TEXT: RULES OF PLAY
  and
  PLAYERS GUIDEBOOK
  Designers: Bob Charrette
  Paul Hume
  U.S. COPYRIGHT NOTICE
  Copyright © 1981 by Robert N. Charrette and Paul R. Hume. All
  rights to this book are reserved. No part of the book may be used
  or reproduced in any manner whatsoever without permission,
  except in the case of brief quotations embodied in critical articles
  or reviews.
  Box, cover art and all illustrations are copyright © 1981 by Robert
  N. Charrette. For information regarding this game contact
  Fantasy Games Unlimited, Inc.;
  P.O. Box 182; Roslyn, N.Y. 11576
  The designers will attempt to answer any questions regarding the
  game. Please type the question allowing space for the answer on
  the same sheet and enclose a stamped, self-addressed envelope.
  Send the letter in care of Fantasy Games Unlimited.
  
  1010.0 TABLE OF CONTENTS
  1020.0 Required Materials 
  1
  1030.0 The Dice 
  1
  1040.0 Character Structure 
  1
  1041.0 Attributes 
  2
  1042.0 Saving Throws 
  2
  1043.0 Abilities 
  3
  1044.0 Capabilities 
  5
  1050.0 Skills 
  7
  1051.0 Base Chance of Success 
  7
  1052.0 Study and Training 
  8
  1053.0 Bugei (combat techniques) 
  9
  1054.0 Fine Arts 
  14
  1055.0 Practical Arts 
  17
  1056.0 Ninja Skills 
  19
  1057.0 Magical and Mystical Skills 
  20
  1058.0 Languages and Literacy 
  21
  1060.0 Other Statistics 
  21
  1061.0 Ki 
  21
  1062.0 Status 
  22
  1063.0 Level 
  25
  1064.0 On 
  27
  1070.0 Professions 
  30
  1071.0 The Bushi 
  30
  1072.0 The Budoka 
  31
  1073.0 The Shugenja 
  31
  1074.0 The Gakusho 
  34
  1075.0 The Yakuza 
  35
  1076.0 The Ninja 
  36
  1080.0 Creating a Character 
  39
  1081.0 Birth Table 
  39
  1082.0 Professional Summary Table 
  40
  1083.0 Inheritance 
  41
  1090.0 Concerning Nippon 
  41
  1091.0 Structure of Nippon's Society 
  43
  1092.0 Customs in Nippon 
  44
  1093.0 Religious Beliefs 
  47
  1094.0 Women in Nippon 
  48
  1095.0 Damage, Healing, and Death 
  49
  1100.0 Equipment 
  52
  1101.0 Money 
  53
  1102.0 Goods, Services and Equipment 
  53
  1103.0 Cothing and Armor 
  55
  1104.0 Weaponry 
  56
  1110.0 Time Scales 
  59
  1111.0 Strategic Time Scale 
  59
  1112.0 Tactical Time Scale 
  60
  1113.0 The Calendar and Clock 
  60
  1114.0 Detailed Time Scale 
  60
  1115.0 Detailed Turn Options for Action 
  61
  1116.0 Detailed Movement 
  62
  1117.0 Combat 
  63
  1118.0 Falls 
  66
  1119.0 Fire 
  66
  1120.0 Tasks 
  67
  1121.0 Task Value 
  67
  1122.0 Task Turn 
  67
  1123.0 Task Points 
  67
  1124.0 Enhancements to Task Points 
  67
  Appendix 1: Spells 
  68
  A. Spell Reference Tables 
  68
  B. Spell Descriptions 
  68
  Common Spells 
  68
  Hi-do: School of Fire 
  70
  Miza-do: School of Water 
  71
  Hayashi-do: School of Wood 
  72
  Kanedo: School of Metal 
  74
  Tsuchi-do: School of Soil 
  75
  C. Sacred Text Powers 
  76
  Appendix 2: Ninja Gimmick 
  77
  A. Making Gimmicks 
  77
  B. Description of Gimmicks 
  77
  C. Chemical Compounds and Drugs 
  79
  D. Ninja Garb 
  79
  1020.0 REQUIRED MATERIALS
  To play BUSHIDO, you will need:
  — paper and pencils
  — a six-sided die (extras are helpful)
  — a twenty-sided die (extras are helpful)
  (these are available at hobby/game stores or directly from
  Fantasy Games Unlimited).
  — character representations (cardboard chits will do,
  but miniature figures are most desirable)
  — A measuring tape or flexible ruler (the graded section on the
  chart sheets will serve, but a separate one is more useful)
  1030.0 THE DICE
  Many different ranges of numbers are used for determining
  probabilities in this Game. The die rolls used are always expressed
  as "xDy." The "x" stands for the number of dice thrown. The "y"
  stands for the type of die used (i.e., the number of sides on each die).
  "3D6" means that you should roll three 6-sided dice, and total their
  scores to get your result. "xDy+z" means that the number "z" should
  be added to the result of "xDy" to get the final total.
  The rules sometimes call for odd "types" of dice, such as D3, D10,
  D100, or D1000. All of these can be generated with 6-sided and 20-
  sided dice as follows:
  D3: Roll a D6. Divide the number rolled in half, rounding
  fractions up. This gives a result from 1 to 3.
  D6: Roll a D6, an everyday cubical die.
  D10: Roll a D20. Read a "0" result as "10."
  D20: Roll a D20. To get a result from 1-20, you will need to
  distinguish between the lower range (1-10) and the upper
  (11-20). One way is to color one set of faces of the die (0-9)
  differently from the other so that, for instance, a "red 3" would
  be read as a "3" and a "black 3" would be read as a "13."
  Another way is to roll a "control die" (D6) with the D20. A
  result of 1-3 on the control die puts the D20 roll in the lower
  range; a result of 4-6 puts it in the upper range.
  D100: Roll two D20, getting two numbers from 0-9. Multiply
  the roll of one D20 by 10, and add it to the roll of the second
  D20 to get your result. Read a result of "00" as "100." D20s of
  different colors are very helpful for this. The D100 is a very
  important type of roll. With D100 ("percentage") rolls, you can
  easily determine probabilities that may not be specified in the
  rules. If you believe that there is a 75% chance of something
  happening, roll D100. A result of "75" or less means that the
  thing happens. A higher result means that it should not.
  D1000: Roll three D20, getting three numbers from 0-9.
  Multiply the first by 100 and the second by 10, and add them to
  the third to get your result. Read a result of "000" as "1000."
  1040.0 CHARACTER STRUCTURE
  In a sense, any character in a role playing game is just a col lection
  of numeric values which determine the probability of some game-
  action succeeding or measure the effectiveness of various options
  (fighting, moving, using Skills, etc.).
  However, the raw numbers should be treated as guidelines to the
  Player in how he portrays his character(s). High figures in a given
  area define the fields in which the character acts with confidence. In
  lower scores, his weakness or blind spots are revealed.
  There are five major areas in which a Player-Character in
  BUSHIDO must keep track of his scores carefully. They are:
  ATTRIBUTES:
  Direct measurements of physical and mental characteristics such
  as strength, intelligence, reaction time, etc.
  SAVING THROWS:
  Scores used in die rolls to allow extraordinary or heroic use of an
  Attribute, or the use of the Attribute to directly affect the world
  around the character in a significant way.
  ABILITIES:
  Scores derived from the Attributes to govern such activities as
  movement, carrying capacity, healing, learning, etc.
  CAPABILITIES:
  Certain activities (climbing difficult surfaces, swimming, etc.)
  which any character can do, but which are not automatically
  successful.
  SKILLS:
  Learned Skills, trained responses in combat, knowledge, creative
  arts, or practical crafts.
  1
  
  1041.0 ATTRIBUTES
  These qualities measure the character's physical and mental
  potential. There are six Attributes in all: 4 Physical Attributes and 2
  Mental ones.
  The Physical Attributes are:
  STRENGTH (STR)
  Strength measures the raw physical power of the character, his
  ability to lift and carry weight, the force of his blows in combat, etc.
  DEFTNESS (DFT)
  Deftness measures manual dexterity and reaction time, the relative
  speed with which the character can react to events. It is central in the
  initial expertise with most weapon systems.
  SPEED(SPD)
  Speed measures the agility and raw swiftness of a character's
  actions. The number of things he can do in a limited time falls under
  this Attribute, as does his physical movement rate.
  HEALTH (HLH)
  Health governs resistance to wounds, sickness, fatigue, etc. It
  measures the toughness of the character's constitution and the
  speed at which he recovers from wounds and illness.
  The Mental Attributes are:
  WIT (WT)
  Wit measures the character's ability to learn and perceive, his
  overall problem solving ability, etc. The Wit score does not really
  measure the character's overall intelligence, since that is also a
  function of the controlling Player's or Gamesmaster's own intellect.
  Rather, it measures the character's ability to handle data in the
  campaign environment. Therefore, a low Wit score does not
  condemn a character to being played like a moron.
  WILL (WL)
  Will measures the strength of the character's personality, his
  determination, and his ability to bend others to that determination. It
  also governs the resistance of the mind to damage, derangement,
  or control. It is of great importance to the practitioner of the magical
  or mystical Arts, providing the basis for his power in this area.
  1041.1 ATTRIBUTE SCORES
  The normal range of an Attribute score is from 1-40 points. A score
  below 1 represents a pathologically weak condition in that area,
  caused by illness, age, magic, or some other abnormal situation. A
  score of exactly 1 generally indicates a significant lack of capability
  in the Attribute. A character with such a score usually suffers
  significant penalties.
  Naturally, the higher the score the better off the character is in that
  area. A score of 40 represents the human maximum and, without
  major outside enhancement (magical aid, drugs, etc.). a human
  character may never exceed this figure.
  In determining a Player-Character's initial scores in the Attributes,
  the Player receives 60 points which he may distribute as he wishes
  among the six Attributes. The only restriction on this distribution is
  that, once all points have been given out and the appropriate
  modifiers applied, no Attribute may have a score of less than 1 or
  more than 40.
  The most important changes to starting Attribute scores allocated
  from these 60 points will be based on the Character's Profession.
  Some of these modifications are positive, representing those areas
  which are developed by early training in the primary arts of that
  Profession. Others are negative, Attributes which atrophy for want of
  exercise during the same formative period.
  The modifiers for each Profession are listed in the Professional
  Summary Chart in section 1080.3.
  If a Character's Profession receives a negative modifier in an
  Attribute, the player must allocate at least enough points to it to leave
  the required minimum score of 1 in the Attribute after the modifier is
  subtracted. Thus, a Bushi must receive an allocation of at least 6
  points in the Wit Attribute, since his Professional modifier is -5.
  On the other hand, if the Professional modifier is positive, the
  player may allocate a negative score from the initial 60 points, as
  long as the final total will be 1 or higher after the modifier is applied.
  A Player is designing a Budoka. Deciding to sacrifice some of
  the high initial Deftness for other Attributes, he gives the
  character a -2 in this area. After applying the Professional
  modifier of 10 the character will have a score of 8. The Player
  now has 62 points left to distribute among the remaining 5
  Attributes.
  It is advisable to hold off on finalizing Attribute allocations until all
  subsequent values in Abilities, Capabilities, and Skills have been
  worked out, to insure that the final results are what you want. Once
  the Player-Character begins play, of course, all decisions are final.
  1041.2 PERMANENT VS. CURRENT ATTRIBUTES
  Throughout the following rules we will often refer to "Permanent"
  or "Current" Attribute scores.
  Permanent Attributes are the scores normally held by the
  Character, the results of initial point allocation, plus modifiers, plus
  any subsequent improvement in the Attribute he has earned. In other
  words, the permanent score is what the Character has when at full
  value in the Attribute at that point in his game "life."
  Current Attributes will generally equal the permanent Attributes.
  They represent the effective value of the Attributes based on current
  conditions affecting the Character. Examples of things that can
  change Attributes temporarily are:
  — Poisons or Diseases. These lower certain Attributes
  — Encumbrance. Heavy loads can lower Deftness and Speed.
  — Magic. Spells can raise or lower Attributes.
  Because so many of the other Character scores are derived from
  the current Attribute scores, as opposed to permanent scores, it is
  vital that a clear record of both be kept during play.
  1041.3 THE CLASSIC MAN
  With 60 points to divide among 6 Attributes, the human average is
  therefore 10 in each Attribute. This is reflected in most of the values
  derived from the Attributes, whereby superior capabilities arei,only
  achieved if the basic score involved derives from an Attribute greater
  than 10.
  In BUSHIDO, we will speak of "Average Men." There are two ways
  to regard this term. The usual meaning refers to a character with a
  score of 10 in each Attribute.
  A different meaning is applied to the average member of a
  Profession. A "Classic Man," or more precisely, a Classic Bushi,
  Budoka, etc. The Attribute scores for a "Classic Man" are derived by
  adding 10 to the Attribute modifiers for that Profession.
  1041.4 IMPROVING ATTRIBUTES
  There are two methods of increasing Attribute scores up to the
  maximum value of 40, without recourse to such atypical means as
  magic, drugs, the intervention of spirits, etc.: these are Skill Study
  and Exercise.
  SKILL STUDY
  The study of Skills will serve to exercise the Attributes and
  contribute to their increase as Skill advances. Increasing the score in
  a Bugei (martial technique) may be applied to improving any
  Physical Attribute. Advancing in an Art can improve Mental
  Attributes.
  Every time a new point in the character's Base Chance of Success
  is gained by study, the character will increase one of the permissible
  Attributes. If the gain was in a Bugei, a Physical Attribute may be
  increased by .1 point. For gains in an Art, a Mental Attribute may be
  increased by .05 points. Additionally, upon achieving a score of 99 in
  a Skill ("Mastering the Skill) a similar increase is received in one of
  the appropriate Attributes. Of course, a fractional value in an
  Attribute will not affect the use of the Attribute. A character with
  Strength of-21 has the same Strength-derived benefits as someone
  with 21.9. Only when a full point is gained in an Attribute will changes
  occur in the character's qualities.
  EXERCISE
  A character may increase an Attribute directly, by spending 1 full
  month (3 consecutive weeks) exercising it. The Gamesmaster may
  require that such exercise take place in proper surroundings: an
  Academy or Dojo for the Physical Attributes, and a Temple, Shrine,
  Monastery or Academy teaching the Arts for Mental Attributes. In
  this case, provision should also be made for member of Professions
  lacking easy access to such institutions, such as the Yakuza and
  Ninja. Assume gang or clan installations will provide proper facilities
  for exercise.
  The increase of one's Attribute scores, whether by these means or
  by the intervention of supernormal forces, is the only way to
  permanently increase the characteristics derived from the Attributes
  (Abilities, Saving Throws, and Capabilities, as described below).
  1042.0 SAVING THROWS
  Saving Throws are directly derived from current Attributes, and
  are used to determine the success of an attempt to use that Attribute
  in some extranormal fashion to influence the campaign: performing
  2
  
  some feat of strength, or a notable act of dexterity or agility.
  Likewise, Saving Throws are used to avoid dangers by the exercise
  of an Attribute, resisting the effects of magical attacks, falls, poisons,
  disease, or traps. They are called for frequently throughout the
  rulebooks.
  The raw Saving Throw is equal to the current Attribute score/3. To
  this, all Characters add their Level to derive the Base Saving Throw.
  The Base Saving Throw scores so derived are used by rolling
  1D20. If the die roll is less than or equal to the specified Saving
  Throw, then the action attempted by using that Saving Throw has
  succeeded. If not, it has failed.
  A successful Saving Throw can be a "Critical Success," as a failed
  die roll can be a "Critical Failure." The former term designates a
  success beyond the normal range of probability and the latter
  indicates that not only has the Saving Throw attempt failed but in
  addition the Character has made some error that worsens his
  condition.
  A Saving Throw will be called for in numerous situations defined in
  the rules to follow. In most cases, these references will also give any
  modifiers which apply to the base value. Such factors that alter the
  base score in the Saving Throw are called Situation modifiers.
  The term "Saving Throw" will often be abbreviated as "ST"
  hereafter. It will be preceded by the Attribute to be used in making
  the Saving Throw, for example, a "Strength ST."
  When applying modifiers to Saving Throws, make all indicated
  changes to the Base Saving Throw, unless the rules specifically
  require a change to the Raw Saving Throw. In this latter case, the
  modified raw score would still be increased by the Character's Level
  to derive the Base Saving Throw.
  1043.0 ABILITIES
  An Ability is a score derived directly from one or more Attributes.
  Unlike Saving Throws, which all use the same formula, there are
  many different Abilities which are derived from their source
  Attributes in various ways.
  Abilities define constantly operating, automatically successful
  actions and potentials. It requires no special Saving Throw or other
  die roll to walk normally at the rate controlled by the Base Movement
  Allowance, or BMA. Abilities determine the normal range of
  Character performance in major areas of the game.
  1043.1 STRENGTH ABILITIES
  The abilities derived from Strength are:
  1043.1a Encumbrance Capacity (ENC CAP)
  This ability measures the amount of weight a character can carry,
  both on a long term basis (armor, weaponry, equipment) and in the
  short term (power lifting massive items, boulders, etc.).
  The various levels of Encumbrance are measured in multiples of
  the Character's current Strength scores, expressed in pounds.
  The levels of Encumbrance are: Unencumbered, Partially
  Encumbered, Fully Encumbered, and Over Encumbered. These
  conditions generally refer to a load the character is carrying for an
  extended period.
  The other terms, Lifting and Shifting, refer to the manipulation of
  very heavy loads for short periods, usually concentrating on the
  strength of the arms. The rules permitting Lifting and Shifting
  weights are optional, to be included in the campaign at the discretion
  of the Gamesmaster.
  UNENCUMBERED
  A character carrying up to 2 x Strength in pounds is
  Unencumbered. 
  His load has no effect on his actions.
  PARTIALLY ENCUMBERED
  A character carrying up to 4 x Strength in pounds is Partially
  Encumbered. He suffers a reduction of 25% in his current Deftness
  and Speed Attributes, also lowering Abilities based on those scores.
  He also suffers a -1 to all BCS, Capability and Physical Attribute
  Saving Throw rolls.
  FULLY ENCUMBERED
  A character carrying up to 6 x Strength in pounds is Fully
  Encumbered. He suffers -50% to his current Deftness and Speed.
  This will lower their related Abilities. He also suffers a -2 to all die
  rolls for BCS, Capability, and Physical Attribute Saving Throws.
  Note that certain other activities will be specified in the rules as
  being impossible or at least much more difficult under certain
  Encumbrance conditions.
  OVER ENCUMBERED
  The Gamesmaster may choose to allow Characters to carry more
  weight than their maximum Encumbrance Capacity. This puts them
  in an Over Encumbered condition.
  A character can carry up to 8 x Strength in pounds, which render
  him Over Encumbered. He suffers no further penalty to his current
  Deftness and Speed, but in all other areas: use of Skills, Magic, any
  activity other than staggering along under his crushing burden, he is
  helpless.
  For every 10 minutes characters remain Over Encumbered, they
  will take 1D10 of Subdual damage, keeling over from exhaustion
  when this reduces their Hit Points below 1.
  OPTIONAL RULE: LIFTING AND SHIFTING WEIGHTS
  A character can lift to full extension (arms length over his head) a
  weight up to 10 x Strength in pounds. He may move only one yard per
  Detailed Turn while so engaged, and may do so only if he can make a
  Strength Saving Throw. If he should roll a Critical Success on this
  throw, he may move up to 1 yard per Level. A Critical Failure will
  inflict a Disable Effect to one of his limbs, either an arm or a leg (see
  section 1120.4e, on Critical Damage). The chance of a given limb
  being affected is 50-50 for arm or leg and 50-50 for left or right. He
  will also drop the item at once. For each Detailed Turn the character
  engages in such lifting, he will take Subdual Damage equal to 1D6
  per 100 pounds or fraction thereof, and will pass out from the strain if
  this reduces his Hit Points below 1.
  A character can shift a load, lifting it high enough to move a few
  feet, weighing up to 12 x Strength in pounds. He may shift such a
  load 1 yard per Detailed Turn. Shifting a weight of this magnitude
  does 1D3 of Subdual Damage per 100 pounds of weight, or fraction
  thereof for each Detailed Turn in which the Character is performing
  this action.
  Lifting heavier weights requires a Strength Saving Throw and is
  subject to such penalties as the Gamesmaster deems proper.
  Shifting more weight constitutes a Task, as described in section
  1130.0, and those rules should be used.
  The Gamesmaster may also take into account the effects of the
  object's size and shape on lifting. Objects that do not provide a good
  grip may be more difficult to life, having an "effective weight" greater
  than their actual poundage. Alternatively they may require certain
  actions before lifting, such as the affixing of ropes or handles.
  More than one Character can team up to lift heavy items if
  sufficient handholds exist. Each Character suffers a 10% penalty to
  his lifting capacity in this situation. They may lift the sum of their
  modified totals in this manner. The same applies to shifting an item.
  1043.1b Damage Bonus (DAM)
  High Strength increases the effects of one's blows with weapons,
  doing more damage than normal. Likewise low Strength reduces the
  effectiveness of successful hits.
  For every 5 Full points of current Strength over 15, the Character
  adds +1 to the damage of his hits in combat. Thus, a character with
  Strength 20-24, using a weapon doing 1D6 damage on a hit, will
  inflict 1D6+1 points of damage when he hits a foe with this weapon.
  The Damage Bonus is of The same type of damage as that done
  normally by the weapon: Subdual or Lethal.
  For Strength below 10, penalties may be suffered to damage. For
  every 3 full points under10,a-1 is suffered to weapon damage. Thus,
  for Strength 5-7, -1 to damage; Strength 2-4, -2 to Damage.
  A character with a Strength of exactly 1 is Too Weak to do effective
  damage in a fight. Such individuals can only hope to use weapons at
  all by resorting to poison, which will take effect on a hit even if no
  damage is done, or by cutting the throats of incapacitated
  opponents.
  If Strength is increased over 40 by some means, the Damage
  Bonus will increase to fit the new total.
  1043.1c Base Unarmed Combat Damage
  The damage done using the various forms of Unarmed Combat in
  the game is an Ability derived from current Strength. All Unarmed
  Combat Damage is Subdual damage.
  For current Strength 2-10:1D3 damage is done. Damage penalties
  for low strength not levied.
  For current Strength 11-30: 1D6 damage is done.
  For current Strength over 30: 1D10 damage is done.
  1043.1d Weapon Use
  A Character's Strength governs what handweapons he can use
  without difficulty in combat. A powerful man can swing a long No-
  dachi (Great Sword) with less strain than a weaker warrior. A puny
  character has difficulty with such heavy arms.
  All the items listed on the Weapons Table, section 1104.2a, have an
  assigned "Minimum Strength Required" rating. Characters must
  have at least this score in Strength if they are to use the weapon
  without penalty.
  3
  
  If the weapon's Minimum Strength Requirements exceeds the
  Character's current Strength, the character must:
  — Reduce the weapon's Damage Die by 1 step, as explained in
  section 1117.4.
  — Suffer a penalty to his Base Chance of Success (BCS) with the
  weapon equal to the difference between his Strength and the
  Minimum Strength Required.
  The Minimum Strength required to use a weapon can vary,
  depending on how it is used. All weapons are rated for use 1-
  Handed, 1 ½ -Handed, or 2-Handed.
  1-Handed weapons are designed for use using only one hand. The
  Minimum Strength Required is not affected by using them in this
  manner. Using a "1-H" weapon two handed has no effect on its
  handling or damage.
  1 ½-Handed weapons are primarily used with both hands, but
  may be used one handed at minimal penalties by Characters with
  sufficient Strength. A -1 is imposed to the BCS for using a 1 ½-
  Handed weapon in only one hand. In addition, the Minimum
  Strength Required is increased by 25% and further penalties occur
  only if this raises it beyond the wielder's Strength, as described
  above.
  2-Handed weapons normally require the use of both hands. They
  may be used 1-handed, but this will automatically reduce their
  Damage Die one step and impose a -2 to the wielder's BCS. The
  Minimum Strength Required is also increased by 50% and if this
  exceeds the Character's Strength, normal penalties are then applied
  cumulatively, thereby reducing the Damage Die two steps and
  further reducing the Adjusted BCS.
  1043.2 DEFTNESS ABILITIES
  The Abilities derived from Deftness are:
  1043.2a Base Action Phase (BAP)
  The Base Action Phase is used in Detailed Action scale. The BAP
  governs Character actions in a Detailed Turn. In BUSHIDO the
  Detailed Turn is used when resolving fast moving, detailed situations
  including, but not limited to, combat.
  Each Detailed Turn is broken down into an indefinite number of
  discrete Action Phases, numbered in descending order from the
  highest Base Action Phase involved in the situation down to Action
  Phase 1.
  A Character must wait until the Action Phase equalling his Base
  Action Phase comes by in a Detailed Turn before he can actively do
  anything that turn: move, cast a spell, shoot a missile, attack, speak,
  etc. The Base Action Phases of all Characters involved in the
  situation determine the order in which the Characters will act in the
  Detailed Turn.
  The Base Action Phase = current Deftness/2, round down.
  Note that no action occurs in any Action Phase with a number
  lower than 2, Thus, a character with a current Deftness of 3 or less is
  essentially limited to movement only, when using Detailed Action
  timescale. His reflexes are just too slow. Such Characters perform
  their movement on Action Phase 2, moving after all other actions in
  the Detailed Turn have been resolved. Any other actions allowed to
  such Characters are purely at the discretion of the Gamesmaster.
  Characters with high Speed scores may be allowed to perform
  multiple actions in a single Detailed Turn. See "Maximum Number of
  Actions," below. In this case, the Action Phases on which they may
  perform these Actions are derived from the Base Action Phase.
  0 Actions allowed: Perform on the BAP of every other Detailed
  Turn.
  1 Action allowed: Perform on the BAP.
  2 Actions allowed: Perform first on BAP. Perform second on
  BAP/2, round down.
  3 Actions allowed: Perform first on BAP. Perform second on
  2BAP/3, round down. Perform third on BAP/3, round down.
  While 4 actions are not normally possible, extraordinary means
  can be used to gain this, or even higher rates of speed. In such a case,
  actions may be performed beginning with the first one on the BAP
  and subsequent actions evenly spaced throughout the Detailed
  Turn. But no actions be performed on Action Phase 1.
  1043.3 SPEED ABILITIES
  Abilities derived from Speed are:
  1043.3a Maximum Number of Actions (MNA)
  As mentioned under Deftness Abilities, it is possible to have more
  than one action allowed in a Detailed Turn. The number of actions
  allowed in any given Detailed Turn is called the Maximum Number of
  Actions. It is derived from the current Speed score.
  The MNA is equal to current Speed/10, with the following provisos:
  — A normal MNA greater than 3 is treated as equal to 3.
  — An MNA=0 does not preclude all effective action. But the
  Character may only act on his BAP on every other Detailed
  Turn. He is assumed to take two Detailed Turns to complete an
  action.
  1043.3b Base Movement Allowance (BMA)
  The Base Movement Allowance is the basic measure of how far a
  Character can travel in a Detailed Turn. The type of movement
  selected by the Character will modify this figure (Walk, Run, Charge,
  etc.).
  The base score is equal to current Speed/3.
  As various scales of play are used in BUSHIDO, this figure will
  convert into "real" distance at a value based on the scale in use. In
  Detailed Action, this is in yards.
  The Speed score also may be used to measure movement on
  larger scales. See section 1110.0.
  1043.4 HEALTH ABILITIES
  Abilities derived from Health are:
  1043.4a Hit Points (HPT)
  Hit Points represent the Character's resistance to wounds and
  fatigue. Whenever a Character suffers Damage, due to a weapon hit,
  a fall, triggering a trap, fatigue from overexertion, etc., the resulting
  amount of Damage is subtracted from the Hit Points.
  When the total Damage suffered exceeds the total Hit Points, the
  character is incapacitated. If the total of Lethal Damage suffered
  exceeds the sum of the Character's Hit Points and Level, the
  Character is dead.
  A Player-Character's Hit Points are derived from two sources. The
  base figure is equal to his permanent Health Attribute. Moreover,
  when a Character achieves a given Level in his Profession he will roll
  a die, and add the die roll to his Hit Points. The type of die used varies
  according to the Character's Profession. This information is dealt
  with in the Professional Summary Chart in section 1080.3. This
  process begins with 1st Level, so all beginning Player-Characters
  will have Hit Points=Health + Profession's Hit Point Die Roll.
  Note that the Character Record Sheet has separate spaces for
  keeping track of current levels of Lethal and Subdual Damage
  suffered. Careful note should be taken of these figures during play,
  as well as of the sum of the two. These totals play an important role in
  the Character's life (and death).
  1043.4b Healing Rate (HR)
  Healing Rate governs the speed with which a Character regains
  lost Hit Points. It is equal to his permanent Health/5. A Character has
  a minimum base Healing Rate of 1, although modifiers due to
  circumstances can reduce it lower, forbidding healing until
  conditions improve.
  The effects of medical treatment, rest, healthful or unhealthy
  surroundings and other conditions are dealt with in the rules on
  Healing, section 1095.0. The adjusted Healing Rate is the amount of
  damage recovered over a given period of time.
  1043.5 WIT ABILITIES
  Abilities derived from Wit include:
  1043.5a Freely Improvable Skills (FIS)
  A Character advances in BUSHIDO by several means. One of the
  most important is training to improve existing Skills and to gain new
  ones. The controlling factor on how many such Skills may be studied
  without difficulty is the Freely Improvable Skill score.
  The FIS is equal to the permanent Wit score. A Character may
  designate a number of Skills up to this amount as Freely Improvable.
  He must so designate all skills in which he actively trains as long as
  he still has available points to allocate in his Freely Improvable Skills.
  One cannot voluntarily train in a Skill at the penalty for not being in a
  Freely Improvable Skill.
  Should a character exceed his Freely Improvable Skills, all study
  in other Skills is at a penalty. Should he subsequently increase his
  FIS, he must designate the next Skill he studies in as Freely
  Improvable, continuing in this manner until he has allocated all of his
  new points.
  The character's list of Skills, on the Character Record Sheet,
  should have marked Freely Improvable Skills by underlining the
  Skill, or otherwise making its status clear.
  Details on study are given on section 1052.0.
  4
  
  1043.5b Perception of Hidden Things
  A Hidden Thing is some person, item, or fact which is concealed
  from direct observation. This may be deliberate, as in the case of a
  character waiting in ambush or a secret trap door, or the
  concealment may be quite natural, as in the case of a single gem in a
  mass of pebbles, or a scrap of writing lost in a pile of rubble. The
  Hidden Thing is not restricted to those items that are perceptible by
  sight. Any sense can perceive the secret: smell can reveal the
  presence of poison in one's tea, touch can find the catch that opens
  the secret door, hearing can alert the character of enemies on the
  other side of a closed door. The Gamesmaster may allow characters
  to find all sorts of clues by treating the information as a Hidden Thing.
  On the other hand, the Gamesmaster can designate anything as a
  Hidden Thing when the campaign action requires it.
  To detect a Hidden Thing, the characters roll a Wit Saving Throw.
  If they make it successfully, the Hidden Thing has been spotted.
  When one or more characters are casually passing a Hidden
  Thing's location, the Gamesmaster can make a single, secret die roll
  to determine if they have noticed it. The Gamesmaster rolls 1D20. If
  the die roll is less than or equal to the Wit Saving Throws of any
  characters in the group then those characters have noticed the
  Hidden Thing, or at least noticed that there is a Hidden Thing there.
  The Gamesmaster may require more deliberate study if the
  characters want to find out exactly what it is they have spotted.
  Three characters are moving through the halls of the haunted
  castle, seeking death or glory. They are not, however, aware
  that they should be looking for the secret trap door in their
  path. 
  The Gamesmaster rolls 1D20, scoring 
  10. Any
  characters with a Wit Saving Throw of 10 or more will see the
  trap door before they step on it. Those with a lower Wit ST will
  not notice it. If the clever Shugenja in the back of the group
  spots the trap door while his two Bushi guards do not, the
  Gamesmaster will need to see if he can warn them to halt
  before they step on the trap door and (CREAK 
  Aiiieeee!
  Splash!!), er. trigger it (Oh well).
  The Gamesmaster may assign an inherent modifier to the Hidden
  Thing, so that all characters are at plusses or minusses to detect it.
  Characters using some Skill to conceal themselves will generate
  such a modifier based on their proficiency in the Skill. See section
  1053.1, on the Skill of Shinobi-jutsu (Stealth) for an example of this.
  Detailed searching of an area permits all those searching to make
  a Saving Throw to discover Hidden Things, if any. Such searches will
  require 1D10 minutes per 100 square feet searched per man. The
  Gamesmaster may modify this die roll to adjust for the clutter of the
  space or complexity of the search.
  1043.6 WILL ABILITIES
  Abilities derived from Will include:
  1043.6a Power
  Characters able to use magical or mystical techniques must keep
  track of their Power source, which provides the energy by which they
  perform their wonders. All occult activities have a Power Cost given
  in the rules governing them. When a character uses his occult
  powers, he deducts the Power Cost from his current Power. The
  score is usually restored to full value every morning, at sunrise.
  Section 1073.4 gives the rules on Magic, used by the Shugenja,
  while section 1074.4 governs Mysticism, the religious powers of the
  Gakusho.
  Magical activity when one's Power is gone can have dangerous
  consequences.
  The Power score, like Hit Points, is derived from two sources. The
  base score is equal to the permanent Will score. As the character
  improves his Level, he will gain more power, rolling 1D10 plus the
  newly acquired Level and adding this result to his current Power
  score. This procedure begins when the character is at 1st Level.
  Therefore, 
  beginning 
  Player-Characters 
  in 
  the 
  magic-using
  Professions have an initial Power score equal to their Will + 1 D10+1.
  Upon achieving 2nd Level, the character adds 1D10+2 to the Ability,
  and so on throughout his career.
  1043.7 COMBINATION ABILITIES
  Certain Abilities derive from a combination of Attributes. There
  are two of these: Learning Rate, derived from Wit and Will, and
  Zanshin, a derivative of Deftness, Speed, and Will, further modified
  by the Character's Level.
  1043.7a Learning Rate (LR)
  This Ability governs the character's advancement in all study and
  training situations. In each "study turn" (usually 1 week), the
  character will increase his score in the studied Skill by the Learning
  Rate, subject to various modifiers as to his own condition and the
  quality of instruction available.
  Learning Rate is determined by taking the average of the
  permanent Wit and Will scores, that is, (Wit + Will). This figure is
  compared to the same score as it exists for the Classic Man of the
  character's Profession.
  This can mean that the same Attributes will determine different
  Learning Rates for different Professions. If the average of the two
  Attributes is less than the Classic Man's in the character's
  Profession, his Learning Rate = 1. If the average is equal to the
  Classic Man's score, or exceeds it by less than 10 points, the
  Learning Rate = 2. If the average exceeds the Classic Man's by 10
  points or more, the Learning Rate = 3.
  The Learning Rates by Profession are therefore as follows:
  Profession 
  LR=1 
  LR=2 
  LR=3
  Bushi
  Budoka
  Shugenja
  Gakusho
  Ninja
  Yakuza
  1-7
  1-9
  1-19
  1-19
  1-9
  1-14
  8-17
  10-19
  20-29
  20-29
  10-19
  15-24
  18
  20
  30
  30
  20
  25
  or
  or
  or
  or
  or
  or
  more
  more
  more
  more
  more
  more
  It must be emphasized that the 1-3 range is only the base score.
  The learning process is subject to numerous modifiers, as detailed
  under Study. See section 1052.0 for further details.
  1043.7b Zanshin
  Zanshin is a difficult concept at first glance, and will not make
  immediate sense until the Detailed Action rules are read (section
  1114.0). It governs the kinds of action permitted to characters on
  their available Action Phases during the Detailed Turn.
  The term "Zanshin" in Japanese refers to a state of overwhelming
  mental dominance in combat, the ability to control oneself, one's
  opponent, and the situation in general by unbroken concentration
  and control of reaction. In BUSHIDO, it determines how effectively
  the character acts in multiple Action Phases, should he possess any.
  Zanshin is derived by totalling the character's permanent Will,
  Speed, and Deftness, and cross referencing the total with his Level
  on the table below.
  Will + Speed
  +Deftness=
  3-29
  30-59
  60-89
  90 and up
  LEVEL:
  1
  1
  1
  1
  2
  2
  1
  1
  2
  2
  3
  1
  2
  2
  2
  4
  2
  2
  2
  3
  5
  2
  2
  3
  3
  6
  2
  3
  3
  3
  You will see from this that all characters have a Zanshin of at least 1
  and it is to be noted that the Base Action Phase always receives the
  effects of this first point of Zanshin. Additional points of Zanshin
  apply to additional Actions of the MNA in turn. A character with
  MNA=2 and Zanshin = 1 may choose a so-called "Primary Action" or
  "Basic Action" only on his Base Action Phase. His other available
  Action Phase allows the choice of only "Secondary Actions," and
  even these are at a penalty. When he raises his Zanshin to 2, both
  Action Phases will become Primary. Should he then gain a third
  Action, by increasing his MNA to 3, it would be a Secondary Action
  until he likewise increases his Zanshin to 3. Zanshin in excess of the
  character's Maximum Number of Actions has no effect on play.
  1044.0 CAPABILITIES
  Capabilities, like Abilities, are derived from Attributes. This is
  usually done by adding or averaging the scores or the Saving
  Throws for two or more Attributes. The result is modified to produce
  a Base Chance of Success, which is then used exactly as with Skills
  (see section 1051.0).
  The Attributes or their derivatives used to calculate the Capability
  scores are always drawn from the permanent score. Alterations in
  the current score do not affect Capabilities.
  When attempting to use a Capability, 1D20is rolled. If the die roll is
  less than or equal to the adjusted Capability, the attempt succeeds.
  Otherwise, it has failed.
  5
  
  1044.1 BRAWLING
  The Brawling Capability is a score from 1-19, equal to the average
  of the Saving Throws in Strength, Deftness, and Will. The Saving
  Throws for the Permanent scores are used in this regard. A
  subsequent loss in the current score does not affect the Capability.
  No Profession receives a Bonus in the use of Brawling.
  This averaged figure is used as a Base Chance of Success in
  combat.
  Brawling Capability may be used to make an unarmed attack, a
  punch or kick, similar to the case of Atemi-waza Skill. It may also be
  used to attack with a real or improvised weapon. In any case, using
  Brawling to attack an opponent who is himself using a formal Bugei
  leaves the Brawler vulnerable to a devastating counterattack. If the
  Brawling attack misses its victim, the victim may be allowed to make
  an immediate counter-attack on the Brawler, using his Base BCS
  and all applicable modifiers for the combat situation (Armor,
  position, etc.). The chance of being allowed such a counterstrike is
  the absolute value of the missed Brawling BCS, rolled on 1D20.
  Using the Capability with a weapon, all rules normally in force for
  weapon use and combat situations apply. In addition, the Damage
  Die for the weapon is reduced one step, and the Brawling character
  suffers a penalty of 50% to the Capability BCS.
  1044.2 CLIMBING
  This Capability is used to ascend or descend any surface
  adjudged by the Gamesmaster as too steep to walk up. It also
  permits faster movement when using ladders or ropes.
  The Climbing Capability is equal to permanent Deftness/2. Ninja
  receive a Bonus equal to their Level for the Climbing Capability.
  Situations requiring a Climbing roll are divided into two classes:
  steep and easy climbs. Steep climbs require a Climbing roll. The roll
  is optional with Easy climbs.
  1044.2a Steep Climbs
  Steep Climbs concern movement on sheer, or nearly sheer,
  surfaces: high walls, cliffs, etc., providing few hand and foot holds. A
  successful Climbing die roll allows the character to safely climb until
  he has moved a total distance equal to his current Strength Attribute
  in feet, at which point a new Climbing roll is required if he is still
  trying to climb. He may move at a rate in feet per Detailed Turn equal
  to the Effect Number of his Climbing Roll.
  The player may reroll before it is required if seek ing to improve his
  character's rate. If the player exercises this option, the character is
  treated as if the roll were required, facing the normal risks of failure.
  A Critical Success doubles the distance the character may climb
  safely.
  A failure on the die roll may indicate a fall. This is checked on
  1D20. Note the Effect Number of the failure. If the die roll is less than
  or equal to the absolute value of this figure, the character may fall. He
  must make a Deftness ST to avoid this. If the Saving Throw also fails,
  he does fall. A Critical Failure always requires the Saving Throw to
  avoid falling.
  1044.2b Easy Climbs
  Easy Climbs concern movement on sloped but not vertical
  surfaces, overgrown walls or other surfaces rich in handholds, trees
  with limbs, etc. Ladders or knotted ropes are also "easy climbs. "The
  Climbing die roll is optional. Without it, the character climbs at a rate
  of 2 yards per Detailed Turn.
  Climbing may be used to enhance the rate, at the risk of falling.
  The rate is increased by a successful roll to the extent of the Effect
  Number/3, for that Detailed Turn. A Critical Success allows this rate
  for additional Detailed Turns equal to his Level.
  A simple miss leaves the rate unchanged. A Critical Failure will
  cause the character to remain motionless, with one chance in 20 of
  checking for a fall as for normal failure in a Steep Climb.
  1044.3 LEAPING
  In game terms, Leaping is defined as a jump that is more than 1
  yard in length or more than a foot off the ground. Such moves require
  a die roll on the Leaping Capability.
  Leaping Capability is equal to permanent Speed/2. Ninja add their
  Level to the Leaping Capability as a Bonus.
  1044.3a Broad Jumps
  Broad Jumps: The character achieves a height of a foot or so, waist
  high at most. His main motion is parallel to the ground. The distance
  travelled in yards is: (Strength/10)+(Effect Number of Leaping
  roll/3).
  Even if the roll fails, it will be seen that distance can be travelled. If
  a running start is taken (preceding Leap with a Charge Option) add
  the Base Movement Allowance to Strength for purposes of
  calculating the base distance jumped.
  If the Leaping roll fails, you still use the Effect Number, generating
  a negative modifier in this case. The jump carries the character for
  this reduced difference. If the distance is reduced below 1, the leap is
  aborted and the character must make a Speed Saving Throw or trip
  and fall.
  1044.3b High Jumps
  High Jump: The jump is essentially in place, height being
  measured in an effective "addition" to the character's height,
  covering about 1 yard laterally.
  Height achieved in feet=(Strength/10) + (Effect Number/2). Again
  some height can be achieved even if the Leaping roll fails. If the
  effective height is reduced below 1, the leap is aborted and a Speed
  ST is required vs. falling down.
  A running start (preceding the Leap with a Charge move) adds the
  Base Movement Allowance to the Strength score for purposes of
  calculating the base distance travelled.
  The Detailed Movement rules will clarify many of these terms and
  concepts. Skill in Karumijutsu will enhance all aspects of Leaping.
  1044.4 MAGIC
  Successfully casting a spell, in the broad sense of causing a
  magical or mystical effect to happen, requires a successful roll on
  Magic Capability. The rules governing Magic (section 1073.4) will
  need to be consulted for the details of this aspect of the game.
  The Magic Capability is derived from the permanent Wit and Will
  scores, which are added together to form a score from 2-80. This is
  divided by 5, to derive a BCS. Shugenja and Gakusho add their level
  to this figure.
  1044.5 SWIMMING
  Any character may swim in water above his waist, and must swim
  in water over his head. He may do so without checking his Swimming
  capability if he is in calm water, Unencumbered, without any
  disabled limbs, and if his current wounds are at worst Light, ie. he
  has at least 75% of his full Hit Points left.
  The Swimming Capability is equal to the average of the Saving
  Throws in Strength, Deftness, and Health. Again, Saving Throws
  based on the permanent Attribute scores are used. Members of the
  Ninja Profession add their Level to this figure as a Bonus. Other
  characters do not.
  A character who attempts to swim under conditions other than the
  above must roll 1 D20 to try and use the Capability. Success will keep
  him afloat and allow him to try and swim normally for 1 Detailed Turn
  for each Level the character has achieved. Failure means he is
  sinking, his head is now below the surface. Each Detailed Turn
  thereafter, on his Base Action Phase, he may seek to get back to
  surface, rolling on the Swimming Capability as before. On Action
  Phase 1 of any Detailed Turn in which his head is below water, he
  must make a Health Saving Throw or start to Drown.
  1044.5a Drowning
  Characters whose heads are below water at the end of a Detailed
  Turn may suffer damage, drawing if they do not reach air in time. If
  the character expected to be immersed and took a breath before
  going under, he will be able to hold his breath for a number of
  Detailed Turns equal to his Level plus the roll of 1D6. At the end of
  this time or at the end of the first Detailed Turn if he was immersed
  without being able to take a breath, he must make a Health Saving
  Throw or suffer 1D6 of Subdual Damage.
  The procedure continues in this manner at the end of every
  subsequent Detailed Turn he is underwater until he reaches air or
  loses consciousness. For each Detailed Turn after the first in which
  the character is submerged, add-1 to the Saving Throw and +1 to the
  damage die. Thus, at the end of the second turn of immersion, the
  character is at -1 to his Health ST and will take 1D6+1 in Subdual
  Damage. After the third Detailed Turn, he is at -2 on the Saving
  Throw and will suffer 1D6+2 if it fails, and so on. An unconscious
  character in water will drown in 1D3 plus his Level Detailed Turns. If
  pulled out, the Subdual damage may be healed normally.
  1044.5b Movement Rates in the Water
  A character who can swim normally, either because conditions
  allow it or because he has made a Swimming roll to overcome
  adverse conditions, may seek to increase his swimming speed above
  the basic 1 yard/Detailed Turn rate. A successful die roll adds its
  Effect Number/3, to the yards he may swim in that Detailed Turn. A
  Critical Success adds an additional 1D6 yards. A Critical Failure
  means no movement occurs. The character is treading water. Simple
  failure leaves him plugging along at the statutory rate.
  When in the water (over the waist) Swimming Capability modifies
  the character's success at involved or violent actions, such as
  combat, magical spell casting, applying Skills, making Saving
  6
  
  Throws using Physical Attributes, etc. In this instance the BCS, ST,
  or other die roll being attempted is averaged with the Swimming
  Capability. This calculation yields a new value. This is the score
  which is used for the die roll, unless the new value exceeds the
  character's base value in the Skill, Saving Throw, etc., being
  averaged with the Swimming Capability. In this case, the normal
  value, before averaging, is used. Being a strong swimmer does not
  make a character a better fighting in the water than he is on dry land,
  for example.
  1050.0 SKILLS
  Besides the inherent qualities of characters measured by the
  Attributes, Saving Throws, Abilities, etc , BUSHIDO also measures
  characters' advancement in learned abilities, or "Skills."
  All Skills have a score of 0-99 points, which may be increased by
  training. This represents the character's overall mastery of the
  subject matter involved in that Skill. There are two classes of Skill in
  the game:
  Bugei — (Pronounced "Boo-guy") The martial arts, Skills in both
  personal combat and such soldierly virtues as riding, swimming,
  hiking, etc.
  Fine& Practical Arts —We designate here those Skills which include
  the performing Arts, graphic Arts, scholarly studies, and social Arts
  such as the Tea Ceremony, as "Fine Arts." "Practical Arts" are
  defined as non-martial, non-aesthetic Skills which still have value in
  the campaign. Such areas as woodcraft, gambling, massage, etc.,
  fall into this category.
  Study in languages, either written or spoken forms, also falls into
  the class of Arts. For game purposes, languages and literacy may be
  considered Fine Arts, although no formal styles or schools of
  thought exist in this area.
  Skills used in the magical or mystical activities of Shugenja and
  Gakusho also are considered Fine Arts. These include the "Five
  Schools of Magic" and the "Five Yogas."
  Ninja Skills are a specialized class of Skills. Only some of these are
  available for study by characters outside of the Ninja Profession.
  This Profession developed a number of unique Skills for stealth,
  disguise, the use of secret drugs and special weapons. Some of
  these partake of the nature of Bugei, others of the Practical Arts.
  1051.0 BASE CHANCE OF SUCCESS
  Whenever a Skill is used in the game, it is necessary to calculate
  the user's "Base Chance of Success," or "BCS." This will usually
  work out to a value of 1-20, though higher or lower figures can occur.
  Once the BCS has been determined, 1D20 is rolled, usually by the
  player whose character is trying to use the Skill. If the die roll is less
  than or equal to the "Adjusted BCS" (see below) then the Skill has
  been successfully used.
  There are several steps to follow in calculating the final, or
  "Adjusted" BCS, against which the die roll is matched.
  Raw BCS — the "Raw BCS is derived directly from the character's
  Skill score of 0-99 points as follows:
  Divide the Skill score by 5, rounding fractions down. Fractional
  values in calculating the Base Chance of Success are Always
  rounded down! This yields a figure from 0-19, which represents the
  "Raw BCS."
  Base BCS — The "Base BCS" may be the same or greater than the
  Raw BCS. Some Skills are designated "Bonus Skills" for certain
  Professions. "Kenjutsu," or swordmanship, for example, is a Bonus
  Skill for Bushi (Warriors). It is not a Bonus Skill for, among others,
  Shugenja (Magicians). A character with a Bonus in the Skill he is
  using adds his Level to the Raw BCS to derive the Base BCS. For
  other characters, the Raw BCS is the Base BCS.
  NOTE: Character in a Profession receiving a Bonus in a Skill always
  have a Base BCS of at least their Level in that Skill. This applies even
  if the character has no score in the Skill, and hence a Raw BCS=0.
  Adjusted BCS — Once the Base BCS is calculated, further modifiers
  may apply. They will usually be based on the particular situation in
  which the Skill is being applied. In combat, for example, the position
  of the opponents, the quality of weapons, the armor worn, etc., all
  modify the Base BCS to determine an Adjusted BCS.
  When all the bonuses or penalties relevant to the case have been
  applied, then the 1D20 is rolled, and the final success or failure of the
  Skill use determined.
  If the Adjusted BCS is in the range 2-19, a natural die roll of 1
  always succeeds, and may indicate a "Critical Success," ie. a better
  than usual result. Likewise a natural die roll of 20 always fails, and
  may indicate a "Critical Failure," ie. not only failure, but some
  disastrous mistake.
  1051.1 ADJUSTED BCS LESS THAN OR EQUAL TO 1
  If the Adjusted BCS comes out exactly equal to 1, then a natural
  die roll of 1 does not always indicate a "Critical Success,"si nee a roll
  of 1 was required to succeed in the first place. A die roll=1 in these
  circumstances requires another die roll against the Raw BCS in the
  Skill. If this die roll succeeds, a Critical Success was achieved. If it
  fails, only a normal success resulted.
  If the Adjusted BCS is less than 1, a die roll of 1 is required for even
  a chance of success. If this die roll occurs, a second roll is required,
  as above, but a success in rolling against the Raw BCS only confers
  normal success. A miss on this second roll indicates that the Skill
  attempt has failed completely. It requires a second natural roll of 1 on
  this die roll to achieve a Critical Success. A natural roll of 20 in this
  circumstance indicates only a normal failure, not a Critical Failure.
  1051.2 ADJUSTED BCS GREATER THAN 19
  If the Adjusted BCS exceeds 19, a roll of 20 still fails to succeed. In
  this case, no "Critical Failure" results are inflicted on the character.
  The extent of the Adjusted BCS above 19 may influence the extent of
  the success, since the margin by which a BCS roll succeeds can have
  a great effect on play (see Effect Numbers, below).
  1051.3 CRITICAL SUCCESSES AND FAILURES
  As stated above, very low die rolls can indicate Critical Success, ie.
  not only has the BCS roll succeeded, but the result is even better
  than normal.
  In combat, for example, a blow of crippling damage has been
  inflicted on the opponent when a Critical Success is thrown.
  Under normal circumstances, ie. when the Adjusted BCS is
  greater than 1, a BCS die roll of less than or equal to 10% of the
  Adjusted BCS indicates a Critical Success, or a die roll of 1 in any
  case. Thus, a character with a score of 2-14 scores a Critical Success
  on a die of 1. If the Adjusted BCS is 15 to 24, a die roll of 1 or 2 is a
  Critical Success, as 15/10, rounded nearest, is 2, as with all numbers
  in the range to 24. An Adjusted BCS of 25 to 34 receives a Critical
  Success on a 1, 2, or 3, and so on.
  Critical Failures can only occur (unless cursed or otherwise at
  some extraordinary disadvantage) on a natural roll of 20. The only
  effect of Adjusted BCS on this figure is that an Adjusted BCS greater
  than or equal to 20 negates the criticality of the miss. That is, a
  character with an Adjusted BCS of 19 or less who rolls a 20 has
  probably done something dumb. A character with an Adjusted BCS
  of 20 or more who rolls a 20 has simply not succeeded in his attempt.
  1051.4 EFFECT NUMBERS
  Basically, an Effect Number is derived by subtracting the BCS die
  roll from the Adjusted BCS. If the roll was successful, the result must
  be 0 or more, since the die roll had to be less than or equal to the
  Adjusted BCS. The Effect Number for a missed roll is going to be
  negative.
  Effect Numbers can be used to get a rule of thumb measure of the
  degree to which a BCS roll succeeded, or the quality of that success.
  A "Haiku" poem, one improvised on the spot by the poet, which has
  an Effect Number of 9 or 10 is obviously superior to one with only a 1
  or 2. The relative merits of competing products can be determined in
  this way, comparing Effect Numbers to see whose was better. The
  many contests and games popular in Nippon can be inserted into the
  BUSHIDO campaign by using this rule.
  The Effect Number is also used to measure progress in some long
  term project. A roll is made for each period of time spent on the
  project (a "Task") and the Effect Numbers for each roll are tallied.
  When the total is equal to the number of points assigned the project
  in question, it is complete. This is the basis of the Task System
  described in section 1120.0.
  Since Effect Numbers for failed die rolls are negative, they can
  indicate the extent to which that failure affects one's progress. In
  very difficult projects or Tasks, they are added to the tally of points as
  are positive Effect Numbers, but being negative numbers, these will
  reduce the overall total.
  1051.5 AVERAGING SKILLS
  In using the more esoteric combat arts, or producing superior
  works of fine art, characters may be required to "average" two or
  more Skills. This is done by adding the Raw BCS scores in the Skills
  involved, dividing the total by the number of Skills used, and using
  the result as the Raw BCS for the circumstance requiring the
  averaged die roll.
  Since Raw BCS scores are used, we require characters using
  averaging Skills to have a score in all Skills used. The minimum score
  7
  
  necessary is a Raw BCS of 1. Certain Skills will be specifically
  exempted from this rule in their descriptions.
  For Bonuses, the general rule is that if any of the Skills averaged
  are Bonus Skills, then the character receives a Professional Bonus to
  the Raw BCS. Exceptions are noted as they occur.
  Yadomejutsu., a Bugei (Martial Skill), is a technique for
  parrying arrows or other small missiles with hand weapons. It
  is averaged with the Skill in whatever weapon the character is
  using to parry with. The averaged Raw BCS may not exceed
  the BCS in Yadomejutsu. A Bonus is received if the weapon
  used is a Bonus Skill for the Character.
  1052.0 Study and Training
  Characters increase their scores in a Skill by deliberate study. This
  is measured in "Study Turns" of 1 week and is usually performed in
  "Downtime," the time between actual adventures.
  For each Study Turn spent in training, a character increases his
  score in the chosen Skill by an adjusted figure derived from his
  Learning Rate Ability. For each Turn of study, calculate this adjusted
  Learning Rate as follows:
  (Learning Rate + Learning Bonuses)/(2 x Learning Hindrances).
  A Learning Bonus is some enhancement, added to the base
  Learning Rate. A Hindrance is some condition which reduces overall
  learning ability. Each Hindrance halves the effective value of the
  study period.
  1052.1 LEARNING BONUSES
  Each Bonus adds 1 to the Learning Rate unless otherwise
  specified.
  Studying with Teacher of Level Superior to student's own.
  This reflects the inherent superiority of the higher Level
  characters and is not influenced by the respective Profession of
  Teacher and student. For example, a 4th Level character studying
  under a 5th Level character.
  Studying with Teacher of 6th Level (Master).
  Studying under any character who is 6th Level gains the student a
  bonus, no matter how high the student's own Level is.
  Studying with Teacher who has mastered Skill (score of 99 in Skill).
  While any character with a score in the Skill that is higher than the
  student's may teach him the Skill, a character who has mastered the
  Skill may be assumed to offer a better level of teaching ability.
  Studying at an Academy. Monastery, School, etc., specializing in
  Skill.
  Centers of learning that have a special place in their curriculum for
  a given Skill usually developed highly effective teaching methods.
  When the Gamesmaster designs such a place that will be a
  permanent fixture in the campaign, he should note what Skills it is
  noted for teaching, in which it will receive this bonus.
  Studying Bonus Skill for student's Profession
  Skills harmonious with the student's background, ie. his
  Profession, will be more easily mastered.
  Studying with Aid of a Torimono (Teaching Scroll).
  Torimono, besides being notable art/literature works, could be
  written by the great Masters of the past, distilling their knowledge
  into valuable pointers for the student. Possession of a Torimono
  scroll on the subject of the Skill understudy (assuming the student is
  Fully Literate in the script it is written in) will give a bonus if studying
  with a Teacher. If a Teacher is not available, the Torimono will act in
  his place, thus cancelling the Hindrance for solo study but not
  granting a normal bonus.
  Private Instruction
  Contracting a Teacher to spend all his time with a single pupil will
  increase the student' Learning Rate by a significant Bonus. The
  pupil receives a Learning Bonus equal to (Teacher's score-
  Student's score)/10. The Gamesmaster may choose to allow small
  groups Player-Characters to receive this bonus together, if studying
  the same Skill under the same Teacher. This will depend on how
  generous he wishes to be with such training.
  1052.2 HINDRANCES
  Studying without a Teacher.
  The tradition of acquiring specialized Skills in Nippon requires a
  master, a Teacher as defined below. Characters lacking a Teacher,
  or substitute such as a Torimono scroll, will incur a Hindrance.
  Student has score over 60 points in Skill studied.
  Once a given level of mastery has been reached, a student in any
  field will find it more difficult to achieve the final development of his
  Skill. Having mastered the "basics", arbitrarily set at 60% of the
  subject matter, a Hindrance is levied against further study.
  Not studying a Freely Improvable Skill.
  Once the number of Skills studied exceeds the character's Freely
  Improvable Skills Ability, study in other Skills is at a Hindrance. For
  example, a character with Freely Improvable Skills equal 12 has
  studied 12 Skills during his career so far. If he starts to study another
  Skill, progress in it is at a Hindrance. Should he acquire more points
  in this Ability, he may designate this new Skill as Freely Improvable.
  This removes that Hindrance from further study in that Skill.
  Not studying full time (eg. teaching others, holding a job, court
  duties, etc.).
  Characters engaged in minor activities may still study, but at a
  Hindrance. Such activities include holding a job, even that of
  teaching others. Being engaged in an adventure, going on a military
  campaign (ie. in an army marching into battle), doing research, etc.,
  should preclude study. The Gamesmaster may wish to have Player-
  Characters who teach be unable to study, if he wishes to limit cross-
  training among Player-Characters.
  Wounded, ill. convalescent, etc., if allowed to study in the first place.
  Characters recovering from wounds, diseases, or other damage
  will be hard put to keep up the gruelling pace of the dedicated
  student in Nippon. The Gamesmaster may wish to forbid study in
  his campaign by those not in perfect health. He may waive this
  requirement if they train in areas which are not hampered by their
  wounds, such as the Arts. Alternatively he may permit study in any
  field, but at a minimum of 1 Hindrance.
  1052.3 TEACHERS
  A Teacher, in the meaning used here, is an individual who can
  instruct a student in some aspect of a Skill he does not yet know. As
  such, any character can teach a Skill in which he has a higher score
  than the student (comparing scores at the beginning of the Study
  Turn, if they are getting close to each other).
  For some Skills, most notably the "Okuden", or "Secret
  Techniques" of the martial Skills, a Teacher must be formally trained
  as such. This will be examined more closely in the rules governing
  Okuden (section 1053.2), and what is required to be able to teach the
  advanced Skills correctly.
  A Teacher can train a number of students in one Study Turn equal
  to his Learning Rate times his Level. He may teach up to this number
  of students in any combinations of Skills, ie. he is not restricted to
  teaching them all the same Skill, but the total number of students
  under his tutelage may not exceed Learning Rate x Level.
  In determining the quality of Teachers available in a city, temple,
  or other location where characters would logically seek instruction,
  the Gamesmaster may "stock" the location with specially designed
  NPC teachers, or use a random selection method to determine what
  is available to Player-Characters during that particular stretch of
  downtime. The stocking method is recommended for major cities or
  academies that will be permanent fixtures of the campaign. This is
  especially recommended when characters are seeking a personal
  Master, some great teacher whom they wish to attach themselves to
  on a long term basis.
  If random selection is needed, the following table may be used,
  based on the Class of the City in which a Teacher is being sought, or
  the "Level of Place" where the Teacher is found (see Book 2).
  Roll 1D100, and consult the appropriate column of the Table.
  Cross reference the die roll with the Level of the Teacher. A second
  1 D100 roll is needed to determine If the Teacher is a Master of the
  Skill, ie. if he has a score of 99 in that Skill.
  Level of Place
  Teacher Level 
  A 
  B 
  C 
  D 
  E 
  F
  6th Level 
  01-20 01-20 01-15 01-10 01-05 01-05
  Superior Level 
  21-65 21-55 16-45 11-35 06-25 06-20
  Teacher 
  66-95 56-90 46-90 36-85 26-80 21-80
  No Teacher 
  96-00 91-00 91-00 86-00 81-00 81-00
  Master of Skill
  90% 80% 70% 60% 50% 40%
  The "Level of Place" is geared to the system for classifying the size
  of a city, temple, etc. The bigger such a location is, the more diverse
  its resources and the better the odds of finding superior training.
  The first set of columns determine the relative Level of the
  Teacher, vis-a-vis the highest Level among the Player-Characters
  seeking instruction in the Skill. The percentages below the line, for
  "Master of Skill," give the chance that the Teacher will automatically
  have a 99 in the desired Skill.
  If a Teacher is found, then even if the "Master of Skill" roll does not
  indicate this score, the Teacher may be such a Master. Since he must
  8
  
  have a score higher than his students' in order to teach them, add
  1D6 x 10 (10-60 points) to the current score of the prospective
  student highest score in the Skill among a group, if more than one
  Player-Character seeks instruction. If this generates a score of 99
  (treat higher totals as 99), then the newfound Teacher is still a Master
  of the Skill.
  Modifiers to the die rolls include:
  Type of
  Desired
  Okuden
  Magical
  Yoga
  Training
  study
  School
  Level of Teacher
  Roll
  plus
  plus
  plus
  25
  10
  5
  Master
  Roll
  minus
  minus
  minus
  of Skill
  25
  10
  5
  The Gamesmaster may also wish to modify an advanced
  character's overall chance of finding a teacher. Add (Character's
  score-60)/5, to the die roll for finding a Teacher. A result of "Teacher
  of Superior Level" may also be modified for high-level characters. If
  above 1st Level, roll 1D6. The die roll must be greater than the
  character's Level or the Teacher is assumed to be of lower Level.
  These considerations do not alter the odds of find ing a Master of the
  Skill.
  1052.4 COSTS OF STUDY
  While time and place will greatly modify basic costs for training, a
  set of "standard" values is given here for general use.
  Type of Training
  With Teacher
  In Academy
  Private Instruction
  Studying Okuden
  Non-Ninja studying
  Ninja Skill
  Cost per Week
  1 SP + 1 SP per Learning Bonus
  received due to Teacher.
  +2SP.
  Add 1 SP times Teacher's maximum
  number of students at one time.
  Double costs.
  Pay costs in Gold, not Silver.
  1052.5 INITIAL SKILLS
  In the following descriptions of the individual Skills, an Initial Skill
  Score is given. When preparing a new character, he will receive a
  number of Skills, called Initial Skills. These differ for each
  Profession. When a Player selects an Initial Skill for his character,
  the Initial score shown for that Skill is worked out. This represents
  the training received during his "youth" by the character, prior to his
  entry into the campaign.
  No Attribute improvements derive from the Initial score received in
  a Skill.
  Please note that Initial Skill Scores are received only at the
  beginning of a new Player-Character's game "life." Selecting a new
  Skill for study after beginning play does not give the Player-
  Character an Initial Skill Score in the new Skill. He starts his train ing
  with 0 points in the Skill score.
  1053.0 BUGEI
  "Bugei" are formal Skills in the arts of combat and the techniques
  used in warfare (eg. forced marches, horsemanship). Some are
  common to warriors of all periods and cultures while others are
  uniquely Nipponese. The study and eventual mastery of the Bugei is
  the principal occupation of the fighting Professions: Bushi, Budoka,
  and Ninja.
  All Bugei exist in two forms: Omote and Okuden.
  The "Omote," or "Outer Teachings", measure Skill in the normal
  use of a weapon form or martial technique. The Omote of Kenjutsu,
  for example, is the Skill of properly using the sword in combat. No
  supernormal capabilities derive from using this Skill. An Omote may
  be studied under any available Teacher, that is, a character having a
  score higher than the student's own.
  The "Okuden", or "Secret Teachings", are Skill scores in special
  methods of applying Bugei. In a weapon form, these can be ways of
  enhancing 
  the 
  damage 
  done 
  by 
  one's 
  blows. 
  Seemingly
  superhuman feats can be learned by proper study of the Okuden.
  These arts are developed by the "Ryu", or "Schools", specializing in
  various Bugei. They are jealously guarded from outsiders, being
  handed down from Master to Disciple over the generations.
  The Teacher of an Okuden must have been trained as a Teacher by
  the Ryu whose technique he is teaching. Just having a score in these
  Skills is not sufficient. He must be qualified as an instructor by the
  Ryu. Such qualification is not lightly gained. See section 1053.2
  for more details on Okuden.
  1053.1 DESCRIPTIONS OF BUGEI
  Atemi-Waza
  An unarmed combat system using hand and foot blows to perform
  Strike attacks. Modern Karate is descended from this Bugei. The
  hands and feet are conditioned to great toughness and strike as do
  weapons. The character has the option of Striking with a hand and
  then performing a Second Strike with the other hand. Alternatively,
  he may perform a Strike with his foot. A Disabled leg will prevent the
  character from making any attack with his feet. Hands have Short
  Range while feet have Medium Range.
  The attacks do the base Unarmed Combat Damage, explained in
  section 1043.1c. Atemi-waza attacks receive the normal Damage
  Bonuses due to Strength. A Budoka may add his Level to the damage
  done. Damage is normally Subdual type, but those Professions for
  whom this is a Bonus Skills may elect, before the attack is resolved,
  to strike for Lethal damage instead. Such damage is one half the
  amount of damage normally done. If the Atemi-waza attack is
  delivered while performing a Heroic Leap, the base damage die used
  by the attacker will be reduced by one step.
  If Atemi-waza is used as a counterattack to a Grapple, the user's
  BCS receives no modifiers due to "facing."
  BONUS: Budoka, Ninja.
  INITIAL SKILL SCORE: Strength+Deftness+Will.
  Bajutsu
  The technique of horsemanship. This permits the character to
  control a mount when under difficult conditions, or if the animal is
  trying to bolt, throw him, etc. All BCSs for mounted combat are
  averaged with the BCS in Bajutsu, although this figure may never
  exceed the unaveraged value of the combat BCS in use.
  BONUS: Bushi
  INITIAL SKILL SCORE: 2xWill
  Bojutsu
  The use of the staff in combat. This is much used by monks and
  pilgrims, who may be bound by their vows to shun more lethal
  weapons, and who are also seldom without their pilgrims' staves. A
  staff of down to 4' may be used. Both hands are required.
  For characters of sufficient Strength, Bojutsu also governs the use
  of the fearsome Tetsubo.
  BONUS: Gakusho, Yakuza
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Chikujo-Jutsu
  Fortification and siege strategy. Used by the commanders of armies
  in such situations.
  BONUS: Bushi
  INITIAL SKILL SCORE: Wit+Will
  Hayagakejutsu
  A technique for increasing one's movement factor in strategic
  movement; forced march technique. A character may increase his
  current Speed by the Effect Number of a successful BCS roll in this
  Skill, for purposes of calculating his daily movement in Strategic
  Timescale.
  BONUS: Ninja.
  INITIAL SKILL SCORE: Health+Will
  Hojojutsu
  A technique for binding a foe so that he cannot escape. Also used
  defensively by the victim to impede the binding process and possibly
  to escape.
  The Attacker must have rendered the Target helpless before
  attempted to tie him using Hojojutsu. Common means of doing this
  include completed Grappling attacks or completed Entangling
  Attacks. These are both explained in the Combat rules (section
  1117.1). When a die roll is called for, it is made on the Base Action
  Phase of the Attacker, since the Target is in a passive role unless he
  happens to escape the Attacker, in which case the fight will probably
  start all over again.
  If the Target is unconscious, the Attacker can tie him up simply by
  making a successful Hojojutsu BCS, rolling on each Detailed Turn
  until he succeeds. A conscious Target is presumed to be struggling
  and the following rules come into play.
  The Attacker rolls his Hojojutsu BCS and notes the Effect Number.
  The Target does the same if he knows the Bugei. He may, instead,
  choose to roll his Deftness ST, but his RAW Saving Throw is subject
  to a 50% penalty. He will still add his full Level to this figure to
  determine the Base Saving Throw. The Attacker's Effect Number
  minus the Target's Effect Number generates an adjusted Effect
  Number.
  If this adjusted Effect Number is positive then the Attacker has the
  advantage. He rolls 1D10 and if the die roll is less than or equal to the
  9
  
  adjusted Effect Number than the Target is bound fast. If the adjusted
  Effect Number is negative, then the Target has the advantage. He
  likewise rolls 1D10 and if his roll succeeds then he has broken free
  and is no longer subdued. If the 1D10 roll for the character having the
  advantage fails, or the adjusted Effect Number is equal to 0, then the
  situation is stalemated and continues into the next Detailed Turn.
  The Target may opt to do nothing, hoping that the Attacker's
  Effect Number will be negative, giving the Target a chance to escape.
  But if he exercises this option and the Attacker's Hojojutsu roll
  succeeds, then the Target will automatically be tied up. The Attacker
  need not check to see if he has succeeded in doing so.
  Once tied, a Target is allowed a Deftness ST once per hour to try
  and slip free, unless he is under constant guard. A Ninja having the
  Escape Skill (Nawanuke-jutsu) may work surreptitiously to get free
  even if he is being watched. His actions are a Hidden Thing as far as
  his watcher are concerned. See the rules governing Ninja Skills for
  details.
  BONUS: Bushi.
  INITIAL SKILL SCORE: Speed+Deftness
  laljutsu
  A technique for fast-drawing the sword and cutting at the foe in
  one movement. It permits the character to draw the weapon and
  make a Strike attack in the same Action Phase. It may be used when
  Engaged at no penalty. Both hands must be free to use this Bugei or
  a 50% penalty is applied to the Base BCS.
  A normal miss with this Bugei means the sword is out but the blow
  missed. A Critical Failure means the weapon may have been
  dropped: roll a Deftness ST. If this fails, the sword has indeed been
  dropped.
  BONUS: Bushi. Ninja
  INITIAL SKILL SCORE: Deftness+Speed+Will
  Jittejutsu
  This combat form governs the use of the Jitte, a short iron truncheon
  used to club an opponent or make a Disarming attack.
  The Jitte's fairly low offensive power made this Bugei a weapon
  favored more for defense than attack. But when used as part of a two
  weapon form with a more deadly weapon in the other hand, it was a
  fearsome thing.
  BONUS: Bushi, NPC "Police"
  INITIAL SKILL SCORE: Deftness+Speed+Will
  Jojutsu
  The use of the Jo, a short (2-4') wooden staff in highly trained
  baton combat. It is usual for a Jojutsu user to study "Ni-Jo" (Two-Jo,
  a Two-weapon Skill) as his expertise in the single weapon form
  increased.
  BONUS: Bodoka. Yakuza
  INITIAL SCORE: Deftness+Will
  Jujutsu
  An unarmed combat system allowing the user to make Grapple,
  Throw, and Trip attacks. All forms are considered Short Range
  weapons. This Bugei is the forebearer of modern Judo.
  Any attack using Jujutsu made against a target who also has
  knowledge of Jujutsu is subject to a reduction of its effects. The
  Target may also roll his Jujutsu BCS and if he succeeds his Effect
  Number is subtracted from his Attacker's Effect Number. Similarly, a
  failed BCS means his Attacker's Effect Number will be enhanced by
  the Target's. This roll is at the option of the Target.
  When counterattacking against a Grapple attack, the only usable
  attack form of Jujutsu is the Throw. If successful, the Attacker's grip
  will be broken when he is Thrown. Use of the Bugei in this case
  receives no modifiers due to "facing" or either combatant's position
  (kneeling, prone, etc.).
  If a Jujutsu user elects the Takedown option of the Throw attack
  and is successful, he is allowed to immediately perform a Grapple
  attack This does not require waiting until the next Available Action
  Phase. It may be considered as part of the single Attack Option.
  Once an Attacker using Jujutsu has succeeded in rendering his
  opponent helpless, he may, on the following Available Action
  Phases:
  — Maintain the situ at ion This holds the Target helpless until the
  Attacker releases him.
  — Attempt a choke. This requires the Attacker to make a new
  Jujutsu BCS roll, using his Raw BCS with no modifiers.
  Success renders the Target unconscious. Failure frees the
  Target from all restraint. If the Attacker maintains his hold on
  the Target for three continuous Detailed Turns after
  unconsciousness occurs, the Target will die.
  — Attempt to disable a limb. If the combatants are still standing,
  the hold will be an armlock. If they have fallen, there is a 30%
  chance that the hold will be a leglock. To disable the limb
  requires that the Attacker continue his hold after rendering
  the Target helpless. On Action Phase 1 of any Detailed Turn
  the Attacker chooses after this point, he rolls a Jujutsu Raw
  BCS with no modifiers. Failure frees the Target from restraint.
  The results of success depend on how long the Attacker has
  continued the hold before rolling to Disable the limb.
  If the Attacker waits only 1 Detailed Turn, the Effect Number
  of his BCS roll determines the number of hours the limb will be
  disabled. The Target may reduce this by the Effect Number of
  a successful Health ST, down to a minimum of 1 hour.
  If the Attacker waits for 2 Detailed Turns before rolling, then
  the Effect Number of his die roll will be the amount of Critical
  Damage to the limb. The limb receives a Disable Critical
  Effect.
  If the Attacker waits for 3 Detailed Turns before rolling, then
  the limb is broken. The Effect Number of the die roll is the
  amount of Critical Damage which must be healed after the
  bone is healed before the limb becomes usable again.
  Broken bones heal in a number of Days equal to (100-Health
  of the Target). Medical care shortens this period further.
  The Attacker may select any lesser option from the above
  choices if he wishes. An Attacker who holds the grip for 2
  Detailed Turns before rolling could select either of the first
  two options.
  Any time a character who knows Jujutsu is the Target of a
  successful Throw attack, he make make a Jujutsu Raw BCS roll to
  immediately roll to his feet and avoid the effects of having been
  thrown to the ground. A success in this case will prevent the Attacker
  using a Takedown option from executing a Grapple attack. In fact,
  anytime a character with knowledge of Jujutsu is knocked down or
  trips, he may attempt to use the Bugei to roll out of the fall.
  The use of the Parry Option with Jujutsu has a unique form. No
  addition is made to the Armor Class of the user. Whenever an
  attacker fails in his attack against the user, the attacker is subject to
  an immediate attack by the user if the attacker is inside the user's
  range. The user's attack receives a positive modifier equal to the
  absolute value of the attacker's Effect Number for the failed attack.
  BONUS: Budoka, Ninja, Gakusho
  INITIAL SKILL SCORE: Deftness+Speed+Will
  Kamajutsu
  The use of the Kama, or sickle, as a weapon. A weapon form
  developed by the peasantry, turning tools into weapons to defend
  against bandits, marauding ronin, or rapacious samurai.
  BONUS: Budoka, Heimin (Peasants)
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Karumijutsu
  A Bugei enhancing the use of Climbing and Leaping Capabilities.
  Greater control and effectiveness in these actions is achieved by
  "lightening" the body through precise use of balance and muscular
  tension, permitting remarkable feats.
  Climbing/Leaping
  Karumijutsu increases the Base BCS in these Capabilities. The
  character receives a bonus equal to (Base BCS in Karumijutsu/5).
  This can give him a bonus of up to +5 in using the Capabilities.
  The character may always substitute his BCS in Karumijutsu for
  the Capability die roll or for any Saving Throws required in the event
  of failure in using the Capability. If this option is chosen, then there is
  no bonus to the Karumijutsu BCS for high scores in the Capability or
  Saving Throw it is replacing.
  Reducing Fall Damage
  Karumijutsu can reduce the harmful effects of falls from a height.
  The character is allowed a roll on his Karumijutsu BCS and if it
  succeeds he reduces the effective height of the fall by the die roll's
  Effect Number in feet. If this reduction is greater than the actual
  height of the fall, then the character lands on his feet. Otherwise he
  lands prone on the ground.
  Heroic Leaps
  Karumijutsu permits the character to perform incredible jumps
  covering both height and length and allowing the character to make
  an attack on a target in his "flight path." The maximum distance such
  a "Heroic Leap" may cover is equal to the Strength of the character in
  feet.
  The total distance of the leap is calculated, according to the
  following formula:
  (Maximum Height of Leap x 2) + Length of Leap along the ground.
  If the Karumijutsu BCS roll fails, then the character loses control
  10
  
  of his motion. He must roll a Speed ST. If the Saving Throw succeeds
  then he aborts the Leap. He must then roll a second Speed ST or he
  will trip and fall down. He may substitute the Karumijutsu BCS for
  either of these Saving Throws.
  If the Saving Throw to abort the Heroic Leap fails then the
  character must make the planned leap but is unable to make an
  attack as he does so. Moreover, when he lands he will suffer the
  effects of a fall from a height equal to the distance of the leap. He may
  use Karumijutsu to try and reduce this effect as described above.
  Optionally, the Gamesmaster may permit characters to perform a
  Heroic Leap for a greater distance than their Strength allows. They
  may add the Effect Number of the Karumijutsu die roll to the usual
  maximum. However, a missed Karumijutsu BCS still bars them from
  making an attack and will reduce their Leap's distance to their
  normal maximum plus the Effect Number (which will be negative for
  a failed die roll). In any case, the character suffers the effects of a fall
  from a height equal to the distance of the Leap when he lands. Again,
  a Karumijutsu roll is allowed to try and lessen this effect.
  BONUS: Budoka, Ninja
  INITIAL SKILL SCORE: Deftness+Will
  Kenjutsu
  Swordsmanship. The most highly regarded of the Bugei: the
  principle martial technique of the Bushi. The character is drilled in
  the use of the Nodachi, Katana, and Wakizashi in combat as single
  weapon forms. Two-Sword technique is known as Ni-To-Kenjutsu,
  described below.
  BONUS: Bushi
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Kiserujutsu
  The use of an iron tobacco pipe (Kiseru), about 3' long, and often
  equipped with a tsuba (handguard) as a sword/truncheon type of
  weapon. Another weapon form developed by commoners in times
  when they were forbidden more formal arms.
  BONUS: Yakuza
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Kusari-Jutsu
  This Bugei is used both by itself and as an averaging Skill in
  connection with certain handweapons. It governs combat using a
  weighted chain or rope, a"Kusari."This may be used alone to deliver
  a snapping whiplike Strike, to Entangle, or to Trip an opponent. All
  Flexible Weapons are governed by Kusari-jutsu. The Bugei also
  governs the use of the Kawa-nawa, a rope with grapple attached, as a
  weapon. Ninja use this Bujei to employ the Kyo-tetsu-shoge, a rope
  equipped with a weight at one end and a razor sharp blade at the
  other, in all its attack forms at full value.
  Certain handweapons were often enhanced by the addition of a
  Kusari to the shaft or butt. Such weapons were given a name
  combining that of the basic weapon involved and an affix of "Kusari-
  ," or "-gusari" if it was used as a suffix. Examples of chain weapons
  used with Kusari-jutsu include: So-gusari (Spear with chain
  attached to butt), Bo-gusari (Staff with chain), Jitte-gusari (jitte with
  chain), Kusari-gama (Kama with chain), and so on.
  When using a chain weapon, the character will average his BCS in
  the Bugei governing the main weapon with his BCS in Kusari-jutsu.
  If attacking with the main weapon, the averaged BCS may not
  exceed that of the Bugei it requires. If attacking with the chain, the
  averaged BCS may not exceed the BCS in Kusari-jutsu.
  For example, Hoshi has a Raw BCS of 12 in Jitte-jutsu and a Raw
  BCS of 8 in 
  Kusari-jutsu. 
  His averaged BCS is therefore
  (12+8)/2-(20/2), or 10. Let us assume Hoshi receives no Bonus in
  either Bugei. In attacking with the Jitte half of his Jitte-gusari, his
  Base BCS will therefore be equal to 10. But in using the chain half of
  the Jitte-gusari, Hoshi's averaged BCS is greater than his BCS in
  Kusari-jutsu. Therefore his Raw BCS will be 8, the same as his
  unaveraged score with the weapon. As he receives no Professional
  Bonus, his Base BCS is the same as his Raw BCS for an 8.
  BONUS: Ninja
  INITIAL SKILL SCORE: Strength+Will+Deftness
  Kyujutsu
  Archery Skill. Governs the use of all forms of Nipponese bows and
  arrows.
  In BUSH I DO we deal with two types of bow. These are the Dai-kyu,
  ("great bow"), the large, asymetrical longbow, and the Han-kyu
  ("short bow"), a lighter, more wieldly weapon. Both were of
  composite construction. Arrows for the two bows are not
  interchangeable.
  A bow of either type is measured in terms of how many "normal"
  men it takes to string it. This is called the "Man-Rating" of the bow. In
  order to use a bow properly, a character must have sufficient
  strength to pull it. The chart below gives the breakdown of Man-
  Ratings. A character using a bow with too high a Man-Rating is
  Overbowing and will receive a BCS modification of -4 per Man-
  Rating in excess of his proper bow Man-Rating he is using.
  Similarly, using a bow with a lower Man-Rating is called
  Underbowing. Characters receive a BCS penalty of -2 per Man-
  Rating below their proper bow.
  The Man-Rating also defines how much damage will be done by
  arrows loosed from the bow. The basic rule is that 1 die of damage is
  done per Man-Rating of power behind the arrow. If a bow's effective
  Man-Rating is reduced to 0 by distance, the arrow will still do
  damage on a hit as if the bow had a Man-Rating of 1.
  Arrows
  There are various types of arrow-heads available for use in
  Nippon. All arrows weigh 0.1 pound. The Class of goods corresponds
  to the bow type.
  BCS Modifier 
  Damage per Man
  +0 
  1D6 
  Rating
  Cost
  4 copper
  Arrow Type
  Willow Leaf
  (Yanagi-ba)
  Bowel Raker 
  6 copper 
  -2 
  1D6+1D3*
  (Watakushi)
  Armor Piercer 5 copper 
  +1 
  1D5*
  (Togari-Ysj
  Humming Bulb 3 copper 
  -1 
  1D3
  (Hiki-me)
  A "*" means the arrow is available for use with the Han-kyu.
  Quivers (Ebiru)
  Quivers hold 24 arrows of any combination of heads. They will
  only hold arrows for one type o1 bow. Cost is 1 stiver piece. Weight is
  1 pound. Class of goods is C.
  Bowstrings are class C goods and cost 2 copper pieces each. The
  type of bow that they are intended for must be specified at purchase.
  A bowstring weighs .1 pound.
  BONUS: Bushi
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Masakarijutsu
  The use of the battle axe (Masa-kari). Most such weapons in Nippon
  are equipped with a thrusting spike, and using such a weapon with
  this Bugei permits a Second Strike option.
  BONUS: None
  INITIAL SKILL SCORE: Strength+Deftness+Will
  11
  User's Strength
  2-10
  11-20
  21-30
  31-40
  Man-Rating
  1
  2
  3
  4
  Dai-kyu
  Weight
  6
  8
  9
  10
  BOW USE TABLE
  (Class B goods)
  Price (silver)
  30
  40
  50
  60
  Man-Rating
  1
  1
  2
  3
  Han-kyu
  Weight
  4
  4
  6
  7
  (Class C goods)
  Price (silver)
  10
  10
  20
  30
  Engaged
  Point-Blank
  Short
  Long
  May not be used in Engaged Status
  2-10
  11-60
  61-150
  +10/Man-Rating
  2-10
  11-40
  41-100
  + 10/Man-Rating
  +2
  +0
  -4
  +1
  +0
  -2
  ARCHERY TABLE
  Range 
  Range in Yards 
  BCS 
  Man-Rating
  Step 
  Dai-kyu 
  Han-kyu 
  Modifier 
  Modifier
  
