The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Jacob Smith, 2024-06-30 19:30:33

Ronin

Ronin

The Sword Saint - not just any fencer, but the epitome of duelling mastery. With a blade that dances elegantly and strikes with deadly precision, their every move is a masterclass. Their fooork is uid, their accuracy unmatched. A duelling legend, with a legacy of foes bested and a spirit that remains unyielding. In the dance of steel, they're always one step ahead. Swiftness:+2 Spirit:-1 Vigor:+2 Resilience:+1 Honour:+1 HP: Resilience+d8, d2 Virtues Roll Take your and bring -or- choose one feature: d6 Honour Roll3d6 3/Blade's Spirit Once per session, they may pour their all into a single, devastang strike, adding their Honour score to the damage roll. 1/Artful ExecutionA true master of their chosen weapon, the Sword Saint is capable of performing strikes of unparalleled precision. Once per combat, they can execute a perfect strike, ignoring their opponent's armour or natural defences. 2/Unyielding Focus In the heat of battle, their focus never wavers. Once per combat, they may enter a state of heightened concentraon, reducing all incoming damage by half for one round. 6/Unyielding DisciplineYears of strict discipline make them a formidable opponent. Once per day, they may inmidate enemies, lowering the DR of their next attack by -4. 4/Ancestral Weapon The Sword Saint’s weapon is old, passed down through generaons. Once per day, the Sword Saint can call upon the spirits of their ancestors to guide their blade, granng them a reroll on any one attack roll. 5/Harmonic Duel When engaged in combat with a single opponent, the Sword Saint †nds a rhythm in the clash of steel. Once per duel, they can predict their opponent's next move, gaining advantage on their next attack, defence, or riposte roll. Worn armour (tier 3) Odachi (d10 damage) 1d6x10 Ryo 52


X HONOUR 誉 The Sword Saint’s Discipline


hen a character in Rōnin dishonours themselves, the Game Master may summon the spirits of fate to cast judgement. The severity of their actions dictates the loss of honour, the GM decides what die is rolled and subtracted from their honour score (ranging from a d2 for a slight misstep, up to a d10 for the most heinous of actions). At the end of each session, have players plead their case for honourable actions, if the GM deems them worthy, they may roll a d3 and add it to their honour score. But remember, it’s their job to uphold their tenets, only going above and beyond earns a reward. It’s not just the job of the GM to decide what actions are dishonourable or honourable, let the players know they may get bonuses or penalties to rolls for being honest about actions... Only players using The Unseen Virtues may lie about their actions to the GM. Players are free to make up their own tenets, using the ones provided as inspiration, if they decide to make a custom character. A code of honour is followed, and to violate it is to risk disgrace and shame beyond measure. The characters must walk a tightrope, always mindful of their code's tenets and the consequences of their actions. In this dark and dangerous world, the characters must be constantly vigilant, for the slightest misstep could mean the end of their honour and their very lives. They must be willing to make great sacrifices to preserve their honour, for without it, they are nothing. W 54 Honour


回復力 自由 熟達 共感 規律 尊厳 Endure and overcome hardship, never giving up in the face of adversi . Be ee om the expectaons and constraints of socie and be ee to pursue your theiryour ywn path and goals. However, you must always be mindful of the consequences of your acons. Constantly strive to improve your skills and abilies, to become a true master of your cra. Understand and empathise with the suering of others, and to show compassion and mercy when it is called for. Have the self-discipline and self-control to master your own emoons and impulses, and to act with clari and purpose in all situaons. Face death with digni and honour, and never fear the unknown. Resilience Freedom Personal Mastery Empathy Discipline Dignity 浪人の信条 The Ronin's Creed - 勇気 正直 名誉 忠誠心 自粛 自己犠牲 Face challenges and adversi with courage and bravery, never backing down or showing fear. Be truthful in all your words and deeds and avoid decepon or trickery. Maintain a strong sense of personal honour and integri , and always strive to live up to the ideals of the samurai. Show unwavering loyal to your lord and clan and priorise their interests above your own. Control your emoons and impulses and avoid acng impulsively or recklessly. Be willing to sacriƒce your own life or well-being for the sake of others, especially for your lord or clan. Courage Honesty Honour Loyalty Self-Control Self-Sacrifice武士度 Bushido 55


単純 調和 同情 忍耐力 静けさ 正直 Live simply and humbly, ee of worldly attachments. Seek to bring balance to all aspects of life. Show compassion and mercy to all, even enemies. Never give up, even in the face of adversi. Remain calm and composed, even during chaos. Always speak and act truthfully and hold yourself to the highest moral standard. Simplicity Harmony Compassion Perseverance Serenity Honesty尊い真理 Noble Truths 目に見えない美徳 The Unseen Virtues 欺瞞 無慈悲さ 忠誠心 裁量 適応性 忍耐力 Do what you must to achieve your goals, even if that means lying. Show no mercy to those who oppose you. Remain loyal to your allies and those who hold power over you, even if it goes against your personal interests. Keep your acons and intenons secret, revealing them only to those you trust. Be prepared to adapt and change your plans at a moment's noce to achieve your goals. Never give up, even in the face of seemingly insurmountable odds. Deception Ruthlessness Loyalty Discretion Adaptability Perseverance 56


