Академический Документы
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Reflexes
Air
Awareness
Earth
Stamina
Willpower
Agility
Fire
Intelligence
Strenth
Perception
Water
Void
Iaijutsu
Acting
Games
Athletics
Deceit (Intim.)
Athletics
Knives
Spears
Anatomy
Instruction
Shadowlands L.
Athletics
Battle
Meditation
Kyujutsu
Art-
Investigation
Horsemanship
Chain Weapons Defense
Peasant Wpns Polearms
Animal Handl.
Investigation
Spellcraft
Heavy Wpn
Horsemanship
Sleight of Hand Staves
Calligraphy
Craft
Know the Sch. Locksmith
Theology
Traps
Blade
55
25
Hot Madness
Swallowed
30
ID: 50
2R for Damage +1k1; 2R for 25
+1 Agility Loss
2R for +1 day duration
20
Eaten
Contact
Ingestion
Bloodstream
Bite or
ingestion
Spider Venom Internal
NA
35
35
25
10 w/
30 w/o
15
2R +1 round
2R to add blindness on 2nd
fail.
40
40
40
20
15
Stolen Breath
30
15
1R +8 hours duration
+2R each additional effect
+R Only toxic to eyes
20
Metsubishi,
Crafted
Metsubishi
10
Metsubishi,
Improvised
Metsubishi
Attack
Raise
Mode
Internal
Fugu
Kirei-ko
Kirei-ko
Night Milk
Snake Venom
Ingested
Engineering
Lore
Underworld
Divination
Etiquette
Jiujutsu
Stealth
Kenjutsu
War Fans
Explosives
Medicine
Forgery
Poison
Hunting
Tea Ceremony
POISONS
Craft
Craft Raises
Heal TN Resist TN
10+
1R for Resist/Heal TN +5 ;
15
Stamina 10
3R for Trait -2 or second trait
20
15
Stamina 15
Name
Generic
Deceit
10
Interval
Effect
60 minutes -1 to one trait until resist roll made
2 rounds,Roll:
15:
Blindness
610: Itching (-10 Initiative)
Category - Gains
Acknowledgment
Blood Feud Vengeance
Completing a Quest
Craftsmanship
Duels
Stealing Credit
Category - Losses
Caught in a Lie
Defeat
Family Dishonor
Gifts
Immortality
Learning
Marriage
Bragging Publicly
Romance
Skirmishes
Status increases
Warfare
Idleness
Base
Glory Modifiers
Void
No Retries
GLORY CHARTS
Notes
Only best in last year counts. Must be acknowledgment of heroic, extraordinary or
honorable task.
Fair and public defeat of one who wronged characters family
Must complete quest for one who is not characters own Lord, and must not be in the line
of duty.
Must make item, raises count for glory. Only best result in last (points gained) months
count. Double for Calligraphy, Armorsmith, Weaponsmith, or Poetry. Dragons double for
Tattooing, Unicorn for Animal Husbandry, Mantis for Shipbuilding.
Fair, public duel.
3 points extra if opponent killed outright.
Only best in last month applies.
Giving or Receiving a gift.
Only best in last week counts.
Only appropriate gifts count.
Only best in last year counts, and one work never good for more than one gain. Must be
acknowledged as inspiration for an artistic work.
gained an insight rank and acknowledged by Sensei.
Glory rank of lesser raised to be one less than greater.
Only once per act, only for an act within the last year. No retries
Public yet discrete acknowledgment of lover in artistic work
Max 1 per week; use best. Must defeat ronin, shadowlands creatures, bandits, etc.
When status raised, glory gained.
Awarded for participation as a combatant in a battle.
If you take/get the credit for an action, even though it was done by another, you gain the
glory as if you did it.
Notes
Proven not to have done something that credit was gained for.
Lead a battle to a defeat.
Family member disgraces family. Loss restored if act redeemed by self or or other family
member, including cause.
If character is not doing things that are worth glory, points are lost weekly until glory rank is
less than Insight rank.
Being ignored by other samurai for being rude, losing face in public, or guest of enemies.
Notes
Died a public and heroic death.
Relatives build a shrine of remembrance.
