Samurai World
A PbtA Hack��Credits: Tariq Ali, Daniel Fowler
Getting Started
Gizen and Samurai:
The Samurai Republic of Gizen is an empire of tradition and duty, ruled by megacorporations. It is threatened from without by the Shadow (a supernatural force that converts and consumes all in its wake) and the peasant militia, and from within by criminals and feuds. This society is held together by Honor, a force stronger than steel...for without honor, what is the point of steel? Honorable people receive training and equipment. Dishonorable people are cast out from society.
The corporations of Gizen cooperate on many issues, but they will fight against each other for power and land. The corporations all pledge allegiance to the Samurai Republic and the Living Constitution. The Living Constitution controls the Pythons, and use them to enforce order. However, the current Living Constitution is dead, and the Samurai Republic has not appointed a new one yet.
The samurai swear loyalty to the corporations and are trusted with absolute power, so long as they maintain order in the land and defend their interests. This can be challenging, and samurai must constantly confront their fear of death...and of shame.
Samurai are torn between two conflicting demands. They must carry out their Giri (social role) given to them by their society. But they also have their own personal Ninjo (desire) as well. Every samurai must learn how to balance their Giri and Ninjo, or risk an ignoble end.��For more information on the Samurai Republic, please consult the WIP document (https://docs.google.com/document/d/1z-waBB10njAq9GLWEbuWMTlpdnVtDCmdueDYzmjktbs/edit ) .
GM Agenda and Tips:
You decide how much Honor, Shadow, or “energy credits” is gained or lost. One is appropriate for most situations but feel free to give or take more if the situation demands it. Honor or Shadow can also be gained or lost outside of moves (for example, awarding Honor when a Giri is fulfilled.)
Have your players copy the text of the move and give it their own unique name and style.
For most situations, let the player mark off injuries from easiest to most severe. In some circumstance, tell the player which injury to mark. If the appropriate option is not available, then mark the next.
Some options may not make sense in the fiction - in which case, don’t allow it.
Bring the players’ Ninjo and Giri in conflict with each other. Bring their moral sensibility in conflict with the world around them. Make them choose between two undesirable options. Samurai are important people, so let them make important choices, and let them deal with the consequences.
Give players opportunities to gain Honor. Make sure the players are given a Giri (if they are all Pythons, their Giri would be to enforce the law) for them to follow. Allow them to defend their Honor, go above their duty, and fight against a stronger opponent.
Rough Guidelines For NPCs:
Basic Moves (1/3)
Duel:
When you engage a Named NPC or PC in a formal duel you must first agree on the Rules and the Stakes. If you are engaging a Named NPC, you automatically gain the Initiative. If you are engaging a PC, both players roll 2d6+Void and the higher roll gains the Initiative.��The player with the Initiative roll 2d6+Focus. On a 10+, you win the duel. On a 7-9, choose one: spend Honor to win the duel, or roll again. On a 6-, you lose the duel.�
Rules
The winner decides their opponent’s fate but only wins the Stakes if they follow the Rules.
You may spend Honor to use other moves during a duel.
Cut and Parry:
When you engage one or more enemies in combat roll 2d6+Focus. If they engaged you roll 2d6+Vigilance instead. On a 7+ you manage to Injure one of your opponents. On a 7-9 pick one:
Striking Unopposed:
When you attack a defenseless or unaware target lose Honor and Injure them.
Reflexes:
When you move to avoid or prevent an attack or other danger, roll 2d6+Vigilance. On a 10+ you are unscathed and out of immediate danger. On a 7-9 you partially succeed but still suffer a lesser outcome. The GM may ask you to make a sacrifice or unfortunate choice.
Awareness and Understanding:
When you investigate your surroundings or consult your personal knowledge on a subject roll 2d6+Vigilance. On a 10+ ask the GM three questions. On a 7-9 ask the GM one question. They will answer as appropriate for the scene and to the best of your character’s ability.
