TEXT: Land of the Rising Sun
  Adventure & Honour in Feudal Japan
  Land of the Rising Sun
  Adventure and Honour in Feudal Japan
  By Lee Gold
  
  2
  
  3
  Foreword
  DEDICATED TO:
  I'd like to thank many people for helping me with this 
  game, both the first edition and the current edition: my 
  husband, Barry Gold for his faithful proofreading; Keiko 
  Kito for double-checking the use of Japanese words; Owen 
  and Eclare Hannifen who introduced Barry and me to 
  Fantasy Role Playing; and also the wonderful people 
  who have role-played in my Japanese campaign: Richard 
  Aronson, Mark Kampe, Tim Merrigan, Diane Myers, Rita 
  Prince Winston, Kay Shapero, Rick Schwall, and Elizabeth 
  Wolcott. Finally, I’d like to thank Ed Simbalist for bringing 
  me into the world of professional role-playing game 
  writing.
  --Lee
  Brittannia Game Designs and the designers of Land of 
  the Rising Sun and C&S 5th Edition celebrate diversity 
  among gamers and in our games. In this edition of the 
  classic medieval fantasy game we encourage you to 
  break away from the bland white, male Middle Ages of 
  yesteryear and make your game as rich and varied as the 
  Middle Ages really were.
  If this does not reflect your vision of the Middle Ages, 
  this is not the game for you.
  Cover Artwork: “Fox and Prince” Andrew Hepworth 
  Copyright 2021 
  Interior Art – Lissanne Lake with the exceptions of 
  page 237 Grace Turner, pages 243, 269, 274, 278 and 282 
  Andrew Hepworth. All Copyright 2021. 
  By A.R.Cowley, p118 watercolour, p130 landscape, p138 
  interior floorplan p139,140. 228, 234., 256 photography. 
  p182, 234, 278, 280, map p229 vector art Various other art.
  Heraldry – All Mon were created by Derek Hodge and 
  are used with permission
  Public Domain Copyright Free Images, Pages: 90, 171, 
  179, 196, 208, 209, 211, 214, 222
  All of the characters and places described in this book 
  are fictitious and any resemblance to actual persons, 
  living or dead, is purely co-incidental. All rights reserved. 
  No part of this publication may be re-produced, stored 
  in a retrieval system or transmitted in any form or by 
  any means, electronic or otherwise without the prior 
  permission of the publishers and the copyright owner 
  except for the purpose of review. 
  A catalogue record is available from the British Library:
  ISBN Number 978-1-902500-40-9
  E-mail: britgamedesigns@gmail.com
  Or visit the Website at https://britgamedesigns.com/
  One of the products we inherited when we acquired 
  the C&S IP was the revised version of Land of the Rising 
  Sun by Lee Gold. Finally we have had the opportunity to 
  bring it up to date for 5th edition and present it here in full 
  colour and would like to thank Lee for entrusting us with 
  it.
  A larger number of people have been involved than 
  expected and I would like to give a big thanks to Yuki and 
  Kana our Japanese advisors/editors. Also thanks must go 
  to Allison Kaese and the other editors whose input was 
  invaluable.
  A special thanks to the family of Mike Brunton for 
  allowing us to include his adventure in this rulebook.
  So enjoy and explore the world of medieval Nippon.
  Steve Turner
  Brittannia Game Designs Ltd 
  March 2021
  Layout by: - A.R.Cowley 
  Director of Anderian Designs Ltd.
  ANDERIAN DESIGNS
  Okashi Font - Licensed for Commercial use https://
  gumroad.com
  Line Manager: Stephen A Turner
  Assistant Line Manager: David Blewitt
  Editors: Stephen A Turner, Allison Kaese, Nick Sauer, 
  Joel Zigelstein, Phil Hendry
  Cultural Editors:  Yuki Ishida  and  Kana Onishi
  
  4
  Glorious Table of Contents
  Introduction  ..............................................................14
  Japanese History  .....................................................15
  The Yamato Era: 
  Conquering the Ainu  ...........................................15
  Historical Pattern:  ......................................................15
  Notes On Ainu:  ......................................................15
  Roleplaying Opportunities:  ....................................15
  Jingo's Conquest of Korea  .................................16
  Historical Pattern:  ......................................................16
  Roleplaying Opportunities:  ....................................16
  The Soga Era:  .......................................................16
  The Introduction of Buddhism  ...................................16
  Historical Pattern: .......................................................17
  Roleplaying Opportunities:  ....................................18
  The Dawn of the Fujiwara Era  ............................19
  Historical Pattern: .......................................................19
  Roleplaying Opportunities:  ....................................19
  The Era of Fujiwara Ministers  ............................19
  Historical Pattern:  ..................................................... 20
  Roleplaying Opportunities:  ....................................20
  The Era of Fujiwara Chancellors  
  at Nara  .................................................................. 20
  Historical Pattern:  ......................................................21
  The Era of Fujiwara Chancellors  
  at Hei-an no Kyo  ................................................. 22
  Historical Pattern:  ..................................................... 22
  Roleplaying Opportunities:  ....................................22
  The Era of Fujiwara Regents  ............................. 23
  Historical Pattern:  ..................................................... 23
  Roleplaying Opportunities:  ....................................24
  The Era of Retired Emperors ............................. 24
  Historical Pattern:  ......................................................24
  Roleplaying Opportunities:  ....................................24
  The Era of the Taira and Minamoto ................... 24
  Historical Pattern:  ..................................................... 25
  Roleplaying Opportunities:  ....................................25
  The Kamakura Shogunate  ..................................25
  Historical Pattern:  ..................................................... 26
  Roleplaying Opportunities:  ....................................26
  The Ashikaga Shogunate  .................................. 27
  Historical Pattern:  ..................................................... 28
  Roleplaying Opportunities:  ....................................28
  The Ashikaga Wars  ............................................ 28
  Historical Pattern:  ..................................................... 29
  Roleplaying Opportunities:  ....................................29
  The Social Context  ..................................................30
  Childhood  ............................................................ 30
  Marriage & Divorce  ............................................. 30
  Food & Entertainment  .........................................31
  Travelling  ..............................................................32
  Good Manners  .....................................................32
  Obligations & Punishments  .............................. 33
  Overriding Obligations  .............................................. 33
  Filial Duty:  ..............................................................33
  Students .................................................................33
  Employees  .............................................................33
  Wifely & Motherly Duty:  .........................................33
  Duty to One's Clan Lord:  .......................................33
  Duty to The Emperor:  ............................................33
  Duty to Repay Favours:  .........................................33
  Suicide & Seppuku .................................................... 34
  Reasons for Seppuku ................................................ 34
  Junshi .....................................................................34
  Funshi  ....................................................................34
  Kanshi  ....................................................................34
  Sokotsu-shi  ............................................................35
  Codes Of Justice  ...................................................... 35
  Codes Of Combat  ..................................................... 36
  Death & Mourning  ..................................................... 36
  Telling Time  ................................................................37
  Weather & The Calendar  ...........................................37
  RAT .........................................................................37
  BULL .......................................................................37
  TIGER .....................................................................38
  HARE ......................................................................... 38
  DRAGON ................................................................38
  SNAKE  ..................................................................38
  HORSE ...................................................................39
  SHEEP ....................................................................39
  MONKEY  ...............................................................39
  BIRD .......................................................................40
  DOG  ......................................................................40
  BOAR  ....................................................................40
  Catastrophes  .............................................................41
  Earthquake:  ...........................................................41
  City Fire:  ................................................................41
  Volcanic Eruption:  ..................................................41
  Thunderstorm:  .......................................................41
  Preliminary Character Creation ..............................42
  Character Creation Methods  ............................. 42
  Gender And Species  .......................................... 42
  Gender  ...................................................................... 43
  Hengeyokai  ............................................................... 43
  Foxes ......................................................................44
  Badgers  .................................................................44
  Cats ........................................................................44
  Tree Hengeyokai  ....................................................44
  Bakemono  ................................................................. 44
  Tengu ......................................................................... 44
  Rokuro Kubi ............................................................... 45
  Ryo (Spirits)  ........................................................ 45
  Personal Attributes ............................................. 45
  Spirit  .......................................................................... 45
  Non-Human Attributes  .............................................. 45
  Omens ....................................................................47
  Social Class ...........................................................47
  Historical Patterns For Japanese Power Structure  ...47
  A. Strong Emperor ..................................................47
  B. Strong Shogun ...................................................47
  C. Contending Clans ..............................................47
  D. Strong Gambler Gangs ......................................47
  Human Social Class Table  ........................................47
  Chance Father is a Mage .......................................47
  Social Class  .............................................................. 48
  Elite Class ...............................................................48
  Commoners ............................................................48
  Non-Humans ..........................................................48
  Sibling Rank  ........................................................ 48
  Adoption  .................................................................... 48
  Heir  ............................................................................ 48
   The Outcasts:  .......................................................49
  Father's Vocation  ................................................ 50
  Intragroup Status ....................................................... 50
  The Merchants ............................................................51
  
  5
  The Artisans ................................................................52
  Peasants .................................................................... 53
  Farm Animals ............................................................. 53
  Ashigaru ..................................................................... 53
  Priests  ....................................................................... 54
  Shinto Priest's Patron .............................................54
  Buddhist Priest's Patron .........................................54
  Joining the Buddhist Priesthood .............................55
  The Samurai  ............................................................. 55
  RONIN literally "wave-man" ....................................56
  Samurai Bureaucratic Offices  ................................56
  Nobles .........................................................................57
  Status In One's Family .........................................57
  Japanese Curses ..................................................57
  Special Talents & Abilities .................................. 58
  Flaws, Deficiencies & Defects............................ 59
  Japanese Personal Fears ................................... 60
  Character Size ...................................................... 60
  Body Points ...........................................................61
  Recovering Body Levels  ............................................61
  Resisting Disease  ......................................................61
  Fatigue Points  ......................................................61
  Lifting & Carrying .................................................61
  Jumping  ............................................................... 62
  Species Modifications .............................................62
  Moving, Walking & Running  .............................. 62
  Basic Movement Rate: ............................................... 62
  Horoscope ............................................................ 62
  Age ........................................................................ 63
  Hengeyokai ................................................................ 63
  Kojin & Rokuro Kubi ................................................... 63
  Kappa, Orochi, & Tengu .......................................................63
  Yurei  .......................................................................... 63
  Artefact Ryo  .............................................................. 63
  Personalizing Traits ............................................ 63
  Hair Features  ............................................................ 63
  Facial Appearance  .................................................... 64
  Names  .................................................................. 64
  Japanese Sounds  ..................................................... 64
  Random Names ......................................................65
  Family Name  .........................................................65
  Given Names  ............................................................ 65
  Male Names  ..........................................................65
  Female Names  ...........................................................67
  Signatures  ........................................................... 67
  MON (Japanese Heraldry)  .....................................67
  The Japanese  
  Language  ..................................................................73
  Spoken Japanese  ................................................73
  Written Japanese  .................................................73
  Character Vocations  ................................................74
  Warriors  ................................................................74
  Ashigaru ......................................................................74
  Ward Guards  ..............................................................75
  Bodyguards  ................................................................75
  Samurai & Noble Warriors ..........................................75
  Otokodate (literally "heroes")  .....................................76
  Yamabushi  ................................................................ 77
  Bandits  ...................................................................... 77
  Wako (pirates)  ........................................................... 77
  Gamblers ...............................................................78
  NINJA .................................................................... 79
  Thieves & Burglars .............................................. 80
  Priests  .................................................................. 80
  Buddhism  .................................................................. 82
  Ascetic Buddhist Priests  ........................................82
  Buddhist Theology(Mat Theo)  .................................. 83
  Temple Priests  .......................................................83
  Buddhist Exorcists  .................................................83
  Shinto  ........................................................................ 83
  Shinto Priests  ........................................................83
  Adventurers  ......................................................... 84
  Japanese Magick  ...................................................... 85
  Mages  ................................................................... 86
  The Modes Of Magick  .............................................. 86
  Instinctive Mage Patron  .............................................87
  Artistic Mages ............................................................ 88
  Scholar Mages ........................................................... 89
  Spiritualist Mages  ..................................................... 89
  Skills  .........................................................................91
  Agricultural Skills  ................................................91
  RICE: ...........................................................................91
  SILKWORM RAISING   ..............................................91
  TEA GROWING  .........................................................91
  VEGETABLE Crops:  ..................................................91
  Animal Skills  ........................................................91
  Animal Riding:  ............................................................91
  Animal Training:  .........................................................91
  Animal Veterinary (Ba-Isha):  .................................... 92
  Arts & Entertainment  ......................................... 92
  ACROBATICS ............................................................ 92
   Wire-Walking:  .......................................................92
  Contortion:  .............................................................92
  Pole climbing:  ........................................................92
   Advanced Tumbling:  .............................................92
  Acting: ........................................................................ 93
  Costuming & Make-Up:  .........................................93
  Performance:  .........................................................93
  ONNAGATA  ...........................................................93
  Ventriloquism:  ........................................................93
  Calligraphy & Illumination:  ........................................ 93
  COMPARISONS:  ...................................................... 93
  Dancing:  .................................................................... 93
  ENGRAVING:  ........................................................... 93
  GAMBLING:  .............................................................. 93
  GAMES OF SKILL   ................................................... 93
  GARDENING:  ........................................................... 94
  Musical Instruments:  ................................................. 94
  Delete Bagpipes (not known) .................................94
  Drums:  ...................................................................94
  Flutes:  ....................................................................94
  Harps:  ....................................................................94
  Horns:  ....................................................................94
  Strings (played with a plectrum):  ...........................94
  ORIGAMI:  ................................................................. 94
  Painting & Sketching:  ................................................ 94
  PLAYWRITING:  ........................................................ 94
  KABUKI/BUNRAKU  ...............................................94
  NOH  .......................................................................94
  Poetic Composition:  .................................................. 94
  Poetic Recitation: ....................................................... 95
  PUPPETEERING:  ..................................................... 95
  RIDDLES: .................................................................. 95
  Singing:  ..................................................................... 95
  TATTOOING:  ............................................................ 95
  Athletic Skills  ...................................................... 95
  Boxing:  ...................................................................... 95
  Climbing:  ................................................................... 95
  JUMP HEIGHTS: Competency ................................. 95
  KEMARI: .................................................................... 95
  Lifting:  ....................................................................... 95
  
  6
  TEAM CARRYING: Competency  ...........................95
  POLE VAULT:  ............................................................ 95
  Rickshaw Pulling:  ...................................................... 95
  STILT WALKING ........................................................ 95
  Charismatic Skills  .............................................. 96
  ADMINISTRATION   .................................................. 96
  Begging:  .................................................................... 96
  SOCIALIZING:  .......................................................... 96
  SUMO WRESTLING  ................................................. 96
  Swimming:  ................................................................ 96
  TUMBLING  ............................................................... 96
  Wrestling:  .................................................................. 96
  Combat Skills: .......................................................97
  Archery:  .....................................................................97
  Crossbows:  ............................................................97
  HALF-BOW:  ...........................................................97
  YUMI (bow):  ...........................................................97
  AMBUSH:  ...................................................................97
  ART OF WAR .............................................................97
  INTERROGATION:  ....................................................97
  LEGAL MATTERS: .....................................................97
  Axes ........................................................................... 98
  PEASANT AXE:  .....................................................98
  MASAKARI (broad axe)  .........................................98
  NATA (wood hatchet)  .............................................98
  BATTLE CALMNESS ................................................ 98
  Battlefield Tactics:  ..................................................... 98
  BINDING:  .................................................................. 98
  BLIND FIGHTING  ..................................................... 98
  DETECT PLAN TO ATTACK:  ................................... 98
  DEFLECTING MISSILES:  ........................................ 99
  EXPLOSIVES:  .......................................................... 99
  Fighting Staves:  ........................................................ 99
  BO:  ........................................................................99
  JO: ..........................................................................99
  TETSUBO:  .............................................................99
  NAGINATA: .............................................................99
  SODEGARAMI (sleeve entangler):  .......................99
  FUKU BARI: (Blowpipe)  ............................................ 99
  KAMA (Peasant Sickle):   .......................................... 99
  KUSARI: (Chain Weapons)........................................ 99
  Hurling Javelins: ........................................................ 99
  Horse Archery:  .......................................................... 99
  KATANA GREAT BLOW:  .......................................... 99
  Knife & Dagger Fighting  ........................................... 99
  JITTE: (a trident dagger)  .......................................99
  NEKO-DE: (cat's claw)  ........................................100
  TANTO: (dagger)  .................................................100
  KUMIUCHI:  ............................................................. 100
  NINJUTSU: Competency  ........................................ 100
  QUICK DRAW WEAPON: Competency ................. 100
  Riding a Warhorse:  ................................................. 100
  Short Swords:  ......................................................... 100
  Kodachi (small sword)  .........................................100
  Wakizashi (small sword - of varying length)  ........100
  Slashing Swords: ..................................................... 100
  KATANA or TACHI:  ..............................................100
  NAGINATA:  ..........................................................100
  NODACHI (literally "field sword"):  ........................100
  Spears  ..................................................................... 100
  YARI (two-handed spears) ...................................100
  TETSUBISHI: (Caltrops)  ......................................... 100
  Throwing knives:  ......................................................101
  HISHI: ...................................................................101
  SHURIKEN:  .........................................................101
  Cooking & Brewing Skills  .........................................101
  Brewing:  ...................................................................101
  Cooking:  ...................................................................101
  Butchering (Fresh) Meat:  .....................................101
  Cooking Meat:  .....................................................101
  DESSERTS:  ........................................................101
  FUGU COOKING [~]:  ..........................................101
  GRILLING SEAFOOD & FISH:  ............................101
  Herbs, Spices and Seasoning:  ............................101
  KYO RYORI (Imperial Court Cooking): .................101
  NABE COOKING:  ................................................101
  NOODLE MAKING:  .............................................101
  O-BENTO MAKING:  ............................................101
  PICKLING VEGETABLES:  ..................................101
  Soups & Stews:  ...................................................101
  SHOJIN RYORI (Vegetarian):  ..............................101
  STEAMED FISH:  .................................................101
  SUSHI COOKING:  ...............................................101
  TEA MAKING:  ......................................................102
  TEA ROASTING:  .................................................102
  TOFU (BEANCURD) MAKING:  ...........................102
  SAKE BREWING:  ....................................................102
  SHOCHU & MIRIN BREWING:  ...............................102
  Crafts & Trade Skills  .........................................102
  Blacksmithing:  ..........................................................102
  Bowyery & Fletching:  ...............................................102
  Cloth Making:  ...........................................................102
  Spinning & Weaving:  ...........................................102
  DIGGING  .................................................................102
  FIRE EXTINGUISHING:  ..........................................102
  FIREWORKS: ...........................................................103
  HAIRSETTING:  
  (also called SHAMPOOING)  ...................................103
  HOUSEKEEPING:  ...................................................103
  ICE TENDING  ..........................................................103
  LACQUERING: .........................................................103
  Leatherworking & Tanning:  ......................................103
  Masonry & Stone Cutting:  .......................................103
  Mining & Tunnelling: .................................................103
  MUSICAL INSTRUMENT CARVING:  .....................103
  OIL MAKING:  ...........................................................103
  Paper & Ink Making: .................................................103
  PEARL DIVING:  .......................................................103
  PRINTING: ................................................................103
  SALTMAKING:  .........................................................103
  Seal Making & Engraving:  ...................................... 104
  SHOJI SCREEN MAKING:  ..................................... 104
  SHOPKEEPING  ...................................................... 104
  TATAMI MAT MAKING ............................................ 104
  Weaponsmithing:  .................................................... 104
  BANE SWORD:  ...................................................104
  WISE SWORD:  ....................................................104
  Language Lore  ...................................................104
  Own Language: Japanese ....................................... 104
  Attributes .................................................................. 104
  Speak Dialect:  ......................................................... 106
  CHINESE: ................................................................ 106
  FIRST EUROPEAN LANGUAGE:  .......................... 106
  JAPANESE AS A FOREIGN LANGUAGE  ............. 106
  Lore Historical  ...................................................106
  Lore Scientific  ....................................................106
  ABACUS:  ................................................................ 106
  Economics:  ............................................................. 106
  GEOMANCY:  .......................................................... 106
  ART HISTORY AND LEGEND LORE  .................... 106
  Materia Magicka  .................................................107
  Demonology:  ............................................................107
  Interpret the Omens:  ................................................107
  DRAGON REALM LORE .........................................107
  
  7
  HENGEYOKAI & BAKEMONO LORE  ....................107
  The Lore of Ryo: .......................................................107
  Magical Beast Lore: ..................................................107
  Methods of Magick: ..................................................107
  HEALING ..................................................................107
  MEIDO ......................................................................107
  METAL: BASIC MAGICK ..........................................107
  Modes of Magick:  .....................................................107
  SHADOW (Instinctive Mode):  ..............................108
  HENGEYOKAI BADGER (Instinctive Mode) ........108
  HENGEYOKAI CAT (Instinctive Mode) .................108
  HENGEYOKAI FOX (Instinctive Mode) ................108
  HENGEYOKAI TREE (Instinctive Mage) ..............108
  KAPPA (Instinctive Mode) .....................................108
  KOJIN (Instinctive Mode) ......................................108
  OROCHI (Instinctive Mode) ..................................108
  ROKURO KUBI  (Instinctive Mage) ......................108
  TENGU (Instinctive Mode) ....................................108
  YUREI (Instinctive Mode) .....................................109
  SWORD RYO (Instinctive Mode) ..........................109
  MIRROR RYO (Instinctive Mode) .........................109
  MUSICAL INSTRUMENT RYO (Instinctive Mode) 109
  TEMPLE BELL RYO (Instinctive Mode) ...............109
  DANCER, SINGER, OR MUSICIAN MAGE (Artistic 
  Mode) ...................................................................109
  PAINTER MAGE (Artistic Mode) ...........................109
  WEAPONSMITH MAGES (Artistic Mode) ............109
  ASTROLOGER .....................................................109
  CALLIGRAPHER ..................................................109
  HERBALIST ..........................................................109
  I CHING DIVINER.................................................109
  EXORCIST ...........................................................109
  MEDIUM ...............................................................109
  SHAMAN ..............................................................109
  Materia Medicina  ...............................................110
  Healing Lore  .............................................................110
  ATEMI (Vital Points) ..................................................110
  Atemi Healing: ...........................................................110
  ACUPRESSURE ......................................................110
  ACUPUNCTURE  .....................................................110
  MOXA TREATMENT  ...............................................110
  MASSAGE ................................................................110
  ISHA SURGERY: ......................................................111
  Pharmacology and Medicine:: ..................................111
  DIAGNOSIS: .........................................................111
  HOME REMEDIES  ..............................................111
  COMPLEX REMEDIES  .......................................112
  RESEARCHING MEDICATIONS:  ........................112
  POISON KNOWLEDGE: ..........................................113
  Fugu Poison:  .......................................................113
  Jellyfish Poison:  ...................................................113
  Lacquer:  ...............................................................113
  Nue Poison:  .........................................................113
  Pepper Root Poison:  ...........................................113
  Pheasant meat:  ...................................................113
  Venom of the Serpent:  .........................................113
  Venom of the Scorpion:  .......................................113
  MAKING ANTIDOTES:  ........................................114
  Materia Theologica  ............................................114
  BUDDHIST THEOLOGY:  .........................................114
  SHINTO THEOLOGY:  ..............................................114
  Mental Fortitude Skills  ......................................114
  DIVINATION MEDITATION:  ....................................114
  FINE ART MEDITATION:  .........................................114
  MAINTAIN SHAPECHANGE:  ..................................114
  MARTIAL ART MEDITATION:  .................................114
   SMILING: .................................................................115
  TEA CEREMONY:  ...................................................115
  Noble Skills:  .......................................................115
  Chess:  ......................................................................115
  Courtly Love:  ............................................................115
  Courtly Etiquette:  .....................................................115
  Heraldry:  ..................................................................115
  Outdoor Skills  ....................................................116
  CATCHING DRAGONFLIES  
  OR FIREFLIES:.........................................................116
  Covering Tracks:  ......................................................116
  FALCONRY:  .............................................................116
  Foraging for Wild Foods:  .........................................116
  Forester's Stealth:  ....................................................116
  KITE-FLYING:  ..........................................................116
  Setting & Disarming Traps:  ......................................116
  TAP TREE (LACQUER):  ..........................................116
  WOODCUTTING:  ....................................................116
  Perception Skills  ................................................116
  ALERTNESS: SMELL  ..............................................116
  ALERTNESS: TASTE  ..............................................116
   ALERTNESS: TOUCH  ............................................116
  ART APPRECIATION  ..............................................117
  COMBAT AWARENESS (Competency) ...................117
  IDENTIFY INGREDIENTS BY SMELL:  ...................117
  READ BODY LANGUAGE   .....................................117
  Seamanship Skills  .............................................117
  COMPASS NAVIGATION:  .......................................117
  GROUP ROWING: ...................................................117
  Thievish Skills  ....................................................117
  Disguises:  ................................................................117
  ESCAPE ARTIST:  ....................................................117
  Garotting:  .................................................................118
  HIDING MESSAGES:  
  (And Reading Hidden Messages)  ............................118
  Picking Locks:  ..........................................................118
  Picking Pockets & Cutting Purses:  ..........................118
  Money  .....................................................................119
  Coins  ...................................................................119
  The Koku  ..................................................................119
  PC’s Beginning Wealth  .....................................120
  Continuing Income  ............................................121
  Inheritance  ...............................................................121
  Clothing  ..............................................................121
  Typical Male Dress  ..............................................121
  Typical Female Dress ...........................................122
  Buddhist Priests & Priestesses  ............................122
  Shinto Priests & Priestesses ................................122
  The Marketplace  ....................................................123
  Weights & Measures  .........................................123
  Units Of Distance ......................................................123
  Units Of Weight  ........................................................123
  UNITS OF VOLUME  ................................................123
  Units Of Square Measure  ........................................123
  Money  ..................................................................123
  Group Missions  .................................................123
  The Price List  .....................................................124
  Traveling Gear  .........................................................125
  Household Gear ..................................................126
  Writing Materials, Scrolls, & Books .................127
  Tools .....................................................................128
  Clothing, Cloth & Dye  ............................................129
  Traveller’s Food  .......................................................131
  Fish & Seafood  ........................................................131
  Meat ..........................................................................131
  Fowl ...........................................................................131
  
  8
  Fresh Vegetables  .....................................................132
  Fruits  ........................................................................132
  Seasonings & Sweeteners  ......................................132
  Noodle Ingredients  ..................................................133
  Food Dishes (see Cooking)  .....................................133
  Beverages  ................................................................133
  Entertainment & Amusements  .........................134
  Medicines  ...........................................................135
  Going To An Inn  .................................................135
  Buddhist Pilgrims Inn:  ..............................................135
  Commoners Inn:  ......................................................135
  Upper Class Inn:  ......................................................135
  Temple/Shrine:  .........................................................135
  Long-Term Lodging ...................................................136
  Animals  ...............................................................136
  Riding Or Draught Animals  ......................................136
  Other Animals  ..........................................................136
  Building Construction  ...........................................137
  The Japanese Home Or Shop  ..........................137
  The Mansion Or Teahouse  
  Or Upper Class Inn  ............................................139
  The Fortified Mansion  .......................................139
  Shinto Shrine  .....................................................140
  Buddhist Temple  ................................................140
  Castle  ..................................................................141
  Religious Expenses  ..........................................142
  Donations  .................................................................142
  Funerals  ..............................................................142
  Religious Divination And Souvenirs  ...............142
  Daily Earnings  ....................................................142
  Buying & Enchanting Magick Materials ...............144
  Magical Supplies ................................................144
  Herbs & Flowers .................................................144
  Wood ....................................................................146
  Gemstones ..........................................................146
  Metals & Minerals ...............................................148
  Miscellaneous Magical Materials .....................148
  Weapons  .................................................................150
  Peasant Weapons  ..............................................150
  Kama:  ..................................................................150
  Masakari  ..............................................................150
  Nata:  ....................................................................150
  Tanto:  ...................................................................150
  Yari:  ......................................................................150
  Yarinage:  ..............................................................150
  Townsman Weapons ..........................................150
  Katana ..................................................................150
  Kodachi .................................................................150
  Sodegarami ..........................................................150
  Tanto .....................................................................151
  Yamabushi Weapons  .........................................151
  Bo .........................................................................151
  Jitte .......................................................................151
  Jo ..........................................................................151
  Kusari-Gama ........................................................151
  Naginata ...............................................................151
  Nodachi ................................................................151
  Tetsubo .................................................................151
  Yari ........................................................................151
  Ninja Weapons  ...................................................151
  Bo-Gusari .............................................................151
  Explosives ............................................................151
  Fuku Bari ..............................................................151
  Half-Bow ...............................................................151
  Hishi ......................................................................151
  Jo-Gusari ..............................................................151
  Kusari ...................................................................151
  Manriki-Gusari ......................................................151
  Neko-De ...............................................................151
  Ninja-To ................................................................151
  Shuriken ...............................................................152
  Tetsubishi ..............................................................152
  Outcast Weapons  ..............................................152
  Cleaver .................................................................152
  Samurai Weapons   ............................................152
  Archery: Light Crossbow ......................................152
  Archery: Yumi .......................................................152
  Arrowheads .........................................................152
  Willow Leaf ...........................................................152
  Turnip Head ..........................................................152
  Fire Arrow .............................................................152
  Frog Crotch  ..........................................................152
  Armour Piercer .....................................................152
  Bowel Raker .........................................................152
  Katana ..................................................................152
  Kodachi .................................................................152
  Naginata ...............................................................152
  Nodachi ................................................................152
  Tachi .....................................................................152
  Tanto .....................................................................152
  Tessen ..................................................................152
  Sword Etiquette ..................................................153
  Servants & Animals  ...........................................153
  Battering Rams ...................................................157
  Shields, Armour & Helmets ...............................157
  Protection ..................................................................157
  Movement   ..............................................................158
  Movement By The Round .........................................158
  Movement & Clothing ...............................................158
  Standard Clothing Penalties .................................158
  Movement By The  
  Hour & Day ................................................................158
  Weather Effects ........................................................159
  Combat ....................................................................160
  Action Point Costs ................................................... 160
  Attack Bonuses (Optional) ....................................... 160
  Parrying & Dodging Bonuses (Optional) ................. 160
  Effects Of Grappling Attacks On Specific Body Locations 
  (Optional) ................................................................. 160
  Suffocation ............................................................... 160
  Possession & Exorcism (Spirit Combat) ..................162
  Other Types Of Damage ...........................................162
  Burns ....................................................................162
  Drunkenness .............................................................162
  Alternative Intoxication Rules ...............................163
  Fever .........................................................................163
  Frostbite ....................................................................163
  Heat Prostration ........................................................163
  Distraction (Optional) ................................................163
  Falling Damage  ....................................................... 164
  Example One:  ......................................................164
  Example 2:  ...........................................................164
  Controlled drops ...................................................164
  Jumping onto someone ........................................164
  Astrologer's Way ....................................................165
  Rat (Nezumi) North ...............................................165
  Bull (Ushi) North East ...........................................165
  Tiger (Tora) North East .........................................165
  Hare (Usagi) East .................................................166
  Dragon (Ryu) South East .....................................166
  
  9
  Snake (Hebi) South East ......................................166
  Horse (Uma) South ...............................................166
  Sheep (Hitsuji) South West ...................................167
  Monkey (Saru) South West ...................................167
  Bird (Tori) West .....................................................167
  Dog (Inu) North West ............................................167
  Boar (Inoshishi) North West ..................................167
  Creating Magical Devices & Focuses ...................168
  Number Of Elements  
  In A Greater Device Or Greater Focus .............168
  Other Changes ....................................................168
  Scrolls:  .................................................................168
  Binding Ryo:  ........................................................168
  Mages & Armour .................................................168
  Metal Armour   ......................................................168
  Leather Armour   ...................................................168
  Magical Materials:  ................................................168
  Keeping Magick Devices Under Control ..........168
  Modes Of Mages & Methods Of Magick ...............169
   Japanese-Style Magickal Spells...........................171
  The Meido:  The Shinto Japanese Astral Plane 171
  Numbers ..............................................................172
  Additional New Spells ........................................172
  Basic Magick Air  ......................................................172
  CIRCLE OF SILENCE ..........................................172
  WALL OF SILENCE ..............................................172
  TYPHOON ............................................................172
  Tornado  ................................................................172
  Basic Magick Earth ............................................173
  Earth Magick & The Kami .........................................173
  Earth Skin .............................................................173
  Sinkhole  ...............................................................173
  Quake:  .................................................................173
  Basic Magick Fire ...............................................174
  Fire Magick And Kami Protection .............................174
  FIRE WALKING ....................................................174
  Calm the Tengu  ...................................................174
  Inari's (or Fudo's) Forge .......................................174
  Lesser Inari's (or Fudo's) Tempering  ...................174
  Tengu Fire   ...........................................................174
  Tengu's Arrow  ......................................................174
  Atago's (or Fudo's) Tea  ........................................174
  Greater Inari's (or Fudo's) Tempering  ..................174
  Tengu's Spear .......................................................175
  Atago's (or Fudo's) Cauldron  ...............................175
  Basic Magick Metal ............................................175
  COIN SHURIKEN .................................................175
  COIN TETSUBISHI (CALTROPS) ........................176
  OPEN/FUSE LOCK ..............................................176
  REJOIN METAL ....................................................176
  ROSARY KUSARI ................................................176
  BURN LIAR ..........................................................176
  DULL BLADE   ......................................................176
  MAGICKAL PROTECTION ...................................176
  SHARPEN BLADE ...............................................176
  EVALUATE STEEL WEAPON AND ARMOUR .....176
  HEAL RUST ..........................................................177
  MIRROR OATH ....................................................177
  RUST METAL:  .....................................................177
  SWORD OATH .....................................................177
  DISCERN METAL OBJECT'S HISTORY ..............177
  FORGE SILVER NEEDLES .................................177
  IRON BRIDGE ......................................................177
  IRON GATE ..........................................................177
  MAGICKAL SHARPNESS ....................................177
  SAP TO GOLD .....................................................177
  Fudo's Forge .........................................................178
  Lesser Fudo's Tempering  ....................................178
  FORGE GOLDEN NEEDLES ...............................178
  Fudo's Tea  ...........................................................178
  Greater Fudo's Tempering  ...................................178
  VISION OF FUDO ................................................178
  FORGE WITH FUDO'S FORGE ...........................178
  Fudo’s Cauldron ...................................................178
  FORGE WITH MOONLIGHT AND SILVER ..........178
  FORGE WITH FUDO'S TEA .................................178
  FORGE WITH SUNLIGHT AND GOLD ................178
  FORGE WITH BLACK SKY AND DIAMONDS .....178
  CALL FORTH FIERY STEEL ................................179
  FORGE WITH HEART'S BLOOD .........................179
  Basic Magick Water ............................................179
  Create the Waters of the Dragon Emperor  ..........179
  DINE WITH THE KAPPA ......................................179
  EMBRACE OF THE KAPPA .................................179
  GRAPPLING WITH THE KAPPA ..........................180
  Arcane Magick  ...................................................180
  MOVE SILENTLY .................................................180
  Command Magick ...............................................180
  Animal Command .....................................................180
  LESSER EUPHORIA ............................................180
  OVERRIDE ILLUSION .........................................181
  Lesser Fright  ........................................................181
  ENTRANCEMENT ................................................181
  GREATER EUPHORIA .........................................181
  OVERRIDE GROUP ILLUSION ...........................181
  Cowardice  ............................................................181
  OVERRIDE COMMAND .......................................181
  Hold Enchanted Being:  ........................................181
  Infatuation & Love  ................................................181
  Divination Magick ...............................................182
  Detect Hidden Door:  ............................................182
  CAST HOROSCOPE ............................................182
  CAST I CHING: ....................................................182
  DETECT KARMA:.................................................182
  REVEAL PREVIOUS USER .................................182
  ASK THE I CHING ................................................182
  DETECT KARMIC RELATION ..............................182
  LOCATE PREVIOUS USER .................................183
  Legend Lore: ........................................................183
  Scry Distance  ......................................................183
  CONSULT THE I CHING ......................................183
  Healing Magick ...................................................183
  CURE FROSTBITE  .............................................183
  CURE HEAT PROSTRATION  .............................183
  CURE WEAKNESS ..............................................183
  ELIXIR OF LESSER EUPHORIA .........................183
  SLEEPINESS POTION ........................................184
  WAKEFULNESS CAUTERY .................................184
  Sight of the Unicorn ..............................................184
  ELIXIR OF GREATER EUPHORIA .......................184
  EXORCISE HUMAN RYO ....................................184
  RELIEVE MUSCLE SPASM .................................184
  TEMPORARILY RELIEVE FEVER .......................184
  TREAT DIARRHOEA AND FLUX .........................184
  CURE LARYNGITIS .............................................184
  CURE CORRUPT FOOD/WATER POISONING ..185
  REMOVE BARBED ARROW ................................185
  RELIEVE FEVER  ................................................185
  TREAT PAIN OF BURNS .....................................186
  TREAT THE SICK .................................................186
  EXORCISE HENGEYOKAI ..................................186
  RELIEVE DEAFNESS ..........................................186
  RENEW BLOOD ...................................................186
  
  10
  RENEW VITALITY ................................................186
  RESTORATIVE SLEEP ........................................186
  RESUSCITATE THE DROWNED  .............................. 
  OR SUFFOCATED ...............................................186
  Potion Vs Illness  ..................................................187
  EXORCISE FEVER GAKI ....................................187
  REMOVE SCARS .................................................187
  REVIVE MEMORY ...............................................187
  HEAL ELEMENTAL INJURY ................................187
  KAPPA HEALING .................................................187
  HEAL MAGICK INJURY .......................................187
  Illusion Magick ....................................................187
  DRAB APPEARANCE ..........................................187
  ILLUSORY TRAP ..................................................188
  BLENDING IN PLACE ..........................................188
  Disguise  ...............................................................188
  Hengeyokai Gold ..................................................188
  ILLUSORY DETECTION ......................................188
  INVISIBLE LANDSCAPE FEATURE ....................188
  ILLUSORY SILENCE ............................................188
  HALLUCINATORY ENEMIES ...............................188
  Great Disguise:  ....................................................188
  ILLUSORY ATTACKER .........................................188
  Fox Glamour  ........................................................188
  Demon Creation ...................................................188
  Meido Magick ......................................................189
  The Realm Of The Meido .........................................189
  Meido Spells  ............................................................189
  CALL HUMAN RYO ..............................................189
  EMANATE SPIRIT ................................................190
  MEDIUM'S WELCOME ........................................190
  SEE MEIDO REALM ............................................190
  Detect Ryo ............................................................190
  POSSESS HUMAN BODY ...................................190
  Whispers on the Wind...........................................190
  EAT VITALITY .......................................................190
  GHOSTLY WRESTLE ..........................................190
  SCREAMS ON THE WIND ...................................190
  The Shining Path  .................................................191
  Shadow Darts/Arrows  ..........................................191
  Ryo Shape Shift  ...................................................191
  Phase  ..................................................................191
  Shadow Bolt (Core Rules page 352) ....................191
  DEVOUR VITALITY ..............................................191
  Shadow Ball/Bomb  ..............................................191
  Legend Lore  ........................................................191
  Lesser Teleport  ....................................................191
  Ryo Gaseous Form:  ............................................191
  Shadow Monsters  ................................................191
  CONSUME VITALITY ...........................................191
  Teleportal  .............................................................191
  Meido Traveller  ....................................................191
  Greater Teleport  ...................................................191
  Phantasmal Monster  ............................................191
  Meido Gate  ..........................................................192
  Become Another  ..................................................192
  Banish  ..................................................................192
  Plant Magick  .......................................................192
  Removing Non-Japanese Plant Magick Spells ........192
  Additional Wood Magick Spells  ...............................192
  BLOOM .................................................................192
  DISCERN CURSED TREE ...................................192
  ELIXIR OF WAKEFULNESS ................................192
  HEAL PLANT ........................................................192
  Kami Touch ...........................................................192
  TRANSFORM BONSAI ........................................193
  TRANSFER CURSE TO TREE ............................193
  BAMBOO GROVE:  ..............................................193
  EVALUATE WOODEN WEAPON .........................193
  Speak with Plants:  ...............................................193
  UNWARP WOOD: ................................................193
  Warp Wood:  .........................................................193
  DISCERN WOODEN OBJECT'S HISTORY .........193
  Sakaki Grove  .......................................................193
  SAP TO GOLD .....................................................193
  The Greenwood  ...................................................193
  Rise on the Wind:  ................................................194
  Transcendental Magick  
  (Also Called Meditation Magick) .......................194
  Mental Communication ............................................ 194
  Gender: (Optional)  ...............................................194
  Social Class:  ........................................................194
  Species:  ...............................................................194
  Familiarity:  ...........................................................194
  Transcendental Perception & Other Spells ............. 194
  Transmutations  ..................................................195
  AIR BREATHING:  ................................................195
  Cool Mantle  .........................................................195
  Warm Cloak  .........................................................195
  Speed  ..................................................................195
  Journey in Haste  ..................................................195
  Become Another  ..................................................195
  Magickal Wards ..................................................195
  Japanese-Style Wards .............................................195
  Lesser Wards ........................................................195
  Lesser Circles of Protection ..................................195
  Circles of Protection -  ..........................................195
  Wards ...................................................................196
  Greater Circles of Protection ................................196
  Greater Wards ......................................................196
  Great Circles .........................................................196
  Acts Of Faith  ..........................................................197
  Religion, Magick  
  & Morality ............................................................197
  Spell-casting &  ........................................................ 
   .............................................................Acts Of Faith 
  197
  Shinto Priest Vocation & Acts Of Faith .....................198
  Buddhist Priest Vocation & Acts Of Faith .................198
  Learning Acts Of Faith .......................................199
  Core Rules Acts Of Faith .................................. 200
  Land Of The Rising Sun Acts Of Faith ............ 200
  Prayers ..................................................................... 200
  Blessing (BP, SP)  .................................................... 200
  Common Prayer  ...................................................... 200
  APPEAL (B, S)  ........................................................ 200
  HOLY PRAYER   ...................................................201
  ONE HUNDRED PRAYERS (B, S)  ......................201
  PRAYER AGAINST DEATH (B,S)  .......................201
  RAIN PRAYERS (SP) ...........................................201
  REMEMBER THE DEAD (B, S) ...........................201
  Acts of Faith ..............................................................201
  Bless Item (BP, SP)  .............................................201
  BURY THE DEAD (BP)  .......................................201
  Sanctification (BP)  ...............................................201
  TEMPLE DEDICATION  .......................................202
  TEMPLE (B) or SHRINE (S) PRAYER  ................202
  STATUE  DEDICATION ........................................202
  DISCERN IMPURE FOOD & WATER (SP) ..........202
  PURIFY PERSON (SP)  .......................................202
  PURIFY SHRINE (SP)  .........................................202
  PURIFY WATER (BP, SP)  ...................................203
  PURIFY LAND (SP)  .............................................203
  
  11
  BLESSING AGAINST ILLUSION (BP, SP)  ..........203
  BLESSING AGAINST COMMAND (BP, SP) ........203
  DETECT DISGUISED HENGEYOKAI (BP, SP) ...203
  Prayer to Detect Magical Forces ..........................204
  DISCERN KAMI SYMBOL (SP) ............................204
  ENLIGHTENED COURAGE (BP) .........................204
  FORCIBLE ENLIGHTENMENT (BP) ....................204
  Prayer for Strength of the Righteous ....................204
  DETECT DISGUISED BAKEMONO, SPIRIT OR DE-
  MON (BP, SP) .......................................................204
  Prayer to Find the Open Way ...............................204
  Holy Barrier of Guard  ...........................................204
  Prayer to Recognize Evil ......................................204
  Ritual: Remove Curse (BP, SP) ............................204
  FIND THE NEAREST TEMPLE (BP)/SHRINE (SP) 204
  INVISIBILITY TO NON-HUMAN ENEMIES (BP) ..204
  REMEMBER (BP, SP) ..........................................204
  UNMASK BAKEMONO (BP) ................................205
  UNMASK HENGEYOKAI (BP) .............................205
  DISPEL ILLUSION AND COMMAND (BP, SP) .....205
  RITUAL: EXORCISE RYO (BP) ...........................205
  Forcible Enlightenment (BP) .................................205
  RITUAL: PLACATE RYO (SP) ..............................205
  Prayer for Strength of the Holy .............................205
  RITUAL: ENLIGHTEN RYO OR DEMON (BP) .....205
  ENSHRINE RYO OR DEMON (SP) .....................205
  UNMASK DISGUISED SPIRIT (BP) .....................205
  Visions (BP, SP)  ...................................................206
  RESTORE MEMORY (BP) ...................................206
  ARCANE Magick (SP) ..........................................206
  HEALING Magick (BP) .........................................206
  Miracles .................................................................... 206
  Minor Miracle (BP, SP)  .........................................206
  Miracle (BP, SP)  ...................................................206
  Greater Miracle (BP, SP) ......................................206
  Call Back the Dying  .............................................206
  Cure Blindness .....................................................207
  Cure Deafness  .....................................................207
  Cure Disease  .......................................................207
  Cure the Wounded ...............................................207
  Heal Grievous Wounds  ........................................207
  Neutralize Toxins ..................................................207
  Purify Food and Water  .........................................207
  Restoration  ..........................................................207
  Restore the Faithful  .............................................207
  Restore Use of Limb  ............................................207
  Sacraments .............................................................. 207
  Anointing the Sick  ................................................207
  Anoint the Wounded  ............................................207
  Baptism  ................................................................207
  Penance (Confession)  .........................................207
  RELIGIOUS SERVICES (Say Mass) (BP, SP) .....207
  Holy Items ...............................................................208
  The Setting  .............................................................209
  Geography .......................................................... 209
  Political Factions ............................................... 209
  FOOD:  .................................................................209
  Holdings ..............................................................210
  Castles  .....................................................................210
  Cities .........................................................................210
  SOCIAL STRUCTURE: ........................................210
  Characterization .................................................211
  COPING WITH CULTURE SHOCK:  .......................211
  Random Encounters ..............................................212
  The Village ...........................................................212
  The City ................................................................213
  The Floating World .............................................216
  The Imperial Capital ...........................................217
  The Roads............................................................219
  The Wilderness .................................................. 220
  The Meido ........................................................... 220
  Valuables ............................................................ 222
  Foreigners ...............................................................223
  Europeans In The Land Of The Rising Sun .... 223
  Japanese In European Lands .......................... 224
  Speaking A Foreign Language ........................ 224
  Trading Between Japan & Europe ................... 225
  Experience ..............................................................226
  Earning Experience &  
  Running Risks in Downtime  ............................ 226
  Learning Skills ................................................... 227
  Non-player 
  Characters ...............................................................229
  Otherwise known as NPC’s ..................................229
  Guards ................................................................ 230
  Warriors .............................................................. 230
  Samurai ................................................................231
  Foresters .............................................................231
  Thieves & Ninjas ................................................ 232
  Priest ................................................................... 232
  Mage .................................................................... 233
  NON-ADVENTURER NPCS  .................................. 233
  Animals....................................................................234
  Land And Air Animals ....................................... 234
  Large Creatures Of  
  The Woodlands & Grasslands:  ............................234
  Small Creatures of the  
  Woodlands and Grasslands:  ...............................234
  Birds Of The  
  Woodlands and Grasslands:  ...............................234
  Serpents Of The  
  Woodlands and Grasslands:  ...............................234
  Domestic Animals:  ...............................................234
  Exotica:  ................................................................234
  Giant Beasts:  .......................................................234
  Water Animals .................................................... 235
  Enchanted Creatures ........................................ 236
  Baku:  ...................................................................236
  Elephant:  .............................................................236
  Giant Centipede:  ..................................................236
  Giant Spider:  ........................................................236
  Kirin:  ....................................................................236
  Korean Lion Dogs:  ...............................................237
  Lion:  .....................................................................237
  Nue Bird:  ..............................................................237
  Saru Monkey:  ......................................................237
  Tiger: ....................................................................237
  Umibozu  ..............................................................237
  Tatsu Dragon ...................................................... 238
  Special Abilities ....................................................... 239
  Limitations ................................................................ 239
  Description ............................................................... 239
  Magick Materials ...................................................... 239
  Hengeyokai .............................................................240
  Usual Types Of Hengeyokai .................................... 240
  Kami Messenger Hengeyokai...................................241
  Hengeyokai Possession ...........................................241
  Hengeyokai Npcs ......................................................241
  
  12
  Bakemono ...............................................................243
  Dry Land Bakemono ......................................... 243
  Ichi-Me ..................................................................... 243
  Oni  ........................................................................... 243
  Rokuro Kubi ............................................................. 244
  Tengu ....................................................................... 244
  Yama Hito ................................................................. 244
  Dry Land Bakemono NPCs ..................................... 245
  Water Bakemono ............................................... 245
  Orochi ...................................................................... 246
  Kojin (Shark People) ................................................ 246
  Kappa ....................................................................... 246
  Shojo ........................................................................ 246
  Dragon Realm Bakemono NPCs ............................. 246
   Ryo (Spirits) ...........................................................248
  Ryo Of The Living .............................................. 248
  Ikiryo ........................................................................ 248
  Rikombyo ................................................................. 248
  NPC Ryo Of The Living ........................................... 249
  Ryo Of The Dead ................................................ 249
  Yurei ......................................................................... 249
  Fune Yurei (The Drowned) ...................................... 250
  Ubume ...................................................................... 250
  Gaki (The Hungry Dead) ..........................................251
  Blood Gaki:  ..........................................................251
  Corpse Gaki:  ........................................................251
  Hair Gaki:  .............................................................251
  Heat Or Fever Gaki:  ............................................251
  Music Gaki:  ..........................................................251
  Scent Gaki:  ..........................................................252
  Sex Gaki:  .............................................................252
  NPC Ryo Of The Dead ............................................ 252
  Artefact Ryo ....................................................... 252
  Nature Ryo .......................................................... 253
  Raiju (Thunder) ........................................................ 253
  Yanari (Earthquake) ................................................. 253
  Yuki Onna (Snow Woman) ....................................... 253
  Nature Spirit NPCs .................................................. 253
  After A Character Dies ...................................... 253
  Buddhist Path Of The Dead ..................................... 253
  The Shinto Paths Of The Dead ............................... 255
  Yurei  ....................................................................255
  Nushi   ..................................................................255
  Meido Spirit ...........................................................255
  Demons ...................................................................257
  Demon NPCs ...................................................... 257
  ONI-JIN (literally "demon people") ........................257
  AKU-JIN (literally "evil people") ............................257
  KI-JIN (literally "demon person")...........................257
  MA-JIN (literally "evil person") ..............................257
  Demon Minions .................................................. 258
  Demonic Skills ................................................... 258
  COMMON CURSE ...............................................259
  APPEAL TO DEMON ...........................................259
  WAKEN GHOST ...................................................259
  CURSE .................................................................259
  ILLUSION  ............................................................259
  VISIONS  ..............................................................259
  ARCANE Magick ..................................................259
  The Kami & Buddhas .............................................262
  Shinto .................................................................. 262
  The Kami ............................................................. 262
  Atago ....................................................................262
  Hachiman  ............................................................262
  Inari .......................................................................262
  Koshin ...................................................................263
  O-Kuni-Nushi ........................................................263
  Sengen .................................................................263
  Susa-Nowo ...........................................................263
  Tenjin ....................................................................263
  The Seven Kami Of Good Fortune:  .....................263
  Ujigami  .................................................................263
  Nushi  ...................................................................264
  BUDDHISM ......................................................... 264
  The Buddhas & Bosatsu  & Their Guardians . 264
  Amida Buddha  .....................................................264
  Rushana Buddha ..................................................264
  Yakushi Buddha ....................................................264
  Emperor Yama Buddha ........................................265
  BOSATSU .............................................................265
  Kannon  ................................................................265
  Jizo .......................................................................265
  Miroku  ..................................................................265
  KISHIBOJIN (Demon Lady) ..................................265
  KOMPIRA (Golden Silk) .......................................265
  NIKKO (Sunshine) & GAKKO (Moonlight) ............265
  MYO .....................................................................265
  Fudo Myo ..............................................................265
  Aizen Myo .............................................................265
  TENNIN ................................................................265
  MARISHI-TEN ......................................................266
  SHI-TENNO ..........................................................266
  Buddhist Religious Ceremonies ...................... 266
  Shinto Religious Ceremonies .......................... 266
  Appendix One: Scenario Ideas..............................267
  Guarding Something/Someone ............................267
  Finding Something/Someone:  .............................267
  Delivering Something/Someone ...........................267
  Removal Of Undesirables .....................................267
  Places Of Mystery ................................................... 268
  THE HAUNTED SHRINE: ....................................268
  The Island Of Dreams: .........................................268
  The Ruined Castle:  ..............................................268
  Murder At The Checkpoint:  ..................................269
  The Strange History Of A Keg Of Sake ................269
  The Words of Gon-guji ...................................... 272
  Introduction .............................................................. 272
  Background .............................................................. 272
  A Note on Pronunciation .......................................273
  Starting the Adventure ............................................. 273
  Encounters on the Road ...........................................274
  1. The Shrine in the Mist .......................................274
  2. The Tengu .........................................................274
  Kakati - Tengu .......................................................275
  3. “Three will you meet... “ ....................................277
  Shinen Valley & Kumo Castle .................................. 277
  Shinen Village .......................................................277
  Kumo Castle .............................................................278
  Non-Player Characters .............................................278
  Kumo Ushii ...........................................................280
  Tadaka Kuwe ........................................................282
  lch’yama  ..............................................................282
  Shintaro Fumito, Tadake Ryochi, Saitoh & Gozo Hoda-
  ka, & Noboyasu Emura .........................................283
  2nd Level Samurai .................................................283
  Kanchira Yukika & Kakamei Kono ........................283
  1st Level Ashigaru .................................................283
  Kaji Yamabushi, Yamato Maki, Mito lshiyama. Hirato 
  Hodaka and Mukade Shimokashi  ........................283
  1st level Samurai ...................................................283
  Kumo Ushii's Prisoners............................................ 285
  
  13
  Tsumo lshisu .........................................................285
  Azo and Daki ........................................................285
  Gono the Physician ..............................................285
  Continuing The 
  Adventure ................................................................285
  Appendix Two:  
  The I Ching ..............................................................286
  Appendix Three:  
  Japanese Lore ........................................................289
  Appendix Four: 
  Recommended Reading.........................................292
  GENERAL .............................................................292
  LEGENDS ............................................................292
  MARTIAL ARTS ....................................................292
  Appendix Five:  
  A collection of Japanese Words ...........................293
  Kick Starter Backer List .........................................309
  SHOGUN ............................................................. 309
  DAIMYO ............................................................... 309
  KARO .................................................................. 309
  SAMURAI .............................................................311
  RONIN ..................................................................311
  ASHIGARU ...........................................................311
  ARTISANS ...........................................................311
  
  14
  Introduction 
  For centuries the Japanese have called their islands the 
  Land of the Rising Sun. This  fantasy Role-Playing Game is 
  set in Feudal Age Japan, the culture that prevailed between 
  850 and 1500 Common Era. This is the Japan of legend 
  -- with brave samurai, stealthy ninja, crafty cat spirits, 
  terrifying demons, awe-inspiring Kami and Buddhas, 
  and lovely geisha. It lies comfortably after the subdual 
  of the Ainu and comfortably before the coming of the 
  Europeans with their foreign weapons, medicines, and 
  other contributions which were to revolutionize the course 
  of Japanese culture. The reading list at the end of the rules 
  may be used by those interested in more information 
  about Japanese culture. The index at the end of the rules 
  lists important gaming terms and unfamiliar Japanese 
  words and gives the sections in which they are mentioned. 
  The GM should feel free to modify the fantasy Japan 
  presented herein to a Land of the Rising Sun which is 
  more suitable to his own gaming purpose. The cultural 
  background is detailed not to bind the GM's imagination 
  but to present to those unfamiliar with Japanese culture 
  and history a highly oversimplified picture of what feudal 
  Japan was like in history and ancient legend. 
  I myself discovered Japan (as opposed to Japanese 
  food) when in 1975 my husband and I lived there for four 
  months while he worked as a computer programmer on a 
  geosynchronous satellite project. Challenged by an alien 
  land, I set to work to learn as much of its history, culture 
  and language as I could. My own reading knowledge 
  of Japanese is on the level of a third grader. However, 
  luckily, many useful books are available in English (see 
  the reading list or find the nearest city with a Kinokuniya 
  bookstore). 
  My role playing life began when I discovered Dungeons 
  and DragonsTM in 1974. In 1975, I founded an amateur 
  press association called ALARUMS AND EXCURSIONS 
  to allow role players to discuss game rules, share ideas, 
  and write up game sessions. A&E still continues, with 
  an international set of contributors willing to put up 
  with waiting a month for feedback in order to get longer 
  and better thought out essays and comments than those 
  usual on netgroups. (People interested in contributing or 
  subscribing should contact me at leeway@mediaone.net, 
  barry.gold@platinum.com or 3965 Alla Road, Los Angeles, 
  CA 90066.) 
  Once the initial fascination of exploring what Mark 
  Swanson later termed the Gilded Hole had worn off, I 
  was delighted to buy Chivalry & Sorcery by Ed Simbalist, 
  Wilf Backhaus and friends. A few weeks later, I sent them 
  a set of twenty questions about ambiguities I'd noticed in 
  the C&S rules. For a while I maintained a 20 questions a 
  month private correspondence with Ed Simbalist. 
  I was thrilled when Ed Simbalist contacted me in the 
  late 70s to write an adaptation of C&S to the Japanese 
  scene. And now, over fifteen years later, I am thrilled to 
  know that Land Of The Rising Sun is in print once again. 
  This book is part of the CHIVALRY & SORCERY 5th 
  edition family, but it contains a number of new options 
  for character vocation, combat, Magick, acts of faith, 
  and other aspects of the rules, in order to better depict 
  Japanese culture. Some sections from LAND OF THE 
  RISING SUN 1st edition are still the same; others have 
  been rewritten for clarity or concision. Still other sections 
  are totally different, because I've learned more about Japan 
  in the last 15 years -- and also because I've had a few new 
  ideas about role-playing in the last 15 years. 
  You will need
   A copy of Chivalry & Sorcery 5th Edition to use these 
  rules to their fullest. 
  If you have any questions about anything in this book, 
  please feel free to write me. (If you use the post office, 
  please enclose a self-addressed envelope with stamps or 
  postal reply coupons to cover the cost of postage.) 
  I'd like to thank many people for helping me with this 
  game, both the first edition and the current edition: my 
  husband, Barry Gold for his faithful proofreading; Owen 
  and Eclare Hannifen who introduced us to Fantasy Role 
  Playing; Allison Kaese for faithful nitpicking while I 
  worked on adapting these rules to C&S; and also people 
  who have role played in my Japanese campaign: Richard 
  Aronson, Mark Kampe, Tim Merrigan, Diane Myers, Rita 
  Prince Winston, Kay Shapero, Rick Schwall, and Elizabeth 
  Wolcott. 
  Now that you have bought this book
  Glance at the Table of Contents. You may want to read 
  about the cultural background in Chapters Two and Three 
  before plunging into character creation. You may want to 
  read about Vocations in Chapter Four and about Skills in 
  Chapter Five before deciding what sort of player character 
  you want to create. 
  Sayonara, Lee Gold 
  
  15
  Japanese History 
  Japanese culture and technology didn't change very 
  much over the centuries. This history will chronicle the 
  ups and downs of various influential families during each 
  era, then point out the era's historical pattern (see page 47) 
  and roleplaying opportunities (also see Appendix 1). 
  The Yamato Era: 
  Conquering the Ainu 
  The islands of Japan were originally settled by the Ainu. 
  Archaeologists think that the ethnic Japanese migrated 
  from North Asia to settle the islands over three thousand 
  years ago, driving the Ainu out of the temperate areas into 
  the snowy regions in the north. 
  The conquering clans struggled with one another for 
  the best territory, occasionally uniting to drive off Korean 
  or Chinese invaders or to quell an Ainu uprising. All the 
  clans accepted the nominal authority of the Yamato clan, 
  who had settled on the eastern coast of the main island 
  of Honshu. In legend, the lord of the Yamato clan was 
  descended from Amaterasu, the Sun Kami, and the other 
  clans paid him ceremonial deference as the Emperor of 
  Japan and the chief priest of Amaterasu. 
  Historical Pattern: 
  This is an era of Contending Clans, with no Shogun, 
  no Buddhist priests, and no Ninja. The GM may rule 
  that there are no Martial Arts and no Fine Arts (and 
  no Geisha). All pure-bred Japanese have Commoner 
  height and weight. Except for Courtesans, Entertainers 
  are considered Artisans, not Outcasts. There are no Eta 
  Outcasts, only Ainu slaves. The largest cities are Type 6 
  (see page 208); there are no castles. Garments are made of 
  hemp, fur or leather, with cotton and silk available only as 
  expensive imports (both costing about twice the price of 
  silk in later eras). 
  The social classes are very fluid. Instead of using 
  the father's vocation to determine Masteries acquired 
  in childhood, the GM should allow a PC to have a 
  background as an apprentice in any vocation the player 
  prefers. Clan leadership went to the man that the warriors 
  felt would be their best leader rather than necessarily 
  going to one of the sons of the previous leader. 
  The following Combat skills are rare and only available 
  with GM permission: Tesubishi, Chain weapons, 
  Crossbows, Explosives, Fuku Bari, Half-Bow, Jitte, 
  Katana Great Blow, Neko-De, Ninja-To, Ninjutsu, Quick-
  Draw, Shuriken, and Tetsubishi. Ringmail armour is not 
  available. The usual sword is the straight, single-edged 
  Tsurugi (treat as a Longsword)
  Notes On Ainu: 
  Ainu have Samurai height and weight. Ainu Priest 
  Mages are Shamans. Ainu weaponsmiths produce 
  inferior metal weapons and armour. Ainu warriors 
  taken as prisoners became slaves. It is said that not a few 
  Ainu women who married Japanese men experienced 
  discrimination from relatives and people close to the men. 
  . 
  Roleplaying Opportunities: 
  This is an unsettled time with iron age Japanese 
  battling bronze age Ainu to settle the land. Any warrior 
  can become a samurai or even a clan lord; all he needs 
  is courage, intelligence, and weapons to use against the 
  enemy. The wilderness is full of Ainu, bandits, hengeyokai, 
  bakemono and Ryo. Peasant villages and even clan towns 
  are isolated and often endangered. The players may watch 
  the clans battle to see which of them will achieve central 
  authority, and perhaps their PCs may become the advisers 
  or even the leaders of the imperial clan. Heroic PCs may 
  end up becoming the Kami honoured by later eras. 
  This setting allows the same sort of free-wheeling 
  campaign as a C&S 5th Edition Dark Ages setting. It's an 
  era rich in opportunities for glory, power, and wealth, and 
  with few social restraints except for the need to respect 
  Shinto shrines. 
  
  16
  Jingo's Conquest  
  of Korea 
  The Empress Jingo supposedly conquered Korea in the 
  middle of the third century. Although this victory may 
  have been mythical, Japan maintained a strong military 
  and political presence in Korea throughout this period, 
  until the rise of the Korean kingdom of Silla in the 
  middle sixth century. The Japanese also stayed, at least 
  indirectly in touch with Chinese artistic and technological 
  developments. Chinese silkworm raising was introduced 
  into Japan during the third century; Chinese writing and 
  the Chinese calendar were adopted in the fourth century. 
  Historical Pattern: 
  This is an era with a Strong Emperor, and with slaves 
  being both Korean or Ainu prisoners. Jingo's capital may 
  be a Type 7 or 8 City, but all other cities are still limited 
  to Type 6 or below. Silk is now produced domestically, 
  but cotton is still an expensive import (priced the same as 
  silk). Otherwise this is just like the previous era. 
  Roleplaying Opportunities: 
  These are the same as for the preceding era, plus the 
  chance to explore other countries by trading with China or 
  fighting in Korea. 
  The Soga Era: 
  The Introduction of 
  Buddhism 
  Buddhism began over two thousand years ago in 
  India. Japanese Buddhist tradition places Buddha's 
  enlightenment in 992 BCE. (Western scholars prefer other, 
  later dates, from 516 BCE to 448 BCE.) Buddhism was 
  carried to China along trading routes in the 1st century, 
  and to Korea in the late 4th century. Buddhist tradition 
  credits Bodhidharma, whom the Japanese call Daruma, 
  with finally bringing the complete Buddhist sutras to 
  China in 520. 
  During this era, the imperial capital was in Asuka, near 
  the current location of Nara. In 552, King Syongmyong 
  of Korea sent a Buddhist image and some sutras to Japan, 
  starting a feud between two factions at the imperial 
  court. The Nakatomi clan traced its ancestry to the Kami 
  who had coaxed Amaterasu to emerge from her cave. 
  Allied with the Mononobe clan, the Nakatomi rejected 
  Buddhism, partly for genuine religion reasons and partly 
  from opposition to the Soga clan whose clan lord, Soga 
  Iname, had the imperial court rank of Chief of Chieftains, 
  roughly equivalent to the later position of Imperial 
  Chancellor. 
  The Emperor attempted a compromise by presenting the 
  Buddhist image from Korea to the Sogas. Iname converted 
  a mansion he owned into a temple for it. An epidemic 
  struck the capital, and the Mononobes claimed this was 
  due to the wrath of the Kami. They burned the temple and 
  threw the Buddhist image into the Naniwa Canal which 
  had been built by Korean labourers to protect the city of 
  Naniwa, located in the same area as the modern city of 
  Osaka. 
  Despite this setback, the Soga clan soon regained its 
  political power, and continued to dominate the Imperial 
  court through the sixth and seventh centuries. The Korean 
  King sent another Buddhist image in 579; the Soga put 
  it into a temple and arranged for Buddhist priests and 
  priestesses to perform religious services. But another 
  pestilence struck the capital, and the Mononobe and 
  Nakatomi destroyed the temple, stripped the priests 
  and priestesses of their religious clothing, and publicly 
  whipped them. But this time the Buddhist image was not 
  destroyed. Emperor Yomei gave Soga Umako (a man, 
  despite his having what would later become a feminine 
  style of name) permission to practice Buddhism privately. 
  Shortly thereafter, during the 580s, the Chinese Emperor 
  Wen began the Sui dynasty and reunified his country, 
  increasing its military power, and thereby its cultural 
  power. In 587, Emperor Yomei fell ill and decided to 
  convert to Buddhism on the advice of his son, Shotoku 
  (and the encouragement of his wife who was the Soga clan 
  lord's daughter). 
  There was a short clan war (with the Nakatomi and 
  Mononobe attempting to put a young prince on the 
  throne, and crying that converting to Buddhism would 
  mean "turning their backs upon their country's gods"), 
  but the Soga retained their power and Emperor Yomei was 
  permitted to abdicate and become a Buddhist. 
  
  17
  Encouraged, the Koreans sent over more images, sutras, 
  and holy relics of the Buddha. The Sogas sent Buddhist 
  priests to Korea and China to study the new religion. But 
  none of this interrupted the court's power struggles. When 
  Yomei's younger brother, the Emperor Sushun, attempted 
  to seize power from the Soga and rule in his own right, 
  Soga Umako had him assassinated. 
  In 593, Prince Shotoku became regent for his aunt, the 
  Empress Suiko, who also named him as her heir. Although 
  never officially Emperor, Shotoku is revered by the 
  Japanese for his support for Buddhism, although of course 
  this would have had little effect if it had not agreed with 
  the policies of his Soga advisers and relatives. 
  Under Shotoku's regency, Japan sent its first ambassador 
  to China. He carried a letter which began "The Emperor 
  of the Land of the Rising Sun writes to the Emperor of 
  the Land of the Setting Sun." Offended at being addressed 
  as an equal, or perhaps even as an inferior since sunset 
  is darker than sunrise, the Sui emperor refused to accept 
  the letter. He did permit the ambassador to return (with 
  a more polite letter) the next year, bringing a number of 
  students with him. The ambassador "lost" the letter that 
  the Sui emperor gave him for Empress, probably because it 
  was equally insulting. 
  Shotoku issued a code of laws and moral advice 
  modelled on that of China. He also encouraged Buddhist 
  temples to open hospitals for treating the poor. Clan heads 
  competed to see who could build the most magnificent 
  Buddhist temple. By the time of Shotoku's death, Japan 
  had 46 Buddhist temples, 816 male Buddhist priests 
  and 569 female Buddhist priests. It was only now that 
  the Japanese began to use the word "Shinto" to refer to 
  their own, native religion. After Shotoku's death, he was 
  worshipped as an incarnation of the Buddha. 
  During the later part of the Empress Suiko's reign, 
  China experienced another change in dynasty, with the 
  T'ang dynasty seizing power in 618, three years before 
  Shotoku's untimely death. This began a Chinese cultural 
  renaissance which welcomed contact with foreigners: not 
  just Japan but also Tibet, India, Turkey, Persia, Arabia, 
  Constantinople, and Siberians. There might even have 
  been Viking and European traders who had taken the 
  Silk Route from Byzantium to Arabia to China. Chinese 
  writings about Japan from this period record that they 
  believed the imperial clan name was Ame (presumably 
  because they were told the clan was descended from 
  Amaterasu). 
  The Japanese modeled their formal government on the 
  Chinese, with a strong central monarchy served by an 
  elite bureaucracy of intellectuals. In practice, however, 
  the Japanese government continued to be administered 
  by men who thought of themselves first as vassals of their 
  clan lord and only secondarily as vassals of the Emperor. 
  After Soga Umako's death in 626, the imperial court 
  was dominated by his son, Soga Emishi, who levied 
  forced labour from the townsfolk and peasants to build 
  Soga family tombs and temples. The Sogas overreached 
  themselves, however, when Emishi's son Iruka chose an 
  imperial prince of Soga blood as the next emperor and 
  had Prince Yamashiro killed to make room for him. The 
  Nakatomi clan lord retired from court office and allied 
  with Naka no Oe, an imperial prince, to overthrow the 
  Sogas in 644. The Soga-backed Empress resigned. 
  Historical Pattern:
  This is an era with a Strong Emperor, dominated by the 
  Soga clan lord as imperial Chancellor. There is no Shogun 
  and no Ninja. Buddhist Priests are rare (and usually speak 
  and write Chinese because they spent some years studying 
  in China or Korea). There are no yamabushi; all Buddhist 
  priests are ascetics. Cotton is still an expensive import. 
  The warrior clans and their samurai are commoners, 
  with imperial nobles being the only elite class. Any warrior 
  can become a samurai as long as he can afford to purchase 
  arms and armour and a horse, or persuade a clan lord to 
  equip him. From this time on, see page 208 for maximum 
  City size. There are no castles. 
  The following Combat skills are rare and only available 
  with GM permission: Tetsubishi, Chain weapons, 
  Crossbows, Explosives, Fuku Bari, Half-Bow, Jitte, 
  Katana, Great Blow, Neko-De, Ninja-To, Ninjutsu, and 
  Quick-Draw. Ringmail armour is not available. The usual 
  sword is the straight, single-edged Tsurugi (Treat as a 
  Longsword). 
  
  18
  Roleplaying Opportunities: 
  Players may, of course, participate in imperial court intrigue and assassination if they wish, but the GM may prefer 
  to keep all that in the background and focus on the warrior clans' continuing struggle to drive back the Ainu and build 
  civilization outside of the imperial capital. Or the campaign may focus on a Buddhist temple, whose priests and lay 
  followers are attempting to gain followers and defend themselves against the attacks of hard-line conservatives who 
  reject a foreign religion. And of course there's also the chance for foreigners visiting T'ang dynasty China to go just a 
  bit farther and drop in on Japan. (It didn't happen historically, but you don't have to adhere strictly to history.) Heroic 
  PCs can end up founding their own clans or being honoured as Kami or Buddhist saints by later generations. 
  
  19
  The Dawn  
  of the Fujiwara Era 
  The new Emperor chose a new capital at Naniwa, about 
  the same place as the modern city of Osaka. He issued a 
  law code which attempted to keep affluent commoners 
  from enjoying luxuries unsuited to their social position 
  by taxing polished rice and silk brocade. He also 
  requisitioned commoners' horses for the imperial army 
  and messenger service. Provinces were also required to 
  send their most beautiful girls to serve the Empress at 
  the imperial court. When Naka no Oe in his turn became 
  emperor (under the title of Tenchi), he enlarged the code 
  of laws and gave the Nakatomi clan a new name: Fujiwara. 
  The Fujiwara clan was to have a major place in the 
  imperial court for the next two centuries. The Emperor 
  continued to honour Buddhism, and the Fujiwaras did the 
  same now that they had achieved their goal of conquering 
  the Soga. The Fujiwara clan lord built a Buddhist temple 
  in honour of his ancestors. In 687, the imperial capital 
  was moved again to an area dominated by the Fujiwara: 
  Fujiwara-no-miya in Yamato. Meanwhile the T'ang 
  dynasty continued in power in China, conquering the 
  Western Turks in 657 and Korea in 688. 
  In 699, the Buddhist priest En no Shokaku, who had 
  lived as a hermit on Mount Katsuragi for over thirty years, 
  was accused of sorcery and exiled to an island. Several 
  years later he was pardoned and allowed to return to his 
  mountain. The school of Buddhism that he founded was 
  believed to teach its priests as much about Magick as about 
  the path to enlightenment. 
  Historical Pattern:
  This is an era with a Strong Emperor, dominated by 
  the Fujiwara clan lord. There is no Shogun and no Ninja. 
  There are only a few Buddhist Priests, who usually speak 
  and write Chinese because they spent some years studying 
  in China or Korea. There are no yamabushi; all Buddhist 
  priests are ascetics, but some may be mages. Aside from 
  that, it is much the same as the preceding era. Cotton is 
  still an expensive import. There are no castles. 
  The following Combat skills are rare and only available 
  with GM permission: Tetsubishi, Chain weapons, 
  Crossbows, Explosives, Fuku Bari, Half-Bow, Jitte, 
  Katana Great Blow, Neko-De, Ninja-to, Ninjutsu, and 
  Quick-Draw. Ringmail armour is not available. The usual 
  sword is the straight, single-edged Tsurugi (Treat as a 
  Longsword). 
  Roleplaying Opportunities: 
  These are much the same as for the preceding era. In 
  addition, a campaign might focus on the imperial nobles 
  sent to inspect a province's women and choose the ones 
  beautiful enough to be the Empress's ladies-in-waiting. 
  (Some of these girls have relatives or sweethearts who 
  want to keep them at home. A few may be Hengeyokai or 
  other non-humans.) Such an expedition would be heavily 
  guarded against bandits. Or a campaign could focus on 
  a Buddhist mountain hermitage its nearest neighbours 
  hengeyokai, yama hito, and other non-humans, but with 
  occasional visits from the villagers who lived at the foot of 
  the mountain, pilgrims, and even an imperial messenger 
  sent to bring a priest to the capital to cure an important 
  noble or even a member of the imperial family. Heroic 
  PCs can found a clan or be honoured in future generations 
  as Kami or Buddhist saints. 
  The Era  
  of Fujiwara Ministers 
  A new Imperial capital was founded in 710, at Nara in 
  Yamato province, and would remain there until 794. It was 
  built with wide gridded avenues, imitating the Chinese 
  capital. Fujiwara no Fubito, the Fujiwara clan lord, built a 
  shrine on Kasuga hill to his family's ujigami, their patron 
  ancestral Kami. (Like Amaterasu's shrine at Ise, this shrine 
  was ceremonially rebuilt every twenty years.) It eventually 
  became a shrine to the ujigami of all of the Yamato clans 
  and acquired many branch shrines. Its symbols are its 
  pine trees and its deer herd. Fubito also moved Kamatari's 
  Buddhist temple to Nara, where it was called Kofukuji. 
  It eventually became a martial temple, whose yamabushi 
  were always allied with the Kasuga shrine. 
  At about this time, two chronicles of Japanese history 
  were published: the Kojiki and then the Nihongi. Their 
  dates don't agree with one another, not surprising 
  for works of historical legends. A new code of laws 
  was also issued, this time not by the Emperor but by 
  Fujiwara no Fubito, who dominated the imperial court 
  through marriage politics: two of his daughters and one 
  of his granddaughters were empresses. Fubito's rule 
  lasted during the reigns of six emperors who held only 
  ceremonial power. He preferred to rule from behind 
  the throne, and didn't even become Chancellor until 
  after his death, as a posthumous title. He was followed 
  by his son who exercised similar power. The Fujiwara 
  became wealthier than the imperial family; Fujiwara clan 
  bureaucrats had more power than the equivalent imperial 
  bureaucrats. 
  
  20
  During this period, an imperial court noble who was 
  not successful politically might be appointed as governor 
  of a province. This position would bring him great wealth, 
  but it also meant banishment from the capital for some 
  years. A governor was inspected once a year to verify his 
  accounts were in order and was not allowed to return 
  to the capital until his successor had certified that all 
  the required taxes had been sent to the Emperor. The 
  governor's subordinates were the local clan lords who 
  were responsible for supplying not just taxes but also men 
  trained and equipped for military service. These units 
  were used to keep down bandits, pirates, and the northern 
  Ainu. 
  The government attempted to increase its income by 
  encouraging peasants to cultivate new land, promising 
  that any farmer who could raise a 1,000 koku of rice from 
  his new fields would be given lifelong immunity from 
  taxes. A farmer who could raise 3,000 koku was given an 
  honorary court rank at the lowest level. 
  Despite this, many peasants fled the fields to become 
  townsfolk or bandits. Some of them were seeking new 
  opportunities; others were upset at high taxes on harvests 
  and forced labour on government projects, such as 
  building the new imperial palace and the capital's many 
  beautiful shrines and temples. (The temples and any land 
  they owned including farmland were immune from taxes.) 
  The imperial mint's coins became increasingly debased 
  in order to finance the court's extravagant spending. 
  Meanwhile, the clan chiefs in the faraway eastern 
  provinces kept the military supplies and tax money they 
  raised for their own wars, against the Ainu and against one 
  another, rather than sending them to the imperial capital. 
  Historical Pattern: 
  This is an era with a Strong Emperor, dominated by the 
  Fujiwara clan lord. Buddhist Priests may be ascetics or 
  yamabushi, and some may be mages. Aside from that it is 
  just like the preceding era. 
  The following Combat skills are rare and only available 
  with GM permission: Tetsubishi, Chain weapons, 
  Crossbows, Explosives, Fuku Bari, Half-Bow, Jitte, Neko-
  De, Ninja-to, Ninjutsu, and Quick-Draw. Ringmail armour 
  is not available. From this time on, the usual sword is the 
  Katana (slightly curved unlike the Tsurugi) and Katana 
  Great Blow is now available as a Combat skill. 
  Roleplaying Opportunities: 
  There are many opportunities in addition to those of 
  the preceding era. The campaign may focus on a peasant 
  village attempting to settle new land in the wilderness, 
  facing opposition from Ainu, bandits, and non-humans. 
  It may focus on a peasant village devastated by years of 
  bad harvests: some of its people becoming bandits, some 
  townsfolk, some staying stubbornly to work the land. All 
  of them still recognizing their common bonds as they 
  return each year to the village at the Harvest Festival to 
  worship the village Ujigami, their common ancestors. It 
  may focus on an imperial noble named as the governor 
  of a province and his interactions with the local warrior 
  clan lords. It may focus on Kofukuji temple, and what 
  challenges drove it to change from being an ascetic to a 
  martial temple order (and on people's surprise at finding 
  Buddhist Priests who were warriors). Japanese civilization 
  is starting to fall apart, and it needs heroes to save it. 
  The Era  
  of Fujiwara Chancellors  
  at Nara 
  In 737, the imperial capital was struck by a smallpox 
  epidemic. In order to invoke the Buddha's protection, an 
  order was issued in the name of Emperor Shomu that a 
  Buddhist temple be built in each province. The emperor 
  himself wrote holy texts in golden letters to be kept in 
  each of these temples. Each temple was awarded the tax 
  revenues of fifty households plus sixty acres of rice-land. 
  The funds required for this project significantly depleted 
  the imperial treasury. 
  In 742, the Buddhist monk Gyoji was sent as an imperial 
  messenger to Amaterasu's shrine at Ise and returned with 
  the Kami's proclamation that the Buddha was another 
  form of herself as the Sun. Gyoji is also famous for 
  building bridges and for his skill with a potter's wheel. He 
  was later given the title of Bosatsu by imperial decree. 
  
  21
  In 749, Koken became Empress. She was a fervent 
  Buddhist, and issued a ruling forbidding people from 
  killing any living beings, imposing great hardships on 
  commoners. Her reign saw the building in Nara of the 
  great Todaiji temple to Rushana Buddha and the equally 
  huge Hachiman shrine. Inspired by the Chinese temple 
  in Lo-Yang which had an 85-foot high stone statue of 
  the Buddha, Todaiji had a huge bronze Buddha, 53 feet 
  high and containing over a million pounds of bronze, 
  gilded with mercury and several hundred pounds of gold. 
  Meanwhile, a retinue of imperial nobles of high rank 
  went to Hachiman's shrine in Usa to escort the Kami to 
  Nara. His mikoshi was welcomed to Nara by a week-long 
  ceremony performed by thousands of Shinto and Buddhist 
  priests, culminating in a ceremony in which the Empress 
  awarded Hachiman the highest court rank. The Manyoshu 
  collection of poetry was compiled the next year. 
  In 759, Empress Koken abdicated, at the Fujiwara 
  Chancellor's request, and became a disciple of the 
  Buddhist priest Dokyo. She heaped honours and wealth 
  upon Dokyo. Chancellor Fujiwara Nakamaro led an 
  army against Dokyo's yamabushi but was defeated and 
  killed. Dokyo persuaded Koken to return to the throne, 
  banishing the previous emperor to an island. Koken 
  made Dokyo her Chancellor and gave him the title of 
  Ho-oh ("King of the Law," a phrase previously used only 
  by retired Emperors, and now used to translate "Pope"). 
  Dokyo was not satisfied with this and told the empress 
  that Hachiman had sent him a vision that he should 
  become Emperor. 
  Koken sent Wake no Kiyomaro, an imperial noble 
  whose elder sister was one of her ladies in waiting, to 
  the Hachiman shrine at Usa. Dokyo told Kiyomaro that 
  he would make him Chancellor if he brought back a 
  favourable message or torture him horribly if he brought 
  back an unfavourable message. Kiyomaro returned with 
  the message that only a descendant of Amaterasu should 
  be permitted to become an emperor. Dokyo had Kiyomaru 
  hamstrung and exiled him to a small island. Soon after, the 
  empress died; her successor banished Dokyo and recalled 
  Kiyomaro who lived thirty years longer, laden with 
  imperial and Fujiwara honours and wealth. 
  On the advice of Chancellor Fujiwara Tanetsugu, 
  Emperor Kwammu founded a new Imperial capital in 
  784 in Nagaoka. Like Nara, it was laid out to resemble the 
  Chinese capital. It was begun in the month of the Dragon. 
  Five months later, the Emperor moved into his palace. 
  During its building, at least 300,000 labourers were used at 
  a single time, with work going on both day and night. The 
  peasants who had owned the land were paid for the loss of 
  their fields. 
  The nobles who had to move their homes were given 
  additional koku of rice for their building and moving 
  expenses. Tanetsugu was assassinated the next year by 
  the emperor's younger brother Prince Sawara, whom he 
  had offended by denying one of Sawara's favourites a high 
  position at court. 
  Prince Sawara was exiled to the island of Awaji but 
  soon died: he starved himself to death. Shortly thereafter, 
  the emperor's son fell ill. Diviners said the boy's illness 
  was due to Sawara's angry spirit which was haunting 
  the capital. Envoys were sent to the island where Sawara 
  had died to plead with his spirit and to build him a 
  magnificent tomb. When the heir's consort also fell ill, 
  even more costly offerings were sent. 
  In 790, the Ainu began to make increasingly strong 
  attacks on the northern frontier. Military posts had to be 
  established to defend the border, another heavy financial 
  expense. A Sei-i-tai-Shogun ("barbarian-subduing 
  great general," the first use of the title later born by the 
  Minamoto Shoguns) was appointed to lead an expedition 
  against the Ainu. One such expedition included taxing 
  the provinces and capital for 120,000 koku of rice, 34,500 
  arrows, 20,000 suits of leather armour and 3,000 suits of 
  iron armour. 
  Historical Pattern: 
  This is an era with a Strong Emperor, with the Fujiwara 
  clan lord competing with other notables to see who will 
  run the government. Shinto and Buddhism accept one 
  another as kindred faiths. Imperial nobles study the fine 
  arts but not the art of war. Aside from that, it is much like 
  the preceding era. Cotton is an expensive import, and 
  there are no castles. 
  The following Combat skills are only available with 
  GM permission: Tetsubishi, Chain weapons, Crossbows, 
  Explosives, Fuku Bari, Half-Bow, Jitte, Neko-De, Ninja-
  to, Ninjutsu, and Quick-Draw. Ringmail armour is not 
  available. 
  Roleplaying Opportunities: 
  In addition to the opportunities of the preceding era, 
  the campaign may focus on the group sent to escort 
  Hachiman's Mikoshi to Nara, despite opposition from die-
  hard believers in pure Shinto. Or the campaign may focus 
  on the struggle between Dokyo and the Fujiwaras. Or the 
  campaign may focus on one of the numerous missions 
  sent to the island of Awaji to propitiate the soul of Prince 
  Sawara. Japanese civilization is threatened not just by war 
  but by evil spirits, and needs heroes to save it. 
  
  22
  The Era of  
  Fujiwara Chancellors  
  at Hei-an no Kyo 
  In 794, in hope that the new site would be luckier, the 
  capital was moved once again, five miles away to Hei-
  An no Kyo, the site of the modern city of Kyoto. Official 
  notifications were sent to major shrines and to the tombs 
  of former emperors. This time there wasn't enough money 
  to compensate the peasants for their fields or the nobles 
  for their moving expenses. 
  An imperial decree attempted to limit the building of 
  temples and the admission of priests to holy orders, but 
  nearby Mount Hiei already had one Buddhist temple, 
  begun by the ascetic priest Saicho. It soon became covered 
  with Buddhist temples, many of them the home of martial 
  orders of yamabushi. The imperial bureaucrats issued 
  many orders but had little means of enforcing them save 
  through the military clans, who disregarded any order 
  not to their liking, with the court often withdrawing an 
  order to issue another, less stringent one it hoped might be 
  enforced. 
  In 799, an Indian trader first brought cotton seed to 
  Japan. That same year, Prince Sawara's body was brought 
  back to Yamato. He was posthumously named Emperor 
  Sudo and given an imperial tomb and a temple to worship 
  him as an incarnation of the Buddha. When Emperor 
  Kwammu fell ill in 806, he ordered priests at all the 
  provincial temples to recite the Diamond Sutra at the 
  equinoxes on behalf of the Emperor Sudo. 
  In 809, the Buddhist priest Kobo Daishi returned 
  from China after studying there for three years. He was a 
  popular preacher who would become renowned in legend 
  as a wonder-worker. He devised the Hiragana syllabary 
  (perhaps modelled on the Sanskrit alphabet he'd learned 
  in China). He is also said to have been a notable poet, 
  painter, and sculptor. 
  The Ainu were finally subdued in 812. The imperial 
  court took the money it had been spending on armies 
  and used it for building more temples and palaces. 
  The financial problem was worsened by later emperors 
  granting tax-free land to their children or to members of 
  the Fujiwara family and other powerful nobles. 
  Imperial court expenses were lowered by reducing all 
  but the emperor's first two or three sons to commoner 
  rank, giving them the name of Minamoto (also 
  pronounced Genji). Emperor Saga had fourteen (!) sons 
  who became Minamoto, known as the Seiwa Minamoto 
  from their place of residence. Meanwhile, one of Emperor 
  Kwammu's grandsons was given the name of Taira (also 
  pronounced Heike). 
  In 816, Kobo Daishi retreated to Mount Koya on the 
  Kii peninsula where he founded the temple Kongobuji, 
  which thanks to gifts from the Emperor and his nobles 
  soon became very large and prosperous. He died in 836. 
  His sect is thought of as encouraging the priests to learn 
  Magick spells. It maintained its own troops of yamabushi, 
  both to defend its territory and to guard the illustrious 
  "exiles" it kept as prisoners. Its huge graveyard has the 
  tombs of wealthy and famous people from across the 
  country, who thought they would reincarnate in a Paradise 
  if they were buried near Kobo Daishi's grave. 
  Historical Pattern: 
  This is an era with a Strong Emperor, with the Fujiwara 
  clan lord dominating the imperial government. After 805, 
  cotton is quite cheap and most commoners wear cotton 
  clothing. Aside from that, this is much the same as the 
  preceding era. There are no castles. 
  The following Combat skills are only available with 
  GM permission: Tetsubishi, Chain weapons, Crossbows, 
  Explosives, Fuku Bari, Half-Bow, Jitte, Neko-De, Ninja-
  to, Ninjutsu, and Quick-Draw. Ringmail armour is not 
  available. 
  Roleplaying Opportunities: 
  These are much the same as those of the preceding 
  eras. In addition, now that the country is more peaceful, 
  traveling is safer. A campaign may focus on a pilgrimage 
  to Mount Hiei or Mount Koya or to the 33 temples of 
  Kannon near the imperial capital. Each of the towns and 
  villages will have its own unique flavour and problems that 
  the pilgrims may be interested in setting right. Eventually 
  there may be a campaign guidebook that details the most 
  popular pilgrimage routes. This is a great time for either 
  deeds of heroism as warrior clan members or for righting 
  wrongs committed by arrogant officials. 
  
  23
  The Era of  
  Fujiwara Regents 
  In 877, Fujiwara Mototsune became Regent at the 
  accession of the ten-year-old Emperor Yozei. Later Yozei 
  was declared insane and forced to abdicate; Mototsune 
  installed first the 55-year-old Koko as emperor and 
  then Koko's son Uda but continued to serve as Regent. 
  His descendants also used this title. Emperors began to 
  abdicate after less than a decade on the throne. 
  The Fujiwara schemed to keep the Minamoto and Taira 
  warrior clans as rivals in order to control their power. 
  Wars and rebellions became increasingly common, 
  particularly in the east, and were put down by naming 
  a Taira or Minamoto general to restore order. Both the 
  Taira and the Minamoto clans had numerous branch 
  clans, some of which fought one another for territory or 
  recognition. 
  The Fujiwara ignored the fact that these wars helped 
  keep the Taira and Minamoto samurai skilled in warfare. 
  Gradually most of the Japanese warrior clans became 
  allied by marriage with either the Taira or the Minamoto. 
  Many of the lesser clans hedged their bets by forming 
  branch clans, one allied with the Taira, one with the 
  Minamoto. During this period, the samurai developed the 
  ethic of Bushido based on bravery in battle and loyalty to 
  their clan lord. 
  Meanwhile the imperial court devoted itself to such 
  amusements as the Winding Water Banquet, in which 
  guests sat by the side of a natural or artificial river. A sake 
  cup was placed on a tray that floated downstream. Each 
  guest in turn picked it up, drank, recited a poem (usually 
  continuing the theme set by the first poem), and replaced 
  it and let it float on. Court ladies amused themselves 
  not just with poetry but with diaries and novel writing 
  (including The Tale of Genji), using Hiragana rather than 
  Kanji. A new sumptuary law code was passed, forbidding 
  people from ostentatious expenditures, partly to preserve 
  the privileges of the upper classes from encroachment by 
  the increasingly wealthy merchants. 
  In China, the T'ang dynasty had gradually lost control 
  of the country. Peasant rebellions looted the eastern 
  and western Chinese capitals in 880. No clear successor 
  emerged for the Chinese throne, and Japan's diplomatic 
  and trading relations with China began to wither. 
  Sugawara Michizane was a powerful court noble in the 
  late 9th and early 10th century who was famous for his 
  scholarship, including his skill at verse and calligraphy. 
  The Fujiwaras distrusted his influence over Emperor Uda 
  whose tutor he had been, and in 894 appointed him as 
  ambassador to the T'ang court. Michizane was afraid to 
  lose his place in court politics and asked Emperor Uda 
  to sever relations with China because the journey was so 
  dangerous. The emperor granted his petition. 
  Later, Michizane tried to help Uda seize power from 
  the Fujiwaras by having him abdicate in favour of his 
  son, Emperor Daigo. The Fujiwaras succeeded in getting 
  Michizane banished from court (by appointing him 
  assistant Viceroy of Kyushu). He died in exile in 902. After 
  Michizane's death, the imperial capital was repeatedly 
  troubled by fires and epidemics, attributed to Michizane's 
  vengeful ghost. He was posthumously promoted to 
  Chancellor, and then decreed to be Tenjin, the Kami of 
  Calligraphy. 
  In 1048, Minamoto Yoshiie held his coming of age 
  ceremony at seven years old at the shrine of Hachiman. He 
  took the nickname of Hachiman Taro, the first-born son 
  of the Kami of War. After him, the Minamoto considered 
  Hachiman to be their patron Kami. 
  Historical Pattern: 
  This is an era with a Weak Emperor, with the Fujiwara 
  clan lord dominating the imperial government. 
  Contending Clans wage small-scale war in the provinces, 
  but the area around the imperial capital is still an island 
  of peace, with the court preoccupied by the Fine Arts. The 
  GM should emphasize the difference in manners between 
  the plain-spoken, unrefined warrior clans in the provinces 
  and the elegant, cultured nobles of the imperial capital, 
  each of whom feels morally superior to the other. Aside 
  from that, it is much the same as the preceding era. There 
  are still no castles. 
  From this time on, ringmail armour is available, and so 
  are most Combat skills. The GM may decide that Ninja 
  developed from the samurai whose clans were destroyed 
  by the Taira and Minamoto. These ronin learned their 
  skills by studying with yamabushi or with non-humans 
  such as Fox Hengeyokai and Tengu. If there are no Ninja, 
  then the Combat skills for Ninjutsu and for Ninja weapons 
  are not available. 
  
  24
  Roleplaying Opportunities: 
  There is plenty of room for enterprising warriors to gain 
  glory and wealth in the provinces by fighting for one of 
  the clans. Central authority is beginning to collapse, and 
  the only social restraints are respect for Buddhist temples 
  and Shinto shrines. In addition, most of the opportunities 
  from the preceding eras still remain, although traveling 
  has become more dangerous. Pilgrims and merchants 
  will probably feel safer hiring bodyguards to protect them 
  from bandits or clan armies suspicious of spies. Japanese 
  civilization is threatened, and it needs heroes to save it. 
  The Era of  
  Retired Emperors 
  Beginning in 1073, Emperor Shirakawa ruled the court 
  without the aid of the Fujiwara, first in his own name and 
  then, after becoming a Buddhist priest, in the name of his 
  young son. His successors ruled in the same way. But the 
  Fujiwaras' loss of power didn't make the imperial army 
  any more powerful. 
  The imperial army was staffed by nobles and had 
  become largely ceremonial. The emperor had to rely 
  upon the Taira or Minamoto warrior clan to maintain 
  civil order. Almost every year, bands of yamabushi would 
  march from Mount Hiei, bearing the mikoshi of Sanno, 
  the Kami of Mount Hiei, and riot in the streets of the 
  capital, besieging the palace. Almost as frequently, other 
  bands of yamabushi came from the Kofukuji temple in 
  Nara, bearing pine branches from the Kasuga shrine. 
  Once, the two groups came close to fighting one another 
  in the streets of the capital, with nearly 20,000 men on 
  each side. 
  Historical Pattern: 
  This is an era with a Weak Emperor, with the Retired 
  Emperor dominating the imperial government. 
  Contending Clans wage small-scale war throughout the 
  provinces. Merchants, artisans, and peasants must rely on 
  the honour of their local clan lord to protect them from 
  enemy clans and bandits, and may throw their support 
  to a neighbouring clan if not treated well. Traveling is 
  dangerous. The imperial capital is occasionally troubled by 
  bands of yamabushi but is still relatively peaceful, with the 
  court preoccupied by the Fine Arts. The GM will have to 
  decide if Ninja are present. There are still no castles. 
  Roleplaying Opportunities: 
  Civilization seems to be falling apart, and there's plenty 
  of opportunities for a band of brave warriors to seek glory. 
  The only social restraints are respect for ascetic Buddhist 
  temples and Shinto shrines. This era has even more 
  opportunities for heroism than the preceding one. 
  The Era of the  
  Taira and Minamoto 
  The Taira and Minamoto conflict continued to escalate, 
  and finally came to a head in a series of battles fought 
  in the late 1150s, between a retired emperor and his 
  younger brother, one side backed by the Taira, one by the 
  Minamoto. Eventually, the Taira clan emerged victorious. 
  The Minamoto clan lord was executed. His son, Minamoto 
  Yoshitomo, rebelled and was killed by one of his own 
  vassals. 
  Taira Kiyamori took Yoshitomo's widow as his mistress 
  and to keep her happy spared the lives of her sons. The 
  oldest was exiled to the small village of Kamakura on the 
  east coast; the others were forced to become Buddhist 
  priests. Kiyamori became the first Imperial Chancellor 
  who was not an imperial noble. He married his youngest 
  daughter to the Emperor. 
  When Kiyomori died, the Minamoto clan rose in 
  rebellion. Yoritomo allied with the Hojo clan (a Taira 
  branch clan) by marrying the clan lord's daughter, and 
  conquered the eastern provinces, with the help of his 
  younger brothers who had escaped from their temple 
  prisons. His brother Yoshitsune proved to be a brilliant 
  general who led the Minamoto forces to victory, driving 
  the Taira out of the imperial capital and defeating their 
  forces utterly at the naval battle of Dan-no-Ura in 1183. 
  The child emperor and his Taira mother jumped off their 
  ship and drowned rather than surrender to the Minamoto. 
  
  25
  Historical Pattern: 
  This is an era with a Weak Emperor, with the Taira 
  or Minamoto warrior clan dominating the imperial 
  government. Contending Clans wage large-scale war 
  across the provinces. People only trust their relatives and 
  oldest friends; strangers might be spies for an enemy clan. 
  Merchants, artisans, and peasants must rely on the honour 
  of their local clan lord to protect them from enemy 
  clans and bandits. Traveling is very dangerous. Even the 
  imperial capital may be the scene of battling between the 
  warrior clans. The first castles are being built. From this 
  time on, there are definitely Ninja, and all Combat skills 
  are now available. 
  Roleplaying Opportunities: 
  Civilization seems to be falling apart, and there's plenty 
  of opportunities for a band of brave warriors to seek glory. 
  The only social restraints are respect for ascetic Buddhist 
  temples and Shinto shrines. Japan needs heroes to protect 
  it. 
  The Kamakura Shogunate 
  In 1192, Minamoto Yoritomo became Shogun, 
  beginning a line of hereditary Minamoto Shoguns. 
  After this time, although Japan was sometimes ruled by 
  dictators who were not Minamoto, they had to be content 
  with some lesser title; only a Minamoto could be Shogun. 
  The Shogunate capital was established in Kamakura, the 
  site of Yoritomo's exile. Nobles and clan lords built palaces 
  and residences in the town. By the end of the next century, 
  it had a population of over a million people. 
  Jealous of his younger brother, and upset because 
  Yoshitsune had accepted an imperial court rank without 
  his permission, Yoritomo declared Yoshitsune was a rebel 
  and condemned him to death. He also assassinated a 
  number of other relatives he didn't fully trust and blamed 
  their deaths on the Fujiwaras. He seized the land of the 
  clans he had conquered and distributed them among his 
  supporters and allies. 
  Now it was the shogunate bureaucracy, not the imperial 
  bureaucracy, which collected taxes and apportioned 
  them. Shogunate taxes were imposed on all land equally, 
  including the fields that had been tax-free. The shogunate 
  law code (and courts) were harsh but fair, demanding 
  evidence and examining precedents. 
  Ito Suketsune (member of a Fujiwara branch clan) was 
  murdered by one of his relatives who accused him of 
  disloyalty to Yoritomo. Ito's two sons were adopted by 
  their mother's second husband, Soga Sukenobu. When 
  they were young teenagers, they left home to find their 
  father's murderer and killed him. Yoritomo had them 
  executed, but they became famous as examples of filial  
  and bravery, made immortal in poems and drama as "the 
  Soga brothers." 
  Yoritomo died in 1199, from injuries he suffered due to 
  falling from his horse. His Hojo wife and her father, the 
  Hojo clan lord, became the regent for the boy Shogun. 
  Yoritomo's favourite Buddhist priest, Mongaku, attempted 
  to persuade the Hojos to force Retired Emperor Go-Toba 
  from power, believing that his lavish lifestyle made him a 
  moral and financial danger. When this failed, he attempted 
  to raise an army and drive Go-Toba from the imperial 
  capital. His rebellion failed, and he was exiled to a small 
  island where he died. Go-Toba continued to rule as regent 
  for first one of his sons and then the other one. 
  In 1200, Japan resumed trade and diplomatic relations 
  with China, where the Sung dynasty had achieved peace 
  by appeasing first invading Manchurians and then 
  invading Mongolians, who would eventually seize power 
  and reunify China. 
  In 1202, Shogun Minamoto Yoriie, oldest son, fell ill 
  and his mother Masako suggested the eastern provinces 
  be given to his younger brother and the western provinces 
  to his son. His wife's father, the Hiki clan lord, thought 
  the division would be unfair to his grandson and tried to 
  overthrow the Hojo regents but was assassinated. The Hiki 
  clan rebelled, but died when the Hojos set their castle on 
  fire. Yoriie was forced to become a Buddhist priest, then 
  assassinated at his Hojo grandfather's orders. 
  In 1221, Retired Emperor Go-Toba rebelled against 
  the Shogunate with the aid of the Mount Hiei yamabushi 
  but was defeated and exiled, allowing the Shogunate to 
  confiscate his followers' estates and distribute them among 
  loyal but landless samurai. The Shogunate also reduced the 
  budget of the imperial court; imperial nobles became quite 
  poor compared to Shogunate officials. 
  A few years later, in 1226, the child Shogun died without 
  a convenient Minamoto to serve as puppet for the Hojo 
  regents. So the Hojo had a Fujiwara baby brought from the 
  capital and adopted as a Minamoto. Later, young imperial 
  princes would be adopted as Minamotos and became 
  Shogun. 
  
  26
  The Hojos took care to supervise their officials and 
  punish any financial irregularities. Any clan that engaged 
  in border warfare would be destroyed and have its 
  lands confiscated. The Hojos also made sure that taxes 
  weren't too high during years of crop failure. The Hojos 
  themselves set a fashion for military austerity while 
  maintaining the puppet Shogun in a luxury which rivaled 
  or surpassed that of the imperial court. 
  In 1257, there was a major earthquake at Kamakura, 
  followed in 1259 by poor harvests creating general famine 
  and a plague in the imperial capital. The Shogunate asked 
  for nation-wide prayers. The Buddhist priest Nichiren 
  began to warn that the Mongols (who had recently 
  conquered China and Korea) would soon invade Japan 
  unless the country was protected by honouring the Lotus 
  Sutra. The Shogunate rejected his advice, preferring to rely 
  on its warriors instead. Nichiren was sentenced to death, 
  but lightning is said to have struck the executioner's blade 
  and he was banished to a small island. 
  Kublai Khan had subjugated Korea partly through 
  his military power, partly by marrying one of his 
  daughters to its king. Now he began sending increasingly 
  menacing letters to "the King of Japan," which were taken 
  to Kamakura. His forces attacked Japan with a huge 
  fleet of ships and tens of thousands of soldiers, first in 
  November of 1274 (well after the usual typhoon season) 
  and then again in June of 1281 (well before the usual 
  typhoon season). Each time, the fleet was destroyed and 
  the invading soldiers stranded by unseasonal typhoons 
  referred to as kamikaze ("divine winds"). 
  Various Buddhist sects claimed that their prayers 
  had brought the storms to save the country. Bands 
  of yamabushi descended upon the imperial capital, 
  demanding official thanks in the forms of court rank and 
  wealth. Nichiren retreated to a mountain hermitage where 
  he died in 1282, convinced that Japan was not yet safe as 
  long as Kublai Khan was still alive. The Hojo regency's 
  expenditures for national defence left it less money to 
  reward its vassals. 
  Many samurai began to pledge their land to merchants 
  in return for money, some to defend their land against 
  Mongol attack, some to live in the same luxury as the 
  affluent merchants. The Shogunate passed sumptuary 
  laws forbidding low-ranking samurai from extravagance 
  and placing even stricter limits on the merchants, but the 
  wealthy always found new ways of showing their riches. 
  Fearing a rebellion, the Shogunate passed the Law of 
  Virtuous Administration exempting samurai from having 
  to pay their debts. Merchants refused to lend any further 
  money to samurai. 
  Minamoto Yoshiie Hachiman Taro was said to have 
  prophesied that in seven generations Japan would be 
  governed by his heirs. But when that time came, the Hojos 
  were still firmly in control of the Shogunate. Ashikaga 
  Ietoki, the lord of a Minamoto clan, committed seppuku 
  at the shrine of Hachiman; he left a letter saying that his 
  sacrificial death would allow the prophecy to be fulfilled in 
  another three generations. 
  In 1331, Emperor Go-Daigo attempted to seize 
  governmental power. The Hojos had him exiled to 
  an island. He escaped and led an army toward the 
  capital, where he allied with Ashikaga Takauji, the 
  tenth generation of Minamotos since Hachiman Taro. 
  Meanwhile, Nitta Yoshisada, another Minamoto branch 
  clan lord, captured Kamakura from the Hojos, then 
  marched to the imperial capital. 
  Go-Daigo thanked Ashikaga and Nitta for their support 
  but named government officials who were imperial 
  court nobles, not warrior clan lords. Nitta supported the 
  emperor, but Ashikaga rebelled against Go-Daigo and 
  defeated his troops. Emperor Go-Daigo retreated to the 
  mountains of Yoshino, where he and his son continued to 
  claim the throne. Ashikaga Takauji became Shogun. 
  Historical Pattern: 
  This is an era with a Weak Emperor and a Strong 
  Shogun. It's quite peaceful until the last few years, but 
  most of the major clan lords build castles, just in case the 
  age of wars returns. The social classes are becoming more 
  stratified, but it's still possible for a brave, strong warrior 
  to gain recognition from a clan lord and attain the rank 
  of samurai. The merchant class has gained in wealth and 
  political power, with many merchants far richer than the 
  samurai who are their social superiors. 
  Roleplaying Opportunities: 
  This is an age of civilization, with general respect for 
  law and order. The campaign may focus on life in a clan 
  capital, as the clan castle is being built, with money lent 
  the clan lord by the city's merchants. If the players are 
  more interested in glory than wealth, the campaign may 
  focus on a lost cause: Yoshitsune's small band of faithful 
  companions, Nichiren's pious disciples, and Emperor 
  Go-Daigo's loyal but impoverished nobles. And of course, 
  during the Mongol invasions and the fall of the Hojo 
  regency, there's plenty of opportunity for samurai and 
  other warriors to show their bravery and win the clan 
  lord's favour. 
  
  27
  The Ashikaga Shogunate 
  The new Ashikaga Shogunate did not have the money or 
  troops to keep the local clan lords from waging occasional 
  small-scale wars to avenge old wrongs or increase their 
  territory, usually using the pretext that one side supported 
  the Nancho (southern court) of Go-Daigo and his heirs 
  while the other side supported the Hokucho (northern 
  court) of the emperor backed by the Ashikagas. The only 
  tranquil area was the eastern coast of Honshu, which 
  remained under the dominion of the Hojos. 
  The Ashikaga could not afford to support the Hojos' 
  country-wide network of vassals, each with his army of 
  loyal samurai. Instead, they relied on the support of local 
  clan lords, who favoured them (and their emperor). The 
  Shogunate court's lifestyle became increasingly lavish, 
  financed by higher taxes and by government toll barriers 
  on the major roads, each charging a toll on travellers and 
  the goods they transported, significantly raising the prices 
  of non-local goods. 
  Trade with China had stopped after the first Mongol 
  invasion. But in 1368, the Mongol dynasty was supplanted 
  by the Ming dynasty, and Japanese trade with China was 
  soon resumed. The Shogunate court delighted in Chinese 
  artwork, setting a fashion which was followed by clan lords 
  and merchants. The Chinese permitted this trading in 
  exchange for the Shogunate's promise to suppress Japanese 
  pirates. 
  Ashikaga Takauji tried to atone for having rebelled 
  against Emperor Go-Daigo by building a large number 
  of Buddhist temples, some in the imperial capital, others 
  in the provinces. He also enlarged the Ashikaga College 
  in his family's home town, a school specializing in the 
  Chinese classics. But he and his successors were unable to 
  control the Buddhist martial orders. By now Mount Hiei 
  by the imperial capital had over three thousand temples, 
  with enough warriors to rival the shogunate army in size. 
  Merchants and artisans prospered. Artisans joined 
  together in trade guilds, each with a patron shrine or 
  temple. Each guild regulated the prices its members 
  charged, the wages they paid, and the number of 
  employees they could hire. Each guild carefully guarded 
  its own trade secrets. Temple schools increased in number, 
  with students welcome to continue to learn until they had 
  reached the age of twenty. 
  At first the only toll barriers had been shogunate. As the 
  years went by, local clan lords, shrines and temples also 
  set up their own toll barriers. The cost in tolls eventually 
  rose to equal all the other transportation costs combined. 
  Merchants banded together to lower tolls, sometimes by 
  negotiating, sometimes by force, using bands of hired 
  ronin. 
  Farmers, meanwhile, suffered under ever-increasing 
  taxes. The Ashikagas didn't bother decreasing taxes in 
  areas that had suffered poor harvests. Rice riots became 
  increasingly common, with impoverished farmers banding 
  together to attack and loot wealthy merchants, money 
  lenders, the guards at toll barriers, and even Buddhist 
  temples. Many of these farmers were samurai whose clans 
  had been abolished by the Hojos or who had lost their 
  land during a border war. The Shogunate didn't have 
  enough warriors to control these outbreaks militarily, so 
  they followed the Hojo tactic of occasionally declaring an 
  amnesty for debts. 
  Up until this period, a commoner's will usually divided 
  his wealth among his children. Now it became obvious 
  that everyone would benefit if the wealth remained 
  undivided, in the hands of the eldest competent son or 
  other relative. Both legal and moral law codes emphasized 
  loyalty to the family, with the law holding all family 
  members responsible for any crime committed by one of 
  them. 
  Shogun Ashikaga Yoshimitsu, Takauji's grandson, left 
  Kamakura and built a palace in the Muromachi district of 
  the imperial capital, called the Golden Pavilion, because 
  of its lavish decorations. Yoshimitsu was very fond of 
  Chinese art and literature and often dressed in Chinese 
  clothing, setting a fashion for his nobles, who in turn were 
  imitated by the major clan lords. Most of his palace feasts 
  were marked by the performance of Noh plays, which also 
  set a fashion. 
  In the early 15th century, the shogunate proved unable, 
  or perhaps unwilling, to control Japanese pirates. Fleets 
  of ships carrying bands of warriors sailed to attack China, 
  plundering trading ports. Even supposedly legitimate 
  traders often refused to pay the proper taxes to the 
  Chinese government. In Japan, traders were supervised 
  not by the government but by temples, which took a 
  share of their earnings and paid taxes to the Shogunate 
  and the local clan lord. Trading ships were named after 
  their patron temple or clan lord. Seaports prospered, 
  particularly Hyogo (the port of the modern town of Kobe) 
  and Sakai (the port area of the modern city of Osaka). 
  
  28
  Historical Pattern: 
  This is an era with a Weak Emperor, a Weak Shogun, 
  and Contending Clans, but it is still relatively peaceful, 
  allowing merchants to pass freely from one clan's territory 
  to another, except when a battle is actually being waged. 
  Like the Era of Fujiwara Regents, the area around the 
  imperial capital is still an island of peace, with the court 
  preoccupied by the Fine Arts. Ascetic Buddhist temples 
  and Shinto shrines are still respected as sanctuaries by 
  warriors, but not by impoverished farmers who feel free 
  to loot the homes of the Kami and Buddha who did not 
  protect them from famine. The GM should emphasize 
  the difference in manners between the plain-spoken, 
  unrefined warrior clans of the provinces, the wealthy and 
  sophisticated merchants of the great cities, and the elegant, 
  cultured nobles of the imperial and shogunate courts, each 
  of whom looks down on the other two classes. 
  Roleplaying Opportunities: 
  There is plenty of room for enterprising warriors to gain 
  glory and wealth in the provinces by fighting for one of the 
  clans. A campaign might focus on the struggle of a clan to 
  dominate its province or on a temple or shrine's attempt 
  to protect itself and its worshippers. In addition, most of 
  the opportunities from the preceding eras still remain. 
  Pilgrims and wealthy merchants will probably feel safer 
  hiring bodyguards to protect them from bandits. This is 
  a great era for roleplaying: PCs of any social background, 
  any vocation, can find an opportunity to be heroes. 
  The Ashikaga Wars 
  In the mid-15th century, a war of succession began 
  between Shogun Ashikaga Yoshimasa's younger brother 
  (a Buddhist priest whom he had asked to leave the temple 
  and become his heir) and the Shogun's baby son. Many 
  clan lords used this conflict as a pretext to go to war 
  with their neighbours other clans had their own wars of 
  succession, with clan heirs fighting over which Shogunate 
  heir to support. The only tranquil area was the eastern 
  coast of Honshu, which remained under the dominion of 
  the Hojos. 
  In 1477, with large parts of the imperial capital in ashes 
  due to the wars, the Shogun built himself a new palace, 
  the Silver Pavilion. His court spent its time contemplating 
  imported Chinese paintings and porcelains, the tea 
  ceremony, calligraphy, moonlight on pine trees covered 
  with snow or springtime showers of cherry petals. When 
  Yoshimasa's son died, he adopted his brother's son and 
  died the next year. 
  The shogunate succession was no longer disputed, 
  but the clan continued their wars for the next century, 
  fighting to see which clan would rule in the name of the 
  Shogun (who had no military power of his own). When 
  the fighting got too close to the capital, the shogunate 
  court fled to safety, taking their artistic treasures along. 
  The streets of the capital were unsafe at night. There were 
  blocks of abandoned or ruined buildings, the home of 
  wolves and foxes. 
  Clan samurai were never sure from day to day what 
  neighbouring clans were their allies and what clans were 
  their enemies. Most wars were waged against castles, 
  which might change hands every few years. Each clan 
  formulated its own code of laws. A town's laws might 
  change from year to year according to which clan 
  controlled its territory. Many of these codes forbade all 
  communication with people from other clan territories. 
  One clan's law code proclaimed: "All quarrels and disputes 
  are forbidden. Both sides will be executed without inquiry 
  into right and wrong." 
  Buddhist martial temples joined in the fighting, 
  allying with various clan factions. Many fortified temples 
  were built during this period, with contributions from 
  commoners who hoped to find some safety inside their 
  walls. During a battle, the yamabushi chanted praise to 
  Amida Buddha or to the Lotus Sutra as they killed their 
  foes. 
  
  29
  Meanwhile, many farmers wearied of seeing their crops 
  destroyed by battling armies or their harvests seized by 
  an invading clan. Some farmers joined the clan armies as 
  ashigaru; some even rose to samurai status. Other farmers 
  formed self-governing communities sponsored by temples 
  devoted to Amida or the Lotus Sutra. They fought only to 
  defend themselves and to pull down toll barriers which 
  kept them from selling their harvest in nearby towns and 
  cities. In 1487, a community under the patronage of a 
  temple to Amida besieged and defeated a clan lord and 
  seized control of the clan territory. This was the first of 
  many similar combats led by Amida temples, causing one 
  historian to speak of the temples as "declaring war against 
  the clan lords." 
  The imperial court didn't take any part in this fighting. 
  It couldn't afford to. The Shogunate had cut the Emperor's 
  revenue to a bare minimum. Nobles' stewards seized the 
  land they had administered and claimed status as clan 
  lords and the Shogunate needed their support too much 
  to dare to stop them. Many nobles left the court and took 
  vows as ascetic Buddhist priests. 
  Emperors didn't abdicate in their 30s any more; 
  there wasn't enough money for the abdication and 
  enthronement ceremonies, let alone to support the courts 
  of both a reigning and a retired emperor. Emperor Go-
  Tsuchimikado died in 1500, but there was no money to 
  pay for his funeral. It was finally performed, forty days 
  later, by a local clan lord. His son didn't have enough 
  revenue for the enthronement ceremony until another 
  twenty years had passed. The chief source of imperial 
  revenue during this period was selling court rank to clan 
  lords. 
  Many artists and poets took refuge in Buddhist temples 
  and Shinto shrines, but even these buildings were 
  sometimes attacked and burned. Some clan lords invited 
  artists and scholars to visit them, some out of genuine 
  respect and enthusiasm for the arts and learning, others to 
  keep up with their neighbours. A fad for poetry began in 
  the imperial court but soon even townsfolk were holding 
  poetry parties. There were professional poetry teachers 
  and even professional poetry judges. Poets printed their 
  poems for sale, to be bought as shrine offerings by soldiers 
  about to go off to battle or by pregnant women hoping the 
  poems would assure them a safe and easy childbirth. 
  When a clan lost its territory, some of its surviving 
  samurai became farmers. Others became Buddhist 
  priests. Some sought out another clan lord, eager for 
  trained warriors. A few used their wealth to become 
  merchants; many lived a hand-to-mouth existence as 
  ronin bodyguards, otokodate, or bandits. A conquering 
  clan knew that all of these samurai were still loyal to their 
  clan lord. The victor's troops would search the towns and 
  villages, killing any child whose birth was not recorded 
  in the Buddhist temple records in order to wipe out any 
  possibility that a clan heir might survive. 
  Clan lords didn't spend all their money on their armies. 
  They also built roads and bridges and ships. Merchants 
  sold their goods to the warring clans, and so grew even 
  richer. Merchant guilds made loans to clan lords or the 
  Shogun and were rewarded by having their city be given 
  the right to govern itself and make its own law codes. 
  Merchants hired bodyguards to protect themselves and 
  their shipments, both from bandits and from clan armies. 
  In 1542, Japan had its first direct contact with a non-
  Oriental civilization, the Portuguese. Their traders would 
  introduce many new goods and ideas: Christianity, guns, 
  cannons, and Western medicines. The Japanese medieval 
  era was over. 
  Historical Pattern: 
  This is an era with a Weak Emperor, a Weak Shogun, 
  and Contending Clans. There are no safe havens from the 
  wars. Merchants are increasingly rich but must safeguard 
  their wealth by hiring bands of ronin and otokodate to 
  guard their homes and goods and families. The social 
  classes are very fluid; any warrior can become a samurai 
  if he is brave and strong and can get hold of weapons and 
  armour. Any samurai can became a general if he's got the 
  intelligence and social skills. 
  Roleplaying Opportunities: 
  The challenge of this era is to survive, perhaps with 
  honour. The campaign may focus on warriors striving to 
  gain glory and wealth. The campaign may focus on ronin 
  struggling to avenge their fallen clan lord and protect 
  his young heir or on peasants struggling to protect their 
  village from becoming a battlefield. The general mood is 
  "eat, drink and be merry, for tomorrow we die." PCs of any 
  social background, any Vocation, may be called upon to be 
  heroes. This is a wonderful time for roleplaying. 
  
  30
  The Social Context 
  Childhood 
  Children too young to go to school are never left alone; 
  they're cared for by their mother, a sister, or a servant. 
  They are never spanked. A misbehaving child is warned 
  that rude or ignorant behaviour will make people laugh 
  at him or make his family ashamed to be related to him, 
  perhaps even driving them to commit seppuku. If such 
  scolding has no effect, the child's naughtiness may be 
  treated as an illness by burning moxa on his back or legs. 
  The child is taught to never question his father's orders. 
  (One Japanese proverb classes a father's power along with 
  that of the earthquake, fire, and thunder.) Later, when 
  the child grows up, he will offer the same respect to his 
  teacher, employer, or clan lord. 
  Babies wear few clothes until they're three years old. 
  Then they wear gaudy clothing of red, with a metal tag 
  showing their zodiac animal, name, and address. They 
  play with dolls, kites, spinning tops, wooden or tin swords, 
  bows and blunt arrows, and stilts. They play tag up and 
  down the street in the summer and make snow men in the 
  winter. 
  At the age of five, Outcast or Commoner children 
  are given subdued clothing of blue and brown and start 
  helping out at the family farm or business. At the age of 
  ten, Commoner boys are sent to school (at the Buddhist 
  temple their parents attend); Commoner girls are taught 
  housekeeping, arithmetic, reading and writing, and other 
  skills by their mothers. 
  By the age of 13, the sons of peasants or artisans are 
  done with school; they are given an adult name and assist 
  their fathers as full-time apprentices. Boys with other 
  ambitions try to be hired as servants by a Merchant, 
  Samurai, or Noble family. Girls of 13 were given an adult 
  name and then often sent out to work as servants for a few 
  years, to prepare them for serving their in-laws once they 
  were married. 
  The sons of merchants or priests continue school until 
  the age of 15 or even later. Both boys and girls in this 
  group may also receive tutoring in various artistic and 
  combat skills. At the age of 15, the boy or girl is given an 
  adult name and taken into the family business as a full-
  time apprentice. 
  The samurai or noble boy is sent to school at the age of 
  five with other children of the same clan, for twelve hours 
  a day. He is taught the syllabaries and ideographs, his clan 
  and national history, proper manners, and appropriate 
  combat skills. A left-handed boy has his left hand tied to 
  his waist so he will learn to write, hold chopsticks, and use 
  weapons like everyone else. (The left hand was the proper 
  hand for drinking sake, not for more honourable actions.) 
  A samurai or noble girl is tutored at home in much the 
  same subjects, with less emphasis on combat skills and 
  more on the arts, sewing, and housekeeping. An Imperial 
  Noble’s son was also taught the family's closely-guarded 
  secret, usually the meaning of a particular reference in 
  an ancient poem or novel. At the age of 13 to 15, there 
  is a coming of age ceremony in which the child puts on 
  adult clothing and is given an adult name. A boy's head 
  is partially shaved in a samurai's hairdo, a girl shaves her 
  eyebrows, and both of them begin blackening their teeth. 
  A ninja child begins training as soon as he can talk, 
  learning to have one identity with his family and others 
  with outsiders. He also learns a number of Athletic, 
  Combat, and Thievish skills. The children of Eta and 
  Entertainers are brought up in the family profession if they 
  seem to have a talent for it. If not, they are usually adopted 
  by a family friend with another vocation. 
  Marriage & Divorce 
  A marriage is arranged by a go-between, not a 
  professional but a friend of the families of the bride and 
  groom, who will always consult an astrologer to make 
  sure the young people's horoscopes are compatible. He 
  will also check carefully to make sure that an apparently 
  respectable family doesn't have any trace of Eta blood or 
  other Outcasts. 
  The bride is escorted to the groom's house by a 
  procession carrying her trousseau. She wears a white outer 
  robe and a red inner robe, with a white scarf wrapped 
  around her head. A Shinto priest pours sake into two cups 
  which the bride and groom drink from, exchange and 
  drink from again, and then exchange and drink from a 
  third time. 
  If there is a Strong Shogun, a clan lord's official wife lives 
  in the Shogunate Capitol. His children and his secondary 
  wives live in his clan castle. He spends every other year in 
  the Shogunate Capitol. His official wife is never permitted 
  to leave there; she is a hostage for his good behaviour. 
  
