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Savaged Sengoku




This conversion is not a word-for-word, stat-for-stat recreation of the Sengoku RPG. Not only is the Fuzion interpretation of Sengoku extremely complicated, it’s also unnecessary for a Savage Worlds re-creation where we want to stay fast and furious. Savaged Sengoku provides a handful of options that provide DM’s and players the ability to run characters and adventures in a Chanbara-flavored Sengoku-era Japan. Most of the mechanics already exist in other plot-point campaigns, such as modifications to the Academy system and the Fame value in Pirates of the Spanish Main to represent Ryu and Honor respectively, and some are optional tack-ons that give the characters a little bit more Chanbara-ness.


The main piece of Sengoku that was missing in almost every other “samurai” game was the tight marriage between rules of the game and the culture of Sengoku-era Japan. This is not the loud rattle of machine guns and New York accents of a pulp game or the !Bam! !Pow! of a super heroes game. The semi-historical world of Sengoku is a quieter experience punctuated by quick and deadly action where a well-placed political word, a perfectly executed tea-ceremony or the commission of an unclean act may doom or save a character as fast as a shinobi’s poisoned dart or a well-placed katana strike. How much of that “quiet culture” you bring into your game is up to you, of course, and I’d suggest that you find the Sengoku RPG books for the flavor they’ll bring to your game. If nothing else, they are amazing historical references to playing in medieval Japanese culture.


Character Creation


Character creation proceeds as every other Savage Worlds campaign. Allocation of attribute and skill points, edges and hindrances are the same. There are, however, a few additions.


Derived Statistics

All derived statistics remain the same, with the addition of Honor.


Honor and Kao


Honor is a catch-all fame, influence, and the like. Since there is no “official honor police” in Sengoku-era Japan, the way Honor is used, changed and perceived in game is up to the GM and players. The important thing to remember is that Honor is almost always subjective. A bonge village headman may have great honor among his peers, or even with other village headmen, but to the lowliest samurai, he is considered less than dirt.  term encompassing many different concepts in medieval Japan, including Kao (face), wealth,


Starting honor is calculated as ½ Spirit+2. Starting honor is further modified by caste, edges and hindrances. Changes in the heroes Spirit after character creation do not affect his/her Honor score. Throughout the hero’s career, honor rises and falls as to the deeds of the character, companions, liege, and family.


For each “ten” of Honor, the hero gets 1 Kao, which is similar to a Benny, but provides a +1 to any roll the player chooses. Kao are reset every game session. Thus if a hero has an Honor of 50 they have 5 Kao and can add a +1 to five different rolls in a game session. The Kao must be spent before the affected roll. Additionally, Kao are used as a bonus to Tests of Honor.


Tests of Honor

When two samurai face off, they are putting life and limb at risk, but more importantly, they are staking their honor on how they comport themselves. In a standoff situation, honor can be what swings the pendulum from failure to success. In addition to other Tests of Will, a Test of Honor can be performed as an action against an opponent of equal or lesser caste. Each opponent “wagers” some number of their Kao, which represents a bonus to the opposed skill roll. Whomever loses the skill roll, loses that number of Kao and, depending on the skill roll, may lose Honor. The winner of the skill roll gains 1d4 Kao.




Bennies and Karma

Karma is a major theme in the Asian world. As a game function, karma provides characters with special bennies. When spending a karma point, the character maximizes a trait test roll of their choice, essentially getting an Ace on the first roll. Characters can receive up to 2 karma points per session, which are rewarded for acts of extreme heroism or spectacular suffering. Leftover karma points are lost.


Race and Caste

All characters in Sengoku-era Japan are human. Though the kami world is populated by oni, bakemono, and kappa, to name a few, the stories told are of human struggles. Instead of race, starting characters choose their caste, as described below. Castes are presented as “packages” which provide the character with a choice of starting Hindrances and Edges, as well as bonuses and penalties to Honor.



