TEXT: chanbara
  
  chanbara
  a role playing game
  A complete Japanese fantasy themed RPG with rules for:
  Character Creation, including 3 classes and 11 subclasses
  A flexible system of skills and social status
  Allegiances, a system of social connection and advancement 
  126 spells and over 100 monster/NPCs
  Exploration, interaction, and combat
  Positions of authority and holdings
  A thematic system for character advancement
  Treasure tables including a flexible magic item creation system 
  by Dennis Laffey
  Hidden Treasure Books
  OSR
  
  1
  Chanbara
  A Role Playing Game
  Dennis Laffey
  Hidden Treasure Books
  Copyright 2018
  Editing: Ken “Jeffery St. Clair” Haylock, Ted “Tedankhamen” Bonnah, Stefan Sumser
  Illustrations from the public domain.
  Title font: Edo by Vic Fieger
  Text font: Soutane
  Play Testers
  The Busan Gamers: 
  Jeremy Hart, Dean Flemming, Justin Howe, Alexei McDonald, Michael Uchrin, Jeff Lane
  The European Group:
  Stefan Sumser, David, Andrea and Ivo
  The RPOL.net Crew:
  Alex “Rockiavelli” Stroda, Jeff Stehr, Jeff Lane, “brrdgirl”, “CaesarCV”, “GenuineRisk”, “Morty”,
  “pnvq12”, “SteveShakespeare”, “virtual4sight”, “Silent Wayfarer”
  
  2
  – Player Section –
  Introduction
    3
  Character Creation                   
    3
  Character Classes                     
    4
     Bushi (Warrior) 武士
     
    4
         Abarenbo (Rowdy) 暴れん坊
    4
         Kensei (Weapon Master) 剣聖
    5
         Samurai (Warrior-Aristocrat) 侍
    5
         Sohei (Warrior Monk) 僧兵
    6
     Mahotsukai (Magician) 魔法使い
    7
         Onmyoji (Exorcist) 陰陽師
    7
         Soryo (Priest) 僧侶
    8
         Yamabushi (Mountain Ascetic) 山伏
    8
     Shinobi (Spy) 忍び
    9
        Kagemusha (Shadow Warrior) 影武者 10
        Ninja (Secret Agent)忍者
  10
        Taijutsuka (Martial Artist) 体術家
  11
        Uragata (Infiltrator) 裏方
  11
  Backgrounds                            
  12
  Money and Equipment 
  14
  Starting Wealth               
  14
  Armor                            
  14
  Equipment                     
  14
  Followers and Hirelings  
  14
  Services                       
  15
  Shinobi Gear                      
  15
  Weapons
                   
  17
  Spell Lists                                
  19
     Onmyoji (Exorcist) Spells     
  20
     Soryo (Priest) Spells
  22
     Yamabushi (Mountain Ascetic) Spells
  25
  – GM Section –
  Running the Game                            
  28
  Using Skills
  28
  Shinobi Ninpo Skills
  28
  Exploration and Interaction               
  29
  Interacting with NPCs
      29
  Dungeon Exploration               
  29
  Wilderness Exploration            
  32
  Combat                                             
  34
  Combat Rules and Procedures 
  35
  Saving Throws                         
  37
  Healing, Death and Dying        
  38
  Special Conditions
  38
  Setting Up the Campaign                  
  39
  Campaign Styles                     
  39
  Creating Adventures            
  40
  Positions and Holdings              
  42
  Monsters                                            
  44
  Human NPC Types                  
  44
  Normal Animals                       
  46
  Monsters                                  
  47
  Experience, Treasure, and Rewards
  54
  Magic Items
  55
  Appendices
  A. Non-Human Races              
  58
  B. Conversion Notes                
  58
  C. Inspirational Media              
  59
  D. Quick Reference Tables
  59
  Index                                                 
  62
  Character Sheet
                            
  63
  Table of Contents
  
  3
  Demons whisper in the sleeping ears of 
  influential ministers. Ogres and spirits harass villagers 
  that wander too far into the mountains. Ghosts haunt 
  ruined castles and forgotten temples. Rebellious 
  daimyo scheme to usurp the Shogunate. Heroes are 
  needed to protect the Jade Islands from the 
  supernatural threats that are on the rise.
  In Chanbara, players take on roles such as 
  stoic samurai, stealthy ninja, or idiosyncratic 
  yamabushi. In addition to battling monsters, spirits 
  and demons, these heroes need to balance the 
  various obligations and duties to clan, lord and 
  society in a regimented culture. Being selected to 
  battle the forces of evil does not excuse one from 
  obligations or strictures of honor and duty.
  Chanbara plays like traditional fantasy role 
  playing games. Players control characters who 
  explore dangerous locations and battle monsters and 
  bring back the treasures they hoard. Unlike other 
  games where characters amass wealth in order to 
  purchase magic items, build strongholds or else 
  carouse away their winnings before adventuring 
  again, in Chanbara the characters are not gathering 
  the treasures for themselves. They turn over the 
  wealth they acquire to their lord, clan, temple, or 
  some other cause they serve in order to advance their 
  interests. By doing so, they gain status, fame, and 
  positions of power.
  Step 1: All characters have six ability scores: 
  Strength, Intelligence, Wisdom, Dexterity, 
  Constitution and Charisma. Roll 4d6-L six times, 
  arranged as you like.
  •  Strength (Str) measures physical power.
  •  Intelligence (Int) measures knowledge and wits.
  •  Wisdom (Wis) measures reasoning and judgment.
  •  Dexterity (Dex) measures coordination and agility.
  •  Constitution (Con) measures physical heartiness.
  •  Charisma (Cha) measures force of personality.
  Ability score modifiers for d20 and 2d6 rolls:
  What is Chanbara?
  Chanbara is a genre of Japanese film and 
  television taking place during the age of the samurai, 
  and featuring a lot of action. The name is an 
  onomatopoeia of swords clashing. While this game is 
  named for the genre, it doesn't present scenarios or 
  tropes only from chanbara films, most of which 
  feature few or no supernatural elements. It varies in 
  many areas in order to better facilitate game play. 
  See the appendices for a list of inspirational media.
  For a more authentic Chanbara campaign, 
  eliminate the Mahotsukai, Monsters and Magic 
  Items, and focus on political, social, economic, and 
  religious tensions in the fictional society.
  Step 2: Select a character class and profile: 
  Bushi [Warrior] – Abarenbo, Kensei, Samurai, Sohei
  Mahotsukai [Magician] – Onmyoji, Soryo, 
  Yamabushi
  Shinobi [Spy] – Kagemusha, Ninja, Taijutsuka, 
  Uragata
  Step 3: Select a background allowed by the profile. 
  Backgrounds show social status, provide some skills, 
  and help with selecting allegiances. See pages 12-13 
  for advantages and limitations of each background.
      Kuge (noble)
      Buke (warrior-aristocrat)
      Shukyo (religious)
      Noumin (peasant)
      Chounin (townsperson)
      Eta (underclass) exist, but are only allowed for PCs 
  with the GM's approval.
  Step 4: Select two or three Allegiances, consulting 
  with the GM. Every character comes from a family, 
  serves a lord or master, and may have allegiance to a 
  specific person, organization, or cause. The GM will 
  use Lieges as a means of providing plot hooks, 
  complications, allies, and information. Donating 
  treasure to lieges is one way that characters earn XP. 
  Players who manage the wants and needs of their 
  Lieges can also advance their characters in ways 
  other than gaining levels.
  Step 5: Finally, determine hit points and armor class, 
  saving throws and special abilities, equipment, spells 
  and skills. Also, characters need names, descriptions 
  and a bit of personality.
  d20
  2d6
  3
  -3
  -1
  4-5
  -2
  -1
  6-8
  -1
  -1
  9-12
  +0
  +0
  13-15
  +1
  +1
  16-17
  +2
  +1
  18
  +3
  +1
  Ability Score Modifiers
  Player Section
  Introduction
  Character Creation
  
  4
  Bushi face challenges primarily by combat, 
  Mahotsukai with magic, and Shinobi with stealth and 
  trickery. Each class grants more and more powerful 
  abilities as the PC gains experience points.
  The level advancement chart shows the 
  amount of XP that must be earned to advance to the 
  next level. Once a character earns enough points, 
  they gain a new hit die to add to their hit points, as 
  well as other bonuses as shown in the chart. AB is the 
  attack bonus added to all rolls to hit and tactical 
  maneuver attacks. Spells, ninpo skills, and special 
  abilities are all described in each class or profile 
  description below.
  Hit Die: d10 to level 9, +3 points/level after that
  Bonus Dice: Combat
  Bushi Profiles
                     [Rowdy, 暴れん坊] are typically lower-
  class strongmen, bandits, yakuza enforcers, brawlers, 
  and the like. Their prime ability is Con. They may 
  select either the Noumin or Chounin background (a 
  rikishi [sumo wrestler] may have the Buke 
  background with the GM's approval), and gain the 
  Sport (High and Low) skills for free. They may select 
  two other skills from their background. Abarenbo are 
  proficient with basic and improvised weapons plus 
  any two Samurai weapons, and with light and 
  medium armor.
  Abarenbo Special Abilities
  1st level: Show of Strength – By spending one 
  combat die, the abarenbo's Strength score becomes 
  18 for 10 minutes. If it is naturally an 18, the d20 
  modifier becomes +4 for the duration.
  Level
  XP
  AB
  Special Abilities
  1
  2
  3
  0
  1500
  3000
  +2
  +2
  +3
  Profile Ability
  +1 Combat Die
  Profile Ability
  4
  5
  6
  6000
  12,000
  25,000
  +3
  +4/+4
  +4/+4
  +1 Combat Die
  +1 Combat Die
  Profile Ability
  7
  8
  9
  50,000
  100,000
  200,000
  +5/+5
  +5/+5
  +6/+6
  +1 Combat Die
  +1 Combat Die
  Profile Ability
  10*
  11*
  12*
  300,000
  400,000
  500,000
  +6/+6/+6
  +7/+7/+7
  +7/+7/+7
  +2 Combat Dice
  Profile Ability (3rd)
  Profile Ability (6th)
  13*
  14*
  600,000
  700,000
  +7/+7/+7
  +8/+8/+8
  Profile Ability (9th)
  +2 Combat Dice
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  Character Classes
  Bushi [Warrior] 武士
  Loyal samurai, wandering ronin, peasant 
  heroes, yakuza enforcers, and shiftless mercenaries 
  are all examples of bushi. They are versed in the use 
  of weapons and armors, tough, and effective in 
  combat. Their utility outside of combat is dependent 
  on their background skills and player inventiveness.
  All bushi have the ability to size up 
  opponents, before or during combat. The player rolls 
  2d6. If the result is 7 or more, they learn the number 
  of hit dice/level of the opponent. If the optional 
  Psychic Combat rules are used, the bushi may spend 
  a round to make a psychic combat attack against the 
  opponent to learn their exact AC, TD, number of hit 
  points, and the presence of any special attacks or 
  spell casting.
  Bushi gain combat bonus dice (a d6). Any 
  time the bushi makes an attack, they can spend a 
  standard combat die. The amount of the combat die 
  is added to either the hit roll or the damage roll. The 
  player decides which to apply it to after making the 
  attack roll. Only one combat die may be used per 
  round of combat. At first level, the bushi gains three 
  combat dice, plus or minus the prime ability d20 
  bonus of their profile (min. 1). Expended combat dice 
  are refreshed after a night's rest.
  At 9th level, the bushi is considered Name 
  Level, and stops gaining hit dice. From 10th they gain 
  +3 hit points per level, and Con bonuses are no 
  longer applied. At 11th level, the bushi learns a new 
  profile ability that could have been learned at 3rd 
  level. Similarly, at 12th and 13th level, the bushi 
  learns a profile ability which could have been selected 
  at 6th and 9th levels, respectively.
  Abarenbo
  
  5
  3rd level: select Knockout Strike or Vitality.
  Knockout Strike – Whenever a natural 20 is rolled 
  to hit with a blunt weapon, or by spending one 
  combat die, the opponent must save vs. wood or be 
  knocked unconscious for 1d4 rounds.
  Vitality – The abarenbo can spend a combat die to 
  heal damage, healing hit points equal to the die result 
  multiplied by their d20 Con modifier (minimum 1).
  6th level: select Rugged or Solid Footwork.
  Rugged – Roll one combat die and gain damage 
  reduction equal to the total for a number of rounds 
  equal to their d20 Con modifier (minimum 1).
  Solid Footwork – By spending one combat die, the 
  abarenbo gains a +2 bonus to AC, TD and all saves, 
  and cannot be tripped, pushed, or thrown for a 
  number of rounds equal to the result of the die.
  9th level: select Paralyzing Strike or Strong Willed.
  Paralyzing Strike – Whenever a natural 20 is rolled 
  to hit with a blunt weapon or by spending one 
  combat die, the opponent must save vs. metal or be 
  paralyzed for 1d4 minutes.
  Strong Willed – Whenever the abarenbo is under 
  the effects of a spell that incapacitates the body or 
  mind (sleep, hold, charm, paralysis, etc.), they may 
  make a new saving throw every round. This ability 
  does not require spending any combat dice.
                [Weapon Master, 剣聖] are warriors who 
  devote themselves to mastery of a single weapon. 
  Some are dedicated martial artists, others wandering 
  duelists, and some elite soldiers. Their prime ability 
  is Dex. They may select the Buke, Noumin or 
  Chounin background, and gain the Craft: Weaponry 
  skill for free. They may select three other skills from 
  their background. Kensei are proficient with basic and 
  samurai weapons (plus their weapon of choice, if it is 
  a ninja or classical weapon), but not with any armor.
  Kensei Special Abilities
  1st level: Weapon of Choice – The kensei gains a 
  bonus to offense (+1 to hit/+2 damage) or defense 
  (+2 AC/TD) when using their weapon of choice. 
  Select which to use at the beginning of each round. 
  They do not need to spend any combat dice to gain 
  this bonus.
  3rd level: select Devastating Strike or Iaijutsu.
  Devastating Strike – When rolling maximum 
  damage with the weapon of choice, or by spending 
  one combat die, roll the base damage again and add 
  it to the total. Usable once per attack at 3rd level, 
  twice at 6th, and three times at 9th if max damage is 
  rolled each time.
  Iaijutsu – At the beginning of combat, the kensei can 
  roll a combat die, which is added to initiative for the 
  remainder of the combat. Also, the bonus is added to 
  their initial hit roll. If this attack hits, damage is 
  doubled.
  6th level: select Counterstrike or One with the Blade.
  Counterstrike – Once per round when the kensei is 
  struck, spend one combat die to make a free attack 
  on the attacker, with the die result added to the hit 
  roll. If the kensei already used a combat die this 
  round, they may still use this ability but may NOT use 
  a combat die in the following round.
  One with the Blade – Whenever a natural 20 is 
  rolled to hit with their weapon of choice, or by 
  spending one combat die, the attack deals normal 
  damage and counts as a tactical attack. The kensei 
  may choose any tactical effect on top of the damage.
  9th level: select Master of Forms or Tempest.
  Master of Forms – By spending a combat die, all 
  basic damage dealt by the kensei's weapon of choice 
  may be rolled twice and the better result taken for 
  one minute (10 rounds). Basic combat dice may be 
  used in subsequent rounds to increase damage as 
  normal.
  Tempest – By spending one combat die, the kensei 
  can attack a number of targets equal to the result of 
  the combat die plus their d20 Dex modifier with their 
  chosen weapon (if a firearm, one firearm must be 
  prepared for each attack). Roll each attack separately.
                    [Warrior Aristocrat, 侍] are high-born 
  warriors in service of a master. Ronin who serve no 
  master may have this profile. Their prime ability is 
  Str. Samurai select the Kuge, Buke or Noumin 
  backgrounds. They gain the Horsemanship skill and 
  either Letters or Warfare skill for free, and may select 
  two other skills from their background. Samurai are 
  proficient with basic, samurai and classical weapons, 
  and all armors.
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  Kensei
  Samurai
  
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  Samurai Special Abilities
  1st level: Stalwart – when spending standard combat 
  dice, apply the bonus to both the hit and damage.
  3rd level: select Dismember or Kiai Shout.
  Dismember – Whenever a natural 20 is rolled to hit 
  or by spending one combat die, the attack is a special 
  tactical attack that disables the opponent's hand, foot 
  or eye (samurai player's choice). The target may save 
  vs water to avoid permanent disability, in which case 
  the member is useless until healed.
  Kiai Shout – When using a standard combat die, the 
  samurai heals hit points equal to the result in addition 
  to the normal bonus to hit and damage.
  6th level: select Fearsome or Power Strike.
  Fearsome – By spending one combat die and 
  announcing their identity and exploits, the samurai 
  gains a +2 bonus to AC, TD and saving throws 
  against attacks and spells from intelligent opponents 
  for a number of rounds equal to the combat die result 
  plus their d20 Cha modifier (minimum 1).
  Power Strike – Whenever a natural 20 is rolled, or 
  by spending one combat die, basic weapon damage 
  is doubled, as is the combat die result (if any).
  9th level: select Deflection or Greater Kiai.
  Deflection – By spending a combat die, the samurai 
  gains a bonus to AC and TD equal to the die result, 
  and also may make a save vs. metal to negate any 
  attack that strikes the samurai that round.
  Greater Kiai – When rolling a standard combat die, 
  gain double the bonus rolled to attack and damage, 
  and also force all opponents of 4HD or less to save 
  vs. earth or flee in terror for 1d6 rounds. 
               [Warrior Monk, 僧兵] are monks who defend 
  temples, monasteries, convents and shrines. Some 
  are samurai who take holy orders but serve a lay 
  position. Their prime ability is Wis. Sohei may 
  select the Buke, Shukyo or Noumin background. 
  They gain the Religion skill for free, and may select 
  three other skills from their background. They are 
  proficient with basic, samurai and classical weapons, 
  and all armors.
  Sohei Special Abilities
  1st level: Frenzied Attack – By spending a combat 
  die, the sohei makes additional attacks equal to the 
  result of the combat die. The attacks gain no bonus 
  from the combat die, and the sohei suffers a penalty 
  to AC and TD equal to half the number of bonus 
  attacks for one round.
  3rd level: select Piety or Tenacity.
  Piety – The sohei learns two 1st level soryo spells, 
  and may spend one combat die to cast them. At 6th 
  level, they learn one 1st and two 2nd level spells. At 
  9th they learn one 1st, one 2nd and two 3rd level 
  spells. One spell of up to 3rd level is gained at 11th, 
  12th and 13th levels.
  Tenacity – By spending one combat die, the sohei 
  gains temporary hit points equal to their maximum hit 
  points for a number of rounds equal to the combat 
  die result plus their d20 Wis modifier (min 1).
  6th level: select Unstoppable or Wide Swing.
  Unstoppable – Any time a combat die is rolled, it 
  may be rolled twice and the better result taken.
  Wide Swing – Whenever a natural 20 is rolled, or by 
  spending one combat die, the attack hits adjacent 
  opponents equal to their d20 Wis modifier (min 1).
  9th level: select Iron Body or Ki Shield.
  Iron Body – The sohei takes ½ damage from one 
  type of weapon: blunt, slashing or piercing. This 
  ability does not require spending any combat dice.
  Ki Shield – By spending one combat die, the sohei 
  becomes immune to all spells or magical attacks for 
  one round per point of the combat die result.
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  Sohei
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                     7
  Studious hermits, imperial exorcists, village 
  medicine women, enlightened monks and more can 
  harness the powers of magic. They are masters of 
  spells and uncanny abilities that set them apart from 
  normal men. While less formidable in physical 
  combat, their arcane gifts aid them in battle and help 
  them deal with a variety of problems.
  Mahotsukai begin knowing any three 1st 
  level spells from their spell list, and learn two new 
  spells every time they gain a level. They may also 
  learn spells from other mahotsukai or spirit creatures, 
  from books of lore or research. The mahotsukai must 
  prepare the spells to be cast each day, up to the 
  number shown on the level advancement chart for 
  each spell level. After a night's rest, the mahotsukai 
  can prepare new spells.
  Mahotsukai gain magic bonus dice (a d6). 
  Any time a mahotsukai casts a spell, they can spend a 
  standard magic die. If the result is 5 or 6, the spell is 
  not expended by the casting, and may be cast again. 
  Only one magic die may be used per spell cast or 
  round of combat. At first level, the mahotsukai gains 
  three magic dice, plus or minus the prime ability d20 
  bonus of their profile (minimum one). Expended 
  magic dice are refreshed after a night's rest.
  At 9th level, the mahotsukai is considered 
  Name Level, and stops gaining hit dice. From 10th 
  they gain +1 hit point per level, and Con bonuses are 
  no longer applied. At 11th level, the mahotsukai 
  learns a new profile ability that could have been 
  learned at 3rd level. Similarly, at 12th and 13th level, 
  the mahotsukai learns a profile ability which could 
  have been selected at 6th and 9th levels, respectively.
  Hit Die: d6 to level 9, +1 hit point/level after that
  Bonus Dice: Magic
  Mahotsukai Profiles
                    [Exorcist, 陰陽師] are trained astrologers, 
  geomancers and monster-hunters. Those in imperial 
  service work to predict disasters and protect the 
  imperial family from evil spirits and magic. Other 
  onmyoji are most likely hermits or wanderers selling 
  their services to commoners. Their prime ability is 
  Int. Onmyoji may select the Kuge, Buke or Shukyo 
  backgrounds. They gain the Astrology/Geomancy 
  skill for free, and may select any four other skills from 
  their background of choice. They are proficient with 
  basic and classical weapons, and with light armor.
  Onmyoji Special Abilities
  1st level: Demon Hunter – Onmyoji gain a +1 
  bonus to hit and +2 bonus to damage with weapons 
  when fighting demons, undead and spirits, and may 
  use magic dice as combat dice.
  3rd level: select Summoning or View Fate.
  Summoning – By spending one magic die, the 
  onmyoji can summon a swarm of tiny animals or 
  1+d20 Int modifier (min. 1) larger animals (up to 2 
  HD) that serve the onmyoji for 10 minutes. When 
  gaining this ability, the onmyoji must select one class 
  of animal: furred, feathered, scaled, shelled, or 
  smooth. Once chosen this cannot be changed.
  View Fate – By spending a magic die, the onmyoji 
  gains the ability to see coming future events and react 
  to them. All hit rolls (but not damage), saving throws 
  and rolls for spell variables may be rolled twice and 
  the better result taken for 1 +d20 Int modifier rounds 
  (minimum 1 round).
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10*
  11*
  12*
  13*
  14*
  XP
  0
  2500
  5000
  10,000
  20,000
  40,000
  80,000
  150,000
  300,000
  450,000
  600,000
  750,000
  900,000
  1,050,000
  AB
  +0
  +0
  +0
  +1
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +3
  +4
  +4
  Special Abilities
  Profile Ability
  +1 Magic Die
  Profile Ability
  +1 Magic Die
  +1 Magic Die
  Profile Ability
  +1 Magic Die
  +1 Magic Die
  Profile Ability
  +2 Magic Dice
  Profile Ability (3rd)
  Profile Ability (6th)
  Profile Ability (9th)
  +2 Magic Dice
  Spells
  2
  3
  3/1
  4/2
  4/2/1
  4/2/2
  4/3/2/1
  5/3/2/2
  5/3/3/2/1
  5/4/3/2/2
  5/4/3/3/2/1
  5/4/3/3/3/2
  5/4/4/3/3/3
  6/4/4/4/3/3
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  Mahotsukai [Magician] 魔法使い
  Onmyoji
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  6th level: select Destroy Undead or Expulsion.
  Destroy Undead – By spending one magic die, the 
  onmyoji destroys a number of undead creatures 
  equal to the magic die result with hit dice less than 
  the onmyoji's level within 60'. Each may save vs. fire 
  to resist.
  Expulsion – By spending one magic die, the onmyoji 
  forces one life force that is possessing another to save 
  vs. earth, with a penalty equal to the magic die result, 
  or leave the host body.
  9th level: select Impart Spell or Mystic Strike.
  Impart Spell – By spending one magic die, the 
  onmyoji can have a spell that only affects the onmyoji 
  also affect a number of other creatures equal to the 
  die result.
  Mystic Strike – When using a magic die as a combat 
  die, the onmyoji can cast a spell in the same round in 
  addition to the attack.
              [Priest, 僧侶] are holy men and women who 
  use their enlightenment and the connection to the 
  divine to power their magic. Some are monks and 
  nuns from remote monasteries, others tend local 
  temples or shrines, while others still are part of a 
  larger sect which seeks to spread its influence. Their 
  prime ability is Cha. While they may come from 
  any class, their religious training usually begins young 
  leaving them with a choice of either Buke or Shukyo 
  for background. They gain the Religion skill for free, 
  and may choose either Leadership or Letters. They 
  also gain any three other skills from their background 
  of choice. Soryo are proficient with basic weapons 
  but are not proficient in any type of armor.
  Soryo Special Abilities
  1st level: Inspiring Word – By spending a magic die, 
  the soryo inspires all allies within 30', who gain a +2 
  bonus to attacks and saving throws for a number of 
  rounds equal to the magic die result plus the soryo's 
  d20 Cha modifier (minimum 1).
  3rd level: select Appeal or Unravel.
  Appeal – By spending a magic die, the soryo 
  improves the Reaction level of a single NPC two steps 
  (i.e. from Violent to Unsure, see p. 29) for one round 
  per point of the magic die result. This is a charm 
  effect (see p. 38).
  Unravel – Once per round, by spending a magic die, 
  the soryo can counter a spell cast by a creature or 
  NPC. If the result of the magic die equals or beats the 
  level of the spell, it is countered. If the soryo already 
  used a magic die this round, they may still use this 
  ability but may NOT use a magic die in the following 
  round.
  6th level: select Strength of Will or Warded Spirit.
  Strength of Will – By spending a magic die, the 
  soryo may add the result of the die to any saving 
  throw rolls made for 1 minute.
  Warded Spirit – The soryo is immune to possession. 
  Attempts to possess the soryo automatically fail. This 
  ability does not require spending any magic dice.
  9th level: select Incite or Vision.
  Incite – By spending a magic die, the soryo causes all 
  opponents within 60' to bicker and argue, suffering a 
  -2 penalty to hit, damage and saving throw rolls for 
  10 minutes. This is a charm effect.
  Vision – By spending a magic die, the soryo gains the 
  ability to detect all illusions, transformations, secret 
  doors, traps, and invisible objects for 10 minutes.
                         [Mountain Ascetic, 山伏] turn to a 
  secluded life in the wilderness, where they are 
  constantly tested by the elements and nature. This 
  testing and purification gives them holy powers and 
  magical ability. Their prime ability is Wis. 
  Yamabushi may select the Shukyo, Noumin, or 
  Chounin backgrounds. They gain the Esoterica and 
  Woodscraft skills for free, and may select any three 
  other skills from their background of choice. They are 
  proficient with basic and ninja weapons and with light 
  armor.
  Yamabushi Special Abilities
  1st level: Tested – The yamabushi becomes attuned 
  to one element (fire, water, wood, metal, or earth), 
  gaining a +4 bonus to saves vs. that element. This 
  ability does not require spending any magic dice.
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  Yamabushi
  8
  
                     9
  3rd level: select Know Aspect or Transmute.
  Know Aspect – By spending a magic die, the 
  yamabushi can detect any cosmic forces that 
  surround creatures within 60' (yin, yang, the five 
  elements, ki), if it is a spirit, and any cosmic 
  weaknesses it may possess, for one minute per point 
  of the magic die result.
  Transmute – By spending one magic die, the 
  yamabushi changes the energy (fire, cold, electricity, 
  sonic/seismic, force, acid) of a spell into another type.
  6th level: select Guardian or Storm.
  Guardian – By spending a magic die, the yamabushi 
  summons a totem animal:  White Tiger removes all 
  hindering physical effects; Red Bird restores all hit 
  points; Green Dragon removes all hindering magical 
  effects or one curse; Black Tortoise restores ability 
  score loss; Yellow Unicorn restores a number of spell 
  slots equal to your d20 Wis modifier (minimum 1). 
  Only one totem may be summoned per day.
  Storm – By spending a magic die, an elemental 
  attack centered on the yamabushi (5' radius thunder 
  clap; 10' cone water wave; 5' radius ice burst; 15' line 
  lightning bolt; 15' line wind gust; 5’ radius tremor, or 
  10' cone firestorm) deals 2d6 damage plus the magic 
  die result multiplied by the yamabushi's d20 Wis 
  modifier (minimum 1) to all others in the area.
  9th level: select Cloud Form or Resistance.
  Cloud Form – By spending a magic die, the 
  yamabushi, with all gear carried, becomes gaseous 
  for one minute per point of the magic die result.
  Resistance – The yamabushi becomes immune to 
  one energy type (fire, cold, electricity, sonic/seismic, 
  force, acid). This ability does not require spending 
  any magic dice. By spending a magic die, the 
  yamabushi gains resistance to an additional energy 
  type for a number of rounds equal to their d20 Wis 
  modifier (minimum 1).
  Stealthy ninja, deceptive kunoichi, mystical 
  martial artists, guerrilla warriors and other skillful 
  types are covered by the shinobi class. Shinobi may 
  belong to a dedicated ninja clan, others in direct 
  service to a daimyo, temple or the emperor. They use 
  special skills in infiltration and espionage to gather 
  information, raid fortifications, and solve problems 
  quietly. While they can fight when needed, they work 
  best in the shadows.
  Shinobi have access to ninpo, or special 
  skills: Acrobatics, Deception, Escape, Infiltration, and 
  Sabotage. Each shinobi profile is good at one and 
  poor at another. To use ninpo, roll 2d6 and add the 
  bonus shown on the chart. Shinobi may use their 
  ninpo skills as often as time and circumstances allow. 
  Shinobi have a backstab attack. When 
  attacking from hiding or with surprise, the shinobi 
  gains a +4 to hit and the attack deals double damage.
  Shinobi gain skill bonus dice (a d6). Any 
  time a shinobi uses ninpo, they may spend a basic 
  skill die and add the result to the ninpo roll. A shinobi 
  may only use one skill die per round or ninpo 
  attempt. At first level, the shinobi gains three skill 
  dice, plus or minus the prime ability d20 bonus of 
  their profile (minimum one). Expended skill dice are 
  refreshed after a night's rest.
  At 9th level, the shinobi is considered Name 
  Level, and stops gaining hit dice. From 10th they gain 
  +2 hit points per level, and Con bonuses are no 
  longer applied. At 11th level, the shinobi learns a new 
  profile ability that could have been learned at 3rd 
  level. Similarly, at 12th and 13th level, the shinobi 
  learns a profile ability which could have been selected 
  at 6th and 9th levels, respectively.
  Hit Die: d8 to level 9, +2 points/level after that
  Bonus Dice: Skill
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  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10*
  11*
  12*
  13*
  14*
  XP
  0
  2000
  4000
  8,000
  16,000
  32,000
  64,000
  120,000
  240,000
  360,000
  480,000
  600,000
  720,000
  840,000
  AB
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +6
  +6
  Gd.
  +2
  +2
  +2
  +3
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +5
  +6
  +6
  Special Abilities
  Profile Ability
  +1 Skill Die
  Profile Ability
  +1 Skill Die
  +1 Skill Die
  Profile Ability
  +1 Skill Die
  +1 Skill Die
  Profile Ability
  +2 Skill Dice
  Profile Ability (3rd)
  Profile Ability (6th)
  Profile Ability (9th)
  +2 Skill Dice
  Av.
  +1
  +1
  +1
  +1
  +2
  +3
  +2
  +2
  +3
  +3
  +3
  +3
  +4
  +4
  Pr.
  +0
  +0
  +0
  +0
  +0
  +1
  +1
  +1
  +1
  +1
  +2
  +2
  +2
  +2
  Shinobi [Spy] 忍び
  9
  
