be spent on any improvement. another. When the love interest is
Unlike other rewards, this 1 extra can stack threatened (possibly to motivate the
on top of others. This extra 1 point is called character to do something they normally
“a learning experience” — what happens in wouldn’t do), that’s a Reward.
life when you don’t get what you want. Another take is the Unrequited Romance, where
Flaws are self-limiting. For one thing, the the love interest does not love the character
maximum reward is only 1 per Flaw — no back. Perhaps the love interest is oblivious;
more, no matter how bad it was or how often going out of one’s way to get noticed is
it came up. Secondly, some Players will try to worth a Reward. Or perhaps the love
“play around” their Flaws (like a Pacifist interest spurns the character’s advances
character who happens to hang out with the because of differences in social status;
greatest combat masters of the land, never working to change one’s status for the sake
having to lift a finger). To truly be a Flaw, and of the romance is worth a Reward.
thus worthy of the extra Experience, the Flaw Secret: The character has an embarrassing
must have somehow hindered the character’s secret of some kind. A common example is
best interests or limited their choices. A Flaw the former bandit who becomes a priest to
that doesn’t hinder isn’t a Flaw. atone for past crimes, taking on a new
name … but constantly vigilant for those
Sample Flaws who seek revenge for past crimes. Any
Duty: The character has a social obligation, time the character must do something to
such as serving a local lord or fulfilling cover up their Secret, that’s a Reward.
the tasks granted by Legal Authority.
Players are encouraged to come up with
Any time the Duty keeps the character
more ideas for Flaws. Beware of “enablers” —
from doing what they “need” to do,
Flaws that are just excuses for wanton
that’s worth a Reward.
behavior, such as “Impulsive” or “Over-
Enemy: Someone plots against the character.
confident”. A Flaw must hinder the character
It could be a mortal enemy, or just
to be worth a learning experience.
someone who wants to crush their hopes
Like Gifts, characters can remove Flaws
and dreams. Some enemies have a narrow
during the Character Growth sessions.
geographical area of control, entering the
Removing a Flaw costs no Experience, but it
game rarely; others will be far-reaching.
doesn’t earn any, either. The hindrance is
Either way, whenever the Enemy
gone, but so are the hard-earned lessons it
successfully works against the character’s
brings. The Player should have some good
interests, that’s worth a Reward.
reason for removing the Flaw. For some
Failing Health: The character is old or
壱百七拾弐

Flaws, this will be easy — for example, an


sickly. Increase all Damage rolls against
Enemy can simply be killed. For others,
the character by 1d20. Remember that
such as a Secret, the consequences will be
only one Reward is possible per session,
greater, possibly trading one Flaw for
no matter how many Damage rolls the
another.
poor character suffers.
172
Variant Races 取捨の種族
APPENDIX 3:
VARIANT RACES
on the world means that they often exploit
the labor of others. They are found here and
there amongst the noble classes. Some
serpents can grow to a colossal size, and
become frightening combatants.
• Gift: Might
• Gift: Ophidian

Variant Racial Gifts


Digging Claws
Requires: Race of Mole
Always — you have giant claws you can use
These Races are not normally options for as a 2d20 hand weapon, using Blade Skill.
Players. They rarely appear in the Usagi Always — as an Action, you can move
stories, and when they do, they are dramatic through soft earth and dirt at your Dash.
and strange.. You are Inactive while moving under the
The Game Host and Players can make up ground, but you can claim 100% cover
new Races – simply decide two Gifts that and concealment while moving.
would be appropriate.
Ophidian
Bat Requires: Race of Snake
Bats are uniquely gifted among the Always — You have no hands. You can use
intelligent races in that they have the ability to your tail as a one-handed grabber, to close
fly through the air. These abilities are doors and hold things.
counteracted by their general frailty. As a Always — as an Action, you can slam people
result of their special talents, these nocturnal with your long body. Move up to your
creatures may often be found filling the ranks Dash, then strike a target with Body, Speed
of ninja clans, or acting as spies. & Empty-Hand Dice vs. the target’s
• Gift: Quickness defenses. Your attack has the Criticals
• Gift: Wings Crush and Trip, and causes 2d20 Damage.
Always — as an Action, you can constrict
people with your mighty coils. This is the
Mole same as grappling (page 145), except your
Moles are a curious people. They have crushing damage is 3d20.
large, clawed paws that allow them to dig
quickly through soft earth, and small, weak Wings
eyes that are best suited to darkness. Moles Requires: Race of Bat
often find employment as miners, or in other Always —You can mount Light Blades on
professions that keep them from the bright your wings for 2d20 Damage. You cannot
light of the sun. use two-handed weapons while flying.
• Gift: Digging Claws Always — You have wings. You can fly at
• Gift: Keen Nose Speeds up to your Dash. While in the air,
you must move at least 6 paces every
壱百七拾参

Serpent round or you will fall to the ground.


Serpents are rarely seen, but long Always — you take less damage from a fall, as
remembered. They are perhaps the most your wings slow your descent. All falling
curious people of Japan, possessing no limbs, damage for you is Enervated.
and having scales instead of fur. Their lack of
arms and curiously cold-blooded perspective 173
Variant Careers
APPENDIX 4:
VARIANT CAREERS
The Careers presented here are not always • Gift: Bushido Training
appropriate for Player-Characters, but many • Gift: Resolve
of the supporting cast will have them. • Gift: Samurai
At need, the Game Host and Players should
取捨の職業

make up new Careers. Choose three Career Gifts Student (Shugyosha)


and four appropriate Skills for the Career Trait.
When not repeating the endless drills of
drawing and sheathing their swords a
WARRIORS (SHI) thousand times a day, or shouting a kiai while
stepping and swinging down, Students are
often looking to prove their abilities and the
Bravo superiority of their fighting style. Many a
Times are tough, and some samurai will young, hot-headed shugyosha has met an
have turned to less savory activities to untimely end at the edge of a sword wielded
support their habits. A Bravo might have by a foe they thought they could beat.
actually crossed the line and be guilty of • Include with:
crimes, or they may be more like racketeers, — Literacy
shaking down commoners for money. — Lore: Kenjutsu
• Include with: — Presence
— Inquiry — Weapon: Blade
— Presence • Gift: Bushido Training
— Tactics • Gift: Indoor Techniques
— Weapon: [of Choice, usually Blade] • Gift: Samurai
• Gift: Belligerent
• Gift: Resolve
• Gift: Samurai BUSINESSMEN (SHO)
While technically beneath even
Pirate commoners in the Tokugawa-era caste
system, businessmen enjoy increasing
In previous generations, the Pirates of
standing in society as money and trade
Japan were notorious in Okinawa, Ezo,
become more important.
China, and elsewhere. These days, there isn’t
much call for them.
• Include with: Merchant
— Swimming In this stabilizing era of peace, Merchants
— Tactics are very important as koku (bushels of rice)
— Trade: Boating are reaped from fields, stored in the many
— Weapon: [of Choice, usually Blade] warehouses, and sold for the money that
• Gift: Athletic samurai expect to use to support their
• Gift: Resolve lifestyle.
• Gift: Samurai • Include with:
— Diplomacy
Retainer — Literacy
— Lore: Geography
Many samurai will be fortunate enough to
— Trade: Merchant
serve lords. Retainers represent the well-to-
• Gift: Pennywise
壱百七拾四