  Naginatajutsu
  The use of the Naginata or Nagamaki, two forms of glaive-like
  polearms.
  BONUS: Bushi, any female character
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Ni-To-Kenjutsu
  "Ni"=Two."To"=Sword. "Ni-to" is thus two-sword style, permitting
  combat with a sword held in each hand. The score in Ni-to-kenjutsu
  may never exceed the score in the Bugei of the individual weapons
  used. In this case, the score may not exceed that held in Kenjutsu.
  The user is allowed to take advantage of any of the attack forms
  allowed to the weapons he is using. The character is normally
  assumed to attack using an attack form available to whichever
  weapon he has designated as his "primary" weapon. His other, or
  "secondary" weapon is assumed to be used for defense. When this is
  the case, the character is allowed to make a normal attack at full BCS
  values with his primary weapon and, if both of the basic Bugei for his
  weapons are Bonus Skills, he receives a Defense in combat due to
  his use of the secondary weapon.
  The character is allowed the option of a "double attack." Each of
  the attacks is at a -1 modifier in addition to other situation modifiers.
  The attack with the primary weapon has the normal Base BCS value
  while the attack with the secondary weapon is at one half the Base
  BCS value. These values are for whatever form of Base BCS is
  available to the character in the Available Action Phase used for the
  attack. Thus, on a Secondary Action Phase, the primary weapon's
  BCS starts at half value and the secondary weapon's at one quarter
  value. All attacks are subject to the usual modifiers for position,
  armor, weapon quality, etc.
  Use of the double attack leaves the user vulnerable. Beginning on
  the Action Phase in which the character makes the double attack and
  continuing until the same Action Phase on the following Detailed-;
  Turn, all attacks directed at the character receive a +1 to their BCS.
  The character may use either or both weapons in a Parry option
  and modifications accrued to the effective Armor Class are
  cumulative. In any option that allows the user to execute an attack,
  the Ni-to-kenjutsu user may choose to attack with one weapon and
  Parry with the other. The user may choose which weapon is used in
  which way. Remember that the BCS values are modified by which
  weapon is primary and which is secondary and whether the Action
  Phase used to initiate the option is Primary or Secondary for the
  character.
  BONUS: Bushi
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Nunchaku-te
  The use of the Nunchaku, two lengths of wood joined by a
  short length of rope or chain. It can be whirled by a skilled user a
  speeds up to 120 miles per hour, hitting with devastating force.
  There are several unique Okuden associated with the Nunchaku.
  BONUS: Budoka
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Onojutsu
  The use of the ono (poleaxe).
  BONUS: None
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Sai-te
  The Okinawan combat system using the Sai, an agricultural
  trident corresponding to the Japanese Jitte.
  Students of Sai-te frequently move rapidly to the study of Two-Sai
  and also favor an Okuden permitting the unwieldy weapon to be
  accurately thrown as if using Shurikenjutsu.
  BONUS: Budoka
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Senjo-Jutsu
  The deployment of forces in battle. Used by commanders in the
  field. Senjo-jutsu is described in the rules governing Battles, section
  2060.0.
  BONUS: Bushi
  INITIAL SKILL SCORE: Wit+Will
  Shinobi-jutsu
  Shinobi-jutsu is the technique of stealthy movement, permitting
  silent movement past guards, over or through areas which usually
  create noise, such as gravel walks, undergrowth, even the
  "Nightingale Floors," a set of floorboards designed to squeak loudly
  at any footfall.
  When using Shinobi, the sounds of the character's movement
  become a Hidden Thing requiring a perception die roll, (a Wit ST with
  the appropriate modifiers) on the part of potential observers if they
  are to notice it. Of course, tiptoeing in plain sight will amuse
  onlookers, but they will definitely notice the character.
  The Effect Number of the BCS die roll is subtracted from the Wit
  ST of those who might be listening. A negative Effect Number does
  indeed act to increase their adjusted Saving Throw! Modifiers to the
  Shinobi-jutsu BCS include:
  Wearing Armor: 
  -(Armor Class-2)
  Moving faster than a Walk (over BMA): 
  -5
  Climbing: 
  -3
  Light undergrowth: 
  -2
  Heavy undergrowth: 
  -3
  Gravel on ground: 
  -1
  Nightingale Floor: 
  -2D6*
  Raining: 
  +3
  Tempest: 
  +5
  Heavy snow on ground: 
  +1
  Noise from some other source present: +1 to +5*
  Moving to Attack victim: 
  -5
  *or Gamesmaster's decision
  BONUS: Yakuza
  INITIAL SKILL SCORE: Deftness + Speed + Wit
  Shurikenjutsu
  Combat throwing technique for small missile weapons: shuriken,
  knives, the wakizashi, certain Ninja "Gimmicks," etc. Not used for
  javelins or large items (rocks, opponents, etc.).
  If using Shuriken, the small throwing knives of Nippon, the
  character may throw up to one Shuriken per Level. All of the
  Shuriken must be thrown at the same target, each one is rolled for
  separately, to see if it hits, and each such BCS roll is at a penalty
  equal to the number of Shuriken thrown. Thus, a3rd Level character
  may throw up to 3 Shuriken. He would roll on his Surikenjutsu BCS
  for each of the missiles to see if it hits and each roll is at -3.
  Hurling ranges and their effects are shown below:
  Distance in Yards up to: 
  BCS
  User's Strength ST 
  +0
  1.5 x User's Strength 
  -2
  2 x User's Strength ST 
  -4
  Damage Die
  Add 1 Step
  Normal Damage
  Subtract 1 Step
  If the character is throwing only one missile, he may add his
  Strength Damage bonus to the damage done by the weapon.
  BONUS: Shugenja, Ninja
  INITIAL SKILL SCORE: Deftness+Will
  Sodegaramijutsu
  The use of the two "capture" weapons: the Sodegarami,or "Sleeve
  Tangier," used to clutch and drag a prisoner by his clothes, and the
  Sasumata, a catchpole or pitchfork, used to fend off or pin a victim.
  BONUS: NPC "Police"
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Sojutsu
  The use of various types of yari (spears)
  BONUS: Bushi
  INITIAL SKILL SCORE: Strength+Deftness+Will
  Suieijutsu
  Special techniques for swimming, enhancing the use of that
  Capability.
  Suieijutsu increases the Swimming Capability by a bonus equal to
  the Suieijutsu BCS/5 is added to the Capability. Alternatively, the
  Suiei BCS may be substituted for the Capability altogether.
  Suieijutsu also governs such actions as high dives. A character
  falling into water from a height would normally suffer the damaging
  effects of that fall. With Suei, the effective height of the dive is
  reduced by the Effect Number of a Suieijutsu BCS die roll, measured
  in yards.
  BONUS: Ninja
  INITIAL SKILL SCORE: Strength+Health+Will
  Sumai
  The forerunner of modern Sumo, this Bugei is a system of
  wrestling, that takes full advantage of mass and impetus. Sumai may
  be used to Strike with hand blows or to Grapple.
  When using handblows for a Strike, the character may utilize a
  Second Strike attack form. Damage is done normally (see section
  1043.1c) but the user may add his Strength Damage Bonus. If the
  user is Charging into his attack, his Base Movement Allowance is
  added to his Strength for purposes of determining damage, if the
  attack is successful.
  When performing a Grapple attack, the user may elect to use his
  base Strength ST or his base Sumai BCS to generate the Effect
  12
  
  Number used to determine the success of the Grapple. If the
  character Charges into his attack, he may add his Base Movement
  Allowance to the Effect Number of that Grapple attack.
  Once a character using Sumai has rendered a foe helpless in a
  Grapple attack, he may elect to use his next Available Action Phase
  to hurl the Target to the ground. This requires the Target to make a
  Health ST. Failure indicates unconsciousness, while success
  indicates that the Target has taken a Stun Critical Effect. If the Target
  makes a Critical Success on the Health ST, he suffers only a Daze
  Critical Effect.
  BONUS: Yakuza. NPC "Sumotori" (Sumo wrestlers)
  INITIAL SKILL SCORE: Strenth+Deftness+Will
  Tantojutsu
  Knife fighting. Fast moving and agile combat with the Tanto or
  Aiguchi. When using this Bugei, a Second Strike is permitted with
  the knife, due to the dazzling speed with which the fighter moves his
  weapon.
  BONUS: Shugenja, Ninja. Yakuza, any female character
  INITIAL SKILL SCORE: Strength + Deftness+Will
  Tessenjutsu
  The use of a steel or steel-ribbed fan, the tessen as a striking
  weapon. A popular Okuden of this form teaches the use of a Tessen
  fitted with a blade-catching tine, in the manner of a Jitte.
  BONUS: None
  INITIAL SKILL SCORE: Deftness+Speed+Will
  Tonfa-te
  Another Okinawan incursion, using the Tonfa, a baton fitted with a
  handle at one end, to form a letter "L."
  Tonfa-te may be used to strike with the weapons, enhance blows
  using Atemi-waza. or Subdual Holds using Ju-jutsu. It is averaged
  with these techniques when so used, and this averaged score may
  never exceed the score in the Unarmed Bugei being used.
  BONUS: Budoka
  INITIAL SKILL SCORE: Deftness+Speed+Will
  Two-Weapon Bugei
  The use of any form of two weapon system in a Bugei is modelled
  on Ni-to-kenjutsu. The basic rules for the use of two weapons are
  presented there. Remember that the user must specify which of the
  two weapons is being used as the primary at any given time. The two
  weapons being studied for this Skill must be specifically named, and
  the score in the two weapon form may never exceed the average
  score in the basic Bugei used. Common combinations of Bugei
  include: Sword and Jitte; Sword and Spear; Two Nunchaku Tonfa, or
  Sai; Sword and Tessen; Two Kama; Axe and Sword. Both these, and
  other, weirder forms of Two-Weapon Bugei, were developed and
  taught by one Ryu or another.
  BONUS: Bonus received only if BOTH of the single weapon Bugei
  used are Bonus Skills for the character.
  INITIAL SKILL SCORE: Average Initial Skill in the two single
  weapon forms.
  Yadomejutsu
  Literally, "the technique of arrow cutting." A special method of
  defending against missile attacks with hand weapons or even
  unarmed combat moves. This may be used in conjunction with any
  Bugei allowing a Strike attack. The practitioner may "cut," ie. deflect,
  small missiles out of mid-flight as they hurtle at him. The BCS in
  Yadomejutsu is averaged with the BCS in the Bugei used to parry the
  missile, but may not exceed the Yadomejutsu score in any case.
  Yadomejutsu is applied only against missiles which actually would
  hit the character. Those that would miss anyway are ignored. When a
  missile scores a hit on a character, note the Effect Number of the
  attacker's BCS die roll. Reduce this by the Effect Number of the
  Yadomejutsu BCS roll, if successful. If this reduces the missile's
  Effect Number below 0, the attack has been deflected. The
  Gamesmaster may permit the optional roll of a Strength Saving
  Throw by the successful defender. If this roll succeeds, the missile is
  shattered. If using Atemi-waza to block the missile, a Deftness ST
  may be made in the same way. If it is successful then the missile has
  been caught.
  Yadomejutsu may be applied against all arrows, blowgun darts,
  and such hand-hurled missiles as shuriken, tetsu-bishi, and the
  Uchi-ne, or light javelin
  BONUS: Bonus is received if Bugei of parrying weapon is a Bonus
  Skill
  INITIAL SKILL SCORE: Speed+Will
  Yari-Nage-Jutsu
  The technique for using the javelins of Nippon. The character may
  use this Bugei to Hurl the light javelin (Uchi-ne) or the heavy javelin
  (Yari-nage). The heavy javelins may also be used in hand-to-hand
  combat with this Bugei, but it is an inferior weapon for such
  purposes. Hurling ranges for javelins and their effects are given
  below. The heavy javelin has half the indicated range.
  Distance in Yards up to: BCS 
  Damage Die
  Users Strength 
  +0 
  Add 1 Step
  1.5 x User's Strength 
  -2 
  Normal Damage
  2 
  x User's Strength 
  -4 
  Subtract 1 Step
  BONUS: Bushi
  INITIAL SKILL SCORE: Deftness+Will
  1053.2 OKUDEN
  The Bugei as outlined above comprise the Omote, the standard
  Skills, in the various weapon systems and physical conditioning
  techniques of Nippon. Most of them will have one or more Okuden,
  secret and advanced training, available for the dedicated student.
  An Okuden is a separate Skill which enables the character to
  perform some extraordinary feat with the weapon. The BCS in the
  Okuden is used in place of the BCS in the Omote to make the attack.
  No Bonus is received in an Okuden. The Base BCS always equals the
  raw BCS.
  The Okuden may enhance the effects of the attack or permit
  some unusual combat action. Okuden studied count against the
  character's Freely Improvable Skills.
  The study of an Okuden is specific to the Bugei involved. That is, a
  character with skill in the Okuden "Piercing Thrust" as used with
  Sojutsu (spear technique) cannot use the Okuden with Kenjutsu
  (sword technique). That would require study of the Okuden in
  connection with Kenjutsu. The score in an Okuden may never
  exceed the score in the Omote form with which it is associated. If you
  have a 60 in Kenjutsu, the maximum score you may have in any
  Okuden of Kenjutsu is likewise 60.
  1053.2a Study Of Okuden
  All study in an Okuden is at 1 extra Hindrance f»o'm the very
  beginning. A Teacher in an Okuden must not have a score greater
  than his student's in the Skill, but must be qualified by the Ryu which
  controls the Okuden as a Teacher of their secrets. The methods by
  which Okuden are taught were jealously guarded secrets of the
  "sensei," the master teachers who were the Heads of the various Ryu,
  or "Schools" of the Bugei.
  Instruction in an Okuden is a privilege, not a right. The would-be
  student must use Status in order to get his Teacher to agree to train
  him in an Okuden.
  In order to receive training as a Teacher in an Okuden, the
  character must again use Status to receive his master's consent.
  Unless the would-be student is a faithful disciple of the sensei's, the
  master will not be willing to grant the request. Since such training
  was usually only given to one, favored student at a time, jealous
  rivals within the Ryu might use their own Status to try and block the
  request.
  The qualification process is a Task performed by the would-be
  teacher under the direction of his sensei. The Task Value is 100. The
  Task Turn is 10 days. Task Points are based on the Effect Number for
  the student's BCS in the Okuden he is qualifying in with
  enhancements as follows:
  — Student's base Learning Rate.
  — Average of Student's and Sensei's Levels.
  — Student's score in Omote on which Okuden is based,
  divided by 20.
  The cost of qualification training is the same as that for Okuden
  study, that is, double the normal rate. But in addition, the student is
  expected to present the Sensei with a gift equal to the difference in
  their Status scores, in silver This is usually going to equal (100-
  Student's group Status), since the Sensei is generally the head of the
  Ryu.
  1053.2b Description Of Okuden
  Piercing Thrust
  This is used with any Bugei allowing a Thrust attack. It allows full
  damage to be done by the attack, which likewise raises the chance of
  receiving Thrust Special Effects.
  Smashing Blow
  Increases the chance of achieving a Bash with a blow. If the Bugei
  or weapon used already has a Bash effect, the chance of achieving a
  Bash is doubled (it is usually the damage done by the blow on
  1 D100). If the attack does not normally have a Bash effect, it has a
  standard chance of Bashing when used with this Okuden.
  13
  
  Fire and Stones
  This Okuden is used with a Two-weapon Bugei. Both weapons are
  used offensively, though only one BCS die roll is made. In essence,
  the character using this Okuden entraps his opponent's weapon in a
  scissor-like blow, seeking to break it. The weapon has the same
  Armor Class as the character using it. This allows a Break Weapon
  Disarm.
  This Okuden is not used against natural weapons (teeth, arms,
  claws, legs, etc.). It is designed for use against artificial weapons
  only.
  Reverse Cut
  This allows the character to make attacks to the rear and side at no
  penalty for the "facing". He may strike in any direction freely.
  Hurling
  This is used with Bugei for weapons that are not normally thrown:
  swords, the Yari, Sai, etc. Any pointed weapon may be thrown, doing
  its usual damage. Ranges are determined as with Shurikenjutsu.
  The Lightning Stroke
  This Okuden can apply to any combat Bugei If an attack misses, a
  second blow may immediately be made, at a Base BCS penalty of
  50% applied to the BCS used for the first, unsuccessful attack. Use of
  this Okuden negates the character's ability to make a normal Second
  Strike, if the Omote permits one.
  For example, a character attacks using the Lightning Stroke (as an
  Okuden of Kenjutsu, let us say). He has a Base BCS of 18 His first
  blow misses and he makes a second attack in the same Action Phase.
  His Base BCS is 9. In a secondary Action Phase, his Base BCS would
  be 9 for the first attack. In the event of a miss, the second strike's BCS
  would be 4.
  The player must declare that he is using Lightning Stroke before
  making the first attack and in the event of a non-Critical miss, he
  must make the follow-up attack. A Critical Failure will break off the
  attack pattern, as well as imposing whatever critical effect the rules
  call for on the character.
  The Returning Hurl
  The Okuden governs the throwing of the normally hand-held
  weapon attached to a chain or rope on a Flexible weapon, as
  described in Kusari-jutsu. The Hurl is under the rules for
  Shurikenjutsu but the maximum range is equal to the length of the
  chain. The thrown weapon may be retrieved by a sharp tug on the
  chain performed on any Available Action Phase following the
  Hurling option. Until retrieved, the chain can be grabbed by an
  opponent.
  Disarm
  The Okuden is used to make a Disarm attack. With a weapon that
  does not normally have such an attack available, a Remove Weapon
  Disarm is allowed. If the weapon is fitted with a blade-catching tine,
  like the Jitte, a Break Weapon Disarm is allowed.
  Precision Strike
  Known as "Genkotsu-jutsu", this Okuden increases the damage
  of attacks made with the weapon by 1 Die Step.
  The character uses the Okuden to make a Grapple attack exactly
  as is done in Jujutsu.
  1053.2c Designing Okuden
  Any character can invent a new Okuden, although we recommend
  limiting such innovation to characters having a Bonus in the base
  Bugei to which it will apply. Creating the Okuden is based on a single
  Bugei, as is the case when learning them. A character cannot invent
  a single Okuden which he then uses in connection with all of his
  Skills.
  The invention process is a Task, with a Task Value of 99. The
  inventor must have a score of 99 in the Bugei on which the Okuden is
  based. If he is inventing an Okuden which refines the action of an
  existing Okuden, a super-advanced technique, as it were, he must
  have a Base BCS of 99 in that Okuden as well. The Task Turn is 1 week.
  The Task Points are derived from the Effect Number rolled on the
  Bugei used for the Okuden. A penalty to the BCS roll made each
  week is imposed, equal to (99-current total of Task Points
  accumulated)/10. In other words, the first roll in the process is at (99-
  0)/10, or 9.9, which rounds to-10. Failed die rolls DO NOT reduce the
  Task Point total. They are simply ignored.
  The inventor may use the Okuden himself at a score equal to his
  current Task Point total, even if he has not completed the Task. But
  he may not teach the new Skill until he has mastered it.
  Characters may use the same method to team an existing Okuden
  in which they cannot find a qualified instructor.
  Characters wishing to start their own Ryu are always anxious to
  invent a new technique or to refine an existing one (ie. invent their
  own version of an existing Okuden by solo study). Each such Skill
  mastered increases the Status modifier of their school.
  1054.0 FINE ARTS
  Besides the numerous techniques used in combat and the warrior
  life, the body of Nippon's knowledge contains numerous Skills
  classified as Arts, both Fine Arts and classical "Knowledges", such
  as Medicine, Law, Rhetoric, etc.
  Mastery of such Skills is crucial to the ideal concept of the whole
  man in Nippon. Battle skill denotes courage and ferocity, but in the
  honing of such typical arts as the Cha-no-yu (Tea Ceremony) or
  Haiku (poetry), a man shows the refinement of his "Hara" (Spirit) and
  the inner serenity gained by thoughtful introspection. It is central to
  the Zen beliefs which underlie so much of the code of Bushido that
  such inner mastery has to accompany, or even precede, true
  mastery of the outer techniques of swordsmanship, archery, etc.
  1054.1 DESCRIPTION OF FINE ARTS
  Acting
  "Monomane," the art of "imitating reality," seems the most generic
  term for the actor's art in Japanese. It is described as the basis of all
  theatrical art forms, whether highly stylized (Noh plays) or rough
  and very realistic as in some schools of the Kabuki.
  Monomane serves the character in two ways:
  1. The performance of dramatic works. The nobility were expected
  to perform in the Noh drama from time to time, increasing their On
  thereby. Non-noble characters may find the life of a traveling player
  congenial, either as a means of making a living or as a cover identity,
  since this class could travel freely to all parts of the country. If using
  Monomane to perform Noh drama, average it with Kagaku (Court
  Dance). If using it to perform the more "vulgar" Kabuki drama,
  average with Popular Dance (Dengaku).
  2. Assuming a disguise. Monomane trains the character is the use of
  disguises, both concealing or altering his appearance and "staying
  in character" as some selected type of person. When donning the
  disguise, be it a simple change of clothes or a full make-up job, the
  character rolls on his Acting BCS. Note the Effect Number. The
  disguised character's true identity, or at least the fact that he is not
  what he seems, is a Hidden Thing. When the Gamesmaster feels that
  the disguise is being scrutinized, he will roll a Wit ST for the
  character's doing so. The Monomane Effect Number is subtracted
  from their Saving Throw score. A negative Effect Number, from a
  failed BCS roll in Monomane, will therefore increase the adjusted
  Saving Throw. Penalties should be applied to the Monomane BCS if
  the disguise is very different from the character's true identity: age,
  sex, social class, Profession, etc. Bonuses to the BCS would be
  gained by using a disguise that has been studied for time, having a
  good selection of clothes and cosmetics available, etc
  BONUS: None.
  INITIAL SKILL SCORE: Wit + Deftness.
  Armory
  "Yoroi-sei," the Art of armor making, permits the following
  activities:
  Armor repair. Partial repair may be made in the field, without any
  special tools. More complete repairs require time and a full
  workshop See section 1103.5a for Armor rules
  Make trappings. The character may manufacture small trappings for
  his weapons and armor. A typical example of this is the "tsuba," the
  14
  
  handguard on swords. These guards were often ornately carved, to
  show the aesthetic tastes of the owner and to honor the weapon
  itself, which was the "soul of the samurai." Such items are
  constructed as Artworks using the Task system.
  Evaluate weapons and armor. A character may use Yoroi-sei to
  determine the quality of a weapon or a suit of armor. For example, a
  successful BCS roll on Armory when handling a sword will tell the
  character if the weapon is an "Average" weapon, "Superior," etc.
  (see section 1104.0 for explanation of these terms).
  BONUS: Bushi.
  INITIAL SKILL SCORE: Wit + Deftness.
  Bowyer
  "Yumi-shi," or Arrow-crafting, is the Art of making bows and
  arrows, and maintaining archery equipment. Repairing damaged
  bows, fletching or pointing arrows, or making new weapons or gear,
  all come under this Art.
  The Bowyer may construct the Daikyu or Hankyu (Longbow or
  Shortbow) as a Task, working on one weapon at a time. The Task
  Values are 10 per Man-Rating for Daikyu, 5 per Man-Rating for
  Hankyu, and a full set of tools and materials are needed. The Task
  Turn for either type of bow is 5 days.
  Expending extra effort has a chance of producing a "Master Bow,"
  (O-Daikyu or O-Hankyu). If double the required Task Points are
  assigned to-building the weapon, there is a chance on 1D20 equal to
  the Bowyer's Level that the resulting weapon will fall into this
  category. Master Bows pull at the Man-Rating they were built for, but
  deliver an arrow with a force one Man-Rating higher. In other words,
  a Master 5-Man Bow hits like a 6-Man bow.
  A Bowyer may also produce arrows using the Task System. He
  must have a full set of tools to do so. He declares the type of arrows
  he will make in a given Task Turn. Task Turns for arrow-making are 1
  day. After rolling the BCS in Bowyer, if it is successful, divide the
  Effect Number by the roll of 2D3, and this is the number of arrows
  produced.
  A Bowyer may make field repairs on damaged bows, bowstrings,
  or arrows A successful BCS roll will restore damage, at a penalty to
  the BCS equal to the Man-Rating of the bow being repaired, ie. a 2-
  Man bow is at -2 to the repair BCS. Arrows broken in flight are
  repaired on a simple BCS roll, no bonus or penalty used. Repaired
  arrows always suffer a -1 penalty to the BCS thereafter, in addition to
  any other modifiers affecting the shot.
  Only one attempt to field repair damage is allowed for a given
  weapon.
  BONUS: Bushi.
  INITIAL SKILL SCORE: Wit + Deftness.
  Calligraphy
  "Shogaku," the "Classic of Calligraphy," is the general Art of
  forming one's script or ideographs with exquisite control and
  beauty. The character must be Fully Literate in an alphabet in order
  to use Calligraphy with it (see Languages, section 1058.0).
  Calligraphy is used to copy magical or religious texts effectively,
  so that they may be used for occult purposes. It is also used in
  drawing up legal or official documents and to enhance the value of
  literary works. For example, a legal brief for a case will receive more
  attention if properly Calligraphed. A poem entered in a court contest
  enjoys a higher value on the same basis.
  In such cases, the Calligraphy Skill may be considered an
  Enhancing Skill in working out the Task Points for the creation of the
  brief, poem, etc. See the rules governing the Task System, section
  1120.0.
  BONUS: Shugenja, Gakusho.
  INITIAL SKILL SCORE: (2 x Deftness) + Will.
  Classical Literature
  There are two Arts under this heading: Chinese and Japanese
  Literature.
  Chinese Classics: "Jugaku" covers the study of the Chinese classics
  which form the basis for Nippon's legal system and the tests used to
  rise in the governmental bureaucracy. Jugaku also is of great
  importance to those who would rise in the hierarchy of the older
  Buddhist sects, which retain a distinctly Chinese flavor.
  A Character may gain status by his ability to utter aptly pithy
  quotes from the Classics. Certain clues in adventure scenarios may
  also be buried in allegories from the Classics, which can only be
  decoded by a character conversant with this Art.
  A Character must be Fully Literate in Kanji (Chinese Ideographs)
  to study Jugaku.
  BONUS: Shugenja, Gakusho (Buddhist).
  INITIAL SKILL SCORE: 2 x Wit.
  Japanese Classics: "Kogaku," the native Literature of Nippon, is
  central to certain government posts, Shinto clergy as they advance
  up the hierarchy, and certain Buddhist sects sprung from a more
  nationalistic base than the imported forms. It is otherwise an Art very
  similar to Jugaku. The area covered by this Art includes such
  material as the chronicles (Nihonji and Kojiki), works telling of
  the divine origins and myth-history of Nippon. Also included are the
  court works of the Heian, such as the famous Tale of Genji. Epic
  works, military-romantic histories, like the Heike-monagatori, also
  fall within its purview.
  A character must be Fully Literate in Hiragana to study Kogaku.
  BONUS: Shugenja, Gakusho (Shinto).
  INITIAL SKILL SCORE: 2 x Wit.
  Dance
  Nippon has a rich tradition in dance, which we cannot hope to
  properly catalogue here. In BUSHIDO, three forms of dance will be
  used:
  Court Dance: "Kagaku," or Classical Dance, includes the dance
  forms of the nobility, dances proper to the court. In latter years, this
  repertoire was expanded by the military dances of the Buke, Lion
  Dances to show a warrior's fierceness and stamina, Sword Dances to
  show his courage and skill.
  Court Dance is also averaged with Monomane, Acting Skill, to
  perform the classic Noh dramas, which are Nippon's equivalent to
  Western opera.
  BONUS: Buke (Samurai or Ronin).
  INITIAL SKILL SCORE: Deftness + Speed + Wit.
  Popular Dance: "Dengaku," or "Field Music," was actually a form of
  dance entertainment popular among the aristocracy that was based
  on peasant work songs and dances. But in BUSHIDO we will use the
  term to refer to the actual dance forms of the peasantry. Besides
  work music, other traditional dances for special festivals and
  occasions are covered by Dengaku.
  Dengaku 
  is also the basis for dances used in popular
  entertainment: comic mimes, Geisha dances in tea houses catering
  to a popular trade, and averaged with Monomane to measure one's
  performance in the Kabuki, Nippon's theatre form enjoyed by the
  lower ranking Samurai and the commoners.
  BONUS: Heimin (Peasant, Artisan, or Merchant).
  INITIAL SKILL SCORE: Deftness + Speed + Wit.
  Sacred Dance: "Kagura," or Sacred Dance, is a dance-art used
  by both Buddhists and Shintoists to praise and invoke the Gods. Its
  use in certain rituals increases the chance of pleasing the deity and
  receiving a positive answer to one's prayers,
  Kagura is averaged with Monomane in performing certain sacred
  plays, comparable to European "Mystery Plays," used to invoke the
  Gods in Shinto and Buddhist ritual. Such works are called "Sato-
  kagura."
  BONUS: Gakusho.
  INITIAL SKILL SCORE: Deftness + Speed + Wit.
  Divination
  Called "Bokusen," this form of divination is based on the Chinese
  belief, imported to Nippon, that by properly analyzing the time of
  some event's occurrence, a general insight into its nature could be
  obtained. It requires a score of at least 25 in Chinese Classics
  (Jugaku) to study this Art, as a goodly knowledge of the classic
  almanacs (the Ch'un Ch'iu) and the "Book of Changes" (the I-
  Ching), is necessary to achieve results. The character using the Skill
  may only apply it once to a given question.
  The "fast" system simply allows the character using Divination to
  roll his BCS in the Art whenever some event is encountered: a
  chance meeting with a stranger, a fork in the road offering a choice
  of ways to follow, or a simple question such as "What is the nature of
  this village we are in?" If the BCS succeeds, then the Gamesmaster
  will supply a hint as to the nature of the situation. "Good" if the event
  will benefit the characters, "Bad" if it is dangerous for them, and
  "Neutral" if it does not matter at the time. He may clarify this to the
  extent of adding a remark explaining his response: "A Good
  encounter for you, as the man is a very friendly, high Level
  Shugenja."
  The more detailed method of Divination requires that the
  character carry copies of the relevant books with him. These can be
  costly and weigh about 2 pounds. The character must perform a
  small ritual, casting coins or sticks to derive an I Ching "hexagram."
  It requires a few minutes to generate a hexagram (1D6 minutes). The
  character then is allowed to spend a number of 10 minute Task Turns
  in interpreting the figure. The maximum number of such Turns is
  equal to the character's Level. For each Task Turn spent on the
  15
  
  problem, the character rolls his Bokusen BCS die roll and adds the
  Effect Numbers thus gained to his total Task Points. The final tally is
  a percentage figure, representing how much information the
  Gamesmaster will give him about the subject of the divination.
  For example, the characters perform a divination about a small
  village where they are staying for the night. They sense an air of fear
  about the villagers. The diviner is a 3rd Level Gakusho. He spends
  the full half hour allowed to him for the Task, and at the end of it has
  totalled 25 Task Points. He will get a hint from the Gamesmaster
  revealing 25% of the secret of the village. In this case, the place is
  being terrorized by a family of Rokuro-kubi, "Spinning Head
  Goblins," described in Book 2. They devour travellers who stop in
  the town and rule the villagers by fear. The Gamesmaster states that
  "...the aura of fear is real. A group of monsters haunt the village from
  within. Sleep lightly and with weapons at hand this night!" A higher
  percentage would have gained information about the nature of the
  monsters, the fact that they are members of the village population,
  and so on.
  The Gamesmaster who is familiar with the phraseology of the I-
  Ching may wish to couch his hints in a similar language. Doing so
  with the example above might have gotten a hint along these lines:
  "The headless man leads the guest astray. Danger from within one's
  walls is greater than the terror without. The superior man sleeps
  ready for war!"
  BONUS: Shugenja.
  INITIAL SKILL SCORE: 2 x Will.
  Go
  As chess was to the mediaeval knight, so Go is to the Buke. The
  two games bear no technical resemblance to each other, but the
  social niche occupied by the two is the same. All people of breeding
  were expected to be able to play.
  BONUS: Buke (Samurai or Ronin)
  INITIAL SKILL SCORE: Wit + Will.
  Hawking:
  "Tori-oi" is actually two Arts. First, it is the Skill governing "The
  Hunt" as a social ritual among the nobility of Nippon. When riding
  out upon a gaily caparisoned steed, hawk on wrist, the character
  may use this Art to increase his On and Status by a show of "woodsy"
  knowledge.
  Hawking is also the Art used to train a hunting falcon. A well-
  trained bird will attack on its master's command, striking at foes with
  its razor sharp talons to damage and distract. It may also be used to
  hunt for food.
  BONUS: Buke, Bushi.
  INITIAL SKILL SCORE: Wit + Will.
  Heraldry
  The Art governs the identification of "Mon," the heraldic symbols
  of the Samurai Clans. Each Clan possessed one or more such crests,
  which were worn on formal garments and armor by all members of
  the group. Mon usually are stylized pictures of some item taken as its
  symbol by the Clan founder. They could also be calligraphed
  characters or mottoes, stating some central philosophy of the Clan.
  A Heraldry BCS allows characters to identify Mon on sight, which
  tells them what Clan it belongs to, where they come from, etc.
  BONUS: Buke, Shugenja
  INITIAL SKILL SCORE: Wit.
  Medicine
  There are two medical Fine Arts: Physician and Herbalism.
  Physician: "Igaku" is the body of knowledge dealing with the
  treatment of wounds, recovery of lost Hit Points, restoring function
  to disabled limbs and impaired Attributes, curing disease,
  administering drugs, etc. The many uses of Igaku are discussed
  along with damage and diseases, in section 1095.0.
  BONUS: Gakusho (Buddhist), NPC "Doctor."
  INITIAL SKILL SCORE: Wit + Will + Deftness.
  Herbalist: "Tenyaku" is the pharmaceutical science of Nippon. The
  herbalist can compound both poisons and cures, almost always
  from vegetable bases. Simpler drugs can be administered by
  anybody to good effect, while others must be given with proper use
  of Igaku or Tenyaku to have any effect. Drugs are discussed in
  section 1095.5.
  BONUS: Gakusho, NPC "Doctor."
  INITIAL SKILL SCORE: 2 x Wit.
  Music
  Numerous Arts fall under the heading of music, for Nippon has a
  richly varied tradition in this art form.
  Composition: Gagaku is, specifically, the Art of classical, court
  music. In BUSHIDO however, we use it to mean the general Art of
  critical music appreciation and the composition of musical works
  In the campaign, Gagaku may be used to evaluate performances
  or some piece of music or a fine instrument. It also governs the
  writing of music, or more precisely, finished classical works. Solo
  improvisation on an instrument, or the playing of a given piece, is
  part of the performing Skill for that instrument.
  Gagaku pieces can be produced with greater ease, or of higher
  quality when the composer also possesses Skill in the Arts with which
  his music will interact. A Koto piece of higher quality can be written
  by one who also plays the Koto. Music for a Kagura dance is
  enhanced if the composer has a knowledge of Kagura, as music for
  the Noh drama is improved when the writer is skilled in Monomane.
  Creating musical artworks with Gagaku is a Task, and is governed
  by the Task System.
  BONUS: None.
  INITIAL SKILL SCORE: 2 x Wit.
  Instrumental skills: Each of the following performing Arts with
  musical instruments is a separate Skill. Characters can read music,
  play the instrument, improvise tunes, and evaluate performances on
  the instrument or specimens of the instrument itself. The
  i n s t r u m e n t s 
  are: 
  the 
  Biwa 
  (a 
  wide 
  bodied 
  lute);
  the Fue(the bamboo flute); the Hichiriki (a double-reed similar to the
  oboe); the Koto (the Japanese zither); the Samisen (a banjo-like
  instrument); and the San-ko (the "Three Drums." The Dai-ko, Chu-
  ko, and Sho-ko).
  BONUS: None.
  INITIAL SKILL SCORE: Wit + Deftness
  Singing: This Art trains the voice to sing properly, no matter what
  style of music is being sung. It is averaged with the appropriate Art if
  used in connection with some other performing Skill.
  BONUS: None.
  INITIAL SKILL SCORE: Wit + Will.
  Meditation
  "Za-zen," is the Art of Meditation. The Bushi used Za-zen to train
  his mind not to feel fear. The Budoka drove his body to the ultimate
  development by tapping the energies of the cosmos through
  meditation. The other heroes of Nippon also found keys to their
  inner powers through this Skill.
  Za-zen is of crucial importance to clergy who wish the fullest use
  of their priestly powers. It serves all characters as a defense against
  certain Spells and other forms of mental domination, augmenting or
  replacing the Saving Throws that would normally defend against the
  effect. The Art can enhance the recovery of Subdual damage,
  doubling the rate at which such damage is recovered.
  Intense practice of Za-zen can increase a character's "Ki," as
  described in section 1061.0.
  BONUS: Gakusho, Shugenja.
  INITIAL SKILL SCORE: Will.
  Painting
  "Sumi-e," or Painting, refers specifically to the spare style of
  painting in ink. Other genres were "Ukiyo-e," the "Willow World"
  pictures of famous courtesans and their sub-culture; "Yamato-e,"
  patriotic paintings of scenes from history and legend; "Kaiga-e,"
  religious paintings which can have mystical power.
  We will define Sumi-e as the Art of drawing or painting in general.
  By averaging this Art with other Skills, particular works may be
  produced. To paint a Yamato-e work, average with Kogaku
  (Japanese Classics) imbuing it with the living spirit of Nippon's
  glorious past. To paint a Kaiga, the appropriate Theology Skill would
  be averaged. In any case, the averaged score may not exceed that
  held in Sumi-e, since we are measuring the artistic worth of the
  painting, not its meaning. Bad art remains bad art, whatever its
  message.
  BONUS: None.
  INITIAL SKILL SCORE: Wit + Will + Deftness.
  Poetry
  In BUSHIDO, we will concentrate on the Haiku as the principle
  form of poetry practiced in Nippon. Technically speaking, a Haiku is
  a short poem of 17 syllables. It was usually composed extempore.
  Longer forms did exist, but we will lump them together under the
  term Haiku for campaign purposes.
  An apt Haiku is never out of place in Nippon. The true gentleman in
  this culture was expected to be able to express his deepest emotions
  in a poem, from the most furious rage to the deepest sorrow to the
  wildest joy.
  BONUS: None.
  INITIAL SKILL SCORE: (2 x Wit) + Will.
  16
  
  Rhetoric
  "Mongaku," the Classic of Rhetoric, is based on formal styles of
  written and spoken presentation in the Chinese literary tradition.
  Mongaku is used in framing official petitions, legal cases, and in
  religious preaching and debate. As it governs the ability to "dispute
  well," skills associated with the subject of the debate modify the
  Mongaku BCS roll, but are not averaged with it. Thus, knowledge
  can add to the strength of one's argument, but pure eloquence can
  carry the day. To determine the overall quality of a rhetorical
  presentation, roll on the Mongaku BCS first. If this succeeds, roll on
  the associated Skills involved, adding the Effect Number for the roll
  only if it is positive. A good argument is able to avoid problems with
  troublesome facts that do not fit its thesis.
  If the initial roll on Mongaku fails, then add half the Effect Number of
  the associated BCS die rolls, whether positive or negative. If the style
  of the argument is inelegant, errors count as does the support of fact,
  but in either case, they do not weigh as heavily as they might.
  The final tally of points from the various Effect Numbers determine
  the winner of the argument, court case, etc., in the eyes of the
  audience, judge, overlord, etc., whom it is being presented before.
  Remember, besting another in such dispute can bring about his
  undying enmity for the humiliation involved.
  BONUS: Shugenja, Gakusho.
  INITIAL SKILL SCORE: (2 x Will) + Wit.
  Tea Ceremony
  The "Cha-no-yu." or Tea Ceremony, simply stated, is an austere
  social ritual built around the making and serving of a cup of tea. But
  every action is invested with a dignity that far transcends the brewing
  of a refreshing draught. Participants in the Cha-no-yu free their
  minds from the demands of the outside world. In the clean, bare
  confines of the "Cha-shitsu," a small pavilion or special room
  dedicated to the tea ceremony, the guests join in a special
  communion of spirit with their host, the Tea Master, leaving
  refreshed in body and mind.
  In the game, a character may gain On by demonstrating his grace
  and inner tranquillity ("Wa") by his proper performance of Cha-No-
  Yu. He can increase his effective Status when trying to influence a
  guest by adding his Effect Number for the ceremony to the Status
  score. Of course, the Gamesmaster will have to adjudicate when
  such an act is feasible in the overall flow of the campaign. One
  cannot, for example, set up the Tea Ceremony in the midst of a
  melee.
  BONUS: Buke (Samurai or Ronin).
  INITIAL SKILL SCORE: Wit + Will + Deftness.
  Theology
  There are two forms of theological knowledge current in Nippon.
  One deals with the indigenous Shinto religion, the other with the
  widely practiced faith of Buddism. Both of these religions co-exist
  amicably in Nippon. One can be a worshipper in both sects without
  any dilemma. And while rare, priests who officiated in both sects did
  exist, though such activity required great sanctity and moral
  commitment.
  Theology is required for those seeking religious advancement and
  for those who would call upon the Kami or the Bodhisatva or their
  servient spirits with much success. Also, those wishing to produce
  effective religious artworks: dance, music, poems, songs, paintings,
  or whatever, must average the Fine Art used with the correct
  Theology Skill. While the controlling factor here is artistic ability,
  theological knowledge is requisite for optimum effect.
  Butsu-do:This literally means, "Way of the Buddha." Since Buddhism
  teaches that all living things will one day emulate the Lord Gautama
  and achieve enlightenment, the term is exact, defining the path one
  follows to become a Buddha oneself.
  The Art confers knowledge of Buddhist teachings, rituals, prayers,
  the saints and great religious figures, etc. Much of its sacred
  literature is in Kanji, or Chinese Ideographs, as the religion was
  imported into Nippon from that country in roughly the 7th century.
  BONUS: Gakusho (Buddhist).
  INITIAL SKILL SCORE: Wit + Will.
  Shinten: This covers the teachings of Shinto, "the Way of the Gods."
  The term "Shinten" actually refers to the sacred/historical/
  legendary texts upon which Nippon's indigenous religion is
  founded, telling of creation of the universe, its divine inhabitants (the
  "kami"), and their creation, in turn, of Nippon. The history of the
  semi-divine founders of the Imperial Family and their exploits also
  form part of this cannon. Shinten confers knowledge of the various
  Kami, how to please, placate, and when needful to control them.
  Doctrinal and ritual material is also studied.
  BONUS: Gakusho (Shinto).
  INITIAL SKILL SCORE: Wit + Will.
  There are many other Fine Arts which we have been unable to
  discuss in this chapter due to space limitations. Gamesmasters who
  wish to broaden their campaign's cultural horizons may include
  these Skills at their discretion. Some suggestions are:
  Sculpture (Chokoku): large carvings in wood or stone.
  Carving (Netsuke): miniature sculpture in wood, ivory, etc.
  Flower Cards (Shogi): a popular card game among the Buke.
  Flower Arrangement (Ikebana): arranging flowers in a pleasing
  fashion.
  Gardening (Niwakutsuri): designing artistically superior gardens.
  Book 2 will contain references to the production of Artworks,
  which are usually manufactured between actual adventures.
  1055.0 PRACTICAL ARTS
  Besides the Fine Arts, there is yet another class of non-martial Skill
  which depends more upon brain than brawn These are the so-called
  Practical Arts. The difference between the Fine and Practical Arts is
  primary social. The cultured man studied Tori-oi to show his fine
  command of the gentle Art of the Hunt. A less elevated peasant used
  Hunting to feed himself. A well-bred Samurai practiced Calligraphy.
  A scummy Yakuza worked on Forgery.
  Practical Arts are Skills that can be useful in the campaign, but
  which do not fit into the two principle groupings of Bugei or Fine
  Arts. The players should be careful what their characters study in
  this area. It is not against the rules for a Bushi of the Samurai Caste to
  study Forgery, but it is not exactly in character. Even if a reason
  existed for such a study, say for a Samurai operating as a spymaster
  for his Lord, the Gamesmaster should keep a wary eye on how the
  Skill is used. Forging a false report to an enemy commander is
  laudable, gaining On for the character. Doing the same thing on a
  requisition for rice, which is then funnelled into one's private granary,
  is beneath the dignity of a Samurai, and should lose honor.
  1055.1 DESCRIPTION OF PRACTICAL ARTS
  Commerce
  This was a Skill of the Heimin, being considered below the dignity
  of the Buke, the noble Samurai and once-noble Ronin. In fact, a Buke
  who engages in the use of this Art loses On equal to his Effect
  Number if successful and double that amount for a failure. The
  Gamesmaster may waive this penalty when characters are driven to
  bargaining by need. Buddhist Gakusho of whatever birth Caste are
  similarly restricted, since their thoughts were supposed to be turned
  away from material gain. But other social classes will gladly engage
  in a round of haggling with great enjoyment. Seeking to haggle the
  price on an item up or down will modify the list price of the
  merchandise by 5% times the Effect Number. The two character's
  using Commerce will each roll on their BCS. The difference between
  the higher and lower Effect Numbers is the price modification given
  to the winner. If the seller wins, the price is increased by this margin.
  If the buyer wins, then the list price is reduced by the indicated
  percentage. The loser is permitted a Will ST to stick to the list price.
  This resolves the sale at once.
  BONUS: Characters of Merchant birth, Yakuza, NPC "Merchants '
  INITIAL SKILL SCORE: Wit + Will.
  Crafts
  The Gamesmaster may here include any useful craft which a
  character wishes to learn. It is not possible to include rules for all the
  possible Skills available. Everything from Farming to Carpentry to
  Cooking, from making Ceramics to Sailing Ships can be included
  here. The only areas we would forbid in a campaign are the Arts of
  making Weapons and Armor. These were areas held in the highest
  regard by the people of Nippon. The secrets of swordmaking and
  armor manufacture were passed down from father to son just as
  jealously as were the secrets of martial Ryu or Ninja Clan. We
  emphatically recommend that Player Characters be unable to study
  such Crafts
  BONUS Variable, at the Gamesmaster's discretion
  INITIAL SKILL SCORE: Deftness + Wit.
  Fishing
  The character is trained in techniques of fishing by net or line,
  from a boat or on the shore, with net or line.
  A single fisherman spending a full day (10 hours) at his job, will
  catch a number of fish measured in "rations," one days eating for one
  man. This is equal to the Effect Number of his BCS roll + 2D10. The
  Gamesmaster may alter this die roll to reflect an area of good fishing
  (use more dice) or poor fishing (use fewer or smaller dice).
  BONUS: Heimin (Commoners).
  INITIAL SKILL SCORE: Wit + Will + Deftness.
  17
  
  Forgery
  By this Skill, falsified documents can be prepared ranging from the
  counterfeiting of a signature or "chop" (a personal seal) up to whole
  reports or merchant drafts. Its use by characters other than Yakuza
  or Ninja should be monitored carefully by the Gamesmaster, to
  insure that dishonorable actions are penalized appropriately.
  Forgery (Gisho-giin-jutsu) is usually applied in the Campaign as a
  Task The Task Value and Task Turn will vary according to the size
  and difficulty of the document to be forged. The Task Points per
  Turn are derived from the Effect Number of the Forgery BCS roll,
  plus one-twentieth of the score in Calligraphy if this Art is known.
  The Forger must be Fully Literate in the script used for the document
  BONUS Ninja, Yakuza
  INITIAL SKILL SCORE: (2 x Deftness) + Wit.
  Gambling
  The character can increase his chances of winning at games of
  chance, either honestly or dishonestly. The two forms of gambling
  governed by this Skill are cards and dice, both existing in many
  forms in Nippon.
  To determine the outcome of a normal round of gambling, the
  players with characters involved roll 1D20. High roll wins. The
  character(s) using Gambling Skill may increase his die roll honestly
  by rolling his Gambling BCS and adding the Effect Number to his
  score on the 1D20 roll. If his Effect Number is negative, he will reduce
  his score by that amount This represents "playing the odds."
  If he wishes to cheat, the character simply adds his BCS to the die
  roll In this instance, his actions are a Hidden Thing as far as the
  other gamblers are concerned. But their Wit ST to detect the
  cheating is increased by half the bonus the cheater gave himself. A
  cheat does not have to use his full BCS when cheating.
  Cheating in this manner was punishable by death if discovered.
  This is assuming the other gamblers leave anything to turn over to
  the law.
  Gambling Skill may be substituted for the Wit ST when trying to
  detect cheating
  The stakes in a gambling situation vary. Since actually playing each
  pass of the dice or cards is boring, we recommend that one die roll
  give the net result of 1 hour of gambling. The players involved agree
  on stakes with the Gamesmaster The winner of the die roll collects
  an amount equal to the stakes times his winning die roll, which cost
  is equally divided among the other gambling characters.
  BONUS: Yakuza.
  INITIAL SKILL SCORE: Wit + Will + Deftness.
  Hunting
  This Art is similar to Fishing. The Hunter uses snares, quickly
  improvised from rope or vines, to take small game. He catches food
  on the same basis as the Fisherman. It should be remembered that
  devout Buddhists refrain from eating animal meat, though fish is
  quite legitimate.
  BONUS: Heimin.
  INITIAL SKILL SCORE: Wit + Will + Deftness.
  Lockpicking
  The character uses this Skill to spring open locks on doors, chests,
  etc . which he cannot or will not open by force (battering the door
  down) The Gamesmaster assigns a complexity to Locks, usually
  from 1 to 10. Picking a lock is a Task Task Value is 1D10 per
  complexity point of the lock. Task Turn is 5 Detailed Turns times lock
  complexity Task Points derive from the Effect Number of the
  Lockpicking BCS roll. Negative Effect Numbers do not reduce
  progress A Critical Success opens the lock at once Critical Failure
  jams the lock so that it cannot be opened at all. even with a key.
  The character should have a lock pick to use the Art Otherwise, his
  Base BCS is at a 50% penalty. Well designed tools can give a bonus
  to the Effect Number, usually 1D3 to 1D6.
  A word needs to be said on when and where locks were used in
  Nippon Private homes rarely had locks on their doors, which were
  often made of paper in the first place. Storage cupboards in which
  valuables were kept had small locks, of complexity 1 to 5 on them
  Strongboxes and chests wee often equipped with heavy locks. The
  only structures which were prone to have locks on their doors were
  warehouses and "go-downs," the storage areas used by private
  families, and forts, prisons, jails, etc.
  BONUS: Yakuza. Ninja.
  INITIAL SKILL SCORE: Deftness + Wit
  Massage
  "Shiatsu," or therapeutic massage, is a minor form of healing Art.
  Successfully applying it to a resting character increases the rate at
  which he recovers Hit Points lost to Subdual Damage Details are'
  given in section 1095 0, on damage and healing.
  A whole class of travelling, blind masseurs existed in Nippon This
  career was considered on of the few a blind man could follow, other
  than begging. The ease with which such individuals were able to
  travel across Nippon also made the role of blind masseur a perfect
  cover for Ninja or other characters wishing to travel without
  attracting attention.
  BONUS: Yakuza. NPC "Doctor", NPC "Geisha."
  INITIAL SKILL SCORE. Deftness + Wit
  Torture
  Nippon had a wide variety of torments available, designed to
  impose lingering death or to elicit information. Executions were
  performed by skinning alive, boiling, burning, etc. But the Practical
  Art of Torture is of most interest as regards using duress to get
  information out of characters.
  The Torturer is assumed to be improvising, using his hands and
  available edges, points, fire, etc., to cause pain to the victim.
  For every turn of Torture (usually 10 minutes), the character will
  roll his Torture BCS. The absolute value of the Effect Number is the
  damage done to the victim. Thus, whether the die roll fails or
  succeeds, the victim takes damage, unless the die roll exactly
  equals the BCS This damage is evenly divided into Subdual and
  Lethal damage, with any odd point going to Subdual.
  When a Torture BCS roll succeeds and the victim survives, the
  victim must make a Will ST or answer the interrogator's questions. If
  the victim has the Art of Za-zen, or Meditation, he may use this BCS
  to resist the torture if his Will ST fails. He may refuse to speak if either
  die roll succeeds. Player Characters have yet a third way to resist
  Torture available They have a special Saving Throw equal to their
  Level, rolled on 1D6! If the die roll is less than or equal to their Level,
  they may refuse to talk. In other words, Torture cannot break the will
  of a 6th Level character.
  The use of "sophisticated" equipment will give a bonus to the
  Torture BCS. This also means that a character having no Skill in the
  Art. but with access to a rack (BCS + 10) or some thumbscrews (BCS
  + 5), or even some boiling oil or hot irons (BCS +2), can try to torture
  a victim with an effective BCS equal to the bonus received for using
  the implements.
  Victims rendered unconscious by Torture must be nursed back to
  consciousness by normal means. Victims who die under the
  question are dead
  Breaking under torture may cost a Player-Character On. This is a
  certainty if they answer the question voluntarily (without missing
  their assorted saving throws).
  The Gamesmaster will have to determine the success of giving
  false answers. Usually, a Non-Player Character will believe false
  answers if they get the same response three turns in a row. The trick
  here is for the victim to avoid missing his Saving Throw for those
  turns, lest his pain betray him into giving the right answer.
  BONUS. Ninja.
  INITIAL SKILL SCORE: Will + Deftness.
  Tracking
  The character may follow a trail, whether through the wilderness
  or in a built up area, even indoors. The time scale used depends on
  the situation In Strategic Time Scale, the tracker can follow a trail
  days old. In Tactical Time Scale, the tracking is done in turns of 10
  minutes to an hour. In Detailed Time Scale, the trail is tracked in
  Detailed Turns.
  When trying to pick up a trail, the Tracker rolls his BCS. If this fails,
  he has lost- the trail He may only try to pick it up again if he can find
  some evidence that the quarry has indeed passed that way This may
  occur only if he is actually still on the trail. The Gamesmaster may
  "stash" such evidence along the way or treat the evidence as a
  Hidden Thing.
  If the BCS die roll succeeds, the Tracker may follow the trail for a
  number of turns equal to the Effect Number (a minimum of 1 turn, in
  the event of rolling the BCS precisely) If the quarry is so close that
  an Effect Number is greater than the time it would take to get to him,
  the Tracker has a chance of guessing where the quarry is going This
  is equal to the difference between the Effect Number and the time the
  quarry actually passed by the spot, rolling on 1D20. For example, 4
  Detailed Turns after a Ninja has passed through a doorway, the
  Samurai picks up his trail. He rolls his BCS and achieves an Effect
  Number of 6. He has a chance of determining where the Ninja is
  going, equal to 6-4, 2 in 20. This is an Optional Rule, as the situation
  may not always allow easy calculation of the difference between
  elapsed time and the Effect Number.
  A Critical Failure on the BCS die roll will send the Tracker off on a
  false trail for 1D6 turns.
  18
  
  Modifiers to the BCS for Tracking include'
  Quarry leaving blood trail (open wounds): +2
  Dead men left behind by quarry: 
  +2
  Quarry using Shinobi-jutsu or Ninjutsu: 
  -2
  Quarry is a Ninja: 
  -Level of Ninja
  Raining, snowing, storm, etc.: 
  -1 to-5
  Freshly-fallen snow: 
  +1to+5
  Catching up with the quarry depends on the relative speed of the
  Tracker and quarry. The Gamesmaster needs to know where both
  characters are on his map and trace their relative movements turn by
  turn.
  BONUS: Ninja
  INITIAL SKILL SCORE: Wit + Will
  1056.0 NINJA SKILLS
  Ninja Skills are special techniques developed by the Ninja, the
  mysterious black-clad assassins and spies of Nippon, to aid them in
  their nefarious work. So startling were the results of some of these
  Skills that the Ninja gained a reputation for magical powers.
  Certain Ninja Skills are Bugei, others are Practical Arts. This
  classification is made for purposes of measuring the effects of
  training on the Ninja's Attributes. There are also certain normal
  Skills which the Ninja can use in a unique manner. These are listed
  after the purely Ninja-oriented Skills.
  All Ninja Skills are secrets of the Profession, the sole property of
  the Clans. If they are taught to non-Ninja, both teacher and student
  are sentenced to death by the Clan Elders.
  1056.1 NINJA BUGEI
  All of the following Bugei are Bonus Skills for Ninja.
  Ninjutsu
  This Bugei is similar to the normal Bugei "Shinobi-jutsu"
  (Stealth), but in addition, the Ninja may conceal himself visually as
  well as audibly. The Ninja using this Skill, becomes a Hidden Thing.
  The Wit ST of those who might see or otherwise detect his presence
  is reduced by his Effect Number for the roll. A negative Effect
  Number gives a bonus to the Wit ST of observers.
  The Ninjutsu roll is required for every turn the Ninja wishes to
  apply his Skill, on whatever Time Scale is in use at the time. If the
  Ninja is spotted, he must get out of the observers' field of vision in
  order to try and hide again. A Critical Failure always means the Ninja
  has betrayed his presence to any potential observers.
  Modifiers to the die roll include:
  Ninja wearing correct "uniform" (see appendix 2): 
  +1
  Ninja wearing incorrect "uniform": 
  -1
  Ninja wearing "unsilenced" Armor: 
  -(Armor Class -2)
  Daylight: 
  -2
  Bright moonlight: 
  -1
  Stormy night: 
  +2
  Ninja Walking: 
  -1
  Ninja Running: 
  -3
  Moving in to attack: 
  -5
  Trying to avoid contact: 
  +1
  Ninja in tree, on roof, etc. (in unlikely place): 
  +2
  Observer within 10': 
  -3
  Other modifiers must be tailored to fit the situation. A sleeping or
  drunken guard will give the Ninja a bonus when he is sneaking past
  him (or up on him). Alert guards, especially those who are aware of
  the presence of Ninja in the area, are harder to fool
  In trying to conceal himself from Player Characters, the Ninja
  always suffers a penalty to the BCS equal to the highest Level
  present among the group. But canny Ninja will avoid run-ins with the
  steely-eyed 4th Level Samurai in the player's party as a matter of
  course, trying to keep their contact limited to the 1st Level kid from
  the country There are old Ninja and bold Ninja, but very few old AND
  bold Ninja
  INITIAL SKILL SCORE: Deftness + Speed + Wit.
  Nawanuke-Jutsu
  This Bugei trains the Ninja to great suppleness. He can actually
  dislocate his joints and contort his body to an amazing degree. By
  using Nawanuke-jutsu, the Ninja can escape from ropes, chains,
  fetters, etc., even when closely watched. He can also squeeze his
  body through the smallest possible gaps or hide for hours in
  cramped areas.
  In escaping from bonds, the Gamesmaster will assign the fetters a
  value. The Ninja is allowed a Nawanuke-jutsu die roll once every 10
  minutes He will reduce the value of the fetters by his Level for every
  successful die roll made. If time runs out, that is, the Ninja had better
  get free or he is going to be killed on the spot, he is allowed a last
  attempt, rolling his RAW BCS in Nawanuke-jutsu, minus the
  remaining value of the fetters. Success frees him. Otherwise, better
  luck next incarnation.
  Suggested values for the bonds are:
  Rope. 
  2D3
  (If bound using Hojojutsu): 
  + Level of Binder
  Chains: 
  1D6 + 6
  Pillory (wooden frame holding wrists in tight holes): 
  15
  In using Nawanuke to contort the body in order to fit through a
  small space, assume that the normal human body can squeeze
  sideways through a space no less than 19" wide, or wriggle lengthwise
  through a space no less than 2' across. Reduce these minimums by
  half the Effect Number of the BCS die roll in inches. The Ninja
  requires 1D6 Combat Turns to negotiate such openings, and the
  Gamesmaster does not roll to determine the actual time required
  until the Ninja is committed to go through the space.
  Reduce the BCS for this application of Nawanuke-jutsu by the
  Ninja's Armor Class, based on what he is wearing. The Skill may not
  be used unless the Ninja is Unencumbered.
  INITIAL SKILL SCORE: Deftness + Speed + Will.
  Silent Kill
  A bugei used when striking from concealment or attacking a victim
  whom the Ninja has approached without being detected. The victim
  must be surprised by the attack The Ninja averages his BCS in Silent
  Kill with the Bugei he is using to attack. No modifiers are received for
  good position (eg. Strike From Side or Rear).
  If the attack hits, it is automatically a Critical Success! If the attack
  fails, the victim is no longer surprised (startled yes, surprised no). If
  the Silent Kill attack fails, the Ninja may roll again on his Raw BCS in
  the attacking Bugei. Success in this roll inflicts a normal hit on the
  target. Critical Success or Failure on this second roll have no special
  effect. If the Ninja made a Critical Failure with the Silent Kill attack,
  the erstwhile victim gets a free attack at him if he has a weapon ready,
  or may draw a weapon without difficulty if he has not.
  INITIAL SKILL SCORE: Speed.
  Garrotte
  A Bugei similar to Silent Kill. The attack must be against a
  surprised victim. The Ninja uses a cord, rope, scarf, sash, chain, etc.
  Anything capable of strangling a victim is permitted. If the BCS
  succeeds, the Ninja will get the garrotte around the victim's throat.
  On that Action Phase, and on each succeeding Primary Action
  Phase, the Ninja will roll his Unarmed Combat Damage die, doing
  the indicated amount of Subdual Damage to the victim. Damage
  Bonuses are added to these die rolls When the victim's total damage
  exceeds his Hit Points, he passes out. The Ninja may now dispose of
  him as he wishes. Continuing to strangle the victim does Lethal
  Damage, as set forth in section 1095.1, on the various types of
  Damage.
  A Ninja may deliver such an attack from a distance, using a
  Flexible Weapon. In this case, he averages the BCS in Garrotte with
  that of his Flexible Weapon Bugei. A penalty to this averaged BCS of
  -2 per yard of distance between the Ninja and his target is required.
  The victim may try and fight back as long as he is conscious. He
  may strike at the Ninja with a weapon, if he has one ready or can draw
  one (treat as Engaged Status if he has no ready weapon). The Ninja
  receives an increase in his Armor Class equal to his Level vs. a victim
  in Garrotte, in addition to any other modifiers to the victim's BCS.
  Unarmed Combat against a Ninja using Garrotte is also permitted.
  Note that Ju-jutsu may work especially well if the Ninja is in the usual
  location of the Strangler (body to body with the victim). Jujutsu
  suffers no penalties for the position of the target at Short range and
  can certainly hand the careless Ninja a surprise.
  A Critical Success with Garrotte renders the victim unconscious at
  once, doing Subdual Damage to him equal to his remaining Hit
  Points. A Critical Failure will expose the Ninja to the same penalties
  as those described for Silent Kill.
  INITIAL SKILL SCORE: Speed + Strength.
  Fuki-Buri-Jutsu
  Fuki-buri-jutsu governs the use of the blowgun, either to shoot
  darts or to blow powders upon an opponent. The use of the weapon
  is described in Appendix 2.
  However, even without the blowpipe, the Ninja had a unique use
  for the Skill. He could SPIT darts at an enemy in close combat
  Holding a number of darts in his mouth (maximum number equals
  Ninja's Level), the Ninja can spit a dart at any target within Medium
  Weapon range. It is disconcerting, to say the least, when hacking
  away at a Ninja to suddenly hear a moist "Ptooey," and feel the sting
  of a dart in your cheek, burning as the poison begins to work!
  INITIAL SKILL SCORE: Deftness
  19
  
