42 • PlaybooksSample file

Bodyguard (Yojimbo)

Social Class: Unique Move: Dairokkan Attack Move: Bushido You are a samurai. You have the You have a sense for danger. You fight according to the eight rights and privileges of the buke class. Roll 2d6 principles of the warrior class. You begin the game with one of the +setback Choose one Roll 2d6 following sets of weapons: up to 6 Miss. If your very next move +story Choose one  (long sword) and is Dairokkan, you may take up to 6 Miss. If your very next (short sword) +3 forward. move is Bushido,  katana and (pole-arm) up to 9 Interrupt a friend before you may take +3  katana and daikyu (long bow) forward.  (sickle and chain) they roll to defend against and tanto (dagger) an attack. You become up to 9 Score a weak hit. exposed, and that friend  katana and (spear) up to 12 Score a strong hit. gets +3 forward to roll.  no-dachi (great sword) and Or, if you are using a tanto up to 12 Interrupt a friend before they Bushido weapon, use Commoners are not permitted to roll to defend against an one of its specials. carry the larger weapons, and most attack. You become exposed, 13 or Score a grand hit. lack any sort of combat training. and that friend successfully more Or, if you are using a Rich merchants often hire ronin defends against the attack… Bushido weapon, score a such as yourself to protect but now you are the target; strong hit and use its themselves against attack. roll to defend yourself. special and you may take 13 or Interrupt a friend before +3 forward if your very more they roll to defend against next move is Bushido. an attack. You become exposed, and both you and your friend avoid the attack.

Sample file Playbooks • 43

44 • PlaybooksSample file

Bonze (Bouzou)

Social Class: Priest Unique Move: Buddhism Attack Move: Sohei You begin the game with a bo staff. You have studied the religious You fight according to principles of The typical Buddhist priest, a doctrines of the Buddha. the priestly class. Bonze is what most people think of Roll 2d6 Roll 2d6 when they think of Buddhist +support Choose one +story Choose one monks, with their shaved heads, up to 6 Invoke a weak aspect of up to 6 Miss. If your very next simple robe, and ascetic lifestyle. Buddhism (enough to convince move is Sohei, you may Before Tokugawa, Buddhist people you’re a priest). take +3 forward. monasteries had many warriors Or, take five minutes and spend up to 9 Score a weak hit. and had strong political influence; 1 support to remove 1 setback in Usagi’s time, their power has from a friend. up to 12 Score a strong hit.. Or, if you are using a been broken and the remaining up to 9 Perform strong doctoring or bonzeries are few and far Sohei weapon, use one of medicine on a sickly person. its specials. between, mostly small shrines. Or, invoke a strong aspect of More than one bonze is a former Buddhism (banish spirits, etc.) 13 or Score a grand hit. samurai or criminal who has given Or, take five minutes and spend more Or, if you are using a up a life of violence and has taken 1 support to remove 1 impair- Sohei weapon, score a on a new name. ment from a friend. strong hit and use its Or, give someone +1 back to special and you may take a roll they just made. +3 forward if your very Or, spend 1 support to give next move is Sohei. someone +3 back. 10 or Perform grand doctoring or more medicine on a sickly person. Or, invoke a grand aspect of Buddhism (banish spirits, etc.) Or, give someone +2 back to a roll they just made. Or, spend 1 support point to give someone +6 back.

Sample file Playbooks • 45

46 • PlaybooksSample file

Bounty Hunter (Shoukin-Kasegi)

Social Class: Samurai Unique Move: Stalking Attack Move: Bushido You are a samurai. You have the You’re on the hunt. You fight according to the eight rights and privileges of the buke Roll 2d6 principles of the warrior class. class. +support Choose one Roll 2d6 You begin the game with one of the up to 6 Get a weak clue about a +story Choose one following sets of weapons: person of interest. up to 6 Miss. If your very next  katana (long sword) and Or, follow a weak target move is Bushido, wakizashi (short sword) without being seen. you may take +3  katana and naginata (pole-arm) Or, flee or break off from forward.  katana and daikyu (long bow) following a strong target, up to 9 Score a weak hit.  kusarigama (sickle and chain) without being discovered. and tanto (dagger) up to 12 Score a strong hit. up to 9 Get a strong clue about a  katana and yari (spear) Or, if you are using a person of interest.  no-dachi (great sword) and Bushido weapon, use Or, follow a strong target tanto one of its specials. Despite the peace of the without being seen. 13 or Score a grand hit. Tokugawa Shogunate, dangerous Or, flee or break off from more Or, if you are using a scofflaws, roustabouts, and following a grand target, Bushido weapon, score a assassins continue to exist. The without being discovered. strong hit and use its bounty hunter combines a 10 or Get a grand clue about a special and you may take capacity for finding criminals with more person of interest. +3 forward if your very samurai training and privilege to Or, follow a grand target next move is Bushido. perform this dangerous duty. without being seen. Bounty hunter characters bring

investigative skills and combat training to any party.