FAME
Awareness vs TN60-5x(Adjusted Glory Rank) to add +(GR)k0 to social rolls
Adj GR
1
2
3
4
5
6
7
8
9
10
11+
TN
55
50
45
40
35
30
25
20
15
10
5
Introduced (Self or by others) ............................+2.0 Lived in area for more than a year .....................+0.5
Wearing Personal Mon ......................................+0.5 Born, Raised or Trained in area .........................+1.0
In enemy Territory (house rule) ..........................-1.0 Performed Heroic acts in area ...........................+1.0
No Visible Mon (house rule) ...............................-1.0 Ruler of Local Castle, City, or Province .............+1.0
Accompanied by Retinue ...................................+2.0
Maximum 1 for +1k1
Failure lasts a month.
Combat Charts I
Trait/Skill means Roll = Trait+Skill, Keep=Trait
Ability means Roll=ability, keep = ability.
Reflexes+School Rank Keep Reflexes. Roll once per combat.
Surprise
-20 Initiative Result
Wounds
Subtract wound penalty from Initiative Result
Advantages
Quick +1k0
Combat reflexes: adjust position one rank in ladder from rolled position.
Combat Raises Disarm Weapon
3 Raises. Make contested roll vs STR/Weapon
Called Shot
1 Raise: Torso
2 Raises: Arm or Leg
3 Raises: Head, Hand, Foot
Extra Attack
Two rolls at 4 Raises; If either miss, so do both attacks
Feint
1 Raise. Grants a free raise within this or next round against target.
Guard
1 Raise: Adds to TNTBH of nominated target. If not part of attack, must be declared as an action.
Increased Damage 1 Raise: +1k0
2 Raises: +1k1
Knockdown
3 raises. If successful attack roll exceeds (Earth + Insight Rank) x5, opponent falls.
Poison a blade
4 raises. If successful, weapon applies contact or in-cut poison to target, as well as normal damage. Fail by more
(House Rule)
than 15 affects wielder with poison, instead
Combat Postures Normal Attack
Default.
Full Attack
2 free raises on melee attack; three free raises to opponent.
Full Defense
1 Simple action only, but add Agility/Defense roll to TNTBH, vs Insight Rank opponents. Max Half-Move
Casting
1 simple action and cast spell.
TN Modifiers
Blindness
Total: +20 Melee TN, ranged attacks effectively impossible, -15 TNTBH
Darkness
Dim: +5 Melee TN, +10 Ranged TN
Total: +20 Melee TN, ranged attacks effectively impossible.
Deafness
-5 TNTBH vs attacks from flanks or behind.
Flanking
-2 if opponent bracketed.
Ground
-2 TN if on higher ground
+2 TN if Target on higher ground
Mounted Melee
If unskilled Horseman, not permitted.
Skill 16 ranks: No modifier.
If skill 7+, free raise on melee vs foot.
No Sleep
+2 TN per night missed. After night 3, dice no longer explode
Off Hand Use
+5 TN if weapon in both hands
+5 TN if using off hand
Posture
3 Free Raises if target on Full Attack
TNTBH 10 if target prone
Ranged Weapons 50' ............................................+0 151'200' ................................+25 301'350' .............................+50
51'100' ..................................+10 201'250' ................................+30 351'400' .............................+60
101'150' ................................+15 251'300' ................................+40 +50' ......................Additional +10
Uneven Terrain
+5 TN: Moderate or unfamiliar.
+10 TN: Severe, or mild and unfamiliar
+15 TN: extreme, or sever and unfamiliar.
Wounds
Wound Penalty. (Void to ignore)
Void
Skill Roll
1V = +1k1 for one roll.
Only once per
1V = +1 Skill Rank for one roll
action per character Initiative
2V = +1k1 for this combat
1V ea.: Swap Initiatives with Ally
Free Raise
1V. May not be used for TN reduction
Additional Action
2V. May not be an attack.
Persistence
1V Negates wound penalties except Down & Out this roll
1V Act at Down with TN +40
Final Strike
Down or Out: 3V, +30 TN, 1 action before you fall
Dead: 5V, +30 TN, 1 Action before you die
TN Increase
+10 TNTBH until you act again
Wound Reduction 1V Attack damage reduced by 10.
Encouragement
2V to give a free void to a friend, who must use it. Doesnt count against their void limits.
Recovery
Meditation or Tea Ceremony: 1+Raises recovered on Void/skill vs 20. Limit Void/Day. 30 minutes.