do samurai.
• Gift: Talkative
• Include with:
• Gift: Wealth
— Literacy
— Lore: Nobility
— Tactics
— Weapon: Blade
174
Variant Careers 取捨の職業
Trader CRIMINALS (HININ)
Most trading in Japan is done by sea.
Boats holding 50 koku (rice bushels) or more Bandit (Touzoku)
regularly trade up and down the coast. This is your typical villain in many stories:
Player-Characters may hitch a ride. the thug who preys on helpless villagers.
• Include with: • Include with:
— Diplomacy — Presence
— Inquiry — Stealth
— Trade: Merchant — Tactics
— Trade: Sailor — Weapon: [Choose one, usually
• Gift: Pennywise Blade, Polearm, or Truncheon]
• Gift: Wealth • Gift: Belligerent
• Gift: Well-Traveled • Gift: Resolve
• Gift: Rustic
FARMERS (NO)
While the Tokugawa caste system puts
farmers just below warriors, many of them
NINJA (SHINOBI)
work long hours for little reward.
Agent (Genin)
Hetman The lowest ranking ninja, genin make up
the bulk of ninja forces. Each group is led by
The most educated person in a typical a chunin, who will have the same abilities,
village, the Hetman will be the one everyone plus True Leader and Leadership d8.
runs to for guidance of what to do in a crisis. • Include with:
The stereotype is a middle-aged man or — Deceit
woman with a brow creased from worry and a — Stealth
voice that speaks common-sense wisdom. — Throwing
• Include with: — Weapon: [Choose one, usually Axe
— Diplomacy or Blade]
— Leadership • Gift: Ninjutsu
— Trade: Mayor • Gift: Resolve
— Choose one Skill [Craft or Trade of • Gift: Choose one [Empty-Hand
choice] Mastery; Fast-Draw; Sneaky]
• Gift: Educated
• Gift: Sympathetic
• Gift: True Leader NOBLES (KUGE)
During the Shogunate, most nobles have
Tiller few duties except as functionaries, collecting a
Your typical farmer, the Tiller usually stipend from the Emperor. Many work as
spends all day in a damp rice field reaping for teachers for the richer samurai or commoners.
the merchants who will collect it and store it • Include with:
for the samurai to spend later. — Literacy
• Include with: — Lore: Nobility
— Craft: Carpentry — Presence
— Hiking — Trade: Choose one [Functionary or
— Trade: Animal Handling Teacher]
— Trade: Farmer • Gift: Educated
• Gift: Might • Gift: Talkative
• Gift: Rustic • Gift: Choose one [Bushido Training;
壱百七拾伍

• Gift: Toughness Charismatic; Cleverness; Doctor;


Honor; Pennywise; Perceptive; Sneaky;
Sympathetic]

175
Appendix
APPENDIX 5:
The Regulations of
Imagawa Ryoshun
付録

Without knowledge of learning, one will It is forbidden to be prideful of one's own


ultimately have no military victories. cleverness, and to ridicule others about everything.
Cormorant fishing and falconry are pleasures When a person comes to one's home, it is for-
that uselessly destroy life. They are forbidden. bidden to feign illness and thus avoid meeting him.
It is forbidden to pass the death sentence on It is forbidden to enjoy one's own
a man who has committed a major crime tranquility, and to retire a man without adding
without full investigation. to him some stipend.
It is forbidden to use favoritism and excuse a It is forbidden to be excessive in one's own
man who has committed a major crime. clothing and armor, while one’s retainers go
It is forbidden to bring about one's own about shabbily.
excessive prosperity by means of exploiting the One should be highly reverential of Buddhist
people and causing the destruction of shrines. priests and treat them with correct manners.
It is forbidden to tear down one's ancestors' Regardless of a person's high or low
family temples and pagodas, thereby position, it is forbidden to disregard the law of
embellishing one's own domicile. karma, and to simply live in ease.
It is forbidden to forget the great debt of It is forbidden to erect barriers in one's own
kindness one owes to his master and ancestors domain and thus cause distress to travelers both
and thereby make light of the virtues of loyalty coming and going.
and filial piety.
It is forbidden that one should, acting Postscript
without respect to the Way of Heaven, attach It is natural that training in the martial arts
little importance to his duties to his master and is the Way of the warrior, but it is important
be overly attentive to his own business. to put them into actual practice. First, it is
It is forbidden to be indiscriminate of one's written in the Four Books and Five Classics, as
retainers good or evil actions and to distribute well as in the military writings, that in
unjust rewards and punishments. protecting the country, if one is ignorant in the
Be mindful of the fact that, as you know study of literature, he will be unable to govern.
the works of your own retainers, the master From the time one is young, he should
knows yours in the same way. associate with companions who are upright
It is forbidden to disrupt the relationships and not even temporarily be taken in by
of other people, and to make others anguish friends of low character. Just as water will
your own pleasure. conform to the shape of the vessel that
It is forbidden to put others profit at a loss contains it, so will a man follow the good and
and, recklessly embracing one's own ambition, evil of his companions. This is so true.
increase one's own power. Therefore it is said that the master who
It is forbidden to be disregardful of one's governs his domain well loves wise retainers,
own financial status and to live too far above while the man who exploits the people loves
it or below it. flatterers. This means that if one would know
It is forbidden to have contempt for wise the heart of the master, he should look to the
retainers and prefer flatterers, and to have one's companions who the master loves. One should
actions be influenced by those conditions. truly take this to heart. To prefer friends who
One should not be envious of someone who are superior to him, and to avoid those who
壱百七拾六

has prospered by unjust deeds. Nor should he are his inferiors, is the wisdom of the good
disdain someone who has fallen while adhering man. However, considering this to be true, it
to the path of righteousness. will not do to be overly fastidious in one's
It is forbidden to be given up to drinking and choice of people. This is simply saying that
carousing and, in gambling and the like, to one should not love those who are evil. This is
176 forget one's family duties. not limited to the man who governs the
Appendix 付録
country, for without the love and respect of and yet being negligent and lacking wisdom and
the masses, all matters are difficult to achieve. ability, and thus incurring the criticism of men
First of all, a samurai who dislikes battle and both high and low. Just as Buddha preached the
has not put his heart in the right place, even various laws in order to save all living beings,
though he has been born in the house of the one must rack one's brains and never depart
warrior, should not be reckoned among one's from the Ways of both Warrior and Scholar.
retainers. Many famous generals have made this In governing the country, it is dangerous to
admonition. Next, if one would wonder about lack even one of the virtues of humanity,
the good and evil of his own heart, he may think righteousness, etiquette and wisdom. In
of himself as good if many people of both high adhering to correct government, there will be
and low positions gather at his door. And, even no rancor from the people when crimes are
if one invites many people, and still they neglect punished. But when the government makes its
him and he has no comrades, he should think of stand in unrighteousness and the death penalty
his own conduct as being incorrect. is passed, there will be deep lamenting. and in
Yet, I suppose there are two ways of having such a case there will be no escaping the
the gate crowded with callers. There are also retribution of karma.
occasions when the people are fearful of the There is a primary need to distinguish loyal-
masters' iniquity, are exploited by the high ty from disloyalty and to establish rewards and
handedness of his retainers and opposed by the punishments. It is meaningless to divide up the
plots of his companions, and will gather at the administration of the domain if one's vassals
gates of the authorities complaining of their commit useless acts in their own interests, have
afflictions with explanations of their distress. no ability in the martial arts, and do not sustain
One should be able to discern such situations their underlings. And though one can say that
well and to correct the arbitrariness of his the treatment of his vassals in the division of
retainers. He should entrust himself to the wise the fiefs has not differed since the time of his
sayings of the ancients and follow the ancestors, differences in conduct and authority
conditions of the law. are dependant of the same frame of mind of the
A man who is said to be a master should, in present master.
the same way the sun and the moon shine on Being born into a family that has from the
the grass and trees all over the land, ponder day beginning earnestly known the Way of Battle,
壱百七拾七