Sample file Playbooks • 47

48 • PlaybooksSample file

Fugitive (Nukenin)

Social Class: Ninja Unique Move: Stalking Attack Move: Ninjitsu You start the game with a ninja-to You’re on the hunt. You strike from surprise. (sword) and nine (thrown Roll 2d6 Roll 2d6 blades). +support Choose one +story Choose one In the rigid-caste society of the up to 6 Get a weak clue about a up to 6 Miss. If your very next Tokugawa era, the ninja are both person of interest. move is Ninjitsu, despised for acting outside of Or, follow a weak target you may take +3 “normal” channels and seen as a without being seen. forward. necessary tool for espionage and Or, flee or break off from up to 9 Score a weak hit. surveillance. Like the Samurai, following a strong target, have a code of honor — without being discovered. up to 12 Score a strong hit. Or, if you are using a ninpo — that they observe. up to 9 Get a strong clue about a Ninjitsu weapon, use By the Ninja’s code, the worst crime person of interest. one of its specials. is to leave one’s clan against orders Or, follow a strong target and to not return. The runaway without being seen. 13 or Score a grand hit. nukenin knows no allies. The other Or, flee or break off from more Or, if you are using a ninja of the clan have a duty to bring following a grand target, Ninjitsu weapon, score a their wayward ally home — dead or without being discovered. strong hit and use its special and you may take alive. However, the training that 10 or Get a grand clue about a +3 forward if your very allows ninja to blend into their more person of interest. next move is Ninjitsu. surroundings also lets the nukenin Or, follow a grand target hide from their pursuers. without being seen.

Sample file Playbooks • 49

50 • PlaybooksSample file

Gambler (Bakuto)

Social Class: Criminal Unique Move: Risk Attack Move: Ranto You begin the game with one of You put your trust in randomness. Fighting etiquette is for heroes and the following weapons: tanto Roll 2d6 for dead people. You are neither. (dagger), shakuhachi (flute), or +setback Choose one Roll 2d6 (iron pipe). up to 6 Win a gambling game +story Choose one Although gambling is illegal, that against weak opponents. up to 6 Miss. If your very next doesn’t stop some from doing it. Or, ante up one story point. move is Ranto, you may When not risking their money at If your very next roll is an take +3 forward. games of chance, Gamblers are event you keep your story up to 9 Score a weak hit. incredible gossips, learning more point and get another story than just where the next game is point! If your roll doesn’t, up to 12 Score a strong hit. going to happen. Some gamblers then move the story point Or, if you are using a like to think of themselves as to support (as usual) and Ranto weapon, use heroes who only gamble to support get +3 back to that roll. one of its specials. themselves when not righting up to 9 Win a gambling game 13 or Score a grand hit. wrongs. A gambler character can against strong opponents. more Or, if you are using a bring conversational skills to a Or, ante up one story point Ranto weapon, score a party, as well as a little luck. (as up to 6, above), but this strong hit and use its time you win two story special and you may take points (not 1). +3 forward if your very next move is Ranto. up to 12 Win a gambling game against grand opponents. Or, ante up one story point (as up to 6, above), but this time you win three story points (not 1 or 2).

Sample file Playbooks • 51

52 • PlaybooksSample file

Mendicant (Takuhatsuzou)