Exploding Dice: 3 or more 10s on one roll recovers one Void. Limit Void/Day.
Sleep: 1 point per night.
Rolls
Initiative
Action Economy
Actions
One of
Action
Attack in Melee
If slash, in format
Skilled/Unskilled
requires an ability Attack at Range
Cast Spells
Change Stance
Defense
Field Medicine
Focus
Move
Miscelaneous
Observations
Ride
Speak
Use Abilities
Weapon
Grappling
Initial grapple
Full Round
Type of Action
Complex
Simple
Full Round
Complex
Simple
Full Round
Complex
Full Round
Complex
Simple
Complex
Simple
Free or Abort
Complex or Abort
Full Defense Complex
3 Full Round
3 Full Round
Complex
Full Round
Complex
Simple
Simple
Complex
Simple
Full Round
Complex
Simple
Free
Complex/Full round
COMBAT CHARTS II
Complex + 1 simple
2-3 simple
Notes
Use your listed number of attacks.
Make only single attack if multiple attacks per round
Attack with unloaded weapon
Attack with loaded weapon.
Load a weapon
Draw scroll and cast
Cast innate spell without scroll
Total Concentration
Full Concentration
Casual Concentration
Rise from prone or kneeling
Go to squatting
Rise from squatting
Drop to Kneeling or or Prone.
Defense+Reflexes Replaces TN To Be Hit with roll. (Borrowed from another edition)
Defense+Agility Adds to TN to be hit
Treat with medicine
1 dose, Medicine +Intelligence TN 10 heals 1K1
Bind bleeding
1 bandage, Medicine +Intelligence TN 5 rate
Free raise if neither moves before your next attack
Move Run move
30' Water
Crawling
Difficult Ground
Identify Spell
Spellcraft+Intelligence TN 5 ML
Mount
Mount must be at walk or slower
Ride at gallup (TN 10)
30' Mount's (Water+Swift)
Complex/
Ride and Attack
10' Mount (Water+Swift)
Simple/Full round
Ride at trot
10' Horse's (Water+Swift)
Simple/Complex
Ride at Walk
5' Horse's (Water+Swift)
Free
House Rule: (Intelligence +Awareness) words
As listed, usually complex Activate ability
Full Round
Bag a Sword, cap a polearm.
Complex
Tie weapon to obi, unbag a weapon, uncover polearm
Simple
Draw or sheath weapon, or scroll, or item in obi. Pick up a weapon on ground.
Limber or sling a bow.
Bring polearm from carry to ready or from ready to carry
Agility/Wrestling vs unarmored TNTBH. Must be unarmed or equipped only with one small weapon.
On success, go to control grapple.
Raise: bonus to control roll of a free raise
Contested Strength rolls. Made once per round. Victor may inflict damage on his turn.
Free raise for controlled grapple in previous round.
Free raise for each raise on previous round (or on initial grapple if 1st round).
Damage & Hold
Do unarmed damage or do weapon damage of weapon held. Grapple continues.
Release Grapple
Do no damage; exit grapple
Hold only
Opponent simply held.
Read Terrain
DUELING
TNTBH is reduced to 5+Armor during Iaijutsu duels.
Awareness/Iaijutsu. divide by 5, subtract one to get number of answers you may get:
Opponents: AGL, REF, VOID, Iaijutsu, Insight Rank, Current Wound Penalty, Remaining void points.
Roll total is also initiative for the duel
2: Disengage
Either duelist may disengage at this point with no dishonor.
3: Declare Goal Choose Reflexes, Agility, or Void for opponent. That trait or ring is the limit of the number of focuses which they may take. The chosen
one by your opponent is called Choice in the following.
4: Focus or Strike Focus
Choice/Iaijutsu roll vs Current TN.
Can only be done limited times; equal to the Choice level. A void point allows an extra focus.
Success: +5 to both duelists TNTBH
Fail: call strike
Strike
Opponent rolls Reflexes/Iaijutsu versus current TN. One free raise for each focus they took.
Success: Do damage as normal for weapon
Fail: If duel to death, go to Wound Opponent. If First blood duel, a counter-strike is made.