Hinin are the outcasts of Sengoku society and as such, perform the jobs that others will not, including tanning leather, handling the dead, acting and/or assassination.

Attributes:      Starting Honor is always 0

Hindrances:    Abject Poverty, Outsider, Choose any Minor Hindrance

Skills:             Repair d4, Stealth d4, Streetwise d4



The bulk of Sengoku society is made up of peasants, craftsmen, and merchants of the Bonge caste. Essentially anyone that’s not a noble/landowner or hinin are bonge. Bonge belong to their buke liege lock, stock and barrel. A samurai may slay someone of the bonge caste for any reason without repercussion. Of course, this normally isn’t done because the bonge do all the work for the society.

Attributes:      Starting Honor is at -2

Hindrances:    Poverty, Vow (Major), Choose any Minor Hindrance

Skills:             Survival d4, Healing or Gambling d4



The samurai are of the buke class. Though not divine, they are the warriors, landowners, administrators, and agitators in Sengoku Japan. The buke caste, like all of Japan, is highly striated from the shogun, shugu, daimyo, down to the samurai farmer too poor to mend his own kimono. All buke answer to a higher liege; even the shogun answers to the emperor. Failure means death, either at the hands of your liege, or your own.


Attributes:      No change

Hindrances:    Vow, Code of Honor, Choose any Minor Hindrance

Skills:             Guts d4, Intimidation or Persuasion d4.



The kuge are direct descendents of the imperial line. Where they fall on that line constantly changes, especially in the tumultuous political climate of Sengoku Japan. Generally soft, effete, and nearly penniless, kuge rule their lands from Miyako where they trade material support to their buke relatives in return for favors at court.

Attributes:      No change

Hindrances:    Poverty, Vow (Major), Choose one Minor Hindrance

Skills:             Persuasion d4

Edges:             Connections




Though the hindrances in a standard Savage Worlds game are perfectly fine for Sengoku, the effects of the hindrance may be greater or lesser depending on the caste the character comes from.


The following hindrances impart an Honor penalty on characters of the buke or kuge castes:

-        Yellow (-5)

-        Wanted (-2/-5)

-        Stubborn (-2)

-        Pacifist (-2/-5)

-        Obese (-2) – for sumotori, this hindrance imparts no honor penalty.

-        Outsider (-2)

-        Lame (-5)

-        Illiterate (-2)

-        Delusional (always major -5)

New/Modified Hindrances

There are a few hindrances that have major or minor consequences that are unique to Sengoku Japan.


Bad Luck (Major)

Characters receive a maximum of 1 karma point per session.  


Masterless (Minor/Major)

Everyone in Nippon reports to someone. And if they don’t, they risk loss of honor, imprisonment, or even death. Masterless buke become ronin, fall into the bonge caste, or commit seppuku. Bonge or kuge either fall into a lesser caste or become the property of another master.

For buke and kuge, this is a major hindrance and they suffer a -5 to honor when they lose or abandon their liege. Bonge and hinin suffer no honor loss and being masterless is a minor hindrance…and usually temporary.



Certain changes to edges provide specific benefits to characters in Sengoku-era Japan.


New Edges

Good Karma

Martial Artist


Professional Edges














Nusubito (Thief Professional Edge)



Ryu are analogous to Academies in PotSM, however, they are much more formalized and stringent. Typically, students live in the school and are taught, not only combat forms, but other “softer” arts, such as tea ceremony the like.




In Sengoku Japan, many classes of people are held to vows, either to clan, warlord, kami or other beliefs. When such a vow is not kept, there are repercussions. The details of general vows are left up to the GM and player, but some specific vows are listed below:


Vow (Shugendo) (major)

A vow to Shugendo is a serious promise to live by the teachings of the kami and other forces. Such a vow is required if a hero wishes to use the Shugendo arcane tradition. Those that transgress lose certain benefits of Shugendo power and receive a -1 to all Spirit checks for minor transgressions and -2 to Spirit checks for major ones until the kami are appeased. Cleansing impurity requires leaving of specially prepared food and pure water at one of the many Shugendo shrines, and concentrated prayer for 12/24 hours for minor/major transgressions. During the purification process, the adherent must immerse themselves in freezing cold water for several hours at a time (each time, the hero must make a Vigor roll or gain a Fatigue level – for a minor purification, this is a minimum of 3 times, for a major one, a minimum of 5).

