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This is a quick tweaking of MiniSix to emulate the old Fantasy Games Unlimited RPG, Bushido.

Like many an old-school RPG, Bushido is class-based, and to a certain extent these classes have been preserved by way of Perks & Complications. With that being said, the strength of MiniSix (and other non- class-based games, old and new) is that it doesn’t pigeonhole you. So if you want to play a courtly who doesn’t fight well, or a Yakuza who dabbles in magic (this may be a bit dangerous, but that's because of the place that d6 Bushido happens in, not because of class-based mechanics), or any other “non-standard” character type, go for it. This is the perfect system to try.

Note that this system is not necessarily useful only in historical Japan. It is intended to be used in a mythical Japan, and as such is quite useful for playing other settings like Rokugan from Legend of the Five Rings.

Typically used Special/Optional Rules from Md6 > Attributes may be purchased up to 5D, but all pips/dice over 4D cost double. More to keep the feel of what it is to be human in an inherently inhuman world with monsters and other magical creatures, though it is easily discarded—or the attribute cap changed—if a group wants more outright heroic- feeling character-building options.

> A modified version of Traditional Open d6 Might Damage (½ Might or Lifting—whichever is higher— after ignoring pips; even-numbered Might/Lifting scores result in half-die plus one pip; no lower than 1D Might Damage). This provides lethal and tense combat with , but does not mean that each strike is an effectively guaranteed one-hit kill. It may effect a party's ability to defeat a foe with unarmed strikes, but this is relatively well-tested and it does not often provide a gameplay issue.

This system places a higher emphasis on the power of weapons by making it so that characters need weapons to kill each other unless they explicitly try to grapple and use that to break vital bones or sever 2 nerves. Especially when paired with the alternate/special rule below, it clarifies that d6 Bushido is supposed to place a higher emphasis on skill through weaponry and grace; as opposed to, say, d6 Stone where raw power is the order of the day and men beating each other to death with their fists is more thematically appropriate.

See the table below for the exact formula on d6 Bushido Might Damage. If Might or Lifting skill is X… ...then Might Damage is Y 1D 1D 2D 1D+1 3D 2D 4D 2D+1 5D 3D 6D 3D+1 And on...

> High rolls increase damage: for every full three (3) points an attack roll succeeds by, add +1 to the damage of the attack. Stories taking place in Japan tend to focus around fantastic masters of combat who are capable of amazing feats of striking down foes. This gives a bit of that feel to a d6 Bushido game.

It is suggested that this rule be explicitly used alongside the above Might Damage rule, as using this rule without it makes for an exceptionally lethal game that, while engaging, will result in a great deal of character death.

> A potential alternate rule would be a die cap. Whatever the cap may be (suggested numbers include 5D or 6D), anything that would add another die to the pool adds instead 3 pips. This may simplify the dice for some, but to others it may be seen as unnecessary book-keeping or math; it is the most modular/optional of these setting-specific rules.

> Characters who wish to purchase perks spend ten (10) character points to do so, and discuss it with the GM; who will either come up with a minor plot or quest to justify it. Characters wishing to “buy off,” one of their complications must do the same, but with twenty (20) character points instead. It is suggested that the plot or quest in question be of more significance than one that would allow for a perk.

> Characters dual-wielding melee weapons may choose from the following: to strike with both weapons in a sort of hammer-blow, adding +1D to damage of striking with a single of the weapons, but incurring a starting -2D Multiple Action Penalty (MAP) instead of -1D for the following actions of that round; or being able to strike with both weapons in separate strikes, but doing so incurs a starting -3D MAP instead of -1D. This particular rule is in testing, and subject to change. 3

> Mounted character charging enemies add their mounts Move (Agility or Running skill, if the mount is a creature) to their attack and damage rolls. This is not counting attacks made by the mounts, which act on their own statistics. Mounted characters that are not charging still add +1D to their attack and damage rolls when fighting someone who is not mounted, to in some way show the benefit of attacking a foe from such an advantageous position.