自然への敬意 均衡 知恵 同情 忍耐 忍耐力 Show reverence and respect for the natural world and its power. Seek to maintain balance and harmony beeen the physical and spiritual worlds. Use your knowledge and wisdom to guide your acons and decisions. Show compassion and empathy for all living beings, even those who are dierent or oppose you. Be paent and wait for the right me to act, rather than rushing into acon. Never give up, even in the face of seemingly impossible odds. Respect for Nature Balance Wisdom Compassion Patience Perseverance 盗賊の間での名誉 機知 勇気 自立 仲間意識 適応性 Show respect and loyal to fellow Bakuto and maintain a strict code of conduct amongst yourselves. Use whatever means necessary to achieve your goals, whether it be through cunning, brute force, or diplomacy. Face danger with courage and determinaon, even if it means risking your life. Rely on your own skills and insncts to survive and thrive. Forge strong bonds with your allies, and never abandon them in mes of need. Be prepared to change your plans and methods as circumstances dictate. Honour Among Thieves Resourcefulness Bravery Self-Reliance Camaraderie Adaptability 神聖なルール The Rules of the Divine The博徒 Gambler's Way 57


啓発 調和 治癒 悪魔祓い 規律 伝統 Pursue spiritual clari amidst worldly chaos. Maintain balance with nature's elements and wisdom. Ulise divine energies to soothe suering. Expel malevolent spirits plaguing the world. Uphold Shugendõ’s austeri, forsaking worldly luxuries. Honour and respect ancient rituals and pracces. Enlightenment Harmony Healing Exorcism Discipline Tradition 山伏の道 The Yamabushi’s Path 発想 律動 情熱 飾る 勇気 革新 Embrace your unique self, expressing it without restraint. Life's a dance; move with its rhythm, not against it. Let your emoons fuel your acons, turning ƒghts into ƒery dances. Show elegance in every step, even in chaos. Face challenges as boldly as a dancer embraces the stage. Constantly improvise, surprising everyone with unexpected moves and acons. Expression Rhythm Passion Grace Courage Innovation ダンスコード The Dancer’s Code 58


耐久 勢力 忍耐 尊敬 規律 伝統 Embrace the storm, stand your ground, weather adversi. Harness physical power, demonstrate it wisely and responsibly. Learn to wait, to watch, to seize the right moment. Honour your opponents, acknowledge their strengths, regardless of the outcome. Rigorously train your body and mind, forˆ your spirit. Uphold the ancient pracces, respecng the wisdom they embody. Endurance Strength Patience Respect Discipline Tradition 精度 熟達 規律 武勇 尊敬 遺産 Every movement, every strike, every parry should be measured and precise. Strive to perfect your art, constantly seeking improvement. Train the mind as well as the body, maintaining focus and clari. Face combat and adversi with bravery, without fear. Honour your opponents and their skills, recognising their worth. Preserve the ancient way of the sword, honouring the wisdom of past masters. Precision Mastery Discipline Valour Respect Legacy 相撲の誓い The Sumo’s Oath 剣聖の規律 The Sword Saint's Discipline 59


60 Starting Equipment, Weapons & Texts


d6 d4 roll roll and (d2 if you start with a Text) d12 Choose your style: Choose your style: Choose your style: 1-2 empffi-handed 3 a backpack that can hold 7 small items 1 you are without armour, leaving you vulnerable to all attacks. good luck… 2 moderate protecon without weighing the wearer down. reduces damage taken by -d2. ashigaru armour leather and iron scales kendo armour cloth and padded with silk or cotton. 3 excellent protecon against attacks while sll allowing for agiliffi and movement. reduces damage taken by -d4 and imposes a +2DR penalffi on swi­ness tests. defence is DR+2. dō-maru iron or leather plates laced together with silk or leather cords. kusari armour interlocking metal rings 4 incredibly heavy and restricts movement but provides the highest level of protecon against attacks. reduces damage taken by -d6, imposes a +4DR penalffi on swi­ness tests, and defence is DR+2. o-yoroi iron plates and chainmail that covers the wearer ‚om head to toe haramaki thick leather and iron plates covering the torso and upper legs 4 a sack that can hold 10 small items 5 a small wagon or one above item of your choosing 6 a trusffi pack animal, such as a donkey, or one above item of your choosing 1 rope (30 ­) 2 torches (Spirit+4) 3 lantern with oil for Spirit+6 hours 4 magnesium strip 5 random Unseen Text* 6 ‹recrackers (Spirit+4 uses) healers kit (Spirit+4 uses) heals d6 hp and stops bleeding/infecon 7 8 metal ‹le and lockpicks 9 bear trap (Spirit DR14 to spot, d8 damage) black powder bomb (sealed bottle, d10 damage) 10 snake venom shuriken (d4 shuriken, resilience DR12 or d8 damage) 11 silver talisman (defence against yōkai DR10) 12 *Unseen Texts, page 65 Tier 0. No Armour Tier 1. Light Armour Tier 2. Medium Armour Tier 3. Heavy Armour equipment armour 61


Weapons 10 Katana Unarmed 6 Kusarigama 2 Wakizashi 9 Bo Yumi Tanegashima Tanto Naginata Shuriken Nunchaku 10 6 7 4 3 9 2 8 1 5 (d10) (d2) (d6, melee/ranged) (d6) (d6) (d6, Spirit+10 arrows) (d8, Spirit+5 bullets) (d4) (d8) (d4, set of 10) (d6) Roll d10 (d6 if you start with a text) 62


