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Table of Contents
Character
Abilities
Qualities
Genre Concerns
Defeat & Consequences
10
Armor
13
16
17
Bestiary
Creatures
20
Spirits
Demons
For the remainder of this document, when
referring to the people, I will use the term Japanese,
but when referring to the country I will use Nihon. If
your group wishes to be more correct, you may
refer to the people as Nihonjin, which is what they
call themselves.
Introduction
Acknowledgements
I have to acknowledge Robert J. Schwalb and
the rest of Green Ronin for creating the game rules
this handbook is based on. I also want to
acknowledge the unknown artist who created the
piece serving as the handbooks cover art, and
Devon Cady-Lee the artist of the piece on page 23.
Section Name
Character
Character
Because Japanese can be very deferential to
those who have earned respect, or who are in
honored professions (such as blade smith, priest,
etc.) such characters should keep track of their
original Status, and what they raise it to. Total
strangers will treat them according to their original
status in most cases.
Abilities
As previously mentioned, no new or changed
abilities are required to create Feudal Era Japanese
characters. Even the class system of Japan is roughly
analogous to that of the base game. To help people
pick Status, a Nihon specific table is provided
below.
Qualities
Status
Rank
Description
Lesser Merchant
Axe Fighter
Sohei, warrior monks, are one of the few groups
that teach this chain, other people with it tend to
develop it on their own through trial and error as it
is not a typical samurai fighting art.
Master of Ravens
10
Character
You may add your Fighting rank to all Agility
tests results. When threatening violence as the
consequence of an intrigue, you may add a +2
modifier to a Persuasion test.
Shield Mastery
Japanese use shields purely as protection from
arrows. Most shields are free standing slabs of wood
for archers to seek cover behind on the battlefield,
or small shields used to siege a castle. They don't
interpose them between themselves and melee
strikes, so this Quality is not taught anywhere.
Bastard Born
Bastardy and family ties are important, in a way,
to the Japanese, but uncertain parentage would be
glossed over. While the character is unlikely to be
acknowledged as a child of the local samurai or
lord, they would be given a house position, and be
expected to fulfill it well. Those who want to take a
flaw related to their bastardy should probably look
at Flaw-Wretched (-1D to Status) instead.
Requires Fighting 5
When armed with a Long Blade or Short Blade,
you perform a series of cuts and maneuvers to
deflect incoming attacks. As a Greater Action,
sacrifice all of your bonus dice and make a single
attack against an adjacent opponent. A hit deals
normal damage. However, for every full 5 points of
your test result, you also increase your Combat
Defense by 1 until you next make a Fighting test.
New Qualities
Requires Fighting 4
You may add your Fighting rank to all Awareness
test results and to your passive Awareness result.
When threatening violence as the consequence of
an intrigue, you may add a +1 modifier to a
Persuasion test.
Fox-born* / Heritage
Your ancestry is intertwined with the spirit
world. One of your parents was spirit-touched,
or a spirit themselves.
Character
the purposes of influencing a target without fully
engaging in an intrigue. In addition, whenever you
test Persuasion to secure a Service, you add +2 to
the test results.
Summoner* / Fate
You can awaken the sleeping spirits of physical
objects, tsukumogami, or call spirits, (kami,) or
demons, (yokai,) of all types to audience with
you.
Character
greatest possible speed to you. If the summoning is
successful, you know how far away the spirit is, and
can roughly gauge how long it will take to see it
(seconds, minutes, hours, days).
Character
Character
Genre Considerations
Genre Considerations
continue their activities using this new opportunity.
The case in which this would be considered a
desired option for an opponent who is not a warrior,
is when spilling their blood would provide too
much stain on the victor's honor, such as killing the
Emperor.
Honorable Death
Monkly Banishment
Genre Considerations
headed giant who has to remain quiet during all the
intrigue scenes, and is always being harassed.