Sins (minor):


Committing adultery

Lying or exaggerating

Succumbing to greed

Avoiding hardship

Refusing charity

Wasting food

Sins (major)

Cursing or dishonoring the kami

Critically failing a Shugendo roll

Eating meat

Touching the dead


Combat Edges

Martial Artist

Requirements: Novice

A martial artist is not considered armed when fighting without weapons. In addition, the martial artist inflicts STR+d4 damage on a successful Fighting attack when using their hands or feet.


Great Throw

Requirements: Novice, Martial Artist

This edge allows an unarmed fighter to slam his or her opponent to the ground. This maneuver requires that that thrower engage an opponent in a grapple before attempting a great throw. The throw deals unarmed damage and the opponent is prone.


Professional Edges

Any professional edge that lists specific weaponry allows the profession to use Ki powers when wielding the weapon if the hero has taken Arcane Background (Ki).



Requirements: Novice, Spirit d8+, Martial Artist edge

Budoka are considered wise warriors in the fight against the Masked Hunter’s forces. They are not meditating monks of the Whispering Spires; the Budoka lead the fight against the Masked Hunter. Budoka abstain from alcohol, decadent foods, and other pleasures in order to hone their bodies into the perfect fighting form.


Budoka add a +1 to Fighting when fighting unarmed and use the better of their Spirit and Agility to determine their level of Fighting, Shooting and Throwing.


Any of the following weapons may also be used in conjunction with certain Ki combat powers: Nunchaku, quarterstaff, sai, naginata, or longbow.



Requirements: Novice, Agility d8, Stealth d8, Climb d6, Shooting or Throwing d6


Shinobi are the hidden warriors in the fight against the Masked Hunter. They train in arts darker than their brethren such as the use of blowguns, explosives and poisons, as well as disguise, stealth, and quick, killing strikes from a distance.


Shinobi receive a +1 to Shooting or Throwing (as per requirement), and +2 to Stealth and Climb checks.


Any one of the following weapons may be used in conjunction with certain Ki combat powers: Blowgun, eggshell explosives, Shinobigatana, kusari-gama, shuriken, and hank-yu



Requirements: Novice, Spirit d8+, Fighting d10+, Trademark Weapon edge

Kensai, or sword saints, are warriors who have devoted their entire lives to a fighting style becoming almost spiritually linked to their chosen weapon. In the fight against the Masked Hunter, kensai lead the charges, seeking out the most skilled fighters among the Hunter’s minions in order to prove their prowess.


Kensai choose a single weapon, melee or ranged with the Trademark Weapon edge. With this weapon, they may perform amazing feats by channeling their spirit into the weapon. When holding their Trademark Weapon, Kensai receive 3 Power Points and one of the following powers:  Focused Attack, Piercing Thrust, Seeking Attack. The Kensai requires a Spirit check to imbue their weapon with their will, and the act takes a single action. They regain power points at a rate of 1 per hour.


Note: Kensai that that the Arcane Background (Ki) edge lose their innate powers, but may use any weapon attack-based Ki Powers on their Trademark Weapon.



Requirements: Novice, Arcane Background (Shugendo), Spirit d8+, Knowledge (Shugendo) d6+, Shugendo d6+, Vow (Shugendo) hindrance (major)


Through solitary asceticism, fasting and immersion in icy waterfalls and streams, Yamabushi imbue themselves with the power of the kami in order to vanquish the forces and dark magicks of the Masked Hunter.