  31
  A man expects his wife to be faithful to him and to love 
  their children. He doesn't expect her to love him nor does 
  he expect to love her. Romantic passion is not considered 
  appropriate between a married couple; a man is supposed 
  to love a courtesan or geisha, not a respectable woman. 
  A woman gives birth leaning against an armrest, 
  attended by a midwife who holds her to make sure she 
  doesn't lie down. It was thought to be dangerous for a new 
  mother to lie down until 21 days had passed after the birth 
  of the child. The child was named when it was seven days 
  old. 
  Neither Shinto nor Buddhism considers divorce a sin. 
  A man may divorce his wife whenever he decides she no 
  longer suits him. Divorce is common if the couple has 
  not had any children in the first three years of marriage. 
  It is less common if there are children but still occurs, the 
  man customarily keeping his sons, the woman taking her 
  daughters with her back to her parents' home. A man who 
  is planning on committing a serious crime will usually 
  divorce his wife so she will not be punished as part of his 
  family. Divorce was usually handled by the same go-
  between who had arranged the marriage. 
  Food & Entertainment 
  Most people's normal diet was fruit and vegetables with 
  small amounts (perhaps 4 ounces a day) of fish. Those who 
  could afford it ate polished white rice as the staple grain; 
  poorer people ate wheat, millet, or barley. Buddhist Priests 
  ate a strictly vegetarian diet with un-hulled brown rice. 
  Buddhism taught that it was a sin to kill an animal to live. 
  Most people, however, reasoned that a fisherman didn't 
  precisely kill a fish; he just pulled it up into the beautiful 
  sunlit air and it wasn't his fault if the fish dropped dead as 
  a result. 
  Many peasants supplemented this diet by eating 
  domestic birds (hen or goose or duck) that had gotten too 
  old to be useful. Many samurai and nobles hunted game 
  not just for sport but also to eat their kill as a stamina 
  food. But all respectable people looked down on the Eta 
  who actually raised animals in order to kill them and 
  make leather of their hides. 
  Those who could afford it drank tea with their meal. 
  Poorer people had a cup of one of the cheaper grades of 
  tea at the end of the meal, to rinse their mouths. Sake and 
  shochu were never drunk at a formal meal (defined as 
  food accompanied by rice or some other grain). When the 
  bowls of rice were served, the sake cups were cleared away. 
  Men cemented an alliance by getting drunk together 
  as a sign of trust and friendship. A noble might hold 
  such a drinking bout in his castle, but most samurai 
  or commoners would hire a room at an inn and hire a 
  courtesan or geisha to act as his hostess. Food might 
  be served at such a drinking party, but it would never 
  contain rice and so not be considered a formal meal. It 
  was considered very rude to pour yourself a drink. People 
  poured drinks for one another or had their cup filled by 
  a serving woman, perhaps by the courtesan or geisha 
  hostess. 
  Another, more refined way of cementing a friendship 
  was for the senior man to host a tea ceremony in a small 
  pavilion (by tradition one with an area of 4.5 tatami 
  mats) in his home garden. Some arrogant men showed 
  off their wealth by using gold or silver for tea utensils, 
  but most attempted to show their good taste by using 
  utensils that were beautiful and rich in tradition rather 
  than ostentatiously expensive. Sake and shochu were never 
  drunk in a tea room. 
  A castle lord might entertain guests by presenting a feast 
  of many different dishes, each only an ounce or two (see 
  Kyo Ryori, under Cooking). During the meal, musicians 
  would play and geisha would sing and dance or actors 
  might put on a Noh play. Later on, the guests would be 
  encouraged to join the entertainers in a song or dance. 
  Other refined amusements included parties held to 
  appreciate some fleeting beauty such as the blossoming of 
  the cherry trees, the full moon of the eighth month, the 
  colours of the autumn leaves, or the full moon shining on 
  the snow. Court nobles sometimes amused themselves 
  by Comparisons: assembling poems or pictures or other 
  beautiful things with a common association. Finally, there 
  was the incense party, in which people began by smelling 
  a number of different types of incense, and then tried to 
  identify which one was being burned during each of ten 
  rounds. 
  There were several different sorts of theatres. The Noh 
  plays had developed from Shinto rituals and used an 
  ancient dialect and dance forms, with plots focusing on 
  myth and legend. It was mostly appreciated by scholarly 
  nobles. Kabuki and Bunraku (puppet) plays focused on 
  more modern stories of love and vengeance, with ghost 
  stories presented in the summer so the audience's shivers 
  would make them feel cooler. Some Shoguns forbade 
  samurai to attend these performances, saying it would 
  soften their warrior spirit, but many samurai went anyway, 
  sitting in a private box screened by bamboo blinds. 
  
  32
  Many people went to religious festivals to enjoy 
  themselves rather than to pray. Shinto festivals included 
  wrestling contests, dancing, singing, horse racing, plays, 
  parades, and many other amusements. Buddhist festivals 
  included displays of statues and pictures showing the 
  Paradises and Hells. Both Shinto and Buddhist festivals 
  ended with a feast in which the worshippers ate and drank 
  the food and sake that had been offered to the spiritual 
  powers. 
  Travelling 
  Most travellers walked. A Commoner might carry 
  his child or mother on his back. Merchants transported 
  their goods inside the city by ox-cart; outside the city 
  by ship, in boxes borne by porters, or by pack-horse. 
  Guards accompanied the more valuable shipments. 
  The government's harvest taxes on peasant crops were 
  transported by ox-cart. Samurai on official business went 
  by kago (a basket suspended from a pole carried by two 
  men). Nobles went by horse or by norimono (a covered 
  palanquin mounted on two poles, carried by four men). 
  Noble ladies used ox-cart to journey around a town but 
  otherwise went by norimono. Kago and norimono carriers 
  were available in all towns on the major roads. Travelling 
  by kago or norimono was a jolting and exhausting 
  experience. 
  The great highways crossed rivers by sturdy stone 
  bridges, by floating bridges of planks laid on top of 
  sampans, or by ferryboats (some with oarsmen, others 
  drawn across the river by a team of strong men pulling 
  on a rope). Lesser roads crossed rivers at shallow fords or 
  by suspension bridges of rope and bamboo that swayed 
  in high winds and might fall during a typhoon or storm. 
  There were usually casual labourers at a river ford, ready 
  to carry travellers across for a small fee. (Sometimes they'd 
  stop midway and ask for more money.) 
  Japanese did not camp out with tents and bedrolls. 
  Night was the time for bakemono and ghosts, a dangerous 
  time to be out of doors. Travellers usually sought shelter in 
  the nearest town or village at an inn or shrine or temple if 
  they didn't have any acquaintances there. Even a hunting 
  party would seek shelter in a woodcutter's or charcoal 
  maker's hut rather than spend the night under the trees. 
  Anyone journeying by night without a lantern was 
  assumed to be a thief or bandit and treated accordingly. 
  The roads were dangerous enough that even townsfolk 
  who were forbidden to carry a sword inside the town 
  limits were permitted to carry a sword on the road. (The 
  sword was tied into its scabbard and sealed by the guards 
  at a town gate before permitting travellers to enter.) 
  If there was a strong Emperor or Shogun, then travellers 
  also had to pass official checkpoints usually stationed at 
  river bridges, fords or mountain passes. Each traveller 
  carried a travel pass describing him and stating the 
  reason for his journey, issued by his clan lord, ward head 
  or village headman. Checkpoint officials watched for 
  criminals or rebels. Checkpoint officials near the capitol of 
  a strong Shogun also kept watch to see that the clan lords' 
  official wives remained at the capitol where they were 
  kept as hostages to ensure their husband's loyalty to the 
  Shogun. 
  The GM should ask each player to write down the 
  information on his PC's travel pass. Bandits didn't usually 
  have real travel passes but might carry forged or stolen 
  ones or intimidate another traveller into adding them 
  onto a legitimate travel pass so they could go through a 
  checkpoint. 
  Pilgrimage was a common excuse for tourism. A pilgrim 
  might undertake a trip to the great Shrine of Ise (dedicated 
  to Amaterasu the Sun Kami) or to the 33 temples of 
  Kannon or to Mount Fuji. 
  Good Manners 
  Japanese society emphasized manners at least as much 
  as morality. It was very important for a man to seem 
  forthright and fearless in public; for a woman to seem 
  respectful and innocent. It was extremely rude to show 
  the turmoil of one's inner feelings to anyone but the 
  closest of friends (see Smiling Skill’). People who disliked 
  one another were especially polite, using all the possible 
  honorifics. A European using Courtly Language may well 
  give a Japanese the impression that he's somehow been 
  offended and is going to lose his temper. 
  An embarrassed person was said to have "lost face." You 
  could lose face due to what Europeans would regard as 
  immoral behaviour: being caught in a lie or betrayal. Or 
  you could lose face due to accidental clumsiness, naivete, 
  ignorance, cowardice, or poverty. What mattered was that 
  the victim had to wipe out his shame by performing some 
  heroic deed or wipe out the witnesses to his shame by 
  killing them or himself. 
  One deadly Japanese insult is to call a social equal or 
  superior "baka" which means "fool." Another is to say 
  that someone is "mucha" (literally "no tea") meaning 
  unreasonable. A samurai or noble might yell, "Your head 
  is too high" at an insolent commoner and cut off the head 
  if the commoner didn't immediately kneel down and 
  apologize. 
  
  33
  Obligations & 
  Punishments 
  Overriding Obligations 
  Certain obligations were considered as more important 
  to a person than his own life, more important than his 
  money or other possessions, even more important than 
  his honour in the eyes of the world. In a situation in which 
  several of these duties conflict, the usual solution was to 
  commit suicide or to place oneself in a position in which 
  one would be killed. 
  Filial Duty: 
  Duty to one's parents and ancestors. This has nothing 
  to do with affection or love; it is the acknowledgment 
  of the debt one owes one's parents for one's birth and 
  upbringing. One can never fully repay this debt; one's filial 
  duty binds one throughout one's entire life. (An adopted 
  child is bound by filial duty to both natural and adoptive 
  parents.) 
  Students
  Owed filial duty to their teacher. A teacher only 
  accepted a student who had sworn to be loyal to him and 
  to guard his secrets. (Each teacher taught a slightly variant 
  method of his art, craft, or other skill, thus allowing each 
  village or town to produce at least one unique item for 
  sale, its meibutsu, eagerly purchased by passers-by.) The 
  teacher provided the students with their food, clothing, 
  and housing, and was expected to protect them as if 
  they were his sons. If a teacher found out a student was 
  dishonourable, he might disown him or he might kill him. 
  Employees 
  Owed filial duty to their employer. No man would 
  hire an employee unless he was satisfied with the 
  person's honour. An employer whose employee behaved 
  dishonourably not just in regard to the business but in any 
  area of life would discharge him. 
  Wifely & Motherly Duty: 
  A woman was expected to obey her father when 
  unmarried, her husband when married, her sons when 
  widowed. She put off these duties only if she became a 
  Buddhist Priestess and then one of her prayers to the 
  Buddha was to be reborn next life as a man, since a 
  woman could not directly achieve enlightenment. 
  A wife was expected to behave filially to her parents-
  in-law, to be faithful to her husband but never to 
  become jealous if he was unfaithful to her, to manage the 
  household (including finding money to pay her husband's 
  debts to a courtesan), to bring up her children properly, 
  and to be willing to sacrifice everything to her husband 
  and his honour, including selling herself as a courtesan to 
  bring him any money he needed. 
  Duty to One's Clan Lord: 
  A samurai's duty was to his clan lord. Many a samurai 
  felt he should commit seppuku on the death of his lord, to 
  follow him in death as he had in life. 
  A warrior whose clan lord has been offended from a 
  spoken insult to being killed in an unfair fight had a duty 
  to avenge him. His vengeance was complete when he 
  could put the offender's head at his master's feet or, if the 
  clan lord was dead, upon his grave. 
  Duty to The Emperor: 
  All Japanese felt they were loyal to the Emperor, but 
  except for Imperial Nobles this was not their strongest 
  loyalty, and was often easily rationalized. 
  Duty to Repay Favours: 
  Anyone who received an extraordinary favour (like 
  having his life saved or being rescued from financial 
  ruin) had an obligation to repay the favour. Again, this 
  has nothing to do with friendship or affection. There is a 
  Kabuki play about a man who in order to repay a favour 
  allowed a rival to gain glory in battle, knowing that his 
  parents would disown him for the disgrace. There's also a 
  story about a Hengeyokai fox who repaid a kindly hunter 
  whose child was dying by bringing him a fox liver that 
  would cure the boy, that of his own child. 
  It is not surprising that the Japanese view receiving a 
  favour as being entangled in a net of obligations. One 
  Japanese proverb claims that it's cheaper to buy something 
  for oneself than to get it as a gift and know one will have to 
  buy one's benefactor a gift of equal value. 
  
  34
  Suicide & Seppuku
  Any character bound by conflicting overriding 
  obligations will seriously consider committing suicide. The 
  GM should never tell a player that his PC must commit 
  suicide, but should feel free to have NPCs tell the PC that 
  it is the polite or sensible thing to do. 
  Commoners usually commit suicide by hanging 
  themselves, by jumping off a bridge into a river, or by 
  taking poison. Samurai usually commit suicide by slashing 
  themselves: a woman in her throat with a knife or dagger, 
  after tying her ankles together so her body won't assume 
  an immodest position after death, a man in the guts 
  with a wakizashi (this last method is called Seppuku (the 
  ideographs can also be read as /hara kiri/): belly cutting). 
  A man whose father or teacher finds out he has behaved 
  dishonourably will commit suicide. So will a woman 
  whose husband finds out she has behaved dishonourably. 
  Young lovers whose parents forbid them to marry will 
  either run away or commit suicide together. The suitor 
  of a geisha or courtesan who is rejected or who cannot 
  afford to buy the girl's contract will commit suicide, often 
  double suicide along with the girl. It is regarded as a great 
  disgrace for a man to kill his beloved and then botch up 
  killing himself. 
  Only male Samurai were permitted to carry out 
  Seppuku. As it was believed the soul resided in the 
  stomach it was thought this was an honourable way to die.
  By submitting seppuku , a samurai would have the 
  option to keep up or forestall the deficiency of honour for 
  himself and his more distant family. In this way, a samurai 
  who submitted seppuku was frequently venerated after 
  his passing. Vanquished or disrespected samurai who 
  decided to give up instead of end it all regularly wound up 
  censured by society.
  By the Edo Period (the end of the period in these rules), 
  the act of seppuku had become a completely evolved 
  custom. Accentuation was put on a severe adherence to 
  the service. In a common seppuku, an enormous white 
  pad would be placed on the floor and witnesses would 
  stand discretely to the side. The samurai, wearing a white 
  kimono, would stoop on the cushion in a conventional 
  style. Behind and to one side of the samurai bowed his 
  kaishakunin (his “second” or collaborator).
  The job of the kaishakunin was to keep the samurai 
  from suffering by cutting the samurai’s head off whenever 
  he had cut his stomach. In opposition to prevalent 
  thinking, the custom of seppuku for a samurai was to 
  inflict a fatal wound with the lethal blow delivered by the 
  kaishakunin.
  Once the Samurai had knelt on the pad a servant would 
  place a wooden table before him. On it would be placed 
  a cup of sake, a sheaf of washi paper and writing tools as 
  well as the blade he would use. The sake would be drunk 
  in two drinks of two sips each (the character shi which 
  means four also means death). One sip would show greed 
  and three hesitation. The samurai would then write his 
  Jisei (death poem) which should be meaningful and 
  mentioning his death was considered uncouth and bad 
  form.
  When felt ready he would loosen his kimono exposing 
  his abdomen and proceed to draw the blade across from 
  left to right, then turn the blade and bring it upwards.
  The Kaishakunin would then strike, aiming to hit hard 
  enough to sever the spine but with enough control to not 
  completely sever the head, ad to do so would dishonour 
  both of them.
  Reasons for Seppuku
  Junshi
  Where a Samurai whose lord has died may commit 
  seppuku to follow him. A samurai whose clan lord has 
  been defeated and is about to be captured might cut off his 
  master’s head and ride off with it, to prevent the enemy’s 
  getting hold of it. Then again, he might put on his lord’s 
  armour and ride off, hoping to confuse the enemy. He 
  might even put on his lord’s armour and have a fellow 
  samurai kill him. 
  There’s a play about a five-year-old boy, captured by his 
  father’s enemies, who is shown a freshly-severed head 
  (there’s a special word in Japanese for this: “nama-kubi”) 
  and asked if it is his father’s. He tries to kill himself to 
  convince his captors that the head is his father’s, even 
  though he recognizes it as belonging to one of the clan 
  samurai instead. 
  Funshi 
  Where a Samurai commits Seppuku to express one’s 
  indignation at a situation. 
  Kanshi 
  A Samurai who cannot convince his clan lord to act 
  honourably will commit seppuku in protest.
  
  35
  Sokotsu-shi 
  A samurai whose clan lord finds out he has behaved 
  dishonourably will commit seppuku. A samurai who finds 
  out his clan lord distrusts him will commit seppuku. A 
  samurai who has been incapacitated by illness or wounds 
  and decides that this lord has died for lack of his defence 
  in a fight will commit seppuku. 
  Codes Of Justice 
  There were no official authorities for handling disputes 
  between Outcasts. The authorities resolved any dispute 
  between an Outcast and a Commoner, Samurai or Noble 
  by killing the Outcast. 
  Petty disputes between Commoners were handled by the 
  headman of the village or ward. Important disputes were 
  referred to the clan lord's magistrate who imposed his 
  decision of arbitration between the parties. 
  A Samurai or Noble who wished to kill a Commoner 
  had the legal right to do so without bothering to have 
  a trial. The legal charge was that the Commoner had 
  "behaved other than is expected." Some arrogant Samurai 
  took advantage of this to kill a Commoner just to test the 
  quality of a katana before buying it. 
  Samurai or nobles who wished to kill one another were 
  supposed to file legal notification of a duel with the local 
  clan lord. Samurai who got into an unexpected fight 
  were expected to notify the local authorities immediately 
  afterwards and face an inquiry as to whether it had been a 
  fair fight. Failure to do so meant the fight was illegal, and 
  any survivors were usually sentenced to commit suicide. 
  Wanted notices were posted on the village or ward 
  bulletin board describing people suspected of crimes. 
  Captured criminals were briefly imprisoned until the 
  magistrate ruled on their case. No judge could impose 
  a verdict of guilty unless the criminal confessed, but 
  torture was acceptable to get a confession. Witnesses were 
  summoned, but little weight was put on the favourable 
  testimony of a spouse, child, parent, employer, or 
  employee because it was assumed they would lie to protect 
  the accused. Some Emperors or Shoguns sought to ward 
  off the anger of the Buddhas by forbidding samurai or 
  ward guards to arrest a criminal who had sought shelter in 
  a temple. 
  The laws were not published. People had a general idea 
  of what was illegal but did not know the specifics. There 
  were no lawyers. The usual verdicts on lesser criminals 
  were one of the following: 
  a. 
  Confinement in one's house for up to a month 
  b. 
  Cutting off a woman's hair (and thus disgracing 
  her), and sometimes degrading a samurai or noble 
  woman to a commoner 
  c. 
  Exile from the district in which the crime was 
  committed, or to an island, to be kept under guard 
  d. 
  Scourging:  fifty or a hundred strokes, doing 5 or 
  10 Body Points damage and causing a Distraction 
  (see Combat) of 15% or 20%. 
  e. 
  Wrist-chaining for up to a month 
  f. 
  Fines of up to half the person's wealth 
  Criminals guilty of theft, burglary, robbery, murder, 
  or rape were crucified. Criminals guilty of arson were 
  burned to death. Samurai or nobles who rebelled against 
  the Emperor were exiled or forced to commit seppuku, 
  depending on their political influence. Samurai or nobles 
  who rebelled against the Shogun were killed by having 
  their necks sawed off by a procession of enemies, each 
  one taking one stroke of the saw-blade; their immediate 
  relatives were crucified, their distant relatives were forced 
  to become Buddhist Priests, and their clan was abolished. 
  Peasant rebellions were common in years of bad 
  harvests if the clan lord didn't lower taxes so peasants had 
  enough to eat. City riots were also common during these 
  years, as hungry mobs stormed the warehouses of rich 
  merchants or broke into pawnshops to take their property 
  back again. Ringleaders of rebellions and riots were 
  crucified, along with their families. 
  
  36
  Codes Of Combat 
  A Samurai or Noble began missile combat by shooting 
  a turnip-head arrow to make a whistling flight over the 
  heads of the enemy. He began melee combat by declaring 
  his name and boasting of his proud family heritage. 
  Anything less was ignoble, more like an ambush than a 
  proper battle. 
  Many samurai and nobles carefully washed their heads 
  and set their hair the night before a battle. Some even 
  perfumed their hair with burning incense. They knew that 
  if they were defeated, they would probably be killed and 
  beheaded and they wanted their heads to look their best 
  when displayed. The sign of surrender on the battlefield 
  was to remove one's helmet so as to make it easier for 
  the enemy to lop off one's head. Most samurai wore a 
  moustache so that their heads would plainly be those of 
  men. Samurai going into battle usually carried a bag for 
  the heads of the enemies they'd killed. 
  Some Samurai also took a rope into battle with them, for 
  tying up a prisoner. Prisoners were kept for interrogation 
  and hostages; they expected to be executed unless they had 
  powerful relatives or allies who could set up an alliances 
  between the two warring sides. 
  In an age of Contending Clans, even the clan lord's 
  children were expected to commit suicide or go proudly 
  to their execution. Sometimes a clan lord's line survived 
  because the child's nurse nobly substituted her own son 
  for the clan heir and sent him to be executed. 
  Death & Mourning 
  A dead person's body was usually cremated but might 
  be put intact into the coffin, folded up into a kneeling 
  position. The funeral was conducted at the Buddhist 
  temple attached to the graveyard where the body was 
  buried. The bereaved family wore white and handed white 
  envelopes containing money to the people who came to 
  pay their respects to the dead. 
  Immediate relatives returned to the grave every seven 
  days until 49 days had passed. Then a service was held 
  to move the dead person's pure spirit to another site that 
  would not be contaminated by a dead body. 
  A funeral could not take place without a body to bury. 
  People always went into the wilderness in groups so that 
  if one of them died, the others could bring back the body. 
  Even peasant woodcutters, charcoal makers and hunters 
  always went into the wilderness in groups of two, three, 
  five, or more. (A group of four was avoided because /
  shi/ is the pronunciation of the word for "four" and the 
  pronunciation of the word for "dead.") 
  Mourning periods were 3 days for a child of less than 
  three years old; 3 months for the eldest son and 1 month 
  for younger children; 3 months for a wife, brother or 
  sister; 5 months for grandparents or for a mother who'd 
  been divorced, 13 months for husband or parents. A 
  person in mourning could not visit a Shinto shrine or the 
  Imperial Palace. 
   Noble & Samurai Hours
  Commoner Hours
   Rat
  Midnight - 2:00 AM
  One-sixth of the night, beginning at midnight 
   Bull
  2:00 - 4:00 AM
  One-sixth of the night 
   Tiger
  4:00 - 6:00 AM
  One-sixth of the night 
   Hare
  6:00 - 8:00 AM
  One-sixth of the day, beginning at sunrise 
  Dragon
  8:00 - 10:00 AM
  One-sixth of the day 
   Snake
  10:00 - noon
  One-sixth of the day 
   Horse
  Noon - 2:00 PM
  One-sixth of the day, beginning at noon 
   Sheep
  2:00 - 4:00 PM
  One-sixth of the day 
   Monkey
  4:00 - 6:00 PM
  One-sixth of the day 
   Bird
  6:00 - 8:00 PM
  One-sixth of the night, beginning at sunset 
   Dog
  8:00 - 10:00 PM
  One-sixth of the night 
   Boar
  10:00 - midnight
  One-sixth of the night
  
  37
  Weather & The Calendar 
  The Japanese use the Chinese lunar calendar. There are twelve months in the standard year. Odd months have 29 days; 
  even months have 30 days. The first day of the month is the new moon; the 15th day is the full moon. An extra month 
  is added if there is a second new moon while the sun is in the same zodiac sign. The first month of the year begins with 
  the new moon that occurs when the sun is in Pisces; in the Western calendar, it may begin anywhere from February 21st 
  to March 19th. Years are numbered by the Emperor's spirit-name. Each time the Emperor changes his name, or a new 
  Emperor comes to the throne, the year number goes back to 1 again. 
  Each month is divided into three parts, roughly corresponding to the European week: the first 10 days, the middle 
  9 or 10 days, and the last 10 days. In addition, days are counted by the zodiacal animals. There was no day of rest, but 
  businessmen usually let employees off work for major religious holidays (except for those businesses that stayed open as 
  part of the holiday, like restaurants). 
  Devout believers in Shinto tried to attend shrine services not only on major festivals but the on 1st and 15th of each 
  month. Devout Buddhists tried to attend temple services not only on major festivals but on the 8th, 18th, and 28th of each 
  month. 
  This calendar shows the major festivals: B = Buddhist; S = Shinto; P = Popular. Humidity is usually roughly equal to 
  temperature, varying from 35% in the month of the Boar to 85% in the month of the Horse. The temperature is 10 degrees 
  colder at night. The temperature on a mountaintop is 10 degrees colder for each 2,000' of the mountain's height. Rain that 
  falls at 35 degrees or below will become snow. A rainstorm or typhoon will last ½ x 1D10 days. See Typhoon (Air 8) for a 
  description of this storm. 
  RAT
  (40 degrees, clear): first month 
  1-1 - New Year's Day (P): Feasting, visiting and exchange of gifts. Front 
  doors are decorated with pine and bamboo. Farmers decorate their ploughs 
  fishermen their boats, and artisans their tools. Many people go to visit 
  Shinto shrines (especially Amaterasu's at Ise) or Buddhist temples and buy 
  religious amulets. Local area Kami were believed to change their homes on 
  this day, and likely to kill anyone who saw them, so sensible people stayed 
  out of the wilderness. 
  BULL
  (50 degrees, 35% rainy): second month 
  1 - Setsubun (S): The evening before the first day of Spring. People throw 
  roasted red beans out of the house or Shinto shrine to expel evil spirits. In 
  some areas, young men disguise themselves as Oni and demand payment 
  to go away. After being paid, they are then driven off by children shooting 
  blunt arrows at them. 
  1-7 - Equinox (B): Buddhist rites for the dead who have died in the last six 
  months. Family graves are tended. 
  Telling Time 
  The day was divided into 12 hours, each lasting two 
  European hours, named after the twelve zodiacal animals, 
  and beginning at midnight with the Hour of the Rat. The 
  second hour, the Hour of the Bull, equivalent to our 2:00-
  4:00 a.m was the "witching hour" when ghosts walked and 
  bakemono were most likely to appear. 
  Nobles and samurai kept track of time by a water clock 
  which was turned every 30 minutes, four times a Japanese 
  hour. Commoners kept track of the hours by a slightly 
  different system in which the length of hours changed 
  throughout the year but sunrise and sunset were always at 
  the same hour. 
  
  38
  TIGER
  (60 degrees, 50% rainy): third month 
  3 - Doll Festival (P): Little girls play carefully with a set of 15 dolls 
  representing the Imperial Court. (These are valuable and delicately made 
  symbols, kept on display for one week and then put back in the kura 
  storehouse again until next year. They cost 5 Bu for an average set.) 
  HARE
  (65 degrees, 50% rainy): fourth month 
  8 - Buddha's Birthday (B): Images of the infant Buddha are 
  displayed at temples. 
  DRAGON
  (70 degrees, 50% rainy): fifth month 
  5 - Boys Day (P): Kites are flown, one for each boy in the family. Boys 
  play with dolls of famous heroes. 
  SNAKE 
  (80 degrees, 50% rainy): sixth month 
  1-7 - Rice Planting Festivals (P): Villagers dance and sing every night of 
  the rice planting. Festivals for local Kami are common in farming areas. 
  30 - End of Half Year (P): All debts must be paid or the debtor will 
  never be given any more credit. Pawnshops sell pawned goods that 
  were not redeemed. 
  
  39
  HORSE
  (85 degrees, 35% rainy): seventh month 
  1 - Mid-Year (P): Feasting, visiting, and exchange of gifts. This was the 
  start of the Mount Fuji climbing season, which lasted only two months. 
  7 - Tanabata (P): Festival honouring the marriage of two stars: the 
  Herdboy and the Weaver Girl. They are separated by the Milky Way 
  and can only cross it this one night if it doesn't rain. A traditional time for 
  creating works of Calligraphy and Weaving. Children wrote their wishes 
  on paper stars or on strips of paper spangled with stars and hung them 
  up on trees. 
  13-15 - O-Bon (P): A festival for the dead, to release them from further 
  rebirth. Families hang lanterns on their front doors and visit the graves of 
  their dead, escorting them back to their former homes. There is feasting, 
  dancing, singing, fireworks and frequently Shinto mikoshi processions. 
  On the 16th day, the lanterns are taken back to the graveyard. 
  SHEEP
  (75 degrees, 50% rainy, with a 10% chance of a typhoon):  
  eighth month 
  1-7 - Equinox (B): Buddhist rites for the dead who have died in the last 
  six months. Family graves were tended. Afterwards, people celebrated 
  the end of Summer with gifts of cooling food such as watermelon. 
  15 - Full Moon (P): Considered the most beautiful full moon of the year. 
  30 - Taxes collected on cotton, hemp, silk, vegetables, tea, and all crops 
  besides rice. 
  MONKEY 
  (65 degrees, 50% rainy, with a 10% chance of a typhoon):  
  ninth month 
   
  No major festivals occur in this month.
  
  40
  BIRD
  (50 degrees, 10% rainy, 2% chance of a typhoon):  
  tenth month 
  Farmers often kept a vow of abstinence from meat and sexual relations 
  during this month in the hope it would assure a good harvest. 
  15 - Rice Harvest Festivals (P): Villagers dance and sing, and hold a 
  Shinto festival for Ebisu. All the other Kami are believed to spend this 
  month in Izumo with O-Kuni-Nushi. 
  20 - Festival of Ebisu (S): On this day, tradesmen sell off their surplus 
  stock and entertain their customers. 
  30 - Taxes collected on rice. 
  DOG 
  (40 degrees, clear): eleventh month 
   8 - Feast of the Bellows (S): Held to honour Inari as the Kami of the 
  Forge. Fires are lit in shrines. It is a traditional time for creating works of 
  Blacksmithing or Weaponsmithing. 
   15: Seven-Five-Three (P) A feast held for girls of 3 and 7 and for boys 
  of 3 and 5, to ensure their safety. 
  BOAR 
  (35 degrees, clear): twelfth month 
   30 - End of Half Year (P): All debts must be paid or the debtor will 
  never be given any more credit. Pawnshops sell pawned goods that 
  were not redeemed. Ward guards and firemen sell calendars, with 
  people giving them from 1 Sen up to hundreds of Bu depending on how 
  much they expect to need their services in the coming year. People 
  spend the night at a shrine or temple for protection and burn all their 
  old religious amulets on a bonfire. 
  
  41
  Catastrophes 
  Earthquake: 
  There is a 10% chance each year that there will be an 
  earthquake the PCs will notice. The GM should roll to see 
  what month it occurs and, use the table for the spell Quake 
  (C&S 5th Ed Page 331), for how bad its effects are. 
  City Fire: 
  There is a 20% chance each year that there will be a city 
  fire the PCs will notice, destroying 1D10 x5% of the city. 
  (Check the Quake spell as above.) Anyone found guilty of 
  starting a city fire was executed by being burned alive. 
  Volcanic Eruption: 
  There is a 5% chance each year that Atago or Fuji or 
  some other volcano will erupt, with triple the standard 
  chance if there has been a nearby earthquake. A volcanic 
  eruption has a 90% chance of killing anyone on the 
  mountain: see Call Forth Lava (Earth MR 9, treat as 
  ML*10) and Volcanic Ash Storm (Fire MR 8), plus Cloud 
  of Death (Fire MR 4) and optionally random Bolts of 
  Steam (Fire MR 4). 
  Thunderstorm: 
  There is a 20% chance a summer rainstorm may 
  become a thunderstorm with 1/2 x 1D10 bolts of lightning 
  striking trees, buildings or people. The lightning bolt was 
  associated with both the Kami and with the Buddhas, as 
  well as with the Tengu. The GM may allow the bolts to 
  strike at random or have them target people who have 
  recently offended the Kami or Buddhas. 
  Karma 
  Karma is the result of a person’s good deeds and bad 
  deeds in former lives. It may manifest itself in good or bad 
  luck, in spontaneous friendships and enmities, in all the 
  unpredictable and illogical events of life. 
  It has been said that the relationship of a parent and 
  a child endures for only one life, that of husband and 
  wife for two lives, that of master and servant (or lord 
  and samurai) for three lives. Lovers may, however, vow 
  themselves to each other for not two but seven lives, and 
  samurai may swear to die for their lord for not just three 
  but seven deaths. 
  A person whose former incarnation was bound by love 
  or duty to someone may feel friendship for that person’s 
  reincarnation or descendants, overriding rolls based on 
  Attributes, Social Status, or Charismatic Skills. The GM 
  may wish to check occasionally for the possibility of such 
  relationships between characters (PCs or NPCs) who 
  have just met, but should allow the player to veto any 
  attachment he feels uncomfortable with. 
  A person whose former incarnation was betrayed to 
  death by someone he trusted and was duty-bound to 
  - a parent, child, master, servant, spouse, lover, teacher 
  or pupil -- will feel instant enmity for that person’s 
  reincarnation or descendants, again overriding rolls based 
  on Attributes, Social Status, or Charismatic Skills. Again 
  the GM may wish to check occasionally for the possibility 
  of such a relationship. 
  Legend said that there were ages when your Karma 
  caught up with you. 33 was a dangerous age for a woman; 
  42 for a man. People who had reached a dangerous year 
  often celebrated their birthday with a Shinto or Buddhist 
  religious service at which they were given an amulet 
  they wore until their next birthday (instead of, as usual, 
  burning it on New Year’s Eve). 
  A GM may consider Karma equates with Grace in the 
  Core Rule Book. A former life may impact on a characters 
  Grace if the character believes in a religion or philosophy 
  which incorporates reincarnation. In fact any stain from 
  a former life can be regarded as a hindrance under the 
  Grace rules.
  
  42
  Preliminary  
  Character Creation 
  Before creating your character, consult with your Game 
  Master. Some campaigns will only allow humans. Others 
  will only allow certain types of non-humans. Some 
  campaigns will be high mana, with powerful mages on 
  the centre stage. Others will be low mana, with little if 
  any objective evidence of the existence of non-humans 
  or mages. Some campaigns will be set in the Imperial or 
  Shogunate Capitol. Others will be set in a smaller town or 
  even a peasant village. Still others will have the characters 
  traveling one of Japan's great roads, on a pilgrimage or on 
  a mission for their clan. Each of these settings will dictate 
  the player characters' backgrounds and vocations. (See 
  6.3 and Appendix 1 for further discussion of campaign 
  possibilities.) 
  The GM may opt to allow a player to role play several 
  characters at once, to ensure each player's having a 
  character able to take part in the action of the moment, 
  regardless of whether it focuses on combat or solving a 
  murder mystery, high society at the Imperial court, clan 
  samurai trying to protect their lord, the shadow world of 
  ninja or a gambler gang. The smaller the gaming group, 
  the more convenient it is to have multiple characters per 
  player. 
  And of course the GM has to decide how much the 
  campaign setting will resemble that of Japanese history. 
  See Chapter: The Setting for suggestions on creating your 
  own Land of the Rising Sun in your own fantasy world. 
  Character Creation in Land Of The Rising Sun follows 
  the C&S 5th Ed 19 Step method, but there are a number of 
  changes in various details.
  Character Creation 
  Methods 
  In addition to the three methods outlined in C&S 5th Ed, 
  here are two more methods of character creation. 
  Limited Social Status Campaign: The GM may opt to 
  have all the PCs of roughly the same apparent social class, 
  by setting a range for Social Status (see Steps 5). He may 
  then opt to allow players not to gain or pay any PC points 
  for Social Status unless the PC is secretly above or below 
  the general social class. 
  Subdivided Point Method: The GM may tell players 
  how many fixed points they may allot in two separate 
  categories:
  • 
  Attributes
  • 
  Age, Curse, Deficiencies & Defects, Father's Vocation, 
  Omens, Personal Fears, Race, Social Class, Special 
  Talents & Abilities 
  Gender And Species 
  Japan does not have any Elves or Dwarves, but there are 
  a number of other non-human species. You can pick your 
  PC's species or roll on the table below: 
  01-80
  Human
  81-90
  Hengeyokai (Shape-changer)
   
  01-60
  Fox
   
  61-80
  Badger
   
  81-95
  Cat
   
  96-00
  Tree
  91-98
  Bakemono (Monster)
   
  01-10
  Kappa
   
  11-20
  Kojin
   
  21-30
  Orochi
   
  31-40
  Tengu
   
  41-90
  Rokuro Kubi
  99-00
  Ryo (Spirit)
   
  01-20
  Yurei (Ghost)
   
  21-40
  Sword
   
  41-60
  Mirror
   
  61-80
  Musical Instrument
   
  81-00
  Temple Bell 
  
  43
  Gender 
  The player may opt to have the PC be the same sex as 
  he or she is, or may choose the PC's sex with a particular 
  Vocation in mind, or may have the PC's sex depend on the 
  Attributes (see Step 11) with male PCs having STR higher 
  than CON, female PCs CON higher than STR. Or the 
  player may leave it up to the Dice, as with the PC's siblings 
  (see Step 6 in C&S 5th Ed). 
  The Japanese expected women to fulfil their social 
  duties as daughters, wives and mothers (see Wifely Duty), 
  but this did not mean a woman had to be a stay-at-home 
  housekeeper. She could be a courtesan or a street-singer, a 
  thief or a pearl diver, an artisan or a shopkeeper, a Shinto 
  or a Buddhist Priestess. There are even stories about 
  female samurai warriors. The only vocations forbidden 
  to women (not in disguise) are clan lord and bureaucrat 
  samurai. 
  Even so, Japanese women were definitely treated as 
  second class citizens. The GM may opt to give a female 
  character +2 PC points. 
  Hengeyokai 
  Are not like European shape-changers, humans cursed 
  to take on animal form. Instead, they are clever animals 
  or plants who have discovered the Magick spells necessary 
  to take on human form. They may change to any human 
  shape they like but may not change to the shape of any 
  other non-human. (Thus an orange cat may take on 
  the form of a beautiful geisha, a tall samurai, or a short 
  Buddhist Current SPR, but may not take on the form of a 
  horse or dog, of a kappa or tengu - or of a black cat. Even 
  so, the player of the orange cat will need several character 
  sheets, one for each of his PC's human forms.) 
  Hengeyokai may transform themselves by day or by 
  night, at any phase of the moon. They are not especially 
  affected by silver or immune to non-Magick weapons. 
  Japanese legend says that Hengeyokai live for centuries; 
  certainly animal Hengeyokai don't die at the same age as 
  normal animals of the same species who don't know how 
  to use Magick. 
  Hengeyokai are not innately evil. A Hengeyokai will 
  try to avoid priests because they can often detect him and 
  unmask him, forcing him to return to his natural form. 
  A dead or unmasked Hengeyokai animal reverts to being 
  an animal. An dead or unmasked Hengeyokai tree has its 
  human body vanish. 
  Hengeyokai have a special relationship to Nature and 
  thus to Shinto. They respect Buddhism but don't want to 
  achieve enlightenment any time soon. Their Buddhist  is 
  half their Shinto  (rounded down). Hengeyokai are more 
  familiar with Bakemono and Spirits than humans are, but 
  still cautious with them. Fox and tree Hengeyokai may 
  be close friends or polite enemies with Tengu who live in 
  the same forest. Cat Hengeyokai dislike Water Bakemono 
  (Kappa, Kojin, and Orochi) unless propitiated with fresh 
  fish. 
  A Hengeyokai can transform to either male or female 
  human form. A cat or tree Hengeyokai usually takes on 
  the form of a young and beautiful maiden. A badger 
  Hengeyokai typically takes on the form of a middle-aged 
  male Buddhist priest. A fox Hengeyokai typically takes on 
  the form of a young and attractive samurai or noble, either 
  male or female. Hengeyokai don't have a culture of their 
  own, but lead a solitary life when not interacting with 
  human beings. 
  
  44
  If the GM allows a Hengeyokai PC but later feels he 
  made a mistake, he can easily drive the character off centre 
  stage by bringing in a Buddhist priest to unmask him. A 
  player with a PC Hengeyokai should be asked to also role 
  play another, more mundane character as well. 
  Foxes
  Are strong and attractive, honourable and arrogant, 
  expert swordsmen and weaponsmiths, as graceful and 
  seductive as the most accomplished of courtesans. 
  They have special ties to Inari, the Kami of grain and 
  weaponsmiths. They may possess human beings who have 
  offended them. A fox liver will cure almost any disease or 
  injury. 
  Badgers 
  Are fun-loving but lazy, fond of drinking sake or shochu 
  brandy. They often take the form of Buddhist priests in 
  order to get people's respect without having to do any real 
  work. Sometimes, they take the form of beautiful women 
  in order to raise money for a friend or patron by selling 
  themselves as a courtesan and then vanish after a few days. 
  They can even take the form of an inanimate object like 
  a backpack or tea kettle. They dislike fighting and take 
  all skills that inflict damage (including spells) at -20% to 
  PSF%. 
  Cats
  Are greedy and selfish but beautiful and seductive. There 
  are legends of cats feeding off of a lover's vitality, without 
  worrying over the fact that their hunger may doom 
  their mortal lover to death. Cats often take the form of 
  courtesans or geisha. 
  Tree Hengeyokai 
  Are unselfish and loving. They're beautiful and strong as 
  long as their tree remains healthy but grow weak if their 
  tree becomes sick and die if their tree is killed. 
  Bakemono 
  Are supernatural beings with innate Magick powers 
  that don't depend on learning Magick spells. They have 
  a special relationship to Nature and thus to Shinto. They 
  have no desire to achieve enlightenment. Their Buddhist 
  Current SPR cannot exceed one-third their Shinto 
  Current SPR (rounded down). 
  Bakemono are not innately evil but do try to stay away 
  from priests who can detect and unmask them. If the 
  GM allows a Bakemono PC but later feels that this was a 
  mistake, he can easily drive the character off centre stage 
  by bringing in a Priest to unmask him. A player with a PC 
  Bakemono should be asked to also role play another, more 
  mundane character as well. 
  Kappa, kojin and orochi are water bakemono who can 
  take on human form. They can breathe both water and air, 
  but they are not comfortable if they have to spend over a 
  day out of water and prefer to bathe every morning and 
  every evening. They will take a heated bath if they're afraid 
  of being detected but prefer to bathe in the natural water 
  of a river or lake or ocean. 
  Like Hengeyokai, Water Bakemono can transform 
  to either male or female form. Kappa take the form of 
  a young boy or girl. Kojin take the form of a samurai 
  warrior. Orochi who were once human beings take 
  their original form again; other Orochi take the form of 
  beautiful women or strong men. A Water Bakemono can 
  take only one human form. 
  Kappa are child-sized, mischievous river spirits. A 
  Kappa is usually quite strong, but may grow suddenly 
  weak if the saucer-shaped depression on the top of his 
  head is not full of water and will die if it is empty. Kappa 
  prey on people trying to ford their river, killing the 
  unwary ones and eating them. 
  Kojin are sharkmen, samurai at the court of the Dragon 
  Emperor of the Ocean, who have been banished to the 
  land like Ronin. 
  Orochi are great serpents who live in deep mountain 
  lakes. They often began life as humans but were 
  transformed by a mountain Kami whom they'd offended 
  by their impure emotions of shame or lust. They marry 
  one another, and their children are also orochi. 
  Tengu
  Are forest spirits, whose true form is a crow-like 
  human with a long red nose, clawed hands and feet, and 
  wings able to bear them aloft into the sky. Like the fox 
  Hengeyokai, Tengu are masters of forging swords and 
  using them in combat. They are also masters of Fire and 
  Air Magick. They can only take one human form: usually 
  that of a tall, strong male samurai. 
  
  45
  Rokuro Kubi
  Look like tall Japanese humans but have the 
  disconcerting ability to extend their necks several feet (like 
  a snake) or even have their head fly away from their body. 
  They cannot change form. 
  Ryo (Spirits) 
  Are not mortal beings at all but, if the GM consents, 
  may still make interesting player characters in a high mana 
  campaign. They are feared and respected by humans, 
  Hengeyokai and Bakemono alike. 
  The Buddhist Temple Bell Ryo has a special relationship 
  to Buddhism, with Shinto Current SPR being only half 
  its Buddhist Current SPR. The Yurei, Sword, Mirror, and 
  Musical Instrument Ryo have a special relationship to 
  Shinto, with their Buddhist Current SPR being only half 
  their Shinto Current SPR. 
  Each Ryo is obsessed with achieving a particular goal: 
  usually clearing someone's name of dishonour or avenging 
  a wrong. Once this goal is achieved, the Ryo will cease to 
  interact with the other characters. The Yurei will enter the 
  paths of the dead (see 16.5). The other Ryo will return to 
  the artefacts from which they emanated. 
  A Ryo can only take one human form. It cannot be 
  injured by physical attack, only by Magick spells or 
  spiritual forces (in Acts of Faith). If the GM allows a Ryo 
  PC but later feels that this was a mistake, he can let the 
  PC achieve his goal and then have him drop out of the 
  campaign. 
  Or he can have the Ryo enlightened by a Buddhist Priest 
  or Enshrined by a Shinto Priest. A player with a PC Ryo 
  should be asked to also role play another, more mundane 
  character as well. 
  The YUREI appears as a ghost or takes the form he had 
  in life. His goal is usually related to his untimely death. 
  The SWORD, MIRROR, AND MUSICAL INSTRUMENT 
  Ryo have a goal associated with their previous owner (a 
  man for a sword, a woman for a mirror, either sex for 
  a musical instrument). They usually take the form of a 
  young and attractive person of the same sex and social 
  status as their previous owner. THE TEMPLE BELL has 
  a goal associated with a priest from its Buddhist temple. 
  Its usual form is that of a yamabushi, a Buddhist warrior 
  priest. 
  Personal Attributes
  Spirit 
  Unless he has converted to a monotheistic religion, a 
  Japanese has two Current SPR numbers: Shinto SPR and 
  Buddhist SPR. Upon generation of the PC attributes a 
  player will need to apportion the number between Shinto 
  Current SPR and Buddhist Current SPR. 
  Japanese Buddhism taught that each Kami was the 
  incarnation of a Buddha or Bosatsu or one of their 
  guardians, but the two religions are not fully compatible. 
  No one may be both a Buddhist Priest and a Shinto Priest. 
  Shinto priests have a Buddhist Current SPR that can never 
  exceed half their Shinto Current SPR; Buddhist priests 
  have a Shinto Current SPR that can never exceed half their 
  Buddhist SPR. Non-humans have different Buddhist SPR 
  and Shinto SPR. 
  Non-Human Attributes 
  Players creating Hengeyokai, Bakemono or Ryo must 
  adjust certain Attributes in according with the Minimums 
  and Maximums given in the table below. 
  Players using the Random Roll Method to create a 
  particular sort of non-human should use the following 
  modifications:
  Players using a Point-Based Method for non-human 
  PCs pay 1 PC Point for each level within 10 points of the 
  racial minimum, with each higher level costing at least 2 
  PC points. If the racial maximum is Higher than human, 
  the top 3 levels cost 3 points each, even if they are within 
  10 points of the racial minimum. 
  
  46
  If the racial maximum is LOWER than or the SAME as 
  human, the top 3 levels cost 2 points each, even if they are 
  within 10 points of the racial minimum. 
  Frank decided to create a character with DEX 17. For 
  a human PC, this would cost 15+4 = 19 PC points. For a 
  Bell PC, the Attribute is within 10 of racial minimum and 
  not in the top 3 levels, so it would only cost 17 PC points. 
  George decided to create an Orochi with STR 25, which 
  cost 20 (for levels 1-20) + 4 (levels 21-22) + 9 (the top 3 
  levels) = 33 PC points. 
  Gail decided to create a tree Hengeyokai with 11 APP 
  and only had to pay 11 PC points. If she'd wanted a Kappa 
  with 10 APP instead, she'd have had to pay 7 (for levels 
  1-7) +6 (the top 3 levels) = 13 PC points. 
  SPECIES
  STR
  DEX
  CON
  INT
  WIS
  DIS
  APP
  BV
  SPR
  Hengeyokai
  Fox
  **
  11/20
  **
  11/20
  11/20
  6/15
  11/20
  **
  7/25
  Badger
  **
  11/20
  **
  11/20
  11/20
  6/15
  11/20
  **
  7/25
  Cat
  **
  11/20
  **
  11/20
  11/20
  6/15
  11/20
  **
  7/25
  Tree
  **
  **
  **
  **
  **
  11/20
  11/20
  **
  7/25
  Bakemono
  Kappa
  16/25
  11/20
  **
  1/10
  1/10
  1/10
  1/10
  **
  **
  Kojin
  11/20
  **
  **
  **
  **
  11/20
  **
  **
  **
  Orochi
  16/25
  11/20
  11/20
  11/20
  **
  **
  1/10
  **
  1/10
  Tengu
  11/20
  11/20
  **
  **
  **
  **
  1/10
  **
  **
  Rokuru Kubi
  **
  11/20
  11/20
  **
  **
  **
  **
  **
  **
  Ryo
  Yurei
  16/25
  11/20
  **
  **
  1/10
  1/10
  **
  **
  1/10
  Sword
  16/25
  **
  11/20
  **
  **
  16/25
  **
  **
  **
  Mirror
  **
  **
  11/20
  **
  **
  **
  16/25
  **
  **
  Instrument
  **
  11/20
  1/10
  **
  **
  11/20
  16/25
  16/25
  **
  Temple Bell
  16/25
  **
  16/25
  **
  **
  16/25
  **
  **
  16/25
  A Hengeyokai will be able to take on any number 
  of human forms, all of which have the same Mental 
  Attributes: INT, WIS, DIS and SPR. Each human form 
  may have different Physical Attributes: Sex, Height & 
  Frame, AGL, STR, CON, BV, and APP. The player 
  will have to keep a different character sheet for each 
  human form. The GM may opt to allow the Hengeyokai 
  1 additional PC point for each point of INT to raise its 
  Physical Attributes in human form. The GM may also opt 
  to allow the Hengeyokai to choose different skills for each 
  human form. 
  For example, the Fox Hengeyokai Moritaro was rolled 
  with STR 6 and INT 11; now he wishes to appear as a 
  samurai. His PC Point cost for adding to an Attribute 
  is figured as for humans, not Hengeyokai. The GM lets 
  Moritaro expend 11 PC points on STR (9 points for levels 
  7-15, 2 more for level 16), raising his samurai's STR to 16. 
  
  47
  Omens
  Infanticide of weakly or ill-starred children was a 
  traditional Japanese method of population control. The 
  player should feel free to kill off any human character 
  who has more than half his Attributes within three of the 
  species minimum or who is Poorly Aspected. 
  By definition, all Hengeyokai, Bakemono and Ryo are 
  Poorly Aspected. 
  Social Class
  There are 250 samurai clans, each with a hereditary 
  clan lord who rules all or part of one of the 72 provinces, 
  with the help of his samurai warriors and bureaucrats. 
  Theoretically, all clan lords are loyal to the Emperor, and 
  everyone in the clan territory is loyal to the clan lord (see 
  3.6). 
  Sometimes there is also a Shogun, the chief general of 
  the realm and the actual head of government. He is the 
  head of the Minamoto clan (originally descended from an 
  Emperor's son). A Strong Shogun is powerful enough that 
  he can tell a clan to move to another province. 
  Historical Patterns For 
  Japanese Power Structure 
  The GM should choose one of these patterns for his 
  campaign - or create another one which he prefers. 
  A. Strong Emperor
  All references in the rules to the "Shogun" refer to the 
  Emperor or should be disregarded.
  The chief sources of power other than the Imperial 
  bureaucracy are the Buddhist temples and Clan lords. 
  The Emperor is the nominal head of Shinto worship, but 
  the heads of the more powerful Shinto shrines are also 
  independent powers. The actual authority in this culture 
  may be the Emperor himself, a retired Emperor, the 
  Emperor's father-in-law, or the Imperial bureaucracy. In 
  the last three cases, the Emperor will typically retire to 
  become a Buddhist priest upon or before reaching 25 years 
  old; a son or younger brother of the Emperor will then 
  assume the Throne. 
  B. Strong Shogun
  Weak Emperor: Chief independent sources of power are 
  the Buddhist temples, the Shinto shrines, and clan lords. 
  The Shogun is the lord of the most powerful clan. The 
  Shogunate bureaucracy may be controlled by the Shogun 
  or the Shogun's Regent, or may control them. 
  C. Contending Clans
  Weak Emperor: The major clans are contending to see 
  which one will rule the country with its clan lord as the 
  new Shogun. Most of the lesser clans are allied with one or 
  another of the contending clans. There are frequent battles. 
  Cities give allegiance to the clan with the most powerful 
  nearby army. Other independent sources of power are the 
  Buddhist temples and Shinto shrines. 
  D. Strong Gambler Gangs
  Weak Emperor, Shogun and Clans: Each city, town or 
  village is run by the local gambler gang, which controls 
  crime in order to assure order. The Buddhist temples and 
  Shinto shrines are independent sources of power. So are 
  Otokodate bands, which have many ronin samurai. 
  Human Social Class Table 
  Commoners are shorter and uglier but more sturdy than 
  Samurai and Nobles. A GM may opt to let a player with 
  a Merchant, Artisan, or Peasant PC move 2 points from 
  APP to CON without any PC point charge as long as both 
  Attributes stay within the Racial range. 
  Chance Father is a Mage
  D100%
  Father's 
  Status
  Point
  Cost
  Low 
  Mana
  High 
  Mana
   01-05
  Outcast
  +15
  5%
  25%
   06-15
  Merchant
  -4
  1%
  5%
   16-35
  Artisan
  0
  1%
  25%
   36-65
  Peasant
  +10
  1%
  5%
   66-75
  Priest
  -6
  10%
  50%
   76-95
  Samurai
  -12
  1%
  10%
   96-00
  Noble
  -25
  1%
  10% 
  
  48
  Optional: Whether using the points-based method or 
  rolling random 1D100 dice, you always have the option of 
  defaulting to a Peasant or Artisan PC. 
  Social Class 
  Elite Class
  The highest status family was the Emperor, followed 
  by the Nobles at his court. Next came the Nobles who 
  protected them, of whom the highest was the Shogun, 
  followed by the other clan lords, each served by his clan 
  Samurai. (A strong Shogun usually got himself and his 
  courtiers appointed to high Imperial court offices. The 
  Shogunate bureaucracy controlled the income given to all 
  the clans, rewarding allied clans with wealth taken from 
  rebellious clans. A strong Shogun might clamp down on 
  the money given the Imperial court, impoverishing the 
  Emperor and his nobles.) 
  Commoners
  According to Confucian doctrine, the highest non-
  warriors were the peasants who provided the food and 
  other materials that all people used. In the middle place 
  were the artisans who, while not producing anything 
  directly, took materials and fashioned things of value 
  from them. The lowest of the respectable classes were the 
  merchants who neither produced nor fashioned anything 
  but only transported and sold things. But the merchants 
  were usually far richer than the peasants or artisans, 
  raising their actual Social Status to the same as that in 
  C&S 5th Edition. 
  Non-Humans
  Outcasts were socially beneath contempt. They weren't 
  considered fully human; they weren't even counted in the 
  official census. The lowest of the Outcasts were the Eta, 
  who laboured at contemptible trades which often involved 
  handling the dead bodies of humans and animals. They 
  were not permitted to be farmers or fishermen, and were 
  despised for eating domesticated animals. (Meat eating 
  was forbidden by Buddhist teachings. Samurai and Nobles 
  sometimes hunted and ate wild animals, euphemistically 
  called "mountain fish," but never ate the butchered meat 
  of domestic animals such as chickens, dogs, horses, and 
  cows. Peasants sometimes ate chickens that were no longer 
  useful for producing eggs.) 
  Foreigners were regarded as inferior to all but Outcasts 
  (and suspected of being Eta if seen eating meat from an 
  Eta butcher shop). 
  Non-humans who had been unmasked were inferior 
  to Outcasts. Hengeyokai, Rokuro Kubi, and Ryo should 
  pay the Point Cost for whatever social class they typically 
  appear to be when in human form. Kappa, Tengu and 
  Orochi rank as Peasants. Kojin rank as Samurai. Or the 
  GM may opt to charge the following Point Cost for being 
  Non-human instead of a Social Status cost. 
   
  Hengeyokai: -20
    
  Bakemono:  -25
    
  Ryo:       -30 
  Sibling Rank 
  Adoption 
  Families often adopted a boy to carry on the family 
  name/business and married him to the family's eldest 
  daughter or an adopted daughter. Adoption of apprentices 
  was common among entertainers and artisans. The 
  adopted child owed filial duty to both natural and adoptive 
  parents (see 3.6). 
  Illegitimate children never went unacknowledged but 
  were adopted by the father's wife. Illegitimate children 
  were not looked down upon and so do not gain PC Points. 
  Change the PC's Sibling Rank in Family with: 
   
  01-10%   Adopted child 
   
    
  11-20%   Father's illegitimate child, adopted by his wife 
   
  21-100%  Legitimate
  Heir 
  The heir to the family farm, business, or rank in the clan 
  hierarchy is usually but not always the oldest son. If the 
  oldest son seems unfit, the father will choose a younger 
  boy. A clan lord who has made this decision will often 
  order his older sons to become Buddhist priests, thereby 
  giving up their claim to the Lordship. It is, of course, 
  possible for an older son to later leave the priesthood and 
  attempt to take the clan away from his younger brother. 
  (See Inheritance and Death and Mourning for further 
  details.) 
  
  49
   The Outcasts: 
  1D100
  Father's Vocation
  Starting
  Skill
  Social
  Status
   01-40
  Eta: Roll 1D10
   
  1
  Gravedigger
  Digging
  -1
   
  2
  Executioner/torturer
  Atemi
  -2
   
  3-5
  Leather worker
  Leatherworking & Tanning
  -2
   
  6
  Butcher
  Butchering
  -2
   
  7
  Beggar/street singer
  Streetwise, Begging
  0
   
  8
  Refuse collector
  Lifting & Carrying
  0
   
  9
  Digger of wells/ditches
  Digging
  1
  10
  Miner
  Digging
  2
  41-60
  Entertainer: (Roll D100)
   
  01-12
  Painter
  Painting
  3
   
  13-14
  Printer Engraver
  Engraving
  3
   
  15
  Tattooer
  Tattooing
  3
   
  16-20
  Storyteller
  Storytelling
  4
   
  21-30
  Poet
  Poetic Composition
  4
   
  31-32
  Playwright
  Playwriting
  3
   
  33-40
  Singer
  Singing
  3
   
  41-45
  Biwa (lute) player
  Music: Strings
  4
   
  46-50
  Flute player
  Music: Flutes
  4
   
  51-55
  Samisen player
  Music: Strings
  4
   
  56-60
  Drum player
  Music: Drums
  4
   
  61-63
  Bunraku puppeteer
  Puppeteering
  3
   
  64-66
  Noh or Kabuki actor
  Acting: Performance
  3
   
  67
  Noh or Kabuki onnagata actor
  Acting: Onnagata
  3
   
  68-69
  Sumo wrestler
  Sumo Wrestling
  4
   
  70-73
  Martial artist
  Martial Arts Meditation, 1 Combat skill
  6
   
  77-85
  Dancer
  Dancing: Folk
  3
   
  86-88
  Monkey handler
  Animal Handling: Monkey
  2
   
  Mother's Vocation check for original vocation
   
  89-98
  Courtesan
  Charm
  2
   
  99-00
  Geisha
  Singing, Dancing, Charm
  5
  61-75
  Bandit/Thief: (Roll 1D10, then check for original vocation)
   
  1-3
  Cutpurse
  Cutting Purses, Stealth
  0
   
  4-5
  Burglar
  Concealing Objects
  -1
   
  6-7
  Shoplifter
  Skulking, Stealth
  0
   
  8
  Bandit
  1 Combat Skills, Ambush
  1
   
  9
  Wako (pirate)
  Mariner, 1 Combat Skill
  1
   
  10
  Stealer of farm animals
  Animal Handling
  0
  76-90
  Gambler: (Roll 1D10, then check for original vocation)
   
  1-7
  Unskilled labourer
  Streetwise, Athletic Skill
  3
   
  8-0
  Gambling gang member
  Streetwise, Combat Skill
  -1
  91-00
  Ninja (spy and assassin).
   
  Check for cover vocation assumed as a disguise.
  Ninjutsu cover background skill
  -2
  
  50
  Father's Vocation 
  Intragroup Status
  Each vocation, even among the Outcasts, has its 
  own status structure. So does each hobby. Roll on the 
  table below to determine the PC's father's Intragroup 
  Proficiency and Status. The GM may opt to charge or 
  award PC Points depending on Intragroup Proficiency. 
  Most people only have a local Intragroup Status, 
  but most exceptional Nobles and Samurai, and some 
  exceptional entertainers, wandering priests, gamblers, 
  martial artists and fine artists are known throughout the 
  province, or even nationally. The GM may opt to give 
  a 1-10% chance that a PC or his relatives will be widely 
  known as being incredibly good or bad at his vocation or 
  in a hobby. 
  1D100%
  Intragroup Proficiency
  Intragroup 
  Status
   01-02
  Abysmally Inferior
  -(1D10+5)
   03-15
  Inferior
  -1D10
   16-85
  Average
  0
   86-98
  Superior
  +1D10
   99-00
  Incredibly Superior
  +(1D10+5)
  
  51
  Entertainers were the most surprising Outcasts from 
  a Western point of view. Most nobles and many samurai 
  practiced one or more arts, and were respected as 
  amateurs. Professional artists, however, were honoured 
  for their skills but despised for using Art to support 
  themselves. 
  Courtesans And Geisha were sold as children or 
  teenagers to a manager who trained them in the skills 
  of their profession -- and took 90% of their earnings. 
  Their contracts expired when they reached the age of 
  thirty, when they either retired and lived off their savings, 
  became Buddhist Priestesses, or bought the contract of a 
  youngster to be trained as a courtesan or geisha. 
  Many respectable families who had fallen upon hard 
  times sold a daughter as a courtesan or geisha. Even a 
  samurai or noble might sell a daughter to get the money 
  necessary for an overriding moral duty, and the girl would 
  obey out of filial duty. A retired geisha or courtesan never 
  returned to her family. 
  There were both male and female courtesans but no 
  male geisha; their counterpart was the onnagata (male 
  actor specializing in female roles). A courtesan was 
  available to anyone who paid her manager the correct 
  price. A geisha or onnagata had to be courted, an 
  expensive but prestigious undertaking. Buying a geisha's 
  or courtesan's contract was even more expensive. 
  The Merchants
  The lowest but richest of the Commoners. All Merchants 
  have Bargaining as a Starting Skill and can Evaluate the 
  sort of goods they sell. They also have Written Japanese up 
  to Simple Ideographs. 
  1D100%
  Father's Vocation
  Starting Skills
  Social 
  Status
  01-05
  Home Furnishings Merchant
  Shopkeeping
  15
  06-10
  Sea Trader
  Mariner, Piloting
  15
  11-20
  Land Trader
  Finding One's Location
  15
  21-22
  Pawnshop Owner
  Shopkeeping, Evaluating Loot
  9
  23-25
  Incense/Perfume/Flower Dealer
  Shopkeeping
  15
  26-27
  Paper and Books Dealer
  Shopkeeping
  15
  28-37
  Cloth/Clothing Merchant
  Shopkeeping
  15
  38-39
  Builder of Mansions
  Architecture
  15
  40
  Builder of Ships
  Shipbuilding
  15
  41-44
  Innkeeper (Commoners)
  Innkeeping
  15
  45
  Innkeeper (Nobles/Samurai)
  Innkeeping
  17
  46-47
  Teahouse Proprietor 
  (Geisha or Courtesan Restaurant) 
  Innkeeping, Charm
  9
   48-50
  Bathhouse Proprietor
  Shopkeeping, Streetwise
  10
  51-52
  Jewellery Dealer
  Shopkeeping
  15
  53-54
  Artwork Dealer
  Shopkeeping, Appreciate 1 Art
  15
  55
  Physician
  First Aid, Making Drugs
  17
  56
  Herbalist
  Herb Lore, Herbalism
  16
  57
  Ward Head or Village Headman  
  Re-roll to determine vocation
  Leadership
  18
   58-60
  Sake Dealer
  Shopkeeping
  15
  61-75
  Greengrocer
  Shopkeeping
  15
  76-90
  Fishmonger
  Shopkeeping
  15
  91-95
  Rice merchant
  Shopkeeping, Diplomacy
  16
  96-00
  Business Manager for Warrior
  Arithmetic
  18
  
  52
  Nobles and Samurai were given their annual income 
  in rice but usually sold it before the harvest to rice 
  merchants, who functioned as money lenders to the 
  warrior class. If the rice merchants got too greedy and paid 
  too little for rice, it could send the entire economy into a 
  tailspin, so they were carefully regulated by the national 
  bureaucracy of the Shogun or Emperor. 
  Most merchants had to pay a yearly tax for a permit 
  to operate their business, though some peddlers tried to 
  escape official notice. There might also be a fee for use 
  of the law court to collect payment from a debtor or to 
  resolve a contract dispute. Pawnshops and teahouses came 
  in for special scrutiny by the government because they 
  were so often connected to the underworld. 
  The Artisans
  Most artisans either peddle their goods in the streets 
  or are employees of a merchant. The blacksmith may own 
  his own shop or wander from village to village. The GM 
  may opt to lower the Social Status of a peddler artisan by 
  2. For a cook or other servant, determine the employer's 
  vocation. The servant of a noble is +2 Social Status (and 
  -2 PC Points); the servant of a samurai is +1 Social 
  Status (and -1 PC Points). Only chuja (rich farmers) have 
  servants among the peasants. 
  1D100%
  Father's Vocation
  Starting Skills
  Social 
  Status
   01-03
  Blacksmith
  Blacksmithing
  10
   04
  Book Printer
  Printing
  12
   05
  Seal Carver
  Wood Carving
  11
   06
  Bow/Arrow Maker
  Bowyer & 
  Fletcher
  12
   07
  Fireworks Maker
  Fireworks
  8
   08-10
  Cabinet Maker
  Carpentry
  10
   11-13
  Wooden Screen 
  Carver
  Wood Carving
  10
   14-18
  Paper Screen Maker
  Carpenter
  10
   19-20
  Lacquerer
  Lacquering
  9
   21-23
  Candle Maker
  Chandler
  10
   24-26
  Oil Maker
  Oil Maker
  10
   27
  Shoe Maker
  Wood Carving, 
  Sewing
  8
   28
  Maker of Mulberry/
  Silk Paper
  Paper & Ink
  11
   29
  Smelter
  Foundryman: 
  Smelting
  9
   30-33
  Coffin/Barrel Maker
  Cooper
  8
   34-38
  Tatami Mat Maker
  Tatami Mat 
  Making
  10
  1D100%
  Father's Vocation
  Starting Skills
  Social 
  Status
   39-43
  Maker of Futon 
  (quilts)
  Sewing & 
  Embroidering
  10
   44
  Cookstove Maker
  Pottery
  10
   45-50
  Potter
  Pottery
  10
   51-52
  Roof Tile Maker
  Pottery
  10
   53-57
  Mason
  Masonry
  10
   58-62
  Carpenter/Home 
  Builder
  Carpentry
  10
   63
  Kago or Norimono 
  Carrier
  Lifting, 
  Endurance
  5
   64
  Express Messenger
  Running, 
  Endurance
  6
   65
  Inn or Teahouse 
  Servant
  Housekeeping
  5
   66
  Cook at inn/teahouse
  Cooking
  11
   67
  Sake Brewer
  Sake Brewing
  10
   68
  Cook at private home
  Cooking
  9
   69-75
  Home Servant
  Housekeeping
  4
   76-77
  Gardener
  Gardening
  8
   78
  Stableman for inn or 
  warrior
  Animal Handling
  7
   79
  Animal Trainer
  Animal Training:
  7
   80
  Shipbuilder
  Shipbuilding, 
  Carpentry
  10
   81-84
  Sailor
  Mariner
  8
   85
  Sailing Officer
  Mariner, 
  Leadership
  14
   86
  Pilot
  Piloting
  10
   87-90
  Weaver
  Spinning & 
  Weaving
  10
   91
  Dyer
  Dyeing
  10
   92
  Embroiderer/Cloth 
  Dyer
  Sewing/
  Embroidering
  11
   93
  Massager/Shampooer 
  (Blind)
  Massage or 
  Hairsetting
  5
   94
  Guard at Teahouse/
  Bathhouse
  Intimidation, 
  Combat Skill
  5
   95
  Fireman
  Fire 
  Extinguishing
  10
   96
  Ward Guard 
  (Policeman)
  Intimidation, 
  Sodegarami
  15
   97
  Goldsmith
  Goldsmithing
  12
   98
  Jeweller
  Gem Cutting
  14
  99
  Swordsmith/
  Armourer
  Weaponsmith, 
  Armourer
  12
   00
  Incense/Perfume 
  Maker
  Perfumery
  11
  
  53
  Peasants
  In addition to their main crop or other vocation, most peasants also 
  have a small vegetable garden. Note that unlike the European version of 
  feudalism, Japanese peasant farmers typically owned their land. They paid 
  harvest taxes to the local clan lord and the Shogun or Emperor, and also 
  donated a portion of their harvest to the local Shinto shrine and Buddhist 
  temple. The local gambler gang might also demand a share of the profits. 
  1D100%
  Father's Vocation
  Starting Skills
  Social 
  Status
   01
  Chuja (rich rice farmer)
  Field Crops
  13
   02-60
  Rice Farmer
  Field Crops
  9
   61-70
  Rice Farmer/Ashigaru
  Field Crops, 1 Combat Skill
  13
   71-72
  Tea Farmer
  Tea
  12
   73-75
  Cotton or Hemp Farmer
  Field Crops
  9
   76
  Silk Grower, Mulberry Trees
  Silkworms, Orchard Crops
  12
   77-80
  Orchard Farmer
  Orchard Crops
  9
   81-85
  Vegetable Farmer
  Garden Crops
  9
   86-94
  Fisher
  Fisherman
  7
   95
  Hunter
  1 Outdoors & 1 Combat Skill
  9
   96
  Ice Tender
  Ice Tending
  10
   97-98
  Woodcutter
  Woodcutting, Charcoal 
  Making
  6
   99
  Village Headman
  Re-roll for vocation
  14
   00
  Pearl Diver (Mother)
  Pearl Diving, Swimming
  5 
  Farm Animals
  Commoner Japanese did not raise animals for meat 
  or dairy food, only as riding mounts, pack-horses, and 
  draught-animals. A few rich Eta had herds of goats, cows, 
  or horses or flocks of chickens or ducks. Most Eta bought 
  old or sick animals from peasant farmers. 
  Ashigaru
  Were peasants with some training in combat. They 
  paid a lower tax on their crops, in exchange for being 
  willing to serve in the clan lord's army as foot soldiers 
  during wartime, regardless of the needs of their farms. 
  If the campaign culture has Contending Clans, the GM 
  should lower the chance that the PC's father is a normal 
  Rice Farmer to 02-35 and increase the chance that he is an 
  Ashigaru to 36-70. 
  
  54
  Priests 
  The Shinto priesthood is hereditary. If a Shinto Priest’s 
  child refuses to enter the priesthood and instead follows 
  any vocation which involves shedding blood (whether 
  physician or warrior), he will be disowned as a Disgrace. 
  Buddhist Priests take vows to forswear sexual relations, 
  but most people do not become Buddhist Priests until they 
  are middle-aged or elderly, long after they’ve had children.
  1D100%
  Father's Vocation
  Starting Skills
  Social 
  Status
  01-25
  Shinto Shrine Priest
  Dancing, Singing, Theology
  20
  26-30
  Wandering Shinto Priest
  Begging or Intimidate
  17
  31-35
  Shinto Hermit Priest
  1 Materia Magicka Skill
  21
  31-35
  Shinto Mage Priest
  2 Materia Magicka Skills
  22
  36-80
  Buddhist Temple Priest: Roll 1D10. Check for original vocation. 
  1-5 Meditative Ascetic Order
  Concentration, Meditation
  22
   
  6-7 Scholarly Ascetic Order
  Japanese up to Complex Ideographs
  25
   
  8-10 Martial Order
  2 Combat Skills
  18
  81-90
  Wandering Buddhist Priest
  Begging, Streetwise
  17
  91-95
  Buddhist Exorcist/Physician
  Exorcism, Lore of the Dead Healing Arts
  22
  96-00
  Buddhist Hermit Priest
  Concentration, 1 Lore Skill
  22 
  Shinto Priest's Patron
  The GM should feel free to revise this table to suit his 
  campaign. (See page 258 for details on Kami) 
  D100
  Patron
   01
  Amaterasu (the Sun Kami and Imperial 
  Ancestress)
   02
  Jimmu Tenno (First Emperor, son of Amaterasu)
   03
  O-Kuni-Nushi (Amaterasu's brother, ruler of the 
  Meido)
   04
  Dragon Emperor (Lord of the Clouds and Ocean)
   05
  Sengen (Kami of Mount Fuji)
   06-10
  Hachiman (Kami of War, Protector of Japan)
   11-25
  Inari (Kami of Grains and Food)
   26-30
  Tenjin (Kami of Calligraphy)
   31-35
  Atago (Kami of Fire)
   36-45
  Ebisu (Kami of Hard Work and Good Luck)
   46-55
  Koshin (Kami of Travellers by Road)
   56-58
  Kami of a Fine Art
   59-60
  Kami of a Martial Art
   67-65
  Benten (Kami of the Fine Arts, Love, and Good 
  Luck)
   66-80
  Gozu Tenno (Kami of protection from demons and 
  calamities)
   81-90
  Nushi (Kami of the local area)
   91-00
  Ujigami (the ancestral Kami of one's family) 
  Buddhist Priest's Patron
  The GM should feel free to revise this table to suit his 
  campaign. (See page 260 for further information on the 
  Buddhas and Bosatsu.) 
  D100
  Patron
  01-30
  Amida Buddha, Lord of the Pure Western 
  Paradise
  31-50
  Yakushi Buddha, patron of physicians. 
  51-55
  Rushana Buddha, the Enlightened One
  56-75
  Kannon Bosatsu, benefactor of the unfortunate
  76-90
  Jizo Bosatsu, patron of children and travellers
  91-95
  Kishibojin, protector of children
  96-00
  Kompira, protector of ships and sailors 
  
  55
  Joining the Buddhist Priesthood
  Might be done for many reasons.
   Seeing the Vanity of Worldly Life: Some people became 
  ascetic Buddhist priests because some shocking experience 
  made them realize just how full of illusion and tragedy the 
  world is. (Having one's clan lord or husband or benefactor 
  die or fall into disgrace, accidentally or mistakenly killing 
  a holy priest, or any similar incident would justify such a 
  decision.) 
  Scholarship: Anyone with an inclination toward 
  scholarship may opt to join an Ascetic Buddhist temple 
  order, where they will receive instruction in various Lore 
  Skills but have to obey the orders of the Head Priest. 
  Going in-kyo (retirement): A middle-aged man of the 
  merchant, warrior or noble class with a grown heir usually 
  went in-kyo, taking vows as a Buddhist Priest and passing 
  on his cumbersome duties to his heir. A retired man did 
  not lose social status. Often, he might wield more power 
  than the nominal head of the business, bureaucratic 
  department, or dynasty. An in-kyo noble still attended 
  court. Social Status becomes +1 upon going in-kyo. 
  The Samurai 
  The GM's campaign setting will significantly affect 
  Samurai vocations. In an age of Contending Clans, most 
  samurai will be warriors. If there's a Strong Emperor or 
  Shogun, the samurai of other clans will be bureaucrats, 
  gentlemen farmers, or town idlers. A strong Shogun may 
  abolish his enemies' clans, creating many ronin. If there 
  are strong Gambler Gangs, most samurai will be ronin or 
  bureaucrats. The GM should feel free to modify this table 
  to fit his campaign. 
  Basic Samurai Training: All Warrior Samurai and 
  Nobles have the following skills at +10% to PSF%: Slashing 
  Sword: Katana, Archery: Yumi, Horse Archery, Written 
  Japanese up to Simple Ideographs, Mounted Combat, 
  Riding a Horse, and Riding a Warhorse. All Samurai and 
  Nobles who aren't Poorly Aspected have Intimidation or 
  Leadership. 
  Exile: Intrigue and suspicion was rampant among the 
  ruling Imperial and Shogunate dynasties. Treachery and 
  ambitious scheming were common among clan lords. 
  Assume a 10% chance that any relative of a clan lord, court 
  noble, Shogun or Emperor may be in exile, either in the 
  inhospitable north or on a small island. Such a person's 
  household was disbanded, and his samurai were forced to 
  become ronin. Exiles were persuaded or forced to become 
  Buddhist Priests, in order to show they no longer held 
  positions of political power. Exiles may return to favour, 
  either when the ruler is persuaded to change his mind or 
  when a new ruler assumes power. An exile has half the 
  usual income and double the standard chance of dying 
  each year. 
  
  56
  1D100%
  Father's Vocation
  Starting Skills
  Social Status
   01-02
  Ronin (from current clan)
  Streetwise or 1 Outdoor Skill
  16
   03-05
  Ronin (from abolished clan)
  Streetwise or 1 Outdoor Skill
  14
   06
  Clan Ninja Coordinator
  Streetwise, Intimidation or Charm
  15
   07
  Clan Karo (head samurai)
  Diplomacy, Intimidation, Charm
  25
   08-20
  Provincial Clan Bureaucrat
  Diplomacy, Local Legend Lore
  20
   21-50
  Provincial Clan Warrior
  Concentration, Martial Art Med
  20
   51
  Shogunate Ninja Coordinator
  Streetwise, Intimidation or Charm
  22
   52-70
  Shogunate Bureaucrat
  Diplomacy, National Legend Lore
  25
   71-90
  Shogunate Warrior
  Concentration, Martial Art Med
  24
   91-95
  Imperial Bureaucrat
  Diplomacy, Ancient Legend Lore
  27
   96-00
  Imperial Warrior
  Concentration, Martial Art Med
  26 
  RONIN literally "wave-man"
  (Someone whose life is as unsettled as an ocean wave): 
  A ronin's clan may have been abolished, with its lord dead 
  or in exile, leaving the ronin the choice of carving out a 
  new career for himself or of taking vengeance against his 
  lord's enemies. Or a ronin may have been banished (either 
  temporarily or permanently) from his clan, perhaps due 
  to his having failed in duty or manners, perhaps due to the 
  machinations of an enemy. 
  KARO: A clan lord's samurai retainers followed their 
  lord in battle and guarded him in peace but often didn't 
  report to him directly. They were under the administration 
  of the karo, the chief retainer. Sometimes a clan lord was 
  merely a hereditary figurehead: a young boy or an invalid 
  or an effete fop, unconcerned with the doings of his 
  warriors or bureaucrats. In that case, the administration of 
  clan territory was the full responsibility of the Karo. 
  Samurai Bureaucratic Offices 
  Include the following. The GM should determine 
  the chance that the Samurai Bureaucrat actually knows 
  something about his nominal duties. It may be as high as 
  90% or as low as 1%. 
  1D10
  Bureaucratic Office
  Possible Starting Skill
   01
  Judge
  Legal Lore, Economic Lore
   02
  Treasurer
  Bargaining or Economic Lore, Arithmetic
   03
  Etiquette
  Courtly Etiquette
   04
  Historian
  History & Legend Lore
   05
  Fine or Martial Art Teacher
  1 Fine or Martial Art
   06
  Astronomy
  Astronomical Lore
   07
  Military Administrator
  Strategy or History
   08
  Religious Supervisor
  History or Read Character
   09
  Physician Supervisor
  Healing Arts or Read Character
   10
  Councillor
  Economics or History
  
  57
  Nobles
  All Nobles have Artistic Lore and Written Japanese up 
  to Complex Ideographs. The GM should determine the 
  chance that a Noble has skills appropriate to his social 
  position; it may be as high as 90% or as low as 1%. These 
  skills are Charm, Diplomacy, Courtly Etiquette, and 
  Leadership. The chance that a Noble is in exile is at least 
  10%. 
  1D100%
  Father's 
  Vocation
  Social 
  Status
  01-80
  Clan Lord Relative; roll 1D10
   
  1-4
  Cousin
  22
   
  5
  Uncle
  23
   
  6
  Father-in-Law
  23
   
  7
  Father (Retired)
  26
   
  8
  Child
  24
   
  9
  Brother or Half-Brother 
  24
   
  10
  Clan Lord
  25
  81-85
  Shogunate Noble
  25
  86-87
  Shogunate Relative; roll 1D10
   
  1
  Cousin of lesser wife
  23
   
  2
  Cousin of chief wife
  24
   
  3
  Relative of brother's wife
  24
   
  4
  Father or brother of lesser wife
  23
   
  5
  Father or brother of chief wife
  24
   
  6
  Uncle
  25
   
  7
  Younger brother
  27
   
  8
  Son
  27
   
  9
  Previous ruler (retired)
  29
   
  10
  Ruler himself
  28
  88-97
  Imperial Noble
  27
  98-00
   
  Imperial Relative; roll as above for Shogunate 
  Relative. Social Status is +1 higher than for 
  Shogunate Relative.
  Status In One's Family
  Any character who is a mage but whose father or 
  grandfather is not a mage will be considered a Disgrace 
  (i.e., a Black Sheep). The same is true for any Samurai 
  or Noble character who has a Phobia or who has an 
  Intragroup Social Status as Abysmally Inferior at any 
  Combat skill. 
  Rather than a Black Sheep's Social Status being lowered 
  by 3/4 to a minimum of 5, his Intragroup Status  is lowered 
  by 3/4, with no minimum. If his Intragroup Status is 
  Inferior or worse, the family will expel him and no longer 
  acknowledge him as a relative. 
  D100
  The Curse Lying upon the Character
   01
  An animal belonging to you has the occasional 
  gift of human speech and is rude to your social 
  equals and superiors. 
   02
  Your (hengeyokai) cat has taken human form and 
  is trying to seduce you to drain your vitality (see 
  14.1). 
   03-05 
  Animals you take care of get sick and may die. 
   06-10 
  Plants that you take care of wither and may die. 
   11-15 
  People say a ghost is feuding with your family; 
  that's why so many of your relatives are often 
  sick or die young. 
   16-20 
  Animals don't like having you near them. 
  Sometimes they attack you,
   21-25 
  Stinging and biting insects always attack you. 
   26-30 
  Your clothing often mysteriously tears or gets 
  dirty. 
   31-35 
  Your hair curls when the weather's damp (-1 to 
  APP). 
   36-40 
  You keep sneezing whenever it's cold or rainy. 
   41-45 
  You keep sneezing whenever you're around 
  flowers. 
   46-50 
  Eating fish gives you indigestion. 
   51-55 
  You feel tired unless you eat red meat (like an Eta 
  Outcast). (If you're seen doing this, your Social 
  Status will drop by half.)
   56-60 
  You have nightmares from which you wake up 
  screaming. 
   61-65 
  Other people feel uncomfortable around you. 
  (Moderate Charisma penalties may be assigned.)
   66-70 
  You sunburn easily. 
  Japanese Curses
  (For Poorly Aspected Characters)
  
  58
  D100
  The Curse Lying upon the Character
   71-75 
  You sing off-key. 
   76-80 
  You have a raucous, unpleasant laugh (-1 to BV). 
   81-86 
  Your nose is as big as a Westerner's (-1 to APP). 
   87-89 
  Your hair is as curly as a Westerner's (-2 to APP). 
   90
  Your face is scarred from Smallpox (-3 to APP). 
   91-96 
  You have an unpleasantly harsh voice (-1 to BV)
   97-99 
  You stutter (-2 to BV)
   00
  You mispronounce words (-3 to BV).
  An old Japanese saying goes: "The nail that sticks out is 
  the one that gets hammered." Being different from other 
  people marks you as a target for teasing or bullying. The 
  GM may opt to lower a Cursed character's Social Status 
  by 1 or more. The GM should try to create occasional 
  storylines that grow out of the PC's unique characteristics, 
  whether good or bad. 
  Westerners with the sort of differences that appear in the 
  standard C&S 5th Edition Curse table will not be feared as 
  witches but merely regarded as having even worse Karma 
  than other people so unlucky as not to be born Japanese 
  (see Karma).
  Special Talents & Abilities
  Optional: Must be combined with Deficiencies & 
  Defects
  1D100% Special Ability Or Talent
  Point 
  Cost
   01-05 
  Night Vision
  -5
   06-10 
  Enhanced Sight
  -5
   11-15 
  Keen Hearing
  -5
   16-20 
  Sense Good and Evil
  -5
   21-25 
  Sense of Direction
  -5
   26-30 
  Sense Spirits
  -10
   31-35 
  Light Sleeper
  -5
   36-40 
  Low Metabolic Rate
  -5
   41-45 
  Hengeyokai Mother  
  (MR*30 when resisting Illusions.)
  -10
   46-50 
  Resistance to Poison
  -5
   51-55 
  Resistance to Disease
  -5
   56-60 
  Scholarship
  -5
   61-65 
  Sense Magical Forces
  -10
   66-70 
  Well-conditioned
  -10
   71-75 
  Sense Hengeyokai  
  (like Sense Magical Forces)
  -10
   76-79 
  Resistant to Magick
  -10
   80-83 
  Sense Auras
  -10
   84-87 
  Highly Resistant to Magick
  -10
   88-90 
  Extra Magical Spells
  -10
   91-93 
  Ambidextrous
  -10
   94-95 
  Able to pass as opposite sex
  -10
   96-97 
  Premonition
  -10
   98-99 
  Amok (like Berserker Rage)
  -10
   00
  Extraordinary Attribute
  -1
  
  59
  Flaws, Deficiencies & Defects
  The Japanese culture defames weakness emphatically. Roll on the Phobia table for your PC only if you're sure you want 
  to. Deficiencies and Defects are regarded as the result of bad Karma, to be atoned for by Shinto ceremonies to propitiate 
  spirits offended in past lives or by Buddhist ceremonies to enlighten such spirits. The GM may opt to let this dispel or 
  alleviate any of the curses.
  1D100%
  Deficiency Or Defect
  Point 
  Cost
  Social Status
  01-05
  Seasick -25% at all skills when at sea.
  +5
  -1 to sailor, wako, fisher
  06-19
  Poor sense of smell/taste
  +10
  -1 to Noble, can't be cook
  20-23
  Deep Sleeper
  +5
  -1 to Artisan, Peasant
  24-26
  Gluttonous
  +5
  27-29
  Frivolous
  +5
  30-34
  Trusting
  +10
  -1 to Noble
  35-39
  Overconfident
  +10
  40-44
  Arrogant
  +10
  -1 to Outcast, Peasant
  45-49
  Greedy
  +5
  -2 to non-Merchant
  50-54
  Absent-Minded
  +10
  55-59
  Twice-Cursed
  +10
  60-64
  Fumble-fingered
  +10
  -1 to Artisan or Artist
  65-67
  Frequently stumbles, can't run
  +10
  -1 to Ashigaru or Samurai
  68-70
  Cannot Hold Liquor
  +10
  -1 to Samurai or Noble
  71-75
  Compulsive Gambler
  +10
  -1 to Samurai
  76-80
  Compulsive Liar
  +10
  -3
  81-85
  Larcenous
  +5
  -3
  86-90
  Womaniser/Man-Eater
  +5
  -1 to Buddhist Priest
  91-94
  Heavy Drinker
  +10
  -1 to Buddhist Priest
  95-97
  Obsessed by a courtesan/geisha
  +15
  -3 to Buddhist Priest
  98-99
  Roll twice for flaws
  Add both
  00
  Roll for Curse, but don't get any of the other 
  effects of being Poorly Aspected
  +10
  
  60
  Japanese Personal Fears
  Optional: You may pick or roll a Phobia on the C&S 
  5th edition table or on the table below, then decide if the 
  Phobia is major or minor. If you don't like the Phobia that 
  you rolled, you may opt to take a Curse instead. 
  D100
  Type of Phobia
  01-05 
  Fear of darkness as full of ghosts
  06-10 
  Fear of darkness as full of demons
  11-15 
  Fear of the ocean as full of dragons
  16-20 
  Fear of lakes as full of orochi
  21-25 
  Fear of forests as full of tengu
  26-30 
  Fear of rivers as full of kappa
  31-35 
  Fear of old trees as hengeyokai
  36-40 
  Fear of tall people as rokuro kubi
  41-45 
  Fear of Buddhist priests as badgers
  46-50 
  Fear of beautiful women as foxes or cats
  51-55 
  Fear of handsome men as foxes
  56-60 
  Fear of long-tailed cats as hengeyokai
  61-65 
  Fear of thunder as due to angry Kami
  66-70 
  Fear of earthquakes as due to angry Kami
  71-75 
  Fear of ninja
  76-80 
  Fear of Eta as filthy
  81-85 
  Fear of unskilled labourers as members of 
  gambler gang
  86-90 
  Fear of bandits and thieves
  91-95 
  Fear of ward guards and judges as corrupt
  96-00 
  Fear of fire as likely to set the neighbourhood on 
  fire
  A character with a Phobia loses Social Status Points and 
  may be considered a Disgrace to his family. Roll 1D10 if 
  you opt for a minor Phobia; 2D10 if you opt for a major 
  Phobia. The GM should try to have an occasional storyline 
  focus on a PC's Phobia. 
  Roll
  Social 
  Status
  Disgrace
  2-5
  -1
  10%
  6-10
  -2
  20%
  11-15
  -3
  30%
  16-18
  -4
  40%
  19-20
  -5
  50%
  Character Size
  Type of
  Player Character
  Height
  Dice
  Height
  Range
  Average
  Height
  Build
  Die
  Build
  Range
  Average Build
  Commoner  
  Human Male
  2D10+52
  54-72"
  63"
  1D10
  1-10
  05 = Average
  Commoner  
  Human Female
  2D10+49
  51-69"
  60"
  1D10-1
  0-9
  04 = Average
  Samurai  
  Human Male
  2D10+56
  58-76"
  67"
  1D10
  1-10
  05 = Average
  Samurai  
  Human Female
  2D10+52
  54-74"
  63"
  1D10-
   0-9
  04 = Average
  Rokuro Kubi  
  Male
  1D10+56
  57-67"
  62"
  1D10
  1-10
  05 = Average
  Tengu
  1D10+56
  57-67"
  62"
  1D10
  1-10
  05 = Average
  Rokuro Kubi  
  Female
  1D10+54
  55-60"
  60"
  1D10-1
  0-9
  04 = Average
  Kappa
  3D10+20
  23-50
  38"
  1D10-4
  0-6
  03 = Light
  • 
  Nobles have the height and frame of Samurai. 
  • 
  Outcasts have the height and frame of Commoners -- except for 
  those whose grandfathers were Samurai or Nobles. 
  • 
  Sumo wrestlers have the height of Samurai but are Frame 5+1D10, 
  plus 20% overweight (See Lifting & Carrying p61 opposite for details 
  of being overweight). 
  
  61
  Body Points
  Body Points represents how much physical damage a 
  character can take. This doesn't apply to a Yurei or Tree 
  Hengeyokai which has only the appearance of a body, not 
  the actuality. The player may opt to have these PCs have 
  Illusory Body Points and respond to apparent injury with 
  apparent pain, weakness and even death, but the only way 
  to actually injure or kill a Yurei or Tree Hengeyokai is 
  through spiritual forces (see Acts of Faith) or Magick. 
  Animal Hengeyokai, Bakemono and Artefact Ryo have 
  a material form which they transform into is that of a 
  human being, and so have standard Body Points for their 
  Attributes and weight in human form. They therefore 
  have two different Body Points. Any damage done to the 
  human form is retained proportionally when returning to 
  the character's true form (rounding up). 
  Moritaro is a Fox with 4 Body Points in animal form; 
  in Samurai form, he has 24 Body Points. If his Samurai 
  suffers a wound of 4 Body Points (a sixth of his total Body 
  Point), then when Moritaro returns to his true form again, 
  his wound will be -1 Body Point. 
  An animal Hengeyokai whose tail is cut off will not be 
  able to transform into human shape any more -- unless 
  the tail is reattached, a healing skill not known to most 
  Hengeyokai. An injured Artefact Ryo's sword, mirror, or 
  bell will be dented. Kappa can rejoin a severed arm or leg 
  for up to three days after the injury. 
  Japanese mirrors, swords, and bells are made of metal 
  and are very tough; they have DOUBLE the usual Body 
  Points. Musical instruments are made out of wood and are 
  very delicate; they have HALF the usual Body Points. 
  Recovering Body Levels 
  • 
  Hengeyokai recover Body Points at the standard rate in 
  animal form, double the standard rate in human form. 
  • 
  Bakemono recover Body Points at three times the 
  standard human rate. 
  • 
  Artefact Spirits recover Body Points at the standard human 
  rate. 
  Resisting Disease 
  Hengeyokai, Bakemono and Ryo do not catch human 
  diseases. 
  Death Yurei cannot be killed; they are already dead. 
  Fatigue Points 
  Hengeyokai recover Fatigue Points normally. Bakemono 
  recover Fatigue Points at twice the standard rate. Ryo 
  recover Fatigue Points at three times the standard rate. 
  Ryo do not need to eat, drink, or sleep but may pretend 
  to do so. 
  Lifting & Carrying
  There are many different Japanese words for carrying, 
  specifying how the item is carried: on one's back, in one's 
  hand, in one's mouth, clasped to the chest, between the 
  arm and the side, on top of one's head.... 
  Carrying a weight on top of one's head is even more 
  efficient than carrying it on one's back, but the character 
  will drop the burden if he stumbles or falls. 
   
  Head CCAP = standard CCAP + 20% 
  An animal (including a hengeyokai) can hold an item in 
  its mouth. 
   
  Mouth CCAP = 10% of standard CCAP 
  An overweight person should be treated as carrying 
  all the additional weight as a burden. Overweight 
  should be treated in terms of its percentage relative to 
  standard weight. Each 10% overweight reduces AGL by 
  1. Overweight does not count for calculating Body Points 
  or other such things. It lowers the amount of weight that 
  can be carried and (since it is a burden that cannot be 
  put down) lowers the distance that can be Jumped. An 
  overweight character who goes on a diet will lose 1⁄₃ 1D10 
  (round down) pounds a week and regain Fatigue Points at 
  half the standard rate. 
  
  62
  Jumping 
  Species Modifications
  • 
  Humans: ................................................................+2 feet
  • 
  Fox Hengeyokai: ...................................................+3 feet
  • 
  Cat Hengeyokai: ....................................................+5 feet
  • 
  Badger Hengeyokai:  .............................................+2 feet
  • 
  Tree Hengeyokai: ...+5 feet in forest; +1 feet out of forest
  • 
  Kappa: .....................+5 feet in water; +2 feet out of water
  • 
  Kojin: .......................+5 feet in water; +2 feet out of water
  • 
  Orochi: ....................................................................-1 feet
  • 
  Tengu: .....................+5 feet in forest; +3 feet out of forest
  • 
  Rokuro Kubi: ..........................................................+2 feet
  • 
  Yurei: .....................................................................+5 feet
  • 
  Sword: ...................................................................+3 feet
  • 
  Mirror: ....................................................................+3 feet
  • 
  Instrument: ............................................................+3 feet
  • 
  Temple Bell: ............................................................-1 feet 
  In addition to jumping distances, a person can also 
  jump heights, leaping up into the air to catch the branch 
  of a tree or to vault a hurdle. Regardless of his height, a 
  person can jump 3 feet in the air -- and extend his arms 
  an additional one-sixth of his height over his head. See 
  Jumping Heights for improving this ability. 
  Moving, Walking & 
  Running 
  Basic Movement Rate:
  Humans of 4' to 4'11: ..............................................4 feet basic
  Humans of 5' to 5'11":.............................................5 feet basic
  Humans of 6' or taller: ............................................6 feet basic
  Hengeyokai in human form:  
  Cats and Foxes:    ................................................as human +1
   Trees and Badgers:  .................................................as human
  Bakemono in human form:
   Kappa:    ................................................................3 feet basic
   Kojin & Orochi:  ........................................................as human
   Rokuro Kubi:.............................................................as human
   Tengu: ..................................................................as human +1
  Ryo in human form
   Yurei: ...................................................................as human +2
   Other Ryo:  ...............................................................as human 
  Horoscope
  Optional 
  The Japanese year used the Chinese Zodiac, with 
  the year beginning with the Sign of the Rat, roughly 
  corresponding to the Western sign of Pisces (see 
  Calendar). The Zodiac was the twelve animals who came 
  to the Buddha's funeral. (The cat was too hard-hearted to 
  attend.) 
   D100
  Zodiac 
  Sign
  Earliest Western 
  Date
  Favoured Skills 
  Categories
   01-08
  Rat
  February 21
  Outdoor Skills 
  Thievish Skills
   09-16
  Bull
  March 21
  Agriculture 
  Combat
   17-24
  Tiger
  April 21
  Charismatic 
  Combat
   25-32
  Hare
  May 21
  Crafts & Trades 
  Outdoor Skills
   33-40
  Dragon
  June 21
  Seamanship 
  Lore
   41-48
  Snake
  July 21
  Materia Medicina 
  Thievish Skills
   49-56
  Horse
  August 21
  Athletic 
  Crafts & Trades
   57-64
  Sheep
  September 21
  Crafts & Trades 
  Noble Skills
   65-72
  Monkey
  October 21
  Lore 
  Thievish Skills
   73-80
  Bird
  November 21
  Arts & Entertainment 
  Perception
   81-88
  Dog
  December 21
  Crafts & Trades 
  Perception
   89-96
  Boar
  January 21
  Charismatic 
  Combat
   97-00
  Choose any Birth Sign
  
  63
  Age
  Optional 
  Hengeyokai
  Are much older than humans before they learn to 
  transform into human form. Treat them as Elves on the 
  standard table, with their rolled Age counting as years of 
  experience with human beings. Their actual age is 2D10 
  x 50 years (100-1000 years), but since they haven't paid 
  much attention to the doings of human beings during that 
  time, the chance of their knowing any useful Historical 
  Lore is only 1% x DIS unless they take it as a skill. They 
  spend most of their time in the forest. 
  Kojin & Rokuro Kubi
  Age normally and use the standard human table. Kojin 
  spend most of their lives in the Dragon Emperor's Palace 
  and have only 1% x DIS chance of being acquainted with 
  current events. 
  Kappa, Orochi, & Tengu 
  Live to be much older than humans. Treat them as Elves 
  on the standard table, with their rolled Age counting as 
  years of experience with human beings. Their actual age is 
  2D10 x 25 years (50-500 years), but since they haven't paid 
  much attention to the doings of human beings during that 
  time, the chance of their knowing any useful Historical 
  Lore is only 1% x DIS unless they take it as a skill. They 
  spent most of their time in the wilderness. If an Orochi 
  began life as a human being, he will still remember the 
  history and legends of his original time. 
  Yurei 
  May have been dead for only a few years or for many 
  generations. Their rolled age reflects how many months 
  they have interacted with human beings since their death. 
  Their actual age since death is 1D100 x 1D10 years (1-
  1000 years), but since they haven't paid much attention to 
  the doings of human beings during that time, the chance 
  of their knowing any useful Historical Lore is only 1% x 
  DIS. They still clearly remember the history and legends 
  of their original time. They spend most of their time in the 
  Meido or haunting their graves. 
  Artefact Ryo 
  Emanate from artefacts that were made many years 
  ago and have been treasured by their users. Their rolled 
  age reflects how many months they have interacted with 
  human beings since they were emanated. Their actual 
  age since being made is 2D10 x 25 years (50-500 years), 
  but since they haven't paid much attention to the doings 
  of human beings during that time, the chance of their 
  knowing any useful Historical Lore is only 1% x DIS. 
  They spend most of their time as artefacts; they only 
  interact with humans when they see a clear opportunity to 
  accomplish their goal. 
  Unlike mortals, Ryo do not begin life as babies who 
  have to spend years mastering the skills of speech 
  and movement before they can go on to learn more 
  demanding skills. A beginning spirit has the equivalent in 
  experience of a 13-year-old human. 
  Personalizing Traits
  Optional
  All Japanese humans have very similar features. Any 
  human with a different appearance will be considered very 
  unseemly. 
  Eye Colour 
  Hair Colour 
  Complexion
  Brown 
  Black 
  Sallow 
  Use standard C&S 5th Edition Skin Texture and Unusual 
  Features. (A long nose will remind people of the Tengu 
  long nose. Beard and Moustache are usual for men, not 
  unusual.) 
  Hair Features 
  Japanese hair is always straight, never wavy or curly. 
  Hair arrangement was an important part of one's 
  appearance. Everyone who could afford it had their hair 
  washed and set every few weeks by a blind shampooer. 
  A woman's hairdo showed her age and marital status. 
  Artisan, peasant, and most outcast women had short hair. 
  Merchant and samurai class women had hair of medium 
  length, carefully set by a shampooer. Geisha had hair 
  of similar length set into more elaborate hairdos. Noble 
  ladies allowed their hair to grow down to below their waist 
  and combed it straight down. Once cut, such hair could 
  never grow to the same length again; there were horror 
  stories of hair-cutting ghosts who attack noble women 
  while they slept. Some women wore jewelled hair combs. 
  A ninja woman's hair combs might conceal a knife or 
  throwing weapon such as shuriken. 
  
  64
  Male commoners kept their hair short or medium 
  length. A male Samurai or Noble had the front half of 
  his head shaved at his coming of age ceremony when he 
  reached 13; his back hair was braided in a queue. The 
  Samurai's queue was braided forward and cut off at the 
  forehead. The Noble's queue was braided upwards and 
  stuck up about half a foot from the crown of his head. 
  Exiles and Ronin usually didn't bother to continue shaving 
  their heads or braiding their hair. Many warrior samurai 
  wore a moustache, so that their severed heads would 
  be plainly marked as men's. A warrior whose queue 
  came undone or was severed during combat was very 
  embarrassed. 
  Men who wore their hair braided would unbraid it 
  before going to bed and braid it again in the morning. 
  Women, whose hairdos were more elaborate, slept with 
  their necks propped up on makura, padded wooden 
  stands which served the same function as pillows. 
  Buddhist Priests of both sexes shaved their heads once 
  a month. Buddhist priestesses covered their shaven heads 
  with a wimple. Shaving one's head was a sign that one had 
  decided to become a Buddhist priest. 
  Ghosts in their true form had long, tangled hair, 
  hanging down to their shoulders rather than done up 
  in a proper hairdo, and people who intended to commit 
  suicide often let their hair fall down like this. 
  Facial Appearance 
  Noble women, courtesans, and geisha prided themselves 
  on the fairness of their skin. Many used a white face 
  powder made out of rice and perfumed water, and rouged 
  their lips and cheeks with a tint from the benibana flower, 
  a kind of saffron. 
  Samurai and Noble women shaved or plucked their 
  eyebrows, then used a liquid made from soot and glue 
  to paint two replacement black marks on their forehead, 
  sometimes much shorter and thicker than normal 
  eyebrows, sometimes much thinner and more delicate. 
  This fashion was also followed by male Imperial nobles. 
  Buddhist Priests and Priestesses (and widows) sometimes 
  continued to pluck their eyebrows but did not paint 
  replacement eyebrows. 
  Virtually all women, and all male Samurai and Nobles, 
  blackened their teeth, using a liquid made with iron 
  acetate. It was believed that this preserved the teeth from 
  cavities. 
  Outcasts were forbidden by law to shave their eyebrows 
  or use makeup, or even to blacken their teeth. These laws 
  were not enforced against actors. 
  Names 
  A child's name reflects his parents' social class and their 
  hopes for him. When he come of age, they will give him 
  a new adult name, perhaps one with a syllable from a 
  family friend or patron. Later on, he will take on a new 
  name to mark any change of status such as being accepted 
  by a teacher as a student or becoming a Buddhist Priest. 
  After he dies, he is given a "spirit name" as part of his 
  funeral; this is the name that marks his grave. An Emperor 
  takes his spirit name when he is enthroned. He may take 
  another name to celebrate a triumph or to shake off the 
  bad luck of a catastrophe. His name is chosen for him by a 
  council of nobles and scholars. 
  Only Samurai and Nobles are legally permitted to 
  have family names. (A famous family of actors often had 
  an illegal family name.) The family name appears first, 
  followed by the given name. Other people are known by 
  their vocation, the name of the family or firm they work 
  for, a nickname, or something else distinctive, again 
  followed by their given name. 
  Japanese Sounds 
  Japanese has only one pronunciation for each of its five 
  vowels, which may be combined in what Europeans think 
  of as diphthongs.
  A  
  sounds like the vowel in BAH
  AI  
  sounds like the vowel in HIGH.
  E  
  sounds like the vowel in HEN.
  EI  
  sounds like the vowel in HAY.
  I  
  sounds like the vowel in MEAN.
  O  
  sounds like the vowel in NO
  OI  
  sounds like the vowel in COY.
  U  
  sounds like the vowel in BOO.
  UI  
  sounds like the vowel in GOOEY.
   Any vowel may be short (held briefly) or long (held 
  twice as long) but this doesn't change its sound. (The 
  vowel in MAZE is held twice as long as the vowel in 
  MACE but it's the same vowel.) 
  The Japanese think of their language as having ten 
  consonants:
  K (which turns to G if combined as the second element of a 
  word)
  S (which turns to Z if combined as the second element of a 
  word)
  SH and J are variants of S and Z
  T (which turns to D if combined as the second element of a 
  word)
   CH, TS and J are variants of T and D
  H (which turns to B or P if combined as the second element of 
  a word and to FU when followed by U)
  M, N, R, W, Y Terminal Nasal: N or M at the end of a syllable
  
  65
   A syllable can only end with a vowel, a terminal nasal 
  or the consonant that begins the next syllable. So /kampa/ 
  and /kappa/ are possible words but /kaspa/ and /karpa/ 
  aren't. Initial consonant clusters are also impossible. 
  Random Names
  Roll two 1D10 of different colours, one for the column 
  down, one for the column across.
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
   1
  A
  I
  U
  E
  O
  NA
  NI
  NU
  NE
  NO
   2
  KA
  KI
  KU
  KE
  KO
  GA
  GI
  GU
  GE
  GO
   3
  SA
  +N
  SU
  SE
  SO
  ZA
   +N
  ZU
  ZE
  ZO
   4
  SHA
  SHI
  SHU
  +N
  SHO
  JA
  JI
  JU
  +N
  JO
   5
  TA
  +N
  TSU
  TE
  TO
  DA
  +N
  +N
  DE 
  DO
   6
  CHA
  CHI
  CHU
  +N
  CHO
  MA
  MI
  MU
  ME
  MO
   7
  HA
  HI
  FU
  HE
  HO
  BA
  BI
  BU
  BE
  BO
   8
  YA
  +N
  YU
  +N
  YO
  RA
  RI
  RU
  RE
  RO
   9
  WA
  2
  2
  2
  2
  2
  2
  2
  2
  2
   10
  A
  I
  U
  E
  O
  --
  --
  --
  --
  --
  • 
  +N: Add N after the preceding syllable. (Ignore roll if 
  first syllable rolled.) NH =MB; NB =. MB; NM =MM; NS 
  = NZ; NK = NG; NT =ND. Thus CHI+N+HO = Chimbo; 
  BE+N+MU = Bemmu. 
  • 
  2: Double the consonant of the following syllable. Ignore 
  roll if first syllable rolled.) A doubled CH becomes TSCH; 
  a doubled TS becomes TTS. Thus YO+2+TSU is Yottsu; 
  FU+2+ME is Fumme. 
  • 
  --: Lengthen the vowel of the preceding syllable. (Ignore 
  roll if first syllable rolled or if syllable is already long.) 
  Family Name 
  Roll 1D10 (for samurai and nobles only) 
  1-6 
  two syllables 
  7-9 
  three syllables 
  0 
  four syllables 
  Players may opt to have all their PCs be members of the 
  same family. If two PCs have the same rolled family name, 
  then they're also members of the same family, but the 
  player or players can decide how close the relationship is. 
  Given Names 
  Male Names 
  Adult Samurai and Nobles roll 2D10; others roll 1D10.
  Name shows sibling rank in family 
  preceded by optional 1 or 2 syllables 
  1-2
  Eldest son:
  TARO 
  2nd son:
  JIRO 
  3rd son:
  SABURO 
  4th son:
  YORO 
  5th son:
  GORO 
  6th son:
  MURO 
  7th son
  NANARO
  3-4
  2 syllables 
  5-7
  2 syllables + RO 
  8
  3 syllables 
  9
  3 syllables + RO 
  10-13
  1 or 2 syllables + BEI 
  14-15
  1 or 2 syllables + NOJO 
  16-18
  1 or 2 syllables + EMON 
  19-20
  1 or 2 syllables + SUKE
  • 
  A Samurai or Noble boy's name is 1 or 2 syllables + MARU 
  or MATSU. 
  • 
  A Buddhist Priest takes a new name of 1 or 2 syllables + 
  BO. 
  
  66
  
  67
  Female Names 
  Noble: 
  2 syllables + HIME (princess) 
  Samurai: 
  2 syllables + KO 
  Buddhist Priestess: 
  2 syllables + IN 
  Commoner: 
  O + 2 syllables 
  Actor: 
  2 syllable (illegal) 
  Family Name  
  + 2 syllable Given Name 
  Courtesan or Geisha: 
  KO + 2 syllables 
  Other Outcast: 
  2 syllables 
  Horses, dogs, cats, weapons, musical instruments, and 
  merchant ships have names ending in MARU. Warships 
  have names ending in KAN. Mirrors don't usually have 
  names. 
  Thus a samurai's name might be 
  • 
  ZA+N+JA WA+KA+NOJO =Zanja (the family name) 
  Wakanojo. 
  • 
  His married sister's name might be MA+RI+NA 
  HA+NA+KO =Marina Hanako. 
  • 
  The family cook might be O+TSU+BO = O-Tsubo, and 
  people would refer to her as the Zanjas' O-Tsubo.
  • 
  The gardener might be BO+KU+JIRO =Bokujiro, and 
  people would refer to him as the Zanjas' Bokujiro or as 
  Plum Blossom Bokujiro because of the time he glued plum 
  blossoms on a tree after a storm. 
  Signatures 
  Most Commoners, and all Samurai and Nobles, have a 
  seal (made of wood, ivory or jade) carved with their name, 
  which they use as a signature, stamping it in their own 
  blood or in red ink. Peasants and other illiterate people 
  use a thumbprint instead. (A document signed in one's 
  own blood is not regarded as impure in a Shinto shrine -- 
  once the blood is fully dry.) 
  MON (Japanese Heraldry) 
  In European heraldry, each member of a noble family 
  bears a separate version of its arms which clearly indicates 
  his rank in the family. In Japan, on the other hand, 
  although each family has its own symbol, this symbol is 
  often worn by all members of the family. Samurai usually 
  wore their clan lord's mon when on official business, but 
  often used their families mon at other times. Personalized 
  possessions often bore the owner's mon: lanterns, writing 
  boxes, medicine boxes, mirror cases, etc. A mon on a 
  small object may give away a samurai or noble in disguise. 
  A mon is a stylized picture, usually of some natural 
  object such as flowers, leaves, birds, feathers, butterflies, 
  running water, and the sun and moon. Some clan 
  mon show arrows, swords or other weapons. Others 
  are geometrical designs. The Imperial mon was the 
  16-petalled chrysanthemum. The Shogunate mon was 
  three gingko leaves. 
  A player with a Samurai or Noble PC should decide the 
  character's mon with the approval of the GM. 
  
  68
  Saigo
  Shôni
  Kikuchi
  Aso
  Asano
  Hineno
  Mori
  Amago
  Hojo
  Kuroda
  Yamana
  
  69
  Takeda
  Sanada
  Ogasawara
  Atobe
  Ito
  Horio
  Takemata
  Kato
  Tsutsui
  Mogami
  Jinbo
  Shibata
  
  70
  Sakakibara
  Hoshina
  Ishida
  Ukita
  Murakami
  Inoue
  Matsuura
  
  71
  Uesegi
  Sakuma
  Ashina
  Kikkawa
  Imagawa
  Takayama
  Hara
  Matsukara
  Mori
  Torii
  
  72
  Li
  Akechi
  Saito
  Hatakeyama
  Hori, Sasa
  Ryuozji
  Oda
  Satake
  
  73
  People understand the speech of people from the same 
  province who use a different dialect. The GM may opt to 
  require an INT AR% to understand the speech of someone 
  from a different province using a different dialect and 
  who's in a hurry or under stress. 
  Written Japanese 
  Most Commoners have had only a few years of 
  schooling at a Buddhist temple and are only semi-literate, 
  able to read and write using a phonetic set known as a 
  syllabary because each sign shows a syllable. (The table 
  for randomly rolling a name is keyed to the syllabary.) 
  Male Nobles, Samurai, and Priests spend years studying 
  ideographs. Learning them as an adult is even more 
  difficult. 
  Japanese is written using three different sets of symbols: 
   
  A) Hiragana: a syllabary that samurai or noble 
  women, townsfolk and peasants use for writing all 
  words, and that male nobles, samurai and priests use for 
  grammatical inflections of native words. 
   
  B) Katakana: a syllabary that male samurai, 
  nobles and priests use for writing foreign words. 
   
  C) Chinese Ideographs: Each ideograph is 
  a complex set of strokes which stands for one or more 
  related words. (Just which one the writer is using is shown 
  by the hiragana that follow the ideograph. Someone 
  who knows how to read Chinese would understand the 
  ideographs but not the hiragana and risk missing such 
  important inflections as NOT or PAST.) There are 2,000 
  common ideographs used for common concepts, known 
  to all fully literate men. In addition, Nobles and Priests 
  study 3000 additional ideographs used for sophisticated 
  concepts. A Noble or Priest can write a message that few 
  Commoners would be able to read. 
  The Japanese  
  Language 
  Spoken Japanese 
  Except for foreigners, all dwellers in Japan -- including 
  non-humans -- speak Japanese. For foreigners
  The Imperial Court speaks its own distinct dialect, with 
  a uniquely complex and elegant grammar and a highly 
  intellectual vocabulary, plus frequent allusions to ancient 
  poetry. This dialect is spoken by all Imperial nobles. 
  The Shogunate Court's dialect resembles that of the 
  Imperial Court but is somewhat less elegant, particularly 
  that spoken by the men. (Many of the women at the 
  Shogunate court are daughters of Imperial Nobles and so 
  speak the Imperial dialect.) 
  Each province has its own distinct dialect. The clan lord 
  and his karo can speak both the provincial dialect and the 
  Shogunate Court dialect. (This also applies to Hengeyokai 
  animals and Kojin.) 
  Some Shinto Priests speak both the provincial dialect 
  and the archaic dialect in which their songs are written. 
  Others only know the provincial dialect and don't 
  understand the meaning of their songs. 
  Some Buddhist Priests can speak the Chinese in which 
  their scriptures are written. Others have memorized their 
  prayers but don't understand them. 
  Actors, Singers and Ninja speak their own provincial 
  dialect, plus several neighbouring dialects and a number 
  of phrases in both the Imperial and Shogunate dialects. 
  Hengeyokai trees, other Bakemono, and Yurei only 
  speak their own provincial dialect. Artefact Ryo speak the 
  dialects of the owners who have treasured them. 
  Eta Outcasts have their own distinct dialect. 
  Each vocation and hobby has intragroup words 
  outsiders don't understand. 
  Women speak a distinctly different version of each 
  dialect. Men and women use different words for the 
  pronouns (Japanese has dozens of ways of saying "I" and 
  "you"), different ways of showing a sentence has reached 
  an end, even different ways of saying "but" or "yes" or 
  "good morning." Passing oneself off as someone of the 
  opposite sex is very difficult. 
  
  74
  Character  
  Vocations 
  Several C&S 5th Edition vocations are not found in 
  Japan. These include Forester, Knight, Druid, (Christian) 
  Priest, Witch, and Necromancer. And, of course, there are 
  a number of specifically Japanese vocations not found in 
  standard C&S 5th Edition. These include Ashigaru, Ward 
  Guard, Otokodate, Yamabushi, Samurai, Bandit, Ninja, 
  Shinto Priest, Buddhist Priest, Exorcist, I Ching Diviner,.... 
  Warriors 
  Samurai each followed a clan lord and were socially the 
  equivalent of the European knight, but they did not have 
  their own men-at-arms as followers. Instead, the clan's 
  ashigaru (foot soldiers) were peasants who lived on clan 
  territory, owing no special allegiance to anybody but the 
  clan lord. Each clan also had its ninja: spies and assassins. 
  Buddhist martial temples had their own fighting forces 
  of yamabushi (literally "mountain warriors") under the 
  command of the head priest. 
  Each town and village had its ward guards who helped 
  the ward head enforce the laws. In addition wealthy 
  merchants hired bodyguards to protect their goods and 
  homes. They might also support a band of otokodate 
  to protect them against samurai. And each town had 
  its gambler gang, usually on close terms with the local 
  criminals. 
  Martial artist is not listed as a Warrior vocation. See 
  Martial Art Meditation under skills..
  Primary & Secondary Attributes For Warrior Vocation 
   Character
   Vocation
  Primary
  Attribute
  Secondary
  Attribute
  Secondary 
  Attribute 
  Substitute 
   Ashigaru
  STR
  CON
  DIS 
   Ward Guard
  STR
  CON
  INT 
   Bodyguard
  STR
  INT
  CON 
   Samurai
  STR
  CON
  DIS 
   Otokodate
  STR
  INT
  CON 
   Yamabushi
  STR
  CON
  Buddhist SPR 
   Bandit/Wako 
  (Pirate)
  STR
  CON
  AGL 
   Gambler
  STR
  CON
  DIS 
   Ninja
  STR
  CON
  AGL
  Ashigaru
  Fighting peasants were the clan army's foot soldiers. 
  They fought as massed units of spearmen. They were not 
  bound by the samurai's code of Bushido chivalry but still 
  honoured courage. Cowards were slain out of hand by 
  their fellow fighters. Ashigaru who caught the eye of the 
  clan lord by their courage or intelligence might even be 
  promoted to samurai. 
  Ashigaru
  Vocational Skills
  Ashigaru 
  Secondary Skills 
   (+10% PSF%)
  (+10% PSF% if for Mastery) 
   Field Crops: Rice (Agric)
  Herbalism (Materia Medicina) 
   Field Crops: other (Agric)
  Local Geography  (Lore Hist) 
   Dodge (Combat)
  Local History & Legend (Lore Hist) 
   Knife & Dagger (Combat)
  Any background skills 
   Peasant Axe (Combat) 
   Peasant Sickle (Combat) 
   Wearing Light Armour (Combat) 
   
   Yari (Combat)
   Yarinage (Combat)
   
  
  75
  Samurai & Noble Warriors
  Went into battle, some on horse and others on foot, but 
  fought man-to-man, not as massed units. Bureaucratic 
  samurai and nobles were also called "warriors," but they 
  were more apt to be trained in court etiquette and battle 
  strategy than in actual fighting techniques. 
  In a campaign with a strong Shogun, Emperor or 
  Gambler Gangs, most Samurai and Nobles will not be 
  warriors. Their primary duty to their clan was to guide its 
  economic and political ventures. The GM should count 
  bureaucrat samurai as Adventurers of high social standing. 
  While a commoner warrior may win the favour of a clan 
  lord and become a Samurai, he may not start his career as 
  a Samurai Warrior. Neither may an Imperial or Shogunate 
  Noble. That privilege is limited to characters whose fathers 
  were Samurai or Clan Nobles. 
  BUSHIDO was the "way of the warrior," the code of 
  the samurai. It focused on his loyalty to his clan and to 
  his clan lord. This duty bound both men and women of 
  samurai blood. The symbol of the samurai warrior was the 
  cherry blossom which doesn't fall gradually, petal by petal, 
  but all at once, showing how the samurai is willing to die 
  in youth for his lord. 
  Unlike the European Code of Chivalry, Bushido did not 
  teach samurai to idealize protecting women. When, in 
  the modern era, the Japanese encountered the Arthurian 
  stories, they were horrified at the wickedness of knights 
  who would abandon defending a brother or lord to leap 
  to the defence of a helpless woman. Nor were samurai 
  particularly moved by the plight of the helpless and the 
  weak and the poor. Buddhism taught that such people 
  had been born with a bad Karma which their misfortunes 
  enabled them to atone for. It preached detachment from 
  material things, and most samurai assumed that their 
  willingness to die in battle meant that they had attained 
  spiritual enlightenment and that people who complained 
  about their poverty were showing their unenlightened 
  attachment to the material world. 
  Ward Guards 
  Were townsmen of Artisan or Merchant background. 
  They were responsible to the ward head for protecting the 
  town against criminals and keeping an eye on strangers. 
  Unlike the Ashigaru, they weren't expected to take the 
  battlefield, but to keep order in the city streets. 
  Ward Guard
  Vocational Skills
  Ward Guard 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Binding (Combat)
  Arithmetic (Lore Scientific) 
  Detect Lie (Perception)
  Atemi (Lore Scientific) 
  Dodge (Combat)
  Katana (Combat) 
  Interrogation (Charismatic)
   Kumiuchi (Combat) 
  Intimidation (Charismatic)
   Any background skills 
  Kodachi (Combat) 
  Legal Matters (Charismatic) 
  Local Geography (Lore Hist) 
  Read Character (Perception) 
  Sodegarami (Combat)
  Bodyguards 
  Were ronin or commoners with combat experience, 
  employed by wealthy merchants to protect their homes, 
  shops, and shipments. Bodyguards were always on duty 
  at the courtesan or geisha teahouse, and at the theatre to 
  prevent the customers from quarrelling with one another. 
  Ronin Bodyguards have Basic Samurai Training (see 
  page 55), and the GM may opt to allow them Samurai 
  Vocational skills . Commoner Bodyguards have neither 
  the battle skills of the Ashigaru nor the legal skills of 
  the Ward Guard but must be skilled at both armed 
  and unarmed combat, in order to be able to subdue a 
  combatant without having to injure him. 
  Bodyguard
  Vocational Skills
  Bodyguard 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Bo or Tetsubo (Combat)
  First Aid (Materia Medicina) 
  Binding (Combat)
  Kumiuchi (Combat) 
  Detect Plan to Attack (Combat)
  Swimming (Athletic) 
  Dodge (Combat)
  Any background skills 
  Intimidation (Charismatic) 
  Katana (Combat) 
  Kodachi (Combat) 
  Kumiuchi (Combat) 
  Quick-Draw Weapon (Combat)
  Read Character (Perception) 
  Tanto (Combat)
  
  76
  Samurai/Noble Warrior
  Vocational Skills
  Samurai/Noble Warrior 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  1 Art or Art Appreciation
  Atemi (Lore Scientific) 
  Detect Plan to attack (Combat)
  Concentration (Mental Fort) 
  Dodge(Combat)
  Conditioning (Athletic) 
  Horse Archery (Combat)
  Courtly Etiquette (Noble) 
  Intimidation (Charismatic)
  Diplomacy (Charismatic) 
  Katana and Tachi (Combat) 
  Leadership (Charismatic) 
  Katana Great Blow (Combat)
  Martial Art Meditation (Mental Fort) 
  Kumiuchi (Combat)
  Regional History (Lore Hist) 
  Local History (Lore Hist) 
  Any background skills 
  Mounted Combat (Combat) 
  Nodachi or Naginata (Combat) 
  Quick Draw Weapon (Combat) 
  Riding a Horse (Combat) 
  Riding a Warhorse (Combat) 
  Wearing Armour (All types) (Combat) 
  Yumi (Combat) 
  Otokodate (literally "heroes") 
  Were commoners with fighting skills who banded 
  together to protect their fellows against arrogant or 
  brutal samurai. (The Onnadate (literally "heroines") were 
  the female equivalent.) Some were the sons of wealthy 
  merchants, too wealthy to need to work for a living. 
  Others were ronin, bandits, or gamblers. They were 
  paid by the richer merchants of the community for the 
  protection they offered. Ronin Otokodate have Basic 
  Samurai Training (see page 55), and the GM may opt to 
  allow them Samurai Vocational skills. 
  Otokodate imitated the samurai's elegant clothes and 
  manners and mastery of the fine and martial arts. They 
  were almost as well versed in combat as samurai but were 
  not permitted to bear a Katana except when journeying, 
  let alone to wear armour or ride a warhorse. They did 
  not follow the dictates of Bushido but instead attempted 
  something closer to the European legend of Robin Hood: 
  protecting the innocent and punishing the cruel. 
  If an Otokodate won the attention of a clan lord on 
  account of his skill and courage, he could become a 
  samurai and his children would be samurai. Then again, 
  many Otokodate offended haughty nobles or samurai and 
  were driven to become criminals or treacherously killed. 
  