                    10
  Shinobi Profiles
                          [Shadow Warrior, 影武者] blend 
  mysticism with ninpo. A kagemusha's ninpo training 
  makes them good at Infiltration, average at 
  Deception, Escape and Sabotage, and poor at 
  Acrobatics. Their prime ability is Int. Kagemusha 
  may select the Kuge, Buke or Shukyo backgrounds. 
  They gain the Esoterica skill for free, and may choose 
  any three other skills from their background of 
  choice. They are proficient with basic and ninja 
  weapons, and with light armor.
  Kagemusha Special Abilities
  1st level: Cat Eyes, Owl Ears – By spending one 
  skill die, the kagemusha can see twice as well in the 
  dark and hear twice as well as normal for one hour.
  3rd level: select Kuji-kiri or Shadow Form.
  Kuji-kiri – The kagemusha learns two 1st level 
  yamabushi spells, and may spend a skill die to cast 
  one. At 6th level, they learn one 1st and two 2nd 
  level spells. At 9th level they learn one 1st, one 2nd 
  and two 3rd level spells. One spell of up to 3rd level 
  is gained at 11th, 12th, and 13th levels.
  Shadow Form – By spending one skill die, the 
  kagemusha and all gear become insubstantial for 1 
  minute, able to slip through cracks, hide, and move 
  silently, but unable to interact with solid objects.
  6th level: select Hypnotize or Water Walking.
  Hypnotize – By spending a skill die while engaging 
  in conversation, the kagemusha implants a suggestion 
  in the target’s mind that lasts a number of days equal 
  to the die result. The target may save vs. fire to resist.
  Water Walking – By spending a skill die, the 
  kagemusha can walk on the surface of still water at ½ 
  speed for 1 minute per point of the skill die result.
  9th level: select Detoxify or Shadow Step.
  Detoxify – By spending one skill die, the kagemusha 
  can remove poison from one character.
  Shadow Step – By spending a skill die, the 
  kagemusha teleports from one shadow to another 
  within 100'.
              [Secret Agent, 忍者] have mastered the arts 
  of ninpo using rigorous training and a plethora of 
  special tools. A ninja's training is varied. A ninja may 
  select one good and one poor ninpo skill, the other 
  three being average. Their prime ability is Dex. 
  Ninja may select the Buke, Noumin or Chounin 
  background. They gain the Investigation skill for free, 
  and may select three other skills from their 
  background of choice. They are proficient with all 
  weapons, and with light armor.
  Ninja Special Abilities
  1st level: Deep Pockets – By spending one skill die, 
  the ninja is able to produce one small-sized piece of 
  normal equipment or a weapon, even if not listed on 
  the PC's character sheet, or if the ninja has been 
  searched and all weapons or special gear removed.
  3rd level: select Cling or Sneak Attack.
  Cling – By spending one skill die, the ninja can cling 
  to sheer walls or ceilings for a number of minutes 
  equal to the result of the skill die and move at ½ 
  speed.
  Sneak Attack – When backstabbing, the ninja may 
  spend one skill die, which is added to the attack roll. 
  The base weapon damage is multiplied by the result 
  of the skill die (minimum x2). The skill die result is not 
  added to the damage.
  6th level: select Perseverance or Stealing In.
  Perseverance – The ninja can go twice as long as 
  normal without food, water or air. This ability does 
  not require spending any skill dice.
  Stealing In – By spending one skill die, the ninja can 
  move through tight passages that would slow a 
  normal person to ½ or ¼ speed without slowing down.
  9th level: select Alchemy or Defy Death.
  Alchemy – The ninja can produce alchemical items 
  (flash paper, smoke grenades, etc.) for half the 
  normal sale price. By spending one skill die, they can 
  produce one as needed, even if not listed on the PC's 
  character sheet, or if the ninja has been searched and 
  all weapons or special gear removed.
  Defy Death – By spending one skill die when 
  captured or struck with a blow that would reduce the 
  ninja to 0 hit points, the ninja disappears and a straw 
  or wooden dummy is found in the ninja's place. The 
  ninja will actually be hiding in a location within 25'.
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  Kagemusha
  Ninja
  10
  
                    11
                       [Martial Artist, 体術家] undergo intense 
  combat training as monks, peasant rebels, or another 
  form of martial artist. A taijutsuka's ninpo training 
  makes them good at Acrobatics, average at Escape, 
  Infiltration, and Sabotage, and poor at Deception. 
  Their prime ability is Str. Taijutsuka may select 
  from the Buke, Shukyo, Noumin or Chounin 
  backgrounds. They gain the Low Sport skill for free, 
  and may select any three other skills from their 
  background of choice. They are proficient with basic 
  and classical weapons, but are not proficient with any 
  form of armor.
  Taijutsuka Special Abilities
  1st level: Living Weapon – The taijutsuka deals 1d6 
  damage with unarmed attacks with no damage 
  reduction for armor (1d8 at 3rd level, 1d10 at 6th 
  level, and 1d12 at 9th level), and adds their attack 
  bonus to AC and TD. By spending one skill die, the 
  taijutsuka can jump up to 30'.
  3rd level: select Burst of Speed or Ki Strike.
  Burst of Speed – By spending one skill die, the 
  taijutsuka is hasted for a number of rounds equal to 
  the taijutsuka's d20 Str modifier (minimum 1).
  Ki Strike – The taijutsuka may spend skill dice as if 
  they were combat dice, adding the result rolled to an 
  attack roll or a damage roll. If added to a damage roll, 
  the target must save vs. metal or be stunned for a 
  number of rounds equal to the skill die result.
  6th level: select Defensive Roll or Reversal.
  Defensive Roll – Once per round when struck by an 
  attack or spell, the taijutsuka may spend one skill die 
  to take minimum damage. If the taijutsuka already 
  used a skill die this round, they may still use this 
  ability but may NOT use a skill die in the following 
  round.
  Reversal – Whenever an opponent fails to execute a 
  tactical attack (see p. 35) on the taijutsuka, the 
  taijutsuka gains a free tactical attack on the opponent. 
  This ability does not require spending any skill dice.
  9th level: select Finishing Move or Immortal's Feet.
  Finishing Move – Whenever a natural 20 is rolled, 
  or by spending one skill die, base damage from an 
  attack is doubled, and the opponent must save vs. 
  fire or be knocked unconscious for a number of 
  minutes equal to the skill die result.
  Immortal's Feet – The taijutsuka moves full speed 
  on any surface, and never sets off pressure traps. By 
  spending one skill die, the taijutsuka is stealthy at full 
  speed for one minute per point of the skill die result.
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                  [Infiltrator, 裏方] specialize in deception 
  and social manipulation in order to gain access to 
  enemy strongholds or personnel. They are 
  consummate actors, able to slip into various roles as 
  needed to reach their objectives. An uragata's ninpo 
  training makes them good at Deception, average at 
  Acrobatics, Escape and Infiltration, and poor at 
  Sabotage. Their prime ability is Cha. Uragata may 
  select the Kuge, Buke or Chounin backgrounds. 
  They gain the Art (High and Low) skills for free, and 
  can select any three other skills from their 
  background of choice. They are proficient with basic 
  and ninja weapons, and with light armor.
  Uragata Special Abilities
  1st level: Distraction – By spending one skill die, the 
  uragata may pass unnoticed for one minute per point 
  of the skill die result when outside of combat. When 
  in combat, the skill die result is instead the number of 
  opponents who ignore the uragata for a number of 
  rounds equal to the uragata's d20 Cha modifier (min 
  1 round). If the uragata attacks a distracted opponent, 
  the effect ends for that opponent only.
  Taijutsuka
  Uragata
  11
  
                    12
  3rd level: select Flash Memorize or Quick Change.
  Flash Memorize – By spending a skill die, the 
  uragata can instantly remember up to one page of 
  text or two minutes of spoken dialogue (about 300 
  words). The uragata retains the information for a 
  number of days equal to the skill die result plus the 
  uragata's d20 Cha modifier (minimum 1).
  Quick Change – By spending a skill die, the uragata 
  can completely change appearance, dress, hairstyle, 
  etc. in only one round.
  6th level: select Enamor or Smuggle.
  Enamor – When using a skill die with a deception 
  check, if the total is 13+, the target becomes charmed 
  (as the spell, p. 22) by the uragata for one day per 
  point of d20 Cha modifier (minimum 1) unless the 
  target saves vs. earth with a penalty equal to the skill 
  die result.
  Smuggle – By spending a skill die, the uragata can 
  hide a number of small objects equaling the skill die 
  result on her body and they will not be found no 
  matter how thoroughly she is searched.
  9th level: select Assassinate or Thousand Faces.
  Assassinate – When backstabbing or when a natural 
  20 is rolled in combat, the uragata may spend one 
  skill die. The opponent takes triple damage and must 
  save vs. wood or die instantly.
  Thousand Faces – By spending a skill die, the 
  uragata dons a disguise and persona so convincing it 
  cannot be pierced. Magical detection of disguise, 
  transformation, or illusion only works if the viewer 
  saves vs. water.
  Every character selects a background allowed 
  by their class profile. They provide opportunities for 
  conflict and help determine allegiances. Within an 
  adventuring party social status differences may be 
  ignored. Each background provides some gear and 
  choice of background skills, and affects allegiances 
  (see pp. 3, 39-41). Art, Craft and Sport skills cover a 
  wide range of related activities. Characters may 
  specialize in one particular form of the skill (+1 to 2d6 
  checks) by giving up general competence with other 
  forms of the skill.
  Kuge: The nobility. Kuge families are distant 
  branches of the imperial family or part of the three 
  retainer houses that have served the emperors and 
  empresses since times long past. Many are 
  bureaucrats, while others live a life of ease on their 
  estates. Kuge characters have to wrestle with political 
  ties. A kuge character begins play with 0 to 3 (1d4-1) 
  servants or retainers whose salary is paid for by the 
  PC's family. The PC must still pay upkeep costs. Kuge 
  characters must have a family allegiance.
  Buke: The warrior-aristocracy. Buke families are 
  landed gentry and warriors. Buke characters usually 
  have some duties assigned to them by their political 
  or family leaders. All buke characters begin play with 
  a wakizashi, and those of the bushi class also begin 
  with a katana. Buke characters must have either a 
  political allegiance or a family allegiance (or both).
  Shukyo: The religious orders. Shukyo members are 
  not typically born into their status, they gain it by 
  taking a position in a religion. They break their bonds 
  with their birth status and take on this one, which sits 
  slightly outside the social status hierarchy. Rivalries 
  between sects and traditions affect Shukyo characters, 
  often limiting their actions. All shukyo characters 
  begin play with a religious item of some sort – prayer 
  beads, a book of sutras, a small statue of a deity, etc. 
  Shukyo characters must have a religious allegiance. 
  Noumin: The peasantry. Noumin are farmers, 
  hunters, fishermen, and peasants whose job is to 
  produce food for the upper classes. While respected 
  in theory for this, their life is usually difficult and dull. 
  Noumin typically do not have family names, so they 
  use the name of their village, a local landmark 
  feature, or a physical feature to distinguish themselves 
  from others with the same given name. Noumin begin 
  play with a set of tools for their previous profession. 
  Noumin characters have no special requirements for 
  their allegiances. They must show deference to Kuge 
  and Buke characters or risk punishment, and are 
  often sneered at by Chounin.
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  Backgrounds
  12
  
                    13
  Chounin: The Townspeople. Chounin lead 
  relatively comfortable lives. They live in towns and 
  cities, and make their living as laborers, artisans or 
  merchants. While more sophisticated than the 
  noumin, they are still commoners and must be careful 
  around kuge or buke not to offend them. Chounin 
  begin play with a set of tools or other items 
  appropriate to their trade. Chounin characters must 
  have an allegiance to a trade union, guild, merchant’s 
  league, or the like. They must show deference to 
  Kuge and Buke characters or risk punishment, but 
  need not defer to Noumin.
  Eta*: The underclass. Eta are 'untouchable' and 
  perform manual labor or jobs that other residents of 
  the area would or could not do. The GM is 
  encouraged to disallow eta characters, as they will 
  suffer severe abuse from those above them. Eta may 
  not have political allegiances and must defer to all 
  higher rank characters or risk punishment. They have 
  few legal rights.
  See p. 28 for the rules for skill use.
  Crime: knowledge and skill with criminal activities, 
  black markets, etc.
  Court: knowledge of the protocols and ceremonies of 
  the Imperial Court, and lesser courts
  Esoterica: study of the Spirit Realm, magical beliefs, 
  hidden lore, etc.
  Fishing: gathering of seafood of all types
  Horsemanship: riding horses at speed, in combat, or 
  in other hazardous situations
  Hunting: snaring or killing land and avian animals for 
  food, pelts, or other valuable parts
  Investigation: performing inspections, gathering 
  evidence and solving mysteries or crimes
  Letters: full literacy and a background in the Classics 
  and history
  Mercantile: buying and selling of goods and services, 
  knowledge of relevant laws/restrictions
  Religion: knowledge of mythology, ceremonies and 
  rites, prayers and holy songs, etc.
  Sailing: manning watercraft of all sorts, basic 
  navigation
  Sport: athletic ability; select one type: High 
  [equestrian sport, sumo, target shooting] or Low 
  [gambling, racing, swimming, wrestling]
  Trade: training in a specialized profession such as 
  bankers, doctors, innkeepers, etc. *Eta are restricted 
  to butchers, leather tanners, or other unclean trades
  Warfare: knowledge of strategy, tactics, and 
  leadership in war, plus military history
  Woodscraft: forestry, woodcutting, gathering herbs or 
  fruits, etc.
  Kuge
  Administration, Art (High), Astrology/
  Geomancy, Court, Esoterica, Horsemanship, 
  Investigation, Letters, Sport (High)
  Administration, Art (any), Astrology/
  Geomancy, Court, Esoterica, Investigation, 
  Letters, Religion
  Buke
  Administration, Art (High), Court, Craft 
  (Weaponry), Horsemanship, Investigation, 
  Letters, Sport (High), Warfare
  Shukyo
  Agriculture, Art (Low), Craft (Rural), Fishing, 
  Hunting, Sailing, Sport (Low), Woodscraft
  Noumin
  Administration, Art (Low), Craft (any), Crime, 
  Letters, Mercantile, Sport (Low), Trade
  Chounin
  Art (Low), Craft (Rural or Town), Crime, 
  Hunting, Sport (Low), Trade*, Woodscraft
  Eta
  Administration: management of lands, estates, or 
  business ventures
  Agriculture: raising of crops and livestock
  Art: production of works of beauty or entertainment; 
  select one type: High [poetry, classical dance, drama, 
  calligraphy, painting, court music], Religious 
  [sculpture, iconography, temple music], or Low 
  [block printing, folk art, comedy, folk music]
  Astrology/Geomancy: reading portents in the skies 
  or land, determine auspicious alignments
  Craft: production of goods; select one type: Rural 
  [tools, clothes, farm implements, etc.], Town [food 
  and drink, silk, clockwork items, etc.], Weaponry 
  [wooden weapons, metal weapons, ammunition, 
  armor]
  Skills by Social Status
  13
  
                    14
  Three kinds of coins are commonly used in 
  Chanbara, as well as the less common trade bar. The 
  coins are the bronze zeni, silver mon, and gold ryo. 
  The trade bar is called a kan if made of silver, and an 
  oban if made of gold. A ryo is valued at the amount 
  of rice needed to feed one person for one year. One 
  ryo is worth 50 mon. One mon is worth 20 zeni. One 
  trade bar (either type) is worth 20 ryo, or 1000 mon.
  Commoners mostly use zeni, sometimes 
  mon. Rich merchants, nobles and samurai use ryo as 
  well. Trade bars are used for storing wealth, and not 
  for transactions. All prices in the book are listed in 
  mon, unless marked with a (z) for zeni. 500 coins of 
  any type or 20 trade bars weigh one encumbrance 
  unit (see Exploration and Interaction, p.29).
  *Bulky Item (See p. 29)
  Characters may employ a number of 
  hirelings up to their Charisma score. Followers gained 
  from Kuge status are not counted towards this limit 
  and require no salary, but upkeep costs must still be 
  paid. Upkeep is in ryo for one year of room, board 
  and gear/supplies. Pay is in mon per month of 
  service. Hazardous duty may require higher rates.
  Starting Wealth
  Kuge: 3d6×20 mon worth of gear, plus 0-3 (1d4-1) 
  retainers.
  Buke: 2d6×20 mon worth of gear, plus a wakizashi. 
  If Bushi class, also plus a katana.
  Shukyo: 3d6×10 mon worth of gear, plus a holy 
  symbol or item.
  Noumin: 3d6×10 mon worth of gear, plus a set of 
  tools. Unspent mon must be converted to zeni.
  Chounin: 4d6×10 mon worth of gear, plus a set of 
  tools or professional items.
  Eta: 2d6×10 mon worth of gear. Unspent mon must 
  be converted to zeni.
  Armor is common, although shields are 
  rarely used. All armors are assumed to come with 
  appropriate head gear. Most armors of any category 
  tend to be made of combinations of layered silk, 
  lamellar, mail, metal scales, and leather or metal 
  bands or plates. Players are free to describe their 
  character's armor as they like to match the type of 
  armor purchased.
  Partial armor covers either the torso or limbs 
  only while full armor covers both. Characters wearing 
  armor in which they are not proficient suffer a -2 
  penalty to attacks and saves and -1 to physical skill 
  checks (see p. 36). Prices are listed in mon.
  Coin
  Zeni
  Mon
  Ryo
  Kan/Oban
  Kan/Oban
  20,000
  1,000
  20
  1
  Ryo
  1,000
  50
  1
  Mon
  20
  1
  Zeni
  1
  Armor
  Cost
  AC
  Partial Light
  20
  +2
  Full Light
  50
  +4
  Partial Medium
  30
  +3
  Full Medium
  100
  +6
  Partial Heavy
  Full Heavy
  Small Shield
  Large Shield
  75
  10
  150
  20
  +2
  +1
  +7
  +5
  Typical adventuring or traveling gear are listed here. 
  Prices are in mon unless noted with a (z) for zeni.
  Item
  Item
  Cost
  Cost
  Backpack
  3
  Music Instrument (s)
  1
  Bell/Signal Whistle
  5(z) Music Instrument (l)
  5
  Calligraphy Set
  Candle
  2
  1(z)
  Peg Leg
  Rations (1 week)*
  7
  15
  Clothing (plain)
  Clothing (winter)
  Clothing (fine)
  Clothing (rich)
  1
  5
  3
  30 Sack
  Rope, silk (50')
  Rope, hemp (50')*
  Rice Paper (1 sheet)
  5(z)
  5
  1
  4(z)
  Eye Patch
  Flint and Steel
  Fuse Cord (1')
  Hood (prosthetic)
  8(z)
  1
  15(z)
  4
  Tool Set*
  Tool
  Tent
  Scroll, Hanging
  4
  5-25(z)
  7
  3-15
  Ink
  Lantern, Paper
  Lantern, Metal
  3(z)
  10
  1
  Wine Skin
  Traveler's Pack
  Torch
  1(z)
  10(z)
  2
  Type
  Upkeep (ryo) Pay (mon)
  25
  5
  Animal Trainer
  Artisan/Tradesman
  3
  10
  12
  2
  6
  Ashigaru Spearman
  Ashigaru Archer
  Classed NPC
  4
  2x level
  25x level
  7
  Clerk/Scribe
  Mercenary
  3
  5
  Sailor/Teamster
  20
  8
  15
  Smith
  10
  25
  100
  5
  Spy/Investigator
  Officer/Lesser Official
  20
  75
  3
  2
  Unskilled Worker
  Money and Equipment
  Armor
  Equipment
  Followers and Hirelings
  14
  
                    15
  The following services are likely to be 
  available in cities. Towns and villages may not be 
  able to provide every service. Some services may not 
  always be available on demand, and must be 
  arranged in advance. Prices may vary depending on 
  the nature of the service asked for, supply and 
  demand, etc. Not all goods and services that players 
  may want can be listed here, but the following can be 
  used as a guide for pricing others not listed. Prices are 
  in mon unless noted with a (z) for zeni.
  These items are only available for sale to 
  Shinobi characters. Other characters may purchase 
  them at double price if they have an underworld or 
  shinobi liege. Some items are modifications to 
  existing items. These items are either added to the 
  base price, or the base price is multiplied as shown. 
  Prices are in mon unless noted with a (z) for zeni.
  Service
  Cost
  Inn (1 night)
  10(z)
  Meals (per day)
  5(z)
  Bath House (1 visit)
  10(z)
  Banquet (per guest)
  5
  Musician (per hour)
  5
  Dancer (per hour)
  5
  Geisha (per evening)
  300
  Lantern Bearer (per night)
  1
  Porter (per day)
  2
  Messenger (per mile, x2 if verbal)
  1
  Bodyguard (per day)
  10
  Fortune Teller (per reading)
  3
  Exorcism or Seance
  150
  Alchemist (per job)
  500
  Sage or Seer (per question)
  25
  Identification of magic item
  50
  Bureaucratic Documents
  15
  Family Records
  3
  Certification Documents
  50
  Travel Documents
  10
  Forged Documents
  10x normal price
  Assessment (treasure, items)
  3% of value
  Assessment (land, property)
  1% of value
  Boat Fare (per day)
  1
  Rowboat
  50
  Small Sailboat
  2000
  Sailing Ship
  15,000
  Sedan Chair (hired per mile)
  1
  Sedan Chair (purchased)
  100
  Rickshaw (per ride)
  10(z)
  Horse, Riding
  75
  Horse, War
  225
  Horse, Draft
  40
  Saddle and Tack
  25
  Spell Casting (level 1)
  100
  Spell Casting (level 2)
  500
  Spell Casting (level 3)
  1000
  Spell Casting (level 4)
  2500
  Spell Casting (level 5)
  5000
  Spell Casting (level 6)
  10,000
  Item
  Item
  Cost
  Cost
  Air Bladder
  10(z) Listening Cone
  10(z)
  Caltrops
  1
  Mizugumo
  25
  Climbing Claws
  Collapsible Pole
  3
  8
  Mouth Darts/Powder (A)
  Night Suit
  15
  15
  Eggshell Grenade (A)
  Firecracker (A)
  Flash Paper (A)
  Folding Ladder*
  10
  5
  1
  5
  Reversible Outfit
  Pulley Arrow
  Poison (A)
  Padded Tabi
  1
  1
  varies
  x3
  Folding Raft*
  Giant Kite*
  Hidden Pocket
  Hollow Hilt
  100
  +1
  75
  +7 Spring Blade
  Smoke Bomb (A)
  Silenced Armor
  Signal Rocket (A)
  54
  10
  x2
  +10
  Hollow Sheath
  Line and Grapple
  3
  10
  Tear-away Disguse
  +5
  *Bulky Item (See p. 29) (A)=alchemical item
  Air Bladder: an animal bladder blown up with air 
  and weighted so that a ninja can stay under water for 
  four times longer than usual before needing air.
  Caltrops: thrown on the ground to prevent or slow 
  pursuit. Anyone crossing caltrops must save vs. water 
  or be slowed to half speed until their feet are treated.
  Climbing Claws: metal claws and hooks that strap to 
  hands and feet, they grant a +1 bonus to climb.
  Collapsible Pole: a bamboo pole made in several 
  sections that slide in and out, twisting to lock into 
  place. Reduce to 1' or extend to 10' in one round.
  Eggshell Grenade: a hollowed out eggshell filled 
  with powder that blinds opponents for 1d6 rounds. 
  The target may save vs. water to avoid being blinded.
  Firecracker: small paper-wrapped explosives that 
  detonate with a bang causing diversions or 
  distractions. Deals 1d2-1 damage and causes 
  deafness to all within 5' (save vs. metal avoids) for 
  2d6 rounds if used as a weapon. Misses explode 1d4 
  x5’ away in a random direction (see p. 36).
  Flash Paper: a small piece of paper treated with 
  chemicals that burns brightly. If ignited, viewers must 
  save vs. water or be blinded for 1d6 rounds.
  Folding Ladder: similar to the collapsible pole, this 
  single-strut ladder folds as short as 1' per 10' of total 
  length. A ladder of 20' or more counts as a bulky 
  item. The price is per 10' of total length.
  Services
  Shinobi Gear
  15
  
                    16
  Folding Raft: a small two-person raft made of a light 
  bamboo frame and animal skins. The frame is hinged 
  to fold into a compact 1' x 2' x ½' size.
  Giant Kite: a kite able to lift a single person strapped 
  to the bottom. Useful for scouting or infiltration over 
  walls or water barriers. One or two people must guide 
  the kite from the ground as the rider has little control.
  Hidden Pocket: a secret pocket sewn into normal 
  clothing for hiding, smuggling, or sleight-of-hand.
  Hollow Hilt: a hollow container inside the hilt of a 
  sword, axe, or similar hand-held weapon. Items can 
  be stored as with a hidden pocket, or a weighted 
  chain can be released, providing a +2 bonus to 
  tactical attacks to entangle, trip or disarm opponents.
  Hollow Sheath: a katana length scabbard designed 
  to hold a dagger or wakizashi. The extra space can be 
  used to smuggle goods as a hidden pocket, and the 
  bottom can be removed to use as a snorkel or 
  impromptu blowgun (-2 to hit, short range 20' only).
  Line and Grapple: a strong, lightweight 30' cord 
  with a small grappling hook. It can be worn as a belt. 
  It can be used as an impromptu weapon, dealing 1d4 
  damage and granting a +2 bonus to tactical attacks to 
  entangle, trip or disarm foes.
  Listening Cone: a small brass cone with a handle. 
  Useful for listening to sounds through walls or doors.
  Mizugumo: inflatable pontoons that strap onto the 
  user's feet. Allow ¼ movement rate over still water.
  Mouth Darts/Powder: poisoned darts or packets of 
  powder concealed in the cheeks and blown at an 
  opponent within melee range as a standard attack. 
  See “Poison” below for effects. Poison sold 
  separately.
  Night Suit: the iconic black masked suit of the ninja. 
  Provides a +1 to Infiltration checks to remain hidden 
  at night or in shadowy areas.
  Padded Tabi: split-toed shoes with extra thick soft 
  soles that make less noise, providing a +1 bonus to 
  Infiltration checks to remain silent.
  Poison: one dose of poison is enough to affect a 
  single human if ingested. A normal dose can coat five 
  missile weapons as weak doses (darts, arrows, 
  shuriken, etc.) or one bladed melee weapon as a 
  normal dose. A strong dose can coat five missiles as 
  normal doses, or one melee weapon as a strong 
  dose. Prices are in mon. See p. 36 for full effects.
  •     Ghost Whisper: toxin taken from slain undead 
  that causes numbness
  •     Midnight Moon: narcotic that puts targets to sleep
  •     Witch's Kiss: a toxin that robs victims of their 
  senses of sight and hearing
  •     Snake Breath: distilled snake venom that causes 
  disorientation and wracking pain
  •     Golden Lotus Powder: a narcotic that paralyzes 
  muscles but does not affect consciousness
  •     Skull Flower Juice: a toxin that causes a loss of 
  one to five senses (determined randomly)
  •     Black Lotus Powder: a deadly poison that causes 
  damage or death
  Pulley Arrow: an arrow with a small pulley and 
  trailing wire. When shot across some barrier, the wire 
  is used to transport small packages, or to tow a 
  stronger rope.  In combat, the pulley arrow inflicts 
  1d4 damage as the pulley blocks deep penetration.
  Reversible Outfit: clothing specially made to turn 
  inside out to provide a quick disguise. If the two sides 
  have differing styles (fine samurai kimono/plain 
  peasant garb), price is based on the more expensive 
  garb base price.
  Signal Rocket: a firework that shoots 50' to 100' in 
  the air, exploding with a loud bang and a bright flash 
  of light. Different colors are possible to send signals.
  Silenced Armor: armor in which each metal or 
  lacquered piece has been wrapped in cloth or threads 
  to prevent clinking. Allows for Infiltration checks at no 
  penalty while wearing the armor.
  Smoke Bomb: the iconic getaway device of the 
  ninja. When this small explosive is thrown against the 
  ground, it releases a 5' radius cloud of smoke that 
  dissipates in 1d3 rounds. The smoke provides cover, 
  and acts as a distraction to make an Infiltration check 
  to hide or an Escape check to flee.
  Spring-blade: a short knife blade (1d4 damage) 
  hidden inside some innocuous tool, article of clothing, 
  or the hilt or handle of a weapon. Shinobi may use 
  Infiltration checks to surprise opponents with the 
  blade, gaining a free attack if successful.
  Tear-away Disguise: clothing made so that the 
  seams give easily when pulled a certain way. The 
  ninja can wear a night suit beneath a normal-looking 
  tear-away disguise, have a tear-away night suit with 
  normal clothes beneath, or normal-looking tear-away 
  clothes over regular clothes.
  Poison Type
  Normal
  Weak
  Strong
  Ghost Whisper
  3
  10
  25
  Midnight Moon
  5
  20
  60
  Witch's Kiss
  Snake Breath
  10
  15
  30
  40
  75
  100
  Golden Lotus Powder
  Skull Flower Juice
  Black Lotus Powder
  20
  50
  30
  100
  75
  50
  125
  250
  200
  16
  
                    17
  Weapons
  Weapons are divided into four types for 
  determining proficiency: Basic, Samurai, Ninja and 
  Classical. Characters that use a weapon they are not 
  proficient with suffer -2 to hit (see p. 36). Small and 
  Medium sized weapons can be used in one hand. 
  Small weapons are easily concealable. Large 
  weapons must be wielded in two hands. Weapons 
  with split damage can be wielded in one or two 
  hands: the first damage die for one handed use, the 
  second die for two handed use. Size also affects 
  encumbrance (see p. 29).
  Ranges for ranged weapons are in feet. 
  Attacks at Short range are at +1 to hit, and those at 
  Long range are at -1 to hit. A Rate of Fire of 2 or 3 
  indicates that two or three attacks may be made in 
  one round if the character has sufficient ammunition. 
  A Rate of ½ indicated that the weapon requires one 
  round to reload before firing again.
  Bisento: a pole arm with a long, saber-like blade 
  atop the shaft. The reverse of the blade sometimes 
  has flanges or spikes.
  Blowgun: blowguns deal very little damage, but any 
  poison applied to the darts will affect the target hit. 
  See Poison under Shinobi Gear, above.
  Fire Arrow: a black powder rocket fired from a 
  modified arquebus launcher (Large, price 75 mon), 
  which is reusable. Attacks with fire arrows are made 
  against AC 11 to hit the target area. Everyone in a 10' 
  radius takes damage but may save vs. fire for half 
  damage. Misses explode 1d4 x5’ away in a random 
  direction (see p. 36).
  Ranged Weapons Table
  Weapon
  Damage
  Cost
  Size/Type
  Arrows (20)
  2
  --
  M
  Axe, Battle
  5
  1d8
  M/Sam
  Axe, Hand
  Bisento
  1
  20
  1d6
  1d12
  M/Bas
  L/Cla
  Blowgun
  Bow, Long
  Bow, Short
  5
  30
  75
  1d6
  1d8
  1d2
  M/Nin
  M/Nin
  L/Sam
  Club
  5(z)
  1d4
  M/Bas
  Club, Great
  7
  1d10
  L/Bas
  Dagger
  2
  1d4
  S/Bas
  Darts (10)
  Fire Arrow
  2
  50
  --
  4d6
  S
  L/Sam
  Hand Grenade
  Jitte
  Katana
  15
  25
  6
  2d4/1d10
  1d6
  2d6
  S/Bas
  M/Sam
  S/Sam
  Kusari-gama
  3
  1d6/1d8
  M/Nin
  Magari-yari
  15
  1d10
  L/Sam
  Musket
  75
  1d10
  L/Bas
  Nagimaki
  Naginata
  7
  10
  2d4/3d4
  1d10
  L/Sam
  L/Sam
  Nodachi
  Nunchaku
  Pistol
  40
  35
  1
  1d8
  1d6
  1d12
  L/Sam
  M/Bas
  S/Nin
  Pistol, Pocket
  50
  1d6
  S/Nin
  Powder, Shot (10)
  Sai
  Shikomi-zue
  15
  11
  4
  1d6
  1d6
  --
  S
  M/Nin
  M/Bas
  Shuriken
  5(z)
  1d4
  S/Nin
  Sickle
  1
  1d6
  M/Bas
  Spear
  3
  1d6/1d8
  M/Bas
  Staff
  Sword, Straight
  10(z)
  15
  1d6
  1d8
  L/Bas
  M/Cla
  Three-section Staff
  Unarmed
  Wakizashi
  2
  10
  --
  1d6
  1d4
  1d6
  M/Cla
  S/Sam
  Bas
  War Fan
  3
  1d4
  S/Bas
  Weapon
  Rate
  Blowgun
  1
  Dagger
  2
  Fire Arrow
  Hand Axe
  1/2
  1
  Hand Grenade
  Long Bow
  Musket
  1
  1/2
  2
  Pistol
  1/2
  Pocket Pistol
  1/2
  Short Bow
  2
  Shuriken
  Spear
  3
  1
  Short
  20
  10
  45
  10
  10
  50
  70
  30
  15
  50
  10
  20
  Med
  40
  20
  90
  20
  20
  100
  140
  60
  30
  100
  20
  40
  Long
  60
  30
  180
  30
  30
  200
  210
  90
  60
  150
  30
  60
  17
  