> Aside from the two points above, d6 Stone games will also use the All-Out, Knockdown/Push, Tackle, Blind/Blinded modifiers, Attacked When Blind or From Blind Spot modifiers, and various Grab rules from OpenD6 Fantasy, pages 68-69. They also use the Break Things, Disarm, Escape, Hit Location Called Shots, Knockout, Prone & Crouching, and Quick Draw rules from OpenD6 Fantasy, pages 69-70.

> An alternate rule to keep in mind for the one-on-one swordfights that were so common in both historical Japan and the mythical Japan of our imaginations is Draw! Iai-Jutsu Duel Rules. It is intended to be cinematic and tense, acting as the counterpart to Draw! Gunfight Duel Rules—something that shouldn't surprise anyone who's read history. Historical sword duels were not only very similar to gun fights in their heavy inclusion of speed, accuracy, and lethality, but they were also similar in their potential to erupt anywhere. could be drawn on the street corner or at the sanction of the Imperial Court. These rules could also be used to represent a fight between two champions on the battlefield, though Dueling Blades is just as capable to handle this latter event.

> If the group in question chooses to act under Traditional OpenD6 Combat instead of the MiniSix static defense rule, then unlike other d6 games—where there is a “melee parry,” or other skill that acts as parrying with weapons—d6 Bushido expects both attacking and parrying with a to act under that weapon's skill. A ronin armed with a uses Sword to both attack and defend. If using a shield in the off-hand, it simply adds to the parry use for the weapon in your main hand. If using a shield by itself, then use your Unarmed Combat skill for its parry defense; bringing a shield to bear is very similar to blocking a punch boxing-style. This acts more out of simplicity than anything else if you choose to act under OpenD6 combat.

Attributes Mini Bushido uses the standard four attributes found in Mini Six: Might, Agility, Wit, and Charm.

Skills 4

Mini Bushido relies mostly on the skills presented in MiniSix, though quite a few have been shuffled around under the “parent” attributes and a few new ones have been added. For more info on those added skills (if you need such a thing) you would do well to grab a copy of the freely-available D6 Fantasy.

Note that, because of the amount of ritualized and near- ritualized one-on-one dueling that took part in Historical Japan, all melee weapons have a specialization “Dueling.” This bonus would only apply at either thematically appropriate one-on- one fights (on a case-by-case basis at the GMs discretion or simply any fight that acts one-on-one) or ritualized duels that the character might be familiar with—Iaijutsu, for example. So, for example, a samurai with Sword (3D) and Sword: Dueling (5D) would use 5D when fighting in the above stated appropriate moments, but would use 3D when fighting more than one person or an animal.

>> Might > Climbing, Lifting, Running, Stamina, Swimming

>> Agility > Acrobatics, /, Bow, , Dodge, , , Lockpicking, , , Riding, , Sleight of Hand, Stealth, Sword, Throwing, Unarmed Combat

>> Wit > Artist, Building, Crafting, Calligraphy, Cultural Scholar, Engineering, Gambling, Geology, Healing, History, Magic, Military Scholar, Navigation, Reading/Writing, Religion/Occult, Search, Survival, Tracking, Traps

>> Charm > Animal Handling, Bluff/Con, Command, Disguise, Etiquette, Intimidation, Persuasion, Streetwise, Tea Ceremony, Trading

Perks Any of the non-racial & non-esoteric Perks in Mini Six should be fine in Mini Bushido. The Sorcerer Perk is available, see the Magic section below for more information on taking this Perk. A few additional perks designed for the genre are outlined below.

> Daisho (2) – You have earned the right—through birth or deed—to wield the pair of blades that denotes one of the class. Keep in mind that, historically, the term “daisho” did not translate to just the katana and . It could be a katana or no-dachi, or the latter great blade and a wakizashi. Any combination of blades was allowed, and daisho more accurately translated to samurai. Keep in mind 5 this perk is also what denotes a legal ronin, as a peasant pretending or claiming to be a ronin without the legal precedence is little more than a bandit.

You are also learning, or have learned, the art of wielding two blades (typically the katana & the wakizashi) simultaneously. Though you still suffer a multiple action penalty when making more than one attack in a round, you receive +2 to each attack so long as you attack at least once with your katana and once with your wakizashi. You receive no bonus when attacking with only one weapon, or when attacking with two weapons at once.