  77
  Otokodate
  Vocational Skills
  Otokodate 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  1 Art or Art Appreciation
  Conditioning (Athletic) 
  Bo (Combat)
  Court Manners (Noble) 
  Intimidation (Charismatic)
  Endurance (Athletic) 
  Japanese Written (Lang Lore)
  Gambling (Arts & Entertainment) 
  Katana (Combat) 
  Any background skills 
  Kodachi (Combat) 
  Leadership (Charismatic) 
  Martial Art Med (Mental Fort) 
  Tanto (Combat) 
  Tessen (Combat)
  Yamabushi 
  Were Martial Buddhist Priests who might have been 
  born as any social rank. They shaved their heads, formally 
  renounced their worldly possessions, and took the Seven 
  Vows (see page 197) but often didn't observe their vows as 
  carefully as a layman of higher SPR. 
  A martial temple order of Yamabushi often had as many 
  troops as a major clan. During an age with a weak Shogun 
  or Emperor, a martial order might ally with a samurai 
  clan or a gambler gang. Clan lords sometimes sent huge 
  donations to temples to win the favour of the patron 
  Buddha (and also that of the order's head priest). In 
  time of war, an enemy army might burn a martial order's 
  temple to subdue it, though the opposing faction always 
  condemned it as religious persecution. 
  There were rumours that Yamabushi were Mages. The 
  GM may opt to let even a non-Mage Yamabushi know one 
  or two Command spells of Rank 1-3. 
  Yamabushi
  Vocational Skills
  Yamabushi 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Bo, Jo or Tetsubo (Combat)
  Chinese Written (Language Lore) 
  Dodge (Combat)
  Faith (Materia Theologia) 
  First Aid (Materia Medicina)
  Herbalism (Materia Medicine)
  Japanese Written (Lang Lore)
  Any background skills 
  Jitte or Kusarigama (Combat) 
  Leadership (Charismatic) 
  Martial Art Med (Mental Fort) 
  Naginata or Nodachi (Combat) 
  Wearing Light Armour (Combat) 
  Yari (Combat)
  Bandits 
  Might be men who'd been disowned by their 
  families. Or they might be peasants who had left their 
  farms because of a famine or harsh taxes, or artisans 
  or merchants whose businesses had failed, or ronin 
  who'd abandoned the code of Bushido. Bandits are not 
  thieves (who specialize in pilfering) or burglars (who 
  rob unguarded buildings). Bandits use force rather than 
  stealth against their victims. They may strike during the 
  night in the city or at any time on a deserted stretch of the 
  highway. They are not organized into guilds but do try to 
  stay on good terms with the local gamblers. 
  Bandit
  Vocational Skills
  Bandit 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Ambush (Combat)
  Hearing Rumours (Thievish) 
  Bo or Tetsubo (Combat)
  Kumiuchi (Combat) 
  Binding (Combat)
  Streetwise (Thievish) 
  Dodge (Combat)
  Any background skills 
  Intimidation (Charismatic) 
  Katana (Combat) 
  Kodachi (Combat) 
  Kumiuchi (Combat) 
  Local Geography (Lore Hist) 
  Quick-Draw Weapon (Combat)
  Wako (pirates) 
  Are fisher peasants employed by an unscrupulous 
  merchant to raid rival Korean and Okinawan shippers, 
  often in fleets of 10-20 ships. They have the same skills as a 
  bandit plus their background mariner skills.
  Many Bandits and Wako are Gamblers or use gambler 
  gangs to fence their loot. A Bandit or Wako who comes 
  to a new town will seek out the local gambler gang boss 
  and pay his respects, or risk the boss's feeling insulted. 
  Bandits and Wako whose conduct results in ward guards 
  or samurai harassing the local gamblers will anger the 
  gambler gang boss. 
  
  78
  Gamblers
  Are social outcasts. The word "yakuza" means "gambler," 
  "good-for-nothing," "wastrel," "hooligan," and "scum of the 
  streets." A few gamblers are disgraced ronin or otokodate. 
  Some are bandits, thieves and wako. But most gamblers 
  were born as peasants and artisans, men with no taste for 
  the monotony of earning a living, who turned to the cheap 
  thrills of gambling and were strong, fast, and intelligent 
  enough to survive. 
  Each city or town has a gambling gang. Gamblers do 
  not constitute a thieves or bandits guild, but they do try 
  to keep thieves and bandits under control so they won't 
  offend anyone powerful enough to crack down on all 
  criminal activity, thus breaking up the local gambling 
  game. Thieves, bandits, and gamblers who are new to 
  an area are expected to check in with the local gang and 
  introduce themselves to the boss and may be killed for 
  their rudeness if they fail to do so. The gambler gang 
  is usually on good terms with the owner of the local 
  teahouse and pawnshop and the local money lender. 
  Gambler
  Vocational Skills
  Gambler 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Gambling (Thievery)
  Bargaining (Charismatic) 
  Hearing Rumours (Thievish)
  Charm (Charismatic) 
  Hishi Throwing (Combat)
  Con (Charismatic) 
  Intimidation (Charismatic)
  Leadership (Charismatic) 
  Katana (Combat)
  Any background skills 
  Kodachi (Combat) 
  Kumiuchi (Combat) 
  Local Geography (Hist) 
  Streetwise (Thievish) 
  Tanto (Combat)
  
  79
  NINJA
  Are assassins and spies (Shinobi). Only the child of a 
  ninja is taught Ninjutsu (see Skills), often as a Martial Art. 
  If a ninja's child has AGL, STR, INT, or DIS of 6 or lower, 
  he will be disinherited unless he can learn some useful 
  skill such as Explosives, Poisons, or Magick. Some ninja 
  were skilled at training small animals such as birds, frogs, 
  squirrels, or monkeys, using them in an entertainment act 
  and also to carry messages. 
  There was a popular belief that all ninja were . The GM 
  must decide just how many ninja who aren't Mages still 
  know a few low-level spells of illusion: it may vary from as 
  low as 1% to as high as 90%. 
  Each major clan has its own ninja, including the 
  Emperor and the Shogun. In addition, some groups of 
  ninja may be linked to abolished clans or Shinto shrines. 
  Each group of ninja has a secret Master unknown to the 
  lower ranks, a small group of known Masters who act as 
  go-betweens for the boss, and 30 + 2D10 men and women 
  who are sworn to obey their leader's orders to the death. 
  Many ninja live their lives in disguise as ordinary people: 
  peasants or artisans or merchants, who secretly trained 
  their children in the ninja skills. Only the ninja group's 
  leader knows the secret identities of all the group's hidden 
  members and the whereabouts of all the safe-houses. 
  
  80
  Unmasked ninja are tortured slowly and excruciatingly 
  to death by the authorities in the hope of finding the rest 
  of their group. Most ninja try to commit suicide if defeat is 
  inescapable. 
  Ninja
  Vocational Skills
  Ninja 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  All Athletic skills
  Atemi (Lore Scientific) 
  Con (Charismatic)
  Japanese Written (Language Lore) 
  Speak Dialect (Lang Lore)
  Local Geography (Lore Hist) 
  Herbalism (Materia Medicina)
  Animal Training (Animal)
  Intimidation (Charismatic)
  Making Poisons (Materia Medicina) 
  Martial Art Med (Mental Fort)
  Any Materia Magicka skills 
  Night Vision (Perception) 
  Any background skills in cover vocation 
  Ninjutsu (Combat)
  Any background skills 
  3 Outdoors skills 
  Ninjutsu may be used to combine a number of Combat 
  and Thievish skills (up to the character's INT. 
  Thieves & Burglars
  Thieves specialize in pilfering small items often from 
  a shop or a peddler's cart or a restaurant, or in robbing a 
  passerby by cutting the strings that tied a bag to his sash. 
  They don't pick locks or use force to subdue their victims 
  (but may use sleight of hand to distract them). They 
  don't pick pockets since Japanese clothing does not have 
  pockets. (Valuables are usually carried in pouches tied 
  to the sash or in parcels placed inside kimono sleeves or 
  tucked into the loincloth.) 
  Burglars specialize in forcing their way into unoccupied 
  buildings. They were not interested in fighting, only 
  in loot, which they take to a friendly fence: perhaps a 
  pawnshop, perhaps a gambler gang boss. 
  Japanese thieves and burglars are not organized into 
  guilds. Most do, however, keep on good terms with the 
  local gambler gang which may demand a cut of their 
  criminal activities. They would never dare steal from a 
  gambler gang member. Thieves or burglars whose conduct 
  results in ward guards or samurai harassing the local 
  gamblers will anger the gambler gang boss. 
  Thief/Burglar
  Vocational Skills
  Thief (T)/Burglar (B) 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Alertness (Perception)
  (B) Climbing (Athletic) 
  Find Hidden (Thievery)
  (B) Detecting Mantrap (Thievery) 
  Evaluating Goods (Thievery)
  (T) Cutting Purse (Thievery) 
  Hear Rumours (Thievery)
  (T) Sleight of Hand (Art & Enter) 
  Setting & Disarming Man Traps 
  (Thievery)
  Any background skills 
  Skulking (Thievery) 
  Stealth (Thievery) 
  Streetwise (Thievery) 
  Underworld Lore (Lore Hist) 
  1 Combat skill
  Primary & Secondary Attributes  
  For Thief Or Burglar Vocation 
  Character
  Vocation
  Primary
  Attribute
  Secondary
  Attribute
  Secondary 
  Attribute 
  Substitute 
  Thief
  AGL
  INT
  DIS
  Burglar
  INT
  AGL
  DIS
  Priests 
  Priests may join a shrine order (for Shinto priests) or a 
  temple order (for Buddhist priests). If they do so, they will 
  receive all the necessities (including training) but must 
  remain there unless sent out by their head priest or unless 
  they decide to leave the order and become wanderers or 
  hermits. 
  Primary And Secondary Attributes For Priest Vocation 
   Character
   Vocation
  Primary
  Attribute
  Secondary
  Attribute
  Secondary 
  Attribute 
  Substitute 
   Ascetic  
  Buddhist Priest
  SPR
  INT
  DIS 
   Buddhist 
  Exorcist/Medium
  DIS
  SPR
  WIS 
   Shinto Priest
  SPR
  DIS
  BV
  
  81
  
  82
  Buddhism 
  Gautama was an Indian prince who lived over a 
  millennium before the Shogunate era in Japan. He was 
  brought up sheltered from all unhappiness, and was 
  deeply shaken when he found out that all mortals are 
  subject to sickness, old age, and death. He left his palace 
  to go find a way out from the world in which such things 
  could happen, so that people could be free from having 
  to reincarnate again and again. His disciples said that he 
  reached Enlightenment and taught them how to do so 
  too. They hailed him as the Buddha, the awakened one. 
  Eventually his philosophy became a religion. 
  Buddhism views the life of each individual as 
  entangled in the five egocentric passions of Anger, Joy, 
  Hatred, Desire and Grief. The aim of the religion is to 
  extinguish the ego and enlighten the spirit, freeing it 
  from the passions, and enabling it to enter into Nirvana, 
  a state of freedom from egocentric illusion. Until that is 
  accomplished, the spirit cannot escape the life-death cycle 
  and achieve rest. Priests preached that sexual passion and 
  love for a child were merely two chains that bound the 
  sufferer to the material world, with the sweetness of desire 
  or joy inevitably yielding in time to the bitterness of grief. 
  Followers of Amida Buddha believe that in the modern 
  era people cannot pass directly from Earth to Nirvana. 
  Instead, people who have called upon Amida Buddha 
  sincerely will go after death to the Pure Western Paradise 
  where they will sit on a lotus leaf and meditate until they 
  reach the spiritual strength necessary to achieve Nirvana 
  itself. Sometimes lovers run away from their parents or 
  spouses and commit suicide, praying that Amida will let 
  them be born on the same lotus leaf so they will not be 
  separated. 
  The Sutras are the Buddhist scriptures; they are written 
  in Chinese, a language that most Buddhist priests don't 
  know. Many priests "read" the scriptures by chanting the 
  ideographs with the pronunciation they have in Japanese. 
  Priests kept track of how many prayers they have said by 
  using a rosary with 108 prayer beads. Rubbing the rosary 
  beads between the hands was believed to drive away evil 
  spirits. 
  People with both Discipline and Buddhist Current SPR 
  7+ will worship at the local temple on the major Buddhist 
  holidays. They will have a small Buddhist shelf on a wall 
  of their home with pictures or miniature statues of one 
  or more Buddhas or Bosatsu, and will make offerings of 
  incense and money along with prayers on the 8th, 18th and 
  28th days of each month. 
  People with both Discipline and Buddhist Current 
  SPR 15+ will also take the Seven Vows to help them 
  disentangle their lives from the Passions and achieve 
  Enlightenment. Laymen will vow to tithe to a Buddhist 
  temple. They will also vow not to drink to the point of 
  intoxication, not to eat animal meat, not to commit rape, 
  adultery, treacherous murder or theft, and not to tell lies. 
  Priests will vow to give up their worldly possessions and 
  luxuries. They will also vow not to drink intoxicants, not 
  to eat the meat of animals or even fish, not to commit 
  theft, not to commit treacherous murder, not to have 
  sexual relations, and not to lie. 
  Ascetic Buddhist Priests 
  Ascetic Buddhist priests are similar to the (Christian) 
  Clergyman of C&S 5th Edition. They honour and 
  worship the Buddha for his wisdom that let him achieve 
  enlightenment and for his goodness in teaching his 
  followers the path by which they themselves might 
  become enlightened. Their heads are shaved. They have 
  taken the Seven Vows and renounced their worldly 
  property, which goes to their heirs as if they were dead.
  Ascetic Buddhist Priest
  Vocational Skills
  Ascetic Buddhist Priest 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  3 Artistic skills 
  Chinese Written (Language Lore) 
  2 Charismatic skills
  Fine Art Meditation (Mental Fort) 
  Concentration (Mental Fort)
  3 Lore Historical Skills 
  Faith (Materia Theologia)
  Any background skills 
  Japanese Written (Lang Lore) 
  1 Lore skill 
  Meditation (Mental Res) 
  1 Perception skill 
  Stamina (Athletic) 
  
  83
  Wandering Buddhist Priests begged for food and other 
  necessities, sometimes singing the Buddha's praises. 
  (Some wandering courtesans adopted the clothing of 
  Buddhist priests but sang less pious songs.) 
  Hermit Buddhist priests foraged off the countryside. 
  They can take up to 3 Outdoors Skills as Secondary Skills. 
  Buddhist Exorcists 
  Oriental medicine began as battlefield surgery; the 
  ideograph for doctor shows someone extracting an arrow 
  from a victim. Contagious diseases, heart conditions, 
  and other such problems were usually diagnosed as being 
  due to possession of the victim by a malevolent spirit 
  and treated by an exorcist, not a physician. No Shinto 
  Priest could be a physician or exorcist, since he would be 
  rendered impure by the presence of blood, disease, death 
  or mourning. 
  The Exorcist worked with a Medium into whom he 
  invoked the spirit possessing his patient. He chanted 
  Buddhist prayers for hours and hours, often beating a 
  gong or a drum while he did so, until the possessing spirit 
  was driven out of the victim and fled into the body of 
  the medium, where it could be interrogated. See 8.9 for 
  further details on Possession. 
  Some Exorcists (especially women) specialized in 
  assisting at childbirth, driving off evil spirits that might 
  affect the health of the mother or child. A woman who 
  died in childbirth was too attached to the soul of her 
  unborn child to reincarnate (see Ubume p250).
  Exorcist Buddhist Priest
  Vocational Skills
  Exorcist Buddhist Priest 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Any 3 Charismatic skills
  Detect Plan to Attack (Combat) 
  Endurance (Athletic)
  Pharmacology (Materia Medicina) 
  Faith (Materia Theologica)
  Herbalism (Materia Medicina) 
  Acupuncture (Materia Medicina)
  Kumiuchi (Combat) 
  Japanese Written (Lang Lore) 
  Any background skills 
  Local Legend (Lore Historical) 
  Any 3 Materia Magicka skills 
  Hengeyokai Lore (Mat Magicka) 
  Read Character (Perception) 
  Willpower (Mental Fort) 
  Shinto 
  Shinto (literally "the Way of the Kami") is the art of 
  propitiating the Kami so they will be kind to human 
  beings rather than harsh with them. A Kami is a 
  supernatural spirit whose very presence fills human beings 
  with awe and wonder. Each mountain, each swamp, each 
  forest has its own Kami. Each Martial Art and each Fine 
  Art has a Kami, the person who originated it and who is 
  no longer regarded as fully mortal. The common ancestors 
  of each village or clan are its guardian Kami. The Emperor 
  becomes a living Kami on his accession to the throne. 
  Japan is spoken of as the "home of eight million Kami." 
  People do not worship the Kami for their goodness or 
  beauty, or assume that the Kami will punish evil actions 
  or reward good ones. Instead, Shinto focuses on the need 
  to keep the Kami happy by performing the proper rituals. 
  The Kami are displeased by incense (associated with 
  Buddhist religious services). They are also offended by the 
  impurity of sickness, blood, or death. Sexual relations and 
  childbirth are also forbidden in the shrine area. The Kami 
  are pleased by prayers, offerings, singing and dancing. 
  Shinto teaches that the human dead live in the Meido, 
  a twilight world of ghosts, bordering the realm of the 
  demons. 
  Shinto Priests 
  Most Shinto Priests and Priestesses inherited their 
  position from their parents (and usually have the same 
  Patron Kami). They are trained in dancing, playing music, 
  and singing which they use in rituals to entertain the 
  Kami. 
  Buddhist Theology 
  (Mat Theo) 
  Temple Priests 
  Ran schools for commoner children and for priests who 
  had recently joined the order. The temple's chores were 
  done by novice priests and by pages, commoner school 
  children chosen for their beautiful appearance and voices. 
  Each temple had a high priest; some temples belonged 
  to an order led by the head temple's high priest. Unlike 
  European Christianity, Buddhism had no religious head or 
  ranks besides that of priest and head priest: no equivalent 
  of bishops, archbishops or Pope. 
  
  84
  Shinto Priest
  Vocational Skills
  Shinto Priest 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Courtly Etiquette (Noble)
  Any 3 Arts skills 
  Dancing (Arts & Entertain)
  Charm (Charismatic) 
  Faith (Materia Theologia)
  Fine Art Meditation (Mental Fort) 
  Local History (Lore Hist)
  Any background skills 
  Modes of Magick (Mat Magicka) 
  Musical Instrument (Arts & Enter) 
  Shinto Theology (Mat Theologica) 
  Singing (Arts & Entertainment)
   
  Stamina (Athletic) 
  Willpower (Mental Fort) 
  The Shaman is a Mage with similar abilities to deal with 
  spirits but without the Shinto Priest's Acts of Faith and 
  without his need to keep himself from being contaminated 
  by impurities. 
  Adventurers 
  As with standard C&S 5th Edition, this includes all 
  the other vocations possible (Father’s Vocation p50). Of 
  course, some of the occupants listed in C&S 5th Edition 
  don’t exist in the Land of the Rising Sun. 
  • 
  There weren’t any heralds. 
  • 
  There weren’t any millers. The Japanese didn’t eat wheat 
  bread. Each household bought its rice or wheat whole and 
  ground it itself in hand mills. 
  • 
  Physicians weren’t barbers. 
  • 
  There weren’t any tinkers. The Japanese took something 
  that broke back to where they’d bought it to be fixed or 
  replaced or threw it out. 
  • 
  There weren’t any wine merchants. 
  See the Encounter Tables in The Setting p209 for more 
  examples of Adventurers. 
  
  85
  Japanese Magick 
  Shinto uses the four familiar Elements of Earth, Air, 
  Fire and Water. Buddhism uses the five Chinese Elements 
  of Wood (Plants), Fire, Earth, Metal and Water. Buddhist 
  Priests, Scholar Mages, and Weaponsmiths use the 
  Chinese elements. So do Fox and Tree Hengeyokai; Tengu; 
  and Mirror, Sword and Temple Bell Ryo. Shinto Priests 
  and most other mages use the Shinto elements. Shadow 
  Mages and Shamans may opt to use either the Shinto or 
  Chinese elements. 
  There are four Psychological Magick Methods 
  which only affect living beings: Command Magick, 
  Healing Magick, Illusion Magick, and Transcendental 
  Magick. (None of these can be used on someone who is 
  unconscious or lost in meditation.) The GM may also opt 
  to decrease their power (making it twice as easy as usual 
  to resist) if the victim is drunk, sick, fighting for his life, 
  or otherwise too preoccupied to pay much attention to the 
  magician casting the spell.) 
  There are four Supernatural Magick Methods: Arcane 
  Magick, Divination, Meido Magick (not used by those 
  who use the Buddhist elements), and Magical Wards. 
  Each Mage associates the Methods of Magick with the 
  twelve animals of the Zodiac, which give their names to 
  the months of the year and the hours of the day. 
   Shinto Methods
  Chinese Methods
   Rat
  Divination
  Divination 
   Bull
  Arcane
  Arcane 
   Tiger
  Command
  Command 
   Hare 
  Air
  Wood (Plant) 
   Dragon
  Healing, Wood (Plant)
  Healing 
   Snake
  Transcendental
  Transcendental 
   Horse
  Fire
  Fire 
   Sheep
  Earth
  Earth 
   Monkey
  Meido
  Metal 
   Bird
  Illusion
  Illusion 
   Dog
  Wards
  Wards 
   Boar
  Water
  Water 
  The three new Methods of Magick are Healing Magick, 
  Meido Magick, and Metal Magick. 
  If the GM chooses to keep Summoning Magick, it will 
  be astrologically considered as a branch of Command 
  Magick, under the rule of the Tiger. 
  If the GM chooses to keep Transmutation Magick, it 
  will be astrologically considered as a branch of Healing 
  Magick, under the rule of the Dragon. 
  In Modes & Methods of Magick, tables show the 
  modifiers to Spell MR’s for learning. Of course, the 
  GM may always opt to make the general campaign low 
  mana in which case add +3 to the numbers reflecting 
  the increased difficulty in learning the spells. Where n/a 
  is indicated in the tables then those Methods are not 
  accessible to those Mage Modes.
  There are fourteen standard Methods of Magick in the Land of 
  the Rising Sun.
  • 
  Elemental:  Air, Earth, Fire, Metal, Water, Wood (Plants)
  • 
  Psychological:  Command, Healing, Illusion, 
  Transcendental
  • 
  Supernatural:  Arcane, Divination, Meido, Wards
  In addition, the tables below show MR Ratings for 
  Summoning and Transmutation in case the GM has 
  decided to stay with the standard C&S 5th Edition rules, or 
  has decided to have these Methods of Magick available in 
  his campaign.
  
  86
  Mages 
  The people of the Land of the Rising Sun had many 
  stories of mages: reclusive hermits, crafty ninja, 
  mischievous hengeyokai, frightening bakemono, terrifying 
  spirits. Neither Shinto nor Buddhism taught that Magick 
  didn't exist. But the only everyday humans who claimed 
  to know any Magick were the herbalist with his Magick 
  remedies and the diviner who told the future by casting 
  the I Ching or reading the stars. Neither herbalist nor 
  diviner openly cast spells to alter people's minds nor to 
  change the visible world about them; their powers lay 
  in their scholarly study of ancient texts and their close 
  observation of Nature. 
  In the Land of the Rising Sun, Magick is not thought 
  of as mere sleight of hand nor a commonplace event 
  nor a childish game of Let's Pretend but a powerful and 
  uncanny force, like an earthquake or volcano or tsunami. 
  Understandably, few people wished to be on close terms 
  with it. 
  In most campaigns, mages will not make a public display 
  of their Magick abilities. They will reveal the secret only to 
  their family and most trusted friends. Non-humans will be 
  very careful to ensure that humans don't notice their true 
  form. Priests will say that the supernatural effects they 
  achieve are due to their . Astrologers, I Ching Diviners, 
  and Herbalists will explain the supernatural effects they 
  achieve as due to their mastery of ancient lore. Only very 
  rarely will people hear rumours of someone who has 
  openly practiced Magick usually a non-human, ninja or 
  hermit. 
  The GM may, of course, wish to have a campaign in 
  which Magick will be used more openly. In this case, 
  mages will rapidly leave the ranks of the peasantry and 
  merchants. Some will become artisans, using Magick 
  professionally. Some mages will even be accepted as 
  samurai vassals of a clan lord, openly practicing their 
  Magick at his castle or in his army. Other, less scrupulous 
  mages may become thieves or bandits or gamblers. 
  Whether Magick is practiced openly or in secret, it is 
  never easy to learn. Mages had to go through years of 
  study to scale the heights of their art. 
  The Modes Of Magick 
  There are four basic Modes of Magick: Instinctive, 
  Artistic, Scholar, and Spiritualist. Each of them is divided 
  into a number of different sub-Modes which constitute 
  the different Mage Vocations. There are twelve Mage 
  Vocations available to humans; thirteen if you count 
  Outcasts as human. (Primitive Talents do not exist in the 
  Land of the Rising Sun.)
  The most significant difference from the Modes of C&S 
  5th Edition is that each Japanese Mage Vocation specializes 
  in a particular Sub Mode of Magick. (Of course, the GM 
  may opt to import any of the standard C&S 5th Edition 
  mages into his campaign.)  As with the main rules they 
  gain +2 levels and +20 PSF% for mastery rather than +1 
  level and +10 PSF% (In addition to the normal vocation 
  skill bonus).
  Outcasts are not considered fully human. This 
  may explain why they can be Instinctive Mages, like 
  Hengeyokai, Bakemono and Spirits. Instinctive Mages 
  practice a Priestly Magick rooted deep in Nature and akin 
  to Shinto. They do not derive their Magick powers from 
  worshipping supernatural powers but from actually being 
  (very minor) supernatural powers. As such, they stand in 
  a feudal relationship to the greater Shinto Kami. At the 
  time of character creation, each Instinctive Mage must 
  pledge service to some Shinto Kami. They learn new spells 
  in visions from the Kami. (The GM may opt to require 
  an Instinctive Mage to attend to his Patron Kami's shrine 
  and run his errands as other apprentice mages attend their 
  master's quarters and run his errands.) 
  If the Kami (as role played by the GM) is displeased, the 
  Instinctive Mage's PSF% may fall to half normal or even 
  temporarily to zero. If the Kami (as role played by the 
  GM) is very pleased, the Instinctive Mage may have a one-
  time ability to cast an unknown spell appropriate to the 
  Kami. An Instinctive Mage's spells are +1D10% harder to 
  Resist (roll each time) if cast within a grove of sakaki trees 
  or a Shinto shrine. 
  
  87
  Instinctive Mage Patron 
  Ninja ...............................Ujigami of the clan served 
  Entertainer ....................................................Benten 
  Other Outcast .................................................Nushi 
  Badger Hengeyokai ........................................Nushi 
  Cat Hengeyokai ............................................Benten 
  Fox Hengeyokai ............................................... Inari 
  Tree Hengeyokai ............................................Nushi 
  Kappa .............................................................Nushi 
  Koshin ...........................................Dragon Emperor 
  Orochi ...........................................................Benten 
  Rokuro Kubi ....................................................Nushi 
  Tengu ..............................................................Atago 
  Yurei ...................................................O-Kuni-Nushi 
  Instrument ...................................Kami of a Fine Art 
  Mirror ............................................................Benten 
  Sword ......................................Kami of a Martial Art 
  Temple Bell ............ Jizo Bosatsu (the Kami Koshin) 
  • 
  Instinctive mages perform their Magick by thought, both in 
  casting spells and in enchanting materials. 
  • 
  The Shadow Mage creates his Focus by enchanting a 
  sword, a mirror, or a gemstone. 
  • 
  The Hengeyokai creates his Focus by enchanting a drum 
  or other musical instrument made from the skin or wood of 
  a consenting relative. 
  • 
  The Bakemono creates his Focus by enchanting a crystal 
  ball. 
  • 
  Ryo do not create Focuses. 
  Instinctive Mages 
  Instinctive Mage
  Vocational Skills
  Instinctive Mage 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Instinctive Mode
  3 Combat skills 
  3 Methods of Magick
  2 Craft skills 
  3 Arts skills
  2 Methods of Magick 
  3 Athletic skills
  Ninjutsu (Combat) 
  Charm or Intimidation (Charis) 
  Willpower (Mental Fortitude) 
  Concentration (Mental Fortitude)
  Any background skills 
  Con or Oratory (Charisma) 
  Herbalism (Materia Medicina) 
  3 Materia Magicka skills 
  3 Outdoors skills 
  3 Thievish skills
  Social Class
  Mage Vocation 
   Male Fox Hengeyokai
  Weaponsmith or Instinctive Mage 
   Tree Hengeyokai
  Herbalist or Instinctive Mage 
   Musical Instrument Spirit
  Musician or Instinctive Mage 
   Temple Bell Spirit
  Exorcist or Instinctive Mage 
   Other Non-Humans
  Instinctive Mage 
   Eta
  Medium or Shaman 
   Entertainer
  Artistic Mage or Shaman 
   Other Outcast
  Shadow Mage 
   Artisan or Peasant
  Artistic Mage or Herbalist 
   Merchant
  Scholar Mage 
   Shinto Priest
  Dancer, Painter, Musician, or Shaman 
   Buddhist Priest
  Scholar Mage or Exorcist 
   Samurai or Noble
  Artistic Mage or Scholar Mage
  Primary & Secondary Attributes For Mage Vocation 
  Mage
  Vocation
  Primary
  Attribute
  Secondary
  Attribute
  Instinctive (Non-human)
  Shadow (Outcast)
  INT
  DIS 
  Hengeyokai
  INT
  SPR 
  Bakemono
  INT
  CON 
  Yurei & Temple Bell
  INT
  DIS 
  Other Spirits
  INT
  SPR 
  Artistic
  Dancer & Musician
  DIS
  BV 
  Painter
  DIS
  AGL 
  Singer
  DIS
  APP 
  Weaponsmith
  DIS
  STR 
  Scholar 
  Astrologer
  INT
  DIS
   Calligrapher
  INT
  DIS
   Herbalist
  INT
  DIS
   I Ching Diviner
  INT
  DIS
  Spiritualist 
  Exorcist
  DIS
  SPR
  Medium
  DIS
  SPR
  Shaman
  DIS
  SPR
  The GM may opt to have a PC mage's vocation reflect his 
  social class
  
  88
  Artistic Mages
  Artistic Mage
  Vocational Skills
  Artistic Mage 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Artistic Mode 
  Faith (Materia Theologica) 
  3 Methods of Magick
  3 Methods of Magick 
  Art History (Lore Social)
  2 Charismatic or Perception skills 
  3 Arts skills
  Willpower (Mental Fortitude) 
  1 Athletic skill
  Any background skills 
  1 Charismatic skill 
  Concentration (Mental Fortitude) 
  1 Crafts skill 
  Fine Arts Med (Mental Fortitude) 
  3 Materia Magicka skills 
  1 Perception skill
  Artistic Mages
  They practice a mode of Magick that evokes the 
  natural forces of the Kami. Some Artistic Mages are 
  solitary hermits who live in the depths of a forest or on a 
  mountaintop or on a deserted island. Some are wandering 
  entertainers or artisans who travel the roads, never 
  spending more than a month in the same area. Some are 
  part of a Shinto order and live in its shrine, worshipping a 
  particular Kami. All of them dress as Shinto Priests while 
  practicing their art. 
  An Artistic Mage may have a Patron Kami who teaches 
  him in visions or a more ordinary master. (The GM may 
  opt to have an Artistic Mage whose master is a Patron 
  Kami attend to his shrine and run his errands as other 
  apprentice mages attend their master's quarters and run 
  his errands.) If the Artistic Mage's Patron Kami (as role 
  played by the GM) is displeased, the mage's Magick Level 
  may fall to half normal or even temporarily to zero. If 
  the Patron Kami (as role played by the GM) is pleased, 
  the Artistic Mage may have a one-time ability to cast an 
  unknown spell appropriate to the Kami. 
  Artistic Mages perform their Magick by using their art. 
  The Dancer must be able to dance. The Musician must 
  have his instrument and be able to play it. The Painter 
  must have a painting he has made to meditate upon or 
  what he needs to paint: paint and a brush, paper to draw 
  upon, and the use of his arms to draw. The Singer must 
  be able to sing. The Weaponsmith must have a weapon he 
  has made to meditate upon or what he needs to make one: 
  steel; a hammer; a forge (or Fire Magick); and the use of 
  his arms. 
  • 
  The Dancer and Singer create a Focus in the form of a 
  tsuzumi hand-drum. 
  • 
   The Musician creates a Focus in the form of a musical 
  instrument. 
  • 
   The Painter creates a Focus in the form of a brush. 
  • 
   The Weaponsmith creates a Focus in the form of a sword 
  or mirror.
  
  89
  Scholar Mages
  Scholar Mage
  Vocational Skills
  Scholar Mage 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Scholar Mode 
  3 Methods of Magick 
  1 Method of Magick
  3 Lore skills 
  Calligraphy (Art & Entertainment)
  Poetic Composition & Recitation
   (Art and Entertainment) 
  Fine Art Meditation
  Oratory or Intimidation (Charismatic) 
  2 Materia Medicina
  Willpower (Mental) 
  Japanese Written (Language Lore)
  Any background skills 
  Chinese (Language Lore) 
  Concentration (Mental Fortitude) 
  3 Lore Historical skills 
  5 Lore skills
   
  3 Materia Magicka skills 
  Scholar Mages
  Perform an intellectual form of Magick that requires the 
  study of an ancient text. A Scholar Mage does not learn 
  his spells directly from a master but by studying a text he 
  has bought or was given. The Astrologer carries the Seisen, 
  the ephemerides which record the position and effects of 
  the heavenly bodies over the centuries. The Calligrapher 
  carries the Manyoshu, a collection with ten thousand 
  pages of ancient poems. The Herbalist carries the I 
  Shimpo, an ancient anthology of Chinese writings on the 
  esoteric properties of plants. The I Ching Diviner carries a 
  copy of the I Ching, the Chinese Book of Changes. 
  A beginning Scholar Mage's text is not a Magick device, 
  let alone a Focus: it is his teacher. He always treats it 
  respectfully, wrapping it in silk and bowing to it before 
  unwrapping it to read it. If he fails to treat it respectfully, 
  the GM may opt to have it cease to be useful. If it is lost or 
  stolen or mutilated or destroyed, he can buy another one 
  at a bookstore. The GM may opt to penalize any Scholar 
  Mage without a text to cast spells at -14% to PSF% and 
  with doubled casting cost. A Scholar Mage's Focus is his 
  own copy of his text with marginal notes. 
  Most Astrologers and I Ching Diviners travel the roads, 
  as wandering fortune tellers. Some run small shops as 
  merchants. A few hold positions at the court of a clan lord. 
  They go into a trance to perform Magick, staring at their 
  text. 
  Most Calligraphers are amateurs: Priests, Samurai or 
  Noble bureaucrats, who practice their Magick in their 
  spare time. Some travel the roads as wandering poets or 
  painters. They go into a trance to perform Magick, staring 
  at an ideograph they have written. 
  Some Herbalists set up shop as Merchants, selling the 
  herbs they have gathered. Some work for a physician or 
  for a Buddhist temple. Most spend a significant portion of 
  their time wandering through the wilderness, looking for 
  rare and precious herbs. They go into a trance to perform 
  Magick, staring at an herb they have gathered or at their 
  textbook. 
  Spiritualist Mages 
  Practice a Priestly mode of Magick that seeks to control 
  the unnatural forces of restless non-humans who intrude 
  into the world of living mortals. Some Spiritualist Mages 
  are healers, who propitiate or enlighten evil spirits and 
  send them away from human beings. Some invoke the 
  spirits of the dead to ask them to share their wisdom with 
  their descendants. Others have chosen to ally with the 
  spirits instead, throwing away their loyalty to their fellows 
  in order to gain power and wealth. 
  Most Exorcists are Buddhist priests. Some wander the 
  roads, looking for people to help or make pilgrimages 
  to obscure Buddhist temples. Many are members of an 
  Ascetic Buddhist temple. Most of the time Exorcists dress 
  like normal Buddhist priests, but when they begin an 
  exorcism, they put on an eboshi, a Shinto priest's cap. 
  They cannot perform an exorcism without a Medium, into 
  whom the possessing spirit is temporarily transferred. 
  Many Mediums are assistants to an Exorcist. Others 
  invoke the dead to bring comfort to the living, allowing 
  people to speak one more time to their beloved relatives. 
  Some blind Mediums wander the streets like massager’s or 
  shampooers, crying out their fee to bring back the dead. 
  Some Mediums wander from one town to another, driven 
  by the demands of a spirit that cannot rest in its grave until 
  it has accomplished some mission. Mediums always wear 
  white clothing as if they were in mourning. No Medium 
  can contact a dead person in the first 49 days after death 
  or a spirit that has chosen a Buddhist path of the dead (see 
  16.5). 
  
  90
  Spiritualist Mages 
  Spiritualist Mage
  Vocational Skills
  Spiritualist Mage 
  Secondary Skills 
  (+10% to PSF%)
  (+10% to PSF% if for Mastery) 
  Spiritualist Mode  
  3 Methods of Magick 
  3 Methods of Magick
  Faith (Materia Theologica) 
  3 Materia Magicka skills
  3 Combat or Athletic skills 
  Concentration (Mental Fortitude)
  3 Healing skills (Materia Medicina) 
  Divination Meditation (Mental Fort)
  Willpower (Mental Fortitude) 
  Intimidation or Charm (Charis)
  Any background skills 
  3 Charismatic skills 
  Endurance (Athletic) 
  Read Character (Perception) 
  Shinto or Buddhist Theology 
  Word of Guard (Materia Magicka) 
  Some Shamans live in a peasant or Eta village. Some 
  travel from town to town as wandering entertainers. Some 
  are hermits who live in the wilderness, near the wild 
  spirits who are their closest friends. They dress as Shinto 
  priests and refer to the spirits they deal with as Kami. 
  Spiritualist Mages perform their Magick in a Meditation 
  trance. Exorcists use the sound of a drum or gong and 
  chanting (often the Buddhist sutras) to facilitate going into 
  trance. Mediums and Shamans may use a drum or gong or 
  sing or dance. 
  • 
  An Exorcist's master is Yakushi Buddha (the Buddha of 
  Healing) who teaches him spells in visions or another 
  Exorcist Mage. 
  • 
  A Medium's master is Yakushi Buddha or O-Kuni-Nushi 
  who teaches him spells in visions or another Medium 
  Mage. 
  • 
  A Shaman's master is a Patron Kami or other Spirit 
  (including a Demon) who teaches him spells in visions or 
  another Shaman Mage. 
  If a Spiritualist Mage's Patron Kami, Buddha, Spirit, 
  or Demon (as role played by the GM) is displeased, the 
  mage's PSF% may fall to half normal or even temporarily 
  to zero. If the Patron (as role played by the GM) is very 
  pleased, the Spiritualist Mage may have a one-time ability 
  to cast an unknown spell appropriate to his Patron. (The 
  GM may opt to have a Spiritualist Mage whose master is 
  a Patron Kami or Buddha/Bosatsu attend to his shrine/
  temple and run his errands as other apprentice mages 
  attend their master's quarters and run his errands.) 
  A Spiritualist Mage creates his Focus in form of a drum 
  or gong. 
  
  91
  Skills 
  Land Of The Rising Sun uses the same skill categories 
  as C&S 5th Edition but adds a number of new skills and 
  revises or deletes some old ones. New or substantially 
  revised skills are given in CAPS. 
  Agricultural Skills 
  RICE:
  This is the major grain crop. The rice harvest's success 
  or failure determines the value of a Noble's or Samurai's 
  income relative to that of an Outcast or Commoner (The 
  Koku p119). It will also affect the availability of sake, a 
  fermented rice beverage with about the same percentage 
  of alcohol as wine. The GM should check each year to see 
  how the rice harvest has fared. 
  • 
  Other Summer Crops: cotton, hemp, sugar cane, dye 
  plants 
  • 
  These were usually grown in small plots or on land too 
  high to flood for growing rice. 
  • 
  Winter Field Crops: barley, buckwheat, millet, wheat; 
  • 
  Garden Crops: These were kept by the wives of artisans, 
  peasant fishermen, and Eta. Also see VEGETABLE 
  FARMING 
  • 
  Orchard crops: bamboo shoots, chestnuts, gingko nuts, 
  lemons, mandarin oranges, mulberry leaves, mulberry 
  bark, peaches, pears, persimmons, plums 
  • 
  Vine crops: grapes (raised for fruit only), seedless 
  watermelons, strawberries 
  SILKWORM RAISING  
  Attributes ...................................Constitution & Wisdom
  Level  .....................................DF*4; BCS 30%; 600 Exp 
  Silkworms are raised in the home but require a nearby 
  mulberry orchard for leaves to eat. (Mulberry bark was 
  also in demand for producing paper.) The character knows 
  how to care for mulberry trees, pick their leaves, and 
  store them. He knows how to care for silkworm eggs and 
  hatchlings, and how to disentangle the silkworm cocoon 
  into a strand of silk. He can stay awake for the long hours 
  during which the silkworms must be continually fed for 
  day after day until they spin their cocoons. 
  TEA GROWING 
  Attributes ......................................... Intellect & Wisdom
  Level ......................................DF*4; BCS 30%; 600 Exp 
  Tea bushes must be tended as carefully as flower bushes. 
  The character knows how to plant, cultivate, pick, grade, 
  and store tea leaves. 
  VEGETABLE Crops: 
  Attributes ...................................Constitution & Wisdom
  Level ......................................DF*3; BCS 40%; 500 Exp 
  Many Japanese farmers produced vegetables for 
  sale, either fresh or pickled. These included arrowroot, 
  burdock, cabbage, carrots, cucumbers (the favourite food 
  of the Kappa), eggplant, leeks, lotuses (raised for their 
  roots), onions, radishes, red beans (one of the favourite 
  foods of the Fox Hengeyokai), soy beans (the source of soy 
  sauce and bean curd), spinach, yams, and such spices as 
  ginger, sesame, and wasabi (horseradish). 
  Animal Skills 
  Animals were not raised for either dairy or meat 
  products. Oxen, mules, and horses were used as draught 
  animals. Horses were also used as pack-horses and 
  mounts. Dead animals were flayed by Eta, their meat eaten 
  and their skins tanned for leather. Do not use: Running 
  a Dairy, Pig Raising, and Sheep Herding. Cattle Herding 
  may be taken as a skill by a rich Eta. 
  Animal Riding: 
  The only mount was the Japanese horse (see Animal 
  p136). It was not trained to leap over fences, but was 
  sometimes trained for use in certain sports, all of which 
  require basic Animal Riding Horse as a Pre-Requisite. 
  These skills are RESISTED: - victim's PSF%. 
  • 
  DA-KYU, a game like polo, in which the winning team hit 
  more balls over the line behind the losing team. 
  • 
  HORSE RACING: 
  • 
  HUNTING (deer, game birds, or boar): Pre-Requisite: Yari, 
  Yarinage or Yumi. Must be done with trained hounds. 
  • 
  YABUSAME (mounted archery): shooting at strawmen 
  (with regular arrowheads) or at running dogs (with blunt 
  arrowheads). Pre-Requisite: Yumi 
  Animal Training: 
  Draft animals included horses, mules, donkeys, 
  and oxen. Falcons, horses, and dogs were trained to 
  hunt. Cormorants were trained to catch a fish and let a 
  fisherman remove it from their mouths. Monkeys (Details 
  on p237) were trained to entertain street crowds by 
  dancing. 
   
   
   
   
   
  Base 
  Animal 
  Intellect 
  PSF% 
  # Tricks Willpower+ SC% 
  Cormorant 
  1/2 1D10 
  INT-2 INT - 
  5D10 
  30% 
  Monkey 
  10 + 1/2 1D10  
  INT-3 INT  
  5+1D10 
  40% 
  
  92
  Animal Veterinary (Ba-Isha): 
  Attributes ......................................... Intellect & Wisdom
  Level ......................................DF*3; BCS 40%; 500 Exp 
  Treated the animal by currycombing it with a warm 
  metal comb, bleeding its gums, and wrapping its hooves 
  with straw. This is more an animal husbandry rather than 
  pure veterinary care.
  Arts & Entertainment 
  For Fine Arts, see Fine Art Meditation p114
  ACROBATICS
  Attributes ............................................Agility & Strength  
  Level ......................................DF 4; BCS 30%, 600 EXP
  Pre-requisite:  ...................Basic Knowledge - Tumbling  
  The character has the understanding of physically 
  athletic entertainment skills. There are several forms of 
  acrobatics. When the character purchases Acrobatics, 
  he/she can select one of the following specialities. Any 
  additional speciality will cost an additional 300 EXP per 
  competency. The DF for the skill remains DF 4; BCS 30%, 
  600 EXP when improving regardless of the number of 
  competencies purchased. 
   Wire-Walking: 
  As the names implies the acrobat walks a wire 
  suspended from two points. These points can be several 
  dozen feet apart from each other  
  Contortion: 
  Is a form of acrobatics that takes an unusual from as 
  the acrobatic display involves the spectacular dramatic 
  bending and or flexing, i.e. contorting of the acrobatics 
  body and body parts. Some examples have acrobatic 
  contortionist will fold themselves into very small 
  containers.
  Pole climbing: 
  As the name suggests pole climbing involves a pole 
  that the acrobat climbs and then performs acrobatic 
  manoeuvres from the top of the pole always the way to the 
  bottom of the pole. 
   Advanced Tumbling: 
  Is an advanced form of tumbling, which adds flips, 
  acrobatic jumps, walkovers, and so on. For every 5% in 
  PSF% of acrobatics increase the character’s Dodge PSF% 
  by 2. In addition, if the character has the jumping skill 
  they can extend their jumps by 3/4 of their base jump and 
  double the heights of their jumps. 
  
  93
  Acting:
  Costuming & Make-Up: 
  A Mirror Ryo has this skill at +20% to PSF%. 
  Performance: 
  Actors learned folk and court dances and songs; the GM 
  may opt to let them have these skills at +10% to PSF% up 
  to their Acting skill level. 
  ONNAGATA 
  Attributes .......................................Intellect & Discipline
  Level ......................................DF*5; BCS 20%; 700 Exp 
  This male actor could convincingly portray a woman, 
  even a beautiful geisha or courtesan. Geisha were sent 
  to watch Onnagata act in order to learn to be properly 
  feminine. 
  Ventriloquism: 
  This skill was not used in Japanese entertainment. The 
  GM may still wish to keep it for the benefit of Thieves and 
  Ninja. 
  Calligraphy & Illumination: 
  Ideographs (see Japanese, p104) were written with brush 
  and ink. Illumination was not practiced. 
  A Calligrapher Mage has this skill at +10% to PSF%. 
  The GM may opt to let a Calligrapher Mage working 
  in a state of Shinto purity (for himself, his tools, and 
  his materials) add 1/2 his ML (to a maximum of 5) to his 
  Crit Die Success Roll and subtract it from his Crit Die 
  Failure roll (a roll of 10 is still a critical failure). On a Crit 
  Die Success of 11+, he has created an ideograph with an 
  Artefact Ryo p252 with his INT, WIS, DIS, and SPR. The 
  ideograph may wander off the paper and assume the form 
  of the person, creature, or thing that its word means. Any 
  damage done to the Ryo will be reflected in its ideograph's 
  appearance. 
  COMPARISONS: 
  Attributes .....................................................Intellect x 2
  Level ......................................DF*3; BCS 40%; 500 Exp 
  Resisted ..........................Opponents Comparisons Skill
  This is an Imperial Noble pastime in which the court 
  split into sides each of which displayed their favourite 
  items associated with a given theme: Spring or Autumn, 
  Morning or Evening, Ocean or Mountain, etc. 
  Dancing: 
  A Dancer Mage has these skills at +20 to PSF%. 
  ENGRAVING: 
  Attributes ........................................Dexterity & Intellect
  Level ......................................DF*5; BCS 20%; 700 Exp 
  This character is able to read and write well enough to 
  copy ideographs by carving them onto a wood block used 
  for printing books. He can make multi-block printing sets 
  to print a picture with up to a dozen different colours. 
  He can also carve wood, ivory or jade into a personalized 
  seal showing a person's name, used for signing legal 
  documents. 
  GAMBLING: 
  Attributes .....................................................Intellect x 2
  Level ......................................DF*4; BCS 30%; 600 Exp 
  This is the skill of gambling on dice throws. Arithmetic 
  & Mathematics may be used to increased this skill TSC% 
  by 3% per level. The amount a gambler wins or loses is the 
  size of his average bet multiplied by 1D10 x the Crit Die. 
  A character can spend 500 XP to specialise in a particular 
  game of chance and gain +10% to their PSF%.
  GAMES OF SKILL  
  Attributes ..........................................Intellect & Discipline  
  Level ........................................ DF 3, BCS 40%, 500 EXP
  Resisted .......................Opponents Games of Skill PSF%  
  The character has learned how to play a specific skilled 
  game and can learn additional skilled games at a cost of 
  400 EXP per game. Knowledge of a particular games adds 
  10% to PSF% when playing that game. Skilled Games are 
  more challenging and requires additional skill to master 
  than other games. If a character already knows how to 
  play Shogi (for example) then he/she has learned one 
  skilled game and only needs to spend the 400 EXP to learn 
  additional skilled games. Depending on the game one can 
  substitute INT or WIS for Discipline. Some examples of 
  Skilled Games are:
  Go  - This is a board-game in which winning depends 
  on surrounding territory.
  Hana - This is a card game created after contact with 
  Europeans. There are 48 cards, each  with a flower: 
  four for each  month of the year. These cards were 
  sometimes used for gambling.
  Shogi - This is a board-game in which winning depends 
  on capturing the emperor piece.
  Suguroku - This is a backgammon-like board-game, 
  played using dice.
  
  94
  GARDENING: 
  Attributes ......................................... Intellect & Wisdom
  Level .....................................DF*3;; BCS 40%; 500 Exp 
  This character can care for flowers and ornamental 
  trees, mosses, and the goldfish in garden ponds. He can 
  also rake sand to make a dry imitation of a river, lake, or 
  ocean, with rocks representing islands or continents. This 
  skill may also be taken as Demanding (DF*5) [Advanced]
  to create a truly beautiful garden, a fit place for refined 
  people to gather to appreciate the beauty of spring cherry 
  blossoms, the autumn moon, or the winter snows. 
  Musical Instruments: 
  Delete Bagpipes (not known)
  An Instrument Ryo or Musician Mage has these skills at 
  +20% to PSF%. 
  Drums: 
  Tsuzumi (hand drum, in the form of an hour glass), 
  taiko (large drum played with sticks), cymbals, bells and 
  gongs (often in the form of a bell, a fish, or a toad) 
  Flutes: 
  Fue (flute, the favourite musical instrument of male 
  Nobles and Samurai), yokobue (short high flute), ginteki 
  (flageolet), sho (pan pipe of 17 pieces of bamboo), 
  shakuhachi (foot-long reed flute), and many others. 
  Knowing one kind of flute allows learning another one at 
  -1 DF up to the same level. 
  Harps: 
  Koto (a long box laid flat on the floor, with the musician 
  bending over it to pluck the strings or move the pegs to 
  retune the strings, the favourite musical instrument of 
  female Nobles and Samurai). 
  Horns: 
  The conch was blown as a battle trumpet or at Shinto 
  festivals 
  Strings (played with a plectrum): 
  Samisen (three-stringed lute), biwa (larger lute, with 
  more strings) 
  ORIGAMI: 
  Attributes ........................................Intellect & Dexterity
  Level .....................................DF*3;  BCS 40%; 500 Exp 
  This skill allows folding Origami paper (somewhat 
  stiffer than regular paper) into a multitude of shapes, 
  sometimes sold for children's amusement (at twice the 
  cost of the paper), sometimes sold as art (at five times 
  the cost of the paper), sometimes donated as religious 
  offerings, such as paper cranes. 
  Painting & Sketching: 
  The painter uses colour pigments or writing ink. 
  He does not paint on canvas but on paper or silk or 
  wood, creating scrolls, hanging scrolls, painted screens, 
  lacquerware, etc. A Painter Mage has this skill at +20% to 
  PSF%. 
  The GM may opt to let a Painter Mage working in a 
  state of Shinto purity (for himself, his tools, and his raw 
  materials) add 1/2 his ML (to a maximum of 5) to his Crit 
  Die Success Roll and subtract it from his Crit Die Failure 
  roll (a roll of 10 is still a critical failure). On a Crit Die 
  Success of 11+, he has created a Magick painting whose 
  creatures all have Artefact Ryo p252 with his INT, WIS, 
  DIS, and SPR. The animals may wander off the painting 
  and eat nearby plants or other food; the people may 
  wander off the painting and show up as guests at a party. 
  PLAYWRITING: 
  KABUKI/BUNRAKU 
  Attributes ......................................... Intellect & Wisdom 
  Level .....................................DF*4 ; BCS 30%; 600 Exp 
  This character can write Kabuki plays (for live actors) or 
  Bunraku plays (for puppets) for townsfolk, with occasional 
  folk and court songs and dancing, with plots that often 
  relied upon recent local occurrences or satirized current 
  political figures. 
  NOH 
  Attributes .......................................... Intellect& Wisdom
  Level ......................................DF*4; BCS 30%; 600 Exp
  This character can write Noh plays for samurai and 
  nobles, full of court songs and dancing, with plots drawn 
  from myth or ancient history. 
  Poetic Composition: 
  The haiku is a three-line, 17-syllable poem that is 
  expected to follow ancient traditions. Writing haiku is a 
  favourite amusement of Imperial Nobles. Poets do not 
  write Satires. 
  
  95
  Poetic Recitation:
  Was used in Imperial court contests. An Imperial noble 
  had to recognize allusions to the Manyoshu's ten thousand 
  poems to understand a normal conversation at court. 
  PUPPETEERING: 
  Attributes ........................................Dexterity & Intellect
  Level ......................................DF*4; BCS 30%; 600 Exp 
  Two or three actors dressed in black, their faces veiled, 
  combined to move one puppet, using a hand inside the 
  puppet for the body and head, and moving the legs and 
  feet with bamboo poles. The puppet was half-life-sized. 
  RIDDLES: 
  Attributes .......................................Intellect & Discipline
  Level ......................................DF*3; BCS 40%; 500 Exp 
  This is a game played by Imperial Nobles, frequently 
  revolving around poetry. A player may say “a bow drawn 
  in the air,” expecting the answer of “the rainbow” or show 
  a poem with one ideograph covered to see if the opponent 
  can give the right word. It does not have a binding quality 
  unlike C&S 5th Edition Riddling. 
  Singing: 
  A Singer Mage has this skill at +20% to PSF%. 
  TATTOOING: 
  Attributes ........................................Dexterity & Intellect
  Level ......................................DF*4; BCS 30%; 600 Exp 
  This character draws multicoloured permanent pictures 
  on someone's skin, usually the upper arm or back. His 
  customers are outcasts: gamblers, geisha or courtesans. 
  Being tattooed causes 1/2 1D10 Fatigue Point loss and 
  distraction of -10% from all skills for 3 days. 
  Athletic Skills 
  Note: For unarmed fighting skills, see Kumiuchi Combat 
  p100
  For Martial Arts, see Martial Art Meditation p114 
  Boxing: 
  This was not a Japanese sport or combat skill. 
  Climbing: 
  Ninja used the Neko-De (literally "cat's claw," spiked 
  gloves) when climbing, which allowed them the same 
  Climbing Speed as with a rope. 
  JUMP HEIGHTS: Competency 
  Level .....................................DF*4 ; BCS 30%; 600 Exp 
  This skill enables a character to increase his Jumping 
  Height through training and experience. Each skill level 
  increases the basic Jump Height distance by 3", up to 
  6 feet. Ninja often somersaulted into the air to dodge 
  an attack, so they could strike the next blow from an 
  unexpected direction. This skill may be combined with 
  Dodge to increase TSC% by 3% per level. 
  KEMARI:
  Attributes ..........................................Agility & Discipline
  Level .....................................DF*3;  BCS 40%; 500 Exp 
  This is a game played by samurai and nobles of kicking a 
  deerskin ball in the air, from person to person, trying not 
  to let it touch the ground. There is no winner. 
  Lifting: 
  TEAM CARRYING: Competency 
  Level ......................................DF*4; BCS 30%; 600 Exp 
  This is the skill of smoothly carrying a norimono or 
  kago. Fatigue Point loss of the person being carried is half 
  normal. Each extra level reduces Fatigue Point cost by 1. 
  POLE VAULT: 
  Attributes ............................................Strength & Agility
  Level ......................................DF*4; BCS 30%; 600 Exp
  This skill allows using a bamboo pole of 10 feet, along 
  with a running start of at least 20 feet, to jump 10 feet in 
  the air. 
  Rickshaw Pulling: 
  The rickshaw was not used in Japan until after 
  Europeans imported it from China. 
  STILT WALKING
  Attributes .........................................................Agility x2
  Level ......................................DF*3; BCS 40%; 500 Exp 
  This is the skill of walking on stilts, a favourite pastime 
  of most boys. Stilt movement is +1 to normal MOV factor, 
  but Running is done at SC% -20% and Sprinting at SC% 
  -50%. 
  Some ninja are said to have mastered the related skill 
  of attaching inflated bladders to their feet, allowing them 
  to PONTOON WALK on a calm lake. This skill is Very 
  Difficult DF*7, but may be taken at +10% to PSF% by 
  someone who knows Stilt Walking. 
  
  96
  SUMO WRESTLING 
  Attributes .............(Strength + Agility)/ 2 + (Weight / 10) 
  Level ......................................DF*4; BCS 30%; 600 Exp
  Resisted ................................... Dodge, Sumo Wrestling 
  The sumo wrestler might at first glance just look very 
  overweight, but his big stomach didn't keep him from 
  moving agilely. A sumo wrestler wins his match when 
  his opponent sets a foot out of the ring (either by being 
  pushed out or by having his forward charge dodged and 
  not being able to stop in time), sets anything but a foot on 
  the ground, or draws any blood. 
  Swimming: 
  Most Japanese knew how to swim in the quiet waters of 
  a lake or a slow river. Swimming in the ocean or in a river 
  during the rainy season is -10% to TSC%. Ninja swam 
  underwater using a bamboo snorkel. See Suffocation p160
  TUMBLING  
  Attributes ........................................... Agility & Strength  
  Level .......................................DF 4; BCS 30%, 600 Exp
   The character has the understanding of basic 
  movement, rolling, falling, and standing and running 
  dives as well as recovering from them. Tumbling is 
  ancient. For every 5% of PSF% the character has in 
  Tumbling, add 1 PSF% to the character’s Dodge. It is 
  the foundation of Acrobatics and even several forms 
  of Combat. It can be used as a defence or to provide 
  entertainment.
  Wrestling: 
  Is not practiced as a sport or combat skill (but see 
  Kumiuchi p100). Some animals do use Grappling 
  (Wrestling: Restraining) to immobilize a victim for a Bite, 
  and some Spirits use Wrestling to pull off a victim's head. 
  Chain Weapons also Grapple the arm, head, neck or waist. 
  A Restrained victim cannot Move or Change Facing. A 
  Restrained arm or leg will permit the victim to Dodge 
  an attack aimed at another Body Location at half normal 
  SC% but not permit any Dodge of an attack aimed at the 
  Restrained Body Location. The victim's attack SC% has a 
  Moderate to Major Bonus. 
  Charismatic Skills 
  ADMINISTRATION  
  Attributes .......................................Charisma & Intellect  
  Level ......................................DF 4; BCS 30%, 600 EXP
  Pre-requisite .......................................Basic Knowledge
   .....................................Leadership & Accurate Counting  
  The character possesses the ability and knowledge to 
  manage projects and people. The character understands 
  how to balance the needs of the workers versus the work 
  that needs to get accomplished. The character also has 
  the ability and understanding on how to manipulate the 
  bottom line to get more out of their workers, while still 
  providing what the workers need. 
   Once the character has a PSF% of 60% or higher in 
  Administration, a successful skill roll will increase the 
  productivity output. The Crit. Die Result will determine 
  the additional productivity. 
  Success with an Administration Roll
  Crit Die 
  Result  
  01-04 
  Normal success 
  05-06 
  25% additional productivity  
  07-08 
  50% additional productivity 
  09 
  75% additional productivity 
  10 
  Double the normal productivity 
   Individuals running everything from farms to manor 
  houses to store establishments will all benefit from good 
  administration skills. 
  Begging: 
  This skill was used by Eta streetsingers. Ascetic Buddhist 
  Priest beggars disdained to use it. An ordinary person who 
  fell on hard times could always count on the help of even 
  his most distant relatives, including anyone to whom he 
  had ever owed filial duty or who had ever owed him filial 
  duty. Any poor or disabled person who wasn't an outcast 
  could always renounce the world and enter a Buddhist 
  temple as a priest. 
  SOCIALIZING: 
  Attributes .................................. Intellect & Bardic Voice
  Level ......................................DF*4; BCS 30%; 600 Exp 
   
  This skill provides the character with the ability 
  to host an event and maintain the atmosphere at the 
  event for all the attendees without succumbing to the 
  effects of alcohol. It also allows the character to make sure 
  that everyone at the event is made to feel welcome and 
  involved in the situation. It is a standard geisha skill and 
  extremely useful for anyone dealing with situations where 
  rank and etiquette are concerned. 
  
  97
  INTERROGATION: 
  Attributes ..................................Wisdom & Bardic Voice
  Level ......................................DF*5; BCS 20%; 700 Exp 
  Resisted ........................... 1/2 PSF% Subjects Willpower
  The character has the ability and skill to extract 
  information from a subject. The character receives one 
  of the following specialities when he/she purchases the 
  Interrogation Skill. The character can then purchase 
  additional specialities for 500 EXP each. If the character 
  attempts to use a speciality that he/she has not purchased 
  it is used at a –25 TSC% of the interrogation skill. The 
  competencies are: 
  1. 
  Torture
  2. 
  Direct Interviewing and questioning of a subject
  3. 
  Indirect Interviewing and questioning of a subject
  4. 
  Emotional manipulation  
  • 
   Add +2% to the interrogator’s PSF% for each additional 
  speciality in interrogation that he/she has learned. 
  • 
   Additional modifiers that can be added to the character’s 
  Interrogation skill are as follows: 
  • 
  The character can add +1 PSF% to their Interrogation skill 
  for every 2 levels they have in Detect Lie 
  • 
  The character can add +1 PSF% to their Interrogation skill 
  for every 2 levels they have in Read Body Language. 
  • 
  The character can add +¼ PSF% in Intimidation to their 
  Interrogation skill.
  LEGAL MATTERS:
  Attributes .......................................Intellect & Discipline
  Level ......................................DF*4; BCS 30%; 600 Exp 
  Memorizing and understanding the laws and court 
  traditions. 
  Combat Skills:
  Combat Skills not used in the Land of the Rising Sun: 
  Axes, Cavalry Lances, Chivalric Great Blow, Flails,   
     Hurling Axes, Maces, Hammers & Clubs, Pole Arms,          
     Shield Play, Slashing Swords (1-handed), Slings
  Archery: 
  Crossbows: 
  Only light crossbows were used in Japan, and then only 
  rarely, usually as part of a castle's defence. (Samurai) 
  HALF-BOW: 
  The ninja shortbow, when shot from hiding -25% to 
  TSC%
  YUMI (bow): 
  The asymmetric Japanese longbow, used both afoot and 
  mounted by samurai and nobles. 
  AMBUSH: 
  Attributes ......................................... Intellect & Wisdom
  Level ......................................DF*4; BCS 30%; 600 Exp 
  Resisted ........................... Victims Detect Plan to Attack
  The ability to plan an ambush that will Surprise a group 
  of opponents. 
  ART OF WAR 
  Attributes ......................................... Wisdom & Intellect  
  Level ......................................DF 5; BCS 20%; 700 EXP  
  The character possesses knowledge of various aspects of 
  the Art of War. When the skill is purchased the character 
  chooses one of the following specialities to study.
   Logistics, Land Campaigns, Sea Campaigns, Combined 
  Arms Campaigns and Military Trades   
    
   
   Additional specialities can be purchased for 750 EXP 
  per area. 
  A successful roll will add the Crit Die x Areas of 
  Speciality (ignore Sea for Land battles and vice versa)to 
  the PSF% in Battlefield Tactics. Additionally, for every 
  10% PSF%, they reduce the economic cost of the military 
  campaign by 5%. 
  
  98
  Axes
  PEASANT AXE: 
  +10% to PSF% if the character already has Woodcutting 
  (Outdoors), Charcoal Burning (Crafts & Trade), or Fruit 
  Crops (Agricultural). 
  MASAKARI (broad axe) 
  NATA (wood hatchet) 
  BATTLE CALMNESS
  Attributes ................................................. Discipline x 2 
  Level ......................................DF 4, BCS 30%, 600 EXP   
  Prerequisite....................................................... DIS15+
   ........................................Basic knowledge in Meditation 
   To a select few there is a clarity that arises when fighting 
  for ones life. When involved in such combat a character 
  may make a skill check against their battlefield meditation. 
  If this roll is successful unnecessary elements fade from 
  the combatant’s conciseness and they focus solely on the 
  battle at hand. With a successful roll Battlefield meditation 
  will confer a bonus of 2% x Crit die, to all rolls while in 
  battle. For every round after the initial roll on the Battle 
  Calmness a concentration roll must be made, the new Crit 
  roll will confer a new bonus to replace the last bonus. 
  A failure on the concentration roll will end the 
  meditation, but a failure on any Battle Calmness roll will 
  confer a –10% penalty while a Crit failure will confer a 
  –20% penalty due to increased anxiety. A successful Battle 
  Calmness roll will be needed the next round to get rid 
  of the penalty. This roll confers no bonus, but ends the 
  penalty. 
  Battlefield Tactics: 
  Japanese armies didn't use complex tactics. Ashigaru 
  might form a line of Yari but there were no larger 
  formations. Mounted samurai didn't charge as a unit. 
  Battlefield signals were relayed by conches, fires or 
  fireworks, or by the general's gesturing with a Tessen or 
  baton. 
  The theory of warfare was based on Sonchi, a Chinese 
  classic (Sun Tsu's "Art of War"); the GM may opt to 
  require a character to buy and read it before acquiring this 
  skill. 
  BINDING: 
  Attributes ........................................Strength & Wisdom
  Level ......................................DF*3; BCS 40%; 500 Exp 
  Resisted ........................................Victims Escape Artist
  Binding a captured opponent with rope or chain so he 
  cannot escape. 
  BLIND FIGHTING 
  Attributes .....................................  Discipline & Wisdom  
  Level .................................  DF 7, BCS 07%, 1,000 EXP   
  Prerequisites: ......................DIS 15+ & WIS or INT 11+
   
  To be able to carry out Blind Fighting requires a 
  minimum PSF% of 27% in the weapon used. Characters 
  with Keen Hearing gain +10% to PSF%.
  This is the fine art of fighting without the use of eyesight. 
  Any character with a significant amount of training in a 
  combat style would start to learn the basic concepts of 
  blind fighting. At the beginning of not being able to use 
  their eyes the character must make a Blind fighting check 
  in order to fight with any skill. If the character doesn’t 
  make his check, then they suffer a -90 penalty to all attack 
  and defensive rolls. The character will be able to attempt 
  the check again the next combat round. If they make the 
  roll then all attacks and defences that are made at their 
  normal TSC%’S. 
   Due to the fact that the character is relying on their 
  hearing instead of their eyes, the use of missile weapons 
  (bows, crossbows, and other projectile weapons) is 
  almost completely impossible past 10 feet to hit with any 
  accuracy. 
  It is recommended that the Game Master assess the 
  penalties as they see fit. The Game Master should also 
  regulate the advancement of the skill by their players. It is 
  also a recommended practice that the blind fighting skill 
  cannot be advanced past the advancements of the combat 
  skills that are being used. 
  DETECT PLAN TO ATTACK: 
  Attributes ......................................... Wisdom & Intellect 
  Level ......................................DF*6; BCS 20%; 800 Exp 
  This skill allows someone to notice that someone nearby 
  is about to attack him when no overt sign has been made, 
  denying an attacker the advantage of Surprise. Each level 
  of Combat Awareness gives a +5 bonus to TSC%.
  Dodge was also used by Japanese to unexpectedly 
  change position so as to get Surprise on the next attack. 
  (See Jump Heights, Athletic). 
  Success Detecting  Plan to Attack
  Crit Die 
  Result  
  01
  Normal success parry, dodge, shield block, 
  deflect missile +5%
  02 - 05 
  Parry, dodge, shield block, deflect missile +20% 
  06 - 09 
  Parry, dodge, shield block, deflect missile +50%
  10
  Parry, dodge, shield block, deflect missile 
  succeed
  
  99
  DEFLECTING MISSILES: 
  Attributes ............................................Agility & Wisdom
  Level ......................................DF*6; BCS 10%; 800 Exp 
  This skill allows the parrying of arrows, shuriken, 
  thrown knives, and other such missiles, using a short 
  melee weapon or armoured arms. The parrying skill 
  TSC% cannot exceed this skills TSC% when trying to 
  parry missiles.
  EXPLOSIVES: 
  Attributes ......................................... Intellect & Wisdom
  Level ...........................DF*6 (ninja); BCS 10%; 800 Exp 
  This skill allows learning Fireworks at +10% to PSF%. 
  Ninja used black powder explosives as distracting 
  fireworks, as land mines, and as missiles (using an emptied 
  eggshell). A land mine could be set off at a distance by 
  coating a rope with black powder and then lighting it. 
  Fighting Staves: 
  A number of differing staff weapons.
  BO: 
  The Japanese equivalent of the quarterstaff. 
  JO:
  Half the length of the Bo, a shorter, lighter, faster 
  weapon. 
  TETSUBO: 
  The same length as a Bo but made out of steel. 
  NAGINATA:
  A staff with a foot-long dagger at its tip, a steel-shod butt 
  for parrying. Usually used as a Fighting Staff or a Slashing 
  sword. 
  SODEGARAMI (sleeve entangler): 
  A barbed staff used to Grapple the opponent’s hair, 
  clothing or flesh or as a Fighting Staff. 
  FUKU BARI: (Blowpipe) 
  Attributes ........................................Dexterity & Intellect 
  Level .....................................DF*5 ; BCS 10%; 800 Exp
  Resisted ...............................................................Dodge 
  Prerequisite.............................................Ninja Vocation
  This uses a blowpipe to blow powders or needles of 
  bamboo or steel onto a victim, with a range of 10 ft. for 
  powders, 20ft. for needles. The victim is not seriously 
  wounded but will be affected by the herbs used in the 
  powders or on the tips of the needles. 
  KAMA (Peasant Sickle):  
  Attributes ............................................Strength & Agility
  Level ......................DF*3 (peasant); BCS 40%; 500 Exp
  Resisted ...................................................Dodge / Parry
  +10% to PSF% if the character already has Field Crops 
  (Agricultural). A character with this skill may use the 
  Kusari-Gama at +10% to PSF%. The sickle cannot be used 
  as a pole arm; its handle is too short. 
  KUSARI: (Chain Weapons)
  Attributes ........................................................Agility x 2  
  Level ......................................DF*7; BCS 10%; 900 Exp
  Resisted ...............................................................Dodge
  A weighted chain can be used to deliver a crushing blow 
  or to Grapple a victim (with only a third the usual chance 
  of breaking a Restraint). . 
  The Jo-Gusari is a Jo with a short weighted chain inside it. 
  The Manriki-Gusari is two sticks attached by a short chain. 
  The Kusari is a medium length weighted chain. 
  The Bo-Gusari is a Bo with a long weighted chain inside it. 
  The Kusari-Gama is a Kama attached to a long weighted 
  chain. 
  Hurling Javelins: 
  Yarinage (literally "thrown spear") 
  Horse Archery: 
  In Japan, this meant skill in using the Yumi, not the 
  shortbow or light crossbow. (This skill is only known by 
  Samurai and Nobles.) The PC’s Archery TSC% with the 
  Yumi cannot exceed his skill in Horse Archery when using 
  it from horseback. If Horse Archery is higher that is used 
  when shooting from horseback. 
  KATANA GREAT BLOW: 
  Identical to the Chivalric Great Blow but not confined to 
  Samurai. 
  Knife & Dagger Fighting 
  Knowledge of Various Knife style weapons.
  JITTE: (a trident dagger) 
  
  100
  NEKO-DE: (cat's claw) 
  A glove spiked with 3" long knives, used by ninja 
  TANTO: (dagger) 
  KUMIUCHI: 
  Attributes ............................................Strength & Agility
  Level ......................................DF*5; BCS 20%; 700 Exp
  Resisted................................................Dodge and Parrying
  Like Brawling but involved using all C&S 5th Edition 
  Boxing and Wrestling techniques -- plus short melee 
  weapons such as Knives.
  NINJUTSU: Competency 
  Level ...........................DF*6 (ninja); BCS 10%; 800 Exp
  This skill encompasses the art of using combat skills 
  stealthily along with knowledge of spying and survival 
  skills. By using the art of combining Mind, Body and 
  Spirit. For every level in this Competency a bonus to 
  TSC% of 3% per level may be added to any Thievery skills, 
  Acting, Explosives or survival skills. Use of combat skills 
  while hidden allows a 3% per level negative modifier to 
  being spotted. This Competency is only available to Ninja. 
  In unarmed combat this skill also adds 3% per level to 
  the martial art TSC% owing to additional training in 
  techniques.
  QUICK DRAW WEAPON: Compe-
  tency 
  Level ......................................DF*4; BCS 30%; 600 Exp 
  This competency allows the training of a Quick draw 
  with a specific weapon. It will need to be learned for each 
  weapon. Its initial training reduces the AP to draw a 
  weapon to 0. Each additional level reduces the AP cost for 
  a blow by 1 to a minimum cost of a blow of 2 AP.
  Riding a Warhorse: 
  During battle, the reins were hooked onto the warrior's 
  armour and the rider was expected to control his mount 
  with his knees. This skill can only be used with a horse 
  who's been trained as a warhorse. 
  Short Swords: 
  Kodachi (small sword) 
  This could be used with either a slashing or a piercing 
  attack. 
  Wakizashi (small sword - of varying length) 
  This could be used with either a slashing or a piercing 
  attack. 
  Slashing Swords:
  The knowledge of Slashing Swords including the use of 
  them one or two handed. 
  KATANA or TACHI: 
  The typical Japanese sword: the same blade could be 
  used for either weapon, depending on the mounting: 
  the Tachi was a cavalry sword, designed to be drawn 
  downwards ("sky to earth"); the Katana was designed to 
  be drawn upwards ("earth to sky"). Although fairly short, 
  the sword was usually held two-handed, allowing for the 
  Katana Great Blow. 
  NAGINATA: 
  A staff with a foot-long dagger at its tip, a steel-shod butt 
  for parrying, and frequently a short axe-blade set before 
  the tip. Usually used as a Fighting Staff or a Slashing 
  sword. 
  NODACHI (literally "field sword"): 
  A slightly longer sword, also used two-handed as a 
  slashing attack. 
  A Sword Artefact Spirit learns these skills at +20% to 
  PSF%. 
  Spears 
  Used by Ashigaru in a Group Battle Line. 
  YARI (two-handed spears)
  TETSUBISHI: (Caltrops) 
  Attributes ...........................Agility & Intellect (scattered)
  Level  .......................... DF*2 (ninja ; BCS 50%; 400 Exp
  Resisted ....................................................... Perception
  Attributes ...............................................Agility x 2 (thrown)
  Level ................................DF*4 (ninja); BCS 30%; 600 Exp 
  Resisted .......................................... Perception and Dodge
  These metal jacks have a blade pointing up no matter 
  how they are thrown. Ninja scattered to slow down 
  pursuit or threw them like knives. A character must 
  make a Perception and Dodge roll or have a 5% chance of 
  stepping on one per handful scattered per ten square feet. 
  If the Scattering roll fails, a character only has to make a 
  Perception roll. 
  
  101
  Cooking & Brewing Skills 
  Brewing: 
  Beers and Meads were not made in Japan; see Sake 
  Brewing. 
  Cooking: 
  Some Cooking areas are not available in Japan. These 
  include: Camp Cooking, Baking Bread, Baking Meat 
  Pies, Baking Pastries, and Preserving Meat. A number 
  of current Japanese cooking styles are adapted from 
  European cooking, including: Tempura (deep fat frying), 
  Teriyaki (grilled chicken or beef), and Sukiyaki (a nabe-
  like beef stew). 
  Cooking areas include: 
  Butchering (Fresh) Meat: 
  This is an Eta skill. 
  Cooking Meat: 
  This is an Eta skill. 
  DESSERTS: 
  Preparing anmitsu (seaweed gelatin with syrup or fruit), 
  kori (shaved ice with sweet syrup), mochi (rice cakes), 
  azuki (rice with sugar and red beans, one of the favourite 
  foods of the Fox Hengeyokai), and tamago (egg cake), 
  usually served with sushi because it was made at the same 
  time the fish was gotten and was supposed to turn rancid 
  before the fish went bad). 
  FUGU COOKING [~]: 
  Preparing blowfish, which is deadly if the internal 
  organs are not totally removed (see Making Poisons: 
  p113). 
  GRILLING SEAFOOD & FISH: 
  Preparing freshwater and salt-water fish, eels, shellfish, 
  octopus and squid. 
  Herbs, Spices and Seasoning: 
  These included ginger, sesame oil, salt, seaweed, 
  soy sauce, sugar, vinegar, and wasabi (a grated green 
  horseradish). 
  KYO RYORI (Imperial Court Cooking):
  Preparing a meal of several dozen small courses, each 
  artistically arranged on its plate. Like Haut Cuisine, this 
  adds +1 to Crit Die results when preparing food. 
  NABE COOKING: 
  Preparing a hot broth into which the diner dips various 
  vegetables and pieces of fish, one at a time, until they are 
  done. Chankonabe was the thickest nabe, the traditional 
  food of sumo wrestlers, and included eggs (and sometimes 
  even pieces of chicken, but never four-footed animals). 
  NOODLE MAKING: 
  Preparing noodles from buckwheat, rice, or wheat. 
  Noodles were eaten in a bowl of cold water during the 
  summer, in hot soup during the rest of the year. 
  O-BENTO MAKING: 
  Preparing a cold meal to be put in a lacquered box and 
  eaten while traveling or at the theatre. 
  PICKLING VEGETABLES: 
  Preparing brine and pickling vegetables. 
  Soups & Stews: 
  Soups were based on fish broth. For stews, see Nabe 
  Cooking above. 
  SHOJIN RYORI (Vegetarian): 
  Preparing food for Ascetic Buddhist Priests 
  STEAMED FISH: 
  Preparing fish by steaming it. 
  Throwing knives: 
  Usually used by ninja 
  HISHI:
  Were short blades, about 6" long. 
  SHURIKEN: 
  Sharp-bladed circles or stars 
  
  102
  SUSHI COOKING: 
  Preparing cold vinegared rice accompanied by raw 
  ocean fish or cooked shellfish, eels, octopus, squid, or river 
  fish. Sushi is sometimes wrapped in seaweed or in fried 
  beancurd. 
  TEA MAKING: 
  Preparing regular tea. (For Tea Ceremony Tea, see 5.17.) 
  TEA ROASTING: 
  Roasting tea plus various additions such as rice for 
  hojicha and genmaicha (see 6.4.7) for sale 
  TOFU (BEANCURD) MAKING: 
  Preparing bean curd from soy beans. (Fried beancurd 
  was one of the favourite foods of the Fox Hengeyokai.) 
  SAKE BREWING: 
  Attributes ......................................... Intellect & Wisdom
  Level ......................................DF*3; BCS 40%; 500 Exp 
  The character is skilled at brewing sake from good rice 
  plus clean water, straining it, and then pasteurizing it. Sake 
  was brewed in the winter, often by wandering brewers who 
  came to a farm, merchant home, or inn. 
  SHOCHU & MIRIN BREWING: 
  Attributes ......................................... Intellect & Wisdom
  Level ......................................DF*3; BCS 40%; 500 Exp 
   
  The character is skilled at brewing Shochu, a 
  brandy made from rice or other vegetables and often 
  drunk by peasants. He can also make Mirin from sugar 
  and shochu (used for cooking). Like Sake, Shochu and 
  Mirin are made during the winter. 
  Crafts & Trade Skills 
  Craft Skills not used in the Land of the Rising Sun:
  Clothes: Sewing and Embroidering does not include Knitting, 
  Clothes: Tailoring
  Cloth Making: Spinning & Weaving (flax, wool)
  Glassblowing & Glazing
  Tinkering
  Blacksmithing: 
  Includes working with copper, tin, and bronze as well 
  as with iron and steel. A blacksmith can make mirrors, 
  gongs, and other metal items. 
  Bowyery & Fletching: 
  A bowyer can make inferior and superior bows and 
  arrows (use the same mechanics as for Weaponsmithing). 
  Cloth Making: 
  Spinning & Weaving: 
  Cloth was made out of cotton, hemp, or silk, not from 
  linen or wool. 
  DIGGING 
  Attributes ..................................Strength & Constitution
  Level ......................................DF*2; BCS 50%; 400 Exp 
  Unlike Mining & Tunnelling, this skill was used for 
  digging graves, irrigation ditches, wells, and other holes 
  open to the sky. The basic rate that a human can dig is 10 
  cubic feet per hour with a wooden shovel in dirt. As the 
  character’s PSF% increases in digging, the amount of dirt 
  they can move increases. The following table provides the 
  modifier based on PSF% of the skill digging. 
  Digging Amounts vs PSF% with a Wooden Shovel 
  PSF%  
  Amount  per hour  
  0-25%  
  10³ feet 
  26-40%  
  10.5³ feet 
  41-55%  
  10.75³ feet 
  56-70%  
  11³ feet 
  71-80%  
  11.5³ feet 
  81-90%  
  12³ feet 
  91-95%  
  12.75³ feet 
  96-100% 
  13³ feet  
   These figures are for a basic dirt mixture. Soil quality, 
  especially loose materials like sand or heavy materials 
  like clay will affect these digging times and modifiers can 
  be applied accordingly at the Game Master’s discretion. 
  Better tools will also affect the amount of dirt moved by 
  the character. 
  FIRE EXTINGUISHING: 
  Attributes ..................................................Agility & Intellect
  Level ...........................................DF*4; BCS 30%; 600 Exp 
  The character can put out city fires with a bucket brigade 
  of water or by tearing down buildings to prevent the 
  fire from spreading. He also can safely enter a burning 
  building and rescue people. The skill TSC% can be 
  reduced by 3% x the FP cost of an equivalent Basic Magick 
  Fire i.e.: a magickal bonfire has an FP cost of 9 which 
  equals a reduction in TSC% of 27%.
  
  103
  FIREWORKS:
  Attributes ......................................... Intellect & Wisdom
  Level ......................................DF*3; BCS 40%; 500 Exp 
  The character is skilled at using black powder plus other 
  minerals to create multicoloured fireworks and setting 
  them off by coating a rope with black powder and then 
  lighting it. Learning this skill allows learning Explosives 
  (Combat) at +10% to PSF%. 
  HAIRSETTING:  
  (also called SHAMPOOING) 
  Attributes ........................................Intellect & Dexterity
  Level .....................................DF*3 ; BCS 40%; 500 Exp 
  The character is usually blind so as not to risk offending 
  a client's modesty. He is skilled at washing hair and setting 
  it in dozens of different fashions, each one appropriate to a 
  particular social class, age, sex, and marital status. He can 
  also shave the heads of Buddhist Priests. 
  HOUSEKEEPING: 
  Attributes .............................................Intellect & Agility
  Level ......................................DF*2; BCS 50%; 400 Exp 
  The character is skilled at keeping things clean and 
  orderly, purchasing needed supplies while keeping to a 
  budget, and the myriad other skills of housekeeping. 
  ICE TENDING 
  Attributes ..................................Constitution & Strength
  Level ......................................DF*2; BCS 50%; 400 Exp 
  The character is skilled at taking blocks of ice in the 
  winter and storing them in a pit high on a mountain, 
  covering the ice with dirt to keep it insulated, and bringing 
  the ice down the mountain in the summer to sell. 
  LACQUERING:
  Attributes ........................................Intellect & Dexterity
  Level ......................................DF*4; BCS 30%; 600 Exp 
  The character is skilled at preparing lacquer, handling it 
  safely, and applying it to wooden trays, furniture, leather 
  armour, silk caps, etc. 
  Leatherworking & Tanning: 
  This is an Eta skill. 
  Masonry & Stone Cutting: 
  The Japanese used bricks to build kura (storehouses) 
  and uncut stones to build castle walls. Stone was only 
  quarried for religious sculptures of statues, lanterns, etc. 
  Mining & Tunnelling: 
  Mining for ore consisted of Eta digging pits rather than 
  tunnelling through rock. Mining & Tunnelling is not 
  available in Japan. 
  MUSICAL INSTRUMENT CARVING: 
  Attributes ........................................Intellect & Dexterity
  Level ......................................DF*4; BCS 30%; 600 Exp
  The character is skilled at making musical instruments 
  out of wood, bamboo, guts, and other materials. 
  OIL MAKING: 
  Attributes .............................................Intellect & Dexterity
  Level ...........................................DF*3; BCS 40%; 500 Exp 
  The character is skilled at preparing vegetable or whale 
  oil for use in oil lamps, for spraying on field crops to keep 
  off insects, and as a cosmetic. 
  Paper & Ink Making: 
  Japanese paper was made from mulberry bark or rice 
  hulls. Ink was not sold in liquid form but in small blocks, 
  a bit of which was grated and mixed with water each time 
  someone prepared to write. The ink's darkness showed the 
  writer's attentiveness -- and thus the depth of his concern. 
  PEARL DIVING: 
  Attributes ...................................... Constitution & Agility
  Level ......................DF*3 (Peasant); BCS 40%; 500 Exp
  This character was skilled at diving into the ocean to 
  find oysters, pry them open, and extract any pearl inside. 
  Usually a woman, a pearl diver could remain under water 
  for up to 3 minutes. 
  PRINTING:
  Attributes ......................................... Intellect & Wisdom
  Level ......................................DF*4; BCS 30%; 600 Exp 
  This is the skill of printing books and illustrations, using 
  carved woodblocks. 
  SALTMAKING: 
  Attributes ......................................... Wisdom & Intellect
  Level ......................................DF*3; BCS 40%; 500 Exp 
  This is the skill of making salt by boiling sea water or 
  by burning seaweed repeatedly drenched in sea water and 
  then boiling the ashes to leach out the salt. 
  
  104
  Seal Making & Engraving: 
  Japanese seals were carved wood, ivory, or jade stamps 
  used with ink. 
  SHOJI SCREEN MAKING: 
  Attributes ........................................Dexterity & Intellect
  Level ......................................DF*3; BCS 40%; 500 Exp 
  The character is skilled at making sliding screens with 
  translucent paper held in a wooden frame. 
  SHOPKEEPING 
  Attributes ......................................... Intellect & Wisdom
  Level ....................DF*4 (Merchant); BCS 30%; 600 Exp 
  The character is skilled at keeping things clean and 
  orderly, purchasing goods for sale while keeping to a 
  budget, handling money, and the myriad other skills of 
  shopkeeping. 
  TATAMI MAT MAKING 
  Attributes ...................................................Dexterity x 2
  Level ......................................DF*3; BCS 40%; 500 Exp
  The character is skilled at making tatami floor mats. 
  Weaponsmithing: 
  A Weaponsmith Mage has this skill at +20% to PSF%. 
  There were Japanese legends that a weaponsmith’s 
  personality was transmitted to his weapons. One 
  weaponsmith’s weapons were bloodthirsty, particularly 
  for the blood of a certain clan whose lord forbade anyone 
  to carry such a weapon in his province. Another, equally 
  famous weaponsmith’s weapons were enlightened, refusing 
  to draw blood from anyone who didn’t deserve to die but 
  slaying evil men at one stroke. 
  The GM may opt to let a Weaponsmith Mage forging 
  a Katana or Tachi in a state of Shinto purity (for himself, 
  his tools, and his raw materials) add his 1/2 his ML (to a 
  maximum of 10) to his Crit Die Success Roll and subtracts 
  it from his Crit Die Failure roll. This Shinto purity must 
  be maintained through the entire Production time of the 
  weapon. On a Crit Die Success of 11+, the weaponsmith 
  has a percentage chance equal to 5% for every crit die 
  point over 10 of having forged a Magick weapon (i.e. a 
  modified Crit Die of 14 has a 20% chance) which has an 
  Artefact Ryo p252 with his INT, WIS, DIS, and SPR. The 
  player and GM should decide whether the sword falls into 
  one of the following categories or one more appropriate to 
  the campaign. 
  BANE SWORD: 
  An average sword except when used against a particular 
  menace the Weaponsmith is concerned about, when it is + 
  (Mage’s DIS) to TSC% for its first 1D10 strokes at a given 
  target. 
  WISE SWORD: 
  A +5 to Crit Die sword that will refuse to do any injury 
  to the wielder’s true friends even if they are disguised or he 
  is spell-bound to attack them. It will also refuse to let the 
  wielder commit seppuku unless it is absolutely necessary. 
  Language Lore 
  Do not use the Spoken or Read/Write skills for the 
  following languages; Beast Tongues, Common Tongue, 
  Dwarven Tongue, Elven Tongue, Mage Speech, and 
  Monster Tongues.. 
  Own Language: Japanese
  Attributes
      Spoken ....................................... Intellect & Bardic Voice
      Level .......................................DF*1; BCS 60%; 300 Exp 
   As in standard C&S 5th Edition, this skill involves the 
  ability to speak one's own native language. A Japanese 
  character speaking Japanese will always sound like a 
  native, however low his fluency TSC% may be. 
  Written ............................................Intellect & Discipline
  KATAKANA ................................DF*2; BCS 50%; 400 Exp 
  A syllabary whose signs are made of sharply angled 
  lines (like European block letters), used for writing foreign 
  words by fully literate men. 
  HIRAGANA .................................DF*3; BCS 40%; 500 Exp 
  A syllabary whose signs are made of curved lines (like 
  European cursive letters), used for writing native words or 
  for adding ending syllables to ideographs. 
  
  105
  IDEOGRAPHS -- SIMPLE ..........DF*4; BCS 30%; 600 Exp 
  Two thousand ideographs used for writing the most 
  basic words. Each ideograph is made up of a radical 
  showing its basic class (most metals begin with the 
  gold radical; most plants with the tree radical, etc.) and 
  additional strokes. Women, commoners, and outcasts 
  learn this skill at -10% to PSF%. This skill includes 
  knowing Katakana and Hiragana. 
  IDEOGRAPHS -- COMPLEX ......DF*5; BCS 20%; 700 Exp 
  Three thousand additional ideographs plus 
  combinations of two or more ideographs, used for 
  expressing the most subtle concepts. Women, commoners, 
  and outcasts learn this skill at +1 DF. Women who know 
  how to read or write complex ideographs are considered 
  unfeminine. 
  
  106
  Speak Dialect: 
  Attributes .................................. Intellect & Bardic Voice
  Level ......................................DF*4; BCS 30%; 600 Exp 
  This character is skilled at speaking the dialect of 
  another sex, social class or province. If a character knows 
  Acting: Performance, he can learn this at -2 DF up to the 
  same level. 
  CHINESE:
  Read Memorized Sounds Aloud DF*3; BCS 40%; 500 Exp 
  Understand Written ....................DF*5 ; BCS 20%; 700 Exp 
  Some Buddhist Priests and Imperial court nobles can 
  read Chinese poetry and the sutras (the Buddhist holy 
  books) in their original language. Most Buddhist Priests 
  just chant the sutras using the Japanese pronunciation of 
  the ideographs. Mastering Ideographs Simple & Complex 
  gives a bonus of +20% to PSF% in this skill. 
  FIRST EUROPEAN LANGUAGE: 
  Spoken ..................................DF*5; BCS 20%; 700 Exp 
  Written (English) ..................DF*6 ; BCS 10%; 800 Exp 
  Written (other language)  ....DF*4 ; BCS 30%; 600 Exp 
  Later European languages are learned as standard for 
  C&S 5th Edition except that written English is -20% to 
  PSF% because so many spellings are non-phonetic. 
  JAPANESE AS A FOREIGN LAN-
  GUAGE 
  Spoken .......................................DF*4; BCS 30%; 600 Exp 
  Written ...................................................................standard  
  Foreigners learn Katakana and Hiragan with -10% to 
  PSF%,  Simple Ideographs and Complex Ideographs with 
  -20% to PSF%. 
  Lore Historical 
  The Japanese knew little of Chinese or Indian geography, 
  history or legend lore, and nothing about the rest of the 
  world. World Geography Lore, Ancient World Geography 
  Lore, and World History & Legend Lore are DF*7. For 
  samples of Japanese Lore, see Appendix 3 p289. 
  Lore Scientific 
  ABACUS: 
  Attributes ........................................Intellect & Dexterity
  Level ......................................DF*3; BCS 40%; 500 Exp 
  The ability to use an abacus to add, subtract, multiply 
  or divide numbers. This is a skill included in Shopkeeping 
  (see 5.8). 
  Architects in Japan built bridges and designed castle 
  wall layouts. Japan had no equivalent to the European 
  stone building, let alone the cathedral. 
  Economics: 
  Attributes ......................................... Intellect & Wisdom
  Level ......................................DF*6; BCS 10%; 800 Exp
  Understanding the economy well enough to know how 
  much taxes people can afford to pay, what sort of effect a 
  new law will have on business, etc. 
  GEOMANCY: 
  Attributes .....................................................Intellect x 2
  Level ......................................DF*4; BCS 30%; 600 Exp 
  The study of geography in terms of patterns of earth and 
  water, so as to choose a lucky site for a home, business, 
  or grave. The GM may opt to let a lucky site enhance its 
  owner's skills by +5% and an unlucky site lower such skills 
  by -5%, or may treat this as a superstition. 
  ART HISTORY AND LEGEND LORE 
  Attributes .......................................Intellect & Discipline
  Level ......................................DF*3; BCS 40%; 500 Exp 
  The character possesses fairly detailed knowledge of the 
  history and legends of a particular art. They will know of 
  various skilled practitioners in the art and, if possessed of 
  a high enough PSF%, be able to recognize their work from 
  the practitioner’s “Style”.
  If the character wishes, they may purchase a speciality in 
  a specific type of art for 300 EXP. This will provide a 10% 
  bonus to their TSC% when they are applying their skill to 
  an object.
  Some of these specialities include:
  Paintings, Ceramics, Fabric Weaving, Songs and Poetry
  
  107
  Materia Magicka 
  Delete Faerie Lore. See Appendix 3 for Japanese Lore. 
  Hengeyokai, Bakemono, and Spirits have Materia Magicka 
  Lore skills at -2 DF. 
  Demonology: 
  The GM should read Chapter 17 and decide whether 
  this skill is applicable in his campaign. 
  Interpret the Omens: 
  This was done by Astrologer or I Ching Diviner Mages 
  (who have this skill at +20% to PSF%). Other methods of 
  divination listed in C&S 5th Edition were not in use. 
  DRAGON REALM LORE 
  Attributes .....................................................Intellect x 2
  Level ......................................DF*3; BCS 40%; 500 Exp 
  The skill provides information on the Dragon Emperor 
  and his vassals (see 15.2). 
  HENGEYOKAI & BAKEMONO 
  LORE 
  Attributes .....................................................Intellect x 2
  Level ......................................DF*3; BCS 40%; 500 Exp 
  The skill provides information about Hengeyokai 
  and Bakemono (see Chapters 14 and 15). It also allows 
  detecting a Hengeyokai or Bakemono in human form 
  at 1% x INT (1% minimum) per hour in his presence, 
  or at WIS AR% if the non-human fails to maintain 
  concentration on human form and behaviour. 
  The Lore of Ryo:
   Is like the Lore of the Dead but covers the spirits of the 
  dead (Yurei, Gaki, Ubume), the living (Rikombyo and 
  Ikiryo), the inanimate (Artefact Spirits), and nature 
  Magical Beast Lore:
   There are no trolls or unicorns. See Enchanted animals 
  p236 (including the staglike Kirin, which some people 
  translate as "unicorn" and others as "giraffe"). Also see Oni 
  p243 (tall horned goblins) and Yama Hito (burly hairy 
  goblins). 
  Methods of Magick: 
  HEALING
  Attributes ...................................... Intellect & Discipline
  Level ..................................... DF 4, BCS 30%, 600 EXP
  Healing Magick involves the casting of spells to heal 
  living people who are sick, due to normal or magical 
  causes, including being possessed. The patient’s attention 
  is necessary for the spell to succeed. 
  MEIDO
  Attributes ...................................... Intellect & Discipline
  Level ..................................... DF 5, BCS 20%, 700 EXP
  Meido Magick involves travel between the ordinary 
  world and the plane of spirits and demons and allows 
  attacking someone in the ordinary world by consuming 
  his vitality. 
  METAL: BASIC MAGICK
  Attributes ..................................  Intellect & Constitution 
  Level ..................................... DF 4, BCS 30%, 600 EXP
  Metal Magick involves the manipulation and control of 
  Metal one of the five elements from which the world was 
  made, according to Chinese tradition. 
  Modes of Magick: 
  There are four basic Modes of Magick: Instinctive, 
  Artistic, Scholar, and Spiritualist. Each of them is divided 
  into a number of different sub-Modes which constitute 
  the different Mage Vocations. There are twelve Mage 
  Vocations available to humans; thirteen if you count 
  Outcasts as human. 
  The most significant difference from the Modes of C&S 
  5th Edition is that each Japanese Mage Vocation specializes 
  in a particular Sub-Mode of Magick. (Of course, the GM 
  may opt to import any of the standard C&S 5th Edition 
  mages into his campaign.)  As with the main rules they 
  gain +2 levels and +20 PSF% for mastery rather than +1 
  level and +10 PSF% (In addition to the normal vocation 
  skill bonus).
  
  108
  Primary & Secondary Attributes For Modes of Magick 
  Mage
  Vocation
  DF
  Primary
  Attribute
  Secondary
  Attribute
  Instinctive (Non-human)
  Shadow (Outcast)
  7
  INT
  DIS 
  Hengeyokai
  6
  INT
  SPR 
  Bakemono
  6
  INT
  CON 
  Yurei & Temple Bell
  6
  INT
  DIS 
  Other Spirits
  6
  INT
  SPR 
  Artistic
  Dancer & Musician
  6
  DIS
  BV 
  Painter
  6
  DIS
  AGL 
  Singer
  6
  DIS
  APP 
  Weaponsmith
  6
  DIS
  STR 
  Scholar 
  Astrologer
  7
  INT
  DIS
   Calligrapher
  7
  INT
  DIS
   Herbalist
  7
  INT
  DIS
   I Ching Diviner
  7
  INT
  DIS
  Spiritualist 
  Exorcist
  7
  DIS
  SPR
  Medium
  7
  DIS
  SPR
  Shaman
  7
  DIS
  SPR
  The GM may opt to have a PC mage's vocation reflect his 
  social class
  SHADOW (Instinctive Mode): 
  Human Outcasts only, usually ninja
  The Shadow Mage may choose either Chinese or Shinto 
  Elemental Magick. He specializes in one Element and can 
  only learn the other Elements up to MR 1. The Shadow 
  Mage is a master of Illusion, with secondary skills in 
  Arcane and Transcendental.
  HENGEYOKAI BADGER (Instinctive Mode)
  The Hengeyokai Badger uses Shinto Elemental Magick. 
  He specializes in Illusion with secondary skill in Arcane.*
  HENGEYOKAI CAT (Instinctive Mode)
  The Hengeyokai Cat uses Shinto Elemental Magick. He 
  specializes in Illusion and Meido, with secondary skills in 
  Arcane and Command, and minor skill in Air.
  HENGEYOKAI FOX (Instinctive Mode)
  The Hengeyokai Fox uses Chinese Elemental Magick. 
  He specializes in Illusion with secondary skills in Fire, and 
  Metal and minor skill in Arcane. If a male Hengeyokai Fox 
  opts to be a Weaponsmith, he uses that Mode instead.
  HENGEYOKAI TREE (Instinctive Mage)
  The Hengeyokai Tree uses Chinese Elemental Magick. 
  He specializes in Wood Magick, with secondary skill in 
  Illusion. If a Hengeyokai Tree opts to be an Herbalist, it 
  uses that Mode instead.
  KAPPA (Instinctive Mode)
  The Kappa uses Shinto Elemental Magick. He specializes 
  in Water and Healing.
  KOJIN (Instinctive Mode)
  The Kojin uses Shinto Elemental Magick. He specializes 
  in Water, with secondary skill in Arcane.
  OROCHI (Instinctive Mode)
  Orochi uses Shinto Elemental Magick. He specializes in 
  Water, with secondary skills in Arcane and Illusion.
  ROKURO KUBI  (Instinctive Mage)
  The Rokuro Kubi uses the Shinto Elements. He 
  specializes in Divination with a secondary skill in Arcane.
  TENGU (Instinctive Mode)
  The Tengu uses Chinese Elemental Magick. He 
  specializes in Fire, Metal, and Wood. He learns Fire spells 
  at Spell Rank -3.
  
  109
  YUREI (Instinctive Mode)
  The Yurei uses Shinto Elemental Magick. It specializes in 
  Air, with secondary skills in Illusion and Command.
  SWORD RYO (Instinctive Mode)
  The Sword Ryo uses Chinese Elemental Magick. It 
  specializes in Fire and Metal, with secondary skills in 
  Arcane, Command, and Illusion.
  MIRROR RYO (Instinctive Mode)
  The Mirror Ryo uses Shinto Elemental Magick. It 
  specializes in Divination, with secondary skills in 
  Command and Illusion.
  MUSICAL INSTRUMENT RYO (Instinctive Mode)
  The Musical Instrument Ryo uses Shinto Elemental 
  Magick. It specializes in Air, with secondary skills in 
  Command and Illusion. If a Musical Instrument Ryo opts 
  to be a Musician, it uses Artisitc Mode instead.
  TEMPLE BELL RYO (Instinctive Mode)
  The Temple Bell Ryo uses Chinese Magick. It specializes 
  in Command, Arcane, and Illusion. If a Temple Bell Ryo 
  opts to be an Exorcist, it uses Exorcist Mode instead.
  DANCER, SINGER, OR MUSICIAN MAGE (Artistic 
  Mode)
  The Dancer, Singer or Musician Mage uses Shinto 
  Elemental Magick. He specializes in Command, with 
  secondary skills in Air, Illusion, and Wards. The GM 
  should consider allowing a Shinto Priest with one of these 
  Modes to learn high mana spells in a low mana campaign.
  PAINTER MAGE (Artistic Mode)
  The Painter Mage uses Shinto Elemental Magick. 
  He specializes in Illusion, with secondary skills in 
  Transcendental and Wards.
  WEAPONSMITH MAGES (Artistic Mode)
  The Weaponsmith Mage uses Chinese Elemental 
  Magick. He specializes in Metal, with secondary skills in 
  Fire and Wards.
  ASTROLOGER
  The Astrologer Mage uses Chinese Elemental Magick. 
  He specializes in Divination, with secondary skill in 
  Wards.
  CALLIGRAPHER
  The Calligrapher Mage uses Chinese Elemental Magick. 
  He specializes in Wards, with secondary skill in Illusion.
  HERBALIST
  The Herbalist Mage uses Chinese Elemental Magick. He 
  specializes in Wood and Healing.
  I CHING DIVINER
  The I Ching Diviner uses Chinese Elemental Magick. He 
  specializes in Divination.
  EXORCIST
  Buddhist Priest Exorcists use Chinese Elemental 
  Magick; other Exorcists use Shinto Elemental Magick. The 
  Exorcist specializes in Healing and Wards. Buddhist Priest 
  Exorcists cannot learn Meido Magick.
  MEDIUM
  The Medium uses Shinto Elemental Magick. He 
  specializes in Meido, with secondary skills in Divination 
  and Wards.
  SHAMAN
  The Shaman may use either Buddhist or Shinto 
  Elemental Magick. He specializes in one Element 
  and Arcane, with secondary skills in Divination and 
  Transcendental.
  
  110
  Materia Medicina 
  Healing Lore 
  It was popularly said there were 404 illnesses (probably 
  because /shi/ is the sound of both "four" and "death"), 
  and that doctors charged nine times as much for their 
  medicines as the herbs cost (probably because /ku/ is 
  the sound of "nine" and "agony," and the first syllable 
  of "medicine"). One major illness was thought to be 
  contagious because people in the same family often got 
  it but to be cured miraculously by becoming a Buddhist 
  Priest. The illness was beriberi, caused by Vitamin B1 
  deficiency, which was indeed cured for those not too 
  debilitated by eating the Buddhist Priest's vegetable diet 
  with brown rice as a staple. (Polished white rice lacked the 
  vitamin.) 
  ATEMI (Vital Points)
  Attributes ....................................... Intellect & Dexterity 
  Level ..................................... DF 4, BCS 30%, 600 EXP
  The Atemi are nerve clusters supposedly linked to 
  various physical problems. This skill adds +1 to Crit 
  Die rolls for success in melee Combat skills because the 
  character can aim at his enemy’s most vulnerable points. 
  It can also be used to torture a victim without causing any 
  permanent physical damage, only intense pain (-50% to 
  all skills from Distraction for 2D10 rounds). The character 
  also gains a +1% to back stabbing and called shots with a 
  bladed weapon for every 5% over 33% PSF% in Atemi.
  The skill allows the correct diagnosis of ailments that 
  can be treated by manipulating the Atemi Points as 
  described under Atemi Healing.. 
  Atemi Healing:
  These skills are a combination of methods that apply 
  different treatments to the various vital points, meridians, 
  and channels described by the study of Atemi. A treatment 
  may be received up to once a day. Each treatment does 1 
  Body Point damage (from moxa burns) but if successful 
  restores 1D10 Fatigue points and doubles the natural 
  healing rate for one day. It may also relieve psychological 
  stress, including the effects of spells of Command or 
  Illusion, allowing the victim a chance to Resist the spell 
  after each 1D10 days of treatment, using the healer’s 
  Willpower rather than his own. 
  ACUPRESSURE 
  Attributes ....................................... Intellect & Dexterity
  Level:  ....................................DF 4, BCS 30%, 600 EXP
  Prerequisite: ..... Basic Knowledge - Atemi (vital points)
  The character has the knowledge and skill to use of 
  Atemi points on the body to either heal, reduce pain, or to 
  immobilize a muscle and cause pain. In this practice, the 
  patient’s Atemi are manipulated with pressure only. This 
  pressure is created when the practitioners use their fingers, 
  palms, elbows, or even their feet to press on and massage 
  the specific vital point.
  ACUPUNCTURE 
  Attributes:  ......................................Intellect & Dexterity 
  Level ..................................... DF 4, BCS 30%, 600 EXP
  Prerequisite: ..... Basic Knowledge - Atemi (vital points)
  The character has the knowledge and skill to use special 
  needles to stimulate and manipulate the body’s energy 
  flows through the Atemi Points. This is done in order 
  to reduce pain, heal injuries, and to better one’s health. 
  Acupuncture is a distinct form of Acupressure. It involves 
  treating the patient’s Atemi with fine needles made of steel, 
  silver, or gold. The finer and the more expensive needles 
  would be used to treat more dangerous health problems. 
  The needles were cleaned and boiled before being inserted 
  into the patient’s vital points.
  MOXA TREATMENT 
  Attributes:  ......................................Intellect & Dexterity 
  Level ......................................DF 4, BCS 30%, 600 EXP
  Prerequisite: ..... Basic Knowledge - Atemi (vital points)
  This skill involves burning the herb mogusa (which 
  Europeans call moxa or mugwort) on the Atemi to 
  realign them. It is considered to be more of a tonic and a 
  purgative than other methods and is used for promoting 
  circulation, detoxification, and soothing pain.
  MASSAGE
  Attributes:  .....................................Strength & Dexterity
  Level:  ....................................DF 4, BCS 30%, 600 EXP  
  This ancient method of soothing muscle spasms and 
  recovering fatigue has been used in numerous cultures to 
  increase the recovery of injured athletes and soldiers. A 
  successful Massage roll will restore 3 Fatigue Points to the 
  receiver and with an adjusted crit die roll of 10 doubles the 
  fatigue recovery rate of the receiver for 24 hours. The Crit 
  Die Modifier is based off the PSF% of the one giving the 
  massage. 
  
  111
  ISHA SURGERY:
  Attributes ........................................Intellect & Dexterity
  Level ......................................DF*3; BCS 40%; 500 Exp 
  The only Japanese surgeons were Isha, a craft that began 
  as battlefield doctors. Isha extracted barbed arrows and 
  set broken bones but didn't attempt any more complicated 
  surgical procedures. They did cleanse wounds with vinegar 
  before and after treating them, so their patients seldom 
  died of infected wounds. This skill incorporates the First 
  Aid Skills and Basic Chirurgery. 
  Pharmacology and Medicine::
  Attributes ......................................... Intellect & Wisdom
  Level ......................................DF*4; BCS 30%; 600 Exp 
  Additional Oriental techniques rather than the 
  unguents, and cordials used by Europeans (as in C&S 5th 
  Editions). This skill has four sub-skills:  Diagnosis, Home 
  Remedies, Complex Remedies, and Researching which 
  need to be learnt separately.
  This skill is not limited to professional healers. Each 
  family has its own traditional home remedies, using herbs 
  grown in the garden or gathered in the neighbourhood 
  or bought from greengrocers and herbalists. Most 
  travellers carry a small box of medicinal powder. If a 
  traveller collapses, passers-by will look for the powder and 
  administer it. 
  Remember:  don’t try these medications yourself. Just 
  because the Japanese used them doesn’t mean they really 
  worked -- and certainly doesn’t mean they’re safe.
  DIAGNOSIS:
  The ability to assess the nature of an ailment and 
  prescribe treatment, including recognition of diseases as 
  well as traumatic conditions (injuries). A European doctor 
  with standard C&S 5th Edition Pharmacology & Medicine 
  will be able to learn this sub-skill with -10% to PSF%. 
  Use of the I Shimpo (an ancient book of Chinese 
  herbalism) requires a successful use of Written Japanese - 
  Complex Ideographs but improves the TSC% by 10%. 
  HOME REMEDIES 
  Use only one ingredient (and so are much easier to 
  remember and prepare than European Unguents). Most of 
  these ingredients are readily available in the marketplace 
  p123. TSC% is +20%. Increasing the Dosage or Frequency 
  will not confer additional benefits and may cause 
  additional problems.
  *Fir Bark Tea is high in ephedrine. Success or failure with a 
  Crit Die of 01 will cause dizziness, nausea, and rapid heartbeat 
  for 1D10 hours, during which skills are at half-normal value. 
  Another dose of Fir Bark Tea which has a Failure with a Crit Die 
  of 08-10 during this period will cause a heart attack, after which 
  the Treatment Results Table should be used.
  **Surgery TSC% is -20% for next 12 days after using Willow 
  Bark Tea.
  Hot baths are used to reduce pain and fever and 
  promote healing of non-contagious ailments. They may be 
  taken in the tub of a community’s bath house, in a private 
  bath, or in a hot spring.
  Hot springs are found near volcanoes. Each hot spring 
  has a unique combination of minerals, including salt, 
  sulphur and uranium. Hot spring water has only half its 
  standard healing effect if taken away from the hot spring 
  but reheated. It has no healing effect if bathed in cold. 
  The GM should feel free to create a hot springs with 
  unique curative effects in an obscure corner of the 
  country.
  LEECHES are applied to the skin to treat a high fever, 
  with successful use of leeches lowering the fever to normal 
  but causing 1 Body point of damage per day. Leeches may 
  also be applied to extract poison (see Making Antidotes).
  MOXA is burned on the skin to cauterize wounds or 
  relieve arthritis. A quarter-ounce of Moxa will cauterize 
  a wound of up to 5 Body points or relieve the pain of one 
  arthritic joint, but will also cause 1 Body point of damage.
  On a Crit Die result of 01 (on either a success or a 
  failure), the Moxa burn will cause Mild Shock, doubling 
  the Body point loss.
  
  112
  COMPLEX REMEDIES 
  Are found in the I Shimpo, and usually include the basic 
  ingredient of a home remedy plus another eight or more 
  special ingredients. Remembering a complex remedy 
  without use of I Shimpo requires an INT AR% at -50%. 
  The remedy’s TSC% is half-standard if the ingredients are 
  dried rather than fresh. Preparation Time is 1 hour plus 
  time to obtain the ingredients. Cost is 10 times as much 
  as the home remedy, with half again as much good effects 
  and no ill effects. 
  • 
  The I Shimpo version of Fir Bark Tea adds +8 points to 
  Fatigue Points, without any effects (good or bad) if taken 
  oftener than once every 4 hours. 
  • 
  The I Shimpo version of Ginseng Tea adds +9% to the 
  natural healing rate and +9 points to Fatigue Point.
  • 
  I Shimpo bath powders cause a hot bath to add +3% to 
  the natural healing rate, and a hot spring bath to add +9% 
  to the natural healing rate.
  Ingredient     
  Ailment     
  Effects
  Dosage    
  Frequency
  Camphor Oil     
  Inflamed skin 
  Relieves pain and itching   
  1 ounce    
  6 hours
  Soy Sauce      
  Burned skin   
  Prevents scarring       
  1 ounce    
  4 hours
  Toad Grease     
  Skin rash    
  Prevents scarring       
  1 ounce    
  6 hours
  Tooth Blackener 
  Aching teeth  
  Relieves pain         
  1 ounce    
  Month
  Bamboo Ash Tea 
  Seasickness   
  Relieves discomfort      
  1 ounce    
  1 hour
  Bear Gall Bladder
  Upset stomach 
  Relieves discomfort      
  1 ounce    
  Once
  Fir Bark Tea*   
  Cold, fatigue 
  +5 points to Fatigue Points 
  1 ounce    
  4 hours
  Ginkgo Nuts     
  Cough      
  Relieves coughing       
  1 nut      
  1 hour
  Ginseng Tea     
  Any ailment   
  +6% to natural healing rate +6 points to Fatigue Points
  ¼ ounce
  1 day
  Peony Root Tea   
  diarrhoea    
  Stops diarrhoea        
  1 ounce    
  4 hours
  Pine Needle Tea   
  Toothache    
  Relieves pain         
  1 ounce    
  4 hours
  Willow Bark Tea** 
  Fever, pain   
  Relieves discomfort      
  1 Ounce     
  1 hour
  An Herbalist Mage has this subskill at +20% to PSF%. 
  The GM may opt to let an Herbalist Mage making a 
  Medication in a state of Shinto purity (for himself, his 
  tools, and his raw materials) add his 1/2 his ML (max 10)to 
  his Crit Die Success Roll and subtract it from his Crit Die 
  Failure roll (Natural 10’s are always criticals)
  RESEARCHING MEDICATIONS: 
  The Japanese relied on traditional medicinal techniques 
  too much to encourage medical research. The GM may opt 
  to allow 5th Edition style Medication Research to Ascetic 
  Buddhist Priests serving in a temple of Yakushi Buddha. 
  Or he might decide Outcasts wouldn’t mind breaking 
  with scholarly tradition, and so confine the skill to Eta and 
  ninja. 
  
  113
  POISON KNOWLEDGE:
  Attributes .......................................... Intellect& Wisdom
  Level ......................................DF*4; BCS 30%; 600 Exp 
  The skill gives the knowledge of the various poisons 
  used in Japan both the curing and making. None of 
  them are routinely available for sale except lacquer. Most 
  poisons were administered in tea, sake, rice, or other 
  foods, but there are stories of poisons administered 
  in perfume and incense, including a perfumed candle 
  or hand-fan. Poisons are usually used by ninja, who 
  had poisoned Piercing weapons and arrows. Slashing, 
  Crushing, and Grappling weapons cannot be poisoned. 
  Fugu Poison: 
  The fugu (blowfish) is safe to eat if properly prepared, 
  and will cause a delightful tingling in all the nerves. If 
  improperly prepared, the tingling will get gradually more 
  intense over the space of half an hour until the victim 
  begins having convulsions which will continue increasing 
  in intensity. Incapacitation will last 1D10 hours for an 
  accidentally taken dose; 2D10 hours for deliberately given 
  dose. 
  Damage:  ...........................................-2 Body/5 minutes
  Distraction:  .......................................... -70% to all skills 
  Resist Roll:  .................................................Stamina -10
   
  Giant Centipede Poison: 
  The Giant Centipede is a rare Enchanted Animal (see 
  13.3), whose poison has the same effect as Venom of 
  Waters of a Short Life. 
  Jellyfish Poison: 
  This is a skin irritant, causing violent itching for the 
  next two days. For a Poisoning Crit Die success of 09-10, 
  the Distraction is so bad that all skills to revert to Basic 
  Chance except when a Willpower roll is made. If the 
  poison is drunk, it can be much more serious, with a Crit 
  Die success of 06-10 causing incapacitation, high fever, 
  and loss of 1D10 Body Points per day for 1D10 days. 
  Making a Stamina roll will halve the poison's duration. 
  Available only from unscrupulous Fishermen or if caught 
  by Fishing. 
  Lacquer: 
  This is a skin irritant, causing violent itching for the 
  next six days. For a Poisoning Crit Die success of 06 or 
  higher, the Distraction is so bad that all skills revert to 
  Basic Chance except when a WIL roll is made. If Lacquer 
  is inhaled or drunk, it can be much more serious, with 
  a Crit Die success of 06-10 causing incapacitation, high 
  fever, and loss of 2D10 Body Points per day for 3 + 2D10 
  days or until death. Making a CON AR% roll will halve 
  the poison's duration. Lacquer is only available from 
  unscrupulous Lacquerers or if tapped from a lacquer tree. 
  Nue Poison: 
  The Nue is a rare Enchanted Animal (see 13.3) whose 
  poison has the same effect as Venom of the Cobra. 
  Pepper Root Poison: 
  Peasants boil this root to make a poison that kills fish in 
  a small lake for one hour, without poisoning humans who 
  drink the water or eat the fish. Mixed in sake or shochu 
  or mirin, it may also affect human beings who fail a CON 
  AR% for 3 hours. 
  Damage:  .........................................-2 Body/10 minutes 
  Resist Roll:  .......................................................Stamina 
  Pheasant meat: 
  According to folklore, this meat causes old wounds 
  to open up again and start bleeding. The GM will have 
  to decide if it really has this effect or if that's only a 
  superstition. 
  Damage: -2 Body and -1D10 Fatigue Points per 10 minutes for 
  an hour up to the level of damage caused by wounds in the last 
  three years 
  Resist Roll: Stamina 
  Venom of the Serpent: 
  Viper poison 
  Venom of the Scorpion: 
  Scorpion or Wasp poisons 
  
  114
  MAKING ANTIDOTES: 
  Anyone who learns to make Oriental poisons can 
  identify them from their effects, but there are very few 
  antidotes to Oriental drugs and poisons and none of them 
  are entirely successful. 
  Leeches can be used to extract poison from a wound 
  caused by a snakebite or a poisoned arrow. On a success, 
  one leech can lower the virulence of the poison by 1 Body 
  point per 10 minutes, but will cause the loss of 1 Fatigue 
  point due to the blood the leech has drunk.
  Some people believe that eating the flesh of a boiled 
  adder will cure any sort of poisoning. (The GM should use 
  his own judgment as to whether this is the case.) 
  But for most poisons, all a healer can do is to treat the 
  symptoms and try to help the patient survive long enough 
  to outlast the poison.
  Materia Theologica 
  BUDDHIST THEOLOGY: 
  Attributes .....................................................Intellect x 2
  Level .....................................DF*3 ; BCS 40%; 500 Exp 
  Like standard C&S 5th Edition Theology but for 
  Buddhism. A Temple Bell Artefact Ryo learns this skill at 
  +20% to PSF%. 
  SHINTO THEOLOGY: 
  Attributes .................................. Intellect & Bardic Voice
  Level ......................................DF*2; BCS 50%; 400 Exp 
  Shinto has no texts to study, no moral issues to debate. 
  Its theology focuses on praising and propitiating spiritual 
  beings. 
  Mental Fortitude Skills 
  DIVINATION MEDITATION: 
  Attributes ..................................................Discipline x 2
  Level ......................................DF*5; BCS 20%; 700 Exp 
  This skill allows the character to enter a trance-like state 
  in which he may improve any Divination spell casting 
  TSC% by 3% per level.
  FINE ART MEDITATION: 
  Attributes ..................................................Discipline x 2
  Level ......................................DF*3; BCS 40%; 500 Exp 
  This skill allows the character to enter a trance-like state 
  in which he meditates on one particular Fine Art while 
  practicing it, allowing him to improve his skill check 
  TSC% by Double the Crit Die in Fine Art Meditation. The 
  character must take this skill again, if he wishes to learn 
  another Fine Art. As opposed to standard C&S 5th Edition 
  Meditation, Fine Art Meditation confers a lasting benefit 
  -- provided all of the following conditions are met: 
  a. 
  The Fine Art must be an Arts & Entertainment skill, a Craft 
  skill, or an Art Appreciation skill taken as a Fine Art Variant 
  of the normal skill. 
  b. 
  Each Fine Art Variant skill is 1 DF harder 
  c. 
  The Fine Artist must practice the skill for at least 33 - 
  DIS hours per month or lose 3 to TSC% for each month 
  without enough practice. 
  A Martial Art version of a skill improves the skill Crit 
  Die by 1. This skill cannot be take as a Mastery except by 
  a Noble or Entertainer. The GM may opt to require the 
  person to find a teacher willing to accept him as a student 
  -- based on his talents and moral character (and also on 
  his letter of recommendation from someone known to the 
  teacher).
  MAINTAIN SHAPECHANGE: 
  Attributes .......................................Discipline & Intellect
  Level ......................................DF*2; BCS 50%; 400 Exp 
  Hengeyokai, Bakemono, and Ryo don't need a Magick 
  spell to change their shape. They do, however, need to 
  maintain concentration to make sure they don't slip out of 
  character -- either physically or psychologically. The GM 
  should check every DIS x hours to see if the non-human 
  has made a slip (like letting its ears prick up into points or 
  like chasing a mouse). 
  This skill may default to Willpower or Concentration or 
  Acting: Performance. 
  MARTIAL ART MEDITATION: 
  Attributes ..................................................Discipline x 2
  Level ......................................DF*4; BCS 30%; 600 Exp
  This skill allows the character to enter a trance-like 
  state in which he meditates on one particular Martial Art 
  while practicing it, allowing him to improve his skill check 
  TSC% by double the Crit Die in Martial Art Meditation. 
  The character must take this skill again, if he wishes to 
  learn another Fine Art. As opposed to standard C&S 5th 
  Edition , Martial Art Meditation confers a lasting benefit 
  -- provided all of the following conditions are met: 
  a. 
  The Martial Art must be a Combat or Athletic Skill taken as 
  a Martial Art, not as a normal skill. 
  b. 
  Each Martial Art Skill is 1 DF Harder. 
  c. 
  The Martial Artist must practice the skill for at least 33 - 
  DIS hours per month or lose 3% to TSC% for each month 
  without enough practice. 
  This skill cannot be taken as a Mastery except by a 
  Samurai, Yamabushi or Ninja. The GM may require the 
  character to find a teacher willing to accept him as a 
  student -- based on his talents and moral character (and 
  also on his letter of recommendation from someone 
  known to the teacher). 
  