3 5 7 4 1 8


Each morn, roll Spirit+d4, revealing the number of mes you may wield these mystical gifts. ithin the game, there are powers rare and true, hidden in ancient texts that whisper secrets of untold power. Your Spirit will be tested, a DR12 challenge of focus and willpower. Should you SUCCEED, the power of the text shall be yours, but one use shall be taken om your daily supply. But if you should FAIL, the consequences are . Dizzy spells and loss of d2 HP are the least of your worries. Using texts may fail in ways that leave you trembling and trembling for hours. W But beware, my friend. Reading from the texts is no simple feat. dire And should you stumble, should you FUMBLE, the repercussions that may ensue are too numerous to name here. But they are all too real, and they are all too deva$tating. Texts will never work when wielding two handed weapons or medium/heavy armour. t e X t $ 神聖 Kami’s Vengeance 64


Whirlwind Blade Unleash a flurry (d4) of air strikes against a single enemy, dealing d6 damage per hit. 1 Blessing GODS OF THE of the Restore d10 HP to d2 creatures. 1 pure insight You find all traps in your path for 2d10 minutes. 8 holy Retribution d4 creatures lose d8 HP each. 9 speak with the departed Ask three questions to a deceased creature. 3 wordof theGODS One creature blindly obeys a single command. 10 SPIRIT SHIELD A creature of your choice gains 2d6 extra HP for d3 rounds. iv Bestial Communion You may speak with animals for d20 minutes. 6 DIVINE illumination Light or darkness for 3d10 minutes. 7 Visions Beyond One creature, dead for no more than a week, is awakened with terrible memories. V Grace Redemption of A creature of your choice gains +d6 on one Test. 2 soul drain Deal d8 damage and gain that much HP for yourself (can take you above max HP). 9 Shadow StepInstantly move to any visible location. 5 Eagle Eye Gain +4 to hit for your next attack. 4 BURNING BLADE Ignite your weapon, dealing an extra d4 damage with each hit for d6 rounds. 6 Steel Barrier Gain +2 to Swiftness Tests for defence for d6 rounds. 7 Spectral Guardian Summon a skeletal ronin to fight alongside you for d6 rounds. 8 VOID Blast Unleash a blast of negative energy that deals d8 damage to all enemies you can see. X Thundering ROARStun a single enemy for 1 round. 3 Soothing Breeze Heal d6 HP for yourself or an ally. 2 roll d10 roll d10 65


VENGEANCE KAMI’S When you mess with ancient words, the Kami can grow restless. Roll the dice, but know this - life will never be the same. Roll d20: Your shadow detaches and acts of its own volition. It mimics your actions but always seems to be one step ahead of you. Reality around you shifts erratically. Roll a d6 at the start of your turn: on a 1-3, your speed is halved, on a 4-6, it's doubled. Your reflection in mirrors and waters is distorted, appearing as an older, more haggard version of yourself. A continuous whisper haunts your ears, reciting your deepest regrets. Test Spirit DR12 to focus on tasks requiring concentration. Objects you touch intermittently turn to dust, rendering them useless. Every step you take leaves a wet imprint, regardless of your footwear or the surface. Birds are inexplicably drawn to you, often gathering in large numbers to watch you silently. Whenever you speak, a cacophony of voices emerges, echoing your words in various tones. Arcane energy buzzes around you. Whenever you read a text, the ground around you cracks with ethereal energy. A spiteful mouth emerges on your neck, loudly voicing your inner thoughts and fears. It only quiets when fed with fresh blood. Your eyes bleed out and fall, yet your sight remains tethered to them, wherever they lie. Flowers and plants wilt upon your touch, and trees shed their leaves as you pass by. Water turns to blood in your presence. Drinking it requires you to Test Resilience DR12 to avoid vomiting. Sleep offers no respite. You constantly wake up in unfamiliar surroundings, though everything returns to normal in the blink of an eye. A continuous drizzle follows you, even indoors. Surfaces you walk on become slippery, requiring you to Test Swiftness DR12 to avoid falling. Wind howls and picks up when you're outdoors, making it challenging to hear or be heard. Your bones gain sentience and malevolence. In moments of stress, they twist and contort within you, causing unbearable pain and internal bleeding for d4 damage. Your presence causes fresh food and drink to spoil instantly. When making eye contact with another, both you and the individual see fleeting visions of each other's most traumatic experiences. Ghostly hands attempt to pull you underground. Soft terrains become treacherous, requiring you to Test Swiftness DR14 to maintain balance. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 神の怒り 66