Courtly Graces:
When you use politeness, subtle manipulation or cleverly concealed threat to get your point across or press your agenda, roll 2d6+Vigilance. On a 7+, most of your audience will agree. On a 10+, choose one:
Command:
When you use your authority or threat of violence to make someone follow orders roll 2d6+Focus. On a 7+ they recognise your authority and will either:
On a 10+ you also get a +1 ongoing when dealing with them.
Stakes
Basic Moves (2/3)
Becoming Injured:
When you receive an Injury choose one:
You may not choose that same option again until it has been suitably dealt with.
Acquiring Necessities:
When you impose on your host for shelter, sustenance or other goods and services roll 2d6+Void. On a 7+, they can provide basic necessities. On a 10+ also choose one:
After the roll you may spend “energy credits” to increase the result. Add +1 to the roll for each “energy credit” spent. If staying as a group then only one character needs to make this roll but “energy credit” can be pooled.
Navigation:
When you try to find your way in strange lands or an unfamiliar city roll 2d6+Void. On a 10+, choose three. On a 7-9 choose two.
Gaining Honor:
At the end of a session, gain +1 Honor for each of the following that applies:
�If you swear an oath, gain 1 Honor. You must attempt to fulfill that oath by the end of next session.��At the end of the session, if Honor is 6 or higher, gain an advancement.
At the start of a new session, Honor is reset to 3.
Gaining Experience:
At the GM’s discretion, you may gain an advancement at the end of a session.
Losing Honor:
If your Honor drops to zero then you cease to be a samurai. No one, not even your family, will acknowledge you and you vanish into disgraceful obscurity. Make a new, unrelated character.
Dying with Honor:
If your character dies from their injuries in combat or ritual suicide while they still have Honor, you may create a new character of any class with the same name, Shadow, Current and Max Honor. They gain an equal number of advancements and Shadow Moves as their deceased relative. They may have a different corporation, family name, Family Focus, and Body Move. They must have different Focus and Vigilance. They start with 0 Void and no augmentations.
Basic Moves (3/3)
Augmentation:
When you acquire a cybernetic upgrade for your body, cross out an unused Advancement, and choose one. Describe your new upgrade. You can have up to three Augmentations.
Gaining Shadow:
Gain Shadow at the end of any scene where you were touched by Maho sorcery or a Shadowlands creature or used a Shadow Ability. If Shadow reaches a new multiple of five scratch out an unused Advancement and gain a Shadow Move in its place. You never lose a Shadow Move even if Shadow drops to 0.
If you ever have more than 3 Shadow Moves your character is doomed to become a monster. Work with the GM to decide their fate by the end of the session or current quest. Once the GM takes control of this character, make a new, unrelated one.
Clan Moves and Starting Gear
Majikku Technologies - focused on religion and divinity
Starting Gear:
Katana (cerimonial, close, +1 forward when using the Duel move), wakizashi (cerimonial, close, people treat you with respect), 10 “energy credits” and pick one:
Clan Move: Infusion
You know how to create augmentations by infusing an elemental spirit into machinery. When you use this move, choose one.
Yorokobi Solutions - focused on research and VR simulations
Starting Gear:
Civilian non-sapient droid, wakizashi (cerimonial, close, people treat you with respect), 5 “energy credits” and pick two:
Clan Move: Knowledge�When you consult the Yorokboi’s simulations to roll Awareness and Understanding, the GM will tell you something interesting and useful about a subject relevant to your situation before you roll.
Kan'yō Enterprises - focused on influencing people and controlling them
Starting Gear:
Body armor (wargear), katana (cerimonial, close, +1 forward when using the Duel move), wakizashi (cerimonial, close, people treat you with respect), 7 “energy credits” and pick one:
Clan Move: Shallow Waters
When you use Awareness and Understanding to learn more about someone, the GM will tell you something they need or want before you roll. Take +1 forward when you use that information to influence them.