                    18
  Hand Grenade: black powder and metal shards 
  packed into a bamboo container. Attacks with 
  grenades are against AC 11 to hit the target area. 
  Everyone in 10' takes damage but may save vs. fire 
  for half. Misses explode 1d4 x5’ away in a random 
  direction (see p. 36). The fuse can be set for one to 
  four rounds.
  Jitte: a 1½' to 2' long blunt iron or steel rod with a 
  hook at the top of the grip, used for parrying. It is 
  often carried by guards and law enforcement officers. 
  It provides an additional +2 bonus to AC and TD 
  when parrying, and +2 to tactical attacks to disarm.
  Katana: the long sword of a samurai, only characters 
  of the Buke caste are legally allowed to carry one. 
  Non- proficient users may only use it in two hands, 
  but deal damage as if one handed.
  Kusari-gama: a sickle with a weighted chain 
  attached to the handle. Two handed use assumes 
  using both ends in tandem. It provides a +2 to tactical 
  attacks to trip, disarm or entangle. Non-proficient 
  users may only use it in two hands, but deal damage 
  as if one handed.
  Magari-yari: a trident-like pole arm with a spear 
  head and a pair of prongs mounted below. It provides 
  +2 to tactical attacks to hold off or pin opponents.
  Musket: loading a musket takes one round. 
  Nagimaki: a short pole arm with a sword-like blade 
  atop a 3' pole. Non-proficient users may only use it in 
  two hands, but deal damage as if one handed.
  Naginata: a pole arm with a sword-like blade atop a 
  5'-7' pole.
  Nodachi: a large, two-handed version of the katana.
  Nunchaku:  a pair of 1' long sticks attached by a 
  short length of chain. It provides a +2 bonus to 
  tactical attacks to disarm or hinder.
  Pistol: loading a pistol takes one round.
  Pistol, Pocket: a small, concealable pistol. Loading a 
  pocket pistol takes one round.
  Sai: a 1½' to 2' long blunt metal rod with a pair of 
  hooks at the top of the grip, used for parrying. It 
  provides an additional +2 bonus to AC and TD when 
  parrying, and +2 to tactical attacks to disarm.
  Shikomi-zue: a bamboo walking stick with a spring- 
  blade hidden inside. Shinobi may use Infiltration 
  checks to surprise opponents with the blade, gaining a 
  free attack if successful.
  Shuriken: small star or wedge shaped blades that are 
  easy to conceal. They grant a +2 bonus to tactical 
  attacks to distract, hinder, or disarm opponents, while 
  also causing normal damage.
  Three-Section Staff: a trio of 1½' to 2' long sticks 
  attached with short lengths of chain. It provides a +2 
  bonus to tactical attacks to disarm, hinder, or 
  entangle.
  Unarmed: when attacking armored opponents with 
  unarmed attacks, the armor's protective value is used 
  as damage reduction unless the attack hits with a 
  natural 20 or the attacker is a taijutsuka.
  Wakizashi: the short blade of a samurai, only the 
  Buke caste are legally allowed to carry one.
  18
  
                    19
  Onmyoji Spells
  Level 1
  1. Blessing
  2. Contact Minor Spirit
  3. Detect Spirit Creatures
  4. Find Traps
  5. Lock
  6. Oracle
  7. Purge Evil Spirits
  8. Sainted Weapon
  9. Spirit Ward
  10. Word of Command
  Level 2
  1. Detect Transformation
  2. Foretell
  3. Kami's Vengeance
  4. Levitate
  5. Locate Object
  6. Oni's Power
  7. Spiritual Barrier
  8. Summon Lesser Spirit
  Level 3
  1. Ancestral Curse
  2. Blast
  3. Eyes of the Owl
  4. Ghost Double
  5. Key
  6. Obake Eye
  7. Omen
  8. Spirit Step
  Level 4
  1. Astral Projection
  2. Contact Greater Spirit
  3. Cure Disease
  4. Elemental Turning
  5. Geomancy
  6. Speak with Ghosts
  Level 5
  1. Dispel Evil
  2. Hold Monster
  3. Regeneration
  4. Summon Greater Spirit
  5. Teleport
  6. Wall of Ghosts
  Level 6
  1. Banish
  2. Disintegrate
  3. Projected Image
  4. Transformation
  Soryo Spells 
  Level 1
  1. Charm Person
  2. Detect Evil
  3. Light
  4. Protection from Bludgeons
  5. Purify
  6. Read Languages
  7. Refresh Ki
  8. Remove Fear
  9. Soothing Word
  10. Warding
  Level 2
  1. Fresh Air
  2. Hold Person
  3. Hypnotize
  4. Invisibility
  5. Protection from Blades
  6. Resist Energy
  7. Satori
  8. Strengthened Aura
  Level 3
  1. Clairvoyance
  2. ESP
  3. Invigorate
  4. Peach of Immortality
  5. Protection from Missiles
  6. Remove Curse
  7. Speak with Nature
  8. Sumobeya
  Level 4
  1. Charm Monster
  2. Confusion
  3. Enchant Object
  4. Protection from Magic
  5. Telepathy
  6. Word of Recall
  Level 5
  1. Conjure Monster
  2. Invulnerability
  3. Mass Suggestion
  4. Quest
  5. Reincarnate
  6. Speak with Monsters
  Level 6
  1. Anti-Magic Shell
  2. Feeblemind
  3. Heal
  4. Pass-Wall
  Yamabushi Spells
  Level 1
  1. Cleanse
  2. Create Water
  3. Detect Magic
  4. Disguise
  5. Elemental Weapon
  6. Flame Dart
  7. Ghost Sound
  8. Magic Pocket
  9. Shrink/Enlarge
  10. Silence 15' Radius
  Level 2
  1. Blinding Fog
  2. Entrap
  3. Healing Word
  4. Ice Blast
  5. Illusion
  6. Kusanagi
  7. Transform Object
  8. Warp Wood
  Level 3
  1. Animal Charm
  2. Dispel Magic
  3. Elemental Ward
  4. Fly
  5. Growth of Animal
  6. Haste/Slow
  7. Lightning
  8. Water Breathing
  Level 4
  1. Animate Object
  2. Elemental Form
  3. Insect Plague
  4. Stone Bolt
  5. Transform Creature
  6. Wall
  Level 5
  1. Cloudkill
  2. Dragon's Breath
  3. Kamikaze
  4. Part Water
  5. Stone to Flesh
  6. Transform Self
  Level 6
  1. Earthquake
  2. Find the Path
  3. Travel
  4. Weather Control
  Spell Lists
  19
  
                    20
  Level 1
  Blessing
  Range: 10' Duration: 5 rounds
  The onmyoji and all allies within range gain 2d4+1 
  temporary hit points.
  Contact Minor Spirit
  Range: 20' Duration: 1 turn
  The onmyoji calls a minor spirit within range. The 
  spirit answers one question per level of the onmyoji 
  to the best of its ability. If the name of the spirit is 
  unknown, or the spirit is hostile, an offering or pledge 
  of service may be required to propitiate the spirit.
  Detect Spirit Creatures
  Range: 60' Duration: 2 turns
  The onmyoji sees a glowing aura around all creatures 
  of the spirit type within range. Transformed or 
  invisible spirit creatures will have an aura, but their 
  true form will remain a mystery.
  Find Traps
  Range: 30' Duration: 2 turns
  The onmyoji sees all traps, both magical and 
  mundane, glow. The spell does not reveal the type of 
  trap or method of removal, only its presence.
  Lock
  Range: 10' Duration: 2d6 turns
  The onmyoji places a magical lock on any door, 
  chest, window, etc. Only a creature with three or 
  more levels/HD above the onmyoji may force it open.
  Oracle
  Range: 0 Duration: 1 hour/level
  The onmyoji learns whether a specific course of 
  action will be safe, risky or dangerous within the 
  duration of the spell. If circumstances change, the 
  onmyoji knows this instantly.
  Purge Evil Spirits
  Range: 30' Duration: instant
  All enemy spirits and undead within range take 1d8 
  damage and save vs. fire or flee for a number of 
  rounds equal to the Int bonus (min. 1) of the 
  onmyoji. 
  Sainted Weapon
  Range: 5' Duration: 1 turn
  The onmyoji enchants one weapon or up to 20 
  pieces of ammunition against a specific monster type, 
  causing it to strike at +2 and deal double damage.
  Spirit Ward
  Range: 0 Duration: 1 hour
  The onmyoji gains +1 to AC, TD and all saves. 
  Additionally, no spirit creature may touch the onmyoji 
  (though they may use spells or missiles) as long as the 
  onmyoji refrains from attacking such creatures.
  Word of Command
  Range: 90' Duration: 1 turn
  The onmyoji commands a spirit creature to perform 
  some non-self destructive action, and the spirit must 
  obey unless it can save vs. earth.
  Level 2
  Detect Transformation
  Range: 60' Duration: 1 turn
  The onmyoji sees a ghostly image of the true form of 
  any transformed creatures within range.
  Foretell
  Range: touch Duration: 1 day
  The onmyoji tells the target's future, and the target 
  gains a number of re-rolls on skill checks, attack rolls, 
  or saving throws equal to ½ the level of the onmyoji. 
  Kami's Vengeance
  Range: 30' Duration: 1 round/2 levels
  A companion spirit materializes and attacks as 
  directed by the onmyoji, striking at +3 and dealing 
  2d6 damage, 3d6 damage against undead or demon 
  opponents. 
  Levitate
  Range: touch Duration: 1 hour/level
  By concentrating, the target can levitate up and down 
  at normal walking speed, or hover.
  Locate Object
  Range: 240' Duration: 2 hours
  The onmyoji names on specific object, or a type of 
  object, and knows the general direction of the closest 
  one within range.
  Oni's Power
  Range: 0 Duration: 1 turn
  The onmyoji gains the strength of an oni, with a score 
  of 18 (+3 d20/+1 2d6 bonus).
  Spiritual Barrier
  Range: 90' Duration: 6 rounds
  The target must save vs. earth or be unable to cast 
  spells or use any supernatural abilities.
  Summon Lesser Spirit
  Range: 30' Duration: 1 hour
  A spirit creature (AC 18 TD 15, HD 3, Att 1 strike, 
  Dmg 1d8) appears and obeys the onmyoji's 
  commands until slain or the spell ends.
  Level 3
  Ancestral Curse
  Range: touch Duration: permanent
  The onmyoji bestows a curse upon the target, which 
  may be nearly anything imaginable, although too 
  strong a curse may reflect back to the caster. The 
  target may save vs. metal to avoid the curse, which is 
  permanent until removed by magic.
  Onmyoji Spells
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  Blast
  Range: 240' Duration: instant
  The onmyoji creates a 20' radius explosion of force at 
  any point within range causing 1d6/level damage to 
  all creatures within it, save vs. earth for half damage.
  Eyes of the Owl
  Range: touch Duration: 1 day
  The onmyoji grants one creature 60' infravision, the 
  ability to see heat signatures when in darkness. Hot 
  creatures and items appear red, while cold ones 
  appear blue. Infravision does not allow reading, but 
  room temperature objects can be faintly detected.
  Ghost Double
  Range: 20' Duration: 1 turn
  The onmyoji creates 1d4 illusory doubles, which act 
  as ordered. Each double (AC 11, 1 hp, Att +0, Dmg 
  1d4) can act once per round but cannot cast spells.
  Key
  Range: 30' Duration: Instant
  One lock on a door, chest or similar opening unlocks.
  Obake Eye
  Range: 240' Duration: 1 hour
  An invisible floating eye appears. It moves by 
  concentration at 60'/round. The onmyoji sees through 
  it with normal vision and any active detection spells.
  Omen
  Range: 20' Duration: 1 roll per level, or 1 hour
  By reading portents, the onmyoji predicts good or ill 
  fortune for one target. Good fortune allows the target 
  to roll attacks, skill checks and saves twice, taking the 
  better result. Ill omen forces the target to roll attacks, 
  skill checks and saves twice, taking the worse result. 
  The target may save vs. fire to avoid ill omen. 
  Spirit Step
  Range: touch Duration: 1 turn
  Once per round, instead of normal movement, the 
  target can teleport through the Spirit Realm to an 
  unoccupied space within 120'.
  Level 4
  Astral Projection
  Range: unlimited Duration: 1 hour per level
  The onmyoji projects an invisible part of their essence 
  and gains sensory information as if in the location of 
  the essence. The projection moves at five times the 
  caster's speed and can pass solid objects. While the 
  essence is away, the onmyoji remains in a trance. 
  Contact Greater Spirit
  Range: 100' Duration: 1 turn
  As contact minor spirit, but the onmyoji may ask 
  greater beings, who know more, but demand a 
  sacrifice or pledge before answering.
  Cure Disease
  Range: 30 Duration: instant
  The onmyoji draws all diseases out of a target 
  individual, curing them.
  Elemental Turning
  Range: 60' Duration: 1 turn/level
  The onmyoji selects one of the five elements (water, 
  fire, wood, metal, earth) and all creatures in range 
  with that elemental association must flee the area for 
  the duration. Creatures with HD equal to or greater 
  than the caster's level may save vs their element to 
  resist. 
  Geomancy
  Range: 60' Duration: 1 day/level
  The onmyoji performs a ritual for 1 turn, aligning 
  cosmic forces within the area. At the end of the ritual, 
  hostile spirit creatures are cast out of the area; 
  undead must save vs. earth or be destroyed, fleeing 
  the area if they save; and any characters suffering 
  from negative magical effects (with the exception of a 
  curse) may make a new saving throw against them.
  Speak with Ghosts
  Range: 10' Duration: 1 minute
  The onmyoji can ask up to three questions to a 
  deceased character whose remains, tomb or 
  memorial shrine are within range.
  Level 5
  Dispel Evil
  Range: 30' Duration: 1 turn
  All undead, enchanted, or summoned creatures save 
  vs. earth or are destroyed. Spirit creatures save vs. 
  earth or are banished to the Spirit Realm for the 
  duration. If cast on a single creature, it saves at -2. 
  Dispel evil will remove an ancestral curse spell cast by 
  a lower level onmyoji. If cast on a cursed item, the 
  possessor may get rid of it, though it remains cursed.
  Hold Monster
  Range: 120' Duration: 2 hours
  The onmyoji paralyzes up to four creatures in range. 
  Each may save vs. metal to avoid being paralyzed. If 
  only a single target is chosen, it saves at -2. 
  Regeneration
  Range: touch Duration: 1 hour
  The target gains regeneration power, healing 1 hit 
  point per level or hit die each round. If the character 
  has suffered a maiming injury, it may instead be 
  healed, one limb per casting of the spell. 
  Summon Greater Spirit
  Range: 30' Duration: 1 hour
  As summon lesser spirit, but the spirit creature is (AC 
  22, TD 20, HD 6, Att 2 strikes, Dmg 2d6/2d6).
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  Teleport
  Range: 10' Duration: instant
  The onmyoji or a target disappears and appears in 
  any other place the onmyoji desires. Unwilling targets 
  may save vs. metal to avoid being teleported.
  Wall of Ghosts
  Range: 60’ Duration: 2 hours
  The onmyoji calls up a swirling circular barrier of 
  ancestral spirits in an area up to 30’ diameter and 30’ 
  high. Creatures can pass through the immaterial 
  ghosts freely, but suffer 5d10 damage if they do.
  Level 6
  Banish
  Range: touch Duration: instant
  One single undead, enchanted, summoned or Spirit 
  creature is destroyed, and there is no save. 
  Disintegrate
  Range: 60’ Duration: instant
  A beam of energy shoots from the onmyoji’s hand 
  and any inanimate object struck, up to a 10’ cube of 
  material if a large object, is destroyed. If used on a 
  creature, it may save vs. wood to avoid instant death. 
  Magic items and spell effects (except for summoned 
  monsters) are immune to disintegration.
  Projected Image
  Range: 240’ Duration: 1 hour
  The onmyoji creates an illusionary double which 
  requires no concentration to maintain. It can act 
  independently, and any spells cast or attacks made 
  seem to come from the image, as long as the onmyoji 
  is also within range and able to see the targets. The 
  image is immune to all ranged attacks, spells, and 
  area effects, but if struck in melee disappears.
  Transformation
  Range: 0 Duration 1 turn
  The onmyoji’s body morphs into a warrior’s body, 
  with Strength, Dexterity and Constitution scores of 
  18. The onmyoji fights with a bushi’s attack bonus, is 
  proficient with all weapons, and all damage is 
  doubled. Spells may not be cast while transformed.
  Level 1
  Charm Person
  Range: 30' Duration: special
  One humanoid believes the soryo to be a trusted 
  friend, and acts accordingly, unless the target saves 
  vs. earth. The duration is 1 hour for high Int, 1 day 
  for average, and 1 week for low.
  Detect Evil
  Range: 60' Duration: 1 turn
  The soryo sees a fiery red aura around any creatures 
  which actively wish the soryo harm. Dangerous or 
  malevolent creatures are only marked if actively 
  hostile. 
  Light
  Range: 90' Duration: 1 hour
  A 30' radius light emanates from a point within range. 
  If cast on an object, the light moves with it.
  Protection from Bludgeons
  Range: 0 Duration: 1 turn
  The soryo takes half damage from bludgeoning 
  weapons, explosives, and falling damage.
  Purify
  Range: touch Duration: instant
  Enough spoiled food and water for four people per 
  level of the soryo is made safe to consume, or an area 
  5' diameter per level is purged of evil influence. 
  Read Languages
  Range: 0 Duration: 2 turns
  The soryo can understand any written language seen, 
  even secret codes and magical symbols.
  Refresh Ki
  Range: touch Duration: instant
  The target either heals 1d8 hit points, plus one point 
  per level of the soryo, or is cured of paralysis. 
  Remove Fear
  Range: touch Duration: 2 turns
  Any fear effects on the target end. The target also 
  gains a bonus to saving throws against future fear 
  effects equal to the level of the soryo, although a roll 
  of 1 will always fail despite any bonus.
  Soothing Word
  Range: 60' Duration: instant
  The soryo's voice soothes and placates a target, 
  improving the target's Reaction Level by two steps 
  (see Social Interaction, p. 29). The target may save 
  vs. fire to resist.
  Warding
  Range: 0 Duration: 1 hour
  The soryo gains magical armor granting AC +5, TD 
  +2. If the soryo is targeted with a damage causing 
  spell, a save vs. wood negates the damage.
  Soryo Spells
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  Level 2
  Fresh Air
  Range: touch Duration: 1 hour/level
  The target gains water-breathing and immunity to all 
  forms of gas attacks/poisons.
  Hold Person
  Range: 120' Duration: 1 turn/level
  The soryo paralyzes up to four humanoid targets, 
  who may save vs. metal to resist. If only a single 
  target is chosen, it saves at -2.
  Hypnotize
  Range: 10' Duration: 1 month
  The soryo plants a suggestion in a target's mind, 
  unless the target saves vs. fire. The suggestion may 
  not be obviously self-destructive or against the target's 
  strongly held morals or loyalties.
  Invisibility
  Range: 30' Duration: special
  One target becomes invisible, lasting until the target 
  attacks another creature.
  Protection from Blades
  Range: 0 Duration: 1 turn
  The soryo takes ½ damage from all piercing and 
  slashing weapons, including claws and teeth. 
  Resist Energy
  Range: 30' Duration: 1 hour
  The soryo selects one energy type (fire, cold, 
  electricity, acid, seismic). All in range are immune to 
  normal energy, plus gain a +2 bonus on saves vs. 
  magical energy attacks of that type.
  Satori
  Range: 0 Duration: 1 minute
  The soryo gains a sudden burst of insight. The next 
  attack, saving throw, or skill check the soryo makes 
  automatically succeeds.
  Strengthened Aura
  Range: 10' Duration: 1 hour
  One target for every two levels of the soryo may use 
  the next larger die size (2d4 becomes 2d6, 2d6 
  becomes 2d8) when making skill/interaction checks.
  Level 3
  Clairvoyance
  Range: 120' Duration: 2 hours
  The soryo concentrates in one direction for 1 turn 
  and can see through the eyes of a creature within 
  range. A new direction/creature can be chosen each 
  turn.
  ESP
  Range: 60' Duration: 2 hours
  The soryo may read the thoughts of any creatures 
  within 30' by concentrating on them for 1d6 rounds. 
  The soryo will understand the thoughts, even if the 
  target's language is not known. Unwilling targets may 
  save vs. earth to avoid having their thoughts read.
  Invigorate
  Range: touch Duration: instant
  The target is healed of 3d8 hit points, plus 2 points 
  per level of the soryo.
  Peach of Immortality
  Range: 10' Duration: 1 day
  The soryo summons a magical peach, which if 
  consumed grants immunity to poison and disease for 
  the duration. Diseases contracted before eating the 
  peach return after the spell expires.
  Protection from Missiles
  Range: 0 Duration: 1 turn
  The soryo is protected from normal missiles, including 
  firearms, which always miss. Magical weapons may 
  hit normally, but do only ½ damage.
  Remove Curse
  Range: 30 Duration: instant
  The soryo ends one curse on a character or object.
  Speak with Nature
  Range: 0 Duration: 1 hour
  The soryo can speak to and understand animals, or 
  normal plants and plant monsters within 30'.
  Sumobeya
  Range: 30' Duration: 1 round/level
  The soryo summons 2d4+d20 Wis modifier 
  enchanted sumo wrestlers, who attempt to grapple all 
  foes within range. Each wrestler is (AC 13 TD 16, 
  Attack +6, Dmg 1d6, HP equal to soryo's Wis score).
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  Level 4
  Charm Monster
  Range: 30 Duration: special
  As charm person, but affects any intelligent creature.
  Confusion
  Range: 120 Duration: 1 minute
  The soryo confuses 3d6 creatures. Those of 3+ HD/
  levels may save vs. fire to resist. Confused creatures 
  roll 2d6 each round: 2-5 attack soryo's party, 6-8 do 
  nothing, 9-12 attack own party.
  Enchant Object
  Range: 20 Duration: 1 day
  One normal object can be imbued with a 1st or 2nd 
  level spell as a single use item, or one weapon/armor 
  gains +1 per three levels of the soryo (max +3). 
  Protection from Magic
  Range: touch Duration: 1 turn
  The soryo creates a 1' radius barrier around the target 
  which blocks all spells of level 4 or lower in both 
  directions. The target saves vs earth to avoid higher 
  level spells, even if there is normally no save allowed.
  Telepathy
  Range: 90' Duration: 1 minute
  The soryo communicates mentally with a willing 
  recipient, or reads the thoughts from an unwilling 
  target, who may save vs. fire to resist.
  Word of Recall
  Range: 0 Duration: instant
  The soryo, with all items carried, teleports to the 
  soryo's home (or shrine, temple, etc.).
  Level 5
  Conjure Monster
  Range: 60’ Duration: 3 turns
  The soryo summons a creature with HD up to the 
  soryo’s level. It acts as the soryo commands until 
  slain or the duration ends, when it disappears.
  Invulnerability
  Range: 0 Duration: 1 turn
  The soryo becomes immune to harm. If the soryo 
  tries to harm a creature in any way, the spell ends.
  Mass Suggestion
  Range: 120' Duration: 1 month
  As hypnotize, but targets a crowd of up to 50.
  Quest
  Range 30' Duration: special
  The target must attempt a mission to retrieve an 
  object, kill a creature, or protect something. The 
  target may save vs. earth to avoid the quest. If the 
  target does not try to fulfill the quest, they roll all 
  attacks, saves and skill rolls twice and take the worse 
  result. Once the quest is achieved, the spell ends.
  Reincarnate
  Range: touch Duration: instant
  The soryo creates a new body for a recently departed 
  soul (within 1 day/level). The GM determines the new 
  body type, which may be an animal or monster.
  Speak with Monsters
  Range: 0 Duration: 1 round per level
  The soryo can speak to any creatures within range, 
  and they understand each other. The creatures will 
  not attack the soryo, but will defend themselves from 
  other attacks. The soryo can ask one question per 
  round. Monsters are not bound to be truthful.
  Level 6
  Anti­Magic Zone
  Range: 0 Duration: 1 turn
  A 10’ radius sphere of energy surrounds the soryo. All 
  within are immune to spells and magical effects 
  created outside the zone. No spells may be cast within 
  the zone, and magic items lose their effect until 
  removed. The sphere does not block movement.
  Feeblemind
  Range: 240’ Duration: 1d6 days
  A single target’s intelligence is reduced to Animal level 
  (2). The target may save vs earth to avoid the effect. 
  Heal
  Range: touch Duration: instant
  The target heals all hit points, or one magical malady 
  (poison, disease, curse, etc.) is removed. 
  Pass­Wall
  Range: 30’ Duration: 3 turns
  The soryo creates a 5’ diameter, 10’ deep vertical or 
  horizontal hole in any natural rock or stone surface, or 
  a 5' wide gap in any magical wall.
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                    25
  Level 1
  Cleanse
  Range: touch Duration: instant
  The target makes new saving throws with a bonus 
  equal to the yamabushi's d20 Wis modifier (min. +1) 
  against poison, disease, charm, blindness/deafness, or 
  paralysis currently affecting the character.
  Create Water
  Range: 60' Duration: 10 rounds/level
  The yamabushi creates a spring that issues 10 gallons 
  of water per level at a rate of 1 gallon per round. The 
  spring disappears, but the water is permanent.
  Detect Magic
  Range: 60' Duration: 2 Turns
  The yamabushi sees all magical auras glow, and by 
  concentrating for a round can determine the type and 
  source of each aura.
  Disguise
  Range: 10' Duration: 1 hour
  The yamabushi creates an illusion which changes the 
  target's appearance, but not size or general shape. 
  The illusion is TN 13 to detect by mundane means.
  Elemental Weapon
  Range: 30' Duration: 1 turn
  One weapon or 20 pieces of ammunition gain an 
  elemental property, granting +1d6 damage, which 
  can be acid (wood), cold (water), electrical (metal), 
  flame (fire), or seismic (earth).
  Flame Dart
  Range: 120' Duration: instant
  One fiery dart per two levels shoots from the caster's 
  hands, striking automatically and dealing 1d6+1 
  damage per dart.
  Ghost Sound
  Range: 60 Duration: 1 turn
  Illusory sounds, from a whisper to a lion's roar, 
  emanate from any spot within range.
  Magic Pocket
  Range: 0 Duration: 1 hour
  One pocket or small pouch carried by the yamabushi 
  becomes an extra-dimensional space for the duration 
  of the spell. Up to 500 pounds of small objects (able 
  to fit into a 3” diameter opening) can be carried in the 
  pocket without slowing down the yamabushi.
  Shrink/Enlarge
  Range: 30' Duration: 1 hour
  One object or creature per three levels of the 
  yamabushi changes size. Enlarged creatures deal 
  double damage, and are AC -4, TD +2. Half-sized 
  creatures deal ½ damage, and are AC +4, TD -2. Hit 
  points, attack bonus and saves are unchanged.
  Silence 15' Radius
  Range: 180' Duration: 2 hours
  The yamabushi makes a zone of absolute silence 
  anywhere within range. Those in the area may hear 
  noises created outside of it. If cast on a creature, the 
  effect moves with them unless they save vs. fire.
  Level 2
  Blinding Fog
  Range: 240' Duration: 1 turn/level
  The yamabushi creates a thick cloud of fog which 
  obscures vision. The fog has a 30' radius, plus 10' per 
  level of the caster. All within but the yamabushi are at 
  -2 to actions that require sight. 
  Entrap
  Range: 60' Duration: 1 turn
  Surrounding objects (or created webs, ice, etc.) 
  entangle all targets in a 10' cube and prevent actions. 
  Targets may save vs. metal to avoid being entrapped.
  Healing Word
  Range: touch Duration: instant
  The target heals 2d8 hit points, +1 hit point for every 
  level of the yamabushi.
  Ice Blast
  Range: 90' Duration: instant
  The yamabushi shoots one icy projectile per three 
  levels, striking automatically. The projectiles deal 2d6 
  damage and slow the opponents hit. The targets may 
  Save vs. Water to avoid being slowed, but still take 
  full damage.
  Illusion
  Range: 120' Duration: 1 turn
  The yamabushi creates audio-visual illusions within a 
  20' cube. Viewers may save vs. earth to disregard the 
  illusion after they interact with it the first time.
  Kusanagi
  Range: 20' Duration: 1 minute
  One metal edged weapon per three caster levels 
  deals double normal damage.
  Transform Object
  Range: 20' Duration: permanent
  One non-magical item of up to 1 encumbrance unit is 
  permanently transformed into another mundane item 
  of 1 encumbrance unit or less.
  Warp Wood
  Range: 60 Duration: instant
  The yamabushi targets up to one encumbrance unit 
  of wooden objects per level, which become twisted 
  and useless. The wielder, if any, may Save vs. Wood 
  to avoid the effect.
  Yamabushi Spells
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                    26
  Level 3
  Animal Charm
  Range: 60' Duration: 1d4+1 turns (rounds)
  The yamabushi makes a number HD worth of 
  animals equal to the yamabushi's level docile. If the 
  animals are engaged in combat, the duration is 
  rounds not turns.
  Dispel Magic
  Range: 30' Duration: instant
  The yamabushi attempts to end all spell effects within 
  the radius. If a spell was cast by a lower level caster, it 
  ends. If cast by the same level caster, the yamabushi 
  must make a TN 7 skill check. If cast by a higher level 
  caster, the TN is 9. Roll for each effect separately.
  Elemental Ward
  Range: touch Duration: 1 hour
  Damage from attacks or spells of one elemental type 
  (fire, cold, electricity, sonic/seismic, force, acid) dealt 
  to the target is reduced by 1 point per level of the 
  yamabushi.
  Fly
  Range: touch Duration: 1 hour
  The target may fly at a speed of 120' per round. 
  Growth of Animal
  Range: 120' Duration: 2 hours
  The yamabushi causes one normal or giant animal to 
  double in size. The animal deals double normal 
  damage and can carry a double load. Hit points, AC, 
  and other scores do not change.
  Haste/Slow
  Range: 60' Duration: 1 turn
  One target per level of the caster becomes hasted; or 
  one target per level becomes slowed (see Conditions, 
  p. 38). Unwilling targets save vs. metal to resist.
  Lightning
  Range: 240' Duration: instant
  A bolt of lightning 60' long and 5' wide starts from 
  any point in range, causing 1d6 damage per level of 
  the yamabushi, save vs. metal for ½ damage. 
  Water Breathing
  Range: touch Duration: 1 day
  One target per two levels can breathe underwater.
  Level 4
  Animate Object
  Range: 120' Duration: 1 turn
  One object per two levels of the yamabushi animates 
  and performs as directed until destroyed. Animated 
  objects are AC 14 TD 14, 2 HD, Att 1, Dmg 1d6. 
  Elemental Form
  Range: touch Duration: 1 turn
  The recipient gains one elemental trait: 
      fire – attacks deal +1d6 fire damage
      water – +4 bonus to all saving throws
      metal – AC +8, TD +4
      earth – pass through rock or mud
      wood – regeneration 3
  Insect Plague
  Range: 480' Duration: 1 day
  The yamabushi creates a massive swarm of insects 
  that obscure vision. Creatures of 3 HD/levels or less 
  flee, with no saving throw. The yamabushi must 
  concentrate without moving for one round to control 
  where the swarm moves at 20' per round. If the 
  yamabushi takes damage or loses concentration by 
  force, the spell ends and the swarm disperses.
  Stone Bolt
  Range: 90' Duration: instant
  Five stones shoot from the yamabushi toward one to 
  five targets. The yamabushi makes a ranged attack 
  roll for each stone. Each deals 2d10 damage on a hit.
  Transform Creature
  Range: 60' Duration: permanent
  One living creature transforms into another creature 
  with up to twice the HD. All physical values are as the 
  new form. The target may save vs. metal to resist.
  Wall
  Range: 60' Duration: special
  The yamabushi creates a wall made from one of the 
  elements. The size and duration vary. Brambles: 
  2,400 square feet, 1 hour/level, deals 1d6 damage/
  round to those climbing it. Ice: 1,200 square feet, 1 
  turn/level, creatures with 4HD or more break through 
  but take 1d6 damage (2d6 if fire type). Fire: 1,200 
  square feet, 1 round/level, creatures within 10' take 
  1d6 damage per round (2d6 if cold type). Stone: 500 
  square feet, 1 turn, 8HD or more break through but 
  take 2d12 damage. Bronze: 500 square feet, 1 round/
  level, only destroyed by extreme heat.
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                    27
  Level 5
  Cloudkill
  Range: 30’ Duration: 1 hour
  The yamabushi creates a 30’ radius, 20’ high cloud of 
  poison gas that moves at 60(20) as the yamabushi 
  directs, unless a strong wind blows it in another 
  direction. Creatures of 5HD or less must save vs 
  wood or die instantly. All creatures take 1 hit point of 
  damage for each round they spend within the cloud.
  Dragon's Breath
  Range: 0 Duration: special
  The yamabushi may make a total of three breath 
  attacks, which deal damage equal to the yamabushi's 
  current hit points (save vs. fire for ½ damage). The 
  breath attack may take one of the following forms: 
  cone of fire 90' long and 30' wide at the end, line of 
  lightning 5' wide and 120' long, or cloud of frost 40' 
  wide by 50' long. Breaths not used by the end of the 
  day are lost.
  Kamikaze
  Range: 240' Duration: 1 round
  A 30' radius area within range erupts in a fierce 
  storm, preventing missile fire and causing 1d8 
  damage per level of the caster to all creatures in the 
  area, save vs. water for half damage.
  Part Water
  Range: 240' Duration: 10 turns
  The yamabushi makes an area of water up to 10,000 
  cubic feet disappear. A wall of water forms around 
  the area if the body is larger than the spell's effect.
  Stone to Flesh
  Range: 60' Duration: instant
  The yamabushi returns one petrified creature to life. 
  By reversing the spell, the yamabushi can turn one 
  target to stone. The target may save vs. earth to 
  resist.
  Transform Self
  Range: 0 Duration: 1 hour/level
  The yamabushi transforms into another creature with 
  no more than twice the hit dice of the yamabushi's 
  level. All physical values are as the new form.
  Level 6
  Earthquake
  Range: 360’ Duration: 1 turn
  The yamabushi creates a localized earthquake in a 
  60’ square area within range. Small buildings are 
  destroyed, and larger structures are damaged. There 
  is a 1 in 6 chance any creature in the area is crushed 
  in a building or by falling into a crack in the earth. 
  Crushed creatures with 5HD or less are instantly 
  slain. Those with 6HD or more save vs earth to avoid 
  being slain.
  Find the Path
  Range: 0 Duration: 1 hour/level
  The yamabushi knows the way to any one location 
  named, including the presence of secret doors, traps, 
  and passwords needed to reach the destination. 
  Travel
  Range: 0 Duration: instant
  The yamabushi steps into a large body of the element 
  to which they are attuned (Tested profile ability), at 
  least 10 square feet in surface area, and teleports to a 
  similar elemental mass in another location on the 
  same plane of existence.
  Weather Control
  Range: 680’ Duration: concentration
  The yamabushi changes the weather in the entire 
  area as desired. Effects vary (see p. 32 for weather 
  effects), but the yamabushi can cancel any storm or 
  wind related magical effects by calming them, or 
  create storms, winds, extreme heat or cold, etc. Bad 
  weather may reduce speed to half and give -2 
  penalties to attacks, saves and checks to all within, 
  and extreme temperature may cause 1d6 points of 
  subdual damage per round. The yamabushi does not 
  suffer any negative effects of the weather while 
  concentrating on the spell.
  27
  