  115
  Here's a partial list of Martial Arts. The - jutsu ending 
  indicates that the Martial Art was not an entertainment or 
  an athletic exercise but a killing technique such as the "Art 
  of Zen Archery." The only safe way to practice it was in 
  carefully rehearsed kata (literally "patterns"), like a dance 
  of death. A Martial Art version of a skill improves the skill 
  Crit Die by 1.
  Bajutsu: ............................................................. Horse riding 
  Bojutsu:  ...........................................................Bo technique 
  Chijujojutsu:  ..... Fortification technique (designing a castle) 
  Genkojutsu:  ................ Attacking Atemi (see Lore Scientific) 
  Hojojutsu:  ................................................Binding technique 
  Iaijutsu:  ..............................................Quick Draw technique 
  Jittejutsu:  ......................................................Jitte technique 
  Jojutsu:  ............................................................ Jo technique 
  Karmijutsu (Agility technique):  ..............see Dodge, Jump 
  Kenjutsu: .........Tachi, Katana, Kodachi, Nodachi technique; 
   ............ often taught combined with Quick Draw as one skill. 
  Kumiuchijutsu:  .................................... Kumiuchi technique 
  Kusarijutsu:  ................................................Chain technique 
  Kyujutsu:  .....................................................Yumi technique 
  Naginatajutsu:  .......................................Naginata technique 
  Noroshijutsu (Signaling technique):  see Battlefield Tactics 
  Senjojutsu (Deployment technique):  see Battlefield Tactics 
  Sojutsu:  ..........................................................Using the Yari 
  Suieijutsu (water technique):  ..................... see Swimming 
  Tetsubojutsu:  ..........................................Tetsubo technique 
  Uchinejutsu:  ..........................................Yarinage technique 
  Yadomejutsu:  .......................... Deflecting missile technique 
  Riddling:  ......An Intellectual Amusement in Japan (See 5.9)
   SMILING:
  Attributes ..................................................Discipline x 2
  Level  ....................................DF*1 ; BCS 60%; 200 Exp 
  A Japanese person is expected to hide any anger or 
  sorrow behind a polite smile. If they cannot control their 
  feelings enough to maintain the façade and continue 
  smiling, they may well attack their tormentor. Or commit 
  suicide. The last warning the other person might receive 
  is the statement “It would be regrettable if we were not 
  able to meet on such pleasant terms in the future.” Failure 
  to smile politely can be considered as a deadly insult. 
  (Unfortunately, foreigners often misunderstand the polite 
  smile and are offended by it, thinking the Japanese are 
  laughing at them.)
  TEA CEREMONY: 
  Attributes .......................................Discipline + Wisdom
  Level  .....................................DF*4; BCS 30%; 600 Exp 
  This is the skill of making and serving tea as a 
  meditation exercise. It does not create a trance-like state 
  but it does relieve psychological stress for those who 
  succeed in focusing on the moment. Both Geisha and 
  Buddhist Priests often study Tea Ceremony, as do many 
  other people attempting to acquire the social graces of 
  the imperial court. The GM may opt to let characters 
  substitute Tea Ceremony for Willpower in resisting spells, 
  etc. 
  Noble Skills: 
  Chess: 
  Chess was not played in the Land of the Rising Sun. See 
  Go or Shoji (5.9). 
  Courtly Love: 
  Japanese did not idealize love. A man did not expect 
  to love his wife; he did respect her as the manager of his 
  savings and property and the mother of his children. 
  He might become obsessed by his desire for a courtesan 
  or geisha, but he wouldn't respect her. Foreigners using 
  European-style Courtly Love skill with women will be 
  treated with disdain. 
   
  Courtly Etiquette: 
  The character knows the traditional rules of etiquette 
  at the Imperial, Shogunate, or clan court. An infraction 
  of the rules of etiquette may lead to humiliation, perhaps 
  exile from court, perhaps even being condemned to death. 
  (For instance, it was a death penalty offense to inflict even 
  a minor wound on someone.) Nobles of the court have 
  this skill at +20% to PSF%. It replaces Courtly Etiquette.
  Heraldry: 
  The nearest Japanese equivalent is the family or clan 
  mon p67. 
  
  116
  Outdoor Skills 
  CATCHING DRAGONFLIES  
  OR FIREFLIES:
  Attributes ...........................................Agility & Dexterity
  Level ......................................DF*2; BCS 50%; 400 Exp 
  A children's pastime. 
  Covering Tracks: 
  At +10% to PSF%, ninja have the skill of walking on 
  firm dirt without leaving tracks or of walking sideways 
  on sand, snow or mud so their tracks do not show the 
  direction of travel. 
  FALCONRY: 
  Attributes .....................................Discipline & Dexterity
  Level ......................................DF*4; BCS 30%; 600 Exp 
  A nobleman's pastime. Must be used with a trained 
  falcon. 
  Foraging for Wild Foods: 
  Seaside foraging will yield shellfish, sea slugs, seaweed, 
  and other edibles. 
  Forester's Stealth: 
  This skill was used by Peasant hunters and Eta. 
  KITE-FLYING: 
  Attributes .............................................Intellect & Agility
  Level .....................................DF*2 ; BCS 50%; 400 Exp 
  A children's pastime. 
  Setting & Disarming Traps: 
  This also includes the ability to make birdlime and use it 
  to catch birds. 
  TAP TREE (LACQUER): 
  Attributes ........................................Intellect & Dexterity
  Level ......................................DF*4; BCS 30%; 600 Exp 
  Lacquer sap is used to finish furniture -- or as a poison. 
  Any contact with the skin can cause irritation, much like 
  poison ivy, so tappers always wear gloves. Lacquer sap is 
  collected in the spring and summer; it must be transported 
  in air-proof crocks. 
  WOODCUTTING: 
  Attributes ............................................Strength & Agility
  Level ......................................DF*2; BCS 50%; 400 Exp 
  This is the skill of felling trees. It is included in the skills 
  of Fruit Crops (Agricultural) and Charcoal Burning (Craft 
  & Trade). 
  Perception Skills 
  ALERTNESS: SMELL 
  Attribute:  ....................................None – Smell modifier 
  Level ..................................... DF 7; BCS 07%, 900 EXP 
  Alertness: Smell is a Core Skill and is the ability to tell 
  that something in the air is out of the ordinary without 
  actively trying to smell it. This specialized skill does not 
  receive any Attribute Bonus, however the character’s PSF% 
  does increase +3% per level gained. For example, this skill 
  can be used to detect an “off” or “wrong” odour in the air 
  or a hint of spoilage in a container. The skill can also be 
  used in conjunction with another detection skill that the 
  character possesses in order to find out if the character has 
  sensed something without being on alert for it. In such 
  situations, will receive + 1/2 the PSF% of the relevant skill. 
  ALERTNESS: TASTE 
  Attribute .....................................  None – Taste modifier 
  Level ..................................... DF 7; BCS 05%, 900 EXP
  Alertness: Taste is a Core Skill and is the ability to detect 
  something out of the ordinary while not consciously 
  checking the taste of it. This specialized skill does not 
  receive any Attribute Bonus, however the character’s PSF% 
  does increase +3% per level gained. For example, this 
  skill can be used to detect scorched or tainted food or if 
  something has been altered.
   The skill can also be used in conjunction with another 
  detection skill that the character possesses in order to find 
  out if the character has sensed something without being 
  on alert for it. In such situations, will receive + 1/2 the 
  PSF% of the relevant skill. 
   ALERTNESS: TOUCH 
  Attribute ....................................  None – Touch modifier 
  Level ..................................... DF 7; BCS 07%, 900 EXP
  Alertness: Touch is a Core Skill and is the ability to 
  detect something unconsciously without actively feeling it. 
  It can also be used to determine the cause of a reaction to 
  something touching the character’s skin or that may cause 
  a reaction in the character’s skin - like hair standing on 
  end, a rash, or goosebumps. This specialized skill does not 
  receive any Attribute Bonus, however the character’s PSF% 
  does increase +3 per level gained. 
  The skill can also be used in conjunction with another 
  detection skill that the character possesses in order to find 
  out if the character has sensed something without being 
  on alert for it. In such situations, will receive + 1/2 the 
  PSF% of the relevant skill. 
  
  117
  ART APPRECIATION 
  Attributes ...................................... Discipline & Wisdom
  Level .....................................DF*4 ; BCS 30%; 600 Exp 
  This skill allows perceptive enjoyment of the results of 
  one Fine Art. It is not the same as the Lore Historical skill 
  of Art History and Legend Lore; a person may be able 
  to recite all the facts about a school of painting without 
  any real understanding or enjoyment of the paintings 
  they produced. Success in Art Appreciation allows 
  Evaluating products of the appropriate art: e.g. success at 
  Appreciating Painting allows Evaluating a painting. 
  Each of the Arts skills -- and many of the Crafts skills 
  - can be the object of an Art Appreciation skill. (The GM 
  may opt to let an Arts or Craft skill give the character the 
  equivalent Appreciation skill.) 
  There are also a number of non-commercial Art 
  Appreciation skills, such as: 
  Appreciating Gardens 
  Appreciating Rain and Snow 
  Appreciating the Moon and Stars 
  Appreciating Sunrises and Sunsets, and Clouds 
  Appreciating the songs of Cicadas, Crickets, Birds and Frogs 
  Appreciating Fireflies 
  Appreciating Origami (paper folding) 
  Appreciating Bows and Swords 
  Appreciating Flower Arranging 
  Appreciating the Tea Ceremony 
  COMBAT AWARENESS (Compe-
  tency)
  Level:  ..................................DF 8; BCS 03%, 1200 EXP 
  This is an awareness of where one is when in battle or 
  combat. It is especially useful if involved in a large scale 
  combat or when in combat against more than one enemy  
  Each level improves BAP by 2 and adds 5% to Alertness 
  checks where ambushes may arise. . 
  IDENTIFY INGREDIENTS BY 
  SMELL: 
  Attributes:  ....................................... Intellect & Wisdom
  Level:  .................................DF*7; BCS 07%; 1,000 Exp 
  Everyone has the ability to identify general smells of 
  the ocean, rose petals, rotting fish, sandalwood, and other 
  familiar strong odours. They can also identify certain 
  distinctive tastes such as a strong herb, a pungent spice, or 
  a particular sauce. This particular skill allows a character 
  to pinpoint and actually identify the ingredients in a 
  nabe stew or a temple incense or herbal concoction or a 
  delicate perfume. It may be used to detect a poison. It may 
  be used in place of Alertness: Smell or Alertness: Taste 
  and provides a “more sensitive palate” or “more educated 
  nose” for the character. This can be important addition to 
  characters who make their livelihood dealing with wines, 
  perfumes, delicacies, or other such things. It also can add 
  to the character’s abilities to appreciate certain items. 
  READ BODY LANGUAGE  
  Attributes:  ....................................... Wisdom & Intellect 
  Level:  .....................................DF 3 BCS 40%, 500 EXP
  The character has learned the ability to interpret the 
  Body Language of another. This allows the character to 
  determine the behaviour and possible actions of other 
  characters they are observing. It does allow the character 
  to possibly notice if someone is trying to conceal 
  something or avoid something. It is not a perfect ability 
  and can be fooled. Especially by skills such as Smiling, 
  Acting, and Courtly Etiquette.
  Seamanship Skills 
  COMPASS NAVIGATION: 
  Attributes .....................................................Intellect x 2
  Level:  ...................................DF*3 ; BCS 40%; 500 Exp 
  This is the skill of navigating with a compass which 
  points to the South. (The other end points North, of 
  course.) 
  GROUP ROWING: 
  Attributes ......................................Discipline & Strength
  Level ......................................DF*3; BCS 40%; 500 Exp 
  This is the skill of rowing a large boat as one of a group, 
  with a drummer beating stroke. 
  Thievish Skills 
  Disguises: 
  This skill was used by ninja, not by beggars. 
  ESCAPE ARTIST: 
  Attributes .............................................Agility & Intellect
  Level .....................................DF*5 ; BCS 20%; 700 Exp
  Resisted ......................................................Binding Skill 
  This person has the ability to wriggle out of ropes 
  or chains (though not quickly enough to affect Chain 
  Weapons). 
  
  118
  Garotting: 
  This is done with a thin hemp rope, not with a wire.
  HIDING MESSAGES: (And Reading 
  Hidden Messages) 
  Attributes .....................................................Intellect x 2
  Level .....................................DF*4 ; BCS 30%; 600 Exp 
  Messages were hidden in code or written in invisible 
  ink. Lemon juice produced a message that was invisible 
  until the paper was warmed and the writing turned brown. 
  A more subtle technique was to write in katakana with 
  bitter water; the message was read by running the tongue 
  across the paper. Ninja gain +20% to PSF%.
  Picking Locks: 
  There were minor locks on strongboxes in shops and in 
  homes, but the lacquered wood box could easily be forced 
  open. The only complex locks were those on the kura, the 
  brick warehouse in which merchants kept the goods not 
  on display and families kept valuables not currently in use. 
  These usually had locks with an overwhelming Difficulty 
  of 5% per Crit Die Result of the maker of the lock, on a 
  roll of 10 the lock has an additional +10%, this total being 
  deducted from the lockpickers TSC% . Using lock-picks 
  Add +15 to the PSF%.
  When designing an adventure, or just running a game 
  on the fly, roll the 1D10 crit die, assume success and use 
  the result to work out the penalty to pick that lock. A 1 on 
  the die gives a -5 penalty to the pickers TSC% a 9 gives -45 
  and a 10 would give -60 to their TSC%
  Picking Pockets & Cutting Purses: 
  The Japanese kimono didn't have pockets. Japanese tied 
  bags and other items to their sash, with strings that might 
  be cut. A truly adept thief might be able to pick an item 
  out of someone's sleeve. The most important valuables 
  were hidden inside the undergarments. 
  
  119
  Temple Buddhist priests, Shrine Shinto Priests, Clan 
  Samurai and Nobles were paid a fixed salary of bags of rice 
  every harvest. They usually sold their allotment to a rice 
  merchant in exchange for coins. 
  The Koku 
  A KOKU of rice is about 5 bushels and will feed an adult 
  for a year. After a good rice harvest, the value of rice fell 
  relative to the coins system and the nobles and samurai 
  received less money by the merchant’s point of view. After 
  a bad rice harvest, the value of rice rose, and the nobles 
  and samurai received more money by the merchant’s point 
  of view. The average value of a koku is 20 bu, but it might 
  rise to 30 bu or fall to 13 bu. 
  Rice Harvest And The Koku's Value 
  D100
  Type of Harvest
  Yield/Acre
  Value of Koku
  01-02
  Astounding Crop
  6 koku
  13 bu 
  03-04
  Bumper Crop
  5.5 koku
  14 bu 
  05-10
  Excellent Crop
  5 koku
  15 bu 
  11-16
  Super Crop
  4.5 koku
  16 bu 
  17-35
  Above Average Crop
  4 koku
  18 bu
  36-70
  Average Crop
  3.5 koku
  20 bu 
  71-85
  Below Average Crop
  3 koku
  23 bu
  86-99
  Poor Crop
  2 koku
  25 bu 
  00
  Crop Failure
  1.5 koku
  30 bu
  Money 
  Coins 
  Japanese coins aren't the same weight or shape as 
  European ones. 
  A) The MON were round copper coins, weighing 
  3.75 grams (0.14 ounce). The Mon was about an inch in 
  diameter with a quarter-inch hole in the centre so it could 
  be strung on a hemp string of 25, 100 or even 1000 coins. 
  25 Mon equalled 1 Bu. 
  B) The BU was a thin rectangle of silver, with rounded corners 
  (about 1"x1.5"), weighing 4.5 grams (0.16 ounce) 
  C) The KOBAN was a thin sheet of gold, in the form of a 
  rectangle with rounded corners (about 2"x3"), equalling 10 Bu. 
  It weighed 18 grams (0.6 ounce). 
  D) The OBAN was a similarly proportioned but larger sheet of 
  gold which weighed 72 grams (2.5 ounces) and equalled four 
  KOBAN, 40 Bu, or 1000 mon. 
  Peasants and fishermen bartered their crops and fishing 
  catch for what they wanted. Other peasants sold their 
  goods or services for coins or bartered them for things. 
  Merchants, artisans, and outcasts bought and sold things 
  for coins. Hermit priests lived off what they could find in 
  the wilderness. Wandering priests and ronin samurai had 
  to pick up coins by working or begging. 
  
  120
  PC’s Beginning Wealth 
  Father's Social Class
  PC's Basic Purse 
  Leatherworker
  25 Mon (modified by Intragroup Status: see 1.7.1) x 1D10 
  Other Eta
  25 Mon x 1D10 
  Entertainer
  2D10 Bu (modified by Intragroup Status) x 1D100 
  Bandit/Thief
  2D10 Bu (modified by Intragroup Status) x 1D100 
  Gambler
  2D10 Bu (modified by Intragroup Status) x 1D100 
  Ninja
  2D10 Bu x D100 plus an appropriate amount for any cover vocation 
  Pawnshop Owner
  2D10 Bu (modified by Intragroup Status) x 1D100 
  Teahouse Proprietor
  2D10 Bu (modified by Intragroup Status) x 1D100 
  Other Merchants
  5 Bu x Social Status (modified by Intragroup Status) 
  Cook
  4 Bu x Social Status (modified by Intragroup Status) 
  Gardener
  4 Bu x Social Status (modified by Intragroup Status) 
  Nurse
  2 Bu x Social Status (modified by Intragroup Status) 
  Other servants
  1 Bu x Social Status (modified by Intragroup Status) 
  Other Artisans
  3 Bu x Social Status (modified by Intragroup Status) 
  Chuja
  5 Bu x Social Status (modified by Intragroup Status) 
  Peasant Farmer
  5 Mon x Social Status (modified by Intragroup Status) 
  Other Peasants
  10 Mon x Social Status 
  Wandering Priest
  1 Bu x Social Status 
  Hermit Priest
  1D100 Mon x 2D10 
  Mage Priest
  1D100 Oban 
  Exorcist Priest
  5 Bu x Social Status (modified by Intragroup Status) 
  Other Priests
  1D100 Mon x 2D10 
  Ronin
  1D100 Bu x D100 (modified by Intragroup Status) 
  Other Samurai
  2D10 Bu x Social Status 
  Noble
  2D10 Bu x Social Status 
  Hengeyokai
  Only illusory money 
  Kappa
  1D10 Bu x 1D100 
  Kojin
  2D10 Koban x 1D100 
  Orochi
  2D10 Oban x 1D100 
  Tengu
  Only illusory money 
  Rokuro Kubi
  As for human vocation 
  Yurei (ghost)
  Only illusory money, plus anything buried in the grave 
  Sword
  Only illusory money 
  Mirror
  Only illusory money 
  Musical Instrument
  Only illusory money 
  Temple Bell
  No money 
  A Warrior has an average weapon for each of his Weapon Mastery skills suitable to his social class. A samurai or noble has a light 
  warhorse with riding gear. Each character starts with an average set of clothing suitable for his social class. Ashigaru, samurai and 
  nobles begin with suitable armour if the GM has set the campaign during an era with Contending Clans. An Entertainer, Peasant, 
  Artisan, or Merchant has the tools of his trade. 
  
  121
  Continuing Income 
  A PC who lives in his home town may continue to work 
  in the family business as long as he is on good terms with 
  his family. If he leaves the family business, his family will 
  give him a letter of recommendation which he may try 
  presenting to someone that the family does business with 
  or to someone in the same line of business. No employer 
  will hire a man without a recommendation from someone 
  he knows, at least indirectly, and no teacher will take him 
  as a student. 
  A PC who is accepted as a student will be housed, 
  fed, and clothed by his teacher. A PC who is accepted 
  as a priest in a shrine or temple will be housed, fed, and 
  clothed there. 
  Some PCs have skills they can use in working by the 
  day. All PCs can work as casual labourers: carrying loads 
  for merchants, carrying travellers across a river ford, and 
  other tasks using Simple or Very Simple skills. And of 
  course all PCs will be able to beg for a living. For Group 
  Missions, supported by a clan lord, temple, or other 
  institution, see that section. 
  Inheritance 
  There is a 99% chance that a PC's father (or adoptive 
  father) is still alive. There is a 2% chance per year that the 
  father (or adoptive father) will die, 4% chance if the father 
  is an exile. The heir's estate consists of 10 times the PC's 
  Basic Purse plus the duty (and profits) of supervising the 
  running of the family farm, business, or other holdings. 
  A child who is not the heir receives 1D10 times the initial 
  PC purse when he attends the funeral. It was considered 
  very rude for the eldest son not to be present at the father's 
  deathbed so as to be able to close his father's eyes. A child 
  who didn't bother to attend the funeral or the Buddhist 
  religious services held every week for the first seven weeks 
  after death might find himself disinherited as a Disgrace. If 
  a clan lord died, however unexpectedly, without an official 
  heir approved by the Shogun, the clan was abolished. 
  Clothing 
  Each character begins with an average set of clothing for 
  his social status. 
  Typical Male Dress 
  Was a kimono (padded in winter) with a sash around 
  the waist. Commoners and Samurai warriors wore plain 
  blue, grey, or brown kimono. Otokodate and Samurai 
  bureaucrats wore gaudier red, green, and yellow kimono. 
  Fashionable nobles wore a dozen kimono, each slightly 
  longer than the next outer one in compatible but 
  contrasting colours, keyed to the season. 
  Underneath the kimono was a cotton shirt and a 
  loincloth. Labourers in the summer heat usually only wore 
  a loincloth. Artisan and merchant employees wore a happi 
  (a short coat) and a hachimaki (a head-band) with the 
  name of their employer's business. Sumo wrestlers in the 
  ring wore an elaborate silk loincloth worth 5-50 Bu dyed 
  in a gaudy colour. A gambler might push back a sleeve 
  to reveal the gaudy tattoos on his arm -- and intimidate 
  someone. 
  On fashionable occasions, men who could afford it 
  wore hakama: a divided skirt worn outside the kimono 
  and laced up about the legs. Fashionable nobles wore 
  elaborately dyed or brocaded silk hakama so long that the 
  legs trailed on the floor several feet behind them as they 
  walked. Fashionable bureaucratic samurai wore hakama 
  that fell to their ankles. Warrior samurai wore hakama that 
  laced up between the legs as well, making for a trousers-
  like appearance. 
  Formal kimono were black and bore the wearer's family 
  or clan mon on the back of the neck, on each sleeve, and 
  on each breast. They were usually worn with haori, an 
  upper garment made of stiff hemp that stood out beyond 
  the wearer's arms, giving them a wing-like appearance. 
  Imperial nobles, Shinto Priests, and Buddhist Priests 
  performing an exorcism wore the eboshi, a cap of 
  lacquered silk tall enough to cover a Noble’s hair queue. 
  The colour of a Noble’s cap showed his rank: purple for the 
  highest rank, green for the middle rank, and black for the 
  lowest rank. 
  
  122
  Typical Female Dress
  Was a more elaborately dyed or embroidered kimono 
  with a far more elaborate sash, also worn over a cotton 
  shirt and loincloth. It did not emphasize the wearer's 
  breasts, waist, or hips but used bindings and padding to 
  turn the woman, as much as possible, into a cylinder. A 
  sensual kimono was worn to reveal not the bosom but the 
  back of the neck. 
  A young girl, courtesan, and or geisha wore a gaudy red 
  and gold kimono, with a long sash that fell to her ankles. 
  A respectable married woman wore a pastel blue, grey or 
  brown, with a short sash that stopped at her waist. 
  On fashionable occasions, a noble lady, geisha or 
  onnagata wore a dozen kimono, each slightly longer 
  than the next outer one, the innermost long enough to 
  cover her feet, with sleeves long enough to cover all but 
  her fingertips, in contrasting but compatible shades of 
  colour, keyed to the season. On formal occasions, noble or 
  samurai women wore black with family or clan mon. 
  Buddhist Priests & Priestesses 
  Wore the koromo, a thin white cotton robe. A priest 
  also wore a cape of red and gold patches. A member of the 
  Fukeso sect covered his head and face with a straw hat and 
  played the flute while begging. Many criminals and ninja 
  posed as Fukeso Priests. 
  Shinto Priests & Priestesses
  Never wore leather or anything else from a dead animal. 
  Their shoes were lacquered wood. At religious ceremonies, 
  they wore the saifuku, a silk robe of red and white, or pure 
  white. 
  White was the colour of death and the Kami. Mourners 
  wore white kimono. So did Shinto Priests, Mediums, and 
  pilgrims. Someone undertaking a dangerous mission 
  might wear a white kimono under his ordinary kimono 
  to show he was ready to die. A bride wore a white outer 
  kimono plus an inner red one, to show that she had 
  died to her parents' family and had been reborn in her 
  husband's family. Ghosts in their true form wore white 
  robes. They could sometimes be detected by the fact that 
  they didn't have any feet beneath their clothing but were 
  just floating a few inches above the ground. (This was 
  virtually impossible to notice in the case of court nobles in 
  fashionable clothing.) 
  Ninja wore reddish-black kimono with samurai-style 
  hakama, allowing for maximum agility. The kimono 
  sleeves might have steel bars sewn inside them, so a ninja 
  could parry with his arm. A hood or scarf over the face 
  kept them from being easily recognized. Their clothes 
  were frequently lined in blue, grey, or brown and could 
  be reversed to let them look like ordinary townsfolk or 
  peasants. 
  Both men and women carried fans, not just in summer 
  but at all seasons, the women's larger and gaudier. Both 
  carried umbrellas or parasols when outdoors. When not 
  in use, fans and other small items were thrust inside the 
  sash at the waist, stowed in the kimono sleeves, or tucked 
  into the loincloth within the kimono. Artisans kept their 
  smaller work tools in a sack attached to the sash. 
  Cotton and hemp clothing becomes ragged after 
  three years; silk clothing may remain in good shape for 
  generations. Japanese clothing is made of flat pieces of 
  cloth basted together. It is cleaned by unbasting the cloth, 
  cleaning and drying each piece separately, and resewing 
  the pieces. All women know how to sew and clean 
  clothing. Even women of the highest social class were 
  accustomed to sewing garments for themselves and for 
  their husbands or lovers. 
  Typical footwear was bare feet or tabi (socks) for 
  walking on tatami mats. Waraji (straw sandals) were 
  worn on the polished wooden floor of the kitchen or the 
  tiled floor of the bath room. Zori (leather sandals) or geta 
  (lacquered wood clogs) were worn on the dirty streets or 
  in the privy. High geta with a platform 3-6 inches high 
  were used for walking on muddy streets. Even children 
  knew better than to wear zori or geta on the tatami mats. 
  Hitting someone with a zori or geta was a deadly insult. 
  Traveller dress included geta, a straw hat with a broad 
  brim to keep off sun and rain, and a cape or cloak for 
  warmth in winter. Peasants and poor artisans wove 
  raincoats out of straw . Older travellers might carry a cane. 
  Men kept a tasuki cord handy to bind up their kimono 
  sleeves for easier use of the arms -- for instance, when 
  about to fight. 
  
  123
  The Marketplace 
  Weights & Measures 
  Most of the chapters in this book use the familiar C&S 
  5th Edition measures. These Japanese units of weights 
  and measure are provided for the benefit of the GM who 
  wishes to give measuring, buying and selling a more 
  Japanese flavour. 
  Units Of Distance
   Japanese unit 
  C&S 5th Ed unit 
   rin .......................................................................0.12 inches 
   sun (10 rin) ...........................................................1.2 inches 
   shaku (10 sun)....................................................11.9 inches 
   ken (6 shaku, 60 sun) ............................................... 2 yards 
   hiro (6 shaku) ............................................................fathom  
  (used for measuring depth at sea) 
   jo (10 shaku)..............................................................10 feet 
   cho (60 ken) ......................................................... 120 yards 
   15 cho......................................................................... 1 mile 
   ri (36 cho) ...............................................................2.4 miles 
  Units Of Weight 
   Japanese unit 
  C&S 5th Ed unit 
   momme ............................................................ 0.13 ounces 
   rin (10 momme) .................................................. 1.3 ounces 
   kin (160 momme) ............................................... 1.3 pounds 
   bikoru (100 kin).................................................. 132 pounds 
  UNITS OF VOLUME 
  Japanese unit 
  C&S 5th Ed unit 
   Cubic Shaku ....................................................... 0.6 ounces 
   go (10 Cubic Shaku)...........................6 ounces, 0.384 pints 
   sho (10 go) ...........................................................1.9 quarts 
   to (10 sho) .................................... 4.8 gallons, half a bushel 
   hyo (40 sho) ..........................................................2 bushels 
   koku (10 to) ........................................ 48 gallons, 5 bushels 
  Units Of Square Measure 
   Japanese unit 
  C&S 5th Ed unit  
   tatami mat (6 x 3 shaku) ......................about 18 square feet  
  (used to measure room size) 
   tsubo (a square ken) .................................... 4 square yards  
  (used to measure buildings) 
   tan (roll of cloth)...................................................... 10 yards 
   tan (land measure) ..............................................0.245 acre 
   cho (10 tan) ......................................................... 2.45 acres 
  Money 
  Japanese unit 
  C&S 5th Ed unit 
  Coin Weight 
  Mon  
  about a Farthing 
  0.13 ounces copper 
  Bu (25 Mon) 
  3 Pennies 
  0.15 ounces silver 
  4 Bu 
  12 Pennies (1 Shilling) 
  0.6 ounces silver 
  Koban (10 Bu) 
  12 Shillings 
  0.6 ounces gold 
  Oban (40 Bu) 
  2 Crowns & 8 Shillings 
  2.4 ounces gold 
  The Japanese ratios of copper, silver, and gold were 
  different than the European ones. 
  Group Missions 
  A clan lord's fighting retainers fall into three classes: 
  Samurai (mounted or foot soldiers, who carry the Two 
  Swords and follow the code of Bushido:, Ashigaru (foot 
  soldiers), and Ninja (spies and assassins). If the clan 
  lord accepts mages, entertainers, gamblers, or bandits 
  as fighting retainers, they will probably be assigned to 
  the ninja. If he accepts ward guards or yamabushi, they 
  will probably be assigned to the ashigaru. If he accepts 
  otokodate, bodyguards, or Ronin, they will probably be 
  accepted as samurai. 
  Samurai will be outfitted by the clan lord for any mission 
  they are sent on. Ashigaru are only called up during times 
  of clan warfare, when they fight together in battle units. A 
  secret mission might contain people drawn from the ranks 
  of ashigaru and samurai, but very few respectable retainers 
  would consent to work with ninja. 
  A martial temple order's yamabushi are outfitted by the 
  temple. No temple will knowingly accept Outcasts. It was, 
  however, common for ronin, bandits, and ninja to disguise 
  themselves as yamabushi, particularly the members of the 
  Fukeso (flute-playing) sect that covered their faces and 
  heads with a hat and begged by playing flutes. 
  There are a number of other possible rationales for 
  group missions. A teacher might send a group of students 
  and former students on a mission to protect the honour 
  of his school. A band of otokodate would try to guard 
  merchants' stores and shipments from criminals - and 
  samurai. During a time of clan warfare, loyal peasants 
  might risk their lives delivering their harvest taxes to their 
  clan lord, even if his armies weren't currently in control of 
  their land. 
  
  124
  A band of pilgrims might journey to Mount Fuji, to 
  the 33 temples of Kannon, or to shrine of Amaterasu at 
  Ise. The children and friends of a dying man might seek 
  a hermit Mage in the wilderness in the hope of finding a 
  cure. The ronin of an abolished clan might try to avenge 
  their dead lord - and perhaps also safeguard his heir in 
  the hope that the clan would one day be restored. The GM 
  will probably find many other interesting possibilities as 
  he reads these rules. (See Appendix 1 p267 for further 
  scenario ideas.) 
  The Price List 
  Prices are quoted in copper Mon and silver Bu, the usual coins used for buying and selling. (Most listed items have 
  weight and cost compatible with C&S 5th Edition. Items not available in Japan are not listed.) 
  
  125
  Item 
  Weight
  Average Cost
  Fine 
  Cost
  Notes
  Travel pass
  2 oz
  Free 
  Forged travel pass
  2 oz
  1 Bu
  10 Bu
  Bridle & bit
  2
  7 Bu
  25 Bu 
  Riding saddle
  15
  20 Bu
  70 Bu 
  Saddle blanket
  2.5
  60 Mon
  8 Bu 
  Horse sandals (straw)
  0.1
  1 Mon 
  Draft harness
  5
  50 Mon 
  Horse collar
  5
  60 Mon 
  Ox yoke
  20
  50 Mon 
  Currycomb (metal)
  4 oz
  25 Mon 
  Cart, 2 oxen (1 t)
  850
  65 Bu
  200 Bu 
  Kago
  25
  10 Bu
  25 Bu 
  Norimono
  35
  25 Bu
  250 Bu 
  Cane
  1
  4 Mon
  1 Bu 
  Furoshiki (5 sho, 19 lbs)
  1 oz
  5 Mon
  (A scarf) 
  Small pouch (1 go, 6 ounces) 
  1 oz
  1 Mon 
  Inro (2 go, 12 oz) 
  2 oz
  10 Mon
  5 Bu
  (Medicine box) 
  Netsuke toggle for pouch/box
  1 oz
  1 Mon
  5 Bu
  (Carved wood or ivory) 
  Sack (10 sho, 38 lbs)
  1 oz
  5 Mon 
  Pole and sack (10 sho)
  1
  8 Mon 
  Backpack box (25 lbs)
  2
  3 Bu
  15 Bu
  (Lacquered wood box) 
  Backpack box (50 lbs)
  4
  5 Bu
  25 Bu
  (Lacquered wood box) 
  Backpack box (100 lbs)
  7
  10 Bu
  50 Bu
  (Lacquered wood box) 
  Canteen (5 go, 2 pint)
  _
  6 Mon
  2 Bu 
  Bag for enemy's severed head
  1 oz
  1 Mon 
  Box for enemy's severed head
  1
  10 Mon
  2 Bu 
  Barrel, wood (5 to, 24 gal)
  30
  8 Bu 
  Barrel, wood (10 to, 48 gal) 60
  14 Bu 
  Cask, wood (1 to, 4.8 gal)
  6
  35 Mon 
  Crock (1 to, 4.8 gal)
  18
  70 Mon 
  Crock (1 to, 4.8 gal)
  18
  5 Bu 
  (Air proof, used for lacquer) 
  Pot (2 sho, 1 gal)
  6
  12 Mon 
  Jug (5 go, 30 ounces)
  2.5
  5 Mon 
  Vial (1 go, 6 ounces)
  4 oz
  2 Mon
  Vial (1 shaku, 0.6 ounces)
  1 oz
  1 Mon 
  Being carried across ford-
  5 Mon if shallow; 
  50 Mon if deep 
  Ferry boat fee
  -
  5 Mon 
  Oar
  2
  25 Mon 
  8' Sampan, 1-seat
  50
  15 Bu 
  (0.8 mph rowed, faster sailed) 
  30' Sampan, 6-seat
  225
  50 Bu 
  (4.6 mph rowed, faster sailed)
  Merchant ship (coastal)
  -
  20,000 Bu 
  (2.3 mph rowed, 5 mph sailed)
   
  40 oarsmen, 300 passengers, 20 tons cargo 
  Merchant ship (deep sea)
  -
  10,000 Bu 
  (2.3 mph rowed, 5 mph sailed)
   
  40 oarsmen, 100 passengers, 10 tons cargo 
  Traveling Gear 
  The most vital item carried by the usual Japanese traveller was his travel pass. The next was a guidebook listing each town's 
  meibutsu (special things to buy and see, along with famous poems written about them). 
  
  126
  Item
  Weight
  Cost 
  Notes
  Torch (4 hour)
  1.5
  ¼ Mo 
  (Used by peasants and artisans)
  Candle lantern (average)
  2
  72 Mon 
  Candle lantern (fine)
  2
  10 Bu 
  Candle, pine resin (4 hrs x4) 1
  2 Mon 
  Candle, wax (6 hrs x4)
  1
  5 Mon 
  (From the wax tree, not beehive)
  Oil lantern (average)
  3
  8 Bu 
  Oil lantern (fine)
  3
  25 Bu 
  Lamp oil (1 go, 32 hours)
  5 oz
  3 Mon 
  Tinderbox
  8 oz
  20 Mon 
  Cook-stove
  10 lbs
  5 Bu 
  Cauldron (1 gallon)
  1 lb
  1 Bu 
  Sieve (bamboo)
  1 oz
  1 Mon 
  Wooden ladle
  3 oz
  2 Mon 
  Bamboo fish steamer
  8 oz
  3 Mon 
  Rice pot
  8 oz
  3 Mon 
  Rice Mortar & Pestle
  2 oz
  10 Bu 
  (Used for making mochi)
  Tea Kettle (fills 5 cups)
  8 oz
  15 Mon 
  Kura lock
  4 oz
  3 Bu 
  Lockpicks
  1 oz
  5 Bu 
  Lacquer wood plate/bowl/tray
  4 oz
  8 Mon 
  China plate/bowl/sake cup
  8 oz
  8 Mon 
  Tea service (bowl, 5 cups)
  2
  3 Bu 
  Eating stand, lacquered
  8 oz
  8 Mon 
  Chopsticks (bamboo)
  1 oz
  1 Mon 
  Chopsticks (ivory)
  1 oz
  5 Bu 
  Broom
  6 oz
  3 Mon 
  Scouring Brush
  2 oz
  3 Mon 
  Gardening Rake
  8 oz
  5 Mon 
  Spade, hoe, etc.
  1
  1 Bu 
  Brazier, iron, small
  5
  16 Bu 
  .....with quilt to cover feet
  7
  18 Bu 
  (Used in chilly weather)
  Charcoal
  25
  1 Bu 
  Firewood
  25
  10 Mon 
  Water Clock
  8 oz
  1 Bu
  (Only used by samurai and nobles) 
  Elbow-rest
  1
  10 Mon 
  Stool, for war assembly
  5
  1 Bu 
  Straw cushion
  1
  5 Mon 
  Futon (comforter)
  5
  2 Bu (cotton) 
  Makura (wooden pillow)
  2
  10 Mon 
  Household Gear
  
  127
  Item
  Weight
  Cost 
  Notes
  Bed screens (painted)
  10
  14 Bu 
  (Only used by samurai and nobles)
  Shoji screen
  5
  25 Mon 
  (6 shaku long and high)
  Tatami mat
  10
  25 Mon 
  8'x8' mosquito netting
  8 oz
  50 Mon 
  (Cotton or hemp)
  Bamboo chest
  15
  10 Bu 
  (3 shaku long; 1 shaku high, wide)
  Bamboo sword rack
  2
  3 Bu 
  Kiri (paulownia) wood:
  -
  x3 bamboo price
  Hinoki (cypress) wood:
   -
  x5 bamboo price
  Bran Bag
  3 oz
  1 Mon 
   (Used to cleanse bather)
  Cosmetics
  1 oz
  1 Mon 
  (Rouge, rice powder, etc.)
  Tooth blackener
  1 oz
  1 Mon 
  Metal hand-mirror & case
  6 oz
  3 Bu 
  Straight razor
  4 oz
  72 Mon 
  Hair comb (wood)
  2 oz
  3 Mon 
  Hair comb (ivory or jade)
  2 oz
  5 Bu 
  Hair comb (silver or gold)
  2 oz
  20 Bu) 
  Wig
  8 oz
  10 Mon 
   (For actors or old women)
  Writing Materials, Scrolls, & Books
  Item
  Weight
  Cost
  Paper (12 sheets, 1 sq foot) 
  1/2 oz 
  ....normal (light brown)
  6 Mon 
  ....dyed
  15 Mon 
  ....white (bleached)
  18 Mon 
  ....printed
  1 Bu 
  ....silver-dusted
  2 Bu 
  ....gold-dusted
  6 Bu 
  ....origami (folding) dyed
  1 Bu 
  ....oiled
  3 Bu (used for weatherproofing items) 
  Hanging Scroll (3' long)
  4 oz
  1 Bu (hung in tokonoma) 
  Scroll box
  4 oz
  1 Bu 
  Writing brush
  1/2 oz
  2 Mon 
  Black ink block and stand
  8 oz
  10 Mon 
  Red ink block and stand
  8 oz
  20 Mon 
  Ink case
  1
  1 Bu (black ink block, brush and paper) 
  Personal seal (wood)
  1 oz
  1 Bu 
  I Ching
  3
  72 Bu (divination book) 
  I Shimpo
  3
  72 Bu (book of Chinese herbs) 
  Kojiki
  5
  108 Bu (book of Shinto legends) 
  
  128
  Item
  Weight
  Cost
  Manyoshu
  10
  60 Bu (20 book poetry collection) 
  Seisen
  6
  72 Bu (astrological ephemerides) 
  Sonchi
  2
  24 Bu (Chinese treatise on warfare) 
  Guidebook
  1
  1 Bu (for a great highway or province) 
  Eight Views
  8 oz
  10 Bu (art engravings of beauty spots) 
  Almanac
  1 oz
  1 Mon (sold by temples, astrologers) 
  Calendar
  1 oz
  1 Sen or higher (sold by firemen) 
  Tools
  Item
  Weight
  Cost 
  Notes
  Abacus
  1
  25 Mon 
  Shaku measuring cord
  1
  10 Mon 
  Nata (hatchet)
  3
  90 Mon 
  Masakari (axe)
  5
  14 Bu 
  Saw
  3
  14 Bu 
  Carpenter's plane
  2
  60 Mon 
  Wooden mallet
  2
  18 Mon 
  Pegs (10)
  ¼
  1 Mon
  (Used instead of nails) 
  Boring auger & 6 steel bits
  4
  16 Bu 
  Wood chisel
  1
  60 Mon 
  Adze
  4
  14 Bu 
  Wood glue (go, 6 oz)
  ½
  6 Mon 
  Lacquer (2 sho, 1 gallon)
  8
  4 Bu
  (Only sold to lacquer craftsmen) 
  Use the C&S 5th Edition price list for Mining Tools, Metalworking Tools (note that a 1 pound ingot of gold is 16 Crowns), Agricultural 
  Tools, and Cordage (but delete block and tackle).
  
  129
  Clothing, Cloth & Dye 
  The fabrics used were cotton, damask, silk and hemp. Homespun, 
  lace, and wool were not used. Leather and fur were only used in 
  shoes. 
  Item
  Average
  Good 
  Notes
  Cotton loincloth, under-shirt
  2 Mon
  5 Mon 
  Silk Sumo wrestler loincloth
  3 Bu
  10 Bu 
  Cotton happi (workman's coat)
  3 Mon
  6 Mon 
  Cotton kimono
  5 Mon
  10 Mon 
   ....padded for winter
  6 Mon
  12 Mon 
  Cotton koromo (Buddhist over-robe) 
  6 Mon 
  12 Mon
  ....padded for winter
  8 Mon
  16 Mon 
  Cotton overcoat (padded)
  10 Mon
  15 Mon 
  Straw overcoat (peasant's)
  1 Mon
  2 Mon 
  Buddhist Priestly cape
  10 Mon
  1 Bu 
  Buddhist rosary (108 beads)
  5 Mon
  5 Bu 
  Buddhist Priestess's wimple
  40 Mon
  7 Bu 
  Silk kimono
  5 Bu
  15 Bu 
  ....padded for winter
  6 Bu
  16 Bu 
  Silk saifuku (Shinto robe)
  10 Bu
  20 Bu 
  Silk Cloak
  5 Bu
  15 Bu 
  Hemp hakama
  5 Mon
  10 Mon 
  Hemp haori
  10 Mon
  25 Mon 
  Man's sash
  5 Mon
  15 Mon 
  Woman's sash
  10 Mon
  1 Bu 
  Incense (12 sticks)
  10 Mon
  10 Bu 
  (Burned to perfume clothing)
  Tasuki cord
  1 Mon
  3 Mon 
  Embroidered
  +50% 
   Fine Embroidery
  +100% 
   Brown, Blue or Grey Dyed
  +5% 
   Violet or Red Dyed
  +10% 
   Green or Yellow Dyed
  +15% 
   Gold or Black Dyed
  +25% 
   Pattern Dyed
  +50% 
   Complex Dyed
  +100% 
  Hair ornament
  1 Bu
  10 Bu 
  Fan
  10 Mon
  2 Bu 
  Parasol/Umbrella
  10 Mon
  2 Bu 
  Eboshi (tall silk cap)
  5 Bu
  15 Bu 
  Hachimachi (headband)
  1 Mon
  2 Mon 
  Straw hat
  2 Mon
  3 Mon 
  
  130
  Item
  Average
  Good 
  Notes
  Straw hat with veil (for women)
  3 Mon
  5 Mon 
  Tabi (socks)
  1 Mon
  2 Mon
  Geta (lacquered wood clogs)
  1 Mon
  2 Mon
  Zori (leather sandals)
  1 Mon
  2 Mon
  Waraji (hemp sandals)
  1 Mon
  1 Mon
  Kegetsu (riding boots)
  1 Bu
  5 Bu
  (Silk-lined bearskin) 
   A home had many pairs of sandals: for wearing in the kitchen, in the bath room, in the garden, and in the privy. 
   Item
  Weight
  Undyed 
  Bolt
  Per Square Yard 
   Cotton (30'x6' roll)
  4
  90 Mon
  5 Mon
   Hemp (30'x6' roll)
  2
  90 Mon
  5 Mon
   Silk (30'x6' roll)
  3
  90 Bu
  5 Bu
   
   Fine Silk (30'x6' roll)
  3
  135 Bu
  7 Bu
   
   Sewing needle
  -
  6 Mon 
   Embroidery needle
  -
  10 Mon 
   Cotton thread (500')
  1 oz.
  5 Mon 
   Hemp thread (500')
  1/2 oz
  5 Mon 
   Silk thread (500')
  1 oz
  5 Bu 
   Sewing shears
  8 oz.
  6 Bu 
   Spindle
  1
  6 Mon 
   Loom
  25
  20 B 
   1 ounce of dye will colour 4-6 square yards of cloth or 70 spools of thread. 
   Dye: Brown, Grey
  1 oz
  3 Mon 
   Dye: Ai Blue
  1 oz
  3 Mon  
  (ai = indigo, a common plant) 
   Dye: Murasaki Violet
  1 oz
  4 Mon   
  (murasaki = bugloss, a common plant)
   Dye: Akane Red
  1 oz
  5 Mon   
  (akane = madder-wort, a common plant)
   Dye: Green or Yellow
  1 oz
  10 Mon 
   Dye: Gold
  1 oz
  20 Mon 
   Dye: Black
  1 oz
  25 Mon 
  
  131
  Traveller’s Food 
  Item
  Weight
  Cost
  NU 
  Dried fish
  1
  1.5 Mon
  4 
  Cold noodles
  1
  1 Mon
  2 
  Cold rice
  1
  3 Mon
  2 
  Mochi (rice cakes)
  1
  5 Mon
  3 
  O-Bento (boxed lunch)
  1
  5 Mon
  4 
  Pickled vegetables
  1
  1 Mon
  2 
  Fish & Seafood 
  Item
  Weight
  Cost
  NU 
  Aji (horse mackerel)
  1
  2 Mon
  3 
  Anago (eel)
  1
  4 Mon
  4 
  Ayu (river trout)
  1
  2 Mon
  3 
  Fugu (blowfish)
  1
  1 Bu
  3 
  Hamachi (yellowtail)
  1
  3 Mon
  4 
  Hirame (flounder)
  1
  3 Mon
  3 
  Katsuo (bonito)
  1
  2 Mon
  3 
  Koi (carp)
  1
  10 Mon
  3 
  Kujira (whale)
  1
  1 Bu
  4 
  Maguro (tuna)
  1
  3 Mon
  4 
  Masu (lake trout)
  1
  3 Mon
  3 
  Saba (mackerel)
  1
  3 Mon
  3 
  Sa-me (shark)
  1
  5 Mon
  4 
  Sha-ke (salmon)
  1
  4 Mon
  4 
  Tai (red snapper)
  1
  10 Mon
  3 (eaten at celebrations) 
  Clams, mussels, scallops
  1
  4 Mon
  3 
  Oysters, abalone
  1
  5 Mon
  3 
  Octopus, squid
  1
  5 Mon
  3 
  Shrimp, crab, lobster
  1
  6 Mon
  3 
  Meat
  (Purchasable from an Eta butcher)
  Item
  Weight
  Cost
  NU 
  Beef
  1
  1/2 Mon
  3 
  Horse meat
  1
  1/2 Mon
  3 
  Mule or donkey meat
  1
  1/2 Mon
  3 
  Wild Deer
  1
  -
  2 
  Wild Boar
  1
  -
  4 
  Fowl
  (Purchasable from peasant farmer or hunter, sometimes 
  eaten by those who hadn't taken the Seven Vows and even 
  offered to the Kami)
  Item
  Weight
  Cost
  NU 
  Duck
  3
  1 Mon
  1 
  Pheasant or other Game Bird
  1
  -
  3 
  
  132
  Fresh Vegetables 
  Item
  Weight
  Cost
  NU 
  Arrowroot
  1
  ¼ Mon
  1 
  Burdock
  1
  ¼ Mon
  2 
  Cabbage
  1
  ¼ Mon
  3 
  Carrots
  1
  ¼ Mon
  2 
  Cucumbers
  1
  ¼ Mon
  2 
  Eggplant
  1
  1 Mon
  3 
  Leeks
  1
  ¼ Mon
  2 
  Lotus roots
  1
  2 Mon
  2 
  Onions
  1
  ¼ Mon
  2 
  Radishes
  1
  ¼ Mon
  2 
  Red beans
  1
  1/2 Mon
  2 
  Soy beans
  1
  1/2 Mon
  2 
  Spinach
  1
  ¼ Mon
  2 
  Wild mushrooms
  1
  ¾ Mon
  1 
  Yams
  1
  1/2 Mon
  4 
  Fruits 
  Item
  Weight
  Cost
  NU 
  Chestnuts
  1
  1 Mon
  4 
  Grapes
  1
  1 Mon
  2 
  Ginkgo Nuts
  1
  3 Mon
  3 
  Lemons
  1
  1.5 Mon
  1 
  Mandarin Oranges
  1
  1 Mon
  2 
  Peaches
  1
  ¼ Mon
  2 
  Pears
  1
  ¼ Mon
  2 
  Persimmons
  1
  1/2 Mon
  2 
  Plums
  1
  1/2 Mon
  2 
  Watermelons
  1
  3 Bu
  2 
  Seasonings & Sweeteners 
  Item
  Weight
  Cost
  NU 
  Ginger
  1
  10 Mon
  0 
  Mirin
  1
  2 Mon
  1 (sweetened shochu brandy) 
  Sea salt
  1
  6 Mon
  0 
  Seaweed
  1
  5 Mon
  1 
  Sesame
  1
  1 Mon
  1 
  Soy sauce
  1
  2 Mon
  1 
  Sugar
  1
  3 Mon
  4 
  Vinegar
  1
  1 Mon
  0 
  Wasabi (horseradish)
  1
  1 Mon
  0 
  Cooking herbs
  1
  1/2 Mon
  0 
  
  133
  Noodle Ingredients 
  Item
  Weight
  Cost
  NU 
  Barley flour
  1
  1/2 Mon
  3 
  Buckwheat flour
  1
  1/2 Mon
  3 
  Millet flour
  1
  1/2 Mon
  3 
  Rice flour
  1
  1 Mon
  3 
  Wheat flour
  1
  1/2 Mon
  3 
  Chicken eggs x6
  1
  1 Mon
  4 
  Soybean oil
  1
  ¼
  1 
  Food Dishes (see Cooking) 
  Item
  Weight
  Cost
  NU 
  Aburage (fried bean curd)
  8 oz
  3 Mon
  2 
  Anmitsu (seaweed gelatin with syrup)
  1
  3 Mon
  4 
  Azuki rice (with red beans & sugar)
  1
  5 Mon
  4 
  Dumplings
  8 oz
  5 Mon
  2 
  Kori (shaved ice with syrup)
  1
  3 Mon
  4 
  Mochi (rice cakes)
  1
  5 Mon
  3 
  Nabe (fish and vegetable stew)
  1
  5 Mon
  4 
  Noodles
  1
  1 Mon
  4 
  Sushi (vinegared rice)
  1
  5 Mon
  3 
  Tamago
  1
  5 Mon
  5 
  Tofu (beancurd)
  1
  3 Mon
  3 
  Beverages 
  Item
  Alcohol
  Weight
  Cost 
  Sake, average
  12%
  4 oz
  1 Mon 
  Sake, fine
  12%
  4 oz
  5 Mon (rice wine) 
  Shochu
  45%
  4 oz
  1 Mon (rice brandy) 
  Tea - matcha
  0%
  4 oz
  5 Bu (tea ceremony tea) 
  Tea - gyokuro
  0%
  4 oz
  10 Mon (best quality) 
  Tea - sencha
  0%
  4 oz
  5 Mon (medium quality) 
  Tea - bancha
  0%
  4 oz
  3 Mon (lowest quality) 
  Tea - hojicha
  0%
  4 oz
  3 Mon (roasted bancha, smoky flavour) 
  Tea - genmaicha
  0%
  4 oz
  2 Mon (bancha mixed with roasted rice) 
  An ounce of tea leaves will make 25 cups of tea and costs 20 times as much as a cup of tea. 
  
  134
  Entertainment & Amusements 
  Fine musical instruments or gaming items cost 10 times as much as average ones. 
  Item
  Cost 
  Tsuzumi (hand drum) & sticks
  10 Mon 
  Taiko (large drum) & sticks
  10 Bu 
  Cymbals
  3 Bu 
  Bell (small)
  10 Mon 
  Bell (large, for temple)
  100 Bu 
  Gong
  1 Bu 
  Flute
  15 Mon 
  Koto
  1 Bu 
  Conch shell battle trumpet
  1 Bu 
  Samisen (three-stringed lute)
  15 Mon 
  Biwa (larger lute)
  30 Mon 
  Kite
  1 Mon 
  Kemari ball
  1 Bu 
  Da-Kyu ball
  1 Bu 
  Da-Kyu mallet
  10 Mon (each team has 
  7 players) 
  Go board and stones
  15 Mon 
  Sugoroku board, stones & dice
  10 Mon 
  Item
  Cost 
  Shoji board and pieces
  10 Mon 
  Hana card deck
  1 Bu 
  Gambler cup and dice
  5 Mon 
  Theatre Ticket
  10 Mon 
  Storytelling donation
  1 Mon to 1 Bu 
  Bath House ticket
  1 Mon 
  Flower arrangement
  10 Mon 
  Flower Vase
  10 Mon 
  Cage for birds, insects, frogs
  2 Mon 
  Massage and moxa treatment
  10 Mon 
  Man's hairdressing
  1 Mon 
  Lady's hairdressing
  3 Mon 
  Courtesan - evening
  APP + 1D10 Bu 
  .... contract
  1000 times evening rate 
  Geisha - evening
  Appearance, total Arts 
  skills Levels + 3D10 Bu 
  ....contract
  1000 times evening rate 
  
  135
  Item
  Cost
  Bought from 
  Adder (1 oz)
  1 Bu
  Physician 
  Bamboo ash (1 oz)
  5 Mon
  Physician 
  Bear's gall bladder (1 oz) 
  5 Bu
  Physician 
  Camphor oil (8 oz)
  5 Mon
  Herbalist, Physician 
  Fir Bark powder (1 oz)
  5 Mon
  Herbalist, Physician 
  Hemp powder (1 oz)
  5 Mon
  Herbalist, Physician 
  Leeches (1 dozen)
  10 Mon
  Physician 
  Peony roots (1 oz)
  20 Mon
  Herbalist, Physician 
  Pine needle ash (1 oz)
  1 Mon
  Herbalist, Physician 
  Toad Grease (1 oz)
  1 Bu
  Physician 
  Tooth Blackener (1 oz)
  1 Mon
  Herbalist 
  Willow Juice (1 oz)
  5 Mon
  Herbalist, Physician
  Buddhist Pilgrims Inn: 
  The landlord charged 1 Mon per guest to sleep in a 
  group room that held up to ten people. There was an 
  additional charge of 1 Mon per person if the pilgrims 
  used the inn's firewood to heat their meals or to warm the 
  room. Only Buddhist pilgrims were acceptable, and the 
  landlord might well throw them out if they broke the rules 
  for a pilgrimage by getting drunk or bringing a sexual 
  companion to their rooms. Stabling was not provided. 
  Commoners Inn: 
  The landlord charged 5 Mon per guest to share a 
  common room of up to ten people; in addition, 1 Mon 
  "tea money" (tip) was expected. Rooms held up to ten 
  people. Meals were served in the individual guest room. A 
  common bath was available. Stabling was not provided. 
  Going To An Inn 
  Japan had four basic types of roadside inns. The 
  management was responsible for the security of the guest 
  and his property only in an upper class inn. Stabled horses 
  or other animals were usually grazed near the inn rather 
  than being fed grain. 
  Upper Class Inn: 
  The landlord charged 1D10 Bu per room plus 1 Bu 
  per animal for stabling, with higher charges for people 
  who seemed to be wealthier or to have higher social 
  status. "Tea money" (tip) of 10-20% was expected. 
  Rooms held up to ten people, but people were not 
  expected to share a room with strangers except when 
  the inn was very crowded due to a holiday or crisis. 
  Meals were served in the individual guest rooms. A 
  common bath was available. 
  Temple/Shrine: 
  Most temples and shrines gave free rooms to priests 
  or pilgrims praying there in exchange for asking 
  them to help the Priests with their work. Nobles and 
  Samurai on official business often stayed at temples 
  or shrines, charging their bill to the government. 
  Other guests were expected to make a "present" to 
  the head priest, about twice as much as they would 
  have paid at a Commoners Inn plus an additional 
  5 Mon per stabled animal. The priests served meals 
  in the individual guest rooms. A common bath was 
  available. 
  Noted artists, poets, and calligraphers might 
  be asked for a sample of their art rather than for 
  payment. A Noble might be flattered by being treated 
  as a poet or calligrapher - and give more in "tea 
  money" than the usual charge. 
  Note that none of these inns have a common room 
  for serving meals or drinks. Guests are served meals 
  in their sleeping room, with the price of the meals 
  included in the cost of the room for everything but 
  the Pilgrims Inn. The guest was not given a menu 
  but served what the cook had prepared based on the 
  season, weather, and cooking specialties. Commoners 
  Inns usually provided average meals, Upper Class 
  Inns usually provided Good or Very Good Meals, 
  Shrines usually provided Good Meals, Temples 
  usually provided Good (but vegetarian) Meals. The 
  Pilgrims Inn and Commoners Inn put individual 
  travellers together in a group room. However, the best 
  place for a traveller to meet other guests was in the 
  common bath. 
  Because the inn didn't serve as the town bar, it 
  wasn't a good place to meet townsfolk. Travellers 
  instead should visit the area's main shrine or temple, 
  or perhaps a restaurant, teahouse, or theatre. Any 
  sensible traveller should inspect the local bulletin 
  board, which has both official and personal 
  announcements. 
  Medicines 
  
  136
  Long-Term Lodging
   Was available for Buddhist priests, scholars, nobles, 
  patients being treated by an exorcist, and prisoners. 
  There were no hotels for long-term visitors to a city. 
  People expected to stay with friends, relatives, or business 
  acquaintances - no matter how remote the connection. 
  Gamblers found lodging at the home of the gang boss. 
  Wandering entertainers stayed with other people in the 
  same profession. 
  Animals 
  Riding Or Draught Animals 
  There were no Arabian horses or camels. The Japanese 
  horse is about the size of the Steppes War Pony. Nobles’ 
  mounts sometimes had cheek and neck armour (1% of 
  weight, 80 Bu). 
  Only Nobles and Samurai on official duty rode horses 
  (the Steppes War Pony, Riding Pony, or Light Pony). Inside 
  the city, Merchants used carts drawn by horses (Riding 
  Ponies), donkeys, mules, or oxen. (An ox is equivalent 
  to a C&S 5th Edition Draught Horse but won’t charge, 
  jump, dodge, or move faster than a trot.) Outside the city, 
  Merchants used pack-horses (Riding Pony). Farmers used 
  oxen or horses (Riding Pony) as draught animals. 
  Other Animals 
  A cat, hound, mastiff, or pug dog costs twice the usual 
  amount if it’s pure white, a sign of good Karma. Such 
  white animals are often named Shiro, the Japanese word 
  for white. Akita mastiffs, cats, frogs, and insects don’t do 
  tricks. Songbirds and Koi are like Birds of Prey in respect 
  to Intellect, Tricks, and Willpower. 
  Animal 
  Cost 
  Akita mastiff .................... 25 Mon (not a pet but a trained watchdog) 
  Hunting hound .......................... 5 Bu (not a pet but a trained hunter) 
  Pug dog .......................................1 Bu (a merchant’s or Noble’s pet) 
  Cat ........................................................free (not a pet but a mouser) 
  Songbird ................................................................................ 15 Mon 
  Koi (goldfish) ..5 Mon up to 1 Koban for an interesting colour (a pet) 
  Monkey ........................ 5 Bu (used by monkey handler entertainers) 
  Singing frog ........................................................................... 10 Mon 
  Singing insect ..3 Mon (crickets, cicadas, etc. were kept in cages as 
  pets) 
  Birdlime ................. 1 Mon will cover a branch and catch 1D10 birds 
  Small net ............. 1 Mon (used to capture dragonflies, fireflies, etc.) 
  
  137
  Building  
  Construction 
  Japan is the same latitude as California and has a similar 
  range of climate - and seismic potential. Japanese homes 
  were built to allow their inhabitants to escape quickly in 
  case of an earthquake or fire, not to protect them against 
  the elements. 
  The Japanese Home Or 
  Shop 
  Much the same structure served the Eta, the peasant 
  farmer, the town artisan, and the merchant shopkeeper. It 
  was made out of cheaper or more expensive materials and 
  workmanship according to the wealth of the builder. 
  It was built by clearing a site which was then purified 
  by a Shinto priest. Afterwards, stones were stacked in 
  pillars along where the outer walls would be, each pillar 
  about a ken apart. The builders chose stones with a slightly 
  hollowed top so the pillars would sway in a high wind or 
  earthquake but be relatively stable. If the building was 
  two-story, it might have a central pillar cut from a tree 
  trunk and a set of steps so steep it was more like a ladder 
  than a stairway. The building front went all the way across 
  the property line, touching the buildings on either side. 
  A bamboo framework was then set on top of the pillars 
  to support the outer walls and a roof of tile, shingles, 
  or (for peasants) thatching (often topped by flowers). 
  Another Shinto ceremony was conducted when the ridge-
  pole was raised, with sake poured on the NE corner to 
  banish demons, dirt from the Priest's shrine scattered on 
  the ground, and presents given to the carpenters. 
  Next came the wooden flooring, two shaku above the 
  ground, with a broad veranda of polished wood on which 
  visitors could stand and talk without entering the home 
  so they wouldn't have to take their footwear off. A bucket 
  of water was kept outside the front of the house so during 
  rainy weather people could wash off their muddy feet 
  before entering the house. 
  There was room enough beneath the floor for children 
  to play there (and ninja to spy there), but the area was 
  very dirty. One Japanese description of an impossible task 
  is "as hopeless as cleaning up under the veranda." The 
  ceiling was only six shaku above the floor and one or two 
  shaku beneath the roof. It was strong enough to support 
  the weight of a ninja. Wooden shutters (two rin thick) 
  were used to cover the walls during stormy weather or 
  cold winter days (and stored away in chests the rest of the 
  time). No door was ever put on the northeast wall. 
  The toilet was outside in a small building of its own. 
  Every morning, its bucket was collected by an Eta and 
  taken to a compost heap, which was eventually sold to 
  farmers for fertilizer. 
  The kitchen hearth was sunken in the ground, 
  surrounded by a polished wood floor. In the rest of the 
  building, the floor and ceiling was grooved every three 
  shaku, allowing the space to be divided into rooms 
  measured in multiples of tatami mats (3'x6' rectangles), 
  with the usual room being 4-8 mats. No polite person 
  wore zori or geta when walking on tatami mats. One 
  took off one's foot gear at the veranda before entering the 
  house. Waraji were kept in the kitchen for people to use 
  there. 
  Because all rooms were built to the same measurements, 
  standard mats and screens could be bought at any store. 
  Tatami mats (made of rush straw covered in woven soft 
  rush straw) covered the floor where it wasn't polished. 
  Shoji screens served as house walls during daytime and 
  warm nights. They could also be slid into the grooving to 
  create rooms of any desired size. (A Japanese building has 
  no fixed floor plan.) 
  A brick kura (storehouse) lay behind the house. Inside it 
  were bulky items not used everyday and family treasures. 
  In the country, it was also used for storing the harvest. Its 
  door had the best lock the owner could afford to protect 
  what it held from burglars as well as fire. 
  This structure takes one day for five adults to construct. 
  It covers 450-1080 square feet (25-60 mats) at an 
  approximate cost of 
  • 
  Cheap:  
  5 Mon per mat 
  • 
  Average:  
  12 Mon per mat 
  • 
  Expensive: 
  50 Mon per mat 
  This building has no specific bedrooms, family room, 
  etc. Each night, futon (comforters) are brought out to 
  sleep in; each morning, they are stored away in chests, 
  freeing the area for other uses. People who could afford it 
  had screens or hanging curtains set up around their bed 
  for additional privacy. Clothes and other belongings are 
  kept in chests of drawers placed in wooden alcoves. 
  Heating is not provided by a fireplace (though the 
  kitchen has a stove) but by a small square brazier, often 
  with a quilt hanging from its sides so one may stick one's 
  legs under it. 
  
  138
  Each home has a small garden behind it. Some gardens 
  have flowers and trees; others are dry gardens made up of 
  mosses or raked sand and distinctive stones. This garden 
  may cost up to ten times as much as the house. Many 
  people also have a small vegetable patch and fruit trees. 
  If a shop or inn is ready for business, brightly coloured 
  curtains are hung outside its shoji sliding screens. If it 
  is closed, the curtains are tucked inside the shoji. Each 
  building has its owner's name and occupation posted so 
  passers-by can read it. 
  Guests or customers are welcomed on the veranda and 
  may be ushered inside. In a samurai home or a shop that 
  caters to samurai, there will be a number of sword racks by 
  the door, for visitors' katana. 
  In the area used for entertaining guests and for family 
  gatherings is the tokonoma, an alcove which displays a 
  work of art: a hanging scroll or flower arrangement or 
  something else beautiful and treasured. Running vertically 
  along the tokonoma on its left side is a piece of wood 
  chosen for its beauty and placed so that the original tree's 
  orientation is preserved. If this piece of wood is put in 
  upside down, the ghost of the tree will return as a Yurei. 
  
  139
  The area was guarded by samurai (and Akita mastiffs 
  sometimes patrolled the gardens at night). In addition, 
  other precautions against thieves and ninja were taken in 
  building the Noble’s mansion. Sections of floor might be 
  false, set to dump anyone who walked on them into a pit. 
  Or there might be "nightingale floors" which creaked if 
  walked upon. The attics might have threads running from 
  ceiling to roof which rang bells if someone crawled by. 
  Such a mansion takes 50 men a month to build and costs 
  • 
   Cheap:     1,500 Bu 
  • 
   Average:    3,000 Bu 
  • 
   Expensive:  9,000 Bu 
   Anti-infiltration measures increase the cost by 50% or 
  more. 
  The Mansion Or 
  Teahouse Or Upper 
  Class Inn 
  This building was much larger and more expensively 
  furnished (with a far more elaborate garden) than the 
  small house but made in the same way. Such a building is 
  expensively built (50 Mon per mat) with an average area 
  of 300 to 1000 mats. Inside the garden was a pavilion used 
  for the tea ceremony, traditionally with an area of 4.5 mats. 
  The best rooms were those at the back, overlooking the 
  garden. It takes ten adults five days to build. 
  There was usually a bamboo fence 10'-25' high around 
  the mansion and its garden, with a gate that opened on 
  a path that led to the veranda. A physician's office was 
  a mansion with an imposing entrance: its gate was high 
  enough to admit a patient carried on a norimono. Most 
  gates were only six shaku high, high enough to admit a 
  walking person. Nobles had gates high enough to admit 
  an ox-cart so that visiting court ladies could get out of the 
  cart directly onto the veranda. 
  Unlike the small home, the mansion had a bath room. 
  Its floor was tiled; its walls were wooden (and could be 
  locked from the outside if a villain plotted to murder a 
  house guest). The bathtub was wooden, about four feet 
  high and three feet in diameter; a bather crouched or 
  stood inside it rather than reclining. A banked fire under it 
  kept the water warm. 
  Most wealthy people bathed at least once a day, 
  sometimes several times a day - to fight the winter cold 
  or the summer humidity. A bather soaped and washed 
  himself clean before entering the bath, so the bath water 
  didn't get dirty; it was only changed once a day and then 
  thrown onto the garden. 
  The Fortified Mansion 
  All nobles had several fortified mansions, typically one 
  in the Imperial Capitol, one in the Shogunate Capitol, and 
  one in the clan territory. These mansions were enclosed 
  by stone walls with steel-reinforced gates. Inside was 
  a quadrangle of long, narrow buildings (24 feet wide 
  and 480' long), which held barracks, armouries, and 
  storerooms. Their wooden walls were fixed and reinforced 
  with iron; they could be used to lock someone into or out 
  of a room. Inside the quadrangle was a garden and the 
  Noble’s mansion, built with fixed wooden walls, which 
  might be reinforced with iron. There were also smaller 
  standard buildings for his karo (chief retainer) and other 
  principal officials. 
  
  140
  Shinto Shrine 
  The Shinto shrine's approach is marked by three great 
  wooden torii (two large timbers with two crossbeams 
  sticking out past the supports). Some shrines have many 
  torii, erected by worshippers to fulfil vows made when 
  they or their loved ones needed the help of the Kami. 
  No one is supposed to enter the shrine area who is ill, 
  bleeding, or in mourning. Along the path are several 
  sakaki trees: evergreen bushy shrubs that grow to about 
  ten feet tall and bear white flowers in the summer. There 
  may also be a garden. 
  The shrine is built of undressed cypress timbers with 
  a thatched roof. The crossed-beams at the roof-ends are 
  vertically cut if the Kami enshrined is male, horizontally 
  cut if the Kami is female. At the entrance are statues of 
  "Korean lion dogs". Inside, there's an altar with a nearby 
  donation box and water trough where worshippers wash 
  their hands and mouths before praying. There are no 
  statues of the Kami themselves. Behind the altar lies a 
  locked room in which there is a holy relic of the Kami, 
  usually a mirror, sword, or jewel. Only the shrine's head 
  priest may enter this room. 
  In one sense, the entire Imperial Palace is a Shinto 
  shrine. Impure people are not supposed to enter it. The 
  Emperor's women went to nearby buildings when they 
  were menstruating or pregnant. Even the Emperor had to 
  leave the Palace if he was sick, injured, or in mourning. 
  In the heart of the Emperor's own living quarters is 
  a small Shinto shrine where only the Emperor may go, 
  to pray to Amaterasu. The Emperor's three most holy 
  treasures are the Imperial Regalia, given by Amaterasu to 
  her great-grandson Jimmu Tenno, the first Emperor. The 
  Imperial Sword which is kept at a nearby shrine to Atago. 
  The Imperial Mirror and Jewel (originally used to coax 
  Amaterasu out of a cave) are kept at her shrine at Ise. 
  A shrine costs at least as much to build as a mansion or 
  teahouse. The Imperial Palace caught fire every 1D10+2 
  years and had to be partially or fully rebuilt, costing 100 
  times as much as a mansion. 
  Buddhist Temple 
  The Buddhist temple is made of dressed wood with a 
  tiled roof. It is often surrounded by gardens, especially 
  if it houses Ascetic Priests. The grounds are lit by stone 
  lanterns as high as a man, donated by worshippers. There 
  may be a garden with a 4.5 mat tea pavilion. 
  At the temple gates stand statues of the Ni-O, the two 
  heavenly kings. Inside are statues of one or more Buddha 
  or Bosatsu and their guardians. There's an altar with a 
  donation box and water trough nearby. An attendant 
  sells incense and other items. Nearby the altar is a huge 
  bell which is rung by hitting it with a suspended wooden 
  timber. 
  • 
  An ascetic temple costs as much to build as a mansion. 
  • 
  A martial temple costs as much to build as a fortified 
  mansion. 
  
  141
  Castle 
  (Also See page 209) 
  Only the head of a powerful clan had a castle. Most clan 
  lords and nobles lived in fortified mansions and depended 
  on the courage of their samurai rather than on the 
  strength of their walls. Towns had walls but no organized 
  militia, only ward guards - and the local clan lord's army. 
  During the reign of a strong Emperor or Shogun, building 
  or repairing a castle without government permission was 
  an act of defiance equivalent to rebellion. 
  A Japanese castle covered considerably more area than 
  a European one, perhaps because only its walls were built 
  of stone. (One large castle's walls enclosed over 100,000 
  square yards.) The castle was usually built into a mountain 
  or incorporated a lake, river or ocean into its defence plan. 
  Its stone walls were topped by wooden walls, which in 
  turn were sometimes topped by a spiked iron fence. All 
  the buildings inside were wooden. These castles were very 
  susceptible to fire but fairly sturdy against other attack. 
  Basic attacks against a castle were a) storming the gates 
  or walls with troops, b) using a battering ram, c) using fire 
  arrows to set fire to its wooden buildings, and d) using 
  traitors and/or ninja to open the gates from within, set fire 
  to the interior buildings, etc. 
  The castle's stone walls were made of uncut stones 
  carefully fitted together, their flexibility letting them 
  rock slightly in an earthquake. They were topped by 
  wooden walls pierced with holes for longbow men and 
  crossbowmen. Some holes were covered with plaster, 
  easily broken from the inside. There were also windows 
  hidden under the eaves that could be used to throw stones 
  or pour boiling water down on attackers. Outside the 
  wall was a moat filled with water, spanned by a bridge 
  or causeway which was commanded by a tower. (There 
  were no drawbridges or portcullises.) A few castles had 
  a wooden wall outside the stone wall, which could be 
  detached and let fall, crushing enemy troops. 
  The outermost wall had several entrances: for 
  distinguished nobles, for tradesmen, etc. The castle 
  gates were wood reinforced with iron, part of a boxlike 
  structure in which the path made an abrupt right angle 
  turn, commanded by a two story wooden tower. The 
  path approaching a gate would turn abruptly toward 
  the gate and grow narrower and steeper during the last 
  twenty shaku - all designed to slow down the onrush of 
  an attacking army and make use of a battering ram more 
  difficult. During peacetime, gate towers might be used for 
  moon-viewing or to house a temple. 
  Inside the outer walls lay several citadels, each with its 
  own walls and gates, inside which was a wooden tower 
  of three, five or seven stories. The citadel roof was tiled; 
  dolphins swam at each end of the ridge-pole, in the 
  hope they would protect the building against fire. Long, 
  rectangular wooden buildings in the lesser citadels housed 
  the servants quarters and samurai barracks. The main 
  citadel housed the castle's ladies. Each citadel had a well 
  and its own storerooms for food. There might also be 
  secret storerooms known only to a special few. Like the 
  fortified mansion, any or all of these buildings might have 
  anti-infiltration devices. 
  A castle's gates and walls were laid out so an attacking 
  army would have had to follow a spiralling path, passing 
  under the fire of the lesser citadels to get to the main 
  citadel. There might be as many as twenty gates between 
  the outermost walls and the chief citadel's central tower. 
  Finding one's way to the heart of a castle could be like 
  trying to solve a maze. Many gates were inscribed with the 
  ideograph for water, in the hope it would protect them and 
  the buildings beyond them from raging fires. 
  Such a castle takes 1D10 years to build and costs 
  • 
  Cheap: 
  1/2 x 1D10 years of the clan lord's income 
  • 
  Average: 
  1D10 years of the clan lord's income 
  • 
  Expensive: 
  2D10 years of the clan lord's income 
  
  142
  Religious Expenses 
  Donations 
  Near the temple's or shrine's altar was a large, iron-
  reinforced box (lock Difficulty 30) into which the 
  worshipper put a donation before praying. Very poor 
  people gave a Sen. Most people gave a Mon. Merchants 
  and Samurai gave a Bu. Rich nobles gave a Koban. People 
  without money handy might pledge a donation. (The 
  GM may opt to let a character's donation relative to his 
  wealth or spare time affect the chance that his AoF will be 
  successful.) 
  Sometimes the worshipper bought an E-ma, a five-sided 
  wooden tablet about the size of a hand, carved with the 
  image of a horse. He wrote his name, address, and request 
  on it and left it at the shrine or temple. Each New Year's 
  Eve, a bonfire was built of the E-ma received in the past 
  year. 
  Pledge
  Cost
  Production 
  Abstinence (from meat et al.)
  -
  - 
  Woman’s hair for a bell-rope
  -
  Regrows 1' per year 
  Woman’s mirror for a bell
  -
  Owned at least 1 year 
  1000 origami paper cranes
  See Paper
  1 month 
  Freeing captive birds or fish
  1 Bu
  Routinely available 
  Lengths of cloth
  Market
  Routinely available 
  E-ma
  5 Bu
  Routinely available 
  a keg of sake (Shinto)
  20 Bu
  Routinely available 
  a Shinto torii - wood
  50 Bu
  12 days 
  ....metal
  1000 Bu
  1 year
  a large stone lantern (Buddhist)
  500 Bu
  3 months 
  a large statue (Buddhist) 
  ....stone
  1500 Bu
  9 months 
  ....bronze
  10,000 Bu
  5 years 
  a temple bell (Buddhist)
  5000 Bu
  1 year 
  Religious Divination And 
  Souvenirs 
  Many shrines and temples allowed worshippers to use 
  stick divination. After praying, a person might make a 
  small donation to a priest who sat nearby and be offered a 
  box that contained 49 sticks, one of which emerged when 
  the box was shaken. The priest read the stick's number and 
  gave the worshipper a printed slip with a prediction and a 
  piece of advice. Unpleasant predictions were wrapped on a 
  tree branch in order to avoid taking the bad luck home. 
  All temples and shrines sold souvenirs which were 
  printed with its name and that of the Kami or Buddha 
  honoured there. These included small bags of the rice 
  from offerings, miniatures or wood block prints of the 
  shrine or temple (which could be put on a shelf at home), 
  and many other things. One popular item was the carving 
  of a frog (the Japanese word for "frog" is pronounced 
  the same as the word for "return") which was believed to 
  ensure a return to health after sickness, a return to home 
  after a trip, and a return to one's pouch of money spent on 
  business or pleasure. Also see Holy Items p208 
  Daily Earnings 
  During the course of the campaign, the PCs may wish to 
  hire NPCs by the day - or to take out a day now and then 
  to make some money of their own. 
  Vocation
  Earnings
  Doubled On Skill Success Of 
  Eta beggar
  BV x 1D10 x Mon
  Begging 
  Eta leatherworker
  DIS x Mon
  Leatherworking 
  Other Eta
  2D10 x Mon
  - 
  Courtesan
  APP x 5 Mon 
  Charm
  Geisha/Onnagata
  (APP + BV) x 10 Mon
  Relevant Arts & Entertainment skill 
  Other Entertainer
  DIS x 10 Mon
  Relevant Arts & Entertainment skill 
  Casual Labour
  (11D10 + WIS) x Mon
  Relevant Athletic skill 
  Fortune Teller
  (BV + 1D10) x Mon
  Charm 
  Peddler
  (BV + DSC) x Mon
  Bargaining 
  Other Artisans
  DIS x 10 Mon
  Starting Skill 
  Physician
  BV x Bu
  Success in curing patient 
  Exorcist
  BV x Bu
  Success in curing patient 
  Priest Beggar
  (BV + DSC) x 5 Mon
  Charm 
  Funerals 
  A lacquered coffin large enough to hold a sitting man 
  cost 15 Bu. A coffin decorated with gold and jade might 
  cost as much 150 koban. Most people settled for cremating 
  their dead and having them buried in a smaller lacquered 
  coffin of 3 Bu. The coffin price included the Buddhist 
  funeral service, grave, grave marker, and ihai (memorial 
  tablet). 
  
  143
  
  144
  Shinto Elemental Affinities 
  Chinese Elemental Affinities
  Air: Air, Command, Illusion 
  Earth:  Earth, Arcane, Healing, Wards 
  Earth:  Earth, Arcane, Healing, Wards  
  Fire: Fire, Transcendental
  Fire: Fire, Transcendental  
  Metal:  Metal, Illusion
  Water:  Water, Divination, Meido  
  Water:  Water, Divination 
   
  Wood: Wood, Command
  Herbs & Flowers
  Buying & Enchanting Magick Materials
  Magical Supplies
  There are no apothecaries. Look for herbs and flowers at the flower shop, herbalist shop, or grocery. Look for woods at 
  a furniture store or carpenter's. Look for gemstones at the jeweller’s. Look for metals at the blacksmith's. Look for animal 
  parts at the Eta butcher's or farm.
  A number of the Magick materials in the lists below have different associations than they do in C&S 5th Edition because 
  Japanese symbolism is different. The GM should feel free to add Specific Powers suitable to his campaign to the various 
  Magick supplies.
  Herb/Flower (¼ Oz) 
  Find
  Shop
  Cost
  Element
  MR
  Specific Powers
  Agueweed
  -05
  15%
  15 Mon
  Water
  3
  Healing
  Ai (Indigo)
  -10
  90%
  1 Bu
  Air
  2
  Disguise
  Akane (Madder-Wort) 
  -20
  90%
  5 Mon
  Fire
  2
  Disguise
  Aloes
  -10
  70%
  3 Mon
  Earth
  2
  Divination
  Althea
  -20
  70%
  3 Mon
  Air
  2
  Purification
  Anemone
  -25
  60%
  3 Mon
  Fire
  2
  Healing
  Asagao (Dawn Face)
  -20
  80%
  10 Mon
  Air
  2
  Awaken
  Azalea
  -20
  80%
  5 Mon
  Fire
  2
  Beauty
  Bellflower
  -10
  80%
  5 Mon
  Water
  2
  Protection from fire
  Bullrushes
  -05
  80%
  1 Mon
  Water
  2
  Sleep
  Burdock
  -05
  80%
  2 Mon
  Water
  2
  Funeral
  Bush Clover
  -05
  20%
  1 Mon
  ALL
  5
  Detect Fox Hengeyokai
  Camellia
  -10
  70%
  5 Mon
  Air
  2
  Seppuku, severed head
  Castor Bean
  -10
  50%
  10 Mon
  Earth
  2
  Healing
  Century Plant
  -20
  35%
  25 Mon
  Water
  3
  Healing, rain
  Cherry Blossom
  -10
  25%
  1 Bu
  Fire
  2
  Willpower vs Command
  Chrysanthemum
  -20
  50%
  1 Bu
  Air
  3
  Willpower vs Command
  Dandelion
  -05
  10%
  1 Mon
  Earth
  4
  Purification
  Devil's Tongue
  -10
  20%
  1 Mon
  Fire
  3
  Exorcism
  Duckweed
  -05
  05%
  1 Mon
  Water
  2
  Hengeyokai Possession
  Fern
  -20
  90%
  1 Mon
  Earth
  2
  Children
  Gardenia
  -20
  50%
  5 Mon
  Earth
  2
  Calming
  
  145
  Herb/Flower (¼ Oz) 
  Find
  Shop
  Cost
  Element
  MR
  Specific Powers
  Garlic
  -25
  90%
  1 Mon
  Fire
  2
  Healing, Divination
  Ginkgo Blossom
  -20
  50%
  1 Bu
  Air
  2
  Willpower vs Illusion
  Ginseng Root
  -30
  40%
  40 Bu
  Earth
  1
  Healing
  Holly
  -45
  70%
  3 Mon
  Air
  2
  Healing
  Honeysuckle
  -10
  70%
  3 Mon
  Earth
  2
  Divination
  Iris
  -20
  50%
  5 Mon
  Water
  2
  Enhances Beauty
  Ivy
  -10
  90%
  1 Mon
  Fire
  2
  Climbing
  Kudzu
  -05
  20%
  1 Mon
  Water
  4
  Clumsiness
  Lily
  -20
  60%
  5 Mon
  Air
  2
  Enhances Agility
  Lotus
  -10
  50%
  1 Bu
  Water
  1
  Death, Nirvana
  ....Counts As +3 Materials If Used By Buddhist Priest
  Magnolia Flower
  -20
  50%
  5 Mon
  Earth
  3
  Love perfume
  Maple Fall Leaves
  -10
  15%
  20 Mon
  Fire
  3
  Youth/Age
  Marigold
  -20
  805
  2 Mon
  Earth
  3
  Wealth
  Miscanthus (Reed)
  -20
  50%
  1 Mon
  Water
  3
  Enhances Fire
  Moss
  -20
  50%
  1 Mon
  Water
  3
  Calming
  Moxa (Mugwort)
  -25
  75%
  5 Mon
  Fire
  2
  Healing, Detect Lie
  Murasaki (Bugloss)
  -10
  90%
  10 Mon
  Fire
  1
  Attracts love
  Mustard
  -10
  90%
  5 Mon
  Fire
  2
  Purification
  Nasturtium
  -20
  90%
  2 Mon
  Fire
  2
  Wealth
  Orchid
  -10
  15%
  1 Bu
  Air
  1
  Divination
  Parsley
  -10
  70%
  1 Mon
  Earth
  3
  Speeds recuperation (x2)
  Peony (Flower King) 
  -10
  80%
  10 Mon
  Air
  2
  Command
  Plum Blossom
  -10
  25%
  1 Bu
  Earth
  2
  Bravery
  Quince Blossom
  -10
  35%
  5 Mon
  Earth
  2
  Love incense
  Red Pepper
  -10
  80%
  5 Mon
  Fire
  2
  Purification
  Rose
  -30
  80%
  2 Mon
  Fire
  2
  Pain
  Seaweed
  -05
  70%
  1 Mon
  Water
  3
  Willpower vs Arcane
  Tea Leaves
  -50
  90%
  5 Mon
  Earth
  3
  Purification
  Thistle Blossom
  -10
  05%
  1 Mon
  Earth
  2
  Impermanent Beauty
  Udonge Blossom
  -50
  --
  80 Oban
  Air
  1
  Longevity
  ....Counts As +7 Materials -- Said To Bloom Once Every 3000 Years
  Vine
  -10
  90%
  1 Mon
  Air
  2
  Climbing
  Wisteria
  -40
  60%
  5 Mon
  Air
  1
  Purification, Sumo
  Wormwood
  -50
  20%
  10 Mon
  Air
  2
  Wards
  
  146
  Wood
  Wood (1 lb)
  Find
  Shop
  Cost
  Element
  MR
  Special Power
  ALDER
  -15
  70%
  5 Mon
  Earth
  2
  Wards
  Apple
  -20
  70%
  5 Mon
  Air
  1
  Prosperity
  Ash
  -15
  85%
  5 Mon
  Water
  3
  Wards
  BAMBOO
  -05
  90%
  10 Mon 
  Water
  3
  Speeds recuperation (x2)
  BO TREE
  -05
  10%
  10 Bu
  Air
  1
  Willpower vs Illusion
  ...Counts as +3 materials if used by Buddhist Priest
  CAMPHOR TREE
  -40
  60%
  5 Mon
  Water
  2
  Sleep
  CEDAR
  -05
  70%
  5 Mon
  Air
  2
  Wards
  CITRON TREE
  05
  50%
  5 Mon
  Earth
  3
  Bardic Voice
  Cypress
  -10
  50%
  5 Mon
  Earth
  3
  Wards
  Elm
  -10
  70%
  3 Mon
  Earth
  3
  Wards
  Fir (ephedrine)
  -10
  70%
  2 Mon
  Air
  3
  Prevents sleepiness
  Hazel
  -20
  50%
  7 Mon
  Air
  2
  Wards
  HEMLOCK SPRUCE
  -05
  70%
  10 Mon 
  Earth
  3
  Purification
  KATSURA (¼ oz)
  -30
  40%
  5 Bu
  Fire
  3
  Cinnamon incense
  LACQUER TREE
  -10
  25%
  5 Mon
  Fire
  1
  Poison
  MULBERRY
  -10
  80%
  5 Mon
  Earth
  2
  Calligraphy
  Oak
  -30
  70%
  25 Mon 
  Fire
  2
  Strength
  PALM TREE
  -30
  30%
  25 Mon 
  Air
  3
  Purification
  PAULOWNIA
  -10
  70%
  5 Mon
  Water
  2
  Wards
  Pine
  -10
  70%
  1 Mon
  Earth
  3
  Longevity
  PLUM TREE
  -10
  35%
  10 Mon 
  Earth
  3
  Willpower vs Command
  SAKAKI
  +80
  10%
  1 Bu
  Air
  1
  Wards
  ...Counts as +3 materials if used by Shinto Priest
  SANDALWOOD (¼ oz) 
  --
  30%
  10 Mon 
  Air
  3
  Healing incense
  SUGI (redwood)
  -10
  70%
  5 Mon
  Earth
  2
  Wards
  Willow (1 lb)
  -10
  70%
  5 Mon
  Water
  2
  Ghosts, Beauty
  Gemstones
  Certain gems were only available as imports from China, Korea, or India: diamond, emerald, moonstone, onyx, ruby, 
  sapphire, topaz, and zircon.
  Gemstone (1 carat)
  Available 
  Cost
  Element
  MR
  Special Power
  Agate
  90%
  7 Mon
  Earth
  5
  Strength, Healing
  Amber
  50%
  7 Bu
  Fire
  1
  Wards, Healing
  Asbestos
  90%
  3 Mon
  Fire
  10
  Arcane
  Cat's-eye
  60%
  40 Mon
  Earth
  7
  Prosperity, Divination
  CHRYSOBERYL
  60%
  15 Bu
  Fire
  5
  Prosperity, Luck
  Coral
  60%
  15 Mon
  Water
  3
  Wards, Plants
  COWRIE SHELL
  50%
  5 Mon
  Water
  3
  Prosperity
  
  147
  Gemstone (1 carat)
  Available 
  Cost
  Element
  MR
  Special Power
  Crystal
  60%
  50 Bu
  Fire
  2
  Divination, Energizer
  ....Holds up to +3 magical charges
  Diamond
  10%
  100+ Bu
  Fire
  10
  Strength, Money
  Emerald
  05%
  150 Bu
  Water
  7
  Exorcism, Energizer
  ....Holds up to +5 magical charges
  Flint
  80%
  3 Mon
  Water
  5
  Fire
  Garnet
  60%
  50+ Mon
  Fire
  6
  Healing
  Hematite
  60%
  10 Mon
  Fire
  6
  Healing
  Jade (green)
  60%
  25 Bu
  Water
  3
  Love, Money
  Jade (white)
  10%
  75 Bu
  Air
  4
  Loyalty, Energizer
  ....Holds up to +5 magical charges
  KOJIN TEARS
  01%
  1 Oban
  Water
  1
  Energizer
  ....holds up to +7 magical charges
  Lapis Lazuli
  40%
  27 Bu
  Water
  1
  Transcendental
  Moonstone
  05%
  5 Bu
  Water
  1
  Meido
  NACRE (1 oz)
  80%
  5 Bu
  Water
  3
  Illusion, Divination
  Obsidian
  60%
  60 Mon
  Fire
  5
  Wards vs Water
  Onyx
  05%
  5 Bu
  Fire
  7
  Arcane, Energizer
  ....Holds up to +7 magical charges
  Pearl (white)
  60%
  60 Mon
  Water
  1
  Meido, Love
  Pearl (black)
  10%
  20 Bu
  Water
  3
  Illusion, Energizer
  ....Holds up to +7 magical charges
  Petrified Wood
  60%
  47 Bu
  Earth
  3
  Exile
  PORPHYRY
  80%
  30 Mon
  Air
  3
  Strength
  Ruby
  05%
  0 Bu
  Fire
  9
  Energizer
  ....Holds up to +7 magical charges
  Sapphire
  05%
  100+ Bu
  Water
  8
  Divination, Energizer
  ....Holds up to +7 magical charges
  Serpentine
  25%
  1 Bu
  Fire
  4
  Wards vs Poison
  SATIN SPAR
  75%
  5 Bu
  Air
  3
  Luck, Peace, Healing
  SLATE
  90%
  10 Mon
  Earth
  10
  Wards
  Topaz
  05%
  50 Bu
  Fire
  6
  Energizer
  ....holds up to +3 magical charges
  TORTOISE SHELL (1 oz) 
  80%
  15 Bu
  Water
  3
  Divination, Longevity
  Zircon (cloudy)
  05%
  50 Bu
  Water
  5
  Transcendental, Meido
  
  148
  Metals & Minerals
  Metal/Mineral
  Available
  Cost
  Element
  MR
  Special Power
  Brass 1 oz
  50%
  7 Bu
  Fire
  4
  --
  BRONZE 1 oz
  80%
  9 Mon
  Fire
  4
  --
  CINNABAR 1 oz
  80%
  20 Bu
  Fire
  5
  Wards
  Copper 1 oz
  90%
  7 Mon
  Water
  3
  Luck, Love
  Gold 1/2 oz
  90%
  50 Bu
  Fire
  2
  All kinds of Magick
  Iron 5 lb
  90%
  8 Bu
  Fire
  9
  Strength
  Lead 5 lb
  90%
  7 Bu
  Earth
  10
  Blocks Arcane
  LAVA 1 oz
  50%
  20 Bu
  Fire
  1
  Blocks Fire
  Lodestone 1 oz
  80%
  20 Bu
  Water
  7
  Enhances Finding
  Silver 1/2 oz
  90%
  7 Bu
  Water
  2
  Mental Fortitude
  STEEL 1 lb
  85%
  10 Bu
  Fire
  5
  Strength, Mental Fortitude
  Tin 4 oz
  60%
  20 Mon
  Air
  6
  Gambling luck
  The GM may opt to let a 
  character melt down an 
  heirloom sword or mirror 
  to use as a magical 
  ingredient:  treating it as 
  Fire, MR*1, all sorts of 
  Magick.
  Miscellaneous Magical Materials
  Shinto Priests will not use blood. Anyone with a Magick item that does use blood will be treated as impure when trying 
  to enter a Shinto shrine.
  std  = 
  Standard Quantities,  
  Cost  
  MR for Animal Materials at Eta Butcher
   
  Blood ¼ pt 
   
  5 Mon 
  MR 3
   
  Bone 1 oz 
   
  1 Mon 
  MR 4
   
  Feathers (or Hair) ¼ oz 
  2 Mon 
  MR 3
   
  Internal organ 3 oz  
  3 Mon 
  MR 5
   
  Nail clippings ¼ oz  
  3 Mon 
  MR 3
   
  Skin (or Hide) 1 oz  
  5 Mon 
  MR 5
  Magick Material
  Available
  Cost
  Element
  MR
  Special Power
  AMBERGRIS (¼ oz)
  15%
  10 Bu
  Water
  1
  Exorcism, Healing
  BOAR (wild) (standard)
  10%
  Standard
  Earth
  std
  Hatred
  BULL, COW (standard)
  99%
  Standard
  Earth
  std
  Exorcism
  CHICKEN, DUCK (std)
  99%
  Standard
  Air
  std
  Wards
  CLAM (standard)
  99%
  Market
  Water
  std
  Wards
  CRANE (standard)
  90%
  Find
  Air
  std
  Longevity
  CROW (standard)
  99%
  Find
  Air
  std
  Filial Loyalty
  DOG (standard)
  90%
  Market
  Earth
  std
  Wards
  DONKEY (standard)
  80%
  Market
  Earth
  std
  Willpower
  DOVE (standard)
  50%
  Find
  Air
  std
  War, Battle
  DRAGON (standard)
  01%
  1 Oban
  Water
  10
  all kinds of Magick
  ....Incurs wrath of Dragon Realm (bones or eyes will hold +7 charges)
  DRAGONFLIES 1 oz
  20%
  1 Bu
  Air
  3
  Victory
  FIREFLIES 1 oz
  20%
  1 Bu
  Fire
  3
  All kinds of Magick
  HORSE (standard)
  99%
  Market
  Earth
  std
  Command, Illusion
  HOT SPRING WATER 1 oz
  50%
  25 Mon
  Water
  3
  Blood substitute
  INK 8 oz
  99%
  Market
  Water
  5
  Calligraphy
  KOI (standard)
  99%
  Market
  Water
  std
  Bravery
  
  149
  Magick Material
  Available
  Cost
  Element
  MR
  Special Power
  LAKE WATER (4 oz)
  70%
  Collect
  Water
  6
  Healing
  LOBSTER (standard)
  95%
  Market
  Water
  std
  Combat skills
  MELTED SNOW 8 oz
  Various
  Collect
  Water
  3
  All kinds of water
  MONKEY (standard)
  10%
  1 Bu
  Air
  std
  Armour Illusion
  OCEAN WATER 1 pt
  99%
  1 mon
  Water
  3
  All kinds of Magick
  Oil ¾ pt
  90%
  Market
  Water
  4
  All kinds of Magick
  PAPER 1 oz
  95%
  Market
  Water
  5
  Calligraphy
  POISON (¼ oz, see p113) 
  05%
  1D10 Bu
  Earth
  1
  Meido
  RABBIT, HARE (standard)
  50%
  Standard
  Earth
  std
  Wards
  RAIN WATER (4 oz)
  10%
  10 Mon
  Water
  5
  Healing
  RAT, MOUSE (standard)
  05%
  1 Mon
  Earth
  std
  Thievish skills
  RIVER WATER (4 oz)
  70%
  Collect
  Water
  6
  Healing
  SAKE (4 oz)
  99%
  Market
  Water
  3
  Poison, Healing
  SALIVA, MAGE'S 2 oz
  99%
  Collect
  Water
  3
  counters Illusion
  Salt 1 oz
  80%
  7 Mon
  Earth
  3
  Blood substitute
  SEA HORSE 1 oz
  15%
  5 Mon
  Water
  3
  Swimming
  SHEEP
  05%
  10 Bu
  Earth
  std
  Beauty
  SHOCHU 8 oz
  99%
  Market
  Fire
  3
  Sleep, Truth
  SHRINE WATER 8 oz
  99%
  Collect
  Air
  3
  All kinds of Magick
  SHRINE TORII SPLINTER ¼ oz
  --
  Collect
  Air
  5
  Energizer
  ....Holds up to +7 charges; incurs wrath of Kami if not given by them
  SILK 1 oz
  50%
  Market
  Air
  5
  all kinds of Magick
  SNAKE (standard)
  10%
  1 Bu
  Earth
  1
  Healing, Love
  TAI-FISH (standard)
  99%
  Market
  Water
  std
  Hard Work, Success
  TEA 1 pt
  99%
  Market
  Water
  3
  All kinds of Magick
  TEMPLE WATER 8 oz
  99%
  Collect
  Air
  3
  All kinds of Magick
  TIGER (standard)
  01%
  1D10 Oban
  Fire
  1
  All kinds of Magick
  
  150
  Shields, Armour & 
  Helmets 
  If the GM has set the campaign during a time of 
  Contending Clans, an Ashigaru, Samurai, or Noble PC 
  begins with an appropriate set of armour. Wearing armour 
  or a helmet when not on military duty was a sign one 
  was a rebel or bandit. Samurai and Ward Guards would 
  immediately attack anyone wearing armour who had no 
  right to do so. Only Ninja wore concealed armour. 
  Japanese soldiers only carried shields when besieging a 
  castle. Then they carried large wooden shields which they 
  stuck in the ground in front of them to protect themselves 
  against crossbow attack. 
  Japanese armour was modular: pieces of lacquered 
  leather, leather reinforced with steel bars, or plates of steel, 
  fastened with brightly coloured leather or silk lacing. A 
  knowledgeable person could recognize a warrior by his 
  lacing colour and pattern. White lacing indicated that the 
  warrior did not expect to survive the battle. Once lacing 
  had become water-soaked (from rain or fording a river), 
  it had to be replaced; it took too long to dry. It was very 
  difficult to clean blood or mud off lacing. 
  Ashigaru (fighting peasants) wore minimal armour: just 
  a lacquered leather loin apron and cuirass. Foot Samurai 
  wore reinforced lacquered leather or metal loin apron 
  and cuirass, sometimes with additional armour for their 
  shoulders and arms. Mounted Samurai or Nobles also 
  wore armour for their legs and feet. An archer might only 
  wear armour on his left arm. 
  Ashigaru wore a flat, broad-brimmed helmet. Foot 
  Samurai wore a ringmail helmet. Mounted Samurai 
  helmets were conical, often with a hinged right earpiece 
  which could be cocked back to let the longbow be drawn 
  back to the ear. A noble often wore a helmet with a neck 
  protector and a face mask: often the face of a fierce animal, 
  a ghost, a demon or a tengu; sometimes the face of a 
  young man, an old man, or a beautiful woman. All helmets 
  were padded. A Noble's helmet might have a decoration 
  affixed to it, such as stag horns, a sun, a crescent moon, or 
  a sword. 
  Weapons 
  A character who is a warrior (see 4.1) will begin with 
  an average weapon for each of his Weapon Mastery skills 
  suitable to his social class. 
  Peasant Weapons 
  Kama: 
  A sickle a 3' wood shaft plus a steel blade 
  Masakari 
  A woodcutter's axe 
  Nata: 
  A woodcutter's hatchet
  Tanto: 
  Short dagger 
  Yari: 
  A spear (Ashigaru) used in a group charge 
  Yarinage: 
  A javelin (Ashigaru) 
  Townsman Weapons
  (Used by artisans and merchants) 
  Katana
  A medium sword, capable of being used one-handed but 
  customarily used two-handed. Only worn when journeying 
  between towns; never worn inside a town. 
  Kodachi
  A short sword. Only worn when journeying between towns; 
  never worn inside a town. Never worn along with the Katana 
  except by a Samurai.
  Sodegarami
  (Literally "sleeve-entangler"): a staff with barbed hooks on the 
  last few feet. Ward guards used this to entangle the armour, 
  clothing, hair or even the flesh of an opponent to restrain him 
  without running appreciable risk of killing him. 
  
  151
  Tanto
  A short dagger. Otokodate might add the BO and TESSEN. 
  Ward guards might add the KUSARI 
  Yamabushi Weapons 
  For Buddhist Martial Priests
  Bo
  A long staff made of oak  
  Jitte
  A long-hilted dagger with a square hook jutting out from the hilt 
  Jo
  A short staff made of oak.
  Kusari-Gama
  A Kama (sickle) plus a 10-ft weighted chain 
  Naginata
  A long staff with a dagger at its tip. Another blade may be set at 
  right angles to the shaft a foot below the tip. The butt is tipped 
  with a knife for jabbing or skewering. 
  Nodachi
  (Literally "field sword"): a full-sized slashing sword, worn on the 
  back rather than slung from the sash like the katana. 
  Tetsubo
  (Literally "iron Bo"): a Bo made out of steel  
  Yari
  A spear 
  Some Yamabushi also used chain weapons like the BO-
  GUSARI, KUSARI, KUSARI-GAMA, and JO-GUSARI. 
  Ninja Weapons 
  Bo-Gusari
  A long staff hollowed out to conceal a weighted chain which 
  could be used to crush or entangle an opponent  
  Explosives
  Thrown in an eggshell or a land mine booby trap 
  Fuku Bari
  A blowpipe used to blow small metal or bamboo needles -- or 
  powders 
  Half-Bow
  A miniature composite bow, small enough to slip into a kimono 
  sleeve, with similarly sized arrows  
  Hishi
  Throwing knives 
  Jo-Gusari
  A short staff hollowed out to conceal a weighted chain which 
  could be used to crush or entangle an opponent 
  Kusari
  A weighted chain, which could be used to crush or entangle an 
  opponent 
  Manriki-Gusari
  Two short sticks connected by a short length of chain 
  connecting them (a relative of the Okinawan nunchaku). May 
  be used to crush or entangle an opponent. 
  Neko-De
  (Literally "cat's claw"): a spiked gauntlet used for climbing or for 
  hand-to-hand combat 
  Ninja-To
  (Literally "ninja sword"): a sword a few inches shorter than the 
  katana, with room in the scabbard for various powders which 
  could be thrown in the opponent's face when drawing the 
  sword. 
  
  152
  Shuriken
  A bladed star or DIS, small enough to conceal in one's hand 
  and throwable like a knife
  Tetsubishi
  A sharp-pointed iron jack, made so that one blade that stuck up 
  no matter how the jack landed; they could be scattered behind 
  one to inconvenience pursuers or thrown as a knife
  Outcast Weapons 
  Cleaver
  (An Eta butcher's knife) 
  Other weapons that outcasts may use:
  Gamblers, Wako, and Bandits carried a KATANA or NODACHI. 
  Eta, Entertainers, and Thieves carried a TANTO 
  Outcast Samurai and Nobles 
  Samurai Weapons  
  Archery: Light Crossbow
  Only used inside castle walls to shoot at attackers. 
  Archery: Yumi
  A composite longbow, 7' long, made of wood sandwiched 
  between bamboo, held together by glue and thread, and 
  strung with hemp or sinew. Unlike the European longbow, it is 
  asymmetric, the hand grip about two-thirds of the way down 
  from the top, allowing it to be used on horseback. A quiver held 
  24 arrows in an assortment of different types, each about a 
  yard long, made of bamboo and fletched with feathers. 
  Arrowheads
  Willow Leaf
  This arrowhead has a double-edged un-barbed point like the 
  standard European arrowhead. 
  Turnip Head
  This bulbous arrowhead has holes in it, causing it to make a 
  singing sound as it flew. Samurai usually shot a Turnip Head 
  arrow to begin combat, in order to disconcert the enemy. 
  Fire Arrow
  A turnip head arrow with flaming thread, used to set a building 
  or ship afire. 
  Frog Crotch 
  This arrowhead is shaped like a pitchfork or crescent with 
  bladed points. It could cut down enemy flags or ship rigging, or 
  perhaps even cut off an enemy's helmet or armour by severing 
  its lacing. 
  Armour Piercer
  This arrowhead has a needle-like point, able to penetrate 
  lacquered leather or slip between steel plates. 
  Bowel Raker
  This arrowhead is barbed and does significant damage to the 
  victim upon being pulled out. 
  Katana
  A medium sword, capable of being used one-handed but 
  customarily used two-handed 
  Kodachi
  A small-sword with a fixed length. After 1300 CE the wakizashi 
  (literally "side-sword") is introduced which has a varying length 
  depending on user, either usually accompanies the katana. 
  Naginata
  A long staff with a dagger at its tip. Another blade may be set at 
  right angles to the shaft a foot below the tip. The butt is tipped 
  with a knife for jabbing or skewering. Samurai women were 
  often taught this weapon. A Naginata was often hung over the 
  door of a samurai's home so it could be taken down to be used 
  against an intruder. 
  Nodachi
  (Literally "field sword"): a full-sized slashing sword, 
  worn on the back rather than slung from the sash like the 
  katana. 
  Tachi
  The same blade as the katana but mounted for use on 
  horseback, to sweep down upon a victim rather than up
  Tanto
  A short dagger most samurai women carried a Tanto at their 
  sash or in a kimono sleeve. 
  Tessen
  (Literally "iron fan"): a steel war fan, used for signalling troops 
  or as a short, flat club  
  
  153
  Sword Etiquette
  Only a samurai or noble was permitted to wear the 
  Two Swords: the Katana and Kodachi (also known as 
  wakizashi, literally "side-sword", when carried as the 
  second sword). The swords were the symbols of the 
  samurai's status as a warrior. The theft, loss or negligent 
  treatment of either sword was a disgrace for a samurai 
  and a slur upon his honour. Brushing against a samurai's 
  sword or sword hilt or pulling the blade out of the 
  scabbard without his permission was grounds for a fight. 
  On entering a home, the samurai put his katana on a 
  sword rack but kept his wakizashi, putting it by his side 
  when he sat down. The only time a samurai or noble ever 
  was without both his swords was in the bath and in a 
  teahouse or theatre, where guards would ask him to check 
  his weapons at the entrance, to lower the chance of deadly 
  quarrels among customers. 
  Servants & Animals 
  Aside from peasants and outcasts, most families had 
  servants. There was a bond of duty between a servant and 
  his master, a bond which was said to endure even after 
  death. Travellers often took one or more servants with 
  them: to carry their belongings, see to their comforts, and 
  defend them against attack. The GM should discourage 
  one player's role playing both the master and the servant. 
  Either encourage players to role play one another's 
  servants or take the servants as NPCs so they will have 
  independent personalities. For hiring servants, see page 
  120 for the yearly salary plus room, food, clothing, and 
  other necessities. 
  A Samurai or Noble Warrior PC begins with a warhorse 
  with riding gear. A Samurai or Noble non-Warrior 
  PC begins with a riding horse with riding gear. Male 
  samurai and nobles owned horses, some of them trained 
  warhorses. Horse barding was available but only worn by 
  clan soldiers on official duty. Male nobles often owned 
  hunting dogs and hunting falcons. 
  Many families owned pets, including cats, pug dogs, 
  carp, birds, singing frogs and singing insects like cicada. 
  Many families also had guard dogs. These mastiffs were 
  not pets. They were never allowed inside the house but 
  considered fierce, dirty animals. All these animals should 
  be role played by the GM as NPCs, not by the player of the 
  PC who owns them. For purchasing animals, see 6.9. 
  
  154
  Armaments
  Note that several weapons have multiple attacks. For instance, the Bo-Gusari may be used to attack using either the 
  Chain's grapple attack or the Bo's Crushing attack. A Naginata may be used as a staff with a Crushing attack or as a sword 
  with a Slashing attack.
  BARBED
  SP
  WEAPON
  Damage
  Bash
  Crit 
  Mod
  L
  Tearing out barbed arrow
  2
  9
  +3
  M
  Tearing off sodegarami
  4
  8
  +3
  CRUSHING
  SP
  WEAPON
  Wt.
  Len
  Dmg
  Attributes
  Bash
  Crit
  Prod
  Cost
  LM
  Bo (quarterstaff)
  4
  6'
  5
  STR+AGL
  9
  +0
  1d
  10 Mon or Make
  H
  Bo-Gusari (Bo + weighted chain)
  5
  12'
  5
  AGL+DIS
  8
  +3
  6d
  12 Bu
  L
  Jo (half-quarterstaff)
  2
  3'
  2
  STR+AGL
  10
  +0
  1d
  10 Mon or Make
  M
  Jo-Gusari (Jo + weighted chain)
  1.5
  6'
  2
  AGL+DIS
  9
  +0
  4d
  11 Bu
  -
  Katana sheath
  1.5
  2'-2.5' 
  1
  STRx2
  n/a
  +0
  1d
  50 Mon
  -
  Kodachi sheath
  1
  1.5'
  1
  STRx2
  n/a
  +0
  1d
  40 Mon
  M
  Kusari (weighted chain)
  1
  6'
  4
  AGL+DIS
  9
  +3
  5d
  20 Bu
  2H
  Kusari-Gama (sickle + weighted chain) 
  4
  11’
  6
  AGL+DIS
  8
  +3
  7d
  28 Bu
  M
  Manriki-Gusari (sticks + chain)
  1.5
  8'
  1
  STRx2
  8
  +0
  4d
  11 Bu
  M
  Naginata (staff-sword)
  5
  6-10'
  5
  STR+AGL
  8
  +0
  3d
  10 Bu
  L
  Ninja-to sheath
  1
  2.5'
  1
  STRx2
  n/a
  +0
  1d
  4 Bu
  L
  Nodachi sheath
  1
  3-4'
  2
  STRx2
  n/a
  +0
  1d
  50 Mon
  M
  Sodegarami (barbed staff)
  9
  8-10'
  1
  STR+AGL
  9
  +0
  7d
  30 Bu
  L
  Tachi sheath
  1.5'
  2-2.5'
  1
  STRx2
  n/a
  +0
  1d
  50 Mon
  L
  Tanto sheath
  0.5
  1'
  1
  STRx2
  n/a
  +0
  1d
  20 Mon
  L
  Tessen (iron fan)
  3
  1'
  3
  STRx2
  10
  +0
  3d
  5 Bu
  2H
  Tetsubo (iron quarterstaff)
  15
  6'
  10
  STR+AGL
  8
  +2
  15d
  75 Bu
  GRAPPLING
  SP
  WEAPON
  Wt. 
  Len
  Dmg 
  Attributes 
  Bash
  Crit
  Prod
  Cost
  H
  Bo-Gusari (Bo + weighted chain)
  5
  12'
  *
  AGL+DIS
  n/a
  +3
  6d
  12 Bu
  M
  Jo-Gusari (Jo + weighted chain)
  1.5 
  6'
  *
  AGL+DIS
  n/a
  +3
  4d
  11 Bu
  M
  Kusari (weighted chain)
  1
  6'
  *
  AGL+DIS
  n/a
  +3
  5d
  20 Bu
  2H
  Kusari-Gama (sickle + weighted chain) 
  4
  11'
  *
  AGL+DIS
  n/a
  +3
  7d
  28 Bu
  M
  Manriki-Gusari (sticks + chain)
  1.5 
  8'
  *
  AGL+DIS
  n/a
  +3
  4d
  11 Bu
  M
  Sodegarami (barbed staff)
  9
  8-10' 
  *
  STR+AGL
  n/a
  +0
  7d
  30 Bu
  * Grappling does not do damage (except for a Critical Hit) 
  but Restrains the victim, making him easier  to hit with future attacks.
  Chain Weapon Fumbles: 
  • 
  Any failure with a Crit Die roll of 1-5 using the chain of a Chain Weapon means the person has just hit himself. 
  • 
  On a Crit Die of 1, the result was a Critical Hit. (The GM may opt to let the unfortunate character Dodge to try to avoid a 
  Critical Hit and reduce damage to half-normal.)
  The Japanese warrior’s arms and armour were lighter than the European equivalents, allowing for a fighting style that focused 
  as much on agility as on strength. 
  
  155
  PIERCING
  SP
  WEAPON
  Wt. 
  Len
  Dmg
  Attributes
  Bash
  Crit
  Prod
  Cost
  L
  Hishi (throwing knives)
  0.7
  3"
  1
  AGL+STR
  10
  +0
  9d
  50 Bu for 6
  L
  Jitte (dagger)
  2
  2'
  2
  AGILx2
  10
  +0
  2d
  14 Bu
  L
  Knife
  1
  0.5'
  1
  AGILx2
  10
  +0
  1d
  7 Bu
  L
  Kodachi / Wakizashi (short sword)
  4
  1.5'
  4
  STR+AGL
  10
  +0
  3d
  15 Bu
  M
  Naginata (staff-sword)
  5
  6-10'
  7
  STR+AGL
  9
  +1
  3d
  10 Bu
  L
  Tanto (dagger)
  1.5
  1'
  2
  AGILx2
  10
  +0
  2d
  13 Bu
  M
  Yari (spear)
  7
  6-10'
  7
  STR+DIS
  9
  +1
  3d
  14 Bu
  M
  Yarinage (javelin)
  4
  6'
  6
  STR+DIS
  9
  +1
  3d
  14 Bu
  SLASHING
  SP
  WEAPON
  Wt. 
  Len
  Dmg
  Attributes
  Bash
  Crit
  L
  Cleaver (butcher's knife)
  1
  1'
  1
  AGL+STR
  +0
  1d
  7 Bu
  L
  Jitte (dagger)
  2
  2'
  2
  AGILx2
  +0
  2d
  14 Bu
  M
  Kama (sickle, with wood haft) 
  3
  3'
  5
  STR+AGL
  +0
  2d
  8 Bu
  M
  Katana (slashing sword)
  6
  2'-2.5'
  6
  STR+AGL
  +1
  140d
  30 Bu
  L
  Knife
  1
  0.5'
  1
  AGILx2
  +0
  1d
  7 Bu
  L
  Kodachi / Wakizashi (short sword)
  4
  1.5'
  4
  STR+AGL
  +0
  3d
  15 Bu
  2H
  Kusari-Gama (sickle + chain)
  1.5
  8'
  5
  AGL+STR
  +0
  7d
  28 Bu
  M
  Masakari (axe)
  5
  3'
  4
  STR+2
  +0
  2d
  14 Bu
  M
  Naginata (staff-sword)
  5
  6-10'
  7
  STR+AGL
  +1
  3d
  10 Bu
  L
  Nata (hatchet)
  3
  1'
  2
  STRx2
  +0
  2d
  90 Mon
  L
  Neko-De (spiked glove)
  1
  0.5'
  1
  AGILx2
  +0
  2d
  15 Bu
  M
  Ninja-to (ninja sword)
  5
  1.5'-2'
  5
  STR+AGL
  +1
  14d
  30 Bu
  H
  Nodachi (Longsword)
  9
  3'-4'
  7
  STR+AGL
  +1
  210
  55 Bu
  M
  Tachi (cavalry saber)
  6
  2-2.5'
  6
  STR+AGL
  +1
  140d
  30 Bu
  L
  Tanto (dagger)
  1.5
  1'
  1
  AGILx2
  +0
  2d
  13 Bu
  L
  Tetsubishi -- scattered
  --
  --
  1
  WIS+INT
  +0
  9d
  75 Bu for 24
  Result (Crit Die) .................................Description of Sword's performance 
    1  ........................the sword cuts less than halfway into the corpse or branch 
    2  ......................................The sword cuts halfway into the corpse or branch 
    3 ................ The sword cuts almost all the way through the corpse or branch 
   4-6 ............................................The sword cuts through the corpse or branch 
    7 ..................................The sword cuts cleanly through the corpse or branch 
    8 ..................................The sword cuts cleanly through the corpse or branch 
    ...........................................With the severed pieces only rolling a few inches 
    9 ....................The sword cuts the branch at a joint or the corpse at the neck 
   10 ...................The sword cuts the branch at a joint or the corpse at the neck 
    ................................................... With the severed pieces staying motionless
  A customer not only inspected a weapon he was 
  considering purchasing but also might try it out to see 
  how well it performed. One customary test for a blade 
  was to try it on the branch of a tree. Another was to 
  take it to the execution grounds or prison and try it on 
  a corpse. Some particularly arrogant samurai were 
  said to have tried the edge of a sword-blade on a 
  passing commoner, later naming the sword after the 
  first person they had killed with it. The GM may wish to 
  describe the results of these tests using the following 
  table: 
  
  156
  -0% 
  -5% 
  -10% 
  -20%
  -30%
  SP
  MISSILE WEAPON
  Attributes
  SR
  MR
  LR
  ER
  MaxR
  Crit
  Wt
  Len
  Prod
  Cost
  L
  Blowpipe (bamboo)
  INT+AGL
  1'
  2'
  3'
  4'
  5'
  10
  1
  5’
  1d
  5 Mon
  Needle Damage:
  1
  1
  0
  -1
  -4
  + var
  L
  Light Crossbow Quarrel
  AGILx2
  20' 
  50' 
  100' 
  200' 
  600'
  9-10
  0.75
  1.5’
  3d
  3 Bu for 24
  Damage
  6
  6
  6
  2
  -1
  L
  Half-bow
  AGL+STR
  10' 
  30' 
  60'
  100' 
  400
  1.5
  2’
  10d
  20 Bu
  Willow leaf arrow Damage
  5
  3
  1
  -1
  -4
  9-10
  1
  3’
  2d
  40 Mon for 6
  Frog crotch arrow Damage
  3
  1
  1
  -1
  -4
  10
  1
  3’
  4d
  50 Mon for 6
  Armour piercing arrow Damage
  4
  2
  1
  -1
  -4
  8-10
  1
  3’
  2d
  40 Mon for 6
  Bowel raking barbed arrow Damage
  3
  1
  1
  -1
  -4
  10
  1
  3’
  5d
  50 Mon for 6
  Fre arrow damage -- arrowhead
  6
  4
  2
  -1
  -3
  10
  1
  3’
  2d
  45 Mon for 6
  -- fire
  3
  3
  3
  3
  3
  6-10
  L
  Hishi (throwing knives)
  AGL x2
  5'
  15'
  25'
  35'
  50'
  8-10
  4
  3”
  9d
  50 Bu for 6
  Damage
  1
  1
  0
  -1
  -4
  L
  Shuriken (throwing stars)
  AGL x2
  5'
  15' 
  25'
  35'
  50'
  10
  1
  3”
  9d
  75 Bu for 9
  Damage
  1
  1
  0
  -1
  -4
  L
  Tetsubishi (caltrops)
  1'
  3'
  5'
  7'
  10'
  10
  2
  3”
  9d
  75 Bu for 24
  Damage
  1
  -1
  -2
  -3
  -4
  M
  Yarinage (javelin)
  5'
  10' 
  25'
  50'
  100'
  4
  6’
  3d
  14 Bu
  Damage
  9
  9
  6
  3
  0
  9-10
  2H
  Yumi
  20' 
  40' 
  125' 
  250' 
  500'
  2.5
  7’
  30d
  40 Bu
  Willow leaf arrow damage
  7
  6
  3
  0
  -2
  9-10
  1
  3’
  2d
  40 Mon for 6
  Frog crotch arrow damage
  3
  2
  1
  0
  -2
  10
  1
  3’
  4d
  50 Mon for 6
  Armour piercing arrow damage
  10
  7
  5
  3
  0
  8-10
  1
  3’
  2d
  40 Mon for 6
  Bowel raker barbed arrow damage
  3
  1
  1
  -1
  -4
  10
  1
  3’
  5d
  50 Mon for 6
  Turnip head arrow damage
  5
  3
  1
  0
  -4
  10
  1
  3’
  3d
  45 Mon for 6
  Fire arrow damage -- arrowhead
  6
  5
  2
  -1
  -3
  10
  1
  3’
  2d
  45 Mon for 6
  -- fire
  3
  3
  3
  3
  3
  6-10
  Fire arrows were chiefly used against buildings, not people. In a high mana campaign, the first official recognition of Mages will 
  probably go to those able to prevent disastrous fires from sweeping across a castle or city. In a more realistic campaign, the GM 
  should give each fire arrow a chance of starting a fire, ranging from 1% (for hitting a wooden wall) to 10% (for hitting a peasant's 
  thatched roof).
  EXPLOSIVES
  SP
  WEAPON
  Attributes
  Resisted
  Weight
  Damage
  -
  Land mine (placed)
  INT+WIS
  Small charge
  Dodge
  4 oz
  1D10
  Medium charge
  Dodge -3
  7 oz
  2D10
  Large charge
  Dodge -10
  1 lb
  3D10
  L
  Exploding egg (thrown) 
  AGILx2
  Dodge
  4 oz
  1D10
  Black powder wasn't a reliable 
  explosive. Roll to see if the land mine or 
  egg exploded, checking the Explosives 
  (Combat) skill of the person who made 
  the black powder. On a Crit Die Failure 
  of 10, the black powder hangs fire for 
  2D10 rounds and then explodes. On a 
  Crit Die Failure of 1, the black powder 
  blows up in the hand of the person 
  holding it. On a Crit Die Failure of 2-9, 
  the black powder doesn't blow up.
  