ryō traditional curved sword short sword bow matchlock pistol curved blade polearm sickle and chain dagger staff chained sticks 10 throwing blades metal claws farming sickle curved nepalese knife three-pronged dagger metal war fan chain whip with a blade metal truncheon metal smoking pipe blowgun chain with weighted ends d10 d6 d6 d8 d8 d6 d4 d6 d6 d4 d4 d6 d6 d6 d4 d6 d4 d4 d4 d8 Backpack Bandages Bear Trap Biwa Black Powder Bomb Candles Chalk Crowbar Dice Firecrackers Gourd Of Sake Grappling Hook Hammer & Nails Healer’s Kit Lantern Lockpicking Kit Magnesium Strip Manacles Map Mirror Oil Parchment Poison Quill & Ink Rations Rope Sack Shakuhachi Shovel Small Wagon Soap Straw Hat Tent Torches Waterskin Whetstone holds up to seven items spirit+4 uses, heals d4 hp spirit DR14 to spot, d8 damage short-necked wooden lute single sealed bottle, d10 damage pack of five, long burning piece of chalk sturdy, metal crowbar set of dice make a bang, spirit+4 uses drinking vessel full of sake, d4 uses metal hook attached to a length of rope small hammer and a pack of nails d4 uses, heals d6 hp, stops bleeding/infection comes with oil, spirit+6 hours set of small tools used for picking locks can be ignited metal bands joined by a chain detailed map of the local area small, handheld mirror pint of oil in a flask five sheets of parchment small vial, d6 uses, d4 damage for d4 rounds quill pen and small pot of ink pack of dried food, five uses ten feet long, durable holds up to ten items bamboo flute for digging, etc. can haul large, heavy items wash your clothes or yourself very fashionable for camping and resting pack of five carries water keep your blades sharp 10 15 20 4 40 10 3 5 3 5 10 20 5 50 4 15 4 6 15 3 10 5 10 2 50 10 15 2 5 25 5 2 25 1 10 5 10 20 5 25 30 25 50 Katana Wakizashi Yumi Tanegashima Naginata Kusarigama Tanto Bo Nunchaku Shuriken Tekko-kagi Kama Kukri Sai Tessen Kyoketsu-shoge Jutte Kiseru Fukiya Manriki-gusari Snake Dog Chicken Monkey Donkey Tier 1 to 2 Tier 2 to 3 100 30 30 150 70 40 20 10 15 10 15 15 20 25 15 25 10 10 30 45 1 2 3 6 8 1000+ 30+ 20+ 5+ 50+ 100+ 500+ Drink Warm meal Night's lodging at a Ryokan Tea ceremony with a skilled tea master Onsen with refreshments Acquire a rare and valuable item from a specialized dealer Bodyguard for a day, skilled in martial arts Shaman to perform a ritual or ceremony for good luck Wise monk for spiritual or philosophical guidance Skilled tracker or guide for a perilous journey Skilled artisan to create a custom weapon or piece of armour Shinobi for a covert operation improvised weapons do d4 damage armour cannot be repaired to a tier higher than its original. =ranged =melee+ranged EQuIPMenT FOR SERvICes aNI m Als RepAIr aRMouR WeaPONS HIRe 67


TESTS CARRYING CAPACITY DIFFICULTY RATINGS (DR) Tests are made against a Difficulty Rating (DR). To succeed roll d20 ± your ability with a result equal to or greater than the DR. Creatures don’t use abilities, they just roll a d20 against DR. You can carry Vigor+8 normal-sized items without a problem. Normal-sized items include items like texts, torches, and rope. After that, when testing Vigor and Swiftness; DR increases by 2 (from 12 to 14, etc.). It is impossible to carry more than twice Vigor+8. Heavy objects are things like anvils, chests, ladders, or corpses. For example, find tripwire DR14 or resist poison DR12. DR6 So simple people laugh at you for failing. DR8 Routine but some chance of failure. DR10 Pretty simple but not simple enough to not roll. DR12 Normal. DR14 Difficult. DR16 Very hard. DR20 Should not be possible. 68 Rules


HONOUR they are perceived by society. It's a complex game of personal ambition In R and social responsibility, where actions can earn or cost honour. ōnin, honour score dictates a character's status, a reflection of how 誉 Fulfilling tasks or performing heroic deeds may earn the character honour points, while cowardice or breaking tenets may cost them. It's all about striking a balance between one's personal desires and their obligations to their peers and society. In this world, duels and trials can determine a character's honour, with high honour making it easier to convince others of one's views, and low honour making it a tougher climb. It's also possible to defend the honour of others, such as lords and family. Duelling is a chance to clear yours or someone else’s tarnished reputation. A character's previous honour score can also affect the game, with a score equal to or greater than 10, granting a +1 bonus when rolling for the next character’s abilities and a score below 10 giving a -1 penalty. Please be advised that the following page contains detailed descriptions of ritual sacrifice (seppuku) that some readers may find disturbing or unsettling. Reader discretion is advised. 69


may be performed once per character and must not be used to avoid death or the failure of a challenge. It is a way for characters to regain their honour after committing dishonourable deeds and is at complete GM discretion. If the character then disembowels themself and dies. this mechanic is designed to be respectful while still allowing players to incorporate the concept of seppuku into their game. hen a character chooses to perform seppuku, they must first Test Spirit DR12. If successful, the character ritually prepares themself and their surroundings, meditating on the reasons for their act and writing a death haiku. If the character the Spirit Test, they cannot begin the Seppuku ritual. This allows the character to roll 2d6+2 and add the result to their Honour, they must then go to Yomi to fight to be resurrected or make a new character gaining the bonuses or negatives outlined in the honour section. Next, the character takes a ceremonial knife (such as a tantō) and makes a cut across their abdomen. They must then Test Resilience DR14 to endure the pain and complete the ritual. Upon completion, make your Honour Roll. FAILS SUCCESSFUL Honour Roll W NOTE/ If the character fails the Resilience Test, a second can behead the character to complete the ritual. If the character is beheaded by the second, they halve the Honour Roll result. If there is no second to behead the character, they suffer d8 damage and roll on the Debilitating Injuries table (frontpapers). 70