                    28
  Shinobi Ninpo Skills
  Ninpo skills are resolved the same as 
  background skills, but the skills themselves are more 
  specialized. Non-shinobi characters may attempt 
  similar actions by using background skills, but ninpo 
  allows for much greater effect. A character with 
  hunting skill may be able to sneak up on a sentry as 
  they would their quarry when hunting (getting a 
  bonus to a surprise roll), but a shinobi can sneak up 
  on the sentry with absolute silence using Infiltration 
  (gaining surprise automatically). Example TNs for 
  common uses of ninpo are listed above. Situations 
  may make a particular task easier or more difficult. As 
  with background skills, if a task seems routine, it does 
  not require a roll.
  When a player wants to use a skill, first 
  decide on the difficulty of the task. Routine uses of 
  skills should not require any rolls. The task is 
  automatically successful. If the task is difficult or has a 
  good chance of failure, conditions are unfavorable, or 
  another character is trying to oppose the PC, a skill 
  roll is needed. 
  To make a skill roll, the GM sets a target 
  number (TN) for the task. The player rolls 2d6 and 
  tries to beat the TN. In some cases, an ability score 
  modifier may be added to the roll. If two characters 
  are opposing each other, both make rolls and the 
  higher result is the winner. A TN may still need to be 
  met for success at the action. Interaction checks and 
  ninpo checks are resolved in the same manner.
  Setting Target Numbers
  To set a TN, consider the following 
  guidelines. A relatively simple use of the skill that for 
  some reason requires a roll should be TN 5. A 
  common task should be TN 7. A hard task should be 
  TN 9. A task that is extremely tricky or involved 
  should be TN 11. Sometimes, a task will require 
  extraordinary ability, and should be TN 13 or even 
  TN 15.
  Untrained Skill Use
  For a PC attempting a skill in which they are 
  not trained, if the GM decides it is possible, roll 2d4 
  for the check. Background skills are general, and 
  should cover most reasonable actions that may be in 
  some way related to the skill. A character with 
  Mercantile skill, for example, would be versed in 
  trade laws, taxation, bookkeeping, sales techniques, 
  knowledge of trade routes, and other matters dealing 
  with transporting, buying and selling of goods.
  Skill and Interaction Check Procedure
  1. If task is routine, automatic success. 
  2. If task is not routine, GM sets TN. 
  3. Player rolls 2d6 (+modifier). 
  4. If the roll meets or beats the TN, the action 
  succeeds.
  Setting TN by Task
  TN
  Basic use of a skill (usually no roll needed)
  3
  Everyday use of a skill, easy tasks
  5
  Less common uses of a skill, average tasks
  7
  Uncommon uses of a skill, hard tasks
  9
  Rare uses of a skill, difficult tasks
  Extraordinary uses of a skill, extreme tasks
  11
  13
  Setting Ninpo TN by Task
  Acrobatics
  Balance: slippery surface/narrow ledge 7, tightrope 
  9, fighting on tightrope 13
  Climb: (at ¼ speed) normal wall 5, sheer wall 7;
  (at full speed) normal wall 9, sheer wall 11
  Jump: 10’ long/5’ high 7, 20’ long/10’ high 9
  Tumble: over obstacle 5’ high/wide 5, 10’ high/wide 
  7; past enemy in melee 9
  Deception
  Disguise: social class (farmer, townsperson, etc.) 5, 
  specific profession 7, opposite sex/other creature 9, 
  specific individual 13
  Forgery: defeat casual inspection 7, careful 
  inspection 11
  Sleight of Hand: stage magic trick 5, palm small 
  object 7, plant small object 9
  Lie: gullible (low Wis) target 5, typical (average Wis) 
  9, skeptical (high Wis) 13
  Escape
  Escape: rope bindings 7, wood/metal shackles 9, 
  whole body binding 11
  Pass Through Tight Opening: ¼ speed 7, ½ speed 9, 
  full speed 13
  Throw Off Pursuers: human 7, canine 9
  Infiltration
  Move Silently: stone floor 7, wood floor 9, 
  nightingale floor 13
  Hide: behind partial concealment 7, in shadows 11, 
  in plain sight 13
  Remain Still: for one minute 7, ten minutes 9, thirty 
  minutes 11, one hour 13
  Sabotage
  Pick Locks: normal 7, puzzle lock 9, magical lock 11
  Manipulate Traps: disarm/reset 5, remove 7, modify 
  11
  Rig Machine to Fail: at next use 7, at a later time 9, 
  at a specific triggering event 11
  GM Section
  Running the Game
  Using Skills
  28
  
                    29
  Game play in Chanbara consists of players 
  negotiating a series of encounters described by the 
  GM. Players decide what they would like their PCs to 
  do, and the GM uses common sense, these rules, and 
  the dice to determine the outcomes of those actions. 
  Play typically consists of three styles: interacting with 
  NPCs and creatures, exploring dungeons, and 
  exploring the wilderness. 
  Interacting with NPCs
  In any encounter, whether in settled areas, 
  dungeons or the wilderness, PCs can interact with 
  NPC characters and monsters. The players have 
  something they want to achieve (defeat an enemy, 
  learn some information, gain some advantage or 
  profit, advance a liege’s interests, etc.). At the same 
  time, the monster will have something it wants (to 
  eat, survive or be left alone if unintelligent, or desires 
  similar to the PCs if intelligent). If the GM has not 
  decided on the creature’s motivations ahead of time, 
  use the following reaction chart to determine initial 
  attitude towards the PCs, and subsequent reactions to 
  how the PCs treat with them. Background status can 
  affect the rolls. NPCs are more likely to react 
  positively to others of like status.
  Dungeons refer to any location where 
  adventures happen, such as ruins, caves and caverns, 
  castles, temples, enemy villages, enchanted forests, 
  etc. If there are multiple potential threats and rewards 
  in a relatively small location, it is considered a 
  dungeon.
  Time and Movement
  When exploring dungeons, players' moves 
  should be broken down into turns of 10 minutes in-
  game time (move, explore a room, search for hidden 
  exits, etc.). When threats are encountered, time-
  keeping should shift into combat rounds, which 
  simulate 6 seconds of time (attack, cast a spell, etc.). 
  This does not mean that every encounter becomes a 
  combat, only that dealing with potential threats 
  requires a finer measure of time. Any encounter that 
  develops into combat should be considered to take 
  up one turn, as after it the participants rest, bind 
  wounds, etc.
  NPC and Monster Reaction Roll: 2d6 (+Cha)
  Result
  Initial Reaction
  Social Status
  2
  Violent 
  Same status +1
  6-8
  Unsure (+0 to secondary roll)
  2 removed -1
  3-5
  Hostile (-2 to secondary roll)
  1 removed +0
  9-11 Friendly (+2 to secondary roll) 3-5 removed -2
  12
  Helpful
  Secondary Reactions: PCs try to:
  Result
  Deceive
  2
  Unconvinced
  6-8
  Unsure
  3-5
  Suspicious
  9-11 Trusting
  12
  Convinced
  Plead
  Ruthless
  Grudging
  Merciless
  Merciful
  Generous
  Impress
  Disdainful
  Unchanged
  Unimpressed
  Impressed
  Awed
  Result Intimidate
  2
  Defiant
  6-8
  Wary
  3-5
  Resistant
  9-11 Intimidated
  12
  Cowed
  Flatter
  Disgusted
  Satisfied
  Insulted
  Complimented
  Honored
  Persuade
  Entrenched
  Disinterested
  Unmoved
  Agreeable
  Swayed
  Once initial reactions have been determined, 
  PCs may negotiate, bargain, lie, threaten, sweet-talk, 
  boast, etc. Roll a secondary reaction on the 
  specialized result table if applicable, otherwise use the 
  initial reaction table again. Initial or secondary 
  reactions can be swayed one level up or down with 
  an interaction check or appropriate background skill 
  check, TN 9.
  Movement and Encumbrance
  Basic Speed
  Loaded
  Max
  120(40)
  90(30) 
  60(20)
  Movement is listed as speed per turn(round) 
  Players may choose to move up to five times faster 
  during a turn of exploration, but run the risk of 
  missing signs of danger or important clues, and run 
  an increased risk of encountering wandering 
  monsters. Running characters move up to their turn 
  movement speed in a round, but may perform no 
  other actions.
  Encumbrance
  Characters are limited in the amount of gear 
  and treasure they can carry. Every character has a 
  carrying capacity of Encumbrance Units (EU), 
  determined by Strength as shown below. PCs can 
  carry up to their Basic amount and move at full 
  speed. Above that up to the Load value, they move 
  at 2/3 speed. Above the Load value up to the Max 
  value, they move at 1/3 speed. PCs carrying more 
  than their Max load can not move. EU for armors are 
  for partial and full suits.
  Encumbrance Units and Capacity
  Item
  EU
  L Weapon/Shield
  1
  S Weapon
  ¼
  M Weapon
  ½
  Light Armor
  1 or 2
  Medium Armor
  2 or 3
  Strength
  3
  6-8
  4-5
  9-12
  13-15
  Max
  10.5
  13.5
  12
  15
  16.5
  Full Backpack
  2
  Heavy Armor
  4 or 5
  Bag Full of Coins
  1
  Bulky Item
  1
  18
  16-17
  19.5
  18
  Basic
  3.5
  4.5
  4
  5
  5.5
  6.5
  6
  Load
  7
  9
  8
  10
  11
  13
  12
  Exploration and Interaction
  Dungeon Exploration
  29
  
                    30
  Other Forms of Movement
  Jumping:  A character can normally jump about 5' 
  horizontally from a standing position, and 3' vertically. 
  With a running start, the long jump can be extended 
  to 10' and the high jump to 5'. A TN 9 interaction 
  check modified by Str can extend any long jump by 
  2' and any high jump by 1'.
  Climbing:  If a surface has hand and foot holds, any 
  character can climb it at ¼ normal walking speed. For 
  more difficult surfaces, roll an interaction check 
  modified by Str or Dex. If a character fails, they do 
  not make any progress. If the roll is a 2, the character 
  falls, suffering 1d6 damage for every full 10' fallen.
  Swimming:  All characters can swim at ½ normal 
  walking speed. Difficult circumstances including rough 
  water, swimming in armor, swimming while carrying a 
  heavy load, or swimming in difficult substances like 
  quicksand may result in drowning. For every turn 
  spent swimming in such circumstances, the character 
  must roll an interaction check modified by Con. 
  When drowning, characters can hold their breath for 
  1 round for every point of Constitution score, after 
  that time, they take 1d6 damage each round.
  Sensing the Environment
  A significant portion of exploring will be the 
  GM explaining what sensations (sights, sounds, or 
  smells) exist in an area, and players asking for details 
  as their PCs examine the world around them. When 
  details are not readily apparent, or there is a 
  significant chance of failure, use interaction checks to 
  determine success or failure of the action.
  Vision:  In dark conditions, characters' vision is 
  limited to the radius of their light source. Torches and 
  lanterns shed light within 30', but objects or creatures 
  within 90' may be spotted if they stand out or move.
  When searching an area for hidden or 
  concealed objects, traps, or secret doors, make an 
  interaction roll modified by Int. Poorly concealed 
  objects are TN 5, while cleverly concealed objects are 
  TN 11. Careful searching can be done, taking one 
  turn per object or 10'x10' section of wall searched. 
  This lowers the TN by 2, but requires more time.
  Hearing:  Hearing a noise is a matter of the volume 
  of the sound, the distance to the listener, and the 
  ambient noise level and does not require any roll. 
  Interaction checks may be necessary when listening 
  through doors, attempting to overhear whispers, or 
  detecting the sound of approaching enemies in a 
  noisy area.
  Other Senses: If there is a chance that a PC may 
  detect a faint odor, flavor or touch sensation, the GM 
  will set a TN and let that PC roll an interaction check, 
  just as with sight and hearing.
  Exploration Turns and Encounters
  Each turn spent exploring the dungeon 
  should follow a certain routine, similar to the one 
  outlined below. Turns spent searching areas, resting, 
  or engaged in other activities may follow slightly 
  different order of events, as the GM desires.
  When the party has an encounter with an 
  NPC or monster, use the following checklist as a 
  guide to running the encounter. 
  If one side flees the encounter and the other 
  side was not surprised, they may pursue. Monsters 
  make a Morale check (see p. 34 for details), +2 if any 
  monsters have been slain or debilitated, -2 if any 
  members of the PCs’ party have been slain or 
  debilitated. If the creatures pass morale, they pursue. 
  Players always decide whether to pursue or not. 
  Pursuing monsters check Morale every 5 
  rounds to see if they continue to pursue. If PCs drop 
  food or treasure the monsters may want, on a 1-3 on 
  d6 the pursuit ends. Otherwise, pursuit continues until 
  the pursuers catch up with the fleeing party. Use the 
  movement speed per turn for each round of pursuit 
  for both parties to see if the pursuers catch up or not.
  Order of Events in a Turn
  1. Players outline their course of action. 
  2. Check for Wandering Monsters (1-2 on d6) once 
  every two turns.
  If an encounter occurs, play out the encounter.
  3. GM describes new areas explored, results of 
  searches, traps set off, etc.
  4. Check for any timed effects that will end this turn 
  (torches burn out, magic effects expire, etc.)
  Order of Events in an Encounter
  1. Check for surprise (1-2 on d6) for both PCs and 
  monsters. If one side is surprised, the other side can 
  end the encounter by leaving the area. Otherwise, 
  continue.
  2. Determine the initial reaction of the monsters 
  (2d6).
  3. Players declare their actions: talk, run, fight, wait, 
  or something else.
  4. GM determines monster actions, possibly making 
  a second reaction roll based on the PC actions. 
  • If one side fights, run combat.
  • If one side flees, run evasion and pursuit.
  • If both sides talk or wait, play out negotiations.
  30
  
                    31
  When exploring dungeons, a check should 
  be made once every two turns to see if wandering 
  monsters appear. Roll 1d6, with wandering monsters 
  appearing on a 1 or 2 (or higher if the situation 
  warrants, such as for loud noises, bright lights, strange 
  smells, reckless movement, etc.). Sample wandering 
  monster tables are presented below. Individual tables 
  for specific dungeons are recommended.
  When wandering monsters appear, the GM 
  should decide how far away they are when the PCs 
  first detect them. Monsters making loud noises, 
  carrying light sources, etc. may alert the party to their 
  presence early, giving the PCs some time to prepare 
  for (or avoid) the encounter. Wandering monsters 
  may also have a purpose, which can be decided by 
  the GM or determined randomly on the "What are 
  the monsters up to?" chart.
  What are the monsters up to?
  Roll
  Intelligent
  Unintelligent
  1
  Hunting or scavenging 
  for food
  Looking for food.
  2
  Looking for treasure or 
  other non-food items.
  Looking for food.
  Patrol guarding lair, or 
  war party hunting 
  enemies.
  Looking for a mate, 
  unusually agressive if 
  disturbed.
  4
  Bringing loot, supplies 
  or other goods to lair.
  Carrying food or other 
  resources back to lair.
  Fleeing from a threat 
  or looking for help.
  Fleeing from a 
  predator or other 
  threat, unlikely to 
  attack.
  1
  Looking for food.
  6
  Wandering aimlessly.
  3
  5
  Level 1
  Roll
  Monster
  No.
  1-2
  Ashigaru/Brigands
  1d8
  6
  Gaikotsu
  1d10
  3
  Bakemono
  1d6
  4-5
  Bat, Giant
  1d6
  7
  Genin Ninja
  1d4
  8
  Hitotsume Kozo
  1d2
  9
  Hornet, Giant
  1d4
  12-13
  Rat, Giant
  1d8
  10
  Kamaitachi
  1d2
  11
  Kappa
  1d3
  14-15
  Rat, Normal
  3d6
  16
  Tanuki
  1d4
  17
  Tengu
  1d4
  18
  Wolf
  1d6
  19-20
  Yakuza
  1d6
  Level 2 to 3
  Roll
  Monster
  No.
  1
  Bake-Neko
  1d2
  5
  Fish Warrior
  3d4
  2
  Bakemono
  2d8
  3-4
  Beetle, Giant
  1
  6
  Gaki
  1d2
  7
  Genin Ninja
  2d6
  8
  Hannya
  1d4
  12-13
  Lizard, Giant
  1d4
  9-10
  Jikininki
  2d6
  11
  Kitsune
  1d4
  14
  Priest/Monk/Nun
  1d8
  15-16
  Snake, Poisonous
  1d3
  17-18
  Spider, Giant
  1d2
  19
  Ushirogami
  1d6
  20
  Yatagarasu
  1d4
  Level 4 to 5
  Roll
  Monster
  No.
  1
  Akaname
  1d2
  6
  Frog, Killer
  1d6
  2-3
  Cockroach, Monstrous
  1d6
  4-5
  Duelist
  1
  7
  Gaki
  1d4
  8
  Chunin Ninja
  1d8
  9
  Jorogumo
  1d2
  13-14
  Oni
  1d2
  10
  Kami, Lesser Akuma
  1
  11-12
  Nupperabo
  1
  15
  Rokuro-kubi
  1d3
  16-17
  Snake, Constrictor
  1d2
  18
  Spider, Giant
  1d4
  19
  Tesso
  1d4
  20
  Wolf, Dire
  1d4
  Level 6 to 7
  Roll
  Monster
  No.
  1-2
  Beetle, Giant
  1d3
  5
  Ghost, Yurei
  1
  3
  Cockroach, Monstrous
  2d4
  4
  Crab-Men
  1d8
  6
  Hannya, Grandmother
  1
  7-8
  Hatamoto
  1d6
  9
  Jonin Ninja
  1d6
  13-14
  Oni
  1d4
  10-11
  Jorogumo
  1d3
  12
  Kami, Lesser Shizen
  1
  15
  Pteranodon
  1d4
  16
  Smilodon
  1d3
  17-18
  Tesso
  1d8
  19
  Turtle, Giant
  1d2
  20
  Yuki-Onna
  1
  Level 8 to 9
  Roll
  Monster
  No.
  1
  Dimetrodon
  1d3
  5
  Gozu Oni
  1
  2
  Dragon, Jade
  1
  3-4
  Ghost, Onryo
  1
  6-7
  High Level NPC
  1d3
  8
  Jonin Ninja
  3d4
  9
  Kami, Greater Akuma
  1
  12-13
  Mukade
  1
  10
  Kirin
  1
  11
  Mezu Oni
  1
  14
  Onyudo
  1
  15
  Orochi
  1
  16-17
  Raiju
  1d2
  18
  Triceratops
  1d2
  19-20
  Yuki-Onna
  1d3
  Level 10
  Roll
  Monster
  No.
  1
  Dragon, Jade
  1
  4
  Ghost, Onryo
  1
  2
  Dragon, Mist
  1
  3
  Dragon, Pearl
  1
  5
  Gozu & Mezu Oni
  2
  6
  High Level NPC
  1d4
  7
  Kami, Greater Akuma
  1
  10
  Orochi
  1d2
  8
  Kami, Greater Amatsu
  1
  9
  Kirin
  1
  11
  Raiju
  1d4
  12
  Tyrannosaurus
  1
  Wandering aimlessly.
  Wandering Monsters
  31
  
                    32
  Wilderness exploration differs from dungeon 
  exploration in a few key ways. Time is kept in days or 
  hours. Under normal daylight conditions, characters 
  can see to the horizon, but can only make out details 
  from close up. Most encounters will start at a distance 
  of 1d4×100’ unless terrain features, foliage, or 
  structures impede vision (1-2 on a d6 chance). If so, 
  encounters begin 3d6×10’ from the party. The GM 
  can signal an encounter with sounds, smells, clouds 
  of dust, tracks, and the like, allowing the players to 
  decide if they wish to engage or not.
  Wilderness Game Day
  Similar to the turn in dungeon exploration, a 
  day spent in wilderness travel or exploration follows a 
  routine, with exceptions for unusual player activities.
  Special Types of Movement
  Mounts:  A mount with two riders or a single rider 
  and excessive gear moves at ½ speed. Vehicles such 
  as carts and wagons pulled by one or two animals 
  typically move at 2/3 speed of the animal pulling it. A 
  vehicle moves at full speed if three or more pull it.
  Boats:  Small boats and ships move 60 miles per day 
  with normal winds. Medium ships move 45 miles per 
  day. Large ships move 30 miles per day. Rowed 
  ships move 30 miles per day regardless of size with 
  sufficient rowers. Insufficient crew lowers speed to 
  only 15 miles per day. River boats add or subtract the 
  speed of the current to their movement.
  Giant Kite Flying:  At least two shinobi are needed 
  to use giant kites: a flier and a controller. The flier 
  must make TN 7 Acrobatics checks to get aloft and to 
  land. To maneuver the giant kite, the controller must 
  make TN 7 Acrobatics checks. If the flier fails a 
  landing check, the kite crashes and the flier suffers 
  1d6 damage per 20' fallen.
  Flying: Tamed or friendly flying creatures with 3HD 
  or more may carry a single man-sized rider at their 
  normal speed. Those with 6+ HD may carry two man-
  sized riders. Flyers ignore effects of non-mountainous 
  terrain on overland  speed.
  Getting Lost: Unless following a road, river, or map, 
  or guided by a landmark, a party has a 2 in 6 chance 
  to get lost when crossing unfamiliar territory. Track 
  the party’s actual and perceived movement. A TN 7 
  Sailing, Hunting or Woodscraft skill check can be 
  made to reorient the party.
  Survival: Foraging (Woodscraft), Fishing or Hunting 
  for four people in fertile areas is TN 5, while finding 
  water for four people in the desert may be TN 9 or 
  11 depending on the nature of the desert. 
  Weather: Weather can have beneficial or adverse 
  effects on travel. The GM may select or roll each 
  day’s temperatures (relative to the season), 
  precipitation, and winds using the table below. 
  Exposure damage is subdual damage per day, and 
  cumulative acoss the three types of weather. 
  Precautions or appropriate TN 7 interaction checks 
  can avoid exposure damage.
  Random Encounters: GMs may want to determine 
  the time of a potential encounter first, then roll for the 
  chance depending on the type of terrain the party is 
  in at the time. Consult the tables below.
  Order of Events in a Game Day
  1. Players outline their course of action. Mahotsukai 
  prepare their spells.
  2. Check for Random Encounters (by terrain type)
  If an encounter occurs, determine the time of day at 
  which it will happen (1d12+6 o’clock)
  3. Check to see if the party will become lost.
  4. Determine the weather for the day.
  5. Resolve the party’s movement or other actions, 
  and any encounters when they happen.
  6. Check for Random Encounters (by terrain type)
  If an encounter occurs, determine the time of night 
  at which it will happen (1d12+6 o’clock)
  Overland Speed in Miles per Day
  Speed Road
  Mountain, 
  Jungle, Swamp
  120(40)
  36
  12
  90(30)
  27
  9
  60(20)
  18
  6
  Clear, Trail, 
  Settled
  24
  18
  12
  Forest, Hill, 
  Desert
  16
  12
  8
  Random Weather (roll 2d6 each)
  Roll
  Winds
  2
  No Wind
  Ship: 0 speed
  Fly: no effect
  3-5
  Breeze
  Ship: 1/2 speed
  Fly: no effect
  6-8
  Normal
  Ship: no effect
  Fly: no effect
  Temperature
  Cold
  W - 2d6 dmg
  Sp/F - 1d6 dmg
  S - no effect
  Cool
  W - 1d6 dmg
  Sp/F - no effect
  S - no effect
  Average
  no effect
  Precipitation
  Unusual
  1/2 movement
  1d6 exposure dmg
  Light
  2/3 movement
  None
  no effect
  9-11
  Strong
  Ship: 3/4 speed
  Fly: 2/1 speed
  12
  Gale
  Ship: 2/1 speed
  Fly: 0 speed
  1d6 exposure dmg
  Warm
  W - no effect
  Sp/F - no effect
  S - 1d6 dmg
  Hot
  W - no effect
  Sp/F - 1d6 dmg
  S - 2d6 dmg
  Heavy
  1/2 movement
  no missile fire
  Storm
  1/3 movement
  1d6 exposure dmg
  *Hail, sleet, dust storm, tornado, etc.
  Wilderness Exploration
  32
  