and night with a heart of compassion into it is truly regrettable to wastefully tamper with
matters of rewards and punishments, for his the domain, support no soldiers, and receive the
vassals both near and far, and even to those scorn of all.
officials separated from him by mountains and
Thus the above is written
sea; and he should use those men according to
in the 19th year of Oei (A.D. 1412)
their talents. It is possible that there are many
Imagawa Ryoshun 177
examples of men becoming leaders of samurai,
Bibliography
BIBLIOGRAPHY
Books comics. Variable in quality and extremes
of violence. Released in various English
Clavell, James, Shogun – excellent introduction editions.
to feudal Japan, even if it takes some Legend of Eight Samurai —Over-the-top
liberties with accuracy samurai and sorcery action.
Hearn, Lian, Tales of the Otori — fantasy series
参考文献

Ran (“Chaos”) — The legendary director


heavily inspired by Edo-era Japan. Kurosawa stages Shakespeare’s King Lear
Koike Kazuo and Kojima Goseki, Lone Wolf during the Sengoku era. Spectacular
and Cub — popular Japanese comic about battle sequences and wonderful
Ogami Itto, a samurai framed by a rival performances.
clan and forced to take employment as an Sanjuro — Another Kurosawa film, with
assassin, and his son Daigoro. A seminal Mifune in his signature role as a scruffy,
work with many meditations on cynical samurai.
swordsmanship and bushido. The Samurai series (Musashi Miyamoto; Duel
Matsuo Basho, Narrow Road to the Deep North at Ichijoji Temple; Duel at Ganryu Island)
— A detailed travel diary that describes — Starring Toshiro Mifune in his
the lands and people that lie on the road signature role as the famous sword-saint.
between Edo and the northern parts of Yojimbo — Kurosawa and Mifune together
Honshu. again, this time to tell the tale of an
Miyamoto Musashi, Go Rin No Sho (“The Book unnamed ronin playing two criminal
of Five Rings”) — Written shortly before gangs against one other. (Compare the
his death, more than forty years after his Italian film A Fistful of Dollars, where an
participation in the Battle of Sekigahara, unnamed gunslinger does the same thing
this book is the capstone of a life in America’s Wild West.)
committed to the samurai ideals. Zatoichi — Oft-remade movie about a blind
Murasaka Shikibu, The Tale of Genji — An masseur with uncanny sword skill. Also a
early novel that describes the civilized life popular television series.
and pleasusre of a nobleman in the Heian
court.
Ratti, Oscar and Westbrook, Adele, Secrets of Games
the Samurai: The Martial Arts of Feudal Bushido Blade and Bushido Blade 2 (video
Japan — A popular resource covering the games) – two rival schools have bloody
Heian to early Meiji era; very thorough conflicts. Look to the moody locations
with excellent illustrations. and fighting styles for inspiration.
Sakai, Stan, Usagi Yojimbo — The central Legend of the Five Rings (collectable card
inspiration for this game. game, role-playing game, miniatures) –
Tale of the Heike. Traditional, 14th century — set in a fantasy version of Japan, look for
This is a collection of oral tales told about inspiring imagery and characterization
the clash between the Minamoto and (but definitely not for historical
Taira clans. accuracy).
Yamamoto Tsunetomo, Hagakure (“Hidden Nobunaga’s Ambition (computer game) – oft-
Leaves”) — One of the classics of samurai remade strategy game where you attempt
literature, with an emphasis on living and to succeed where Nobunaga failed.
dying for the code of bushido. Sengoku (role-playing game) – full of detail on
the Warring-States Era, just before the
Films Shogun’s Peace.
Samurai Swords (a.ka. Shogun, board game) –
The Hidden Fortress —Akira Kurosawa directs
壱百七拾八

Simple strategy game of unifying feudal


Toshiro Mifune as a general escorting a Japan; amaze your fellow players with how
princess with the help of two greedy much you know about the provinces on
thieves. Very approachable, especially for the map.
new audiences.
Kozure Okami — movie and television series
178 inspired by the “Lone Wolf and Cub”
Glossary用語集
GLOSSARY
Amidist Buddhism: “Pure Land” Buddhism -hime: “princess” (name suffix)
sect, associated with peasant rebellions hinin: literally “non-person”; criminal
arquebus: European gun –ichi: “first son” (name suffix)
ashigaru: spear-carrying warrior ikko-ikki: literally “single-minded league”;
atemi waza: bare-handed striking techniques alliance of monks and peasants
bakufu: literally “tent government”; -ji: “second son” (name suffix)
government with strong Shogun and jidaigeki: period-drama samurai films and
weak Emperor television
bakuhan taisei: full name for bakufu jige: minor nobility
bakuto: gambler jin: benevolence (bushido discipline)
bo: staff jitte: forked iron rod
bojutsu: staff fighting jo: Long, one-handed staff.
bokken: wooden sword, about the size and Jodo Shin: Buddhist sect, notorious for
shape of a katana. uprisings
bouzou: bonze; Buddhist priest Jodo: Amidst Buddhist sect
buke: warrior house jujutsu: literally “gentle or yielding art”; bare-
buke-zukuri: wooden scabbard for katana handed fighting, focusing on throws
bunraku: puppetry kabuki: musical theater
bushido: samurai warrior’s code kaginawa: Rope with grappling hook
chambara: historical-period samurai films kama: Peasant’s sickle,
chugi: loyalty (bushido discipline) kama-yari: folding sickle
Confucianism: Chinese philosophy; kami: divine Shinto spirits
foundation of bushido and caste system kampuku: Imperial Regent
daikatana: long katana karma: destiny as determined by personal
daikyu: long bow actions
daimyo: literally “great name”; landed lord karukuchi: joke-telling as entertainment
one step below Shogun katame waza: grappling and controlling
daisho: literally “long and short”; katana and techniques
wakizashi together katana: Curved long sword
daitokagé: giant riding lizard –kazu: “first son” (name suffix)
dojo: (1) school of martial arts; (2) highest- keibo: short club
ranking noble caste kenjutsu: sword fighting
do-maru: breastplate and shoulder guards kensei: literally “sword saint”; devotee to
doshin: thief-taking samurai ultimate fighting techniques
Edo: capital of Japan under Shogunate rule kikotsu: militia code of honor
Edo era: another name for the Shogunate Kirisuto Iesu: Japanese translation of
fudai: samurai clans that supported Tokugawa Jesus Christ
Fuke: Buddhist sect, famous for flute-playing kirisutogomen: literally “killing and walking
gaijin: foreigner (considered derogatory) away”; the right of a samurai to kill
gi: correct judgment (Buddhist discipline) anyone of lower status
Go Rin No Sho: “The Book of Five Rings” by kiseru: pipe for smoking.
Miyamoto Musashi –ko: “child” (female name suffix)
goyikki: part-time watchmen koan: Zen riddle
Grasscutter: sword, one of three great treasures kodachi: short sword
gunsen: war fan ko-gusoku: partial suit of samurai armor
hachiwari: literally, “helmet-splitter”; a kohei: war veteran
curved short sword koku: literally, “barrel of rice”; the income
壱百七拾九