Jiyū Federation - focused on individualism and preserving unique traditions
Starting Gear:
Body armor (wargear), wakizashi (cerimonial, close, people treat you with respect), 6 “energy credits” and pick two:
Clan Move: Xenophilia�When you reveal a foreign or exotic technique, roll 2d6+Focus. On a 7+, take a +1 forward when using this technique. On a 10+, also choose two. Describe the exotic technique.
Clan Moves and Starting Gear
Seikatsu Industries - focused on reducing existential risks
Starting Gear:
Mask, katana (cerimonial, close, +1 forward to Focus when using the Duel move), wakizashi (cerimonial, close, people treat you with respect), 7 “energy credits” and pick two:
Clan Move: Informants
When you get in contact with an informant working for Seikatsu, roll 2d6+Vigilance. On a 7+, the informant will help you out. On a 7-9, the GM also chooses a complication.
Body Moves
Human - a body known for their aggressive tendencies
Gain one Kata.
AI - a body known for their cultural excellence
Gain one Shuji.
__________ - a body known for their ______________
Gain one ________.
Nemurani - a body known for their connections to the supernatural
Gain one Invocation.
Uplift - a body known for their connections to the fabric of reality
Gain one Monastic Art.
Family Focus
Cultural Excellence
Gain Honor, “energy credits”, or a favor when you seize control over an important cultural location on behalf of your family.
Shadowlands Research
Gain Honor, “energy credits”, or a favor when you gain valuable information about the Shadow and transfer it to your family.
Mystical Understanding
Gain Honor, “energy credits”, or a favor when you get supernatural entities (like local elemental spirits) to work for your family.
Military Power
Gain Honor, “energy credits”, or a favor when you lead an attack or military maneuver against your family’s enemies.
Oligarchist
Gain Honor, “energy credits”, or a favor when you protect the Samurai Republic’s interests, disregarding your own.
Wealth Acquisition
Gain Honor, “energy credits”, or a favor when you acquire a new source of income for your family.
Glory Seeker
Gain Honor, “energy credits”, or a favor when your family gain the credit for something very praiseworthy (like defending the Samurai Republic).
Ambitious Influencer
Gain Honor, “energy credits”, or a favor when you convince an important person to serve the interests of your family.
Subversive
Gain Honor, “energy credits”, or a favor when you lead the masses in rebellion against your family’s enemies.
_________________
Gain Honor, “energy credits”, or a favor when you _____________________________ _____________________________________________________________
Kata (1/2)
Tactical Assessment
When you analyze an enemy force’s military strategy, take +1 forward on Awareness and Understanding.
Monster-Slaying
When you attack a creature of the Shadow, take +1 forward to Cut and Parry.
Flat of the Blade
You are adept at striking to incapacitate when you do not wish to hurt. If you Injure your opponent while rolling Cut and Parry you may specify that they should be rendered helpless. Because of your training this does not put you at additional risk.
Kill With One Blow
Once per session, when you roll a 10+ on Cut and Parry, deal additional Injury equal to your Focus.
Persistent Defense
You may utilize your armor to mark two injuries but it is totally destroyed after the second use and must be replaced.
Pin At Range
When you inflict Injury while Striking Unopposed you may cause your target to stop, hesitate or dive for cover. Take +1 forward against them if they move to engage or retreat without cover.
Combat Medication
After rolling on any Cut and Parry, Striking Unopposed, or Kata move, you may spend “energy credits” to increase the result. Add +1 to the roll for each “energy credits” spent.
Crimson Leaves Strike
When you strike at the enemy’s weapon while in melee combat, roll 2d6+Focus. On a 10+, you take the weapon from your opponent. On a 7-9, you knock the weapon out of your opponent’s grip, sending it a few feet away.
Soaring Strike
When you throw a melee weapon at your enemy, you may roll on Striking Unopposed.
Blind Fury
When you roll 10+ on Cut and Parry, you may additionally choose an option from the 7-9 result.
Taunt
When you cry out a challenge to the enemy, roll 2d6+Vigilance. On a 7+, the enemy focuses exclusively on you, and ignore your companions. On a 10+, your allies take a +1 forward against this target.