                    33
  Settled Area Encounter Tables
  Die
  Farmlands
  Village
  Trade Town
  Temple Town Castle Town
  City
  Capital
  1­2
  1­2
  1­3
  1­3
  1­3
  1­4
  1­4
  1
  Animal*
  Animal*
  Animal*
  Artisan**
  Abarenbo
  Animal*
  Any NPC Class
  2
  Animal*
  Animal*
  Ashigaru
  Farmer**
  Animal*
  Ashigaru
  Artisan**
  3
  Ashigaru
  Ashigaru
  Artisan**
  Merchant**
  Ashigaru
  Artisan**
  Merchant**
  4
  Brigand
  Artisan**
  Artisan**
  Onmyoji
  Artisan**
  Merchant**
  Daimyo
  5
  Farmer**
  Farmer**
  Merchant**
  Priest/Monk/Nun
  Merchant**
  Duelist
  Duelist
  6
  Farmer**
  Merchant**
  Merchant**
  Priest/Monk/Nun
  Daimyo
  Onmyoji
  Oniwabanshu
  7
  Merchant**
  Priest/Monk/Nun
  Duelist
  Sohei
  Duelist
  Priest/Monk/Nun Priest/Monk/Nun
  8
  Priest/Monk/Nun
  Ronin
  Yakuza
  Soryo
  Hatamoto
  Samurai
  Spirit*
  9
  Yamabushi
  Thug
  Yakuza
  Spirit*
  Ronin
  Undead*
  Yakuza
  10
  Yokai*
  Yokai*
  Yojinbo
  Yakuza
  Yojinbo
  Yakuza
  Yokai*
  * Roll on Subtable below     **use Commoner statistics
  Wilderness Encounter Tables
  Die Plains Low Forest High Forest
  Hills
  Mountains Volcanic Swamp
  1­2
  1­2
  1­3
  1­2
  1­3
  1­3
  1­3
  1
  Human
  Human
  Human
  Human
  Human
  Human
  Human
  2
  Human
  Animal
  Animal
  Animal
  Animal
  Animal
  Animal
  3
  Human
  Animal
  Animal
  Animal
  Yokai
  Yokai
  Animal
  4
  Animal
  Yokai
  Yokai
  Yokai
  Yokai
  Spirit
  Yokai
  5
  Animal
  Yokai
  Spirit
  Spirit
  Spirit
  Spirit
  Monster
  6
  Spirit
  Spirit
  Monster
  Monster
  Monster
  Monster
  Monster
  7
  Yokai
  Monster
  Monster
  Undead
  Undead
  Flyer
  Undead
  8
  Monster
  Flyer
  Flyer
  Flyer
  Flyer
  Flyer
  Undead
  River/Lake
  1­2
  Human
  Animal
  Spirit
  Monster
  Monster
  Undead
  Swimmer
  Swimmer
  Coastal
  1­2
  Human
  Human
  Animal (land)
  Animal (sea)
  Yokai
  Monster
  Monster
  Swimmer
  Sea/Ocean
  1­2
  Human
  Human
  Animal
  Animal
  Swimmer
  Swimmer
  Flyer
  Flyer
  Animals Subtable (by Terrain and Season)
  Die
  Plains or Forest
  Hills, Mountains, Volcanic
  Swamp, River, Coastal
  Summer Spring/Fall Winter
  Summer Spring/Fall
  Winter
  Spr./Sum.
  1
  Bat, Giant
  Bear, Black
  Cockroach
  Bear, Black
  Bear, Black
  Bat, Giant
  Beetle, Giant
  2
  Beetle, Giant Beetle, Giant Crow/Raven Beetle, Giant
  Cockroach
  Cockroach
  Carp, Giant
  3
  Crow/Raven
  Deer
  Deer
  Crow/Raven Dog, Hunting
  Wild Boar
  Cormorant
  4
  Deer
  Hornet, Giant
  Horse
  Dimetrodon
  Dragonfly
  Hawk/Falcon
  Crab, Giant
  5
  Grasshopper
  Horse
  Mammoth
  Grasshopper Hawk/Falcon
  Monkey
  Crocodile
  6
  Hornet, Giant Lizard, Giant
  Rat, Giant
  Hawk/Falcon Hornet, Giant
  Rat, Giant
  Frog, Killer
  7
  Rat, Normal
  Smilodon
  Tiger
  Lizard, Giant Lizard, Giant
  Serow
  Grasshopper
  8
  Snake, Const.
  Tiger
  Tiger
  Serow
  Monkey
  Tiger
  Snake, Const.
  9
  Triceratops
  Wild Boar
  Wild Boar
  Snake, Poison
  Serow
  Wild Boar
  Snake, Poison
  10
  Wild Boar
  Wolf
  Wolf
  Tiger
  Wild Boar
  Wolf
  Turtle, Giant
  Fall/Win.
  Apatosaurus
  Crab, Giant
  Crocodile
  Crow/Raven
  Deer
  Dragonfly
  Hawk/Falcon
  Rat, Giant
  Spider, Giant
  Turtle, Giant
  Any
  Carp, Giant
  Crab, Giant
  Eel, Shrieking
  Jellyfish, Giant
  Octopus, Giant
  Pteranodon
  Shark, Large
  Shark, Small
  Shark, Small
  Turtle, Giant
  Sea/Ocean
  Other Wilderness Encounter Subtables
  Die
  Human
  Spirit
  Yokai
  Monster
  Flyer
  Swimmer
  Undead
  1
  Any Bushi
  Dragon, Jade
  Akaname
  Basan
  Basan
  Crab-Men
  Ao-Andon
  2
  Any Mahotsukai
  Gozu Oni
  Bake-Neko
  Jorogumo
  Bat, Giant
  Crab, Giant
  Gaikotsu
  3
  Any Shinobi
  Hitotsume Kozo
  Bakemono
  Jorogumo
  Cormorant
  Dragon, Pearl
  Gaikotsu
  4
  Ashigaru
  Kami, Minor (any)
  Bakemono
  Kamaitachi
  Dragon, Mist
  Eel, Shrieking
  Gaikotsu
  5
  Brigand
  Kami, Lesser (any)
  Hannya
  Kirin
  Kamaitachi
  Fish Warrior
  Gaki
  6
  Farmer
  Kami, Greater (any) Hannya, Grandmother
  Onyudo
  Kami, Minor
  Fish Warrior
  Gaki
  7
  Artisan
  Mezu Oni
  Kappa
  Onyudo
  Kami, Lesser
  Giant Carp
  Ghost, Onryo
  8
  Merchant
  Mukade
  Kitsune
  Orochi
  Kirin
  Kappa
  Ghost, Yurei
  9
  Genin Ninja
  Oni
  Rokuro-Kubi
  Raiju
  Pteranodon
  Octopus, Giant
  Jikininki
  10
  Priest/Monk/Nun
  Shikigami
  Tanuki
  Tesso
  Raiju
  Shark, Large
  Jikininki
  11
  Ronin
  Ushirogami
  Tengu
  Tesso
  Shikigami
  Shark, Small
  Nupperabo
  12
  Yamauba
  Yasha
  Yuki-Onna
  Yatagarasu
  Yatagarasu
  Yasha
  Nupperabo
  Strongholds: When encountering a stronghold, whether human or otherwise, roll for reactions (1d6) and size of patrol. Actual reactions 
  for “friendly” stronghold rulers should be rolled (see p. 29), as they may have other secret intentions.
  Type
  Patrol
  Pursue/Toll
  Ignore
  Friendly
  Bushi
  6d4 Ashigaru, 2d6 Mounted Samurai
  1-3
  4-5
  6
  Mahostukai
  2d6 Yojinbo or Sohei, 1d4 Apprentice Mahotsukai
  1-2
  3-4
  5-6
  Shinobi
  3d8 Genin, 1d6 Chunin (50% also 1 Jonin)
  1
  2-5
  6
  Monster
  Standard Encounter with Monster Type
  1-2
  3-5
  6
  33
  
                    34
  When combat occurs, actions happen in a 
  specified order, as shown below. 
  Combat Terms
  Armor Class (AC): The TN needed to hit a 
  character in combat. Armored AC is 11 plus the 
  armor value and d20 Dex modifier. Unarmored AC 
  equals Dex or 11, whichever is greater. 
  Attack (Att): An attempt to do damage in ranged or 
  melee combat. Multiple attacks of monsters and high 
  level characters count as one action.
  Attack Bonus (AB): The bonus to hit rolls based on 
  a character's class and level or a monster’s hit dice.
  Damage (Dmg):  The number of hit points deducted 
  by a successful hit in combat.
  Double/Triple Damage: When rolling double or 
  triple damage, roll the weapon’s normal damage dice 
  two or three times and total the amount, then add 
  any modifiers from ability scores, combat dice, class 
  abilities, magic, etc.
  Morale (Mle): The will to keep fighting. NPCs and 
  monsters have morale scores that must be checked 
  from time to time to see if they flee, surrender, offer a 
  truce, etc. during combat.
  Movement (Move):  A character with 120(40) move 
  can move 40’ in a round and take an action, or run 
  up to 120’ without taking an action.
  Saving Throw (Save):  A d20 roll to resist certain 
  special attacks such as poison or spells. The TN is 
  determined by class and level (see p.37).
  Surprise:  The chance, checked at the beginning of 
  an encounter, that one side is caught off guard. 
  Surprised characters may not act in the first round, 
  but defend themselves and make saving throws (see 
  p. 35) if attacked.
  Tactical Attack (TA): An attack intended to have 
  any effect besides damage (see p. 35).
  Tactical Defense (TD): The TN to affect a character 
  with a tactical attack. Base TD is 11, plus Attack 
  Bonus, Dexterity, and Wisdom d20 modifiers.
  To resolve actions, the side with initiative first 
  performs all movement. A move may be actual 
  movement around the battlefield, or could be 
  readying an item, feinting to distract a foe, tumbling 
  to improve AC, etc. Next, any ranged attacks using 
  missile or thrown weapons are resolved. Melee 
  attacks are resolved third, and the use of normal 
  equipment such as special shinobi gear happens at 
  this time. Finally, any spells cast or non-weapon 
  magical items used are resolved. Then, repeat this 
  process for the side that lost initiative. Spellcasters 
  that lose initiative have their spells disrupted if they 
  take damage, wasting the spell unless they can save 
  vs. water.
  Morale
  Monsters and NPCs have a morale score 
  which is checked periodically during combat: 
  • when the creature is first wounded
  • when a combatant first drops on either side 
  • when half of one party has been defeated
  • when a creature has ¼ or fewer hit points
  Creatures that lose morale attempt to surrender, flee, 
  or negotiate a truce. PCs never check morale, their 
  players will decide when to do such things.
  Order of Events in a Combat Round
  1. Players outline their course of action. Spellcasters 
  decide what spell they will cast, if any.
  2. Roll initiative. Each side rolls a d6 with the higher 
  side acting first. Ties result in simultaneous action.
  3. Check morale if necessary.
  4. The side with initiative acts:
  • Movement
  • Missile Fire (standard or tactical)
  • Melee Combat (standard or tactical)
  • Magic Spells or Items
  5. The side without initiative acts (order as above)
  6. If one side is defeated, combat ends. If one side 
  flees, the other side may pursue. Otherwise, combat 
  continues.
  Optional Initiative: The GM may allow each PC to 
  act as an independent side, as well as separating 
  types of monsters, monster leaders or other special 
  characters into their own sides. This allows for more 
  fluid combat, but involves more die rolling and note 
  taking if either party is large.
  Basic Combat Procedures
  Attacks: Roll 1d20 +AB +Str (if melee) or +Dex (if 
  ranged) vs. AC.
  Tactical Attacks: Roll 1d20 +AB +Int vs. TD.
  Spell: Apply the effect of the spell. If an attack roll is 
  needed, roll 1d20 + AB +Str (if melee) or +Dex (if 
  ranged) vs. AC. If a save is allowed, the target rolls 
  1d20 and compares the result to their saving throw 
  target number.
  Magic Item: An attack roll or saving throw may be 
  needed or not, depending on the nature of the item.
  Combat
  34
  
                    35
  Surprise
  At the beginning of an encounter, the GM 
  may have one or both sides roll for surprise. Each 
  side that may possibly be surprised rolls a d6. That 
  side is surprised on a result of 1-2. This can be 
  determined for a group, or each member may roll 
  individually. The GM should decide this based on the 
  events leading to the combat. Two groups of heroes 
  meeting on a street to fight a duel would not need to 
  check for surprise at all, as the fight has been 
  arranged beforehand. A pair of assassins waiting to 
  ambush the characters would not be surprised by the 
  party...unless the party knows about the ambush! 
  Running into a monster in some ruins, either side 
  might be surprised as neither side would expect the 
  other to be there.
  Surprised characters may not make any 
  actions. They may defend themselves normally. After 
  the first round, a new character or group entering the 
  combat may surprise those already engaged. In such 
  a case, those already involved in the battle may 
  continue to attack each other, but none may aim 
  attacks at the new, surprising character that round.
  Ranged Attacks
  Ranged attacks are subject to range 
  modifiers: short +1, medium +0, long -1. Soft or 
  partial cover such as furniture, underbrush and other 
  characters impose a -2 penalty, and hard cover such 
  as stone walls or trees impose a -6 penalty. A 
  completely concealed character cannot be targeted.
  Tactical Attacks
  Tactical attacks are attempts to do something 
  besides damage in combat. The character rolls a d20 
  and adds their AB and Int modifiers to the roll. If the 
  total matches or beats the opponent's Tactical 
  Defense (TD), the attack is successful. The opponent 
  is usually not entitled to a saving throw, unless the 
  tactical attack would cause multiple effects, as noted 
  below. Some common tactical attacks include, but 
  are not limited to:
  Disarm: The opponent's weapon or some other held 
  item drops in a random location within 10'.
  Disrupt: The opponent's spell is prevented from 
  taking effect this round or next.
  Entangle: The opponent is wrapped up by a rope, 
  chain, cloak, etc. and takes a -2 penalty to all actions 
  and may not move until they make a contested 
  tactical attack roll or a ninpo Escape check TN 7.
  Escape: The character attempts to escape being 
  entangled, grappled or pinned.
  Hinder: The opponent is prevented from acting fully 
  in some way, such as having sand thrown in their 
  eyes, having their weapon entangled, or being struck 
  in a sensitive spot. Hindered characters suffer a -4 
  penalty to hit rolls for 1d4 rounds.
  Grapple: The attacker grabs onto the opponent. 
  Held characters take a -4 penalty to all actions 
  besides a contested tactics roll to escape the hold.
  Pin: A successful tactical attack against a grappled 
  opponent makes them immobilized and unable to 
  take actions except tactical attack rolls with a -4 
  penalty to escape the pin.
  Push: The opponent is knocked back 10' from his 
  current position.
  Sunder: A weapon or other held item is struck and 
  possibly broken. Roll normal damage and compare it 
  to the weapon's size and construction: Wood: S 4 hp, 
  M 8 hp, L 12 hp; Metal: S 6 hp, M 10 hp, L 18 hp. 
  For non-weapon items, compare the size of the item 
  to a similar size weapon. Glass and porcelain items 
  have only 1hp per size category. Treat leather as 
  wood and stone as metal. Magic items have triple the 
  normal amount of item hit points.
  Throw: The opponent falls prone (-4 to melee 
  attacks, -2 AC and TD against melee, +2 AC and TD 
  against ranged, use movement to stand) in any 
  location the attacker desires within 10', unless the 
  opponent saves vs. water.
  Trip: The opponent falls prone (-4 to melee attacks, 
  -2 AC and TD against melee, +2 AC and TD against 
  ranged, use movement to stand).
  Combat Rules and Procedures
  35
  
                    36
  Special Situations in Combat
  Charging: The attacker has a +2 bonus to hit, but -2 
  AC and TD for that round. Spear wielding characters 
  may brace to receive a charge, doing double damage 
  if they hit a character that charged that round. 
  Mounted characters with lances or spears deal double 
  damage if they charge opponents.
  Grenades and Indirect Weapons: The target area 
  for explosives, flasks of oil, or other indirect weapons 
  is AC 11. On a hit, all creatures in the area are 
  affected. On a miss, it affects an area 1d4 x5' away in 
  a random direction. Some indirect weapons allow a 
  save to avoid or reduce the effect, as defined in each 
  weapon's description.
  Improvised Weapons: When a character uses some 
  other item as a weapon, the item counts as a non- 
  proficient weapon (-2 penalty to hit), and deals 
  damage based on size: S 1d3, M 1d4, L 1d6.
  Non-proficient Weapon and Armor Use: 
  Characters using a non-proficient weapon are -2 to 
  hit. Non- proficiency in armor grants -2 to hit and to 
  saving throws. These penalties are cumulative.
  Parry:  The character focuses on defense for the 
  round, gaining +4 AC and +4 TD.
  Subdue:  Attacks are made as normal, and the 
  weapon deals subdual damage [S 1d4, M 1d6, L 
  1d8] which disappears after a one hour rest. Subdual 
  damage is totaled. When subdual damage surpasses 
  current hit points, the character falls unconscious until 
  the subdual damage is healed.
  Two Weapon Combat: Take a -2 penalty to hit. If 
  the attack hits, roll damage for both weapons, but 
  apply only the greater total as damage.
  Withdrawing from Melee: When a character 
  disengages, the opponent can make a normal or 
  tactical parting shot. A tactical attack can prevent the 
  opponent from disengaging.
  Psychic Duels [Optional]
  Two characters facing off and trying to size 
  each other up, intimidate each other, and calculate 
  their chances of defeating their foe without ever 
  actually drawing blades is a staple trope of chanbara 
  movies and TV. These are psychic duels. They are 
  appropriate for formal dueling, against leader-type 
  opponents, or when facing strong single monstrous 
  opponents. Psychic combat involves making attacks 
  against the opponent's Psychic Defense (PD), with 
  damage being dealt to Spirit Points (SP).
  Psychic Attack: 1d20+AB+d20 Cha modifier 
  [Monsters use 1d20+AB+number of * after their HD]
  Psychic Damage: base 1d8+d20 Cha modifier 
  [Monsters use 1d8+number of * after their HD]
  Psychic Defense: 10+d20 Wis modifier+level 
  [Monsters use HD+Morale score]
  Spirit Points: Int score+level [Monsters use HD
  +Intelligence: Low=5, Average=10, High=15, or roll 
  on 3d6 if variable]
  When a character's SP are reduced to 0, that 
  character has lost the duel. If the loser and winner 
  engage in actual combat any time within the next 
  week, the loser is at -2 to hit, damage and saves, and 
  the winner gains a +2 to hit and damage. The winner 
  may exact a promise or concession from the loser, as 
  if the loser were Awed or Cowed on the Reaction 
  Roll chart. Monsters with above animal intelligence 
  may be engaged in psychic duels. Monsters that lose 
  a psychic duel act as if losing a morale check.
  Poison
  Poisons can be divided into four categories. 
  If a monster has poison but type is not noted, assume 
  it is venom. If duration or strength is not noted, 
  assume it is a normal dose. When a character is 
  poisoned, they must save vs. wood or suffer the 
  effect. Every poison deals damage at the end of each 
  time unit of its duration. For deadly poison, death 
  occurs at the end of the duration if the damage does 
  not cause death earlier. Duration (damage) for each 
  type of poison is listed weak/normal/strong.
  Deadly – Save or die within 1d6 hours (1d4)/1d6 
  turns (1d6)/1d6 rounds (2d6).
  Narcotic – Become either paralyzed or asleep: 1d6 
  rounds (1)/1d6 turns (1d4)/1d6 hours (2d4).
  Toxin – Lose one or more senses for the duration: 
  1d6 hours (1d3)/3d6 hours (1d6)/1d6 days (1d8).
  Venom – Take -4 to attacks and saves and -2 to skill 
  and interaction checks: 1d6 turns (1d4)/1d6 hours 
  (1d8)/3d6 hours (1d10).
  36
  
                    37
  When characters are affected by special 
  hazards, they have a chance to avoid or lessen the 
  effects by passing a saving throw. The character rolls 
  a d20 and compares it to the TN listed in the chart. 
  The types of saving throw are based on the Taoist 
  five elements in their metaphysical sense, not a literal 
  one, in most cases. The spell or monster ability 
  requiring a save will say which category to use. 
  Creatures with an elemental affinity gain a +2 bonus 
  to that saving throw. Monsters use Yokai saving 
  throws unless otherwise specified.
  Disabilities
  Sometimes, special attacks may maim a 
  character. The following conditions apply:
  Loss of One Eye: All ranged attacks are penalized 
  by -2, and interaction/skill checks involving visual 
  perception are penalized by -1.
  Loss of Two Eyes: Blindness, see p. 38.
  Loss of One Hand: May not use two-handed 
  weapons/gear, and must pass a TN 7 Dex modified 
  2d6 check to cast spells. If the dominant hand is 
  severed, all attacks and damage rolls suffer a -1 
  penalty. Ninpo and interaction/skill checks involving 
  manual manipulation suffer a -2 penalty.
  Loss of Two Hands: May not use any weapons/
  hand-held gear, may not perform ninpo/interaction/
  skill checks involving manual manipulation, and may 
  not cast spells.
  Loss of One Foot: Speed reduced by ½, may not 
  run or jump, and ninpo/interaction/skill checks 
  involving locomotion suffer a -2 penalty.
  Loss of Two Feet: Speed reduced to ¼ (crawling), 
  may not run or jump, and most ninpo/interaction/skill 
  checks involving locomotion fail.
  Zatoichi Rule: After gaining 1 level, a maimed 
  character can eliminate the penalty for losing a single 
  body part by giving up one profile ability. A character 
  that has lost both acts as if having only lost one. If 
  another level is gained and another profile ability is 
  sacrificed, the character may act as normal.
  Saving Throws
  Level/HD
  Wood
  Water
  Metal
  Fire
  Earth
  Bushi 1-2
  12
  13
  14
  15
  16
  Bushi 3-4
  10
  11
  12
  13
  14
  Bushi 5-6
  8
  9
  10
  11
  12
  Bushi 7-8
  6
  7
  8
  9
  10
  Bushi 9-11
  4
  5
  6
  7
  8
  Bushi 12-14
  2
  3
  4
  5
  6
  Mahotsukai 1-4
  14
  15
  12
  16
  13
  Mahotsukai 5-8
  12
  13
  10
  14
  11
  Mahotsukai 9-12
  10
  11
  8
  12
  9
  Mahotsukai 13-14
  8
  9
  6
  10
  7
  Shinobi 1-3
  14
  16
  13
  12
  15
  Shinobi 4-6
  12
  14
  11
  10
  13
  Shinobi 7-9
  10
  12
  9
  8
  11
  Shinobi 10-12
  8
  10
  7
  6
  9
  Shinobi 13-14
  6
  8
  5
  4
  7
  Yokai 1-3
  13
  12
  16
  15
  14
  Yokai 4-6
  11
  10
  14
  13
  12
  Yokai 7-9
  9
  8
  12
  11
  10
  Yokai 10-12
  7
  6
  10
  9
  8
  Yokai 13-15
  5
  4
  8
  7
  6
  Yokai 16+
  3
  2
  6
  5
  4
  Saving Throws
  37
  
                    38
  When a character is reduced to 0 hit points, 
  they die. However, if healing magic is applied within 
  3 rounds of death, the character may save vs. wood 
  to be revived. Otherwise, only powerful spells such as 
  reincarnate may bring them back. 
  Wounded characters heal 1 hp per level for 
  each full day of rest. Ability scores that are damaged 
  or drained return at a rate of 1 point per day to each 
  ability that was reduced. For permanent injuries, see 
  Disabilities (p. 37).
  Subdual Damage
  Subdual damage represents getting buffeted 
  and battered. Tactical attacks can deal subdual 
  damage, and the GM may apply it in other situations 
  like a fall into water or meditating under a waterfall. 
  Subdual damage is totaled. When it surpasses current 
  hit points, the character falls unconscious until the 
  damage is healed. Subdual damage disappears after 
  a one hour rest, or with any application of healing.
  Charm: A charmed creature believes the charmer to 
  be a trusted friend. The victim is not a mindless slave, 
  but in general will do what the charmer wants unless 
  it involves betraying other friends or is obviously 
  suicidal.
  Curse: A cursed character suffers from a long-term 
  magical malady. Curses may be penalties to certain 
  action types, a phobia or inability to perform certain 
  actions, a transformation, etc.
  Deafness: Deaf creatures automatically fail hearing 
  related rolls, suffer AC -2 and TD -2, are surprised 1-
  4 on 1d6, and must pass a TN 7 Wis modified 2d6 
  check to cast spells.
  Entangled: An entangled creature takes a -2 penalty 
  to all actions and may not move until they make a 
  tactical attack to escape or an Escape check TN 7.
  Haste: A hasted creature moves double speed, taking 
  two actions per round. Only one spell can be cast.
  Invisibility: Invisible creatures gain AC/TD +4, +2 to 
  hit, and surprise others on a roll of 1-4 on 1d6.
  Loss of Smell: Characters who cannot smell are 
  surprised more often (+1 to the roll), and suffer -1 to 
  pertinent interaction checks.
  Loss of Taste: Characters who cannot taste suffer a 
  -2 to saves against ingested poisons, and suffer -1 to 
  pertinent interaction checks.
  Numbness: Loss of the sense of touch results in a -2 
  penalty to checks involving manual manipulation or 
  detection. There is a 1 in 6 chance each round that 
  items held in the hands are dropped. The GM should 
  keep track of hit points lost, not telling the player.
  Paralysis: Magically paralyzed creatures stand rigid, 
  are automatically hit in melee combat, and are AC -4 
  against ranged attacks. Naturally paralyzed creatures 
  fall prone but are automatically hit in melee combat.
  Petrification: Petrified creatures are turned to stone, 
  permanently until restored by magic, but are not 
  dead and suffer no harm as long as the stone form is 
  not destroyed. Damage to the statue may result in a 
  disability (see p. 37) or death if restored.
  Prone: Prone creatures are -4 to melee attacks and 
  -2 to AC and TD vs. melee attacks, but +2 to AC and 
  TD vs. ranged attacks. Standing is a move.
  Slow: Slowed creatures moves at half speed and 
  may only take an action every other round.
  Stun: Stunned characters may not take an action, 
  and suffer -4 to AC and TD.
  Swallowed: Some creatures can swallow a character 
  whole as a tactical attack, or if a natural 20 is rolled as 
  part of a normal attack. The swallowed character 
  takes 1d6 damage per round, but may attack the 
  insides (AC 11) with a small weapon.
  The effects of various conditions are 
  explained here. Spells, monster or character abilities, 
  poison, or tactical attacks may result in one or more 
  of the following conditions:
  Asleep/Unconscious: Sleeping and unconscious 
  creatures may be automatically hit with melee 
  weapons, but gain the bonuses of being prone (see 
  below) against ranged attacks. Sleeping creatures 
  automatically fail any saving throw that involves 
  movement (dodging area effects) but save as normal 
  against direct body or mind affecting attacks.
  Blindness: Blind creatures fail vision related rolls, 
  move at ½ speed unless directed by a companion, 
  suffer AC -4, TD -4, and may attack at -4 if guided or 
  the target is making noise.
  Healing, Death and Dying
  Special Conditions (Magical and Mundane)
  38
  
                    39
  A campaign is a series of adventures in a 
  setting, many of them thematically linked. In order to 
  build a satisfying campaign, interaction between the 
  players and the various NPCs in the world is vital. 
  Understanding the Allegiance system and how it 
  shapes play is vital to running a successful campaign. 
  Three suggested modes of play are provided here:
  Ghostbusting Human politics is mostly ignored in 
  favor of dealing with supernatural threats. Lieges may 
  have some influence on what threats are addressed, 
  but they mainly exist in the background as a means 
  for character advancement through donated treasure.
  Sweet Spot Supernatural threats exist alongside 
  more mundane ones. Human factions may ally with 
  or try to exploit Spirit Realm factions to gain 
  advantage. Liege conflicts should involve choices of 
  which threats to prioritize, and possible support 
  against these threats.
  Game of Thrones Supernatural threats are on the 
  sidelines and human conflicts are the priority. The 
  power struggles of lieges shape the course of the 
  story. Lieges will demand much of the PCs, and 
  consequences for not following the will of the liege 
  should be enforced.
  Political Upheaval
  Here are some suggestions for overarching 
  conflicts that could serve as a background for 
  “ghostbusting” play and as a focus for “game of 
  thrones” play. The ideas are modified from Japanese 
  history and may help give a campaign the right feel.
  Feuding Houses: Two or three major buke houses 
  vie for the emperor’s favor while an influential kuge 
  house quietly fills all positions of authority to usurp 
  control of the bureaucracy.
  War in the Capital: An imperial succession dispute 
  pits buke clans allied with the claimants against each 
  other. Provincial daimyo assert their independence.
  Imperial Restoration: The shogun has true 
  authority. The new emperor wants it back. 
  Supporters of the throne rebel and wage war against 
  the shogunate. 
  Warring States: The shogunate has fallen. Daimyo 
  carve out kingdoms from the former provinces. One 
  daimyo will eventually become the new shogun.
  Foreign Conquest: To keep daimyo from opposing 
  him, the shogun gathers an army to invade the 
  mainland. If the war goes well, daimyo will support 
  the shogun. But if things go sour, support will falter.
  Insurrection: The Realm is at peace, but the daimyo 
  are ambitious and many warriors are without a war to 
  fight. Inspectors try to root out disloyal elements while 
  those who would rebel try to gather strength in secret.
  Creating Lieges and Factions
  Whether a character's liege or an enemy 
  group, organizing basic information on factions can 
  help you to role play members. For each faction, you 
  should know their name (plus nicknames and aliases 
  if any), what sort of organization it is (feudal lordship, 
  religious organization, criminal enterprise, professional 
  or trade union, etc.), and its territory, including the 
  location of the headquarters. What sort of power 
  structure is there? Does the group have a public 
  representative or champion? If a liege, who is the 
  PC's contact? What is the size of the organization?
  What are the organization's principles? What 
  are their long term goals? What are their immediate 
  goals? What is stopping them from achieving these 
  goals? How do they reward service? The table on 
  page 41 can help answer these questions.
  Sample Liege Rewards
  Family Clan
  • Preferable arranged 
  marriage
  • Family heirloom 
  weapon or armor
  • Family heirloom 
  magic item
  • Clan Elder status
  • Sizable inheritance
  • Legitimizing a 
  bastard child 
  • Made Head of Clan
  Daimyo
  • Command of 2d6 
  ashigaru footmen
  • A sizable stipend
  • A magic item
  • A minor position of 
  authority
  • Command of a 
  garrison or outpost
  • A grant of land
  • A major position of 
  authority
  Ninja Clan
  • Access to special 
  services or equipment
  • 1d4 specialist 
  retainers
  • A job-enhancing 
  magic item
  • Promotion to 
  Chunin
  • Named instructor
  • Command of 3d8 
  Genin
  • Promotion to Jonin
  Temple
  • Free travel papers
  • A new spell book
  • A minor holy relic 
  (magic item)
  • Help on a quest
  • command of 1d6 
  acolytes
  • Appointed proctor 
  of a temple sector
  • A major holy relic
  • Named Head 
  Priest(ess)/Monk
  Ministry
  • Named Inspector 
  • Support staff of 1d8 
  specialists
  • An official expense 
  account
  • A preferential 
  appointment
  • Granting of a boon
  • Named Imperial 
  Agent
  • Seat on Minister’s 
  Council
  The GM should decide on what amounts of treasure need to be donated, or what services need to be rendered, 
  to gain any rewards. Each liege’s reward system should be unique in one or two ways.
  Setting Up the Campaign
  Campaign Styles
  39
  
                    40
  Some Adventure Seed Ideas
  •     Bakemono threaten a remote town where the 
  daimyo secretly has an illegal gold mine.
  •     A daimyo has abducted the lover of his hatamoto 
  lieutenant. The hatamoto plots revenge.
  •     A courtier is having nightmares about demons 
  possessing the emperor. Is it prophetic? Or is the 
  courtier putting on a hoax?
  •     On the autumn equinox, a bridge to the Island of 
  Oni appears near a fishing village. For some reason, 
  the oni do not raid the village.
  •     A temple was raided by yokai who stole the 
  sacred statues. The priests are desperate to get them 
  back.
  •     An enemy daimyo has paid brigands to terrify the 
  PCs' province. The brigands are in it for the money.
  •     A lone wolf ninja on the run aids the PCs but 
  demands their assistance in return.
  •     A young girl with prophetic powers went missing 
  in the mountains. She left behind strange drawings.
  •     An important NPC is sick, and only the dragon of 
  a remote lake knows the cure. Getting there is 
  dangerous, of course.
  •     Ghosts of those killed in an earthquake terrorize 
  a castle town. Residents demand the daimyo's child 
  be sacrificed to appease them.
  •     During a long winter, yuki-onna terrorize a 
  merchant town. The merchants want to keep their 
  smuggling operations a secret from the authorities.
  •     A ronin duelist brags about the location of great 
  treasures, but won't talk unless bested. He was 
  formerly the champion samurai of a hostile lord.
  A good adventure, whether in a dungeon, a 
  city or the wilderness, relies on three elements: 
  conflict, choice and reward. It's easy to draw a 
  dungeon or wilderness on graph paper, stock it with 
  monsters, traps and treasure, then let the PCs explore 
  it. Linking some conflicts, choices and rewards in an 
  adventure to the goals of the PCs and/or their lieges 
  creates a campaign. Not every goal needs to be 
  addressed in every adventure, but the more the 
  better as they give players greater motivation and 
  make choices more meaningful. 
  The Allegiance system and the three ways to 
  gain experience – Chousen (challenges), Giri 
  (obligations), and Ninjou (humanity) are the tools the 
  GM can use to make fun and thematically 
  appropriate adventures (see page 54 for more 
  details). Chousen means facing monsters, 
  adversaries, or dangerous situations. Giri is the 
  obligation to serve and gather treasure, resources or 
  people for lieges. Ninjou is the desire to do what is 
  right despite possible conflicts with the PC’s or a 
  lieges’ goals. The conflict between Giri and Ninjou is 
  the primary theme of chanbara fiction. See the list of 
  Inspirational Media on page 59 for ideas of how to 
  work conflicts of Giri and Ninjou into adventures so 
  that they are more than monster slaying and treasure 
  gathering. Conflicts with opponents and conflicts of 
  interest, choices of which opponents to face and how, 
  and different rewards for different actions make the 
  game fun and memorable. 
  Tailor Your Adventures
  Lieges may affect an adventure in several 
  ways. These categories of influence can also be 
  applied to NPC factions. 
  Information: The liege can provide hooks, rumors, 
  background, or clues to mysteries.
  Goals: The liege can assign the PC to defeat a threat, 
  recover an item, rescue a prisoner, or the like.
  Rewards: The liege can offer money, magic items, or 
  positions of authority as a motivator to the PCs to 
  complete some action.
  Assistance: The liege may have the resources or 
  ability to bypass a specific challenge the PCs face. 
  Manpower: The liege may supply men-at-arms, 
  hirelings, transportation, or other services. 
  Limitations: The liege may try to place limits on the 
  PCs' actions so that they assist the liege's goals. 
  Opposition: The liege may actively oppose the PCs, 
  typically through some agents.  
  Hindrances: The liege may refuse certain services if 
  the proposed actions of the PCs would be detrimental 
  to the liege.
  Creating Adventures
  40
  