Counter-strike Only if opponent missed when you called strike
Reflexes/Iaijutsu vs Current TN to hit. Do damage by weapon
5: Wounds
Both duelists may spend remaining void to wound opponent. 1k1 per void. Proceed to skirmish.
Notes
1: Observe
Natural Healing
Medicine Skill
Anatomy Skill
Magic
Night's Rest
Bedrest
Find Medicinals
Use Medicinals
Cure Poisons
Treat Disease
Diagnosis
Path to Inner Peace
Bane of the Scorpion
Regrow the Wound
Hand of Jurojin
Action
Sneaking or Hiding
Bargaining or Bartering
Appraisal
Intimidation
Manipulation
Interrogation
Games - higher roll wins. Tie is draw.
Find Tracks in Wilderness
HEALING
Stamina + SR
2(Stamina+SR), sunup to sunup
Medicine/Intelligence TN15 gets 1d10 doses. +1K0 per raise, +1k0 at SkL3 & SkL5
Medicine/Intelligence TN15 heals 1d10 wound points. +1K0 per raise, +1k0 at SkL3 & SkL5. One try per
day.
Must have Antidotes Emphasis. Medicine/Intelligence vs listed TN.
Must have emphasis in specific race to treat
TN 15 grants 1 FR on subsequent Medical roll
W1. heals 1k1 min Caster's Water, 1R gives +1k1.
W3 Cures poisons
W3. Regenerate Caster's Water per round
W4. Cures diseases
COMMON OPPOSED SKILLS
Active Skill
Agility/Stealth
Awareness/Commerce (Merchant)
Awareness/Commerce (Evaluate)
Willpower/Deceit (Intimidation)
Awareness/Deceit (Seduction)
Awareness/Courtier (Political Manipulation
Awareness/Investigation(Interrogation)
Awareness/specific game
Perception/Hunting
ARMOR TABLE
Poor
Low
Average
Fine
Excellent
Type
Pr. Don
TIme TN AP TN AP TN AP TN AP TN AP
Ashigaru 10K
+1 A+5 +1 A+5 +3 A+5 +4 A+3 +4 none
Light
30K
+3 A+5 +3 A+5 +5 A+5 +5 A+3 +5 none
Heavy
50K
+8 M+5 +8 M+5 +10 M+5 +10 M+3 +10 A+3
Mt
+12
+12
+14
+14
+14
Riding Ft 60K
+5 M+5 +5 M+5 +8 M+5 +8 M+3 +8 A+3
Penalty Codes:A: Athletics and Stealth Skills only M: All Agility and Reflex based rolls
TN set by rolling
Awareness/Investigation (Notice)
Perception/Battle
Awareness/Commerce(Merchant)
Awareness/Deceit
Perception/Investigation
Willpower/Deceit (Bravado)
Awareness/Ettiquette
Willpower/Deceit (Lying)
Willpower/Courtier (Conversation)
Willpower/Deceit (Seduction)
Awareness/specific game
Perception/Hunting
Agility/Stealth
ARMOR PIECES
Legendary
TN AP
+7 none
+8 none
+12 none
+16
+10 none
Kabuto
helmet
Hoate/Mempo
mask
Hachimaki
head cloth
Nodowa
gorget
Sode
shoulder gds
Uwa obi
belt
Do
body armor
Kuzazuri
skirts
Wakibiki armpit guards
Kote
sleeves
Yugake
gloves
Haidate
thigh guards
Suneate
shin guards
Waraji
sandals
Kiahan
gaiters/spats
Kobokama
breeches
Shitagi
shirt
fundoshi
underwear
SOCIAL ACTIONS
[MIN] MINIMUM TN INDICATES OPPOSED TN.
___ INDICATES RESISTED TN (5 ___) INDICATES FORMULAIC TN REQUIRES EMPHASIS
Category
Skill
TN
Notes
Raises (Skill Rank or Emphasis Req.)
Advice {HR}
Intelligence/Theology
SR
Provides a free raise on topic
Additional free raises granted ..........+2 R
Intelligence/Lore:relevant
Avoid Topic
Awareness/Etiquette (Conversation)
vs Awareness/Etiquette
Hide Prying (Manipulation) ................. 1 R
Reveals one need and your prying.