> I Am ! (2) – You come from a ninja clan, or have been trained by a ninja. This tends to come with many responsibilities—typically to the clan—and you are very talented in the arts of stealth and murder. You receive +2 to all stealth, climbing, disguise, and traps rolls.

> Nunchaku-te (2) – You have mastered the art of wielding two nunchaku simultaneously. Though you still suffer a multiple action penalty when making more than one attack in a round, you receive +2 to each attack so long as you are armed with two nunchaku. You receive no bonus when attacking with only one weapon, or when making multiple attacks with a single weapon.

> I Am Yakuza! (2) – You are a member of the underground organization of criminals and bandits. This perk may be taken to represent someone who is officially Yakuza or who wishes to represent their ability at being a common criminal or bandit through their perks. You receive +2 to all gambling, intimidation, and streetwise rolls. Complications Many of the Complications found in Mini Six will work just fine for Mini Bushido characters, though it’s up to the GM to approve any selected Complications. Below are a few more to choose from that are specific to Mini Bushido.

Note that outside of the Shugenja & Gakusho Codes, none of these are required for any function or ability. Though a Samurai or Ninja who fails to observe even the most basic tenets of his or her “class” will surely find him- or herself in deep trouble.

> Samurai Code – Death before dishonor or defeat. Serve your Daimyo loyally and well. Take no unfair advantage.

> Yakuza Code – Help yourself, but also help the people of the land. Your tattoos are a badge of honor. Accept no insult lightly. 6

> Ninja Code – Silence, discretion, honor, loyalty. All must be adhered to. Reveal no secrets of the Ninja, no matter the personal cost.

> Budoka Code – You are a wandering peasant warrior who strives to fight for the good of all who require it. Close to what most RPG players might think of as the typical “monk.” Perfection in body, mind, and spirit are achieved through hard work and constant training. Follow the teachings of Buddha and defend the oppressed.

> Gakusho Code – You are a priest, a man of spiritual purity and power that allows him bless those about him with magic, while also acting with Shugenja as one of the primary sources of literary development. You are bound to increase your own spiritual enlightenment and tend to the salvation and protection of your fellow men. Behave accordingly.

> Shugenja Code – You are a wizard, a student of the arcane and occult arts of nature and what lies beyond, while also acting with Gakusho as one of the primary sources of literary development. Study and knowledge are the most important thing. Earthly possessions are a drain upon your powers, shun them except where necessary.

Magic Mini Bushido uses the Simple Magic System from Mini Six with the following notes:  In addition to taking the Sorcerer advantage, either the Shugenja Code or Gakusho Code Complication must be taken. This is for human player characters or NPCs, as society in d6 Bushido ensures that those using magic who are not a Shugenja or Gakusho are either a monster or creature (such as bakemono, , kami, or other supernatural creatures), or a “hedge caster,” someone who is considered illegal by the Imperial government and most daimyo.  Shugenja may only cast the following spells: Animal Growth, Animate Dead, Beast Tongue, Charm, Clairvoyance, Conjure Elemental, Dark Vision, Death Spell, Dispel Magic, ESP, Fly, Growth, Hasten, Illusions, Invisibility, Lightning Bolt, Petrify, Shape Change, Slumber, Telekinesis, Teleport.  Gakusho may only cast the following spells: Bless, Control Weather, Curse, Dispel Magic, , Earthquake, Heal, Light, Paralysis, Possession, Resist Elements, Resurrection, See Magic Aura, Still Mind.