Character names
Your best path to authentic Japanese names is to
find an English to Japanese dictionary, or a true
resource on japanese names. Japanese characters, of
noble birth, have given names and surnames in this
era. Commoners would not have surnames, even
merchants would be named after their brand or
business name. These names may be traditional, but
often a character would have been named after the
first thing his parent saw on the day of his or her
birth. Being named after an environmental feature,
or omen is common.
Male names
Female names
Clan names
Samurai surnames
Genre Considerations
10
Genre Considerations
Specialty
Training
Damage
Qualities
Blowpipe
Blowpipe
1B
Agility -2
Bokken
Long Blade
Athletics
Adaptable, Reach 1
Daikyu
Bow
1B
Agility +2
Gunsen or Tessen
Bludgeon
Athletics -2
Hankyu
Bow
1B
Agility -1
Jitte or Sai
Short Blade
1B
Athletics
Jo
Bludgeon
Athletics -1
Kama
Axes
1B
Athletics -1
Kodachi
Long Blade
Athletics -1
Reach 1
Konsaibo
Bludgeon
Athletics +1
Kusari
Chains
1B
Agility -2
Reach 1
Kusarigama (Axe)
Axes
1B
Athletics -1
Reach 0
Kusarigama (Sickle)
Chains
2B
Agility
Entangling, Reach 3
Manriki-Gusari
Chains
1B
Agility -1
Entangling, Reach 2
Naginata
Pole-Arm
1B
Athletics +2
Two-Handed, Reach 2
Nekode
Brawling
1B
Athletics -2
Nunchaku
Brawling
2B
Agility +1
Shuriken
Thrown
1B
Agility -2
Tetsubo
Bludgeon
Athletics +2
Tonfa
Brawling
1B
Agility
Weapons
To convert weapon statistics for non-advanced
reach, treat all weapons without Reach of 2 or more
as not having the Reach quality. Samurai, the
warrior nobility, view axes as tools, although some
weapons still use that skill. Someone could
specialize in their use, but ono are rare and often
12
Daikyu
Gunsen
The war fan, the gunsen, is a collapsible fan
with metal construction instead of wood and fabric.
Some even feature sharpened tips. The fans primary
purpose is to signal orders on a battlefield, but were
sometimes used to fend off blows or strike as a club
when necessary. Also called a tessen. Outside of
battle gunsen were primarily used to cool the
owner, while tessen were more often used as
weapons.
Hankyu
The Hankyu is a hunting bow, and when used
by peasants and non-samurai that is its only lawful
purpose. That said, bandits and assassins often favor
this bow to the Daikyu primarily because it is easier
to use, and easier to hide.
Weapon Descriptions
Arrows
Japanese use three types of arrows for war, the
yanagiba, or willow leaf arrow, is the normal type.
The togariya, or sharp arrow, provides Piercing +1,
as it is designed to punch through armor. The
watakushi, or bowel raker, is barbed to cut up an
enemy's vitals as much as possible, and has the
Impale trait and is treated as having Impaled the
target on any hit that deals damage.
Jitte
Jitte are sword catchers carried by magistrates
and detectives, short metal prongs with strong
angular handguards. Jitte are actually blunt, not
sharp, but their usage most closely matches the use
of a short blade, or pair of short blades, thus that
Specialty is listed instead of bludgeon. If a character
who carries a staff also picks up the jitte or sai, the
Narrator can choose to allow the bludgeon specialty
to work with them.
Blowgun
Blowguns are assassins weapons. They are
always poisoned, and considered cowardly choices
for a warrior. Even using knock-out poison is
considered a cowardly exploit, so the weapon is
included here primarily for NPC adversaries to use.
Jo
The jo is a baton made of wood, often wielded
in pairs. It is used primarily by peasants for selfdefense.
Bokken
Kama
13
Kodachi
The kodachi, or short sword, is often the same
length as a wakizashi but with a decent amount of
curve. This sword is short enough that merchants are
allowed to wear it for self-defense.