Additional Need................................ +1 R
Search for Clues Perception/Investigation (Search)
15
Reveals one relevant clue
Additional Clues, each .....................+1 R
Retries: 0 @R1, 1 @R5, 2 @R10
Better Clues, each ............................+1 R
Sincerity
Awareness/Etiquette (Sincerity)
15+
Avoid revealing truth and appear sincere. May not be outright lie
Spread Gossip Awareness/Courtier (Gossip)
[15]
(t.(GR) - a.(GR)) 10, min 15.
Conceal reveal (Gossip)................... +1 R
Torture
Perception/Anatomy (Torture)
Willpower/Deceit (Lying)
Additional facts (each)...................... +1 R
Willpower/Courtier (Conversation)
Details (per fact) ...............................+1 R
Willpower/Deceit (Seduction)
have leverage................................... 1 FR
Whom to Ask
Intelligence/Etiquette (Bureaucracy)
15+
Figure out who to ask about some topic Uncommon .........................................1 R
Obscure.............................................. 2 R
Rare....................................................4 R
All social TNs increased by 5/10/15 for target's Ettiquette rank 3/7/10.
Deformity #
Scarification
Degrees of Taint
Taint Increase
Major Powers
(Deformity)
Cost:
5 XP, +2 TP
Taint Ability
Minor Powers
(Deformity)
Cost:
1 XP, +1 TP
Min TR 1
Greater Powers
All have
Deformity=Auto
when in use
Cost:
10 XP, +3 TP
TAINT
1 in 20 tainted creatures have them. Maxima below. Earth uses per day per power unless noted.
Minor Creatures (goblins, lesser oni): 1 minor
Moderate Creatures (gaki): 1 Maj. 1 Min.
Powerful (Ogres, Trolls) 1 Gr., 1 Maj, 1 Min.
Very Powerful: GM choice
PC's: max total # = SR, Max # Major = # Minor, Max # Greater = # Major.
Listed # is TN to detect. Acting or Disguise TN15 for Deformity +5. Each deformity is separate roll.
Deformity 25. If Cuts Earth in one week, Deformity 5. Unearthly Regeneration or Path to Inner Peace
negates.
All Deformity +10, TP +1 per TP gain, +2 if 3 slivers carried. 1 sliver crumbles to dust each 5 days.
1d10 minutes after drinking, all powers inactivated and most deformity recedes.
TR > Lowest Ring
Gain Brash disad. Nightmares, malaise, Honor TN+5
TR > 2 Rings, or lowest +1
Honor TN +10 total; Willpower vs dishonorable acts TN+10
TR > 4 rings, or lowest +2
Willpower TN 25 to resist violence when under stress
TR > highest Ring
Lost or Mad. WP TN40 to remain control at any point.
Interval by Earth and Taint Ranks
Earth
Time Earth
Time
Raw Earth TN 5 + 5(intervals passed since failing) 1 ................14/(TR) Days 4 ..............180/(TR) days
Atoning: + 1k0, Fail: TP +1
2 ................30/(TR) days 5 ................360/TR days
Days of Jade Petal Tea do not count.
3 ................90/(TR) days 6+ .........(ER)/(TR) years
Not attoning
Per interval, TP +(1 Minor) + (2 Major) + (3 Greater)
Attoning
Per interval, TP +(0 Minor) + (1 Major) + (2 Greater)
Earth TN 20 to avoid TP +1k1
Daily Earth TN 5 days in the shadowlands to avoid TP +1k1. Unbound wounds TN +10 per day.
While carried, no daily rolls in the Shadowlands. 1 sliver turns corrupted & black every 5 days.
+1 TP for +(TR)k0 on any one Strength, Agility, Stamina, or Reflexes roll.
1 TP to extend indefinitely, +5 initiative that round. DR 3k3. Raw Willpower TN 5 to use another weapon.
+1 Wound Point per Wound Level
Natural shadowlands creatures will not attack unless threatened. May obey commands if understood.
As per Sense spell, at will, 10' per TR. Senses Crystal, Jade, Obsidian, Tea of Jade Petals.
Wounds for Maho spell TR to min 1. Non-Maho spells TN + 10.
Stealth +(TR)k(TR). May attempt to vanish in shadows Stealth+Agility vs Perception+Investigate.
Move = (Water + TR) 5, Run double that. Fidgety and nervous. Deformity cannot be disguised.