  157
  Battering Rams
  The simplest battering ram was a hastily felled and 
  trimmed tree trunk (30 minutes to prepare) which 
  weighed 200 pounds and took a team of 10 or more men 
  with STR 11+, using the skills of Lifting & Carrying 
  (Athletic):  Team Carrying. It struck once every 5 minutes 
  and did 10 x 1D10 points damage.
  A Throw Wheel was a 300 pound cart whose framework 
  supported a 100 pound rock which was also attached to a 
  lever arm. The rock could be pulled back, then released to 
  swing with great force against its target. It took 1 day for 
  five men to build and took 5 men to operate. It struck once 
  a minute and did 100 points damage.
  A Tortoise Shell Cart was a 500 pound cart whose 
  framework supported a 200 pound wooden cylinder 
  which could be swung back and forth. A leather shield 
  protected those within. It took five men a day to construct 
  and a crew of five men to operate. It struck once a minute 
  and did 150 points damage.
  A barred wooden gate can absorb 
  200 points damage.
  A wooden wall can absorb 
  500 points damage.
  A reinforced wooden gate can absorb 
  700 points damage
  A reinforced wooden wall can absorb 
  1000 points damage
  A dirt wall faced with stone can absorb 
  1500 points damage.
  A stone wall can absorb 
  5000 points damage
  .
  Shields, Armour & 
  Helmets
  The Japanese use a Large Wooden Shield, usually only 
  for protection against Missiles when attacking a castle.
  Armour is no protection against a Grappling attack 
  except against a Grappling Critical Hit to the Neck.
  Protection
  Protection
  Crush 
  Pierce
  Slash
  Missile
  Energy
  Flesh
  0
  0
  0
  0
  0
  Summer Kimono
  0
  0
  1
  0
  0
  Winter (padded) Kimono
  3
  1
  2
  2
  3
  Ninja Kimono (reinforced sleeves) 
  0
  0
  2
  0
  0
  Court dress (a dozen kimono)
  5
  2
  4
  4
  5
  Lacquered leather cuirass
  7
  4
  5
  5
  7
  Part. Rein. Lacq Leather Cuirass
  7
  5
  6
  5
  7
  ....with padding
  9
  7
  8
  7
  7
  Laced steel plates*
  4
  6
  7
  7
  7
  ....with padding
  6
  8
  9
  9
  7
  Straw hat
  0
  0
  1
  0
  0
  Eboshi cap
  1
  0
  2
  0
  0
  Flat, broad-brimmed helmet
  6
  6
  7
  6
  2
  Ringmail helm
  5
  5
  7
  5
  4
  Conical helm
  9
  9
  11
  10
  4
  Visored helm & neck
  12
  16
  14
  17
  7
  *  The best armour is made up of steel plates that can withstand arrow fire; 
  it's +5 vs Piercing or Missile attacks.
  Movement Modifier
  ArmourHelmet
  FP Cost
  Prod
  Wt
  Cost
  Weight
  Skilled
  Unskilled 
  Lacquered leather cuirass
  -1
  7 d
  10
  80 Bu
  Light
  NE
  -1 feet 
  ....partially reinforced
  -2
  10 d
  12
  100 Bu
  Light
  NE
  -1 feet
  Laced steel plates
  FP Cost
  Prod
  Wt
  Cost
  Weight
  Skilled
  Unskilled
  ....Cuirass only
  -2
  12 d
  15
  140 Bu
  Light
  NE
  -1 feet 
  ....Cuirass and legs
  -4
  18 d
  21
  210 Bu
  Medium
  NE
  -2 feet 
  ....Cuirass and arms
  -4
  18 d
  21
  210 Bu
  Medium
  NE
  -2 feet 
  ....Cuirass, legs & arms
  -6
  24 d
  24
  280 Bu
  Heavy
  -1 feet
  -2 feet
  Flat, broad-brimmed helmet
  0
  1 d
  2
  10 Bu
  Light 
  Ringmail helm
  0
  2 d
  3
  20 Bu
  Light 
  Conical helm
  0
  6 d
  4
  40 Bu
  Medium 
  Helm & neck, face mask
  -2
  12 d
  9
  120 Bu
  Heavy
  The best armour is made up of steel plates that can withstand arrow fire; it 
  takes twice as long to make and costs three times as much as normal armour. 
  
  158
  Movement  
  Movement By The Round
  If movement takes place while fording a river or in the 
  Dragon Realm, everyone but Water Animals and Water 
  Bakemono will move at half normal speed.
  Tengu fly at three times their walking speed.
  Movement & Clothing
  Fashionable Japanese clothing is not designed for 
  fighting. A Noble’s long sleeves and trailing hemline are 
  very encumbering. Even a non-noble usually paused 
  before a fight to bind up his kimono sleeves with a tasuki 
  cord. Players should note the effect of the character's usual 
  clothing and armour on the character sheet.
  Physical Skills include all Athletic skills, most Combat 
  skills (but not Battlefield Tactics), and the Thievish skills of 
  Backstabbing, Garotting, and Mugging. Jumping distance 
  is lowered by the same amount as Basic Movement Rate. 
  An Actor or Ninja dressed in the clothing of a Geisha, 
  Bandit, etc. suffers the appropriate Clothing Penalties.
  Standard Clothing Penalties
  Social Class 
  Basic Movement Rate 
  Physical skills
  Eta 
  no effect 
  no effect
  Geisha/Courtesan 
  -3 ft 
  -25%
  Other Entertainer 
  -2 ft 
  -10%
  Bandit/Thief 
  -1 ft 
  -5%
  Gambler 
  -1 ft 
  -5%
  Ninja 
  no effect 
  no effect
  Merchant 
  -2 ft 
  -10%
  Artisan 
  -1 ft 
  -5%
  Peasant 
  no effect 
  no effect
  Shinto Priest 
  -3 ft 
  -15%
  Buddhist Priest 
  -2 ft 
  -10%
  Samurai 
  -1 ft 
  -5%
  Noble 
  -3 ft 
  -15%
  Non-Ninja Woman 
  -1 ft additional 
  -5% additional
  Movement By The  
  Hour & Day
  Most Japanese travel is by road, usually by foot. The 
  rivers aren't navigable except for fishing sampans.
  The main domestic shipping routes were between Osaka 
  (three days' journey north of the Imperial Capitol), the 
  Imperial Capitol and the Shogunate Capitol, carrying 
  sake, rice, cloth, and soy sauce. About fifty ships a year 
  sailed to Korea and then to China:  leaving Osaka during 
  the summer months of the Snake and Horse and the 
  winter months of the Dog and Boar and returning during 
  the month of the Snake or Horse, with a 10% chance 
  of shipwreck (50% if sailing during a more hazardous 
  month). Japan merchants exported gold and silver, pearls, 
  lacquerware, gold and silver work, armour and weapons. 
  They imported copper coins, tiger and panther skins, live 
  peacocks and parrots, gemstones, sandalwood, porcelain 
  dishes, silk brocade, books, and paintings.
  Carts were only used in the city or on an official mission 
  such as collecting taxes. Some merchants used pack-
  horses, carrying up to 200 lbs, with a march of 4 miles per 
  hour. Most used porters, who carried goods in backpacks.
  There are two great highways. They are thirty feet wide 
  and made of sand and stone. Every ri (2.4 miles), the 
  distance from the Shogunate Capitol is carved on a great 
  stone. They are lined with fruit trees, so travellers can eat 
  the fruit. Both of them run from the Shogunate Capitol to 
  the Imperial Capitol.
  The Tokaido runs along the coast, passing by Mount 
  Fuji. It is 320 miles long, with 53 stations, spaced about 
  every 3 miles within fifty miles of a capitol, and every ten 
  miles in other regions.
  The Nakasendo runs between the Imperial Capitol and 
  the Shogunate Capitol, taking a more meandering route 
  along the banks of the Kiso River. It is 340 miles long, with 
  69 stations, spaced as above.
  If there is a Strong Shogun or Emperor, there are official 
  government checkpoints on both of these roads where 
  Shogunate or Imperial Samurai examine travellers travel 
  passes to stop criminals -- and to keep track of politically 
  important people such as clan lords and their families. 
  These checkpoints are located in mountain passes or river 
  crossings:  places where travellers cannot easily leave the 
  highway and go on with their journey.
  Between checkpoints, speed on a highway is +1/2 mph 
  over speed on a good road. Travellers at a checkpoint must 
  wait 3D10 minutes to have their travel passes inspected.
  
  159
  The government maintained an express messenger 
  service which travelled by foot on the highways, with relay 
  stations every 7 ri (17.5 miles). It took three days, running 
  by both day and night, to travel the 300 miles between 
  the Shogunate and Imperial Capitols. Merchants used a 
  slower messenger service which took 10 days to travel the 
  same distance. Official messengers carried lanterns that 
  said Official Business -- and went to the head of the line at 
  checkpoints and ferry crossings.
  Some Nobles travelled incognito, but most travelled 
  with a retinue of servants. A clan lord's retinue might 
  include dozens or even hundreds of samurai. When such 
  a procession came down the road, everyone of lesser 
  status showed their respect by dropping to their knees 
  at the roadside while the noble rode by. Any Commoner 
  rude enough to continue walking on the road or to 
  watch the procession while standing up would be beaten 
  to within an inch of his life by samurai using sheathed 
  katana. Any Commoner insolent enough to look down 
  on the procession from the upper story of a building 
  would be killed. ("Your head is too high" was the usual 
  Samurai warning to a Commoner. If the Commoner didn't 
  immediately kneel and apologize, the Samurai would draw 
  his katana and lop off the offending head, even that of a 
  woman or child.)
  Japan consists of villages and cities, farmland, 
  mountains, marshes, and forests. It does not have any 
  undeveloped meadowland or deserts. Crossing rice fields 
  during the summer counts as "swamp."  Crossing other 
  farm fields might be counted as "cross-country in dense 
  terrain" (the density being the irate peasants armed with 
  sickles, hatchets and axes), and is not recommended. 
  Japanese land never lies fallow; there's always a crop being 
  grown.
  Weather Effects
  (Optional)
  The GM may opt to let extreme heat (over 90 degrees) 
  slow down speed of travel to 3/4 normal and increase 
  Fatigue Point loss by -1 FP per hour.
  The GM may opt to let rain, snow, and heavy winds slow 
  down speed of travel to half normal and increase Fatigue 
  Point loss by -2 FP per hour.
  Only Samurai and Nobles on official missions rode 
  horses or went by norimono (a palanquin atop two poles 
  held by four walking men). A Samurai in a hurry went 
  by kago (a basket suspended from a pole held by two 
  runners), holding a rope in his teeth to prevent his biting 
  his tongue.
  Kago and norimono carriers were changed at every 
  station of the highway, giving the traveller a couple of 
  minutes to eat or drink and to see to his other needs. 
  Carriers usually worked from sunrise to sunset (about 9 
  hours during the winter, 12 hours during the spring and 
  autumn, 15 hours during the summer). In an emergency, 
  they also went on through the night, preceded by men 
  carrying lanterns, at half their standard speed. Journeying 
  in a norimono costs 1 FP per hour, prevents sleep, and 
  prevents recovery of Fatigue Points or Body Points. 
  Journeying in the more jolting kago is much the same as in 
  a norimono but costs 2 FP per hour.
  Ninja usually walked or ran during the dark from 
  twilight to twilight (about 13 hours during the winter, 10 
  hours during the spring and autumn, 7 hours during the 
  summer). In an emergency, they took forest paths during 
  the daytime and only used the public roads at dark when 
  they wouldn't be spotted.
  Anyone using Distance Running as a Martial Art (plus 
  Martial Art Meditation) loses only 1 FP per hour (plus 
  optional Terrain effects) but cannot regenerate Fatigue 
  Points or Body Points until the day after the run is over.
  This chart shows a kago's speed per daylight hour, for a 
  winter day (sunrise to sunset or all-day) and for a summer 
  day (sunrise to sunset or all-day). These speeds only apply 
  when changes of runners are available. (All-day distances 
  are different for winter and summer because a kago moves 
  at half-normal speed at night.
  KAGO DISTANCE SPEEDS
  Winter
  Summer
  Conditions
  mph
  Daylight
  All day
  Daylight
  All day
  Highway
  4.5
  40 ml
  74 ml
  67 ml
  87 ml
  Good level road
  4
  36 ml
  66 ml
  60 ml
  78 ml
  Good hilly road
  3
  27 ml
  49 ml
  45 ml
  58 ml
  Poor level road
  3
  27 ml
  49 ml
  45 ml
  58 ml
  Poor hilly road
  2.4
  20 ml
  39 ml
  36 ml
  46 ml
  Level forest path
  2.4
  20 ml
  39 ml
  36 ml
  46 ml
  Hilly forest path
  2
  18 ml
  33 ml
  30 ml
  39 ml
  Open cross-country
  2
  18 ml
  33 ml
  30 ml
  39 ml
  Dense cross-country
  1.5
  13 ml
  24 ml
  22 ml
  29 ml
  Marshes, etc.
  0.5
  4 ml
  8 ml
  7 ml
  9 ml
  
  160
  Combat
  Action Point Costs
  Tying up kimono sleeves with a tasuki cord:  ...................3 AP
  Hiking up kimono hem to knee-length: .............................5 AP
  Untying man's sash ..........................................................2 AP
  Untying woman's sash .....................................................3 AP
  Removing a kimono:.........................................................7 AP
  Removing additional kimono ............................+2 AP for each
  Drawing a Circle of Ward: ..............................................13 AP
  Untying a backpack and dropping it .................................3 AP
  Untying a backpack and putting it down ...........................4 AP
  Blowing a blowpipe...........................................................5 AP
  Throwing powders from a Ninja-To scabbard ...................3 AP
  Scattering a handful of Tetsubishi ....................................5 AP
  A weapon may be drawn with an AP Cost of only 1 
  if it is already loosened in the scabbard. A warrior may 
  ostentatiously loosen his weapon as a warning that he is 
  losing his temper and about to attack.
  Attack Bonuses (Optional)
  A Japanese duel (whether sumo wrestling match or 
  sword fight) customarily begins by the combatants eyeing 
  one another for some moments, appraising the opponent's 
  posture and weak points. Archers were also accustomed 
  to eye the target for some time to estimate wind speed, 
  the target's movement, etc. The GM may opt to allow the 
  following bonuses:
  • 
  Each AP delayed increases chance of combat skill by 1% 
  up to 10%.
  • 
  Each AP delayed increases chance of an aimed attack by 
  1% up to 10%.
  Anyone with Atemi (Lore Science) or Atemi Healing  
  (Materia Medicina) will do +1 damage on an aimed attack, 
  reflecting their knowledge of Vital Points.
  Parrying & Dodging Bonuses 
  (Optional)
  A ninja with steel bars in his kimono sleeves may parry 
  attacks with an arm. The GM may opt to let a Warrior 
  caught without his weapon parry with a flute, game-board 
  fan, or other non-weapon at half the standard TSC%, in 
  keeping with Japanese drama.
  The GM may opt to let someone with Detect Plan 
  to Attack parry or dodge a blow with no AP Cost on a 
  Critical Die Success of 8-10.
  Effects Of Grappling Attacks 
  On Specific Body Locations 
  (Optional)
  For standard Grappling, see Wrestling (Athletic):  
  Restraints.
  The Head: 
  The grapple slides down to neck (see below); re-roll Crit Die.
  The Neck: 
  The victim is unable to breathe until freed:  see Suffocation 
  p160 On a further Crit Die roll of 10, the grapple crushes the 
  throat causing instant death. This effect cannot occur if the 
  victim is wearing neck armour.
  Critical To The Arm Or Leg: 
  The grapple Restrains the arm or leg, incapacitating it until 
  freed. If it's a leg, victim falls to the ground and can do nothing. 
  If it's an arm, victim drops anything held in that hand.
  Critical To The Chest: 
  The grapple slides down to the waist, grappling it.
  Critical To The Abdomen: 
  The grapple slides down to the legs, grappling them and 
  causing the victim to fall.
  Critical To The Groin: 
  The grapple slides down to the legs, grappling them and 
  causing victim to fall.
  Suffocation
  A person may suffocate due to a Restraint on the neck 
  -- or due to being held under water too long if an air-
  breather, or being kept out of water too long if a water-
  breather. (Spirits, Demons, Kami, and Buddhas cannot 
  suffocate.)
  A suffocating person can remain conscious for CON 
  + 60 seconds without breathing. After that, he falls 
  unconscious but remains alive for (CON +5) rounds, 
  losing 1 Fatigue Point per round. If, at any point, the 
  person becomes able to breathe again, he will regain 
  consciousness after as many rounds as he was unconscious 
  + 1D10 additional rounds.
  
  161
  
  162
  Possession & Exorcism 
  (Spirit Combat)
  Possession occurs when a humans body is attacked 
  using the spell Possess Human Body (Meido MR 3). The 
  possessed person will run a fever but not have any other 
  symptoms of illness. He will not fall asleep unless he is 
  sedated. He will not regain Fatigue Points or Body Points 
  until the possession is ended.
  Possession is usually due to one of the following spirits:
  a. 
  A Hengeyokai (usually a Fox or Cat). The Fox will typically 
  spend the time consuming its favourite foods such as 
  sweetened azuki rice and fried beancurd. The Cat will 
  typically spend the time eating the most expensive fresh 
  fish and wearing beautiful clothing.
  b. 
  A Fire Gaki who is there to enjoy the person's fever 
  because it is desperately hungry for warmth. It will typically 
  still feel quite cold: huddling over a brazier, wearing winter 
  clothing, and indulging in hot baths or hot soup or nabe.
  c. 
  A Yurei or Ikiryo who is seeking vengeance against the 
  person - or who is in love with him
  Less commonly, Possession is due to:
  d. 
  A Mage (usually a Shaman) who knows Meido Magick.
  During possession, the invader may attack the victim by 
  using Eat Vitality (Meido MR 3), Devour Vitality (Meido 
  MR 5), or Consume Vitality (Meido MR 7). Meanwhile, 
  the invader's body lies in a trance (animal Hengeyokai 
  revert to true form; tree Hengeyokai and Artefact Spirits 
  disappear), unable to regain Fatigue or Body Points. The 
  invader may briefly return to his body while the victim 
  sleeps for up to 2D10 minutes per day without breaking 
  the Possession. If the invader's body dies, the invader 
  becomes a Yurei.
  Possession may be treated by one or more of the following 
  approaches:
  a. 
  An Exorcist using the Healing Magick spells Temporarily 
  Relieve Fever (3) and Restorative Sleep (5) -- or Exorcise 
  Human Ryo (2), Exorcise Hengeyokai Spirit (4), or 
  Exorcise Fever Gaki (7).
  b. 
  A Medium (who will not suffer fever when possessed) 
  coaxing the spirit into telling what it demands to leave 
  the body, using Medium's Welcome (Meido MR 2). 
  Hengeyokai will usually demand an offering be made 
  to them at a shrine to Inari (usually consisting of their 
  favourite foods plus sake). A Fire Gaki will demand a 
  bonfire be kindled at the nearest shrine devoted to Atago. 
  A Yurei's or Ikiryo's demands will depend on its motives. 
  c. 
  Someone using Acts of Faith, including Common Prayer 
  (1), Religious Services (1), Exorcise Human Ryo (4), 
  Placate Spirit (4), Enlighten Spirit (5), and Enshrine Spirit 
  (5).
  If the possessed person does not want the spirit to leave, 
  he may attempt to deceive or fight the healer. He may go 
  amok (see Berserker Rage, Command). 
  Other Types Of Damage
  Burns
  Burn damage and pain can vary widely. Here are some 
  sample levels, giving amount of Damage to Body Points 
  per round and the effect of the pain's Distraction on all 
  skills and ARs, along with its duration.
  Type of Burn 
  Damage 
  Distraction 
  Pain Dur.
  Moxa treatment or Candle Flame 
  1 
  -5% 
  1 minute
  Scorching ground 
  ....in footwear 
  -- 
  -15% 
  1 round
  ....barefoot 
  1/2 1D10 
  -25% 
  1 minute
  Boiling Water (thrown from Castle)  1D10 -1 
  -30% 
  1 minute
  Torch, Brazier, Stove Fire, 
  1D10 
  -35% 
  10 minutes
  Boiling Bath or Hot Spring 
  1D10+1 
  -35% 
  10 minutes
  Lava 
  5D10 
  -50% 
  1 day
  Lightning 
  1D10xD10 
  -50% 
  1 day
  There is a 5% change per Damage point that the burn 
  will leave an unsightly scar, lowering APP by half. The 
  GM may opt to follow the intense pain of a recent burn by 
  several days of lesser Distraction.
  Drunkenness
  Sake is 15% alcohol.
  Mirin is 15% alcohol.
  Shochu is 40% alcohol.
  The GM should use the following rules for Drunkenness 
  or the can use the alternative rules below.
  If a character drinks in moderation his body can absorb 
  the alcohol over a period of time. The amount of alcohol 
  that a character can absorb is his Level of Alcoholic 
  Capacity (LAC). 
  A character’s LAC is equal to (Body Weight x CON) / 
  100 and gives the amount of alcoholic content a character 
  can absorb, the measure being pints. If a character drinks 
  4 pints of ale with an ABV of 5% (Alcohol by Volume) he 
  would have drunk 4 x 5 = 20%.
  
  163
  If a character exceeds his LAC he must make a Stamina 
  check with the amount of alcohol over his LAC acting as a 
  negative modifier to the charact er’s TSC%. If the character 
  cannot hold liquor subtract an additional penally of 
  -25%. If the character is resistant to poison, or has a low 
  metabolic rate add a bonus of +10% to his Stamina TSC%. 
  Drinking on a full stomach adds an additional +10 to his 
  LAC. Drinking a pint of milk before hand adds a bonus of 
  +15 to his LAC. 
  If the character fails his Stamina roll he has become 
  intoxicated (Drunk) and incapable of any action. 
  Alternative Intoxication Rules
  A person's capacity for alcohol is based on his weight 
  and CON. A person has one ounce of blood for each 
  pound of weight.
  The table gives the degrees of drunkenness by 
  percentage of alcohol consumed to blood volume and 
  their effects on Body Points and Skills. (10% of the alcohol 
  consumed goes to the bloodstream, so the Blood Alcohol 
  percentage is 10% of that given below.) A drunken person 
  regains Fatigue Points at only half the usual rate.
  0.5%:  ........................Make a CON AR% to suffer no effects.
  1.0%:  ...........Make a CON AR% to suffer effects as for 0.5%
  1.5%:  ...........Make a CON AR% to suffer effects as for 1.0%
  2.0%:  ...........Make a CON AR% to suffer effects as for 1.5%
  2.5%:  ...........Make a CON AR% to suffer effects as for 2.0%
  3.0%:  ...........Make a CON AR% to suffer effects as for 2.5%
  3.5%:  ...........Make a CON AR% to suffer effects as for 3.0%
  4.5%:  ...........Make a CON AR% to suffer effects as for 3.5%
  5.5%:  ...........Make a CON AR% to suffer effects as for 4.5%
  % 
  Damage 
  Skills and AR%s
  0.5%:  
  -- 
  -5%
  1.0%:  
  -1 
  -10%
  1.5%:  
  -2 
  -15%
  2.0%:  
  -3 
  -25%
  2.5%:  
  -4 
  -35%
  3.0%:  
  -5 
  -50%
  3.5%:  
  -10 
  -65%
  4.5%:  
  -20 
  -80%
  5.5%:  
  -50 
  -100%
  Badger Hengeyokai and Shojo do not experience effects 
  higher than 2.0% no matter how much they drink.
  Fever
  A person with a fever cannot regain Fatigue Points or 
  Body Points. He uses skills and makes AR%s at half the 
  normal TSC%.
  Frostbite
  Frostbite occurs due to exposure to ice and snow, or to 
  winds colder than 0oC (32oF). It causes 1 Fatigue point 
  per 30 seconds exposure (see core rules page 341 Warm 
  or Cool water Spell). When Fatigue is exhausted then 
  Body  damage is sustained for every 5 minutes exposed. If 
  it is not treated by a healer, there is a 5% chance per Body 
  Point lost that a finger, toe, ear, or other exposed extremity 
  will have to be amputated. Warm clothing adds protection 
  with each layer increasing temperature by 2oC (4oF).
  Heat Prostration
  Heat Prostration occurs due to exposure to 
  overwhelming heat from a fire or sunlight. The victim 
  loses 1 Fatigue Point per 5 minutes per 10oF over 80oF. 
  Once all Fatigue Points are lost, the victim is Dazed and all 
  actions are halved and all checks are at half TSC%.
  Distraction (Optional)
  The GM may opt to let wounds and other conditions 
  cause Distraction, affecting a character's skills unless he 
  makes a Willpower or Maintaining One's Concentration 
  roll (at -10% for Mild Distraction, -15% for Medium 
  Distraction, or -20% for Major Distraction).
  Mild Distraction (30-49% of Body Points, Fear)   
  -10%
  Medium Distraction (50-69% of Body Points) 
    -15%
  Major Distraction (70-99%) of Body Points) 
    -20%
  
  164
  Falling Damage 
  If someone sustains a fall the amount of crushing 
  damage sustained shall be 1D10 / 5 feet fallen plus 1D10. 
  Armour offers no protection. Damage is applied first to 
  fatigue, with any excess applied to Body.
  An AGL AR% check is made and on a success the 
  damage is reduced by the Crit Die, on a success with a 10 
  an extra 1D10 is rolled and damage is further reduced by 
  that amount.
  On a failure the Crit Die is extra fatigue damage. If the 
  failure Crit Die is 10 (a critical failure), the damage is 
  applied directly to Body, and an additional 1D10 is rolled 
  for damage. 
  If Body damage is above character’s CON, they should 
  make a shock roll (core rulebook, p 284) to avoid 
  unconsciousness.
  If the character has Tumbling skill they can make a 
  Tumbling skill check in addition to their AGL AR% roll. 
  This works the same way as the AGL AR% roll above. 
  Both results apply. If one succeeds and the other fails, the 
  rolls may cancel each other out, resulting in a normal fall. 
  A critical failure on one roll is only cancelled by a critical 
  success on the other; in this case the damage rolled is 
  treated as a normal fall and is applied to Fatigue first.
  A character who suffers any Body damage is assumed to 
  be prone after the fall. A character who has suffered only 
  fatigue damage may keep their feet if they make an AGL 
  AR% roll with a modifier of -1% per fatigue point lost by 
  the fall.
  These rules simulate falling onto a hard surface such as 
  stone or packed earth. A soft landing surface may reduce 
  damage at the GM’s discretion, and a jagged or spikes 
  should increase it, and may convert the damage to slashing 
  or puncture damage. In extreme cases the GM may rule 
  Example One: 
  Nariyoshi falls 30 feet from the parapet of his castle 
  wall. The GM rolls a 6D10 and rolls 10, 2, 6, 10, 6 and 1 
  for a total of 35 damage. Armour offers no protection. 
  Nariyoshi player rolls his AGL AR% and gets a success 
  with a Crit Die of 4. The damage is reduced to 31 damage. 
  If he had rolled a Crit Die of 10 and a further 1D10 of 6 
  the damage would be reduced to 19 damage. 
  Example 2: 
  Yoritomo, riding his horse Bobby, is unseated and falls 7 
  feet. The GM rolls a 2D10 and rolls 6 and 7 for 13 damage, 
  Yoritomo makes his AGL roll and fails with an 8. He 
  suffers 13 + 8 = 21 damage. It helps to be agile in combat.
  Controlled drops
  A character who jumps from a height, rather than falls, 
  is assumed to have succeeded in their AGL AR% roll. 
  Roll the Crit Die to determine reduction to damage. The 
  character may also make a Tumbling skill roll if they have 
  that skill.
  A cautious character may reduce the height of a jump by 
  hanging by their arms before dropping. This reduces the 
  distance of the drop by their height * 1.33 – i.e. a typical 
  human male around 6ft tall will reduce distance by 8 feet 
  by hanging before dropping.
  A character attempting a controlled drop in combat 
  must spend 1 AP for to jump down, or 5 AP for a 
  controlled drop.
  Jumping onto someone
  A character attempting to jump onto someone from 
  a height is trying to do more damage than they receive. 
  Jumping onto someone should cost extra AP (maybe 3 
  AP) as you have to target
  Make contested AGL AR% rolls. The victim may 
  substitute a Dodge defence (active or passive) if they 
  choose. If the jumper fails their AGL AR%, they have 
  missed their target, and take damage as for a regular fall, 
  with Crit Die added to the total and a roll of 10 meaning 
  damage is applied directly to Body.
  If one succeeds with a higher Crit Die than the other, 
  the character with the better result takes 25% of the 
  damage and the one with the lower result takes 75% or the 
  damage. If their rolls are equal, they each take 50% of the 
  damage.
  If the jumper critically succeeds, 90% of the damage is 
  applied to the victim.
  A victim who is unaware of the attack (perhaps because 
  the attacker has made a successful stealth roll) is assumed 
  to have failed their AGL AR%, though the attacker’s AGL 
  AR% is reduced by the better of the victim’s Alertness 
  Sound or Alertness Sight PSF%.
  This of course gives a Body Bash and if those rules are 
  being used should give appropriate results.
  
  165
  Astrologer's Way
  The European tradition of birthstones stems from 
  the Biblical description of the High Priest's breastplate 
  with twelve stones, one for each of the twelve tribes of 
  Israel. The Orient had no such tradition. Instead, the 
  astrologically appropriate materials will be related to 
  the mage's horoscope animal. Some signs have more 
  associations than others. See Appendix 2 for further 
  correspondences between the Elements, the Seasons, the I 
  Ching, and the Yin-Yang principles of Geomancy.
  Buddhism arrived in Japan in the mid-6th century AD, 
  the Japanese imported both the Buddhist teachings and 
  the Zodiac calendar.
  The calendar was officially adopted in 604 AD. Known 
  as Kanshi 干支 (also read Eto), and the 12 animals of the 
  Zodiac are known as the Jūni Shi (Juni Shi) 十二支. 
  The Zodiac’s popularity in Japan peaked during the 
  Edo Era (1600-1868 AD), by which time each of the 12 
  animals were commonly associated with one of eight 
  Buddhist patron protector deities. Four guarding the four 
  cardinal directions and four guarding the remainder each 
  associated with two animals, covering all 12 animals. 
  At many Japanese temples, visitors can purchase small 
  protective amulets or carvings of their patron Buddhist-
  Zodiac deity. 
  Rat (Nezumi) North
  This sign is associated with: Senju Kannon
  Element: 
  Water
  Animal: 
  Rat, mouse
  Gemstone: 
  Slate
  Liquid: 
  Rain water
  Also:  
  Anything stolen from a thief子
  Bull (Ushi) North East
  This sign is associated with: Kokūzō Bosatsu
  Element: 
  Earth
  Animal: 
  Bull, cow
  Flower: 
  Burdock
  Also:  
  A piece of leather given by an Eta丑
  Tiger (Tora) North East
  This sign is associated with: Kokūzō Bosatsu
  Element: 
  Wood
  Animal: 
  Tiger
  Metal: 
  Gold
  Other: 
  Shochu
  Also: 
  Anything that a hero treasures寅
  
  166
  Hare (Usagi) East
  This sign is associated with: Monju Bosatsu
  Element: 
  Wood
  Animal: 
  Rabbit, hare, donkey
  Also: 
  A court Noble’s gossiping 
   
  Letter or poem 卯
  Dragon (Ryu) South East
  This sign is associated with: Fugen Bosatsu
  Element: 
  Earth
  Animal: 
  Dragon
  Flower: 
  Bellflower, century plant
  Other: 
  Ambergris, lobster, rain, sea  
   
   
   
  horse
  Also: 
  Anything owned by the emperor辰
  Snake (Hebi) South East
  This sign is associated with: Fugen Bosatsu
  Element: 
  Fire
  Animal: 
  Snake
  Gemstone: 
  Serpentine
  Other: 
  Sake, Shochu, Any Poison
  Also: 
  An enemy’s umbrella (silk or paper)巳
  Horse (Uma) South
  This sign is associated with: Seishi Bosatsu
  Element: 
  Fire
  Animal: 
  Horse, Clam
  Gemstone: 
  Obsidian
  Also: 
  Anything owned by a very
   
  Foolish person
  午
  
  167
  Sheep (Hitsuji) South West
  This sign is associated with: Dainichi Nyorai
  Element: 
  Earth
  Animal: 
  Sheep
  Flower: 
  Fern, wisteria
  Also: 
  A geisha’s jewellery 未
  Monkey (Saru) South West
  This sign is associated with: Dainichi Nyorai
  Element: 
  Metal
  Animal: 
  Monkey
  Also: 
  An actors clothing (silk) 申
  Bird (Tori) West
  This sign is associated with: Fudō Myō-ō
  Element: 
  Metal
  Animal: 
  Rooster, chicken, duck
  Metal: 
  Gold Coin
  Other: 
  Ink
  Also: 
  The wood from a Shinto shrine
   
  torii (sakaki)
  酉
  Dog (Inu) North West
  This sign is associated with: Amida Nyorai
  Element: 
  Earth
  Animal: 
  Dog
  Also: 
  Anything owned by a 
   
  Dishonourable samurai 戌
  Boar (Inoshishi) North West
  This sign is associated with: Amida Nyorai
  Element: 
  Water
  Animal: 
  Boar
  Other: 
  Sake
  Also: 
  Anything owned by a Daredevil亥
  
  168
  Creating Magical 
  Devices & Focuses
  Number Of Elements 
  In A Greater Device Or 
  Greater Focus
  TWENTY-ONE is the number of classic poetry 
  collections (of which one is the Manyoshu). Scholar Mages 
  will create a Greater Device of Power or Greater Focus 
  with 21 elements. 
  TWENTY-TWO is the number of major Shinto shrines. 
  Instinctive and Artistic Mages and Shamans will create 
  a Greater Device of Power or Greater Focus with 22 
  elements.
  TWENTY-FIVE is the number of Buddhist Bosatsu. 
  Exorcists and Mediums will create a Greater Device of 
  Power or Greater Focus with 25 elements.
  Animal Hengeyokai may enchant a horse bone as 
  a Magical Device which will allow them to transform 
  themselves without any danger of losing their 
  concentration (see Maintain Shapechange p114). Many 
  an old mother reacts to the news that her son is interested 
  in a pretty young woman by warning him against being 
  enchanted by a horse bone.
  Other Changes
  Scrolls: 
  Japanese scrolls do not have wax seals. They are written 
  on mulberry paper, tied with silk ribbons, and enclosed 
  in lacquered wood boxes. They may be mounted on wood 
  rollers.
  Binding Ryo: 
  Japanese Mages cannot bind Ryo into magical 
  devices. They may, however, make artefacts so beautiful 
  that they have their own souls: see Calligraphy (Arts 
  & Entertainment), Painting & Sketching (Arts & 
  Entertainment), and Weaponsmithing (Craft & Trade). 
  And Badger Hengeyokai may transform themselves into 
  objects that may have very strange powers indeed (see 
  Chapter 14).
  Mages & Armour
  Metal Armour  
  A Mage's TSC% is not lowered by wearing Metal 
  Armour if he is a Samurai, Noble, Weaponsmith, or 
  Sword Spirit, and has Basic Knowledge of the appropriate 
  Wearing Armour skill.
  Leather Armour  
  A Mage's TSC% is lowered -50% by wearing Leather 
  Armour if he is an Instinctive, Artistic, or Spiritualistic 
  Mage who is not an Eta.
  Magical Materials: 
  Materials bought in Japan will keep their native 
  symbolism when used by a Japanese Mage, and materials 
  bought in Europe will keep their native symbolism when 
  used by a European Mage. A partially-completed magical 
  device must be completed with materials with the same 
  cultural symbolism. A device whose materials have 
  incompatible symbolism may have unpredictable abilities 
  or no abilities at all. A fully-completed magical device can 
  be used by someone from another culture who doesn't fail 
  an Artefact Lore (Materia Magicka) or World History & 
  Legend Lore (Lore Historical) roll with a Crit Die roll of 
  6-10.
  Keeping Magick Devices 
  Under Control
  One Japanese television series (the live action show 
  "Kaiketsu Raion Maru", shown in the US in the 1970s) had 
  a hero with a Magick sword -- that was chained into its 
  scabbard. The sword could kill a demon with one stroke, 
  but its chain could only be unlocked by a Shinto-like 
  invocation ("Wind!  Sunshine! Righteous prayer!") and in 
  the presence of a demon.
  The GM might consider something similar for Magick 
  weapons and other Magick devices, to allow their wielder 
  to fight a major bakemono, spirit or demon while not 
  making it trivial for him to fight a more minor opponent.
  
  169
  Modes Of Mages  
  & Methods Of Magick
  Each following tables show the modifiers to Spell MR’s for learning. Of course, the GM may always opt to make the 
  general campaign low mana in which case add +3 to the numbers reflecting the increased difficulty in learning the spells. 
  Where n/a is indicated in the tables then those Methods are not accessible to those Mage Modes.
  There are fourteen standard Methods of Magick in the Land of the Rising Sun.
  • 
  Elemental:  Air, Earth, Fire, Metal, Water, Wood (Plants)
  • 
  Psychological:  Command, Healing, Illusion, Transcendental
  • 
  Supernatural:  Arcane, Divination, Meido, Wards
  In addition, the tables below show MR Ratings for Summoning and Transmutation in case the GM has decided to stay 
  with the standard C&S 5th Edition rules, or has decided to have these Methods of Magick available in his campaign.
  Air
  *
  +1
  +0
  n/a
  n/a
  +1
  +1
  +1
  +1
  n/a
  -3
  n/a
  Earth
  *
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  Fire
  *
  n/a
  n/a
  -1
  n/a
  n/a
  n/a
  +1
  +1
  -2
  +1
  -2
  Metal
  *
  n/a
  n/a
  -1
  n/a
  n/a
  n/a
  n/a
  n/a
  -2
  n/a
  -2
  Water
  *
  n/a
  n/a
  n/a
  n/a
  -2
  -2
  -3
  n/a
  n/a
  n/a
  n/a
  Wood
  *
  n/a
  n/a
  n/a
  -3
  n/a
  n/a
  n/a
  n/a
  -2
  n/a
  n/a
  Arcane
  -1
  -1
  -1
  -1
  +1
  +1
  -1
  -1
  -1
  +1
  +1
  -1
  Command
  +1
  +1
  -1
  +1
  +1
  +1
  n/a
  n/a
  +1
  +1
  -2
  -1
  Divination
  +1
  +1
  +1
  n/a
  n/a
  n/a
  n/a
  n/a
  -2
  n/a
  n/a
  n/a
  Healing
  +3
  n/a
  n/a
  n/a
  n/a
  -2
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  Illusion
  -3
  -3
  -2
  -3
  -2
  +1
  n/a
  -1
  n/a
  +1
  -1
  -1
  Meido
  +3
  +3
  -2
  +1
  +3
  n/a
  n/a
  +1
  n/a
  n/a
  +1
  +1
  Summoning
  +3
  +3
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  Transcendental
  -1
  n/a
  n/a
  +1
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  Transmutation
  +1
  n/a
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  Wards
  +1
  n/a
  +1
  +1
  +1
  +1
  +1
  n/a
  +1
  n/a
  +1
  n/a
  * = A Mage chooses one element at -3 to MR the rest are are not accessible.
  Mage Vocation
  Method
  Shadow
  Badger
  Cat
  Fox
  Tree
  Kappa
  Kojin
  Orochi
  Rokuro Kobi
  Tengu
  Yurei
  Sword Ryo
  
  170
  Air
  +1
  -3
  n/a
  -1
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  +1
  +1
  *
  Earth
  n/a
  n/a
  n/a
  +1
  +1
  +1
  n/a
  -1
  n/a
  -1
  n/a
  n/a
  *
  Fire
  n/a
  n/a
  n/a
  +1
  +1
  -2
  n/a
  -1
  n/a
  -1
  n/a
  n/a
  *
  Metal
  n/a
  n/a
  +1
  n/a
  n/a
  -3
  +1
  -1
  +1
  -1
  n/a
  n/a
  *
  Water
  n/a
  n/a
  n/a
  +1
  +1
  +1
  n/a
  -1
  n/a
  -1
  n/a
  n/a
  *
  Wood
  n/a
  n/a
  n/a
  n/a
  n/a
  n/a
  +1
  -1
  -3
  -1
  n/a
  n/a
  *
  Arcane
  +1
  +1
  -1
  +1
  +1
  +1
  n/a
  +3
  n/a
  n/a
  n/a
  n/a
  -3
  Command
  -1
  -1
  -1
  -3
  +1
  +1
  n/a
  n/a
  -1
  n/a
  +1
  +1
  +1
  Divination
  -2
  n/a
  n/a
  +1
  +1
  +1
  -3
  +3
  n/a
  -3
  n/a
  -2
  -1
  Healing
  n/a
  n/a
  +1
  +1
  +1
  +3
  n/a
  +3
  -3
  n/a
  -3
  n/a
  +1
  Illusion
  -1
  -1
  -1
  -2
  -3
  +1
  n/a
  -2
  n/a
  n/a
  n/a
  n/a
  +1
  Meido
  +1
  +1
  +3
  +1
  +1
  +1
  n/a
  n/a
  n/a
  n/a
  +1
  -3
  +1
  Summoning
  +1
  +1
  +1
  -1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  -2
  Transcendental
  n/a
  n/a
  n/a
  +1
  -1
  +1
  n/a
  n/a
  +1
  +1
  n/a
  n/a
  -3
  Transmutation
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  +1
  -2
  Wards
  +1
  +1
  +1
  -1
  -1
  -2
  -1
  -3
  +1
  -1
  -3
  -2
  +1
  * = A Mage chooses one element at -3 to MR the rest are not accessible.
  Mage Vocation
  Method
  Mirror Ryo
  Instrument Ryo
  Temple Bell Ryo
  Performer
  Painter
  Weaponsmith
  Astrologer
  Calligrapher
  Herbalist
  I Ching
  Exorcist
  Medium
  Shaman
  Metal
  -1
  +0
  +3
  *
  n/a
  +0
  n/a
  +0
  n/a
  n/a
  Healing
  +1
  n/a
  +2
  +1
  +3
  +0
  n/a
  n/a
  n/a
  +2
  Meido
  +0
  n/a
  +2
  +2
  n/a
  +0
  +0
  n/a
  n/a
  +2
  * = An Earth Elemntalist gets Metal at -1 all others are at +2
  Method
  Conjuror
  Diviner
  Druid
  Elementalist
  Enchanter
  Hexmaster
  Necromancer
  Powerword
  Thaumaturge
  Witch
  
  171
   Japanese-Style 
  Magickal Spells
  The magick found in Japanese folklore and myth is quite 
  different from that found in European folklore and myth. 
  Most of the underlying rules governing magick in the 
  Land of the Rising Sun are identical to those found in C&S 
  5th Edition, but a number of the surface details are quite 
  different.
  In C&S 5th Edition, the available Methods of Magick are:
  Elemental:  Air, Earth, Fire, Water
  Psychological:  Command, Illusion, Transcendental
  Supernatural:  Arcane, Divination, Plant, Summoning, 
  Transmutation, and Wards
  In Land Of The Rising Sun, the recommended Methods 
  of Magick are
  CHINESE ELEMENTAL: 
  Earth, Fire, Metal, Water, Wood (Plants)
  Non-Humans: 
  Fox & Tree Hengeyokai; Tengu; Mirror, Sword & Bell Spirits;
  Humans:
  Buddhist Priests, Scholar Mages, and Weaponsmiths. Shadow 
  Mages and Shamans may opt to use this system.
  SHINTO ELEMENTAL: 
  Air, Earth, Fire, Water (all other mages)
  Shadow Mages and Shamans may opt to use this system.
  PSYCHOLOGICAL: 
  Command, Healing, Illusion, Transcendental
  SUPERNATURAL: 
  Arcane, Divination, Meido, Wards
  Mages who use Chinese Elements can't use Meido Mode.
  In addition to the new Methods, a number of standard 
  C&S 5th Edition spells are available in multiple Magick 
  Methods. Many C&S 5th Edition spells have been renamed 
  to eliminate non-Japanese references. New spells have 
  been added. Some spells have been revised. And spells 
  which are not consistent with Japanese myth and folklore 
  are only available with GM permission. As always, the 
  GM should feel free to modify the spell lists to suit the 
  campaign, making sure to keep the players fully informed 
  of what spells their PCs may have.
  The Meido:  The Shinto 
  Japanese Astral Plane
  In Japanese folklore and myth, the closest thing to 
  an Astral plane is the Meido, the realm of ghosts, Kami 
  and demons. The GM will have to decide how easy it is 
  to access the Meido. Can only Spirits cast Meido spells?  
  Maybe Hengeyokai and Bakemono should also be able to 
  do so. What about Shinto Priests?  Maybe any mage who 
  isn't a Buddhist Priest should be able to do so.
  And what about visiting the Meido?  May only Spirits 
  walk there?  Maybe Hengeyokai and Bakemono can also 
  travel there. What about Shinto Priests? Maybe it's open to 
  all mages except for Buddhist Priests. Or maybe it's open 
  to anyone who finds the right magick gate. Maybe humans 
  can visit it in their dreams (or is that nightmares?). Maybe 
  anyone who meditates at a Shinto shrine will be able to see 
  the Meido if the Kami are in the right mood.
  The wider the GM opens the gates to the Meido, the 
  higher the campaign's magick level will rapidly become.
  One way of protecting the real world from the 
  devastating effect of Magick Combat is to rule that all 
  magick combat takes place in the Meido. Otherwise, 
  imprudent mages' spells will all too easily devastate the 
  country's farms and cities, reducing most of the populace 
  to starvation and driving them to turn the full force of 
  their wrath against all mages.
  For a description of the Meido, see Meido Method.
  
  172
  Numbers
  Japanese do not attach any particular significance to the 
  number 13 (as opposed to Europeans who associated it 
  with the betrayal of Christ by Judas at the Last Supper). 
  They also don't have seven-day weeks. Instead:
  • 
  Four is a feared and terrible number; it sounds just like 
  "death."
  • 
  Seven starts with the same syllable as Four; it's an 
  unlucky number and the 7th, 17th, and 27th of the month are 
  unlucky days for most people. Astrologers said that Seven 
  was the number of Metal and Death.
  • 
  Eight is the number beyond which one usually stops 
  counting items in a list and often is equivalent to saying 
  "many." It is also associated with Gautama Buddha who 
  was born on the eighth day of the fourth month.
  • 
  Nine is a feared and dismaying number; it sounds just like 
  "agony."
  • 
  Twelve is the number of Zodiac animals:  the months of 
  the year, the hours in a day.
  • 
  Twenty-one is a number associated with art, especially the 
  21 classic collections of poetry.
  Additional New Spells
  Basic Magick Air 
  (Often Called Wind Magick Or Weather Magick)
  Air Magick is not available to Mages who use the 
  Chinese Elements instead of the Shinto ones. The GM may 
  opt to let them use certain Air spells as Arcane Magick or 
  to use Air Weather spells as Water Magick.
  If an Air Magick spell gets out of hand and destroys a 
  Shinto shrine, its Kami will Curse any mage who did not 
  get permission for such spells. The GM may devise an 
  appropriate curse or roll on Japanese Curses p57
  CIRCLE OF SILENCE
  Magick Resistance:  ............................................MR 2
  Fatigue Cost ............................................................... 4
  Casting Time .....................................................Cantrip
  Range:  ........................................................3 feet x ML
  Duration:  ..............................................5 minutes x ML                         
  This spell creates an area of silence around the mage in 
  which only his voice (and that of someone answering a 
  question he has asked) can be heard. Command spells cast 
  by another mage's speaking (including Powerworders) 
  have their targeting TSC% reduced by the caster of this 
  spells 1/2 PSF% in Basic Magick Air.
  WALL OF SILENCE
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ......................................................10 FP
  Casting Time: .........................................................Hex
  Range:  .............................................3 feet radius x ML
  Duration:  ................................................Until dispelled
  This spell creates a barrier of silence that keeps the 
  voices of those inside from being heard by anyone 
  outside. The mage may cast it upon himself or other 
  people in order to keep eavesdroppers from hearing their 
  conversation. Or he may cast it upon animals in order 
  to keep them quiet. Or he may cast it upon an enemy in 
  order to silence him. Command spells cast by another 
  mage’s speaking (including Powerworders) have their 
  targeting TSC% reduced by the caster of this spells PSF% 
  in Basic Magick Air.
  TYPHOON
  Magick Resistance:  ............................................MR 8
  Fatigue Cost:  ........................................................9 FP
  Casting Time: ................................... Ritual (8 minutes)
  Range:  ....................................................200 feet x ML
  Duration .....................................................5 mins x ML
  Once the mage has started a Torrential Rainstorm with 
  Gale Force Winds, he may generate a Typhoon. Typhoons 
  generate winds of 180 mph. A Typhoon will blow a ship 
  before it at 1⁄₃ wind speed while deluging it with Torrential 
  Rain. A Crit Die result of 08-10 indicates a ship may 
  have had the masts torn out or that it is floundering. 
  Reduce movement by -60% when walking into a typhoon. 
  Otherwise treat a Typhoon as Hurricane Force Winds. 
  Only a mage with Command Air can hope to cope with a 
  Typhoon.
  Tornado 
  (Only with GM permission. This is not a standard 
  Japanese weather phenomenon.)
  
  173
  Basic Magick Earth
  Earth Magick & The Kami
  The destructive effects of Fire and Water Magick spells 
  are transitory and mimic the natural activities of weather. 
  Many Earth spells are permanently destructive, bringing 
  sand and rocks into areas where they are not natural and 
  injuring the local plants and animals.
  If Earth Magick combat spells are used in the real world, 
  not just the Meido, a Nushi (local Kami) will defend his 
  territory against any intruder who has not gotten his 
  permission for such spells, forcing these spells to be cast 
  at TSC% -30% (a Method of Magick roll is needed to cast 
  regardless). These spells include
  • 
  Any SAND when not on a seashore: 
  • 
  ROCKS when not in a rocky area: 
  • 
  LAVA when not on the slope of a volcano (active or 
  inactive)
  In Japanese legend, Saru p237 cover their fur with a 
  magick mixture of lacquer and sand to give themselves 
  the equivalent of armour. Human Mages who try the same 
  trick should remember that wet lacquer is a poison. If the 
  Earth Armour spell has a Crit Die failure of 8-10, the GM 
  may opt to have the user suffer lacquer poisoning (Materia 
  Medicina Poison Knowledge p113).
  Earth Skin
  Type  
  of Sand  
  of Pebble 
  of Stone
  Resistance:  
  MR 1  
  MR 4  
  MR 7
  Fatigue Cost:  
  3 FP  
  6 FP  
  10 FP
  Casting Time:  
  Cantrip  
  Hex  
  Sorcery
  Range:  
  Touch  
  Touch  
  Touch
  Duration:  
    -------------------45 seconds x ML--------------
  Armour Protection  
  +3  
  +7  
  +13
  The targets skin assumes that of a form of earth 
  toughened to the point where it acts as a type of armour 
  giving a level of protection as listed above for the specific 
  spell. 
  Sinkhole 
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................6 FP
  Casting Time: .........................................................Hex
  Range:  ...........................................10 feet radius x ML
  Duration:  ...........................Until dispelled / broken free
  This spell causes the earth to rise up underneath the 
  target and suddenly collapse trapping the target. A STR 
  AR% is required to break free plus the expenditure of 2 FP. 
  A negative modifier of ML x 5% is applied (to a Maximum 
  of 75%) to the targets STR AR%. An attempt to break free 
  can be made every 5 combat rounds. Friends can dig him 
  free taking 5 mins x ML of caster.
  Quake: 
  See Quake Page 330 in Chivalry & Sorcery 5th Edition 
  Core Rulebook. The Land of the Rising Sun is located on 
  the Ring of Fire, the home of hot springs and earthquakes 
  and volcanoes. The Japanese do not build wood-frame 
  homes or stone towers. Instead they build homes that fall 
  down easily but are too light to do significant damage to 
  the occupants. Many seaside areas are subject to damage 
  by tsunami tidal waves. The greatest damage, however, of 
  an earthquake is the chance that it will start a city fire.
  • 
  Check breakage chance for all valuable breakable items.
  • 
  The collapse of a standard building does Crit Die per floor 
  of building in crushing damage and has 1% x Crit Die 
  chance of trapping the occupants inside.
  • 
  The collapse of a wooden building a fortified mansion’s 
  barracks, does 1D10 + Crit Die per floor of building 
  in crushing damage and has 3% x Crit Die chance of 
  trapping the occupants inside. A wooden bridge has the 
  same chance of falling as a wooden building.
  • 
  A stone wall collapse does 3D10 + Crit Die in crushing 
  damage. A stone bridge has the same chance of falling as 
  a stone wall.
  • 
  A tsunami does 1D10 + Crit Die in crushing damage 
  and has a 10% x Crit Die chance of dragging anyone on 
  the seaside back into the ocean, with a 90% chance of 
  drowning him if he cannot breathe water - unless he is a 
  friend of the Dragon Emperor or one of his vassals (Water 
  Bakemono p245)
  • 
  A city fire will last for 1D10 days, burning 1D10% of the 
  city per day. Most people will be able to flee to safety 
  except those trapped in collapsed buildings.
  If an Earthquake causes a Shinto shrine to collapse or be 
  burned in a fire, its Kami will Curse a mage who has not 
  gotten his permission for such spells. The GM may devise 
  an appropriate curse.
  
  174
  Quake Outcome:  Chance Of Bad Effects
  Crit
  Die
  Standard  
  Breakable
  Breakage
  Wood
  Building
  Collapse 
  Kura or
  Building
  Collapse
  Stone Wall
  Collapse
  Seaside
  Tsunami
  City
  Fire
  01-02
  0%
  1%
  0%
  0%
  0%
  0%
  03-04
  20%
  15%
  10%
  1%
  5%
  5%
  05
  40%
  45%
  30%
  5%
  10%
  20%
  06
  60%
  75%
  50%
  25%
  30%
  35%
  07
  80%
  100%
  70%
  45%
  50%
  55%
  08
  100%
  100%
  90%
  65%
  70%
  80%
  09
  100%
  100%
  100%
  85%
  90%
  90%
  10
  100%
  100%
  100%
  100%
  100%
  100%
  Basic Magick Fire
  Fire Magick And Kami 
  Protection
  If a Fire Magick spell gets out of hand and burns down 
  a Shinto shrine, its Kami will curse any mage who has not 
  gotten his permission for such spells. The GM may devise 
  an appropriate curse or roll on p57.
  The Japanese don't associate fire with the Salamanders 
  but with the Tengu (and Tengu learn these spells at +30% 
  to PSF%). The Kami associated with forging is Inari; the 
  Kami prayed to for protection against wildfires and city 
  fires is Atago. The Buddhist spirit associated with fire is 
  Fudo Myo.
  FIRE WALKING
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................2 FP
  Casting Time: ....................................................Cantrip
  Range:  ......................................................10 feet x ML
  Duration ................................................. 3 rounds x ML
  This spell allows walking barefoot over a burning area 
  whose flames are no higher than the walker's ankles 
  without any injury. Footwear must be removed and the 
  kimono must be hiked to above the knees or they may 
  catch fire. This spell is known by Shinto Priests of Atago.
  Calm the Tengu 
  (Alternate name for Remove Fire Core Rules page 335)
  Inari's (or Fudo's) Forge 
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................9 FP
  Casting Time: .........................................................Hex
  Range:  ........................................................1 feet x ML
  Duration .......................................................1 min x ML 
  The caster applies great heat to metal turning it red hot. 
  The amount  that the caster can command is equal to ML 
  x Crit Die. For every round that the metal is in contact 
  with someone it causes ML damage. On a Crit Success of 
  10 it causes ML x 2 Damage.
  Lesser Inari's (or Fudo's) Tempering 
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................4 FP
  Casting Time: .........................................................Hex
  Range:  ........................................................1 feet x ML
  Duration .......................................................1 min x ML 
  The caster instantly cools red hot metal. The amount  
  that the caster can command is equal to ML x Crit Die. 
  Tengu Fire  
  (Alternate name for Salamander Fire Core Rules page 
  332)
  Tengu's Arrow 
  (Alternate name for Salamander Fiery Arrows Core 
  Rules page 339)
  Atago's (or Fudo's) Tea 
  Magick Resistance:  ............................................MR 6
  Fatigue Cost:  ......................................................10 FP
  Casting Time: ...................................................Sorcery
  Range:  ........................................................1 feet x ML
  Duration .......................................................1 min x ML 
  The caster applies great heat to metal turning it white 
  hot. The amount  that the caster can command is equal to 
  ML x Crit Die. For every round that the metal is in contact 
  with someone it causes 2 x ML damage. On a Crit Success 
  of 10 it causes ML x 4 Damage.
  Greater Inari's (or Fudo's) Tempering 
  Magick Resistance:  ............................................MR 6
  Fatigue Cost:  ........................................................6 FP
  Casting Time: ...................................................Sorcery
  Range:  ........................................................1 feet x ML
  Duration .......................................................1 min x ML 
  The caster instantly cools white hot metal. The amount  
  that the caster can command is equal to ML x Crit Die. 
  
  175
  Tengu's Spear
  (Alternate name for Salamander Jet of Flame Chivalry 
  & Sorcery 5th Edition Core Rules page 340)
  Atago's (or Fudo's) Cauldron 
  Magick Resistance:  ............................................MR 8
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ...........................................Ritual 3 mins
  Range:  ....................................................100 feet x ML
  Duration .....................................................10 min x ML 
  This requires the caster to have knowledge of both 
  Methods of Fire and Earth. When the ritual is completed 
  the ground targeted begins to bulge forming a cone that 
  is 10 feet high and 20 feet i diameter. The cone takes ML 
  x 2 minutes to form before it explodes in a shower of 
  superheated ash and cinders. The area covered is 25 feet 
  x ML radius from the cone. Anyone caught in the blast 
  area suffers ML x Crit Die damage, on a Crit Die of 10 this 
  increases to 2 x Crit Die. Damage is sustained for every 
  round spent in the area. Armour offers no protection as 
  the ash will find any gap.
  Basic Magick Metal
  Buddhists associate Fire with Fudo Myo and the Tengu, 
  not with Vulcan or the Salamander.
  COIN SHURIKEN
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................2 FP
  Casting Time: ....................................................Cantrip
  Range:  ......................................................10 feet x ML
  Duration ..................................................Instantaneous 
  The caster throws a coin which turns into shuriken of 
  the same metal, one shuriken for each 2 ML of the caster, 
  each doing 1 x ML damage. The shuriken vanish after 
  wounding or missing the victim.
  
  176
  BURN LIAR
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ................................... 1 round + 1 round x ML 
  This spell can only be thrown with the cooperation 
  of the victim. It causes any metal item he is holding to 
  turn red-hot and burn him if he tells a lie. The damage is 
  proportionate to the seriousness of the lie, from 1 Body 
  Point to all but 1 Body Point.
  DULL BLADE  
  Like Warp Wood (see Plant Core rules page 378) but 
  affecting bladed weapons, which may be resharpened by a 
  weaponsmith to their usual efficiency.
  MAGICKAL PROTECTION
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ....................................... 5 FP each day
  Casting Time: .........................................Ritual 12 days
  Range:  ................................................................Touch
  Duration .....................................................10 min x ML 
  This spell makes normal armour stronger by +1 x ML.
  SHARPEN BLADE
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  This spell sharpens a blade that has grown dull, either 
  for natural or magick reasons.
  EVALUATE STEEL WEAPON AND ARMOUR
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................2 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  This spell enables the caster to examine a steel weapon 
  or steel armour and see how good it is and if it has any 
  special qualities.
  COIN TETSUBISHI (CALTROPS)
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................2 FP
  Casting Time: ....................................................Cantrip
  Range:  ......................................................10 feet x ML
  Duration ..................................................Instantaneous 
  The caster throws down a coin which turns into 
  tetsubishi of the same metal, one tetsubishi for each 2 ML 
  of the caster, each doing 1 x ML damage. The tetsubishi 
  vanish after wounding a victim or after the spell is over.
  OPEN/FUSE LOCK
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................2 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  This spell causes a lock to fly open or to fuse itself shut.
  REJOIN METAL
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................2 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  This spell allows the caster to rejoin a broken metal 
  object. (It will not recreate a magick item's magick.)  If the 
  metal pieces are rusted, the rust must first be removed, 
  either naturally or magically.
  ROSARY KUSARI
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  The steel chain of a Buddhist rosary grows to 2 ft. per 
  caster's ML. It can be used for mountain climbing, to bind 
  a box, or thrown up to 1 ft. per ML to Grapple someone's 
  ankles, wrists, waist or neck. It can only be loosed by 
  the touch of the caster's hand, a samurai's sword, or a 
  Buddhist Priest's rosary. If the caster loses it, he must give 
  a donation at the nearest Buddhist temple or he will not be 
  able to use the spell on another rosary.
  
  177
  HEAL RUST
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................3 FP
  Casting Time: .........................................................Hex
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  This spell restores a rusty metal implement or weapon 
  weighing no more than 5 lbs x ML of caster to its 
  condition when first made.
  MIRROR OATH
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................6 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  This spell allows a woman (of APP 8+) to take a binding 
  oath on her mirror. If she breaks the oath, the mirror will 
  turn black and her APP will fall to 3 when viewed in any 
  other mirror.
  RUST METAL: 
  Like Warp Wood (see Plant) but affecting bladed 
  weapons, which become useless unless magically restored.
  SWORD OATH
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................4 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  This spell allows a Samurai or Noble to take a binding 
  oath on his sword, which will turn against him if he breaks 
  the oath, striking at him instead of at his target (a Surprise 
  attack).
  DISCERN METAL OBJECT'S HISTORY
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  .......................................................3 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  This spell shows the face of the person who made the 
  object and reveals why it was made. On a Crit Die success 
  of 10, it will give the names of the maker and original 
  owner.
  FORGE SILVER NEEDLES
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................5 FP
  Casting Time: ....................................... Ritual 12 hours
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell creates silver acupuncture needles which add 
  Crit Die + ML to Acupuncture TSC%. One ingot of silver 
  is required.
  IRON BRIDGE
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................7 FP
  Casting Time: .........................................................Hex
  Range:  ......................................................10 feet x ML
  Duration ................................... 1 round + 1 round x ML
  This spell causes an iron bridge to appear, spanning a 
  gap up to 5 ft. x ML wide.
  IRON GATE
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................5 FP
  Casting Time: .........................................................Hex
  Range:  ......................................................10 feet x ML
  Duration ................................... 1 round + 1 round x ML
  This spell causes an iron gate to appear, 5 ft. + 1 ft. x ML 
  high, blocking a gap up to 5 ft. x ML wide.
  MAGICKAL SHARPNESS
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................5 FP
  Casting Time: .........................................................Hex
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell makes a normal bladed weapon or arrowhead 
  magically sharp the next time it hits, doing 1 x ML 
  increased damage.
  SAP TO GOLD
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................7 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell turns the sap inside a dead tree branch to gold 
  weighing 5 grams per ML. Can only be performed once a 
  day.
  
  178
  Fudo's Forge
  (See Basic Magick Fire)
  Lesser Fudo's Tempering 
  (See Basic Magick Fire)
  FORGE GOLDEN NEEDLES
  Magick Resistance:  ............................................MR 6
  Fatigue Cost:  ......................................................10 FP
  Casting Time: ....................................... Ritual 12 hours
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous 
  This spell creates golden acupuncture needles which add 
  Crit Die + 2 x ML to Acupuncture TSC%. One ingot of 
  gold is required.
  Fudo's Tea 
  (See Basic Magick Fire)
  Greater Fudo's Tempering 
  (See Basic Magick Fire)
  VISION OF FUDO
  Magick Resistance:  ............................................MR 6
  Fatigue Cost:  ......................................................10 FP
  Casting Time: ..........................................Ritual 5 Days
  Range:  ................................................................... Self
  Duration ..................................................Instantaneous
  The mage spends the time at a Buddhist temple 
  meditating on the nature of Metal. If Fudo (as role played 
  by the GM) thinks the mage's Karma is too low, the spell 
  will fail. This spell must be cast to use any Metal Spell with 
  an initial MR of 7-10. 
  FORGE WITH FUDO'S FORGE
  Magick Resistance:  ............................................MR 7
  Fatigue Cost:  ........................................................8 FP
  Casting Time: ..........................................Ritual 5 Days
  Range:  ................................................................... Self
  Duration ..................................................Instantaneous
  After casting Vision of Fudo, the mage casts this 
  spell along  with Fudo's Forge (see Basic Magick Fire), 
  producing a weapon with a roll of Crit Die +1 for quality. 
  In addition to doing +1 damage, this weapon will also give 
  the user a Crit Die roll of +1.
  Fudo’s Cauldron
  (See Basic Magick Fire)
  FORGE WITH MOONLIGHT AND SILVER
  Magick Resistance:  ............................................MR 7
  Fatigue Cost:  ........................................................8 FP
  Casting Time: ..........................................Ritual 5 Days
  Range:  ................................................................... Self
  Duration ..................................................Instantaneous
  After casting Vision of Fudo, the mage uses silver 
  instead of steel, on the night of the full moon, producing a 
  weapon or armour that will do only half damage to living 
  beings but full damage to Ryo.
  FORGE WITH FUDO'S TEA
  Magick Resistance:  ............................................MR 8
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ........................................Ritual 12 Days
  Range:  ................................................................... Self
  Duration ..................................................Instantaneous
  After casting Vision of Fudo, the mage casts this spell 
  along with Fudo's Tea (see Basic Magick Fire), producing 
  a weapon with a roll of Crit Die +2 for quality. In addition 
  to doing +2 damage, this weapon will also give the user a 
  Crit Die roll of +2.
  FORGE WITH SUNLIGHT AND GOLD
  Magick Resistance:  ............................................MR 8
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ..........................................Ritual 5 Days
  Range:  ................................................................... Self
  Duration ..................................................Instantaneous
  After casting Vision of Fudo, during 5 days without any 
  trace of snow, rain or even heavy clouds, the mage uses 
  gold instead of steel to forge a weapon that will do no 
  damage to living beings but double damage to Ryo..
  FORGE WITH BLACK SKY AND DIAMONDS
  Magick Resistance:  ............................................MR 9
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ..........................................Ritual 5 Days
  Range:  ................................................................... Self
  Duration ..................................................Instantaneous
  After casting Vision of Fudo, the mage uses steel mixed 
  with diamonds (1D10 of them required, by the GM's 
  roll, without informing the mage's player) during five 
  nights overcast enough that no moon or stars are visible, 
  producing a weapon with a roll of Crit Die +2 for quality. 
  In addition to doing +2 damage, this weapon will also give 
  the user a Crit Die roll of +2. 
  It will also give the wielder the Thievish Skills of 
  Skulking in Shadows and Stealth of Thieves and Assassins 
  at a percentage bonus equal to half the caster's PMF.
  
  179
  CALL FORTH FIERY STEEL
  Magick Resistance:  ............................................MR 9
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ...................................................Sorcery
  Range:  ......................................................10 feet x ML
  Duration .......................................3 min. x ML of caster
  After the mage casts Vision of Fudo, this spell turns any 
  rock within range into molten rock. The caster is able to 
  draw from this molten rock onto his anvil pure steel rather 
  than earth:  1D10 pounds per ML of caster. This steel is 
  pure Tamahagane steel.
  FORGE WITH HEART'S BLOOD
  Magick Resistance:  ..........................................MR 10
  Fatigue Cost:  ......................................................14 FP
  Casting Time: ...........................................Ritual 5 days
  Range:  ................................................................... Self
  Duration ..................................................Instantaneous
  After casting Vision of Fudo, the mage uses steel 
  (obtained by casting Call Forth Fiery Steel), producing 
  a weapon with a roll of Crit Die +5 for quality. It also 
  requires a successful Weaponsmithing roll for each day of 
  the ritual while the steel is folded and forged. In addition 
  to doing +5 damage, this weapon will also give the user 
  a Crit Die roll of +5. If the product is a failure, the mage 
  loses double fatigue. If it is a success, he must quench it 
  with 5 quantities of his own blood.
  Basic Magick Water
  Create the Waters of the Dragon Emperor 
  Magick Resistance: .............................................MR 5
  Fatigue Cost:  ........................................................8 FP
  Casting Time: ...................................................Sorcery
  Range:  ......................................................10 feet x ML
  Duration ..................................................Instantaneous
  This spell creates 1 quart of the Dragon Emperors Water 
  per ML, this water never changes state, cant be frozen or 
  boiled. A pint of this water causes plants to grow at 10 
  times the normal rate. A pint can dowse any magical fire 
  up to Salamander. It can heal burn damage by 5% x ML to 
  a maximum of 90%.
  DINE WITH THE KAPPA
  Magick Resistance:  ............................................MR 6
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ....................................Ritual 12 minutes
  Range:  ........................................................5 feet x ML
  Duration ..................................................Instantaneous
  The caster must be beside a river and offer at least a 
  pound of fresh cucumbers. A Kappa will appear and take 
  the offering in exchange for a meal which will provide 
  nourishment of 15 NU per person in the caster’s group. 
  The meal will also increase any eater’s STR +10% for 1 
  hour. On the other hand, given the sort of things that 
  Kappa eat, all Priests and most people with SPR 8+ (except 
  for Eta) will probably not be interested - unless, of course, 
  they’re starving to death. (If cast by a Kappa, this spell will 
  turn an animal or human he has killed into a fish of the 
  same size.)
  EMBRACE OF THE KAPPA
  Magick Resistance:  ............................................MR 9
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ....................................Ritual 12 minutes
  Range:  ................................................................Touch
  Duration ..........................................................Indefinite
  If the Mage is on good terms with a Kappa (or has 
  tricked one into spilling the water in his head saucer), he 
  can demand the favour of having the Kappa heal a badly 
  wounded or maimed person by taking him into the river 
  where he will heal at five times the natural rate while 
  breathing water. The river will hide his presence from any 
  mage not ML 8+.
  
  180
  Command Magick
  Command Magick is a Psychological Mode which only 
  affects the minds of living beings. It cannot be used on 
  someone who is unconscious or lost in meditation. The 
  GM may also opt to decrease the effects of Command 
  spells (making it twice as easy as usual to resist) if the 
  victim is drunk, sick, fighting for his life, or otherwise 
  too preoccupied to pay much attention to the mage 
  casting the spell. The Necromantic spells of Command the 
  Lesser Dead and Command the Greater Dead are to be 
  considered as also being Meido Magick.
  Animal Command
  Animal Command spells do not affect Hengeyokai 
  animals but only unintelligent animals. Hengeyokai 
  animals can learn Animal Command spells at +10% to 
  PSF% with -1 to MR
  LESSER EUPHORIA
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration .............................3 rounds + 1 x ML of caster
  Resisted: ...........................Willpower - PSF% of caster
  This spell is used to inspire Euphoria in the heart of one 
  person. The mage must actually touch the intended victim 
  or else be close enough to reach out and touch him as their 
  eyes meet.
  The person the Mage touches will find everything 
  amusing, except for someone afflicted by Fright, Greater 
  Fright, or Fear. The victim's skills are lowered by 10% 
  + (1% x ML of caster) and can only be performed 
  after making a Willpower roll in the turn action is 
  contemplated. Those failing in the face of a Critical 
  Success by the Mage (Crit Die 10) will laugh hysterically.
  If Lesser Euphoria is used to counteract Fright, Greater 
  Fright, or Fear, the other spell Resists at PSF% of caster - 
  PSF% of Lesser Euphoria caster. A person affected by both 
  a Fear and a Euphoria spell will behave normally.
  Of course, given the Kappa’s diet and lifestyle, all 
  Priests and most people of SPR 8+ will probably prefer 
  being wounded. (If cast by a Kappa, this spell will cause 
  the person to heal at five times the natural rate while 
  breathing water.)
  GRAPPLING WITH THE KAPPA
  Magick Resistance:  ..........................................MR 10
  Fatigue Cost:  .....................................................12 FP
  Casting Time: ....................................Ritual 12 minutes
  Range:  ................................................................Touch
  Duration ..........................................................Indefinite
  If the mage is on good terms with a Kappa (or has 
  tricked one into spilling the water in his head saucer), 
  he can demand the favour of having the Kappa attack an 
  enemy and imprison him underwater, with a 1% chance 
  per month that the kappa will get hungry and eat one of 
  the victim’s arms or legs. Of course, given the kappa’s diet 
  and lifestyle, all priests and most people of SPR 8+ who 
  find themselves imprisoned by Kappa would seriously 
  consider committing suicide. (If cast by a Kappa, this 
  spell will let him triple his Wrestling skill with anyone he’s 
  touching if he fights them within the next day.
  Arcane Magick 
  (Often Called Meido Combat)
  Arcane Magick can only take place in the Meido unless 
  the GM rules otherwise. If it does take place in the real 
  world, casting Arcane spells may attract the attention of a 
  Nushi (local Kami) who may take a hand in the action to 
  defend the area he protects.
  MOVE SILENTLY
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................2 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration:  ............................ 3 minutes + 1 minute x ML
  This spell allows a person to move silently at his usual 
  movement speed as long as he refrains from deliberately 
  making any noise. It ceases if the person speaks or sings 
  (including casting a spell), claps his hands, snaps his 
  fingers, plays an instrument, knocks on a door, etc.
  
  181
  OVERRIDE ILLUSION
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................2 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..............................................................Instant
  Resisted: ...............................- PSF% of Illusion caster
  This spell allows a mage who has successfully resisted an 
  Illusion to give a victim a second chance to Resist it, this 
  time with the option of substituting the mage's chance of 
  Resistance.
  Lesser Fright 
  (Core Rules Page 361) 
  A Samurai, Noble, or Yamabushi may attempt to Resist 
  each round. If successful, he will be able to overcome his 
  fear for that round but will exercise all skills not used to 
  escape at half normal percentage. After the spell has worn 
  off, any Samurai or Noble who didn't Resist it during at 
  least one round will lose -1 DIS unless he keeps the Seven 
  Vows for the next month. (A character with 0 DIS is 
  permanently Dazed.) 
  ENTRANCEMENT
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  ......................................................10 feet x ML
  Duration .............................3 rounds + 1 x ML of caster
  Resisted: ...........................Willpower - PSF% of caster
  This spell causes the victim to continue his normal 
  routine, ignoring the Mage and any actions he takes. Like 
  Sleep, targeted characters must be in a calm state or they 
  will get +10% to their SC% of Resisting.
  GREATER EUPHORIA
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................4 FP
  Casting Time: ....................................................Cantrip
  Range:  ...........................................3 feet + 1 foot x ML
  Duration .............................3 rounds + 1 x ML of caster
  Resisted: ...........................Willpower - PSF% of caster
  This spell is used to inspire Euphoria in everyone who 
  comes within range of the primary victim for the duration 
  of the spell, for it radiates around the victim and moves 
  with him. 
  It is otherwise like Lesser Euphoria (Command 1). 
  When the Mage has learned this spell, he increases the 
  spell duration for Lesser Euphoria to 3 rounds + 2 rounds 
  x ML of caster!
  OVERRIDE GROUP ILLUSION
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................5 FP
  Casting Time: ....................................................Cantrip
  Range:  ........................................................5 feet x ML
  Duration ..............................................................Instant
  Resisted: .............................. - PSF% of Illusion caster
  This spell allows a caster who has successfully 
  resisted an illusion to give all the victims within range a 
  second chance to Resist it, this time with the option of 
  substituting the mage's chance of Resistance.
  Cowardice 
  (Core Rules page 362) 
  A Samurai, Noble or Yamabushi may attempt to Resist 
  each round. If successful, he can overcome his Cowardice 
  for that round but will exercise all skills not used to escape 
  at half normal percentage. After the spell has worn off, any 
  Samurai or Noble who didn't Resist it during at least one 
  round will lose 20% to Discipline based skills unless he 
  keeps the Buddhist Seven Vows for the next month.
  OVERRIDE COMMAND
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration .............................3 rounds + 1 x ML of caster
  Resisted: ...........................Willpower - PSF% of caster
  Type:  .................................................................Cantrip
  Resisted:  .........................- PSF% of Command caster
  Range:  ................................................................Touch
  Duration:  ................................................................. 1 r.
  This spell allows a mage who has successfully Resisted 
  a Command to give a victim a second chance to Resist 
  it, this time with the option of substituting the caster's 
  Resistance.
  Hold Enchanted Being: 
  (Core Rules page 357) This spell affects Hengeyokai, 
  Bakemono and Ryo.
  Infatuation & Love 
  (Core Rules page 362)
  Merely falling in love with someone does not mean 
  that you become blind to their faults, trust them utterly, 
  or even protect them at all costs. But if the spells victim 
  attempts to betray or kill his new love, then for the next 
  year he will be so depressed that he will have to make 
  a Willpower roll to attempt any action not specifically 
  ordered by someone he is loyal to (such as his father, 
  employer, head priest, or clan lord). 
  
  182
  Divination Magick
  According to Japanese tradition, a diviner cannot 
  predict his own future.
  Detect Hidden Door: 
  This spell also detects trap doors in the floor or ceiling, 
  sliding walls, and other disguised portals.
  CAST HOROSCOPE
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................6 FP
  Casting Time: ......................................... Ritual 3 hours
  Range:  ...................................................... One Person
  Duration ..................................................Instantaneous
  This spell lets a mage who knows someone's birth date 
  predict whether the person is in for a lucky day (all rolls 
  will be 20% better) or an unlucky day (all rolls will be 
  20% worse). The bonus or penalty will persist until the 
  next sunset or sunrise. It is cast as a 1 hour Ritual by an 
  Astrologer Mage.
  CAST I CHING: 
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................4 FP
  Casting Time: ....................................Ritual 10 minutes
  Range:  ...................................................... One Person
  Duration ..................................................Instantaneous
  Like CAST HOROSCOPE above, but does not require 
  the birth date. It is cast as a 30 minute Ritual by most 
  Mages, but as a Sorcery by an I Ching Diviner.
  DETECT KARMA:
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................5 FP
  Casting Time: ......................................... Ritual 3 hours
  Range:  ...................................................... One Person
  Duration ..................................................Instantaneous
  Like Cast I Ching but it is cast as a 10 minute Ritual by 
  most Mages, as a Hex by an Ascetic Buddhist Priest.
  REVEAL PREVIOUS USER
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................5 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  Resisted:  ................if concerning a mage, - his PSF%
  If this spell is cast on an object, a standard success shows 
  the face of the previous person who used it for at least a 
  month, with a clarity related to how much the owner used 
  the object and how much time has elapsed since then. A 
  Crit Die failure of 10 will show someone else's face. A Crit 
  Die success of 10 will give the user's name.
  ASK THE I CHING
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................6 FP
  Casting Time: ....................................Ritual 10 minutes
  Range:  .................................1 mile x ML (One Person)
  Duration .......................................................... 6 rounds
  Resisted:  ..................... if concerning a mage, - his ML
  This spell allows asking the I Ching (see Appendix 2) 
  one Yes/No question and obtaining a hexagram which the 
  character may interpret in context, either role playing the 
  interpretation or attaining the correct interpretation on a 
  WIS AR%. (The GM may choose an appropriate hexagram 
  or let the player randomly generate one.)  It is cast as a 
  Hex by an I Ching Diviner.
  DETECT KARMIC RELATION
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................6 FP
  Casting Time: ...................................................Sorcery
  Range:  ........................................................5 feet x ML
  Duration ............................................................1 round
  This spell detects whether there is a karmic relationship 
  between any people within the range. This spell may 
  reveal that a chance-met stranger will become a friend or 
  an enemy. It may even reveal that a current attacker will 
  eventually become a friend or that a current benefactor 
  will eventually become an enemy.
  
  183
  LOCATE PREVIOUS USER
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................8 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  Resisted:  ..................... if concerning a mage, - his ML
  If this spell is cast on an object, it gives the approximate 
  distance and direction of the previous person who used 
  it for at least a month, with a clarity related to how much 
  he used the object and how much time has elapsed since 
  then, with recognition of the person as soon as he comes 
  in sight. A Crit Die failure of 10 gives an incorrect distance 
  and/or direction. A Crit Die success of 10 reveals the 
  exact location. This spell can also be learned at MR 6 (an 
  Extended version) to allow continuing duration of 1 hour 
  per ML until the person has been sighted.
  Legend Lore:
  Magick Resistance:  ............................................MR 6
  Fatigue Cost:  ........................................................8 FP
  Casting Time: ....................................Ritual 10 minutes
  Range:  ................................................................... Self
  Duration ........................................................see below
  The Mage must mediate for 1 day x number of questions 
  he wishes to ask. When ready he will enter a trance which 
  lasts 1 hour x number of questions. The answers will come 
  in the form of visions. GM may opt to give the person a 
  vision of a Kami, Buddha, or an illustrious person who 
  died over thirty years ago. The vision may be obscured by 
  symbolism, forcing the player to figure out its message or 
  the character to make a WIS AR%.
  Scry Distance 
  (Core Rules page 368)
  Range is limited to the islands of Japan and Japanese 
  ships in the ocean. It cannot scry the Meido or other 
  Buddhist Planes of existence.
  CONSULT THE I CHING
  Magick Resistance:  ..........................................MR 10
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ....................................Ritual 10 minutes
  Range:  .................................................1000 mile x ML
  Duration ..................................................1 minute x ML
  Resisted:  ..................... if concerning a mage, - his ML
  This spell is a more involved version of Ask the I Ching 
  with more detailed questions being asked which allows a 
  more detailed result. (The GM may choose an appropriate 
  hexagram or let the player randomly generate one.)  It is 
  cast as a Hex by an I Ching Diviner.
  Healing Magick
  Healing Magick is a sub Method of Plant Method and 
  only affects living beings or Ryo who have possessed them. 
  The GM may also opt to require the victim's making 
  resistance attempts to any attempts to perform the benefits 
  of a Healing spell if he is drunk, sick, fighting for his life, 
  or otherwise preoccupied. Having this Method of Magick 
  gives access to the Healing spells within the Core rules.
  A person who is ill, poisoned, or injured is ritually 
  impure by Shinto standards. If a Shinto Priest touches him, 
  the Priest becomes ritually impure.
  CURE FROSTBITE 
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................3 FP
  Casting Time: .........................................................Hex
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell is cast on warm clothing or a futon 
  (comforter) which, once wrapped around a victim, will 
  heal frostbite due to natural or magick cold, including 
  the touch of a Yuki no Onna. It will heal 1/2 Crit Die Body 
  Damage due to Frostbite and stop any further damage.
  CURE HEAT PROSTRATION 
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................2 FP
  Casting Time: .........................................................Hex
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell is cast on pure cool water. Drinking it heals 
  Heat Prostration due to natural or magick heat.
  CURE WEAKNESS
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................5 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell is cast on tea. Drinking it cures any unnatural 
  weakness caused by poison or magick.
  ELIXIR OF LESSER EUPHORIA
  This spell is identical to the Command:  Lesser 
  Euphoria. However the Healing version is cast on sake. 
  Another dose taken within the same hour will not have 
  any effect.
  
  184
  SLEEPINESS POTION
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................4 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ....................................................... See Below
  Resisted:  ...........................................Stamina - PSF%
  This spell is cast on shochu. Drinking it causes the 
  victim to fall asleep until all Body Points and Fatigue 
  Points are fully restored.
  WAKEFULNESS CAUTERY
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................4 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  Resisted:  ........................................ Willpower - PSF%
  This spell is cast on moxa which is burned on the 
  victim's leg or back, awakening him from a natural or 
  magickal sleep, at the cost of 2 Body.
  Sight of the Unicorn
  (Core Rules page 369) The spell detects naturally or 
  magically corrupt food or water in addition to identifying 
  a poisonous plant or animal.
  ELIXIR OF GREATER EUPHORIA
  This spell is identical to the Command:  Greater 
  Euphoria. However the Healing version is cast on sake. 
  Another dose taken within the same hour will not have 
  any effect.
  EXORCISE HUMAN RYO
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................6 FP
  Casting Time: ..................................Ritual 1D10 Hours
  Range:  ........................................................20 ft radius
  Duration ..........................................5 min + 5 min x ML
  Resisted:  ..........................Willpower - PSF% of Caster
  This spell forces a living or dead human Ryo to leave the 
  person it has possessed for the spells duration and enter 
  a medium where it may be interrogated. The possessed 
  person may add his Willpower to that of the Ryo's, raising 
  the Resistance chance. An Exorcist Mage adds his 2 x ML 
  to his PSF%.
  RELIEVE MUSCLE SPASM
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................4 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  Resisted:  PSF% of Muscle Spasm caster - PSF% of caster
  This spell is cast on a small towel soaked in hot water. 
  Wrapping it on the affected area will relieve the effect of 
  Muscle Spasm (Command). Another treatment taken 
  within the same hour will not have any effect.
  TEMPORARILY RELIEVE FEVER
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................5 FP
  Casting Time: .........................................................Hex
  Range:  ................................................................Touch
  Duration:  ....................................................1 hour x ML
  This spell is cast on pure cool water and temporarily 
  relieves the victim's fever, whether naturally or magically 
  caused, allowing the victim to function as normal. It will 
  drive away a Fever Gaki because the victim will become 
  too cold.
  TREAT DIARRHOEA AND FLUX
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell is cast on boiled peony roots. Eating them 
  heals diarrhoea and flux, whether natural or magick.
  CURE LARYNGITIS
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................4 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell is cast on warm tea. Drinking it cures 
  laryngitis, whether natural or magick.
  
  185
  CURE CORRUPT FOOD/WATER POISONING
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  .......................................................5 FP
  Casting Time: .........................................................Hex
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell is cast on hot spring water. Drinking it will 
  cure the victim of poisoning from corrupt food or water 
  in one hour's time. A Crit Die success of 01-05 causes the 
  victim to experience diarrhoea or vomiting during the 
  hour he is being cured.
  REMOVE BARBED ARROW
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................6 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell allows the arrow to be extracted without 
  further damage to the victim.
  RELIEVE FEVER 
  (See Combat - Other Types of Damage - Fever p163)
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  .......................................................5 FP
  Casting Time: .........................................................Hex
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell is cast on a stone placed on the sufferer's 
  forehead. It relieves the discomfort of fever due to natural 
  or magickal causes (including Possession) as long as 
  the stone is in place. It will not even stop the fever, let 
  alone cure it, but will permit the sufferer to concentrate 
  (making skills and AR%s at normal %ages). If the fever is 
  due to Possession, this spell lowers the possessing Spirit's 
  Willpower to half normal for 1 minute x ML.
  
  186
  TREAT PAIN OF BURNS 
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................4 FP
  Casting Time: .........................................................Hex
  Duration:  ................................................Instantaneous
  This spell is cast on willow juice. Drinking it will stop 
  the pain of burns from fire, lightning, acid, or poison, 
  whether natural or magick. It will heal 1/2 Crit Die Body 
  Damage from Burns.
  TREAT THE SICK
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................5 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration:  ..............................................................1 day
  This spell lowers a poisoned character's chance of dying 
  by 2% x Crit Die  It raises a wounded character's healing 
  rate by 5% x Crit Die  It has a 10% x Crit Die chance of 
  keeping a character with negative Body Points from dying 
  for a day if he can somehow be made to pay attention to 
  the healer, for instance if the spell is accompanied by a 
  (Transcendental Magick) Mental Communication spell. A 
  patient can only receive the effect of this treatment once 
  per day.
  EXORCISE HENGEYOKAI
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................7 FP
  Casting Time: ....................................... Ritual 10 hours
  Range:  .......................................................20 ft. radius
  Duration:  ........................ 5 min. + 5 min x ML of caster
  Resisted:  ..........................Willpower - PSF% of caster
  Like Exorcise Human Ryo but affects a Hengeyokai 
  instead.
  RELIEVE DEAFNESS
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................4 FP
  Casting Time: .......................................... Ritual 1 Hour
  Range:  .................................................................touch
  Duration: ......................... 5 min. + 5 min x ML of caster
  Resisted:  ..........................Willpower - PSF% of caster
  This spell relieves Deafness due to magickal or 
  natural causes. On a Crit Die success of 10, duration is 
  1 hour x victim's CON.
  RENEW BLOOD
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................8 FP
  Casting Time: ....................................... Ritual 10 hours
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell alleviates half of the Fatigue Point loss 
  caused by a Blood Gaki. On a Crit Die Success of 6-10, 
  it also restores half of the Body Points lost to a Blood 
  Gaki. The GM may opt to let it affect characters with 
  negative Body Points, keeping them from dying while 
  it is being performed and for another 2D10 hours.
  RENEW VITALITY
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................7 FP
  Casting Time: ....................................... Ritual 10 hours
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell alleviates half of the Fatigue and Body Points 
  lost to Meido spells that affect vitality.
  RESTORATIVE SLEEP
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................8 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  Resisted:  ..........................Willpower - PSF% of caster
  This spell is cast upon shochu mixed with hemp and 
  causes the victim to fall asleep, healing at twice the normal 
  rate until all Body and Fatigue Points are restored or he is 
  awakened.
  RESUSCITATE THE DROWNED  
   
   
  OR SUFFOCATED
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................6 FP
  Casting Time: .........................................................Hex
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  Resisted:  ..................................................... see below
  This spell is cast on someone who stopped breathing 
  recently (CON + 1D10 minutes). If the victim's throat was 
  crushed by a Critical Hit to the Neck, there is no chance 
  of success. Otherwise, the victim must make a CON AR% 
  to regain life. If the victim was suffocated by a Grapple, he 
  must make two CON AR%%s to regain life. A character 
  may only receive the effect of this treatment once in his 
  life.
  
  187
  Potion Vs Illness 
  (Core Rules page 379)
  This spell is cast on a fox liver coated in the herbs, 
  creating a substance which will cure any disease (but not 
  poisoning) in 2D10 hours. Fox Hengeyokai will consider 
  carrying this cure to be a deadly insult unless the liver was 
  freely given by the fox or its parents.
  EXORCISE FEVER GAKI
  Magick Resistance:  ............................................MR 7
  Fatigue Cost:  ........................................................9 FP
  Casting Time: ....................................... Ritual 10 hours
  Range:  ................................................................Touch
  Duration:  ........................ 5 min. + 5 min x ML of caster 
  Resisted:  ..........................Willpower - PSF% of caster
  Like Exorcise Human Ryo but affects a Fever Gaki 
  instead.
  REMOVE SCARS
  Magick Resistance:  ............................................MR 7
  Fatigue Cost:  ........................................................8 FP
  Casting Time: ....................................... Ritual 10 hours
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell is cast on soy sauce. Rubbing it on the skin 
  removes scars due to wounds. On a Crit Die success of 08-
  10, it will also remove tattooing. 
  REVIVE MEMORY
  Magick Resistance:  ............................................MR 8
  Fatigue Cost:  ........................................................9 FP
  Casting Time: ....................................... Ritual 10 hours
  Range:  ................................................................Touch
  Resisted:  ..........................Willpower - PSF% of caster
  This spell is cast on boiled ginseng root. Eating it 
  restores memory loss due to natural causes or magick.
  HEAL ELEMENTAL INJURY
  Magick Resistance:  ............................................MR 9
  Fatigue Cost:  ........................................................9 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration ..................................................Instantaneous
  This spell is cast on boiled ginseng root. Eating it heals 
  any injury caused by Elemental magick directly but not 
  indirectly (e.g. it will heal damage caused by a Sandblast 
  but not damage caused by a building that fell due to a 
  magically caused Earthquake). It will restore all Body less 
  (10 - Crit Die)..
  KAPPA HEALING
  Magick Resistance:  ............................................MR 9
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ...................................... Ritual: 12 hours
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell is cast on toad grease. Rubbing it on the 
  affected parts allows severed limbs to be reattached and 
  function normally. The person will heal at five times the 
  normal rate for the next 12 days as long as he eats a fresh 
  cucumber (the Kappa's favourite food) and drinks a cup 
  of pure river water every day. (A Kappa learns this spell at 
  +20% PSF% and MR -3). It will restore all Body less (10 - 
  Crit Die)..
  HEAL MAGICK INJURY
  Magick Resistance:  ..........................................MR 10
  Fatigue Cost:  ......................................................12 FP
  Casting Time: ...................................................Sorcery
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell is cast on purified water from a Buddhist 
  temple. Drinking it heals any injury caused by magick 
  directly but not indirectly (as for Heal Elemental Injury 
  above). It will restore all Body less (10 - Crit Die)..
  Illusion Magick
  The GM may decide to permit ninja who aren't mages to 
  learn Illusion spells up to MR 2, with a chance from as low 
  as 1% to as high as 90%. 
  The GM will have to decide whether Shadow, Phantom, 
  and Spectral spells work by transporting the victim to the 
  Meido or represent an intrusion of Ryo from the Meido 
  into the real world. In either case, the GM should consider 
  making these spells only available as Meido Magick.
  DRAB APPEARANCE
  Magick Resistance:  ............................................MR 9
  Fatigue Cost:  ........................................................9 FP
  Casting Time: ....................................................Cantrip
  Range:  .................................................................touch
  Duration:  ............................. 3 rounds. + 1 round. x ML
  Resisted:  ..........................Willpower - PSF% of caster
  This spell gives one person an APP of 8-12 and causes 
  him to blend in with the crowd (affecting both natural and 
  magick perception) despite his unusual height, weight, 
  dress, etc. It does not affect his behaviour.
  
  188
  ILLUSORY TRAP
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ................................................. Until Dispelled
  Resisted:  ..........................Willpower - PSF% of caster
  This spell causes people to perceive an apparent Trap in 
  a situation where a real Trap might be likely.
  BLENDING IN PLACE
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration ............................... 3 rounds. + 1 round. x ML
  Resisted:  ..........................Willpower - PSF% of caster
  This spell allows a motionless person to blend in with 
  the background, affecting both natural and magick 
  perception.
  Disguise 
  (Core Rules page 372) 
  This spell only affects sight, not the other senses, let 
  alone manners and other behaviour. If the person is 
  not the same sex or social class as the disguise persona, 
  Resistance is (INT + WIL) - PSF% of caster.
  Hengeyokai Gold
  (Fairy Gold - Core Rules page 371)
  This spell is only cast by Non-humans, usually by 
  Hengeyokai who make dead leaves look like gold coins.
  ILLUSORY DETECTION
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ......................................Ritual 8 Minutes
  Range:  .................................................3 ft. + 1 ft. x ML
  Duration ............................... 3 rounds. + 1 round. x ML
  Resisted:  ............................Willpower- caster's PSF%
  This spell causes a person or item to feed back an 
  illusory response to a specific magickal Divination spell.
  INVISIBLE LANDSCAPE FEATURE
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................5 FP
  Casting Time: .........................................................Hex
  Range:  ...........................................................1 ft. x ML
  Duration:  .....................................1 hour x ML of caster 
  Resisted:  ..........................Willpower - PSF% of caster
  This spell causes one landscape feature to disappear:  a 
  bridge, a tree, a signpost, a well, etc. If cast on a door, the 
  victim will see a blank wall, not an open doorway. If the 
  victim touches it, the illusion will be dispelled.
  ILLUSORY SILENCE
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................6 FP
  Casting Time: .........................................................Hex
  Range:  .........................................................10 ft. x ML
  Duration:  ............................. 3 rounds. + 1 round. x ML
  Resisted:  ..........................Willpower - PSF% of caster
  Like Illusory Deafness but the victim can still hear 
  himself speak and make other sounds; he just can't hear 
  anyone else speak.
  HALLUCINATORY ENEMIES
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................8 FP
  Casting Time: ...................................................Sorcery
  Range:  ...........................................................3 ft. x ML
  Duration:  ............................. 3 rounds. + 1 round. x ML
  Resisted:  ..........................Willpower - PSF% of caster
  This spell causes the victim to perceive enemies 
  attacking him:  perhaps with weapons or magick spells, 
  perhaps merely gossiping maliciously. If the spell is 
  combined with Greater Illusion, the attackers may look 
  like specific people the mage knows.
  Great Disguise: 
  See note on Disguise.
  ILLUSORY ATTACKER
  Magick Resistance:  ............................................MR 6
  Fatigue Cost:  ........................................................9 FP
  Casting Time: ...................................................Sorcery
  Range:  ...........................................................5 ft. x ML
  Duration ............................... 3 rounds. + 1 round. x ML
  Resisted:  ..........................Willpower - PSF% of caster
  This spell causes the victim to see a nearby person as 
  pointing a deadly weapon at him. It will not affect his 
  ability to hear what the person says or see what the person 
  is doing.
  Fox Glamour 
  (Faerie Glamour - Core Rules page 371)
  Demon Creation
  (Djinn Creation - Core Rules page 373)
  
  189
  Meido Magick
  The closest thing to the Astral Plane in Japanese folklore 
  is the Meido, the realm of ghosts and demons. The GM 
  may opt to rule that Meido spells can only be cast in a state 
  of Shinto purity, uncontaminated by blood, illness, death 
  or bereavement.
  The Realm Of The Meido
  Like the Astral Plane, the Realm of the Meido coexists 
  with our own plane of existence, so the beings there 
  can see the spiritual equivalent of things in our plane of 
  existence.
  Most inanimate objects appear grey and insubstantial. A 
  Meido spirit can pass through them as if they were clouds. 
  A traveller from our world who passes through them will 
  feel a vague resistance, like walking against a breeze. (And 
  of course a Ryo who has left the Meido for the real world 
  will find solid things and people passing through him in 
  much the same way.)
  Anything dedicated to the Buddha is surrounded by 
  an impenetrable shadow. A Buddhist Priest's sutras and 
  rosary cannot be seen or touched; they are cloaked in 
  darkness. Buddhist temples cannot be entered on the 
  Meido but must be circled. A building with o-fuda (slips 
  of paper containing sentences from Buddhist sutras) on its 
  doors and windows is sealed from the Meido and cannot 
  be entered unless a living person voluntarily removes 
  them. An item with an o-fuda affixed to it cannot be 
  touched.
  Graveyards in the Meido are not under the protection 
  of the nearby Buddhist temple, but the grave markers with 
  the dead people's spirit names are unreadable black poles. 
  Inside a graveyard, the traveller will find himself in a dry 
  riverbed where the spirits of the dead wander to and fro 
  or kneel down in the gravel to pile up cairns of rocks and 
  pebbles. All is peaceful until a demon runs up and kicks 
  over the cairns, and the frightened spirits run away. 
  Anything dedicated to the Kami is shrouded in an 
  iridescent glow which preserves it from destruction or 
  tampering. A samurai's two swords and longbow have this 
  iridescence.
  Living beings are revealed by a violet aura of vitality, 
  whose strength shows their Body and Fatigue Points .
  Magick items and spells have an aura of power that 
  shows the maker's ML. It also surrounds a mage, showing 
  his Magick Level for those that can read them.
  For someone in the Realm of the Meido, fire has no 
  heat, snow no coldness; water no wetness. Food eaten in 
  the Meido will not satisfy hunger. Sleep in the Meido will 
  not restore Body or Fatigue Points. The only nourishment 
  is to be found at a Shinto shrine, a religious service will 
  relieve hunger and thirst, cold and sleepiness,
  The geography of the Meido varies unpredictably. 
  Mountains may rise beneath the traveller's feet, erupt fiery 
  lava, and sink into lakes. Farmland may turn into forest. 
  A river may turn from ice-covered to flooded to a thin 
  stream of water that even a child could step over to a great 
  wave that sweeps the traveller into the depths of the ocean. 
  There is no sun or moon or stars in the sky, only a twilight 
  greyness.
  The forms worn by spirits in the Meido also vary 
  unpredictably. A ghost may look the way the person did 
  as a child or at any other time in his life. Hengeyokai, 
  Bakemono, and Ryo may appear in human or true form.
  The GM may opt to let wounds inflicted in the Meido 
  not appear on the person's material body. A person who 
  died in a battle in the Meido would thus seemingly die of a 
  stroke or heart attack.
  Meido Spells 
  CALL HUMAN RYO
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................8 FP
  Casting Time: .........................................Ritual 6 Hours
  Range:  ......................................................... see below
  Duration:  ............................. 1 rounds. + 1 round. x ML
  Resisted:  ..........................Willpower - PSF% of caster
  This spell can call an Ikiryo, Rikombyo, Ubume, Yurei, 
  or any mage visiting the Meido Realm. If the Ryo is dead, 
  the spell must be cast either in the graveyard where he is 
  buried or while touching his ihai, his memorial marker. If 
  the Ryo’s body is still alive, the caster must be touching it. 
  A Medium or Shaman adds his ML to his PSF%.
  If the Ryo’s body is dead, it will enter the mage's body 
  unless a Medium is present (within 3 ft x Medium's ML). 
  It will remain in a human body for a minimum of the 
  duration. If its own body is alive, it will re-enter it.
  
  190
  EMANATE SPIRIT
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration:  ................................................instantaneous 
  Resisted:  ...................Willpower - 1% x CON of caster
  This spell allows the mage to emanate his Ryo onto the 
  Meido Realm. While he is gone, his body will remain in a 
  trance, neither eating nor drinking nor sleeping. If it dies 
  before he returns, he will become a Yurei.
  MEDIUM'S WELCOME
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................4 FP
  Casting Time: .........................................................Hex
  Range:  ............................................................5 ft x ML
  Duration ............................... 3 rounds. + 1 round. x ML
  Resisted:  ..........................Willpower - PSF% of caster 
  This spell lets a Mage share his body with a Ryo - and 
  drive the Ryo away when the spell ends. A Medium Mage 
  adds his ML to his PSF%.
  SEE MEIDO REALM
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ...................................................Sorcery
  Range:  ................................................................Touch
  Duration ............................... 3 rounds. + 1 round. x ML
  Resisted:  ..........................Willpower - PSF% of caster 
  This spell allows the mage to see the Meido Realm but 
  not enter it.
  Detect Ryo
  (Same as Detect Astral Beings Core Rules page 366)
  POSSESS HUMAN BODY
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................5 FP
  Casting Time: .........................................................Hex
  Range:  .........................................................10 ft. x ML
  Duration:  ............................................... until exorcised
  Resisted:  ............................Stamina - PSF% of caster
  This spell enables a Ryo to possess a living humans 
  body against his will. The possessed human has two 
  consciousnesses within the body:  his own and that of the 
  Ryo. On making a Willpower roll, the human can control 
  his own actions for an hour but cannot regain Fatigue or 
  Body Points while doing so. 
  The Ryo’s voice and actions will be noticeably different 
  to anyone familiar with the person. Yurei may learn this 
  spell as MR*2.
  Whispers on the Wind
  (As per the spell Greater Mind Speak Core Rules p387)
  This spell lets a Ryo whisper to someone in the real 
  world; the whisper can only be understood on a Crit Die 
  success of 10. Yurei may learn this spell as MR 2.
  EAT VITALITY
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................5 FP
  Casting Time: .........................................................Hex
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  Resisted:  ............................Stamina - PSF% of caster
  This spell allows eating someone's vitality by sucking it 
  from their exhaled breath in a glowing violet stream. The 
  victim loses Crit Die Fatigue Points. On a Crit Die success 
  of 10, the victim also loses 1 Body Point. The attack cannot 
  be repeated on the same victim until an hour has passed.
  GHOSTLY WRESTLE
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................3 FP
  Casting Time: .........................................................Hex
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  Resisted:  ................. Dodge - Wrestle PSF% of caster
  On a Crit Die success of 10, this spell allows a caster on 
  the Meido plane to Wrestle a victim. A Wrestling Crit Die 
  success of 10 and a STR AR% allows a Ryo of the Dead to 
  pull off the victim's head - but the Ryo’s SPR is reduced 
  by 5-1 until the next anniversary of its death. A character 
  with DIS 0 is permanently Dazed. Yurei may learn this 
  spell as MR 4.
  SCREAMS ON THE WIND
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  .......................................................4 FP
  Casting Time: .........................................................Hex
  Range:  ..................................................... 10 ft. per ML
  Duration:  ...................................... 1 min. x caster’s ML
  Like Whispers on the Wind but creates loud and 
  prolonged sounds which may be intelligible. Yurei may 
  learn this spell as MR*2.
  
  191
  The Shining Path 
  (Core Rules page 349) (This Arcane spell is available 
  under the Meido Method)
  Shadow Darts/Arrows 
  (Core Rules page 352) (This Arcane spell is available 
  under the Meido Method)
  Ryo Shape Shift 
  (Core Rules page 391) (Like Shape Shift 
  (Transmutation) but only affects a living person's 
  appearance in the Meido Realm)
  Phase 
  (Core Rules page 350) (This Arcane spell is available 
  under the Meido Method)
  Shadow Bolt (Core Rules page 352)
  (This Arcane spell is available under the Meido Method)
  DEVOUR VITALITY
  Magick Resistance:  ............................................MR 5
  Fatigue Cost:  ........................................................8 FP
  Casting Time: .........................................................Hex
  Range:  .................................................................touch
  Duration:  ..................................................1 round x ML
  Resisted:  ............................Stamina - PSF% of caster
  This spell allows devouring someone's vitality by 
  sucking it from their exhaled breath in a glowing violet 
  stream. The victim loses 1D10 Fatigue Points. On a Crit 
  Die success of 08-10, the victim 1 loses Body Point for 
  every Fatigue Point lost. The attack cannot be repeated on 
  the same victim until an hour has passed.
  Shadow Ball/Bomb 
  (Core Rules page 352) (This Arcane spell is available 
  under the Meido Method)
  Legend Lore 
  (See Divination, with visions sent by Kami)
  Lesser Teleport 
  (Core Rules page 352) (This Arcane spell is available 
  under the Meido Method)
  Ryo Gaseous Form: 
  (Core Rules page 392) (Like Gaseous Form 
  (Transmutation) but only affects a mortals body in the 
  Meido Realm, making him look like a Gaki)
  Shadow Monsters 
  (Core Rules page 374)
  This Illusion spell is available under the Meido Method 
  as it allows a Ryo to become somewhat substantial in the 
  real world.
  CONSUME VITALITY
  Magick Resistance:  ............................................MR 7
  Fatigue Cost:  ......................................................12 FP
  Casting Time: .........................................................Hex
  Range:  .................................................................touch
  Duration:  ................................................1 minute x ML
  Resisted:  ............................Stamina - PSF% of caster
  This spell allows consuming someone's vitality by 
  sucking it from their exhaled breath in a glowing violet 
  stream. The victim loses 1 Fatigue point per minute. On 
  a Crit Die success of 08-10, the victim loses 1 Body Point 
  for each Fatigue Point lost. The attack cannot be repeated 
  on the same victim until an hour has passed. Resting and 
  sleep will not let the victim regain lost Fatigue and Body 
  Points until a remove curse has been performed.
  Teleportal 
  (Core Rules page 351) (This Arcane spell is available 
  under the Meido Method)
  Meido Traveller 
  (Core Rules page 374) (This is identical to the Arcane 
  spell Astral Traveller,  available under the Meido Method)
  Greater Teleport 
  (Core Rules page 350) (This Arcane spell is available 
  under the Meido Method)
  Phantasmal Monster 
  (Core Rules page 374) This Illusion spell is available 
  under the Meido Method as it allows a Ryo to become 
  rather substantial in the real world.
  Spectral Monster 
  (Core Rules page 374)
  This Illusion spell is available under the Meido Method 
  as it allows a Ryo to become substantial in the real world
  
  192
  Meido Gate 
  (Core Rules page 351) (This is identical to the Arcane 
  spell Astral Gate,  available under the Meido Method))
  Become Another 
  (Core Rules page 393) (Like Become Another 
  (Transmutation) but only affects appearance in Meido)
  Banish 
  Magick Resistance:  ..........................................MR 10
  Fatigue Cost:  ......................................................16 FP
  Casting Time: .........................................Ritual 8 Hours
  Range:  ....................................................... 5 ft. per ML
  Duration:  ................................................Instantaneous
  Resisted:  ............(Willpower + SPR) - PSF% of caster
  The Caster Banishes someone or something to the 
  Meido (or Astral or other plane of existence depending on 
  the GM). The victim will be stuck in the Meido unless they 
  have a means of returning.
  Plant Magick 
  (Also called WOOD Magick)
  Japanese plant symbolism is significantly different 
  than European. The rose symbolizes a beautiful but 
  hard-hearted woman whose thorns show how she hurts 
  a lover's heart. The cherry blossom symbolizes a loyal 
  samurai, willing to die in his youth for his clan lord. The 
  plum blossom symbolizes feminine beauty. The peony 
  is the king of the flowers. The lotus symbolizes Buddhist 
  enlightenment, rising from muddy water to bloom in 
  the sunlight. The pine tree symbolizes old age because its 
  trunk is bent like an old person's back. Mistletoe has no 
  symbolism.
  Removing Non-Japanese 
  Plant Magick Spells
  There are no Druids in the Land of the Rising Sun. 
  Shinto Priests honour the beauty of trees (especially the 
  sacred sakaki tree) but would never carve symbols into 
  them. Defacing a tree by carving a name into it was a 
  legendary way of cursing the person whose name was 
  written there by angering the tree's spirit or the Nushi 
  (local Kami). Japanese Herbalists are scholars who learn 
  their lore from a book. There are no Japanese stories of 
  little people, circles of toadstools or Rowan trees, or trees 
  that swallow people to aid or imprison them. 
  Japanese do not camp out when travelling or use tree 
  sap as food. Delete the following spells:  Faerie Ring, 
  Rowan Grove, and Glade of Dreams. 
  Additional Wood Magick 
  Spells 
  BLOOM
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................2 FP
  Casting Time: .........................................................Hex
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell causes one shrub, tree, or other plant to burst 
  into blossom or fruit regardless of the season. Spell Rank 
  is +1 FP for each month too early.
  DISCERN CURSED TREE
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................2 FP
  Casting Time: ....................................................Cantrip
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  Resisted:  ....................... minus PSF% of Curse caster
  This spell calls the caster's attention to the fact that a tree 
  has been used to cast a curse on somebody - by nailing a 
  picture of the person onto it or carving the person's name 
  into it. The curse cannot be lifted (by propitiating the 
  offended Kami) until the tree has been healed.
  ELIXIR OF WAKEFULNESS
  Magick Resistance:  ............................................MR 1
  Fatigue Cost:  ........................................................3 FP
  Casting Time: ....................................................Cantrip
  Range:  .................................................................touch
  Duration:  ....................................................1 hour x ML
  Resisted:  ...........................................Stamina - PSF%
  This concoction of tea and other herbs will keep 
  someone awake and postpone any need to sleep until it 
  wears off.
  HEAL PLANT
  (Restore Plants - Core Rules page 375)
  Kami Touch
  (Demeter’s Touch - Core Rules page 374)
  
  193
  TRANSFORM BONSAI
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................4 FP
  Casting Time: ....................................................Cantrip
  Range:  ....................................................... 5 ft. per ML
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell allows the caster to turn one bonsai tree or 
  shrub (a half foot to two feet high) to a full-sized shrub or 
  tree, or vice versa.
  TRANSFER CURSE TO TREE
  Magick Resistance:  ............................................MR 2
  Fatigue Cost:  ........................................................5 FP
  Casting Time: ....................................................Cantrip
  Range:  ....................................................... 5 ft. per ML
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell lets the caster transfer a curse onto a tree 
  by wrapping the object that contained the curse onto a 
  branch of the tree. The tree will not be affected by the 
  curse as long as it gets enough sunlight and water. If 
  it becomes ill, it may emanate a Hengeyokai and seek 
  vengeance.
  BAMBOO GROVE: 
  (See Core Rules page 376) 
  Like Hedge of Thorns but instead pens the victim in 
  with bamboo, making it impossible even for a master 
  swordsman to swing his blade more than a few inches 
  because there are bamboos in the way. Bamboo can be cut 
  with relative ease by an axe or hatchet but not by a sickle.
  EVALUATE WOODEN WEAPON
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ......................................................16 FP
  Casting Time: ....................................................Cantrip
  Resisted:  ................................................................. no
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell enables the caster to examine the wood of a 
  bow, arrow, staff, etc. and see how good it is and if it has 
  any special qualities.
  Speak with Plants: 
  (Core Rules page 375)
  The GM may opt to have the plant later emanate a 
  Hengeyokai, now that its attention has been gotten.
  UNWARP WOOD:
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................7 FP
  Casting Time: .........................................................Hex
  Resisted:  ................................................................. no
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  Reverses the effects of the spell Warp Wood and any 
  other natural warping of wood.
  Warp Wood: 
  (See Core Rules page 378) 
  Japanese bows and arrows and sword sheaths have a 
  Resistance chance based on the user's Shinto Current SPR.
  DISCERN WOODEN OBJECT'S HISTORY
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ........................................................7 FP
  Casting Time: ...................................................Sorcery
  Resisted:  ................................................................. no
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell shows the face of the person who made the 
  object and reveals the original purpose for which it was 
  made. On a Crit Die success of 10, it will give names of the 
  maker and original owner.
  Sakaki Grove 
  (See Core Rules page 375)
  Similar to the spell Rowan Grove but has an MR 4 not 
  MR 1. Gives half the protection of a Shinto shrine.
  SAP TO GOLD
  Magick Resistance:  ............................................MR 4
  Fatigue Cost:  ......................................................10 FP
  Casting Time: ...................................................Sorcery
  Resisted:  ................................................................. no
  Range:  .................................................................touch
  Duration:  ................................................instantaneous
  This spell turns the sap inside a dead tree branch to gold 
  weighing 5 grams per ML. It can only be performed once 
  a week.
  The Greenwood 
  (Core Rules page 377)
  A Shinto protection, not a Druidic one.
  
  194
   Summoning Magick
  Japanese mythology and folklore does not have any 
  stories about witches and familiars or about necromancers, 
  skeletons and zombies. The only stories about animated 
  objects are about Badger Hengeyokai who turn themselves 
  into teapots or such things. The GM will have to decide 
  whether standard Summoning Magick has any part in his 
  campaign.
  Japanese mages dealt with Ryo in a number of different 
  ways.
  Buddhist priests cremated corpses, buried their ashes, 
  and gave them a Ryo name. They also performed religious 
  rituals to banish or enlighten evil Ryo. (See Chapter 9 for 
  further details.)
  Shinto priests performed religious rituals to invoke and 
  propitiate the Kami (including evil Ryo). (See Chapter 9 
  for further details.)
  Shamans might serve a Kami or Demon lord, and 
  sometimes were given lesser Ryo as servants by their 
  Patron.
  Exorcists and Mediums invoke Ryo who have possessed 
  people in order to heal the victims.
  Any Japanese who meet foreign Summoners who 
  command animals will consider the foreigners to be 
  Hengeyokai or Bakemono or Demons in disguise.
  Rise on the Wind: 
  Magick Resistance:  ............................................MR 2
  Fatigue Cost .......................3 + 2 per additional person
  Casting Time ..........................................................Hex
  Range:  ................................................................... Self
  Duration:  ..............................................2 minutes x ML        
  This spell is performed with the help of one or more 
  (visible) Tengu who hold up the people or objects involved 
  - and will be reluctant to grasp a Buddhist or Shinto Priest, 
  who will Resist the spell vs Caster’s PSF%/2. Afterwards, 
  the caster must make an offering to the Tengu at a Shinto 
  shrine or they won’t help him again.
  Transcendental Magick 
  (Also Called Meditation 
  Magick)
  The GM may opt to require that a Transcendental spell 
  must be cast while using the Mental Fortitude skill of 
  Meditation.
  Mental Communication
  The TSC% of a Mental Communication spell is affected 
  by how close the mage is to the person or people being 
  contacted. The GM may wish to use some or all of the 
  following factors, or even add more factors of his own:
  Gender: (Optional) 
  Communicating with someone of the opposite gender is 
  TSC% -5%.
  Social Class: 
  Communicating with someone of another social class 
  is TSC% -5%, -10% if one of the people is a Samurai or 
  Noble and the other one is an Outcast other than a Ninja.
  Species: 
  Communicating with someone of another species is 
  TSC% -15% . 
  Familiarity: 
  Communicating with an old friend is TSC% +5%; with 
  an old enemy TSC% -5%; with a stranger TSC% -10%.
  Transcendental Perception & 
  Other Spells
  Transcendental spells allow people to be perceived at 
  great distances. This has the effect of altering the ranges 
  of other spells. A mage using Clairaudience or other 
  Transcendental listening spells to eavesdrop will also be 
  susceptible to spells cast by speaking or singing as if he 
  were within 10 feet of them. 
  Similarly a mage using Clairvoyance or other 
  Transcendental vision spells to spy will also be susceptible 
  to spells cast by gesture, dancing, or drawing as if he were 
  within 10 feet of them. Spells of Mental Communication 
  put the mage within touch range of whoever he is 
  observing.
  
  195
  Transmutations 
  There are no Japanese stories about lycanthropes or 
  other human shape changers. There are thousands of 
  stories about Hengeyokai, Bakemono and Ryo who fool 
  people by taking on human form - but these creatures 
  shape change as an innate ability rather than by using 
  spells.
  There are no Japanese stories of dead Ryo whose 
  material bodies may take on gaseous form, but there are 
  stories of Gaki whose gaseous bodies may take on material 
  form.
  There are no Japanese stories of alchemists who 
  transmute metals. There are stories about Hengeyokai who 
  (like European fairies) use illusion to fool humans into 
  accepting dead leaves as if they were gold coins.
  There are no Japanese stories about creatures like 
  Medusa or Basilisks who turn people to stone. There are 
  dozens of stories about Buddhas, Bosatsu or Buddhist 
  guardian spirits who animate a statue of themselves to 
  rescue a pious worshipper. The GM will have to decide 
  whether standard Transmutation Magick has any part 
  in his campaign. There are some suggested new spells 
  however that do exist. If Transmutation Magick is not part 
  of the campaign some of these spells should be considered 
  as innate abilities.
  AIR BREATHING: 
  Magick Resistance:  ............................................MR 3
  Fatigue Cost:  ........................................................4 FP
  Casting Time: ....................................................Cantrip
  Range:  ................................................................Touch
  Duration:  ............................................10 minutes x ML
  Like Breathe Water (Transmutation) for water-breathers 
  such as Kojin, Kappa, and Orochi.
  Cool Mantle 
  (Core Rules page 389)
  Warm Cloak 
  (Core Rules page 389) 
  Speed 
  (Core Rules page 391)
  Journey in Haste 
  (Core Rules page 392)
  Become Another 
  (Core Rules page 393)
  Magickal Wards
  There are no Japanese stories of conjurers inscribing 
  circles to protect themselves or to confine the beings 
  they summon. The only protections against Hengeyokai, 
  Bakemono, Ryo, and Demons known in the Land of the 
  Rising Sun are to propitiate them by Shinto religious 
  rituals or to enlighten them by Buddhist religious rituals 
  (see Chapter 9).
  The GM, of course, may decide to keep the standard 
  C&S 5th edition Wards spells to ensure the PCs' peace of 
  mind and to keep Priests from dominating the campaign. 
  For a more Japanese-style feel to the campaign, however, 
  the following revision may be used.
  In a low mana campaign, Wards Magick is confined 
  to humans. In a high mana campaign, Instinctive Mages 
  can also learn Wards Magick (except for Badgers, Orochi, 
  Tengu and Sword Spirits).
  Japanese-Style Wards
  Lesser Wards
  vs Evil 
  This is a shrine or temple souvenir frog.
  vs Good 
  This is a demon gift that has been  
   
  preserved from contamination by holiness.
  vs Magick 
  This is a shrine or temple souvenir frog.
  Lesser Circles of Protection
  vs Evil 
  This is made by drawing a circle with  
   
  Purified Water from a shrine or temple
  vs Good 
  This is made by drawing a circle with  
   
  water defiled by blood or some other  
   
  impure fluid.
  vs Magick 
  This is made by drawing a circle with  
   
  sake.
  Circles of Protection - 
  These are drawn with pure white rice 
  
  196
  Wards
  These can be This is a small white bag containing an 
  ounce of pure white rice from a Shinto shrine or Buddhist 
  temple or a small white bag containing an ounce of pure 
  white salt from a Shinto shrine or Buddhist temple or a 
  piece (about a foot long) of knotted pure white rope from 
  a Shinto shrine or Buddhist temple.
  Greater Circles of Protection
  These are drawn with pure white salt or are knotted pure 
  white ropes or are made with sakaki leaves from a Shinto 
  shrine or a piece of incense from a Buddhist temple
  Greater Wards
  This is a piece (about a foot long) of knotted pure white 
  rope from a Shinto shrine or Buddhist temple or a sakaki 
  leaf from a Shinto shrine or incense from a Buddhist 
  temple. An appropriate weapon whose weight in steel was 
  donated to a Shinto shrine or Buddhist temple.
  Great Circles
  Drawn with an appropriate weapon whose weight in 
  steel was donated to a Shinto shrine or Buddhist temple, 
  or the same with a donation with the weight in silver, or 
  the donation with the weight in gold, or the donation with 
  the weight in pearls or the donation with the weight in 
  jade.
  