When a warrior falls, they are cast into the depths of the underworld of demons and spirits. It is there where they must face a terrible foe, a Demon and prove themselves worthy of a second chance at life. If multiple warriors are slain in the same battle, they all go to Yomi and fight together. When a character reaches Yomi, HP and all features are refreshed, apart from Virtues. When reaching Yomi mid battle, wait until the PC’s turn in initiative to introduce the Yomi conflict and then continue both fights simultaneously, switching between battles. yomi Additionally, If the player (or players) successfully defeat the demon, their character will have a scar from the battle. This scar gives the character a -1 penalty to an ability of their choosing, but it also grants a permanent +5 bonus to their Honour. If the player's previous character had an Honour score of equal to or greater than 10, their new character gains a +1 bonus when rolling for each ability. Amidst the clashing of swords and bloodstained fields, death is always a shadow that looms over every warrior. But in this land of honour and bushido, even death has a price to pay. Should the warrior be victorious, they will rise om the ashes of defeat and return to the world of the living at full HP. VICToRY KNOW THYSELF AND THY ENEMY TO SECURE If they should fall, then their fate is sealed forever. The warrior will never again walk on the path of life, and their story will come to a permanent end. DeFEaT LIES IN LACK OF ADAPTABILITY A character can only be resurrected ONCE. So let the warriors take up their swords and let the battles rage on. For even in death, the price of honour must be paid, and the legacy of the fallen shall live on forever. If their previous character had an Honour score of below 10, their new character gains a -1 penalty when rolling for each ability. page 106


Hit Points Bro Ķ e n Begin with: Resilience+d8 Negative Hp 1 Dead Roll d4 Zero Hp BroKen (unless using class health calculaons) (for now) Fall unconscious. d4 rounds, awaken with d4 HP 3 Haemorrhage. Death in d2 hours unless treated. All Tests are DR16 for the rst hour, then DR18 for the last hour 4 Dead 2 Roll d6: 1-5 Broken or severed limb 6 Lost eye. Can’t act for d4 rounds and then become acve with d4 HP 72


TATAKAI 戦い INITIATIVE STRIKING Test VIGOR DR12 Test SPIRIT DR12 RANGED DEFENCE Test SWIFTNESS DR12 Test RESILIENCE Defence DR+2 PARRY Roll d6 at the top of every round. Swiftness+d6 for individual initiative or to determine who goes first within the group. Players roll for both their attacks and defences. Creatures and enemies don’t roll dice in combat. When armour is damaged penalties to Vigor and Swiftness tests are not modified. Armor reduced below 1st tier is ruined and cannot be repaired. A round is brief, only enough time for an attack, move, power or a desperate grasp for survival. It's a heartbeat in the dark of this unforgiving world. Only ten of these heartbeats make a minute, and in that time, one can witness horrors and find themselves at death's door. *armour repair costs page 67 1-3 Enemies go first 4-6 PCs go first CRITICAL HIT On rolling a natural 20. Attacking Enemy takes double damage (armour/protection also reduced one tier) Parry Enemy takes double damage (armour/protection also reduced one tier) Defending PC gains a free attack FUMBLE On rolling a natural 1. Attacking The weapon breaks (or is lost ) Defending PC takes double damage and armour is reduced one tier. Parry PC takes double damage, armour is reduced one tier and the weapon breaks ROUNDS


Once per combat, the player can choose to Parry an incoming attack instead of rolling for Defence. To do this, they must Test Resilience against the defence DR of the incoming attack +2. If successful, they not only block the attack, but also deal their weapon's damage immediately. If the player rolls a critical hit (20) on their Parry, the counterattack deals double damage and reduces the enemy's armour tier by 1. 危 74


75


Duelling In the stark, unforgiving world we’ve stumbled into, the dance of the duel is a grim ballet. Each participant, an artist, wielding the brush of their blade against the canvas of conflict. Each round, choose from the following: ATTACK It's the simplest act, the lash of violence directed at your adversary. You muster your strength, your fury, your desperation, and you let it fly. If your aim is true, your opponent reels, but miss your mark, and you're the one to pay the price. GUARD In the heat of battle, you choose to weather the storm, to endure. Success means you stand unbroken, ready to strike back harder in the next breath. But even failure has its merits, for you take but a fraction of the punishment you might have otherwise. RIPOSTE A dangerous gambit, a high wire act without a net. You pit your skill directly against your foe's, seeking not just to deflect their assault, but to turn it back upon them. Triumph here is the sweetest, for you deal a mighty blow while avoiding one in turn. But the price of failure is steep, the retribution swift and brutal. Attack, Test Vigour DR 12 Success: roll damage Fail: enemy rolls damage Guard, Test Swiftness DR 12 Success: take no damage, +4 to next attack or riposte Fail: take half damage Riposte, Test Resilience DR 14 Success: deal double damage Fail: you are dealt a fatal blow 1 1 11 111 11 111 決闘 76


MORALE Roll for MORALE if: • The leader is killed. • Half the group is eliminated. • A single enemy has only 1/3 of its HP le. Roll d6 to see if the enemy: ghts even harder, driven by their anger and determinaon to avenge their fallen comrades. If you roll greater than the creature’s MORALE value with 2d6, it is demoralized. surrenders or retreats, unable to face the shame of defeat. 1-3 4-6 When meeng creatures whose reacon is uncertain, REACTION roll 2d6: 2-3 4-6 7-8 9-10 11-12 You will be slaughtered! Fury Apathec Almost courteous Cooperave 77