Battle Hardened
Add two new options to Becoming Injured.
Dual Wielding
You can equip two weapons at the same time.
War Cry�When you enter battle with a show of force, roll 2d6+Focus. On a 10+, take both. On a 7-9, take one or the other.
Kata (2/2)
Defense�When you stand in defense of a person, item, or location, roll 2d6+Vigilance. On a 10+, hold three. On a 7-9, hold one. So long as you stand in defense, when you or the thing you defend is attacked, you may spend hold, to choose an option:
Invocations (1/2)
Reveal Secrets (close, near)
When you attune to the forces of nature and magic to enhance your senses, roll 2d6+Vigilance. On a 10+, choose two. On a 7-9, choose one.
Wrath of the Wind (close, near)
When you summon a vortex of spinning air to surround a conflict, roll 2d6+Focus. On a 10+, choose two. On a 7+, choose one.
The Armor of Strength (close)
When you call on shards of stones to protect a target, roll 2d6+Vigilance. On a 7+, the target gets a temporary suit of armor (wargear). On a 10+, the armor persists until the end of the fight.
Jade Strike (close, near)
When you channel holy energies against Shadow tainted enemies, roll 2d6+Focus. On a 7+, the enemy suffers an Injury. On a 10+, the enemy is silenced, and cannot use any Shuji, Invocations, or Shadow moves for the duration of the fight.
Whispers From The Wind (close, near, far)
When you channel the air to eavesdrop on someone else’s conversation, roll 2d6+Vigilance. On a 7+, you hear their conversation as if it was spoken into your ear. On a 10+, the enchantment dissipates before anyone could trace it back to you.
Prophecy (close)
When you attempt to predict the future, choose a target and roll 2d6+Vigilance. On a 10+, choose 2. On a 7-9, choose 1.
Many Hands (close)
When you draw your hand across a broken or destroyed item, roll 2d6+Focus. On a 7+, the item is repaired and ready to be used again. On a 10+, the item becomes invulnerable for a few minutes.
Fire Weapon (close)
When you petition the elemental spirits for a weapon to defend yourself, roll 2d6+Focus. On a 7+, you receive a weapon made out of pure fire (ceremonial, close, burn enemies) that will last for the duration of the fight. On a 10+, you may also add one of the following tags to this weapon: near, far, wargear, concealing, holy.
Cloak of Night (close, near)
When you conceal a target using magical means, roll 2d6+Focus. On a 7+, you create a temporary illusion that hides the target. On a 10+, this illusion lasts for a few hours. On a 7-9, the illusion lasts for an hour.
Rise, Elemental Spirit (close)
When you call on an elemental spirit to assist you in combat, roll 2d6+Vigilance. On a 7+, the elemental spirit joins your side and fights on your behalf. On a 10+, the elemental spirit also tells you about any supernatural help your enemies are receiving.
Invocations (2/2)
Multilingual
You may use Courtly Graces, Command, and Shuji to communicate with one of the following:
You may choose this move multiple times.
Symposiums�When you spend long hours in communion with the elemental spirits, roll 2d6+Focus. On a 10+, choose three. On a 7-9, choose one.
Monastic Arts (1/2)
Cleansing Spirit (close)
When you attempt to cure poison, disease, or Shadow, either in yourself or in someone else, roll 2d6+Focus. On a 7+, choose one.
On a 7-9, Cleansing Spirit cannot be used again until you rest.
Earth Needs No Eyes (close, near, far)
When you attempt to use your supernatural sense, roll 2d6+Vigilance. On a 7+, you are able to “see” what is going on within your immediate surroundings. On a 10+, you are also aware of all living creatures and objects within a few miles.
The Body Is An Anvil (close)
Once per combat, when the enemy Injures you, roll 2d6+Vigilance. On a 10+, choose two. On a 7+, choose one.