Equipment

Swords & > Katana; O-Katana +2D+1; +2D+2 if used two-handed (Sword Skill) > Ninja-to +2D+1 (Sword Skill) > No-dachi +3D+2 (Sword Skill) > Tanto; ; Knife +1D (Knife Skill) > and Hachiwari +3D (Sword Skill) > Wakizashi +1D+2 (Knife or Sword Skill) 7

Pole Weapons > Makura-/Te-Yari +1D+2 (Pole Weapon Skill) > Nagae-Yari +2D+2; (-2D to use when foe is not inside proper range window) (Pole Weapon Skill) > +3D (Pole Weapon Skill) > Su-Yari +2D (Pole Weapon Skill)

Axes > +1D+2 (Axe/Club Skill) > Masakari Axe +2D+1 (Axe/Club Skill) > Great Axe; Tobiguchi Spike Axe +3D+1 (Axe/Club Skill)

Club-like Weapons > Bo Stick +1D+1 (Pole Weapon Skill) > Dai-tsuchi +3D (Axe/Club Skill) > -bo Paddle +3D (Pole Weapon Skill) > Jo Staff +1D+2 (Pole Weapon Skill) > Pipe +1D+1 (Knife or Axe/Club Skill) > Tessen Fan +1D+1; (+2 bonus to parry attempts) (Knife or Unarmed Combat Skill) > Tetsubo +4D; (-5 penalty to hit if used by someone with Might less than 4D) (Axe/Club Skill) > +1D+1; (may use “Block” defense with no danger of being damaged) (Unarmed Combat Skill)

Unusual Weapons > +2D; (+4 bonus to disarm and grapple attempts) (Chain Weapon Skill) > Manriki-kusari Chain +1D+2; (+4 bonus to disarm and grapple attempts) (Chain Weapon Skill) > Nunchaku +1D+2 (Nunchaku Skill) > Sai; Jutte +1D+1; (+5 bonus to disarm attempts) (Knife or Unarmed Combat Skill) > Tetsubishi/Makibishi “Thorns,” 1D; (damage is negligible; characters who step on them have their movement stopped for that round—running characters may fall if they don't make a Moderate Athletics tests—and take -1D to all Agility and Agility-based skill tests for that round) (Throwing Skill) > Yawara Spike +1D (Knife or Unarmed Combat Skill) > Tekki Knuckle Dusters +1D (Unarmed Combat Skill) > -Kagi Claws +1D; (grants +2 bonus to Climbing checks) (Unarmed Combat Skill)

Bows, Thrown, & other Ranged Weapons > Dai-kyu +3D; (10/100/250) (Bow Skill) > Blow-Pipe; (5/20/40) (damage is negligible; primarily used to deliver poison) (Throwing Skill) > Han-kyu +2D; (10/100/250) (Bow Skill) > +1D; (5/10/20) (Throwing Skill)

Firearms & other Gunpowder Weapons 8

These weapons are not a necessary inclusion in any game that takes place in a mythically-based Japan, but it is undeniable that the gun had a tremendous effect on historical Japan. Typically sneered at as a coward's weapon, this did not stop many samurai from taking advantage of their power.

Near the end of the , all firearms were referred to as “teppo,” but for the sake of mechanics we're getting a bit more specific: “teppo,” will refer to the initially-introduced Chinese “hand- on staves,” while the more popular firearms will be referred to as their less common —but historically accurate—name of “.”

Firearms and other gunpowder weapons found throughout Nippon include: > Bohiya Fire-Arrow “,” Launchers 5D/3D (Blast 0-3/5); (10/60/120) (-1D+2 to Attack rolls; Does 9D/7D (Blast 0-3/5) to buildings, boats, and flammable fortifications; reloading takes five rounds) (Firearms Skill) > Horokubiya Grenades 6D/4D (Blast 0-6/10); (5/10/20) (armor value is halved) (Throwing Skill) > Tanegashima 5D; (10/50/100) (Reloading takes three Rounds; armor value is halved) (Firearms Skill) > Tanegashima Pistol 4D; (10/30/80) (Reloading takes two Rounds; armor value is halved) (Firearms Skill) > Teppo 5D+2; (5/30/60) (Reloading takes five Rounds; armor value is halved) (Firearms Skill)

Armor Most folks in d6 Bushido do not wear armor. Warrior types typically only wear it when directly headed into battle. It should be noted that in the event of armor sets like Armor and Samurai Armor, things like the robes and chain under-lay are implied to be involved in their Heavy variants. Light variants are used to account for the use of only plates, or only the robe-and-chain combo. It's left vague enough that flavor is expressed through art, imagery, and description. The Kusari Katabira is a chain shirt intended to be worn with robes—as such, it should not be stacked on top of the Quilted/Heavy Silks or Samurai Robes/Court Attire.