han: (1) fiefdom; (2) paper money generated by a rice field


hankyu: short bow koma asobi: top-spinning as entertainment
haramaki-do: breastplate komono: irregular police
hatamoto: Shogun’s guards komuso: flute-playing monk
Heian period: last great rule of the noble class konsaibo: iron-shod double-ended staff
heimin: commoner kuge: noble house (not samurai) 179
Glossary
kunai: throwing knife Shintoism: early Japanese religion
kusari: chain Shogun: military dictator
kusari-fundo: weighted chain Shogunate: rulership of the Shogun
kusarigama: combination chain and sickle shoukin-kasegi: Bounty hunter
kusarijutsu: fighting with weighted chains shuriken: throwing star
用語集 kyoketsu shogi: forked blade with weighted rope shurikenjutsu: fighting with the throwing star
kyukaku: militia warrior sohei: Warrior priest
machi-bugyo: magistrate sui zen: flute-playing as Zen meditation
makoto: honesty (bushido discipline) sumotori: professional sumo wrestler
manrikigusari: big heavy chain taidou-geijin: street entertainer
masakari: woodchopper’s axe. takuhatsuzou: mendicant
Meifumado: Buddhist Hell tanto: Dagger
meiyo: honor (bushido discipline) tatami-do: scaled armor, worn by peasant
melee: hand-to-hand fighting infantry
metsuke: commoners authorized to detain tengai: basket helmet covering the face
samurai teppo: matchlock rifle
–mi: “beauty” (female name suffix) tessen: iron war fan
mon: literally “gate”; noble family’s crest tetsubo: studded iron club
nage-waza: bare-handed throwing Tokugawa: noble family who first united
techniques Japan and established the Shogunate
naginata: spear with long, sword-like blade Tokugawa era: another name for the
natagama: weapon-quality sickle Shogunate
ninja: secret warrior tozama: samurai clans who submitted to
ninpo: ninja’s code of honor Tokugawa only after losing
no-dachi: very long, very heavy sword ukiyo: literally “floating world”;
nukenin: rogue ninja establishments of entertainment and
nunchaku: rice-thresher; wooden sticks tied earthly delights
with rope wakizashi: Short sword
obi: belt yamabushi: “mountain warrior”; warrior
okapikki: informant; spy monk
okugi: secret teachings of martial arts yari: Long spear
oniwabanshu: ninja working undercover yojimbo: Bodyguard
ono: giant axe yu: courage (bushido discipline)
otokodate: vigilante; commoner who fights zambatou: horse-cutting sword
injustice zanzin zamba: literally, “cut the man, cut the
o-yoroi: full suit of samurai armor horse”; an attack maneuver of leaping high
pace: one meter in the air and coming down blade first
rei: respect (bushido discipline) Zen: Buddhist school of meditation,
ri: 3.927 kilometers introspection and intuition
Round: (game term) about 6 seconds –zo: “third son” (name suffix)
ronin: literally “wave man”; masterless
samurai
roshi: wandering samurai, possibly a deserter
ryo: gold coin
samurai: literally “one who serves”; warrior
caste
sankin kotai: policy of holding heirs hostage
to control vassals
Satori: Zen Buddhist enlightenment
Scene: (game term) about 5 minutes
Seii Taishogun: full title for Shogun
壱百八拾

sensei: teacher
shakuhachi: bamboo flute
shi: warrior
shinobi: another name for ninja
shinpan: clans related to Tokugawa
180
Index 索引
INDEX
Abnormal Status, 146 Blind Swords-Pig, 51 Roshi, 63 Crippled, 146
Acrobat (Gift), 77 Blindness, 146 Shoukin-Kasegi, 63 Crippled (Injury), 117
Advanced Gifts, 78 Bo Mastery (Gift), 79 Street Entertainer, Critical Hits, 112
Agata Castle, 40 Bo Shuriken, 150 65 Crow Castle, 27
Aggressive Attack Bo Staff, 148 Sumo Wrestler, 63 Crush (Critical Hit), 112
(Action), 105 Body In Place Of The Sumotori, 63 Crushing The Weakened
Ainu, 27 Sword (Gift), 132 Taidou-Geijin, 65 Foes (Gift), 133
Aki, 36 Body Of The Rock (Gift), Takuhatsuzou, 67 Daikatana, 150
Akita, 28 132 Thief, 65 Daikyu, 148
Amakusa Archipelago, Bodyguard (Career), 63 Undercover Agent, Daimyo, 7
40 Bodyguard (Gift), 75 66 Damage, 116
Amanohashidate, 33 Bojutsu, 79 Veteran, 64 Danger Sense (Gift), 70
Ama-No-Uzume, 17 Bokken, 148 Vigilante, 65 Dan-No-Ura, Battle Of,
Amaterasu, 17, 29 Bonus, 97 Wanderer, 63 6
Ambidexterity (Gift), 77 Bonze (Career), 66 Yamabushi, 67 Deceit (Skill), 87
Ame Tomoe, 51 Boso Peninsula, 30 Yojimbo, 63 Defense
Amidism, 19 Bounty Hunter (Career), Careers, 63 Counter-Attack, 110
Amitabha, 19 63 Castle Gifu, 27 Parry, 110
Ando, 43 Bouzou (Career), 66 Cat, 60 Desperate Attack (Gift),
Antoku, Emperor, 6 Bridge Of Heaven, 33 Catholic Jesuit Order, 79
Arima Clan, 39 Brushing Aside (Gift), 76 36 Devastated (Injury), 118
Arimura, 43 Buke, 14 Cattle, 60 Dewa, 28
Armor, 141 Buke-Zukuri, 148 Causing Confusion Dice, 95
Asano, Lady, 43 Bungo, 40 (Gift), 132 Diplomacy (Skill), 87
Ashikaga Shogunate, 7 Bushido, 14 Causing Fright (Gift), Disarm (Critical Hit), 113
Ashikaga Takauji, 7 Bushido Training (Gift), 133 Disarming, 145
Aso, 40 70 Character Growth, 125 Divine Wind (Gift), 70
Athletic (Gift), 69 Buzen, 39 Charge (Action), 105 Doctor
Atsuo, 43 Canny Defense (Gift), 75 Charismatic (Gift), 70 Applying Medical
Attack (Action), 104 Career Chikugo, 39 Care, 124
Awa, 30, 38 Bakuto, 65 Chikuzen, 39 Doctor (Gift), 71
Awaji, 37 Bodyguard, 63 Christianity, 20 Dodge
Awkward Weapon, 115 Bonze, 66 Chrysanthemum Defense, 111
Bounty Hunter, 63 Throne, 6 Dodge (Skill), 87
Backsliding, 124
Bouzou, 66 Chugi, 15 Dog, 60
Bad Footing, 104
Dorobou, 65 Cleave (Critical Hit), 113 Dogo Onsen, 38
Bakufu, 7
Flautist Monk, 67 Cleverness (Gift), 70 Dojo (Class Of Nobles), 14
Bakuhan Taisei, 11
Gambler, 65 Climbing (Skill), 86 Dorobou (Career), 65
Bakuto (Career), 65
Kohei, 64 Combat, 99 Doshin, 11
Basic Gifts, 69
Komuso, 67 Combat Sense (Gift), 75 Easy Rebound (Gift), 79
Bat, 173
Kyukaku, 64 Combo Weapons, 114 Easy Riposte (Gift), 79
Bears, 60
Mendicant, 67 Concealment, 141 Easy Weapon, 115
Belligerent (Gift), 69
Militia, 64 Concuss (Critical Hit), Echigo, 32
Beppo, 40
113
壱百八拾壱

