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SENGOKU

TM

CHANBARA ROLEPLAYING IN FEUDAL JAPAN


Revised Edition

CREDITS
Authors: Anthony J. Bryant and Mark Arsenault Michelle Knight, Charles Landauer, Bill Layman, Greg Lloyd,
Fuzion Roleplaying Rules: David Ackerman-Gray, Bruce Paradise Long, Steve Long, Jonathan Luse, Kevin MacGregor,
Harlick, Ray Greer, George MacDonald, Steve Peterson, Mike Shari MacGregor, Paul Mason, John Mehrholz, Edwin
Pondsmith, Benjamin Wright Millheim, Mike Montesa, Dale Okada, Arcangel Ortiz, Jr.,
Sengoku-specific Rules: Mark Arsenault Ken Pryde, Mauro Reis, David Ross, Arzhange Safdarzadeh,
Project Developer & Revisions: Mark Arsenault Rick Sagely, Janice Sellers, Matt Smith, Susan Stafford,
Editorial Contributions: David Carroll, Dorian Davis, Paul Patrick Sweeney, Simon Taylor, Andy Vetromile, Marissa
Mason, Andrew Martin, Sakai Naoko Way, Paul Wilcox, Chris Wolf.
Cover Illustration: Jason A, Engle Additional Thanks: To Paul Hume, and to everyone on the
Interior Illustrations: Paul Abrams, Mark Arsenault, Heather Sengoku mailing list for their suggestions and encouragement,
Bruton, Nancy Champion, Storn Cook, Audrey Corman, Steve especially Dorian Davis, Anthony Jackson, Dave Mattingly,
Goss, John Grigni, Kraig Horigan, Bryce Nakagawa, J. Scott Mike Montesa, Simon Seah, and Paul Wilcox.
Reeves, Greg Smith, Tonya Walden Revised Edition Thanks: To Peter Corless for helping us real-
Layout Design & Graphics: Mark Arsenault ize the revised dream, Sakai Naoko and David Carroll for
Cartography: Mark Arsenault & Anthony J. Bryant editorial contributions, Kurosawa Akira and Mifune Toshirô
Playtesters: Margaret Arsenault, Mark Arsenault, Andrew for fueling the fire, Margaret for continued support, and to all
Bordner, Theron Bretz, Matt Converse-Willson, Josh Conway, the fans for keeing Sengoku alive!
Mark Craddock, Dorian Davis, Paul Delon, Frank Foulis, Scott Sengoku Mailing List: To join the Sengoku e-mail list just
Galliand, Steve B. Hanson, Bruce Harlick, Charlie Heckman, point your web browser to the following web address: http://
Rex Hodge, Alan Hoyland, James Inkpen, Matthew Iskra, An- groups.yahoo.com/Sengoku/join. Or you can send an e-mail
thony Jackson, Eric Jackson, Mike Jackson, Steve Kenson, to [email protected].

Sengoku: Chanbara Roleplaying in Feudal Japan and Sengoku are trademarks of Gold Rush Games for its feudal Japan roleplaying
game. Copyright © 1997—2001 by Gold Rush Games. All rights reserved under international copyright conventions. FUZION is the
FUZION Lab Group’s trademark for its multi-genre game system. Used under license.
Stock # GRG 1001, ISBN 1-890305-27-8, First printing; Printed in the U.S.A.
SENGOKU: R EVISED EDITION

This book is dedicated to two great icons of the chanbara cinema


tradition, without whose influence the dream of SENGOKU the
roleplaying game would never have come to pass.
It’s said that as long as one is not forgotten they will never die.
In this case, these two masters will certainly be immortal.

MIFUNE TOSHIRÔ
1920—1997

KUROSAWA AKIRA
1910—1998

2
WWW.SENGOKU. COM

Welcome to Sengoku: Chanbara Roleplaying in Feudal Japan, Revised Edition!

Sengoku was originally released ni 1999 to criticial acclaim, excellent reviews and, soon after its release, an award for
best Historic Game of 1999 (awarded by AniMail Newsletter, from Central park media).

The popularity of the “samurai” genre is undisputable. Back in the early days of the role-playing and adventure gaming
hobby, games such as Land of the Rising Sun and Bushidô brought the earliest glimpses of feudal Japan to the gaming
table. There was a lull in samurai gaming, though over the years other games appealing to samurai fans were released,
from card games to board games.

I discovered Bushidô thanks to a freind of mine and fellow gamer, and I was hooked. That same year I saw the Shôgun
mini-series fr the first time. I began a search to see as many samurai films as I could. Seven Samurai, Sanjuro, Yojimbo,
Shôgun Assassin, Kage no Gundan...these films and television programs filled my mind and heart. Big screen or small,
there was no samurai film and no period drama I could turn away from. I was a sponge. There was no turning back.

As I ventured into publishing—mostly doing lcensed Hero System supplements—I decided to return to my one true love
of gaming: Bushidô. I contacted the authors, Paul Hume and Robert Charrette about revising and relaunching the game in
a new edition. A short time later we had a signed agreement and Bushidô Third Edition was in development!

A short time later a card game was released that, once again, popularized the feudal Japanese setting in adventure games.
Legend of the Five Rings was a hit, and thousands of new fans of the genre were born. An L5R role-playing game was
planned soon to follow the card game.

AEG approached me to work on the L5R project and to write the L5R RPG core book, knowing that I had already landed
the Bushidô license and that I had a penchant for historical, feudal Japan and all things samurai. As fate would have it,
AEG decided to go with a more “high fantasy”-style setting for their games and, ultimately, with an in-house developer—
John Wick.

The collectible card game was released, once again, popularized the feudal Japanese setting in adventure games. Legend
of the Five Rings CCG was a hit, and thousands of new fans of the genre were born. The L5R role-playing game was
released not long after, and bth continue to be enjoyed by fans around the world. (The L5R games are beautiful—and fun!
If you’re into a more high fantasy, amalgamized Asian setting, check them out!

To complicate things further, Fantasy Games Unlimited (publishers of the 1981 edition of Bushidô, contacted me re-
garding our plan to publish Bushidô Third Edition. FGU maintained a claim of the Bushidô trademark. Though we had a
license to publish the rules, they disputed our intended use of the Bushidô name. After discussions with FGU, we ulti-
mately decided to develop our own, new game.

The result of several years of work and the wonderful talents of many people listed in the credits page is what you hold
in your hands. Sengoku is a work of love: a love of the history, a love ofthe culture, a love of the chanbara and jidai-geki,
and a love of gaming.

It is my sincere hope that you, too, love Sengoku and, if you do not already love the genre as we do, that you will soon.

Arigato gozaimas’u.

Mark Arsenault
President
Gold Rush Games

3
SENGOKU: R EVISED EDITION

TABLE OF
CONTENTS
BEFORE WE BEGIN .......................................................................... 5
A BRIEF HISTORY OF JAPAN ........................................................ 11
JAPAN .............................................................................................. 17
MANNERS AND CUSTOMS .......................................................... 25
DAILY LIFE IN JAPAN ................................................................... 39
RELIGION ........................................................................................ 65
SOCIETAL STRUCTURES ................................................................ 79
CREATING CHARACTERS ............................................................. 95
OCCUPATIONS .............................................................................. 119
SKILLS .............................................................................................. 139
BRINGING THE CHARACTER TO LIFE ....................................... 155
.......................................155
ARMS, ARMOR AND EQUIPMENT ............................................ 159
GAME RULES .................................................................................. 197
RULES..................................................................................
MAGIC ........................................................................................... 229
THE CAMPAIGN .......................................................................... 246
ARCHITECTURE ............................................................................ 249
BESTIARY ........................................................................................ 261
........................................................................................261
NAMES, OFFICES AND TITLES ................................................... 283
REFERENCES AND INSPIRATION .............................................. 293
GLOSSARY ..................................................................................... 307
.....................................................................................307
INDEX .............................................................................................. 321
INDEX..............................................................................................
CONVERSION NOTES .................................................................. 332

4
WWW.SENGOKU. COM

BEFORE WE BEGIN

5
SENGOKU: R EVISED EDITION

WHAT IS WHAT IS
SENGOKU? ROLEPLAYING?
SENGOKU is a roleplaying game for one In a roleplaying game (called RPG for short), players create
Game Master (GM) and anywhere from and develop Player Characters (PCs). These player characters
one to 180,000 players (assuming you want interact with Non-player Characters (NPCs) that are run by the
to play the Battle of Sekigahara on a 1:1 scale). Game Master (GM).
Sengoku is also a word meaning “Warring States,” and refers How do the PCs and NPCs work? The player guides his PC,
to a period of Japanese history marked by nearly incessant civil deciding the PCs actions, what he says, where he goes, etc. The
warfare, jockeying for position by rival warlords and samurai GM, who has created the world in which they are playing, has his
clans, and a near total breakdown of the social order. When you store of NPCs whom he controls. With the aid of dice, used to
see the word in italicized, small capital letters, like this— determine certain random elements like the success or failure of
SENGOKU—we are referring to the game. When you see it written specific actions or the “damage” taken in combat, players and
in normal type capitalized or not, we are referring to that period GMs alike are in control of their game. It is purely interactive.
in history, or something related to it. We may speak of sengoku The GM will plot out an adventure, and it is up to the players to
politics, sengoku history, the Sengoku Period—or we may speak follow along or even turn the game to another wholly unexpected
of the SENGOKU game. direction.
Japan’s Sengoku Period encompassed roughly the latter half of There are rule books and supplementary aids, and there may be
the sixteenth century. Some historians consider it to have begun maps and charts and even small figurines to indicate the posi-
as early as 1467, with the beginning of the Ônin War (1467– tions of the various PCs and NPCs to aid in determining actions,
1477), although most ascribe it to some nebulous date in the 1550s. but roleplaying games are unlike other games in that there is no
Its close is generally marked to be the Battle of Sekigahara (Oct. board and no little pewter race cars or top hats.
21, 1600), in which the Western Army of Tokugawa Ieyasu over- The game exists in the minds of the GM and the players. While
came the Toyotomi Loyalists of the Eastern Army, led by Ishida the GM sets the parameters and the levels of historical reality, he
Mitsunari. It was this battle that secured Tokugawa rule over Ja- must keep in mind the interests of his players.
pan, although it wasn’t finally ensured until the twin Ôsaka Cam- The world is whatever the GM and his group of players decide
paigns of 1615, in which the Toyotomi cause was finally crushed. it is.
For this reason, some put the end of the Sengoku Period at 1615. The object of roleplaying games, unlike other games which have
For the purposes of this game, the Sengoku Period is given to a definite end or victory point, is to keep your PCs alive and con-
be 1542 to 1600, inclusive. In 1542, Japan encountered Europe- tinue to play them another day. Even if that most feared fate befalls
ans for the first time, when a ship wrecked off the coast of a tiny a PC—death—the player can create a new PC and rejoin play at
island called Tanegashima and Fernan Mendez Pinto stepped a suitable point in the current, on-going adventure, which in gam-
ashore, bearing the first firearm the Japanese had ever seen. This ing terms is usually called a campaign.
was to prove to be a pivotal event for the future of Japanese poli- That is what roleplaying games are: continuous adventures with
tics, to say nothing of the concept of warfare and bushidô. 1600, the same PCs acting and interacting in their fictional world.
of course, marks the establishment of the Tokugawa as supreme An RPG isn’t about dressing up in funny black pajamas and
in Japan, virtually putting an end to war and strife. grabbing a sword and going out into the night as Lord Ninja Master
This “end of warfare” was only virtual, however; uprisings and of the Universe, or getting someone else to put on armor and
occasional rebellions would still occur, but they were no longer whaling on each other with mock swords. While that is a form of
the rule. Now, they were the exception. role-play—indeed, so-called “live action roleplaying” (or LARP)
Unfortunately for many would-be gamers, most of the televi- is popular in some circles—it can’t replicate or even simulate the
sion series and films with which we are familiar are actually set full measure of a fantasy roleplaying game.
in the Tokugawa Period. The Seven Samurai, for example, takes For this reason, we don’t suggest you try any of this at home.
place a few years after the Ôsaka Campaign. Things such as yakuza Some of us have already, and it hurts. Besides, we can’t figure
(“the Japanese Mafia”) gangs didn’t come into being until the out how to get those mythical beasts to show up to play with us…
Tokugawa were in charge, so certain elements of society one might It’s all in the mind.
expect to find in the game won’t appear here. They will, how-
ever, appear in a future supplement to this core rule book—one
which will focus specifically on the developments of the ROLEPLAYING ETIQUETTE
Tokugawa Period. Etiquette in gaming is more than just who brings the chips, pays
for the pizza and drinks, and whose living room gets taken over
on any given gaming session. Here are a few rules to keep in
mind for happy gaming.

A samurai in service must always be careful not to indulge in underhanded censure of any faults of his comrades that he happens to
6 hear of or see. For a man can’t calculate how far he may not have unwittingly mistaken or misunderstood these things.
— Daidôji Yûzan
WWW.SENGOKU. COM

No Hogging the Game You may be familiar with the different


levels of these gaming environments, but
There are several people playing. No one should be the center
take a quick look at the options and gam-
of attention for the entire game. If there are five of you, each
ing style represented by each. That way,
person gets one-fifth of the limelight.
you can more easily choose the style of
play suited to your interests. You may
Have Respect even find that you will want to play dif-
This goes both ways. Without the players, the GM is nothing, ferent levels of reality, occasionally using
and without the GM, there is no game. Don’t try to browbeat the more fantastic and occasionally dropping
each other; don’t try to be a “rules lawyer.” It’s called a roleplaying into the “real world” of feudal Japan (which could be adventur-
game. Have fun. ous enough!).
It might be better if you don’t mix the elements too broadly,
The GM Rules although there is no reason you can’t set limitations on how much
magic or how “unreal” you are willing to let the game become.
This is not a democracy. The GM is the boss. You should feel As with all roleplaying games, the world in which you play is
free to ask questions, but when a ruling is made, accept it. The what you choose it to be. Before beginning a campaign, the GM
GM shouldn’t have to resort to “lightning bolts from nowhere” to should sit down with his players and discuss the issue, to avoid
maintain order. unpleasant surprises later.
Because SENGOKU is a game which primarily simulates the
Be Prepared chanbara action cinema, it is thus set in the “Chanbara” (or “He-
Bring everything you will need: figures (if you use them), dice, roic” in the Fuzion gaming system terminology) gaming level.
pens and paper (and graph or hex paper if you map), etc. If you’re GMs can easily run campaigns with a more historical level of
the GM, you’ll need more supplies than the rest. For example, if “realism” simply by changing the “reality level” of the game.
you play with figures, the GM may feel he needs to supply all the
figures other than those of the players’ PCs. While that’s no hard Historical
and fast rule, it’s always nice to bring whatever figures you have Campaigns that are strictly Historical (“Competent” in Fuzion
to supplement the supply if necessary. terminology) may take two tracks: they can be ultra-realistic, uti-
lizing actual historical backdrops and personalities (e.g., the as-
Keep the Game the Game sassination of Oda Nobunaga, intrigues in Hideyoshi’s court, the
Remember that the game sessions are not real life. If someone Battle of Okehazama, etc.); or they can be realistic but apply to a
makes a mistake in the game and gets your PCs killed, don’t os- parallel Japan, one in which a player character can raise his own
tracize that person. It’s not worth it. Conversely, don’t let your clan and perhaps some day even become shôgun.
game suffer because of outside animosities. If you’re upset be- Whichever option you prefer, you will have to have an under-
cause the guy across the table is dating your ex-girlfriend, don’t standing of the culture of the period. This sourcebook will tell
use that as an excuse to hire an assassin to kill his PC. Try to keep you how to play the game, and will give you a fundamental ground-
your worlds separate. ing in the society and world of late sixteenth-century Japan; but
you will probably want to refer to some of the books in the bibli-
Role Play ography to more fully round out aspects of play.
Films that give a good idea of this realistic form of play are
The rônin Kawamura Matahei is not Oscar Rivera. Neither is Kagemusha, Throne of Blood, Seven Samurai, Rikyû, The Hid-
Diana Bartnett the cunning kunoichi O-Gin. Play your characters den Fortress, Heaven and Earth, Ran, Yojimbo, Sanjurô, and
as they should be played. Your samurai don’t know about many Shôgun. Films emphasizing a little more incredible action than
things you do (for example, the first time they encounter some most reality-based games are good for ideas of where you can
supernatural being, remember that your PCs haven’t read the take your campaign. This is perhaps the broadest field of samurai
bestiary; all they know is something big, dark, and scary is out film (called jidai-geki, or “period plays,” in Japanese). While not
there). A GM might even want to give bonus points for excep- entirely realistic, they are not beyond the ken of imagination, and
tional roleplaying. there is no magical or fantastic element per se which enters into
them.
CHANBARA ROLEPLAYING
The Sengoku Japan of your game bears no more nor less reality Chanbara
than you wish it to. Whatever melieu you choose to play in— SENGOKU adventures that include more of a fantasy aspect and
whether you prefer the gritty realism of a true historical cam- more spectacular characters are called “Chanbara” campaigns. In
paign, the more elaborate whirling blades and fantastic elements these games, PCs may have skills and attributes that would place
of a “magic is real” adventure of a chanbara epic, or the any- them beyond the realm of most normal people. Magic and other
thing-goes anime genre—the SENGOKU game has what you want. elements of the fantastic will also be a regular part of the game.
Your game is what you make it, and what you let it become. PCs will interact with not only other humans, but they might en-

When we throw off our own bias, follow the teachings of the ancients and confer with other people, matters should go well and without
mishap. 7
— Yamamoto Tsunetomo
SENGOKU: R EVISED EDITION
counter tengu, kappa, or even fierce oni. Magic is Rare: While there is a place for “magic,” it is typi-
Priests and monks can use magic; it may cally shrouded in religious mysticism. Magic is typically felt but
even be possible for many PCs to have a not actually seen. Those with mystic powers are few and held as
certain latent magical capability. To put “masters” of their esoteric disciplines. Ironically, religious “magic”
it in western terms, it’s the difference be- permeates the culture to its roots and is relied upon for many
tween Blood and Roses or The Longships things, from the seemingly mundane (healing the sick, curing the
(epic historical adventures, but not fantasy) insane, blessing a voyage or new house) to the fantastic (divina-
and Ladyhawk or Conan. tion, communing with the dead, etc.).
This is the level of play that will allow you to Heroic Deeds: Chanbara heroes, while regularly facing impos-
bring in whirling blades of death, armies of ninja materializing sible odds and moral dilemma, are nonetheless heroes, above the
on castle walls, ancient family curses that really are curses, etc. masses in skill and resolve. Some heroes are thus created by their
As an example of an external element appropriate to a Chanbara struggles. Others, who begin as heroes, are destroyed by them.
Level game, there have been films suggesting giant kites—hang- Duty vs. Obligation: The core of almost every chanbara story
gliders, in essence—used to approach an impregnable castle. Even or adventure is centered on the idea that the hero faces an impos-
within the realm of the fantastical, however, the laws of nature sible choice: fulfill his duty or fulfill an obligation. To do one
should be followed. If bypassed, it should be with appropriate neglects the other. On all but the rarest occasion, the hero’s death
explanations. is the only thing that allows him to successfully do both. What
Films that give a good idea of the fantastic are Daimajin, Satomi are seen as tragedies to the Western observer are held as idealistic
Hakkenden (Legend of the Eight Samurai), etc. The Lone Wolf examples of true virtue by the Japanese. These concepts are cov-
and Cub and the Zatoichi series are two such entries in this genre, ered in more detail later.
for although there is no overtly supernatural element in them, The Group Above the Individual: Japanese society stresses
there can be little doubt that either one is exactly “normal” in the value of the group. One’s self-worth is derived not from his
terms of what can be done and what takes place. individual accomplishments but rather by those of the group. The
Some common chanbara genre conventions include: lone figure is seen as suspect and tragic, and their struggles are
One Against Dozens: One hero (or several) stands against many amplified (which partly explains why most chanbara stories fea-
times their own number. The majority of their opponents are killed ture lone heroes).
with relative ease and en masse. Mifune Toshirô demonstrates This core rule book assumes Chanbara level gaming as the norm,
this quite well in many of his films. and future SENGOKU products and supplements will also be writ-
ten primarily for the Chanbara Level; however, other levels will
be represented in future gaming accessories as well.

Anime
In an Anime style (“Superheroic”) campaign, anything goes.
That’s about all you can say. The kind of abilities and actions that
take place in anime games are most often indicated by animated
Japanese films and television series, hence the application of the
title “anime” (which literally means “animation”) for this genre.
It is in this game form in which magic and the supernatural are
more common than not. The various kami and Buddhas may play
an active part in the life of humans. The Anime level will be only
lightly covered in this core SENGOKU rule book. Future supple-
ments (based on popular feudal-era anime, such as the Hakkenden
series, Undead Yomi, Ninja Scroll, Kabuto and Dagger of Kamui,
etc.) will provide the kind of material for running a true Anime
level game.

Chanbara Inspiration
For a thorough list of chanbara films and videos, see the
filmography at the back of this book. Many of the films listed are
now available for rent and purchase, thanks to several companies
which have begun new efforts to bring these films to the Ameri-
can video market.

The Way of the Samurai is in desperateness. Ten men or more cannot kill such a man. Common sense will not accomplish great
things. Simply become insane and desperate. In Bushidô, if one uses discrimination, he will fall behind. One needs neither loyalty nor
8 devotion, but simply to become desperate in Bushidô. Loyalty and devotion are of themselves within desperation.
— Yamamoto Tsunetomo
WWW.SENGOKU. COM

LINGUISTIC Pronunciation
Japanese is a syllabic, generally

CONVENTIONS
uninflected, language. When letters are
doubled (the vowels u and o being so
identified by macrons), they are given a
Japanese history can be divided into “eras” and “periods.” While double duration (e.g. the T sound in
the terms may in many contexts be interchangeable, for the sake “hit tune” or the O in “Go over!”). In
of SENGOKU we will use the latter term to indicate sometimes over- general, letters are pronounced the same as
lapping historical time frames as defined by historians (e.g., the in English, with a few necessary cautions:
Sengoku Period, the Tokugawa Period, the Fujiwara Period, etc.)
and the former to indicate nengô, or “era names” as given by Consonants:
emperors and other worthies (e.g., Bunka Era, Genki Era, etc.). It G—always hard, as in gold, never soft as in gem.
is only since the Imperial Restoration in 1868 that the era and J—always soft, as in jet.
period names have been the same (i.e., Meiji Era, Taishô Era, R—lightly trilled, similar to in the British very
Shôwa Era, and Heisei Era). What this means is that during the (“veddy” ).
time of the Sengoku Period, Japan saw many eras come and go. S—always soft, never hard as in his.
For personal names, the order is surname first, given name last. CH—always hard, as in church.
Tokugawa Ieyasu was Ieyasu of the Tokugawa family. This ren- TCH—a lengthened ch, similar to the sound in fat
dering of names is used throughout this rule book. Almost invari- chance.
ably when someone is referred to by only one name, it is a given
name. In modern history books, even in Japan, Tokugawa Ieyasu Vowels :
is referred to initially with his full name, and thereafter as “Ieyasu,” A—as in father.
unlike Western history books who never talk about “George” E—somewhere between bed and hay. When a
crossing the Delaware River. final vowel, it is always pronounced (e.g.
Geographical and proper place names in Japanese usually (but Kansuke is pronounced as “Kawn-skay.”)
not universally) include in their name the element they are. Thus I—as in machine.
we will not speak of the Arakawa River; rather, we will say O—as in boat.
Arakawa (“Rough River”). Likewise, we will say Enryaku-ji, U—as in chute.
rather than Enryakuji Temple (nor will we say Enryaku Temple). EI—as in bait.
To those who speak Spanish and have long chafed at references AI—as in rite.
such as “Rio Grande River” and “Sierra Madre Mountains,” this
idea should be clear. An appendix at the back of this book gives
common geographical terms in Japanese for GMs wanting to more Within words, the vowels u and i are weak, and often not pro-
accurately flavor their campaign, or to understand words that may nounced; at the end of words, a u sometimes disappears. English
appear on a map or in a conversation between PCs and NPCs. has a tendency to put the stress on penultimate syllables; for ex-

People who talk on and on about matters of little importance most likely have some complaint in the back of their mind. But so as to be
ambiguous and to hide this they repeat what they are saying over and over again. To hear something like this causes doubt to arise in
one’s heart. 9
— Yamamoto Tsunetomo
SENGOKU: R EVISED EDITION
ample, to pronounce the name Yamashita
as “Yama-SHEE-ta.” In fact, Japanese
pronunciation is more accurately
MEASURE MENTS
MEASUREMENTS
“Yamash’ta.” Distance in SENGOKU is measured not in feet or yards or meters,
One thing that must be remembered is but in “shaku,” “ken,” and “jô.” One shaku is almost exactly a
the linguistic strictures of the language. foot; one ken is roughly equal to six feet, or nearly two meters; a
There are a few consonant-vowel combi- jô is 10 shaku, or 10 feet. A “tsubo” is a unit of measurement
nations that are impossible in Japanese. Oc- equal to one ken by one ken, or six feet by six feet; this is the size
casionally, in old books, one will see an appar- of two tatami mats, and is the standard term used to define floor
ent exception; what this actually is is imperfect orthography, of- space.
ten written by people not as familiar with the language as they For the purposes of maintaining the “flavor” of the genre, dis-
should be, or people following an older romanization style. James tances will be discussed using the appropriate Japanese names.
Clavell’s novel Shôgun provides us with three very interesting Below are a few measurements and their approximate Western
and persistent “spelling errors”: One is in the name of the charac- equivalents.
ter Kasigi Yabu. Si is an impossible letter combination in Japa-
nese (the odd unusual romanization system notwithstanding, the
pronunciation is still shi); the name would be pronounced Kashigi. Distance
The second is writing Edo as Yedo. This application of a leading Unit U.S. Metric
“Y” is why we today say “yen” instead of the correct “en” for 1 Sun 1.2 in 3 cm
Japanese currency. The third is the reference to Toranaga as be- 1 Sho 4 in 10 cm
ing from the Kwantô. He is from the Kantô. Ôsaka is in the Kansai, 1 Shaku 1 ft 30 cm
not Kwansai. 1 Ken 2 yds 2m
For the record, here are the impossible sounds and letter combi- 1 Jô 10 ft 3m
nations in Japanese: 1 Ri 2.4 mi 3.9 km
The letter V doesn’t exist in Japanese. 1 Senri (1,000 ri) 2,400 mi 3,900 km
No letter can follow F but U.
Hu is an impossible combination in Japanese, as are je, si, ti,
tu, ye, yi, and zi.
Area
The only consonant that can end a word or syllable is an n. Unit Equivalent
Forget final m. That’s a bad habit born of simplicity. Foreigners Tsubo 1 ken x 1 ken (6’ x 6’)1
are nanban, not nambam or namban. Cho 60 ken x 60 ken
One final thing. The Japanese language has no plural form, so
people familiar with the language generally do not put an “s” at Capacity
the end of Japanese plural nouns when they appear in English. Unit U.S. Metric Example
We will follow this standard, and trust context to indicate whether 1 Shaku 18ml small cup
it is one samurai or 100 samurai. 1 Gô 1/2 pt .18 l flask
1 Shô 1.5 qts 1.8 l small keg
1 Tô 4 gal 18 l large keg
1 Koku 40 gal 180 l large barrel

The Sengoku Japanese calendar has a 12-month year, but each


month has three weeks, each of ten days. Keep these values in
mind as you read this rule book.

It is important to teach a girl chastity from the time she is a child. She should not be in the company of a man at a distance of less than
10 one ken, nor should she meet them eye to eye, nor receive things from them directly from hand to hand.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

A BRIEF HISTORY
OF JAPAN

11
SENGOKU: REVISED EDITION
This chapter is not intended to be a seri- Minamoto (and later Hôjô) power; Muromachi was a Kyôto dis-
ous historical study of Japan. Rather, it trict chosen by the Ashikaga for their headquarters; Azuchi was
provides an overview of the basic knowl- Nobunaga’s castle; and Momoyama was the site of one of
edge that a normal well-educated PC is Hideyoshi’s castles. Note also that the so-called Sengoku Period
likely to know. For more specific histori- is comprised of the entire Azuchi and Momoyama Periods, and
cal information, consult the reading list part of the Muromachi Period. (This is why this time is often
in the appendix. referred to in history books as “Muromachi-Momoyama,” or
Remember that you are the master of your “Azuchi–Momoyama.”)
game: if certain historical elements don’t fit with
your game, feel free to change them to suit your needs. For ex-
ample, if you want to play SENGOKU in a type of “what–if” sce- PREHISTORY (TO 592)
nario in which the Minamoto shôgunate never fell, you can; but In c. AD 200, Empress Jingô leads an invasion of Korea and
you’ll need to do some research into what government under the subjugates it to Japanese rule. Her son, the emperor Ôjin, will be
Minamoto was like. deified as Hachiman, the god of war.
Future supplements to SENGOKU may focus more closely on cer- Among the gifts from Korea are writing and the Buddhist reli-
tain historical periods, allowing you to place a game during the gion. In 538, Buddhism reaches Japan. Emperor Yômei proposes
heady days of the latter Heian Period, when rival Taira and that it become the state religion in 587. Soga no Umako supports
Minamoto clans shared the imperial bloodline and battled for this proposal, which is opposed by Katsumi no Nakatomi and
supremacy; the chaos of the mid-fifteenth century, when the so- Katsumi no Moriya, who favor Shintô; in the ensuing conflict,
cial structure started to crumble and upstart warlords from petty the Soga emerge victorious.
provinces became great lords overnight; or even the mist-en-
shrouded days of prehistory, before Buddhism and Sinophilia took
hold, when Japan was still a land to be conquered, and the gods ASUKA PERIOD (592–710)
had a more direct hand in daily life. The imperial court moves to Asuka, in Yamato, near Nara. The
Asuka Period sees the imperial house solidify control over the

MYTHICAL ORIGINS
land. During this period, Buddhism strengthens as the official
state religion, the imperial court of Japan adopts the Chinese
model, and refugee artisans from Korea come to Japan. The first
OF JAPAN Japanese coins are minted in 708. The old order falls apart, and a
new order based on Sino–Buddhist concepts rises to power under
Japan’s mythological origins are recorded in the Kojiki (“A the eyes of the Fujiwara Clan.
Record of Ancient Things”), a book written in 711 by the histo- Regent Prince Shôtoku institutes social reforms based on Sino–
rian Ô-no-Yasumaro. The Kojiki is also a history book about Buddhist concepts in 604. The ancient Soga clan, continuing to
Japan’s earliest days, although its history is no more reliable than gain power and influence, annihilates the family of Prince Shôtoku
its myth. in 643. Prince Naka no Oe and Nakatomi no Kamatari join forces
The first emperor, according to the Kojiki, was Jinmu Tennô, and assassinate Soga no Iruka and bring down the Soga, banish-
son of Amaterasu Ômikami, goddess of the sun. Jinmu ruled, ing many of the clan. Naka no Oe becomes Crown Prince;
according to the legends, from 660–585 BC. In point of fact, if Kamatari, Minister of the Center. They issue the Taika Reforms,
such a person ever existed at all, he would have had to have reigned a series of social reforms based on Chinese models, which estab-
sometime in the fourth century, as it was not until that time that lishes era names (the first being Taika, or “Great Change”), in
the Yamato state began to unify the nation. Be that as it may, no 645. Naka no Oe becomes emperor as Tenji Tennô in 668;
one living in Japan in the sixteenth century would have any qualms Kamatari takes the name Fujiwara no Kamatari. His family will
about accepting the Imperial House’s claims of antiquity, nor the “run” Japan for the next several centuries.
ahistorical dates indicated by the Kojiki. It was simply taken as a In 672, a dispute over imperial succession leads to the short but
matter of faith that Japan was the Land of the Gods, and the em- bloody Jinshin Revolt; Prince Ôama defeats prince Ôtomo, and
peror in Miyako was the Son of Heaven, latest in an unbroken becomes the next emperor. In 701, the Taihô Code, covering civil
line from the goddess herself. and penal matters, is established.
For a detailed look at the cosmology and mythical origins of
Japan, see the chapter on Religion. NARA PERIOD (710–794)
Empress Genmei moves the capital to Nara. The cultivation of

CAPSULE HISTORY, rice is first encouraged.


Chinese becomes the language of learning, culture, science, and
literature. Chinese knowledge grows as scholars from Japan go
ERA TO ERA to T’ang China to study, and Buddhist priests come from China
to establish temples. The Great Buddha at Tôdai-ji is completed
Most of the periods of Japanese history are taken from the loca- in 752. The priest Ganjin arrives from China in 754. The Shôsô-
tion of the center of the government of the time. It is interesting in, a national treasury-house, is built at Tôdai-ji.
to note that although after 794 the imperial capital was in Kyôto Jealous over the influence of a Buddhist monk over a retired
(then called Heian-kyô), once the military aristocracy rose to empress, Fujiwara no Nakamaro seizes power in 757, and in an
power, the de facto seat of Japan’s government was wherever the attempt to gain further power and arrest the priest in 764, he leads
ruling house established it: the town of Kamakura was the seat of an uprising but is defeated and executed.

One should not think he can hire others and have them do everything, but rather he should be of the mind to rely on himself and to
12 know the condition of things. Only then should he delegate to others.
— Hojo Nagauji
WWW.SENGOKU.COM

HEIAN PERIOD (794–1192) Minamoto–Fujiwara alliance is formed to


oppose Taira no Kiyomori and his
The capital is moved to Heian-kyô (the “Capital of Peace and Fujiwara supporters. The insurrection
Calm”). The power of the emperors wanes as the court officials fails, and Yoritomo is exiled to Izu.
and bureaucrats gain more influence. For the first time, families Kiyomori becomes regent and his
not descended from imperial lines hold the highest offices in the daughter becomes Emperor Takakura’s
land, including the regency. Literature flourishes as The Tale of empress. After a failed conspiracy to over-
Genji and other books are written. throw the Taira, Kiyomori has the retired
Retired emperors begin to establish puppet master governments enperor Go-Shirakawa confined.
from their villas in Buddhist temples. Often, several generations In 1180, the Genpei (“Minamoto–Taira”) War begins as Prince
of retired emperors struggle to pull the same strings in various Mochihito and Minamoto no Yorimasa rebel against the Taira
directions, leading to political maneuverings by the courtiers. This and are defeated. Minamoto no Yoritomo and Yoshinaka raise
is begun by retired emperor Shirakawa in 1086, who also first the flag of revolt. Taira no Shigehira burns Tôdai-ji and Kôfuku-
gives bushi direct access to court officials by establishing a guard ji to put down rebellious monks. Yoshinaka enters Kyôto in 1183,
of samurai to defend his palace. but his country bumpkin ways and excessive behavior get him
Kôbô-daishi (Kûkai) returns from China and establishes Shingon recalled by Yoritomo. In 1185, Minamoto no Yoshitsune annihi-
Buddhism in 805. In 806, Saichô introduces Tendai Buddhism. lates the Taira army in a sea battle at Dan-no-Ura. Yoshitsune is
The Nenbutsu sect of Buddhism is promulgated by Kûya in 938. falsely denounced by jealous rivals, and he is ordered hunted down
Jôdô (“Pure Land”) Buddhism begins to flourish after Hônen and killed by his brother Yoritomo.
begins to preach in 1175. Rinzai-zen Buddhism begins in 1191, Yoritomo becomes shôgun in 1192.
taught by Yôsai. Not all relations with the monks of various sects
are peaceful: conflict breaks between Enjô-ji and Enryaku-ji
monks in 1035. In 1037, Kôfuku-ji monks destroy part of Tôdai- KAMAKURA PERIOD (1192–1333)
ji. Bands of warrior monks will periodically appear in the capital Yoritomo established his bakufu (“tent government” or the
to press demands on the government. shôgunate) in Kamakura to keep it away from court influences.
The most illustrious branches of the Minamoto clan—the Saga His house only lasts briefly, as through intrigues from his wife’s
Genji and the Seiwa Genji—are created when Emperors Saga family, the Hôjô, the third Minamoto shôgun, Sanetomo, is as-
and Seiwa give that surname (meaning “origin”) to cadet branches sassinated in 1219. Emperor Go-Toba tried to regain control, but
of the imperial house. The surname Taira (“Peace” or “Level”) is a huge army under Hôjô Yasutoki easily defeated Go-Toba’s
given to another line of imperial descendants. forces. In 1226, the first puppet shôgun is set up by the Hôjô
In 866, the Ôten-mon (a gate at the imperial palace) was burned; regents: 9-year-old Fujiwara no Yoritsune. Henceforth, the true
the resulting investigation into the plot leads to the fall of two power is the Hôjô regency. During this period, the shôgun will be
clans, allowing the Fujiwara to monopolize government posts puppets. Some will be Fujiwara, some even Imperial princes.
thereafter. In 887, Fujiwara no Mototsune becomes first kanpaku Several new Buddhist sects are founded. The Jôdô-shin-shu (the
(imperial regent). Ikkô movement) appear in 1224, led by Shinran. Dôgen founds
The rise of the military class is marked by disturbances in the Sôdô-zen Buddhism in 1227. In 1253, Nichiren begins Hokke
provinces, where the real rulers of the land—the samurai—test (or Nichiren) Buddhism. Ippen promulgates the Ji sect in 1275.
their might against the aristocratic governors ensconced far away The Kamakura Period begins a feudalistic age that will last for
in the capital. In 935, Taira no Masakado raises an army in the the rest of Japan’s history. The emperor is now a figurehead—
provinces and declares himself “the new emperor” in the Tengyô well-respected and honored, and at times revered, but a figure-
Revolt. The conflict lasts until 940, when Masakado is killed. head nonetheless. From time to time emperors will try to gain
Fujiwara no Michizane maneuvers behind the scenes to seize control of the government, and for a while they may actually suc-
power in 995, and becomes regent in 1015. The Fujiwara, once a ceed; but ultimately the power belongs to the military aristoc-
military house, soften and become effete; the Taira and Minamoto racy, who have the manpower, swords, and the wealth-producing
alternately attempt to wrest control of the government from them estates to keep control. The once rustic samurai revel in their new-
and support them in putting down other insurrections, while oc- found authority and remake themselves in an aristocratic, edu-
casionally battling each other for position. Abe no Yoritoki of cated image.
Mutsu rebels in 1051, starting the Zen-kunen (“Earlier Nine- When the Mongol navy of Kublai Khan suddenly attacks
Year”) War, and is put down by Minamoto no Yoriyoshi and Kyûshû in 1274, no one is prepared. Only good fortune prevents
others. Kiyohara no Iehira (also of Mutsu) revolts in 1083, begin- defeat. In 1281, a larger armada from Mongol-ruled China, this
ning the Go-sannen (“Later Five-Year”) War; he is put down by time meeting strong resistance. Still, they are only driven off by a
Minamoto no Yoshiie. When Minamoto no Yoshichika (a son of phenomenal typhoon—the kamikaze, or spirit wind. The cost of
Yoshiie) plunders Kyûshû in 1101, he is put down several years mounting these defenses nearly destroy the bakufu. The govern-
later by Taira no Masanori. ment is severely weakened.
The Hôgen and Heiji Insurrections (1156 and 1159, respectively) Emperor Go-Daigo launches several schemes to overthrow the
lay waste to large parts of Heian-kyô. In the former, one branch Kamakura government, and fails each time. He is finally exiled
of the Fujiwara and a retired emperor try to oppose the reigning to Oki Island after the Genkô Insurrection of 1331.
emperor (Go-Shirakawa) and another branch of the Fujiwara, In 1333, Nitta Yoshisada and Ashikaga Takauji seize both the
aided by the Taira. Go-Shirakawa emerges victorious, and Taira imperial and bakufu capitals, and end the Kamakura shôgunate.
no Kiyomori’s fortune is made. In the Heiji Insurrection, a

During any military affair, no matter how important the event may be, when something is communicated by word of mouth, the least bit
of vagueness will invite grievous results. 13
— Asakura Soteki
SENGOKU: REVISED EDITION

MUROMACHI torical concepts than a real ideals. The main fighting is over in
1477, but in point of fact it will not end until 1600. This marks
PERIOD (1333–1573) the rise of the gekokujô daimyô, those who rose to prominence
from nowhere. Hôjô Sôun becomes one of the most famous of
This age begins marked by the split of theirr number.
the imperial house into two lines, each In 1488, the Ikkô sect rises up in Kaga, taking control of the
vying for the throne. While the split be- whole province. In 1506, they rise again in Kaga. They are not
gan in the last half of the Kamakura Period, quelled until 1531, when Asakura Norikage of Echizen suppresses
the involvement of bushi in the equation makes them.
it a much more bloody situation. Ashikaga Takauji restores im-

SPECIFIC HISTORY OF
perial rule (the Kenmu Restoration) in 1334, but he supports
Emperor Kômyô of the northern line. Go-Daigo, who had
struggled with the Kamakura shôgunate, claims orthodoxy as
rightful emperor of the southern line, thereby beginning what is
now called the Nanboku-chô (“Northern and Southern Court”) THE SENGOKU GAME
Period in 1336. Takauji’s first action is to defeat erstwhile allies
Kusunoki Masashige and Nitta Yoshisada. He is named shôgun
in 1338, and establishes his government in the Muromachi dis-
PERIOD
trict (then called Fushimi) of Kyôto. Unlike previous periods, all
the shôgun of the Muromachi Period will be heads of the Ashikaga
clan.
MUROMACHI (1542–1573)
Opulence and splendor are the bywords of this era, as they build 1542: Towards the end of August, a Portuguese ship lands at
temple after temple, literally cover the walls of one retirement Tanegashima and introduces the matchlock arquebus
villa with gold leaf, create huge estates with aesthetically perfect to Japan.
gardens, and outdo each other in dress and refinement. During 1549: St. Francis Xavier arrives in Kagoshima on a mission
this period (c. 1441) Zeami perfects the Nô play. The tea cer- trip.
emony and flower arranging begin to flourish. 1555: Rival daimyô Uesugi Kenshin and Takeda Shingen
The rivalry between the Northern and Southern courts erupts fight to a draw at Kawanakajima.
into warfare in Kyôto in 1355. The conflict finally ends when 1560: In a reputation-making battle at Okehazama, Oda
Emperor Go-Kameyama of the Northern court yields the throne Nobunaga’s 2,000-man force overwhelms a 25,000-
to Emperor Go-Komatsu of the Southern court in 1392. When an man army and kills Imagawa Yoshimoto.
emperor of the Northern line is installed in 1412, contrary to the 1565: Shôgun Ashikaga Yoshiteru is assassinated by Miyoshi
agreement whereby the throne would alternate between emper- Yoshitsugu and Matsunaga Hisahide.
ors of the Northern and Southern lines, hostile feelings break out 1568: Nobunaga, in support of Ashikaga Yoshiaki, enters
and a rebellion is quickly put down in Ise; but the warfare is over Kyôto and has him installed as shôgun.
as people are just worn out, and peace slowly settles in. 1569: Nobunaga approves Luis Frois’s request and allows
Because of the rivalry between courts, families jockey for posi- Christian preaching in Kyôto.
tion by allying first one way and then the next, with loyalties 1570: Nobunaga defeats the Asai and Asakura at the battle of
going to the highest bidder. This can be seen as the beginning of Anegawa.
the end for the old loyalty-do-or-die mentality more typical of 1570: First Portuguese trading ship arrives in Nagasaki.
the Heian and Kamakura Periods. Several rebellions and insur- Tobacco is introduced.
rections occur over the decades, but are put down. 1571: Nobunaga burns Enryaku-ji to the ground.
Japan also has trouble with wakô (Japanese pirates). The sea- 1573: Nobunaga purges Yoshiaki, and the Muromachi
based raiders, mostly Japanese but partially Korean (and occa- shôgunate falls.
sionally led by Chinese), harry fishing and trading industries. The
situation is so bad that an envoy from Ming China asks Japan to
do something about the pirates. They are largely put down by the
AZUCHI PERIOD (1573–1582)
middle of the fifteenth century. 1575: Nobunaga and Ieyasu defeat Takeda Katsuyori at
The greatest crisis of the Ashikaga Period is the Ônin War of Nagashino; this is the first battle in which large num-
1467–1477. The war’s causes are extremely complex: suffice to bers of firearms were used.
say that it combines all the worst elements of a succession dis- 1576: Nobunaga builds Azuchi Castle.
pute for the shôgunate, a rivalry over a politically powerful of- 1576: Nobunaga almost goes to war with monks from Hongan-
fice, a dispute over which son would rule a powerful clan, dis- ji, but reconciles with chief bôzu Kennyo Kôsa. Kosa
agreements between in-laws, and old intra–clan (and inter–clan) abdicates authority to his son and retires.
grudges that needed settling. When the dust clears, Kyôto is a 1582: Ôtomo, Arima, and Ômura daimyô send mission to Rome.
burned out shamble, thousands have died, the Hosokawa and (It returns eight years later.)
Yamana clans will never be the same, and the power and prestige 1582: Akechi Mitsuhide, one of Nobunaga’s generals, turns his
of the Muromachi shôgun is broken. coat and attacks Nobunaga at night while the latter is
The long–standing policy that daimyô infighting would be staying at the Honnô-ji in Kyôto. Nobunaga is killed.
quelled by the bakufu as injurious to society is lost for good, and Nobunaga’s best generals (Ieyasu and Hideyoshi) both
clans constantly vie with one another for power and influence. make valiant efforts to catch and punish the traitor, know-
Loyalty and other familiar trademarks of bushidô are more rhe-

A man who keeps a considerable number of retainers…should first of all have the religious and habitual awareness to provide for his
14 men well.
— Asakura Soteki
WWW.SENGOKU.COM

ing that the one who does will have the moral impera-
tive to become his heir. Ieyasu, far to the north, executes
a forced march south, but is too late.
POST
POST––
MOMOYAMA (1582–1600)
SENGOKU
1582: Hashiba (later Toyotomi) Hideyoshi catches up with
Mitsuhide at the Battle of Yamazaki and kills him.
JAPAN
1583: Hideyoshi defeats Shibata Katsuie at Shizugatake. If you wish, you may place your campaign
1583: Construction is begun on Ôsaka Castle. in a more structured world of a Japan under the Tokugawa bakufu.
1584: Ieyasu and Hideyoshi fight to a draw at Nagakute. Although there are changes in the society that are not specifically
1585: Ieyasu submits to Hideyoshi, recognizing his position. covered in this core rule book (notably the rise of the yakuza and
1585: Hideyoshi defeats the Chôsokabe, finalizes conquest of the exclusion of foreigners), you should be able to play in this
Shikoku. milieu with no difficulties. Just to make things easy, we provide
1585: Hideyoshi becomes kanpaku, or imperial regent. a short look at some of the changes during the early part of the
1586: Hideyoshi becomes Grand Minister, takes surname long Tokugawa rule.
Toyotomi. A future SENGOKU gaming supplement is planned to provide
1587: Hideyoshi conquers Kyûshû. specifics for gaming in the less warlike—but no less adventure-
1587: Hideyoshi conducts the “sword hunt” to collect swords some—Edo Period, also known as the Tokugawa Jidai.
ostensibly for the iron to construct a large statue of the
Buddha. His real reason is to take thousands of swords
out of circulation, limiting tools of possible rebellion.
EDO/TOKUGAWA (1600–1868)
1587: Jesuit missionaries ordered expelled from Japan, but Ieyasu becomes shôgun in 1603 and establishes his capital far
the order is never carried out. to the northeast of Kyôto in the town of Edo. Kabuki dances (by
1588: Tenshô ôban—the world’s largest coin—is minted for women) are recorded for the first time in that same year (female
the first time. kabuki is formally banned in 1629 as dangerous to morals). In
1589: Printing press imported. 1605, Ieyasu resigns in favor of his son, Hidetada, remaining the
1589: Hideyoshi subjugates Odawara and Tôhoku, nearly power behind the throne behind the throne.
having all of Japan under his control. The Dutch arrive in Japan, and establish a trading house in
1591: Hideyoshi orders Sen-no-Rikyû, the great Tea Master, Hirado in 1609. In 1610, a Japanese boat built from William
to commit suicide. Rikyû does so. Adams’s design travels to Mexico to trade.
1591: First Christian books appear in Japanese. The Christian church is banned formally in 1612, and churches
1592: Hideyoshi sends an army to Korea. His goal is to are burned in Kyôto and elsewhere. In 1622, 55 Christians are
conquer China. executed in Nagasaki.
1594: Hideyoshi builds Fushimi Castle. In 1614, Ieyasu begins the completion of the destruction of the
1595: The 21-year career of Ishikawa Goemon, the Japanese Toyotomi family. Fabricating an “insult” against himself from
Robin Hood, comes to an end with his arrest and Hideyori, Ieyasu launches the Winter Campaign which destroys
execution by being boiled alive. much of Ôsaka Castle’s defenses. Many disaffected samurai rally
1597: Hideyoshi sends a second army to Korea. to the Toyotomi banner. The summer of the next year he launches
1597: Under Hideyoshi’s orders, 26 missionaries and the final campaign which burns the castle to the ground. Hideyori
Christians are killed at Nagasaki. commits suicide. Ieyasu orders that there be only one castle per
1598: Hideyoshi dies. province, resulting in the destruction and dismantling of many
1600: Der Liefde, a Dutch ship, wanders into Bungo prov- older, less strategically sound fortifications. Ieyasu dies in 1616
ince. On board is the English pilot William Adams, The term “daimyô,” which used to refer to any feudal lord or
who will become one of Ieyasu’s advisers. provincial military governor, is now restricted to those with do-
1600: Battle of Sekigahara (October 21) takes place between mains producing an income of 10,000 koku or greater, and were
the Eastern Army of Tokugawa Ieyasu and the obligated to serve the shôgun. There were some 265 daimyô fami-
Western Army of Toyotomi loyalists led by Ishida lies during the Edo Period.
Mitsunari. After the largest battle ever fought in Japan, Japanese ports are declared off-limits for Spanish ships in 1624,
Ieyasu emerges victorious. Ishida is executed a few and Japanese ships without government license to trade interna-
days later. The Sengoku Period comes to a close. tionally are banned in 1633; this is the first step in closing off the
country to outsiders, although a small Dutch colony will remain—
first in Hirado and later in its island ghetto of Dejima in
Nagasaki—throughout the Edo Period. Two years later, Japanese
are banned from leaving for or returning from foreign countries.
Portuguese ships are banned in 1639, completing the isolation
process.
The sankin kôtai (a system of alternate residences, which re-
quires a daimyô to alternate spending one year in Edo and one
year in his home province) is established in 1635. This serves the
multiple purposes of forcing daimyô to have two expensive resi-
dences which they must upkeep all year round, leaving hostages

…if a master begins to feel that he is despised by his retainers, he will very soon go mad. How could one who is supposedly of a position
not even to be despised by the enemy be looked down upon by his own men? It is, moreover, the basis of bringing confusion to the clan. 15
— Asakura Soteki
SENGOKU: REVISED EDITION
in Edo within the shôgun’s reach, and re- Throw into this pot the political chaos of the latter half of the
quiring the expenditure of vast sums regu- sixteenth century, where there may or may not be a central mili-
larly to make the trek in and out of the tary authority, and you can have no end of campaign possibili-
capital with all their family and staff and ties. Different factions could court (excuse the pun…) PCs and
goods. This is one way the shôgunate their clans or groups, hostile factions could try to constantly thwart
keeps daimyô from being able to cause their efforts, etc.
trouble. It also helps spread wealth
throughout the nation as the large entourages
moves back and forth across the countryside. WHAT IF...
A rebellion in Shimabara against the privations of a cruel daimyô
The Mongol invasions of 1274 and 1281 had resulted in a Ja-
breaks out in 1637. Disaffected samurai and large numbers of
pan that was half Chinese-occupied and half Japanese?
rônin rally to the cause of the oppressed clans. Many of the 37,000
Would your PCs be interested in being part of a Fifth Column,
slain in the castle’s defense are Christian samurai, leading to the
joining the Resistance—if there is a Resistance—in Kyûshû and
popular conclusion that the Shimabara Revolt is Christian-insti-
Shikoku? Have the Mongols gotten a foothold in Honshû? Your
gated. This failed insurrection, and the 1649 policies of the gov-
PCs could play the part of patriots, trying to liberate their land
ernment restricting daimyô houses, increases the number of rônin
from a foreign oppressor, or they could work for the Mongolians
roaming the land.
for filthy lucre. They might even lead the army that liberates their
In 1643, Miyamoto Musashi, Japan’s most famous swordsman,
ancestral home. Would there be constant warfare, an uneasy peace,
writes his treatise, The Book of Five Rings.
or an acceptance of the status quo? How about the Japanese liv-
In 1701, Asano Naganori, the daimyô of Akô, is forced to com-
ing under the Mongols: after several centuries, are they likely to
mit seppuku after drawing his sword in the shôgun’s palace to
support or betray PCs loyal to the emperor of Japan?
attack an official who’d embarrassed him. Forty-seven of his re-
tainers plot their revenge for a whole year. They strike in the
dead of winter and behead Kira Yoshinaka, the official who’d
brought about the fall of their house. Although they are ordered
WHAT IF...
to commit seppuku for this act, many commoners and not a few The Soga clan had lost their great fight in the fourth century to
bakufu officials view it as the sine qua non of bushidô and loy- make Buddhism the state religion, and succeeding generations
alty; the 47 rônin of Akô are enshrined in Japanese legend, and reviled the faith for the bloodshed caused over it, and persecuted
their leader, Ôishi Kuranosuke, becomes a popular hero. those who espoused or proselytized it?
Japan’s government would continue to grow more bureaucratic Would it only now be making inroads into Japan? Would it be
and byzantine. banned entirely? Is it possible that it could be in the same posi-
tion as the Christian religion—tolerated, allowed, but held with
“WHAT
“WHAT--IF?” suspicion—only a couple of centuries farther along in terms of
numbers and social effects? Think of a Japan devoid of Buddhist
influences, in which Shintô is The One Faith, in which Shintô
SCENARIOS beliefs and taboos govern daily life. Would Japan have accepted
anything Chinese or otherwise continental?
In addition to the powerful ““what–if” provided by the exist-
ence of magic and supernatural beings, there are aspects of Japan’s
history that you may want to ignore or alter slightly to make a WHAT IF...
much more personalized version of Japan for your game.
We’ll give you a few possibilities, but leave it up to you. Let Nobunaga had defeated Akechi Mitsuhide at Honnô-ji, and not
your imagination go. The possibilities are endless. been slain?
Nobunaga was still young, and had more of Japan left to con-
quer. If Mitsuhide had escaped, would he try to rally the anti–
WHAT IF... Oda forces to his flag? Would the PCs support Nobunaga, or
The rivalry between the Northern and Southern imperial courts Mitsuhide? Or would they try to remain neutral to be in the posi-
had never gone away, and there are still two rival claimants to the tion to pick up the pieces, and perhaps take control of the country
throne, each with full bureaucracies, courts, and palaces, each themselves?
with political supporters, but neither with enough power to tip Would they even be able to remain neutral in a Japan charged
the final balance? with the electricity of a major revolt?

16 One should not think that his companions will be the same after not meeting them for three days.
— Japanese proverb
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JAPAN

17
SENGOKU: R EVISED EDITION

Japan is a mountainous, island nation.


There are four main islands and hundreds
and hundreds of smaller ones. The northern-
most island, Ezo, is inhabited mostly by Ezo
(or Ainu), a Caucasian, barbarian race. Only recently
have colonization efforts begun under the Matsumae
clan.
In order to make maximum use of the arable land
(estimated at no more that 10 percent of the total land
mass), the Japanese have developed state-of-the-art
farming techniques, including cutting terraces into the
sides of hills and even mountains, enabling them to
plant and harvest rice, wheat, and other crops. The
towns and cities, unfortunately, occupy prime farm-
ing land, as they are in no less need of vast amounts of
flat land.
The following sections describes the main islands of
Japan, and its provinces as defined in the 16th cen-
tury, with notes of important landmarks, geography,
production and culture.

To think of receiving the blessings of the master without fulfilling the duties of court service is no different from trying to cross a rough
18 sea without a boat.
— Hojo Shigetoki
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GEOGRAPHY Mountains
Asosan, Tenzan, Kunimiyama,
There are three islands of import in the archipelago: Honshû, Monjuyama, Kamuodake, Terudake.
Kyûshû, and Shikoku. While all of Japan is mountainous, some
areas are worse than others. There are so many islands that some Rivers
aren’t even populated, and many are ignored. Sendaigawa, Yabegawa, Ônogawa,
Chikugogawa, Kumagawa, Shirakawa.
HONSHÛ
Honshû—also called Hondo—is the center of the government, Plains
the largest and most populated island. If it really matters, it hap- Tsukushi.
pens here, or at least that’s what most people think. Shikoku and
Kyûshû are the boondocks, and people on those islands are con-
sidered more provincial and less sophisticated. SHIKOKU
Shikoku is so called because it is comprised of four (shi) prov-
Mountains inces (koku). Shikoku is not very populous, but what there is is
very densely populated. One mountain on Shikoku,
Fujisan, Hibariyama, Hiezan, Kôyasan, Asajiyama, Kihayama, Tengumoriyama, is rumored to be the home of the tengu, a mys-
Komagatake, Kabasan, Tsukubasan, Kumotoriyama, Shiramine, tic race of flying beings. Shikoku—especially the province of
Ashitakayama, Asahiyama, Daimukenzan, Sanageyama, Iyo, where it reaches toward Honshû and the chain of islands
ôdaiharayama, Amagisan, Kamizan, Nokoginiyama, Ôyama, between the Shikoku and Honshû—has been known as a hotbed
Iwakuyama, Tomaridake, Akakuradake, Osoreyama, Nakuidake, of pirate activity since the 9th century.
Tokusayama, Togawayama, Ômoriyama, Shinjôzan,
Daibutsudaki, Moriyoshiyama, Iwateyama, Sengokuzan,
Bandaizan, Azumasan, Asashidake, Myôgisan, Washinosuyama, Mountains
Beppusan, Ariakeyama, Kuraiyama, Dainichidake, Nantaizan, Noneyama, Tengumoriyama, Kunimiyama, Setsukozan,
Kisosan, Kamisoriyama, Enasan, Akaishiyama, Tateyama, Yahazusan, Gozaishomoriyama, Takanawayama,
Myôhôzan, Nachisan, Yukihikoyama, Ôgiyama, Izumiyama, Sanbômoriyama, Soyasan, Jôzusan.
Aonoyama, Iôzan, Kurohasan, Mikamiyama, Gongenyama.
Rivers
Lakes Watarigawa, Niyodogawa, Yoshinogawa, Hijigawa.
Biwa, Ôtsu, Suwa, Kasumigauru, Inawashiro, Shinjikô.

Rivers
SADO
Sado is a large island off Echigo, near Niigata. It is traditionally
Yodogawa, Kizugawa, Yoshinogawa, Totsugawa, Kinogawa, used as a place of exile for persons of importance who have of-
Tenryûgawa, Hidagawa, Kisogawa, Omonogawa, Kitakamigawa, fended the Imperial court, or even interfering ex-emperors.
Agagawa, Shirakawa, Gôgawa, Ichikawa Chigusagawa, Nichiren was exiled here for a while. A gold mine near the town
Kagogawa. of Aikawa (worked almost exclusively by exiles) and a few fish-
ing communities are on the island, and little else. Its main com-
Plains munities are the towns of Minato, Aikawa, and Ogi.
Kantô, Nobi.
Mountains
KYÛSHÛ Kinhokuzan, Dantokuzan, Iitoyoyama, Kyôzukayama.
Kyûshû is the site of Ningi-no-Mikoto’s arrival on earth when
he was sent by his ancestor, Amaterasu, to subdue the land. As AWAJI
the southernmost island, it was the launching point for Empress Awaji is a roughly triangular island that nearly links Shikoku to
Jingû’s assault on Korea, as well as being the launching point for the province of Harima in Honshû. There is a single mountain
Hideyoshi’s attacks on Korea. When the Mongols attacked in the peak on the island. There are three small towns; Fukura, Sumoto,
12th century, they landed in Kyûshû, near Hakata. The bay be- and Iwaya. Awaji was the first solid land created by Izanami and
tween Satsuma and Ôsumi provinces is protected by the island of Izanagi, according to Japanese historical myth.
Sakurajima, which sits in the middle of the water way like a large
traffic control booth. Samurai from Kyûshû have a reputation for
being no-nonsense types who don’t give in readily to outside (read:
Honshû) domination.

A man who is said to be a master should, in the same way that the sun and moon shine on the grass and trees all over the land, ponder
day and night with a heart of compassion into the matters of rewards and punishments for his vassals both near and far, and even to those
officials separated from him by mountains and sea. And he should use those men according to their talents. 19
— Imagawa Sadayo
SENGOKU: R EVISED EDITION

REGIONS & Japan’s Highest Mountains


PROVINCES Fujisan
Shirane
1,239 jô (12,389 ft)
1,047 jô (10,473 ft)
The nation is divided into sev- Hotakadake 1,046 jô (10,466 ft)
eral “circuits,” once used by the impe- Yorigatake 1,043 jô (10,434 ft)
rial court to define regions for tax and ad- Ontake 1,005 jô (10,050 ft)
ministrative purposes. Two of these regions are the islands Norikuradake 993 jô (9,928 ft)
of Kyûshû (Saikaidô) and Shikoku. The others are divisions Tateyama 989 jô (9,892 ft)
of the main island of Honshû. The circuits are further di- Asamayama 834 jô (8,340 ft)
vided into provinces. Major daimyô may rule one or more Myokosan 802 jô (8,025 ft)
provinces, while several lesser daimyô may rule fiefs within Daisetsuzan 715 jô (7,513 ft)
one province. Zaozan 604 jô (6,040 ft)
Daisen 561 jô (5,614 ft)
HOKURIKUDÔ Asosan 522 jô (5,223 ft)

Comprised of seven provinces, including one island (Sado). Japan’s Longest Rivers
Shinanogawa 92 ri (228 mi.)
Echigo Tonegawa 80.5 ri (200 mi.)
The city of Niigata is known as one of the major production Ishikarigawa 65,5 ri (163 mi.)
centers of textiles and paper (washi). Teshiogawa 65,2 ri (162 mi.)
Major Towns and Cities: Murakami, Niigata, Teradomari, Tenryûgawa 62.5 ri (155 mi.)
Yoita, Shiiya, Kashiwazaki, Naoetsu, Takata, Itoigawa, Nagaoka, Kitakami-awa 62.5 ri (155 mi.)
Sanjô, Yukawa. Abukumagawa 59.8 ri (149 mi.)
Mogamigawa 56.3 ri (140 mi.)
Echizen Aganogawa 52.5 ri (130 mi.)
One of the best known production centers (known as the “Six
Old Kilns”) of fine ceramic-ware (yaki). Japan’s Largest Lakes
Major Towns and Cities: Fukui, Maruoka, Sakai, Sabae, Biwa-kô 43.3 ri 2 (260 mi 2)
Takebu, Tsuruga, Ôno. Kasumi-ga-ura 10,8 ri 2 (65 mi2)
Saroma-kô 9.8 ri 2 (59 mi2)
Etchû Inawashiro-kô 6.7 ri 2 (40 mi2)
Naka-no-uni 6.3 ri 2 (38 mi2)
Major Towns and Cities: Takaoka, Fushiki, Himi, Shinminato, Shinji-kô 5.2 ri 2 (31 mi2)
Uozu, Namegawa, Toyama. Kutcharo-kô 5.2 ri 2 (31 mi2)
Toya-kô 4.5 ri 2 (27 mi2)
Kaga Hamana-kô 4.5 ri 2 (27 mi 2)
The city of Kanazawa is known as one of the major centers of Towada-kô 3.8 ri 2 (23 mi2)
the dyeing industry. Hachiro-gata 3.2 ri 2 (19 mi2)
Major Towns and Cities: Kanazawa, Daishôji, Komatsu. Suwa-kô .9 ri 2 (5 mi2)

Noto
Major Towns and Cities: Wajima, Anamizu, Iida, Nanao,
Hagui.

Sado Izumi
Major Towns and Cities: Tarui, Kishiwada, Hamadera,
Major Towns and Cities: Aikawa, Minato.
Sakai.
Wakasa Kawachi
Major Towns and Cities: Obama, Takahama.
Major Towns and Cities: Akasaka, Wakae, Hirakata,
Kashiwabara, Nagano.
KINAI
The Kinai (also called Kinki) is frequently referred to as “the Settsu
home provinces” due to the imperial capital having always been Major Towns and Cities: Hyôgo, Kôbe, Ôsaka, Itami,
seated therein. It is comprised of five provinces: Nishinomiya, Amagasaki, Hirano, Sakurai, Aimoto.

Being a retainer is nothing more than being a supporter of one’s lord, entrusting matters of good and evil to him and renouncing self-
20 interest. If there are but two or three men of this type, the fief will be secure.
— Yamamoto Tsunetomo
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Yamashiro Chikugo
One of the main centers of production of textiles. Yamashiro is Major Towns and Cities: Kurume,
the home province of the Imperial Capital. Miyako is also known Wakaisu.
as one of the major centers of the dyeing industry and the center
of the fashion world. Chikuzen
Major Towns and Cities: Miyako, Uji, Fushimi, Saga.
The city of Fukuoka, known as one of
the main centers of production of textiles and
Yamato paper.
Major Towns and Cities: Nara, Tsukigase, Kôriyama, Major Towns and Cities: Wakamatsu, Ori, Fukuoka, Hakata.
Yagimoto, Takada, Toba, Tatsuta, ôji.
Higo
NANKAIDÔ Major Towns and Cities: Kumamoto, Funazu, Yatsushiro,
Udo, Misumi.
The Nankaidô is the island of Shikoku, the island of Awaji, and
one province on the mainland (Kii). All together, it contains six
provinces. Hizen
The northern portion of Shikoku is one of several production Hizen is home to Nagasaki, one of the world’s great natural
centers of paper (washi). ports, the control of which was given entirely to the Portuguese
Jesuits by local daimyô Ômura Sumitada (Hideyoshi re-appro-
Awa priated it in 1587).
Major Towns and Cities: Tamioka, Tokushima, Muya, Naruto, Major Towns and Cities: Safa, Tosu, Takeo, Saseho, Imari,
Kawada. Karatsu, Shimabara, Kuchinotsu, Nagasaki.

Awaji Hyûga
Major Towns and Cities: Iwawaki, Miyazaki, Miyakonojô,
Major Towns and Cities: Sumoto, Yura, Fukura, Iwaya.
Hososhima.
Iyo Iki
The city of Matsuyama is known as one of the major produc-
Major Towns and Cities: Katsumoto.
tion centers of textiles.
Major Towns and Cities: Yowatahama, Uwajima, Gunchû,
Matsuyama, Takahama, Saijô, Imaharu. Ôsumi
Major Towns and Cities: Tarumizu, Shikaya, Kajiki.
Kii
Major Towns and Cities: Yuasa, Shingû, Kushimoto, Satsuma
Shiomisaki, Tanabe, Kôya, Hashimoto, Wakayama, Owashi. Major Towns and Cities: Kamiizumi, Takajô, Akune,
Nagashima, Kaseda, Tanabe, Taniyama, Tonakata, Yubijiku,
Sanuki Kiku, Chiran, Izukuri.
Major Towns and Cities: Kotohira, Kanonji, Tadôtsu,
Marugame, Dakade, Takamatsu. Tsushima
Major Towns and Cities: Izugahara, Takeshi.
Tosa
Major Towns and Cities: Yadoge, Urado, Kôchi. SANINDÔ
With the Sanyôdô, it is part of the area called Chûgoku. The
SAIKAIDÔ Sanindô has eight provinces:
Saikaidô is the region of the island of Kyûshû, and two nearby
islands (Iki and Tsushima). It is comprised of eleven provinces. Hôki
Major Towns and Cities: Hashizu, Sakai, Yonago.
Bungo
Major Towns and Cities: Ôita, Usuki, Saeki. Inaba
Major Towns and Cities: Tottori.
Buzen
Major Towns and Cities: Kokura, Moji, Yukuhashi, Nakatsu, Iwami
Usa. Major Towns and Cities: Hamada, Nagahama, Ômori.

One should not entrust a position and land to a man who has no talent, even if his family has held such for generations. 21
— Asakura Toshikage
SENGOKU: R EVISED EDITION

Izumo Suô
Major Towns and Cities: Mori, Major Towns and Cities: Yamanouchi, Mitajiri, Tokuyama,
Matsue, Hirose, Kizuki, Hinomisaki. Yanagizu, Iwakuni.

Oki TÔKAIDÔ
Major Towns and Cities: Saigô. One of the largest divisions of Japan, the Tôkaidô is comprised
of 15 provinces:
Tajima
Major Towns and Cities: Toyooka, Hamasaka, Izushi, Awa
Wadayama, Ikuno. Major Towns and Cities: Takeyama, Kachiyama.

Tanba Hitachi
One of several of the best known production centers of fine Major Towns and Cities: Mito, Shimo-Date, Ushiku, Isohama,
ceramic-ware (yaki), known for its dark brown to red-brown color Kasuma.
resulting from long firing and a thick ash glaze.
Major Towns and Cities: Fukuchiyama, Kashiwara, Sasayama,
Kameoka, Sonobe. Iga
Iga is rumored to be home to a long ninja tradition.
Tango Major Towns and Cities: Ueno.
Major Towns and Cities: Miyazu, Maizuru.
Ise
SANYÔDÔ One of the most sacred spots in all Shintô is the Ise Grand Shrine
complex in Uji-Yamada.
With the Sanindô, it forms the area called Chûgoku. Comprises Major Towns and Cities: Tsu, Yamada, Hisai, Kanbe, Kawara,
eight provinces. Yokkaichi.

Aki Izu
Major Towns and Cities: Yoshida, Tsuda, Kaidaichi, Kure, Major Towns and Cities: Atami, Yugashima, Shuzenji,
Mihara. Shimoda, Hôjô.

Bingo Kai
Major Towns and Cities: Shôhara, Miyoshi, Onomichi, The hidden gold mines in Kai make it one of the richest prov-
Mihara. inces in Japan.
Major Towns and Cities: Kôfu.
Bitchû
Major Towns and Cities: Takahashi, Okada, Kurashiki. Kazusa
Major Towns and Cities: Ichinomiya, Otaki, Sanuki.
Bizen
One of the best known production centers (known as the “Six Mikawa
Old Kilns”) of fine ceramic-ware (yaki), mainly robust unglazed Major Towns and Cities: Koromo, Toyohashi, Okazaki,
ware for everyday use. Bizen-yaki later becomes very popular Tawara.
with tea masters, and much used in the tea ceremony (cha-no-
yu). Musashi
Major Towns and Cities: Okayama.
The city of Edo is best known as the seat of the Tokugawa. Edo
is also a major centers of the dyeing and paper-making indus-
Harima tries.
Major Towns and Cities: Himeji, Ono, Akashi, Maiko, Akô, Major Towns and Cities: Edo, Hachiôji, Shinagawa,
Akamatsu. Yokohama, Kanazawa, Kumagaya, Iwatsuki.

Mimasaka Owari
Major Towns and Cities: Tsuyama, Katsuyama. One of the major centers of production of ceramic in the Sengoku
period.
Nagato Major Towns and Cities: Tsushima, Nagoya, Atsuta.
Major Towns and Cities: Hagi, Yoshida, Chôfu, Shimonoseki.

It is the act of a man of low rank to prune off an astringent persimmon and graft a sweet one to it. A samurai of middle or upper rank,
and particularly the lord of a province, would find many uses for an astringent persimmon precisely because of its nature. This does not
22 mean, however, that one should cut down a sprig that has already been grafted. Are not all things like this?
WWW.SENGOKU. COM

Sagami Mutsu
Major Towns and Cities: Ogino, Hakone, Odawara, Yokosuka, Mutsu is the largest province in the
Uraga. country and is full of natural resources.
Because of its size, Mutsu is often di-
Shima vided into three sections: Ôshû, Rikuzen,
and Rikuchû.
Major Towns and Cities: Taba. Major towns and cities in Ôshû:
Hirosaki, Kôtoriya, Sannohe, Hachinohe,
Shimôsa Nobechi, Aomori, Sai, Ôminato.
Major Towns and Cities: Sawara, Chôshi, Chiba, Takaoka, Major towns and cities in Rikuchû: Kamaishi, Miyako, Kuji,
Koga, Sakura, Narita. Ichinoseki, Mizusawa, Iwayadô, Kurosawajiri, Ishitoriya,
Morioka, Numakunai, Tôno.
Suruga Major towns and cities in Rikuzen: Iwagiri, Sendai,
Matsushima, Shiogama, Oginohama, Ishinomaki, Shizugawa,
Major Towns and Cities: ômiya, Kojima, Shizuoka, Shimada, Kisennuma, Tsukidate.
Numazu.

Tôtômi Ômi
Major Towns and Cities: Kusatsu, Hikone, Nagahama,
Major Towns and Cities: Hamamatsu, Yokosuka, Sagara, Chikuojima, Katada, Ôtsu.
Kakegawa.
Shimotsuke
TÔSANDÔ Major towns and cities: Ashio, Tochigi, Sano, Ashikaga,
Comprised of 13 provinces: Tanuma, Utsunomiya, ôtawara, Kurobame, Karasuyama, Mibu,
Nikkô.
Dewa
The city of Yamagata is known as one of the major centers of Shinano
the dyeing industry. The city of Matsumoto is known as one of the major paper pro-
Major towns and cities: Noshiro, Ôdate, Akita, Tsuchizaki, duction centers in Japan.
Kameda, Honjô, Yokote, Innai, Hanazawa, Sakata, Yonezawa, Major towns and cities: Iida, Takatô, Fukushima, Iwamurata,
Kaminoyama, Yamagata, Tendô, Obanazawa, Shinjô, Komoro, Ueda, Matsushiro, Nagano, Susaka, Iiyama, Matsumoto,
Tsurugaoka, Nagatoro. Shiojiri, Kamisuwa.

Hida
Major Towns and Cities: Funatsu, Hakusan, Mori, Nakano,
Takayama.

Iwaki
Major Towns and Cities: Mihara, Nakamura, Namie,
Onanohama, Shirakawa, Taira.

Iwashiro
Major Towns and Cities: Fukushima, Kôriyama, Matsukawa,
Nihonmatsu, Sukawara, Wakamatsu.

Kôzuke
Major Towns and Cities: Yubiso, Kiriu, Takasaki,
Tatebayashi, Kusatsu, Shima, Shimonita, Annaka, Maebashi,
Numata, Ikaho, Faizu.

Mino
One of the best known production centers (known as the “Six
Old Kilns”) of fine ceramic-ware (yaki), producing white Shino
ware, Seto ware and green Oribe ware, as well as being an impor-
tant production center of paper (washi).
Major Towns and Cities: Gifu, Kanô, Iwamura, Nakatsu,
Ôgaki, Sekigahara, Yawata.

If someone criticizes Bushidô or your own province, you should speak with him severely, without the least bit of ceremony. One must be
resolved in advance. 23
— Yamamoto Tsunetomo
SENGOKU: R EVISED EDITION

GEOLOGY is in being flattened by falling debris, or being caught in a burn-


ing structure and turning into a fricassee. This is how most people
in Japan are killed by earthquakes, since the buildings are pre-
Japan is mountainous. Farmers have to dominantly wooden and paper constructs, and even the solid walls
really work to be able to get their crops. are usually built over wooden lathe. If one is out in the open dur-
If they are fortunate enough to live in the ing an earthquake, one should simply plant one’s feet firmly and
great plains areas in the Kantô (the “rice- enjoy the ride.
basket” of Japan), farmers have no prob- There are two types of earthquake: the swaying earthquake and
lems, but if they live in the mountains of the the bouncing earthquake. If the ground is swaying side to side, its
province of Kai, it’s a different story. not as serious or dangerous as those that can be recognized by a
pounding sensation in the ground. If one feels an earthquake, the
VOLCANOES first thing one should do is quickly identify sway or bounce. If
it’s a bouncer, get underneath something solid or stand in a door-
There are 285 volcanoes throughout the Japanese islands. Many way. And watch for falling timbers and roof tiles.
of the mountains of Japan are actually volcanoes that may erupt Unfortunately, earthquakes are very, very common. So many
at any time. There are 36 active volcanoes in Japan. Most are happen, in fact, that people might not even notice most of them,
only dormant. Even the famous Mount Fuji is a natural disaster so minor and subtle are they.
waiting to happen. (In Japanese, Mount Fuji is called Fujisan.
Please don’t ever say Fujiyama. Fujiyama is a different moun-
tain.)
An eruption could last days or even weeks. It isn’t a continual
WEATHER
flow, but a cycle of belching and flowing, then quiet, and more Since we have to have a basis somewhere, we are using Edo as
activity. Fissures, or chimneys, could open up far away from the the Japanese standard. It is geographically near the middle of the
crater itself, which send more burning lava down the mountainside. country, so you can assume a higher temperature in the south and
In addition to lava flows and explosive eruptions, a danger with lower temperature in the north. The rainfall is fairly consistent.
volcanoes is pyroclastic flow, which is a sudden expulsion from The rainfall in September and October in Edo is phenomenal;
the volcano of heavy, hot, toxic gasses which flow down the four or five inches a day. Kagoshima, farther to the south, is hit
mountain (usually with smoke and lava, but sometimes without), by monsoons earlier, and June and July are wetter than in Edo.
frying and killing everything it touches. No one knows when a The hottest month of the year is August, where the temperature
pyroclastic flow will happen, but it usually occurs only during an in Edo averages 85°F (29.5°C). In Kagoshima, it is around 88°.
eruption period. In January, Edo temperatures drop to 48° (8.9°C), and in
Mercifully, eruptions are very, very rare. Kagoshima to 54° (12.2°C).
Despite the seeming warmth, it snows in Miyako during the
EARTHQUAKES winter, and in Edo as well. There are usually at least two good
snowfalls that really slow down life in the cities, and often quite
The land is also prone to earthquakes, ranging from small trem- a few more. Those cities and monasteries at higher altitudes, such
ors to huge, castle-devouring monsters. Note that in real life, the as Kôfu (the principal city in Kai) and Hiezan, suffer much more
earth does not gape open, swallow people, and close up again, snowfall.
squashing them. Fissures might open up, but only if the earth- For average precipitation and temperatures in Japan through-
quake is in cavernous or mined territories. The risk in earthquakes out the year, see the almanac in Daily Life in Japan.

Three times a year one should have an able and honest retainer go around the province, listen to the opinions of the four classes of
people*, and devise some policy in regard to those opinions. Moreover, the master should also change his appearance a bit and make
24 such an inspection for himself.
— Asakura Toshikage (* samurai, farmers, artisans and merchants)
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MANNERS
&
CUSTOMS

25
SENGOKU: REVISED EDITION
This chapter contains a great deal of ing addressed by someone of very high rank (such as a well-placed
background information on the etiquette samurai, or daimyô) may do this, and then carry on his conversa-
and social niceties of the Japan in which tion with the lord from a kneeling position.
your SENGOKU campaign takes place. It is If one has committed some error, he will apologize by bowing
not exclusively reference material, how- in this manner to the one he has offended; it is a sort of “get out of
ever: game material and game mechan- jail free” card if done sincerely, as a proper bow and apology
ics also appear, so you will want to pay always gets a higher reaction from the one being apologized to
particular attention as you read for notices than if the person just stands there and says, “Sorry.”
of what actually affects the running of the game
itself, rather than just the background.
SPEECH
ETIQUETTE The language itself is a barometer of social standing. Japanese
has several different “politeness levels” with which one can speak.
There are even certain verbs that are only used for different people.
It has been said that an armed society is a polite society. Feudal For example, when common people (or equals) eat, they will
Japan is very well armed. taberu; when someone more important than you eats, he will
As important as status and position are to the Japanese, etiquette meshiagaru. When an equal does something, we say suru (do);
is the grease that allows the wheels of society to turn. The lower- when a superior does something, the verb is nasaru, and when it
ranked one is, the more fawning his manners will appear as higher is an inferior, it is itasu. To these specialized vocabulary elements
and higher ranks are being addressed and interacted with. can be attached myriad forms of verbal endings, and to these can
Virtually all forms of social interactions will take one of three be married the various forms of simple pronouns. The result is a
clear patterns: to one’s superiors, to one’s equals, and to one’s wonderful patchwork that can in a few words tell you everything
inferiors. If a low-ranking samurai deals with an equal, he will you need to know about who is who.
function on an equal level unless he is hoping for a favor, in which In the English vernacular—with which we assume you will be
case he would behave in the inferior-to-superior manner. Were roleplaying the game—such subtle nuances are literally impos-
he to behave in the superior-to-inferior manner, it would be ei- sible to get across. There are a few ways to convey the idea, how-
ther insulting or humorous, depending on situation and intent. ever. When addressing a superior, a character should use as po-
If the same low-ranking samurai were to use equal-to-equal lite a speech pattern as possible. Refer to superiors in the third
manners and speech to his lord, it would be a shocking example person, not the second (e.g., “Would your lordship allow his ser-
of lèse majesté—the servant would be declaring his equality with vant to undertake this assignment?” versus, “Let me go!”).
the master—and could get him severely reprimanded or even Players are free, of course, to forego this level of detail entirely,
killed. but it does help to simulate the “feel” of the culture in which
they’ll be playing.
BOWING
Bowing is the standard greeting and farewell, and depending
on the depth of the bow and its duration, one can immediately tell
INDOORS
When going indoors, one removes his footwear before step-
who is the superior and who is the inferior. Equals and friends
ping up to the wooden or tatami-clad flooring. To fail to do so is
may bow with little more than an inclination of the head infor-
insulting, to say nothing of just plain unclean. There are usually
mally, but as with all things, a formal situation requires formal
servants at side entrances with zori or geta, so if you are to take a
behavior.
walk in the garden, to an outhouse, or off to the tea pavilion, you
The most reverential form of bowing is a prostration, with one’s
need not be concerned about having left your footwear on the
forehead touching the ground (sometimes referred to by its Chi-
other side of the building. Even inns will have pairs of zori or
nese name, “kow-towing”). Usually this would only be used at
geta at various entrances for the convenience of their guests.
court, or when summoned by one’s lord, although a peasant be-

26 The basic meaning of etiquette is to be quick at both the beginning and end and tranquil in the middle.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Given the nature of the interior walls—usually paper on wooden Many men also wrap a long cloth
lattice—sound travels. It is thus rude to be loud or boisterous. It around their abdomens. This cloth,
is also poor taste to be seen to be listening in on a conversation in slightly wider than a shaku and as many
another room, although it would be hard not to hear it. as nine shaku in length, is called a
haramaki. It serves to keep the belly
AUDIENCES warmer, and is often worn even in the
summer under the rest of the man’s cloth-
When having an audience with a lord or other important per- ing. The belief is that if the belly is kept
sonage, there will be guards present (although they may be hid- warm and secure, the person will be healthy.
ing behind wall partitions). One should always bow formally to Women of the upper-classes wear a red apron called a mô in-
the lord at such a meeting, and sit on the floor several feet away. stead of any more binding undergarment.
There may or may not be a cushion to sit on. Don’t count on it.
When indoors, the lord holding the audience will invariably sit Kimono
on a dais at one end of the room, and anyone else will be on the
Although the word kimono means “thing to wear” and can, in a
floor. Outdoors, if a formal audience is being conducted, there
sense, refer to any item of clothing, it means… well, kimono.
will be a tatami platform or a camp chair on which the lord will
Kimono are always worn with the left side wrapped over right;
sit, in front of a semi-circle of camp-curtains bearing the lord’s
wrapping the kimono right over left was how the dead were
crest. Watch the film Kagemusha; there are several different and
dressed.
excellent examples of audiences in it.
The briefest and lightest kimono is called a jûban, and func-
Sometimes, the person holding court will sit on his verandah,
tions like a twentieth-century T-shirt. It is usually a plain, undyed
and the people in attendance will sit below on the ground. This is
hemp or cotton (or silk for the upper classes). Both men and
more typical for a larger group, when a single room might not
women wear them, only the cut is slightly different.
hold everyone who needs to be there.
Beyond this, most garments worn by women are variants of the
kimono proper; sleeve size, fullness, length—all these vary, but
DRESS AND APPEARANCE the general cut is the same. For men, only the under-classes gen-
erally stopped with the kimono; a variety of vests, over-robes,
The weaving loom is in widespread use by clothiers, and has
and coats were worn over the kimono. The cut, fabric, and deco-
been in use since as far back as he Yayoi period (c. 300 BC to AD
ration serve to set the ranks apart when it comes to kimono. The
300). By the Nara period (8th century), refined weaving tech-
upper classes had silk and hemp and cotton, while the lower classes
niques, introduced from China and Korea, were in widespread
didn’t have access to the silk.
use. Woven cotton was introduced in the 15th century and be-
came popular with the lower classes.
For common people of Sengoku Japan, clothing is usually of
cotton, hemp or even nettle fibers; upper classes wear silk as well.
Silk is made in Japan as well as imported from China.
Dyeing of material is accomplished using natural dyes from
plants and minerals. The three methods are the batique technique,
stencils, and tie-dyeing. Colors run the gamut from various earth-
tones to bright jewel colors and pastels. Brocades and printed
patterns are also commonly found. Older people wear darker, more
subdued colors, while younger people wear brighter, more gaudy
clothing. White is the color of death; people on their way to die
will wear white, and people being prepared for funerals will be
dressed in white as well.
Clothing is tied on or belted in place; there are very few in-
stances in clothing of buttons being used (one is to hold the collar
closed on a kimono worn under armor).
In rainy weather, upper-classes will make use of oiled paper
umbrellas. The lower classes (and samurai on the march) wear
raincoats of straw. All classes wear tall geta, if they can afford
them, to keep their feet out of the mud and puddles.

Foundation
The universal male undergarment is the fundoshi (loincloth), a
long, narrow cloth which wraps up between the legs and around
the lower torso. Men undergoing arduous work such as farming,
woodcutting, or construction might wear nothing but a loincloth
and a headband, especially if the weather is oppressively hot and
humid. The fundoshi also serves as a garment for swimming.

Even if you are aware that you may be struck down today and are firmly resolved to an inevitable death, if you are slain with an
unseemly appearance, you will show your lack of previous resolve, will be despised by your enemy, and will appear unclean. For this
reason it is said that both old and young should take care of their appearance. 27
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
Buddhist priests typically wear a simple kimono with a saffron
Men kesa, a long cloth wrap worn over one shoulder.
Not all buke shave their heads and wear the topknot. There are
Men of the upper classes will invari- two varieties of topknot; one is the tea-whisk style (usually worn
ably wear hakama (culottes-like trousers) with a full head of hair), which just gathers the hair up straight
with their kimono, even when lounging and tight in a ribbon and lets the end splay out like a tea-whisk;
at home. Over this hakama and kimono the other calls for a small knot of ribbon at the top of the back of
combination, a buke who is lounging may the head and lets the hair fall forward slightly. There is, as yet,
add a nothing like the later Edo (Tokugawa period) hairstyle which has
dôbuku, which a shaven pate and a long queue of oiled hair folded forward over
is a large, broad-sleeved coat it. When donning armor for battle, bushi let their hair down, and
similar to a happi. leave it loose under the helmet.
Standard wear for middle- Men of the upper classes wear tabi (split-toed socks) of either
and lower-rank buke is the deerskin or cotton, and waraji (straw sandals). Those of the lower-
kamishimo, a garment consist- classes make do without the tabi except during winter. Geta are
ing of a matching hakama and not worn except at home in the garden during inclement weather.
a sleeveless, sideless vest Zori are the more common alternative footwear.
(called a kataginu), worn over Since Japanese clothing has no pockets, anything that needs to
a kimono. In the film Shôgun, be carried is carried in the front flap of the kimono, or in the
many such example of hanging sleeves. In the flap, a man will usually carry an ogi (fold-
kamishimo can be seen. A ing fan), several sheets of paper (useful for writing, or for “per-
more formal outfit is the suô sonal business”) and possibly a
or hitatare, which is a
wallet.
kamishimo to whose kataginu
huge, free-flowing sleeves
have been attached. An eboshi Women
(cloth cap) of some sort is typi-
Women of the kuge have had
cally worn by those of rank.
their teeth blackened and eye-
The armor under-robe is essen-
brows shaved, and a tiny black
tially a hitatare with closer-fitted sleeves. These large sleeves have
dot of fake eyebrow was
ties at the wrists to enable the wearer to tie them closed so they
painted high on their foreheads;
will not get in his way.
this is a mark of refined, quiet
Any of these garments may be decorated simply or elaborately
living. The women of the high-
with the owner’s or wearer’s clan crest.
est ranking buke have adopted
When wearing armor, one may wear a hitatare over the armor;
this practice to an extent, al-
in this case, the sleeves are tied closed at the elbow (so that they
though most buke considered it
balloon out slightly), and the hakama is worn over the cuirass
an affectation. Some men
skirtplates. This outfit presents a very martial appearance.
among the kuge even blacken
Kuge wear a kariginu instead.
their teeth to appear elegant, but
A kariginu is a high- and round-
in this case there is also a sense
collared over-robe with large
of the effete about the practice,
sleeves. It is worn over the
and to most buke it just seems
hakama. The kanmuri (cap of
odd.
rank) is usually worn with a
Upper-class women—both buke and kuge—wear their hair long,
kariginu, especially in formal
and tie it once at the base of the skull with a ribbon and let it hang
occasions. In the most formal
loose.
of settings, kuge will wear a
Court dress for kuge and buke women is an ancient garment
sokutai, a heavy, black court-
called a jûni-hitoe. The term means “12-layered garment,” and
robe. In less formal conditions,
although that may be a slight exaggeration, there are indeed sev-
a kuge man will wear a garment
eral layers—eight to ten—of robes worn one on top of the other.
called a suikan, which is almost
The colors and patterns coordinate as to season, and it is a mark
identical in cut to a kariginu, but
of a woman’s esthetic abilities that she makes no gaffes in choos-
it is worn inside the hakama,
ing her apparel for the day. The jûni-hitoe is bulky and hot, and
and with the collar open and
women wearing it are severely restricted in their range of motion.
tied back.
While they look stunning, they are prisoners of their own cloth-
Bonge and hinin might wear
ing.
short kimono only, with no
Commonly, they will wear one- or two-layered and belted ki-
pants, if the weather is warm.
mono with an over kimono (which is unbelted) as a sort of jacket.
They may also wear cloth leg-
When they go outside, they will use this unbelted kimono as a
gings around their shins. In cold weather, they will add trousers
sort of hat, holding it above their heads. This serves to keep the
of similar cut to the hakama, but tighter and less wasteful of fab-
sun out of their eyes, and keeps their skin pale. It also keeps pry-
ric. The outfit is similar to a twentieth-century jûdô gi.
ing eyes from seeing who is stepping out. An alternative is a low,

28 An affected laugh shows lack of self-respect in a man and lewdness in a woman.


— Yamamoto Jinzaemon
WWW.SENGOKU.COM

Sake
Sake dates back to the 3rd century,
originating from a type of sake called
kuchikami no sake, or “chewing-in-the-
mouth sake.” Kuchikami no sake was
made the way you might imagine; Chest-
nuts and millet would be chewed by the
whole village and then spat out into a tub to
ferment. In Sengoku Japan, sake is the omnipres-
ent beverage, and there is a bewildering variety of types. There
are sweet sake, ceremonial sake, thick sake full of lees, dry sake,
and so on. Contrary to popular opinion, not all sake is meant to be
drunk warm; some sake are actually better—and should be
served—chilled.
Sake is drunk out of low, broad cups called sakazuki, although
more than one serious drinker of sake—when he has finished his
soup— has converted the soup bowl into a sake cup. It is consid-
ered very poor taste to drink directly from the sake flask or jar.
A servant or a neighboring companion pours the drinks. One
should never pour his own. Is it rude to pour your own? No; it’s
Just The Way Things Are. Only those who are crude and crass,
drunk, or truly at ease with each other, will dispense with the
pouring rituals.
Sake is brewed in the winter. Many large farms brew their own
sake as an off-season occupation. Smaller farms may brew their
own sake for personal use and for offering to guests. The quality
is generally not as good as that of large, professional brewers, but
on a cold winter day or evening, a warm cup of sake can taste
very good and warm the belly regardless of its origin.
Sake merchants in towns are also known to be moneylenders,
broad conical hat of woven straw, from which hangs a curtain of and have the reputation of usurers.
gauze.
Common women wear but one kimono and an undergarment, Tea
unless their occupational requirements (e.g., geisha or courtesans) Tea, or cha, is a common beverage as well, and is served in
call for something else. Like upper-class women, they wear their larger cups, piping hot. Note that this is different from the tea
hair long, but not as long, and often they have caught it up on used in the Cha-no-yu, or Tea Ceremony. Common tea is just a
their heads with a comb. warm beverage; that is a ritual.
The huge bows and ornately decorated obi commonly seen in
the twentieth century does not appear in Sengoku Japan.

DINING AND DRINKING


Dining is done in whatever room serves the purpose; there are
no set dining rooms or banquet halls in Japanese homes or es-
tates. Each place setting is prepared on an individual table slightly
larger than one shaku square.
Rather than a single large plate, each item of food gets its own
plate. Often, the plates have specialized functions; this plate is
used only for fish, that plate exclusively for pickles, etc. A bowl
of rice accompanies every meal. This bowl may be refilled as
many times as necessary from a large tub. One should never, ever,
stick his ohashi (chopsticks) into the rice bowl so that they are
standing up; that is how one offers rice to the dead and is an omen
of very bad luck.
Dining is done with ohashi. Bowls and plates of food are brought
close to the mouth and food is delivered with the ohashi. While
spoons exist, soups are drunk from the bowl rather than ladled
out a mouthful at a time.
For a listing of common foods and beverages, see Food and
Foodstuffs in the Equipment List section (pages 179-180).

…to get so drunk as to draw one’s sword is both cowardice and lack of resolve. 29
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

USING ETIQUETTE
IN THE GAME
Whenever a player announces that he
is “doing something” in a social or other-
wise interactive scene, the GM should ask
the player—if he does not volunteer the in-
formation—exactly how he is doing the action.
This will allow the GM to determine if the player is being suit-
ably polite (officious, crude, whatever) for the situation, and this
will allow the GM to formulate the proper responses. If the GM
thinks the player might just be forgetting something, he may give
him a hint to make sure the action isn’t deliberate.
Consider this example:

GM: The guard escorts you into the same audience chamber you
saw last night. The daimyô is sitting on the dais, polishing a sword,
and there are no guards in sight.
Bob (playing Jûrobei): I go toward the dais and sit down.
GM: (wanting to determine if the appropriate obeisances are being
made or not) How is Jûrobei doing that?
Bob: Well, I just go up and sit on the cushion.
GM: You’re not going to bow? wears his sword. One with rank and authority wears his katana
Bob: Oh, yeah. I bow, but not too low. I don’t trust the daimyô. thrust through his obi almost horizontally, sticking far out in front
GM: Anything else? and behind; this establishes his “personal space.” A more humble
Bob: No. I’m waiting silently for him to speak. or lower ranking man wears his closer to his body, so the scab-
bard is almost parallel to his leg. Part of the reason for this is that
The GM now knows that Jûrobei is being deliberately insulting to touch the scabbard of another (called saya-ate) is an insult, and
to the daimyô, for two reasons; the bow was not appropriate, and a virtual challenge to an immediate duel.
he is still wearing his sword. He can now follow the game ac-
cording to this scenario.
It is, of course, most helpful if the player is specific and de- POSTURING
tailed in such instances: Threatening gestures with swords include: grasping the scab-
bard just behind the guard and pushing the guard forward with
Bob: I walk toward the dais, pause a few feet from the cushion, and the thumb (breaking the “seal” on the scabbard); deliberately
prostrate myself on the floor. reaching across the body and grasping the hilt with one’s right
GM: The daimyô nods and indicates the cushion. hand but not actually drawing the blade; removing the cloth
Bob: I move to the cushion, kneel formally on it, and take out my “sleeve” that travelers sometimes put over the hilt and guard to
wakizashi and place it at my right side, and bow again. I wait for
keep dust away; and pulling the scabbard forward but not quite
the daimyô to address me.
out of the sash, so that the hilt is more accessible for a draw. One
need not actually draw or strike if performing one of these ac-
This time, Jûrobei is being formal and very polite. The response tions (for such is the intent being telegraphed) but one must real-
of the daimyô will be far more positive this time than in the pre- ize that if he is bluffing and has no intent to fight and if he backs
vious example. down in the face of someone calling his bluff, he suffers a loss of
face. Backing down from such a situation causes the character to
SWORD & WEAPON lose Honor points (the exact amount determined by the situation;
typically 2K).

ETIQUETTE ENTERING BUILDINGS


It is frequently said that the sign of a samurai is his two swords, When indoors in a private home or noble’s estate, one must
but during the Sengoku Period this tradition is only starting to get surrender the katana. In an estate, castle, or even the home of
off the ground. Most bushi wear or carry a long sword, and the anyone with rank, there is a servant whose job it is to receive
short sword is often little more than a dirk. Since all but the war- these swords, and keep track of them. There is a closet or sword
rior class are repeatedly forbidden weapons entirely, the wearing rack near the door where “checked” swords are kept until the
of swords by the bushi becomes a de facto sign of rank. During owner of the weapon is preparing to leave.
the Sengoku Period, people carry what they can get away with. When handing over a sword, the superior person will use one
Katana (and the usually matching wakizashi) are worn thrust hand, the inferior two. The blade is always properly oriented (i.e.;
through the sash, edge up, at the left side (no one is left-handed in for a tachi, edge down; for a katana, edge up). A superior person
Japan). One way to get an idea of one’s rank is to observe how he grasps the sword palm down on the scabbard, near the middle,

When a samurai receives a guest, he must treat them with the etiquette due his rank and must refrain from idle talk. Even in taking a
30 bowl of rice or a cup of tea it must be done correctly without slovenliness and with no lack of vigilance.
— Daidôji Yûzan
WWW.SENGOKU.COM

and hands it over horizontally; the recipient receives it in both


open palms, one at the hilt and one near the foot. If an inferior KIRISUTE-GOMEN
hands one over, it is palms up, under the hilt and foot; the recipi- Kirisute-gomen is the right (gomen) of
ent grasps it, palm down, at the center-point. This is similar for a samurai to cut down (kirisute) any
all weapons, as well, be they firearms, spears, or blades. member of the bonge or hinin class and
Handing over a drawn sword (e.g., for inspection), one should walk off with impunity. The family may
grasp the sword in one hand at the very base of the hilt, holding not seek financial or legal redress, for the
the sword upright with the edge toward the one offering the sword. killer was samurai. That doesn’t mean that
The recipient will grasp the hilt directly below the guard; this the family can’t try to find someone who will
puts him in a position to cut right down and take your arm off. avenge the death for them, however…
That is the idea. Most samurai would be unwilling to take on such a request,
It should be returned the same way. One thing implied in this is although rônin are likely to be more open to it. If the peasant was
respect for the person receiving the sword; one is putting him in rude to the samurai, society would consider that his death was
deserved. There have been cases, however, where samurai just
wanted to test a new sword, and there was this peasant walking
by… Such cases, while legally unprosecutable under kirisute-
gomen, should provoke common outrage.

FORMS OF ADDRESS
One of the most difficult things about reading books like The
Tale of Genji or The Tale of the Heike in the original (or even in
a faithful translation) is the fact that personal names seldom pop
up; almost all the referrals are to the people’s titles, and when
titles change (which they often do; and usually without warning),
the readers are just in for a bit of tough luck trying to figure out
who is being discussed or who is talking to whom.
If you are addressing another PC or an NPC by name and not
by his official title, you should use his surname (with the appro-
priate honorific added, of course). To use the given name of some-
one not a retainer, close friend, or family member is likely to be
taken as a grave insult, and depending on your mutual ranks and
positions, could result in a very undesirable situation for the
speaker. The only way you could get around that is if you are in a
the dominant position, saying, “I trust you.” Of course, if you room full of people with a common surname, in which case you
genuinely don’t trust the other person, you wouldn’t hand him a could probably be excused for saying “Katsuie-dono.”
drawn weapon to begin with if you don’t have to. PCs in a clan and who have a liege lord should address that lord
When sitting or kneeling indoors—especially as a guest—one as “tono” (sire), “oyakata-sama” (which is hard to translate, but
should remove the sword from his sash and place it along his it means something like “honorable lord [head-of-the-] house”),
right side, edge in. This makes the sword inconvenient to get to but rarely his last name with a proper honorific (e.g.; Honda-
and draw, and shows the proper respect. A great way to deliver a dono). With permission, one might be allowed the honor of ad-
not-so-subtle insult (“I don’t trust you; I could kill you, you dressing one’s lord by simply adding –dono to his given name.
know.”) is to remove the sword from your obi but lie it on the This, however, would be an incredible mark of favor.
floor on your left side, edge out. This is positioned for an easy The lady of the house—regardless of whether she is in charge
draw. The key to a respectful attitude with swords is to indicate of the clan herself (so rare an occurrence in Japan as to be re-
that it would be difficult to draw, cut, or otherwise defend one- markable) or is the wife of the lord—should be called “okugata-
self, while the other person would find it easy to attack. sama” both as a form of address and a term of referral.
One thing appearing in the book and the film Shôgun which is
WEAPONS ON THE ROAD horribly inaccurate to proper historical usage is the –san/–sama
fallacy. Originally, –san was a contraction of -sama, and appeared
When carrying yari, naginata, or any polearm on the road, they sometime in the Edo Period. From the Heian Period up to the
are held point down, pointing at a spot on the ground about three Edo, –dono was the polite form of address for equals, and the
feet in front; they can also be carried along the body in an attitude required form of address for superiors unless you chose to use a
similar to “shoulder arms.” On the march, the blades are usually loftier title.
protected by lacquered covers. In addition to bringing the weapon For example: your PC and the PC of another player are friends,
into a guard position, the most threatening thing one can do is to both samurai of about the same rank and reputation. The other
jerk the haft and send the “sheath” flying; it implies you’re ready PC is named Naniwa Jûbei. You will likely call him just Jûbei
to use your weapon. when you are alone or with other friends or acquaintances. When

A samurai in service when on a journey, if he is a low ranking retainer, should ride with the baggage on a pack horse. And in case he
falls off, he should tie up his two swords together so that they do not slip from their scabbards. But tying up the hilt of the katana into a
thick bundle with a three shaku towel shouldn’t be done. 31
— Daidôji Yûzan
SENGOKU: REVISED EDITION
in public, you would more likely call him
Jûbei-sama, or perhaps Jûbei-dono. In a
court or in some other formal situation
SEPPUKU
(e.g., clan council, tea ceremony, etc.) Seppuku is the ritual suicide of the samurai. Strictly defined, it
you would virtually have to call him consists of one to three deep cuts in the abdomen (the full pattern
Naniwa-dono. If he is an inferior, you can forms the letter H on its side), which is followed by a second
get away with calling him Naniwa-sama removing the victim’s head with a sword stroke. This second is
in a formal setting, but again, formality usu- called a kaishaku, and it is a position of honor; asking someone to
ally calls for the more formal –dono. be your kaishaku implies trust in him, and respect for him—even
Another example: a similar situation, but your PC is in reality if he is the enemy. Given the excruciating pain that seppuku en-
a ninja who by day functions as a tavern keeper. You have a good tails, many kaishaku would strike after the first cut was made.
friend (the other PC) named Hozumi Genshirô, who is a low-to- In the most formal of settings, seppuku takes place in front of
middling samurai in the local clan, and occasionally you have white curtains (if outside) or in a simple, plain room inside. There
worked together. You know each other well, have saved each is a tatami platform on the ground (if outside), on which is a cush-
other’s lives on numerous occasions, and have spent a few eve- ion. Before the cushion is a small, plain wooden table, and on
nings getting pleasantly drunk together. Even alone, in private, that table is a short-sword blade. The table may also contain an
you would likely call him Genshirô-sama. In public, it would be inkwell and brush, and a board of hard paper, if the one commit-
Genshirô-dono, or Hozumi-dono. Formal occasions, if they came ting seppuku is intending to write a death poem. The blade will
at all, would require you to call him Hozumi-dono. For you to usually have been removed from the hilt, and the back half
fail to do so would be both inappropriate for you (calling down wrapped several times in white paper to provide a better grip.
the wrath of others around you for “uppityness”—but would also Beside and behind the cushion is a bucket of water and a ladle.
result in a loss of face for Genshirô if he doesn’t call you to task The one committing seppuku enters the scene wearing a white
for it (losing Honor points equal to 2x his Membership Level, or kimono, kneels on the cushion, and may remove the top half of
1x his Kao if he has no group his kimono and tuck it under his legs to help steady his body and
membership) keep him from flopping over. If he is writing a death poem, he
An appended title useful for will do so, then hand the writing materials off to a witness.
people of high rank is – gimi, The kaishaku enters with a bared blade, his right arm free of the
which means “lord.” (Interesting right half of his kimono to allow him greater freedom of move-
historical footnote, à propos of ment. He dips the ladle in the bucket and runs a stream of water
nothing: Through an odd twist of along both sides of his sword blade to lubricate it and enable a
linguistic fate, the same kanji is cleaner cut. This act also “purifies” the blade, in the Shintô tradi-
now read kun, and is the conde- tion. The person committing seppuku picks up the blade in his
scending address form used by right hand, and with his left moves the tiny table behind and un-
superiors in offices to their infe- der him (to give him more support). The kaishaku assumes a ready
riors, and by upperclassmen to position, sword held high in both hands. The subject positions
their lessors in academe. One the blade at his lower left abdomen, thrusts it in, drags it horizon-
hundred years ago, it would have tally across his abdomen; then an upward cut from the center of
been Yorimasa-gimi, a term of the first. If he is capable, he makes the third cut parallel to the
respect, but now it is Yorimasa- first. Then the kaishaku lets fall with a single sweeping blow,
kun, much less respectful, even striking off the head.
condescending.)
Younger buke or kuge women would usually be addressed for-
mally by their first name with an appended –hime. The term means
“princess” and by itself it is a suitable term of address for all
upper-class women (e.g., “Hime, have you seen Honda-dono?”).
Alternately (though likely considered affected and quaint by the
sixteenth century), you could address a well-born woman by her
given name, appending to it the title –gozen. This is another dif-
ficult term to translate, but it essentially means “honorable [per-
son]-in-front-[of me].”
One important note; when you talking about someone who is
not present—especially in a formal or polite setting—you should
always use the honorific and title. Leaving them off is a slight,
and shows lack of consideration and near complete disregard for
the individual in question. Not many people could get away with
using nicknames like “the Old Man.”
Japan also has a wealth of ways to say “you,” some of which
are useful as insults. The most “effective” of these are kisama
and onore, which are best used just before you challenge or fight
someone, having as they do the general connotation of “you bas-
tard!”

32 Victory and defeat are matters of temporary force of circumstances. The way of avoiding shame is different. It is simply in death.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Women of the buke perform a form of suicide called ojigai, in The kaishaku must also be able to per-
which they thrust a dirk blade into their throats. They, too, can form. That he will strike cleanly is ex-
have a second if they wish, and in the full formal setting little pected, as the target is relatively immo-
changes. bile. Nevertheless, to do so properly and
Sometimes, when the person committing suicide had been or- with panache is not a given: he must suc-
dered to do so, the kaishaku would strike even as the victim reached cessfully make a skill roll for Swords
for the blade. In some instances this was a mercy, as not all could (Kenjutsu) with a TN 18. If he fails the
bear the pain. roll by more than 5 points, he has missed
There are a number of reasons for committing seppuku. (-2K/ML Honor points). If the roll is missed
by less than 5 points, he has struck, but didn’t take the head off,
• Preserving honor. Perhaps the PC is about to be captured and the seppuku victim is lying there bleeding with a horrible
by the enemy, or is surrounded by hostile forces; suicide is back or head wound (-5K/ML Honor points). At the GM’s op-
preferable to ignominy. tion, a kaishaku who rolls a critical failure (i.e., a natural 3 on
• Atoning for dishonor. A PC who has committed some deed 3D6) has “wimped out” (-3K/ML Honor points).
so heinous that he cannot live with the internal shame, or In any event of failure, he must make a second strike to finish
one who has lost so much face that he can’t bear the scorn the job. Each successive strike is at a cumulative -2 penalty (i.e.,
of others, may prefer suicide to such a life. a second strike is at a -2 penalty, -4 for a third strike, and so on).
• Resolving inner conflict. A PC who is instructed by his Only after a second failure may he withdraw, humiliated. Any
daimyô to do something he knows is wrong or shameful Honor losses for kaishaku who fail their rolls are cumulative. A
has only one way out; he can’t disobey his lord, and he can’t kaishaku who fails the first roll by 6 points and then fails the
do that deed. second roll by less than 5 points will suffer a total loss of 7K/ML
• Kanshi (remonstrating his lord). If his lord is behaving in a Honor points!
way that is shameful or injurious and fails to see it, he can GM’s may also reward exceptional kaishaku by giving them
write a letter to his lord and commit seppuku. Such acts are Honor points for an exceptional skill roll. A suggested reward is
held in high esteem, as they show great loyalty. a number of Honor points equal to the Effect Number (see page
• As a sentence of death. Samurai convicted of crimes were 196, Creating Items, for more information).
not executed like commoners. Rather, they were “invited”
to commit seppuku. Such cases usually were the most for-
mal, complete with official witnesses. Seppuku
Cut TN If successful If failed
SEPPUKU AND THE PC 1st cut 14 +10 Honor Pts -3K Honor Pts;
can’t retry for 1 week
There is no mechanism that will prevent a seppuku if a player
2nd cut 18
really wants the character to do it, but players should avoid doing
3rd/final 22 +10 Honor Pts
so merely to “get rid of” a character. There is no reason not to
“retire” a character and send him off to a monastery. GMs should
Kaishaku TN If successful If failed
discourage players from wanton acts of seppuku.
1st Strike 18 +EN Honor Pts Failed by 5+: miss
If the person performs the first cut he regains any recently lost
(-2K/ML); Failed by
Honor points (GMs discretion). If he performs two cuts he gains
1-5: incomplete cut
an additional 10 Honor points. If the character performs the third
(-3K/ML)
cut, he gains an additional 10 Honor points; his bravery and sto-
2nd Strike 20 0 2x above penalties;
icism are inspiring and people will definitely remember him.
may withdraw,
With each of these cuts, the subject must make a Concentration
humiliated
roll (the character may substitute Concentration with his Focus
3rd Strike 22 0 See notes
Ki or Meditation skill; the player may use whichever of the three
skill scores is highest). The Target Number for the first cut is 14,
the second 18 and the final cut requires a TN of 22. If he fails a
roll, he can go no farther. If his first roll fails, he “chickens out” OPTIONAL: VENGEFUL GHOST
and fails to even make the first cut, in which case he suffers a
If a PC commits seppuku and blames another for the actions
considerable loss of face if there are witnesses (-3K Honor points).
leading to his death (this is called “funshi”), his accused oppo-
If there is a kaishaku, he will strike anyway, so the person dies
nent loses Honor points equal to the suicide’s Kao. If the suicide
with shame. If there is no kaishaku, the person is just unable to
was able to make all three cuts or if he made two and there was no
bring himself to do it and will have to stand up and get on with
kaishaku to assist him (i.e., he died slowly and in great pain), he
his life, regardless of what had brought him to the point of sui-
will return at the next full moon as a ghost to ever haunt the one
cide. He will feel inner turmoil over his failure. A character who
who caused his seppuku. This ghost should be played jointly by
fails an attempted seppuku cannot try again for the same reason
the GM and player.
for one week (although something new could come up the next
day that would entice him to try again).

I am in accord with your resolution and accept your request for me to function as kaishaku. I instinctively felt that I should decline, but
as this is to take place tomorrow there is no time for making excuses and I will undertake the job. The fact that you have chosen me from
among many people is a great personal satisfaction to me. Please set your mind at ease concerning all that must follow. Although it is
now late at night, I will come to your house to talk over the particulars. 33
— Letter from Yamamoto Gonnojô in response to a request from Sawabe Heizaemon to act as kaishaku at his seppuku the next day.
SENGOKU: REVISED EDITION

KAO he will not lose any Honor points until such time as someone else
becomes aware of the act. The act becomes a secret that the char-
acter will likely guard very closely. Note that if he kills her to
All people in Japan wear a face; not keep his shameful act a secret, while he will not lose Honor (be-
the literal meaning of a person’s features, cause no one besides him is aware of is deed), it may well affect
but rather the “face” of honor that is seen his Karma (see below.)
by others. Japan is a shame-based culture, Note that even if one is publicly accused of a bad act they did
in that loss of face, not guilt, is the primary not commit, the accused character will gain Shame unless steps
factor influencing behavior in Japanese soci- are immediately taken to avenge or correct the insult or otherwise
ety. change the public perception of him. (inaction is typically associ-
A person with much honor has “great face” in the eyes of his ated with guilt).
peers, whereas a character who is shamed in some way is said to A Kao score of 0 is possible, and most embarrassing. Kao may
“lose face.” The shamed character “has no face.” Shame is gained not drop below 0, however. A person without Honor and Kao is
(and honor lost) by characters who fail to live up to their various the lowest kind of person. Measuring below 0 is therefore point-
obligations and duties (See Giri, Gimu & On, below). less.
Kao represents the character’s personal honor or face, as seen
by others, and may be used in place of PRE for skill rolls made
by the character in social situations, at the GM’s discretion. Sample Honor Loss
Situation involves: Stat used
HONOR & KAO Use of a skill SL
Intentional insult ML
In SENGOKU, characters maintain Honor points. A character may
Unintentional insult K
have from a minimum of 0 to a maximum of 100 Honor points.
Failure to meet obligation K/ML
For every 10 full points of Honor a character has, he gains 1 point
Failure to respond to an insult K/ML
of Kao; thus, characters start play with a Kao score equal to 10x
their Honor. If a character’s Honor points drop below a 10 point
Situation Multiplier
threshold the character instantly loses 1 Kao.
Incident w/one or no witnesses N/A
For example, a character with 20 Honor has a Kao score of 2. A
Minor embarrassment; one witness x1
character with 29 Honor points also has a Kao score of 2. A char-
Minor social gaffe; few witnesses x2
acter with 30 Honor points, however, has a Kao of 3.
Serious breach of etiquette; dozens
of witnesses x3
Losing Honor Severe breach of protocol; hundreds
All Honor loss penalties are expressed as -mX. “X” represents of witnesses x4
the character’s Kao (K), Membership Level (ML), Skill Level Extreme insult; witnesses very influential x5
(SL) or a combination (e.g. -2K/ML). Whenever a combination
is listed, the penalty is based on the larger of the two numbers.
The base number is then modified by a “severity multiplier” Example of Honor/Kao Loss
(the “n” in the formula). The larger the multiplier, the more griev-
Jirô has 32 Honor points (for a Kao of 3) and a Membership
ous the offense and more significant the loss of Honor. The mul-
Level of 2 in his samurai clan. Matashirô has a Membership Level
tiplier will range from 1 (minor embarrassing error) to 5 (major
of 1 in his clan, and 14 Honor points (his Kao equals 1). Jirô
offense). The more important the event or task, and the more wit-
challenges Matashirô to a duel. They agree to meet at the gate of
nesses there are, the higher the multiplier will be for failure. A
the Kitobara-ji at noon on the next day.
table is provided below for guidelines in assigning Honor loss to
That next day, Matashirô does not show up at the shrine at the
the characters.
appointed place and time. Initially, Jirô is the only other person
aware of Matashirô’s deed, so Matashirô loses no Honor. But
When Honor is Lost Jirô posts a sign in the town for all to see: “Matashirô avoided
The gain and loss of Honor points can only come from actions an honorable challenge and is a coward!” Now that Matashirô’s
that are publicly known; those that are observed by or known to actions are known by two or more people (in this case a whole
two or more people other than the character committing the act. town!), he immediately suffers -5K/ML Honor points, or the larger
Acts known only to the character himself do not qualify, per sé. of 5x his Kao (5) or 5x his ML (also 5). Losing 5 Honor brings his
While the secret commission of a wrongful act may gnaw at the total Honor to 9, which reduces his Kao to 0! The only way for
character’s soul and torment him, it will not be something that Matashirô to regain face (i.e., to regain his lost Honor points
will cause him to lose face (i.e., lose Honor points). and raise his Kao) now is to have the duel with Jirô. If he doesn’t,
For example: if a character becomes drunk and assaults a young the Honor loss stays.
woman, he risks losing Honor if she tells anyone else (like re- Kao and Honor are explained in more detail in Creating Char-
porting it to her family or the authorities). If she doesn’t tell any- acters, pages 103 and 104).
one (for fear of losing Honor herself ) or if he kills the girl, then

When pressed with the choice of life or death, it is not necessary to gain one’s aim. But not having attained one’s aim and continuing
34 to live is cowardice.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

ON, NINJÔ,
GIMU & GIRI
These are inter-related concepts that are
nearly impossible to translate succinctly.
Gimu is obligation to repay others for what
they have done for you. Giri is a sense of duty,
or obligation. Ninjô is a consideration for others. On is indebted-
ness (an unpaid “debt of honor”). These four aspects of life are
integral to the whys and wherefores that govern the behavior of
“good” people in Japan. Good people have a sense of giri and
ninjô; bad people do not.

ON
On (pronounced “own”) is, in its basic meaning, indebtedness,
from the least to the greatest. When someone does something for
another—a favor, a loan, a compliment, a gift, etc.—he “gives an
on” to the recipient. The giver is called the “on man.” The recipi-
ent carries the on, as a burden, and is said to “wear an on.” The
concept of receiving a gift with no strings attached is irreconcil-
able to the Japanese mind; there is always a string attached. The
requirement to repay an on is the string.
One may wear an on from his parents, lord, from a friend, or a
total stranger. To receive an on from someone not your superior
(or at least your equal) gives one a disturbing sense of inferiority.
Gaining Honor One bears an on to his mother, for everything she has provided
Face is gained by acts of recognition and goodwill by others. If for him, sacrifices made for him, and, indeed, simply for having
someone publicly recognizes your good deed, they honor you; given birth to him. There is a saying that “Only after a person is
they give you face. If someone gives you a gift of moderate value, himself a parent does he know how indebted he is to his own
they honor you; again you gain face. If someone makes it pos- parents.” One makes a partial payment of on to their parents by
sible for you to fulfill an obligation without incurring a debt to providing equally good (or better) rearing to their own children.
them, they honor you in a big way; you gain much face. An on is also carried to the Shôgun, one’s daimyô or other mas-
Honor awards are expressed similarly to Honor loss. While the ter (such as a teacher). All leader types help “show the way” for
multipliers are still based on the size of the event or importance their charges, and an on worn for them may at some time make it
of the situation, the base number used is that of the other person– necessary to answer a request for help, to show preference for
the person who does you the honor. In other words, the Kao, their children after death, and so on.
Membership Level or Skill Level used is that of the person doing Japanese do not like to shoulder the debt of gratitude that an on
the honoring. implies. Honor demands that an on be repaid in kind. One should
For example, a rônin kills a bandit, rescuing the bandit’s vic- go to great lengths to repay an on, and the sooner the better. An
tim, a farmer, from certain death. The farmer thanks the rônin on does not shrink over time; quite the opposite. The more time
profusely. The GM decides that this is worth 1K, or 1 times the goes by, the more significant the on becomes; it “accrues inter-
farmer’s Kao. The farmer’s Kao is 3, so the rônin gains 3 Honor est,” if you will. A common saying is “One never repays one ten-
points. Later on this lucky rônin kills two more bandits, this time thousandth of an on.”
rescuing a lady in a kago. The lady turns out to be the daughter A young student of classical literature graduates from training
of a local daimyô. The daimyô himself thanks the rônin and of- at a Buddhist monastery. The student wears an on from his teacher
fers him a position as a retainer in his clan! The GM decides this for imparting his knowledge and helping to show the student “the
is worth 3ML, or three times the daimyô’s Membership Level. way.” Years later the student becomes an influential merchant.
Because his ML is 10 (he’s the daimyô), the GM awards the rônin The teacher writes to him and asks him to give the teacher’s son
30 Honor points, enough to increase his Kao by 3! a job. Because of the debt (on) to his teacher, the student is com-
pelled to heed his former teacher’s request, whether or not it is
truly his desire to do so, and he does so, giving the teacher’s son
the best paying job he has to offer.
Even simple compliments made when greeting someone are a
form of on that, unless returned, are “carried” by the recipient.
Thus, the ever present courtesies, which are so important to the
Japanese, are maintained by “manners” (and reinforced by giri).

The two Ways of Loyalty and Filial Duty are not limited to the samurai. They are equally incumbent on the farmer, artisan and
merchant classes. But among these classes a child or servant…may do unceremonious or impolite things and it doesn’t matter. If he is
truly sincere in his filial feelings and truly cherishes his master or parent, that is all that is expected. 35
— Daidôji Yûzan
SENGOKU: REVISED EDITION
For example: Gunbei calls on his friend,
Yoshirô, who recently recovered from a NINJÔ
bout of the flu. Gunbei brings a small Ninjô is compassion for others. It is similar to what Westerners
cask of sake with him and gives it to call empathy. When one knows ninjô, he has consideration for
Yoshirô as a gift. Yoshirô politely refuses the feelings of another. It also encompasses one’s own desires
the gift, telling Gunbei that the gift is too and “feelings,” such as love, kindness, and so on.
generous for a wretch like himself. Gunbei A samurai may practice kirisute-gomen, and cut down a peas-
insists and Yoshirô humbly and gratefully ant on the spot for some assumed insult. This is perfectly legal,
accepts it. The two share the sake that evening. but constitutes a willing disregard for ninjô; he has no feeling for
A few days later, Yoshirô calls on his friend Gunbei, and brings the other fellow. (It may also incur a loss of Honor for the samu-
with him a small cask of sake, and the ritual begins again, this rai.)
time with Gunbei refusing the gift... Bandits may form cooperatives to protect those who have no
If a person is presented with a gift (or any other on) which is of one else to do it for them (think Robin Hood or, in Japanese terms,
such value that the recipient cannot repay it, then the recipient Ishikawa Goemon), and they will operate out of a combined sense
suffers a great loss of face. To unknowingly give a gift that is too of giri and ninjô. They have the ability to protect the people, so
rich for the recipient to repay is a huge social gaffe (-2K/ML they must exercise that ability (giri), and they do it because they
Honor loss to the recipient). To knowingly do so is a tremendous care and empathize with the underdog (ninjô). Such bandit groups
insult (-3K/ML to the recipient). In either case, the on-giver may are the forerunners of the Tokugawa Period (and even present-
become the object of incredible bitterness, scorn and even vio- day) yakuza, who like to think of themselves as Robin Hoods and
lence. the defenders of the common man.
Example: A samurai retainer receives as a gift from his lord a Whether or not your character “knows ninjô” is up to you. There
priceless teacup for use in the cha-no-yû (Tea Ceremony). The is no societal requirement to adhere to the concepts of ninjô to the
gift is far more valuable than anything he could possibly offer his extent that giri is adhered to. Rather than providing rules for ninjô,
lord in return. As a result, the retainer receives a tremendous on we leave it up to you to define your character’s viewpoints and
from his lord and he is extremely unsettled. He has lost face, and motivations for his actions; ninjô is best reflected by taking the
must find a way to reconcile his shame. appropriate Talents and Complications and through role-playing.
In another example, two unarmed peasants, Chûbei and Jirô,
are attacked by a bandit. Chûbei is about to be stabbed by the
sword-wielding bandit, but Jirô intervenes, strikes a lucky blow GIMU
with a handy tree branch and kills the bandit. Jirô has just given Gimu is the obligation to repay an on to those to whom one can
a tremendous on to a very grateful Chûbei. This on can only be never fully repay. The on received from these people is immea-
repaid by Chûbei saving his friend’s life or by giving his own life surable and eternal. The fullest repayment of these obligations is
for his friend. still no more than partial, and the debt is timeless. Gimu includes:
As you can see, on is a deadly serious matter to the Japanese.
On should be taken as an opportunity for role-play; characters • Chu: Duty to one’s lord, the Emperor, and the Shôgun) (-5K/
who receive an on should do their utmost to repay the on. Failure ML)
to do so when the opportunity presents itself results in a loss of • Ko: Duty to parents and ancestors (and, by implication, to
face (see Gimu and Giri below). one’s descendants) (-4K/ML)
• Ninmu: Duty to one’s work (-3K/ML)

Any failure to meet gimu results a loss of Honor points. These


lost Honor points can only be regained by satisfying gimu.