The astute will notice that none of the armor is intended to be mixed. This is for ease of mechanics and gameplay as much as anything else. If a samurai were wearing just his court attire, then he gains (+1). If he combines this with sarashi, he skips the (+2) of sarashi and goes straight to the (+3) of quilted armor/heavy silks/robes and sarashi; which is already listed as its own armor type, and thus no actual “armor mixing,” is happening.

These armors are intended to be “balanced,” with the MiniSix armors—in the sense that they are accurate to their historical accounting, especially when compared to the more stereotypically Western-based armors of Md6. A full set of late-Sengoku-era gusoku samurai armor 9

(Heavy Samurai Armor, +8) was very protective. In its well-covered plated areas, it was capable of deflecting and turning the blades of and in full thrust; like European Plate-mail (+9). But full gusoku does not cover as much of the body in its fantastic plate as European plate does—hence the slight difference in armor value.

European chain (+6) was better-made and more covering than the Kusari Katabira (+4; made for stealthy wear during a period of relative peace), and thus beats it out by a few points. That same European chain was quite comparable to the Light Samurai Armor (+6) worn by your poor- to average-equipped samurai, ronin, and well-equipped bandits; their plates were more resistant, but covered less. Related to the gaijin chain, Light Samurai Armor could also be used to represent “kusari gusoku,” more well-covering chain armor that was partially reinforced with lamellar sections and small plates.

Sarashi (+2) is a long strip of cloth (typically cotton) that was wrapped about the body. It was unexpectedly adept at absorbing damage—especially when combined with silk, the preferred cloth of Nippon. Interestingly enough, it was also used by women for a reason similar to corsets; this did not diminish their protective ability, which means that sarashi acts as a symbol of both toughness and femininity, depending entirely on context.

Armor types found throughout Nippon include: > Samurai Robes/Court Attire (+1) > Sarashi (+2) > Quilted Armor/Heavy Silks/Robes and Sarashi (+3) > Kusari Katabira Chain Shirt (+4) > Light Ashigaru Armor (+5) > Light Samurai Armor (+6) > Heavy Ashigaru Armor (+7) > Heavy Samurai Armor (+8)

Shields Shorthand: shields (tate) add +2 to +4 to Parry depending on size. Uses Unarmed Combat if no other weapon is on hand. Allows for use of Block defense against non- projectiles.

Time for a brief history lesson: personal shields were not commonly used in Nippon. Pre-samurai Japan did indeed use them—primarily made of layers of leather and lacquered wood—and there's nothing wrong with adding them back in your setting.

Early-era samurai had very large and exaggerated shoulder protection (sode), which acted the part in the days when samurai were consistently mounted archers. During the Sengoku Jidai, sode were made smaller; their use as a glancing-based shield did not change. Mechanically, it is assumed sode are on the sets of armor: they are not an independent piece of equipment. On the other end of the scale, shields grew to be more comparable to the Italian pavise: something to be deployed. This is one of the few examples of a culture that evolved from personal shields to an “all-or-nothing,” approach: sode evolved to be effective makeshift shields, but were little more than very good pauldrons that were placed on top of chain-and-lacquer sleeves; deployable tate acted as a mobile fortification for ranged- or skirmish- based personnel. 10

It should be noted that there are instances of thick umbrellas being used for a similar purpose of defending soldiers from incoming arrows: the reinforced umbrella could be placed at an angle to absorb arrows coming straight on or from above, and it would entangle, slow, or even completely stop the projectiles.

When used, shields offer anywhere from a +2 to +4 bonus to the Parry defense (or to skill checks at parrying, if using Traditional Od6 combat). For calculations, use Unarmed Combat as the skill in question for Parry if wielding only a shield. Shields may also be used in Block defense instead, relying on their ability to simply take any incoming damage instead of deflecting it, as most people tend to instinctually use shields.