Binding (Gift), 132 Mountain Warrior, Echizen, 31


67 Confucianism, 20 Eddoko, 30
Bingo, 36
Nukenin, 66 Confusion, 146 Edo, 23, 30
Bitchu, 8, 36
Oniwabanshu, 66 Counter-Attack, 110 Edo Era, 23
Biwa (Lake), 27
Otokodate, 65 Counter-Interrupt, 108 Educated (Gift), 71
Bizen, 35
Rogue, 66 Cover, 141 Emperor Go-Daigo, 7
Blind Fighting (Gift), 79
Craft (Skill), 86 181
Index
Emperor Go-Yozei, 23 Full Moon Stroke (Gift), Flowing Water Cut, Shuriken Mastery,
Empty Hand (Skill), 88 80 133 82
Empty-Hand Attack, 109 Futarasan, 27 Flying Grip, 80 Sly Maneuver, 75
Empty-Hand Mastery Gambler (Career), 65 Full Moon Stroke, 80 Sneaky, 74

索引
(Gift), 71 Gassan, 28 Giant, 80 Speed Save, 78
Encumbrance, 139, 197 Geishu (Aki), 36 Grit, 71 Spring Attack, 78
Endai Shin Ryu, 128 Gen (Gennosuke), 50 Headlong Sprint, 76 Strategic Gaze, 135
Enervated Damage, 116 Gennosuke, 50 Holding Down A Streetwise, 75
Engetsugiri, 80 Gi, 15 Shadow, 134 Strength, 76
Entangle (Critical Hit), Giant (Gift), 80 Honor, 71 Striking The Corners,
113 Gift Horse Cutter 135
Environment, 141 Acrobat, 77 Maneuver, 81 Striving For Height,
Equipment, 148 Ambidexterity, 77 Iaijustu, 77 136
Etchu, 32 Athletic, 69 Improved Sure-Footed, 78
Exhaustion, 123 Belligerent, 69 Aggression, 76 Sympathetic, 74
Experience, 125 Binding, 132 Improved Talkative, 74
Extra Career (Gift), 80 Blind-Fighting, 79 Movement, 78 Timing Of Two, 136
Ezo, 41 Bo Mastery, 79 Improved Parry, 72 Toughness, 74
Falling, 142 Body In Place Of The Increased Trait, 72 Treading Down
Fast-Draw (Gift), 77 Sword, 132 Indoor Techniques, The Sword, 136
Favor, 97 Body Of The Rock, 134 True Leader, 76
Favored Use, 85 132 Keen Ears, 72 Wealth, 82
Favorite Weapon, 85 Bodyguard, 75 Keen Eyes, 72 Well-Traveled, 74
Fear, 146 Brushing Aside, 76 Keen Nose, 72 Winding Mountain
Fighting Spirit (Gift), 76 Bushido Training, 70 Knockdown Path, 137
Canny Defense, 75 Maneuver, 75 Yielding Deflection,
Fighting-Rope Mastery
(Gift), 80 Causing Confusion, Knowing The 74
132 Enemy’s Troops, 134 Yin-Yang Feet, 137
Fire, 142
Causing Fright, 133 Living Hands, 134 Zeal, 76
Fires And Stones Cut
(Gift), 133 Charismatic, 70 Luck, 73 Gifts, 68
Fixed Target Numbers, Cleverness, 70 Melee Fervor, 73 Goat, 61
98 Combat Sense, 75 Melee Finesse, 73 Goods, 139
Flanking, 112 Crushing The Melee Guile, 73 Gorogoro, 43
Flautist Monk (Career), Weakened Foes, 133 Might, 73 Gossip (Skill), 88
67 Danger Sense, 70 Mighty Blow, 76 Government, 11
Flowing Water Cut Desperate Attack, 79 Mob Fighter, 74 Goyikki, 11
(Gift), 133 Divine Wind, 70 Night Vision, 74 Go-Yozei, 9
Flying Grip (Gift), 80 Doctor, 71 Ninjutsu, 81 Grapple (Critical Hit),
Focus, 107 Dramatic Parry Arrows, 81 113
Focus (Action), 105 Disheveling, 79 Pennywise, 74 Grappling, 145
Foraging, 142 Easy Rebound, 79 Perceptive, 74 Grasscutter, 7, 29
Four Truths, 17 Easy Riposte, 79 Priestly Investure, 82 Grit (Gift), 71
Fox, 61 Educated, 71 Quickness, 74 Group Initiative, 102
Free Actions, 107 Empty-Hand Rat’s Head, Ox’s Neck, Guard (Action), 106
Fuchu, 36 Mastery, 71 134 Gunichi, 44
Fudai, 14 Extra Career, 80 Red Leaves Cut, 135 Gunsen, 148
Renewal, 135
壱百八拾弐