Nunchaku
Nunchaku are pairs of batons attached to each
other by a length of chain or rope. They were
invented by monks, but adopted by some peasants
as means of self-defense.
Konsaibo
The konsaibo is a weighted staff, more obviously
a weapon than the bo, and less massive and
dangerous than a tetsubo.
Sai
Sai are sword catchers, prongs with double
handguards forming a fork or trident tip shape. Like
Jitte they can be used with the bludgeon specialty.
Kusari
The kusari, also called the kusari-fundo, is a
weighted chain, often no longer than 30 inches in
total, used as a weapon. This weapon was rumored
to be invent for use by guards at the Imperial Palace
to prevent bloodshed on hallowed ground when
defeating attackers.
Shuriken
Shuriken are assassins weapons meant to
confound opponents. They come in two varieties:
throwing stars and needles. Shuriken are always
sharpened and often coated with poison. Needle
shuriken have often been used with blowguns.
Kusari-Gama
Uchiwa
Manriki-Gusari
Tetsubo
Tonfa
Tonfa are batons with handles at right angles
roughly one third from one end. Designed by
peasants for self-defense, tonfa are originally
okinawan in origin. They are unmistakably
weapons, but often overlooked by samurai as a
necessary flaunting of the spirit of the law.
Naginata
Naginata are long blades on long wooden hafts,
resembling a katana with a three and a half foot
haft. Used exclusively by the samurai class, the
naginata is popular with female bushi.
Weapon Grades
Nekode
14
Partial Armor
Partial Armor is the standard image of samurai
armor, consisting of a breastplate, helm, shoulder
and hip guards, fore-arm and lower-leg guards. It is
worn only by samurai, particularly those who favor
freedom of movement in a large battle.
Full Armor
Full Armor is the full battle armor set, including
a metal face mask and intricate layers of plate that
must be laboriously tied into position. It is worn
most often by generals and lords, but any samurai
with the means can wear it into battle. Outside of a
battlefield situation, no one would wear this armor
as it would be impractical. More than any other suit
of armor, this one must be sized to fit its wearer.
Lastly, it is completely illegal for any nonsamurai to own certain weapons, particularly the
daishou (katana and wakizashi). A rich commoner
may have a tachi, or even a naginata, but he would
be killed if found handling an unsheathed katana
unless he were a bladesmith.
Armor
Japanese battle armor, or Yoroi, is made of
lacquered layered plates of leather or metal.
Ashigaru, footmen, often wear breastplates with
shoulder guards, helmets, and occasionally lowerleg armor or fore-arm armor. Samurai can wear
anything from this to full yoroi including a helmet
with a metal face mask. Shields are used to avoid
missile fire, particularly when sieging a castle, but
not for melee combat. This means that Large Shields
are available, but they have the AR of wood.
Stationary shields with similar size to Tower Shields
can be found on a battlefield serving as free
standing cover. Neither type would see much use in
an adventuring party.
Armor
Light Breastplate
This suit of armor is little more than a
breastplate and a helm. It is worn by the poorest
outfitted ashigaru, foot soldiers.
Heavy Breastplate
This suit of armor is the full breastplate with
shoulder guards, helmet and lower leg guards. It is
worn by well outfitted foot soldiers and samurai
who prefer their mobility over protection.
15
AR
Penalty
Bulk
Weight
Light Breastplate
-2
25 lbs.
Heavy Breastplate
-2
30 lbs.
Partial Armor
-3
45 lbs.
Full Armor
-4
60 lbs.
16
Section Name
Mythic Cosmology
The supernatural world of Nihon is one
combining a reverent respect for the spiritual and a
constant battle between taint and purity. There are
spirits, or kami, in every piece of the landscape and
in every object. Dead people become kami, and
improperly revered kami become monsters. Thus,
families go to great lengths to honor their ancestors.