  1056.2 NINJA ARTS
  All of the following are Bonus Skills for Ninja.
  Yogen
  Chemistry. This Art allows the Ninja all the abilities conferred by
  the Art of Herbalism (Tenyaku) as well as the ability to manufacture
  special Ninja compounds: poisons, explosives, etc.
  INITIAL SKILL SCORE: Wit + Deftness.
  Clan Language
  This is described in section 1058.2.
  Kuji-kuri
  This is a form of sign language known to all Ninja. It is the same
  among all the Clans, since its finger movements are based on certain
  mystical teachings, and are not just an arbitrary code.
  INITIAL SKILL SCORE: (2 x Wit) + Deftness.
  Hensu-jutsu
  This Art masters the "Five Ways of Going," the disguises favored
  by Ninja for open travel and infiltration. It is superior to Acting Skill
  (Monomane) for the Ninja's purposes.
  The "Five Ways" we give here represent only one set of favorite
  Ninja guises. Different Clans developed their own repertoires.
  Travelling Entertainer A strolling actor, musician, poet, what-have-
  you. The Ninja learns to play an instrument passably and to recite
  verse.
  Wandering Priest: The Ninja can reel off theological jargon and will
  be able to hold up his end of a theological dispute. Of course, any
  attempt to perform priestly magic will fail, although the Ninja can go
  through the motions of trying to use occult power believably.
  Farmer: The Ninja looks and acts like every other dirty peasant in
  Nippon. A great favorite since the Samurai won't even deign to look
  at him half the time.
  Merchant: The Ninja can haggle with the best of them and is able to
  quote market conditions fluently. The arrogance of the merchant
  class is accurately portrayed.
  Masseur Blind or otherwise The Ninja can control normal optical
  reflexes if portraying the blind variety He can also give a soothing
  massage, although it will lack the therapeutic qualities of the real
  thing.
  The Ninja may select one disguise for his repertoire for every 4
  points of his BCS, or fraction thereof. Therefore, with a BCS of 1 to
  4, he has mastered one disguise. He may choose a second for his
  arsenal when his BCS is 5 to 8, a third at 9 to 12, a fourth at 13 to 16,
  and the fifth at 17 or more.
  Whenever he needs to avoid suspicion in his role, or perform some
  action normally requiring a BCS to stay in character, he uses his
  BCS in Hensu-jutsu. This will NOT work for major undertakings He
  could not perform clerical magic in this manner, nor could he give a
  great performance in music. Success in the die roll indicates an
  average success at best.
  Unlike the use of Monomane for disguise, the Ninja has no
  inherent chance of being spotted as a fake. It requires a Wit ST even
  to suspect a Ninja in one of his disguises. The Ninja's Level is always
  subtracted from this Saving Throw. Only if this Saving Throw
  succeeds may a character be motivated to watch the Ninja more
  closely. And in this case, the Ninja is allowed a Hensu-jutsu BCS die
  roll. If it succeeds then the watcher is satisfied that the Ninja is not
  at all dangerous and will take his unwanted attentions elsewhere
  If the Hensu-jutsu BCS fails, then the absolute value of the Effect
  Number is the chance in 20 that the Ninja's disguise has failed and
  the observer will figure out his true identity.
  A variation on Hensu-jutsu as presented here is of more use to
  Player Character Ninja. The "Five Ways" of going are nothing more
  nor less than the 5 other Professions: Bushi, Budoka, Shugenja,
  Gakusho and Yakuza. As stated before, the Hensu-jutsu BCS will
  not allow the Ninja to perform real magic, though it might permit the
  Ninja disguised as a Shugenja to perform entertaining tricks, as if
  using the Legerdemain Spell. The Gamesmaster should allow
  Player Character Ninja to choose these disguises if they wish.
  The Gamesmaster should allow bonuses for Ninja who pick up
  extra Skills appropriate to their disguise. A Ninja disguised as a
  masseur receives a bonus to his Hensu-jutsu BCS if he has studied
  Shiatsu. He can also pass more successfully as a masseur, since he
  can heal damage in the proper manner.
  INITIAL SKILL SCORE: Wit + Will.
  1056.3 Variations On Non-Ninja Skills
  When a Ninja learns a thing, it may not be quite the same thing that
  others would learn. The Ninja discipline permeated their whole
  outlook and altered the effects of many Skills into peculiar forms.
  The following techniques are available to Ninja using the regular
  training in the Skill named, without any special study required on
  their part.
  Karumi-jutsu
  A Ninja with skill in Karamui-jutsu also acquires an ability called
  "Chakuzen-jutsu," or "ceiling walking technique." This permits him
  to move along a wall or ceiling at a rate equal to half his normal
  BMA.
  It requires 1 Detailed Turn to get into position, possibly after
  climbing there. This settling into place also requires a BCS in
  Karumi-jutsu. Once settled, the Ninja rolls each Detailed Turn he is
  walking on the ceiling or wall. He must roll unless he has moved onto
  a place where he can relax: a ledge or level ground.
  If the BCS succeeds, the Ninja may move a distance up to half his
  Base Movement Allowance. On a Critical Success, he may move the
  full BMA.
  On a missed BCS roll, the absolute value of the Effect Number is
  the chance of a fall, rolling on 1D20. If this does not happen, then the
  Ninja must stay put until next Turn. A Critical Failure is an automatic
  fall.
  The Ninja does not really walk upright, of course. All four limbs
  and the torso are pressed to the wall or wedged to the ceiling,
  seeking the slightest purchase available to friction and superhuman
  co-ordination. It is uncanny.
  Kusari-jutsu
  The Ninja may use this Bugei to fight with the deadly Kyotetsu-
  shoge, a lethal blade-and-rope combination. When using the
  Kyutetsu-shoge, the Ninja automatically has the use of the Okuden
  called The Returning Hurl.
  Shuriken-jutsu
  Besides using Shurikenjutsu to throw certain Gimmicks, as
  described in Appendix 2, the Ninja may hurl small rocks, coins, etc.,
  in order to distract opponents. A hit by such a missile puts 1
  Distraction on the victim for 1D3 Detailed Turns. Multiple missiles
  are permitted as when using the Shuriken itself. Thus, a 3rd Level
  Ninja may throw up to 3 missiles. This technique is known as "Do-
  gakure."
  1057.0 MAGICAL AND MYSTICAL SKILLS
  There are two bodies of Skill studied by the practitioners of magic
  (Shugenja) and the religious (Gakusho). They are similar in content
  but differ in approach, one being the esoteric formulae of the
  magician and the other the mystical doctrines of the priest.
  The Skills in question are the Five Schools of Magic and the Five
  Yogas. Shugenja study the first set of Skills and Gakusho the
  second. They are classed as Fine Arts for purposes of assigning
  Attribute increases to students and the gaining of On for Mastery.
  INITIAL SKILL SCORE: Wit.
  1057.1 THE FIVE SCHOOLS
  Magic in Nippon is based upon the Taoist view of the universe, an
  esoteric philosophy introduced by Chinese scholars in the island's
  early history. All creation is broken down into various combinations
  of Five Mystical Elements: Fire, Water, Wood, Metal, and Soil. Each
  Element has specific correspondences in nature. By manipulating
  these Elements, it is possible to alter creation. This is the foundation
  of magical study.
  The Nipponese names of the Five Schools are as follows:
  School of Fire 
  Hi-do
  School of Water 
  Mizu-do
  School of Wood 
  Hyashi-do
  School of Metal 
  Kane-do
  School of Soil 
  Tsuchi-do
  BONUS: Shogenja.
  1057.2 THE YOGAS
  Most Westerners think of odd postures and strange diets when
  they hear the word "Yoga " But these practices, originated in India
  and then spread over the Far East, involve far more than physical
  discipline. As with the Schools of Magic, knowledge in a Yoga
  confers insight into the workings of the universe. And a prime tenet
  of mysticism is that what is understood can be controlled. Therefore,
  in their native India, the mastery of the Yogas is said to confer
  "siddhis," magical powers. By study of the Yogas, Nippon's clerics,
  the Gakusho, gain not only understanding of the world, but also
  control of certain aspects of it. The Five Yogas are:
  Karma-Yoga 
  Yoga of Will and Destiny
  Gnana-Yoga 
  Yoga of Knowledge
  Hatha-Yoga 
  Yoga of the Body
  Prana-Yoga 
  Yoga of Breath and Purification
  Raja-Yoga 
  "Royal" Yoga. Yoga of Balance and Control
  BONUS: Gakusho.
  20
  
  1057.3 CORRESPONDENCE BETWEEN SCHOOLS AND YOGAS
  School of Fire
  School of Water
  School of Wood
  School of Metal
  School of Soil
  corresponds to
  corresponds to
  corresponds to
  corresponds to
  corresponds to
  Karma-Yoga
  Gnana-Yoga
  Hatha-Yoga
  Prana-Yoga
  Raja-Yoga
  This does not mean that a Shugenja can use Skill in a Yoga to
  perform magic, nor does it mean that a Gakusho can use the Schools
  to perform his priestly functions. But when it is necessary to
  compare the mastery of a Shugenja and a Gakusho in one of these
  areas, the corresponding Skills are used.
  1058.0 LANGUAGES AND LITERACY
  All characters in BUSHIDO speak Japanese. Monsters, talking
  beasts, spirits, humans, without distinction, all speak this language.
  While Japanese has numerous dialects, we do not feel that this need
  be simulated in any great detail in the campaign
  The basic assumption in the game is that a Peasant has a
  "commoner's" accent, a Samurai speaks a more refined dialect, and
  members of the Imperial Court speak an archaic form of Japanese
  that less educated characters can barely understand. There is no
  BCS involved in speaking Japanese as such, although learning
  another Caste's dialect could be handled as a "Foreign Language"
  Skill. Assume all characters have "Native Fluency" as described
  below.
  While everyone speaks the same language, there are numerous
  ways to write it The question of what form of Literacy one knows is
  central to many studies and activities.
  1058.1 LITERACY
  There are three principle alphabets used in writing Japanese. Two
  of these, Katakana and Hiragana, are similar to European scripts,
  being phonetic in nature, so that THIS letter is always pronounced
  THIS way. The third, Kanji, is the incredibly complicated system of
  writing imported from China by the Imperial Court in the 8th or 9th
  century, and used every since by the literati, Buddhist clergy, and
  some philosophers.
  The exact BCS in a Literacy Skill will rarely be needed. All that
  need be known is the character's "Literacy Level," which is
  determined by the Base BCS.
  If the BCS in the Literacy Skill is less than 5, the character is
  illiterate and can neither read nor write in that alphabet.
  If the BCS is from 5 to 9, the character is Partially Literate. He can
  puzzle out simple texts given time, and sign his name or write a short
  letter or text with much scratching of the head and furrowing of his
  brow.
  If the BCS is 10 or more, the character is Fully Literate, able to read
  and write with ease. Once this point is achieved, the character would
  study more deeply in the alphabet only if he uses it for esoteric or
  scholarly study, or if he wishes to create or decipher codes based on
  that alphabet.
  Katakana: This is the common script, used by the Heimin
  (commoners) for letters, contracts, signposts, etc. It is the first form
  of writing taught to children in Nippon and for Peasants, usually the
  only form learned.
  BONUS: All characters
  Hiragana: This is a more refined alphabet, used for literary works
  that are suitable for Kanji, such as Shinto documents, Haiku, the
  Japanese Classics, etc.
  BONUS: Shugenja, Gakusho, Buke.
  Kanji: This alphabet is used for certain literary works, all official
  documents submitted to high officials for resolution, and the bulk of
  Buddhist scripture Instead of the few score letters in the other two
  native systems. Kanji characters are the hieroglyphics of the Chinese
  alphabet. This alphabet contains hundreds of thousands of symbols,
  each representing a full word AND a sound. The BCS in Kanji maybe
  used to decipher individual characters drawn as a symbol, a popular
  magical practice. Finding a seal painted on a door, the literate
  character who makes his BCS roll can determine if it says "Beware of
  the Demon" or "All the Gold in the World," based on the letters used
  to design the abstract symbol.
  Due to the difficulty of this alphabet, all Study in it is at 1 extra
  Hindrance.
  BONUS Shugenja, Gakusho.
  Initial Skill Scores in Literacy Skills are based on one's Birth Caste
  and Rank. If a character takes a Literacy Skill in which he does not
  receive such a score automatically (a Peasant taking Kanji as an
  Initial Skill, for example) the Initial Skill Score is (2 x Wit).
  1058.2 Clan Dialects
  Ninja Clans and Yakuza Gangs have a "secret language," dialects
  developed to allow private communication between members. There
  are both spoken and written forms of these dialects
  Ninja Clan Dialects exist for each major Clan Group: the various
  Allied and Neutral groups. So that Ninja in Clan Groups A and B
  speak the same Dialect, as do members of Clan Groups E and F. The
  Neutral Clans (C and D ), may be assumed to use the same Dialect,
  for convenience.
  There is only one Yakuza Dialect (actually this was not the case,
  but it is simpler for campaign purposes). It is a "Lingua Franca" for
  Nippon's underworld. Thus, two Yakuza can exchange recognition
  phrases without detection by the "straight" citizenry around them
  Yakuza who can compose songs or poetry in Yakuza dialect gain the
  respect of their fellows, for this outlaw sub-culture has a flourishing
  interest in these Arts.
  Characters beginning the campaign as members of these
  Professions will have Initial Skill Scores in both the spoken and
  written form of the Dialect of (50 + Wit) and the Dialect is a Bonus
  Skill for members of these Professions. Characters leaning a Dialect
  during the campaign must treat it as a "Foreign Language."
  1058.3 LANGUAGE STUDY
  A special set of modifiers may affect the Learning Rate for
  languages and Literacy Skills. These are based on the exposure the
  character receives to the language he is studying. As anyone who
  has lived abroad can tell you, there is no better way to learn a new
  language than be being immersed in it constantly.
  Studying Dialect of Language spoken with Native fluency: 
  +2
  Living in country of Language studied: 
  +4
  Fully Literate in the Language: 
  +4
  Partially Literate in the Language: 
  +2
  Non-Ninja studying Ninja Dialect: 
  1 Hindrance
  Non-Yakuza studying Yakuza Dialect: 
  1 Hindrance
  Studying Dialect of non-Native Language: 
  1 Hindrance
  Language not widely used
  (ancient form, secret language): 
  1 Hindrance
  These are fairly fluid rules. A character studying an ancient
  language in the confines of some weird cult that uses only that
  language would not suffer the Hindrance for study of uncommon
  languages and in fact should get the bonus for Living in the Country
  for the language, since it is all his neighbors will speak.
  In any case where the question arises as the nature of the
  Language or Literacy Skills, they are treated as Arts. This governs
  the results of study on Attributes, their availability as Initial Skills,
  etc.
  1060.0 OTHER STATISTICS
  There are three further traits to consider in discussing the
  character. First there is "Ki," a vast reservoir of inner power which
  can be tapped to spur the human mind or body to superhuman levels
  for brief periods. The other two characteristics, Status and Level, do
  not measure internal qualities as have those discussed before
  Rather they give a means of determining the character's standing
  within society as a whole and his chosen Profession, respectively.
  1061.0 KI
  "Ki" is a term almost impossible to render into English: Power,
  Inner Force, Spirit or Spirit Power, all have been used and are
  partially accurate. It may be described as a reserve of power,
  theoretically attainable by anyone, permitting the human system to
  function on a temporarily heightened level of activity. Physically, it
  may be said to resemble a controlled state of hysteric strength.
  Mentally, it can allow inspired insight into intellectual problems, or
  the focussing of an irresistible effort of will.
  While the results of Ki may appear to be magical, there is no magic
  in it, except perhaps the magic of human potential in a crisis.
  1061.1 Gaining Ki
  The score in Ki may be increased in several ways. As with Attribute
  scores, it may be necessary to keep separate track of permanent vs.
  current scores.
  One (1) point of Ki is gained each time the character accomplishes
  one of the following acts:
  Master a Skill: When a score of 99 points is reached in a Skill, a point
  of Ki is gained. The Gamesmaster may withhold the Ki increase if the
  mastery is received as a gift of some God, or by some means other
  than study
  21
  
  Gain a Level: When a character advances a Level in his Profession,
  he gains a point of Ki.
  Increase Attribute to 40: Characters achieving the maximum
  possible score in an Attribute, 40 points, receive 1 point of Ki for
  doing so. If a Player Character is designed so that he starts play with
  an Attribute at 40 points, he still receives this benefit.
  Meditation: The Art of Za-zen (Meditation) may be used to gain Ki.
  Once a character has mastered this Skill, he may continue to study it.
  Such study is at a Hindrance, since the character possesses a score
  greater than 60 points in it. The additional Study does NOT increase
  Attributes.
  Each time a new total of 99 points is gained by this method, the
  character gains another point of Ki.
  Enchantment: Certain very powerful magical artifacts can help a
  character gain Ki. Likewise, the Gods can grant Ki to their
  champions.
  1061.2 USING KI
  Ki allows its possessors various powers. Some are available to any
  character with Ki and are described below. Others are specific to a
  given Profession and will be described in the rules for the individual
  Professions.
  All Ki powers fall into two categories: Focused and Unfocused.
  The former require successful "focussing" of one's Ki, which in the
  game is done by rolling 1D20. If the die roll is less than or equal to the
  current Ki score then the Ki has been focused and the power may be
  used. Otherwise it fails. A natural die roll of 20 fails in any case but
  does not count as a Critical Failure. It requires a Detailed Turn of
  concentration to try and focus Ki.
  Unfocused powers may be used at any time: no focussing roll is
  needed. But a Detailed Turn of uninterrupted concentration is still
  required to tap the energy of Ki.
  Some powers reduce the current score in Ki. Others do not.
  However, a current Ki score greater than 0 is necessary to use ANY
  Ki power, no matter what form it takes.
  Once a Ki power has been successfully invoked, it will remain
  active until the action sequence in progress has ended: a fight, an
  attempt to use a Skill, escape some trap or peril. The Gamesmaster
  may decree the actual limits of the power's duration. It is quite
  legitimate for a Ki power to remain active during a pursuit, if it is
  designed to aid in escape or capture, but a Ki power invoked to aid in
  combat when entering a place of danger would not last past that
  combat, although danger still surrounds the character.
  Likewise, Ki can be invoked to aid some extemporaneous use of a
  Skill, for a limited time, possible only for a single use, but could not
  be used for a long term protect: composition or research for
  example.
  1061.3 GENERAL KI POWERS
  Skill Focus
  A Focused power. The character may apply the Effect Number of
  the focussing die roll as a bonus to the BCS in any Skill, whether he
  has score in it or not. A minimum bonus of +1 is received if the
  focussing roll is successful. The character may add the full Effect
  Number to the BCS for a Bonus Skill. He may add half the Effect
  Number to the BCS for a non-Bonus Skill. The character may reduce
  the Effect Number of his focussing roll if he wishes to do so. The
  current Ki score is reduced by the Effect Number used.
  Self Healing
  Unfocused power. A character whose total damage should
  render him unconscious may retain consciousness for 1 Detailed
  Turn per point of current Ki. The current Ki score is reduced by 1 per
  Detailed Turn, so the when he runs out of Ki, the character will
  collapse. No concentration is necessary to start using this power.
  If a character's damage is fatal, he may be able to resist death itself
  by using Ki. If he wishes to' the character may expend sufficient Ki to
  restore sufficient Hit Points to bring his damage total back below the
  lethal point, at 1 to 1. This expenditure lowers the Permanent Ki
  score. That is, the Ki is not recovered next day. It is gone. If the
  character has Ki left after this reduction, he may use it to remain
  conscious at described above.
  Gojoru is a 3rd Level Bushi with 5 points of Ki. He is sorely
  wounded, unto death. His damage total exceeds his Hit Points
  by 6. Normally, death would ensue when he is 3 points below
  0. By expending 3 points of Ki, Gojoru brings his damage back
  within the survivable range. He may now keep going for 3
  Detailed Turns using his remaining Ki. If he survives the fight,
  he will have a permanent Ki score of 3, having lost the points
  expended to resist death.
  Saving Throw Focus
  A Focused power, applied to either the physical or mental
  Attributes. The character must declare which will benefit when
  making the focussing roll.
  For purposes of calculating Saving Throws in the stated Attributes
  the character may increase the current score in the Attribute by his
  Effect Number for the focussing die roll +1. le. the Saving Throws will
  be increased by (Effect Number+1)/3, round nearest.
  The use of this power does not reduce the current Ki score.
  Ability Focus
  A Focused power used to enhance One Ability, to be selected
  when the die roll is made.
  This is not a power which may be used effectively with such
  Abilities as Learning Rate, which are applied only in the long run.
  The Attribute score(s) governing the Ability is increased by the
  Effect Number + 1. If this raises the Ability beyond the normal human
  range, as could for instance occur with the MNA, the enhanced
  figure is still used. If totaled scores are involved, as with Zanshin,
  the total sum of the Attributes is increased, not the individual scores.
  Using this power reduces the current Ki score by 1 per Detailed
  Turn. Its use may be ended at will by the character
  Magic Resistance
  An Unfocused power, one which operates automatically without
  conscious action by the character. The Magic Capability of spells
  directed at the character is reduced by the current Ki score/10.
  The use of the power does not reduce the current Ki.
  1061.4 RESTORING CURRENT KI
  Reductions in the current Ki are restored at sunrise. This is
  automatic as long as the character is neither dead nor comatose.
  1062.0 STATUS
  Nippon has a social system of great complexity, compared to the
  customs of most Western cultures. They duty you owe to those
  above or below you is rigorously measured and no one will lightly
  incur obligations to or from another.
  While the Status system given here does not answer all the factors
  involved, we hope they will provide a means of controlling them in
  the campaign.
  The importance of Status will vary widely among campaigns. In a
  setting where the "storyline" centers on wandering Player-
  Characters with the emphasis on action, Status will be less central
  than in a campaign with a strong focus on the character's place in
  society.
  Status is measured on a percentile basis, a score of 0 to 99 used to
  generate a BCS, as with Skills. Part of this score derives from the
  deeds of the individual, the rest from his standing in his peer group,
  be it Caste, Profession, or some other social unit. Crudely put, this
  score determines the character's ability to influence others to do as
  he asks.
  1062.1 PERSONAL STATUS
  A character's Status is based on personal factors, some derived
  from his birth, others from his deeds in the campaign. A character's
  Personal Status score is calculated as follows:
  Birth Rank
  The character's Rank in the Caste of his Birth (section 1080.2)
  gives an initial Status score of 10 per level of Rank. That is, a Low
  Rank character receives 10 points, a Middle Rank character receives
  20 points, and a High Rank character receives 30 points.
  Level
  A character's Level in his Profession will increase his personal
  Status by 5 points per Level. Thus, as all Player-Characters are 1st
  Level at the start of play, they will receive this benefit immediately.
  Note that a Player-Character can be a "0 Level" member of a
  Profession in the case of great dishonor (see the rules for "On,"
  section 1064.3) or when changing their Profession. This would
  reduce the Level-derived Status score to 0.
  On
  On, a quality measuring the character's personal honor and
  prestige, contributes to his Status. For every 50 points of On, the
  character augments his Status score by 1. The current status
  derived from On may be calculated as On/50, rounded down, at any
  time, as needed.
  There is an exception to this in the case of the Ninja. Since
  members of this Profession do not gain On for their actions, their
  Status derives from their Experience score instead. The Ninja will
  add his current Budo score/50, rounded down, to his personal
  Status.
  22
  
  A character can lose On during the campaign, for foolish,
  dishonorable, or just plain unlucky acts If this reduces his On below
  the Level necessary to maintain a given Level, his effective Level
  drops The effect on personal Status is drastic. The character may
  only apply the minimum On required by his new, lower Level to the
  Status score. For example, if a 4th Level character suffers a loss of
  On sufficient to drive his score below 100, the minimum On required
  for 4th Level, his Level goes down Let us say his new On score is 75.
  This is sufficient for 3rd Level, which becomes his effective Level.
  But, the minimum On required for 3rd Level is 50. For purposes of
  calculating his Status, the character may only apply those 50 points
  until he regains his former Level.
  All other Status points are derived from the character's position in
  his social group and the modifiers to the particular attempt to use his
  Status to influence the game
  1062.2 GROUP STATUS
  A character will be a member of different social groups during his
  game "life." often functioning in several at once. For example, a
  Bushi of Peasant Caste may be measured in terms of his Status as a
  warrior or his position as a Peasant, depending 
  on the
  circumstances. If he achieves Samurai rank later in the campaign, he
  would be gauged by his Samurai Status in Caste related situations
  Should he then leave his lord's court to become a Ronin, a
  masterless warrior, his Caste Status is then measured on that basis.
  But in all three cases, he would still have a potentially different Status
  within his Profession, independent of his Caste standing.
  This is important in considering how the character "rates" within
  his group and in calculating how that group, in turn, relates to the
  rest of Nipponese society. For instance, a respected Peasant will
  have considerable influence with his village elders, less Status with
  the elders of a distant village, and even less Status in dealing outside
  his Caste entirely, especially if trying to influence a Samurai with his
  Status.
  If a character rises to a given position within his group during the
  campaign, this will raise his Status as a member of that group.
  Likewise, a "fall from grace," a loss of position, will reduce his Status.
  And should his Status fall below the Level required to maintain a
  given standing, he will likewise be reduced in rank within the group.
  As a guideline, the Status associated with a given role within a
  group is listed here. A character achieving this Status may
  conceivably seek equivalent rank in his group. A character raised (or
  lowered) to a given rank will have his Status adjusted accordingly
  Group Standing
  Member
  Senior Member
  Supervisor
  Manager
  Advisor
  Elder
  Head
  Status
  0
  20
  40
  60
  75
  90
  100 (campaign dependent)
  These are obviously fairly abstract classifications. A "Member" or
  "Senior Member" is simply a character who functions as a member of
  that group "Supervisor" and "Manager" positions are given some
  form of local authority within the group "Advisor" and "Elder" ranks
  have influence throughout the group, while "Head," of course, is the
  leader of the group. There can only be one Head in any group.
  These divisions apply most strongly to such groups as Clans,
  Temples, and Schools. They are least germane in the Professions,
  where no concrete structure exists apart from community of interest
  among the members and the endless striving for perfection by those
  members No matter how high his Status, no character can ever truly
  be the "Head" of his Profession, though the claim "Master Warrior of
  Nippon" (or whatever) might be made by a vainglorious member of
  that Profession
  Within a strongly structured group where the members will seek
  for advancement, the following guidelines control such actions:
  " A character may not be able to exercise his full, personal Status as
  a member of a group The maximum-amount of personal Status he
  may apply to his group Status may not be more than 10 points
  greater than the minimum Status necessary to hold the rank he has
  in the group A Bushi with a personal Status of 25 is made a member
  of a Samurai Clan The maximum amount of this Status he may use
  while still a "Member" of the Clan is 10, since the minimum Status
  necessary for "Member" rank if 0 This figure may be increased by
  the modifiers to group Status listed below, and by the enhancements
  possible to any Status score when seeking to influence someone,
  including bribery, poetry, the tea ceremony, etc.
  * A character may not seek promotion to a higher rank unless his
  Status is within 10 points of the required minimum. That is, a
  character wishing to seek advancement to "Senior Member" of the
  group must have at least 10 points of Status. A character who has
  Status greater than the minimum required may of course seek a
  Rank whenever possible. Thus, any Elder of a group is in a position
  to rise to Head. This allows both legitimate succession within a
  group, as the most deserving Elder rises to the leadership when the
  Head dies, and attempts at usurping the Head's position by his
  closest associates. Both were means of advancement exercised
  many times in Nippon's history.
  A character can have Status within a group which exceeds his
  personal Status. Such bonuses are lost if he leaves his group or is
  cast out of it. If he acts in matters which the Gamesmaster feels do
  not concern his group then he may be required to depend on the
  personal score, without the benefits of his position. Modifiers to the
  group Status score include:
  Favor of Head
  Disfavor of Head
  An act enhancing the group as a whole:
  Minor
  Major
  Outstanding
  An act diminishing the group as a whole:
  Minor
  Major
  Terrible
  +5 to
  -5 to
  +1
  +2
  +3 to
  -2
  -3
  -5
  10
  10
  5
  Gifts: Characters may enhance their group Status by giving gifts to
  their superiors within its rank. Noble Clans and Merchant Guilds
  measure gifts in gold pieces. Other groups measure this in silver.
  The extra Status received for gifts applies during the calendar year
  the gifts were given. +1 is gained for an amount of money spent equal
  to the character's personal Status.
  The principle groups functioning in a campaign include:
  Clan
  The extended family in Nippon. This is of the greatest importance
  to Samurai and Ninja, as these characters derive their very function
  from affiliation with a Clan and will seek to rise in its hierarchy as
  long as they remain among its numbers. For the Samurai loss of Clan
  affiliation means reduction to the status of Ronin For the Ninja,
  severance from the Clan is almost unthinkable. It is tantamount to a
  death sentence.
  Yakuza Gang
  At first glance this might seem important only to Yakuza. But a
  Gang's ranks are open to anyone who can measure up to its
  standards (or sink to those standards, in some cases). While
  non-Yakuza entering a Gang should never rise beyond Supervisor
  position without changing Profession to Yakuza, the Gamesmaster
  may depart from this suggestion at will. Otherwise, a Gang functions
  as a surrogate Clan, as indeed it was for its largely criminal
  membership.
  School
  Of primary importance for those who devote themselves to pursuit
  of excellence in a Skill, or rather a style developing a combination of
  Skills, generally within a Profession. The School existed in both the
  martial and scholarly Professions For the fighter, a "Ryu," or Martial
  Style, could fulfill the same functions as a Clan. Likewise, magical
  practitioners of similar aims would pool their knowledge and
  resources in a School. Competition among Schools for preeminence
  in their general area of study was keen and often violent. Veneration
  for the Master of the School approached the intense fervor offered
  their lords by the Samurai. More will be said of Schools throughout the
  rules.
  Temple/Shrine
  The Temple was to the Buddhist clergy as the Clan is to most
  laymen: the central link to society. For Shinto clergy, the shrine
  occupied a similar position. In neither case were connections to
  other groups severed. A Samurai who assumed the tonsure and robe
  of a Buddhist monk still exercised considerable influence with his
  Clan, despite his theoretical status as a "retired" person While the
  typical competition in Nippon's institutions for supremacy is
  somewhat subtler in the religious world, it still exists. Where Samurai
  Clans might contest for power on the battlefield and the adherents of
  rival Schools prove superiority in the Duel, the wandering Gakusho
  will strive to uphold his Temple's reputation by the insight of his
  sermons and the decisive manner in which he demolishes rivals in
  religious debate
  23
  
  Profession
  For the true wanderer, without bonds of family, Clan, adrift in
  Nipponese society, the only thing that is left to which he can give his
  devotion is his Profession. The state of mind of such a character,
  perhaps a Ronin, a "wave man" wandering restlessly across Nippon
  like a wave upon the bosom of the ocean, perhaps a religious hermit,
  seeking enlightenment, can only be held stable by singleminded
  pursuit of his personal ideals. Nippon's entire culture is constructed
  upon the scale of relationships with ones fellows. To live outside that
  framework is unthinkable to most of its inhabitants.
  A character choosing to function solely within the framework of his
  Profession will suffer in relative Status compared to members of
  more formal groups He must therefore guard what Status he has by
  virtue of unfailing victory over the challenges he encounters. While
  Japan has never trusted such individuals, those who dwell outside of
  the mainstream of its society, the nation yet reserves some of its
  most overwhelming hero-worship for those who followed this path:
  such heroes as Yoshitsune, the outcast champion of the Minamoto
  Clan, and the immortal Miyamoto Musahi, to the end of his life a
  Ronin, a Bushi who served no overlord, but followed the endless
  road to perfection in the art of the warrior.
  A Player Character functioning in the campaign without any
  group connection at all will usually be judged by his Status as a
  member of his Profession. We recommend that the ONLY source of
  Status for such a character be his personal Status. There is no Head
  to grant favor. Actions in keeping with the Profession's aims are
  measured by Level and On. The only criterion of Status is the
  character's own prowess in his chosen field.
  1062.3 STATUS IN SOCIETY
  Each group in the campaign culture should be assigned a Status
  Factor by the Gamesmaster, by which the Status of its members is
  measured on an "absolute" social scale. This Status Factor will be a
  fraction, less than 1, in all cases except one. The Status Factor for the
  Samurai Clan currently ruling Nippon is equal to 1. If there is no
  ruling Clan, if the Shogunate is up for grabs in your campaign, then
  no single Clan will have so high a Factor. We do not include the
  Imperial Court in this scale for reasons which shall be explained
  later. This group's Status was so high that it is off the scale on which
  the campaign will operate.
  To determine a character's Status on this society-wide scale,
  simply multiply his current Status score by the Status Factor for his
  group. If comparing Status between two characters, or two groups,
  do so for both participants to see who has a higher absolute rating.
  Thus, the village Headman has Status=90, an Elder in the Peasantry
  in his area. But it is a fairly small area, with a Status Factor of, say, .3.
  A Samurai, being petitioned for a favor by this Headman, has his own
  Status to consider, say Status=50, a Supervisor level. He may be the
  daimyo's bailiff in the district. But his Clan is a powerful one, say
  Status Factor=7
  The Headman's Social Status is 90x.3, or 27. The Samurai's Social
  Status is 50x7, or 35. All the influence of the Headman can bring to
  bear still leaves him at a disadvantage in dealing with the Samurai.
  While their positions are not so disparate that the Samurai can lightly
  disregard the Headman's position, even a single point of difference
  can be crucial in the endless give and take of Nippon's behaviour
  patterns.
  Guidelines for the Status Factors for various groups follow. They
  cannot be more specific as the Gamesmaster is the only one who can
  determine the particular standing of a group in his campaign. These
  should provide some guidance, however.
  Group 
  Status Factor
  Samurai Clan 
  .6 to 1
  Peasant Clan 
  .1 to .3
  Ninja Clan 
  .3 to .8
  Merchant Guild 
  .1
  Temple
  Shrine
  School
  Yakuza Gang
  Profession.
  Bushi
  Budoka
  Gakusho
  Shugenja
  Yakuza
  Ninja
  .3 to .7
  .1 to .6
  .2 to .6
  .1 to .5
  .6
  .5
  .4
  .3
  .1 (if without
  Gang affiliation)
  .2 (if without
  Clan affiliation)
  1062.4 USING STATUS
  The Status score is used in many ways. It is a central factor in the
  gaining and losing of "On" (described below) in certain situations
  Status is also used to measure one's actual place in society. And last
  but not least, it is used to influence those from whom the character
  wishes to gain a favor.
  Status can be used to seek admission to a group, or to gain
  advancement in it. It may be used to request a favor from some
  character in a position to grant one. One's Status determines the
  success of political meetings, marriage contracts, and legal cases.
  If the Status score is being used solely within the group, the group
  Status is used. Otherwise, the social Status of the participants must
  be determined and that score used.
  Enhancements to the Status score used for the influence attempt
  are made directly to the appropriate score. That is, one would not
  increase the group Status by using poetry, bribery, special gifts, etc.,
  and then convert the enhanced group Status into social Status.
  Modifiers are made directly to the Status score that will be used for
  the influence attempt.
  Possible modifiers to the Status score include:
  Impromptu Haiku, quote from Classics, or
  similar spontaneous use of Social Art: Add Effect Number.
  Gifts:
  Artworks: 
  Value of Artwork.
  Money: 
  +1 per silver pice up to a
  maximum of 2D10 silver pieces.
  Fine Merchandise: 
  10% of List Price.
  Other fine gifts of great value, such as weapons made by a master
  artisan, or magical items, things really beyond price, will receive a
  generous Status bonus, say 1D3 times 10, or even 1D6 if the gift is
  very appropriate.
  Support of Character with
  higher Status than the
  Requester's own score:
  Incorrect attire, behaviour,
  unwashed, etc.:
  +Half the difference in their scores
  -5 to -20 (Gamesmaster decision)
  Modifiers made directly to the Status BCS of the Requestor
  include:
  Opposed by individual or group: 
  - Status roll Effect Number
  To mutual benefit of characters involved: 
  +5
  More benefit to character making request: 
  -3
  More benefit to character being asked for favor: 
  +3
  No benefit to character making request: 
  +3
  No benefit to character being asked for favor: 
  -3
  Contrary to desires of character being asked for favor: 
  -10
  Difference in relative Status of characters:
  Requestor is higher: 
  +Difference.'10
  Other character is higher: 
  -Difference/10
  Having worked out the adjusted BCS for the character seeking to
  use Status, the 1D20 is rolled. Calculate the Effect Number of
  determine the reaction of the character whom he was seeking to
  influence with his Status.
  Less than -6 Request refused and character influenced is hostile.
  -6 to -3 
  Request refused and character influenced is
  suspicious of requestors motives. He may be
  placated by gifts or other evidence of respect.
  -2 to 0 
  Request is refused. Further attempts may be made
  if it can be made worthwhile to the character to
  be influenced.
  I to 3 
  Granted, but the character granting it may place
  conditions on the favor and will not give any part
  of it until they are carried out.
  4 to 6 
  Granted in part, but not fully until certain conditions
  are carried out.
  7 to 10 
  Granted in full, but a condition must then be
  fulfilled
  II to 15 
  Granted in full and freely
  16 or more 
  Granted freely with some extra benefit to requestor.
  These guidelines are admittedly very general. The Gamesmaster
  can and must adjust them as necessary to fit the particular situation
  in the campaign.
  It is impossible to coverall the myriad situations where Status may
  be used in this section. It governs a whole range of human
  interactions, which we can only outline crudely As events occur in
  the rules which can be manipulated by Status, we will try to show
  how this is done
  24
  
  Oki Toroshi. a young Samurai of the Teda Clan, has
  brought a lawsuit before the Daimyo. seeking to recover an
  illegally confiscated parcel of land from the corrupt bailiff.
  Teda Matsura. As the case is wholly within the Clan, the two
  litigants will use their group Status to plead their cases before
  their Lord. Toroshi is a "Senior Member" in the Clan, while
  Matsura. as a bailiff, is a "Supervisor." Thus, while Toroshi has
  a personal Status of 42. his base Status in the Clan is limited to
  20 points. Matsura has the minimum Status necessary for his
  rank, for a base score of 40. Both characters have had legal
  briefs prepared by a scholar, using Rhetoric. But Toroshi paid
  his scribe generously and the scholar has produced an
  exquisite "Artwork" of legal double-talk, whereas Matsura, a
  stingy man. skimped on the petition. Toroshi's brief has a
  Value of 75 whereas Matsura's is only worth 5. Their
  respective scores are now 35 for Toroshi as opposed to 45 for
  Matsura.
  Toroshi is a young man well liked by all. especially for his
  generosity. He has made fine gifts to several influential
  members of the Clan, and performed bravely in the last battle.
  His net gain for these actions is plus 5 to the group Status, for
  a score of 40. The contest looks even.
  But. Matsura can attempt to use his Status to reduce
  Toroshi's! And the greedy money-grubber does just that. But
  to his dismay, a crude remark he intended as a jest offends
  Lord Teda, inclining him towards Toroshi's side of the case
  (ie. the Status BCS roll failed, generating a negative Effect
  Number) 
  Subtracting this number from 
  Toroshi's BCS
  actually increases it! Let us say that, with a BCS of 9. Matsura
  rolled a 76. for an effect Number of 9-16. or -7. Toroshi's BCS
  as it was came to 8. so his adjusted BCS is now 8-(-7) equals 8
  plus 7 equals 75. Toroshi's Status is now rolled and the
  dice come up with a 3. The Effect Number is a 12. indicating
  that his request is granted fully and freely.
  In the context of a court case, this would mean that the
  Daimyo finds totally in Toroshi's favor, returning the land to
  him. Had (he Effect Number been even higher, reaching 76 or
  more, the Daimyo would probably have added some of
  Matsura's own land to the settlement.
  But let us say Matsura had not made that fatal slip of the
  tongue and had generated a positive Effect Number. Toroshi's
  BCS would have been decreased. Had he still rolled a low
  score, a "Conditional" granting of his request might have
  occurred. The land would probably have been divided in a
  compromise. Had Toroshi's Effect Number fallen below -2.
  then not only would his case have been dismissed but Lord
  Teda would probably have awarded damages to Matsura.
  further stripping the young warrior of his property. Oh. it is
  dangerous to trifle with the mighty!
  1062.5 STATUS AND PLAYER-CHARACTERS
  This section does not discuss how Player Characters use Status.
  On the contrary, it addresses the situation in the campaign where
  Status is used on them! A Non-Player Character may, if the
  Gamesmaster feels the situation permits, make a request of the
  Player Characters by influencing them with Status.
  If the Status Effect Number indicates that the request is refused,
  the Player Characters may react in any way the choose, even to the
  granting of the requested favor or aid. They may set conditions to the
  favor, as defined above, subject to the approval of the Gamesmaster.
  The only way to refuse granting a legitimately placed request, one
  which is the result of a successful Status die roll, is by taking a loss in
  On. The base amount lost is equal to the Effect Number of the Status
  die roll made by the requesting Non-Player Character This is
  multiplied by some factor assigned by the Gamesmaster, based on
  the "Tightness" of the request. A Player Character who disregards a
  plea for help from some poor victim, when his character would
  usually honor such a request, would lose perhaps five times the
  Effect Number of the Status roll Refusing some character to whom
  the Player Character normally has an obligation anyway, a retainer
  or superior in a group, for example, might lose even more.
  The Gamesmaster should not use this technique on the Player
  Characters too often, lest the players feel they are being "railroaded"
  into courses of action they really do not wish to take. It has a very
  valuable use in steering the Player Characters into some specially
  designed scenario the Gamesmaster has prepared for their
  entertainment. It can also be used to nudge players whose
  characters have started straying from proper behavior for their role
  back onto the straight and narrow path.
  Players may use Status on each others characters as well. The
  Gamesmaster should be an impartial judge in such cases. As with
  Duels between Player Characters, while such things are not always a
  good idea, if the players are committed to the action, then all the
  Gamesmaster can do is keep things in the proper perspective. This is
  a game. It is supposed to be fun. Don't let grudges spoil it.
  1063.0 LEVEL
  In one way or another, the object of any role-playing game is to
  gain experience for (and as) one's Player Character. The player
  begins with the character in embryonic form, designing the effects of
  his formative years, choosing the life his character will lead in the
  campaign, etc. He then maneuvers the character through the various
  adventures of the game, each of which contributes to the character's
  development. The game system must have some means of reflecting
  the result of this development. In BUSHIDO, one of the principle
  methods is the use of Levels.
  Level measures a character's standing in his Profession and the
  effect his experiences have had on his self-image and his proficiency
  in the Skills which are the special province of that Profession.
  1063.1 WHAT ARE LEVELS?
  A Level is a number from 0 to 6, reflecting the degree of specialized
  development a character has reached in his Profession. "0 Level"
  refers to characters who are not members of any Profession or, in
  certain special cases, characters who are "on probation" as they
  enter a new Profession. See section 2094.0, on becoming a Gakusho
  (Priest) for an example of this process.
  A character's Level influences many facets of his life. Why should
  this be the case? Why not just use individual development in Skills
  and Attributes to measure character progress?
  In many ways, Levels are simply a convenient way of doing just
  that. Continued success in BUSHIDO carries with it the assumption
  that numerous challenges have been met and overcome by the
  character. This also assumes that character has survived these
  challenges. Such ongoing success must have a positive effect on the
  character, his Skills and overall competence. The gaining of a new
  Level is a recognition of this development and an easy way to apply it
  to the character's subsequent activity in the campaign.
  Thus, a Bushi who survives "X" number of combats, slays so
  many hairy monsters, and increases his personal honor to such-and-
  such a degree is going to show an improvement in his overall
  competence as a warrior. An increase in Level is the way the game
  adjudicates when this improvement becomes significant and what it
  will do for the character.
  Achieving higher Levels also provides a tangible "score" for the
  players, reflecting their skills as gamers. Positive reinforcement of
  one's players is a feature important to any good Gamesmaster.
  1063.2 GAINING LEVELS
  A Player Character's Level is determined by two factors:
  Experience and On.
  There are two forms of Experience in the game:
  Budo
  Budo is most frequently gained by overcoming opponents in
  combat, or for otherwise distinguishing oneself as a fighter. It is
  accumulated only by Bushi, Budoka, Ninja, and Yakuza.
  Shugendo
  Shugendo is awarded for successfully using magic, performing
  occult research or mystical devotions, spell learning, and other
  deeds advancing the character's development in such matters. It is
  awarded only to Shugenja, and Gakusho.
  25
  
  To increase his Level, a character must also have a requisite
  amount of On. On is a subtle quality which will be discussed in far
  greater detail shortly. It is a measure of the respect and honor
  afforded the Player Character, both by society in general, his
  associates, and himself. It is possible to suffer a reduction in
  effective Level if one's On score falls below the point necessary to
  hold a given Level.
  As stated earlier, all Player Characters begin at the 1st Level of
  their Profession. As they gain Experience and On, they will advance
  in Level. Whenever a character's score in the two areas increases to
  the point where he is entitled to a new Level, he automatically
  acquires all benefits due such an increase. This occurs immediately
  with the following exceptions: If the character performs the action
  which gained the necessary score(s) while in Detailed Action scale,
  eg. in the middle of a melee, he does not acquire the benefits of his
  new Level until he is out of Detailed Scale. A character must survive
  the immediate situation before his new status "sinks in." If the newly
  promoted character dies before leaving Detailed Scale, the Level
  increase is still recorded. It takes effect immediately should he be
  returned to life or is applied to calculating his Karma should his
  death be irreversible.
  Ninja do not, under any circumstances, gain true On. Their caste is
  among the Eta (Untouchables or Pariahs). They make their living by
  murder and terror. The common folk of Nippon fear and shun them.
  To reflect their Profession's motivations and reputation, the Ninja
  must achieve twice the stated amount of Budo to gain his Levels.
  Necessary scores in Experience and On are as follows:
  Level
  1
  2
  2
  4
  5
  6
  Experience
  0
  10
  50
  100
  500
  1000
  On
  0
  10
  50
  100
  500
  1000
  1063.3 BUDO
  Budo is meant to measure the character's martial fervor and
  courage. It marks the development of the combat oriented Player-
  Character into a master of his Profession. It contributes in this way
  only to those who have selected the martial way of life as their own,
  having no effect on others. This is why magic using characters never
  acquire Budo. Such Experience does not improve their image,
  dedicated to the scholarly and arcane arts. No more does that which
  enhances them, Shugendo, the way of the esoteric, improve the
  warrior in his pursuits.
  Budo is acquired in several ways, although it is principally earned in
  personal combat. Characters receive Budo on the following bases:
  Overcome Foe
  The character receives Budo by slaying an opponent, or subduing
  him beyond any active resistance. This can be rendering him
  unconscious, disabling him beyond hope (like all four limbs),
  binding him immovably, causing him to surrender, etc.
  The Budo acquired for such a victory varies by the type of foe.
  Ninja who overcome a foe using Ninja Skills or Gimmicks receive
  double the usual amount of Budo.
  Classic Member of Profession: A character who is a fully developed
  member of a Profession. All Player Characters fall into this category.
  Budo = Level of foe + 1.
  Rabble Member of Profession: An NPC with all characteristics of a
  Classic Man in a Profession, but only 1D10/Level in Hit Points.
  Budo = Level of foe.
  Average Man: An average human character. Not usually a member of
  a Profession, though an effective Level may be assigned to make
  him tougher. Hit Points always = 10. Budo = 1 + (Level/2, up) if any.
  Rabble: Average human characteristics, not a member of a
  Profession, having 1D10 Hit Points. Budo = .5.
  Extra: An NPC having no Hit Points, le. any hit kills him. If not given
  an effective Level for color, Budo = .5 If given Professional
  characteristics (Level, high Skills), Budo = 1.
  Non-humans: Animals, Monsters, Spirits, etc., all have an assigned
  Budo value given in Book 2. Their conquerors receive this value for
  overcoming them.
  The mythos upon which BUSHIDO is based strongly indicates
  that the Budo for such an action is awarded SOLELY to the character
  who gets in the killing/winning blow. If Yoshi has spent the last 10
  Detailed Turns hammering a Bakemono down to 1 Hit Point and
  Sakuro jumps in from behind and dispatches the creature, all Yoshi
  will show for his labor are his wounds.
  The Gamesmaster may choose to modify this, awarding partial
  Budo to participants in the attack, although the deliverer of the final
  blow should still receive full credit.
  The practice of awarding Experience points only to the actual
  winner of a combat can lead to angry words among players and
  Player Characters. A punctilious observance of courtesy should be
  enforced by the Gamesmaster. Conventions should be developed
  within the gaming group which can mitigate the friction generated
  by competitive play in the never ending search for Experience.
  Strategy
  Often, players will have the opportunity to set up a plan of battle
  before charging into a combat situation. The Player Character who
  proposes and/or oversees an effective strategy (one which the
  Gamesmaster feels shows clear thought and workability) should
  receive Budo in proportion to the plan's effectiveness. Strategy that
  even comes close to succeeding as planned should earn the
  strategist a percentage (10%?) of the total Budo gained by his party
  in the fray. A good plan that just did not work out should still be worth
  1 point ("A for Effort").
  If more than one player is responsible, equal rewards should goto
  all concerned. But each player may designate only ONE Player
  Character as the recipient, ie. the planner. Poor plans will very likely
  carry their own consequences, and the survivors should not be
  further penalized.
  Command
  A character leading a body of troops in a Tactical or Strategic
  Battle will gain Budo for every Battle Turn his troops win. The
  amount of Budo awarded is the ratio of the odds he faces in that
  Turn. Thus, if he wins a Battle Turn where the odds AGAINST him
  are 2:1, he gains 2 Budo points. If the odds are 1:1, the Turn is worth 1
  point, and so on.
  Mastery
  Any character mastering a Bugei (achieving a Skill score of 99) in
  which his Profession receives a Bonus earns 1 Budo Point for doing
  so.
  Mastering an Okuden for such a Bugei also earns 1 Budo Point.
  Inventing a new Okuden, as described in section 1053.2c, entitles
  the character to 1 or more Budo Points, the amount set by the
  Gamesmaster in direct proportion to the value of the Okuden
  devised. A good yardstick is how much spontaneous admiration the
  Gamesmaster feels when the Player describes the idea, modified by
  how well it works out in practice.
  Other 
  grounds 
  for conferring 
  Budo 
  may 
  occur to the
  Gamesmaster. He may certainly add his own criteria to this list,
  keeping in mind the desirability of relating the challenge of the
  situation to the Budo awarded for properly resolving it.
  1063.4 SHUGENDO
  As Budo is to the fighter so is Shugendo to the magician or mystic.
  The members of the magical Professions have forsaken the
  mainstream of Nipponese life, a distinctly warlike society, to pursue
  paths of scholarly study or religious contemplation. Their progress
  is measured not in the clash of battle but among the dry rustling of
  scrolls being unfurled or the deep tones of temple bells. As there are
  two distinct paths requiring Shugendo, we will treat the Shugenja
  (Magician) separately from the Gakusho (Priest), as the former
  pursues natural philosophy for secular ends as opposed to
  theological doctrines for religious ones.
  1063.4a Magical Acquisition of Shugendo
  The students of Kenja (magic) may acquire Shugendo in the
  following ways:
  Spell Learning
  Leaning a new spell will gain the Shugenja Shugendo equal to its
  Knowledge Required/10. Relearning a forgotten spell, a much easier
  task, is good only for its Knowledge Required/100, rounded to the
  nearest tenth.
  Magical Research
  The rules for this activity are in Book 2. Research may be used to
  work out the theory of extant spells in the campaign for which the
  magician has no teaching scrolls, or to invent new ones as allowed
  by the Gamesmaster. The process is also used to manufacture
  magical artifacts. Shugendo = Task Points/10.
  Spell Use
  Successfully casting a spell during play may earn Shugendo. Each
  time the magician casts a spell that works properly and, in the
  Gamesmaster's opinion achieves some useful end (detects
  something, heals wounds, discommodes an enemy, etc.), the caster
  receives 1% of the Knowledge Required to use the spell, rounded to
  26
  
  the nearest tenth. Thus a Knowledge 5 spell gains. 1 Shugendo when
  cast: a Knowledge 99 spell gains 1.
  The requirement that it do something significant is simply to
  prevent Shugenja from casting spells at will, without any reason to
  do so, just to gain Shugendo. Such behaviour gains no experience.
  Countermagic
  Successfully dissolving an enchantment receives Shugendo equal
  to the Knowledge Required for the cancelled spell/10, rounded to
  the nearest tenth.
  Overcoming Foe By Magic
  If a foe is overcome by a spell, or by the use of a magical artifact,
  the magician gains Shugendo equal to the Budo value for
  overcoming such a foe OR the Shugendo normally acquired for
  successful Spell casting, whichever is higher.
  Exorcism
  All spirits or enchanted creatures vulnerable to Exorcism have a
  Spirit Rank given in Book 2. Magicians who successfully exorcise
  such creatures receive Shugendo = Rank of Target.
  Mastery
  Shugenja may gain Shugendo by achieving the maximum score in
  any Bonus Art. It gains as well as the Skill it confers.
  The Gamesmaster may permit the Shugenja to "meditate" further
  upon the Schools of Magic once they have been studied to the
  practical maximum in order to gain further Shugendo. Such
  advanced training is at the normal Hindrance for Score Over 60
  Points, and does not further enhance the BCS, but whenever a new
  total of 99 is gained, it earns the scholar another Experience Point.
  Such "meditation" does NOT increase Attributes. It may gain an
  additional point of Ki, if the Gamesmaster permits, but its primary
  purpose here is the increasing of Experience.
  Other opportunities or modifiers for acquiring Shugendo may
  suggest themselves as the campaign develops. Solving some
  mystery by the use of occult powers comes to mind. Proportion must
  be the key, maintaining a balance between the difficulty of the
  situation and the reward for mastering it.
  1063.4b Mystical Acquisition of Shugendo
  Gakusho may acquire Shugendo for the following actions.
  Healing
  Buddhist clergy casting a basic Healing spell receive Shugendo =
  (.1 x Level of Spell), if successful. Using a Yoga in Healing receives
  Shugendo equal to Knowledge used/100, rounded to the nearest
  tenth. Shinto clergy receive a flat 1 Shugendo for Healing as their
  doctrines declare the sick and injured to be ritually impure, and thus
  they gain less merit for such activity.
  Mastery
  Mastering certain Skills gains priestly characters 1 Shugendo
  Point. This applies to any Bonus Art.
  Meditating upon the Yogas, ie. relearning them as Shugenja do
  with the Schools, is allowed. Again, such Meditation does not
  increase Attributes. It is applied to Experience only, unless the
  Gamesmaster also extends its effects to gaining Ki.
  Resurrection
  Buddhist priests may resurrect the dead using their power of
  healing by Raja-yoga. This gains them Shugendo at a different rate
  than that due to normal Healing by means of a Yoga. The Shugendo
  gained equals the subject's Level — his Karma/10. This last figure
  measures the "rightness" of the action. The higher his Karma, the
  readier he was to go onward, neh? Raising characters with negative
  Karma DOES act in this to give extra Shugendo. The priest has given
  them another chance to acquire merit before passing to the next life.
  Trance
  Achieving a Lesser Trance in which some previously unknown
  information is received, or a good question regarding the situation is
  asked, or some danger is avoided by prophetic warning, gains
  Shugendo = Knowledge in Yoga(s) used/20.
  Some concrete result must result from the Trance in order to gain
  Shugendo.
  Exorcism
  Exorcism gains Shugendo for priests in the same manner it does
  for magicians.
  Countermagic
  Spell dissolving gains Shugendo Points for clergy at half the rate it
  does for magicians, ie. Knowledge Required/20.
  Dissolving the evil enchantments of demons, Bakemono, or other
  Creatures using magic not measured in the Schools, gains
  Shugendo equal to half the casting creature's Rank.
  Using Sacred Texts
  Buddhists can use the Sutras (Scriptures) to achieve magical
  effects and Shintoists use Norito (Litanies to the Kami) in the same
  way. If such a Text is learned by heart, it is worth 1 point of
  Shugendo. Successful use of a Text is worth .1 Shugendo, whether
  recited from memory or read from a scroll or book.
  Blessings
  Successfully blessing one or more characters gains the cleric 1%
  of the Yoga Knowledge used, rounded to the nearest tenth. It is
  immaterial whether or not the Blessing is used by the recipient,
  although the Gamesmaster may withhold Shugendo if there is no
  obvious reason to Bless (ie. not even a small chance of needing such
  enhancement).
  Banishing Ghost
  Use of the Segaki ceremony to lay an unquiet spirit of the dead
  which is actively haunting an area or person gains Shugendo as if
  Exorcism had been used.
  Unlike some other role-playing games, we have not tried to codify
  all the areas in which Experience may be gained, assigning hard and
  fast point values to each case. Situations stated above as always
  receiving Experience MUST be so rewarded by the Gamesmaster,
  but he should not feel that he cannot award it for other acts as well.
  Nor should players be shy about calling the Gamesmaster's
  attention to some action they find praiseworthy! It is difficult to keep
  track of everything during play and the Gamesmaster may just miss
  noting that so-and-so has just performed some remarkable feat. But
  the Gamesmaster's decision must be final in such cases, and players
  are urged to accept this decision with good grace.
  1064.0 ON
  A very important function of On in the campaign is its use to
  promote good role playing. A Player Character who is true to his self-
  proclaimed ideals should gain On. Characters who, having selected
  the role of a Bushi, skulk in the rear of combats and shun the test of
  prowess in battle should pay for it in On. On measures the internal
  respect which the character has for himself, just as Status measures
  the respect he has earned in society.
  1064.1 GAINING ON
  An opportunity to gain On can occur at any time in the campaign.
  A character can gain On for an appropriately defiant insult in combat
  or a timely show of mercy to the downtrodden. Anything which
  strikes the Gamesmaster as an impressive portrayal of the character
  should receive at least a point of On.
  Some of the more concrete opportunities that exist include:
  1064.1a Winning a Contest
  Whether the competition is a flowery exhibition of Poetry at a
  noble court, or a riotous drinking bout at the local tea house, winning
  a contest of any kind is worth On. The Gamesmaster may award 1
  point for spontaneous showings of talent among a limited audience.
  Alternatively he may increase the reward for masterful performances
  before a larger or more prestigious crowd. In this latter case, the
  value of the presentation, as discussed in Book 2, under Artworks,
  would be the amount of On awarded. The Gamesmaster may wish to
  limit this opportunity to contests he puts in the Player Character's
  way during] the campaign, in order to prevent players from staging
  constant 
  little 
  competitions 
  among 
  their 
  own 
  characters.
  Alternatively he may allow such actions with the following proviso:
  The losers of the contest divide the amount of the winner's On
  increase as a loss among themselves. For example, Hayawata and
  three companions, all Player Characters, have a friendly little
  drinking bout at a roadside inn. Hayawata, with a Health score of 38,
  wins handily, drinking his buddies under the table. He gains 4 points
  of On, having won a contest with four participants. Each of the others
  loses 1 point of On, their share of the "wager."
  The Gamesmaster will find outlines for a number of contests in
  Book 2, under Events.
  1064.1b Battle
  Participation in a Battle is one of the fastest ways to gain On for the
  fighting Professions, especially the Bushi. The pay is also quite
  good. But the mortality rate tends to be rather high.
  In a Battle, On is acquired for any of the following actions:
  Suffer wounds: Receive On equal to Lethal Damage suffered in the
  battle
  27
  
  Win Encounter Receive On equal to Budo for winning fight.
  Take Heads: Receive On equal to total "Heads" taken, divided by the
  character's Level.
  Courageous Action: Every Battle Turn spent in "Courageous" mode
  is worth 2 points of On, apart from any other results of the action.
  These On awards are achieved in full only if the characters are on
  the winning side. Certain values are lost if their side loses: On for
  Heads taken and Wounds suffered in particular. Other On acquired
  during the battle is halved. These losses are avoided if the characters
  fight their way out of a losing battle successfully. If they fail to do so,
  they are usually dead.
  Alternatively, characters who distinguish themselves by fighting
  like maniacs for the winning side may receive increased On when
  their commanders are handing out the spoils.
  1064.1c Duels
  Proving one's superiority in a Duel, whether physical or magical is
  a rich source of On. Any character may engage in a Duel of any kind.
  While it is unlikely that Shugenja or Gakusho would fight a Duel with
  material weapons and under normal circumstances, a Bushi,
  Bodoka, or Ninja could not fight a magical Duel at all, if the
  opportunity exists to fight a Duel, then the characters may take it.
  The etiquette of the Duel and the rules governing their conduct
  are given in section 1092.2, on Customs.
  Duels may be fought with mock weapons, such as the Bo-ken
  (wooden katana), doing Subdual damage, or with real arms, to the
  death. Participants are usually permitted any weapons and armor
  they can obtain, though more limited terms may be set by mutual
  agreement. This latter form of limited Duel is common when two
  students in competing Ryu are squaring off for the honor of their
  respective schools.
  All On gained in Duels to the death is doubled.
  On in a Duel is based on the following factors:
  Winning the Duel: The base On received for a Duel is equal to the
  Budo received by the winner, plus a bonus based on the damage he
  suffers in the fight. This bonus is equal to the total damage received
  times a multiplier equal to the loser's Level. Thus, there is no extra
  On for winning a Duel with a 0 Level character.
  For example, a 4th Level Bushi wins a duel with a 6th Level
  Budoka In the process, he suffers 25 points of damage. He receives
  On equal to the Budo for overcoming a 6th Level character (7 points
  if the opponent was a Classic Budoka). In addition, he receives On
  which is equal to 25x(6/4)=25x1.5=37.5. Rounding to the nearest
  whole number for convenience, this gives a total On increase for the
  Duel of 38 + 7, or 45. If the Duel had been to the death, the total would
  be doubled, for 90 points of On.
  The Gamesmaster may apply further modifiers as necessary. If the
  duel is only to first blood, or uses non-lethal weapons, then he may
  wish to reduce the On. If fought to the point where one combatant
  cannot continue, but not necessarily to the death, then full On would
  be received. Characters who consistently challenge far inferior
  opponents to Duels LOSE On for their bullying. The third or fourth
  time a 4th Level character pushes a 1st Level into a fight, then the
  Gamesmaster may feel such action is necessary. On the other hand,
  it is not dishonorable to accept a challenge from a lower Level
  character. In fact, refusing a challenge will almost always lose On.
  laijutsu Duel: The highly dangerous laijutsu Duel, described in
  section 1092.2, will add 50% to all On gained for the Duel. The reason
  for this is the high probability of suffering a Critical Hit on the first
  blow of the Duel.
  Shugenja or Gakusho can resolve conflicts using an occult Duel, a
  matching of powers on the non-physical level.
  On is awarded on the same basis as that described above for
  physical Duels. Since "damage" in the occult Duel is done to the
  opponent's Will Attribute, this figure is used to calculate the extra On
  received by the winner.
  1064.1d FLASHING SWORDPLAY
  Actually, any Bugei in which the character has a Bonus Skill may
  be used. In any combat: a Duel, Battle, or simple melee, the character
  may receive On by penalizing his BCS voluntarily. He will receive an
  award of On equal to the Budo for winning the fight if he accepts a
  penalty equal to his Level, applied to the Base BCS. If he takes a
  penalty equal to twice his Level, double the On. For a penalty of three
  times his Level, triple the On, and so forth
  The Gamesmaster may refuse to allow this option when it is not a
  clear act of dashing courage. Sneaking up behind an opponent who
  is already facing three of one's companions, and then declaring that
  one is going to use Flashing Swordplay to stab him in the back is not
  really supposed to gain On. The requirements we suggest are:
  — Single combats only.
  — The character must retain the penalty for the whole fight. He may
  relinquish it at any time, but doing so loses the extra On he might
  have gained.
  There is another form of Flashy Swordplay, used when killing a
  helpless victim. This requires a roll on the Raw BCS for the Bugei
  being used. If it succeeds, 1 point of On is acquired.
  1064.1e Overcoming Notorious Threat
  Throughout 
  his 
  campaign, 
  the 
  Gamesmaster 
  will 
  have
  "Notorious" menaces. These may be some ferocious monster, a
  gang of marauding bandits, an evil warlord, a sinister sorcerer, etc.,
  etc. When designing a scenario for the players to tackle which
  confronts such a challenge, the Gamesmaster must assign an On
  value to overcoming it. He may break this down into On received for
  achieving such-and-such a goal in the scenario: If the overall value
  for cleaning out a nest of bandits who are terrorizing the countryside
  is 50, then 5 of those points might be for locating the bandit base, 20
  for killing their ferocious leader, and 25 for dispersing the whole
  gang. If the characters find the base and slay the leader but flee the
  revenge of his followers, then they would not get the full value for
  defeating the bandits. By the time they can get reinforcements and
  return the surviving criminals will be long gone.
  Further guidelines for Gamesmasters are given in Book 2, on
  designing adventures.
  1064.11 Mastering a Skill
  Whenever a character masters a Skill, achieving a score of 99 in it,
  he gains On. The points awarded are:
  Skill Mastered On Received
  Bugei 
  5
  Fine Art 
  15
  Other Art 
  5
  Bonus Skill 
  +5
  1064.1g Research
  Performing research is worth On equal to 10% of the Task Value
  for learning some material already existing in the game, as in the
  case of a Shugenja working out the theory for an existing Spell or a
  Bushi developing his own version of an existing Okuden. Original
  research receives On equal to the full Task Value of the research.
  This is the reward for the designers of new magic or the creators of a
  new Okuden. Founding a Ryu, School, or Sect is similarly rewarded.
  1064.1h Heroic Duty
  A character who puts himself in danger for the sake of duty owed
  to another will gain On. The classic case is a retainer who defends his
  lord in combat. He will receive a multiple of the Budo for enemies
  defeated in such fights, say 1 to 5 times the Budo value as On. He will
  also receive On equal to any damage he suffers in the combat.
  Similar situations would include fights to defend those who owe
  you fealty, your family or retainers; combats resulting from a pledge
  to protect those in need of aid, as may be seen in Kurosawa's classic
  film, "The Seven Samurai," where seven Ronin pledge themselves to
  defend a peasant village from a large bandit gang; defending the
  forces of "good" (the Gods or their temples) from "evil" (defilers,
  monsters, etc.).
  1064.1j Pilgrimage
  Characters making a formal visit to a notable shrine, temple, or
  other holy place receive On for this public show of piety. A given
  shrine will gave a value assigned by the Gamesmaster. Characters
  successfully making the journey to these shrines will receive this
  value as On. The Gamesmaster may design some test that must be
  passed in order to gain the full value, representing the character's
  ability to fully profit from the Pilgrimage.
  A character may make a Pilgrimage for On to a given shrine only
  once in his life.
  1064.2 LOSING ON
  Just as On can be acquired at any time, it can be lost as quickly.
  The Gamesmaster should be sensitive to player feelings in judging
  losses in On, but when the situation calls for such a penalty, it should
  be applied. It is quite legitimate to warn players that they are in
  danger of losing On, if they pursue some course of action. For
  example, a character who is preparing to torture an innocent victim
  for some reason should be warned that such sadism may lose him
  On. If the Player Character proceeds, then at least he was warned.
  But if rashness sends the Player Character sailing into an irrevocable
  28
  
  breach of etiquette before a warning can be given, will, that is his
  misfortune. Good intentions are no substitute for correct action in
  Nippon
  Nippon is a "shame-oriented" culture. That is, an error or wrong
  action is most distressing because it violates one's sense of
  importance, one's self-image. If the mistake is public, it is much
  worse. Guilt, as such, does not enter into the picture. It is the
  embarrassment that hurts. A loss in On causes such a hurt. If the loss
  is such that the character's On score falls below the point necessary
  to maintain his current Level, the acute mental pain will act to
  actually reduce the character to a lower effective Level We will
  define the effects of such a reduction below.
  On may be lost for the following reasons:
  1064.2a Cowardice
  Refusing to accept a challenge to Duel loses On based on the
  difference between the Level of the challenger and the character
  who refuses his challenge.
  If the challenger's Level is higher, the refuser loses 10 times the
  difference in their Levels.
  If the challenger's Level is equal or lower, the refuser loses 20
  times (the difference +1).
  For example, a 4th Level character challenges a 2nd Level
  character to a Duel. The lower Level character refuses. The
  difference in their Levels is 4-2, or 2. Since the challenger has a
  higher Level, the 2nd Level character loses 2x10, or 20 points of On.
  A character running away from a fight in progress loses 20 times
  his own Level in On, plus any On received by his opponent for
  winning the combat. If the fight was a Duel, this can be substantial.
  Interfering in a formal Duel loses On for both the character who
  interferes and the Duellist on whose side he intervened. The
  character who intervened loses 10 times the sum of the Levels of
  those fighting. The duellist who was aided by the interference loses
  the same amount of On, plus any On gained by his opponent, who
  automatically wins the fight even if he dies in the process. He dies
  with great honor while his surviving foe is disgraced. The character
  dishonored in this way can cancel the On loss only by immediately
  turning on the character who interfered with the Duel and trying to
  kill him.
  Other acts of lesser cowardice (avoiding a fight that really should
  be undertaken) will be penalized appropriately by the Gamesmaster,
  usually to the tune of some multiple of the character's own Level
  Finally note, that a character avoiding danger that is met by the
  rest of his party may lose more than the normal On for running from
  combat. If by his despicable act he survives where all who were with
  him die, he will lose at least 50% of his On immediately. If he does not
  avenge their deaths, he loses ALL his On. Seppuku is his only viable
  option at this point unless he is lost to all shame. Avenging his
  companions with sufficient style may regain some of his lost On, but
  by no means should all of it be restored.
  1064.2b Falsehood
  This is tricky to monitor. Basically, a character who tells a flat lie is
  behaving dishonorably. But a cunning manipulation of the truth is
  part and parcel of Nippon's legends. Lying for some petty or
  dishonorable reason should be penalized by a loss of On, but the
  reduction should not be too large.
  Much more serous is the case of a character who breaks his given
  word. If the act was deliberate, 10 to 20 times the liar's Level is
  subtracted from his On. If he breaks his word due to carelessness, by
  not being careful to adhere to the terms of the bond, a lighter penalty
  is called for and if the character can repair the breach he would
  regain his lost On If the character fails to keep his word despite his
  most conscientious efforts to keep it, no penalty need be adjudged
  1064.2c Treason
  This is the most serious offense a character in Nippon can commit.
  When once an individual has sworn loyalty to another, he pledges his
  very life to the goals and safety of his superior Deliberate treason
  against ones lord when no mitigating circumstances exist will cost
  the traitor a percentage of On equal to twice his Status in the group
  ruled by that lord Thus, treason's penalty is proportionate to the
  trust that was given to the traitor
  The term "lord" as used here could equally apply to a Samurai's
  daimyo, to the master of a Ryu, the Abbot of a Temple, or the Oyabun
  of a Yakuza Clan Treason to a Ninja Clan is dishonorable, even
  though Ninja do not use On. The traitor would spend the rest of his
  life as an outcast, but the rest of his life would not be long enough to
  allow much time for worrying about it.
  A character who fails to live up to his obligations to his lord due to
  fate may recover the On he loses as a result. If the failure is serious,
  the On loss would be a percentage equal to his Status in the group
  He can recover this is he repairs the damage, taking revenge on
  those who used his weakness to hurt the group. But if his failure to
  live up to his commitments caused the death of the lord, then once he
  had avenged the wrong and regained his honor, most (Samurai at
  least) would commit seppuku.
  Treason against a lord who mistreats you may not be
  dishonorable. A retainer who has a legitimate grievance may
  revenge himself as best he may without thought of losing On
  Finally, treason against one's lord will not lose On if the betrayal
  leads to his replacement EITHER by the traitor himself OR by a new
  lord with whom the traitor is in favor. Supporting a worthy usurper is
  a pattern in mediaeval Japanese history that is repeated over and
  over. Lord So-and-so is a tyrannical monster. Sickened by his
  excesses, his retainers plot with his noble young cousin to usurp the
  title The coup is successful. Everybody is a hero. Success is its own
  justification in such matters. 
  ,
  1064.2d Rashness
  A Player Character who, due to rash action, commits some foolish
  action will "lose face." This costs On. The penalty, applied by the
  Gamesmaster, is usually small, a minor rebuke to overweening
  ambition. A do-or-die attempt to perform some heroic feat that fails
  ludicrously might incur such a penalty.
  Other, less spectacular errors, might be improper reactions to
  social situations, rudeness, and other minor sins. The Gamesmaster
  should warn players that they are doing something wrong. If they
  proceed, then they are at least prepared for the penalty.
  1064.2e Losing
  Losing a contest can cost the loser On As mentioned in the
  previous section, losing participants in a contest will divide the
  winner's On increase among themselves as a penalty. If they failed
  dismally in their own attempt in the contest, they might lose
  additional On due to the shame of such public failure.
  Losing a Duel, providing one is still alive, also loses On, This does
  not apply to the loser of a Duel to the death. He has fallen honorably
  in combat and will actually benefit in one sense when he comes to
  calculate his Karma for the next incarnation.
  The loser of a non-lethal Duel loses an amount of On equal to half
  that gained by the winner, times a multiplier. This multiplier is equal
  to the loser's Level divided by the winner's. Thus, a 1st Level
  character defeated by a 4th Level suffers no great disgrace. But the
  4th Level character who falls before a 1st Level is severely penalized
  1064.21 Disgrace in Battle
  As courageous victory in Battle can bring great rewards, the
  laggards in a winning army can find that the victory celebration is
  more lethal than the fighting was.
  The penalties listed in the "Disgrace" results table in Book 2 can
  include forfeiture of On gained in the Battle, or even of On held prior
  to its start.
  1064.3 EFFECTS OF LOSING ON
  When a character loses a little On, he can probably take it fairly
  quietly. When he loses a lot of On, he will be strongly motivated to try
  and regain it, or to earn more On in fresh adventures. But when he
  loses enough On to cost him one or more Levels, then he is going to
  be in a very dangerous state indeed!
  A character must have minimum amounts of Experience and On to
  achieve a given Level. If a Character's On falls below the stated
  amount, HE DROPS TO A LOWER LEVEL! He will suffer the
  following reductions in his characteristics.
  Base BCS and ST: He adds his new, lower Level to raw scores for
  Bonus Skill BCSs and for Saving Throws.
  Zanshin: His Zanshin is based on the lower Level
  Magic: Any effects of magical powers based on Level use the lower
  Level. The Power Ability is unchanged
  Status: The reduction in On and Level reduce the character's
  personal Status. If this lowers it below the score needed to hold a
  position in his group, the position is lost.
  Experience: The character MAY NOT increase his Experience until
  he has regained his previous Level In other words, until his On is
  back above the necessary minimum, any Experience he would have
  gained is not counted, then or later
  Ki: The permanent Ki score is reduced by 1 per Level lost. It is gained
  back at the same rate as Levels are regained. No NEW Ki is gained
  during the period that the character is at a lower Level. But Ki earned
  during this period should be kept track of. It IS added to the
  permanent score when the original Level is regained
  29
  