If a PC kills or gravely insults an NPC’s family member, friend, or master, they have created a BLOOD FEUD. The offended NPC may challenge the offending PC to a duel to the death. The challenged PC can either accept or refuse the challenge. 78


If they refuse, they are dishonoured, and their Honour is permanently reduced by 5. If they accept, only death or victory await. Winning grants 3 Honour, and the loser is sent to , or worse, DEATH… yomi 79


Rest meditation A short rest will restore a small amount of hit points, d4 HP. Consumes 1 use of food and 1 use of water. By taking a moment to meditate, a character can regain their focus and centre themselves. To do so, the character must spend 1 hour in quiet contemplation, during which they cannot engage in any activities or combat. A character can only benefit from meditation once per in-game week. After completing the meditation, the character gains 1 point of Honour and +1 bonus to the ability of their choice until the end of the day. Vigor, Swiftness, Spirit or Resilience. A full night's sleep will restore d6 HP. However, if you go without food or drink during rest, you won't regain any HP. Consumes 1 use of food and 1 use of water. If you go two days without food, you'll start losing d4 HP per day. And if you're infected or poisoned, rest won't help. Instead, you'll lose d6 HP per day. Poison runs its course. But infection must be dealt with, perhaps with a Healer’s Kit? 80


Take a moment to catch your breath and re$t your bone$.


Chance to a improve The is the It could be in the name of (or worse) made feat of cunning, or a a harrowing sacrifice honour. battle, GREAT after a of a character’s They are the when a has the right to get ones who and GM PC JUDGE, fate. EXECUTIONER When it is EARNED, do the following: Increase HP JURY, decide BETTER. earned Roll 6d10 If the result is equal to or greater than your current maximum HP, increase it by d6. Ability Change Roll a d6 against every ability If the result is equal to or greater than the ability, increase it by +1, to a maximum of +6. Results below the ability decrease it by 1. Abilities from -3 to +1 are always increased by 1 unless the d6 result is 1. The ability is then reduced by 1, but never below -3. 改善 82


先生 The apprentice finds a master, a teacher, and decides to learn from their wisdom and creature. It takes time and payment, some kind of fee, whether in money, item, or a service with glee. After a period of 2d6 days has passed, a test of ability is what comes at last. The DR is 12, and it's time to try, to gain a minor bonus for the ability to apply. At the end of the training period, the character must put their newfound knowledge to the test, rolling the relevant ability test at DR12. If they succeed, they will gain a minor ability bonus related to the type of training they received. For example, Swiftness +d2 or Spirit +d2. A character can only benefit from each bonus once, and they can choose which one they want to take when they train with a sensei. 83


Virtues are blessings bestowed upon you by unknown entities, be it otherworldly powers, divine intervention or simply luck. Every character begins with d2 Virtues. Rest for at least six hours to regain spent Virtues. Roll the designated die for your class (or d2 if playing without classes). Use Virtues to: deal maximum damage with one attack reroll a dice roll (yours or an allies) reduce damage dealt to you by d6 negate a critical hit or fumble reduce the DR of one test by -4 automatically succeed a parry 84


招かれる手プレイヤー筆を取る詩の始め HAIKU The player is prompted to write a Haiku during their meditation, and Test Spirit DR12. For example, the player could be prompted to write a Haiku about a particular aspect of nature or about their current emotional state. Haiku can also be used as a tool for divination. The player could offer a Haiku as a prayer to the gods and depending on the quality of the Haiku and the gods' disposition, they could receive a blessing or a curse. If they succeed in writing a Haiku, they regain 1 Virtue. If they fail, they suffer a -1 penalty to all Spirit rolls until the end of the day. 85


1 2 Fled from a powerful and daerous clan, constantly on the r. Have a powerful enemy who wants you dead at all costs. 3 4 Possess a re and valuable artict that is coveted by many. Are der a terrible curse that caot be lied. 5 6 Once betyed a close friend and has bn wcked with guilt ever since. Are plagued by hati visions of a dark future. 7 Have a shadowy past 8 that is slowly cat i up with you. Are hated by a veeful spirit that will not rest til it gets what it wants. 9 10 Are the only survivor of a massacre that you caot forget. Have a powerful addiction that is slowly destroyi you. 11 12 Have aered a powerful spirit that is now out for revee. Are followed by a ste, inexplicable phenomenon that bris  aos and destruction wherever you go. 13 14 Hted by a terrifyi monster that you caot defeat. Hated by a dark secret that, if revealed, could destroy everythi you hold dear. 15 16 Have made a daerous enemy of an influential clan. Have made a deal with a malevolent entity that is slowly taki over your mind and body. 17 18 Are cursed with the ability to s the worst in people and caot help but voice your thoughts. Are plagued by explainable nightmares that are slowly drivi you insane. 19 20 Are cursed with an insatiable hger that can never be sated. Have bn marked by a dark force that will stop at nothi to claim your soul. Broken Bodies 1: Staring with a glazed expression. 2: Covered in scars or wounds, some of which are infected. 3: Missing a limb, using a makeshi prosthesis. 4: Emaciated and  ail. Sunken eyes and greyish skin. 5: Severe burns all over. Use a mask to hide them. 6: Deaf in one ear, struggling to hear  om the other. 7: Rotted or missing teeth, speaks with a lisp. 8: Crippled, walking with a limp or hunchbacked. 9: Covered in itchy boils or blisters. 10: Persistent coughing or wheezing. 11: Covered in insect bites. 12: A missing or scarred tongue. 13: Shaking hands or ‹itching  om nerve damage. 14: Severely obese or malnourished. Always hungry. 15: Missing Œngers or toes. 16: Broken nose, breathing heavily and snoring loudly. 17: Permanently scowling or smiling, making social interac‘on di’cult. 18: Chronic skin condi‘ons, leaving skin “aky or weeping. 19: Recently blinded or su”ering  om vision problems. 20: Cracked and discoloured nails, with signs of fungal infec‘on. roll d20 ROLL d20 Optional Tables 86 Optional Tables