Social Class: Priest Unique Move: Buddhism Attack Move: Kikotsu You begin the game with a bo You have studied the religious You fight according to principles of (staff). You may also have one of doctrines of the Buddha. the common militia. the following: shakuhachi (flute), jo Roll 2d6 Roll 2d6 (short staff), hankyu (bow) or +support Choose one +story Choose one hachiwari (sword). up to 6 Invoke a weak aspect of up to 6 Miss. If your very next Following the example of Hotei, a Buddhism (enough to convince move is Kikotsu, you may great monk from centuries ago, the people you’re a priest). take +3 forward. mendicant wanders the Or, take five minutes and spend up to 9 Score a weak hit. countryside to bring cheer and 1 support to remove 1 setback prosperity. Villages too small to from a friend. up to 12 Score a strong hit. Or, if you are using a support a full-time priest will be up to 9 Perform strong doctoring or happy to receive the Mendicant in Kikotsu weapon, use medicine on a sickly person. one of its specials. return for badly-needed services Or, invoke a strong aspect of such as the presiding for a wedding Buddhism (banish spirits, etc.) 13 or Score a grand hit. ceremony, the neutral judging of a Or, take five minutes and spend more Or, if you are using a land dispute, or the banishing of 1 support to remove 1 impair- Kikotsu weapon, score a ghosts and the blessing of the ment from a friend. strong hit and use its crops. Mendicant characters Or, give someone +1 back to special and you may take should have a jovial outlook and a roll they just made. +3 forward if your very look on the bright side of things. Or, spend 1 support to give next move is Kikotsu. someone +3 back. 10 or Perform grand doctoring or more medicine on a sickly person. Or, invoke a grand aspect of Buddhism (banish spirits, etc.) Or, give someone +2 back to a roll they just made. Or, spend 1 support point to give someone +6 back.

Sample file Playbooks • 53

54 • PlaybooksSample file

Mountain Warrior ()

Social Class: Priest Unique Move: Buddhism Attack Move: Bushido You begin the game with one of the You have studied the religious You fight according to the eight following sets of weapons: doctrines of the Buddha. principles of the warrior class.  katana (long sword) Roll 2d6 Roll 2d6  shakuhachi (bamboo flute) +support Choose one +story Choose one  (heavy axe) up to 6 Invoke a weak aspect of up to 6 Miss. If your very next  tessen (iron fan) Buddhism (enough to convince move is Bushido,  tetsubo (iron club) people you’re a priest). you may take +3  katana and yari (spear) Or, take five minutes and spend forward.  (wooden sword) 1 support to remove 1 setback up to 9 Score a weak hit. Living in seclusion, a yamabushi from a friend. (“mountain-warrior”) studies the up to 12 Score a strong hit. up to 9 Perform strong doctoring or as a way to spiritual Or, if you are using a medicine on a sickly person. enlightenment. Some yamabushi Bushido weapon, use Or, invoke a strong aspect of serve as advisors to generals; a few one of its specials. aid ninjas and other spies. Though Buddhism (banish spirits, etc.) 13 or Score a grand hit. a mere shadow of the sohei that Or, take five minutes and spend more Or, if you are using a came before them, Yamabushi still 1 support to remove 1 impair- Bushido weapon, score a train with the naginata (long- ment from a friend. strong hit and use its bladed polearm) or the bo (staff). Or, give someone +1 back to special and you may take Yamabushi characters will be a roll they just made. +3 forward if your very afforded respect out of religious Or, spend 1 support to give next move is Bushido. reverence, but they are still not true someone +3 back. samurai and best not cause much 10 or Perform grand doctoring or trouble when they wander into more medicine on a sickly person. civilized lands. Or, invoke a grand aspect of Buddhism (banish spirits, etc.) Or, give someone +2 back to a roll they just made. Or, spend 1 support point to give someone +6 back.

Sample file Playbooks • 55

56 • PlaybooksSample file

Street Entertainer (Taidou-Geijin)

Social Class: Commoner Unique Move: Teamwork Attack Move: Ranto You begin the game with one of the You work well with groups. Fighting etiquette is for heroes and following weapons: tanto (dagger), Roll 2d6 for dead people. You are neither. shakuhachi (flute), or +support Choose one Roll 2d6 (sword). up to 6 Spend 1 story point to give +story Choose one Puppet shows (bunraku), top- a friend +3 forward up to 6 Miss. If your very next spinning (koma asobi), and joke- Or, assist a friend for +1 move is Ranto, you may telling (karukuchi) are a welcome forward take +3 forward. sight along the busier roads and up to 9 Move 1 of your story points up to 9 Score a weak hit. cities of feudal Japan. By living on to support, then give a up to 12 Score a strong hit. the street, Entertainers must be story point to a friend quick to put legal officials at ease, Or, if you are using a Or, assist a friend for +2 Ranto weapon, use or they’ll find themselves run out of forward town as undesirables. Entertainer one of its specials. 10 or characters bring strong people Assist a friend for +3 13 or Score a grand hit. more skills and a little improvisation to forward more Or, if you are using a any party. Ranto weapon, score a strong hit and use its special and you may take +3 forward if your very next move is Ranto.