Fuji Fast-Draw, 77 Hachiwari, 148


Mountain, 29 Fighting Spirit, 76 Resolve, 76 Haguro, 28
Fujii, General, 43 Fighting-Rope Rustic, 74 Hakata, 39
Fukiwara, 6 Mastery, 80 Samurai, 82 Hakurojo, 35
Fukui, 31 Fires And Stones Cut, Setting the Gaze on Hamamatsu, 29
Fukuoka, 39 133 the Target, 82 Han, 11, 23
182 Sharpshooter, 74
Index 索引
Hankyu, 149 Incapacitated (Injury), Keen Ears (Gift), 72 Leadership (Skill), 89
Harima, 35 117 Keen Eyes (Gift), 72 Limit, 97
Hatamoto, 15 Increased Trait (Gift), 72 Keen Nose (Gift), 72 Literacy (Skill), 89
Hatsu, 44 Individual Initiative, 102 Keibo, 149 Living Hands (Gift), 134
Headlong Sprint (Gift), Indoor Techniques Kenichi, 47 Lone Goat (Yagi), 51
76 (Gift), 134 Kii, 37 Lore (Skill), 89
Healing, 123 Initiative, 101 Kinai, 24 Luck (Gift), 73
Heian, 6 Injury, 116 Kirishima, 40 Lying Down, 146
Height, 142 Inquiry (Skill), 88 Kirisuto Iesu, 20 Machi-Bugyo, 11
Heimin, 12 Interrupt, 107 Kiseru, 149 Machiya, 30
Hida, 27 Inukai, 45, 46 Kitakyushu, 40 Maizuru, 33
Hideyoshi, 8 Ise, 29 Kitsune, 48 Makoto, 15
Higashimori, 44 Province, 29 Kiyomori, 6 Manrikigusari, 150
Higo, 40 Town, 29 Knockdown Maneuver Map of Japan, 22
Hiking (Skill), 88 Itsukushima, 36 (Gift), 75 Mariko, 48
Hira, 150 Iwami, 34 Knocked Down, 146 Marks, 84
Hirano Kinuko, 45 Iwarebiko, 17 Knowing The Enemy’s Marugame, 38
Hit Location (Variant Iyo, 38 Troops (Gift), 134 Masakari, 150
Rule), 170 Izanagi, 17 Kochi, 38 Masuda, 34, 48
Hitachi, 30 Izanami, 17 Kodachi, 150 Matsue, 34
Hizen, 40 Izu, 29 Kohei (Career), 64 Matsumoto, 27
Hofu, 36 Izumi, 25 Koku, 23 Matsuyama, 38
Hofu Tenmangu, 36 Izumo, 34 Kokubu, 41 Matusaka, 29
Hojo, 7 Izushi, 33 Kokura, 39 Maximizing, 97
Hoki, 34 Jei, 46 Kokyo, 25 Medicine (Skill), 89
Hokurikudo, 31 Jesuit Order, 36 Komono, 11 Meifumado, 18
Holding Down A Jige, 14 Komuso (Career), 67 Meiyo, 15
Shadow (Gift), 134 Jigoku, 40 Konsaibo, 150 Melee Attack, 109
Home Of The Gods, 34 Jin, 15 Korakuen, 35 Melee Fervor (Gift), 73
Honor (Gift), 71 Jitte, 149 Kozanji, 36 Melee Finesse (Gift), 73
Horse-Cutter Maneuver Jo, 149 Kozuke, 27 Melee Guile (Gift), 73
(Gift), 81 Jodo Shinsu, 25 Kuge, 13 Mendicant (Career), 67
Hyuga, 40 Jo-Jutsu Shin Ryu, 128 Kukai, 37 Metuske, 11
Iga, 29 Jotaro, 47 Kumamoto, 40 Mifune, Lord, 48
Iinoyama, 38 Jumping (Skill), 88 Kunai, 150 Might (Gift), 73
Ikeda, 45 Juzo, 47 Kuni, 23 Mighty Blow (Gift), 76
Iki, 41 Kaga, 31 Kurashiki, 36 Mikawa, 29
Imagawa Clan, 29 Kaginawa, 149 Kurayoshi, 34 Militia (Career), 64
Impale (Critical Hit), 113 Kagututi, 17 Kurume, 39 Mimasaka, 35
Imperial Palace, 25 Kai, 29 Kusari, 150 Minamoto, 6
Improved Aggression Kaiko, 47 Kusari Emono Ryu, 129 Miniatures, 118
(Gift), 76 Kama, 149 Kusarigama, 150 Mino, 27
Improved Movement Kamakura, 7 Kusarijutsu (Gift), 80 Mishima, 29
(Gift), 78 Kami, 16 Kuwana, 29 Miyamoto Usagi, 49
Improved Parry (Gift), Kampuku, 8 Kyoketsu Shogi, 150 Miyamoto, Magistrate,
72
Kanazawa, 31 Kyoto, 6, 23, 24 48
壱百八拾参

Improvement, 125
Karatsu, 40 Kyukaku (Career), 64 Miyazu, 33
Improvised Weapons,
Karma, 18 Kyushu, 39 Mob Fighter (Gift), 74
144
Katana, 149 Kyuso Shin Ryu, 130 Mochihito (Prince), 6
Inaba, 33
Katsuichi, 47 Lake Biwa, 27 Mole, 173
Inazuma, 44, 45
Kawachi, 25 Law And Order, 12 Money, 140
Kazusa, 30 Leader Initiative, 102 Monkey, 61 183
Index
Mount Aso, 40 Osaka, 24 Recover From Reeling Shikona No Sumo Ryu,
Mount Fuji, 29 Osumi, 40 (Action), 105 130
Mount Gassan, 28 Otaki, 30 Recovery, 123 Shima, 29
Mount Haguro, 28 Otokodate (Career), 65 Red Leaves Cut (Gift), Shimonoseki, 7

索引 Mount Iinoyama, 38 Owari, 29 135 Shimotsuke, 27


Mount Sakurajima, 41 Oyama-Jinja, 32 Reeling, 107 Shimo-Usa, 30
Mount Toganoh, 36 Panda, 61 Rei, 15 Shinano, 27
Mount Yuduno, 28 Parry, 110 Religion, 16 Shingon Buddhist, 37
Mountain Warrior Parry Arrows (Gift), 81 Renewal (Gift), 135 Shinobijutsu No
(Career), 67 Penalty, 97 Resolve (Gift), 76 Neko Ryu, 129
Movement, 138 Pennywise (Gift), 74 Retreating, 111 Shinpan, 14
Murakami Gennosuke, Perceptive (Gift), 74 Rhinoceros, 61 Shirogeta, 50
50 Personal Name, 57 Riding (Skill), 91 Shirohama, 37
Musashi, 30 Persuasion (Skill), 90 Rinzai, 19 Shizuoka, 29
Mutsu, 27 Philosophy, 16 Road To Awa, 37 Shodoshima, 35
Nagato, 36 Pig, 61 Rodent, 61 Shogun, 7
Naginata, 150 Plover Castle, 34 Rogue (Career), 66 Shoukin-Kasegi
Nagoya, 40 Presence (Skill), 90 Rokushakubo, 148 (Career), 63
Nakasendo Road, 23 Pressing An Attack, 112 Roshi (Career), 63 Shoushin Ryu, 129
Nanao, 32 Priestly Investiture Run (Action), 106 Shuriken, 150
Nanban, 21 (Gift), 82 Rurikoji Temple, 36 Shuriken Mastery (Gift),
Nara, 24 Property Damage, 143 Rustic (Gift), 74 82
Nichiren, 19, 32 Puncture (Critical Hit), Ryushaku-Ji Temple, 28 Shurikenjutsu (Gift), 82
Night Vision (Gift), 74 113 Sado, 32 Size, 144
Nigiri Ga Tondeoru, 80 Quickness (Gift), 74 Saga, 40 Skills, 83
Nine Hells Springs, 40 Quotas, 98 Sagami, 29 Slash (Critical Hit), 114
Ninja-To, 150 Rabbit, 61 Sakai, 24 Slaying Damage, 116
Ninjutsu, 29 Race Sakaide, 38 Sly Maneuver (Gift), 75
Ninjutsu (Gift), 81 Bears, 60 Sakurajima, 41 Smash (Critical Hit), 114
Noble (Career), 175 Cat, 60 Samurai, 6 Sneaky (Gift), 74
Nobunaga’s Ambition, 8 Cattle, 60 Samurai (Gift), 82 Snowy Heron
No-Dachi, 150 Dog, 60 San'indo, 33 (Hakurojo), 35
Noriyuki, Lord, 50 Fox, 61 Sankin Kotai, 11 Soak, 115
Noto, 32 Goat, 61 Sanshobo, 50 Social Classes, 12
Nukenin (Career), 66 Monkey, 61 Sanuki, 38 Soja, 36
Nunchaku, 150 Panda, 61 Satori, 18 Soto, 19
Obama, 31 Pig, 61 Satsuma, 41 Speed Save (Gift), 78
Obi Castle, 40 Rabbit, 61 Scatter, 143 Spending, 108
Observation (Skill), 90 Rhinoceros, 61 Scratched (Injury), 116 Spring Attack (Gift), 78
Oda Nobunaga, 8 Rodent, 61 Searching (Skill), 91 Sprint (Action), 106
Oda, Magistrate, 50 Unknown, 61 Seii Taishogun, 7 Squid, 32
Okayama Castle, 35 Races, 60 Sekigahara, 9 Stab (Critical Hit), 114
Okazaki, 29 Rage, 146 Sequence Of Battle, 103 Stand Up (Action), 105
Oki, 34 Rally (Action), 106 Serpent, 173 Stealth (Skill), 91
Okugi Gifts, 132 Ranged Attacks, 109 Services, 139 Strategic Gaze (Gift),
Omi, 27 Rat’s Head, Ox’s Neck (Gift), Seto Sea, 35 135
壱百八拾四