GIRI
Giri is, in simplistic terms, duty. Giri requires the repayment of
debts (on) with mathematical equivalence; there is also a time
limit, per se. Giri encompasses both giri to the world and giri to
one’s name.
Example: If someone saves your life, you will feel bound by giri
to somehow repay him, perhaps by saving his life—even at the
cost of your own.
A warrior who cringes in the back of the battle, avoiding con-
tact with the enemy, suffers a loss of face because he is not ful-
filling his duty to his liege lord (one form of giri), while his com-
rade up in the front lines, shouting out challenges and taking heads,
gains face. Both of these men may be seen by others and end up
with resultant gains or loss of Honor at the same time. Simply
fighting in the battle in a standard way will not bring about a gain
or loss of face, because it is giri to one’s lord.

One who is a samurai should base his conduct on a strong sense of filial duty. And however capable, clever, eloquent and handsome
36 one may be born, if he is unfilial he is of no use at all. For Bushidô requires a man’s conduct to be correct in all points.
— Daidôji Yûzan
WWW.SENGOKU.COM

Another form of giri is giri to one’s in-laws. In-laws are a “con- ever, and is subdued, for drawing a sword
tractual family,” and repayment of on to them is giri, whereas in the Shôgun’s palace is a capital offense.
repayment of on to one’s birth parents is gimu. He has violated gimu (by breaking the
To say that someone “does not know giri” is an insult. It im- Shôgun’s law) and is sentenced to death
plies, in essence, that the person has no sense of loyalty, filial by seppuku, and his lands and family dis-
piety, or honor. Wild dogs do not know giri; a man must. banded. 47 of his retainers swear ven-
Giri to the world: Giri to the world is repayment of on to one’s geance. After more than a year of plan-
fellows, and includes such things as: ning and waiting they kill the man who origi-
nally insulted their lord, thus satisfying giri to
• Duties to your liege lord (-5K/ML) their lord. But they have violated gimu to the Shôgun in doing so,
• Duties to your affinial family (-4K/ML) and in a final act of virtue, all 47 rônin commit seppuku. Their
• Duties to non-relatives due to on received (a favor, gift of honor is preserved.
money, et al.) (-3K/ML)
• Duties to distant relatives (due to on received from common
ancestors) (-2K/ML)
HERALDRY
Giri to one’s name: Giri to one’s name is the duty of keeping The vast majority of mon (crests) are by definition “assumed
one’s good name and reputation. This includes: arms,” that is to say, they were chosen by the bearers with little
restrictive control exercised, as there is no overseeing organiza-
• Duty to clear one’s name of insult or accusation of failure tion like European Colleges of Arms. In each samurai clan, there
(i.e., the duty of feuding or vendetta) (-3K/ML) needs to be one officer with a wide knowledge of which family
• Duty to admit no (professional) failure or ignorance; pro- uses what crests, as it can often be a lifesaver, especially during a
tecting one’s professional reputation (-3K/ML) battle when an armored division is approaching and all that can
• Duty to fulfill society’s proprieties (i.e., behaving respect- be discerned is the crest on their banners—are they friend or foe?
fully, accepting and living within one’s station in life, curb- The first official “roll of arms,” or compilation of family crests
ing inappropriate displays of emotion, etc.) (-2K/ML) was completed under the auspices of the Muromachi bakufu (mili-
• Remaining stoic when in pain (from a wound, hunger, cold, tary government) around 1510–1520. The Tokugawa bakufu com-
etc.) (-1K/ML) piled very detailed records, creating what was called a bukan,
listing the “armorial bearings,” standards, and residences and in-
As you can see, giri to the world and giri to one’s name are two comes of all the daimyô . Lesser books were also kept for indi-
sides of the same coin. vidual clans and other, lesser families.
Any failure to meet giri results in a loss of Honor (see the com-
The pawlonia and the chrysanthemum are essentially Imperial
ments above for suggested Honor loss penalties). These Honor
emblems, and their use implies imperial favor or connections at
points can only be regained by satisfying giri.
some point in the past. There are dozens upon dozens of designs
incorporating these elements, many of which were bestowed af-
CONFLICTING OBLIGATIONS ter a fashion by emperors past upon houses that had they wished
In cases in which one’s obligations are in conflict (such as a to honor, or whose help they needed. Others are borne by institu-
conflict between giri and ninjô, or giri and gimu), the character tions (notably shrines and temples) to display their erstwhile im-
must choose one to fulfill and forego the other. The only other perial connections.
option is seppuku. Mon are more than heraldic crests; they are a major part of
For example: A samurai receives an order from his liege lord Japan’s graphic arts history, as well. The Takeda clan crest can
to perform an act that violates the Shôgun’s law. By fulfilling also be seen as a fairly common fabric motif. The only difference
gimu to the Shôgun the character must ignore his lord’s order, is that in areas where the Takeda are exercising their influence, or
which he cannot do. But by fulfilling giri to his lord the character in areas where the Takeda are especially disliked, it would be
violates gimu to the Shôgun. more than a little cheeky (or dangerous?) to wear something with
Another example is a samurai who falls in love with another their crest emblazoned all over it in their presence.
man’s wife. Giri demands that he abandon any hope or desire to In fact, many designs now considered crests were first fabric
be with her. But ninjô compels him to satisfy his desire for her. patterns. It is not really clear when they first began to be used, but
(Traditionally, and historically, conflict involving ninjô are much during the latter part of the Heian Period there are indications
easier to resolve than those without) that certain designs had come to be favored by certain families,
In cases of such conflicts the character may have to decide which which used them to the near exclusion of others, making these
obligation he will fulfill and which he will forego. He resolves the first recognized kamon (family crests).
himself to suffer the consequences for failing to meet one or the During the Edo Period, designs will become excessively ro-
other. Unless he can find a solution to his dilemma, seppuku may coco, as their primary purpose of identification ceases to be an
be his only recourse (because surely no “good man” would live issue. Also, many wealthy merchants will begin to assume airs of
with such loss of face). Such is the stuff of Japanese legends. gentility, and began adopting mon. Actors and courtesans follow
The most famous Japanese story involving a conflict between suit. Most twentieth century mon books contain many Edo de-
giri and gimu is the story of the 47 Rônin . In the story, a lord in signs, and it is difficult to determine which were used by the civil
the Shôgun’s palace is insulted and he attacks the insulter (thus and military aristocracy of “the good old days.”
trying to satisfy giri to his name). The man is unsuccessful, how-

The samurai has to set before all other things the consideration of how to meet his inevitable end. However clever of capable he may
have been, if he is upset and wanting in composure and so makes a poor showing when he comes to face it, his previous good deeds will
be like water and all decent people will despise him so that he will be covered in shame. 37
— Daidôji Yûzan
SENGOKU: REVISED EDITION

CATEGORIES OF BANNERS
MON Not all banners and flags are truly heraldic. Many actually have
no designs to speak of, being merely geometric with a background
There are six commonly recognized color and a stripe or two, or divided or patterned fields.
divisions of mon: plants, animals, natu- Those bearing designs can bear the mon of the owner, a slogan
ral phenomena, man-made objects, ab- (such as Takeda Shingen’s famous Fû-rin-ka-zan, or “Wind, For-
stract designs, and ji (characters). Estimates est, Fire, Mountain” banner), or even just a picture. Sometimes
of the number of actual different designs hover the mon appears alone and very large; other times it is repeated
between 4,000 and 5,000, representing 250-odd different sub- two or three times vertically or in a triangular or other geometric
jects. pattern. Other forms of decoration are to mix a geometric color
The plant category is by far the numerical leader, though the shift (e.g.; a broad strip of color across the top, or a horizontal or
man-made implements category has some 120 different subjects vertical color division) with the mon somewhere displayed.
represented, compared to 75 for plants. The animals category (in- In the film Ran, the various divisions of the Ichimonji clan were
cluding birds and insects) is third, with about 30 different sub- identified with different color banners and different designs (one
jects. stripe for Tarô, two for Jirô, three for Saburô); in Kagemusha, we
Martial motifs (and those with otherwise auspicious meanings) were shown the same flag—Shingen’s mon on a solid color field—
are particularly popular in among samurai houses. with the color of the field marking different divisions of his army.
Daimyô on campaign will have a personal standard marking
ENCLOSURES their presence and their main base. Such standards are not always
true flags, per se. Tokugawa Ieyasu has a huge golden fan, for
Contrary to popular opinion, all mon are not enclosed in a circle. example, and Hideyoshi has a huge golden gourd with several
A great number are, but there are a great many different kinds of other pendant gourds. Nobunaga has a huge red European hat.
enclosures. The simplest way mon are changed is with a slight The operative word here is “huge.” The term for such unique
alteration of the design; changing the number of veins on a leaf, creations is uma jirushi, or “horse signs.” Among them are been
making the lines slightly thicker, reducing the number of petals helmets on poles, hats on poles, large umbrellas, fans, etc.
on a flower, and so on. A design could also be doubled or trebled; Armored bushi—especially the lower ranks, and ashigaru—
or it could be put in an enclosure that is narrow, fat, medium wear a sashimono (a type of banner) on their backs. This banner
sized, or derived from an abstract design. serves to identify their clan, commander, or unit.
Rings are the most common form of enclosure. Some, how-
ever, are narrow, hair-line rings, while some are huge, monstrous
circles that nearly overwhelm the designs inside them. CAMP CURTAINS
Enclosures actually have a large degree of variation. The melon Camp curtains (jinmaku, or tobari) are used to ring areas to
enclosure, for example, can be of three, four, five, or even six keep out wind or prying eyes. On campaign, generals hold coun-
lobes; each of these variations can have any number of shapes— cils and lay plots from within a ring of jinmaku. Kurosawa’s films
round, square, diamond, etc. Ran and Kagemusha both show how camp curtains were set up
and used.
CHOOSING A MON FOR YOUR Like banners, jinmaku have no single rule of appearance. They
may be of one single color, may have a top strip and possibly a
PC OR CLAN bottom strip in a different color, or even be striped. They may be
single colored, with the owner’s crest as a design. This can be a
Perhaps the easiest way to choose a mon is just to select one random repetition of the mon over the surface of the curtain, a
from the pages of this rule book. Alternately, you can acquire a regular single large crest centered to be directly between support
mon book and pick one from there. There are a few good such poles, or a regularly repeating smaller crest forming a sort of high
books listed in the bibliography (pages 304-306). Your last resort equator-line on the jinmaku.
(which is your favorite, let’s face it) is to design your own. Jinmaku are one ken (6 feet) in height, and three or four ken (18
There are certain mon that are recognized as the crests of fa- to 24 feet) in length.
mous, powerful clans, If you are playing in a historically based
game, you might want to steer clear of them. If you are playing in
a totally self-created Japan, there’s no reason you can’t use the
famous Tokugawa triple-hollyhock crest.

After reading books and the like, it is best to burn them or throw them away. It is said that reading books is the work of the Imperial
38 Court, but the work of the House of Nakano is found in military valor, grasping the staff of oak.
— Yamamoto Jinzaemon
WWW.SENGOKU. COM

DAILY LIFE
IN JAPAN

39
S ENGOKU: REVISED EDITION
As with the previous chapter, this chap- as mentioned above). Zeni are commonly strung together with a
ter contains a great deal of background strand of hemp through the central holes to make a “string of
information on day-to-day life in the Ja- cash,” usually of 100 or 1,000 coins. During the Sengoku Period
pan in which your SENGOKU campaign most zeni are produced in China (with some also made in Korea);
takes place. Game material and game in the later Edo (or Tokugawa) Period zeni are minted in Japan
mechanics appear alongside reference proper (beginning in 1636). The zeni is abbreviated as “z” when
material, so you will want to pay atten- listing prices of goods. For example, 6z would indicate an items
tion as you read. costs 6 zeni, and is spoken of as “six mon.”

THE ECONOMY Monme-ita


The Monme-ita is a small rectangular block of silver. Histori-
Japan’s economy is based on the rice crop. One’s wealth, one’s cally the weight and value of this “coin” varied greatly. In SENGOKU
finances, and the value of an estate are all counted in terms of the the monme-ita weighs 1 monme, corresponding to one month’s
koku, a measure of rice sufficient to feed one man for a year (at a worth of subsistence-level food. The monme-ita is commonly
subsistence level). This is equal to approximately five bushels or abbreviated as “m” when listing prices of goods. For example,
180 liters. An estate is valued at the amount of rice it can pro- 2m would indicate an item costs 2 monme-ita.
duce, so a small fief worth 100 koku means the village can sup-
port 100 people for a year. In point of fact, this is only rice out- Bu-shoban
put; it doesn’t take into account millet, other vegetables, fish,
etc., so more people can survive there. The bu-shoban (also known as the ichibu kin or simply “bu”) is
a small square gold coin. One bu-shoban equals 12 monme-ita
(12 monme of silver) or one year’s worth of subsistence-level
CURRENCY food (one koku of rice).
Currency is in copper, silver, and gold. Paper currency is not in Four bu-shoban equal one ryô (a little more than 18 grams) of
use in Sengoku Japan. All coins are produced on a monopoly gold, the common form of expression of value (as opposed to
basis by daimyô during the Sengoku Period (later, in the Edo currency) in Sengoku Japan. The bu-shoban is abbreviated as “b”
Period, by shôgunate mints). Gold coins are used more widely in when listing prices of goods. For example, 1b would indicate an
the Kantô region, near Edo, while silver prevails in the Kansai items costs 1 bu-shoban.
(Kyôto and Ôsaka areas). Gold is rarely seen outside of the cof-
fers of daimyô and large merchant houses, and even they usually Ni-bu
conduct their business in silver. Values of this coinage have shifted The ni-bu (“two bu”) is a rectangular gold coin. One ni-bu equals
over the centuries, and there is no fixed way to set up a precise, 24 monme-ita (12 monme of silver) or two year’s worth of sub-
“historical” currency in the game. The following system is a sim- sistence-level food (two koku of rice).
plified model designed for speed of play. Two ni-bu equal one ryô. Prices of goods are not generally listed
The most basic unit of money is a copper coin called a zeni. We in ni-bu.
will refer to them as zeni, or copper pieces. The value of a zeni is
one mon, in the same sense that the value of a penny is a cent. A
zeni theoretically represents the cost of the barest minimum needed Ry
Ryô
to feed a man for one day. In practice a zeni can buy such things As described earlier, a ryô is a measurement of weight, specifi-
as a cup of tea or a rest at a wayside stall; hardly adequate cally used when referring to gold. It is approximately 18 grams
substinance. 1,000 zeni equal one bu of gold (or one bu-shoban of gold. One ryô is equivalent in value to four koku of rice, or 4
coin), the value of one koku of rice. Also in use is silver, which is bu-shoban in coin. A ryô is abbreviated as “R” when listing the
measured in monme (about 4 grams); approximately 12 monme price of goods. The koban , a coin rarely found outside the hands
of silver equals one bu of gold. of the wealthiest, has a value of one ryô. The koban is an oblong
The monetary system in SENGOKU is thus based on the calendar, coin about 2 sun (2.5 inches) long
with each coin roughly corresponding to the amount of rice nec-
essary to survive for a given period of time. A zeni (copper) is a Non-standard Coins
“day,” monme (silver) are “months,” a bu-shoban (gold) is a There are two types of coinage that is produced by local samu-
“year,” and so on. Remember, though, that this is subsistence- rai clans; the chôgin and mame-ita.
level food; a small bowl of rice or gruel per day will not let a man Chôgin can either be of gold or silver, but either way takes the
starve to death (not quickly, anyway), but it isn’t what one would shape of a rough, flattened cigar-shaped ingot with stamp marks
want to eat for very long. Plan accordingly when setting prices, to indicate the quality of the metal and the clan issuing it. The
money, and such things for your game. chôgin is the largest silver coin, and is imported from China. The
For simplicity, the encumbrance on all coins, regardless of de- chôgin equals one bu-shoban, and similarly corresponds to one
nomination, is .02, or 50 coins per pound. All of Japan’s coins year, although there have been minted especially large chôgin
are described below. worth a ryô. The chôgin is abbreviated as “c.”
Mame-ita are small, pea-sized lumps of silver or gold stamped
Zeni with the imprint of the issuing clan and occasionally a rough value
A round copper coin, one sun (about one inch) in diameter, indication. Mame-ita are valued by weight, typically, although
with a small, square hole in its center. The zeni equals one day’s they are commonly issued in values equal to a monme-ita, a bu-
worth of food for one man (in real terms, one barely decent meal, shoban, or a ni-bu.

However it may be with peasants and merchants, stinginess in a samurai is as much to be abhorred as throwing away the Three Sacred
Treasures. For if he puts all the money there is before duty and grudges to spend it, how much more will he grudge throwing away his
40 more precious life?
— Daidôji Yûzan
WWW.SENGOKU. COM

TRADE AND MARKETS


Most towns have a weekly or bi-weekly
COMMERCE market. These markets are usually held
on days ending with the same number,
and are named after this number. For ex-
ample, so-called “two day” markets are
MONEY-LENDERS not two days long, but rather they are held
One growing profession is that of the money-lender. Part of the on the 2nd, 12th and 22nd day of each month.
merchant class, money-lenders provide loans to everyone from “Three day” markets are, therefore, held on the
farmers trying to raise the money to pay their taxes, to daimyô 3rd, 13th and 23rd day of the month.
who must equip and maintain their armies. Loan interest rates On market days, vendors pushing carts full of their wares that
vary, with an average being 10% per year. become portable merchant stands and small shops abound. Items
Money-lenders also exchange currencies for customers. This is of nearly every category can be found, including vegetables, fowl
an important function, as most merchants and daimyô in the Kantô and fish, tools, woodenware, lacquerware, tatami, painted screens,
region pay for transactions in gold coin, while those in the Kansai ceramic bowls and cups, and much, much more. In fact, some
region use silver. towns have grown up around such markets.
The typical commission for such transactions is 1%. This fee Merchants desiring to participate in a local market typically need
may seem trivial, until one realizes that literally thousands of bu- only show up. Official permits, issued by the local ruling daimyô,
shoban and chôgin are exchanged in this manner every week. It’s are officially required, though this is seldom enforced.
easy to see why money-lenders, while considered the lowest strata The function of the market is much more than simply providing
of the bonge, are some of the most affluent. a place to buy food and supplies. Many merchants also specialize
in spreading rumors and news, especially the traveling merchants,
who make their living as much by telling entertaining stories and
repeating the latest gossip from towns near and far.

VALUE OF COINAGE/EXCHANGE RATES


Value (Rice) (copper) (silver) (gold)
in Food Koku Zeni Monme-ita Chôgin Bu-shoban Ni-bu Ryô
Zeni (copper) (z) 1 day .001 1 1
/83 .001 .001 .0005 .00025
Monme-ita (silver) (m) 1 month .083 83 1 1
/12 1
/12 1
/24 1
/48
Chôgin 1 year 1 1,000 12 1 1 1
/2 1
/4
Bu-shoban (gold) (b) 1 year 1 1,000 12 1 1 1
/2 1
/4
Ni-bu 2 years 2 2,000 24 2 2 1 1
/2
Ryô (gold wt.) (R) 4 years 4 4,000 48 4 4 2 1

Money is a thing that will be there when asked for. A good man is not so easily found. 41
— Yamamoto Jin’emon
S ENGOKU: REVISED EDITION

DIET CALENDAR & TIME


COMMON FOODS ERA NAMES
Rice is the staple of the diet, forming Unlike the West, which uses computation based on the birth of
the core of each of the three daily meals. Jesus Christ from which to date events, or the Ancient Romans
Popular ways to eat rice include straight (no who used the founding of the city as their pivotal date, or the
surprise there), with green tea poured into it, or Muslims who date everything from the Hegira, the Japanese have
with a raw egg broken over the rice and mixed in. Rice is eaten no single date to use. Actually, they could have used the mythical
hot in bowls, pounded into paste and molded into gummy squares foundation of the empire in 660 BC, but they never did so for-
for soups, pounded into flour for rice cakes (mochi), and even mally.
made into crackers. A watery rice-gruel (okayu) is the food of the From the seventh century down to the present, Japan has used a
elderly, the infirm, and the ill. Oh, yes; and then there’s sake. series of era names called nengô (literally “year number”), as-
Meat is seldom consumed in Japan, but fish and shellfish are signing events to a year within that era. From time to time, usu-
eaten wherever they can be taken. Despite the virtual ban on meat ally due to some great auspicious event or to end a bad era after a
due to Buddhist taboos, many buke love boar meat and foul, and particular bad calamity, an emperor proclaims a new nengô. Some
will hunt when the opportunity presents itself. Beef, however, is nengô span several reigns; some reigns saw several nengô come
out of the question. Oxen are for pulling imperial carriages or and go. It isn’t unlike the Anglo–Saxon Chronicles, with an entry
helping on a farm; not for food. beginning “In the fourth year of King Alfred’s reign…” but it is
Soba (buckwheat noodles), a dish adopted from the continent, clear that this system has its flaws.
is a popular lunch for people on the go, who might stop in at an The longer one’s history gets, the harder it is to put things into
inn or tavern for some and a bowl or five of noodles. Soba, udon, historical context without having recourse to a list of era names
don—there are about as many different kinds of noodle dishes as and their volume of years. (Even historically, people found it dif-
there are stars in the sky. In the evening, when the cool is de- ficult to keep track of era names and when things happened.)
scending, stalls appear in the streets of larger towns where a bowl Was Emperor Horikawa enthroned in Kanji 1 or in Ôtoku 3? And
of hot noodles in soup can be had for a zeni or two. Of course, if this year is the year of the Battle of Sekigahara (Keichô 5), how
sake may also be available. many years ago was that? (Ôtoku 3, and it was 514 years ago.) In
A popular snack is dangô, or sweet rice-flour dumplings. Con- the 955 years between the institution of the nengô system in 645
servatively speaking, there are, perhaps, seven million different and the Battle of Sekigahara in 1600, there were 194 nengô, for
kind of dangô. Each locality may have its own specialty. Some an average of one nengô every 4.92 years.
varieties are filled with a sweet red bean paste, others with roasted
nuts.
THE CALENDAR
The Japanese adopted the complex sexagesimal system of year
WHAT THERE ISN’T identification from the Chinese in 604. Traditionally, great mys-
Forget about sushi. What we know today as sushi didn’t come tics called onmyôshi calculate the calendar for the Imperial Court,
into being until the middle of the Edo Period. The older form was using secret knowledge and mathematical formulae. These se-
fish that had been cleaned and gutted, then stuffed with rice to crets are guarded closely, and only members of the group may
preserve them. At some point, someone tried eating that rice, and learn them.
found it wasn’t bad. In the Japanese calendar system, there are 10 “trunks” and 12
Tenpura is also virtually unknown, as it develops only during “twigs” which combine to form 60 terms for counting the years.
the latter part of the Sengoku Period as some Japanese become These 60 years cycle over and over, so that since 1500 was Mizu-
familiar with the eating habits of the Europeans (fried food? ick!) no-to U (“[the Year of the] Hare, Younger Brother of Water”),
and start to adapt it to local tastes. then 1561 and 1622 were also. Although it may at first seem cum-
Don’t even bother asking about sukiyaki. Shame on you. bersome, it would be good to remember the basics of this system,
A typical meal is a large bowl of rice, pickled vegetables, misô for with it one can also identify hours of the day, days of the
or seaweed soup, and another dish (usually fish). week, and so on.
Of the ten trunk (jikkan), five represent the “elder brother” (e)
of the five elements (wood, fire, earth, metal, and water) and the
other five represent the “younger brother” (to) of the five ele-
ments. The ten trunks are: Ki-no-e, Ki-no-to, Hi-no-e, Hi-no-to,
Tsuchi-no-e, Tsuchi-no-to, Ka-no-e, Ka-no-to, Mizu-no-e, and
Mizu-no-to (Elder Brother of Wood, Younger Brother of Wood,
Elder Brother of Fire, Younger Brother of Fire, Elder Brother of
Earth, Younger Brother of Earth, Elder Brother of Metal, Younger
Brother of Metal, Elder Brother of Water, Younger Brother of
Water).
The twelve twigs are the 12 animals of the Chinese zodiac, or
jûni-shi: ne (rat), ushi (ox), tora (tiger), u (hare), tatsu (dragon),

It is said that one should rise at four in the morning, bathe and arrange his hair daily, eat when the sun comes up, and retire when it
42 becomes dark.
— Yamamoto Jinzaemon
WWW.SENGOKU. COM

mi (serpent), ma (horse), hitsuji (goat), saru (monkey), tori (cock), with the prefix Uru~, so if the month stays
inu (dog), and i (boar). in Kaminazuki too long, there is an Uru-
These two units combine to form compounds such as Ka-no-e Kaminazuki. Each month begins with the
Inu (“Year of the Dog, Elder Brother of Metal”). See the chart dark nights of the new moon, which
below for the Japanese reckoning for the years of the Sengoku gradually grows larger until mid-month,
Period. when the moon is fullest.
Japan and China still use a simplified form of this system, where
the zodiac animals rotate through in 12-year cycles and the addi- Each month has 30 days, and is made
tional element of the trunks is eliminated. There is no reason you up of three 10-day weeks (called shu). The
can’t just do the same to simplify your campaign. three weeks are referred to as the upper (first),
the middle, and lower (last) week. The last day in each week is
MONTHS, WEEKS, AND DAYS taken to be a general day of rest.
Japanese do not have names for their individual days in quite
In Europe, the equinoxes and solstices mark the beginning of the same way we in the West think of names for days of the week;
the four seasons; in China and Japan, they are dead in the center they seem to have gotten along well with simply numbering the
of them. days. (More than one source suggests that they may have used
Generally speaking, the Japanese calendar follows the lunar the names of the ten trunks [rather then using them as references
cycle. The first lunar month of the year is when the Sun enters the to their position as elder or younger brothers of the five elements],
sign of the fish (sometime between January 20 and February 19). namely Kô, Otsu, Hei, Tei, Bo, Ki, Kô, Shin, Jin, and Ki, although
One year (called a toshi) consists of 12 months, so each year this is not certain.) The sexagesimal cycle itself is also used for
has 360 days. On years in which the sun still hasn’t entered the the days, beginning at the first day of the year, so that every two
Fish by February 19, a thirteenth, intercalar month is added, bring- months the cycle repeats. In this instance, the first day of the year
ing the year to 390 days in number. It is not a very efficient sys- is Ki-no-e Ne, or “Day of the Rat, Older Brother of Wood.”
tem.
The months are generally either just numbered (e.g., First Month, But why make yourselves crazy? Just use numbers.
Second Month, etc.) or are called by one of several colorful vari- The first day of each month is called Tsuitachi, and the last day
ants. If there is an extra month in any year, it is called by the Misoka. The last day of the year is called Ô-Misoka (“Great
name of the month in which the sun remains in the same sign, Misoka”).

One who is a samurai must before all things keep constantly in mind, by day and by night, from the morning when he takes up his
chopsticks to eat his New Year’s breakfast to Old Year’s night when he pays his yearly bills, the fact that he has to die. 43
— Daidôji Yûzan
S ENGOKU: REVISED EDITION

THE SENGOKU ALMANAC


Name of Month Season/Descr. (Days 1-15) High Precip Precip
(Meaning) Season/Descr. (Days 16-30) Temp % (2d6) Notes/Agriculture
1 Mutsuki Risshun (Spring begins) 40 10 11+
(Good relationship) Usui (Rain water) 45 20 9+
2 Kisaragi Keichitsu (Awakening of insects) 50 35 8+
(Double-lined clothing) Shunbun (Spring equinox) 55 50 6+ First plucking and drying of tea plant
leaves. Lacquer is tapped in the
mountains
3 Yayoi S Seimei (Clear weather) 60 25 10+
(Awakening nature) P Koku (Rain for the rice) 60 60 5+ Nursery beds are plowed during the
R last week. On the last day the
I sprouted rice plants are sown.
4 Utsuki N Rikka (Summer begins) 65 60 5+ Cherry trees blossom. Silkworm eggs
(Deutzia scabra month) G are hatched and fed mulberry leaves.
Second plucking of tea leaves; leaves
are dried.
Shôman (Small abundance) 65 60 5+ Cherry blossoms fall off the trees.
Main fields are plowed, terraced,
dammed and flooded during last week.
5 Satsuki Bôshu (Work of sowing) 70 60 5+ Rice seedlings are transported to the
(Month of sowing) S main fields during the first 7 days.
U
Silk cocoons unreeled on the 15th day.
Geshi (Summer solstice) 70 55 6+ Frogs breed in the fields, croaking day
M
& night. Weeds in rice fields are hoed.
M
A drought now will kill rice plants.
6 Minazuki E Shôsho (Small heat) 75 50 7+ ”
(Waterless month) R Daisho (Great heat) 80 40 8+ ”
7 Fumizuki Risshu (Autumn begins) 85 35 9+ ”
(Letter-writing month) Shôshu (End of heat) 80 35 9+ ”
8 Tsukimizuki Hakuro (White dew) 75 40 8+ Rice begins to flower. The water is
(Moon-viewing month) drained from the fields. A tai-fun now
will kill the rice plants.
F Shûbun (Autumn equinox) 70 40 8+
9 Kikuzuki A Kanro (Cold dew) 60 40 8+ Rice is harvested, tied & hung to dry.
(Chrysanthemum month) L Shûsô (Beginning of frost) 55 25 10+ Rice is flailed, sorted and baled, and
L taxes are paid. Barley, wheat and
millet is planted.
10 Kaminazuki Ritto (Winter begins) 50 10 11+
(Month of no gods) Shôsetsu (Small snow) 45 15 10+
11 Shimotsuki Daisetsu (Great snow) 40 20 9+ Winter crops are harvested.
(Frost month) Toji (Winter solstice) 40 5 12 ”
12 Shiwasu Shôkan (Little cold) 40 5 12 Sake is made
(Closing month) Daikan (Great cold) 35 5 12 ”

One cannot accomplish things simply with cleverness. One must take a broad view. It won’t due to make rash judgments concerning
good and evil. However, one should not be sluggish. It is said that one is not truly a samurai if he doesn’t make his decisions quickly and
44 break right through to completion.
— Yamamoto Tsunetomo
WWW.SENGOKU. COM

TELLING TIME Players’ Option: Telling


There are actually three ways of telling time in Sengoku Japan. Time
(Did you think after all this that it could be easy?) One method is It is up to you whether you use the
designed so that there is an even number of hours of daylight and Japanese time or the Western time. Cer-
of night time, regardless of how long or short each ended up be- tainly it is easier at first to remember the
ing; this results in a “clock” that indicates an equal number of Western clock, but if you can get a handle
very long daytime hours and very short nighttime hours in the on the Japanese system, it will go a long
summer and visa-versa during the winter. way to increasing the atmosphere of the game.
The second method assigns numbers to the hours according to Remember that the Japanese also used (and still do) numerical
order, decreasing from nine to four (i.e., Ninth Hour, Eighth Hour, names for the months; so rather than just say “February 4,” say
Seventh Hour, etc.), and is repeated twice. Needless to say, it can “the fourth day of the second month,” and when you really feel at
be confusing. home with it all use the classical names and try “the fourth of
For the sake of gamers’ and GMs’ sanity, SENGOKU will use the Kisaragi.”
third method of telling time, and consider it the standard through- If you really want to be precise with your time-telling, you can
out Japan. add more details. As we mentioned, each toki is divided into a
This method of telling time is actually rather easy. The day is first and second half, making each the equivalent of one Western
divided into 12 toki (or “hours”) of equal length, rather than the hour. These are called the sho and the sei, and you can, for ex-
Western 24. Each 120-minute toki is given the name of one of the ample, say “First of the Hour of the Hare” or “Second of the Hour
animals from the Chinese zodiac. of the Dragon” (or even “Ne no Sei-toki”) if you wish.
For example, the Hour of the Goat, or Hitsuji no toki, corre-
sponds to 11 am to 1 p.m. on a modern clock.
This time is further broken into halves, but can be further di- Japanese/Western Time
vided into quarters and so on just as with the one-hour clock we
One Equals...
use today. See the illustration to see how the Japanese toki corre- Toshi ........................ 1 year
spond to Western hours. Shu ........................... 10 days
Each half is divided into eight koku, each worth seven and a Toki ......................... 2 hours (120 min.)
half minutes. The koku are further divided into 15 fun, a 30-sec- Koku ........................ 7.5 minutes
ond period. Each fun is composed of 60 byô, each a half-second Fun ........................... 30 seconds
in duration. Byô .......................... .5 second

Hours of the Day


English Japanese Hour
Name Name of Day
Lesser hour of the Rat Sho-Ne-no-Toki 11pm
Greater hour of the Rat Sei-Ne-no-Toki 12am
Lesser hour of the Ox Sho-Ushi-no-Toki 1am
Greater hour of the Ox Sei-Ushi-no-Toki 2am
Lesser hour of the Tiger Sho-Tora-no-Toki 3am
Greater hour of the Tiger Sei-Tora-no-Toki 4am
Lesser hour of the Hare Sho-U-no-Toki 5am
Greater hour of the Hare Sei-U-no-Toki 6am
Lesser hour of the Dragon Sho-Tatsu-no-Toki 7am
Greater hour of the Dragon Sei-Tatsu-no-Toki 8am
Lesser hour of the Serpent Sho-Mi-no-Toki 9am
Greater hour of the Serpent Sei-Mi-no-Toki 10am
Lesser hour of the Horse Sho-Uma-no-Toki 11am
Greater hour of the Horse Sei-Uma-no-Toki 12pm
Lesser hour of the Goat Sho-Hitsuji-no-Toki 1pm
Greater hour of the Goat Sei-Hitsuji-no-Toki 2pm
Lesser hour of the Monkey Sho-Saru-no-Toki 3pm
Greater hour of the Monkey Sei-Saru-no-Toki 4pm
Lesser hour of the Cock Sho-Tori-no-Toki 5pm
Greater hour of the Cock Sei-Tori-no-Toki 6pm
Lesser hour of the Dog Sho-Inu-no-Toki 7pm
Greater hour of the Dog Sei-Inu-no-Toki 8pm
Lesser hour of the Boar Sho-I-no-Toki 9pm
Greater hour of the Boar Sei-I-no-Toki 10pm

Wrap your intentions in needles of pine. 45


— Yamamoto Jin’emon
S ENGOKU: REVISED EDITION

EDUCATION SHÔGI
Shôgi began in India, and was introduced to Japan via China in
the Nara Period. There were many early variations, primarily iden-
GENERAL tifiable by the number of spaces on the board and the number and
type of playing pieces used.
EDUCATION The shôgi-ban, or shôgi board, is a nine-by-nine grid on a large,
heavy piece of wood resembling a butcher’s block. Each player
For the lower classes, there is no proper has 20 wooden pentagonally shaped pieces (koma) which lie flat
schooling. Local temples often hold school ses- on the board, point towards the other player. The pieces are uni-
sions to teach rudiments of reading and writing and so on, but form in shape, and are distinguished by the characters painted on
these are survival skills. Given the great complexity of the Japa- them. The pawns are the only characters of different size, being
nese written language, many bonge (mostly farmers and such) — smaller than the rest.
and virtually all hinin—are functionally illiterate; they can speak Instead of each player having a king, one has a “king” (ôshô)
Japanese quite well, but are, at best, able to read and write hiragana and the other a “jewel” (gyokushô). (Interesting bit of trivia: the
(the most basic set of Japanese characters) but not katakana or character for “king” and “jewel” differ by only the addition of a
kanji. Merchants and workers in villages are generally better edu- single, tiny stroke. Originally there were two kings on the board,
cated than those in the fields. They can read the syllabaries, but one on either side, but a sovereign in distant antiquity reasoned
not the Chinese characters that make up the lion’s share of Japa- that, since there was but one sovereign under heaven, there should
nese texts. only be one king on the board; hence the jewel.)
Buke attend clan schools, where clan officials teach the chil- Like chess, if an enemy piece is within the sphere of a piece’s
dren more than just the basics; they are given education in the movement, it may be captured. Pieces which have been captured
classics (if deemed appropriate), tactics, and even introduced to are put on the right side of the capturing player’s board. Unlike
schools of combat. Lords are always on the lookout for bright
chess, a player may use pieces he has captured in his game, by
children, and instructors are watchful of their charges.
placing them on the board as his move. His pieces also can be
Education on most basic matters, like etiquette, is done at home.
“promoted” by turning them over, upon which action they take
on new names and new movement capabilities. Whether to take
MARTIAL ARTS TRAINING the advancement or not is purely optional, although the advan-
tages are many and the detriments virtually nonexistent. Captured
One usually trains with one person through one’s entire career
pieces that have been promoted can only be returned to the board
in a particular discipline. A PC should start with a teacher—best
in their lowly state.
someone in his own clan or area—and work with him during
“down time.”
In small towns and villages, finding a teacher (sensei) of a mar- GO
tial art will not be easy. The best chances of finding a sensei are Go is also known as igo (and although some masters are known
in larger towns and cities, especially castle towns. It will be diffi- to have quite big ones, ego is not a prerequisite to being a good
cult to convince someone to teach a military skill to one not of his player). It has been said—and rightly so—that go takes only a
clan or not otherwise associated with him, however. It is up to the few minutes to learn but a lifetime to master. (For the statisticians
player and the GM to work out the details of any cooperation (or among you, the number of possible plays has been calculated to
lack thereof) between potential teachers and their would-be stu- be 10750.)
dents. It likely arrived in Japan from India via China around 400 AD,
perhaps as late as 700. It was very popular in the court during the
STUDYING WITH A TEACHER Heian Period, but seems to have been claimed at some point by
samurai who considered it the strategy game of all time. Buke are
For detailed rules on training with a teacher and improving one’s inordinately fond of it, although there are a few clans who look at
skill level, see Experience (page 226). all games—no matter how military or strategic in nature—as un-
fitting for warriors to play.
GAMES, SPORTS AND The go board (or go-ban) resembles a shôgi board in design,
and has a grid with 19 lines by 19. Unlike shôgi, chess, or check-

RECREATION
ers, here it is the intersections that matter (all 361 of them), rather
than the open squares the lines encompass. Black has 181 stones,
white has 180. Each player has a small bowl from which he draws
In a land of near-constant warfare, sports (as we know them his stones.
today) aren’t really practiced. Every physical “sport” has a mili- There are only three rules in the game: two players, black and
tary application, even swimming. There are no teams, no meets, white, alternate in placing a single stone on any intersecting point
etc. Occasionally, clans will get together and hold a horse race of their choice (black moving first); if a stone is completely sur-
between champions, or an archery competition, but there is still a rounded by enemy stones and there is no open area in the enclo-
recognizable military application here. Most popular recreational sure, the surrounded stone(s) is/are taken from the board and re-
pastimes are indoor pursuits. tained by the captor; and no move that would cause the reversal

Because the samurai sits at the head of the three classes of…it is incumbent on him to be well educated and to have a wide knowledge
of the reason of things. During times of war, however, a young warrior went to battle at fifteen or sixteen, so he has to start his martial
46 education at twelve or thirteen. Since he has no time to take up a book or calligraphy brush, he is often illiterate.
— Daidôji Yûzan
WWW.SENGOKU. COM

The “dealer” is a man or woman stripped


to the waist but for a haramaki (a belly-
wrap, cloth to keep the stomach warm;
for a woman “dealer” it is extended to
cover her breasts). This person sits on the
far side of a low platform like a tatami,
draped with a plain white sheet. On the
near side kneels the gamblers, who have
small wooden pallets about the size of domi-
noes which they use as wagering chips.
The dealer holds his hands out and up (in a classic “Hands up!
You’re under arrest!” pose), the two dice held between the index
and middle finger and middle and ring finger of the left hand, and
a small cup in the right hand. This is to show that there is nothing
like a hidden third die, or some other cheating device. With a
fluid motion, the dealer slams the dice into the cup and slaps the
of the previous move may be permitted. Captured stones count as cup face down on the table.
one point each. The gamblers now lay their
The game ends when all the stones have been placed or there is bets on their end of the plat-
no longer any potential for capturing the opponent’s stones or
gaining territory. Then, all the captured stones are placed in the Historical form, calling “ han” (odd) or
“chô” (even), also setting their
opponent’s vacant spots. The player with the most vacant area Note “chips” horizontally or verti-
under his control wins. Card games such as cally to indicate which way
A variant called gomoku narabe (“five-eye line-up”) is played hana-fuda (flower they are betting. (A variant of
on a standard go board. It is similar to tic-tac-toe; the object is to cards) and other simi- the game has the dealer leave
be the first one to get five stones of one color lined up horizon- lar games as they are one die outside the cup. This
tally, diagonally, or vertically. Players alternate, black placing played today actually requires a bit of skill on the part
the first stone; the entire board is open for placement. developed during the of the dealer, and is more com-
Edo Period. In fact, monly used by professional
CARDS card games qua card
games come into being
gamblers than amateurs.)
The dealer takes the cup
Most of the amusements of the aristocracy can be grouped un- only in the latter de- away and calls the roll as odd
der the heading of awase, or “joinings.” There are games like kai- cades of the 16th cen- or even. A croupier, dressed
awase (shell-joining) utilizing both halves of clamshells with tury, after the Japanese similarly to the dealer, takes
scenes painted on them which are turned upside down and mixed have had contact with away the losing bets with a rake
up, and then players have to match two halves together, choosing Portuguese vessels. and awards chips to the win-
only two cards per turn Playing cards them- ning bettors.
Such joining games led to the creation in the Heian Period of a selves are called These are illegal games, and
card game called hyakunin isshû. In the “game,” there are 100 karuta, the word being are often run by gangsters.
cards showing the last half of poems and an illustration, and 100 a corruption of the Por- Cheating isn’t unknown, al-
cards with the first half of the poems. tuguese carta. The though it is hard to prove; those
These poems are ancient, and all of the aristocracy knows them, original games are es- making such accusations at the
or should. The illustrated cards are laid out, and one person, the sentially variations on scene are often hustled off by
caller, takes the other 100 and at random read aloud a poem. The Portuguese games. the watching strongmen, and
players try to find and pluck out the corresponding card. The win-
beaten up. The film Zatoichi:
ner is the one who has the most cards at the end.
The Blind Swordsman and the
The game has become incredibly popular in Sengoku Japan and
Chess Expert , among other
spread to the buke and even to the more well-educated bonge.
Zatoichi films, has a scene that
Cards are usually made of sturdy paper, which is painted and
is an excellent example of such
then lacquered. Some cards are made of thin strips of painted
a game.
wood. Cards, like most relatively fragile items, are stored in a
small wooden box coated with lacquer.
HANETSUKI
DICE This game, like many others, originated in the Heian courts. It
is very similar to battledore or badminton. Two players, each us-
The single most popular gambling is dice, known as Han-Chô . ing a wooden paddle called a hagoita, attempt to keep a shuttle-
Each game has a banker who takes money (and occasionally per- cock aloft. The hagoita are often decorated with very bright col-
sonal possessions and even clothing) in hock in return for wooden ors and designs. It is generally considered a children’s game, and
chips. The bankers are guarded by one or several strong-arm men, people loosing a point (i.e., dropping the shuttlecock) often have
often including some rônin hired-swords or an out of work an “X” painted on their face in ink. It is very popular around the
sumôtori or two. new year.

When one loses at gambling, he should take the consequences quickly. When he wins he should not taunt the loser. One should not
dicker over the results of gambling. 47
— Hojo Shigetoki
S ENGOKU: REVISED EDITION

EQUESTRIAN
PASTIMES
The horse, or uma, has long been asso-
ciated with the warrior class, dating back
to the Heian era when the military crossed
great distances to engage the Ebisu (or Ainu)
in combat. Horses in Japan are of a slightly
smaller, sturdier stock than those in the West. In Ja-
pan, only samurai and kuge are permitted to ride horses. And
even then, only samurai of proper rank (ML5 in their clan) may
ride them in peace time; those of lower rank may only ride horses
in time of war, with rare exception (scouts, messengers and eques-
trian contests, as noted below).
Tack and bridle are covered in the equipment section.

Horse Racing
Horse racing is popular in some areas. The Sôma clan, in north-
ern Honshû, are famous for their annual festival of a katchû keiba, SUMÔ
where warriors, clad in armor and bearing their mon on gaudy, Sumô has been popular since ancient times and the traditions of
oversized banners on their backs, race around a course. The win- sumô are linked with many Shintô rites. From the ritual purifica-
ners get a small monetary prize (or alcohol), and are invited to a tion of the sumô ring (no woman may enter it, for one thing) to
banquet honoring their achievement. While it’s all in good fun, the throwing of salt, to the huge Shintô rope amulet belt worn by
there can be no misunderstanding; this is training for war. grand champions, the sport is steeped in Shintô lore.

Inu Ômono Sumô Matches


A similar pastime, not as in favor as it once was, is the inu Official sumô tournaments are called basho, meaning “place”
ômono. In this “sport,” a large arena is set up and a few wild dogs or “site,” a word which is also used as a suffix to seasons or loca-
are released. A few samurai on horseback, armed with bows and tions to form the name of the tournament or event. The object is
arrows, enter the pen. Their object is to run down the dogs and to get your opponent to touch the ground with any part of his
shoot them with the arrows. The winner is the one with the most body other than the soles of his feet, or to force him outside the
“kills.” One version plays with blunt arrows, but the original rope circle. Forbidden tactics include: poking eyes, striking with
method—still the preferred one in most circles—is to use sharps. a closed fist, kicking the stomach (kicking legs is fine), pulling
hair, choking, bending fingers back, or grabbing the mawashi
Shinki-sôdatsusen (belt) near the groin.
Another popular equestrian pastime is Shinki-sôdatsusen, a mock A formal dôhyô (ring) is a two shaku (two foot) tall square plat-
battle, of sorts, in which the participants ride about a field at- form of packed earth, with a raised ring straw rope marking off
tempting to gather red, blue and yellow shinki (holy flags), which the actual combat zone. A step is cut into each side. Two lines,
are fired into the air by a cannon. The goal is to gather as many about two shaku long, and about 3 shaku (three feet) apart, mark
flags as possible before they strike the ground. the starting positions of the wrestlers on the East and West sides
of the circle. For formal basho, the dôhyô will undergo a ritual
purification ceremony, the dôhyô-matsuri , which takes place the
Yabusame day before the scheduled bout. Once purified, no one may step in
The last major equestrian sport is yabusame, or horseback ar- the ring except the participants or others with business there. No
chery. Yabusame is often encountered as part of Shintô religious shoes are allowed and certainly no women.
festivals. Competitors wear traditional Heian Period hunting togs In each wrestler’s corner is a bucket of salt. The sumôtori will
and riding pell-mell down a marked course (only 1 jô, or 3 meters, rinse their mouths then get a handful of salt, and fling it onto the
wide and about 60 jô ken, or 183 meters, long). On the side of this surface in a ritual act of purification. They may casually wipe
course are three evenly-spaced targets. The targets are thin wooden sweat from their bodies with a rag proffered by their helper. They
panels one shaku (one foot) square, mounted on six-shaku-tall then take their positions, squatting near the center of the ring fac-
poles. The riders have three arrows, and must try to shoot at each ing each other, where they glare at one another, pound the dôhyô,
target with blunts. A squarely hit target will split in half; any stand, slap themselves and generally try to intimidate the other.
other hit will split the target, but not evenly. The winner is the This is ritual, known as shikiri, may be repeated a number of
one to have most on target hits in the day. times, until they are sufficiently “psyched” to fight.
Once the preparation is over, the gyôji (referee) steps up, hold-
ing a fan against his forearm, signaling that the match must be-
In game terms, each player participant makes three skill rolls, gin. But it is the sumôtori themselves who decide when to begin.
using the lower of their Riding or Archery skill. A hit re- At a naturally and spontaneously determined instant, the two
quires a TN of 22; a square hit (splitting the target) is TN 26. charge in a tachi-ai (“first charge”), slamming into each other,
pummeling, pushing, pulling, and twisting. During the bout the

…good horses and those easy to ride are hard to find because they are acquired by those of high rank. But if a man is a fine horseman
and sees a good mount but has some defect, bad habit, or likes to throw its rider, he can get it for a reasonable price, and so with his
48 horse allowance he can be mounted considerably above his station.
— Daidôji Yûzan
WWW.SENGOKU. COM

The gyôji determines the winner and no


one questions his decision; to do so in-
History of Sumô curs a loss of -1K/ML Honor points, or -
2K/ML for an offending sumôtori. Gloat-
Sumô bouts were once primarily performed as ing and sulking are considered very poor
religious functions, called shinji-zumô, which form (-1K/ML Honor points); very little
were performed before the ruling Emperor or emotion is shown by either participant.
Empress. The belief was that the match would Fans sometimes signal their enjoyment or
predict the outcome of the year’s harvest. This approval of the gyôji’s decision by tossing
made shinji-zumô an annual court event during items into the ring for the winner, such as money
the Nara period. During the Heian period bouts or kimono, though most consider this unsightly.
were also being performed as court entertainment, The referee approaches the winner with his prize money inside
being called sumai no sechie, the first important a folded piece of paper which is placed on the flat side of the fan.
step leading to its eventual adoption as a national He then squats and holds the fan out for the sumôtori, who waves
sport. his hand over the fan three times, as if to say, “No, no, I’m not in
During the Kamakura period, sumô’s popular- it for the money, I just love wrestling.” (This action also signifies
ity increased greatly among the buke class, who thanks to the three Shintô kami of victory.) But he takes it any-
embraced the “combat” sport. The samurai uti- way, and swaggers (or limps) off.
lized sumô as both a training tool for warriors as
well as entertainment, holding matches to enter-
tain troops between battles. Ironically the rise of Training
the buke class and subsequent decline of the Im- The training center/home/gym of a group of sumôtori is called
perial court’s wealth caused a reduction in the a heya, usually translated as “stable.” The life of a wrestler is
number great sumô matches held by the court, very hierarchical; there are several levels of wrestler, from the
and leading to a slump of popularity of sumô on newest apprentice to the grand champions, the yokozuna. As one
the national scene for several hundred years. gains more victories, one rises the sumô ladder. In fact, the word
During the Muromachi period, sumô contests nobori, meaning “to climb,” is a popular suffix for sumôtori names.
began being held to raise money for local temples As one rises, life becomes easier. The beginners, having sworn
and shrines. These matches, called kanjin-zumô, fealty to their new lord (the stable master) and are little more than
were quite successful. Eventually, bands of “pro- tsukebito (“personal manservants”) to the senior members and
fessional” sumô wrestlers, consisting primarily greater champions of the stable, doing menial chores for them in
of rônin, began touring the countryside and par- exchange for learning the sport.
ticipating in kanjin-zumô events, earning a share Though the newer and younger sumôtori are considered offi-
of the take from the sponsoring temple or shrine. cially part of their heya, their initial matches are considered mae-
In 1578 Oda Nobunaga (who is known for his zumô (literally “pre-sumô”) and their names are not listed on any
enjoyment of “less refined” entertainment, espe- official lists or rankings. Novices must win three such matches
cially sumô) gathered 1,500 men from through- before they can “graduate” out of mae-zumô.
out Japan for a spectacular one day sumô compe-
tition. This great feat caused an upsurge in the
popularity of the sport and it remains so.
Each town may have a few local star sumôtori
(wrestlers), and clans may have them as well.
Sumôtori are usually bonge, but because of their
personal fame and the fame they bring their home
regions or clans, they are highly regarded as ce-
lebrities. (Some champions are even granted
samurai status by admiring daimyô, who are
sometimes also patrons.) Sumôtori need low cen-
ters of gravity, so they eat a protein-rich diet and
tend towards obesity; but don’t be fooled. Those
guys are all muscle and gristle, and they can move
faster than one might think.

gyôji will often yell “Nokotta, nokotta!” (roughly “You’re


still in there!”). When two combatants are locked in this
awesome combat, fans may yell encouragement such as
“Ganbatte!” (“Go for it!”) while hecklers may yell “Makeru
zo!” (“You’ll lose!”). It’s usually over inside a minute. The
shikiri may have taken five or more minutes. Sumô is in
large part a mind game.

To exert oneself to a great extent when one is young and then to sleep when he is old or at the point of death is the way it should be. But
to first sleep and then exert oneself… to exert oneself to the end, and to end one’s whole life in toil is regrettable. 49
— Shida Kichinosuke
S ENGOKU: REVISED EDITION

KEMARI
The Heian aristocrats started an out-
GROUP IDENTITY AND
doors game that is strikingly similar to a
twentieth-century soccer exercise. The STATUS
game, kemari, is played with a skin-cov- Japan is a very group-oriented society. The axiom “The needs
ered ball about six or seven sun (about of the many outweigh the needs of the one” could well have origi-
seven or eight inches) in diameter. There is nated in Japan. The needs of the group take precedence. It is a
even a special costume worn while playing, al- land where the phrase “The nail that sticks up will be hammered
though one need not dress in the prescribed gear for down” is supreme. The irony is, of course, that many who have
an informal game. succeeded in Japan—Nobunaga, Hideyoshi, and Ieyasu being
The playing area is a square traditionally marked off by four classic examples—were nails that stood up and refused to be ham-
trees in the corners. Players—as few as two or as many as a mered.
dozen—form a circle, and one person tosses up the ball, and kicks The group consciousness is one reason why the clan structure
it back in the air with his foot. He can kick it back up as many is so important to the buke. Samurai, however, are not the only
times as he wishes (there is a bit of psyche-out here) before kick- ones who rely on group identity.
ing it in a high lob in the direction of another player, who must Membership in an organization—be it large or small—is vital
keep the ball from striking the ground. The only part of the body to self-worth. It is for this reason that rônin are both looked down
that may touch the ball is the foot. on and often ashamed. The organization may be as small as a
The person kicking the ball will say “ ariyaaa” each time he family unit in a tiny farming community or even employment as
kicks it back up, and “ari!” when he kicks it over to some one; a maid in a wayside inn. Those not otherwise involved in such an
this resulting “ariyaaa, ariyaaa, ariyaaa, ari!” is the equivalent obvious group entity may still, in fact, be involved in a group.
of saying something like “here we go, here we go, here we go, The town blacksmith, for example, plays a vital role in his com-
here it comes!” munity, so his community is his group.
Except for the fact that it seems so modern, this is actually a Throughout this book, next to each section describing an im-
game that was phenomenally popular during the 10th–16th cen- portant societal group or organization, there is a Membership
turies and beyond. While primarily a kuge pastime, some buke— Table. On the table you will find the various ranks or titles within
especially those living in the Miyako area—have become inordi- the group along with their corresponding Membership Level (For
nately fond of it as well. more information on Membership, see page 116).
One amusing kemari anecdote; an emperor and his kemari team
were able to keep the ball airborne once for over 1,000 kicks;
poets wrote of the day claiming that the ball “seemed suspended,
hanging in the sky.” The emperor was so pleased that he retired
CRIME
the ball and gave it a high court rank (essentially ennobling the
thing and making it a duke).
ORGANIZATIONS
One of the dark sides of Japan’s group society is the existence
KYOKUSUI of the crime syndicate. Though the formation of yakuza organi-
This leisurely pastime is practiced almost exclusively by kuge. zations and their elaborate membership rituals is still decades
It involves two or more people sitting on the bank of a stream. away, the roots are being planted in the more lawless regions of
Small lacquer sake cups are set into the water to float downstream. Sengoku Japan. These crime syndicates may be very small, just a
The participants compose improvisational poems as the sake cups few people running a closed operation, or they may be large and
drift by. operate over several villages.
Oftentimes these criminal organizations are made up of bonge
or hinin, but more than one such body has been headed by a local
samurai or kuge official. Avarice or a desire for power are not the
domain only of the lower classes.
Such criminal syndicates may operate with the open collusion
of the local police, or they may bribe officials from time to time,
whenever necessary. They may be so bold as to operate in broad
daylight. Some police cannot be bribed, however (a rare occur-
rence, that!) and in such instances, the syndicates must do their
work in the shadows and at night.
The larger and more structured organizations have a head —an
oyabun (lit. “parent-role”)—and all the others are kobun (lit.
“child-role”).
Typical activities for criminal organizations are smuggling and
gambling. Prostitution, being legal, is not a concern, although
they may run some of the houses of prostitution as money-mak-
ing operations. The larger organizations seldom involve them-
selves with anything so crass as simple robbery, unless there is a
real killing to be made.

50 With the passing of time, the criminal will forget the reason for his crime. It is best to execute him on the spot.
— Yamamoto Tsunetomo
WWW.SENGOKU. COM

LONE ROGUES learn parts of particularly famous plays


and perform them for the amusement of
Few criminals operate alone. Those who do fall under the cat- their vassals and family. Before setting
egory of “cat burglar” or some such, as this is typically the limit out to battle (and eternal glory) against
of their activities. The trouble is, without a fence to whom to sell Imagawa Yoshimoto at Okehazama, Oda
the stolen merchandise, things can be difficult. Robbers usually Nobunaga sings an “aria” from the play
steal money, then, so their targets tend to be wealthy merchants. Atsumori. (In the film Kagemusha ,
Robbing a samurai house is a very dangerous prospect, and se- Nobunaga sings it again upon finding out
verely ups the ante on the risk factor. that Shingen really is dead.) Hideyoshi is par-
The typical “uniform” of the burglar (or, indeed, anyone out at ticularly proud of his repertoire, as well.
night with some nefarious purpose in mind) is a black kimono In Nô, the actors (who are all male) pantomime the actions of
and tight hakama, with a kerchief tied about the head and knotted the play in very stylized motions while singers recite the lines
under the nose so that only the eyes, mouth and chin show. To and musicians punctuate their actions. The costumes of the ac-
keep as low a profile as possible, the burglar seldom carries any- tors are incredibly elaborate and costly. Over their faces, they
thing but a simple tantô. wear carved and painted wooden masks which are themselves
works of art which may be centuries old. These masks are styl-

THE ARTS ized, standardized representations. There is the jealous woman,


the old warrior, the oni, etc.
The Nô stage is a raised square platform three ken (six meters)
Japan has a finely developed sense of the aesthetic. Two con- to the side, bare, and open on three sides. Extending like a veran-
cepts that run throughout Japanese art are wabi and sabi. Both dah along stage left, and “fenced off” visually separate the two
concepts are hard to define, even in Japanese. In the West, artistic areas, is the singers’ area. The back is always solidly paneled, the
appreciation has factors related to beauty in the aesthetics, while wood painted with the image of a gnarled pine tree. This pine is
wabi and sabi speak more to the emotional levels. said to hearken back to when Nô was performed originally be-
Wabi implies a sense of the ephemeral, that to all things come fore sacred trees at shrines and in the open. Extending diagonally
oblivion, and hence is a bittersweet appreciation of a transitory off the back stage right corner is a “causeway” some nine shaku
beauty. Sabi evokes a certain melancholy, a patina of age, time- (nine feet) wide and six to ten ken (12 to 20 meters) in length.
lessness, a shopworn feeling of familiarity. Wabi and sabi—and The entire construction is roofed, and the audience sits in a nearby
another concept called shibui—stress the simple, the natural, even structure or in seats on the ground facing the stage.
the rustic, over the baroque and rococo. There are few props or set decorations. A small open basket-
work box, for example, indicates a ship.
THEATER Nô dramas are also commonly staged outside at night to the
light of bonfires. Such a Nô performance is called takigi (bon-
Kabuki does not appear until the early days of the seventeenth
fire) Nô, and it hearkens back to Nô’s roots. There is an excellent
century, so has no place in a Sengoku Period game. The preemi-
scene of what takigi Nô looks like in the film Kagemusha.
nent form of theatrical entertainment is Nô. Many daimyô even

MUSIC
There are many kinds of music in Japan. Some music is very
formal and performance oriented, while other music is more per-
sonal and played for self-amusement.

Gagaku
Gagaku (court music) is extremely esoteric and only performed
for the kuge (who have to pretend to like it). To the untrained ear,
most gagaku compositions sound exactly alike. To the trained
ear, only a few sound alike.
There are a few unusual instruments that are encountered mostly
in gagaku. One of them is the shô, a mouth organ with several
long, narrow pipes, which resembles nothing so much as an small
octopus afflicted with rigor mortis, lacquered, and up-ended.
Another, which is used in other music as well, is the hichiriki, a
tiny, shrill flute. There is a story about a nobleman whose home
was burgled of all his goods; the thief left only a hichiriki. The
noble, disheartened, sat down on the floor and began playing a
plaintive tune. The thief, hearing it in the distance, was so moved
that he immediately returned all that he had stolen. Some, how-
ever, suggest that he returned the things in order to stop the man
playing the hichiriki.
Gagaku is played in a formal setting on a stage or cleared and
defined space in a room.

When a man has ability in the arts, the depth of his heart can be conjectured and the mind of his clan surmised. 51
— Shiba Yoshimasa
S ENGOKU: REVISED EDITION

General Music drumsticks, and playing them takes both energy and skill. Taikô
are often used for signaling in armies, as their booming, sonorous
The shamisen will not be created for
voice travels great distances clearly.
many years. The standard stringed instru-
ment is the biwa, a heavy, lute-like in-
strument. It is plucked with a broad plec- PAINTING
trum rather than the nails. Biwa are often The Japanese art of painting is not limited to black and white,
played by itinerant musicians who recite contrary to popular opinion. To be sure, sumi-e (painting with
classic poetry to its soulful sound. Both men ink) is popular, but it has more of a Zen quality to it, and black-
and women play the biwa in about equal num- and-white painting is linked in many minds with Zen practitio-
bers. Biwa players are often blind, and make their living playing. ners.
The koto is a five shaku (five Anyone who has seen the elaborately decorated interior of a
foot) long zither that lies flat on noble’s estate, a daimyô’s castle, or a samurai villa, has seen the
the floor and is plucked by three works of art that are the walls themselves. Most of the full-color
“nails” worn on one hand. Large paintings are actually done on the paper used to cover walls and
bridges hold the strings up, and screens.
enable the koto to be tuned to Smaller scale paintings are often mounted on scrolls, and hung
several different keys. Women on walls or rolled up and put into storage. Since some scenes are
are more likely to learn to play deemed more suitable for different seasons, these kakemono
the koto than men are, although (hanging scrolls) are changed depending on the season or for a
there is nothing effete about play- particular visitor.
ing the koto. Well, not in kuge
circles. Buke consider the koto a
woman’s instrument.
The shakuhachi, the vertical
bamboo flute, is one of the most
recognizable of Japanese instru-
ments. It is made from a section
of bamboo near the root, and is
one shaku, eight (hachi) sun in
length (about 1.8 feet), hence the
name “shakuhachi .” There are
longer and shorter shakuhachi as
well, allowing for bass, tenor, and alto instruments, but the stan-
dard is the midrange model. The shakuhachi can be used as a
weapon if necessary, in which instance it functions as a club.
More than one shakuhachi has actually been a fake, a case for a
concealed blade. The mournful sound of the shakuhachi is fre-
quently heard around Zen temples, and it is particularly favored
by priests of the Fuke sect, who use it in their meditations. Few
women play the shakuhachi.
The fue, or flute, is higher-pitched and more shrill. It is also
popular among the more old buke families, who remember the
good old days when they were more aristocratic. Kuge families
enjoy them, too. POTTERY
There are several varieties of Japanese drum. The kotsusumi is Potters make both the average quality, day-to-day eating uten-
hourglass-shaped, about a shaku (one foot) long, with two heads sils and the beyond-belief works of art used in the Tea Ceremony
held tight by a series of cords. The kotsutsumi is held over one (Cha-no-yû). Potters work for weeks and put all of their material
shoulder and the head popped by the other hand. Squeezing on into a huge kiln, firing it all at once. Some of the more picky
the cords tightens the heads, and produces a higher pitch. The masters deliberately break over half the produce for not being up
kotsutsumi is frequently encountered as an instrument in a Nô to their standards. Bowls, plates, and cups are made in a variety
play. Taikô (lit. “great voice”) are the large, two-headed drums of ways, including freehand and wheel-thrown.
seen at festivals. The taikô proper actually comes in several sizes, In keeping with the concept of wabi-sabi, most of the highest-
from slightly larger than one shaku in diameter to the huge ô- regarded pieces actually have a rough or lopsided appearance.
daikô, which can be up to five or six shaku (almost two meters) Depending on the potter’s skill level, he will either be making
in diameter. They are also double-headed, with the body of the utensils or works of art, and his regard in the community and his
drum being a section of a tree. Taikô are struck by bachi , large position with the cognoscenti will vary.

…how deplorable it must be among people reciting linked verse and to have to make some excuse for one’s inability, or to sit chin in
52 hands while others are playing music together.
— Shiba Yoshimasa
WWW.SENGOKU. COM

THE ARTS/MILITARY TEA


CONTROVERSY Sadô is the Way of Tea. The Tea Cer-
emony is called Cha-no-yû. Tea was in-
troduced from China in the seventh cen-
The older, more aristocratic samurai families are descended from tury. A form of tea ceremony was in evi-
noble and illustrious houses. They value the arts and are cultured. dence in the fifteenth century, introduced
Some of the newer upstart samurai clans don’t have the benefit of by the priest Shukô (d. 1502), but it wasn’t
good breeding and centuries of family history. until the middle of the sixteenth that the Tea Cer-
The value set of these two types of family came into conflict in emony as we now know it came into vogue. This we owe to the
what became known as the bun-bu-ichi, or “arts/military contro- inveterate tea master, Sen no Rikyû.
versy.” Some clans placed great store in learning arts, writing, Rikyû studied Zen at Daitoku-ji under the abbot, Kôkei. He
gaming, etc., while others totally eschewed such things—even also studied Tea. His designs for the teahouse and the path lead-
outright forbidding them in some instances—in favor of learning ing to it are intended to break down barriers of social distinction
to fight, fight, fight. and stress the equality of all men—a rather radical concept. The
Not all who came up from nowhere are so outwardly hostile to entrance to a formal teahouse is a half-height door that one enter-
the arts. Hashiba (later Toyotomi) Hideyoshi, who had been born ing or exiting must crawl through. Regardless of rank, all must
a peasant, embraced the tea ceremony and Nô with open arms. stoop and crawl.
One might say in his case that he was overcompensating for his The proper teahouse is two or four-and-one-half mats in size. It
rustic background, but he is nevertheless an example that most is designed for two people (or three or so in the “larger” room)
rules have an exception. only, though tea ceremonies have been conducted out of doors
In his precepts, Katô Kiyomasa said, “The practice of Nô danc- for many more people by Hideyoshi and others.
ing is absolutely forbidden.... A samurai who practices dancing In the full Tea Ceremony, a light, special meal is served first. In
... should be ordered to commit seppuku.” He also said, “One a more compacted ceremony, sweets are presented instead. The
should read books concerning military matters, and direct his at- sweets form a pleasant contrast to the thick, bitter tea. The tea
tention exclusively to the virtues of loyalty and filial piety. Read- used in Sadô, called matcha, is powdered rather than in leaf form,
ing Chinese poetry, linked verse, and Japanese poetry is forbid- and very bitter. The host places a small amount of it into a special
den. One will surely become womanized if he gives his heart tea bowl (the form and decoration of which alters by the season)
knowledge of such elegant, delicate refinements.” by means of a special small bamboo spoon, and then ladles a
On the arts side, Shiba Yoshimasa said, “It is fairly certain that small quantity of very hot water into the bowl. He then whips the
most ordinary men have picked up The Tale of Genji and Sei powder and water into a deep froth with a bamboo whisk (chasen).
Shonagon’s Pillow Book and read through them any number of The host places the bowl before the guest (or the senior guest),
times. There is nothing like these books for the instruction of a and bows, offering the tea. The guest picks up the bowl, rotates it
man’s behavior and the baring of the quality of his heart.” Hôjô in his hand so that the bowl’s “face” is in the right direction, and
Sôun said, “A person who has not studied poetry is the poorer for sips the tea up. He wipes the tip of the bowl with his fingers, re-
this lack, and thus one should study it. One should always be rotates the bowl, places it on the floor, and bows in thanks. The
genteel in his speaking.” host retrieves and rinses out the bowl. If there is a second guest,
the host will now make a second bowl for that guest; if not, he
OPTION: BUN-BU–ICHI will make himself a bowl.
The exact motions, down to the number of times the bowl is
Given the differences that being of a martial clan or an artisti- wiped, the ladle is tapped on the side of the pot, or the cleaning
cally aware clan could have on play, characters playing samurai napkin is snapped, are all specified by tradition. A master will do
may have a choice of which kind of clan affiliation they have. As them all with perfect precision and poise, with no lapse of self-
this might affect the whole game, you will have a choice between control or concentration (TN 24).
using the standard buke caste package or one which reflects a Conversation is kept to a minimum—or disallowed entirely—
clan’s biases (see page 112). during the actual preparation and drinking of the tea. Weapons
are also not allowed (at least, as a tradition). No hostility is al-
lowed during the ceremony. It is a moment of calm in the world,
an island of Zen peace and quiet. It also affords a chance for
clandestine conversations afterwards, and many plots have been
hatched over—or rather, after—tea. There is a story telling that
Hideyoshi once went to a Tea Ceremony planning to assassinate
the host, but the service was so splendid and the host so com-
posed and refined in his execution of his hostly duties that
Hideyoshi recanted and did not act. Some say he even admitted
the fact to his host later and apologized.
Because of the closeness of the samurai to the Tea Ceremony,
the best utensils have become more and more expensive, some
requiring a virtual king’s ransom to acquire. Daimyô have been
known to reward a favored retainer with a particularly valuable
tea bowl or tea container (natsume). A story tells of how Date

The person who practices an art is an artist, not a samurai, and one should have the intention of being called a samurai. When one has
the conviction that even the slightest artful ability is harmful to the samurai, all the arts become useful to him. One should understand this
sort of thing. 53
— Yamamoto Tsunetomo
S ENGOKU: REVISED EDITION
Masamune once nearly dropped a valu-
able tea bowl—worth several hundred
koku—and he gasped as it fell and
grabbed for it. He paused, and thought:
“I am a general who has faced death on
the battlefield numerous times. Never
before have I experienced fear like that!”
And in order to regain his inner balance, he
lifted the bowl above his head and deliberately
smashed it into a hundred pieces.
An example of the Tea Ceremony can be seen in the film Shôgun,
when Lord Buntaro performs the Cha-no-yû in an attempt to rec-
oncile with his wife, Toda Mariko. Another film, Rikyu, depicts
the life of the great tea master.

FAMILIES & CLANS


Family ties are important. Among the lower classes, extended
families (usually the paternal line) living in the same area or build-
ing are not uncommon.
Filial piety is the rule of the day, and it pervades every level of
society. Each child respects—or should—his father and his father’s
father. Even adult children are respectful of their parents, and
will try to avoid crossing them.

CLAN INTERRELATIONSHIPS
Clans are larger than families. There may in fact be several fami-
lies under one clan. These families may be related or not. One
family is, of course, the titular clan head. The interrelationships
of clans within clans can get confusing. For example, let us look
at the Takeda clan in the year 1574.
The Takeda family itself is the head family in the clan. There
are actually several branches of the Takeda family: the family of
Takeda Shingen is the main line, and those of his uncles and broth- expected to marry; there is no celibate rule for clergy in Japan.
ers are the supporting family. In addition to this, there are vassal Indeed, “rule” over shrines and temples is often inherited by the
families (which are actually clans themselves) such as the Asakura, son of the head priest or abbot.
Baba, Yamagata, etc.
The Tokugawa clan is also made up of several main family
divisions (which will be formalized after Sekigahara, forming the Go-betweens
go-sanke or “three honorable families”: the Kii Tokugawa, the Marriage go-betweens, called baishakunin, are common. Us-
Mito Tokugawa, and the Owari Tokugawa) and a number of he- ing a go-between spares both families from the possibility of per-
reditary vassal clans—such as the Hosokawa and Honda—and sonal failure and shame should the arrangement not work out, or
their related families. the young couple find each other anything but acceptable.
The parents of a marriageable daughter (around 16 or 18) or
MARRIAGE son (18–22) might contact a friend or someone they know who
has a track record in finding suitable matches, and ask this person
Marriage is a contract between families as much as a liaison to look for a mate for their child. If the parents are looking into a
between two people. Noble houses are constantly arranging mar- particular person as a prospective spouse of their little darling,
riages for their daughters with the sons of allied (or potential ally) they might go to an older person who knows the intended, and
houses. ask for introductions. Such introductions are commonplace, and
These marriages didn’t always bring the hoped-for peace; Oda usually take place at the gardens of a temple or shrine.
Nobunaga married his beloved younger sister off to Shibata The go-between is an honored position, and even has a place in
Katsuie, and in 1583 sent Hashiba Hideyoshi at the head of a the wedding party.
large army to besiege the castle and kill Katsuie. The wife re-
fused an offer of safe conduct and committed suicide with her Weddings
husband.
For the common folk, marriage is more simple. While arranged There are Buddhist marriage services and Shintô services which
matches are still the norm, it is more common for bonge to have differ in many respects. Most weddings are conducted in the Shintô
a love match than it is for the kuge or the buke. Even priests are model. In this wedding, the prospective bride and groom enter,
and sit down before a low table. Behind them are lines of people

54 …a woman should consider her husband first, just as he considers his master first.
— Yamamoto Tsunetomo
WWW.SENGOKU. COM

representing their respective families. As a Shintô priest intones


prayers, they each take three ritual sips from a proffered ladleful HOMOSEXUAL
of sake.
Weddings are gay occasions, and are followed by long, boister- LOVERS
ous parties attended by the friends (and occasionally the family) While not as openly accepting of same-
of the new couple. At these parties, where sake flows freely and sex love as ancient Greece, feudal Japan
there is food for all, the couple may sit at the high place in honor; is generally more open and accepting of
but more often the new bride herself is doing much of the enter- this vice than feudal Europe is. Many fa-
taining. mous generals of the period had a young male
lover in their entourages. Perhaps there was some-
Polygamy thing about males sharing experiences together on campaign that
made for a closer relationship
Samurai lords often have more than one wife. One was the of- than was possible with the wives
ficial wife-of-record, and the others are what are usually called back home.
concubines. A true wife is almost always of the same caste, but Young men who served as
concubines can be from the buke or bonge caste. As noted else- full-time attendants to samurai,
where, children born from a Lord’s concubine are considered “le- abbots or other men of power,
gitimate,” and of buke caste, even though the mother might not are often chosen for their effemi-
be. (Several classic Japanese stories tell of a concubine of bonge nate qualities. These androgy-
birth plotting to advance the status of her son with a samurai lord.) nous men (boys, really) are
known as bishonen. Bishonen
Divorce are also commonly found work-
In Japan, a man may divorce his wife for any practically any ing as male prostitutes,
reason he feels is justified. Some of the more common reasons onnôgata (male actors who por-
for divorce are a woman’s inability to bear children or her failure trayed female characters), or
to bear a male child. When a man divorces his wife, he merely both.
says “I divorce you,” and sends the dejected woman back to her Homosexuality or bisexuality,
family with her persona belongings. Regardless of the reason, a like having affairs and mis-
divorce causes a woman to lose 3K Honor points, as she must tresses, is the domain of men.
face the shame of “failing” in her role as a wife. Some say that a man’s love for
As a rule, women are not permitted to divorce their husbands, another man is stronger by far
for any reason. Like any rule, however, there is an exception. A than the love of any woman.
woman who flees her husband and enters a Buddhist temple is
considered safe. The man may not enter after her, else he face the
wrath of the Buddhas who have taken pity on the poor woman. If CHILDREN, CHILDHOOD, AND
the woman remains in the temple for three years, she is consid-
ered legally divorced from her husband, regardless of his feel- COMING OF AGE
ings on the matter. Most women in this situation simply shave Children are named at the seventh day after birth.
their heads and become Buddhist nuns (ama), completing the As the child grows up, he is taught at home the things he needs
“break” from her past life entirely. to know about life and society. Since schools are unavailable for
most children, this “home schooling” is all the education they
MISTRESSES may ever get. Nearby Buddhist temples may teach children to
read, and hold similar basic education classes, but they are few
The upper-class male in feudal Japan who doesn’t have at least and far between.
one mistress somewhere is the exception rather than the rule. While Any children exhibiting any signs of left-handedness are trained
some men may truly loved their wives, ultimately Sengoku Japan out of it. Everyone in Japan must be right-handed; the society is
is a men’s society: wives are for keeping the home up and run- geared for right-handed people. In Sengoku Japan, there is liter-
ning and bearing children; mistresses are for good times. ally not one adult—not one—who is left handed.
This is not a reference to prostitutes: we mean real, honest-to- Due to the enormous strictures placed on the Japanese adult,
goodness (if that’s an appropriate term) kept women, here. The children are allowed a certain social leeway that adults are not; in
woman might be an entertainer, a farmer’s daughter, a shrine fact, they often seem spoiled. This freedom is all too short, how-
maiden, a geisha, a prostitute at a local house of ill-repute (re- ever, for as soon as a child is able, he must join in the family
member the prostitute that Kasigi Omi was in love with in occupation, be it out in the field planting rice, in the inn serving
Shôgun?), or even the wife of another man. dishes, helping father clean his writing utensils, etc.
Sometimes the wives know about the mistresses; sometimes Children of clerics are taught to read and write at a much more
they don’t. Sometimes they are in denial about it. Generally, they critical level than peasants, as it is part of their future lives. Chil-
regard their husbands keeping lovers as something to be expected, dren of the buke and kuge, as well, are tutored by the finest teach-
and as such, seldom make a fuss over the issue. ers (usually scholars and clerics) their families can find. Some
If a married woman is caught with another man, it can mean clans even establish schools for the sons of their retainers.
death for both. If a married man is caught with another woman, it Not much education is afforded daughters. Typically, they learn
is merely embarrassing. from their mothers what a wife is supposed to know how to do. If

Much less is it fitting for a samurai to lay his hand on his sword or menace his wife with his clenched fist, an outrageous thing that only
a cowardly samurai would think of doing. 55
— Daidôji Yûzan
SENGOKU: REVISED EDITION
they are of the upper classes, however,
their lives are more serene and they learn
instead how to read and write, and the
DEATH AND BURIAL
arts. Cleaning and cooking are for the When someone dies, and is in the vicinity of his home, he is
maidservants’ daughters to learn. taken there to lie for a day, where family, friends, and neighbors
may come and pay their respects. The deceased lies in bed, on his
futon, with a comforter drawn up to his chin, and a handkerchief
Hakamagi over his face. The handkerchief may be removed to view the de-
At an age between three and seven, a buke parted.
or kuge son goes though the hakamagi (hakama
[culotte]-wearing) ceremony, in which he is made to stand on a
go board, with his feet clad in tabi, and to pick up a go stone CLERGY
using his toes. This ceremony marks his entry into society, in a A Buddhist priest comes and chant prayers for the soul of the
way; it is also the first time the lad is dressed in men’s clothing, departed, shaves the head, and takes the body away to be cre-
hence the name. Why, we don’t know. They just do it. The cer- mated, and his ashes interred in the family plot (if there is one).
emony is also called chakugo, which is written with the same two Most Buddhist temples have attached cemeteries, and each cem-
kanji, only they are reversed. etery has at least one grave site for those who have no such famil-
ial ties. Since it is the duty of the living to care for the deceased
Genbuku (clean up their grave, visit, etc.) those who have no one to care
The genbuku ceremony marks the official coming-of-age for for them are interred in this common grave, which everyone cares
the sons of the kuge and buke. Here his hair is cut and dressed for for as a social duty.
The Shintô priesthood will not come in contact with a dead
the first time in the adult fashion, he is presented with his first
body, as it would pollute them. Even Shintô dead must be cared
real sword and he is given his new, adult, name. If kuge, this will
for and handled by the Buddhist clergy.
also be his first wearing of his kanmuri, or cap of rank. Buke use
the occasion to first wear an ori-eboshi, an elaborate warrior’s
headdress. For daughters of the kuge (and the very highest levels UNIDENTIFIED BODIES
of the aristocratically tied buke), the eyebrows are shaved, and Bodies found in the streets or in town and which are obviously
their teeth blackened. The genbuku occurs generally at age 13. the result of foul play (e.g., missing a head, a dozen arrows in the
torso, etc.) are taken to the local dôshin headquarters, where an
Inheritance investigation is performed. If they cannot identify the deceased,
There is no rule that says that the oldest son inherits. Although descriptions of the body and the nature of its discovery are posted
there is preference for the older child, the oldest son (or sons) at various sites near where it was found and at general posting
may be passed up in favor of a younger son, or even a grandson. signs in town. If no one comes forward to claim the body, after
In at least one famous instance, an adopted son inherited the lord- the investigation it is turned over to the nearest Buddhist temple
ship of the clan over the natural sons of the daimyô. That adopted to be prepared for cremation and burial.
son was Uesugi Kenshin, rival to the great Takeda Shingen, and
he was an adult at the time of his adoption.
Many times poorer samurai families will find themselves in
COFFINS
debt to merchant families, and to wipe the debt out will adopt a Japanese coffins are made of wood and look like large tubs or
son of the merchant, making the lad a samurai, and giving the barrels. The body is placed inside the coffin in a sitting position,
merchant family connections. Poorer bonge families may com- and then sitting upright.
mit infanticide rather than bring into the family yet another mouth If the body is claimed, the family takes it home, washes it, and
to feed. lays it out (if it is presentable) as described in the first paragraph.
Otherwise, they quietly call a priest in to make the proper ser-
vices.
Typically, mourners will come, offer a pinch of incense at the
Buddhist altar, say a prayer for the departed, and give the be-
reaved an envelope containing a small amount of money as a sign
of respect. This money will go towards paying for the funeral, the
priest’s service, etc.

FUNERALS
Depending on the social class of the deceased, the funeral can
be sparse or elaborate, and the immediate family (and retainers, if
appropriate) will be treated to a wake before the funeral proper.
An example of an elaborate Buddhist funeral ceremony is por-
trayed in the movie Shôgun.

Nephews, younger brothers, and one’s own children, if sent out as adopted children, must be treated as such. In private or at family
meetings, greetings and salutations must be formal and distant, as with those of outside clans. Otherwise it looks as if you’d rather have
56 kept them at home, and that attitude will be regarded as a slight by the adoptive father and the other family.
— Daidôji Yûzan
WWW.SENGOKU. COM

CRIME AND
PUNISHMENT
In the Edo Period civic law enforcement
really comes into its bureaucratic own. In
the Sengoku Period, the local ruling clans
usually supply the local police force, or supple-
ment them.
Dôshin are bonge or low-ranked samurai. Their overseers and
higher-ups, the yoriki, are more important samurai. The “badge”
of the dôshin is a jitte, an iron truncheon that is useful for break-
ing both swords and heads.
There is no police uniform per se, though they tend to wear
something like a black haori (a loose, buttock-length coat) with
the clan crest on the back for ease of identification. When going
to make a “bust”—as in on an illegal gambling game, or at a local
crime syndicate—a dôshin might wear kote (armored sleeves)
and a jingasa (conical iron hat), and perhaps even a kendô-type
dô (chest protector).

INVESTIGATIONS
Prisoners are taken to the police headquarters-cum-jail. where
they are interrogated. Interrogation usually amounts to torture, as
AFTER THE FUNERAL the police have always stressed confession over trial.
Prisoners are kept in a jail cell where the “bars” are a lattice of
Upon returning from a funeral, before one can enter a house, he thick wooden planks running horizontally and vertically. The door
must have salt sprinkled on him. This is a Shintô tradition. As is typically only half-height, requiring the prisoners to crouch
death is a pollutant, the man has now come into contact with it low upon entering and leaving the cell.
and is unclean, and must be purified by salt. Otherwise, he brings
the death pollution (and the resultant bad luck) into his house.

MOURNING
The death of a family member calls for the survivors to observe
a period of mourning, according to tradition. During this time,
the person in mourning wears white clothing (if they can afford
it) and offers prayers for the deceased at the family’s in-home
shrine. These prayers help guide the deceased’s spirit to Paradise
and, if Buddhist, to aid them when it comes time for their judg-
ment.
Contact with others except family members is avoided, so as
not to cause them pollution; no visitors outside the family are
allowed to enter the home. Those in mourning are considered in a
state of pollution due to their proximity to death (i.e., the de-
ceased). In addition, mourners must not visit a shrine for like
reasons (although they may visit a Buddhist temple, where such
strictures do not exist) and most cover their heads whenever out
of doors, even if only with paper, so as not to defile the sun.
During the period of mourning there can be no weddings, no di-
vision of property, no drinking of sake or eating of meat, and no
shaving or hair cutting.
The period of mourning varies, depending on the relationship
of the deceased to the survivor. The death of a parent calls for a
mourning period of 50 days, that of a husband 30, a wife 20. The
death of a son requires 15 days mourning, the death of a daughter
10, a nephew 5 and a niece 3. With the passing of a more distant
relative a mourning period of one day is usually sufficient.

As he must die, the goal of a samurai should be to fall performing some great deed of valor that will astonish both friend and foe alike
and make his death regretted by his lord and commander behind a great name to the generations to come. 57
— Daidôji Yûzan
SENGOKU: REVISED EDITION
Jail Shirasu
Jail itself is only a temporary thing; few A “hearing” takes place in the local magistrate’s courtyard. The
will remain there indefinitely. Those who magistrate sits on the verandah, in a recessed area designed for
have been convicted will almost invari- these hearings, while two recorders nearby write down the ac-
ably be sent to the mines or some other count of the transpirings. On the ground, front and center, is the
labor, or for execution. Food consists of accused, who kneels, trussed up like—well, like a common crimi-
one bowl of rice gruel a day; prisoners are nal. Attached to his bindings is a long leash-like rope which is
usually sorely weakened by a few weeks’ in- held by one dôshin. Two more dôshin stand at guard, on either
carceration, and that alone is likely to make them side, their backs to the verandah and facing the accused. Behind
more docile, less resistant to the investigators’ methods, and more the accused on the left and right, kneeling on the ground, are
ready to confess. Incarceration effectively reduces a character’s witnesses and accusers.
STR, CON and WILL by 1 point for every two weeks spent in The hearing is usually very quick, especially if the accused has
jail. (An illustration of the conditions inside a Japanese jail can already confessed. Indeed, some magistrates will not even hold a
be found in Shôgun.) hearing without a “confession.”
During an outbreak of fire prisoners are temporarily “paroled” The typical penalty for most crimes is death. If the accused is a
to aid the local community and authorities (even in jail one can- samurai, he will be “invited” to commit seppuku. If a commoner,
not escape gimu). This lasts until the fire is under control, at which it’s off to the execution grounds.
time the prisoners return to the prison. Very rarely does a pris-
oner flee or refuse to return, and those that do are subject to im-
mediate execution by any samurai. EXECUTION
Those convicted of serious crimes—murder, robbery, arson—
Forms of Interrogation are led back to jail, and at some time in the near future (they don’t
know when until their names are called) they are taken to the
One common method of interrogation calls for the accused to local place of execution.
kneel in formal kneeling posture (legs straight, knees out front, Several people may be executed at once; dôshin believe in con-
feet under the hips, torso upright) on a stone platform; a flat stone servation of energy, and unless a crime has been particularly hei-
about three shaku (3 feet) wide, two shaku (2 feet) long, and five nous, will save up till they have four or five to perform. All are be
sun (6 inches) thick is placed on his lap. This rock weighs about paraded to the execution ground, tied up, often blindfolded, with
13 kan (108 pounds). If the accused fails to confess, another stone low-ranking dôshin walking before them carrying signs detailing
is placed on top of the first; then a third, and so on. Records re- their crimes.
port that it seldom takes more than two or three to get the re- The executions are public, although the public is kept at arm’s
quired confession. (For an illustration of this method see The length from the actual execution by a bamboo palisade (to say
Razor: Sword of Justice, in which the star subjects himself to the nothing of a large detachment of armed samurai from the local
torture.) daimyô there to insure peace).
Beatings are far more common. The accused might be tied and There are two methods of execution: beheading, and crucifix-
suspended from the ceiling, and one or two interrogators then ion. There are other methods of killing (boiling someone, for ex-
beat on him with lengths of bamboo until the ends are literally ample), but those are generally used as a form of torture. Execu-
frizzes. Another beating style has the accused held down on the tions are performed in one of the following ways.
floor, arms and legs out, by four men, while a fifth beats his bare
back with a bamboo rod.
Beheading
The convict is made to kneel blindfolded in front of a pit, trussed
if necessary (although criminals in Japan are known for resigning
to their fate rather than fighting once caught), and supported on
either side by a dôshin. He leans forward, and awaits the stroke of
the executioner’s sword. This executioner, in all respects, func-
tions like a kaishaku in a seppuku, complete with the bucket of
water for his blade. The reason for the blindfold is not so the
criminal will show no fear; it’s so he won’t know when the stroke
is going to come, and it could be several minutes. In a way, it’s a
last dig at someone who has offended society and the law. The
head is then posted somewhere (usually on the execution grounds
or at the entrance to a town) as a warning to other miscreants.

Crucifixion
In the case of crucifixion, the criminal is tied spread-eagle to a
cross lying on the ground (note that the cross actually has a sec-
ond, shorter crossbar for the legs), and the cross is then raised up
by ropes. Unlike the old Roman crucifixion in which the victim
was left to die a slow and excruciating death, the Japanese crimi-
nal gets off easy. Two dôshin armed with yari approach. They

Last year I went to the Kase Execution Grounds to try my hand at beheading, and I found it to be an extremely good feeling. To think
58 that it is unnerving is a symptom of cowardice.
— Yamamoto Tsunetomo
WWW.SENGOKU. COM

cross the lance blades in front of the face of the condemned man,
and then each one thrusts the lance into one side of the man’s OTHER FORMS OF
ribcage. Death is fairly instantaneous. He may be left on the cross
for a while, or taken down immediately. The body may then be PUNISHMENT
beheaded, and the head posted as a warning. On the off-hand chance that the pen-
alty is not death, the criminal will often
be tattooed to mark him permanently as
Testing Blades an offender of society. A single black ring
or line around the upper arm near the armpit
(Tameshi) There is an anec- or on the upper forearm itself for one offense, a
A samurai might have a new dote that tells of a second such tattoo for a second, and so on are typical. Facial
sword he wants to test, and may criminal who, upon markings, like a triangle on the forehead, are also used.
be granted permission to test it at reaching the execu- Other punishments for “lower” crimes vary, and may include
the execution ground. Because tion ground and see- (in order of severity) shaving one’s hair (typically reserved for
some special blades are tested of- ing no cross, asked female criminals), house arrest, banishment to a certain distance
ficially, and the results recorded what was to happen. (e.g., 10 ri from the city or town), or banishment to a remote
(and often carved into the tang of The sword tester ap- island.
the blade, marking it as a particu- proached, and told
larly well-made weapon), this is an the condemned man
excellent opportunity to see what
the sword is actually capable of.
that he would be
testing a new sword POPULAR
with a cut through
These tests are to determine cut-
ting potential, and call for more
than a simple beheading; a profes-
the abdomen. The
criminal replied,
ENTERTAINMENT
with some sarcasm, Nô is typically the purview of the upper classes, the buke and
sional sword tester, or at least a
that he wished he’d the kuge. The lower classes get their entertainment via musicians
master swordsman, will wield the
have known that, so and puppet shows. Religious festivals also provide an opportu-
sword for the samurai. There are
that he might have nity for the common folk to dance and sing and generally have a
several cuts that can be made:
eaten several hand- good time. Sumô is a pastime enjoyed by members of all classes.
through the torso, diagonally from
the shoulder down; through the fuls of gravel be- Traveling minstrels are common in larger towns, and even in
body at the waist; through the body forehand, and per- waystation towns near main roads. A character with an appropri-
at the hips, etc. Sometimes two or haps nick or dull the ate skill level with an instrument (4+) may make a decent living
even three criminals are tied to- nice, new blade. playing in the inns and for the wealthy holding private parties.
gether, standing, so a swordsman
can make a multiple-body cut.
CITIES, TOWNS, AND
VILLAGES
Even smaller towns and villages will have at least one brothel.
To be sure, many inns (yado) have maids who may offer their
charms to paying customers, and quite a few innkeepers make a
good side-living as operators of “houses of ill-repute”—but a real
brothel, run by a mama-san, with anywhere from two prostitutes
(joro) on up, will be common in almost every community. Natu-
rally, the “quality” of the services and cost of the night will vary
with the size of the community. The larger the community, the
more one will have to choose from.
There will be one temple in any town of at least 100 people,
with one head priest and a few monks or supporting priests, and
one shrine (including the smaller, unmanned variety) for every
15 people. It is up to the GM to determine what is appropriate for
any given locale. Smaller villages will have only one local shrine
of importance enough to warrant a priest, and that shrine will be
the center of local festivals.
There will always be at least one yado, or inn—more in the
larger towns. “Restaurants” and other eating establishments are
typically attached to inns, although there are tea houses serving
noodles and light meals as well.
Most towns are farming communities, unless they have grown
up around other structures. Examples of this are jôkamachi (castle

If troops are punished before their loyalty is secured, they will be disobedient. If not obedient, it is difficult to employ them. If troops are
loyal, but punishments are not enforced, you cannot employ them. 59
— Sun Tzu
SENGOKU: REVISED EDITION
towns), daimyô capitals, and cities like such establishments exists farther from the city center to support
Miyako (the capital) which grew up those supporting the samurai. On the very outskirts of the town
around the imperial court. Castle towns are the farming communities, if there are any.
have a high percentage of service busi- Unlike Europe, there are no walled cities.
nesses such as inns and teahouses cater-
ing to the large number of people com-
ing and going in town. Castle towns also TOWNS AND VILLAGES
have larger populations which support more Regular towns and villages have a smaller concentration of
merchant shops and temples. samurai, and a higher concentration of farmers (or fishermen,
whichever is more appropriate). Some towns are one-industry
MIYAKO towns, like Settô. They specialize in a single product (pottery, in
this case) to the extent that some work to obtain the raw materi-
The capital city of Japan—what in future years will be called als, others to create the product, and still others to convert the
Kyôto—has been called variously Heian-kyô, Kyô, Raku, Kyô- product into art forms. Such towns are very insular, and may look
no-Miyako, and just Miyako. Most versions contain some varia- with curiosity on outsiders. Such one-industry towns may spe-
tion on the concept of “Capital.” cialize in lacquer and lacquerware, pottery, or even just making
Miyako was laid out in a grid after the pattern of the T’ang charcoal for cooking and heat.
Chinese capital of Ch’ang-an. The imperial palace is smack in Children will go to the temple school until they are 10 or so, at
the center at the northernmost section of the city, at the end of a which time they begin to work at what their life-long career will
long, 30-jô (300-foot)-wide main street that runs to the main gate be—fishing, farming, or apprenticing to their father’s business or
from the southern entry to the city. Large avenues run off the craft. Poorer townsmen may sell a daughter or two to a local (or
main drag east and west, with smaller streets going both direc- better, a distant) brothel merchant. Healthy sons may join the reti-
tions. The main streets break the city into sections, and one’s nue of a lord as an ashigaru during times of war.
social position can be determined by what “block” he lives on. The smaller a town is, the lower the quality of the available
The closer to the imperial palace you live, the more important goods and services (excepting, of course, any local specialty).
you are. The first block—Ichijô—even became the adopted sur- Smaller towns are even more insular than usual for Japanese com-
name of one branch of the Fujiwara family, as did the second munities, and strangers attract attention and notice.
block—Nijô—and the third—Sanjô—and so on. It is easy to get Towns have a headman—not unlike a mayor—who is a com-
around in Miyako, as the grid formations and the ring of moun- moner with the wealth or social standing to allow him such a
tains on three sides make maintaining one’s orientation a simple position. The headman is either provided a stipend from the rul-
matter. ing samurai clan or is exempt from taxation. The headman is
Miyako is the heart of Japan, at least culturally. The political ultimately responsible for everyone in his community, and an-
center shifts to wherever the bakufu or supreme warlord sets up swers directly to the samurai in charge of the town.
its headquarters, but be it Kamakura, Muromachi, Azuchi, or The actual day-to-day running of a small town is not the affair
Ôsaka, Miyako is the direction in which all heads turn. of samurai, daimyô or not, so the headman sees to such affairs. In
addition, the headman is responsible for collecting the taxes and
CASTLE TOWNS transferring it to the local daimyô. The lord of the local area, of
course, can step in at any time and interfere, support, or supplant
Castle towns (jôkamachi, or “under-castle towns”), along with the work of the headman. Such is the karma of a commoner’s
provincial and daimyô capitals, are not laid out in the same way life.
as Miyako. Experience with civil war after civil war in the capital Below the headman are the five-family groups. One person rep-
showed the folly of cities laid out in straight lines and grids. They resents five families, and reports to the headman on matters of
are indefensible. Hence, their streets are laid out in complex pat- import. This usually focuses on the rice harvest, but may include
terns. Or, rather, with no pattern. crime, grievances, and so on.
In Miyako, four consecutive right turns would put you back on
the street you started from. In most other cities, four consecutive
right turns could leave you hopelessly lost. Even though the castle
may stand out in the city, just because you can see it from wher-
TRAVEL
ever you are doesn’t mean you can find the correct path to it Roads in Japan are packed dirt, and often marked with rows of
easily. trees (tall cedars or pines). Few roads are well maintained. The
Most streets are also narrow (only two or three ken, or four to central trunk road from Edo to Ôsaka—the Tôkaidô—is the most
six meters, wide at best) so maneuvering an army in a city isn’t famous and strategic road in the nation.
an easy task. At several points on the Tôkaidô, when there is a strong shôgunal
Castle towns exist to support the castle and the samurai. The government, there will be official checkpoints manned by samu-
population of some castle towns may have concentrations of samu- rai of the bakufu rather than local daimyô, who will investigate
rai of over 20 percent, unlike the countryside where samurai are and detain any suspicious travelers.
only slightly less rare than flying cows (prior to the 16th century, There are no carriages or wagons (gissha) used on the road. In
this situation was actually reversed). Most castle towns, however, the cities people may use handcarts to move things around, but
are more realistic with about 10 percent of the population being on the road one walks or rides. The only one who gets to ride in a
samurai. carriage is the Emperor, or highly placed members of his court,
Inns (yado), food establishments, entertainment and even houses who travel in specially designed vehicles pulled by a single ox,
of prostitution support the samurai presence. A second tier of called horen.

60 The master who governs his domain well loves wise retainers, while the man who exploits the people loves flatterers.
— Imagawa Sadayo
WWW.SENGOKU. COM

typical on the road (the commoner always


nods first, of course). If addressed by the
samurai, the commoner will have to stop
and bow, but in passing a simple nod suf-
fices.
If an official retinue is approaching with
people on horseback and perhaps some-
one in an elaborate palanquin, etiquette (and
the laws of self-preservation) require that ev-
eryone who doesn’t know he outranks the party
approaching should step off the road and either bow or prostrate
himself facing the party until it passes.
People may walk abreast for the entire width of the road, but
when encountering another group or individual coming from the
opposite direction, the group of visibly less rank should break up
and drop back to allow the other to pass.
If two bushi pass each other and their scabbards should happen
to connect, the one “offended” may demand instant satisfaction.
It is up to the other whether he should mollify the offended party
or fight. Whether the contact was accidental or deliberate, and
regardless of who actually hit whose scabbard, such encounters
could make for interesting road side entertainment, as travelers
scatter to the shoulder, watching the fight but trying to stay out of
the way. One way to avoid this unpleasantness, of course, is to
walk on the left side of the road (hence the rule mentioned above).
If anyone is cut down on the road—commoner or samurai—it
is bad form to be caught or seen rifling the body for money or
other valuables. Samurai who cut down another will leave the
body there as it fell, perhaps even knowing that the other has a
more valuable sword than he. Eventually a detachment of dôshin
or samurai will come from the nearest town to take the body away.
Those who don’t want to walk have the option of riding a horse, It will be placed on a tatami or board about six shaku by three,
or in a palanquin. Those of rank ride in elaborate, enclosed covered with a thin straw mat, and carted off to town (where all
palanquins called norimono, which are usually carried by per- the valuables will somehow disappear unless quickly locked up
sonal retainers. The enclosed norimono is supported by a long by the yoriki or they are claimed).
central pole running along its roof. The interior can get stifling
hot in the summer, but such is life.
The other form of palanquin is a kago, a privately rented basket
or hammock arrangement slung from a long pole—sometimes
STOPPING ALONG THE WAY
with a scant roof—and carried by two kagoya (kago-bearers) who Major roads have way stations at regulated intervals. Many of
may or may not be licensed. Kago-bearers can often be found these stations are marked by a yado (inn) of some sort, where
hanging around at way stations and rest stops, and at inns along travelers can rest. Inns invariably have a number of people stay-
the way. One will encounter a way station or rest stop about ev- ing there, from samurai to peasants. They will be a cross of all
ery 7 ri or so along a main road. At these stops the kagoya will be walks of life in Japan, but groups will in general keep to them-
relieved with fresh ones. selves. Despite the natural reticence Japanese have in dealing with
In town, kago-bearers can almost act like a taxi service. Not all strangers, the discomforts of the road, mutually shared, may make
kago-bearers are honest; some are notorious bandits, who beat for occasional lapses in shyness and class barriers will drop for a
and robbed their fares after they got out of earshot or around the time.
corner from the way station. The inns will be typically of lower class than a town inn, but
may charge as much as the better inns in town, given that they
ROAD COURTESY have a virtual monopoly on the road. The option is sleeping out
somewhere on the side of the road (which the poorer folk often
Roads are narrow, even the major trunk roads, and there are do, taking the resultant risks), but nowhere near the establish-
few roads in Sengoku Japan that are wider than a modern two- ment, thank you very much.
lane highway for any stretch of the way. They may widen briefly These official inns are supposed to be safe, and they are checked
before a way station, to allow for the extra activity, but the road regularly by whatever official patrols run through the area. There
itself is narrow all the way. This makes for rather complex traffic may be graft, however, and just because the establishment is (more
dynamics. The general rules of the road are: walk on the left and or less) honest doesn’t mean that their patrons are.
make way for someone bigger and more important than you are. One of the signs that you are near a town when on the road is
There is a general camaraderie on the road, and all who travel the sudden appearance of tea stands and what can only be called
on it—high or low—are sharing the hardships of the way. For “snack bars.” These little stalls, often no larger than a couple of
this reason, a nod of the head from a commoner to a samurai is twentieth-century phone booths, provide a few narrow benches

In times of peace a military procession makes a brave show and people from the countryside come crowding into…the towns to see it,
so that it is exposed to the view of all classes, and if our array is inferior to the others it is a lifelong shame to the lord and his captains. 61
— Daidôji Yûzan
SENGOKU: REVISED EDITION
and an opportunity to sit for a moment and tainers carry their armor, usually in a larger chest suspended from
enjoy a cup of tea or some dumplings or a pole. Here, we see the value in having flunkies.
maybe a bowl of noodles for a few zeni. In times of necessity, one may travel in armor, but clothing is
The proprietors of these establishments— worn over it to disguise its appearance. This is, of course, only a
common folk—are often well-versed in halfway successful concealment, as the armored sleeves and part
local gossip, and love to collect and pass of the breastplate will show, but people dressed this way are usu-
along tales they’ve overheard, especially ally lords or samurai on official business, so people rarely look
to important-looking “o-samurai-sama.” twice. Either way, a full helmet will not be worn; only a simple
Another common site at roadside inns are cloth cap or a jingasa will be worn.
shukuba-jorô (“post station trollops”), cheap pros- If one is on the road in armor, he can expect to be looked upon
titutes who cater to male travelers with a few coins to spend for with scorn by other bushi, avoided by all commoners (who will
an evening of fun before hitting the road again the next day. probably assume him to be a bandit and will draw to the far side
of the road or the other side of the tavern or inn), etc. Any official
police or security detachment will surely stop such a person, and
investigate and interrogate him thoroughly.

WEAPONS ON THE ROAD


Weapons may be borne on the road, but must be sheathed. This
includes polearms of all types, which have lacquered wooden or
papièr-maˆche…sheaths to protect the blades from inclement
weather and dust while on the road. Sword hilts are often covered
with a cone of fabric which extends a bit beyond the tsuba (hand
guard). This serves to keep out the road dust, but it also subtlely
shows that the wearer is peaceful, as the swords can’t be easily
drawn and controlled with this cloth sleeve in place.
Bows are usually carried unstrung and in their cases, but people
aren’t as stressed at seeing a strung bow; they would likely as-
sume the bearer is going hunting (assuming that his garb is suit-
able to that activity). Arrows are carried in a lacquered chest or
quiver.
Even teppô (matchlocks), when carried on the road, have cases.
Considering how rare such weapons are, possessing them—es-
pecially doing so openly—could be taken as a threatening sign;
POLICE AND PATROLS they should be sheathed or otherwise concealed.
The key with any weapon, then, is that when on the road they
There is little in the way of “police” patrols on the road; dôshin should be somehow difficult to get to and use; weapons that are
typically operate only in towns and cities. The closest thing to a difficult to bring to bear are safe weapons.
police force on the road may be an occasionally passing samurai
or body of samurai in the service of the local daimyô checking up
to make sure the road is safe and clear. If such an official body is RIDING
met, they will be unarmored, but will have on jingasa (camp hats) Traveling by horse can make things difficult, as putting up a
bearing the daimyô’s mon, and likely they will be wearing ar- horse for the night and providing fodder can cost more than put-
mored sleeves (kote). Obviously, factors such as the importance ting oneself up. When mounting a horse, Japanese always do so
of the road, the current attitude of peace or war, and the strength from the right side, not the left, which is the rule in Western riding.
of the daimyô will have a bearing on the size of the force. It should Japanese kura (saddles) structurally have more in common with
be no more than a dozen men, at any rate. camel saddles than the Western concept of horse saddles. In the
Any official on the road may have the right to stop and investi- West, saddles sit firmly on the horse’s back, and the rider sits in
gate individuals he encounters. the saddle. In Japan, the saddle is perched on the horse’s back,
and the rider sits on it. Japanese saddles are made of wood and
ARMOR ON THE ROAD lacquered black or crimson. Saddles of the social elite are often
very ornately decorated, using mother-of-pearl or metal inlay,
Travelers on the road do not as a habit wear armor. Only during painted designs, etc. The abumi (stirrups) are also very different
wartime or otherwise on campaign do bushi wear their armor on from what we in the West are familiar with. The Western form of
the march; armor is carried in a special chest called a gusoku- metal loop into which the foot is thrust is unknown in Japan,
bitsu (armor box), which, depending on the style and size of the where the stirrup is a sideless box, shaped similar to a capital
armor inside, can be worn as a bulky backpack or carried hang- letter J on its side, onto which the foot is placed.
ing from a pole thrown over the shoulder. If one is carrying a Only samurai of sufficient rank (ML 3+) may ride horses dur-
gusoku-bitsu, it of necessity prevents him from carrying any other ing peacetime. During times of war, any samurai may ride a horse.
gear. The more wealthy and higher-rank bushi will have two re- If commoners travel with a horse, they must walk beside it.

In the intervals of one’s work one should learn horsemanship. After becoming well-founded in the basics, other techniques should
62 follow with training.
— Hojo Nagauji
WWW.SENGOKU. COM

LAND Stations on the road are placed approxi-


mately every 7 ri (about 18 miles), so that
It is no understatement that Japan is a mountainous country. at the end of a day’s walk one will find
Getting around isn’t terribly difficult, as there is a highway and oneself at the site of another inn. Every
roadway system in place. The problem getting around is passing station has at least one Buddhist temple
checkpoints during times of strife. These barrier checkpoints can nearby. Every 30 ri (about 72 miles) or
be as frequent as the boundaries of each town the road passes so are the government post stations, which
through to as few as on the borders of various provinces or han serve as check points or barriers for con-
(fiefdoms). The upper class has little trouble, whereas the lower trolling travel. In a campaign with a strong
classes have to jump through more hoops to convince authorities Shôgun, persons wishing to pass through a gov-
of their right to travel. ernment station will have to have a travel pass. Avoiding a check
There are also different kinds of terrain that you will have to point or failing to stop at one is a serious offense; the exception
work with. For the effect of terrain on movement, see Distance are government messengers (for the Shôgun or any daimyô), who
and Movement (page 198). may always pass through a checkpoint or barrier.
Tôkaidô: The Tôkaidô (lit. “Eastern Sea Road”) passes through
Highways the provinces of Ômi, Ise, Owari, Mikawa, Tôtômi, Suruga,
There are few major roads in Japan. Only a few are of major Sagami, and Musashi. It is actually close to the sea at several
importance, and they really come into their own during the points. Relative to the Nakasendô, the Tôkaidô is flat and an easy
Tokugawa regime. The highways are typically three ken or 18 road to travel upon; perhaps that is why so many battles are fought
shaku (six meters) wide and are dirt paved, though they may nar- near the great route. It is the main traffic artery in Japan.
row to as little as one ken (two meters) wide, especially in rough Nakasendô: The Nakasendô (lit. “Central Mountain Road”)
terrain (mountain passes and the like). Roads are commonly lined connects Edo and Miyako (Kyôto), passing through the prov-
with rows of trees, and at 1 ri intervals one can find a small mound inces of Yamashiro, Ômi, Mino, Shinano, Kôzuke, and Musashi.
of stones on the side of the road, marking distance. It is often called the Kisô-kaidô as it skirts the Kisô-gawa for a
There is no underlay as in Roman roads. Rather, these high- great length. Over its length there are 69 relays, or stations. The
ways are just graded and compacted earth, with a stretch of cleared road is clear, but it does go over mountainous terrain, and in win-
ground on either side as “shoulders.” The most famous highway ter is treacherous.
in the land is the grand trunk road that runs from Edo to Kyôto, Kôshû Kaidô: The Kôshû Kaidô runs from Edo to Kôfu (the
the Tôkaidô (lit. “Eastern Sea Road”). After a bad rain, the roads capital city of the Kai, or Kôshû province), and thence joins the
can be a pain to travel. Nakasendô at Shimo-Suwa. It passes through the provinces of
Musashi, Sagami, Kai, and Shinano.

When you get a horse direct from the ostler, if the previous rider is a samurai, you should wait to dismount until he has dismounted at
the bidding of the ostler. …if you dismount at the bidding of the groom, the other will be constrained to change his mount though he may
not have that intention. And if one takes the trouble to get off a horse, he may be embarrassed if he has to mount again. 63
— Daidôji Yûzan
SENGOKU: REVISED EDITION
Oshû Kaidô: The Oshû Kaidô runs from
Edo to Aomori to the northeast. It passes SEA
through Musashi, Shimosa, Shimotsuke, There are many ferry routes in operation between Japan’s three
Iwaki, Iwashiro, Rikuzen, Rikuchû, and major islands and major ports and cities on those islands. During
Mutsu. times of a strong central government, shipping and passenger traf-
Nikkô Kaidô: The Nikkô Kaidô con- fic is governed and overseen by a government bureau. Other-
nects Edo to Nikkô in central Shimotsuke wise, local daimyô control it (which can get interesting when ferry
Province. or shipping routes touch on several fiefs). Sometimes a local crimi-
nal syndicate will control shipping and smuggle goods in addi-
tion to taking regular paying fares. In such cases, the syndicate or
Roads their officers will either have to bribe or be in the service of a
Villages are often connected with each other and with main daimyô somewhere, as they will need a base of operations.
trunk routes by simple dirt roads. These roads will not be of the Fishing boats are small, with only one or two men in the “crew,”
same caliber as those like the Nakasendô. There will be fewer (if while coastal junks have a crew of eight or 10. The largest cargo
any) official stations, little in the way of official guards (though ships usually have a crew of 20. Daimyô also have large galleys
there may be a few bored bushi from the local daimyô stationed they use for rapidly transporting men and material (examples of
there just to keep an eye on traffic in the lord’s domain), and less this ship appear in the films Shôgun and Lone Wolf & Cub).
in the way of safe havens. Any tea shops, kago -bearers, or inns A final form of boat is the warship, of which there are several
appearing along such roads are use-at-your-own-risk establish- varieties and sizes. These will be treated elsewhere, as their use
ments. Most are on the up-and-up, but if one wanted to go into isn’t related to travel per se.
banditry on the road, a by-way is more suitable than a high-way.
Trade Routes
The Wilderness Merchant ships carrying trade cargo often take on board pas-
Mathematicians tell us that the shortest distance between two sengers as well. Few are the boats that cater exclusively to pas-
points is a straight line. Those mathematicians have never been sengers. Merchant boats travel familiar routes along the coast and
to Japan. inland waterways of Japan, occasionally stopping at small islands
Traveling a straight line from one village to another may neces- to drop off or pick up goods and passengers. Stops are made at
sitate scaling a mountain, fording a river, and plodding through a least once a day at coastal towns, and even small villages along
sodden rice paddy. Nevertheless, for people wanting to avoid any the coast are likely stops for these boats. Below are some com-
contacts on the road, this may be the way to go. There are no mon trade routes used by merchant vessels.
check stations in the wilderness, just an occasional hamlet or iso- The Ôsaka-Shimoda route travels west through the inland sea,
lated shrine, temple, or farmer’s hut. an area known for pirate activity, and east to the city of Edo. An
There are no inns in the wilderness, no food stalls, no kago- important port of call on this route is the port town of Shimoda.
bearers. Travel is at its most difficult in the wild, but it’s not all The Tsuruga-Ôsaka route connects the port towns of Tsuruga
mountain and stream. The only respite for travel in this mode is and Obama via an overland route to the northern end of Lake
an occasional cave, a small hamlet found by chance, or the odd Biwa. From there, travel continues by boat across the lake and
isolated commoner’s hut. Some farmers are willing to put up down the river to Ôsaka.
strangers, especially ones who look important. More than one The Chôshi-Edo route follows the inland waterways from the
Japanese horror story begins with a lone traveler in the wild seek- city of Chôshi northeast to Edo.
ing a night’s refuge in a lonely farm house, only to find—to his The Fushimi-Ôsaka route connects the town of Fushimi, lo-
short-lived regret—that the owner is not a little old lady, or a cated 2 ri south of Miyako, with Ôsaka. This route is used heavily
simple farmer couple… by travelers between these two cities, who prefer it to walking the
overland route.
LAKES AND RIVERS
Travel down rivers or across lakes is typically controlled by
local officials, who sell licenses to ferry operators. One can try to
obtain passage on such a craft, in which case whatever fees de-
manded must be paid, or one can try to find a boat somewhere
else. The actual ferry operators, pilots, and sailors are all bonge,
but they might report to a low-ranking bushi from the local clan.
Such craft are typically slow and ungainly, and will be carrying
cargo as well as a handful of paying passengers. They are low
and square in profile, with blunted bows and sterns.
Smaller water craft are sculled. Unlike the West, which rows
with pairs of oars (one on either side) of the craft, Japanese boats
have a single broad oar attached to the stern. The person sculling
stands in the stern and maneuvers the oar to propel the boat. It is
a difficult skill to learn, and those who don’t know how to scull
will only succeed in bobbing the craft about aimlessly in the wa-
ter.

In crossing rivers one should always engage a wading coolie, for if you grudge the expense or think you are an expert in the water and
64 cross without one, and your horse falls and the luggage gets wet and perhaps a servant is injured, you will look very foolish.
— Daidôji Yûzan
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RELIGION

65
SENGOKU: REVISED EDITION
Japan is the land of eight million kami.
This doesn’t count the number of Bud-
dhist deities added to the mix. The two
main faiths are Shintô and Buddhism, but
in the 1540s, Christianity was introduced
to the country and has started to make
slow headway in some areas.
The Japanese do not worship a single par-
ticular deity. One will not find a Japanese who
only worships Hachiman, or who only worships
Amaterasu. The Japanese revere all the gods, holding them in
equal esteem. Even priests at a particular shrine dedicated to a
particular kami will pray to all the kami (and even, likely, the
Buddhas). Only the staunchest of Buddhist and Shintô adherents—
and these are few and far between, even among the ranks of the
clergy—will worship only the deities of their particular faith.
One might say that in terms of faith and adoration, Japanese are
equal opportunity worshippers.
The only exception, if it may be called one, is that some indi-
viduals and families may hold a particular deity in special rever-
ence. For example, Hachiman, the god of war, is the tutelary de-
ity of the Minamoto clan. Nevertheless, they do not worship this
one deity to the exclusion of others.

SHINTÔ
Shintô is the native religion of Japan, indigenous to and extant
on the islands before the arrival of Buddhism from the continent.
Shintô has no holy scripture, no moral precepts, no saints per
se, no dogma, no concept of sin, no need for redemption or justi-
fication. It concerns itself more with man’s harmony with his
universe and his fellow man. Part of this idea of harmony is the Kunitokotachi, Kunisatsuchi, Toyokunnu, Uichini, Suichini,
avoidance of pollution and the need for ritual purity. The various Tsunukui, Ikukui, Ôtonochi, Ôtomabe, Omotaru, Izanagi, and
forces of nature themselves are deified. It is an agricultural reli- Izanami.
gion, stressing fertility. Japan was created by the gods Izanagi and Izanami, who were
In Shintô, there are many things which cause pollution; any husband and wife. They descended from heaven on a bridge called
disease, contact with death, menstruation, and in some instances Ukibashi. Izanagi dipped his spear into the primordial ooze that
even sexual congress. Shintô promotes cleanliness and purity. was the Earth, and withdrew it. The drops that fell formed the
Before the Introduction of Buddhism, Shintô was inextricably island called Onokorojima, which became the home of the two
linked with the Imperial family. The greatest shrines—Ise, Heian gods. (Campaign idea: no one knows where Onokorojima is, but
shrine in Miyako, etc.—were governed by children of the em- there are several islands near Awaji that claim the honor.)
peror. After the introduction of Buddhism, Shintô became more At first, the result of their sexual union wasn’t more gods: it
structured and organized, and the imperial family became more was islands (and no, we’re not making this up). The first eight
linked with Buddhism, although they still supplied the clergy for island-children were Awaji, Shikoku, Kyûshû, Oki, Sado,
the key imperial shrines. Ikishima, Tsushima, and Honshû. Next to come were Kibikojima,
Although the introduction of Buddhism in 552 AD caused years Azukishima, Ôshima, Himeshima, Chikashima, and Futagoshima.
of strife between adherents of Shintô and the new faith, it wasn’t The next children were indeed gods, and a nearly infinite num-
long before the two religions were living side by side in a kind of ber of them: the gods of water, of the winds, of trees, of moun-
synchronistic existence. tains, thunder, food, rain, rivers, roads, fires, etc. The god of fires
Shintô is the worship of kami, or gods. Not all gods are per- was the last child to be born. His birth caused the death of Izanami.
sonified deities like Amaterasu or Susano-o, however. An an- Izanagi, distraught, beheaded the child-god in revenge, and re-
cient tree might be a kami, as might be a raging river, or even a paired to Yomotsu no Kuni (the Land of Shadow) to beg Izanami
phenomenal typhoon (witness the kamikaze, or spirit wind, which to return. The horror of Izanami’s decomposed body sent him
saved Japan from the Mongols in 1281). back to the world of light. To purify himself from the pollution of
death, Izanagi washed his garments, and from the washings came
COSMOLOGY a further 26 gods. Amaterasu Ômikami, the goddess of the sun
and ancestor of the imperial line, was born from his left eye.
The first god was Ame no Minakanushi, who remained mo- Tsukiyomi no Kami, god of the moon, was born from his right
tionless in the center of all creation. He was followed by eye. From his nose was born Takehaya Susano-o no Mikoto (usu-
Takamimusubi, Kamimusubi, Umashiashikabihiko, ally called Susano-o), god of the earth.

Morôka Hikoeman, when called upon to swear before the kami concerning the truth of a certain matter, said ‘A samurai’s word is
66 harder than metal. Since I have impressed this fact upon myself, what more can the kami and Buddhas do?’ The swearing was canceled.
— Japanese story
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The earthly domain of Amaterasu, called Takamagahara, is the sources as introducing the structure to the
Yamato/Izumi region. Tsukiyomi’s realm of Unabara is identi- local deities.
fied as the Ryûkyû Islands (Okinawa) or Korea. Susano-o’s Priests of smaller shrines may be only
Amegashita is the Bizen/Bitchû area of Honshû. part-time clergy, living in the local area
After this, Izanagi retired to Hi no Waka no Miya. and even having an occupation as an ar-
Amaterasu sent her grandson Ninigi no Mikoto to rule Japan, tisan or craftsman of some sort, and offi-
and Jinmu Tennô, the mythical first emperor, was Ninigi’s great- ciating or serving in the shrine as required.
grandson. Clergy will celebrate births (but not until
Susano-o went to visit Amaterasu in her domain, but his behav- ritual purity has been re-established), wed-
ior so offended her that she retreated to a cave and vowed never dings, building consecrations, etc. They will not
to come out, plunging the world into dark. The gods held a con- celebrate a funeral, as that is beyond the pale of their purity-based,
ference to see what to do. One made a mirror, another fashioned pollution-avoiding faith.
jewels, and one made a rope; a goddess sang and danced at the Priesthood is hereditary, although there is nothing to stop some-
cave entrance, enticing Amaterasu to the cave mouth to see what one from a non-priestly family from becoming a priest.
was going on. She saw her reflection in the mirror and stepped For additional information about Shintô priests, see Magic (page
out of the cave, and the mouth was blocked by the rope so she 233).
couldn’t go back in. Susano-o was banished to Izumo for his
naughty behavior. Pollution
Minor Pollution (-1 PIE each)
THE PRIESTHOOD Attend a funeral
Eating meat
Priests in general are called kannushi or shinkan. The head priest
Speaking ill of or otherwise offending any kami
of a shrine is a gûji, while his assistants (also priests) are called
Present at any birth
gon-gûji. Lower level priests are called negi, and their assistants
Close proximity to death (i.e., a corpse), blood or disease
are called gon-negi. If there is only one priest at a shrine, he is
Any interference with agriculture/crops
still the gûji.
Major Pollution (PIE to 0)
Shintô clergy are strict vegetarians.
Defiling a shrine
Before any structure is built, the ground must be consecrated
Contact with death (i.e., any corpse), blood or disease
by a Shintô priest (by casting the Bless Land prayer; see Magic,
Menstruation
page 237). Not to do so is believed to invoke the wrath of the
Contracting a disease
gods, and guarantees bad luck for the new structure and those
Critically failing a spell-casting skill check
who dwell in it or use it. The service has been described in some

Shintô Shrine ML (2 OP per level)


10 Gûji
7 Gon-gûji
5 Negi
3 Gon-negi
1 Initiate

SHRINES
Shrines (called jinja or jingû) range from huge and important
installations such as the Ise Grand Shrine to the very small and
almost unnoticed shrines on random street corners.
These small shrines, taking up less space than a twentieth-cen-
tury mailbox, dot the land (although they are more frequent in
towns) and can often be encountered in the mountains and in the
woods. Structurally, these tiny shrines look like full-sized build-
ings, with roofs and doors, and even a small torii in front. Offer-
ings are often left in front of them—an orange, some rice balls, a
small jar of sake. More than one starving traveler has survived by
taking the food offered at such a shrine (something which is nev-
ertheless frowned on). If one were to open the doors, the shrine
might be found to contain a small mirror or a bead necklace, in
homage of two of the great imperial treasures; a very rare shrine
might contain a small sword in homage of the third treasure. Mir-
rors are the most common item.