Unpolluted yamabushi are able to perform complex rituals that protect themselves and others, as well as cast powerful offensive spells. Each raise a yamabushi gets on a Shugendo roll reduces the cost of a power by 1 Power Point, or reduces the amount of time to cast a spell by 1 “step.” The steps are: 1 action, 1 minute, 1 hour, 4 hours, 24 hours, and 1 week.


Due to their ascetic lifestyle, yamabushi receive a +1 to all Vigor checks due to the following hazards: Cold, disease, poison, heat, hunger, sleep, and thirst.



Type                            Damage                       Weight                        Cost                 Notes

Sai                               STR+d4                                   1                      25                    +1 to disarm

Kama                          STR+d6                                   2                      200

Naginata                     STR+d8                                   15                    250                  Reach 1, 2 hands

Shinobigatana                STR+d6                                   4                      200                  See notes

Kusari-gama               STR+d6                                   8                      200                  See notes


Ranged Weapons                             Range                   Damage                ROF       Cost       Shots     Min. Str               Notes

Blowgun                                            Special                 Special                 1             250        -                             See notes     

Eggshell Explosives          3/6/12                   Special                 1             150        -                             See notes

Hank-yu                                             3/6/12                   2d6                       1             500        -              d6



The shinobigatana is a badge of the shinobi, and is a functional tool for their clandestine operations as well as a weapon. The weapon is essentially a short sword with the following features:

·       A pointed end cape on the scabbard to allow it to be set into the ground and not move

·       The end-cap pops off allowing the scabbard to be used as a snorkel or blowgun

·       The broad, square tsuba (guard) is used as a step to climb (Climb +1 up to 12 feet)

·       A cord attached to the scabbard allows the weapon to be pulled up after climbing.

·       Two or three shuriken are built into the tsuba which can be popped out and thrown.

·       The hilt is hollow, allowing for storage of lockpicks, poison and other small items.



The kusari-gama is a kama attached to a length of chain with a small weight on the loose end. The weapon can be used to trip, disarm or grapple opponents up to Reach 2 away. Opposed checks are at -1 for the wielder of the kusari-gama.



A blowgun is a weapon with many different uses in the hands of a shinobi. It can be used to launch a dart or other similar projectile, usually coated in poison. Additionally, a blowgun can deliver clouds of powder or sprays of liquid from an attached bladder, usually poisons, drugs, or irritants. Using a blowgun requires a Throwing roll. On a Throwing roll of 1 (regardless of the wild die) the user of the blowgun is affected by the projectile. The effects of which depend on the substance in the blowgun or on the dart. With a powder or water blowgun, a failed check indicates that the affected area shifts 1d6 inches in a random direction (1d12 with 1 and 12 being North). On a Throwing roll of 1 (regardless of the Wild Die) the affected area is centered on the user of the blowgun. Blowguns have the following statistics:

                                    Range              Damage           Notes

Tongue Pipe                1/3/6                1d6                  Stealth +2 to hide in mouth

Dart Blowgun             3/6/12              1d6                  Longer variety doubles the range

Powder Blowgun        3/6/12              by substance   See below

Water Blowgun          1/3/6                by substance   See below


Typical Blowgun Substances


Powders can be administered via blowgun to a single target or to a group. For a single target, the user must make a called shot to the affected area (usually the head/eyes) for his or her Throwing roll. Powders from a blowgun can also affect a small burst template but grant the victims a +2 to their Vigor rolls. Powders administered in this way linger in a cloud for 1d4 rounds.




Either liquid or dust, the paralytic poison requires a Vigor roll. On a failed roll, the victim becomes rigid. Each round after the initial, the victim must make an additional Vigor roll. Failure indicates a Wound. This continues until treatment is administered.



Either a liquid or dust, the blood-borne poison requires a Vigor roll. On a failed roll, the victim takes a Wound. The effect continues for 2d6 rounds requiring a Vigor roll each round until treatment is found.