  The following areas are not affected by the reduction in Level:
  Hit Points: These remain unchanged.
  Learning Rate Modifiers: Treat the character as if he were still at his
  higher Level when calculating the bonuses due to having a Teacher
  of higher Level.
  In short, when the lower Level character currently enjoys would
  act to his benefit, use his original, higher Level. If the lower Level acts
  to his detriment, then use the lower Level.
  There is no specific rule that says a character in this condition
  must bend every effort to recovering his lost honor. But his life is
  going to be pretty miserable until he does. Seppuku is always an
  acceptable means of restoring lost honor in situations like this. Or,
  since the character is already heading back towards first Level, he
  may wish to exercise his option to shave his head and become a
  Buddhist Gakusho. This will, except in extreme cases, start him with
  a clean slate.
  1064.4 NINJA AND ON
  Ninja did not use On. This is central to their role in Nippon's
  society. But this can make it difficult to reward good campaign
  action by Ninja.
  As Ninja are concerned solely with Budo and must acquire twice
  as much of it as other characters in order to advance in their
  Profession,"there is nothing wrong in awarding extra Budo to Ninja
  for good game actions. But amounts should be smaller than
  corresponding On awards would be. This is to balance the fact that
  Ninja alone may perform any action in the campaign without fear of
  retribution in the form of On losses. They are the most pragmatic
  Caste in Nippon and it is fitting that they enjoy this freedom from
  society's strictures. But it will limit their development in some ways.
  That is the price paid by outlaws in cultures throughout history.
  1070.0 PROFESSIONS
  In BUSHIDO, we recognize six basic Professions for the Player
  Characters. Each represents a heroic approach to life in old Nippon.
  Players may find that they wish to develop variants of the major
  Professions that emphasize certain skills to create a way of life for
  the character that differs from the classic heroic mold. An example
  might be a character who is a wandering entertainer who has the
  appropriate Arts but functions for game purposes as a Budoka.
  1071.0 THE BUSHI
  The Bushi is the classic warrior of Japanese legend. A man (or
  woman) of passion, of tremendous courage, willing to fight to the
  death but never admitting of surrender. While the top of the Bushi's
  heap was, in the main, occupied by the Samurai, the Profession led
  members of all Castes to undying glory, to fame eternal.
  The role-models we envision for the Bushi include those
  magnificent Samurai and Ronin portrayed in Japan's "Chambara," or
  "Samurai" movies. In history, the 12th century hero of the Gempei
  wars, Minamoto Yoshitsune is one possible example. This exploits
  are preserved in numerous Kabuki plays as well as in the epic "Heike
  Monagatori." A more recent (17th century) figure representing
  the archetypical Bushi is Miyamoto Musashi. A Ronin (masterless
  Bushi) who survived the brutal wars of unification which brought
  Japan under the rule of Tokugawa lyeyasu, Musashi prevailed in
  over 60 single combats. His martial philosophy is preserved in his
  "Book Of Five Rings" (see Bibliography). He was also noted as a
  poet and artist, many of his works in these areas surviving into the
  present day.
  The Bushi is driven by his code to achieve the utmost mastery of
  his Profession's Skills, not only as a fighter but in the peaceful Arts
  by which one reaches inner harmony. His relationship with the world
  of the campaign may dictate other factors. If the Bushi enters the
  ranks of the Samurai, he is on the path to political power, either as an
  aide to his daimyo, or feudal lord, or by becoming a daimyo himself.
  This path is open only to those of the Bushi Profession. We envision
  Nippon as being in a state where a Bushi can carve out a domain,
  become a lord, by virtue of this fighting skill and courage. The
  reputation and gold he gains in his time as an adventurer draws
  others to his banners when he strikes for a territory of his own. This
  is the first step to becoming a "Daimyo," or feudal lord. So
  overpowering was the urge to master land, to achieve rule of a
  domain, in the analogous periods in Japan's history, that one of the
  words for "frantic activity" in modern Japanese is derived from the
  symbols meaning "land bought with blood." In Nippon, much blood
  is paid in the hope of gaining land.
  The Bushi who eschews this path may, upon reaching the upper
  Levels of his Profession (5th-6th), seek to establish himself as the
  Master of a "Ryu," a School of the warrior arts. Such an option was
  usually taken by Ronin or Peasants among the Bushi, who had not
  achieved Samurai rank, whether by choice or by chance.
  In the early part of his career, before these questions begin to
  arise, the ideal Bushi strives to cultivate his mastery of the fighting
  arts. It is not too definite to say that foremost among these would be
  the Bugei of the sword: Kenjutsu, laijutsu, and the Okuden of these
  Skills. However, players may instead wish to experiment with Bushi
  who center their martial training on other weapons: the spear or the
  halberd, or even those who develop their mastery with more exotic
  weapon systems that catches the player's imagination. He may
  follow a strict personal code, a heroic ideal, or he may function as a
  mercenary, his loyalty going to the highest bidder. Events in his
  travels may invoke some imperative of the code of Bushido. Several
  years may be devoted to that highly respected pastime of old
  Nippon: the blood feud. A good enemy is a real gift to a creative
  Player Character, spurring him to new heights of development in the
  quest for revenge.
  1071.1 BUSHI BONUS SKILLS
  The following are Bonus Skills for all Bushi:
  Bugei:
  Bajutsu
  Hojojutsu
  Jittejutsu
  Kyujutsu
  Ni-to-kenjutsu
  Sojutsu
  Fine Arts:
  Armory
  Hawking
  Chikugo-jutsu
  laijutsu
  Kenjutsu
  Naginatajutsu
  Senjo-jutsu
  Yari-nage-jutsu
  Bowyer
  Heraldry
  1072.2 Kl POWERS OF THE BUSHI
  The special Ki powers available only to the Bushi are as follows:
  Damage Focus: A Focused Power. The Bushi may add the Effect
  Number of his Focussing roll to all damage done by his blows with
  handheld weapons or hurled weapons. Archery is not affected. The
  current Ki is reduced by the amount of the damage bonus.
  Defense Focus: A Focused Power. The Bushi increases his effective
  Armor Class by the Effect Number of his Focussing roll. The current
  Ki score is reduced by the amount of the bonus.
  Swift Arm: A Focused Power. The Bushi increases his Base Action
  Phase by half the Effect Number of his Focussing roll. The current Ki
  score is reduced by the Effect Number used.
  The Bushi may use an Effect Number less than the one actually
  rolled for all of these powers, if he wishes to conserve Ki.
  30
  
  1072.0 THE BUDOKA
  Budoka is a Profession based on a modern image of a Nipponese
  hero, rather than a classic type. He is the specialist in the unarmed
  systems of combat, and skilled in the use of exotic weapons such as
  the Nunchaku and Sai. One model for the Profession is the modern,
  martial arts film character. Shin'ichi ("Sonny") Chiba's merciless
  street fighter; the Gakusho-turned-gangster of the "Gokuako Bozu"
  ("Wicked Priest") series, who is a master of Atemi-waza as well as the
  sword, these are two Japanese sources. Of course, the numerous
  heroes of Hong Kon's "chop-sockey" epics, most notably the
  immortal Bruce Lee, are better known models of the Budoka, albeit
  not Japanese. More traditionally, the Budoka may be modelled on
  numerous Japanese and Okinawan peasant leaders, who turned to
  the empty hand and peasant implements as weapons after being
  disarmed by tyrannical overlords. Budoka may be drawn from those
  who turned to the perfection of spirit by training the body: the monk
  Tamo, called Bodhidharma, the Bodhisatua who brought Buddhism
  to China and, by tradition, early Nippon, is also credited with
  inventing Kung-Fu, specifically the Shaolin style. This exists in
  Japan today as "Shorinji 
  Kenpo," which is the Japanese
  pronunciation of "Shaolin Kung-fu."
  In Nippon, the Budoka is often of Heimin origin, a commoner. The
  Profession is ideal for those wishing to take up a martial life without
  strong commitment to the social status quo implicit in the lifestyle of
  the Bushi. Those wishing to act as fighting defenders of the
  oppressed will tend to enter the Profession, if they are not attracted
  to the Yakuza.
  The Budoka, selecting the more exotic combat arts for his life's
  study, is even more driven by the desire to achieve pre-eminence as a
  master of those arts than the Bushi. A superb swordsman would put
  his Skill to work in the marketplace as a Ronin, or dedicate his life to a
  lord. The master of the unarmed arts will seek his own path,
  sharpening his abilities for their own sake and achieving the heights of
  his Profession as the master of a Ryu, a school or style of the Bugei he
  practices.
  As he advances in his profession, the Budoka will act much like the
  Bushi. Budoka seeking status as members of the ruling faction will
  seek teaching posts in the Academies of the Daimyo. For such
  service, as well as for the more traditional service of the retainer, they
  may be elevated to the Buke. Budoka who have devoted their
  energies to the refinement of their art will, presumably, become the
  founders of a Ryu, or seek a position as master teacher in an
  established school.
  1072.1 BODOKA BONUS SKILLS
  The following are Bonus Skills for all Budoka:
  Bugei:
  Atemi-waza
  Jujutsu
  Karumijutsu
  Nunchaku-te
  Shuriken-jutusu
  Jojutsu
  Kamajutsu
  Kusari-jutsu
  Sai-te
  Tonfa-te
  1072.2 Kl POWERS OF THE BODOKA
  The Ki powers available to the Budoka are as follows:
  Master Foe: The Budoka uses his Permanent Ki score as a BCS in a
  Bugei. He may use this to exert a Grapple Attack, as if using Jujutsu,
  on a target at long range, at a distance of up to 2 yards per Level the
  Budoka has achieved. The target can defend against this attack as if
  using Jujutsu with his own Ki as the BCS. Other defenses (Armor
  Class, etc.) do not affect the Budoka's attack. Using this Power
  reduces the current Ki by 1 per attack. This expenditure covers a full
  attack sequence, from beginning until the victim is subdued or
  escapes, no matter how long the struggle rages.
  Distant Death: The Budoka delivers a Strike at a target at a distance
  of up to 2 yards per Level. He does so as if using Atemi-waza rolling
  his normal BCS with that skill. If the blow lands, there is a percentage
  chance equal to the permanent Ki score that the blow will be a
  Critical Success. Use of this Power reduces the current Ki by 1 per
  blow.
  Living Weapon: A Focused Power. The Budoka may increase his
  base Unarmed Combat Damage by 1 Step, and make Second Strikes
  with hand blows at no reduction in the BCS for the second blow. The
  duration of the effect is 1 Detailed Turn times the Effect Number of
  the Focussing roll The current Ki is reduced by the Effect Number
  used. The Budoka may use an Effect Number lower than that
  actually rolled.
  1073.0 THE SHUGENJA
  The Shugenja is the magician, the wizard He studies mysterious
  doctrines over the years in order to acquire occult powers for good
  or ill. He is a student of the occult properties of nature, comprised in
  the Five Schools of Magic, a system of Skills derived from the
  philosophical teachings of the Chinese Taoists. Once sufficient
  knowledge in these schools has been acquired, then the Shugenja
  may learn various other Spells, which allow him to alter the state of
  the world in accordance with his will. The Shugenja's main function
  in society outside of his magical services is as secular scribe and
  scholar.
  The Shugenja is not part of the mainstream of Nippon's culture.
  While he may be attached to a powerful court or temple, even raised
  to Samurai status, he is essentially an outsider. The term Shugenja
  derives from several sources. In one sense, it refers to ascetic
  hermits, who sought for mystical powers by living apart from other
  men, practicing great austerities. It also refers to the legendary
  founder of Nipponese magic; En-no-Gyoja, or "En the Practitioner."
  This legendary figure established the study of the Five Schools in
  Nippon in ancient times, before himself achieving eternal life and
  entering the life of a Sennin, a semi-divine immortal. Those who now
  follow his teachings, the magicians, are called "Shu" (Followers)
  "Genja" (of En's practices) The term for magic, "Kenja," also derives
  from this legend: "The Practices of En."
  The Shugenja devotes himself to his studies in order to increase
  his own knowledge and power. How he uses it is up to his own
  conscience, but like the Ronin, the magician who pursues his path
  alone is always suspect by the bulk of Nipponese society.
  1073.1 SHUGENJA BONUS SKILLS
  The following are Bonus Skills for all Shugenja:
  Bugei:
  Shurikenjutsu 
  Tantojutsu
  Fine Arts:
  Calligraphy 
  Classics (Chinese and Japanese)
  Divination 
  Heraldry
  Meditation 
  Rhetoric
  'All Literacy Skills 
  The Five Schools of Magic
  1073.2 KI POWERS OF THE SHUGENJA
  The following Ki Powers are available to Shugenja:
  Lore Master A Focused Power. The Shugenja may use this Power
  to enhance his Task Points in magical research of all kinds. Half the
  Effect Number of the Focussing Roll is added to the Task Points
  generated in a given Task Turn. The Power may be used once per
  Task Turn No other use of Ki is possible in that Task Turn.
  Power Reservoir A Focused Power. The Shugenja may increase his
  Power Ability by the Effect Number of the Focussing roll. He may not
  add more Power if a previous bonus from the use of Ki is still
  unexpended Bonus Power is expended before any remaining points
  of the current Power are used. Any bonus Power remaining when the
  current Power is restored to full value at dawn is lost. The current Ki
  is reduced by the Effect Number used for this Power.
  Magic Focus: A Focused Power. The base Magic BCS is increased
  by the Effect Number of the Focussing roll. The current Ki is reduced
  by the Effect Number used.
  1073.3 POWER ABILITY
  All Shugenja use this score to control the amount of magic they
  may use in a given day The initial Power score is equal to the
  Shugenja's permanent Will score plus 1D10+1. As the Shugenja
  gains new Levels, he increases this figure by another roll of 1D10,
  plus his new Level. Increasing the permanent Will score also
  increases his Power. The current Power score is reduced when
  Spells or magical powers are used. The expended Power may be
  regained at sunrise. The Shugenja must be conscious and greet the
  rays of the rising sun with a small ritual known to all members of the
  Profession. This requires that the Shugenja be able to see the open
  sky at dawn Clouds or overcast do not impede this rite, but
  confinement indoors without access to window or roof will prevent
  recovery of expended Power.
  1073.3a Overexpending Power
  When a Shugenja has expended all his Power for the day, he is
  wise to refrain from further Spell casting. But if he feels he must try
  more magic, he may do so at his peril.
  Such expenditure of Power is called Overexpending Power Each
  time a Shugenja Overexpends his Power, he risks a severe psychic
  backlash that can impair his powers and faculties. The chance in 20
  31
  
  of a backlash happening is equal to the total amount of
  Overexpended Power. 1D20 is rolled each time the Shugenja
  increases this total, whether the Spell he is trying to cast works or
  not. The Gamesmaster will make this roll. If it succeeds, the
  Shugenja must make a Will ST, with success, reducing this current
  Will score by the total amount of Overexpended Power. Failure
  means a Backlash has occurred as well as reducing current Will. Roll
  1D20 and consult the following table.
  BACKLASH EFFECTS TABLE
  Die Roll Effect
  1-2 No effect on character. Shugenja may still use magic that day.
  3-7 Shugenja takes Subdual damage equal to Overexpended
  Power total. If knocked out, may cast no more Spells until
  Power is regained.
  8-9 Shugenja knocked out for 1D3 hours. May cast no more Spells
  until Power is regained.
  10-12 As above but Shugenja regains only 50% of normal Power at
  next dawn's ritual. Next ritual after that restores full Power.
  13-18 As above, but 50% Power regained at every ritual until
  Shugenja can make a Will ST. First ritual regains only 50% in
  any case. Saving Throw is made at dawn.
  19 As above, but Shugenja regains NO Power until Will ST is
  made. Thereafter he regains 50% Power until a second Will ST
  is made.
  20 Critical Backlash! As above, but Shugenja must make Health
  ST. If this fails, he takes Lethal Damage equal to
  Overexpended Power total.
  1073.4 BASIC POWERS OF THE SHUGENJA
  While there are scores of powerful Spells available to the Shugenja
  for study, as described in Appendix 1, all members of the Profession
  have the following basic powers, which they mastered in the course
  of their apprenticeship. These powers cannot be lost, unlike Spells,
  which can be forgotten as a result of mental disorders or damage.
  They are the rightful prerogatives of every magician.
  Legerdemain: Range: Touch 
  Cost: 0.
  Shugenja may use this power at any time to perform small feats of
  illusion and sleight-of-hand. The Base Magic Capability is used. In
  measuring the reception of a performance based on Legerdemain,
  the bread and butter of the wandering Shugenja, the Effect Number
  determines whether the audience throws coins or rocks. Shugenja
  may also use Legerdemain to perform acts of petty theft: shoplifting,
  cutting sleeves (the Nipponese equivalent of picking pockets), etc.
  The BCS is reduced by the Level of the Shugenja's victim in such
  thefts.
  Light: Range: Self. Cost: 1.
  The Shugenja can conjure a small ball of light to appear in his
  hand. It burns with cold fire, casting light like a torch. It burns for 1
  hour or until the Shugenja lets go of it or wishes it to go out. The
  Shugenja must make a successful Magic BCS to create the sphere.
  It costs 1 point of Power to do so.
  Exorcism: Range: Medium 
  Power: 1 per Level of Spell.
  The Shugenja can seek to banish exorcisable Spirits or
  supernatural "Monsters." These are described in Book 2. All such
  creatures have a Spirit Rank or Exorcism Resistance The Magic
  BCS is reduced by this amount. If the Spell succeeds anyway, the
  target's Rank is reduced by the Level of the Spell. When the Rank is
  reduced below 0, the creature disappears, driven away by the
  magician's powers.
  The Shugenja may cast the Spell at a Level less than or equal to his
  own Level.
  Magic Resistance: Range: 0 Cost: 0.
  This is an inherent Ability of all Shugenja, requiring no BCS roll. It
  works constantly and automatically. The Magic BCS for any hostile
  Spell which is directed at the Shugenja or which will affect him
  adversely is reduced by the magician's Level. This includes "area
  spells" affecting large volumes of space, if the Shugenja is in the
  target area. No Power is expended for such defenses. A significant
  score in Ki may increase this power.
  Spell Parry: Range: Special 
  Cost: Varies.
  This power is similar to Magic Resistance but operates directly
  upon another Shugenja or other source of magic at the will of the
  Shugenja. Its Range is equal to the Shugenja's Will score times his
  Level. The Shugenja fixes his concentration on another Spell caster
  within range. As long as he maintains this concentration, the Magic
  BCS of the target is reduced by the Shugenja's Magic Resistance.
  The Power Cost of the Spell is equal to the Level of the subject
  against whom it is being used. If this is a human magic-user, use his
  Level. If the being is a Spirit, use its Rank. Other creatures using
  magic have a "Level" assigned to them for magic use, which is used
  to determine Cost in this case as well. This Power must be expended
  to maintain the Spell Parry for a number of Detailed Turns less than
  or equal to the user's Level. No BCS is required for success, but the
  Shugenja may not move, speak, use other magic, or indeed do
  anything but concentrate on cancelling his opponent's Spells as
  long as he keeps the Spell Parry in effect.
  Magic Detection: Range, Very Short. 
  Cost: 0.
  There is no Power cost for using this Spell, but each attempt to use
  it required 1D3 minutes of concentration. The Shugenja rolls his
  Base Magic BCS. If it succeeds, he will know if there is any source of
  active, magical power in his range of detection. This means magic
  due to enchanted items, magical creatures, invisible objects, or
  creatures under a Spell.
  Magic Analysis: Range: Very Short. Cost: 1.
  This power may only be applied to areas where the Shugenja has
  detected magic. A successful roll on the Magic BCS will reveal the
  following data:
  —The source of any magical emanations.
  —The School of the Spell, if the Spell is contained in a School.
  —A clue as to the source of the Spell if it is NOT from one of the
  Schools of Magic.
  If the Spell is part of the knowledge in one of the Schools, the
  Shugenja may attempt to determine exactly what Spell it is. He may
  do so by rolling on his Base BCS in the School involved. A penalty
  equal to the Knowledge Required for the Spell, divided by 10, is
  applied to the Magic BCS. Each such attempt requires 1 Detailed
  Turn and costs 1 point of Power.
  Countermagic: Range: Short. Cost: Varies.
  The Shugenja may seek to dissolve Spells and enchantments
  which oppose him. He must know what the Spell is or all his attempts
  will fail. No Magic BCS is required in order to negate a Spell. The
  BCS in the School of the Spell is used instead. This suffers a penalty
  equal to the Knowledge Required to learn that particular Spell,
  divided by 10. The Power cost for Countermagic is high. A given
  attempt costs Power equal to the penalty imposed on the Shugenja's
  BCS (Knowledge Required/10) times the number of attempts made
  to dissolve that Spell. In other words, cancelling the Spell "Castle of
  Fire," which has a Knowledge Required of 60 points, costs 6 points
  on the first try, 12 on the second, 18 on the third, and so on. All of
  these attempts would be at -6 to the BCS in the School used, which
  would of course be the School of Fire.
  Countermagic may be used to dissolve Spells cast by supernatural
  beings, Spells not in the canons of the Schools. The Magic BCS is
  used for the attempt, with the penalty and base Power cost equal to
  the being's Spirit Rank.
  Astral Senses: Range: Self. Cost: Varies.
  The Shugenja may perceive the unseen realm of "Kakuri-yo." All
  his senses will focus on that world, leaving him oblivious to this one.
  He must be led like one blind and senseless. The Shugenja will
  perceive all Spirits, enchanted creatures, transformed beings, etc.,
  in their true shapes. He will perceive magical energies as colorful
  auras. He may direct Spells against astral beings while in this state. It
  requires a Magic BCS to project the senses into the Astral and cost 1
  point of Power per Detailed Turn to maintain them there. His body
  lies helpless during this time.
  1073.5 NIPPON-NO-KENJA (MAGIC OF NIPPON)
  The following section defines the terms and rules common to all
  use of Magic in BUSHIDO. It will explain several terms which appear
  in the preceding section on Basic Powers of the Shugenja, as well as
  the list of Spells in Appendix 1. When a Spell differs from the
  standard rules, the description of that Spell will say so explicitly. In
  all other cases, assume that these rules take precedence.
  1073.5a The Magic BCS
  In almost all Spells, the Shugenja must make a successful roll on
  his Magic Capability, or Magic BCS, in order to cast the Spell. Other
  die rolls that may be required for applying the Spell successfully
  need not be checked unless this first BCS roll succeeds In some
  cases, all that is. necessary for success is this BCS roll.
  The Base Magic BCS is equal to the Magic Capability. Shugenja
  add their Level to this raw score to derive the Base BCS.
  The adjusted Magic BCS is derived by applying the following
  modifiers as appropriate to the situation:
  Complexity Factor
  This measures the relative complexity of the Spell as regards the
  Shugenja's Knowledge in the School governing that Spell. It does
  not apply to Basic Powers.
  32
  
  Since the Shugenja must always have a score in the School greater
  than or equal to the Knowledge Required to learn a Spell, the
  Complexity Factor will always be 0 or more. It is added to the
  adjusted Magic BCS. The bonus is equal to:
  (Caster's Skill in School - Knowledge Required for Spell)/10
  Target Magic Resistance
  This is similar to the protection of Armor in physical combat. All
  Shugenja, Gakusho, Spirits, and other magical creatures have a
  Magic Resistance equal to their Level (or Rank, if spirits). Other
  beings have no inherent defense against magic. Characters with Ki,
  however, have a bonus to their Magic Resistance equal to permanent
  Ki/10. If they already have an inherent Resistance, this increases it.
  Otherwise, it IS their defense. Spells and magical artifacts can also
  grant limited or general increases in the subject's Magic Resistance.
  Fatigue and Wounds
  Magic drains energy. A trained magician in good health will not
  suffer any significant loss in his faculties due to this drain, since he
  has accustomed his system to its demands. But Shugenja suffering
  damage of any kind suffer penalties in Magic. Reduce the Magic BCS
  by -1 if over 50% of the Shugenja's Hit Points are gone, and by -3 if
  over 75% are gone. Shugenja who should be dead or unconscious
  but are still active due to drugs, Ki, or magic, will suffer a penalty of
  -5.
  Concentration
  Spell casting requires concentration. Since the Cast Spell Option
  is a Basic Option, the Shugenja must concentrate on his Spell from
  the beginning of the Detailed Turn in which it will be cast until his
  Base Action Phase occurs. If he is attacked before his BAP comes
  up, by physical force, Spell, anything, he may lose his concentration
  Each attack made against the Shugenja is a Distraction and each
  point of damage suffered from a successful attack is an additional
  Distraction.
  Losses in Mental Attributes
  While the Magic Capability itself is not reduced by losses in the
  current Wit or Will scores, damage to these values has an effect on
  the adjusted Magic BCS. For every 5 points or less lost in either Wit
  or Will, a -1 is applied to the Magic BCS. This is based on total points
  lost. Therefore, a Shugenja who has lost 2 points or Wit and 4 of Will
  has lost a total of 6 points. This is worth -2 to the BCS.
  Losses in the permanent value in Wit or Will require a recalculation
  of the Magic Capability.
  Magical Assistance
  Certain artifacts and charms can enhance the Magic BCS. These
  items usually increase the BCS for a given Spell, or a given School,
  or if using very rare, very powerful charms, for all Spells.
  Loss of Voice or Hands
  Spells use words and gestures to operate. The verbal component
  sets up the forces the Shugenja will use and the gestures direct them.
  If a Shugenja is bound and gagged, or has lost the use of both arms
  and his voice for any reason, he is unable to cast Spells at all.
  If the use of either hands or voice is lost, the Shugenja may still
  seek to cast Spells, but the Base Magic BCS is at a 50% penalty. If he
  has either hand free, he can gesture effectively. If he can even
  whisper, he can speak the words properly. But he must be able to do
  at least that much or suffer the penalty given here.
  1073.5b Spell Characteristics
  All Spells have the following characteristics:
  Range
  The distance at which the Shugenja can cause the Spell to
  operate Standard Spell Ranges are:
  Self: The Spell only affects the Shugenja himself.
  Touch: Within reach of the Shugenja. Target must be within 1 yard
  of the caster.
  Very Short: Range equals 1 yard per Level of Shugenja.
  Short: Range equals 2 yards per Level of Shugenja.
  Medium: Range equals 5 yards per Level of Shugenja.
  Long: Range equals 10 yards per Level of Shugenja.
  Very Long: Range equals 20 yards times Level of Shugenja.
  Cost
  Cost refers to the amount of Power expended to cast the Spell. The
  full Cost of a Spell is given in the Spell description. However, this
  Cost is paid only when the Magic BCS to cast the Spell succeeds. If
  the BCS fails and the Spell if therefore not cast, then only 1 point of
  Power is expended. The exception to this rule occurs when the
  Magic BCS roll is a Critical Failure. In this case the full Power is
  spent. On the other hand, if the BCS is a Critical Success, no Power
  is lost for casting the Spell; it is a"freebie." If the Spell has a variable
  Level of Effect, it is cast at full value on a Critical Success.
  Knowledge Required
  All Spells other than Basic Powers will be part of the body of
  knowledge of one of the Schools of Magic. Within that School, each
  Spell has a "Knowledge Required" value, from 1-99. This governs
  various factors. A Shugenja wishing to learn a Spell must have a
  score in the appropriate School at least equal to the Knowledge
  Required. Shugendo for learning Spells is based on this figure. The
  difficulty of negating Spells depends upon it also.
  Other factors which Spell may have, varying from case to case,
  include:
  Duration
  The length of time the Spell's effect lasts. If no Duration is
  specified fora given Spell, assume its effect lasts only until the end of
  the Action Phase in which it was cast, that is, it is effectively
  instantaneous. Also, please note that the manifestations of Spells
  vanish at the end of the Duration. Spells such as "Sphere of Metal,"
  which projects a heavy, iron ball at a target, do not leave little
  cannonballs lying around the countryside. All such items vanish at
  the end of the Spell's Duration.
  Casting Time
  Most Spells require only 1 Detailed Turn to cast, taking effect on the
  Base Action Phase of the Shugenja. Certain Spells will require more
  time to set up. Such information is given in the Spell description as
  necessary.
  Level of Spell
  Spells may have varying effects based on the Level of their caster.
  Often, such Spells also have a Power cost which varies according to
  that Level, costing less if the Shugenja casts the Spell at a lower
  Level than he actually possesses. This is perfectly permissible.
  Spells having such a variable Level of effect may be cast at any Level
  the Shugenja wishes as long as it is less than or equal to his own
  Level.
  Optional Rule: Ultra-Complex Spells
  As the campaign grows, new Spells may become available for
  Shugenja to study, Spells not in the present rules. If a very powerful
  Spell of this kind comes along, the Gamesmaster may, if he feels it
  necessary, assign it to a Knowledge Required of 100 or greater. Such
  Spells may be learned by Shugenja, although they themselves will
  never achieve this level of Skill, but all learning and casting die rolls
  are at a penalty equal to the Complexity Factor of the Spell, which
  will, in this case, be negative The Gamesmaster may further limit use
  of such Spells by banning Shugenja from using Spells with a
  negative Complexity Factor which exceeds their Level.
  1073.5c Learning Spells
  In order to learn a new Spell, a Shugenja must satisfy the following
  requirements:
  He must have a score in the School of Magic governing that Spell
  that is greater or equal to its Knowledge required value.
  He must have a Teaching Scroll for the Spell. Such Scrolls contain
  the rituals he must perform in order to master the Spell so that he can
  cast it at will. If he has such a Scroll, he must be Fully Fluent in the
  script in which it is written. Such Scrolls must be written by a
  Shugenja; in order that all the nuances of symbolism and meaning
  are properly captured. Even the very shape of the characters bears
  hidden meaning for the student.
  If the Shugenja does not possess a Teaching Scroll for the Spell,
  he must deduce its secrets for himself. This may be done for any
  Spell which the Shugenja has sufficient Skill to learn. That is, if the
  Shugenja has a score in the School governing the Spell that is
  greater than or equal to the Knowledge Required for that Spell, he
  can deduce its workings for himself. This is a Task identical to the
  Task of learning the Spell. Therefore, if studying a Spell without a
  Teaching Scroll, the Shugenja must "learn it twice" in order to
  master the Spell. Once to deduce the Spell theory and once to learn
  the Spell itself.
  The Task Value for learning a new Spell is equal to the Knowledge
  Required for that Spell. The Task turn is 10 days (1 week). Task
  Points are derived from the Effect Number of a BCS roll in the School
  of Magic governing the Spell. To this, the Shugenja adds the
  following enhancements:
  —His Level.
  —His Learning Rate.
  —The use of a reference library, if he has one.
  33
  
  If the Shugenja is working with a Teacher in the School governing
  the Spell, who himself knows the Spell, then half this Teacher's Level
  is also added to the Effect Number.
  Negative Effect Numbers do reduce the Shugenja's Task Points. If
  he has a Critical Failure, he must successfully roll his Magic
  Capability, at a penalty equal to the Knowledge Required for the
  Spell/10. If this fails, he loses all his Task Points, and must start over
  from scratch.
  It is possible to "forget" a learned Spell. When the Shugenja
  suffers a loss in the current score in either Wit or Will, due to drugs,
  magical attack, illness, madness, etc., Spells may be forgotten and
  require relearning. To see if this occurs, add up the points lost in the
  two Attributes. This total divided by 3 is the chance in 20 of forgetting
  Spells. If the roll succeeds, the Shugenja must make a Wit ST for
  each Spell or he has forgotten the Spell.
  The Task Value and Points for re-learning Spells are the same as
  those for learning it new, but the Task Turn is 1 day, not 10.
  1074.0 THE GAKUSHO
  There are two types of Gakusho, or Priests: Buddhists and
  Shintoist. Gakusho are clergy in one or the other of these two
  religions, the national religions of Nippon, but only rarely does a
  Gakusho rise to a level of spiritual purity which allows him to
  function as "a priest in both (see Advanced Campaign rules in Book
  2).
  Whatever their belief may be, whether in the blessing and rites of
  the "800 Million Gods" of Shinto or in the merciful teachings of the
  Lord Buddha, Gakusho are motivated by two principle drives: the
  salvation and protection of their fellow men and the increase of their
  own spiritual enlightenment. While achieving high rank in one's
  group is not in itself wrong, it is preferable to achieve such rank as a
  result of one's righteous acts. Pursuing rank to the exclusion of all
  else offers many traps, wherein the Gakusho can lose sight of the
  duty he owes the Gods.
  Like Shugenja, the Gakusho are one of Nippon's main sources of
  literary development. Many Daimyo procure their scribes and
  secretaries from the local monastery, Shrine, or Temple. Wandering
  clerics are often employed to carry messages or to decipher letters
  or decrees received by peasants along the way.
  Besides their aesthetic studies and their regular religious pursuits,
  Gakusho can practice the Five Yogas, systems of development
  which migrated from India over most of the Far East. These Yogas
  correspond to the Five Schools of Magic which are so crucial to the
  Shugenja Clerics also study sacred texts, "Sutras" for Buddhists,
  "Norito" for Shintoists, which can invoke special aid from their Gods.
  The nature of early training for Gakusho is the same in either
  religion. Therefore, their Attribute modifications and other initial
  Skills and goods will be similar and are treated that way in the next
  section. Thereafter, we will discuss the powers, activities, and other
  priestly functions, which may differ from Shinto to Buddhism, in
  separate sections for each religion.
  1074.1 GAKUSHO BONUS SKILLS
  The following are Bonus Skills for all Gakusho:
  Bugei:
  Bojutsu 
  Jujutsu
  Fine Arts:
  Calligraphy
  Japanese Classics (Shinto)
  Physician (Buddhist)
  Meditation
  Buddhist Theology (Buddhist)
  All Literacy Skills
  Chinese Classics (Buddhists)
  Sacred Dance
  Herbalist
  Rhetoric
  Shinto Theology (Shinto)
  The Five Yogas
  1074.2 Kl POWERS OF THE GAKUSHO
  The following Ki Powers are available to the Gakusho:
  Devotion: A Focused Power. The Religious Power is increased by
  half the Effect Number of the Focussing roll. The current Ki is
  reduced by the Effect Number used. If the Gakusho is in a state of Sin
  or Pollution, no benefits can be gained.
  Lore Master: Identical to the Shugenja Ki Power of the same name.
  Power Reservoir: Identical to the Shugenja Ki Power of the same
  name.
  1074.3 POWER ABILITY
  Gakusho use the Power Ability in two ways.
  Firstly, it controls their use of magic since the current Power is
  reduced by the cost of their Spells. When the Power is gone, no more
  Spells may be used if they require the expenditure of Power.
  Secondly, the permanent Power score divided by 10 provides the
  value for the Gakusho's "Religious Power" This is used in many
  Priestly Spells and mystical abilities as a substitute for the user's
  Level, along with other applications to be seen in section 1074.4, on
  Gakusho Powers.
  If the Power/10 is less than or equal to the Gakusho's current
  Level, then the character's Religious Power is equal to his Level.
  Except for cases where the Gakusho has temporarily lost Religious
  Power due to sin or ritual pollution, the Religious Power is never
  reduced and may never be less that the Priest's Level.
  The Power Ability is equal to the permanent Will Attribute. It is
  increased every time the Gakusho achieves a new Level, starting
  with 1st Level. This increase is equal to the Gakusho's Level plus the
  roll of 1D10. Thus, the initial Power score is equal to the Will score
  plus1D10 + 1.
  Expended Power may be recovered by Gakusho at sunrise, as is
  the Power of the Shugenja. Shinto priests must be in clear sight of the
  dawn sky, since their Power derives from Amaterasu, Goddess of the
  Sun. Buddhists may perform their devotions in any location to regain
  Power, since the Lord Buddha's influence extends everywhere. They
  need not be able to see the rising sun.
  1074.3a Overexpending Power
  The Gakusho, drawing his Power from the Gods, must appeal to
  those Gods if he wishes to use more Power in a day than is normally
  allowed him. When a Gakusho has expended his Power for the day
  feels he must try to cast a Spell, he must try and draw it from his
  deities. The chance of doing so in 20 is equal to his Religious Power.
  A successful 1D20 roll on this value allows the Gakusho extra Power
  equal to his Religious Power. If he needs more Power for a given
  Spell, he must roll again, at -1 per previous roll, until the total Power
  available is enough for his needs. "Left-over" Power is lost, it may not
  be saved. If the die roll fails, the Gakusho is forbidden to perform
  further magic that day.
  1074.4 BASIC POWERS OF GAKUSHO
  The powers given here are common to Gakusho of both religions.
  Powers unique to members of a given faith will be listed separately.
  While it may seem that the Gakusho begin the campaign with a
  greater number of Powers than the Shugenja do, this is not as
  unbalanced as it seems, since they have no mass of additional Spells
  available for study. With the exception of sacred scriptures, which
  may be recited to achieve miraculous effects, and special requests
  granted by the Gods, Gakusho have no other magical abilities
  available.
  Basic Healing: Range: Touch. Cost: Level of Spell.
  The Gakusho may heal Lethal or Subdual Damage to Hit Points for
  himself or others. 1D6 of such damage is healed per Level of the
  Spell. The maximum Level of the Spell is the Gakusho's Level. If both
  Lethal and Subdual damage are present, points restored are divided
  evenly between the two types. If an odd point is left over, it is
  allocated to healing the Subdual damage.
  It requires 1 minute of uninterrupted attention to cast the Healing
  Spell.
  The BCS for this Spell is the Gakusho's Magic Capability, with a
  penalty equal to the subject's current Lethal damage divided by 10.
  Thus, healing a character suffering from 16 points of Lethal damage
  is at a BCS penalty equal to 16/10 = 1.6, or 2, rounding nearest. When
  the damage total is reduced below 15, the penalty drops to-1. When
  it is below 5, there is no penalty.
  Note that this is the only form of direct Healing in which Shinto
  clerics may engage without incurring Pollution (described below).
  Exorcism: Range: Special. Cost: Level of Gakusho or less.
  The Gakusho may seek to drive off harmful or malign spirits of any
  pantheon: malign Kami, Oni, Specters, Demons, etc. They may seek
  to do this to any such spirit they can see or sense, at any distance. If
  the spirit is invisible or has transferred itself, the Gakusho must first
  have banished this illusion (a separate Spell, explained below). If
  Exorcising the spirit from a possessed individual, they must be within
  arm's reach of the subject.
  As with the Shugenja's Exorcism, the BCS for the Spell is the
  Magic Capability. A penalty equal to the spirit's Rank is reduced.
  Unlike the Shugenja's form of Exorcism, the Rank is reduced by the
  Gakusho's Religious Power, not by his Level. Therefore, the Gakusho
  may cast this Spell at a lower Cost without losing as much of its
  Effect as would be a Shugenja. A 4th Level Gakusho with a Religious
  Power of 6 who expends 4 Points of Power to cast the Spell would
  reduce a Spirit's Rank by 6 if the BCS succeeds. If he expended only
  2 points to cast the Spell, the damage done to the spirit would be 6-
  34
  
  (4-2), or 6-2, for a 4. If he used NO Power at all, his Exorcism would
  still have an effect equal to 6-(4-0), 6-4, or 2.
  The Formula for the results of casting Exorcism at less than full
  value is Religious Power - (Gakusho's Level - Power Expended)
  equals loss in Rank to affected Spirit.
  Magic Resistance: Range: 0. Cost: 0.
  All Gakusho have an inherent defense against Spells of any
  harmful kind directed at them. This is equal to their Religious Power
  and reduces the BCS for all hostile magic specifically aimed at the
  Gakusho. It requires no Power nor is any BCS or Saving Throw
  required to use it. It may be increased by other forms of Magic
  Resistance, due to Ki, magical artifacts, etc.
  Spell Shield: Range: Medium. Cost: 1/Detailed Turn of use.
  The Gakusho extends his protection to all characters in range
  whom he wishes to protect. His Magic Resistance is added to that of
  all such characters in range. This is a cumulative effect. It also acts
  against "area" spells directed to target points within the Gakusho's
  range.
  Trance: 
  Range: Self. 
  Cost: 10-Level of Gakusho.
  The Gakusho places himself in a Trance, focussing his powers of
  meditation on some question or problem. It requires 1D10 Detailed
  Turns of concentration to enter a Trance, with a BCS equal to the
  average values in the Magic Capability and Meditation (Za-zen).
  Gakusho lacking Za-zen are still permitted to use Trance, but still
  must perform the averaging calculation, so that their Raw Magic
  BCS is effectively halved. They still add their full Level to determine
  the Base BCS of course, as is standard for all average BCS rolls.
  Once the Gakusho has entered the Trance, he may use one or
  more of the Yogas to meditate upon a given question or problem.
  The chance of receiving an answer is equal to the BCS in the Yoga.
  When the reception of data is limited by a range. This performs the
  full functions of the Shugenja Spells "Magic Detection" and "Magic
  Analysis" immediately and in full.
  Hatha-Yoga: Detect and analyse any Magic active in range. This
  performs the full functions of the Shugenja Spells "Magic Detection"
  and "Magic Analysis" immediately and in full.
  Prana-yoga: Detects all Hidden Things in range.
  Gnana-yoga: Analyzes the workings of a given mechanism, trap, or
  other such item. Also gives general ideas as to the nature of
  mysterious items or texts. For example, it might identify a sealed
  vase as being a valuable art object, a cask of sake, or the magical
  prison of some spirit. A text in an unknown language might be
  analysed as a laundry list, Spell scroll, or whatever best describes its
  contents.
  Karma-yoga: The Gakusho can prophesy. This allows characters
  following his advice an option during play for the next few hours.
  They can escape the results of some disaster, or choose to approach
  the situation differently.
  The Gakusho is assumed to "Foresee" the near future. If used on
  the Strategic Scale, the time covered is in hours. If on the Tactical
  Scale, it is in 10 minute Turns. The number of hours/Turns foreseen
  is 1D3 per Level of Gakusho.
  During this period, the Player Character may exercise, ONCE
  ONLY, the following option. At any point, they may decide that they
  did not do what the Gakusho foresaw them doing. They may "move
  back" through time to some point between the time Gakusho left his
  Trance state and the beginning of the situation they wish to avoid.
  For example, a 3rd Level Gakusho enters a Trance and successfully
  uses Karma-yoga. He rolls 3D3, scoring 8. He has seen 8 hours or
  Turns into the future. Assuming that the characters are on Tactical
  Scale, entering some place of danger, this is 8 Turns, 80 minutes. 30
  minutes after the Trance, the group is attacked by some powerful
  foe. Massacred in the ensuing combat, the survivors agree that they
  did not come this far. They decide that they halted outside the area
  guarded by their enemies. They pick up play from that point, taking
  precautions Based on the knowledge that the enemies are there. The
  Gamesmaster is totally justified in altering his set-up so that some
  different situation is found in the same place as the previous/never-
  was battle, ruling that the "cancelled" events occurred on a different
  "timeline."
  The time periods covered by the prophecy may not overlap. In
  other words, Gakusho may not receive a new prophecy in Trance
  while still within the time period covered by a previous prophecy.
  The Gamesmaster should forbid such prophecies to other Gakusho
  in the company of the one whose Trance is still in effect, since his
  Spell has "muddied" the future for other seers involved in the
  outcome of the first prophecy.
  Raja-yoga: The Gakusho may ask the Gamesmaster for a hint on any
  subject at all. The Effect Number of his BCS roll on the Raja-yoga
  Skill should help determine the clarity of the answer. The higher the
  Effect Number, the clearer the answer may be.
  Yoga BCS rolls that fail may be retried if the Gakusho pays extra
  Power equal to his Base BCS in the Yoga divided by 10. Do NOT
  round this figure: retain fractional values. The Gakusho may choose
  to pay a lower Cost, which in turn reduces his effect BCS for the
  question. Thus, a Gakusho having a BCS of 14 in Raja-yoga can only
  spare 1 point of Power for a second try. He expends the Power, but
  his BCS for this question is now 10 Had he spent enough Power to
  use his full BCS, the cost in Power for the use of his full BCS would
  have been 14/10, or 1.4.
  In general, a Gakusho may only use a Yoga successfully once in a
  given Trance. One cannot prophesy twice, using Karma-yoga, or
  seek for the key to two mysterious items using Gnana-yoga. The
  cleric would have to emerge from the Trance and then enter a new
  Trance.
  Blessing: Range: Touch. Cost. Knowledge in Yoga used/10.
  The Gakusho blesses one or more characters in the "Way" of a
  Yoga. He may cast the Spell on 1 character per Level he has
  achieved. This includes himself if he is blessing himself. It requires
  1D10 Detailed Turns to bless characters. The Magic BCS is used to
  Bless characters.
  Normally, a character may receive 1 Blessing at any time. He may
  not receive another Blessing until he has used the first one, as
  described below. Gakusho of the same religion as the Blessing's
  caster, or pious laymen of the religion (see section 1093 3) may carry
  a number of Blessing equal to half their Level at any one time.
  A Blessing is held in reserve by the recipient until he wishes to use
  it, or until the Blessing loses force Unused Blessings lose force at
  sunrise and sunset, so that the maximum period for which a Blessing
  may be held is about 12 hours. Blessings are also lost by Gakusho or
  pious laymen if they commit some sin or incur pollution.
  The character may use any Blessing he has received at will. Its
  duration is rolled for when he chooses to use it and runs for 1D3
  Detailed Turns per Level of the Gakusho who blessed the user.
  The effects of a Blessing vary according to the Yoga used and the
  Knowledge in that Yoga possessed by the Gakusho. Effects are:
  Gnana-yoga: Acts as Hatha-yoga for a Mental Attribute.
  Hatha-yoga: Increase one Physical Attribute (recipient's choice at
  time of using Blessing) by Knowledge/5. This raises the current
  Attribute score and all other scores Based on current value.
  Prana-yoga: Increases all Saving Throws by Knowledge/10.
  Karma-yoga: Increases all BCS scores by Knowledge/10.
  Raja-yoga: Increase Hit Points by a percentage equal to the
  Knowledge in this Yoga. For example, a character having 20 Hit
  Points is Blessed by a Gakusho having 80 in Raja-yoga. He receives
  an 80% increase in Hit Points when using the Blessing for a bonus of
  (20 x .8), or 16. No damage is suffered by the character until this
  bonus is eliminated or until the Blessing ends, when any remaining
  bonus goes away.
  Countermagic: Range. Short. Cost: Varies.
  This is identical to the Shugenja Spell of the same name, section
  1073.4, but the BCS in the corresponding Yoga is used instead of
  that in the School.
  Perceive Truth: Range: Special. Cost: Level of Gakusho.
  The Gakusho can pierce any illusion. Spell of Invisibility or
  Transformation, or other magical effect that hides reality. The Magic
  BCS is required to achieve success and the Level or Rank of the
  Shugenja, Spirit, or other being causing the illusion is applied to this
  as a penalty. The Spell has no effect on naturally camouflaged items,
  Hidden Things, etc.
  The Shugenja may apply this power to any creature, thing, or
  space in his line of sight. If there are multiple possibilities in his field
  of vision, then he m a y see all of them or only those unable to block
  his Spell. For example, 2 invisible Demons (Rank 5) and an invisible
  Shugenja (2nd Level) are in the line of sight of a Gakusho with a
  Magic Capability of 12. The priest tries to Perceive Truth and rolls a
  10, for an Effect Number of 2. He will discover the Shugenja but the
  Rank of the Demons makes them immune to this cast ing of the Spell.
  His Effect Number would have to be 5 or more in order to see them.
  1074.4a Buddhist Gakusho Powers
  Buddhist Gakusho also may use the following powers.
  Healing By Yoga: Range: Touch. Cost: Knowledge in Yoga/10.
  The Magic Capability is averaged with the BCS in the Yoga used.
  35
  
  No averaging is permitted if the Yoga is not known. Results of
  success and penalties to the BCS are as follows:
  Hatha-yoga: Heal losses to a given Physical Attribute. Penalty to
  BCS equal to current loss in Attribute/10.
  Gnana-yoha: Heal losses to a given Mental Attribute. Penalty equal
  to current loss in Attribute/10.
  Prana-yoga: Eliminate disease or poison from subject's system.
  Penalty equal to Level of disease or poison is applied. Does not
  restore damage done by the disease or poison.
  Karma-yoga: Heal Critical Damage to a given part of the body.
  Penalty equal to current Critical Damage affecting that area applies.
  Raja-yoga: Raise dead to life. Penalty equal to dead character's
  Karma/10. Bad Karma thus acts to give a bonus to chance of
  resurrection. An additional penalty of -2 per day since death is
  applied, started at the first sunrise following the character's death.
  Characters raised from the dead have all Hit Points and other
  damage restored except for completely lost faculties or lost limbs.
  Only one attempt may be made to raise a character from the dead
  using Raja-yoga. If this fails, the character is permanently dead, and
  his spirit will move on towards its next incarnation.
  Dissolve Illusions: 
  Range: Medium. Cost: 1 per Detailed Turn.
  The Gakusho may use this Spell at any time. No BCS is required,
  but no other magic is possible while maintaining the Spell. All
  illusions which come into range are dissolved at once. The illusions
  affected by this Spell are those which may be discovered using
  Perceive Truth. When the illusion is out of range, it begins to work
  again.
  Segaki Rite: Range: Short. Cost: Varies.
  This is nothing more or less than the burial service for the dead.
  Performed normally, over a newly deceased individual, it prevents
  the dead person's spirit from returning as a ghost. It also prevents
  any attempt to raise the character from the dead, since it sends his
  spirit onwards into the next life.
  Performed over the body of one whose spirit is active as a Ghost,
  Specter, Gaki-oni, etc., it permanently exorcises the spirit, sending it
  onwards into the afterlife.
  Performed in the former case, no Power is required. Performed in
  the latter case, Power equal to the Rank of the spirit is required and
  the Gakusho must make his BCS to succeed in banishing the angry
  ghost. The BCS is at a penalty equal to the spirit's Rank but only on
  successful roll is required to banish it, unlike an Exorcism. The spirit
  is likely to try and disrupt the ceremony in this case.
  The Segaki Rite requires 30 + (1D6 x 10) minutes to perform and
  requires that the corpse be burned once the BCS is made
  successfully, or the ghost will return in 2D6 months.
  Purify Sin: Range: Not applicable. 
  Cost: Level of Gakusho.
  The Gakusho can intercede with the Buddha to remit the sins of
  Buddhist Gakusho or pious laymen. He may do so for up to 1
  character per Level he has achieved at a time. Purification may be
  conducted anywhere and requires 1 day of uninterrupted ritual. The
  Magic BCS is rolled to see if the Buddha has gran ted the request, at a
  penalty equal to the highest value of sin being Purified. If successful,
  the sins of those being Purified are reduced by the Religious Power
  of the Gakusho Priests whose religious Power had been reduced to
  0 by sin cannot perform this rite, but must seek another Buddhist
  Gakusho to perform it on their behalf in order to regain sanctity.
  Invoke the Buddhas: Range: Not applicable.
  Cost: Rank of Spirit Invoked.
  Buddhist Gakusho may invoke the intercession of any spirit in
  their pantheon, from the Buddha down to the minor, helpful spirits of
  that religion.
  If the spirit is called for a trivial, or worse, an evil purpose, it will
  become very angry and seek to punish the priest. Such an act is, at
  the very least, a Sin.
  Invoking the spirit successfully allows the Gakusho to address
  requests for aid to it, offer it something, or to speak to the spirit
  directly. The spirit will react according to the Non-Player Reaction
  die roll. If a very hostile reaction is indicated, however, the spirit will
  very likely just leave, rather than attacking the priest.
  NOTE CAREFULLY: The full Cost of the Spell is expended
  whether it succeeds in invoking the Spirit or not!
  Some modifiers to the BCS for this Spell include:
  In Temple 
  +1D3 (Or rating of Temple)
  Before image of the Buddha 
  +1
  In a state of Sin 
  -1/Sin
  Burning incense 
  +1 per 6 silver pieces worth
  Performing a Kagura dance can increase the BCS for Invocation.
  For every hour of dancing, roll the Sacred Dance BCS. Add the Effect
  Number/5 to the adjusted BCS. Failed die rolls reduce the BCS. Each
  hour of dance does 1D6 of Subdual damage to the Gakusho.
  1074.4b Shinto Gakusho Powers
  Shito Gakusho receive the following additional powers:
  Placation: Range: Not applicable.
  Cost: Rank of Kami to be Placated
  As priests of the Kami, the Shinto Gakusho have special privileges
  in seeking their aid or trying to convince them to perform some
  action. The Gakusho can, quite simply, use his Personal Status to
  influence the God. Treat the Kami's Status BCS as equal to its Rank.
  If the Kami assigns conditions to granting the request, they may run
  to one or more of the following:
  — Establish Shrine to the Kami in such-and-such a place.
  — Establish Festival (Matsuri) to Kami on such-and-such a date.
  — Write a Norito of praise to the Kami (such Norito have no magical
  power).
  — Make sacrifices to Kami, of food, merchandise, money, etc.
  — Make Pilgrimage to some established Shrine of the Kami.
  The Gakusho must be in the presence of the Kami and must make
  a Magic BCS in order to try and Placate it. This BCS is at a penalty
  equal to the Kami's Rank.
  Exorcise Diseases/Poisons: Range: Touch.
  Cost: Level of Disease/Poison.
  Since the actions of diseases and poisons are the work of harmful
  Kami, the Shinto Gakusho may exorcise these effects. A Magic BCS
  is required, at a penalty equal to the Level of the disease or poison.
  Success eliminates the infection from the subject's system but does
  not heal damage it has done.
  Purify Pollution: Range: Not applicable.
  Power: Level of Gakusho.
  The Gakusho may conduct rites to negate religious Pollution
  incurred by himself or by others. He may perform the rite for 1
  character per Level he has achieved. Purification is conducted in
  some isolated spot where free-flowing water is available, or by the
  sea. It is a Task, Task Turn equal to 1 day. The Task Points for a
  successful BCS roll (using Magic BCS at a penalty equal to the
  highest value of Pollution) are equal to the Religious Power of the
  Gakusho.
  Therefore, a Gakusho whose Religious Power has been reduced
  to 0 by Pollution cannot perform this rite. Another Gakusho must
  intercede for him to become Purified.
  Invoke Kami: 
  Range: Not applicable Power: Kami's Spirit Rank.
  A Gakusho may invoke a Kami to assist him, or others. If invoked
  for some purpose displeasing to the Kami, then the deity will
  punish the presumptuous priest, at the very least Smiting him with
  Awe before departing angrily.
  NOTE CAREFULLY: The full Power is expended in this Spell
  whether it succeeds or not.
  The invocation causes the Kami to pay attention to the Gakusho.
  He may then ask a favor, seek to Propitiate the Kami, offer it
  something, etc. Invocation simply puts him in contact with the world
  of the Kami.
  Modifiers to the Magic BCS include:
  Kami's Spirit Rank 
  Subtract from BCS
  In Shrine consecrated to that Kami +1D3 (or Rating of Shrine)
  Kami is a Patron of the Gakusho 
  +2
  Kami is harmful or malign 
  -5
  Offerings to Kami 
  +1 per 6 SP worth
  Invocation may be used to force a hostile Kami to manifest in a
  place prepared as a Shrine. The preparation of the Shrine is a Task,
  Value = 5 times Kami's Rank, Turn = 1 day. Task Points are derived
  from the Magic Capability with enhancements for Shinto Theology
  and Meditation as related Skills. Upon forcing the Kami to appear in
  the Shrine area, the Gakusho may seek to Exorcise it. Success will
  bind the Kami to the Shrine, where it may no longer do harm, but will
  accept offerings to keep it satisfied.
  Performing Kagura Dance before invoking the Kami increases the
  effective Magic BCS. For each hour of dance, roll the BCS in Sacred
  Dance (Kagura). Add the Effect Number/5 to the adjusted BCS.
  Failed die rolls reduce the BCS. Each hour of dancing does 1D6
  Subdual damage to the Gakusho.
  1074.5 LIFE AMONG THE BUDDHIST CLERGY
  The Buddhist priesthood is composed of both wandering monks,
  having no group affiliation, and assorted sects and monastic orders,
  ranging from the very small to the immense. In many period of
  36
  
  Nippon's history, the more powerful orders have been temporal
  powers as well as spiritual, ruling substantial territories by force o1
  arms.
  A wandering Gakusho in Buddhism is called a Bonze, or monk.
  Female Gakusho of this type are called Ama, nuns. They wear
  saffron-orange robes, Most "Bozu" (the plural of Bonze) live by
  begging from lay people, and it is considered meritorious to give
  alms to such a holy person.
  Buddhist place of worship are called Temples, and are quite often
  composed of several large structures within an enclosure. Typically
  Buddhist is a large pagoda, in which the Temple's main images of the
  Buddhas and saints are kept. Flanking the entrance of every
  Buddhist Temple are statues of the two Myo, fierce guardians, who
  keep evil outside the walls.
  Gakusho who are members of a Temple or monastery will assume
  a colored over-robe. At the entry rank in the community they are
  called Soryo, which is also the generic term for Buddhist clergy
  affiliated with a Temple.
  Superior Members of the group are called Risshi (Priests) or Niso
  (Priestesses). The Supervisors and Managers in the Temple are
  called Sozu. Soryo, Rishi or Niso, and Sozu all wear black over-robes
  on top of their saffron garb.
  Advisors within the group are called Sojo, loosely rendered as
  Abbot. Sozu may head a smaller Temple or monastery which is
  adherent to a given sect. They wear purple over-robes.
  Elders of the group are called Dai-sojo, or loosely, Bishops. Their
  over-robes are red.
  The Head of a sect, leader of all members of the group, priests and
  laity alike, is called a Dai-shi, which may be translated as Saint or
  Patriarch. It is actually very rare for living leaders to be thus titled,
  and in many cases they function among the Dai-sojo as first among
  equals. Such characters usually dress as a simple Bonze, shunning
  outward show.
  Buddhist Gakusho of any kind must observe the following vows or
  suffer a Sin.
  —May not eat meat (fish permitted)
  —Avoid needless violence
  —Avoid killing (for any reason)
  —Temple Clergy are celibate
  —Avoid gluttony and drunkenness
  Major sins, very serious in their effects, include:
  —Rape
  —Defiling Holy Place
  —Murder (by treachery, as opposed to killing in self-defense)
  Any Sin reduces the Gakusho's Religious Power by 1 Major Sins
  reduce it to 0 at once. Besides the penalties to effective magic due to
  lowered Religious Power, if Sin reduces the Religious Power to 0,
  then the Gakusho is unable to recover expended points of Power
  Ability until he has been purified.
  1074.5 LIFE AMONG THE SHINTO CLERGY
  Shinto is much less hierarchical than Buddhism. There are few
  organized sects or large religious communities. Activity centers
  around the countless Shrines which dot Nippon, each dedicated to
  one or more Kami. Most Shinto Gakusho live among their neighbors
  as laymen except on festivals or when called upon to exercise their
  priestly functions.
  This type of easy-going priest is called a Shinsoku, which is also
  the generic term for all Shinto clergy.
  Gakusho who are permanent members of a religious group,
  centered around a Shrine, have only two ranks: Guji, the head priest
  of the Shrine, and Go-guji, associate priests. Guji at the great
  Shrines of Nippon, such as the Shrine of Amaterasu at Ise, the Shrine
  of Fujiyama, etc , are called Dai-guji. Priestesses associated with a
  Shrine are called Miko
  All Shinto Gakusho must adhere to the following vows or incur
  Pollution.
  —No contact with dead bodies, wounded or sick individuals,
  raw flesh
  —Avoid homes in mourning
  —No meat or liquor on main holy days
  —Avoid homes where childbirth is occurring
  Serious Pollution results from the following:
  —Murder
  —Defiling Holy Ground
  —Rape
  —Violence to a Kami
  Pollution reduces Religious Power for Shintoists as Sin does for
  Buddhists. If Religious Power is reduced to 0, Power Ability may not
  be restored at dawn until the Pollution is purified.
  1074.6 SACRED TEXTS
  Gakusho can interpret their religion's scriptures in such a way as
  to find the secrets of the universe revealed. What can be understood
  in this way can be controlled By proper recitation of sacred texts,
  the Gakusho can enhance their existing powers or exercise new
  ones.
  Buddhists texts are called Sutras (Scriptures) and Shinto ones are
  called Norito (Invocations). They both operate in the same manner.
  They are listed in Appendix 1.
  A Gakusho must have a properly transcribed copy of the Text,
  written by a Gakusho. Sutras are in Kanji (Chinese characters) and
  Norito are in Hiragana. The priest must be Fully Fluent in the
  appropriate script to use the Text. Copies of Texts are prepared as a
  Task, averaging the BCSs in Calligraphy and the correct form of
  Theology to derive the BCS with which Effect Numbers will be
  generated. Related Skills include Classics (Chinese for Sutras,
  Japanese for Norito) and Meditation. The Task Value is assigned by
  the Gamesmaster, guided by the descriptions of Sacred Texts in
  Appendix 1. The Task Turn is 1 week.
  The Gakusho reads from the copy of the Text, rolling an average
  BCS based on his Magic Capability and the Theology Skill of his
  faith. If this die roll succeeds, the Text has the effect given it in the
  rules of the campaign. If it fails, the Gakusho must roll a Will ST. If
  this fails, he may not attempt to use that Text again until he has
  meditated upon it, rolling his Magic Capability or Meditation BCS
  (whichever he chooses) at dawn, the same time he recovers Power. A
  successful "meditation" allows him to use the Text again
  Gakusho are permitted to memorize Texts, which means they no
  longer require the use of the written copy. This is handled as if each
  Text was a Skill, although memorized Texts do not count against the
  Freely Improvable Skills quota. The Gamesmaster may require that
  the Text be mastered (learned completely) before the written copy is
  not longer required, or he may permit the Gakusho to roll a "BCS" on
  his score in the process, in order to remember the Text properly. This
  is a separate action from actually using it, requiring a Basic Action by
  the priest. If he succeeds in remembering a partially mastered Text,
  he may then roll on the averaged Magic-Theology BCS next Detailed
  Turn.
  1075.0 THE YAKUZA
  The Yakuza is an ambivalent figure in Nippon's history. Depending
  on his personal code of ethics, he could be a brave defender of the
  commoner's rights or a cruel gangster, squeezing them for
  protection money. Part-labor leader, part-criminal, part-Robin
  Hood, the Yakuza was Nippon's professional criminal. But even
  criminals in Nippon are in the grip of that Nation's overriding
  preoccupation with social values. In modern Japan some years ago,
  a gang of Yakuza fled their lush headquarters in the face of letters
  from the neighbors complaining that their presence was bad for the
  area. A significant number of the gang's members went straight as a
  result of the experience.
  The word "Yakuza" means "gambler," and indeed, this is one of the
  Profession's main sources of income. Nippon has a frenetic history
  of gambling, for is not life itself the greatest game of them all? There
  are numerous card and dice games to be found in any inn or
  teahouse in the islands.
  Yakuza are also professional thieves. This rarely involved armed
  robbery in Nippon The brigands who haunted the roads were
  usually Ronin down on their luck or Ashigaru between jobs. Your
  typical Nipponese thief is a burglar, a quiet and harmless fellow,
  though capable of a fight when cornered. But combat is wasted
  overhead, it does not put rice on the table or silver in the gambling
  pot.
  This is not to say Yakuza are delicate blossoms who shrink from a
  fight. They maintain order in their districts by brawn as well as brain.
  Those who withhold the rightful "squeeze" from the local Gang's
  collection men are looking for deep trouble. Yakuza cover their
  upper bodies with garish tattoos, called "irezumi." Irezumi covering
  an extended area of skin with garish colors are the pride of Yakuza. If
  such a man is insulted, he gives fair warning to the offender, flipping
  a corner of his kimono or shitagi down to reveal the brilliant colors of
  the tattoo, while glaring a warning. This also frees his swordarm
  when an apology is not forthcoming.
  The Yakuza is generally of Heimin birth, though Ronin gone wrong
  have been known to enter their ranks. It would be a disgrace for a
  Samurai to even consider becoming a Yakuza.
  37
  
  1075.1 YAKUZA BONUS SKILLS
  All of the following are Bonus Skills for Yakuza:
  Bugei:
  Bojutsu 
  Jojutsu
  Kiserujutsu 
  Shinobi-jutsu
  Sumai 
  Tantojutsu
  Practical Arts:
  Commerce
  Gambling
  Massage
  Forgery
  Lockpicking
  1075.2 Kl POWERS OF THE YAKUZA
  Ki Powers available to the Yakuza are as follows:
  Good Fortune: A Focused Power. The Yakuza can increase his
  effective stake in Gambling by the Effect Number of the Focussing
  roll. The .value is in the same coinage as the actual stake. If the
  Yakuza wins, the other gamblers must divide the extra amount of his
  winnings among their losses. The extra amount is not lost by the
  Yakuza if he loses the round of gambling. The current Ki score is
  reduced by the Effect Number used.
  Intimidation: A 
  Focused 
  Power. The Yakuza can impose
  Distractions on an opponent in combat. These are equal to half the
  Effect Number of the Focussing roll is used against Player
  Characters or the full Effect Number against Non-Player Characters.
  The target saves against Distractions in the usual manner. The
  current Ki is reduced by the Effect Number used.
  Secret Movement: A Focused Power. The Yakuza uses his current
  Ki as a BCS for stealthy movement as if using Ninjutsu. Each use of
  this Power reduces the current Ki by 1.
  1075.3 THE UNDERWORLD
  The Nipponese Underworld is unlike most other criminal cultures.
  The Yakuza who run most of it direct the bulk of their attention to
  legitimate enterprises: sedan-chair franchises, inns, tea houses, etc.
  The major areas of illegal activity run towards the following:
  Burglary: Breaking and entering. Rarely performed on residential
  buildings. Shops and warehouses are the usual targets.
  Extortion: Forcing local citizens to hand over cash or goods by
  threats.
  Protection: Almost all Yakuza Gangs collect protection money in
  their areas. Honest Yakuza provide protection against armed
  brigands, civil unrest, even from greedy or violent Samurai.
  Dishonest Gangs give no value for the fees they collect.
  Fence: Yakuza of the higher ranks often buy stolen goods from the
  thieves and ship them out to safer markets.
  All such activity, and often many other forms of racketeering, will
  be controlled by a given Gang in a given area. Competition between
  Gangs leads to bloody struggles for supremacy Individuals coming
  to a given area wishing to rob, steal, cheat, or beg, must pay a
  percentage of the take to the local Yakuza (or else). The same
  applies to professional gamblers seeking permission to operate in
  the local sake bars and geisha houses.
  1076.0 THE NINJA
  The Ninja is, technically, among the Eta, those without Status.
  This is like saying a Mafia Don is criminal scum: all very true but it is
  unwise to tell him so to his face. There is no distinction between the
  profession and the Caste, for only a Ninja by birth may become a
  Ninja (although likely children may be adopted by a Ninja family if
  their own line is in danger of extinction).
  According to some legends, the ancestors of the Ninja were
  warriors in a defeated clan. Fleeing into the mountains of the interior,
  they were hounded unceasingly by their victorious foes. To survive,
  they developed unique abilities for stealth and surveillance, allowing
  them to move unseen past the armies that search for them. Turning
  these skills to offense use, they routed their hunters in terror as
  mysterious fires broke out in the middle of camps, as lethal
  rockslides poured into marching columns, and as commanders were
  assassinated in their very tents. Yet other legends relate that the
  Ninja grew from an elite corps of agents in the service of the early
  Emperors. The first recorded instance of a Ninja serving a noble
  dates from the 9th century, when a Ninja was in the employ of the
  Imperial Court to aid in a minor clash with China.
  Denied a place in the formal structure of society, the Ninja took
  one by force and fear. While he was denied the benefits acquired by a
  high score in On, the Ninja was likewise able to act without fear of
  losing On either. Where a Bushi's code of honor might require
  meeting an overwhelmingly powerful foe in open combat, the Ninja
  could use the most unscrupulous tactics or even run away, to fight
  another day. The Ninja was the pragmatist par excellence and
  success was his only yardstick.
  The Ninja has a unique arsenal of special Skills available which are
  unknown outside of his Profession. These are the birthright of the
  Ninja, acquired by rigorous training from infancy. They permitted
  the almost superhuman feats which gained the Ninja a reputation as
  sorcerers.
  Available for purchase or manufacture are the notorious
  "Gimmicks," an arsenal of special devices and drugs allowing the
  Ninja to move where human movement should be impossible and to
  produce effects that seem the work of magic.
  The Ninja seeks respect from his fellows and the prestige
  according a job well done from his employers: the regular citizens of
  Nippon, usually the Buke. In the beginning of his career, he will work
  to establish a name for himself as an efficient laborer in his deadly
  Profession and a person not to be trifled with. As his reputation
  grows, he will work to rise in the membership of his Clan, achieving
  control of Ninja activity in some part of its "territory." Finally, at the
  higher levels, he seeks the rank of Jonin, leader, in his own Clan, or if
  this is denied to him, the permission of his Clan Elders to establish
  his own cadre of Ninja as a new group, with himself as Head. Some
  Ninja openly controlled a town or even a province. Others ruled a
  "shadow" fief, a Ninja underworld that co-existed with the political
  unit in which it operated. The province of Iga, ruled for most of its
  history by the Toda, a Samurai clan, was also a renowned center of
  Ninja activity, which was controlled by several families of Jonin,
  Ninja Elders, most notably the Momochi family.
  1076.1 NINJA BONUS SKILLS
  All of the following are Bonus Skills for Ninja:
  Bugei:
  Atemi-waza 
  Hyagakejutsu
  laijutsu 
  Jujutsu
  Karumijutsu 
  Kusari-jutsu
  Shurikenjutsu 
  Suieijutsu
  Tantojutsu 
  All Ninja Bugei
  Practical Arts:
  Forgery
  Torture
  All Ninja Practical Arts
  Lockpicking
  Tracking
  1076.2 NINJA KI POWERS
  Ki powers available to the Ninja are as follows:
  The Stalking Shadow: A Focused power. The Ninja becomes
  invisible as if under the spell of Shadow Cloak. He also leaves no
  footprints. The effect lasts for 1 Detailed Turn per point of Effect
  Number to the Focussing roll.
  Venomous Touch: A Focused power. The Ninja imbues his primary
  hand with the ability to apply a Contact, Lightning, Paralyzing
  Poison. The Ninja must then contact his target with his hand. This
  may be done with any Unarmed Combat Bugei or with a Deftness ST.
  Once contact is made the power dissipates. The level of the Poison
  equals the Ninja's Level.
  Resist the Elements: A Focused power. The Ninja becomes
  impervious to fire, water, suffocation, poisons, irritants, smokes and
  powders, etc. The BCS of spells directed against him is reduced by
  his Level. The effect lasts for one Detailed Turn per point of Effect
  Number on the Focussing roll.
  1076.3 NINJA CAPABILITIES
  Ninja add their Level to the Capability scores in Climbing, Leaping,
  and Swimming. They also receive an extra Capability: Gimmick-
  making, or Gimmickry.
  This is used by the Ninja to manufacture their special tools and
  weapons, known as "Gimmicks." These are described in Appendix 2.
  The Gimmickry Capability is derived by averaging the Base Saving
  Throws in Wit and Deftness. The Ninja will add his Level to this
  figure. It is used to perform the Tasks involved in making the
  Gimmicks.
  1076.4 SPECIAL NINJA ABILITIES
  All Ninja have the following special abilities:
  —All Ninja may see in almost-total darkness to a distance of their
  Level in yards. As long as some faint illumination is available, they
  can use this Ability.
  —Ninja add their Level to their Base Wit Saving Throw for purposes
  of discovering Hidden Things. Their Saving Throw for this purpose
  is therefore equal to the Raw Wit ST + (2 x Level).
  38
  
  1076.5 THE NINJA CLAN
  For the Ninja, the respect of his peers, his Clan, is the only social
  factor worth considering. A Clanless Ninja is despised by all, with a
  life span that will probably be short indeed. The Ninja, uncaring of
  On and its constraints, replaces that quality with his Status within the
  Clan.
  When creating a Ninja, it will be necessary to assign him to a Clan.
  In BUSHIDO, we are primarily concerned with "Clan Groups,"
  rather than the actual extended families which comprised a Clan. For
  convenience, these might be broken down into about 6 Clan Groups,
  coded with the letters A through F.
  Groups A and B are Allied to each other and Hostile to Clans E and
  F. Clans E and F are Allied to each other and Hostile to Clans A and B.
  Clans C and D are Neutral to the opposed Groups and to each other
  as well.
  One's own Clan Group is the Home Clan. Any base belonging to
  an individual Clan within the Group will treat the Ninja as a full
  member, according to his group Rank. Crimes against any Home
  Clan member will be punished rigorously. Since Ninja groups were
  highly interbred, it is likely that all members of a Group share some
  degree of kinship.
  A Ninja may seek assistance, training, or employment at any Home
  or Allied Clan base. He may purchase Gimmicks or other items at
  bases of Neutral Clans. Ninja of Hostile Clans will not aid each other,
  though they will not usually start a fight just because of their Clan's
  enmity. When they are opposed under contract, however, they will
  delight in destroying their opponents.
  The laws of a Ninja Clan are immutable. Samples of the basic code
  include:
  * A Ninja who teaches Ninja Skills to an outsider (Hostile Clan
  member or non-Ninja) will be expelled from the Clan and put to
  death.
  * A Ninja who betrays a contract of the Clan or its Allies will be slain.
  * A Ninja who slays a member of the Home Clan except when their
  contracts require it, shall be expelled. The immediate relatives of the
  dead man may be permitted a Blood Feud with the killer.
  * A Ninja who compromises the Clan's honor or safety by actions
  outside the law of the land, unless required to do so by contract, may
  be expelled. The Elders may require him to surrender to the
  authorities to placate them.
  * A Ninja who disobeys an order of the Elders of his Clan, or of his
  leader on a mission, shall be put to death.
  In designing a specific Clan, the Gamesmaster may wish to
  develop particular laws and traditions for the Clan. Regrettably,
  there is very little accurate data on the workings of Ninja Clans, due
  to their understandable secrecy about their existence during the
  heyday of Ninjutsu.
  1080.0 CREATING A CHARACTER
  This chapter contains a guide to the process of creating a Player
  Character for BUSHIDO. A general outline of the procedure is
  followed by the necessary tables. Terms not explains elsewhere are
  defined as they occur. Otherwise, refer to the relevant section of the
  rules for the terms used here.
  * To begin a character, first consult the Birth Table. This table is not
  intended to reflect a complete cross-section of the population of
  medieval Japan. It is our distillation of the sources we feel most likely
  to produce the type of hero essential to the BUSHIDO philosophy.
  Should you be outraged by this particular table, you should feel free
  to construct your own.
  This table provides the initial On with which the character starts.
  This may be modified by his choice of Profession. It also gives his
  Rank, an abstract rating of his family's position in his Caste. The
  Rank Factor (Abbreviated as RF) is 3 if High, 2 if Middle, and 1 if Low.
  The "Money Dice" figure is explained in the rules on Inheritance,
  below..
  This table also lists any Skills and Goods with which a character
  begins due to his birth in a particular Caste.
  * Once a Player Characters birth has been determined, the player
  may choose the Profession his character will enter. A Professional
  Summary Table is provided below, but you may wish to review the
  Profession descriptions starting with section 1070.0 before
  deciding. The character's Profession will affect his Attribute scores
  and the rest of his development.
  * After deciding on a Profession, allocate 60 points among the
  Attributes, subject to the rules in section 1041.1. Remember that the
  Profession modifies these allocations.
  * With the Attributes determined, calculate the character's Abilities
  and Capabilities, following the formulas given in their descriptions.
  * The character's birth and choice of Profession determine some of
  the Skills with which he will start his game life If the player has not
  already done so, he should now choose the rest of the Initial Skills
  from those available to the character's Profession. Calculate Initial
  Skill Scores and Raw BCS values.
  * At this point, check the character's inheritance, as explained below,
  to determine the exact amount of money he starts with, the quality of
  any swords he inherits, his Armor Class if his Profession is Bushi or
  he is of Buke Caste, and any other pertinent factors governing initial
  goods.
  * Roll for the character's age. All Player Characters enter the
  campaign at the age of 15+1D6, or 16 to 21.
  * This step is your first opportunity to indulge in role-play with this
  character. Think about the character's past, goals, and basic
  psychology. If the Gamesmaster is using a table to determine the
  exact location of the character's place of birth and you have not
  checked it yet, now is the time.
  * During the outfitting step, the character has a chance to spend his
  inheritance to upgrade his equipment and to gather goods to
  prepare himself for the adventures ahead. Check with the
  Gamesmaster to see where the character is entering play, as this
  may affect the availability of goods and their prices.
  * The last step isn't really a step in the process of creation, but the
  first step on the path to adventure. Tell the Gamesmaster that your
  character is ready to being play.
  1080.1 USING THE CHARACTER RECORD SHEET
  A master copy of the Character Record Sheet is provided with this
  game and permission to photocopy this sheet is hereby extended. If
  photocopying facilities are not available, simply copy the relevant
  information onto a sheet of scratch paper.
  As the character process proceeds, enter the results on the Record
  Sheet. We recommend using pencil, since many of the values will
  change during the campaign.
  When entering Skills, underline or mark with an asterisk those in
  which the character will receive a bonus. This makes play flow more
  smoothly. Skills designated as Freely Improvable can be circled or
  checked so that they can be easily identified later.
  Use of the Character Record Sheet keeps the numbers needed
  during play handy. You should always keep values up-to-date.
  1081.2 BIRTH TABLE
  Die Roll
  1
  2-3
  4-5
  6-9
  10-14
  15-20
  21-27
  28-35
  36-45
  46-52
  53-60
  61-70
  71-73
  74-76
  77-80
  81
  82-83
  84-85
  86-89
  90-94
  95-00
  Caste
  Buke: Samurai in
  service*
  Samurai
  Ron in
  Heimin: Farmer
  Artisan
  Merchant
  Eta: Ninja
  Rank
  High
  Middle
  Low
  High
  Middle
  Low
  High
  Middle
  Low
  High
  Middle
  Low
  High
  Middle
  Low
  High
  Middle
  Low
  High
  Middle
  Low
  Initial On
  60
  40
  20
  45
  30
  15
  30
  20
  10
  15
  10
  5
  9
  6
  3
  3
  2
  1
  (5)**
  (3)**
  (1)**
  Money Dice
  6
  5
  4
  5
  4
  3
  4
  3
  1
  3
  2
  1
  3
  2
  1
  5
  4
  3
  4
  3
  2
  * The character, in his own right, is assumed to have sworn fealty and
  is obligated to an NPC Daimyo. The player may elect to leave this
  service. In this case, the character is treated in all ways as an
  ordinary samurai of the appropriate rank.
  39
  