No social penalties for being tainted, and taint does not show
May go without sleep indefinitely; +1 TP per full 3 days used, even non-consecutively.
Can see clearly in darkness, smoke, or when magically blinded. Automatic, eyes glow when in use.
Non-Maho cast on you TN +20. Sense reveals a hole in the Kami near you.
Meditate 2 hours, taint becomes undetectable, physical symptoms disappear. Cannot use powers while they
are hidden. Humans, Pennaggolan, and Bog Hags only.
Bog hags cannot take skins, Pennaggolan lose fear and invulnerability.
1 WP worth of blood dominates. Contested Willpower to cause target to obey for (TR) hours. If unused,
stays in system for (TR) months until used.
Blood or flesh of self can be tracked inerrantly. 1 WP or more needed.
Immune to Attempts to Persuade you, change your mind, or magically influence decisions.
+1 TP for +(TR)k0 on any one Awareness, Intelligence, Perception or Willpower roll.
+2 Wound Points per Wound Level. Cumulative with minor for +3 Wound Points per Wound Level.
TNTBH + (TR 5). Hard to disguise; any exposed skin reveals.
Heal (TR) wounds per minute. Wounds do not scar. Severed part may be rejoined by holding to stump for
several (1d10) minutes. +1 TP per 20 wounds healed.
All Strength rolls +(TR)k0. Grotesquely muscled, resulting in deformity 10.
One of: Extra Limbs, Flight, Quadruped, Tentacles. Nothing can return one to human form.
Extra Limbs: +1 Jiujutsu Attack per Round.
Quadruped: walk 2 normal speed.
Flight: Fly 2 Normal speed.
Tentacles: +5 TNTBH; may grapple as Action.
10 minutes concentration & physical contact, and Contested Willpower gives target TP = your TR. Max 1
use per month on a given target.
Kill a creature with inherent weapons (hands, claws, etc), heal Wound Ranks = Target's lowest ring.
Non-Maho cast on you TN +25. Sense reveals a hole in the Kami near you. Maho may be granted 3 FR.
+1 TP for Invulnerability for TR hours.
When killed, rise again some time later with +1 Taint Rank, and Undead. Repeat until Lost. Stench of rot
results in Deformity 0.
HONOR CHARTS
Category
Crimes
Vile Crime - Murder, Kidnapping, or Rape of higher caste
Heinous Crime - Kidnapping, Murder, Banditry, Rape
Major Crime Extortion, Vandalism
Minor Crime - Petty Theft, Bribery
Manipulation Being Duped into criminal act
Being Duped into disloyal act
Being Duped into foolish act
Manipulation of another to perform a dishonorable act (You also lose however much they lost)
Breach of
Blasphemous - Insulting Emperor
Etiquette
Greater - Insulting Clan Champion, Clan Daimy, Family Daimy, Imperial Officer
Major - Public drunkenness, insulting host
Minor - Incorrect greeting, spilling tea
Courtesy
Showing sincere courtesy to rivals
Showing kindness to one beneath your station
Politely ignoring anothers dishonorable behavior
Pretending to show courtesy to gain an advantage over an enemy or rival
Honesty
Accepting a Bribe
Deliberately deceiving another
Acknowledging a superior opponent
Giving a truthful report that will harm your own standing
Lying to bolster your own reputation
Enduring an Enduring an Insult To Self
Insult
Enduring an Insult To Family or Clan
Enduring an Insult To Ancestors
Foes and
Acknowledging a superior opponent
Battle
Aiding a wounded enemy