18
Blessed Artifacts
Any priest can bless an object, turning it into a
spiritual artifact. The ritual is one taught to all miko,
kannushi, and bonze, and the ritual can be used on
numerous items at once. It takes an hour and
requires the priest to succeed at a Routine (9)
Knowledge test. After the ritual, the object remains
blessed for a number of weeks dependent upon its
Grade
Blessings
Priests may bless a person. In the shinto faith
this involves actually purifying the target of base
impurity through invocation of the kami. In the
buddhist faith it entails a simple blessing, but some
of the energy, luck, karma, what have you, of the
priest transfers to the target.
Poor
Common
Superior
Extraordinary
Weeks of Duration
Charms
Mystic Artifacts
19
Glossary of Terms
Kannushi
Kannushi, or god master, is the term for a shinto
priest while Miko is the term for a priestess. In
addition to serving as a medium between the kami
and the people, kannushi maintain shrines, and lead
worship rites for the kami they commune with.
Mahou
Mahoutsukai
Practitioner of Mahou. A mahoutsukai has the
connotations of being a witch.
Onmyoudou
Mystical Cosmology combining natural science
with animist philosophy. In terms of effects it
focuses on exorcism and divination.
Onmyuouji
Practitioner of Onmyoudou. Has the
connotations of being a sage or wizard.
Osho
Osho is the term for a revered zen buddhist
monk. Like all buddhists, japanese monks are
concerned with finding enlightenment through
meditation and philosophy. Their asceticism and
mysticism provides a doorway to becoming an
exorcist.
Shugenja
A follower of the shugendou faith, which arose
around 7th century melding aspects of buddhism,
shinto and taoism. Shugenja raise their spiritual
power through rough pilgrimages and personal
experience. Those who succeed can function as
exorcists.
20
Bestiary
Bestiary
All yokai and great kami can manifest
themselves without help, although yokai tend to
manifest themselves only near their home territory,
while lesser kami can only manifest themselves at
night without help. Least kami may only manifest
themselves with the aid of a spirit talker. Spirits that
are not manifest are immaterial, invisible, and
inaudible. Powerful spirits, such as yokai, can
become partially visible when attempting
intimidation or using their powers without
manifesting. Spirits suffer a -4D penalty to affect the
mundane world when not manifest.
Deer (Shika)
Deer are common animals living throughout the
wilderness. They are also domesticated as beasts of
burden.
Horse (Uma)
Horses and ponies are animals that have been
part of japanese history and culture for millennia. As
soon as the people arrived and set up an empire,
there were horses.
Fox Spirit
Oxen (Ushi)
Snake (Hebi)
Manifest spirits
Manifest spirits have the equivalent of flesh and
blood. They can easily affect the physical world, be
plainly seen with the naked eye and heard with the
ear, and may be slain with a mundane weapon.
However, any creature killed in such a manner has
the potential to return as they are not Destroyed, but
merely rendered Unconscious. If a blessed or mystic
weapon is used, or the opponent is a spirit talker,
then a Destroyed result is possible. If a particular
form of spirit being has a weakness or is known to
be killable via a secret method, then even non-spirit
talkers may destroy them if all the appropriate steps
are taken.
22
Bestiary
false imagery. To see through these illusions requires
a Formidable (12) Awareness test. Characters who
fail the initial test may only test again if they are
convinced by someone else that it isn't real via a
Simple Intrigue, or whose circumstance requires
them to check disbelief again (such as after
receiving a Wound from an illusory source). Even
making this check only clues the viewer into the
fact that something isn't right in a big way, it does
not dispel the imagery. A Superior or better success
allows the victim to see the reality underneath the
illusion, although ghostly images of the illusion
remain.