                    41
  Well­Rounded Nobles, Daimyo, Abbots, Ministers, Clan Leaders, 
  and other important NPCs
  Determine a want, need and secret that motivate the NPC to act.
  Needs...             (1d12)
  1.   to repay a debt to (*)
  2.   to escape the influence of (*)
  3.   to remove (*) from power
  4.   to find an ally against (*)
  5.   to gain influence over (*)
  6.   to secure a legacy for (Associate)
  7.   the loyalty of (*)
  8.   to prove own honor to (*)
  9.   funds to defeat (*)
  10. the help of (*)
  11. to find the missing (*)
  12. to fulfill a duty to (Authority)
  Wants...             (1d12)
  1.   the respect of (*)
  2.   to impress (*)
  3.   to eliminate (*)
  4.   the love of (*)
  5.   to ally with (*)
  6.   to discredit (*)
  7.   to conquer (*)
  8.   to trade with (*)
  9.   to serve (*)
  10. the loyalty of (*)
  11. the wealth of (*)
  12. an item owned by (*)
  Secretly...           (1d12)
  1.   is under the influence of (*)
  2.   replaced by (*)'s agent
  3.   has been cursed by (Supernatural)
  4.   has a love-child with member of (*)
  5.   hates (*)
  6.   has made a deal with (*)
  7.   is selling information to (*)
  8.   has inside knowledge about (*)
  9.   committed a crime against (*)
  10. failed to assassinate (*)'s leader
  11. has influence over (*)
  12. is in league with (*)
  (*) Subtable List  (1d6)
  1.   Organization
  2.   Associate
  3.   Authority
  4.   Criminal
  5.   Religion
  6.   Supernatural
  Organizations     (1d8)
  1.   own clan
  2.   another clan
  3.   a peasant union
  4.   a craftsmen union
  5.   a firefighting brigade
  6.   a secret society
  7.   a martial arts society
  8.   a magical society
  Associate           (1d6)
  1.   a peer in a similar position
  2.   an immediate underling
  3.   a lover
  4.   a childhood friend
  5.   a parent or sibling
  6.   a teacher or master
  Authority           (1d10)
  1.   the emperor
  2.   the shogun
  3.   a great lord
  4.   a minor lord
  5.   a clan leader
  6.   a minister
  7.   a provincial governor
  8.   an inspector or government agent
  9.   a major daimyo
  10. a lesser daimyo
  Criminal          (1d12)
  1.   local yakuza
  2.   regional yakuza
  3.   a local ninja clan
  4.   a regional ninja clan
  5.   a lone wolf ninja
  6.   pirates
  7.   smugglers
  8.   counterfeiters
  9.   bandits
  10. outlaws
  11. rebels
  12. foreign spies
  Religion          (1d10)
  1.   a major sect
  2.   a minor sect
  3.   a cult
  4.   a local temple
  5.   a regionally influential temple
  6.   a local shrine
  7.   a charismatic hermit
  8.   a true prophet
  9.   a false prophet
  10. a militant monastery or convent
  Supernatural      (1d12)
  1.   a greater kami
  2.   a dragon
  3.   oni
  4.   tengu
  5.   kitsune
  6.   kappa
  7.   hannya
  8.   a ghost
  9.   bakemono
  10. a kirin
  11. the undead
  12. other yokai
  41
  
                    42
  Mid- to high level characters may earn 
  positions of authority or holdings from their lieges or 
  as a result of actions that occur in play. When that 
  happens, these guidelines may assist the GM with 
  running these situations. Because of the wide variety 
  of possible positions or types of holdings, the GM 
  should modify these basic rules to the specific 
  situation. 
  Positions
  Positions under a greater authority should 
  have a salary and specific duties. The character will 
  also have access to certain resources (underlings, 
  goods or services, access to information, etc.). Each 
  game month, the character draws the salary, and 
  must make a check using an appropriate background 
  skill. Those lacking an appropriate skill may make a 
  roll using 2d4 instead of 2d6. An ability score 
  modifier may be applied if appropriate. The effect on 
  the following month depends on the number rolled, 
  as shown in the chart below.
  Holdings
  Daimyo, abbot, minister, oyabun, clan elder,  
  ship captain,bandit prince: any position in which the 
  character has authority and rule over a group counts 
  as a holding. When a character earns a holding, the 
  GM should determine its population (residents, 
  parishioners, members, etc.), resources (income 
  sources), and starting performance level. Income is 
  determined by the population as annual income (ryo) 
  and monthly income (mon) by multiplying the 
  population x total resource value, and modifying for 
  the management and approval levels. This income 
  may be in goods and services, rather than simply 
  cash, depending on the holding. There may be taxes 
  (10 to 20%) upon the holding (to a feudal lord, 
  noble, clan, religion, etc.) depending on the type and 
  position of the leader. Total annual income should be 
  calculated at the beginning of the year and divided by 
  12, with 1/12 being adjusted each month (see below), 
  but the income gained at the end of the year.
  A holding begins with 1d4 resources. Roll 
  1d6 to find the value of each resource. Examples of a 
  yakuza’s resources might include petty theft (low), 
  extortion (average), or smuggling (high). A temple’s 
  might include agriculture (low), donations from 
  parishioners (average), or magical services (high). 
  Each holding starts with a random number of 
  resources of random value, so some holdings will be 
  more lucrative than others. There may be other 
  benefits or non-profit generating resources depending 
  on the type of holding.
  If the character receives three Inferior or 
  Major Blunder rolls in a row, the character will be put 
  on probation. If six rolls are below Satisfactory in a 
  year, or a character on probation has a Major 
  Blunder, they may be demoted or removed from 
  their position. If a character achieves three or more 
  Major Successes in a year and no Major Blunders, 
  they may be promoted, gaining a higher salary (10 to 
  20% increase) and more resources, but also more 
  duties.
  This system is somewhat abstract, so that it 
  can cover a wide variety of positions, such as a 
  samurai tax income from a small village, a merchant 
  captaining a ship, a priest tending a shrine, or even a 
  yakuza kashira (lieutenant) leading a gang. The GM 
  may come up with more specific effects for each 
  character's case. Wages and upkeep of various 
  specialists and retainers in the Equipment section may 
  give the GM ideas of pay rates for low level positions.
  Roll
  Performance
  Effect
  0-2
  Major Blunder Next check at -1, resources 
  and income reduced 20%
  3-5
  Inferior
  Resources and income 
  reduced 10%
  6-8
  Satisfactory
  No effect
  9-11
  Superior
  Resources and income 
  increased 10%
  12+
  Major Success Next check at +1, resources 
  and income increased 20%
  The leader’s performance is judged by two 
  criteria: management and approval. The starting 
  value of management is 25+1d20+Wisdom Score. 
  The starting value of approval is 25+1d20+Charisma 
  score. Each month, the leader must make TN 6 
  checks (2d6+modifier) for both management (Wis) 
  and approval (Cha). For each success, add 1d6 to the 
  score for that value, and for each failure subtract 
  1d6.The score for each criteria affects the 
  development of new resources, income, and 
  population. Unusual events may also occur (10% 
  chance per month), and they may be beneficial 
  (+1d10 to one or both scores) or detrimental (-1d10 
  to one or both scores) depending on the nature of the 
  event. Certain actions may mitigate a disaster, as 
  determined by the GM. Consult the chart below for 
  the effects of each of the scores. Insurrection 
  percentages are cumulative.
  Resource
  Value
  Low
  1
  Roll
  1-3
  Average
  2
  High
  3
  4-5
  6
  Positions and Holdings
  42
  
                    43
  In addition to basic administration, the 
  character is expected to protect and develop the 
  holding. Tax income or adventuring income can be 
  put into the holding to develop it. The GM should 
  decide how much money needs to be invested before 
  the holding improves or expands its resources or 
  population beyond the changes provided for by 
  performance scores.
  Examples of samurai's land holdings and a 
  shinobi clan are given, and can be used as a guide for 
  other types of holdings.
  Samurai Holdings: For meritorious service to his 
  daimyo, a young samurai (Wis 12, Cha 9) is granted 
  lordship over a rice and vegetable farming village 
  (two low value resources) with 250 residents 
  (population). The samurai rolls 15 for management 
  and 9 for approval, resulting in starting values of 
  management: 52, approval: 43. Neither provides a 
  boost or drain on the holding’s income and 
  population at first.
  The samurai gains two koku of rice (one 
  koku is worth 1 ryo), or equivalent goods and 
  services, from each resident per year (500 ryo, or 41 
  ryo 33 mon 7 zeni per month). The samurai gains 2 
  mon per resident each month (500 mon), from taxes 
  on artisans and merchants. The samurai is expected 
  to pay 20% of this income to the daimyo. Up to 10% 
  of the population will serve the samurai as ashigaru 
  soldiers, who require upkeep but no pay except 
  during wartime or other hazardous duty. The samurai 
  may hire other soldiers or recruit mercenaries as 
  normal. If the daimyo declares war, the samurai must 
  muster his forces to aid his lord.
  Shinobi Clan: A jonin ninja (Wis 11, Cha 15) 
  ascends to the command of her clan upon the death 
  of the former master. Due to a war with another clan, 
  there are only 22 active members and the clan’s only 
  resource at the moment is information gathering (a 
  high value resource). The ninja rolls 19 for 
  management and 16 for approval, resulting in starting 
  values of management: 55 and 56 for approval. 
  Because the new master’s approval is high, the 
  portion of annual income generated this month is 5% 
  greater than normal.
  The ninja earns 3 ryo per year for each 
  member from information gathering activities (66 ryo, 
  or 5 ryo 25 mon per month), and in the first month at 
  least gains an additional 13 mon 15 zeni because of 
  her high approval rating. Each member of the clan 
  donates 3 mon per month in dues, for a monthly 
  income of 66 mon. The ninja master does not owe 
  any money to any higher authorities, so gets to keep 
  all of this income. Additionally, the master can rely on 
  three kagemusha spell-casters to aid in dealing with 
  any supernatural threats.
  Management
  Score
  Approval*
  -20% monthly income, 60% chance 1 resource degrades, 
  50% chance of insurrection
  0
  -20% annual income, monthly population decrease 
  -30%, insurrection
  -15% monthly income, 40% chance 1 resource degrades, 
  20% chance of insurrection
  1-5
  -15% annual income, monthly population decrease 
  -20%, 50% chance of insurrection
  -10% monthly income, 25% chance 1 resource degrades, 
  10% chance of insurrection
  6-10
  -10% annual income, monthly population decrease 
  -10%, 25% chance of insurrection
  -5% monthly income, 15% chance 1 resource degrades
  11-20
  -5% annual income, monthly population decrease -5%
  -5% monthly income, 5% chance 1 resource degrades
  21-30
  -5% annual income, monthly population decrease -1%
  -5% monthly income
  31-40
  -5% annual income
  No Effect
  41-55
  No Effect
  +5% monthly income
  56-70
  +5% annual income
  +5% monthly income, 10% chance 1 resource improves
  71-80
  +5% annual income, monthly population increase +1%
  +5% monthly income, 20% chance 1 resource improves
  81-90
  +5% annual income, monthly population increase +5%
  +10% monthly income, 30% chance 1 resource 
  improves, 10% chance to gain new resource (low value)
  91-95
  +10% annual income, monthly population increase 
  +10%
  +10% monthly income, 10% chance to develop a new 
  resource (average value)
  96-99
  +10% annual income, monthly population increase 
  +15%
  +15% monthly income, 10% chance to develop a new 
  resource (high value)
  100
  +10% annual income, monthly population increase 
  +20%
  *Changes in annual income from Approval affect only the 1/12 portion of annual income gained that month.
  Insurrection: no income can be collected unless by force, underlings or the population may oppose the leader. 
  Resource Changes: A resource that degrades drops one level (high becomes average, average becomes low, low 
  disappears). A resource that improves rises one level (low becomes average, average becomes high, high becomes one high 
  and one low resource)
  43
  
                    44
  The following information will help 
  understand the monster stat blocks. An apostrophe * 
  after a monster name means the creature can only be 
  damaged by spells and magic weapons. Monster type 
  and elemental affinity if any are listed in brackets after 
  the name.
  Armor Class (AC)/Tactical Defense (TD): The 
  numbers needed to hit with normal and tactical 
  attacks. For normal animals, only one number is 
  listed unless they are different.
  Hit Dice (HD): d12s unless otherwise noted. If using 
  these creatures in other OSR games, use d8s for 
  determining hit points or as per that system.
  Move: distance moved in one turn (one round). 
  Attack (Att): number and type of attacks. AB equals 
  HD. (½ HD or less AB=0)
  Attacks (Att): number and type of attacks
  Damage (Dmg): how much damage each attack 
  deals. Poison is listed by type, assume normal 
  strength unless noted. “swallow 20” means the target 
  is swallowed whole on a natural 20.
  Number Appearing (NA): typical number 
  encountered in a dungeon (dungeon lair or 
  wilderness)
  Morale (Mle): roll over on 2d6 and the monsters 
  surrender or flee.
  Intelligence (Int): typical level, roll 3d6 if variable.
  Treasure Type (TT): typical treasure for a lair 
  [individual].
  Experience Points (XP): Chousen XP for each 
  monster defeated.
  All human NPC types and normal animals 
  save as bushi of a level equal to their HD unless 
  noted otherwise. All monsters save as yokai of a level 
  equal to their HD. Some monsters have special 
  attacks that work like spells, which are detailed in the 
  description.
  Ashigaru/Brigand/Thug
  13, 12
  NA 2d6 (6d6)
  1
  Mle 7
  120(40)
  Int varies
  1 weapon
  TT C [A]
  by weapon
  XP 10
  Ashigaru are foot soldiers of commoner status. They 
  typically wear only light armor, but may be armed 
  with spears, swords, bows or even muskets. Daimyo 
  swell the ranks of their armies with these soldiers, and 
  in times of peace former ashigaru may turn brigand. 
  Thugs may be yakuza enforcers or simple ruffians.
  Commoner
  NA 1d8 (6d6)
  Mle 5
  Int varies
  TT nil or D
  XP 5
  Commoners are divided into four status groups, 
  Farmers, Artisans, Merchants, and Untouchables 
  (Eta). None have impressive combat ability, but in 
  mobs may be dangerous. Wealthy artisans, 
  merchants or peasant collectives hire mercenaries or 
  yakuza to defend them.
  Daimyo
  18, 14
  NA 0 (1 +retinue of 4d6)
  4 or more
  Mle 9
  60(20)
  Int varies
  1 weapon
  TT G [C, J]
  by weapon +1
  XP 75 or more
  Daimyo are samurai who rule over one or more 
  provinces as a feudal warlord. They may be leaders 
  of a clan, rule through military might, or because they 
  were installed by the Shogun. Most are competent 
  warriors, who lead their armies directly on the 
  battlefield. They may have any bushi profile abilities. 
  Their retinues are a mix of warriors and servants.
  AC/TD
  HD
  Move
  Att
  Dmg
  10, 11
  ½
  120(40)
  1 weapon
  by weapon
  AC/TD
  HD
  Move
  Att
  Dmg
  AC/TD
  HD
  Move
  Att
  Dmg
  Duelist
  AC/TD 15, 17
  NA 1 (1d2)
  HD
  5
  Mle 9
  Move
  120(40)
  Int varies
  Att
  2 weapons
  TT A
  Dmg
  by weapon +3
  XP 175
  Duelists are usually ronin who wander the lands 
  looking for other warriors with which to duel to prove 
  their prowess. Some belong to formal dueling 
  schools, others are basically vagrants, often selling 
  their services to daimyo as sword instructors as a way 
  to earn a living. They have kensei profile abilities.
  Genin/Kunoichi Ninja
  AC/TD 14, 15
  NA 1d10 (3d12)
  HD
  1 or 2
  Mle 7
  Move
  120(40)
  Int varies
  Att
  1 weapon
  TT A, J
  Dmg
  by weapon
  XP 10/20
  Genin are the lowest ranked members of a ninja clan. 
  Kunoichi are female shinobi. They may be on a 
  mission for their clan or employer. Their leaders are 
  chunin (middle ranked) ninja with 4 to 6HD. Jonin 
  (high ranked) ninja with 7HD or more are rarely 
  encountered outside the lair. NPC ninja may have 
  abilities of any shinobi profile, and save as shinobi.
  Monsters
  Human NPC Types
  44
  
                    45
  Yojinbo
  AC/TD 16, 16
  NA 1d6 (1d8)
  HD
  4
  Mle 10
  Move
  90(30)
  Int varies
  Att
  1 weapon
  TT B
  Dmg
  by weapon
  XP 75
  Yojinbo are bodyguards. They may be samurai 
  devoted to protecting their lord at all costs, or could 
  be ronin who have hired on to protect anyone who 
  can pay their asking price.
  Hatamoto
  AC/TD 19, 15
  NA 1d6 (1d10)
  HD
  6
  Mle 11
  Move
  90(30)
  Int varies
  Att
  2 weapons
  TT D
  Dmg
  by weapon +2
  XP 275
  Hatamoto, or flag-bearers, are the heroic champions 
  of a daimyo's army. Through their service on the 
  battlefield and devotion to their lord, they have 
  shown themselves to be paragons of Bushido. 
  Hatamoto have profile abilities as a samurai.
  Oniwabanshu
  AC/TD 15, 14
  NA 3d4 (3d12)
  HD
  3
  Mle 9
  Move
  120(40)
  Int varies
  Att
  1 weapon
  TT B
  Dmg
  by weapon
  XP 35
  Oniwabanshu, or “honored garden officials” are a 
  type of shinobi who serve daimyo or the shogun as 
  plain clothes bodyguards and undercover agents. 
  They appear to be menial workers when protecting 
  their lord. When investigating under cover, they may 
  have any type of disguise. Oniwabanshu have profile 
  abilities as a ninja or taijutsuka. They save as shinobi.
  Priest/Monk/Nun
  AC/TD 12, 13
  NA 1d12 (4d6)
  HD
  1 to 3
  Mle 7
  Move
  120(40)
  Int varies
  Att
  1 weapon
  TT C [A]
  Dmg
  by weapon
  XP 10/20/35
  Priests, monks and nuns work in temples and shrines, 
  or wander as mendicants. One in ten casts spells as a 
  soryo, and one in four has sohei or taijutsuka abilities. 
  They save as mahotsukai.
  Ronin
  AC/TD 14, 15
  NA 3d4 (3d10)
  HD
  1 to 10
  Mle 8
  Move
  120(40)
  Int varies
  Att
  1 weapon
  TT B
  Dmg
  by weapon
  XP by HD
  Ronin are masterless samurai. They may be 
  mercenaries, or may be acting as bandits. Their 
  leader (5 to 10 HD) will always have samurai profile 
  abilities, and others may at the GM's option.
  Yakuza
  AC/TD 13, 13
  NA 2d6 (3d12)
  HD
  1
  Mle 8
  Move
  120(40)
  Int varies
  Att
  1 weapon
  TT F [A]
  Dmg
  by weapon
  XP 10
  Yakuza are gangsters and extortionists, known for the 
  colorful tattoos with which they cover their torsos and 
  arms. They run seedy gambling dens, prostitution 
  rings, and protection rackets. They also serve as 
  guardians of the commoners against the brutalities of 
  the upper classes. Leaders (oyabun) will have higher 
  hit dice, and possibly bushi or shinobi profile abilities.
  Yamauba
  AC/TD 10, 15
  NA 1d4 (1d4)
  HD
  4**
  Mle 6
  Move
  120(40)
  Int varies
  Att
  1 weapon
  TT K
  Dmg
  by weapon
  XP 175
  Yamauba, sometimes called yamanba, are dark- 
  skinned crones who inhabit lonely mountain passes, 
  preying on travelers or kidnapping children from 
  villages. Occasionally they raise the child, teaching 
  them magical secrets, but usually victims are eaten. 
  Yamauba cast yamabushi spells 3/2/1. They save as 
  mahotsukai.
  Yamauba
  45
  
                    46
  Ant, Giant: AC 17; HD 4*; Mv 180(60); 1 bite 2d6; 
  NA 2d4 (4d6); Mle 7; XP 125
  Apatosaurus: AC 15; HD 26; Mv 60(20); 1 bite, 1 
  tail 2d6/3d6; NA 0 (1d3); Mle 8; XP 4300
  Bat, Giant: AC 15; HD 2*; Mv fly 180(90); 1 bite 
  1d4+toxin; NA 3d6 (1d10); Mle 5; XP 25
  Bear, Black: AC 14; HD 4; Mv 120(40); 2 claws 1 
  bite 1d4/1d4/1d6; NA 1d4 (1d4); Mle 7; XP 75
  Beetle, Giant: AC 18 TD 14; HD 6; Mv 120(40); 1 
  bite 2d8; NA 1d3 (1d6); Mle 9; XP 275
  Cockroach, Monstrous: AC 19; HD 5; Mv 150(50); 
  1 bite 1d10; NA 3d6 (2d4); Mle 6; XP 175
  Cormorant, Carnivorous: AC 16; HD 4; Mv 
  240(80); 1 beak 1d10; NA 0 (3d6); Mle 8; XP 75
  Crab, Giant: AC 18 TD 15; HD 5; Mv 60(20); 2 
  claws 1d10/1d10; NA 1d4 (1d6); Mle 7; XP 175
  Crocodile: AC 15; HD 4; Mv 120(40) sw 150(50); 1 
  bite 1d8; NA 0 (1d6); Mle 8; XP 75
  Crow/Raven: AC 17; HD 1; Mv fl 150(50); 1 peck 
  1d3; NA 2d4 (4d8); Mle 6; XP 10
  Deer: AC 14; HD 2; Mv 120(40); 1 butt 1d6; NA 0 
  (2d10); Mle 4; XP 20
  Dimetrodon: AC 15; HD 7; Mv 120(40); 1 bite 2d8; 
  NA 1d2 (1d6); Mle 8; XP 450
  Dog, Guard/Hunting: AC 12; HD 2; Mv 150(50); 1 
  bite 1d6; NA 2d6 (2d6); Mle 7; XP 20
  Dragonfly, Giant: AC 16; HD 6; Mv fl 150(50); 1 
  bite 1d10; NA 1d6 (1d6); Mle 7; XP 275
  Eel, Shrieking: AC 13; HD 6; Mv 120(40); 1 bite 2d6; 
  NA 0 (1d6); Mle 6; XP 275
  Frog, Killer: AC 13 TD 17; HD 6*; Mv 90(30); 1 bite 
  1d12 (swallow 20); NA 2d6 (3d4); Mle 8; XP 500
  Grasshopper, Giant: AC 15; HD 4*; Mv 120(40); 1 
  butt 1d8 (charge); NA 1d12 (1d12); Mle 6; XP 125
  Hawk/Falcon: AC 16; HD 1; Mv fl 240(80); 2 claws 
  1 bite 1d2/1d2/1d3; NA 0 (1d8); Mle 6; XP 10
  Hornet, Giant: AC 15 TD 17; HD 2*; Mv fl 120(40); 
  1 sting 1d4+venom; NA 2d6 (2d6); Mle 9; XP 25
  Horse, Draft: AC 13; HD 3; Mv 120(40); 2 hooves 
  1d4/1d4; NA 0 (domestic); Mle 7(9); XP 35
  Horse, Riding: AC 13; HD 2; Mv 240(80); 2 hooves 
  1d4/1d4; NA 0 (10d10); Mle 7; XP 20
  Horse, War: AC 13; HD 3; Mv 180(60); 2 hooves 
  1d6/1d6; NA 0 (domestic); Mle 9; XP 35
  Jellyfish, Giant: AC 12; HD 3*; Mv sw 60(20); 2 
  stings 1d4+narcotic; NA 0 (3d4); Mle 12; XP 50
  Lizard, Giant: AC 16 TD 13; HD 3; Mv 120(40); 1 
  bite 2d4; NA 1d6 (1d10); Mle 7; XP 35
  Mammoth: AC 17; HD 15; Mv 120(40); 2 tusks 
  2d6/2d6 or trample 4d8; NA 0 (2d8); Mle 8; XP 1350
  Monkey: AC 14 TD 15; HD 1; Mv 120(40); 1 bite 
  1d4; NA 2d6 (1d8); Mle 7; XP 10
  Octopus, Giant: AC 11 TD 14; HD 6; Mv 90(30); 8 
  grabs 1d6 each; NA 1d2 (1d2); Mle 6; XP 275
  Pteranodon: AC 14; HD 5; Mv 180(60); 1 bite 1d12; 
  NA 1d4 (2d4); Mle 8; XP 175
  Rat, Normal: AC 13; HD 1/8*; Mv 90(30); 1 bite per 
  5 rats weak toxin; NA 5d10 (2d10); Mle 5; XP 2
  Rat, Giant: AC 13; HD ½*; Mv 90(30); 1 bite 
  1d4+normal toxin; NA 3d6 (3d10); Mle 6; XP 6
  Serow (goat­antelope): AC 16; HD 3; Mv 120(40); 
  1 butt 1d6; NA 0 (2d4); Mle 6; XP 35
  Shark, Large: AC 12 TD 13; HD 5; Mv sw 120(40); 
  1 bite 2d8; NA 0 (1d4); Mle 10; XP 175
  Shark, Small: AC 12 TD 13; HD 2; Mv sw 120(40); 
  1 bite 1d6; NA 0 (3d4); Mle 10; XP 20
  Smilodon: AC 14; HD 8; Mv 150(50); 2 claws 1 bite 
  1d8/1d8/2d8; NA 1d4 (1d4); Mle 10; XP 650
  Snake, Constrictor: AC 14; HD 5; Mv 120(40); 1 
  bite 1 squeeze 1d4/2d4; NA 1d3 (1d3); Mle 8; XP 175
  Snake, Poisonous: AC 13; HD 1*; Mv 120(40); 1 
  bite 1d4+venom; NA 1d6 (1d8); Mle 7; XP 13
  Spider, Giant: AC 16; HD 4*; Mv 150(50); 1 bite 
  1d6+venom; NA 1d4 (1d4); Mle 8; XP 125
  Tiger: AC 14; HD 6; Mv 150(50); 2 claws 1 bite 
  1d6/1d6/1d12; NA 1 (1d6); Mle 9; XP 275
  Triceratops: AC 18; HD 11; Mv 90(30); 1 gore/ 1 
  trample 3d6/3d6; NA 1d4 (1d4); Mle 8; XP 1300
  Turtle, Giant: AC 19 TD 17; HD 8; Mv 45(15); 1 
  bite 2d6 (swallow 20); NA 1d4 (1d4); Mle 7; XP 650
  Tyrannosaurus: AC 17; HD 20; Mv 120(40); 1 bite 
  6d6 (swallow 20); NA 1 (1d2); Mle 11; XP 3100
  Wild Boar: AC 15 TD 13; HD 4; Mv 120(40); 1 gore 
  2d6; NA 1d6 (1d6); Mle 10; XP 75
  Wolf: AC 12; HD 3; Mv 150(50); 1 bite 1d8; NA 2d6 
  (3d6); Mle 8; XP 35
  Wolf, Dire: AC 14; HD 5; Mv 150(50); 1 bite 2d4; 
  NA 1d4 (2d4); Mle 7; XP 175
  Normal Animals
  46
  
                    47
  Monsters
  Akaname [Yokai, Earth]
  AC/TD 15, 15
  NA 1d3 (0)
  HD
  4*
  Mle 6
  Move
  120(40)
  Int low
  Att
  1 lick
  TT F
  Dmg
  special
  XP 125
  Akaname are red-skinned, long-tongued, gangly 
  yokai that live in cesspits and latrines. They often 
  surprise (4 in 6 chance), striking when their victim is 
  defecating and licking the target's bottom. If their 
  tongue hits bare skin (a tactical attack), roll 1d6 for 
  the effect:
  1) nauseous for 1 minute (-2 to Att, AC, TD, saves)
  2) confused for 1 minute (unable to act, may defend)
  3) drained of 1d8 points of Strength (returns at 1/day)
  4) infected with a disease (no healing for 1d6 days)
  5) enervated (lose 1d4 bonus dice)
  6) roll twice, ignore further rolls of 6
  Akaname
  Ao­andon [Undead, Fire]
  AC/TD 15, 12
  NA 1d4 (0)
  HD
  3*
  Mle 12
  Move
  60(20)
  Int average
  Att
  1 touch
  TT J
  Dmg
  1d10
  XP 50
  Ao-andon are horned female ghosts made of blue 
  flame that haunt andon (candle or oil lanterns in a 
  rectangular wood and paper shade). They can cast 
  the spells hold person and summon lesser spirit once 
  per day. They protect the building and rightful 
  residents where their lantern rests.
  Bake­Neko [Yokai]
  AC/TD 14, 14
  NA 1d4+1 (1d4+1)
  HD
  3**
  Mle 7
  Move
  120(40)
  Int high
  Att
  2 claws
  TT C
  Dmg
  1d6/1d6
  XP 65
  Bake-Neko, or nekomata, are feline humanoids that 
  live in remote forests. They sometimes infiltrate 
  human communities to prey on children or steal 
  supplies they cannot manufacture. They cast 
  yamabushi spells 3/2/1.
  Bakemono [Yokai, any or none]
  AC/TD 13, 13
  NA 3d10 (10d10)
  HD
  ½*
  Mle 6
  Move
  90(30)
  Int varies
  Att
  1 claw or weapon
  TT [A]
  Dmg
  1d4 or by weapon
  XP 6
  Bakemono are small, malformed humanoid yokai. 
  Their bodies mix animal, human and inanimate 
  object parts. They are the most common yokai, often 
  bullied into acting as soldiers by oni or other powerful 
  creatures. They can cast a 1st level spell of any type. 
  Leaders are HD 2* and cast spells 2/1 (XP 25).
  Basan [Monster, Wood]
  AC/TD 11, 15
  NA 1d4 (2d6)
  HD
  ½*
  Mle 5
  Move
  60(20) fly 120(40)
  Int animal
  Att
  1 beak
  TT nil
  Dmg
  1d3
  XP 6
  Basan are large fowl with bright plumes on their 
  heads and flowing tail feathers. They are not 
  aggressive, but defend themselves when pressed. 
  They can breathe a gout of ghost-fire 10' long, which 
  does no damage to mortal creatures but deals 2d4 
  fire damage to spirits and undead. Yokai hunters seek 
  to capture and train young basan to aid them in their 
  work.
  Bakemono
  47
  