Shields also allow to use their Block (and Parry, at GM's discretion) defenses against incoming projectiles instead of just their Dodge defense, making them far more valuable to slower-moving fighters; or anyone who is simply not good at dodging. This may not be viable against firearms, as they fire far too fast and are too penetrating for be eaten by a thin wood-and-lacquer shield.

Example Characters Here are a handful of common PC or NPC examples who start at the same—or near enough—dice level of beginner characters (12D Attributes; 7D split between Skills and Perks). If also using this section as a “human bestiary,” keep in mind that trimming some Attribute or Skill Pips/Dice from these would yield more common opponents, unless the character is already “short,” a few pips or dice.

>> A Serious Samurai (12D Attributes; 5D+1; 6D+1 if Sword AND Pole Weapon Skills; 2D Perks) > Might 4D, Agility 3D+1, Wit 2D+2, Charm 2D 11

> Skills: Lifting 5D, Bow 3D+2, Dodge 4D, Military Scholar 3D, Sword OR Pole Weapon 4D+1, Command 4D, Tea Ceremony 3D > Perks: Daisho > Complications: Samurai Code > Strength Damage: 3D > Static: Dodge 12, Block 12, Parry 13, Soak 12(14)(18)(22) > Equipment: Katana (+2D+1/+2D+2), Wakizashi (+1D+2), Naginata (+3D), Dai-kyu (+3D) (20 arrows), Samurai Robes/Court Attire (2), Light Samurai Armor (6), Heavy Samurai Armor (8)

>> A Drunken Ronin (12D Attributes; 5D+2 Skills; 1D Perks) > Might 4D, Agility 3D+1, Wit 2D+1, Charm 2D+1 > Skills: Lifting 5D, Dodge 4D+1, Sword 5D, Gambling 3D, Survival 3D, Streetwise 2D+2, Intimidation 2D+2 > Perks: Favors > Complications: Unlucky In Money > Strength Damage: 3D > Static: Dodge 13, Block 12, Parry 15, Soak 12(15)(18) > Equipment: No-Dachi (+3D+2), Wakizashi (+1D+2), Quilted/Heavy Silks (3), Light Samurai Armor (6)

>> A Talented Ashigaru (12D Attributes; 7D+1 Skills; 0D Perks) > Might 3D, Agility 3D+2, Wit 2D+2, Charm 2D+2 > Skills: Lifting 4D, Dodge 5D+2, Pole Weapons 5D, Military Scholar 3D, Gambling 3D, Healing 3D, Survival 3D+1, Tracking 3D, Trading 3D, Charm 3D > Perks: None > Complications: Cowardly > Strength Damage: 2D+1 > Static: Dodge 17, Block 9, Parry 15, Soak 9(14)(16) > Equipment: Su-Yari (+2D), Light Ashigaru Armor (5), Heavy Ashigaru Armor (7)

>> A Noble Budoka (12D Attributes; 5D Skills; 2D Perks) > Might 3D, Agility 4D, Wit 2D+2, Charm 2D+1 > Skills: Unarmed Combat 5D+2, Nunchaku 5D, Dodge 5D, Cultural Scholar 3D, Healing 3D, Command 2D+2 > Perks: Nunchaku-te > Complications: Budoka Code > Strength Damage: 2D > Static: Dodge 15, Block 17, Parry 15, Soak 9(12) > Equipment: Nunchaku x2 (+1D+2), Quilted/Heavy Silks (3)

>> A Mysterious Shugenja (12D Attributes; 3D Skills; 4D Perks) > Might 2D, Agility 3D+1, Wit 4D, Charm 2D+2 > Skills: Dodge 3D+2, Cultural Scholar 4D+1, Magic 6D, 12

Read/Write 4D+1 > Perks: Sorcerer, Recall > Complications: Shugenja Code > Strength Damage: 1D+1 > Static: Dodge 11, Block 6, Parry 6, Soak 6(9) > Equipment: Jo Staff (+1D+2), Quilted/Heavy Silks (3) > Spells: Animate Dead, Conjure Elemental, Illusions, Telekinesis, any other six