Deception 3
Fighting 3 (Brawling 1B)
Combat Defense 7 Armor Rating 0 Armor
Penalty 0
Health 9 Movement 4 yards
Fist 3D+1B : 2 Damage : Grab, Off-hand +1
Long Claws 3D+1B : 4 Damage : Powerful
Aura of Death: Yurei emit an aura of otherness
associated with the grave. It is capable of spooking
living creatures in the area. Living creatures within
10 yards of the yurei must succeed on a Challenging
(9) Will test or take -1D on all tests during the
remainder of the encounter. Those who roll a
Critical Failure must flee each round until they
succeed on another Will save. If attempting to draw
in a victim, a ghost will dampen this aura so that
only those succeeding at a Formidable (12)
Awareness test can sense something is wrong. Those
who succeed the Awareness test do not have to test
versus fear unless confronted by the yurei.
Ghoul
(Jikininki) - Lesser Yokai
Ghouls are lesser monsters created from the
restless spirits of warriors, or at least those who died
horrifically on the battlefield. Often visible only at
night, they tend to manifest in mist covered fields
and turn their hateful eyes and flashing blades on
those who discover them. Ghouls have horrifying
features, barely resembling their human forms.
Unless destroyed ghouls will haunt the field where
they died for eternty.
Ghost
23
Bestiary
Poison Bite: Goblin-Spiders that get a Great or
better success with their bite have injected a potent
poison into the victim's body. Virulence: 6, Toxicity:
3, Frequency: 1/ minute, Diagnosis: Challenging (9)
- On a successful test, the poison imposes -1D to
Athletics, with an additional -1D for every degree
above. If the character ever has more penalty dice
than ranks of Endurance, he is paralyzed. It also
deals one wound for every degree above the targets
passive total on each test. Recovery - The penalty
fades 2 hours after the poison is first applied and the
wounds heal normally.
Goblin
(Obake) - Lesser Yokai
Goblins are ugly creatures, with hunched over
posture that leads many to consider them short.
However, their frames are roughly human sized,
and any goblin is a threat because of the vicious
teeth and claws they possess. Goblins are often
hidden in forest glades, mountain caves, and other
out of the way places, and while they can be
encountered in groups are most likely to be
encountered alone.
Hag
Goblin-Spider
(Jikumo) - Lesser Yokai
The goblin-spider is a huge spider monster,
easily four or five feet in length. Despite their
unusual size, goblin-spiders also have spiky
carapaces and their mandibles drip poison as they
work themselves into a killing frenzy. Because of
their size, goblin-spiders do not necessarily have the
ability to climb all sheer surfaces, but they are
strong enough to leap a decent distance and are still
excellent climbers. In some legends goblin-spiders
can speak, and these are the most dangerous of the
breed, as they do not act mindlessly, but rather
methodically and with an insidious will.
Agility 4
Athletics 3 (Climb 2B)
Awareness 3 (Notice 1B)
Cunning 1
Endurance 2 (Resilience 2B)
Fighting 3
Combat Defense 10 Armor Rating 3 (Hard Shell)
Armor Penalty 0
Health 6 Movement 6 yards
Bite 3D : 3 Damage : Powerful
Mountain Goblin
(Tengu) - Greater Yokai
24
Bestiary
Tengu are potent spirits that have unnaturally
long noses and comically exaggerated features in
their natural form. They are often classified as
demons because they are highly magical. Tengu
have great balance, and great power, being able to
land on structures that should not bear their weight,
and being able to summon storms over time from
clear skies, and possessing supernatural strength
and endurance. Tengu are often considered wise as
well, and many travel with the customary ringed
staff of a bonze. However, Tengu tend to persecute
monks and priests, rather than engage in discourse
with them. As such they carry these staves as either
a visible mockery of monks, or as weapons. Given
that they have the strength to destroy a tree with a
single blow from their staff, it is a formidable
weapon indeed.
Object Spirit
(Tsukumogami) - Lesser Yokai
Object Spirits, or awakened objects are usually
discarded items that have gained enough anger at
being abandoned to wake up and take action in the
world. In other words, their inner spirit becomes
active. In terms of dangers, object spirits move of
their own accord, and may perform poltergeist type
activities. They often seek to frightened humans as
revenge for their fate, but rarely are they truly
murderous.