A fight is something that goes to the finish. A man who forgets Bushidô and does not use his sword will be forsaken by the kami and
Buddhas. 67
— Takeda Shingen
SENGOKU: REVISED EDITION
In addition to the small model shrines Atsuta Jingû
and the larger shrine complexes, a
One of the most important shrines in all Japan. One of the three
“shrine” might be an ancient tree, an
sacred treasures, the Kusanagi no Tsurugi (Grass-Mowing Sword),
oddly shaped rock, or even a mountain
resides here. It is from Atsuta that Nobunaga set out against
stream.
Imagawa Yoshimoto. (Nagoya, 3rd c.)
The most singularly recognizable as-
pect of Shintô architecture is the torii, a
gateway to a shrine or other sacred Shintô Ise Jingû
precincts. A torii is made of two vertical up- Ise is the most important shrine in all of Japan. Consists of an
rights holding up a long lintel that extends beyond outer and inner shrine. The outer shrine honors the goddess of the
the vertical supporters on both sides. Some are painted red, oth- harvest, the inner honors Amaterasu. Two of the imperial trea-
ers left their natural wood tone. Other signs of sacred territory is sures, the jewels and the mirror, are housed in Ise. (Ise, founda-
a thickly braided rope (shimenawa) stretched around or across tion date uncertain.)
something being honored (such as the natural “shrines” mentioned
above, the work area of a swordsmith, and so on). Pendant from
this rope can often be found zigzag folded paper streamers. In-
Izumo Taisha
side shrine precincts may often be found several of the smaller Okuninushi is enshrined here. During the tenth month
shrines, as well as an ancient tree identified as sacred with its (Kaminazuki), all the kami repair to Izumo Taisha to visit him,
rope marker. making Izumo the only place where kami can be found that month.
Shintô architecture lines up on an East–West axis. Buildings in (Izumo, foundation date uncertain.)
Shintô complexes are regularly torn down and rebuilt (usually on
a 20-year cycle), and the rebuilding of some of the more famous Kasuga Taisha
shrines—like Ise—becomes almost a national festival. 3,000 stone lanterns (all are lighted only once in February and
Most shrines have a stall selling small wooden plaques with in August) line the pathway to the main building. (Nara, 710.)
pictures on one side. These plaques are called ema, and worship-
pers buy one, write a “petition” (essentially a prayer) on the re-
verse, and hang it on a frame or tree. Unlike in Western cultures,
Kirishima Jingû
it is perfectly acceptable—even expected—to share your wish This shrine on Kyûshû is dedicated to Ninigi no Mikoto.
with other people. (Kirishima, foundation date uncertain.)
Worshippers at a shrine will approach the main building, throw
some coins into the offering box (this is to help “influence” the Kotohira-gû
kami to grant the person’s petition, and also helps fund the up- Also called Konpirasan. This shrine on Shikoku is particularly
keep of the shrine), tug on a large rope attached to a bell, clap revered by seafarers and other travelers. The deity enshrined is
twice (these last actions are to attract the attention of the kami), viewed as Okuninushi (under the name of Ônamuji),
pray, then bow and leave. Shinatsuhime, or Susano-o. It is halfway up a mountain (Zozusan)
Small pieces of paper (omikuji) that predict your future are also at the end of a 785-step stairway—takes 1 hour to climb. (Kotohira,
available. These papers are tied around a tree branch, after read- foundation date uncertain.)
ing, to make the good fortune come true or to avoid the predicted
bad fortune (some crafty people also use these as a covert way of
exchanging messages to people who they don’t wish to—or are
Tsurugaoka Hachiman-gû
unable to—meet face to face). Built at the order of Minamoto no Yoritomo, the Tsurugaoka
Hachiman-gû enshrines the war god Hachiman, the tutelary deity
of the Minamoto. Its relationship to the Minamoto, and the trag-
“In reverence and awe: The great kami edy of Yoshitsune, is the reason for its great popularity.
of the purification place who came into (Kamakura, 1180)
existence when the great kami Izanagi
deigned to wash and purify himself on THE PANTHEON
the plain of Ahagi [east] of Tachibana Japan has been called the land of eight million kami. It should
come as no surprise that we have no intention of listing them all
[near] the River Wotô in Himuka in here. Most don’t have names, anyway, and never answer their
mail. This list is therefore merely representational.
Tsukushi, shall deign to purify and deign
to cleanse whatever there may be of sins Amaterasu Ômikami: Goddess of the sun and ancestress of
the emperor. Child of Izanagi and Izanami. The Grand Shrine at
and pollutions committed involuntarily Ise, Japan’s most important Shintô site, is dedicated to her.
or deliberately by the officials serving Ame no Minakanushi: Creator of the universe. Dwells mo-
here today. Listen ye to these my words. tionless in the center of all creation.
Thus I say reverently...” Inari: Goddess of rice (and hence of wealth). Her shrines are
guarded by kitsune (fox) statues, and she is often depicted as a
— Beginning of the Shintô Purification prayer fox.

Every morning one should do reverence to his master and parents, and then to his patron kami and guardian Buddhas. If he will only
make his master first in importance, his parents will rejoice and the kami and Buddhas will give their assent. For a warrior there is
68 nothing other than thinking of his master.
— Yamamoto Tsunetomo
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Izanagi: God who created the first Japanese island. Descen- way in which one reaches enlightenment
dant of Minakanushi in the 16th generation. He also generated varies from sect to sect.
many of the kami that live in Japan. Husband of Izanami, he is The sacred scriptures, or sutras, reveal
“retired.” the teachings of Buddha. One of the pri-
Izanami: Goddess who gave birth to the Japanese Islands and mary duties of the Buddhist priest is to
many of the kami. Descendant of Minakanushi in the 16th gen- spread the teachings of Buddha through
eration. She died and now dwells in Yomotsu no Kuni. both preaching to lay people and setting
a good example by living according to
Homusubi: The last child of Izanagi and Izanami. He was the
Buddha’s law.
god of fire, and his birth caused the death of his mother, for which
his father beheaded him. This does not seem to have affected his
ability to function as a deity.
Kamimusubi: God who is one of the three creators of the world.
The Ten Precepts of Buddhism
An offspring of Ame no Minakushi. (Jûzenkai)
Kunitokotachi no Mikoto: First god of all. He is revered in I will not harm life.
Ômi. I will not steal.
Local Kami: Also called “Kami of Place.” These are localized I will not commit adultery.
kami dwelling in (or existing as the divine force of) plants, rocks, I will not tell a lie.
rivers, trees, etc. I will not exaggerate.
I will not speak abusively.
Ninigi no Mikoto: A grandson of Amaterasu. It was to Ninigi I will not equivocate.
that the three sacred treasures were entrusted, and he was sent to I will not be greedy.
take charge of Japan. Emperor Jinmu was Ninigi’s great-grand- I will not be hateful.
son. I will not lose sight of the Truth.
Okuninushi: Kami of healers and all medicinal arts. He is a
descendant of Susano-o.
Shinatsuhiko: Kami of the winds, along with his sister
THE PRIESTHOOD
Shinatsuhime. They are twins, children of Izanagi and Izanami. Despite the terminology often used in the West, not all Bud-
Susano-o no Mikoto: Brother of Amaterasu. Exiled to Izumo dhist clergy are monks, and not all temples are monasteries. What
for his actions (he used to uproot trees, destroy harvests, cause Westerners sometimes call monasteries are in fact temples with
fires, etc.) which insulted Amaterasu. He is revered by some as many, many resident priests (many Zen temples fall into this cat-
god of the sea, and others as god of the moon. egory). Some sects strongly encourage marriage for their clergy.
Buddhist priests are called sô or sôryô. The head priest in a
Takamimusubi: God who is one of the three creators of the temple, what Westerners mistakenly usually call abbots, are sôjô.
world. An offspring of Ame no Minakushi. Celibates—monks—are called bôzu. Nuns are called ama or
Tsukuyomi: Goddess of the moon. She was born from the right bikuni. Warrior clerics are sôhei, although there are fewer of them
eye of Izanagi, and is a sister of Susano-o and Amaterasu. She in Sengoku Japan than there were in the 12th and 13th centuries,
dwells in Unabara (identified as either Korea or the Ryûkyû Is- when just about every major temple had its own standing army.
lands).
Yomotsukami: God of Yomotsu no Kuni, the Shintô under-
world, also known as Yomi. Some identify him as Susano-o.

BUDDHISM
The Buddhist faith, which is called Bukkyô or Butsudô in Japa-
nese, was introduced to the empire from Korean contacts in the
sixth century when a Korean king sent statuary and sutras (in
Japanese, keiten) as a gift to the emperor Kinmei. Dôshin and
Tonei came shortly after and began preaching the new faith un-
der the protection of Soga no Iname, who built the first temple at
in Nara. The Mononobe and Nakatomi, staunch supporters of
Shintô, opposed the new faith. A virtual civil war began and fi-
nally ended in 587 with the imperial recognition of Buddhism.
There are dozens of sects and sub-sects running the gamut of
political and religious views.
Devout Buddhists believe in reincarnation and karma. The end-
less cycle of birth, death, and rebirth is man’s fate unless he can
be freed from his karmic prison. The goal of the Buddhist is to
lead a good life and be released from his woes and enter into
Nirvana. To do this, one must reach satori (enlightenment). The

A monk can’t fulfill the Buddhist Way if he does not manifest compassion on the outside and persistently store up courage within. And
if a warrior does not manifest courage on the outside and hold enough compassion within his heart to burst his chest, he cannot become
a retainer. Therefore, the monk pursues courage with the warrior as his model, and the warrior pursues the compassion of the monk. 69
— Tannen, a Buddhist priest
SENGOKU: REVISED EDITION
Shugenja are Buddhist clerics adhering to
a sect called Shugendô. They are the mas- TEMPLES
ters of Buddhist magic and mysticism. Temples are large complexes, unlike Shintô shrines. There may
Buddhist clerics, both male and female, be a dozen or more priests in residence, who may or may not be
are required to shave their heads. This married. Temples live tax free, often off of their farming land
they usually do once ever several weeks, which is farmed for them by bonge much as larger European
so clergy often have a “five o’clock monasteries in the middle ages had serfs on their land. Temples
shadow” on their heads. Officially they are may be complex structures with subsidiary temple compounds
supposed to be vegetarians, as well, although within the walls of the main temple. Each temple sanctum will
if the only food available is meat they will eat it. have a worship area and Buddhist statuary. While shrines have
As many itinerant clerics subsist off begging, if they are given torii marking their entrance, a great gate guarded by statues of
food containing meat, it is a lesser sin to eat the meat than it warrior divas or shishi will open to a temple.
would be to refuse the charity or waste the food. Only the shugenja Of course the founding temples of the various sects will be very
will avoid meat at all cost. important to those particular sects. In addition, however, there
are several temples which are well known all across the land and
Transgressions of great importance to Japan. The city of Nara (and much of the
environs of Miyako) are virtually one huge complex of temples,
Minor Transgression (-1 PIE each)
so only the most critical of those will be mentioned.
Causing harm to any life Equivocating
Committing adultery Being hateful
Lying or exaggerating Refusing charity Byôdo-in
Speaking abusively Stealing Also called the Phoenix Temple. This picturesque Tendai sect
Succumbing to greed Wasting food temple was originally a Fujiwara villa. It sits out by a pond like a
Eating meat phoenix spreading its wings. (Uji, 1052.)
Major Transgression (PIE to 0)
Killing a living thing Chion-in
Cursing or otherwise dishonoring the Buddhas The seat of Jôdô Sect Buddhism. It is one of the largest and
Critically failing a prayer-casting skill check most famous temples in Japan. (Miyako, 1211.)

Engaku-ji
Buddhist Sect ML (3 OP per level)
Built to honor those who fell repelling the Mongols in the thir-
10 Head of Sect teenth century. In the Kamakura Period, this Rinzai-zen temple
7 Elder priest was of major importance. (Kamakura, 1282.)
5 Sôjô (head priest of a temple)
3 Sô/Sôryô (priest of a temple), Ama/Bikuni (nun)
1 Initiate Enryaku-ji
The major temple on Hieizan, a mountain about 345 ri from
Miyako. The vast temple complex is often referred to simply as
Hieizan, or Mt. Hiei. It is the seat of the Tendai sect, and for
centuries has maintained a large standing army of sôhei. At its
height, there were 2,500 or more temples on the mountain.
Nobunaga goes to war on them for siding with Asakura Yoshikage,
and burns the entire complex to the ground and kills every man,
woman, and child on the mountain in 1571. (Yamashiro, 788.)

Hasedera
Houses a 30-shaku-tall (about 10 meters) statue of an eleven-
faced Kannon, the tallest wooden statue in Japan. (Kamakura,
733.)

Hongan-ji
Headquarters of the Jôdô Shinshû sect. In 1591, to curry favor
with the sect, Toyotomi Hideyoshi greatly expands the main com-
plex. (Miyako, 1272.)

Kenchô-ji
This was the most important temple in Kamakura—a center for
training Zen priests. (Kamakura, 1253.)

70 Even if a man is a priest, it is useless to give him rank while he is under the age of forty.
— Anonymous I-Ching master
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Kinkaku-ji Shinshô-ji
The Golden Pavilion. Originally a retirement villa for Shôgun Shingon temple dedicated to Fudô, a
Yoshimitsu, it is now part of the Rokuon-ji. (Miyako, 1397.) statue of whom is the object of venera-
tion. When Taira no Masakado revolted,
the intervention of Fudô is given credit
Kiyomizu-dera for his defeat. The statue originally had
This picturesque temple hangs partially over the edge of a cliff been at another site, but in a dream Fudô
on the outskirts of Miyako. It is dedicated to the 11-headed told the abbot that he wanted to stay in the
Kannon. (Miyako, 780.) area, so Emperor Shujaku had the complex ex-
panded. In the temple treasury is a sword said to cure insanity
and possession by touch. (Narita, 940.)
Kotoku-in
Famous primarily as the site of the Daibutsu, the 37-shaku-tall Shoren-in
(about 12 meters), bronze-cast statue of Buddha. It is second in
Also called Awata Palace. This is the residence of the head of
height to the one in Tô-daiji. In 1495, the wooden building hous-
the Tendai sect. The position is so important, the head of the sect
ing the statue was destroyed by a tidal wave. (Kamakura, 1252.)
is almost invariably a member of the Imperial family. The gar-
den, by Sôami, is one of the most famous in Japan. (Miyako,
Kôyasan 1263.)
Like Hieizan, Kôyasan is a mountain full of Buddhist priests
and monks, with occasional problems caused by their sôhei. Un- Tô-daiji
like Hieizan, Kôyasan in Kii retains the solemnity of a Shingon The main hall of Tô-daiji is of the most famous buildings in the
temple complex. Some have considered it the “capital” of Japan’s world. The Daibutsu-den holds the 54-shaku-tall (about 18 meters)
Buddhism. Two “eternal flames” have been burning in a support statue of the Buddha. In 1567, the Daibutsu-den is burned down
building since the eleventh century. Kôyasan is frequently the in a battle (the statue is undamaged) and will not be rebuilt for
site of exile for persons of import, be they kuge or buke nobles. centuries. The temple is held by the Kegon sect. One support
(Koyasan, 816.) building, the Kaidan-in, is one of the most important ceremonial
sites in Japan, and is the site of ordination of new priests. The
Nanzen-ji Shôsô-in, the world’s most famous store and treasure house, is
on the Tô-daiji grounds. (Nara, 752.)
The buildings of Miyako’s most important Zen temple were all
destroyed in the Ônin War, and are being rebuilt during the last
half of the 16th century. It was originally a villa belonging to Tôshô-daiji
Emperor Kameyama. (Miyako, 1264.) This temple, virtually unique among the ancient temples of Ja-
pan, has never encountered fire or earthquake, and the original
buildings still stand. The Ko-dô was formerly part of the Imperial
Ryôan-ji palace in Nara, and is the only surviving relic of Nara palace
Site of the most famous sand/rock garden in the world. This architecture. (Nara, 759.)
Zen temple was designed for contemplation; from no angle (save
the air) can a viewer see all fifteen of the stones, which look like Yakushi-ji
small islands in a sandy ocean. (Miyako, 1473.) Temple dedicated to Yakushi Nyôrai. Yakushi-ji is a close neigh-
bor of Tôsho-daiji. The temple is also called the Heavenly Pal-
Sanjûsangen-dô ace, and has enjoyed the patronage of several emperors. (Nara,
The popular name of the Rengeo-in. It is so named for the long 718.)
hall of 33 pillar spaces, 390 shaku by 33 shaku wide (about 130
by 11 meters). Archers used to have competitions to shoot an Zuigan-ji
arrow the length of the hall without striking walls, ceiling, or Zuigan-ji is the most important Zen temple in northern Japan.
floor. A wooden, 1,000-headed Kannon statue is the main item On the rocky cliff face are carved many images of the Buddha; it
of reverence. (Miyako, 1164.) is part of the training of novices to carve the reliefs. It is impor-
tant to the Date family, who rule the area. (Matsushima, 827.)
Sensô-ji
Also called Asakusa Kannon. Edo’s oldest and most famous THE PANTHEON
temple. A statue of Kannon appeared near the spot in a fisherman’s Japanese Buddhism recognizes the Buddha as the “major de-
net in 628, and this was taken as the sign to erect a temple to her. ity” in their faith, but there is also a large number of other dei-
The shop-lined street leading up to the temple is famous in Edo. ties—some borrowed from Shintô, some from the continent—
The main entrance, Kaminari Mon (Thunder Gate), is guarded who also play a part. There are actually several Buddhas (Nyôrai)
by fierce images of the gods of thunder and wind. (Edo, 645.) in the Japanese pantheon.

Meeting with people should be a matter of quickly grasping their temperament and then reacting appropriately… especially with
extremely argumentative people. After yielding considerably one should argue them down with superior logic, but without sounding
harsh, and in a fashion that will allow no resentment to be left afterwards. 71
— Anonymous priest
SENGOKU: REVISED EDITION
Groups death of a child. He is especially popular with bonge.
Kannon Daibosatsu: The Buddhist goddess of mercy. She is
Bosatsu: Those who were once human
the assistant of Amida. Various “forms” of her are worshipped,
and are one step away from achieving
and there are statues of 11-headed or 1,000-headed Kannon, etc.
Buddha-hood, but refuse to enter para-
dise in favor of remaining here to help Kômoku: One of the Great Heavenly Kings. He watches over
man are called bosatsu (bodhisattvas). the west.
Particularly important ones are called Marishiten: The “Queen of Heaven.” She is depicted as hav-
daibosatsu. ing eight arms.
Go Chi: The Five Buddhas of Contemplation. Taho Nyôrai: A Buddha. He is one of the five Buddhas of
They are Taho, Yakushi, Dainichi, Askuku, and Shaka. Contemplation.
Myô-ô: The Buddhas—the Nyôrai—are not allowed to under- Tamon: Tamon is another name for Bishamon. As one of the
take any actions of violence. When violence must be done to Great Heavenly Kings, he protects the north. See below under
maintain order in the universe, it is undertaken by the Myô-ô. Seven Lucky Gods, under Ryôbu Shintô.
Myô-ô are deities of great power and incredible stature. They can Yakushi Nyôrai: One of the Buddhas; goddess of wisdom. She
level buildings, uproot trees, and carve trenches in the ground. is one of the Give Buddhas of Contemplation.
When they appear, they are huge, muscled, armored warriors with Zôchô: One of the Great Heavenly Kings. He watches over the
fierce visages, and weilding two-edged swords. south.
Nyôrai: A Buddha, one who has achieved enlightenment.
San Senjin: The Three Gods of War are Marishiten, Daikokuten,
and Bishamonten. They are depicted as huge warriors clad in
BUDDHIST SECTS
Chinese armor, or as a single warrior with three heads and six Most sects have subsets or branches, divisions of the main sect,
arms, riding on a wild boar. which may or may not have differences from the umbrella sect.
Shi Daitennô: The Four Heavenly Kings protect the four cor- The different sects themselves are, while all Buddhist, not neces-
ners of the world from evil demons. They are depicted as sarily in agreement over dogma and articles of faith. It may
warriors clad in Chinese armor. They are Jikoku, be compared tow the Western Christian churches.
Kômoku, Tamon (or Bishamon), and Zôchô. What is known in the West as the Eastern Ortho-
dox Church has branches like the Serbian Or-
thodox Church, the Russian Orthodox Church,
Buddhist Deities the Greek Orthodox Church, the Bulgarian
Amida: Buddha as master of paradise in the Orthodox Church, the Orthodox Church in
Pure Earth of the West. He is revered espe- America, etc. All of these are branches of
cially in Jôdô Sect Buddhism. the same tree, and are unified in their faith.
Dainichi Nyôrai: One of the persons of the They are different, however, from the Ro-
Buddhist trinity, Dainichi represents wisdom man Catholic Church, the Lutheran Church
and purity. He is the cosmic Buddha, and is (which has its own divisions) and the Baptist
often identified with Amaterasu. He is one of Church (which likewise has its own divisions).
the Five Buddhas of Contemplation. Many of the divisions are identified by their
Enma Ô: The judge of the dead and overseer of seats.
the Buddhist hells. King Enma’s job is to determine For example, the Hongan-ji branch of the Jôdô Shinshû
the fate of a dead soul. There are three options: returning to sect has, as its point of foundation and seat the Hongan Temple
the world as some form of ghost (to pay of a karmic debt or fulfill in Miyako; and the Myôman-ji branch of Hokke Sect Buddhism is
some unfinished action); spending a certain time in one or sev- seated at the Myôman Temple in Yamashiro.
eral of the various torments of hell to burn off bad karma; or
being reborn. (Those who’ve earned paradise don’t stop off in
hell.) Hokke
Fudô Myô-ô: Fudô is a deity empowered to combat devils. He (Also called Nichiren.) Hokke, or Lotus Sect, was founded in
is represented as surrounded with flames, holding a sword in his the 13th century by Nichiren. There are nine divisions of the Hokke
right hand and a rope to snare evildoers in his left. He always has sect: Itchi, Shôretsu, Honsei-ji, Myôman-ji, Hachihon, Honryû-
a fierce expression on his face. ji, Fuju-Fuse, Fuju-Fuse-Kômon, and Kômon. The original seat
Hachiman Daibosatsu: Hachiman was originally the emperor was in Ikegami in Musashi.
Ôjin, son of Empress Jingû. He was deified as a great bodhisattva The followers of the Hokke sect are often the most fanatic of all
(daibosatsu ) as the god of war, and is the tutelary deity of the Buddhists. They stress the Three Great Secrets: adoration, law,
Minamoto. and morals. The phrase “Namu myôho renge kyô” (“I take my
Jikoku: One of the Great Heavenly Kings. He watches over refuge in the Lotus Sutra”) is the mantra of this sect, replacing the
the east. Nenbutsu of Amida Buddhism. The doctrine they follow is the
Jizo: Jizo is the patron deity of travelers. Small stone statues of sutra containing the last instructions of the Buddha; the Lotus
him, also called jizo , can be seen at the sides of roads everywhere. Sutra is their supreme scripture. Faith in the Lotus Sutra is shown
Sometimes they are very crude. He is depicted as a bôzu with a by aggressively refuting other beliefs—even those of other Bud-
gem in one hand, and a pilgrim’s staff (a long staff with rings at dhist sects. The founder, Nichiren, said, “The Nenbutsu is hell;
the head) in his other hand. He is also a patron of children and Zen are devils; Shingon is a national ruin; and Risshû are traitors
pregnant women. Sometimes, jizo are erected at the sites of the to the country.” Persecution for this vigorous refutation is wel-

It is fine for retired old men to learn about Buddhism as a diversion, but if a warrior makes loyalty and filial piety one load, and
72 courage and compassion another, and carries these for twenty-four hours a day until his shoulders wear out, he will be a samurai.
— Tannen, a Buddhist priest
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comed as expiatory of one’s sins, and is called “reading the Lotus Ji is a mendicant Pure Land order (see
Sutra with one’s body.” A follower of this sect is not supposed to Jôdô, below). In Ji, faith isn’t even nec-
even seek or accept help—monetary, food, whatever—from “her- essary, as belief is a product of a corrupt
etics,” for such tolerance of heresy implies complicity it its teach- human mind, so merely the sound of the
ings. In 1489, Hokke had half of Miyako as adherents, and Hokke Nenbutsu has salutatory effects, whether
was constantly being attacked by the sôhei of Hieizan. After a the one repeating the mantra truly be-
series of attacks, Hokke lost its control over the capitol, and per- lieves or not.
secutions by Oda Nobunaga have done much damage to the sect. Male members of the sect often take
The hard-liners are the Fuju-Fuse branch. names using either characters for Ami or Da,
and women add “Ichibô” (“One Buddha”) to their
Hossô names. Ji found support among the warrior class, for they offered
Hossô was founded in 657 by Chitsû. There are two divisions ordinary funerals as well as services for battlefield deaths. Ji is
of Hossô: Nanji-den, and Hokuji-den. The original seat was unique among Pure Land sects for worship of Shintô deities, as it
Genkô-ji in Settsu. identifies them as manifestations of Amida Buddha. Jishû reti-
Hossô came from China. It emphasizes workings of conscious- nues of daimyô became models for guilds of artists and esthetes
ness and its interrelationship with the environment around one. (many members are prominent in the arts and literature). Jishû
may have been the leading Pure Land sect, but the chaos of the
late sixteenth century is causing it to fall, as it is too closely tied
Ikkô to the old order, and adherents are shifting their alliance to the
(Later to be called Jôdô Shinshû, or True Pure Land.) The rising Ikkôshû.
Ikkôshû was founded in 1224 by Shinran. There are nine divi-
sions: Hongan-ji, Takada, Bukkô-ji, Kôshô-ji, Kibe, Senshô-ji,
Chôsei-ji, Jôshô-ji, and Gôshô-ji. The original seat was Hongan-
Jôdô
ji in Miyako. Jôdô was founded in 1175 by Hônen. Jôdô (Pure Land) con-
Ikkôshû has definite political goals as well as spiritual ones, so cepts originated in China, but never really caught on there. It be-
it was often the object of hostility from various daimyô over the came popular in Japan during the thirteenth century and under
years. Adherents were even able to create an autonomous theo- men like Hônen and Jakuei, where it attained independent status.
cratic region in Kanazawa for about 100 years after defeating the There are five main branches, some of which have their own di-
local daimyô. They waged an 11-year-long battle against visions: Chinzei (Shirahata, Fujita, Nagoshi, Obata, Sanjô, Ichijô),
Nobunaga in Ôsaka. Seizan (Nishidani, Fukakusa, Higashiyama, Saga), Chôraku-ji,
Ikkôshû. teaches that nothing a man does—good deeds, prayer, Kuhon-ji, and Ichinengi.
becoming a monk—can gain him salvation. Rather, salvation is a Jôdô is an Amidist faith; the adherents all seek rebirth into the
gift of the mercy of Amida Buddha. It is one of the most prosper- Amida Buddha’s Western Paradise (the “True Land” of their
ous and populous sects. This sect preaches the importance of fami- name). In this world view, there have been many great savior
lies, and de-emphasizes monasticism. Its hierarchs are all mar- Buddhas, each of whom rules a separate Buddha-land, and some
ried. The faith was a revising of the Pure Land Sect Buddhism of them are better than others, with Amida’s the most pure of all.
(see Jôdô, below), and so stresses the importance of repeating the His paradise is called Gokuraku (“Blissful”). The founders stressed
Nenbutsu mantra. The Nenbutsu (“Namu Amida Butsu,” or “I the importance of repeating the Nenbutsu mantra, and it is be-
take my refuge in Amida Buddha”) is a mantra that is repeated lieved that if one says it correctly just once, his salvation is guar-
over and over, and it is believed that if one says it correctly just anteed. Pure Land teaches that Amida wants especially to save
once, his salvation is guaranteed. The main difference is that this those who have no other means of salvation: the poor, the sinful,
faith teaches that the urge to recite the Nenbutsu comes from the downtrodden. In Jôdô, a simple faith in Amida is all one needs.
Amida’s compassion active in man’s inner self, awakening him This faith quickly gained adherents at the imperial court, and even
to his own karmic evil, which is the root and nature of all suffer- among the samurai.
ing. No self-aware, deliberate act can gain salvation; the Nenbutsu
is the only meaningful act. This realization is “shinjin,” or faith Kegon
which is neither a belief in a higher power nor hope for a miracu-
Kegon was founded in 735 by Dôsen. Its seat is Tô-daiji in
lous redemption. When this unconscious realization dawns, the
Yamato.
person is born to the True Pure Land within himself, attaining it
here and now. This goes against the traditional Pure Land view The Kegon sect is ancient—one of the six Nara sects—but has
of Jôdô as an afterlife, an unearthly paradise. Rather, upon death, grown less and less active, and their numbers are few. There are
one becomes an active participant in helping others attain salva- less than 100 Kegon temples in Japan. Their scholarship, how-
tion. ever, is still highly regarded.

Ji Ritsu
Ji was founded in 1275 by Ippen. It is divided into 12 subsets: Ritsu was founded in 754 by Ganjin. Its seat is the Tôshô-daiji
Honzan, Yûkô, Ikkô, Okudani, Taima, Shijô, Rokujô, Kaii, in Yamato.
Reizan, Kokua, Ichiya, Tendô, and Mikagedô. The original seat By the Sengoku Period, it is on a serious decline. It stresses the
was Shojôkô-ji in Sagami. ascetic disciplines. A variation of Ritsu manages to merge Ritsu’s
studies with Shingon’s esoteric Buddhist doctrine.

It is not a good idea to praise people carelessly. When praised, both wise and foolish become prideful. To praise is to do harm. 73
— Tesshû, a Buddhist priest
SENGOKU: REVISED EDITION
Shingon ji, Kenchô-ji, Engaku-ji, Nanzen-ji, Eigen-ji, Daitoku-ji, Tenryû-
ji, Myôshi-ji, and Shôkoku-ji), Fuke (Kinsen, Kassô, Kichiku,
Shingon was founded in 806 by Kûkai. Kogiku, Kozasa, and Umeji), and Sôtô. Its original seat was in
There are two divisions: Kogi and Shingi. Heiankyô.
The original seat is Tô-ji in Yamashiro. Zen is not the most popular Buddhist sect, but it has an inordi-
Shingon is a major Buddhist sect, one nate percentage of followers among the buke. Zen stresses “con-
emphasizing esoteric Buddhist doctrines. templation” and considering and knowing the self as a means of
No innovations of any significance have achieving Buddhahood. There is a saying that “Rinzai is for a
emerged in Shingon since Kûkai established general, Sôtô is for farmers.”
the doctrines. Key elements are mandala-draw-
ing and mantras: Shingon seeks to sanctify the world via magic.
Faith in Shingon is based on wisdom and reason, to help man
find out the origin of his soul. He has to purify his actions and SHUGENDÔ
achieve Buddhahood. Shingon venerates Amida as one of the Adherents are called Yamabushi vs.
Five Wisdom Buddhas, but the center of the faith is Dainichi shugenja or yamabushi. The Sohei
Buddha, the center of the esoteric Buddhist mandalas. Kûkai saw founder is considered to be En Note that the monas-
Dainichi as the Six Great Elements (earth, water, fire, wind, space, no Gyôja (En the Miracle- tery monk-warriors,
and consciousness) combined with the three constituents (essence, man), a quasi-legendary figure the sôhei, are also
attributes, and functions), and the four mandalas. Postures, man- from the 8th century. called yamabushi; the
tras, and hand gestures are integral to Shingon meditation, “en- If your SENGOKU game in- kanji are not the same,
tering self into self so that the self enters into self.” cludes magic, then there is no and the meaning is
The headquarters of Shugendô is a Shingon temple: Miyako’s doubt that En created completely different.
Daigo-ji. Shugendô, and there is no We refer to these war-
This is a popular faith. doubt that they can do what rior monks only as
they hope to do. In a chanbara sôhei in S ENGOKU to
Tendai or anime Japan, shugenja are avoid confusion.
masters of otherworldly
Tendai was founded in 805 by Saichô. There are three branches: magic, exorcists, and healers.
Sanmon, Jimon, and Shinjô. The seat is Enryaku-ji in Ômi. Shugendô combines ele-
By following the three precepts of shunning evil, doing good ments of Shintô—worship of certain locales, especially moun-
works, and being kind to all beings (man and animal), all men are tains, as sacred (if not divine)—with the doctrine, symbolism,
able to attain perfection. This is a popular faith. It teaches the and ritual of esoteric Buddhism like Shingon or Tendai, from
“Lotus Sutra.” Their stronghold on Hieizan is the target of which most shugenja come. The Shingon branch (Tôzan-ha) is
Nobunaga’s rage. based in Daigo-ji in Miyako, and the Tendai branch (Honzan-ha)
is based in the Shôgo-in, also in Miyako. The difference between
the branches is inconsequential.
The forerunners of the shugenja were the mountain hermits
(hijiri) who took to the mountains to give themselves over to soli-
tary asceticism, fasting, immersion in icy waterfalls and streams,
and recitation of holy texts (e.g., the Lotus Sutra). They sought
power to vanquish disease-bringing spiritual beings. They hoped
to make themselves impervious to heat or cold, and enable their
souls to travel betwixt heaven and hell in a form of astral projec-
tion. During the Heian Period, they organized into groups with
prescribed rules of asceticism.
The rituals are strict secrets, and are not written down. All edu-
cation and knowledge is transmitted orally only to disciples who
have been initiated into the order. In game terms, only characters
with a Membership in a yamabushi sect may study their mystic
arts, without exception.
The Wheel of Law The principal ritual exercise is “entering the mountain” (mineiri),
an ascent of a particular holy mountain at each of the four sea-
Yûzû Nenbutsu sons. The climb is both symbolic (leaving the profane real world
Yûzû Nenbutsu was founded in 1123 by Ryônin. Its seat is and climbing to the spiritual) and purposeful (to imbue oneself
Sumiyoshi in Settsu. with power). Ascetic exercises are performed on the way up. The
Its popularity is fading fast, but it was the first of the great Amida- power gained enables the shugenja to subdue spiritual enemies,
worshipping sects. Yûzû began the Nenbutsu mantra. supernatural animals, and battle vengeful or discontented ghosts.
The key mountains are Ôminesan (Kinbusen-ji, founded by En
himself, is on the mountain, in Yamato), Kôyasan (Katsuragi
Zen Shrine is on the peak, in Yamato), Ushiroyama (Bitchû), Daisen
Zen was founded in 1202 by Eisai. There are three divisions of (Hôki), and those around the triple-shrines of Kumano (Kii) and
Zen, some with their own branches: Rinzai (Kennin-ji, Rôfuku- Dewa (Uzen).

Not to borrow the strength of another, nor to rely on one’s own strength; to cut off past and future thoughts, and not to live within the
74 everyday mind… then the Great Way is right before one’s eyes.
— Bankei
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relationship with the Imperial family—


maintained a pure Shintô outlook, while
the rest of the Shintô establishment went
in for Buddhist synchronicity, and much
of the shrine properties were turned over
to Buddhist clergy. Therefore, many
temples have any number of small shrines
in their complex.
It is partly because of Ryôbu Shintô and the
domination of Buddhism that Shintô priests, while re-
spected, don’t have the same social considerations that are given
to Buddhist clergy.
It is also for this reason that some deities cross the line. For
example, the so-called Seven Lucky Gods, whose origins are
partly Chinese and Indian Buddhist, and Japanese Shintô. They
appear under Ryôbu-shintô because they, more than anything else,
bear witness to the synchronization.
Note that there is no Ryôbu-shintô priesthood. While lay people
may claim a belief of base religions (as may the priests them-
selves), clergy must choose one faith or the other to which they
dedicate their lives and gain the use of faith-based “magic.”

Yamabushi temples are called yamadera and are located exclu-


sively on sacred mountains. SHICHIFUKUJIN: THE SEVEN
Yamabushi use the same Membership Level table as Buddhist
priests, above. LUCKY GODS
The film Men Who Tread on the Tiger’s Tail gives an excellent The seven lucky gods are usually depicted together riding on a
look at yamabushi, as well as some of their prayers and mudra large treasure boat. They come in on the boat on New Year Day
(mystic hand gestures) (Ganjitsu) bringing happiness and good fortune for the year, and
so are often depicted on New Year’s objects.

Transgressions
Minor Transgression (-1 PIE each)
Stealing
Committing adultery
Lying or exaggerating
Speaking abusively
Equivocating
Succumbing to greed
Avoiding hardship
Refusing charity
Wasting food
Major Transgression (PIE to 0)
Cursing or otherwise dishonor the Buddhas
Critically failing a prayer-casting skill check
Eating meat
Benten: This goddess is Indian in origin. She is depicted riding
on a dragon and playing a biwa. She is particularly venerated on
RYÔBU-SHINTÔ
RYÔBU- Enoshima. Benten (also called Benzaiten) is the goddess of love.
She is also considered the goddess of eloquence, music, and wis-
Ryôbu-shintô is the doctrine that Shintô and Bukkyô are in fact dom.
the same religion. Bishamon: This god of luck is also one of the three gods of
In the early days of Buddhism in Japan, the greatest difficulty war. He is depicted in Chinese armor and holding a spear or a
was getting the populace at large to worship any but their famil- small pagoda or both. He is also called Tamon, and is one of the
iar Shintô deities and anywhere but shrines and other Shintô sites. four great kings of heaven who protect the world.
In the ninth century, some in the Shingon sect, following the con- Daikoku: This is the god of riches and wealth (and farmers).
cept of ryôbû (two sides), suggested that the kami of Japan were He is depicted as a short, portly man sitting on bales of rice. He
actually localized manifestations (gongen) of Buddhist deities carries a large sack over his shoulder laden with riches, and car-
originally from India. This belief led to more or less of a merger ries a small magical mallet that either creates gold when it strikes
between the two. Only Ise and Izumo—primarily due to their or grants wishes, depending on who you listen to.

The man who shuts himself away and avoids the company of men is a coward. Only evil thoughts allow one to imagine that something
good can be done by shutting oneself away. For even if one does some good thing by shutting himself away, he will be unable to keep the
way open for future generations by promulgating the clan traditions. 75
— Ryôi, Buddhist priest
SENGOKU: REVISED EDITION
Ebisu: The third son of Izanagi and
Izanami, Ebisu is the god of good food Jesuit Order (Society of Jesus)
(and the patron deity of tradesmen and
fishermen). He is depicted with a fishing Membership Levels (2 OP/Level)
line and a fish (a tai, or sea bream, to 10 Cardinal
those planning a sashimi menu). 9 General of the Society
Fukurokuju: This god of popularity 8 Bishop
(although he is generally considered, like 7 Visitator*
Jurôjin, also a god of longevity) is depicted as 6 Superior of Japanese Mission
a bearded old man with his bald head rising like a 5 Priest (Baterren)
shining dome. He often appears with a crane. He is the god of 4 Brother
good health. 3 Novice
Hotei: This god of joviality and good times has a large, rounded 2 Postulant
belly. Originally, he was a monk in China in the 10th century, 1 Layman associate/servant
and thus the only human of the seven. He is considered by some
the god of luck and chance. * The visitator, or “Father Visitor,” is the commander of the Jesuits in
Jurôjin: The god of longevity is depicted as an old man with Asia; his seat is in Macao but he has an strong interest in Japan.
either a stag, tortoise, or a crane beside him (these three being
symbols of longevity). He carries a staff with a scroll of worldly
wisdom tied to it.
PROTESTANTS
CHRISTIANITY A sect in Europe has arisen in the past few centuries that is
hostile to Rome’s one-man rule of the Christian church. They
call themselves Protestants. The Protestants generally stress the
Christianity is the religion of the Europeans, the nanbanjin who concept of salvation by grace, considering the Roman require-
first came to Japan in the middle of the sixteenth century. Chris- ments for good works and confession to be man-made additions
tianity teaches that there is one God with three persons: the Fa- to the faith. Not surprisingly, when members of the Protestant
ther, Son, and Holy Spirit. The Son, Jesus the Christ, took on the sect meet members of the Roman Catholic sect, arguments and
body of a man and came to the world almost sixteen centuries hostility can break out.
ago. He was executed by the authorities for sedition and blas- Since Protestants are in the majority in Holland and England, it
phemy, but He rose from the dead and His followers spread the isn’t likely to become a problem in Japan unless an English or
new faith of salvation by faith and deeds. That faith now is the Dutch ship, perhaps one piloted by an Englishman, were to acci-
dominant—and virtually only—one in Europe and part of Asia. dentally find itself in Japanese waters…
In Europe, the largest sect is that of the Roman Catholics, with
their seat at the Vatican in Rome. The Pope is the head of the
church. Sins
The Christian Church in Japan is Roman Catholic. Some larger Minor Sins (-1 PIE each)
cities (like Miyako, Ôsaka, Nagoya, etc.) have churches, built Stealing
with the permission and sometimes even the help of the local Coveting (desiring) other people’s property
daimyô. There is a consideration that the daimyô are more inter- Dishonoring or disrespecting one’s parents
ested in trading with the nanban than accepting and helping their Succumbing to greed
religion grow, but that is not an issue with the missionaries, who Bearing false witness against someone
only see opportunities to advance the faith. Major Sins (PIE to 0)
Murder
JESUITS AND FRANCISCANS Committing adultery
Praying to other gods or their images/idols
The missionary work in Japan is in the hands of the Jesuits and Blaspheming (taking the Lord’s name in vain)
Franciscans, although there is considerable rivalry. The Society Heresy; speaking against the Church or Pope (Catholic/
of Jesus (or the Jesuit Order, The Order, or the Jesuits), a well- Jesuit only)
trained and elite corps of scholar-priests, are at the heart of the
mission, and are concentrating their evangelism on the upper
classes in the hope of spreading the faith from the top down. The CHRISTIAN CONVERTS
Franciscans, on the other hand, are humbler, less well-educated, The Christian missionaries have done some effective work.
and more interested in working with the peasantry. The Jesuits Many Japanese and even a small number of daimyô have actu-
view the Franciscans as interfering with their work, and often try ally become Christian, including one of the sons of Oda Nobunaga.
to have the Franciscans exiled or removed to other provinces. While not all view the new, foreign faith with hostility, some
Most Jesuits in the country speak some Japanese and a few are view it with some suspicion and are likewise dubious of the mo-
even fluent, while only a few Franciscans have advanced lan- tives and loyalties of those who have accepted baptism. Some
guage skills. daimyô are hostile to those in their clan who have expressed an
Jesuits wear saffron-colored habits to enable them to “fit in” interest in conversion, while a few are unconcerned. More than
better with the Japanese society (as saffron is regarded as a cleri- one daimyô has ordered an important retainer or two to convert
cal color). The Franciscans scorn this idea, and continue to wear in order to gain favor with the missionaries in the interest of trade
their humble hair-shirt robes.

It is worthwhile just looking at the deeds of accomplished people for the purpose of knowing our own shortcomings. But often this
76 doesn’t happen. For the most part, we admire our own opinions and become fond of arguing.
— Kônan, Buddhist priest
WWW.SENGOKU.COM

and commerce. The missionaries may suspect this, but hope that (matsuribayashi ) is also common, per-
a conversion—any conversion—can still effect positive results formed mostly by amateur musicians
for their work. from amongst the revelers.
Japanese who are baptized are given Christian names, which There are basically two types of
the missionaries use in referring to them and they use amongst matsuri: the strictly local, and the na-
themselves. The other Japanese still refer to them by their Japa- tional. As an example of the former, con-
nese names. sider Miyako’s Gion Matsuri. As an ex-
Most of the converts are centered in Kyûshû and the southern ample of the latter, we may look at the
half of Honshû. Tanabata Matsuri, which is celebrated from
There are several converts studying the faith with an interest in one end of the country to the other.
the priesthood, but there is not yet any sign that the church plans There are three parts to a typical matsuri. The kami mukae is a
to ordain any to clerical office. ceremony held in a shrine or other sacred place to welcome the
One of the things that make life difficult for converts is the on- kami to earth. The shinkô is the “main event” of the festival, and
again-off-again hostility expressed by the Japanese authorities. is the part of the festival when mikoshi are paraded through the
Permission to proselytize has been given and retracted with mo- streets and the crowds celebrate. The kami okuri is a closing cer-
notonous regularity at all levels. Toyotomi Hideyoshi and Oda emony performed to respectfully see the kami off to return to
Nobunaga, when in charge, vacillated between support and re- where he lives.
pression of the foreign religion. If they could figure out a way to
press foreign trade while prohibiting the religion, they probably
would do so. POPULAR MATSURI
A common sight at matsuri—especially Shintô matsuri—is pro-

PILGRIMAGES cessions of teams of people carrying o-mikoshi through the streets


by teams of laborers chanting “wasshoi-wasshoi! ” These o-
mikoshi can weigh a great deal, and there is often rivalry (some-
Devout adherents to both Shintô and Buddhism undertake pil- times, one hopes, good-natured) between groups and shrines, and
grimages from time to time. Pilgrims are supposed to walk (or competitions to get through the streets can get rowdy.
take a boat when necessary), rather than ride horses or in
palanquins. Pilgrims wear special garb and are readily identifi-
able regardless of rank or station. Part of the object of a pilgrim- Gion Matsuri
age is that all become equal in the efforts they exert. (Miyako) Although a month-long festival, the highlight is
A pilgrimage requires some effort, and usually is actually a Yamahoko-junkô, on the 17th, when huge floats weighing over a
linked event. For example, rather than go to a single temple some- ton are pulled through the streets by teams of sweating celebrants.
where, one might make a circuit of all the temples ringing Kyûshû, It began in the 9th century. The festival’s fame has resulted in
or the 33 temples of Kannon. Pilgrimages can be undertaken as a many others throughout Japan bearing the same name.
sort of expiatory quest, just as a simple act of devotion, or even to
obtain something from the gods. For example, undertaking a pil- Hina Matsuri
grimage to the 33 temples of Kannon, all in Miyako and the neigh-
(National) Also called “Girl’s Festival.” In houses with little
boring provinces, is believed to preserve one from condemnation
girls, families set up displays of dolls representing an ancient
to hell.
imperial court. This is not a true matsuri in the sense that there is
If one has purely religious motivations, one may gain the atten-
no great celebration.
tion of one or more deities, gain Honor points, just make the GM
happy, etc. It is up to the GM and the player whose PC is under-
taking a pilgrimage to agree on the actual goals and ultimate ends Izumo Taisha Jinzaisai
and results of the pilgrimage. A suggested reward for pilgrim- (Izumo) During the 10th month, which is called Kaminazuki
ages is a number of Honor Points equal to the character’s PIE (the month without gods) in the rest of Japan, all the Shintô kami
stat. go to the Izumo Grand Shrine and visit with each other. During
that month, and only in Izumo, the month is called Kamiarizuki
(the month with gods). Several solemn events are held to honor
FESTIVALS and propitiate the assembled deities.

Festivals (matsuri) are largely Shintô in origin, although owing Namahage


to Ryôbu Shintô the distinction may often be unclear, and they (Regional; snow country) Men called toshindon dress as gob-
may even be celebrated at temples (which are related to or con- lins, wearing full-body–covering straw rain capes, wigs, and fierce
nected to shrines). Only a few are Buddhist in origin. masks. The men carry pails and large kitchen knives, and go
During festival times, stalls are set up near temples and shrines around from house to house threatening the children with the
at which are sold small charms and amulets, inexpensive children’s knives (talk about scarring someone’s psyche!) and admonishing
toys, and festival “fast foods” like grilled noodles and rice cakes. them to be diligent, good children.
Bonge really come into their own during festivals, for while the
buke and kuge play their roles, it is really the bonge who dance
about and sing and play, and it is largely they who pull the floats Nebuta Matsuri
and carry the o-mikoshi (“sacred cars”—large, ornate, lacquered (National) This pre-harvesting festival is held throughout Ja-
and gilded cabinets borne on poles). Festival music pan during the first week of August. The festival is to ward off

It is bad to carry even a good thing too far. Even concerning things such as Buddhism, Buddhist sermons and moral lessons, talking too
much will bring harm. 77
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
sleepiness, so that the work can’t be inter- weaver will make them skilled at sewing, and help them find
fered with. Most local variations, like the faithful husbands like the herdsman. It is believed that petitions
Aomori, Hirosaki, and Kuroishi Nebuta, to the deities made on this day will be granted inside three years.
feature huge, lighted floats pulled through The festival is celebrated with drumming, dancing, drinking, and
the streets at night. general festivities.

O-Bon Tango no Sekku


(National) The Buddhist Festival of the (National) Also called “Boy’s Festival.” Families having male
Dead. As part of it, in Miyako, large characters children will fly windsock pennants shaped like carp (hence the
are burned like giant bonfires (one character is 40 ken, or about name koi nobori) from poles. They can be quite ostentatious, and
80 meters, wide) on the side of Nyoigatakeyama and other moun- are flown from peasant houses as well as the houses of great lords.
tains to direct the souls of deceased ancestors after having re- Like the Hina Matsuri, it is not a true matsuri in the sense of
turned to earth for O-Bon. Dances (Bon odori) are common dur- community activity.
ing the evening hours, with large crowds circling the beating drums
in a great seemingly choreographed Japanese line dance. Taue Matsuri
(National) These festivals, celebrating the planting of rice and
Ômisoka the invocation of the gods for a good harvest, are held throughout
(National) Also called Ganjitsu. On the last night of the year, it the fifth and sixth months. Different locales have their own tradi-
is customary to visit the neighborhood temple and shrine. At the tions, but dancing, drumming, and elaborate costumes are com-
temple, the bell (dotaku) tolls 108 times (called joya no kane), mon features.
each bong wiping away one of the 108 sins to which people are
heir. Bonfires on the temple grounds keep visitors warm. They Tenjin Matsuri
are offered warmed amazake to drink, a sweet sake thick with
(Ôsaka Tenman-gû) This is one of Japan’s three biggest festi-
lees, to keep out the chill. The year’s first visit to the shrine is
vals. Parades of o-mikoshi are carried down the street, following
called hatsumôde which means, not surprisingly, “first visit.”
which they are placed in boats and there is a parade of these boats
along the Dôjima-gawa.
Setsubun
(National) As winter begins to give way to spring, people go to
shrines where local celebrities such as honored samurai or local Major Festivals During the Year
sumô champions who were born in the same year (of the tiger, of Name Date Type Description
the dragon, etc.) cast beans from the shrine shouting “Oni wa Ômisoka 1/1 National New Year (Gantan)
soto! Fuku wa uchi!” (“Demons out! Good luck in!”). People visiting shrines
repeat this ceremony at their homes, casting beans into dark cor- Setsubun 2/3 National Bring in good fortune
ners. Hina M. 3/3 National Girl’s festival
Kasuga M. 3/13 Nara Spring festival
Sôma Nomaoi Tagata M. 3/15 Tagata Jinja, Fertility and large
Aichi phalluses
(Sôma, in Mutsu) The Sôma clan have developed a tradition of Taue M. 5–6 National Rice-planting festivals
using military exercises as a festival. They hold horse races with Tango no S. 5/5 National Boy’s day
armor-clad riders, and the highlight of the three-day festival is Takigi Nô 5/11–12 Kôfuku-ji, Bonfire Nô theater
when mounted warriors attempt to capture and cajole a wild horse Nara
along a narrow course to a local shrine. Colored streamers are Gion M. 7/1–29 Miyako Parade of floats
fired into the air, and riders compete to be the ones to catch them, Tanabata M. 7/7 National Star festival
as the lucky rider gets the blessing of the kami , who watches the O-Bon 7/13–15 National Festival for the dead
events from his o-mikoshi at the top of the hill. Sôma 7/23–25 Sôma Military exercises
Nomaoi
Tanabata Matsuri Tenjin M. 7/24–25 Ôsaka O-mikoshi parades
(National) According to a Chinese legend, the daughter of the Tsukimi 8/1st full National Moon-viewing
Emperor of Heaven (she was called “the weaver” and lived east moon
of the Milky Way) was betrothed to the ruler of the far side of the Nebuta M. 8/1–8 National Pre-harvest
Milky Way, who was called “the herdsman.” They spent so much Izumo Jin. 10/11–17 Izumo Honoring assembled
time on their honeymoon that they neglected their duties, so were kami
condemned to be separated and allowed to meet only one night a Namahage 12–1 Regional Encouraging children
year; the seventh day of the seventh month. Young girls hope the (snow) to be good

…existence is impermanent as the dew of evening and the hoarfrost of morning, and particularly uncertain in the life of a warrior,
and if he thinks he can console himself with the idea of eternal service to his lord or unending devotion to his relatives, something may
78 well happen to make him neglect his duty to his lord and forget what he owes to his family.
— Daidôji Yûzan
WWW.SENGOKU. COM

SOCIETAL
STRUCTURES

79
SENGOKU: REVISED EDITION
Status is everything in Japan. The mea-
sure of a man is his station in life, from
THE IMPERIAL FAMILY
the lowliest eta to the divine Son of Emperors are not limited to a single wife. While they will have
Heaven, the emperor himself. In Japanese a “chief wife,” they may have four, five, or even more consorts
and concubines. These other women are usually taken from the
society, every person is born into a cer-
best families of the kuge, and given the frequent intermarriage
tain caste, which more or less defines their among these clans, one can readily deduce that the gene pool is
entire life. Cultural acceptance (and samu- narrow and shallow. It is perhaps a good thing that the emperor
rai enforcement) have kept the caste system can also take into his bedchamber any pretty maid who happens
in place for over 1,000 years. to attract his eye. These women are not counted as wives, al-
though their children are considered princely. With the large num-

THE IMPERIAL COURT ber of women coming and going, it should come as no surprise
that there are a lot of princely offspring.
Because of this fact, there is a tradition that the myriad descen-
The imperial court consists of the emperor, his wives and con-
dants of the emperors are only “imperial” and princely for three
cubines, and his immediate children (and their wives, if his chil-
generations. Beyond this, they become “commoners.” Common-
dren are male; daughters are married off to kuge families and are
ers though they be, they are still kuge, and very highly placed
out of the circle of the imperial court). A narrow circle of the
kuge, at that. For example, the various “branches” of the Minamoto
highest officials, courtiers, ladies-in-waiting, and guardsmen also
clan are named by the imperial ancestor from whom they de-
make up an extended body of the imperial court.
scended: the Seiwa Genji were sons of Emperor Seiwa, the Saga
Genji were from Emperor Saga, etc. Many of the great houses of
Kuge Membership (4 OP per level) the Sengoku Period—kuge and buke alike—can trace their roots
10 Emperor to at least one imperial ancestor.
9 Imperial princely family Wives live in their own apartments in the imperial palace. The
8 Regent/Minister of Center first wife, the official empress, might have her own mini-palace
7 Minister of Right (or Left) in the compound. The emperor either summons one of his ladies
6 Grand Councellor when he wishes her presence, or bestows the honor of going to
5 Middle Councellor visit her personally (usually trailing an entourage in the process).
4 Councellor Be that as it may, in SENGOKU, only those in the immediate fam-
3 Court Officer ily are counted and treated as imperial. Some sons of emperors
2 Courtier became great poets and scholars; others took religious vows and
1 Member of kuge house

THE EMPEROR
The emperor of Japan, the Son of Heaven, is a direct descen-
dent of the goddess of the sun, Amaterasu Ômikami. At least,
that’s what everyone believes. Although he may even be to all
outward appearances a Buddhist, the emperor’s divine ancestry
can’t be doubted. This doesn’t make him inviolate; just highly
respected. After all, if an emperor is a descendent of the goddess,
his brother and son are, too; so what’s the difference if you re-
move the emperor and put one of them on the throne if they sup-
port your cause?
The emperor’s name is never used by any of his subjects. Rather,
he is referred to as “His Majesty the Emperor” (Tennô Heika)
and addressed as “Heika” or “Ue-Sama” (both mean “sire”). Even
members of his family will usually use his title.
If he chooses, he may take the tonsure and “retire” to a remote
palace estate that is perhaps all of five miles from the imperial
palace. If he is strong enough, he can continue to govern anyway
as a retired emperor, pulling the strings of his successor (or even
his successor’s successor).
The emperor will likely never make an overt appearance in your
game. If he does, it is a monumental occasion. He is more like the
person in the background—his presence is acknowledged, people
know about and talk about him, some people you interact with
may have even interacted with him in the past—but for him to
show up in person would be so rare as to be a noteworthy event.

There is nothing that surpasses ruling with benevolence. If governing with benevolence is difficult, then it is best to govern strictly. To
80 govern strictly means to be strict before things have arisen, and to do things in such a way that evil will not arise.
— Tzu Ch’an
WWW.SENGOKU. COM

entered monasteries, devoting their lives to prayer; still others


spent their whole lives scheming with various daimyô kuge houses THE PALACE
to get themselves placed on the throne.
Sometimes it wasn’t the son scheming for power; it just as eas- GUARD
ily could be a jealous brother, even an uncle. More than one im- The Imperial Court, like the palace it-
perial father has come out of retirement to reassert control over self, is guarded by two different armed
an uncooperative son he’s put on the throne. bodies: the first is the Imperial Guard, a
The concept of primogeniture, in which the oldest son inherits, largely ceremonial body made up of kuge
is not in force in the imperial house, or anywhere else in Japan for sons who proudly wear the antiquated Heian
that matter. While the eldest may inherit due to the fact that he’s Period garb of their office, and bear the rather in-
been around the longest, the emperor can designate whichever of effectual dress swords and bows and arrows of a bygone day; and
his sons he wants to follow him, as can any family head. a detachment of samurai under the direct command of the bakufu
Imperial children—sons and daughters alike—are well educated, (if it is a functioning entity during your game; of whatever daimyô
and speak in a stilted, rarefied form of Japanese. They might also is trying to gain most control over the capital if it is not). At times,
read and write Chinese, and have considerable familiarity with their motives and methodologies coincide; at other times, their
the Classics. Most are likely to be considered “soft,” although goals and ideologies might be different.
more than a few had character and personal strength that sur- Each gate is guarded by a squad of warriors, and the halls are
prised their contemporaries. regularly patrolled by guardsmen marching about in pairs. Al-
Imperial daughters are given in marriage to powerful kuge and though their position is ceremonial, Imperial guards are armed
buke families. Such a marriage is considered to be quite a coup, and they do know how to use their weapons. Their morale isn’t
and the imperial princesses are considered prizes. Although their unusually high, but they are willing to die to protect the Emperor
imperial status ceases the moment they marry, they still are fam- if necessary.
ily; and family connections can be more important than an impe- If the Emperor (or a particularly important Imperial prince or
rial title. wife) is holding an audience, Imperial guards will be somewhere
nearby, out of sight but not out of earshot. They may actually sit
COURTIERS in on an audience as a guard of honor if it is deemed necessary.

No royal court anywhere in the world has ever been able to


function without the presence of sycophants, flatterers, officials,
and supernumeraries. The court of the Son of Heaven is no dif-
ferent.
Most of the courtiers are mid-level kuge nobles. The truly high-
ranking and powerful kuge are only likely to be in attendance if
there is something they specifically need. By themselves they
have more power than they could gain from fawning on the em-
peror. The lower-level kuge hope for assignments within the im-
perial palace which could bring them to the attention—and, they
hope, into the favor—of the emperor.
Among the people at court are a few true friends of the em-
peror; but such friendship sparks jealousy, and that can be a dan-
gerous thing, even in the rarefied atmosphere of the imperial pal-
ace compound. Even when the emperor is not present, the yards
and buildings will be full of people milling about, having conver-
sations, hatching plots. The Emperor’s presence is not required
for his entourage to continue to function.

LADIES-IN-WAITING
Given the great number of women in the Imperial family, is to
be expected that there is also a great number of professional com-
panions for them. The ladies-in-waiting, like the imperial guard,
all come from some of the finest kuge families in the capital.
Many of them are married, and spend alternate weeks (or months)
living in the palace and attending to their duties and at their own
homes seeing to their husbands and families. It is a popular pas-
time for the various concubines and wives of the imperial house
to try to match their single (and even their married) ladies-in-
waiting with some of the handsome young guardsmen. Love af-
fairs and broken hearts are a common occurrence in the inner
palace.

After reading books and the like, it is best to burn them or throw them away. It is said that reading books is the work of the Imperial
Court, but the work of the House of Nakano is found in military valor, grasping the staff of oak. 81
— Yamamoto Jinzaemon
SENGOKU: REVISED EDITION

THE CASTES Gate, or some similar title, even though buke may in fact support
their security.
Due to the constant state of warfare, the social order in Miyako
There were traditionally four levels of is not as secure as it once was. Kuge, while highly respected, are
Japanese society: samurai, merchant, ar- often nearly impoverished, having to live off the good will of
tisan, and farmer. Or at least, such is the buke families who support them in return for favors at court.
historical distinction in Japan. Note that The extended Imperial family, with all its myriad webs of inter-
this leaves out the clergy, the court nobles, related kinship, is at the top of the kuge pecking order, with the
the untouchables, and—yes—the ninja emperor himself at the pinnacle.
(called shinobi). Where do they fit?
Roughly, Japan’s society during the Sengoku Period can be di-
vided into four categories, but they are different ones from the BUKE
list above. The categories are: kuge, the court aristocracy; buke, Buke are to be found all over Japan. Many buke are in fact de-
the military aristocracy; bonge , the commoners, with their broad scended from kuge, and as has been said, the noblest houses—
range of occupations and positions; and the hinin, or non-per- among them the Tokugawa, Takeda, and the Hôjô—are actually
sons, such as eta and shinobi. Clergy, being as they are devoted distant descendants of an emperor or two. The buke originally
to a higher calling, are out of the loop, so to speak. It is for that were soldiers, warriors whose job it was to maintain the social
reason that a peasant who has become a monk may interact with order, and often by fighting wars in the hinterlands against “bar-
an Imperial prince while as a simple peasant he would not have barians.” They governed and guarded estates and domains be-
been able to do so. longing to the kuge absentee-landlords. Until the tenth century,
A person was born into his caste, and would not ordinarily be at any rate. Now, buke are the de facto masters of Japan. There is
able to move up or down the social ladder, but this is the Sengoku still, however, an emperor in Miyako, and only he can assign the
Period, where anything is possible. Toyotomi Hideyoshi, who office of Shôgun. Of course, many buke want that office, so con-
ruled all of Japan for years until his death in 1598, was born a trol of the capital is an important thing.
peasant and had been Oda Nobunaga’s sandal-bearer. Though The irony is that with military rank comes civil rank; even the
his low birth did not allow him the office of Shôgun, he was still Shôgun has an Imperial court ranking—otherwise, he could not
able to become the undisputed master of the buke. In a wonderful approach the emperor.
twist of irony, he was the one who declared that people would All buke need not be samurai. A member of a warrior house
remain in the social classes to which they had been born. may take the tonsure and enter a monastery. Many did. Some
Any member of a given caste automatically is superior to the even became high-ranking members of their clerical calling while
highest ranking person in a lower caste. Officially, at any rate. retaining control of their clans and even living in their own castles
For example, even the lowliest samurai foot soldier outranks the or estates. Takeda Shingen and Uesugi Kenshin are but two ex-
headman of a large peasant village on the social ladder; any buke, amples of these “laymen clergy.” It was also a common trait among
regardless of his status score, automatically outranks every bonge. buke to “resign from the world” in their old age, but some still
would come out of monastic retirement to fight for their clan.
This, then, is the common thread of the buke: no matter what
KUGE other calling the buke member has—be he a scholar, a priest, an
Most of the kuge reside in or near the capital. By the sixteenth artist of great repute, etc.—he is first and last a warrior. His skill
century, most have grown rather soft and effete, although some with sword or bow may be at the level of a peasant farmer, but if
may still dream of past glories when kuge families like the he feels his clan threatened or if his duty calls, he will to war. On
Fujiwara ruled Japan. Although to a typical samurai there may the other hand, the venerable retired monastic may have been one
be little difference between the lowest-ranked member of the ar- of the best swordsmen in all Japan; he just chooses another path.
istocracy and the highest, the kuge can tell the difference and to Buke who have lost their clans or declared their independence
them such things matter. may, of course, do what they will, but the world will always con-
If a member of the kuge has an estate or domain he governs sider them warriors, regardless of what they do or where they go.
which is outside the narrow region of Miyako, he will invariably
have someone assigned to manage it for him; usually a buke rela-
tion, or even a poorer kuge relation. Kuge living outside Miyako
BONGE
are considered to be sad cases, and depending on their reason are Commoners hold such occupations as merchants, artisans, farm-
pitied (such as exiles), or dismissed out of hand (such as kuge ers, craftsmen, etc. The large majority of the population of any
who have taken up the way of the sword). village or city is made up of bonge; contrary to popular opinion,
Even kuge who join the ranks of the clergy generally stay in not all the peasantry are tied to the land like serfs. Entertainers,
Miyako, building their pavilions or temples there, settling there, doctors, courtesans, sailors, fishermen, the large majority of the
staying “at home.” Wanderlust is not a common trait among the Buddhist clergy—all come from the ranks of the bonge.
kuge. Something that is, however, is class-consciousness. Craftsmen and farmers are actually rather highly regarded as
Kuge rank is determined by the color of their clothing, which commoners go. Merchants, however, are viewed with some dis-
gates they can use on entering and leaving the imperial palace dain, as they do not themselves produce; rather, they function as
compound (if, indeed, they can enter), and what duties they may middlemen, living off the labor of others. Of course, this view is
have. Members of the imperial guard are culled from the ranks of not necessarily in keeping with reality, but it serves to show how
the kuge, and they consider it an honor to be Guard of the Eastern the buke and the kuge viewed them. It is ironic that the merchants
eventually became powerful and wealthy, as did the bourgeoisie

Since it’s the samurai’s business to destroy rebels and disorderly elements and give peace and security to the three classes of the
people, even the least of those bearing this title must never commit violence or injustice against these three classes. One should always be
82 considerate to these people, sympathetic to the farmers on one’s estates and careful that artisans are not ruined.
— Daidôji Yûzan
WWW.SENGOKU. COM

Many hinin live in or near dried out ri-


verbeds on the outskirts of town in little
ghettos, and these people are known as
kawaramono, or “riverbed people.”
Kawaramono are members of the lowest
social strata.
Kawaramono are scavengers, primarily,
who barely manage to eke out their living.
They are typically employed for removal of
“night soil,” which they process and sell to farm- ers
to use as fertilizer for a few zeni. Kawaramono are sometimes
employed by inns and local shrines to deal with the removal of
any dead or blood on the premises. Because the kawaramono are
so poor, they must do anything they can to survive. Some have
turned to acting or putting on public entertainment displays (ac-
robatics, etc.) where they live in the hopes of drawing a crowd
which might be generous when the proverbial hat is passed. (For
this reason, the word “kawaramono” is often used as a synonym—
albeit a slightly pejorative one—for “actor.” Note that some of
the most famous and affluent actors were from this caste.
In an odd twist of fate, some of the most famous landscape
architects and gardeners in Japan are Kawaramono. Called sensui
kawaramono, they find jobs as artisans designing, laying out, and
working on the gardens of the rich and powerful. These people,
though they are outcasts, work among the highest strata of soci-
ety, but are not fully accepted by them no matter how much their
work is respected and appreciated. They are tolerated and respected
within the limits of what they do, but they are still social inferi-
ors. (Consider the way the white establishment treated black en-
tertainers in the early 20th century and you wouldn’t be far from
the right idea.)
in Europe during the latter part of the middle ages. Some mer-
chants have lent money to buke, and in lieu of repayment of the
money, the samurai is encouraged to adopt one of the children of
the merchant, making him buke and thus getting the family a foot
up the social ladder.
Commoners must be polite to buke and kuge, at times even
subservient. If they are not, buke have the legal right to cut them
down on the spot for insolence and just walk away with total
impunity.

HININ
The vast unwashed make up the hinin, or “non-person” caste.
They are racially Japanese and are indistinguishable from their
betters. The only way to tell a hinin from a poor peasant is either
by what he does for a living (if he can have a living), or where he
lives. In feudal Japan, many towns and most cities have a small
hamlet or two somewhere on the outskirts of town in which the
hinin live.
Hinin work with leather, tanning the hides or butchering cattle.
By traditional Japanese (Shintô) standards of purity and pollu-
tion, the hinin are polluted. Another term for them is eta, a pejo-
rative meaning “much filth.” (Note that in 20th century Japan,
the word eta still doesn’t appear in most dictionaries, and it is
more offensive to some than the “N-word” is in America. It is
given here for historical reference only.)
Some hinin try to break out of their socially enforced prisons
by pretending to be simple peasants. For some, it works; but for
others, they are perpetually living in fear that one day someone
may find out who they really are.

It is a fact that fish will not live where the water is too clear. But if there is duckweed or something, the fish will hide under its shadow
and thrive. Thus, the lower classes will live in tranquillity if certain matters are a bit overlooked or left unheard. 83
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

THE BAKUFU THE SAMURAI CLANS


The bakufu is the military government; This is where the power really lies throughout most of the
literally, the power behind the throne. At Sengoku Period.
the top of this pyramid is the Shôgun, rul- The lord of the clan is typically a daimyô , although daimyô are
ing from his palatial estate in the technically titles of feudal landholders, and not all clans held land
Muromachi district of the imperial city of under their own name. Still, during the Sengoku Period, the con-
Miyako. Surrounding him is an army of re- cept of daimyô is in flux; no one is certain how much land one
tainers, officials, and guards. must have to deserve the title. Under the tradition of
If the Muromachi bakufu was byzantine and complex, that of subinfeudation, the head of the Honda clan, under the Tokugawa,
the Tokugawa a few decades later would be virtually incompre- are daimyô as is the head of the Tokugawa clan. Is not a samurai
hensible. Mercifully, SENGOKU doesn’t address the Edo Period, or who holds a town in fief for the Honda, and who himself has a
this would be a much larger rule book than it is. household of 20 samurai, a daimyô? Well, the issue is cloudy.
Depending on when your game takes place, there may not actu- Rather than argue over such points, in the SENGOKU game, we will
ally be a bakufu; the last shôgun of the Ashikaga house, Yoshiaki, refer to the head of a clan as its lord or its daimyô, assuming the
was deposed by Oda Nobunaga in 1573, and Tokugawa Ieyasu terms to be interchangeable.
was not granted that title until 1602. You may actually wish to Daimyô rule a fief that they hold from the Emperor (nominally,
play in a parallel Japan, where the Ashikaga bakufu never fell, or at any rate) through the bakufu. When there is no bakufu in charge,
a “personalized” Japan where the bakufu is headed by an NPC they rule their fief by right of tradition, heredity, or force. In Japa-
the GM creates. It is up to you. nese, a fief is called a han, and it is usually referred to by who

Toshikage JJûhachikaj
hachikaj
hachikajô (Injunction of the Seventeen Articles)
The following articles were issued by the head of the themselves from their duties for long periods on a plea of
Asakura clan, as a means of establishing rules of behavior by illness, and in the end they will be of little service to the
clan officials. Asakura house.
1. In the Asakura family special appointments will not be 9. On the choice of servants, cleverness is less important than
given to elders. Advisers shall be chosen for their ability other qualities in a servant. Honesty is important. Even a
and their loyalty. lazy fellow makes a good servant or messenger if he is of
2. Even retainers who have served the Asakura family for especially good appearance. But do not employ one who
generations are not to be given administrative posts unless has neither good character nor good looks.
they are capable. 10. Do not treat as servants those who are not your servants.
3. Though the world may be at peace, intelligence agents 11. Do not entrust confidential papers to a samurai from
should be maintained in other provinces, near or distant, another province, unless it is unavoidable.
to study conditions there. 12. Do not allow other families to persuade persons with a
4. Swords and daggers of famous warriors ought not to be special talent to leave your service, whether monks or
coveted. A katana worth ten thousand bu can be over- laymen.
come by one hundred yari worth only one hundred bu. 13. In preparing for battle, do not waste time selecting an
5. Actors of the Komparu, Kanze, Hôshô and Kita schools of auspicious day or correct direction.
Nô must not be frequently brought from Kyoto for 14. Three times a year you should send honest and capable
performances. The money needed for such a purpose persons on a tour of inspection throughout the province.
should be spent on the training of clever young dancers of The should listen to the views of people of all classes and
the district for its permanent benefit. remedy errors in government. One of you [sons/heirs]
6. Performances are not to be given in the castle at night. ought sometimes to take on this duty, wearing a light
7. Valuable horses and falcons shall not be ordered from the disguise.
places where they are based on the pretense that they are 15. No castle or stronghold other than that of the ruler is to be
needed for the training of officers. This ban does not built in the province. All important people must reside in
apply to unsolicited gifts from other provinces, but after Ichijôgatani (the castle town), and their estates are to be
three years such gifts should be passed on to some other managed by bailiffs or servants.
family. To keep them is to bring sorrow. 16. When passing in front of monasteries, shrines, or dwell-
8. When wearing ceremonial dress at the New Year, mem- ing houses, rein in your horse. If the place is pretty, praise
bers of the Asakura family should confine themselves to it. If it is in poor condition, express your sympathy. This
nunoko (wadded cotton), and this should bear their mon. will have a good effect.
If they wear costly garments, no samurai in the country 17. When judging lawsuits be completely impartial. If any
will feel that he can attend upon his superiors without wrongful act by an official comes to your notice, punish it
dressing up. The result will be that samurai will absent severely.

Should a samurai hear any talk about his lord or should anything about him escape his own lips, if he is laying down he must spring up,
84 and if he is sitting at ease he must straighten himself up, for that is Bushidô.
— Daidôji Yûzan
WWW.SENGOKU. COM

rules it, rather than where it is. Therefore, the Takeda han is the
province of Kai, the Date han is Mutsu in the north. SHINOBI RYÛ
STRUCTURE AND CLANS
The lord is, of course, the head of the clan. Below him he has a
number of clan officials, called bugyô or tairô or karô or what- “To withstand hardship is the ninja’s
ever term a given clan chooses to use, who may be family mem- duty. The ninja must forget about his fam-
bers (cousins, brothers) or trusted retainers who are the heads of ily. That is our burden.”
their own sub clans. These offices are all “councilors.” One of – Ninja prayer
these officials is the metsuke, the clan’s chief internal affairs of-
ficer. It is his job to see to it that nothing is amiss in the clan. In Sengoku Japan, ninja are considered an unspeakable non-
Below this level, but directly attached to the daimyô (rather truth. That is, the average citizen, regardless of caste, believes
than answering to the officials) are the koshogumi and the that they exist but they have never seen a shinobi and certainly
hatamoto. Koshogumi are special individuals attached to a lord’s would never speak about them in public. Those that do speak
entourage. They include physicians, clerics, special advisors, about them do not call them ninja. Instead, they are called shinobi,
spymasters, strategists, etc. The hatamoto are specially exalted a pronunciation of the first kanji character making up the word
samurai retainers, who have general access to their daimyô and “ninja.” SENGOKU refers to the members of this profession as
the right to come and go as they please. Hatamoto are also a sort shinobi, in keeping with the “traditions” of the period. Coinci-
of personal guard, if needed. Their very title means “foot of the dentally, shinobi also roughly translates as “stealth.” Thus, a ninja
banner” and reflects their position in camp when on campaign: at sword could be called a ninja-tô (“tô” meaning “sword”) or
the lord’s side in the main headquarters. shinobi-gatana; they both mean the same thing. Many tools spe-
Below the officials are the clan officers. Below them are the cific to the ninja have the term “shinobi” in the name.
simple samurai, of varying levels (lesser officials, overseers, cap- Another terms used to refer to ninja is “kusa,” which means
tains, and the rank-and-file). Below these are ashigaru (who, as grass. They are so called because of their ability to disappear in
we know, may or may not actually be buke). tall grass only a handful of ken or shaku away from a target or
adversary, and are nearly undetectable when so hidden.
Samurai Clan Membership & Income Shinobi clans are modeled loosely after the samurai clans.
Some clans hold widely diverging views; some seek to main-
Table (3 OP per level) tain a constant balance of power, some work for a single lord and
ML Income/Year1 Examples of Rank will do anything to advance him and him alone, while still others
10 10,000+ koku Daimyô/Lord sell their services to whomever will pay their prices. Some clans
9 2,000 koku Councilors (bugyô, tairô or karô; have strong rivalries against others, some are totally neutral and
may be head of sub-clan)2 do not bother another clan unless first bothered, and others view
8 1,000 koku Metsuke other clans as compatriots and potential allies. In short, it runs the
7 500 koku Hatamoto2 gamut.
6 200 koku Koshogumi (individuals attached to The two regions most famous for the “production” of shinobi
a lord’s entourage) are the province of Iga and Kôga han in Ômi province. (Note that
5 100 koku Clan Officer residents of the latter pronounce the name Koka, so that if a
4 50 koku Lesser Official stranger is around, everyone will know it.)
3 20 koku Captain
2 10 koku Samurai (rank-and-file)
1 5 koku Ashigaru
Shinobi Clan Membership
1 A retainer’s income may be paid in koku, or in a like amount (2 OP / level)
of bu-shoban. If a retainer has a fief this income comes from the
taxes collected from the fief. If not a fief-holder, a samurai is
10 Jônin (Ryû/clan head)
likely to live in or near a garrison and receive a stipend of either 5 Chûnin (cell leader)
koku from the clan’s rice stores or gold coin (bu-shoban) from the 1 Genin (operative)
clan treasury.
2 These positions answer directly to the daimyô, and not to the
Councilors or metsuke. In addition, they may seek a private
audience with the daimyô without first going through the “chain
of command” for permission, as do other retainers.
For a detailed look at the his-
tory, traditions and philoso-
JOINING A CLAN phy of the shinobi, see
Becoming a member of a samurai clan is a great honor. It not SHINOBI: SHADOWS OF NIHON
only involves joining a family, but also confers samurai status to
a buke, and elevates any bonge who is accepted into the clan to
buke caste.

A man is a good retainer to the extent that he earnestly places importance in his master. This is the highest sort of retainer. 85
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

STRUCTURE
The head of a shinobi clan is called the
RELIGIOUS SECTS
Jônin. Below him are two broad levels: See Buddhist Sects in the chapter Religion.
the Chûnin and the genin . The Chûnin
are the administrators, the clan elders, the
teachers, the various masters and officials. RYÛ
The genin are the clansmen, the shinobi who Ryû, or schools, play an important role in Japanese society.
undertake the day-to-day activities and assign- Schools are very formalized in Sengoku Japan, and typically spe-
ments. In Mafia terminology, the Jônin is the don, cialize in a single art or group of arts within a field. Martial ryû,
Chûnin are capo-regime or “capos,” and the genin are the sol- for example, may teach all major bugei (martial skills) but spe-
diers. cialize in sô-jutsu (spearmanship) or ken-jutsu (swordsmanship).
In some cases, the Jônin is a public figure, sitting in judgment There exist some ryû that specialize in the classical arts, but most
like a feudal lord, while in others only a few of the chûnin may ryû are of the martial variety. Many Buddhist temples, while not
know the identity of the Jônin. “ryû” in the strict sense of the word, teach many arts to anyone
with a desire to learn, including tea ceremony (Cha-no-yû), Chi-
nese and Japanese classical literature, calligraphy, and so on. Other
ryû were restricted to members of a particular clan or group, such
Code of the Shinobi as ryû operated by a samurai or shinobi clan, local police, or even
The following reflect a generic “shinobi code,” and a merchant guild or corporation (za).
encompasses the principles taught to members of all Each ryû has a founder who established his unique style of a
clans. These are not historically exact, because of the particular art. The founder’s style or “tradition” (which can also
secrecy inherent in ninpo teachings, but they encompass be called a ryû) may be completely original or based on a slight
the general philosophy and “rules” of the clan. modification of an existing ryû. But no matter what it’s origin,
• Never betray your clan. each ryû maintains a strong sense of identity and students gener-
• Accomplish the mission; failure is not an option. ally carry a great sense of pride in their ryû. Rivalries between
• Always put the clan and the mission before yourself. ryû can be as strong and violent as those between any samurai
• If you are captured, escape. clan or religious sects. Indeed, some inter-ryû rivalries last many
• If you can’t escape, commit seppuku. years; the equivalent of personal or familial blood feuds.
• If you can’t commit seppuku, resist.
• If you can’t rescue a comrade, take his life. It’s better
for them to die than fall into the hands of the enemy.
JOINING A RYÛ
• Serve your chûnin and jônin with total, unquestioning Joining a ryû, like joining any formal group in Japan, requires a
obedience. serious commitment on the part of the prospective student, as
• Live in shadow; never reveal your true self. well as formal application to join the group. Generally, a letter of
• If it is not necessary to the mission to kill, don’t kill. introduction is presented to the sensei (teacher or master) of the
• If it is necessary to the mission to kill, don’t hesitate. ryû. This letter must be written by someone of influence, such as
• Honor the Buddhas. a lord or daimyô, an old friend of the sensei to whom it’s written,
• Never strike a member of the same ryû. another well-respected sensei, etc.
• To leave the ryû is to die; No rogue shinobi may be In game terms, the GM can use a contested status roll, with the
allowed to live. appropriate modifiers (see Status, page 91). Letters of introduc-
• Your master’s enemies are your enemies. tion afford the applicant the benefit of any additional appropriate
• Accept missions only from your chûnin. modifiers.
• Never arrange a contract yourself. For example, a letter written by an old friend of the sensei from
• Never question or refuse a mission. the same village as him would afford a +6 to the applicant’s
• Strive for peace, harmony and enlightenment in all status roll; a letter from the local daimyô is quite influential and
things. could effectively allow the applicant to “Invoke a superior’s sta-
• Always keep supplies hidden, away from home, in tus” as per the Status rules (page 91).
case you must flee. Once accepted, it is not uncommon for the student to submit a
• Always aid a genin from your own ryû. kishômon or seishi, a written pledge to become a student.
• Never use the terms “ninja,” “shinobi” or “assassin” Some ryû were not as formal in their approach to taking in new
when speaking in public. Use code words and meta- students. Ryû operated by samurai clans or covert ryû of the vari-
phors when speaking in public so as not to jeopardize ous shinobi clans, for instance, were open to practically all mem-
yourself, the mission or the clan. bers of its clan. Commercial schools, too, were often less selec-
• Always observe others and know your surroundings. tive, as they received their primary income from taking students.
• You are always being observed. Always. Other ryû, still, operated under a philosophy of transmitting its
teachings to as many people as possible, and would take in as
many students as it could accommodate.

86 Learning is to a man as the leaves and branches are to a tree, and it can be said that he should simply not be without it.
— Takeda Shingen
WWW.SENGOKU. COM

Once accepted into the ryû, the new student must swear loyalty
to his new master, the soke of the school. This vow of loyalty— LIFE IN THE RYÛ
formally requested and willingly given—extends into all aspects Life for the new student can be harsh.
of his life and may only be discounted if it conflicts with his Menial chores (cleaning the dôjo and its
loyalty to a liege lord (i.e., daimyô), in the case of samurai. The grounds) and looking after the more se-
soke or sensei (teacher), in essence, becomes the student’s new nior students (cooking their meals, draw-
“master.” Most ryû also require a pledge of absolute secrecy from ing their baths) are typical duties of the
the student as part of the vow of loyalty. new student which must be accomplished
when they are not in training, which accounts
STRUCTURE for the majority of the daylight hours. In game
terms, any member of a ryû with a Membership Level (ML) of
At the head of a ryû is the soke, or headmaster. The soke is less than 3 can expect to be treated quite poorly while he proves
addressed as “sensei.” The soke may be the founder of the ryû, his worth and loyalty to the school and increases his skill.
especially if the ryû is relatively new (less than 50 years old). In More senior students dedicate much time to training, like their
more established ryû the founder is often deceased or retired, the inferiors, but down time is their own. Some students may head
ryû having been entrusted to his best pupil, who becomes the into town to seek entertainment, write letters, engage in prayer,
new soke. The soke is the absolute master of the ryû. Like a mi- or anything else they desire (as long as it does not reflect poorly
nor daimyô, nothing happens in the ryû without the soke’s con- on the ryû).
sent. To act without authority is tantamount to hamon (formal Senior students assist the sensei in conditioning of students,
expulsion) or, in some cases, death. The soke is the only indi- and the best students aspire to become assistant teachers. In some
vidual within a ryû who may possess the norimono and inkajo, or ryû, assistant teachers train low level students in the basic skills
scrolls of instruction; indeed, it is the soke’s responsibility to of the art (up to skill level 3) before allowing them to begin train-
maintain these scrolls. ing with the sensei.
Below the soke is the shihanke, or master teacher. Shihanke are
those students who have obtained the inkajo (the “rank of the Ryû Membership Level (2 OP per level)
seal”), a special certification allowing the shihanke to pass on the
10 Soke
traditions and teachings of the ryû to others. The shihanke acts as
8 Shihanke (possesses inkajo)
the representative of the soke in all matters in which the soke is
7 Shihan (possesses menkyô-kaiden; required to
not present. Disobeying the shihanke is to disobey the soke—
learn okuden)
unthinkable. The shihanke is a position of incredible honor, re-
5 Renshi (Senior student, has menkyô or certificate
quiring not only great skill but trust on the part of the soke. As
of proficiency)
bearers of the inkajo, shihanke may start their own dôjo or train-
3 Intermediate student
ing center under the soke’s ryû. Some shihanke even go on to
1 Uchi-deshi (Initiate)
found their own ryû. The successor to a soke is always chosen
from among the shihanke in the ryû.
Below the shihanke are one or more shihan, or senior instruc- OKUDEN
tors. The shihan assist the soke and shihanke with instruction, Each ryû maintains one or more secret, advanced techniques
and may in fact assume nearly all teaching duties at the ryû, de- which are only taught to the most senior (and thus the most trust-
pending on the whims of the soke. The shihan are often respon- worthy) students within the ryû. These secret techniques are called
sible for training new students, bringing them up to a basic level okuden (hidden teachings), hiden or okugi (secret teachings). We
of understanding of the ryû and techniques it teaches before in- shall refer to them throughout the rest of this book as okuden.
troducing them to study with the shihanke or the soke himself. Okuden are advanced techniques which build on the basic prin-
Students attaining this level of membership are awarded the ciples established for the particular art, which allow the character
menkyô-kaiden, or “license of complete transmission,” signify- performing them to achieve incredible results beyond the reach
ing that they have learned all that can be taught to them by the of lesser-trained characters. Examples of okuden include:
soke of the school. While not entirely accurate, it signifies a mas- Weapon breaking: Allows someone using a two weapon bugei
tery of the basics of the art. Refinement only comes to the student to trap and break an opponent’s weapon.
through additional practice and study (i.e., higher skill levels). Seeking Blade: Allows someone using a bladed weapon skill
Only students who have received the menkyô-kaiden are eligible (like ken-jutsu) to attack weak portions of his opponent’s armor,
to learn any okuden or hiden (secret arts) associated with the ryû. effectively ignoring half of the opponent’s Killing Defense due
Below the shihan are the students themselves. Students are in a to armor (if any).
constant process of learning and experience. Senior students are A number of sample okuden are listed in Creating Player
those who have mastered all of the basic elements of the art. Upon Characters (page 114). GMs and players are encouraged to de-
reaching this level of proficiency, they are awarded the menkyô velop additional okuden for their campaign. In addition, upcom-
(“license of completion”) from the soke, indicating the student ing SENGOKU supplements will introduce new okuden, as well.
has achieved proficiency with the art. Intermediate students are
those who have achieved a minimum level of proficiency in the
art and can perform all of the basic techniques without assistance.
Initiates make up the lowest strata of students and, as discussed SAMPLE RYÛ
above, are those tasked with most of the work necessary to keep The following are a number of martial ryû existent in Sengoku
the ryû running. Japan. Players may select from among these to represent their

There are people who are good at manners but have no uprightness. In imitating someone like this, one is likely to ignore the politeness
and imitate only the lack of uprightness. If one perceives a person’s good points, he will have a model teacher for anything. 87
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
character’s associated ryû, or use these as Hozo-in Ryû
models for creating new ryû for the cam-
This ryû teaches sô-jutsu (Polearms: Lance).
paign (with the GM’s permission, of
course).
Ikkan Ryû
Aisu-Kuge Ryû Founded by Katono Izu Hirohide, this ryû teaches ken-jutsu
(Swords) and shuriken-jutsu (Throwing).
This ryû teaches ken-jutsu (Swords).
Isshin Ryû
Araki Ryû This ryû teaches kusari-jutsu (Chains).
This school, founded by Araki Mujin sai Minamoto no
Hidetsuna, teaches ken-jutsu (Swords), shuriken-jutsu (Throw-
ing) and Chains. Itto Ryû
Founded by Itto Kageshisa (1562?–1653), this ryû teaches ken-
jutsu (Swords) and Iai-jutsu as a “one sword” technique (Two
Asayama Ichiden Ryû Swords skill not allowed for students of this ryû).
Founded in the Tenshô Era (1573–1593) by Asayama Ichidensai
Shigetatsu, this ryû is a martial art strongly associated with the Jitsuyô Ryû
goshi (farmer warriors) or jizamurai (landed bushi). This ryû en-
Founded by Yoshiyuki, this ryû teaches ken-jutsu (Swords) and
compasses ken-jutsu (Swords), battô-jutsu (hard, cutting blows),
shuriken-jutsu (Throwing).
iai-jutsu (quick-draw swords), kama-jutsu (Kama), bô-jutsu
(Polearms: Staff), shuriken-jutsu (Throwing) and Ju-jutsu. The
fast-draw (or iai-jutsu) techniques of this ryû are all practiced Jukishin Ryû
using pairs of swords; there is no single sword drawing. (Re- This ryû teaches ju-jutsu.
quires Two-Iai skill; bought as a variant of the Two Sword skill,
for use with Iai-jutsu) Kankai Ryû
This ryû specializes in suie-jutsu (Swimming) techniques of
Batenen Ryû swimming and fighting in water while wearing armor. Other skills
This ryû teaches yadome-jutsu (Arrow Cutting) with the katana taught include ken-jutsu (Swords) and tanto-jutsu (Knives).
(Swords).
Kashima Shinden Jikishikage Ryû
Daitô Ryû Founded by Matsumoto Bizen-no-Kami Naokatsu (1467–1524)
Founded by Sekiguchi Hachiroemon Ujikiyo, this ryû teaches in the early 16th century, this ryû encompasses ken-jutsu, spe-
ken-jutsu (Swords), ju-jutsu and shuriken-jutsu (Throwing). cializing in the katana (long sword) and wakizashi (short sword).
Jikishinkage Ryû, as it is sometimes known, has its roots in the
style practiced at the Kashima-ji. The ryû was originally known
Enmei Ryû as Kashima Shinden Ryû. Large clubs, called furibô, are used in
Founded by Shibuki Shinjurô. Edo period. Teaches ken-jutsu training in this ryû. In addition, the ryû teaches a two-handed
(Swords) and shuriken-jutsu (Throwing). style of wielding the wakizashi.

Ganritsu Ryû Kashima Shinto Ryû


Founded by Iishino Chôisai Ienao. This ryû teaches ken-jutsu This ken-jutsu ryû is headed by Tsukahara Bokuden, who is
(Swords) and shuriken-jutsu (Throwing). said to have taken more than 100 heads in battle during his life-
time. It was originally closely associated with the Kashima han
(fief). This ryû teaches ken-jutsu (Swords) and shuriken-jutsu
Hakutsu Ryû (Throwing). The Kashima samurai clan was destroyed by the
This ryû teaches ju-jutsu and atemi-waza and techniques of grap- Satake clan in 1573, after which this ryû survived but maintained
pling in armor. no clan affiliation.

Hasegawa Ryû Katori Shinto Ryû


This ryû teaches ken-jutsu (Swords). Founded by Katono Izu Hirohide, this ryû is popular in the north-
ern provinces of Japan. This ryû teaches ken-jutsu (Swords) and
shuriken-jutsu (Throwing).
Hioki Ryû
This ryû teaches kyû-jutsu (Archery).
Kobô Ryû
This ryû specializes in suie-jutsu (Swimming) techniques of
Hoki Ryû swimming and fighting in water while wearing armor. Other skills
This ryû teaches ken-jutsu (Swords). taught include ken-jutsu (Swords), tantô-jutsu (Knives) and ba-
jutsu (Riding).

…youthful samurai should continue to exercise daily with the bow and matchlock, in drawing the sword, and in jujutsu beside other
88 martial arts, because as they grow older they won’t have the time to practice what they wish.
— Daidôji Yûzan
WWW.SENGOKU. COM

Kobori Ryû Nichioku Ryû


Founded according to legend by Fujiwara no Kamatari, this ryû This ryû emphasizes kyû-jutsu (Ar-
teaches ken-jutsu (Swords) and shuriken-jutsu (Throwing). chery) as its primary bugei. Other skills
taught include ken-jutsu (Swords).
Koto-Eiri Ryû
This ryû teaches ken-jutsu (Swords). Omori Ryû
This ryû teaches ken-jutsu (Swords) as its
primary bugei. Other skills taught include sô-
Kukishin Ryû jutsu (Polearms: Lances), naginata-jutsu
This ryû teaches bô-jutsu (Polearms: Staff). (Polearms: Glaives), and ba-jutsu (Riding).

Kurama Ryû Onko Chishin Ryû


Founded in the Tenshô Era (1573–1593) by Ono Shokan, this Shuriken-jutsu. Founded by Musashi Miyamoto Shome during
ryû emphasizes training with the katana. This martial school is the Edo period, in the early 17th century. Teaches ken-jutsu
often characterized by its frequent use of Ochiotoshi, an okuden (Swords), ni-ten (Two Swords), and shuriken-jutsu (Throwing).
technique of cutting through the opponent’s sword with your own.
Oshima Ryû
Kusaka Ryû This ryû teaches sô-jutsu (Polearms: Lances).
Founded by Shorin Sama no suke Eikichi, this ryû teaches ken-
jutsu (Swords) and shuriken-jutsu (Throwing). Shinkage Ryû
Founded in the first half of the 16th century by Kamizumi Ise
Kyushin Ryû no Kami Fujiwara no Hidetsuna (also known as Kamiizumi
Musashi no Kami Fujiwara no Nobutsuna; 1508–1578), this is
This ryû teaches ju-jutsu.
one of the most influential ryû in all of Sengoku Japan. The
Shinkage ryû grew out of the Kage school. This ryû is patronized
Maniwa Nen Ryû by the powerful Fujiwara clan and has a great many adherents.
Founded in 1368 by Soma Shiro Yoshimoto (later known as This ryû teaches ken-jutsu (Swords), sô-jutsu (Polearms: Lances),
Nen Ami Jion), Nen Ryû is one of the oldest existent traditions in and shuriken-jutsu (Throwing).
Sengoku Japan. In 1494, Higuchi Kaneshige took this art to the
village of Maniwa. Over time, this ryû became associated with Shinmuso Hayashizaki Ryû
the village as a style taught to inhabitants for the village’s de- Founded in the late 16th century by Hayashizaki Jinsuke
fense. This ryû is known for its practitioners being very strong Shigenobu (1542–1621), this is one of the older Iai-jutsu schools
swordsmen. Other bugei associated with this ryû include naginata- of Japan, and was adopted as an official style of the Tsugaru clan
jutsu (Polearms: Glaives), sô-jutsu (Polearms: Lances), and by lord Tsugaru Nobumasa. Techniques taught by this ryû in-
yadome-jutsu (Arrow Cutting). clude seated two-sword drawing and well as single-sword iai-
jutsu and battô-jutsu . Practitioners of this ryû’s ken-jutsu are well
Masaki Ryû known for their frequent use of jûmonji (control by crossing the
This ryû teaches kusari-jutsu (Chains) as its primary bugei. enemy’s attack) and yoko ichimonji (horizontal draw and block
against attackers from multiple directions—treat as Reverse Cut
okuden bought for Iai-jutsu).
Mukai Ryû
This ryû teaches suie-jutsu (Swimming) and tantô-jutsu “The sword of the Shinkage ryû is not a yang blade, but a yin
(Knives). (kage) blade; it does not employ any posture; its posture being
postureless. The position of the Shinkage ryû is to do things in
Muso-Jukiden-Eishin Ryû response to the opponent’s moves. It is a ryû that aims not to
slash, not to take, not to win or lose.”
This ryû teaches ken-jutsu (Swords) as its primary bugei. Other – Yagyû Mitsuyoshi (1607–1650)
skills taught include sô-jutsu (Polearms: Lances).
Shintô Ryû
Muso-Shinden Ryû Founded by Iishino Chosai. A common ken-jutsu (Swords) ryû,
This ryû teaches ken-jutsu (Swords). practiced by many swordsmen throughout Japan.

Nen Ryû Shintô Shobu Ryû


This ryû teaches ken-jutsu (Swords) and sô-jutsu (Polearms: Founded by Sodatoyogoro Kagetomo, this ryû teaches ken-jutsu
Lances). (Swords) and shuriken-jutsu (Throwing).

Rotten wood cannot be sculpted, a manure wall cannot be plastered. What admonition can I give? 89
— Confucius’ response to finding a student sleeping in the daytime
SENGOKU: REVISED EDITION
Shishin Ryû
Founded by Kobori Kankaiyu
IKKI
Nyudôsho Kiyohira, this ryû teaches ken- In the 1400s, tax revolt groups—to a man commoners—espe-
jutsu (Swords) and shuriken-jutsu cially under the influence of militant Buddhism, formed ikki
(Throwing). (Leagues) to oppose the bakufu and other government authori-
ties. Adherents to the Jôdô Shinshû (True Pure Land Sect) cre-
Shôsetsu Ryû ated communities that were so fanatical they were called Ikkô
Ikki (Single-Directed League). In 1488 the Ikki actually assassi-
Founded by Hirayama Kôzôsen, this ryû
nated the lord of Kaga and set up their own government, which
teaches ken-jutsu (Swords) and shuriken-jutsu
ruled Kaga, Noto, and Echizen for nearly a century. This is the
(Throwing).
Ikki to which Nobunaga is so hostile. Other prominent Ikki groups
appeared in Kii, Ise, and Settsu. All of them were directed by the
Shoshô Ryû temple headquarters.
Founded by Masugi Saburôzaemon Mitsuoki, this ryû teaches The Ikkô Ikki have been more than just recalcitrant in the
shuriken-jutsu (Throwing). This ryû is known for its use of the Sengoku Period. They are able to field impressive armies of fa-
tantô-gata (sword-shaped) shuriken. natical adherents, most poorly armed and equipped. What they
lack in materiel, however, they more than make up for in enthusi-
Takemura Ryû asm and determination. They do not recognize the authority of
the central government, and do not tolerate the interference of
Founded by Mori Kasuminosuke Shigekatsu, this ryû teaches clans in governing their territories. The Ikkô Ikki view themselves
ken-jutsu (Swords) and shuriken-jutsu (Throwing). as sovereign to themselves, subject only to their master in Hongan-
ji.
Ten Ryû In 1575, Nobunaga finally goes head-to-head against the “Ikki
Founded in the 11th month of 1582 by Saito Hangan Denkibo rabble.” Forced to retreat to their mountain headquarters in Hiezan,
Katsuhide from Ibaragi. Denkibo studied Kashima Shintô Ryû they expect to wait out the hegemon, but they cannot. Nobunaga
under Tsukahara Bokuden. On the last day of a 100-day shugyô has other ideas. He orders the mountain fired; every wall and
(warrior’s pilgrimage) and prayer at Kamakura Tsurugaoka building on the mountain is put to the torch. Monks, priests, war-
Hachiman-gû (a Shintô shrine dedicated to Hachiman, the kami riors, men, women, and children—all are killed. Those who try
of war), Denkibo had a dream in which he received a norimono to escape are gunned down. Tens of thousands perish, and the
(teaching scroll) explaining Makoto no Michi (The Way of Sin- back of the Ikki is broken for ever. Nobunaga even brings along
cerity). Denkibo believed this to be the Way of Heaven, and he a Jesuit observer, Luis Frois, who writes of the glory of God and
therefor named his art Ten Ryû—Tradition of Heaven. Ten Ryû with effusive praise for the general’s elimination of the rebel-
teaches ken-jutsu (Swords), naginata-jutsu (Polearms: Glaives), lious heathen rabble.
Broken Naginata (Polearms: Staff), tantô-jutsu (Knives), shuriken-
jutsu (Throwing), and kusarigama-jutsu (Chains and Kama). This
ryû is known for the ken-jutsu okuden called Egurizuki, a stretch-
ing, spiraling, binding thrust (treat as Piercing Thrust okuden that
EUROPEANS IN JAPAN
also allows the Disarm maneuver), and Kozui Ken, a technique Europeans have been in Japan since Fernaõ Mendez Pinto was
of cutting to the bone marrow (treat as the Cut from Heaven carried by a storm from Macao to the port of Nishimura on
okuden for any single bugei of this ryû). Tanegashima in 1543. Most of the Europeans in Japan now are
involved with the Roman Catholic mission, although a handful
of men are diplomats from the Portuguese colony of Macao (or
Tenshin Ryû rather, representatives from Portugal).
Founded by Tenshin Kogenta, this ryû teaches ken-jutsu Not all is calm among the foreigners. The majority of clerics
(Swords) and shuriken-jutsu (Throwing). are Jesuit-trained, although quite a few Franciscans have come
from Spain. In addition to the political rivalries between Spain
Tenshin Shoden Katori Shintô Ryû and Portugal, now united as they are under the Portuguese king,
the Jesuits and Franciscans have their own ideas as to how the
Founded in the early 15th century by Izasa Ienao (1386–1488),
nation should be evangelized. The Jesuits work from the top down,
instructor to the ninth Ashikaga shôgun, Yoshimasa, this is one
gaining confidence and support from the daimyô and government
of the oldest ken-jutsu ryû in Japan.
authorities, while the Franciscans work in the fields and hamlets,
gaining converts among the peasantry.
Tenshinden Ryû Merchants from Macao carry a trade in Chinese silks for Japa-
Founded by Katono izu Hirohide, this ryû teaches ken-jutsu nese silver and gold. They are seldom seen outside the major
(Swords) and shuriken-jutsu (Throwing). cities and port towns like Nagasaki, however.
Sailors are the least likely to be accepting of Japanese values or
Yagyû Ryû culture, and they are the greatest cause of the low opinion Japa-
nese have of the foreigners. Sailors prefer the lower class enter-
Founded by the Yagyû at the end of the Sengoku period (late tainments, and will drink and brawl until the police or other au-
16th century). This ryû teaches ken-jutsu (Swords), sô-jutsu thorities have to come. For this reason, they are often restricted to
(Polearms: Lances) and shuriken-jutsu (Throwing).

…even though the day and place be ‘unlucky,’ if one will attain the minute details of the situation, prepare his attack in secret, adapt
90 to the circumstances and make strategy his foundation, the victory will surely be his.
— Asakura Toshikage
WWW.SENGOKU. COM

certain areas of town where they can cause little disturbance; the Nanbanjin are treated as one caste level
neighborhoods of the eta. lower than their Japanese counterpart for
Europeans in Japan are called Nanbanjin (Southern Barbarians) purposes of making Status rolls.
by the Japanese. The Japanese consider them loud, crude, smelly, For example, a Spanish Jesuit priest
and uncultured. On the whole, at least in Japanese terms, they’re of Portuguese soldier (i.e., warrior)
right. While the Japanese bathe frequently, the Europeans sel- would be treated the same as if he were
dom do, though those who have been “in country” long enough of the bonge caste.
to “go native” are far more accepting of the Japanese concept of
cleanliness.
Europeans, no matter how native, almost to a man still prefer Status Effect Table
the European diet and lifestyle, and while they will accept Japa- Outcome Result
nese traditional life and eat Japanese food when presented, they -20 or more Refuses and draws weapon, claiming to be
will prefer furniture, meat, wine, butter, and cheese.
insulted; Hostile to asker
-15 to -19 Refuses, and calls for guards or defenders
STATUS -10 to -14
-5 to -9
Becomes angry and shouts his refusal
Refuses brusquely
Status is important to everyone, but especially to the Japanese, -1 to -4 Refuses politely
for whom membership in a group might define their personality 0 to 4 Agrees but insists on never again asking such
and attitudes. a thing
Membership with a fire-fighting crew, or with a local builder’s
5 to 9 Agrees but insists on secrecy
gang, define how others view one, as well. Is the group well
thought of? Is it full of lazy ne’er do-wells? Is it known to be a 10 to 14 Asks for some consideration in return (e.g., a
hotbed of illegal activity? And, within this group or organization, favor or money)
what is the position—and hence the accountability—of the per- 15 to 19 Agrees in full, without conditions.
son in question? 20+ Totally agreeable to this and any other
The same holds with samurai, of course. A low-ranking samu- suggestions; Provides more support than
rai of a powerful, wealthy clan is going to get a lot more respect requested.
than if he had the same rank in a no-name clan.
MODIFIERS TO STATUS ROLL
INVOKING ONE’S STATUS GM’s desiring a bit more complexity (and historical accuracy)
In SENGOKU, one’s status is typically determined by one’s affili- in their games may apply the following modifiers (as many as
ation with a group. The more important an individual’s group or appropriate) to rolls involving attempts to influence others with
group leader is, the more important one is in the social hierarchy. status (Membership Level).
Status is determined by one’s Kao (other’s perception of his per-
sonal honor) and his Membership Level (ML) within the group.
To attempt to influence someone with status, roll (KAO + ML Status Roll Modifiers
+ 3D6). The character you are trying to influence also rolls his Add to one attempting
own (KAO + ML + 3D6). The degree of success or failure deter- Factor influence
mines the outcome of the attempt. Subtract the result of the Same clan/ryû +3
subject’s roll from the roll of the person making the attempt, re- Strange clan/ryû –1
sulting in the Effect Number (this number may be a negative) and Rival clan/ryû –3
consult the Status Effect Table (at right).
Hostile clan/ryû –5
When dealing with someone of a higher or lower caste, an ad-
justment is made to the roll. The person of the higher caste adds Nanbanjin –7
+10 for each “level” of difference in castes between the two char- Non–human (tengu, etc.) –7
acters. From same town +3
For example, suppose Kanta, a peasant farmer with a KAO of Old friend* +3
3 and a ML of 2 in his village attempts to influence Morita, a Old rival/enemy* –3
buke with a KAO of 3 and a ML of 4 in a major samurai clan. Subject is much poorer –1
Kanta rolls KAO (3) + ML (2) + 3D6 (13), for a total of 18. Subject is much richer –2
Morita, however, rolls KAO (3) + ML (4) + 3D6 (10) plus he Previously influenced subject +1 per influence
adds +10 to the roll because he is one level higher in caste than Previously failed to influence
poor Kanta, the farmer, making Morita’s total 27. Morita is al- subject –1 per previous failure
most guaranteed to “win” such checks because he is a member
Request benefits requester more -3
of a higher caste.
As you can see, a character’s Membership Level is nearly worth- Request benefits requestee more +3
less when dealing with someone of a higher caste, and almost Flattery used Complementary skill roll
irrelevant when dealing with someone of a lower caste. Gifts +1 for bu equal to ML
of target (cumulative)
* (Note: A person may be both at the same time)

By bringing shame to a person, how can you expect to make him a better man? 91
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

INVOKING A the end of each campaign year). In both cases, once the increase
has been approved by the GM, the character must still spend the
SUPERIOR’S STA- Experience Points necessary for the increase (see Perks: Mem-
bership, in Chapter 13, Rules).
TUS
PCs can invoke the name of their supe- INSTANT REWARDS
rior (e.g., samurai master, daimyô, a fam- Instant rewards are given at the discretion of the GM for ac-
ily or clan head, yoriki, or the head priest of a tions “above and beyond the call of duty,” that is, for acts beyond
temple or sect) when the PC is performing offi- what is normally expected for that character given his caste and
cial duties. In these situations the person acts with the full author- profession. (Instant rewards to a character’s ML are in addition
ity of their superior. The effective Membership Level (ML) of to any Honor Points that may be forthcoming.) This can be a
the PC becomes equal to their superior’s ML -1 when invoking serious test, indeed, for those characters in a profession whose
their master’s name. This can be a significant jump if the superior’s demands are already high, like samurai. Instant rewards to a
status is much higher than that of the character invoking his name. character’s ML should not be for exemplary behavior alone, but
This is, in some ways, similar to intimidation, but in this context rather for extreme cases of heroism, acts of great loyalty or sacri-
it is socially acceptable, if not expected, and can be quite effec- fice and so on.
tive. For example, a samurai might be instantly promoted in status
Note that if of a higher caste than the person being cajoled, it is by saving his lord’s life against great odds, giving his lord his
likely to result in abject kow-towing as the person on the receiv- own sword after his lord lost his in an earthquake, or making
ing end trips over himself attempting to placate the speaker. If of some other suitably impressive personal sacrifice for his lord.
a lower caste, it may gain the person making the attempt no ad-
Instant rewards should not exceed an increase of one point of
vantage at all, but still conveys the “righteousness” of his actions.
ML, unless, of course, the GM feels it is particularly appropriate
In game terms, this tactic is most advantageous when used with
or it suits the story.
someone of the same caste.
For example: Yoshii, a samurai with a KAO of 3 and a Mem-
bership Level (ML) of 3, is guarding prisoners and has orders
from his superior (ML 5) to allow no one inside the jail until the
MERIT AWARDS
superior returns. Along comes Hondo, a samurai of the same Merit awards are slightly more complicated. To receive an in-
clan with KAO 5 and ML 4, who asks to be allowed to enter the crease in ML due to merit, the character must achieve a certain
jail. Yoshii refuses to let Hondo in, apologizing and explaining number of goals throughout the preceding year (measured in game
that he is acting on orders from his superior. Hondo becomes time, not in real time). The minimum number of goals required to
angry and tries to throw his weight around, ordering Yoshii to let be eligible for a merit increase is equal to the character’s current
him in. Hondo rolls KAO (5) + ML (4) + 3d6 (8), for a total of ML +1. Thus, if a character has a current ML 4, he must achieve
17. Yoshii rolls his KAO (3) and his superior’s ML-1 (4) + 3d6 a minimum of 5 goals to even be considered for a merit increase.
(11), for a total of 18. Yoshii stands his ground, despite Hondo’s A character may only increase his ML by one point per game
verbal assault. The only way Hondo will get into the stockade year using this method. In addition, the character must pay the
tonight is if he cuts Yoshii down. appropriate number of Campaign Points (CP) once the condi-
Had Yoshii failed to beat Hondo’s roll, Yoshii would have been tions are met in order to receive the promotion within the group
convinced by Hondo’s argument (or been sufficiently intimidated and the accompanying increase to his ML.
by it) to let Hondo enter. Each major caste and profession has an associated list of goals.
This procedure is appropriate for role-playing situations between Some of the goals listed are mandatory for all members of that
a PC and NPC(s). For situations in which a PC fails his roll, the group. Other goals are optional. This affords the player some dis-
GM should tell the player that his character is intimidated and cretion as to which goals he wishes his character to try to attain.
must acquiesce, but that the decision of how the PC reacts is ulti- The suggested goals for each group is given below. The GM is
mately up to the player. free to generate additional goals which he feels are appropriate to
Characters may add both the +10 per level bonus for being of his campaign and add them to the list.
higher caste as well as the bonus for invoking a superior’s status,
creating a significant advantage. Of course, simply winning such
a social contest doesn’t necessarily exonerate one from wrong- Using Merit Awards
doing, especially if the superior finds out about his name being Merit awards should be encouraged by the GM. They are de-
invoked and doesn’t like the reason it was invoked. signed to promote roleplaying of the cultural and political as-
pects of Japanese society during the Sengoku-jidai. These should

IMPROVING YOUR
be taken as roleplaying opportunities as well as possible plot
hooks. For instance, simply being invited to and attending an of-
ficial clan court function seems simple enough, but what if the
MEMBERSHIP LEVEL character is only of ML2? His chances of being invited out of the
blue are pretty slim. Perhaps he can use that Contact with a clan
Characters may improve their Membership Level (i.e., their councilor to get an invitation. Or maybe the character decides to
standing within their group) one of two ways. The first is by an try to impress his lord by entering the clan’s yabusame competi-
instant reward from their master or group head. The second is by tion and winning first place.
making a merit check at the end of each full year of game time (at

Meeting with people should be a matter of quickly grasping their temperament and then reacting appropriately… especially with
extremely argumentative people. After yielding considerably one should argue them down with superior logic, but without sounding
92 harsh, and in a fashion that will allow no resentment to be left afterwards.
— Anonymous priest
WWW.SENGOKU. COM

Communicate Your Character’s Goals Buddhist Priest Goals


Players should provide the GM with a list of his character’s • Win a public religious debate (using
goals for the coming year. The GM should use the character’s contested NT+[Religion]+3D6 rolls)
declared goals as jumping-off points for roleplaying scenes, pro- • Solicit and receive donations totaling
viding some “spotlight” for each character, or even as ideas for ML x 10 bu
• Convert someone to Buddhism
full-fledged adventures, involving the other characters in scenarios • Convert someone of another sect to your
designed to achieve goals by one or more members of their party. sect
• Convert someone of significant status to
GOALS BY PROFESSION OR Buddhism
• Pray for someone at their time of death
GROUP TYPE • Perform a segaki rite
• Increase a Classics (Japanese or Chinese) skill score to ML+1
• Learn a new sutra ritual to increase ability
• End the year with less than 5-ML minor transgressions
Samurai Goals • End the year with no major transgressions
• Increase your ken-jutsu (Swords), kyû-jutsu (Archery) or naginata- • Sponsor a new initiate into the sect or temple
jutsu (Polearms: Naginata) skill score to ML+1 • Increase your Buddhism (Butsudô) score to equal your ML+1
• Increase your ba-jutsu (Riding) skill score to ML+1 • Supremely master Buddhism (i.e., obtain a skill level of 10)
• Increase a classic art skill score to equal your ML • Complete a pilgrimage to a previously unvisited important or
• Spend an amount of bu equal to 2x ML on social functions remote temple
• Be invited to a social function by a superior • Sponsor or arrange a sumô tournament or Nô performance to raise
• Be invited to and attend an official clan court function money for your temple
• Have your advice solicited by your lord and followed successfully • Heal or cure a number of people equal to your MLx10
• Act as kaishaku (second) for another clan member performing • Save the life of any living creature at significant risk to yourself
seppuku • Perform a month of labor, free of charge, for another temple or
• End the year with no outstanding debts or obligations peasant village
• Exposure a traitor in the clan (either real or fabricated) • Build or cause to be built a new temple for your sect
• Donate a number of bu to a Buddhist temple equal to your ML • Spread the teaching of Buddha (i.e., increase someone else’s
• Attend a Nô performance Buddhism skill score by 1)
• Hire a courtesan with a ML higher than your ML • Exorcise an evil spirit
• Equip and maintain 3 personal retainers for every 100 koku of land • Live in abject poverty for the entire year
or 100 bu of stipend. • Make a significant sacrifice for a needy person (e.g., give your last
• Present a meaningful or expensive gift to your lord (but not too coin to a beggar)
expensive!) • “Overcome” an adversary without violence
• Build or have built a shrine to a clan ancestor or clan kami • Increase your Meiso (Meditation) skill score to equal your ML+1
• Defeat a notorious threat in his clan’s province or fief • Convince a daimyô to build a Buddhist temple within his castle
• Win a formal contest or challenge (incl. duels) on behalf of the • Create a significant religious artwork
clan • Intercede with the local daimyô or bakufu (Shôgunate) on behalf
• Defeat a samurai of higher ML than you in a sanctioned duel of commoners (bonge or hinin)
• Manage a fief without any disruptive or successful ikki (uprisings) • Intercede to the Buddhas or spirits on behalf of laymen
for one year • Resolve a dispute between two (or more) enemies without violence
• Lead troops to victory in a battle • Suffer punishment in place of or on behalf of another
• Take a number of heads of minor samurai (ML4 or lower) in battle • Deliver or pray for a newborn child
equal to your ML
• Take the head of an enemy with higher ML than your own in battle
• Enter into an arranged (i.e., political) marriage to benefit the clan Yamabushi / Shugenja Goals
• Receive public praise or recognition from your lord • Successfully perform a magical rite for the betterment (or
downfall) of the community at large
• Complete a pilgrimage to the four sacred mountains of each
Ryû Student Goals direction
• Win an organized contest or formal challenge (i.e., duel) on behalf • Construct a Named Item or kami/spirit-inhabited item
of the ryû • Perform ritual purification rite under mountain waterfall
• Increase your score in the ryû’s primary skill to equal your ML+1 • Contact a Bodhisattva
• Increase your score in one of the ryû’s secondary skills to equal • Travel to another realm, plane or state of being; e.g., Jigoku (hells)
your ML or Ten (heaven)
• Defeat a senior student in a sanctioned, non-lethal duel • Perform an extraordinary feat that gains a number of followers or
• Win a public tournament while representing your ryû believers equal to your MLx2
• Win a duel (lethal or non-lethal) when publicly challenged • Befriend a supernatural ally (e.g., tengu, oni or yûrei)
• Defeat a student from another (rival) ryû in a public fight • Exorcise an evil spirit
• Increase your Meditation (meiso) score by 1 • Defeat a prominent enemy by use of magic
• Receive public recognition from your soke (ryû head master) • Win a supernatural duel
• Win a sparring match against a fellow student of higher ML • Supremely master a spell (i.e., obtain a skill level of 10)
• Perform a public service on behalf of your ryû • Increase your Shugendô skill to ML+1
• Publicly defend your soke’s honor • Supremely master Shugendô (i.e., obtain a SL of 10)
• Learn a new okuden • Increase your Buddhism skill to ML+1
• Develop a new okuden • Supremely master Buddhism (i.e., obtain a SL of 10)

Never to be outdone in Bushidô; To be of good use to the master; To be filial to my parents; To manifest great compassion and to act
for the sake of Man. 93
— Four vows of the samurai, by Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
• Create a new spell • Aid a member of your clan (or a friendly clan) in need at great
• Increase your Meiso (Meditation) score to personal risk
ML+1 • Eliminate a rogue shinobi
• Sponsor an event to raise money for a • Expose a traitor in your clan (either real or fabricated)
local Buddhist temple • Increase your Meiso (Meditation) score to equal your ML
• Perform ritual purification on an influen- • Maintain a stash of supplies and equipment in a secret place away
tial person (e.g., someone with a ML higher from your residence
than yours) • Maintain a public official “on the take” (i.e., bribed)
• Intercede to the Buddhas or spirits on behalf • Maintain a network of spies
of laymen • Befriend an intended target before killing them
• Resolve a dispute between two (or more) enemies • Convince someone that shinobi do not exist
without violence • Complete a mission completely undetected
• “Overcome” an adversary without violence
• Spread the teaching of Buddha (i.e., increase someone else’s
Buddhism skill score by 1) THE SOCIAL RANKING IN
• Sponsor a new initiate into the sect or temple
• Solicit and receive donations totaling ML x10 bu JAPAN
This chart illustrates the social hierarchy of Japan in the Sengoku
Shint
Shintô Priestly Goals Period. Each caste is given in all capital letters.
• Solicit and receive donations equal to your MLx10 in bu
• Perform a public Shintô rite or ceremony [IMPERIAL KUGE]
• End the year with less than 5-ML minor transgressions
• End the year with no major transgressions
Emperor
• Sponsor a new initiate into the priesthood Imperial family
• Increase your Shintô skill score to equal your ML+1 KUGE
• Supremely master Shintô (i.e., obtain a skill level of 10) Relatives of Imperial family
• Complete a pilgrimage to a previously unvisited important or Court nobles
remote shrine (e.g., the Ise shrine) Courtiers
• Sponsor an event to raise money for a local shrine BUKE BUDDHIST
• Arrange or participate in a Shintô matsuri (religious festival) Shôgun CLERGY††
• Perform ritual purification on an influential person (e.g., someone
with a ML higher than yours)
Daimyô
• Conduct a wedding ceremony Hatamoto
• Build or cause to be built a new shrine (or a replacement for a 20 Samurai
year old shrine) Ashigaru*
• Spread the knowledge of the kami (increase someone’s Shintô Jizamurai
score by 1) Rônin†
• Exorcise a mischievous kami BONGE
• Defeat a mischievous kami in spirit combat Farmers
• Convince a daimyô to build a Shintô shrine in his castle Artisans
• Create a significant Shintô religious artwork or artifact Entertainers
• Intercede to the kami or spirits on behalf of laymen
Merchants
• Invoke a kami to aid someone else
NANBANJIN**
HININ
Shinobi Goals Criminals
• Maintain a “normal” life (i.e., Secret ID) without being discovered Kawaramono
• Increase Ninjutsu score to ML+1 Eta
• Successfully complete a solo mission
• Maintain a cell of a number of genin equal to your ML
• Defeat an enemy of the clan
* Some ashigaru are actually bonge, but their status as
• Escape from being captured warriors, especially when attached to a clan, here affords
• Convince someone that your caste or profession is something other them the status—if not the actual rank—of buke.
than what it truly is † While technically a samurai, and therefor accorded
• Provide misinformation to an enemy or target that they act on, status, in point of fact most rônin are mistrusted, feared,
leading to an advantage for your client or clan and even loathed by many people, even the peasants who
• Complete a mission without taking a life often have better lives than do the masterless samurai.
• Take the life of a fellow shinobi who is captured and cannot ** Nanbanjin, (“southern barbarians,” or European
escape foreigners) are not part of the caste system; they are in
• Convince someone (other than a shinobi) that you are of the same truth outside it. If they were to fit on the chart, though, it
profession
• Obey an order from your Chûnin, which leads to great personal
would be about here, as a rule.
sacrifice, without question †† The clergy are technically outside the caste system as
• Infiltrate an organization and gain the trust of their leader well; it allows for erstwhile commoner, kuge, and buke to
be equal. In point of fact, however, the clergy is highly
politicized and status counts here, too.

In times of war or in times of peace it is sufficient for both the upper and lower classes to worship our ancestors and study their
94 teachings. One worships the head of the clan or discipline to which he belongs. Outside learning for retainers of our clan is worthless.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

CREATING
CHARACTERS

95
SENGOKU: REVISED EDITION
One of the great advantages of the Paying For Items Gained
Fuzion gaming system is the elimination
Note that any Skills, Complications and Perks generated by the
of so-called “character classes.” Each PC
Lifepath process need to be accounted for by the character’s nor-
can be uniquely tailored to do what you
mal expenditure of points during character creation.
as the player and you as the GM want
For example, a character’s Lifepath indicates that he gains a
and can work with. The following rules
+1 to a skill level because of a teacher. The character does not
are based on the Fuzion system, adapted
get the bonus to the skill level for free; he must spend the Option
to fit the SENGOKU game. If you are familiar
Point to increase the level.
with the system, most of this will be very easy
Likewise, a character whose Lifepath indicates a new Compli-
for you to follow and work through.
cation (such as an Enemy) would receive the points for that com-
We will start with the first step, generating your PC’s back-
plication, should the player decide to keep it.
ground and basic personality, and then move on to his statistics
(which define his potential and abilities), what his abilities actu-
ally are, and his profession. It’s Optional
To reiterate, the Lifepath is a tool for ideas, to help players flesh

LIFEPATH out the details of their character’s background. It should not be


considered a limiting or mandatory part of character creation. It’s
This is the first step of creating a character; getting a concept optional. If you want to use it, it should help you come up with
and history established. Lifepath is a special flowchart of events, ideas to fill out your character’s background. If you don’t want to
personality quirks and plot complications, which are used to give use it and have plenty of ideas of your own, then you can skip it
a character roleplaying depth and complexity. In effect, the altogether. Or you can use the Lifepath to generate some back-
Lifepath is your character’s “origin story,” telling where he came ground information for your character and make up the rest. It’s
up to you.
from, what he’s done and what he’s like.

