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1470167737816.Pdf PROVINCES IN NIPPON 1 Mutsu 33 Yamato 2 Dewa 34 Kawachi 3 Echigo 35 Izumi 4 Shimotsuke 36 Kii 5 Hitachi 37 Tango 6 Shimosa 38 Tajima 7 Kazusa 39 Harima 8 Awa 40 Inaba 9 Kotsuke 41 Mimasaki 10 Musashi 42 Bizen 11 Sagami 43 Hoki 12 Izu 44 Bitchu 13 Kai 45 Izumo 14 Shinano 46 Bingo 15 Suriga 47 Iwami 16 Etchu 48 Aki 17 Noto 49 Nagato 18 Kaga 50 Suwo 19 Hida 51 Awaji 20 Mino 52 Sanuki 21 Totomi 53 Awa-isi 22 Mikawa 54 lyo 23 Owari 55 Tosa 24 Echizen 56 Buzen 25 Omi 57 Bungo 26 Ise 58 Hyuga 27 Wakasa 59 Chikuzen 28 Yamashiro 60 Chikugo 29 Iga 61 Higo 30 Shima 62 Hizen 31 Tamba 63 Satsuma 32 Settsu 64 Osumi OPTIONAL RULE: FOREIGN LANGUAGES As your campaign grows, the action may extend beyond the shores of the Home Islands. China. Okinawa, Korea, all may beckon to the seeker for adventure. Oddly, the inhabitants of these nations to do speak Japanese. As with Literacy Skills, Language Skills are usually measured in terms of a "Fluency Level." The exact BCS is rarely needed, except perhaps in averaging with such Arts as Rhetoric, where command of meaning is vital. Foreign Languages or dialects different from one's Birth Caste's are NEVER Bonus Skills for any character. If the BCS in the Language is under 5, the character cannot speak it at all. With a BCS of 5 to 9, the character speaks a "Broken" form of the language. He can express himself in short, simple sentences ("I friendly." "You need help?") but cannot speak or understand any complex or lengthy statement. He needs to talk slowly and must receive similar assistance from those addressing him. NOTE: Once the BCS reaches 10 to 18, the character speaks an Accented form of the language. He will make mistakes in grammar and is On page 11 of Book 1, in the chart on arrows: obviously a foreigner to the language, but he can get along in it quite well. * means that type is NOT available A character reaching a BCS of 19 achieves Native fluency. He can speak the language as though he were born to it. for the Hankyu! A GAMESMASTER'S GUIDEBOOK Designers: Paul Hume Bob Charrette U.S. COPYRIGHT NOTICE Copyright © 1981 by Robert N. Charrette and Paul R. Hume. All rights to this book are reserved. No part of the book may be used or reproduced in any manner whatsoever without permission, except in the case of brief quotations embodied in critical articles or reviews. Box, cover art and all illustrations are copyright © 1981 by Robert N. Charrette. For information regarding this game contact Fantasy Games Unlimited. Inc.; P.O. Box 182; Roslyn, N.Y. 11576 The designers will attempt to answer any questions regarding the game. Please type the question allowing space for the answer on the same sheet and enclose a stamped, self-addressed envelope. Send the letter in care of Fantasy Games Unlimited. 2000.0 TABLE OF CONTENTS 2010.0 THE NON-PLAYER CHARACTER Every character in BUSHIDO, human or not, who is not directly 2010.0 The Non-Player Character 1 controlled by a player is a Non-Player-Character, or NPC. Such 2011.0 Encounters 2 characters are under the control of the Gamesmaster. He must 2012.0 Designing the Non-Player Character 3 portray them and decide their actions during play. If the 2013.0 Types of humans 4 Gamesmaster wishes, he may relinquish control of an NPC to a 2014.0 Beasts 9 player, either temporarily or permanently. If he does so, the 2015.0 Legendary beings 11 Gamesmaster retains the right and responsibility to overrule the 2016.0 Supernatural beings 16 decisions of the player if those decisions seem to violate the 2020.0 Treasure 24 established personality of the Non-Player-Character. 2021.0 Explanation of Treasure Categories 24 Non-Player-Characters are usually not as detailed as the 2040.0 Natural Phenomena 27 characters controlled by players. In many cases, the Gamesmaster 2050.0 The Nature of Events 28 will design the NPC as he goes along, adding information and 2041.0 Battles 28 characterization as the campaign requires such details. 2052.0 Contests 28 This lack of specific information about the NPC is designed to 2043.0 Courier/Escort 29 lessen the load carried by the often-harried Gamesmaster, by 2044.0 Duels 29 reducing the amount of number and statistics that he must keep 2045.0 Duty 39 track of. The rules in following sections will sometimes differ from 2046.0 Hunts 29 those governing Player-Characters. This is intentional. Non-Player 2047.0 Missions 29 Characters are rarely intended to have all of the opportunities or 2049.0 Uprisings 29 benefits applying to Player-Characters. 