                    48
  Crab­Men [Monster]
  AC/TD 19, 13
  NA 1d4 (1d12)
  HD
  5
  Mle 9
  Move
  60(20)
  Int low
  Att
  2 claws, 1 weapon
  TT C
  Dmg
  1d10/1d10/by wpn
  XP 175
  After a great naval battle, the ghosts of the defeated 
  samurai possessed crabs rather than being reborn. 
  Those crabs developed into semi-intelligent creatures 
  that walk upright on four legs. They are warlike, but 
  cannot live outside of water for more than a few 
  hours. Coastal villages fear their raids.
  Dragon [Spirit, Earth or Water]
  AC/TD 23, 24
  NA 1d2 (1d4)
  HD
  15*****
  Mle 10
  Move
  90(30) fly 180(60)
  Int high
  Att
  2 claws, 1 bite
  TT I
  Dmg
  1d8/1d8/3d6
  XP 7200
  Dragons are among the most powerful of the spirit 
  creatures. They are 50' long wingless, glistening 
  serpents with four legs, shaggy manes and beards, 
  and antlers on their heads. While physically similar, 
  there are three types of dragons with different magical 
  powers described here. All dragons cast spells as a 
  14th level mahotsukai: 6/4/4/4/3/3.
  Jade Dragons [Earth] are the dragons of the land. 
  Living closest to mortals, they are the least trusting of 
  the dragons. They can summon 1d8 large normal 
  land animals, which arrive in 1d4 rounds, to aid them 
  in battle. They also can breathe a 20' radius cloud of 
  paralyzing smoke (save vs. metal or paralyzed 1d10 
  rounds) once per turn. They cast yamabushi spells.
  Mist Dragons [Water] are the dragons of the sky. 
  They are prone to making snap decisions about 
  whether to punish evil-doers or reward the just. They 
  can create a storm (no missile fire, half movement, 
  3d4 damage save vs. water for ½) in a 250' radius, 
  duration 1 hour, once per day. They can breathe a 
  60' long, 30' wide cone of sleep gas (save vs. fire or 
  sleep for 1d4 hours) once per turn. They cast 
  onmyoji spells.
  Pearl Dragons [Water] are the dragons of the 
  waters. While haughty, they are loyal and true. They 
  can summon 1d8 large normal sea animals, which 
  arrive in 1d4 rounds, to aid them in battle. They can 
  breathe a 10' wide, 100' long line of ice (save vs. 
  water or held immobile for 1d12 rounds) once per 
  turn. They cast soryo spells.
  Fish Warrior [Yokai, Water]
  AC/TD 17, 13
  NA 1d8 (4d6)
  HD
  3
  Mle 8
  Move
  walk/swim 120(40)
  Int average
  Att
  1 weapon
  TT J
  Dmg
  by weapon
  XP 35
  Fish Warriors, or uo-musha, are the soldiers and 
  guardians of the pearl dragons. They are typically 
  encountered in a dragon's underwater palace, but 
  may also be encountered on missions. While they can 
  operate on dry land, they must return to the sea by 
  sunrise of the next day or die.
  Gaikotsu [Undead]
  AC/TD 13, 11
  NA 2d10 (3d10)
  HD
  1
  Mle 12
  Move
  90(30)
  Int nil
  Att
  1 weapon
  TT A
  Dmg
  by weapon
  XP 10
  Gaikotsu are animated skeletons of people or 
  animals. When not controlled by a monster or 
  mahotsukai, they may behave erratically. They are 
  immune to mind control, poison, and cold.
  Gaki [Undead]
  AC/TD 16, 14
  NA 1d4 (1d6)
  HD
  4*****
  Mle 10
  Move
  120(40)
  Int low
  Att
  1 grab
  TT E
  Dmg
  1d8+disease
  XP 325
  Gaki were wicked humans, punished to become 
  hungry ghosts. They are found in ruins or cemeteries. 
  If they grab an opponent, they suck blood for 
  automatic damage each round. Victims must save vs. 
  metal or suffer a fever-inducing disease that prevents 
  natural or magical healing and gives -2 to attacks and 
  saves. The disease lasts 2-5 days. Gaki regenerate 2 
  hit points per round, and cast yamabushi spells 3/2/1.
  Gaki
  48
  
                    49
  Giant Carp [Monster]
  AC/TD 14, 17
  NA 1d2 (1d6)
  HD
  8
  Mle 6
  Move
  swim 150(50)
  Int low
  Att
  1 bite
  TT D
  Dmg
  2d8
  XP 650
  These gigantic fish can be found in fresh or salt water, 
  and often attack swimmers or small boats. On a 
  natural 20, they swallow human-sized opponents 
  whole. Rumors say they can talk and grant wishes.
  Ghost* [Undead]
  AC/TD 18, 15
  NA 1 (1)
  HD
  8**
  Mle 8
  Move
  120(40) fly 90(30)
  Int average
  Att
  2 touches
  TT E
  Dmg
  see below
  XP 1750
  Two types of ghosts are presented here, yurei and 
  onryo. Both are spirits of the dead who cannot rest 
  due to some wrong. If righted, the ghost disappears to 
  the netherworld. Other types of ghosts are possible.
  Yurei* are spirits of regret, seeking to fulfill some 
  objective that their death prevented. Their bodies can 
  be material or insubstantial at will during the night, 
  but they must remain in one form through the day. In 
  material form their attacks deal 1d6 damage, but in 
  immaterial form their attacks weaken those touched  
  (-2 to attacks, skills, saves) for one hour unless the 
  victim can save vs. metal. They can cast the spells 
  charm person and hold monster each once per day.
  Onryo* are spirits of vengeance, seeking to haunt, 
  hurt, or even kill those that wronged it in life. They 
  appear dressed in white, with unkempt long black 
  hair and pasty white faces. They are always 
  immaterial. An onryo's attacks drain ki from the 
  target, dealing 1d8 damage each. They can curse one 
  victim per day (save vs. earth resists), which may take 
  the form of insanity, blindness, bad luck (roll two 
  d20s, take the lower), etc.
  Gozu Oni* [Spirit]
  AC/TD 20, 15
  NA 1 (1d4)
  HD
  8*
  Mle 10
  Move
  150(50)
  Int average
  Att
  2 weapons
  TT G
  Dmg
  by weapon x2
  XP 1200
  Also known as the ox-faced demon, these oni are 
  larger and more powerful than common oni. Gozu 
  stand 10' tall, and have horned bovine faces atop 
  hairy humanoid bodies. They usually fight with over-
  sized weapons which deal double normal damage. 
  They are sometimes encountered with mezu oni.
  Hannya [Yokai]
  AC/TD 15, 14
  NA 1d8 (4d8)
  HD
  2
  Mle 8
  Move
  120(40)
  Int low to average
  Att
  2 weapons
  TT C [A]
  Dmg
  by weapon
  XP 20
  Hannya are pale, demon-faced humanoids, spawned 
  by a grandmother hannya and a human victim. They 
  fight with one weapon in each hand, or use martial 
  arts (1d6 damage). Some have shinobi levels. They 
  are employed as thugs and assassins by unscrupulous 
  daimyo or decadent merchants.
  Hannya, Grandmother [Yokai]
  AC/TD 17, 17
  NA 1d4 (1d3)
  HD
  8*****
  Mle 7
  Move
  120(40)
  Int high
  Att
  2 claws, 1 bite
  TT G+J
  Dmg
  1d4/1d4/1d6
  XP 3400
  Grandmother Hannya are ugly hags with the lower 
  bodies of giant snakes. They cast onmyoji spells 
  5/4/3/2/1. In addition, they can attempt to hypnotize 
  victims (save vs. earth to resist) three times per day. 
  In combat, they can entangle as a tactical attack and 
  squeeze victims with their tails for an automatic 2d4 
  damage each round after they hit (Escape TN 11). 
  They use illusions and hypnosis to lure victims to their 
  lairs, to eat and to sire hannya offspring.
  Hitotsume Kozo [Spirit]
  AC/TD 15, 12
  NA 2d6 (4d6)
  HD
  3
  Mle 7
  Move
  120(40)
  Int low
  Att
  1 claw
  TT B
  Dmg
  1d6
  XP 35
  These cycloptic demons appear as twisted versions of 
  young boys, monks, old women, etc. They have 
  limited intelligence, and are easily commanded into 
  service by more powerful creatures.
  Hannya
  49
  
                    50
  Jikininki [Undead]
  AC/TD 12, 12
  NA 3d8 (3d8)
  HD
  2
  Mle 12
  Move
  60(20)
  Int animal
  Att
  1 strike
  TT nil
  Dmg
  1d8
  XP 20
  Jikininki are nearly mindless undead creatures that 
  hunger for human flesh. They are immune to any sort 
  of mind control, poison, and cold damage.
  Kamaitachi [Monster]
  AC/TD 16, 14
  NA 1d8 (1d8)
  HD
  1*
  Mle 8
  Move
  240(80)
  Int animal
  Att
  2 claws
  TT nil
  Dmg
  1d6/1d6
  XP 13
  Kamaitachi are weasel-like creatures with razor-sharp 
  claws. They are wind creatures, and fly at fast speeds 
  to attack, slashing out at victims. They can create a 
  10' radius whirlwind that deals 1d4 damage and 
  forces those inside to save vs. metal or be knocked 
  prone.
  Jorogumo [Monster]
  AC/TD 18, 17
  NA 1d3 (1d4)
  HD
  6**
  Mle 9
  Move
  150(50)
  Int high
  Att
  2 claws, 1 bite
  TT F
  Dmg
  1d8/1d8/1d6+[poison]
  XP 725
  Patient hunters with spider bodies and human heads, 
  a jorogumo's bite is strong deadly poison. Victims 
  must save vs. wood or die in 1d6 rounds. Instead of 
  biting, they may spit a web up to 40'. Anyone hit 
  must save vs. metal or be immobilized until cut free. 
  Kami, Minor* [Spirit, any or none]
  AC/TD 13, 12
  NA 1d4 (1d6)
  HD
  2*
  Mle 6
  Move
  120(40) fly 150(50)
  Int varies
  Att
  1 strike
  TT J
  Dmg
  1d8
  XP 25
  Kami is a catch-all term for any sort of spirit creature, 
  from the animist entities lurking in common 
  household goods to the celestial ministers of the 
  heavens and the demons of the hells. Kami can only 
  be damaged by magical weapons, and all can cast 
  spells of any type as a mahotsukai of level equal to 
  their hit dice. Some common types of kami are listed 
  below.
  Akuma* are demons from Hell who delight in 
  tormenting mortals.
  Amatsu­gami* are the celestial bureaucrats who 
  oversee the workings of the universe.
  Enso­no­kami* are ancestral spirits or great heroes 
  who watch over their descendants and clan.
  Shizen­no­kami* are natural spirits who inhabit 
  trees, rocks, rivers, etc.
  Kami, Lesser* [Spirit any or none]
  AC/TD 16, 14
  NA 1d2 (1d4)
  HD
  5**
  Mle 8
  Move
  120(40) fly 300(100) Int varies
  Att
  2 strikes
  TT J x2
  Dmg
  1d10/1d10
  XP 425
  Kami, Greater* [Spirit, any or none]
  AC/TD 20, 18
  NA 1 (1d2)
  HD
  9***
  Mle 10
  Move
  120(40) fly 300(100) Int varies
  Att
  2 strikes
  TT K
  Dmg
  1d12/1d12
  XP 3000
  Kappa [Yokai, Water]
  AC/TD 14, 15
  NA 1d6 (3d8)
  HD
  3*
  Mle 8
  Move
  walk/swim 120(40)
  Int average
  Att
  1 strike
  TT [A]
  Dmg
  1d8
  XP 50
  Kappa are 3' tall, green shell-backed humanoids with 
  webbed feet, beaked mouths, and an indentation 
  atop their heads. If approached respectfully, even 
  malicious kappa act with honor. Kappa use their 
  fearsome strength to grapple foes, gaining a +4 bonus 
  to tactical attacks, hoping to drown victims 
  underwater. Clever characters can trick a kappa into 
  spilling the water from their head bowl, negating the 
  bonus to wrestling.
  Jikininki
  50
  
                    51
  Kirin [Monster, Metal]
  AC/TD 22, 19
  NA 1d3 (1d6)
  HD
  10***
  Mle 7
  Move
  150(50) fly 240(80)
  Int high
  Att
  2 hooves, 1 horn
  TT F
  Dmg
  2d4/2d4/2d6
  XP 1750
  Kirin have a horse's body, lion's mane, dragon's scaly 
  golden skin, and deer's head and legs, with a single 
  antler growing from the forehead. They live in the 
  clouds, and seek out good folk to reward and wicked 
  folk to punish. They cast soryo spells, 3/3/3/2/1.
  Kitsune [Yokai]
  AC/TD 10, 12
  NA 1d6 (3d6)
  HD
  1* to 9***
  Mle 7
  Move
  120(40)
  Int high
  Att
  1 weapon
  TT D [B]
  Dmg
  by weapon
  XP 13 or more
  Kitsune are fox spirits that use their shape-shifting 
  ability to appear human in order to seduce humans, 
  or trick them into revealing the location of valuable 
  objects. They prize art works and jewelry over mere 
  cash. Kitsune can cast spells as an onmyoji or 
  yamabushi with a level equal to their HD. Add one * 
  to HD 2 to 4, two * to HD 5 to 8 for XP calculations. 
  Mezu Oni* [Spirit]
  AC/TD 18, 16
  NA 1d4 (1d4)
  HD
  8***
  Mle 8
  Move
  120(40)
  Int average
  Att
  1 weapon
  TT E
  Dmg
  by weapon x2
  XP 2300
  These greater oni stand 10' tall and have horse heads 
  atop their hairless humanoid bodies. They are sly and 
  crafty, and prefer to use magic over direct combat. 
  They cast spells as an 8th level onmyoji. They are 
  sometimes encountered together with gozu oni.
  Mukade [Spirit]
  AC/TD 19, 17
  NA 1d3 (1d6)
  HD
  8**
  Mle 7
  Move
  240(80)
  Int high
  Att
  1 bite, 1 sting
  TT F
  Dmg
  1d10/1d8+poison
  XP 1750
  Mukade, or spirit-centipedes, are 50' long intelligent 
  centipedes that carry off young humans as food. 
  Some set up lairs near rural communities and 
  demand annual sacrifices. Both bite and sting deliver 
  a strong venom (save vs. wood avoids). Once per 
  turn they can breathe a 30' diameter cloud of strong 
  toxin (sight and touch) poison. They save at -2 
  against energy attacks (fire, cold, lighting, acid, sonic/
  seismic).
  Nupperabo [Undead]
  AC/TD 16, 13
  NA 1d3 (1d3)
  HD
  5*
  Mle 9
  Move
  120(40)
  Int high
  Att
  1 weapon
  TT D
  Dmg
  by weapon
  XP 300
  Nupperabo are faceless ghosts of travelers who died 
  and were not properly buried. They have no facial 
  features, although they do have hair. They prey on 
  travelers, often hooded or masked. Gaining a victim's 
  trust, they throw off their disguise. All viewing an 
  unmasked nupperabo must save vs. earth or be 
  paralyzed with fear for 1d4+1 rounds.
  Oni [Spirit]
  AC/TD 16, 14
  NA 1d8 (5d6)
  HD
  6*
  Mle 8
  Move
  120(40)
  Int low
  Att
  1 weapon
  TT G [C]
  Dmg
  by weapon +2
  XP 500
  Oni are 8' tall humanoids with red, blue, green, or 
  purple skin, one to three eyes, and small horns and 
  tusks who serve as enforcers of the spirit-lands. They 
  prefer single combat and only gang up on opponents 
  of extraordinary skill. They can use the following 
  spells each once per day: fear (level 1) – one target 
  runs in fear for 1d4 rounds, invisibility, gaseous form 
  – 1 hour, fly – speed 120, 1 hour.
  Kitsune
  Nupperabo
  51
  
                    52
  Onyudo [Monster, Earth]
  AC/TD 16, 16
  NA 1d2 (1d8)
  HD
  10*
  Mle 10
  Move
  120(40)
  Int low
  Att
  1 weapon
  TT F
  Dmg
  by weapon x3
  XP 1900
  These hideous 15' tall giant monks ambush travelers 
  in the mountains. In addition to their fearsome 
  combat skill, they have a gaze attack. One opponent 
  per round must save vs. water or fall sick, unable to 
  take actions other than to move at half speed, for 2d4 
  days.
  Orochi [Monster]
  AC/TD 17, 19
  NA 1d2 (1d4)
  HD
  8**
  Mle 10
  Move
  90(30)
  Int animal
  Att
  8 bites
  TT H
  Dmg
  1d12 each
  XP 1750
  Eight-headed serpents, orochi live in swamps and 
  lakes in deserted regions. They attack everything that 
  comes near their lairs, as they are always hungry. A 
  single attack that deals 8 or more points of damage 
  destroys one head, reducing the orochi's attacks.
  Raiju [Monster, Metal]
  AC/TD 17, 15
  NA 1d6 (1d6)
  HD
  7*
  Mle 8
  Move
  90(30) fly 150(50)
  Int average
  Att
  2 claws, 1 bite
  TT G
  Dmg
  1d8/1d8/2d6
  XP 850
  Raiju are creatures with feline heads and weasel-like 
  bodies made of lightning. Some serve as attendants 
  to mist dragons, but are also encountered running 
  free during storms. They can cast the spells elemental 
  weapon (on their claws or bite) and lightning each 
  once per day.
  Rokuro­Kubi [Yokai]
  AC/TD 14, 15
  NA 1d4 (2d6)
  HD
  4*
  Mle 7
  Move
  120(40)
  Int average
  Att
  1 grab, 1 bite
  TT F
  Dmg
  1d6/1d8
  XP 125
  At first glance human, rokuro-kubi have necks that 
  stretch up to 30'. They surprise opponents on 1-4 on 
  d6. When using tactical attacks to grab, they may roll 
  two d20s and take the better result. Grabbed or 
  pinned opponents are damaged automatically.
  Shikigami [Spirit, Wood]
  AC/TD 11, 12
  NA 1d6 (2d8)
  HD
  3*
  Mle 11
  Move
  90(30) fly 150(50)
  Int average
  Att
  1 strike
  TT nil
  Dmg
  ability drain
  XP 50
  Shikigami are protean spirit creatures called to serve 
  as familiars to powerful onmyoji. They often appear 
  to be monstrous normal animals. In combat, their 
  touch drains 1d3 points of the target's primary ability 
  (save vs. fire avoids). If drained to 0, the character 
  dies. The score regains one point per day of rest.
  Tanuki [Yokai, Wood]
  AC/TD 13, 16
  NA 1d10 (4d8)
  HD
  2*
  Mle 7
  Move
  90(30)
  Int high
  Att
  1 weapon
  TT D
  Dmg
  by weapon
  XP 25
  Tanuki are badger-like humanoid creatures standing 
  about 3' to 4' tall. These magical tricksters delight in 
  pranks. When humans encroach upon their 
  wilderness homes, they become fierce defenders of 
  nature. Tanuki can cast any four soryo or yamabushi 
  spells of levels one or two, each once per day.
  Tengu [Yokai]
  AC/TD 13, 13
  NA 3d4 (5d10)
  HD
  2*
  Mle 9
  Move
  120(40)
  Int varies
  Att
  1 weapon
  TT E
  Dmg
  by weapon +1
  XP 25
  Crow-headed tengu prefer to live far from human 
  lands and guard the passes to their mountain retreats 
  fiercely. They dislike yamabushi, but usually act 
  favorably toward samurai and kensei, whom they 
  have been known to train. Tengu know a single level 
  one onmyoji spell. Human-headed tengu leaders 
  have class levels.
  Orochi
  52
  
                    53
  Tesso [Monster, Metal]
  AC/TD 20, 16
  NA 1d10 (1d4)
  HD
  6**
  Mle 8
  Move
  60(20)
  Int high
  Att
  1 bite
  TT D
  Dmg
  2d6
  XP 725
  Tesso are man-sized rat monsters with skin as hard as 
  iron. They can summon and control swarms of rats 
  (2d% normal or 3d6 giant) at will. They are intelligent 
  but vindictive, and can be very destructive towards 
  buildings or objects. When attacking, on a natural 19 
  or 20, they destroy their opponent's armor. They can 
  eat through almost anything, but prefer to feast on 
  books and scrolls kept by temples or government 
  ministries.
  Ushirogami* [Spirit]
  AC/TD 15, 12
  NA 1d12 (2d8)
  HD
  2***
  Mle 8
  Move
  90(30)
  Int average
  Att
  1 touch
  TT B
  Dmg
  2d4
  XP 35
  Ushirogami are immaterial spirit creatures that look 
  human with a monstrous fish head and no legs, just a 
  trailing mist. They hide in trees, walls, or rocks, and 
  surprise on a 1-4 on d6. They have soryo spells 
  2/2/1, and may moan (level 2) which causes those 
  within 20' that hear it to save vs. earth or run in fear 
  for 1d6 rounds.
  Yasha
  AC/TD 14, 12
  NA 4d6 (4d6)
  HD
  1*
  Mle 6
  Move
  120(40)
  Int varies
  Att
  2 claws, 1 bite
  TT C
  Dmg
  1d4/1d4/1d4
  XP 13
  Yasha are nasty imp-like nature spirits, often with 
  features of animals common to the area where they 
  live (scales in the water, feathers in the mountains, 
  etc.). They appear at night and cause havoc in 
  communities near their homes. Each knows a level 
  one spell of any type, which can be cast three times 
  per day.
  Yatagarasu [Monster, Fire]
  AC/TD 14, 13
  NA 1d12 (1d12)
  HD
  2*
  Mle 6
  Move
  60(20) fly 240(80)
  Int animal
  Att
  3 claws
  TT nil
  Dmg
  1d6/1d6/1d6
  XP 25
  Yatagarasu are three-legged crows that are thought to 
  bring good luck. Anyone who touches one of these 
  creatures peacefully has all of their spent bonus dice 
  for the day restored.
  Yuki­Onna [Yokai, Water]
  AC/TD 18, 14
  NA 1d3 (1d8)
  HD
  7**
  Mle 6
  Move
  120(40)
  Int average
  Att
  1 breath
  TT F [A]
  Dmg
  3d6
  XP 1250
  Yuki-onna appear as beautiful, pale human women. 
  They are only encountered in the winter time, in 
  snow-capped mountains, or the far north. They try to 
  lure lost or freezing characters to them in order to 
  feed on their essence. In combat, they can breathe a 
  gust of cold air at a single target per round. They are 
  also formidable magicians, casting yamabushi spells 
  4/3/2/1.
  Yuki-Onna
  Tesso
  53
  
                    54
  There are three ways to earn XP in 
  Chanbara games. The first is to overcome challenges: 
  Chousen. The second is to fulfill one's duties and 
  obligations: Giri. The third is to act with benevolence 
  and compassion to outsiders: Ninjou.
  Chousen XP: Chousen means challenge and this 
  type of XP is earned by defeating monsters. Defeating 
  includes slaying, routing, capturing, outwitting, and 
  even humiliating enemies, depending on the 
  circumstances. Defeated enemies are worth a set 
  amount of XP each. Bonus XP is added for each 
  asterisk following the monster's HD.
  •     It should be a significant act – not necessarily a 
  grand act. It must be meaningful.
  •     The act must be done out of a sense of rightness, 
  not out of selfishness.
  •     Choosing not to perform the action must also be 
  seen as just and proper, or at least honorable.
  Feeding a beggar may be kind, but is not 
  usually significant. Rescuing an enemy daimyo from 
  hannya may be significant, but if done specifically to 
  win that daimyo as an ally, it is not selfless. Allowing a 
  captured enemy to commit suicide by harakiri rather 
  than be executed like a criminal is significant, selfless 
  and proper, and would likely count.
  Whenever a character performs an act that 
  seems to qualify, any player other than that of the PC 
  performing the action may nominate that character 
  for a ninjou XP award. If all players and the GM 
  agree that the act falls under the concept as 
  understood by the group, the PC earns 5% of the 
  amount of XP needed to advance to the next level. 
  Nominations can be done at any time, but GMs may 
  want to take note of it and save the discussion and 
  voting on the action until a break, the end of the 
  session, or between sessions.
  Treasure
  Each monster has a treasure type, which 
  determines the value of any treasure they may have. 
  Magic items and unusual treasures are explained 
  below the charts. The GM may decide how to break 
  down the total value by coin types, or roll randomly 
  on the Treasure Breakdown chart on the next page. 
  Unusual treasures include things such as 
  deeds of property (land, ships, business ventures), 
  family heirlooms, spell books, treatises on lost martial 
  arts techniques, treasure maps, alchemical formulas, 
  trade goods, raw materials, or Spirit Realm items. 
  While PCs may be able to earn money from them, 
  doing so is often going to be an adventure in and of 
  itself.
  Chousen XP can also be rewarded when 
  PCs meet goals of lieges, the party, or individual 
  characters. If a goal is achieved, award 50 or 100 XP 
  multiplied by the level of the character.
  Chousen XP should be awarded at the end 
  of an adventure. All XP should be divided evenly 
  among the surviving characters. Cohorts, retainers 
  and henchmen (NPCs) that have class levels usually 
  each receive a half-share of the chousen XP.
  Giri XP:  Giri is a concept that includes the ideas of 
  duty and obligation. This is reflected in a character's 
  allegiances. A PC gains 1 XP for each 1 mon of 
  wealth donated to an NPC liege.  Donating significant 
  amounts of wealth may lead to greater responsibility, 
  power, and influence within that organization or 
  group. Giri XP should be awarded to a character 
  immediately upon the donation of the wealth.
  Ninjou XP:  Ninjou is a concept that includes the 
  ideas of benevolence, humane acts, and morally right 
  action. It includes respect for one's enemies, allowing 
  them to act honorably in defeat. Ninjou also means 
  occasionally going against one's obligations in order 
  to perform some act that is right and just. An act of 
  ninjou worthy of a reward should meet these criteria:
  Monster XP Awards
  HD
  ½
  Base Value
  5
  Bonus
  1
  1
  2
  10
  20
  3
  5
  3
  4
  35
  75
  15
  50
  5
  6
  175
  275
  125
  225
  7
  8
  450
  650
  400
  550
  9
  10
  900
  1100
  700
  800
  Higher HD
  +250/HD
  +250/HD
  Treasure Table
  Type
  A
  Monetary Value
  1d10 x10 mon
  Magic Items
  5% 1
  B
  C
  1d6 x100 mon
  1d4 x500 mon
  10% 1d2
  25% 1d3
  D
  E
  1d6 x1000 mon
  1d12 x1000 mon
  15% 1d4
  20% 1d6
  F
  G
  1d20 x1000 mon
  1d8 x5,000 mon
  25% 1d6
  30% 1d8
  H
  I
  1d6 x10,000 mon
  1d10 x10,000 mon
  40% 1d10
  50% 1d12
  J
  K
  nil
  nil
  1d4
  2d6
  Experience, Treasure and Rewards
  54
  
                    55
  Unusual Items
  The value of unusual items will depend 
  greatly on the GM’s judgment. Categories and 
  suggested values of each are given below. The 
  amount of a treasure hoard taken up by unusual 
  items can be divided among these types as the GM 
  pleases, or rolled randomly until the selected value is 
  surpassed. Specific examples will need to be decided 
  by the GM.
  Magic Weapons
  All magic weapons provide a bonus to hit 
  and damage, and may have special abilities. The GM 
  decides the specific weapon found. Ammunition and 
  shuriken are found in sets of 3d6 rounds. One in ten 
  magic weapons are cursed when found, giving a 
  negative to hit/damage (or some other hindrance). If 
  the curse is removed through magic or a quest, the 
  weapon regains whatever bonus was originally rolled.
  Bane: The weapon bonus increases to +3 to hit and 
  damage against one type of enemy (spirits, yokai, 
  etc.) or elemental affinity (wood, water, etc.), and if 
  only one specific creature (oni, dragons, kitsune, 
  etc.), the base weapon damage is also doubled. 
  Spell: The weapon can be used by the wielder to 
  cast a spell. A 1st level spell can typically be used 3/
  day, a 2nd level spell 2/day, a 3rd level spell 1/day, 
  and higher level spells 1/day or only 1/week. Basic 
  weapons may have any type of spell. Classical 
  weapons typically possess onmyoji spells. Samurai 
  weapons typically possess soryo spells. Ninja 
  weapons typically possess yamabushi spells.
  Ability: The weapon has a special property that does 
  not mimic a spell. This property may always be on, 
  come into effect when a natural 20 is rolled to hit, or 
  be usable once per turn or a set number of times per 
  day. Suggestions for powers include, but are not 
  limited to, granting bonus combat dice per day, giving 
  off elemental/energy damage (fire, ice, electricity, 
  etc.), being able to detect some type of object (traps, 
  metals, etc.), mimicking a profile ability, or granting a 
  special form of movement. 
  Treasure Breakdown
  d%
  Zeni
  Mon
  Ryo
  Unusual
  1-10
  100%
  --
  --
  --
  11-20
  --
  100%
  --
  --
  21-30
  --
  --
  100%
  --
  31-40
  50%
  50%
  --
  --
  41-50
  25%
  60%
  --
  15%
  51-60
  10%
  50%
  30%
  10%
  61-70
  --
  20%
  50%
  30%
  71-80
  --
  10%
  40%
  50%
  81-90
  --
  --
  50%
  50%
  91-00
  --
  --
  --
  100%
  While many magic items can be used by any 
  character, some limitations may apply. Characters 
  may only employ magical weapons or armor with 
  which they are proficient. Some magical items may 
  give boosts to special dice or class-specific abilities, 
  and are only usable by a character with those 
  abilities. Detailed lists of all magic items are not found 
  here. Instead, the charts below can be used to 
  determine the general types of powers possessed by 
  the item. The GM will need to provide specifics to 
  customize the items. 
  Suggestions for powers include bonuses to 
  combat or interaction check rolls, modifications to 
  character statistics, use of spells, mimicking class or 
  profile abilities, enhancing class or profile abilities, 
  and other special abilities not otherwise allowed 
  (super powers). Other RPGs can be mined for 
  specific ideas.
  %
  01-15
  Type
  Official Paperwork
  Suggested Value
  10d10 mon
  16-30
  31-45
  Trade Goods
  Art Work
  2d8 x10 mon
  d% x1d6 mon
  46-60
  61-75
  Gems
  Jewelry
  1d20 x50 mon
  3d6 x100 mon
  76-85 Writings
  Mundane: 1d10 x5 mon
  Religious: 2d6 x10 mon
  Arcane: 3d4 x10 mon
  Martial Arts: 2d8 x10 mon
  86-90 Spirit Realm Item
  6d6 x100 mon
  Magic Item Table
  %
  01-25
  Type
  Weapon
  26-40
  41-50
  Armor
  Arcane or Religious Implement
  51-70
  71-80
  Edible
  Scroll or Book
  81-90
  91-00
  Tool or Household Item
  Clothing or Jewelry
  91-00 Heirloom
  4d4 x100 mon
  d20
  1-3
  Weapon
  Basic Melee
  Power
  +1
  4
  5-7
  Basic Ranged
  Katana/Wakizashi
  +1, bane
  +1, spell
  8-9
  10-11
  Other Samurai Melee
  Samurai Ranged
  +1, ability
  +2
  12-14
  15-17
  Ninja Melee
  Ninja Ranged
  +2, spell
  +2, ability
  18
  19-20
  Classical
  Ammunition
  +3
  +3, ability
  d20
  1-4
  5-6
  7-8
  9-10
  11-13
  14-15
  16-17
  18-19
  20
  Treasure Map: 5d6 mon
  Magic Items
  55
  