Using the Lifepath BASIC PERSONALITY


To use the Lifepath, simply follow the instructions in each box
of the chart, rolling a die or making a choice as instructed. (HITOGAKA)
Generally speaking, the Lifepath can be used to personalize your Start by deciding what your character is like; basic personality,
SENGOKU character with little or no modification. There are some values, and world view. You may either roll (2d6) or choose one
items, however, that, because of the genre, will lend themselves of the following:
to a certain selection. Players are free to choose any of the items
on the list or roll the indicated dice to randomly select one. 2 Amiable, well-mannered
3 Devout, pious, holy
4 Imperious, condescending
Taking New Complications 5 Greedy, bad-hearted, jealous
As part of the Lifepath process, you may also elect to take a few 6 Gentle, kind-hearted
Complications, which are situations, problems or personal limi- 7 Honest, hard-working
tations that enhance the roleplaying aspect of the character, and 8 Industrious, frugal
9 Spoiled, fickle
(coincidentally), generate extra Option Points (page 111) to be 10 Boastful, rascal
used in the creation of the character later. Note that in Fuzion, 11 Uncouth, boorish
Complications are not just window dressing; a big part of getting 12 Violent, quick-tempered
more Option Points is roleplaying your Complications.
Along the Lifepath you’ll see events are a good place to link up (Next: Go to What You Value Most)
to a possible Complication.
For example, Parents Murdered would be a great place to take
on a Responsibility, such as a Dependent (your baby sister), a What Do You Value Most?
Vow (to avenge your parents’ deaths) or a Code of Honor (live
by Bushidô, the Warrior’s Code). 2 Friendship
3 Having a good time
4 Knowledge, Enlightenment
5 Piety, Honesty
6–8 Loyalty, Fealty, Honor (e.g., Bushidô)
9 Your Word
10 Power
11 Possession, Heirloom
12 Vengeance

From the time he is young a samurai boy should liken his parents to the master, and learn everyday politeness and etiquette, the serving
96 of other people, the ways of speech, and even the correct way of walking down the street.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Home Province (Kuni)


Go to Your World View Where was your character born and/or raised? Which province
Your World View do they call home? Select a home province for your character, or
Roll 2d6 or select from the following to define your character’s roll 2d6 to determine the region (in bold letters), then roll again
overall philosophy and attitude about life. for the province (or simply select a province).

2 Every life is sacred.


3 Karma is karma and the world is an illusion.
4 Life is fleeting, like cherry blossoms. 2 Hokurikudô Region 8 Sanyôdô Region
5 Never let your feelings show. 2–3 Echigo 2 Aki
6 Honor above all things. 4–5 Echizen 3–4 Bingo
7 My life belongs to my master and is his to use. 6–7 Etchû 5 Bitchû
8 I must prove my worth to earn respect. 8–9 Kaga 6–7 Bizen
9 People are untrustworthy. Be careful who you 10 Noto 8–9 Harima
depend on. 11 Sado (Island) 10 Mimasaka
10 No one’s going to dishonor me again. 12 Wakasa 11 Nagato
11 People should know their place, as I do 3–4 Kinai Region 12 Suô
12 How you die is important because it shows how 1 Izumi 9–10 Tôkaidô Region
you lived. 2 Kawachi 3 Awa
3 Settsu 4 Hitachi
4–5 Yamashiro 5 Iga
Now move on to Early Background and Childhood Events. 6 Yamato 6 Ise
5 Nankaidô Region 7 Izu
Early Background 1 Awa 8
9
Kai
Kazusa
2 Awaji (Island)
You have a choice of determining your caste; you may chose it 3 Iyo 10 Mikawa
outright (being mindful that you will have to “pay for” your se- 4 Kii 11–12 Musashi
lection later), or you may roll for it on the following chart. 5 Sanuki 13 Owari
6 Tosa 14 Sagami
15 Shima
Birth Caste (Kaiky
(Kaikyû)) 6 Saikaidô Region
2 Bungo 16 Shimôsa
What caste were you born into? Roll 2d6 or choose from the 3 Buzen 17 Suruga
following list. Note that the following table does not reflect the 4 Chikugo 18 Tôtômi
historical population breakdown of Sengoku Japan. Instead it re- 5 Chikuzen 11–12 Tôsandô Region
flects the heroes of the genre. 6 Higo 3–4 Hida
7 Hizen 5 Iwaki
2 Hinin (non-persons) 8 Hyûga 6 Iwashiro
3–5 Bonge (commoners) 9 Iki 7 Kôzuke
6–11 Buke (military class) 10 Ôsumi 8 Mino
12 Kuge (Imperial nobles) 11 Satsuma 9–10 Mutsu
12 Tsushima (Isl.) 11 Ômi
7 Sanindô Region 12 Rikuchû
Note your character’s caste and consult the Caste Template for 2 Hôki 13 Rikuzen
appropriate Perks, Complications and Everyman Skills for your 3 Inaba 14 Shimotsuke
character’s caste. 4 Iwami 15–16 Shinano
5–6 Izumo 17 Ugo
7 Oki 18 Uzen
8–9 Tajima
10 Tanba
11–12 Tango

It is natural that one’s disposition be affected by different styles [of different regions]. But it is vulgar and foolish to look down upon the
ways of one’s own district as being boorish, or to be at all open to the to the persuasion of the other place’s ways and to think about giving
up your own. That one’s own district is unsophisticated and unpolished is a treasure. Imitating another style is simply a sham. 97
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

Where Did You Grow Up? 4–6 Secrets (Himitsu)


In what kind of environment did your character grow up? Roll
2d6 or choose one of the following: 1 accused of a shameful act they may or
may not have committed. Roll 1d6:
1–3 a trusted servant (or friend if
2 Exotic environment (Wilderness,
bonge or hinin) takes the blame and
foreign country, etc.)
commits suicide; 4–5 punished by the
3 Remote hut
lord with house confinement for 1d6+2
4 Small hamlet
months; 6 a “curse” is laid on the
5–6 Village (mura)
household.
7–10 Town (machi)
2 considered to have some kind of
11–12 City
unique birthright, ability or status (e.g.,
illegitimate child of a daimyô or a
What Comes Next? wealthy merchant, etc.; Above-average
skill or stat; talent; magic ability;
Any Childhood Crises? Big problems or traumas? Roll 1d6 once descendant of kuge; inherit leadership
below and go to the appropriate table: of a clan, ryû, or secret art/okuden.)
3 unknown — you grew up alone, never
1 A Boring Childhood: Go to Life Events knowing your true heritage
2-6 Go to Childhood Events 4 shamed from your father’s dishonor-
able deed — you carry shame from
CHILDHOOD EVENTS 5
father’s dishonorable deed (-10 Honor).
not the real thing — you were adopted
A crisis occurs in your character’s early youth. Roll 1d6 to see at birth and your parents are of a
how your family was affected: different social caste.
6 in possession of a unique artifact or
skill (possibly an okuden).
1–4 One or some family members were…
5–6 Your entire family was…
Your next step is to chart the course of your life after Child-
…then roll 1d6 for the rest of the story (see below): hood by moving on to Life Events.

1–3 Enemies (Teki) LIFE EVENTS


Roll 2d6+13 to determine your character’s starting age (or sim-
1 betrayed by a friend and lost every-
thing they had (e.g., samurai characters
ply choose your character’s age). For each year over 15, roll once
become rônin). below and go to the appropriate table:
2 exiled, and later returned under an
alias. (A good reason to buy a Secret 1–2 Good with the Bad (roll 1d6)
or Enemy). 3–4 Friends and Enemies (roll 1d6)
3 murdered before your eyes. (Good 5 Love and War (roll 1d6)
reason to buy a Vow of vengeance.) 6 Nothing Happened that Year.
4 hunted by a powerful group or
organization (e.g., a rival samurai clan, When you have completed all the years up to the present, Go to
shinobi clan, large bandit gang, etc.) Current Situation to see where you are now.
5 abducted or mysteriously vanished;
you were inexplicably left behind.
6 killed in a war or disaster, or assassi-
nated (Possible source of a Vow, Secret
or Enemy.)

…at the age of seven or eight…a boy should be introduced to the Four Books, the Five Classics and the Seven Texts, and taught
calligraphy so that he remembers how to write. Then, when he is fifteen or sixteen, he should be made to practice archery and horseman-
98 ship and all the other military arts, for this is the way a samurai should bring up his sons in time of peace.
— Daidôji Yûzan
WWW.SENGOKU.COM

Good With The Bad Friends And Enemies


Roll 1d6 of choose one of the following. Roll 1d6 or choose.

1–2 Something Good: Roll 1d6 1–3 Make an Enemy: Roll 1d6 (or choose) and see below

1 Make a Contact (see Perks): A local power 1 Enemy: Bitter ex-friend or lover.
player (daimyô, machi-bugyô, yoriki, 2 Enemy: Relative.
whatever) befriends you. Their level of 3 Enemy: Partner or associate.
effectiveness is worth 1d6. 4–5 Enemy: From rival clan, group or faction.
2 Mentor: You gained a teacher or mentor in 6 Enemy: Powerful official or noble.
your life. This person has taught you one new
skill up to a level of 1d6/2 (round up). 4–6 Make a Friend: Roll 1d6 and see below
3–4 Debt Owed (see Perks): Someone owes you
big time. Roll 1d6/2 to determine the level of 1 Friend: Like a sibling or parent to you.
the favor owed you. Type of contact subject to 2 Friend: Partner or associate.
GM approval. 3 Friend: Old lover (choose which one).
5 Membership (see Perks): You have been 4 Friend: Old enemy (choose which one)
nominated for membership in a select group. 5–6 Friend: Have common interests or
Roll 1d6/2 to determine your new status acquaintances.
(group is up to GM)
6 Windfall: Your financial ship just came in;
an inheritance (sôzoku), gambling score, or
Go back to Life Events.
just a good investment Roll 1d6 x 100
Monme-ita for the amount. Players may opt Love and War
for a valuable possession/heirloom of a like Roll 1d6 and consult the table below, or select one.
value (e.g., master-quality katana or daishô,
suit of armor, etc.)
1 A Pleasurable Time With No Obligations: No
3–6 Something Bad: Roll 1d6 unusual events associated.
2-3 Had Love Trouble! (Hiren): Any of these might be a
1 Imprisonment: You have been exiled, imprisoned, good hook for a Compulsion, Enemy, or Psychological
or held hostage (your choice). Roll 1d6 x 1 month for complication. Roll 2d6 and see below or choose
length of imprisonment. A good place for a Psychologi- one of the following (there are separate entries for male
cal Complication. and female PCs where appropriate):
2 Falsely Accused: You were set up, and now face arrest
or worse (buke become rônin). A good place for an 2 (Male): The proprietor refuses to sell you the
Enemy Complication. courtesan’s contract (or if bonge/hinin, you
3 Accident or Injury: You were in some kind of terrible couldn’t afford it anyway).
accident or maimed in some other way. A good place (Female): Your husband takes a wife of higher
for a Physical Complication. status; you are reduced to a concu bine.
4 Hunted: You incurred the wrath of a powerful person, 3 (Both): There is a conflict between your duty
family or group. A good place for an Enemy. and your affections (e.g., you’re from different
5 Mental or Physical Illness: You were struck down by social strata).
a severe Physical illness or Psychological complica- 4 (Both): There is a child from your union. Roll
tion. for sex: 1–3 = male; 4–6 = female.
6 Emotional Loss: You lost someone you really cared 5 (Male): A rival buys the courtesan’s contract.
about. 1-2; they were murdered. 3-4; they died by (Female): Your lover leaves you or your hus-
accident or illness; 5-6, they vanished, killed them- band divorces you for another woman.
selves or just up and left without any explanation. 6 (Both): Your lover is in reality a ghost, shape-
shifter, or shinobi.
Go back to Life Events. 7 (Male): You run up a ruinous debt at the reed
house.
(Female): Your lover or husband falls in love
with a courtesan (or a geisha, if you’re playing
in the Tokugawa Period)

(Continued on next page)

However much we do for them as children, we cannot but feel that however well we fulfill our filial duties it is never really adequate. 99
— Daidôji Yûzan
SENGOKU: REVISED EDITION

8 (Both): Your lover’s family forced you to CURRENT SITUATION


separate; any children from the union stay with
the father. This section will shape the character’s chosen profession, if not
9 (Both): You were coerced into a loveless actual caste. If the character is a shinobi, this profession could
marriage (by your clan head, parent, etc.). be their “cover.” Roll 2d6 to determine where your life is right
10 (Both): Your lover was unfaithful with a rival, now:
someone of higher status, etc.
11 (Both): You break up, but lover vows revenge 2 Criminal/Underworld
someday. 3 Law Enforcement
12 (Both): You marry (for love). 4 Government
5–7 Mundane Occupation
4 Had a Tragic Romance (Hiren): Any of these might 8 Business/Merchant
be a good hook for a Compulsion, Enemy, or Psycho- 9 Unaffiliated/Freelancer
logical complication. Roll 1d6 or choose one: 10 Artisan/Craftsman
11 Scholar/Mystic
1 Lover died in accident or was murdered. 12 Military
2 Lover mysteriously vanished.
3 Lover’s contract is sold to an establishment Some suggested occupations for characters are given below.
or person in a far off province or city. This list is merely a sampling of possible professions.
4 Lover died from an illness.
5 Lover went insane.
6 Lover committed suicide. Criminal/Underworld
Kuge: Smuggling, assassination, and political power brokering
5-6 Involved in Battle (Ikusa): Note that this table ap- is not unknown among the rarefied atmosphere of the imperial
plies primarily to those whose profession is arms; other capital, though kuge usually work through buke middlemen or
characters have the choice of re-rolling the 1d6 or se- their own retainers.
lecting one of the above. Any of these might be a good Buke: If rônin, he is a lone bandit (nobushi) or a member of a
hook for a Compulsion , Enemy , or Psychological com- local gang (kumi); He may be the leader of a bonge gang. If a
plication. Roll 1d6 and see below: samurai, any illegal activities must be kept secret from his clan; if
he is discovered he may be forced to commit seppuku (or at the
1 You were routed by the enemy (–1 Membership very least lose 5K Honor points!).
Level and -2K Honor, -3K if ML5 or higher). A Bonge: Common criminal (thief, bandit, or member of a small
good place for an Enemy Complication. gang), entertainer (juggler, actor, etc.) or prostitute.
2 You fought on the losing side of a battle and your
daimyô is killed (samurai become rônin; if
Hinin: As for bonge.
already a rônin, this explains it).
3 You incurred a serious wound in battle. A good Law enforcement
place to add a Physical Complication.
4 You performed well in battle, gaining much
Kuge: Imperial palace guard officers.
experience. +1 to any appropriate Skill (GM’s Buke: Yoriki (police captain), clan censor/inspector (metsuke)
discretion). or town magistrate (machi-bugyô), prison guard.
5 You gained the notice of your lord and receive a Bonge: Policeman (dôshin), executioner.
2d6 x 10 bu reward. Hinin: Hired policeman’s assistant (tesaki), jailer, government
6 You defeated a prominent enemy samurai or spy (onmitsu) or execution grounds attendant.
prominent mystic character, gaining your lord’s
favor. Gain +1 KAO and +1 Membership Level
(Bonge or hinin are offered Member ship, Government
becoming samurai), a reward of 2d6 x 100 bu, or Kuge: Imperial courtier, imperial minister (Minister of Shrines
appropriate item (like a Legendary quality katana) and Temples, Minister of the North Gate, etc.), councilors.
Buke: Retainer from daimyô’s inner circle, clan official, tax
Go back to Life Events. collector.
Bonge: Page or assistant to the local samurai or magistrate,
village or town council member, court jester, attendant, samurai’s
courtesan.
Hinin: Government spy (onmitsushi), executioner, eta village
council member.

Even…a cantankerous parent must be reverenced as a parent, his bad temper be appeased, his aged infirmities condoled with and
100 regretted, without showing any signs of annoyance. For exerting oneself to the utmost for such a parent is real filial piety.
— Daidôji Yûzan
WWW.SENGOKU.COM

Mundane Occupation Bonge: Foot soldier (ashigaru), spy, militant


monk (sôhei), samurai attendant (chûgen)
Kuge: Imperial courtier, court scribe, advisor. Hinin: Foot soldier (ashigaru), grave-digger.
Buke: Garrison duty, road checkpoint guard, toll collector, es-
cort, ashigaru.
Go to Current Outlook.
Bonge: Farmer, fisherman, porter, laborer, courier, carver
(kijishi), sedan-chair carrier (kagoya), woodcutter.
Hinin: Butcher, gravedigger, leather tanner, corpse-handler. CURRENT OUTLOOK
These selections are appropriate to all characters, although they
Business/Merchant may be most suited for samurai and like individuals. Great em-
Kuge: Imperial Treasurer, etc. phasis should be placed on the fact that the character must con-
Buke: Martial ryû instructor, clan’s merchant liaison. stantly struggle with his own desires conflicting with his duty to
Bonge: Merchants, money-lender, shop or inn keeper, accoun- his master. Roll 1d6 to determine where your life is right now or
tant, money-changer. choose one of the following.
Hinin: Reed house proprietor, theater troupe manager, land-
scape artist. 1 I am forced to live out this life to atone for
past misdeeds.
2 I am a puppet of more powerful forces.
Unaffiliated/Freelancer 3 I must constantly prove my worth or
Kuge: This is an inappropriate selection for kuge, unless they become worthless.
have severed their ties with the Imperial Court and become monks 4 My purpose is to serve my master.
or perhaps kensai (sword masters). 5 I crave temporal power (or spiritual
Buke: Bodyguard (yojinbô), rônin seeking a lord (daimyô) to enlightenment).
serve or army to join, wandering swordsman (shugyôsha), Bud- 6 Karma is karma and life is just an illusion.
dhist monk (bôzu), etc.
Bonge: Bodyguard (yojinbô), wandering craftsman or enter- Next, choose a Caste Package (page 111) and a Profession Tem-
tainer, doctor (ishi), wandering monk (bôzu), thief, hermit. plate (page 123).
Hinin: Wandering craftsman or entertainer, ninja, hired assas-
sin, etc.

Artisan/Craftsman
Kuge: Painter, calligrapher, poet.
Buke: Swordsmith, calligrapher, poet.
Bonge: Carpenter, roofer, stonemason, mat-maker, screen
maker, plasterer, dyer, wood-worker, lacquerer, roofer, potter,
paper maker, sandal maker, armorer, sake brewer, entertainer.
Hinin: Tanner, entertainer.

Scholar/Mystic
Kuge: Priest, court scribe, classical literature historian.
Buke: Priest, shugenja, onmyôji, tactician, wandering student
(shugyosha), court scribe.
Bonge: Wandering scholar (kataribe), priest, shugenja, onmyôji.
Hinin: Monk, shugenja, onmyôji, storyteller.

Military
Kuge: Palace guard, warrior (bushi).
Buke: Warrior (bushi), mercenary (if rônin), scout, troop com-
mander or general (taishô), weapon instructor, foot soldier com-
mander (ashigaru taishô), toll collector, spy, militant monk (sohei).

If one does not understand from the very beginning that the world is full of unseemly situations, for the most part his demeanor will be
poor and he will not be believed by others. 101
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

CHARACTERISTICS
Characteristics are numbers which define the natural attributes
and inherent abilities of a character. All people and creatures can
be described using characteristics; this lets you compare one per-
son to another, which is often important in the game.
For example, a person with a Strength characteristic of 5 is
stronger than a person with a Strength of 4 but not as strong as a
person with a Strength of 6.
<1 Challenged: This value is most often found in chil-
dren, elderly people or those weakened by illness or infir-
mity. Everyday tasks at this level are difficult. WHAT THE NUMBERS MEAN
1–2 Everyday: This is reality on the mundane side. People
here are generally out of shape, unremarkable and not su-
A character’s basic structure is defined by his characteristics.
per bright, but they get along in everyday life just fine. The numbers applied to the characteristic show how good (or
Most ordinary people around the world are likely to have poor) the character is in relation to other people. You have to
some characteristics at this value. It’s enough to get by on decide what kind of person your character is before we can go on.
and do most things (though not very unusual or stressful Is he an “Everyman” thrust into grand adventure? Or is he a vet-
tasks). At this level, adventure is something that happens eran of years in the wars, who shies away from nothing? And
to others; your idea of action is visiting the tea house at what numbers best represent a character?
midnight. Stats are typically paired with a skill to accomplish a desired
3–4 Competent: This is a reality many of us live in; the task (see Skills). When designing a character for SENGOKU, it is
closest thing to a hero is a good dôshin (policeman), important to emphasize those characteristics that will help your
firefighter, bushi (warrior) or other dedicated citizen. Most
healthy adults have some Characteristics that fall into this
character to excel in his chosen profession, but it is just as impor-
range. Adventures in this kind of reality rarely if ever en- tant not to overlook the other characteristic.
counter supernatural powers or feats; a highway robbery The set of descriptions to the left can be applied for each char-
would be a lot of excitement at this reality level. This is acteristic and skill. The label is the default name for this level as
the typical range for Historic-level S ENGOKU games. given in the basic Fuzion rules (see the table to the left).
5–6 Heroic: This is the reality that only a few of us live in – These value ranges may overlap some, particularly at the lower
master swordsmen, battle-hardened bushi, master crafts- end of the range. “Normal” people often have values of 1 to 4, for
men, highly trained assassins and professional acrobats. instance. Usually 7 is the value where the real world stops and
Most people in this kind of campaign are much better than
ordinary—equivalent to TV or chanbara heroes; better
where fiction begins to take over.
looking, more competent (and with stuntmen). A typical Note also that many characters will have characteristics and
adventure at this reality level would be a hostage rescue, skills in a wide range of values. Characters in Heroic (Chanbara )
castle raid, or a rugged trip in the rugged mountains. This campaigns may have one or two characteristics in the Incredible
is the typical range for Chanbara-level S ENGOKU games. range, and the rest Competent or Heroic. Most characters have
7–8 Incredible: Save for the feats of Olympic athletes, gor- some abilities they perform better than others; it’s rare to have
geous super-models, top sports stars, world leaders and someone with the same characteristic values across the board.
Nobel prize winners, you have now left reality altogether
and are amongst the very best in the world at what you do.
This is also the realm of low budget action films, where Reality Levels
the heroes battle international gangsters and supernatural One of the advantages of Fuzion’s various plug-in rules is that
beings. Typical Incredible reality adventures are much like they allow GMs to custom tailor the reality level of their cam-
Heroic ones, but with huge weapons and world-spanning paigns. Since SENGOKU functions on three key levels: Historic
plots.
9-10 Legendary: This is the realm of Hollywood blockbust-
(Competent), Chanbara (Heroic), and Anime (Superheroic), the
ers, or super screen swordsmen like Toshiro Mifune, campaign levels are set.
Wakayama Tomisaburo (Itto Ogami, Lone Wolf) and
Shintaro Katsu (Zato Ichi), geniuses, or action movie stars Reality Level Table
with a big effects budget and a lot of stunt men. Most animé
heroes or “realistic” superhero campaigns fall into this re- Campaign Reality Starting Stat Start. Stat/
ality. This is a level that only a few ever reach; it’s simply Type Level CP/OP Avg Skill Max
the best a human can possibly be and you probably won’t Historic Competent 45/45 3 5
ever find “real people” at this level, unless they are Albert Chanbara Heroic 60/60 4–5 8
Einstein, Carl Lewis or Helen of Troy. Anime Superheroic 75/75 6 None
11+ Superheroic: At this point, you have crossed into the
realm of the superhuman. Your capability in this area is
unbelievable to normal humans. This is the reality level of
most animé videos and mythology. Supernatural powers Primary vs. Derived Stats
or superhuman skills are common, and adventurers regu- There are two kinds of characteristics in Fuzion-powered games.
larly save entire Realms and thwart powerful kami and Bud- Primary characteristics are “bought,” using a pool of points which
dhist spirits. This is the typical range for Animé-level
SENGOKU games.
we’ll discuss later.

One who is a warrior should have a thorough understanding of [right and wrong]. If he knows how to do the one and avoid the other,
102 he will have attained to Bushidô.
— Daidôji Yûzan
WWW.SENGOKU.COM

A good example of a primary characteristic would be a Physical Group


character’s Body characteristic, used to judge how tough he is.
Strength (STR): Your muscle mass
Derived characteristics are created by applying a simple math-
and how effective it is for exerting force.
ematical formula to a specific characteristic. A good example of
The higher your strength, the more you
a derived characteristic would be a character’s Stun, which is fig-
can lift, drag, etc., and the more power-
ured by multiplying his Body by 5.
ful the blows from your fists and other
body parts.
The Power to Buy Characteristic Points Constitution (CON): How healthy, and
The power to buy your primary characteristics comes from a generally resistant to shock effects, poisons and
pool of points called Characteristic Points (CP), given to you by disease your character is. Your character can be a really big, tough,
the GM when you make your character. But how do you deter- strong guy and still be incapacitated by a head cold.
mine that value? The best option is for the GM to multiply the Body (BODY): Your size, toughness, and ability to stay alive
number of Primary Characteristics by the average value the GM and conscious due to physical mass, sheer bloody-mindedness
wants the characters to have; this will give you the starting CPs and structure or other qualities. How much damage you can take
for the campaign. is derived from this.
In SENGOKU, characters receive the number of character points
indicated in the table above for the different campaign levels. Mental Group
SENGOKU assumes a Chanbara-level game; most SENGOKU prod-
ucts (such as Shiki: Four Seasons and Shinobi: Shadows of Nihon) Intelligence (INT): How generally bright you are. As a rule,
will be written for this campaign level. this is more than sheer intelligence, but also cleverness, aware-
ness, perception, and ability to learn; mental deficiencies don’t
become apparent until you hit 1.
Buying Characteristics Willpower (WILL): Your determination and ability to face
Primary Characteristics are purchased at a ratio of 1 (CP) for danger and/or stress. This Characteristic represents your courage
one level of ability or +1 in that characteristic. and cool.
For example: David wants Matahei to have a Strength of 5, so Presence (PRE): Your ability to impress and influence people
he pays 5 CP. through your personality and charisma. It is a general representa-
Primary characteristics are purchased with characteristic points tion of how well you get along with others and how you interact
(CP). Each player starts with a set number of Characteristic Points in social situations. PRE is used for social interactions that do not
to allocate to his character’s stats. The number of CP players start involve or rely on mere social standing or honor.
with depends on the campaign level of the game, as shown in the Aesthetics (AES): Aesthetics represents the character’s sense
table above (45 CP in a Historic-level game; 60 CP in a Chanbara- of style, appreciation of beauty, and sense of harmony with na-
level game; 75 CP in an Anime-level game). ture. AES may be used in place of TECH when designing or cre-
The average stat score for starting characters in SENGOKU is also ating works of art; not from the technical standpoint of making an
based on the campaign level (3 to 4 for Historic-level characters; object, but from the artistic standpoint of creating a work that
4 to 5 for Chanbara-level, and 6 for Anime-level characters). reflects natural beauty.
The maximum score a starting character may have in any pri- Piety (PIE): Piety (or shinkô) is a measure of the character’s
mary characteristic varies based on the campaign level. Begin- religious conviction. Whereas everyone in Japan believes in the
ning Historic-level characters have a maximum score of 5, and existence of the kami and Buddhas, Piety measures the strength
beginning Chanbara-level characters have a max score of 8. Be- of the character’s belief. Piety is used to call upon the spirits to
ginning Anime-level characters have no maximum stat score. intervene on behalf of a mortal and to allow a character to take
advantage of divine magic (like heavenly-created magic items
PRIMARY CHARACTERISTICS and some spells). Piety also plays a role in the mystical abilities
of Shintô and Buddhist priests in SENGOKU. A character’s Piety
In SENGOKU, character stats are arranged into four groups. They Stat score reflects how strong his beliefs are for his chosen reli-
are: the Mental Group, the Combat Group, the Physical Group, gion.
and the Movement Group. Each of the Groups is presented be- Kao (KAO): Kao is that element of the Japanese psyche known
low and listed with its component characteristics. to Westerners as “face.” It is an amalgam of several concepts,
including: dignity, pride, honor and shame. A person “wears a
face” in public when they have honor. If they are shamed in some
Group Characteristics way, it is said that they “lose face”—that is, they cannot show
Mental Intelligence Willpower Presence their face in public without great disgrace because they are shamed.
Aesthetics Piety Kao Kao is used in social situations where the character’s reputation,
social status or honor come into play, rather than relying on his
Physical Strength Constitution Body charm or personality. (For more information, see Status, page
Combat Reflex Dexterity Technique 91.)
Movement Movement Kao is tied directly to the character’s Honor score. For every 10
full points of Honor, a character receives 1 point of Kao. A single
point loss of Honor can mean a drop in a character’s Kao score,
however (see Honor, below).

Confucius was a sage because he had the will to become a scholar when he was fifteen years old. He was not a sage because he studied
later on. 103
— Master Ittei
SENGOKU: REVISED EDITION
Combat Group resting with medical attention. (For more advanced rules on heal-
ing see Recovery, page 223.)
Technique (TECH): Your ability to
Run (MOVE x 2m): This is the number of meters a character
manipulate tools or instruments. This is
can move in three seconds (i.e., one Phase). The character is at
not the same as reflexes, inasmuch as this
full DEX when defending against attacks, but may not take an-
covers the knack of using tools. One char-
other action in addition to his movement. If you are using ken
acter might have a high Technique, but
instead of meters, divide this number by 2 (i.e., MOVE x 1) to
might not be able to fence or juggle. On the
determine the number of ken a character runs in a three second
other hand, another might have high Reflexes,
Phase. Characters may come to a complete stop in one Action.
but only a fair level of Technique.
Sprint (Move x 3m): How far the character sprints in a flat-out
Reflexes (REF): Your response time and coordination, as used run in three seconds. The character is at -3 to his DEX when
in aiming, throwing, juggling. A stage magician, for example, defending against attacks while sprinting and cannot take any
would have a high Reflex score. Most importantly, this is the other action. A character must run for one full Phase before switch-
characteristic that shows your chance to hit things. ing to a Sprint.
Dexterity (DEX): Your overall physical competence, as per- When reducing speed, a character must move down to a normal
tains to balancing, leaping, jumping, combat and other athletic move (i.e., Move x 1) on his next available Phase, and then come
activities. A gymnast would have a high Dexterity. Most impor- to a complete stop on his following Action. Characters can at-
tantly, this characteristic is used to avoid being hit. tempt to “stop short,” coming to a complete stop in one Action,
by making an Athletics skill roll (DEX + Athletics + 3d6) with a
Movement Group Difficulty Number of 14 plus his total movement (i.e., his “ve-
Movement (MOVE): Your speed of movement; running, locity”) in meters.
leaping, swimming, etc. There is only one primary characteris- For example; Toshii, who has a Move score of 4, has to run to
catch the river ferry. He begins a Run on his first available Ac-
tic in this group; the rest are all derived characteristics.
tion, moving 8 meters (or 4 ken) that Phase. On his next avail-
able Action he increases to a Sprint, moving 12 meters (6 ken).
DERIVED CHARACTERISTICS Unfortunately, Toshii doesn’t make his ferry and must stop short
or fall into the water. Since Toshii is moving at a speed of 12
Derived Characteristics are characteristics that are created by meters per Phase, he must make an Athletics roll with a DN of 26
performing some simple math on a character’s already existing (14 + his velocity).
Primary Characteristics. Swim (MOVE x 1m): How far the character swims in a three
Endurance (CON x 10): Endurance (END) represents how second Phase. If a character is swimming in rough conditions
long a character can expend energy, whether in physical endur- (rough water, under fire, etc.) the GM may require the character
ance (e.g., using STR) or in the use of a special ability. It is spent to make an Athletics roll to stay above water (characters may
in the same way as Hits or Stun points. When it runs out, you are substitute Suie-jutsu for Athletics). Two consecutive failed skill
exhausted and cannot do anything more except rest and recover. rolls for swimming indicate the character is drowning (for rules
Generally, 1–2 points of effect, 2 points of STR, 1 minute or hour on drowning, see Asphyxiation and Drowning, page 220).
of time (or 1 point of “power” used) costs 1 END point. END is Leap (MOVE x 2m): How far a character travels (horizon-
regained whenever you take a Recovery Action (page 206), which tally) in a standing leap, in meters. For a running leap, add half of
restores as much END as your REC score (see Recovery, above). the character’s velocity to the distance. For vertical distance, di-
Stun (CON x 5): How much stunning/brawling damage you vide the distance by 2 (i.e., MOVE x 1).
can take before you are battered into unconsciousness, calculated Resistance (WILL x 3): Resistance (RES) is your ability to
as points. Important: At the start, you may elect to move points resist mental or psychological attacks or stress; basically your
from Stun into Hits or vice versa, as long as the total moved is mental “Hits.” RES comes into play when resisting the effects of
limited to 1/2 of the starting Stun Value. fear, PRE Attacks, potential sanity loss, and so on.
Example: with 35 Stun and 35 Hits, I could move up to 17 points Honor (KAO x 10): Honor (HON) represents the characters
from Stun into my Hits or up to 17 points from Hits into my Stun. honor and glory, as perceived and recognized by others. A char-
Once moved, the new totals are permanent (i.e., they can’t be acter with a high Honor score has many achievements, a good
changed again once the character is brought into play). reputation and much face. Characters will gain and lose Honor
Hits (BODY x 5): How much killing damage you can take regularly during play to reflect the effect that the character’s ac-
before you are dying. Any armor you have may be subtracted tions have on his reputation and in the way others perceive him.
from any Killing or Stun damage you take. You may move Hit The character’s KAO score is tied directly to his Honor. Starting
points into Stun and vice versa, with the GM’s approval (see characters receive 10 points of Honor for each point of KAO.
above). Once play begins, however, Honor becomes more significant;
Stun Defense (CON x 2): Stun Defense (SD) is a measure of characters receive one point of KAO for every 10 full points of
how resistant you are to Stun damage. Any Stun damage your Honor that they have; a character’s KAO score will fluctuate, as
character takes is reduced by your SD score. well. Thus, if a character has 40 Honor their KAO score is 4. If
Recovery (STR + CON): Recovery (REC) determines how they have 30, 31 or even 39 Honor points, their KAO is 3. Losing
fast the character recovers from injury (i.e., from Stun and Kill- even a small amount of Honor can have serious implications, to
ing damage). Your character gets back this many Stun points each be sure.
Turn spent resting, and this many Hits back for each day spent

…to act in a bullying manner to one who is weaker than himself is a thing that a brave samurai never does. And he who likes and does
104 what a brave man hates and avoids is rightly described as a coward.
— Daidôji Yûzan
WWW.SENGOKU.COM

Karma (Special): Karma (KAR) represents the character’s


standing in the universe, as it pertains to his past lives. In Japan TO DETERMINE A
(specifically under Buddhist philosophy), rebirth is a foregone
conclusion. How one lives his life has a great effect on the qual- COMPLICATION’S
ity of his next life, after he is reborn. In SENGOKU, Karma is weighed
on a more immediate scale. Karma points are gained when a char- VALUE
acter suffers a serious injustice or performs a particularly good, To determine the value of a Complica-
exemplary deed. “Good” Karma may be used to influence the tion, add together the Frequency Value, the
roll of the dice in the character’s favor during the game. Con- Intensity Value, and multiply the resulting to-
versely, “bad” Karma (gained by characters performing “evil” tal by the Importance.
deeds, inflicting needless suffering on others, etc.) are “used” by Example: Bob takes Responsibility as a Complication for his
the GM to negatively affect die rolls during the game to the of- character, Tajomaru. He decides that this will affect Tajomaru
fending character’s detriment. or past misdeeds. (For additional Frequently (10), and he decides Tajomaru is responsible for the
information see Karma, pg. 224). All characters begin play with care of his lord’s youngest son, Oniwaka. Since Oniwaka is three
0 Karma. Good or Bad Karma may be gained by the character years old, it is difficult and Tajomaru is considered Challenged
taking certain Perks or Complications during character creation (Intensity 10); but since Tajomaru is not in any danger and his
(see Complications, pg. 110, and Perks and Privileges, pg. 116). skills aren’t affected (divide by 5), taking care of Oniwaka is worth
(10 + 10)/5 = 4 Points. But if Oniwaka was constantly exposed to
extreme danger from which Tajomaru has to rescue him (such as
INCREASING OR DECREASING warfare, or intra-clan strife), Bob could milk the situation for up
to 20 points.
CHARACTERISTICS
Characteristics generally may not be increased or decreased Frequency
directly. However, certain talents or powers (that may or may not Just how often does your problem impact your life? The an-
be available in your campaign setting) allow you to increase a swer is the problem’s frequency; essentially, how often the GM
characteristic, either temporarily or permanently. Certain Com- can inflict it upon your character as part of the trade for those
plications may also decrease a Characteristic. Or, as last resort, extra OP. This table is used for creating new complications and
you may attempt to convince your GM to allow you to use Op- to derive the final value for the sample complications listed be-
tion Points (pg. 111) in increase a characteristic at a ratio of five low. Just add the appropriate value for the frequency of the com-
OP for every point of characteristic increase. plication (based on how often you determine the complication
For example; Tom is creating his character, Hideo, for a SENGOKU affects your character) to the listed value for the complication’s
campaign. His has allocated all of his allotted characteristic points, Intensity.
but he doesn’t have enough points to make Hideo quite as strong For example, if you select Honest: say nothing rather than tell
as he’d envisioned him; he wants to add 2 more points to Hideo’s a lie, which is worth 5 points, and you decide that your character
STR. So Tom asks his GM for permission to trade 10 OP for two is only honest to this degree when questioned about his past, you
more points of STR. Tom’s GM is in a generous mood and al- may decide that he would only likely be questioned about his past
lows Tom to make the trade, boosting Hideo’s STR. about once every game session (worth 10 points on the Frequency
table). This brings the total value of the Complication to 15 so
COMPLICATIONS far. If you decided that his Honesty complication applies to ev-
erything, that would easily come into play more than once every
One way to get more Option Points (OP) when creating a char- gaming session, ringing the total value of the complication (thus
acter is to take on a few complications—social, mental, physical, far) to 20.
spiritual or emotional situations or problems that define and en-
hance your character. Complications can also be linked to vari- Frequency Value Guideline
ous Lifepath events (see Lifepath , page 96) to add to a character’s
Infrequently 5 Once every few gaming
background. Complications will vary depending on the campaign.
The value of a complication is based on its frequency, intensity sessions
and importance in the campaign. Frequently 10 Once every gaming session
The list of complications below already have their intensity val- Constantly 15 More than once every
ues determined for a typical SENGOKU campaign, but players wish- gaming session
ing to alter their value, or to create new complications, can use
the guide below to do so.

To put forth great effort in correcting a person’s bad habits is the way it should be done. It’s said that even with an adopted child, if you
teach him continually so that he will resemble you, he surely will. 105
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
Intensity MENTAL COMPLICATIONS
Intensity reflects how hard it is to over- Mental complications represent psychological problems that
come the complication, or just how much require counseling, purification or other assistance to deal with
it affects you. The sample complications effectively.
listed below each have an intensity value
listed for them in parentheses after the de-
scription; if you are selecting one of the Bad Tempered (Gekido)
listed complications below, use that number in- Your just irritable, all the time. When your temper flares: You’ll
stead of this table. We’ve provided you with a handy risk embarrassment or financial loss (5), You’ll risk incarcera-
table of general roleplaying guidelines (below) in case you want tion or bodily harm or financial/social ruin (10), You’ll risk life
to make up your own complications for your SENGOKU campaign. and limb (15)
Importance: Buke (Major, divide by 2); Others (Extreme, x1).
Value Guideline
Mild [5] May role-play to overcome it, or make Bipolar
WILL + Concentration Roll (DN 14) to Your character is a classic manic/depressive, prone to fits of
overcome it. erratic up moods punctuated with severe, terrifying depressions.
Strong [10] Must role-play it, and make WILL + You are often: Moody (5), Liable to lay around and mope (10),
Concentration Roll (DN 18) to over- Liable to run around frenetically risking life and limb or sink into
a miserable stupor (15), Suicidal (20).
come it.
Importance: All (Major, divide by 2).
Severe [15] Must role-play it, and make WILL +
Concentration Roll (DN 24) to over-
come it. Coward (Okubyô)
Extreme [20] Must role-play it, and make WILL + You lack nerve, especially in combat. This is not a good com-
Concentration Roll (DN 28) to over- plication to take for samurai PCs, due to the potential for loss of
Honor. Bonge can take it without stigma, however. When faced
come it.
with danger: You avoid it or tremble at anything you imagine as
danger (5), You freeze motionless and can’t react (10), You try to
Example: Impaired vision: Nearly blind/missing one eye (10) run away as far as possible from the threat (15).
means the Intensity of this Complication will get you 10 points. Importance: Bonge and hinin (Minor, divide by 5); Kuge (Ma-
jor, divide by 2); Buke (Extreme, x1).
Importance
Importance rates how important the complication is to the char- Delusion (Môsô)
acter and the campaign. For example, taking Poor Literacy in a You believe something that isn’t real, which affects your be-
small village where few people can read anyway is of minor sig- havior to a noticeable degree. You may believe your true parents
nificance (divide the total value of the complication by 5), but are quite wealthy/powerful, that your koi (carp) talk to you, or
taking Poor Literacy in the Imperial court, where everyone is that you are the true and rightful Shôgun of Japan. You will: Risk
literate and well read, takes on major importance (divide by 1). ostracism, embarrassment (5), Risk hospitalization, bodily harm
Another measure of Importance is the complication’s effect on or financial/social ruin (10), Risk life and limb (15).
your character’s survival; if it can kill you, it’s generally more Importance: All (Extreme, x1).
important than something that may just complicate your
roleplaying. The final application is up to the GM.
Suggested Importance values are listed with some complica- Forgetful (Kenbô)
tions as an additional guideline. You have trouble remembering things. You: Can’t find things
you’ve put down without looking for them (1), Have difficulty
remembering names and faces and generally known facts; -1 to
Value Guideline INT-based skill rolls to recollect (5), Have very poor memory
and forget details easily, even friends and family; -3 to INT-based
Minor [divide by 5] Minor effect on combat or damage, skills (10), Are suffering from bouts of virtual senility, with in-
with minor (-1) effect on skills or ability to recall simple facts, including your own identity; -5 to
world reaction. INT-based rolls to recollect (15).
Major [divide by 2] Major effect on combat or 1 1/2x Importance: Elderly characters, bonge and hinin (Minor, di-
damage or effect, serious effect (-3) vide by 5); Buke (Major, divide by 2).
on skills or world reaction, or puts
character into danger. Honesty (Shôjiki)
Extreme [x1] Extreme effect on combat or 2x You always tell the truth, even if it hurts. To be honest, you’ll
damage, extreme (-5) effect on even: Risk expulsion or embarrassment (5), Risk bodily harm,
skills or world reaction, or puts social or financial ruin (10), Risk life and limb (15).
character into extreme danger. Importance: Priests (Minor, divide by 5); Others (Extreme,
x1).

When pressed with the choice of life or death, it is not necessary to gain one’s aim. But not having attained one’s aim and continuing
106 to live is cowardice.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Impulsiveness (Isamiashi) Importance: Bonge and hinin (Minor,


divide by 5); Kuge (Major, divide by 2);
You just can’t help yourself; you always jump into things with- Buke (Extreme, x1).
out thinking. To follow a whim you’ll: Risk expulsion or embar-
rassment (5), Risk bodily harm, social or financial ruin (10), Risk
life and limb (15). Shy (Uchiki)
Importance: Bushi (Major, divide by 2); Others (Extreme, x1). You hate dealing with others. Note: Due
to Japan’s rigid social structure, this Com-
Intolerance plication can be a dangerous one to take; fail-
ure to acknowledge a superior can be tantamount to a
You’re bigoted and intolerant of those who are different from death sentence! Many people in Japan are expected to be some-
you. When you encounter them you are: Civil but distant (5), what shy, especially women; this represents an extreme case of
Rude and verbally abusive (10), Abusive even at risk of life and shyness that interferes with normal social interaction. You will:
limb (15). Refuse to speak to new people (5), Avoid all interactions with
Importance: All (Extreme, x1). new people (10), Physically remove yourself from situations in-
volving new people (15).
Jealousy Importance: Kuge (Minor, divide by 5); Buke (Major, divide
You are jealous to the extreme. Towards the one you “love,” by 2); Bonge and hinin (Extreme, x1).
you are: Obsessed and watchful (5), Confrontative and accusa-
tory (10), Physically violent (15). Slow Learner (Boke)
Importance: Bonge and hinin (Major, divide by 2); Kuge and You don’t learn as quickly as most people. For the purposes of
buke (Extreme, x1). study and training times, your INT is at a penalty. (Note: Learn-
ing penalties for Poor Literacy and Slow Learner are cumula-
Kleptomania (T heki)
(Tôheki) tive.) You: Have a tougher time than most grasping complex con-
You steal things compulsively. You can’t help it. You’ll even: cepts, -1 INT (5), Have a tough time grasping simple concepts, -
Risk arrest or embarrassment (5), Risk bodily harm or financial/ 3 INT (10), Are extremely slow-witted, -5 (15), Are an imbecile
social ruin (10), Risk life and limb (15). and cannot learn any skill above a score of 3, -5 INT (20).
Importance: All (Extreme, x1). Importance: Bonge and hinin (Minor, divide by 5); Kuge and
Buke (Major, divide by 2).
Lazy (Bush
(Bushô))
Some days you just can’t get up. You don’t like manual labor Stubborn (Gankô)
as a rule (1), Given a choice, you’d rather sit around and relax You just hate to give in—to anyone. This is another potentially
than do anything at all strenuous (5), It takes a serious threat to fatal complication. To prove you’re right, you will: Risk ostra-
get you to motivated (10), You won’t work unless faced with cism, embarrassment (5), Risk hospitalization, bodily harm or
death (15). financial/social ruin (10), Risk life and limb (15).
Importance: Non-buke (Major, divide by 2); Buke (Extr., x1). Importance: All (Extreme, x1).

Lecherous (Sukebe) Unlucky


You can’t resist grabbing or pawing someone you find attrac- Things never go your way; you have constant disasters. Travel
tive, or at least making lewd comments. You’ll even: Risk expul- and adventure only hold for you: Inconvenient misfortunes (5),
sion, embarrassment or financial loss (5), Risk bodily harm or Costly or dangerous misfortunes (10), Very costly or dangerous
financial or social ruin (10), Risk life and limb (15) misfortunes (15), Deadly, life threatening dangers (20).
Importance: Buke (Extreme, x1); Non-buke (Major, divide by Importance: All (Major, divide by 2).
2),
Vane (Kyoeishin)
Obsessed You are obsessed with your appearance. You take every oppor-
You just can’t get that special (to you) person or thing out of tunity to touch up your hair or clothing (5), You go out of your
your mind. You: Talk about it all the time and will risk embar- way to impress others with your appearance (10), You must al-
rassment or financial loss over it (5), You’ll risk incarceration, ways be in the focus of attention and demonstrate your fashion
bodily harm or financial/social ruin over it (10), You’ll risk life sense and grace (15).
and limb over it (15) Importance: Kuge (Minor, divide by 5); Buke (Major, divide
Importance: Buke (Minor, divide by 5), Non-buke (Major, by 2); Bonge and hinin (Extreme, x1).
divide by 2).

Phobia (Kyôfushô) PHYSICAL COMPLICATIONS


You have a phobia; an unreasoning fear of some common thing, These complications relate to a physical handicap you must over-
such as dogs, heights, sounds or a color. When faced with your come. Many physical complications can be attributed to war in-
phobia, you feel: Discomfort (5), Quaking, paralyzing fear (10), juries, including Missing Limb (severed in battle), Impaired Hear-
Berserk terror (15), Catatonic (20). ing (explosions or head wounds), Impaired Vision (eye wound),
and Reduced Mobility (wounded leg or knee).

Shame and repentance are like upsetting a pot of water. If one will rectify his mistakes, their traces will soon disappear. 107
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
Addiction/Dependence Overweight
You must have a particular substance Most people in Japan are of thin to medium build. You are
or situation or you will suffer severe men- heavier than normal for your height. You are: Fat (5), Obese (10).
tal or physical duress. The substance/situ- Importance: Sumôtori (Minor, divide by 5); All others (Ma-
ation you need is: Common—e.g., sake, jor, divide by 2).
prayer, sex, heirloom (5), Uncommon—
e.g., tobacco, religious purification (10), Poor Literacy
Rare—e.g., rare herbs, gold, European wine/
brandy (15), Very rare—tengu feather (20). You are not as well-schooled in reading and writing as your
Importance: Buke (Extreme, x1); Others (Major, divide by 2). peers. (Note: Learning penalties for Poor Literacy and Slow
Learner are cumulative.) You: Read slowly, -1 INT for study and
training (5), Cannot read or write (10).
Age Importance: Bonge and hinin (Minor, divide by 5); Buke (Ma-
You are either younger or older than usual; this is reflected in jor, divide by 2); Kuge (Extreme, x1).
your characteristics. Very old/young: Reduce any 2 characteris-
tics (except Mental Group) by 2 (10), Extremely old/young: Re-
duce any 3 characteristics (except Mental Group) by 3 (15).
Reduced Mobility
Importance: All (Minor, divide by 5). You are unable to get around normally. Your movement: Is
reduced by one quarter (5), Is reduced by half (10), Is reduced to
dragging yourself by your arms at a Move of 1 (15), Non-exis-
Illness tent; you’re a total quadriplegic, unable to move below the neck
You suffer from a chronic condition that is not easily treatable, (20).
even by a physician or exorcism. You have: A bad cough/bron- Importance: Non-buke (Major, divide by 2); Buke (Extreme,
chitis (5), Pneumonia (10), The pox, leprosy (15), The plague x1).
(20).
Importance: Bonge and hinin (Major, divide by 2); Kuge and
buke (Extreme, x1). Vocal Impairment
You have a condition that affects your speaking ability. When
you speak you can: Only whisper, stammer or stutter (5), Only
Impaired Hearing make sounds, but cannot speak (10), Cannot make a sound; to-
You are hard of hearing. Generally, to make a Perception roll tally mute (mugon) (15).
based on hearing you will need: To beat a DN 4 points higher Importance: All (Major, divide by 2).
than everyone else’s (5), magical aid just to hear at all, +8 to all
hearing Perception DNs (10), New ears; you’re totally deaf (15).
Importance: Elderly (Minor, divide by 5); Non-buke (Major, Vulnerability
divide by 2); Buke (Extreme, x1). You’re susceptible to a certain situation or substance and take
extra damage or effect when exposed to it. The substance or situ-
ation is: Uncommon; poison, mythical beasts/monsters (5), Com-
Impaired Vision mon; magic, spirits/possession, illness/disease, fire, water, or al-
You suffer from an injury or birth defect which has affected cohol (10), Very common; animals/natural beasts, swords, ar-
your sense of sight. You are: Color blind (shikimô) (5), Suffering rows (15).
from poor eyesight (kinshi), -3 to Perception rolls based on sight
(10), Nearly blind or missing one eye (katame), -5 to Perception
rolls based on sight (15), Totally blind (mômoku) (20). SOCIAL COMPLICATIONS
Importance: All (Major, divide by 2). These are problems with serious social and societal conse-
quences for you.
Insomnia (Fumin)
You are unable to get a good night’s rest. Characters without Bad Reputation (Fumeisei)
adequate rest (10-CON hours) each night function at -3 to all People “know” about you. At least, everyone’s heard a story or
skill rolls requiring concentration or alertness. You: Have diffi- two, even if untrue. When you are mentioned or seen you are:
culty sleeping and getting to sleep (5), Cannot sleep without some Frequently recognized (5), Always recognized (10).
kind of natural aid; sake, drugs, etc. (10), Cannot sleep around Importance: Hinin, merchants and rônin (Major, divide by 2),
any noise or movement whatsoever (15). All others (Extreme, x1).
Importance: All (Major, divide by 2).
Distinctive Features (Tokuchô)
Missing Limb You stand out and are noticed in any crowd, with features that
Due to an injury, punishment or birth defect you are missing a are: Easily concealed — e.g., a scar, tattoo or speech impediment
limb. You’re missing: One or more fingers (5), A hand (10), An (5), Concealable with Disguise or performance skills — e.g., the
arm (15). pox, advanced leprosy, provincial dialect (10).
Importance: All (Extreme, x1). Importance: Something “abnormal” or “impolite” (Major, di-
vide by 2); Something “normal” (Minor, divide by 5).

108 Though a man’s nose be crooked, if he can breathe through it, all is well.
— Japanese proverb
WWW.SENGOKU.COM

Enemy (Teki) bonze (5), Dead broke and probably on


the street, with barely enough to eat —
These are forces which are actively working against you. Your e.g., hinin, overtaxed commoners, truly
enemy’s value is determined by three things: their Capabilities, desperate rônin (10), In debt, with oth-
their Extent, and their Intensity of enmity against you. ers actively seeking to take what little you
Capabilities: What can they do to you? They are: Less pow- have (15).
erful than you (5), As powerful as you (10), More powerful Importance: Hinin (Minor, divide by
than you (15), Have access to powerful weapons, powers or
5); Bonge and kuge (Major, divide by 2);
other resources (20).
Buke (Extreme, x1).
Extent: How far can they reach? They are: Limited to a single
town or area (5), Limited to a single province or region (10),
Able to reach every island of Japan (15), Interdimensional, Public Figure
magical or spiritual in nature (20). You are a figure in the public eye and very well known; you
The following are some suggested values for groups or people can’t make a move without getting attention: You are newswor-
based on their Capabilities in SENGOKU Japan. A small bandit gang, thy and your activities rate discussion or a public announcement
minor samurai clan, local police official (yoriki), local merchant if there is an official or gossip nearby—e.g., European priest/
guild (za), or single person/blood feud (15), large bandit gang, missionary, popular local entertainer, wealthy merchant, master
major samurai clan, kuge family, or martial ryû (20), Shôgun (25), craftsman or swordsman (5), You are frequently talked about and
shinobi clan, minor kami (30), major kami (35). These values do people always notice your actions on the street—e.g., past or cur-
not yet tale into account any modifier for Intensity (below). rent sumô champion, master of a classical art, ( samurai) master
Intensity: Instead of using the normal Intensity table, use the of local fief or town, infamous criminal, head of local temple/
following scale. The Intensity of your Enemy is based on the rea- shrine (10), Your every action is the subject of gossip and public
son that they want you. Your character is: Being watched (divide interest, and curiosity seekers follow you everywhere—e.g., lo-
by 5), Being hunted for capture or imprisonment (divide by 2), cal daimyô , leader of a religious sect (15).
Marked for death (divide by 1). Importance: Japanese (Major, divide by 2); European (Extreme,
x1).
Oppressed (Kanbetsu)
You are part of an oppressed or otherwise downtrodden group,
suffering from a social stigma, which affects the way people treat
you and interact with you. (Bear in mind that Japanese are sel-
dom outright rude to anyone’s face, regardless of their social po-
sition.) In SENGOKU Japan, you are: Snubbed; others ignore or refuse
to deal with you—e.g., branded criminals (5), Oppressed; there
are laws controlling where you live, work or can travel—e.g.,
bonge caste, nanbanjin (10), Outcast; you’re a total non-person—
e.g., hinin caste (15), Enslaved; you’re treated as property and
can be sold or mistreated at will—e.g., common courtesans/pros-
titutes, all lay women (in historically-based campaigns) (20).
Importance: All (Minor, divide by 5).

Outsider
You’re not a local and stand out like a sore thumb, attracting
attention both unwelcome and possibly dangerous. You are obvi-
ously: From a distant place—e.g., Asian foreigners (5), From a
very distant place—e.g., Europeans (after 1543) (10), Never be-
fore seen in these parts—e.g., Europeans (before 1543) (15).
Importance: Non-Japanese Asians (Minor, divide by 5), Eu-
ropeans (Extreme, x1).

Personal Habits
People just can’t stand you. They find you: Annoying — e.g.,
nosy, talk too much, drunkard, unshaven or unkempt (5), Dis-
gusting—e.g., rarely, if ever, bathe (10), Horrible—inhuman,
monsters (15).
Importance: All (Major, divide by 2).

Poverty (Hinkon)
Money is hard to come by for you, harder than for most. Finan-
cially, you are: Poor, with just enough for a bed and a few meager
meals—e.g., some rônin, most farmers, low-ranking samurai,

…if one thinks selflessly and adheres to the four vows of the...samurai, surprising wisdom will occur regardless of the high or low
points of one’s nature. 109
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
Secret RESPONSIBILITIES
You have a secret that, if revealed, These are things you’ve chosen to deal with, no matter how
would cause problems for you. The much trouble they cause. Codes of Honor, family matters and the
higher the point value, the more dire the like are all Responsibilities.
consequences of your secret’s exposure.
If revealed, your secret would expose you
to: Ostracism, embarrassment—e.g. lost fi- Code of Honor
nancial records, a sexual fetish (5), Hospital- You live by a code of conduct and honor that dictates many, if
ization, bodily harm or financial/social ruin—e.g., not all, aspects of your life. These are the personal rules you will
committed a minor crime, a relative betrayed their lord (10), not break, no matter what. A Code of Honor might be a code
Death—e.g., committed arson, betrayed your lord (15). against killing, never attacking from behind, or never sheathing
Importance: All (Major, divide by 2). your sword once drawn unless it has drawn blood. This code puts
more restrictions on you than the “normal” societal rules of Ja-
Secret Identity pan. Any violation of this code without redress causes a loss of
5K Honor. To keep your code you will: Risk expulsion or embar-
You are trying to hide your activities under a secret identity or rassment—e.g., (5), Risk bodily harm or financial ruin—e.g., loy-
other smoke screen. You currently are: Living a normal life, un- alty to an employer or ryû (10), Risk life and limb—e.g., Bushidô,
noticed by anyone—e.g., of another caste, opposite sex, (5), Both- shinobi code (15).
ered by a single person or small group trying to uncover your real Importance: All (Extreme, x1).
identity—e.g., criminal, shinobi, of another caste (10), Everyone’s
trying to uncover your real identity—e.g., high-ranking samurai
or bakufu official, rightful heir to samurai clan or the Shôgunate Dependents
(15) These are those who need your protection and help; you feel
Importance: Non-shinobi (Major, divide by 2); Shinobi (Ex- obligated to look after them. They could include children, fam-
treme, x1). ily, or friends. Generally, they are: Equal to you in abilities — a
friend, coworker (5), Challenged, or otherwise weaker than you—
SPIRITUAL COMPLICATIONS e.g., bonge family, pet dog, small child in a cart (10), Have spe-
cial problems, requirements or dangers associated with them —
These are problems with serious spiritual and religious conse- e.g., an elderly or handicapped relative, someone with a bounty
quences. out for them, a bonge village threatened by bandits (15)
Importance: Bonge and hinin (Minor, divide by 5); Buke (Ma-
Bad Karma jor, divide by 2); Kuge (Extreme, x1).
You have acquired bad karma for a past misdeed, either in this
or a previous life. You have: 1 point of bad Karma (5), 3 points of Sense of Duty
bad Karma (10), 5 bad Karma points (15), 10 points of bad Karma You always do the right thing, and follow a higher moral code
(20) toward those you feel responsible for. You will do this: For your
Importance: All (Major, divide by 2). friends (5), For a special group/organization—e.g., your retain-
ers, clan/gang, students/ryû, employees (10), For all humanity
Impurity (15), For all life itself—e.g., Buddhist pacifism (20).
Importance: All (Major, divide by 2).
You have committed acts which cause a stain on your hara
(spirit). You are considered in a state of pollution (Shintô), in
transgression (Buddhist), or in sin (Kirishitan). This tarnish on Vow
your spirit remains until the impurity is removed by purification, This is a promise you must keep, no matter what. It could be to
blessing or confession, respectively. You: Have committed a minor protect someone, follow an ideal, a vow of fealty, priestly vows,
transgression, -1 PIE until rectified (5), Have knowingly com- or a vow to avenge your parents’ deaths. A vow (of fealty) is
mitted several minor transgression but for a good cause, -3 PIE generally a prerequisite of ,embership in a group (though GMs
until rectified (10), Have committed a major transgression with- may make exceptions). To fulfill this promise you’ll: Risk expul-
out cause, PIE at 0 until rectified (15). sion or embarrassment— e.g., marital vows (5), Risk bodily harm
Importance: Priests and shugenja (Extreme, x1); All others or financial ruin—e.g., fealty to the Emperor, loyalty to your ryû/
(Major, divide by 2). soke (10), Risk life and limb—e.g., fealty to a daimyô or shinobi
Jônin, Buddhist sect’s priestly vows, avenge parent’s death (15)
Importance: All (Extreme, x1).

110 One must edge forward like the inchworm, bit by bit. The kami and Buddhas, too, first started with a vow.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

CAMPAIGN OPTIONS Kuge [5]


Perks: Membership: ML 4 in Imperial
Campaign options are bought with Option Points (OP) and in- Court (16).
clude Caste Packages, Skills, Martial Arts, Talents, Perks, Spells Complications: Vow: Fealty to Impe-
(detailed under Magic) and Ki Powers (detailed under Ki). Each rial Court, risk bodily harm (Frequent,
character starts with a number of OP (based on the campaign Extreme) (-20).
level; see Reality Level on page 102) and may obtain as many as Skills: Bureaucratics 3, High Society 3,
50 additional OP from various complications (see Complications, Calligraphy 3.
page 105). In addition, any Characteristic Points (CP) not already Starting Equipment: Courtly robes, belt (obi), 2 loincloths
spent on Stats may be converted to OP; each 1 CP is worth 5 OP. (fundoshi), kuge-style eboshi (lacquered cap), folding fan (ogi),
parasol (kasa), 2 pairs socks (tabi), 2 pairs of sandals (waraji),
HOW DO I GET EQUIPMENT? clogs (geta), all of Above Average quality.

Characters in SE N G O K U pay for all standard, non-magical equip- Buke [-10]


ment with money. Starting money is determined by buying lev-
Perks: None
els of Wealth (see page 116). All characters begin play with a
Complications: Code of Honor: Bushidô, risk life and limb
certain amount of equipment, based on their caste and profession
(Frequent, Extreme) (-25).
(see Caste Packages, right side of this page, and Profession Tem-
Skills: Archery or Firearms (player’s choice) 2, Armory or
plates, page 123).
Bowyer (player’s choice) 1, Calligraphy 2, Heraldry 2, Knives 2,
Once game play begins, characters may acquire equipment by
Polearms (choose specialty) 2, Riding 2, Swords 2.
other means, such as receiving equipment as payment for jobs,
Starting Equipment: Kimono, belt (obi), cloth trousers
scavenging from slain foes, and even creating them using the
(hakama), jacket (haori), loincloth (fundoshi), umbrella (kesa) or
various Art skills. (The GM should adjust his Experience Point
raincoat (mino; made of straw), 2 pair socks (tabi), sandals
rewards to reflect this.)
(waraji), 1 pair clogs (geta), dai-sho (katana and wakizashi), all
The GM always has the option of giving OP awards “on the
of Average quality (unless later indicated otherwise).
spot” as befits the campaign story. Players can, if they wish, con-
vert those points to money.
Bonge [0]
CASTE PACKAGES Perks: None
Complications: Oppressed: Bonge caste (Constant, Minor) (-4),
Because SE N G O K U players have the option to choose their own Poverty: Poor, bonge (Frequent, Minor) (-2)
caste, the following are the Caste Packages that a player may se- Skills: Choice of Farming or Fishing 2, Dance: Popular Dance
lect for his character. 2, Games (choice) 2.
Note that as SE N G O K U is based on historic Japan, samurai are the Starting Equipment: Kimono, belt (obi), commoner trousers
dominant class, and all perks and complications are reflective of (kobakama), loincloth (fundoshi), straw hat (kasa) or raincoat
thisfact. (mino; made of straw), 1 pair socks (tabi), sandals (waraji), all of
The net cost, in brackets next to the name, is the cost in Option Below Average quality.
Points (OP) to be of that caste (negative scores are points you
receive for taking that caste for your character). You do not have
to pay for anything listed separately—it’s all figured into the to- Hinin [-5]
tal cost of the Package. None of the complications associated with Perks: None
the caste count towards the maximum points a character may have Complications: Oppressed: Hinin, outcast (Constant, Minor)
in complications. The skills referred to in the package are de- (-6), Poverty: Dirt broke, hinin (Frequent, Minor) (-4)
tailed in the Skills chapter (page 139). Skills: One craft skill (choice) 3, Dance: Popular Dance 2
Characters may purchase only one caste package. Starting Equipment: Kimono, belt (obi), commoner trousers
(kobakama), loincloth (fundoshi), 1 pair socks (tabi), sandals
THEN WHAT? (waraji), all of Poor quality.

Once you have selected a caste package for your character, write
all of the information down on your character sheet. Then you
need only allocate points to the character’s primary characteris-
tics (if you haven’t don’t so already), purchase additional skills
and/or improve the character’s existing skills, buy any perks, tal-
ents or okuden you want for the character, note the character’s
starting equipment (listed under the profession templates, start-
ing on page 123), and you’re ready to play!
Alternately, you can simply select one of the profession tem-
plates in the book (page 123-138). The profession templates in-
corporate the caste packages, so almost all of the work is already
done for you. All you need to do is add a few points to customize
the character and you’re done!

Regardless of class, a person who does something beyond his social standing will at some point commit mean or cowardly acts. In the
lower classes there are even people who will run away. One should be careful with menials and the like. 111
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

PLAYING OPTION: TALENTS


BUN-BU–ICHI Talents are innate abilities that cannot be learned; rather, they
are “gifts.” They have many functions in SE N G O K U. Some are like
Read the section on Bun-bu–ichi in the minor powers, while others are better described as “skill enhanc-
chapter Daily Life (page 53). You can ers,” representing certain “knacks” a character may have. Some
choose whether your buke character is from function like skills and, as such, they will likely have a Stat asso-
a clan that favors or eschews arts and games. ciated with them for when rolls are needed.
Given the differences this could have on play, All talents have a cost of 3 OP unless otherwise noted.
and that this might affect the whole game, you may have a choice Talents marked with an [X] may be purchased in levels, with
between using the standard buke caste package (as above), or all each level costing the listed OP. Talents in italics are those abili-
buke may choose their clan preference as on the following charts. ties which are either thought of as improper for decent folks to
Since not all clans really cared one way or the other about the arts use (at least publicly) or are somehow restricted.
and neither favored them, nor condemned them, you will thus
have three possible alternatives for a buke package. Absolute Time Sense: “Knowing the Stream.” The character
has an innate knowledge of the passing of time. The charac-
Buke from art-favoring clan [-10] ter always knows what time it is, even after being uncon-
scious for a time.
Perks: None
Acute Hearing [X]: “Ears in Harmony.” The character hears
Complications: Code of Honor: Bushidô, risk death (Frequent,
in a wider range and more effectively than others; +1 on all
Extreme) (-25).
Perception rolls based on hearing.
Skills: Choice of Archery or Firearms 2, Polearms: Spear 2,
Acute Smell [X]: “The Hunting Wolf.” The character smells a
Calligraphy 3, Riding 2, Swords or Knives 2, any two Classical
wider range of odors more distinctly than most and can iden-
Art skills at 2 each.
tify things and creatures based on such information; +1 on
Starting Equipment: As for Buke.
all Perception rolls based on smell.
Acute Vision [X]: “Eyes of the Falcon.” Sees more clearly over
Buke (from martial only clan) [-10] a longer range than most and possesses excellent nighttime
Perks: None vision (though not as good as Night Vision), +1 on all Per-
Complications: Code of Honor: Bushidô, risk death (Frequent, ception rolls based on sight over a distance and +2 vs any
Extreme) (-25). Range Combat penalties.
Skills: Archery or Firearms 2, Armory or Bowyer 2, Heraldry Ambidexterity: “The Battling Monkey.” The character is able
2, Polearms: Spear or Polearms: Naginata 2, Riding 2, Swords or to use both hands equally well (without the normal –3 pen-
Knives 3, plus one additional martial skill (bugei)2. alty for using an off hand).
Starting Equipment: As for Buke. Animal Empathy: “Buddha’s Natural Harmony.” The charac-
ter has an almost preternatural affinity for animals; +1 on
Note that there are more weapon points for buke whose clans all Animal Handler, Riding, and related skill rolls.
have a strong military emphasis. They can choose either to dis- Beautiful/Handsome [X]: The character is more attractive than
tribute the points evenly among their usual weapons, add a third the average person, and gains +1 on all PRE-related skills
weapon, or emphasize a single weapon with the extra points. Buke where looks would count (GM’s discretion). (3 OP).
in arts-favoring clans get to choose an art form they wish to fol- Beautiful Voice: “Voice of the Gods.” The character has an
low or excel in from the list of Skills, and start of with the “stan- amazing singing and speaking voice; +1 on related skills/
dard” buke military ability. tests.
Blind Fighting: “The Sightless Path.” The character can make
a Perception roll to avoid penalties in melee combat while
blinded; requires a Perception roll each Phase. Coupled with
Acute Hearing, this talent can turn a seemingly helpless blind
man into a serious threat.
Charismatic: “The Stirring Soul.” The character has a natural
leadership and inspirational ability; +1 on all related PRE
tests, Leadership, Flattery and Oratory skill rolls.
Combat Sense [X]: “Blessing of Hachiman.” The character
has a natural gift for combat situations, and gains +1 to all
Initiativerolls.
Counterstrike: The character may choose the special
Counterstrike action during combat. When using
Counterstrike, the character gets a free attack against any-
one who attempts to hit the character with a melee weapon
and misses. The character may counter-strike up to a num-
ber of opponents in one phase equal to his score in the com-
bat skill being used. Each successive counterstrike after the
first is also at a cumulative –2 AV penalty. May be bought
for any melee weapon or unarmed combat skill.

112 Having only wisdom and talent is the lowest level of uselessness.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Craftsman [X]: The character is naturally gifted with hands and abilities (see Magic, page 229).
and manual efforts, and gains +1 on all artisan, Craft and A character with this Talent must
relatedskills. specify his primary faith or religion:
Cramming: The character gains a temporary +1 in any non- Bukkyô (Buddhism), Onmyôdô,
physical skill per hour of effort (study), up to a maximum Shintô or Shugendô (for more in-
skill level of 5. The bonus fades away after a single adven- formation about these religions see
ture/session. Religion, page 65). The character
Danger Sense: “Zanshin.” The character is aware of danger to must have a minimum score of 5 in the
themselves and of their surroundings. In a situation in which appropriate skill for their chosen primary
the character is in immediate danger (from an attack, explo- religion. (5 OP)
sion, avalanche, etc.), the GM makes a Danger Sense roll Natural: The character is particularly gifted in one skill; all
using the character’s Danger Sense score + 3d6 (DN 20). If required training or study time to improve in that skill are
successful, the character becomes aware of the danger and halved. Must be bought separately for each specific skill.
receives one free action before the event occurs. The base Night Vision: “Eyes of the Cat.” The character sees as well at
cost is 20 OP; for each additional 5 OP, the character re- night as in the day, although not in absolute, pitch black
ceives a +1 to their Danger Sense roll. (20 OP for a base darkness (requires starlight, moonlight, etc.). This Talent is
value of 10; +1 to roll for +5 Pts.). available to shinobi only, except with GM permission.
Double Jointed: “The Twisting Reed.” The character receives Perfect Pitch: The character has a totally accurate ear for tones
+3 to Contortionist skill rolls (and may use the skill with a and musical notes; +3 all related skill rolls.
score of 3 even if they do not possess the skill), and +1 to all Physically Gifted [X]: The character has a natural gift with
related Athletics or Acrobatics skill rolls. physical pursuits; +1 on all Athletics and related skill rolls
Eidetic Memory [X]: “The Mirrored Mind.” The character has (GM’s discretion).
a near-photographic memory, and never forgets anything Rapid Healing: The character heals faster than normal; +3 Hits
seen, heard, or read; +1 on any memory-related skill roll. healed each healing period (see Recovery, page 223, for
Empathic [X]: “The Knowing Heart.” The character “knows explanation of a Healing Period).
ninjô” and is naturally attuned to the way people feel; +1 to Scholastically Gifted [X]: “The Learned Man.” The character
all social skills (GM’s discretion). is well-read and naturally gifted with learning; +2 to INT
Feign Death: “Embracing the Void.” The character is able to for purposes of study and learning.
slow their heart rate and breathing to appear dead for a time Schtick: A schtick is a special habit or personal affectation that
equal to one Round, plus one step down on the time chart has little or no actual effect on skills or combat abilities.
(see Taking Extra Time, page 203) for each point of WILL. Examples might be: always having a breeze wafting your
For example; a character with a WILL of 1 can feign death hair or kimono dramatically, always having dramatic light-
for five Rounds or one minute; someone with a WILL of 5 ing striking your face, being able to catch a fly with chop-
can do so for six hours or three toki. sticks, always having tobacco hidden on your person, etc.
Head For Numbers: “Shadow Abacus.” The character can per- Schticks must be approved by the GM, and should never
form lightning calculations in their head; +1 to related skill have an important combat or skill application—always kick-
rolls. ing the sword out of the bad guy’s hand would be a very
High Pain Threshhold: “The Warrior’s Heart.” The character dangerous schtick to allow.
is able to withstand pain exceptionally well. Reduce STUN Speed Reader: The character can read at roughly 10x the nor-
from each attack by 2, and reduce all Impairment penalties mal rate.
by 2. Strong Immune System: The character is of exceptional con-
Instinctive Direction Sense: “Knowing the Mountain.” The stitution and has a strong immune system; +3 to all rolls to
character always knows which way is North and can never resist poisons and diseases.
get lost; +2 to Navigation and related skill rolls. A handy
talent for avoiding unlucky directions when traveling and
finding one’s way out of a forest.
Knack: The character is talented in a specific area; +1 with
three closely-related skills or one skill group.
Light Sleeper: “The Dragon’s Sleep.” The character is able to
awaken themselves from a deep sleep. No roll is required to
awaken if noise is made; the character is instantly awake
with no ill effects or penalties.
Linguistically Gifted: “Tongue of the Gods.” The character
receives +1 Level on any language learned at no cost. Espe-
cially handy for scholars and spies.
Longevity: “Elements in Balance.” The character is particu-
larly long-lived; they will be strong, healthy, and mentally
facile for longer than most in one’s species, and live longer
by far than the average (GM’s discretion on exact lifespan
of characters with this Talent).
Mystic: The character has gained mystic abilities through the
study and practice of his faith, and may use magical spells

Among the men serving our clan, if there are some without talent or ability, they should be treated with special charity because of the
strength of their determination. However, a man who is lacking in both determination and appearance will amount to absolutely nothing,
regardless of the care taken for him. 113
— Asakura Toshikage
SENGOKU: REVISED EDITION

OKUDEN Cut From Heaven: The character may increase the damage
done with a bladed weapon. The character inflicts +1d6
Okuden (“inner art”) are a special cat- damage for each -2 AV penalty, up to a maximum of +3d6
egory of talent. Also called hiden (“se- (for a -6 AV penalty). May be bought for any bladed weapon
cret art”), they are the secret skills taught skill. (3 OP).
only to prized students. Okuden may only Dogakure: The character may hurl up to five shuriken (or other
be purchased by characters who possess the small objects) in a single Action, using the Autofire rules
appropriate requisite skill with a score of at (page 214). This okuden may be purchased twice, allowing
least 5 and who have a ML of 5 or better in the the character to hurl up to 10 shuriken in one Action. May
ryû teaching the okuden. be bought for Throwing. (10 OP).
The prerequisite skill (if any) is listed in parenthesis. In the case Furious Wind: The character may attempt to strike multiple
of multiple skills, one must be selected for that okuden; an okuden opponents in a single Action. The character rolls against
must be purchased separately for each skill it is to be used with, each target separately. However, the character suffers a cu-
without exception. mulative penalty of -2 for each target; this penalty is ap-
Only one okuden may be used by a character in a given Phase; plied to the attack roll for each target. May be bought for
characters may not use multiple okuden at the same time. any single-weapon bugei (martial skill). (5 OP).
Different martial schools and traditions (ryû) have different Hidden Blade: The character conceals his blade—under wa-
names for various okuden, but the effects in game terms is the ter, in a thick fog, in a billowy sleeve, etc.—thus concealing
same. its true position from his opponent. Surprising his oppo-
For instance, while two ryû may have the Furious Wind okuden nent, the character gains a +3 AV for his first action (either
for ken-jutsu, one may call it “Butterfly Alighting on the Rock” a Strike, Block or Pin) with the blade. Subsequent actions
while the other ryû may call it “Splitting Your Foe in Two.” are unaffected. To receive the bonus, the sword must be
A number of historical ryû are listed earlier in this book (see hidden again. May be bought for any bladed melee weapon
Ryû, page 86). GMs are encouraged to create several ryû with skill. (5 OP)
their own unique okuden for their own campaign. Karumi-jutsu: The ability to leap great distances. The charac-
During character creation, characters simply pay the listed OP ter may leap up to an additional 20 meters (10 ken). Costs
cost for the okuden. Once play begins, however, the character +1 END for each 10 meters (5 ken). May be bought for
must spend time in training and study of the okuden in addition Athletics. (10 OP)
to the listed OP cost. For purposes of calculating the time re- Lightning Strike: The character may attack a single target twice
quired for learning an okuden, treat the okuden as a “Desired in one Round. Both attack rolls suffer a –2 AV penalty.
Skill Level” of 10. Time spent learning an okuden may not be May be bought for any single-weapon melee skill (e.g., may
applied toward improving a character’s level in the prerequisite not be bought for Two Swords skill). (5 OP)
skill; an okuden and a prerequisite skill may not be studied con- Piercing Thrust: The character’s strike becomes an Armor
currently. Piercing attack. May be bought for Knives, Swords or
For example; a character spends 16 weeks learning the Pierc- Polearms: Lance. (10 OP)
ing Thrust okuden for his Swords skill. His current Swords skill Reverse Cut: The character may strike at opponents to the side
score is 7. Any time the character spends studying the okuden or even behind him with no penalty. May be bought for any
(whether successful or not) cannot be applied to any time re- melee weapon skill. (5 OP)
quired to improve his Swords skill above 7. Seeing With The Ears: The character is able to attack an op-
ponent—or rather, a target—that he only hears, but doesn’t
The Archer’s Path: The character is able to load, draw a bow see, such as in the case of someone crawling about in a ceil-
and loose an arrow as a single action. May be bought for ing or behind walls or in the bushes. Training for this skill
Archery (3 OP) also enhances one’s hearing, so there is a greater chance of
Blade Trapping: The character has the ability to trap an one with this skill noticing the opponent even when others
opponent’s blade between his bare hands with a successful cannot. In the case of detection of such an opponent, the
Block maneuver using an unarmed combat skill (Atemi- character can attack as if the target were in plain sight. May
waza, Ju-jutsu, etc.). The character must have empty hands be bought for any weapon skill. (8 OP)
and receive the attack when using this okuden. A character Seeking Arrow: The character is able to fire an arrow to strike
who successfully traps a blade takes no damage from the an opponent’s vulnerable points, effectively cutting the
attack. A successful trapping keeps the opponent from be- target’s DEF by 1/2 with a successful roll (takes one Ac-
ing able to move or use his weapon; he has the choice to tion; DN 20). +2 Difficulty for each successive attempt. May
drop it or try to pull back. The character with the skill may be bought for Archery. (Roll of 10 + 3d6 for 10 OP; +1 to
attempt to throw his opponent. May be bought for any un- roll for +2 OP)
armed combat skill. (3 OP) Seeking Blade: The character is able to strike at an opponent’s
Chakuzen-jutsu: The character may perform the “ceiling walk- vulnerable points, effectively cutting the target’s DEF by 1/
ing technique,” by pressing his limbs and torso snugly against 2 with a successful roll (takes one Action; DN 20). +2 to the
a wall or ceiling and manipulating the slightest handholds DN for each successive attempt. May be bought for any
or crevasses to keep his body in position. The character may bladed melee weapon skill. (Roll of 10 + 3d6 for 10 OP; +1
use up to his normal STR while in this position for Strikes, to roll for +2 OP)
lifting objects, and so on. In addition, the character may Smashing Blow: The character adds +1 Stun for each die rolled
crawl at a rate equal to 1/2 his MOV. May be bought for for damage. May be bought for any non-bladed melee
Climbing. (10 OP). weapon skill. (5 OP).

114 It is natural that one cannot understand deep and hidden things. Those things that are easily understood are rather shallow.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

KI POWERS PERKS AND


Ki powers are special abilities which border on the fantastic or
supernatural, although they are not mystical in the traditional sense. PRIVILEGES
Ki Powers may only be purchased by characters that possess the Perks are useful items, privileges, or
Focus Ki skill (see page 145). It is recommended that ki powers contacts a character has access to in a
be limited to Chanbara and Anime level campaigns. campaign. Perks can be special licenses or
To use a ki power, the character must spend an available Ac- symbols of authority, friends, favors, or fringe
tion to activate the ki power. Once activated, the appropriate benefits accruing from a profession. They are
amount of Ki is “burned.” Ki powers require 1 Ki per Phase to purchased with Option Points just like any Skill, and function as
activate and maintain, unless otherwise noted. Some ki powers a value gauge of how powerful the Perk is (1 being lowest, 10
allow characters to put more than one point of Ki into the power, being best—the GM is the final arbiter of a Perk’s worth on the
enhancing its effects. (See Ki, page 223) 1–10 scale); level 8 or 9 should really mean something!
(GMs are free to forego the Focus Ki skill roll. This makes the Many Perks have mixed benefits, both good or bad, and game
use of ki powers very easy for characters (as they are automatic). play should reflect this. Think about it: Being a well-connected,
While seemingly unbalancing, the cost of using such powers is wealthy merchant might be nice, but there are bandits and ninja
self-regulating, as each character has a limited amount of Ki points out there who’d love to have some of that money, to say nothing
to spend equal to their Focus Ki score.) of wanting to find out what you know about other things…
Once the GM has established the level of the Perk, he must
Basic Ki Powers decide just how much impact that perk has on the world; for ex-
ample, in an anime game, being a master swordsman wouldn’t
Armor of Hachiman: The character has the ability to deflect mean that much, but in a chanbara game it would be of moderate
and/or avoid Killing Damage from melee or missile weap- impact, and in a realistic, historical milieu such people are so rare
ons. This is treated as “armor” that does not stack with any as to be of high impact on the game. The impact is matched to the
other defenses. Once activated, the power remains in effect chart below and the basic cost for the Perk (listed below) is mul-
until the users wills it to cease or the character becomes tiplied by the value indicated. This will be the final cost.
unconscious. (5 OP for every +2 Killing Defense; maxi-
mum of 6KD) Campaign Multiply
Deaden Sense: This Ki Power allows the user to temporarily Style Perk By
deaden one of the target’s senses, rendering it unusable. This
Ki Power may be used at range, using the character’s Focus Very High Impact x4
Ki skill with his REF stat to achieve an AV. This power High Impact x3
may be used on oneself. The maximum distance that this Moderate Impact x2
power may be cast is 30 meters (15 ken). (15 OP per 2 Phases Little or No Impact x1
of deadening of a single sense)
Immovable Mountain: A character using this power focuses Contact
his Ki to resist inertial force, and takes reduced Knockback You have an “in” with someone who can help you out in some
from attacks (including shoves). (2 OP for -2 meters of way (usually off the record, of course). The following Contacts
Knockback) are typical in SE N G O K U. The number in parentheses is the cost of
the Contact.
Lack of Weakness: It is much harder to spot a weakness with Authority Figure: Student of military ryû (1), Town policeman
Seeking Arrow or Seeking Blade on a character using this (dôshin) (2), Town police captain (yoriki) (3), Head of mar-
power. Each point of Lack of Weakness adds to the Diffi- tial arts school (3), Town magistrate or samurai fief-holder
culty Number for skills using a Seeking okuden. (5 OP to (4), Samurai general (5). Minor daimyô (6). Major daimyô
raise the DN of Seeking okuden skill rolls against the char- (7). Imperial noble/kuge, or shôgunate official (8). Shôgun
acter by 5.) (9).
Project Force: The character is able to manipulate physical Religious Figure: Franciscan priest (1), Jesuit priest (2), Shintô
objects at range as if he were physically touching them. The or Buddhist priest (3), Shugenja sect leader (4), Sôhei sect
character may exert up to 2 STR for each 3 OP spent on this leader (5).
Ki Power, up to a maximum STR score equal to the Foreigner: Nanbanjin ship crewman (1), Nanbanjin ship pilot
character’s Focus Ki score. The character may lift and move (2), Nanbanjin trader (3).
whole objects, and strike opponents doing the normal dam- Underworld Figure: Criminal gang member or bandit leader
age for the STR used. For an additional 2 OP, the character (2), Leader of a large criminal gang (3), Ninja genin/clan
can use fine manipulation. Costs 3 Ki per 2 STR projected member (5), Ninja chûnin/supervisor (7).
per Phase, +2 Ki per Phase for fine manipulation. (15 OP Commoner: Business or shop owner (2), Laborer/craftsman (2),
for 2 STR, +10 OP for fine manipulation) Bonge village elder (2), Wealthy merchant (3).

A man exists for a generation, but his name lasts to the end of time. 115
— Yamamoto Jin’emon
SENGOKU: REVISED EDITION
Debt Owed Renown
Someone owes you a debt (an on;see Your reputation, usually in a favorable light. People go out of
On, page 35) which has yet to be their way to curry favor with you, or to at least avoid getting on
repaid. Similar to a favor, but with your bad side. At 3, most local people know you; at 6 you’re
greater social implications; a man name is known far and wide; at 9 you’re a national figure. Differ-
ent levels of fame and the associated cost, depending on one’s
cannot refuse to repay a debt without
profession, are available. The numbers in parenthesis represent
losing face. If a character refuses to repay a typical Renown scores for each type of person, assuming they
debt or favor when called upon to do so, he are, indeed, known in a favorable way. (Characters with a poor
loses 3K Honor Points. The cost of a Debt Owed is one half the reputation should buy Bad Reputation; see Complications)
cost listed for Contacts (round down). Politics: Daimyô (9), Imperial Court official (8), Shomyô
(daimyô of a small clan) (5-7), Famous general (4–6), Town
Good Karma yoriki (3–4).
Entertainment: National sumô champion (6–7), Famous Nô
You have acquired good karma for a past good deed or pious
actor (5–7), Imperial Court poet (4-6), Local sumô cham-
act, either in this or a previous life. You have: 1 point of good
pion (3–5), High-ranking courtesan (3–5).
Karma (5), 2 points of good Karma (10), 3 points of good Karma
Underworld: Leader of large criminal organization (2-5),
(15)
Shinobi Jônin (2–4), Infamous criminal (2–4), Leader of
small criminal/bandit gang (1–3).
License Miscellaneous: Master swordsmith (3–6), Mystic/spell-caster
Your character has a legally sanctioned right to do things that (3–5), Wealthy merchant (2–4), Nanbanjin (2–4), Founder
would normally be considered illegal (license to collect taxes, of a school (1–6), Master artisan (1-5), Founder of Temple
hunt criminals, etc.). Licenses are individual cases, granting you (1-4), Chinese or Korean (1–3), Doctor (1–3).
authority rather than “loaning” you use of the authority of a group
(as above)—you get no resources, but you also don’t have so Wealth
many responsibilities. For example: License to run a shop at level
Characters are assumed to be “lower middle class” within their
1 allows you to have a noodle stall or tea hut; at level 6 you can
caste; the character has enough to get by— a steady job, clothes
do the same at an official road station, or have a small tea house;
his back and simple tools to ply his trade (i.e., starting equip-
a level 10 will allow a major tavern at an official station. The
ment)—and a disposable income of 10 coins per year. The Wealth
following Licenses (Menkyô) exist in SE N G O K U.
perk boosts one’s lifestyle. Spending 1 OP places you comfort-
Sail or own merchant ships (1). Travel outside your home prov-
ably in the middle class. Only merchants, powerful daimyô, and
ince (1), Run a business or shop (1), Use a Japanese port and
heads of large criminal organizations should ever exceed wealth
conduct trade (nanbanjin only) (1), Preach a foreign religion (2),
level of 6. The following levels of Wealth are available to charac-
Start your own sub-ryû or school (2), Marry someone from out-
tersin SE N G O K U.
side your caste (2), Start your own crime gang (2), Carry the two
Disposable income in the table below is given as a number. The
swords of the samurai (dai-shô) (3), Start your own samurai clan
type of coin depends on the caste of the character: Hinin = zeni
(4).
(copper); Bonge = monme-ita (silver); Buke and kuge = bu-shoban
(gold). The disposable income represents how much money the
Membership character can freely spend in a year while still managing to cover
You can call upon the resources of an organization, person, basic expenses (a home, basic clothes, food, etc.)
government, or group—but you also have responsibilities. The If converting OP to money, the character receives 1 coin for
character’s Membership Level (ML) represents his status in the each OP converted (type of coin based on caste, as above).
organization, not the influence of the group (that’s what the mul-
tipliers above are for).
For example: A Membership Level of 1 (ML1) in a samurai
clan will cost 3 points, and will let you be (if buke) an ashigaru
captain; a ML10 will cost 30 points, and let you be the daimyô of
the clan.
The following organizations/groups exist in SE N G O K U. The cost
given is the cost per level of membership.

Per Level Group


1Pt. Inferior/ hinin groups (Franciscan order,
small criminal gang, hinin village)
2 Pts. Commoner/bonge groups (Society of
Jesus, merchant house/guild, Shintô shrine,
shinobi clan, large criminal gang)
3 Pts. Major/buke groups (Samurai clan, Bud-
dhist sects)
4 Pts. Imperial Court

When a samurai is in service his lord may have large expenses to meet and may need to borrow from his retainers’ salaries for a
certain number of years. In this case, whether the amount is great or small, it is highly improper for a samurai to suggest, or even hint in
116 the privacy of his family much less outside of it, that this causes him any difficulty or embarrassment.
— Daidôji Yûzan
WWW.SENGOKU.COM

Wealth Table Everyman Skills (Nichijô


Wealth Disposable Gi-jutsu)
Level Income* Description Everyman Skills are those skills that
1 1 Middle class; capable of buying com- are common to all characters, regardless
mon things and living in a decent place. of caste or profession. They are consid-
2 10 Upper middle class; You can buy most ered skills or abilities possessed by every-
everyday things and you live in a very one in the campaign setting. All characters
nice place for your caste. receive an automatic score of 2 in each Everyman
3 100 Well to do; You have more than Skill at no cost. Characters may not “sell off” these skills; they
enough money to support yourself, you are part of the culture and/or natural human ability. They may be
need work only occasionally, can af- increased as other skills, at a rate of 1 OP per level during charac-
ford costly hobbies and have a spacious ter creation and as per the rules for improving skills once play
home with a few servants. begins.
4 1,000 Very well off; You have more than Some Everyman Skills are also listed alphabetically within other
enough money to support yourself, you skill sections; they are marked with an asterisk for easier identifi-
need work only occasionally, if at all, cation. Everyman Skills include:
can afford costly hobbies and have a
large home or estate with several ser- Athletics Folklore
vants. Buddhism General Knowledge
5 10,000 Average daimyô;kuge. Climbing Language (native language)
6 50,000 Rich; You don’t have to work at all, Concentration Local Expert (home village/town)
can afford large purchases like galleys Confucianism Perception
and priceless artworks, and live in a
Conversation Shintô
very expensive home with many ser-
vants. Dance Stealth
7 100,000 Wealthy daimyô, rich merchant. Deduction Teaching
8 500,000 Evade
9 1,000,000 Filthy rich; you can go anywhere and
buy almost anything you want.
10 5,000,000+ Shôgun. How Good is My Skill?
Skill
* Type of coin varies by caste; hinin = zeni, bonge = monme-
Level Description
ita, buke = bu-shoban, kuge = ryô.
1–2 Everyday: You’ve learned the basics of this task
and can do this thing most of the time, though
SKILLS not very well. You’re an apprentice or a begin-
Skill resolution is very easy. Every skill is related to a charac- ner.
teristic. When you use a skill, you simply add your score in that 3–4 Competent: You are well trained and practiced
skill to the appropriate stat, and add that total to a die roll of 3d6. in this skill, and can perform it well in everyday
Compare the total to the Difficulty Number (DN). The DN is circumstances. You can handle unusual applica-
assigned to each task by the GM. In the case of contested skills tions of the skill with some difficulty. You’re
the DN is equal to your opponent’s Stat + Skill + 3d6 (or Stat + considered a professional.
Skill + 10 in combat). The stat listed is the “default stat” for the 5–6 Heroic: You are a master of this skill, and are
Skill. GMs may require the character to use a different stat de- capable of unusual applications of the skill. You
pending on their particular use of the Skill. are considered a master craftsman, swordsman,
For example; Ken-jutsu (Swords) is normally used with the REF etc.
stat. If a character was to study an opponent’s style to try and 7–8 Incredible: A skill at this level means you’re one
determine which ken-jutsu ryû’s style he was using, the GM could of the very best in the world. You are at ease
call for a Swords skill roll using INT instead of REF (i.e., INT + with unusual applications of the skill, or even
Swords + 3d6). new applications. This is entering the realm of
SE N G O K U uses a specific, expanded list of skills. The various fiction, of amazing skill that’s not quite impos-
skills are listed under their appropriate headings, namely: Classi- sible!
cal Arts, Martial Arts, Practical Skills, Forbidden Skills, and 9-10 Legendary: A skill at this level puts you in the
Magical Skills. Forbidden Skills are generally thought of as im- realm of the greatest practitioners of this skill in
proper for “decent folks” to use (at least publicly). While some of history. You are pushing forward the boundaries
these “low” skills may also be Everyman skills, it should be noted of the skill and what it can be used for, and have
that their use in mixed company may be treated as suspect, at entered the realm of genius and fiction.
best. 11+ Superheroic: Skills at this level are better than
Due to the length of the skills list, only the actual title of the anyone could believe in the real world. This
Skill and the Skill’s default stat appear in this section. For a full realm belongs to comic books, fantasy, mythol-
account of the skill, see Skills, page 140). ogy or anime.

A person who is said to be proficient at the arts is like a fool. Because of his foolishness in concerning himself with just one thing, he
thinks of nothing else and thus becomes proficient. He is a worthless person. 117
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

SKILL Conversation(Danwa)
Cooking (Suiji)
PRE
AES/TECH
Sailing (Suifu-jutsu)
Scouting (Teisatsu)
INT/TECH
INT

LIST Cosmetics (Keshô) TECH Seduction (Yûwaku) PRE


Craft (Gijutsu) TECH Shintô(Shinten) INT/PIE
Cryptography (Angô sakuseihô) INT Shôgi (Shôgi) INT
Silkworm Raising (Yôsan) INT
Forbidden Skills (Kindan Gijutsu) Dance(Mai / Odori)
Comedic Dance(Kyogen)
DEX
Sleight Of Hand (Ki-jutsu) REF
Skill Name (Japanese Name) Primary Stat Court Dance(Buyô) Smithing (Kajiya) TECH
Barbarian Customs (Bangaku) INT Popular Dance(Dengaku) Stealth(Kakuremi) DEX
Blowgun (Fukiburi-jutsu) REF Sacred Dance(Kagura) Streetwise (–) PRE
Chemistry (Yogen) INT Sword Dance(Kenbu) Survival (Zanson) INT
Demolitions (Ha-jutsu) TECH Deduction(Suiron) INT Swordsmithing (–) TECH
Disguise (Hensu-jutsu) TECH Diplomacy (Gaikô) PRE Sword Polishing (Tôgi) TECH
Espionage (Onmitsu) PRE Evade(Nigeri) DEX Teaching(Jugyô) PRE
Forgery (Gishogiin-jutsu) TECH Expert (Meijin) INT Tracking (Tsuiseki) INT
Hypnotism (Saimin-jutsu) WILL Falconry (Tori-oi) INT Trading (Akinai) PRE
Lockpicking (Kagiake) TECH Farming (Kôsaku) INT Ventriloquism (Fukuwa-jutsu) INT/TECH
Ninjutsu (aka Ninpô) DEX Fashion (Shozoku) PRE
Fishing (Tsuri) INT
Martial Arts (Bugei)
Classical Arts (Gei-jutsu) Flattery (Geigô)
Focus Ki (Ki-zukai)
PRE
WILL Skill Name (Japanese Name) Primary Stat
Skill Name (Japanese Name) Primary Stat Folklore(Densetsu) INT Archery (Kyû-jutsu) REF
Calligraphy (Shogaku) AES/TECH Gambling (Bakuchi) TECH Arrow Cutting (Yadome-jutsu) REF
Classical Literature (Kobun) INT Gardening (Niwa-zukuri) AES/TECH Atemi-waza (Atemi-waza) REF
Chinese (Kangaku) General Knowledge( Shûchi) INT Axes (Ono-jutsu) REF
Japanese (Koten Bungaku) Go (Go) INT Binding (Hojo-jutsu) TECH
Flower Arrangement (Ikebana) AES Heraldry (Monshôgaku) INT Chains (Kusari-jutsu) REF
Incense Ceremony (Kôdô) AES / TECH Herbalism (Ten’yaku) INT Fans (Tessen-jutsu) REF
Music (Ongaku) TECH High Society (Reishiki) PRE Firearms (Hô-jutsu) REF
Drums (Taiko) History (Shigaku) INT Forced March (Hayagake-jutsu) CON/WILL
Flutes (Fue / Shakuhachi) Chinese (Chûgokushi) Iai-jutsu REF
Lute (Biwa) Japanese (Shigaku) Jitte(Jitte-jutsu) REF
Koto (Koto) Hunting (Kari) TECH Ju-jutsu (Ju-jutsu) REF
Singing (Utai) Interrogation (Gomon-jutsu) TECH Kama (Kama-jutsu) REF
Nô (Nô) DEX Juggling (Daikagura) DEX Knives (Tanto-jutsu) REF
Painting (E-gaku) AES Kemari (Kemari) DEX Ninpô Taijutsu (Ninpô Taijutsu) REF
Poetry (Shiika) INT Lacquerer (Urushi-nuri) AES/TECH Nunchaku (Nunchaku-te) REF
Tea Ceremony (Cha-no-yû) TECH Languages(Gago) INT Pipe (Kiseru-jutsu) REF
Tea Connoisseur (Suki) AES Chinese (Chûgokugo) Polearms (See below) REF
Dutch (Rango) Glaives (Naginata-jutsu)
Practical Arts (Jitsuyô Gijutsu) Japanese (Kokugo)
Korean (Chôsengo)
Man-catchers (Sodegarami-jutsu)
Lances (Sô-jutsu)
Skill Name (Japanese Name) Primary Stat Latin (Raten-go) Staves (Bô-jutsu and Jô-jutsu)
Acrobatics (Karumi-jutsu) DEX Portuguese (Pôtogaru-go) Ranged Evade (—) DEX
Acting (Monomane) PRE Secret Language (Ingo) Strategy (Sakusen) INT
Animal Handling (Bakuro-jutsu)PRE Signing (Kuji-kiri) Battles (Senjo-jutsu)
Armoring (Gosoku-tsukuri) TECH Leadership (Shu-jutsu) PRE Campaigning (Shusai)
Astronomy (Tenmongaku) INT Lip Reading (Dokushin-jutsu) INT Siege (Chikujô-jutsu)
Athletics(Taidô) DEX/CON Local Expert( Chihô gakusha) INT Sumai REF
Badminton (Hanetsuki) REF Masonry (Ishizumi) TECH Swimming (Suie-jutsu) REF
Boating (Funagoto) DEX Massage (Tenaoshi) TECH Swords (Ken-jutsu) REF
Bowyer (Yumi-shi) TECH Meditation (Meisô) WILL Throwing (Shuriken-jutsu) REF
Bribery (Baishû) PRE Mimicry (Kowairo-jutsu) INT Two Swords (Ni-tô ken-jutsu) REF
Buddhism( Bukkyô) INT/PIE Mini. Landscaping (Bonsen) AES/TECH
Bureaucracy (Shinshi) PRE
Business (Jitsugyô) INT
Navigation (Kojutsu)
Oratory (Shikiji)
INT
PRE
Magical Arts (Mahô-jutsu)
Carpentry (Mokkô) TECH Perception(Kan) INT Skill Name (Japanese Name) Primary Stat
Carving (Chôgaku) AES/TECH Puppeteer (Tekugutsu) DEX Buddhism(Bukkyô) INT/PIE
Christianity (Kirishitandô) INT Persuasion (Zei) PRE Onmyôdô (Onmyôdô) INT/PIE
Climbing(Nobori) DEX Physician (Igaku) INT/TECH Shintô(Shinten) INT/PIE
Concealment (Meisai-jutsu) INT Research (Kenkyû) INT Shugendô (Shugendô) INT/PIE
Concentration( Haragei) WILL Rhetoric (Shûjigaku) PRE
Confucianism( Jugaku) INT Riding (Ba-jutsu) DEX Everyman skills indicated in bold type.
Contortionist (Nawanuke-jutsu) D E X

Even if you are aware that you may be struck down today and are firmly resolved to an inevitable death, if you are slain with an
unseemly appearance, you will show your lack of previous resolve, will be despised by your enemy, and will appear unclean. For this
118 reason it is said that both old and young should take care of their appearance.
— Yamamoto Tsunetomo
WWW.SENGOKU. COM

OCCUPATIONS

119
SENGOKU: R EVISED E DITION
In this chapter, we will provide an over-
view of the most commonly occurring A NOTE ON WARRIORS
professions that might be met with in feu- By the Edo Period the term bushi was synonymous with the
dal Japan, and how they may affect game word samurai. Since the caste system had been locked into place,
play. The most pleasant aspect of the this was a natural development. Since all samurai are by default
SENGOKU game is that there is no such buke, bushi would then refer to any member of the buke caste.
thing as the “character class” per sé. Your Be that as it may: the Sengoku Period was an age of social
PC will have a caste to which he belongs, upheaval, and not all who donned armor or took up a sword were
and you can choose a suitable occupation for members of a warrior caste. Some, like Hideyoshi, were peasants
him from the following list of occupations. There is no reason who proved unusually skilled. Some kuge, like Prince Morinaga,
you can’t even mix and match: a magic-using kuge bushi is not found their destiny on the field, as well. It’s a world for the tak-
unplayable in the context of SENGOKU (as a matter of fact, it might ing.
be interesting to play one!). For this reason, for the sake of simplicity, within the contexts
With each occupational listing are indications of which castes of the SENGOKU game, the term “samurai” shall mean any buke in
are suitable for that profession, and we give any specifications as the service of a daimyô (i.e., a retainer), while “bushi” will refer
to how to use that profession for your PC. The next chapters actu- to any warrior, regardless of caste.
ally explain the method of character generation, the various skills
your characters (or NPCs) might have, and the actual templates
for several specific professions.
For the GM, we also provide “typical stats” for an NPC of this
BASIC
occupation, within each possible caste. To make the game truly
flavorful, however, be advised that merely using the same NPC CLASSIFICATIONS
stats over and over is by itself insufficient. You must imbue each To make things go more smoothly, the following chart should
character with his own unique personality to make him stand out give you an idea of the relationships of specific occupations. Some
from the crowd. The meaning of the stats of each profession will occupations will appear under more than one heading, as the oc-
become clear as you read the next few chapters. For an explana- cupation crosses certain boundaries (e.g., sôhei, the Buddhist
tion of the skills referred to in the following occupations, see the warrior monks).
chapter Skills (page 139).
There is no reason a person of one caste and occupation may
not attempt to pass himself off as one of another calling; how-
Shintô Clerics
ever, the character’s stats will reflect his true nature, occupation, Gûji (shrine head priest)
and lineage: only his actions are those of another profession (as- Itako (medium—also must be a Miko)
suming he knows it well enough to pull it off). For example, a Kannushi (Shintô priests)
more exalted samurai may attempt to pass himself off as an Miko (shrine maiden)
ashigaru, but and while people will react to him as he appears, he Pilgrims (laymen)
will still have the abilities of a samurai of his true rank. This
ability to appear other than what you are is critical for shinobi, as Buddhist Clerics
a shinobi out in the streets in his nightsuit wouldn’t last five min- Ama (nuns)
utes—but who would expect the man at the noodle stand on the Bôzu (monks/bonze)
corner to be a top shinobi, a master of disguises, who is gathering Komusô (traveling monks)
information on the comings and goings of the estate next to his Nisô (Buddhist Priestess)
setup? Pilgrims (laymen)
Risshi (senior Buddhist priests)
CASTE VS. Shugenja (yamabushi mage-monks)
Sô (Buddhist priests)
Sôhei (warrior monks)
OCCUPATION Sôjô (Abbots)
Sôzu (temple overseer)
The buke are the military aristocracy (the warrior caste, if you
will), while the kuge are the civil aristocracy. The bonge are just Warriors
that; commoners. As one can surmise from the fact that some
Ashigaru (low-ranked bushi in a clan)
members of the kuge served military roles—with some Imperial
Budôka (martial artists)
princes even doing stints as Shôgun—and the fact that many samu-
Bushi (warriors, any caste)
rai were famous men of letters, caste and occupation are two to-
Hatamoto (samurai direct retainer to lord)
tally different matters. Put another way, not all buke were bushi,
Jizamurai (farmer samurai/gentry)
and not all bushi were buke.
Kensei (weapon masters)
An aristocratic scion may learn to fight and develop a taste for
Rônin (masterless buke)
battle. A samurai may choose to cloister himself and devote his
Samurai (buke warriors in service)
life to the arts. The only exception is that unless he takes the
Sôhei (Buddhist warrior monks)
tonsure, a samurai is always expected to perform his duty for his
Wakô (pirates)
clan, no matter what his “main” profession may be.

A man who would have a gardener do a carpenter’s job, or a carpenter do a gardener’s job, is no judge of men and is highly
incompetent. No matter how bright a person is, he will have his strong and weak points. If one will comply with men’s various abilities
120 and use them appropriately, all matters will be assigned correctly and the master will be without trouble.
— Asakura Soteki
WWW.SENGOKU. COM

Mystic Professions Geisha


Innkeeper (Yadoya shûjin)
Yamabushi or Shugenja (Buddhist mage-monks) Kensei (Sword-master)
Itako (Shintô mediums) Komusô (Wandering Fuke sect priest)
Korean Artist or Scholar
Commoners in General Kuge (Nobleman)
Akindo (merchants) Martial Artist (Budôka)
Baishun (prostitutes) Masseur
Ichi (masseur) Medium (Itako)
Eta (untouchables) Merchant (Akindo)
Hikyaku (couriers) Monk (Bôzu)
Hizoku (brigands) Ninja (Shinobi)
Hyakushô (farmers) Nun (Ama)
Isha (physicians) Pilgrim
Kantaimono (entertainers) Pirate (Wakô)
Nusubito (common thief) Policeman (Dôshin and Yoriki)
Sensui Kawaramono (riverbed folk gardeners) Prostitute (Baishun)
Shokunin (artisans and craftsmen) Rônin (Masterless buke)
Sumôtori (sumô wrestlers) Samurai (Buke in service to a daimyô)
Wakô (pirates) Scholar (Gakusha)
Sedan-chair bearers (Kagoya)
Outsiders Sensui Kawaramono (Landscape artist or gardener)
Shintô Priest (Kannushi)
Chinese Artists and Scholars Shugenja (Yamabushi)
Chinese Diplomats Shrine Maiden (Miko)
Korean Artists and Scholars Sôhei (Buddhist militant priest)
Korean Prisoners of War Sumôtori (Wrestler)
Nanban Clergy (Jesuit or Franciscan) Thief (Nusubito)
Nanban Sailers and Traders Warrior (Bushi)

Shinobi USING TEMPLATES


Genin (clan functionary)
Chûnin (clan official/manager) Players may use the following profession templates as starting
Jônin (clan head) points for creating characters. They are not mandatory, however;
they are merely guides for beginning players. Experienced play-

OCCUPATIONS AND
ers are free to create characters from scratch, borrowing from the
templates or ignoring them altogether, as they see fit.

NPC CLASSES Average People


In the interests of simplicity, the average person (i.e., typical
The following occupation and class templates are available in NPC) may be taken to have certain things in common. In game
SENGOKU: terms, we will assume that their basic statistics are all at a score
Abbot (Sôjô) of 3 (i.e., the average score for the average person).
Artisan or Craftsman (Shokunin)
Ashigaru Average Person (Adult)
Bandit (Akutô/Hizoku) Int 3 Will 3 Pre 3 Aes 3
Buddhist Priest (Sô) Pie 3 Kao 3 Str 3 Con 3
Chinese Artist or Scholar Bod 3 Tech 3 Ref 3 Dex 3
Courier Move 3 Run 6 Sprt 9 End 30
Court Official SD 6 Stun 15 Hits 15 Rec 6
Daimyô RES 9 H ON 30 KAR (var)
Doctors (Isha)
Entertainer
Eta
European Foreigner (Nanbanjin)
European Priest/Missionary (Nanban no bateren)
Executioner
Farmer (Hyakushô)
Fisherman (Ryôshi)

Not to forget one’s master is the most fundamental thing for a retainer. 121
— Yamamoto Tsunetomo
SENGOKU: R EVISED E DITION

PROFESSION may be spent to improve existing skills or buy new skills,


perks, talents, skills and okuden for the character. (Remem-
TEMPLATES ber the campaign limit for complications, though.)

The templates below are provided for 6. Record all equipment listed for the Caste Package and
convenience and to reflect the typical Profession Template you selected on your character sheet.
NPC. These are not “heroes” but rather the These are the items your character begins play with.
kind of everyday members of the occupa-
tion or class that heroes are likely to meet. 7. Determine your character’s Wealth (see page 117). All
characters have a default Wealth of 1 (with 1 coin of dis-
Creating Characters Using the Templates posable income per year). You may also purchase addi-
To create a new SENGOKU character using the profession tem- tional levels of Wealth. (Note: Samurai—buke in service
plates, simnply follow these steps. to a daimyô —receive an annual stipend, determined by
their Membership Level in the clan; see page 85. Samurai
1. Select a Caste Package (from page 111) and write down characters receive this amount in addition to any additional
the complications, perks, talents and skills for that pack- Wealth purchased for the character.)
age on a blank character sheet in the appropriate spaces
(or on a blank piece of paper). We recommend you write 8. Choose a family name and given name for your charac-
these in pencil, as they will likely change. ter. You should talkto your GM about the name of the clan
or ryû your character is a member of, if any.
2. Select a profession template and add the complications,
perks and talents and skills listed for that template to the 9. Create a background (or “back story”), a basic per-
character sheet. Ignore any duplicate listings for compli- sonality and motivations for your character, and you’re
cations, perks or talents, and combine scores for any du- ready to play!
plicated skills.
Multiple Occupations
3. To improve your character’s characteristics, add either There is no reason that NPCs (or PCs, for that matter) will be
5 points (for Historic-level characters), 20 points (for limited by a single occupation. For example, an NPC can be an
Chanbara-level characters) or 35 points (for Anime-level innkeeper by day, and a nusubito (thief) by night; in such in-
characters) to theprimary characteristics and recalculate the stances, the PC or NPC should have all relevant “skills” for do-
derived characteristics for the character. Record the up- ing his chosen work.
dated scores on your character sheet. Another good example is a character who is a daimyô. It is
logical to assume that most (if not all) daimyô were once bushi.
4. Spend an additional 20 points (Historic-level), 35 points Thus, a player creating a daimyô character would be wise to se-
(Chanbara-level) or 50 points (Anime-level) to improve lect the daimyô template and add those skills, perks and compli-
the character’s existing skills or buy new skills, perks, cations unique to the Bushi profession.
talents, skills and okuden for the character. Any equipment indicated for a profession which duplicates an
item already provided by another profession should be ignored;
5. You may take additional complications for your char- characters do not receive duplicate items as part of their starting
acter to receive additional OP, if you wish.These extra OP equipment.

…a man whose profession is the use of arms should think and then act upon not only his own fame, but also that of his descendants. He
should not scandalize his name forever by holding his one and only life to dear. On the other hand, to consider this life that is given to us
only once as nothing more than dust and ashes, and lose it at a time when one should not, would be to gain a reputation that is not worth
122 having.
— Shiba Yoshimasa
WWW.SENGOKU. COM

Sôjô Shokunin Ashigaru


Int 3 Will 4 Pre 3 Aes 4 Int 3 Will 3 Pre 2 Int 2 Will 3 Pre 3
Pie 4 Kao 3 Str 2 Con 2 Aes 3 Pie 3 Kao 2 Aes 2 Pie 3 Kao 3
Bod 3 Tech 3 Ref 3 Dex 3 Str 3 Con 3 Bod 3 Str 4 Con 3 Bod 4
Move 3 End 20 SD 4 Stun 15 Tech 5 Ref 3 Dex 4 Tech 3 Ref 4 Dex 3
Hits 15 Rec 4 Res 12 Hon 30 Move 3 End 30 SD 6 Move 3 End 30 SD 6
Perks: ML 5 in sect (15), Renown (3). Stun 15 Hits 15 Rec 6 Stun 15 Hits 15 Rec 6
Talents: Mystic: Bukkyô (5). Res 9 Hon 20 Res 9 Hon 30
Complications: Honest: Risk bodily harm Perks: Contact: Local merchant (2), Re- Perks: ML 1 in samurai clan (3).
(Const, Maj) (-5), Poverty: poor (Const, Min) nown: Local artisan (1) Complications: Coward (minor) (-1), Vow:
(-4), Public Figure: Head of temple (Const, Talents: Craftsman (3). Fealty to a daimyô, risk bodily harm (Infre-
Maj) (-12), Vow: Buddhist priestly vows, risk Complications: Public Figure: Local arti- quent, Extreme) (-10).
life & limb (Const, Maj) (-15). san (Frequent, Minor) (-3). Skills: Expert: Clan officers +2, Firearms
Skills: Buddhism +3, Bureaucracy +2, 2 Skills: Choice of one Classical Art or Prac- +3, Forced March +3, Gambling +1, Heraldry
Classical Arts (choice) +2, Classical Litera- tical Skill +2, choice of one additional Practi- +1, Polearms: Lances +3, Local expert: home
ture: Chinese +3, Diplomacy +3, Leadership cal Skill +2, Business +2, Streetwise +2, Trad- province +2, Strategy: Battles +1, Swords +2.
+2, Oratory +2, Rhetoric +2, Teaching +2. ing +2. Equipment: Lance (yari ), katana or
Equipment: Buddhist robes and kesa Equipment: Cloth apron (deonburi), arti- wakizashi, complete ashigaru armor (see page
(Above average quality), calligraphy set. san/craftsman’s kit (for applicable art/craft), 161), sword cleaning kit, bamboo water bottle.
Allowed Castes: Buke, Kuge. wrapping cloth (furoshiki). Allowed Castes: Bonge, Buke.
Description: Sôjô are the head priests of a Allowed Castes: All. Description: An ashigaru may either be
Buddhist temple or monastery. As clergy, they Description: The artisan and craftsman typi- from the lowest ranks of the buke or a bonge
are outside the normal caste system, but it is cally concentrates his skills and efforts in the who enlists in the local daimyô’s army. Their
still rare for a sôjô to come from any but the construction of works of art in usually a single social standing will likewise be uneven. To
highest ranks of society. Many sôjô of major field. Possible areas are: cabinetry; architec- other samurai or bushi, they are the non-coms,
temples are actually related in some distant ture; calligraphy; painting; lacquer; armoring; the mudfeet. To peasants, they are still war-
way to the Emperor, others to powerful swordsmithing; goldsmithing; weaving; statu- riors, awe-inspiring at times, fear-inspiring at
daimyô. ary (casting or carving); stonemasonry; litera- others.
On the road, sôjô are accompanied by priests ture/poetry; ceramic/pottery, and so on.. Most of the ranks of samurai armies are
or monks from their temple or sect. Some artisans are also clergy, doing their made of ashigaru. For this reason, it is usual
They dress in the fashion of the priest, but art as a form of meditation or contemplation. for an ashigaru to wander about alone.
in better, more impressive clothing. Their In this case, their caste of origin does not mat- If your PC is a very low-ranked samurai,
robes are often fine silk brocades. ter, and they may be of any caste. If the arti- you may consider him an ashigaru. If, on the
A sôjô may possess the ability to use magic, san is not clergy, caste is limited. other hand, your PC is a bonge and you wish
but at a higher level. Sôjô from the buke caste him to be attached to a clan, he will have to
will retain their daishô (katana and wakizashi) become an ashigaru, attached to someone’s
but will keep the swords stored away, not car- clan, in which case going out “campaigning”
ried on their person. would be hard to explain to his superiors.

One should not be overly fond of famous swords and knives. Even if one has a swords valued at 10,000 coins, he will not overcome 100
men carrying spears valued at 100 coins. 123
— Asakura Toshikage
SENGOKU: R EVISED E DITION

Akutô Sô Chinese Artist/Scholar


Int 3 Will 3 Pre 4 Aes 2 Int 3 Will 4 Pre 3 Aes 3 Int 4 Will 2 Pre 2 Aes 4
Pie 2 Kao 2 Str 4 Con 3 Pie 5 Kao 3 Str 2 Con 3 Pie 3 Kao 3 Str 2 Con 3
Bod 4 Tech 3 Ref 4 Dex 3 Bod 2 Tech 3 Ref 3 Dex 3 Bod 3 Tech 4 Ref 3 Dex 4
Move 3 End 30 SD 6 Stun 20 Move 3 End 30 SD 6 Stun 10 Move 3 End 30 SD 6 Stun 15
Hits 20 Rec 6 Res 9 Hon 20 Hits 10 Rec 5 Res 12 Hon 30 Hits 15 Rec 5 Res 6 Hon 30
Perks: ML 3 in criminal gang (6). Perks: ML 2 in Buddhist sect (3), Renown: Perks: Contact: Minor daimyô (6).
Complications: Enemy: Local authorities Local priest (1). Complications: Outsider: Chinese (Infre-
(more powerful, limited area, capture) (-10), Talents: Mystic: Bukkyô (5) quent, Minor) (-2).
Lecherous: Risk bodily harm (frequent, ma- Complications: Poverty: poor (Constant, Skills: Choice of two Classical Arts or aca-
jor) (-8). Minor) (-4), Public Figure: Buddhist priest demic skills +2, Calligraphy +2, choice of Re-
Skills: Athletics +1, Climbing +1, Disguise (frequent, major) (-7), Vow: Buddhist priestly search or High Society +2.
+1, Interrogation +1, Knives +2, Local Ex- vows, risk life & limb (constant, major) (-15). Equipment: One set Chinese clothing, 10
pert: operating area +3, Persuasion (intimida- Skills: Buddhism +3, Calligraphy +3, two sheets of paper (washi), calligraphy set, straw
tion) +3, Polearms: Lances +2, Streetwise +3, Classical Arts (choice) +2 each, Classical Lit- hat (kasa).
Stealth +1, Survival +2, Swords +2. erature: Chinese +3, Diplomacy +2, Language: Allowed Castes: N/A.
Equipment: Yari or katana, provision bag Chinese (& kanji) +2, Meditation +2, Oratory Description: The specifics for scholars and
(kate-bukuro), bamboo water bottle, traveler’s +2, Persuasion +2, Rhetoric +2, Teaching +2. artisans apply here. In addition, the character
rations (3 day’s worth). Equipment: Buddhist robes and kesa (Av- is from China, so will usually be a member of
Allowed Castes: Hinin, bonge, (renegade erage quality), “seven-ring” staff (shakujô), a daimyô or Imperial courtier’s suit, or visit-
buke or kuge). Buddhist rosary. ing a monastery or temple. It is highly unlikely
Description: Akutô (also called hizoku) are Allowed Castes: All. (1 in 6 chance) that he will be in Japan en-
or bandits; brazenly open thieves, rapists, or Description: Sô are Buddhist priests, who tirely on his own. His specialty will be the
killers. They may have been trained as bushi are usually attached to a single temple or mon- varied arts, crafts, sciences, or knowledge of
(former ashigaru who have deserted their erst- astery. the Chung Kuo (The Middle Kingdom), not
while lords) or they may be self-taught. They Sô wear simple kimono in solid, somber Nihon (Japan).
will do whatever it takes to achieve their ends. colors (or saffron), over which they wear a Needless to say, the knowledge of a Chi-
Akutô may work alone, but most often they kesa (a large, rectangular piece of fabric hung nese scholar of a Chinese subject will tend to
are encountered working with others of their from a band of fabric around the neck). be better than that of a Japanese scholar of the
kind. They often pretend to be laborers or A priest knows many sutras (sacred Bud- same subject.
kagoya, or hire themselves out as strongmen dhist scriptures), often by memory. They may
to criminal syndicates. also possess the ability to use “magic” or mys-
Subtlety is not their strongpont. What they tic prayers.
lack in finesse in combat, they make up for in
ferocity and determination. Some are cowards,
who merely function as bandits when the tak-
ings are easy.
One in six bandit gangs is lead by a rônin.