2050.0 Places in Nippon 30 Lesser Non-Player Characters should have simple, well-defined 2051.0 Cities 30 personalities for the Gamesmaster to adhere to. For very minor 2052.0 Castles 30 characters, this personality consists of one or two traits of 2053.0 Holy Places 31 importance to their relationship with the Player Characters. The 2054.0 Hermitages 32 more important the character's role is in the campaign the more 2055.0 Schools 33 developed his personality will be. 2056.0 Ninja Bases 33 A sub-type of Non-Player Character is the Personality Non- 2057.0 Yakusa Holdings 33 Player Character or PNPC. Human characters in this class follow all 2058.0 Notes on Nipponese Buildings 33 the rules governing Player Characters. The PNPC is a major 2059.0 Scenario Suggestions 34 member of the "cast" of the campaign. This status is best reserved 2060.0 Battles 35 for such individuals as the principal villain in a scenario, for Nippon's 2061.0 Player Characters in a Battle 35 greatest heroes, mightiest sorcerors, deadliest Ninja and holiest 2062.0 After the Battle 36 monks. The more notorious monsters and powerful Daimyo of 2063.0 The Battle 38 Nippon are also in this class. 2064.0 Smaller Battles 38 In designing PNPC, the Gamesmaster should choose Attribute 2065.0 Seiges 38 scores that reflect his image of what the character should be. Skills 2066.0 Army Movement 39 and their scores are chosen in the same way. The Gamesmaster 2070.0 Downtime 39 should note the character's likes and dislikes and any personal 2071.0 Jobs for Player Characters 39 quirks, so that he can properly play the role of that character when 2072.0 Designing New Spells 41 the time comes for him to enter the campaign. 2073.0 Magical Artifacts 41 Any intelligent being can be designed as a Personality Non- 2074.0 Religious Truths 42 Player Character. Statistics for Beasts, Legendary or Supernatural 2075.0 Marriage 43 Beings, etc., can have enhanced characteristics or specially 2076.0 Travel 43 designed powers or Skills. 2077.0 Artworks 43 2080.0 Group Membership 43 2010.1 ATTITUDE AND REACTION OF 2081.0 Obligations to the Group 44 NON-PLAYER-CHARACTERS 2082.0 Incomes, Fiefs, and Territories 44 In most cases, the Gamesmaster should have NPCs react to 2090.0 The Advanced Campaign 46 situations in the campaign in a manner consistent with their 2091.0 Temporal Power 46 personalities and goals. A totally illogical reaction should only come 2092.0 Founding Yakuza Gangs/Ninja Clans 47 from an illogical character. Courtesy is usually met with courtesy 2093.0 Founding a Ryu, School or Religious Sect 47 and violence with violence. 2094.0 Changing Profession 47 There will be times when the Gamesmaster is totally at a loss to Sample BUSHIDO Adventure inside back cover determine the reactions of Non-Player Characters. This may occur when the Player-Characters first meet the NPC or at some later point during their interaction. To resolve such problems, we present here a table of generalized attitude and reactions. The Gamesmaster must mold the random results from the tables to fit the situation. Thus, an "Immediate Attack" result when dealing with a character who is unlikely to fight the Player Characters would more likely end the characters' current relationship at once and preclude any further dealings in the future. The Initial Attitude Table may also be used to randomly determine the outcome of some action or situation. To do this, roll the dice without any modifiers and see if the situation is favorable to the Player Characters or not. This will give the Gamesmaster a guideline for developing the action of the game. Thus, an encounter with a very dangerous monster that receives a "Favorable" result might mean that the creature does not even notice the characters. On the other hand, an "Unfavorable" result when a character has been hit by dragon flame might mean that the ancient scrolls he was carrying have been reduced to ashes. To use the tables in an encounter, roll first on the Initial Attitude Table to determine the column to use for subsequent rolls on the Reaction Table. Use the Reaction Table for specific NPC reactions. Roll 1D100 in both cases. Each Table is followed by a list of modifiers for the die roll. These are just some of many possibilities. The Gamesmaster may use these as guidelines for further modifiers he may need during play. 1 2010.2 INITIAL ATTITUDE TABLE Die Initial Roll Attitude Description Modifiers to Attitude check: 01-05 Disastrous Immediate, deep dislike, even hatred, Highly unfavorable. PCs wearing heavier armor than allowed: -15 Use "Unfavorable" column for Reactions at -10 to die roll.
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