  197
  Acts Of Faith 
  (Optional)
  This chapter is optional. Few, if any, of these Acts of 
  Faith will be routinely achievable in a history-based, low 
  mana campaign, no matter how high a priest's SPR. Even 
  in a legendary, high mana campaign, the GM may opt to 
  rule that Priests achieve supernatural results using Magick 
  spells rather than Acts of Faith.
  Many of the Acts of Faith detailed in C&S 5th Edition do 
  not appear in Japanese myth or legend, or appear only in a 
  non-religious context. The GM will have to decide which 
  Acts of Faith to allow Shinto and Buddhist Priests.
  Neither Shinto nor Buddhism is an organized religion 
  like medieval European Christianity. Each Buddhist 
  temple order has its own head, and there are many 
  independent temples, not to mention many Buddhist 
  priests who do not belong to any temple. Each Shinto 
  shrine order has its own head, and there are many 
  independent shrines, not to mention many Shinto priests 
  who do not belong to any shrine. The government 
  attempts to regulate religious institutions, but it's an 
  impossible task.
  Religion, Magick  
  & Morality
  Neither Shinto nor Buddhism disapproved of Magick. 
  In a high mana campaign, many Shinto Priests will be 
  Artistic Mages (usually Dancers, Musicians, or Singers). 
  Many Buddhist Priests will be healers (Exorcists or 
  Herbalists). 
  Shinto taught that there were many different Kami, 
  supernatural beings whose very presence fills human 
  beings with awe and wonder. Some were more powerful 
  than others but none of them were safe to displease. Some 
  were kindly and others angry, but there was no point in 
  speaking of them as good or evil; the sensible thing to do 
  was to propitiate all of them. Shinto forbids necromancy 
  not on moral grounds but because dead bodies are impure 
  and will offend the Kami. It forbids consorting with 
  criminal spirits not on moral grounds but because it would 
  displease the Emperor, himself a Kami.
  Buddhism taught that there were many different spirits, 
  all in need of enlightenment and all ultimately fated to 
  become enlightened after they had spent enough time 
  reincarnating. 
  Demons and the souls they tortured in the Hells, gods 
  and the souls who found pleasure in the Paradises, human 
  beings and animals and ghosts would all eventually find 
  Nirvana. Buddhism forbids necromancy because it keeps 
  the spirits of the dead from reincarnating. Buddhism 
  forbids  consorting with evil spirits because it lowers not 
  only the Karma of the magician but also the Karma of the 
  spirits, by encouraging them to think of themselves as evil.
  In a low mana campaign, the government will forbid 
  public use of Magick except for divination or healing, or 
  under the auspices of religion. Any Samurai or Noble who 
  openly practices Magick will be forced to commit seppuku 
  unless he joins a Shinto or Buddhist priestly order, 
  where he will be under the control of the head priest. A 
  Commoner or Outcast who openly practices Magick will 
  be crucified unless he can persuade the authorities to 
  permit him to join a Shinto or Buddhist priestly order.
  In a high mana campaign, the authorities will tolerate 
  public use of Magick but will still try to keep it under 
  social control, who disturb the peace with their spells 
  whether they are consorting with evil spirits or merely 
  playing with Magick will be considered criminals.
  Spell-casting &   
   
  Acts Of Faith
  A mage who is a Shinto or Buddhist Priest who does not 
  have a maximum SPR of 15 in the religion of which he is 
  a Priest.
  Any Mage who is not a Demon Minion can receive 
  the benefits of an Act of Faith by a Buddhist Priest, with 
  benefits to all of his skills including spell casting except 
  Meido Magick. This includes Western Mages. Buddhism 
  considers Jesus to be a great teacher who was an avatar of a 
  Buddha or Bosatsu.
  Any Mage can receive the benefits of an Act of Faith by 
  a Shinto Priest, with benefits to all of his skills including 
  spell casting except for spells learned from a Patron 
  Demon, Healing spells, and Necromantic spells. This 
  includes Western Mages. Shinto considers God, the angels, 
  and the saints to be Kami. (It also considers Satan and his 
  devils to be Kami.)
  Shinto and Buddhist Acts of Faith do not impose any 
  penalty on any spells except for those learned from a 
  Patron Demon. (Of course, characters may still opt to 
  resist the benefits of an Act of Faith. Christian Priests may 
  well prefer not to benefit from a Pagan Priest's Acts of 
  Faith.)
  
  198
  Shinto Priest Vocation  
  & Acts Of Faith
  A Shinto Priest may be a member of a shrine (which 
  may belong to a shrine order), a wanderer, or a hermit 
  caretaker of a wilderness shrine. Many Shinto Priests were 
  born (or adopted) into the priesthood, with a hereditary 
  shrine to take care of (and usually have the same patron 
  Kami as their parents). (Note that unlike the C&S 5th 
  Edition (Christian) Priest, there is no minimum age to be 
  a Shinto Priest.)
  Some people became Shinto Priests because they had a 
  special ability to sense the Kami with Meido Magick. In a 
  low mana campaign, these will probably be Shadow Mages 
  or Shamans. (Yes, non-humans can also learn Meido 
  Magick, but only humans can become Shinto Priests.)  In 
  a high mana campaign, Artistic Mages and Spiritualist 
  Mages may also learn Meido Magick and so may take this 
  route to become Shinto Priests.
  Some people became Shinto Priests because they saw 
  a Kami in a vision (due to using the Divination spell of 
  Legend Lore or a Fire spell linked to Inari or Atago). Or 
  an Artistic Dancer, Musician or Singer might find that 
  his performance had drawn a Kami's attention. (The GM 
  might opt to let an exceptionally wonderful performance 
  by any artist, even one who is not a mage, draw a Kami's 
  attention and give the character the once in a lifetime 
  opportunity to become a Shinto Priest.)
  Some Shinto Priests are part of the intrigues of Imperial 
  court politics. The Emperor is a Shinto Priest, without 
  whose worship Amaterasu, the Sun Kami, would become 
  dissatisfied and blight the Land of the Rising Sun. 
  Amaterasu's great shrine at Ise always has an Imperial 
  princess as its high priestess. It also holds the eight-sided 
  Mirror and the Jewel that were Amaterasu's gifts to Jimmu 
  Tenno, the first Emperor.
  All of the people mentioned above count as Shinto 
  Priests for social purposes. But for gaming purposes, in 
  order to invoke the benefit of an Act of Faith for himself or 
  for other people, a Shinto Priest must:
  a. 
  Take Faith as a skill at character creation or later
  b. 
  Have SPR 10+
  c. 
  Have been in a state of ritual purity for the past twelve 
  days
  d. 
  Not be in an impure Shinto shrine
  Any Shinto Priest who meets these conditions counts 
  as an "Ordained Priest" in terms of the C&S 5th Edition 
  rules. There are no Shinto Monastics or members of Holy 
  Fighting Orders.
  Shinto ritual purity is defiled if the Priest comes into 
  contact with blood, a bleeding person, a sick person, a 
  woman in childbirth, a couple having sex, a dead person 
  or a bereaved person. A defiled Shinto Priest must seek 
  out another Shinto Priest to purify him in order to regain 
  ritual purity. If he is in the shrine when his purity is 
  defiled, then the shrine will also have to be purified. If he 
  is not in the shrine, he may not be able to enter it until he 
  has been re-purified, but his re-entering it will not defile it.
  Some Shinto shrines treat Buddhist Priests as slightly 
  impure. The Ise shrine to Amaterasu, the most sacred 
  Shinto shrine, forbade anyone there to say "Buddha," 
  "Bosatsu," "temple," or "sutra" just as it forbade anyone 
  there to say "death," "illness," "blood," or "red meat."  
  Buddhist Priests were only admitted if they wore normal 
  kimono and wigs to cover their shaven heads. Anyone 
  breaking the rules was guilty of blasphemy, a death penalty 
  offense.
  The only way to renounce being a Shinto Priest is to 
  become a Buddhist Priest,  to become a Demon Minion, 
  or to convert to a non-Japanese religion.
  To all intents and purposes anyone becoming a Shinto 
  Priest renounces their previous vocation. This is as per the 
  rules for changing vocation as per page 130 in the Core 
  Rulebook.
  Buddhist Priest Vocation  
  & Acts Of Faith
  A Buddhist Priest may be a yamabushi (a warrior) or 
  an ascetic (a scholar). He may belong to a temple (which 
  may belong to a temple order), or be a wandering beggar, 
  or a hermit. Most Buddhist Priests are middle-aged people 
  who have already raised a family and gone in-kyo (retired 
  from their worldly responsibilities), but some are much 
  younger.
  Some people become Buddhist Priests moved by 
  religious conviction, in order to attain enlightenment. 
  Some become Buddhist Priests after realizing how full 
  of illusion and tragedy the world is. Some Nobles and 
  Samurai become Buddhist Priests after their clan is 
  abolished by the Shogunate. Some imprisoned Noble 
  exiles are forced to become nominal Buddhist Priests. 
  Some would-be scholars or would-be martial artists 
  become Buddhist Priests to study at a temple. Some 
  elderly Commoners become Buddhist Priests so they 
  won't be a burden on their children.
  
  199
  There is no minimum age to become a Buddhist Priest. 
  Some clan heads send their newborn sons to Buddhist 
  temples to become Priests, in order to simplify the 
  succession by keeping younger sons from being able to 
  dispute the eldest son's right to be the heir.
  All Buddhist Priests have shaved heads, and any man 
  who is totally bald will be taken for a Buddhist Priest at 
  first glance. Some priests have their heads shaved at a 
  temple ceremony; others have their heads shaved by the 
  first person they meet who has a razor.
  All pious Buddhists, layfolk and priests, take the Seven 
  Vows.
  Lay Vows 
  Priestly Vows
  Tithe to a Buddhist temple 
  to renounce all possessions and luxuries
  Not to become intoxicated 
  not to drink intoxicants
  Not to eat animal meat 
  not to eat animal meat or fish
  Not to commit rape or adultery 
  not to have sexual relations
  Not to commit treacherous murder 
  not to commit treacherous murder
  Not to commit theft 
  not to commit theft
  Not to tell lies 
  not to tell lies
  Of course not all people keep their vows. Temple priests 
  who openly break their vows will be disciplined by the 
  head priest. Anyone who breaks his vows will lower his 
  Karma. (In C&S 5th Edition Karma equates to Grace)
  But the Seven Priestly Vows are no more a lifelong 
  commitment than a shaved head: a Buddhist Priest may 
  return to the world any time he chooses, letting his hair 
  grow out again as a sign that he has done so. The Japanese 
  described a person who threw himself enthusiastically into 
  new projects but quickly abandoned them as "a three-day 
  priest."  Such an ex-priest is accepted as a layman by most 
  people:  permitted to marry, become clan head, etc. He 
  is not permitted to become Emperor or any other Shinto 
  Priest.
  All of the people mentioned above count as Buddhist 
  Priests for social purposes. But for gaming purposes, in 
  order to invoke the benefit of an Act of Faith for himself or 
  for other people, a Buddhist Priest must:
  a. 
  Take Faith as a skill at character creation or later
  b. 
  Have SPR 10+
  c. 
  Have kept the Seven Priestly Vows for the past month
  d. 
  Have had his head shaved within the last month
  Any Buddhist Priest who meets these conditions counts 
  as an "Ordained Priest" in terms of the C&S 5th Edition 
  rules. There are no Buddhist Monastics or members of 
  Holy Fighting Orders. (The yamabushi should not be 
  considered members of Holy Fighting Orders. They 
  usually are more concerned about their fighting skills than 
  about their religious vows.)
  Learning Acts Of Faith
  Each Japanese character has both Buddhist and Shinto 
  SPR. The player should feel free to role play the PC calling 
  on either or both sets of power for aid. But a character 
  may only acquire Acts of Faith in one religion (except 
  that any Japanese may perform both Shinto and Buddhist 
  Common Prayer) relevant to his Personal Faith Factor 
  (PFF Core Rules page 400)
  A Buddhist or Shinto Priest who converts to 
  Christianity will lose access to all his Buddhist or Shinto 
  Acts of Faith. They will acquire a new PFF based on 
  their Faith in Christianity. In a similar way to changing 
  vocation changing Faith suspends the previous Faith in 
  a philosophy/religion. In a similar way the priest of a 
  monotheist religion who converts to Buddhism and/or 
  Shinto loses access to all his monotheist Acts of Faith. A 
  Shinto Priest who goes in-kyo to become a Buddhist Priest 
  must give up all his Shinto Acts of Faith to attain any 
  Buddhist AoF beyond Prayers. A Buddhist or Shinto Priest 
  who becomes a Demon Minion must give up all his Acts 
  of Faith but may learn Demonic Skills from his Patron 
  Demon p257.
  All Japanese characters can access Common Prayer 
  for both Shinto and Buddhism. Priests must acquire the 
  other Acts of Faith relevant to their PFF, except for the 
  Emperor who acquires all the Shinto Acts of Faith as 
  part of the coronation ritual. A Priest learns Acts of Faith 
  by meditating and purifying himself through fasting; 
  immersion in a river, lake or the ocean; and prayer. (Study 
  of holy texts is not necessary.)  While a person is acquiring 
  an Act of Faith, he must keep the priestly Seven Vows or 
  maintain ritual Shinto purity, depending on whether he is 
  learning a Buddhist or Shinto AoF.
  Buddhism associates the number three with the Three 
  Treasures:  the Buddha, the sutras, and the priesthood. 
  An Ascetic Buddhist Priest who is a temple member 
  may acquire Acts of Faith through spending 3 days of 
  purification x rank of the Act of Faith.
  Buddha was born on the eighth day of the fourth month, 
  and the number eight is associated with Buddhism. Other 
  Buddhist Priests may acquire Acts of Faith at eight days of 
  purification x rank of the Act of Faith.
  
  200
  Buddhism associates the number thirty-three with 
  Kannon, the Bosatsu of Mercy. A person who is not a 
  Buddhist Priest may acquire some Buddhist Acts of Faith 
  in 33 days of purification x rank of the Act of Faith.
  Shinto associates the number eight with the eight 
  myriad Kami of the Land of the Rising Sun. Shinto Priests 
  acquire Acts of Faith at eight days of purification x rank 
  of the Act of Faith. A person who is not a Shinto Priest 
  may acquire some Shinto Acts of Faith in a month of 
  purification x rank of the Act of Faith.
  In all instances the person looking to acquire an Act of 
  Faith must meet the PFF requirements based on either 
  Faith:Shinto or Faith:Buddhism
  Core Rules Acts Of Faith
  All Japanese believe in the possibility of Miracles. All 
  Japanese who have not converted to another religion also 
  believe, at least minimally, in Shinto and Buddhism, and 
  will be willing to honour the divine powers worshipped 
  by other religions by adding them to the ranks of Kami 
  and Buddhas. Persuading a Japanese to convert to another 
  religion by ceasing to perform rituals to honour the Kami 
  and Buddhas and the souls of dead ancestors is much 
  more difficult.
  A believer in Shinto and Buddhism who witnesses a 
  Miracle performed by a believer in some other religion 
  must make a SPR AR% to test his faith in his beliefs.
  • 
   On a success his chosen faith will not be shaken 
  and on a Crit Die success of 09-10, he will interpret 
  the Miracle as being due to the Kami and Buddhas 
  and his Current SPR will increase +5.
  • 
   On a Crit Die failure of 10, he will be badly 
  shaken and stunned for 1 round. If he has a 
  Shinto or Buddhist Current SPR of 6-10, then 
  both will decrease by 1/2 x 1D10 (-1 to -5, down to 
  a minimum level of Current SPR 1). If both his 
  Shinto and Buddhist SPR are already 5 or less, he 
  converts to the other religion (Learning Acts of 
  Faith p199).
  • 
  A believer in Shinto and Buddhism who witnesses 
  a Great Miracle performed by a believer in some 
  other religion must make a SPR AR% to test his 
  faith in his beliefs.
  • 
   On a Crit Die success of 10, he will interpret the 
  Miracle as being due to the Kami and Buddhas, 
  and his Current SPR will increase +5.
  • 
   On a failure, he will be shaken to the core of his 
  being and stunned for 2 rounds. If he fails with 
  a Crit Die of 09-10, and if he has a Shinto and 
  Buddhist Current SPR of 8-14, then his Current 
  SPR (in both) will decrease by 1D10 (-1 to -10, 
  down to a minimum level of Current SPR 1); if 
  both his Shinto and Buddhist  are already 7 or less, 
  he converts to the other religion (Learning Acts of 
  Faith p199).
  If the Great Miracle is invoked to convert to another 
  religion, it will affect all human characters who fail their 
  SPR AR%, even Shinto or Buddhist Priests with Current 
  SPR 15+, unless they also make a successful Theology roll 
  in either Shinto or Buddhism. Non-humans with SPR 15+ 
  cannot be converted in this way.
  Land Of The Rising Sun 
  Acts Of Faith
  Eta Outcasts, Hengeyokai, Bakemono and Ryo cannot 
  perform Buddhist or Shinto Acts of Faith. Even attempting 
  to do so may incur the wrath of the Buddhas and Kami.
  Terminology:
   
  (S) = Shinto 
  (SP) Shinto Priest
   
  (B) = Buddhist 
  (BP) Buddhist Priest
  Name  (new or significantly revised AoF in full caps)
  Prayers
  Blessing (BP, SP) 
  (Core Rules page 441)
  Common Prayer 
  (Core Rules page 441)
  APPEAL (B, S) 
  PFF: ...................................................................................5
  SC:  ................................................... Recipients SPR AR%
  Cost:  ................................................-1 FP from Supplicant
  The character cries out the name of a Kami or Buddha, 
  expending 1 AP. There is a 1% x SPR chance that he will 
  receive the protection of a Lesser Ward spell.
  
  201
  HOLY PRAYER  
  PFF: ...................................................................................5
  SC:  ................................................... Recipients SPR AR%
  Cost:  ................................................-2 FP from Supplicant
  A non-human must subtract the character’s PFF from 
  his Willpower success chance to approach or stay within 
  10 ft. x Faith Level. Possessed people whose spirits fail this 
  will try to run away. If they are prevented from doing so, 
  the spirit will leave. It is not, however, banished and may 
  return whenever it pleases.
  a. 
  (S):  A character who has been in at least one combat 
  situation and has never run away from an enemy in fear 
  draws his sword and cuts the air with it or strings his bow 
  and plucks the string. This takes half the character’s AP.
  b. 
  (B):  A character fingers the beads of his Buddhist rosary, 
  chanting praise to a Buddha or Bosatsu or a Sutra. This 
  takes all the character’s AP.
  ONE HUNDRED PRAYERS (B, S) 
  PFF: ...................................................................................5
  SC:  ................................................... Recipients SPR AR%
  Cost:  ............................. FP cost as below from Supplicant
  Like Temple or Shrine Prayer below, but the character 
  makes one hundred approaches to the altar by walking 
  clockwise a hundred times around the building or walking 
  from the entrance to the altar one hundred times over 
  a period of 8 hours, at 1/2 1D10 Fatigue Points per hour. 
  Gives a 1% x (DIS + SPR) chance of a Minor Miracle.
  PRAYER AGAINST DEATH (B,S) 
  PFF: .................................................................................10
  SC:  ................................................... Recipients SPR AR%
  Cost:  ................................................-6 FP from Supplicant
  The character washes himself free of any blood and 
  dirt, strips off everything but his loincloth, and immerses 
  himself in the clean water of a lake, river or ocean, perhaps 
  for a day, perhaps for several days, praying to all the 
  Buddhas and the eight myriad Kami that the dying person 
  will live. Time Required:  at least a day, at cost of total 
  Fatigue. Any interruption of the character’s Shinto purity 
  means the ritual is ineffective. There is 1% x SPR x day 
  chance that the dying person will recover, but the rigours 
  of the ritual will lower the character’s CON permanently 
  -1 per day. (The GM should check for success at the end of 
  the Prayer against Death, not at the end of each day.)
  RAIN PRAYERS (SP)
  PFF: ...................................................................................5
  SC:  ................................................... Recipients SPR AR%
  Cost:  ................................................-3 FP from Supplicant
  This ritual takes one day of a) prayers to Inari and the 
  Dragon Emperor, b) fire dancing to Atago, or c) throwing 
  polluting material like the bones of cows into a nearby 
  lake to reproach the water Kami for not sending rain. A 
  Crit Die of 10 will see light rain commence.
  REMEMBER THE DEAD (B, S) 
  PFF: ...................................................................................5
  SC:  ................................................... Recipients SPR AR%
  Cost:  ................................................-3 FP from Supplicant
   The head of a family has a shelf in his home with the 
  family ihai, memorial tablets with his ancestors’ spirit 
  names. In front of each tablet is a small bowl for an 
  offering of hot rice, with two chopsticks stuck upright 
  in it. Some families offer rice only on the Equinoxes and 
  O-Bon, others on monthly holy days, still others at every 
  meal. People believe that if the steam from the hot rice is 
  visible on the ihai, it means the spirit is displeased and has 
  not come to eat the offering. Otherwise the spirit has eaten 
  the essence of the rice and is at rest and will not appear as 
  a Yurei. After the rice is cold, the family eats it.
  Acts of Faith
  Bless Item (BP, SP) 
  (Core Rules page 443) 
  BURY THE DEAD (BP) 
  (Core Rules page 443)
  This includes not just burying the body but also giving 
  a Ryo name to the dead person. This name will be written 
  on his grave marker and on his ihai, the memorial tablet 
  kept by his oldest son. The ceremony takes an hour. 
  Seven weeks after the body has been buried and the 
  ashes buried, the funeral rites are re-enacted to take 
  the Ryo from the grave and put it where it will not be 
  contaminated by the dead body. This may later be done 
  again to permit a family easier access to a grave.
  Sanctification (BP) 
  (Core Rules page 443) 
  
  202
  TEMPLE DEDICATION 
  PFF: .................................................................................10
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -2 FP from Priest
  At the gates of a Buddhist temple stand the Ni-O, the 
  statues of two giant warrior Buddhist spirits. Bakemono, 
  Spirits, Demon Minions and Demons must make a 
  Willpower -75% roll to enter Buddhist temple grounds 
  and may have to fight the Ni-O (see p263) if they do so. 
  Dedicating a temple takes 12 hours.
  TEMPLE (B) or SHRINE (S) PRAYER 
  PFF: .................................................................................15
  SC:  ...........................................................Priest SPR AR%
  Cost:  ................................... -See below for FP from Priest
  At a Buddhist temple or Shinto shrine, the character 
  washes his hands and mouth with purified water, makes 
  a donation p142, claps his hands twice, prays briefly, 
  and claps his hands again to conclude the prayer. Time 
  Required:  3 rounds, at cost of 1⁄₃ Fatigue. This gives a 1% x 
  SPR chance of a Minor Miracle.
  STATUE  DEDICATION
  PFF: .................................................................................10
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -3 FP from Priest
  A Buddhist statue carved in wood, bronze or stone 
  may not be worshipped until after a dedication ceremony 
  (taking 1 hour), referred to as "giving the statue its soul" 
  when the eyes are carved on the statue. The TSC% of 
  Magick spells that would inflict physical damage within 
  the temple grounds are lowered by -1% for each Dedicated 
  statue.
  DISCERN IMPURE FOOD & WATER (SP) 
  PFF: .................................................................................10
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -2 FP from Priest
  This Act of Faith enables a Shinto Priest to discern food 
  and water tainted with blood or other impure substances.
  PURIFY PERSON (SP) 
  PFF: .................................................................................15
  SC:  ...........................................................Priest SPR AR%
  Cost:  .............................See below for FP from Supplicant
  A person who has been defiled by blood, injury, 
  sickness, bereavement, or touching a corpse must be 
  purified before he may pass through the torii arch and 
  enter the grounds of a Shinto shrine. This is done by a 
  (1 hour) ceremony before the torii arch that involves 
  bathing his hands in Purified Water, waving white paper 
  streamers over his head, and singing prayers to the Kami. 
  The ceremony is the same for purifying a Shinto Priest, 
  a Buddhist Priest, or an ordinary person. Woodcutters, 
  charcoal makers, hunters, ice tenders and other peasants 
  who worked in the wilderness were purified before 
  entering the wilderness and before re-entering the village.
  The GM may opt to make success in this AoF depend 
  on the impure person's SPR AR%, particularly if the 
  impurity is due to something unusual. If the initial attempt 
  at purification fails, the Shinto Priest may perform a more 
  involved ritual:  beating the impure person with the flat 
  of a sacred sword, then waving sakaki branches over him 
  that are alternately dipped in cold salty water and nearly 
  boiling water. This ritual takes 3 hours and succeeds 
  automatically but the impure person loses 2D10 Fatigue 
  Points.
  PURIFY SHRINE (SP) 
  PFF: .................................................................................15
  SC: :  .........................................................Priest SPR AR%
  Cost:  ....................................................... -4 FP from Priest
  A Shinto shrine which has been defiled by blood, injury, 
  sickness or death must be purified before any rituals 
  performed there will please the Kami (and before any 
  Acts of Faith can be performed there). This is done by 
  a ceremony that involves sprinkling the inner sanctum, 
  grounds, and torii gate with purified water. In one hour, 
  250 sq. ft. x Faith Level can be purified, after which 
  Religious Services may be performed (taking another 
  hour).
  Impure people (human or non-human, living or spirits) 
  must make a Willpower -75% roll to enter Shinto shrine 
  grounds. (Demons and Demon Minions do not count as 
  impure unless they are tainted by blood, sickness, death or 
  mourning.)
  
  203
  PURIFY WATER (BP, SP) 
  PFF: .................................................................................10
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -2 FP from Priest
  Each Buddhist temple and Shinto shrine has a trough 
  by its altar that holds gallons of holy water for the benefit 
  of worshippers, to purify their hands and mouths before 
  they pray. A Priest may purify enough clean water from a 
  lake or river for an entire trough in one Act of Faith taking 
  one round. This water is used in the appropriate ritual 
  of Common Prayer and in some Healing Magick spells. 
  Unlike C&S 5th Edition (Christian) Holy Water, Purified 
  Water will not burn evil spirits.
  PURIFY LAND (SP) 
  PFF: .................................................................................20
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -5 FP from Priest
  Before starting a building, a Shinto Priest was called in 
  to purify the land of the taint of any blood or sickness that 
  might have contaminated it. The GM may opt to make 
  enemy spirits have to make a Willpower Roll before setting 
  foot on purified land.
  BLESSING AGAINST ILLUSION (BP, SP) 
  PFF: .................................................................................15
  SC:  ...........................................................Priest SPR AR%
  Cost:  ................................................-3 FP from Supplicant
  The supplicant can add their Current Buddhist SPR 
  as a bonus to the Priests AR%. Like Blessing but its only 
  benefit is to double the bonus against spells of Illusion. 
  Duration of 1 round per Priest's PFF.
  BLESSING AGAINST COMMAND (BP, SP)
  PFF: .................................................................................15
  SC:  ...........................................................Priest SPR AR%
  Cost:  ................................................-3 FP from Supplicant
  The supplicant can add their Current Buddhist SPR 
  as a bonus to the Priests AR%. Like Blessing but its only 
  effect is to double the bonus against spells of Command. 
  Duration of 1 round per Priest's PFF.
  DETECT DISGUISED HENGEYOKAI (BP, SP)
  PFF: .................................................................................15
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -2 FP from Priest
  This allows a Priest to detect the presence of a 
  Hengeyokai in human form, within the Priest's field of 
  vision. Range of 5 ft. x Priest's Faith Level. Duration of 1 
  round, at 1 FP per person detected. (A Hengeyokai who is 
  carrying out a mission for a Kami has a chance on a DIS 
  AR% to avoid being detected by a Shinto Priest.)
  
  204
  Prayer to Detect Magical Forces
  (Core Rules page 445) Only with GM permission
  DISCERN KAMI SYMBOL (SP)
  PFF: .................................................................................15
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -2 FP from Priest
  This allows a Shinto Priest to discern a tree or rock 
  which is linked to the Nushi (the local Kami) or a jewel, 
  mirror, or sword which is linked to a greater Kami:  the 
  sacred object of a Shinto shrine. Time taken: 2D10 hours, 
  at a cost of 1D10 FP per hour.
  ENLIGHTENED COURAGE (BP)
  PFF: .................................................................................15
  SC:  .....................................................Recipient SPR AR%
  Cost:  ................................................-2 FP from Supplicant
  A person who is enlightened does not fear death. This 
  allows a Buddhist Priest to give his listeners increased 
  Willpower vs Fear as per Courage of the Righteous.
  FORCIBLE ENLIGHTENMENT (BP)
  PFF: .................................................................................25
  SC:  .....................................................Recipient SPR AR%
  Cost:  ................................................-6 FP from Supplicant
  Kannon Bosatsu p264 carries weapons showing her 
  merciful desire to enlighten people even if it means 
  running them through with a sword, ensnaring them with 
  a chain, or burning them with a lightning bolt. (In other 
  respects, this Act of Faith has the same characteristics as 
  Smite the Godless Core Rules page 444.)
  Prayer for Strength of the Righteous
  (Core Rules page 444)  Only with GM permission. 
  The GM may opt to require that anyone benefiting from 
  it make DIS and STR AR%s while meditating for 1D10 
  rounds on being an erupting volcano. 
  DETECT DISGUISED BAKEMONO, SPIRIT OR 
  DEMON (BP, SP) 
  PFF: .................................................................................20
  SC:  ...........................................................Priest SPR AR% 
  Cost:  ....................................................... -3 FP from Priest
  Detects the presence of a Bakemono, Spirit, or Demon 
  in human form within the Priest's field of vision. Range 
  of 5 ft. x Priest's Faith Level. Duration of 1 round, at 1 FP 
  per person detected. (A Temple Bell spirit on a mission for 
  a Buddha or Bosatsu will not be detected by a Buddhist 
  Priest unless he wishes to be.) 
  Prayer to Find the Open Way
  (Core Rules page 445) Only with GM permission
  Holy Barrier of Guard 
  (Core Rules page 444)  Only with GM permission
  Prayer to Recognize Evil
  (Core Rules page 445) Only with GM permission. 
  The GM may opt to allow the Evil person a Resistance 
  chance based on Willpower - PFF (with an Evil item using 
  its maker's Willpower).
  Ritual: Remove Curse (BP, SP)
  (Core Rules page 445)
  FIND THE NEAREST TEMPLE (BP)/SHRINE (SP)
  PFF: .................................................................................25
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -3 FP from Priest
  Like Find the Open Way but points to the nearest 
  temple or undefiled shrine rather than necessarily to 
  safety.
  INVISIBILITY TO NON-HUMAN ENEMIES (BP)
  PFF: .................................................................................25
  SC:  ...........................................................Priest SPR AR%
  Cost:  ................................ -2 FP from Priest and Recipient
  The priest must write the sutras either directly on the 
  person or object to be made invisible or on o-fuda (pieces 
  of paper) which are then pasted onto the item or onto the 
  person's forehead. The invisibility will move along with 
  the person or item it is affixed to. It will not affect the 
  supernatural enemies' ability to hear the person. It will 
  not protect the person against supernatural physical or 
  magical attacks that must be Dodged.
  REMEMBER (BP, SP)
  PFF: .................................................................................20
  SC:  ................................................... Recipients SPR AR%
  Cost:  ................................................-2 FP from Supplicant
  Restores a clear memory of any forgotten incident, 
  whether forgotten naturally or due to Magick. If it is 
  an unpleasant memory, the person may have to make a 
  Willpower roll to recover it.
  
  205
  UNMASK BAKEMONO (BP)
  PFF: .................................................................................20
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -2 FP from Priest
  Forces any Bakemono within range to resume its true 
  form, without a chance of resistance. Takes 1 round, at a 
  cost of 5 FP. Range is 10 ft. x Faith Level. 
  UNMASK HENGEYOKAI (BP)
  PFF: .................................................................................20
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -2 FP from Priest
  Forces any Hengeyokai within range who is in human 
  form to resume its true form, without a chance of 
  resistance. Takes 1 round, at a cost of 5 FP. Range is 10 ft. x 
  Faith Level.
  DISPEL ILLUSION AND COMMAND (BP, SP)
  PFF: .................................................................................25
  SC:  ...........................................................Priest SPR AR%
  Cost:  ................................................-2 FP from Recipients
  Allows another resistance attempt to anyone in the 
  vicinity suffering from a spell of Illusion or Command, 
  with Willpower increased by the priest's PFF. Range is 10 
  ft. x Faith Level.
  RITUAL: EXORCISE RYO (BP) 
  PFF: .................................................................................30
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -9 FP from Priest
  This ritual takes 1D10 hours of chanting while beating 
  a drum or ringing a gong. It will eventually overpower 
  a Ryo who has possessed someone, causing it to enter a 
  Medium and answer questions as to why it attacked its 
  victim. If a Ryo can be charmed, conned, intimidated, or 
  reasoned into promising not to possess its victim again, it 
  will leave and never return. The Ryo’s Resistance chance 
  is Willpower - the Priest's PFF. An Exorcist Mage adds his 
  ML to his PFF.
  Forcible Enlightenment (BP)
  (Prayer to Smite the Godless II Core Rules page 446)
  RITUAL: PLACATE RYO (SP)
  PFF: .................................................................................25
  SC:  .........................................................Priests SPR AR%
  Cost:  ................................................-4 FP from Supplicant
  Like Exorcise RYO above but the ritual consists of 
  dancing, playing a musical instrument or singing. 
  The spirit remains inside the person it has possessed 
  and allows itself to be spoken to by the person whose 
  performance has pleased it. A Dancer, Musician, or Singer 
  Mage or a Shaman adds his ML to his PFF.
  Prayer for Strength of the Holy
  (Core Rules page 446) Only with GM permission. 
  The GM may opt to require that anybody benefiting 
  from it first make DIS and STR AR% while meditating for 
  1D10 rounds on being a tsunami.
  RITUAL: ENLIGHTEN RYO OR DEMON (BP)
  PFF: .................................................................................35
  SC:  ...........................................................Priest SPR AR%
  Cost:  ....................................................... -6 FP from Priest
  This ritual takes 2D10 hours of chanting while beating a 
  drum or a gong. It will eventually cause a Ryo or Demon 
  to take the Paths of the Dead (see After a Character Dies 
  p253) to reincarnate. The Resistance chance is Willpower - 
  the total PFF of all the Priests participating.
  ENSHRINE RYO OR DEMON (SP)
  PFF: .................................................................................45
  SC:  .........................................................Priests SPR AR%
  Cost:  ....................................................... -9 FP from Priest
  This ritual takes 2D10 hours of singing, dancing, or 
  playing an instrument. It will eventually cause a Ryo or 
  Demon to enter a shrine where it will remain as long as 
  Shinto Priests perform at least one hour of ritual for it on 
  the 1st and 15th of each month, on major Shinto festivals, 
  and on any other date associated with its anger. The Ryo’s 
  or Demon's Resistance chance is Willpower - the total PFF 
  of all the Priests participating. A Dancer, Musician, or 
  Singer Mage or a Shaman adds his ML to his PFF.
  UNMASK DISGUISED SPIRIT (BP)
  PFF: .................................................................................30
  SC:  ................................................... Recipients SPR AR%
  Cost:  ....................................................... -5 FP from Priest
  Forces any Ryo within range who is in human form to 
  resume its true form, without a chance of resistance. Takes 
  1 round, at a cost of 5 FP. Range is 10 ft. x Faith Level.
  
  206
  Visions (BP, SP) 
  (Core Rules page 446) Only permitted to an Ascetic 
  Buddhist Priest or a Shinto Priest, not to a Yamabushi. 
  RESTORE MEMORY (BP)
  PFF: .................................................................................45
  SC:  ................................................... Recipients SPR AR%
  Cost:  ................................................-5 FP from Supplicant
  Briefly restores the memory of one of a person's earlier 
  incarnations. The person will tend to resist; both a SPR 
  and a DIS roll must be made. Duration is 1 round per 
  Faith Level. This AoF will not permit someone who has 
  been reincarnated as an animal to speak a human language 
  (unless it is now a Hengeyokai and can transform to 
  human shape) but will give even a newborn baby the 
  temporary ability to speak as well as an adult, along with 
  all the other skills the person had attained before dying.
  ARCANE Magick (SP)
  PFF: .................................................................................50
  SC:  ...........................................................Priest SPR AR%
  Cost:  ......................................................... -FP as per spell
  Cast a specific Arcane Magick spell which must be 
  learned by standard rules.
  HEALING Magick (BP)
  PFF: .................................................................................50
  SC:  ...........................................................Priest SPR AR%
  Cost:  ......................................................... -FP as per spell
  Cast a specific Healing Magick spell which must be 
  learned by standard rules.
  Miracles
  Minor Miracle (BP, SP) 
  (Core Rules page 449)
  • 
  Success with Crit Die 06-10 brings a Minor Miracle for an 
  Ascetic Buddhist Priest or a Shinto Priest
  • 
  Success with Crit Die 08-10 brings a Minor Miracle for a 
  Yamabushi
  • 
  Success with Crit Die 09-10 brings a Minor Miracle for lay 
  persons (ordinary believers) in the religion.
  • 
  Critical Success with Crit Die 10:  like C&S 5th Edition, but 
  the character’s player determines whether the +1 increase 
  to SPR improves Shinto Current SPR or Buddhist Current 
  SPR.
  Miracle (BP, SP) 
  (Core Rules page 449)
  • 
  Success with Crit Die 08-10 brings a Minor Miracle for an 
  Ascetic Buddhist Priest or a Shinto Priest
  • 
  Success with Crit Die 09-10 brings a Minor Miracle for a 
  Yamabushi
  • 
  Success with Crit Die 10 brings a Minor Miracle for lay 
  persons (ordinary believers) in the religion.
  • 
  Critical Success with Crit Die 10:  like C&S 5th Edition, but 
  the character’s player determines whether the +1 increase 
  to SPR improves Shinto Current SPR or Buddhist Current 
  SPR.
  A foreigner who believes in another religion but who 
  witnessed the Miracle must make a SPR AR% to test his 
  faith in his own beliefs. On a Crit Die failure of 10, at the 
  player’s option, the character may convert, or his beliefs 
  may be badly shaken, leaving him stunned for 1D10 
  rounds. If the SPR AR% succeeds or the character has SPR 
  12+, the character will be stunned for 1 round. The player 
  may opt to explain this as being due to his beliefs being 
  badly shaken or as being due to having witnessed evil 
  spirits counterfeiting a Miracle.
  Greater Miracle (BP, SP)
  (Core Rules page 450)
  • 
  Success with Crit Die 09-10 brings a Minor Miracle for an 
  Ascetic Buddhist Priest or a Shinto Priest
  • 
  Success with Crit Die 10 brings a Minor Miracle for a 
  Yamabushi
  • 
  Critical Success with Crit Die 10:  like C&S 5th Edition, but 
  the character’s player determines whether the +1 increase 
  to SPR improves Shinto Current SPR or Buddhist Current 
  SPR.
  A foreigner who believes in another religion but who 
  witnessed the Miracle must make a SPR AR% to test his 
  faith in his own beliefs. On a Crit Die failure of 08-10, 
  at the player’s option, the character may convert, or his 
  beliefs may be badly shaken, leaving him stunned for 
  1D10 rounds. If the SPR AR% succeeds or the character 
  has SPR 15+, the character will be stunned for 1 round. 
  The player may opt to explain this as being due to his 
  beliefs being badly shaken or as being due to having 
  witnessed evil spirits counterfeiting a Miracle.
  Call Back the Dying 
  (Core Rules page 452)Only with permission of GM
  
  207
  Cure Blindness
  (Core Rules page 452) Only with permission of GM
  Cure Deafness 
  (Core Rules page 452) Only with permission of GM
  Cure Disease 
  (Core Rules page 452) Only with GM permission
  Cure the Wounded
  (Core Rules page 451) Only with GM permission
  Heal Grievous Wounds 
  (Core Rules page 452) Only with GM permission
  Neutralize Toxins
  (Core Rules page 451) Only with GM permission
  Purify Food and Water 
  (Core Rules page 451) Only with GM permission
  Restoration 
  (Core Rules page 451) Only with GM permission
  Restore the Faithful 
  (Core Rules page 451)Only with GM permission
  Restore Use of Limb 
  (Core Rules page 452) Only with permission of GM
  Sacraments
  Anointing the Sick 
  (Core Rules page 453) Only with GM permission
  Anoint the Wounded 
  (Core Rules page 454) Only with GM permission
  Baptism 
  (Core Rules page 453) Only with GM permission
  Penance (Confession) 
  (Core Rules page 454) Only with GM’s permission
  RELIGIOUS SERVICES (Say Mass) (BP, SP)
  (Core Rules page 454)
  Benefits are as per the description in the Core Rules. 
  Buddhist temples held services on the 8th, 18th, and 
  28th day of the lunar month as well as on various holy 
  days. Shinto shrines held services on the 1st day of the 
  lunar month (new moon) and the 15th day (full moon) 
  as well as on various holy days. Monthly Religious 
  Services take 1 hour; holy day religious services take all 
  day. Blessings from attending different Religious Services 
  during the same day are not additive; the character gets the 
  highest one that applies. If an evil person is able to enter 
  the temple or shrine area, he can disrupt the Religious 
  Services.
  Buddhist religious services consist of chanting the 
  sutras (the holy books of Buddhism) which are written 
  in Chinese. Most priests chant the Japanese sounds for 
  the ideographs without fully understanding them. There 
  may also be endless repetitive chanting of the name of a 
  sutra, in the belief that each time its name is said gives a 
  person the same merit as having studied it. One major sect 
  chants praise to the Lotus Sutra, another to the Diamond 
  Sutra. A feast of sweetened foods prepared from vegetables 
  and fruits is put on the altar, along with burning cones of 
  incense. Afterwards, the food is distributed to worshippers 
  for them to eat. Leftover white rice is wrapped up and sold 
  as good luck charms.
  Shinto religious services are designed to entertain the 
  Kami. There is dancing and singing (usually by priestesses 
  and their daughters), prayers by priests and worshippers. 
  There may also be sumo wrestling, mounted archery, horse 
  racing, fire walking, or any other games or ceremonies 
  pleasing to that particular Kami. The Kami were also 
  offered a feast of spiced fish or birds, with bowls of white 
  rice and cups of sake. Afterwards, worshippers would be 
  allowed to eat the food. Leftover white rice was wrapped 
  up and sold as good luck charms.
  
  208
  Holy Items
  All Shinto shrines and Buddhist temples sell holy items, 
  which some people purchase as souvenirs and others buy 
  as protection from evil supernatural beings. Small pictures 
  or miniature models of the shrine or temple are bought to 
  put a shelf at home for home prayers. Omamori (amulets) 
  are made to tie to a sash or an animal's harness or to be 
  hung from a piece of furniture. Strips of paper (o-fuda) 
  are inscribed with a prayer to the Kami or a quotation 
  from a Buddhist sutra, and are made to be pasted onto 
  possessions or to seal doorways and windows. All of these 
  items are inscribed with the name of the shrine or temple 
  and the Kami or Buddha it honours.
  The GM may require Priests to make Holy Items in the 
  same way as the Mage's Devices (but calling the process 
  "Purification" instead of "Enchantment"). Or if the human 
  characters seem to need more protection against the non-
  human characters, the GM may allow certain Acts of Faith 
  to be routinely put into Omamori and o-fuda with only 
  the minimal requirements that:
  a. 
  The materials must be Purified (Shinto) or Dedicated 
  (Buddhist)
  b. 
  The Priest's Act of Faith will not affect the area around him 
  but instead be contained within the Omamori or o-fuda
  c. 
  The Omamori or o-fuda will hold the Act of Faith up until 
  the end of the year (or, if given on a person's birthday, until 
  his next birthday).
  
  209
  The Setting 
  Geography
  Draw a map of the country. Start with the mountains 
  (some of them volcanoes). Rivers will flow from the snow-
  clad mountains to the ocean, sometimes spilling out into 
  lakes. Roads will go through mountain passes. Roads will 
  cross deep rivers by bridges, shallow rivers by fords.
  Major cities will grow up at ocean harbours (often the 
  mouth of a river); secondary cities at lake harbours or 
  where major roads cross one another. Choose one city 
  for the Imperial Capitol. If there's a Shogun, then choose 
  another city, probably several days travel away, for the 
  Shogunate Capitol.
  Clan lords will build castles to guard their own capitol 
  cities and mountain passes or river crossings on the major 
  highways to the Imperial (and Shogunate) Capitols. Shinto 
  shrines will be built at major beauty spots, near dangerous 
  volcanoes and hot springs (to propitiate their Kami), and 
  in or near major cities. Buddhist temples will be built to 
  the northeast of major cities.
  About a sixth of the Land of the Rising Sun is farmland. 
  (Rice can be grown on half the farmland; the other half 
  is tiny terraced hillside plots.)  Another sixth of the land 
  is villages or cities. The rest of the land, two-thirds of 
  the country, is dense, mountainous forest. Changing the 
  geography will change the country's economy and politics. 
  A flatter land will produce more food - and make it harder 
  for clan lords to defend their territory against invaders. 
  More meadows will also make it easier to have grazing 
  animals, and so probably weaken the number of pious 
  Buddhists who refuse to eat animal meat.
  If you want to preserve Buddhism as a Japanese religion 
  distinct from the native Shinto, you'll need a neighbouring 
  land that is also Buddhist but that otherwise needn't 
  resemble Korea, China, or India. Or you can make 
  Buddhism the native Japanese religion and eliminate 
  Shinto except perhaps among the peasants or in a small, 
  backward area, far away from the Imperial and Shogunate 
  Capitols. Then again, you might have an age of clan 
  warfare with Buddhist and Shinto clans fighting one 
  another. Eliminating either religion will affect not only the 
  festivals and Acts of Faith, but also the food people eat and 
  the spells that Mages cast.
  If you want to preserve the Japanese diet's emphasis on 
  fish, make sure that every populated area is within half a 
  day's travel of the ocean or a fishable river or lake. Regions 
  in which fresh fish is unavailable may eat larger amounts 
  of pickled or dried fish, beans, and eggs - or reject 
  Buddhist teachings and turn to eating animal meat (and 
  be ostracised as Eta).
  Draw up a guidebook for the area that will be the 
  campaign setting, listing the local clan and the names of 
  castles, cities and villages. For each city or village, list its 
  meibutsu (the special sales product) referring to Chapters 
  6 and 7. List beauty spots for each major lake, river, and 
  mountain.
  Political Factions
  POPULATION:  Japan has a population of about 30 
  million people, of whom only 17 million are peasants, 
  testifying to their efficiency as food producers. The 
  others are two million samurai and nobles, four million 
  merchants, and seven million artisans. (Outcasts aren't 
  counted as human, so their numbers aren't reckoned in a 
  census, but there are probably less than a million outcasts.)
  FOOD: 
  About 25 million koku of rice are produced in an 
  average year, each koku enough to feed one adult for a 
  year. Government taxes to the clan and Shogun took 
  about 12 million koku of rice, with a clan lord expected 
  to provide six warriors for each 100 koku of his allotment. 
  Nutrition is also provided by harvests of other grains, 
  vegetables, fruits, and the catches of fishermen.
  
  210
  Holdings
  A strong Emperor or Shogun has a Capitol (a type 10 
  City) plus one type 6 Castle and two lesser Castles. A 
  medium-strength Emperor or Shogun is a major clan lord. 
  A weak Emperor or Shogun is a minor clan lord.
  A major Clan Lord has a Clan Capitol (a type 4 + 1/2 
  1D10 City) plus a Type 5 Castle, two lesser Castles, and 
  fortified mansions in the Imperial and Shogunate Capitols.
  A minor Clan Lord has a Clan Capitol (a type 3 + 1/2 
  1D10 City) plus a Type 2 Castle, and fortified mansions in 
  the Imperial and Shogunate Capitols.
  Castles 
  CASTLES 
  Type 1 
  Type 2 
  Type 3 
  Type 4 
  Type 5 
  Type 6
  Citadels 
  1 
  2 
  2 
  3 
  3 
  5
  Samurai present
  In wartime 
  200 
  400 
  800 
  1400 
  2,000 
  3,500
  In peacetime 
  50 
  100 
  200 
  350 
  500 
  875
  Castle storerooms contain
  1D10 months of food for each wartime samurai and 
  horse
  1/2 x 1D10 extra weapons for each wartime samurai 
  (chiefly katana, yari, yumi & arrows, crossbows & bolts) 
  as well as armour, helmets, and fresh clothing for each 
  wartime samurai.
  Cities
  Japanese cities looked for protection to their local clan 
  lord, not to mercenaries or militia. Some of the larger 
  cities (types 4 and higher) had ten-foot high dirt walls 
  faced with stones, with a foot deep moat on each side. 
  Gates in this wall were iron-reinforced wood and generally 
  had nearby towers used both by ward guards and by 
  firemen. In addition some of the largest cities (type 8+) 
  were near the outworks of castles, and townsfolk could 
  retreat to the castle in case of attack. The city gates were 
  closed at sunset and only opened for an emergency. 
  (People who lied about an emergency to get the gates 
  opened were sentenced to death.)
  SOCIAL STRUCTURE:
  Decide the campaign's social structure. Is there are a 
  strong Emperor or Shogun?  Is the authority the Emperor 
  or Shogun himself, his father (gone in-kyo to become a 
  Buddhist Priest), or his father-in-law?  Although there 
  are 250 Japanese clans, only a few of them will be major 
  political factions; the other clans will be allied to them. 
  Decide what the major clans are and mark their territory. 
  Who are their allies? (This includes not just other clans but 
  also city merchants, Shinto shrine orders, Buddhist temple 
  orders, and maybe even gambler gangs.)
  Alliances are the keystone to political power. An alliance 
  is always concluded between a stronger and a weaker 
  party, with a clear understanding between them as to 
  which is which. Allies bind themselves together by 
  a) Marriage:  A clan lord may present his daughter to 
  another clan lord as a wife. Or he may present a sister, 
  aunt, niece, or even his widowed mother. If his relative is 
  married to a vassal of less importance, he may order him 
  to divorce her so as to cement an alliance by marrying her 
  off. Her former husband may be pressured to become a 
  Buddhist Priest.
  b) Hostages:  A clan lord may take the wife, children 
  (especially the heir) or mother of his lesser ally as a 
  hostage. A young beautiful hostage may end up marrying 
  or getting adopted into her host family.
  c) Transferred territory:  A clan lord may present 
  his lesser ally with a more important (larger or more 
  prestigious) territory - and take the old territory, creating a 
  situation where the lesser ally is not secure in his position 
  and must rely more on the greater ally’s protection and 
  advice.
  Lesser allies were expected to support greater allies 
  in times of war or political difficulty, with armed forces, 
  money, and advice. They might also be called upon to 
  donate supplies or workmen to building a castle or asked 
  to spend their resources building a temple or shrine. The 
  stronger ally was expected to support his lesser allies 
  against other factions and to favour them with honour, 
  appointments, and revenue next only to his own clan.
  
  211
  Characterization
  Flesh out the personalities of the major NPCs with 
  whom the PCs are likely to interact. This isn't just a matter 
  of writing down an NPC's Attributes, Level, and Skills. 
  You'll need to know his likes and dislikes, how honourable 
  he is and what sort of things make him angry.
  Roll two or four times on the Flaws, Deficiencies and 
  Defects List. The first roll or rolls are for the character's 
  weaknesses; the second are the opposite of the trait rolled 
  and represent his strengths. You may also want to roll on 
  the Phobias table. Finally, pick one or more random words 
  from a book - perhaps Essential Kanji's listing of the 
  2,000 basic Japanese ideographs, perhaps this rulebook, 
  perhaps a dictionary or thesaurus - and use the word(s) as 
  a further key to the NPC's personality and interests.
  COPING WITH CULTURE 
  SHOCK: 
  A GM Skill. All PCs know the proper manners for their 
  social class. They may not always be polite, but they will 
  very seldom be unknowingly rude when socializing with 
  the sort of people they were brought up with. If a player 
  says his Japanese PC does something terribly rude by 
  Japanese standards (like not taking off his sandals before 
  stepping onto the tatami-matted area of a building), the 
  GM should inform the player what proper manners call 
  for and allow the player to role play the scene over again. 
  Similarly, if a player is shocked by something that 
  medieval Japanese took for granted (for instance a 
  samurai's killing a peasant who tugged on his sword-arm), 
  the GM should allow the player to get over his surprise 
  and shock before asking what his Japanese PC's reaction to 
  the incident is. 
  The largest cities (type 8+) are divided into wards, each 
  with a population of about 10,000 people. These wards 
  are separated by stone walls like those outside the city 
  with their gates locked at the hour of the Boar - to keep 
  criminals under control. City fires often ran wild until 
  they stopped at a ward's boundary wall.
  In the table below, the population is the town's adult 
  citizens (who are roughly 20% fit for combat). A smaller 
  number of trained fighters is listed separately. In addition, 
  some cities have nearby martial Buddhist temples with 
  2D10 x 2D10 x 5 (20-2,000, average 600) yamabushi 
  warriors.
  CITY Type 
  Population 
  Trained Fighters
  1 .....................................1500 .........................................100
  2 .....................................2000 .........................................135
  3 .....................................3000 .........................................200
  4 .....................................4000 .........................................265
  5 .....................................5000 .........................................335
  6 ................................... 10,000 ........................................650
  7 ................................... 20,000 ......................................1300
  8 ................................... 50,000 ......................................3000
  9 .................................. 100,000 .....................................6000
  10 ................................ 200,000 ..................................10,000
  A peasant village has a population of 1D10 x 25 people, 
  with 2D10 trained fighters. It is surrounded by a dense 
  ring of trees, so that it looks like a grove to people unaware 
  of its existence.
  
  212
  Random Encounters
  The GM should detail up to ten encounters before the 
  start of play. One or two of them should be with NPCs 
  whose doings are involved with a campaign plot-lines. 
  The others will be with random passers-by who may 
  become regular participants in the campaign if they 
  interest the PCs. The PCs should be allowed to ignore 
  or interact with any of these encounters.
  The Village
  A peasant village is made up of farmers or fishermen, 
  with an adult population of 1D10 x 25 people. The 
  village is not walled, but its homes are surrounded by 
  a dense circle of trees so it looks like a grove to those 
  who don't know of its existence. The streets are packed 
  dirt. Each village has a meibutsu, a well-known product 
  that is listed in any good guidebook:  perhaps a special 
  flavour of rice cakes or sake, perhaps a special pattern of 
  dyeing or wood carving, perhaps a beauty spot featured 
  in ancient poems or paintings.
  There is a small Shinto shrine which pays homage 
  to the Ujigami and the local Nushi, as well as to Inari 
  (in a farming village) or Ebisu (in a fishing village). 
  Villagers purify themselves at the shrine before entering 
  the wilderness or re-entering the village. There is also 
  a small Buddhist temple, attached to a small school for 
  the children -- and a graveyard.
  The largest house belongs to the local headman, 
  who may be a blacksmith, an innkeeper, a chuja (rich 
  farmer), a man who owns several fishing boats, or 
  a wako (pirate). It's probably the only home with a 
  private bath. The rest of the villagers go to the public 
  bathhouse. On the outskirts of a farming village, 
  outside the circle of trees, is the home of an Eta family 
  that buys the villagers' old animals to eat their meat 
  and make things out of their tanned hides. The tanning 
  pit and refuse pile can be smelled from a distance, and 
  are on the opposite side of the village from the Shinto 
  shrine.
  Unless the village is near a noted beauty spot, there 
  is unlikely to be an inn. If there is, it will have a view of 
  the beauty spot and cater to upper class travellers.
  RANDOM STREET ENCOUNTERS IN A VILLAGE
  Day
  Night
  Check every once per
  6 hours
  Night
  Eta Refuse Collector
  01
  --
  Thief or Burglar
  02-03
  01-02
  Robber or Bandit
  --
  03-04
  Gambler
  --
  05
  Merchant or Artisan
  04-05
  06
  Village Headman
  06-10
  07-10
  Innkeeper
  11
  11
  Peasants
  12-80
  12-50
  Ascetic Buddhist Priest
  81-83
  51-52
  Yamabushi
  84-85
  53-55
  Shinto Priest
  86-90
  56-60
  Inn guest
  91
  61
  Mage
  92
  62
  Master of Fine Art or Martial Art
  93
  63
  Non-human (roll 1D10)
  94
  64-65
  01-04
  Hengeyokai or Rokuro Kubi
  05-07
  Tengu, Kappa, Kojin, or Orochi
  08-09
  Oni, Yama Hito, or Ichi-Me
  10
  Spirit
  Animal (roll 1D10)
  95-99
  66-85
  01-08
  Large animal
  06-09
  Small animal
  10
  Enchanted animal
  Nothing
  00
  86-00
  
  213
  The City
  A small city resembles an overgrown village, ringed by 
  a circle of trees; a large city is divided into wards, each 
  with its own shrine(s) and temple(s), its own guards and 
  firemen. Each ward is walled off, with moats on either 
  side of the wall and gates only on the major streets. The 
  city gates are locked at sunset; the ward gates are locked 
  at the hour of the Boar (about 10 PM). The guards won't 
  let anyone through the gates except in an emergency. The 
  gates are unlocked in case of a city fire that leaps over the 
  moats and wall to allow people to escape.
  The biggest cities surround a clan lord's castle, with 
  only samurai allowed to live within a block of the castle. 
  Aside from this regulation, a Japanese city is not zoned 
  into residential, commercial, and industrial areas. One 
  street may have potters' shops neighbouring a Shinto 
  shrine and a weaponsmith's; another may have a cloth 
  merchant's home, a printer's shop, and a Buddhist temple 
  and graveyard. Its blocks are not gridded; the streets wind 
  around hills or old trees or beside irrigation ditches. The 
  pavement is made of blocks of stone covered by dirt mixed 
  with pebbles, and the streets become quite muddy in the 
  rain. Only a few of the largest streets have names.
  The GM may use the random encounter chart below for 
  determining where a character is. Characters searching 
  for a particular place who have not been there before or 
  who don't remember its location may move towards it at 
  random (roll 1D100 each time) or by asking directions (up 
  to 1D10 x5% toward the desired area along the table).
  
  214
  D100
  Area of 
  City
  01
  Eta Hamlet:  roll 1D10
  1-2
  Leather tannery
  3
  Crucifixion grounds for executed criminals
  4
  Prison
  5
  Slaughter yard
  6
  Garbage dump
  7
  Butcher shop
  8
  Refuse collection site, eventually taken to farmers
  9-0
  Leather goods stores (shoes, lacings, etc.)
  02
  Dyers
  03
  Blacksmiths' workshops
  04
  Potters workshops
  05-10
  Artisan' homes and shops (roll on Artisans p52)
  11
  Ship or Home Builders
  12-17
  Home furnishings store
  18-19
  Merchants' Homes (roll on Merchants p51)
  20-24
  Cooper (barrel & coffin maker)
  25
  Engraver
  26
  Lacquer Artisan
  27-28
  Weaponsmith
  29-31
  Docks
  32
  Shipyard
  33-37
  Weaver, spinners, sewers, embroiderers
  38-39
  Chandler, oil maker, lamp maker
  40
  Paper merchant (ink and books also sold)
  41
  Printer
  42
  Fireman's quarters
  43
  Pawnshop or bank
  44-50
  Cloth merchant
  51-52
  Bathhouse
  53-54
  Restaurant
  55
  Inn
  56
  Relay messengers, kago and norimono carriers
  57-60
  Luxury Merchant:  roll 1D10
  1
  Perfumer/Incense Shop
  2
  Jeweller
  3-4
  Art shop
  5-6
  Art supplies shop
  7-9
  Florist
  0
  Fireworks
  61-62
  Herbalist
  63
  Physician
  64
  Gambling Gang Headquarters or Floating World p216
  65
  Teahouse (geisha or courtesans) or Floating World p216
  66
  Theatre or Floating World p216
  67
  Sumo Wrestling hall
  68-75
  Grocery store
  76-80
  Fish and Seafood
  81
  Diviner
  82-85
  Shrine
  86-89
  Temple and graveyard
  90-95
  Merchant Warehouses and Offices (roll on Merchants p51)
  96
  Judge's court and Ward Headquarters
  99-00
  Residences of Samurai or Nobles
  Each city ward is administered by its ward head, who reports to the city 
  magistrate, the judge who is responsible to the clan lord for making 
  sure the city is peaceful and pays its taxes regularly. Like the village, 
  each city has at least one meibutsu, something that any knowledgeable 
  tourist will try to buy or see if he is nearby at the right season.
  
  215
  Random Street Encounters In A City
  Day
  Evening
  Night
  Check once per
  2 hours
  Evening
  Night
  Eta refuse Collector
  01
  --
  --
  Eta beggar or streetsinger
  02
  01
  --
  Thief or Burglar
  03
  02-03
  01-03
  Robber or Bandit
  04
  04-05
  04-06
  Gambler
  05-06
  06-10
  07-12
  Merchant employee
  07-15
  11
  13
  Merchant
  16-17
  12
  14
  Ward Head and/or Ward Guards
  18-20
  13-15
  15-20
  Otokodate
  21-25
  16-25
  21-30
  Artisan employee
  26-40
  26-35
  31-35
  Artisan proprietor
  41-42
  36-37
  36
  Artisan peddler
  43-45
  38-40
  37
  Fireman
  46
  41
  38
  Blind Massager or Shampooer
  47
  42
  --
  Household servants
  48-60
  43-45
  39
  Shippers by ox-cart or backpack
  61-65
  --
  --
  Storyteller, street magician or trained monkey
  66-67
  46
  --
  Entertainer
  68
  47
  40
  Innkeeper
  69
  48
  --
  Ascetic Buddhist Priest
  70-73
  49
  --
  Yamabushi
  74-75
  50
  41
  Shinto Priest
  76-78
  51-55
  42
  Buddhist Exorcist & medium
  79
  56
  43
  Physician or Herbalist
  80
  57
  44
  Religious Pilgrims
  81
  58
  --
  Martial Arts Master and/or students
  82
  59
  45
  Sumo Wrestler
  83
  60
  46
  Fine Arts Master and/or students
  84
  61
  47
  Samurai or Noble bureaucrat
  85-90
  62
  48
  Samurai warriors
  91
  63-65
  49-50
  Ronin
  92
  66
  51
  Road Traffic (see Imerial Captial p217)
  93-97
  67-71
  52
  Mage
  98
  72
  53-55
  Non-human (roll 1D10)
  99
  73-75
  56-59
  1-2
  Hengeyokai
  3-9
  Rokuro Kubi
  10
  Spirit
  Animal (roll 1D10)
  00
  76-85
  60-75
  01
  Horse
  02-09
  Small animal
  10
  Enchanted animal
  Nothing
  --
  86-00
  76-00
  There are, of course, other 
  beings to be met in the streets 
  of a city but they should not 
  occur randomly. This category 
  includes such things as ninja, a 
  journeying Noble’s procession, a 
  mikoshi procession to celebrate 
  a religious holiday, a clan army 
  unit, a band of bakemono, a 
  demon, etc.
  
  216
  The Floating World
  Some large cities (type 6+) had a special ward for 
  Kabuki theatres and teahouses, so ward guards could 
  keep a watchful eye on the Outcast entertainers -- and 
  their customers. Anyone entering this ward, even 
  Samurai and Nobles, had to check his weapons, to prevent 
  deadly quarrels. The bridge that led across the moat that 
  separated it from the other wards might be called "the 
  Bridge of Dreams," a reference to The Tale Of Genji, 
  an ancient Japanese novel. Many Samurai came here in 
  disguise to go to the theatre. Many Commoner employees 
  also came in disguise, to carry on a romance with a 
  courtesan or geisha without being noticed by a co-worker. 
  Ronin came, looking for enemies or trying to forget their 
  sorrows. Thieves, burglars, bandits, and wako came to 
  spend their loots. The local gambling gang probably had its 
  headquarters somewhere in this ward.
  D100
  Area of Floating World
  01-03
  Paper merchant (ink and books also sold)
  04
  Fireman's quarters
  05-06
  Pawnshop or bank
  07-11
  Cloth merchant
  12-15
  Bathhouse
  16-25
  Restaurant
  26-30
  Inn
  31-35
  Perfumer/Incense Shop
  36-45
  Jeweller
  46-55
  Art shop
  56-65
  Florist
  66-68
  Herbalist
  69-70
  Gambling Gang Headquarters
  71-80
  Teahouse (geisha or courtesans)
  81-90
  Theatre
  91
  Sumo Wrestling hall
  92-93
  Diviner
  94-96
  Shrine
  97-99
  Temple and graveyard
  00
  Judge's court and Ward Headquarters
  Random Street Encounters In The Floating World
  Day
  Evening
  Night
  Check once per
  4 Hours
  2 Hours
  Night
  City Street Encounter 
  (see The City p 213)
  01-30
  01-20
  01-10
  Burglar
  31
  08
  11-12
  Bandit
  32
  09
  13
  Cutpurse
  33-34
  10-11
  14
  Shoplifter
  35
  12
  15
  Unskilled labourer
  36
  13
  --
  Pawnshop owner
  37-38
  14
  16
  Yamabushi
  39-40
  15-16
  17-18
  Buddhist Exorcist
  41
  17
  19
  Shinto Priest
  42
  18
  20
  Mage
  43
  19
  21
  Otokodate
  44-50
  20-26
  22-29
  Gambler
  51-55
  27-29
  30-34
  Gambling Gang Boss
  56
  30
  35
  Apprentice Geisha
  57-58
  31-33
  36
  Geisha
  59
  34-39
  37-43
  Courtesan
  60
  40-45
  44-45
  Teahouse merchant
  51-62
  46
  46
  Ward Guards
  63
  47
  47-49
  Street singer
  64
  48
  --
  Monkey act
  65
  49
  --
  Storyteller
  66
  50
  --
  Painter
  67
  51
  50
  Tattooer
  68
  52
  51
  Poet
  69
  53
  52
  Playwright
  70
  54
  53
  Theatre Dancer
  71
  55-58
  54-55
  
  217
  D100
  Area of Imperial Capitol
  01
  Eta Hamlet:  roll 1D10
  1-2
  Leather tannery
  3
  Crucifixion grounds for executed criminals
  4
  Prison
  5
  Butcher shop
  6
  Slaughter yard
  7
  Garbage dump
  8
  Refuse collection site, eventually taken to farmers
  9-0
  Leather goods stores (shoes, lacings, etc.)
  D100
  Area of Imperial Capital
  02
  Dyers
  03-04
  Blacksmiths
  05-06
  Potters (clay vessels, tiles, bricks)
  07
  Ship or Home Builders
  08-10
  Home furnishings
  11-12
  Coopers (barrel & coffin makers)
  13-14
  Lacquer Artisan
  15-18
  Armourer or Weaponsmith
  19
  Shipping Merchant
  20-25
  Weaver, spinners, sewers, embroiderers
  26-27
  Chandler, oil maker, lamp maker
  28-29
  Paper merchant
  30-32
  Printer
  33
  Fireman's quarters
  34-35
  Pawnshop or bank
  36-38
  Bathhouse
  39
  Cloth merchant
  40-45
  Inn
  46-50
  Luxury Merchant:  roll 1D10
  1
  Perfumer/Incense Shop
  2
  Jeweller
  3-4
  Art shop
  5-6
  Art supplies shop
  7-9
  Florist
  0
  Fireworks
  51
  Herbalist
  52
  Physician
  53
  Gambling Gang HQ or p216 Floating World
  54-58
  Teahouse (geisha or courtesans) or p216
  59-60
  Theatre -- or The Floating World p216
  61
  Sumo Wrestling hall
  62-66
  Grocery store
  67-70
  Fish and seafood
  71
  Diviner
  72-77
  Shrine
  78-80
  Temple and graveyard
  81
  Merchant Warehouse
  82-90
  Fortified Mansions of Clan Lords
  91-95
  Residences of Samurai or Nobles
  96-00
  Imperial Palace
  Day
  Evening
  Night
  Check once per
  4 hours
  2 Hours
  Night
  Kabuki Actor
  72
  59-62
  56-59
  Onnagata
  73
  63-65
  60-63
  Theatre singer
  74
  66-68
  64
  Biwa player
  75
  69
  65
  Flute player
  76
  70
  66
  Samisen player
  77
  71
  67
  Drum player
  78
  72
  68
  Bunraku puppeteer
  79
  73
  69
  Sumo wrestler
  80-82
  74-75
  70
  Ronin
  83-90
  76-85
  71-80
  Martial artist
  91
  86
  81
  Samurai
  92-95
  87-91
  82-90
  Noble
  96-99
  92-96
  91-95
  Judge
  99
  97
  --
  Hengeyokai
  00
  98-99
  96-97
  Ghost
  --
  00
  98-00
  The Imperial Capital
  The Imperial Capital is unlike any other Japanese city. 
  Its site is chosen with a mountain to the northeast where 
  Buddhist temples could protect the Emperor with their 
  prayers and a major river to the south as prescribed by the 
  principles of Geomancy. It is laid out with large avenues a 
  hundred feet wide, numbered according to their distance 
  from the Imperial Palace. The Shogun and the major 
  clan lords each have a fortified mansion. In the heart of 
  the Capital is the Imperial Palace, with buildings for the 
  Emperor, each of his wives, and each of his sons. Impure 
  people weren't allowed to enter the Imperial Palace.
  
  218
  Random Street Encounters In The Capital
  Day
  Evening
  Night
  Check once per
  2 Hours
  Evening
  Night
  Standard City (see p213 The City)
  01-40
  01-25
  01-50
  Clan lord with samurai
  41-42
  26-30
  51-52
  Court noble(s)
  43-55
  31-50
  53-60
  Samurai
  56-65
  51-65
  61-70
  Court noble ladies
  66-70
  66-67
  71
  Messenger in Kago
  71
  68
  72
  Shinto Head Priest with attendants
  72-76
  69
  73
  Buddhist Head Priest
  77-81
  70
  74
  Otokodate
  82-83
  71-84
  75-80
  Geisha or Courtesan
  84-90
  85-90
  81-90
  Entertainer
  91-97
  91-96
  91-95
  Hengeyokai or Rokuro Kubi
  98-99
  97-99
  96-97
  Spirit
  00
  00
  98-00
  
  219
  The Roads
  The great highways are the Tokaido and the Nakasendo (see Movement p62), thirty feet wide. The typical road is five 
  feet wide, allowing two people traveling by foot to pass one another without either of them having to step off the road. A 
  path through the forest, swamp or mountain is only two or three feet wide.
  HIGHWAY
  ROAD
  PATH
  RANDOM ROAD TRAFFIC
  Day
  Night
  Day
  Night
  Day
  Night
  Check once per
  6 hrs
  Night
  Day
  Night
  Day
  Night
  Village Encounter
  01-05
  --
  01-15
  01
  01-25
  --
  City Encounter
  06-15
  --
  16-25
  02
  26-30
  --
  Shippers with goods
  16-35
  --
  26-40
  --
  31
  --
  Wandering Artisans
  36-45
  --
  41-50
  --
  32
  --
  Wandering Gambler
  46
  01
  51-52
  03-05
  33
  01
  Messenger in Kago
  47
  02
  53
  06
  34
  02
  Clan Lord Procession
  48
  --
  54
  --
  --
  --
  Bandit(s)
  49
  03-10
  55-56
  07-16
  35-36
  03-05
  Gambler(s)
  50
  11-13
  57
  17-19
  37
  --
  Runaway Lovers
  51
  14
  58
  20
  38-40
  06-08
  Pilgrim(s)
  52-54
  --
  59-60
  --
  41
  --
  Herbalist
  55
  15
  61-63
  21
  42-48
  09-10
  Diviner
  56
  16
  64
  22
  49-50
  11
  Victims of Bandits/Non-humans
  57
  17-20
  65
  23-26
  51
  12
  Ninja
  58
  21-25
  66-68
  27
  52-55
  13-17
  Noble on hunting party
  59
  --
  69-70
  --
  56-60
  --
  Samurai or Noble bureaucrat
  60-65
  --
  71-73
  --
  61
  --
  Samurai warrior(s)
  66-70
  26
  74-75
  28
  62
  18
  Ronin
  70-71
  27
  76
  29-30
  63
  19-20
  Otokodate
  72-75
  --
  77
  31
  64
  --
  Martial Arts Master and/or students
  76
  --
  78
  32
  65
  --
  Buddhist Priest
  77-80
  --
  79-80
  33
  66
  21
  Shinto Priest
  81-84
  28
  81-82
  34
  67
  22
  Fine Arts Master and/or students
  85
  --
  83
  --
  68
  --
  Amateur Poet or Painter
  86
  --
  84
  --
  69-70
  --
  Entertainer
  87-88
  --
  85
  --
  71
  --
  Mage
  89
  29-30
  86
  35-40
  72-74
  23-25
  Nothing
  --
  76-00
  96-00
  86-00
  00
  76-00
  
  220
  The Wilderness
  The wilderness is a dense, mountainous forest, with 
  narrow paths winding among the trees, sometimes to 
  a terraced hillside of farm plots or a farming village, 
  sometimes up the mountainside to a quiet lake or 
  steaming hot spring, a rushing river or a fountain of 
  corrosively acid water, a muddy swamp or even the 
  bubbling caldera of a volcano.
  Wilderness Encounters
  Day
  Night
  Check once per
  Day
  Night
  Village Encounter
  01-10
  01
  City Encounter
  11-12
  02
  Road Encounter
  13-15
  03
  Hermit Shinto Priest
  16-18
  04
  Hermit Buddhist Priest
  19-21
  05
  Exiled Noble
  22
  06
  Ronin
  23
  07
  Noble with hunting party
  24-25
  --
  Wandering Priest
  26
  27
  Woodcutter
  27-30
  --
  Charcoal Maker
  31-35
  --
  Wandering Artisan
  36
  --
  Herbalist
  37-39
  28
  Mage
  40
  29-30
  Rokuro Kubi or Orochi
  41-43
  31-33
  Hengeyokai or Kojin
  44-50
  34-40
  Tengu or Kappa
  51-55
  41-50
  Oni, Yama Hito, or Ichi-Me
  56-60
  51-60
  Spirit
  61-65
  61-65
  Animal (roll 1D10)
  66-90
  66-85
  01-08
  Large Animal
  06-09
  Small Animal
  10
  Enchanted Animal
  Nothing
  91-00
  86-00
  The Meido
  1D100.......Area of the Meido
  01-05 ........Demon Island
  06-10 ........The Sun Palace, the parallel of the Amaterasu's Shrine 
  at Ise. It is surrounded by rice fields and sakaki groves. 
  There's a deep lake that's the home of a one-eyed 
  Dragon who controls the weather. This is the only place 
  in the Meido that has a clear blue sky. In front of the 
  palace is a giant sakaki tree hung with glittering jewels 
  and lengths of white silk. Behind it is a dark cave which 
  cannot be illuminated by fire or Magick or AoF. A white 
  knotted rope hangs across the cave entrance.
  11-20 ........Dragon Realm
  21-30 ........Graveyard, with the Dry Riverbed of Souls; nearby 
  Buddhist temple cannot be entered
  31-35 ........Gaki Realm:  a shadowy desert. Gaki are not found 
  elsewhere in the Meido, and no one else comes here 
  except for Mages and Priests. Some say that beyond 
  this realm are the other Buddhist Planes of Existence.
  36-80 ........Mountains:  dense forest broken by occasional lakes 
  or rivers (which are linked to the Dragon Realm). Some 
  mountains are obviously volcanoes. Any mountain may 
  erupt without notice.
  81-00 ........A city or castle (including the Shogunate or Imperial 
  Capitol)
  
  221
  Meido Encounters (outside of the Gaki Realm)
  1D100
  Demon
  Realm
  Sun
  Palace
  Dragon
  Realm
  Graveyard
  City,
  Mountains  
  Castle
  or Capitol
  Check Once Per
  Hour
  Hour
  Hour
  Hour
  Hour
  Hour
  Hengeyokai
  01
  01-02
  --
  --
  01-25
  01-05
  Water Bakemono
  02
  --
  01-80
  --
  --
  --
  Land Bakemono
  03-05
  --
  --
  01-10
  26-50
  06
  Ikiryo
  06
  --
  --
  11
  51
  07-10
  Fune Yurei
  07
  --
  81-84
  --
  --
  --
  Yurei
  08
  --
  --
  12-75
  52-55
  11-15
  Ubume
  09
  --
  --
  --
  56-59
  16
  Artefact Spirit
  10
  03-10
  85
  76
  60
  17-20
  Nature Spirit
  11-13
  11-15
  --
  --
  61-70
  --
  Kami
  14
  16-70
  86-90
  --
  71-75
  21-25
  Shrine offerings
  15-24
  71-85
  90-93
  --
  76
  26-35
  Shinto Priest
  25
  85-90
  94
  --
  77-80
  36-37
  Shadow Mage
  26
  --
  95
  77
  81
  38
  Artistic Mage
  27
  91-93
  96
  78
  82
  39
  Scholar Mage
  27
  94
  97
  79
  83
  40
  Spiritualist Mage
  28-29
  95-96
  97
  80-85
  84
  41
  Demon Minion
  30-34
  97
  99
  86
  85
  42
  Demon
  35-99
  98-99
  --
  87-99
  86-99
  43-45
  Jizo Bosatsu
  00
  00
  00
  00
  00
  46-50
  Nothing
  --
  --
  --
  --
  --
  51-00
  
  222
  Valuables
  The following list is not presented as a random table but to remind the GM of all the different types of items that the Japanese value 
  beside coins. PCs will find them on people they encounter and in buildings they visit, especially in the locked kura storehouse.
  1. 
  Artwork (including Calligraphy, carved and painted Screens, Carved Buddhist Statues, Painted or Calligraphed Scrolls, fine 
  Lacquerware, Tea Ceremony implements or cups)
  2. 
  Gems, Precious Metals, and Jewellery
  3. 
  Rare Spices, Herbs, Incense and Perfume
  4. 
  Mage supplies (unenchanted or partially enchanted materials)
  5. 
  Buddhist Holy Items (especially if from China) or Shinto Holy Items (a mystically powerful rock, bonsai tree, gemstone, sword, or 
  mirror)
  6. 
  Manuscripts (including poetry, fiction, history, diaries, wills)
  7. 
  Cloth (silk, cotton, hemp) dyed and embroidered in various shades and patterns -- or clothing suitable to a noble or geisha or 
  actor
  8. 
  Pet animals:  including pug dogs, cats, fireflies, singing insects or birds, hawks....
  9. 
  Servants:  trained servants or artisans, including geisha or courtesans
  10. Weapons
  11. Armour
  12. Musical Instruments
  13. Tea Ceremony items
  14. Heirlooms or other memorabilia:  like the above but also
  a. 
  A travel souvenir
  b. 
  A pledge of friendship
  c. 
  A pledge of loyalty, from a vassal or student or employee
  d. 
  A pledge of love
  e. 
  The head or some other remnant of a defeated enemy
  f. 
  The ihai bearing the name of an ancestor
  g. 
  A token of honour from a lord or teacher or employer
  h. 
  A shrine devoted to propitiating an enemy
  i. 
  A shelf of souvenirs from Buddhist temples
  j. 
  A shelf of souvenirs from Shinto shrines
  
  223
  Foreigners
  Europeans In The Land 
  Of The Rising Sun
  Japanese will think Europeans look like long-nosed 
  tengu, with curly hair like a shojo. Europeans who eat 
  meat will be considered Eta Outcasts. Europeans who eat 
  milk, cheese, or butter will be told that they have "butter 
  breath" which stinks horribly. (Even courtesans will 
  refuse to associate with them.) (Most townsfolk think that 
  milk is derived from the cow's urine rather than from its 
  udder, making the thought of eating milk products very 
  repulsive.) Only Eta will welcome them as friends.
  Of course, once a European has found out about the 
  Japanese taboo against eating meat or dairy foods, he may 
  opt to try to observe it in public. But he'll still have "butter 
  breath."  And there's very little privacy in a Japanese-style 
  home:  the GM should run meat-eating (or bringing meat 
  onto a ship) using Concealing & Finding.
  Europeans will also miss having bread as the standard 
  starch at meals. Even a European who seems to be making 
  a good adjustment to Japan may end up rebelling at 
  meal after meal of white rice, and start refusing to eat it 
  in favour of, say, wheat noodles, which the Japanese will 
  interpret as his having peasant taste buds.
  Christian Priests with their black robes, shaved 
  heads, vows of poverty and celibacy, and rosaries will be 
  considered a sect of Buddhist Priests. Scholars will be 
  interested in hearing stories from the Christian Bible and 
  will probably conclude that Jesus was an incarnation of the 
  Buddha. Japanese will be horrified if people who convert 
  to Christianity give up honouring their Ujigami (ancestral 
  Kami) and the other Kami by making sacrifices to them. 
  Such people will be disowned by their family, employer, 
  teacher, and clan lord.
  Europeans may also offend people by confusing the 
  courtesan (available for sexual hire to any respectable 
  person with the money to pay for her time) with the 
  geisha, who is hired as a companion or to entertain an 
  honoured guest and who only grants her favours after 
  days, perhaps weeks, of being courted.
  Europeans visiting a Japanese home or shop will be 
  considered rude if they don't take off their longswords 
  and put them on the sword rack. They'll be considered 
  unforgivably rude if they wear their dirty boots on the 
  clean tatami mats - and people will probably smile politely 
  at them as they pull their boots off, a much harder process 
  than kicking off Japanese-style clogs or sandals.
  Europeans encountered a number of difficulties at the 
  Japanese public bath. The water was far hotter than they 
  were accustomed to (110oF) and they felt scalded (-5% 
  Distraction from Pain for an hour after the first 1D10 
  baths). They were used to soaping themselves down in 
  a bath, not first soaping down and rinsing themselves 
  outside the bath, and only then entering the bath. 
  They were also disconcerted because the baths allowed 
  respectable men and women to bathe at the same time. 
  The Japanese considered it the height of discourtesy to 
  look at anything but the face of another person met at the 
  public bath. Even once the Europeans have learned the 
  proper bath etiquette, a character should have to make a 
  Willpower roll to observe them.
  A European who slaps or spanks what he considers 
  to be an impertinent child will probably be attacked by 
  the child's parents, who may then kill themselves if the 
  European was an honoured guest.
  Trade for foreign merchandise was regulated or 
  monopolized by the government (which also kept tabs on 
  all believers in foreign religions) - or forbidden entirely. 
  At certain periods of Japanese history, all contact with 
  foreigners was forbidden: foreigners were not allowed to 
  set up trade agreements but expelled from the islands, 
  sailors who left the coastal area were executed as traitors 
  (even if they had just gotten blown off course in a storm), 
  and people who adopted a foreign religion were executed 
  as traitors.
  
  224
  Japanese In European 
  Lands
  Some Japanese merchants and scholars travelled to 
  Korea or China in search of exotic merchandise and lore. 
  During the medieval period, China was connected to 
  Europe by the Silk Route which led through Arabia to 
  Byzantium and then to Mediterranean Europe. History 
  doesn't report any Japanese travellers in medieval Europe 
  but it wouldn't have been impossible.
  They would have been officially treated like other 
  pagans, with the Church insisting that they be prime-
  signed before being allowed at court. This ceremony 
  consisted of having the sign of the cross made on the 
  pagan's forehead with holy water. It did not constitute 
  baptism but did supposedly mean the pagan was willing to 
  respect Christianity.
  Of course, there's also the problem of culture shock 
  here. A Japanese will be disagreeably surprised at 
  European deference to women. He'll also be shocked at 
  how seldom Europeans bathe. And when he sees them 
  all eating the meat of domestic animals, plus their "butter 
  breath" from eating dairy foods, he'll probably put them 
  down as all Eta.
  Speaking A Foreign 
  Language
  Japanese as a spoken language is not related to any other 
  language in the world, even though the fully literate use 
  the Chinese ideographs when they write it. St. Francis 
  Xavier said the Japanese language was devised by the devil 
  to be difficult so that missionaries would be unable to 
  convert the Japanese to Christianity.
  Like Western languages, Japanese considers negative 
  questions more polite than positive ones ("Won't you 
  have some tea?" is polite; "Will you have some tea?" is 
  rude). Unlike Western languages, Japanese uses "logical 
  responses" to such questions. The reply to a negative 
  question is "No, I will have some tea" or "Yes, I won't have 
  some tea."
  Japanese has many words that only differ from one 
  another depending on whether the vowel is short or long 
  or a consonant is doubled. In fact, the general rule is that 
  if you mispronounce a Japanese word, the listener will take 
  some time to notice it because you've just said another 
  Japanese word. 
  A European who asks for "saki" (/SA-KEE/) instead 
  of "sake" (/SA-KE/) is asking for the tip of a finger or a 
  sword. The European who asks for "ona" (/O-NA/) instead 
  of "onna" (/ON-NA/) is asking for vegetables instead 
  of a woman. A "kimono" is a garment; a "kiimono" is 
  something that's odd or grotesque. A "yumi" is a longbow, 
  a "yume" is a dream, and "yumin" are idlers. A European 
  who impulsively screams, "NO!" When presented with the 
  wrong thing will be saying "field".
  Japanese has one sound that Europeans find very hard 
  to say. Linguists describe the Japanese R as a one-flap, hard 
  palatal R. Westerners hear it as a cross between an R and 
  a D.
  European languages (especially English) have many 
  sounds that Japanese find very hard to say.
  a. 
  There is no ASH vowel (as in CAT).
  b. 
  There is no YU vowel (as in MEW).
  c. 
  There is no L (R is used instead), TH (as in "either" or 
  "ether") (D or Z is used instead), or V (B is used instead)
  d. 
  The following syllables are not possible to pronounce even 
  though the syllabary contains both their consonants and 
  their vowels:  CHE, DI, DU, FE, HU, JE, SHE, SI, TI, TU, 
  TSE, WE, WI, WO, WU, YE, YI, ZI
  e. 
  Consonant clusters are impossible. The Japanese 
  borrowing of the English word "strike" is written 
  SU+TO+RA+I+KI. The Japanese borrowing of the English 
  word "milk" is written MI+RU+KU.
  If European men try learning Japanese from women, 
  they'll end up speaking like women, using words and 
  phrases and grammatical constructs only used by women. 
  This will be particularly awkward if they pick up the 
  female words for the pronouns ("watakushi" and  "washi" 
  used by women as opposed to  "boku" or "ore" used by 
  men, to list words for "I").
  The GM may wish to supply visitors with an interpreter. 
  This may be a Japanese merchant or sailor who has 
  learned some European languages in China but who 
  will, of course, not be fully conversant with the Imperial 
  or Shogunate court dialect. Or it may be a Chinese who 
  has learned some European languages but doesn't speak 
  Japanese, just write ideographs. Even with Mind Speak 
  spells, there may well be aspects of Japanese that foreigners 
  find hard to master, particularly proper use of honorifics.
  
  225
  Trading Between Japan & 
  Europe
  Merchants will be delighted at the fact that the ratio 
  of gold to silver to copper is different in Japan than in 
  Europe. Depending on how much precious metal the first 
  few merchants are carrying, this may even take awhile to 
  iron out before both economies realign to a single ratio - 
  or a government steps in to regulate trade, or perhaps even 
  forbid it.
  Japan shipped gold and silver (plain or fashioned into 
  artworks), pearls, lacquerware, armour and weapons to 
  China. Europeans will probably be interested in these too 
  - particularly weapons. Japanese swordsmiths used both 
  soft steel (for the blade, so it could be razor-sharp) and 
  hard steel (for the body of the weapon). They also refolded 
  the steel many times, producing truly superior blades. 
  Europeans will also be interested in things the Chinese 
  didn't bother importing such as tea, silk, spices, and dyes 
  such as indigo and madder which make blue and red cheap 
  colours.
  The Chinese sold Japan copper coins, tiger and panther 
  skins, live peacocks and parrots, gemstones, sandalwood, 
  porcelain dishes, silk brocade, books, and paintings. The 
  Japanese may be interested in buying some European 
  gems and the skins of exotic animals, particularly white 
  fur like ermine. A few may also be interested in European 
  art, but many will feel that the long-nosed, red-haired 
  people are just too ugly - or may shock the Europeans by 
  buying pictures of angels and saints and using them in 
  the Setsubun ceremonies to stand for demons. They'll also 
  probably complain that woollen and linen cloth are too 
  scratchy, but the nobles will probably appreciate lace. And 
  any pottery the European traders bring will probably be 
  bowls or plates or mugs of the wrong shape to be suitable 
  for use with any traditional Japanese food or drink. The 
  Japanese will be interested in jewellery, glass, rock salt, 
  beeswax, ivory, and wine.
  
  226
  Experience
  Earning Experience & Running Risks in Downtime 
  Vocation
  Exp/Day 
  Problem
  Most Warriors
  1
  1
  Ashigaru or Samurai during wartime
  1
  5
  Ward Guard during crime wave
  1
  3
  Ronin, Gambler, Bandit, Wako
  1
  3
  Otokodate or Ninja if not at home
  1
  2
  Yamabushi if not in temple
  1
  2
  Thief or Burglar
  1
  2
  Ascetic Buddhist Priest
  Meditating on Acts of Faith
  5
  0
  Performing other duties in temple
  3
  0
  Acting as exorcist or medium
  5
  1
  Other
  1
  1
  Shinto Priest
  Meditating on Acts of Faith
  5
  1
  Performing other duties in shrine
  3
  1
  Other
  1
  1
  Hengeyokai
  1
  2
  Bakemono
  1
  3
  Ryo
  1
  4
  Mage — Magical Research
  5
  2
  Mage — Other Duties
  3
  2
  Artistic Mage — studying/practicing Art
  3
  2
  Scholar Mage — studying Magick text
  Plus Special Experience Bonuses
  3
  2
  Spiritualist Mage — dealing with spirits
  3
  4
  Adventurer
  Scholarly duties
  3
  1
  Other
  1
  1
  Experience in downtime is earned as per the main 
  C&S 5th Edition rulebook. However, the GM may opt 
  to let players give their PCs a chance of accumulating 
  additional experience in downtime - and running 
  additional risks, which may spark the next adventure. 
  The GM should also encourage players to make up stories 
  account for the Problems - and for the experience point 
  gain. The table below shows the number of days a problem 
  lasts for and the level of the problem. A problem is tackled 
  with a level of bravery.
  
  227
  BRAVERY
  Problem 
  Chance
  LOSSES
  GAINS
  NOTICE
  Money
  Fatigue 
  Body
  Money
  Exp/day 
  Coward
  1%
  1D10%
  -
  -
  -
  -1
  1%
  Normal Non-Warrior  
  5%
  1D10%
  D10x10%
  -
  1D10%
  0
  5%
  Normal Warrior
  15%
  1D10%
  D10x10%
   1D10
  1D10%
  +1
  15%
  Brave
  30%
  2D10%
  D10x10% 
  2D10
  2D10%
  +2
  30%
  Heroic
  50%
  5D10%
  D10x10% 
  3D10
  5D10%
  +3
  50%
  Foolhardy
  100%
  10D10% 
  D10x10% 
  5D10
  10D10% 
  +5
  100%
  Thus the player of Kobana, a geisha, decides to take 
  Bravery level 5% (normal for a non-warrior) during 
  Downtime, with a standard Adventurer Problem Level 
  of 1. If the player rolls 06-00%, no problems befall her. 
  If she rolls 01-05%, then Kobana will lose 1D10% of her 
  money (perhaps due to a thief or burglar, perhaps due to 
  a customer staining her best kimono) but make 1D10% 
  of her wealth (due to a new admirer). She also suffers a 
  Fatigue Point loss of 10-100% (perhaps due to chasing a 
  thief, perhaps due to crying all night over her favourite 
  kimono). She gets standard experience points.
  On the other hand, the player of Hayashi Kentaro, a 
  samurai, decides to take Bravery level 30% to show his 
  character's courage. It's wartime so Kentaro's Problem 
  Level is 5; he has 150% chance of Problems (Problem Level 
  x Bravery Level). He loses 150% x 2D10% of his wealth 
  and gains 150% x 2D10% of his wealth. Depending on 
  his player's rolls, he might lose 3% of his money (150% 
  x 2) and gain 30% (150% x 20) or the other way round. 
  The loss may be due to damaged weapons or armour or 
  to wagering with his fellows. The gain may be due to loot 
  from a defeated enemy, a reward from his clan lord, or to 
  wagering with his fellows. He loses Fatigue with a range of 
  (10%-100% [1D10x10%]) x 150% or 15% to 150% of his 
  Fatigue (this could lead to incurring Body damage) and 
  3-30 Body Points (150% x 2D10). He has a 45% chance 
  (30% x 150%) of having his bravery noticed by his clan 
  lord. And he gets +2 exp per day.
  Characters who lose more money than they have are 
  in debt. They may have to sell or pawn possessions, or 
  persuade their creditors to wait until they can pay them 
  back. (By Japanese custom, all debts should be paid by the 
  last day of the sixth month and the last day of the twelfth 
  month. Anyone who doesn't pay his debts then may not be 
  able to borrow any more money in the future.)
  The GM and players may agree to run PC participation 
  in a clan battle or other fight too complex to game out in 
  detail as a Downtime activity using this system. Although 
  only a few percentage are listed, a player may choose any 
  percentage he wishes, as long as he agrees with the GM on 
  its Problems,  Losses, and Gains.
  Learning Skills
  In Japan, the usual way to gain experience in a skill 
  is by working in the family business or for some other 
  employer. But there are also a number of other ways of 
  learning skills:
  a) Martial Artists and Fine Artists of level 4+(1/2 x 1D10) 
  sometimes act as private tutors who give lessons in the 
  student's home for a charge of (Skill Attributes x 5 Mon) 
  per 1 hour lesson. (This is the usual course taken by adult 
  students who are Entertainers, Otokodate, Samurai, and 
  Nobles.)
  b) Ascetic Buddhist temples maintain schools and 
  libraries for the use of local worshippers. (Of course 
  the students would be expected to make appropriate 
  donations to the temple p142)  These schools are likely to 
  teach the following skills, with teachers of level 10+1D10.
  Arts & Entertainment: .............................................Calligraphy
  Language Lore: ............................................Written Japanese
  Lore Historical: .............................................all available skills
  Lore Scientific: .............................................all available skills
  Materia Medicina:...all available skills except Making Poisons
  Mental Fortitude: ...........Concentration, Meditation, Willpower
  c) Martial Buddhist temples maintain schools in various 
  Athletic and Combat skills, with teachers of level 4+1D10, 
  but only for people who become Buddhist Priests.
  d) A Professional Martial Artist of level 5+1D10 may 
  run a small private school focusing on one Athletic or 
  Combat skill taken as a Martial Art. Students are charged 
  a sliding scale depending on how much talent they have 
  and how much they can afford. Students are given room 
  and board by their teacher. Any Martial Artist who thinks 
  he is the equal of the school's master may challenge him 
  to a duel for the right to run the school - and take its 
  treasury. A visiting challenger who loses will be publicly 
  embarrassed and go to another town. A student who 
  challenges his teacher and loses will not remain at the 
  school.
  
  228
  Thus the player of Kobana, a geisha, decides to take 
  Bravery level 5% (normal for a non-warrior) during 
  Downtime, with a standard Adventurer Problem Level 
  of 1. If the player rolls 06-00%, no problems befall her. 
  If he rolls 01-05%, then Kobana will lose 1D10% of her 
  money (perhaps due to a thief or burglar, perhaps due to 
  a customer staining her best kimono) but make 1D10% 
  of her wealth (due to a new admirer). She also suffers a 
  Fatigue Point loss of 10-100% (perhaps due to chasing a 
  thief, perhaps due to crying all night over her favourite 
  kimono). She gets standard experience points.
  e) A teacher of level 11 + 1D10 may suddenly appear 
  and offer an opening in his secret school to someone 
  who looks like a promising student. Anyone who refuses 
  the opportunity will never be offered it again. The GM 
  may opt to allow PCs to run across secret schools in 
  various Methods of Magick. Some of these schools will 
  be affiliated with a particular clan, shrine, gambler gang, 
  group of ninja, etc. Students are given room and board by 
  their teacher.
  Remember that a student owes an overriding obligation 
  to his teacher.
  
  229
  Non-player 
  Characters
  Otherwise known as NPC’s
  In previous editions of Chivalry & Sorcery calculating 
  the skills of Non Player Characters (NPCs) was tricky 
  with variables involved. It became simpler as the formulae 
  involved were less complex and the skill system was 
  the same right across the game so that the vast tables of 
  previous editions should be unnecessary, if we allow for 
  a certain amount of generalised fudging of the numbers. 
  Instead we present the basic information which can be 
  expanded upon to give the bare bones of an NPC at any 
  level. 
  The basic information is provided for a character 
  created with the Historic system. Adjustments are made 
  if you are running an Heroic Campaign or if your NPC is 
  exceptional or superior, giving some variety for characters 
  supposedly based on the same numbers.
  Remember all characters have five Mastery skills, from 
  amongst the Vocational or Background skills, whether 
  from upbringing or Astrological influences. The reference 
  for ‘Vocational non-Mastery’ also applies to Secondary 
  Vocational skills that are Mastered.
  Heroic characters are taller than Historical ones and as 
  such are heavier and can absorb more damage to the body. 
  In addition a Heroic character receives a +4% bonus to the 
  PSF% of all skills and +2% to all AR% rolls to reflect the 
  larger number of points that a Heroic character receives to 
  assign to characteristics.
  As presented, characters are within the average range 
  for their type, but there are people who are above or below 
  average. Thus the information for the average character 
  can be adjusted for Inferior, Superior and Exceptional 
  characters.
  Inferior Characters are square pegs in round holes, 
  bakers forced to be soldiers, knights who would have 
  made better Priests. Inferior characters have -2% to their 
  PSF% in all skills and -2% to all AR% rolls.
  Superior Characters are those somewhat above the 
  norm and they are well suited to their vocations. They gain 
  +2% to the PSF% of all skills and +2% to all AR% rolls
  Exceptional Characters are not only well suited to their 
  vocation, but they are physically and mentally gifted well 
  above the norm, they also +4% to PSF% and +4% to all 
  AR% rolls.
  Figures are cumulative, so that an Exceptional Heroic 
  NPC would receive +8% to PSF3/4 and +6% to all AR% 
  rolls.
  The reference for "Vocational non-Mastery” also applies 
  to Secondary Vocational skills that are Mastered. 
  
  230
  Guards
  Attributes
  DEX 
  12 
  66% 
  INT 
  10 
  58%
  Height 
  5’ 8”
  APP 
  10 
  58% 
  SPR 
  10 
  58%
  Weight 
  172
  BV 
  10 
  58% 
  STR 
  13 
  70% 
  BP 
  39
  CON 
  13
  70% 
  WIS 
  10 
  58% 
  FP 
  26
  DIS 
  11 
  62%
  The figures above are for a historical campaign. For an 
  heroic campaign the following are amended to:
  Height = 6' 1" Weight= 201 lbs BP= 41 points
  For Guards for every three full levels above 1st Level add 
  +1 to Body Points and Fatigue Points due to investment 
  in Endurance and Conditioning skills until 7th Level is 
  reached. After that they gain +1 per 2 levels until 13th 
  Level. From Level 14 on the Guards gains +1 per level 
  until Level 16 
  Heroic Guards gain +1 Body plus 2 per 5 levels and +1 
  Fatigue
  Mythical Guards gain +2 Body plus 2 per 4 levels and +2 
  Fatigue
  Skills
  Type
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  29%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  13%
  1
  +1 skill level per 2 levels until 
  Level 5 and thereafter per 
  level
  Secondary 
  2%
  0
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Tertiary
  -10%
  0
  +1 skill level per 2 levels until 
  Level 9 and thereafter per 
  level
  Dodge  
  (BCS 60%) 
  3%
  1
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Stamina  
  (BCS 40%) 
  2%
  0
  +1 skill level per 2 levels
  Willpower  
  (BCS 40%) 
  0%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  All Guards also gain + 3% to PSF% per level.
  Warriors
  Attributes
  DEX 
  15 
  76% 
  INT 
  10 
  58%
  Height 
  5’ 8”
  APP 
  10 
  58% 
  SPR 
  10 
  58%
  Weight 
  172
  BV 
  10 
  58% 
  STR 
  15 
  76% 
  BP 
  42
  CON 
  15
  76% 
  WIS 
  10 
  58% 
  FP 
  30
  DIS 
  14 
  73%
  The figures above are for an historical campaign. For a 
  heroic campaign the following are amended to:
  Height = 6' 1" Weight = 201 lbs BP= 43 points
  For a Serviens for every three full levels above 1st 
  Level add +1 to Body Points and Fatigue Points due to 
  investment in Endurance and Stamina skills until 7th 
  Level is reached. After that they gain +1 per 2 levels.
  Heroic Warriors gain +1 Body plus 2 per 5 levels and +1 
  Fatigue. 
  Mythical Warriors gain +2 Body plus 2 per 4 levels and 
  +2 Fatigue.
  All Warriors also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  32%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  16%
  1
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Secondary 
  4%
  0
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Tertiary
  -8%
  0
  +1 skill level per 2 levels until 
  Level 9 and thereafter per 
  level
  Dodge  
  (BCS 60%) 
  5%
  1
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Stamina  
  (BCS 40%) 
  6%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  4%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  
  231
  Samurai
  Foresters
  Attributes
  DEX 
  15 
  76% 
  INT 
  10 
  58%
  Height 
  5’ 9”
  APP 
  10 
  58% 
  SPR 
  10 
  58%
  Weight 
  178
  BV 
  10 
  58% 
  STR 
  15 
  76% 
  BP 
  45
  CON 
  16
  79% 
  WIS 
  10 
  58% 
  FP 
  31
  DIS 
  15 
  76%
  Attributes
  DEX 
  17 
  82% 
  INT 
  12 
  66%
  Height 
  5’ 8”
  APP 
  10 
  58% 
  SPR 
  10 
  58%
  Weight 
  158
  BV 
  10 
  58% 
  STR 
  15 
  76% 
  BP 
  42
  CON 
  15
  76% 
  WIS 
  10 
  58% 
  FP 
  30
  DIS 
  11 
  62%
  The figures above are for a n historical campaign. For a 
  heroic campaign the following are amended to:
  Height = 6’ 2” Weight = 207 lbs BP = 46 points
  For a Samurai for every two full levels above 1st Level to 
  6th Level add +1 to Body Points and Fatigue Points due to 
  investment in Endurance and Stamina skills. For each level 
  above 6th Level add +1 to Body and Fatigue per level.
  Heroic Samurai gain +1 Body plus 2 per 4 levels and +1 
  Fatigue.
  Mythical Samurai gain +2 Body plus 2 per 3 levels and 
  +2 Fatigue.
  The figures above are for an historical campaign. For a 
  heroic campaign the following are amended to:
  Height= 6’ 1” Weight= 184 lbs BP = 44 points
  For a Forester for every three full levels above 1st 
  Level add +1 to Body Points and Fatigue Points due to 
  investment in Endurance and Stamina skills
  Heroic Foresters gain +1 Body plus 2 per 4 levels and +1 
  Fatigue.
  Mythical Foresters gain +2 Body plus 2 per 3 levels and 
  +2 Fatigue.
  All Samurai also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  32%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  16%
  1
  +1 skill level per 2 levels until 
  Level 5 and thereafter per 
  level
  Secondary 
  4%
  0
  +1 skill level per 2 levels until 
  Level 5 and thereafter per 
  level
  Tertiary
  -8%
  0
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Dodge  
  (BCS 60%) 
  5%
  1
  +1 skill level per 2 levels until 
  Level 5 and thereafter per 
  level
  Stamina  
  (BCS 40%) 
  6%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  4%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  All Foresters also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  34%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  19%
  1
  +1 skill level per 2 levels until 
  Level 5 and thereafter per 
  level
  Secondary 
  0%
  0
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Tertiary
  -8%
  0
  +1 skill level per 2 levels until 
  Level 9 and thereafter per 
  level
  Dodge  
  (BCS 60%) 
  5%
  1
  +1 skill level per 2 levels until 
  Level 5 and thereafter per 
  level
  Stamina  
  (BCS 40%) 
  6%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  4%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  
  232
  Thieves & Ninjas
  Attributes
  DEX 
  17 
  82% 
  INT 
  13
  70%
  Height 
  5’ 8”
  APP 
  9 
  54% 
  SPR 
  10 
  58%
  Weight 
  150
  BV 
  10
  58% 
  STR 
  11 
  62% 
  BP 
  35
  CON 
  10
  58% 
  WIS 
  10 
  58% 
  FP 
  21
  DIS 
  9
  54%
  The figures above are for an historical campaign. For a 
  heroic campaign the following are amended to:
  Height = 6' 1" Weight = 175 lbs BP= 36 points
  For a thief for every four full levels above 1st Level add 
  +1 to Body Points and Fatigue Points due to investment in 
  Endurance and Stamina skills until 9th Level is reached. 
  After that they gain +1 per 3 levels.
  Heroic Thieves & Ninja gain +1 Body plus 2 per 6 levels 
  and +1 Fatigue. 
  A Mythical Thief or Ninja gains +2 Body plus 2 per 5 
  levels and +2 Fatigue.
  All Thieves & Ninja also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  32%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  17%
  1
  +1 skill level per 2 levels until 
  Level 5 and thereafter per 
  level
  Secondary 
  2%
  0
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Tertiary
  -8%
  0
  +1 skill level per 2 levels until 
  Level 9 and thereafter per 
  level
  Dodge  
  (BCS 60%) 
  7%
  1
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Stamina  
  (BCS 40%) 
  0%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  0%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  Priest
  Attributes
  DEX 
  10 
  58% 
  INT 
  13 
  70%
  Height 
  5’ 8”
  APP 
  9 
  54% 
  SPR 
  15 
  76%
  Weight 
  150
  BV 
  12 
  66% 
  STR 
  11 
  62% 
  BP 
  35
  CON 
  10
  58% 
  WIS 
  13 
  70% 
  FP 
  23
  DIS 
  13 
  70%
  The figures above are for an historical campaign. For a 
  heroic campaign the following are amended to:
  Height = 6' 1" Weight = 175 lbs BP= 36 points
  For a Priest for every three full levels above 1st Level add 
  +1 to Body Points and Fatigue Points due to investment in 
  Endurance and Stamina skills.
  Heroic Priests gain +1 Body plus 2 per 6 levels and +1 
  Fatigue. 
  Mythical Priests gain +2 Body plus 2 per 5 levels and +2 
  Fatigue.
  All Priests also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  30%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  15%
  1
  +1 skill level per 2 levels until 
  Level 5 and thereafter per 
  level
  Secondary 
  2%
  0
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Tertiary
  -6%
  0
  +1 skill level per 2 levels until 
  Level 9 and thereafter per 
  level
  Dodge 
  (BCS 60%) 
  0%
  1
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Stamina  
  (BCS 40%) 
  0%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  0%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  Faith 
  (Base PFF)
  14%
  2
  +1 Faith level per level until 
  level 6 thereafter +2 faith 
  levels per level
  
  233
  NON-ADVENTURER 
  NPCS 
  Non-Adventurer NPCs are Outcast Eta or Entertainers, 
  Merchants, Artisans, Peasants, Priests, or bureaucrat 
  Samurai or Nobles who have no interest in adventuring. 
  They have the same Attributes as Adventurer NPCs but 
  don't improve them. They have the same Vocational Skills 
  PSF% and Other Skills as Adventurer NPCs but don't 
  improve their PSF% levels in Core skills. The Experience 
  Award is the same as for a 1st level Adventurer NPC no 
  matter how high their level. 
  Mage
  Attributes
  DEX 
  13 
  70% 
  INT 
  17 
  82%
  Height 
  5’ 8”
  APP 
  9 
  54% 
  SPR 
  10 
  58%
  Weight 
  150
  BV 
  13 
  70% 
  STR 
  11 
  62% 
  BP 
  35
  CON 
  10
  58% 
  WIS 
  13 
  70% 
  FP 
  23
  DIS 
  13 
  70%
  The figures above are for an historical campaign. For a 
  heroic campaign the following are amended to:
  Height = 6' 1" Weight = 175 lbs BP= 36 points
  For a Mage for every three full levels above 1st Level add 
  +1 to Body Points and Fatigue Points due to investment in 
  Endurance and Stamina skills until level 16 is reached
  Heroic Mages gain +2 to their PMF
  Inferior Mages lose -10 to their PMF and -1 ML
  Superior Mages gain +1 Body plus 2 per 6 levels, +1 
  Fatigue, +4 to PMF and +1 ML.
  Mythical Mages gain +2 Body plus 2 per 5 levels, +2 
  Fatigue, +8 to PMF and +2 ML.
  All Mages also gain + 3% to PSF% per level.
  Skills
  Type 
  PSF% 
  Level 
  Per level of  
  Experience Over 1
  Vocational 
  Mastery 
  30%
  2
  + 1 skill level per level
  Vocational  
  non - 
  Mastery 
  15%
  1
  +1 skill level per 2 levels until 
  Level 5 and thereafter per 
  level
  Secondary 
  2%
  0
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Tertiary
  -6%
  0
  +1 skill level per 2 levels until 
  Level 9 and thereafter per 
  level
  Dodge  
  (BCS 60%) 
  0%
  1
  +1 skill level per 2 levels until 
  Level 7 and thereafter per 
  level
  Stamina  
  (BCS 40%) 
  0%
  0
  +1 skill level per level
  Willpower  
  (BCS 40%) 
  0%
  0
  +1 skill level per two levels
  Alertness  
  (BCS 05%)
  -
  0
  +1 skill level per three levels
  The PMF (Personal Magick Factor) determines the 
  Mages Magick Level (ML) which affects his ability to 
  enchant materials and learn and cast spells. All Mages 
  have Base PMF 56 and ML 2 and each Mode of Magick 
  level equals +3 to PMF. For every additional level add 2 to 
  PMF and consult Table NPC Mages Base PMF.
  Table - NPC Mages Base PMF.
  An NPC Mage has a certain amount of spells to hand. 
  The spells are bought using the MR factors as if they were 
  points and this formula.
  Number of MRs to spend = N x ML
  Where: ML is the Magick Level and N is a modifier, 
  which is 8 for an average mage. Subtract 2 If the mage is 
  inferior, add 1 if you are using the Heroic scale, add 2 if 
  the mage is superior and 3 if the mage is exceptional. No 
  spell can be bought that has more than 2 MRs higher than 
  the current ML of the mage. Spells that are 1 MR higher 
  than the Mages ML cost double the MR and spells that are 
  2 MRs higher cost triple points. So a ML 3 mage who is on 
  the Heroic scale gains (3 x 9) = 27 MRs worth of spells. If 
  he wanted to buy a MR 4 spell it would cost him 8 points.
  PMF 
  ML 
  PMF 
  ML 
  PMF 
  ML
  51 or less 
  1 
  80 - 86 
  6 
  115 - 121 
  11
  52 - 58 
  2 
  87 - 93 
  7 
  122 - 128 
  12
  59 - 65 
  3 
  94 - 100 
  8 
  129 - 135 
  13
  66 - 72 
  4 
  101 - 107 
  9 
  136 - 142 
  14
  73 - 79 
  5 
  108 - 114 
  10 
  143 - 149 
  15
  Note: For every additional +7 added to PMF above 149, 
  increase the mage’s ML by +1.
  
  234
  Animals
  Land And Air Animals
  Large Creatures Of The 
  Woodlands & Grasslands: 
  Delete Black Bear, Dog, War Dog 
  Add: Dog, Akita Mastiff:  75 pounds, with Body of 20 
  and a Bite of 24 PSF% but otherwise the same as the War 
  Dog. 
  Dog, Pug:  15 pounds, with Body of 7 and a Sm Bite of 3 
  PSF%, but otherwise the same as the standard Dog. 
  Monkey:  Like a Kappa of level 1. Monkeys and dogs 
  hate each other just as cats and dogs do.
  Small Creatures of the 
  Woodlands and Grasslands: 
  Delete the Weasel
  Add: Scorpion:  4 oz, with Body of 1 and Poison 
  damage of DVII (Core rulebook p572) but otherwise stats 
  as a Small Viper.
  Birds Of The Woodlands and 
  Grasslands: 
  Delete Raven. Add the following:
  Crow:  Half the weight and Body Points of the Raven, 
  with a Small Beak of 3 PSF% but otherwise the same as the 
  Raven.
  Cormorant, Pheasant, and Quail:  like the Goose
  Serpents Of The Woodlands 
  and Grasslands: 
  Delete Large Constrictor. 
  Domestic Animals: 
  Delete the Ferret
  Exotica: 
  Delete the Woodchuck, Lion, Lioness
  Giant Beasts: 
  Delete Eagle, Giant
  
  235
  Creature Type 
  Eel &
  Snake
  Squid &
  Jellyfish 
  Octopus
  Porpoise
  Shark
  Swordfish
  Giant Crab
  Weight
  20 lbs
  1 lb
  12 lbs
  250 lbs
  500 lbs
  200 lbs
  100
  Length
  5'
  1'
  10'
  8'
  15'
  15'
  12’
  BODY
  16
  1
  15
  35
  55
  30
  20100
  FAT
  30
  2
  30
  30
  25
  20
  10
  BAP
  12
  1
  10
  18
  15
  12
  10
  Swim
  3'
  1'
  2'
  5'
  4'
  4'
  3’
  Att/Dmg Bonus
  Sm Bite
  Sting
  Md Beak
  Md Bite
  Lg Bite +15
  Md Bite +5 
  Lg Claw +10
  10 PSF%
  1 PSF%
  20 PSF%
  15 PSF%
  30 PSF%
  15 PSF%
  20 PSF%
  Grapple
  10 PSF%
  Poison
  Grapple
  Dagger
  Lg Bite +5
  10 PSF%
  10 PSF%
  20 PSF%
  MR
  10
  10
  10
  10
  10
  10
  10
  Stamina
  +0
  +0
  +10 PSF%
  +10 PSF%
  +10 PSF%
  +10 PSF%
  +0 PSF%
  Will
  +1 PSF%
  +1 PSF%
  +15 PSF%
  +25 PSF%
  +50 PSF%
  +10 PSF%
  +0PSF
  Armour
  Skin
  None
  Skin
  Skin
  Hide
  Skin
  Shell
  Slash
  0
  0
  1
  0
  1
  0
  10
  Crush
  0
  0
  1
  0
  1
  0
  7
  Pierce
  0
  0
  1
  0
  1
  0
  5
  Missile
  0
  0
  1
  0
  1
  0
  5
  Energy
  0
  0
  0
  0
  0
  0
  10
  Hon
  7
  6
  11
  15
  29
  17
  31
  Water Animals
  One of the most formidable water animals was the Giant 
  Crab (not an enchanted animal but a real one) found in the 
  shallow waters off the Pacific coast. Its legs were five feet 
  long, giving it a full length of 12 feet. It can't scuttle quite 
  as fast as a human can run, but it can kill and eat sleeping 
  or injured people — or those too frightened to run away.
  
  236
  Enchanted Creatures
  Delete Basilisk, Centaur, Gryphon, Harpy, Hippogriff, 
  Minotaur, Unicorn (All), Warg, and Pegasus.
  Dragons: Wyvern (All)
  Add the following creatures, popular in Japanese 
  folklore. They are not affected by Psychological Magick.
  Baku: 
  The Baku has the head of an elephant, the body of 
  a horse, and the feet of a tiger. It eats nightmares. If a 
  Japanese wakes up from a bad dream, he cries out, "Baku!  
  Come and devour the dream!"  The Baku attacks and eats 
  illusory creatures and chases demons and other evil spirits 
  back to the Meido where they belong.
  Elephant: 
  The Elephant is the mount of a Bosatsu. It has six tusks.
  Giant Centipede: 
  The Giant Centipede is as tall as a human and the deadly 
  enemy of Dragons, Orochi, Kojin, and Kappa. Its eyes glow 
  like bright lanterns, and its sting is poisonous. Its hide 
  is impenetrable - unless the weapon is anointed with a 
  human saliva. It lives in the remote mountains.
  Giant Spider: 
  The Giant Spider is the size of a human being. She spins 
  her web in abandoned mines, deserted castles, and other 
  ruins. Its sticky strands are very strong. Anyone touching 
  the web must make a STR AR% at half normal STR to 
  break free.
  Kirin: 
  A staglike animal sent by the Kami as a sign that a new 
  clan lord or Emperor is a wise and pious ruler whose rule 
  will bring prosperity.
  Creature Type
  Baku
  Elephant
  Tiger/Lion
  Kirin
  Weight
  1,300 lbs
  1,500 lbs
  600 lbs
  500
  Height/Length
  5'/9'
  8'/10'
  42"/7'
  54"/5'
  BODY
  80
  90
  53
  46
  FAT
  34
  30
  45
  20
  BAP
  18
  20
  12
  32
  Double Time
  1 AP/12'
  1 AP/15'
  6'
  14'
  Sprint
  1 AP/24'
  1 AP/30'
  18'
  48'
  Attack
  Lg Claw +20
  Lg Tusk +20 
  Lg Bite +20
  none
  25 PSF%
  35 PSF%
  31 PSF%
  Lg Tusk +25
  Lg Hoof +25
  Lg Claws +25
  39 PSF%
  35 PSF%
  40 PSF%
  12
  MR
  33
  33
  33
  60
  Dodge
  +11 PSF%
  +11 PSF%
  +11 PSF%
  +21 PSF%
  Stamina
  +22 PSF%
  +22 PSF%
  +22 PSF%
  +10 PSF%
  Will
  +33 PSF%
  +33 PSF%
  +33 PSF%
  +60 PSF%
  Armour
  Hide
  Hide
  Hide
  Hide
  Slash
  33
  33
  33
  1
  Crush
  33
  33
  33
  0
  Pierce
  33
  33
  33
  1
  Missile
  33
  33
  33
  1
  Energy
  33
  33
  33
  1
  Hon
  146*
  135*
  147*
  23*
  * These creatures appear as Companions of a Buddha or Kami. Injuring one causes the 
  character's Buddhist or Shinto SPR to fall to 4 if it was higher.
  
  237
  Korean Lion Dogs: 
  Two statues of the Korean Lion Dog stand at the 
  entrance to most Shinto shrines. As a Kami Companion, 
  the Lion Dog is the size of a Lion and with the same 
  abilities except that it doesn't Claw.
  Lion: 
  The male Lion is the mount of a Buddha or Bosatsu.
  Nue Bird: 
   The Nue is a night bird, with a raucous, mournful cry 
  that causes Cowardice amongst listeners (Command). It 
  has the body of a badger, the head of a monkey, the paws 
  of a tiger, and the wings of an eagle. Its tail is a serpent.
  Saru Monkey: 
  The Saru is found in the mountains. It can take the form 
  of a human being for 5 minutes per level. It coats its fur 
  with a mixture of resin and sand, giving it armour as good 
  as a samurai's. It is fond of posing as a Kami in order to get 
  people to feed it good things or offer it beautiful women 
  as sacrifices. Saru often appear in groups of 2D10 with no 
  particular leader. Saru and dogs hate one another like cats 
  and dogs.
  Tiger: 
  The Tiger is the mount of a Buddha or Bosatsu. Dragons 
  and Tigers hate one another like dogs and cats.
  Umibozu 
  (Giant Squid pretending to be a Buddhist Priest):  The 
  Umibozu rises in storms to prey on small boats and 
  shipwrecked sailors, using Lesser Illusion (Illusion ) to 
  appear like a Buddhist Priest swimming in the water. If 
  people come near it, it grapples them with one or more 
  of its ten 20'-long tentacles and pulls them into its huge 
  mouth.
  Creature Type
  Gt Centipede
  Gt Spider
  Nue
  Saru
  Umibozu
  Weight
  900 lbs
  70 lbs
  20 lbs
  60 lbs
  300 lbs
  Height/Length
  8'/30
  5'/24"
  15"/30"
  3'/1'
  5’ / 40’
  BODY
  60
  20
  15
  30
  33
  FAT
  30
  37
  40
  40
  26
  BAP
  12
  15
  10
  12
  20
  Double Time
  2' slither
  3' crawl
  3' ground
  6' walk
  -
  Sprint
  40' fly
  9' sprint
  -
  Att/Dmg Bonus
  Lg Bite +25
  Md Bite +5
  Sm Bite +1 
  Sm Bite +5
  Lg Beak
  20 PSF%
  15 PSF%
  12 PSF%
  10 PSF%
  50 PSF%
  Sting +10
  Sm Claw +1
  Grapple
  20 PSF% Poison
  9 PSF%
  40 PSF%
  MR
  25
  15
  10
  15
  20
  Dodge
  +0 PSF%
  +25 PSF%
  +35 PSF%
  +35 PSF%
  +10 PSF%
  Stamina
  +30 PSF%
  +5 PSF%
  +20 PSF%
  +25 PSF%
  +25 PSF%
  Will
  +20 PSF%
  +25 PSF%
  +0 PSF%
  +15 PSF%
  +35 PSF%
  Armour
  Chitin
  Skin
  Feathers
  Skin
  Skin
  Slash
  *
  0
  0
  10
  1
  Crush
  *
  0
  0
  7
  1
  Pierce
  *
  0
  0
  7
  1
  Missile
  *
  0
  0
  9
  0
  Energy
  *
  16
  0
  7
  0
  Hon
  159
  22
  10
  27
  59
  * The Giant Centipede's chitin protects it against all attacks except those from 
  weapons anointed with human saliva, to which it is 0.
  
  238
  Tatsu Dragon
  Type
  Hatchling
  Youth
  Adult
  Old
  Ancient
  HONOUR
  66
  170
  432
  945
  1810
  AVARICE 
  23
  35
  52
  74
  98
  AGL/AR%
  15 /76%
  17 /82%
  19 /88%
  21 /92%
  23 /96%
  CON/AR%
  16 /79%
  18 /85%
  20 /90%
  22 /94%
  24 /98%
  DIS/AR%
  16 /79%
  17 /82%
  18 /85%
  19 /88%
  20 /90%
  INT/AR%
  17 /82%
  18 /85%
  20 /90%
  22 /94%
  25 /99%
  STR/AR%
  20 /90%
  22 /94%
  25 /99%
  27 /99%
  30 /99%
  SPR/AR%
  16 /79%
  18 /85%
  23 /96%
  27 /99%
  30 /99%
  Height
  4
  7
  11
  16
  22
  Length
  16
  32
  64
  96
  150
  Weight
  90
  360
  1250
  3800
  6000
  CCAP
  79
  345
  1400
  5700
  13500
  ASR
  12
  26
  53
  106
  164
  Body
  41
  58
  93
  191
  276
  Fatigue
  36
  40
  51
  80
  112
  BP
  16
  17
  19
  20
  21
  Walk
  8
  10
  9
  8
  7
  Double
  16
  20
  18
  16
  14
  Sprint
  32
  40
  36
  32
  28
  Swim
  8
  10
  12
  14
  16
  Fly 
  10
  10
  9
  8
  7
  MR
  30
  30
  35
  35
  40
  Dodge
  10 PSF%
  16 PSF%
  25 PSF%
  34 PSF%
  46 PSF%
  Stamina
  15 PSF%
  18 PSF%
  21 PSF%
  24 PSF%
  30 PSF%
  Willpower
  9 PSF%
  12 PSF%
  18 PSF%
  24 PSF%
  30 PSF%
  Sight
  6 PSF%
  9 PSF%
  12 PSF%
  15 PSF%
  18PSF
  Sound
  6 PSF%
  9 PSF%
  15 PSF%
  21 PSF%
  30 PSF%
  Skills (M)
  30 PSF%
  39 PSF%
  45 PSF%
  51 PSF%
  57 PSF%
  Number
  2
  3
  4
  5
  7
  Skills
  10 PSF%
  19 PSF%
  25 PSF%
  31 PSF%
  40 PSF%
  Number
  4
  6
  8
  10
  12
  Attacks
  Hatchling
  Youth
  Adult
  Old
  Ancient
  Bite 50%+
  10 PSF%
  25 PSF%
  40 PSF%
  55 PSF%
  75 PSF%
  Damage
  18 HP
  23 HP
  24 HP
  26 HP
  27 HP
  Claws 50%+
  5 PSF%
  12 PSF%
  20 PSF%
  28 PSF%
  37 PSF%
  Damage
  18 HS
  23 HS
  24 HS
  26 HS
  27 HS
  Tail 50%+
  8 PSF%
  14 PSF%
  20 PSF%
  26 PSF%
  35 PSF%
  Damage
  11 HC
  14 HC
  18 HC
  23 HC
  30 HC
  ASR Dmg 
  +0
  +2
  +14
  +39
  +67
  ARMOUR
  vs Slash
  7
  9
  11
  13
  15
  vs Crush
  6
  8
  10
  12
  14
  vs Pierce
  6
  8
  12
  14
  16
  vs Missile
  9
  11
  13
  15
  20
  vs Energy
  5
  7
  9
  11
  14
  Magick
  Hatchling
  Youth
  Adult
  Old
  Ancient
  ML
  1
  3
  7
  12
  18
  PMF
  50
  62
  89
  122
  165
  PSF%
  25
  31
  37
  46
  60
  Spells
  5
  10
  20
  40
  All
  
  239
  Special Abilities
  They have the ability to breath both air and water (as per 
  the spell Breathe Water but permanent.
  They can cast any Water, Air, Illusion and Meido spells 
  subject to the limitation below.
  Tasu has the ability to shape change (Shape shift spell) 
  and to become invisible at will (Greater Cloak Self).
  They have the ability to fly without the use of wings 
  using their command of the air, but it costs 2 Fatigue 
  points per round to maintain it.
  Limitations
  Tatsu Dragons have no breath weapon.
  The level of spell they can cast is restricted to their ML 
  and the number of spells known are restricted by age.
  The ability to shape change and become invisible only 
  applies to Young and older Dragons.
  Description
  Tatsu Dragons or the Japanese Dragon are wingless 
  serpentine creatures with clawed feet. Similar to Chinese 
  Dragons, the main differences are spines along the back 
  and only having three toes on each foot. (Chinese Dragons 
  have five toes.)
  Tatsu are often regarded as guardians of Shinto shrines 
  and a force for good. Unlike other Dragons, the Tatsu (or 
  Ryu) is considered a benevolent being although extremely 
  powerful and fearsome, they bring wealth and good 
  fortune. While it is rare, Tatsu can become evil and there 
  are tales of a rare Tatsu feasting on men.
  Tatsu Dragons are not like the fire-breathing, winged 
  dragons of European folklore. They are the lords of water 
  and sky, who run through the clouds without needing 
  wind, and bring on thunderstorms or gentle rain or clear 
  days depending on their mood. They can breathe both 
  water and air. They do not have a hoard (though they do 
  live in luxury). 
  Most of them make their homes in a palace under a 
  lake or in the sea on the Meido plane, where they marry 
  and raise their children. Their servants are fish and 
  water creatures, including Kojin (sharkmen) and Orochi 
  (serpents). They can transform to human form like 
  Hengeyokai.
  All Tatsu Dragons are Instinctive Mages who know 
  all the spells of Illusion, Water, Air, and Meido. They 
  regenerate Body Points and Fatigue Points at double the 
  standard rate when under water or during a rainstorm. 
  They are unaffected by lightning, whether natural or 
  magical, or by Air or Water spells. Their deadly enemies 
  are Tigers and Giant Centipedes. 
  The Dragon King's palace is rumoured to be at the 
  bottom of the sea, near to the Okinawa islands. Ryujin 
  the Dragon King lives in an opulent palace known as the 
  “Evergreen Land”. The palace is many storied, made of red 
  and white coral, guarded by many Dragons. Within the 
  palace are great treasure including the Tide Jewels which 
  have great power over Water. 
  There are four great halls within the palace. On the 
  north side lies the Winter Hall where snow falls constantly. 
  The south side houses the Summer Hall where crickets 
  chirrup in a permanent warm summer evening. The East 
  hall is the Hall of Spring where butterflies flutter around 
  Cherry tress filled with blossoms, and finally on the west 
  side is the hall of Autumn where maple tress seem to glow 
  in bright autumnal colours.
  Ryujin has many vassals that serve him such as fish and 
  other sea life. Turtles have a special place and serve as 
  Ryūjin's main messengers. For any human who manages 
  to visit the palace, time passes slowly with a day in this 
  palace lasting a 100 years on earth. 
  Magick Materials
  Should anyone be fortunate to encounter the remains of 
  a dead Tatsu, then there are certain parts of the remains 
  that can be utilised by a Mage.
  The spines may be enchanted to form +4 Arrowheads 
  (10 + 1D10 suitable spines can be harvested weighing  0.1 
  lbs and MR 4). Within the Heart can be found a huge 
  pearl, this will weigh 0.1 lb per ML of the Dragon and 
  will be MR 8. If fully enchanted it can form the basis for 
  a Greater Device of Power with the ability to contain a 
  number of Basic Magick Water spells equal to the ML of 
  the Dragon in addition to its normal capacity.
  