Facing a clearly superior foe in the name of your family or clan
Fleeing from battle (outnumbered or outfought)
Unwarranted fleeing from battle
Instigating unwarranted violence
Loyalty and Accepting a Bribe
Accepting responsibility for a superiors shameful actions
Obedience
Being disloyal to ones Lord, Spouse or Superior
Disobeying a direct order from direct Superior
Disobeying your Lords commands
Following orders despite personal misgivings
Fulfilling a promise despite great personal cost
Protecting Family or Clan interests at great personal risk
Low Skills
Openly practicing a Low Skill (Samurai except for Ronin)
Openly using a peasant weapon (Samurai except for Ronin)
Learn Maho
Learning a Low Skill (Samurai except for Ronin)
Measure
Height, Typical
Arm Shoulder to Knuckles
Hang height
Crawl height
Realm
Ningen-do
Chikushudo
Gaki-do
Jigoku
Maigo no Musha
Denizens
Mortals
Animal Spirits
Gaki
Kansen
Shaku ()
5.6
1.95
6.8
22.5
Measure
Arm, Shoulder to elbow
Arm, elbow to wrist
Wrist to kncukle
Kuckle to tip of Middle Finger
Description
Realm of Mortals
Realm of Animals
Realm of the Hungry Dead
Realm of Evil
The Realm of Lost Heroes;
Realm of Thwarted Destiny
Shaku ()
1.05
0.65
0.25
0.35
Realm
Meido
Sakkaku
Tengoku
Toshigoku
Yomi
Yume-do
0
1
0
0
0
0
0
0
0
3
1
0
0
+5
+3
+1
0
0
0
+2
+4
0
+2
0
0
+2
+5
+4
0
1
0
0
+5
0
1
0
+2
+4
+5
0
0
1
2
2
1
0
2
1
1
1
3
1
1
0
+5
+3
+1
0
0
1
+2
+3
1
+1
0
1
+2
+4
+3
1
2
0
0
+4
1
1
1
+2
+4
+4
1
1
2
3
4
5
8 11
4
6
8
2
3
5
2
2
4
4
6
8
3
3
5
2
3
4
2
3
4
5
5
8
2
2
4
1
1
3
1
1
1
+3
+1
0
+2
+2
+1
0
0
1
1
3
5
2
2
4
1
3
3
+2
+1
+1
+2
+1
0
2
3
4
+1
0
0
1
1
2
2
3
4
+2
+1
+1
+3
+3
+3
+3
+2
+2
2
3
4
3
4
5
2
2
4
2
2
4
+3
+2
+2
3
5
7
1
3
3
1
3
3
0
0
1
+3
+2
+1
+3
+2
+1
2
3
4
2
3
4
Level of Spell
Skill Level gained
Measure
Hip to Midline of Knee
Midline of Knee to ankle
Ankle to floor
Foot length
Denizens
Mortal Spirits
Kami
Ancestor Spirits
5
15
10
7
4
10
7
5
5
10
6
5
1
0
+1
1
5
4
5
0
0
5
+1
2
5
0
+2
+1
5
6
5
4
+2
9
5
5
1
0
+1
5
5
Shaku ()
1.35
1.3
0.3
0.75
Measure
Realm of the Dead
Realm of Mischief
The Celestial Heavens
Realm of Slaughter
Realm of the Blessed Ancestors
Realm of Dreams
HONOR CHARTS
Bow
Daikyu
Hankyu
Drawing not an action
Shinjo Horsebow
Tsuruchi Longbow
Yumi
Arrow
Dmg
Willow Leaf
2k2
Armor Piercer
1k2
Flesh Cutter
2k3
Rope Cutter
1k1
Humming Bulb
0k1
BOWS (KYUJUTSU)
Str
Rg Dmg +10 TN RgPen Pr
3-4
600 +2k0 foot
-10
20K
1
100
mntd
6K
1-2
300
-5
9K
3-5
400 +1k1 mntd -10
30K
1-3
300
mntd
20K
Pr
Notes
1bu
"standard"
2bu
Ignore Armor TNTBH Bonus
3bu
Armor TNTBH Bonus doubled.
5bu
2 FR vs inanimate objects. Range
5bu
Whistles.
KENJUTSU (SWORDS)
1 Void =Dmg+1k1
Weapon
Dmg
Pr
Notes
No-Dachi
3k2 30K
Str x1.5, +1k0 vs large tgt, 2-Hand
Katana
3k2 20K
2V=D+2k2
Wakizashi
2k2 15K
no TNPen in Off-Hand
Scimitar
4k2 20K
2-Hand (1-Hand if Moto)
Ninja-To
2k2
5K
FR to conceal
KNIVES (TANTOJUTSU)
Weapon
Dmg
Pr
Notes
Aiguchi
1k1
1K
FR to conceal
Tanto
1k1
1K
FR to conceal, has hilt guard
Jitte
1k1
5bu
FR to disarm, +1 FR vs swords
Sai
1k1
5bu
FR to disarm, +1 FR vs swords
WAR FAN TESSENJUTSU
+2 TNTBH if correct Emphasis; +4 if Correct Emphasis and skill 6+
Weapon
Dmg
Pr
Notes
Gunsen
0k1
5K
Military Butterfly Fan
Menhari-gata
0k1
5K
Folding metal fan
Tessen
0k1
5K
Paddle fan
HEAVY WEAPONS AND AXES
Count Str as Str x1.5 for Damage Calcs. Round down.