  If the Samurai remains in service to his Lord, the Gamesmaster will
  use the rules governing Retainers, in Book 2, to determine his
  stipend or fief, and to keep track of his obligations to his Lord.
  ** On is received only if the character chooses a Profession other
  than Ninja. The character is assumed to have been adopted by a
  Heimin family after proving unsuitable for Ninja training.
  Initial Skills
  Buke: 
  Katakana at (2 x Wit) + (10 x RF)
  Hiragana at (2 x Wit) + (10 x RF)
  Kenjutsu score +5 in initial score
  Court Dance
  choice of 1 Fine Art
  All Samurai: +5 to Bajutsu score
  Kanji at (2 x Wit)
  Initial Age
  Heimin: 
  Katakana at (2 x Wit) + (10 x RF) + Initial Age
  Popular Dance
  Farmer: 
  choice of 1 Practical Art
  choice of Hunting or Fishing
  Artisan: 
  choice of 1 Craft
  choice of 1 Practical Art
  Merchant: Commerce
  Hiragana at (2 x Wit) + (10 x RF)
  choice of 1 Fine or Practical Art
  Eta: 
  Katakana at (2 x Wit) + (10 x RF)
  Hiragana at (2 x Wit) + (10 x RF)
  choice of 1 Practical Art
  1082.0 PROFESSIONAL SUMMARY TABLE
  Profession
  Bushl
  Attribute Modifiers 
  Hit Point Die
  Budoka
  INITIAL SKILLS: Kenjustsu; Kyujutsu; choice of any 2 Bugei; choice
  of 1 from: Armory, Bowyer, Go, Musical Instrument, Physician,
  Hawking. If character is in service add Bajutsu.
  INITIAL GOODS: a bow of proper man-rating, choice of type; a
  a quiver; 4D6 arrows of any type of head; a weapon for each
  Bugei*. If character is not of Buke Caste, add a Wakizashi for
  Kenjutsu.
  Armor: Buke add 1D3 to Armor Class of armor; other receive
  suit of Ashigaru-style armor of Armor Class Rank Factor + 1D3. If
  there is no appropriate suit of armor in the Armor Class listing
  that corresponds to the indicated Armor Class, the character
  starts with no armor.
  NOTES: Any character from a Caste other than Buke choosing this
  Profession immediately gains 5 points of On.
  INITIAL SKILLS: Atemi-waza; Jujutsu; choice of 1 Bugei; choice of
  1 Bonus Skill; choice of 1 Practical Art
  INITIAL GOODS: a weapon for each Bugei.*
  NOTES: Buke choosing this Profession lose half of their Initial On.
  Gakusho
  INITIAL SKILLS: Sacred Dance; Rhetoric; choice of Bujutsu or
  Jujutsu; choice of 2 Fine Arts; choice of 1 Yoga.
  Buddhist: Butsu-do.
  Shinto: Shinten.
  INITIAL GOODS: Clerical Garb; Pilgrim Staff (Bo)
  NOTES: Initial On becomes 20.
  Shugenja 
  INITIAL SKILLS: choice of 1 Bugei; choice of 1 School of Magic;
  choice of 2 Fine Arts; choice of Bonus Skill.
  INITIAL GOODS: stout staff (Bo); a weapon for Bugei.*
  NOTES: double all Literacy scores. All Buke who choose this
  Profession have their Initial On halved.
  Ninja 
  INITIAL SKILLS: Ninjutsu; Kenjutsu; choice of Atemi-waza or
  Jujutsu; Kuji-kuri; choice of any 2 Bugei; choice of any 2 Ninja
  Bugei; choice of any 2 Practical or Ninja Arts; Clan Dialect at (50 +
  Initial Wit).
  INITIAL GOODS: Ninjato and scabbard; a weapon for each chosen
  Bugei*; Ninja suit; 2D5 + Rank Factor of Task Points to acquire
  Gimmicks.
  NOTES: Only a character born to the Ninja Caste may choose this
  Profession.
  Yakuza 
  INITIAL SKILLS: Sumai; Gambling; choice of 1 Bugei; choice of 1
  Bonus Skill; Yakuza Dialect at (50 + Initial Wit).
  INITIAL GOODS: Dice; a weapon for each Bugei*.
  NOTES: All Samurai who choose this Profession have their initial On
  halved.
  STR + 10
  DFT + 10
  SPD +5
  HLH + 15
  WT - 5
  WL +0
  STR +5
  DFT + 10
  SPD + 10
  HLH +10
  WT +0
  WL +0
  STR -5
  DFT +0
  SPD +0
  HLH +0
  WT +10
  WL +15
  STR -5
  DFT +0
  SPD +0
  HLH +0
  WT +10
  WL + 15
  STR +5
  DFT + 10
  SPD + 10
  HLH + 10
  WT +0
  WL +0
  STR +0
  DFT + 10
  SPD +5
  HLH +5
  WT +10
  WL +10
  1D10
  1D10
  1D3
  1D3
  1D6
  1D6
  * The character may choose one weapon whose use is covered by
  the Bugei, if any are. Ninja may choose a Gimmick weapon or the
  ordinary type but not both. If a pair of weapons is required, he will
  receive them unless they duplicate a single weapon for another
  Bugei. Thus, A Samurai who chooses Ni-To-Kenjutsu will receive no
  weapons for that Skill, since he already has the Dai-sho for being
  Samurai. Shurikenjutsu allows the character 1D6 shuriken and Yari-
  nage-jutsu allows 1D3 javelins of either type. Remember that some
  Bugei do not use weapons (as Jujutsu), while others enhance or
  modify weapon use (as laijutsu), and thus gain the character no
  more weapons.
  40
  
  Initial Goods
  Samurai in service:
  All Samurai
  Ronin:
  Farmer:
  Artisan:
  Merchant:
  Eta:
  Good Court Garb
  Good Samurai Garb
  Good Winter Garb
  Average Samurai Garb
  Average Winter Garb
  Average Peasant Garb
  Average Winter Garb
  stout staff (Bo)
  straw hat (kasa)
  straw raincoat (mino)
  Good Peasant Garb
  Good Winter Garb
  set of tools for his Craft
  Superior Peasant Garb
  Superior Winter Garb
  Porter's trunk
  Strongbox
  Average Peasant Garb
  Average Winter Garb
  Inheritance
  Buke:
  All Samurai:
  Ronin:
  Merchant:
  the Dai-sho (Katana and Wakizashi)
  chance of Warhorse
  Armor Class of 2D3
  Armor Class of 1D3 + 1
  chance of Workhorse
  1083.0 INHERITANCE
  Each character begins play with a sum of money. This represents
  his early savings, parting gifts from parents and/or relatives, or even
  ill-gotten funds. The source of the money is left to your discretion.
  For the character, roll the number of dice indicated on the Birth
  Table. For Gold coins, the die is 1D3; for silver, the die is 1D6; and for
  copper, the die is 1D6 and the total is multiplied by 10.
  If the character receives any swords, consult the Sword Quality
  Table below.
  Buke may inherit armor of the samurai style. They receive a suit
  having the Armor Class indicated by the dice given in the Birth Table.
  Should they choose the Bushi Profession, they add the results of the
  armor die roll to get the final Armor Class of the suite of armor. If the'
  final Armor Class does not exist in the Armor Class Listing, the
  character receives no armor.
  Should the possibility of a horse be indicated, the character has a
  percent chance equal to his initial On. Buke receive a warhorse,
  while merchants receive a workhorse. Of course, saddle and bridle
  or pack frame comes with the horse.
  Sword Quality Table
  1090.0 CONCERNING NIPPON
  When we refer to "Nippon" in BUSHIDO, we are not necessarily
  speaking of Japan! In order to make this a game combining a
  maximum of excitement and flexibility with reasonable historical
  accuracy, we have combined elements from many different periods
  in Japanese history. We have also redefined or even invented a word
  here and there to make the rules easier to handle. We are, after all,
  creating a gaming fantasy here, not history.
  We have defined Nippon as the country where BUSHIDO occurs.
  Nippon is very similar to medieval Japan, but the two are not
  identical. When we talk about the way things are in Nippon, please
  realize that this may not be the way they were in Japan. On the other
  hand, when we do make a statement about Japan, it is as accurate as
  the sources we use can guarantee.
  "Nippon" is one of the Japanese words for "Japan." It is derived
  from a Chinese term which means, roughly, "The Place Where The
  Sun Rises." As you may know, another name for Japan is, in fact, The
  Land Of The Rising Sun. This chapter will examine the land, its
  people, their customs, and the way these factors can influence the
  campaign.
  Quality
  Master
  Superior
  Good
  Average
  Inferior
  High
  Rank
  1
  2-4
  5-8
  9-17
  18-20
  Samurai in service: -2
  Middle
  Rank
  N/A
  1
  2-4
  5-16
  17-20
  Samurai: -1
  Low
  Rank
  N/A
  N/A
  1
  2-15
  16-20
  non-Buke: +2
  1090.1 THE ISLANDS
  Geographically, Nippon consists of four main islands and over a
  thousand minor ones. The principle island in the chain is Honshu, on
  which the great cities of Kyoto and Yedo stand and where Emperor
  and Shogun have ruled throughout history. Hokkaido, north of
  Honshu, is a land of mystery, covered with icy mists and largely
  unexplored. It is the last refuge of the Ebisu (Northern Barbarians),
  known to Westerners as the Ainu. Of Caucasian rather than
  Mongoloid derivation, they were the original inhabitants of Nippon
  before having been displaced by the proto-Japanese nomads of the
  9th or 10th century BC. The Ebisu have a tribal culture, ruled by
  shamans who mix magic and religion in large doses. Their cults
  center around totem animals, especially the bear.
  Kyushu is an island of highly independent Samurai clans. It has
  traditionally been a thorn in the side of whatever central government
  rules on Honshu. Shikoku is a small and barren island, a place of
  small holdings in the main. It is usually dominated by Honshu
  politics.
  41
  
  The islands are places of equal harshness and beauty. Almost 25%
  of the land area consists of inaccessible mountain peaks. Barely 10%
  of the land can be called easily cultivated. To wrest a living from the
  barely arable soil of the other parts of Nippon, the people of Nippon
  have had to develop a system of agriculture that far outstrips any
  others of their time. Many of the exquisitely picturesque mountains
  are active volcanoes, which can still erupt without warning in a fury
  of fire and death. Nippon is shaken by hundreds of earthquakes each
  year. While most are minor tremors, a significant fraction are man-
  killing explosions of nature's anger. In the aftermath of these shocks,
  coastal dwellers flee for the hills, for they know that the great
  tsunami ("tidal waves") will soon thunder in from the sea.
  1090.2 HISTORY IN THE CAMPAIGN
  The historical setting of the campaign is a matter which the
  Gamesmaster must consider at some point. It need not be laid in any
  actual period from Japanese history, but it will be wise to leave the
  details fluid for the early part of the campaign, until a suitable
  political climate suggests itself to match the intentions of the players
  and the Gamesmaster.
  Questions which need to be considered include:
  Is there any strong, central government, or does local authority
  rest solely with the Daimyo (or other local ruler)? If there is a
  Shogunate, is it strong or weak? If weak or absent, are there any
  Daimyo in a position to strike for the Shogunate? How decadent is
  the top faction in Nippon? How easily may a lone adventurer rise in
  power?
  In campaigns based on most periods of Nippon's history, we may
  discount the Imperial Court in considering political power. The
  question of political climate then boils down to the power structure
  as it exists between the Shogun (if there is one), the Daimyo, and any
  other strong factions (religious orders, commoner's leagues, etc.).
  Under a strong Shogunate, social conventions will be rigid, with
  advancement from the class of one's birth very difficult. Bearing
  arms and wearing armor in urban areas will be severely controlled by
  law, and possibly forbidden to those not of Buke rank, or not in their
  retinue. Duelling and feuds will also be subject to strict legal control,
  requiring official authorization. Crime is punished with dispatch and
  usually by death. Local laws are subject to reversal by the Shogun's
  officials.
  Battles between Daimyo are forbidden. The only large scale
  military activity will between the Shogun's army and those who
  threaten the peace of the realm: rebellious Daimyo, peasants in
  revolt, militant religious orders, and foreign invaders. In the regime
  of Toyotomi Hideyoshi, warriors seeking experience of battle could
  join his forces in the invasion of Korea.
  Subtle, political scenarios will be an excellent source of color in
  the campaign. Player Characters will find many opportunities for
  missions as agents of the Shogunate, or its foes, as spies, couriers,
  or agents provocateurs. They will find the only real path to power is
  to lie in service to the Shogunate or its supporters, or else the service
  of a very powerful opponent of the regime. If the Shogunate is
  oppressive, the Player Characters may find a satisfactory role as
  defenders of the oppressed, especially if they are of Heimin birth or
  members of the Yakuza Profession, or belong to a Ninja Clan with a
  more elevated social conscience than is usual.
  Goods and training are easily accessible in such a society. The
  economy usually prospers, since the roads are kept quite free of
  brigandage in the main provinces, promoting trade. Academies of
  the martial and peaceful arts flourish. Warriors deprived of their main
  employment in the time of peace turn their studies to the perfection
  of their skills for philosophical ends. Religious freedom is usually
  maintained, with public interest in new sects high. The organized
  religious groups are defensive of their prerogatives however, and
  internal strife is often violent. Tolerance for those existing outside of
  society's bounds is low: Ronin, Yakuza, and Ninja had best walk
  softly in areas under Shogunate control.
  In a weak Shogunate, life is somewhat more exciting. The Daimyo,
  militant clergy, and leagues of independent landholders among the
  Buke (Ji-zamurai, or "Country Gentry"), sensing the loosening
  controls of the Bafuku, will be jockeying for maximum advantage,
  paying lip service to the regency unless in outright rebellion.
  The motivation of the various factions will differ according to their
  philosophy and their power. The greatest Daimyo will be looking for
  their own entry into the Shogunate. Lesser lords will either be
  gauging the field of potential winners, looking for the best ally, or
  will be busily expanding their own holdings in the absence of a ban
  on internecine warfare. Independent factions (monasteries,
  landholders' leagues) will be buttressing themselves against the
  coming disorders, securing their areas and possibly linking their
  fortunes with one of the major political factions.
  Battles large and small abound in this kind of era. Travel is risky
  outside of strongly policed provinces. Yakuza are the main power in
  villages and along the high roads, often receiving protection money
  from the inhabitants and travellers as well as stipends from the
  authorities to prevent trouble. Ninja will find business in espionage
  and assassination booming. Brigandage in outlying areas is strong.
  The economy suffers under the reduced amount of trade. Training
  in the more esoteric Bugei is hard to find, as the emphasis is on
  strictly utilitarian combat skill. Religious innovations will have to
  provide material protection or strong divine assistance to attract a
  following. Where once a monastery could rise by the efforts of a holy
  preacher with a strong doctrine, it now takes military force to acquire
  and hold the territory. Abbots study the arts of the warlord as well as
  the doctrines of the Buddha.
  Player Characters in this milieu find opportunity on every hand.
  They may hitch their fortunes to the rising star of some great lord, in
  the great game for the Shogunate. This can lead to a dramatic rise or
  fall in their careers, as their lord prospers or fails. Lone wolves, the
  Ronin or other freelance warriors, may travel freely, offering their
  services as their finances or consciences direct. Solitary students of
  the occult flourish, as do the Ninja, since the factions are always in
  need of professionals who are not directly linked to their group, for
  those delicate missions that are part and parcel of the intrigues of the
  time.
  The most chaotic campaigns occur in periods when no central
  authority exists and there is no one faction strong enough to seek to
  impose such authority. Even then the Imperial Court commands
  only the most perfunctory respect.
  Countless border clashes occur between neighboring provinces,
  shifting the border a few Ri, only to see it shift the other way in the
  next squabble. Bandits reign unchecked in the remoter areas, since
  the Daimyo hoard their troops near the capital in the event of attack.
  The Yakuza who devote themselves to protecting their areas can
  gain great power, while their less ethical counterparts are a scourge
  beyond description. Religion that does not back its teachings with a
  strong military arm receives short shrift. And given the temper of the
  times, rivalry between sects is settled by battle as often as by
  rhetoric.
  This environment is open for Player Characters who enjoy
  wandering Nippon in search of adventure without hindrance by
  overly strong social or legal constraints. Those acting outside
  normal social bounds may conduct themselves as heroically or
  brutally as they wish, defending the victims of the time's excesses or
  committing those same excesses themselves. Those joining their
  fortunes to those of a group will protect the group's interests
  fanatically, since this affiliation represents their island of stability in
  an age of eternal flux.
  For Gamesmasters seeking a climate in which Player Characters
  have a good chance to gain personal political power, this offers
  interesting possibilities. In the uncontrolled atmosphere of the
  period, a strong character, especially one who gains the trust and
  loyalty of an area's inhabitants, may find himself rising to leadership
  of that area. Player Characters with sufficient strength might be in a
  position to bid for the Shogunate themselves.
  1090.3 POLITICAL DIVISIONS OF NIPPON
  Medieval Nippon consisted of 68 provinces. In eras when many
  Daimyo were contending for power but lacked a strong political
  base, it would be rare for any single lord or faction to dominate an
  entire province. In an age of powerful rulers, a single Daimyo might
  well control one or more whole regions.
  . . 
  ; • " ' ! -
  42
  
  1091.0 STRUCTURE OF NIPPON'S SOCIETY
  Nippon's social structure has remained remarkably stable
  throughout its history, although the rigidity of that structure has
  varied considerably according to the times. The Castes and divisions
  of society are here listed in descending order for quick reference.
  THE IMPERIAL COURT
  The Emperor
  Retired Emperors 
  Called Dajo-ko, or Dajo-hoo if they
  become priests.
  The Imperial Family
  Court Nobles 
  Called Kuge.
  THE SHOGUNATE
  The Shogun 
  Also may be called "Kwampaku" or
  "Taiko".
  The Shogun's Clan
  Shogunate Officials Bugyo (Commissioners)
  Kairei (Deputies)
  Metsuke (Censors)
  THE BUKE
  Daimyo 
  Always Head of their Clans.
  Ranks of Daimyo were:
  Kokushu. Income of 500,000 Koku/yr.
  Ryoshu Income of 100,000 Koku/yr.
  Joshu. Income of 10,000 Koku/yr. or more.
  Samurai (Retainers to a Daimyo)
  Hatamoto 
  Clan Elders, Advisors, Supervisors.
  Ranks were:
  Kodai-yoriai. Income of 1000 Koku/yr.
  Yoriai. Income of 500 Koku/yr or more.
  Kofushin. Income of 100 Koku/yr. or more.
  Gokenin 
  Managers, Senior Members of Clan.
  50 Koku/yr. or more.
  Samurai 
  Retainers (Members of Clan).
  Receive stipend and/or fief.
  Ji-zamurai 
  Landholding Samurai without retainer
  affiliation.
  Samurai by birth but with no holdings or affiliation.
  Ronin by birth and station.
  THE PRIESTHOOD
  Members of the Clergy, no matter what their birth Caste.
  THE HEIMIN
  Peasants
  Artisans
  Merchants
  THE YAKUZA
  Gang Leader
  Underleaders
  Gang Members
  Unaffiliated Yakuza
  THE NINJA
  Clan Head, Elders,
  Hyakusho
  fishermen
  Shokunin.
  Farmers, woodsmen,
  Craftsmen, porters,
  manufacturers.
  Akindo. Tradesmen, peddlers,
  large merchants, etc.
  Advisors
  Supervisors, Managers
  Members, Senior Members
  Unaffiliated Ninja
  ETA
  Local headman of
  Eta village
  Handlers of dead animals
  Handlers of human dead
  Oyabun.
  Chunin.
  Kobun.
  Jonin.
  Chunin.
  Genin.
  (Regarded with deep
  suspicion by all)
  Denzaemon
  Honin
  Hinin
  This list is arranged to show the overall social precedence in
  Nippon. As we discussed under Status (section 1062.0), a Peasant
  can outrank a Samurai in fact, though in theory the Samurai always
  outranks the Peasant. Uncalled for rudeness on anyone's part, no
  matter what his social position, was regarded as poor form. If it
  becomes germane, the Gamesmaster may wish to penalize those
  who are rude to technical inferiors whose social Status is
  nonetheless greater than their own. The appropriate penalty would
  be a multiple of the Status of the insulted party.
  For example, a brash young Samurai is offensive to a village
  headman. The Samurai's social Status is 25, the Headman's is 35. For
  minor infractions, the difference involved would be subtracted from
  the Samurai's On, a 10 point loss. For major rudeness, the young
  warrior loses On equal to the headman's Status, or 35 points. If the
  Samurai injured or killed the peasant on the strength of their
  respective classes, even though the old man has more influence than
  the warrior, the penalty would be two or three times the headman's
  Status.
  Rude behavior by the inferior in such a matter releases the polite
  restraints of the superior. Insults were not to be tolerated in a shame-
  oriented culture like Nippon's. Vengeance is a fine old art in the
  nation's history.
  1091.1 THE BUKE
  The Buke comprise the military aristocracy of Nippon. Strictly
  speaking, only the Samurai, from Daimyo to Ji-zamurai, are member
  of the Buke. However, we include the Ronin in this class for
  campaign purposes. Therefore, the Buke may be defined as
  characters whose families are of the military classes, trained inarms,
  or characters elevated to those classes by their own efforts. This
  leaves the Ashigaru, the Bushi of Heimin origins, a commoner, on
  the outside of the Buke, although most such characters are bending
  every effort to get in.
  The Samurai, are either landholders or the retainers of
  landholders. If they are independent owners of an income of 10,000
  Koku per year or more, they are considered in the Daimyo class,
  although merely holding such property does not confer Daimyo
  status. Such characters, in turn, have followers, soldiers, to defend
  their property. These are Samurai in the true sense, as the word
  derives from a term meaning "Service." Minor landowners among
  the Buke are "Ji-zamurai," which may be rendered as "Warrior-
  farmers." The term "Country Squire" is more indicative of their social
  position. They may also have retainers, but do not possess the
  authority to elevate them to the ranks of the Samurai. This important
  privilege is reserved to Daimyo.
  The Ronin are individuals or families which were members of the
  Samurai class, but for one reason or another have lost that status. A
  Samurai could be discharged by his overlords, becoming a Ronin.
  The destruction of his Clan also leaves the survivors as Ronin. A
  family that maintains its warrior heritage could pass the Ronin
  classification on to children, so that a Player Character can be born a
  Ronin. Families that entered other pursuits, farming, manufacture,
  trade, assumed the social position associated with their new calling.
  1091.1a Names Among The Buke
  Just as the Buke bear two swords, so do they bear two names. The
  family name is usually the Clan's name. The personal name is used
  by friends, retainers, and relatives. A character might change his
  name upon achieving a high rank and would certainly do so in
  changing his Profession. Taking a new name to mark some notable
  undertaking or event in one's life was also a common practice.
  Great nobles, the rulers of a Province, might also receive the honor
  of adding their Province's name to their own. The young lord Asano,
  whose death begins the tale of the 47 Ronin, was also known as
  Kotsuke-no-Suke, a name he held in his position as Daimyo of
  Kotsuke. Another form of this honorific was to refer to the individual
  as "-no-Kami" of a Province, literally "the superior one "The Daimyo
  "Musahshi-no-Kami Shinmen Uesugi" would thus be identified as
  Lord Uesugi, of the Shinmen Clan, ruler of Musashi province.
  1091.2 THE HEIMIN
  The Heimin, the class of commoners, consists if the Peasants
  (Hyakusho), the Artisans (Shokunin), and the Merchants (Akindo).
  They generally are considered to rank after the priesthood in
  society, although some theories of rank place the Peasants
  immediately after the Samurai in the hierarchy. In a nation
  where the economy is based almost entirely on agriculture, this is
  understandable. As in feudal Europe, it was rare to call up one's
  armies from the farming families, since without their labors the crops
  would be lost and even the greatest victor needs food. However,
  certain Peasant clans would act as Ashigaru, Peasant-Warriors, in
  the service of a Daimyo or powerful Ji-zamurai, augmenting the
  Buke forces. The other two Castes, the Artisans and Merchants,
  were townsmen. They lived in town or city providing a creative
  service, were more highly regarded than the Merchants. Indeed,
  Artisans who produced weapons and armor, especially those who
  forged swords, occupied a special niche in society.
  Merchants were fairly universally despised. On the one hand, the
  practice of commerce on a large scale was looked down on.
  43
  
  Scrambling after profit openly was considered ill-bred, though many
  a Daimyo was just as greedy, if he could disguise his activity in the
  commercial arena under the appearance of some more acceptable
  pursuit. Merchants often acted as fronts for noblemen in this
  manner. Another, quite understandable reason for the Merchants'
  bad reputation was their position as moneylenders. Throughout
  history, no one has ever loved a moneylender. Daimyo could run up
  colossal debts to the local Merchants in their thoughtless spending
  on war and its weapons, it would be a matter of the deepest shame to
  renege on such debts, and the upshot was that Merchants were
  unpopular with the free-spending Buke. Other Heimin, suffering
  under grinding taxes, often had to borrow from the Merchants just to
  stay alive Again, such debts do not do much for the popularity of the
  lender.
  Artisans and Merchants in large cities usually organized into large
  guilds (Za). These often filled the same position as the clan did in
  Peasant society. Cities were also organized into wards, or
  neighborhoods, each with its own militia/police, fire department,
  sanitation workers, etc. In times of strife, wards could become armed
  sanctuaries for their inhabitants against the depredations of bandits,
  unscrupulous Ronin, or even the looting ranks of the local Buke.
  1091.2 Names Among The Heimin
  Heimin possess only one name, usually a "nickname" based on
  their occupation, reputation, appearance, etc. They do have a family
  name, but it is rarely used and in a sense has no legal existence.
  Among themselves, on formal occasions, Heimin will use their full
  names. As far as the Buke are concerned, Heimin have only one
  name, just as they bear only one sword (if that many). The
  commonest names are along the lines of "Rich Merchant," "Old
  Gardner," and so on.
  1091.3 THE ETA
  The Eta were a Caste of Pariahs, untouchables. Living in villages
  set aside from regular dwellings, they handled work considered
  unclean by the regular citizenry of Nippon: butchering, tanning,
  execution of common criminals, burial of the dead. Their Headman in
  a given area, the Denzaemon, administered justice, collected fees for
  their services, and acted as spokesman on those rare occasions
  when the authorities interested themselves in Eta activity.
  While the Ninja Caste is technically part of the Eta class, their
  relationship to society is unique.
  1092.0 CUSTOMS IN NIPPON
  Nippon has an ancient culture, one where time has tested each
  innovation for value. We cannot hope to give an accurate or
  complete picture of Nippon's traditions in this section, but we hope
  that what is here will serve as a foundation, which interested gamers
  can supplement with further research.
  1091.1 COURTESY
  The rigorous customs governing public behavior in Nippon were
  born of necessity, as a large population was packed closely together
  to minimize the loss of arable farmland for dwelling spaces. Living
  under such close conditions, a society must have customs to replace
  the lost privacy of its members. Nippon allows its people to avoid
  confrontation by courtesy, to maintain private emotions of great
  intensity behind blandly polite masks and to express those emotions
  in elaborate forms of speech and art.
  In the preceding section, we looked at the hierarchy of Nippon's
  society. The proper mode of address and behaviour from one
  character to another is based on that chart and modified by Status. A
  character may employ one of three modes of behavior in the
  campaign at any given time:
  Superior Mode: Characters using superior mode are behaving as if
  they were superior to those they are addressing.
  Equals Mode: The character using Equals Mode implies that he has
  equal rank with the character he is addressing. This is the normal
  mode of behaviour between members of the same class in informal
  situations, even when the characters have disparate Status in the
  group or class.
  Inferior Mode: The character acknowledges that he is socially
  inferior to the character he is addressing.
  As many people know, the way in which one speaks another's
  name in Japan can indicate which mode you are using. To use the
  name alone is Superior Mode, and not very polite at that. The use of
  the honorific "-san" as a suffix is usual, the equivalent of our own
  "Mister" or "Miss." To use "-sama" implies great courtesy and is
  usually found in Inferior mode, implying the superior position of the
  person named.
  Fine tuning the Mode employed may be achieved by further
  defining one's behaviour as "Polite," "Neutral," or "Impolite." The
  Polite form uses all the flowery honorifics possible, defers to the
  other character, and avoids any type of confrontation if possible.
  Neutral form is the usual use of the Mode, without any extra courtesy
  or the lack of it. Impolite form is the bare minimum necessary to
  maintain the social decencies. It implies arrogance, surliness, or ill-
  concealed anger.
  A word needs to be said about the notorious custom of "Kirisute-
  gomen," or "Killing and Going Away." This was the right of the
  Samurai to cut down any member of a lower class who offended him.
  In BUSHIDO, any character who is attacked has the right to defend
  himself. Thus, trying to cut down this defenseless Peasant can turn
  out to be trickier than expected when he turns out to be the village's
  5th Level Budoka. Peasants who won such fights in Japanese history
  were guilty of murder and tortured to death. In Nippon, however, a
  character may always provide his right to life and freedom in open
  combat.
  1092.1a Courtesy Of The Sword
  Especially among the Buke, there was particular courtesy in the
  wearing and handling of the two swords worn as a mark of rank. All
  males of the Buke were entitled to wear a Katana and a Wakizashi,
  the "Daito" and "Shoto." Worn together, this pair of weapons was
  called the "Dai-sho."
  Any insult paid to the sword was an insult to the wearer and could
  be avenged only by the use of the sword. Even touching the
  scabbard of a Samurai's weapon was a fighting insult. Crowded
  streets could erupt into bloody brawls as two warriors, their
  scabbards clashing as they passed, whipped their blades free to
  avenge the insult.
  The Katana is worn stuck through the Buke's sash. When not
  meant for use, it is worn with the blade pointing to the ground. This is
  a sign of peaceful intent, since an laijutsudraw, a sudden attack, is not
  possible with the sword in this position. Bearing the sword with
  blade facing upwards is the usual position. Bearing the sword with
  the blade facing upwards is the usual position for ready use. It is
  considered a challenge to grasp the hilt of the weapon and turn it
  from the "peaceful" to the "ready" position.
  Upon entering a house, courtesy demanded that the Samurai
  remove his Katana, still scabbarded, from the sash and leave it at the
  entrance. In noble or wealthy houses, a servant was posted by the
  door to receive these weapons. The weapon would be placed in a
  special sword rack, to be returned to the owner as he left. In a friendly
  household, a visitor removed the Wakizashi when he sat facing his
  host, laying it beside him. In a house where things were less relaxed
  the guest retained his shorter weapon.
  Coming into the presence of a Daimyo, only his personal guard
  and his most trusted followers were permitted to retain the Katana.
  One of the supreme marks of trust which a Daimyo could bestow was
  this right of entry to his presence while fully armed.
  1092.1b Courtesy In The Home
  There are several constants in house courtesy in Nippon, from the
  greatest palace to the humblest hovel. The one most familiar to
  Westerners concerns shoes: they are not worn. Upon coming
  indoors, polite individuals remove their sandals and go in stockinged
  feet. Floors in Nippon are neither waxed nor washed but are either
  swept clean or covered with tatami (straw mats). The only way to
  protect them from scuffing and outside dirt is to leave footgear at the
  door.
  The interior of many Nipponese buildings were a single, open
  area. Rooms were defined by placing "Shoji," the unique, paper
  screens of Nipponese architecture, on special tracks or supports, to
  provide privacy. Since a closed paper screen is not a particularly
  soundproof barrier, when privacy from eavesdroppers was desired
  the characters would open all the screens in the room wide, so that
  no one could approach unobserved. In larger buildings, with sturdy
  walls, matters were otherwise. For the same reason, loud noises,
  uproarious behavior, and similar invasions of others privacy were
  frowned on in the house.
  1092.1c Courtesy On The Road
  Travel on the high roads was controlled by both law and custom.
  To preserve the packed dirt surface from ruts, wheeled traffic was
  strictly forbidden. The only exception was an enclosed carriage
  used to transport the Emperor. Buke who could afford it usually
  travelled by horse when on military missions or travelling with a
  retinue. Those not able to afford mounted travel (fodder for the horse
  44
  
  was often more expensive than overnight accommodations for the
  rider in roadside inns) either walked or hired a "Kaga" (sedan chair).
  Way stations along the road were about 15 to 20 miles apart and also
  had inns, customs houses, and all the facilities needed by travellers.
  Etiquette for roadside meetings with superiors was simple: get off
  the road and bow when the Daimyo rides by. Right of way was to be
  surrendered to superiors whether mounted or afoot. Getting in the
  way of a mounted party or a racing Kaga was asking to be run down
  anyway.
  Law enforcement on the high roads varies widely. In the station
  towns and in the vicinity of Daimyo who exercise strong controls, the
  roads are safe, well policed, and peaceful. On more remote
  stretches, the sole keeper of the peace was usually the Yakuza Gang
  which collected protection money on it.
  Even in the periods when the bearing of arms by Heimin was
  strictly regulated, a traveler could apply for a permit to carry a
  Wakizashi while on the road with very little trouble.
  1092.2 DUELLING
  Duels could be fought for cause, that is, to avenge some insult or
  injury. They could be fought to establish the superiority of the
  contestants, the one over the other. Duels could be fought to the
  death, to the collapse of one contestant, or with non-lethal weapons
  such as the Bo-ken (solid wood sword). They could also be fought to
  first blood (ie. until one contestant was wounded) but due to the hot
  temper of the Nipponese fighting man, such Duels usually escalated
  into mortal combats. Any insult (real or imagined) was grounds for
  blood, and as to time and place, there was no time like the present
  and no place like here.
  To be a Duel, a fight must be preceded by a challenge and the
  challenge must be replied to. This may be explicit as in "I challenge
  you to a duel" or it may be implied. If a character disagrees with or
  insults another character and the two of them agree to fight, the
  challenge has been given and accepted though the term "duel"
  might never be mentioned. The reason for a duel need not be a
  disagreement or an insult. An opportunity to gain On is sufficient
  reason.
  It is considered very bad manners to fight a Duel with a friend or
  even with a companion of the moment. It is doubly rude to do so
  when the combatants are cooperating in an adventure. The
  Gamesmaster should not force Player Characters into Duels against
  their will, nor should Player Characters lightly challenge one
  another. The bad feeling which this can engender among players is
  too dangerous to the campaign to be trifled with. Only when the Duel
  is the only way two Player Characters can settle their differences
  within the campaign should this last resort be taken.
  1092.2a Non-Lethal Duels
  Characters may fight a Duel using weapons which do only
  Subdual Damage, or Bugei of a similar nature. For example,
  unarmed combat is usually non-lethal, unless the Duellists go in for
  chokes, or follow-up subdual holds with bone-breaking techniques.
  Similarly, Duels in Kenjutsu, Sojutsu, Naginatjutsu, etc., may be
  fought with wooden weapons, which do Subdual damage exactly
  equal to the Lethal damage done by their metal counterparts. The
  wooden Katana is called the "Bo-ken" (Stick Sword). Similar forms
  exist for most of the warrior's weapons. These are appropriate for
  settling questions about the superiority of two fighters, or two styles
  of fighting, when insults have not been added to the challenge. Such
  Duels are fought until one contestant is knocked out.
  An even safer form of Duel is available to those wishing to show
  fighting style. All weapons are made of wood but even with these, no
  blows actually land. All attacks are "pulled" at the last instance, so
  that pure fighting skill is what counts, not brute strength or the use of
  high-quality swords. Such "sparring" Duels are fought for points.
  When an "attack" succeeds (the BCS roll is successful), the Effect
  Number for the blow is added to the running total kept of the Effect
  Numbers by the two contestants. After fighting for a set number of
  Detailed Turns, the contestant with the highest total wins.
  Sparring Duels are commonly fought between students from the
  same Ryu, or to enter a martial Academy.
  1092.2c The Occult Duel
  This section applies only to the magic-using Professions: the
  Shugenja and Gakusho. The Occult Duel is fought on the Astral
  plane, the world of "Kakuri-yo," the realm of the unseen. If both
  combatants are physically present then the Duel can only entered by
  mutual agreement. If one of the opponents is present Astrally, then
  the other may engage him at will, since the Occult Duel is the normal
  mode of combat between Shugenja or Gakusho on the Astral. But
  unless the combatants bind themselves to "terms" beforehand, the
  loser is only forced back into his body, without owing any obligation
  to the winner.
  Before entering the Occult Duel, the combatants will agree on the
  terms. These can range from simple "mastery," in which the winner
  is satisfied with the On gained by victory, to a wager of wealth,
  knowledge, or some powerful artifact, to an oath by the loser to serve
  the winner for some specified period or in the performance of some
  action. When it is a killing matter, the terms may require that the loser
  will commit seppuku (suicide). Such lethal terms are rare, usually
  they are sought only between bitter enemies.
  The two Duellists will perform a joint ritual to prepare for the Duel,
  which projects their essences into Kokuri-yo. There, they will strike
  occult blows at each other, turn and turn about, until one is defeated.
  An average BCS used for the attack is derived from the Magic
  Capability and the BCS in one of the Schools of Magic. While the
  choice of School may be set in the arrangements before the Duel, it is
  usually up to the magician or priest at the time of the attack, and he
  may use any School he wishes during the Duel, changing from turn
  to turn. Gakusho use their knowledge of the Yogas in the place of a
  School.
  The combatant with the higher Power score makes the first attack
  in a given turn of the Duel. If both opponents have equal Power
  scores at the start of a turn, then they should roll dice for priority,
  high score attacking first. There must always be a single attacker and
  a single defender at a given moment in the Duel.
  The attacker averages his raw Magic Capability with his Raw BCS
  in the School of his choice. To this averaged, Raw BCS, he adds his
  Level. This is his Base BCS. The defender reduces this by his Magic
  Resistance and adds to that resistance a bonus equal to his
  Knowledge in the School being used to attack, divided by 10. The
  Base BCS minus this defense is the adjusted BCS for the attack. If
  the attacker makes the BCS die roll successfully, then he reduces the
  defender's Power score by his Effect Number plus his Level
  A Critical Success on the BCS die, roll adds 1D6 to the Effect
  Number. A Critical Failure allows the defender to make an
  immediate, extra attack. Critical die rolls, either Success or Failure,
  on such an extra attack have no special effect. They count as simple
  successes or failures.
  A less formal Occult Duel is fought without entering the Astral
  plane. The contestants direct pretty beams of colored light at one
  another, using only the base Magic Capability and their normal
  Magic Resistance. Such sparring is not considered dignified and one
  rarely sees older occultists engaging in it. It is left to the apprentices.
  The Duel in this case is fought for points, as is sparring with Bugei.
  Gakusho engaged in an Occult Duel use their Knowledge of the
  Yogas to correspond top the Schools, unless fighting another priest.
  Gakusho rarely engage in the Occult Duel among themselves,
  preferring to engage in theological debate using Rhetoric
  (Mongaku). Occult Duels are commonest between opposed
  members of different religions: Shinto vs. Buddhist. Members of the
  same religion do not use the Duel to settle disputes as to whose
  doctrines are purer, since they do not feel that winning the Duel
  necessarily proves one correct.
  Power lost in the Occult Duel must be regained at sunrise in the
  same way as other Power expenditures.
  1092.3 BLOOD FEUD
  As a consequence of Nippon's traditions, the strong emphasis on
  ties of kin and blood, the lack of social "safety valves" for redressing
  grievances, and the uncertain nature of authority in times of unrest,
  the Blood Feud was a highly refined means of revenge. A "doctrinal"
  Blood Feud may be incurred by a Player Character under the
  following circumstances.
  * Publicly killing a member of a Clan of any kind, a Yakuza Gang, or
  an established School of the martial or magical Arts. This may or
  may not include religious groups, depending on their handling in the
  campaign. Members of Shinto shrines would be more likely to offer
  an occasion for a Blood Feud than would Buddhists.
  * Killing anybody in sight of a family member or where report of the
  action could be carried to the family.
  * Publicly contributing to actions involving a severe loss of On to a
  character who survives, or to actions severely harming some group's
  status.
  "Publicly" in this context means in the sight of witnesses or under
  circumstances where the action might become known AND when
  the Player Character's identity is known. This is automatic if
  operating in an area where the Player Character makes his home, if
  the Player Character is wearing a "mon" (heraldic emblem) of his
  Clan (if a member of the Buke), or if he declares his name in
  45
  
  connection with the action. The Gamesmaster may also adjudicate
  that the character's identity is known if he has recently done any
  notable deeds in the area.
  If none of these conditions are met, the Player Character's identity
  may still be determined by rolling on his social Status. If this die roll
  succeeds, then his reputation is known to the onlookers and he is
  therefore identified.
  The chance of incurring a Blood Feud, if known to be responsible
  for the offending action, is determined by rolling the social Status of
  the individual killed or dishonored, or the social Status of the group
  head, which of course is based on a score of 100 times the Group
  Status Modifier, if the group as a whole was insulted. If the roll is
  successful, then a member or members of the group have taken
  mortal offense and will not rest until they or the offender are dead.
  If the approximate Status of the killed/offended party is not easily
  ascertained, assume a 10% chance of a Blood Feud resulting from
  the offending action.
  1092.3a Results Of Incurring A Blood Feud
  A simple Blood Feud involves tracking down the offender and
  killing him. The character who has declared the Feud often thinks
  simple death too good for his victim and will plot an elaborate
  vengeance on him, his house, and friends. In doctrinal Blood Feuds,
  the Non-Player Character pursuing revenge will take one or two
  courses:
  Legal Feud: Samurai will pursue Legal Feuds 80% of the time, with
  Ronin and other classes doing so 60% of the time. In a Legal Feud,
  the character pursuing the Feud registers his intent with the
  authorities. Unless a victim is a member of the Buke, the authorities
  will take no action to interfere. If the victim is in the Buke, but is not a
  member of the local aristocracy, they will forbid the Blood Feud if the
  Player Character can make a social Status roll. If he is a member of
  the local ruling Clan, they will forbid the Blood Feud. If this happens,
  there is a 60% chance the feuding NPC will switch to an Illegal Blood
  Feud.
  In a Legal Feud, notice is served on the victim that he is the target
  of a Blood Feud. Thereafter, he is in danger of being attacked at any
  time. There is a cumulative 5% chance per month that an attempt will
  be made to kill him. Thus, in the first month, there is a 5% chance of
  attack. In the second, if nothing happened last month,a10%chance
  and so on until the Gamesmaster's secret die roll shows him that this
  is the month.
  If the Feud is from a poor or unskilled source, then a personal
  attack will be made by the feuders upon the victim. If the Feud
  proceeds from a group, or from an enemy able to hire or command
  assassins, then an attack may be made by underlings of the enemy. If
  the Player Character survives the assault, then the Feud will lie
  dormant for 1D6 months before the 5% per month chance begins
  over again. Clues as the the whereabouts of the main enemy will be
  valuable sources of adventure for the victim of the Feud in the
  meanwhile.
  Only if and when the main enemy behind the Blood Feud is slain,
  or the victim is slain, naturally, will the Feud end.
  Illegal Blood Feud: No warning of the Feud is given until the first
  attack. If the Feud is being pursued by a member of the Buke, the first
  attack will almost never be meant to kill the victim. Instead a member
  of his household, or a friend, or a servant, will be murdered and his
  head delivered to the victim. Stuck in the head's ear is an Aiguchi, or
  stiletto. It bears the "mon" of the killer and publicly announces the
  Blood Feud. Going to the authorities to seek protection from an
  Illegal Blood Feud is permitted at this point, but loses the Player
  Character On for his lack of courage. There is a 1% chance each
  month that the authorities will catch the enemy, and if they do, he will
  be executed and the Feud will end.
  Once this initial challenge is delivered, there is a 5% chance each
  month that the victim will be attacked again. But this time, the attack
  will be led by the main enemy, in a final showdown. Such a
  confrontation will be in an ambush, if possible, far from any
  interference that might aid the victim. Again, seeking the enemy so
  as to attack on one's own initiative is quite permissible and will
  provide material for numerous scenarios.
  Poor or common enemies will usually seek to kill the Player
  Character in the first attack in either case.
  1092.3b The Enemy
  The enemy is a Blood Feud will be a relative of the slain individual
  who is being avenged. Naturally, if the Feud is to repay a non-fatal
  dishonor, the enemy will be the wronged character himself.
  Assuming that it is a death that is being avenged, the enemy will be of
  the same Profession as the dead man, but with a randomly assigned
  Level. If the dead man was not a member of a Profession, the
  Gamesmaster may choose one at random or leave the enemy in the
  same condition, working through hirelings for the rough stuff. If the
  offended party is a group member or the group as a whole, then the
  enemy will be a member of the group, with any special abilities or
  resources that may indicate.
  The Gamesmaster should not throw the full resources of the group
  at the Player Character. The assumption is that only a small number
  of group members are actively seeking his blood.
  The main enemy, if of sufficient rank or wealth, will have 2D6 of
  Levels available to turn into hirelings. Assume that the most powerful
  hireling available can have a Level no higher than the Player
  Character's Level/2. The Gamesmaster is again warned not to throw
  overwhelming force at the Player Character. Blood Feuds should
  challenge the intellect as well as the sword-arm. Cunning plots, false
  leads, and dark alleys are part of the game here.
  To spice the Feud up, allow the enemy one or more "specialists." A
  Ninja is the obvious choice, unless the enemy IS a Ninja, in which
  case all the hirelings/assistants will be Ninja and the Player
  Character is in deep trouble. Yakuza are also willing to hire out in such
  matters and are cheaper than Ninja.
  The Blood Feud can be as simple or elaborate as necessary, but
  rather than make it cut-and-dried, the Gamesmaster would be better
  advised to put it on hold until he has a good idea for a really exciting
  one.
  1092.3d Player Characters Starting Blood Feuds
  There will be times when the Player Characters have a legitimate
  reason to start a Blood Feud. They may plan their strategy any way
  they wish. If a Legal Feud is pursued, they may use their Status to try
  and overcome any resistance by the authorities. If they engage in an
  Illegal Blood Feud, then they will be criminals in the area where they
  finally kill their victim. Assume that Player Characters will not swear
  a Feud against a puny enemy. Once alerted to his danger, their
  enemy will surround himself with guards. His agents will seek for the
  Player Characters unceasingly. The final showdown should be epic.
  If the Blood Feud has just cause, then the Player Characters
  involved should gain On for killing their victim as if they had won a
  Duel to the death with him. This is awarded even if the Player
  Characters die in the attempt, as long as they succeed in slaying the
  enemy as well.
  1092.4 SEPPUKU
  Few Japanese customs have more fascination for the Westerner
  than the careful codes of conduct surrounding "Seppuku," or Ritual
  Suicide. While generally a prerogative of the Buke, Seppuku is the
  accepted response to an intolerable dilemma for any member of
  society. Except under very abnormal circumstances, Seppuku will
  wipe out any major loss of On, or similar disgrace.
  Under 
  what circumstances would 
  a 
  Player-Character be
  considered to have grounds for Seppuku? Let us examine the
  possibilities:
  * To atone for dishonorable actions. A character who has lost a major
  amount of On in a shameful manner, possibly enough to reduce his
  Level, may perform Seppuku. This will re-establish his On at its
  normal level at the moment of death, which will in turn increase his
  Karma (see below) for purposes of reincarnation.
  The Gamesmaster may withhold the Player Character's right of
  Seppuku if the suicide will leave some great harm unavenged or still
  at large, which the Player Character must overcome before he is free
  of obligations. Once this is done, if the player still feels honor
  demands such a course, he may commit Seppuku.
  * To preserve endangered honor. A Player Character facing certain
  dishonorable defeat may commit Seppuku to avoid that defeat. The
  obvious example of this is when surrounded by foes on a lost
  battlefield.
  * To resolve an intolerable conflict. A character ordered to perform
  some dishonorable deed by his lord faces a tortuous dilemma. If he
  obeys, he is shamed and if he disobeys he is dishonored. Seppuku is
  an acceptable, even laudable, way to resolve such conflicts.
  * To reprove one's Lord. If a Samurai's Daimyo, his overlord, is
  behaving wickedly, foolishly, in a manner not to his good or the good
  of the Clan, Seppuku is one way of reproving him. Such deaths were
  held in great reverence since they showed perfect devotion to the
  Lord. The proper term for this type of Seppuku is "Kanshi."
  * To show impotent rage against an enemy. When confronted by an
  enemy whom one was unable to harm, committing Seppuku publicly
  while declaring the fault to be so-and-so's was an excellent way of
  showing hatred. Reduce the On of an enemy so embarrassed by the
  46
  
  social Status of the suicide. This form of Seppuku is called "Funshi."
  It is cause for a Blood Feud if the suicide has surviving kin willing to
  pursue the Feud. Characters who commit Funshi and successfully
  complete the "three cuts" of formal Seppuku may return as Specters,
  angry ghosts, to take revenge on their enemy. A character who
  completes the three cuts is allowed a Will ST. If this succeeds, the
  suicide will return as a ghost in 2D3 months and begin haunting the
  character who caused their Seppuku. This assumes that the body is
  not given proper burial with the Segaki ceremony.
  * To expiate crimes. Buke convicted of capital crimes commit
  Seppuku rather than face shameful execution. Only the wickedest
  criminals are denied this right Treason is one such crime, in which
  the criminal forfeits his right of Seppuku.
  Seppuku for other reasons may be considered valid. But the
  following reasons for Seppuku are NOT acceptable and will cost the
  suicide Karma:
  * The get rid of a Player Character one dislikes. There may come a
  time when a player gets tired of a character. This is not sufficient
  reason for Seppuku. While the player can probably steer the
  character into some dilemma where Seppuku is acceptable, simply
  killing him from boredom or petty anger is not in keep with the ideas
  behind BUSHIDO.
  * To avoid facing a challenge. This does not mean a challenge to a
  Duel. Seppuku to avoid certain defeat (if that is the case) is quite
  justifiable and might even count as Funshi, according to the
  circumstances. We are referring to Player Characters who suicide
  when the campaign is not going the way they want it to. This form of
  Seppuku, reproving the Gamesmaster as it were, is a warning signal
  that the game is not fun anymore. We do not recommend allowing it
  unless the player refuses to discuss the matter.
  In short, any character may commit Seppuku at anytime, but the
  necessity for the act and the motives behind it will determine what
  effect this has on the character and on the campaign.
  1092.4a Performing Seppuku
  When performed with full solemnity, Seppuku requires at least two
  characters: the principle (who is performing Seppuku) and a second
  (who bears a drawn Katana). Seppuku on the battlefield, or in
  punishment for some crime, will be attended by witnesses for the
  victorious army or the court.
  A formal Seppuku consists of the "three cuts" In order to
  complete all three, the principle must roll an Average Saving Throw
  combining the Will and Health Saving Throws for each cut. If he fails
  to make one of these Saving Throws, it is assumed he has signalled
  the second to strike with the sword, putting him out of his misery.
  The second can gain or lose On for his part in the ceremony. He
  will roll on his raw Kenjutsu BCS. He adds the Effect Number of the
  roll to his On. A failed roll means a loss of On. A Critical Success
  adds On equal to the social Status of the principle to the second's
  score. A Critical Failure loses him a like amount.
  Less formal Seppuku was common. Lovers, forbidden to marry,
  often used poison or leapt from clifftops. Mount Fuji is a popular
  place for suicides, where a leap into a fiery crater guarantees a quick
  end. Formal suicide by women of the Buke was performed by cutting
  the throat with a Tanto and was called "Jigai." A second still attended
  in such cases.
  1093.0 RELIGIOUS BELIEFS
  Religious life in Nippon was not often accorded the same
  overwhelming importance as it received in mediaeval Europe.
  Devotion was divided between two faiths: Shinto and Buddhism.
  Most non-clergy were nominal members of both religions.
  Shinto, "the Way of the Gods," concerns itself with proper worship
  of the numerous Gods of Nippon, who have been honored since
  history began in that nation.
  Buddhism is a more structured religion, with numerous sects
  organized into formal hierarchies. It seeks to cultivate the ethical
  values of its members, bringing them closer to "Nirvana," a state of
  enlightenment in which the illusory nature of the world is revealed.
  According to the philosophy of "Ryobu-Shinto" ("Equal Way of
  Buddhism and Shinto"), which was formulated in the 9th century by
  the great teacher Kukai (known today as Kobo-daishi, or "Saint"
  Kobo), the Shinto and Buddhist pantheons are identical. Each is an
  aspect of the other. Thus, Amaterasu, the great Kami of the Sun,
  Queen of Heaven, is identified with Sakyamuni, the Buddha
  Gautama, founder of Buddhism. Other great Kami are equated with
  the major Buddhas and Bodhisattvas, while lesser spirits in Shinto
  have their counterparts in the ranks of "angels" (devas) in Buddhist
  teachings. There is thus no discrepancy in worshipping each set of
  deities in its own way, since all worthy acts are equally acceptable to
  the Gods. There is a deeper mean ing to "Ryobu-sninto," as studied by
  priests at advanced levels, where this identity between the two faiths
  becomes a very real spiritual truth. For non-priests, however, the
  results of this belief are as follows:
  * Any layman may receive blessings or other benefits from Gakusho
  of either faith. He is likewise vulnerable to their curses.
  * Where differences exist between the religions, for example, if aid is
  needed that only one of the two can provide, it may be freely sought
  by any character, including priests of the other belief. For example,
  Shinto has no burial ceremony or rites for the dead, other than
  exorcisms to ward off ghosts. Buddhism provides this service for the
  people of Nippon. On the other hand, ceremonial blessings for crops
  are the preserve of Shinto, Buddhism offering no counterpart.
  * A character suffering from "sin" or "pollution" according to the
  tenets of one religion may not be prevented from receiving benefits
  from the other religion. A wounded or ill character is taboo in the eyes
  of Shintoism, but a Buddhist Gakusho may treat him freely, incurring
  no penalties for the act and in fact, gaining merit in the eyes of the
  Buddha for his deeds.
  * Spirits (Kami, Buddhist deities) of either pantheon, while more
  willing to assist those especially dedicated to them, will not withhold
  aid to any character once their aid is successfully invoked.
  Therefore, a Shinto priest could summon a Kami's aid even if the
  party to be aided contained Buddhist clergy.
  Differences between the two faiths and the rules governing
  characters outside the Gakusho Profession who wish to dedicate
  themselves to a particular religion follow in the next two sections,
  discussing Shinto and Buddhism separately.
  1093.1 SHINTO
  For game purposes, the unique qualities of Shinto may be
  summarized as follows:
  Shinto deals with matters in this life, marriage, the harvest,
  warding off material evil, etc. It concerns itself with the hereafter only
  insofar as it impinges on the daily world: exorcising troublesome
  spirits, warding off ghosts, etc. Curiously, the gates of this world,
  birth and death, are outside of Shinto's preserve. The actual acts of
  birth and death are regarded as unclean, taboo, by Shinto priests
  and it is their Buddhist counterpart who officiates at the bedside
  when life enters or leaves the world. But once the child is born, he is
  carried to the local Shinto shrine to receive his name in the sight of
  the Kami, who are asked to protect the newborn from harm. And once
  the burial is over, the spirit of the deceased is worshipped at the
  family shrine as an honorable ancestor, a Kami of the family.
  The principle concern of Shinto is proper worship of the Kami. The
  word "Kami" is impossible to render accurately into English. In one
  sense, it may be translated as meaning "Superior." A Kami in the
  religious sense is a spirit, a deity, representing some element of
  nature or the world around us. There are great Kami who are deities
  of such natural phenomena as the Sun, the Moon, the Sea,
  Volcanoes, Earthquakes. There are lesser Kami who govern an
  mountain, a part of the country. But Kami also exist as Gods of man's
  world. There are several Kami who are worshipped as governors of
  the rice crop. Kami may exist for buildings, rivers, even individual
  47
  
  rocks and trees. In the home, there are Kami who rule the kitchen, the
  hearth, the rooftree. Shinto is animistic in origin. It derives from early
  beliefs that all of nature is alive and aware. Kami are, in a sense, the
  living soul of things in nature.
  1093.2 BUDDHISM
  From its origins in India in the 5th century BC, Buddhism has
  travelled far and undergone many changes in its outward form. The
  original message of the Lord Buddha (Sakyamuni Gautama) was
  modified by Chinese philosophies, Tibetan demonology, and the
  native beliefs of Shinto, into a uniquely Nipponese variation.
  There is no single "True Way" in Nipponese Buddhism, but rather
  a series of sects, each with its particular hierarchy. The distinctions
  among these sects is not of much importance to the laymen of
  Buddhism. Except for commoners under the temporal rule of a local
  Temple or monastery or Daimyo who are adherents of such a sect for
  political reasons, the people of Nippon will happily attend one sect's
  rites today and another sect's tomorrow. Nor do the beings of the
  Buddhist pantheon evince any preference for one sect over another.
  Buddhism teaches that all existence is sorrow. All beings (human
  and otherwise) are caught in a recurring cycle of death and rebirth.
  In each reincarnation, beings learn more and more of the true nature
  of the universe (it is all illusion) and are drawn closer and closer to
  true Enlightenment. Those who achieve this are called "Buddhas,"
  which may be translated as "Enlightened Ones." The basic message
  of the Gautama directs his followers to identify the sources of sorrow
  in the universe, eliminate them, and to seek the Buddha nature in
  themselves. For those unable to perceive the more esoteric
  meanings of these terms, the religion teaches kind actions, non-
  violence, and good works to correct the sorrows of existence. More
  dedicated Buddhists tend to practice deep meditations and physical
  austerity to push their minds and souls into the state of
  enlightenment.
  One of the differences between the original message of the Lord
  Gautama and that of his Nipponese adherents is the extensive
  pantheon of Gods, "angels," and lesser spirits. In almost every sect,
  except those of the strictest purists, these beings receive reverent
  worship. In the division of labor which is part of the harmonious
  relationship between Buddhism and Shintoism, Buddhism provides
  rites dealing with subjects taboo in Shinto: birth, death and funerals.
  Ceremonies are not overly concerned with daily life, but seek rather
  to prepare the congregation for the attainment of Nirvana. Buddhist
  priests also tend to matters of medicine and healing, fields which
  Shinto Gakusho approach reluctantly due to the risk of Pollution.
  1093.3 PIETY
  The vows kept by Gakusho may be adopted by lay persons, non-
  priests, who wish to dedicate themselves as Pious Buddhists or
  Shintoists. Being Pious in one religion implies that the character
  attaches more importance to that faith than the other. Piety confers
  the following advantages and obligations on the character:
  * Characters may call upon his Gods once per day in each of the
  following situations:
  —To seek to exorcise evil spirits, as a Gakusho does.
  —To heal damage as a Gakusho does.
  —To receive damage bonus to blows in a fight with evil creatures.
  —To resist evil magic (bonus to all Saving Throws and Magic
  Defense).
  In each case, an average BCS is calculated based on the Will ST
  and the BCS in Theology for the character's religion. If there is no
  score in the Theology Skill, the average BCS may still be calculated.
  The Effect Number of the BCS roll determines the amount of bonus
  received from the Gods, or the "Magic BCS" for the characters to use
  the power, as appropriate. Failed rolls have no effect.
  * Characters add 5 times their Level to Reaction Rolls and effective
  Status in dealing with the Gods.
  * On for religious actions concerning the character's faith should be
  increased. Pilgrimages should receive more On than usual, as
  should On for overcoming enemies of the religion. Similarly, On lost
  for actions regarded as sinful or dishonorable by their religion will
  cost characters more On than usual.
  * Pious Buddhist laymen may call upon the Buddha Amida at their
  deaths. If successful (check with Will ST) they will add 1D6 to their
  Karma. Pious Shintoists may do the same calling upon Amaterasu.
  Pious laymen will be liable to incurring Sin or Pollution just as
  Gakusho are. Each such Sin/Pollution will reduce their effective
  Level by 1 in using the benefits of Piety. If the effective Level in this
  regard is reduced to 0, they lose all such benefits.
  1093.4 RELIGIOUS OFFERINGS
  Characters making Pilgrimages, visiting local Shrines or Temples,
  requesting clerical assistance, etc., should make offerings to the
  Gods and their priests.
  Offerings directly to Gakusho are divided by the priests between
  their own pocket and the coffers of a Shrine or Temple. Player
  Gakusho who do not thus divide Offerings made to them incur a
  Sin/Pollution. The split is 50-50.
  Player Characters should make offerings for services received
  from other Player Characters directly to a Shrine or Temple.
  Typical rates for services are paid in copper by Heimin and silver
  by Buke. They are as follows
  Casual visit to Shrine/Temple: 5 coins
  Major visit to Shrine, for Pilgrimage,
  giving thanks for divine help,
  Festivals, Purification: 
  Pay social Status of character
  Retreat, living on premises: 
  10 x social Status per month.
  Clerical magic: 
  Power cost of Spell.
  1094.0 WOMEN IN NIPPON
  In Nippon, women have a less restricted social role than they did in
  historical Japan. But nonetheless, Nippon is a patriarchal society.
  Men are in charge of most activities and women who do exercise
  power, especially political power, usually do so from "behind the
  throne." There were exceptions. The legendary Empress Jingo, later
  enshrined as a Kami, personally commanded an invasion of Korea.
  Tomoe Gozen, wife of the famous general Kiso Yoshinaka, rode into
  battle by her spouse's side. Historians unanimously praise her
  fighting skill, cunning generalship, and superlative riding ability.
  In the romantic world of the "chambara" (Japanese historical-
  adventure films), women have appeared as co-stars and are
  increasingly showing up as the protagonists in films depicting their
  adventures as wandering Bushi (Bonin), Budoka, even Yakuza
  Gang-leaders and "Kunoichi" (female Ninja).
  In the Arts, women invented the novel as a Japanese literary form,
  with Lady Murasaki Shikibu's famous work, "The Tale of Genji." Her
  contemporary, Sei Shonagon, produced "The Pillow Book," a witty,
  at times biting, journal of daily life in the Heian Court.
  The following section discusses the social structure within which
  women function in the campaign. It is aimed at helping to develop
  the portrayal of female Player Characters in such a way as to
  differentiate them from their male counterparts in a manner at once
  in keeping with Nippon's culture and 20th century attitudes.
  1094.2 WOMEN, CASTE, AND PROFESSION
  The traditions under which the female Player Character was raised
  will certainly influence how she would be likely to pursue her career
  in the campaign. It may also require the player and Gamesmaster to
  make certain assumptions about her past.
  In general, it may be stated that a woman in Nippon travelling
  freely about the countryside as a wandering member of a Profession
  has to some extent severed her connection with her family. This may
  imply that she has moved into a Profession where such a division is
  normal, as in the case of the female Gakusho. Or she may have no
  living family. Without Clan protection, her prospects are grim. She
  may be a young widow. In this case, women remained with their
  husband's Clan, but were regarded as the poorest of poor relations.
  A women might seek freedom by pursuing life as a wanderer rather
  than accept the grudging charity of her in-laws.
  The proudest tradition of the Buke is their military training.
  Women in this Caste are not denied this birthright. The traditional
  weapons of the female Buke are the Naginata (glaive), the Tanto
  (dagger), the Yari (spear), and the Uchi-ne (light javelin).
  Shurikenjutsu, using the Tanto or Aiguchi, was also taught to most
  women of the military aristocracy. Training in Kenjutsu was not
  uncommon and many women in the Caste sought mastery of more
  esoteric weapon forms.
  Based on legends and historical incidents in the saga of Nippon,
  many women, their male relatives dead or captured, proved their
  expertise in the Bugei of strategy (Chikujo-kutsu and Senjo-jutsu) at
  the head of the Clan's armies or within its fortresses. Study in these
  Bugei would therefore be a logical choice for the female Buke,
  especially one who functions as a Bushi.
  Women of the Heimin would be trained in such Skills as will make
  them useful to their families and will increase their marriageability.
  Rarely would they receive martial training. It would be rare for a
  female Player Character of Heimin birth to become a Bushi. If of a
  martial bent, it is much more likely that such a woman would train as
  a Budoka.
  48
  