25
Bestiary
Will 3
Combat Defense 10 Armor Rating 0 Armor
Penalty 0
Health 6 Movement 4 yards
Fist 4D : 1 Damage : Grab, Off-hand +1
Shape Change: Obakemono can shapeshift into
convincing forms to fool victims. Weak obakemono
can assume only one or two forms, while powerful
demons have an unlimited repertoire to work with
and can easily assume the form of a victim's loved
ones. Whatever convincing form the creature takes,
its appearance is nearly flawless. The demon must
make a Deception (Act) test versus the character's
passive Awareness. Most yokai don't have the
patience to study a particular human for longer than
a few hours to learn how to impersonate them, thus
positive modifiers are often unnecessary for this test.
Ogre
(Oni) - Greater Yokai
Oni are large humanoids, often with fanged
teeth, and horns. Their hair is usually wild and
unkempt and their skin coloration is often black,
red, blue, green or some other non-human shade.
Specific oni may take up residence in a mountain
cave, under a bridge, or in some other out of the
way place. Groups of oni are rare, but so are oni
operating under the authority of other yokai or
kami.
Agility 4 (Quickness 2B)
Athletics 6 (Strength 5B)
Awareness 4 (Notice 1B)
Deception 3
Endurance 4 (Resilience 1B)
Fighting 6 (Bludgeons 2B)
Will 5
Combat Defense 14 Armor Rating 2 Armor
Penalty 0
Health 12 Movement 4 yards
Maul 6D+2B : 7 Damage : Bulk 1, Shattering 1,
Slow, Staggering, Two-Handed*
Claw 6D : 5 Damage : Grab, Off-hand +1
Ferocious: Oni have the ability to take Injuries from
damage in combat.
Snow Woman
(Yuki-Onna) - Lesser Kami
A snow woman is a spirit created when a
woman passes away in the frigid cold. She is often
returned to a wandering existence where she seeks
to lure victims to a similar fate. Snow womwn are
extremely beautiful, and tend to be pale. They often
appear wearing white, or light colored clothing as
they do not stand out strongly against the snowy
backgrounds they haunt. In the presence of a snow
woman, the temperature drops, and those who
fraternize with one find their fingers beginning to
freeze soon enough.
* Oni are strong enough to wield a maul onehanded with only a -1D penalty.
Shapeshifting Demon
Spider-Queen
(Kumo-Onna) - Greater Yokai
Goblin-Spiders pay homage to rulers, and these
rulers, known as Spider-Queens, are truly massive
monstrosities. They are more dangerous than their
minions because their poison is more toxic, and
they have the ability to throw webs onto enemies or
target to immobilize them. Perhaps the most
frightening thing is their appearance, a demonic
womans torso attached to the body of a truly
gigantic spider, easily 10 feet long.
26
Bestiary
Combat Defense 8 Armor Rating 0 Armor
Penalty 0
Health 6 Movement 4 yards
Fist 4D : 1 Damage : Grab, Off-hand +1
Water Demon
(Kappa) - Lesser Yokai
Kappa are water demons that make their homes
in ponds, swamps, and under bridges. They are
known to be expert bone setters, and can easily
serve as a doctor if a local doctor is too far away.
The trick is convincing the demon to help. They are
often proud and demand sacrifices of cucumbers to
be left for them in baskets near their domain, or
given for services rendered. They are also
competitive and may demand a wrestling or
unarmed fighting contest.
All of a Kappa's unnatural strength comes from
it's bowl shaped head being filled with water. They
are easy to scare or best in combat without the top
of their head being moist, but they are extremely
conscious of this fact and it is impossible to tip the
water out of their bowl without physically
overpowering them. However, considering
themselves the soul of politeness, a Kappa often will
return a bow in greeting, forgetting the consequence
and causing the water to spill from their heads.
Tree Spirit
27