Cultivated people consider justice foremost. When cultivated people have courage without justice, they become rebellious. When petty
124 people have courage without justice, they become brigands.
— Confucius
WWW.SENGOKU. COM

Hikyaku Kuge Courtier Samurai Courtier


Int 3 Will 4 Pre 2 Aes 2 Int 3 Will 3 Pre 4 Aes 3 Int 3 Will 3 Pre 4 Aes 3
Pie 3 Kao 3 Str 3 Con 4 Pie 3 Kao 4 Str 3 Con 3 Pie 3 Kao 4 Str 3 Con 3
Bod 3 Tech 2 Ref 3 Dex 3 Bod 3 Tech 2 Ref 3 Dex 3 Bod 3 Tech 2 Ref 3 Dex 3
Move 5 End 40 SD 8 Stun 15 Move 3 End 30 SD 6 Stun 15 Move 3 End 30 SD 6 Stun 15
Hits 15 Rec 7 Res 6 Hon 30 Hits 15 Rec 6 Res 9 Hon 40 Hits 15 Rec 6 Res 9 Hon 40
Perks: License to pass government highway Perks: Contact: Major daimyô (7), Debt Perks: Contact: Major daimyô (7), Debt
checkpoints unimpeded (5). Owed: by minor court official (5), +2 ML in Owed: by major clan official (5), ML 6 in
Complications: Poverty: poor (constant, Imperial Court (8). samurai clan (18), Renown: Known far and
minor) (-4). Complications: Public Figure: Kuge (fre- wide (6).
Skills: Athletics +1, Bureaucracy +1, Ex- quent, extreme) (-20), Sense of Duty: to Em- Complications: Public Figure: High-rank-
pert: Highways & roads +2, Forced March +4, peror (freq, maj) (-5). ing court official (Frequent, Major) (-10),
Streetwise +1. Skills: Bureaucracy +2, Bribery +2, Diplo- Vow: Fealty to daimyô, risk life & limb (Fre-
Equipment: Portable paper lantern macy +2, Flattery +3, High Society +2, two quent, Extreme) (-25).
(chôchin), quart of lantern oil, straw hat (kasa), Classical Arts +2 each. Skills: Bureaucracy +2, Bribery +2, Flattery
backpack, bamboo water bottle. Equipment: Tachi (ceremonial sword), +2, High Society +2, Diplomacy +1.
Allowed Castes: Hinin, Bonge. tantô, ceremonial court robe (Above-average Equipment: Tachi (ceremonial longsword),
Description: Hikyaku (or “flying legs”) are quality), sachet. court vest (kataginu), handkerchief (fukusa),
responsible for carrying messages over long Allowed Castes: Kuge purse (uchi-bukuro), complete upper-rank
distances. They are available at post stations Description: Kuge court officials are typi- samurai armor (page 134).
and in most towns. Some daimyô keep a few cally high-ranking members of their castes, al- Allowed Castes: Buke
couriers on staff, though they are easy enough though even lower ranking men can be func- Description: Samurai courtiers are typically
to hire in town. tionaries. Kuge courtiers rarely, if ever, walk; high-ranking members of their clans, although
Important messages sent by courier will not they are typically carried in a kago borne by even lower ranking men can be functionaries.
have a samurai escort (it would only slow them two kagoya (kago-bearers). Kuge courtiers Senior courtiers are involved in the manage-
down), although some lords will use samurai will have a personal retinue consisting of a ment of the clan, sits in court with the daimyô
retainers as couriers. number of bodyguards equal to the kuge’s ML and influences the decisions made on behalf
Hikyaku can be seen running along the vari- (treat as Samurai), 1d6-2 attendants (treat as of the clan. Junior courtiers are “in training,”
ous roadways of Japan during any season, and ML 1 kuge courtiers), and a number of por- as it were. They are generally retainers or rela-
are a common sight to travelers. A good cou- ters (treat as “average men”) equal to his ML. tives of higher-ranking members of the court.
rier can cover 20 ri in one day. If traveling outside the Imperial palace, triple Samurai courtiers of sufficient rank (ML 6
Virtually anyone who is a strong runner can the number of guards (3 x kuge’s ML); in ad- or higher) may travel in a kago (nobleman’s
be a courier and it is a relatively well-paying dition, there is a 4 in 6 chance that an escort of palanquin) or on horseback; seldom will they
job, earning about 1 monme per ri of distance 2d6+6 samurai from the local daimyô’s clan walk any significant distance, and never alone.
covered. Missing a deadline, however, can will also be with the kuge’s retinue. Any samurai courtier traveling in public will
prove fatal. have an escort of 1d6 x 2 personal samurai
retainers.

Whatever you do should be done for the sake of your master and parents, the people in general, and for posterity. This is great
compassion. The wisdom and courage that come from compassion are real wisdom and courage. 125
— Yamamoto Tsunetomo
SENGOKU: R EVISED E DITION

Daimyô Isha Kantaimono


Int 3 Will 3 Pre 4 Aes 3 Int 4 Will 3 Pre 3 Aes 3 Int 3 Will 3 Pre 4 Aes 4
Pie 3 Kao 5 Str 3 Con 3 Pie 4 Kao 4 Str 2 Con 2 Pie 3 Kao 2 Str 2 Con 3
Body 3 Tech 2 Ref 3 Dex 2 Body 2 Tech 4 Ref 3 Dex 3 Body 2 Tech 4 Ref 3 Dex 4
Move 3 End 30 SD 6 Stun 15 Move 3 End 20 SD 6 Stun 10 Move 3 End 30 SD 6 Stun 10
Hits 15 Rec 6 Res 9 Hon 50 Hits 10 Rec 4 Res 9 Hon 40 Hits 10 Rec 5 Res 9 Hon 20
Perks: ML 10 in samurai clan (30), Wealth Perks: Contact: local fief-holder (4), Con- Perks: Renown: Local entertainer (2).
(6). tact: wealthy merchant (3), Renown: Local Complications: Public Figure: Minor local
Complications: Code of Honor: Bushidô, doctor (3). entertainer (frequent, major) (-7).
risk life & limb (Freq, Extr) (-25), Public Fig- Complications: Public figure: Local doc- Skills: Acting +3, choice of one entertain-
ure: Local daimyô (Freq, Min) (-5), Sense of tor (Infreq, Maj) (-5), Sense of Duty: to pa- ment skill +4, Choice of one additional enter-
duty: to clansmen/retainers (Infreq, Maj) (-3). tients (Freq, Maj) (-10) tainment skill +3, Oratory +2, Persuasion +3
Skills: Riding +2, Diplomacy +1, Leader- Skills: Buddhism +2, Herbalist +3, Massage Equipment: Kimono (of bright colors and
ship +2, Strategy: (choice) +2. +2, Physician +4, Research +2, Survival +2. bold patterns) or Nô costume (if an actor),
Equipment: Court vest (kataginu), hand- Equipment: Physician’s kit, portable paper stage nick-knack/props or an instrument,
kerchief (fukusa), purse (uchi-bukuro), com- lantern, umbrella, purse. purse, umbrella (lacquered with bright colors
plete upper-rank samurai armor, strongbox Allowed Castes: Bonge. and/or bold paterns), portable lantern, 10
(for carrying armor during peacetime), horse. Description: Isha (doctors or physicians) sheets paper, seal stone with personal seal.
Allowed Castes: Buke are well-educated and highly respected, but Allowed Castes: Hinin, bonge
Description: Daimyô are the heads of buke still bonge. They are addressed as “sensei” out Description: Kantaimono—singers, actors,
clans. The lives of everyone in his clan (and of respect for their status as learned healers. dancers, puppeteers, and musicians—are all
fief) rest in the hands of the daimyô. All Physicians can diagnose and treat common from the bonge caste. Often, itinerant enter-
daimyô are, by definition, samurai. diseases and ailments and are familiar with the tainers ply the streets by taverns and inns, of-
Daimyô in their own castle or estate will injuries common to a warrior society. fering their services to the innkeeper for par-
have 1d6 hatamoto (personal samurai retain- Many daimyô have personal physicians; ties and other festive occasions. More wealthy
ers and bodyguards) with them at all times— these physicians have a high ML in the or better known entertainers may have their
they may be hidden behind a sliding wall or daimyô’s clan and enjoy the benefits of samu- own establishments, permanent engagements,
around a corner, but they are never more than rai status. Physicians serving local communi- or wealthy patrons. Most, however, wander
a shout away from their master. ties live in larger than average homes. The the land. Some blind poet/musicians are fa-
Daimyô travel either by kago or by horse. front half serves as a clinic and office; the back mous for their bardic expertise, and can earn
When traveling in public within his own fief, is the home of the physician and his family. a comfortable living for a week or more with
a daimyô procession includes 2d6 x 2 samu- In villages, a physician’s social esteem is no one evening’s recital of the Tale of the Heike,
rai retainers, 2d6 x 3 ashigaru, 1d6+2 atten- less than the village headman’s. self-accompanied on a biwa.
dants (including a doctor, priest, and possibly Physicians do not as a rule carry weapons, Entertainers are paid as often in clothes as
a shinobi or three) and 2d6 porters (treat as but those in samurai clans may carry a mock in money. If an entertainer or troupe is hired
Average Men). If outside their fief, double the sword, the “blade” of which is actually like a by a daimyô but travel is required, the daimyô
number of samurai retainers and ashigaru. long shelf containing a dozen or more pock- will typically provide special allowances (e.g.,
ets for medications. extra pay) and even a samurai escort.

When you are sick or in difficulties, many of those who were friendly or close to you in daily life will become cowards. When anyone is
in unhappy circumstances, you should above all inquire after them by visiting or sending some gift. And you should never in your whole
126 life be negligent toward someone from whom you have received a favor.
— Yamamoto Tsunetomo
WWW.SENGOKU. COM

Eta Nanbanjin (European) Nanban-no-bateren


Int 3 Will 4 Pre 3 Aes 2 Int 3 Will 3 Pre 4 Aes 3 Int 3 Will 3 Pre 4 Aes 3
Pie 3 Kao 2 Str 3 Con 4 Pie 3 Kao 2 Str 3 Con 3 Pie 4 Kao 3 Str 3 Con 3
Body 3 Tech 4 Ref 3 Dex 3 Body 3 Tech 3 Ref 3 Dex 3 Body 3 Tech 3 Ref 2 Dex 2
Move 3 End 40 SD 8 Stun 15 Move 4 End 30 SD 6 Stun 15 Move 4 End 30 SD 6 Stun 15
Hits 15 Rec 7 Res 12 Hon 20 Hits 15 Rec 6 Res 9 Hon 20 Hits 15 Rec 6 Res 9 Hon 30
Perks: Contacts: Buddhist priest (3), Local Perks: ML 2 in European ship crew: in- Perks: ML 3 in Society of Jesus (if Jesuit)
shop owner (2). cludes access to firearms (4) or 6 in Franciscan Order (if Franciscan) (6),
Complications: Oppressed: outcast (const, Complications: Distinctive Features: Contact: Daimyô of minor clan if Jesuit or
min) (-6), Poverty: dirt broke (freq, min) (-4). Beard/facial hair and bad odor (conc, maj) (-5), three minor bonge contacts if Franciscan (6).
Skills: Choice of one Practical or Craft skill Oppressed: nanbanjin (const, maj) (-5), Out- Complications: Dist. Features: Nanbanjin,
+4, two Practical Skills at +2, Animal Han- sider: nanbanjin (const, extr) (-25) . (concealable, maj) (-5), Oppressed: nanbanjin
dling +1, Boating or Hunting +2, Cooking +1, Skills (15 Pts.): Boating +3, Climbing +2, (const, minor) (-6), Outsider: nanbanjin (freq,
Folklore +2, Survival +1. Dance: popular European +2, Expert: Sea major) (-10).
Equipment: Tools (for craft or profession). chanties +3, Expert: sea routes +2, Firearms Skills: Christianity +3 (total 5), Classical
Allowed Castes: Hinin +3, Gambling +2, Grappling +2, Hunting +1, Literature: European +2, Diplomacy +2, Lan-
Description: Although a class rather than Knives +3, Language: one other European lan- guage: Japanese +2/+3*, Language: Latin +5/
an occupation, their identity and treatment guage +1, Navigation +2, Sailing +3, Strat- +4*, Oratory +3, Teaching +2.
warrant consideration as an occupation. egy: ships +1, Trading +1. *(Second number for Franciscans)
Eta are those who work with raw leather, Equipment: Shirt, trousers, leather belt, Equipment: Saffron priest’s robes (Jesuit)
skinning and tanning, or dispose of refuse. stockings, leather boots (treat as Loc: 17-18; or sackcloth habit (Franciscan), crucifix, ro-
Even though they perform a vital service— KD 2), wool knit cap, knife (treat as a tantô), sary, sandals.
what armorer could ply his trade without pistol (if an officer; treat as a teppô). Allowed Castes: N/A (nanbanjin only)
leather?—they are treated with disdain. The Allowed Castes: N/A (nanbanjin only) Description: Priests are called bateren (a
irony is that there’s no way to tell an eta from Description: Nanbanjin (lit. “southern bar- corruption of padre). Jesuits are Portuguese,
any other member of society. The only way to barian person”) is the term given to European based in Macao; Franciscans are Spanish. Je-
tell someone is an eta is by knowing his fam- foreigners. The adjective, for anything Euro- suits want to convert Japan from the top down
ily tree and knowing where he was born (eta pean, is “nanban” (e.g., “nanban-no-sake” is and concentrate their efforts on the samurai
are forced to live in “ghettos” on the outskirts European wine). Through most of the Sengoku and daimyô. The Franciscans work with the
of towns rather than in the cities). era, nanbanjin is synonymous with Portuguese commoners to convert the nation from the bot-
Note for players: In Japan today, “eta” is or Spaniard, although in 1600 an Englishman tom up. This conflicting methodology has lead
an extreme pejorative. Many Japanese con- named William Adams will wash ashore... to confrontations and open hostility.
sider it worse than “The N-Word” in the US, While most nanbanjin that are encountered There is some enmity between the orders.
and use the euphemism burakumin (“people are clergy, others that a Japanese might meet The Japanese don’t fully understand the na-
of the hamlets”) instead. Use of the term in are sailors and merchants. While the priests ture of this rivalry, but are familiar with inter-
SENGOKU isn’t meant as an insult. It’s pre- will have at least a smattering of Japanese, few sect strife between Buddhist sects, so they ei-
sented in a historical context, as no substitute sailors will have vocabularies beyond “Where ther ignore it or try to find a way to play the
term for this class is available.) womans?” and “Bring sake!” sides against each other for personal gain.

Just as water will conform to the shape of the vessel that contains it, so will a man follow the good and evil of his companions. 127
— Imagawa Sadayo
SENGOKU: R EVISED E DITION

Executioner Hyakushô Ryôshi


Int 2 Will 3 Pre 3 Aes 3 Int 2 Will 2 Pre 3 Aes 3 Int 3 Will 3 Pre 3 Aes 3
Pie 3 Kao 3 Str 4 Con 3 Pie 3 Kao 3 Str 3 Con 4 Pie 3 Kao 3 Str 3 Con 3
Body 3 Tech 3 Ref 4 Dex 3 Body 3 Tech 4 Ref 3 Dex 4 Body 3 Tech 3 Ref 3 Dex 4
Move 3 End 30 SD 6 Stun 15 Move 3 End 40 SD 8 Stun 15 Move 3 End 30 SD 6 Stun 15
Hits 15 Rec 6 Res 9 Hon 30 Hits 15 Rec 6 Res 6 Hon 30 Hits 15 Rec 6 Res 9 Hon 30
Perks: ML 1 in samurai clan (3). Perks: ML 2 in farming village (2). Perks: ML 2 in fishing village (2).
Complications: Vow: Fealty to daimyô, risk Complications: Coward: avoids danger Complications: Coward: avoids danger
bodily harm (freq, maj) (-10). whenever possible (frequent, minor) (-3), Pov- whenever possible (frequent, minor) (-3), Pov-
Skills: Binding +4, Interrogation +3, Ju- erty: poor (constant, minor) (-4). erty: poor (constant, minor) (-4).
jutsu +2, Knives +2, Polearms: Lances +3, Skills: Farming +3, Folklore +2, choice of Skills: Boating +4, Expert: Fish +3, Fish-
Swords +3. Herbalism or Survival +2, Hunting +2, Navi- ing +2, Folklore +2, Navigation +2, choice of
Equipment: Lance (yari), cloth headband. gation +2, Polearms: Staves +2, choice of Silk- Knives or Polearms: Lances +2.
Allowed Castes: Bonge, buke (depending worm Raising or Sake Brewing +2. Equipment: Tantô , wrapping cloth
on subject) Equipment: Bô or tantô, wrapping cloth (furoshiki), backpack, bamboo water bottle,
Description: Executioners are typically (furoshiki), bamboo water bottle. fishing boat (2-man).
ashigaru, and as such may be buke or bonge. Allowed Castes: Bonge, buke (jizamurai) Allowed Castes: Hinin, bonge
Commoners being executed are crucified or Description: Rice and millet make up the Description: Fishermen in Japan don’t
beheaded, and it is the executioner’s job to do staple of the Japanese diet, and it is the farm- travel far offshore; they prefer to keep within
the actual killing. There is no special training ers who do the work. Farmers are, on the sight of their home shoreline. They work in
required, but one must wonder if being an ex- whole, meek and mild souls. Their lot is to groups, several people to a boat, and fish with
ecutioner, day in and day out, takes a toll on a grow rice that they will not get to eat, as it nets.
man. belongs to the local lord. Some of what they They also build and use traps to catch lob-
Executioners are not feared by the public grow is theirs to keep and sell; this provides ster and crab. They often work in teams of
simply due to their profession. Theirs is a pro- the means for their survival. Few can read be- boats, forming local cooperatives. In a dan-
fession, and little ore. It does not have the yond a few simple kana characters and num- gerous profession such as fishing, loners are
stigma of their Western counterparts. bers. Despite their poverty, farmers are held seldom encountered.
Some clans also have a single samurai in in higher regard than other bonge; farmers pro- Fishermen will bring their catch in in the
their ranks who is the official clan kaishaku, duce something necessary, something of value. early morning, and then sell the fish at mar-
who performs that duty on anyone in the clan Their lords may change annually as fiefs are kets in town.
(or outside it, if necessary) who is ordered to won, lost or reapportioned, but this has little Whereas any inland village is sure to be
commit seppuku. (The fictional Ogami Ittô, effect on their lives. Some in the smaller vil- populated by farmers, coastal villages are
from Lone Wolf and Cub, was the Tokugawa lages might not even know who the lord of pulated by fishermen. Some coastal vil-
bakufu kaishaku.) their province is. lages have fish merchants. Larger popu-
Although almost all farmers are bonge, it
isn’t unknown for impoverished and lower-
lation centers will have several.
rank buke to farm as well.

Expressions are difficult. If there is something to do, the younger sons take on the work. When there is wine and food, it is offered to the
128 elders. Is this itself to be considered filial piety?
— Confucius
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Geisha Yadoya Shûjin Kensei


Int 3 Will 3 Pre 4 Aes 4 Int 3 Will 3 Pre 3 Aes 3 Int 2 Will 4 Pre 3 Aes 3
Pie 4 Kao 3 Str 2 Con 3 Pie 3 Kao 3 Str 3 Con 3 Pie 3 Kao 3 Str 3 Con 3
Body 2 Tech 4 Ref 2 Dex 3 Body 3 Tech 3 Ref 3 Dex 3 Body 3 Tech 3 Ref 4 Dex 3
Move 3 End 30 SD 6 Stun 10 Move 3 End 30 SD 6 Stun 15 Move 3 End 30 SD 6 Stun 15
Hits 10 Rec 5 Res 9 Hon 30 Hits 15 Rec 6 Res 9 Hon 30 Hits 15 Rec 6 Res 9 Hon 30
Perks: ML 2 in geisha house (4), Renown: Perks: Contact: shop owner or craftsman Perks: Renown: Expert swordsman (4)
Geisha (4). (2), License: to run a business (1), Delete Pov- Talents: Danger Sense (20)
Complications: Public Feature: Geisha (fre- erty complication (2), Wealth Lv 2 (2) Complications: Code of Honor: The Way
quent, major) (-7). Complications: Coward: avoids danger of the Sword, risk life and limb (frequent, ex-
Skills: Seduction +2, Fashion +1, High So- whenever possible (frequent, minor) (-3) treme) (-25), Public Figure: expert swordsman
ciety +2, Music (choose type) +3, Persuasion Skills: Business +2, Persuasion +2, Trad- (frequent, minor) (-3), Vow: to perfect your
+1. ing +2 skill, risk life and limb (frequent, major) (-12).
Equipment: 2 decorative over- kimono Equipment: Handkerchief ( fukusa), record Skills: Focus Ki +3, Iai-jutsu +3, Medita-
(Above-average quality), decorative umbrella books, inn tion +2, Sword Polishing +2, Swords +3,
(wagasa), decorative folding fan ( ôgi; Above- Allowed Castes: Bonge choice of Two Swords or Arrow Cutting +3.
average quality), one instrument (choice), Description: Innkeepers run the gamut from Equipment: Sword bag, sword cleaning kit,
makeup kit, lacquered wood comb, long hair- cowards to brutes, but the stereotype that pre- sleeve-tying cord ( tasuke),10 sheets paper
pin (treat as a kozuka). vails is the one who will reject customers who (washi).
Allowed Castes: Bonge “don’t look right” until he sees the color of Allowed Castes: Buke
Description: Geisha are not prostitutes. their cash; then he’s all over them, trying to Description: Kensei (lit. “sword saint”) are
Many are mistresses of powerful patrons, but help them out, get them settled, make them masters of a single weapon or weapon form.
they are not available for just anyone who has comfortable. Although they may be familiar with (and able
a few koban. Geisha means “art person” and The inn may be a family affair, in which the to use) other weapons, they prefer and spe-
that’s what they are. (Note: Geisha did not ac- staff are the sons and daughters of the inn- cialize in only one. Their craft is their life, and
tually appear as a profession until the keeper. In this case, the staff can do no wrong. they define their worthiness by their skill.
Tokugawa era.) The hired staff, however, is a different sub- Kensei will strive to perfect their craft daily,
Geisha are professional entertainers. They ject. Innkeepers are convinced that their hired spending hours practicing moves and going
sing, dance, play musical instruments and are staff is no good, no matter how good the staff through kata over and over. Kensei never shy
gifted conversationalists. Their function is to actually is. Wait staff and cleaning staff (usu- away from a challenge that is worthy of honor,
grease the social wheels of a party or to pro- ally the same people at different times of the but will disdain those they feel are below them.
vide relaxing entertainment. They may work day) are always too slow and are always try- Some kensei wander the country, seeking
singly or in small groups. ing to steal from and cheat the innkeeper. At worthy opponents and teachers, while others
An apprentice geisha, called a maiko, has least, this is what he believes. Innkeepers are open schools to train a very select few their
skills that are less developed, so they cost less also often pimps: they buy young daughters well-mastered skills. They may be rônin or
to hire. To hire a first-rate geisha for one from impoverished farmers and turn them into actually clansmen detached to be allowed to
evening in a city like Ôsaka could cost 5 ryô scullery slaves and house prostitutes. perfect their art so that they may come back
(20 bu-shoban) or more. and teach others in the clan.

…. …if one invites many people and still they neglect him and he has no comrades, he should think of his own conduct as incorrect. 129
— Imagawa Sadayo
SENGOKU: R EVISED E DITION

Komusô Korean Artist or Scholar Kuge


Int 3 Will 4 Pre 3 Aes 4 Int 4 Will 3 Pre 3 Aes 4 Int 4 Will 3 Pre 2 Aes 4
Pie 5 Kao 3 Str 2 Con 3 Pie 3 Kao 3 Str 2 Con 2 Pie 4 Kao 5 Str 2 Con 2
Body 2 Tech 3 Ref 2 Dex 3 Bod 2 Tech 4 Ref 3 Dex 4 Body 2 Tech 3 Ref 3 Dex 3
Move 3 End 30 SD 6 Stun 10 Move 3 End 20 SD 4 Stun 10 Move 3 End 20 SD 4 Stun 10
Hits 10 Rec 5 Res 12 Hon 30 Hits 10 Rec 4 Res 9 Hon 30 Hits 10 Rec 4 Res 9 Hon 50
Perks: ML 2 in Fuke sect (6). Perks: Contact: Minor daimyô (6), Renown: Perks: Contact: Major daimyô (7), ML 4 in
Complications: Poverty: poor (const, min) Korean artist/scholar (4). Imperial Court (16), Renown: Imperial court
(-4), Public Figure: Buddhist priest (infre- Complications: Oppressed: Korean (fre- official (8), Wealth Lv 4 (4).
quent, major) (-5), Vow: Buddhist priestly quent, major) (-7), Outsider: Korean (infre- Complications: Public Figure: Kuge (con-
vows, risk life & limb (const, maj) (-15). quent, minor) (-2). stant, extreme) (-25), Sense of Duty: to Em-
Skills: Buddhism +2, Calligraphy +3, Clas- Skills: One Classical Art or academic skill peror (freq, maj) (-7), Vow: Fealty to the Em-
sical Literature: Chinese +3, Diplomacy +2, +3, Calligraphy +3, Language: Japanese +1, peror, risk bodily harm (freq, extr) (-20).
Herbalist +2, Meditation +4, Music: Flutes +3, Research or High Society +2. Skills: Bribery +2, Bureaucracy +4, Callig-
Oratory +2, Polearms: Staves +2, Rhetoric +3, Equipment: One set of Chinese clothing, raphy +2, one Classical Art +2, Classical Lit-
Teaching +2. 10 sheets of paper (washi), calligraphy set, erature: Japanese +3, Diplomacy +2, Flattery
Equipment: Straw “basket”-style hat, bam- straw hat (kasa). +2, High Society +3, Kemari +2, Rhetoric +3,
boo flute (shakuhachi). Allowed Castes: N/A Shinto +2.
Allowed Castes: All. Description: Most famous Korean artists Equipment: Tantô, sachet, kariginu (kuge
Description: Komusô, wandering mendi- are known for their pottery or their painting. over-robe), kanmuri (kuge cap).
cant clergy of the Fuke sect, wear the familiar There are few Koreans in Japan who are iden- Allowed Castes: Kuge
black robes and basket headgear masks be- tified as Koreans (though there are many de- Description: Using flattery, gifts, and their
loved by shinobi everywhere. Their masks scendants from earlier immigrations). Those names as methods of court access, kuge can
were designed to impart unrecognizability, to who are known as artists are the patrons of create policy, subvert policy, bring about sud-
destroy identity. In the process, they made and are attached to buke or kuge clans, much den losses and raises of favor, and even the
wonderful disguises for shinobi. Because of in the same way that Italian renaissance art- fall of whole houses. They usually need the
this, some people react negatively upon see- ists were attached to the court of the de Medici. help of a bushi or a clan to support them, but
ing komusô, certain that they are shinobi in- As foreigners, they are outside the caste sys- are powerful patrons in the capital.
stead of clergy. tem, but are considered the equivalent as na- Some are wonderful scholars, academics,
Komusô playing the shakuhachi travel the tive bonge artisans. poets, artisans or gifted statesmen. Many kuge
land begging for alms and preaching the truth are devoutly religious and are also high-rank-
of the Fuke sect. They stop and stay in local ing members of a Buddhist sect.
temples (preferring a Fuke temple over other Kuge are nearly powerless outside the envi-
sect temples, of course) and resume their trav- rons of the capital, however. Few kuge desire
els the next day. They will perform services to travel or wander about Japan and it is rare
as will any other member of the Buddhist to encounter one who wishes to do so. If a
clergy. kuge were seen in, say, Nagoya or Ôsaka, it
would be a cause for much curiosity.

That I have practiced the art of calligraphy stems from the fact that I once noted with embarrassment how well a certain lady wrote her
130 characters.
— Shiba Yoshimasa
WWW.SENGOKU. COM

Budôka Ama Itako


Int 3 Will 3 Pre 3 Aes 3 Int 3 Will 3 Pre 3 Aes 3 Int 3 Will 4 Pre 3 Aes 3
Pie 2 Kao 3 Str 3 Con 3 Pie 3 Kao 3 Str 3 Con 3 Pie 4 Kao 3 Str 3 Con 3
Body 3 Tech 2 Ref 4 Dex 4 Body 3 Tech 4 Ref 3 Dex 3 Body 2 Tech 3 Ref 3 Dex 3
Move 4 End 30 SD 6 Stun 15 Move 3 End 30 SD 6 Stun 15 Move 3 End 30 SD 6 Stun 10
Hits 15 Rec 6 Res 9 Hon 30 Hits 15 Rec 6 Res 9 Hon 30 Hits 10 Rec 6 Res 12 Hon 30
Perks: ML 3 in a martial ryû (6). Perks: Contact: Shop owner or craftsman Perks: ML 3 in Shintô shrine (6), Renown:
Complications: Oppressed: Bonge (const, (2), License: to run a business (1). Local medium (4).
min) (-5), Vow: loyalty to ryû soke, risk bodily Talents: Acute Hearing +4 (6), Acute Smell Complications: Public Figure: local me-
harm (freq, maj) (-7). +4 (6). dium (infrequent, major) (-5), Vow: Shintô
Skills: Atemi-waza or Ju-jutsu +4, Acrobat- Complications: Impaired Vision: totally vows, risk harm (frequent, major) (-10).
ics +3, Focus Ki +3, Meditation +3, one blind (constant, major) (-17), Oppressed: Skills: Classical Literature: Japanese +3,
weapon bugei +3. bonge (constant, minor) (-5), Oppressed: blind Dance: Sacred dance +3, Divination +2, Medi-
Equipment: One weapon for each weapon man (frequent, minor) (-3). tation +3, Persuasion +1, Shintô +2.
bugei. Skills: Conversation +2, Expert: Latest gos- Equipment: White kimono and red hakama
Allowed Castes: Buke, hinin, bonge sip +3, Gambling +2, Herbalism +2, Ju-jutsu (both Above-average quality).
Description: There are no “professional” +3, Massage +4, Physician +2, Seduction +2 Allowed Castes: Bonge, buke, kuge
martial artists. If budôka are the masters of a Equipment: Purse (uchi-bukuro), staff (bô). Description: Shintô mediums are univer-
particular style, they will have another job and Allowed Castes: Hinin, bonge sally female; male mediums are invariably
teach on their side time. Description: Masseurs (called ama—not shugenja. Itako are actually specially gifted
It is not unknown for a member of the buke the same thing as nuns) in Japan are tradition- miko. When channeling the dead or a kami,
to learn a particular form (Atemi-waza or some ally blind, as it is one of the few ways they her body becomes rigid and she loses control
such), but by and large only the bonge and can make their living. of herself, and the kami or dead person “takes
hinin are particularly inclined to learn a Some will travel from town to town look- over.” The trance may produce a gentle sway-
“commoner’s” martial art, and that for self- ing for spot jobs, while others may be attached ing of the body or violent spasms. Rarely will
defense. Budôka specialize in weaponless or to the household of a single patron. she be possessed against her will; usually she
“non-lethal” weapon forms (although we all While it may or may not be true that the loss must pray and make an offering of sake or fruit
know a table leg can be just as lethal as a of one’s eyesight enhances other senses to the to the shrine before anything will happen.
sword). point of allowing one a “normal” life, there If there is an itako in a town or village people
Budôka are indistinguishable from their fel- are legends of a wondering blind swordsman will know of it. She may be held in awe (and
lows, as there is no “belt system” or uniform masseur… feared). Itako so gifted will seldom be found
common to students of budô. The very popular Zato-ichi film series at a small shrine, however.
(and television series), followed the ex- When she marries, takes a lover, or turns
ploits of a blind masseur who is not only 25, her powers leave her and she must leave
a master gambler but a master swordsman, the service of the shrine. If she has a daugh-
ter, there is a 50% chance that the daughter
as well! will also be a gifted miko.

One should always take the attitude of standing above others in martial valor, always feel that he is inferior to no one and always
cultivate his courage. 131
— Yamamoto Tsunetomo
SENGOKU: R EVISED E DITION

Akindo Bôzu Ama


Int 4 Will 3 Pre 4 Aes 3 Int 3 Will 4 Pre 3 Aes 3 Int 4 Will 4 Pre 3 Aes 3
Pie 3 Kao 2 Str 3 Con 3 Pie 5 Kao 3 Str 2 Con 3 Pie 5 Kao 3 Str 2 Con 2
Body 3 Tech 3 Ref 3 Dex 3 Body 2 Tech 3 Ref 3 Dex 3 Body 2 Tech 3 Ref 3 Dex 3
Move 3 End 30 SD 6 Stun 15 Move 3 End 30 SD 6 Stun 15 Move 3 End 20 SD 4 Stun 10
Hits 15 Rec 6 Res 9 Hon 20 Hits 15 Rec 5 Res 12 Hon 30 Hits 10 Rec 4 Res 12 Hon 30
Perks: Contact: Town magistrate or samu- Perks: ML 3 in Buddhist sect (9). Perks: ML 3 in Buddhist sect (9), Renown:
rai fief-holder (4), License: run a business (1), Complications: Poverty: poor (const, min) Local Buddhist nun (1)
delete Poverty complication. (-4), Vow: Buddhist priestly vows, risk life & Complications: Honest: Risk bodily harm
Complications: Bad Reputation: Always limb (const, maj) (-15). (Const, Min) (5), Poverty: Poor (Const, Min)
recognized (frequent, minor) (-4), Coward: Skills: Buddhism +2, Classical Literature: (4), Public Figure: Buddhist nun (Freq, Maj)
avoids danger whenever possible (frequent, Chinese +4, Diplomacy +3, Gardening +3, (7), Vow: Buddhist nun’s vows, risk life &
minor) (-3). Meditation +2, Oratory +2, Rhetoric +2, limb (Const, Maj) (15)
Skills: Bribery +2, Business +2, Persuasion Teaching +2. Skills: Buddhism* 4, Class. Lit: Chinese 3,
+1, Trading +3, one Practical Skill +2. Equipment: Buddhist robes and kesa (Av- Divination 3, Meditation 4, Rhetoric 3
Equipment: Abacus (soroban ), purse (uchi erage quality), Buddhist priest’s “seven-ring” Equipment: Buddhist robes and cowl (av-
bukuro), portable paper lantern (chôchin), pipe staff (shakujô), Buddhist rosary. erage quality), Buddhist rosary.
( kiseru), tobacco pouch (tobako-ire), Allowed Castes: All. Allowed Castes: All
wakizashi, personal seal stone (hanko ), all Description: Traditionally, bôzu (Buddhist Description: The ama or bikuni (nun; not
clothing upgraded to Above-average quality. monks, or bonze) were celibate and forbidden the same as a masseur) is the female equiva-
Allowed Castes: Bonge to eat flesh. Some sects have lifted that restric- lent of a bôzu or bonze. As clergy, her caste is
Description: Akindo (merchants) in all but tion, so now some bôzu are actually married. irrelevant (and unknown) to anyone interact-
the smallest villages specialize in one product Still, they are usually called “monks” as their ing with her. Sworn to celibacy, they live in
or service. The concept of the department store lifestyle and position seems more in keeping all-woman monasteries. Ama shave their
or five-and-ten doesn’t exist in Sengoku Ja- with the Western notion of monasticism rather heads, wear cowls and dark robes, and carry
pan. The average merchant is well informed than conventional priesthood. large rosaries. Some ama return to secular life
about his product. That doesn’t mean he’s Bôzu shave their heads regularly, and will after a few years in the monastery; this return
honest; he just knows what he’s talking about. often wear a cowl and carry a large rosary with was called bikuni-ochi (“nun-fall”).
Merchants in small towns are less likely to them. Their person is supposedly sacrosanct. In
cheat their customers than those in large ones. As members of the clergy, their original theory, ama are safe on the road day or night;
A merchant might have a single supplier or caste is not pertinent to their interaction with however, they are easy targets for bandits hop-
several suppliers; the merchant who also others. ing for more than just money. Ama usually
makes his own wares is rare. have but a few zeni on their person—just
Merchants usually live on the second floor enough to survive—and live off charity by
and have their shop space on the ground floor begging for food or money.
of their homes, or their shop space is in front Some ama have been known to be gifted
and the living space is in the back if the home with foresight, and can see things occurring
is a single floor. far away or in the future.

Just as the Buddha preached the various laws in order to save all living beings, one must rack one’s brains and never depart from the
132 Ways of both the Warrior and Scholar.
— Imagawa Sadayo
WWW.SENGOKU. COM

Pilgrim Wakô Dôshin/Yoriki


Int 3 Will 3 Pre 3 Aes 3 Int 3 Will 3 Pre 3 Aes 3 Int 2 Will 3 Pre 3 Aes 2
Pie 4 Kao 3 Str 3 Con 3 Pie 3 Kao 2 Str 4 Con 4 Pie 3 Kao 3 Str 3 Con 3
Body 3 Tech 3 Ref 3 Dex 3 Body 3 Tech 2 Ref 3 Dex 4 Bod 3 Tech 3 Ref 4 Dex 4
Move 3 End 30 SD 6 Stun 15 Move 3 End 40 SD 8 Stun 15 Move 4 End 30 SD 6 Stun 15
Hits 15 Rec 6 Res 9 Hon 30 Hits 15 Rec 8 Res 9 Hon 20 Hits 15 Rec 6 Res 9 Hon 30
Perks: None Perks: ML 3 in pirate gang (6). Perks: Contact: Shop owner (2), ML 2 in
Complications: Varies (As appropriate for Complications: Enemies: most samurai samurai clan (6)—Yoriki should have ML 3.
caste and profession). clans (more powerful, province, marked for Complications: Vow: Fealty to magistrate
Skills: Buddhism or Shintô +1, Expert: death) (-25). or daimyô, risk life & limb (infreq, extr) (-20)
Travel songs & stories +2, Fashion or Gam- Skills: Atemi Waza or Ju-jutsu +2, Boating Skills: Binding +3, Deduction +2, Interro-
bling +2, General Knowledge +1, Meditation +2, Climbing +2, Gambling +2, Knives +2, gation +2, Jitte +3, Local Expert: Town +2,
+1, Polearms: Staves +1, Streetwise +2, plus Navigation +3, Persuasion +2, Polearms: Perception +1, Polearms: Man-catchers +3,
other skills as appropriate for caste/profession. (choice) +2, Sailing +3, Stealth +1, Streetwise Streetwise +1, Swords +3, Tracking +2.
Equipment: Staff (bô), Buddhist rosary or +3, Swords +2, Throwing +1, Trading +2. Equipment: Dôshin—bonge-style trousers
good luck talisman (prayer written on small Equipment: Yari (lance) or hoko (hooked ( kobakama), sasumata or sodegarami ;
paper), religious name tape (senja-fuda). lance), wakizashi or tantô, provision bag (kate- Yoriki—mail tunic/sleeves (Loc: 6–12; KD
Allowed Castes: All. bukuro), ashigaru-style kote (full splint arm- 10) and jingasa (Loc: 3–5; KD 7), jitte, riding
Description: A pilgrim (or, more com- guards; see page 160). horse.
monly, a group of pilgrims) is likely to be en- Allowed Castes: Hinin, bonge, buke Allowed Castes: Bonge, buke
countered at or near a religious site. They may Description: Wakô are brigands on the Description: Dôshin are bonge or low-rank-
be Buddhist or Shintô, and within a group they ocean. Many wakô are actually Korean or ing buke. Yoriki (police officials and investi-
will usually be of similar social level and Chinese, and their captain and officers may gators) are buke (usually of the clan respon-
standing. Larger groups of pilgrims will likely be rônin. sible for the city or town). Dôshin try to take
have a cleric of the appropriate faith escorting They prey on merchant ships, but will at- prisoners without using deadly force. They
or leading them. tack any vessel they think might be worth their carry a jitte, and may also use ladders to pin
No one is a professional pilgrim, but the attention, including passenger ferries. in their quarry. They try to avoid killing sus-
“typical” pilgrim usually has something in Wakô ships are small and fast. Sometimes a pects, especially buke. Dôshin armed with
common with most others: notably, religious single ship is the hostile, but they may just as swords may strike with the back of the blade
devotion. They may be making the pilgrim- likely operate in small squadrons, driving their for Stun damage. They excel in hô-jutsu (Bind-
age to obtain some favor from the gods, to prey into the waiting clutches of their fellows. ing). Dôshin usually don’t wear armor but uni-
expiate some sin or crime, or for some other Their pirating activities are so damaging to form, recognizable clothing bearing the crest
reason. Pilgrimages are also popular among trade between Japan and China that daimyô of the local lord. At night they carry paper lan-
common folk as great adventures. Traveling give standing orders to capture and execute terns marked “goyô” (official business).
through far away provinces, engaging in the all wakô. Dôshin aren’t above bribery, though some in-
“festivities” common at post stations and trad- corruptible dôshin (such as Hanzô of The Ra-
ing grand stories are all part of the fun for zor film series, or Zenigata Heiji, who tossed
some. coins at foes with great force) are legendary.

Even though one associates with many people, one should never cause discord. 133
— Japanese proverb
SENGOKU: R EVISED E DITION

Baishun Rônin Samurai (buke in service)


Int 3 Will 3 Pre 4 Aes 4 Int 2 Will 3 Pre 3 Aes 3 Int 2 Will 3 Pre 3 Aes 3
Pie 3 Kao 3 Str 2 Con 3 Pie 3 Kao 2 Str 3 Con 4 Pie 3 Kao 3 Str 4 Con 3
Body 2 Tech 4 Ref 3 Dex 3 Body 3 Tech 3 Ref 4 Dex 4 Body 3 Tech 2 Ref 4 Dex 4
Move 3 End 30 SD 6 Stun 10 Move 3 End 40 SD 8 Stun 15 Move 3 End 30 SD 6 Stun 15
Hits 10 Rec 5 Res 9 Hon 30 Hits 15 Rec 7 Res 9 Hon 20 Hits 15 Rec 7 Res 9 Hon 30
Perks: Contacts: as appropriate (4), ML 2 Perks: None. Perks: Contact: as appropriate (4), ML 2 in
in house of prostitution (2). Complications: Bad Reputation: rônin, al- samurai clan (6).
Complications: Oppressed: Enslaved, cour- ways recognized (const, maj) (-12), Poverty: Complications: Vow: Fealty to a daimyô,
tesan/prostitute (freq, min) (-6). poor (freq, min) (-3). risk life & limb (freq, extr) (-25).
Skills: Flattery +2, Persuasion +3, Seduc- Skills: Polearms: (Glaives or Lances) +2, Skills: Archery or Firearms +2, two Classi-
tion +3, Streetwise or High Society +2 Swords +2, Archery or Firearms +2, Riding cal Arts +2 each, Climbing +1, Expert: Clan
Equipment: Makeup kit, sachet, kimono +2, Survival +2. history +2, Focus Ki +2, Ju-jutsu or Knives
Allowed Castes: Hinin, bonge Okuden: Any one 5-point okuden. +2, Polearms: (Glaives or Lances) +2, Riding
Description: Baishun, mizu-ten (“sleep with Equipment: None (other than that given in +2, Scouting or Strategy: (choice of specialty)
anyone”), jorô or yûjo (“pleasure girl”) per- the caste package) +2, Swords +1.
form a social service that, though distasteful Allowed Castes: Buke (disenfranchised). Okuden: Any 5-point okuden (5).
to some, is socially accepted. “Pillowing” is Description: Rônin are lordless samurai. Equipment: Yari (lance) or naginata
an important part of maintaining one’s health Whether they were turned out of their clan for (glaive), yumi (bow), calligraphy set, riding
(for men, at least) and is a necessity, like eat- some reason, their lord was killed, or their clan horse (if ML 5+), complete mid-level samu-
ing, sleeping and bathing. was destroyed by war or governmental fiat, rai armor (see page 160).
Depending on the “reed house” (and rank they no longer have a “home.” Allowed Castes: Buke
of the clientele), prostitutes may be hinin or Rônin often make a living by hiring their Description: A samurai is a buke—usually
bonge. Invariably it is a woman who runs the swords out for causes good or ill. Many be- a bushi—who is a retainer of a daimyô or other
house. Some don’t work in a brothel, but are come bandits or wondering souls, perfecting ranking samurai. The root of the word samu-
cleaning or serving girls at inns, with the inn- their arts or leading a dissolute life. rai is the word saburau (“to serve”). Samurai
keeper acting as her pimp. Their contract is Rônin are of no recognized position—there may be hatamoto, officers or kerai (see the
held by the man or woman who “owns” them. is no such thing as a “high-” or “low-ranking” Samurai Clan Membership Table, page 85).
Courtesans, kept women of the nobility, rônin. Even ashigaru are usually considered Honor is all to the samurai. He generally
have a marginally better life. They are freer their social superiors, owing to the fact that prefers death to failure or defeat. Samurai or-
than regular prostitutes in that they have a very the ashigaru at least has a clan, and therefor a dered to fight will do so, even if it means death.
small customer list, and may have their own group identity. For this reason, rônin may try Rare is the samurai who is able to grasp his
house. to ingratiate themselves with local daimyô, do- own fate and control it. Wives and children
Note: Though much of modern Western so- ing favors for them, etc., in the hopes that the have it no differently than the men. Wives
ciety doesn’t condone prostitution, it is pre- lord will take them into his clan and put his might have to commit suicide if their husbands
sented here in a historical context. It’s up to mark on them. are shamed or forced to kill themselves; and
the GM as to whether or not “baishun” will if the mothers go, so will any young children.
be present in the campaign.) Whole families may be put to the sword for
the transgressions of one member.

134 Except in cases of extreme difficulty, one should not allow rônin from other provinces to act as one’s personal scribe.
— Asakura Toshikage
WWW.SENGOKU.COM

Gakusha Kagoya Sensui Kawaramono


Int 5 Will 4 Pre 3 Aes 4 Int 2 Will 3 Pre 3 Aes 2 Int 3 Will 3 Pre 3 Aes 4
Pie 3 Kao 3 Str 2 Con 2 Pie 3 Kao 2 Str 2 Con 4 Pie 3 Kao 2 Str 2 Con 3
Body 2 Tech 3 Ref 3 Dex 3 Body 4 Tech 3 Ref 3 Dex 4 Body 3 Tech 5 Ref 3 Dex 3
Move 3 End 20 SD 4 Stun 10 Move 5 End 40 SD 6 Stun 20 Move 3 End 30 SD 6 Stun 15
Hits 10 Rec 4 Res 12 Hon 30 Hits 20 Rec 6 Res 9 Hon 20 Hits 15 Rec 5 Res 9 Hon 20
Perks: Renown: local scholar (5). Perks: Contact: wealthy inkeeper or local Perks: Contact: Wealthy patron (5), Re-
Complications: Poverty: poor (constant, gang leader (3). nown: Sensui kawaramono (2).
minor) (-4), Public Figure: local sage/scholar Complications: Bad Reputation: ruffian, al- Complications: Oppressed: outcast (const,
(frequent, minor) (-3). ways recognized (frequent, major) (-10) minor) (-6), Poverty: poor (const, minor) (-4).
Skills: Calligraphy +2, Classical Literature: Skills: Expert: Travel routes +3, Forced Skills: Business +1, Focus Ki +2, Garden-
Chinese +2, History: (Chinese or Japanese) +2, March +3, Gambling +2, Knives or Swords ing +4, Miniature Landscaping +4, High So-
Research +3, one academic skill +3. +2, Persuasion +2, Streetwise +2, Sumai +2, ciety or Streetwise +2.
Equipment: One historical text (book/ Survival +1 Equipment: Bamboo rake, pruning shears.
scroll), calligraphy set, ogi (folding fan), bô Equipment: Cloth headband (hachimaki), Allowed Castes: Hinin
(staff). pair of wooden dice, bamboo water bottle, Description: Sensui kawaramono—land-
Allowed Castes: Bonge, buke, kuge towel. scape artists and gardeners who happen to be
Description: Gakusha are scholars who Allowed Castes: Hinin, bonge kawaramono—are, although members of the
generally study the Chinese or Japanese clas- Description: Kagoya (kago-bearers) are lowest social strata, respected for their great
sics, or Chinese history. To scholars, the quest typically encountered at way stations on the skill and artistry. The greatest lords in Japan
for knowledge is all-important. A scholar is road and at inns and taverns in town. Kagoya seek and even vie for their services. Shrines
most likely to be encountered in a temple or are stout fellows with enormous calf muscles; and temples even sometimes encourage them
at his home, but it is not unknown for one to carrying kago (sedan chairs) in which people to work in their precincts.
undertake an arduous journey (say, to China ride takes a great deal of energy. They represent the pinnacle of achievement
or Korea) to gain more information and study Kagoya always work in teams—one in front, for their “class,” for though they are accepted
with primary source materials. When travel- one in back. Despite their load, a team can in certain circles, they are looked down upon
ing, a scholar will try to find companions to make the same speed as a normal man trot- and scorned by those less “enlightened” and
make the journey less tedious. The tools of ting, and for extended periods. Kagoya can go less likely to be influenced by their work.
his trade are books, scrolls, and the like, he for an hour or more at a trot without needing
will seldom travel light, and may employ to take a break.
people to function as coolies and bodyguards. The fare may only be a few zeni, but if they
Scholars may be kuge or buke. He may be must move more quickly or for a longer dis-
retired and have taken the Buddhist tonsure. tance, the price goes up. There is no set fee or
If a non-retired buke, he may also be a samu- organization; all kagoya are independent, and
rai. If tonsured, he will be unarmed. If kuge free to take or turn down any client they wish.
or bushi, he will be armed (1-4 katana, 5-6 Most are honest, offering a safe and easy “taxi
tantô ) but not armored. While a samurai/ service” in and between towns; however, in
scholar will have no qualms about it, only as the hinterlands, one of the most popular dis-
a final solution will a kuge/scholar put on ar- guises for bandits is as kagoya.
mor and fight.

…scholars and their like are men with wit and speech hide their own true cowardice and greed. 135
— Yamamoto Tsunetomo
S ENGOKU: REVISED EDITION

Shinobi Kannushi Yamabushi (Shugenja)


Int 3 Will 3 Pre 3 Aes 2 Int 3 Will 4 Pre 3 Aes 3 Int 3 Will 3 Pre 3 Aes 3
Pie 2 Kao 2 Str 3 Con 3 Pie 5 Kao 3 Str 2 Con 3 Pie 4 Kao 3 Str 3 Con 4
Body 3 Tech 3 Ref 4 Dex 5 Body 2 Tech 3 Ref 3 Dex 3 Body 3 Tech 2 Ref 3 Dex 3
Move 4 End 30 SD 6 Stun 15 Move 3 End 30 SD 6 Stun 10 Move 3 End 40 SD 8 Stun 15
Hits 15 Rec 6 Res 9 Hon 20 Hits 10 Rec 5 Res 12 Hon 30 Hits 15 Rec 7 Res 9 Hon 30
Perks: Contact: Buddhist temple abbot (4), Perks: Contacts: as appropriate (4), ML 3 Perks: Contacts: as appropriate (4), ML 2
ML 3 in shinobi clan (6). in local Shintô shrine (6). in Shugendô sect (4), Renown: Yamabushi
Talents: Talent: Night Vision (3), Am- Complications: Public Figure: local Shintô priest (2).
bidexterity (3). priest (freq, maj) (-7), Vow: Shintô priestly Complications: Distinctive Features:
Complications: Code of Honor: shinobi vows, risk harm (freq, maj) (-10). yamabushi (conc, min) (-2), Vow: yamabushi
code, risk death (freq, extr) (-25), Secret Iden- Skills: Classical Literature: Japanese +4, priestly vows, risk life & limb (const, maj)
tity: living a normal life (freq, extr) (-15). Dance: Sacred dance +3, Dance: Sword dance (-15).
Skills: Acrobatics +3, Disguise +3, Lan- +2, Divination +2, Oratory +3, Shintô +2, Skills: Axes or Polearms: (choice) +3, Medi-
guage: shinobi clan dialect +3, Meditation +3, Teaching +1. tation +3, Rhetoric +2, Shugendô +4, Swords
Ninjutsu +4, Ninpô Taijutsu +3, Scouting +3, Equipment: Tall lacquered hat (kannushi- +3, Survival +2.
Stealth +3, Survival +3, Swords +3, Tracking eboshi), white ceremonial over-kimono, puri- Equipment: Bô (staff), katana, backpack,
+3, two add’l bugei (martial skills) at +3 each. fication wand (. yamabushi robes, peak cap (tokin), wagesa,
Equipment: 9 shuriken, shinobigatana Allowed Castes: Bonge, Buke, Kuge. conch shell horn, bamboo water bottle.
(ninja sword), nekode or any one weapon, Description: In all but the larger shrines Allowed Castes: Bonge, Buke, Kuge.
shinobi shojoku (shinobi garb). kannushi are part-time clergy, living in the Description: Yamabushi—or shugenja—
Allowed Castes: Hinin, bonge community and farming alongside their fel- follow shugendô. They are wandering ascet-
Description: Shinobi (or ninja, kusa, what- lows. Kannushi may possess the ability to use ics, living in the mountains, who carry their
ever) are indistinguishable from the people magic. important worldly goods on their backs. They
around them—if they’re doing their job right. Shintô concerns itself with ritual purity and wear a phylactery strapped onto their fore-
A shinobi traveling down a road may be avoidance of pollution. (If injured, the neigh- heads, a long ribbon of cloth around their neck
dressed as a religious pilgrim, a merchant, a borhood shrine is not the place to go.) Shintô (wagesa), and their robes are trimmed with
peasant, samurai, or cleric. One famous dis- priests who are polluted must undergo a Puri- large pompoms. Shugenja never cut their hair
guise (sort of a poorly kept secret) is that of fication ritual conducted by another kannushi. (though they may shave), and frequently carry
the komusô. Normal daily wear for kannushi consist of conch shell horns. Shugenja don’t drink alco-
Even when disguised, shinobi carry an common street clothes. When serving, they hol, are strict vegetarians and never eat meat,
amazing array of tricks and multiple-use and wear traditional garb (a large Heian-style even if starving (fish and shellfish are accept-
concealed weapons. One famous weapon is outer-robe, special black lacquered shoes able if necessary). They are strictly celibate
the shinobigatana or ninjatô; despite its use- made of paulownia wood, and a tall, stiffly and, without exception, male. Shugenja are
fulness, it is a dead giveaway and most shinobi lacquered ceremonial cap). both feared and respected. In addition to gen-
wear or carry regular katana or wakizashi un- Kannushi are usually buke or kuge, espe- eral magic, they are famous for healing pow-
less making a night-time raid on a target. cially if at a major shrine. The gûji of the most ers and as mediums (if a medium is male, he
important shrines are, by tradition, relatives is a shugenja). Weapons of choice for the
of the Emperor. shugenja are the katana, masakari, or ono.

Even toward an outsider, if he is an intimate friend..., we feel very kindly disposed and do anything we can for him though it may be
136 contrary to our own interests. How much deeper then must the bond of affection be where our parents are concerned?
— Daidôji Yûzan
WWW.SENGOKU.COM

Miko Sôhei Sumôtori


Int 3 Will 3 Pre 3 Aes 4 Int 3 Will 3 Pre 3 Aes 2 Int 2 Will 3 Pre 3 Aes 2
Pie 4 Kao 3 Str 2 Con 3 Pie 2* Kao 3 Str 4 Con 3 Pie 3 Kao 4 Str 3 Con 3
Body 2 Tech 3 Ref 3 Dex 4 Body 3 Tech 2 Ref 4 Dex 4 Body 4 Tech 2 Ref 4 Dex 4
Move 3 End 30 SD 6 Stun 10 Move 3 End 30 SD 6 Stun 15 Move 3 End 30 SD 6 Stun 20
Hits 10 Rec 5 Res 9 Hon 30 Hits 15 Rec 7 Res 9 Hon 30 Hits 20 Rec 6 Res 9 Hon 40
Perks: ML 3 in Shintô shrine (6), Renown: Perks: ML 2 in Buddhist sect (6). Perks: ML 3 in sumô stable (6).
local miko (4). Complications: *Religious Impurity: minor Complications: Overweight: obese (freq,
Complications: Public Figure: local Shintô transgression, -1 PIE (frequent, minor) (-3), min) (-4), Public Figure: local sumôtori (freq,
miko (freq, maj) (-7), Vow: Shintô miko vows, Vow: Buddhist priestly vows, risk life & limb maj) (-7),
risk harm (freq, maj) (-10). (frequent, minor) (-5). Skills: Calligraphy +3, Gambling +1, High
Skills: Classical Literature: Japanese +4, Skills: Buddhism +1, Meditation +2, Society or Streetwise +3, Meditation +2, Per-
Dance: Sacred dance +3, Divination +3, Ora- Polearms: Glaives +3, Streetwise +2, Swords suasion +2, Sumai +3.
tory +2, Shintô +2, Meditation +3. +2, Survival +2. Equipment: Ceremonial rope belt, decora-
Equipment: White kimono and red hakama Equipment: Buddhist robes, rosary, katana tive kimono (Above-average quality), ogi
(both Above-average quality), ceremonial or naginata, complete mid-lvl samurai armor. (folding fan).
bell-tower wand, tantô Allowed Castes: All Allowed Castes: Bonge.
Allowed Castes: Bonge, buke, kuge Description: While some temples will hire Description: Sumôtori are almost univer-
Description: Miko means “shrine maiden” mercenaries to help them fight and defend, sally bonge, but because of their fame and the
— for they are young virgins from 13–25 years sôhei are actually tonsured monastics who renown they bring their home regions or clans,
of age. Most miko merely do work around the have not abandoned (or newly take up) the they are highly regarded as celebrities. Even
shrine and perform the sacred dances for the sword. Unlike many of his clerical cousins, though a commoner, a sumôtori—if a cham-
kami. A few, however, are gifted with the abil- the typical sôhei has no access to magic (the pion—will have the reputation a low-level
ity to speak for the dead (not to the dead, per GM may allow otherwise), undoubtedly due buke. If buke, he will have the reputation of a
se; that’s the job of the person seeking the to his choice of the sword over the peaceful higher-level buke.
miko’s talents), and to speak as the mouth- Way of the Buddha—but even the Buddha Particularly popular or affluent sumôtori are
piece of the kami. Miko who are also medi- needs his armies. Given their more earthy na- likely to have a small retinue of attendants and
ums are fairly rare; there may be one in a town, tures, sôhei ascribe to the Buddhist restrictions one or more bodyguards (treat as rônin or
or none at all. Miko are not independent op- on eating flesh as a rule, but will not pass up a samurai).
erators; they are attached to local shrines in juicy piece of fowl or a nice rabbit if one is
the area where they live. A miko can come available. Their primary loyalty is to their
from almost any walk of life. Whatever her home temple, and then their sect.
past, functioning as a miko is her sole occu- Sôhei dress like normal monks in black or
pation. If polluted, they lose their powers and dark clothing and wear a cowl; when in armor
must undergo a Purification ritual that lasts they often wear their robes over their armor
up to a week. They carry small knives for pro- and wear the cowl over their face in lieu of a
tection. When she reaches the age of 25, mar- helmet. The favored weapon of the sôhei is
ries, or takes a lover, she must leave the shrine. the naginata.

When someone gives you their opinion, you should receive it with deep gratitude even if it is worthless. If you don’t, he will not tell you
the things he has seen and heard about you again. It is best to both give and receive opinions in a friendly way. 137
— Yamamoto Tsunetomo
S ENGOKU: REVISED EDITION

Nusubito Bushi
Int 3 Will 3 Pre 3 Aes 3 Int 2 Will 3 Pre 3 Aes 2
Pie 2 Kao 2 STR 3 C ON 3 Pie 3 Kao 3 Str 4 Con 4
Bod 3 Tech 4 Ref 3 Dex 4 Body 3 Tech 2 Ref 4 Dex 4
Move 4 End 30 SD 6 Stun 15 Move 3 End 40 SD 8 Stun 15
Hits 15 Rec 6 Res 9 Hon 20 Hits 15 Rec 8 Res 9 Hon 30
Perks: ML 2 in village/community (4) Perks: ML 2 in samurai clan (6)
Complications: Enemy: local authorities Complications: Fealty to a daimyô (or em-
(more powerful, town, capture) (-7) ployer), risk life and limb (const, major) (-25).
Skills: Climbing +2, Contortionist +2, Skills: Archery +2, Armory or Bowyer +2,
Knives +2, Lockpicking +3, Stealth +2, Expert: Samurai clan (or employer) +3, Fo-
Streetwise +2 cus Ki +2, Forced March +3, Heraldry +1, Ju-
Equipment: Dark kimono and bonge-style jutsu or Sumai +2, Polearms: (Glaives or
trousers (kobakama), dark handkerchief Lances) +2, Riding or Scouting +2, Swords
(fukusa), tantô, lockpick kit. +2, Strategy: (choice) +2, Throwing +1.
Allowed Castes: Hinin, bonge. Okuden: One 5-point okuden (5)
Description: Nusubito are thieves and bur- Equipment: Yumi (longbow), extra bow-
glars. It is typically a secondary profession, string, yari (lance) or naginata, katana (non-
as very few people do this exclusively. buke characters only), bamboo water bottle,
Nusubito specialize in gaining entry to tight, complete ashigaru or middle-level samurai ar-
difficult places and getting out with money or mor (as appropriate; see page 160).
goods. Allowed Castes: Buke, kuge
They often work for syndicates (or even Description: A warrior, in service to a lord
daimyô) who hire them to retrieve documents or not, is called a bushi. A peasant carrying a
or money from rivals or enemies. hoe and wearing a jingasa he found on a battle-
The “uniform” for the nusubito is dark, field may consider himself a bushi (though
close-fitting clothing, and a black kerchief without training he may quickly become an
wrapped around the head and knotted under ex-bushi). A member of a kuge family who
the nose. takes up the sword would be a bushi, as well,
but he would likely be able to afford—or at
least obtain through the return of favors—ad-
equate instruction, and the best armor and
weapons.
Since peasants who attach themselves to
clans technically become ashigaru (page 123),
the only castes whose members can be bushi
in SENGOKU are buke and kuge.

…it is said that on the battlefield if one wills himself to outstrip warriors of accomplishment, and day and night hopes to strike down a
powerful enemy, he will grow indefatigable and fierce of heart and will manifest courage. One should use this principle in everyday
138 affairs, too.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

SKILLS

139
S ENGOKU: REVISED EDITION
The various skills are listed alphabeti- komusô, actor or entertainer, yamabushi, merchant, rônin, and
cally under their appropriate headings, others. (TECH)
namely: Forbidden Skills, Classical Arts,
Practical Arts, Martial Arts, and Magi-
cal Arts. The governing characteristic(s) ESPIONAGE
for the skill are listed in parenthesis. For- Onmitsu, the skill of infiltrating social groups or populated ar-
bidden skills are listed in italics. They are eas—such as towns or provinces—without attracting attention
“improper” to use publicly, but can be very and gathering information. This skill is often used by female buke
useful. Everyman skills are listed in bold type when married into an enemy clan, government spies and shinobi.
on the skill list (page 118) for easy identification. Note that to infiltrate an area unseen requires the Stealth skill.
Acting is a complementary skill to Espionage. (PRE)

FORBIDDEN SKILLS FORGERY


(KINDAN GI-JUTSU) Gishogiin-jutsu, the ability to create false documents, travel
permits, letters and so on. Note that other complementary skills,
such as Calligraphy, may also be needed to effectively forge simi-
lar documents. (TECH)
BARBARIAN CUSTOMS
Bangaku , the knowledge of barbarian (i.e., European) customs. HYPNOTISM
Characters with this unusual skill have a rudimentary understand- Saimin-jutsu, the skill of subtly influencing another person’s
ing of how the barbarians behave and why. Understanding the thoughts and distracting them. Using hand motions and by con-
ways of the barbarians makes them all the more reprehensible to centrating, the character can effectively hypnotize—or render in-
most natives of Japan. As a result, GMs may require characters ert—any opponent who fails a contested WILL + Concentration
with this skill to take a -1 to -3 penalty on any social skills when roll. The hypnotist needs a free hand to perform the maneuver,
interacting with them. (INT) and one full phase of freedom from combat; the opponent must
be in line-of-sight. This is a popular skill among shinobi, who use
BLOWGUN it to great effect to escape from their enemies and to influence
others during espionage missions. (WILL)
Fukiburi-jutsu, the skill of using the blowgun, or fukiburi. This
skill was rarely, if ever, used by those of the buke or kuge castes.
It is a favorite method of delivering poison for assassins, how- LOCKPICKING
ever. Fukiburi can be disguised as a number of innocuous items, Kagiake, the skill of opening padlocks and other simple lock-
like a flute, staff, scroll tube, wind chime, and so forth. (REF) ing devices. This skill is illegal to everyone, with the possible
exception of police officials and locksmiths. In actuality, very
few locks are in use in Japan because of the overwhelming re-
CHEMISTRY spect for privacy. The common exceptions include store houses,
Yogen, the skill of combining chemical elements to achieve treasuries and the like. (TECH)
spectacular results. The character can create gun powder, poison
and aphrodisiacs (see Poisons, page 220). The compounds re-
quired to create the substance may be difficult to obtain. (INT)
NIN-JUTSU
Nin-jutsu (or shinobi-jutsu) is the secretive art practiced by
shinobi, and is available only to shinobi characters. Historically,
DEMOLITIONS nin-jutsu encompassed a wide range of skills. In SENGOKU, the
Nin-jutsu skill acts as a complementary skill to any skill attempted
Ha-jutsu, the ability to properly use, handle, set, and defuse by the shinobi, with the limitation that the other skill must be
explosives. This skill is common among shinobi but rarely en- related to his ninpo training (GM’s discretion). This reflects the
countered otherwise. Characters with this skill know how to use extra training that shinobi receive in that area, above and beyond
explosives to best effect, and may add their Demolitions score to what is traditionally taught. The GM has the final say on whether
the damage caused by any explosive device. (TECH) Nin-jutsu may be used as a complementary skill.
For example, a shinobi attempting to use Ventriloquism to dis-
DISGUISE tract a guard or Stealth to sneak by the guard could use Nin-jutsu
as a complementary skill. He couldn’t use it as complementary to
Hensu-jutsu, the skill of changing a character’s appearance Trading if negotiating the price of a horse, however.
through makeup, costumes, body language and facial expression. The following are a suggested list of skills that Nin-jutsu may
While a perfectly proper skill for Nô actors, it is otherwise con- compliment: Acrobatics, Athletics, Binding, Climbing, Conceal-
sidered inappropriate for people to use. In fact, dressing as some- ment, Contortionist, Espionage, Forced March, Hand To Hand
one from other than your caste is a crime in some regions. Shinobi Evade, Juggling, Lockpicking, Melee Evade, Swords, Naviga-
put this skill to special use, having developed a repertoire of dis- tion, Perception, Ranged Evade, Scouting, Sleight of Hand,
guises that they could use to move about unnoticed. Favorite Stealth, Strategy: Sieges, Streetwise, Survival, Throwing, Track-
shinobi disguises include the farmer, Buddhist priest or nun, ing, and Ventriloquist. (REF/DEX/INT/TECH)

Practice in letter writing goes to the extent of taking care in even one-line letters. When one is writing a letter, he should think that the
140 recipient will make it into a hanging scroll.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

CLASSICAL ARTS NÔ
This is the skill of dramatic Nô theater
(GEI-JUTSU) performances, popular among aristocrats
and cultured persons in Japan. (Note:
Kabuki doesn’t appear on the scene until
the Edo Period. ) There are four main
CALLIGRAPHY schools, or traditions, of Nô in Japan. They
Shogaku, the skill of creating artful works by drawing Chinese are the Kanze, Hôshô, Konparu, and Kongô
ideographs (kanji) with a brush and ink. Calligraphy is consid- schools. Rivalries between Nô traditions can run as strong as those
ered a fine art. If the character is simply trying to convey a writ- of any organized groups, though they tend to be more philosophi-
ten message then TECH is used with this skill. If the intent is to cal and intellectual, seldom (if ever) becoming violent. (DEX)
create a beautiful image or one that invokes an emotion or con-
veys some hidden meaning, then AES should be used. (AES/
TECH)
PAINTING
The skill of creating beautiful works of art using a brush and
paint (sumi). There are several styles of painting, all of which are
CLASSICAL LITERATURE encompassed by this skill. The various styles include: Kinpeki,
painting with gold and vivid colors; Yamato-e, the classical Heian
Kobun, the knowledge of classic texts, stories, legendary tales style of painting (popular with kuge and traditionalists); Sumi-e,
and poetry written by scholars, poets and philosophers. Examples a naturalist style using only black ink, which typically depicts
include the chronicles of Japan (Nihongi and Kojiki), myth-his- scenes of nature. (AES)
tory of Japan, and so forth. The character may specialize in Chi-
nese Classics (Kangaku) or Japanese Classics (Koten Bungaku).
Your skill is halved in the non-specialty unless the skill is bought POETRY
twice. (INT) Shiika, the skill of creating and reciting poems. This skill cov-
ers the myriad of poetic styles in Japan, including renga (popular
FLOWER ARRANGEMENT linked verse, usually created by a group of people), waka (poetry
used as a greeting among cultured people, particularly kuge), the
Ikebana, the artistic skill of creating beautiful flower arrange- shorter haikai, and tanka (poems consisting of three-syllable lines).
ments from natural flora. Ikebana is an art favored by the aristoc- (Note: haiku, a segment of a slightly longer poem form, will ap-
racy—the kuge and some high-ranking buke. (AES) pear in the Edo Period). Spontaneous poem recitation and cre-
ation is considered an art form, and buke who are preparing to
INCENSE CEREMONY commit seppuku often create a “death poem” on the eve of the
event. (INT)
Kôdô, the Way of Incense. Characters with this skill are adept
at preparing and participating in the incense ceremony. Charac-
ters with this skill can discern the exact type of incense (and even
TEA CEREMONY
know where it was made) by its fragrance alone. While not a very Cha-no-yû or Sadô, the art of preparing for and performing the
practical skill, it is nevertheless considered a fine art among aris- famed tea ceremony. The tea ceremony is a refined art form in
tocrats. (AES/INT) Japan, and symbolizes the best qualities of human grace and spiri-
tual purity. Important criteria for a properly conducted ceremony
include maintenance of inner and outer purity (sei), reverence for
MUSIC all life (kei), harmony (wa: contained in the word wabi), and tran-
This skill group covers a variety of skills, including playing quillity (jaku). The ceremony brings much honor to both the guest
musical instruments (gakki), singing (utai) and more. Characters and the host, if performed properly (3x the host’s Kao or ML,
must purchase each skill group separately. Characters may use whichever is higher). Tea ceremonies are often performed to ce-
their Music skill to create compositions (sakkyoku; using INT or ment the bonds of friendship or to reaffirm a vow or promise.
AES) as well as to perform them (TECH). (TECH)
Drums (Taikô): Includes the double-headed folk drum (ôkedo),
large stick drum (ô-daikô) and medium stick drum (taikô). TEA CONNOISSEUR
Flutes (Fue): Includes the bamboo flute (shakuhachi), mouth Suki, the art of recognizing and appreciating the subtle nuances
organ (shô), Nô flute (nôkan) and small flute (shinobue). and beauty of tea. A popular pastime with many aristocrats is
Strings (Gengakki): Includes the biwa (a pear-shaped lute). tocha, which involves gathering together in a serene and beauti-
Koto: The skill of playing the large Japanese zither. ful setting and sipping various teas; each person tries to identify
Singing (Utai): Note, singing uses INT or AES, rather than the best-tasting tea. In one variation, the participants must iden-
TECH. tify not only the particular type of tea, but also the province in
which the leaves were grown and prepared. (AES)

In calligraphy it is progress when the paper, brush and ink are in harmony. 141
— Master Ittei
S ENGOKU: REVISED EDITION

PRACTICAL ATHLETICS*
This Everyman skill group represents basic athletic skills and
ARTS ability, and the overall athletic inclinations (or lack thereof) of a
character. A high score in Athletics indicates the character has a
natural gift or general experience with physical pursuits, includ-
(JITSUYÔ GI- ing (but not limited to): climbing, throwing (non-combat), run-
ning, swimming, jumping and endurance. The GM may call for a
JUTSU) skill roll using Athletics with the appropriate characteristic for
the circumstance—CON to overcome fatigue, STR to make a
jump, DEX to scale a wall, and so on. (DEX/STR/CON)
ACROBATICS
Karumi-jutsu , the ability to perform flips, jumps and rolls. You BADMINTON
can also jump and flip over an obstacle, landing on your feet, The skill of playing hanetsuki, a game similar to European bad-
ready to fight. GMs may permit characters making a successful minton. Using a decorative paddle, the object is to keep the shuttle-
Acrobatics roll (with an appropriate DN) to cross difficult terrain cock from hitting the ground when it is hit to you. (REF)
or run through (or over) obstacles with no movement penalty.
Acrobatics might also be used to gain an advantage in combat, to
regain one’s feet without spending an action, or to make spec- BOATING
tacular leaps (into trees, onto rooftops, and so on) by adding the Fune, the ability to handle small boats without sails, including
character’s Acrobatics score to his MOV for calculating his Leap barges, rowboats, dinghies, and small river boats. This skill doesn’t
distance (a classic chanbara skill). (DEX) allow one to pilot large ships, with or without sails. (DEX)

ACTING BOWYER
This is the skill of the performer, known as monomane, used to Yumi-shi, the skill of making and repairing bows and arrows.
assume a role or character. Someone who is skilled in this can Characters with this skill can manufacture arrows from bamboo
fake moods or emotions, or hide his true identity. While Dance and affix the fletching and arrow head (note, however, that it re-
makes one adept at the motions required in theater performance, quires the work of someone with the Smithing skill to actually
this skill is required to move an audience’s emotions. A typical forge the arrow heads). Given the appropriate equipment, a char-
use of Acting is to add a character’s PRE and Acting scores in an acter can create a number of arrows equal to their skill roll –10
opposed roll against the viewer’s PRE + Perception scores. (PRE) per hour (minimum 1). Thus, someone who rolled a total of 20
could make 10 arrows in an hour. (TECH)
ANIMAL HANDLING
Bakuro-jutsu, the skill of animal handling, training and basic BRIBERY
care. This skill can be helpful in calming an angered predator or Baishû, the art of giving “gifts.” A character with this skill knows
frightened horse, as well as in hunting or trapping game. You when to bribe someone, how to approach him, how much to offer
must specialize in a class of animal—dogs, birds or horses. Your and (most importantly) how to disguise the bribe so that the other
skill is halved when dealing with animals not covered by your party can accept it without losing face. This can be a risky skill to
specialty. This skill is ineffective when dealing with intelligent use, as a failed roll nearly always means the intended recipient
animals, such as kitsune , tengu, kappa and the like. (PRE) has been dishonored or insulted. (PRE)

ARMORING BUDDHISM
Gosoku-tsukuri, the ability to create and repair various forms Bukkyô , the study of the teachings of Buddha. Characters with
of armor, including samurai and ashigaru armor, chain mail, etc. this skill are familiar with the concepts of Buddhism as well as
If using the optional armor damage rules, characters may repair basic Buddhist doctrine, including the three precepts: shun evil,
up to their Armoring score in KD of the armor in the field. Use of do good works, and be kind to all beings (man and animal). Japan’s
this skill requires an armorer’s kit (page 178, 182); any repairs culture is very much influenced by both Buddhism and Shintô,
attempted without such a kit are at -3. Any damage beyond that making this an Everyman skill. Buddhism is also used with the
point must be made with an armor’s workshop. (TECH) PIE stat to invoke the Buddhist spirits and cause magical effects.
Even laymen have the potential to call upon the Buddhas, al-
ASTRONOMY though their chances of success are much less than that of a pi-
ous, studied priest (sô).
Tenmongaku, studying the stars and heavenly bodies to predict One sect must be chosen as a specialty (see Buddhist Sects,
coming events, such as earthquakes and the quality of harvests, below); half of the character’s Buddhism score may be applied to
and determine the current date using the Chinese calendar. Pre- the non-specialty skills (i.e., basic knowledge of other sects). (INT/
dictions using this skill must be very general. Further, the predic- PIE)
tions are the result of complex calculations; this is not a magical
power. (INT)

142 If one washes his face with water every morning, if he is slain his complexion will not change.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Buddhist Sects CARVING


There are 11 sects of Buddhism in Sengoku Japan, some of Chôgaku, the skill of creating small
which have a number of “branches,” or sub-sets. The various sects sculptures and decorative items from
are listed below. (For more detailed descriptions see Religion, wood, ivory and soft stone. Netsuke are
pages 72-74). small decorative carvings in the shape of
Hokke (or Nichiren): The Lotus Sect. Its followers are often animals or people which hold together
the most fanatic of all Buddhists. Their supreme scripture is wrapping cloths (furoshiki) and belts (obi).
the Lotus Sutra, containing the last instructions of the Bud- TECH is used to create a simple, functional
dha. There are nine branches: Itchi, Shôretsu, Honsei-ji, netsuke, while AES is used to create a more beautiful one. (AES/
Myôman-ji, Hachihon, Honryû-ji, Fuju-fuse, Fuju-fuse- TECH)
kômon, and Kômon.
Hossô: This sect emphasizes workings of consciousness and
its interrelationship with the environment. The two branches CHRISTIANITY
are: Nanji-den, and Hokuji-den. Kirishitan-dô, the study of the Holy Bible and the teachings of
Ikkô: Later called Jôdô Shinshû, or “True Pure Land.” There God. Most nanbanjin are of the Roman Catholic faith, although a
are nine branches: Hongan-ji, Takada, Bukkô-ji, Kôshô-ji, few (namely the English and the Dutch) claim to be of a rebel-
Kibe, Senshô-ji, Chôsei-ji, Jôshô-ji, and Gôshô-ji). One of lious Christian sect known as “Protestants.” This skill confers
the most prosperous and populous sects, a revising of the Pure knowledge equally applicable to both. A number of Japan’s in-
Land Sect stressing the importance of repeating the Nenbutsu habitants have been converted to Kirishitan-dô by the Jesuit mis-
mantra. sionaries, although they are still very much a minority (most of
Ji: a sect following a variation of the “Pure Land” doctrine (12 whom reside on Kyûshû). Christianity—in both its forms—is
subsets: Honzan, Yûkô, Ikkô, Okudani, Taima, Shijô, Rokujô, tolerated by the ruling daimyô for now. (INT)
Kaii, Reizan, Kokua, Ichiya, Tendô, and Mikagedô.
Jôdô: “Pure Land” sect. There are five main branches: Chinzei,
Seizan, Chôraku-ji, Kuhon-ji, and Ichinengi. CLIMBING
Kegon: An ancient sect, whose scholarship is highly regarded. The Everyman skill of scaling walls, trees, and the like. Using
Ritsu: Stresses the ascetic disciplines. climbing aids, such as ropes and ladders, provide a bonus to this
Shingon: A major sect emphasizing esoteric doctrines, with roll. (DEX)
two branches: Kogi and Shingi.
Tendai: Another sect emphasizing esoteric doctrines. Its three
branches are: Sanmon, Jimon, and Shinjô. CONCEALMENT
Yûzû Nenbutsu: The first of the great Amida-worshipping Meisai-jutsu, the skill of secreting and finding items. You can
sects. hide things and find things that other people have hidden—like
Zen: A contemplative sect. The three branches are: Rinzai, Fuke, important papers, weapons, artifacts, drugs, and so forth. (INT)
and Sôtô.

BUREAUCRACY CONCENTRATION*
Haragei , the Everyman skill representing a character’s ability
Shinshi , the skill of dealing with bureaucrats. You know how to to focus and maintain mental control. This includes feats of
cut out red tape, who to talk to, how to reach them and how to memory, recall, and physiological control. By focusing (and do-
extract information from bureaucracies, be it the Shôgunal gov- ing nothing else) a character might receive a +1 to +3 bonus based
ernment (bakufu), a religious sect (shû) or village council. (PRE) a successful Concentration roll toward some feat of mental or
physical exertion (GM’s discretion). (WILL)
BUSINESS
Jitsugyô, the knowledge of basic business practices, laws of CONFUCIANISM
supply and demand, employee management, accounting and book- Jugaku, the Everyman skill encompassing the knowledge of
keeping, procurement, sales, and marketing. Characters with this the philosophical teachings of Confucius, (Kong Fu Zi), who lived
skill are able to run a business themselves. This is an essential in China from 551 to 479 BC. This skill also confers an under-
skill merchants (akindo) and shop owners. This skill does not standing of the social conscience and values of Japanese society,
confer the ability to haggle or negotiate prices; for that characters as well as its “common laws.” According to early Japanese writ-
should buy Trading. (INT) ings, it was introduced to Japan from Korea in the year 285 AD.
Some of the most important Confucian principles are humanity,
CARPENTRY loyalty, morality and consideration on both individual and politi-
cal levels. (Historical note: Neo-Confucianism—especially Chu
Mokkô, the skill of designing and constructing buildings, castles, Hsi Confucianism—will become the most important philosophy
and bridges of wood. Characters must select a specialty (e.g., build- of Tokugawa Japan, in both government and education. Its influ-
ings, castles or bridges). Characters may apply half of their skill ence on Japanese society cannot be overstated.) This skill also
score to the non-specialties. (TECH) allows characters to formulate legal arguments as well as philo-
sophical debates; it is a complementary skill to Rhetoric when
used in this manner. (INT)

Don’t worry about having no position. Worry about that whereby you may effectively become established. Don’t worry that no one
recognizes you. Seek to be worthy of recognition. 143
— Confucius
S ENGOKU: REVISED EDITION

CONTORTIONIST DANCE
Nawanuke-jutsu, the ability to manipu- Odori or mai, this Everyman skill represents the ability to per-
late your body to get out of ropes and form formal dance movements. Everyone knows at least one form
similar bonds. Characters trying to free of dance, be it common folk dances performed by farmers and
themselves from such bonds must make townsfolk at harvest celebrations and parties, or ritualized dances
used by Japan’s priests to gain the attention and favor of the spir-
a contested skill roll using his DEX +
its. One form of dance must be chosen as a specialty. Half of the
Contortionist scores against the binder’s character’s skill may be applied to the other forms of dance. Spe-
Binding + TECH. A characters with this skill may also contort cialties are: Comedic Dance (Kyogen and Manzai), Court Dance
his body to fit into generally inaccessible places or spaces. (Buyô), Popular Dance (Dengaku), Sacred Dance (Kagura) and
(DEX) Sword Dance (Kenbu). (DEX)

CONVERSATION DEDUCTION
Danwa, the Everyman skill of extracting information from Suiron, the art of taking several facts and leaping to an inobvious
people with careful conversation. The use of this skill takes time conclusion. It is a common skill among competent police offi-
(GM’s discretion; usually 20 minutes or more). If the roll is missed cials and gossips. This skill should be used sparingly, but can be
the subject realizes he is being pumped for information. (PRE) an easy way for a GM to provide clues to the players when they
are stumped. (INT)

COOKING
Suiji, the skill required to prepare fanciful meals and culinary
DIPLOMACY
delights—not just your ordinary bowl of rice. Characters with The skill of negotiations and resolving disputes. This is an im-
this skill can put together a good meal seemingly “out of noth- portant political skill, especially for buke with an eye toward gain-
ing,” make any food taste better, and present it in a visually ap- ing temporal power (or simply gaining favor). It is also used by
pealing manner. A successful use of this skill is required to pre- go-betweens who find prospective spouses and arrange marriages.
pare fugu (blowfish), for example, without poisoning the meat (PRE)
(and the eater). (AES/TECH)
EVADE
COSMETICS The basic skill of getting out of the way of someone who is
trying to hit, shove, kick or throw you, and avoiding blows from
Keshô, the skill of applying make-up and improving one’s looks.
melee weapons, either through parrying, ducking or just side-
It also confers knowledge of popular cosmetic styles of the day,
stepping out of the way. This skill is added to the character’s
which typically originate in Miyako, the home of the Imperial
DEX to determine his DV versus attacks (see Combat, pg. 209).
Palace. It is used extensively by Imperial kuge, actors, and women
Characters may use a weapon skill in lieu of Evade if the weapon
of all castes. Note that this is not the same as Disguise, which is
is readied. (DEX)
used to alter one’s appearance entirely. (TECH)

CRAFT EXPERT
This is a catch-all skill covering any one field of knowledge not
Craft is a catch-all skill governing the various practical arts of already listed elsewhere: the Tokudate Clan, children’s songs,
Japan not otherwise listed. There is no familiarity between any of Clan history, etc. This can be a hobby or an in-depth knowledge
these specialties; each must be purchased separately and knowl- of a field or area. It may be taken multiple times. (INT)
edge in one does not convey a partial score in any other. Crafts
include: Basket-making, Lantern-making, Pottery (Togei), Sake
Brewing, and Shipbuilding (Zôsen). The GM is free to add other FALCONRY
crafts to this list. INT is used for designing items, and TECH is Tori-oi , the skill of hunting with a trained falcon. Characters
used for their actual creation. You will have to specify which with this skill are trained in the social ritual of the hunt, popular
craft you are buying; “Craft” can be bought several times. (TECH) among buke aristocrats. Falconry is accomplished on horseback
with a falcon perched initially on a padded sleeve. This is a popu-
CRYPTOGRAPHY lar pastime among the wealthier buke courtiers and the kuge. (INT)

Angô Sakuseihô, the ability to solve simple ciphers and encrypt


or decode messages. Skill in another language (such as Chinese FARMING
or a Secret Language) may be required also; the Language skill Kôsaku, the knowledge of land and soil, irrigation techniques,
may be used as a complementary skill. (INT) as well as planting and harvesting various crops. You know the
best time and place to sow seed, how to make best use of land,
and how to estimate the yield of a crop before harvest. (INT)

144 Bean sauce that smells of bean sauce is no good.


— Japanese proverb
WWW.SENGOKU.COM

FASHION GENERAL
Shozoku , the skill of fashion, wardrobe and personal grooming.
Characters with this skill stay abreast of the latest fashion trends
KNOWLEDGE
from Miyako and Nagasaki, and know how to show off clothes Shûchi (or jôshiki) is an Everyman skill
and look their best. This skill is considered unseemly among male group which represents a character’s
buke, but is quite common among the kuge and wealthy akindo overall education, knowledge and experi-
(merchants). (PRE) ence. It’s a “catch-all” skill that anyone can
roll to see if they know something about some-
thing. It covers customs and basic manners (gyôgi), clothing,
FISHING who’s who in Japan, familiarization with popular games (such as
hana-fuda, card games and children’s games), holidays, and so
Tsuri, the skill of catching fish by hook or by net. Characters
on. In most case, especially where a more specific skill is better
with this skill know the best times to fish, as well as the best
used, the General Knowledge skill should be required at a much
fishing spots in their area. The Nets skill may be used as a comple-
higher DN. It is, however, a great way for GMs to get informa-
mentary skill when making Fishing skill rolls. (INT)
tion to players that otherwise might go unrevealed. (INT)

FLATTERY GO
Geigô, the social skill of making others feel good about them- The skill of playing go, a board game involving a grid and small
selves through carefully crafted compliments and flowery speech. white and black stones, the object of which is to surround and
Flattery is a very important aspect of society in Japan, where proper “capture” all of your opponent’s stones. Go holds an important
respect and courtesy are expected. To greet someone politely is place in Japan’s society, being similar to that held by chess in
basic manners; to compliment them at the same time is the mark medieval Europe. Go is a popular skill among buke, aristocrats,
of a civilized person. While flattery won’t necessarily change and the “upper class.” Go can be used as a complementary skill
someone’s opinion about an issue, it can influence their reaction to Strategy, and vice-versa. (INT)
when dealing with you. Caution is advised, however, as insincere
flattery can be as risky as insulting someone. Flattery is consid-
ered an art form among the kuge. (PRE) HERALDRY
Monshôgaku, the skill of recognizing the mon (family crests)
FOCUS KI of various samurai clans and (in later periods) of famous actors
and artists. A successful use of this skill will identify not only the
Focusing one’s ki, or inner power, allows characters to use Ki family to whom a mon belongs, but some general information
Points (See Using Ki, page 223). (WILL) about them as well, such as their home province and anything
they are particularly noted for (like a particular style of ken-jutsu
or a reputation for declaring blood feuds). (INT)
FOLKLORE
Densetsu, the Everyman skill covering knowledge of the com- HERBALIST
mon myths and lore of Japan—some true and some not. You can Ten’yaku, the skill of creating herbal medicines and antidotes
identify all manner of mythical creatures (such as tengu, oni and to various poisons. This skill also allows characters to recognize
kappa), and you are familiar with well-known people in Japan, the medicinal value of various herbs and wild plants. (INT)
including master artisans and swordsmen, famous entertainers,
and sumôtori, as well as their legendary accomplishments. (INT)
HIGH SOCIETY
GAMBLING The knowledge of upper-class culture—what clothes to wear,
what are considered sophisticated foods, and how to mingle with
Bakuchi, the ability to win gambling games that require some royalty and other VIPs. This skill also covers buke and kuge court
skill, such as a version of oicho-kabu, a card game, and other etiquette (reishiki). You know how to conduct yourself and how
more esoteric games. This skill can also be used to cheat at games to make the best impression to honored guests and dignitaries, as
of chance which require little or no skill, such as dice and sport- well as how to present legitimate gifts and request favors in a
ing bets. Cheating can be spotted in a contested skill roll, using formal court setting. A popular skill among affluent akindo (mer-
the cheater’s TECH + Gambling + 3d6 versus the observer’s INT chants); a necessary one among buke and kuge courtiers. Failure
+ Perception + 3d6; if the observer wins, he spots the gambler to present oneself properly in court can doom one’s political ca-
cheating. (INT/PRE/TECH) reer before it begins or ruin any chance of a favor being granted
before you can request it. (PRE)
GARDENING
Niwa-zukuri, the skill of creating and maintaining beautiful dis-
HISTORY
plays of nature using rock, sand, water, plants, or a combination. The knowledge of historical events and people. You know the
Particularly beautiful and harmonious gardens are said to enhance outcomes of crucial battles, and have knowledge of historically
the effects of contemplative meditation. (AES/TECH) important leaders, generals, scholars, artisans and others. Char-

One should be wary about talking long about things like learning, morality or folklore in front of elders or people of rank. It is
disagreeable to listen to. 145
— Yamamoto Tsunetomo
S ENGOKU: REVISED EDITION
acters must specialize in Chinese history Characters receive a minimum score of 2 in their native lan-
(Chûgokushi) or Japanese history guage (an Everyman skill). Skill in one language does not trans-
(Shigaku). Half the character’s skill score fer to other languages; each must be bought separately.
may be applied to the non-specialty. The available languages include: Chinese (Chûgoku-go); Dutch
(INT) (Ran-go); Japanese (Nihon-go ); Korean (Chôsen-go); Latin
(Raten-go); Portuguese (Pôtogaru-go); Secret Language (In-go);
HUNTING Signing (Kuji-kiri).
A secret language can be a secret shinobi clan dialect, yakuza
Kari, the skill of hunting and trapping wild “slang,” samurai clan codes for sensitive messages, or even a
game. This skill can also be used to participate in the “Dog Hunt” “lost,” ancient language, such as Yamato kotoba. Some languages
festivals which are popular among the buke in Japan. (TECH) may be considered Forbidden Skills depending on the type of
campaign you are playing, the era in which the game is set (if
INTERROGATION playing a historically-based game), and the attitude of the ruling
government toward contact with the outside world (i.e., the
Gomon-jutsu, the skill of extracting information and confes- nanbanjin).
sions from people, either by coercion or just plain torture. The
character knows how to avoid leaving marks (if necessary), can Language Fluency Levels
judge how close a victim is to death, unconsciousness or “break- 1 - Basic—you can speak and understand very simple, short
ing,” and how to manipulate subjects into revealing desired in- phrases; the typical tourist
formation. Common forms of torture include buri buri (dunking 2 - Conversational—you speak the language but have a
in water and beating with sticks while suspended), breaking fin- thick accent or local dialect, or a limited vocabulary
gers, and applying heavy stone slabs atop a kneeling person’s 3 - Fluent—your accent is noticeable or your dialect
legs. In Japan no criminal is convicted without a “confession,” identifiable only with a Perception roll
making this skill invaluable to police officials. (TECH) 4 - Expert —you are better than most natives
5 - Master—only Linguists may have this level, even for a
JUGGLING native tongue.
Daikagura, the skill of juggling objects and performing feats of
incredible dexterity, such as balancing a spinning top on the blade LEADERSHIP
edge of a sword. (DEX)
Shu-jutsu, the skill of leading others, especially in stressful situ-
ations or where management is desired over persuasion. Leader-
KEMARI ship is an important skill for troop commanders, businesses with
a lot of employees, and the like. It is only practical when dealing
Kemari is an aristocratic game similar to a soccer exercise where
with NPCs, however, as using it “against” PCs would be counter-
the object is to keep a ball in the air by kicking it around among a
productive to roleplaying. (PRE)
group of players. It is popular among kuge and aristocratic buke.
(DEX)
LIP READING
LACQUERER This skill enables the character to read someone’s lips in order
Urushi nuri, the art of lacquering items, from hats and umbrel- to tell what he is saying. The character must be able to see his
las to serving-ware and decorative chests. Lacquerers are usually target’s mouth clearly and he must know the language being spo-
very active, as their services are used extensively throughout the ken by the target. The level of success on a roll should determine
country, to enhance and protect a great many items, from those how much information is gleaned in any situation. Note that the
made of paper (hats, umbrellas, fans), wood (chopsticks, chests), use of this skill by anyone other than the deaf is considered very
leather (armor, saddles) and more. Lacquer is made from sap of bad manners, indeed. (INT)
the lacquer tree (Rhus verniciflua), found primarily in the north-
ern parts of Japan, and mixed with pigments. It is also an irritant
and mildly toxic, being a relative of the sap of poison ivy. When LOCAL EXPERT
dry, lacquer is resistant to acids, heat and humidity. Lacquerware This skill represents a character’s knowledge of an area, in-
is made with one of three processes: flat, inlaid, and carved. (AES/ cluding geography, climate, who’s who, general customs and tra-
TECH) ditions, and so on. It also encompasses knowledge of the society,
politics, belief systems and general demeanor of the people in the
LANGUAGES* area. Characters with high scores know where the best places to
eat are, which merchants offer the best prices, and so on. All char-
Gago, or knowledge of a language. Unlike most skills, there is acters have at least a score of 2 for where they come from (an
no roll associated with the Languages skill. The score simply re- Everyman skill), be it a village (mura), town (machi) or city. Local
flects the character’s overall knowledge and fluency in that lan- Expert must be bought for each area a character wants to have
guage. The fluency levels are shown below. expertise in. (INT)

It is because a samurai has correct manners that he is admired. Speaking of other people in [a bad] way is no different from an
146 exchange between low class spearmen. It is vulgar.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

MASONRY PERCEPTION
The skill of creating structures of stone, such as fortifications, Kan, the skill of observation, percep-
walls and bridges. (TECH) tion and spotting hidden things (like
clues). Police and official inspectors of-
MASSAGE ten have good scores in this skill. It is used
for all five of the senses. (INT)
Tenaoshi, the skill of therapeutic massage, a minor healing art.
A successful use of the skill can completely restore all lost Stun.
For every 10 minutes spent massaging, the masseur can “heal” PERSUASION
1d6 of the patient’s Stun points or 1 Hit due to fatigue or collat- Zei, the ability to convince, persuade, or influence individuals.
eral damage from a Stun attack, up to a maximum number of dice Persuasion can be used in a variety of ways, from simply trying
of Stun or number of Hits equal to the masseur’s Massage skill to talk someone into something they aren’t inclined to do, to in-
score per day. The masseur can restore all lost Stun, up to the timidating someone with your booming voice and animated—or
recipient’s normal maximum Stun. threatening—movements. (PRE)
For example, a masseur with a Massage skill of 5 can “heal”
5d6 Stun or 5 Hits over 50 minutes, per patient per day.
Many professional masseurs ( ama) in Japan are blind, as there PHYSICIAN
is little else they can do as productive citizens. (TECH) Igaku, the skill of doctoring in Japan. It can be used to diagnose
an illness or cause of death (using INT) as well as to treat and
MEDITATION bind wounds and administer medical aid (TECH). Companion
skills include Herbalist (ten’yaku) and Buddhism. All three skills
Meisô or Za-zen, the art of meditation. This skill allows charac- are prerequisites for any truly respectable doctor in Japan. (INT/
ters to gain near to full rest with little time lost. Characters may TECH)
reduce the time needed for “restful sleep” by one step on the time
chart for every two levels in the skill.
For example, a character with a Meditation score of 2 can get PUPPETEER
the equivalent of six hours of rest in just one hour (one step up the Tekugutsu, the skill of manipulating marionettes and hand-pup-
time chart); a character with a Meditation score of 8 can achieve pets, and conducting theatrical performances with them. Puppet
the benefits of six hours of sleep in just five Rounds, or one minute shows are enjoyed by people of all ages and castes. Performances
(four steps up the time chart). range from childrens’ fables stories to recreated Nô plays. (Note:
With a high enough roll (GM’s discretion), the character may Bunraku, the art of puppeteering with large marionettes, is not
be treated as if he were in “Light Sleeper” mode, as per the Tal- developed until the later Tokugawa era.) (DEX)
ent. Meditation may also be used as a complementary skill for
rolls involving focus, concentration or resolve (GM’s discretion).
(WILL) RESEARCH
Kenkyû is the skill of using libraries and official records, as
MIMICRY well as uncovering information from obscure or uncommon
sources, such as classical, ancient or foreign texts. This is a vital
Kowairo-jutsu (or gion) is the specific talent of being able to skill for members of the mystic professions. (INT)
imitate other voices. Skill in this area will greatly enhance a good
Disguise, especially if used in conjunction with Acting. It can
also be used by hidden shinobi to lure their prey into the open or RHETORIC
to distract guards. (INT) Shûjigaku, the skill of written and verbal presentation in the
Chinese literary tradition. This skill is used in framing official
MINIATURE LANDSCAPING petitions, legal cases and religious preaching and debate. As it
also encompasses the art of “formal debate,” skills associated with
Bonsen, the art of growing, creation and maintaining miniature the subject will be complementary.
trees (bonsai). Either TECH or AES may be used with this skill, For example, in a religious debate between Buddhist priests,
depending on the effect the character desires with his creation. Buddhism (Bukkyô) would be a Complimentary skill. It may also
(AES/TECH) be used as a complementary skill to High Society in formal set-
tings, such as court.
NAVIGATION This skill is commonly found among priests, but it is also found
among the buke and kuge, and other people who wish to be per-
Ko-jutsu, the skill of finding one’s way across land or sea. It ceived as “educated” and “highly cultured.” (PRE)
includes knowing how to take sightings, use maps and charts,
plot courses, work from wind, weather and the stars. (INT)
RIDING
ORATORY Ba-jutsu, the skill of horsemanship. This skill enables a charac-
ter to ride a horse under difficult circumstances. When fighting
Shikiji, the ability to speak to an audience and to deliver a con- from horseback, characters use the lower of their Riding or com-
vincing presentation. (PRE) bat skill scores. (DEX)

…suddenly to have to change your tone when just before you have been slandering anyone behind his back is the kind of thing no
samurai ought to bring himself to do however weighty the business. 147
— Daidôji Yûzan
S ENGOKU: REVISED EDITION

SAILING and do illusory “magic” tricks. It is also a favorite skill of shinobi


who use it to deceive their enemies in all manner of ways. Typi-
Suifu-jutsu (or hansô-jutsu), the skill of cal skill contests involve Sleight of Hand + REF against the
piloting ships with sails, from small junks viewer’s Perception + INT. (REF)
to large galleys and ocean-going vessels.
Characters know how to trim the sails,
navigate, steer, and so on. This is an un- SMITHING
common skill in Japan, as there are few sail- This skill group encompasses a character’s ability to design and
ing vessels other than those owned by some craft simple tools (dôgu), equipment and weapons with metal,
daimyô, wealthy merchants, foreign diplomats, and nanbanjin. including firearms (teppô and sodeteppô) given access to the
(INT/TECH) proper supplies and equipment, as well as an overall facility with
metalworking tools. It does allow the character to create simple
SCOUTING swords, but they can never be of any quality greater than average.
To create truly masterful swords, one must have the Swordsmith
Teisatsu , the skill of moving through terrain and observing en- skill (see Swords, page 169, and Creating Items, page 196).
emy positions, towns, castles, troop movements and the like, and (TECH)
reporting useful information. A character’s Scouting roll may be
complementary to their leader’s Strategy or Tactics roll. A useful
skill for samurai scouts, shinobi and other militant types. (INT) STEALTH
Kakuremi , the Everyman skill of moving quietly and unseen,
SCULPTURE and surreptitiously following others unnoticed (bikô-jutsu). While
it is a basic ability that all characters have some measure of abil-
Chôgoku, the skill of creating items from slabs or blocks of ity in, it is considered suspicious behavior in all but the rarest of
stone or wood. A long and tedious process, sculpture is the skill circumstances. It is common among samurai scouts, but more so
used to create stone lanterns, grave markers, statuary, and the among shinobi, bandits and thieves. Using stealth typically in-
like. At the GM’s discretion, the player may have to specify stone volves a contested skill roll with one character making a Stealth
or wood for his skill, and work with the other at 0-level (just roll and comparing the total to the other character’s Perception
getting a characteristic + 3d6 roll). (AES/TECH) roll; if the character’s Stealth roll is higher than the “observer’s”
Perception roll, he has escaped notice. Note that this skill com-
SEDUCTION bines both Stealth and Shadowing, which appear in some Fuzion
products, into a single skill. (DEX)
Yûwaku is the ability to gain another’s trust by offering com-
panionship or favors. This is an important skill for courtesans,
female shinobi (kunoichi), and even buke females married into STREETWISE
enemy clans. Flattery can be used as a complementary skill to Use of this skill aids a character in getting around the “under-
Seduction. (PRE) side” of life, which includes dealing with the proverbial black
market, getting information and finding places to hide from the
SHINTÔ authorities. Characters with Streetwise are at home in the “float-
ing world” of Japan, and are familiar with all manner of sub-
Shinten, the Way of the Kami. This is the knowledge of Japan’s
cultures, including gambling gangs, courtesans and tea houses,
indigenous religion. Characters with this skill are familiar with
entertainers and criminal networks. This is an important skill for
the concepts of Shintô and the myriad of spirits that make up its
otokodate and gamblers. Most buke wouldn’t be caught dead ex-
pantheon. Japan’s culture is very influenced by both Buddhism
ercising such knowledge, although some dôshin may have gained
and Shintô, making this an Everyman skill.
it in their dealings with criminals. (PRE)
Shintô is also one of the five forms of “magic” in Japan. Shintô
+ PIE is used to perform Shintô rites for mystical effects. (INT)
SURVIVAL
SHÔGI The skill of surviving in the wilderness, in all types of terrain
This is the skill at playing shôgi, a chess-like game that is popu- (including mountain, desert and snow). The character knows what
lar among all castes in Japan. (INT) wild plants are safe to eat, how to build a fire and simple shelter
from the elements, and so on. (INT)

SILKWORM RAISING
Yôsan , the knowledge and skill of raising silkworms and col-
SWORDSMITHING
lecting the silk created by them. (INT) This is the honored art of crafting swords (katana) in Japan,
and sharpening all bladed weapons to a razor-fine edge. It is con-
sidered a highly revered art with religious overtones and, in fact,
SLEIGHT OF HAND a Shintô ceremony surrounds the crafting of such blades. Because
Ki-jutsu, the skill representing a character’s overall hand-eye swords are believed to be imbued with the spirit of their maker, it
coordination. Characters with this skill can palm objects, cut purses is important for swordsmiths to be pure of heart and mind. (TECH)

It will not do to think that one must have swords and clothing as fine as everyone else’s. It is sufficient to intend not to be unsightly.
148 Borrowing and seeking after things one doesn’t have, and piling up debts, one will be scorned by others.
— Hojo Nagauji
WWW.SENGOKU.COM

SWORD POLISHING Later, Korando encounters another


combat situation. He has long since
Tôgi, the art of polishing. This skill is also considered an art dropped the staff, and is looking for an-
form. Many buke believe that the quality of their sword’s polish other weapon to use. He spots a
is indicative of their status and their sword’s worth, so highly naginata, wanting to use it with his
skilled polishers are much sought after by samurai. (TECH) Swords skill. The GM decides that the
naginata is too different from a sword to
TEACHING allow Korando to use his Swords skill, even
at a penalty. The GM advises Korando’s player,
Jugyô, the skill of imparting knowledge to others. A character however, that if he breaks the naginata’s shaft in half he may
can teach almost anything they are skilled in; the nature of the then use his Swords skill at a penalty of -3. Korando is back in
skill and the student’s capacity to learn it will figure into the GM’s business!
decision as to how difficult it is to teach and how long the process
will take (see Experience , page 226). (PRE) Using Martial Maneuvers with Melee
Weapons
TRACKING All melee weapon skills in SENGOKU also allow characters to
Tsuiseki, the ability to discover tracks, prints or other evidence use the basic martial maneuvers outlined below. Characters us-
of passage through an area and to follow them. Tracking can be ing a weapon for which they do not have the appropriate skill,
used to follow game while hunting, follow a criminal on the run, however, may not use these maneuvers.
or to find one’s own way out of the forest when lost. This skill is For example, while Nobutada (in our examples above) may use
popular among bounty hunters and shinobi. (INT) the broken naginata as a makeshift sword at -3 to his Swords
skill, he can only use the basic martial maneuvers listed below if
TRADING he is using an actual sword (katana, wakizashi, nodachi, etc.)
with his Swords skill.
Akinai, the skill of bartering, haggling and otherwise negotiat- Certain weapon skills also allow a trained user (i.e., someone
ing the price of things. This is a crucial skill for merchants of all with the appropriate bugei) to perform special maneuvers. These
types. Most buke feel that this level of emphasis on money is include the jitte, which allows a trained user to perform a disarm
beneath them, but female buke have been known to be very thrifty maneuver, the sodegarami, which allows a Ju-jutsu throw “at
managers of their household’s money. (PRE) range” (the length of the weapon), and the manrikigusari, which
allows a character to “grab” another weapon or “entangle” an
VENTRILOQUIST opponent at range.
Characters without the specific skill for these weapons may not
This is the ability to “throw” your voice, a skill that can be used use the special maneuvers. (For additional information and de-
to no end of mischief. It is used with INT or TECH, whichever is scriptions of all of the martial arts maneuvers, see the Basic and
higher. It is typically used as a contested skill roll against the Advanced Action Summary tables, pages 204-205.)
listener’s Perception + INT. A popular shinobi trick involves dis-
tracting their pursuers by having false voices calling from nearby.
The GM may allow characters with both Mimicry and Ventrilo-
quist to use them together—hearing one’s own voice from nearby Basic Weapon Maneuvers
can be quite eerie, indeed! (INT/TECH) The following maneuvers are available to all characters us-
ing a melee weapon in conjunction with the appropriate

MARTIAL ARTS
weapon skill.
Maneuver Notes
Evade +5 DV; Dodge maneuver

(BUGEI) Block +2 AV, +2 DV; Block maneuver


Thrusting Strike -2 AV, +1 DV, +2d6 damage
Defensive Strike +1 AV, +3 DV
Move-by Strike -1 AV, -1 DV, +1d6 damage; Full Move
Weapon Similarity maneuver
The bugei (martial arts) of Japan are very specialized. Even so,
in SENGOKU, characters may use their score in one weapon skill Special Weapon Maneuvers
with another, similar weapon, at a penalty of -1 to -3. The GM is
The following maneuvers are available only to characters
the final authority in determining whether a weapon is similar
using a melee weapon that allows that special maneuver
enough to allow the use of the skill with a weapon other than the
(noted in the weapon description and weapon list) in
weapon the skill specifically covers.
conjunction with the appropriate weapon skill.
For example, Korando has a Swords (Ken-jutsu) score of 5, but
Maneuver Notes
his sword has just broken. He spots a short staff (jô) nearby and
Throw Grab and Throw maneuver; Target loses
grabs it, intending to use his Swords skill with the staff. The GM
initiative to attacker
decides that the staff, though different from a sword, is similar
Grab +2 STR; Grab maneuver
enough to allow the use of ken-jutsu techniques, so the GM al-
Disarm +2 STR; Disarm maneuver
lows Korando to use the staff with his Swords skill at -1.
Entangle +2 STR; Grab and Entangle maneuver

When one buys something, he should say exactly what he wants at once. If it is too expensive, then he should not buy it. To waste so
many words is vulgar, and to buy cheaply would be a crime, for the shopkeeper makes his living by trade. 149
— Hojo Shigetoki
S ENGOKU: REVISED EDITION

ARCHERY AXES
Kyû-jutsu, the skill of using the full- The bugei of using the fuetsu, masakari, and ôno in melee com-
sized yumi or daikyû (longbow), as well bat. It is added to REF for AV and can be added to DEX for DV
as the hankyû (short bow). (REF) (in melee only). (REF)

ARROW CUTTING BINDING


Yadome-jutsu, the skill of intercepting muscle- Hojo-jutsu, the skill of binding people with rope or cord, using
powered projectiles (usually arrows, hence the name). You can elaborate methods and complex knots. This is a popular skill with
intercept arrows and thrown weapons (up to and including jav- police, samurai and shinobi alike. Characters trying to free them-
elins) with a successful contested skill roll, using your REF + selves from such bonds must make a contested skill roll using his
Arrow Cutting + 3D6 versus the attacker’s attack roll. You can DEX + Contortionist scores against the binder’s Binding + TECH.
elect to deflect, destroy, dodge, or catch the missile. May be used (TECH)
against multiple attacks in one phase, but each additional attempt
is at a cumulative –1. Must be bought for each melee weapon
skill it is to be used with. (REF) CHAINS
Kusari-jutsu, the bugei of using the kawa-naga, kusari-fundo,
ATEMI-WAZA kusari-gama (coupled with the Kama skill), kyogetsu-shôge, and
manrikigusari in melee combat. It is added to REF for AV and
An unarmed combat style originating from a variant of Chinese can be added to DEX for DV (in melee only). (REF)
Shao-lin kung fu (Sho-rin kenpo) on the the Ryûkyû islands (now
Okinawa). It incorporates various blocks and strikes. (Note: Atemi-
waza is a precursor to modern day karate.) Characters with this FANS
skill automatically receive the basic Atemi-waza maneuvers listed Tessen-jutsu, the martial skill of using the gunbai (war fan) or
below at no extra cost. Advanced maneuvers may be purchased tessen (steel fan) in combat. It is added to REF for AV and can be
separately, at the cost listed below, but only by students with a added to DEX for DV (in melee only). (REF)
ML of 5+ in their ryû.
A character successfully using an atemi-waza block maneuver
against a wooden weapon takes no damage; Atemi-waza blocks FIREARMS
against metal weapons reduce damage by one half. Characters Hô-jutsu (or teppô-jutsu; kaki in Ryûkyû), the skill of firing
may use their Atemi-waza score in lieu of their Evade skill when matchlock rifles and pistols (teppô, hinawaju and kenju), and small
defending in melee combat. (REF) cannon (sodeteppô). While not unknown to samurai, this skill is
typically used only by ashigaru (common foot soldiers) in battle.
Basic Atemi-waza Maneuvers Also a common skill among shinobi. (REF)
The following maneuvers are available to all characters with
the Atemi-waza skill. FLAILS
Nunchaku-te, the bugei of using the nunchaku, sanbon nunchaku
Maneuver Notes and related weapons in melee combat. It is added to REF for AV
Evade +5 DV; Dodge maneuver and can be added to DEX for DV (in melee only). (REF)
Block +2 AV, +2 DV; Block maneuver
Thrusting Strike -2 AV, +1 DV, +2d6 damage
Edge Strike +2 DV, +1d6 damage FORCED MARCH
Reverse Strike +1 AV, +3 DV Hayagake-jutsu , the skill of extended movement on a strategic
scale. Characters with this skill can get that extra ri out of a day’s
Advanced Atemi-waza Maneuvers walking. A successful roll (DN 18) allows the character to in-
The following maneuvers are available to characters with crease their movement in a day by a number of ri equal to their
the Atemi-waza skill who also have a ML of 5+ in their ryû. skill level. (CON/WILL)
The cost for these maneuvers in 2 OP each.

Maneuver Notes
IAI-JUTSU
Disarm +2 STR; Disarm maneuver Iai-jutsu is a series of techniques for rapidly drawing the sword
Killing Strike -2 AV, -2 STR; does Killing damage and striking in one swift motion. It is a special skill, and is treated
Leaping Strike -1 AV, -1 DV, +1d6 damage; Full differently from conventional ken-jutsu.
Move maneuver The character is allowed to draw and strike in the same phase
Trip/Sweep Throw maneuver; Target loses initiative without the normal -3 penalty for quick-drawing and striking,
to attacker and he may even gain the initiative of surprise (+1 to +3 AV if
Roll Breakfall; 1/2 damage from falls, roll out the attack is unexpected, at GM’s discretion). Iai techniques can
of Throws and Knockdowns be performed from a standing or seated position. (REF)

150 The man whose profession is arms should calm his mind and look into the depths of others. Doing so is likely the best of the martial arts.
— Shiba Yoshimasa
WWW.SENGOKU. COM

JITTE KNIVES
Jitte-jutsu, the bugei of using the jitte and sai in combat. It is Tantô-jutsu , the bugei of using the
added to REF for AV and can be added to DEX for DV (in melee aiguchi, kaiken, kozuka, tantô, uchi-ne,
only). In addition, characters with this skill can use the jitte or sai umibari and yoroi-toshi in melee com-
to perform a disarm maneuver against opponents armed with bat. It is added to REF for AV and can be
swords. (REF) added to DEX for DV (in melee only).
(REF)
JU-JUTSU
An unarmed combat style originating in Japan. It incorporates NETS
various rolls, throws and grappling maneuvers. (Note: Ju-jutsu is Toami-jutsu , the skill of using nets (toami) of various types to
a precursor to modern day judo.) Characters with this skill auto- entangle an opponent. The most common type of nets encoun-
matically receive the basic Ju-jutsu maneuvers listed below at no tered are fishing nets; strong, circular-shaped nets made of du-
extra cost. Advanced maneuvers may be purchased separately, at rable silk with iron weights attached at various points along the
the cost listed below, but only by students with a ML of 5+ in outer edge of the net. Allows an entangle maneuver to be used at
their ryû. range. On a successful contested Nets skill roll, the target is en-
A character using a successful Ju-jutsu block maneuver against tangled; treat the toami as having 4 KD and 6 Hits. When en-
a wooden or metal weapon takes no damage. Characters may use tangled, only short-ranged weapons may be used by the ensnared
their Ju-jutsu skill in lieu of their Evade skill when defending in victim, and those are at a -3 AV. (REF)
melee combat. (REF)

Basic Ju-jutsu Maneuvers


NINPÔ TAIJUTSU
The unarmed combat style used exclusively by shinobi. Ninpô
The following maneuvers are available to all characters with Taijutsu stresses fluidity of movement and adaptability. The art
the Ju-jutsu skill. incorporates quick, devastating punches and nerve strikes designed
to quickly incapacitate an opponent, as well as leg sweeps and
Maneuver Notes evasion techniques.
Evade +5 DV; Dodge maneuver Characters with this skill automatically receive the Ninpô
Throw Grab and Throw maneuver; Target loses Taijutsu maneuvers listed below at no extra cost.
initiative to attacker A character successfully using a Ninpô Taijutsu block maneu-
Roll Breakfall; 1/2 damage from falls, roll out ver against a wooden or metal weapon takes no damage. Shinobi
of Throws and Knockdowns characters may use Ninpô Taijutsu in lieu of their Evade skill
Block +2 AV, +2 DV; Block maneuver when defending in melee combat. (REF)
Grapple +2 STR; Grab maneuver
Tomoe-nage (Takedown) +1 AV, Grab maneuver; both
end up on ground Ninpô Taijutsu Maneuvers
The following maneuvers are available to all characters with
Advanced Ju-jutsu Maneuvers the Ninpô Taijutsu skill.
The following maneuvers are available to characters with Maneuver Notes
the Ju-jutsu skill who also have a ML of 5+ in their ryû. The Kaiten (Avoid) +5 DV; Dodge maneuver
cost for these maneuvers in 2 OP each. Naya-shi (Block) +2 AV, +2 DV; Block ma-
neuver
Maneuver Notes Ukemi (Roll) Breakfall; take _ damage
Guarding Strike +1 AV, +3 DV from falls, roll out of Throws
Nerve Strike -2 AV, 2d6 damage vs. no Defense; 1 and Knockdowns
extra Round Soku Yaku (Offensive Strike) -2 AV, +1 DV, STR+2d6
Escape +3 STR; Escape maneuver damage
Disarm +2 STR; Disarm maneuver Nagare (Throw) Grab and Throw maneuver
Bô/Jô Element Character may use all Ju-jutsu maneuvers Tomoe-nage (Takedown) +1 AV, Grab maneuver; both
with the bô or jô. end up on ground
Koshi-jutsu (Killing Strike) -2 AV, -2 STR; does Killing
KAMA damage
Fudo-ken (Strike) +2 DV, +1d6 damage
Kama-jutsu, the skill of using the kama, ôgama and kusarigama Shuki-ken (Defensive Strike) +1 AV, +3 DV
(coupled with the Chains skill) in melee combat. It is added to Disarm +2 STR; Disarm maneuver
REF for AV and can be added to DEX for DV (in melee only). Tobi Keri (Flying Kick) -1 AV, -1 DV, +1d6 damage;
The kama is commonly perceived as a farmer’s tool, though it Full Move maneuver
is becoming increasingly popular as a weapon among the bonge, Shito-ken (Stun Blow) -2 AV, 2d6 damage vs. no
who are often prohibited from carrying “real” weapons. (REF)
Defense; 1 extra Phase

Sagara Kyûma was completely at one with his master and served him as though his own body were already dead. He was one man in a
thousand. 151
— Yamamoto Tsunetomo
SENGOKU: R EVISED E DITION

PIPE Sumai Maneuvers


Kiseru-jutsu, the technique of using a
The following maneuvers are available to all characters with
smoking pipe (kiseru) in melee combat.
the Sumai skill.
This skill was popular with bonge, espe-
cially merchants and gamblers, who were
often forbidden to carry “real” weapons, Maneuver Notes
such as swords. Pipe + REF is combined to Tachi-ai (Charge) +1 AV, -2 DV, +2d6 damage
get an AV, while Pipe can be added to DEX for Sidestep +5 DV; Dodge maneuver
DV (in melee only). (REF) Tsuppari (Slap) -2 AV, +1 DV, +2d6 damage
Morozashi (Grapple) +2 STR; Grab maneuver
POLEARMS Dashi (Shove)
Nage (Throw)
+1 DV, +2 STR
Grab and Throw maneuver
The skill group of using various long-shafted weapons in me-
lee combat. Characters must choose a specialty from the follow-
ing list. All others are at 1/2 of the score of the primary form STRATEGY
(unless bought separately). It is added to REF for AV and can be Sakusen, the skill of military strategy. Strategy is the crucial
added to DEX for DV (in melee only). (REF) skill of commanding both large armies and small units, and coor-
Glaives ( Naginata-jutsu): The skill of wielding the bisentô, dinating campaigns. Characters with this skill are well versed in
bô-naginata, nagamaki , and naginata. the Art of War, and know the most effective troop formations,
Man-catchers (Sodegarami-jutsu): The skill of wielding the how to supply their army, which travel routes are best, and so on.
sasumata and sodegarami. A specialty must be chosen. The character may apply half of their
Lance (Sô-jutsu): The skill of wielding the fumata-yari, hoko, score to non-specialties of the skill (round up). Go may be used
kama-yari, kuda-yari, tampo-yari, and yari. as a complementary skill to Strategy. (INT)
Staff ( bô-jutsu and jô-jutsu): The skill of wielding the bô, jô, Specialties include:
and related weapons. Battles (Senjo-jutsu): The skill of commanding troops, the best
War Club (Tetsubô): The skill of wielding the tetsubô and any way to maneuver units through difficult terrain, the best place
other large, heavy, club-like weapons. to set up an ambush, what the enemy is likely to do or how
they will react in a combat situation, pressing advantages of
RANGED EVADE terrain, coordinating attacks and generally directing units on
the field of battle. This is a crucial skill for generals and other
The basic skill of getting out of the way of someone who is troop commanders.
trying to shoot you with any type of ranged weapon, be it a teppô
(matchlock rifle), mystical energy blast, arrow, shuriken or what-
ever. This skill is added to the character’s DEX to gain a DV
versus attacks (see Making Attack Rolls, pg. 215).
Characters may not use a melee weapon skill in lieu of Ranged
Evade; the Ranged Evade skill must be purchased. Characters
without the Ranged Evade skill have a base DV equal to their
DEX + 10 against missile attacks, modified by distance. (DEX)

SUMAI
The unarmed combat style used by sumôtori (see Sumô, page
48). Sumai incorporates various slaps, trips throws and shoves
designed to send the opponent out of the ring or to the ground.
(Note: Sumai is the precursor to modern day sumô wrestling.)
Characters with this skill automatically receive the Sumai ma-
neuvers listed in the next column at no extra cost.
A character using a Sumai block maneuver against a wooden or
metal weapon takes no damage. Characters may use their Sumai
score in lieu of their Evade skill when defending in melee com-
bat. (REF)

At the time of a great battle or distressing retreat, the enemy may send out troops to exacerbate a general in various ways in order to
judge his state of mind. He should not show the least bit of weakness, however, or let out a single word. One should be careful about this
152 and not be negligent.
— Asakura Soteki
WWW.SENGOKU. COM

This skill may also be used to gain an initiative bonus in (and role) of a daimyô or taishô (gen-
large-scale engagements. By taking a full turn before combat eral) in war time.
begins and making a successful Strategy roll (DN 18; though Siege (Chikujô-jutsu): The skill of lay-
terrain and other conditions, such as visibility, can modify ing siege to enemy castles, undermin-
this), each number rolled above the difficulty number may be ing the castle’s defenses, cutting sup-
applied to the Initiative of all friendly forces that the charac- ply and communication lines, and the
ter may effectively communicate with (i.e., those within ear- like. Defensively, this skill provides
shot or line of sight). This bonus applies to the first turn (or knowledge in defending a castle. This is
phase, in detailed time) of combat only. A character may also an important skill for garrison command-
spend a full turn evaluating an existing battle—and nothing ers, and is a specialty of shinobi in war time. This skill may
else—and apply a successful roll as a similar bonus for the also be used to gain an initiative bonus in the engagement, as
subsequent turn/phase. described for Battles (senjo-jutsu).
If characters on both sides are using Strategy, a contested
skill roll should be used instead, with the winner applying
any points rolled above his opponent’s to his side’s initiative SWIMMING
for the next turn/phase. Suie-jutsu, the advanced skill of swimming as well as moving
Note — For added realism, and to better represent the abil- and fighting in water with no penalties to his Athletics or weapon
ity, the GM is encouraged to require that anyone wanting the skill rolls, nor his movement, due to encumbrance when wearing
INIT bonus must let the Strategist actually move their char- armor. Characters swimming normally (i.e., unencumbered) use
acter (if miniatures are being used), though they would still Athletics. A successful Suie-jutsu skill roll allows the character
determine all other actions. to move through water and to use weapon bugei while wearing
Campaigning (Shusai): The skill of handling large scale mili- armor without suffering from any penalties for encumbrance.
tary campaigns and handling the logistics of war, such as co- Characters must make a Suie-jutsu roll each phase, which counts
ordinating large scale troop movements, movement routes, as one action. (REF)
supplies, communication, and so on. This is the primary skill

…a man who behaves in a rough manner has neither discrimination nor far-sightedness, speaks unreasonably and considers the
terseness of the far-sighted and discriminating man as pusillanimity. When the time for battle has come, however, he thinks of his wife
and children for the first time. And when his moment has come, his end will no doubt be wanting. Thus is rough behavior on the very
verge of cowardice. 153
— Takeda Shingen
SENGOKU: R EVISED E DITION

SWORDS
Ken-jutsu, the skill of wielding the
MYSTICAL ARTS
bokken, katana, tachi, ninjatô or
shinobigatana, wakizashi, nodachi and (MAHÔ-JUTSU)
kodachi in combat. It is added to REF for
AV and can be added to DEX for DV (in
melee only). (REF) BUDDHISM
Bukkyô , the study of the teachings of Buddha. Buddhism is the
THROWING skill used by Buddhist priests for invoking prayers. For a descrip-
tion of this skill, see Buddhism under Practical Arts, on page
Shuriken-jutsu, the skill of throwing weapons, such as knives,
142. (INT/PIE)
shuriken (or shaken), and the uchi-ne. The character can also throw
improvised weapons, such as rocks and even coins. Unlike most
combat skills, there is no non-proficiency penalty associated with
this skill. Shinobi are able to put this skill to particularly effective
ONMYÔDÔ
use, being able to throw small needles, darts and even o-hashi One of the four forms of magic in Japan, onmyôdô is the an-
(chopsticks) at their foes (the range is equal to their CON in cient Japanese form of magic, or sorcery. It involves the concepts
meters). Spitting darts at foes is covered by the Blowgun (fukiburi- of Chinese elemental magic (gogyo ) and Taoist mystic principles
jutsu) skill. (REF) of yin-yang, or “light and dark” (known in Japan as in-yo). The
most famous practitioner of this art was Abe no Seimi, a power-
TWO SWORDS ful onmyôji who had at one time 12 familiars (called shiki).
Onmyôdô is a required skill for practitioners of the sorcerous art,
Ni-ten, the skill of using both the katana and wakizashi (or two called onmyôji. Onmyôdô is used with the PIE stat for invoking
of either) in combat. The character gets a two attacks or one at- various prayers and casting spells, while INT is used for skill
tack and one defensive action (such as a block) each phase. A
rolls involving knowledge and lore of the art. (INT/PIE)
character must have the Swords skill before he can purchase the
Two Swords skill. The character’s Two Sword skill cannot ex-
ceed his Swords skill -1. The -3 AV modifier for using an “off
hand” still applies. A variant of this skill can be purchased (e.g.,
SHINTÔ
Two Nunchaku or Kama & Chain). (REF) Shinten, the Way of the Kami. Shintô is the skill used by Shintô
priests for invoking Shintô prayers. For a description of this skill,
see Shintô under Practical Arts, on page 148. (INT/PIE)

SHUGENDÔ
One of the four forms of magic in Japan, shugendô is the mys-
tic knowledge and theory of esoteric Buddhism practiced by priests
of the yamabushi mountain cult of Shugendô, itself a derivation
of the Shingon and Tendai sects of Buddhism.
The most famous practitioner of this art was En no Ozunu. Other
famous practitioners purportedly included Kûkai (also known as
Kôbô Daishi) and Shôtoku Taishi.
Shugendô is a mixture of Buddhist esoteric magic (mikkyô),
Japanese sorcery ( onmyôdô) and Shintô mystic principles.
Shugendô is a required skill for yamabushi.
Shugendô is used with the PIE stat for casting various spells,
while INT is used for skill rolls involving knowledge and lore of
the art. (INT/PIE)

A person who does not want to be struck by the enemy’s arrows will receive no divine protection. For a man who does not wish to be hit
154 by the arrows of a common soldier, but rather by those of a warrior of fame, there will be the protection for which he has asked.
— Yamamoto Tsunetomo
WWW.SENGOKU. COM

BRINGING THE
CHARACTER TO LIFE

155
SENGOKU: R EVISED E DITION
Let’s follow the creation of a PC using Moving on to Life Events, we roll 2d6+13 to determine
the methods described in the previous Kagetoki’s age. We roll an 8 on the dice, so Kagetoki is 21 years
chapter. Let’s make two assumptions: we of age. We then roll once on the Life Events table for each year
want our first character to be a Chanbara- over 15, so we have six rolls. We’ll just record the results below.
level character and we want him to be a At the age of 16, nothing of note happened.
member of the court aristocracy—a mem- At the age of 17, Kagetoki was coerced into marriage against
ber of the kuge caste. Other than that, we’ll his will.
trust our dice and see what we get, shall we? At the age of 18, his lover (we’ll say Kagetoki’s wife) was un-
faithful.
At the age of 19, Kagetoki made a friend who had a common

GETTING STARTED interest.