  The most likely Profession for a woman of either Caste who
  desired freedom from the constraints of her upbringing would be
  that of Gakusho. Especially among the Buddhists, entering the
  priesthood implied severing of family ties, even as the Buddha left
  his wife and children to seek enlightenment. A Shinto priestess who
  entered a Shrine would likewise transfer her allegiance from her
  family to her new group.
  A Heimin woman who disdains the bonds placed upon her sex by
  Nipponese culture might enter the Yakuza. While she would have to
  prove her right to act as an equal among her rough-hewn
  companions, the loose community of the Profession would
  recognize her right to independence.
  Women who choose solitary pursuit of knowledge would be likely
  to study the occult arts, becoming enchantresses. While the majority
  of female magicians in Nipponese legends are of the "wicked old
  witch" variety, the field is not restricted to such characters.
  A special word needs to be said about the female Ninja, or
  "kunoichi." Besides training in the same secret Skills as male Ninja,
  the Kunoichi learned to use her gender as a weapon in her role as spy
  or assassin. While usually employed as an intelligence gatherer or to
  infiltrate a site preparatory to opening its defenses to a Ninja assault
  force, the Kunoichi could be as deadly as any of her Caste at need.
  1095.0 DAMAGE, HEALING, AND DEATH
  When characters are successfully attacked, suffer a fall, a burn,
  drown, etc., the results of the mishap are expressed as some amount
  of damage. Careful track must be kept of the amount and type of
  damage affecting a character.
  1095.1 LETHAL AND SUBDUAL DAMAGE
  Lethal and Subdual damage directly affect the Hit Point Ability.
  When damage of either type is suffered it reduces the Current Hit
  Points. When this total falls below 1, the character is unconscious.
  If the total Lethal damage suffered exceeds an amount equal to the
  character's Permanent Hit Points plus his Level, then he is dead.
  Otherwise, even if the Hit Points are reduced below 0, he is only
  unconscious.
  Subdual damage simulates shock and minor damage. It is not in
  itself fatal. Subdual Damage done to an unconscious foe is
  counted as Lethal Damage: crushing bone, smashing tissue,
  eventually killing.
  A character can also "Slaughter" a helpless foe. This requires that
  the attacker has some means of inflicting Lethal Damage (even 1
  point) and that he spend a full Detailed Turn of uninterrupted effort
  in killing the victim. If the attacker is not interrupted (by becoming
  Engaged, hit with a missile weapon or Spell, etc.) then on Action
  Phase 1 of the Detailed Turn, his victim will be dead.
  Lethal Damage heals slowly in the absence of magical cures,
  recovering points on a daily basis. Subdual Damage heals more
  quickly. See the rules on Healing, below.
  1095.1a Critical Damage
  A Critical Disable Effect in combat can inflict this damage, as can
  certain other forms of danger. Critical Damage afflicts a particular
  limb or area of the body. It represents severe tissue damage. Until
  Critical Damage to a given area is completely healed, the affected
  area will not function.
  1095.1b Attribute Damage
  This is damage done directly to an Attribute value, lowering the
  current score. It represents massive trauma to the body's systems
  and is usually caused by Poison, Plague, or Spells.
  Proper treatment is required to avoid such damage becoming
  permanent. This can be complete rest or the attention of a doctor or
  Gakusho using healing magic. For every week a character goes
  without actively trying to heal damage to an Attribute, the permanent
  Attribute is lowered by 1 point. When the current and permanent
  scores are equal, this process ends. Points lost in this manner may
  be gained anew by training or exercise, but may not be restored by
  either natural or magical healing processes.
  1095.1 c Other Types of Damage
  In the campaign, situations may occur where some other means of
  measuring damage is needed. One that is mentioned in these rules is
  bone breakage.
  Broken bones require 100 days minus the character's Health
  Attribute to heal. This Health value is the permanent Health Attribute
  at the time of the break. This time figure may be reduced by the
  attention of a physician.
  Severed limbs are handled similarly. The stump is tender, still
  healing, for the same period of days (100-Health). At the end of this
  time, after also healing any Critical Damage suffered by the limb, the
  stump is capable of taking a prosthetic attachment. This could be a
  wooden leg, a hook for a hand, or whatever seems appropriate.
  There are some Japanese adventure films where a mutilated fighter
  has a weapon of some kind permanently built onto the remains of an
  arm, creating a unique kind of character. Even a simple hook,
  replacing a hand, would permit the character to design a Bugei (as if
  designing an Okuden) using the prosthetic to Strike as a Tanto or
  execute a Remove Weapon Disarm.
  1095.2 HEALING
  Unless receiving magical healing, characters must depend on their
  Healing Rate to reduce their damage and restore their Hit Points,
  Attributes, etc. All such natural healing is measured on a day-to-day
  basis. The adjusted Healing Rate is used to reduce current damage
  levels at sunrise of each day that begins with a character still having
  damage.
  1095.2a Adjusted Healing Rate
  The base Healing Rate (section 1043.4b) is modified based on two
  considerations: the conditions under which the healing character
  spent the previous day and the kind of medical care available at the
  time that the Adjusted Healing Rate is calculated and applied.
  Modifications for the "day before" are as follows:
  Day spent at rest (no activity at all):
  In the open 
  .
  In crude shelter (camp, tent)
  In comfort (inn, house)
  In luxury (best inns, fine home, good food)
  If character fought that day:
  If character travelled that day:
  Less than half BMA
  Over half BMA
  Over normal BMA
  On horseback
  In Kaga (sedan chair)
  In litter
  If character is Studying or performing Research:
  In Bugei 
  -(10-Level)
  Other Skill 
  -(6-Level)
  Modifiers based on care given at the time of healing include:
  Attended by character making successful
  BCS in Physician Skill (Igaku): 
  +1
  Use 1 medical kit "Unit" (1 per day maximum): +1
  Use Healing Drug: 
  +1 or
  + Level of Drug
  (see below)
  Magical healing is not restricted in the time or frequency of its uses
  in the basic campaign. Gamesmasters wishing to control the overly
  generous use of magical healing may apply the following Optional
  Rule:
  Each application of a healing Spell will reduce the base Healing
  Rate of the recipient by 1 point. This is restored at a flat rate of 1 point
  per day. If a character's base Healing Rate is 0, healing magic will
  not work for him.
  1095.2b Applying The Healing Rate
  Having calculated the adjusted Healing Rate, it is applied in the
  following manner. Note than an Adjusted Healing Rate of less than 0
  +0
  + 1
  +2
  +3
  -(6-Level)
  -2
  -4
  -6
  Increase penalty by 50%
  Increase penalty by 75%
  Halve penalty.
  49
  
  is treated as being equal to 0! Negative scores in this area do not
  make things worse.
  Reduce Lethal Damage total by the adjusted figure. Restore
  current Hit Points an equal amount.
  Reduce Critical Damage by the Adjusted Healing Rate/2. Divide
  this figure evenly among Critically Disabled areas of the body if more
  than one is so afflicted. If there is an odd point leftover, or more areas
  are affected than there are points of Healing Rate, the player
  controlling the character may assign the points concerned as he will.
  Damage to Attributes is handled separately. It requires that the
  character has spent the previous day completely at rest. He will
  recover his base Healing Rate/2 for each such day. A successful
  Physician BCS die roll by a character attending on the patient will
  increase this by the Effect Number of the die roll divided by 10,
  rounding up.
  Healing broken bones or the stumps of severed limbs with the help
  of a character using Physician Skill will decrease the time needed
  for a complete cure. If the attending physician can make a successful
  BCS roll for that day's treatment, decrease the time needed to heal
  by the Effect Number/10, rounding up, as well as decreasing it by the
  usual 1 day figure.
  1095.2c Healing Subdual Damage
  Subdual Damage is healed much more quickly than is Lethal
  Damage.. If the character rests completely, he regains his base
  Healing Rate for every 10 minutes he rests. If he is active (moving,
  fighting, etc.) he regains the base Healing Rate every hour.
  If resting, the character may improve the healing process in one of
  several ways. If he has the Meditation Skill (Za-zen) he may roll his
  BCS in the Art, adding the Effect Number to his Adjusted Healing
  Rate for that 10 minute period. Failed BCS rolls have no effect.
  Critical Success restores all Subdual Damage at once. Another
  character may attend the patient with the Physician Skill or he may
  use Massage Skill to hasten the process. Again, success with the
  BCS roll adds the Effect Number to the Adjusted Healing Rate for
  that 10 minute turn. If the Massage BCS die roll fails, the masseur's
  clumsiness has reduced the rate of healing, to half the base Healing
  Rate. The user of Physician Skill faces no such penalty. Again, in
  either case, Critical Success immediately cures all Subdual Damage.
  1095.2d First Aid
  Immediately after a combat in which a character has suffered
  Lethal or Subdual Damage, first aid may be applied to his wounds.
  Up to 3 points of damage suffered in the fight just past may be healed
  on the spot, by the following means:
  —Applying a Bandage (see Equipment List) heals 1 point of damage.
  —Using one Unit from a Medical Kit (see Equipment List) heals 1
  point.
  —A successful roll by a character using Physician Skill heals 1 point.
  Each character may benefit from each of these methods only once
  per combat. The players must indicate that first aid is one of the first
  things they will attend to after the game leaves Detailed Action Scale,
  or they lose the opportunity to apply it. For example, if the players
  indicate that their characters will search the bodies of their late foes,
  post a lookout against further danger, and then say, "Oh yes, we will
  also put on bandages and have Ito make Igaku rolls for all the
  wounded guys," the Gamesmaster is justified in refusing to allow it.
  1095.3 DISEASE
  More than foemen's steel or the talon's of monsters, the Nipponese
  adventurer fears the invisible attack of illness. There are two kinds of
  disease used in BUSHIDO: infections and Plague.
  1095.3a Infection
  Infection can be contracted from wounds inflicted by dirty
  weapons, the teeth or claws of carnivores, traps smeared with dirt or
  dung that pierce the skin (like the pongee stick), etc. Applying first
  aid to the wounds will negate the chance of infection. Otherwise, the
  character must make a Health ST. If this fails, the wound is infected.
  Until he throws off the infection, he will not heal any other form of
  damage at all. The character rolls his Health ST every morning, until
  he makes it. This indicates a cure. He will begin to heal normally
  again the following day. If under the care of someone with Physician
  Skill, the Physician may also roll his BCS to cure the infection. If he
  makes it. the condition is cured. Using a Medical Kit Unit will increase
  both patient and physician's die rolls by 1. If the Health ST to throw
  off the infection Critically Succeeds, the character will begin healing
  normally that morning. If it Critically Fails, the character will contract
  one of the Plagues, described below.
  1095.3b Plague
  Plagues are diseases attacking an Attribute. They can cripple or
  kill. If a character contracts a Plague, the Gamesmaster assigns it a
  Level, which measures how rapidly it will advance in the patient's
  system. Initial Levels are rolled for on 1D3.
  A character can catch a Plague by close exposure to a character
  who already has it, by eating meat from an animal which had the
  Plague, by entering a building exposed to the Plague, by drinking
  infected water, etc. The Gamesmaster may set up "traps" of this
  nature wherever he sees a logical reason for them to exist.
  Characters with Physician Skill are allowed a roll on their BCS as a
  "saving throw" to detect the presence of contagion. The Astral
  senses of a Shugenja or the Perception of Truth of a Gakusho will
  also reveal the nature of the situation.
  Upon being exposed to the contagion, the character must roll a
  Health ST, with a penalty equal to the Level of the Plague he is
  exposed to. If it is successful, he will not contract the Plague from
  that source. If it fails, he has caught the disease.
  Plague-stricken characters do not heal any other form of damage
  until they are cured of the disease, exactly as with infections. Each
  morning, the victim may roll his Health ST. If it succeeds, the Level of
  the Plague is reduced by 1 point and the character will suffer no
  damage from the disease that day. A physician may also use his BCS
  to try and reduce the Level of the Plague. If his BCS roll succeeds,
  the Level is reduced by 1 and again, the disease makes no further
  advance in its course. A Critical Success on either die roll cures the
  disease at once.
  If both the Saving Throw and Igaku BCS roll fail, then the disease
  will reduce its target Current Attribute by its Level. If the victim's
  Saving Throw Critically Failed, the Level of the Plague increases by
  1.
  If the Attribute affected is reduced to 0, the victim enters a Crisis.
  He is allowed a final roll on his Raw Saving Throw in the Attribute,
  using his Permanent value, at no modifiers, to throw off the Plague. If
  this fails, the results are as follows, based on the Attribute affected.
  Strength or Health 
  Victim dies.
  Deftness or Speed 
  Victim is paralyzed.
  Wit or Will 
  Victim is insane.
  Only magical means can now cure the disease, allowing
  restoration of the lost Attribute points. Victims of fatal Plagues who
  are resurrected return to life cured but with the Affected Attribute at
  1 point.
  Curing a Plague does not restore Attribute Points already lost.
  These must be healed normally or by magic.
  In determining the nature of a Plague, the Gamesmaster may
  randomly assign a target to the disease, rolling 1D6. A 1 =Strength,
  2=Deftness, etc. Or he may simply assign the Attribute by decree.
  Characters infected with Plague from the same source will, of
  course, contract the same kind of Plague at the same initial Level.
  1095.4 POISON
  All Poisons in Nippon have the following characteristics:
  Level: This is the intensity of the Poison, the rate at which it attacks
  its victim.
  Mode: This is the manner in which the Poison is introduced into the
  victim's system. These means include Injection, Ingestion,
  Inhalation, or Contact.
  Speed: These are Slow, Fast, and Lightning. They set up general
  time scales under which the Poison will work, which can be varied by
  the Poison's maker or the Gamesmaster.
  Type: This can be Lethal, Narcotic, Paralytic, or Disabling. Each
  attacks different Attributes and has different effects.
  Poisons occur in natural attacks by venomous creatures, and can
  be manufactured by Ninja, using their Yogen Skill. Herbalists (those
  using Herbalism Skill) can learn to make a given Poison. Designing
  the recipe for the hellish drug is a Task. Its value is equal to the cost
  of a Dose of the Poison with Level 1 effect. The Task Turn is 10 days.
  The Task Points are derived from the BCS in Tenyaku, with
  Enhancements allowed for a Library. Learning the recipe from a
  Ninja adds the Ninja's Level/2 to the Task Points.
  1095.4a How Poison Works
  A character must be exposed to a Poison in the correct Mode, for
  example, being struck by a Shuriken coated with poison having the
  Injection Mode. He must make a Health ST to avoid its introduction
  into his system. If the Saving Throw fails, he has been exposed to the
  Poison and must try to throw off its effects.
  A poisoned character will face damage from the Poison,
  according to its Type, after a period of time determined by its Speed.
  He will again roll a Health ST. If this succeeds, he reduces the Level
  of the Poison by 1 and suffers no additional damage from it until the
  50
  
  next time cycle has passed. When the Level is reduced to 0, he has
  thrown off the Poison and it will harm him no further. A Critical
  Success reduces the Level to 0 at once. A Critical Failure on his
  Saving Throw increases the Level by 1. A character may use
  Physician or Herbalist Skill to treat the victim of a Poison, rolling at
  the same time the victim does. Treat these as additional Saving
  Throws, including the potential results of Critical Success or Failure.
  Poison reduces the target Attribute by its level at the end of the
  appropriate period of time.
  If a character is exposed to more Poison before he has thrown off
  the last dose, the current Level of the Poison he is suffering from is
  increased by the new dose's Level/2. This assumes he is being hit
  with the same Poison. Different Types of Poisons are dealt with
  separately. But if a character is suffering the effects of a Level 2
  snakebite, and is bitten again, then if his Health Saving Throw
  against this new exposure fails, he will be fighting a Level 3 Poison.
  1095.4b
  Injected Poisons are introduced into the victim's system by way of
  cuts, stabs, stings, bites, etc. If they are used on weapons, the
  weapon must be capable of doing Lethal Damage, which will
  penetrate the skin of the target. Such Poisons will not work on blunt
  weapons. Almost all animals poisons are of this Mode.
  Ingested Poisons are introduced into food or drink. Victims are
  then exposed to the Poison if they consume the poisoned material.
  Inhaled Poisons are prepared as perfumes, incenses, or smoke-
  making compounds. One Detailed Turn of breathing the poisoned
  air will usually expose the victim to the material. If the area is well-
  ventilated, then more time may be required. Poisoned smoke is
  about the only effective form of Inhaled Mode Poison for use
  outdoors.
  Contact Poisons expose their victims to the Poison by way of
  prolonged contact. They are usually used to lay traps, being placed
  on clothes, bedding, armor, etc. for use by the victim. The only form
  of natural "attack" using this kind of Poison that spring to mind
  would be that of poisonous plants, such as poison ivy.
  1096.4c Poison Speeds
  The usual kinds of Poison used in combat are Lightning and Fast.
  Slow Poisons will more often be found in assassinations, especially
  if the assassin does not wish the use of Poison to become known.
  Lightning Poison takes effect as soon as the victim is exposed to it,
  in the very same Action Phase. If he fails to resist the exposure, the
  victim immediately rolls his Health ST. If this fails, the Poison will
  reduce the Attribute affected by its Type by its Level. Each Action
  Phase thereafter, including Action Phase 1, the process continues
  until the victim succumbs totally to the Poison or throws it off. The
  campaign remains in Detailed Time until the situation is resolved.
  The victim's BAP is also the Poison's "BAP."
  Fast Poison operates on a Detailed Turn by Detailed Turn basis. If
  the victim does not resist exposure, then he must roll to try and throw
  it off on Action Phase 1 of every Detailed Turn thereafter until he
  succeeds or until he succumbs.
  Slow Poison is any Poison that is not resolved in Detailed Time. If
  the victim is exposed, the process to see if he throws the Poison off or
  if he succumbs will occur on the time basis set for that Poison. This
  can be a period ranging from minutes to days.
  The Speed of the Poison also determines the rate at which lost
  Attribute points are recovered. Victims of Slow Poison recover their
  values on a daily basis, exactly as with other forms of Attribute
  damage Victims of Fast or Lightning Poisons do so on an hourly
  basis, counting each hour as a day. All rules governing Healing
  apply.
  1095.4d Poison Types
  Lethal Poison directly attacks the current Health Attribute of the
  victim. If this is reduced to 0, the victim receives a final Saving Throw
  on his Raw Permanent Health ST. If this succeeds, the victim is alive,
  but in coma, with his Health at 0. Otherwise he is dead.
  Narcotic Poisons attack the victim's current Strength Attribute. If
  this is reduced to 0, the victim will pass out, remaining unconscious
  for 1D3 hours per current Level of the Poison. A Physician or
  Herbalist can administer an antidote for Narcotic Poisons if they
  have one, which will restore consciousness 2D6 minutes after being
  given.
  Paralytic Poison attack the current Speed Attribute. If this is
  reduced to 0, the victim is paralyzed. The effect is similar to that
  described above for Narcotic Poison.
  Disabling Poisons cause Distractions to the victim. They do not
  attack an Attribute, but rather cause disorientation and confusion, as
  with certain modern riot control gases. In any Detailed Turn in
  which the victim does not save against the current number of
  Distractions, he suffers their effects for that Turn. If the Distractions
  exceed the victim's current Will Attribute, he will be totally
  disoriented, unable to function at all.
  This latter effect lasts for 1D10 minutes per Level of the Poison.
  The treatment of a Physician or Herbalist will reduce this by the
  Effect Number of their BCS die roll in minutes. Each application of
  the treatment requires 1 Medical Kit Unit and 5 minutes of
  uninterrupted work.
  The Gamesmaster may wish to design other Types for inclusion in
  the campaign.
  1095.4e Society and Poison
  Nippon regarded Poison as cowardly and dishonorable. Any
  character using it would lose On equal to his social Status. If it was
  used publicly against a victim of any stature, the Status of the victim
  would be added to the penalty. Ninja, lacking On, are not affected by
  this ruling, and in fact, are the only Profession where the use of
  Poison is not only allowed but almost expected.
  Public use, sale, or manufacture of Poison is illegal and
  punishable by death. Doctors of good reputation would be permitted
  to carry Narcotic drugs as anaesthetics.
  One form of Poison which is not illegal is alcohol in the form of
  Sake (rice wine) or its more powerful cousin, a brandy made from
  plums. Consuming a full flask of Sake counts as exposure to a Level
  1 Slow Narcotic Poison. The mode is, of course, Ingestion. An
  equivalent amount of Brandy counts as Level 2 Slow Narcotic
  Poison. The time cycle used is 1 minute.
  1095.5 DRUGS AND HERBALISM
  Nippon had an extensive science of herbal remedies. A character
  with any BCS in either Herbalism (Tenyaku) or the Ninja Skill of
  Yogen (Chemistry) can compound any of the following recipes.
  1095.5a Available Drugs
  The following Drugs may be made by any character using
  Herbalism or Yogen. The prices given are the List Price for finished
  Drugs. All Drugs are A Class goods.
  Healing Salve Cost: 2 Sliver/Dose Level: 1
  May be applied to bandages to increase their healing capability in
  first aid from one point of damage to two.
  Stimulant Cost: 5 Silver/Dose Level: 1
  The initial Dose has the following effects:
  —Heals 1D6 of current Subdual damage.
  —+1 to Base Action Phase
  —+1 to all Physical Attribute Saving Throws.
  —1 to all Mental Attribute Saving Throws.
  The effects of this initial Dose last 1D3 hours. Further Doses taken
  while the initial Dose is active will only reduce Subdual Damage.
  None of the other effects are repeated. Once the initial Dose wears
  off, the character takes 1D6 of Subdual damage and may not safely
  use the drug again until he has had a good night's sleep. If he does
  take another Dose, he must make a Health ST, at a penalty to the total
  number of Doses he has taken that day. If this succeeds, treat the
  new Dose as an initial Dose. If it fails, the character will take 2D6 of
  Subdual damage and may not use the Stimulant Drug again until he
  has rested up (good food and sleep). Further use of the drug will
  immediately cause the character to suffer Subdual damage equal to
  his current Hit Point Ability, rendering him unconscious.
  Poison Antidote Cost: 5 Silver x Level of Dose. 
  Level: Varies.
  There are two kinds of Antidote. A General Antidote, useful
  against all Poisons, which increases the Saving Throws of the
  Poison's victim by its Level. One Dose does so for one Saving Throw.
  There are also Specific Antidotes, which automatically reduce the
  Level of the Poison by their own Level. The Specific Antidote to a
  Fast Lethal Injected Poison must be designed to work solely
  against Fast Lethal Injected Poisons. Specific Antidotes are useless
  against Poisons other than those they are designed to counteract.
  Specific Antidotes must be administered by a character using the
  Herbalist or Physician Arts. If the BCS die roll fails, treat it as a
  General Antidote. If the die roll is a Critical Success, increase the
  effective Level of the Antidote by 1.
  Antiseptic Cost: 1 Silver/Dose. Level: 1.
  The use of this medicine on infected wounds will prevent or cure
  Infection in one day.
  Plague Cure Cost: 2 Silver x Level of Dose. 
  Level: Varies.
  Plague Cure acts on Plague as exactly as Antidotes do on Poisons.
  General and Specific Cures are available.
  51
  
  1095.5b Making Drugs
  To make Drugs or Poisons, the character must have a kit or shop in
  which to do so and he must also procure a sufficient stock of raw
  materials. Raw materials for Drugs are to be found only in the
  Mountains, rare herbs which will not grow in warmer climes. These
  materials are also the basis for synthesized Poisons. Poisons may
  also be made from the natural venom of poisonous animals, which
  reduces the Task Value of the process. In making natural-base
  Poisons, the Poison made must be of the same Type as the original,
  though Level, Mode, and Speed may be altered.
  Foraging for herbal bases for Drugs or Poisons must be performed
  in the Mountainous areas of Nippon. It is a Task, with a 10 day Turn,
  using the BCS in Herbalism or Yogen. The Effect Number represents
  the number of "Units" of herbs gathered. Failed BCS rolls have no
  effect. A Unit of Herbs costs 1 Silver Piece and constitutes "B" Class
  goods.
  Manufacturing Drugs is a Task with a Task Turn of 5 days. The
  Task Points gathered in a given Turn are divided by the score rolled
  on 1D3 to determine the number of "Unit Points" garnered. With
  most Drugs, 1 Unit of herbs plus 1 "Unit Point" can be turned into 1
  Dose of Level 1 Drug. The upper limit on this process is the amount
  of herbal raw material available. Thus, a character who wishes to
  make 1 Dose of a Level 1 Drug must have acquired 1 Unit Point and 1
  Unit of herbs. Two Unit Points and two Units of raw materials could
  be made into two Level 1 Doses or one Level 2 Dose of a Drug. The
  conversion of these into finished Drugs is assumed to occur during
  the Task period spent in generating Unit Points.
  Certain Poisons require more work and care. The values are listed
  below along with the List Price for all Poisons.
  Poison
  Lethal:
  Injected
  Inhaled
  Other Lethal
  Cost (In Sliver) Notes
  20 x Level
  50 x Level
  10 x Level
  2 Unit Points per Unit of
  raw materials
  2 Unit Points and 2 Units
  of raw materials
  Normal requirements
  Lightning Poisons Double Cost 
  +1 Unit Point per Dose
  Paralytic
  Narcotic
  Disabling
  25 x Level
  10 x Level
  5 x Level
  Normal requirements
  Normal requirements
  Normal requirements
  The Gamesmaster may introduce other Drugs (beneficial or
  harmful) into his campaign has he sees fit. Player Characters may
  also devise new compounds, by the permission of the Gamesmaster.
  After player and Gamesmaster have worked out how the Drug works
  in game terms, the character embarks on a Task, with a Value
  assigned by the Gamesmaster. Once this is completed, using the
  Herbalism Skill to derive Task Points, with a Task turn of 10 days,
  then the Player Character has worked out the recipe for the new
  Drug and may make it whenever he pleases. He will gain On for
  publishing the formula. If he keeps it a secret recipe, he may charge
  whatever the market will bear for his remedy.
  A Ninja buying ready made poisons at a Home or Allied Clan Base
  will receive a percentage discount equal to half his group Status.
  1095.6 DEATH
  When a character dies in BUSHIDO, from damage, from Poison,
  by accident, in a battle, or even from old age, the question that arises
  is: "Is he dead or is he DEAD?"
  A dead character may be resurrected by the action of a Buddhist
  Gakusho or by a God of either pantheon who has the power of
  Resurrection. Certain very powerful magical items, called
  Enchantments, also have this power. Characters with Ki can also try
  to push back the veil of death. If any of these means is tried and fails
  to work, then the character is dead beyond hope of resurrection.
  1095.6a Karma
  In Nippon, it is believed that the dead will be reborn unless they die
  with an overwhelming desire to perform some action in this life or if
  their burial rites are not performed properly (the Segaki ritual of
  Buddhism). Individuals who fall into these latter categories will
  return as some form of ghost. The Gamesmaster may wish to have
  Player Characters who fit the description do likewise. However, in
  the main when a Player Character dies permanently, then it will be
  necessary to calculate his Karma.
  The Player Character's Karma score at the time of his death will
  influence initial Attributes of his next character of the same
  Profession, and may also be used to modify the determination of the
  Birth Caste. It is calculated as follows:
  Per point of Ki 
  +1
  Died in combat 
  +1
  Committed Seppuku to preserve Honor 
  +5
  Committed Seppuku to restore lost Honor 
  +1
  For every full 100 points of On 
  +1
  Died for noble cause (eg. to save Lord's life) +1 to 5
  Bad karma: Each factor on this list loses Karma at the rate shown.
  Shameful Death (Execution)
  Commit Seppuku for bad reasons
  Die with Level reduced due to loss of On
  Die with On lower than 0
  -1D3
  -1
  -5 and do not
  count On for
  Good Karma
  -1 per 10 points
  The player will apply the Karma for a dead character to the next
  Player Character he designs of the same Profession as the deceased
  character. He may do so in one of two ways:
  * Initial Attribute Increase. The player may add the Karma to the 60
  points allocated for Initial Attributes. Thus, a player loses a Bushi
  who had 4 points of Karma at the time of his death. For the next Bushi
  Player Character he designs, the player will have 64 points to
  allocate among the initial Attributes.
  * Birth Caste. The player may instead opt to add or subtract his
  available Karma/5 to the die roll for Birth Caste on his next Player
  Character of the appropriate Profession. Gamesmasters are warned
  that this can lead to a preponderance of Samurai in service or Ninja
  in the campaign, and he may not wish to allow it.
  Players who lost a Ninja are allowed to add their dead Player
  Character's Level plus 7 to the Birth Caste die roll, in an attempt to
  get another Ninja birth. If this fails, the karma for the dead Ninja is
  lost.
  The Karma accrued by one dead character may be applied to only
  one new character. One cannot combine the Karma for two dead
  Bushi to benefit a single new character.
  Gamesmasters may wish to put an upper limit on Karma.
  Deceased characters with over 50 points of Karma will not
  reincarnate as humans. They will become lesser Kami or Buddhist
  Spirits, depending on their religion. Such beings are not Player
  Characters, but they will remember their former companions. The
  Gamesmaster should allow special intervention by the new godling
  on behalf of his friends, especially if they establish a Shrine or
  Temple for his worship. The new Spirit will have a Rank equal to his
  Karma/10.
  1100.0 EQUIPMENT 
  AND 
  OUTFITTING
  During their adventures, characters will require food, lodging, the
  refitting of weapons and armor, and the goods and services which
  exist in a sophisticated society. This chapter discusses the
  commonest factors to be considered when outfitting characters in
  this way. As the campaign grows, most Gamesmasters will find it
  necessary to add their own refinements to this admittedly cursory
  material.
  52
  
  11101.0 MONEY
  Nippon's economy is based on the rice crop. All finances are
  counted in terms of the "Koku," a measure of rice sufficient to feed
  one man for one year (at a subsistence level). This is about 5 bushels
  in Western measurement.
  Currency is in copper or bronze, silver, and gold. Gold is rarely
  seen outside of the coffers of Daimyo, and even they usually conduct
  their business in silver. Values of this coinage have shifted over the
  centuries, and there is no fixed way to set up a "historical" currency
  in the game. The following system is used to impose a uniform value
  on currency in the campaign:
  A copper coin is the basic unit of money. We will refer to coppers,
  or copper pieces, in talking about them. A copper represents the cost
  of a bowl of rice and a cup of cha (tea), which is viewed as the bare
  minimum needed to feed a man for one day. 30 of these coppers
  equal 1 silver piece. 12 silver pieces equal 1 gold piece. A gold piece
  is also equal to 1 Koku of rice.
  The monetary system in BUSHIDO is thus based on the calendar.
  Coppers are "days," silver pieces are "months," and a gold piece is a
  "year." The Gamesmaster may also wish to introduce intermediate
  coins: a larger copper coin, worth 10 ordinary coppers, as the
  "week," and the silver "tael," a Chinese currency, worth 3 silver
  pieces, a "season" on the money calendar. A large gold coin, the
  Koban, was irregularly minted by the greater Daimyo and by the
  Shoguns, with a value ranging from 3 to 5 Koku. Use of such coins
  can cut down on the amount of clanking currency the characters
  must haul around with them. The Encumbrance on all coins, no
  matter what their denomination, is .02, or 50 to the pound.
  1101.1 PRECIOUS AND SEMI-PRECIOUS GEMS
  Gemstones are rated with a Value of 1 or more. When buying or
  selling stones, this Value is the number of D6 rolled to determine the
  exact price, for "Precious Stones," the result of the die roll is in gold
  pieces. For "Semi-Precious Stones," the die roll is the cost in silver.
  The usual range of the Gem's Value is 1 to6, but larger, ultra-valuable
  gems can be introduced by the Gamesmaster which have higher
  Values. Gems are a favorite method of storing wealth, since they
  concentrate high value in a small package. A Gem has an
  Encumbrance of .01 times its Value. An opportunity to buy or sell
  Gems counts as an A Class product. In buying the Gem, the
  character states the Value of stone he wishes, the appropriate,
  number of dice are rolled, and the result is his cost. In selling the
  stone, roll the same number of dice, and the result is what he receives
  for it.
  1101.2 TRADE GOODS
  This is an abstract means of measuring the value of bulk goods:
  cloth, pottery, dry goods of all kinds, condiments and sweetmeats,
  etc. Trade goods will rarely be bought by Player Characters, but can
  crop up as a less portable form of loot to be found in bandit hideouts,
  monster lairs, etc. Yakuza who engage in Burglary of merchant
  shops and warehouses will often include this kind of prize in their
  haul.
  10 pounds of Trade Goods will be worth 1 die of some type in
  money. The values are as follows:
  Class of Good* 
  Die Type 
  Money Type
  A 
  1D3 
  Gold
  B 
  1D6 
  Silver
  C 
  1D3 
  Silver
  D 
  1D6 
  Copper
  Thus, a heap of Trade Goods turns out to contain 50 pounds of
  Class A goods, 70 pounds of Class C, and 120 pounds of Class D. Its
  total value is 5D3 gold, 7D3 silver, and 12D6 copper. A successful
  BCS roll on the Commerce Skill will identify the Class of Trade
  Goods. If characters try and take only the good part of such a hoard
  without such knowledge, the Gamesmaster may impose an arbitrary
  mix of materials on them (for example, for every 10 pounds they take,
  6 will be of the best Class, and the other 4 will be less valuable). Trade
  Goods may also come in units of more than 10 pounds per piece. A
  shipment of painted screens (Class A or B) might run 15-20 pounds
  each.
  1101.3 MONEYLENDERS
  Most wealthy merchants also acted as moneylenders. Interest
  rates with collateral, were high. Unsecured loans were usurious. The
  interest on a loan for which the borrower can offer good security will
  be equal to 100% minus the borrower's social Status. For loans
  without collateral, assuming the borrower can get one, the interest
  would be 100% PLUS 2D10%.
  A character with an outstanding debt at the beginning of a new
  calendar year will lose On equal to the amount of the debt in silver.
  This includes interest due.
  1102.0 GOODS, SERVICES AND EQUIPMENT
  While adventuring through Nippon, the characters will find
  themselves in need of various goods, equipment and services from
  time to time. The availability of such things will depend on the
  location. The exact availability and price may be decided arbitrarily
  by the Gamesmaster, or he may use the suggested base prices given
  here and determine availability and price modification using the
  chart below.
  To use the chart, cross-index the type of location in which the
  characters find themselves with the class of goods desired. The
  chart will yield two numbers. The first is the percentage chance of
  finding the desired goods. The second is the percentage of the base
  price that is being asked for the goods.
  53
  If the Gamesmaster wishes to simulate the rarity of certain items,
  he may require an availability check for each one of these items the
  characters seek to buy. Thus, the first rare book the characters look
  for would have the base availability, the second would be at -20%, the
  third at -40%, etc. If the availability roll fails, it will at 1D6 weeks
  before availability may be checked again.
  The Gamesmaster may find that a randomly generated location, as
  found in Book 2, will have altered probabilities of available goods,
  and he should modify the percentages to reflect the situation as he
  sees it. Also, if he designs a particular location, the Gamesmaster
  may wish to have specific percentages for certain goods or entire
  classes of goods that are at variance with the chart. If he feels that
  this will aid his campaign, he should feel free to do so.
  1102.1 EQUIPMENT LIST
  Armor Cost, Weight, and Class all are Variable. See section 1103.6.
  Armorer's Kit: Cost 10s; Weight 3; Class B
  This kit contains the basic tools needed for field repairs.
  Armorer's Workshop: Cost 10g; Weight 100; Class B
  This consists of the tools and materials needed for proper repairs
  to armor. It does not include the rent or purchase of a place to work.
  Bandages: Cost 1s; Weight .5; Class B
  This is a package of 6 rice paper bandages that have been
  impregnated with healing herbs. If applied immediately after a
  combat, a bandage will heal 1 point of Lethal damage. Only one may
  be used after a given combat.
  Belt Pouch: Cost 2c; Weight negligible; Class D
  This container will hold up to 4 pounds of small items.
  Books: Cost Variable; Weight 1 to 3; Class A
  These can be on numerous subjects. Reference materials, used in
  building a library as described under Tasks, section 1123.0, cost
  2D6 gold pieces per "point" of value, and a given book, either a scroll
  or pages pressed between wooden boards, contains 1D10 points.
  Price on specific books will be set by the Gamesmaster according to
  the value of the contents or their rarity for collectors.
  Bowyer's Kit: Cost 10s; Weight 3; Class B
  This kit contains the basic tools needed for field repair.
  Bowyer's Workshop: Cost 10g; Weight 50; Class B
  This is the equipment for a full bowyer's workshop. With this and a
  place in which to work, a character using Bowyer Skill can make or
  repair bows and arrows.
  Clothing: Cost, Weight and Class all Variable. See section 1103.0.
  Diviner's Scrolls: Cost 1g to 10g; Weight 2; Class A
  These are required in the long form of the Divination Art. They
  contain excerpts from the astrological almanacs and the I-Ching.
  Doctor's Kit: Cost 5g; Weight 3; Class B
  This is a small case containing 10 Units of disposable medications
  and various reusable items (acupuncture needles, flasks, etc.). It
  may be used by any character with a score in Physician (Igaku) Skill
  to enhance healing. Units for the Kit, expended during use, cost 4
  silver pieces each, and are also Class B goods.
  Drugs: Cost Variable; Weight .5/Dose; Class A
  See section 1095.5a for details on available Drugs.
  Location
  City (Class A)
  City (Class B)
  City (Class C)
  Town (Class D)
  Village (Class E)
  A
  100/100
  80/150
  40/200
  20/250
  10/300
  Class of Goods
  B
  100/100
  90/100
  80/125
  60/150
  30/200
  C
  100/150
  100/125
  100/100
  80/100
  60/100
  D
  100/200
  100/150
  100/100
  100/100
  100/50
  
  Falcon: Cost 20s; Weight 10; Class A
  Used in both sporting and practical hunting. Training the bird is a
  Task. Pre-trained birds are more expensive.
  Flint and Steel: Cost 10c; Weight negligible; Class D
  There is a 60% chance per Detailed Turn of uninterrupted striking
  that combustibles will be set alight.
  Food for Travelers: Cost 2c; Weight .5; Class D
  This is a rice paper wrapped package containing rice and dried
  fish. It is a bare minimum for a man to travel on. It will keep almost
  indefinitely.
  Furoshlki Sack: Cost 1c; Weight negligible; Class D
  This is a rectangle of cloth twisted about objects to contain them as
  within a sack. It will hold up to 10 pounds of small items. Often
  several (up to 6) of these are worn on a belt slung across a shoulder
  (bandolier style).
  Geta: Cost 7c per pair; Weight 1; Class C
  These are wooden sandals, clogs, with stilt-like soles ranging from
  one to several inches high. They are used to keep the feet dry in wet
  or snowy weather and to protect the feet on long journeys.
  Horse
  Riding: Cost 200s; Weight 1000; Class A
  War: Cost 500s; Weight 1200; Class A
  Work: Cost 100s; Weight 1200; Class B
  Lantern: Cost 2s, Weight 2; Class C
  Lanterns burn oil. They consume 1 quart In about 10 hours. When
  lit, they will cast good light with a radius of about 5 yards and poor
  light another 4 yards beyond that. If a lantern is dropped, oil will spill
  and, if a fire is not started, the remaining oil will be consumed in 1D3
  Detailed Turns.
  Lantern Oil: Cost 5c per quart; Weight 1 per quart; Class D
  Oil is used in lanterns and is not suitable for use as a firebomb or
  "Molotov Cocktail."
  Lockplck Kit: Cost 10s; Weight 1; Class A
  This kit contains the tools necessary to pick a lock.
  Make-up Kit: Cost 10s; Weight 4; Class B
  This is a kit used by actors and those wishing to hide their
  identities. It contains materials for 10 uses.
  Plum Brandy: Cost 4s; Weight 1; Class B
  The cost is for a flask holding 4 cups.
  Porter's Trunk: Cost 10s; Weight 10; Class C
  These are commonly carried on the backs of porters using the
  roads of Nippon. They have locks of complexity 1 and can hold up to
  150 pounds of items up to medium size.
  Rope
  Hemp: Cost 1c per foot; Weight .25 per foot; Class C
  Braided Hair: Cost 4c per foot; Weight .25 per foot; Class B
  Hemp rope support up to 1000 pounds of weight, while braided
  hair rope will support up to 2000 pounds.
  Sake: Cost 1s; Weight .5; Class C
  The cost is for a ceramic or lacquered flask which holds 2 cups of
  sake.
  Sake In Keg: Cost 1g; Weight 6; Class C
  A keg will hold 20 cups worth. The keg itself weighs 3 pounds.
  Straw Hat (Kasa): Cost 2c; Weight negligible; Class D
  Serves as a sunshade.
  Straw Raincoat (Mino): Cost 5c; Weight 2; Class D
  Strongbox: Cost 1g; Weight 15; Class B
  The standard strongbox has a lock of complexity 3. It will hold up
  to 100 pounds of material of up to medium size. Larger boxes will
  cost proportionately more. More complex locks, up to a complexity
  of 10, may be substituted at a cost of 1 gold piece per point of
  complexity over 3.
  Suml-e Ink: Cost 1s; Weight .5; Class B
  Good for about 10 scrolls.
  Suml-e Set: Cost 2s; Weight 1; Class B
  This set is a wooden or lacquer case containing a brush, several
  sheets of paper, and an ink stone. This set is needed to perform using
  Painting or Calligraphy skills.
  Umbrella: Cost 1s; Weight 1.5; Class B
  Watchdog: Cost 5s; Weight 60; Class B
  Used as guards in many wealthy homes. They will attack intruders.
  Water Bottle: Cost 10c; Weight (full) 1; Class D
  This bamboo container holds 1 quart of water. This is the minimum
  for 1 man for 1 day.
  Weapons: See section 1104.2a for weapon costs and classes.
  1102.1a Kits and Shops
  From the Kits and Shops described above, the general distinction
  between the two is clear. Kits are small and easily portable, but
  limited in use. Shops are large, require space, and are not portable,
  but they can do much more. Both articles represent a selection of
  tools which remain intact for use after use and also a stock of
  expendables. These latter items are consumed at a rate of 1 Unit per
  Task Turn or repair made with the Kit or Shop. A Kit has 10 Units, a
  Shop has 100.
  Also, note that a Kit and Shop cost the same number of coins, but
  the Kit is measured in silver and the Shop in gold. Buying a number
  of Units equal to the Kit or Shop's original Unit usually posts this
  number of coins in the next less valuable metal. Recharging a Kit costs
  its original price in copper coins, while silver buys new Units of raw
  material for a Shop. These rules can be used to design Kits and
  Shops in the Campaign.
  1102.2 QUALITY OF GOODS
  Most goods are available in various qualities. The descriptions
  given above are for average forms of the various kinds of goods.
  Varying the quality will vary the price and usability of the item.
  Inferior food or beverage items might make a character sick.
  Superior tools will get a job done faster and better. Some
  modifications for equipment of different qualities are noted in the
  rules. Others are left to the Gamesmaster's ingenuity.
  The chart below gives guidelines to the availability of and the price
  modifications for goods of varying qualities. The price modification
  shown here should be made before the modification due to location.
  Quality
  Inferior
  Average
  Good
  Superior
  Availability
  +30%
  + 0%
  -30%
  -60%
  Price
  50%
  100%
  200%
  500%
  1102.3 SERVICES
  This category covers things that are outright services that the
  adventurers may require as well as other things that they may wish to
  have taken care of by others or that they wish to experience.
  Unless otherwise specified, prices are in copper for non-Buke and
  in silver for members of the Buke and higher classes. Naturally, the
  service rendered is appropriately modified to suit the consumer.
  Night at inn (includes meal)
  Use of bathhouse
  Geisha services
  Physician's attention
  Shiatsu massage
  Evening at the theater
  Party for peers
  Visit to teahouse
  Kago travel per Ri
  Geisha's social standing in silver
  5
  3
  5
  Host's social standing
  10
  5 copper
  Fee for being carried across river
  person 
  social standing in copper
  (minimum 5)
  equipment or goods 
  2 per 10 pounds
  Service by craftsmen 
  % group status in copper per day
  If a character wishes to demonstrate his wealth or generosity, he
  may pay for the services in the next more precious metal. Thus, a
  member of the Heimin would pay in silver and a member of the Buke
  would pay in gold.
  1102.3a Skilled Services
  The rates above do not reflect fair payment for the services of a
  highly Skilled Artist or Craftsman. If hiring a character to perform a
  Task using an Art or other major Skill on your behalf, the proper fee
  is the character's BCS, in silver, per Task Turn. If contracting for
  magical work, the fee is in gold. If some major Task is involved, the
  Gamesmaster should double or even triple this price.
  54
  
  1103.0 CLOTHING AND ARMOR
  In BUSHIDO, the clothes and armor worn by the characters are
  abstracted into what are called Armor Classes. Each Armor Class is
  assigned a number. In normal combat, this number is subtracted
  from the Basic Chance of Success of an opponent making an attack
  on the character. This represents the increasing difficulty of injuring
  a better armored man.
  Armor Classes 0 to 2 represent the various forms of clothing worn
  by the inhabitants of Nippon. All other Armor Classes indicate that
  the character is wearing some form of armor. The above applies to
  human and humanoid characters. The Armor Class given for a non-
  humanoid character may refer in part to its ability to avoid an attack,
  as well as to the natural value of its hide. Some non-humanoids also
  wear "armor" of sorts, which is factored into the Armor Class figure.
  1103.1 CLOTHING
  The various forms of garb worn are broken down into several types
  which are explained in the Armor Class listing. All are simplifications
  of the clothing worn in feudal Japan.
  Clothes may be classed as Inferior, Average, Good, or Superior.
  This refers to the quality of the materials and the workmanship
  involved. It does not alter the protective value of the garments. The
  quality of the garments will affect how long they may be worn until
  they drop one class. Thus an Average garment worn for 3 years will
  become an Inferior garment for all purposes. Inferior garb that drops
  a value has been reduced to rags.
  In a Caste society such as that in Nippon, clothes are an important
  part of a first impression. All must be as it should be. Peasants should
  wear peasant garb, and Samurai should wear Samurai garb. To dress
  as other than one's station might be taken as an insult by one
  belonging to the Caste being imitated. In some cases, this could
  have a positive effect, and in others a dire negative effect. The
  Gamesmaster should apply a modifier to initial reaction rolls for
  non-player characters upon meeting characters dressed in ways
  other than those that their stations allow. The exact value of the
  modifier should reflect that nature of the sartorial indiscretion.
  Remember that in status-conscious Nippon, ANYONE dressed in
  the Inferior garb for his station will receive a negative modifier, as he
  is not showing proper appreciation for his lot in life.
  Clothing
  Class
  Inferior
  Average
  Good
  Superior
  Llfespan
  1 year
  3 years
  10 years
  25 years
  1103.2 ARMOR
  The various forms of Japanese armor are even more complex
  than everyday clothing. We have made some gross over-
  simplifications in order to have an easy-to-use system for the game.
  Armor is divided into two styles (not counting the Ninja; see below):
  Samurai and Ashigaru. Samurai-style is taken to be the elaborate
  system of laced plates and full helmets so often seen in Japanese
  prints and painted screens. Ashigaru-style represents simpler forms
  of plated or brigantine-type body armors and partial helmets worn
  by non-Buke warriors. In BUSHIDO, the two styles are incompatible
  and parts may not be interchanged.
  Each style has Partial and Standard forms and Samurai and Ninja
  styles have a Complete form. The form refers to the number and kind
  of pieces composing the suit of armor. Both styles are graded as Light
  or Heavy. The grade refers to the material composing the plates and
  solid pieces of armor. Light usually indicates a lacquered leather,
  while Heavy means metal plates.
  In Japan, armor was only worn during wartime and while on
  military duty. At least that was the case for law-abiding citizens. In
  strife-torn Nippon, the rule is somewhat more lax. Any Armor Class
  up to 3 may be worn publicly. Wearing heavier armor without
  legitimate cause (and legal right) will bring suspicion of banditry or
  other evil intent upon the character. Armor in purely social situations
  is considered both suspicious and rude.
  1103.3 NINJA ARMOR
  As usual, the Ninja do things somewhat differently. Ninja armor
  usually consists of fine linked rings of metal called mail. Ninja can
  wear their armor under their garb, thus concealing it. Ninja armor is
  incompatible with other forms of armor.
  Ninja armor can be silenced, but this costs twice the normal price.
  If the armor is not silenced, it subtracts its Armor Class number from
  any Ninjutsu rolls the Ninja must make while wearing the armor.
  1103.4 DONNING ARMOR
  If a character is attempting to upgrade his Armor Class during a
  Detailed Turn, he must choose the Don Armor Action. This will
  consume his whole Turn. Each Turn thus spent will allow him to
  accumulate a number of points equal to his Maximum Number of
  Actions. The number of points needed to achieve an Armor Class is
  equal to that Armor Class's number. Each Armor Class up to the
  desired final Armor Class must be achieved. That is, a character in
  Armor Class 2 who wishes to don his Partial Heavy Samurai Armor
  (Armor Class 5) must accumulate a total of 3 + 4 + 5 points for a total
  of 12 points. These points must be accumulated all at once without
  interruption. If the character is interrupted during any Turn, any
  points accumulated up to that point that cannot be immediately
  translated into an Armor Class are lost.
  A character may be interrupted in several ways. A hostile
  character moving to engage the character donning armor is the most
  common. A successful missile or magical attack will accomplish the
  same thing. The Gamesmaster may adjudicate other interruptions if
  he feels the circumstances warrant them. Any attacks made against
  the character use his Armor Class as of when he began to don the
  armor, until an interruption results in an Effective Armor Class.
  E.G., Shimitsu is interrupted while donning his armor. He has thus
  far accumulated 12 points and this Turn would have added 2 more.
  He started at Armor Class 3. Due to the interruption, he loses the 2
  points for that Turn. He will also lose any points that cannot be
  immediately translated into a new Armor Class. Shimitsu's player
  now calculates a new Armor Class. Four of the 12 points will raise the
  Armor Class to 4 and five more will raise it to Armor Class 5. The
  remaining three points are insufficient to allow Shimitsu Armor
  Class 6 and are therefore lost. If Shimitsu can start again to don his
  armor, his accumulated total will begin at 0, but his Effective Armor
  Class until then will be 5.
  1103.5 SCAVENGING ARMOR
  Characters may attempt to retrieve usable pieces of armor from
  fallen foes. Such armor must be of the same style as their own. That
  is, Ashigaru to Ashigaru, Samurai to Samurai, and Ninja to Ninja.
  If the fallen foe's Armor Class exceeds the scavenging character's
  Armor Class, the scavenger may increase his own Armor Class by 1.
  Each character may make only one attempt to scavenge a given
  body, even if the body's Armor Class is significantly higher than the
  character's. Increasing the Armor Class number will cause the
  designation of the form and grade of the armor to change to the
  appropriate description for that Armor Class.
  If a complete exchange of armor is made, the character will have
  the Armor Class of the armor he has just acquired. Remember that to
  achieve Armor Class 9 or 10, the complete suit must be acquired
  and then "fitted" to the character. Fitting is a Task for an Armorer. It
  has a Task Point value of 5 and a Period of 1 day.
  1103.5a OPTIONAL RULE: DAMAGE TO ARMOR
  The Gamesmaster may wish to represent the damage to armor or
  clothing that occurs when its occupant is killed. This may be done by
  rolling 1D10 and subtracting the result from the fallen foe's Armor
  Class. This is the Effective Armor Class available for scavenging.
  Forms of attacks such as Throws and Grapples will have little
  effect on the armor. In these cases, the Gamesmaster may waive the
  die roll or roll on a smaller die such as a D6 or a D3.
  The wear and tear on armor may be simulated by rolling a D6 for
  any Player Character who has received at least one Lethal damage
  type wound in a fight, and lowering the character's effective Armor
  Class by the result. This damage could be repaired by a character
  with Armoring Skill. Field repairs can be made with a simple BCS
  roll. This roll receives a negative modifier equal to the number
  rolled on the armor damage die. A Successful roll restores one-half
  of the lost value. Permanent repairs are a Task with a Period of 1 day
  and a Task Point value equal to 3 times the difference between the
  armor's normal Armor Class and its Effective Armor Class.
  E.G., poor Shimitsu has his Heavy Samurai armor damaged. The
  D6 result is a 4, leaving him with an Effective Armor Class of 7-4, or 3.
  He has an Armoring Skill BCS of 12. The armor damage die result
  modifies this to 8. The BCS roll is a 7, which allows him to make field
  repairs to raise the Effective Armor Class by 4/2, or 2, to Effective
  Armor Class 3 + 2, or 5.
  To make proper repairs, he must have sufficient time to
  accumulate Task Points equal to 3 times the difference between the
  new Effective Armor Class and the normal Armor Class. Since this
  difference is 7-5, or 2, he need only accumulate 6 Task Points.
  55
  
  1103.6 THE ARMOR CLASSES
  Armor Class 0
  NAKED: self-explanatory
  UNDERWEAR: consists of loincloth (fundoshi) and possibly an
  undershirt
  Cost: 2c Weight: 0 Class: D
  Armor Class 1
  PEASANT GARB: consists of fundoshi and a shirt, sometimes
  trousers
  Cost: 5c Weight: 1 Class: D
  SAMURAI GARB: consists of fundoshi and kimono, sometimes
  the divided skirt (hakama)
  Cost: 5s Weight: 2 Class: C
  BUDDHIST ROBES: simple robes and clothing suitable for travel
  Cost: 5c Weight: 2 Class: C
  Armor Class 2
  WINTER CLOTHES: consists of padded versions of Armor Class 1
  garb. Lack of appropriate clothing in cold weather subjects
  character to a 5% per month chance of contracting a non-
  communicable Plague.
  Cost: 
  twice 
  normal Weight: 
  twice 
  normal 
  Class: 
  as
  appropriate
  SAMURAI COURT CLOTHES: consists of fundoshi, kimono,
  hakama, and an overrobe (katagima). Formal kimono and the
  overrobe bear the Mon of the wearer's clan.
  Cost: 1g Weight: 5 Class: B
  PRIESTLY CEREMONIAL ROBES: consists of robes worn for
  ceremonial purposes only. Buddhist style is distinct from Shinto.
  Note that Shinto priests when not wearing ceremonial robes wear
  clothing as appropriate to their station outside the priesthood.
  Cost: 1g Weight: 5 Class: B
  NINJA GARB: see Appendix 2 for full explanation. Note that
  Ninja garb counts as being padded for winter.
  Cost: 10s (to Ninja only) 
  Weight: 4 Class: not pertinent
  Armor Class 3
  PARTIAL LIGHT ASHIGARU ARMOR: consists of a light body
  armor and a shallow broad helmet (jingasa)
  Cost: 8g Weight: 15 Class: C
  PARTIAL LIGHT SAMURAI ARMOR: consists of a light body
  armor with a full helmet (kabuto)
  Cost: 9g Weight: 15 Class: B
  Armor Class 4
  LIGHT ASHIGARU ARMOR: adds arm and lower leg protection
  Cost: 10g Weight 20 Class: C
  LIGHT SAMURAI ARMOR: adds lower leg and arm protection
  Cost: 11g Weight: 20 Class: B
  PARTIAL NINJA ARMOR: consists of a mail body protection
  Cost: 15g Weight: 20 Class: not pertinent
  Armor Class 5
  PARTIAL HEAVY ASHIGARU ARMOR: as above, but of "heavy"
  materials
  Cost: 12g Weight: 25 Class: B
  PARTIAL HEAVY SAMURAI ARMOR
  Cost: 13g Weight: 25 Class: B
  Armor Class 6
  HEAVY ASHIGARU ARMOR
  Cost: 17g Weight: 30 Class: B
  COMPLETE LIGHT SAMURAI ARMOR: adds full limb and face
  protection
  Cost: 20g Weight: 30 Class: B
  NINJA ARMOR: adds arm and hand protection
  Cost: 20g Weight: 30 Class: not pertinent
  Armor Class 7
  HEAVY SAMURAI ARMOR
  Cost: 25g Weight: 40 Class: B
  COMPLETE NINJA ARMOR: adds head and leg protection. May
  only be concealed under full Ninja garb.
  Cost: 25g 
  Weight: 40 Class: not pertinent
  Armor Class 8
  COMPLETE HEAVY SAMURAI ARMOR
  Cost: 30g Weight: 50 Class: B
  Armor Class 9
  SUPERIOR HEAVY SAMURAI ARMOR: must be used as complete
  suit and must be fitted to character or it functions as Armor Class8
  in all respects except weight.
  Cost: 60g Weight: 60 Class: A
  Armor Class 10
  MASTER HEAVY SAMURAI ARMOR: must be used as complete
  suite and must befitted to character or it functions as Armor Class
  8 in all respects except weight.
  Cost: 90g Weight: 65 Class: A
  When purchasing Armor to upgrade an existing Armor Class,
  within the range of Armor Class 3 to 8, the cost of doing so is equal to
  the difference in the costs between the lower Armor Class and the
  higher. One cannot upgrade from Class 2 to 3, since Class 2 is only
  clothing. Armor Class 3 must be bought complete. Likewise, adding
  more pieces to Armor Class 8 will not upgrade the Armor to Class 9,
  since this is an integral suit of armor.
  1104.0 WEAPONRY
  The weapons of Nippon are many and varied, as befits a land of
  warriors. The weapons appearing in the game are the major forms
  that are used in Nippon. In some cases, several minor variations on a
  weapon are subsumed within a game designation.
  Swords
  In the game, swords can be of one of several qualities: Inferior,
  Average, Good, Superior, or Master. This affects the chance to hit a
  target, and the damage done to a target. The accompanying table
  shows these effects. Other weapons are considered of Average
  quality. An enterprising Gamesmaster may wish to allow the
  presence of other weapons, with blades similar to a sword's blade, to
  be of varying quality. If he does this, the Master designation should
  still be restricted to swords. Swords are the Wakizashi, the Katana,
  and the No-dachi.
  Weapon
  Quality
  Inferior
  Average
  Good
  Superior
  Master
  BCS
  Mod.
  -1
  +0
  + 1
  +2
  +3
  Damage
  Mod.
  -1
  +0
  + 1
  +2
  +3
  Price
  Mod.
  50%
  100%
  500%
  750%
  1000%
  1104.1 HAND-HELD WEAPONS
  The various hand weapons used in BUSHIDO are rated for the
  following factors used in play:
  Damage
  This is the kind of die rolled when a successful attack is made
  using this weapon. Some weapons have a number added to the die
  roll. The designation L or S follows the damage die to indicate
  whether the weapon does Lethal or Subdual damage respectively.
  Thus a weapon rated as 2D6 + 2, L would do the result of two six-
  sided dice plus two points in damage of Lethal type, to a character
  who was the target of a successful attack with that weapon.
  If a character receives a damage bonus due to Strength, this is
  added to the results of the damage die and any modifiers due to the
  weapon. The weapon's quality is also taken into consideration in this
  way. Any bonuses achieved in this way to not alter the type of
  damage done by the weapon.
  56
  
  Range
  This refers to the optimal engagement distance for the weapon.
  The significance of Range is explained in the combat rules, see
  section 1116.3.
  Size
  This refers to the way that the weapon is normally wielded. The
  designations 1H, 1½H, and 2H mean that the weapon is used one-
  handed, one- or two-handed, and two-handed. The effects of this
  are explained under the Weapons Use Ability as derived from
  Strength, see section 1043.1d.
  Weight
  This refers to the actual weight as well as the wieldiness of the
  weapon. It is not just a simple measure of poundage.
  Minimum Strength
  This refers to the minimum value necessary in the wielder's
  Strength Attribute required for normal use of the weapon. The rules
  on Weapon Use, under Strength Abilities, section 1043.1d, gives
  details.
  Attack Forms
  Some of the weapons have specialized attack forms, or allow the
  user various options for employment of the weapon. These special
  attack forms are described in section 1117.1.
  1104.2 WEAPON DESCRIPTIONS
  Alguchl
  A Knife designed especially for thrusting. It is easily concealed
  and often poisoned. When used in a Thrust, the aiguchi does it
  normal damage die and is not subject to the usual reduction for
  Thrusting. The aiguchi may also be Thrown using Shurikenjutsu.
  Bo
  Formally called the Rokushakubo (Six-Foot Staff), this weapon is
  comparable to the European quarterstaff. Due to the nature of its
  use, a Second Strike is allowed. This is a common weapon for
  travellers and pilgrims and is favored by priests, whose bronze-shod
  staves made admirable weapons.
  Club
  This weapon may be acquired from shrubbery or some other
  source of wood. It may be used in lieu of a hand blow while using
  Brawling Capability. The Gamesmaster may wish to alter the
  damage done by a club if it has been modified by such means as fire-
  hardening or studding with nails. This is primarily a weapon for
  untrained fighters, as a true warrior wishing to employ a stick in
  combat would use a proper Jo stick and Jojutsu.
  Fumata-Yarl
  The fumata-yari is a polearm carrying a spear head and a barbed
  hook. The hook allows a Disarm attack and the spearhead allows a
  Thrust. The unwieldy balance prevents this polearm from having a
  Butt Stroke.
  Jltte
  The jitte is an iron baton about 18 inches in length. It is fitted with a
  blade-catching tine to allow a skilled user to attempt to wrest an
  opponent's weapon away. This was a popular weapon with police
  forces, as it allowed the disarming and capture of unruly swordsmen.
  Jo
  The Jo is a hardwood baton from 2 to 4 feet long. In the hands of
  someone unskilled in Jojutsu, the weapon functions only as a club.
  Kama
  The kama is a short-handled farmer's sickle. As such, it is most
  often found as a weapon of peasants who have developed its use as a
  weapon when forbidden formal weapons by overlords.
  Katana
  The katana is the famous "Samurai sword." The blade has a length
  of about 2 feet and the handle is about 1 foot long. Though primarily
  designed for two-handed use, a katana is well-balanced enough to
  be used with only one hand. A user of the katana may Thrust.
  Kawa-naga
  The kawa-naga is an improvised weapon. It is basically a grappling
  hook on a rope or chain. Sometimes the end of the rope is weighted.
  Its use is governed by Kurasi-jutsu.
  Klseru
  The kiseru is a truly odd weapon. It is a 2- to 3-foot-long tobacco-
  smoking pipe. Some were even fitted with handguards to make them
  more functional as weapons. This weapon is favored by Yakuza as it
  does not at first appear to be a weapon at all.
  Kusari-gama
  The kusari-gama is a combination weapon made of a kama and a
  weighted chain. Its use is governed by Kusari-jutsu.
  Kyotetsu-shoge
  The Kyotetsu-shoge is a peculiar flexible weapon of the Ninja. One
  end consists of a double-edged knife that is enhanced with a
  sharpened, curving hook. At the other end of a rope, usually madeof
  the hair of a woman or horse, is a metal ring. Besides all the attacks
  possible with similar flexible weapons, a Ninja may use this weapon
  as a grappling hook. A Ninja using this weapon normally uses his full
  Kusari-jutsu score.
  Manrlkigusarl
  The manrikigusari is a length of chain that is weighted on each
  end. The chain may be anywhere from 1 foot to 4 yards long. Each
  yard of length represents one of the Range groupings in the game.
  The weapon may deliver any of its attacks to the maximum length of
  the chain. These include a Trip, an Entangle, or a normal damaging
  attack.
  Masakari
  The masakari is a single-bitted, short-hafted axe. As it is fitted with
  a spike on the end of the haft, it may be used to Thrust.
  Nagamaki
  The nagamaki is a short-handled version of the naginata. A Thrust
  is permitted.
  Naginata
  The naginata is a polearm carrying a curved blade on the end of a
  4- to 6-foot haft. As it is a polearm, the user is allowed to perform a
  Butt Stroke. The sword-like nature of the blade allows a Thrust.
  Nlnjato
  The ninjato is the straight sword of the Ninja. It is usually shorter
  than the katana by several inches. For game purposes it is treated in
  all ways as the katana, except that it is not found in Good, Superior,
  or Master qualities.
  No-dachl
  The no-dachi is the Japanese equivalent of the European great-
  sword. As with all swords, a Thrust is allowed.
  Nunchaku
  This weapon was developed from an agricultural flail. It consists of
  a pair of 1-foot-long clubs, linked by several inches of chain or rope.
  One of the clubs is held while the other is whirled at high speed. Due
  to its great speed and maneuverability, a Second Strike is allowed.
  Ono
  The ono is a large poleaxe. Unlike most polearms, it cannot make a
  Butt Stroke, due to its bulk and mass. The mass compensates for this
  lack, however, since a target is exposed to a Bash attack when hit by
  the weapon.
  Rock
  An ordinary rock, when held in a hand for a Strike, causes that
  hand to do more than normal damage. This technique is only useful
  when using a character's Brawling Capability. Rocks may also be
  thrown using this Capability. The standard Bugei training never
  deals with such a crude weapon.
  Sal
  The sai is another agricultural tool turned weapon. It is a blunt iron
  spike fitting with quillons that are long, curved, and sharp. A normal
  strike with the weapon does 1D5 of Subdual damage. A Thrust does
  1D3 of Lethal damage and is not subject to the normal reduction. In
  addition, the sai may be used to Disarm opponents.
  Sasumata
  The sasumata is a polearm designed as a restraining device or
  "catchpole." It may deliver an Entangling attack which does no
  damage, or a Butt Stroke for 1D3 of Subdual damage.
  Shuko
  In BUSHIDO, we use the term shuko to refer to the weighted and
  sometimes studded gauntlets worn by practitioners of atemi-waza
  to increase the damage done by their hand blows. The weapon
  strongly resembles the ancient Roman cestus.
  Shuriken
  Shuriken are metal throwing weapons which come in a variety of
  forms. They may be simple steel spikes or multi-pointed stars. The
  latter were preferred by Ninja, while the former were preferred by
  Bushi. The star forms were often pierced to make a whirring noise.
  Shuriken were not designed as lethal weapons. Their primary
  57
  
  1104.3 Weapons Chart
  Weapon
  aiguchi
  bo
  club
  fumata-yari
  jitte
  jo
  kama
  katana
  kawa-naga
  kiseru
  kusari-gama
  Kyotetsu-shoge
  "knife"
  "rope"
  manrikigusari
  masakari
  nagamaki
  naginata
  nekode
  no-dachi
  nunchaku
  ono
  rock
  sai
  sasumata
  shuko
  shuriken
  sodegarami
  tanto
  tessen
  tetsubo
  tonfa
  uchi-ne
  wakizashi
  yari
  yari-nage
  yawara
  Damage -
  D3.L
  D6,S
  D3+1.S
  D6,L
  D5,S
  D6,S
  D6,L
  D6+2,L
  D3/hook
  D6+1,S
  kama plus
  special
  D5,L
  D5,S
  D5,S
  D6,L
  D6+2, L
  2D6.L
  +3
  2D6.L
  D6.S
  2D6.L
  +1
  D5,S
  special
  + 2
  D6,L
  D6.L/S
  D5,L
  D5,S
  2D6.S
  D6,S
  D3,L
  D6,L
  D10.L
  D6,L
  +2
  Range
  short
  long
  medium
  long
  short
  medium
  medium
  medium 
  1
  varies
  medium
  manrikigusari
  varies
  short
  long
  variable
  medium
  long
  long
  short
  long
  short
  long
  short
  short
  long
  short
  N/A
  long
  short
  short
  long
  medium
  N/A
  medium
  long
  (medium)
  short
  Size
  1H
  2H
  1H
  2H
  1H
  1H
  1H
  .5H
  2H
  1H
  2H
  2H
  1H
  2H
  2H
  1H
  2H
  1H
  2H
  1H
  1H
  2H
  1H
  N/A
  2H
  1H
  1H
  2H
  1H
  1H
  1H
  2H
  1H
  1H
  Weight
  .5
  6
  2
  11
  5
  3
  5
  5
  1/hook
  plus rope
  5
  10
  2/yd.
  9
  10
  12
  2 each
  8
  2
  20
  1
  5
  12
  2 each
  .25
  12
  1
  3
  25
  3
  2
  3
  10
  5
  .5
  Min.
  STR
  2
  8
  2
  20
  7
  5
  7
  15
  10
  10
  10
  10
  15
  15
  20
  10
  22
  15
  21
  2
  7
  11
  7
  2
  11
  5
  7
  20
  10
  10
  10
  10
  15
  2
  Attack
  Forms*
  thrust
  second strike
  disarm
  butt stroke
  disarm
  thrust
  special
  thrust
  (thrown)
  entangle
  trip
  entangle
  trip
  thrust
  thrust
  thrust
  butt stroke
  as flexible
  thrust
  second strike
  bash
  weapon
  disarm
  thrust
  entangle
  throw
  thrust
  bash
  N/A*
  thrust
  butt stroke
  (thrust)
  (special)
  N/A*
  Bugel
  tantojutsu
  bojutsu
  (brawling)
  sojutsu
  jittejutsu
  jojutsu
  kamajutsu
  kenjutsu
  kusarijutsu
  kiserujutsu
  special
  kusari-jutsu
  (shuriken-jutsu)
  kusari-jutsu
  kusarijutsu
  masakarijutsu
  naginatajutsu
  naginatajutsu
  atemi-waza
  kenjutsu
  nunchaku-te
  onojutsu
  (brawling)
  sai-te
  sodegaramijutsu
  atemi-waza
  shurikenjutsu
  sodegaramijutsu
  tantojutsu
  tessenjutsu
  bojutsu
  tonfa-te
  (atemi-waza)
  yari-nage-jutsu
  kenjutsu
  sojutsu
  yari-nage-jutsu
  atemi-waza
  (jujutsu)
  Price
  1s
  5c
  2c
  14s
  7s
  4c
  1s
  100s
  2s
  plus rope
  1s
  20s
  1s/yd.
  10s
  12s
  15s
  6s each
  150s
  1s
  15s
  0
  6s
  12s
  4s each
  1s
  12s
  3s
  5s
  20s
  10c
  4s
  75s
  12s
  8s
  15c
  Class of
  Goods
  A
  D
  D
  A
  D
  D
  D
  A
  C
  C
  C
  Ninja
  C
  C
  B
  A
  Ninja
  A
  D
  B
  N/A
  C
  B
  A
  A
  B
  A
  A
  A
  D
  C
  A
  B
  B
  D
  Bows (see Kyujutsu, in section 1053.1)
  * All weapons except those with a * may make a Strike attack.
  purpose was to distract or to serve as a vehicle for the introduction of
  poison into a victim's system.
  Sodegarami
  The sodegarami (Sleeve Tangier) is a polearm with a head covered
  with many barbs intended to catch a person's clothing. It may be
  swung to deliver a blow which causes Lethal damage if the barbed
  head is used and Subdual damage if the back end is used. The heavy
  head unbalances the weapon, preventing its use for a Butt Stroke.
  The sodegarami has a special attack capability. It essentially allows
  a long-distance Jujutsu Throw. Success is determined as for a
  Jujutsu Throw, except that the character's Sodegarami-jutsu Skill is
  used in place of Jujutsu.
  Tachi
  The tachi is essentially a katana. The different designation refers to
  the mountings of the blade and the way in which it is worn. For game
  purposes, it functions in all ways as a katana.
  Tanto
  The tanto is the Japanese dagger. It may be used for a Thrust, or it
  may be Thrown using Shurikenjutsu. Although popular as a weapon
  with the lower classes, it is traditionally practiced as a weapon form
  by noblewomen.
  Tessen
  The tessen is the iron war fan of the Samurai. It can be used as a
  bludgeon for Subdual damage.
  Tetsubo
  The tetsubo (Iron Staff) is a fearsome weapon. It usually takes the
  form of a tapering wooden shaft that is splinted and studded with
  iron along its thicker upper half. In some cases it is made entirely of
  metal. Unlike the normal bo, it is not allowed a Second Strike due to
  its massiveness. It does, however, make a Bash attack when it
  strikes.
  Tonfa
  The tonfa was developed as a weapon from a handle for turning
  millstones. It is a 12- to 18-inch shaft of wood, fitted with a short
  handgrip that is set at 90 degrees to the shaft.
  The tonfa has an additional use to a character with Atemi-waza
  Skill. Used by such a character, it adds 1D3 of Subdual damage to
  any other damage done by handblows. The Basic Chance of
  Success for using this technique is derived by averaging the
  character's score in Tonfa-te and Atemi-waza. The BCS derived
  from the averaged scores may not exceed the character's BCS in
  Tonfa-te. Remember that the tonfa in this case is being held tight in
  the hand and only has the Range of a hand (Short as opposed to its
  normal Medium).
  Uchl-Ne
  The uchi-ne is a lighter version of the yari-nage. It is totally
  unsuitable for hand-to-hand combat.
  Wakizashi
  The wakizashi is a short sword. It is essentially a short-bladed (18
  58
  
  to 24 inches) katana. It is the second sword of the Dai-sho and the
  most common sword found in the possession of non-Buke castes. It
  may be used to Thrust and it may be thrown using Shurikenjutsu.
  Yarl
  The yari is a straight-bladed spear. Both Butt Strokes and Thrusts
  are permitted, but the yari may not be Thrown.
  Yari-nage
  The yari-nage is the Japanese javelin. Although not well suited for
  it, the yari-nage may be used as a hand weapon. It is primarily
  designed to be Thrown. Thrusts are permitted.
  Yawara
  The yawara is a small wooden dumbbell-shaped object used to
  enhance the effects of certain unarmed combat techniques. When
  used with Atemi-waza, it adds 2 points of Subdual damage to what is
  otherwise done. When used with a Jujutsu Hold, it increases the
  user's Effect Number by 2.
  1110.0 TIMESCALES
  In playing BUSHIDO, time in the campaign assumes a very fluid
  nature, moving quickly or slowly at the will of the Gamesmaster and
  the necessities of play. There are several Time Scales used:
  Strategic Scale
  Used to resolve long distance travel, long-term healing, etc.
  1 Strategic Turn = 1 game day.
  Tactical Scale
  Used to resolve movement or actions in a limited area, within the
  space of a single day. 1 Tactical Turn can vary from a few minutes to
  an hour.
  Detailed Scale
  Used to resolve combat or other situations where precise
  character timing and actions must be controlled exactly. 1 Detailed
  Turn = 6 game seconds.
  Downtime Scale
  Used to resolve actions requiring days of character application.
  Study, research, and large Tasks are performed in Downtime. This
  Time Scale also comes into play between gaming session in the
  campaign.
  Realtime Scale
  It will sometimes be necessary for the game time to match exactly
  the time it takes players to perform some action. This is rare, since
  the plans it takes players minutes to set up are executed in seconds
  by the characters. However, when the Gamesmaster feels it is
  warranted, he may inform players that the time they are taking to
  resolve a disagreement, or set up a battle plan, or what have you, is
  being assessed against their characters as well.
  For example, a group of gamers are beginning their regular
  BUSHIDO session. The Gamesmaster first declares that 2 months of
  Downtime have passed. The players allocate this to study, jobs,
  research, etc. Having brought their characters up to date, the players
  now send them out crawling the lower tea houses in search of some
  adventure. They find it when a gang of brigands jump them in a dark
  alley. The pub-crawling was conducted in Tactical Time. Actually,
  the Gamesmaster simply rolled a die to see how long the characters
  trundled around the back streets before running into the planned
  fight. Upon beginning the combat sequence, the game goes into
  Detailed Time, where it will remain until the fight is over. In the loot
  from the vanquished robbers, the Player Characters find a scrap of
  paper with a map leading to the main adventure prepared for them by
  the Gamesmaster. They head home to doctor their wounds and plan
  the trip. The campaign now enters Strategic Time, first to cover the
  several days of healing the characters need, then to govern their
  travel to the spot indicated on the map. During the week or so of
  travel in this segment of the game, the characters have several
  encounters on the road, entering the appropriate Time Scale to cope
  with each.
  This is the usual flow of game time. Once the gaming group is used
  to the fluid nature of campaign time, the different scales slide
  smoothly from one to the other, as needed
  1111.0 STRATEGIC TIME SCALE
  This Time Scale is principally used to measure travel progress,
  although normal healing is also measured on it. Travel assumes 10
  hours of more or less continuous movement during the day. Longer
  periods of travel imply a "Long March" option, as described below.
  1111.1 MOVEMENT IN STRATEGIC SCALE
  The Base Movement Allowance measures movement in Strategic
  Time. It may be modified by the use of the Bugei, Hayagakejutsu, as
  described in section 1053.1. The BMA equals the character's
  movement for the day in "Ri," a Japanese measurement equal to 2.5
  miles (or 4 kilometers). The map included with this game is scaled in
  hexagonal grids of 3.3 Ri (8 miles), so that movement on this map
  permits 1 "hex" to be covered for every 3 points of BMA. Charitably,
  we may make that, "every three points of fraction thereof," so that
  BMA/3, round up, becomes the number of hexes per day moved on
  the BUSHIDO map.
  Terrain and road conditions modify this rate of movement as
  follows:
  Travelling on major road: 
  +100% to effective BMA
  On minor road: 
  +50% to effective BMA
  In Clear Terrain 
  No effect on BMA
  (0-1000' above sea level)
  In Rough Terrain 
  -25% to effective BMA
  (1000-2000' above sea level)
  In Mountainous Terrain 
  -50% to effective BMA
  (over 2000' above sea level)
  Heavy snow on ground 
  -25% to effective BMA
  For example, Hirato sets out on a journey. The weather is crisply
  cold but clear. He is travelling along the great Tokaido Road for the
  leg of his journey, along the east coast of Nippon. His BMA is 4. For
  the first day of the journey, Hirato moves a number of Ri equal to 4 x
  2, or 8, since he receives the bonus for being on a major road. This
  covers 8/3, or 2.6, rounding up to 3 hexes on the BUSHIDO map.
  Leaving the Tokkaido, Hirato travels along a small, tributary road on
  the next day. His effective BMA is now 4 x 1.5, or 6, for 2 hexes on the
  map. The third day sees Hirato leaving the plains for the foothills
  (Rough Terrain). He is still on the minor road, so his effective BMA is
  4 x 1.5 x .75, or 4.5. Rounding this to the nearest whole number we get
  5 Ri travelled, for another 2 hexes on the map. Leaving the road,
  Hirato travels another day, moving 4 x .75, or 3 Ri, for only 1 hex. As
  his route leads him higher into the mountains, he moves at a
  maximum rate of 1 hex per day, since his BMA will continue to
  shrink.
  If conditions alter during the day's travel, the character's BMA may
  be recalculated. Subtract the points from their effective BMA, as
  modified by the conditions governing their journey during the day to
  that point, for the distance they have moved already. The remaining
  points of BMA are multiplied by the new modifiers to determine how
  much movement they still have coming. For example, Hirato had an
  effective BMA of 8 for his first day of travel. If he had left the Tokkaido
  and moved into Rough Terrain, having travelled 4 Ri on the road first,
  then his movement expenditures would have run something like this:
  BMA is 8 to start with, due to modifiers for major road. Leaving the
  Tokkaido after travelling 4 Ri leaves Hirato with BMA of 4. Entering
  Rough Terrain multiplies this by .75, for a new BMA of 3. Hirato will
  get only 1 hex of movement instead of the 2 he might have expected.
  1111.2 LONG MARCH
  Characters wishing to travel a greater distance than their BMA
  allows incur a penalty of 1D6 Subdual damage for each extra Ri
  travelled.
  1111.3 MOUNTED MOVEMENT
  Mounted characters move using their horse's BMA. If they wish to
  use a Long March while mounted, they must roll a Bajutsu BCS for
  each extra Ri travelled. When they fail in this, or if the horse's
  Subdual damage exceeds its Hit Points, then the beast has
  floundered and will go no further.
  Horses will not cross Mountainous Terrain except on a road of
  some sort.
  1111.4 KAGA TRAVEL
  Travel by Kaga is measured by the average BMA of the bearers.
  Regular Kaga bearers are average men, with a BMA of 3 each.
  Yakuza bearers are faster, having a BMA of 5 if they are Classic
  Yakuza, and therefore much more sought after. A team of Kaga
  bearers may be paid double the usual fee to jog rather than walk.
  They will cover 50% more ground in this manner but will be totally
  fatigued after half a day's journey. If sufficient funds exist to pay for
  59
  
  relay teams, however, a total distance of 3 times the usual BMA can
  be covered, by changing bearer's at mid-day.
  Passengers in a Kaga suffer 1D3 of Subdual damage per 3 Ri
  travelled at the normal pace and 1D6 if the bearer's are jogging.
  1111.5 SEARCHING IN STRATEGIC SCALE
  Characters wishing to search a hex of the Nippon map for a
  location that is not in their direct line of travel must spend additional
  time in that hex. This is represented by expending 1 point of BMA to
  "conduct the search." This allows a roll to see if a Hidden Thing is
  perceived. Success meaning that the location has been sighted. Use
  the Wit of the character with the best chance to make the Saving
  Throw.
  Groups may not split up to search a hex. Such behavior is assumed
  in the mechanic that allows the Saving Throw.
  These searches are only good for finding substantial items such as
  castles and dwellings. Looking fora lost pearl with this method is not
  allowed.
  1112.0 TACTICAL TIME SCALE
  Movement in cities, buildings, Places of Mystery, and the like, are
  measured in Tactical Time. The most usual Tactical Turn is 10
  minutes, but the duration can vary from 1 minute to 1 hour. Tactical
  Time is used for many activities in the field: small repairs, building
  traps, preparing ambushes, giving first aid, etc. It is the flexible
  interface between the large chunks of time dealt with in Strategic
  Scale and the very small time segments of Detailed Scale.
  1112.1 MOVEMENT IN TACTICAL TIME SCALE
  Characters may choose one of three rates of movement in Tactical
  Scale:
  Cautious Walk
  Characters move slowly, keeping their senses honed for danger,
  or simply taking in a fairly full view of the surroundings. Saving
  Throws to detect Hidden Things are at normal value when moving in
  this manner. The Cautious Walk covers 5 yards times the BMA per
  minute.
  Normal Walk
  Characters move at a normal walking pace. They cannot be overly
  observant at this pace and receive -1 to all Hidden Thing detection
  rolls. A Normal Walk covers 10 yards times the BMA per minute.
  Run
  Characters run like blazes, at 20 yards times BMA per minute, they
  may not attempt to detect Hidden Things at this pace. Characters
  can maintain this rate for only a few minutes at a time without fatigue
  setting in. After Running for a period of minutes equal to their
  Healing Rate, characters who continue to run will suffer 1D3
  Subdual damage per minute they run.
  1113.0 THE CALENDAR AND CLOCK
  Time measurement in BUSHIDO will often be a compromise.
  Japanese measures add color to the campaign. Western
  measurements will often be necessary for clarity.
  1113.1 THE YEAR
  A year is 360 days long, divided into 12 months of 30 days each.
  Each month is also divisible into 3 Weeks, each of 10 days. These
  weeks are always linked to the same phase of the moon. The full
  moon occurs during the second week of a month.
  1113.2 THE DAY
  The Japanese begin their day at 11PM. The 24 hours of the day are
  divided into 12 "Toki," each 2 hours long, each named for an animal
  in the cycle of the years. Each Toki is split into a "greater" and
  "lesser" hour, which is in fact 60 minutes long. Thus, the "Lesser
  Hour of the Rat" (Sho-Ne-no-Toki) begins at 11PM. At midnight, the
  "Greater Hour of the Rat" (Sei-Ne-no-Toki) begins. "Ne" (Rat) is in
  the possessive form with the suffix "-no," modifying "Toki," (hour),
  for the term Ne-no-Toki. The prefix "Sho" is used for Lesser and
  "Sei" for Greater. Continuing the cycle, at 1AM, Sho-Ushi-no-Toki,
  the Lesser Hour of the Ox begins, followed by Sei-Ushi-no-Toki at
  2AM, and so on, through the cycle of 12 animal names.
  English Name
  Rat
  Ox
  Tiger
  Hare
  Dragon
  Serpent
  Japanese Name
  Ne
  Ushi
  Tora
  U
  Tatsu
  Mi
  Horse
  Goat
  Monkey
  Cock
  Dog
  Boar
  Uma
  Hitsuji
  Saru
  Tori
  Inu
  I
  1114.0 DETAILED TIME SCALE
  This scale of play is used for situations where the specific actions
  of the characters and the time it takes to resolve those actions are
  followed in detail, as in combat.
  The Detailed Turn represents approximately six seconds of real
  time. Each Detailed Turn is broken down into a number of Action
  Phases. The exact number of Action Phases, or AP, is determined by
  the characters involved in the situation. The number of Action
  Phases in a given Detailed Turn is equal to the Base Action Phase of
  the character with the highest value in that Ability.
  Once the number of phases is known, the Gamesmaster will use
  that number to begin a countdown of Action Phases on each
  Detailed Turn. As the countdown proceeds, each character, will
  have a chance to act. Those with multiple opportunities due to a high
  Maximum Number of Actions may act on each of their Available
  Action Phases.
  Each action taken during a Detailed Turn will "occur" on a given
  Action Phase. When the countdown reaches an Action Phase in
  which a character may act, the player must inform the Gamesmaster
  of the Option taken by the character at that point. Together the
  Gamesmaster and the player will determine the results of the
  character's Option before proceeding to the next Action Phase in the
  countdown. In some cases, an Option will be started when the player
  announces the character's Option and resolved on an Action Phase
  later in the countdown.
  Action Phase 1 is the bookkeeping phase of the Detailed Turn. No
  character may act on Action Phase 1. This is the phase on which
  poisons take effect, fires to their damage, alterations to character
  Attributes take effect, etc.
  To understand the following sections the player may wish to
  review these concepts:
  —Base Action Phase (section 1043.2a)
  —Maximum Number of Actions (section 1043.3a)
  —Base Movement Allowance (section 1043.3b)
  —Zanshin (section 1043.7b)
  1114.1 ACTIONS WITHIN A DETAILED TURN
  A character may select an Option in order to perform some sort of
  game action. In general, an Option may be chosen on each Action
  Phase on which the character can act. Some Options will prevent the
  character from initiating other Options during the same Detailed
  Turn.
  Depending on the Option chosen, the character may move, fight,
  defend, perform magic, give commands, perform actions, etc. Some
  of these Options require a Basic Chance of Success roll to determine
  if they are accomplished. Others succeed automatically and still
  others merely advance the character's progress in a task.
  Each opportunity that a character has to select an Option is called
  an Available Action Phase. The character's Maximum Number of
  Actions represents his total of Available Action Phases in a Detailed
  Turn.
  A character's Zanshin determines the type of Action Phase
  available to him. The types of Action Phases are:
  Basic Action Phases
  All characters have a Basic Action Phase. This phase functions as
  the first of the Primary Phases allowed to a character due to Zanshin.
  A character may choose any action on his Basic Action Phase. Some
  Options may only be chosen on the Basic Action Phase and these
  eliminate any other Available Action Phases for that character on
  that Detailed Turn. Normally a character's Basic Chance of Success
  is at full value on this type of Action Phase.
  Primary Action Phases
  Under normal circumstances a character will have from 1 to 3
  Primary Action Phases as determined by his Zanshin. The first is his
  Base Action Phase. Others will be available as allowed by his
  Maximum Number of Actions. Note that a character may be allowed
  2 Primary Actions by his Zanshin but only have 1 Action Phase
  available to him due to a low Maximum Number of Actions. This
  situation represents a character whose mental domination of his
  surroundings exceeds the limits of his physical shell. A character's
  Basic Chances of Success during a Primary Action Phase are at full
  values.
  Secondary Action Phases
  These Action Phases are all Available Action Phases which exceed
  the number of Primary Actions allowed by the character's Zanshin. All
  of the character's Base BCS values are halved before applying
  situation modifiers on a Secondary Action Phase.
  For example, Hosei has a Base Action Phase of 9, a Maximum
  Number of Actions of 3, and a Zanshin of 2. He would thus have a
  60
  