>> A Benevolent Gakusho (12D Attributes; 7D Skills; 3D Perks) > Might 2D+2, Agility 2D+1, Wit 3D+2, Charm 3D+1 > Skills: Axe/Club 4D+1, Cultural Scholar 4D+2, Healing 4D+2, Magic 4D+2, Charm 3D+2, Etiquette 3D+2, Persuasion 3D+2 > Perks: Sorcerer > Complications: Gakusho Code > Strength Damage: 1D+1 > Static: Dodge 7, Block 8, Parry 13 (15 w/ Tessen), Soak 8(11) > Equipment: Tessen (+1D+1), Quilted/Heavy Silks (3) > Spells: Bless, Dispel Magic, any other six

>> An Honest Yakuza (12D Attributes; 6D+2 Skills; 2D Perks) > Might 2D+1, Agility 2D+2, Wit 3D+1, Charm 3D+2 > Skills: Axe/Club 3D+2, Dodge 3D, Lockpicking 3D, Gambling 4D+1, Streetwise 4D+2, Bluff 4D+1, Intimidate 4D+1, Persuade 4D+1 > Perks: I Am Yakuza! > Complications: Yakuza Code > Strength Damage: 1D+1 > Static: Dodge 9, Block 7, Parry 11, Soak 7(10)(11) > Equipment: Kiseru (+1D+1), Quilted/Heavy Silks (3), Kusari Katabira Chain Shirt (4)

>> A Nearly Invisible Ninja (12D Attributes; 5D+2 Skills; 2D Perks) > Might 2D+2, Agility 4D, Wit 2D+2, Charm 2D+2 > Skills: Climbing 3D, Acrobatics 4D+2, Stealth 6D, Sword 4D+2, Throwing 4D+1, Dodge 5D, Traps 3D+1, Disguise 3D+1 > Perks: I Am Ninja! > Complications: Nina Code > Strength Damage: 1D+1 > Static: Dodge 15, Block 8, Parry 14, Soak 8(11) > Equipment: Ninja-to (+2D+1), 6 Shuriken (+1D), Quilted/Heavy Silks (+3)

Bestiary >> Kappa (Scale 0D) >> Cucumber-loving & malicious! > Might 4D, Agility 1D+1 (4D in water), Wit 2D, Charm 1D+1 13

> Skills: Unarmed Combat 5D+1, Swimming 7D, Toughness 5D, Traps 2D+1 > Perks: Shell Armor (6) > Strength Damage: 2D+1 > Static: Dodge 4(12 in water), Block 16, Parry 12, Soak 18

>> Akki-Bushi (Scale 0D) >> Goblin Ashugaru > Might 2D+2, Agility 2D+1, Wit 1D+2, Charm 1D+1 > Skills: Bow 2D+2, Dodge 3D, Pole Weapon 3D, Sword 3D, Stealth 3D > Perks: None > Static: Dodge 9, Block 6, Parry 9, Soak 8(13) > Strength Damage: 1D+1 > Equipment: Su-Yari (+2D), Wakizashi (+1D+2), Han-kyu (+2D), Light Ashigaru Armor (5)

>> Akki-Daisho (Scale 0D) >> Goblin Samurai > Might 3D, Agility 2D+2, Wit 2D+2, Charm 2D+1 > Skills: Dodge 3D+2, Pole Weapon 3D+2, Sword 3D+2, Cultural Scholar 3D+2, Military Scholar 3D+2 > Perks: None > Static: Dodge 11, Block 11, Parry 11, Soak 9(15) > Strength Damage: 2D > Equipment: No-dachi (+3D+2) OR Su-Yari (+2D), Wakizashi (+1D+2), Light Samurai Armor (6)

>> Akki-Kunshu (Scale 0D) >> Goblin Daimyo > Might 3D+2, Agility 3D, Wit 3D+1, Charm 3D > Skills: Sword 5D, Cultural Scholar 4D+1, Military Scholar 4D+1, Magic 4D+1 > Perks: Sorcerer, Daisho > Static: Dodge 9, Block 11, Parry 15, Soak 11(17) > Strength Damage: 2D+1 > Equipment: Katana (+2D+1/+2D+2), Wakizashi (+1D+2), Light Samurai > Armor (6) > Spells: Fly, Illusions, any other six