Elemental Combat (close)
When you fight against an enemy force using only your fists and kicks, roll 2d6+Focus. On a 10+, choose two. On a 7+, choose one.
Way of the Earthquake (close, near)
When you start an earthquake by slamming a hand or foot to the ground, roll 2d6+Focus. On a 7+, choose two.
On a 10+, you also inflict an Injury immediately on the target of your choice.
Ki Protection (close)
When you try to heal an Injury, either in yourself or someone else, roll 2d6+Focus. On a 7+, remove the Injury. On a 7-9, you may not use Ki Protection again until you rest.
Ki Travel (close)
When you attempt to move quickly towards a destination, roll 2d6+Focus. On a 10+, choose three. On a 7-9, choose one.
The Great Silence (close, near)
When you attempt to create an area of silence to prevent people from speaking or praying, roll 2d6+Focus. On a 7+, no one in the area can use Shuji, Invocations, or Shadow moves for a few minutes, and everyone must use nonverbal communication. On a 10+, you and your allies are immune from these two limitations.��Cause Malfunction (close)
When you attempt to disable a person’s augmentations by attacking strategic pressure points, roll 2d6+Focus. On a 7+, the person’s augmentations are turned off for the duration of the fight. On a 10+, the person also suffers an Injury.
Monastic Arts (2/2)
Eye For Exploration (close)
When you roll Navigation, choose an extra option, even on a 6-.
Shuji (Social)
Gift-Giving
When you give someone a gift tailored to their specific tastes, roll 2d6+Void. On a 10+, choose two. On a 7-9, choose one.
After the roll you may spend “energy credits” to increase the result. Add +1 to the roll for each “energy credit” spent.
Recruit
When you try to convince NPCs to follow your cause, roll 2d6+Focus. On a 10+, choose two. On a 7-9, choose one.
After the roll, you may spend “energy credits” to increase the result. Add +1 to the roll for each “energy credit” spent.
Blackmail
When you have information on an NPC’s misdeeds, spend Honor to take +1 forward on any Courtly Graces, Command, or Shuji moves involving them. You can continue to use this move for as long as you hold the blackmail over the NPC.
Games
When you play a friendly game against someone else, roll 2d6+Focus. On a 10+, you win the game. On a 7-9, you may either reroll or spend Honor to win the game. On a 6-, you lose the game. If you win the game, choose one. If you lose, your opponent chooses one.
Keep Up Appearances
When you use subtletry to discuss a delicate topic, roll 2d6+Vigilance. On a 10+, choose two. On a 7-9, choose one.
Spread Rumor
When you try to covertly convey information to a crowd, roll 2d6+Vigilance. On a 10+, choose three. On a 7-9, choose one.
Greased Hands
After you roll on Courtly Graces or Command, you may spend “energy credits” to increase the result. Add +1 to the roll for each “energy credit” spent.
Historical Revision
When you offer a story in place of the facts, spend Honor and roll 2d6+Vigilance. On a 10+, choose two. On a 7-9, choose one.
Crowd-Sourcing
When you commune with the Samurai Court, roll 2d6+Void. On a 7+, a group of “anonymous supporters” will help you out in return for a sacrifice or hard choice. On a 10+, you covertly find out their identities.
Ninjitsu
Covert Asset
You have an asset in another Clan that you can use for your own purposes. Pick a second Clan move. You may spend Honor to get your asset to use this Clan move for you, but you now owe them a favor.
Disguise
When you have time and materials, spend Honor to create a disguise that will fool most people into thinking you are someone else. Your actions may give you away, but your appearances won’t.
Skulk
When you attempt to avoid detection, roll 2d6+Vigilance. On a 10+, choose two. On a 7-9, choose one.
Criminal Connections
When you ask the criminal underworld for a favor, spend Honor and roll 2d6+Focus. On a 7+, the underworld offers it to you. On a 7-9, choose one.
After the roll, you may spend “energy credits” to increase the result. Add +1 to the roll for each “energy credit” spent.