Sleep Powder

This powder affects a small burst template requiring a Vigor check to all within the area. Those that fail gain a Fatigue level every round until they succeed a Vigor check or fall asleep for 2d6 rounds.


Hallucinogenic Powder

This powder affects a small burst template and requires a Vigor roll to all in the area. Those that fail are Shaken and become confused by wild hallucinations. The effects last for 2d6 hours.


Poisonous Powder

As per the poison used.




Those in the affected area must make a Vigor check or be Shaken. On a Throwing raise, the victim is also blinded. This cannot cause a wound. The irritant lasts for 2d6 rounds.


Those in the affected area must make a Vigor check or be blinded and must make a Vigor check every round for 3 rounds to regain their sight. After 3 rounds, the effect wears off.


Nettle Dust

This irritant caused those affected to immediately begin scratching the irritated area. The victim must make a Vigor check or be Shaken and unable to move for 2d6 rounds. If the victim rolls a 1 on the Vigor check, he or she is also blinded. The effect can be overcome by immersion in water or a successful Vigor check.


Arcane Background (Ki)

Skill: Ki (Spirit)

Power Points: 10

Starting Powers: 3

This arcane background fuels amazing feats of martial prowess by the likes of monks, shinobi and other martial artists. Great leaps, powerful kicks and the like are fueled by power points and allow the wielder to channel his or her very will into a task.

Backlash: When a practitioner of Ki rolls a 1 on his or her Ki roll, he or she is Shaken. This failure can cause a wound.

Ki Powers: Focused Attack, Stunning Attack, Pain Touch, Kiai, Hardened in the Fire, Sweeping Hand, Shell, Piercing Attack, Seeking Attack


Arcane Background (Shugendo)

Skill: Shugendo (Spirit)

Requirements: Vow (Shugendo) hindrance – major

Power Points: 10

Starting Powers: 4

Shugendo is a religious and magical tradition that channels the spirits of the Kami to do the bidding of the practitioner. By living strict lives of ascetics and wanderers, practitioners of shugendo are able to decipher the will of the kami and channel that power into complex rituals and powerful spells.


Backlash: When a practitioner of shugendo rolls a 1 on his or her Shugendo die (regardless of the Wild Die), is automatically Shaken. This can cause a wound. In addition, the caster must make a Spirit check or they are polluted by a major sin.


Vow: Those casters who have minor pollution (see Hindrances: Vow(Shugendo)) regain power points at 1 every 4 hours. Those that have major pollution do not regain power points and are at -1 for their Shugendo rolls until they are cleansed.


Casting Time: The kami are capricious and do not yield their powers easily. A practitioner of shugendo must chant, pray and meditate in order to harness the kami’s powers. If at any time, the practitioner is interrupted during this process, the spell fails and the power points are lost. By investing double the number of power points, a shugendo may decrease the casting time to one action.

As such, the following are the casting times for spells of a given rank requirement:

Novice:           1 minute

Seasoned:        1 hour

Veteran:          4 hours

Heroic:                        24 hours

Legendary:      1 week


Powers: (Note, some powers have increased or graduated rank)

Armor, Barrier(S), Beast Friend(S), Blast (S), Bolt, Boost/Lower Trait, Burrow, Burst, Deflection, Detect/Conceal Arcana, Dispel (S), Elemental Manipulation, Entangle, Environmental Protection(S), Fear, Healing, Fly (V), Greater Healing (V), Invisibility (S), Light, Puppet (V), Obscure, Quickness (S) , Raise Dead(H), Summon (Special)*, Shape Change (Special), Smite, Speak (Special)*, Speed, Stun, Telekinesis (S), Teleport (S)



Raise Dead

Rank: Heroic

Power Points: 10

Range: 1 body

Duration: Instant

Trappings: Body wrappings and painted on tattoos, as well as wispy tortured spirits that the caster must sort through

This power allows a dead person or creature to regain life. The subject of the spell must have not been dead longer than 24 hours. The spell does not regrow lost limbs, thus the body must be relatively intact. Upon a success, the subject awakens as if from a deep sleep and must make a Vigor check at +1. Failure indicates that the spirit did not stay in the vessel, though the spell can be undertaken again. Note that the causes of the subject’s death (wounds, diseases, poisons, etc) are still present, and cannot be healed until the subject has regained life. Note, if the caster is an adherent of Shugendo, he or she must undergo a major purification after conducting this rite.