  Basic Action Phase available on Action Phase 9 of the countdown
  during the Detailed Turn, a Primary Action Phase on Phase 6, and a
  Secondary Action Phase on Phase 3.
  1114.2 EFFECTS OF PRE-EMPTION AND SURPRISE
  If a character initiates an Option and thereby causes the
  Gamesmaster to declare that Detailed Time Scale is necessary, the
  Gamesmaster may decide that the character has "pre-empted" the
  other characters involved. This means that the countdown of the
  Action Phases for the first Detailed Turn will begin on the Base
  Action Phase of the character who initiated the Option which caused
  Detailed Time Scale to be used. Any characters who have higher
  Base Action Phases are treated as if they had done nothing until this
  point in the countdown. This situation prevails only on the first
  Detailed Turn. All subsequent turns begin, as usual, at the Base
  Action Phase of the character with the highest BAP.
  When a character is in a position to surprise another character and
  thereby initiate Detailed Time Scale, the controlling player may
  choose the Action Phase on which the countdown will begin in the
  first Detailed Turn. Once the phase is chosen, the Detailed Turn
  proceeds as if a character had pre-empted the situation and the pre-
  empting character's Base Action Phase was the phase chosen by the
  player whose character has achieved surprise.
  A surprised character may only use his Defense Ability if he makes
  a Deftness Saving Throw.
  1114.3 PRIORITIES OF ACTION PHASES
  During the course of a countdown on a Detailed Turn, several
  characters may have Available Action Phases at the same time.
  Actions will be resolved in order of the type of Action Phase with
  Basic Action Phases preceding Primary Phases and Primary
  preceding Secondary. If there is still a conflict, the players
  controlling the characters may roll a die; high score resolves first. If
  the 
  Gamesmaster 
  wishes, 
  he 
  may 
  consider such 
  actions
  simultaneous. It is up to the Gamesmaster to resolve any conflict
  arising from the interactions between Options chosen by the
  characters.
  All actions that occur on an Action Phase are considered
  simultaneous for purposes of damage given or taken. Thus, a
  character making an attack with a Secondary Action Phase, who is
  killed on that Phase by a character making an attack with a Primary
  Action Phase, still gets to resolve his attack before he dies.
  1115.0 DETAILED TURN OPTIONS FOR ACTION
  The various Options available to a character are presented here. If
  a player wishes to have his character perform some action not
  covered by these Options, the Gamesmaster should feel free to add
  such an Option to the list after defining the effects of such an action.
  Basic Options may only be chosen for a character on that
  character's Basic Action Phase. Primary Actions may only be
  chosen for the Basic Action Phase or a Primary Action Phase.
  Secondary Actions may be chosen on any Available Action Phase.
  1115.1 BASIC OPTIONS
  Walk
  The character may move a number of yards equal to his Base
  Movement Allowance. Such movement is subject to the rules in
  section 1116.0. This Option may not be chosen while the character is
  Engaged by an opponent.
  Cast Spell
  This Option is chosen by any character wishing to use magical or
  mystical energies. No movement is allowed. Using this Option while
  Engaged requires a Will Saving Throw by the character; if it fails, his
  Detailed Turn is wasted.
  Charge
  This Option allows only straight-line movement. The character
  may move up to twice his Base Movement Allowance in yards. The
  character may execute an attack at the end of his charge. This will be
  resolved on Action Phase 2 of the countdown after all other actions
  on that Action Phase are resolved. The Option is only available to
  Unengaged characters. The character must cover at least 3 yards to
  receive any BCS or Damage benefits due to Charge Movement.
  Close To Engage
  This Option allows Unengaged characters to move up to one-half
  their Base Movement Allowance in yards and execute an attack on
  the same Action Phase.
  Leap
  This Option is only available to Unengaged characters. It is used
  for all normal leaps (section 1044.3) as well as for the Heroic Leap
  (see Karumijutsu, section 1053.1).
  Run
  This Option, available only to Unengaged characters, allows the
  character to move up to twice his Base Movement Allowance in
  yards. This movement is subject to the rules for movement in section
  1116.0.
  Use Dai-kyu
  This Option, available to Unengaged characters, allows the
  character to loose one arrow with a Dai-kyu. No movement is
  allowed.
  Turn and Flee
  This Option allows the character to turn in place in preparation to
  run for his cowardly life. It allows him to leave Engaged status. He
  may not enter Engaged status with any other character on that
  Detailed Turn. The turn in place occurs on that Action Phase in
  which this Option is announced for the character. On the Action
  Phase closest to halfway between the Phase of the turn and Action
  Phase 1 the character will execute his run. This is a number of yards
  equal to his Base Movement Allowance. He must move the total
  distance unless blocked by a wall, foe, or some other barrier to his
  progress.
  1115.2 PRIMARY OPTIONS
  These Options are usable on any Primary Available Action
  Phases, including the Base Action Phase.
  Alter Position
  This Option allows the character to stand up from a prone
  position, kneel down, lie down, etc. If he chooses this Option while
  Engaged, the character must make a Speed Saving Throw in order to
  succeed.
  Combat Action
  This Option allows a character to make an attack using the combat
  rules in section 1117.0. The character is allowed to move up to 1 yard
  during the execution of the Option. This movement may occur
  before or after the attack is to occur, but must be specified before
  making the actual die roll to resolve the attack.
  Don Armor
  This Option is available only to Unengaged characters. The
  character may not move during the Option. He forfeits any
  Secondary Available Action Phases for that Detailed Turn. See
  section 1103.4.
  Exchange Weapons
  This Option, available only to Unengaged characters, allows the
  character to sheathe or put away one weapon or pair of weapons and
  ready another. The character is allowed to move up to 1 yard when
  using this Option.
  Give Orders
  This Option allows the character to speak in such a way that he
  may communicate ideas, orders, comments, etc., to other
  characters. 
  When 
  the 
  Gamesmaster 
  is 
  being 
  strict about
  communication in Detailed Time Scale, this is the only way for
  characters to communicate anything other than one- or two-syllable
  comments.
  A character using this Option is allowed to move up to 1 yard.
  Mount/Dismount Horse
  This Option allows the character to mount or dismount a horse. No
  other movement is allowed. If the character attempts this while
  Engaged, he must succeed with a Speed Saving Throw. Bajutsu BCS
  may be substituted for the Speed Saving Throw at the player's
  option.
  Observe Situation
  This Option allows the character to make observations of events
  and circumstances surrounding him. Without choosing this Option,
  a character is only aware of what is immediately in front of him or
  what has been communicated to him by another character using the
  Give Orders Option.
  A character using this Option is allowed to move up to 1 yard.
  Use Han-kyu
  This Option, available only to Unengaged characters, allows a
  character to use the Han-kyu to loose one arrow. No movement is
  allowed while using this Option.
  61
  
  1115.3 SECONDARY OPTIONS
  These Options are usable on any Available Action Phase. They
  allow no movement unless otherwise specified.
  Attack
  This Option allows a character to make an attack using a Bugei or
  his Brawling Capability.
  Draw Weapon
  This Option allows a character to ready one weapon for combat. If
  the character attempting to do this is Engaged, he must make a
  Deftness Saving Throw to succeed in getting the weapon ready. If he
  fails, any successive attempts will have a positive modifier to the
  Saving Throw equal to the number of failed attempts. Thus, his
  chances increase as he continues to get his weapon ready. A Critical
  Failure will indicate that he dropped the weapon while trying to
  ready it.
  Parry
  This Option may be chosen on any Available Action Phase and will
  remain in effect until the character's next Available Action Phase. If it
  is chosen on one of the character's Primary Available Action Phases,
  he is allowed to move up to 1 yard.
  The Parry Option is an attempt by the character to improve his
  defensive position. The player must roll on the character's Raw BCS
  with the Bugei in use. This will be enacted as follows:
  Critical Failure: 
  No bonus to Armor Class
  Failure: 
  + 1 to Armor Class
  Success: 
  +(Effect Number/5) to Armor Class
  Minimum bonus is +1
  Critical Success: an additional +1 to Armor Class
  Gamesmasters should note that a broken weapon cannot be used
  to Parry. If a character's weapon is broken while he is using the Parry
  Option, the benefit of the Parry is lost at the end of that Action Phase
  in the countdown.
  Perform Action
  This Option allows a character to progress in performing some
  complicated action during Detailed Time Scale. The action might
  require a certain number of these Options to be executed, or each
  choice of this Option might represent a whole or partial Task Turn.
  The Gamesmaster must decide how this Option will apply based on
  the nature of the action that the character wishes to undertake.
  Sheathe Weapon
  This Option allows a character to put away one weapon. If
  Engaged, he must follow the rule give above for Drawing a Weapon.
  Alternatively, the character may use this Option to simply drop a
  weapon. Even if Engaged, the character will succeed in simply
  dropping a weapon.
  1115.4 THE HOLD OPTION
  The Hold Option is a special case. It may be chosen on any
  Available Action Phase. By choosing the Hold Option, the character
  is delaying the initiation of an Option. If a player wishes his character
  to use the Hold Option, he must say so when the Detailed Turn
  countdown reaches the character's Available Action Phase.
  On any Action Phase after the Hold Option is stated and before the
  character's next Available Action Phase, the character may initiate
  any Option that would have been available to him on his last
  Available Action Phase. For purposes of priority of Action Phases,
  the Hold Option ranks after the type of Action Phase that belonged to
  the character executing the Hold Option and before any lesser type
  of Action Phase. Thus, a character who took a Hold Option on Action
  Phase 6 for a Primary Action and decided to choose an Option on
  Action Phase 4, would resolve after any characters performing
  their Basic or Primary Actions on Action Phase 4 but before any
  characters using a Secondary Action Phase at that point.
  1116.0 DETAILED MOVEMENT
  In order to deal properly with the movement of characters in the
  game, particularly when using Detailed Time Scale, some sort of
  representation is recommended. A table-top surface on which are
  placed representations of the characters is good. A flexible ruler or
  measuring tape is useful.
  The ground scale (the distance on the table that represents 1 yard
  to the characters) depends on the representations of the characters.
  If 25mm gaming figures such as the official Nippon Figures or some
  other samurai miniatures are used, we recommend that you let V?"
  equal 1 yard for game purposes. Smaller figures will have a
  correspondingly smaller ground scale. If miniatures are unavailable
  or undesirable, players can improvise with cardboard chits marked
  to indicate the character and the direction in which he is facing.
  Sample Character Marker
  While it is certainly possible to keep track of characters' movement
  on the Gamesmaster's map, this often leads to arguments over who
  was where and how long it takes to get from one place to another. It
  also puts an even greater burden on the already overworked
  Gamesmaster. We definitely recommend the use of miniatures to
  add color and character identification to the game.
  1116.1 THE CHARACTER ON THE DISPLAY
  Prior to getting into the actual mechanics of movement, we must
  clarify and explain several things. One of these is how the character
  is represented on the playing surface, and the various gaming
  concepts associated with that representation.
  Each character is considered to have front, side, and rear
  "facings." These affect how he can attack and be attacked as well as
  how he can move. The accompanying diagram may be copied onto
  tracing paper to provide a see-through copy to use when playing.
  The Gamesmaster is to adjudicate any disagreement as to what
  facing is in use.
  SIDE
  SIDE
  REAR
  1116.2 ENGAGEMENT STATUS
  A character is always in Engaged or Unengaged status. The latter
  is the absence of the conditions required for the former. In order to
  place an opponent in Engaged status, the character must:
  —be functional. That is to say, conscious, not suffering from a
  Stun Critical Effect, not tied up, etc.
  —have the opponent within the character's front facing.
  —be no further away from the opponent than 1 yard more than the
  Weapon Range of the weapon that the character is using. See
  below. Throwing weapons and bows do not function in this way.
  When a character is in Engaged status, his choices of Options are
  limited and some Options require Saving Throws to complete. If a
  character is placed in Engaged status by more than one opponent,
  he receives no additional penalties. A character's Engagement
  status should be known whenever he is choosing an Option.
  1116.3 WEAPON RANGES
  As specified in the section on weapons (section 1104.1), each
  weapon is classified for Range. Each step represents about 1 yard.
  The actual position of an opponent relative to the character can
  modify a weapon's effectiveness due to range. It will also determine
  whether or not the opponent is Engaged. The chart on the next page
  shows these effects and the maximum distance at which an
  opponent may be placed in Engaged status.
  1116.4 EXECUTING MOVEMENT
  The various Options available to a character can limit the way in
  which he moves. The basic distance that a character can cover in
  straight movement during a Detailed Turn is equal to his Base
  Movement Allowance in yards.
  Characters normally move forward within the arc represented by
  their front facing. If a character wishes to move in a direction other
  than one covered by this facing or wishes to alter direction one
  movement is begun, the final distance traveled is shortened to reflect
  the speed and time lost in turning. For convenience, movement is
  made in 1 yard increments.
  Think of the Basic Movement Allowance as a number of points that
  the character may expend in order to move. For each point spent, he
  may move forward 1 yard. To change facing by 60 degrees, he must
  expend 1 point.
  A character who wishes to move sideways or backwards without
  changing his facing must expend 2 points per yard traveled.
  A character who has chosen the Movement, Run, or Turn and Run
  Options may not deliberately place himself in Engaged status during
  his movement. Characters choosing Options that allow them to
  conduct an attack are assumed to move to the most advantageous
  range for the weapon in use unless they have insufficient movement
  allowance to reach that range.
  Any of the Options that allow the character to move only 1 yard are
  assumed to allow this movement in any direction, forwards,
  backwards, or sideways, without penalty.
  62
  FRONT
  
  Actual Range
  Weapon
  Range
  Short
  Medium
  Long
  Contact
  (Contact)*
  +1
  -2
  -3
  * Characters
  Short
  0-1 Yd.
  +0
  -1
  -2
  grappling
  Medium
  1 Yd.
  -1
  +0
  -1
  Long
  2 Yd.
  NA
  -1
  +0
  Extra-
  Long
  3 Yd.
  NA
  NA
  -1
  Maximum
  Engagement
  Distance
  1 Yd.
  2 Yd.
  3 Yd.
  1117.0 COMBAT
  In general, using a Bugei in combat is the same as the use of any
  other Skill. A Basic Chance of Success is determined and then
  modified to generate an Adjusted BCS. 1D20 is rolled, and if the
  number rolled is less than or equal to the Adjusted BCS the attack is
  successful. Differences arise in the stricter control of the modifiers
  that affect the BCS and in the variety of results that can come with a
  successful attack due the number of different attack forms possible.
  BCS die rolls in combat also use special tables for determining the
  results of Critical Success and Failures.
  To make the combat rules more comprehensible, note the
  following definitions of terms: The attacker is the character
  attempting to make the BCS roll. The attack is the series of martial
  actions represented by the BCS roll, the target is the character who
  is the recipient of the attacker's action.
  The most common form of attack is the Strike. Unless otherwise
  mentioned, this is the form of attack assumed in the rules. Some
  forms are resolved differently from the Strike. These differences will
  be mentioned in the description of the attack form and wherever
  necessary in the rules. If no difference is indicated, assume that the
  attack form is a Strike.
  The procedure to resolve an attack goes as follows:
  —determine the character's Base BCS
  —determine the target's effective Armor Class and subtract this from
  the Base BCS
  —determine all Situation Modifiers and add the total to the BCS
  —make any modifications due to weapon quality.
  The result is the adjusted BCS used to determine the success of the
  attack.
  If an attack is successful, the damage done to the target must be
  determined. Each weapon is rated for an amount of damage done.
  The appropriate die is rolled and the score is noted. This number is
  then modified for any bonuses or penalties due to the attacker's
  Strength, the quality of the weapon, or the way in which the weapon
  is used.
  Remember that some attack forms and the use of a weapon too
  heavy for the attacker can reduce the base damage die for the
  weapon.
  1117.1 ATTACK FORMS
  Bash
  This is a special attack form that is inherent in certain massive
  weapons. When such a weapon causes damage to a character, the
  damage done is the percent chance that the target will receive a Bash
  result. This will drive the character back 1 yard, eliminate his next
  Available Action Phase, and require him to make a Strength Saving
  Throw to keep his feet under him. The character may add one-half
  his effective Armor Class to the number needed to make the Saving
  Throw. If the character fails the Saving Throw, he will be treated as if
  he had received a Stun Critical Effect and he will fall prone to the
  ground.
  The chance of a Bash occurring may be enhanced by
  circumstances as follows:
  Target is not on sure footing 
  +10%
  (Treacherous Ground, climbing, running, etc.)
  Target is not on the ground at all 
  +15%
  (leaping, riding, flying, etc.)
  Target is charging the attacker 
  +5%
  Some of the effects of a successful Bash will have to be
  adjudicated by the Gamesmaster according to the circumstances. If
  a flying character is Bashed, he will be knocked from the sky and will
  be subject to a Fall result. A character on horseback may substitute a
  Bajutsu BCS in place of the Strength Saving Throw to avoid the Bash
  but, if successful, must make another Bajutsu BCS roll to keep
  control of his mount.
  OPTIONAL RULE: The chance of a Bash may be altered by the
  relative masses involved. For each 100 pounds by which the attacker
  outweighs the target, add 5% to the chance of a Bash result. For each
  100 pounds by which the attacker weighs less than the target
  subtract 5%.
  Butt Stroke
  The Butt Stroke is an attack form available to most polearms. It
  consists of striking with the end of the weapon which does not have
  the main armament. A Butt Stroke will do 1D3 of Subdual damage.
  The Range for a Butt Stroke is Medium. This attack may be made in
  lieu of the normal attack at full values. Alternatively, it may be made
  at the same time that a Strike attack is made with the main "business"
  end of the weapon. In this case, the Butt Stroke is treated as a Second
  Strike. The character will lose any benefits for Defense with the
  weapon until the same Action Phase in the countdown on the next
  Detailed Turn.
  Disarm
  The Disarm attack is an attempt by the attacker to separate a
  target's weapon from the target. This may be done by Removing the
  weapon or by Breaking it. The type of attack must be specified
  before the attacker makes his BCS die roll.
  If the attacker is attempting to Remove the weapon and his BCS
  roll is successful, the target must make a Strength Saving Throw or
  his weapon will be thrown 1D3 yards away.
  If the attacker is attempting the Break the weapon and his BCS roll
  is successful, a second roll will be made to see if the weapon breaks.
  An Average weapon is rated at 6 and a roll higher than that on 1D10
  indicates that the weapon has broken. Weapons of other Qualities
  will add their BCS modifier to their rating. Thus, a Master blade has a
  rating of 9 and will only break if the die result is 10. The target has the
  option to release his weapon before the breakage roll is made. This
  will give the same result as if he had failed his Strength Saving Throw
  in a Remove weapon attempt.
  Weapons allowing a Disarm attack allow a character a special
  ability when electing a Parry Action. Beginning on the Action Phase
  in which the Parry Action is selected and continuing until the
  character can choose another Action, the character may make a
  Remove weapon attempt on any other character whose attack
  against the Parrying character fails. Therefore, when an opponent
  fails his attack the character will roll his raw BCS with the Disarm-
  capable weapon. If the BCS is successful, the normal procedure fora
  Remove Weapon Disarm attack is followed. If the opponent has a
  Critical Failure in his attack against the character, the character's
  BCS roll to attempt the Disarm receives a +10 to the BCS.
  Entangle
  The Entangle attack is an attempt to subdue an opponent. If the
  attacker makes his BCS roll, the target is considered entangled
  unless the target can make a Speed Saving Throw. If the Saving
  Throw is made, the target suffers Restrictions equal to the attacker's
  Effect Number.
  An entangled character may attempt to break free on any Primary
  Action Phase. It requires a Strength Saving Throw to break free.
  Alternatively, if the character has a cutting weapon available, he may
  attempt to cut his way free. Attempts to "hit" the restraining cord are
  at 50% of the character's Base BCS. It requires 5 points of damage to
  sever a hemp rope, 10 points for a hair or silk rope, and 20 points to
  sever a chain.
  The attacker may attempt to completely subdue the target by
  thoroughly wrapping him up. Once the target is entangled, the
  attacker, on each available Primary Action Phase, may accumulate
  Effect Numbers from his Base BCS. Once the Effect Numbers total
  10, the target is totally subdued and incapable of attacking or
  breaking free. If the Effect Number total reaches -10, the target is
  freed.
  A Critical Success by the attacker on the initial Entangle attack or
  a Critical Failure by the target on his Speed Saving Throw results in
  the target being automatically subdued.
  Grapple
  A Grapple attack is an attempt to get a grip on the target in such a
  way that he is rendered helpless. Beginning on the Action Phase in
  which the successful BCS roll is made and continuing on each of his
  Primary Action Phases thereafter, the attacker accumulates Effect
  63
  
  Numbers. If the total exceeds the target's Strength, he has been
  totally subdued and is held helpless in the grip of the attacker. If the
  total is ever less than 1, the grip has been broken and the target is free
  to act normally.
  Once held in a grip the target has limited options. He may:
  —wait passively until the attacker's Effect Number falls below 1.
  This him to make a Strength Saving Throw on an available Primary
  Action Phase. The Effect Number of this Saving Throw will be
  subtracted from the attacker's Effect Number total. Players will note
  that a failed Saving Throw in this case will actually improve the
  attacker's grip.
  —strike with a weapon. This is done with a 50% penalty to the Base
  BCS. The attack is at Short Range.
  —counterattack with a higher form of unarmed combat at his normal
  BCS. For these purposes Atemi-waza and Jujutsu rank equally. Both
  are superior to Surnai and all three are superior to Brawling.
  If an attacker's grip is broken, th*e attacker must make a Deftness
  Saving Throw or fall prone. Users of unarmed Bugei (Jujutsu, Atemi-
  waza, and Sumai) are allowed to roll on their Base BCS if the
  Deftness Saving Throw fails. Of course, if the combatants are
  already on the ground, this roll is unnecessary.
  Once a Grapple hold is established, either foe may elect to fall
  down by selecting an Alter Position Option. This will automatically
  bring the opponent down as well. The player controlling each
  character will roll 1D6 to determine which character lands on top.
  The higher die roll result indicates that that player's character is on
  top. In the case of a tie, reroll the dice.
  This drop to the ground can stun the combatants. A Health Saving
  Throw is required to avoid a Stun Critical Effect. The character on
  top adds the basic Armor Class of his opponent to his Saving Throw.
  The man on the bottom subtracts the Armor Class of his opponent
  from the Saving Throw.
  Hurl Weapon
  The attack allows a character to exercise Shurikenjutsu, Yari-
  nage-jutsu, or basic Deftness in throwing an object already held in
  the hand.
  Second Strike
  The Second Strike is a second attack made by a weapon on the
  same Action Phase as its normal Strike. Each attack suffers a -1 to
  the BCS in addition to any other modifiers. The Second Strike BCS is
  50% of the character's Base BCS for that Action Phase. The damage
  done and the Range for the weapon are unaltered.
  If using a Second Strike, the attacker loses the benefit of any
  Defense bonus and all attacks against him are at +1, from the Action
  Phase in which he made the Second Strike until the same Action
  Phase in the following Detailed Turn.
  Strike
  The Strike is the standard form of attack. It consists of using the
  weapon to hit the opponent. If the weapon has an edge, it is
  presumed to be used. Edged weapons may Strike with the flat of the
  blade to render Subdual damage, but the damage die is reduced one
  step and no damage modifiers are used for weapon quality.
  Throw
  The Throw attack is an attempt to toss the target to the ground.
  The attacker's Effect Number is the chance in 10 that the Throw will
  actually occur. A successful Throw will result in the target being
  tossed 1D3 yards past the attacker if the Toss option is selected, or at
  the attacker's feet if the Takedown option is selected. The option
  must be chosen before the die roll is made to determine whether the
  Throw actually occurs. In either case, the target is supine on the
  ground and must make a Health Saving Throw. Failure will result in
  his suffering a Stun Critical Effect, and a Critical Failure will result in
  unconsciousness.
  If the Throw die roll on the 1D10 fails, the target still loses his next
  Available Action Phase.
  Thrust
  The Thrust attack uses the point of the weapon in the attack.
  Damage is reduced by 1 step in the damage dice. See section 1117.4
  for the reduction steps. The attacker's BCS receives a +1 in addition
  to any other situation modifiers. The damage done is the percent
  chance of a Thrust special effect. A Thrust special effect will force
  the target back 1 yard and cause him to forfeit his next Available
  Action Phase. It also requires a Will Saving Throw to avoid a Stun
  Critical Effect.
  Trip
  A Trip attack is an attempt to bring the target to the ground. If the
  attacker's BCS is successful, the target will suffer a number of
  Distractions equal to the attacker's Effect Number. Also, if the target
  fails a Speed Saving Throw, he will fall to the ground. Falling to the
  ground in this case requires a Health Saving Throw to avoid
  forfeiting the next Available Action Phase, with a Critical Failure
  resulting in a Stun Critical Effect.
  1117.2 EFFECTIVE ARMOR CLASS
  The target's effective Armor Class is the result of his actual Armor
  Class, his Defense, any benefits due to a Parry Option, and any
  magical modifications.
  All but Defense are explained in the appropriate sections of this
  book. Defense is an addition to a character's Armor Class that is
  allowed to a character using a Bonus Skill in combat. This includes
  unarmed Bugei for those Professions which receive a bonus on
  them.
  The addition to the character's Armor Class is equal to his current
  Level. Thus, a 3rd Level warrior fighting with a katana will have a
  Defense of 3, since Kenjutsu is a bonus skill for Bushi.
  1117.3 SITUATION MODIFIERS
  There are three principal categories of Situation Modifiers. They
  are:
  Distractions
  These are things which impinge on the senses of the attacker in
  such a way as to impair his ability to engage in combat. Distractions
  may be ignored or limited by successful application of willpower. A
  character may ignore a number of Distractions equal to his Effect
  Number on a Will Saving Throw. Such a Saving Throw need only be
  made once per Detailed Turn.
  Distractions include each friendly character within range of the
  attacker's weapon, something impeding free use of a limb, other
  things described as placing the character in Engaged status, other
  things described as Distractions by the rules, and, of course,
  anything so declared by the Gamesmaster.
  Restrictions
  These are hindrances to combat due to the environment around
  the attacker. They may not be ignored.
  Restrictions consist of solid objects such as trees, walls, ceilings,
  etc. which are within Range of his weapons. The value depends on
  the number of such hindrances within Range.
  Circumstances
  These are all the factors involved in the situation, other than those
  mentioned above, that would affect the combat. The accompanying
  table lists some. The Gamesmaster should feel free to codify others
  that he feels should be present. Those listed will act as a guide to the
  values.
  64
  
  CIRCUMSTANCE COMBAT MODIFIERS
  Hand-to-Hand Combat
  Attacker is:
  on Treacherous Ground
  in elevated position
  (on horseback, stairs, table, etc.)
  kneeling
  prone
  in target's side facing
  in target's rear facing
  disabled in limb
  unable to see
  -1
  +1
  -2
  -5
  +5
  +10
  -2 each
  -(9-Level)
  (blind, in total darkness, target invisible, etc.)
  partially blinded (an eye gone, smoke, etc.) -(6-Level)
  charging
  target is:
  surprised
  in elevated position
  kneeling
  prone
  passive
  in attacker's side facing
  in attacker's rear facing
  unable to see attacker
  partially blinded
  disabled in limb
  charging
  range:
  +1
  +1
  -1
  + 2
  +5
  +5
  -5
  -10
  +(9-Level of target)
  +(6-Level of target)
  +2 each
  +2
  for each range step away from optimum step 
  -1
  Missile Weapons
  attacker is:
  not loosing through front facing
  disabled in leg
  disabled in arm
  unable to see
  partially blinded
  engaged and using a bow
  engaged and using a hand-hurled
  target is:
  passive
  engaged in combat
  moving
  running
  range:
  variable: see appropriate Bugei
  not allowed
  -1 each
  not allowed
  -(8-Level)
  -(3-Level)
  - not allowed
  weapon 
  -5
  +2
  -2
  -2
  -4
  1117.4 DETERMINING DAMAGE DONE
  Each weapon is rated for a damage die. This is the base amount of
  damage done when a successful attack is made with that weapon. In
  some circumstances the rules call for a "step" alterations in a
  weapon's damage die. An increase means a greater range of
  possible results and a higher average amount done. A decrease
  means a smaller range and a lower average. The steps are shown in the
  accompanying chart. When a weapon is specified as having a flat
  add to the damage die, this is not affected by a step alteration to the
  base damage die. For example, a Katana has a damage die of 1D6+2.
  If the weapon were to receive a step reduction, it would do 1D3+2
  points of damage if an attack using it were successful.
  Damage Die Step Reduction Chart
  reduction 
  increase
  1 point / 
  1D3 / 
  1D5 or 1D6 
  / 
  1D10 
  / 2D6 
  / 
  2D10
  Once the base damage is determined, any additional points of
  damage due to the weapon's quality, any magical enhancement, or
  benefits from the character's Strength, are added. If the attack
  achieved a Critical Success and the effect indicated a multiple
  damage result, the multiplier is applied to the sum obtained as
  above.
  1117.5 CRITICAL SUCCESS IN COMBAT
  A Critical Success in combat represents a particularly damaging
  blow done to the target. The chance of a Critical Success is
  determined normally. See section 1051.3.
  If the attack form uses an Effect Number to yield the results, add
  2D6 to the Effect Number of the BCS roll which gave the attacker the
  Critical Success.
  If the attack form uses normal damage, roll 1D10 and consult the
  table below.
  Combat Critical Success Table
  Die
  Roll Result
  1-3 
  Double the normal damage done
  4-5 
  Triple the normal damage done
  6-8 
  Special Effect. Roll 1D20 on Special Effect Table below
  9 
  Double damage plus Special Effect
  10 
  Triple damage plus Special Effect
  Combat Special Effect Table
  Die
  Roll 
  Result
  1-2 
  Target Dazed. Target forfeits next Available Action Phase
  3-4 
  Target knocked back 1 yard and Dazed
  5-6 
  Target knocked down
  7 
  Target knocked down and Dazed
  8-9 
  Target Stunned. Target forfeits any Available Action Phases
  remaining in that Detailed Turn and all on the next Detailed
  Turn. The target is considered Passive during this time and
  loses any benefits for Defense
  10-11 Target knocked back 1 yard and Stunned
  12 
  Target knocked down and Stunned
  13 
  Target Stunned and must make a Health Saving Throw to
  avoid being knocked unconscious
  14-15 Target's arm or forelimb Disabled* Roll 1D6: on 1 to3 it is the
  right and on 4 to 6 it is the left. The limb will take 2D10 of
  Critical Damage. This damage is in addition to the damage
  taken in the attack. The limb is useless until the Critical
  Damage is healed (section 1095.1a). A Disabled arm reduces
  the character's Deftness by 50%
  16-17 Target's leg or hindlimb is Disabled*. See above. A Disabled
  leg reduces the character's Speed by 50%
  18 
  Target's eye is struck. Check as above for left or right. A
  second Special Effect to the same eye will render the
  character unconscious and a Health Saving Throw must be
  made to avoid death. A character whose eye has been hit will
  have his Deftness reduced by 50%. The eye is effectively
  Disabled. If after the Critical Damage has been healed, the
  character fails a Health Saving Throw, the blindness will be
  permanent. This means that the character will lose 25% of his
  Deftness on a permanent basis unless his sight can be
  magically restored. Loss of both eyes results in a 50% loss of
  Deftness. The character is allowed to retrain his Deftness
  Attribute after being partially or totally blinded
  19 
  Target is rendered unconscious
  20 
  Target is killed outright
  * Option Rule: Critical damage done is the percent chance of the
  limb being severed, if an edged weapon is used, or broken, if a blunt
  weapon is used.
  1117.6 CRITICAL FAILURES IN COMBAT
  A 
  serious 
  mistake 
  during 
  combat 
  can 
  have disastrous
  consequences. If a character exercising a Bugei should have a
  Critical Failure, roll 1D20and consult the appropriate table for the
  form of combat in use.
  Critical Failure In Armed Combat
  Die
  Roll 
  Result
  1-5 
  No special effect. A normal miss occurs
  6-7 
  Attacker gives himself a Daze Special Effect
  8-9 Attacker gives himself a Stun Special Effect
  10-11 Attacker loses his balance. He suffers a Daze Special Effect
  and must make a Speed Saving Throw or fall down
  12-13 Attacker falls down and suffers a Daze Special Effect
  14-15 Attacker falls down and suffers a Stun Special Effect
  16-17 Attacker treated as receiving a successful Disarm attack of the
  Remove weapon form
  18-19 Attacker treated as receiving a successful Disarm attack of the
  Break weapon form
  20 
  Attacker inadvertently hits himself. Attacker receives one-
  half the damage normally done to a target
  65
  
  Critical Failure in Unarmed Combat or with a Natural Attack
  Die
  Roll 
  Result
  1-5 
  No special effect. A normal miss occurs
  6-7 
  Attacker gives himself a Daze Special Effect
  8-9 
  Attacker gives himself a Stun Special Effect
  10-11 Attacker loses his balance. He suffers a Daze Special Effect
  and must make a Speed Saving Throw to avoid falling down
  12-13 Attacker falls down and suffers a Daze Special Effect
  14-15 Attacker falls down and suffers a Stun Special Effect
  16-17 Attacker damages the limb used in the attack. It is useless for
  24 hours. A Health Saving Throw will reduce the time by the
  Effect Number in hours. If the Saving Throw fails, the limb has
  taken Critical Damage equal to the absolute value of the failed
  Effect Number
  18-19 Attacker Disables the limb used in the attack
  20 
  Attacker manages to injure himself. If using a Striking attack,
  he' does one-half the damage normally done to a target. If
  using some other form of attack, he receives 1D6 points of
  Subdual damage
  Critical Failure for Archery Attacks
  Die
  Roll Result
  1-5 
  No special effect. A normal miss occurs
  6-8 String frays. Bow functions at 1 less man-rating than normal.
  If multiple fray results reduce Man-Rating below 1, the
  bowstring breaks
  9-11 String breaks. Bow is useless until restrung. To restring the
  bow the character must have a spare string. He will choose the
  Option for Loosing with the type of bow to be restrung and
  must make a Strength Saving Throw. Additional attempts to
  string the bow do not receive a bonus. Each attempt stands
  on its own.
  12-14 Bow cracks. The effective man-rating of the bow is lowered
  by 1. If this reduces the man-rating to 0 the bow is broken
  15-17 Bow breaks
  18-20 Arrow breaks
  Critical Failure with a Thrown Weapon
  Die
  Roll 
  Result
  1-5 No special effect. A normal miss occurs
  6-10 Weapon breaks on impact
  11-15 Weapon lost and unrecoverable
  16-17 Weapon thrown wildly. All characters in area are possible
  targets. Gamesmaster determines one at random and uses
  the attacker's Raw BCS to determine if the weapon hits.
  Damage done is one-half the normal amount.
  18-19 Attacker damages his throwing arm. This has the same result
  as damaging the limb used in an unarmed combat attack
  20 
  Attacker Disables his throwing arm
  1117.7 MOUNTED COMBAT
  Being mounted will alter some of the ways a character may act and
  interact during Detailed Time Scale. For game purposes we will
  assume that as long as a character is in control of his horse the horse
  will function with the same Base Action Phase and Maximum
  Number of Actions as its rider. Should a rider lose control of his
  horse, the horse will function as its own values.
  If the rider is targeted by an opponent using a missile weapon, the
  modifications to the opponent's BCS due to target movement are
  based on the movement of the horse. In order to move, the rider
  selects Options as usual. Normally the choice of a Basic Option
  precludes the using of any other Available Action Phases on that
  Detailed Turn. When mounted, the character may use these other
  Available Action Phases as if they were Secondary Action Phases for
  him. This applies even if his Zanshin is greater than 1. Thus, a rider
  with an MNA of 2 could put his mount into motion with a Movement
  Option and still execute an Attack Option on what would normally be
  his next Available Action Phase.
  When utilizing a Bugei from horseback the character averages his
  BCS in that Bugei with his BCS in Bajutsu (horsemanship). This may
  not exceed his normal BCS in the weapon form, since being a good
  rider does not make you a better fighter.
  If a rider wishes to choose a Charge or Run Option for his mount,
  he must choose a Movement Option in order to accelerate and to
  decelerate. When using a Run Option, a horse is only allowed to alter
  its facing by 30 degrees for each movement point spent. In all cases
  of movement using a Basic Option, a horse must expend one point in
  actually moving between each expenditure to change its facing.
  Whenever a horse is moving using a Charge or Run Option, there
  is a chance that any characters in the horse's path will be ridden
  down. The character in the path of the horse must make a Speed
  Saving Throw or receive damage as if he had been hit by 4 hooves. In
  any case, the character will be thrown to the ground and must make a
  Health Saving Throw to avoid a Daze Critical Effect.
  The game statistics for horses are given in Book 2.
  1117.5 COMBAT ON THE WATER
  This section covers combat on the water: that is, combat on
  shipboard. For modifications when combat occurs in the water see
  Swimming Capability in section 1044.5.
  In Nippon, naval combat consists of boarding attacks made by the
  warriors on the engaged ships. Archery fire can begin when vessels
  come within range of each other and the boarding attacks can begin
  when the vessels have grappled themselves together.
  If the vessel is in water that is less than calm, its deck is treated as
  Treacherous Ground. More severe weather such as a storm would
  have a greater negative effect on combat BCSs. A typhoon might
  cause the deck to be treated as extremely Treacherous Ground and
  yield a modifier of -5. This would also affect movement on such a
  surface, giving the same modifier to the Saving Throw to remain
  upright while moving faster than a character's Base Movement
  Allowance. Note that the Treacherous Ground of a vessel's pitching
  deck will affect missile fire.
  1118.0 FALLS
  Whenever a character falls in Detailed Time Scale, he may injure
  himself. For every 10 feet or fraction thereof of uncontrolled fall, the
  character will receive 1D6 of Subdual damage. The number of dice of
  Subdual damage is the chance in 20 that the character will also
  receive a Critical Effect as if an opponent had scored a Critical
  Success when attacking the character.
  A character may control part or all of his fall. Any character may
  control a fall of up to his Base Deftness Saving Throw in feet. A
  character with Karumijutsu may roll a BCS and add the Effect
  Number to the controlled distance. Thus, a character with a Base
  Deftness Saving Throw of 7 finds himself falling for a drop of 25 feet.
  He fails his Karumijutsu BCS roll with an Effect Number of -3. This
  gives him a controlled distance of 7-3 or 4 feet. The uncontrolled fall
  is 21 feet. He will take 3D6 of Subdual damage and has a 3 in 20
  chance of receiving a Critical Effect.
  If the character is falling onto a yielding surface such as marshy
  ground, the Gamesmaster can reduce the damage die by 1 step.
  1119.0 FIRE
  The rules concerning fire deal primarily with its use as a weapon. A
  fire is given a Strength rating, which will determine how much it will
  burn. If fire is applied to a character wearing clothing or armor, 1D10
  is rolled and the Strength of the fire is added to the result. This check
  is made once for each application of fire, on the Action Phase during
  which it occurs. If the modified result is less than or equal to the
  character's Armor Class due to clothing or armor, his apparel has not
  caught fire. Otherwise it has, and the fire will begin to burn up what
  he is wearing beginning on Action Phase 1 of the following Detailed
  Turn. Application of the flame will in any case do 1D3 of Lethal
  damage to the character.
  On each Turn that the character's apparel is burning, the fire will
  reduce his Armor Class by 1D3. This damage is not repairable in the
  field by an armorer. When the character's Armor Class has been
  reduced to 0, the fire will go out. Also for each turn that the
  character's clothing or armor is burning, he will take 1D6 of Lethal
  damage from the flames.
  A character whose clothing or armor has caught fire may attempt
  to extinguish it by falling to the ground and rolling about for a full
  Detailed Turn. A Deftness Saving Throw will extinguish the flames.
  Help from friends will increase the Saving Throw by 1 per helper, up
  to 3. Use of a cloak, sand, or a gallon or water will add 5 to the
  Deftness Saving Throw.
  Use of fire against nonliving targets such as building and ships
  works somewhat differently. The fire's Strength is its chance in 10 of
  igniting a blaze. If the blaze fails to ignite, it Strength is reduced on
  the next Detailed Turn and another chance-to-ignite roll is made on
  Action Phase 1. This process continues until the blaze ignites or the
  Strength of the fire source is reduced to 0. This is checked for in each
  Detailed Turn in which the flame is applied to the target. Once the
  fire has ignited the target, it will begin to consume Structure Points at
  the rate of 1D3 per Strength Point of the fire per Detailed Turn.
  The initial Strength of the fire and the number of Structure Points
  consumed are added together to give the Intensity of the fire.
  Attempts to put out the fire must reduce the Intensity to 0. Each
  66
  
  character spending his entire Detailed Turn fighting the blaze may
  roll a Deftness Saving Throw and subtract the Effect Number from
  the Intensity of the fire. Aids such as water, earth, etc., will add to the
  character's Saving Throw Effect Number. The Gamesmaster must
  decide on the exact value due to the amount involved and the nature
  of the fire. The use of "sufficient" water or earth might add 5 against a
  normal fire. The Gamesmaster may also decree a limit to the number
  of characters that may effectively fight the fire, due to limitations on
  space or materials.
  If multiple sources of fire are used to ignite a target, each has a
  separate chance of ignition. If multiple sources ignite the target, the
  Strength scores of all the fires are combined to determine the
  damage done and the Intensity.
  The use of a quart of flammable liquid to enhance a flame will
  increase the chance of ignition by 1D6 and will increase the Intensity
  of the fire by 1D3 for 1D3 Detailed Turns.
  Sources of Fire
  Source
  Torch
  Fire arrow
  Smashed lamp
  Contact with fire
  Spells
  Dragon fire
  Strength
  1
  1
  2*
  Strength of other fire
  Varies by Spell
  3**
  * Also uses rules for flammable liquid enhancement
  ** Dragon flame only has one chance of ignition
  1120.0 TASKS
  Many 
  activities 
  in 
  BUSHIDO 
  are classified 
  as Tasks:
  manufacturing Artworks, learning Spells, Research, making Ninja
  Gimmicks, to name only a few.
  Using the Task System, the Gamesmaster can assign a value to
  any aspect of the campaign which the characters need to
  manipulate, whether creatively or destructively. Anything from
  bashing down a door to creating a masterpiece can be simulated
  under the Task System.
  1121.0 Task Value
  The Task Value is assigned by the Gamesmaster in setting up the
  Task. It is the number of Task Points which the characters must
  acquire to complete the Task.
  The Task Value measures the difficulty of the Task, how much
  work must be done in order to complete it. Battering down an iron
  door will have a high Task Value, due to the amount of sheer, brute
  labor such a job requires. Painting an exquisite screen, using
  Painting (Sumi-e) also might have a high Task Value, because of the
  delicate craft required in the Task.
  In simple, physical labor, the Task Value is based on the amount of
  sweat the character must invest. Most such Tasks will be based on
  the "Structure" points of the material being manipulated, as
  described in Book 2, section 2058.1, under Structures. Building a
  gate or battering it down have the same Task Value. The difference
  comes in considering the time involved.
  In less tangible matters: the producing of Artworks, learning new
  things, mastering magics, the Gamesmaster, aided by the rules, will
  have to assign a more arbitrary Task Value, reflecting his view of the
  Task's difficulty in the context of the campaign.
  1122.0 
  TASK TURN
  A Task Turn is the length of time a character must work at a Task in
  order to try and gain more Task Points. That is, if the Task Turn is 1
  minute, then for every minute of work spent on the Task, the
  character may roll on the BCS or Saving Throw involved, in order to
  gain more Task Points.
  Taken together, Task Value and Task Turn determine the exact
  degree of complexity involved in performing the Task. A small Task,
  but one requiring great care, would have a long Task Turn but a low
  Task Value. Simple Tasks, requiring much work but little care, would
  reverse this. Producing some truly complex item or knowledge, as is
  the case with many Artworks, Ninja Gimmicks, and magical artifacts,
  will have significant scores in both areas.
  The criterion for setting the Task Turn is based on the amount of
  work necessary in order to make a significant advance in completing
  the Task. Chopping down a door, no matter how strong the door may
  be, shows some progress with each swing of the axe. Thus, such
  Tasks have a Task Turn of 1 Detailed Turn. Manufacturing the
  components of a complicated machine or weapon, as Ninja must do,
  often requires days for each part. Hence, the Task Turn for most
  Ninja Gimmicks is 1 to 5 days.
  Some Tasks, especially those which are performed "on the fly"
  during an adventure, have variable Task Turns. A character must
  spend a number of Turns determined by a die roll working on the
  Task in order to gain his next advance. 
  The Practical Art of
  Lockpicking is an example of this.
  If the Gamesmaster allows it, spending part of a Task Turn may
  allow some advance in the Task. The character would roll in order to
  determine his Task Points as if he had completed the full Turn. The
  amount gained is multiplied by a factor equal to (Time Spent on
  Task/Task Turn). For example, a character is working on a Task with
  a Task Turn of 10 minutes. For some reason, he is interrupted after 7
  minutes. If the Gamesmaster permits it, he may roll for his Task
  Points normally, but will receive 7/10th's of the full amount, or 70% of
  the Task Points he would have gained for a full Task Turn of work.
  1123.0 TASK POINTS
  The way in which Task Points are accumulated is the central
  element of the Task System. The base amount is equal to the Effect
  Number of a die roll on the BCS or Saving Throw used in the Task. To
  this Effect Number may be added various modifiers to derive the final
  amount of Task Points gained in that Task Turn. This figure may be
  positive or negative, based on the initial Effect Number. A negative
  number of Task Points may reduce the character's progress to that
  point, or may simply mean that no progress was made in that Turn.
  This depends on the Task in question.
  A Critical Success in making the roll allows a second die roll to be
  made immediately. If it also succeeds, then the two Effect Numbers
  are added together. If the second roll fails, it has no effect on the
  Task Points. Certain Skills and Tasks will receive specific benefits
  from Critical Successes.
  Critical Failures will, at the least, reduce the Task Point total
  gained up to that point. The Effect Number of such failures should be
  added to the Task Points accumulated up to that point, without
  adding any of the modifiers applying to the Task. Certain Skills and
  Tasks will receive specific penalties for Critical Failures.
  In almost all cases, modifiers to the Task's progress are made to
  the Effect Number rather than to the BCS. This is because some Skill
  is required in the area of the Task in order to perform it. All the
  enhancements in the world will not enable someone ignorant of
  music to play an instrument. But a fine flute in the hands of a trained
  flautist will produce better music than a poor one.
  1124.0 ENHANCEMENTS TO TASK POINTS
  The main sources of positive modifiers to the Effect Number are as
  follows:
  Tools
  The proper tools will be necessary for many Tasks. In some cases,
  tools can be improvised. In others, good tools do better work (giving
  a larger bonus to the Task Points). An average set of tools will add
  1D6 to the Effect Number. A poor set of tools adds only 1D3.
  Improvised or very shoddy tools add nothing, merely allowing the
  job to proceed. Better than average tools will increase the normal die
  roll. Good tools add 2D3 to the Task Points. Very good tools add
  1D10and the tools of a master in the field, themselves works of high
  art, add 2D6. This may be modified by the Gamesmaster to fit the
  particular situation: the source of the tools, their relevance to the
  Task being done, etc.
  67
  
  Related Skills
  When another Skill has a bearing on the Task, but is not essential
  to it, in which case it would be averaged with the main Skill used, its
  BCS is the basis for a bonus to the Task Points. Add the base BCS/4
  to the Effect Number of the main Skill's BCS die roll.
  In Tasks where a team approach is possible, having a co-worker
  who has a related Skill allows the main worker to benefit from his
  knowledge. But the bonus is based on the assistant's raw BCS, not
  the base BCS. In any case, only one character's BCS may apply to a
  given Task. If two characters working on the Task possess a relevant
  Skill, only one of them may apply it.
  Reference Works
  A library on a given subject will enhance Tasks in that subject's
  area. This is restricted to Tasks in the Fine Arts, magical or mystical
  research, etc. A library may hold up to 99 "points" of knowledge and
  is used like a related Skill. That is, the libarary's"score" divided by 20
  determines the bonus to the Task Points. Libraries consist of classic
  texts on the subject at hand, which can be valuable treasure. A given
  book or scroll has 1D10 "points" on its subject. A scroll bought on
  the open market costs 1D6 gold pieces in an A class city. Complete
  libraries on a given subject are thus quite expensive.
  Supernatural Aid
  Tasks assisted by spirits, Kami, etc., who have an interest in the
  matter, will receive a bonus equal to the Spirit Rank of the being who
  is assisting. Tasks cursed by such beings receive a penalty of the
  same amount.
  Assistants
  If the Gamesmaster approves, the character performing the Task
  may use assistants. The first such individual adds half his Effect
  Number to the main worker's Effect Number. Other assistants add a
  quarter of their Effect Numbers to the total. Negative Effect Numbers
  are added, if the assistant's die rolls fail, since the errors of helpers
  will serve to set back the work. Critical die rolls by assistants have no
  special effect for good or ill.
  Appendix I: SPELLS
  A. SPELL REFERENCE TABLES
  (by School and in order of Knowledge Required)
  HI-DO
  (The School of Fire)
  — Bind Fire
  — Fire Shield
  10 Fireflash
  17 The Smokes of Nai
  20 Fire Eyes†
  25 Darts of Fire
  30 Burning Touch
  33 Wings of Heaven†
  36 Arrows of Fire
  40 Road of Fire†
  50 Fire Blast
  52 Fire Blessing †
  52 Fire Curse
  55 Flame Sphere
  58 Cloak of Smoke
  60 Castle of Fire
  66 Storm of Fire
  70 Burning Steel
  72 Flaming Steel
  77 Flaming Doom
  80 Smokes of Sleep
  85 Walk The Way
  of Fire
  † "Augmentation Spell"
  MIZU-DO
  (The School of Water)
  — Bind Water
  — Water Shield
  10 Mud
  18 Bursting Bonds
  24 Mirror of Deception
  25 Darts of Water
  30 Concealing Cloak†
  32 Binding of Limbs
  36 Arrows of Water
  37 Mists of Illusion
  40 Road of Water†
  43 Mask of Deception
  47 Dark Circle
  50 Dissolving Defense
  52 Bless with Water†
  52 Curse with Water
  55 Watery Sphere
  57 Swift Stream†
  58 Quagmire
  60 Castle of Water
  63 Muscles of Water
  66 Watery Storm
  67 Many Waves†
  77 Watery Doom
  80 Shadow Cloak†
  85 Walk the Way
  of Water
  HAYASHI-DO
  (The School of Wood)
  — Binding Spell
  — Shield Spell
  10 Shadow Eyes†
  25 Darts of Wood
  28 Fetters of Truth
  32 Eyes of True Sight†
  36 Arrows of Wood
  40 Road of Wood†
  42 Arrow Eyes
  44 Tongue of Beasts†
  50 Calling Beasts
  52 Wood Blessing†
  52 Wood Curse
  55 Wooden Sphere
  60 Castle of Wood
  66 Wooden Storm
  72 Spell of Sizes†
  77 Wooden Doom
  78 School of the Mind†
  80 Arrow Force
  81 Master of the Green
  85 Walk the Way
  of Wood
  90 Growth of the Lost
  KANE-DO
  (The School of Metal)
  — Binding Spell
  — Shield Spell
  10 Omnipresent Sword
  16 Bar Beasts
  21 Armor of Heaven†
  26 Darts of Metal
  33 Bar Men
  35 Confusing Gaze
  36 Arrows of Metal
  39 Conquering Gaze
  40 Road of Metal†
  50 Bar Spirits
  52 Metal Blessing†
  52 Metal Curse
  55 Iron Sphere
  60 Castle of Metal
  62 Turn Steel†
  66 Metal Storm
  70 Bar Missiles
  75 Biting Steel
  77 Iron Doom
  (The Stone Death)
  85 Walk the Way
  of Metal
  80 Mutability of Form†
  90 Shatter Steel
  TSUCHI-DO
  (The School of Soil)
  — Binding Spell
  — Shield Spell
  10 Traitor Ground
  20 Pure Flesh
  20 Pure Blood
  22 Pure Thought
  22 Pure Body
  25 Darts of Soil
  33 Fronting the Storm
  36 Arrows of Soil
  40 Road of Soil†
  42 Shield of Sorcery
  52 Soil Blessing†
  52 Soil Curse
  55 Soil Sphere
  57 Spear Against Spirits
  60 Castle of Soil
  66 Soil Storm
  70 Spear of the Heavens
  75 Armor Invincible†
  77 Soil Doom
  80 Taming the Storm
  85 Walk the Way
  of Soil
  90 The Angry Earth
  95 The End of Sorcery
  98 Phantom Form†
  B. SPELL DESCRIPTIONS
  In the descriptions that follow, several standard abbreviations will
  be used. These are:
  Kn - This stands of "Knowledge Required."
  LoS - This stands for "Level of Spell."
  LoC - This stands for "Level of Caster."
  DT - This stands for "Detailed Turn."
  B.1. COMMON SPELLS
  The Spells described here are not "common" in the sense of being
  easily found or mastered, but rather, they are common to all of the
  Schools. While their Range, Cost, and Duration are the same in each
  School, the effects of the Spell will vary according to the School
  concerned.
  Binding: Knowledge, Range, Cost, and Duration all Special.
  This Spell is used solely in the making of magical Artifacts, as set
  forth in Book 2. The Binding Spell has no set Knowledge Required
  value. It exists at various levels, from Bind Element-10 to Bind
  Element-99, incremented by 10's. Higher values may exist if the
  Gamesmaster uses the "ultra-powerful Spell" option. The value of
  the Binding Spell known to the Shugenja governs the power he may
  put into his Artifacts.
  A Shugenja who knows a given version of the Binding Spell also
  knows all versions with a lower value. Thus, one who knows Bind
  Fire-20 need not study Bind Fire-10 should he procure a Scroll for
  that Spell. Moreover, in learning a higher valued version of the
  Binding Spell, the Task Value is the difference between the new
  version and the already-known one. Learning Bind Water-30 is a 10
  point Task for one who already knows Bind Water-20.
  The Range of the Spell is not applicable as a specific distance, but
  rather requires that the Shugenja be engaged in handling and
  preparing the item which he plans to make into an Artifact. The use
  of the Binding Spell is constant during the period of the Task by
  which the Artifact is prepared. The Shugenja spends essentially all
  of his Power in its use, with other magical work restricted to the
  Spells used to enchant the item. Shugenja attacked during the
  procedure of making an Artifact are thus very vulnerable, since their
  energy is tied up in the enchantment process and is not available for
  offense or defense.
  Shield Spell
  Kn: Varies. Range: Medium. Cost: Varies. Duration: Special.
  The Shugenja creates a magical zone, extending to all points and
  persons within the Spell's Range. Spells of the same School as the
  68
  
  Shield Spell cast into the zone, or from inside it, suffer a penalty to
  the Caster's Magic BCS.
  As with the Binding Spell, the Knowledge Required for the Shield
  Spell exists at many levels, from 10 to 99 in increments of 10. All the
  remarks regarding the Knowledge Required for the Binding Spell
  apply to the Shield Spell equally.
  The Cost of casting this Spell is the Knowledge Required/10. This
  number is also the reduction to the Magic BCS of affected Spells. The
  Shugenja casting the Spell may maintain it as long as he can keep his
  concentration upon the Spell intact. He may not move, speak, or
  fight while doing so. The only other Spells he may use are the Shield
  Spells of other Schools. A Shugenja may "stack" up one Shield Spell
  per Level he has attained in this manner. If attacked physically, the
  Shugenja must save versus this distraction as if casting the Spell
  anew, although no more Power is expended. If maintaining the Spell
  for a long period of time, the Shugenja will begin to suffer fatigue. If
  the Shield is maintained for a period of Detailed Action Turns greater
  than the Shugenja's Will Attribute, he will suffer 1D3 Subdual
  damage per Detailed Turn thereafter.
  The Shugenja may drop the Shield at any time, on a Base Action
  Phase. If he is slain or knocked out, the Shield drops at once.
  Darts
  Kn: 25. Range: Long. Cost: 3 per Dart Duration: —
  The Shugenja projects a bolt of occult energy at a victim.
  Successfully rolling the Adjusted Magic BCS indicates a hit. The
  target's Armor Class and Spell Defense reduce this BCS. A Shugenja
  may cast up to 1 Dart per Level he has attained, directing them at the
  same or different targets. In any case, separate BCS rolls are
  required for each Dart hurled. This may alter the overall Cost of the
  Spell, since 3 points of Power are expended for each hit, but only 1
  point is spent for a miss. The Shugenja must announce the number
  of Darts he will conjure up before casting the Spell and must resolve
  the die rolls for that number of Darts no matter what may occur. The
  BCS to hit the victim is rolled for separately for each Dart.
  Darts will affect only living targets. Darts that reach the limits of
  their range without scoring a hit will burst into nothingness with a
  dramatic flare.
  Characters 
  with magic weapons may parry Darts using
  Yadomejutsu.
  Arrows
  Kn: 36. Range: Very Long. Cost: 4 per arrow. Duration: —
  Arrows are more powerful versions of the Dart Spell, having
  increased Range and greater effect. Successfully casting the Arrow
  at a target indicates a hit. Up to 1 Arrow per Level of Caster may be
  conjured at a time, under the same rules as those which govern Darts
  in that regard.
  The only factor modifying the Magic BCS of the Caster is the
  target's Spell Defense.
  In most Schools, Arrows will affect non-living Targets as well as
  living ones.
  Characters with magic weapons may parry Arrows using
  Yadomejutsu.
  Road
  Kn: 40. Range: Touch. Cost: 1xLoS. Duration: 1 hour x LoC.
  The Road Spell protects the subject from harm by the Element
  governing its School. This augments Saving Throws, Armor Class
  (in some cases), and other defenses against natural hazards based
  on that Element, and also grants a bonus to the Spell Defense
  against magic of that School equal to the Level of the Caster.
  One casting of the Spell will confer this protection upon one
  character per Level of Spell.
  The Road of a School is an "Augmentation Spell."
  Blessing
  Kn: 52. Range: Touch. Cost: 7 x LoS. Duration: 1 hour x LoC.
  The Blessing of a School augments Saving Throws in the Attribute
  governed by that School, as defined in the Spell Description, by the
  Level of the Caster. Up to one character per Level of Spell may be
  blessed at a time.
  All Blessings are "Augmentation Spells."
  Curse
  Kn: 52. Range: Medium. Cost: 6 x LoS. Duration: 1 hour x LoC.
  The Curse of a School reduces the victim's Saving Throw in the
  Attribute governed by that School as defined in the Spell
  Description. The penalty is equal to the Level of the Spell. One victim
  at a time may be Cursed in this manner. Multiple Curses against a
  given victim are permitted. The victim receiving a Saving Throw
  against the Spell in the Attribute affected to negate its effects.
  Countermagic can remove the Curse.
  Sphere
  Kn: 55. Range: Long. Cost: 5 x LoS. Duration: —
  The Sphere is a magical missile hurled at a given target. It hits the
  target if the adjusted Magic BCS is rolled successfully. In most
  Schools, the Sphere will affect living or non-living targets. Targets
  also receive a Speed ST to dodge the Sphere should the Caster's
  BCS be successful.
  Castles
  Kn: 60. Range: Long. Cost: 5 x LoS. Duration: Variable.
  The Shugenja conjures a barrier composed of magical energy.
  Each such Barrier has different qualities based on the School
  governing it. The maximum perimeter of the Castle is 10 feet times
  the Caster's Level and its height is the same. The Gamesmaster may
  alternatively allow the Shugenja to form his Castle in any shape with
  a maximum surface area of 100 square feet times his Level. In any
  case, the shape of the Castle is subject to Gamesmaster approval.
  Specific rules governing Castles include:
  * They may not materialize in such a way as to intersect a character's
  current position, ie. one may not cast it so as to bisect a target.
  Likewise it cannot extend through barriers that already exist.
  * Parallel sections of the Castle must have at least 1 yard of space
  between them. One may not cast the Spell so that a multi-layered
  barrier is created.
  * Characters in motion whose movement will carry them across the
  barrier of a Castle created in the Detailed Turn of their movement are
  permitted a Speed ST to cross the "deadline" before the Castle
  comes into being. They must so roll for each section of Castle their
  course would cross. Alternatively, they may roll a Speed ST to stop
  short at the barrier. Failure to make the Saving Throw will cause
  them to move into the Castle wall, with results based on the
  particular form of the Spell.
  Storm
  Kn: 66. Range: Very Long. Cost: 10 x LoS. Duration: —
  Storms are Area Spells. That is, their effects extend for a given
  radius from the point at which they are cast by the Shugenja. This is
  equal to a radius in yards equal to the Level of the Spell in this case.
  Victims within this range receive a Speed ST to escape the affected
  area, moving directly out from the center of the Spell's effect if
  possible. If their progress in this direction is blocked, then no such
  escape is possible. All other effects of the Spell, and the defenses of
  the victims, vary according to the School of the Storm Spell. The
  personal Spell Defenses of the victims do not affect the Magic BCS
  of the Caster, although they will enhance the target's chances of
  escaping the Spell's effects. Area defenses, such as the Shield Spell,
  will reduce the Storm's chance of success if it is being cast into the
  protected area.
  Doom
  Kn: 77. Range: Long. Cost: 10 x LoS. Duration: —
  Dooms are frightful Spells of destruction striking a single target. If
  the Spell is successful, the victim generally suffers awful results,
  unless he can make the necessary Saving Throws. Even then, he will
  only reduce the Spell's effect, not negate it.
  Walking the Way
  Kn: 85. Range: Self. Cost & Duration: Variable
  The Shugenja's "hara," his spirit if you will, leaves his body to
  travel freely in "Kakuri-yo," the Astral plane.
  The Shugenja enters a mystic trance, a procedure requiring two
  steps. The first step consists of his casting the Walking the Way
  Spell(s) he will use to travel within Kakuri-yo. He may cast up to one
  such Spell per Level he has achieved Any of the Walking the way
  Spells will allow him access to the Astral, but his options when on the
  Plane are limited by the Schools he is using. The Cost of each such
  Spell used is 7 minus his Level. Each attempt to cast such a Spell
  requires 1D3 minutes of concentration.
  Having cast the Spells he will use, the Shugenja now forces his
  spirit out of the body. Each attempt requires 1D3 minutes of
  meditation, and uses an averaged BCS based on the Magic
  Capability and Meditation Skill (Za-zen). Shugenja lacking Za-zen
  Skill may still perform this procedure, but do so with a Raw BCS
  equal to half their Magic Capability. They still add their full Level to
  determine the base BCS. This step in the procedure requires no
  extra expenditure of Power.
  Having successfully left the body, the Shugenja is now free to
  move and act within the Astral realm.
  The Shugenja may overlook the physical world from Kakuri-yo. He
  may travel to any location with which he is familiar at the speed of
  thought. He expends 1 point of Power for every 10 Ri or less travelled
  in this manner. Once in a given location, he may move as if physically
  69
  
  present, although he may pass freely through walls and doors unless
  these are magically reinforced. He may pass through the barriers
  created by the Castle Spell only if he has used the same School as
  the Castle to enter the Astral realm.
  Shugenja Astrally present in a place may use their basic Powers
  freely and may cast Spells in any School for which they have used
  the Walk the Way Spell when preparing for their Astral journey.
  Shugenja upon the Astral plane are visible to the following
  characters:
  —Shugenja using the Astral Senses Spell.
  —Gakusho using the Perceive Truth Spell.
  —All Supernatural or Legendary Beings having an effective Spirit
  Rank greater than 0.
  —Other characters on the Astral plane in that location.
  Their presence is also revealed by all Spells or other magics that
  detect Spirits or Astral beings.
  At the Gamesmaster's option, the Shugenja may journey to
  various Spirit Realms within Kakuri-yo. These include Yomi (the
  Shinto Hell), Land of Ghosts and harmful Kami, ruled by Susano-wo;
  Ame (Heaven), realm of the good Kami, ruled by Amaterasu; Umi
  (the kingdom of the Sea), land of the drowned souls, where rulership
  is eternally in contention between the Dragon King and the Kami of
  the Sea, Wata-tsumi-no-Kami. The Gamesmaster may wish to
  design adventures set within these mystic lands, where many
  curious things may befall. In this case, the Shugenja should be able
  to use Walk the Ways to bring others into the Astral realm. Gakusho
  would be allowed to enter Kakuri-yo by way of their Trance Spell.
  Shugenja upon the Astral are invulnerable to all material dangers.
  They may be attacked by Spells cast by Shugenja or Gakusho who
  know they are present due to magical senses. They may be engaged
  in the Occult Duel by magic U3ers. In this case, the Astrally present
  Shugenja may only use Schools for which he has used Walk the
  Ways to fight in the Duel. Shugenja have a "Spirit Rank" on the Astral
  equal to their Level. They may be attacked in Spirit Combat by Spirits
  using this figure to resolve the combat as described in Book 2. They
  are also subject to exorcism based upon their effective Rank. If
  exorcised, they are forced back into the body. The only way for a
  Shugenja to restore his current Rank to its full value is to return to the
  body and project anew onto the Astral. Spellcasting with a lowered
  Rank uses that figure as the effective Level of the Caster.
  Returning to the body imposes 2D10 of Subdual damage upon the
  Shugenja if performed voluntarily, the magician having first returned
  to the place where his body lies entranced. If forced back into the
  body by the means mentioned above, the Shugenja suffers 100% of
  his current Hit Points in Subdual damage. This also occurs if the
  Shugenja expends all of his Power while upon the Astral. Violently
  handling the Shugenja's physical body has a similar effect.
  If the Shugenja's Astral body is slain, the Shugenja may be
  resurrected. If he is not returned to life, then he reincarnates
  normally, with full Karma. If the physical body is slain while the
  Shugenja is upon the Astral, the Shugenja's spirit is lost.
  Resurrection is at half its normal BCS. If the Shugenja dies
  permanently, then all Karma for the character is lost.
  B.1.a Augmentation Spells
  A number of Spells are defined as "Augmentation Spells." These
  are Spells which enhance a character's Skills, Attributes, etc., for a
  significant length of time. A character may only be under one such
  Spell at a given time. If another is cast upon him, he loses the benefits
  of the previous Augmentation Spell and the new Spell likewise has
  no effect upon him. The two Spells cancel each other out.
  Augmentation Spells may not be cast on an unwilling target.
  B.2.0 THE SPELLS OF THE 5 SCHOOLS
  B.2.1 HI-DO: The School of Fire
  Arrows of Fire
  Kn: 36. Range: Very Long. Cost: 4 per Arrow. Duration: —
  See the Common Spell "Arrow" for details on operation. Arrows of
  Fire are similar to Darts as far as damage done, but they also act as
  fire arrows, with a Strength of 1, capable of igniting living or non-living
  targets. Victims receive a Will ST to resist the damage done by the
  Arrow, but this does not affect the fire attack, either its damage or the
  chance of ignition.
  Burning Steel
  Kn: 70. Range: Touch. Cost: 3 x LoS. Duration: 1D10 DT per LoC.
  The Shugenja temporarily enchants a weapon, enhancing its BCS
  to hit. The bonus is equal to the Level of the Spell. It is activated at the
  will of the weapon's wielder and the effect then lasts for the specified
  Duration. When the Duration ends, the weapon may shatter. Check
  this as if a successful Break Weapon Disarm result had been
  achieved against the weapon. Weapons under this Spell count as
  magic weapons while the Spell is active.
  Burning Touch
  Kn: 30. Range: Self. Cost: 5. Duration: 1D6 DT per LoC.
  The Shugenja imbues his hands with fiery power. His touch acts as
  an attack with Strength 1 fire. He must use an unarmed combat
  technique to touch an opponent in combat.
  Castle of Fire
  Kn: 60. Range: Long. Cost: 12. Duration: 10 minutes x LoC.
  See the Common Spell "Castle." The barrier for the Castle of Fire
  is of magic flame, Strength equal to the Caster's Level. Characters
  crossing the barrier are subject to attack by this flame. They are
  permitted a Will ST to negate the effects of the fire.
  Cloak of Smoke
  Kn: 58. Range: Self. Cost: 6. Duration: 1 Detailed Turn per LoC.
  The Shugenja conjures a cloud of smoke about himself with a
  radius in yards equal to his Level. This moves as he does, remaining
  centered on his person. The Shugenja is unaffected by the smoke.
  For others, it acts as does the Smoke of Nai Spell. The Shugenja's
  location within the cloud is a Hidden Thing. The cloud fills its full
  volume at the moment the Spell is cast. It vanishes at the end of the
  Duration just as rapidly.
  Darts of Fire
  See the Common Spell "Dart" for details on operation. A Dart of
  Fire does Lethal damage equal to 1D6 + LoC when it hits. Victims are
  permitted a Will ST to resist the Spell's effects if struck.
  Fire Blast
  Kn: 50. Range: Very Long. Cost: 5 x LoS. Duration: —
  The Shugenja projects an occult bomb to a target point. An
  explosion occurs at that point. It does 1D10 per LoS in Subdual
  damage at "ground zero," losing one Level of the Spell per yard from
  this point. The explosion also makes a Bash Attack on those
  affected. Targets are permitted a Will ST to negate the damage done
  by the Spell, but they are still subject to the Bash attack as if they had
  suffered damage.
  Fire Blessing
  Kn: 52. Range: Touch. Cost: 6 x LoS. Duration: 1 hour x LoC.
  This form of the Common Spell "Blessing" enhances the subject's
  Will ST by the Level of the Caster.
  Fire Curse
  Kn: 52. Range: Medium. Cost: 6 x LoS. Duration: 1 hour x LoC.
  This version of the Common Spell "Curse" reduces the Will ST of
  the victim by the Level of the Spell. Victims are permitted a Will ST to
  resist its effects.
  Fire Eyes
  Kn: 20. Range: Self. Cost: 2. Duration: 1 hour x LoC.
  The Shugenja imbues his eyes with mystic light. He always has
  Good Light (day light level) available, to a distance of 30' or so, no
  matter what the actual conditions are. This does not reduce the
  effects of thick smoke, fog, blinding Spells or attacks, etc. It only
  permits the Shugenja to see in the dark.
  Flreflash
  Kn: 10. Range: Short. Cost: 1. Duration: —
  The Shugenja conjures up a blinding flash of light, affecting all
  characters facing directly at his Frontal zone. The cone of light is
  approximately 30 degrees wide, with an altitude equal to the Spell's
  Range. Vulnerable characters must make a Deftness ST to cover their
  eyes or avert their faces or they will be Blind for a period of Detailed
  Turns equal to 2D6 minus their Level.
  Flame Sphere
  Kn: 55. Range: Long. Cost: 5 x LoS. Duration: —
  See the Common Spell "Sphere" for details. The Flame Sphere is a
  ball of fire hurled at the victim by the Shugenja. It makes a fire attack
  with a Strength equal to the Level of Spell/2.
  70
  