Oniishibozu Jigoku, 40 134 Settsu, 25 Street Entertainer


Ready A Weapon (Career), 65
Oniwabanshu (Career), Shakuhachi, 150
66 (Action), 106 Streetwise (Gift), 75
Shan-Shan Umbrella
Ono, 150 Rebound (Critical Hit), Festival, 33 Strength (Gift), 76
Onsen, 27 113 Sharpshooter (Gift), 74 Striking The Corners
(Gift), 135
Oranges, 37 Shigu, 37
184
Index 索引
Striving For Height Tetsubo, 150 True Leader (Gift), 76 36
(Gift), 136 That Really Creepy Guy, Tsu, 29 Yagi, 51
Sui Zen, 19 46 Tsukiyomi, 17 Yakushima Island, 41
Suiei Undou Ryu, 128 Thief (Career), 65 Tsushima, 41 Yaku-Sugi, 41
Sumo Wrestler (Career), Thrown Attacks, 109 Tsuyama, 35 Yamabushi (Career), 67
63 Timing Of Two (Gift), Unconscious, 146 Yamagata, 28
Sumotori (Career), 63 136 Undercover Agent Yamaguchi, 36
Sunsanoo, 17 Toganoh, 36 (Career), 66 Yamaguichi, 20
Suo, 36 Tokaido, 28 Unknown, 61 Yamashiro, 24
Sure-Footed (Gift), 78 Tokaido Road, 23 Unusual Attacks, 144 Yamato, 25
Surnames, 56 Tokugawa Hidetada, 23 Usagi, 49 Yanotsu, 34
Suruga, 29 Tokugawa Ieyasu, 8 Variant Rules, 151, 161, Yaoyorozu No Kami, 16
Survival (Skill), 91 Tokushima, 38 166, 168 Yari, 150
Swimming (Skill), 91 Tomoe, 51 Veteran (Career), 64 Yata No Kagami, 29
Sympathetic (Gift), 74 Tosa, 38 Vigilante (Career), 65 Yebisu, 17
Tachibana Clan, 39 Tosando, 26 Wakasa, 31 Yielding Deflection
Tactics (Skill), 92 Toshou Ryu, 131 Wakayama, 37 (Gift), 74
Tadotsu, 38 Totomi, 29 Wakizashi, 150 Yin-Yang Feet (Gift),
Taejong, King Of Korea, Tottori, 33 Wanderer (Career), 63 137
41 Touchu Shin Ryu, 131 Wealth, 140 Yojimbo (Career), 63
Taidou-Geijin (Career), Toughness (Gift), 74 Wealth (Gift), 82 Yomi, 17
65 Toyama Bay, 32 Weapon (Skill), 92 Yonago, 34
Taira, 6 Toyotomi Hideyoshi, 8 Weapons, 114 Yoriki Masuda, 48
Tajima, 33 Tozama, 14 statistics, 147 Yoritomo, 6
Takamatsu, 38 Trade (Skill), 92 Well-Traveled (Gift), 74 Yoshida, 29
Takamatsu Castle, 8 Treading Down Winding Mountain Path Yoshino, 37
Takauji, 7 The Sword (Gift), (Gift), 137 Yoshiwaru, 30
Takuhatsuzou (Career), 136 Wounded (Injury), 116 Yu, 15
67 Trip (Critical Hit), 114 Xavier, Saint Frances, Yubara, 35
Talkative (Gift), 74 Yuduno, 28
Tamba, 33 Yunogo, 35
Tango, 33 Zambatou, 150
Tanto, 150 Zanzin Zamba, 81
Target Numbers, 97 Zato Ino, 51
Teppo, 21 Zeal (Gift), 76
Terrain, 144 Zen, 18
Tessen, 150
壱百八拾伍

185
Sample Characters
SAMPLE
CHARACTERS
The following pages contain sample characters for playing in the Usagi game. The interpretations
of Usagi, Gen, and Tomoé would represent them at the beginning of their adventuring careers –
certainly not the seasoned veterans they are in the present storyline.
キャラクター見本
壱百八拾六

186
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
Table Reference⛔⸘⴫৻ⷩ
Table reference
Body Trait Soak
Item Cost Target Successes Needed
d4 4
Cheap 2 1
d6 6
Average 4 2
d8 8
Expensive 6 3
d10 10
Extravagant 8 (or more) 4 (or more)
d12 or more 12
Trait or Light Medium Heavy
Speed Trait Stride Dash Sprint Run
Gift None (d8) (d6) (d4)
d4 1 4 +d4 12
Body d4 6 kg 13 kg 16 kg 32 kg
d6 1 5 +d6 18
Body d6 12 kg 16 kg 25 kg 50 kg
d8 1 6 +d8 24
Body d8 16 kg 25 kg 32 kg 70 kg
d10 1 7 +d10 30
Body d10 25 kg 32 kg 42 kg 85 kg
d12 1 8 +d12 36
Body d12 32 kg 42 kg 50 kg 100 kg
Strength +10 kg +12 kg +15 kg +20 kg
Giant +10 kg +12 kg +15 kg +20 kg Experience Total
Change to Character Required Earned
Initiative: Start of iFght Initiative Difficulty Add a Favored Use or none — see none
Ambushed! 8, 4 Weapon page 85
Neutral stand-off 4 Change a Favored Use Costs 1 +1
Doing the ambush yourself 2 or Weapon
Add one Mark to a Skill Costs 5 +5
Individual Initiative Result Outcome Buy a new Gift Costs 15 +15
Botch, Overwhelming Failure Reeling Remove one Mark of a +1 to any two -3
Failure Reactive Skill Improvements
Tie, Success, Overwhelming Success Focus Remove one Gift +4 to any two -7
Improvements
Group Initiative Result Outcome
Add a Career Costs 15 (see +15
Botch 1 in 2 are Reeling
“Extra Career”,
Overwhelming Failure 1 in 4 are Reeling page 80)
ᄀ⊖਻ᜪ৾