Rank: Special

Power Points: Special

Range: Smarts

Duration: 1 minute (1/minute)


The Summon power calls into being 1 or more creatures to serve the caster. Creatures summoned, rank requirements, and power point costs are listed below. The creatures summoned are considered to be manifestations from the realm of the kami. As such, they receive a +1 Toughness and communicate telepathically with the caster. The caster can summon a number of creatures equal to 1 +1 per rank difference. Thus, if the caster is a Veteran, he or she can summon 3 novice creatures, 2 Seasoned creatures, or 1 veteran creature. Additional creatures can be summoned by spending the requisite power point costs.

Cost                 Rank                Creature Types

3                      Novice            Hawk, rabbit, cat

4                      Seasoned         Dog, wolf, deer

5                      Veteran           Lion, tiger

6                      Heroic             Bear, shark

7                      Legendary       Great white shark, elephant



Rank: Special

Power Points: Special

Range: Touch or none

Duration: 10 minutes (X/10 minutes)


The caster is able to speak the language of a given person, creature, or spirit. If the creature to be talked with can be touched (people, animals, dead, etc), then the caster must touch the subject. Otherwise, the caster focuses his or her mind on speaking with the desired spirit, kami, or god. The power point cost, rank requirements and cost are listed below:

Points  Rank                Creature

1          Novice            As per Speak Language power

2          Seasoned         Anything of Animal intelligence

4          Veteran           Dead and undead

6          Heroic             Kami and other spiritual creatures

7          Legendary       Gods


Focused Attack

Rank: Novice

Power Points: 3

Range: Self

Duration: 3(1/round)


A Focused Attack power adds damage dice to a Fighting attack. On a success, the fighter adds 1d6 to his or her Fighting damage when unarmed or a +1 to damage using one of his or her special weapons. On a raise and each successive Ki raise, the fighter adds an additional 1d6/or +1 to his or her damage dice.


Stunning Attack

Rank: Novice

Power Points: 2

Range: Touch

Duration: Special

Trappings: A wave of force that moves out from the striking weapon

Stunning Attack functions like the Stun power, however, it must come from a Fighting Attack and only affects one target. On a fighting success and Ki success, the target is dealt damage as normal and then must make a Vigor roll or be Shaken. If the victim was Shaken by the weapon damage, the victim takes a wound from the Stunning Attack. With an Ki raise, the victim makes a Vigor roll at -2.


Pain Touch

Rank: Novice

Power Points: 2

Range:  Touch

Duration: Instant

Trappings: A complex series of hand movements at the victim’s pressure points.

The Pain Touch power inflicts a shooting pain into the victim of a successful touch attack. The victim must make a Vigor check or be Shaken. This power can cause a wound if the victim is already shaken.



Rank: Novice

Power Points: 2

Range: Self

Duration: 3 (1/Round)

Trappings: An unearthly shout and glowing aura

This power operates like the Boost Trait power, however, it only affects the hero.


Hardened in the Fire

Rank: Novice

Power Points: 2

Range: Self

Duration: 3 (1/round)

Trappings: Hardened skin

This power operates like the Armor power, however, it only affects the practitioner.


Sweeping Hand

Rank: Novice

Power Points: 2

Range: Touch

Duration: 3 (1/round)

Trappings: An unnaturally fast movement

This power operates similar to the Deflection power, however, it only affects ranged attacks against the practitioner. With a standard success, attackers receive a -2 to all Shooting or Throwing rolls directed at the practitioner. A raise increases the penalty to -4 and allows the caster catch incoming ranged attacks (bullets and other high-power projectiles merely miss).