At the age of 20, he performed well in a battle.
At the age of 21, he was falsely accused.
We start by defining basic personality and position. With two Now, let’s work through these to develop our character’s back-
six-sided dice, we make the first rolls to see who this person is. story..
Go ahead and flip back to the Lifepath on page 96 to follow along,
then come back here to continue reading.
The first roll is to determine Basic Personality. The roll comes
out 6: the PC is “gentle and kindhearted.” Not a bad start. Still,
PUTTING IT ALL TOGETHER
since we know we want him to be a member of the court aristoc-
racy, this might not help him much in the capital. People might
FOR THE BACKGROUND
like him, but he might not have the “go for the gut” instinct that is Kagetoki’s family was targeted by a rival house (going back to
generally expected of the kuge and necessary for their success at the appendix for a name, we get Senge) and when he was a child,
court. his father and mother were poisoned during a banquet by ser-
The second die roll is to answer the question, What Do You vants whom the Senge had co-opted.
Value Most? The roll is a 7: the PC values “loyalty and fealty.” Kagetoki was entrusted to his father’s younger brother (going
Hm. That seems appropriate for a member of the Imperial Court. back to the appendix, we add ~chika to the protheme Kage~),
We’ll have to keep these in mind as possible motives for future Kagechika. In order to keep the family interests alive, at the age
actions. of 17, Kagechika procures Kagetoki’s marriage to a daughter
Now we have to determine the PC’s World View (page 97). The (Asahi-hime) of the Senge family.
roll is a 9: “People are untrustworthy; be careful who you depend Neither Kagetoki nor Asahi-hime were interested in the mar-
on.” Now this reflects growing up among the kuge caste. Our PC riage, but both families insisted on it. The marriage has not been
has probably seen more than his share of duplicity and deceit happy, and Kagetoki found out that Asahi-hime had taken a lover
among those vying for position and influence, and it shows that early in the second year of their marriage, another young man of
he’s learned from it. Not bad. He won’t be an idiot, we’ve just the court. He was only the first, and Kagetoki soon stopped count-
decided. However we allocate his points, he will be bright. ing.
Since we have decided that this is a court noble, we skip the He met a famous master of the sword who had taken monastic
Birth Caste roll. Let’s decide that this character is effectively vows and lived at a small temple in Miyako, and began taking his
“middle class” (for a kuge, at any rate), putting his family at about frustrations out by devoting his energies to learning the martial
the fourth tier of the court aristocracy. arts and studying Zen. Since it’s unlikely that a member of a court
Before we do anything else, let’s give this PC a name. He’s clan would directly involve himself in battle at this point, we can
kuge, so we consult the kuge surname list in the Names appendix assume that Kagetoki’s “good performance in battle” was actu-
(page 287). Since we have no preference for a surname, let’s let ally a competition of some sort. Kagetoki put on a splendid per-
the dice decide for us. Using a handy set of percentile dice (or formance of yabusame in his 20th year, earning notice and appre-
two 10-sided dice, using one die for “tens” and the other die for ciation from the court, and an audience on the Emperor’s behalf
“ones”), we get a roll of 62: “Rokkaku.” We also need a given with the Sadaijin (Minister of the Left).
name, so on the Nanori list we roll for a protheme and a This draws the concern of the Senge, who are still not support-
deuterotheme. The result we get is “Michizane.” Not bad, but it ive of the young Rokkaku lord. Despite the marriage ties, they
brings to mind the famed statesman Fujiwara no Michizane, so decide to eliminate the Rokkaku once and for all. The elderly
we decide to reroll. The second result yields “Kagetoki.” Nice. head of the Senge, Sadakuni, orchestrates the murder of Kagechika
Our character’s name is Rokkaku Kagetoki. and attempts to frame Kagetoki. Kagetoki is able to clear his name,
Now let’s move back to the Lifepath. We left off at Home Prov- defending himself against the charges, but vows that Asahi-hime
ince, but since he’s a kuge we’ll simply select Yamashiro as his will never see him again, nor be given a writ of divorce; he sends
home province (since that is where the capital is located) and say her off to a monastery where his few faithful retainers are able to
he grew up in Miyako. imprison her.
Moving on to Kagetoki’s Childhood Events (page 98), we roll In order to avoid further entanglements with the Senge, Kagetoki
1d6 twice. The first roll is a 2 and the second roll is a 3: one (or has decided to leave the capital and travel for a while, wondering
more) of Kagetoki’s family was murdered before his eyes. Well, the land as a free-lance sword (or bow), ready to take up causes
court intrigues being what they were, that is not impossible. In for others who seem to be unfairly treated or cheated. Someday
fact, it could explain Kagetoki’s world view, especially if the he plans to return to Miyako and take his revenge on the Senge,
murders were committed by those who had been trusted friends but for the time being, his life and destiny are his own.
or retainers.

156 By inconsistency and frivolity we stray from Bushidô and show ourselves to be beginners. In this we do much harm.
— Yamamoto Tsunetomo
WWW.SENGOKU. COM

BACK TO DEVELOPMENT We spend an additional 38 Option


Points boosting up some of his skills. That
We need now to see where we are in this 21st year of Kagetoki’s leaves us with 25 OP.
life, as he plans to go out into the world, leaving the relative inse- Some of Kagetoki’s skills require spe-
curity — albeit the familiarity — of Miyako. cialties, so we choose those now. For his
The Current Situation (page 100) shows that he is in a “mun- Dance specialty the obvious choice is
dane occupation.” For a member of the court aristocracy, that Court Dance (Buyô). For Local Expert we
means simply that he is a courtier. His Current Outlook is that he decide on Miyako, the capital city, since
is a puppet of more powerful forces. This fits in well with his Kagetoki spent so much time there.
childhood and adolescence. He was controlled in his youth by his The following list represents Kagetoki’s skills and skill levels.
cold, calculating uncle, Kagechika, and in early adulthood his in- They include all of the skills gained with the Kuge caste package,
laws, the Senge, sought to control and later destroy him. How as well as the Everyman skills (shown in bold text). Following
will he be on his own? the skill level for each skill is Kagetoki’s AV (the total of his skill
Now we have to allocate his Primary Characteristic Points (see score + governing characteristic), in parentheses.
page 103). Since we’ve determined that he’s perceptive, Kagetoki
has to be above-average in Intelligence; and since he is kuge, we
expect him to have a higher understanding of aesthetics. Since
we must allocate 60 points among the 13 Primary Characteris- Archery 6 (12) Gen. Knowledge 2 (8)
tics, we choose to do it this way: Athletics 2 (6) High Society 6 (11)
Buddhism 3 (8) Incense Ceremony 5 (11)
INT 6 WILL 5 PRE 5 AES 6 Bureaucracy 6 (11) Lang : Japanese 2 (—)
PIE 4 KAO 5 S TR 3 CON 4 Bribery 2 (7) Loc. Exp: Miyako 3 (9)
B ODY 4 T ECH 4 REF 6 DEX 5 Meditation 4 (9)
Calligraphy 4 (10)
M OVE 3 END 40 SD 8 S TUN 20 Nô 5 (10)
HITS 20 R EC 7 R ES 15 HON 50 Climbing 2 (7)
Concentration 3 (8) Perception 4 (10)
The derived characteristics have also been calculated. We’re Conversation 2 (7) Riding 4 (9)
ready to move on. Dance: Court 2 (7) Shintô 4 (10)
We now apply Complications (see page 105). We have deter- Diplomacy 4 (9) Stealth 2 (7)
mined that Kagetoki has enemies—the Senge. The Senge are As Evade 2 (7) Swords 4 (10)
Powerful as Kagetoki, insofar as anything they may throw at him Flattery 5 (10) Teaching 2 (7)
at any given time (worth 10 Option Points), and they are, for the Folklore 4 (10)
most part, limited to the capital in their reach (+5 OP). The Senge
are seeking to destroy Kagetoki, even if they have to kill him to
do it (x1). This gives us a total value of 15 OP for Kagetoki’s
Enemy, the Senge, to spend later. We add The Archer’s Path okuden, which costs 3 OP. Nor-
We also give Kagetoki a Vow of Fealty to the Emperor (as a mally an okuden requires a ML 5+ in a ryû, but with the GM’s
member of the court) as a further complication. The Vow is worth permission we say that Kagetaki had a ML 5, but he has since left
a base 10 OP, but because he is leaving the capital it will likely the ryû.
only affect him infrequently (+5 OP) and be of minor importance
(divide by 5). The Vow gives us an additional 3 OP.
Total gained for complications is 18 OP.

SKILLS
Looking at the Caste Packages (page 111),we find that the “free-
bie” skills are Bureaucracy 3, Calligraphy 3 and High Society 3.
For our purposes, these levels will suffice. We record the perks,
complications, skills and equipment listed for the Kuge package
on our character sheet.
Now we choose a profession template. Looking at the Kuge
Courtier template (page 125), we see the following skill bonuses
listed: Bureaucracy +2, Bribery +2, Diplomacy +2, Flattery +3,
High Society +2, two Classical Arts +2 each. Those look good so
we take them, selecting Incense Ceremony and Nô as our Classi-
cal Arts. Note that the Bureaucracy and High Society skills are
raised by 2 to 5.
We record the new skill scores on the character sheet.
We have 50 OP to buy additional skill levels, perks and so on,
to which we add 18 more OP from our Complications, bringing
our total to 68. We have already spent 5 OP for our kuge caste
package, so our total left to spend is now 63.

To be at o50s with one’s companions, to be prone to miss even infrequent meetings, to speak only cantankerous words — all come from
a shallow foolishness of mind. 157
— Yamamoto Tsunetomo
SENGOKU: R EVISED E DITION

PERKS STARTING EQUIPMENT


Membership in a kuge clan costs 4 OP Now all we have to do is outfit Kagetoki. Looking over the
per level—even though he’s kuge, we Caste Package and Profession Template, we receive the follow-
have to pay to establish what level of ing starting gear at no cost:
membership he has within the Court.
He gets the first four levels with the Kuge Ceremonial court robe
caste package, plus two more levels with the Courtly robes
Kuge Courtier template, for a total ML of 6. Obi (belt)
Let’s make him a lower level kuge, with ML 4, which reflects his 2 fundoshi (loincloths)
house’s falling fortunes and his own on-again-off-again status at Kuge-style eboshi (lacquered cap)
court. This gives us 8 OP back (4 OP for each level below 6, Ogi (folding fan)
which we already paid for in the caste package and profession Kasa (parasol)
template). 2 pairs tabi (socks)
Contacts: His priest/teacher in Miyako (which costs 3 OP); 2 pairs waraji (sandals)
Uncle Kagechika (free); The Minister of the Left (nominal; the Geta (clogs)
minister knows him, so it’s low level — cost: 8 OP). Tachi (ceremonial sword)
Tantô (knife)
CONVERTING OP TO MONEY Sachet

So far we’ve spent 46 of our 68 OP. Let’s convert the rest into
money (ah, filthy lucre!) and get our gear. The remaining 20 OP He will need a fine suit of armor; he’s got 88 bu-shoban (equiva-
convert to 22 “coin.” Looking under Wealth (page 116), we see lent to 1,056 monme-ita), more than enough for a good set of
that kuge “coin” are ryô—our character has 22 ryô, or 88 bu- daimyô armor (which costs 872 monme-ita, or about 73 bu-
shoban (the equivalent of 88 koku)! Because their lifestyle and shoban). After buying the armor he has 184 monme-ita (or 15 bu-
requirements cost so much more, this is only fair. shoban, 4 monme-ita) left.
He has a sword (a tachi) and a tantô. All he needs now is a bow,
some arrows and a good horse. A man-rating 3 yumi (longbow)
costs 2 bu-shoban (page 168), two dozen yanagi-ha (“willow leaf”
arrows) costs 4 bu-shoban (page 169), and a riding horse costs 6
bu-shoban (page 178), for a total of 12 bu-shoban. Kagetoki now
has all the equipment he needs and 3 bu-shoban and 4 monme-ita
left over.
With everything purchased, he sets off—perhaps with a ser-
vant or two in tow (their costs are listed in the under Services in
the Equipment section, page 193)—his adventure only now truly
beginning.

There is nothing so painful as regret. We would all like to be without it. However, when we are very happy and become elated, or when
we habitually jump into something thoughtlessly, later we are distraught, and it is for the most part because we did not think ahead and
158 are now regretful. Certainly we should try not to become dejected, and when very happy should calm our minds.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

ARMS, ARMOR AND


EQUIPMENT

159
S ENGOKU: REVISED EDITION

A NOTE ARMOR
ABOUT PRICES Japanese armor has undergone a process of simplification and
improvement so that by the middle of the sixteenth century, it is
both extremely functional and protective. Some armors are even
The items listed in this chapter are all bulletproof, and armors bearing the deep pockmarks of actual
assumed to be average quality versions. test firing are quite expensive.
GMs are encouraged to adjust the listed cost Due to the expense, most armors are not made en-suite except
of items based on the approximate availability for lords and wealthier samurai. A full set of matched armor (with
of the item and the item’s quality. Availability reflects the num- all the cloth pieces of the same pattern, the same lacquer and
ber of similar items present in the general location versus the decorations, etc.) will cost twice the amount for the sum of the
demand for those items. individual pieces, as they all need to be done about the same time.
GMs should take into consideration how many smiths, crafts- Pieces made later to match other pieces which are missing, dam-
men or artisans capable of making or maintaining the item are aged, or lost will cost twice the listed value, as well.
located in the area in question, or whether any are located there at
all.
For example, while there are ample woodworkers or mat-mak- ARMOR WEIGHT
ers in a small town (thus making related items “Average” or Weight for armor is given in kilograms (kg). The listed weight
“High” in availability), master-quality swordsmiths would be dif- represents the physical mass of the item as well as its effect on
ficult to find, at best (thus, Master quality swords would be Low encumbrance. The true weight of a three-plate, shot-proof kabuto
or Scarce availability). (helmet) is not 33 kg (73 lbs), but it is certainly heavy and en-
Other things to consider is the legality of an item. Note that cumbering, so we list it at the higher weight. GMs are free to
shinobi equipment should never be Scarce in a shinobi clan’s modify the weight of items if they so desire.
“base;” shinobi equipment should always be of Average quality
in Historic and Chanbara-level games.
The table below is presented as suggested modifiers based on
availability and quality. For example, an item of average quality
BASIC ARMOR RULE
that is common would be priced at 100% of the listed cost. Use the “Basic DEF Value” listed for the armor (in parenthe-
sis) against all attacks. Do not use the optional hit locations.

Price Modifiers Table


Item
Quality Scarce Low
Availability
Average High
Over-
Stocked
ADVANCED ARMOR RULE
Poor x1 x½ x¼ x¼ x¼ Use the values for each piece of armor worn for each loca-
Below Avg x2 x1 x½ x½ x¼ tion. Use the hit location rules. All armor pieces are grouped
Average x5 x2 x1 x¾ x½ according to the armor type; a “full” suit of armor is assumed
Above Avg x10 x5 x2 x1½ x1 to consist of all of the listed pieces for that type. Additional
Master x50 x10 x5 x3 –
Legendary x100 x50 x10 – –
“miscellaneous” armors are also listed, and some may be sub-
stituted/mixed with other armor.

Miscellaneous armor
Item Cost Weight DEF Locations Notes
Metal headband (happuri) 3m 1 9 3
Metal face mask ( sômen) 7m 1 9 4
Metal half mask ( hanbô) 5m 1 8 4
Gorget ( eriwa) 3m 1 7 5
Gorget (nodowa) 3m 1 7 5
Metal tabi (tetsutabi) 4m .5 4 17–18
Reinforced headband (hachigane) 2m 1 9 3

…though he may be young and very strong, it is better to avoid heavy suits of thick iron armor and weighty banners and standards,
for…though they may be tolerable while he is young, as he grows older they will be too much for him. …even a young man may fall ill or
160 be wounded, and then the lightest iron armor will be a heavy burden and a hindrance.
— Daidôji Yûzan
WWW.SENGOKU.COM

ARMOR TABLE
Dô (chestpieces): metal, with sode
Item Cost Weight DEF Locations Notes
Riveted clamshell 30m 12 12 10–12
Riveted clamshell (shotproof) 60m 48 16 10–12 –1 Move, –1 AV, –1 DV
Riveted clamshell (munitions) 25m 8 11 10–12
Solid plate clamshell 40m 12 12 10–12
Solid 5-plate 40m 12 12 10–12
Sparse-laced lame 5-plate 60m 7 11 10–12
Full-laced lame clamshell 75m 4 9 10–12
European (modified) 500m 12 12 10–12
Full laced dô (side- or back-opening) 120m 6 10 10–12
Folding dô 18m 1 6 10–12
Removable kusazuri +5m —
Leather construction, 75% .8 4
Mail tunic (jûban-gote) 20m 16 12 9–12
Breast only 50% Var Var 10–12
Kote (armored sleeves)
Full splint and mail 13m 5 11 7–8
Plates and mail 15m 5 11 7–8
Solid forearm 10m 8 12 7–8
Full splint, no mail 6m 1 6 7–8
Brigandine 10m 2 8 7–8
All mail ( kusari-gote) 10m 6 10 6–8
Half sleeve 8m 5 11 7–8
with expanded “vest” +50% 1 5 7–9
with attached sode +20% 7 11 7–9 Limits arm movement, attacks at –1
Haidate (thigh guards)
Haidate, daimyo, decorative 40m† 8 12 13–14 Limits mobility on foot; -1 Move
Haidate, samurai, splint and mail 20m 8 12 13–14 Limits mobility on foot; -1 Move
Haidate, ashigaru, splint, no mail 10m 1 6 13–14
Suneate (greaves)
Suneate, daimyo 35m 12 12 14–16
Suneate, samurai: splint and mail 17m 12 12 14–16
Suneate, ashigaru: splint, no mail 6m 1 4 14–16
Kabuto (helmets)
Three-plate, munitions 10m 8 12 3–4
Three-plate, shot-proof 18m 33 16 3–4
Helmet, grotesque (or shot-proof) 30–100m 16 14 3–4
8-plate kabuto 14m 8 12 3–4
16-plate kabuto 25m 8 12 3–4
32-plate kabuto 50m 5 11 3–4
64-plate kabuto 80m 5 11 3–4
72-plate kabuto 95m 5 11 3–4
120-plate kabuto 200m 4 10 3–4
Kabuto, special shape 20–50m 8 12 3–4
Crest, simple 2m
Crest, elaborate 8m
Crest, ostentatious 12–20m GM must decide any effects
Kusazuri: fully laced +25m
Jingasa, steel, munition 9m 5 11 3–4
Jingasa, leather, munition 5m 1 6 3–4
Jingasa, leather, officers’ 10m 1 7 3–4
Jingasa, steel, officers’ 12m 5 11 3–4
Jingasa, steel, lords’ 20m 5 11 3–4
Mail cowl (kusari-zukin) 5m 6 10 3–5

When a low ranking retainer wishes to fit himself with armor and has but three pieces of gold to get a suit, the best thing he can do will
be to spend two-thirds of it on the dô and kabuto, leaving the remainder to buy the other things he’ll need… 161
— Daidôji Yûzan
S ENGOKU: REVISED EDITION

TYPICAL ARMOR SETS


Daimyô
Item Cost Wt DEF Locations Notes
Armor, complete 872m* 40 (12)
120-plate kabuto (crest, lacing) 200m 6 10 3–5
Full laced dô (side- or back-opening) 120m 6 10 10–12
Full splint and mail sleeves 25m† 5 11 7–8
Shoulder guards (sode ) 16m† 3 11 9 Limits arm movement; attacks –1
Thigh guard (haidate) 40m† 8 12 13–14 Limits mobility on foot; -1 Move
Greaves (suneate) 35m† 12 12 14–16
† For daimyô or such men of rank, normal gear must cost at least twice normal cost.
Samurai (upper-rank)
Armor, complete 280m* 98 (12)
Kabuto: special shape (court cap) 20m 12 12 3–5
Dô: clamshell, shotproof 60m 48 16 10–12 –1 Move
Kote: plates and mail 15m 5 11 7–8
Sode: lames, sparse lacing 8m 3 11 9 Limits arm movement, attacks at –1
Haidate: splint and mail 20m 8 12 13–14 Limits mobility on foot; -1 Move
Suneate: splint and mail 17m 12 12 14–16
Samurai (mid-level)
Armor, complete 204m* 64 (12)
8-plate kabuto 14m 24 14 3–5
Dô: riveted clamshell 30m 12 12 10–12
Kote: splint and mail 13m 5 11 7–8
Sode: lames, sparse lacing 8m 3 11 9 Limits arm movement, attacks at –1
Haidate: splint and mail 20m 8 12 13–14 Limits mobility on foot; -1 Move
Suneate: splint and mail 17m 12 12 14–16
Ashigaru
Armor, complete 98m* 13 (6) Worn by ashigaru
Jingasa, steel, munition 9m 8 12 3–4
Dô: folding 18m 2 6 10–12
Kote: full splint, no mail 6m 1 6 7–8
Haidate: splint, no mail 10m 1 6 13–14
Suneate: splint, no mail 6m 1 4 14–16
Chainmail
Mail, complete 30m 40 (12) Can be worn under clothes
Cowl (kusari-zukin) 5m 12 12 3–5 1/2 DEF vs piercing/crushing attacks
Tunic (juban-gote ) 20m 16 12 9–12 1/2 DEF vs piercing/crushing attacks
Sleeves (kusari-gote) 10m 12 12 6–8 1/2 DEF vs piercing/crushing attacks
Fire-fighter’s Garb
Padded garb, complete 18m 3 (4/14) DEF vs. weapons/vs. fire
Cowl ( zukin) 5m 1 3/12 3–5
Jacket ( hanten) 15m 2 4/16 6–13

* Armor purchased all together, made en suite, costs twice as much as the individual pieces bought piecemeal.

For soldiers other than officers, if they would test their armor, they should test only the front. Furthermore, while ornamentation on
armor is unnecessary, one should be very careful about the appearance of his helmet. It is something that accompanies his head to the
162 enemy’s camp.
— Anonymous general
WWW.SENGOKU.COM

PARTS OF ARMOR Suji kabuto: multi-plate helmet with


the edge of each pie-section–shaped
A full suit of armor in the “modern” Sengoku-style is called a plate a raised ridge.
tôsei gusoku, or “modern armor.” Makes sense, doesn’t it? Work-
ing from the head down, let us take a look at the typical items in Dô
a full gusoku.
The torso is protected by a cuirass called
a dô. All but the cheapest armors fully en-
Jingasa circle the torso. The cheapest armors consist
Jingasa (camp-hats) are worn in camp and on the road by up- of just a breastplate, with no back. (Note: Many
per-class bushi, while they are the standard battle-wear of the lords have elaborately designed and constructed breastplates that
average foot soldier and ashigaru. Most jingasa are simple low, they wear “on parade”—these are functional armor, but should
broad cones, although the jingasa of the commanders can exhibit not be considered in the same category as the inexpensive, mass-
more personality and flair. Typically, a jingasa will be lacquered produced breastplates worn by the ashigaru.)
black (or to match the armor), with the mon of the lord or owner As a rule, Japanese armor can be divided into clamshells (“two-
on the front. Half the jingasa are of metal, and half are hardened plate”), five-plate, and wraparounds.
leather with dozens of layers of lacquer. Clamshells and five-plate dô are fairly solid, hence the need for
Ashigaru are known to use their jingasa to cook rice in, as well hinges. The wraparounds are usually made of scale and therefore
as to water horses. less rigid, or they are made of dozens of small, card-sized metal
plates attached to a fabric backing; they can open either up the
Kabuto center back or under the right arm.
Dô typically wrap around the body and fasten under the right
The full helmet is called a kabuto. The most common form is a arm (or, rarely, up the back). The solid metal shoulder straps fas-
hemispherical bowl shape with a visor and a pendant lamellar ten to the top of the breast plate by two frogs. The sides are held
nape-guard. The helmet bowl can be of as few as three and as together by a cord loop on the front and two cords on the back
many as 120 narrowly overlapping plates. They appear in 3-, 8-, which tie closed. The placement is slightly below the armpit; a
16-, 32-, 64-, 72-, and 120-plate varieties. Kabuto of 64, 72 and waist sash holds the waist closed. There are no buckles in Japa-
120 plates are suitable only for generals and very wealthy samu-
nese armor.
rai, as no one else can afford them, and they are no more protec-
Hanging from the waist of the dô is a protective ring of tassets,
tive than a good three-plater, and oftentimes less so.
called kusazuri, laced and lacquered en suite or in a complemen-
The three-plate helmets are the most common in the field due
tary pattern to the dô and shoulder protectors. The usual number
to their ease of construction; they are also often made bullet proof,
of lames is four or five, and there are seven to eleven sets. During
however, so there is no cost reduction from an eight-plate hel-
the Sengoku Period, a new innovation was developed whereby
met. The cost of a typical kabuto is for a field-grade eight-plate
kusazuri were not attached directly to the dô, but hung from a
helmet; for each increment in number of plates above that, double
leather belt which itself was attached to the dô by ties in several
the cost. When worn by upper-class bushi, the three-plate kabuto
locations. The removable kusazuri allowed for easy fording of a
is often disguised with an elaborate papièr-mâché sculpture to
shallow river or stream without wetting the armor (regular kusazuri
disguise its plebeian origins.
could be tied up, but usually no one bothered). They also allowed
The shikoro (nape guard) is of three to five lames of metal or
for packing the armor in a smaller space. This new feature would
hardened, lacquered leather, held together by leather or silk braid
only appear on modern-style dô, not dô of scale construction.
that can be sparse-point or full lacing.
Any given dô is about five percent likely to have removable
Helmets for samurai of any rank will usually have a crest of
kusazuri.
some sort. It might be as simple as a disc at the front on which is
A common feature of dô is an arrangement for the back to which
painted or carved the owner’s mon. It might be huge deer antlers
the sashimono (armor banner) is attached. This is a required fea-
or water buffalo horns worn on either side. The variety of crests
ture on munitions-grade armors, as the sashimono is a standard
is amazing.
feature for the field troops. Munitions armors also often have the
There are a few main forms of shikoro, but kabuto are identi-
mon of the clan lord painted boldly on the front.
fied by their bowl-type. Some of the most common forms are:
Some of the major types of dô are:
Eboshi-nari kabuto: kabuto designed to evoke the image of
Dangaie dô: cuirass having a differently constructed bottom
a court cap. It can be short or outrageously tall.
half from its top (e.g., sparse lacing at the top, fully laced
Hineno kabuto: three-plate helmets made to fit the shape of
bottom two lames).
the head.
Dô maru: wraparound cuirass of scale construction opening
Hoshi kabuto: multi-plate helmet with raised rivets instead
up under the right arm.
of ridges.
Hara ate: breast plate only (no back plate).
Ichi-no-Tani kabuto: helmet of whatever form augmented
Haramaki dô: wraparound of scale construction or five-plate
by a sloping, curved vertical panel. The helmet on the cover
opening up the back.
of this book is an Ichi-no-Tani kabuto.
Hatomune dô: cuirass with a central vertical ridge up the
Kawari kabuto: a virtually infinitely open category of elabo-
breast.
rate designs, or “grotesques.” They are usually built onto
Hotoke dô: clamshell cuirass of smooth (or solid plate) con-
the framework of a Hineno kabuto. They take the form of
struction.
sea monsters, heads, religious implements, fists, etc.
Maru dô: clamshell cuirass of laced construction.
Momo-nari kabuto: “peach-shaped” kabuto. One of the more
Môgami dô: five-plate, laced cuirass.
common “oddities.”

To place one’s armor splendidly on display is a fine discipline, but it is sufficient if it is simply all accounted for. 163
— Yamamoto Tsunetomo
S ENGOKU: REVISED EDITION
Nanban dô: cuirass adapted to Japanese Typical types of kote are:
tastes made from an imported European Bishamon-gote: kote (of whatever form) with sode (of what-
armor. ever form) attached.
Niô dô: cuirass sculpted to resemble the Kusari-gote: kote with nothing but mail as a defense. A more
naked torso of a starving man. concealable variation of this is commonly worn by shinobi.
Nuinobe dô: clamshell cuirass with Oda-gote: kote with small metal plates “floating” in mail.
sparse point lacing. (Characterized by the gourd-shaped plate on the forearm.
Okegawa dô: clamshell cuirass of riveted Also called Kaga-gote.
construction. Shino-gote: kote of any number of splints (with or without
Tatami dô: “folding” armor; cuirass of small plates on fab- mail).
ric. Tominaga-gote: kote (of whatever form) with extended sec-
Yukinoshita dô: five-plate, solid cuirass tions forming a sort of “vest” under the armor.
Ubu-gote: kote made of brigantine.
Sode
The shoulders and upper arms are protected by sode. Each sode Haidate
is very similar to one set of kusazuri. Sode are the only non at- The thighs are protected by a sort of armored split apron called
tached piece of armor that is invariably made en suite with any haidate. These were very useful for mounted bushi, but those on
given dô. The sode attach to the shoulder straps via a pair of frogs. the ground find them cumbersome and often discard them. All
In order to allow more free movement, many samurai eschew but the cheapest models have a strap that runs behind the leg to at
sode in actual combat, preferring instead kohire, small “wings” least keep them in place; those lacking this feature are soon modi-
of metal or brigantine which project slightly over the tip of the fied by soldiers with the aid of scrap cloth and needle and thread.
shoulder to defend against down-strokes. Samurai officers wear- Haidate are either a type of scale construction, or small splints
ing jinbaori (camp coats) usually do not wear sode with the gar- or metal plates connected by mail and sewn to the padded fabric
ment. backing.
There are four basic types of sode:
Hiro sode: sode which are broader at the base than the top. Suneate
Ô sode: larger, old-style sode, approximately one shaku
The final piece of armor is the suneate, or greave. These are
square.
more important to mounted bushi, whose shins would of course
Tôsei sode: Also called Môgami sode; rectangular sode five
be exposed to unmounted warriors, but even the foot soldiers wear
lames, sparse laced, about 10” long by 8” wide.
them. They are typically made en suite with the kote, as splints
Tsubo sode: deeply curved sode which fit more closely to
on fabric. Three standing portions made of brigantine rise to cover
the upper arm.
the knee. The inside of each suneate is only plated or splinted
half-way down, as the bottom is covered with soft leather. This is
Kote to prevent the metal plates from rubbing and damaging stirrup
Bushi protect their arms with armored sleeves called kote. Al- straps. They are held to the shin by two long sets of ties, one at
though there are many different designs, the universal constant is the top, under the knee, and one at the ankle.
that they involve metal plates on a fabric foundation, and a guard
for the back of the hand. Typically, they take the form of a num-
ber of metal splints on the forearm, a small plate over the elbow, Miscellaneous Armor
and a few rows of shorter splints on the upper arm. Mail is used Feet: Some samurai wear a kind of articulate metal shoe called
to close up the open spaces on all but the cheapest kote. The hand a tetsutabi. Like regular tabi, it has a split-toe design. The tetsutabi
guard is two or four plates, covering the back of the thumb and are not comfortable, and make walking difficult at times. They
the top of the hand; cords secure it to the middle finger and thumb. are of most use to mounted combatants, whose feet are at striking
Variations include small plates floating in a sea of mail, a small height. When wearing tetsutabi, one must also wear waraji (straw
number of close-fitting splints that enclose the forearm entirely sandals which tie to the foot and ankle), as their bottoms are soft
in steel, or metal plates sewn into the cloth like brigantine armor deerskin or canvas. The waraji are, of course, removed before
(this latter is called an ubugote). Another variation has the sode going indoors. Shinobi have been known to wear tetsutabi as well.
permanently attached to the kote. This is called a Bishamon-gote. Generals may wear kegutsu, heavy slippers made of bearskin.
Cords at the wrist tighten the kote in place, and a set of frogs or They provide no armor benefits, but they do protect one’s toes
ties at the shoulder either attach the kote to the dô, or tie the kote from getting stepped on. The main benefit provided by kegutsu is
to the body. (If the former style, the kote are donned after the dô; an air of rank, for no one else wears them. Like waraji, they are
if the latter, before.) removed before going indoors.
Some wore half-kote (hangote), which only covered the fore- Common samurai, as with everyone else, wear only waraji.
arm up to the elbow. Neck and Throat: One item of armor that is virtually ignored
A more expensive form of kote called tominaga-gote (increase is the gorget. There are two forms. One, which lies lower on the
cost by 50 percent) is attached to a sort of half-vest which fastens throat and protect the upper chest as well is called a nodowa, or
either at the back and front (if two separate pieces) or up the front throat ring. The other form, the eriwa, is taller standing, and pro-
(if one piece). These are a bit more convenient to put on and use, tects the neck and throat. If one chooses to wear one, it must be
but more complex to construct and less comfortable to wear. They put on first, as it is worn under the armor. Some have been known
are not very popular. to wear only this with their regular clothing.

A helmet is usually thought to be very heavy, but when one is attacking a castle…and arrows, rifle shot, large rocks, great pieces of
164 wood and the like are coming down, it will not seem the least bit so.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Head and Face: Armorers selling armor will try to sell a


matched armor mask—whose name varies depending on style— DECORATIONS
with the helmet. While some bushi like the masks, as they keep
the cords which secure the helmet from digging into the chin, AND MOTIFS
most do not use them as they are hot and constricting. Field grade Armor lacing (odoshi ), whether silk
armors do not come so equipped as a rule. The full face mask braid or tanned leather, comes in an be-
(sômen) has fallen into disuse. Preferred now is the menpô, which wildering array of colors and patterns. The
covers the nose, chin, and cheeks. A more abbreviated version of most common (i.e., least expensive) color is
the menpô is the hanbô or hôate , which leaves the nose exposed. dark blue, which is widely used in munitions
Many menpô are made with the nose section removable. Face grade and ashigaru armors. Other colors are orange, red, white,
masks are decorated to represent a ferocious, grimacing face, com- pale green, dark green, etc.
plete with a mustache of applied horse hair. There are many who postulate that the color of the armor lacing
The cheapest forms of head protection—even cheaper than is laden with meaning; white implies an expected death, red im-
jingasa—are the hanburi and the hachigane. The hanburi can plies anger, and so on. This is pure fallacy. Few people can afford
only be compared to a half bowl which is worn on the forehead to own five or six different suits of armor, and it is impossible to
and held in place by a cord running behind the head. The hachigane remove the lacing and re-lace with a different color. Therefore,
is the cheapest of all, consisting as it does of only a small metal the color of the lacing is what they get. Those requesting armor to
plate (or plates) sewn to a head cloth. be made to their specifications can request specific lacing and
Those with no access to any kind of helmet have been known to lacquer, but one going to the shop of an armorer is at the mercy of
take a spare kote and wrap it around the head like a head cloth. If his stock. While certain colors of lacquer and lacing run within
doing this, treat it as head protection with the KD quality of the certain clans (the Ii clan, for example, outfitted their warriors with
kote minus 2, owing to its use in a non-intended way (e.g., a splint brightly lacquered red armor; only the styles varied), one can’t
and mail kote—a shino gote—is KD 11 on the arm, but worn assume connections.
wrapped around the head it provides KD 9). The mon of the owner (or the owner’s lord) can be worked into
Hands: The kote have guards for the back of their hands (tekkô); the armor in many places. Various large, ornamental rivets can
there are no separate gauntlets that can be worn. bear the crest, as can metal decorative plaques applied in various
places. Common locations are the back of the hand armor, the
ARMOR CONSTRUCTION blowbacks on the kabuto, the helmet crest itself, and the front of
the dô. One of the most common “customization” jobs done by
Japanese armor is made of steel or leather which has been lac- the armorer (actually, he subcontracts a lacquerer for this) is lac-
quered to keep out moisture. Even mail is lacquered. Most armor quering the mon on the front of the dô.
is lacquered black (high gloss or matte), although deep red, rus-
set, and bright red are also common colors. The most ostenta-
tious finish is gold leaf applied over lacquer. BARDING
Solid parts of the armor—the dô in most cases—are riveted
together, and the moving parts are held together by parallel rows There is no horse armor, save for the occasional “mask” placed
of suspensory armor lacing. The lacing is either sparse point (most over the horse’s head. The masks are of lacquered leather or metal,
common in combat and field grade armors), or full lacing—typi- and typically decorated to resemble a dragon’s head.
cal for lords and so-called parade armor. Sparse point lacing is The rest of the horse’s tack for battle is the same as the horse’s
done on solid lames, while full lacing can be either on scale ar- tack for day-to-day use, only perhaps a bit more ornate.
mor or solid lames which have been punched with dozens and
dozens of holes. This latter weakens the lames, but makes for an
impressive suit of armor.
All costs are for sparse-point lacing, unless otherwise indicated.
If fully laced, and of scale construction, the armor costs more
(see the charts below).
Kote, suneate, and haidate are all constructed on fabric founda-
tions. The facing fabric is different from the foundation and in-
ternal padding fabric. The various plates or mail are sewn to the
surface, and can be removed to allow the fabric base to be cleaned.
Japanese brigantine (called kikkô) is made of tiny hexagonal
plates sandwiched between layers of fabric and anchored by cross
laces and outlined with bright thread. It is flexible and reasonably
protective.
The armor is held together and on the body by a variety of frogs
and ties. If one is alone, it takes approximately 20 minutes to arm
oneself.

…decorative armor and equipment can be seen as being weak and having no strength. By them one can see through the wearer’s heart.
— Yamamoto Tsunetomo 165
SENGOKU: R EVISED EDITION

ARMS For example, a weapon with a WA of 1 allows the user to


add +1 to his AV when rolling the dice to make an attack
with that weapon. Likewise, a WA of -1 means you subtract
1 from your AV when rolling.
BUYING WEAPONS Range: Range refers to the melee weapon range or “reach,”
of the weapon. S = Short: The weapon is short and can only
Weapons should be purchased with be used in arm’s reach, to attack someone up to 1 meter
money rather than spending Option Points. away. M = Medium: The weapon allows you to strike some-
Characters get starting amounts of money by one up to 2 meters away. L = Long: The weapon is long and
using Option Points to buy the Wealth perk (see allows you to strike someone up to 4 meters away. For ad-
page 117)—and during the course of the game can obtain money ditional rules and melee combat modifiers for range, see
in many interesting ways—and then purchase weapons and equip- The Game Rules (pg. 213).
ment. Alternatively, the GM can give each character a certain Cost: This is the monetary cost of the weapon.
amount of money to start the game instead of having the charac- Skill: This is the primary skill required to use the weapon.
ter buy the Wealth perk.
Similarity: These are skills which may be substituted for the
Above average and master quality weapons may be constructed
primary skill (with GM’s permission) at the indicated pen-
using the rules for Creating Items (page 195).
alty.
Notes: Several codes appear here. They stand for the follow-
WEAPON LIST ing:
Following is a list of typical weapons found in SENGOKU. For 2H = Two-handed weapon
those using the Instant Fuzion rules, ignore everything except the AP = Armor piercing (divide armor KD by 2)
weapon damage (DC). Everything else is optional. D = Allows use of Martial Disarm action with the weapon
(character must have the weapon skill)
STR Minimum: This is the minimum STR required to use F = Flail action may be used, +1 fumble chance
the item without a penalty. For each 1 STR less than the G = Allows use of Grab action with weapon (character must
minimum, take a -1 REF penalty for weapons and do -1 DC have the weapon skill)
(i.e., one less d6) damage. L = Long weapon
Damage Class (DC): DC is the damage class of the weapon, O = One- or two-handed
the number of six-sided dice to roll for damage. DC ½1/2 S = Short weapon
means you roll 1d6, and a 1–2 means 1 Hit, 3–4 means 2 T = Throwable (using Throwing skill)
Hits, and 5–6 means 3 Hits. DC 0 means 1 Hit (no roll). R = Range in meters
Weapon Accuracy (WA): Some weapons are inherently more P = Phases required to reload
difficult to control than others. Likewise, some weapons are ( ) = Stun damage only
inherently easier to wield or more accurate. To reflect these
differences we use the Weapon Accuracy (WA) modifier.
Add this number to your AV when making an attack roll
with the weapon.

166 Every samurai in service must have a supply of weapons suitable to his means.
— Daidôji Yûzan
WWW.SENGOKU.COM

Axes
Weapon DC STR WA Rng Cost Wt Skill Similarity Notes
Fuetsu 2 2 0 S 4m 2 Axe Steel hand ax
Masakari 4 4 -1 M 1b 5 Axe Kama -2 Hvy hand ax (allows AP, 2H attack for 2d6/
3 STR)
Ôno 6 5 0 L 2b 10 Axe PA: Naginata -2 2H; Battle ax

Flexible Weapons
Kawanaga (2) 2 0 L 2m 1 Chains 2H, G; Weighted rope
Kyôtetsu-shoge Var. 2 Var. S/L 6m 1 Chains/ Knives –/Kama -1 See Kawanaga or Tanto; for shinobi only
Manrikigusari (2) 2 0 L 4m 2 Chains 2H, G; Weighted chain

Knives
Aiguchi 1 1 1 S 1b .5 Knives Jitte -3 T, R = x5 m/y; Knife w/o tsuba
Kogai 0 1 0 S 4m — Knives, Throwing T; Small knife kept in wakizashi saya
Kozuka 1/2 1 0 S 3m — Knives, Throwing T; Small steel knife kept in katana saya
Kubi-kiri 1 1 0 S 1b .5 Knives Jitte -2 Large, curved knife
Tantô 1 1 1 S 1b .5 Knives Jitte -2, Fans -3 T, R= x5 m/y; Large knife w/hand guard
Yoroi-toshi 1 2 0 S 1b .5 Knives Jitte -2 AP; Armor piercing dagger

Polearms
Bisentô 6 5 -1 L 1b 5 PA: Glaive PA: Any -2 2H; Hvy Chinese-style glaive
Bô (4) 2 1 L 3m 1 PA: Staff PA: Any -1 2H; 6 shaku hickory wood staff
Bô-naginata (4) 3 2 L 3m 1.5 PA: Glaive PA: Any -1 2H; 8 shaku wooden practice naginata
Fumata-yari 4 4 1 L 6m 2 PA: Lance PA: Any -1 2H; Forked lance
Gusan Jô (3) 3 0 M 1m .5 PA: Staff PA: Any -2, Sword -1 O; 3½ shaku wooden stick
Hasshaku Bô (2) 2 0 L 2m 1 PA: Staff PA: Any -1 2H; 8 shaku wooden staff
Hoko 4 3 0 L 6m 1.5 PA: Lance PA: Any -1 2H; 6 shaku lance
Jô (3) 2 0 M 1m .5 PA: Staff PA: Any -2, Sword -1 O; 4 shaku wooden staff
Kama-yari 4 3 0 L 10m 2 PA: Lance PA: Any -1 2H; Spear w/added crescent blade
Kuda-yari 4 4 1 L 4m 2 PA: Lance PA: Any -1 2H; Spear variant
Kyushaku Bô (4) 2 1 L 2m 1.5 PA: Staff PA: Any -1 2H; 9 shaku staff
Makura-yari 4 3 1 L 7m 1 PA: Lance PA: Any -1 ––
Nagamaki 5 4 –1 M 1b 3 PA: Glaive PA: Any -2, Sword -2 O; Naginata/nôdachi hybrid
Nage-yari 3 3 1 M 6m 1.5 PA: Lance PA: Any -1 2H; Short spear
Naginata 5 3 -1 L 2b 3 PA: Glaive PA: Any -1 2H; Polearm with sword blade (glaive)
Rokushaku Bô (3) 2 1 L 2m 1 PA: Staff PA: Any -1 2H; 6 shaku bô
Sanjaku Jô (2) 2 0 M 1m .5 PA: Staff PA: Any -2, Sword -2 O; 4 shaku wooden staff
Sasumata 4 4 0 L 1b 2 PA: Man-catcher PA: Any -2 2H, G; Forked yari with barbs on shaft
Sodegarami 2 3 1 L 6m 2 PA: Man-catcher PA: Any -2 2H, G; Staff with numerous metal barbs
Su-yari 4 3 0 L 8m 1.5 PA: Lance PA: Any -1 ––
Tanpo-yari (4) 3 0 L 3m 1.5 PA: Lance PA: Any -1 2H; Padded/wooden practice yari
Tetsubô (5) 4 -1 L 6m 6 PA: War Club PA: Staff -2 2H, +1ST; Hvy war club
Tuja 4 3 0 L 5m 1.5 PA: Lance PA: Any -1 2H; Hunting spear
Yari 4 3 0 L 8m 1.5 PA: Lance PA: Any -1 2H; Spear

Swords
Bokken (3) 2 1 M 3m 1 Swords PA: Staff -3 O; Wooden practice sword
Kamashinozashi 3 2 0 M 3b 2 Swords ––
Katana 4 3 0 M 8b 2 Swords O; Long sword
Nodachi 6 5 0 L 4b 3 Swords PA: Naginata -3 2H; Hvy battle sword
Ryoba Katana 4 3 0 M 2b 1 Swords O; double-edged straight sword
Shinobigatana 3 3 0 M 4b 1.5 Swords Knives -2 O; Shinobi sword
Tachi 4 3 0 M 10b 2 Swords O; Ancient long sword
Wakizashi 3 2 0 M 4b 1 Swords Knives -2 O; Short sword
Yamagatana 4 3 0 M 1b 2 Swords O; broad-bladed single edge sword

The samurai who does not keep his mind fixed on death, even though he wears a sword, is nothing but a farmer or tradesman in a
warrior’s skin. 167
— Daidôji Yûzan
SENGOKU: R EVISED EDITION

Miscellaneous Weapons
Chijiriki Var. 4 0 L 10m 3 PA: Lance, Chains PA: Any -1 2H, G; See yari/manrikigusari for dmg
Club 2 1 –1 M N/A 1 PA: War Club -2 Any common club-like item
Daijo (2) 2 0 L 4m 1 Chains Flails -2 F; two wood rods joined by long rope
Feruzue Var. 4 0 L 8m 3 PA: Staff, Chains PA: Any -1 2H, G; 6-shaku staff with chain; see bô and
manrikigusari for dmg
Furibo 4 4 -1 M 2m 4 PA: War Club Swords -2 O; Heavy club
Gunbai (2) 2 0 S 5m .5 Fans Flat war fan
Hachiwara (3) 2 0 S 7m 1 Jitte Knives -2 D; Helmet-splitter
Jitte (2) 1 0 S 4m .5 Jitte Knives -2 D; Official police weapon
Kai 3 3 0 M 1m 2 PA: War Club Swords -2 O; long paddle-like oar
Kama 3 3 0 M 2m 1.5 Kama Axes -1 Sickle weapon
Kiseru (2) 2 0 S–M 4m .5 Pipes Swords/Axes/Kama -2 2–3’ iron smoking pipe
Kusarigama Var. 2 Var. M/L 4m 3 Kama, Chain Axe -1 See Kama/Manrikigusari
Kuwa 3 2 0 M 2m 1 Kama Axe -1 O; Broad-bladed hoe
Manji-no-sai (2) 1 0 S 3m .5 Jitte Knives -2 D; sai variant
Nagegama 3 3 –1 L 10 3 Kama, Chains PA: Any -2 2H, G; Staff w/kama and chain
Nekode/Tekagi 1 1 0 S 5m .2 Ninpo Taijutsu Any unarmed bugei -2 Shinobi iron claws (+1 Climbing)
Nunchaku (3) 2 –1 M 2m 1 Flails F, O; Okinawan flail-like weapon
Ôgama 6 5 –1 L 1b 5 Kama PA: Naginata -2 2H; Large hvy battle kama
Rock 1 2 0 S N/A .5 N/A T, R=x10 m/y
Rokushaku
Kama 4 3 -1 L 10m 3 Kama PA: Any -2 2H; 6-shaku staff with kama blade
Sai (2) 2 1 S 4m .5 Jitte Knives -2 D
Sanbon Nun-
chaku (4) 3 -1 M 4m 2 Flails 2H, F; 3-section staff
Shinobizue Var. 3 0 L 12m 2 PA: Lance, Chains PA: Any -1 2H; Staff w/hidden chain and blade. See
yari and manrikigusari for damage
Tankon (2) 2 1 L 1m .5 Atemi-waza PA: Staff -3 2-shaku wooden stick
Tedan (2) 2 0 M 5m ? –– ––
Tekko (3) 2 0 S 5m .5 Atemi-waza Any unarm. bugei -2 Metal knuckle-dusters
Tessen (2) 1 0 S 4m .5 Fans Knives -3 Iron-ribbed folding fan
Tinbei 2 2 -1 M 4m 1 Knives Swords -2 Short, 1-shaku, dart-like weapon
Toami — 2 -1 L 2m 1 Nets Weighted fishing net
Tokko 1 1 0 S 4m .5 Jujutsu/Atemiwaza Vajra
Tonfa (3) 2 0 M 3m 1 Tonfa Side-handle baton
Uchibo (3) 2 -1 M 3m 1 Flails F, O; nunchaku variant
Uchi-ne 2 2 -1 M 6m 1 Knives Swords -2 T, R = STRx2½; Short, dart-like weapon
Yawara (2) 1 0 S 3m .5 Jujutsu Buddhist ju-jutsu weapon

Missile Weapons (Uchimono)


Weapon Name DC STR WA ROF Cost Wt Notes
Aiguchi 1 2 0 1 1b .5 R = STRx5 meters
Bakudan 1–8 1 0 1 1b .5 Fired from teppô; explosive, area effect
Hankyû 3 2 -1 1/2 1b 2 2H, –1 DEX, R=60 meters
Kaiken 1/2 1 0 1 3m — R = STRx5 meters
Kogai 0 1 0 1 4m — R = STRx5 meters
Kozuka 1/2 1 0 1 3m — R = STRx5 meters
Ôdeppô 6 4 -1 1/12 200b 15 2H, ½ DEX, Explosive, 4P, R = x20 meters; matchlock cannon
Rock 1 2 0 1 N/A .5 R = STRx5 meters, no maximum
Shuriken 1 1 0 1 1m .1 R = STRx5 meters
Tantô 1 2 0 1 1b .5 R = STRx5 meters
Tedan 1–4 1 0 1/12 5m — R = STRx5 meters; explosive, area effect
Teppô 5 2 -1 1/12 50b 4 2H, ½ DEX, AP, 3P, R = 50 meters; arquebus, 5 in 6 chance of failure in rain
Uchi-ne 2 2 0 1 6m 1 R = STRx5 meters
Yumi (dai-kyû)
MR3 3 3 -1 1/2 2b 2 2H, –2 DEX, R=90 meters
MR4 4 4 -1 1/2 4b 2 2H, –2 DEX, R=120 meters
MR5 5 5 -1 1/2 8b 2.5 2H, –2 DEX, R=150 meters
MR6 6 6 -1 1/2 12b 2.5 2H, –2 DEX, R=180 meters
MR7 7 7 -1 1/2 25b 3 2H, –2 DEX, R=210 meters

A master of men should be like Fudô-myo and Aizen-o-myo, because Fudô-myo carries the sword and Aizen-o-myo carries the bow and
168 arrow — not to strike at man, but solely for the subjugation of evil, for they are both beings of deep inner compassion.
— Asakura Toshikage
WWW.SENGOKU.COM

ARROW TYPES ABOUT SWORDS


For GMs and players desiring more variety in their choice of The familiar shape of the katana is well
arrows, we offer the following list of different arrow types, each known. It is virtually the same as the
with modifiers to the Damage Class, STR Minimum and Weapon tachi, the no-dachi, the wakizashi, the
Accuracy (WA) appropriate to that type of arrow. tantô, and the aiguchi. In terms of blade,
Note that on this table, “-R” (where “n” is a number) indicates the only difference with any of them is
that the arrow effectively reduces the range of the bow by (STR the length; even the width and thickness of
or MR x 10) meters. the blades are identical. The fittings are quite
For example if firing a Flesh-tearer arrow from a MR 6 bow similar, as well. The aiguchi, being alone of the blades to have no
(with a range of 180 meters), the effective range would be re- guard (tsuba); the name “aiguchi” means “meet-mouth,” as the
duced to 120 meters. Firing a Flesh-tearer arrow from a hankyû hilt butts up against the scabbard (saya ) without the interruption
(range of 60 meters) would reduce the range to 30 meters (10 x of a guard is the only one that is really different.
STR). Firing a bamboo head arrow increases the range by a like
amount. Katana and Tachi
Swords fall into two categories; the katana family, and the tachi
Arrows (Ya) family. In the katana family, which consists of the katana,
Arrow Type DC STR WA Cost Wt Notes wakizashi, and tantô, the blade is worn thrust through the waist
Yanagi-ha +0 0 -1 2m .2 Willow-leaf; “standard” sash, edge up. The tachi family includes the tachi, the jindachi,
arrow and the no-dachi. Tachi and jindachi are often construed to be the
Karimata +1H 0 -2 1b .5 Forked arrow same things, and indeed there is little difference worth noting.
Hikime +0 0 +0 8m .2 Whistling/signal arrow Tachi are worn hanging from the waist sash by a set of cords or
Togari-ya -1 0 -2 1b .2 AP; Pointed head chains, with the edge down. The tachi and the katana are about
Watakushi +1H 0 +0 8m .4 -R; flesh-tearer the same size. No-dachi, on the other hand, are longer and heavier,
Ki-hoko +0 +1 +0 6m .2 -R; wood arrow used in and may have up to an extra shaku or more in blade length: they
dog hunt are the equivalent of the two-handed greatswords of medieval
Kuri-ya -1 0 +1 2m .1 +R; bamboo head Europe, while the tachi (and katana) function more like bastard
Makagoya +0 0 +0 2m .2 Hunting arrow (hand-and-a-half) swords. Because of their size, the saya (scab-
Matoya (+0) 0 -1 1m .1 -R, does Stun; blunt, bard) of nô-dachi are either carried on the back or simply dis-
wood-tipped arrow carded before combat begins. Tantô and aiguchi are both about
10-inches in blade length.
Fire Arrows
Fire arrows are considered Mild fire, doing 1d6 Hits per Turn Handles
(4 Phases). Each Turn that the arrows are in contact with flam- Handles are wooden, and the vast majority (95 percent or more)
mable material, the GM rolls another 1d6. If the fire damage rolled are sheathed in ray skin and then over-braided with silk cords,
exceeds the second roll, then the item has caught fire and will called tsuka ito, which provide a grip. Under these cords are in-
begin taking damage from the flame (in Hits or SDP). When the serted two small ornate metal sculptures, called menuki, which
item reaches 0 Hits/SDP, the fire dies out. help the grip. These menuki can be simple or very ornate (and
On any Phase that a 6 is rolled on the damage dice, the fire expensive). The exceptional hilts can be simple wood with metal
grows, adding another die to the damage it causes (i.e., +1D6). In brads, sculpted metal, etc. Most katana also have a silk cord tied
essence, the more a fire grows, the faster it grows! around the upper portion of the saya, called a sageo. This cord
can be used to hang the katana blade-down from armor (the only
way to effectively wear a katana while wearing armor, especially
while mounted), effectively converting it into a makeshift tachi.

Daishô
Katana and wakizashi make up the dai-shô (lit. “long-short”).
The dai-shô are considered by many to be the badge of the samu-
rai and, as such, are decorated the same—same color braid, same
lacquer finish on the hilt, and—if possible—same motifs on the
sword furniture (hilt cap, guard, hilt pieces, and hilt mouthpiece).
The tantô, the unofficial third member of this pair, often matches
as well.

Accessories
Katana and wakizashi come with a standard saya. Katana can
also be bought with small knives (kozuka and kogai) that slide
into a pocket built into the saya (simply add the cost of the kozuka
to the cost of the katana). The stats given are for an average qual-
ity katana, although sword smiths in Japan are capable of creat-

If a person has his katana out all the time, he is habitually swinging a naked blade; people will not approach him and he will have no
allies. If a katana is always sheathed, it will become rusty, the blade will dull, and people will think as much of its owner. 169
— Yamamoto Tsunetomo
S ENGOKU: REVISED EDITION
ing master-quality blades which give both If the blade was signed by the smith (and many were), the signa-
increased damage capability and other ture on the tang appears on the side that would be worn away
bonuses (see Quality of Items, page 194), from the body. Holding a blade out from one, edge down, the
as well as costing more. signature on a tachi will be on the right side of the tang; on a
On tachi, the scabbards are braided as katana, it will appear on the left. (A small pin called a mekugi can
well, for up to a quarter of their length. be pushed out of the hilt, and the sword can be dismantled and
The suspension cords are attached to the the hilt examined.)
braided section. Alone of Japanese swords
in the Sengoku Period, the tachi have chappes
at the end of the scabbard.
Ancient Swords
Samurai of any rank wear tachi with armor, while only ashigaru In ancient Japan, swords were shorter, straight, and double-
and lower-class bushi wear a katana with their armor. These may edged. Called tsurugi , these swords can sometimes be found in
use a device called a koshiate, which looks like a leather sleeve, shrine and temple storehouses. Many of them were gifts from
into which the katana scabbard is fitted and then hung from the powerful warriors seeking favors from the gods.
waist sash.
In many cases, a samurai will have several different sets of fit- Ninja Swords
tings for his sword to allow him to change with seasons or as The shinobigatana (also known as a ninja-tô, using a different
occasion may demand. This will allow a set of combat furniture, reading of the same kanji characters) is considered the badge of
and something more appropriate to wear at court when attending the shinobi, which is why it is hardly ever seen outside of twenti-
on his lord. The most common form this takes is to switch a blade eth-century films. A shinobi’s job is deception and stealth; it would
from a tachi to a katana. do him no good to look like a common bushi walking down the
Kuge wear tachi exclusively; they do not wear katana. The tachi street and carrying the unique weapon of the shinobi. The
worn by kuge are often very expensively furnished, but the blades shinobigatana, if used at all, would only be used at night when
may be virtually useless. Kuge also are alone in having tachi they the shinobi is in “uniform” and would need the gimmick-laden
wear for court purposes that are straight, rather than curved. Other weapon. Needless to say, carrying it with intent to use would
than the lack of the curve, they still resemble katana in that they necessitate some method of concealment.
have a single edge, a temper line, and a triangular pointed tip. The short, straight shinobigatana has been called a “Swiss Army
Sword”—and not without justification. The usual array of gim-
micks include:
Blades • a pointed end cap on the scabbard to allow it to be set into the
The gentle curve of Japanese swords make them perfect for ground and not move;
cutting. There are two types of sword construction. The less ex- • the end-cap comes off, making the scabbard a snorkel or blow-
pensive has a blade edge of hard, brittle steel encased top and pipe;
sides by a softer steel folded over it almost to the edge. The more • the broad, square guard is used as a step to climb (and the
expensive are made by repeated foldings of metal onto itself doz- sword is then pulled up by a cord);
ens of times to produce a perfectly tempered blade. The blade is • two or three shuriken (throwing stars) are incorporated into
coated in a heat-resistant clay and heated red-hot, then quenched. the guard, which can be released and thrown; and
The clay causes the blade to temper differently at different points, • the hilt cap comes off, allowing the hollow hilt to be used as a
making for a more solid edge and more “flexibility” on the back. container for poisons or lockpicks.
This clay is what causes the often ornate hamon (temper lines) on Note that straight katana blades can be made for concealment
the blades. within walking staves, etc.
While the blade of a tachi and katana may be nearly identical, Bokken are wooden practice swords which approximate the size
there is a sure-fire way to tell which the blade was designed for. and weight of katana or wakizashi.

A person who serves when treated kindly is not a retainer. But one who serves when the master is being heartless and unreasonable is
170 a retainer. You should understand this principle well.
— Nakano Jin’emon
WWW.SENGOKU.COM

SWORDS AND KNIVES Swords (ken-jutsu) skill (or Knives at -


2).

Aiguchi Tachi
The aiguchi is the cousin of the tantô. The handle is typically The tachi is the traditional sword of the
made of wood (instead of wrapped in ray skin and cord, like the kuge and high-ranking buke. The tachi is
tanto) and the weapon has no hand guard (tsuba). It is otherwise typically more decorative and elaborate
identical to the tanto. Aiguchi are popular among women. Re- than the katana, and is worn suspended (in-
quires the Knives (tantô-jutsu) skill (or Jitte at -3). This weapon stead of tucked into the belt). It is otherwise iden-
may also be thrown using the Throwing (shuriken-jutsu ) skill. tical in function to the katana. Requires the Swords (ken-jutsu)
skill.
Bokken
The bokken is a wooden practice sword. The bokken is made of Wakizashi
hard cherry wood, and replicates the weight and balance of a true The Japanese short sword, and one half of the dai-shô, the mark
blade. Requires the Swords (ken-jutsu) skill (or Polearms: Staves of the samurai. The wakizashi features a 2-shaku-long blade with
at -3). a one shaku handle. The saya (scabbard) and handle are designed
the same as the katana, and swords making up a dai-shô will be
Kamashino-zashi identical in design. Wakizashi are popular among bonge (com-
moners), especially travelers on the nation’s highways. Requires
Requires the Swords (ken-jutsu) skill to use.
the Swords (ken-jutsu) skill (or Knives at -2). This weapon may
also be thrown using the Throwing (shuriken-jutsu) skill.
Katana
The traditional sword of Sengoku Japan. It consists of a 3-shaku Yamagatana
blade with a one and one-half-shaku handle. Katana vary in qual-
Literally “mountain sword,” the yamagatana is a broad-bladed,
ity, from poor to master (and on rare occasions even legendary.
single edged sword of Ryûkyû origin. This weapon is never of
Even average quality blades are razor sharp and can cut through
better than average quality and is seldom found outside of the
bamboo in a single strike—if properly performed, that is. Re-
Ryûkyû islands. No self-respecting samurai would carry one, let
quires the Swords (ken-jutsu) skill to us.
alone use it. Requires the Swords (ken-jutsu) skill.
Kubi-kiri
A large, curved knife. Requires the Knives (tantô-jutsu) skill.

Nôdachi
The great, two-handed sword. The nôdachi has a 5-shaku-long
blade with a 2-shaku -long handle. The saya (scabbard) is gener-
ally worn strung across the back or discarded before combat.
Requires the Swords (ken-jutsu) skill (or Polearms: Glaives at
-3).

Ryoba Katana
A double-edged sword with a straight (not curved) blade, of
Ryûkyû origin. It’s roots are in the ancient Japanese swords
(tsugari ). These swords are never of better than average quality.
Requires the Swords (ken-jutsu) skill.

Tantô
A knife with a 1-shaku-long blade and a small tsuba (handguard).
The handle and scabbard are designed as are those for the katana
and wakizashi. Requires Knives (tantô-jutsu) skill (or Jitte or Fans
at -3). This weapon may also be thrown using the Throwing
(shuriken-jutsu ) skill.

Shinobigatana
The infamous sword of the shinobi or ninja. These blades are
never of other than average quality, though they do feature a num-
ber of “gadgets” at no extra cost (see Ninja Swords, above), with
the exception of shuriken, which must be purchased separately Tantô with saya
but can be incorporated into the hand-guard (tsuba). Requires the

…it is the custom in buke families for even the very least of the servants of the samurai never to be without a short sword for a moment.
Much more must the higher samurai always wear their dai-sho. And some very punctilious ones wear a blunt sword or a wooden one
even when they go to the bath. 171
— Daidôji Yûzan
S ENGOKU: REVISED EDITION

POLE ARMS primarily used by ashigaru as an effective weapon to dismount


samurai cavalry. Requires the Polearms: Lances skill (or any other
Polearms skill at-1).
Bisentô
The bisentô is a large, glaive-like Jô
weapon of Chinese origin. The shaft alone A short, four-shaku-long staff. The jô was developed in response
is six shaku long, with a two-shaku -long to the need for a non-bladed defensive art for use against samu-
blade. It is similar to the naginata, but larger rai. Requires the Polearms: Staves skill (or Swords or any other
and heavier. Requires the Polearms: Glaives skill Polearms skill at -2).
to use (or any other Polearms skill at -2).
Kai
Bô The kai is a long, paddle-like wooden oar used primarily for
The bô is little more than a six- shaku-long quarterstaff. It is a boating in the Ryûkyû islands, but readily adapted for use as a
commonly used by priests and pilgrims. It resembles a priest’s weapon. Requires the Polearms: War Club skill to use (or Swords
walking staff, called a shakujô or “seven ring staff,” which is at -2).
tipped with a brass ring, from which hang six other rings, hence
the name (treat the shakujô as having the same stats as the stan- Kama-yari
dard bô). The clanging sound the rings make when walking is A form of yari in which a curving, sickle-like attachment, simi-
believed to ward off evil. Requires the Polearms: Staves skill (or lar to the blade of the kama (see below), is part of the blade. This
any other Polearms skill at -1). weapon is the trademark of the Hôzôin ryû and is also popular
with sôhei (militant Buddhist monks). The kama-yari was cre-
Bô-naginata ated by Inei, a monk of the Hôzô temple of the Kegon sect. One
The bô-naginata is the practice version of the naginata. It is night Inei saw a reflection of a crescent moon behind crossing a
made of hardwood and usually encountered only in the dôjô. yari in the water of a pond, and the kama-yari was born. Requires
Polearms: Lances (or other Polearms skill at -1).
Fumata-yari
A variant of the yari (lance). The fumata-yari has a forked head, Kyushaku Bô
which can deliver a devastating attacks to limbs and necks. It is A nine-shaku -long wooden staff of Ryûkyû origin. Requires
often used by foot soldiers to dismount cavalry. Requires the the Polearms: Staves skill (or any other Polearms skill at -1).
Polearms: Lances skill (or any Polearms skill at -1).
Makura-yari
Gusan Jô The makura-yari is a shorter, lighter variant of the yari. The
A three-and-one-half-shaku wooden stick of Ryûkyû origin. Re- length averages six shaku (two shaku shorter than the traditional
quires the Polearms: Staves skill (or Swords at -1, or any other yari). Requires the Polearms: Lances skill (or any other Polearms
Polearms skill at -2). skill at -1).

Hasshaku Bô Nagegama
An eight-shaku -long wooden staff of Ryûkyû origin. Identical The nagagama is a four- or six-shaku-long staff with a kama
in function to the bô. Requires the Polearms: Staves skill (or any blade on one end, and a kusari (chain) on the other. The chain can
other Polearms skill at -1). be concealed within the bottom portion of the semi-hollow staff,
and the kama blade is hinged, allowing it to be folded down and
into the staff, making the nagegama an inconspicuous but deadly
Hoko weapon. Unless one knows what he is looking for, it can easily
A variant of the yari (lance). The hoko is a six-shaku-long spear pass for a simple staff. It is popular among sôhei and shinobi.
with a hooked blade at the base of the main blade. The hoko is Requires both the Kama and Chains skills.

For as the duties of the samurai are practically all fixed, they should consider them when they have nothing to do, and when they meet
officers of rank and experience they should cease idle talk and make a point of inquiring from them about matters which they anticipate
172 needing advice.
— Daidôji Yûzan
WWW.SENGOKU.COM

Nage-yari balance and he might loose the weapon


as well. Requires Polearms: Man-catcher
Essentially a shortened spear or lance. Requires the Polearms: (or any other Polearms skill at -2).
Lance skill (or any Polearms skill at -1).
Su-yari
Naginata A variant of the yari (lance). The su-
The naginata, or halberd, consists of a four- or five-shaku-long yari requires the Polearms: Lance skill (or
shaft of wood to which is mounted a blade about the length of a any other Polearms skill at -1).
wakizashi blade, but slightly broader and heavier. Unlike the yari,
which has a round shaft, the naginata shaft is oval, shaped more Tankon
like a sword hilt, to enable the user to keep better control over the
A short, two-shaku -long wooden stick of Ryûkyû origin. Re-
blade. It is a favored weapon of the sôhei, and the sole weapon
quires the Atemi-waza skill (or any Polearms skill at -2).
taught to most buke women. Many daimyô have roving patrols of
women in their estates and castles who wear normal kimono (with
the sleeves tied back by cords), who carry naginata to defend the Tanpo-yari
lord. Requires the Polearms: Glaive skill (or any other Polearms The tanpo-yari is a practice spear with a round wooden or pad-
skill -1). ded head. It is seldom found outside sô-jutsu dôjô (schools of
spearmanship). Use of the tanpo-yari requires the Polearms: Lance
skill (or any other Polearms skill at -1).
Rokushaku Bô
A four-shaku -long wooden staff of Ryûkyû (Okinawan) origin.
Similar in all respects to the jô. Requires the Polearms: Staff skill
Tetsubô
(or any other Polearms skill at -2, or Swords at -2). A four- or five-shaku-long club, slightly tapered to one end.
The tetsubô is octagonal in section rather than round like the
smaller bo, and the broad end is often clad in metal splints and
Sanjaku Jô large metal studs. It is a slow weapon, but causes severe damage.
A three-shaku-long staff of Ryûkyû origin. Similar in all re- One can also find much smaller (thinner) versions made entirely
spects to the jô. Requires the Polearms: Staff skill (or any other of metal, which weigh only slightly more than the wooden one
Polearms skill at -2). due to their size. Requires the Polearms: War Club skill (or any
other Polearms skill at -2).
Sasumata (Sasumata-yari) Tuja
A weapon used primarily by dôshin (police). It features a six- The tuja is a hunting spear of Ryûkyû (Okinawan) origin. Its
shaku-long (or longer) shaft with a large, forked or “U”-shaped use requires the Polearms: Lance skill (or any other Polearms
blade on one end and several rows of sharp metal barbs around skill at -1).
shaft near the blade that could be used to cut and pierce. The
weapon is used to control an opponent’s movement more so than
to inflict damage. Requires the Polearms: Man-catcher skill (or Yari
any other Polearms skill at -2). The yari, or lance, is the primary weapon of the foot soldier,
although many samurai of rank are also proficient in its use. The
typical yari has a shaft of eight shaku, to which is attached a blade
Sodegarami another shaku in length. Yari intended for battle use are even
The sodegarami (“sleeve tangler”) is a device for unhorsing longer, and different clans actually had specific shaft-lengths that
opponents. It takes the form of a long pole with several short they preferred. The Oda clan use yari that were actually 22-shaku-
spikes or barbs facing in all different directions. The idea is to long. Although the blade is triangular, the concavities allow for
catch the opponent’s sleeves or dangling cords and drag him from the edges to be made quite sharp. The yari is often called a spear,
a horse. It can only cause minor damage to unarmored opponents but as spears can be thrown and the yari never is, the word lance
with the barbs, but is impressive in subdual (i.e., Stun) damage is actually a better translation.
owing to its size. To use it, one must make two successful rolls: In addition to the familiar straight model, there is a variety of
an attack roll, which if successful catches the opponent; a second blade shapes. There are cruciform blades, L-shaped blades, cres-
attack roll to unhorse the opponent (using the Throw maneuver). cent-shaped blades, etc.
A failed second roll will pull the man with the sodegarami off

…he who is born brave will think it nothing to go into battle and come under fire from arrows and bullets. Devoted to loyalty and duty,
he will make his body a target and press on, presenting by his splendid valor and indescribably fine example to all witnesses. 173
— Daidôji Yûzan
SENGOKU: REVISED EDITION

MISSILE WEAPONS bamboo, fletched with hawk feathers. There are dozens of differ-
ent types of arrowheads, each with a different function. A wooden
bulb with strategically placed holes whistled loudly when fired,
Hankyû and could be used for signaling or for intimidating an enemy.
Broad-bladed heads were used to rip flesh; narrow, long heads
There is a second form of bow, called a were used to pierce armor; forked, razor-edged blades were used
hankyû (half-bow), which is about three to cut cords.
shaku in length. The hankyû is often car- The quiver is worn low on the right hip. Arrows are drawn out
ried in the palanquin of a lord as a defensive
by the heads, as the archer pulls the arrow up and then down and
weapon. Shinobi also make frequent use of the
out.
hankyû. Since the advent of the teppô (matchlock), the yumi has
The hankyû requires the Archery (kyû-jutsu) skill.
become a bit of an anachronism on the battlefield. Hundreds still
use them, but the training to make them effective is nothing com-
pared to the simplicity with which ranks of peasants can be trained HURLED WEAPONS
to use the matchlock. Those weapons that are described elsewhere are not listed here.
The hankyû requires the Archery (kyû-jutsu) skill. See the appropriate section for their description.

Ôdeppô Ishi
Ôdeppô (also called hinawa ozutsu) are large matchlock hand- Rocks. Enough said.
cannon, resembling a mortar. It is made of strong but light wood,
and the barrel is wound with iron rings to add strength. They are
more effective as wall guns than conventional infantry pieces. Nage-yari
Ôdeppô can fire shot, explosive charges (tedan) of varying size, This weapon looks like a short (two- to three-shaku-long) yari,
incendiary rockets or arrows. Ôdeppô are even less common than but unlike the yari this is actually a spear for hurling. It was not
teppô, and are seldom if ever used in sieges against castles (where, very popular, nor was it in wide use, although some daimyô’s
ironically, they would do the most good). kago (palanquins) were equipped with one or two for defense.

Teppô Shuriken
The teppô (matchlock) is a recent arriver on the military scene The classic “throwing star” actually comes in a variety of shapes,
in Japan. The first one was introduced in 1542, and they were but four-, six-, and eight-pointed shuriken are most common.
soon in domestic production. The teppô is also called tanegashima, Small throwing blades—long, slender triangles—are also defined
after the island where the Portuguese first brought them ashore to as shuriken. They are easily concealed, but not the kind of weap-
Japan ons a samurai would like to be found with (with exception being
Unlike the bow, the matchlock is weather-sensitive. For this the bô-shuriken). Requires the Throwing skill (or Athletics at -3).
reason, gunsmiths created a box-like device which covers the lock The various types of shuriken include:
area to keep out precipitation. The actual match may be several Bo shuriken: A slim, straight, single-bladed shuriken. It re-
shaku long, with the excess wrapped about the butt stock. sembles a short, pointed iron hashi (chopstick).
Full-sized teppô weigh about four kilograms (nine pounds). In Shankô shuriken: Three-pointed shuriken, usually with dia-
addition to the full-sized models, however, pistols are commonly mond- or leaf-shaped blades.
found. These “pistols” range from one shaku in length (rare) to Jyuji shuriken: A four-pointed, cross-shaped shuriken. The
weapons that are really little more than cut down muskets than four-pointed bladed shuriken is the trademark, so to speak,
pistols. Teppô bores vary from a common caliber of about .67 up of the Iga and Koga shinobi (ninja) clans.
to 2 inches in diameter.
Shihô shuriken: A four-pointed shuriken looking like four
arrows pointing out from the center.
Yumi Gohô shuriken: Five-pointed (or Hoshijô, “star-shaped”)
The Japanese longbow (yumi , or daikyû) is unique in its asym- shuriken.
metry. Two-thirds of the bow is above the hand-grip, one-third Happô shuriken: Eight-pointed shuriken. This form of
below. The bow is a composite of different types of wood, lac- shuriken is also used by the Iga and Koga shinobi clans.
quered and sometimes wrapped decoratively with cord. Bows are Manji shuriken: A swastika-shaped shuriken.
identified as three-man, four-man, or five-man bows; ostensibly,
Tantô-gata: A short, sword- or knife-shaped shuriken. This
this is the number of men needed to bend the bow to string it. The
form of shuriken is used by the Shosho-ryû.
heaviest bow of history and legend was that of the giant Minamoto
no Tametomo, a twelfth-century warrior, who used a seven-man
bow with which he is said to have sunk a small ship. Uchine
The yumi has an effective killing range of a hundred ken, and a A small, hand held “javelin.” It is not a common weapon, but it
very proficient archer can fire with accuracy ten times a minute. can be used at short and medium range. It may be used with the
At full extension, the fletching is behind the eye, on the cheek. Knife or Throwing skills.
Arrows (ya) are up to three shaku long, made of the straightest

During archery practice, the arrows must never fall toward the place where his lord is. When he puts down his yari or naginata their
174 points must never be in that direction either.
— Daidôji Yûzan
WWW.SENGOKU.COM

MISCELLANEOUS WEAPONS a single, short blade-catching extension


juts out. This is the principle weapon of
the dôshin, who use it to defend them-
Chijiriki selves against sword blows and to knock
their opponents senseless. Users with the
A chijiriki is a variant of the yari (lance), having a weighted
Jitte skill may perform a Disarm maneu-
chain attached to the butt end of the weapon. It may be used with
ver against opponents wielding a bladed
the Polearms: Lances skill, for the bladed end, while the chain
weapon. Although it is intended to be a dis-
end requires the Chains (kusari-jutsu) skill. The chijiriki is a Long-
abling weapon, as with any blunt object its use
range weapon; it allows the use of the Entangle and Grab maneu-
can be fatal. Some users are also skilled in breaking sword blades
vers with the chain, as per the Chain skill. Requires the Polearms:
with the jitte (may be bought as an okuden).
Lance skill to use the bladed end (or any Polearms skill, at -1),
and the Chains skill to use the other.
Kama
Dajio The kama is a weapon based on an agricultural implement. It
consists of a one-shaku-long haft with a scythe-shaped blade
The daijo is a flail weapon developed in Ryûkyû. It features
emerging from its head. The kama is a typical weapon of the
two two-shaku-long wooden connected by a long, three shaku
peasantry, while a kusarigama is more likely the weapon of a
length of rope. It is similar to the nunchaku but with a longer
shinobi.
connecting cord. Requires the Flails (nunchaku-te) skill.

Feruzue Kawa-naga
A weapon of Ryûkyû origin, similar to the chijiriki. A feruzue A rope (usually made of hemp, silk or hair) weighted on one
is a five-shaku -long staff with a length of chain (usually four end by a piece of iron. The kawa-naga is often used by shinobi to
shaku) attached to one end. Requires the Polearms: Staff and Chain aid them in climbing trees and walls (+2 to Climbing rolls, when
(kusari-jutsu) skills. Any other Polearms skill may be used at -1 appropriate). The weighted end can also be used to strike an op-
for the staff portion; characters without the Chains skill are un- ponent or to grab objects (by hurling the weighted end around it,
able to use the chain end. like a whip). Requires the Chains (kusari-jutsu) skill.

Fuetsu Kiseru
A fuetsu is a simple hand ax, also known among commoners as Although this looks like a smoking pipe, its two-shaku -length
a yamagatana (“mountain blade”; not the same as the sword of makes it more obviously a weapon. Well, that and the fact that it
Ryûkyû origin) because of its use by woodcutters to chop down is nice and heavy. Like other kiseru, the central stem is bamboo
trees. While not intended as a combat weapon, is quite effective or other wood and the mouthpiece and smoke chamber are a dif-
against armored and unarmored foes. It is lighter and quicker than ferent material; In this case, heavy metal. Some kiseru can be
a masakari, due to its smaller size. Requires the Axes (ôno-jutsu) found which are entirely made of metal. It is designed as a dis-
skill (or Kama at -1). abling weapon. It has the advantage that it can be construed to be
a real pipe (and is functional), allowing it to be concealed. It is
particularly popular with bonge, and a new martial art—kiseru-
Furibô jutsu—has come into being. Requires the Pipe ( kiseru-jutsu) skill
A furibô is a large, heavy club. It is sometimes used as a train- to use (or Swords at -2, or Axes or Kama at -1).
ing weapon by ken-jutsu schools, but is an effective weapon in its
own right, delivering bashing Stun damage. Requires the
Polearms: War Clubs skill (or any other Polearms skill at -2). Kogai
The kogai is a small decorative steel blade or pin, which is kept
Gunbai in the wakizashi saya (short sword sheath). The kogai is not an
effective weapon. The kogai may be used by samurai to mark
Most gunbai (flat/war fans) are just signaling tools for gener- their slain foes on the battlefield, as the kogai typically bears the
als, but some are made of metal and can pack quite a wallop. samurai’s clan mon (crest), thus indicating who is responsible for
These are usually defensive, but can cause Stun damage. Requires the kill. It can also be used to announce a blood feud in a like
the Fans (tessenjutsu) skill. manner. It can also be thrown using the Throwing (shuriken-jutsu)
skill. Some kogai are actually split, enabling the owner to use
Hachiwara them as chopsticks. These metal chopsticks are called waribashi;
The hachiwara, or “helmet splitter,” is a variant of the jitte, they cost the same as kogai, but may not be thrown as weapons.
with a slightly longer, curved baton and a sharpened hook in place
of the rounded tine near the handle. The hachiwara is used with Kozuka
the Jitte skill (or Knives at -2). The kozuka is a small steel knife (similar to but slightly larger
than the kogai) which is kept in the katana saya. The kozuka has
Jitte many uses as a utility knife. It is typically used by samurai to
The jitte is a steel truncheon as big around as a man’s thumb carry the heads of a slain foe after a battle, thrust through the
and about one and a half shaku in length. A length of braid wrapped victim’s top-knot so as to allow the samurai to carry the trophy
about the base forms a handgrip, and immediately above the grip without themselves being soiled. It may also be thrown.

A samurai in service may well have among his acquaintances or comrades one with whom, for some reason, he does not wish to
associate. But if he is ordered by his lord to serve with such a one…they are to agree to work together cordially in their official duties. 175
— Daidôji Yûzan
SENGOKU: REVISED EDITION
Kubikiri Manji-no-sai
A kubikiri is a 1- shaku (16”) curved A weapon of Ryûkyû origin, the manji-no-sai is similar to the
knife. Its primary use is by samurai to sai, except that one of the two shorter tines curves downward
cut the head off of a slain enemy in battle. (i.e., back toward the user’s hand). The manji-no-sai allows a
Requires use of the Knives skill (or Disarm maneuver against bladed weapons. Requires the Jitte (jitte-
Swords skill at -1). jutsu) skill (or Knives at -2).

Kusarigama Manrikigusari
The kusarigama is a kama joined to a length of thin chain that This simple weapon is a chain of indeterminate length (com-
is attached to the butt of the handle. The chain is 9 to 12 feet (3 to monly 3 shaku) with a weight at either end. It is quite easily con-
4 ken) long, with a small weight attached to the end. Users with cealed. Requires the Chains (kusari-jutsu) skill.
the Chains (kusari-jutsu) skill can perform Grab and Entangle
maneuvers with the chain portion of this weapon. The user at- Masakari
tempts to bind his opponent’s weapon or arms by whirling the
A battle-ax with a short, narrow blade on a two-shaku-long haft;
chain and flinging it, thereby enabling him to draw the opponent
occasionally augmented with a head spike. Requires the Axes
into range and finish him off with the blade. Some versions store
(masakari-jutsu) skill (or Kama at -2).
the chain inside the handle (add 50 percent to the cost), which
can be drawn out of the bottom, often to the opponent’s surprise.
No self-respecting samurai would be caught dead with one. Re- Nagamaki
quires both the Kama (kama-jutsu) skill (or Axes at -1), to use the The nagamaki is a rare weapon, which, for all intents and pur-
bladed portion, and Chains (kusari-jutsu) to use the chain por- poses, is a three-shaku-long katana blade mounted to a three-
tion. shaku-long, braided hilt; it is neither a pole arm nor a sword, but
something in between. Requires the Polearms: Glaives (naginata-
Kuwa justsu) skill (or Swords or any other Polearms skill at -2)
The kuwa is a broad-bladed, agricultural hoe, usually found in
the hands of farmers. It can be used as a weapon of adequate Nekode/Tekagi
capability, however. Requires the Kama skill (or Axe at -1). The nekode is a used as both a weapon and a tool by shinobi. It
consists of a strap around the palm of the hands and the wrists.
Kyôtetsu-shoge On the palm strap are several iron spikes curved slightly down-
ward. The word nekode means “tiger-claws” and the appellation
No one but shinobi use these strange weapons. It is a short dag- is apt. The wounds they inflict are fierce. Few, if any, samurai
ger blade fused to a downward-curving hook, the hilt of which is would think of using them. Metal nekode can even be used to
attached to a long (12 foot, or four ken) thin rope or cord made of parry blows from bladed weapons. Ashika are a form of nekode
hair, ending in a four-inch-diameter ring. It can be used similar to made to be worn on the feet to aid in climbing (+1 to Climbing
the kusarigama, and the ring may be used to aid a shinobi in skill). Requires Atemi-waza (or any unarmed bugei at -1).
climbing (+2 to Climbing skill, when appropriate; GM’s discre-
tion).
It should be noted that the mere possession of one of these weap- Nunchaku
ons is very suspect, indeed, as the weapon is used exclusively by A weapon of Ryûkyû origin, the nunchaku is two one to one-
shinobi. Requires the Chains (kusari-jutsu) and Knives (tantojutsu) and-one-half-shaku-long pieces of wood connected by a short rope
skills to use. The bladed portion may also be used with the Kama or length of chain. In the hands of a skilled user, nunchaku can be
skill at -1.

176 As long as you do not know life, how can you know death?
— Confucius
WWW.SENGOKU.COM

spun at incredible speeds and cause serious damage to an oppo- Tedan


nent. Nunchaku can also be used to block attacks from bladed
An explosive charge fired from a teppô.
weapons. Requires the Flails (nunchaku-te) skill.
Requires the Firearms skill.
Ôgama Tekko
The ôgama is a huge, two-handed battle version of the kama.
This weapon is a metal (or sometimes
The weapon consists of a large 2-shaku blade affixed the the end
wooden) knuckle-duster, consisting of a
of a six-shaku shaft. Requires the Kama (kama-jutsu) skill (or
semi-sircular grip, from which several metal
Polearms: Glaives at -2).
studs protrude. Like the nekode, this weapon allows the user to
perform block maneuvers against bladed weapons. One of the
Ôno three Masters of Death in the Lone Wolf and Cub films uses tekko.
The ôno is a large-, heavy-bladed ax with a long handle. It is Requires the Atemi-waza skill (or any unarmed bugei, at -1).
much heavier than the masakari. It can only be used for blade
strikes (no butt-strikes) but because of its mass causes impressive Tessen
damage. Due to its size, it is a slow weapon. The ôno is some- The tessen (fighting fan) is made of stiff, painted paper like all
times seen in use by samurai on the battlefield. It is also a fa- other Japanese fans, but instead of wood, the spines are metal. It
vored weapon of many yamabushi (shugenja). Requires the Axes is primarily a defensive weapon, but it can cause bludgeoning
(ôno-jutsu) skill (or Polearms: Glaives at -2). damage. Requires the Fans (tessen-jutsu) skill (or Knives at -3).

Rokushaku Kama Tinbei


This Ryûkyû weapon is similar to the kama, except that the The tinbei is a short, javelin-like weapon with a one-shaku -
blade is affixed to a six-shaku shaft. It is similar to the nagegama, long shaft to which is attached a short blade. This weapon was
but lacks the chain found on the nagegama. Requires the Kama developed in Ryûkyû, and is very similar in function and design
(kama-jutsu) skill (or any other Polearms skill at -2). to the Japanese uchi-ne. Requires the Knives (tantô-jutsu) skill.

Sai Toami
The sai is similar in design and function to the jitte, except that A toami is essentially a weighted fishing net. It does no dam-
is has two curved tines. The sai originated in Ryûkyû. Allows age, but can be used to ensnare an enemy (Entangle maneuver) as
characters with the Jitte skill to perform the Disarm maneuver well as objects (with the Grab maneuver). It is a Long-ranged
against bladed weapons. Requires the Jitte (jitte-jutsu) skill (or weapon when used in melee combat, but may also be thrown.
Knives at -2). Unlike most hurled weapons, the thrower uses the Nets (toami-
jutsu) skill, rather than the Throwing skill, which is for balanced,
Sanbon Nunchaku usually bladed weapons. When an opponent is entangled, treat
A three-section staff of Ryûkyû origin, consisting of three sepa- the toami as having 4 KD and 6 Hits. When entangled, only short-
rate two-shaku-long staves connected with rope or chain. This ranged weapons may be used, and are at a -3 AV. Requires the
weapon was originally introduced to Ryûkyû from China. Re- Net (toami-jutsu) skill.
quires the Flails (nunchaku-te) skill.
Uchibo
Shinobizue This Ryûkyû weapon consists of two staves, one longer than
the other, connected by a short length of rope or chain. One staff
The shinobizue is a five or six-shaku bô (staff) with one end
is generally one shaku in length, with the other being two and
hollowed out to conceal a short yari blade. The blade can be ex-
sometimes three shaku long. Requires the Flails (nunchaku-te)
tended out of the end of the staff with a turn of the wrist, turning
skill.
the seemingly innocent walking staff into a deadly yari in the
blink of an eye. Requires the Polearms: Lances skill when the
blade is extended (or any other Polearms skill, at -1), and the Uchine
Polearms: Staves skill (or any other Polearms skill at -1) when A small, hand held “javelin.” It is not a common weapon, but it
the blade is concealed. can be used at short and medium range. It may be used with the
Knife (tantô-jutsu ) or Throwing (shuriken-jutsu) skills.

A person’s character and depth of mind may be seen by his behavior. Thus, one should understand that even the fences and walls have
eyes, and not become negligent even when alone. 177
— Shiba Yoshimasa
SENGOKU: REVISED EDITION

EQUIPMENT sword case (katana-zutsu )


sword cleaning kit, complete
sword rack (katana-kake)
5m
50z
18m
1
1
2
Targets:
EQUIPMENT LIST Archery target, round (mato)
Deer target (kusajishi)
1m
5m
4
6
The following is a comprehensive list
of items available in Sengoku Japan. GMs
have the final say over whether or not items Artistic, Medical & Religious Items
are available in their campaign or in a given area. Item Cost Wt
Books 1-10b .1-5
Animals & Livestock Brushes:
brush case (fudemaki) 2m .5
Item Cost Wt brush rest (fudeoki) 1m .1
Birds: brush stand 2m .2
falcon (taka), trained 10b 2 writing (fude) 1m .1
songbird 40z .1 painting (fude) 2m .1
Carp (koi) 10z 5 Calligraphy set 4m 1
Dog (inu): Charcoal (tadon), 30 pieces 2z .1
standard domestic dog 6m 25 Diviner’s scrolls (I-Ching) 1b 1
guard dog, trained (banken) 4b 25 Gongs (shô) and bells:
Horse (uma): bell, large bronze (dôtaku) 5b 100
riding 6b 400 round 10m 4
work (ten-ma) 4b 500 meditation 12m 1
Feed, horse or ox: temple 1m 2
1 day’s worth 8z 2 Incense:
1 week’s worth (10 days) 1m 20 incense, ceremonial (1½ oz.) 1m .1
1 month’s worth 3m 60 incense, kneaded (1½ oz.) 5z .1
Insects: incense powder (1½ oz) 3z .1
beetle, large 2z — incense sticks (joss), bundle of 37 3z .1
fireflies 1z — Incense ceremony:
cricket, fighting or “lucky” 1z — ash powder, white 1z —
Livestock incense ceremony (kôdô ) bowl 2m .2
cow (ushi) 1b 400 incense ceremony (kôdô ) utensils 1b .5
Riding gear: incense pot (kôro) 1m .2
saddle 5m 3 Ink:
tack and bridle (tazuna) 2m 2 ink pot 1m .2
ink stick (enough for 50 sheets) 20z .1
Arms & Armor Care ink stone (suzuri) 10z .2
Item Cost Wt Make-up kit (+3 Disguise) 10m 2
Armorer: Medicine & Drugs (yakuzai):
armorer’s kit (required for skill use) 1b 1 bandages (inrô tenugui) 1m .1
armorer’s workshop (+3 to skill roll) 10b 40 drugs Varies .1/dose
Bows & Arrows: herbs, per unit 1m .1
arrow stand (yadate) 8m 2 first aid pouch (inrô) 5m .2
bowstring (tsuru) 10z — physician’s kit 2b 2
bowstring holder (tsuru-maki ) 30z .1 Paint (sumi-e) set 5m 1
bowyer’s kit (required for skill use) 10m 1 Paper (washi):
bowyer’s workshop (+3 to skill roll) 5b 20 plain, 15 cm x 25 cm 1z —
quiver, decorative (heikoroku) 6m 2 poem paper, 6 cm x 36 cm (tanzaku) 2z —
quiver, 12 arrow (yadate) 3m 1 Shintô paper, folded (kami-shide), ea 5z —
Swords: Religious name tape (senja-fuda) 10z —
clove oil, for blades (chôji) 10z .1 Staff, Buddhist priest’s (shakujô) 100z 2
guard (tsuba) 100z .2 Tea ceremony (Cha-no-yû):
hilt-wrapping cord (tsuka ito) 20z — tea powder 1m .2
paper (10 sheets) 10z — tea ceremony utensils 1b .5
polishing chalk (nagura toishi) 5z — Teaching scroll (norimono) Var. .2
polishing stone (awase toishi) 8z .2 Votive plaque (ema) 1m .5
scabbard (saya) 1b .2 Water dropper 30z .1
scabbard cord (sageo ) 20z — Wood block print (ukiyo-e; Edo era ) 5m .1
sword bag (katana-bukuro) 10z .1

178 In this uncertain world, ours should be the path of discipline.


— Shiba Yoshimasa
WWW.SENGOKU.COM

Clothing (Irui)
Item Cost Wt
Belt/sash (obi):
men’s 20z .5
women’s, plain 40z 1
women’s, fancy/decorative 1m 1.5
Buke garb:
court vest, samurai (kataginu) 4m .5
falconry attire, buke (kari-shôzoku) 10m 2
officer’s vest (jinbaori) 3m .5
Firefighter’s garb:
hood (zukin) 5m 1
jacket (hanten) 15m 2
Footwear:
boots, fur (kegetsu) 2m 1
clogs (geta) 20z .5
sandals (waraji) 10z .1
snow shoes (kanjiki ) 1m .5
socks, slippers (tabi) 10z .1
Headgear:
hat, paper (eboshi) 2m .1
hat, straw (kasa) 10z .2
headband (hachi-maki) 10z .1
kuge court cap (kanmuri ) 6m .5
Jacket (haori):
cloth 40z 1
silk 1m .5 bowl, rice (meshiwan) 4z .1
Kimono: bowl, soup (shiruwan) 6z .1
normal 3m 2 chopsticks, wood (hashi) 5z —
summer kimono (yukata) 2m 1 cup, sake (sakazuki or choki) 20z .1
under-kimono (hadajuban) 1m 1 cup, tea (chawan) 4m .1
over-kimono, woman’s (uchikake) 10m 5 sake flask (tokkuri), holds .18 liters 1m .2
Kuge garb: sake set: 2 cups and flask (sakamasu) 2m .5
court over-robe, semi-formal (kariginu) 2b 3 small plate (nozoku) 20z .1
court over-robe, formal (sokutai) 6b 5 tub, rice-serving, cedar (ohitsu) 1m 1
robe, informal (suikan) 1b 1 Cooking & food preparation:
Miscellaneous: grater (oroshi) 30z .1
apron, cloth (deonburi) 20z .2 kettle (tetsu-bin) 3m .5
gloves, tanned skin (yugake) 20z .1 mortar, clay, w/wood pestle (suribachi) 4m 2
loincloth (fundoshi) 5z .2 pickling jar, ceramic (kame) 40z 2
sleeve-tying cord (tasuke) 12z .1 pickling tub, wood (tsukedaru) 30z 1
Nô costume 40b+ 5+ pot, cast-iron (tetsu-nabe) 5m 2
Overgarments: pot, rice-cooking (kama) 4m 2
raincoat, paper (mino) 4m .5 pot, sake (shuki) 4m 1
raincoat, straw (mino) 2m 1 rolling pin, 3 shaku (nobebo ) 30z .5
Priest’s garb: spatula, wood (meshibera) 10z .1
Buddhist 5m 1 steaming basket (seiro) 1m .5
Shintô 1b 4 washing basket, vegetable (zaru) 1m .5
Yamabushi / shugenja 10m 2 Lacquerware:
Shinobi garb (shinobi shojoku) 5m 1 box, dish-storing 2m 1
Trousers: box, sake set (sake-masu) 4m .5
bonge-style (kobakama) 20z 1 serving tray 20z .5
buke, cloth (hakama) 1m 1
buke, silk (hakama) 2m .5
Umbrella (wagasa) 4m 1 Foodstuffs (Shokumotsu)
Item Cost Wt
Cooking & Kitchen Instruments Alcohol:
European wine, flask (.18l/6oz.) 1m .2
(Chori daidoroko yohin) European wine, barrel (1 to/9.5 gal.) 2b 25
Item Cost Wt fruit liqour (kajitsushu), flask (.18l/6oz.) 20z .2
Bowls, Plates and Utensils: fruit liqour, barrel (1 to/9.5 gal.) 5m 25
bowl, noodle, large (donburi) 10z .2 plum brandy, flask (.18l/6oz.) 20z .2

…a samurai who dislikes battle and who has not put his heart in the right place, even though he has not been born into a samurai clan,
should not be reckoned among one’s retainers. 179
— Imagawa Sadayo
plum brandy, barrel (1 to/9.5 gal.) 5m 25 parsley/drop wort (seri), sprig 1z —
sake, flask (.18l/6oz.) 10z .2 pepper, Chinese (kosho) 15z .1
sake, barrel (1 to/9.5 gal.) 2m 25 perilla (shiso) 4z .1
sake, shrine (omiki), flask (.18l/6oz) 15m .2 pickled fish juice (shottsuru), .18l 5z .2
Fruit (kudamono): soybean curd (tofu) 10z .2
grapes, bunch 10z .2 soy sauce (shoya), flask (.18l/6oz.) 5z .2
mountain grapes (yamabudo), bunch 8z .2 soy sauce (shoya), barrel (1 to/9.5 gal.) 1m 25
orange, Mandarin 3z .1 sugar rock candy, European 25z .1
pear 5z .1 sweet bean paste (anko) 2z .1
plum (ume) 3z .1 Tea (cha):
plum, pickled, dried (umeboshi) 5z .1 green tea (o-cha), cup 1z .1
plum, pickled, in juice (umezuke) 4z .1 tea leaves (for 20 cups) 5z .1
watermelon (suika) 10z 2 tea powder, for Cha-no-yû (matcha ) 10z .1
Grains: Vegetables (wayasai):
barley/millet (ômugi), bowl 1z .1 bamboo shoots (takenoko) 2z .1
corn (kibi), basket 1m 10 beans, dried (mame) 5z .5
dumpling w/bean paste (dango) 3z .2 butterbur bulbs (fuki) 2z .2
gruel, multi-grain (gokoku) 1z .1 cabbage, head 5z .2
rice bale, 5 bushels (koku) 1b 45 cucumber (kyuri) 2z .1
rice, seaweed wrapped (makizushi), 3 2z — eggplant (nasu) 2z .1
rice, bowl 2z .1 mushrooms (kinoko) 5z .2
rice, bowl, with toppings (donburi) 2z .2 onion (negi) 2z .1
rice, bowl, with bamboo & fish (tosani) 4z .2 pickled vegetables (tsukemono) 1z .1
rice cake (mochi) 1z .1 potato (imo rui) 2z .1
rice ball (onagiri) 1z .1 pumpkin (kabocha) 5z 1
rice ball, wrapped in leaf (sasamaki) 2z .1 radish, large (daikon) 1z .2
rice-flour dumpling (dango) 1z .1 radish leaves, dried (hoshina) 2z .2
rice husks (nuka) 1z .2 snow peas (kinusaya), bunch 5z .2
sweet rice-flour pastry (wagashi) 4z .1 sweet potato (satsuma) 4z .2
white/hulled rice (gohan), bowl 3z .1 sweet potato, mashed (kinton), bowl 2z .1
Seafood (gyokai rui):
abalone (awabi) 5z .2 Furniture (Kagû) & Household Items
clams (hotate), 12 15z .5
Item Cost Wt
dried fish (kanbutsu ), 4 servings 3z .2
Bedding:
eel (unagi) 5z .2
bedroll (futon) 4m 2
fish, raw (sashimi), each 1z .1
blanket 10z 1
jellyfish (kurage) 25z .5
mosquito netting (kaya) 1m .1
kelp (kombu), dried 3z .1
pillow/headrest 2m .5
lobster (ise-ebi) 20z 4
privacy screen (fusuma shoji) 10m 6
seaweed, dried sheet (nori) 1z —
General:
octopus (tako), small 10z 2
armrest (kyosoku ) 6m 2
shellfish/oysters (kaki), each 1z .1
bamboo blinds (sudare) 1m 1
shrimp (ebi), 15 15z .2
dining table (handai) 10m 2
squid, small (ika) 10z 1
door curtain (noren) 3m .5
Soups & Noodles:
mat, straw (tatami) 1m 2
boiled vegetables/stew (nimono), bowl 3z .3
strongbox 1b 10
soybean paste soup (misoshiru) 1z .1
wind chimes (furin) 1m .1
noodles, thick buckwheat (soba), bowl 2z .1
Lanterns, Lamps & Candles:
noodles, thick wheat, in broth (udon) 3z .3
candle, pine resin (rôsoku), 6 toki 5z .1
noodles, thin wheat (somen), bowl 1z .2
oil lamp, small 50z .2
seafood soup (suimono) 1z .1
stone lantern (tôrô) 8m 25
Spices (chomiryo) & Miscellaneous:
Weapon racks:
chestnuts (kuri) 5z .5
bow stand (chado-kake) 5m 2
green horseradish paste (wasabi-oroshi) 4z .1
sword stand (katana-kake) 3m 2
herbs, various 2z .1
honey, wild (hachimitsu), flask (.18l) 15z .2
maple syrup, flask (.18l) 20z .2 Music & Entertainment
miso ball, dried (misodama) 2z .1 Item Cost Wt
mustard, Chinese hot (karashi) 20z .1 Drums:
oil, nutmeg (kaya abura), flask (.18l) 25z .3 small (sho-daikô) 4k 20
oil, peanut (rakkasei abura), flask (.18l) 20z .3 medium (taiko) 20k 120
oil, sesame (goma abura), flask (.18l) 30z .3 large (ô-daiko) 50k 240

If one thinks that because he has the resources he can dress in fancy attire, the lower ranks of samurai will feel it difficult to appear in
a place where such showy costumes are congregated, will feign illness and put in no appearance for a year; and if they will not come for
180 two years, the number of men serving the [clan] will decline.
— Asakura Toshikage
Flutes: Tools (Dôgû)
bamboo (shakuhachi) 3m .1
Item Cost Wt
flute bag 12z .1
Abacus (soroban) 4m 1
small (fue) 2m .2
Armorer’s kit (required for skill use) 1b 1
Games:
Armorer’s workshop (+3 Armorer) 10b 40
Go set (board, pieces & cups) 4m 1
Bowyer’s kit (req’d for skill use) 10m 1
game paddle (hagoita) 1m .2
Bowyer’s shop (+3 to skill roll) 5b 20
Shogi set (board, pieces & cups) 2m 1
Bucket, wood (oke) 2m 1
shuttlecock (hane) 10z —
Digging/garden tools:
Stringed Instruments:
hoe (kuwa) 2m 1
biwa 20m 2
rake (manno) 2m 1
koto 40m 1
spade (suki) 1m .5
Hichiriki 10m .1
Lockpick kit (illegal; +2 Lockpicking) 10m .1
Shô 10m .5
Saws:
small saw (nokogiri) 2m 1
Personal Effects 2-man (oga) 6m 4
Item Cost Wt Craft tools (required for skill use) 2b 2
Fans:
flat fan (uchiwa) 20z .1 Transportation (Yu)
folding fan (ogi) 1m .1
Item Cost Wt
signaling baton (saihai) 15m .2
Boats:
signalling fan (gunbai) 30z .2
fishing boat, 2-man 10b 60
Handkerchief:
galley, 100-man 8000b 2.2 tons
plain (yo-bukuro ) 2z —
junk, 50-man 3000b 1.8 tons
fancy/decorative (fukusa) 10z —
merchant Ship, 200-man 6000b 3 tons
Money purse (uchi-bukuro) 10z —
riverboat, sculled 12b 40
Netsuke (decorative pin/bauble) 20z .1
rowboat, small 6b 16
Pipes (kiseru):
Horses (uma)—See Animals (above) – –
bamboo, large 1m .2
Oar (ro) 3m 2
bamboo, small 20z .1
Palanquin (kago):
metal, large 2m 1
mountain, open-air (yamakago) 1b 6
metal, small 50z .5
buke, plain/enclosed (norimono) 10b 24
Sachet, perfumed (tagasode) 10z —
buke/kuge, decorative, enclosed (norimono) 50b 36
Seal stone (hanko) 2m —
Sled/sledge, snow (sori) 1b 6
Tobacco (tobako), 5 smokes’ worth 1m .1
Tobacco pouch (tobako-ire) 1m .1
Towel (tenugui) 10z .1 Traveling (Ryokô) &
Wood chip heater 20z 1 Survival (Ryoshoku) Items
Wooden clappers (hyôshigi) 10z .5
Wrapping cloth (furoshiki) 6z .1 Item Cost Wt
Lanterns, Lamps & Lighting:
flint and steel 10z —
lantern oil (chôchin abura), 1 toki 40z .1
portable lantern, paper (chôchin) 2m .5
stone lantern 10m 25
Lifebelt (uki-bukuro) 6m 1
Containers/storage:
backpack/frame pack (yaseuma) 1m 1
basket, straw 30z .1
porter’s trunk 10m 5
provision bag (kate-bukuro) 5z .1
rice bag (uchige) 5z 2 (full)
shoulder bag, straw (shoiko) 20z .1
Rations (see Food , above) Var. Var.
Rope (nawa), per shaku length:
binding cord (hojo), 30 shaku 1m 6
braided hair 4z .25
hemp 1z .25
silk 5z .1
sleeve-tying cord 1m .2
Torch (taimatsu) 10z 1
Water bottle, bamboo or gourd 10z 1 (full)

In the morning, rise as early as possible. Rising late, one will be negligent as a servant and a hindrance to both the master’s and one’s
own business, and in the end one will be forsaken by the master. 181
— Hojo Nagauji
SENGOKU: REVISED EDITION

EQUIPMENT Riding gear: Consists of saddles, and tack and bridle (tazuna),
for horses. Saddles are used exclusively by the buke and kuge, as
DESCRIPTIONS bonge and hinin are prohibited from riding horses.

Arms & Armor Care


Animals and Livestock Armorer’s kit: A small set of tools required for effective use
Birds: Birds are a favorite pet among cul- of the Armoring skill (gosoku-tsukuri) to make repairs; does not
tured people of Japan. The two most common allow the user to create armor. Use of the skill without this kit is
types of birds owned are falcons (taka) and song- at -3. Allows minor repairs of armor in the field, up to the user’s
birds. Falcons are trained for hunting and popular among buke, SL in DEF. More extensive repairs require the Armorer’s shop
who use them in a ritualistic hunting pastime, called tori-oi. It (below).
takes about six months to properly train a falcon, and requires the Armorer’s workshop: Allows for extensive repairs of armor,
Animal Handler skill, with the specialty Falcons. Songbirds are at +3 to skill roll.
kept in small cages and valued for their beautiful songs and the Arrow stand: A wooden stand for holding arrows (yadate).
luck they are believed to bring to their owners. Songbirds can be Can also be used to hold a full quiver. It is most often found in
found in homes of affluent bonge, especially scholars and mer- military camps.
chants. Bowstring: The bowstring (tsuru) for the yumi or hankyû.
Carp: Carp (koi) come in a variety of sizes, and can grow as Strings for the two types of bows are not interchangeable.
large as one shaku in length. Some varieties of carp (those of a Bowstring holder: Tsuru-maki, a circular device, about 4 sun
golden orange in color or mixture of orange and silver or black) in diameter, made of lacquered wood or ceramic, to hold an extra
are kept in decorative ponds. Koi are the subject of many pieces bow string (tsuru) in case the one in use breaks or frays.
of art, as well as tattoos (among lower-class gamblers, that is). Bowyer’s kit: A small set of tools required for effective use of
Dog: The Japanese dogs (inu) comes in several varieties. The the Bowyer skill (yumi-shi) to make repairs to bows and to create
two most common are the domestic Akita and the Shizu. Akitas arrows (ya); does not allow one to create new bows. Use of the
are most often found as pets among the bonge , due to their excel-
lent temperament and loyalty to their masters. Akitas are more
common in the North, and are quite common on the northern
island of Hokkaido. Shizu are commonly trained as guard dogs
(banken). They are also extremely loyal to their masters, and have
been known to pine for their masters when they die. Trained guard
dogs will obey a limited number of commands, including “at-
tack,” “watch,” “seek,” “sit,” “down,” and so on. It takes four to
six months to adequately train a guard dog, and requires the Ani-
mal Handler skill with the specialty Dogs.
Horse: The Japanese horse ( uma) differs from its European
cousin in that it is shorter and stockier. Japanese horses are very
hearty and valued for their hard-working nature. Farmers and
merchants may own and use work horses (ten-ma), but only as
pack or draft animals; they may not be ridden. Riding horses are
used by the buke (warrior) class as mounts for cavalry, scouts and
officers (including daimyô). Horses are trained for basic riding
and use; highly-trained horses, which can attack, are rare.
Feed: Feed for horses and other livestock consists primarily of
straw and grasses, and may include various grains. Feed is very
expensive for the average person, making it next to impossible
for someone to maintain a horse or ox even if they could afford to
buy one. Most bonge owners of livestock grow their own feed.
Buke may purchase feed from the farmers or, during wartime,
simply take what they need from the commoners in whatever
area they happen to be passing through or encamped in.
Insects: Insects are a curiosity and plaything to many. They
may be kept as pets, used in fighting contests in which people
wager on the outcome, or for other, more creative uses. Beetles,
fireflies, crickets and even praying mantises can be purchased or
found in the wild.
Livestock: Livestock, including cows (ushi), are used as draft
animals in Japan. They are seldom, if ever, raised for slaughter,
because of the Buddhist teachings against eating meat which are
prevalent in Japanese society. Livestock are expensive to main-
tain, and are therefor owned mainly by farmers who can grow
their own feed or allow the animals to graze in their fields.

…the color or quality of a horse’s coat only affect those of high rank, and the lower ranking retainer can’t afford to despise an animal
182 because he doesn’t like its color or because its hair is poor, but if it is a good one he had better buy it and keep it.
— Daidôji Yûzan
WWW.SENGOKU.COM

skill without this kit is at -3. Allows minor repairs of bows in the Artistic, Medical &
field, repairing up to the user’s SL in Hits/SDP. More extensive
repairs or the creation of new bows requires the bowyer’s work- Religious Items
shop (see below). Books: Books are uncommon and very
Bowyer’s workshop: Allows extensive repairs of bows (yumi valuable in Sengoku Japan, as there is yet
and hankyû), and creation of new bows, at +3 to the skill roll. no moveable type press. Books are cre-
Clove oil: Chôji, a special oil used for the maintenance of blades, ated from wood block printing plates or,
primarily swords. The oil prevents the blade from rusting. Chôji more commonly, hand written. The most
is also included in the sword cleaning kit (below). common books available are the Chinese and
Hand guard: A hand-guard (tsuba) for a katana, wakizashi or Japanese classics. Japanese books consist of paper pages sewn
tantô. Tsuba can be of simple, spartan design or intricate works into a leather or stiff, lacquered paper binding or simply one large,
of art. A tsuba for a certain type of weapon is interchangeable accordion-style sheet of paper between leather or wood covers.
with all other like weapons (i.e., katana tsuba can be used on any Books are seldom seen in Japan, and rarely (if ever) in the hands
katana or wakizashi, but not on tantô). of bonge or hinin. Some daimyô , and many temples and scholars
Hilt-wrapping cord: Tsuka ito, a silk cord used to wrap the maintain impressive libraries, which contain religious, historical
outside of a weapon’s handle (typically swords and tantô). or esoteric texts, possibly including some written by the owner
Paper: Rice paper used to wipe away grime and dirt from blades, himself. A book can function in place of a teacher, up to a skill
and to wipe off excess powder after cleaning and oiling the blade. level of 3 in the appropriate skill.
Each sheet is 15 cm x 25 cm (6” x 10”). Several sheets are in- Brushes: Japanese brushes are made of wood or bamboo, with
cluded in the sword cleaning kit (below). bristles made from wolf, sheep and/or horse hair. Brushes come
Polishing chalk: Nagura toishi, a special chalk powder used to in a variety of sizes for different uses. Brushes are used most
absorb excess oil (chôji) from and polish blades. It is applied with often for painting and calligraphy (sho-dô). Brushes are called
an applicator (uchiko), a small stick to which is attached a cloth fude.
sack containing the chalk, which is included. Polishing chalk and Brush case: Fudemaki, a small lacquered wooden case or flex-
an uchiko are included in the sword cleaning kit. ible roll-up bamboo mat, designed to hold one to three brushes. It
Polishing stone: Awase toishi, a smooth block of stone used keeps brushes in good condition when traveling or otherwise not
with polishing chalk to polish sword and knife blades. Sword in use.
polishing, a refined art form, can be accomplished by anyone, but Brush rest: Fudeoki, a decorative wood, ceramic or metal stand.
the results are mediocre, at best. For a highly polished blade, one The small rest is placed on a table or other surface, and the brush
must go to a professional sword polisher. is then laid on the same surface, with the bristle end of the stick
Quivers: Japanese quivers are open-type, unlike the enclosed, resting directly on the brush rest. This keeps the brush bristles
European style. Decorative quivers (heikoroku), used primarily from contacting any surface, thus prolonging their useful life and
by buke, look like small chairs. Standard quivers (yadate), are keeping their original shape.
used by bushi, and hold 12 arrows. Yadate are worn low on the Brush stand: A larger stand, upon which the entire brush may
back and at a slight angle. be set. This keeps the brush completely off of the writing surface,
Scabbard cord: Sageo, a silk cord tied around the scabbard protecting the brush from being accidentally knocked off of the
(saya ) of katana. The sageo can be used to hang the katana, tachi- smaller brush rest.
style, from armor. It has other uses, as well, to the cunning bushi Buddhist priest’s staff: Called a shakujô, this staff looks like a
(or shinobi). standard bô, except for a brass end-cap at the top, to which is
Sword bag: Katana-bukuro, a long silk bag with tassled cord fastened a large brass ring. Looped within this central ring are six
(fusahimo), for storing a katana when not in use (i.e., being worn). smaller brass rings. Thus, it is sometimes called a “seven ring
May also be used to store a bokken, wakizashi or tantô. staff.” It is believed that the sound made by the rings when carry-
Sword case: Katana-zutsu , a lacquered wood box for storing a ing the staff while walking helps ward off evil or mischievous
katana, wakizashi or both. spirits. While some pious laymen will carry one on pilgrimage, it
Sword cleaning kit: Care and maintenance of swords is criti- is usually carried by Buddhist priests.
cal if they are to retain their condition. The sword kit includes a Calligraphy set: The calligraphy set ( suzuri bako) is a com-
small container of clove oil (chôji), five sheets of paper, polish- plete, portable set of sumi painting and drawing materials ready
ing chalk (nagura toishi) and applicator (uchiko), and a small for use, contained in a small lacquered wooden case about one
iron hammer (mekugi, used to disassemble a sword), stored in a shaku long by three sun wide (3” x 12”). The calligraphy set con-
small wooden box. tains: two brushes, an ink stone (suzuri), one ink stick (block), a
Sword rack: Katana-kake, a wooden display and storage rack small water dropper, signature stone (hanko), and a small ink pot
for a dai-shô (katana and wakizashi). The weapons rest horizon- containing red ink. These items may also be purchased separately.
tally in the rack. Some versions also provide space for a matching Charcoal: Small pieces of charcoal (tadon) that is used in the
tantô. A variant, designed to hold a tachi (called a tachi-kake) wood chip heater. It comes in small wood boxes or in paper-
vertically, on end (resting on the pommel), may also be purchased wrapped bundles containing 30 pieces. Each pieces burns for 1
for the same price. toki (120 minutes).
Targets: Targets are used for archery (kyû-jutsu) practice. They Diviner’s scrolls: The Chinese book, I Ching, in complete form;
are made of bound straw, with circles painted on one side. Types commonly written on rice-paper scrolls, though it may also be
include round targets (mato) and deer targets (kusajishi). found in book form (though rarely). The I Ching are used by
diviners, mystics and lay people alike to predict the future and
predetermine the outcome of events.