Failure 1 in 4 have Focus Studying a School of Improvement none


Tie 1 in 3 have Focus Martial Arts stacks with
Success 1 in 2 have Focus (see below) another on list
Overwhelming Success 3 in 4 have Focus

197
Table Reference
tAtack vs.Counter- Circumstance Modifier
tAtack Result Outcome Target is Wounded or worse Extra 1d20
Attack Defender is hit and suffers a Critical Target is helpless Extra 1d20
Overwhelmingly result. The Defender suffers one Cri- Attack has a Critical Apply Critical effects
Succeeds tical for each success after the first. Damage was Slaying Re-roll all d20s that
Roll Damage and resolve other rolled less than or equal
effects. to Soak once more
Attack Succeeds Defender is hit. Roll Damage. Damage was Enervated Re-roll all d20s that
Attack and Outcome uncertain! rolled more than Soak
⛔⸘⴫৻ⷩ

Counter-Attack Tie x First, the Defender may declare a once more


Retreat (p. 111). If so, neither
takes damage. Damage vs.Soak Result Outcome
x Second, the Attacker may Damage scores no successes Scratched
declare a Retreat. If so, neither Damage Succeeds (by 1) Wounded
takes damage. Damage Overwhelms (by 2) Crippled
x Otherwise, both Attacker and Damage Overwhelms (by 3) Incapacitated
Defender hit each other. Roll Damage Overwhelms (by 4) Devastated
Damage against each other.
Counter-Attack Attacker is hit. Roll Damage. Recovery Short Proper Long
Succeeds Status Breather Rest Rest Rest
Counter-Attack Attacker is hit and suffers a Critical No injury Only 1 1 in 2 All All
Overwhelmingly result. The Attacker suffers one Wounded Only 1 1 in 3 1 in 2 All
Succeeds Critical for each success after the first. Crippled None 1 in 5 1 in 3 1 in 2
Roll Damage and resolve other Incapacitated None Only 1 1 in 5 1 in 3
effects. Devastated None None None None
Attack vs.Dodge Length of Rest Healing Roll
Result Outcome Breather, Short Rest none
Attack Overwhelmingly Defender is hit and suffers a Proper Rest roll Body, Speed, Mind, Will
Succeeds Critical result. Roll damage and Long Rest maximize Body, Speed, Mind, Will
resolve other effects. The
Defender suffers one Critical for Healing Difficulty uQota
each success after the first. Devastated to Incapacitated 9, 6 1200
Attack Succeeds Defender is hit. Roll Damage. Incapacitated to Crippled 7, 5 200
Attack and Dodger Tie Defender is hit, unless they Crippled to Wounded 5, 4 50
declare a Retreat — see Wounded to no injury 3, 2 10
page 111.
Dodge Succeeds Defender is missed. Description Ground Concealment
Dodge Overwhelmingly Defender is missed. Bamboo Thicket Even 50% per 10 paces
Succeeds Big City Even 50% per 25 paces
Brush Uneven None
tAtack vs.Parry Building Interior Even 50% per 10 paces
Result Outcome Hills Uneven 50% per 50 paces
Attack Defender is hit and suffers a Light Forest Uneven 50% per 25 paces
Overwhelmingly Critical result. The Defender Marsh Uneven 50% per 25 paces
Succeeds suffers one Critical for each
Mountains Impassible 50% per 25 paces
success after the first. Roll
Plains Even None
Damage and resolve other effects.
Rooftop Uneven None
Attack Succeeds Defender is hit. Roll Damage.
Swamp Uneven 50% per 25 paces
ᄀ⊖਻ᜪ౎

Attack and Parry Tie Defender is hit, unless they


Thick Forest Impassible 50% per 10 paces
declare a Retreat — see
page 111. Village Even 50% per 50 paces
Parry Succeeds Defender turns the attack aside.
Parry Overwhelmingly Defender turns the attack aside
Succeeds without breaking a sweat.
198
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Name: ___________________________________
©2005 Sanguine Productions
Limited.Permission to Body Speed
reproduce for personal use only.

Fantasy Role-Playing Game

Skills Marks Dice Career


Climbing | ______ | _______|_ _ _ _
Craft: __________ | ______ | _______|_ _ _ _
Deceit | ______ | _______|_ _ _ _
Diplomacy | ______ | _______|_ _ _ _
Dodge | ______ | _______|_ _ _ _
Empty Hand | ______ | _______|_ _ _ _ Mind Will
Gossip | ______ | _______|_ _ _ _
Hiking | ______ | _______|_ _ _ _ Race: ____________________ Gender: ______
Inquiry | ______ | _______|_ _ _ _ Career: ________________(Die Size ______)
Jumping | ______ | _______|_ _ _ _ Eyes: _______ Pelt: ________ Hair: ________
Leadership | ______ | _______|_ _ _ _ Distinguishing Characteristics:
Literacy | ______ | _______|_ _ _ _ __________________________________________
Lore: __________ | ______ | _______|_ _ _ _ Disposition: ____________________________
Lore: __________ | ______ | _______|_ _ _ _ __________________________________________
Medicine | ______ | _______|_ _ _ _ Motivation for Adventuring:
Navigation | ______ | _______|_ _ _ _ __________________________________________
Observation | ______ | _______|_ _ _ _
Persuasion | ______ | _______|_ _ _ _ Initiative: ______ (Speed & Mind Dice)
Presence | ______ | _______|_ _ _ _ Stride: ______ (1) Sprint: ______(Speed Die)
Riding | ______ | _______|_ _ _ _ Dash: ______(Speed d4=4,d6=5,d8=6,d10=7,d12=8)
Searching | ______ | _______|_ _ _ _
Run: ______(3 × Maximized Speed Die)
Stealth | ______ | _______|_ _ _ _
Survival | ______ | _______|_ _ _ _ Primary Weapon: ______________________
Swimming | ______ | _______|_ _ _ _ Attack Roll: ____________________________
Tactics | ______ | _______|_ _ _ _ (With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Trade: __________ | ______ | _______|_ _ _ _
Damage Dice: _______
Weapon: __________ | ______ | _______|_ _ _ _
Weapon: __________ | ______ | _______|_ _ _ _ Criticals: _______________________________
_______________ | ______ | _______|_ _ _ _ Backup Weapon: ______________________
_______________ | ______ | _______|_ _ _ _
Attack Roll: ____________________________
(With Melee:Body & Weapon Dice;With Ranged:Speed & Weapon Dice)
Gifts
Damage Dice: _______
Name Page
Criticals: _______________________________
_______________________________________
_______________________________________ Dodge Roll: ___________(Speed Dice & Dodge Skill Dice)
_______________________________________
_______________________________________ Soak: ______(Maximized Body Die + Armor))
_______________________________________ Status:
_______________________________________ Wounded Afraid Healing:
_______________________________________ Crippled Confused ______ / _______
_______________________________________ Quota / Goal
Incapacitated Enraged
_______________________________________ Devastated Unconscious
_______________________________________
_______________________________________ Experience Earned: _______
_______________________________________ Improvement Goals:
_______________________________________
_____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   
_______________________________________ _____________________________
_______________________________________   

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