Bandits
You have allied yourself with a local group of bandits. Once per session, you may spend 1 “energy credit” and Honor to gain their assistance in a fight or ambush.
Poison
When you have time and materials, spend Honor to manufacture a dose of one of these poisons.
Silencing Stroke
You may spend Honor to gain +1 Forward on any Duel, Cut and Parry, or Kata move.
Hacking
When you seek to subvert or defend a technological system, roll 2d6+Focus. On a 10+, you succeed. On a 7-9, you may spend Honor to succeed, or reroll. On a 6-, you fail. If you succeed, choose one. If you lose, your opponent chooses one.
Artisan
Artwork
When you attempt to produce beautiful artwork (a poem, painting, play, etc.), roll 2d6+Void. On a 10+, choose two. On a 7-9, choose one.
Design
When you examine how something is created or how it ‘works’, take +1 forward on Awareness and Understanding.
Craftsmanship
When you craft useful things, either for peasants or samurai, spend a week’s work of time and gain Honor. The GM may specify some requirements (material, “energy credits”, assistance).
Curator
You instinctively understand what people want and can recommend them the artwork that most reflect their tastes. What people want isn’t necessarily what they say they want.
Trade
When you offer to sell your services, roll 2d6+Vigilance. On a 10+, the offered payment is either extravagant or immediate. On a 7-9, the offered payment is reasonable. If you accept, and fail to fulfill your end of the arrangement, choose one:
Aesthetics
When you use Awareness and Understanding to try to understand the meaning behind an artwork, or the character of its creator, the GM will tell you either a secret hidden meaning in the art, or something personal about the artist, before you roll.
Ceremonies
When you host a ritualized event with symbolic meaning, take a +1 forward on Void-based checks.
Shadow (1/2)
Blood Sacrifice (close, near, far)
When you commune with corrupted elemental spirits by offering the blood of a sapient being (either yours or someone else's), gain Shadow and tell the GM what you are trying to achieve. Anything is possible with blood sacrifice, but the GM will give you one to four of the following conditions:
Voice of the Shadow
When you use honeyed words to mask vile ends, gain Shadow and choose a target. Take +1 forward on any Courtly Graces, Command, or Shuji moves involving them.
Study Shadow
When you spend your leisure time to study the Shadow, gain Shadow and roll 2d6+Vigilance. On a 10+, gain two hold. On a 7-9, gain one hold. You may spend hold to choose one.
Sympathizer
Gain Shadow to use Courtly Graces, Command, and Shuji on creatures of the Shadow.
Summon Oni (close)
You have leased your body over to a demonic spirit, giving it a physical form in the material world and allowing it to run rampant. In return, the Oni will follow your orders, for a price. Choose a Shuji, Ninjustu, or Kata move. Gain Shadow when ordering the Oni to use this move.
If you ever turn into a NPC and the Oni is still alive, the Oni will seize complete control over your body and personality.
If the Oni is slain, you may no longer use this Move.
Mark of Desecration (close)
When you place porcelain masks on corpses, gain Shadow and roll 2d6+Focus. On a 7+, corrupted elemental spirits inhabit those corpses, turning them into zombies that you have rudimentary control over. On a 10+, choose one.
Detect Evil (close, near, far)
When you attempt to detect the presence of corrupted elemental spirits or other monstrous entities, gain Shadow and ask the GM a question. The GM must answer truthfully.
Unnatural Healing (close)
When you call upon the power of the Shadow to heal yourself, gain Shadow and remove an Injury.
Rabble-Rousing (close, near, far)
When you spy on a crowd of people, gain Shadow to learn the crowd’s grievances against the system.
Shadow (2/2)
Cultist
You swear loyalty to a mysterious organization. Describe this organization. Gain a new Family Focus. Gain Shadow when you use this Family Focus.
Artifact of Gnos
You have acquired an item that has been infected by the Shadow. Decide if using this item will give you a +1 to your Focus or +1 your Vigilance (Max 3). Whenever you use this item, gain Shadow. The item is loyal to the Shadow and will faithfully carry out their agenda.