Sample file Playbooks • 57

58 • PlaybooksSample file

Sorcerer (Majutsu-shi)

Social Class: Commoner Unique Move: Majutsu Attack Move: Kikotsu You begin the game with a bo You have a limited ability to You fight according to principles of (staff) and a kodachi (sword). practice magic. the common militia. You have a innate understanding of Roll 2d6 Roll 2d6 the supernatural. This ability is +support Choose one +story Choose one your curse, as you are a target of up to 6 Cast a spell of weak utility. up to 6 Miss. If your very next monsters, demons, and other- This effect lasts until the move is Kikotsu, you may worldly forces, who seek to destroy next event. take +3 forward. you. (Some may see you as a threat, up to 9 Cast a spell of strong utility. up to 9 Score a weak hit. others may desire to consume your This effect lasts until the power.) You also lack standing in up to 12 Score a strong hit. next event. Or, if you are using a society, as other people cannot Or, attack with a spell of appreciate your struggle, and many Kikotsu weapon, use weak force. You suffer 1 one of its specials. find you to be bad luck or just plain setback point. creepy. Or, summon a weak 13 or Score a grand hit. creature to help you. You more Or, if you are using a suffer 1 setback point. Kikotsu weapon, score a strong hit and use its up to 12 Or, attack with a spell of special and you may take strong force. You suffer 1 +3 forward if your very setback point. next move is Kikotsu. Or, summon a strong creature to help you. You suffer 1 setback point. 13 or Attack with a spell of grand more force. You suffer 1 setback point.

Sample file Playbooks • 59

60 • PlaybooksSample file

Thief (Dorobou)

Social Class: Criminal Unique Move: Stalking Attack Move: Ranto You begin the game with a tanto You’re on the hunt. Fighting etiquette is for heroes and (dagger) and a kyoketsu shogi (rope Roll 2d6 for dead people. You are neither. with bladed hook). +support Choose one Roll 2d6 A romantic figure among the up to 6 Get a weak clue about a +story Choose one commoners, the thief robs from person of interest. up to 6 Miss. If your very next the rich to give to the poor … Or, follow a weak target move is Ranto, you may while keeping a little something without being seen. take +3 forward. for expenses. Some thieves will Or, flee or break off from up to 9 Score a weak hit. wear disguises, so they can walk following a strong target, openly during the day, safe in their without being discovered. up to 12 Score a strong hit. Or, if you are using a “secret identity”. For adventuring up to 9 Get a strong clue about a parties, Thief characters Ranto weapon, use person of interest. one of its specials. complement a band of warriors Or, follow a strong target well, by bringing a subtle hand without being seen. 13 or Score a grand hit. into the mix. Or, flee or break off from more Or, if you are using a following a grand target, Ranto weapon, score a without being discovered. strong hit and use its special and you may take 10 or Get a grand clue about a +3 forward if your very more person of interest. next move is Ranto. Or, follow a grand target without being seen.

Sample file Playbooks • 61

62 • PlaybooksSample file

Undercover Agent (Oniwabanshu)

Social Class: Ninja Unique Move: Teamwork Attack Move: Ninjitsu You start the game with nine You work well with groups. You strike from surprise. shuriken (thrown blades) and one Roll 2d6 Roll 2d6 of the following: bo (staff), +support Choose one +story Choose one (sickle), (knife), or nunchaku up to 6 Spend 1 story point to give up to 6 Miss. If your very next (wooden flail). a friend +3 forward move is Ninjitsu, In the rigid-caste society of the Or, assist a friend for +1 you may take +3 Tokugawa era, the Ninja are both forward forward. despised for acting outside of up to 9 Move 1 of your story points up to 9 Score a weak hit. “normal” channels and seen as a to support, then give a up to 12 Score a strong hit. necessary tool for espionage and story point to a friend surveillance. Like the Samurai, Or, if you are using a Or, assist a friend for +2 Ninjitsu weapon, use Ninjas have a code of honor — forward ninpo — that they are expected to one of its specials. 10 or observe. Assist a friend for +3 13 or Score a grand hit. more forward The typical role of a Ninja is that of more Or, if you are using a a secret agent planted within the Ninjitsu weapon, score a household. Few would suspect a strong hit and use its

humble gardener of being trained special and you may take in the arts of eavesdropping, much +3 forward if your very less hand-to-hand combat. next move is Ninjitsu. Oniwabanshu characters are best when paired up with an important samurai or noble as a secret bodyguard.