  240
  Hengeyokai
  Hengeyokai are clever animals and plants who can 
  transform themselves into human form. They don't need 
  a Magick spell to change their shape. They do, however, 
  need to maintain concentration to make sure they don't 
  slip out of character - either physically or psychologically. 
  The GM should check every DIS x hours against the 
  Hengeyokai's Mental Fortitude skill of Maintain Shape 
  change to see if it has  made a slip (like letting its ears prick 
  up into points or like chasing a mouse).
  A common theme in Japanese legend is that of the beast 
  or bird or fish or tree saved by a man's kindness, which 
  transforms itself into a beautiful girl who marries her 
  rescuer or serves him as a dutiful daughter or sells herself 
  as a geisha to bring him money. Sometimes a grateful 
  Hengeyokai will bring her benefactor a precious gift - a 
  deadly arrow from her feathers, or beautiful cloth woven 
  from her down or fur, or even her own child's liver to cure 
  his child's deadly illness. (The GM should feel free to have 
  any wild animal turn out to be a Hengeyokai when placed 
  under a debt of either gratitude or vengeance.)
  If a Hengeyokai wife or adopted daughter is unmasked, 
  she is very embarrassed to have been found out. She will 
  apologize to her friends (especially to her benefactor) and 
  attempt to leave the scene as soon as possible, returning 
  only if she must complete an overriding duty.
  A Hengeyokai may take the form of any human being 
  - male or female, young or old, beautiful or ugly, samurai 
  or peasant. He may not take the form of another animal. 
  The Badger Hengeyokai can take the form of an inanimate 
  object but this can be quite risky. A Badger who becomes 
  a teapot may find himself scalded by being filled with 
  boiling water. A Badger who becomes a kite may get hurt 
  if he falls to the ground. A Badger who becomes a dozen 
  gold coins will find himself being torn apart if the coins 
  are spent separately.
  All Hengeyokai are Instinctive Mages but must learn 
  their spells just like human Mages. Dead Hengeyokai do 
  not qualify for Buddhist burial services, but their spirits 
  follow the paths of the dead, Shinto or Buddhist, just like 
  dead humans. Their Buddhist Current SPR is half their 
  Shinto Current SPR (rounded down).
  Animal Hengeyokai have several Outdoors Skills at 
  FIVE times higher in animal form than in human form:  
  Blending into the Surroundings, Covering Tracks, Finding 
  Direction, Finding One's Location, Finding Water, 
  Foraging for Wild Foods, Forester's Stealth, Intention of 
  Animals, and Tracking Prey.
  Usual Types Of Hengeyokai
  The BADGER usually disguises himself as a wandering 
  Yamabushi who is fond of drinking sake and eating 
  cooked food. It enjoys fooling credulous Buddhists by 
  appearing as a Buddha or Bosatsu. It may also appear as 
  a beautiful girl. It dislikes fighting and takes all skills that 
  involve inflicting damage (whether Athletic, Combat, 
  Magick, or Thievish) at +2 DF.
  The Cat usually appears as a woman, either a beautiful 
  young woman or an ugly old crone. There are many stories 
  about how an evil Cat Hengeyokai killed a woman and 
  ate her so it could take her place in the household. Since 
  it's the husband's mother (or grandmother) who runs the 
  typical Japanese household, such a Cat is in a position 
  of great domestic power. She is usually not interested in 
  attacking people with weapons but instead prefers to eat 
  their vitality using Meido Magick. The Japanese typically 
  cut their cats' tails short and assumed that any cat with an 
  un-bobbed tail would grow up to become a Hengeyokai. 
  A long-tailed cat might find it safer to use an Illusion spell 
  to disguise her tail-length. A cat acquires an additional 
  tail for every Magick Level starting with the third Magick 
  Level, with a maximum of nine tails.
  The male Fox is usually an excellent weaponsmith 
  and as skilled with the katana as a Samurai. The female 
  Fox generally appears as a seductive and cultured young 
  woman. She may be interested in consuming her lover's 
  vitality like the Cat, or she may be willing to make any 
  sacrifice to help him fulfil his duties and desires. She may 
  appear as a Geisha or Courtesan, a Samurai or Noble, 
  or even as an Onnadate (the female equivalent of the 
  Otokodate). Both male and female foxes may be Warriors 
  as well as Mages.
  Foxes like to amuse themselves by leading travellers 
  astray in the wilderness during the fog or night by taking 
  the form of a fellow traveler with a bright lantern a few 
  hundred feet ahead, and then leaving them stranded in a 
  dangerous place. Foxes also enjoy imitating the procession 
  that escorts a bride to her husband's house (though they 
  don't marry one another). Favourite fox foods included 
  aburage (fried bean-curd) and azuke (sugared red beans). 
  A fox acquires an additional tail for every two Magick 
  Levels starting with the third Magick Level, with a 
  maximum of nine tails.
  
  241
  The TREE Hengeyokai emanates its spirit rather than 
  actually transforming its material body into human form. 
  The actual tree remains in the forest or garden where 
  it is growing, even though the Hengeyokai spirit may 
  be wandering hundreds of miles away. The GM should 
  ask any player with a Tree Hengeyokai PC where the 
  tree is growing so he can check the area for fires and 
  woodcutters. Hengeyokai trees may appear as young 
  beautiful women or as strong warriors.
  If the tree is injured, the Hengeyokai feels pain. If 
  the tree is cut down, the Hengeyokai vanishes and dies. 
  Hengeyokai trees only take 10% damage from lightning 
  strikes. (Some say that Hengeyokai trees are the result of 
  lightning striking an old tree.)
  Kami Messenger 
  Hengeyokai
  A few Kami use Hengeyokai of Shinto SPR 13 or 
  higher as messengers, to deliver warnings or praise. These 
  messengers appear like normal Hengeyokai but have the 
  Gift of Faith and may learn Acts of Faith like a Shinto 
  Priest. The GM should think long and hard before he 
  allows a Kami Messenger PC in his campaign.
  Kami 
  Messengers
  Benten ........................................................a white serpent
  Ebisu .................................................................... a tai-fish
  Hachiman .......................................................a white dove
  Inari ...................................................................a white fox
  Kompira ...................................................................a turtle
  Mount Fuji.......................................................a cherry tree
  Hengeyokai Possession
  An animal Hengeyokai may possess a human being 
  using the spell Possess Human Body (Meido). A Fox will 
  usually spend the time consuming its favourite foods. A 
  Cat will usually spend the time eating the most expensive 
  fresh fish and wearing beautiful clothing. During 
  possession, the Hengeyokai may consume the mortals 
  vitality by using a Meido spell. After 1D10+5 days, even if 
  an Exorcist or Medium is not summoned, the Hengeyokai 
  will usually consent to leave if the victim's family promise 
  to make an offering of food and sake to him at a shrine to 
  Inari. For more details on Possession p162.
  Hengeyokai Npcs
  See C&S 5th ed. rulebook Natural Creatures, Small 
  creatures of the woodlands and grasslands for details on 
  the Badger, Cat and Fox in animal form. A tree's true form 
  is 20 + (5xD10) feet tall. It takes a Woodcutter 4+1D10 
  rounds to fell a tree.
  Typical Badger Attributes and Traits (100 PC Pts, 2 
  Masteries)
  Typical Badger Attributes and Traits (100 PC Pts, 2 Masteries)
  AR%
  AGL
  15
  76%
  Height: 
  5'4"
  LCAP: 
  119 lbs
  Jump: 
  7'
  APP
  10
  58%
  Weight: 
  127 lbs
  CCAP: 
  60 lbs
  MOV: 
  16
  BV
  14
  73%
  Body: 
  23
  Fatigue: 
  18
  CON
  09
  54%
  DIS
  09
  54%
  See NPC Mages for further details. p233
  INT
  17
  82%
  STR
  08
  50%
  SPR
  04
  50%
  WIS
  10
  58%
  
  242
  Typical Cat Attributes and Traits (100 PC Pts, 2 Masteries)
  AR%
  AGL
  17
  82%
  Height: 
  5'4"
  LCAP:  
  76 lbs
  Jump: 
  9 ft
  APP
  16
  79%
  Weight: 
  127 lbs
  CCAP: 
  38 lbs
  MOV: 
  17
  BV
  08
  50%
  Body: 
  18
  Fatigue: 
  16
  CON
  08
  50%
  DIS
  08
  50%
  See NPC Mages for further details p233.
  INT
  17
  82%
  STR
  08
  50%
  SPR
  04
  30%
  WIS
  07
  45%
  Typical Fox Attributes and Traits (100 PC Pts, 2 Masteries)
  AR%
  Samurai/Noble
  AGL
  13
  70%
  Height: 
  5'8"
  LCAP: 
  186 lbs
  Jump: 
  10 ft
  APP
  13
  70%
  Weight: 
  142 lbs
  CCAP: 
  93 lbs
  MOV: 
  14
  BV
  08
  50%
  Body: 
  23
  Fatigue: 
  23
  CON
  08
  50%
  DIS
  12
  66%
  See NPC Warriors for further details. p230
  INT
  15
  76%
  STR
  15
  76%
  SPR
  08
  50%
  WIS
  08
  50%
  Typical Tree Attributes and Traits (100 PC Pts, 2 Masteries)
  AR%
  AGL
  15
  76%
  Height: 
  5'6"
  LCAP: 
  83 lbs
  Jump: 
  8 ft
  APP
  13
  70%
  Weight: 
  119 lbs
  CCAP: 
  42 lbs
  MOV: 
  13
  BV
  14
  73%
  Body: 
  22
  Fatigue: 
  21
  CON
  11
  62%
  DIS
  08
  50%
  See NPC Foresters for further details p231.
  INT
  11
  62%
  STR
  10
  58%
  SPR
  10
  58%
  WIS
  08
  50%
  
  243
  Bakemono
  There are many different races of Bakemono in addition 
  to those mentioned as PC possibilities. All Bakemono 
  may appear on either the Meido or the material plane. 
  They cannot become either Buddhist or Shinto Priests, 
  but some of them are Instinctive Mages. The humanoids 
  have the same MOV as human beings of the same height 
  except as noted on page 62. They all have Night Vision (as 
  per special ability) but may also appear in the daytime, 
  especially in the wilderness. Their Buddhist Current SPR 
  is one-third of their Shinto Current SPR.
  Seeing a Bakemono unexpectedly requires a human 
  character to make a Willpower roll to check morale. 
  Failure will result in
  01 ..................-20% to all skills except fleeing until a Willpower roll succeeds
  02-04 ....................................-10% to all skills until a Willpower roll succeeds
  05-10 ...............................................................a startled jump or exclamation
  From the Shinto point of view, Bakemono are all 
  Kami. From the Buddhist point of view, they are all 
  unenlightened beings, trapped in the cycle of death and 
  rebirth, just like human beings and animals.
  Dry Land Bakemono
  Unlike the Water Bakemono, the Land Bakemono do 
  not have any lord. Land Bakemono of different races don't 
  cooperate with one another. A Demon or Shaman (or 
  Summoner) who attempts to set up an army with more 
  than one race of Land Bakemono (or, worse yet, Land and 
  Water Bakemono), will find them as much interested in 
  attacking one another as in attacking humans.
  Ichi-Me
  Ichi-me (literally "one-eyes") are boyish-appearing ugly 
  goblins who have only one eye, set right above the nose. 
  They usually live in the wilderness but may enter villages 
  or un-walled cities at night. They are usually loners.
  Ichi-me are not Mages. They have the combat skills of a 
  warrior of the same level (usually level 1D10) but use any 
  missile weapons at half normal skill for their level. They 
  carry Yari or Tanto.
  Oni 
  Oni (literally "demons")  are very tall, very strong 
  goblins with large horns and fangs. Some have only two 
  eyes; some have three, five, or even nine eyes. They live 
  in the wilderness, though they may enter an un-walled 
  village or city at night  or even try to break into a walled 
  city, usually through the northeast gate (the direction of 
  demons). A female Oni is called an Oni-Baba (literally 
  "demon crone"). Some Oni are loners; others band 
  together in groups of 1D10+1.
  Some Oni-Baba were originally human women who 
  grew horns and turned into Oni when they became 
  overwhelmed by jealousy due to their husbands' 
  infidelity. (Japanese brides wear a special headdress on 
  their wedding day which is called a "horn hider" and is 
  supposed to prevent them from turning into Oni.) If the 
  GM turns a human woman character into an Oni, he 
  should raise STR to a minimum of 15 but lower APP to a 
  maximum of 5.
  In the Meido, Oni delight in attacking ghosts. They 
  howl at the ghosts of children and try to break up their 
  games. They play vicious versions of tag or hide and go 
  seek, chasing ghosts and other spirits across the Meido 
  and torturing anyone they catch by sawing them with 
  carpenter's saws or boiling them in gigantic soup pots and 
  tearing off their arms and legs to eat.
  An Oni can transform himself to human form. Or he 
  may assume a frightening pseudo-human appearance, 
  such as having a face without any features  no eyes, nose, 
  or mouth. Another favourite Oni trick is to take the form 
  of a smiling Buddhist priest  with a third eye on the top of 
  his shaven head. Some Oni are fond of playing the large 
  taiko drum and fooling people into thinking there's a 
  thunderstorm.
  An Oni's usual weapon is a Tetsubo. In his true form, he 
  wears a loincloth made from the hide of a tiger or some 
  other dangerous or enchanted animal. He has the combat 
  skills of a warrior of the same level (usually 11+1D10).
  Cutting off an Oni's arm deprives him of all him 
  strength. An Oni can rejoin his arm for up to a month 
  after it has been severed, and will often come in disguise 
  to try to trick his attacker into giving him the arm back 
  again.
  
  244
  Rokuro Kubi
  Rokuro Kubi (literally "spinning necks") look like tall 
  humans but have unique necks. A Rokuro Kubi's head can 
  spin freely around on its neck  or stretch up to 6 feet long, 
  bending and coiling like a snake  or leave its neck behind 
  and fly away at the same speed as the person can walk. 
  Rokuro Kubi find it amusing to Dodge attacks aimed at 
  the neck or head by lifting the head up out of the way  and 
  perhaps even politely bowing with the body.
  A Rokuro Kubi's headless body stays where he left it. It 
  can be moved without alerting the head (unless the head 
  is looking at the body). In combat, treat the detached head 
  as having all but 1D10 of the person's Fatigue Points and 
  a third of his Body Points. They have a combat skill of a 
  Warrior of the same level (usually level 2D10 for NPCs). 
  A Rokuro Kubi head can only carry items in its mouth. A 
  Rokuro Kubi cannot be suffocated by strangling, only by 
  holding its head under water.
  Rokuro Kubi live in towns, usually as merchants or 
  wealthy artisans. They marry one another and raise 
  families. They are Instinctive Mages who must learn spells 
  like human beings. They are very fond of drinking lamp 
  oil, and must make a Willpower roll to remember not to 
  stretch their necks out to reach a lamp and have a sip.
  Tengu
  The Tengu is a tall crow-like goblin who dwells in the 
  forest wilderness. In their true form, they have long red 
  noses and long, sharp nails. They often carry fans made 
  out of crow feathers. They may transform to human beings 
  like a Hengeyokai  or to Crows. They usually carry crow 
  feather fans and katana. They are Instinctive Mages who 
  must learn their spells like human beings. They have the 
  combat skills of a warrior of the same level (usually level 
  2D10 for NPCs).
  Some Tengu are loners; others band together in 
  groups of 1D10+2. They often have a close relationship 
  with the Nushi of their forest. They may kidnap a local 
  peasant repeatedly, amused at his reaction to their flying 
  and games with Fire Magick. They are often skilled 
  weaponsmiths (but not Weaponsmith Mages), and may 
  make a katana as a gift to friend or instruct him in the 
  combat skills of Slashing Sword or Katana Great Blow.
  Yama Hito
  Yama Hito (literally "mountain person") are burly, 
  mountain-dwelling goblins with repulsively hairy arms 
  and legs. Some Yama Hito have a special relationship to 
  the Nushi of their area.
  Yama Hito have long, tangled hair and a huge second 
  mouth underneath it at the back of their heads!  Their 
  hair is prehensile; it can reach out up to five feet away and 
  Grapple a victim, dragging him up to the Yama Hito's back 
  mouth which is big enough to swallow a baby whole  or 
  an adult's foot, hand or head. (Treat a Critical Hit on any 
  extremity as biting it off and swallowing it whole.)  Yama 
  Hito have the combat skills of a Warrior of the same level 
  (usually 5+1D10). Their usual diet is wild boar. Some 
  Yama Hito are loners; others band together in groups of 
  1D10+1.
  The female Yama Hito is called a Yama Uba (literally 
  "mountain nurse"). She is a skilled midwife (who knows 
  the Healing Arts at her level +1) and can ensure a 
  pregnant woman a safe childbirth. Peasants sometimes use 
  Yama Uba as midwives or baby sitters. The only problem is 
  that each day a Yama Hito is around a human baby, it must 
  make a Discipline AR% (usually 50%) to keep from eating 
  the delicious baby as a snack.
  
  245
  Dry Land Bakemono NPCs
  Creature Type
  Ichi-me
  Oni
  Rokuro 
  Kubi
  Tengu
  Yama Hito
  Weight
  30 lbs
  500
  172 lbs
  172 lbs
  600 lbs
  Height/Length
  3' '
  7'6"
  6'
  6'
  7'6"
  BODY
  16
  65
  28
  21
  60
  FAT
  25
  45
  25
  25
  50
  Attack
  As warrior
  As warrior
  As warrior
  As warrior
  Grapple
  Yari
  Tetsubo
  Katana
  Katana
  PSF% 25
  Sm Claw
  Lg Bite +15
  PSF% 10
  PSF% 25
  Lg Punch +15
  PSF% 15
  MR
  10
  49
  10
  10
  25
  Dodge
  As warrior
  +21 PSF%
  As warrior
  As warrior
  +3 PSF%
  Stamina
  As warrior
  +55 PSF%
  As warrior
  As warrior
  +37 PSF%
  Will
  As warrior
  +25 PSF%
  As warrior
  As warrior
  +8 PSF%
  Armour
  Skin
  Skin
  Skin
  Skin
  Skin
  Slash
  0
  10
  0
  0
  13
  Crush
  0
  15
  0
  0
  10
  Pierce
  0
  8
  0
  0
  12
  Missile
  0
  10
  0
  0
  13
  Energy
  0
  12
  0
  0
  13
  Hon
  var
  var
  var
  var
  112 avg
  Water Bakemono
  The Dragon Realm lies under the water and is ruled by 
  the lord of the Dragons, the Emperor of the Ocean. All 
  oceans, lakes and rivers are his territory, and all water 
  creatures are subject to his commands. The Dragon 
  Emperor's beautiful ocean palace is in the Meido.
  Except for the Kappa and Shojo, Water Bakemono in 
  their true form do not have arms but instead must carry 
  items in their mouth. Even in human form, all Water 
  Bakemono are 100% at Swimming.
  
  246
  Orochi
  Orochi are large water-breathing serpents, who can take 
  on human form and breathe air for up to one hour per 
  CON without ill effect. After that, their skills are -5% per 
  hour outside of the water (i.e. -5% for the first hour, -10% 
  for the second, -15% for the third, etc.).
  Some Orochi live in a deep lake, in an underwater 
  palace on the Meido plane; others live in the ocean and 
  attend the Dragon Emperor. Some are loners; others 
  marry and raise children. They are Instinctive Mages who 
  must learn their spells like mortals,
  Some Orochi were once human beings. In Japanese 
  legend, people suffering intense guilt or intense frustration 
  because of thwarted passion may be transformed to 
  Orochi. Other people are transformed to Orochi as 
  punishment by Kami whom they have offended by 
  defiling a river or lake with blood or some other impurity. 
  (A human being transformed to an Orochi re-rolls the 
  Physical Attributes of STR, AGL, and CON if they are 
  below the Orochi minimum.)
  Kojin (Shark People)
  Kojin are sea dwellers but can breathe both air and 
  water. They are the Dragon Emperor's samurai. They only 
  appear on land if sent with a message from the Dragon 
  Emperor or if exiled from the Dragon Realm (like a 
  samurai whose clan lord has exiled him as a ronin). Their 
  water form is a shark. In their usual land form, Kojin look 
  like tall humans but have black skin, sharp horns, and 
  green eyes. They can transform to normal human form 
  like a Hengeyokai. They are Instinctive Mages who must 
  learn their spells like mortals,
  If a Kojin is sincerely unhappy, he weeps rubies (of 1D10 
  carats) at the rate of 1 ruby per round for 1D10 rounds  
  but only when not under the influence of Magick. The 
  rubies are standard MR.
  Kappa
  Kappa are boyish-appearing goblins who dwell in the 
  water and can breathe both water and air. They have 
  frog-like greenish-yellow skin, with webbed and clawed 
  fingers and toes, and no head hair. Their breath smells of 
  fish. They are very fond of sake and of cucumbers with 
  soy sauce. They can transform to human form like a 
  Hengeyokai. They are Instinctive Mages who must learn 
  their spells like mortals,
  Kappa live in fast-flowing rivers and quiet lakes and 
  swamps, and punish intruders by eating them. They 
  also pursue women, not caring whether the women are 
  beautiful or ugly by human standards. They are typically 
  loners.
  A Kappa's head has a concave, saucer-like depression 
  on the top of its head which should always be filled with 
  water. If some of the water is spilled, the Kappa loses all its 
  strength (STR 1, all skills at unlearned SC%) until he has 
  refilled the saucer. If the saucer is empty, the Kappa goes 
  to 0 Body Points. A Kappa's water will spill if he trips, falls, 
  or is in combat and suffers a head hit. It will also spill if 
  someone politely bows to him and he politely but absent-
  mindedly bows in return.
  Kappa typically attack humans by grappling them to pull 
  them under the water, afterward sucking out their insides 
  and leaving a hollow skin behind. Most NPC Kappa are 
  expert Wrestlers.
  Some Kappa know secrets of Healing that even the most 
  learned human beings don't know. They can even rejoin 
  severed arms and legs  as long as they haven't been severed 
  for more than three days. They may teach this secret at the 
  request of someone who wins their friendship.
  Shojo
  The Shojo is a boyish-appearing goblin with long red 
  hair and webbed fingers and toes, who can breathe both 
  water and air. He wears a gaudy red and gold kimono. 
  Shojo are very fond of good sake and can drink kegs of it 
  without ill effect. A Shojo's appearance in a fishing village 
  is a sign that the Dragon Emperor is pleased with the 
  villagers and will send them good fishing for the next year, 
  so he is customarily greeted by declaring the day a holiday 
  of feasting and dancing  and, of course, drinking. They are 
  unaffected by Magick spells. Shojo are usually found at the 
  court of the Dragon Emperor and one will appear on land 
  only as his messenger.
  Dragon Realm Bakemono 
  NPCs
  The Kappa, Kojin, and Orochi have the combat skills of 
  a human warrior of the same level. The Shojo is a Non-
  Adventurer.
  
  247
  Creature Type
  Orochi
  Kojin
  Kappa
  Shojo
  Weight
  350 lbs
  500 lbs
  30 lbs
  30 lbs
  Length
  35'
  15'
  3’
  3’
  BODY
  38
  45
  16
  14
  FAT
  30
  35
  25
  20
  BAP
  15
  15
  3
  3
  Attack
  Lg Bite +10
  Lg Bite +15
  Grapple
  As Human
  10 PSF%
  30 PSF%
  50 PSF%
  +0 PSF%
  Sm Horn
  Sm Claw +15
  15 PSF%
  20 PSF%
  Melee Weapon
  Melee Weapon
  As Warrior
  As Warrior
  MR
  10
  10
  10
  10
  Dodge (on land) 
  As Warrior
  As Warrior
  As Warrior
  As Warrior
  Stamina
  As Warrior
  As Warrior
  As Warrior
  As Warrior
  Will
  As Warrior
  As Warrior
  As Warrior
  As Warrior
  Armour
  Skin
  Hide
  Skin
  Skin
  Slash
  0
  0
  0
  0
  Crush
  0
  0
  0
  0
  Pierce
  0
  0
  0
  0
  Missile
  0
  0
  0
  0
  Energy
  0
  0
  0
  0
  Hon
  As Warrior
  As Warrior
  45
  30
  Water Bakemono NPCS
  
  248
   Ryo (Spirits)
  There are many different types of Ryo in addition to 
  those mentioned as PC possibilities. All Ryo can appear 
  on either the Meido or the material plane. They cannot 
  become Buddhist or Shinto Priests (and cannot perform 
  Acts of Faith), but some of them are Instinctive Mages.
  They have the same Height and Weight as human 
  beings, with a Basic Movement Rate of +2 compared 
  to human beings. They do not have Body Points. They 
  recover Fatigue Points at three times the usual rate plus 
  special bonuses (see below). They have Night Vision 
  (as per the special ability). Some of them are Instinctive 
  Mages, but none of them can make or use Magick Devices 
  or Focuses. They are immune to Psychological Magick 
  unless the spell is cast by a Priest or a non-human.
  Ryo do not have material bodies (or Body Points) and so 
  are not affected by standard material attacks. They can be 
  injured by Magick weapons or Magick spells, as well as by 
  Acts of Faith.
  From the Shinto point of view, Ryo are all Kami, 
  subordinate to O-Kuni-Nushi. From the Buddhist point of 
  view, Ryo are unenlightened beings, trapped in the cycle of 
  death and rebirth.
  Seeing a Ryo unexpectedly requires a living character to 
  make a Willpower roll to check morale. Failure will result 
  in
  10+ ................-20% to all skills except fleeing until a Willpower roll succeeds
  07-09 ....................................-10% to all skills until a Willpower roll succeeds
  02-06 ...............................................................a startled jump or exclamation
  01 ......................................................................................................no effect
  Hengeyokai roll Crit Die -1. Bakemono roll Crit Die -3.
  Ryo Of The Living
  A living person may unknowingly emanate his Ryo (if 
  he fails a DIS AR%) by brooding upon someone to whom 
  they are attached by hatred or love. The Ryo of a living 
  person looks just like its source. When it is active, its 
  source will be tired (-1D10 Fatigue Points) and unable to 
  regain Body or Fatigue Points.
  The Ryo looks just like its source. It wears the same 
  clothes and carries the same weapons. (If its source owns a 
  weapon or other item with an Artefact Ryo, the equivalent 
  item the Ryo carries will not have an Artefact Ryo.)
  Ikiryo
  A living person who has become obsessed by his hatred 
  or fear of another person may emanate an Ikiryo. The 
  moment the obsessed person becomes distracted from his 
  brooding hatred, the Ikiryo will vanish  only to reappear 
  the next time the person falls to daydreaming about killing 
  his enemy, or even about how pleasant it would be if his 
  enemy got sick and died.
  An Ikiryo casts spells without the source's becoming 
  aware of this as a Mage with PMF 74, PSF% 64, and ML 5. 
  A source cannot use spells learned by its Ikiryo.
  The Ikiryo may merely annoy the victim with minor 
  mischief:  disarranging his hair or blowing out his lamp 
  (with Ghostly Touch, Meido) or whispering insults to him 
  (with Whispers on the Wind, Meido). Or the Ikiryo may 
  attack the victim (with Ghostly Wrestle, Meido) or scream 
  insults at him (with Screams on the Wind, Meido). It can 
  Possess its victim and affect his vitality using Meido spells.
  If the Ikiryo is injured or hurt, it will disappear and 
  its source will lose 3 Fatigue Points for each Fatigue or 
  Body Points the Ikiryo lost. If the Ikiryo is killed, it will 
  disappear and its source will go to 0 Body Points.
  A Shinto Priest will advise the victim of an Ikiryo to 
  enshrine the Ryo. If the enshrinement is successful, the 
  Ikiryo will no longer persecute the victim. A Buddhist 
  Priest will consider the source morally responsible for all 
  his actions, conscious or unconscious, and will attempt to 
  enlighten him, advising him that his Karma will suffer if 
  his Ikiryo commits evil deeds.
  Rikombyo
  A living person (usually a woman) who has become 
  obsessed by her love for someone but who cannot be with 
  him in person (perhaps because of parental disapproval or 
  poverty) may emanate a Rikombyo. The source remains 
  unconscious, in a deep trance-like sleep which cannot be 
  broken.
  A Rikombyo begins with all the characteristics of the 
  source, but as it gains experience, it may go up levels. If 
  the source is killed, the Rikombyo vanishes. If the beloved 
  is killed, or rejects the Rikombyo's love, the Rikombyo 
  vanishes and the source awakens. If the Rikombyo dies, 
  the source falls into a fever for 2D10 hours and then 
  awakens, remembering the experience only as a dream. 
  If the Rikombyo is brought into the same room as the 
  sleeping source, the two will merge into one person who 
  will be wide awake and retain full memory of the strange 
  experience.
  
  249
  NPC Ryo Of The Living
  The Ryo is the same as the source (see Vocations) except 
  that the BAP is +2.
  Ryo 
  Ikiryo 
  Rikombyo
  MR 
  10 
  10
  Exp Award 
  source + 200 
  source + 50
  Ryo Of The Dead
  Most dead people's souls reincarnate or stay in the 
  Meido. A few are drawn back to the material world. They 
  usually appear as ghosts:  dressed in white, with tangled 
  hair, without feet but floating a few inches above the 
  ground. Sometimes they appear as eerie blue or yellow 
  flames, about as bright as a lantern. Such a flame may 
  hover over the Ryo's grave or over a treasure he once hid, 
  or may lead his killer astray into a dangerous place.
  A Ryo of the Dead may take on the appearance he had 
  in life  at the cost of 1 Fatigue Point per hour. If they are 
  reduced to 0 Fatigue Points, they will be too weak to 
  reappear on the material plane for another 12 years  but 
  then will reappear, still under the same compulsion. Their 
  Buddhist  is half that of their Shinto Current SPR.
  A Ryo of the Dead cannot be found, in the Meido or 
  elsewhere, until 49 days after its death. Until then, it floats 
  through the world as a dragonfly or mosquito, choosing 
  which Path of the Dead to take.
  Yurei
  Yurei are obsessed ghosts. Some return to the material 
  plane to seek vengeance against an enemy or to be once 
  again with a loved one. Some female Yurei are passionately 
  jealous of their husband's new bride and attempt to kill 
  her. Some Yurei return to accomplish a mission they did 
  not complete when alive.
  Any item the Yurei habitually used when alive such 
  as a kimono or jewellery, a sword or mirror, a musical 
  instrument or a writing brush  will remain linked to him. 
  His ryo may be awakened if it is used by an enemy  or by 
  someone in need of help to whom he owed protection. For 
  this reason, the Japanese prefer to buy new things rather 
  than borrow or buy used ones.
  Yurei may be freed from their obsession by 
  enshrinement (Shinto) or enlightenment (Buddhism). 
  A Yurei who has been enshrined and receives Shinto 
  offerings on the anniversary of its death and on the 
  O-Bon festival will not return to the material plane. If 
  the offerings are neglected, the GM should check each 
  anniversary of the Yurei's death to see if it will return. A 
  Yurei that has been enlightened will go on to reincarnate.
  A Yurei may learn the spell Possess Human Body 
  (Meido) allowing Possession. It may possess a relative or 
  old friend to deliver an important message or an enemy or 
  the descendant of an enemy to take revenge. It may also 
  attack a human with the spell Ghostly Wrestle (Meido), 
  allowing it to tear off its enemy's head. It may also haunt 
  the place of its death or its enemy's home using Whispers 
  on the Wind (Meido) or Screams on the Wind (Meido). 
  Yurei are Instinctive Mages but must learn spells like 
  ordinary human beings.
  A Yurei may be invoked by a Medium who has its ihai, 
  the memorial tablet on which its ryo name was inscribed 
  at its funeral.
  If the Yurei is a PC, the player and GM should agree on 
  just what it is that has kept the ghost from resting. Here's a 
  number of possible reasons: 
  a) The character was unjustly accused of a crime and 
  wishes to clear his name. The crime may be anything 
  from a servant girl's being accused of breaking a plate to a 
  samurai's being accused of stealing a sword.
  b) The character died without telling some important 
  secret.
  c) The character died while still responsible for 
  protecting someone: perhaps his mother or younger 
  brother, perhaps his own child or wife, perhaps his clan 
  lord or employer or teacher.
  d) The character was a hermit priest or mage whose 
  body has not been found or buried.
  e) The character was murdered and wants revenge on 
  his murderer. Afterwards, the character may be able to 
  rest  or may decide to seek further vengeance on all the 
  murderer's friends and relatives.
  f) The character was obsessively tied to this world by 
  his love for a certain person or possession  and will seek 
  vengeance against anyone else who tries to enjoy them.
  
  250
  Fune Yurei (The Drowned)
  Fune Yurei literally means "ship ghost." These are the 
  ghosts of the drowned (usually fishermen or sailors) 
  whose bodies were not recovered and so were unable to 
  receive Buddhist burial rites. They may not leave the water 
  where they drowned until they have managed to drown 
  someone else there or unless they can reach out to touch 
  one of the toy boats set adrift during the O-Bon festival 
  while its candle is still burning. (The GM may give this a 
  5% chance or let it depend on the character's Karma.)
  Fune Yurei appear at night or during storms (and 
  have a 1% per Level chance of Causing a Tornado (Core 
  Rules page 323). After a Fune Yurei has drowned another 
  person, he may choose a Path of the Dead.
  Fune Yurei will attempt to Grapple people and drag 
  them deep into the water and drown them (Suffocation). 
  They may appear as shipwreck victims swimming in the 
  ocean or clinging to a piece of wreckage or trying to bale 
  out their boat. If they are taken aboard another vessel, 
  they will do their best to sink it. If they are given a baling 
  vessel, they will use it to throw a hundred times its normal 
  capacity of water onto their would-be benefactor's ship, 
  swamping it. Unlike Yurei, Fune Yurei cannot cast Magick 
  spells.
  Ubume
  A woman who dies while pregnant or during childbirth 
  along with her baby becomes an Ubume, a Ryo still 
  attempting to give birth to her baby's Ryo. Shinto Priests 
  will not approach her because she is contaminated by the 
  blood of childbirth. She cannot follow a Path of the Dead 
  until she has delivered her dead child.
  She usually takes the form of a young mother, standing 
  by the wayside holding a baby. She will beg a passer-by 
  to hold her baby for just a moment while she reties her 
  sandal or performs some other errand.
  The baby will start by weighing 5 pounds but its weight 
  will double each round for 5 + (1/2 x 1D10) rounds. The 
  person trying to hold the baby must make a WIS AR% 
  each time the child's weight increases; if he fails he must 
  make a Willpower roll or be surprised and drop it. If the 
  child is dropped, it falls to the ground and becomes a 
  stone or boulder of the weight it was when dropped. The 
  Ubume disappears, still not free, and the person trying to 
  hold the baby loses 1 point of DIS. Someone with 0 DIS is 
  permanently stunned.
  
  251
  If the child is held until the weight gain (which 
  symbolizes the pain of childbirth) is completed, the child 
  and mother will disappear, both now free to choose a Path 
  of the Dead. The person who successfully held the baby 
  should roll a STR AR%; if the crit die is a 10 then the 
  person receives a permanent 1 point increase in STR.
  The GM may opt to let prayers to the Buddhas or 
  Kami increase the person's chance of holding the child, 
  with each Fatigue Point expended in prayer creating 
  a temporary increase in Carrying Capacity of 1D100 
  pounds. Such prayers symbolize the mercy of the Kami 
  and Buddhas in softening the pains of childbirth.
  The Ubume will not attack anyone  unless someone 
  attempts to injure the baby. Then she will attack like a 
  Yurei with Ghostly Wrestle at PMF and PSF% 64.
  Gaki (The Hungry Dead)
  Gaki are ryos of dead human beings who were too 
  undisciplined and greedy to reincarnate as animals. They 
  are ravenously hungry with a hunger that only one thing 
  can satisfy. Their vocation and deeds in their previous life 
  determines what the nature of that hunger is. The GM may 
  opt to use the following table:
  • 
  Buddhist Priests, Thieves, and Burglars become Scent 
  Gaki or Hair Gaki.
  • 
  Shinto Priests and non-warrior Nobles become Music Gaki 
  or Corpse Gaki.
  • 
  Samurai and other Warriors become Blood Gaki.
  • 
  Entertainers and Mages become Sex Gaki.
  • 
  Other people become Heat Gaki.
  Gaki appear only at night. They are naturally creatures 
  of the Meido but must appear on the material plane to 
  slake their hunger. Their natural appearance is a small 
  dark cloud (about the size of a human head), floating 
  about five feet above the ground. They may take on the 
  form of their previous incarnation at the cost of 1 Fatigue 
  Point for 1D10 hours. They can only cast the spells 
  specified: as ML 5 Instinctive Mages with PMF 74 and 
  PSF% 64.
  There are thousands of different types of Gaki. Here's a 
  sampling.
  Blood Gaki: 
  The Gaki appears as a handsome or beautiful person. Its 
  touch causes Mesmerise (Command). If it sucks a person's 
  blood, it causes Command Person (Command). It drinks 
  blood at the rate of 1D10 Fatigue Points and 1 Body 
  Point per round. If it kills a person, it can draw fully on a 
  victim's memories so as to fool that person's best friends 
  when it assumes his appearance. If it is tired, it regains 1 
  FP for each round it feeds.
  Corpse Gaki: 
  The Gaki appears as an ugly being, frequently as a 
  Buddhist priest who offers to take care of a corpse. It eats 
  corpses at the rate of 1D10 lbs per AP (and doesn't even 
  leave bones behind). If it is injured, it regains 1 FP for each 
  10 lbs it eats.
  Hair Gaki: 
  The Gaki cuts off and eats the long black hair of young 
  women of the Samurai or Noble class. Seeing it causes 
  Charm Person (Command) so that its effects are usually 
  not noticed until after it has come and gone. If it is tired, it 
  regains 1 FP for each woman whose hair it eats. A woman 
  whose hair has been eaten will lose -5 APP; even after it 
  has grown back (at 1 foot of hair per year), her APP will 
  still be 1 point lower than originally. Some women will be 
  so embarrassed that they will cut off their remaining hair 
  and become Buddhist Priestesses.
  Heat Or Fever Gaki: 
  The Gaki eats the heat of candles, lamps, Fire spells, 
  etc., causing cold or darkness. It cannot eat the heat of a 
  volcano or hot spring because its Nushi will not permit it. 
  It may attempt to eat the body heat of a living being it has 
  possessed using Possess Human Body. 
  If it is tired, it regains 1D10 FP for each hour it possesses 
  a person. It does not take any damage from Fire Magick 
  but takes double standard damage from any Magick 
  associated with cold.
  Music Gaki: 
  The Gaki eats Music and Song, causing silence (though 
  speech and other noise is not affected). If it is tired, it 
  regains 1D10 FP per hour in which it has eaten music or 
  singing.
  
  252
  Scent Gaki: 
  The Gaki eats the beautiful fragrance of flowers, incense, 
  and perfume, producing unscented air. It does not eat 
  unpleasant smells. If it eats a poisoned incense, the air will 
  still be poisoned. If it is tired, it regains 1D10 FP per hour 
  in which it has eaten fragrance.
  Sex Gaki: 
  The Gaki appears as a beautiful woman or handsome 
  man. Seeing it causes Mesmerise (Command). Its touch 
  causes Command Person (Command). Having sex with it 
  causes a loss of 2D10 Fatigue Points and 1/2 x 1D10 Body 
  Points which are not regained until 12 days have gone by 
  without seeing the Gaki. If it kills a person, it can draw 
  fully on the victim's memories so as to fool that person's 
  best friends when it assumes his appearance. If it is tired, it 
  regains 1D10 FP for each night it feeds.
  Spirit Type
  Yurei
  Fune Yurei
  Ubume
  Fatigue
  25
  25
  10
  BAP
  7
  5
  7
  Attack/Damage
  Wrestling
  Wrestling
  Wrestling
  +30 PSF%
  +20 PSF%
  +10 PSF%
  MR
  10
  14
  44
  Dodge
  +25 PSF%
  +15 PSF%
  +0 PSF%
  Stamina
  -
  -
  -
  Willpower
  +50 PSF%
  +50 PSF%
  +50 PSF%
  Hon
  50
  30
  5
  Corpse
  Heat
  Music
  Gaki Type
  Blood
  & Hair
  & Sex
  & Scent
  Body
  --
  --
  --
  --
  Fatigue
  50
  30
  40
  50
  BAP
  17
  10
  15
  10
  DT
  5'
  3'
  5'
  5'
  Sprint
  8'
  5'
  8'
  8'
  Attack/Damage
  S Bite -5
  S Bite +2
  S Bite -5
  S Bite -5
  36 PSF%
  25 PSF%
  36 PSF%
  40 PSF%
  MR
  44
  44
  44
  44
  Dodge
  +30 PSF%
  +20 PSF%
  +25 PSF%
  +25 PSF%
  Stamina
  --
  --
  --
  --
  Willpower
  +45 PSF%
  +20 PSF%
  +25 PSF%
  +25 PSF%
  Hon
  90
  50
  50
  10
  NPC Ryo Of The Dead
  Artefact Ryo
  An item that its maker or user loves and treasures may 
  acquire a soul with Mental Attributes (INT, WIS, DIS, 
  and SPR) resembling its maker or user. Such items include 
  heirloom katana and yumi (some +1 or higher katana or 
  yumi have an Artefact Ryo with high STR; some -1 or 
  lower katana or yumi have a ryo with low STR); heirloom 
  mirrors; Buddhist temple bells, musical instruments, and 
  the creations or tools of a Fine Artist. Most Artefact Ryos 
  have a Buddhist Current SPR half that of their Shinto 
  Current SPR. The Artefact Ryo of a Buddhist Temple Bell 
  has a Shinto Current SPR half that of its Buddhist Current 
  SPR.
  An Artefact Ryo's clothing and jewellery 
  reflects its true form. A sword ryo whose 
  hilt is decorated with cherry blossoms might 
  wear a kimono embroidered with cherry 
  blossoms. A mirror ryo whose lacquer box 
  is painted with butterflies might carry a fan 
  with the same design. Their human form 
  is a handsome man or beautiful woman. 
  NPCs have the following Attributes and 
  combat skills:
  • 
  Sword:  As a Warrior of the same level
  • 
  Mirror:  As a Mage of the same level
  • 
  Instrument:  As a Mage of the same level
  • 
  Bell:  As a Priest of the same level
  The GM should be cautious in his use 
  of such ryo. They will usually only appear 
  in response to a duty that must be fulfilled  
  and once they have achieved it, they will be 
  at rest  and return to the artefact, no longer 
  manifesting a body in the material plane.
  
  253
  Nature Ryo
  These Ryo are not abstract embodiments of natural 
  catastrophes. Each of them has an individual personality. 
  A Nature Ryo may fall in love with a human being and 
  take on human form like a Hengeyokai, to marry him and 
  have children. A Nature Ryo's Buddhist Current SPR is 
  one-third that of its Shinto Current SPR.
  Raiju (Thunder)
  This Ryo looks rather like a badger. If it is hunted, 
  teased or otherwise annoyed, it will transform itself into 
  a Lightning Bolt (see Air page 324 Core Rules) which 
  strikes the person who annoyed it, doing 8 x Crit Die 
  damage, following the victim if he attempts to Dodge.
  The Raiju likes to eat the navel after killing a victim. 
  He hates incense and attacks rooms where it is burning. 
  (Thus the Japanese usually respond to thunderstorms 
  by covering themselves up and by praying to the Shinto 
  Kami who loathe incense rather than to the Buddhas who 
  delight in incense.)
  Yanari (Earthquake)
  This Ryo looks rather like a turtle until carefully 
  inspected. If irritated by being insulted or attacked, he 
  will disappear (sinking deep within the earth) and create 
  an Earthquake (see Earth page 330 Core Rules - Quake 
  spell) affecting the area where the person who annoyed 
  him is standing.
  Yuki Onna (Snow Woman)
  The Yuki Onna is a beautiful woman dressed in white 
  with long beautiful hair and pale skin. She is graceful but 
  somehow terrifying (Cowardice, Command). She takes 
  no damage from cold or ice but takes double damage 
  from natural fire or from Fire Magick. She knows the 
  following spells:  Mist & Fog (Air), Sleep (Command), 
  Cool Water (Water), Ice Arrows (Water 3), Wall of Water 
  (Water), Ice Storm (Water), Ice Bomb (Water). She is 
  PMF 60 + 3D10.
  In her true form, the touch of her hand causes 1/2 x 
  1D10 Body Points loss. Her breath in someone's face 
  (from a distance of 1 foot or less) causes 1D10 Body 
  Points loss.
  She can also take the form of a human woman. In this 
  form, she has the usual Fatigue Points for her Attributes, 
  seems to have the usual Body Points, and neither her 
  touch nor her breath do any damage.
  Spirit Type
  Raiju
  Yanari
  Yuki Onna
  Weight
  20
  20
  100
  Height/Length
  15"/30"
  6"/24"
  5'2"
  Body
  1,000
  5,000
  3,000
  Fatigue
  100
  100
  100
  BAP
  10
  1
  7
  Attack/Damage
  Lightning Bolt
  Earthquake
  Touch (+25 PSF%)
  8 x 1D10 damage
  Breath (+15 PSF%)
  MR
  44
  44
  44
  Dodge
  0 PSF%
  +0 PSF%
  +15 PSF%
  Stamina
  +20 PSF%
  +0 PSF%
  +35 PSF%
  Willpower
  +30 PSF%
  +30 PSF%
  +30 PSF%
  Hon
  200
  750
  400
  Nature Spirit NPCs
  After A Character Dies
  For the first 49 days after death, the dead person's soul 
  hovers about the place of death or burial in the form of 
  a mosquito or dragonfly. During this time it cannot be 
  found on the Meido Plane or contacted by a Priest or 
  Mage (not even by a Medium or a mage using Summoning 
  Magick). It is meditating on its past life. On the 50th day 
  after death, the soul chooses a path of the dead. If not 
  buried by Buddhist rites, the soul will take a Shinto path.
  Buddhist Path Of The Dead
  The ultimate aim of the Buddhist path is to reach 
  Nirvana, but the path may first lead through the darkest 
  Hells or the brightest Paradises or through reincarnation 
  as a gaki or animal or human being. A reincarnated 
  person is not contactable by Magick spells (whether 
  Medium or Summoner) except by a mage within range of 
  the reincarnated person's new body.
  If the GM wishes to role play the character's ordeal after 
  death, he may tell the player how the character journeys 
  to the judgment seat of Emperor Yama Buddha, the Lord 
  of the Hells. Just beyond the court is the riverbank that 
  marks the boundary of the countless Hells. 
  
  254
  As each soul comes there, an old hag grabs them and 
  strips them naked  first of their clothing, then of their 
  bodies. Beyond her, people are screaming in agony  some 
  from fire, some from cold, some from falling endlessly in 
  darkness, some from having to climb up a hill of swords, 
  some from having to swim in a lake of blood,....
  The player and GM may agree on where the character 
  will reincarnate, or the GM may decide based on the 
  following guidelines, or the GM may roll on the table 
  below:  1D100 for most characters, 2D10 for Priests, 
  70+3D10 for Demon Minions. As an optional rule the 
  GM could use half of the Grace Points accumulated as a 
  negative modifier to the dice roll.
  If the character reincarnates in this world, it will be as 
  a newborn baby, with only 1D10% memory of his former 
  life. This memory will persist until the age of two  and 
  then vanish utterly away.
  
  255
  Roll% 
  Reincarnation
  01-05 
  Rebirth in a Paradise.
  06-08 
  Rebirth as a priest
  09-14 
  Rebirth as a noble
  15-20 
  Rebirth as a samurai
  21-40 
  Rebirth as a peasant
  41-45 
  Rebirth as a merchant
  46-60 
  Rebirth as a artisan
  61-63 
  Rebirth as an outcast
  64-70 
  Rebirth as a Hengeyokai or Artefact Spirit
  71-80 
  Rebirth as an animal or Nature Spirit
  81-85 
  Rebirth as a Bakemono
  86-90 
  Rebirth as a Gaki
  91-95 
  Rebirth in the plane of Fighting Spirits
  96+ 
  Rebirth in the Hells
  The Shinto Paths Of The 
  Dead
  A Spirit that does not take the Buddhist path will enter 
  upon one of the Shinto paths of the dead. Check in order 
  listed to see which is chosen.
  Yurei 
  This path is taken by human beings who did not receive 
  Buddhist burial or who died with some overriding 
  obligation as yet unfulfilled. Once the body has been 
  buried or the mission accomplished, the Spirit may then 
  choose the Buddhist path or another Shinto path.
  Nushi  
  A character who has performed a legendary deed such 
  as slaying a great monster or saving a village from a fire 
  may return to the scene of his heroism as the local Kami 
  to ensure that no one forgets his deed or undoes what he 
  accomplished there.
  Meido Spirit
  The character spends 33 years in the Meido, able to 
  expend Fatigue Points at 1 FP per hour to return to 
  the material plane and interact with its people. He may 
  also be summoned by Mediums (and Summoners if the 
  GM allows them). Afterwards, if the character is still 
  remembered by relatives or students who offer sacrifices to 
  his memory, he will become an Ujigami, an ancestral Ryo .
  
  256
  
  257
  From the Shinto point of view, demons are all Kami. 
  From the Buddhist point of view, they are merely 
  unenlightened beings, trapped in their present form. 
  Kishibojin and Kompira were once demons until they 
  were enlightened by Kannon Bosatsu and became 
  Buddhist guardian spirits.
  Demon NPCs
  ONI-JIN (literally "demon 
  people")
  In terms of Summoning Magick an Imp: Like Oni but 
  with additional powers.
  AKU-JIN (literally "evil people")
  In terms of Summoning Magick a "Least Spirit"
  KI-JIN (literally "demon person")
  In terms of Summoning Magick a "Lesser Totem”
  MA-JIN (literally "evil person")
  In terms of Summoning Magick a "Greater Spirit". The 
  Demon Emperor is the Dai-Ma-Jin (literally "big evil 
  person").
  Demons
  This chapter is optional. No demons will appear in a 
  history-based, low mana campaign. Even in a legendary, 
  high mana campaign, the GM may opt to rule that there 
  are no demons, only Oni. This decision will become even 
  more complex if the campaign also includes Christian 
  PCs.
  Japanese demons do not try to corrupt people and send 
  them to the (Buddhist) Hells. Their goal is to frighten and 
  hurt people. They do occasionally accept power-hungry 
  humans as followers.
  Demon Island is a place in the Meido, but demons may 
  appear anywhere in the Meido to terrorize the ghosts 
  there. They may also appear on the material plane, though 
  they usually only do so at night.
  There is no systematic hierarchy of demons. Most 
  demons are loners, though some do indeed acknowledge 
  the rule of a Demon Emperor  and spend much of their 
  time feuding with one another over who is entitled to 
  claim this title. Sometimes the Demon Emperor will also 
  have an on-going feud with a hero or group of heroes, 
  and send a lesser demon to try to kill him or them every 
  month.
  Demons may take on human form temporarily but 
  will revert to their real form upon entering a Buddhist 
  temple (or a home with Omamori or o-fuda from one) 
  or encountering anyone who is performing a Buddhist 
  Act of Faith. They often disguise themselves as Shinto 
  Priests. A demon's true form is 6' +2D10" high. He may 
  have the head of an animal but the rest of his body will be 
  humanoid.
  Each demon has a vulnerable spot, which may be hit 
  on a particular Hit Location area with a further Crit Die 
  success of 10:  for instance the right ear, the left elbow, 
  the third rib, or the navel. Any hit on that spot will cause 
  Instant Death, even from a normal weapon. Otherwise 
  only Magick spells, Acts of Faith, or weapons with an 
  Artefact Spirit will do them damage.
  Except for Oni-Jin, each demon also has a unique 
  and distinctive weapon:  a tetsubo blazing with fire or 
  a ten-foot long jitte flickering with lightning. Killing or 
  enlightening the demon causes his unique weapon to 
  disappear.
  Demons seldom fight one another except to contend to 
  become Demon Emperor. Subordinate Demons cannot 
  be counted upon to obey their lords. If a higher Demon 
  dispatches a lesser one to do his bidding, there is always a 
  20% chance that the lesser demon will do something else 
  instead.
  
  258
  Demon Type
  Oni-Jin
  Aku-Jin
  Ki-Jin
  Ma-Jin
  Weight
  500 lbs
  600 lbs
  800 lbs
  3,200 lbs
  Height
  7'6"
  9'
  12'
  49'
  BODY
  65
  75
  100
  400
  FAT
  45
  60
  100
  500
  BAP
  13
  15
  20
  20
  Warrior Level
  6
  11
  16
  21
  ML
  5
  10
  15
  20
  Fear Spell
  Lesser Fright
  Greater Fright
  Fear
  Demoralization
  (Command)
  (Command )
  (Command)
  (Command)
  Fire Spell
  Create Fire
  Fire Ball
  Tengu's Dart 
  Tengu's Spear
  (Fire)
  (Fire)
  (Fire)
  (Fire)
  Weapon
  Tetsubo
  Unique
  Unique
  Unique
  Weapon Spells
  1
  4
  9
  13
  MR
  49
  99
  444
  999
  Dodge
  +21 PSF%
  +42 PSF%
  +63 PSF%
  +100 PSF%
  Stamina
  +55 PSF%
  +65 PSF%
  +75 PSF%
  +100 PSF%
  Will
  +25 PSF%
  +30 PSF%
  +45 PSF%
  +60 PSF%
  Armour
  Skin
  Skin
  Skin
  Skin
  Slash
  10
  15
  20
  30
  Crush
  15
  25
  35
  50
  Pierce
  8
  12
  15
  25
  Missile
  10
  15
  25
  35
  Energy
  12
  15
  18
  21
  Hon
  448
  1,098
  3,196
  9,768
  Demon Minions
  Demons may accept Warriors, Priests, and Mages as 
  minions, sometimes rewarding them with wealth or 
  Magick items. In addition, a Patron Demon may teach 
  his minions various skills (see Skills and Japanese Spells), 
  including some which resemble Act of Faith. (The GM 
  should use his own judgment in deciding which skills to 
  allow Demons to teach their minions in his campaign.)  A 
  Priest loses all his Acts of Faith upon being accepted as 
  Demon Minion.
  If a character decides to become a Demon Minion, his 
  first challenge will be to go out into the wilderness and 
  survive there long enough to find a demon. His second 
  challenge will be to convince the demon to accept him as 
  a follower rather than killing him. His third challenge will 
  be to survive the demon's other followers, who will haze 
  and bully him. Demon Minions count as Demons in terms 
  of being barred from holy areas or kept out by Wards 
  spells.
  The only way to give up being a Demon Minion is to 
  renounce the world and become an Ascetic Buddhist 
  Priest. This doesn't necessarily protect you from the anger 
  of your former Patron Demon but it will mean you forfeit 
  all the skills he taught you, recover the ability to perform 
  Common Prayer as an Act of Faith, and may begin to 
  learn other Buddhist Acts of Faith.
  Demonic Skills
  These Skills all have the Attributes of INT +  SPR. They 
  are cast as Sorcery for AP time with a range of 10' x ML. 
  The victim may Resist by making a Faith roll or Buddhist 
  SPR AR% minus the Demon Minion's PSF%.
  All Japanese have basic knowledge of Common Curse 
  as a core skill (just as they all have Common Prayer as an 
  Act of Faith). Common Curse is Simple DF*2. The other 
  Demonic Skills are all Challenging DF*4 and must be 
  learned in a state of Shinto impurity.
  
  259
  COMMON CURSE
  Duration:  ...........................................................until dispelled
  The character goes out at the hour of the bull, wearing 
  white, for nine nights in a row. She goes to a sakaki tree 
  near a Shinto shrine and carves the victim's name into it, 
  then drives a silver nail (not routinely available, or likely to 
  be made or sold by an honourable smith) into the heart of 
  each ideograph, vowing not to pull the nails out again until 
  the shrine's Kami has cursed the victim. The Kami may 
  respond by Cursing a victim. On a Crit Die success of 10, 
  the Curse may afflict one or more other people with the 
  same name. On a Crit Die failure of 10, the Kami's Curse 
  will light on the malevolent character instead.
  APPEAL TO DEMON
  Duration:  .......................................................... instantaneous
  The character cries out the name of a his Patron Demon, 
  expending 1 AP. There is a 1% x (DIS - SPR) chance that 
  he will receive the protection of a 1st rank Ward spell.
  WAKEN GHOST
  Duration:  .......................................................... instantaneous
  Resisted:  ................................. The Ghosts former Willpower
  This skill takes a ghost from its burial site (see Bury the 
  Dead, Act of Faith) and keeps it from rest. It takes 1/2 x 
  1D10 hours of chanting while beating a drum or a gong. 
  The ghost will require another funeral if it is to be at rest.
  CURSE
  Duration:  .......................................................... until dispelled
  Resisted:  ................................................................Willpower
  This skill has one of the three following effects:
  1. 
  Inflicts one Curse or Deficiency  or Fear 
  2. 
  Counteracts Blessing (Act of Faith).
  3. 
  Taints water, sake or rice, making it impure. Anyone 
  drinking or eating the substance must make a CON AR% 
  or have a stomach ache for a day.
  Any of these effects is dispelled by a Blessing.
  ILLUSION 
  Duration:  ............................................................1 round x ML
  Resisted:  ...................................................................Wisdom
  This skill allows casting any Illusion spell with a spell 
  rank of 1-4, with a minimum PMF of 10 and ML of 1.
  VISIONS 
  Duration: ............................................1 round x ML
  Resisted: ................................................Willpower
  This skill allows sending a living person visions of 
  the Meido or Hells, showing demons torturing him, his 
  friends or relatives, or his clan lord, teacher, or employer. 
  With a Crit Die success of 8+, these Visions may be seen 
  when the person is awake; otherwise they are confined to 
  his sleep.
  MEIDO
  Duration: ..........................................1 round x ML
  This skill allows casting any Meido spell with a MR of 
  1-6, with a minimum PMF of 30 and ML of 1.
  ARCANE Magick
  Duration: .................................1 round x ML
  This skill allows casting an Arcane spell with a MR of 
  1-7, with a minimum PMF of 40 and ML of 1.
  The GM may also allow the Demon to teach his Minions 
  appropriate Magick spells, including Summoning and 
  Transmutation Magick, to be cast with a minimum PMF 
  of 20 and ML of 1.
  
  260
  
  261
  
  262
  The Kami  
  & Buddhas
  The two religions of Japan are Shinto and Buddhism. 
  Shinto is the native faith, but Buddhism was long ago 
  absorbed and modified by Japanese culture. Most Japanese 
  believe at least half-heartedly in both faiths.
  No Kami or Buddhas will appear in a history-based, 
  low mana campaign. Even in a legendary, high mana 
  campaign, the GM will have to decide whether the PCs 
  will ever encounter Kami or Buddhas directly or only 
  surmise that they may exist from Acts of Faith and various 
  Magick spells. This decision will become even more 
  complex if the campaign also includes Christian PCs.
  Shinto
  Shinto means the Way of the Kami. Don't think of Kami 
  as meaning "God" but rather as an awe-inspiring spirit. 
  Each piece of the wilderness  each mountain or lake, each 
  forest or swamp or beach  has its own Kami who looks 
  after it. Each student of a Martial Art or Fine Art reveres 
  the spirit of its founder as a Kami. Each family reveres 
  its ancestors. A village reveres the Ujigami, the ancestors 
  who founded it. The Emperor on his accession to the 
  throne becomes the heir of the line of the Sun Kami and is 
  revered as a living Kami.
  Seeing a Kami unexpectedly requires a human character 
  to make a Willpower roll to check morale. Failure will 
  result in
  10+ ................-20% to all skills except praying until a Willpower roll succeeds
  07-09 .............-10% to all skills except praying until a Willpower roll succeeds
  01-06 ................................................................a startled jump or exclamation
  The Kami
  AMATERASU, the Sun Lady, is the highest Kami. 
  Long ago, she once retreated into a cave in indignation 
  at a prank of her scapegrace brother, SUSA-NOWO. The 
  world would have stayed cold and dark forever but the 
  other Kami lured her to return by staging a festival:  the 
  Kami of Happiness danced, other Kami played musical 
  instruments, two male Kami wrestled one another, and the 
  rest of the Kami decked out a sakaki tree with jewels and a 
  brightly polished mirror in which Amaterasu saw her own 
  beautiful face when she emerged from the cave.
  Amaterasu's brother was banished from her palace in 
  the skies. He went to Japan and spent his energy killing the 
  monsters who lived there, including a great serpent demon 
  who had been holding a beautiful maiden captive. He and 
  his bride made their home in Izumo, far to the north of 
  the Imperial Capitol. His grandson O-Kuni-Nushi still 
  lives in Izumo.
  Amaterasu then sent her descendant JIMMU TENNO 
  to Japan, to become its first Emperor, guided by the red-
  faced SARUTA-HIKO, whose long nose pointed the way. 
  (Saruta-Hiko is sometimes seen as the lord of the Tengu, 
  who have similar noses. People pray to him as a guardian 
  of traveling. His feast is on the day of the Monkey.)
  O-Kuni-Nushi promised Jimmu that he would let him 
  and his descendants rule over material plane Japan, while 
  he himself would reign over the Meido. Thus began the 
  unbroken line of the Imperial dynasty.
  At Ise, a couple of hundred miles south of the Shogunate 
  Capitol, is a great Shinto shrine to Amaterasu. Its head 
  priestess is an Imperial Princess, the Emperor's sister, 
  daughter, aunt or niece. It is a frequent pilgrimage site, 
  especially at New Year's. Its building is torn down every 
  twenty years  at midsummer and rebuilt out of new 
  materials, with pieces of its old materials being sold to 
  worshippers as holy items.
  Atago
  Is the Kami of an active volcano whose caldera is full 
  of bubbling lava. He is Amaterasu's youngest brother; 
  his birth burnt their mother to death. Grief-stricken, he 
  now attempts to protect people from fire, especially city 
  fires. His volcano is a frequent pilgrimage site. His Priests 
  celebrate festivals by walking on fire or by dancing with 
  torches.
  Hachiman 
  Is the Kami of War, the protector of Japan from 
  barbarian invaders. His mother was the Empress Jingo and 
  he was the Emperor Ojin. The Shogun is descended from 
  Minamoto Hachiman-taro, a man with the audacity to 
  name himself as the first-born son of Hachiman.
  Inari
  Is the Kami of Field Crops and of the Forge, the 
  protector of peasants and smiths. People also pray to her 
  for help in recovering stolen objects. She usually takes the 
  form of a beautiful noble woman. She is also known as the 
  Fox Kami because the White Fox is her messenger.
  
  263
  Koshin
  The Kami form of Jizo Bosatsu, the Buddhist protector 
  of travellers and children. Travellers pray to him for safety, 
  especially safety from robbers and wild animals. Imperial 
  Nobles pray to him on the night of the Fire Monkey (every 
  fifth day of the Monkey) using the danger as an excuse to 
  have an all-night drinking party lest the Fire Monkey kill 
  them in their sleep.
  O-Kuni-Nushi
   (Literally "Honourable Nation Master"): 
  Susa-Nowo's grandson, the ruler of the Meido. All the 
  Kami of Japan spend the month of the Bird in Izumo with 
  him  except for Ebisu (see Seven Kami of Good Luck) who 
  is too deaf to hear his summons.
  Sengen
  Is the Kami of Mount Fuji, the highest mountain in 
  Japan (12,365' high), an active volcano two hundred miles 
  east of the Imperial Capitol and a hundred miles west of 
  the Shogunate Capitol. She is sometimes known as the 
  Princess who Makes Trees Bear Blossoms. No women 
  are allowed on her sacred mountain, not even Shinto 
  Priestesses. It is a frequent pilgrimage site during the 
  summer but is only safe to climb during the months of the 
  Snake, Horse and Sheep. Even during the hottest months, 
  climbing the mountain is a perilous ordeal, fraught with 
  both physical and spiritual hazards. It is 60oF colder at the 
  top of the mountain than at its base.
  Susa-Nowo
   Amaterasu's brother, O-Kuni-Nushi's grandfather. He 
  is now usually called GOZU TENNO (the Ox-Headed 
  Emperor) and is prayed to for protection against demons, 
  earthquakes, droughts, plagues, and other calamities.
  Tenjin
  Was once an Imperial Noble who was banished from 
  court by a political rival. He died only a few years later  
  and the Imperial Capitol was hit by a series of disasters. 
  Eventually, the Emperor appeased his angry spirit 
  by enshrining him as the Kami of Calligraphy. He is 
  worshipped on the 25th of the month, the date of his birth 
  and death.
  The Seven Kami  
  Of Good Fortune: 
  Their appearance signals good luck to anyone who sees 
  them. They may appear singly or together in their Treasure 
  Ship which sails on New Year's Eve when people make 
  wishes for the upcoming year. 
  BEN-TEN (Love and the Fine Arts): 
  The only female Kami of Good Fortune. She is young and 
  beautiful and holds a biwa lute or a key that will unlock 
  someone's heart to love. She is often accompanied 
  by a snake. A married couple should visit her shrines 
  separately, so she won't punish the woman for being 
  jealous of her by turning her into an Oni or Orochi. A 
  geisha may pray to Benten for a rich lover who will buy 
  her contract and marry her.
  BISHAMON (Fighting): 
  A young man, clad in armour, holding a yari in one hand 
  and a treasure tower in the other.
  DAIKOKU (Mercantile Wealth): 
  A middle-aged man standing by a bag of rice, which a 
  rat nibbles under his tolerant gaze. He holds a wooden 
  mallet which can transform anything it hits into gold.
  EBISU (Markets and Honest Work): 
  A middle-aged man, slightly deaf but a hard worker, 
  with iron sandals with holes in them because he's never 
  stopped work to fix them. He holds a fishing pole and a 
  tai fish. Fisherman pray to him for good catches; farmers 
  pray to him for good harvests.
  FUKUROKUJU (Wisdom and Longevity): 
  A short bald headed old man, leaning on a cane but 
  otherwise in good health. He is escorted by a crane, 
  the symbol of longevity. A book of ancient lore is tied 
  to his cane.
  HOTEI (Good Food): 
  A jolly plump man.
  JUROJIN (Wealth): 
  A tall old man holding a bag of gold. He is sometimes 
  escorted by a stag.
  Ujigami 
  Are the ancestral Kami of a family or a village of related 
  families or the founders of a Fine or Martial Art.
  
  264
  Nushi 
  (Literally "master") 
  Is the Kami who is protects a particular wilderness area. 
  He often appears to humans in the form of a non-human. 
  A forest Nushi might take the form of a Tengu; a lake or 
  river or swamp Nushi the form of an Orochi; an ocean 
  Nushi the form of a Kojin or a Dragon,....
  Several of these Kami may be teachers of PC Mages. 
  Others may take a hand in action that occurs in their 
  territories  or in the Meido. The GM should try to keep 
  them from taking centre stage too often lest the players 
  feel their characters aren't really important.
  The Kami may appear wearing white robes or gaudy 
  kimono of red and gold. They may seem young or old, 
  frivolous or serious, kindly or angry. They should always 
  seem awe-inspiring. Even the most minor Kami is a 
  master of all the skills and Magick spells and the Shinto 
  Acts of Faith, able to outfight the most powerful mortal.
  The GM will have to decide if the Kami are also 
  Buddhas in another guise. In any case, the Kami and 
  Buddhas will never fight one another. Any disagreements 
  they may have will be settled diplomatically without 
  involving humans. 
  Kami do occasionally fight wars among themselves. 
  Once the Kami of Mount Fuji and Mount Atago hurled 
  stones at one another (by volcanic eruptions) but were 
  pacified by the other Kami and eventually made peace. 
  They are still jealous of one another, however.
  BUDDHISM
  Buddhism was founded by the Indian philosopher 
  Gautama not as a religion but as a philosophy which 
  would allow people to extricate themselves from the 
  material world so they could be free of the cycle of 
  reincarnation and enter Nirvana. The version of Buddhism 
  that reached Japan from China and Korea has become a 
  religion that worships the Buddha and the Bosatsu for 
  their benevolence and power.
  According to Buddhist theology, there are Six States 
  of Existence, all of which are traps that keep a soul from 
  reaching enlightenment and entering Nirvana. 
  1. 
  The highest are the Paradises, among them the Land 
  of Amida Buddha. Souls born onto the lotus leaves of 
  a Paradise have an excellent chance of reaching full 
  Enlightenment. If they fail to do so, however, they may 
  indulge in the Paradise's pleasures and accumulate bad 
  Karma, later being reborn on our world or even lower. A 
  year in a Paradise is equal to an hour of our time.
  2. 
  The next-highest state is being a human being.
  3. 
  Third is being an animal. A white animal may be nearly 
  ready to reincarnate as a human being.
  Fourth is being a Gaki p251, which can leave its shadowy 
  desert plane and come to our world to search for the one thing 
  that can quench its thirst. (Some people believe that the Gaki 
  world borders on the Meido.)
  4. 
  Fifth is being a Fighting Spirit, trapped in a world where 
  people spend all their time fighting one another, dying, and 
  then rising to fight again. A century of their time is equal to 
  a day of ours.
  5. 
  The lowest are the Hells where both the demons and the 
  souls they torture are confined until they realize the futility 
  of suffering and hatred. A thousand years of their time is 
  equal to an hour of ours.
  The Buddhas & Bosatsu  
  & Their Guardians
  Anyone who is Enlightened and sees through the 
  illusions of the world may enter Nirvana. Anyone who 
  enters Nirvana is a Buddha. Buddhas may appear in any 
  of the six planes of existence without leaving Nirvana. The 
  major Buddhas are:
  Amida Buddha 
  Who vowed that anyone who sincerely called on him 
  would be reborn in his Paradise. He has a benevolent and 
  loving expression.
  Rushana Buddha
  The Buddha who was born again and again, each time 
  giving up his life to help save the unenlightened  until 
  there now exists not one bit of land in which he has not 
  died  not just on our world but in the ten billion worlds of 
  reality. He wears a serene expression.
  Yakushi Buddha
  Who vowed to cure physical illness and dispel spiritual 
  confusion. He carries a jar of cure-all medication and has 
  a wise expression.
  
  265
  Emperor Yama Buddha
  Lord of the Hells, who swore to bring enlightenment to 
  people who were only reachable by pain and discipline. 
  He wears a great crown. His face is set in a scowl of anger. 
  Demons and other people who focused their lives on 
  anger are sent to the Hells to become his torturers.
  BOSATSU
  Anyone who has attained Enlightenment but who 
  has chosen not to enter Nirvana so they can help others 
  is a Bosatsu. The Bosatsu live on Mount Marishi, the 
  mountain in the centre of the world whose top touches the 
  Pole Star. Sometimes when they return to our world they 
  come riding on the back of an elephant. Major Bosatsu 
  are:
  Kannon 
  The Merciful, an attendant of Amida Buddha. Pious 
  people see her as a beautiful woman or handsome man. 
  Sinners see her as a human with the head of an angry 
  horse, a dozen hands outstretched, each carrying a 
  weapon. Many people think they can atone for their sins 
  by praying at the 33 temples of Kannon. Others spend a 
  retreat of 33 days at one temple of Kannon. People pray to 
  Kannon for protection in time of trouble, particularly for 
  the sick and women in childbirth. 
  Jizo
  Protector of travellers, children and pregnant women. 
  He usually appears as a tall smiling Buddhist Priest with a 
  shaved head, carrying a Tetsubo. He is the only Buddhist 
  spirit who ever appears on the Meido. He chases away 
  demons who are trying to terrify the ghosts of little 
  children.
  Miroku 
  Has sworn not to enter Nirvana until everyone is 
  enlightened, which will occur 56 billion, 70 million years 
  after Gautama's death. He appears as an Ascetic Buddhist 
  Priest with a care-worn face.
  Each of the Buddhas and Bosatsu has guardian spirits, 
  including:
  KISHIBOJIN (Demon Lady)
  A guardian of Kannon Bosatsu. Once she was a demon 
  who ate children. Now she only eats pomegranates and is 
  the protector of babies and children.
  KOMPIRA (Golden Silk)
  A guardian of Kannon Bosatsu. Once he was a demon 
  who sank ships and drowned voyagers. Now he is the 
  protector of ships. Sailors invoke him in storms by cutting 
  their hair off and throwing it into the water. He has an 
  ugly face, black skin, and a purse of endless gold.
  NIKKO (Sunshine) & GAKKO 
  (Moonlight)
  The two guardians of Yakushi Buddha. They appear as 
  tall warriors, armed with thunderbolts, whose helmets 
  carry the likenesses of the sun and moon. Nikko rides a 
  Lion, Gakko a Tiger.
  MYO
  The MYO are giant spirits armed with lightning bolts. 
  Their hair is made of tongues of fire. The most famous of 
  them are:
  Fudo Myo
  Is the Buddhist adaptation of the Hindu god Shiva. He 
  is wreathed in flames and armed with a katana and with a 
  rope of binding.
  Aizen Myo
  Is the Buddhist adaptation of the Hindu god Kama. He 
  is wreathed in flames and armed with a bow and arrows.
  Aizen and Fudo stand at the entrance to every Buddhist 
  temple as the Ni-O (Two Kings), ready to assault any evil 
  spirit that tries to enter.
  TENNIN
  The TENNIN are sky spirits, beautiful winged beings 
  clad in many-coloured robes of feathers. Some play 
  musical instruments; others carry swords of fire or bows 
  that shoot arrows of lightning.
  
  266
  MARISHI-TEN
  Is the personification of light and the protector of 
  Mount Marishi. She is the Buddhist adaptation of the 
  Hindu god Krishna. She has eight arms, two of which hold 
  the Sun and Moon.
  SHI-TENNO
  The SHI-TENNO are the Kings of the Four Directions. 
  They carry swords and wear heavy armour.
  Some of these Buddhas or Bosatsu may be teachers of 
  PC Mages. Others may take a hand in action to protect 
  temples or pious worshippers from demons. The GM 
  should try to keep them from taking centre stage too often 
  lest the players feel their characters aren't really important.
  Buddhas, Bosatsu and Buddhist Guardians may 
  appear as young or old, male or female, beautiful or ugly, 
  kindly or angry. They may dress like a Buddhist Priest 
  or a warrior in battle armour, like an Imperial noble or 
  a simple peasant. Sometimes one of them borrows an 
  appropriate statue from a Buddhist temple and uses it as 
  a body to fight with; after the battle is over, the statue will 
  still bear the marks of combat.
  Buddhas, Bosatsu, and Buddhist Guardians are always 
  self-confident. Even the most minor Buddhist Guardian 
  Spirit is a master of all the skills and Buddhist Acts of 
  Faith, able to outfight the most powerful Demon or 
  Bakemono or mortal mage, able to coax the most angry 
  Kami into tranquillity, unaffected by any Magick spell or 
  physical attack.
  Buddhist Religious 
  Ceremonies
  The usual offerings at a Buddhist temple are incense and 
  money. Most families also have a shelf at home with small 
  statues or pictures of Buddhist Temples or of Buddhas, 
  Bosatsu, or Buddhist Guardian Spirits to which they say 
  prayers, light incense, and offer small bowls of rice. Some 
  families make offerings only on major holidays; some add 
  offerings on the 8th, 18th, and 28th days of the month; 
  and some make offerings at every meal. At the next meal, 
  they eat the cold rice that was offered on the shelf.
  When praying at a Buddhist temple, the worshipper 
  washes his hands and mouth in purified water. He may 
  also light incense. He then deposits an offering in the box 
  located next to the altar, if there is a temple gong ring it 
  firmly a few times, then press hands together in front of 
  your chest and pray quietly. Once he is done praying, he  
  bows once to indicate he is finished, and leaves.
  On major Buddhist festivals, priests gather and chant the 
  sutras. People gather at the temples to pray for their dead 
  and for themselves. If the festival is a popular holiday, 
  there will also be dancing and singing and feasting  and 
  celebrations at Shinto shrines.
  Shinto Religious 
  Ceremonies
  The usual Shinto shrine offerings include money (but 
  NEVER incense), white rice, white salt, sake, white paper, 
  white cloth, white flowers, and white knotted ropes. Most 
  families also have a shelf in their homes with pictures 
  or models of Shinto shrines to which they say prayers 
  and offer small bowls of white rice. Some families make 
  offerings only on major holidays; some add offerings on 
  the new moon and full moon; and some make offerings 
  at every meal. At the next meal, they eat the cold rice that 
  was offered on the shelf.
  When praying at a shrine, the worshipper washes his 
  hands and mouth in purified water. After throwing money 
  in the offering box, he bows deeply twice, claps twice, and 
  meditates on his prayer. He then bows once and leaves.
  On major Shinto holidays, the Kami of the shrine is 
  brought forth riding in a mikoshi, a small (five foot cube) 
  portable shrine atop an ornate and massive norimono. 
  It is carried by a gang of sturdy young men who zigzag 
  down the road, jostling the mikoshi up and down while 
  chanting. The shrine must be purified before use (by 
  dipping it into water or having it sprinkled with water) 
  and the men who carry it must be ritually pure. It is not 
  worshipped while they are carrying it, only when they set 
  it down at certain traditional spots.
  A mikoshi procession is a time of feasting, dancing and 
  singing. Merchants are expected to give their employees 
  the day off and to provide the crowd with food and drink. 
  If a merchant fails to do so, the young men who carry the 
  shrine may "accidentally" damage his home or business.
   
  
  267
  Appendix One:  
  Scenario Ideas
  The Land of the Rising Sun is full of many interesting 
  possibilities for the PCs to investigate, from the Imperial 
  Capitol with its aristocratic nobles and the sacred 
  Shinto shrine where no bloodshed is permitted to 
  the mountainous forests with their wild animals and 
  bakemono and hermit mages, and the strange lands of the 
  Meido, the Dragon Realm, and Demon Island.
  Bandits may kill in the city at night or on the roadside. 
  Samurai and nobles have the legal right to kill troublesome 
  Commoners and Outcasts. But PCs should not be allowed 
  to kill people without social repercussions. Bandits will be 
  killed out of hand, if not by the first warriors who outfight 
  them, then by a group of ward guards or even an army 
  of samurai. Samurai or nobles who kill too many people 
  for no good reason may find themselves facing a group 
  of outraged otokodate or gamblers, or perhaps even the 
  vengeful ghosts of their victims. The only people that it's 
  safe to rob or kill are outcasts and monsters. Of course, 
  that's usually how things are in a settled society.
  The GM should encourage players to start with a group 
  of characters who have some reason to stay together. 
  Perhaps they all have the same patron:  a merchant or clan 
  lord or teacher or priest (or a Demon or Kami or Buddha). 
  Perhaps they are all relatives. Perhaps they are all trying to 
  accomplish the same goal, each for his own motive.
  The GM may want to start his campaign with one of 
  the following scenarios. Incidents that occur during 
  the course of role play may lead to new and continuing 
  motives for the PCs to continue together as a group -- or 
  a new scenario may be commenced at the group's next 
  meeting.
  Guarding Something/Someone
  • 
  The patron's wedding or funeral or sixtieth birthday
  • 
  A merchant's shipment of goods
  • 
  A Shinto shrine's purity during a time of war or 
  sickness
  • 
  A prisoner or hostage who must not be allowed to 
  escape
  • 
  A kidnapped person or animal
  • 
  A runaway geisha or courtesan
  • 
  The secret hideout of bandits or ninja
  • 
  A mage who is completing a Magick device
  Finding Something/Someone: 
  • 
  The list above, plus:
  • 
  A stolen heirloom, the loss of which will disgrace the 
  family
  • 
  A hermit priest who may be able to cure a sick person
  • 
  A Magick material needed by a mage
  Delivering Something/Someone
  • 
  A message
  • 
  A present
  • 
  A payment or ransom
  • 
  A bride
  • 
  A child who's a long-lost heir
  • 
  A coffin
  • 
  A ghost
  • 
  A demon
  Removal Of Undesirables
  (Killing them, chasing them off, enshrining them, or 
  enlightening them)
  • 
  Bandits
  • 
  A gambler gang that gets young commoners to steal 
  from their employers or sell their wives or daughters
  • 
  Bakemono who've been killing people
  • 
  A ghost who's been killing people
  
  268
  Places Of Mystery
  The classic role playing dungeon is rather like the fairy 
  story of Bluebeard's Castle. Japanese folklore does not 
  have any tales of Magick prisons in which each room holds 
  a fearsome creature who guards a special treasure and will 
  attack anyone foolish enough to open the door. Here's 
  a sampling of places of mystery more compatible with 
  Japanese folklore.
  THE HAUNTED SHRINE: 
  An old Shinto shrine in the mountains was once used 
  as a place of retreat by a hermit priest. Now the paths are 
  overgrown and the torii has fallen. The village woodcutters 
  say the shrine is now the home of bakemono and that 
  anyone who goes there will die. The explanation may be 
  one of the following:
  The old priest's ghost is haunting the place, to keep the 
  woodcutters from felling the trees. Travellers may also 
  find a band of tengu there - led by a fierce warrior (a Tree 
  Hengeyokai and the old priest's best friend).
  The old priest was a shaman who served a demon lord. 
  The priest killed anyone who sought hospitality in his 
  shrine and dumped their bodies in a hole in front of the 
  altar. Anyone standing in front of the altar will find a path 
  that leads to the Meido, where the ghosts of the victims 
  will beg to be rescued from the Oni who are torturing 
  them.
  The old priest was an herbalist who grew a number 
  of exotic plants, a few of which may still be found in the 
  remains of what was once his garden. The shrine is now 
  inhabited by a family of Yama Hito, who have littered the 
  place with skeletons of the wild boars they eat for dinner.
  A gang of bandits is using the place as their hide-out. 
  They dress up like oni in order to terrify the villagers so 
  no one will investigate the shrine, which is full of the loot 
  they've stolen.
  The Island Of Dreams:
  Legend says that a dethroned Emperor once lived in 
  exile on the island and turned it into a wonderful garden 
  to make up for not being permitted to return to the 
  mainland. On the shore is a deserted Buddhist temple to 
  Rushana Buddha. Oddly enough, it contains a picture of 
  the Buddha's funeral attended by the usual twelve zodiacal 
  animals -- plus a pair of long-tailed cats, the exiled 
  Emperor's pets. From it leads a road that winds about the 
  island, leading to twelve tea pavilions, each dedicated to 
  one of the animals of the zodiac -- and a thirteenth tea 
  pavilion dedicated to cats. Originally, each tea pavilion 
  held an illusion that could not do any damage to the 
  person who beheld it. But the Emperor's hengeyokai cats 
  have moved into the tea pavilions and added their own 
  illusions -- and dangers.
  The Ruined Castle: 
  The Hayashi clan was abolished eighteen years ago and 
  its castle torn down and looted by its rivals, the Nata clan. 
  But some people say the castle is still visible at the hour of 
  the Ox, on the night of the full moon, and can be entered 
  by a group wearing the Hayashi mon (three trees) on their 
  kimono. It's just that nobody who's gone in has ever come 
  out again.
  The castle well is haunted by the ghost of a servant who 
  dropped one of a set of ten gold-painted tea cups while 
  washing it. She counts from 1 to 9 and then breaks into 
  hysterical weeping.
  The castle treasury is haunted by an old samurai who 
  will attack anyone who tries to rob it -- and commit 
  seppuku if he fails. (The gold and silver is as unreal as the 
  ghosts; the actual treasury was looted long ago when the 
  castle was torn down.)
  The castle tower is haunted by the lord's wife who weeps 
  pitifully and asks what will become of her daughter.
  The castle garden is defended by samurai who are cherry 
  tree Hengeyokai and quite real. The Hayashi clan lord 
  committed seppuku beneath the cherry trees; his death 
  poem begged them not let his deeds blow away like the 
  cherry blossoms and they feel obligated to carry out his 
  wishes.
  In the tea pavilion, a beautiful maiden is performing 
  the tea ceremony for her nurse. The girl is the clan lord's 
  daughter; the nurse is a cat Hengeyokai who has protected 
  her since her father's death but now feels she is old enough 
  to return to the world and avenge her father's death by 
  killing the lord of the Nata clan.
  
  269
  Murder At The Checkpoint: 
  A line of a dozen people (plus the PCs) are waiting at a 
  mountain pass to pass through a government checkpoint 
  on the Tokaido. Just beyond the checkpoint, a side-road 
  leads to a luxurious inn where guests may loll in a pool 
  that is as warm as a bath, catch fish in a cold river fed by 
  mountain snows, or cook their fish in a boiling pool -- all 
  within a few steps of each other. The young man in front 
  of the PCs tells them his name is Kintaro ("eldest son of 
  gold") and shows them a bag full of koban. He says he 
  plans to spend the next month at the inn until he's used 
  up all the money he's earned in the past seven years -- and 
  then forswear the world and become a Buddhist priest.
  Suddenly there's an earthquake!  Someone screams. The 
  men carrying the kago that's next in line at the checkpoint 
  drop it and it starts to roll downhill. A woman begins 
  praying hysterically. A Buddhist priest loudly chants 
  sutras, rubbing his rosary beads.
  And when order is restored, Kintaro is found dead, a 
  dagger through his heart. He's still got a purse full of gold 
  tied to his sash. The samurai at the checkpoint will detain 
  all of the people until they can find out who the murderer 
  is.
  The GM should decide where Kintaro's gold came 
  from. Perhaps he sold his little sister as a geisha. Perhaps 
  he robbed his employer. Perhaps he's a bandit, hoping to 
  lead other people to where his gang will ambush and rob 
  them. Or perhaps he's a perfectly respectable merchant 
  whose young son bumped a samurai's sword-arm -- and 
  got killed for it
  Next the GM must decide who committed the murder, 
  and then give a couple of other people in line equally 
  good motives. These may be related to where Kintaro 
  got his gold (the man who wanted to marry his sister, his 
  fellow employees, previous victims of his gang, a friend 
  of the samurai who fears that Kintaro may be planning to 
  avenge his son). Or they may be totally unrelated. Perhaps 
  Kintaro was killed for his money, and that isn't really his 
  purse full of gold but a similar purse full of gilded copper. 
  Perhaps Kintaro was a ninja carrying a secret message to 
  the inn, and was killed by a member of a rival ninja gang. 
  Perhaps Kintaro will turn out to be a badger Hengeyokai 
  who will eventually jump up, giggle hysterically at the 
  foolish people, and run off.
  The Strange History  
  Of A Keg Of Sake
  This scenario occurred early in the course of our 
  Japanese campaign and was written up by Kay Shapero. It 
  has been slightly revised to compliance with the present 
  state of the rules.
  Once a young dancer mage went up into the hills to 
  meditate in search of finding a Patron Kami. In the midst 
  of his dancing, a badger hengeyokai saw him, thought him 
  the most hilarious sight he had seen in a long time, and 
  decided to have a bit of fun.
  Transforming himself into the shape of a beautiful 
  young woman, the badger approached the lad. "I am the 
  Kami of this lake," "she" said. "And I have come to give 
  you all knowledge. But first, to show your sincerity, you 
  must bring me thirteen silver coins."  Suddenly realizing 
  how thirsty he was, the badger added, "And a keg of sake. 
  Indeed the sake alone will be enough."
  "Oh yes, most beautiful Kami," said the awestruck lad, 
  completely fooled by the deception. "I will return with it 
  as soon as I can."  He made haste to descend to the nearest 
  village where he might acquire a keg of sake.
  The lad safely out of sight, the amused badger was 
  engaged in a small laughing fit when he was interrupted 
  by a tengu who had watched the exchange from a nearby 
  tree. "And do you really believe that he will return alone 
  with that sake?" Asked the tengu.
  "You saw yourself how fooled he was. Of course he will 
  return," replied the badger.
  "Indeed," said the tengu. "Suppose he returns with many 
  men to worship you -- and one of them sees through your 
  illusion. Why don't we make an alliance?  If other people 
  return with him, I will take care of them and then we can 
  split the sake."
  The badger was not at all pleased with this idea but, as 
  the tengu was far more powerful than he was, he agreed.
  Shortly after reaching the road leading into the village, 
  the lad fell in with another traveller and could not resist 
  bragging about his encounter with the Kami. When he 
  incautiously worried aloud that the six silver coins he had 
  with him might not be enough to buy the sake, the other 
  man drew his weapon and observed that he also had use 
  for six silver coins, being a bandit by trade.
  At this point, both heard the sounds of people 
  approaching and, with a muttered curse, the bandit ran off, 
  to vanish into the underbrush. The lad began to wail, "Oh, 
  woe is me, for I have met a bandit and I needed the money 
  to buy sake for my Kami."
  
  270
  As may be imagined, this attracted the notice of all 
  within earshot. These included a young I Ching diviner 
  and his bodyguard, two otokodate, a Buddhist priestess, 
  and lastly a samurai, to whom all present immediately 
  bowed. The samurai approached the lad, who fell down on 
  his knees before him.
  "Peasant, what disturbs you?" The samurai asked.
  Slightly muffled by having his face in the dirt, the lad 
  replied, "I was attacked by a road bandit who asked me 
  to give him the six silver coins which were all I had and I 
  needed them to buy sake for my Kami!  Oh, woe is me!" 
  The samurai looked thoughtful. "Which way did this 
  bandit go?"
  The lad pointed off into the bushes. The samurai (who 
  had been looking for a chance to try out his new katana) 
  followed the bandit's track into the under brush, one hand 
  on his sword and a gleam in his eye. He too promptly 
  vanished from sight.
  Back on the road, the I Ching diviner addressed the lad, 
  "Sake for your Kami?"
  The lad left off his wailing and told him and the others 
  of his experience. The diviner consulted the I Ching and 
  announced that all would work out well in the end. The 
  two otokodate offered to help pay for the sake if they 
  might come along and see this beautiful Kami. So, their 
  numbers augmented by a pretty young streetsinger who 
  had joined the group during the telling of the story, they 
  went off to the village to buy the sake.
  Eventually, the improbable group arrived at the place 
  where the lad had met the spurious Kami. Aided by the 
  streetsinger, the lad began his dancing while the others 
  stood back, some building a fire to warm the sake so it 
  could be served to the Kami at a proper temperature.
  The badger hid in the bushes and watched them, until 
  he noticed that the tengu was beginning to work some 
  Magick. This was too much for him; he raced around to 
  the other side of the party, just as a tall and very old man 
  with a long white beard, carrying a fan and dressed in fine 
  white robes, stepped out of the under brush to address the 
  singers. "That was very nice," he said, "but I think you may 
  stop now."
  "Are you my Kami?  But you were a beautiful girl," 
  the startled lad began, just as the badger burst out of the 
  bushes in the form of a Buddhist priest.
  "A tengu is attacking you," puffed the out-of-breath 
  badger, as a ball of fire arced into view from the direction 
  of the (invisible) tengu. Those with weapons drew them 
  and searched about for a possible target.
  The white-robed man merely waved his fan at the tengu. 
  Clouds formed, and it began to rain violently, putting out 
  the ball of fire. The drenched and thoroughly discomfited 
  tengu became visible. "I'm sorry," said the REAL Kami, 
  "but the sake is mine. Don't kill them this time."
  "What about next time?" Asked the tengu.
  "Maybe," said the Kami comfortingly. He then turned 
  to the confused lad. "Yes, I am the Kami of this forest, 
  and I shall teach you many things, including perhaps 
  some honesty. You know very well that the bandit was 
  interrupted before he could take your money. I suggest 
  that you give those six silver coins to the tengu as 
  compensation for his getting so wet."
  The dancer reluctantly did so. Meanwhile the other 
  people were staring at the badger who, completely 
  forgetting to maintain his guise as a Buddhist priest, was 
  rolling about on the ground, laughing hysterically. At least 
  until one of the otokodate took his scabbarded sword and 
  began beating the badger soundly about the head and 
  shoulders, voicing his opinion of such trickery.
  When at length the rather bruised badger made his way 
  painfully back to his home, he found a large flask of sake, 
  compliments of the Kami who had, after all, found the 
  whole thing rather diverting himself.
  
  271
  The Words of Gon-guji
  Adapted Adventure
  By: Mike Brunton
  
  272
  The Words of Gon-guji
  This scenario is designed for a party of 3-5 C&S 
  adventurers. Because there is no real relationship between 
  the skills and the level that a character can have, no precise 
  guidance as to levels can be given. Characters should be 
  3rd or 4th level with one or two good combat skills - but if 
  characters of this level do not exist in the campaign there 
  is the possibility of gaining allies during the adventure. At 
  least one of the characters should be of a profession other 
  than Sushi or Budoka
  Introduction
  ‘The Words of Gon-Guji’ was first published in Imagine 
  magazine in April 1985. Imagine was published by the 
  British arm of TSR Inc., the publishers of Dungeons & 
  Dragons and a number of other early roleplaying games. 
  Although the magazine’s main focus was on Advanced 
  Dungeons & Dragons, other popular games were features 
  from time to time, and this adventure was originally 
  written for Bushido, with notes on using it with AD&D.
  Among various other responsibilities at TSR UK, 
  author Mike Brunton was an assistant writer and editor 
  for Imagine, and he contributed many adventures and 
  articles to the magazine both under his own name and 
  using an array of pseudonyms. When TSR UK folded in 
  1986, he went on to work for Games Workshop, editing 
  White Dwarf and writing the now-legendary Realm of 
  Chaos supplement for Warhammer. He moved into the 
  video games industry in 1991, working for a number of 
  developers but best known as lead writer for the popular 
  Total War strategy game series from 2000 to 2013.
  These bald facts do Mike scant justice, however. He was 
  a man of ferocious intelligence and broad knowledge, 
  equally able to write a history of the Anglo-Martian War 
  of 1985, the speeches of increasingly deranged Roman 
  generals, and this, the effects of a priest’s dying curse on a 
  group of Japanese bandits.
  Mike died suddenly in 2019, leaving behind his 
  partner and two sons. He is missed by everyone who 
  knew him
  This adventure can be set in any mountainous and 
  relatively inaccessible area of Nippon. Although nominally 
  located in Mutsu Province, the village of Shinen, Kumo 
  Castle and the surrounding valley can be placed in any 
  location that the referee finds convenient for his or her 
  campaign. 
  Graeme Davis, 26/2/2021
  Background
  The village of Shinen, located in a mountain valley south 
  of Hirosaki in Mutsu Province, has never been worthy of 
  attention since the end of silver mining in the surrounding 
  hills. The Kumo clan have held the lands around Shinen 
  for generations, content to live on the proceeds of the 
  mines and the labours of the peasantry. Kumo Castle, 
  the fortified mansion that controls the valley, is little 
  more than a large manor house, although it has a strong 
  defensive position. Remote and now unimportant, Shinen 
  has sunk into almost total obscurity.
  Three years ago, in the middle of the worst winter that 
  Shinen had seen, a bonze (a travelling Buddhist monk) 
  arrived in the valley by mountain paths. Nearly dead 
  from exposure, he was taken in and nursed by the village 
  headman and his family. When the bonze had recovered, 
  he cured the headman's grandmother of her blindness in 
  payment for the kindness shown to him.
  The bonze presented himself to Kumo Ushii, master of 
  Kumo Castle and Shinen village  and the last of his family. 
  The Bonze humbly asked for permission to remain in the 
  village, teaching and healing the villagers of their ailments 
  - at least until the worst of the winter had passed. Kumo 
  Ushii could find no cause to refuse the monk this request, 
  although personally he preferred the Shinto faith. He gave 
  his consent, and asked the bonze for his name. 'Gon-guji' 
  replied the Buddhist monk truthfully, as that was the 
  name his father had given him 
  At this Kumo Ushii flew into a great rage, for a gon-guji 
  is a priest at a Shinto shrine Kumo Ushii was convinced 
  that the bonze was deliberately insulting him and his 
  religion - and in front of his samurai retainers. Again he 
  asked the man for his name and again the bonze replied 
  'Gon-guji· Kumo Ushii was now beside himself with 
  anger, and signalled two of his samurai to hold the bonze. 
  Before they could touch the monk, he had knocked them 
  senseless with his staff. Then Gon-guji turned to Kumo 
  Ushii and said “It is against my faith to kill, so you shall not 
  be killed. You shall not be killed!”
  As the last word fell from his lips, Gon-guji was dead. 
  Tadaka Kuwe. Kumo's chief retainer, had struck off the 
  bonze's head from behind with an single stroke of his 
  katana. Kumo Ushii pushed the body with his foot and 
  ordered it to be hung from a gibbet as a warning to all 
  those who dared to be disrespectful The body hung for 
  two weeks and was then thrown into a rubbish pit.
  
  273
  Kumo Ushii forgot the bonze. With the coming of spring 
  he and his men resumed their life of fighting and hunting. 
  The peasants did not forget the bonze and gave little 
  offerings to the kami on his behalf before returning to the 
  fields.
  But with the first month of summer, the bonze’s words 
  came back to the thoughts of Kumo Ushii. He and 
  five of his retainers were attacked by a group of ronin 
  - wandering, master-less samurai. All but one of the 
  attackers were swiftly cut down but the leader gave more 
  of a fight  and severely wounded Kumo Ushil, toppling 
  him from his horse. The retainers gathered round their 
  master, who had been slashed across the chest. Amazed 
  that he was not dead when they saw the rent in his 
  armour, they were horrified when Kumo Ushii sat up, his 
  ribs and collar bone clearly visible within the wound.
  In tremendous agony, and holding his wound closed, 
  Kumo Ushii climbed into his saddle and rode for home. 
  His chest and neck had been deeply cut by the ronin's 
  blade, but he did not bleed - there was only pain in the 
  wound, not blood.
  The wound was sewn up, but it refused to heal and the 
  pain became a dull, constant ache. The stitches rotted 
  and fell out and the wound opened again, yet still it did 
  not bleed. A second set of stitches rotted and again the 
  wound opened. Others were wounded, and suffered in the 
  same way. Kumo Ushii and his retainers were ensorcelled, 
  cursed with the dying words of the bonze. There was sake 
  to numb the pain and gold thread to hold wounds closed, 
  but there was no healing tor those who had heard Gon-
  guji's words - Kumo Ushii and his samurai.
  The samurai abandoned honour as ‘weakness’ when they 
  realised that although they could be injured and wounded, 
  they could not die in battle Kumo Ushii remembered the 
  bonze's last words, and decided that their ‘invulnerability’ 
  was the reward for dealing with the man's insolence 
  in a proper fashion He began to think of himself as an 
  immortal, free to do what he wished. He and his men put 
  aside their honour as bushi and took to a life of banditry 
  and bloodshed, killing travellers on the roads and taking 
  what they wanted.
  For more than two years they have lived 1n this fashion, 
  terrorising villagers of Shinen into silence with their 
  deathless power and ambushing travellers without mercy. 
  Only a few have been spared - a physician. Gono, two 
  geisha. Azo and Daki, and a young woman of the Buke 
  class, Tsumo lshisu. She was knocked unconscious before 
  she could commit jigai - seppuku for women. Although 
  carefully watched and guarded, she is more than she 
  appears, and is making plans to obtain help
  Tsumo lshisu is a Calligrapher Mage - a sorceress - and 
  to a limited degree a seeress as well. She has been using 
  the spell Project Image (Illusion) in an attempt to find 
  help, although so far without any real success Those she 
  has approached in this way have all been superstitious 
  peasants, who have fled in terror at the sight of her 'noble 
  ghost' - or been too stupefied with awe to take notice of 
  what she was trying to tell them One of her attempts is at 
  the Shrine in the Mist (Encounter 1 - see below), which 
  will offer the party the first clues as to the true nature of 
  the adventure they should undertake.
  Starting the Adventure
  The adventure should start in Hirosaki or a nearby 
  village on the south bound road to Akita Merchants 
  regularly pass through, as do other travellers - pilgrims, 
  soldiers and officials, During the time the player characters 
  are in Hirosaki or the village they should hear travellers, 
  rumours of bandits in the mountains. un-killable warriors 
  who attack merchant caravans, and strange mists that 
  swallow men However, the referee should make it clear 
  that even those telling such stories do not give them much 
  credence.
  The player characters should be persuaded to travel 
  south to Akita, perhaps on their own, or as the escort 
  to some merchant or pilgrim. The exact motive for this 
  journey is up to the referee, depending upon the details 
  of the campaign and the aims of the player characters 
  involved
  A Note on Pronunciation
  Unlike English, there are no silent vowels in Japanese 
  - or at least there are none in the version which is spoken 
  in the fantasy world of Nippon. As with Italian, ending 
  vowels are sounded. Kumo Ushii is pronounced KOO-
  MOH OO-SHE-EE. Sake as SAH-KEH etc, with all the 
  syllables given an equal stress. 
  
  274
  Encounters on the Road
  The referee should not use the standard encounter 
  tables for this adventure, and should use only the standard 
  encounters given below. The true nature and location of 
  the adventure will only become evident after this sequence 
  of encounters. Detailed maps are not provided for these 
  encounters; they are straightforward enough not to 
  require them,
  1. The Shrine in the Mist
  After the party have been travelling for some time, 
  possibly over the course of several days, the road starts 
  climbing into the mountains. A thin mist starts to gather 
  beneath the trees on each side of the south bound road, 
  becoming thicker as lime passes and the road makes it way 
  up towards a low mountain pass.
  By early morning the party have reached a small, 
  apparently deserted Shinto shrine, wreathed in mist 
  Dedicated to Dosojin, the kami of roads and travellers, it 
  is plain and unadorned. There is nothing of value within 
  the shrine, except a small stone statue of the kami, and 
  some offerings of dried fruit and rice
  Just beyond the shrine the road turns to the west, prior 
  to dropping down into the valley beyond Another, rougher 
  road forks away from the main way, leading southwards 
  and higher up into the mountains.
  As the party reach this point, the mist will grow thicker  
  as if aided by some supernatural agency-and a damp chill 
  will settle over the shrine and the surrounding area Any 
  armour and clothing will become wet with condensation 
  and bowstrings which are unprotected will become damp 
  almost to the point of uselessness (subtract 20% from the 
  TCS of Archery when using an affected bow) The referee 
  should read from the text box opposite.
  The ‘ghost’ is Tsumo lshisu (see below for full statistics), 
  who is at present being held prisoner in Kumo Castle. She 
  has been interrupted during the casting of her Project 
  Image spell, by her body being directly threatened with 
  death As a result of returning to her body she has taken 13 
  points of Fatigue damage.
  Any Priest (Buddhist or Shinto) and Mage should be 
  allowed to make a Int AR% to realise that the young 
  woman was not a ghost. But a Mage in casting a spell of 
  some type. The player characters should be encouraged to 
  take Tsumo’s appearance and speech as a prophecy - one 
  which predestines them to do her bidding.
  Out of the mist walks a young woman clad in a 
  simple kimono, of such a colour that it is difficult 
  to tell where it ends and the mist begins She barely 
  seems to touch the ground as she walks, and the 
  plants she brushes against are not disturbed by her 
  passage. The woman bows slightly to the shrine, 
  then turns towards you and speaks.
  “Greetings. I have waited for such as you. Honour 
  and death await you on your road, the road to my 
  prison. Honour and death must be restored to their 
  proper places - you are the ones I have chosen. Three 
  will you meet, three will you fight, three will you 
  defeat, on the south road. Go not to Akita.”
  The young woman points along the narrower 
  road that leads up into the mountains. Before she 
  can say more, a tremendous wind seems to tear 
  at her hair and her clothing, although you feel 
  nothing in the damp mist. With a final, almost 
  despairing cry, the woman’s form seems to blow 
  apart and dissolve into the mist, as though she 
  had never been.
  Any Non-Player characters (pilgrims, merchants or the 
  like) who are accompanying the party will opt to return to 
  Hirosaki after this unnerving - to them - encounter with 
  the supernatural. The player characters will be released 
  from any obligations that they owe to these NPCs at this 
  point, freeing them from prior constraints of duty.
  2. The Tengu
  This encounter takes place at the point marked 1 on 
  Map 1: Shinen Village and Kumo Castle. The player 
  characters enter the valley along the road on the north 
  edge of that map.
  The road climbs slowly into the mountains, along the 
  side of a narrow river valley. Towards mid-morning the 
  mist will clear and the countryside will open up into a 
  pleasant river valley, sheltered by the surrounding high 
  peaks. The road winds its way along the side of a wooded 
  valley bottom. After describing this peaceful scene to the 
  players the referee should read out the following:
  
  275
  Ahead the woods come to an end, and the bottom 
  of the river valley is given over to small paddy fields. 
  In the distance a large manor house stands on a 
  mound in the middle of a serene and beautiful lake. 
  Before you can take in more of this scene there is 
  cackling laughter over your head, and stones start 
  dropping all around you.
  A curious creature, half crow half man, drops 
  onto a large rock near the road and hops backwards, 
  forwards and from side to side in some excitement. 
  As it speaks in a hoarse, cawing voice, its hopping 
  grows even more manic.
  'HA! Fight! Fight! Fight me, brave warriors! Fight 
  me, wily swordsmen! Need challenges I do! HA! Need 
  to battle true men. I do! Fight! Fight! Fight. I Need 
  to test my sword, I do! Duel, we will fight one of you, I 
  will, but Kakati is better! Always Tengu’s better! HA!'
  Despite his brave words. Kakati the Tengu will hop up 
  and down on his rock, cawing 'Fight, fight, fight!' Every 
  once in a while, rather than actually initiate combat. He 
  will assume, however, that any action such as readying or 
  drawing a weapon as an invitation to begin and will leap 
  from his rock onto the road in preparation for combat, 
  drawing his katana as he does so. If any missile weapons 
  are fired at him Kakati will attempt to use his yadomejutsu 
  skill to parry them, then he will attack, cawing “No 
  honour! HA! Worthy of my sword you are not” as he does 
  so Kakati will attempt to peck the character(s) who fired at 
  him, and then escape into the trees.
  If the party choose to ignore him. Kakati, will follow 
  them, generally making a complete nuisance of himself by 
  attempting to steal any bright, shiny objects that are visible 
  on the player characters. He will also make sufficient noise 
  and disturbance to make quiet movement or concealment 
  impossible.
  If any member of the party does choose to fight him, 
  Kakati will be overjoyed and very respectful to that 
  character. He will hop down onto the road and wait 
  politely, but with some impatience, for the character to 
  ready himself.
  In the fight Kakati will attempt to disarm his 
  opponent(s) rather than wound them. His skill with the 
  Reverse Cut Okuden means that he has little fear of being 
  surrounded and when he successfully uses this skill he will 
  make a point of cawing loudly about his success. Initially 
  (until he is wounded) Kakati will not fight to kill, but 
  merely for the fun of exercising his swordsmanship. 
  The referee should ignore any critical successes and 
  reduce any damage caused by two steps, but should tell the 
  players that the Tengu is obviously pulling his punches. 
  Once wounded Kakati will fight in earnest, but take the 
  earliest opportunity to flee back to his rock.
  Once Kakati has drawn blood he will hop back onto 
  his rock looking very pleased with himself. If he is not 
  attacked at this point he will compliment those involved 
  in the fight on their skill in his strange cawing way. “Good 
  you are Worthy of Kakati! Better than the dead ones!” If 
  he is attacked he will fly off into the trees and will not be 
  encountered again.
  Kakati will be quite willing to talk after the fight, 
  given the opportunity. He knows little of the doings of 
  the Shinen villagers, as he avoids peasants as unworthy 
  creatures. He does, however, know that all is not right 
  at Kumo castle and will relate the following about the 
  samurai from the castle:
  “Fight! HA! Fought, we did! Wounded them. I did! HA! 
  Cheated they did! Bleed and die, they did not! Cut them 
  hard. Kakati did! Saw their bones I did! Always Tengu is 
  better! HA! But not against dead men who don’t die ... “
  Kakati will offer no further explanation and will  
  become relatively subdued after this speech. 
  If the referee feels it necessary for the party’s chances 
  of success in this adventure, Kakati can be used as an ally 
  to the players. After the duel he will offer his friendship 
  - Kakati is mischievous rather than wicked - and if this is 
  accepted he will hop round the character who offered to 
  fight him, cawing delightedly. 
  The referee should play Kakati as a rather impetuous, 
  impatient individual who enjoys nothing better than the 
  chance to show off in combat. He will be quite happy to 
  fall in with whatever plans are made by the party.
  Kakati - Tengu
  Kakati – Tengu (5th Level Warrior)
  Height 6’ 
  Weight  172 lbs 
  MR 10
  Body 24 
  Fatigue 26
   
  PSF% 
  TSC% Dmg 
  Crit 
  AP
  Katana 
  44% 
  89% 16S 
  +1 
  8
  Claws 
  10% 
  50%   5S 
    0 
  7
  Dodge 
  17% 
  77%
  Sumo 
  34% 
  64%
  Will 
  21% 
  61%
  Stamina 
  19% 
  59%
  Armour:  S0 C0 P0 M0 E0
  Kakati has a master quality Katana which gives +3 damage and +15% to 
  TSC% (both included above)
  
  276
  
  277
  3. “Three will you meet... “
  This encounter will occur at the group of houses marked 
  2. The road will be empty, although it will be obvious to 
  even the most casual observer that people are watching 
  from behind their doors and window screens.
  After the encounter with Kakati the Tengu the 
  adventurers should be persuaded to continue on to Shinen 
  Village, whether the Tengu is with them or not. Oddly, 
  there is no-one at work in the fields or moving about near 
  the houses. Smoke from a cooking fire is rising from the 
  castle.
  Before the adventurers have gone more than a quarter of 
  a mile - and well before they go round the bend that allows 
  them to see the bulk of the village - they will be overtaken 
  by three mounted and armoured samurai, with tattered 
  and war-stained banners fluttering behind them The 
  samurai are leading four sweating pack animals, heavily 
  laden with boxes and bundles of merchant's goods.
  The samurai will canter along the road, oblivious 
  to those in their way - except the player characters. 
  Regardless of where they see the PCs, the samurai will pull 
  up, wheel and attack, unless the PCs are striving to appear 
  like frightened villagers themselves. Anything that differs 
  from the normal atmosphere of terror will attract the 
  attention of the samurai.
  The samurai are Saitoh, Gazo and Hirata Hodaka (see 
  Non-Player Characters for full details). The brothers are 
  three of Kumo Ushii's retainers, returning from a raid with 
  their spoils.
  Saitoh and Gazo are 2nd level Samurai see below for an 
  explanation of the two.
  The Hodaka brothers will press home their attack 
  with grim determination, at least until one of them is 
  wounded. At this point they will attempt to withdraw and,  
  if successful, they will gallop down the causeway and into 
  Kumo castle (marked 4), dragging the pack animals with 
  them. Should this be impossible, they will fight on, only so 
  that they may resort to 'playing dead' once they have been 
  wounded. Once they are 'dead' they will crawl back to the 
  castle through the paddy fields, as soon as they are ignored 
  by the party as just dead bodies.
  The pack horses bundles are made up entirely of bottles 
  of sake and plum brandy.
  Shinen Valley  
  & Kumo Castle
  Shinen Village
  The main part of Shinen village (marked 3) is made up 
  of simple peasant houses and storehouses. The village is 
  clean, tidy and well kept but, for the most part, curiously 
  ‘un-lived in’, as though the inhabitants do not want to draw 
  attention to themselves.
  Such is Indeed the case. The villagers, under their 
  headman, Tanabe, realise that the Lord of the valley, 
  Kumo Ushii, is not the just man he once was. Rather than 
  offer any cause for anger to the uncanny kumo and his 
  retainers, the villagers have opted to take as little interest 
  as possible in what happens beyond their walls. Except 
  when working in the fields or hunting on the steep slopes 
  around Shinen, the villagers stay hidden, watching from 
  behind their windows, but never showing themselves 
  unless they have no choice.
  The only exceptions to this are Tanabe, who still goes 
  about his business as headman and deals with Kumo 
  Ushii on those rare occasions when the village’s doings 
  must concern the samurai, and Suto, who is regarded as 
  the village idiot. Suto is far from stupid, however and has 
  always idolised the samurai-even more so now that they 
  seem to him to be invulnerable. He now acts as Kumo 
  Ushii’s eyes and ears in the village, reporting back to him 
  on all matters pertaining to the Kumo's interests in the 
  village.
  If the adventurers discuss their plans in the hearing of 
  the villagers and Suto is there - or he is listening  
  (+90% chance, unless precautions have been taken) - 
  Kumo Ushii will be informed of the player character’s 
  intentions towards him.
  The villagers will, once they are assured that the player 
  characters mean them no harm, be friendly but a little 
  withdrawn. They will be quite willing to relate what has 
  happened, although they do not know why Gon-guji was 
  killed, or what happened to his body. Tanabe has seen 
  Tsumo lshisu, and will recognise the description of the 
  ‘ghost’ as her if he is told it. 
  There are 90 villagers in total. Few, if any, will have 
  combat skills (and even then only peasant weapons at level 
  1). Given the choice, they will take no part in any violence 
  against Kumo Ushii and his men. 
  The other buildings in the valley are the abandoned 
  mine workings (5), a small shrine to the Kami of the Lake 
  on the island (6) and a traveller’s shrine (7), dedicated to 
  the Jigami (protective kami spirit) of the village.
  
  278
  Kumo Castle
  The location of Kumo Castle (marked 4 on Map 1 see 
  Map 2 for more detail) at the end of a long causeway 
  across paddy fields and a lake is the castle's main defence, 
  although it is closer to a large house with a fortified outer 
  wall.
  Within the outer walls the buildings are in a poor 
  state of repair. As the samurai have become slipshod and 
  ragged in their own appearance, so the castle has suffered 
  from neglect. Far from being the clean and tidy place it 
  once was, it is in very poor condition. Door and screens 
  are torn and filthy, rubbish - mostly bottles - lies in the 
  courtyards, and flies hover everywhere. The whole place 
  has an unhealthy smell, something between a sickroom 
  and a charnel house. 
  In the stables are eight warhorses and two pack animals. 
  Once fine animals, they are unkempt and underfed and 
  the stable has not been cleaned in several days. Within the 
  main building the rooms are untidy and dirty. Most have 
  one or two pieces of loot - rich silks, clothes, weaponry, 
  coins, artworks etc. (total value about 40 Koban) - 
  scattered across the floor, liberally mixed with food and 
  drink that has been trampled into the tatami floor mats.
  Kumo Ushii still occupies his old room, but the samurai 
  have moved into the main hall of the house. Kanchira 
  Yukika and Kakamei Kono, the Ashigaru, still occupy the 
  smaller of the barracks. Azo and Daki have been given 
  freedom to come and go as they please, but they spend 
  most of their time in their room. Tsumo lshisu is confined 
  in front of the house and one of the samurai (referee's 
  discretion) is with her at all times. Gono the physician is 
  kept in his cell, a poorly built place that he was forced to 
  make for himself.
  Gon-guji's body is still in the rubbish pit where it was 
  thrown in the first place, although this is now hidden 
  beneath a pile of empty sake flasks and barrels.
  Non-Player Characters
  Kumo Ushii and his Samurai Kumo Ushii and his 
  samurai retainers are unable to die, which is not quite 
  what they believe themselves to be: un-killable and 
  invulnerable.
  Although they cannot be killed, the wounds they receive 
  do not heal at all, nor do their bodies recover from the 
  normal wear and tear of everyday life. While they are 
  not dying, they are certainly not living - they are merely 
  existing, buoyed up by the artificial good humour of 
  Sake and Shochu and the drugs that the physician, Gono, 
  administers to them.
  Their affliction can be traced back to Gon-guji the 
  booze, who was not a wicked man, but a victim of the 
  perversity of the supernatural. His Ryo is tied to his 
  body, and while it remains in this world Kumo Ushii and 
  his samurai will not know death themselves, no matter 
  how injured or ill they may become. Should the body of 
  Gon-guji be treated with proper respect and be given a 
  decent funeral - the Segaki Rite (Bury The Dead Act of 
  Faith) - his spirit will be freed. The samurai will have their 
  mortality restored to them - they will be as normal men 
  once again. However, they will also suffer the full effects of 
  any wounds they have suffered between the bonze’s death 
  and the present, so it is more than likely that most- if not 
  all - the samurai will succumb to their wounds and die 
  once the bonze’s body is cremated.
  If none of the player characters is a Buddhist Priest 
  capable of performing the Segaki Rite on the body of Gon-
  guji, thus releasing his soul and allowing Kumo Ushii and 
  his men to return to normal, the referee may use Tanabe, 
  the village headman a Rabble Buddhist Priest (Level 5). 
  The player characters would then have to recover Gon-
  guji’s body and take it to Tanabe for a proper funeral.
  Two ratings are given for the Body Points of Kumo Ushii 
  and his retainers. In each case, the first of these numbers 
  is the standard Body of the NPC concerned. However, 
  rather than dying once this total is exceeded, the Samurai 
  will become too damaged to function aggressively, 
  although they will still be alive. They will be capable of 
  little more than dragging themselves away from a fight. 
  This applies to all lethal damage, including magick damage 
  and damage due to fire, that they suffer (if one is killed 
  outright, he is assumed to take damage equal to his Body). 
  Subdual damage has no effect whatsoever.
  The second number is the amount of damage the NPC 
  has taken in the time between Gon-guji’s death and the 
  present. This number is used to calculate how difficult 
  it is to repair a particular NPC {see below). Once Gon-
  guji’s body is given a proper funeral this damage, and 
  any the NPCs have suffered at the hands of the player 
  characters during the course of this adventure, is imposed 
  in full. This could well lead to the NPC dropping dead 
  immediately; Kumo Ushii will certainly do so.
  Once Kumo Ushii and his samurai are damaged, 
  they will not heal, but may be repaired by anyone with 
  Physician skill. This includes such actions as stitching 
  wounds closed, straightening and splinting broken bones, 
  and pinning severed body parts back into place. Each 
  success on a crit die repairs that much damage (likewise in 
  reverse) and takes an hour. For example, repairing Kumo 
  Ushii after a fight in which he takes 23 points of damage is 
  (23+67) = 90 in successful crit die results. 
  
  279
  
  280
  Due to the unnatural condition of Kumo Ushii and his 
  samurai, any character who battles against them should 
  make a WIL Saving Throw. Failure means the character 
  involved suffers a -10% to TSC% penalty, due to the 
  apparent ineffectiveness of his attacks. Furthermore, 
  should a character fight one of the samurai that has 
  already been defeated and repaired another WIL Saving 
  Throw is necessary or a further -10% to TSC% penalty will 
  be incurred because of the unnerving quality of having to 
  ‘kill’ the same man twice.
  Kumo Ushii
  7th Level Samurai 
   
   
  Honour:  53
  Height 5'10" 
  Weight  178 lbs 
  MR 0
  Body 49 (67) 
  Fatigue N/A 
  BAP 13 
  STR 
  16 79% 
  INT 
  12  66% 
  APP  9 
  54%
  CON 
  15 76% 
  WIS 10  58% 
  BV 
  11 62%
  DEX 
  14 73% 
  DIS 
  15  76% 
  SPR 10 58%
  AGL 
  14 73% 
  FER 12  66% 
  CHA 10 58%
  Current Spirit:   Buddhist  3 Shinto  12
   
  PSF% 
  TSC% Dmg Crit 
  AP
  Katana 
  53% 
  88% 
  15S 
  +1 
  7
  Wakizashi 
  31% 
  61% 
  8S 
  +0 
  6
  Yumi (Bow) 
  53% 
  73% 
  10M 
  +2 
  7
  Naginata 
  53% 
  83% 
  15S 
  +1 
  7
  Yari 
  31% 
  71% 
  15P 
  +1 
  8
  Dodge 
  31% 
  71%
  Heraldry 
  31% 
  71%
  Go 
  29% 
  69%
  Ride Horse 
  53% 
  93%
  Will 
  31% 
  71%
  Stamina 
  31% 
  71%
  Samurai Cloths over Ninja Armour:  S6 C5 P2 M4 E5
  Partial Heavy Samurai Armour:     S8 C9 P7 M7 E7
  Superior Heavy Samurai Armour:   S9 C8 P6 M9 E7
  WEAPONS: Always carries (or has to hand) Good Katana 
  and Wakizashi (TSC% +5%, Dam +1 ): Average yari. 
  naginata and Dai-kyu, with 24 armour piercer arrows also 
  available.
  Kumo Ushii, the last of the Kumoclan, presents a strange 
  and disturbing image to the world and one hardly fitting to 
  his station. Beneath the Noh actor’s- mask he has taken 
  to wearing, his face is seamed with three unhealed cuts, 
  stitched closed by thin gold thread. A hawking glove hides 
  the fact that two of his fingers were nearly severed, and are 
  now similarly stitched back with gold wire. His untidy and 
  rather dirty clothes hang loosely, hiding the ninja mail coat 
  he wears - ‘gods’ do not need such mundane protection. As 
  the result of a fall from his horse that damaged his right knee, 
  Kumo Ushii limps and finds it difficult to kneel down. His 
  voice is hoarse and his breath wheezes through his original 
  chest wound.
  He is bad tempered, impolite, imperious and rarely sober, although he doesn’t 
  even admit it to himself, he knows that his condition is a curse, rather than the 
  blessing that he proclaims it to be. The strain of lying to himself and everyone 
  else about it and the fact that he and his men are now mere bandits makes him 
  aggressive to the point of foolishness.
  Kumo Ushii never had any real interest in the finer arts of being a Buke, but 
  thanks to the pain of his wounds he has become mean spirited and cruel.
  Kumo Ushii is not unintelligent, but he has been backed into a corner by his 
  own sense of shame at becoming an undying thug - despite the pain he loves 
  life and what remains of his ‘honour’. Even the restoration of his honour 
  through Seppuku is denied to him and his life is a particularly hard burden to 
  bear without that solace.
  Even if the situation - and the need for Gon-guji’s funeral- is explained to him, 
  he will actively prevent the player characters from recovering the body, as this 
  would, in his opinion, besmirch his remaining honour by respecting one who 
  was ‘impolite· to him in the first place.
  