Rank: Novice

Power Points: 2

Range: Self

Duration: 1 hour (1/hour)

Trappings: The practitioner appears serene and at ease

This power functions as the Environmental Protection power, however, its effects are available only to the caster.


Piercing Attack

Rank: Novice

Power Points: 3

Range: Touch

Duration: 3 (1/round)

This power gives the caster insight into the weakness of an opponent’s defenses granting AP 2 to attacks. This armor-piercing stacks with AP from the caster’s weapon. On a Ki raise, the AP is increased to 3.


Seeking Attack

Rank: Novice

Power Points: 2

Range: Touch

Duration: 3(1/round)

The seeking attack grants the caster a +1 Fighting or Shooting with a melee or ranged weapon. This power only functions for the caster’s weapon when he or she wields it. On a Ki raise, the power also grants +1 damage.




Akuto are disgruntled peasants, disgraced samurai and other flotsam that gather together in bandit gangs plaguing the remote roads, trails and highways.


Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

Skills: Fighting d6; Throwing d6; Survival d6; Streetwise or Tracking d4; Taunt d4; Guts d6

Pace: 6; Parry: 5; Toughness: 5; Honor: 0



* Wakizashi (STR+d6)

* Yari  (STR+d6, Parry +1, Reach 1, 2 hands)

* Rocks (STR+1d4 3/6/12)



Poor Quality Weapons: Akuto use a collection of scavenged weapons for fighting. On a Fighting or Throwing roll of 1, the weapon used breaks.

Gang Mentality: When Akuto outnumber their opponents by 4 or more, they receive Guts d8. If Akuto are outnumbered, their Guts drops to d4.

Bonge: Akuto are of the bonge caste, and as such, receive no Honor bonuses. They receive a -2 to all social skills when dealing with anyone of higher caste.


Reference: [http://mysticbull.pbwiki.com/Plots%20and%20Complications|Title of Scenario]



Typically from the bonge caste, bushi make up the bulk of a samurai’s army. Typically they specialize in one type of combat (Fighting or Shooting) but are familiar enough with either to fill in when needed. They are loyal to their masters and to the Bushido code.


Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6

Skills: Fighting or Shooting d8; Fighting or Shooting d6; Guts d6;

Pace: 6; Parry: 6 or 5; Toughness: 5; Honor: 0


Loyal: When in the presence of their leader, bushi receive a +2 to their Guts rolls.

Concerted Effort: When 4 or more bushi fight together, they receive a +2 damage rolls on Fighting or Shooting (depending on the group).


* Yumi (12/24/48, 2d6)

* Yari (STR+1d6, Reach +1, 2 hands)

* Wakizashi (STR+1d6)


Reference: [http://mysticbull.pbwiki.com/Plots%20and%20Complications|Title of Scenario]




Oni are large demons from the spirit world with sharp claws, wild hair and horns. Though humanoid, different oni have different features. They vary in skin color, though red and blue are common, and often have odd numbers of eyes, fingers, and toes.


Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10

Skills: Fighting d8; Intimidation d8; Guts d8; Notice d4; Throwing d6

Pace: 6; Parry: 5 (or 7); Toughness: 10; Honor: 0


Large: +3

Regenerate: Roll Vigor each round to heal any damage even after being killed. +2 to recover from Shaken.

Fire Weakness: Oni are vulnerable to fire, taking an additional 1d6 damage from fire. Wounds sustained by fire are not regenerated.

Stunning Tetsubo: When striking an opponent with his massive tetsubo, the oni can make a Spirit check to execute a stunning attack, which functions as the Stun power centered on the creature struck. The stunning attack causes a wound if the victim struck by the tetsubo is already Shaken.

Travel to Yomi: Oni are creatures of the spirit world. With a Spirit success, the oni can enter the spirit world, effectively disappearing. The oni cannot return to the material world until midnight on the next full moon.