wful afflictions BadHabits 1.Paranoid 2.Sadistic 3.NARCISSISTIC 4.Compulsive liar 5.Self-destructive 6.Envious 7.antisocial 8.Addicted 9.Short-tempered 10.GREEDY 11.Pessimistic 12.Manipulative 13. Careless IV.AGGRESSIVE 15.insecure 16.Hedonistic 17.Fanatical 18.Hypocritical 19.Unreliable 20.DELUSIONAL Compulsively hoard small trinkets An urge to speak your mind, Telling overly long nervous sneezing. conversation. and whisper secrets into them. Talesin and irrelevant Persistent procrastinator. A terrible memory, Obsessed Collect EARS LOUD, with counting OFTEN CHRONIC You weapons & tools Constantly fidgeting. Can’t sit still. must be Stealing from everyone and HOARDING it. food keptCLEAN. mumble to yourself, INSOMNIA. Habit of things, even when it’s not beneficial. You make up conspiracy theories, even when they have no basis in reality. STEALING Anger management P a r a n o i a . Addicted even if it means making enemies Tend to lash out andarranging Hatebeingtouched. objects. forgetting important even in public. details or information. violently. to a particular substance, and go to great lengths to get your fix. or getting into trouble. you come across often to the detriment of your party. of enclosed spaces CRIPPLING FEARor the dark. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 issues. i m p o r t a n t i t e m s . ALWAYS LOSING Roll d20 roll d20 87


To cross paths with an is to tempt fate itself, It stands tall like a titan, its iron club slung over its shoulder. Attacks twice but to hit. A beast of pure 20 for few have lived to tell the tale of their encounter with this creature. StrengThandTERroR. Oni oNI hP 10 -d4 MOrAle special MOnStrous tHIcK hIDE d8 DR10 iRON club With horns as sharp as knives and a heart as dark as the void, the is the stuff of nightmares. 88 Creatures & Yōkai


It is said that they bring sickness and disaster to those who cross their path, Doom. Never catch eyes with a Nue, for its malevolent gaze can bring ruin to all who dare to challenge it. the Nue is a vile and twisted creature, a monstrosity that defies explanation. W VarK hp morale $pecial Can cause infection. If infected take d4 damage per round for 3 rounds. MALEVOLENT GAZE. RoLL d6 each round. On 1-2 deal d8 damage, always hits. 8 8 $hape$hifting fur -d2 poi$onou$ claw$ d4 $nake bite d6 These strange creatures are usually associated with and misfortune seems to follow in their wake. and that their very presence Is a harbinger of ith the head of a monkey, the body of a tanuki, and the tail of a snake, MagiC 89


They are the outcasts, the of society. But all share a willingness to break the law and prey upon the weak. They take what they want and leave chaos in their wake. Some are driven by desperation, others by or a thirst for power. scum 6 greed They may be feared or revered, but one thing is certain: They’ll do whatever it takes to get ahead. HP MORALE8 -d2 LIGHT ARMOUR d6WAKIZASHI SPECIAL d6 YUMI (RANGED) On a successful melee attack, steals one random item. 90


a woman of stunning beauty is said to appear. n the coldest nights, O when the snow falls heavy and thick, But beware, hp for she is no mere mortal. Yuki-onna, they call her, the spirit of the snow . She moves with an otherworldly grace, while others whisper that she offers a path to enlightenment for those brave enough to follow. and her icy toucH can freeze a man's very soul. Some say she brings death and destruction in her wake, those who cross paths with the Whatever the truth may be, one thing is certain: haunting presence. will never forget her 12 morale 7 ice shard aura ice claws blizzard special (ranged) Test Resilience DR12 or be frozen in place for d4 rounds. -d4 d6 d4 Frozen Curse. 91


hp14 morale 7 stone hide-d4 bited8 These stone lions stand guard outside temples and shrines, their fierce visages intended to keep the spirits of the dead at bay. But sometimes, the spirits do not heed their warning and possess the statues, turning them into fierce and dangerous guardians. The possessed lions prowl the grounds, their stone jaws clacking with hunger for the living. Those who dare to venture near may find themselves in a fight for their lives, as they try to avoid the crushing teeth of the stone beasts. special CURSED BITE. If bitten by a Komainu, Test Spirit DR12. On a failure, swap Vigor and Spirit ability scores until the beast is defeated. hp14 morale 7 stone hide-d4 bited8 These stone lions stand guard outside temples and shrines, their fierce visages intended to keep the spirits of the dead at bay. But sometimes, the spirits do not heed their warning and possess the statues, turning them into fierce and dangerous guardians. The possessed lions prowl the grounds, their stone jaws clacking with hunger for the living. Those who dare to venture near may find themselves in a fight for their lives, as they try to avoid the crushing teeth of the stone beasts. special CURSED BITE. If bitten by a Komainu, Test Spirit DR12. On a failure, swap Vigor and Spirit ability scores until the beast is defeated. 92