  281
  
  282
  lch’yama 
  3rd level Samurai 
   
   
   
  Honour 47
  Height 5’7" 
  Weight  167 lbs 
  MR 0
  Body 32 (22) 
  Fatigue N/A 
  BAP 13
   
  PSF% TSC% Dmg Crit 
  AP
  Katana 
  41% 76% 
  15S 
  +1 
  8
  Wakizashi 
  26% 56% 
  8S 
  +0 
  6
  Yumi (Bow) 
  41% 71% 
  10M 
  +2 
  8
  Shuriken 
  35% 65% 
  5M 
  +0 
  6
  Dodge 
  25% 65%
  Ride Horse 
  47% 87%
  Tea Ceremony 47% 77%
  Will 
  22% 62%
  Stamina 
  22% 62%
  Samurai Cloths over Ninja Armour:  S6 C5 P2 M4 E5
  Partial Heavy Samurai Armour:     S8 C9 P7 M7 E7
  ARMOUR: Normally wears Partial Light Samurai Armour; Good Samurai 
  Garb over Partial Ninja Armour worn on ‘social’ occasions; Heavy Samurai 
  Armour available, but rarely worn as lch’yama feels that it interferes with his 
  style of combat.
  WEAPONS: Always carries Good Katana (+5% to TSC%, Dam +1), 
  Average Wakizashi and 3 Shuriken. No other weapons available.
  Visibly unmarked by his experiences in the last two years, lch’yama-
  ’Number One Mountain’ - is an expert warrior, a Master of the Tea 
  Ceremony, a theologian and poet - a cultured man, in fact. lch’yama secretly 
  disapproves of everything that has happened at Kumo Castle, and has even 
  gone as far as committing Kanshi - Seppuku to reprove one’s Lord - in an 
  attempt to make Kumo Ushii change his bandit ways. Naturally, his suicide 
  attempt failed, and left him with a massive stomach wound.
  In the year since then. lch’yama has become the most brutal, cruel and 
  unfeeling of the samurai. Denied his right to an honourable death, and 
  feeling polluted by his failure·. lch’yama has drowned his guilt in a river 
  of other people’s blood. He chooses to exist only for battle, and regularly 
  takes a part in bandit raids, slaughtering all those who cross his path. He 
  has never taken any goods or treasure while on one these expeditions, thus 
  salving his conscience with an illusion that he is still a true warrior and loyal 
  retainer, rather than a mere bandit.
  Tadaka Kuwe
  Kumo's chief retainer (5th level Samurai) 
  Honour 49
  Height 5’8" 
  Weight  178 lbs MR 0
  Body 37 (14) Fatigue N/A 
  BAP 13
   
  PSF% TSC% Dmg 
  Crit AP
  Katana 
  47% 
  77% 
  15S 
  +1 
  7
  Wakizashi 
  25% 
  55% 
  8S 
  +0 
  7
  Yumi (Bow) 
  47% 
  67% 
  10M 
  +2 
  7
  Naginata 
  47% 
  77% 
  15S 
  +1 
  7
  Yari 
  25% 
  65% 
  15P 
  +1 
  9
  Dodge 
  25% 
  65%
  Heraldry 
  25% 
  65%
  Go 
  23% 
  63%
  Ride Horse 
  47% 
  87%
  Will 
  25% 
  65%
  Stamina 
  25% 
  65%
  Samurai Cloths over Ninja Armour:  S6 C5 P2 M4 E5
  Partial Heavy Samurai Armour:     S8 C9 P7 M7 E7
  WEAPONS: Always carries (or has to hand) Average Katana and 
  Wakizashi; Bow (Tadaka suffers -10%2 BCS when using this weapon due 
  to the wrong Man Rating) with 12 bowel raker arrows and 6 humming bulb 
  arrows available.
  Tadaka Kuwe is directly responsible for the current state of affairs. It was 
  his sword that ended Gon-guji's life and the rest of the samurai have held 
  him at a distance ever since. Although he knows that something is wrong. 
  Tadake doesn't quite know what - or why he is a social outcast. He only 
  knows that he no longer has as many friends as he once did and this, 
  combined with the pain of a face wound that he has suffered, has made him 
  silent, sullen and withdrawn. He has taken to spending much of his time in 
  the garden, come rain or shine, playing his flute and, although he is a good 
  player, he only knows five melodies. In turn his fellow samurai have left him 
  alone to an even greater degree, and prayed that he would learn at least 
  one new tune.
  As a result of his face wound Tadaka is blind in his left eye, and the end 
  of his nose is missing. Consequently he suffers all the penalties of partial 
  blindness and any opponents gain the appropriate bonuses.
  
  283
  1st level Samurai
  Kaji Yamabushi  
  Body  35 (80) 
  Honour 42 each
  Yamato Mako 
  Body  30 (95)
  Mito Ishiyama 
  Body  32 (7) 
  BAP 13 each
  Hirato Hodaka 
  Body  36 (0) 
  MR 0
  Mukade Shimokashi 
  Body  34 (0)       
   
  PSF% TSC% Dmg 
  Crit 
  AP
  Katana 
  35% 
  65% 
  15S 
  +1 
  8
  Wakizashi 
  20% 
  50% 
  8S 
  +0 
  7
  No-Dachi 
  29% 
  59% 
  17S 
  +1 
  10
  Naginata 
  29% 
  59% 
  15S 
  +1 
  8
  Dodge 
  19% 
  59%
  Ride Horse 
  35% 
  75%
  Will 
  19% 
  59%
  Stamina 
  19% 
  59%
  Samurai Cloths over Ninja Armour:  S6 C5 P2 M4 E5
  Superior Heavy Samurai Armour:    S9 C8 P6 M9 E7
  WEAPONS: Average Katana and Wakizashi and each, Hirato Hodaka has 
  an Average No-dachi available; Kaji always carries (or has to hand) a Good 
  (+5% to TCS, Dam +1 - Not included above) Naginata.
  The minor retainers are an unwholesome group, who spend most of their 
  time when not engaged in acts of banditry, drinking the proceeds of such 
  raids. Rude to anyone who is not as they are, and polite to each other only 
  because of the apparent necessity of spending eternity together, they are 
  all belligerent and uncaring. They are, quite shamefully for samurai, grubby, 
  unkempt and smelly.
  Tadake Ryochi, Kaji Yamabushi, Yamato Maki and Kanchira Yukika were 
  badly burnt when they accidentally started a fire during one of their raids 
  hence the inflated second Body figure. Of all Kumo Ushii’s retainers, they 
  are the most frightening and unnatural -they look little better than walking 
  corpses. Gono has given them salves for  their burns, but these have done 
  little save ease the pain. Ako and Dak the Geisha have tried covering the 
  burns with some of their make-up. It has been only partially successful.
  Kaji Yamabushi, Yamato Maki, 
  Mito lshiyama. Hirato Hodaka 
  and Mukade Shimokashi 
  2nd Level Samurai
  Shintaro Fumito  
  Body  43 (20) 
  Honour  45 each
  Tadake Ryochi  
  Body  40 (102) 
  Saitoh Hodaka 
  Body  33 (31) 
  BAP 13 each
  Gozo Hadaka 
  Body  32 (5) 
  MR 0
  Noboyasu Emura 
  Body  30 (1)       
   
  PSF% TSC% Dmg Crit 
  AP
  Katana 
  38% 
  68% 15S 
  +1 
  8
  Wakizashi 
  23% 
  53% 8S 
  +0 
  7
  Yumi (Bow) 
  38% 
  68% 10M 
  +2 
  8
  No-Dachi 
  32% 
  62% 17S 
  +1 
  10
  Dodge 
  22% 
  62%
  Ride Horse 
  38% 
  78%
  Will 
  22% 
  62%
  Stamina 
  22% 
  62%
  Samurai Cloths over Ninja Armour:  S6 C5 P2 M4 E5
  Superior Heavy Samurai Armour:    S9 C8 P6 M9 E7
  WEAPONS: Average Katana and Wakizashi each; Yumi with 24 armour 
  piercer arrows each available to this group; Shintaro and the Hodaka 
  brothers also have an Average No-dachi each.
  Shintaro Fumito, Tadake Ryochi, 
  Saitoh & Gozo Hodaka, & 
  Noboyasu Emura
  1st Level Ashigaru
  Kanchira Yukika  
  Body  42 (88) 
  Honour  39 each
  Kakamei Kono  
  Body  40 (4) 
  BAP 13    MR 0
   
  PSF% TSC% Dmg 
  Crit AP
  Katana 
  32% 
  62% 
  15S 
  +1 
  7
  Wakizashi 
  32% 
  62% 
  8S 
  +0 
  8
  Dodge 
  16% 
  56%
  Will 
  16% 
  56%
  Stamina 
  16% 
  56%
  Samurai Cloths over Ninja Armour:  S6 C5 P2 M4 E5
  Partial Heavy Samurai Armour:     S8 C9 P7 M7 E7
  WEAPONS: Average Katana and Wakizashi each; Kakamei Kono habitually 
  hides an Aiguchi in his left sleeve.
  Kanchira Yukika & Kakamei 
  Kono
  
  284
  
  285
  Continuing The 
  Adventure
  Once the village of Shinen has been returned to 
  normality. Kumo Ushii and the other dead have been 
  given proper funerals and any survivors of Gon-guji's 
  words have been given medical attention (or dealt with 
  as the players see fit), Tsumo lshisu will ask them to 
  accompany her on her journey home. That journey, what 
  the characters find at the end of it, and the nature of 
  Tsumo's oath are, of course, another adventure...
  Tsumo lshisu
   3rd level Calligrapher Mage 
   
  Honour:  69
  Height 5'8"     Weight  135 lbs          MR 0 
  PMF 70
  Body 35         Fatigue 23 
         BAP 14 ML 4
  STR 
  11 79% 
  INT 
  17  66% 
  APP  9 
  54%
  CON 
  10 76% 
  WIS 13  58% 
  BV 
  13 62%
  DEX 
  13 73% 
  DIS 
  13  76% 
  SPR 10 58%
  AGL 
  11 73% 
  FER 14  66% 
  CHA 11 58%
  Current Spirit:   Buddhist  6 Shinto  12
   
  PSF% TSC% Dmg Crit AP
  No-Dachi 
  15% 
  45% 
  12S 
  +1 
  11
  Calligraphy Mode 
  49% 
  71%
  BM: Water Method 
  39% 
  59%
  Arcane Method 
  39% 
  49%
  Divination Method 
  18% 
  38%
  Healing Method 
  18% 
  48%
  Illusion Method 
  39% 
  69%
  Wood Method 
  18% 
  38%
  Court Dance 
  18% 
  58%
  Calligraphy 
  49% 
  79%
  Concentration 
  18% 
  58%
  Meditation 
  24% 
  64%
  Poetic Composition 
  17% 
  47%
  Tea Ceremony 
  15% 
  45%
  Ride Horse 
  18% 
  58%
  Dodge 
  24% 
  64%
  Will 
  21% 
  61%
  Stamina 
  24% 
  64%
  Good Samurai Cloths :  S6 C5 P2 M4 E5
  She had Asagiri - a No-Dachi enchanted as a simple device. Has the spells 
  Tangle Weeds, Detect Illusion, Greater Illusion and Blurred Image. This 
  weapon has been confiscated by Kumo Ushii but he will not use it through 
  ignorance of its power and consequences of unauthorised use. 
  Spells:  
  Illusion: Project Self, Detect Illusion, Greater Illusion, Blurred Image
  Healing: Treat the Sick, Lesser Salve, 
  Wood: Thorn Darts, Tangleweed, 
  Water: Spray 
  Divination: Prophecy 
  Tsumo lshisu has led a sheltered life, protected from the harshness of the 
  real world. Despite this, she is a well-educated and cultured member of the 
  Buke caste and adept at the Magick that she has so far been taught. Her 
  capabilities are unrealised, rather than limited. Kumo Ushii and his men 
  assume that Tsu mo must be guarded to prevent her from killing herself, 
  Tsumo will not, in fact, commit jigai - she is under an oath that prevents her 
  from taking her life just yet. The exact nature of this oath is not important to 
  this adventure, and Tsumo has not discussed the matter with anybody, nor 
  will she. Apart from kidnapping her, the samurai have done nothing which is 
  a threat to her honour, although they do not treat her kindly. She is largely 
  left alone and spends most of her time meditating- a useful cover for when 
  she casts her Project Image spell. 
  Tsu mo lshisu is rather immature, and will romantically attach herself to one 
  of her rescuers - the Warrior of the highest level, although she will prefer 
  a member of the Buke caste. It is up to the referee to determine whether 
  marriage is the outcome of this liaison - Tsumo should be treated as a Good 
  Wife, although her dowry will be nothing more than the No-dachi, Asagiri 
  (see above).
  Kumo Ushii's Prisoners
  Gono the Physician
  SKILLS:  
  PSF% 
  TSC% 
  Atemi (Vita Points) 
  53% 
  83% 
  Massage 
  34% 
  64% 
  Isha Surgery 
  44% 
  84% 
  Herbalism 
  37% 
  67% 
  Gono is an Average Man, and a physician of some skill. Captured during an 
  early raid, when lch’yama realised that his medical skills were inadequate, 
  Gono has been held prisoner, bound in chains, in a makeshift cell for the 
  last year. He is only allowed out to cure repair is more accurate - as much of 
  the damage the samurai have suffered as he can. Gono is a compassionate 
  man, and feels deeply sorry for Kumo Ushii and his men, but he knows they 
  would kill him on the spot if he ever said as much.
  Gono is waiting for a clear opportunity to escape, and will help the player 
  characters as much as he can, for instance by telling them the history of 
  Kumo Ushii and his strange affliction. Gono also knows where Gon-guji’s 
  body is - still in the rubbish pit - and he will show anyone its location.
  Azo and Daki
  SKILLS:  
  PSF% 
  TSC% 
  Massage 
  40% 
  70% 
  Singing 
  43% 
  83% 
  Koto * 
  40% 
  80% 
  Samisen * 
  37% 
  87% 
  * Musical Instruments.
  Azo and Daki were captured six months ago when Kumo Ushii and his men 
  fell upon a military supply column by mistake. They were rapidly beaten 
  off, their only prizes being these two women. Geisha (Body and Fatigue 
  each) somewhat past their prime and somewhat incompetent at their jobs. 
  Since then Azo and Oaki have lost the taste they had for the romantic life’ 
  with bandits. They have had a thoroughly miserable time of things, being 
  relegated to drudgery and fetching new bottles of sake, as the Samurai 
  have shown little interest in them as women. They would have run away 
  long ago, but for the fact that they have nowhere else to go.
  
  286
  Appendix Two:  
  The I Ching
  The I Ching is a book with 64 hexagrams, each with the possibility of 0-6 moving lines.
  Beginning I Ching Diviners consult the text by casting six divining rods, which had a broken line on one side 
  (represented by - -  in the chart below) and an unbroken on the other side (represented by --- ) . The GM should ask the 
  player to throw six D10s (or three D10s twice), generating a hexagram made up of an upper and a lower trigram, to be 
  used in connection with Cast I Ching (Divination) and Ask the I Ching (Divination) to give a Yes/No answer. The GM 
  may base the Yes/No results on the table below or derive them from the trigram's Reading (e.g. Sky or Fire), taken in 
  context with the question. If the two trigrams cancel one another out, then the reading should be similarly inconclusive.
  TRIGRAM
  READING
  LUCKY/
  UNLUCKY
  YES/NO
  Odd
  ---
  SKY
  Very Lucky
  Firm Yes
  Odd
  ---
  Odd
  ---
  Even
  - -
  LAKE
  Lucky
  Yes, and all will be well.
  Odd
  ---
  Odd
  ---
  Odd
  ---
  FIRE
  Lucky
  Yes, but people will be hurt.
  Even
  - -
  Odd
  ---
  Even
  - -
  THUNDER
  Lucky
  Yes, but people will be frightened.
  Even
  - -
  Odd
  ---
  Odd
  ---
  WIND
  Unlucky
  Probably Not
  Odd
  ---
  Even
  - -
  Even
  - -
  WATER
  Very Unlucky
  No, there'll be a disaster
  Odd
  ---
  Even
  - -
  Odd
  ---
  MOUNTAIN
  Unlucky
  No, but all will be well
  Even
  - -
  Even
  - -
  Even
  - -
  EARTH
  Unlucky
  Firm no
  Even
  - -
  Even
  - -
  
  287
  Thus the player of Dentaro, an I Ching Diviner, throws the dice 
  and gets
  1/7/6
  2 Odd, 1 Even
  - -
  =>
  ---
  4/5/1
  2 Odd, 1 Even
  - -
  Thunder
  =>
  ---
  Wind
  4/2/5
  2 Even, 1 Odd
  ---
  =>
  - -
  0/5/9
  2 Odd, 1 Even
  - -
  =>
  ---
  1/2/8
  2 Even, 1 Odd
  ---
  Pit
  =>
  - -
  Fire
  6/2/2
  3 Even
  - -
  =>
  ---
   
  On checking with the Determining Hexagram table - the upper 
  trigram of Thunder cross referenced with lower Trigram of Pit 
  gives the number 40. Now checking the second we get Wind 
  cross referenced with the lower Fire giving the number 37.
  On the chart below 40 gives us Deliverance (associated spell 
  Immunity to One Spell and 37 gives us The Family (associated 
  spell Enthral).
  Advanced I Ching Diviners 
  consult the text by using 50 yarrow 
  stalks, generating yang and yin lines 
  which may be strong (static) or weak 
  (moving). Yang represents the active 
  principle; yin the passive principle. 
  Diviners associate the lines with the 
  following correspondences:
  Line
  Name
  Direction
  Colour
  Element
  Animal
  Season
  --- --- --- 
  Weak Yang
  East
  Blue
  Wood
  Dragon
  Spring
  --- ---  - -
  Strong Yang
  South
  Red
  Fire
  Phoenix
  Summer
  - -  - - - -
  Weak Yin
  West
  White
  Metal
  Tiger
  Autumn
  - -  - - ---
  Strong Yin
  North
  Black
  Water
  Tortoise
  Winter
  *
  Centre
  Yellow
  Earth
  Man
  All year
   
  *  A pair of hexagrams which include all four types of lines.
  The GM should ask the player to 
  throw 3D10 six times, each throw 
  generating a line, thus generating 
  a hexagram which if there are any 
  moving lines may be followed by a 
  second hexagram.
  Throw
  Name
  First Version
  Second 
  Version
  Three Even
  Weak Yin
  _ _
  _ _
  Three Odd
  Weak Yang
  ---
  ---
  2 Odd, 1 Even
  Strong Yin
  - -
  ---
  2 Even, 1 Odd
  Strong Yang
  ---
  - -
  To determine the hexagram(s) generated, identify the upper and lower trigrams and then check the chart below. The GM 
  may also opt to let the Mage cast one spell associated with each of the Hexagram(s) generated at no further AP cost. Range is 
  1000 miles x ML. Duration is 6 rounds.
  DETERMINING HEXAGRAM
  LOWER
  TRIGRAM
  UPPER TRIGRAM
  Sky
  Thunder
  Water
  Mountain
  Earth
  Wind
  Fire
  Lake
  Sky
  1
  34
  5
  26
  11
  9
  14
  43
  Thunder
  25
  51
  3
  27
  24
  42
  21
  17
  Water
  6
  40
  20
  4
  7
  59
  64
  47
  Mountain
  33
  62
  39
  52
  15
  53
  56
  31
  Earth
  12
  16
  8
  23
  2
  20
  35
  45
  Wind
  44
  32
  48
  18
  46
  57
  50
  28
  Fire
  13
  55
  63
  22
  36
  37
  30
  49
  Lake
  10
  54
  60
  41
  19
  61
  38
  58
  With the GM's permission, Dentaro may now cast 
  Immunity to One Spell on himself and his friends and 
  Enthral on his enemies -- without any further AP delay.
  
  288
  Name
  Associated spell
  1
  Creativity
  Call forth fiery steel (metal)
  2
  Receptivity
  Enchanted sleep (command)
  3
  Difficulty
  Shadow Bomb (arcane)
  4
  Immaturity
  Berserker Rage (command)
  5
  Waiting
  Kappa healing (healing)
  6
  Conflict
  Willpower rolls 5% better for 
  1D10 hours
  7
  The Army
  All combat skill rolls 5% better 
  for 1D10 hours
  8
  Holding Together
  Willpower rolls +10% better for 
  1 hour
  9
  Lesser Taming
  Heal elemental injury (healing)
  10
  Treading Down
  Cowardice (command)
  11
  Peace
  Any wards spell
  12
  Stagnation
  Forgetfulness (command)
  13
  Friendship
  Project Image (transcendental)
  14
  Great Possessions
  Revive memory (healing)
  15
  Modesty
  Forget skill (command)
  16
  Enthusiasm
  Stone armour (earth)
  17
  Following
  All rolls 5% better
  18
  Decay
  Consume vitality (meido)
  19
  Approach
  The greenway (plant)
  20
  Contemplation
  Scry the land (divination)
  21
  Gnawing Off
  Dispel phantasmal (illusion)
  22
  Elegance
  Fox glamour (illusion)
  23
  Breaking Apart
  Water Ram (water)
  24
  Return
  Teleportal (arcane) - to return 
  home
  25
  Innocence
  True sight (divination)
  26
  Greater Taming
  Greenwood (plant)
  27
  Nourishment
  Cure blight (plant)
  28
  Excess
  Deluge (water)
  29
  The Abyss Of 
  Water
  Call forth lava (earth)
  30
  Clinging Fire
  Sunburst (arcane)
  31
  Wooing
  Love (command)
  32
  The Enduring
  Cure intense poisoning (healing)
  33
  Retreat
  Spellbind (command)
  Name
  Associated spell
  34
  The Power Of The 
  Great
  Stun (command)
  35
  Progress
  Hard water (water)
  36
  Darkening Of The 
  Light
  Area darkness (arcane)
  37
  The Family
  Enthral (command)
  38
  The Enemy
  Confusion (command)
  39
  Obstruction
  Shadow Bomb (arcane)
  40
  Deliverance
  Immunity to one spell
  41
  Loss
  Word of power: "weaken" 
  (command)
  42
  Gain
  Silver carried turns to gold coins
  43
  Resolution
  Willpower rolls +2D10 for 1D10 
  rounds
  44
  Coming To Meet
  Bind tongue (command)
  45
  Gathering Together
  Legend lore (divination)
  46
  Ascending
  Floating earths (earth)
  47
  Oppression
  Battering ram of stone (earth)
  48
  The Well
  Create the waters of the dragon 
  emperor (water)
  49
  Revolution
  Override group illusion 
  (command)
  50
  The Sacrificial 
  Vessel
  An Act of Faith up to PFF 30
  51
  Thunder
  Lightning Bolt (air)
  52
  Keeping Still
  Calm the hurricane (air)
  53
  Gradual Progress
  Journey in haste (transmutation)
  54
  The Bride
  Entrancement (command)
  55
  Abundance
  Kami blessing (plant)
  56
  The Traveller
  Teleport Greater (arcane)
  57
  The Gentle
  Mass charm (command)
  58
  Joy
  Greater euphoria (command)
  59
  Dissolution
  Die (command)
  60
  Restraint
  Wither (transmutation)
  61
  Inner Truth
  Immovable will (transcendental)
  62
  Rule Of The Small
  Secrets in the earth (earth 9)
  63
  After Completion
  Demon creation (illusion)
  64
  Before Completion
  Atago's cauldron (fire)
  
  289
  Appendix Three:  
  Japanese Lore
  These are legends. The GM may use his own judgment 
  as to whether some of the details below are actually true in 
  his game. The GM should feel free to let NPC storytellers 
  and streetsingers and playwriters make up similar legends 
  to give clues to the PCs.
  The Emperor at his coronation received the additional 
  soul of Jimmu Tenno, the first Emperor. That was why he 
  took a spirit name, which also became the name of the era 
  (and by which years were counted).
  An Emperor once picked a pear in his garden but spat 
  out the fruit because it was still green. After that, the pear 
  tree bore fruit that had the marks where the Emperor's 
  teeth had bitten. Anything the Emperor says or does may 
  have effects like that. That's why the Emperor should stay 
  in his palace, performing Shinto rituals to keep the Kami 
  contented.
  Kobo Daishi was a famous Buddhist Priest, known for 
  his holiness and kindness and scholarship. He studied two 
  years in China, then returned home to Japan and created 
  the Hiragana Syllabary.
  Kobo once asked a peasant girl for a cup of water. She 
  walked over a hill to the nearest well, 10 cho away, and 
  brought him back a cup of water. "You'll never have to 
  work that hard again," he told her and struck the ground 
  with his cane. A fountain of water sprang forth from the 
  ground where he hit it, and it never dried up.
  In another place, a dirty priest asked a farmer's wife for 
  one of the carrots she was washing in a stream. "I have 
  no carrots to give you," she said. He went away -- and the 
  stream dried up. Afterwards, people realized he had been 
  Kobo Daishi.
  The demon who lived on Mount Rei begged Kobo 
  Daishi to let him eat a man once a year. Kobo said he 
  would permit it if the demon made a thousand valleys 
  before the cock crowed for sunrise. Just before sunrise, 
  Kobo made one of the valleys vanish. At sunrise he told 
  the demon to count the valleys. When the demon found 
  there were only 999, he bit a stone and then spat it out at 
  Kobo, but Kobo dodged and it didn't hit him. You can still 
  see the tooth marked stone at the Nishi Sawada Shrine. It's 
  a huge boulder with the mark of a tooth three sun long.
  The clan lord of the Mori clan was married to the 
  daughter of the clan lord of the Hojo clan. One day 
  the Hojo lord invited his son-in-law to come visit him. 
  The wife begged her husband not to trust her father, 
  but he went anyway. He was taken to the bath room to 
  wash off the sweat of his journey (a customary gesture 
  of hospitality). He took off his clothes and swords and 
  went in. But the water was boiling hot - and the doors 
  were locked. When his wife heard how he'd died, she 
  committed seppuku. The Hojo clan seized the Mori clan's 
  castle at the top of Mount Hachikoku and made it part of 
  their territory.
  Afterwards a strange fire appeared in the sky above the 
  mountaintop and flew to the Hojo clan's castle. It came 
  every night and burned all night long. People thought it 
  was the spirit of Mori's wife. The priest of Fuko-ji Temple 
  built a temple called Gongen-do at Mount Hachikoku for 
  the souls of Mori and his wife and recited sutras there for 
  21 days. After that the fire stopped appearing.
  The demon of Mount Ariake was killed by General 
  Saka-no-ue using arrows made with the 13-jointed 
  feathers of a long-tailed pheasant. The demon's corpse will 
  return to life if it is buried in one place, so Saka-no-ue cut 
  off its head and its ears and buried them separately from 
  the rest of the body.
  Masakado and Hidesato were rival clan lords. Masakado 
  was killed in battle by Taira Sadamori and Fujiwara 
  Chiharu. Afterwards, people who lived in his province 
  prayed to him as a Kami and good things happened to 
  them. But the families of the people who'd killed him had 
  very bad luck if they went anywhere near his shrine or the 
  battlefield where he'd died.
  Once there was a province where taxes were so high 
  that farmers couldn't afford to support their aged parents, 
  so they took people over sixty to Mount Ubasute and left 
  them there to die. A pair of brothers took their father 
  there, and noticed him breaking branches on the way - so 
  they could find their way back home again. They decided 
  to bring him home again and hide him.
  Their lord said he'd lower taxes if they could bring him a 
  rope made of ashes. No one could figure out how to do it. 
  The old man told his sons to soak a rope in salty water and 
  then burn it. After that, people could afford to keep their 
  parents at home with them.
  
  290
  The Gokase river divides into two streams and flows 
  past Mount Atago, one stream on each side, to reach the 
  sea. The Nobutsuna clan has a castle where the streams 
  divide. The castle lord wanted to dam one of the streams to 
  make new rice land, but the stream kept washing the dam 
  away. Finally the village headman decided they had to give 
  the river Kami a young girl as a sacrifice. They filled a box 
  with pieces of wood, one of them marked with the word 
  for Kami. Each girl was blindfolded and drew a piece of 
  wood out of the box. The headman's daughter drew the 
  one that marked her as the sacrifice.
  Lord Nobutsuna's daughter was crippled and could 
  not walk. She begged her father to let her be the sacrifice 
  instead. She drowned herself in the river. Afterwards, the 
  villagers were able to build the dam. They built a Shinto 
  shrine to the girl as the river Kami's wife and offer her the 
  first catch of tai, her favourite fish.
  Sen no Rikyu was a commoner who was a master of the 
  Tea Ceremony. Hideyoshi (a military dictator who ruled 
  the country but couldn't call himself Shogun because he 
  wasn't a Minamoto; he'd been born a peasant farmer) 
  asked Rikyu to give him his beautiful daughter, but the tea 
  master refused. Hideyoshi accused Rikyu of bribery and 
  forced him to commit seppuku.
  Daruma introduced Buddhism into China. Afterwards 
  he sat and meditated for nine years -- and wasn't even 
  distracted when his legs fell off due to not being used. He 
  didn't want to waste time sleeping so he cut off his eyelids 
  -- which took root and became teabushes. He drank 
  the tea and was no longer troubled by sleepiness -- and 
  reached enlightenment.
  The Eight Views of Lake Biwa are: 
  1) the autumn moon over Ishiyama
  2) the evening snow on Hirayama
  3) the setting sun at Seta
  4) the evening bell ringing at Mii-dera Temple
  5) the boats leaving the port of Karasaki
  6) the breeze blowing the clouds at Awazu, 7) the night 
  rain at Kaisaki, and 8) the wild geese in flight at Katata.
  The Shogun's most secret conferences with his advisers 
  are conducted so no one can possibly overhear them. 
  The men write back and forth to one another using iron 
  chopsticks -- in the ashes of a brazier burning in the room.
  Once there was a Shogun who had a daughter but no 
  sons. A Buddhist Priest told him that the reason he didn't 
  have any sons was because in a previous life he'd been 
  cruel to animals. So he issued a set of decrees forbidding 
  people to hurt animals. Eta and hunters were forbidden 
  to kill animals, but that was only the first law. If a dog ran 
  into a market or restaurant and began eating the food, 
  no one was allowed to stop him. If a horse or ox stopped 
  pulling a plough or cart, no one was allowed to yell at him 
  to start pulling again. The punishment for violating the 
  laws was being crucified. Everyone was very happy when 
  the Shogun died and his successor repealed the laws.
  
  291
  
  292
  Appendix Four: 
  Recommended 
  Reading
  If you can't find these books in a general bookstore, try 
  looking in the nearest big city for a Kinokuniya Bookstore. 
  These books go in and out of print over the years, so if 
  they're not available when you call, try again a year later. 
  The Charles E. Tuttle Company's offices are in Rutland, 
  Vermont and Tokyo, Japan. You may also try Amazon and 
  Abe Books.
  GENERAL
  Buddhist Images, by Taikichi Irie & Shigeru Aoyama, 
  Colour Books, Hoikusha Publishing Co.
  Daily Life in Japan at the time of the Samurai, 1185-
  1601, by Louis Frederic, trans. Eileen M. Lowe, Charles E. 
  Tuttle Co.
  Everyday Life in Traditional Japan, by Charles J. 
  Dunn, Charles E. Tuttle Co.
  Historical and Geographical Dictionary of Japan, by 
  E. Papinot, Charles E. Tuttle Co.
  Japan:  the Nagel Travel Guide series, McGraw Hill
  Japanese Proverbs and Sayings, by Daniel Crump 
  Buchanan, University of Oklahoma Press
  Japanese Things, being notes on various subjects 
  connected with Japan, by Basil Hall Chamberlain, Charles 
  E. Tuttle Co.
  Sources of Japanese Tradition, compiled by Rusaku 
  Tsunoda, William Theodore de Bary, Donald Keene; 
  Columbia University Press
  LEGENDS
  Folk Legends of Japan by Richard M. Dorson, Charles 
  E. Tuttle Co.
  Folktales of Japan, ed. Keigo Seki, trans. Robert J. 
  Adams, University of Chicago Press
  Legends of Japan, retold by Hiroshi Naito, Charles E. 
  Tuttle Co.
  Kitsune, Japan's Fox of Mystery, Romance, & 
  Humor, by Kiyoshi Nozaki, Hokuseido Press
  Tales from the Japanese Storytellers, collected by Post 
  Wheeler, ed. Harold G. Henderson, Charles E. Tuttle Co.
  Tales of Old Japan, by A. B. Mitford, Charles E. Tuttle 
  Co.
  All of Lafcadio Hearn's books, published by Charles E. 
  Tuttle Co: especially 
  Glimpses of Unfamiliar Japan, 
  Japan:  An Interpretation, 
  A Japanese Miscellany, 
  In Ghostly Japan, 
  Kwaidan, 
  Kotto, Out of the East, 
  The Romance of the Milky Way and 
  Shadowings
  MARTIAL ARTS
  The Art of Invisibility:  Ninjutsu, by Donn Draeger, 
  Simpson-Doyle & Co.
  Asian Fighting Arts by Donn F. Draeger & Robert W. 
  Smith, Kodansha International, Ltd.
  The Hagakure, a Code to the Way of the Samurai, by 
  Yamamoto Tsunetomo, trans. Takao Mukoh, Hokuseido 
  Press
  Japanese Castles by Michio Fujioka, trans. John 
  Brentnall, Colour Books, Hoikusha Publishing Co.
  Secrets of the Samurai, A Survey of the Martial Arts 
  of Feudal Japan, by Oscar Ratti and Adele Westbrook, 
  Charles E. Tuttle Co.
  
  293
  Appendix Five:  
  A collection of     
  Japanese Words
  You can use three 10-sided dice of different colours to 
  roll on this list, in order to choose a word at random. The 
  first die will determine the hundreds place, the second will 
  determine the tens place, and the third will determine the 
  ones place. So rolling 6-9-3 means Word 793; rolling 2-3-6 
  means Word 236. 
  Each of these words is provided with its English 
  meaning and its ideographs.
  You can use this list to choose names for characters or 
  their possessions (swords, musical instruments, horses, 
  pet dogs or cats). You can also use it to get ideas for 
  their random encounters. For instance, consider a roll 
  of 668 (Tsutsumi, Parcel), which might mean a character 
  gets parcel from a friend or relative or finds a chance to 
  examine a parcel that's been sent to a suspect or enemy. A 
  second roll of 028 (Ashi, Foott) may give the idea that the 
  parcel contains a sandle. Obviously, this method requires 
  imagination (but then so does any sort of role-playing). 
  Its virtue is that, unlike the standard encounter table, it 
  will reflect the particular campaign situation in the same 
  way that a person's interpretation of a Rorschach inkblot 
  reflects his mind.
  For even more ideas, you might want to buy a book of 
  ideographs. Many of these not only list the ideographs but 
  also discuss their make-up. My own favourite reference 
  book in this area is P. G. O'Neill's ESSENTIAL KANJI, 
  which lists the two thousand basic ideographs. 
  No.
  Japanese
  English Meaning
  Ideograms
  1
  abareru
   to riot 
   暴れる
  2
  abiru
   to bathe 
   浴びる
  3
  abunai
   dangerous 
   危ない
  4
  ageru
   to raise 
   上げる
  5
  ai
   love (noun) 
   愛
  6
  aji
   taste (noun) 
   味
  7
  aka
   red (noun) 
   赤
  8
  akeru
   to open 
   開ける
  9
  aki
   autumn 
   秋
  10
  akinau
   to deal in 
   商う
  11
  akiraka
   clear, obvious 
   明らか
  12
  akruku
   to walk 
   歩く
  13
  amari
   excess 
   余り
  14
  ame
   rain (noun) 
   雨
  15
  ami
   net (noun) 
   網
  16
  ana
   hole (noun) 
   穴
  17
  ane
   elder sister 
   姉
  18
  ani
   elder brother 
   兄
  19
  anjiru
   to worry 
   案じる
  20
  ao
   blue (noun) 
   青
  21
  arai
   rough 
   荒い
  22
  arasoi
   battle, argument 
   争い
  23
  aratameru
   to revise 
   改める
  24
  arau
   to wash 
   洗う
  25
  arawasu
   to express, represent 
   表す
  26
  asa
   morning (noun) 
   朝
  27
  asai
   shallow 
   浅い
  28
  ashi
   foot 
   足・leg 
  29
  asobu
   to play 
   遊ぶ
  30
  atai
   price 
   値
  31
  atarashii
   new 
   新しい
  32
  atari
   vicinity 
   辺り
  33
  ataru
   to hit, win 
   当たる
  34
  atatakai
   warm 
   温かい、暖かい
  35
  atsu
   pressure (noun) 
   圧
  36
  atsui
   hot 
   暑い、熱い
  37
  atsui
   thick 
   厚い
  38
  atsumeru
   to collect 
   集める
  39
  awaseru
   to match, adjust 
   合わせる
  
  294
  No.
  Japanese
  English Meaning
  Ideograms
  40
  ayamachi
   mistake (noun) 
   過ち
  41
  aza
   bruise (noun) 
   痣
  42
  azukeru
   to entrust 
   預ける
  43
  bakeru
   to disguise 
   化ける
  44
  bakuhatsu
   explosion 
   爆発
  45
  ban
   evening 
   晩
  46
  batsu
   punishment 
   罰
  47
  ben
   petal (noun) 
   弁
  48
  bi
   beauty (noun) 
   美
  49
  boeki
   trade (noun) 
   貿易
  50
  bon
   Buddhist festival 
   盆
  51
  bu
   unit for printed copy 
   部
  52
  byo
   second (time) 
   秒
  53
  byoki
   illness (noun) 
   病気
  54
  cha
   tea (noun) 
   茶
  55
  chi
   blood (noun) 
   血
  56
  chi
   ground (noun) 
   地
  57
  chichi
   father 
   父
  58
  chigau
   different 
   違う
  59
  chikai
   near 
   近い
  60
  chikara
   strength 
   力
  61
  chin
   wage (noun) 
   賃
  62
  chirasu
   to scatter 
   散らす
  63
  cho
  meters 
   丁
  64
  cho
   curtain 
   帳
  65
  cho
   intestines 
   腸
  66
  chusei
   loyalty 
   忠誠
  67
  dai
   big 
   大
  68
  dai
   stand, table (noun) 
   台
  69
  dai
   title 
   題
  70
  dan
   step (noun) 
   段
  71
  dan
   talk (noun) 
   談
  72
  dantai
   group (noun) 
   団体
  73
  deru
   to get out 
   出る
  74
  do
   copper (noun) 
   銅
  75
  doku
   poison 
   毒
  76
  eda
   branch (tree) 
   枝
  77
  eki
   liquid 
   液
  78
  eki
   station 
   駅
  79
  enjiru
   to act 
   演じる
  No.
  Japanese
  English Meaning
  Ideograms
  80
  erabu
   to choose 
   選ぶ
  81
  erai
   great 
   偉い
  82
  fu
   prefecture 
   府     
  83
  fude
   writing brush 
   筆
  84
  fujin
   lady 
   婦人
  85
  fukai
   deep 
   深い
  86
  fukeru
   to age 
   老ける
  87
  fuku
   clothes 
   服
  88
  fuku
   good fortune 
   福
  89
  fuku
   to blow 
   吹く
  90
  fukuro
   sack, bag 
   袋
  91
  fumi
   letter 
   文
  92
  fune
   ship 
   船、舟
  93
  furu
   to fall 
   降る
  94
  furui
   old 
   古い
  95
  fusegu
   defend 
   防ぐ
  96
  fushi
   melody 
   節
  97
  futatabi
   again 
   再び
  98
  futoi
   thick 
   太い
  99
  fuyasu
   to increase 
   増やす
  100
  fuyu
   winter 
   冬
  101
  ga
   picture 
   画
  102
  gai
   harm (noun) 
   害
  103
  gaku
   frame (for paintings) 
   額
  104
  gaku
   music 
   楽
  105
  gakumon
   study (noun) 
   学問
  106
  gei
   artistry 
   芸
  107
  geki
   drama, play 
   劇
  108
  gin
   silver (noun) 
   銀
  109
  ginjiru
   to sing, recite 
   吟じる
  110
  go
   five (noun) 
   五
  111
  gogo
   afternoon 
   午後
  112
  gun
   army 
   軍
  113
  gun
   district 
   郡
  114
  ha
   leaves (tree) 
   葉
  115
  hachi
   eight (noun) 
   八
  116
  haha
   mother 
   母
  117
  hairu
   to enter 
   入る
  118
  haka
   grave (noun) 
   墓
  119
  hakaru
   to measure 
   計る、測る
  
  295
  No.
  Japanese
  English Meaning
  Ideograms
  120
  hako
   box (noun) 
   箱
  121
  haku
   to sweep 
   掃く
  122
  haku
   to vomit 
   吐く
  123
  hama
   beach 
   浜
  124
  han
   anti- 
   反
  125
  han
   personal seal 
   判
  126
  han
   printing block 
   版
  127
  hana
   flower (noun) 
   花
  128
  hana
   nose 
   鼻
  129
  hanashi
   story 
   話
  130
  hanasu
   to let go, separate 
   離す
  131
  hanbun
   half (noun) 
   半分
  132
  hara
   stomach 
   腹
  133
  hare
   clear sky 
   晴れ
  134
  haru
   spring 
   春
  135
  haru
   to stretch 
   張る
  136
  hashi
   bridge 
   橋
  137
  hashira
   pillar 
   柱
  138
  hashiru
   to run 
   走る
  139
  hata
   flag 
   旗
  140
  hata
   loom (noun) 
   機
  141
  hatake
   cultivated field 
   畑
  142
  hataraku
   to work 
   働く
  143
  hate
   end (noun) 
   果て
  144
  hatsu
   first (adjective) 
   初
  145
  hayai
   early 
   早い
  146
  hayai
   fast 
   速い
  147
  hayashi
   forest 
   林
  148
  hei
   fence, wall 
   塀
  149
  hei
   soldier 
   兵
  150
  hi
   comparison 
   比
  151
  hi
   fire (noun) 
   火
  152
  hi
   non- 
   非
  153
  hibiki
   echo, sound (noun) 
   響き
  154
  hidari
   left (noun) 
   左
  155
  higashi
   east (noun) 
   東
  156
  hihyosuru
   to criticize 
   批評する
  157
  hikari
   light (noun) 
   光
  158
  hikiiru
   to lead 
   率いる
  159
  hiku
   to play (instruments) 
   弾く
  No.
  Japanese
  English Meaning
  Ideograms
  160
  hiku
   to pull 
   引く
  161
  hikui
   low 
   低い
  162
  hima
   free, available 
   暇
  163
  himeru
   to keep secret 
   秘める
  164
  hiroi
   spacious 
   広い
  165
  hirou
   to pick up 
   拾う
  166
  hiru
   noon 
   昼
  167
  hisashi
   eave (noun) 
   庇
  168
  hito
   person, people 
   人
  169
  hitori
   alone, a person 
   一人
  170
  hitoshii
   equal 
   等しい
  171
  hiyo
   expense 
   費用
  172
  ho
   sail (noun) 
   帆
  173
  hofu
   abundance 
   豊富
  174
  hon
   book (noun) 
   本
  175
  hone
   bone 
   骨
  176
  horu
   to crave 
   彫る
  177
  hoshi
   star (noun) 
   星
  178
  hosoi
   thin, narrow 
   細い
  179
  hotoke
   Buddha 
   仏
  180
  hyaku
   hundred (noun) 
   百
  181
  hyo
   table, chart (noun) 
   表
  182
  i
   stomach 
   胃
  183
  ichi
   one (noun) 
   一
  184
  ichiba
   market 
   市場
  185
  ido
   well (of water) 
   井戸
  186
  ii
   good 
   良い
  187
  ike
   pond 
   池
  188
  iki
   breath (noun) 
   息
  189
  ikioi
   power, force 
   勢い
  190
  ikiru
   to live 
   生きる
  191
  iku
   to go 
   行く
  192
  ima
   now 
   今
  193
  imashimeru
   to warn 
   戒める
  194
  imohto
   younger sister 
   妹
  195
  in
   personal seal 
   印  
  196
  inochi
   life (noun) 
   命
  197
  inori
   pray (noun) 
   祈り
  198
  inu
   dog 
   犬
  199
  iro
   colour (noun) 
   色
  
  296
  No.
  Japanese
  English Meaning
  Ideograms
  200
  iru
   to exist 
   居る
  201
  isagiyoi
   graceful 
   潔い
  202
  isamashii
   brave 
   勇ましい
  203
  isogashii
   busy 
   忙しい
  204
  ita
   wodden board 
   板
  205
  itami
   pain (noun) 
   痛み
  206
  itaru
   to end up 
   至る
  207
  ito
   thread 
   糸
  208
  itonami
   work, activity (noun) 
   営む
  209
  itsuwaru
   to lie 
   偽る
  210
  iwa
   rock (noun) 
   岩
  211
  iwai
   celebration 
   祝い
  212
  iyasu
   to heal 
   癒す 
  213
  izumi
   fountain, spring 
   泉
  214
  jibun
   oneself 
   自分
  215
  jo
   preface 
   序
  216
  jo
   sympathy 
   情
  217
  ju
   ten (noun) 
   十
  218
  jun
   purity 
   純
  219
  jun
   sequence 
   順
  220
  jutsu
   skill 
   術
  221
  ka
   good (not bad) 
   可
  222
  ka
   mosquito 
   蚊
  223
  kaeru
   to replace 
   替える
  224
  kaeru
   to return home 
   帰る
  225
  kaesu
   to return (something) 
   返す
  226
  kagami
   mirror 
   鏡
  227
  kage
   shadow 
   影
  228
  kagiru
   to limit 
   限る
  229
  kai
   answer (noun) 
   解
  230
  kai
   floor 
   階
  231
  kai
   meeting 
   会
  232
  kai
   shell 
   貝
  233
  kaiga
   painting 
   絵画
  234
  kaiko
   silkworm 
   蚕
  235
  kakari
   be in charge 
   係
  236
  kakei
   lineage 
   家系
  237
  kakomu
   to surround 
   囲む
  238
  kaku
   each 
   各
  239
  kaku
   to write 
   書く
  No.
  Japanese
  English Meaning
  Ideograms
  240
  kamae
   posture 
   構え
  241
  kami
   god 
   神
  242
  kami
   paper 
   紙
  243
  kan
   Ancient China 
   漢
  244
  kan
   completion 
   完
  245
  kan
   intuition 
   勘
  246
  kanashii
   sad 
   悲しい
  247
  kane
   gold, money 
   金
  248
  kangaeru
   to think 
   考える
  249
  kanjiru
   to feel 
   感じる
  250
  kao
   face (noun) 
   顔
  251
  kara
   empty 
   空
  252
  karada
   body 
   体
  253
  kari
   hunt (noun) 
   狩り
  254
  kari
   temporary 
   仮
  255
  kariru
   to borrow 
   借りる
  256
  karui
   light 
   軽い
  257
  kashikoi
   wise 
   賢い
  258
  kashira
   leader 
   頭
  259
  kasu
   to lend 
   貸す
  260
  katachi
   form, shape (noun) 
   形
  261
  katameru
   to harden 
   固める
  262
  katana
   sword 
   刀
  263
  katsu
   to win 
   勝つ
  264
  kau
   to buy 
   買う
  265
  kawa
   leather (noun) 
   皮
  266
  kawa
   river 
   川
  267
  kawaru
   to change 
   変わる
  268
  kazari
   ornament, decoration 
   飾り
  269
  kaze
   wind (noun) 
   風
  270
  kazoeru
   to count (numbers) 
   数える
  271
  ke
   hair 
   毛
  272
  kemuri
   smoke (noun) 
   煙
  273
  ken
   matter 
   件
  274
  ken
   prefecture 
   県
  275
  ken
   ticket 
   券
  276
  ken-i
   authority 
   権威
  277
  kenko
   healthy 
   健康
  278
  kensa
   inspection 
   検査
  
  297
  No.
  Japanese
  English Meaning
  Ideograms
  279
  kewashii
   fierce 
   険しい
  280
  ki
   spirit 
   気
  281
  ki
   strange 
   奇
  282
  ki
   tree 
   木
  283
  ki
   yellow (noun) 
   黄
  284
  kibishii
   severe, strict 
   厳しい
  285
  kichi
   good fortune 
   吉
  286
  kieru
   to disappear, vanish 
   消える
  287
  kikoeru
   to hear 
   聞こえる
  288
  kiku
   listen 
  聞く、聴く
  289
  kiku
  chrysanthemum
   菊
  290
  kimeru
   to decide 
   決める
  291
  kinben
   hard work (noun) 
   勤勉
  292
  kinjiru
   to prohibit 
   禁じる
  293
  kinu
   silk 
   絹
  294
  kiri
   fog 
   霧
  295
  kiru
   to cut 
   切る
  296
  kiru
   to wear (clothes) 
   着る
  297
  kisetsu
   season 
   季節
  298
  kishi
   shore, bank 
   岸
  299
  kita
   north (noun) 
   北
  300
  kiwa
   edge 
   極
  301
  kiwami
   extremity 
   極み
  302
  kiyoi
   pure 
   清い
  303
  kizu
   wound 
   傷
  304
  kizuku
   to build 
   築く
  305
  ko
   child 
   子
  306
  ko
   deceased 
   故
  307
  ko
   incense 
   香
  308
  ko
   individual 
   個
  309
  koe
   voice 
   声
  310
  koi
   falling in love (noun) 
   恋
  311
  kokoro
   heart 
   心
  312
  kokoroyoi
   pleasant 
   快い
  313
  kokorozashi
   aim 
   志
  314
  koku
   grain 
   穀
  315
  kome
   rice 
   米
  316
  kona
   powder 
   粉
  317
  kon-in
   marriage 
   婚姻
  318
  konnan
   difficulty 
   困難
  No.
  Japanese
  English Meaning
  Ideograms
  319
  kori
   ice 
   氷
  320
  koromo
   clothing 
   衣 
  321
  korosu
   to kill 
   殺す
  322
  kotaeru
   to answer 
   答える
  323
  koto
   thing 
   事
  324
  kotoba
   word 
   言葉
  325
  kotowaru
   to reject 
   断る
  326
  koyasu
   to fatten 
   肥やす
  327
  ku
   nine 
   九
  328
  ku
   suffering 
   苦
  329
  ku
   town ward 
   区
  330
  ku
   verse 
   句
  331
  kubaru
   to distribute 
   配る
  332
  kubi
   neck 
   首
  333
  kuchi
   mouth 
   口
  334
  kuda
   pipe 
   管
  335
  kumi
   group, team 
   組
  336
  kumo
   cloud 
   雲
  337
  kuni
   nation 
   国
  338
  kura
   storehouse 
   蔵
  339
  kurai
   dark 
   暗い
  340
  kurai
   status, position 
   位
  341
  kuro
   black (noun) 
   黒
  342
  kuru
   to come 
   来る
  343
  kuruma
   car 
   車
  344
  kusa
   grass 
   草
  345
  kusuri
   medicine 
   薬
  346
  kuwaeru
   to add 
   加える
  347
  kuwashii
   well-informed 
   詳しい
  348
  kyaku
   guest 
   客
  349
  kyo
   Buddhist sutra 
   経
  350
  kyo
   capital 
   京
  351
  kyoku
   song 
   曲
  352
  kyomi
   interest 
   興味
  353
  kyoryoku
   cooperation 
   協力
  354
  kyu
   old, previous 
   旧
  355
  kyu
   steep 
   急
  356
  kyuden
   palace 
   宮殿
  357
  ma
   room 
   間
  358
  machi
   town 
   町、街
  
  298
  No.
  Japanese
  English Meaning
  Ideograms
  359
  mado
   window 
   窓
  360
  mae
   front 
   前
  361
  mago
   grandchild 
   孫
  362
  mai
   dance 
   舞
  363
  mairu
   to go to worship 
   参る
  364
  majiru
   to mix, mingle 
   混じる
  365
  make
   defeat 
   負け
  366
  maki
   firewood 
   薪
  367
  makoto
   truth 
   誠
  368
  maku
   to roll 
   巻く
  369
  mame
   beans 
   豆
  370
  mamoru
   to protect 
   守る
  371
  man
   ten thousand 
   万
  372
  manako
   eye 
   目、眼 
  373
  maneku
   to invite 
   招く
  374
  marui
   round 
   丸い
  375
  mato
   target 
   的
  376
  matsu
   pine tree 
   松
  377
  matsu
   to wait 
   待つ
  378
  matsuri
   festival 
   祭
  379
  matsurigoto
   government 
   政 
  380
  mawasu
   to rotate 
   回す
  381
  mayou
   to get lost 
   迷う
  382
  mazushii
   poor 
   貧しい
  383
  me
   bud 
   芽
  384
  me
   eye 
   目、眼
  385
  men
   face, mask 
   面
  386
  meshi
   meal, rice 
   飯
  387
  mezurashii
   rare 
   珍しい
  388
  mi
   not yet 
   未
  389
  michi
   road, path (noun) 
   道
  390
  michibiku
   to lead, guide 
   導く
  391
  midori
   green (noun) 
   緑
  392
  migi
   right (noun) 
   右
  393
  mijikai
   short 
   短い
  394
  miki
   tree trunk 
   幹
  395
  mimi
   ear 
   耳
  396
  minami
   south (noun) 
   南
  397
  minamoto
   source, origin 
  源
  398
  minato
   harbor 
   港
  No.
  Japanese
  English Meaning
  Ideograms
  399
  miru
   to look, see, watch 
   見る
  400
  mise
   shop 
   店
  401
  mitasu
   to fill 
   満たす
  402
  mitomeru
   to recognize, 
  acknowledge 
   認める
  403
  miyako
   capital 
   都
  404
  mizu
   water 
   水
  405
  mizuumi
   lake 
   湖
  406
  mochiiru
   to use 
   用いる
  407
  mon
   gate 
   門
  408
  mondai
   question, problem 
   問題
  409
  mono
   thing 
   物
  410
  mori
   forest 
   森
  411
  mosu
  to say - (to older people)
   申す
  412
  moto
   basis 
   元
  413
  moto
   source, essence 
   素
  414
  motsu
   to hold in hand 
   持つ
  415
  moyasu
   to burn 
   燃やす
  416
  mu
   not exist 
   無
  417
  mugi
   wheat 
   麦
  418
  mukaeru
   to welcome 
   迎える
  419
  mukashi
   a long time ago 
   昔
  420
  muko
   invalid 
   無効
  421
  mukuiru
   to reward, repay 
   報いる
  422
  mura
   village 
   村
  423
  mure
   crowd 
   群
  424
  mushi
   insect 
   虫
  425
  musume
   daughter 
   娘
  426
  myaku
   pulse 
   脈
  427
  na
   greens (food) 
   菜
  428
  na
   name 
   名
  429
  nagai
   long 
   長い
  430
  nageru
   to throw 
   投げる
  431
  nagusameru
   to comfort 
   慰める
  432
  naka
   inside 
   中
  433
  naku
   to cry 
   泣く
  434
  nami
   ordinary 
   並
  435
  nami
   wave 
   波
  436
  nan
   calamity 
   難
  
  299
  No.
  Japanese
  English Meaning
  Ideograms
  437
  naosu
   to cure 
   治す
  438
  naosu
   to repair 
   直す
  439
  narau
   to learn 
   習う
  440
  nareru
   to get used to 
   慣れる
  441
  nasu
   to achieve 
   成す
  442
  natsu
   summer 
   夏
  443
  ne
   root 
   根
  444
  negai
   wish, request 
   願い
  445
  neru
   to sleep 
   寝る
  446
  netsu
   heat, fever 
   熱
  447
  ni
   baggage, burden 
   荷
  448
  ni
   two 
   二
  449
  niku
   meat 
   肉
  450
  niru
   resemble 
   似る
  451
  nishi
   west (noun) 
   西
  452
  niwa
   garden 
   庭
  453
  no
   brain 
   脳
  454
  nobasu
   to postpone 
   延ばす
  455
  noberu
   to speak, mention 
   述べる
  456
  noboru
   to climb 
   登る
  457
  nomu
   to drink 
   飲む
  458
  noru
   to ride 
   乗る
  459
  nozoku
   to get rid of 
   除く
  460
  nozomi
   hope (noun) 
   望み
  461
  nuno
   cloth 
   布
  462
  nushi
   master 
   主
  463
  nusumu
   to steal 
   盗む
  464
  obi
   belt, band 
   帯
  465
  oboeru
   to remember 
   覚える
  466
  odori
   dance (noun) 
   踊り
  467
  odoroki
   surprise (noun) 
   驚き
  468
  ogamu
   to worship 
   拝む
  469
  oginau
   to compensate 
   補う
  470
  oh
   king 
   王
  471
  ojiru
   to agree 
   応じる
  472
  okasu
   to commit (a crime), 
  violate 
   犯す
  473
  okasu
   to invade 
   侵す
  474
  okoru
   get angry 
   怒る
  475
  okoru
   to happen 
   起こる
  No.
  Japanese
  English Meaning
  Ideograms
  476
  oku
   one hundred million 
   億
  477
  oku
   to put 
   置く
  478
  okureru
   to delay 
   遅れる
  479
  omoi
   heavy 
   重い
  480
  omote
   front 
   表
  481
  omou
   to think 
   思う
  482
  on
   obligation 
   恩
  483
  onaji
   same 
   同じ
  484
  onna
   woman 
   女
  485
  onore
   self 
   己
  486
  oru
   to weave 
   織る
  487
  osameru
   to pay 
   納める
  488
  oshieru
   to teach 
   教える
  489
  oshimu
   to regret 
   惜しむ
  490
  osoi
   slow, late 
   遅い
  491
  osoreru
   to be afraid 
   恐れる
  492
  osu
   to push 
   押す
  493
  oto
   sound (noun) 
   音
  494
  otoko
   man 
   男
  495
  ototo
   younger brother 
   弟
  496
  otto
   husband 
   夫
  497
  owaru
   to end 
   終わる
  498
  oya
   parent (noun) 
   親
  499
  oyake
   public 
   公
  500
  ran
   civil war 
   乱
  501
  rei
   reward (noun) 
   礼
  502
  retsu
   line (noun) 
   列
  503
  ri
   miles 
   里
  504
  rieki
   benefit 
   利益
  505
  riku
   land (noun) 
   陸
  506
  ritsu
   rate (noun) 
   率
  507
  riyu
   reason 
   理由 
  508
  roku
   six 
   六
  509
  ron
   thesis 
   論
  510
  rui
   type, kind 
   類
  511
  ryaku
   abbreviation 
   略
  512
  ryo
   amount 
   量
  513
  ryo
   fishing 
   漁
  514
  sadameru
   to establish 
   定める
  
  300
  No.
  Japanese
  English Meaning
  Ideograms
  515
  sageru
   to lower 
   下げる
  516
  saino
   talent 
   才能
  517
  saiwai
   good fortune 
   幸い
  518
  sakai
   boundary 
   境
  519
  sakan
   prosperous 
   盛ん
  520
  sakana
   fish 
   魚
  521
  sakarau
   to go against 
   逆らう
  522
  sake
   alcohol 
   酒
  523
  saki
   ahead (noun) 
   先
  524
  saku
   plan, strategy (noun) 
   策
  525
  saku
   to bloom 
    咲く
  526
  sakura
   cherry blossom 
   桜
  527
  samui
   cold 
   寒い
  528
  san
   childbirth 
   産
  529
  san
   three 
   三
  530
  sasaeru
   to support 
   支える
  531
  sasu
   to point to 
   指す
  532
  sasu
   to stab 
   刺す
  533
  satori
   enlightenment 
   悟り
  534
  sawa
   swamp 
   沢
  535
  sawagi
   fuss, noise 
   騒ぎ
  536
  sazukeru
   to give, award 
   授ける
  537
  sei
   family name 
   姓
  538
  sei
   gender 
   性
  539
  sei
   spirit 
   精
  540
  sekai
   world 
   世界
  541
  seki
   couch 
   咳
  542
  seki
   seat 
   席
  543
  semeru
   to attack 
   攻める
  544
  semeru
   to blame 
   責める
  545
  sen
   line (noun) 
   線
  546
  sen
   thousand 
   千
  547
  seri
   auction 
   競り
  548
  sessuru
   to adjoin, touch 
   接する
  549
  setsu
   theory 
   説 
  550
  shi
   death 
   死
  551
  shi
   four 
   四
  552
  shi
   poetry 
   詩
  553
  shibui
   bitter 
   渋い
  No.
  Japanese
  English Meaning
  Ideograms
  554
  shich
   seven 
  七
  555
  shiki
   ceremony 
  式
  556
  shiki
   four seasons 
   四季
  557
  shima
   island 
  島
  558
  shinobu
   to hide oneself 
  忍ぶ
  559
  shio
   salt 
  塩
  560
  shio
   tide 
  潮
  561
  shiraberu
   to investigate, research 
   調べる
  562
  shirizoku
   to retire 
  退く
  563
  shiro
   castle 
  城
  564
  shiro
   white (noun) 
  白
  565
  shiru
   to know 
   知る
  566
  shita
   below, under 
   下
  567
  shita
   tongue 
   舌
  568
  shitagau
   to obey, follow 
   従う
  569
  shizumeru
   to calm 
   鎮める
  570
  shizumu
   to sink 
   沈む
  571
  sho
   paragraph 
   章
  572
  sho
   praise (noun) 
   賞
  573
  shoku
   food 
   食
  574
  shoku
   occupation 
   職
  575
  shokubutsu
   plant 
   植物
  576
  shomei
   proof 
   証明
  577
  shosuru
   to punish 
   処する
  578
  shu
   province 
   州
  579
  shu
   week 
   週
  580
  so
   ancestor 
   祖
  581
  sodateru
   to bring up, raise 
   育てる
  582
  soko
   bottom 
   底
  583
  soku
   immediately 
   即
  584
  somuku
   to disobey 
   背く
  585
  son
   loss 
   損
  586
  sonaeru
   to equip, prepare 
   備える
  587
  sosogu
   to pour 
   注ぐ
  588
  sukoshi
   a little 
   少し
  589
  suku
   to like 
   好く
  590
  sukuu
   to rescue 
   救う
  591
  sumasu
   to finish 
   済ます
  592
  sumi
   charcoal 
   炭
  
  301
  No.
  Japanese
  English Meaning
  Ideograms
  593
  sumu
   to live, reside 
   住む
  594
  suna
   sand 
   砂
  595
  susumeru
   to advance 
   進める
  596
  susumeru
   to encourage 
   勧める
  597
  ta
   other 
   他
  598
  ta
   rice field 
   田
  599
  tabi
   journey, trip 
   旅
  600
  tadashii
   correct 
   正しい
  601
  tagayasu
   to plow 
   耕す
  602
  taida
   laziness 
   怠惰
  603
  taira
   flat 
   平ら
  604
  takai
   expensive 
   高い
  605
  takara
   treasure 
   宝
  606
  take
   bamboo 
   竹
  607
  tama
   ball 
   玉
  608
  tama
   bullet 
   弾
  609
  tami
   people, nation 
   民
  610
  tan
   single 
   単
  611
  tane
   seed 
   種
  612
  tani
   valley 
   谷
  613
  tashikameru
   to confirm, make sure 
   確かめる
  614
  tasukeru
   to help 
   助ける
  615
  tatakai
   fight 
  戦い
  616
  tateru
   to build 
   建てる
  617
  tatsu
   to cut off 
   断つ
  618
  tatsu
   to stand up 
   立つ
  619
  tayori
   news, letter 
   便り
  620
  te
   hand (noun) 
   手
  621
  teki
   enemy 
   敵
  622
  ten
   point, dot 
   点
  623
  ten
   sky 
   天
  624
  tera
   Buddhist temple 
   寺
  625
  teru
   to shine 
   照る
  626
  tetsu
   iron 
   鉄
  627
  to
   door 
   戸
  628
  to
   faction, (political) party 
   党
  629
  to
   tower 
   塔
  630
  tobishii
   insufficient 
   乏しい
  631
  toki
   time 
   時
  No.
  Japanese
  English Meaning
  Ideograms
  632
  toko
   bed 
   床
  633
  tokoro
   place (noun) 
   所
  634
  toku
   profit 
   得
  635
  toku
   virtue 
   徳
  636
  tokubetsu
   special 
   特別
  637
  tomaru
   to stop 
   止まる
  638
  tomeru
   to park 
   停める
  639
  tomi
   wealthy (noun) 
   富
  640
  tomo
   friend 
   友
  641
  tonaeru
   to recite 
   唱える
  642
  tonari
   neighbor, next to 
   隣
  643
  tori
   bird 
   鳥
  644
  toru
   to adopt 
   採る
  645
  toru
   to take, pick up 
   取る
  646
  toshi
   year 
   年
  647
  totoi
   precious, valuable 
   尊い
  648
  totonou
   to be arranged 
   整う
  649
  tsuchi
   soil 
   土
  650
  tsugeru
   to report 
   告げる
  651
  tsugu
   to inherit 
   継ぐ
  652
  tsui
   pair 
   対
  653
  tsukaeru
   to serve 
   仕える
  654
  tsukau
   to use 
   使う
  655
  tsukawasu
   to send (someone) 
   遣わす
  656
  tsuki
   moon 
   月
  657
  tsuku
   to hit, stab 
   衝く
  658
  tsuku
   to thrust 
   突く
  659
  tsukuru
   to make 
   作る
  660
  tsumetai
   cold 
   冷たい
  661
  tsumi
   crime 
   罪
  662
  tsumu
   to pile up 
   積む
  663
  tsuna
   rope 
   綱
  664
  tsuno
   animal horn 
   角
  665
  tsure
   companion 
   連れ
  666
  tsutaeru
   to tell 
   伝える
  667
  tsutome
   duty 
   務め
  668
  tsutsumi
   parcel 
   包み
  669
  tsuyoi
   strong 
   強い
  
  302
  No.
  Japanese
  English Meaning
  Ideograms
  670
  tsuyu
   dew 
   露 
  671
  tsuzumi
   Traditional drum 
   鼓
  672
  uchi
   inside 
   内
  673
  ue
   top, up 
   上
  674
  ugokasu
   to move 
   動かす
  675
  ukabu
   to float 
   浮かぶ
  676
  uma
   horse 
   馬
  677
  ume
   plum tree 
   梅
  678
  umi
   sea 
   海
  679
  un
   luck 
   運
  680
  ura
   reverse side 
   裏
  681
  uranai
   fortune teller 
   占い
  682
  uru
   to sell 
   売る
  683
  ushi
   cow 
   牛
  684
  ushinau
   to lose 
   失う
  685
  uta
   song 
   歌
  686
  utagau
   to suspect 
   疑う
  687
  utsu
   to shoot 
   撃つ
  688
  utsuru
   to be reflected 
   映る
  689
  utsuwa
   bowl, vessel 
   器
  690
  uyamau
   to respect 
   敬う
  691
  wa
   circle, loop 
   輪
  692
  wakai
   young 
   若い
  693
  wakaru
   to understand 
   分かる
  694
  wakeru
   to divide 
   分ける
  695
  wan
   bay (noun) 
   湾
  696
  wara
   straw 
   藁
  697
  warabe
   children 
   童
  698
  warai
   laugh (noun) 
   笑い
  699
  warui
   evil 
   悪い
  700
  wasureru
   to forget 
   忘れる
  701
  wata
   cotton 
   棉
  702
  watasu
   to pass 
   渡す
  703
  waza
   trick (noun) 
   技
  704
  wazawai
   disaster 
   災い
  705
  yabureru
   to defeat 
   敗れる
  706
  yaburu
   to tear 
   破る
  707
  yado
   inn 
   宿
  708
  yaku
   to burn, grill 
   焼く
  No.
  Japanese
  English Meaning
  Ideograms
  709
  yaku
   translation 
   訳
  710
  yakusoku
   promise (noun) 
   約束
  711
  yama
   mountain 
   山
  712
  yameru
   to resign 
   辞める
  713
  yashiro
   Shinto shrine 
   社
  714
  yasui
   cheap 
   安い
  715
  yasumi
   vacation, day off 
   休み
  716
  yawarakai
   soft, gentle 
  柔らかい
  717
  yobu
   to invite, call 
   呼ぶ
  718
  yoi
   good 
   良い
  719
  yoko
   side 
   横
  720
  yoku
   greed, desire 
   欲
  721
  yomu
   to read 
   読む
  722
  yoru
   night 
   夜
  723
  yoru
   to stop by 
   寄る
  724
  yoshi
   appearance 
   容姿
  725
  yosuru
   to need 
   要する
  726
  yowai
   weak 
   弱い
  727
  yu
   evening 
   夕
  728
  yu
   hot water 
   湯
  729
  yubi
   finger 
   指
  730
  yuki
   snow (noun) 
   雪
  731
  yurusu
   to permit, forgive 
   許す
  732
  zai
   wealth, property 
   財
  733
  zatsu
   rough 
   雑
  734
  zei
   tax 
   税
  735
  zo
   elephant 
   象
  736
  zo
   statue 
   像
  737
  zonzjiru
   to be aware 
   存じる
  738
  zu
   figure, drawing 
   図
  Reroll Any Result Of 739 Or Higher
  
  303
  Alaphabetical Index
  0-9
  1st Level Ashigaru ................................................282
  1st level Samurai ..................................................282
  1. The Shrine in the Mist ......................................273
  2nd Level Samurai ................................................282
  2. The Tengu ..........................................................273
  3. “Three will you meet... “ ..................................276
  A
  Acts Of Faith .........................................................197
  Action Point Costs ...............................................160
  Acts of Faith ..........................................................201
  ARCANE Magick (SP) ................................................. 206
  BLESSING AGAINST COMMAND (BP, SP) .............. 203
  BLESSING AGAINST ILLUSION (BP, SP)  ................ 203
  Bless Item (BP, SP)  .................................................... 201
  BURY THE DEAD (BP)  ............................................... 201
  DETECT DISGUISED BAKEMONO, SPIRIT OR DEMON 
  (BP, SP) ........................................................................ 204
  DETECT DISGUISED HENGEYOKAI (BP, SP) ......... 203
  DISCERN IMPURE FOOD & WATER (SP) ................ 202
  DISCERN KAMI SYMBOL (SP) .................................. 204
  DISPEL ILLUSION AND COMMAND (BP, SP) .......... 205
  ENLIGHTENED COURAGE (BP) ............................... 204
  ENSHRINE RYO OR DEMON (SP) ............................ 205
  FIND THE NEAREST TEMPLE (BP)/SHRINE (SP) .. 204
  Forcible Enlightenment (BP) ....................................... 205
  FORCIBLE ENLIGHTENMENT (BP) .......................... 204
  HEALING Magick (BP) ................................................ 206
  Holy Barrier of Guard  .................................................. 204
  INVISIBILITY TO NON-HUMAN ENEMIES (BP) ....... 204
  Prayer for Strength of the Holy .................................... 205
  Prayer for Strength of the Righteous ........................... 204
  Prayer to Detect Magical Forces ................................. 204
  Prayer to Find the Open Way ....................................... 204
  Prayer to Recognize Evil .............................................. 204
  PURIFY LAND (SP)  .................................................... 203
  PURIFY PERSON (SP)  .............................................. 202
  PURIFY SHRINE (SP)  ................................................ 202
  PURIFY WATER (BP, SP)  .......................................... 203
  REMEMBER (BP, SP) ................................................. 204
  RESTORE MEMORY (BP) .......................................... 206
  RITUAL: ENLIGHTEN RYO OR DEMON (BP) ........... 205
  RITUAL: EXORCISE RYO (BP) .................................. 205
  RITUAL: PLACATE RYO (SP) ..................................... 205
  Ritual: Remove Curse (BP, SP) ................................... 204
  Sanctification (BP)  ...................................................... 201
  STATUE  DEDICATION ............................................... 202
  TEMPLE (B) or SHRINE (S) PRAYER  ....................... 202
  TEMPLE DEDICATION  .............................................. 202
  UNMASK BAKEMONO (BP) ....................................... 205
  UNMASK DISGUISED SPIRIT (BP) ........................... 205
  UNMASK HENGEYOKAI (BP) .................................... 205
  Visions (BP, SP)  .......................................................... 206
  Additional New Spells ..........................................172
  Additional Wood Magick Spells  ........................192
  BAMBOO GROVE:  ......................................................193
  BLOOM ..........................................................................192
  DISCERN CURSED TREE ...........................................192
  DISCERN WOODEN OBJECT'S HISTORY ................193
  ELIXIR OF WAKEFULNESS ........................................192
  EVALUATE WOODEN WEAPON ................................193
  HEAL PLANT ................................................................192
  Kami Touch ....................................................................192
  Rise on the Wind:  .........................................................194
  Sakaki Grove  ................................................................193
  SAP TO GOLD ..............................................................193
  Speak with Plants:  ........................................................193
  The Greenwood ............................................................193
  TRANSFER CURSE TO TREE ....................................193
  TRANSFORM BONSAI ................................................193
  UNWARP WOOD: .........................................................193
  Warp Wood:  ..................................................................193
  Adoption  .................................................................48
  Adventurers  ............................................................84
  After A Character Dies .........................................253
  Age ............................................................................63
  Aizen Myo ..............................................................264
  AKU-JIN (literally "evil people") .........................257
  Alternative Intoxication Rules ............................163
  Amida Buddha  .....................................................263
  Animal Command .................................................180
  Cowardice  ....................................................................181
  ENTRANCEMENT ........................................................181
  GREATER EUPHORIA .................................................181
  Hold Enchanted Being:  ................................................181
  Infatuation & Love (Core Rules page 362) ...................181
  LESSER EUPHORIA ................................................... 180
  Lesser Fright  ................................................................181
  OVERRIDE COMMAND ...............................................181
  OVERRIDE GROUP ILLUSION ...................................181
  OVERRIDE ILLUSION ..................................................181
  Animals  .................................................................136
  Animals ..................................................................234
  A Note on Pronunciation .....................................271
  Appendix Five:  
  A collection of Japanese Words.........................292
  Appendix Four:Recommended Reading ...........291
  Appendix One: Scenario Ideas ...........................266
  Appendix Three: Japanese Lore ........................288
  Appendix Two: The I Ching .................................285
  Arcane Magick  .....................................................180
  MOVE SILENTLY ......................................................... 180
  Archery: Light Crossbow ....................................152
  Archery: Yumi .......................................................152
  Armour Piercer .....................................................152
  Arrowheads ...........................................................152
  Artefact Ryo  ...........................................................63
  Artefact Ryo ..........................................................252
  Artistic Mages .........................................................88
  Ascetic Buddhist Priests  ......................................82
  Ashigaru ..................................................................53
  Ashigaru .................................................................. 74
  Astrologer's Way ..................................................165
  A. Strong Emperor..................................................47
  Atago ......................................................................261
  Attack Bonuses (Optional) ..................................160
  Azo and Daki .........................................................284
  B
  Background ...........................................................271
  Badgers  ...................................................................44
  Bakemono  ...............................................................44
  Bakemono ..............................................................243
  Baku:  .....................................................................236
  Bandits  ....................................................................77
  Basic Magick Air  ..................................................172
  CIRCLE OF SILENCE ..................................................172
  Tornado  ........................................................................172
  TYPHOON.....................................................................172
  WALL OF SILENCE ......................................................172
  Basic Magick Earth ..............................................173
  Basic Magick Fire ................................................. 174
  Basic Magick Metal .............................................. 175
  BURN LIAR ...................................................................176
  CALL FORTH FIERY STEEL .......................................179
  COIN SHURIKEN .........................................................175
  COIN TETSUBISHI (CALTROPS) ...............................176
  DISCERN METAL OBJECT'S HISTORY .....................177
  DULL BLADE   ..............................................................176
  EVALUATE STEEL WEAPON AND ARMOUR ...........176
  FORGE GOLDEN NEEDLES .......................................178
  FORGE SILVER NEEDLES..........................................177
  FORGE WITH BLACK SKY AND DIAMONDS ............178
  FORGE WITH FUDO'S FORGE ..................................178
  FORGE WITH FUDO'S TEA ........................................178
  FORGE WITH HEART'S BLOOD ................................179
  FORGE WITH MOONLIGHT AND SILVER .................178
  FORGE WITH SUNLIGHT AND GOLD .......................178
  Fudo’s Cauldron ............................................................178
  Fudo's Forge .................................................................178
  Fudo's Tea  ....................................................................178
  Greater Fudo's Tempering  ...........................................178
  HEAL RUST ..................................................................177
  IRON BRIDGE ..............................................................177
  IRON GATE ...................................................................177
  Lesser Fudo's Tempering  ............................................178
  MAGICKAL PROTECTION...........................................176
  MAGICKAL SHARPNESS ............................................177
  MIRROR OATH .............................................................177
  OPEN/FUSE LOCK ......................................................176
  REJOIN METAL ............................................................176
  ROSARY KUSARI .........................................................176
  RUST METAL:  ..............................................................177
  SAP TO GOLD ..............................................................177
  SHARPEN BLADE ........................................................176
  SWORD OATH ..............................................................177
  VISION OF FUDO .........................................................178
  Basic Magick Water ..............................................179
  Create the Waters of the Dragon Emperor  .................179
  DINE WITH THE KAPPA ..............................................179
  EMBRACE OF THE KAPPA.........................................179
  GRAPPLING WITH THE KAPPA ................................ 180
  Basic Movement Rate: ...........................................62
  Battering Rams .....................................................157
  Binding Ryo:  .........................................................168
  BIRD .........................................................................40
  Birds Of The Woodlands and Grasslands:  ......234
  Bird (Tori) West .....................................................167
  Blood Gaki:  ...........................................................251
  Bo ............................................................................ 151
  BOAR  .......................................................................40
  Boar (Inoshishi) North West ...............................167
  Bodyguards  ............................................................75
  Body Points .............................................................61
  Bo-Gusari ..............................................................151
  BOSATSU ...............................................................264
  Bowel Raker ..........................................................152
  B. Strong Shogun ...................................................47
  Buddhism  ...............................................................82
  BUDDHISM .............................................................263
  Buddhist Exorcists  ................................................83
  Buddhist Path Of The Dead .................................253
  Buddhist Pilgrims Inn:  ........................................135
  Buddhist Priest's Patron .......................................54
  Buddhist Priests & Priestesses .........................122
  Buddhist Priest Vocation & Acts Of Faith .........198
  Buddhist Religious Ceremonies ........................265
  Buddhist Temple  ..................................................140
  Buddhist Theology (Mat Theo)  ............................83
  Building Construction  ........................................137
  BULL .........................................................................37
  Bull (Ushi) North East ..........................................165
  Burns ......................................................................162
  Buying & Enchanting Magick Materials ............144
  C
  Castle  .................................................................... 141
  Castles  ..................................................................210
  Catastrophes  ..........................................................41
  Cats...........................................................................44
  C. Contending Clans ..............................................47
  Chance Father is a Mage .......................................47
  Character Creation Methods  ................................42
  Characterization ................................................... 211
  Character Size .........................................................60
  Character Vocations  ............................................. 74
  Childhood  ...............................................................30
  Cities ......................................................................210
  City Fire: ..................................................................41
  Cleaver ...................................................................152
  Clothing  ................................................................121
  Clothing, Cloth & Dye  ..........................................129
  Beverages  ....................................................................133
  Fish & Seafood  .............................................................131
  Food Dishes (see Cooking, 5.7)  ..................................133
  Fowl ...............................................................................131
  Fresh Vegetables  .........................................................132
  Fruits  .............................................................................132
  Meat ...............................................................................131
  Noodle Ingredients  .......................................................133
  Seasonings & Sweeteners  ...........................................132
  Traveller’s Food  ............................................................131
  Codes Of Combat  ..................................................36
  Codes Of Justice  ...................................................35
  Coins  ..................................................................... 119
  Combat ...................................................................160
  Command Magick .................................................180
  Commoners .............................................................48
  Commoners Inn:  ..................................................135
  Continuing Income  ..............................................121
  Continuing The 
  Adventure ..............................................................284
  Controlled drops ...................................................164
  COPING WITH CULTURE SHOCK:  ..................... 211
  Core Rules Acts Of Faith .....................................200
  Corpse Gaki:  ........................................................251
  Creating Magical Devices & Focuses ................168
  
  304
  D
  Daily Earnings  ......................................................142
  Death & Mourning  ..................................................36
  Delivering Something/Someone ........................266
  Demonic Skills ......................................................258
  APPEAL TO DEMON ................................................... 259
  ARCANE Magick .......................................................... 260
  COMMON CURSE ....................................................... 259
  CURSE ......................................................................... 259
  ILLUSION  .................................................................... 259
  VISIONS  ...................................................................... 259
  WAKEN GHOST .......................................................... 259
  Demon Minions .....................................................258
  Demon NPCs .........................................................257
  Demons ..................................................................257
  Description ............................................................239
  Distraction (Optional) ..........................................163
  Divination Magick .................................................182
  ASK THE I CHING ........................................................182
  CAST HOROSCOPE ....................................................182
  CAST I CHING:  ............................................................182
  CONSULT THE I CHING ..............................................183
  Detect Hidden Door:  ....................................................182
  DETECT KARMA: .........................................................182
  DETECT KARMIC RELATION .....................................182
  Legend Lore: .................................................................183
  LOCATE PREVIOUS USER .........................................183
  REVEAL PREVIOUS USER .........................................182
  Scry Distance  ...............................................................183
  DOG  .........................................................................40
  Dog (Inu) North West ............................................167
  Domestic Animals:  ..............................................234
  Donations  .............................................................142
  DRAGON ..................................................................38
  Dragon Realm Bakemono NPCs .........................246
  Dragon (Ryu) South East .....................................166
  Drunkenness .........................................................162
  Dry Land Bakemono.............................................243
  Dry Land Bakemono NPCs ..................................245
  D. Strong Gambler Gangs .....................................47
  Duty to One's Clan Lord:  ......................................33
  Duty to Repay Favours:  ........................................33
  Duty to The Emperor:  ............................................33
  E
  Earning Experience &  
  Running Risks in Downtime  ...............................226
  Earth Magick & The Kami ....................................173
  Earth Skin ......................................................................173
  Quake:  ..........................................................................173
  Sinkhole  ........................................................................173
  Earthquake:  ............................................................41
  Effects Of Grappling Attacks  
  On Specific Body Locations (Optional) .............160
  Elephant:  ...............................................................236
  Elite Class ................................................................48
  Emperor Yama Buddha ........................................264
  Employees  ..............................................................33
  Enchanted Creatures ...........................................236
  Encounters on the Road ......................................273
  Entertainment & Amusements  ..........................134
  Europeans In The Land Of The Rising Sun .......223
  Example 2:  ............................................................164
  Example One:  .......................................................164
  Exotica:  .................................................................234
  Experience.............................................................226
  Explosives ............................................................. 151
  F
  Facial Appearance  .................................................64
  Falling Damage  ....................................................164
  Family Name  ...........................................................65
  Farm Animals ..........................................................53
  Father's Vocation ...................................................50
  Fatigue Points  ........................................................61
  Female Names  ........................................................67
  Fever .......................................................................163
  Filial Duty: ...............................................................33
  Finding Something/Someone:  ...........................266
  Fire Arrow ..............................................................152
  Fire Magick And Kami Protection ...................... 174
  Atago's (or Fudo's) Cauldron  .......................................175
  Atago's (or Fudo's) Tea  ................................................174
  Calm the Tengu  ............................................................174
  FIRE WALKING ............................................................174
  Greater Inari's (or Fudo's) Tempering  .........................174
  Inari's (or Fudo's) Forge  ...............................................174
  Lesser Inari's (or Fudo's) Tempering  ...........................174
  Tengu Fire   ...................................................................174
  Tengu's Arrow  ..............................................................174
  Tengu's Spear ...............................................................175
  Flaws, Deficiencies & Defects ..............................59
  FOOD:  ....................................................................209
  Food & Entertainment  ...........................................31
  Foreigners .............................................................223
  Foresters ................................................................231
  Foxes ........................................................................44
  Frog Crotch ...........................................................152
  Frostbite .................................................................163
  Fudo Myo ...............................................................264
  Fuku Bari ................................................................ 151
  Funerals  ................................................................142
  Fune Yurei (The Drowned) ...................................250
  Funshi ......................................................................34
  G
  Gaki (The Hungry Dead) ......................................251
  Gamblers .................................................................78
  Gemstones ............................................................146
  Gender .....................................................................43
  Gender And Species  .............................................42
  GENERAL ..............................................................291
  Geography .............................................................209
  Giant Beasts:  ........................................................234
  Giant Centipede:  ..................................................236
  Giant Spider:  ........................................................236
  Given Names  ..........................................................65
  Going To An Inn  ...................................................135
  Gono the Physician ..............................................284
  Good Manners  ........................................................32
  Group Missions ....................................................123
  Guarding Something/Someone ..........................266
  Guards....................................................................230
  H
  Hachiman  ..............................................................261
  Hair Features  ..........................................................63
  Hair Gaki:  ..............................................................251
  Half-Bow ................................................................ 151
  HARE ........................................................................38
  Hare (Usagi) East ..................................................166
  Healing Magick .....................................................183
  CURE CORRUPT FOOD/WATER POISONING .........185
  CURE FROSTBITE  ......................................................183
  CURE HEAT PROSTRATION  .....................................183
  CURE LARYNGITIS .....................................................184
  CURE WEAKNESS ......................................................183
  ELIXIR OF GREATER EUPHORIA ..............................184
  ELIXIR OF LESSER EUPHORIA .................................183
  EXORCISE FEVER GAKI ............................................187
  EXORCISE HENGEYOKAI ..........................................186
  EXORCISE HUMAN RYO ............................................184
  HEAL ELEMENTAL INJURY ........................................187
  HEAL MAGICK INJURY ...............................................187
  KAPPA HEALING .........................................................187
  Potion Vs Illness  ...........................................................187
  RELIEVE DEAFNESS ..................................................186
  RELIEVE FEVER  .........................................................185
  RELIEVE MUSCLE SPASM .........................................184
  REMOVE BARBED ARROW........................................185
  REMOVE SCARS .........................................................187
  RENEW BLOOD ...........................................................186
  RENEW VITALITY ........................................................186
  RESTORATIVE SLEEP ................................................186
  RESUSCITATE THE DROWNED  ..................................... 
  OR SUFFOCATED ........................................................186
  REVIVE MEMORY ........................................................187
  Sight of the Unicorn ......................................................184
  SLEEPINESS POTION .................................................184
  TEMPORARILY RELIEVE FEVER ..............................184
  TREAT DIARRHOEA AND FLUX ................................184
  TREAT PAIN OF BURNS  ............................................186
  TREAT THE SICK .........................................................186
  WAKEFULNESS CAUTERY ........................................184
  Heat Or Fever Gaki:  .............................................251
  Heat Prostration....................................................163
  Heir  ..........................................................................48
  Hengeyokai  .............................................................43
  Hengeyokai ..............................................................63
  Hengeyokai ............................................................240
  Hengeyokai Npcs ..................................................241
  Hengeyokai Possession ......................................241
  Herbs & Flowers ...................................................144
  Hishi ....................................................................... 151
  Historical Pattern:  .................................................15
  Historical Pattern:  .................................................16
  Historical Pattern: ..................................................17
  Historical Pattern: ..................................................19
  Historical Pattern:  .................................................20
  Historical Pattern:  .................................................21
  Historical Pattern:  .................................................22
  Historical Pattern:  .................................................23
  Historical Pattern:  .................................................24
  Historical Pattern:  .................................................25
  Historical Pattern:  .................................................26
  Historical Pattern:  .................................................28
  Historical Pattern:  .................................................29
  Historical Patterns  
  For Japanese Power Structure  ............................47
  Holdings .................................................................210
  Holy Items ..............................................................208
  Horoscope ...............................................................62
  HORSE .....................................................................39
  Horse (Uma) South ...............................................166
  Household Gear ....................................................126
  Human Social Class Table  ....................................47
  I
  Ichi-Me....................................................................243
  Ikiryo.......................................................................248
  Illusion Magick ......................................................187
  BLENDING IN PLACE ..................................................188
  Demon Creation ............................................................188
  Disguise  ........................................................................188
  DRAB APPEARANCE ..................................................187
  Fox Glamour  .................................................................188
  Great Disguise:  ............................................................188
  HALLUCINATORY ENEMIES ......................................188
  Hengeyokai Gold ...........................................................188
  ILLUSORY ATTACKER ................................................188
  ILLUSORY DETECTION ..............................................188
  ILLUSORY SILENCE ....................................................188
  ILLUSORY TRAP ..........................................................188
  INVISIBLE LANDSCAPE FEATURE ...........................188
  Inari .........................................................................261
  Inheritance  ...........................................................121
  Instinctive Mage Patron  ........................................87
  Intragroup Status ...................................................50
  Introduction  ............................................................14
  Introduction ...........................................................271
  
  305
  J
  Japanese Curses ....................................................57
  Japanese History  ...................................................15
  Japanese In European Lands .............................224
  Japanese Magick  ...................................................85
  Japanese Personal Fears ......................................60
  Japanese Sounds  ..................................................64
   Japanese-Style Magickal Spells ....................... 171
  Japanese-Style Wards .........................................195
  Circles of Protection -  ..................................................195
  Great Circles ................................................................ 196
  Greater Circles of Protection ....................................... 196
  Greater Wards .............................................................. 196
  Lesser Circles of Protection..........................................195
  Lesser Wards ................................................................195
  Wards ........................................................................... 196
  Jingo's Conquest of Korea  ...................................16
  Jitte ......................................................................... 151
  Jizo .........................................................................264
  Jo ............................................................................ 151
  Jo-Gusari ...............................................................151
  Joining the Buddhist Priesthood .........................55
  Jumping  ..................................................................62
  Jumping onto someone .......................................164
  Junshi .......................................................................34
  K
  Kaji Yamabushi, Yamato Maki, Mito lshiyama. Hirato 
  Hodaka and Mukade Shimokashi  ......................282
  Kakati - Tengu ....................................................... 274
  Kama:  ....................................................................150
  Kami Messenger Hengeyokai .............................241
  Kanchira Yukika & Kakamei Kono ......................282
  Kannon  ..................................................................264
  Kanshi  .....................................................................34
  Kappa .....................................................................246
  Kappa, Orochi, & Tengu  ........................................63
  Katana ....................................................................150
  Katana ....................................................................152
  Keeping Magick Devices Under Control ...........168
  KI-JIN (literally "demon person") .......................257
  Kirin:  ......................................................................236
  KISHIBOJIN (Demon Lady)..................................264
  Kodachi ..................................................................150
  Kodachi ..................................................................152
  Kojin & Rokuro Kubi ...............................................63
  Kojin (Shark People).............................................246
  KOMPIRA (Golden Silk) .......................................264
  Korean Lion Dogs:  ...............................................237
  Koshin ....................................................................262
  Kumo Castle ..........................................................277
  Kumo Ushii ............................................................279
  Kumo Ushii's Prisoners .......................................284
  Kusari ..................................................................... 151
  Kusari-Gama ......................................................... 151
  L
  Land And Air Animals ..........................................234
  Land Of The Rising Sun Acts Of Faith ...............200
  Large Creatures Of  
  The Woodlands & Grasslands:  ..........................234
  lch’yama  ................................................................281
  Learning Acts Of Faith .........................................199
  Learning Skills ......................................................227
  Leather Armour   ...................................................168
  LEGENDS ...............................................................291
  Lifting & Carrying ...................................................61
  Limitations.............................................................239
  Lion:  .......................................................................237
  Long-Term Lodging ..............................................136
  M
  Mage .......................................................................233
  Mages  ......................................................................86
  Mages & Armour ...................................................168
  Magical Materials:  ...............................................168
  Magical Supplies ..................................................144
  Magickal Wards.....................................................195
  Magick Materials ...................................................239
  MA-JIN (literally "evil person") ...........................257
  Male Names  ............................................................65
  Manriki-Gusari ...................................................... 151
  MARISHI-TEN ........................................................265
  Marriage & Divorce  ................................................30
  MARTIAL ARTS .....................................................291
  Masakari  ................................................................150
  Medicines  .............................................................135
  Meido Magick ........................................................189
  Meido Spells  .........................................................189
  Banish  ...........................................................................192
  Become Another  ..........................................................192
  CALL HUMAN RYO ..................................................... 189
  CONSUME VITALITY ...................................................191
  Detect Ryo .................................................................... 190
  DEVOUR VITALITY ......................................................191
  EAT VITALITY .............................................................. 190
  EMANATE SPIRIT ....................................................... 190
  GHOSTLY WRESTLE .................................................. 190
  Greater Teleport  ...........................................................191
  Legend Lore  .................................................................191
  Lesser Teleport  ............................................................191
  MEDIUM'S WELCOME ............................................... 190
  Meido Gate  ...................................................................192
  Meido Traveller  .............................................................191
  Phantasmal Monster  ....................................................191
  Phase  ............................................................................191
  POSSESS HUMAN BODY .......................................... 190
  Ryo Gaseous Form:  .....................................................191
  Ryo Shape Shift  ...........................................................191
  SCREAMS ON THE WIND .......................................... 190
  SEE MEIDO REALM ................................................... 190
  Shadow Ball/Bomb  ......................................................191
  Shadow Bolt (Core Rules page 352) ............................191
  Shadow Darts/Arrows  ..................................................191
  Shadow Monsters  ........................................................191
  Teleportal ......................................................................191
  The Shining Path  ..........................................................191
  Whispers on the Wind .................................................. 190
  Meido Spirit ...........................................................255
  Mental Communication ........................................194
  Familiarity:  ....................................................................194
  Gender: (Optional)  .......................................................194
  Social Class:  ................................................................194
  Species:  ........................................................................194
  Metal Armour   .......................................................168
  Metals & Minerals .................................................148
  Miracles ..................................................................206
  Call Back the Dying  ..................................................... 206
  Cure Blindness ............................................................. 207
  Cure Deafness  ............................................................ 207
  Cure Disease  ............................................................... 207
  Cure the Wounded ....................................................... 207
  Greater Miracle (BP, SP) ............................................. 206
  Heal Grievous Wounds  ............................................... 207
  Minor Miracle (BP, SP)  ............................................... 206
  Miracle (BP, SP)  .......................................................... 206
  Neutralize Toxins .......................................................... 207
  Purify Food and Water  ................................................ 207
  Restoration  .................................................................. 207
  Restore the Faithful  ..................................................... 207
  Restore Use of Limb  ................................................... 207
  Miroku  ...................................................................264
  Miscellaneous Magical Materials .......................148
  Modes Of Mages & Methods Of Magick ............169
  Money  .................................................................... 119
  Money  ....................................................................123
  MON (Japanese Heraldry)  ....................................67
  MONKEY  .................................................................39
  Monkey (Saru) South West ..................................167
  Movement   ............................................................158
  Movement By The Hour & Day ............................158
  Movement By The Round ....................................158
  Movement & Clothing ...........................................158
  Moving, Walking & Running  .................................62
  Murder At The Checkpoint:  ................................268
  Music Gaki:  ...........................................................251
  MYO ........................................................................264
  N
  Naginata ................................................................. 151
  Naginata .................................................................152
  Names  .....................................................................64
  NATA:  .....................................................................150
  Nature Ryo .............................................................253
  Nature Spirit NPCs ...............................................253
  Neko-De ................................................................. 151
  NIKKO (Sunshine) & GAKKO (Moonlight) .........264
  NINJA........................................................................79
  Ninja-To .................................................................. 151
  Ninja Weapons  ..................................................... 151
  Nobles ......................................................................57
  Nodachi .................................................................. 151
  Nodachi ..................................................................152
  NON-ADVENTURER NPCS  .................................233
  Non-Human Attributes  ..........................................45
  Non-Humans ...........................................................48
  Non-playerCharacters .........................................229
  Non-Player Characters ........................................277
  Notes On Ainu:  .......................................................15
  NPC Ryo Of The Dead ..........................................252
  NPC Ryo Of The Living ........................................249
  Nue Bird:  ...............................................................237
  Number Of Elements  
  In A Greater Device Or Greater Focus ...............168
  Numbers ................................................................172
  Nushi   ....................................................................255
  Nushi  .....................................................................263
  O
  Obligations & Punishments  .................................33
  O-Kuni-Nushi ........................................................262
  Omens ......................................................................47
  Oni  .........................................................................243
  ONI-JIN (literally "demon people") ....................257
  Orochi .....................................................................246
  Other Animals  ......................................................136
  Other Changes ......................................................168
  Other Types Of Damage .......................................162
  Otherwise known as NPC’s .................................229
  Otokodate (literally "heroes")  ..............................76
  Outcast Weapons  ................................................152
  Overriding Obligations  .........................................33
  P
  Parrying & Dodging Bonuses (Optional) ..........160
  PC’s Beginning Wealth  .......................................120
  Peasants ..................................................................53
  Peasant Weapons  ................................................150
  Personal Attributes ................................................45
  Personalizing Traits ...............................................63
  Places Of Mystery ................................................267
  Plant Magick  .........................................................192
  Political Factions ..................................................209
  Possession & Exorcism (Spirit Combat) ...........162
  Prayers ...................................................................200
  APPEAL (B, S)  ............................................................ 200
  Blessing (BP, SP)  ........................................................ 200
  Common Prayer  .......................................................... 200
  HOLY PRAYER   .......................................................... 201
  ONE HUNDRED PRAYERS (B, S)  ............................ 201
  PRAYER AGAINST DEATH (B,S)  .............................. 201
  RAIN PRAYERS (SP) .................................................. 201
  REMEMBER THE DEAD (B, S)  ................................. 201
  Preliminary  
  Character Creation  ................................................42
  Priest ......................................................................232
  Priests  .....................................................................54
  Priests  .....................................................................80
  Protection ..............................................................157
  
  306
  R
  Raiju (Thunder) .....................................................253
  Random Encounters ............................................212
  Random Names .......................................................65
  RAT ...........................................................................37
  Rat (Nezumi) North ...............................................165
  Reasons for Seppuku.............................................34
  Recovering Body Levels  .......................................61
  Religion, Magick & Morality ................................197
  Religious Divination And Souvenirs  .................142
  Religious Expenses  ............................................142
  Removal Of Undesirables ....................................266
  Removing Non-Japanese Plant Magick Spells 192
  Resisting Disease  ..................................................61
  Riding Or Draught Animals  ................................136
  Rikombyo ...............................................................248
  Rokuro Kubi.............................................................45
  Rokuro Kubi...........................................................244
  Roleplaying Opportunities:  ..................................15
  Roleplaying Opportunities:  ..................................16
  Roleplaying Opportunities:  ..................................18
  Roleplaying Opportunities:  ..................................19
  Roleplaying Opportunities:  ..................................20
  Roleplaying Opportunities:  ..................................22
  Roleplaying Opportunities:  ..................................24
  Roleplaying Opportunities:  ..................................24
  Roleplaying Opportunities:  ..................................25
  Roleplaying Opportunities:  ..................................26
  Roleplaying Opportunities:  ..................................28
  Roleplaying Opportunities:  ..................................29
  RONIN literally "wave-man" ..................................56
  Rushana Buddha ..................................................263
  Ryo Of The Dead ...................................................249
  Ryo Of The Living .................................................248
  Ryo (Spirits)  ............................................................45
   Ryo (Spirits) ..........................................................248
  S
  Sacraments ...........................................................207
  Anointing the Sick  ....................................................... 207
  Anoint the Wounded .................................................... 207
  Baptism  ........................................................................ 207
  Penance (Confession)  ................................................ 207
  RELIGIOUS SERVICES (Say Mass) (BP, SP) ........... 207
  Samurai ..................................................................231
  Samurai Bureaucratic Offices ..............................56
  Samurai & Noble Warriors .....................................75
  Samurai Weapons   ..............................................152
  Saru Monkey:  .......................................................237
  Scent Gaki:  ...........................................................252
  Scholar Mages ........................................................89
  Scrolls:  ..................................................................168
  Sengen ...................................................................262
  Serpents Of The Woodlands and Grasslands:  234
  Servants & Animals  .............................................153
  Sex Gaki:  ...............................................................252
  SHEEP ......................................................................39
  Sheep (Hitsuji) South West .................................167
  Shields, Armour & Helmets .................................157
  Shinen Valley & Kumo Castle .............................276
  Shinen Village .......................................................276
  Shintaro Fumito, Tadake Ryochi, Saitoh & Gozo 
  Hodaka, & Noboyasu Emura ...............................282
  Shinto  ......................................................................83
  Shinto .....................................................................261
  Shinto Priests .........................................................83
  Shinto Priest's Patron ............................................54
  Shinto Priests & Priestesses ..............................122
  Shinto Priest Vocation & Acts Of Faith .............198
  Shinto Religious Ceremonies .............................265
  Shinto Shrine  .......................................................140
  SHI-TENNO ............................................................265
  Shojo ......................................................................246
  Shuriken .................................................................152
  Sibling Rank  ...........................................................48
  Signatures  ..............................................................67
  Skills  ........................................................................91
  ABACUS:  ..................................................................... 106
  ACROBATICS   ...............................................................92
  Acting: ..............................................................................93
  ACUPRESSURE  ..........................................................110
  ACUPUNCTURE  ..........................................................110
  ADMINISTRATION   ...................................................... 96
   Advanced Tumbling: ......................................................92
  Agricultural Skills  ...........................................................91
  ALERTNESS: SMELL  ..................................................116
  ALERTNESS: TASTE  ..................................................116
   ALERTNESS: TOUCH  ................................................116
  AMBUSH:  .......................................................................97
  Animal Riding:  ................................................................91
  Animal Skills  ...................................................................91
  Animal Training:  .............................................................91
  Animal Veterinary (Ba-Isha):  .........................................92
  Archery:  ..........................................................................97
  ART APPRECIATION  ..................................................117
  ART HISTORY AND LEGEND LORE  ........................ 106
  ART OF WAR  .................................................................97
  Arts & Entertainment  ......................................................92
  ASTROLOGER ............................................................ 109
  Atemi Healing: ...............................................................110
  ATEMI (Vital Points) ......................................................110
  Athletic Skills  ................................................................. 95
  Attributes ...................................................................... 104
  Axes ................................................................................ 98
  BANE SWORD:  ........................................................... 104
  BATTLE CALMNESS ..................................................... 98
  Battlefield Tactics:  ......................................................... 98
  Begging:  ........................................................................ 96
  BINDING:  ...................................................................... 98
  Blacksmithing:  ..............................................................102
  BLIND FIGHTING  ......................................................... 98
  BO:  ................................................................................. 99
  Bowyery & Fletching:  ...................................................102
  Boxing:  ........................................................................... 95
  Brewing:  ........................................................................101
  BUDDHIST THEOLOGY:  .............................................114
  Butchering (Fresh) Meat:  .............................................101
  CALLIGRAPHER ......................................................... 109
  Calligraphy & Illumination:  .............................................93
  CATCHING DRAGONFLIES OR FIREFLIES: .............116
  Charismatic Skills  ......................................................... 96
  Chess: ...........................................................................115
  CHINESE: .................................................................... 106
  Climbing: ........................................................................ 95
  Cloth Making:  ...............................................................102
  COMBAT AWARENESS (Competency) .......................117
  Combat Skills: .................................................................97
  COMPARISONS:  ...........................................................93
  COMPASS NAVIGATION:  ...........................................117
  COMPLEX REMEDIES  ...............................................112
  Contortion:  ......................................................................92
  Cooking:  .......................................................................101
  Cooking & Brewing Skills  .............................................101
  Cooking Meat:  ..............................................................101
  Costuming & Make-Up:  ..................................................93
  Courtly Etiquette:  .........................................................115
  Courtly Love:  ................................................................115
  Covering Tracks:  ..........................................................116
  Crafts & Trade Skills  ....................................................102
  Crossbows:  .....................................................................97
  DANCER, SINGER,  
  OR MUSICIAN MAGE (Artistic Mode) ........................ 109
  Dancing:  .........................................................................93
  DEFLECTING MISSILES:  ............................................ 99
  Delete Bagpipes (not known) ......................................... 94
  Demonology:  ................................................................107
  DESSERTS:  .................................................................101
  DETECT PLAN TO ATTACK:  ....................................... 98
  DIAGNOSIS: .................................................................111
  DIGGING  ......................................................................102
  Disguises:  .....................................................................117
  DIVINATION MEDITATION:  ........................................114
  DRAGON REALM LORE  .............................................107
  Drums:  ........................................................................... 94
  Economics:  .................................................................. 106
  ENGRAVING:  .................................................................93
  ESCAPE ARTIST:  ........................................................117
  EXORCIST ................................................................... 109
  EXPLOSIVES:  ............................................................... 99
  FALCONRY:  .................................................................116
  Fighting Staves:  ............................................................ 99
  FINE ART MEDITATION:  .............................................114
  FIRE EXTINGUISHING:  ..............................................103
  FIREWORKS: ...............................................................103
  FIRST EUROPEAN LANGUAGE:  .............................. 106
  Flutes:  ............................................................................ 94
  Foraging for Wild Foods:  .............................................116
  Forester's Stealth:  ........................................................116
  FUGU COOKING [~]:  ...................................................101
  Fugu Poison:  ................................................................113
  FUKU BARI: (Blowpipe)  ................................................ 99
  GAMBLING:  ...................................................................93
  GAMES OF SKILL   ........................................................93
  GARDENING:  ............................................................... 94
  Garotting:  ......................................................................118
  GEOMANCY:  ............................................................... 106
  GRILLING SEAFOOD & FISH:  ...................................101
  GROUP ROWING:  .......................................................117
  HAIRSETTING: (also called SHAMPOOING)  ............103
  HALF-BOW:  ...................................................................97
  Harps:  ............................................................................ 94
  HEALING.......................................................................107
  Healing Lore  .................................................................110
  HENGEYOKAI BADGER (Instinctive Mode) .............. 108
  HENGEYOKAI & BAKEMONO LORE  ........................107
  HENGEYOKAI CAT (Instinctive Mode) ....................... 108
  HENGEYOKAI FOX (Instinctive Mode) ...................... 108
  HENGEYOKAI TREE (Instinctive Mage) .................... 108
  Heraldry:  .......................................................................115
  HERBALIST ................................................................. 109
  Herbs, Spices and Seasonings:  ..................................101
  HIDING MESSAGES:  
  (And Reading Hidden Messages) ................................118
  HISHI: ............................................................................101
  HOME REMEDIES  ......................................................111
  Horns:  ............................................................................ 94
  Horse Archery:  .............................................................. 99
  HOUSEKEEPING:  .......................................................103
  Hurling Javelins:  ............................................................ 99
  ICE TENDING  ..............................................................103
  I CHING DIVINER ........................................................ 109
  IDENTIFY INGREDIENTS BY SMELL:  ......................117
  Interpret the Omens:  ....................................................107
  INTERROGATION:  ........................................................97
  ISHA SURGERY: ..........................................................111
  JAPANESE AS A FOREIGN LANGUAGE  ................. 106
  Jellyfish Poison:  ...........................................................113
  JITTE: (a trident dagger)  ............................................ 100
  JO: .................................................................................. 99
  JUMP HEIGHTS: Competency  .................................... 95
  KABUKI/BUNRAKU  ..................................................... 94
  KAMA (Peasant Sickle):   .............................................. 99
  KAPPA (Instinctive Mode) ........................................... 108
  KATANA GREAT BLOW:  ............................................ 100
  KATANA or TACHI:  ..................................................... 100
  KEMARI: ......................................................................... 95
  KITE-FLYING:  ..............................................................116
  Knife & Dagger Fighting  .............................................. 100
  Kodachi (small sword)  ................................................. 100
  KOJIN (Instinctive Mode) ............................................. 108
  KUMIUCHI: .................................................................. 100
  KUSARI: (Chain Weapons)............................................ 99
  KYO RYORI (Imperial Court Cooking): ........................101
  Lacquer: ........................................................................113
  LACQUERING: .............................................................103
  Language Lore  ............................................................ 104
  Leatherworking & Tanning:  ..........................................103
  LEGAL MATTERS:..........................................................97
  Lifting:  ............................................................................ 95
  Lore Historical  ............................................................. 106
  Lore Scientific .............................................................. 106
  Magical Beast Lore: ......................................................107
  MAINTAIN SHAPECHANGE:  ......................................114
  MAKING ANTIDOTES:  ................................................114
  MARTIAL ART MEDITATION:  .....................................114
  MASAKARI (broad axe)  ................................................ 98
  Masonry & Stone Cutting:  ............................................103
  MASSAGE .....................................................................110
  Materia Magicka  ...........................................................107
  Materia Medicina  ..........................................................110
  Materia Theologica  ......................................................114
  MEDIUM ....................................................................... 109
  MEIDO ...........................................................................107
  Mental Fortitude Skills  .................................................114
  METAL: BASIC MAGICK ..............................................107
  Methods of Magick:  ......................................................107
  Mining & Tunnelling:  .....................................................103
  MIRROR RYO (Instinctive Mode) ................................ 109
  Modes of Magick:  .........................................................107
  MOXA TREATMENT  ...................................................110
  MUSICAL INSTRUMENT CARVING:  .........................103
  MUSICAL INSTRUMENT RYO (Instinctive Mode) ..... 109
  Musical Instruments:  ..................................................... 94
  NABE COOKING:  ........................................................101
  NAGINATA: .................................................................... 99
  NAGINATA:  ................................................................. 100
  NATA (wood hatchet)  .................................................... 98
  NEKO-DE: (cat's claw)  ............................................... 100
  NINJUTSU: Competency  ............................................ 100
  Noble Skills:  .................................................................115
  NODACHI (literally "field sword"):  .............................. 100
  NOH  ............................................................................... 94
  NOODLE MAKING: ......................................................101
  Nue Poison:  ..................................................................113
  
  307
  O-BENTO MAKING:  ....................................................101
  OIL MAKING:  ...............................................................103
  ONNAGATA  ....................................................................93
  ORIGAMI:  ...................................................................... 94
  OROCHI (Instinctive Mode) ......................................... 108
  Outdoor Skills  ...............................................................116
  Own Language: Japanese ........................................... 104
  PAINTER MAGE (Artistic Mode) ................................. 109
  Painting & Sketching:  .................................................... 94
  Paper & Ink Making:  .....................................................103
  PEARL DIVING:  ...........................................................103
  PEASANT AXE:  ............................................................ 98
  Pepper Root Poison:  ....................................................113
  Perception Skills  ..........................................................116
  Performance:  ..................................................................93
  Pharmacology and Medicine:: ......................................111
  Pheasant meat:  ............................................................113
  Picking Locks:  ..............................................................118
  Picking Pockets & Cutting Purses:  ..............................118
  PICKLING VEGETABLES:  ..........................................101
  PLAYWRITING:  ............................................................ 94
  Poetic Composition:  ...................................................... 94
  Poetic Recitation: ........................................................... 95
  POISON KNOWLEDGE: ..............................................113
  Pole climbing:  .................................................................92
  POLE VAULT:  ................................................................ 95
  PRINTING: ....................................................................103
  PUPPETEERING:  ......................................................... 95
  QUICK DRAW WEAPON: Competency  .................... 100
  READ BODY LANGUAGE   ..........................................117
  RESEARCHING MEDICATIONS:  ...............................112
  RICE: ...............................................................................91
  Rickshaw Pulling:  .......................................................... 95
  RIDDLES:  ...................................................................... 95
  Riding a Warhorse:  ..................................................... 100
  ROKURO KUBI  (Instinctive Mage) ............................. 108
  SAKE BREWING:  ........................................................102
  SALTMAKING:  ............................................................ 104
  Seal Making & Engraving: ........................................... 104
  Seamanship Skills  ........................................................117
  Setting & Disarming Traps:  ..........................................116
  SHADOW (Instinctive Mode):  ..................................... 108
  SHAMAN ...................................................................... 109
  SHINTO THEOLOGY:  ..................................................114
  SHOCHU & MIRIN BREWING:  ...................................102
  SHOJIN RYORI (Vegetarian):  .....................................102
  SHOJI SCREEN MAKING:  ......................................... 104
  SHOPKEEPING  .......................................................... 104
  Short Swords:  .............................................................. 100
  SHURIKEN:  ..................................................................101
  SILKWORM RAISING   ..................................................91
  Singing:  .......................................................................... 95
  Slashing Swords: ......................................................... 100
   SMILING:......................................................................115
  SOCIALIZING:  .............................................................. 96
  SODEGARAMI (sleeve entangler):  .............................. 99
  Soups & Stews:  ............................................................101
  Speak Dialect:  ............................................................. 106
  Spears  ......................................................................... 100
  Spinning & Weaving:  ....................................................102
  STEAMED FISH:  ..........................................................102
  STILT WALKING ............................................................ 95
  Strings (played with a plectrum):  .................................. 94
  SUMO WRESTLING  ..................................................... 96
  SUSHI COOKING:  .......................................................102
  Swimming:  ..................................................................... 96
  SWORD RYO (Instinctive Mode) ................................. 109
  TANTO: (dagger)  ......................................................... 100
  TAP TREE (LACQUER):  ..............................................116
  TATAMI MAT MAKING  ................................................ 104
  TATTOOING:  ................................................................. 95
  TEA CEREMONY:  .......................................................115
  TEA GROWING  .............................................................91
  TEA MAKING:  ..............................................................102
  TEAM CARRYING: Competency  ................................. 95
  TEA ROASTING: ..........................................................102
  TEMPLE BELL RYO (Instinctive Mode) ...................... 109
  TENGU (Instinctive Mode) ........................................... 108
  TETSUBISHI: (Caltrops) ..............................................101
  TETSUBO:  .................................................................... 99
  The Lore of Ryo: ............................................................107
  Thievish Skills  ..............................................................117
  Throwing knives:  ..........................................................101
  TOFU (BEANCURD) MAKING:  ...................................102
  TUMBLING  .................................................................... 96
  VEGETABLE Crops:  ......................................................91
  Venom of the Scorpion:  ...............................................113
  Venom of the Serpent:  .................................................113
  Ventriloquism:  ................................................................93
  Wakizashi (small sword - of varying length)  ............... 100
  Weaponsmithing:  ........................................................ 104
  WEAPONSMITH MAGES (Artistic Mode) .................. 109
   Wire-Walking:  ................................................................92
  WISE SWORD:  ........................................................... 104
  WOODCUTTING:  ........................................................116
  Wrestling: ....................................................................... 96
  YARI (two-handed spears) .......................................... 100
  YUMI (bow): ....................................................................97
  YUREI (Instinctive Mode) ............................................ 109
  Small Creatures of  
  the Woodlands and Grasslands:  .......................234
  SNAKE  .....................................................................38
  Snake (Hebi) South East ......................................166
  Social Class .............................................................47
  Social Class  ............................................................48
  SOCIAL STRUCTURE: ..........................................210
  Sodegarami ...........................................................150
  Sokotsu-shi  ............................................................35
  Speaking A Foreign Language ...........................224
  Special Abilities ....................................................239
  Special Talents & Abilities ....................................58
  Species Modifications ...........................................62
  Spell-casting & Acts Of Faith .............................197
  Spirit  ........................................................................45
  Spiritualist Mages  .................................................89
  Spoken Japanese  ..................................................73
  Standard Clothing Penalties ...............................158
  Starting the Adventure ........................................272
  Status In One's Family ...........................................57
  Students...................................................................33
  Suffocation ............................................................160
  Suicide & Seppuku .................................................34
  Susa-Nowo ............................................................262
  Sword Etiquette ....................................................153
  T
  Tachi .......................................................................152
  Tadaka Kuwe .........................................................281
  Tanto ....................................................................... 151
  Tanto .......................................................................152
  TANTO:  ..................................................................150
  Tatsu Dragon .........................................................238
  Telling Time  ............................................................37
  Temple Priests  .......................................................83
  Temple/Shrine:  .....................................................135
  Tengu ........................................................................44
  Tengu ......................................................................244
  Tenjin ......................................................................262
  TENNIN ...................................................................264
  Tessen ....................................................................152
  Tetsubishi ..............................................................152
  Tetsubo ..................................................................151
  The Artisans ............................................................52
  The Ashikaga Shogunate  .....................................27
  The Ashikaga Wars  ...............................................28
  The Buddhas & Bosatsu  & Their Guardians ....263
  The City ..................................................................213
  The Dawn of the Fujiwara Era  ..............................19
  The Era of Fujiwara Chancellors  
  at Hei-an no Kyo  .....................................................22
  The Era of Fujiwara Chancellors  
  at Nara  .....................................................................20
  The Era of Fujiwara Ministers  ..............................19
  The Era of Fujiwara Regents  ................................23
  The Era of Retired Emperors  ...............................24
  The Era of the Taira and Minamoto  .....................24
  The Floating World ...............................................216
  The Fortified Mansion  .........................................139
  THE HAUNTED SHRINE:  .....................................267
  The Imperial Capital .............................................217
  The Introduction of Buddhism  ............................16
  The Island Of Dreams: .........................................267
  The Japanese Home Or Shop  ............................137
  The Japanese Language  ......................................73
  The Kamakura Shogunate  ....................................25
  The Kami ................................................................261
  The Kami & Buddhas............................................261
  The Koku  ............................................................... 119
  The Mansion Or Teahouse Or Upper Class Inn  139
  The Marketplace  ..................................................123
  The Meido ..............................................................220
  The Meido:  The Shinto Japanese Astral Plane 171
  The Merchants ........................................................51
  The Modes Of Magick ............................................86
   The Outcasts:  ........................................................49
  The Price List  .......................................................124
  The Realm Of The Meido......................................189
  The Roads ..............................................................219
  The Ruined Castle:  ..............................................267
  The Samurai  ...........................................................55
  The Setting  ...........................................................209
  The Seven Kami Of Good Fortune:  ...................262
  The Shinto Paths Of The Dead ............................255
  The Social Context  ................................................30
  The Soga Era:  .........................................................16
  The Strange History Of A Keg Of Sake ..............268
  The Village .............................................................212
  The Wilderness .....................................................220
  The Words of Gon-guji .........................................271
  The Yamato Era:Conquering the Ainu  ................15
  Thieves & Burglars .................................................80
  Thieves & Ninjas ...................................................232
  Thunderstorm:  .......................................................41
  Tiger:  .....................................................................237
  TIGER .......................................................................38
  Tiger (Tora) North East ........................................165
  Tools .......................................................................128
  Townsman Weapons ............................................150
  Trading Between Japan & Europe ......................225
  Transcendental Magick (Also Called Meditation 
  Magick) ...................................................................194
  Transcendental Perception & Other Spells ......194
  Transmutations  ....................................................195
  AIR BREATHING:  ........................................................195
  Become Another  ..........................................................195
  Cool Mantle  ..................................................................195
  Journey in Haste  ..........................................................195
  Speed  ...........................................................................195
  Warm Cloak  ..................................................................195
  Traveling Gear  ......................................................125
  Travelling  ................................................................32
  Tree Hengeyokai  ....................................................44
  Tsumo lshisu .........................................................284
  Turnip Head ...........................................................152
  Typical Female Dress ...........................................122
  Typical Male Dress  ..............................................121
  U
  Ubume ....................................................................250
  Ujigami  ..................................................................262
  Umibozu  ................................................................237
  Units Of Distance .................................................123
  Units Of Square Measure  ...................................123
  UNITS OF VOLUME  ..............................................123
  Units Of Weight  ....................................................123
  Upper Class Inn:  ..................................................135
  Usual Types Of Hengeyokai ................................240
  
  308
  V
  Valuables ...............................................................222
  Volcanic Eruption:  .................................................41
  W
  Wako (pirates)  ........................................................77
  Ward Guards  ..........................................................75
  Warriors  .................................................................. 74
  Warriors .................................................................230
  Water Animals .......................................................235
  Water Bakemono ..................................................245
  Weapons  ...............................................................150
  Weather Effects.....................................................159
  Weather & The Calendar  .......................................37
  Weights & Measures  ...........................................123
  Wifely & Motherly Duty:  ........................................33
  Willow Leaf ............................................................152
  Wood ......................................................................146
  Writing Materials, Scrolls, & Books ...................127
  Written Japanese  ...................................................73
  Y
  Yakushi Buddha ....................................................263
  Yamabushi  ..............................................................77
  Yamabushi Weapons ........................................... 151
  Yama Hito ...............................................................244
  Yanari (Earthquake) ..............................................253
  Yari .......................................................................... 151
  YARI:  ......................................................................150
  YARINAGE:  ...........................................................150
  Yuki Onna (Snow Woman) ...................................253
  Yurei  ........................................................................63
  Yurei .......................................................................249
  Yurei  ......................................................................255
  
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  Land of the Rising Sun
  Land of the Rising Sun is an expansion for Chivalry & Sorcery 
  5th Edition and will require the C&S 5th edition core rule book. You 
  will be able to create your very own version of Feudal Japan; whether 
  you include various elements of Folklore and Myth or go for a pure 
  Historical campaign for the right to be Shogun, is completely up to you.
  Land of the Rising Sun covers the late Classical period of Japan, 
  through the middle of the Feudal period, circa 850–1500 CE. Character 
  generation follows a similar path as in 5th Edition Chivalry & Sorcery, 
  giving you and your players the tools to create characters from Samurai 
  to Ninja.
  The Magick rules draw on the Japanese elements of Air, Earth, Fire, 
  Metal, Water and Wood, while the Religion rules allow people to play 
  Buddhist or Shinto Priests, adding other branches of religion to those 
  found in Chivalry & Sorcery.
  30 New Vocations to Follow 
  14 New Species for Characters.
  Follow Buddhism or Shintoism. 
  Over 90 New Skills 
  Over 100 New Spells & Over 30 New Acts of Faith
  Product Number BGD5300
  
SOURCE: textdata/thevault/Chivalry & Sorcery (osr)/Chivalry & Sorcery 5e/Chivalry & Sorcery 5e Land of the Rising Sun 2e/Chivalry & Sorcery 5e Land of the Rising Sun 2e.pdf