* Huge Tetsubo (STR+d10, AP2 vs. Rigid Armor, Parry -1, 2 hands, Stunning Attack)

* Yari (STR+d6, Reach 2, Parry +1)


Reference: [http://mysticbull.pbwiki.com/Plots%20and%20Complications|Title of Scenario]



Bakemono are demon spirits subordinate to the oni. Though they are found in varied forms, the most common form is that of a small, rotund humanoid of red or green skin with horns and a piggish snout. Bakemono typically fight with their claws, though they have been known to use small bows, throwing knives and shuriken.


Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6

Skills: Climb d6, Fighting d6, Guts d4, Notice d6, Taunt d6, Shooting d8, Stealth d10, Throwing d6, Swim d6

Pace: 6 ; Parry: 5; Toughness: 4


Nightvision: Bakemono can see perfectly in the dark.

Size -1: Bakemono stand between 3 and 4 feet tall.

Poisoned Arrows (+0): Bakemono use a sleeping draught on their arrows. On a failed Vigor, the victim receives a Fatigue level every round until a Vigor success or the victim falls asleep for 2d6 rounds.


* Claws (STR+d4)

* Hankyu (6/12/24, 2d4, Poison)


Reference: [http://mysticbull.pbwiki.com/Plots%20and%20Complications|Title of Scenario]


Goblin Spiders

Goblin spiders are demons of Yomi created when the great spider Tsuchigumo poisons one of its victims to death. They appear to be giant spiders, though their arachnid heads resemble tortured human faces. They are rather intelligent, and love to gamble, but otherwise bent on the destruction of all living things.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d6

Skills: Climb d12+2, Fighting d8, Guts d6, Intimidation d10, Notice d8, Shooting d10, Stealth d10, Gambling d6

Pace: 8; Parry: 6; Toughness: 5


Bite: STR+d4

Poison (-2): The bite of a goblin spider causes paralysis on a failed Vigor roll for 2d6 minutes.

Webbing: Goblin spiders spit webs from their human-like mouths in a Small Burst template. Webs are shot at range 3/6/12 enveloping those in the affected area. Webs have toughness of 7 and those caught can act, though all physical actions are at -4.


Reference: [http://mysticbull.pbwiki.com/Plots%20and%20Complications|Title of Scenario]


Kureta, the Sword Saint

Kureta, a kensai from Aki, is a man possessed. While away at the Ikkan Ryu learning his trade, Kureta’s family was destroyed by a rival clan. Kureta returned to the only home he’d ever known to find it a smoldering ruin. For three days, he carefully extinguished and cleaned up the wreckage, plotting his revenge. On the evening of the third day, the spirit of his father appeared to him and told the kensai that if he slew 100 samurai in a series of fair duels, the vengeance he felt in his heart would melt away. Now, Kureta wanders Nihon seeking out duels to remove the blackness from his heart.

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d8

Skills: Fighting d10, Guts d8, Intimidation d8, Notice d6, Riding d8

Pace: 6; Parry: 8; Toughness: 6

Edges: Block, Danger Sense, First Strike, Mighty Blow

Hindrances: Code of Honor, Enemy (minor), Vow (Major – Defeat 100 samurai)


Renshi (Ryu): Kureta is a master of the Renshi school granting him the Lunge Edge (increases weapon to +1 reach)

Lack of Weakness: Kureta has mastered his own body allowing him to ignore penalties from 1 wound.


* Katana (STR+d8+1)

* Wakizashi (STR+d6)

* Naginata (STR+d8, Reach 1)

* Kozuka (STR+d4)


Reference: [http://mysticbull.pbwiki.com/Plots%20and%20Complications|Title of Scenario]



Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d


Pace: ; Parry: ; Toughness:


Special Ability 1:

Special Ability 2:


* Weapon 1

* Weapon 2


Reference: [http://mysticbull.pbwiki.com/Plots%20and%20Complications|Title of Scenario]





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