Personality Cloning
Gain Shadow whenever you create a clone of yourself. This clone will have the same characteristics as you (name, body-type, memories, stats, corporate and family affiliation, Honor, Shadow, and Moves).
This clone’s memories will quickly diverge from your memories though, and will thus have their own personal interests separate from yours. They may follow your orders, so long as the orders are not suicidal or prejudiced to their interests. Due to the clone possessing your original memories, the clone can impersonate you if necessary.
This clone shares the same personality as you. You may spontaneously gain or lose Honor and Shadow as a result of your clone’s actions (and vice-versa).
When the clone dies, it will be denied reincarnation and will be deleted.
Warrior (front)
Name: ________________________________
Clan: ______________________________
Body: __________
Focus: _____
Vigilance: _____
Void: _____
Honor: _____
Shadow: _____
[Clan Move]____________________:
[Kata]__________________:
[Kata]__________________:
[Advancement]__________________:
[Family Focus]__________________:
[Body Move]__________________:
[Advancement]__________________:
[Advancement]__________________:
Character creation:
[x] Combat Training:
Some people learn the bare minimum necessary to fight, but you trained in the art of war. Before rolling on Cut and Parry, Duel, or a Kata replace a single d6 with a d8.
Warrior (back)
Injury:
[ ] Armor [ ] Minor [ ] Life Threatening [ ] Fatal
Advancement:
[ ] Gain a Kata
[ ] Gain a Kata
[ ] Gain a Ninjitsu or Artisan Move
[ ] Gain a Shuji
[ ] Gain a Kata, Shuji, Ninjutsu, or Artisan Move
[ ] Gain, recover, or reveal a glorious heirloom weapon (ignores armor)
[ ] Gain +1 Void
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] Retire, becoming a useful NPC or Family
Gear:
Giri (Social Role):
Ninjo (Desire):
Courtier (front)
Name: ________________________________�Clan: ________________________________
Body: __________
Focus: _____
Vigilance: _____
Void: _____
Honor: _____
Shadow: _____
[Clan Move]____________________:
[Shuji]__________________:
[Shuji]__________________:
[Advancement]__________________:
[Family Focus]__________________:
[Body Move]__________________:
[Advancement]__________________:
[Advancement]__________________:
Character creation:
[x] Assessment:
When you speak frankly with an NPC, roll 2d6+Focus. On a 10+, you can ask them 3 questions. On a 7-9, you can ask 1 question. On a 6-, you can still ask one question but then they ask you a question. All questions must be answered truthfully.
Courtier (back)
Giri (Social Role):
Ninjo (Desire):
Injury:
[ ] Armor [ ] Minor [ ] Life Threatening [ ] Fatal
Advancement:
[ ] Gain a Shuji
[ ] Gain a Shuji
[ ] Gain a Ninjitsu or Artisan Move
[ ] Gain a Ninjitsu or Artisan Move
[ ] Gain a Kata, Shuji, Ninjutsu, or Artisan Move
[ ] Gain the favor of a powerful patron. (When rolling courtly graces, you may pick an additional option from the 10+ list, even on a 9-)
[ ] Gain +1 Void
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] Retire, becoming a useful NPC or Family
Gear:
Monk (front)
Name: ________________________________�Clan: ________________________________
Body: __________
Focus: _____
Vigilance: _____
Void: _____
Honor: _____
Shadow: _____
[Clan Move]____________________:
[Monastic Art]__________________:
[Monastic Art]__________________:
[Advancement]__________________:
[Family Focus]__________________:
[Body Move]__________________:
[Advancement]__________________:
[Advancement]__________________:
Character creation:
[x] Spiritual Training
Once per session, after rolling on a Monastic Art, you may reroll. If you do so, you must keep the second result.