The original purpose of the Cha-no-yû is to cleanse the six senses. For the eyes there are the hanging scroll and flower arrangement.
For the nose there is incense. For the ears the sound of hot water. For the mouth the taste of the tea. And for the hands and feet there is
the correctness of form. When the five senses have thus been cleansed, the mind will be purified. 183
— Nakano Kazuma
SENGOKU: REVISED EDITION
Gongs (shô) and bells: Gongs are an wrapped bundles containing a half dozen small sticks or a single
important part of many religious rituals block, which supplies enough ink for 50 large sheets of paper.
and meditative exercises. All gongs come Ink sticks are usually black. Red ink sticks may be purchased for
with a wooden mallet for striking. double the listed price. An ink stick (block) is also included in the
The dôtaku is a large (two-ken-tall) Calligraphy set (above).
bronze bell, commonly found at Buddhist Ink pot: Made of shosan stone, this small one sun by two sun
temples. It is suspended vertically from a (roughly 1½” x 3½”) stone box contains dragon’s blood, or an ink-
cross beam, and struck with a large sus- soaked fibrous material, which is used with signature stones
pended wooden striker that looks like a pole. (hanko ) to create the unique stamp. Red is the traditional color of
The round gong is a two or three shaku (2-3’) in diameter flat, ink used in these pots. An ink pot is also included in the calligra-
brass gong (similar in shape to a cymbal). It is generally sus- phy set (above).
pended. When struck it provides the classic “gong” tone. Ink stone: Suzuri are flat, smooth, granular stones used to grind
The meditation gong is a hammered brass, bowl-shaped gong ink sticks. The ground ink powder is mixed with water, using a
about 4 sun (5”) in diameter. It generally rests on a small pillow. water dropper, to create the ink. Some ink stones are contained in
When struck, the meditation gong issues a long, pure mellow small decorative stone or ceramic cases, which contain a small
tone which facilitates the calming of mind and spirit (+1 to Medi- separate space into which an amount of ink is stored once made.
tation skill rolls). An ink stone is also included in the calligraphy set (above).
Temple gongs (hanshô) are found in many of the numerous Makeup kit: A one shaku by one half shaku (6” x 12”) lac-
Shintô shrines throughout Japan. The 6 sun (7”) tall iron gong is quered wooden box containing several colors of makeup (white,
generally hung from a beam within a shrine. When struck, it has red, black, green, blue, etc.), a short, fat brush, a pencil for accent
a shorter, higher-pitched sound than the round, brass gong. All lines, several small hair pins and other miscellaneous items for
gongs come with a wooden mallet for striking. preparing professional makeup, such as used by Nô actors. The
Incense: Incense has many uses in Japan. It is used in sachets colors may be skillfully mixed to recreate flesh tones. Use of this
or burned under clothing as a perfume, kept in drawers or a chest kit provides +3 to the use of the Disguise skill. Note that mere
to keep clothes smelling fresh, burned to provide a fresh fragrance possession of a makeup kit by anyone other than a kuge invokes
to a room and to help repel insects, and used in the ancient kôdô,or the presumption that one is an actor or other entertainer.
incense ceremony. There are several varieties of incense, the cost Medicine & Drugs: Various medicines and drugs (yakuzai)
of which also varies. are available in Sengoku Japan. Common medicines are avail-
Ceremonial incense is a special, granular incense used in Bud- able for purchase by anyone with the money to buy them. Most
dhist and Shintô religious ceremonies. It is also sometimes used physicians can create their own drugs using the Herbalist skill,
in the kôdô ceremony or burned in wood chip heaters by those assuming they also have their own herb garden or purchase the
who can afford it. Kneaded incense has the consistency of grainy necessary herbs at market. The use of one unit of healing herbs
clay, and is used primarily in the kôdô ceremony. Incense sticks, adds +1 to the patient’s Recovery for the purposes of healing Hits
or joss, come in paper-wrapped bundles of 37. Incense sticks are for one day. For additional information about medicine and drugs
the most common form of incense found in Japan. They are typi- see Poison and Drugs (pg. 220). For information about creating
cally placed in small pots containing sand or ash. Incense sticks drugs see Making Poisons (pg. 222).
burn for one toki (120 minutes), and can be used to track time, as Bandages: Inrô tenugui are cloth strips containing medicinal
well. Incense powder is another common form of incense. It comes herbs to help speed the healing of external injuries, including burns,
in paper-wrapped bundles and can be worn as perfume, burned in cuts and bruises. Bandages come in paper-wrapped bundles of
a wood chip heater, or kept in a sachet. 10. Bandages are too large to be kept in a first aid pouch (inrô),
Incense ceremony (kôdô) utensils: The incense ceremony, or and are usually carried only by physicians (ishi).
kôdô, is an artistic expression of beauty enjoyed by many among First aid pouch: Inrô are small metal, ceramic or lacquered
the aristocracy. The ceremony entails the burning of various types wood containers, about 2 sun by 2 sun (2” x 2”). An inrô is usu-
of ceremonial granular or kneaded incense by lighting it in the ally worn about the neck or suspended from a belt (obi), and can
incense pot (kôro) and then setting the lighted incense on a ce-
ramic plate . Attendees not only enjoy the perfumed aroma of the
incense, but they often engage is contests to guess the type and,
indeed, the geographical origin of the incense. The answers are
written on small slips of paper and then compared to find the
winner (the person with the most correct asnwers at the end of the
ceremony).
White ash powder is used in the kôdô ceremony. It is placed in
the incense pot (kôro) as a non-burning medium, into which the
incense in placed. A complete utensil set includes a small iron
ash press, feather broom, iron incense chopsticks for handing small
pieces of charcoal and incense, an answer sheet holder, incense
spoon, and metal tweezers for the ceramic plates.
Ink stick: To make Japanese ink, soot from pine or vegetable
oils is mixed with animal or fish glue, then dried into blocks or
sticks. The sticks are then rubbed onto an ink stone and mixed
with water, a little at a time, to achieve the right shade and consis-
tency of ink. Ink sticks are packaged in small, decorative paper-

It is good to carry some powdered rouge in one’s sleeve. When one is sobering up or waking from sleep, his complexion may be poor.
184 At such time it is good to take out and apply some powdered rouge.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

otherwise held samurai status; it costs


+50% of the price of a standard kit.
Religious name tape: The senja-fuda
is a strip of durable paper onto which is
scribed a person’s name. The tape is then
pasted to a public board located at Bud-
dhist temples, and is believed to bring
blessings to the person whose name appears
on the tape (at the GM’s discretion, use of a
senja-fuda may add +1 to related skill rolls, spells and the like).
Senja-fuda are becoming very popular with pilgrims, who are
taking to pasting the tapes on the walls and even the ceilings of
Buddhist temples. This practice is so far tolerated by most temples,
as it is considered a sincere reflection of the follower’s faith in
the teachings of the sect. Besides, the tapes can be later removed
by the attendant monks. Many temples operate a small stand, lo-
cated outside the temple gate, from which the priests sell the senja-
fuda to pilgrims and others desiring the benefits they confer.
Tea ceremony items: The Cha-no-yû is a highly ritualized cer-
emony involving the making and serving of tea. It was popular-
ized during the Sengoku period by famed tea master and con-
noisseur, Sen no Rikyû. The items used in the tea ceremony in-
clude a special form of tea powder, or finely ground tea, which is
mixed directly with steaming hot water and served unstrained.
hold two units of herbs (or poison). Some inrô are quite decora- The utensils include a small bamboo ladle for scooping the pow-
tive, bearing a mon or other decorative motif. They are popular dered tea into the cup, a small bamboo whisk (chasen) for stir-
among the buke and affluent bonge. ring the tea, and a small silk “napkin.” The tea pot and cups must
Paint set: The sumi-e contains the same basic items as the cal- be purchased separately.
ligraphy set, but includes an extra ink stick (block) and 10 sheets Teaching scroll: Teaching scrolls, or norimono, are scrolls
of blank paper. containing often secretive written instruction for the learning of
Paper: Japanese paper (washi) is made from rice or wood pulp an art or bugei. Norimono are valued based on the maximum
by professional paper-makers. The pulp is pressed onto large effective skill level that they confer, either through solo study or
screens, over which extremely cold water is run. The paper is by a teacher. The cost is equal to the norimono’s effective SL
then spread on racks to dry before being sold. The cold water is times 5 bu-shoban. Thus, a norimono rated at SL 6 would cost
crucial to the creation of smooth, high-quality paper, thus, most 30b. Norimono with an effective SL of 10 in a given skill are
paper is made in mountainous regions and during the winter extremely rare and priceless. Only one such norimono exists for
months. More than 200 varieties of paper are available. For the each ryû of a given art, and it is kept by the ryû headmaster or
sake of simplicity, however, we list only three types: plain paper, soke; it cannot be purchased at any price (though it may be sto-
poem paper and Shintô paper. len). When a headmaster retires, the norimono for the ryû is tra-
Plain paper comes in 15cm x 25cm sheets, the most common ditionally passed on to his replacement.
size for personal use. Plain paper is used for writing letters and A teaching scroll can function in place of a teacher, up to a skill
other documents, painting, cleaning blades, and attending to “per- level of 3.
sonal business” in the privvy. Poem paper is special, high-grade Votive plaque: Ema are wooden plaques, roughly one shaku
paper (tanzaku) 6 cm x 36 cm in size. This paper is used for scrib- wide by 6 sun tall (12” x 6”), containing a prayer. The prayer can
ing poetry and other works of art created with calligraphy. Shintô be for good fortune, health, luck, or just about anything else that
paper is special “sacred” paper folded into a zig-zag shape and the purchaser desires. Ema may be custom made for the buyer, or
suspended from sacred Shintô ropes (shime-nawa) marking holy they may be purchased ready-made; “stock” ema, if you will.
sites. Hanging an ema is one’s home or at a Shintô shrine is believed to
Physician’s kit: The physician’s kit includes a number of items help make the prayer or wish come true (at the GM’s discretion,
to assist the physician (ishi) with his healing tasks. The items use of an ema may add +1 to related skill rolls, prayers and the
include: 10 units of healing herbs or medicine (+1 to patient’s like).
Recovery for healing Hits for one day), 10 bandages (inrô tenugui), Water dropper: A small lacquered ceramic or stone box with
a tongue depressor, wrapping cloth (furoshiki) for making splints a small hole or spout, used to drop water onto ground ink stick
and slings, a small sharp knife (treat as a kogai), metal tweasers powder to create ink. Water droppers are usually possessed by
for removing foreign objects from wounds and a towel. These artisans or those serious about their calligraphy. Water droppers
items are generally stored in a lacquer wooden box. A variant is come in a variety of sizes, from one sun square (1” x 1”) to as
also available which stores these items in a case shaped like (and large as 3 sun square (3” x 3”).
on the outside appearing just like) a katana saya (scabbard). This Wood block print: (ukiyo-e; Edo era ) An art print created
sword-shaped kit was sometimes carried by doctors who held with carved wooden blocks which are used to impress the ink on
special status, such as those attached to a daimyô’s retinue or the paper.

If one would seek good companions, he will find them among those with whom he studies Learning and Calligraphy. Harmful compan-
ions t avoid will be found among those who play go, shogi and the flute. There is no shame innot knowing these latter amusements.
Indeed, they are matters to be taken up only in the stead of wasting one’s time completely. 185
— Hojo Nagauji
SENGOKU: REVISED EDITION
Clothing (Irui) Falconry attire: The kari-shôzoku is a special set of clothing
worn by buke during the formal falcon hunt, or tori-oi, or other
Apron: A deonburi is a cloth apron
hunts, including those involving deer and wild boar. It consists of
used by some craftsmen and artisans to
a special kimono and hakama, and a formal lacquered paper cap
keep the kimono from getting soiled
(eboshi) completes the outfit. There is a scene early in the film
while working.
Heaven and Earth in which Lord Kagetora and some of his samu-
Belt/sash: The obi is the traditional belt,
rai can be seen wearing this attire during a deer hunt.
or sash, worn by men and women alike.
Firefighter’s garb: Firefighters are groups of volunteers trained
Mens’ obi are thinner and simpler in design
in the skills of fighting fires, namely throwing buckets of water
than womens’, and they are not interchangeable.
on a fire to control or douse it or simply tearing down the sur-
Samurai carry their dai-shô tucked into their obi, and most every-
rounding buildings to prevent the fire from spreading. The
one wears their fan (ogi) tucked into the front folds of their obi,
firefighter’s garb consists of a padded or quilted cowl (zukin) and
as well.
long jacket (hanten). These items are fairly effective against flames
Boots: Boots are not a common form of footwear in Japan. Fur
(providing KD against fire and heat attacks), but less so against
boots (kegetsu) are generally worn only by those living in the
weapons.
northernmost regions of Japan, including Hokkaido, where snow
Gloves: Yugake, or mitsugake, are three-fingered, tanned skin
is plentiful and deep, and the temperatures sometimes dip below
gloves. They are uncommon, worn primarily by professional ar-
freezing.
chers to prevent injuries to the hands when firing the massive
Clogs: Geta are a type of wooden “platform” shoe, consisting
Japanese great bow (yumi or daikyû).
of a wooden sole, with two two-sun (2”) high horizontal wooden
Hats: Hats are commonly worn by all castes. They provide shade
blocks attached to the bottom, and a straw thong to secure the
from the sun, cover from rain and snow. Like all forms of cloth-
foot. Geta are typically worn only by kuge, buke and more afflu-
ing, a hat can denote rank or social standing. Headgear comes in
ent bonge, although they are becoming more fashionable and
a variety of shapes and sizes, including the following: paper hats
popular of late. Geta are worn with socks (tabi), and only during
(eboshi), straw hats (kasa), and headbands (hachi-maki ).
inclimate weather, as a rule; they are never worn indoors. Men
Eboshi are worn by the aristocracy (i.e., kuge and buke), as well
and women have distinctive styles of geta, and they are not inter-
as by Shintô priests. Eboshi are made from black lacquered paper
changeable.
and secured to the head with white cord.
Court vest: The kataginu is a silk or cloth vest with tall, heavily
Straw hats (kasa) are worn by all castes. The most common
starched shoulders, worn tucked into the waistband of the trou-
style of straw hat is the wide, bowl-shaped hat. This is style is
sers (hakama). It is part of the traditional court garb of the samu-
worn by farmers, Buddhist priests, commoners (bonge) and samu-
rai, and functions as their “formal dress” (like modern-day tux-
rai alike; only the kuge are unlikely to be seen wearing one. Kasa
edos). As a general rule, only samurai of ML 3 or higher may
may be worn tipped forward or with a cloth suspended from the
wear a kataginu. They may be worn in public while attending to
brim of the hat to prevent the wearer’s face from being seen. Visi-
official business or social gatherings with one’s peers. One does
tors to a reed house (house of ill repute), especially samurai, of-
not wear a kataginu to visit a “reed house” or to go gambling.
ten wear a kasa to prevent embarrassment to themselves or their
clan.
The second style of kasa is the “basket” hat, worn most often
by wandering priests of the Fuke sect, called komusô. These hats
are tall, cylindrical hats which cover the entire head, with small
spaces between the weaves in the front allowing the wearer to see
out but preventing others from seeing the wearer’s face.
Headband: The headband (hachimaki) is a simple cloth worn
tied around the forehead. It is worn by anyone performing strenu-
ous work, including palanquin-bearers (kagoya), soldiers (bushi
and ashigaru), farmers and other laborers. It is not unusual to see
common laborers wearing nothing but a loincloth (fundoshi) and
a headband (hachimaki) in public while they work.
Jacket: A loose-fitting jacket or coat (haori), with a small pair
of tassled cords to secure the front. The haori is worn over the
kimono, but not over armor (see Officer’s vest, below). Haori are
worn by people of every station, although the quality of the item
usually belies the wearer’s caste. Bonge wear simple haori, made
of cloth or silk of a single color, while samurai wear a silk haori
of brighter colors and bearing the crest (mon) of their clan. Haori
come in several styles: short, waist-length, or longer, knee-length;
short, elbow-length sleeves, and longer, wrist-length sleeves.
Kimono: The kimono is the traditional garb of Japan. Japanese
women wear the kimono almost exclusively as their daily attire,
with the exception of females working in the fields and female
bushi when in armor. Men also wear the kimono, although com-
moners (bonge ) and hinin tend to wear short kimono, with or
without trousers, and male samurai typically wear the long ki-

186 It is carelessness to go about with one’s hands inside the slits in the sides of his hakama.
— Yamamoto Jinzaemon
WWW.SENGOKU.COM

mono with hakama (see Trousers). In addition, samurai (both samurai court vest (kataginu), a smal
male and female) may wear their clan’s crest (mon) on the ki- black peak cap worn on the forehead and
mono, over each breast, on both sleeves, and the upper center of secured by simple twine, and a long
the back of the kimono. There are several varieties of kimono, string with white “pom poms” worn
including: normal kimono, summer kimono (yukata), under-ki- around the neck.
mono (hadajuban), and over-kimono (uchikake). Raincoat: Two varieties of raincoat
Normal kimono may be long, reaching to the top of the feet, or (mino) exist in Japan. The most common
short, thigh- or knee-length. Normal kimono may be made of is the straw over-coat, which is made of oiled
cloth, but most are made of fine silks. The normal kimono is the straw. The straw coats are commonly worn by
typical attire for all Japanese people. The summer kimono (yukata) the lower classes (hinin and bonge ), and low-ranking buke. The
is a thinner material with larger sleeves to allow better air circula- more expensive version is made of oiled or lacquered paper. The
tion during the hot and humid sumemr months. The under-ki- latter is much more durable than it sounds, often outlasting the
mono (hadajuban) is a long kimono—almost invariably white in straw coats. These coats are most commonly worn by buke of
color for men, and red for women—worn indoors, as a sort of rank and kuge. Raincoats are usually worn with a straw hat (kasa)
pajama. It may be worn under a normal kimono during the colder or with an umbrella.
winter months. The over-kimono (uchi-kake) is a large, heavy Sandals: Straw thong sandals (waraji) are the most common
flowing kimono that covers the feet entirely. It is worn by women form of outdoor footwear in Japan, bar none. They consist of a
of the aristocracy, and by brides during weddings. The over-ki- straw mat-like sole with a straw cord that ties around the heel and
mono also includes a sheer white veil, or shawl, which is usually ankle. They are usually worn with socks (tabi), and always re-
held over the woman’s head with both hands. moved before entering a building or home, except in the most
Washing a kimono involved taking it apart, into its composite dire of emergencies. (Wearing sandals into a home has the same
pieces of cloth or silk. Each piece was washed and starched on psychological effect as someone kicking down the front door of
racks and then reassembled, with the pieces rotated to extend the your home.)
wear and life of the garment. Shinobi garb: The traditional garb of the shinobi (ninja) is called
Loincloth: Fundoshi are long white cloths wrapped around the shinobi shojoku. It consists of a wrap-around hood, a tunic with
groin and waist and worn as a loincloth. several secret inner pockets, cloth kote (sleeves) that protect the
Sleeve-tying cord: The tasuke is a long silk cord used by bushi forearms and back of the hands, loose-fitting trousers, and cloth
to tie back the long sleeves of the kimono before entering battle. pull-over boots (tabi). All of the clothing is relatively loose, with
This keeps the sleeves from getting in the way and gives the bushi ties around the waist, wrists and ankles.
greater freedom of movement of his arms. A skilled warrior can The clothing is traditionally died one of several colors, depend-
tie back his sleeves in one full Phase (with a DEX + 3d6 roll, DN ing on the environment in which the shinobi is working: black
14); Most others require two Phases. for night and utter blackness, brown for fields and forests, gray
Nô costume: Nô costumes vary in appearance, but all of them for stone and urban settings, and white for snow. True black is
are made with several layers of expensive silk kimono with bright not available, the closest being a nearly black dark red or dark
patterns and expensive, decorative motifs. The costume also in- indigo, due to the available dyes. Wearing garb of a color appro-
clude props, such as a tachi, ogi (folding fan) and the like. These priate to the terrain allows a +1 to Stealth skill for rolls involving
props are decorative and, though often quite expensive, are inef- moving unseen. GMs running a chanbara game might allow
fective and should be considered below-average in quality for shinobi characters to purchase camouflage pattern garb, though
purposes of practical use. Nô costumes are heavy and take some historically none existed.
time to don. Professional actors often use one or more assistants Reversible forms of shinobi shojoku may be made (or bought),
to don their garb before a performance. with a second color or even a complete set of faux garb that can
Officer’s vest: The jinbaori is a long silk vest with starched be used as a disguise (such as common bonge garb, priests’s garb,
shoulders, similar to the kataginu, but is not tucked into the obi; etc.) when the garb is turned inside out. A second color on the
it is worn over other clothing, like a coat. The jinbaori is a mark reverse of the garb adds 50 percent to the listed cost; having a set
of rank for samurai of middle rank or higher. It is made of silk of faux garb on the reverse doubles the cost.
and can be worn over armor, with the katana (or tachi) protrud- Snow shoes: Kanjiki are special over-shoes made of leather
ing from under the jinbaori behind the wearer. As a general rule, straps or metal bands, to which are attached metal studs or small
only samurai with a ML of 3 or higher may wear a jinbaori. It is spikes. Snow shoes are only worn in the mountains and northern-
not worn for formal occasions, like the kataginu, unless the samurai most regions of Japan. They cannot be used as weapons. Move-
is already in armor—i.e., during war time. ment in the snow, while wearing snow shoes, is reduced only to ½
Priest’s garb: Priests wear garb unique to their profession. The instead of ¼.
types of priest garb include: Buddhist, Kirishitan, Shintô, and Socks: Tabi are cotton socks that cover the foot. They have a
yamabushi (or shugenja ). Buddhist garb consists of a simple white separate “big toes,” with the rest of the sock being a single piece.
kimono with an additional overgarment. Priests of some sects Tabi are common to all castes, though those worn by buke and
wear a saffron kesa or cloth hung over one shoulder. Others, like kuge tend to be of brighter colors and generally better quality.
the sôhei, wear a sheer, almost gauze-like, black overgarment; Trousers: Trousers in Japan are made of cloth or silk. They are
this garment can even be worn over armor. Kirishitan (Jesuit) pulled up and secured by a belt (obi). Buke wear a loose-fitting
priests wear saffron, European-style clerical robes. Shintô priests form of split-skirt-style trouser, called a hakama. The hakama is
wear a large ceremonial kimono, similar to the Heian-style robes pulled up over the bottom of the kimono and the front and back of
worn by the kuge, and a peaked cap made of lacquered paper and the hakama are secured with a belt (obi) wrapped several times
secured by white cord (eboshi). Yamabushi wear a white kimono, around the waist. Large, deep openings on both sides of the
white trousers, and a yellow overgarment, similar in design to a hakama, at the waist, reveal the kimono beneath. Commoners

A straw hat or helmet should be worn tilted toward the front. 187
— Yamamoto Jin’emon
SENGOKU: REVISED EDITION
(bonge and hinin) wear more snug trou- Lacquerware: Lacquered wood boxes are used for storing
sers, called kobakama, as do dôshin (po- dishes and plates. Lacquer serving trays are commonly used to
licemen), secured by a belt and often hav- serve meals, especially at commercial eating places and inns.
ing the lower leg portion secured with
cloth or silk strips. Kuge wear trousers? Foodstuffs (Shokubutsu)
Unthinkable.
Alcohol: There are several varieties of alcohol available in the
Umbrella: Wagasa are made of bamboo
Empire. The most common, of course, is sake. Sake is made from
and oiled or lacquered paper, and are opened
white rice. It is drunk socially, to warm oneself on cold nights,
by pushing up a wood ring, to which all of the
and also used in religious ceremonies. Brandies and wines are
“spokes” are attached, up the straight wooden shaft. Wagasa are
also made from fermented fruit, the most common of which is
usually plain, but may be decorated to reflect the caste, sex and/
plum wine or plum brandy. Plum wine has a higher alcohol con-
or profession of the owner. For example, womens’ wagasa might
tent than sake and is more expensive than sake, as well. Euopean
be in bright colors, a merchant’s umbrella may have his shop
wines and brandies are available sporadically—depending which
name on the umbrella, and samurai might carry an umbrella with
way the political winds are blowing any given month—and are
his clan’s mon on it. The vast majority of wagasa in Sengoku
always very expensive to procure. (This is one place where a
Japan, however, are simple, with one color and no designs.
Contact with a nanbanjin trader comes in handy!) Alcohol may
be purchased by the flask or by the barrel. If purchasing liqour by
Cooking & Kitchen Instruments (Chori the cup, use half of the price listed for a flask.
Daidoroko yohin) Fruit: Much of the fruit (kudamono) in Japan is imported from
China, although some—such as plums, peaches and cherries—
In the Sengoku period, iron casting has become more preva- are grown locally. The types of fruit available at most markets
lent, and many items of everyday use—cauldrons, pots, vases, include grapes, mountain grapes (yamabudo), oranges, pears,
and the like—are produced by the cire perdue method (rogata). peaches, plums, and watermelon. Fruit is eaten fresh or pickled.
Bowls and Plates: Bowls and plates are made of lacquered Grains: Grains are the most common food throughout Japan.
wood or glazed ceramic. There are a variety of shapes and sizes, While rice is the staple crop, it is not the most consumed food.
each having it’s own name. Just a few are presented here, for Barley, millet and wheat are the most eaten foods in Sengoku
variety: large noodle bowl (donburi), rice bowl (meshiwan), and
Japan. This is because the farmers pay half (or more) of their rice
soup bowl (shiruwan). Many bowls are imported from China
harvest to the buke in taxes. What is left over is often not enough
(Chugoku) and Korea (Chosen).
to sustain a family, so the farmers grow other grains to supple-
Chopsticks: Japanese chopsticks (hashi) are made of wood.
ment their diets.
They are round (unlike Chinese chopsticks, which are squared)
Seafood: Japanese eat a lot of seafood (gyokai rui). Everything
and tapered, being thinner at the “eating” end. It is considered
from abalone to squid, and even seaweed and kelp, makes it to
extremely bad manners to stick chopsticks into a bowl of rice,
the dinner plate. Most seafood is cooked right away, or salted or
pick at food from bowl to bowl, or to stab food with them. Bushi
dried to preserve it. Some, like some types of fish, are eaten raw,
often carried a form of metal chopsticks in their wakizashi scab-
or barely cooked in soups.
bard, called waribashi (see Kogai, above), as it is considered very
Soups & Noodles: There is an extensive variety of soups,
bad luck to break one’s chopsticks during a meal just before battle
noodles and the like. For a list of common varieties, see page
(at the GM’s discretion, characters who break their chopsticks
180.
before a battle or duel may suffer a -2 to all skill rolls for the
Spices (Chomiryo) & Miscellaneous: Spices and other flavor-
duration of combat or until their next meal).
ings for food are used sparingly, with most being imported from
Cooking & food preparation items: A variety of utensils and
the continent (Chugoku). Nuts, maple syrup, honey and oil are
pots are available for preparing food. Most cooking pots are sus-
made locally by special craftsmen. Soy sauce (shoyu ) is made
pended over the kitchen fire, being hung from a beam or frame.
from soy beans, and is the most common flavoring for food in
Each one has a purpose, and only in the poorest of homes are
Japan. Sugar rock candy can be obtained from European traders
items designed for one use used for another. The items available
at high prices, and is considered a luxury treat. Another, more
are numerous; refer to the equipment list above for specific items.
common sweet treat is anko, a sweet paste made from red beans.
Cups: Like bowls, cups are made from either lacquered wood
Anko is used as a filling in some kinds of rice-flour dumplings
or glazed ceramic. There are a variety of shapes and sizes, each
and enjoyed by people of all walks of life.
having it’s own name. Just a few are presented here, for variety.
Tea: Tea (cha) is the most popular beverage in Japan, edging
Sake cups (sakazuki ) are short, wide cups. Tea cups (chawan) are
out even sake. There are numerous varieties, including tea grown
slightly taller and not as wide as sake cups. Many cups are im-
in Japan and those imported from China, Korea and even more
ported from China (Chugoku) and Korea (Chosen).
distant lands. The more common varieties include: green tea (o-
Sake flask: Tokkuri are ceramic flasks, about 6 sun (6”) tall,
cha), once imported but now grown locally, black tea, and brown
with a tapered neck for easier pouring. A tokkuri holds about .18
rice hull tea (genmai cha).
liters. A tokkuri is included in the sake set (below).
Vegetables: There is an extensive variety of vegetables
Sake set: a set of ceramic ware for serving sake. The set in-
(wayasai) available. For a list of common vegetables, see the
cludes one sake flask (tokkuri) and two ceramic sake cups
equipment list (page 180).
(sakazuki), which come in a small lacquered wood box (sake-
masu) for storage.

188 The samurai may have eaten nothing but he uses his toothpick.
— Japanese proverb
WWW.SENGOKU.COM

Furniture (Kagû) & Household Items inches) straw mats covered with a fine
cloth or silk. Tatami invariably one ken
Armrest: Kyosoku, armrests for use when sitting in the tradi-
(six feet) long and three shaku (three feet)
tional seiza position on the floor. Kyosoku are made of wood,
wide. Rooms in all Japanese buildings
with a padded cushion on top, appearing like a very small table or
are measured in tatami; that is, by how
a long, thin stool. In the film Kagemusha, the man impersonating
many tatami it takes to cover the floor.
the daimyô Takeda Shingen is often seen using one.
Mosquito netting: Kaya is a nearly in-
Bamboo blinds: Sudare are window blinds made from cord
visible netting made of silk, cloth or hemp
and thin, horizontal bamboo slats or strips. They are more com-
used to keep mosquitoes and other tiny pests
mon in bonge homes.
away. The price listed is for a net large enough to cover a bed,
Bedroll: Bedrolls (futon) are padded, silk- or cloth-covered mats
being an open-bottom, rectangular prism suspended over the the
upon which people sleep. Futon can be found in all but the poor-
user from the ceiling or rafters. Larger versions are also avail-
est homes and inns. A quilt or blanket is generally used to cover
able, some large enough to cover an entire room. Mosquito net-
oneself while sleeping on a futon, and a “pillow” or head-rest is
ting is primarily used while sleeping during the summer months,
also used.
when the pests are the most abundant.
Blanket: A quilted silk or cloth comforter, used primarily while
Oil lamp: Oil lamps consist of a shallow metal basin of oil
sleeping.
with a rush wick floating in the oil and hanging over the side.
Candle: Candles (rôsoku) are uncommon in Sengoku Japan.
Pillow/headrest: The Japanese pillow looks like a small wooden
Wax is scarce because the wax tree is not being cutivated and
box with a padded silk cushion on top, or a padded silken roll.
beeswax is virutally unused. Most candles are made of pine resin
Head-rest are more common among the buke and affluent bonge.
with a paper wick. One candle last for 2 toki (4 hours). Candles
Naturally, no self-respecting kuge would sleep with his head touch-
are sometimes placed in candle sticks and sometimes within pa-
ing the floor.
per lanterns. Historical note: During the Edo period (after 1603),
Privacy screen: Privacy screens (fusuma shoji) are folding, self-
wax candles become much more popular and common, replac-
standing screens of varying sizes. The average fusuma shoji is
ing oil lamps as the primary source of lighting.
one ken (6 feet) tall and two ken wide. Fusuma are constructed of
Dining table: A short, wooden table (handai) around which
a three-section wooden frame with either paper, lacquered wood,
people sit for meals. The Japanese sit on the floor, so the table is
or a combination making up the sides. Most fusuma are deco-
only about two shaku (two feet) high. Men and women do not eat
rated with beautiful paintings of scenery, animals or religious
at the same table; women eat in the kitchen or after the men have
symbols. Privacy screens with inlaid gold designs, which cost
finished.
two or more times the listed price, are also available.
Door curtain: Noren are cloth or silk curtains suspended from
Stone lantern: Stone lanterns (tôrô) look like minature stone
the top of windows or, more commonly, doorways. Noren are a
pagodas, with a space into which a candle or lamp is placed (see
common sight, especially at shops. The noren may be decorated
also page 192).
with a painted artwork, symbol, message, or crest (mon ) of a clan
Strongbox: The sen-ryô (“thousand ryô”) is a large lacquered
or the merchant house. Noren hang low enough in a doorway that
wooden box, measuring two shaku by one shaku by one shaku . A
those entering must bow to avoid walking into the noren, thus
strong box is just the right size to store 1,000 ryô in gold coin,
serving a dual purpose—decoration and promoting courtesy,
thus its name.
Mat: Straw floor mats (tatami) are thick (about six sun, or six
Weapon racks: There are two primary types of weapon racks
of concern: bow stands (chado-kake) and sword stands (katana-
kake). Bow stands are tall wooden stands designed to hold the
yumi (or dai-kyû), the Japanese great bow. The bow rests upright
against the stand. Sword racks are designed to hold the weapons
horizontally. Sword stands are available for a single katana, for
paired swords (the dai-shô). There are even some stands designed
to hold a dai-sho plus a matching tanto. Vertical stands (tachi-
kake) are available for holding a lone tachi .
Wind chimes: Furin are short, hollow bamboo tubes strung
together and hung from a ceiling, veranda or other overhang. When
a breeze blows, the chimes create an almost musical sound.

Music & Entertainment


Biwa: The biwa is a stringed instrument similar to a lute. It
consists of a large, oval-shaped portion, flat on one side, with a
short neck. The biwa is a popular instrument and many ensembles
include one. It creates a rich, pleasing sound, and is a favorite
instrument among many women. The great Lake Biwa is so named
because its shape is reminiscent of this instrument.
Drums: Drums are made by stretching a skin (usually deer-
skin) across a wooden drum. There are several varieties of drums
in Sengoku Japan, including small and medium sized drums
(taikô), being one shaku to one ken in diameter, to the huge drum

For a samurai in service it’s quite fitting that his outer gate and guardhouse, porch and entrance, and his reception room be as fine as
may be consistent with his income. But the inner parts of the house where his wife and family live are should be considered adequate
however unsightly, provided they keep out the rain, for it’s important that one spend as little as possible on repairs or renovations. 189
— Daidôji Yûzan
SENGOKU: REVISED EDITION
(ô-daiko), which is three ken in diameter. Personal Effects
The ô-daiko rests horizontally on a large
Fans: Fans are everywhere. Anyone with a moderate income
raised platform, allowing a standing
or better has one. Fans provide some relief from the humid heat
drummer to play it with fat, two shaku
of summertime. Even more so they are a fashion statement, espe-
long sticks.
cially to city dwellers. There are several varieties of fans.
Flutes: Flutes are commonly made
The flat fan (uchiwa) is not often seen any more, having been
from bamboo. Some are played with a
replaced in popularity by the folding fan. Flat fans are made of
mouthpiece mounted on the side of one end
lacquered paper stretched over a wooden frame. They are usually
of the flute, while others have a mouthpiece on
round in shape, though square and oval varieties exist. Most are
the end of the flute. One-shaku-long bamboo flutes are called
decorated with painted scenes of nature.
shakuhachi. They are popular among all castes, and especially
The folding fan (ogi) was introduced from China and has be-
with the komuso, the wandering priests of the Fuke sect of Bud-
come the defacto fan of choice among the Japanese. Folding fans
dhism. Smaller flutes, called fue, are also available.
can be found tucked into nearly every obi, from the average bonge
Flute bag: A long, thin silk bag to carry a flute. The bag has a
townsman to the most powerful daimyô . Only farmers and hinin
cord to tie off the open end.
are likely to be seen without one.
Game paddle: A hagoita is a square, lacquered wood paddle
Signalling fans (gunbai) are sturdier version of uchiwa. They
for use in playing hanetsuki, a badminton-style game popular
usually are of metal frame construction and some models are made
among the kuge. The hagoita are often decorated with very bright
completely of metal. They are invariably brightly painted, often
colors and designs. Brightly decorated hagoita are also a popular
with the crest (mon) of the owner. They can be used as makeshift
accessory at many religious festivals.
weapons, but their primary use is as a signaling device by samu-
Go set: This set consists of two wooden containers, each con-
rai lords and generals on the battlefield.
taining a set of ceramic “stones” (one white set, one black set),
Handkerchief: Handkerchiefs are not in widespread use, though
and a Go board. The go board looks like a wooden block, mea-
they do exist, mainly among affluent bonge and buke who desire
suring 2 shaku on a side and one shaku tall, on short wooden legs.
to emulate the newly discovered nanbanjin fashions. They may
On the surface are lines forming a grid. The stones are placed at
be of plain, cloth design (yo-bukuro) or fancy, decorative silk
the intersecting points during play.
(fukusa).
Hichiriki: A high-pitched flute similar to a piccolo.
Money purse: Uchi-bukuro are laquered paper, cloth or thin
Koto: The koto looks like a three-stringed “banjo,” of sorts,
leather “wallets,” used to hold large coins (paper currency doesn’t
with a small round body and long neck. The koto is played using
exist in Sengoku Japan). Monme-ita and bu-shoban are stored in
a large traingular spetum. Though not as popular as the biwa, the
koto is nonetheless a common instrument throughout Japan. money purses but zeni are not, as a rule. Money purses are kept in
Shô: A mouth organ with several tubes of varying heights. It is a pocket in a kimono sleeve.
Netsuke: Netsuke are small, palm-sized toggles carved in the
played in court music, and produces a haunting sound.
form of human figures, plants, animals and a number of other
Shogi set: A shogi set consists of a wooden board (often lac-
objects. The motifs available are limited only by one’s imagina-
quered, for durability) with a grid of sqaures, and a number of
tion: religion, mythology, legend or even poetry are common in-
wooden playing pieces. The playing pieces look like miniature
ema (votive plaques), and each has kanji characters written on spirations. Netsuke have one or two holes for cords from which
purses or pockets for holding everyday items (such as money,
one side, indicating each type of piece.
Shuttlecock: Hane are the shuttlecocks used in the game
hanetsuke, popular among kuge. The shuttlecock is made with a
small cloth-wrapped ball or large nut. Sometimes the “tail” is
made from the excess cloth and sometimes with feathers.

Other things that show a stupid lack of consideration are pointing the elbow toward where you know the lord is, talking about him
190 while sprawling on the tatami, throwing aside or tearing a letter from one’s parents or using part of it to clean a pipe or night lamp.
— Daidôji Yûzan
WWW.SENGOKU.COM

writing materials, medicinal herbs or tobacco) were suspended Tools (Dôgû)


from the belt (obi); the netsuke was inserted under the obi, thus
Abacus: The soroban is a Japanese
preventing the suspended item from slipping down. Netsuke were
abacus. It is a roughly one shaku tall
originally made of root-wood, but now may be made of wood,
frame with cross rods holding a number
ivory, jade, bamboo, nutshells, semi-precious stones, metal or
of wooden beads. The soroban can be
ceramic. Some varieties are hollow, for carrying very small items
used to perform mathematical calcula-
(available at double the listed price).
tions up to and including algebraic ones.
Pipe: Kiseru, a bamboo pipe with an iron or brass bowl. Kiseru
Use of a soroban adds +2 to any skill involv-
vary in size and construction, with some models made entirely of
ing methematics.
metal. The latter are favored as makeshift weapons by some bonge,
Armorer’s kit: See Arms and Armor Care (above).
including gangsters and gamblers, which has led to the develop-
Armorer’s workshop: See Arms and Armor Care (above).
ment of a bugei—kiseru-jutsu (Pipes).
Bowyer’s kit: See Arms and Armor Care (above).
Sachet: Tagasode, a small silk drawstring bag containing vari-
Bowyer’s workshop: See Arms and Armor Care (above).
ous herbs, incense or perfumes. It can be stored in a chest or other
Bucket: The oke is a typical Japanese wooden bucket with a
container to keep clothes smelling fresh. Another popular use
cross bar forming a handle for carrying. The bucket can hold about
among buke and affluent bonge is to keep the sachet in a kimono
two gallons’ worth of a liquid (or grain, dirt, etc.).
sleeve, adding a subtle fragrance and helping to repel pesky in-
Craft tools: A set of common tools for use with a particular
sects.
craft. A set of these tools is required for use of the Craft skill. The
Seal stone: Seal stones (hanko) are signature stones, roughly
particular skill (i.e., specialty) must be indicated when the set is
one sun across and three sun high (1” x 3”). Into the bottom is
purchased. Tools for one craft may not be used for another, dif-
carved the stylized kanji characters of the owner’s name. The
ferent craft.
hanko is pressed into “dragon’s blood” (an ink- or dye-filled fi-
Hoe: The kuwa is a six-shaku-long bamboo pole with a small,
brous pad) and then pressed onto documents. A hanko seal is
square blade attached. It is used by gardeners and farmers.
used in the same manner as a signature; using someone else’s
Rake: The manno is a bamboo rake, made up of strips of sturdy
hanko is a crime.
bamboo or a carved wooden comb-like attachment at one end. It
Signaling baton: A signaling baton (saihai) consists of a lac-
is used by bonge gardeners, farmers, and the like.
quered wood baton with paper streamers on one end. It is used by
Spade: A suki is a short bamboo rod with a metal shovel blade
military commanders to guide their troops in battle. When de-
attached to one end.
ployed, the streamers make a loud snapping or clacking sound.
Lockpick kit: A lockpick kit consists of several small metal or
Tobacco: Tobako was originally introduced by nanbanjin (Eu-
ropeans), but is beginning to be cultivated by some Japanese farm- wire devices for use in picking locks. Lockpicking itself is a crime,
as is the mere posession of a lock pick kit. Though not required in
ers on a limited scale. Tobacco smoking is considered somewhat
order to use the Lockpicking skill, this set does provide a +2 to
chic in Sengoku Japan. Tobacco is sold in small paper-wrapped
Lockpicking skill checks.
undles, containing enough tobacco for five smokes with a pipe
Saws: Saws are generally made of bamboo, for cutting through
(kiseru).
soft items, and metal teeth for those tough jobs. A small saw
Tobacco pouch: Tobako-ire, a small silk bag for storing to-
(nokogiri) is useful for cutting through pieces of wood, treelimbs,
bacco. A tobako-ire holds enough tobacco for five smokes or
and the like. Large saws worked by two men (called oga) are
“puffs” with a standard kiseru (pipe).
used for felling trees and large beams of wood.
Towel: Tenugui, a small cloth towel, about 9 sun x 2 shaku (9”
x 2’) in size. Its primary use is in a bath house, where it is used
wet and rubbed over the body to soak up excess water after a bath
and then wrung out; this doesn’t completely dry one, but the re-
maining moisture is taken up by clothing when dressed, and the
evaporation process helped to keep one cool in the summer. The
tenugui has other uses as well, including use as a makeshift
headband (hachimaki) for workers.
Wood chip heater: A small earthenware container, roughly 3
sun in diameter. The heater uses small pieces of charcoal, which
burn slowly. A small piece of wood lasts one-half toki (60 min-
utes); a piece of charcoal lasts twice as long (1 toki). The wood
chip heater can be used to burn incense, or kept in a kimono sleeve,
providing moderate warmth for as long as the material inside is
burning.
Wooden clappers: Hyôshigi are used as an alarm, warning citi-
zens of danger. They are most commonly used by night watch-
men to raise the alarm when a fire is spotted.
Wrapping cloth: Furoshiki are large, silk or cloth squares,
measuring one ken on a side. They are typically wrapped in a
triangle around the item(s) to be carried, and then tied to a stick
or attached to yet another cloth and worn over the shoulder like a
bandolier.

People who have an intelligent appearance will not be outstanding even if they do something good, and if they do something normal
people will think them lacking. But if a person who is thought of as having a gentle disposition does even a slightly good thing, he will be
praised by people. 191
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
Transportation (Yu) Snowsled: The sori is a wood carriage on skis. It is used to
transport goods (or children) across snow.
Fishing boat: Fishing boats are used
by coastal fishermen. It has no sail. The
boat comfortably seats two, though four Traveling (Ryokô) & Survival (Ryoshoku)
people can fit into a fishing boat. Items
Galley: A large galley capable of car-
Backpack: The Japanese backpack (yaseuma ) is an open
rying 100 men—mostly in the rowing seats.
wooden frame which is worn on the back and strapped to the
The galley also has a sail, which may be raised
carrier. Items may be stacked on the pack and secured with rope
when needed.
or cord.
Junk: A Japanese junk is based on the Chinese design. It is a
Basket: A straw or bamboo grass basket used to transport food-
flat-bottom boat with a single, large sail which can be deployed.
stuffs or other goods. It may be carried by hand, on one’s back or
The boat may also be sculled. A junk can carry up to 25 people,
atop one’s head (balanced with one hand).
including crew.
Flint and steel: Used for starting fires. These items are uncom-
Merchant ship: Large merchant ships carry trade goods up
mon, but available at a price, nonetheless.
and down the coast of Japan, and to river towns. A merchant ship
Lantern oil: Oil for maps and lanterns (chôchin abura) comes
can carry up to 200 men (including a crew of 20), up to 10 metric
primarily from vegetables and rape seed. The listed price sup-
tons of goods or a combination thereof (assume each passenger
plies enough oil for 1 toki (120 minutes).
weighs 100 kg; minimum crew of 10). Merchant ships are pat-
Lifebelt: An uki-bukuro consists of a cord tied around the waist,
terned after European sailing ships, which were introduced to
from which are suspended four airtight skin bladders. The blad-
Japan in 1542.
ders may be filled with air and tied off, providing added bouyancy
Oar: Ro, a large wooden oar for use with a rowboat or galley.
to heavily-laden people (such as armored bushi) fording rivers
Palanquin: The palanquin (kago) is a hanging wooden com-
and such. A lifebelt negates the need for a Swimming (suie-jutsu)
partment, suspended from a wooden beam and carried by two or
roll to stay above water.
more people. Kago can be simple, black lacquered devices, or
Portable lantern: Chôchin are lanterns made of paper glued to
ornately decorated. A sliding door one the left side allows the
a bamboo frame. Candles or a small oil lap may be placed inside,
passenger to enter and exit, and a sliding window on each side
and the lantern may be suspended from a pole or itself carried by
allows the passenger to look out. Curtains hanging inside the kago
a wooden handle. It is considered suspicious for anyone to walk
to cover the windows are common. The mountain palanquin
about in darkness without one. People on government or other
(yamakago) is a hanging wicker basket-like compartment, sus-
important business commonly carry a chôchin with “goyô ” (“of-
pended from a wooden pole, and carried like the kago. Histori-
ficial business”) painted on the lantern in kanji.
cally, only those of samurai status were allowed to ride in kago;
Porter’s trunk: A lacquered wooden box, approximately two
this included doctors and honored individuals (such as champion
by two shaku by one ken long (2’ x 2’ x 3’). It is large enough to
sumôtori), as well.
hold one full set of samurai armor or two strong-boxes.
Riverboat: A wooden, flat-bottom boat, roughly four ken (12
Provision bag: A cloth bag (kate-bukuro) designed for carry-
feet) long for use in navigating the shallow rivers of Japan. The
ing provisions, such as food, tools, and the like. It is most often
riverboat is sculled, using a long rudder-oar mounted to the back
used by bushi on campaign.
of the boat. Some riverboats have an enclosed compartment built
Rations: Rations can include any food prepared for easy stor-
in the center of the boat, functioning as a small room for passen-
age and transporting, such as rice balls wrapped in leaves, nuts,
gers. This compartment protects passengers from the elements
tofu, etc. (See Food, above)
and obscures them from public view, as well.
Rice bag: Uchige, a cloth or rice-straw sack for hauling rice.
Rowboat: A small, flat-bottom, wooden boat. Rowboats are
Holds the equivalent of one-fifth koku (about 1 bushel) of rice.
two to three ken (six to nine feet) long and are rowed using wooden
These bags are used to deliver rice used as tax payments, and by
oars (ro) or a sculling oar. They are used primarily to transport
anyone needing to haul a large quantity of rice.
personnel from larger ships (galleys, etc.) to and from shore.
Rope: Ropes (nawa) are made of a variety of materials, includ-
ing hair (human or horse being the most common), hemp or silk.
Ropes are priced by the shaku (foot), except for hojo cords and
sleeve-tying cords, which are sold in fixed lengths.
Shoulder bag: A straw or woven bamboo grass sack and cord
(shoiko) worn over one’s shoulder. The shoiko can store a mod-
est amount of goods (about 5 liters in volume.)
Stone lantern: Stone lanterns consist of a one to two shaku
(one to two feet) tall stone pedestal, a hollow stone box, and a
stone lid. A candle or oil lamp is placed inside for light. Stone
lanterns are typically found in gardens and at the entrances of
gates, temples and other buildings.
Torch: Taimatsu are made from bamboo poles wrapped on one
end with cloth, moss or other natural, flammable material. A torch
will burn for one-half toki (60 minutes).
Water bottle: Sections of bamboo trunks and dried gourds are
used as water containers.

When one departs for the front, he should carry rice in a bag. His fundoshi should be made from the skin of a badger. This way he will
192 not have lice. In a long campaign, lice are troublesome.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

SERVICES
Note: If no denomination is listed, assume prices are in zeni for
hinin and bonge, and in monme-ita for buke and kuge, unless
otherwise noted. (ML = Membership Level, SL = Skill Level)

ROOM & BOARD


Service Cost
Tea, cup 1 zeni
Meals:
Rice, with tea 3 zeni
Full meal, with tea 8 zeni
Rent:
upper level of shop 2 monme-ita per month
avg, 2-story building (9002 ft.) 5m /month (5 bu /year)
Stay at inn (yado), per night:
with 2 meals 10z
with no meals 5z
private room 2x cost
weekly rate (incl. meals) 1m
Use of bathhouse (furo) 6

ENTERTAINMENT Attendant (bonge):


Service Cost month 5 monme-ita (20m)
Buy contract of: retain per year 5 koku or 5 bu-shoban
courtesan, child 10b (20b)
courtesan, adult ML x 25 bu (100b) Attendant (samurai):
Geisha ML x 100 bu (400b) month ML x 10 monme-ita (5m)
Geisha’s services Geisha’s ML in bu-shoban retain per year ML x 10 koku or 10 bu-
per night shoban (5b)
Prostitution: Attendant (kuge):
post-station girl (shukuba-joro) 10 month ML x 100 monme-ita
visit to a brothel Prostitute’s ML + 1 in (5m)
monme-ita (5) retain per year ML x 100 bu-shoban (5b)
Theater: Bodyguard (yojinbô): Appropriate SL in
attend Nô performance 8 monme/week
contract private Nô performance Host’s ML x 50 week (10 days) SL in monme-ita (4m)
Throw a party for peers Host’s ML month SL x 3 monme-ita (12m)
Courtesan:
week (10 days) SL in monme-ita (4m)
HEALING month SL x 3 in monme-ita
Service Cost (12m)
Doctor’s attention 10 per day (plus cost of Craftsmen, per:
medicine/drugs, if any) week (10 days) SL x 30 zeni (120z)
Massage 10 (or 1 per 2 locations on month SL in monme-ita (4m)
Hit Location table) Laborer, per:
day CON x 3 zeni (12z)
week (10 days) CON x 30 zeni (120z)
HIRED HELP month CON in monme-ita (4m)
Cost is given per time period (week, month, etc.) The cost in paren- Samurai retainer:
thesis represents the wage for an average person of that profession (i.e., per year See ML & Income table
stat and/or skill level of 4). (page 85)
Service Cost Shinobi:
Artistan: hire for one mission 5x shinobi’s ML in bu-
week (10 days) SL x 60 zeni (240z) shoban (20b)
month SL x 2 monme-ita (8m) retain genin, per month 25x shinobi’s ML in bu-
Ashigaru: shoban (100b)
month 5 monme-ita (5m) retain clan, per week 1,000b (if the clan is even
retain per year 5 koku/5 bu-shoban (5b) willing to be bought;
GM’s discretion)

Even if your lord does not hear of it or the councilors and superior officers despise you for it, it is an unspeakable thing that a samurai
should be thought to make complaints about the reduction of his stipend. 193
— Daidôji Yûzan
SENGOKU: REVISED EDITION

QUALITY OF ITEMS
The cost and function of the arms, armor and equipment de-
scribed in this chapter are given for average specimens. Extremely
well-made (and poorly made) examples also exist. In fact, items
may be graded as being one of several “levels” of quality.

LEVELS OF QUALITY
MISCELLANEOUS In SENGOKU, there are six levels of quality used to describe items
Service Cost of all kinds, from weapons to works of art. The levels of quality
Money-changer fees 1% of total exchanged correspond to the Difficulty Value table (see Chapter 13, The
(roughly 10z per 1b ex- Rules). These levels are given below.
changed)
Mystic services performed: Level of Quality Table
blessing SL in monme-ita (4m)
divination SL x 25 zeni (1m) Effect
exorcism SL x 3 monme-ita (4b) Number Quality
Shampoo and hair styling 10 4-9 Extremely Poor
Shrines & Temples: 10-13 Poor
casual visit 5 14-17 Average
major visit* (PIE + ML) x 10 18-25 Above-average
retreat, living on premises PIE x 5 per week 26-29 Master
30+ Legendary
* (includes pilgrimage, thanks for divine help, festivals or purification)

TRANSPORTATION EXTREMELY POOR QUALITY


Service Cost ITEMS
Courier (hikyaku ) 1m /ri
Extremely poor weapons and armor function at a –1, but for
Ferryboat travel 1m /ri
each combat they are used in, there is a one-in-six chance of the
Kago travel 2m /ri
weapon breaking or the armor suffering a catastrophic failure
Passage on coastal ship 1m each stop
which could force the PC to have to withdraw. Roll 1d6 at the
River-crossing, goods 1m per 10 pounds
beginning of combat. If the result is a 1, at some point in the
River-crossing, person Passenger’s BODY stat in
fight—GM’s discretion as to when—the item will fail.
monme-ita
For example: A thief, Michinaga, has found a sword hidden in
a treasure room. It is richly mounted, and he thinks it is therefore
a good weapon. Unbeknownst to him, it is actually an extremely
poor tachi in expensive furniture — a dress piece. On his way
out, he is challenged by two guards. He chooses to fight with the
tachi, so the GM secretly rolls 1d6 and it comes out 2. The GM
decides that the third time Michinaga strikes armor or parries
with the weapon, it will snap at the guard. Michinaga scores a hit
on the first guard’s torso, protected by a hara ate, then parries a
yari thrust. His third strike is parried by the guard, and the sword
snaps. Michinaga is now unarmed and facing two armed oppo-
nents.

POOR QUALITY ITEMS


For poorly made ones, there is a –1 penalty to the primary func-
tion. In the case of damage, the minimum DC of a weapon is 1/2½,
or 1d3 damage. Further, no damage result can be less than 1.

ABOVE AVERAGE QUALITY


ITEMS
For above average items, the bonus is +1. Thus, Above-aver-
age armor would be +1 KD, +1 AV for above average quality
tools, +1 DC or +1 AV for above average weapons, and so on.

One who is a samurai should never neglect the offensive spirit at any time and in all matters. …even the least of the people…should all
194 cherish some rusty blade, wherein is revealed the warrior spirit of this Empire of Nihon.
— Daidôji Yûzan
WWW.SENGOKU.COM

MASTER QUALITY ITEMS ity. After a short time in the tea house,
the GM tells the samurai’s player that
Master quality items are those of the highest man-made qual- his sword has fallen over onto the floor.
ity. They are individual specimens of master quality workman- Embarrassed (and no doubt a little an-
ship. Master quality items fetch incredible prices on the open gry), the samurai picks up the sword and
market, if they can be found for sale at all. In most cases, master puts it back into the rack. Again, a short
quality items are handed down as heirlooms or given as gifts of time later, the GM decides that the sword
incredible value. Such gifts are sometimes given to ensure the falls over again. Exasperated, the players
loyalty of the recipient to the giver (such as when Toranaga gives asks the GM why the sword keeps falling over.
the priceless tachi to Kasigi Yabu in Shôgun.) “Must be impatient,” the GM replies.
Master quality items provide a bonus of +2 to one of the fol- Another brief example would be a master quality katana with
lowing: The skill roll with which the item is used (i.e., +2 AV an “aggressive” personality, which has a tendency to strike other
when the item is used); The KD (for armor); The DC (for weap- samurai’s scabbards when the owner walks by them.
ons). In the case of weapons, the +2 bonus can be split between While these examples are slightly exaggerated, it demonstrates
both the AV and the DC of the weapon. how an item’s personality can be brought into play.
For example, a master quality sword could have +2 AV, +2
DC, or both +1 AV and +1 DC.
In addition, every master quality item has a name and a person- LEGENDARY ITEMS
ality, and is unique. No two master quality items may be identi- SENGOKU does not have “magic items” per se. Items of incred-
cal—each master quality item in a given campaign must be unique. ible quality and or enchanted items are called Legendary items.
Legendary items have the same benefit (i.e., bonuses) as Master
Item Name quality items, with the additional benefit of a single “enchant-
ment” of some kind.
Most samurai choose names for their swords, though this is not Legendary items may only be created by supernatural forces
a hardfast rule. Master quality items, on the other hand, must have (kami , bosatsu, and so on). Each Legendary item has a “personal-
names. The name may be chosen by the creator or the first owner. ity,” like master quality items. In addition, like Master quality
Until a name is selected for a Master quality item, it will function items, every Legendary item must have a name, though the name
only as Above-average in quality. is chosen by the being (kami , bosatsu, whatever) that creates it.

Personality Restrictions
All master quality items must have a personality. The personal- Each legendary item is unique. There can never be two Leg-
ity of a master quality item is often based on the personality of its endary items with the same description or effects in one cam-
creator (GM’s discretion), and may be an exaggeration of some paign.
aspect of the creator’s personality. This can be a manifestation of Any type of item can be Legendary—a katana, helmet, or even
a Mental Complication or an intense desire on the part of the a tea cup. The types of legendary items is limited only by the
creator, or a “purpose” for which the item is created, as defined imagination of the kami and Buddhas (or the GM).
by the maker.
The personality of an item is described as a personality or emo-
tional trait. For a list of examples of “negative” personalities, see Enchantments
the section on Mental Complications (Chapter 8). An item’s per- Legendary quality items each have a special ability, called an
sonality can also be a “positive” one, as well. Some examples enchantment. Special abilities are based on spells, although they
of acceptable personalities include “impatient,” “bloodthirsty,” need not be magical in nature, per se. The enchantment can be of
“serene,” “jealous,” “loyal,” and so on. almost any kind of effect the GM chooses. As a rule of thumb, a
The personality of the item must be determined at the time it is Legendary item should have effects with a value of no more than
created, and is subject to approval by the GM. The personality 50 OP (or 10 Power Points). GMs desiring to create Legendary
may be chosen at any point in the creation process, from the be- items are free to simply select a prayer from the Magic chapter
ginning of the process to mere moments before completion. If a and declare the prayer as the item’s special ability, if they so
personality is not chosen for the item by the time it is completed, choose.
however, then the item is “reduced” to Above Average quality
and may never be improved. Appraising Quality of Items
Roleplaying situations in which the item’s personality could Unless the PCs have studied arms or armor, they will not know
come into play may seem to be very difficult. In fact, all it re- the quality of the items merely by looking at them. They will
quires is for the GM to provide for “things” to happen in the need to consult with a professional—a maker or a scholar of such
vicinity of the item which could be attributed to the item’s per- things—to determine this. Characters with the skill required to
sonality. While it does not directly affect the mechanics of the create a similar item or the appropriate Expert skill may attempt
game, necessarily, it should be used as an opportunity for great to appraise an item’s quality. The character makes a skill roll
roleplaying encounters. using his INT + SKILL (DN 18). On a successful roll, the charac-
For example, a samurai is at a tea house having a cup of green ter determines the true quality of the item. For example, to ap-
tea and relaxing before a scheduled duel. The samurai is in pos- praise a sword, a character would need to make a skill check
session of a master quality katana with an “impatient” personal- using his INT + Swordsmith.

It is a wretched thing for that the young men of today are so contriving and so proud of his material possessions. Men with contriving
hearts are lacking in duty. Lacking in duty they will have no self-respect. 195
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

CREATING Raw Materials


Raw materials must also be acquired by the artisan or crafts-

ITEMS man. The cost of the raw materials equal one-tenth the listed cost
for the item being created. The cost of the materials is based on
the listed cost of an average quality item.
In SENGOKU, characters with the appro-
For example, a simple wooden bucket has a listed cost of 2
priate craft, artistic or smithing skill can cre-
monme-ite. The cost of the raw materials required to create a
ate items. These include works of art, tools,
bucket equals one tenth of a monme-ita, or about 17 zeni.
ceramics, clothing, or any of a number of differ-
ent kinds of items, including weapons. A character may spend two-and-one-half times this amount (or
one quarter the listed cost of the item to be created) to receive a
+2 to his skill roll when creating the item (or to the Effect Num-
WHAT’S NEEDED ber, if using the Routine Quality rules, below).
Creating an item requires the appropriate skill, time, and raw
materials.
ROUTINE QUALITY RULE
Skill Artisans and craftsmen can create items of a given quality with-
out requiring a skill check. It isn’t realistic to assume that a crafts-
Characters with the appropriate skill may create items, equip-
man with a skill level of 5 has an equal chance of creating an item
ment, or artistic creations.
of Poor, Average or Master quality. In other words, characters
For example, characters with the Smithing skill can create tools
shouldn’t have to rely on a random roll of the dice to create some-
and simple metal items; those with Calligraphy can create fine
thing which, for their character, should be a routine task. An arti-
artistic written works; those with Swordsmith can create katana,
san or craftsman of a given skill level should be able to count on
wakizashi and no-dachi, and so on.
creating items of a quality reflecting their skill level. This section
addresses that issue.
Time The quality of item that a character can routinely create is based
The time it takes to create an item varies, depending on the type on the artist or craftsman’s skill level. Use the following formula
of item being created. As a general rule of thumb, the GM may to determine the quality of item that the character can routinely
assume that it takes one full day to create simple items (small create, without the need of a skill roll: (2x skill level) + 10. Then
artistic works, small articles of clothing or furniture, tools, most compare the total, called the Effect Number, with the Level of
weapons, and the like), one week for items of moderate complex- Quality Table, above.
ity (pottery, man-sized furniture or artistic works, large items of For example, Toshi has a Lacquer skill of 6. To determine the
clothing, swords, and so on). Ultimately the time it takes to cre- quality of item he can routinely create without requiring a die
ate an item is determined by the GM. roll, he uses the formula above. Two times his skill level is 12,
plus 10 gives a total of 22. Checking the Routine Quality Table,
we see that Toshi can routinely create items of Above Average
quality without requiring a skill check to do so.

Creating Items of Higher Than Routine


Quality
Characters attempting to create items of a quality higher than
their indicated “routine quality” must take extra time and then
make a die roll. By moving down the Time Chart one step, the
character may make a skill check using their Stat + Skill + 3d6 as
normal, using the low number from the range of numbers for the
desired quality of item from the Levels of Quality Table.
For example, if Toshi, who can routinely create items of Above
Average quality, wished to try to create a Master quality item he
will need to spend additional time (i.e., move one step down the
Time Chart) and make a skill check with a DN of 26.
Success: If the skill check is successful then the item is created
and of the higher quality.
Failure: A failed roll indicates that the item is created, but is
only of the character’s routine quality; the quality of the item is
not enhanced.
Critical Failure: On a critical failure the item is created, but of
one step lower quality.

…for retainers to possess valuable articles is the same as if the master himself possessed them. Should the master still desire something
[of his retainers’], he should offer double its appropriate price. Otherwise, those retainers who learn of such acts will lose their desire to
196 have such things and, in the end, famous heirlooms will be sent off to other provinces.
— Asakura Soteki
WWW.SENGOKU.COM

GAME RULES

197
SENGOKU: REVISED EDITION
You’ve read up on Japan. You’ve made
a PC or two. Now you want to know the IT’S MY TURN. NOW WHAT?
most important thing about playing Once your turn to act comes up in the phase, you can start tak-
SENGOKU. How to play SENGOKU. Here’s ing actions. Actions are basically things you can do within the
the chapter you’ve been waiting for: how span of a few seconds, like use a weapon, dodge, or even start an
do you chop and dice your way through Action that may stretch over several phases (like picking a lock
Japan? How do you move, gain experience, or writing a poem).
improve yourself? Read on, honorable adven-
turer. What Can I Do During My Turn?
You can do one thing each phase. This could include:
• Attack

TIME, INITIATIVE AND • Move


• Dodge
• Non-combat action
ACTIONS Each one of these things would be considered an action.

Now that you’ve created a character, its time to use him in the Free Actions
gaming environment. This means learning how things work in These are things you can do automatically, without spending
the Fuzion system. any of your actions. An example would be standing up, continu-
Fuzion uses two ways of measuring time. The first, Roleplaying ing any action already engaged or any “power” that doesn’t re-
Time, or “game time,” works just like it does in real life. It is quire a roll. To be sure, ask your Game Master (GM) which ac-
divided into seconds, minutes, hours, days, weeks, etc. (or the tions are free in his game.
Japanese equivalents).
The second way, Combat Time, is far more exacting. In combat

DISTANCE AND
or other situations calling for precise tracking of time, time is
divided into three-second combat Phases. Four phases makes up
one Round. Anything that takes longer than a phase is considered
to be a long action, and will take at least 12 seconds (one Round)
to complete. In extreme cases, you may even want to use minutes MOVEMENT
or hours to describe especially long actions. Movement in SENGOKU follows the basic rules outlined in Fuzion.
However, there are specific rules that add a level of detail to the
INITIATIVE game. GMs are free to incorporate these rules or simply ignore
them.
Each Phase, every player (who isn’t unconscious or otherwise
Distance is measured in either meters (1/2 ken) or feet (one
out of the fight) gets to do something during that phase. But who
shaku). You may, however, see some distances given in “inches.”
goes first? This is decided by determining initiative. There are
One inch indicates one inch of distance on a map marked with
two optional methods for determining initiative.
squares or hexes. Thus, if you are using 25mm minatures or fig-
ures on a map that has one-inch-wide hexes, one “inch” equals
Simple Method roughly two meters of game distance.
The character with the highest REF always acts first in a phase. Movement is the distance a character can move in a single phase,
They may also be allowed to hold their action (see Wait under which value is determined by the MOVE characteristic.
Advanced Actions, page205 ) and act later in the phase. The char- There are two movement scales: Figurative Movement and Lit-
acter with the next highest REF score acts next and so on. If the eral Movement. Figurative Movement uses the raw MOVE score
characters are still tied, then roll a die to break ties at the start of compared to another MOVE score to see which is faster. This is
combat; the highest number goes first. This method is better for a good for quick decisions regarding speed and distance. Literal
group of characters vs. GM-run melees. Movement is a measurement of actual distance, and is best for
realistic distances. As a general rule:
Optional Method Run: Multiply the character’s MOVE score by 2 meters (1 ken)
per phase to determine his running or “combat” distance.
At the beginning of each phase, each character rolls three dice Sprint: Multiply the character’s MOVE score by 3 meters (1.5
(3d6) and adds his Reflex characteristic + his skill score. The ken or 9 shaku) per phase for his noncombat or sprinting dis-
character with the highest total acts first for that phase (he is also tance.
allowed to wait, holding his action and act later in the phase.) The
Ri per Day: To calculate the distance a character can walk in
character with the next highest total acts next and so on. Roll an
one day, multiply the character’s MOVE by 2 ri (about 5 miles).
additional die to break ties; again, high number goes first.
Characters may increase this distance buy buying the Forced
Once the phase order has been determined, each character takes
March skill (see page 150).
his action. Then the next character gets a chance to do their ac-
MPH: If you feel you need miles-per-hour ground speeds,
tion, until all characters have had their chance to act. Then the
multiply the Sprint, Run or basic Move score (whichever is being
sequence begins again with a new phase. This option is best for
used) of the object by 2 mph. For example, with a Non-Combat
character vs. character melees.
(Sprint) Move of 15, Yoshio runs at 30 mph.

198 One should make his decision in the space of seven breaths.
— Japanese proverb
WWW.SENGOKU.COM

A few basic rules govern how you move during a phase: Partial Cover
• Objects accelerate or decelerate at a rate of 10 meters per
An obstacle may also only partially
Phase. Objects may decelerate at a rate equal to two times
block your line of sight, allowing you to
their Move score in meters per phase.
try and shoot around it. (see Line of Sight,
• Characters must spend one phase at a Run before they can
below)
move at a Sprint. (Characters need not spend one Phase at
their base MOVE before accelerating to a Run, however.)
• Not surprisingly, you may not move through any solid TERRAIN
person or object.
Your movement will be slowed by the type of
terrain you cross over. Terrain is rated as Easy, Rough and Very
FACING Rough and reduces your overall MOVE characteristic in the fol-
lowing manner:
Facing is the direction your character is looking or, well, fac-
ing. Since some Fuzion-based games are played without maps,
the rule is that you can face anything positioned forward of your Basic Terrain Modifiers
shoulders (see the illustration on page 208). Terrain Move Modifier
When using a standard gaming hex map, characters can nor- Easy No reduction
mally “face” through any three adjacent sides (not corners) of the Rough Halves Move (x1/2)
hex they are standing in. Very Rough Quarters Move (x1/4)

The type of terrain is decided by the GM based on the majority


of the terrain you cross over during a Phase. For example, if you
cross four meters (two ken) of Easy terrain and six meters (three
ken) of Rough terrain, the GM may rule that it is Rough Terrain.
There are eight basic categories of terrain in SENGOKU: Moun-
tain, Rough, Plain, Marsh, Sand, and Wooded, Water, and Shal-
lows. The effect each type of terrain has the following effect on
long distance travel:

Sengoku Terrain Modifiers


Opt. 1 Opt. 2
Move Move Cost
Terrain Type Modifier: per Hex:
Mountain x1/4 4
Rough x1/2 2
Plains x1 1
Marsh x1/4 4
Sand x1/2 2
Wooded x1/2 2
Water x1/2 2
Shallows x1/4 4
Modifiers
Good road x2 -2
Poor road, path x1 +0

Line of Sight and Firing Arc Mountain land is typically forested, and includes steep, wooded
hills, and all terrain above 1,000 shaku (about 300 meters) in el-
Facing is only part of the story. The other part is whether or not
evation.
you can actually see and attack your intended target. This is called
Rough includes flatland that is strewn with small plants, rocky
line of sight.
ground, hilly areas, sand dunes, and mountains to 1,000 shaku
(about 300 meters).
Shooting Blind Plains include streets, roads, flatlands, valleys, mountain passes,
When something is between you and your target, it blocks your and dry rice fields.
line of sight. You may still shoot at it (assuming your weapon can Marsh includes muddy land after a rainstorm, swamps, or
penetrate the obstacle) but will have to attack blind, making a flooded paddies during planting season.
Perception roll with a difficulty number determined by the GM. Sand includes beaches or deserts.
A successful roll allows you to shoot at a –2 to your REF; an Wooded areas are generally hilly, but might also be undevel-
unsuccessful roll increases this to –4. oped flatland.
Water includes lakes, rivers, streams, etc., which must be
crossed by swimming.

Rigid self-control is the beginning of valor. 199


— Japanese proverb
SENGOKU: REVISED EDITION
Shallows includes creeks, rivers, moats,
and streams which may reach the arm-
pits, and can be forded but with difficulty.
Weather Modifiers on Movement
Weather Move Modifier
Riding a horse through deep streams
Light rain, snow flurries No reduction
or rivers (i.e., water above the horse’s Steady, driving rain or heavy snow Halves Move (x1/2)
shoulder) requires a Riding (ba-jutsu) roll, Taifun, blizzard Quarters Move (x1/4)
DN 18. A failed roll indicates that the rider
has lost control of his mount. The horse will Rain: Rain typically will have little effect on travelers. Still, a
refuse to move ahead and may in fact turn around steady, driving rain will cause problems. A bad rain will halve
and attempt to go back the way he came. A critical failure indi- the Move rate, and typhoon (taifun) rains will quarter them. Thus,
cates the horse tries to throw its rider. A second Riding roll (DN a traveler trying to reach a shrine on a mountainside during a
18) is then required to bring the horse under control and for the typhoon will find himself moving a mere 1/16 of his normal Move
rider to stay mounted. Failing this second roll means the rider has score; if the traveler has a Move of 4, they will move 1 (whatever
been thrown into the water—you’d better hope you have Swim- unit of measurement is being used) every 4 phases or 1 unit of
ming (suiei-jutsu) if you’re wearing armor! If the horse must ac- measurement every round.
tually swim across, the rider must dismount and hold on to the For example, Yasumaro is trying to get to get to the village of
saddle and paddle his way across with the horse. This will re- Hirota, and a storm is coming. His normal Move is 4. Trying to
quire a Swimming (suie-ijutsu) roll, DN 14, and a Riding ( ba- avoid the storm, he decides that cutting across the freshly planted
jutsu) roll, DN 18, to control the horse. (and sodden) rice paddies will be faster than taking the circui-
tous road, even if it means slogging through the paddies. Enter-
Weather Effects on Terrain ing the paddies, which are Marsh, quarters his Move to 1. The
Japan is a country in which erratic weather is no major surprise. storm hits suddenly, winds and rain pelt him, reducing his vision
There are two impressive rainy seasons a year (the entire fourth and his momentum by 1/2 again (to a Move of .5). If he decides to
and tenth months) during which more often than not there will be run, he will be moving at a Move of 1.
rainfall, and in the north the snowfall during winter can be prodi- Snow: Snow that has fallen and is settled will have the same
gious. During inclement weather, people try to avoid travel if effect as steady, heavy rainfall, viz., it will halve the MOVE rate.
possible, but alas, sometimes there is no choice. Snow that is still falling, if light, will make no appreciable differ-
ence. A full-bore blizzard, however, will have the effect of ty-
phoon rains and winds, and will quarter the MOVE rate.

Sea Travel
There are several types and conditions of water for boat travel,
as well.

Sea Condition Movement Modifiers


Type of Water Calm Rough Taifun*
River 1 x1/2 x1/4
Coastline 1 x1/2 x1/4
Deep/Ocean _ x1/4 1/8

* While a typhoon (taifun) would actually make a wind-powered


vessel move very fast, the reduction in speed simulates the unpre-
dictable nature of the winds and rain, and the lack of control typical
for any craft during the storm.

When there is a battle that can be won or a castle that can be taken, to concern oneself with the fortuitous day or direction and let time
pass is extremely regrettable. There will be little value in sending a ship out in a storm or having a single man face great numbers even
200 if the day is propitious.
— Asakura Toshikage
WWW.SENGOKU.COM

TAKING ACTION WHICH SKILL?


The GM will usually decide which skill
Whenever your character tries to do something (called taking fits the task best.
an Action), there’s always the question of whether he’ll succeed For example, when attacking with a
or fail. Sometimes the task is so easy that it’s obvious; for in- weapon, use the appropriate weapon skill
stance, taking a step forward without falling down. In those cases for that weapon, or if you’re using an un-
you’ll just tell the GM what you’re doing; no die roll is needed. armed martial art, use the appropriate un-
But if you’re trying to take a step on the deck of a ship pitching armed combat skill. If riding a horse, use your
wildly in a driving rainstorm, walking might be very difficult Riding (ba-jutsu) skill instead, and so on.
indeed. That’s where Task Resolution comes in. All tasks in Fuzion
games are resolved with the same formula: take the relevant char-
acteristic and add to it the relevant skill, resulting in an Action DICE
Value (AV). Then add a die roll to your AV to create an Action SENGOKU uses three six-sided dice (abreviated as 3d6) to deter-
Total (AT). Compare the resulting action toal to a Difficulty Num- mine the Action Total of any task. Standard six-sided dice (d6)
ber (see below). If you equal or exceed the difficulty number, are used for damage, as well.
you succeed.
The formula is:
What’s The Difficulty Number?
Your AV (Characteristic + Skill) + a Die Roll The difficulty number (DN) is a number you must roll equal or
vs. the DN (Difficulty Number) + 10 (or a Die Roll) higher than with your combined characteristic + skill + a die roll.

WHICH CHARACTERISTIC? Opposed Vs. Unopposed Skill Rolls


Skill rolls are either Opposed and Unopposed:
Usually common sense will tell you which characteristic to use. Opposed: When attempting a task against another character,
Below are guidelines to help you determine the appropriate char- such as attacking someone, the difficulty number (DN) is deter-
acteristic to use in a given situation or with a given skill (or the mined by the characteristic + skill of the character opposing you,
GM can decide if it’s in dispute). plus 10.
For example, Torajirô swings hs katana at an opponent, who
Stat Used for... has a Dexterity of 4 and an Evade score of 2. Torajima’s Diffi-
Intelligence (INT) Memory, problem solving. culty Number is 4 + 2 + 10 = 16.
Willpower (WILL) Ability to face danger, fear, and Unopposed: When attempting a task involving non-living ob-
stress. jects or an ability, the difficulty number is given to you by the
Presence (PRE) Interactions with others. GM, based on how tough he thinks the task is. These DNs do not
Aesthetics (AES) Appreciation of art, beauty and add die rolls or a value of 10. They are determined by using the
nature. Universal Difficulty Numbers Table below, with the equivalent
Piety (PIE) Strength of one’s faith, religious power levels for various SENGOKU campaigns noted:
conviction.
Kao (KAO) Social situations involving status,
honor or rank. Universal Difficulty Numbers
Reflexes (REF) Fighting and animal control skills. Task is DN
Dexterity (DEX) Physical Abilities, dodging, athlet- Simple 10
ics. Average 14
Technique (TECH) Manipulating tools, instruments. Difficult 18
Constitution (CON) Resistance to pain, disease, and Very difficult 22
shock. Extremely difficult 26
Strength (STR) Muscle mass and physical power Legendary (near impossible) 30
Body (BODY) Overall size, mass or weight Never been done before & never will again! 34
Movement (MOVE) Running, swimming feats.
GMs should use these values as guidelines; feel free to use
modifiers (pg. 202 and 219) to make it more or less difficult.

To talk about other people’s affairs is a great mistake. To praise them, too, is unfitting. In any event, it is best to know your own ability
well, to put forth effort in your endeavors and to be discreet in speech. 201
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
DNs—The easy way When You Don’t Have a Skill
If the GM doesn’t have the Universal Sometimes, you just don’t have a skill to use—that is, you don’t
Difficulty Numbers Table handy, there’s have any score at all in the necessary skill. In these cases, there
an easy way to get the right difficulty are two options the GM can use.
number: Ask the player for his Action To- The first is the “Outta Luck” option—you just don’t get a skill
tal, then assign a difficulty number in re- to add to your characteristic. Your character doesn’t know any-
lation to that total: A very simple easy task thing about what he is trying to do, and is totally relying on a
adds +6 the DN, an easy task adds +8, a diffi- characteristic and dumb luck (a good time to use that Karma or
cult task adds +12, and a really tough task adds +14. Ki you’ve been hoarding).
The second route is the Cultural Familiarity option. In most
Automatic Successes societies, there are very few things that can be done that aren’t
described in some manner or other; people shoot guns in movies;
The GM can also choose to automatically count as a success legends describe how the hero used his sword, Tom Clancy nov-
any task where the player’s Characteristic + Skill total already els tell all about how submarines work. Cultural familiarity as-
meets or beats the difficulty number. sumes the more widely educated you are, the more chance you
may have run across something relating to what you’re about to
USING YOUR SKILLS attempt. Therefore, whenever you don’t have a skill that will ap-
ply, you can gain one point for every three points your character
Using your skills is the most common kind of action outside of has in his General Knowledge skill. Because characters start with
combat. The first step in using a skill is determining what charac- 2 points of General Knowledge as an Everyman skill, one addi-
teristic you’re going to use and which skill to pair it up with when tional point of General Knowledge will be enough to get you a
you do something. start. Use of the above rule is, of course, subject to the decision of
the GM.
Which Characteristic Do I Use?
In general, common sense should tell you which characteristic Improving Skill Rolls
to use for a particular task, or the GM can decide if there’s a
Besides the basic ways of using skills, there are a few other
dispute; however, the following guidelines will usually apply in
variations that can improve your chances:
almost any case:
Trying Again: If you fail a skill check, you can’t try again
The most important thing is to look at the type of task you’re
until your check has improved for some reason; e.g., you took
trying to perform. This will determine the most applicable char-
longer, used a better tool, or made a complementary skill check.
acteristic upon which to base your skill. One side-effect of this
Complementary Skills: A complementary skill check is one
method is that you may often find the same skill being combined
in which the use of one skill directly affects the use of a subse-
with different characteristics, depending on circumstances and
quent skill.
the way in which you want to use that skill.
For example, if you are a singer and need to sway a crowd, a
For example, if you’re playing a piece of music and trying to
very good Music skill check would make the swaying (Persua-
make it technically perfect, you might use your Technique char-
sion) a lot easier.
acteristic in combination with your Music skill. But if you were
As a rule of thumb:
trying to sway an audience to tears with the beauty of your play-
At the GM’s discretion, a good roll in one skill may have a
ing, you could use your Aesthetic characteristic in combination
bonus effect on the subsequent use of a related skill. This bonus
with your Music skill instead. Each uses the same skill, but each
will be in a ratio of +1 bonus point for every 5 points rolled above
choice stresses very different aspects of using that skill!
14 (where 14 is the DN for the complementary skill).
Example: Yasunobu wants to convince a popular court lady to
Which Skill Do I Use? spend the night with him (Persuasion). By making a really good
The overriding rule here is that the GM will always be the final Poetry roll, he could increase his Persuasion by dazzling her with
arbiter of which skill should be used to make an attempt at a task. his class and erudition. Yasunobu has a DN of 18 for his Poetry
Beyond that, common sense is the best guideline. If you’re using roll. He rolls a total of 29, giving him a +2 to his Persuasion roll
a weapon, your skill choice may be pretty simple—use the skill due to the moving poem recital.
that describes the weapon best. But if it’s an interpersonal issue, This bonus will usually only affect a subsequent attempt once.
you may be able to convince your GM to give you a lot more One really high Poetry and Calligraphy roll won’t allow Yasunobu
leeway; maybe your Streetwise skill is far more useful in con- to convince the lady to marry him; it just helps get him some of
vincing the gang leader to release the hostages than your Persua- her time. The rest is up to fate.
sion, especially if you can call upon a little known gambler’s This bonus should only involve the interaction of one skill at-
code that requires he honor your request. The ability to bend skills tempt on one other skill attempt.
around to fit circumstances allows you to use one of the best
strengths of the Fuzion system—flexibility.

If we were to cast aside every man who had made a mistake once, useful men could likely not be come by. A man who makes a mistake
202 once will be considerably more prudent and useful because of his repentance. A man who has never erred is dangerous.
— Anonymous
WWW.SENGOKU.COM

Taking Extra Time CRITICAL FAILURE


Taking extra time can also give you a bonus to your skill roll. Sometimes even the best of the best
For every level on the Time Table used beyond the amount of have a bad day. A critical failure is the
time the GM assigns to the task, add +1 to the Skill Roll. Ex- result with any roll of 3, 4 or 5 on 3d6.
ample: The GM says a task will take 1 minute. If the character On a critical failure, when striking at
takes 5 minutes to perform the task, he gets a +1 bonus to the something solid (armor or an opponent’s
Skill Roll. weapon count), a 3 means the attacker’s
weapon breaks. A 4 or 5 is treated as a fumble:
The Time Table a 4 is a complete drop of the weapon, requiring the PC to pause to
Fuzion Time Japanese Time regain it or to acquire another weapon; a 5 is a fumble that is
1 Phase (= 3 seconds) 6 Byô regainable, but the PC looses any opportunity to attack in the
1 Round (= 12 seconds) 24 Byô next round. It is up to the player whether their character regains
5 Rounds (= 1 minute) 2 Fun the fumble (no die roll required). Otherwise, the result of a fumble
5 Minutes 2/3 Koku depends on the weapon in use and the GM’s idea of what might
20 Minutes ~3 Koku be plausible or dramatic. Commonly, fumbles may involve trip-
1 Hour 1/2 Toki ping, dropping a weapon, striking the wrong target, or the weapon
6 Hours 3 Toki breaking or becoming stuck.
1 Day 12 Toki
5 Days 1/2 Shu
1 Month Critical Failure Table
1 Season (3 Months) Roll If striking solid object
1 Year 1 Toshi 3 Weapon/item used to strike with breaks
4 Weapon/item dropped
5 Regainable fumble (lose attack next Round if regained)
CRITICAL SUCCESS 6+ GM’s discretion
A critical success is when you get lucky and manage to succeed
at something you normally would have a snowball’s chance in
Jigoku to accomplish. In game play, this is simulated by allowing PERFORMING ACTIONS
you to roll additional dice which are then added to the original In Fuzion, each player can perform one action per Phase. But
roll to enhance it’s effects. what kind of actions can you perform when your chance comes
This optional rule provides a chance for an extreme result in up? And how do they all work together?
combat, which can increase the drama of the situation. In general, there are two kinds of Actions in Fuzion: Basic
A critical success occurs whenever the attacker succeeds by 7 Actions, which are simple descriptions of tasks you’ll want to
or more points on the skill roll or whenever the attacker rolls a
natural 18 on 3d6. The result of a critical success in combat is
that the attacker may choose to do the maximum damage pos-
sible for the weapon used.

Maximum Weapon Damage


The maximum damage that can be done by a weapon is twice
its base damage.
For example, a tantô rated at 1 DC (or 1d6) can do a maximum
of 2 DC (2d6), no matter what the wielder’s STR may be.

It is spiritless to think that you cannot attain to that which you have seen and heard the masters attain. The masters are men. You are
also a man. If you think that you will be inferior in doing something, you will be on that road very soon. 203
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
perform during your phase, and Advanced As a rule of thumb, always remember:
Actions, which represent more sophisti- • Wood damages Flesh
cated maneuvers that add strategy and • Metal damages Wood
tactics to your game play. Both have ad- • Energy damages Metal
vantages—Basic in speed, Advanced in Dodge: Use this Action to make yourself harder to hit. Instead
subtlety. of attacking, you may declare that you are actively dodging and
The following section discusses Basic gain +3 to your Defense Value against all attacks that phase.
Actions a character can perform, each ex- Get Up: Use this action to stand up after being knocked down.
plained. Advanced Actions are described on the Grab: Use this action to get a grip on an opponent, a weapon, a
following page in their own section. Both also have useful sum- gadget, or something else. A successful grab allows the attacker
mary pages to recap what each action means. to hold, pin, choke or throw his opponent; he may also attempt to
grab a weapon from his opponent’s grasp. Use an opposed sill
Basic Action Summary check to see if you can break out of a grab (use STR Characteris-
tic plus Athletics or appropriate martial arts skill (whichever is
Actions Notes
higher); the attacker suffers –2 to his roll. When Grabbed, both
Attack Make Attack (optionally, add modifiers);
grabber and grabbee are –3 DEX to all other attacks. The grabber
autofire attacks count as one Action.
can choose to do his full STR in damage (STR d6) to the grabbee
Kicks do +1d6 at –1 to hit
each phase.
Block Stops any one attack with a successful
Half Move: Allows a character to move up to their full Move
Defensive Roll vs the Attacker’s Attack
characteristic in meters that phase, plus perform one other action,
roll. You attack first next Phase
except Run or Sprint.
Dodge Makes you harder to hit against all attacks
Run (Combat Move): Allows character to move up to their
this Phase — adds +3 DV, but you cannot
full Running characteristic that phase.
attack
Sprint (Non-Combat Move): Use this action to move faster
Get Up Get up from being prone
each phase—up to your full Sprint speed, but at 1/2 DEX and 0
Grab –2 to perform; grab target or gadget; –3
REF while doing so (your character is easier to hit).
Defense for both
Other Action: Use this action for anything not covered by other
Move Move up to your full Move score and
Actions, like reloading, taking off your shirt, opening a door, or
perform one other action, except Run or
anything else you can think of. How long an action takes is up to
Sprint.
the GM; they may well decide that what you describe takes sev-
Run Move up to your full Combat Move (a
eral Phases to perform, or it may have modifiers on your DEX.
Run).
Some common “other” actions: drawing a weapon, mounting or
Sprint Move up to your full Non Combat Move
dismounting a horse, preparing a bow to be fired, and so on. All
at _ DEX, 0 REF
of these actions take up your full phase.
Other Action Any single action not otherwise specified,
Throw: This allows the attacker to use a thrown weapon (stone,
such as reloading a bow, mounting a
grenade, cup). The character must be able to lift the object, and
horse, changing weapons, using a skill,
the object may be thrown using the character’s Throwing
etc.
(shuriken-jutsu ) skill or Athletics skill (at -2 AV). Improvised,
Throw Throw one object (–4 if object not made
non-aerodynamic objects can be thrown at +4 DN.
for throwing).

Basic Action Descriptions Round Sequence Summary


Each Phase, roll one die and add your REF. During this
Attack: Use a weapon, power, or physical combat skill to harm three-second segment, do the following:
an opponent. There are many modifiers that can affect your chance 1. Choose Your Action: You have one action each phase.
to do this (see Combat Modifiers, page 209). Specific weapons These actions can be attacks or involve other types of activ-
may have other modifiers to take into account as well. ity. If attacking go to 2.; if not, skip down to 4.
Block: Use this action to deflect attacks. In general, this means 2. Check Line of Sight: You can attack anything positioned
stopping a specific melee or hand-to-hand attack in addition to forwards of your shoulders, as long as nothing else is in the
your normal defense value. When blocking an attack, make an way.
unarmed combat or melee weapon skill roll against the roll which 3. Check Range: Each attack has a range, listed in meters.
your attacker already got past your defense roll. If the roll is suc- If using figures, assume one figure is approximately equal to
cessful, the attack is blocked. After being blocked, the attacker is roughly two meters (one ken) of range from top to base. If
put off balance, and must act after the target next Phase regard- you are in range, you can attack.
less of normal Phase order. 4. Resolve Action: See Taking Action (p. 201). In general,
This is a good time to introduce the Rock, Paper, Scissors Rule roll 3d6 and add to your Characteristic + Skill. If the action
of Blocking. As a general rule, certain defenses can be used to was an Attack, go to [5]. If not, go on to NEXT PHASE [6].
physically block certain kinds of attacks; against other attacks, 5. Resolve Damage: If you hit, roll a number of six-sided
these defenses are worse than useless. (You could lose an arm!) dice equal to the Damage Class (pg. 210) of the Attack.
6. Go to Next Phase: Start again with the process.

204 Even if it seems certain that you will lose, retaliate. Neither wisdom nor technique has a place in this.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Advanced Actions Aim: This action allows you to improve


your chances to hit with a ranged weapon
These are other Actions you can take besides the Basic ones. (only). Each action spent aiming adds +1
Remember that even this list is only a fraction of the possible
to your attack, up to three actions total.
maneuvers you may want to invent or add to your campaigns.
Aiming assumes a steady, braced posi-
tion, no movement, and a clear chance to
Advanced Action Summary track your target.
Actions Notes Choke Hold: A two-hand or one arm Grab
Abort Interrupt opponent’s action to use a de- maneuver (unless you’re really big and your GM
fense (dodge, block, dive for cover), at allows you to use one hand or arm). Once a successful choke
cost of your upcoming action this phase. hold is established, the choker will do 2d6 in killing damage un-
Aim Each phase spent aiming adds +1 to AV, less the choke is broken by the victim.
up to +3; no other action possible Disarm: On a successful Attack roll, you have a chance to knock
Choke Hold A grab at –4 REF. 2d6 killing attack. You something from the opponent’s hand at no penalty. The attacker
can’t talk while being choked. gets a STR + unarmed combat versus the defender’s STR +
Disarm Knock opponent’s weapon from hand. A Unarmd combat skill score.Unarmed Combat roll; if the attacker
critical success breaks the weapon. wins, the defender drops the weapon. Use the Missed Missile
Dive for Cover Avoid an area attack. Defender makes Weapon table (pg. 215) to determine where the weapon falls,
REF + Athletics (or combat) skill roll vs. with your opponent in the center.
DN 8, +1 Difficulty per each extra meter Dive For Cover: This action allows you to get out of the way
(three shaku ) distance dived. of explosions and area effect attacks. You make a Defense roll
Draw & Attack Draw weapon and attack in one Action. (using an appropriate Hand-to-Hand or Athletics roll if allowed
+3 DN to attack. This penalty can be ne- by the GM), against a Difficulty Number based on the distance
gated with the Iai-jutsu skill. (base DN of 8 for one meter, or three shaku, +1 difficulty for
Entangle Immobilize opponent until he can make every extra meter). If the roll is failed, you didn’t dodge fast and/
an escape. or far enough and were caught by the attack effects.
Escape Escape from Grabs or Entangles, using Diving for cover can be performed by holding an action (just in
STR + Athletics (or combat) skill vs case) or by aborting to your next action if you have not yet taken
opponent’s STR + Athletics (or combat) your Round.
skill. Draw & Attack: By declaring this action at the start of the
Haymaker +3d6 damage, with –3 to REF. round, you are effectively trying to “fast draw” on your oppo-
Move By Full Move and HTH attack during move- nents. This allows you to draw and use a weapon in one action,
ment with a –2 penalty to REF & DEX. instead of the normal two, but imposes a –3 penalty on your at-
Damage = half of STR + 1 die for every tack. If you have taken the skill Iai-jutsu (or Fast Draw) this pen-
10 meters (five ken) moved. You will also alty is negated when fast-drawing.
take one third (1/3) of that damage your- Entangle: This allows the character to use any entangling type
self (rounding down). of attack (manrikigusari, kawanaga, etc.) to immobilize an oppo-
Move Through Full move (up to Run) and melee attack nent, ensnare a limb or object (such as that dangerous sword stick-
at end of move, +1 DN for every 10 meters ing out of the rônin’s belt). The attack is made using the skill for
moved and -3 DEX until next action. that weapon against the target’s defense roll (DV). An entangled
Damage = STR + 1d6 for every 30 meters character must act as though a Grab has been made; he may not
(15 ken) moved; you will also take one be able to move or attack until he escapes (GM’s discretion), based
half of that damage yourself. on the circumstances. For example, Hideo flings his manrikigusari
Recover –5 to Defense Value, get Recovery score (chain) at an opponent, and is attempting a Grab maneuver around
in Stun points back. the opponent’s throat (-6 AV for a called shot to the throat).
Sweep/Trip Opponent falls; takes –2 penalty to his Chunai is successful, and the GM decides to treat the attack as a
REF next phase, must spend an action to Choke Hold, although the choking opponent can still move his
get back up. arms and take an action.
Wait Wait for a chance to take your action or Escape: This is the action of freeing yourself from physical
hold an action until later. holds, chokes, entanglements or simple traps (like snares or nets).
This requires a separate roll using your STR+ Athletics (or Hand
to Hand skills) against the holder’s Athletics (or Hand to Hand)
Advanced Action Descriptions skills plus their Strength. Example: Although Genpachi’s Athlet-
The following Actions are also available to characters using a ics is 7, his STR is only 3. Shinbei’s Athletics is only 3, but his
melee weapon. In addition to these, some weapons allow a spe- STR is 10. The extra 3-point edge easily allows Shinbei to hold
cial martial arts maneuver if the user possesses the appropriate Genpachi immobilized.
bugei (martial skill) for that weapon. If pitted against a trap, you will use your STR + Athletics against
Abort: Characters who are being attacked, and who have yet to a difficulty number set by the GM. On a successful roll, you are
take their Round, may “abort” to a defensive maneuver (Block, free of the hold and may move again. Hand to Hand or Tech-
Dodge, or Dive For Cover) using their upcoming action. Charac- based Skills may also be used in default of Athletics if the GM
ters continue to do this defensive action until they can act again agrees.
in the next Phase.

A real man does not think of victory or defeat. He plunges recklessly towards an irrational death. By doing this, you will awaken
from your dreams. 205
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
Haymaker: You throw caution to the weapons will not allow this; the GM decides. It is common for
wind and put everything into a single full- samurai who don’t wish to kill their foes (such as in cases of law
out physical move (a swing, punch, or enforcement) to invert their swords and strike with the back of
blow). This gives you a damage bonus the blade.
of +3 dice, but imposes a +3 DN to the Mighty Blow: With a tremendous effort, you put more power
roll because you’re not worrying about in the attack, though it leaves you more vulnerable. –1 REF, –1
keeping your balance, aiming, and so on. DEX, +1 DC. You can combine this with using Ki for increased
This maneuver is seldom used by disciplined bonuses, but still will suffer the loss in REF and DEX if it is a
warriors. combination.
Move By: This action lets you use up to your full Move and Pin: This Action locks your weapon with the opponent’s, so
make a hand-to-hand or melee attack (only) at any point along neither can attack until the Pin is broken. -1 REF, -1 DEX to
that movement, at a penalty of –2 to your REF and DEX. You do perform this action. Breaking a Pin requires a successful STR +
your half STR damage plus 1 die for every 10 meters (five ken) weapon skill attack versus the opponent’s STR + Weapon Skill,
moved during that phase. You will also take one third of that or a Retreat maneuver. Breaking a Pin lets you push the opponent
damage yourself if striking with a part of your body (a punch, back two meters (one ken). While Pinned, you can attack with
kick, etc); if attacking with a weapon, the weapon takes one third your other hand (or a weapon in that hand), or you can attempt to
of the damage. Disarm the opponent if you succeed in breaking the Pin, with a
Move Through: This action lets you use up to your full Move second STR + weapon skill roll. This is a common maneuver in
and make a hand-to-hand or melee attack (only) at the end of that many chanbara films; many a swordsman has found himself in a
movement, at a REF penalty of –1 for every 10 meters (five ken) contest of strength over who got to move his blade first after lock-
moved and –3 to DEX. You do your STR damage plus 1die for ing blades with an opponent.
every 5m moved. You also take half that damage yourself if strik- Reload Bow/Teppô: This action lets you put another arrow in
ing with a body part (a punch, kick, etc); if attacking with a your bow. Note that you can use this in conjunction with the Use
weapon, the weapon takes one half the damage. Bow action, to fire and reload continuously, firing once every
Recover: Recovering gives you back Stun (and Endurance, if phase. Of course, you can do nothing else, not even move, when
using that derived characteristic) equal to your Recovery score. If doing these two things, and suffer a -3 AV. You can also choose
you choose to Recover for your action, you can do nothing else to reload a teppô, if that is your weapon, but it will take much
that phase. If you suffer damage while recovering, you may not longer to reload (9 Phases) and so doesn’t count for this action.
recover Stun points that Phase. You are at –5 DEX while Recov- Retreat: This action lets you get out of being Pinned by mov-
ering. ing back at least two meters (one ken) and you may move back up
Sweep/Trip: You put out a foot and send him sprawling. On a to half your Move in meters. This also lets you move back from
successful martial arts skill roll the attacker is knocked to the someone wielding a shorter weapon to a position more advanta-
ground. He will be –2 AV to his next attack, you will gain +2 on geous to you (see Weapon Length, above).
yours. Roll With The Blow: This Action allows you to take less dam-
Wait: Allows you to interrupt another player’s action during a age from an attack, if successful. You can abort to this action
Phase. Waiting is best used when you want to wait until an op- after the opponent has successfully struck you, but before dam-
portunity exposes itself. To Wait, you must announce, when your age is rolled, assuming you’ve not yet taken an action that Phase.
part of the Phase comes up, that you are planning to Wait. To roll with the blow, use your DEX + Evade (or DEX + un-
The important word to include in this announcement is until, armed combat skill) as the Action Value against the attacker’s
stating what condition must be met before you will act. An ex- REF + Weapon Skill as the DV. This Action is –1 to your AV,
ample might be, “I wait until Sanetomo moves.” or “I wait until and –2 to your DV. If successful, the attacker rolls the damage
the daimyô gets out of the palanquin.” If the conditions of your normally, and your defense (your armor) is applied normally. Then
wait are not met, you must stand there, waiting, until the next you halve the resulting Stun and Hits, before subtracting them
Phase. When the specified condition has been met, you can elect from your totals.
to interrupt someone else’s action immediately; after all, this is Use Bow: This action lets you fire an arrow. The archer takes
what you have been waiting for. a DEX penalty of -1 or -2 when doing so, as listed in the
Example: “I wait until my opponent pops his head up from be- Missile Weapon Table (pg. 168).
hind the wall, then I’ll fire my arrow.” The moment your oppo- Yari Charge: (Mounted combat only.) This action thrusts the
nent pops up to look out (his action), you could then interrupt yari deeply into the target, and thus can only be used once, as the
and fire. You need not roll to interrupt; it’s automatic. This can lance breaks or cannot be withdrawn. +1 DC (+1d6) if the horse
also be used to cover an opponent (e.g.; hold a ready weapon on does a Move; +2 DC (+2d6) if the horse does a Run. The yari
him; you interrupt his action (slash!) if he attempts to escape). damage is treated as armor piercing for this attack (halves the
effect of any armor).
Allowable Actions With Melee Weapons
The following Advanced Actions can be used with melee weap-
ons. Players and GMs who are not yet familiar with the Fuzion
LIFTING AND THROWING
rules can ignore these actions if they wish. One type of action that doesn’t fall into the realm of the every-
Club Weapon: This lets you do a stun attack with your weapon, day in Fuzion-based games are feats of strength. This is one place
instead of a killing attack; use the DC listed for the weapon. Some where reality must compromise with fiction, since many settings

206 Like a tea kettle, it’s easy for one’s enthusiasm to cool.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

deal with superheroes or super-powered characters as well as more you burn STUN points instead, until you
realistic types. pass out. The GM may even allow greater
For most characters you can simply use one Strength scale to pushes (beyond 2 extra STR) in extraor-
determine one’s might. But how do you explain the abilities of dinary circumstances, by requiring a suc-
special heroes? How can a well built (but not exceptionally so) cessful WILL + Concentration or WILL
hero—or a small courtesan layered in court robes and having no + Meditation (meiso ) roll at DN 18 be
visible muscles at all—lift a palanquin and throw it? Even if a made at the time.
human could lift a mountain, the distribution of weight around GMs are cautioned against allowing char-
him would either (a) drive him into the ground like a nail; (b) acters to use Ki at the same time as pushing.
punch a man-sized hole through the bottom of the mountain, or While appropriate for Anime-level games, and possibly even
(c) break the mountain in half. After all, what’s holding up the Chanbara level games, such a combination does allow a charac-
parts of the ship where our hero’s hands aren’t? ter to achieve a STR of more than 10, which is not advised for
It’s pretty obvious that “entertainment” physics isn’t like regu- Historic level games. Ultimately it is up to the GM as to whether
lar physics. That’s why the Strength Table (below) can be “di- or not to allow these occasional feats of super strength.
aled” to suit the reality level of your campaign. That way, charac-
ters with incredible Strength can lift the amazing weights that Throwing Things
they do in manga (comic books); even though reality doesn’t sup-
Compare the weight of the object to the closest approximate
port this concept (or them).
weight on the Throw Modifier table. Important: You must be able
to lift the object in order to throw it (no cheating). Then subtract
STR Mods by Campaign Level the throw modifier value from your current Throw (STR+4). Add
Campaign Style Modify current STR by: +1 if the object is aerodynamic; also add +1 if it’s balanced for
Historic (Competent) –2 throwing. Find your new Throw on the Distance Table (below)
Chanbara (Incredible) +0 to determine how far you can throw the object. If the Throw is
Anime (Superheroic) +2 below .5, you can’t throw it.

The Strength Table below is for deadlifting the weight to waist Throw Table
(or dragging it). Pressing it overhead would be half of your Lift,
Throw Distance Distance
carrying (at 1/2 normal Move), pushing or lifting it for throwing
Score (meters) (ken)
would be reduced to one fourth of the listed weight. This is also
.5 2 meters 1 ken
the column used for determining how much armor a character
1 6 meters 3 ken
can effectively wear.
2 14 meters 7 ken
3 24 meters 12 ken
Pushing 4 36 meters 18 ken
In a campaign where Endurance (see page 104) is used, the GM 5 50 meters 25 ken
may allow characters to exert extra effort in emergencies; this 6 66 meters 33 ken
pushing allows the characters to increase their STR up to a maxi- 7 84 meters 42 ken
mum of two additional levels (i.e., +2 STR). Pushing costs 5 points 8 104 meters 52 ken
of END per phase for every extra level of STR (i.e., 5 END per 9 126 meters 63 ken
+1 STR) your character calls upon. When you run out of END, 10 150 meters 75 ken

Strength Table Throw Modifier Table


Carry*/ Modify
Dead Press Push/ Wt (Kg) Wt (Lbs) Example Throw
Lift Overhead Throw Dead Lift
< 2 kg < 4lbs Rock –0
STR Kg / Lbs Kg / Lbs Kg / Lbs Example
.5 36 / 72 18 / 36 9 / 18 Child, armor chest
2kg 4 lbs Yari –1
1 50 / 110 25 / 55 12 / 27 Adult female
4kg 9 lbs –2
2 72 / 158 36 / 79 18 / 40 Adult male 9kg 20 lbs –3
3 100 / 220 50 / 110 25 / 55 Adult in armor 18kg 40 lbs Small Child –4
4 144 / 317 72 / 158 36 / 79 Kago & passenger 36 kg 72 lbs Child –5
5 200 / 440 100 / 220 50 / 110 Sumôtori 72 kg 158 lbs Adult Male –6
6 288 / 634 144 / 317 72 / 158 Man-sized statue 143 kg 317 lbs Kago & passenger –7
7 400 / 880 200 / 440 100 / 220 Imperial Oxcart 287 kg 634 lbs Small horse –8
8 575 / 1,265 288 / 634 144 / 317 Horse 575 kg 1,265 lbs Cow, water buffalo –9
9 1.1t / 1.2t 400 / 880 200 / 440 Buffalo, sm boulder
10 2.5t / 2.7t 575 / 1.3t 288 / 634 Galley, lg boulder
* (Includes the wearing of armor and carrying of weapons
and equipment.)

No matter what it is, there is nothing that can’t be done. If one manifests the determination, he can move heaven and earth as he
pleases. 207
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

MELEE
This is where we cover the actual rules
for sword-slashing, shuriken-tossing, ar-
row-loosing combat. It sounds complex,
but it’s not, really. Once you get the hang
of it, these mechanics will just vanish into
the background as you play.

STRIKE
This basic attack action includes punches and kicks, as well
attacks using swords, clubs, knives and other melee weapons. In
general, a strike can be defined as any attack made with a body
part or something which is powered by the strength of the body.
The simplest Attack, it involves only four steps: Facing, Range,
Line of Sight and Modifiers.

A NOTE ABOUT USING FACING AND RANGE


FIGURES AND HEX MATS Facing is the direction you are pointing. Since many Fuzion-
based games are played “in head” (without maps), the standing
Fuzion games use the “one meter = one yard” rule. Since rule is that you can clearly face anything that is positioned for-
SENGOKU takes place in feudal Japan, we also sometimes annotate ward of your shoulders. When using a standard gaming hex map,
measurements in shaku (approximately one foot) and ken (three characters “face” through any three adjacent sides of the hex they
shaku) as Japanese standards of measure. Players familiar with are standing in (see illustration).
the Fuzion game system or who otherwise don’t desire to use the
Japanese measurements are free to ignore them. They can, how- Range: Can I Reach Out and Hit It?
ever, help add flavor to the game, especially if they are used by
As a rule, melee attacks can hit any target within 2 meters of
the characters when talking about distances (i.e., when roleplaying
you; this defined as Melee Range. This applies to unarmed com-
or speaking “in character”).
bat attacks (using feet or hands) as well as weapons identified as
having a Short range. Some weapons are considered Medium
Using Figures range, and can hit any target within 4 meters. Polearms and other
The two meter or one ken length corresponds approximately to Long range melee weapons can hit anything within 6 meters of
the height of a tall Japanese (especially one wearing a helmet), so you; this is Extended Melee Range and is applicable only to these
this allows you to use almost any size of figure in play—the ac- weapons.
tual figure becomes a useful two meter or one-ken “yardstick” to
measure distances. Army men, action figures, cardboard figures, Line of Sight
even fashion dolls—anything can work with this simple scale
Line of sight deals with whether anything’s between you and
system.
your target. Line of sight can be:
Several companies produce lines of metal (usually pewter)
25mm and 15mm figures, which make great play aids for SENGOKU.
Clear There’s nothing in the way; go ahead and swing.
Obscured There’s something that may block a clear view,
Using Hex Mats but won’t block a swing, such as smoke or dark-
Using a hex mat or photocopied hex paper could prove very ness. You can’t see who you’re fighting (the en-
useful. Commercial vinyl mats marked with hexes can be drawn emy is invisible, in darkness, in ambush, or be-
on with water-based colored markers, and they prove excellent cause you’re dazzled), each phase you must make
for keeping track of which character is where during combat. a Perception Roll (GM sets the difficulty num-
If you are using standard, 25mm figures, you will want a mat ber) If the roll is successful, the penalty is –2 to
with one inch (25mm) or half-inch (15mm) hexes. If using the all subsequent Attack and Defense Values that
larger 25mm hexes, each hex equals two meters (two ken or six phase. If the Perception roll is unsuccessful, the
shaku) in distance. This is the same scale used in Hero SystemTM penalty increases to –4.
games. Mats with 15mm or one-half inch hexes can also be used; Blocked There’s something in the way that you can’t get
just remember that each of these smaller hexes will represent one through. Or, if the target is only partially blocked,
meter (three shaku). This is the same scale used in GURPSTM. swing at what you can reach. Determine how
much is exposed, then modify your roll.

208 Being short-tempered is inappropriate, but it cannot be said that two men who face each other in combat are cowards.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Weapon Accuracy
Line of Sight Modifiers Weapon accuracy (WA) reflects the
Cover Modifier difference in quality between weapons,
Half Body –1 and their effect on their user’s abilities.
Head and Shoulders Only –2 The better and easier to use the weapon
Head only –4 is, the better you use it. Likewise, the
Behind someone else –4 worse the weapon’s WA... To use them, just
apply the WA (listed on the melee weapon
MODIFIERS: WHAT ARE MY chart) to your Attack roll as with any other Modi- fier.

CHANCES TO HIT? WHO GOES FIRST?


Combat modifiers take into account the conditions of the battle. Characters roll Reflex + Combat Skill + 3d6 to determine who
Modifiers are always applied to offensive rolls. You may use some, goes first. This rewards characters with greater Reflex and weapon/
none, or all of these rules: skill training.
In the case of Iaijutsu fast-draws: Characters using Iai-jutsu
Melee Modifiers automatically gain initiative over anyone who must first ready a
Situation Modifier weapon (as long as the character using Iai-jutsu is not surprised);
Moving target –1 per 10 meters thereafter, for the remainder of the combat, they use the regular
the target moves method of determining initiative.
Aimed body shot:
Chest
Arms, shoulders, thighs
–1
–3
MELEE COMBAT MODIFIERS
Legs, hands, feet –4 The following modifiers are used with melee weapons.
Stomach –5
Vitals, head –6 Weapon Length
Blinded by light, dust, metsubishi –4 Weapons are rated as either Short (fists, knives, etc.), Medium
Tiny Target (bullseye, 1–3”) –3 (most weapons), or Long (such as pole arms or spears). If attack-
Small Target (1 foot or smaller) –2 ing a target with a weapon 1 rank longer, the attacker is –1 REF
Improvised weapon (rock, stick) –2 (i.e., Short vs. Medium, or Medium vs. Long); 2 ranks longer, –2
REF (Short vs. Long). Short weapons roll 2d6+1 on the Hit Lo-
cation Table rather than 3d6.
Surprise! Option: The REF penalty is –2 per rank, until you hit, then it’s
An attack that surprises the target, such as an ambush or a back- reversed, as you’re inside the longer weapon’s reach. The longer
stab, gives the attacker a +5 offensive bonus to their AV for that weapon can resume the standard distance either by successfully
attack (but no initiative bonus). To lay an ambush requires both attacking or by a Retreat action.
of the following conditions:
• The opponent is unaware of your location and intention to Stun Attacks vs. Armor
attack. He may only detect you with a successful Perception Armor is more effective against Stun attacks, because Stun at-
roll. tacks spread their damage over a wider area. Armor that is 6 KD
• The opponent’s attention is distracted or focused on another or higher can subtract an additional –1 point of Stun per DC for
situation, such as another attack or a difficult task. stun attacks.
For instance, a target in armor is attacked by a man using a
MAKING THE ATTACK club for 4 DC; the target would subtract 4 Stun from the total
done by the attack, then subtract the armor’s KD from the Stun.
In combat, the attacker combines his skill in his chosen weapon
(or unarmed combat skill) with his REF plus a die roll to create
an Attack Total. He may also have to add or subtract certain modi- Iai-jutsu
fiers from this Attack Total to determine the final outcome. Iai-jutsu, is a specialized bugei in which the user, from nearly
Example: an attacking character with a REF Characteristic of any position—standing, seated, kneeling—quickly draws a katana
5 an Atemi-waza skill of 6 and a die roll of 6 has an Attack Total or wakizashi and delivers a devastating cut, all in one swift mo-
of 17. A –2 modifier for an aimed shot in this Round brings this tion. In game terms, readying a weapon and using it in the same
down to 15. action incurs a –3 penalty. When using Iai-jutsu, however, the
The defender combines his DEX + Evade (or another skill like penalty is ignored. Coupled with the +3 attack modifier for at-
Swords or Ju-jutsu, if GM permits), plus 10. tacking from surprise (which an Iai-jutsu attack often qualifies
Example: a character with DEX of 4, an Evade skill of +3 plus for), this is a particularly effective attack, indeed.
a flat value of 10 (we’ll assume he’s using the 3d6 method of For example: Jinnosuke is seated in a teahouse with Yaemon, a
Task Resolution) has a DV of 17. The two rolls are then com- rival for the affections of a certain courtesan. Yaemon has in-
pared; if the Attack Total is equal or greater than the DV (i.e., if vited Jinnosuke to the Tea Ceremony to normalize his relation-
the total roll is 17 or higher), you hit.

When meeting with the enemy, there is a way to determine his strength. If he has his head cast down, he will appear black and is strong.
If he is looking upward, he will appear white and is weak. 209
— Natsume Toneri
SENGOKU: REVISED EDITION
ship with his fellow clansman. Unknown gains three extra dice, and since twice the ôno’s listed DC (6) is
to Yaemon, however, Jinnosuke has only 12, he gets to use all of his extra dice.
agreed to attend his Cha-no-yû because
he plans to kill Yaemon as soon as his
target is off his guard. As Yaemon pours KNOCKBACK
the hot water into the tea bowl, Jinnosuke When you strike someone you may push them back from the
suddenly draws his wakizashi from his obi. force of your blow, even if no damage gets through their defenses.
Yaemon rolls his REF (5) + Athletics (4) + We call this Knockback. To calculate knockback, add the BODY
3d6 (10), for a total of 19. Jinnosuke rolls 3d6, of the targeted character plus 1d6. Subtract this number from the
getting an 8. He adds that to his REF (4) + his Iaijutsu (6) for a DC of the attack. For every DC remaining, the character is knocked
total of 18. Not enough by itself for success. But he also adds +3 back one knockback “unit” (the unit of measurement is deter-
for the surprise maneuver, and he receives no penalty for ready- mined by the level of the campaign; see below). The character is
ing and attacking in the same Phase, since he is using Iai-jutsu. moved that far away, in a straight line, from the point of impact.
His new total is 21. Jinnosuke draws the blade and slashes a very
surprised Yaemon in one deft motion! Campaign Level Knockback Unit
Historic 1/2 meter

DAMAGE Chanbara
Anime
2 meters
4 meters
Damage is an abstract measure of how much something can be
harmed before it is either killed, destroyed, or bludgeoned into DAMAGING PEOPLE
unconsciousness. (Obviously, one cannot bludgeon a boat into But what is the damage subtracted from? That’s where Hits and
unconsciousness, but one can damage it.) Stun come into play.
In SENGOKU, all damage is measured in six-sided dice, with each In Fuzion-powered games, all living things have Hits—points
“d6” representing a unit called a Damage Class (or DC). Example: which represent how much damage they can take. A character
1d6 is Damage Class 1 (or DC1). generally has a number of Hits equal to five times his BODY
Each point of DC represents 1d6 when rolling for damage. You characteristic. One point of damage from a weapon or attack will
roll the specified number of dice, add the results together, and the remove one Hit.
total is the amount of damage done to your target. Living things also have Stun points; a measure of how much
For example, Yasuchika has a DC4 katana. His player rolls damage they can take before they pass out from pain and shock.
four dice and get a 5, a 6, a 2, and a 3. He therefore does 16
points of damage with that attack.
With the exception of bows, ranged weapons always do dam- Stun Damage
age based on the DC of the weapon. Damage caused by any part One point of damage from a body blow or stunning weapon
of the body, however, is determined by the Strength (STR) of the will remove one point of Stun. Stun Damage creates pain and
attacker, with fists doing one DC of Stun damage for each point shock, but not serious injury. It is “fist-fighting” damage, im-
of Strength the attacker has (a kick does an extra DC on top of pacts done with the parts of the body, such as hands, feet, or even
your STR, but suffers a -1 Attack Total penalty). the head.
For example: Nishi’s STR is 5; this means Nishi does 5 dice As a general rule, if it’s part of the body and isn’t sharp, it does
(DC5) with fists, 6 dice for a kick. Stun damage. Some weapons, like wooden practice swords and
spears, do Stun damage (although they can kill if the damage is
excessive). These weapons are easy to spot on the weapon table
Minimum Strength (see Arms , page 166) because their DC is listed in parenthesis.
This is the minimum STR at which you can use a melee weapon Stun damage is always subtracted from your character’s pool
with no penalty. Below this level, you take a –1 Reflex penalty of STUN points, after being reduced by the higher of either your
for every –1 STR and a –1 die damage penalty as well. For ex- character’s SD or his Armor. When his STUN points are at zero,
ample, Kaede, STR 2, tries to use an ôno with a 5 STR Mini- his body will react by shutting off the pain—he passes out.
mum. She’ll only do 2d6 Killing damage when she hits, and takes When you have lost all of your Stun points, any subsequent
a –3 REF penalty, because the weapon is too heavy and unwieldy Stun damage you take will continue to convert into killing dam-
for her to use it effectively. age at the 1/5th rate, reducing your remaining Hits—if beaten
senseless and the beating continues, you could be beaten to death!
Extra Damage If you take more than 1/2 of your total Stun in one attack, you
Strength-based attacks using weapons have a damage each are Stunned. A Stunned character cannot act in the next Phase
weapon can do. This value is equal to the weapon’s listed Dam- and is –5 to all Primary Characteristics. He can’t move, and he
age Class (DC). For every point of STR you have above the mini- may take no other actions. He will remain stunned for 1 Phase,
mum STR required to wield the weapon, you will do one addi- becoming “unstunned” next phase.
tional die of damage, up to twice the weapon’s listed DC. Your character is knocked out whenever your Stun is reduced
Example: Kojirô, STR 5, wields a tantô (STR Minimum of 1). to zero or below; you are automatically unconscious. You are
He had 4 more STR than he needs, so he expects to gain 4 extra effectively knocked out, but will regain consciousness once you
dice on his attack. But since the dagger’s maximum damage is have recovered enough Stun to put you back over zero again (see
only twice its listed DC (1x2=2), he only gains 1 extra DC. On the Stun Recovery Table for how long this takes).
the other hand, Sôrin, STR 8, wields an ôno (STR min. 5). He

…if he is always looking death in the face, a man will have little attachment to material things and will not exhibit…grasping and
210 covetous qualities, and will become…a fine character.
— Daidôji Yûzan
WWW.SENGOKU.COM

Stun Recovery Table High Variance Hits/Stun


Stun level Recover Stun This optional rule is for those who like
0 to –10 Every Phase the lotto, and replaces the normal meth-
–11 to –20 Every Round ods of determining Hits or Stun damage.
–21 to –30 Every Minute To find Hits, roll 1d6 and multiply it by
>30 Up to GM (a long time) the DC of the attack. To determine the
Stun damage of the attack, roll 1d6 and
multiply the number rolled by the DC of the
Killing Damage attack, with a minimum amount equal to the Hits
Killing Damage, on the other hand, is serious injury that can done by the attack. These can be used independently or together.
maim or kill. Anytime you are hit by a bladed or pointed weapon, These methods result in higher Stun damage for killing attacks.
even if it’s just a sharpened stick, you will take Killing damage.
In addition, any sharpened part of the body (fangs, claws, horns,
etc.), can also do killing damage. Killing damage is always sub- HIT LOCATIONS
tracted from your character’s pool of Hits. When this is reduced Where you hit can often be just as important as whether you hit.
to zero, your character is dying. While Fuzion usually uses a single pool of points to determine
Since killing damage also causes a fair amount of pain and shock, how much damage or stun your character can absorb, individual-
you’ll take 1 point of Stun for every 1 Hit you lose, until you run ized hit locations do play a part in determining the severity of that
out of Stun points; you don’t get to subtract your Stun Defense damage (getting hit in the head, for example, is far more lethal
from this loss of Stun. Sometimes a stunning blow is powerful than being hit in the arm). Hit locations also help determine if
enough that a small amount of serious damage is also done. For armor is being worn over a particular area or not; useful if you
each 5 points of Stun that gets past a target’s defenses, they also neglected to wear your helmet this morning! They are also used
lose 1 Hit of Killing damage. to determine the Hit Modifiers for attacking a specific area (or
you can choose a location by using the Modifiers on the right).
Impairing Wounds Warning: This rule makes dying a lot easier! Then again, it
makes lopping off your opponent’s limbs easier, too. Needless to
Whenever your Hits have been reduced enough, you will be- say, we recommend using it for truly chanbara-inspired games.
come impaired. At half of your total Hits, all of your Primary Your tastes may vary.
Characteristics will be reduced by 2; at 1/4 of total, they will be When using the Hit Location Table below, roll 3d6 and modify
reduced by 4 points. A characteristic cannot, however, be reduced damage as appropriate. For attacks from above or with short weap-
to less than 1. ons, the GM can allow a 2d6+1 roll for Hit Location; for attacks
from below, 2d6+6.
Dismemberment Note that damage is multiplied after penetrating armor.
It just wouldn’t be a chanbara roleplaying game if there weren’t
a rule for cutting off limbs and heads. So here it is. Hit Location Table
Any time a character suffers more than their total Hits in a single Roll Location Effect Hit
blow from a bladed weapon (before or after the damage modifier 3d6 Hit (after armor) Modifiers
for Hit Location) to a limb, that limb is completely severed. Any 3–4 head x2 damage –6
such blow to the neck decapitates the target immediately, killing 5 neck x1½ damage –6
them. 6 hands/forepaws* x½ damage –4
Optionally, GMs may allow bashing weapons (i.e., weapons 7–8 arms/forelimb* x½ damage –3
that do Stun damage) to crush a limb when the damage exceeds 9 shoulders* x1 damage –3
half the target’s total Hits. A crushed limb takes twice as long to 10–11 chest x1 damage –1
heal, and is immobile and useless for the duration of the healing 12 stomach x1½ damage –5
process. At the end of the healing period, the character makes a 13 vitals x1½ damage –6
CON + 3d6 roll (DN 18). If the roll fails, the limb is permanently 14 thighs* x1 damage –3
immobile. A crushing blow to the head can be quite gory, and 15–16 legs/hind limb* x½ damage –4
kills the target instantly. 17–18 feet/hind paws* x½ damage –4
Note that characters using ki to “avoid” damage may also do so * (roll 1 die: even = right, odd = left)
to prevent a limb from being dismembered or crushed.

Dead. Shinda. Owari.


DEFENSES
So how do you avoid getting knocked out or killed? The first
When you reach zero Hits, you are dying. You will be able to way is to just stay out of the way; use your Skills and Character-
keep moving if you’ve still got Stun left, but you’ll be at –6 (GM’s istics to ward off the attack (p. 209). But if that doesn’t work,
Option) to all Primary Characteristics. This penalty can be tem- you’ve still got another option: armor.
porarily overcome by expending ki (see Ki, page 223). You will Armor is intended to get between you and the Damage first,
also lose 1 additional Hit, due to shock and blood loss, per Round and has a value which is subtracted on a point-for-point basis
(4 phases). When you reach a negative score equal to 2x your from damage before it is taken from your Hits or Stun. Armor is
BODY characteristic, you are dead (i.e., if your BODY is 5, you the best line of defense, so use it whenever possible. Armor will
are dead when your reach -10 Hits).