Weapon
Str Dmg A/C
Pr Notes
Dai Tsuchi
3+
1k3
-5
15K
Masakari
1+
0k3
10K
Ono
1+
0k4
20K 2-hand
Tetsubo
3+
0k3
-10
20K
POLEARMS
-1k0 vs human sized or smaller. FR vs Large Targets
Weapon
Dmg
Pr
Notes
Lance
1k2 20K
+5 TN Close Melee, +10 on foot.
Shatters if Damage 30+
Charging
3k4
Mai Chong
3k2 20K
Trident
Sasumata
1k1
8K
May grapple as chain.
Sodegarami
1k1
4K
may grapple as chain.
FR to grapple vs loose clothing
Spears (Yarijutsu)
-1k0 vs human sized or smaller. FR vs Large Targets
Weapon
Dmg
Pr
Notes
Bisento
1k4 12K
Nagamaki
2k3
8K
1V=Dmg+1k1. Polesword.
Nage-yari
1k2
3K
Throw 50
Naginata
1k3 10K
Choose: +1k0 or +0k1, or 1V=D+1k1
Yari
2k2
5K
+1k1 if mounted
thrown
1k2
throw 30
STAVES (BOJUTSU)
Armor: +5 or Double, whichever is less. Free raise to knock down
Weapon
Dmg
Pr
Notes
Bo (5-6)
0k2
2bu
Em: +5 TNTBH
Jo (3)
0k2
1bu
paired
1k3
Nunchaku
0k2
3bu
grapple as chain weapon
Steel Pipe
1k1 10K
Sang Kauw
3' shaft, spiked, with crescent or shield
+5 Attack TN if no SK Emphasis.
Crescent
1k2 10K
If SK Emph, +2 TNTBH
Shield
2k1 10K
+5 TNTBH.
Tonfa
0k1
5bu
Emph: +3 TNTBH
SPELL WEAPONS
Weapon
E&L Dmg
Notes
Yari of Air
A1
3k3
1R for +1k0 once only
Jade Strike
E1
3k3
only to tainted; untainted feel nithung
Tetsubo of Earth E1
3k3
1R for +1k0 once only
Katana of Fire
F1
3k3
1R for +1k0 once only
Bo of Water
W1 3k3
1R for +1k0 once only
PEASANT WEAPONS
Weapon
Dmg
Pr
Notes
Kama
0k2
3bu
No OHP. +1k1 when paired.
Kumade
1k2
1K
Climing tool
Parangu
2k2 10bu
machete
Whip
0k1 1 bu
10' reach
UNARMED
Weapon
Dmg
Pr
Notes
Hands
0k1
Jiujutsu 3
1k1
Jiujutsu 7
2k1
Jiujutsu 10
2k2
Hands of Stone
0k2
Jiujutsu 3
1k2
Jiujutsu 7
2k2
Jiujutsu 10
2k3
Claws
1k2
Big Claws
1k3
CHAIN WEAPONS
2 FR to disarm or Knock Down; if disarmed or knocked down, make
contested STR roll or entangled
Weapon
Dmg
Pr
Notes
Kusarigama
Chain
0k1
5K
chain
Kama
0k2
+1k1 vs entangled
Kyoketsu-Shogi
0k1
9bu
Armor doubled, climbing tool
Manrikikusari
2k1
6K
just chain.
NINJA RANGED WEAPONS
Do not add Str to damages
Weapon
Str
Rg Dmg TN RgPen Pr
Blowgun
1+
30'
1
8b
Armor TN Bonus Doubled.
Shuriken
1+
30'
1k1
2b
Tsubute (Stone)
1+
30'
1k1
1b
10's do not open end
MONSTROUS BODY PARTS
Weapon
Dmg
Pr
Notes
Claws
1k2
Big Claws
1k3
Hoof
0kE