                    56
  Magic Armor
  All magic armors provide a bonus to AC and 
  TD when worn, and some will have special abilities. 
  All magic armors are 1 EU lighter than normal. As 
  with weapons, one in ten magical suits of armor 
  are cursed to lower AC and TD. If the curse is 
  removed the armor regains its original bonus.
  Spell: The armor can be used by the wearer to cast a 
  spell. A 1st level spell can typically be used 3/day, a 
  2nd level spell 2/day, a 3rd level spell 1/day, and 
  higher level spells 1/day or only 1/week. Any type of 
  spell may be present, regardless of the armor type.
  Ability: The armor has a special property that does 
  not mimic a spell. This property may always be on, 
  come into effect when the wearer is hit in combat, be 
  usable once per turn, or a set number of times per 
  day. Suggestions for powers include, but are not 
  limited to, improving saving throws (all or one specific 
  type), granting a special form of movement, damage 
  reduction against a specific type of attack, or 
  mimicking a profile ability.
  Edible Items
  Edible items must be consumed to take 
  effect. Eating or drinking one takes one entire round. 
  Effects will either be instantaneous or last for a 
  duration of 6+1d6 turns. Most edible items will have 
  effects similar to spells, but some may grant unique 
  special abilities. Typically, an edible item has one 
  “dose” but there is a 1 in 10 chance that 1d4+1 
  doses will be discovered.
  Arcane and Religious Implements
  These magic items either have 3d10 charges 
  when found, or else are single-use items which are 
  consumed when activated. Each use of a power uses 
  one charge (two for 5th and 6th level effects). Each 
  typically mimics one or more spell effects. They are 
  never cursed. Charged items are typically only usable 
  by mahotsukai of the appropriate profile, although 
  spell-casting sohei and kagemusha may use items that 
  cast soryo and yamabushi spells, respectively. Ofuda 
  and omamori are single-use items usable by any 
  character. Roll a d10 to determine the level of spell 
  each ofuda or omamori contains.
  d20
  1-4
  Armor
  Partial Light
  Power
  +1
  5-8
  9-12
  Partial Medium
  Partial Heavy
  +1, spell
  +1, ability
  13-15
  16-17
  Full Light
  Full Medium
  +2
  +2, spell
  18-19
  20
  Full Heavy
  Shield
  +2, ability
  +3
  d20
  1-6
  7-9
  10-12
  13-15
  16-17
  18-19
  20
  d10
  1-3
  Implement
  Tsue (wand)
  Power
  1 spell (1st or 2nd)
  4
  5
  Staff
  Headdress
  1 spell (3rd or 4th)
  1 spell (5th or 6th)
  6
  7-8
  Mirror
  Ofuda (prayer strip)
  2 spells (1st to 3rd)
  2 spells (4th to 6th)
  9-10
  Omamori (charm)
  3 spells (1st to 4th)
  4 spells (1st to 3rd)
  Roll 2 more times
  d20
  1-6
  7-9
  10
  11-14
  15-16
  17-18
  19
  20
  Scrolls or Books
  Scrolls may be rolled rice paper, parchment, 
  or strips of bamboo bound with string. They contain 
  one or more spells, and any mahotsukai can cast any 
  spell from a scroll. Spell-casting sohei and kagemusha 
  may not use scrolls. Cursed scrolls can affect any 
  character that looks at the scroll. After casting a spell 
  from a scroll, it disappears leaving a blank page.
  Books may be leaves of rice paper bound 
  with string or glue with a wooden cover, or a set of 
  long bamboo scrolls. A book counts as a bulky item 
  when determining encumbrance. It takes 3d6 hours 
  to read a magical book, which need not be 
  continuous. After completing the book, a permanent 
  change comes over the character. The books of body 
  and mind raise one ability score by one point. The 
  book of power grants a permanent power similar to a 
  profile ability such as night vision or ESP (30'). The 
  rarest type of book grants the reader one wish, which 
  must be handled with care that it not ruin the game. 
  Too greedy or too power hungry wishes should 
  backfire upon the wisher. Once a book has been 
  read, it disappears.
  The level of each spell on a scroll or edible 
  item can be selected or determined randomly.
  d10
  1
  Edible Item
  Rice Ball
  Scroll or Book
  Scroll of 1 Spell
  2
  3
  Dried Seaweed
  Sake
  Scroll of 2 Spells
  Scroll of 3 Spells
  4
  5
  Peach
  Steamed Dumpling
  Scroll of 4 Spells
  Scroll of 5 Spells
  6
  7
  Sushi
  Sweet Rice Wine
  Cursed Scroll
  Book of the Body
  8
  9
  Rice Cake
  Bean
  Book of the Mind
  Book of Power
  d%
  01-25
  26-45
  46-60
  61-70
  71-75
  76-85
  86-90
  91-95
  96-99
  10 Powedered Medicine
  Book of One Wish
  00
  d20
  1-5
  Spell Level
  1st level
  6-10
  11-14
  2nd level
  3rd level
  15-17
  18-19
  4th level
  5th level
  20
  6th level
  56
  
                    57
  Tools and Household Items
  Magical tools and household items typically 
  have some magical power related to their actual 
  function, or at least metaphorically relevant to the 
  item. The items will only function if held or 
  manipulated in some way, requiring an action to use. 
  One in twenty magical tools are cursed in some 
  way. Most can be used once per turn, but some more 
  powerful items may be limited to 3/day or 1/day uses. 
  Any item could be enchanted, but a list of suggested 
  items is presented below for convenience.
  10 Sample Magic Items
  Ashigiri – Naginata +1: on a natural 20 hit roll, the 
  target's foot is severed unless they can save vs. fire. 
  Success still reduces the target's speed by half.
  Scroll of Shoki – This scroll, written by the 
  legendary Shoki the Demon Queller, has pictures of 
  1d6+2 monsters on it. The user can force a monster 
  of a type pictured to save vs. earth or die instantly. 
  That monster's picture disappears from the scroll if 
  the creature dies.
  Exploding Shuriken – These ninja stars (1d12 in a 
  set) explode on impact, dealing an extra 2d4 damage 
  of one energy type (fire, electricity, cold, acid, or 
  seismic). A set will all be of one energy type.
  Saddle of Mastery – A horse untrained for battle 
  becomes battle-ready when wearing this saddle.
  Maho-gusuri – This magic powdered medicine heals 
  2d6+2 hit points of damage, or allows a new saving 
  throw at +2 against any poison, disease, or spell.
  Shrine-Keeper's Wand – A bamboo wand with 
  intricately folded paper tassels. It can cast the purify 
  or spiritual barrier spells for one charge each. It has 
  3d10 charges when found.
  Spider Tabi – These split-toed socks allow the 
  wearer to climb walls as a spider for up to 1 hour per 
  charge used. It has 2d12 charges when found.
  Ghost Trap Lantern – This wood-framed paper 
  lantern will not function when found; the wick will not 
  catch fire. If an immaterial spirit or undead is 
  encountered, the user may try to trap the creature 
  with a tactical attack. The creature may save vs. water 
  to avoid the attack, otherwise it is sucked into the 
  lantern, which then glows like a normal lantern for 
  one day per HD of the creature trapped. The lantern 
  and its occupant disappear at the end of the duration.
  Chikara Musubi – This rice-ball wrapped in leaves 
  never spoils. When eaten, a bushi gains a temporary 
  +4 HD, a shinobi gains +3 HD, a mahotsukai gains 
  +2 HD, and a non-classed NPC or monster gains 
  +1d4 HD. The effect increases hit points, AB, and 
  saves for 1d6+6 turns, but not spells, number of 
  bonus dice, or special abilities.
  Tamashi Katana – Katana +3, can cast invigorate 
  once per day. The wielder must save vs. wood each 
  time invigorate is cast or be controlled by the blade 
  for one day (24 hours from the time of casting), 
  during which time the sword will seek out powerful 
  enemies to duel to increase its reputation.
  Clothing and Jewelry
  Magical clothing typically has some power 
  that is active as long as the item is worn, although 
  some powers may need to be activated, and are 
  usable once per turn or 3/day. Many items of 
  enchanted clothing will confer some bonus to game 
  statistics (AC, TD, HP, spells/day, bonus dice, 
  movement speed or type, etc.). Some will allow spells 
  to be cast or have other unusual powers. Magical 
  jewelry may also work as long as it is worn, or may 
  have an activated power requiring an action to use. 
  One in twenty magical clothes or jewelry are 
  cursed in some way. The powers of magical clothing 
  are often related to the function of the apparel, but 
  magical jewelry powers may vary widely. Suggestions 
  for items that may be enchanted are presented 
  above, but the list is not exhaustive. 
  d20
  1
  Tool/Household Item
  Banner
  2
  3
  Bell
  Block Pillow
  4
  5
  Broom
  Calligraphy Brush
  6
  7
  Chopsticks
  Cooking Pot
  8
  9
  Drum
  Fishing Line
  10
  Flute
  11
  Hammer
  12
  13
  Oar/Pole
  Pruning Shears
  14
  15
  Rake
  Rice Bowl
  16
  17
  Rope
  Saddle
  18
  19
  Wind Chime
  Wind-Up Toy
  20
  Zither
  d20
  1
  Clothing/Jewelry
  Bracelet
  2
  3
  Court Hat
  Court Robes
  4
  5
  Crown
  Geta (wooden sandles)
  6
  7
  Gi (martial arts uniform)
  Hair Pin
  8
  9
  Hakama (pants)
  Haori (jacket)
  10
  Headband
  11
  Kataginu (over vest)
  12
  13
  Kimono (robe)
  Necklace/Pendant
  14
  15
  Nightsuit
  Obi (sash/belt)
  16
  17
  Ring
  Straw Hat
  18
  19
  Tabi (split-toed shoe)
  Tsuba (cross-guard)
  20
  Yukata (light robe)
  57
  
                    58
  Some GMs may wish to allow certain yokai 
  races for players. The kappa, kitsune, tanuki and 
  tengu are given here as examples. Yokai races all use 
  the yokai saving throw chart, and all yokai PCs start 
  with 1HD (type based on their class) and the abilities 
  listed here, rather than those listed for monsters. All 
  yokai count as Eta for starting funds and gear. They 
  receive any 2 background skills, in addition to any 
  automatic skills for their class/profile. One liege must 
  be a supernatural force of some sort, which will often 
  be at odds with human lieges.
  Kappa: Str +1, Wis -1, natural AC 14, water 
  breathing 
  Kitsune: Cha +1, Con -1, select any single 1st level 
  spell, cast once per day
  Tanuki: Int +1, Cha -1, assume human form for 10 
  minutes/level each day
  Tengu: Dex +1, Int -1, fly speed 90(30) when 
  carrying less than 1/2 capacity in EU
  Chanbara belongs to the OSR family of 
  games, but is more mechanically complex than many 
  OSR games. It might not be so easy to bring a 
  Chanbara character into another game, or a character 
  from another game into Chanbara. Conversions to 
  and from Labyrinth Lord (© 2007, Goblinoid 
  Games) are suggested here, as Labyrinth Lord is a 
  good common base from which conversions to the 
  original fantasy game, or other OSR games, can be 
  made, and many of the game mechanics in this game 
  were inspired by the same source.
  Some games may allow Chanbara characters 
  to adventure alongside characters created in another 
  game system without any conversion, or with minor 
  tweaks. While in general this should not cause too 
  many problems, Chanbara characters will be slightly 
  more powerful than most other OSR cousin classes, 
  at least at early levels. 
  Element
  Conversion to LL
  Conversion to Chanbara
  Hit Dice/Hit Points
  Bushi d8, Shinobi d6, Mahotsukai d4 per 
  level, Monsters d8 per HD
  Cleric/Elf/Halfling d8, Fighter/Dwarf d10, 
  Thief/MU d6, Monsters d12 per HD
  AC/TD
  20 -AC= LL AC, no TD
  20 -AC = Chanbara AC, calculate TD
  Bonus Dice
  Characters lose all special dice.
  Cleric/Magic-User/Elf -- Magic Dice
  Fighter/Dwarf/Halfling -- Combat Dice
  Thief -- Skill Dice
  Profile Abilities
  Eliminate, or allow 1st level ability level/
  day, 3rd level 3/day, 6th level 2/day, 9th 
  level 1/day
  None, or allow the PC to pick a profile 
  that seems to fit the character concept.
  Background Skills
  Use for characterisation, GM may allow 2 
  in 6 chance of success as with demi-
  human racial abilities.
  Select any three that seem to fit the 
  character.
  Spells
  Soryo may learn cleric spells, yamabushi 
  may learn magic-user spells, onmyoji 
  must choose either cleric or MU spells.
  Clerics may learn onmyoji and soryo 
  spells, magic-users and elves may learn 
  onmyoji and yamabushi spells.
  Ninpo/Thief Skills
  Shinobi gain thief skills and use their 
  percentages.
  Thieves gain Ninpo using 2d6 vs TN. 
  They may select one Good and one Poor 
  skill of their choice.
  Saving Throws
  Wood = Poison or Death, Water = Wands, Metal = Petrify or Paralyze, 
  Fire = Breath, Earth = Spells or Spell-like Devices
  Money
  1 mon = 1 gp
  Allegiances/
  Alignment
  Select Lawful, Neutral or Chaotic based 
  on the character concept.
  Select two allegiances based on the 
  character concept.
  Magic Items
  Convert on a case-by-case basis as needed.
  Appendices
  A. Non­Human Race Options
  B. Conversion Notes
  58
  
                    59
  The following are some of the inspirations 
  behind Chanbara. This is not an exhaustive list, just 
  some works that have inspired the author in one way 
  or another while creating this game.
  Some books: Tales of Old Japan (A.B. Mitford, 
  Lord Redesdale, 1871), Kwaidan (Lafcadio Hearn, 
  1904), In Ghostly Japan (Lafcadio Hearn, 1899), 
  Taiheiki (anon., trans H.C. McCullough 1979), 
  Shogun (James Clavell, 1975), Gai-jin (James 
  Clavell, 1993), Japan Before Perry: A Short History 
  (Conrad Totman, 1981), A History of Japan, 1334-
  1615, A History of Japan, 1615-1867 (George 
  Sansom, 1961, 1963)
  Some samurai movies: Seven Samurai (1954), 
  Yojinbo (1961), Sanjuro (1962), Throne of Blood 
  (1957), Ran (1985), Kagemusha (1980), The Hidden 
  Fortress (1958), 13 Assassins (2010), Zatoichi (2003), 
  Musashi Miyamoto (1954), Duel at Ichijoji Temple 
  (1955), Duel at Ganryu Island (1956)
  Some ninja movies: Castle of Owls (1963), Owl's 
  Castle (1999 remake), Red Shadow: Akakage 
  (2001), Shinobi: Heart Under Blade (2005), Azumi 
  (2003), Ninja Scroll (1993)
  Some fantasy movies: Onmyoji: The Yin Yang 
  Master (2001), Onmyoji 2 (2003), The Great Yokai 
  War (2005), 47 Ronin (2013)
  Jidaigeki (period TV dramas): Abarenbo Shogun 
  (1978-2008), Mito Komon (1969-2011), Lone Wolf 
  and Cub (2002-04), Sanbiki ga Kiru! (1987-95, 
  2002), various NHK Taiga Dramas (Musashi 2003, 
  Yoshitsune 2005, Shinsengumi 2004, Furin Kazan 
  2007, Sanadamaru 2016, etc.)
  Some comics and graphic novels: 47 Ronin 
  (Richardson/Sakai, 2014), Teenage Mutant Ninja 
  Turtles Vol. 1 (Eastman & Laird, 1984-93), Usagi 
  Yojinbo (Sakai, 1984~), Lone Wolf and Cub (Koike/
  Kojima, 1970-76), Dororo (Tezuka, 1967-69)
  Some video games: Tenchu series (1998~), Ninja 
  Gaiden (1988-91), Kessen (2000), Sengoku Muso 
  (Samurai Warriors) (2004)
  Character Creation
  1. Roll the six ability scores. 4d6-L, arrange to taste.
  2. Select a class: Bushi, Mahotsukai, Shinobi
  3. Select a profile for your class.
  4. Select a background allowed by your profile and 
  choose your background skills. 
  5. Create two or three allegiances: family, leader, 
  organization, religion, etc.
  6. Determine all game relevant statistics, special 
  skills, spells, saving throws, etc.
  7. Give your character a name and a bit of 
  description.
  d20
  2d6
  3
  -3
  -1
  4-5
  -2
  -1
  6-8
  -1
  -1
  9-12
  +0
  +0
  13-15
  +1
  +1
  16-17
  +2
  +1
  18
  +3
  +1
  Ability Score Modifiers
  D. Quick Reference Charts
  Level
  XP
  AB
  Special Abilities
  1
  2
  3
  0
  1500
  3000
  +2
  +2
  +3
  Profile Ability
  +1 Combat Die
  Profile Ability
  4
  5
  6
  6000
  12,000
  25,000
  +3
  +4/+4
  +4/+4
  +1 Combat Die
  +1 Combat Die
  Profile Ability
  7
  8
  9
  50,000
  100,000
  200,000
  +5/+5
  +5/+5
  +6/+6
  +1 Combat Die
  +1 Combat Die
  Profile Ability
  10*
  11*
  12*
  300,000
  400,000
  500,000
  +6/+6/+6
  +7/+7/+7
  +7/+7/+7
  +2 Combat Dice
  Profile Ability (3rd)
  Profile Ability (6th)
  13*
  14*
  600,000
  700,000
  +7/+7/+7
  +8/+8/+8
  Profile Ability (9th)
  +2 Combat Dice
  Bushi Level Progression
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10*
  11*
  12*
  13*
  14*
  XP
  0
  2500
  5000
  10,000
  20,000
  40,000
  80,000
  150,000
  300,000
  450,000
  600,000
  750,000
  900,000
  1,050,000
  AB
  +0
  +0
  +0
  +1
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +3
  +4
  +4
  Special Abilities
  Profile Ability
  +1 Magic Die
  Profile Ability
  +1 Magic Die
  +1 Magic Die
  Profile Ability
  +1 Magic Die
  +1 Magic Die
  Profile Ability
  +2 Magic Dice
  Profile Ability (3rd)
  Profile Ability (6th)
  Profile Ability (9th)
  +2 Magic Dice
  Spells
  2
  3
  3/1
  4/2
  4/2/1
  4/2/2
  4/3/2/1
  5/3/2/2
  5/3/3/2/1
  5/4/3/2/2
  5/4/3/3/2/1
  5/4/3/3/3/2
  5/4/4/3/3/3
  6/4/4/4/3/3
  Mahotsukai Level Progression
  C. Inspirational Media
  59
  
                    60
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10*
  11*
  12*
  13*
  14*
  XP
  0
  2000
  4000
  8,000
  16,000
  32,000
  64,000
  120,000
  240,000
  360,000
  480,000
  600,000
  720,000
  840,000
  AB
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +6
  +6
  Gd.
  +2
  +2
  +2
  +3
  +3
  +3
  +4
  +4
  +4
  +5
  +5
  +5
  +6
  +6
  Special Abilities
  Profile Ability
  +1 Skill Die
  Profile Ability
  +1 Skill Die
  +1 Skill Die
  Profile Ability
  +1 Skill Die
  +1 Skill Die
  Profile Ability
  +2 Skill Dice
  Profile Ability (3rd)
  Profile Ability (6th)
  Profile Ability (9th)
  +2 Skill Dice
  Av.
  +1
  +1
  +1
  +1
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  +3
  +4
  +4
  Pr.
  +0
  +0
  +0
  +0
  +0
  +1
  +1
  +1
  +1
  +1
  +2
  +2
  +2
  +2
  Shinoi Level Progression
  Saving Throws
  Level/HD
  Wood Water Metal
  Fire
  Earth
  Bushi 1-2
  12
  13
  14
  15
  16
  Bushi 3-4
  10
  11
  12
  13
  14
  Bushi 5-6
  8
  9
  10
  11
  12
  Bushi 7-8
  6
  7
  8
  9
  10
  Bushi 9-11
  4
  5
  6
  7
  8
  Bushi 12-14
  2
  3
  4
  5
  6
  Mahotsukai 1-4
  14
  15
  12
  16
  13
  Mahotsukai 5-8
  12
  13
  10
  14
  11
  Mahotsukai 9-12
  10
  11
  8
  12
  9
  Mahotsukai 13-14
  8
  9
  6
  10
  7
  Shinobi 1-3
  14
  16
  13
  12
  15
  Shinobi 4-6
  12
  14
  11
  10
  13
  Shinobi 7-9
  10
  12
  9
  8
  11
  Shinobi 10-12
  8
  10
  7
  6
  9
  Shinobi 13-14
  6
  8
  5
  4
  7
  Yokai 1-3
  13
  12
  16
  15
  14
  Yokai 4-6
  11
  10
  14
  13
  12
  Yokai 7-9
  9
  8
  12
  11
  10
  Yokai 10-12
  7
  6
  10
  9
  8
  Yokai 13-15
  5
  4
  8
  7
  6
  Yokai 16+
  3
  2
  6
  5
  4
  Kuge
  Administration, Art (High), Astrology/
  Geomancy, Court, Esoterica, Horsemanship, 
  Investigation, Letters, Sport (High)
  Administration, Art (any), Astrology/Geomancy, 
  Court, Esoterica, Investigation, Letters, Religion
  Buke
  Administration, Art (High), Court, Craft 
  (Weaponry), Horsemanship, Investigation, 
  Letters, Sport (High), Warfare
  Shukyo
  Agriculture, Art (Low), Craft (Rural), Fishing, 
  Hunting, Sailing, Sport (Low), Woodscraft
  Noumin
  Administration, Art (Low), Craft (any), Crime, 
  Letters, Mercantile, Sport (Low), Trade
  Chounin
  Art (Low), Craft (Rural or Town), Crime, 
  Hunting, Sport (Low), Trade*, Woodscraft
  Eta
  Background Skills by Social Status
  NPC and Monster Reaction Roll: 2d6 (+Cha)
  Result
  Initial Reaction
  Social Status
  2
  Violent 
  Same status +1
  6-8
  Unsure (+0 to secondary roll)
  2 removed -1
  3-5
  Hostile (-2 to secondary roll)
  1 removed +0
  9-11 Friendly (+2 to secondary roll) 3-5 removed -2
  12
  Helpful
  Secondary Reactions: PCs try to:
  Result
  Deceive
  2
  Unconvinced
  6-8
  Unsure
  3-5
  Suspicious
  9-11 Trusting
  12
  Convinced
  Plead
  Ruthless
  Grudging
  Merciless
  Merciful
  Generous
  Impress
  Disdainful
  Unchanged
  Unimpressed
  Impressed
  Awed
  Result
  Intimidate
  2
  Defiant
  6-8
  Wary
  3-5
  Resistant
  9-11 Intimidated
  12
  Cowed
  Flatter
  Disgusted
  Satisfied
  Insulted
  Complimented
  Honored
  Persuade
  Entrenched
  Disinterested
  Unmoved
  Agreeable
  Swayed
  Movement and Encumbrance
  Basic Speed
  Loaded
  Max
  120(40)
  90(30) 
  60(20)
  Encumbrance Units and Capacity
  Item
  EU
  L Weapon/Shield
  1
  S Weapon
  ¼
  M Weapon
  ½
  Light Armor
  1 or 2
  Medium Armor
  2 or 3
  Strength
  3
  6-8
  4-5
  9-12
  13-15
  Max
  10.5
  13.5
  12
  15
  16.5
  Full Backpack
  2
  Heavy Armor
  4 or 5
  Bag Full of Coins
  1
  Bulky Item
  1
  18
  16-17
  19.5
  18
  Basic
  3.5
  4.5
  4
  5
  5.5
  6.5
  6
  Load
  7
  9
  8
  10
  11
  13
  12
  Monster XP Awards
  HD
  ½
  Base Value
  5
  Bonus
  1
  1
  2
  10
  20
  3
  5
  3
  4
  35
  75
  15
  50
  5
  6
  175
  275
  125
  225
  7
  8
  450
  650
  400
  550
  9
  10
  900
  1100
  700
  800
  Higher HD
  +250/HD
  +250/HD
  Setting TN by Task
  TN
  Basic use of a skill (usually no roll needed)
  3
  Everyday use of a skill, easy tasks
  5
  Less common uses of a skill, average tasks
  7
  Uncommon uses of a skill, hard tasks
  9
  Rare uses of a skill, difficult tasks
  Extraordinary uses of a skill, extreme tasks
  11
  13
  60
  
                    61
  Skill and Interaction Check Procedure
  1. If task is routine, automatic success. 
  2. If task is not routine, GM sets TN. 
  3. Player rolls 2d6 (+modifier). 
  4. If the roll meets or beats the TN, the action 
  succeeds.
  Order of Events in a Turn
  1. Players outline their course of action. 
  2. Check for Wandering Monsters (1-2 on d6) once 
  every two turns.
  If an encounter occurs, play out the encounter.
  3. GM describes new areas explored, results of 
  searches, traps set off, etc.
  4. Check for any timed effects that will end this turn 
  (torches burn out, magic effects expire, etc.)
  Order of Events in an Encounter
  1. Check for surprise (1-2 on d6) for both PCs and 
  monsters. If one side is surprised, the other side can 
  end the encounter by leaving the area. Otherwise, 
  continue.
  2. Determine the initial reaction of the monsters 
  (2d6).
  3. Players declare their actions: talk, run, fight, wait, 
  or something else.
  4. GM determines monster actions, possibly making 
  a second reaction roll based on the PC actions. 
  • If one side fights, run combat.
  • If one side flees, run evasion and pursuit.
  • If both sides talk or wait, play out negotiations.
  Order of Events in a Game Day
  1. Players outline their course of action. Mahotsukai 
  prepare their spells.
  2. Check for Random Encounters (by terrain type)
  If an encounter occurs, determine the time of day at 
  which it will happen (1d12+6 o’clock)
  3. Check to see if the party will become lost.
  4. Determine the weather for the day.
  5. Resolve the party’s movement or other actions, 
  and any encounters when they happen.
  6. Check for Random Encounters (by terrain type)
  If an encounter occurs, determine the time of night 
  at which it will happen (1d12+6 o’clock)
  Order of Events in a Combat Round
  1. Players outline their course of action. Spellcasters 
  decide what spell they will cast, if any.
  2. Roll initiative. Each side rolls a d6 with the higher 
  side acting first. Ties result in simultaneous action.
  3. Check morale if necessary.
  4. The side with initiative acts:
  • Movement
  • Missile Fire (standard or tactical)
  • Melee Combat (standard or tactical)
  • Magic Spells or Items
  5. The side without initiative acts (order as above)
  6. If one side is defeated, combat ends. If one side 
  flees, the other may pursue. Otherwise, continue.
  Onmyoji Spells
  Level 1
  1. Blessing
  2. Contact Minor 
  Spirit
  3. Detect Spirit 
  Creatures
  4. Find Traps
  5. Lock
  6. Oracle
  7. Purge Evil Spirits
  8. Sainted Weapon
  9. Spirit Ward
  10. Word of 
  Command
  Level 2
  1. Detect 
  Transformation
  2. Foretell
  3. Kami's Vengeance
  4. Levitate
  5. Locate Object
  6. Oni's Power
  7. Spiritual Barrier
  8. Summon Lesser 
  Spirit
  Level 3
  1. Ancestral Curse
  2. Blast
  3. Eyes of the Owl
  4. Ghost Double
  5. Key
  6. Obake Eye
  7. Omen
  8. Spirit Step
  Level 4
  1. Astral Projection
  2. Contact Greater 
  Spirit
  3. Cure Disease
  4. Elemental Turning
  5. Geomancy
  6. Speak with Ghosts
  Level 5
  1. Dispel Evil
  2. Hold Monster
  3. Regeneration
  4. Summon Greater 
  Spirit
  5. Teleport
  6. Wall of Ghosts
  Level 6
  1. Banish
  2. Disintegrate
  3. Projected Image
  4. Transformation
  Soryo Spells 
  Level 1
  1. Charm Person
  2. Detect Evil
  3. Light
  4. Protection from 
  Bludgeons
  5. Purify
  6. Read Languages
  7. Refresh Ki
  8. Remove Fear
  9. Soothing Word
  10. Warding
  Level 2
  1. Fresh Air
  2. Hold Person
  3. Hypnotize
  4. Invisibility
  5. Protection from 
  Blades
  6. Resist Energy
  7. Satori
  8. Strengthened Aura
  Level 3
  1. Clairvoyance
  2. ESP
  3. Invigorate
  4. Peach of 
  Immortality
  5. Protection from 
  Missiles
  6. Remove Curse
  7. Speak with Nature
  8. Sumobeya
  Level 4
  1. Charm Monster
  2. Confusion
  3. Enchant Object
  4. Protection from 
  Magic
  5. Telepathy
  6. Word of Recall
  Level 5
  1. Conjure Monster
  2. Invulnerability
  3. Mass Suggestion
  4. Quest
  5. Reincarnate
  6. Speak with 
  Monsters
  Level 6
  1. Anti-Magic Shell
  2. Feeblemind
  3. Heal
  4. Pass-Wall
  Yamabushi Spells
  Level 1
  1. Cleanse
  2. Create Water
  3. Detect Magic
  4. Disguise
  5. Elemental Weapon
  6. Flame Dart
  7. Ghost Sound
  8. Magic Pocket
  9. Shrink/Enlarge
  10. Silence 15' 
  Radius
  Level 2
  1. Blinding Fog
  2. Entrap
  3. Healing Word
  4. Ice Blast
  5. Illusion
  6. Kusanagi
  7. Transform Object
  8. Warp Wood
  Level 3
  1. Animal Charm
  2. Dispel Magic
  3. Elemental Ward
  4. Fly
  5. Growth of Animal
  6. Haste/Slow
  7. Lightning
  8. Water Breathing
  Level 4
  1. Animate Object
  2. Elemental Form
  3. Insect Plague
  4. Stone Bolt
  5. Transform 
  Creature
  6. Wall
  Level 5
  1. Cloudkill
  2. Dragon's Breath
  3. Kamikaze
  4. Part Water
  5. Stone to Flesh
  6. Transform Self
  Level 6
  1. Earthquake
  2. Find the Path
  3. Travel
  4. Weather Control
  Spell Lists
  61
  
                    62
  Abarenbo....4-5
  Adventures....40
  Allegiances....3, 39-41, 54; rewards 39
  Armor....14
  Backgrounds....12-13
  Boats....15, 32
  Bonus Dice...combat 4; magic 7; skill 9
  Buke....12
  Bushi....4-6; saves 37
  Chounin....13
  Chousen XP....40, 54
  Climbing....30
  Combat....34-38; psychic duels 36; special 
  situations 36; tactical attacks 35
  Conditions....37, 38
  Death....38
  Disabilities….37
  Encounter....30
  Encumbrance....29
  Equipment....14
  Eta....13
  Flying...32
  Followers....14
  Giri XP....40, 54
  Healing....38
  Hirelings....14
  Holdings....42-43
  Interaction Checks...28
  Interaction with NPCs....29
  Jumping....30
  Kagemusha....10
  Kensei....5
  Kuge....12
  Lieges: see Allegiances
  Lost....32
  Magic Items....55-57
  Magician: see Mahotsukai
  Mahotsukai....7-9; saves 37; spells 19-27
  Money....14; treasure 54-55
  Monsters....44-53; animals 46; NPCs 44-45
  Mounts....15, 32
  Movement....29-30, 32; basic speed 29; other 
  forms 30; overland 32; special types 32
  Ninja....10
  Ninjou XP....40, 54
  Ninpo....9, 28
  Noble: see Kuge
  Noumin....12
  Onmyoji....7-8, spells 20-22
  Peasant: see Noumin
  Poison....types and costs 16; effects 36
  Positions of Authority....42
  Profiles....see each class
  Psychic Duels....36
  Random Encounters....dungeon 31; wilderness 33
  Reactions....29
  Samurai....5-6
  Saving Throws....37
  Senses....30; loss of 37, 38
  Services....15
  Shinobi Gear....15-16
  Shinobi....9-12; ninpo skills 9, 28; saves 37
  Shukyo....12
  Skill Checks...28
  Sohei....6
  Soryo....8, spells 22-24
  Spells...spell list 19; onmyoji spells 20-22; soryo 
  spells 22-24; yamabushi spells 25-27
  Spy: see Shinobi
  Subdual Damage....38
  Swimming....30
  Tactical Attacks....35
  Taijutsuka....11
  Time Keeping....29; round 29, 34; turn 29, 30; 
  game day 32
  Townsperson: see Chounin
  Treasure....54-55
  Underclass: see Eta
  Uragata....11-12
  Warrior: see Bushi
  Warrior-Aristocrat: see Buke
  Weapons....17-18
  Weather....32
  Yamabushi....8-9, spells 25-27
  Index 
  62
  
                    63
  Character: 
  Player: 
  Class/Level:  
  Profile: 
  XP: 
  Background: 
  Chanbara Character Sheet
  AC: 
  TD: 
  HP: 
  AB: 
  EU: 
  Spd: 
      Ability  d20 mod  2d6 mod
  Str
  Int
  Wis
  Dex
  Con
  Cha
  Saving Throws
  Wood
  Water
  Metal
  Fire
  Earth
  Allegiances: 
  Class Abilities: 
  General: 
  Bonus Dice: 
  Profile Abilities:
  1st: 
  3rd: 
  6th: 
  9th: 
  11th: 
  12th:
  13th: 
  Money
  Zeni: 
  Mon: 
  Ryo: 
  Trade Bars: 
  Other: 
  Equipment
  Background 
  Skills: 
  Spells: 
  Spells/Day: __/__/__/__/__/__
  Ninpo: 
  Acrobatics
  Deception
  Escape
  Infiltration
  Sabotage
  Sketch or Description
  Psychic
  PAtt:
  Pdmg:
  PD:
  SP: 
  
SOURCE: textdata/thevault/Chanbara (osr)/Chanbara.pdf