A fflisted creature of land and water, whose siren call lures unsuspec ng travellers to their doom. ith a woman's face and torso, and the slithering lower half of a serpent, she coils around her prey and strikes with deadly precision. Her haunting cries for help echo through the murky swamps and waterways, drawing in those who are foolish enough to listen, for she is a master of decep on, and her bite is venomous. hp 14 morale special 7 can swim and hide in water, and can use their seduc ve voice to charm and lure their vic ms. SIREN SONG. At the start of combat, Test Spirit DR14 or attack an ally. scales -d6 bite/constrict d10 Beware the W A fflisted creature of land and water, whose siren call lures unsuspec ng travellers to their doom. ith a woman's face and torso, and the slithering lower half of a serpent, she coils around her prey and strikes with deadly precision. Her haunting cries for help echo through the murky swamps and waterways, drawing in those who are foolish enough to listen, for she is a master of decep on, and her bite is venomous. hp 14 morale special 7 can swim and hide in water, and can use their seduc ve voice to charm and lure their vic ms. SIREN SONG. At the start of combat, Test Spirit DR14 or attack an ally. scales -d6 bite/constrict d10 Beware the W 93


HP 10 Morale 8 Rokurokubi A creature of legend and myth. The Rokurokubi is a humanoid being with a neck that stretches on for miles. It is said that they use their shapeshifting abilities to play tricks on humans and cause them great fright. Grudge. Roll d6 each round, on 1-2 the Rokurokukubi vanishes but will always return to find the ones who harmed it. Sharp Teeth d4 HP10 d4 Morale 8 Rokurokubi A creature of legend and myth. The Rokurokubi is a humanoid being with a neck that stretches on for miles. It is said that they use their shapeshifting abilities to play tricks on humans and cause them great fright. Grudge.Roll d6 each round, on 1-2 the Rokurokukubi vanishes but will always return to find the ones who harmed it. Shimmering -d4 Scales Sharp Teeth Their very existence is a mystery, and those who have encountered them describe them as both mesmerizing and terrifying. Be wary on your travels, for you never know when you may come face to face with a Rokurokubim. 94


Like Rubber. Can shape-shift into other creatures or objects, NECK Shimmering Scales -d4 Special These are the undead remnants of samurai warriors who refused to submit to death. They wander the land, still fighting as if they were alive. HP10 MORALE 10 Bone Armor Katana Worn d8 -d4 Immune to critical hits and poison. Second Chance. When defeated it rises at half HP. Only defeating it a second time kills it for good. Special and can extend its great lengths to attack or spy on its prey. Like rubber. Can shape-shift into other creatures or objects, NECK Special The undead samurai, they call them. The restless spirits of those warriors who refused to embrace death's icy grip. They roam the land, driven by an unyielding will to ght on, even though their esh has long since rotted away. They are a fearsome sight, with tattered armour and rusted blades, their eyes glowing with an eerie, otherworldly light. Some say they seek revenge for past wrongs, while others believe they simply cannot accept their own mortali. Whatever the reason, they are to be avoided at all costs, for even in death, they are deadly adversaries. HP 10 MORALE 10 Bone Armor Katana Worn d8 -d4 Immune to critical hits and poison. Second Chance. When defeated it rises at half HP. Only defeating it a second time kills it for good. Special and can extend its great lengths to attack or spy on its prey. Skeleton R�nin 95


hp8 7 -d6 d4 morale shell claws special Kappa toss. Has the ability to swim and hold its breath for extended periods of time. Test Vigor DR12 or be tossed dealing d6 damage to whoever it hits. 96


The Tengu, a bird-like creature with a with a grin that hints at some long, pointed nose, often devilish amusement. These mischievous beings are notorious for their magical abilities, and some even consider them to be divine. Tengu are known for their mastery of martial arts, and their agility in flight and on foot is the stuff of legend. They delight in playing tricks on humans but can also be fearsome adversaries when provoked. hp 12 morale 8 feathered spec ial c loak -d2 longsword d6 Flight and takes half damage from poison effects. 97


HP 10 MORALE POISON STINGER 8 d4 SPIDER SILK ROBES -d6 SLASH SPECIAL d8 (ranged) Ability to climb walls & ceilings. Can create illusions. Alluring Eyes. Test Spirit DR12 or be compelled to approach. 98


In the dark corners of Kage no Shima, where the shadows loom like hungry beasts, there is a demon known as the Jorōgumo. She is a shapeshifter able to transform from a spider into a beautiful woman, and with that beauty comes danger. Her eyes are as alluring as they are deadly, and her voice can lead a person to their doom. She preys on the lustful and the unsuspecting, using her seductive powers to lure them into her web. And once she has them, she ensnares them with her spider minions and spins illusions to confuse and disorient them.


Standing tall, every fragment of his cursed skeleton exudes an This master of the blade is both a paradox and a parable. Just a man, handed authority that defies death itself. immortality in the form of bare bones. Was he cursed? Or was clawing his way out of the grave an act of pure, undying will? Either way, the Skeletal Daimyo is a ghastly sight on the dark tapestry that is Kage no Shima. HP Gusoku Armour Ancient Katana 40 Unstoppable. Immune to banish and mind control effects. Undead Resilience. Regains d4 HP each round. - 2d8 -d6 Morale Special 100 Legendary Creatures


Click to View FlipBook Version