Sample file Playbooks • 63

64 • PlaybooksSample file

Veteran (Kohei)

Social Class: Commoner Unique Move: Teamwork Attack Move: Kikotsu You begin the game with a yari You work well with groups. You fight according to principles of (spear) and a hankyu (bow). Roll 2d6 the common militia. While the era of warring states is just +support Choose one Roll 2d6 a memory, there are many who up to 6 Spend 1 story point to give +story Choose one fought as , the rank-and-file a friend +3 forward up to 6 Miss. If your very next spear carriers. Even though it may Or, assist a friend for +1 move is Kikotsu, you may have been many years since they have forward take +3 forward. seen a battle, these veterans still have up to 9 Move 1 of your story points up to 9 Score a weak hit. skills honed by the fires of combat. to support, then give a up to 12 Score a strong hit. While law forbids commoners from story point to a friend taking up the long sword, there are Or, if you are using a Or, assist a friend for +2 Kikotsu weapon, use still those who learn the ways of forward fighting to protect themselves from one of its specials. 10 or bandits and from abusive ronin. The Assist a friend for +3 13 or Score a grand hit. more best militia have their own code of forward more Or, if you are using a honor: kikotsu, which was very similar Kikotsu weapon, score a to the samurai’s code of bushido in strong hit and use its advocating discipline, loyalty, and special and you may take spiritual advancement. +3 forward if your very Veteran adventurers will most next move is Kikotsu. likely be social misfits who cannot return to a peaceful life.

Sample file Playbooks • 65

66 • PlaybooksSample file

Vigilante (Otokodate)

Social Class: Commoner Unique Move: Kiwami Attack Move: Kikotsu You begin the game with one or You are no stranger to hardship. You fight according to principles of two of the following: bo (staff), After making a impair roll, roll this the common militia. keibo (club), nunchaku (wooden move. Roll 2d6 flail), masakari (axe), hachiwari Roll 2d6 +story Choose one (sword) or hankyu (bow). +setback Choose one up to 6 Miss. If your very next In the previous era of warring up to 6 Take +3 back to your move is Kikotsu, you may states, the nobles were powerless, last impair roll. take +3 forward. the samurai were fighting each up to 9 Take +1 forward to a roll up to 9 Score a weak hit. other, and marauders exploited the of your choice… or until lawlessness to prey on the weak. A up to 12 Score a strong hit. you roll an event, in Or, if you are using a few brave men and women stood which case you add 1 up to fight injustice, and they Kikotsu weapon, use back to that event’s roll one of its specials. were called otokodate, vigilantes. and this bonus is gone. 13 or Score a grand hit. In early Tokugawa-era, vigilantes 10 or Take +one die forward to more Or, if you are using a are rare and must keep a low more your very next roll and Kikotsu weapon, score a profile lest they anger proper remove one impairment samurai. Years later, when abuses strong hit and use its of your choice. And if you special and you may take by the noble class run rampant, have more than 3 otokodate will be romanticized in +3 forward if your very setback points, reduce next move is Kikotsu. stories and in kabuki theater as your setback to 3. Robin Hoods who avenge the commoners. Vigilante characters bring combat strength and pragmatic skills to any party.

Sample file Playbooks • 67

68 • PlaybooksSample file

Wanderer (Roshi)

Social Class: Samurai Unique Move: Kiwami Attack Move: Bushido You are a samurai. You have the You are no stranger to hardship. You fight according to the eight rights and privileges of the buke class. After making a impair roll, roll this principles of the warrior class. You begin the game with one of the move. Roll 2d6 following sets of weapons: Roll 2d6 +story Choose one  katana (long sword) and +setback Choose one up to 6 Miss. If your very next wakizashi (short sword) up to 6 Take +3 back to your move is Bushido,  katana and naginata (pole-arm) last impair roll. you may take +3  katana and daikyu (long bow) forward.  kusarigama (sickle and chain) up to 9 Take +1 forward to a roll and tanto (dagger) of your choice… or until up to 9 Score a weak hit. you roll an event, in  katana and yari (spear) up to 12 Score a strong hit. which case you add 1  no-dachi (great sword) and Or, if you are using a back to that event’s roll tanto Bushido weapon, use and this bonus is gone. During the Tokugawa era, one of its specials. samurai are not permitted to take 10 or Take +one die forward to 13 or Score a grand hit. employment with a new master more your very next roll and more Or, if you are using a without the previous one’s remove one impairment Bushido weapon, score a permission, nor are they allowed of your choice. And if you strong hit and use its to take up another trade. Some have more than 3 special and you may take samurai, afflicted with great poverty, setback points, reduce +3 forward if your very choose to endure the lasting shame your setback to 3. next move is Bushido. of leaving their master to make

their fortunes elsewhere. Wanderer samurai often suffer humiliation and shame at the hands of other samurai, but they are still permitted to carry the weapons of war and they may still have the strong code of bushido.

Sample file Playbooks • 69