  Storm of Fire
  Kn: 66. Range: Very Long. Cost: 10 x LoS. Duration: —
  See the Common Spell "Storm" for details. The affected area is
  struck by fire with Strength 1. All characters in range are affected
  equally. A Will ST negates the attack.
  Flaming Doom
  Kn: 77. Range: Long. Cost: 10 x LoS. Duration: —
  The Shugenja calls down fire upon his victim. The victim is
  permitted a Will ST to resist this Spell if it hits him. If this succeeds,
  he is subject to a fire attack with a Strength equal to the Level of
  Spell/2. If the Saving Throw fails, the fire attack is at Strength equal to
  the Level of the Spell and will always ignite the victim's clothing or
  armor.
  Flaming Steel
  Kn:72. Range:Touch. Cost:4xLoS. Duration: 1D10 DT per LoC.
  The operation of the Spell is similar to that of Burning Steel. But
  the weapon burns with occult fire. Besides its normal damage on a
  hit, the weapon makes a fire attack with a Strength equal to the Level
  of Spell/2. Wooden weapons are destroyed by this Spell. Metal
  weapons check for destruction as if they had suffered a successful
  Break Weapon Disarm attack.
  Road of Fire
  Kn:40. Range: Touch. Cost: 1 x LoS. Duration: 1 hour x LoC.
  See the Common Spell "Road." This Spell reduces the Strength of
  fires to which the subjects of the Spell are exposed by the LoC. It
  increases the Spell Defense of its subjects against Spells of Fire by
  the same amount.
  Smokes of Sleep
  Kn: 80. Range: Long. Cost: 15 x LoS. Duration: 1D6+LoS in DT.
  A cloud of smoke similar to that in the Smokes of Nai is created.
  But the Smoke is also a Level 1 Fast Narcotic Poison. Characters in
  the cloud check for exposure to the Poison on Action Phase 1 of
  every Detailed Turn they spend in the cloud.
  The Smokes of Nai
  Kn: 17. Range: Medium. Cost: 2 x LoS. Duration: 1D6+LoS in DT.
  The Shugenja creates a thick choking cloud of smoke. This cloud
  will billow out from the source, expanding at a rate of 1D3 yards per
  Detailed Turn. This occurs on Action Phase 1 of each Turn of the
  Spell's Duration.
  The smoke cloud continues to grow until the Duration ends or the
  Shugenja wills it. After the first Detailed Turn, the magician will be a
  Hidden Thing within the cloud.
  Characters within the cloud are Partially Blind and move as if on
  Treacherous Ground. These effects continue to afflict characters for
  1 Detailed Turn after leaving the cloud.
  Starting with the Detailed Turn after the Spell's Duration ends the
  cloud begins to shrink, at the same rate at which it grew: 1D3 yards
  per Detailed Turn, doing so on Action Phase 1. Only countermagic
  can halt the cloud's growth before the Duration runs out.
  Wings of Heaven
  Kn: 33. Range: Self. Cost: 10. Duration: 1 hour x LoC.
  The Shugenja can fly. His BMA in flight is multiplied by his Level,
  on whatever Scale the game is using at the time. The Spell lasts until
  the Duration ends or the Shugenja touches the ground. If slain or
  knocked out the Shugenja will fall. This is an "Augmentation Spell."
  B.3. MIZO-DO: The School of Water
  Arrows of Water
  Kn: 36. Range: Very Long. Cost: 4 per Arrow. Duration: —
  This is the Water form of the Common Spell "Arrows." Arrows of
  Water do Subdual damage in the same way Darts of Water do. In
  addition, they do a Bash attack to their victims. Targets of a
  successful casting of this Spell may make a Saving Throw based on
  the average Saving Throws in Deftness and Speed. This will cancel
  the damage of the Arrow but they still suffer the effects of the Bash as
  if they had taken the damage.
  Binding of Limbs
  Kn: 32. Range: Medium. Cost: 2 x LoS. Duration: Special.
  The Spell entangles the target in tendrils of magic energy, like the
  results of a successful Entangle attack. The Effect Number of the
  Entangle is equal to 1D6 per Level of Spell. Saving Throws to escape
  the Entangle use the average Saving Throw in Deftness and Speed
  Bursting Bonds
  Kn: 18. Range: Short. Cost: 3. Duration: —
  The Spell causes ropes to untie, locks to open, barred doors to
  become unbarred. It has no effect on integral structures such as
  walls, welded metal, etc.
  Castle of Water
  Kn: 60. Range: Long. Cost: 12. Duration: 10 minutes x LoC.
  This Castle forms its barrier from a foaming, magical waterfall. To
  cross the barrier, characters must roll an average Deftness and
  Speed ST. If this fails, they will be seized by the Castle's current,
  suffering 1D6 Subdual damage per Level of Caster, and hurled back
  onto the side of the barrier they were on before.
  Concealing Cloak
  Kn: 30. Range: Touch. Cost: 2 x LoS. Duration: Special.
  The Shugenja makes himself or another character or item into a
  Hidden Thing. The Wit ST to detect the Hidden Thing is at a penalty
  equal to the Level of Spell when the subject is motionless. Otherwise,
  base values apply. The Spell lasts until the subject wishes it to cease
  or until the subject is detected This is an "Augmentation Spell."
  The Dark Circle
  Kn: 47. Range: Very Long. Cost: 3 x LoS.
  Duration: 1D6 DT per LoC.
  The Shugenja creates an area of utter darkness. Normal light has
  no effect within the enchanted area. Spells such as Fire Eyes or Eyes
  of Clear Sight will allow normal vision. Magical light sources have
  their range of illumination reduced by 50%. The size of the Dark
  Circle is 5 yards per Level of Spell from the target point designated
  by the Caster.
  Darts of Water
  Kn: 25. Range: Long. Cost: 3 per Dart. Duration: —
  See the Common Spell "Darts" for details. Darts of Water do
  Subdual damage equal to ID6+L0C. Victims receive a Saving Throw
  based on the average of the Deftness and Speed STs.
  Dissolving Defense
  Kn:50. Range: Medium. Cost: 3 x LoS. Duration: 1D6DT per LoC.
  The Shugenja reduces the Armor Class of a victim by the Level of
  the Spell. If this creates a negative Armor Class, then attacks against
  the victim receive bonuses to the BCS. The victim of this Spell is
  permitted a Saving Throw based on the average of the Deftness and
  Speed STs to negate its effects.
  Many Waves
  Kn: 67. Range: Touch. Cost: 6 x LoS. Duration: 1 hour x LoD.
  The Spell increases the Maximum Number of Actions of 1 character
  by the Level of the Spell. This is an "Augmentation Spell."
  Mask of Deception
  The Shugenja may cause the subject of the Spell, either himself or
  another, to assume the appearance of some other person. The
  disguise is nearly perfect. Its nature is detected as is that of the Mists
  of Illusion. The Spell's Duration depends on the conditions under
  which it was cast. If cast in the light of day, the illusion lasts until the
  subject is not in the light of the sun anymore. If cast when away from
  the light of the sun, then the illusion ends at the touch of those rays.
  Mirror of Deception
  Kn:24. Range: Self. Cost: 5. Duration: 10 DT x LoC.
  The Shugenja causes 2D3 duplicate images of himself to appear,
  randomly appearing within a 5 yard radius. All of these images will
  perform logical actions in the situation according to the Shugenja's
  character: flee, seem to cast Spells, ready weapons, etc. Discerning
  which is the real sorcerer is a Hidden Thing, with a penalty equal to
  the number of apparent Shugenja in sight (including the real one).
  Opponents may simply pick a target, hoping they are right. Images
  disappear when struck or touched. Images cannot strike a real blow
  or cast a real Spell.
  Mists of Illusion
  Kn: 37. Range: Medium. Cost: 2 x LoS. Duration: 10 minutes.
  The Shugenja may cause an illusion of any sort he desires to
  appear at any point within Range. The illusion will deceive 1 physical
  sense per Level of Spell. Illusions vanish when touched or struck or
  when the Duration runs out. Their true nature is a Hidden Thing, with
  a penalty to the Wit ST equal to the Level of the Spell. Shugenja using
  their Astral Senses Spell or Gakusho using Perceive Truth will
  determine their nature at once. Illusions cannot do harm to
  characters.
  Mud
  Kn: 10. Range: Long. Cost: 2. Duration: 10 minutes x LoC.
  The Shugenja creates an area of thick, gluey mud. This constitutes
  Treacherous Ground. Moreover, characters falling in the stuff must
  71
  
  make a Strength ST to pull free of its tenacious hold before they may
  stand up.
  Unconscious characters falling face down in the mud can drown.
  Muscles of Water
  Kn: 63. Range: Medium. Cost: 5 x LoS.
  Duration: 1D6 x 10 minutes.
  The Shugenja curses a victim with weakness. The victim's Current
  Strength is reduced by 1D10 per Level of Spell. If this reduces
  Strength to 0 or less, the character loses consciousness. He is
  permitted a Strength ST to resist the Spell.
  Quench
  Kn: 14. Range: Short. Cost: 1. Duration: —
  The Spell reduces the Intensity of fires (or their Strength) by the
  Caster's Level. Only normal fire is affected.
  Quagmire
  Kn: 58. Range: Very Long. Cost: 10 x LoS.
  Duration: 10 minutes x LoC.
  The Shugenja transforms an area of open ground into a
  treacherous pool of quicksand. This has a radius of 2 yards per Level
  of Spell from the target point selected by the Shugenja. Characters
  within the affected area receive an averaged Speed and Deftness ST
  to escape onto solid ground. Otherwise, they begin to sink. They
  must swim" to safety as if in dangerous water, but all movement
  distances in the Quagmire are halved. If they sink, they begin to
  drown at once and suffer a -1 to their BCS to regain the surface for
  every Detailed Turn they are below the surface. Characters under
  the surface when the Duration ends, or if the Spell is ended by
  Countermagic, are instantly crushed to death. Structures may be
  undermined by the Quagmire if their foundations are turned into
  quicksand. They will lose 1D3 Structure Points per square yard of
  foundation undermined.
  Road of Water
  Kn: 40. Range: Touch. Cost: 1 x LoS. Duration: 1 hour x LoC.
  The subject of this Spell, the Water version of the Common Spell
  "Road," is unaffected by immersion in water. His Swimming
  Capability or Suiei-jutsu BCS values are increased by the Level of
  the Spell. His Spell Defense against Spells of Water is also increas-
  ed by the LoS.
  Shadow Cloak
  Kn: 80. Range: Tough. Cost: 6. Duration: Special.
  The Shugenja may render himself or another invisible. Invisible
  characters are detected by hearing or touch, if these senses apply to
  the situation, or by the use of the Astral Senses or Perceive Truth
  Spells. They are immediately visible to any Spirit. The Spell ends at
  sunrise, sunset, when the subject wishes it to end, or if the subject
  strikes a blow at a target or uses magic. Shugenja have a chance on
  1D 10 equal to their Level of remaining invisible when they cast a
  Spell. This is an "Augmentation Spell."
  Swift Stream
  Kn:57. Range: Touch. Cost: 4 x LoS. Duration: 20 minutes x LoC.
  The Shugenja increases the Base Action Phase of the subject by
  the Level of the Caster. Up to 1 character per Level of Spell may be so
  enhanced by the Spell. This is an "Augmentation Spell."
  Water Blessing
  Kn:52. Range: Touch. Cost:6 x LoS. Duration: 20 minutes x LoC.
  See the Common Spell "Blessing" for details. The Shugenja
  increases the Saving Throw in either Deftness or Speed by his Level.
  Note that the Spells for these two Blessings are different. The Scroll
  for one will not serve for the other. They must be procured and
  learned separately.
  Water Curse
  Kn: 52. Range: Medium. Cost: 6 x LoS. Duration: 1 hour x LoC.
  This is the Water version of the Common Spell "Curse." Like the
  Water Blessing, either Deftness or Speed may be affected,
  depending on the form of the Spell learned. The Saving Throw of the
  victim is reduced by the Level of Spell. Victims are allowed a Saving
  Throw on the affected Attribute to resist the Spell's effects.
  Watery Doom
  Kn: 77. Range: Long. Cost: 10 x LoS. Duration:—
  The Shugenja smashes the victim with the force of a tidal wave. The
  victim is permitted an average Speed and Deftness ST to negate the
  Spell. If this fails, he suffers an immediate 1D10 Subdual damage per
  Level of Spell. He must make a Strength ST or be knocked down. He
  must make a Health ST or suffer the effects of drowning for a number
  of Detailed Turns equal to 1D3 per Level of Spell.
  Watery Sphere
  Kn: 55. Range: Long. Cost: 5 x LoS. Duration: —
  This version of the "Sphere" Spell hurls a mass of water which
  envelops the victim. It delivers a Bash attack as if doing 2D10 of
  damage per Level of Spell, although no actual damage is suffered.
  The victim is allowed an averaged Speed and Deftness ST to avoid
  the Sphere.
  Watery Storm
  Kn: 66. Range: Very Long. Cost: 20 x LoS. Duration: —
  This Spell causes all characters in the affected area to suffer the
  effects of submersion in water until they can roll an average Deftness
  and Speed ST. They undergo drowning effects until they either
  succumb or escape. The Spell remains in effect until all victims are
  safe or dead. The affected area may not be entered. It may be
  dispelled by Countermagic if time permits. The victim's Saving
  Throws are made on their Primary Action Phases.
  B.4. HAYASHI-DO: The School of Wood
  Arrow Eyes
  Kn: 42. Range: Touch. Cost: 3 x LoS. Duration: Special.
  The Shugenja enchants an arrow, increasing the BCS for its next
  shot. The BCS for the shot is increased by the Level of the Spell. This
  bonus applies to the next shot using that arrow and then is gone,
  whether the arrow hits the target or not.
  Arrow Force
  Kn: 80. Range: Touch. Cost: 5 x LoS. Duration: Special.
  The Shugenja enchants an arrow, increasing the effective Man-
  Rating for its next shot by the Level of Spell. This bonus is in effect
  only for the next shot and then is gone, whether the arrow hits the
  target or not.
  Arrows of Wood
  Kn: 36. Range: Very Long. Cost: 4 per Arrow. Duration: —
  The Wood version of the Common Spell "Arrow." A hit exposes the
  target to the effects of a Lightning Narcotic Poison, with a Level
  equal to the Level of Spell. A Strength ST negates the effects of a hit.
  Otherwise, treat as a normal Poisoning. Not usable against non-
  living Targets.
  Calling Beasts
  Kn: 50. Range: Short. Cost: 5 x LoS. Duration: 2D6+LoC DT.
  The Shugenja causes one or more beasts to materialize. They will
  obey his commands as best they can, within their limitations as
  animals. The beasts vanish when the Duration ends or if they are
  slain. If the Shugenja is knocked out or killed, the animals will not
  vanish, but go berserk, attacking all in sight until killed.
  The Gamesmaster may choose to allow the Spell to operate in one
  of two ways. The random method causes one beast to appear per
  Level of Spell. The type of beast is determined by rolling on the Beast
  Encounter Table in Book 2. The other method permits the Shugenja
  to decide what kind of beast he will summon. The Level of Spell must
  equal the Budo value of the animal. If summoning more than one
  beast, the Level of Spell must equal the sum of Budo values involved.
  Only one kind of beast may be called by a given use of the Spell. If
  this method is used, the Gamesmaster may allow the Shugenja to
  use a higher Level of Spell than his own, at a Cost of 2 points per LoS
  above his own Level. The total Cost of the Spell is determined from
  the enhanced Level of Spell.
  Castle of Wood
  Kn: 60. Range: Long. Cost: 12. Duration: 10 minutes x LoC.
  The Wood School version of the Castle Spell creates a barrier of
  jagged thorns and thick bamboo. Passing the barrier requires a
  Strength ST. If this fails he will suffer Lethal damage equal to 1D10
  minus his base Armor Class. The character must also roll another
  Strength ST or be entangled in the barrier. If entangled, he may keep
  rolling his Strength ST on his Base Action Phase to get free. Each
  failed roll exposes him to damage as above. A Critical Success not
  only frees him, but passes him through the barrier. A Critical Failure
  leaves him stuck until the Duration ends. Once free, the character
  may try to push through the Barrier again.
  Darts of Wood
  Kn: 25. Range: Long. Cost: 3 per Dart. Duration: —
  The Darts Spell in this form projects a Lightning Narcotic Poison
  with a Level equal to the Level of Caster/2. The target may resist
  exposure to the Poison if hit by making a Strength ST. If this fails,
  treat as a normal Poisoning.
  72
  
  Eyes of True Sight
  Kn: 32. Range: Touch. Cost: 3. Duration: 1 hour.
  The Shugenja gives the following capabilities to himself or
  another:
  —Seeing in the dark as if using the Fire Eyes Spell.
  —Increase Saving Throws to detect Hidden Things by the Level of
  Caster.
  This is an "Augmentation Spell."
  Fetters of Truth
  Kn: 28. Range: Touch. Cost: 1 x LoS. Duration: —
  Successfully casting this Spell on an opponent has the same effect
  as a successful BCS in the Torture Skill, without damaging the
  victim. Targets of the Spell are permitted a Strength ST to resist its
  effects. If this fails, they must roll as described under Torture to avoid
  answering the Caster's questions.
  Growth of the Lost
  Kn: 90. Range: Special. Cost: Special. Duration: Special.
  The Shugenja can regrow limbs, restore lost senses, and heal
  Attribute Damage. In the former two cases, the Spell requires a Task,
  Value equals the subject's Hit Points/4, Task Turn equals 1 day. Task
  Points are equal to the Caster's Level, and are received for each
  successful casting of the Spell. The Spell uses all of the Shugenja's
  Power each day. The lost limb or sense (sight, hearing, etc.) is not
  restored until the Task is finished completely.
  In healing Attribute Damage, the Shugenja may cast the Spell
  once per subject during the time period used for healing: 1 hour for
  damage from Fast or Lightning Poisons, 1 day for other causes
  (Plagues, Slow Poison). Success increases the base Healing Rate
  for calculating the restored points by the Level of Caster. The Cost is
  equal to that Level.
  Master of the Green
  Kn: 81. Range: Medium. Cost: 5. Duration: Special.
  The Shugenja can, to a limited extent, control plant life within
  range. The area controlled extends for a radius of 5 yards from the
  Shugenja's target point. Successfully casting the Spell allows the
  Shugenja to give any of the following commands, to be obeyed by
  the local shrubberies to their best ability and according to the
  Gamesmaster's control:
  —Plants die. Duration: Permanent.
  —Plants grow (up to 10 times normal size). Duration: 2D3 days.
  —If ground cover: plants act as Treacherous Ground. If taller: plants
  become a barrier, Structure Value per yard of movement through
  barrier is equal to 2D10 (Gamesmaster may adjust dice used for
  tougher or easier going). Duration: 1D6 hours per LoC.
  —Receive impressions from plants: The Shugenja can perceive
  things which happened in the plant's vicinity for a period in hours
  equal to his Level. Since there may be much trivia and confusing data
  in such impressions, the Spell allows him to determine if some
  activity of interest to him occurred in the area by making a Saving
  Throw for detecting Hidden Things. Duration: Enough for one
  Hidden Things roll.
  Road of Wood
  Kn: 40. Range: Touch. Cost: 1 x LoS. Duration: 1 hour x LoC.
  This form of the Road Spell increases the subject's Armor Class
  against wooden weapons (Bo, Jo, Nunchaku, etc.) and arrows by the
  Caster's Level. It also increases his Spell Defense against Wood
  magic by the same amount.
  Scroll of the Mind
  Kn: 78. Range: Self. Cost: 4. Duration: 1 hour.
  The Shugenja gains the power to read minds. He may contact any
  being within his line of sight at will. He may contact characters
  known to him at a range of up to 10 Ri times his Level. This latter
  action requires a Will ST, and each such attempt requires 2D10
  minutes of concentration before rolling the Saving Throw.
  With characters willing to communicate, the Shugenja may
  converse freely by telepathy, as if actually speaking to them. Those
  unwilling to allow the Shugenja into their minds are permitted a Wit
  ST to negate the Spell. The Shugenja may seek to reestablish
  contact with such characters as described for long distance contacts
  above.
  In any mind in which the Shugenja is present, he may seek to
  extract information the owner wishes to hide. This requires a Will ST
  by the Shugenja. The victim is permitted a Wit ST to resist, and if
  successful, the contact is broken. Those with a score in the Art of
  Meditation (Za-zen) may also apply this BCS to resisting mental
  invasion, if their Saving Throw fails.
  Contact with a mind at the moment of the owner's death or violent
  unconsciousness does 3D10 Subdual damage to the Shugenja,
  although damage in excess of the current Hit Points does not become
  Lethal! Contact with an insane mind requires a Will ST, or the
  Shugenja will also become insane.
  This is an "Augmentation Spell."
  Shadow Eyes
  Kn: 10. Range: Touch. Cost: 2. Duration: 1 hour x LoC.
  The Spell grants subjects the ability to perceive invisible items or
  beings as if they were Hidden Things, with a bonus to the Saving
  Throw equal to the Caster's Level. This is an "Augmentation Spell."
  Spell of Sizes
  Kn: 72. Range: Touch. Cost: 10. Duration: 1 hour x LoC.
  The Shugenja may alter the size of up to 1 character per Level of
  Caster. He may cause them to grow to up to double their size or
  shrink to a height as small as 1 inch. Growth increases Strength
  proportionately, but decreases Deftness and Speed. Shrinking
  increases Deftness at the cost of Strength. The Gamesmaster will
  have to adjudicate the actual effects of radical changes in size. For
  instance, shrinking to 1 inch makes the character very vulnerable to
  full size humans or animals, and encounters with creatures like rats
  and spiders become very interesting. Growing to double size makes
  the character into a fairly strong, rather slow giant, relative to others.
  Tongue of Beasts
  Kn: 54. Range: Self. Cost: 3. Duration: 1 hour.
  The Shugenja can understand and communicate with animals.
  This does not mean he can command them, but rather that he will
  understand their speech and can speak to them in turn. The
  Gamesmaster will limit such conversations according to the
  intelligence of the beast involved. This is an Augmentation Spell.
  Wood Blessing
  Kn: 52. Range: Touch. Cost: 6 x LoS. Duration: 1 hour x LoC.
  The Blessing in the School of Wood increases the Strength ST by
  the LoS.
  Wood Curse
  Kn: 52. Range: Medium. Cost: 6 x LoS. Duration: 1 hour x LoC.
  The Curse in the Wood School reduces the Strength ST of the
  victim by the LoS. The victim is permitted a Strength ST to resist the
  Spell.
  Wooden Doom
  Kn: 77. Range: Long. Cost: 10 x LoS. Duration: —
  The victim of this Spell is turned into a tree. If the Spell is
  successful, the victim is paralyzed until he breaks free of the Spell or
  succumbs to it. On Action Phase 2 of the Detailed Turn in which the
  Spell hit, and every Turn thereafter, the following procedure occurs:
  —The victim rolls a Strength ST. If it succeeds he has thrown off the
  Spell.
  —If the Saving Throw Fails, the victim suffers 1D6 per LoS in
  Subdual damage. If the damage done in this manner exceeds the
  victim's Permanent Hit Points, he is turned to Wood. Excess Subdual
  damage does not become Lethal. It is only tallied to keep track of the
  Spell's progress. Once rendered unconscious by the Spell, however,
  the victim may no longer try and save against the Spell.
  —If the Spell is thrown off, the Subdual damage is treated as normal
  damage. If the transformation is complete, the victim remains a tree
  until turned back to himself by Countermagic. Anointing the tree
  with the blood of the Shugenja who cast the Spell will also reverse
  the change. If the tree is destroyed, the victim dies irrecoverably.
  Wooden Sphere
  Kn: 55. Range: Long. Cost: 5 x LoS. Duration: —
  A thorny, barbed Sphere of Wood is projected by this version of
  the Sphere Spell. This sticks to the target, vanishing when removed.
  A hit by the Sphere does 1D3 per LoS in Subdual damage when it
  hits. Until removed, the Sphere also inflicts Distractions equal to the
  Level of Spell. Removing the Sphere is a Primary Action and requires
  a Strength ST.
  Wooden Storm
  Kn: 66. Range: Very Long. Cost: 10 x LoS. Duration: —
  The Storm Spell of the School of Wood creates a Storm area filled
  with flying sawdust and jagged splinters. Characters must make a
  Strength ST or suffer the following effects:
  —1D3 per LoS in Lethal damage from wooden splinters.
  —Be Blind due to dust in eyes. This persists until a Health ST is
  made, rolling on the victim's Base Action Phase.
  73
  
  B.5. KANE-DO: The School of Metal
  Armor of Heaven
  Kn: 21. Range: Self. Cost: 2 x LoS. Duration: 1 minute x LoC.
  The Shugenja increases his effective Armor Class by the Level of
  Spell. This is an "Augmentation Spell."
  Arrows of Metal
  Kn: 36. Range: Very Long. Cost: 4 per Arrow. Duration: —
  This form of the Arrow Spell projects a magical arrow, having the
  effect of a hit by a Willow Leaf Arrow from a bow with a Man-Rating
  equal to the Shugenja's Level. Targets of the Spell receive a Wit ST to
  negate the damage. A hit also has a chance of Thrust Special Effects
  equal to the damage done, even if the damage itself is cancelled by
  the Saving Throw.
  Bar Spells
  Range: Self. Cost: 6. Duration: 10 minutes x LoC.
  There are several forms of Bar Spell, each erecting an occult
  barrier some form of character. The Bar covers a Radius about the
  Caster of 2 yards times his Level, though he may state that the radius
  shall be smaller at the time the Spell is cast. Once the Bar is cast, then
  the Shugenja may neither move nor fight, though he may use other
  Spells. The Caster may prolong a Bar Spell beyond its normal
  Duration by expending another 6 points when time runs out. At any
  one time, he may only maintain a number of Bar Spells equal to his
  Level. If the Shugenja moves, is engaged in physical combat, is killed
  or knocked out, or wishes the Bars to end, then the Spells will drop. If
  a character who was inside the area of the Bar leaves it, the Shugenja
  must make a Raw Magic Capability roll, or the Spell will end.
  Bar Beasts: Kn: 16.
  Beasts cannot freely cross the Bar. Beasts with a Budo Value less
  than or equal to the Shugenja's cannot cross it at all. Beasts with a
  higher Value may do so only by successfully rolling less than or
  equal to their Budo Value on 1D20. If this fails,, the Beast will not
  attempt to cross the Bar again unless attacked from within it.
  Bar Men: Kn: 33.
  Men cannot freely cross the Bar. Men with a Level less than the
  Caster's may not cross at all. Men with a Level greater than or equal
  the Caster's may seek to do so, but this requires a full Detailed Turn
  to perform and the character must make a Wit ST. Missile and Spells
  are not impeded by the Bar.
  Bar Spirits: Kn: 50.
  The Bar affects any character with a Spirit Rank, either permanent
  or temporary: Kami, Demons, Oni, Spectres, Kitsune, Shugenja on
  the Astral planes, etc. Characters with a Rank less than or equal to
  the Shugenja's Level may not cross at all, nor may their magic
  operate on those within the area of the Bar. Higher Ranking
  characters may seek to cross the Bar as described under Bar Men.
  Bar Missiles: Kn: 70.
  All missile weapons stop dead in mid-air and fall to the ground
  upon encountering this Bar.
  Biting Steel
  Kn: 75. Range: Touch. Cost: 4 x LoS. Duration (1D10 DT + LoC.
  The Shugenja enchants a weapon in the same manner as
  described under the Fire Spell "Burning Steel." The Spell increases
  the Damage done by the weapon by the Level of Spell. Upon the
  ending of the Duration, the weapon must "save" as if it had suffered a
  successful Remove Weapon Break attack.
  Castle of Metal
  Kn: 60. Range: Long. Cost: 12. Duration: 10 minutes x LoC.
  The Metal School version of the Castle Spell conjures a barrier of
  iron. It may be crossed only by those making a Wit ST, and if this
  Saving Throw fails, no further attempts to cross are allowed, other
  than battering a way through the Castle. This is a Task, Task Points
  derived from Strength ST with bonuses for tools as available. Task
  Turn equals 1 Detailed Turn. The Task Value equals the Structure
  Value of the barrier, which is 1D10 per Level of Caster. When a hole is
  battered through the barrier, all those wishing to cross must roll a
  Speed ST to do so in that Detailed Turn. On Action Phase 1 of the
  Detailed Turn in which a path is breached the Castle will repair itself,
  restoring all damage it has suffered.
  Confusing Gaze
  Kn: 35. Range: Medium. Cost: 2 x LoS. Duration: Special.
  The Shugenja's gaze causes the victim of the Spell to suffer
  Distractions. The victim is permitted a Wit ST to negate the Spell. If
  this fails, he is subject to 1D6 Distractions per Level of Spell. In each
  Detailed Turn in which the victim successfully saves against the
  Distractions, besides the usual effects of a Will Saving Throw, he
  reduces the total number of Distractions affecting him by his Level.
  When this process has eliminated the Distractions, then he is free of
  them for good.
  Conquering Gaze
  Kn: 39. Range: Medium. Cost: 4 x LoS. Duration: Special.
  The Shugenja may seek to ensorcel characters facing him within
  Range. The spell may be cast upon up to 1 character per Level of
  Caster at a time. It attacks the Wit of the victims, seeking to reduce
  them to slaves of the Shugenja.
  The Spell attacks vulnerable characters as desired by the Caster.
  All targets receive a Wit ST to resist the initial onslaught of the Spell.
  If this fails, the Spell acts as a Lightning Poison, Level equal to LoS. It
  attacks the Wit Attribute and is resisted by the Wit ST. If the Spell is
  thrown off before the victim succumbs, then all damage vanishes. If
  the Wit is eliminated, then the victim is under the Shugenja's mental
  domination.
  Such enslaved characters function as if they were 1st Level
  characters although all Raw scores are intact and Abilities such as
  Hit Points and Power are not lowered. Characters will obey all
  commands by their master literally and continuously. If they
  complete an order and receive no new one, they will wait indefinitely
  for a new command. Characters receiving an order that, in the
  Gamesmaster's opinion, revolts their deepest nature (eg. ordering a
  Samurai to assassinate his Lord) are permitted a Will ST to throw off
  the effects of the Spell.
  At every dawn, enslaved characters receive a Wit ST to throw off
  the slavery of the Spell. They are also freed if the Shugenja lifts the
  Spell, if Countermagic breaks it, or if their master is killed. Rendering
  the Shugenja unconscious does not cancel the Spell.
  The Gamesmaster may wish to restrict the Shugenja's control to a
  physical level. That is, he may control the victims as if they were
  robots, but they will not originate ideas for him, nor can he ask
  questions, or receive information from them.
  If at any time the Shugenja seeks to gain control of more
  characters than his Level, all control over his slaves is lost.
  Darts of Metal
  Kn: 25. Range: Long. Cost: 3 per Dart. Duration: —
  Each Dart in this form of the Spell does 1D6 of Lethal Damage and
  also has a chance of Thrust Special Effects as in normal combat.
  Victims receive a Wit ST to negate the damage, but the chance of
  Thrust Effects remain the same, as if full damage had been done. If
  multiple Darts strike one target, then the total damage done is the
  chance of the Thrust Effect occurring.
  Iron Doom
  Kn: 77. Range: Long. Cost: 10 x LoS. Duration: —
  This form of the Doom Spell, also called "The Stone Death," turns
  its victim to stone! The target is allowed a Wit ST to negate the Spell if
  it hits. Otherwise, it begins to act upon him as does the Wooden
  Doom, described above. If the target is overcome, then he is
  permitted a Health ST. If this succeeds, then he will return to fleshy
  form in 2D6 hours. Otherwise, the change can only be reversed by
  the means described for the Wooden Doom.
  Iron Sphere
  Kn: 55. Range: Long. Cost: 5 x LoS. Damage: —
  The Sphere Spell in the School of Metal projects a Sphere of solid
  Iron at the target. This does 2D6 per Level of Spell in Subdual
  damage or does the same amount of damage to Structure Value. A
  Bash attack is also delivered to living targets. If the target can make a
  Wit ST, the damage is negated, but the Bash still occurs as if damage
  had been suffered.
  Metal Blessing
  Kn: 52. Range: Touch. Cost: 6 x LoS. Duration: 1 hour x LoC.
  This Blessing increases the Wit ST by the Caster's Level.
  Turn Steel
  Kn: 62. Range: Self. Cost: 4 x LoS. Duration: 1 minute x LoC.
  Similar to the Spell "Armor of Heaven," above. However, if a blow
  misses a Shugenja so protected, then the Caster may make a
  Remove Weapon Disarm attack on the weapon that missed, using his
  Base Magic Capability for the BCS. This is an "Augmentation Spell."
  Metal Storm
  Kn: 66. Range: Very Long. Cost: 10 x LoS. Duration: —
  The Storm Spell in this School produces an area of whirling steel
  blades and piercing darts. Victims in the Storm area roll a Wit ST or
  suffer 1D10 per LoS in Lethal Damage. Likewise, they must make a
  Saving Throw on 1D20 less than or equal to their basic Armor Class
  74
  
  or suffer a loss of 1D3 in that Armor Class. Characters capable of
  using Yadomejutsu may increase this Saving Throw by the Effect
  Number of a successful BCS.
  Mutability of Form
  Kn: 80. Range: Self. Cost: 5 x LoS. Duration: Special.
  The Shugenja may transform himself into any living creature he
  wishes. If assuming the form of another human, the Level of Spell
  required is always 1. The Shugenja will receive the Physical
  Attributes of the character he is becoming. All Mental Attributes and
  Skills remain based on the Shugenja's own scores. Level and Level-
  based changes do not alter.
  The assumption of a human transformation remains in effect for 24
  hours, unless dropped by the Shugenja first or broken by
  Countermagic. Contact with the actual being whose form has been
  assumed will also end the Spell.
  If assuming the form of a Beast, Legendary Being, or other
  creature, the Shugenja must cast the Spell with a Level equal to the
  creature's Budo Value. All powers, abilities, etc. of the assumed form
  are gained. But the Shugenja runs a great risk. He will remain in this
  form until he wishes to drop it, but at that time he must roll a Wit ST.
  For every hour he has retained the transformation, subtract 1 from
  this Saving Throw. If the Wit ST fails, the Shugenja is trapped in the
  form he has assumed, forgetting his former life and becoming the
  creature in every respect. He will remain in this state until freed from
  the Spell by Countermagic.
  Until the Spell is broken, the Gamesmaster may take control of the
  transformed Shugenja as a functional Non-Player Character.
  The Gamesmaster may wish to restrict the forms available to the
  Shugenja in this Spell, to preserve game balance.
  This is an "Augmentation Spell."
  Omnipresent Sword
  Kn: 10. Range: Self. Cost: 5. Duration: Special.
  The Shugenja conjures a magical Katana to appear in his hands.
  He may use it one or two handed without restrictions as to weight. He
  is not encumbered by this sword. The quality of the Katana depends
  on the Level of the Shugenja:
  —A Shugenja of Level 1 gets an Inferior Weapon.
  —A Shugenja of Level 2 or 3 gets an Average Weapon.
  —A Shugenja of Level 4 gets a Good Weapon.
  —A Shugenja of Level 5 gets a Superior Weapon.
  —A Shugenja of Level 6 gets a Master Weapon.
  The BCS used to wield this Katana is the Base Magic Capability,
  used as a Raw BCS. Add the Caster's Level to this for a Base BCS.
  Any Averaging Skills or Okuden applicable to Kenjutsu may be
  applied to this BCS as well. The sword remains in the Shugenja's
  hands until he is killed, knocked out, Disarmed, or until he strikes a
  killing blow to a victim with the sword. When the Omnipresent Sword
  kills, it will vanish unless the Shugenja expends 2 more points of
  Power. Doing so causes the Sword to remain and requires no Magic
  BCS for success.
  The Omnipresent Sword counts as a magical weapon for purposes
  of striking enchanted foes, parrying Darts, etc.
  Road of Metal
  Kn: 40. Range: Touch. Cost: 1 x LoS. Duration: 1 hour x LoC.
  The Road of Metal increases the character's Armor Class against
  all metal weapons and the Spell Defense against Metal Magic by the
  Caster's Level.
  Shatter Steel
  Kn: 90. Range: Medium. Cost: 5 x LoS. Duration: —
  The Shugenja may make a Break Weapon Disarm attack on any
  weapon in range. The chance of breaking the weapon on a
  successful hit is increased by the LoS. The weapon enjoys the same
  Spell Defense as its welder. If the attack succeeds and the weapon
  will indeed break, releasing it does not turn this into a Remove
  Weapon attack. The weapon breaks anyway. If the break does not
  occur, then there is no further effect.
  B.6. TSUCHI-DO: The School of Soil
  Armor Invincible
  Kn: 75. Range: Self. Cost: 10. Duration: 1 hour.
  The Shugenja renders himself immune to damage from all non-
  magical weapons of Average quality or below. Above-Average
  weapons strike as if Average. Magical weapons are not affected by
  the Spell This is an "Augmentation Spell."
  Arrows of Soil
  Kn: 36. Range: Very Long. Cost: 4 per Arrow. Duration: —
  These Arrows do no damage, but they make a Bash attack on the
  target with an effective damage of 2D10. For multiple Arrow hits on a
  single target, total the die rolls to derive the chance of a Bash. This is
  negated by a Health ST by the target.
  The Arrows of Soil hurl a mighty gale of force at the victim. Besides
  their Bash capability, they may rip whatever is holding from his
  grasp. Roll as if a successful Remove Weapon Disarm attack had
  been made, with the effective "Strength" of the Arrows equal to their
  "damage" roll. This can be especially dangerous for characters in
  situations such as hanging from ropes over a long drop, holding
  explosive devices, etc.
  Castle of Soil
  Kn: 60. Range: Long. Cost: 12. Duration: 10 minutes x LoC.
  This Castle Spell produces a thick barrier of solid stone. It cannot
  be passed or broken through. If there is room to try and climb it, it
  counts as a Steep Climb, with a penalty to all Climbing or Karumi-
  jutsu BCS rolls equal to the Caster's Level.
  Darts of Soil
  Kn: 25. Range: Long. Cost: 3 per Dart. Duration: —
  Also called Darts of the Gale, this form of the Spell hurls a mighty
  blast of wind at the target. A hit requires a Health ST from the victim
  or he will be knocked down. A second Health ST is then required or
  he will be Stunned for 2D6 Detailed Turns. If this Saving Throw
  succeeds, then the character is prone but otherwise unaffected.
  Fronting the Storm
  Kn: 33. Range: Self. Cost: 2 x LoS. Duration: Special.
  The Shugenja becomes the center of a zone of defense against
  dangerous Natural Phenomena as described in Book 2. All those
  within the area of the Spell enjoy increased protection from its
  effects. The Danger Factor of the Phenomenon is reduced by the
  Level of the Spell.
  The Spell lasts as long as the phenomenon is in effect. Its area of
  effect is a radius of 5 yards.
  Phantom Form
  Kn:98. Range: Self. Cost: 20. Duration: Special.
  The Shugenja transforms himself into an immaterial wraith. He is
  invisible and intangible in this form. He may pass freely through
  barriers, although he is blind while inside solid matter. In this form
  the Shugenja is immune to physical attack. He is invulnerable to all
  Spells except Countermagic, which returns him to his material form.
  He is visible as a shadowy figure on the Astral plane, but even when
  detected, he cannot be attacked on either the material or Astral
  planes. The Spell lasts until the Shugenja ends it or it is dissolved.
  This is an "Augmentation Spell."
  Pure Blood
  Kn: 20. Range: Touch. Cost: 6. Duration: —
  The Spell cancels the effects of Poison or Plague. It negates one
  Level of these hazards per Level of Caster. Each use of this Spell
  reduces the subject's base Healing Rate by 1. When this Ability has
  been reduced to 0, no further healing magic may be used on him.
  Lost Healing Rate is recovered at 1 point per day of complete rest.
  Pure Body
  Kn: 22. Range: Touch. Cost: 6. Duration: —
  This Spell restores Attribute Damage in the Physical Attributes.
  Each casting of the Spell restores points equal to the Level of Caster.
  The Spell's use reduces Healing Rate as described for Pure Blood.
  Pure Flesh
  Kn: 20. Range: Touch. Cost: 6. Duration: —
  This Spell restores lost Hit Points, due to either Lethal or Subdual
  damage. Each successful casting heals 1D6 per Level of Caster.
  Healing is split evenly between Lethal and Subdual damage until
  only one kind of damage is left. Thereupon all further healing goes
  into the remaining kind of damage.
  The Spell reduces Healing Rate as does Pure Blood.
  Pure Thought
  Kn: 22. Range: Touch. Cost: 6. Duration: —
  Restores lost Mental Attribute points in the same manner that Pure
  Body does for Physical Attributes. It also reduces Healing Rate as
  described above
  Road of Soil
  Kn: 40. Range: Touch. Cost: 1 x LoS. Duration: 1 hour x LoC.
  The Spell increases Saving Throws and BCSs against Natural
  Phenomena and the Spell Defense against Soil Magic.
  Shield of Sorcery
  Kn: 42. Range: Self. Cost: 3 x LoS. Duration: 1 hour.
  While the Shugenja is under the protection of this Spell, any
  75
  
  hostile magic cast at him that fails due to his Spell Defense has a
  chance in 10 equal to the Level of Spell of rebounding on the Caster.
  Reroll for the Spell as if the Caster had thrown it at himself, adjusting
  for the Caster's own Spell Defense. Those attacked by their own
  Spells in this manner are allowed a roll on their Raw Magic Capability
  if the Spell does hit them. If it succeeds, they have dissolved their
  magical energies before they suffer any harm from them.
  Soil Blessing
  Kn: 52. Range: Touch. Cost: 6 x LoS. Duration: 1 hour x LoC.
  The Spell increases the Health ST.
  Soil Curse
  Kn: 52. Range: Medium. Cost: 6 x LoS. Duration: 1 hour x LoC.
  This Curse reduces the Health ST.
  Soil Doom
  Kn: 77. Range: Long. Cost: 10 x LoS. Duration: —
  If hit, the victim has an immediate roll on his Health ST to negate it.
  If this fails, he begins to sink. On Actions Phase 1 of each Detailed
  Turn, he must roll a Health ST. If this fails, he will sink 2D6 inches into
  the earth. Once completely buried, he begins, in effect, to drown,
  although he has no way to reach the surface again. If he stops his
  downward progress by a successful Saving Throw, he must work his
  way back out of the hole he is in. Each such effort is a Primary Action.
  For every successful Strength ST he can make, he wrenches himself
  2D6 inches back up. Countermagic frees victims at once, even if they
  have not overcome the Spell yet. Once freed, they do not sink again.
  Soil Sphere
  Kn: 55. Range: Very Long. Cost: 5 x LoS. Duration: —
  This Sphere Spell projects a huge boulder at the victim. If it hits, he
  takes 1D10 of Subdual Damage per Level of Spell and suffers a Bash
  attack based on that damage. A Health ST will negate the Damage
  but the Bash may still occur as if damage had been suffered. If the
  character does fall, the boulder will land on him, pinning him until he
  can make a Strength ST (or another character does so, rolling the
  rock off him). Until freed from this burden, the character cannot
  stand up.
  Soil Storm
  Kn: 66. Range: Very Long. Cost: 10 x LoS. Duration: —
  This form of the Storm Spell is a miniature typhoon, acting upon all
  in its range. Characters in the Spell area must make a Health ST or
  suffer 1D6 Lethal damage per LoS. The damage suffered is the
  percent chance of being rendered unconscious for 2D6 Detailed
  Turns.
  Spear Against Spirits
  Kn: 57. Range: Very Long. Cost: 5 x LoS. Duration: —
  This Spell does 1D10 of Lethal damage per Level of Spell to all
  characters with an effective Spirit Rank: Kami, Demons, Specters,
  Astral beings, etc.
  Spear of the Heavens
  Kn: 80. Range: Very Long. Cost: 7 x LoS. Duration: —
  The Shugenja can toss a lightning bolt at a victim. This does 1D10
  per Level of Spell Lethal damage unless a Health ST is made, which
  reduces the damage die to 1D3. A fire attack is suffered, Strength
  equal to LoS/2. The damage suffered is the percent chance of being
  rendered unconscious, suffering Subdual damage equal to the
  Current Hit Points.
  The Angry Earth
  Kn: 90. Range: Long. Cost: 10 x LoS. Duration: 1D6 DT.
  The Shugenja creates a "pocket earthquake," with a Danger
  Factor equal to the Level of Spell, within an area around his target
  point having a radius of 2 yards times his Level. The quake acts upon
  people and structures as detailed in Book 2, under Natural
  Phenomena. Characters in the Spell's area are attacked by the quake
  at once, and thrown to the ground in any case. Characters entering the
  Spell's area are attacked on Action Phase 1 of the Detailed Turn in
  which they enter it. If their movement would carry them completely
  through the affected area, then they are permitted a Speed ST to
  complete their movement if the earthquake does not successfully
  attack them.
  The End of Sorcery
  Kn: 95. Range: Self. Cost: 6 x LoS. Duration: Special.
  The Shugenja produces a field of occult forces about this person
  which jams all Spells cast from inside its boundaries or into the
  affected area. The radius of this effect is 5 yards per LoS. The End of
  Sorcery causes all magic it affects to fail. However, each time a Spell
  is cast within the field affected by The End of Sorcery, there is a
  percentage equal to the Knowledge Required for that Spell that the
  protective field will collapse. The Shugenja may avert this by making
  a Raw Magic Capability roll. The Shugenja maintaining this Spell
  may not move, fight, speak, or (naturally) use magic. If Distracted, he
  must roll a Raw Magic BCS to maintain the field.
  Traitor Ground
  Kn: 10. Range: Medium. Cost: 2 x LoS.
  Duration: 10 minutes x LoC.
  The Shugenja creates an area of Treacherous Ground with a
  radius of up to 5 yards times his Level. The Level of the Spell is
  subtracted from the BCS rolls of those fighting on this Treacherous
  Ground and also reduces the Saving Throws of those in danger of
  falling on it due to over-rapid movement.
  C. SACRED TEXT POWERS
  The following Powers are achieved by the use of Sutras for
  Buddhist clergy and Norito for Shintoists. While a Sutra and a Norito
  may be of the same kind, note that they are not interchangeable: a
  priest of one religion may not use a Sacred Text from the other.
  Text of Praise to Buddha/Kami
  The use of this Text costs Power equal to the Spirit Rank of the
  Being to whom it is addressed. Success adds the Spirit Rank of the
  God to the Gakusho's Religious Power for a number of Detailed
  Turns equal to the priest's Level.
  Text of Invocation to Buddha/Kami
  The text is dedicated to a particular Spirit. Its successful use
  reduces the resistance of that Spirit (its Rank) to Invocation by 1D3
  per Level of the Gakusho using it. No Power is expended.
  Text of Healing
  These texts act as basic Healing Spells, with an effective "Level" of
  2D3. Their use requires an expenditure of Power equal to this
  "Level." There are also Healing Texts which act as do the Buddhist
  Spell of Healing in the Way of a Yoga. The BCS of such Texts is 2D10.
  Note that Shinto versions of these latter Texts exist as well as
  Buddhist ones. With all such Texts, there is a chance in 20 equal to
  their "Level" or their BCS that they will be destroyed after a
  successful use.
  Text of Placation
  Allows the Gamesmaster to use Status on his Gods to make
  requests. This enhances the use of the Shinto Spell of Placation. The
  Text adds a bonus to the Gakusho's effective Status of 2D10. Its use
  requires Power equal to the Rank of the God being Placated.
  Text of Protection
  The recitation of the Text, continuously repeated, repels hostile
  magical forces, Spirits, etc. from the Gakusho's presence. Such
  Texts have a "Level" of 2D3. The Level of Spell for attacking magic is
  reduced by this figure, and Spirits with a Rank less than or equal to
  twice this "Level" cannot come within the protected area around the
  Priest. The protective influence of the Text extends from the
  Gakusho to a range of 5 yards times his own Level.
  To cast the Spell, the Gakusho must recite the Text over and over,
  rolling his BCS for using Texts on his Base Action Phase. Once he
  has successfully cast the Spell, then the protection will last for a
  number of Detailed Turns equal to his Level, as long as he continues
  to repeat the Text. If he stops for any reason, then the protection is
  gone. The first successful casting of the Spell costs Power equal to
  the "Level" of the Text. Thereafter, when the Duration of the
  protection runs out, as long as the Gakusho has not ceased to repeat
  the Text, he may extend the Protection for a similar period at a Cost
  of only 1 point of Power.
  To maintain the recitation of the Text precludes all other action by
  the Gakusho.
  Text of Retribution
  The Gakusho smites evil Spirits (Demons, Oni, etc.) with Divine
  anger. Successful use of the Spell does 1D10 Lethal damage to the
  Spirit per "Level" of Text. Such Texts have a "Level" of 2D6. They will
  act upon any Spirit within sight (physically or spiritually) of the priest
  and the Power cost is equal to the "Level" of the Text.
  Text of Penitence
  Recitation of the Text for the course of a full day will, if the BCS for
  using Texts is successful, cancel all Sin or Pollution currently
  affecting the Gakusho or some other character he may designate.
  This requires all of the priest's Power for that day. The process begins
  at sunrise and concludes at sunset. Interruptions preclude the use of
  the Text that day but the Power is still gone until the next sunrise.
  76
  
  APPENDIX 2: NINJA GIMMICKS
  This Appendix contains the rules governing the manufacture of
  Ninja "Gimmicks" and a list of those devices with descriptions of
  their use. Each entry in this list includes the Task Values and Task
  Turn for making the Gimmick, the Skill(s) used for the Task, its
  weight, and the base price in silver for buying the Gimmick ready-
  made.
  A. MAKING GIMMICKS
  The maximum Level of a Gimmick which may be purchased is 6.
  Ninja who actually make the item may produce Gimmicks of even
  higher potency, subject to the Gamesmaster's approval. But all
  Gimmick making is subject to the following modifier based on the
  device's Level:
  While a Ninja receives no bonuses for working on a Gimmick with a
  Level less than or equal to his own, once a Gimmick has
  been raised to that Level, further work is at a penalty equal to its
  current potency. That is, a 2nd Level Ninja can work on a device at no
  penalty until he has accumulated sufficient Task Points to make it
  2nd Level. All further die rolls, until he gets it up to 3rd Level, are at-3.
  When working on the 4th Level, his work is at -4, and so on.
  Negative Effect Numbers do not reduce the Ninja's progress.
  Critical Failures have no special effect on Gimmicks that are not at a
  Level higher than the maker's. If the Ninja is working on a Gimmick
  with a Level greater than his own, a Critical Failure requires that
  further work cease. He must take the device as it is. A Critical
  Success doubles his current Task Points after the points gained in
  that Task Turn are added.
  When making small Gimmicks which do not use Levels, such as
  the Tetsu-bishi (Caltrop), then if more Task Points are gained in a
  given Turn than are needed for making a single Gimmick, they go
  into making more than one item. If this leaves a partially completed
  device on the maker's hands, then the Ninja may carry the points
  over into another Task Turn.
  For example, if making "Blinding Eggs," which have no Level and a
  Task Value of 5, the Ninja totals 12 Task Points made 2 Eggs and has
  2 Task Points which may be added to next Task Turn when making
  more such Eggs.
  If working on a device having Levels, Task Points in excess of the
  necessary score may be used to work on the next Level. For example,
  a Ninja working on Grenades, which use Levels, acquires 15 Task
  Points in his first Turn. The Grenade has a Task Value of 10 per Level.
  The Ninja may stop, ending up with a 1st Level Grenade, or continue
  work for another Task Turn, requiring only 5 Task Points to finish a
  2nd Level grenade.
  Work must generally be conducted in continuous Task Turns, but
  the Gamesmaster may waive this requirement in the case of a very
  large, or very complex device. The Ninja can work on these items for a
  time, go off on a mission or training session or what have you, and
  then pick up work at a later time. Such an option should be available
  only for Tasks involving durable Gimmicks, such as products in
  wood, cloth, leather, etc. Chemical materials require unbroken work
  to complete. Leaving partially finished com pounds will allow them to
  decay into useless sludge.
  A Ninja must have the resources of a full workshop in order to
  make Gimmicks. This facility combines aspects of a pharmacy,
  toolshop, and forge. Ninja may purchase the use of such a workshop
  from their own or allied clans. This costs 1 silver piece per Task Turn
  at a base of one's own Clan and 2 silver pieces per Task Turn at the
  base of an Allied Clan. Neutral Clans charge non-members 3 silver
  pieces. Hostile Clans, oddly enough, do not permit their enemies to
  use their facilities.
  If buying Gimmicks ready made, the base price is given in the
  description of each item. The formula by which this is derived, for
  use in your campaign develops its own Gimmicks, is equal to the
  Task Value times the number of days in a Task Turn, in silver. This
  base price is subject to the following modifiers:
  Jonin Rank 
  25% discount
  Chunin Rank 
  10% discount
  Genin Rank 
  Base price
  Gimmick bought from:
  Own Clan 
  50% discount
  Allied Clan 
  Base price
  Neutral Clan 
  150% of Base
  Hostile Clan (if they will sell) 
  200% of Base
  B. DESCRIPTION OF GIMMICKS
  B.1. FIRE TOOLS (Explosives, Fire, and Pyrotechlncal devices).
  Bombs (Uzume-bi): Task Value: 20/Level. Task Turn: 5 days.
  Skills: Average Yogen and Gimmickry. Weight: 1 + (.5 per level).
  Cost: 100/Level.
  The Bomb is a heavy explosive device, requiring a fuse. It is
  essentially a heavy pot, stuffed with gunpowder. The Bomb has a
  main blast radius of 2 yards. Within this radius, the blast has the
  following effects:
  —1D10 of Subdual Damage is done per Level.
  —A Bash Attack is delivered, at a value equal to twice the damage
  done.
  —Structure Points are attacked by the Subdual Damage done. If the
  Bomb is set by the Ninja specifically to demolish a structure, the
  damage roll is multiplied by his Level. Thus a 3rd Level Ninja setting
  a 2nd Level Bomb up in order to blow open a heavy door will do
  damage to the barrier equal to 3 times the roll on 2D10. Setting such
  a demolition charge requires 2D3 Detailed Turns.
  The effects of Bomb blasts are reduced by 1 Level per yard once
  past the primary radius. For example, a 3rd Level Bomb has a 3rd
  Level effect at a range of 0 to 2 yards. At 3 yards, it has a 2nd Level
  effect. At 4 yards it has a 1st Level effect. Past 4 yards, the Blast has
  no appreciable effect.
  Bombs are too heavy to throw accurately or safely. If the Ninja
  does choose to throw the Bomb, having lit the fuse, he may only Lob
  it and must make a Deftness Saving Throw to prevent it "cracking"
  on landing. A Bomb that cracks will lose 1D3 from its Level.
  Flrepot (Doka): Task Value: 5. Task Turn: 1 day. Skill: Gimmickry.
  Weight: 1. Cost: 5.
  The Doka is a small, ceramic pot, lashed shut with heatproof twine.
  It holds a live coal which it will keep burning for 12 hours. It is
  insulated so that the Ninja may carry it secreted in his clothes. It
  provides warmth in cold weather, even in thin clothes. The firepot
  allows access to fire in 1D3 Detailed Turns, which will always
  succeed in igniting combustibles, as opposed to the vagaries of flint
  and steel fire making. It requires another 1D3 Detailed Turns so stash
  the Doka away. If thrown at a pool of oil, dry straw, or some other
  incendiary material, it will break if the thrower makes a Strength ST
  (he must also hit his target, of course). This generates a Strength 1
  fire.
  Flash Grenade (Torlnoko): Task Value: 10. Task Turn: 1 day.
  Skills: Average Yogen and Gimmickry. Weight: .5. Cost: 10.
  The Torinoko is a small, egg-shaped device, thrown at a target by
  the Ninja or simply hurled to the ground. It goes off on impact. All
  those within 4 yards of the impact point who are unprepared for the
  resulting flash must make a Speed ST to cover their eyes or be
  Partially Blinded for 1D3 Detailed Turns. A character struck by a
  direct hit with the Flash Grenade, thrown with Shurikenjutsu, will be
  completely Blinded for 1D3 Detailed Turns as a result.
  Fuses: Task Value: 1 per foot. Task Turn: 1 day. Skill: Gimmickry.
  Weight: .1 per foot. Cost: 1 per foot.
  There are two kinds of Fuse: Slow and Fast. Slow Fuses burn at a
  rate of 1 yard per Detailed Turn. It finishes burning on Action Phase 1
  of its last turn. Fast Fuses burn at a rate of 1' per Action Phase once
  lit.
  Slow Fuses are generally used for Bombs that are set and lit on the
  spot, and for Grenades using Fuses. The Ninja has time to light the
  device; throw it or carry it somewhere; and then get clear.
  Fast Fuses are used for explosives set up to be detonated from a
  distance, for booby traps ignited by tripwires, and for suicide bombs.
  If either Fuse burns long enough to continue into the Detailed
  Action Turn after the one in which it was lit, the Fuse has a "BAP" of
  20. All Fuses have a 10% chance per Detailed Turn of going out.
  Grenades (Nage-teppo): Task Value: 10/Level. Task Turn: 1 day.
  Skill: Average Yogen and Gimmickry. Weight: .5 per Level.
  Cost: 10 per Level.
  Grenades are small explosives designed to be thrown. They may
  detonate on impact or be equipped with a fuse.
  Grenades do 1D6 of Subdual Damage per Level at the point of
  impact. They have a normal Bash Attack (ie. with a percentage
  chance of a Bash equal to the damage done). The effects of a
  Grenade blast are reduced by 1 Level per yard of distance from the
  explosion.
  Smoke Powder (Kemuri-kona): Task Value: 5. Task Turn: 5 days.
  Skill: Yogen. Weight: .5. Cost: 25.
  One Unit of Smoke Powder, set alight, burns for 2D3 Detailed
  77
  
  Turns. The compound creates a dense cloud of thick, stinking
  smoke. Each Turn it burns, the cloud expands 1D3 yards from the
  point where the Powder is placed. When the Powder is extinguished,
  the cloud dissipates at a rate of 1 yard of radius per Detailed Turn.
  This may be adjusted to account for the ventilation of the area
  involved. Outdoors, it will dissipate faster. In a poorly ventilated
  interior area, it will linger. Combining 1 Unit of Inhaled Poison with
  the Smoke Powder, which doubles the Task Value, will create a
  Poison Smoke Powder. This creates the same form of cloud, but all
  inside it at the end of a Detailed Turn must save against the Poison.
  Those inside the smoke cloud are effectively blind and move as if
  on Treacherous Ground. They will remain Partially Blind upon
  leaving the cloud, until they can make a Health ST to clear their eyes,
  rolling once per Detailed Turn on their Base Action Phase.
  B.2. PENETRATION TOOLS
  Climbing Pole (Shinobi-kumade): Task Value: 15. Task Turn: 5 days
  Skills:-Gimmickry. Weight: 5. Cost: 75.
  The Shinobi-kumade (literally, "Ninja Rake") is a collapsible
  bamboo pole with a claw at one end. Collapsed, it is barely 18" long,
  but it can telescope out to 12' and is cunningly reinforced to support
  the weight of a man. It may be used as a weapon (Jojutsu governs its
  use collapsed, Bojutsu when extended).
  The clawed end does 1D6 Lethal damage, the blunt end 1D6
  Subdual. Used to aid climbing, the Shinobi-kumade turns Steep
  Climbs into Easy Climbs. If used to aid an Easy Climb, the Ninja's
  base climbing rate is equal to his Level, rather than the doctrinal 1
  yard per Detailed Turn.
  Entry Kit: Task Value: 20. Task Turn: 4 days. Skills: Gimmickry.
  Weight: 5. Cost: 25.
  Contains crowbar, drill, saw, spade, and lockpicks. Each tool adds
  2D3 Task Points when used in an appropriate Task.
  Hook Gloves (Nekode): Task Value: 15 per pair. Task Turn: 1 day.
  Skills: Gimmickry. Weight: 2 per pair. Cost: 15.
  The Nekode is a leather band, several inches wide, worn wrapped
  around the user's hand. The palm of the Nekode is set with iron
  hooks, curving out and slightly back. Wearing a pair of them adds +3
  to all Climbing BCSs. A Nekode adds3 points of Lethal damage to all
  blows made with the hand wearing it. The character may not use the
  hand wearing a Nekode to grasp anything unless he can use his
  fingers alone to do so.
  Ladders: Task Value: 1 per yard. Task Turn: 2 days.
  Skills: Gimmickry. Weight: .2 per yard. Cost: 2 per yard.
  The Ninja had a vast assortment of rope ladders, in many shapes
  and sizes. The detection of a collapsed ladder is a Hidden Thing, with
  +1 to the Saving Throw per 10 yards of ladder concealed. The
  Gimmick folds into an incredibly small bundle. They are generally
  equipped with small, strong hooks at the top, for anchorage. A
  ladder will safely hold the weight of 3 men at a time.
  B.3. WATER TOOLS
  Diving Gear (Mizu-Kakl): Task Value: 30. Task Turn: 5 days.
  Skills: Gimmickry. Weight: 4. Cost: 150.
  A set of Ninja "SCUBA" equipment. This includes a set of flippers,
  allowing the Ninja to double the speed at which he swims, goggles,
  allowing his vision underwater to be unimpeded, and an "air bag."
  Before submerging, the Ninja can capture 1D3 "breaths" in this
  watertight bag. He can use 1 "breath" to fill his lungs underwater,
  permitting him to hold his breath underwater for several period
  before having to surface or drown, as described in the rules on
  Swimming.
  Rait (Kamelkada): Task Value: 15. Task Turn: 2 days.
  Skills: Gimmickry. Weight: 10. Cost: 30.
  The Kameikada is a collapsible, 1-man raft. It moves with a BMA of
  3, having room for the Ninja and his personal gear. In collapsed form,
  it may be carried slung over one shoulder or as a backpack.
  Water Feet (Mizugumo): Task Value: 25 per pair. Task Turn: 1 day.
  Skills: Gimmickry. Weight: 2 per pair. Cost: 25.
  The Mizugumo (literally, "water spider") are outsize pontoons
  worn on the feet, permitting the Ninja to walk on water. He uses his
  normal BMA to do so, but all movement on water is treated as if on
  Treacherous Ground. If he falls, it requires a Swimming BCS to right
  himself again. It requires a Deftness ST to remove the Mizugumo
  while in the water.
  All attacks that strike a Ninja who is using Mizugumo have a Bash
  attack in addition to their regular effects, since his stance is so
  unstable. If wearing Mizugumo on dry land, the Ninja's BMA is
  halved.
  B.4. WEAPONS
  Blowgun (Fukidake): Task Value: 3 per Length. Task Turn: 1 day.
  Skills: Gimmickry. Weight: 1 per Length. Cost: 3 per Length.
  The Fukidake is measured in "Lengths" of 2' each. Up to 3 Lengths
  may be fitted together. The Fukidake may be used to blow darts at a
  victim, or to disperse powdered drugs over an area, with a range
  based on the user's Health. Darts may be blown a distance in yards
  equal to the Health ST times the number of Lengths. Divide this
  figure by 10 for the range used for blowing powders. Using the
  Blowgun in combat requires a "Use Daikyu" Option. It requires a
  "Ready Weapon" Option to fit two Lengths together.
  Lengths may also be used as snorkels, permitting unlimited
  underwater activity as long as the Ninja remains no deeper under the
  surface than the length of his blowgun.
  Bow (Shinobl-hankyu): Task Value: 15. Task Turn: 4 days.
  Skills: Average Gimmickry and Bowyer. Weight: 3. Cost: 75.
  The Sinobi-hankyu is identical to a normal Hankyu when is use, but
  it may be taken apart for concealment upon the Ninja's person as
  well. When in this condition, it is a Hidden Thing when carried tucked
  away in garments, luggage, etc. It requires 1D3 Detailed Turns to put
  the bow together, and it must then be strung, requiring a Strength
  ST.
  Darts (Fuklya): Task Value: .2. Task Turn: 1 day. Skills: Gimmickry.
  Weight: .05. Cost: 6 copper pieces.
  Fukiya may be blown from Blowguns or spat by the Ninja using
  Fuki-buri-jutsu. They do no damage themselves, but a hit with the
  Fukya exposes the target to any Poisons or drugs coating the Dart.
  Scabbard (Saya): Task Value: 20. Task Turn: 5 days.
  Skills: Gimmickry. Weight: 1. Cost: 100.
  The Saya has many functions besides holding the Ninjato. This
  Gimmick is equipped with a removable tip, so that it can be turned
  into a hollow tube, when the sword is removed. It may be used in the
  following ways:
  With the Ninjato:
  Climbing: The scabbarded weapon forms a small stepladder, making
  the first Detailed Turn of any climb an Easy Climb. The outsize tsuba
  of the Ninja-to acts to support the Ninja's foot.
  Probe: Partially drawing the Ninjato, bracing the sword and
  scabbard together with the "sageo" (scabbard cord) forms a probe-
  pole some 2 yards long. This may be used to test footing, rap on
  walls, etc. The Ninja in this situation can immediately render his
  sword a Ready Weapon by declaring that he has released the
  scabbard, letting it fall on the ground. Using laijutsu allows him to
  attack in the same Action Phase in which he performs this Action.
  Powder Scatter: The tip of the Saya may be loaded with 1 Unit of
  some powdered Poison or Drug. An laijutsu attack with the sword
  from such a prepared scabbard also throws the powder onto the
  target, even if the blow with the sword misses. The victim is permitted
  a Speed ST to dodge the powder.
  Without the Ninjato:
  Blowgun: Removing the tip of the Saya allows it to be used as a 1
  Length Blowgun.
  Voice Trumpet: The Ninja speaks through the Saya, using a form of
  ventriloquism. He may cause his voice to "speak" from any point
  within 10 yards of his location. He can disguise its quality, but his
  volume cannot exceed a human shout. If he makes a Wit ST, the
  Ninja can imitate no-vocal sounds (slithering, footsteps, clashing
  swords, etc.).
  B.5. TRAPS
  Caltrops (Tetsu-bishi): Task Value: .1 each. Task Turn: 1 day.
  Skills: Gimmickry. Weight: .05 each. Cost: 3 copper pieces each.
  These resemble children's "jacks" with sharpened points. They
  are mainly used to booby trap an area against pursuers or intruders.
  They are often poisoned.
  The Ninja scatters the Tetsu-bishi over a given area of ground or
  floor, taking 1 minute per 100 square feet if he is being careful.
  Anyone entering the ara may step on the caltrops. The percentage
  chance of this occurring is the number of Tetsu-bishi in the area
  divided by its area in square feet. Thus, a single caltrop in a 100
  square foot area has a 1% chance of being stepped on when a
  character moves through it.
  A clever Ninja may scatter the Tetsu-bishi in the most likely parts
  of an area for foot traffic. This attempt allows him to roll a Wit ST and
  add the Effect Number to the base percentage chance of stepping on
  a caltrop. Negative Effect Numbers (wrong guesses) reduce the
  chance.
  Bare feet or wariji sandals are equally vulnerable to Tetsu-bishi.
  78
  
  Only get, the wooden soled sandals used in wet weather or for long
  journeys, will block the penetrating points of the Tetsu-bishi.
  Stepping on caltrops will require the victim to make a Speed ST or
  fall. Whether they fall or not, victims are exposed to any Poison on
  the caltrops. When a character steps on caltrops, assume that he
  crushes one or more of them. Reduce the percentage chance of
  stepping on the caltrops for others passing through the area by
  1D10. When this reduces the chance to 0 or less, the area is
  effectively cleared of Tetsu-bishi.
  Detecting the presence of Tetsu-bishi is treated as finding a
  Hidden Thing. Increase the Saving Throw for this detection by the
  percentage chance of stepping on a caltrop divided by 10.
  Scattering the Tetsu-bishi hurriedly, without taking the required
  time reduces the percentage chance of a hit by 1D20. If this reduces
  the chance below 0, the Ninja has wasted his caltrops, ie. they are
  lying in corners, out of the way.
  Cutwire: Task Value: 5 per yard. Task Turn: 1 day.
  Skills: Gimmickry. Weight: .2 per yard. Cost: 5 per yard.
  This is a crude form of barbed wire used to trip or entangle victims,
  or as a tripwire to trigger traps, mines, etc.
  Entangling: The Cutwire is strung between the height of throat and
  knees, across some opening, in a corridor, etc., as a barrier. The
  width of the area defines one "Strand" of wire. Moving into the
  barrier can entrap a victim and may cause damage if he is moving
  faster than a walk. If a victim walks into the wire, he is in a trap
  requiring a Task to escape. The Value equals 1D6 per Strand. The
  Task Points derive from the Deftness ST or Strength ST (victim's
  choice). Task Turn in either case is 1 Detailed Turn. Using Deftness
  allows safe escape from the Cutwire but leaves the trap intact.
  Using Strength to escape will destroy the trap as well, but the victim
  suffers 1D3 per Strand in Subdual damage for each Task Turn.
  If the victim enters the trap at a move faster than a Walk, he will
  suffer 1D3 Subdual damage per Strand and his movement is still
  halted, trapping him. If he makes a Strength ST, he will bull through
  the trap, wrecking it, on that Detailed Turn. Otherwise, he must
  extricate himself normally.
  Cutwire Entangling traps are Hidden Things, but potential victims
  receive a bonus to their Saving Throw to detect the trap of +2 per
  Strand.
  Tripping: A Single Strand is laid across the barrier area, at ankle
  height. Those crossing it must make a Speed ST or fall. If moving
  faster than a Walk, reduce the Saving Throw by the character's BMA.
  Tripwire: Cutwire, or simple cord for that matter, may be used to set
  up a trigger for some kind of booby trap. Setting up any such trap is a
  Task, Value being the BCS for the trap to go off if the barrier is hit, for
  a maximum of 20. The Task Turn is 1 minute. The Gimmickry
  Capability is used to generate Task Points. Tripwires triggering
  explosives may set the charge off at once, or instead cause a fuse to
  light, fora delayed explosion. Improvised traps can include toppling
  stacks of crockery as an alarm, dropping weights or poisoned spikes
  from the walls or ceiling, whatever the Ninja has resources to set up,
  subject to Gamesmaster approval.
  C . 
  C H E M I C A L C O M P O U N D S A N D D R U G S
  As stated in the rules on Drugs earlier in this book, Ninja using
  Yogen may prepare all known Poisons and all the Drugs made by the
  Herbalists. However, in addition, the Ninja may manufacture a
  number of unique compounds that are in the realm of "chemical
  Gimmicks." He may also manufacture several devices for using
  these materials to attack his enemies.
  C.1. INJECTED DRUGS
  1 Unit of Injected Poison will coat 10 Fukiya, 6 Tetsu-bishi, 4
  Shuriken or Arrowheads, 1 knife or Wakizashi, half the length of a
  Katana, or 1 yard of Cutwire. Once coated on the item to be
  envenomed, the material is assumed to remain in place until the first
  successful hit on a victim. The poison is then assumed to be washed
  off. Immersion in water will not immediately remove most Injected
  Poisons, since they harden to a tacky film.
  Prolonged immersion, or washing in a solvent of hot water will
  remove the venom.
  C.2. POWDERS
  The Ninja can make a finely powdered form of any Poison, with an
  Inhaled Mode. These can be loaded into the scabbard as described
  above.
  From a Blowgun: The powder forms a cloud pointing away from the
  user. It is 1 yard across, has a length equal to the range of the
  Blowgun, and lasts from the Action Phase it was created until Action
  Phase 1 of the same Detailed Turn. All those in the cloud or entering
  it are subject to its effects.
  From a Spraygun: (see below)
  By Hand: The Ninja empties a small sack or packet of powder. This
  will cover his frontal facing for a spread of about 120 degrees,
  affecting all foes within 1 yard. The Gamesmaster may require the
  Ninja to roll a Deftness ST to scatter the powder well clear of himself,
  or he will also be affected. This is not required if the Ninja has room
  to step back as he scatters the powder.
  Poison Powders may be of the Inhaled or Contact Modes. Besides
  these compounds, the Ninja may prepare:
  Blinding Power Acts on contact. Characters exposed to the Powder
  are blinded and immobilized by choking and sneezing. Two Health
  Saving Throws are required to recover from exposure to this
  Powder. The first stops the sneezing and restores the victim's ability
  to move, fight, etc. The second restores the victim's Sight. One die
  roll per Primary Action is allowed.
  Itching Powder Acts on contact. Imposes 1D6 Distractions per Level
  of the Drug. This is often sprinkled in a foe's bedding or armor in
  preparation for a later attack. A Health ST is required to reduce the
  Level of the Powder by 1, rolling once per Detailed Turn on Action
  Phase 1.
  All Powders are manufactured using the rules on making Drugs.
  C.2.a Other Gimmicks Using Powders
  Blinding Egg: Task Value: 5. Task Turn: 1 day.
  Skill: Average Gimmickry and Yogen. Weight: .5. Cost: 5.
  The Ninja prepares an Egg stuffed with Blinding Powder. He can
  hurl it at a foe using Shurikenjutsu, or ram it into his foe's face using
  an Unarmed Combat Skill, but such a blow does no other damage. If
  grappled with the foe, the Ninja can crush the Egg if he has it readied,
  enveloping both himself and the enemy in its Powder. Targets have a
  Speed ST to dodge the Egg. Using Yadomejutsu to try and block it
  will not work, since the Egg merely shatters and dumps its contents
  on the victim anyway.
  Spraygun: Task Value: 25. Task Turn: 5 days. Skill: Gimmickry.
  Weight: 10. Cost: 125.
  The Ninja Spraygun resembles a thick, bamboo tube, with a
  narrow nozzle at one end and a plunger at the other. It may be loaded
  with 1 Unit of Powder or a Liquid such as a Contact Mode Poison or
  an Acid. It will throw Powders a distance of 1D3+5 yards and Liquids
  are shot 1D6+10 yards. It requires 5 Detailed Turns of uninterrupted
  effort to load a Spraygun.
  C.3. ACIDS
  Ninja possessed methods of manufacturing Acids sufficiently
  powerful to burn tissues badly in a short period of time, and to etch
  metals fairly quickly. Making 1 Unit of Acid (about 1 pint, weighing a
  pound) is a Task with Value equal to 15 times the Level of the Acid.
  Task Turn of 1 week, using Yogen for the Task Points. Acid may be
  thrown from the bottle or sprayed with a Spraygun. A normal hit
  inflicts 1D3 of Lethal damage per Level of the Acid. There is a chance
  in 10 equal to the Acid's Level that it will damage the Armor Class
  worn by the victim, reducing Class by 1D3. Critical Successes with
  Acid are assumed to strike the victim in the face. This will require an
  immediate Health ST by the target or he will lose consciousness for
  1D3 hours. Moreover, there is a chance in 10 equal to the Acid's Level
  that such Critical Successes will leave some lasting effects on the
  victim. If this is the case, roll 1D6 and consult the table below.
  Add Critical Effects Table
  Die
  Roll Effect
  1 
  No permanent effect
  2-5 Character scarred by acid. His appearance is impaired.
  6 
  Character Partially Blinded by Acid. Magical healing needed
  to recover full vision.
  D. N I N J A G A R B Task Value: 10. Task Turn. 1 day.
  Skill: Gimmickry Weight: 4. Cost: 10s.
  Ninja Garb functioned to aid the Ninja in concealing himself at
  night. It was normally a reddish black in color. Ninja armor could be
  worn beneath it.
  The Garb was reversible. One side is normally the black while the
  other is either a specific color or a generalized suit of clothes suitable
  for disguising the Ninja as one of his "ways of going."
  Colors 
  Environment
  Black 
  Night
  White 
  Snow
  Green 
  Live vegetation
  Brown 
  Earth
  Gray 
  Rock faces
  When the Ninja is hiding in an environment the correct color will
  add 1 to his Ninjutsu roll. An incorrect color will subtract 2, such as
  wearing black in a snow storm.
  79
  
SOURCE: textdata/thevault/Bushido/Bushido Book I - Core Rulebook -The Heroes of Nippon [FGU6801].pdf