Monk (back)
Giri (Social Role):
Ninjo (Desire):
Injury:
[ ] Armor [ ] Minor [ ] Life Threatening [ ] Fatal
Advancement:
[ ] Gain a Monastic Art
[ ] Gain a Monastic Art
[ ] Gain a Ninjitsu or Artisan Move
[ ] Gain a Shuji
[ ] Gain a Kata, Shuji, Ninjutsu, or Artisan Move
[ ] Gain a favorable reputation amongst the peasantry. (+1 for Acquire Necessities when dealing with peasants)
[ ] Gain +1 Void
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] Retire, becoming a useful NPC or Family
Gear:
Mystic (front)
Name: ________________________________�Clan: ________________________________
Body: __________
Focus: _____
Vigilance: _____
Void: _____
Honor: _____
Shadow: _____
[Clan Move]____________________:
[Invocation]__________________:
[Invocation]__________________:
[Advancement]__________________:
[Family Focus]__________________:
[Body Move]__________________:
[Advancement]__________________:
[Advancement]__________________:
Character creation:
[x] Talk To The Elements
When you commune with the elemental spirits, roll 2d6+Focus. On a 7+, the spirits will grant you insight into your current problem or a boon. On a 7-9, the spirits will ask you for a favor first. On a 6-, you earn the ire of the fickle spirits.
Mystic (back)
Giri (Social Role):
Ninjo (Desire):
Injury:
[ ] Armor [ ] Minor [ ] Life Threatening [ ] Fatal
Advancement:
[ ] Gain an Invocation
[ ] Gain an Invocation
[ ] Gain a Ninjitsu or Artisan Move
[ ] Gain a Shuji
[ ] Gain a Kata, Shuji, Ninjutsu, or Artisan Move
[ ] Gain a familiar. (You can use it as a source or a target of an invocation. 1 injury.)
[ ] Gain +1 Void
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] +1 Focus or +1 Vigilance (Max 3)
[ ] Retire, becoming a useful NPC or Family
Gear:
Additional GM Info
Tags
Weapons, Monastic Arts, and Invocations generally have range tags of close, near, and far. Weapons may also have additional tags as well (ceremonial, holy, concealing, and wargear). These tags help guide the narrative.
Weapon Special Abilities
Each weapon has their own unique special ability, which is used when you equip it. Normally, you may only equip one weapon at a time, though you can equip two weapons if you have the Dual Wielding kata.
Advantages and Disadvantages
Some weapon abilities may give you an advantage on certain moves. The GM may also give players advantages or disadvantages based on the fiction.
If you have an advantage, you roll on the move twice, and then choose the higher roll. If you have a disadvantage, you roll on the movie twice, and then choose the lower roll.
Augmentation
They are intended as a way to bypass the Honor leveling system, at the cost of giving up parts of your “humanity”. A single augmentation costs 5 “energy credits” to create. Some corporations may give out augmentations as a reward for “service rendered”. A character with the Infusion move can also create augmentations.
Focus versus Vigilance
When you are using Focus, you are taking an active, blatant stance to respond to events. When you are using Vigilance, you are observing events as they occur and are subtly manipulating them.
Favor
When a player earn a Favor, they can cash it in at any time during play - treat it as an IOU. It takes time for someone to deliver on that favor. Some ideas for favors:
Databanks
The process for creating Databanks is expensive and time-consuming. It will take one week and 10-15 “energy credits” to create one Databank (the exact cost is dependent on the stability of society and the prestige of the individual’s data). You do not need to be related to the sapient’s memories you are trying to recover, but the non-sapient avatar does not have to cooperate with you if they distrust your intentions.
Shadow
If society finds out that a samurai has Shadow, society will view them as a potential collaborator (willingly or unwillingly) with the Shadow, and treat them with suspicion. Society is torn about how to deal with these collaborators. Some people want to destroy them to stop the infection from spreading, while others are unwilling to abandon them. Until a samurai turns into a monster, they still have free will.
Gaining Experience
At the GM’s discretion, players can gain an advancement if they play for a certain number of sessions. For short campaigns, one session would be appropriate. For long campaigns, consider two to three sessions.