>> Oni (Scale 0D) >> Large Demon-Ogres > Might 6D, Agility 2D, Wit 1D, Charm 1D > Skills: Axe/Club 4D, Survival 1D+2, Tracking 1D+1, Animal Handling 1D+2, Intimidation 3D > Perks: None > Static: Dodge 6, Block 18, Parry 12, Soak 18(23) > Strength Damage: 3D+1 > Equipment: Tetsubo (+4D), Light Ashigaru Armor (5) 14

>> Tengu (Scale 0D) >> Crow Spirits > Might 4D+1, Agility 4D+2, Wit 4D+2, Charm 4D+1 > Skills: Dodge 5D+2, Pole Weapon +5D+1, Sword +5D+1, Magic 6D+2 > Perks: Sorcerer, Flying > Static: Dodge 17, Block 13, Parry 16, Soak 13(19) > Strength Damage: 2D+1 > Equipment: Su-Yari (+2D), Katana (+2D+1/+2D+2), Light Samurai Armor (6) > Spells: Charm, Control Weather, Illusion, Invisibility, Shape Change, Teleport, any other five

Adventure Seeds  Azu-Mamaro, the Bakemono-Kunshu ruler of a small kingdom in the rugged mountains to the north, seeks honorable humans to deliver his tribute to the Emperor. Other Bakemono-Kunshu are dubious of Azu-Mamaro’s attempts to curry favor with the human ruler and are likely to send their own forces to interfere.  War is coming to Okibu Province! The forces of the Nakayama Clan are gathering near the borders and Daimyo Nakayama Yosuke has his eyes on the throne of Watanabe Castle. Lady Watanabe Euiko has requested that you take the daisho of retired samurai Murakami Shoichi, once the master strategist of Lord Watanabe’s army, to his hermitage deep within the high forest and convince him to return and lead the Watanabe forces as they seek to defend their Daimyo’s lands against the depredations of the Nakayama barbarians.  A group of unsavory bandits—led by a fearless ronin called Red Stone of the East—has been disrupting vital trade between Nagato Province and the rest of the island. The local Yakuza are have requested your help in handling this menace. For the benefit of the people, of course.  A village of peasants has fallen on hard times, and are the subject of an up-coming raid by bandits (or Akki or other such unfortunates). They request the help of any who are willing to fight—for what little food they can spare. Does your party have what it takes to teach this band of emotional and desperate peasants to not only defend themselves, but stop them from tearing each other apart? Can you lead these people to fight—and win—in the face of vicious bandit and ronin opposition? How many lives must be lost before peace is brought to this small valley?  Gaijin! Outsiders have landed with weapons in tow and a banner of conquest! Their lightning-fast assault has taken the capital, and the Shogunate lies broken! Can your clan muster what's left of your people to fight and drive these invaders away? Can you guide mistrustful daimyo, who are more willing to sell each other out rather than trust hated rivals, or will you end up saving the land by yourself? The future of Nippon will depend on the days to come!  Someone has attempted to assassinate your lord! Fortunately, the plan was foiled—but now you must discover why your daimyo was targeted in the first place! And you may discover that the further you dig, the more dangerous things become…  As an alternative to the above hook, if you fail to save your lord from his most unfortunate fate, you must now discover who slew your benefactor, and avenge his honor upon the swine! But how far will you go to cast aside this shame, and how many men must die along the way…? 15

 The local lord has been having some serious trouble with spirits, and he wishes to send a column of priests to the local shrine to work their magic and bless the land. But he has a small problem. With his men all away in a conflict headed by his son, and jealous rivals too close for comfort, the daimyo cannot afford to send what few soldiers he has left to guard these priests—that's where you come in. But be wary, for the land is treacherous: between bandits taking advantage of the wars, armies running loose, and angry spirits making things difficult for everyone, who knows how tough things may get?