Every day when one’s body and mind are at peace, one should meditate upon being ripped apart by arrows, rifles, spears and swords,
being carried away by surging waves, thrown into a great fire, struck by lightning, shaken to death by a great earthquake, falling from
thousand-foot cliffs, dying of disease or committing seppuku at the death of one’s master. 211
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
stop both Stun and Killing damage. In general, destroying sails, oars, rudders, or wheels will auto-
Your natural physical toughness (the matically render a vehicle immobile or uncontrollable. Destroy-
Stun Defense on your character sheet) is ing 40% or more of a ship’s hull will cause it to either sink of
your next defense, but will only stop break up. There is a tale of the great warrior, Minamoto no
Stunning Damage. You’ll use this as a Tametomo, who, with a single arrow, sank a pursuing ship. There’s
last resort, and mostly in fistfights and no reason your characters shouldn’t have the same opportunities.
other non-lethal engagements. Example: For example: An enemy boat (Hull: 80 SDP) is chasing
My CON is 5, giving me a SD of 10. If 15 Shigeru’s own craft. They are gaining, and Shigeru knows it’s
points of Stun hit me, only 5 (15–10) would get only a matter of time. He stands up in the stern, nocks an arrow,
through. breathes a silent prayer and takes aim. All in the pursuing boat
• If stopping Stun damage, always take the higher of either the crouch low, hoping to avoid the shaft — but they are not the
armor’s KD or the character’s SD. target. Shigeru looses the arrow, and hits the target: the bow of
• If stopping Killing damage, use only the highest armor KD. the boat, just below the waterline. His STR is 6, and he is using a
The defensive qualities of the various types of armor are in the seven-man (MR7) bow, for a total of 11DC (6 + 5). He rolls well,
Arms, Armor, and Equipment (page ). for a total of 42 points. That is more than enough for his pur-
poses. The arrow has shattered a critical plank and the boat im-
DAMAGING OBJECTS mediately starts to founder, moving forward and down into the
water. Shigeru and his party are safe.
“Soft targets” like living things take damage differently than
“hard targets” (structures, etc.). So in Fuzion, inanimate struc-
tures, vehicles and other non organic objects (commonly called Vessel Hit Location Table
“hard targets”) have Structural Damage Points (SDP) instead of
Roll Location Hit/AV
Hits or Stun. SDP is different from Hits, but works the same way—
3d6 Hit Effect (after armor) Mod
one point of damage will remove one SDP.
3 bridge 1–3 Pilot hit, 4–6 rudder
You can’t stun an inanimate object. Therefore, objects will al-
hit (10%) –5
ways take both Stunning and Killing damage the same way, sub-
4 mast Renders sail useless (10%) –6
tracting it from their SDP.
5-7 sail Renders sail useless (10%;
40% from arrows) –4
Critical Effects 8 cabin Officer’s cabin (50%) –2
An object need not be totally destroyed to make it non-func- 9–10 deck 1-2 hits random item/person
tional (e.g., you don’t have to actually destroy an entire warship on deck; 3-6 hits deck (50%) –4
to stop it; you only have to put a big enough hole in the bottom). 11–12 hull Hits the side of ship; may sink
The value in parenthesis (X%) is the percentage of overall SDP ship (20%) –1
that must be destroyed to incapacitate the vehicle. 13 lower hull Strong blow sinks vessel (10%) –4
14-15 cargo Random cargo takes 1/2 dam-
age (40%) –2
16 passengers Random passenger takes 1/2
damage (40%) –3
17 rudder Renders rudder useless (10%) –6
18 oar Renders one or more oars
useless, slows vessel (10%) –4

Bridge/Pilot: The bridge is typically unprotected on Japanese


vessels. On any hit to the bridge, roll 1d6. On a 1–3 the pilot of
the vessel is struck, and on a 4–6 the rudder handle is hit. On
vessels without a bridge, proper, the pilot or person controlling
the vessel is automatically struck. Damage to the pilot does not
damage the vessel itself, but if the pilot is incapacitated the vessel
will be uncontrolled until such time that someone else takes over
the helm. If the rudder is struck, delivering more than 10% of the
total SDP of the vessel in Hits destroys the rudder, making the
ship unmaneuverable.
Mast: Doing more than 10% of the vessel’s SDP in Hits to the
mast destroys it and renders the sail useless. If the target has no
mast, ignore these results and reroll.
Sail: Doing more than 10% of the vessel’s SDP in Hits to the
sail destroys it, rendering the sail useless. Damage caused by ar-
rows or other piercing weapons (teppô shot, for instance) requires
20% of the SDP in damage to render the sail unusable. If

In approaching for the attack a warrior does not forget to wait for the right moment. In waiting for the right moment he never forgets
212 the attack.
— Notes on Martial Laws
WWW.SENGOKU.COM

the target has no sail (or no sail raised), ignore these results and
reroll.
Cabin: The cabin includes the officer’s or pilot’s cabin. It in-
RANGED
cludes the small cabin on riverboats as well. Damage equal to
50% of the vessel’s SDP will render the vessel inoperable. If the COMBAT
target has no cabin, ignore these results and reroll. Ranged Combat occurs whenever you
Deck: Any hit to the deck may strike an item or person on the shoot at something. Any ranged weapon or
deck. Roll 1d6: 1–2 the shot hits a random item, person or piece ranged attack can be “shot”—arrows can be
of equipment; on a 3-6 the shot hits the deck itself. Damage ex- fired from a bow, bullets can be shot from a teppô,
ceeding 50% of the vessel’s SDP in Hits will sink a vessel. shuriken can be thrown, and so on. In general, if a weapon is used
Hull: The blow strikes the side of the vessel. Damage in excess to strike a target from a distance, it’s ranged combat.
of 20% of the vessel’s SDP will cause the vessel to start taking on
water, and the vessel will flounder and lose an additional 5 SDP
per Round. When the vessel reaches zero SDP, the vessel com- LINE OF SIGHT
pletely sinks below water and is lost. A hit below the waterline You must be concerned over line of sight (LOS), which deals
causing more than 10% of the vessel’s SDP in Hits will cause it with whether anything’s between you and your target. Line of
to take on water. Any passengers without the ability to swim may sight can be:
drown (see Drowning, pg. 220). Clear: There’s nothing in the way; go ahead and shoot.
Cargo: The attack strikes a random piece of cargo, either be- Obscured: There’s something that may block a clear view, but
low deck or on the deck of the vessel (GM’s discretion), taking 1/ won’t block a shot, such as shrubbery, smoke, or darkness. If a
4 of the damage rolled for the attack. Damage in excess of 40% character can’t see who they are fighting (e.g., the target is invis-
of the vessel’s SDP causes the ship to take on water (see Hull, ible, in darkness, behind cover, in ambush or the shooter is
above). dazzled), each phase they must make a Perception roll (Diffi-
Passengers: The attack strikes a random passenger, either be- culty number determined by the GM). On a successful roll, the
low deck or on the deck of the vessel (GM’s discretion), taking 1/ penalty is –2 to all Attack and Defense Values that Phase. This
2 of the damage rolled for the attack. Damage in excess of 40% increases to –4 with an unsuccessful roll.
of the vessel’s SDP causes the ship to take on water (see Hull, Blocked: There’s something in the way that you can’t shoot
above). through. If the target’s only partially blocked, you can try to hit
Rudder: The rudder is struck. Damage in excess of 10% of the whatever is exposed. Determine how much is exposed, then
vessel’s SDP destroys the rudder, leaving the vessel modify the difficulty number appropriately.
unmaneuverable.
Oar: One or more oars are struck. Damage in excess of 10% of
the vessel’s SDP destroys the rudder(s), reducing the vessel’s
Blocked LOS Modifiers
maximum Movement when using oars. Each 10% of the vessel’s Cover Difficulty
SDP in Hits reduced the vessel’s maximum Move by 1/4, unless, Half Body +2
of course, sails are used instead. (I.e., if damage is in excess of Head and Shoulders Only +3
10% of the SDP the vessel has a maximum of 3/4 of it’s Move; if Head only +4
damage is in excess of 20% the vessel it at 1/2 Move; if damage Behind someone else +4
exceeds 30% SDP the vessel is at 1/4 Move; and if damage ex- Target prone +2
ceeds 40% SDP the vessel is immobile.) Target crouched or kneeling +1

For a warrior, there is nothing distressing about hearing of something and fleeing. To see something and flee, however, is a great evil.
To hear of certain conditions and retreat is one sort of strategem, and thus not really a matter of fleeing. For this reason it has been said
that it is fundamental to ‘let one’s ear be a coward and his eyes a hero.’ 213
— Asakura Soteki
SENGOKU: REVISED EDITION

RANGE MODIFIERS
Shooting ranges aren’t based on how Combat modifiers take into account the conditions of the battle.
far the weapon can shoot, but on how Modifiers are applied to the difficulty number (DN). You may
easy it is for a marksman to clearly see a use some, none, or all applicable modifiers to make the combat in
target. If you can’t see it, you’re firing SENGOKU more exciting and realistic.
blind no matter how far your bow’s arrow
reaches. Ranged Attack Modifiers
This means that weapon ranges tend to over-
Situation DN Modifier
lap until they reach their Extreme ranges, as reflected in the table
Moving target +1 per 10m
below. The base DN for each range are listed in parenthesis.
target moves
Target silhouetted -2
Range Modifiers Target Prone +2
Melee (DN 14): Within 4 meters (2 ken) or less of the target. Firing from deck of a ship in calm water +2
This is also basic melee and hand-to-hand range. Firing from deck of a ship in rough water +4
Close (DN 16): Within 10 meters (5 ken) of the target. Aimed body shot:
Medium (DN 18): Within 50 meters (25 ken) of the target. Chest +1
Long (DN 20): From 50 meters (25 ken) up to the listed range Arms, shoulders, thighs +3
of the weapon. Legs, hands, feet +4
Extreme (DN 20, +1 for every full 50 meters past listed Stomach +5
range): If the listed range is less than 50 meters, +4 DN Vitals, head +6
applies to distances between close range and listed range. Firing teppô from hip +2
This can be “bought down” by aiming, bracing, and other Aiming -1/phase, up
things. Example: a certain bow has a listed Range of 100 to -3 max
meters (50 ken). If Shônosuke shoots at something that is Braced -2
150 meters away, that additional 50 meters beyond the Tiny target (bullseye, eye, vital area) +6
weapon’s normal range increases the range modifier from Small target (less than 1m; head, limb) +4
–6 to –7). Large target (tree, cart, large animal) -2
Very large target (galley, wall) -4
NUMBER OF SHOTS AND Surprise attack (see Surprise, above) -5

RATES OF FIRE
Unlike melee weapons, most ranged attacks have a limited num- AUTOFIRE
ber of shots (arrows, bullets, charges, etc.). This is usually listed When making an autofire attack (such as when using dogakure-
in the weapon’s description (see Arms, page 166). justsu to hurl multiple shuriken in one phase), make the attack
Rate of Fire (ROF) is how many times the weapon or attack can roll as normal. If successful, one missile has struck the target. In
be “shot” in a 3-second phase. Most ranged weapons have an addition, for every 4 points the roll exceeded the difficulty num-
ROF of 1 or 2, but some weapons (and some offensive spells) ber, the target is hit by one additional missile.
may have the capacity for rapid fire with a ROF of 10 or more. For example, Jubei hurls four shuriken at an opponent, with a
Like Shots, a ranged weapon’s ROF will be listed in the weapon’s DN of 14. Jubei makes a Throwing (shuriken-jutsu) roll and gets
description or on the weapon table. a total of 21. He hits with one shuriken (for beating the DN 14)
and hits with another because his roll exceeded 18. His roll was
less than 22, however, so he did not hit a third time. Jubei hit his
taret with two of his four shuriken.

BOWS
Bows are a special category of ranged attack because they’re
Strength-based ranged attacks. Bows in Japan are rated by “Man-
rating” (MR). Man-rating is a measure of how many men it takes
to string the bow.

Calculating a Bow’s Damage Class


Yumi or daikyû (longbows) do 1d6 of damage and have 20
meters (or 10 ken) of range for each point of Man-rating (MR) of
the yumi.
For example; Yamagishi Sanzô, STR 7, is shooting a MR6 yumi
(bow with a man-rating of six). The yumi has a STR Minimum of
6, so Yamagishi has the STR required to use the bow; his extra
STR does not help him do more damage, however. The damage is

Which is worse, to err in matters concerning the ranks of men or to stray from Bushidô? I have read that when the crime itself is
214 unclear, the punishment should be light.
— Nabeshima Tadanao
WWW.SENGOKU.COM

6d6, and the range is (6x30) 180 meters. In addition to hand-thrown grenades,
Hankyû, being smaller and of less durable construction than the daimyô and weapon masters will have ac-
yumi, have a maximum MR of 3. cess to exploding missiles, called tedan,
that can be fired from the muzzles of
Making Attack Rolls large-bore teppô (called ô-deppô), which
can be purchased for twice the cost of a
In combat, the attacker combines his skill in his chosen weapon regular model.
with his REF and a die roll (REF + weapon skill + 3d6). He may These missiles can be acquired through
also have to add or subtract certain modifiers (such as range, cover, stealth or less-than-legal markets, and are rare.
etc.) from this number to determine the final Attack Total (AT). They look like large, elongated, pointed eggs with fins and a one-
The Defender combines his DEX + Ranged Evade skill (if any) shaku-long wooden tail. The “tail” is inserted into the barrel, the
+ 10 to produce a comparable Defense Value (DV). The two— teppô is aimed and fired, and the missile explodes on contact.
AT and DV—are compared. If the Attack Total is equal to or
They can also be fused to explode in the air, scattering shrapnel
greater than the Defense Value, the attack succeeds and the ar-
over their damage area. Although they are area-effect rather than
row finds its mark.
individual-injury weapons, targets must be specified (a wall, a
For example: Zaemon, the attacking character, has a REF Char-
door, a barricade, or even a person) unless they are intended to
acteristic 5, a Kyûjutsu Skill of 4, and a die roll of 10: he has a
explode in the air (say, over a handful of enemy bushi). Due to
Attack Total of 19. A –2 modifier for range brings this down to
the way they function, their range is 1 level less than a normal
17. Akimitsu has a DEX of 5, a Ranged Evade skill of 4, and we
teppô (see Missile Weapons, page 168).
add a flat value of 10, for total a Defense Value of 19. Since
If they are used with a fuse, the person firing the teppô must
Akimitsu’s DV is higher, he has avoided being hit by the incom-
estimate the range and timing, lighting the fuse and firing when
ing arrow fired by Zaemon.
he thinks the fuse has burned sufficiently to allow it to explode
somewhere near where he wants it. He must have the Firearms
TEPPÔ ATTACKS (teppô-jutsu) skill for this, of course, and since it is a guess and
luck, we have a special mechanism for this one; To score an “air
Teppô are also ranged weapons (no surprise there) but they aren’t
hit” the shooter must combine TECH + Firearms (teppô-jutsu),
reliant on the strength of the user; they rely merely on the user’s
plus any range modifications, and a roll of 1d6. This score must
eyes and skill, and the amount of powder he drops down the bar-
meet or beat a 3d6 roll by the GM. If it succeeds, the blast goes
rel. The wonderful thing about teppô is that they allow a daimyô
where the shooter intended. If not, the blast center is two meters
to make an army of people who have only STR 2 if necessary, as
off per point of difference. Use the Missed Missile Weapon table ,
no great strength is needed to lift and fire a teppô.
below, for the direction the missile.
In the rain, there is a five-in-six (roll 1d6) chance that the match
will go out despite best efforts to keep it shielded.
If the shooter wishes, he can as much as double-load his teppô
for increased range, but in addition to being subject to the ex- Missed Missile Weapon
treme range penalty, the GM must make a hidden roll for a one- Roll 1d6 Direction
in-six chance that the barrel will crack or split. The PC might not 1 Long left
notice that a crack has formed (requires a successful Firearms + 2 Long
INT roll, DN 18, or Perception roll, DN 24)—and each subse- 3 Long right
quent use, even at normal range, might cause the barrel to ex- 4 Short right
plode like a hand grenade in the shooter’s face (roll damage for 5 Short
the teppô but apply it to the shooter). It is up to the GM to deter- 6 Short left
mine the extent of the initial damage, and up to the PC to take
time to inspect his weapon for damage.

EXPLOSIVE ATTACKS Sample Explosive Attacks


For these, the attacker rolls against a difficulty number assigned Typical Area Effects Effect Radius
by the GM (a base DN of 10 plus range penalties is appropriate). Tedan (hand grenade) per DC: 2 m (1 ken)
Characters take the damage in the ratio of 2 less points for every Bakudan (teppô missile) per DC: 4 m (2 ken)
meter (three shaku) they are away from the center of the attack.
For example, if an explosive attack does 28 Hits of damage at
the point it explodes, it will do 26 Hits within one meter (3 shaku)
from the center of the explosion, 24 Hits within two meters (six
shaku), 22 within three meters (nine shaku), 20 within four meters
(12 shaku), and so on.
If the character fails the attack roll, the center of the attack shifts
one meter for every one point the attack roll was missed by, up to
a maximum of 1/2 the total range to the target. Roll 1d6 to see
which direction the center of the attack scatters and consult the
table below.

The person without previous resolution to inevitable death makes certain that his death will be in bad form. But if one is resolved to
death beforehand, in what way can he be despicable? 215
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

WEAPONS MOUNTED COMBAT


A common maneuver among samurai is to fight from horse-
WEAPON back. Samurai may wield a polearm (usually a yari), sword (katana
or tachi) or the awesome Japanese longbow (yumi ). Much of the
BREAKAGE samurai’s time was spent training both in the weapon arts as well
as their employment from horseback.
Weapons can break in use, though this is rare In SENGOKU, to be able to fight from horseback, one must pos-
with good quality weapons. Consider the average metal weapon sess the Riding (ba-jutsu) skill. Whatever his chosen weapon, he
to have a KD equal to the maximum damage listed plus (2x STR must also have the appropriate skill to wield it.
Min), and a number of Hits equal to (STR Min/2). Better quality For example, if one has Riding (bajutsu) and Swords (kenjutsu)
weapons might have a higher KD or more Hits (see Quality of but not Polearms: Lances (sôjutsu), he can fight with sword from
Items, page 194). You should only worry about weapon breakage horseback, but not with a yari. If he also has Polearms: Lances
when striking hard targets (those having KD 10 or higher) or (sôjutsu), he can use a yari as well.
blocking a metal weapon. Clubs have a KD of only (max damage Anyone fighting from horseback uses the lower of the two per-
listed), and therefore break more frequently. tinent Skills: his weapon skill, or Riding (ba-jutsu). Being a poor
rider greatly impairs one’s fighting ability and, conversely, being
ENDURANCE COST a masterful rider does not improve one’s chances to land a blow.

Weapons cost END to use; 1 END per 2 points of STR used,


rounded down. So using a weapon at STR 3 costs 1 END each
phase of use.
MARTIAL ARTS
END cost for weapons can be reduced if you have more STR There are four unarmed martial arts forms available to charac-
than the amount you’re using for the weapon at the moment. Re- ters in SENGOKU: Atemi-waza, Jujutsu, Sumai and Ninpo Taijutsu.
duce the END cost by 1 for every 2 STR over what you are using. These art forms are described under Skills (pages 150-152). In
Example: Tameyoshi is STR 7, and he’s using an ôno. Using most Fuzion games, martial art maneuvers cost 2 OP, times a
his full STR, he does 6 DC with the ôno, at a cost of 3 END. He multiplier based on how common martial arts are in the cam-
can use the axe at STR 6 and elect to either do 5 DC with it (at an paign setting. In SENGOKU, however, the basic martial art maneu-
END cost of 3), or do only 3 DC with it at an END cost of 1. vers for each martial arts style are provided at no extra cost and
Armor also costs END to use, based on the STR required to may be used by all characters possessing the appropriate skill.
“carry” the armor’s total weight. For every 2 STR over the mini- Advanced maneuvers may also be purchased by characters with
mum needed, reduce the END cost of armor by 1. The END cost the appropriate skill. These advanced maneuvers must be pur-
of armor is doubled in hot temperatures (over 80oF); in hot weather chased individually, at a cost of 2 OP each.
armor costs 1 END per 1 STR to use.
The minimum END cost for a weapon is always 1. END cost MANEUVER DESCRIPTIONS
for armor can be 0. Each of the martial arts forms have a number of maneuvers
which can be performed by practitioners of each art. A shorthand
table describing the effects of those maneuvers is given under
each art. Below is a description of all of the martial art maneu-
vers available in SENGOKU.

Basic Strike: The character has been trained in how to deliver


an attack with greater force than a normal punch. They add 1d6
to their normal STR-based damage, +2 to DEX.
Breakfall: The character has been trained how to fall without
hurting himself, and can roll to his feet from most falls.
Defensive Strike: This attack is more of a probe than a full-out
attack. It can represent a jab, a quick strike, or any other attack
where the attacker is more concerned about defending himself
than really damaging his opponent. Adds +1 to REF, +3 to DEX.
Killing Strike: This attacks allows the character to perform
attacks which inflict Killing damage without using a weapon. A
Killing Strike can be striking a limb to break it, a throat or kidney
punch, the classic “karate chop,” or any other appropriate type of
blow.
Martial Block: This is a trained block. A character with this
maneuver is very good at blocking melee attacks. Adds +2 to
DEX, REF.
Martial Disarm: The character has been trained to knock weap-
ons (and other objects) out of his foes’ hands. A disarm will only

216 No matter what the circumstances might be, one should be of the mind to win. One should be holding the first spear to strike.
— Japanese saying
WWW.SENGOKU.COM

affect items that are held with one hand; two-handed objects must faith of choice. The character is from that
be grabbed away. +2 to STR during the maneuver. point on subject to the tenets of his new
Martial Dodge: You’ve practiced getting out of the way of faith, and no longer must adhere to the
attacks. This dodge will work against ranged as well as melee tenets of his previous faith.
attacks. Adds +5 to DEX for dodging purposes that Phase Any uses of the PIE stat are at the re-
Martial Escape: You’ve been taught how to get out of even duced number, including use of faith-
the strongest grab or hold, adding +3 to your STR for escape based magic. So any mystic character with
purposes a PIE of 0 is unable to invoke prayers of their
Martial Grab: The character has been trained on how to grab faith until their PIE has been restored.
and hold his foes. Minor and major violations are described for each faith, below.
Martial Throw: Instead of striking, a character with the Mar-
tial Artist Talent may declare he is throwing his opponent. The
attacker makes a normal attack. If it is successful, he throws the POLLUTION (SHINTÔ)
target to the ground and does his normal Strength Damage. After Violations of Shintô “rules” cause the character to gain pollu-
being thrown, the defender is prone, and must act after the at- tion. Examples of minor and major pollution are listed below for
tacker next round regardless of their Initiative rolls. A thrown easy reference.
target may not use his Athletics skill to automatically roll to his In order to regain PIE lost due to pollution, the character must
feet; he must spend one action instead. be purified by a Shintô priest (kannushi). If the character is him-
Nerve Strike: This is a strike targeted at the vulnerable nerve self a priest, he may regain PIE lost due to minor pollution by
clusters of the human body. As such, the target does not get his performing an atonement (i.e., successfully invoking the Shintô
SD versus this attack. Since a good deal of accuracy is needed to prayer of Atonement). Anyone who incurs major pollution may
land these blows, the attacker must spend at least one round aim- only have their PIE restored by being purified by another priest,
ing at his target before using this attack. Does 2d6 damage, at - since the polluted character’s PIE is reduced to 0 and they are,
2REF thus, unable to perform an Atonement on their own behalf.
Offensive Strike: This is an all-out attempt to mangle your
target. An Offensive Strike covers a flying kick, a full-out
haymaker punch, or any other full out style attack. Adds +2d6 to Pollution
basic strike, at –2 REF, +1 DEX.
Minor Pollution (-1 PIE each)
Sacrifice Throw: This maneuver represents any move where
• Attend a funeral
the attacker falls to take down his opponent. It can be a ju-jutsu
• Eating meat
throw, a sliding takedown, a tackle, or any other move where
• Speaking ill of or otherwise offending any kami
both the attacker and his target end up on the ground. Martial
• Being present at any birth
Throw, with +2 to REF, target and attacker both knocked prone.
• Close proximity to death (i.e., a corpse), blood or disease
If this attack missed, the attacker is on the ground at the feet of
• Any interference with agriculture/crops
his opponent anyway. Not a good place to be.
Major Pollution (PIE to 0)
• Defiling a shrine
POLLUTION, • Contact with death (i.e., any corpse), blood or disease
• Menstruation

TRANSGRESSIONS,
• Contracting a disease
• Critically failing a spell (prayer)-casting skill check

AND SIN
VIOLATING RELIGIOUS TENETS
All characters in S ENGOKU must choose one primary faith,
whether it be Shintô, Buddhism, Ryôbu-Shintô, Shugendô or
Kirishitandô. Each faith has certain religious tenets that must be
adhered to by its followers (called shinja) in order for them to
maintain their Piety (PIE) characteristic.
Any violations of the religion’s rules or laws results in a loss of
PIE. Minor violations cause the character’s PIE to go down by 1
point for each violation. Major violations result in a total loss of
PIE; The character’s effective PIE is immediately reduced to 0.
Such reductions in PIE remain until the character satisfies his
religion’s requirements.
The only other way to regain one’s original PIE is to change
faiths. All that is required is for a character to have the appropri-
ate skill at level one and for them to take the new religion as their

Seen from the eye of compassion, there is no one to be disliked. One who has sinned is to be pitied all the more. 217
— Shin’ei (ancient text)
SENGOKU: REVISED EDITION

TRANSGRESSIONS SINS (KIRISHITANDÔ)


(BUDDHISM) Violations of Kirishitan law are called sins. Both the Catholics
and Protestant sects recognize the same sins. The only exception
Violations of Buddhist law are called is that the Catholics consider the Pope’s word as the word of
transgressions. Examples of minor and God, so that anyone defying or disrespecting the Pope commits a
major transgressions are listed below. major sin. Examples of minor and major sins are listed below.
In order to regain PIE lost due to transgres-
sions, the character must be blessed by a Bud- Jesuits and Catholics
dhist priest (sô) or a yamabushi (shugenja). If the character is
In order to regain PIE lost due to sin, whether minor or major,
himself a priest, he may regain PIE lost due to minor transgres-
Jesuit and Catholic characters must confess their sins to a Catho-
sions by successfully performing the Buddhist Atonement prayer.
lic or Jesuit priest, be forgiven by the priest (in the name of God)
Anyone who commits a major transgression may only have their
and receiving absolution. There is no self-atonement for Catholic
PIE restored by being blessed by another priest, since the
or Jesuit characters.
transgressor’s PIE is reduced to 0 and they are, thus, unable to
perform the Atonement prayer on their own behalf.
Protestants
Transgressions Protestant characters regain PIE lost due to sin, whether minor
Minor Transgression (-1 PIE each) or major, far easier than their Catholic counterparts. Protestant
• Causing harm to any life characters automatically regain PIE lost due to minor sins by pray-
• Stealing ing for forgiveness and making a successful WILL + PIE roll
• Committing adultery (DN 18). This roll may be attempted once per week. Upon a suc-
• Lying or exaggerating cessful roll, the character regains all of his lost PIE points.
• Speaking abusively Protestant characters committing a major sin, however, must
• Equivocating (speaking evasively or vaguely) attend a Protestant religious service (no matter how simple) and
• Succumbing to greed receive the Word of God. Only then may they attempt a WILL +
• To be hateful PIE roll. This roll may be attempted no more than once per week.
• Wasting food Upon a successful roll, the character regains all of his lost PIE
• Eating meat (this is a Major Trangression for yamabushi) points. If the service is held on a Sunday or any holy day (like
Major Transgression (PIE to 0) Christmas, Good Friday, and so on) the DN is 18. If the service is
• To kill a living thing held on any other day of the week, the DN is 22.
• Refusing charity
• Curse or otherwise dishonor the Buddhas Sins
• Critically failing a prayer-casting skill check Minor Sins (-1 PIE each)
• Stealing
• Committing adultery
• Coveting (desiring) other people’s property
• Dishonoring or disrespecting one’s parents
• Succumbing to greed
• Bearing false witness against someone
Major Sins (PIE to 0)
• Murder
• Praying to other gods or their images/idols
• Blaspheming (taking the Lord’s name in vain)
• Heresy (speak against the Church; Catholic/Jesuit only)

When you have…a nightmare, you wake up and tell yourself that it was only a dream. It is said that the world we live in is no different
218 from this.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

THE ENVIRONMENT exposed to the cold. Kenji and Tarô are


not too sure they want to continue to
travel, as it is too cold and they may well
Teppô and swords aren’t the only thing that can hurt you. The not make it.
world is full of potential dangers; falls, illness, drowning, even
being hit by lightning. All of this falls under the heading of the
environment: Protection from the
Elements
ENVIRONMENTAL EFFECTS Wearing inclimate weather gear will reduce the
category by one step (e.g., Deadly to Intense, Intense to Mild,
Each of these are effects of the environment that harm you and Mild to No Effect). Likewise, other protection, such as a crude
through accumulation; shock and poison by accumulated dam- shelter, will reduce the effective category by one step. A strong
age to your body or will, asphyxiation through continual lack of shelter, like a cave or farmer’s hut, will reduce the category by
air. two steps. Prayers can reduce the category by up to three steps,
depending on the prayer’s power and effectiveness.
Electricity and Fire For example, our pair of travelers, Kenji and Tarô, are wear-
Electricity and fire are always ranked by intensity of the effect ing heavy cold weather clothes. So the GM reduces the effect of
(GM’s discretion), with damage occurring each phase that you the cold weather from Intense to Mild. The GM decides that the
are exposed to the source. new DC for exposure will be only DC 2, or 2d6 damage per hour.
Given that they are somewhat protected from the cold, the pair
Intensity Table agree to trek over the pass after all. The GM rolls the damage for
each hour of travel. After three hours of walking our travelers
Type Mild Intense Deadly each take 3 points of damage, after deducting their Stun Defense
DC 1–4 5–10 11–20 from each roll.
Electricity — — Lightning Bolt Suddenly a storm moves in (the workings of a mischievous kami,
Fire Small Fire Huge Fire Conflagration perhaps?) and the GM upgrades the condition to Deadly, doing
12d6 damage per hour! Even their cold weather gear only brings
the effective conditions down to Intense, doing 6d6 per hour. Under
COLD WEATHER these conditions Kenji and Tarô won’t last long, so they quickly
decide to set up camp, constructing a lean-to for more protection
Cold weather can be deadly, and it gets very cold in parts of
from the cold. This downgrades the conditions to Mild, doing
Japan.
only 2d6 per hour, the GM decides. The pair will still feel the
effects of the cold and may take some damage, but they’ll be much
Determining Damage better off than if they stayed out in the storm. If they are actually
When determining the DC value of cold weather conditions, lucky enough to find a cave in which they can build a fire, or even
the GM first determines the appropriate level. Then the GM must better, an abandoned hut in which they can seek shelter, they will
decide on a DC value for those conditions, within the range of be perfectly fine.
DC listed for that level. This is the DC of the cold, done per hour
of exposure.
There are three basic levels of cold weather effects: Mild, In-
tense and Deadly.
Mild: Exposure to cold, snowy conditions without adequate
clothing (cold weather garb; mino, etc.) or shelter.
Intense: Mountaintop winter conditions.
Deadly: Harsh, blizzard conditions.
Damage from cold is subtracted from Stun first. Additional
damage once Stun is reduced to zero is taken off of the character’s
Hits at a rate of 1:5, or 1 Hit for every 5 Stun. For every 5 full
points of damage rolled that gets through a character’s defenses,
the character subtracts 1 point from his Hits. Stun Defense (SD)
is subtracted from all cold damage.

Cold Weather Intensity Table


Mild Intense Deadly
DC 1–4 DC 5–10 DC 11–20

For example, Kenji and Tarô are traveling over a mountain


pass during the middle of winter. The GM decides that this con-
stitutes Intense Cold, and decides that the current conditions are
worth DC 6, or 6d6 Hits of damage per hour that the pair is

There are few people who make mistakes with fire after having once been burned. Of people who regard water lightly, many have been
drowned. 219
— Tzu Ch’an
SENGOKU: REVISED EDITION

FALLING
Using the Falling Damage Table, com-
POISON AND DRUGS
pare the closest approximate weight of
the object to the closest distance fallen
(across the top portion of the table) in
POISON & DRUG ATTRIBUTES
meters. The result is how many DC are Poisons are described by their Mode of delivery, Speed, DC,
taken (i.e., how many dice of damage are and Duration.
rolled). Note that at terminal velocity, you will
have no increase in speed or damage. Mode
The mode is the manner in which a poison or drug is introduced
Falling Damage Table to the victim. Whenever a poison is introduced to a person, the
Terminal victim must make a CON + 3d6 roll, using a difficulty number
Velocity based on the substance’s mode (the DN for each mode is listed in
Weight 0-10 11-30 31-60 61-100 101-150 parenthesis). This roll is made immediately upon successful in-
<22 kg (50 lbs) 1 2 4 6 8 troduction of the poison. If the roll is successful, then the poison’s
23 kg (50 lbs) 2 4 6 8 10 effects are halved. A failed roll means the poison is at full effect.
45 kg (100 lbs) 4 6 8 10 12 This roll is made for poisons and drugs alike, including benefi-
90 kg (200 lbs) 6 8 10 12 14 cial drugs; some substances just don’t “take.”
180 kg (400 lbs) 8 10 12 14 15 Topical (18): Topical poisons and drugs are introduced by con-
360 (800 lbs) 10 12 14 15 16 tact with the victim’s skin. They usually take the form of a cream
720 kg (1600 lbs) 12 14 15 16 17 or ointment. The poison is then absorbed into the victim’s skin.
1.4 ton (1 ton) 14 15 16 17 18 Topical poisons are near useless in combat. Topical poisons can
be mixed with makeup, perfume and even medicinal herbs. Topi-
cal poisons are generally the slowest type of poison.
Ingested (22): Ingested poisons must be eaten or drunk. They
ASPHYXIATION & DROWNING usually are in powder or liquid form. Ingested substances are usu-
Drowning causes 3DC (3d6) per phase, taken from your Hits. ally mixed with food or drink, but may be introduced directly to
Sitting quietly, you can hold your breath up to one phase for ev- the victim’s mouth via water dropper, spit, blowpipe or any of a
ery 2 points of Endurance. A tough character, for instance, could number of ingenious means. Ingested drugs and poisons are gen-
hold his breath for about two and one half minutes. If activity, erally slow, though faster acting than topical ointments as a rule.
such as swimming or running, is required you can hold your breath Inhaled (20): Inhaled poisons and drugs must be introduced to
for one phase for every 4 pts of Endurance. The character’s tem- the lungs of the victim. This can be accomplished by use of a
porary Endurance is reduced by this amount each phase that they powder, vapors or smoke. Inhaled substances are generally faster
are holding their breath. Once they run out of Endurance, the acting than ingested ones, though not as fast as those introduced
character begins to lose 1d6 Hits per phase. directly to the bloodstream.
Characters under water will begin drowning on the following Blood (16): Blood poisons and drugs must be introduced di-
phase, unless they make a successful DEX + Athletics or DEX + rectly to the victim’s bloodstream, through a cut or abrasion. Blood
Swimming (suie-jutsu) roll. Two consecutive failed rolls indi- poisons may be put on a blade or needle, but such applications
cates the character is drowning. Follow the rules for asphyxia- are only effective for one strike and the strike must penetrate any
tion, above. armor and deliver damage (i.e., Hits) to the victim. Whether or
not the strike delivers the poison, the dose of poison is “used up.”
Blood poisons are the fastest type of poison, as a rule.

Speed of Poisons and Drugs


Speed measures how often the poison or drug’s effects are ap-
plied. When a poison is introduced, it first takes affect as soon as
an amount of time has passed, based on the poison’s Speed. The
poison’s effect occurs again after each passing of this time.
For example; a poison with a Speed rating of 10 minutes is
introduced to a victim. After 10 minutes the victim will suffer the
effects of the poison, and again after another 10 minutes have
passed, and so on.
As a general rule of thumb, ingested poisons are faster than
topical poisons, inhaled poisons are faster than ingested ones, and
blood poisons are faster than inhaled poisons.

220 Even if a man be sick to death, he can bear up for two or three days.
— Mitani Dôken
WWW.SENGOKU.COM

DC of Poisions and Drugs Sleeping Powder: A plant-based drug,


dried and stored in powder form. It can
The DC is the number of dice of “damage” or effect, per dose,
be mixed with wax or incense and burned
that is rolled each time the substance affects the victim. Roll 1d6
to release the drug, or it can be inhaled
for each DC of the drug or poison. All die rolls are cumulative.
directly. Damage rolled is subtracted
The number of points rolled are subtracted from (or, in the case
from Stun. Characters who succumb to
of beneficial drugs, added to) the characteristics indicated for that
the poison will sleep for 10-CON toki .
drug or poison. For every 5 points rolled the character loses 1
(Mode: Inhaled; Speed: 1 Minute; DC2;
point from any indicated primary characteristics (remember, these
Duration: 10 Min.)
rolls are cumulative).
For harmful substances, this damage may be subtracted from a
character’s Hits or from a characteristic, depending on the type Hallucinogens
of poison. A drug or poison need not be fatal; knock-out drugs Chin-doku: A hallucinogenic drug made from the feathers of
also work by accumulation, with “damage” subtracted from dif- the rare mountain bird, Chin tori (or chindori), which are boiled
ferent point pools depending on the type of effect. in sake, until a thick, resin-like substance is left. Ingestion of this
For example; a sleeping drug rated at DC3 will cause 3d6 of poison causes hallucinations and can result in death. Damage
“damage,” but this damage is subtracted from the victim’s Stun rolled is cumulative. If damage exceeds WILL + Resistance, the
total. Once the victim’s Stun reaches zero, they are asleep. character suffers from hallucinations. Any excess damage is sub-
Beneficial and medicinal drugs work by adding to a character- tracted from Hits. (Mode: Ingested; Speed: 1 Minute; DC2; Du-
istic, Stun or Hits. ration: 10 Min.)
For example, a stimulant rated at DC2 will add 2d6 to REF Mushrooms: One of several types of hallucinogenic mush-
and Stun. rooms, which grow wild in Japan. Ingestion of this poison causes
hallucinations and can result in death. Damage rolled is cumula-
Duration of Poisions and Drugs tive. If damage exceeds WILL + Resistance, the character suffers
from hallucinations. Excess damage is applied to Hits. (Mode:
This is the total amount of time that a poison can affect some- Ingested; Speed: 10 Min.; DC1; Duration: 1 toki)
one after it is introduced to the victim. The effect is applied to the
victim (or patient, as the case may be) once each time period
listed under Speed, until the poison has either dissipated or “run Healing and Medicinal Drugs
its course,” or until the affected person dies (in extreme cases). Healing ointment: A salve or ointment made from healing
For example, Chin-doku has DC2, a Speed of one minute and a herbs. The healing salve is effective against burns, cuts, scrapes
Duration of 10 minutes. This means that the poison will cause and rashes. The number rolled is added to Hits. Only one dose
DC2 (or 2d6) of effect every minute, for 10 consecutive minutes. may be used per Recovery period; any extra doses have no effect.
This salve only aids in healing up to the victim’s original Hits
score; excess “healed” Hits are lost. Can only be used to heal
AVAILABLE POISONS & DRUGS external injuries; i.e., the salve is ineffective against broken bones,
deep punctures, and other internal injuries. May be used in con-
The following section describes a number of poisons available
junction with healing herbs, when appropriate. (Mode: Topical;
in SENGOKU Japan.
Speed: 1 recovery period; DC1; Duration: 1 Recovery period)
Healing Herbs: Healing herbs are added to food or made into
Depressants a medicinal tea to aid in healing and recovery. The number rolled
Amazaki: A sweetened, low-alcohol form of sake, used pri- is added to Hits. Only one dose may be used per Recovery pe-
marily as a treat during religious festivals. One-fifth of the num- riod; any extra doses have no effect. This salve only aids in heal-
ber rolled (cumulative) is subtracted from DEX, REF and WILL. ing up to the victim’s original Hits score; excess “healed” Hits
When any of the three characteristics reaches zero, the victim are lost. Can only be used to help heal internal injuries and ill-
passes out and will sleep for a minimum of 10-CON toki. (Mode: nesses (except plague). Healing herbs are not effective against
Ingested; Speed: 30 Min; DC1; Duration: 30 Min.) poisons. May be used in conjunction with healing herbs, when
Fruit Wine: A wine or brandy made from fermented fruit. Plum appropriate. (Mode: Ingested; Speed: 1 recovery period; DC1;
wine is a very popular version. 1/5 of the number rolled (cumula- Duration: 1 Recovery period)
tive) is subtracted from DEX, REF and WILL. When any of the Poison Antidote: Poison antidotes nullify a specific poison.
three characteristics reaches zero, the “victim” passes out and will The victim will not suffer any further effects from the poison,
sleep for a minimum of 10-CON toki. (Mode: Ingested; Speed: although existing damage must be healed normally. An antidote
30 Min.; DC2; Duration: 30 Min.) must be bought for a specific type of poison and is ineffective
Sake: Japanese rice wine. 1/5 of the number rolled (cumula- against other types. (Mode: Ingested; Speed: 1 minute; DC spe-
tive) is subtracted from DEX, REF and WILL. When any of the cial; Duration: instant)
three characteristics reaches zero, the victim passes out and will Stimulant: A plant-based drug, usually found in herb or pow-
sleep for a minimum of 10-CON toki. (Mode: Ingested; Speed: der form. It is mixed with food or drink, and may also be mixed
10 Min.; DC1; Duration: 30 Min.) with animal fat or vegetable oil to make a topical ointment. The
Shôchû: A potent, unstrained form of sake. One-fifth of the number rolled is added to Stun, and one-fifth of the number rolled
number rolled (cumulative) is subtracted from DEX, REF and (cumulative) is added to DEX. More than one dose may be taken,
WILL. When any of the three characteristics reaches zero, the up to three doses; the effects are cumulative. The effects last for
victim passes out and will sleep for a minimum of 10-CON toki . one hour per dose. After the effects expire, the character loses
(Mode: Ingested; Speed: 30 Min.; DC2; Duration: 30 Min.) 2d6 Stun per dose taken, with 1/5 of those points subtracted from

…those who keep death always before their eyes are strong and healthy while young, and as they take care of their health and are
moderate in drinking and avoid the paths of women, being abstemious and moderate in all things, they remain free from disease and live
a long and healthy life. 221
— Daidôji Yûzan
SENGOKU: REVISED EDITION
the character’s Hits. (Mode: Ingested or points of accumulated Recovery “points” each week, the charac-
topical; Speed: 1 Round; DC1; Duration: ter regains 1 point to each characteristic). Stun and Hits are healed
Instant) normally, as per the Recovery rules, below.
For example, Torando was bitten by a sea snake and failed his
Poisons CON roll. Torando lost 18 Hits and 3 points each from REF and
DEX. Luckily, Torando was quickly treated by a physician and
Fugu-no-doku: A fatal paralytic poison
survived the bite. Torando has a Recovery of 7, and begins the
extracted from the ovaries and liver of the
healing process.
blowfish (fugu). One-fifth of the number rolled
Torando is in a Chanbara level campaign, so the Recovery pe-
(cumulative) is subtracted from both REF and DEX.
riod is one week. The first week Torando recovers 7 Hits. He also
When both REF and DEX reach zero the character is fully para-
recovers 1 point to REF and DEX (His REC of 7 / 5 = 1.4, which
lyzed; any additional damage is subtracted from Hits. (Mode: In-
rounds down to 1).
gested; Speed: 1 minute; DC2; Duration: 10 Min.)
At the end of the second week Torando heals another 7 Hits.
Horse Dung: Usually used on arrows and teppô shot. Causes
His accumulated Recovery points so far equal 14. Because 14
severe infection, tetanus and eventually death if not treated. Dam-
divided by 5 = 2.8, which rounds down to 2, Torando has so far
age rolled is subtracted from Hits. (Mode: Blood; Speed: 1 toki;
recovered 2 points to his REF and DEX.
DC1; Duration: 2 days)
At the end of the third week Torando heals the remaining 4
Han-myô: Poison extracted from the toxic Tiger Beetle, which
Hits. His accumulated Recovery points equal 21, so he recovers
lives in the mountainous forests of Japan. The poison causes con-
another 2 characteristic points (21 / 5 = 4, but Torando only lost
vulsions, stomach cramping and ultimately death. Damage is sub-
3 points from REF and DEX, so all of his lost characteristic points
tracted from Hits, and one-fifth of the number rolled (cumula-
have been recovered now).
tive) is subtracted from both REF and DEX. (Mode: Ingested;
Characters making a successful Physician skill roll (at DN 22),
Speed: 10 minutes; DC1; Duration: 1 toki)
Herbalist (DN 18) or Chemistry (yogen) (14), can determine that
Iwami-ginzan: Mercury produced in silver mines, such as those
a person has been poisoned. If the person treating the victim makes
in Iwami province (thus giving the poison its name). Damage is
a second successful roll, using either skill, they will know which
subtracted from Hits. Note: Iwami-ginzan is very rare prior to
specific poison was used and how to counter it.
the Tokugawa era (17th–19th century). (Mode: Blood; Speed: 1
To stop a poison’s progress, the victim must be given one dose
minute; DC3; Duration: 10 Min.)
of healing herbs or medicine, as prescribed by the attending doc-
Mukade-no-doku: The poison of the giant centipede (mukade).
tor. This dose will immediately halt the progress of the poison;
It causes severe weakness and eventually death. Damage is sub-
the person will suffer no additional damage. Any damage already
tracted from Hits, and one-fifth of the number rolled (cumula-
suffered remains, but it may be healed normally, as the victim
tive) is subtracted from STR and CON. (Mode: Blood; Speed: 1
will now begin the healing (i.e., Recovery) process.
minute; DC2; Duration: 10 Min.)
Mushrooms: Any one of several poisonous type of mushrooms
that grow wild in Japan. To determine if a mushroom is poison- MAKING POISONS
ous requires a successful skill check using Survival (DN 10), Lo- Characters with the Herbalist (ten’yaku) skill may concoct heal-
cal Expert (DN 14) or Cooking (DN 18). Damage rolled is sub- ing and medicinal drugs. While some poisons occur naturally,
tracted from Hits. (Mode: Ingested; Speed: 10 minutes; DC1; Du- the Herbalist skill does not allow one to “create” poisons. To
ration: 1 toki) create poisons requires the Chemisty (yogen) skill.
Nuri-no-doku: A poison derived from the sap or bark of the To create a poison the character must first obtain one unit of the
lac tree. Damage is subtracted from Hits. (Mode: Blood; Speed: necessary raw materials. The materials and their weight will vary
5 minutes; DC2; Duration: 60 Min.) depending on the type of poison, but GMs can assume a basic
Sea-snake venom: A very deadly nerve poison from the venom weight of .1 kg of raw materials is needed to create one dose of
of the sea snake. The damage rolled is subtracted from Hits, and poison. Some raw materials may be purchased in a market, while
one-fifth of the number rolled (cumulative) is subtracted from others will require the character to go to some effort to locate
REF and DEX. When both REF and DEX reach zero, the victim them. This could involve a trek into the mountains (possibly re-
is paralyzed. Excess damage continues to subtract from Hits. quiring a local guide), a quest or some other circumstances which
(Mode: Blood; Speed: 1 Round; DC3; Duration: 1 minute) can serve as the basis of an adventure itself.
Wolfsbane: Wolfsbane is a very poisonous plant; it grows wild Once the material components are gathered, the character must
in Japan. Damage is subtracted from Hits. (Mode: Ingested; Speed: spend time preparing the materials, extracting the toxins and cre-
1 minute; DC2; Duration: 10 Min.) ating the final lethal product. The time it takes for this process is
up to the GM, but should be no less than 1 toki (120 minutes) for
TREATING POISON VICTIMS each dose of poison being created.
The final step is for the character to make a Chemistry skill roll,
Characters suffering the effects of any poison may not heal, nor with a difficulty number of 14. Success means that one dose of
recover any lost Hits or characteristic points, until the poison has the desired poison is created. A critical success provides two doses
run its course. They may recover Stun, unless the poison itself or increases the Speed by one step up the time table (player’s
affects Stun, in which case the character does not recover Stun, choice). A failed roll indicates that some mistake was made dur-
either. ing the creation process, rendering the poison ineffective. A Criti-
Once the poison has exceeded its duration, the character may cal failure indicates the character has poisoned himself.
begin to heal normally. Characters “heal” primary characteristics
at a rate equal to their Recovery per week (i.e., for every 5 full

When a man who has come to his place of death loses his wits and is crawling about, it is likely some damage will be done when it
comes time to perform kaishaku. At such a time, first wait and by some means gather your strength. Then if you cut by standing firm and
222 not missing the chance, you will do well.
— Noda Kizaemon
WWW.SENGOKU.COM

RECOVERY KI
Assuming you aren’t reduced to mincemeat in an unfortunate Ki is a character’s inner reserve of
attack, the next step is to get better. That’s where Recovery (REC) power or life energy. Ki is stored in the
comes into play. hara, that point in the abdomen just above
the navel. A character has a number of Ki
STUN DAMAGE RECOVERY points equal to their Focus Ki skill.
This is the number of total Ki points a char-
Your Recovery characteristic determines how fast your charac- acter may use during a single game session or per adventure, if
ter recovers Stun points. He will get back this many Stun points the adventure spans more than one game session.
each Phase he rests. For example, a character with a Focus Ki score of 5 has 5 Ki
Once you’re knocked out, you may stay unconscious for just a points.
few moments or for a long time. You will regain your REC in Player characters and major NPCs may have and spend Ki points
Stun points based on how far below zero you are: in any level of campaign. It is recommended that minor NPCs
(rabble ashigaru, those hordes of bandits, etc.) not be allowed to
Stun Recovery Table have ki. Ki is generally reserved for the main heroes and villains
of a chanbara story.
Stun level Character Recovers Stun...
0 to –10 Every Phase (3 seconds)
–11 to –20 Every Round (12 seconds) USING KI
–21 to –30 Every Minute To use ki, a player must declare that his character is focusing
>30 Up to GM (a long time) Ki. In Historic level campaigns, the character must make a Focus
Ki skill roll. The difficulty number is 14 if the character tries to
A simpler option is to make a CON + Concentration roll equal Focus Ki out of combat. If using Focus Ki in combat, the DN
to the number of Stun you’ve taken beyond your total: if success- becomes 18. Using the Focus Ki skill takes an action.
ful, you will wake up with one Stun. Characters in Chanbara and Anime-level campaigns do not need
to make a Focus Ki roll; the attempt is automatically successful.
KILLING DAMAGE RECOVERY Focusing Ki in Chanbara and Anime -level games is a free action.
Characters may use one or as many Ki points at one time as
This section might be called “wounds.” Your Recovery charac-
they have Ki points available. Thus, a character with 4 Ki points
teristic also determines how fast you regain Hits. For every re-
may use one one, two, three or all four of their Ki in one shot.
covery period (see below) you spend resting and with medical
care, you will recover as many Hits as your REC score.
Example: I take 30 hits. My Recovery is 10. I will be back to my BENEFITS OF KI
full hit level in 3 recovery periods. One point of Ki can be “burned” to increase...
The recovery period is determined by the campaign level. His-
toric campaigns have a Recovery Period of one week. Chanbara • A die roll (i.e., Skill or Damage rolls) by 2
campaigns have a Recovery Period of 5 days. Animé level cam- • Any one Primary Stat by 1 (Derived Stats are not affected)
paigns have a Recovery Period of one day. GMs are free to change • your Hits by 5; These points can only be used to restore lost
the Recovery Period for their campaign. Hits, not to increase your Hits beyond their normal level
Some conditions will improve or hinder a character’s ability to • your Endurance (END) by 10; These points can only be used
heal well. These conditions are listed on the Healing Modifers to restore lost END (as per Hits)
Table, below. • Stun Defense (SD) by 2

Recovery Periods The special effect gained by burning the Ki lasts for one phase,
Campaign Level Recovery Period or for one application of the skill.
Historic 1 month For example; Using Stealth to sneak across a courtyard takes
Chanbara 1 week (10 days) longer than one Phase (3 seconds), so the bonus lasts for one
Anime 1 day complete “action” covered by a single die roll—in this case, long
enough to sneak across the courtyard.
The Brink of Death Characters may burn additional ki, however, to “keep an effect
going” without requiring them to make a Focus Ki roll again.
Saving a dying character is still possible. Another character, For example, a samurai with 3 Ki points decides to Focus Ki to
making a successful Physician (igaku) skill roll can stabilize you obtain a bonus to hit in combat. The samurai focuses his Ki and
at any point beyond 0. The difficulty number for this task is 2x spends one Ki point to obtain a bonus of +2 to his AV. After the
the number of Hits beyond 0. first Phase he still has 2 Ki remaining, so on his next action on
For example: Tomizô is now at –7 Hits. To save him, Sôun must the following Phase, he spends another point of Ki to maintain
make a Physician skill roll against a DN of 14 (2 x 7). the skill bonus effect without requiring him to re-focus his Ki.

Just as contrivance and meditation are different, so are discrimination and quick-wittedness. Discrimination is performed by the mind,
while quick-wittedness is a function of ki. Oversights are rare with people who have discrimination, but those who lack this quality and
are only quick-witted will make many mistakes. 223
— Takeda Shingen
SENGOKU: REVISED EDITION

RECOVERING KARMA
SPENT KI Karma is a concept borrowed from the continent, not some-
Ki is automatically regained at the be- thing that was a part of the earlier pure Japanese/Shintô philoso-
ginning of each adventure or game ses- phy. Ultimately, it refers to one’s spiritual bank account. Good
sion, as long as the expenditure of ki was deeds build good karma, and bad deeds build bad karma (or neu-
for an action which is deemed “acceptable” tralize stores of good karma). Although it is often said that a per-
for heroes of the genre. Ki may be burned for son who suffers in this life must be enduring some bad karma
other actions, but in such instances the Ki is permanently lost and earned in a previous life, this oversimplifies the concept some-
cannot be recovered (which partially explains why low-class ban- what.
dits don’t have a lot of ki to burn). The character’s Focus Ki score
is permanently reduced by a similar amount (though it may be
improved normally, like other skills).
GOOD KARMA
Examples of actions which are acceptable include: One of the PC’s goals is to get and have a store of good karma
Benefiting the group: Completing a mission, rescuing a com- (or “Karma points”). Each new character starts with 0 Karma
rade, etc. Points. Exception: Players may buy Good Karma points (a perk)
Demonstrating loyalty: Preserving a lord’s Kao (face), saving during character creation. (See Characters)
your lord’s life, etc. Good Karma can be gained by spectacular events, such as ex-
Demonstrating heroism: Risking life and limb to save an or- treme suffering (such as nearly dying in combat, being tortured,
phan, a priest or one’s lord, etc. losing of his family, losing samurai status, etc.) or particularly
Preserving one’s honor: Answering a challenge or duel, aveng- notable good deeds.
ing a wrong, etc. Anything that qualifies as a “serious loss” in the story qualifies
Bringing enlightenment: Achieving a new skill level, succeed one for a point of karma. Note that characters may voluntarily
at a Perception roll, perceive danger, etc. submit to suffering and still gain karma (e.g., jumping in front of
Pleasing the gods: Performing an act suggested or directed by a comrade to take an arrow meant for him). This does not mean a
the gods, fulfilling a dream or vision, etc. player can willingly submit his PC to senseless torture just to
The GM is the final arbiter about whether or not the action for gain karma, however; there must be discretion on the part of the
which the ki was spent is an “acceptable” one. player and the GM. The Karma Point is awarded by the GM at
his discretion.
The maximum number of Karma Points that can be achieved is
10.
Some examples of acts which would cause good karma are
shown below:

• Taking an arrow or other wound to save a friend


• Undertaking an arduous or dangerous quest for one’s faith.
• Dying in great pain.
• Committing voluntary seppuku, or doing so with honor
while under duress.
• Avenging the betrayal or murder of a lord by one of his own
retainers.
• Avenging a patricide.
• Taking vows and entering a monastery. (Note: one need not
stay in the monastery, although the vows and the adherence
to the sect’s teachings should be sincere, or there is no
benefit.)
• Single-handedly saving your lord’s life (e.g., in battle,
during an earthquake, etc.).
• Suffering a debilitating wound in battle, or the effects of a
long illness.
• Enduring unfair persecution with grace and honor.
• Fighting a knowingly lost cause that is nevertheless just.

BAD KARMA
In a like manner to gaining a store of good karma, characters
can accumulate “bad” or “negative karma” by inflicting needless
suffering on another. The key word is “needless.” Any suffering
which is considered justified (GM’s discretion) does not cause a
loss of karma. Cutting off a friend’s badly mangled limb, for ex-
ample, doesn’t inflict bad karma.

224 Good and bad fortune are matters of fate. Good and bad actions are Man’s way.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

A general who has committed his soldiers to war doesn’t suffer Players may also spend a point of Good
bad karma from the deaths of his men. If you choose, however, a Karma to remove a point of Bad Karma,
general callously throwing his army into the face of certain death but this requires the GMs permission.
with no thought to their wasted lives may suffer bad karma. A One must remember that the charac-
general marching his army into a small town, slaughtering every- ter does not actually know he is “spend-
one and burning it to the ground would definitely be visited with ing karma”; this is solely a decision by
bad Karma, for causing so much suffering to innocent people. the player.
It is important to weigh an act not by Western standards, how- The spending of karma in this manner, and
ever, but by the standards of SENGOKU’s Japan and Buddhist phi- the manner in which it is accumulated, represents
losophy. the great cosmic balance that characters are subject to; kind deeds
Some examples of acts which would cause bad karma include: beget good things, and evil deeds beget bad things for the charac-
ter.
• Betraying one’s lord to the enemy.
• Killing one’s lord. Suffering From Bad Karma
• Killing one’s parent. (Note: exiling one’s parent is perfectly
Characters start with 0 bad Karma; players may take some bad
acceptable.)
Karma as a Complication during character creation (see Creating
• Slaying an innocent for no reason. (If the “innocent” is
PCs).
socially lower than one and has been insulting or otherwise
Any bad karma accumulated by the character should be recorded
obstreperous, there’s usually no onus in slaying him.)
on the character sheet. At any time during the game, the GM may
• Robbing, looting, or burning a temple or shrine. (Note:
invoke the character’s bad karma. Likewise, a player may invoke
doing the same to a nanban church would likely not bring
his character’s bad Karma (with the GM’s permission). In either
about bad karma.)
case, the Bad Karma point is gone—it is “used up.”
• Killing the emperor or any member of his immediate
Negative karma that characters accumulate are controlled by
family.
the GM. The GM is free to “invoke” a character’s negative Karma
• Interfering with the proper exercise of a Japanese cleric’s
point, using it in the same manner described above, but in this
role.
case modifying some die roll against the character. Players may
• Cursing one of the kami , bodhisattva, or other deities.
not use a point of Good Karma to offset a point of bad Karma
being so used by the GM. Characters must deal with the “fruits”
Bad karma has the effect of not only negating good karma, but
of their despicable deeds. Karma is karma, neh?
also of bringing about unfortunate circumstances upon the
Negative Karma should only be used to enhance a dramatic
“holder” of the bad karma.
point of an adventure, however, and ideally in a way that relates
to the reason for the gaining of the negative karma. Negative karma
USING KARMA IN THE GAME should never be used by the GM to “get back at” players; it is a
story-telling aid revolving around the characters.
It’s up to the GM whether or not the PCs shall reap any benefits
For example: Shirato, a bandit, robbed an elderly woman on
for their goodly and heroic deeds during “this lifetime” or have to
wait until the next one; in other words, it’s up to the GM whether the highway, gaining a Bad Karma point. A short time later he
or not to use this optional rule. runs into a local samurai. Shirato nods to the samurai as they
Karma points may be spent during the game. Only one point pass each other, but the samurai feels he has not been paid proper
may be spent at a time, and any karma spent during a game is respect, and a fight breaks out. As Shirato swings against his
gone; it does not “recharge” like ki. Positive karma can be ob- opponent, the GM decides to invoke the Bad Karma that Shirato
tained again, to be sure, but this would be the addition of a new gained for robbing the woman, and automatically makes Shirato’s
point for a new action or suffering, not the replacement of one attack roll a 3 — the lowest he could roll.
“temporarily exercised.” Note that one can’t voluntarily take on
a Bad Karma point to do this; if there is no positive karma (i.e., if
the PC’s Karma Points are at zero) then he can’t burn anything.

Benefits of Karma
How does one “use” karma? A single point of karma can be
spent during a game session to allow the PC to either maximize
or minimize one die roll of the player’s choosing. This can be one
of his own die rolls or someone else’s. If the player is affecting
his own die roll, then no die roll is need actually be made; it
automatically counts as the highest or lowest natural roll possible
(player’s choice), though without the added bonus of a critical
success (see page 203).
For example, a player may spend a point of his PC’s Karma to
maximize the character’s own damage roll in combat, or to mini-
mize an opponent’s “to hit” roll. In this instance, critical suc- Karma — the Wheel of Law
cesses or Failures do not count; the die roll is just “naturally”
the highest or lowest, with no secondary results taking effect.

It is a principle of the art of war that one should simply lay down his life and strike. If one’s opponent also does the same, it is an even
match. Defeating one’s opponent is then a matter of faith and destiny. 225
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

EXPERIENCE There comes a point in studying where no more education will


suffice, and one must simply practice, practice, practice, and do,
do, do. This is why the level difference is required; at extremely
Sooner or later, each player will want high levels of skill (9 or higher) one cannot find more skilled
to improve their character’s skills, char- teachers; one must become one’s own master. In game terms, the
acteristics, or buy new perks (or buy off character continues to study as normal, but he uses his INT alone
complications). There are several ways in to determine the length of study/training time required to improve
which to do this. a level or uses the Practical Experience method).
The preferred method of increasing one’s A teacher must also have the time to teach and the student the
skills is listed below, under Finding a Teacher, and reflects a time to learn, and even the most knowledgeable teachers may not
more realistic rate of time to learn new skills and to improve. be any good at transferring their knowledge. That’s where the
Characters must consider which skill they will devote study time Teaching skill comes in. The teacher averages his score of the
to, and how much time they will devote to improving that skill— skill to be taught with his Teaching skill (skill being taught +
time that cannot be spent on other tasks, such as adventuring, Teaching, divided by 2); he may then teach the student up to that
working, guard duty, and so on. level of skill.
If you prefer, the GM may simply allow players to improve Study Problems: The simple gaining of ability (indicated by
their characters’ skills by spending experience points (EP), with- an increased Skill Level) is not automatic upon study. There are
out the need for spending time in training or study. While not as several things that may make studying more difficult and may
“realistic” as the detailed rules for using teachers, it makes for a hinder the PC’s ability to advance. Some of the hindrances are
faster-paced, more cinematic game. listed here, but the GM and players will have to decide what other
matters might affect study. The problems are cumulative.
IMPROVING SKILL LEVELS • Student undertakes other duties or activities, including study-
To improve a skill, one must actually be using that skill. It stands ing other skills, in the period of study: required training time
to reason, neh? If one is not using it often enough to warrant is multiplied by 1 plus 1 point per other activity (e.g., study-
actual progression (say, at least once per gaming session) one ing two skills takes three times as long to advance in each)
will have a difficult time improving unless he can find a teacher.. • Student is recovering from injuries or is ill: study of any physi-
The rules that follow provide for a more realistic approach to cal skill is either totally impossible or his required training
improving skills. time is doubled (or even tripled; GM’s discretion, based on
the nature of the wounds or illness)
Study & Practice • Student is forced to interrupt his study (e.g., to perform some
Study and practice requires no teacher. You have to find a book duty for his lord or undertake a mission): student resumes
or manual of some sort, and just start reading and practicing on study from the point he left off with an effective loss of (10 -
your own. This is the most difficult method of improving your- INT) weeks of study due to the interruption.
self; you might have no idea where to start or where you should • Student has the Slow Learner complication: student’s effec-
start, and worst of all there is no one to tell you when you are tive INT is halved (round up).
making mistakes.
It typically requires a full month of study for each 1 experience
point the character spends improving the skill. With this method, Study Benefits: There are a few issues that may bring benefits
however, you can not increase your skill above 3. To increase a to study. Like potential hindrances, they are cumulative. The stu-
skill above 3, the character must undertake more formalized train- dent gains the indicated bonus for that circumstance when calcu-
ing with a teacher. lating the required training time:

Practical Experience • Teacher has a score of 10 or greater in skill being taught


• Student studies at an institution devoted to teaching that skill
Doing is still the best teacher. Whenever you do something re- (e.g., a dôjô or temple): +1 to student’s effective INT
ally well, the GM may award you 1 experience point on the spot. • Skill being studied is one in the profession template for that
These points are applied to the skill you were using to get the character (e.g., Swords for a samurai, or Buddhism for a Bud-
award, so if you want to get better in a skill you should use it dhist priest): +1 to student’s effective INT
often. Maybe you’ll do something good with it and get those bo- • Student is the only one for the teacher for the duration of
nus points. When enough EP are accumulated to pay for the next study: +5 to teacher’s effective TL
skill level, it automatically increases by 1. • Student has the Scholastically Gifted talent, add +2 to his ef-
These rewards should be given only for use of the skill in par- fective INT for calculating training time;
ticularly dramatic events or when the player rolls a Critical Suc- • If the student has the Natural talent for the skill being taught:
cess. Only one such award per skill is allowed each game ses- double student’s effective INT for calculating the required
sion. training time.

Finding a Teacher Study Time: Consult the chart below to determine the number
This is the easiest way to learn. The teacher must be at least two of weeks of study needed to increase the character’s Skill Level.
levels higher than the character in the desired skill. In other words, Cross reference the desired Skill Level (the horizontal, bold num-
a PC with a SL of 5 in Swords (ken-jutsu) must find a teacher bers) and the student’s INT + the teacher’s Teaching Level (TL;
with a Swords skill of at least 7.

226 Throughout your life improve yourself daily, becoming more skillful than yesterday, more skillful than today. This is never-ending.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

the vertical numbers). The resulting number is the number of Roleplaying


weeks required for the student to gain 1 level in the skill. The
Although it is not technically part of
teacher’s TL is equal to the average of his Teaching skill score
the game “reality,” GMs can reward
and the score in the skill being taught.
players for playing their characters par-
The required time must be spent by the student or no increase in
ticularly well; after all, that’s role-play-
the skill is gained. In other words, time must be spent as well as
ing is all about, isn’t it? The following
Experience Points in order for characters to improve a skill. The
awards are suggestions, and it is up to your
formula for determining how long a student must study in order
GM to decide on its application.
to achieve a new skill level is:

T = ((2 x DL) + 10) - (INT + TL) Roleplaying Experience Awards


Roleplaying Award
In other words, the time in weeks (T) it takes to achieve a new Base points for being in scenario 1–2 pts.
level equals two times the desired skill level (DL) plus 10, minus Adventure was resounding success 2–3 pts.
the sum of the student’s INT plus the teacher’s TL. Player was clever, inventive, or roleplayed well 1–2 pts.
For example, a student with an INT of 5 desiring to achieve a Player solved a mystery or major point of plot 1 pt.
skill level of 6 in Kenjutsu by studying with a sensei who has a
Teaching Level of 8 would be: (12 + 10) – (5 +8) = 9 weeks.
If there is no teacher available, then use 0 for TL in the formula. Assigning Points
The GM might award points for specific skills or attributes, or
assign those points to a particular skill, talent, or perk as a bonus
Required Time to Improve SL over and above the regular points awarded for a gaming session.
Student’s Desired Skill Level In the SENGOKU game, we call this “munificent kami bestows un-
INT + TL 1 2 3 4 5 6 7 8 9 10 expected favor,” as its most likely use would be whenever a player
1 11 13 15 17 19 21 23 25 27 29 undergoes a particularly meaningful experience that could change
2 10 12 14 16 18 20 22 24 26 28 his life.
3 9 11 13 15 17 19 21 23 25 27
4 8 10 12 14 16 18 20 22 24 26
5 7 9 11 13 15 17 19 21 23 25
6 6 8 10 12 14 16 18 20 22 24
7 5 7 9 11 13 15 17 19 21 23
8 4 6 8 10 12 14 16 18 20 22
9 3 5 7 9 11 13 15 17 19 21
10 2 4 6 8 10 12 14 16 18 20
11 1 3 5 7 9 11 13 15 17 19
12 1 2 4 6 8 10 12 14 16 18
13 1 1 3 5 7 9 11 13 15 17
14 1 1 2 4 6 8 10 12 14 16
15 1 1 1 3 5 7 9 11 13 15
16 1 1 1 2 4 6 8 10 12 14
17 1 1 1 1 3 5 7 9 11 13
18 1 1 1 1 2 4 6 8 10 12
19 1 1 1 1 1 3 5 7 9 11
20 1 1 1 1 1 2 4 6 8 10
21+ 1 1 1 1 1 1 3 5 7 9

Alternative Method to Increase Skills


Increasing Skills and Stats may only be accomplished if all three
of the following conditions are met: the PC must spend the ap-
propriate amount of time (indicated below), the appropriate num-
ber of CPs must be spent by the character, and the GM must
approve the increase.

Optional Training Time


Method Time Req’d Max Bonus
Study & Practice 1 Pt/Month +3
Taught by Sensei 1–2 Pts/Month (Teach + Skill)/2
Experience 1–2 Pts (Instant) Only for skill used
Role-playing Varies —

…samurai who are promoted to high office…must be very diligent to study whenever they have any spare time so as to gain a thorough
knowledge of the ordinances of the army and of battle, for both study and practice are necessary to one who holds a high command.
— Daidôji Yûzan 227
SENGOKU: REVISED EDITION

SPENDING YOUR Simply put, it puts a limit the power characters can have to start
off at in a campaign. (Of course, NPCs are not restricted to this
POINTS rule, but PCs are.) The Rule of X varies depending on the genre
or “level” of game you are running. It may be increased as the
Congratulations—your GM has just campaign progresses, or as the GM sees fit. We recommend in-
dumped a whopping load of experience creasing the number by 1 for every three to four game sessions or
points on you. Now what do you do? How adventures.
can you make use of them? Like chits, expe- The value of X depends on the power level you want for the
rience points need to be “cashed in” to buy or campaign. For instance, a Chanbara-level campaign might start
improve skills, talents, okuden, characteristics (or even to buy off with the Rule of 20. A character with a STR of 7 and a Reflex of
old complications). 6 could have a Swords (ken-jutsu) skill of no higher than 7, be-
cause 7 + 6 + 7 = 20. Suggested values for the Rule of X are:
Buying and Improving Skills
One experience point is needed for each level of the new skill.
For example: Hamada has an SL of 3 in Polearms: Lances (sô- Suggested Starting Value of X
jutsu). To buy an SL of 4, he will need 4 experience points. To Level Base X
then advance to SL5, he will need five more experience points. Historic (Competent) 16
Chanbara (Incredible) 20
Improving Characteristics Anime (Legendary) 24
To improve a primary characteristic costs 5 experience points
times the new level.
The Rule of X is primarily for setting a campaign’s initial power
For example: Katsuhiko’s player wants to raise his REF from 5
level, not for limiting characters after they’ve been created. The
to 6. This will cost 6 x 5 = 30 experience points (and his GM’s
GM should use it as a guide for awarding experience. If the GM
permission)!
wishes, he can change the Rule of X during a campaign to allow
characters to become more powerful. Any new characters enter-
Buying New Talents ing the campaign should do so with this new, current Rule of X
Experience points are required to “buy” a new talent (or to in- applied to them, rather than the original level.
crease an existing one, if allowed), plus the permission of the
GM. The cost for each talent is listed with its description (see
Talents, page 112).

Generating Cash
One experience point equals one “coin” of cash. The type of
coin depends on the caste of the character: Hinin get zeni ; bonge
get monme-ita, buke get bu-shoban; kuge get ryô. You must first
get your GM’s permission to exchange EP for cash.
For example, Akane, a samurai (buke), trades in 4 EP for 4
“coins.” Akane is a buke so he gets 4 bu-shoban.

A Little Present
One of the greatest problems with running a campaign is the
allocation of experience. The GM has to be careful with how
much—or how little—he gives out. If he gives too little, the play-
ers become frustrated with their lack of accomplishment. If he
gives too much… well, everything just gets too easy.
For this reason, we recommend being conservative with the
rewards, keeping them small from game to game, but providing a
larger award at the end of the campaign or to close an adventure
arc. The award should be something like special training (where
Skill points must go to a specific area), a particularly nice weapon
or piece of armor, or even the afore-mentioned “munificent kami.”

THE RULE OF X
The Rule of X is a useful option for GMs who want or need
more control over their campaign’s growth. It is a simple way to
set and maintain the power level of the campaign.

X = DC + REF + Skill

Samurai in service, both great and small, must always practice thrift and have the discrimination to do it so that they don’t have a
deficit in their household expenditure. …for it is financial difficulty that induces even those with high reputation to do dishonest things
228 that are alien to them. [A samurai] must make a firm resolve to live only according to one’s means.
— Daidôji Yûzan
WWW.SENGOKU.COM

MAGIC

229
SENGOKU: REVISED EDITION
Magic, like nothing else, has the poten-
tial to totally unbalance your game. If PREREQUISITES FOR MYSTICS
everyone has a latent capability for such All characters in the game have a skill level (SL) in one faith or
simple cantrips as starting fire, why another, as both Shintô (Shinten) and Buddhism (Bukkyô) are
couldn’t the simple skill that is intended Everyman skills (see page 117); everyone knows how to pray
to light candles and cooking fires negate and bow at the local shrine or temple, and who the primary enti-
the need for fire arrows, incendiary de- ties are in each pantheon. This same skill serves as the “Use Magic”
vices, and the like? To use another idiom, in skill for the mystic character.
a land where flying carpets and teleportation There is another prerequisite to using magic from a given way
spells are plentiful, why bother with animals and provisions and of mysticism: the Mystic talent (see Talents, Chapter 8). PCs and
the difficulties of a long trip? NPCs able to use magic must purchase the Mystic talent in order
Regardless of the level at which you play (Historical, Chanbara, to use any of the “prayers” listed for their chosen belief system,
or Anime), you still have to decide how much magic is available whether it be Shugendô, Shintô, Bukkyô or Onmyôdô. The Mys-
to the PCs (and NPCs). Does everyone have some tendency or tic talent has its own built-in limitations, in that those possessing
gift for latent magic use, or is magic a skill that can only be mas- the talent must adhere to the tenets of their faith. If the character
tered after years of study and devotion? commits any major transgressions (or sins, pollution, etc.), their
We can assume that clerics have a traditional ability with mys- Mystic talent is immediately rendered “inoperable” and they are
ticism, as deities can be appealed to for miracles or other inter- unable to perform any prayers. (Transgressions for each belief
vention; but who beyond “ordained” clergy has such gifts is up to system are listed in the Religion chapter.)
you. You can allow the laity to study the schools of magic as Not everyone who is an adherent to a religion or a devotee of a
well, without having the PCs or NPCs become priests. particular sect is able to use magic. In the same way that one must
study to gain skill, no one with a skill level lower than 5 in their

MAGIC USE religion skills may buy the Mystic talent. This simulates the amount
of effort put into learning the doctrines and dogmas, as well as
the deeper elements of the faith and thereupon the beginnings of
If your game takes a more structured approach to magic—that the deeper aspects—the magical aspects—of the religion.
is, only those who have actually studied magic can use it—then
there are a few schools you can select for your PC: Shintô, Bukkyô,
Onmyôdô, and Shugendô (and possibly Shinobi Mikkyô, if you TERMS AND CONVENTIONS
choose to have a more impressive “black magic” element added
to your shinobi). Each of these is also a religious philosophy, you
will note. In SENGOKU, magic does not exist in a vacuum, it must Mystics
be tied to something. There is nothing corresponding to the ma- One convention we will follow in the game is the use of the
gician or wizard who studies magic for its own sake. term “mystic” to refer to anyone who has the Mystic talent, re-
gardless of occupation, caste, or any other element of identity.
The term is not to denote a specific profession per se, as in other
games; we use term only as a shorthand for “magic-using PC/
NPC.”
Reflecting the rarity of such a concept in Japanese history and
tradition, there is no specific profession here for a mahôtsukai
(wizard), who is a practitioner of pure magic. A separate magical
supplement for the SENGOKU game will provide more information
on magic, more prayers and spells, and a few new professions
focusing on the use of magic.

Interfaith Effects of Magic


Because the people of Japan have embraced Ryôbu-Shintô, the
belief that Shintô and Buddhist spirits are in fact one and the
same, the effects of prayers are able to cross over between faiths.
Specifically, the effects of a prayer from one faith will affect the
spirits of all other faiths; A Shintô Exorcism will affect Shintô
spirits and Buddhist spirits all the same. In one sense all religions
have their own, distinct pantheon. In another, a kami is a bosatsu
is a deity by any other name.
Likewise, the effects of spells on mortals—PCs and NPCs—
are the same, regardless of their chosen primary religion, or lack
of religion. Yamabushi (i.e., Shugendô) Blessings will affect a
Shintô character the same as a Buddhist character (with the ex-
ception of removing transgressions; see the Blessing and Purify
prayer descriptions for more information).

230 Above all, believe in the kami and Buddhas.


— Hojo Nagauji
WWW.SENGOKU.COM

Endurance and Power the Blessing prayer at Level 5, then Yujô


can cast the Blessing at Level 1 or as
Japanese mysticism does not cost the caster Endurance, power,
much as Level 5. If Yujô eventually im-
mana or any other similar European concept of personal energy.
proves his Blessing score to 7, he will be
All spells are manifestations of the intervention of supernatural
able to cast Blessings of up to level 7.
beings on our world. “Magic” belongs to the kami and the bosatsu;
Some prayers have a set level of effect.
mortals can only call on the beings to perform the magic for them.
This level is indicated in the description
The higher a character’s Piety and knowledge and understanding
for the prayer. In order to be able to cast the
of the faith, the greater the likelihood of this call being answered.
prayer, the mystic must learn the prayer to the
indicated Level.
Note To HERO System™ Players For example, if Yujô wanted to learn a prayer with a set level of
4, he’d have to learn the prayer to level 4 before he could use it.
The spells in SENGOKU were created from a combination of the
Mystics must “learn” each lower level, working their way up to
Hero System rules for creating powers, the spell creation rules
the desired level of the prayer. Prayers with a set level cannot be
from Shards of the Stone: Core™ rule book, and some in-house
cast at a lower Level; their effects are predetermined and cannot
genre rules. The spells roughly equal 10 to 15 Active Points per
be adjusted unless otherwise indicated.
Level of Prayer (in Fuzion this equates to about 2 to 3 Power
Points per Level of Prayer, or LoP). This takes into account the
various Limitations for each type or “school” of magic, as well as Range
the various Advantages used in each prayer. All prayers, unless otherwise noted, are “line of sight,” mean-
For example, all mystics in SENGOKU must follow a code of con- ing the mystic incurs no penalty for range as long as the caster
duct in order to maintain their prayer-casting ability, they must can visually see his target. A few prayers (most notably Curse
use Extra Time, Gestures and Incantations, all spells are consid- and Full Curse) have very far-reaching effects, indeed, being able
ered 0 Endurance Cost, and so on. to target a person or thing hundreds or even thousands of ri away,
Campaigns using the Magic is Uncommon option (see below)— without the target being seen, although the mystic must be able to
whereby characters pay for spells just as they would for skills— identify the target in his prayer; that is, he must know who the
provides the closest approximation of point costs to the Hero intended target is. Simply stating the target’s name or “the one
System and Champions: New Millennium™ , in regards to the cost who stole my tea cup,” or “Lord Torinaga’s longbow” is suffi-
of spells versus the cost of powers. Note, however, that the cient, as long as the mystic and the spirits know who or what is
SENGOKU magic system and the Power-building rules presented in the intended target of the prayer.
the Hero System and Champions: New Millennium are not ex- Those prayers having an area of effect are targeted against a
actly matched or “balanced,” nor were they intended to be. specific spot, called the center of effect. The center of effect may
SENGOKU reflects Japanese magic of the chanbara genre, so cer- be any point within the caster’s range. The prayer’s area of effect
tain liberties were taken with the costing of the various spells. is then determined from this point.
For example, Omi the onmyoji is standing upon a hill over-
CASTING PRAYERS looking a rice field. He casts Rains from Heaven at Level 4. The
spell’s area of effect is a 128 meter radius from the center of
As noted above, mystics do not manipulate arcane power as effect. Omi casts the prayer directly over the center of the field.
with traditional Western magic. Instead, most Japanese mystics The spell’s center of effect is the middle of the field; the affected
perform rituals and chant prayers which gain the attention of the area is thus a 128 meter radius around the center of the field.
gods, who themselves cause the “magic” to occur. All magic in Omi is taking the requisite time to cast the prayer, so his base DN
Japan is thus theologically- or deity-based (with the possible ex- is 18.
ception of Onmyôdô).
Taking More or Less Time
Skill Checks Characters may invocate for a shorter or longer amount of time
To cast a prayer, the mystic must spend the requisite time per- than that listed for the prayer. The difficulty number goes up if
forming the rituals, chanting the prayer, and/or making the proper the character takes less than the listed time to cast the prayer, and
gestures and movements. The base time needed is listed for each goes down if the caster takes longer than the listed time. For each
prayer. At the end of this time the character makes a skill check, step up the time chart, the difficulty increases by four (+4 DN).
using PIE + Religion Skill (e.g., Shintô, Buddhism, etc.), with a For example, Chôshi is an onmyôji trapped in a burning build-
base difficulty number of 18. ing. He has a PIE of 6 and an Onmyôdô score of 7, and he wants
to cast the Fire Armor prayer to protect himself from the fire so
Level of Prayer (LoP) he can try to make good his escape. If Chôshi spends the base 5
minutes casting the prayer, his DN is 18. But Chôshi doesn’t have
Prayers, like skills, have levels, ranging from 1 to 10. Some
that long, as the building is beginning to cave in around him.
prayers have varying effects, dependent upon what level of prayer
Chôshi needs to cast the prayer as soon as possible, so he opts to
the caster knows and what level of effect the caster is using. In no
attempt to cast it in one Phase. Because “1 Phase” is three steps
case may a prayer be bought at a level higher than their religious
up the Time Chart from “5 Minutes,” the Difficulty Number is
skill score.
increased by 3x 4, or 12. Chôshi’s DN for the attempt is now 30.
A mystic can cast a prayer that has varying levels of effect at
Chôshi needs to roll a 17 or better on 3d6 to successfully cast the
any level up to the score of his religious skill.
prayer or he may burn to death. Chôshi had better consider us-
For example, if Yujô has a score of 7 in the skill Shugendô, and

Singlemindedness is all-powerful. 231


— Yamamoto Jin’emon
SENGOKU: REVISED EDITION
ing some of that Ki he has… * This is a measurement of time, not rice (different kanji)
For each step down the Time Table, the Other Bonuses
difficulty goes down by one (-1 DN).
Some schools, or religions, have certain benefits that the priest
Taking more time to perform a ritual al-
can use to increase his chance of success when casting a prayer.
lows the mystic to focus on the details
These special bonuses are listed under each school’s description.
and provides less of a chance for the caster
to make a mistake. Taking less time, on
the other hand, increases the chances of the Critical Success and Failure
caster making a mistake and offending the spir- A critical success on the skill check to cast a prayer allows the
its. mystic to invoke the maximum possible effect for the prayer be-
A successful roll has its obvious advantages. ing cast.
The Time Chart is reprinted below for convenience. For example, a Shintô priest is casting a level 5 Purification
prayer with a 5d6 effect and rolls an 18—a critical success. The
prayer automatically does the maximum effect, or 30 points!
The Time Table A critical failure indicates that the mystic has offended the spir-
its, and suffers a major transgression, sin, or pollution. The prayer
Fuzion Time Japanese Time
being attempted fails, and the mystic cannot attempt any more
1 Phase (3 seconds) 6 Byô
prayers until the spirits are appeased. The mystic must have the
1 Round (12 seconds) 24 Byô
transgression, pollution, or sin removed—Shintô priests and
5 Rounds (1 minute) 2 Fun
onmyôji must be purified, Buddhists and yamabushi must be
5 Minutes 2/3 Koku*
blessed— and the Atonement prayer cast on them.
20 Minutes ~3 Koku*
If the Atonement ritual skill check fails, the mystic is in a very
1 Hour ½ Toki
bad way and has but two choices. The mystic must either under-
6 Hours 3 Toki
take a great task, such as a pilgrimage to a major temple or center
1 Day 12 Toki
of his faith (e.g., Mt. Hieizan for shugenja, Ise Shrine for kannushi,
5 Days ½ Shu
etc.), or leave the priesthood. The task should be a difficult en-
1 Month
deavor, and could lead to a whole series of adventures in itself.
1 Season (3 Months)
1 Year 1 Toshi
Leaving the Priesthood
Leaving the priesthood is a serious decision. Characters leav-
ing the priesthood after a failed Atonement ritual automatically
lose the Mystic talent and their ability to cast prayers of the reli-
gion they left. They still have the knowledge, and can even teach
the prayers to others, but can’t themselves use them. Former priests
traditionally change their name to reflect their leaving the priest-
hood behind.
Priests who leave the service of their religion can, however,
reenter their former faith or enter the tonsure of a different faith.
The Mystic talent must be bought again in order to be able to use
prayers in either case. If returning to a previous faith which de-
manded a great task because of a failed Atonement, the returning
priest must still complete that task before re-buying the Mystic
talent.
For example, Daiko Sô, a Buddhist priest, rolls a Critical Fail-
ure when casting a Blessing prayer, then fails his Atonement ritual
skill check. Daiko Sô decides to leave the Buddhist priesthood,
and takes a new name—Tadahira. He loses the Mystic talent and
his ability to cast Buddhist prayers. Tadahira then becomes an
onmyôji. He studies the ways of Onmyôdô (i.e., raises his level in
that skill), and once his Onmyôdô score is 3 he buys the Mystic
talent again, this time for Onmyôdô. Tadahira may now cast any
Onmyôdô spells he learns.
Tadahira could have returned to the Buddhist priesthood, in-
stead, in which case he would have to undertake a great task.
Once he completed the task, he would then be able to buy the
Mystic talent again. Only then would he regain the ability to cast

The priests that practice zazen were not born clever, bu became enlightened to all things by pacifying their minds. Scholars, too, to the
232 extent that they study with great respect to what is before them and pacify their minds, become naturally clever about other matters, too.
— Shiba Yoshimasa
WWW.SENGOKU.COM

Bukkyô prayers. is no rule with the onmyôji. No rule can

FAITHS be set for them.


Onmyôji often sport beards and wild,
disheveled hair. They may wear any kind
There is an exclusivity about magic use. While PCs can study of clothing; this onmyôji may be a total
and learn about many religions and have a skill level as high as fop, that one may look like a refugee from
they want in any (or even all) of them, he can only follow ordina- some ancient cataclysm. Some live in
tion in one, and can only develop mystic skills in one. What this caves, some in isolated farm houses, some
means is that a Shintô kannushi cannot also learn or use Bukkyô in abandoned shrines. From appearance to ways
prayers. Each faith has its own taboos and specialties, and this is of living, no one can really get a grasp on what onmyôji are, what
something the player must keep in mind when choosing which they want, and what their agenda may be.
faith or “school” his character will follow. (See Religion for more An onmyôji may appear out of nowhere to help someone who
detailed information about each of the schools.) doesn’t even know he needs help. He may also staunchly refuse
to get involved in even life-or-death issues.
BUKKYÔ Despite its clouded origins and practices, Onmyôdô seems to
derive from some ancient Chinese magic practice. There are Taoist
Not all sects of Buddhism are mystic-friendly. For game pur- aspects focusing on dark-light, or positive-negative (in-yô) as well
poses, the only ones that truly emphasize magic traditions are as traces of elemental magic (gogyô) in Onmyôdô.
Tendai and Shingon (whose magic is called Mikkyô). Relatively
few Buddhist clergy will have mystic abilities; most are simply
clergy. Even so, all Buddhist priests may purchase and perform Special Bonuses
the various Blessing and Exorcism spells; Blessings and exor- Onmyôji receive the following bonuses to their prayer-casting
cisms are not limited to the Tendai and Shingon sects. (GMs are skill checks. These bonuses are cumulative.
free to ignore this historically-based rule and allow all Buddhist
priests to purchase any of the Bukkyô spells.) Activity or Item Modifier
Clergy wishing to learn how to use Mikkyô must travel to one
Prayer cast at night, under an open sky +1 AV
of the major temples of their sect and be accepted as a student by
Acting on behalf of Onmyôdô adherent
the head abbot or chief priest of the sect.
with PIE 5+ +1 AV
As with Shintô, prayers cast by Buddhist clergy are more prop-
Using a Taoist charm or talisman to
erly prayers—recitations of the sutras (sacred writings). Buddhist
channel the prayer +1 AV
mystics need not be in ceremonial garb (although they must be
wearing their kesa, at least) and they may either chant memo-
rized spells or use scroll books. Unlike Shintô, however, there is
no need to be in a particularly sacred space as “the Buddha is
SHINTÔ
everywhere.” Even so, prayers cast in a temple of the mystic’s Shintô is a religion deeply concerned with questions of purity
sect receive a bonus to the priest’s skill roll and increase the ef- and pollution. Due to the large number of taboos, there are sev-
fective level of the prayer. eral things the Shintô mystic is incapable of. The Shintô mystic is
forbidden to learn healing skills (blood and disease represent pol-
lution). He also has no ability to raise the dead (an extremely
Special Bonuses taboo act) or preserve bodies as corpses are also pollutants.
Buddhist priests receive the following bonuses to their prayer- Shintô spells are actually more akin to specially created prayers,
casting skill rolls. These bonuses are cumulative. called norito. The Shintô mystic must be in ceremonial garb—
robes, hat, various accouterments, and so on—and must use a
Activity or Item Modifier small branch of the sacred sakaki tree, or a tapered, wooden Shintô
Using seven-ring priest’s staff or rosary +1 AV prayer stick (shaku). When performing any of the various Purifi-
Performing ritual in a temple belonging cation prayers, the mystic must use a sakaki branch or, more com-
to your sect +2 AV, +1 monly, a purification wand (haraigushi ), which looks like a thin
Level of effect wooden rod with a number of paper and flax streamers or strips
Acting on behalf of Buddhist adherent attached to one end.
with PIE of 5+ +1 AV The prayers are not cast on the fly or on the spur of the moment.
Every tone, every voice inflection, every utterance of a syllable
must be performed in strict accordance with ritual. Even the ritu-
ONMYÔDÔ alized gestures of Shintô ceremonies play an important role in
Practitioners are called onmyôji. Onmyôdô is an ancient form the casting of Shintô prayers. Because of their nature, all prayers
of mysticism which has no direct connections to Shintô or Bud- increase in effectiveness when cast either in a shrine precinct or
dhism. Unlike other schools, onmyôji aren’t priests and there are in the presence of a kami (or similarly sacred-to-Shintô space).
no ordinations or orders. It may be considered “pure” magic and One of their specialties is their ability to function as a medium.
its practitioners true wizards, after a fashion. Although he can’t come near a dead body, he can still function as
Onmyôji are diviners, sorcerers, conjurers, and masters of the its voice. Note that he doesn’t speak to the dead person: he be-
occult. They are seldom met with, and greatly feared. They may comes the dead person, and speaks as if he were the deceased. He
memorize spells, use prayer books, carry magical scrolls… there

Among both priests and commoners, if there is a man with some talent or ability, he should not be allowed to leave to some other clan.
A man who depends solely on his own ability and serves indolently, however, is worthless. 233
— Asakura Toshikage
SENGOKU: REVISED EDITION
can also speak the voice of a deity, or cantations. Unlike Shintô, there are no scrolls used by the shugenja:
greater kami . they memorize all their spells. They are taught spells by rote by
Shintô mystics also may have an abil- their masters, and they develop them themselves after long study,
ity to predict the future, but this is more meditation, and prayer. One shugenja’s Oracle prayer may be
like “determining an outcome” rather totally different than another shugenja’s Oracle prayer in what is
than actually seeing the future and being spoken, how it is intoned, and what gestures are performed (if
able to analyze all the ramifications of an any), but the effects are the same.
action.
Purification and blessing places and things are Special Bonuses
also Shintô strong points.
Shugenja receive the following bonuses to their prayer-casting
skill checks. These bonuses are cumulative.
Special Bonuses
Shintô priests receive the following bonuses to their prayer- Activity or Item Modifier
casting skill checks. These bonuses are cumulative. Performing ritual near bonfire or camp fire +1 AV
Performing on sacred mountain (must be
Activity or Item Modifier 100+ meters in elevation) +2 AV, +1
Using sakaki branch, shaku (prayer stick) Level of effect
or haraigushi (purification wand) +1 AV On behalf of Shugendô or Buddhist
Performing ritual at shrine or sacred place +2 AV, +1 follower w/ PIE 5+ +1 AV
Level of effect
Acting on behalf of Shintô adherent
with PIE of 5+ +1 AV
SHINOBI-MIKKYÔ
Is Shinobi-mikkyô really a school of magic? Do shinobi have
SHUGENDÔ access to prayers—deep, dark, arcane—that no one else does? Or
are their skills all simply works of legerdemain, slight of hand,
Adherents of Shugendô are mountain ascetics called yamabushi. incredible physical control? Ultimately you will have to decide
Practitioners of yamabushi mysticism are called shugenja. His- whether to allow magic-wielding shinobi in your game.
torically the terms shugenja and yamabushi are nearly synony- Shinobi-mikkyô is covered in detail in the SHINOBI: S HADOWS OF
mous. In SENGOKU, however, we use the term shugenja to mean N IHON supplement.
specifically those yamabushi capable of casting Shugendô mys-
tic prayers.
Shugendô is more or less a Buddhist school, but it has ancient KIRISTUOKYÔ
ties to Shintô. Shugenja are known as skilled healers, and the The new faith of the nanbanjin is a mystery to most people in
may specialize in such magic. They are also sought after as medi- Japan. They are unaware of the potential for magic and sorcery
ums and seers, and as exorcists of mischievous spirits. the foreign religion has, and may therefore be wary of any who
Fire plays an important part in Shugendô, as the god of fire is seem to be clergy for that reason.
one of the major deities of shugendô. Shugenja cast many of their Kiristuokyô as a way of mysticism is beyond the scope of this
prayers kneeling in front of a roaring fire as they chant their in- book. A supplement is planned which will address the nanbanjin

One should not use rough manners with anyone. With priests, women, children, the poor and the elderly one should be all the more
234 polite. It is said in the Li Chi that, ‘ne is safe when polite, but in danger when ill-mannered.’
— Takeda Nobushige
WWW.SENGOKU.COM

priests and their “one god” faith. Cost: N/A

BUYING PRAYERS Magic is Uncommon


Magic is not just accepted as real, with
As with other skills, players have to buy the ability to use mys- its effects seen but not the cause. Instead,
tic abilities. Prayers, and their relative levels of power, are pur- magical abilities have been witnessed by
chased with Option Points. The cost for spells are determined by some. Most people’s exposure to magic
the availability of magic in your campaign. is through local Buddhist and Shintô
priests, whose prayers protect and otherwise
AVAILABILITY AND COST benefit the whole community. Some, however,
can tell tales of having encountered strange, hermetic mystics in
In SENGOKU there are three levels of availability for magic: Un- the mountains and by-ways of Japan.
seen, Uncommon and Common. PCs who have a skill level of at least 5 in any faith and who buy
There are therefore three ways you can implement mystic power the Mystic talent, can buy any prayer allowed by that school pro-
in your game, depending on the availability of magic you want. vided the level of the prayer is no higher than the level of the faith
Note that the availability of magic is not necessarily tied to the skill. Each prayer must be purchased like a skill; prayer levels are
“Power Level” of the game (Historical, Chanbara or Anime). increased in the same manner as skills (finding a teacher, spend-
You can run a Historic-level game where magic is Common, or ing time in study, etc.)
run an Anime-level game in which magic is Unseen. For example; Jôgen is a yamabushi – a shugenja – with a
You should decide the availability of magic in your game be- Shugendô score of 5. He wants to buy a prayer. Jôgen may buy
fore you begin your game, as you really couldn’t change in mid- that prayer up to a level 5. Any level higher than that is beyond
stream without unbalancing things or upsetting other players, as Jôgen’s ability to comprehend, let alone to perform.
retroactively granting or denying powers can cause bad feelings. This is the default availability for Chanbara-level games.
Cost: As per skills (1 OP each Level at character creation; LoP
Magic is Unseen in OP for each Level afterward). See Experience (page 226) for
more information on improving skill levels.
In this level, magic is a behind-the-scenes “reality.” Almost
everyone believes it exists, but no one knows how it works or
what causes it, per se. Oh, the effects of magic are felt all the Magic is Common
time, but mystics casting green fireballs from their fingertips is a PCs who have a Skill Level of at least 1 in any “school” can
ludicrous thought. Magic is low-key, although it permeates every buy any prayer allowed by that school. The Mystic talent is not
aspect of everyday life. PCs may not buy prayers at all, instead required; everyone has what it takes to use mystic prayers, given
relying on the GM to determine the effects of prayers and appeals the proper training and discipline. Prayers cost a flat price of 5
to the spirits. This is the default availability for Historic-level OP each. All prayer levels are assumed to equal to the character’s
SENGOKU games. score in the “school” (i.e., in Shintô, Bukkyô, etc.). As the
character’s faith skill improves, so do all of his prayers.
For example, Sôkyô, has a Buddhism (Bukkyô) score of 6. He
buys two spells, for a total cost of 10 OP. The Level of each prayer
is equal to his Bukkyô score, 6. If he later improves his Bukkyô to
7, each of his spells will become Level 7 spells.
This is the default availability for Anime-level SENGOKU games.
Cost: 5 OP per prayer (LoP is equal to level of religious skill;
LoP automatically improves with religious skill).

PRAYERS
Prayers are purchased according to one of the three methods
outlined above. Before beginning your game, decide which
method you will follow for the duration.
All of the prayers are presented in alphabetical order. Not every
prayer may be acquired by practitioners of every type of mysti-
cism.
For example, the Fire Armor prayer may be purchased by prac-
titioners of Bukkyô, Onmyôdô and Shugendô, but not by Shintô
priests, whereas the Purify Water prayer may be purchased by
onmyôji and Shintô priests but not by Bukkyô or Shugendô priests.
A listing of all of the spells also appears on the following page,
with annotations as to which “schools” can purchase them.

When something out of the ordinary happens, it is ridiculous to say that it is a mystery or a portent of something to come. The fact that
the sun rises in the east and sets in the west would be a mystery, too, if it were not an everyday occurrence. The mystery is created in
people’s minds and by waiting for the disaster. It is from their very minds that it occurs.. 235
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

DESCRIPTIONS the aid of others. Atonement may be cast once per month. That is,
when a priest casts Atonement, he may not attempt it again for
one month. Any attempt to cast Atonement more than once in a
Atonement one month (three week) period is treated as anautomatic critical
failure. If cast on another, any failure reflects on the recipient, not
Casting Time: 6 hours on the caster.
Level: Varies
Available to: Bukkyô, Onmyôdô, Shintô, Atonements may be required by the GM for any grievous inci-
Shugendô dent in which the priest loses Honor points for acts contrary to
This special incantation is performed by (or the tenets of his faith. Unlike the samurai, who may commit
upon) those priests who have fallen out of favor with the spirits seppuku, priests answer not to a feudal lord but to a higher spiri-
of their pantheon (including those who have rolled a critical fail- tual power. Whenever a priest is in a situation in which he loses
ure on their skill check when casting any other prayer). Atone- Honor for acts considered “bad” by his religion, the GM can re-
ment involves an exacting ceremony designed to honor the dei- quire the priest to perform an Atonement. Atonements can also
ties and to ask forgiveness for transgressions, sin or to remove be ordered as a form of punishment for subordinate priests by
pollution, and often involves offerings to the spirits of food, drink their superiors, for talking out of turn, acting without permission,
and sometimes material gifts of the highest quality. or otherwise defying the wishes of their senior or sect.
A successful casting of Atonement restores a number of PIE For example; Takuan, a Buddhist priest, strikes a parishioner
lost to transgressions equal to the leve of prayer (LoP). This is the for eating red meat. Physical violence is forbidden in Takuan’s
only way for priests to regain PIE lost to transgressions without sect, so his superior orders him to perform an Atonement.

Available Prayers
Casting Available to
Spells Time Level Bukkyô Onmyôdô Shintô Shugendô
Atonement 6 Hours Var. X X X X
Bind Spirit 5 Min Var. X X X X
Bless Land 1 Hour Var. X
Bless Weapon 5 Min Var. X X X X
Blessing 1 Hour Var. X
Breathe Life 6 Hours Var. X X
Chant 1 Hour Var. X X
Curse 1 Min Var. X X X X
Detect Enchantment 1 Min 1 X X X X
Empathy for the Dead 5 Min 2 X X X
Exorcism 5 Min Var. X X X
Feet of the Spider 5 Min 1 X
Fire Armor 5 Min Var. X X X
Form of Smoke 1 Hour 4 X X
Full Curse 5 Min Var. X X X X
Heal Wounds 1 Hour Var. X X X
Know Language 5 Min Var. X X X X
Know the Flow of Time 1 Min 1 X X X
Light from Heaven 20 Min Var. X X
Metal Armor 5 Min Var. X X
Mists from Heaven 20 Min Var. X X
Music from Heaven 20 Min Var. X X X
The Open Eye 5 Min 1 X X
Oracle 1 Hour 4 X X X
Protection from Poisons 5 Min 1 X X
Purification 1 Hour Var. X
Purify Water 1 Hour Var. X X
Rain from Heaven 20 Min Var. X X
Receding Waters 20 Min Var. X X
Sense Disruption of Wa 5 Min Var. X X
Smokes of Nai 5 Min 3 X X
Speak for Kami 5 Min Var. X
Speak for the Dead 5 Min Var. X X
Stop Poison 1 Min Var. X X
Summon Kami 1 Hour Var. X
Winds from Heaven 5 Min Var. X X
Write Scroll 5 Min 1 X X

236 First intention, then enlightenment.


— Buddhist maxim
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Bind Spirit Blessing


Casting time: 5 Minutes Casting time: 1 hour (½1/2 toki)
Level: Varies Level: Varies
Available to: Bukkyô, Onmyôdô, Shintô, Shugendô Available to: Bukkyô
This prayer enables the caster to bind a kami or other spiritual This prayer removes any physical and
entity (including yurei or ghosts) with “ropes” of mystic energy. spiritual impurities, including (Buddhist)
The spirit or kami may break out of these bonds by physical or trangressions or sin, from one or more sub-
magical means. The bonds are impervious to physical harm from jects (depending on the Level of Prayer). Suc-
weapons, fire, etc.), but they can be affected by magic, such as cessful completion of this prayer causes any and
spells from other mystics. These mystic bonds have the equiva- all impurities—poison, alcohol, disease, and so on—to be removed
lent of 2 KD and 1d6 Hits for each level of prayer. from the target. Any damage already caused by the impurities or
For example, Kyojiro casts a Bind Spirit 5 prayer (Bind Spirit toxins must be healed normally, but the prayer does halt any fur-
at a Level of 5). His bonds will have 10 KD and 5d6 Hits. ther effects. Blessing removes only transgressions of the Bud-
dhist variety; it does not remove transgressions of other religions.
Bless Land The prayer also removes spiritual transgressions, pollution or
sins (depending on the faith of the caster), restoring any lost PIE
Casting time: 1 hour (1/2 toki) the character suffered as a result of contact with pollution (such
Level: Varies as blood, death, decay, people in mourning, and the like). A Bless-
Available to: Shintô ing also removes one point of Bad Karma, if the character has
With this norito, a Shintô priest consecrates ground for a good any.
purpose. This may be the planting of crops, the harvesting of same, The priest may so bless one person at level 1. This number is
or even the building of a house, temple, or castle. Indeed, it is bad doubled for each additional Level of effect, as shown below:
not to have land blessed before beginning such constructions.
The practical effect of the prayer is to increase crop production
of the coming harvest by 1d6 x LoP percent, and to decrease any
LoP People Purified LoP People Purified
injury to those building or living on that plot by 1d6 per two
1 1 6 32
Levels of the prayer for the first two years. In addition, any skill
2 2 7 64
checks or other die rolls made involving the blessed land or build-
3 4 8 128
ings on that land are given a +1 to the AV for every two levels of
4 8 9 256
the prayer for the first two years.
5 16 10 512
For example, Kantora casts a Bless Land 4 prayer on an area
of land. The prayer has the effect of increasing the coming har-
vest by 4d6%, reducing any injuries occurring to those building
or living on the land by 2d6 Hits and improving any skill checks Breathe Life
involving the land or buildings on it by +2, both for two years Casting time: 6 hours (3 toki)
after the blessing. Level: Varies
The size of the land that may be blessed in based on the LoP. At Available to: Onmyôdô, Shugendô
Level 1, the prayer blesses an area approximately 1 cho (60 x 60 This is a dangerous and arcane prayer that can restore life to
ken) in size. This are doubles for each additional level of the prayer. one slain. A long ceremony is performed over the body, which is
cleaned and prepared with incense and other trappings. The body
Bless Weapon must be present and whole, or the resurrected body will lack
whatever part is missing. Scars from any wounds will remain.
Casting time: 5 minutes (For example, someone decapitated can be resurrected, but there
Level: Varies will be a scar running around his neck.)
Available to: Bukkyô, Onmyôdô, Shintô, Shugendô
For each LoP, the mystic rolls 1d6. If the total exceeds the
This prayer enables the mystic to enchant any weapon, by chant-
deceased’s PIE x 5, the spirit is recalled from the other world and
ing the proper sutras and making the proper mudra (hand signs)
forced back into the body. The deceased awakens with 1 Stun
over the weapon. The mystic adds +1 to the chance to hit with the
point and all Hits restored.
weapon for each LoP, and +1d6 to the damage caused by any
Forcing a departed spirit back into a dead body is considered
weapon for every two Levels of the prayer (rounding down). The
taboo. Each time this prayer is cast the mystic loses 5 times the
extra damage is not limited by the user’s STR. The prayer lasts
deceased’s PIE in Honor Points. If the casting is successful, the
one full day per level. It also effectively makes the weapon “magi-
mystic also loses one permanent point of PIE and gains one point
cal” for the duration of the prayer, should the target of the prayer
of Bad Karma.
be subject only to magical attacks.
For example, Daibo casts a Bless Weapon 5 on a comrade’s The length of time that has passed since the spirit’s departure
yari. When the Blessing is complete, the yari is +5 AV and does also has an affect on the mage’s ability to call it back. The base
+2d6 Hits each time it strikes, even if the user’s STR is only 2. time after a spirit’s passing that this prayer is effective is 6 hours.
For every two levels of the prayer (rounding down) move one
step down the Time Table.

The Buddhists who take the Way of Selflessness seem to be lacking both eye and mind, but when they talk as three-year-old children it
is yet another thing. 237
— Shiba Yoshimasa
SENGOKU: REVISED EDITION
For example, Kugetora, who has a PIE Curse
of 4, is killed in a forest ambush. Tosô,
Casting time: 1 minute
an onmyôji and a friend of Kugetora’s,
Level: Varies (minimum 1)
comes across the body three days later.
Available to: Bukkyô, Onmyôdô, Shintô, Shugendô
Suspecting that Kugetora’s spirit is rest-
This prayer calls upon the spirits (or kami, bosatsu, whatever)
less, Tosô casts a Breathe Life 6 prayer
to inflict some ailment or other malady on another person are
over the body, intending to allow Kugetora
thing. There are several possible curses the mystic can call for.
to seek vengeance on his killers if nothing
Upon casting the curse, he must specify which type of curse he is
else. The spell’s LoP divided by two is three.
calling for. Seldom does the cleric cast the curse on his own be-
Looking at the Time Chart, we see that three steps down from “6
half; usually, he is asked (and paid) to curse a third party.
Hours” is “1 Month.” Tosô can raise a body up to one month
One person or item may be cursed at level 1. The number of
after the spirit has left the body. Kugetora has been dead less
people or items affected is doubled for each additional level of
than a month, so it is possible for Tosô to bring him back. Tosô
the prayer. The same curse must be applied to all targets of one
spends the requisite 6 hours preparing the body and performing
casting; the caster cannot call for multiple types of curse with one
the ceremony. Just for attempting to cast the prayer, Tosô loses
casting of the prayer.
20 Honor points (5 times Kagetora’s PIE). Tosô rolls 6d6, for a
The duration of the curse is a base of one hour, plus one step
total of 21. This exceeds five times Kugetora’s PIE, so the prayer
down on the Time Table for every 2 LoP (rounding down).
works! Kugetora awakens with his full Hits and one Stun point.
The types of curses available are:
Because the casting was successful, Tosô loses 20 points of Honor,
Simple Curse: Results in “bad luck”—The target receives a -1
one point of PIE and gains one point of Bad Karma.
to all skill rolls it attempts or which are attempted with it for the
duration of the curse. Likewise, all skill checks made against the
Chant target receive a +1 AV for the duration of the curse.
Casting time: 1 Hour (½ Toki) Physical Curse: Results in lameness, blindness, incredible
Level: Varies (min. 1) clumsiness, phenomenal body odor, deafness, or whatever the
Available to: Bukkyô, Shintô caster specifies. The mystic rolls 1d6 per level of the prayer. If
With this prayer, the priest stands off to one side of a battle the total exceeds the target’s Hits, they are struck with the curse.
chanting specific prayers, either by memory or from sacred writ- The effect of the curse on play must be determined by the GM.
ings. The chant calls the attention of the gods to his cause, and In general, one Level of prayer effect can reduce one Primary stat
everyone on his side will perform better by +1 AV to all relevant by 1 point, one derived characteristic by 5 points or inflict 5 points’
skill checks per LoP, and inflict +1d6 Hits of damage with each worth of a Physical Complication, for the duration of the Curse.
blow. This prayer can be performed anywhere, not just at a reli- Thus, a level 6 Physical Curse can reduce one primary character-
gious institution or sacred site. istic by six points, or two primary characteristics by 3 points each,
The ceremony takes a base one hour to complete. After the Chant or one derived characteristics by 30 points! The only restriction
is completed, the effects of the prayer last for one Phase, plus one is that the Curse cannot itself kill the target (i.e., neither the target’s
step down on the Time Chart for each Level of the prayer above BODY nor Hits can be reduced below 1). The effects of the curse
Level 1. cannot be healed or cured by normal means until the Curse’s ef-
fects expire; this fact is usually what reveals the infliction to be a
For example, Eizô is at the battle camp of his lord and begins a
Curse and not a “normal” affliction.
Level 4 Chant to aid his lord’s troops in the coming battle. After
Ailment: The object becomes sick (the caster chooses the dis-
spending the hour chanting, he successfully makes his casting
ease), perpetually inebriated, etc. In general, one Level of prayer
skill check and the prayer is complete. All of the troops Eizô’s
effect can reduce one Primary stat by 1 point, or one derived char-
side will receive +4 to their AV for relevant skill checks, as well
acteristic by 5 points, for the duration of the Curse, as per Physi-
as +1d6 Hits to all damage rolls they make. The duration of these
cal Curses (above). The ailment cannot be cured or healed by
effects is only five minutes, but this can be enough time to gain
normal means until the curse’s effects expire.
the upper hand in the battle.
Specific curse: Affects one single aspect of the object, what-
Any act of cowardice (GM’s discretion) cancels the effects of
ever the caster specifies. The effect of the curse on play must be
this prayer upon the coward.
determined by the GM. In general, one level of prayer effect can
reduce one Primary stat by 1 point, a perk by one level, inflict 5
points’ worth of a complication, or cause -2 AV to all rolls in-
volving relevant skills (GM’s discretion), for the duration of the
curse.
Some sample specific curses include: can not keep food down
(reduces CON); he fails anytime he tries to gamble (affects Gam-
bling AV); all animals are hostile to the target (affects Animal
Handling and Riding AVs); his clan disowns him (lowers Mem-
bership Level), he loses all his wealth (affects the Wealth Level),
he completely forgets how to do something (lowers appropriate
skill level), etc.

238 Whatever one prays for will be granted.


— Master Ittei
WWW.SENGOKU.COM

Detect Enchantment Feet of the Spider


Casting time: 1 minute Casting time: 5 minutes
Level: 1 Level: Varies (min. 1)
Available to: Bukkyô, Onmyôdô, Shintô, Shugendô Available to: Onmyôdô
With this prayer, the mystic can determine whether an object is This prayer allows the target (the mys-
enchanted. Upon successful completion of this prayer, the item, tic or another) to magically cling to any
if enchanted by any means, will give off a faint glow which is surface, as if his feet were like those of a
seen only by the caster. The color of the glow indicates the school kumo (spider). The target can climb walls and
of magic used to enchant the item: White for Shintô; gold for ceilings and the like at his full MOVE, and can
Bukkyô; red for Shugendô; and blue for Onmyôdô. Items en- exert up to his full STR while clinging to a surface. In addition,
chanted by spiritual beings will give off a glow of the color ap- when clinging to a surface the character reduces any Knockback
propriate to the religion with which the being is associated. by –4 meters (–2 ken).
For example, if a Bosatsu Blesses a weapon, the weapon would The duration of the prayer at level 1 is one phase. For each
glow with golden light when viewed after casting Detect Magic. additional level the duration moves one step down the Time Table.
The effects of the prayer last for one minute, after which time At the end of the spell’s duration, the target loses the ability to
the glow dissipates. Note that while the color of the glow indi- cling to surfaces; if above the ground when the prayer ends and
cates the school of the enchantment, it does not indicate whether he is unable to hold on to a surface or item on his own he will fall.
the enchantment is “good” or “bad”—it could as easily be a curse
as a blessing. Fire Armor
Casting time: 5 minutes
Empathy for the Dead Level: Varies (min. 1)
Casting time: 5 minutes Available to: Bukkyô, Onmyôdô, Shugendô
Level: Varies (min. 2) This prayer calls upon the spirits to protect the target (the mys-
Available to: Onmyôdô, Shintô, Shugendô tic or another) from fire-based attacks, whether from natural flame
Upon successful invocation of this prayer, this prayer allows or magical fires. A mystic field of orange-hued energy surrounds
the mystic to feel the emotions felt by the spirit of a dead person the target, which reduces the damage caused by flame by 25%
(e.g. yurei, gaki, and so on). A spirit “feels” the emotions they for every two Levels of the prayer, up to a maximum of 75%. The
felt at the instant of their death, eternally trapped in the same damage is reduced by the indicated amount after any armor KD
emotional state. The emotions will be general in nature; anger, is subtracted from the attack.
surprise, betrayal, love, etc. For example, Toriimasa is wearing a suit of samurai armor
The length of time that has passed since the spirit’s departure (KD 12) protected by Fire Armor at Level 4. Toriimasa is then hit
also has an affect on the mage’s ability to call it back. The base with a mystic fireball that does 32 Hits of Killing damage!
time after a spirit’s passing that this prayer is effective is 6 hours. Toriimasa’s armor subtracts 12 from the damage, but that still
For every two levels of the prayer (rounding down) move one
step down the Time Table.
This prayer is ineffective on spirit beings of ‘higher rank,” such
as bosatsu, kami, and the like. This prayer doesn’t reveal the cause
or motivation of the emotion, just the emotion itself.

Exorcism
Casting time: 5 minutes
Level: Varies (min. 1)
Available to: Bukkyô, Shintô, Shugendô
By chanting the sacred norito or sutras, the priest causes a spirit
to be removed from this world, and forced back to the netherworld.
The mystic rolls 2d6 for each Level of the prayer. This total is
subtracted from the spirit being’s POW score, much in the same
way that Killing damage is subtracted from Hits. If the total of
the die roll exceeds the spirit being’s POW score, the spirit is
exorcised. (Spirit beings have a POW score equal to 5x their PIE.
If successfully cast on a spirit being (kami, bosatsu, yurei, gaki,
et al) on this plane, the being is forced to return to the otherworldly
plane from which it came. In the case of spirits who are stuck on
this world because of a hunger for revenge (or anything else), this
prayer frees them from their supernatural bonds and allows them
to move on. If successfully cast on someone who is possessed,
the spirit is immediately forced to flee the victim’s body, leaving
the victim in complete exhaustion (CON and Stun are both re-
duced to zero).

Men who did well at the time of their death were men of real bravery. But people who talk in an accomplished fashion every day yet are
agitated at the time of their death can be known not to have true bravery. 239
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
leaves 20 Hits, which is enough to inca- Full Curse
pacitate our hero. Luckily, Toriimasa has
Fire Armor at level 4, which provides Casting time: 1 hour
50% damage reduction from fire-based Level: Varies (min. 2)
attacks, reducing the fireball to just 10 Available to: Bukkyô, Onmyôdô, Shintô, Shugendô
Hits of killing damage. The attacks still This prayer is similar to Curse (see above), except that its ef-
leaves Toriimasa seriously wounded, but fects are slightly lessened but are semi-permanent—the curse lasts
he’ll survive. until a set situation occurs, as defined by the mystic at the time of
The duration of the prayer at level 1 is one casting, no matter how long it may take for this to occur. In gen-
phase. For each additional level the duration moves one step down eral, two levels of prayer effect can reduce one primary charac-
the Time Table. At the end of the spell’s duration, the fire armor teristic by 1 point, a perk by one level, inflict 5 points’ worth of a
disappears. complication or cause -2 AV to all checks involving relevant skills.
The effects last for the duration of the curse
For example; Mitsuyoshi knows that his rival, Noriuji, has sto-
Form of Smoke len his priceless tachi. He goes to the local shrine, and pays the
Casting time: 1 hour (1/2 toki) priest, Yasumaro, to place a really juicy Level 8 curse on Noriuji
Level: Varies (min. 4) until such time as he decides to return the sword. The service is
Available to: Onmyôdô, Shugendô said, and Noriuji, at home eating dinner, is struck blind (a 20
Upon successful casting of this prayer, the mage’s body and point effect) at the same time a messenger arrives.…
immediate possessions turn into smoke. The smoke form is
vaguely humanoid in shape, but is not recognizable as the caster.
In this smoke form, the mystic can float along at his normal Heal Wounds
MOVE, but he is still affected by gravity and cannot fly or el- Casting time: 1 hour (1/2 toki)
evate. The mystic can pass through barriers if there is any way Level: Varies (min. 1)
for normal smoke to penetrate (through holes in a cloth, netting, Available to: Bukkyô, Onmyôdô, Shugendô
cracks in stone, space between a door and wall, etc.), but he can- This prayer allows the mystic to restore Hits lost as damage.
not pass through solid objects. While in this smoke form the mystic The mystic can restore a number of dice of damage equivalent to
is still vulnerable to mystic attacks, but normal physical attacks the LoP. The mystic can restore only as many Hits as the injured
will pass harmlessly through him. person’s original total; the prayer does not provide extra Hits to
The duration of the prayer at level 1 is one phase. For each the target, it only restores lost Hits. The dice may be all rolled for
additional level the duration moves one step down the Time Table. a single target, or they may be split up among several people (but
At the end of the spell’s duration, the mystic returns to his normal all recipients of the healing must be in the same, close proximity
human form. If the mystic is in a place too small for his normal throughout the casting of the prayer in order to see the benefits).
form to fit when the prayer ends, the mystic will suffer 8d6 Hits For example; Kazuyasu has been injured, and has lost 15 points
of damage from the shock to his body during the transformation. of his 25 Hits. Dôkyû, a shugenja with the Heal Wounds prayer
at Level 4, attempts to heal him and rolls 4d6 for a lucky total of
19 points. Since Kazuyasu’s maximum Hits is 25, he is fully re-
stored and there is no effect from the excess points. Later, Dôkyû
comes across two wounded people by the side of the road, one
seriously and one lightly wounded. He casts the Heal Wounds
prayer again, this time splitting the dice between the two people.
He rolls 1d6 for the lesser wounded man, and rolls 3d6 for the
more seriously wounded man.

Know Language
Casting time: 5 minutes
Level: Varies
Available to: Bukkyô, Onmyôdô, Shintô, Shugendô
Casting this prayer brings enlightenment to the target, in the
form of understanding one foreign language. The recipient of the
prayer is able to understand, speak, read and write in the foreign
language for the duration of the prayer. The caster needn’t know
the name of the language. The mystic need only be able to state in
the prayer the desire to communicate with a certain person or
read a certain document in order to receive the benefits.
Each Level of effect above 1 doubles the number of people that
may benefit from the prayer. Thus, at Level 3 the mystic can cast
the prayer on four people, he can cast it on eight people at level 4,
16 people at level 5, and so on.
The duration of the prayer at level 1 is one phase. For each
additional level the duration moves one step down the Time Table.

240 Men with sharpness of mind are to be found only among those with a penchant for thought.
— Shiba Yoshimasa
WWW.SENGOKU.COM

After the spell’s effects expire, the recipient of the prayer loses is doubled; 64-meter (32-ken) radius at
all knowledge and understanding of the language gained by the level 3, 128-meter (64-ken) radius at level
prayer. 4, and so on, up to a 8-km (2-ri) radius at
level 10.
Know the Flow of Time The duration of the prayer at level 1 is
Casting time: 1 minute one minute. For each additional level the
Level: 1 duration moves one step down the Time
Available to: Bukkyô, Shintô, Shugendô Table.
By casting this prayer, the mystic receives insight from the dei-
ties of his pantheon as to the positioning of the stars and sun in Music from Heaven
the sky, and therefore the precise time of day, down to the byô Casting time: 20 minutes
(half-second). The mystic is able to gain this insight at will for Level: Varies (min. 1)
the duration of the prayer. Available to: Bukkyô, Onmyôdô, Shintô
The prayer lasts for a base of one phase, plus one step down the
With this prayer, the mystic causes an area to fill with music, as
Time Table for each additional level of effect.
if an invisible orchestra were playing over the heads of everyone
For example, at Level 5 the mystic may know the precise time
within the area of effect. The music can be of any sort the caster
of day, at will, for up to one hour after the successful casting of
desires: court music (gagaku), Nô theater music, Buddhist medi-
the prayer.
tation gongs, and so on. At level 1, the caster causes music to fill
a 16-meter (8-ken) radius around the center of the spell’s effect.
Light from Heaven For each additional level of prayer the radius is doubled; 64-meter
Casting time: 20 minutes (32-ken) radius at level 3, 128-meter (64-ken) radius at level 4,
Level: Varies (min. 1) and so on, up to a 8-km (2-ri) radius at level 10.
Available to: Onmyôdô, Shintô The duration of the prayer at level 1 is one minute. For each
With this prayer, the mystic calls for bright light to shine down additional Level the duration moves one step down the Time Table.
from the heavens. The light is as bright as normal sunlight. At At the end of the spell’s duration, the music ceases.
Level 1, the caster causes light to fill a 16-meter (8-ken) radius The quality of the music is as if played by performers with an
around the center of the spell’s effect. For each additional level appropriate skill level equal to 2x the level of prayer.
of prayer the radius is doubled; 64-meter (32-ken) radius at level
3, 128-meter (64-ken) radius at level 4, and so on, up to a 8-km
(2-ri) radius at level 10. The Open Eye
The duration of the prayer at level 1 is one minute. For each Casting time: 5 Minute
additional level the duration moves one step down the Time Table. Level: Varies (min. 1)
At the end of the spell’s duration, the light disappears, returning Available to: Bukkyô, Shugendô
the area to its former state of illumination (or lack thereof). This prayer allows the target (the mystic or someone else) to
remember anything he senses as if he had the Eidetic Memory
Metal Armor talent (see page 113). The duration of the prayer at level 1 is one
phase. For each additional level the duration moves one step down
Casting time: 5 minutes
the Time Table.
Level: Varies (min. 2)
Available to: Bukkyô, Onmyôdô
This prayer is similar to the Fire Armor prayer. This prayer Oracle
calls upon the spirits to protect the target (the mystic or another) Casting Time: 1 hour (1/2 toki)
from metal-based attacks, whether from natural metal or magi- Level: 4
cal. A mystic field of bluish-white-hued energy surrounds the Available to: Bukkyô, Onmyôdô, Shugendô
target, which reduces the damage caused by metal items and weap-
This prayer opens the windows into the future. The caster (and
ons by 25% for every two levels of the prayer, up to a maximum
the caster alone) witnesses dream-like imystics of a possible fu-
of 75%. The damaged is reduced by the indicated amount after
ture event involving a specific person, place or thing. The subject
any armor KD is subtracted from the attack.
of the vision must be defined by the mystic prior to performing
The duration of the prayer at level 2 is one phase. For each
the ceremony. The vision itself last for only about a minute, and
additional level the duration moves one step down the Time Table.
is not always clear in regards to the events.
At the end of the spell’s duration, the metal armor disappears.
For example, if someone is “fated” to die in battle, the mystic
may see imystics of yari and flying arrows followed by a vision of
Mists from Heaven the subject in armor, laying on the ground.
Casting Time: 20 minutes The image may be of near future events or of an event decades
Level: Varies (min. 1) in the future. The mystic will only receive clues from the imystics
Available to: Onmyôdô, Shintô themselves. No specific information should be provided to the
With this prayer, the mystic calls for foggy mists from the heav- player; descriptions should be detailed enough that the player
ens to come down and fill an area. At level 1, the caster causes should be able to surmise the situation themselves.
mists and fog to fill a 16-meter (8-ken) radius around the center For example, the following is a bad description: “You see the
of the spell’s effect. For each additional level of prayer the radius man 12 years in the future, in pain from poison he just drank.”

A person who knows but a little will put on an air of knowledge. This is a matter of inexperience. When someone knows something well,
it will not be seen in this manner. This person is genteel. 241
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
The following is much more appropriate: toxins must be healed normally, but the prayer does halt any fur-
“You see the man, with a beard and gray- ther effects. Purification removes only spiritual pollution of the
ing hair, though he does not have many Shintô variety; it does not remove transgressions or sins of other
wrinkles on his face. He has a pained religions.
expression on his face, and you see a sake The prayer also removes Shintô spiritual pollution, restoring
cup fall from his hand…” any lost PIE the character suffered as a result of contact with
Note that the visions that a mystic sees pollution (such as blood, death, decay, people in mourning, and
are not of events that must happen. Rather, the like), and removes one point of Bad Karma, if the character
the events viewed are one possible future. The has any.
future is unpredictable, and it is assumed that the characters’ ac- The mystic may so purify one person at level 1. This number is
tions may very well alter the string of events that led up to the doubled for each additional level of effect, as shown below:
vision, thus changing the “foreseen” future to a very different
one. More than anything, Oracle is a plot device for the GM to LoP People Purified LoP People Purified
provide clues to the players during a game. 1 1 6 32
2 2 7 64
Protection from Poisons 3 4 8 128
4 8 9 256
Casting time: 5 minutes
5 16 10 512
Level: Varies (min. 1)
Available to: Bukkyô, Shugendô
With this prayer, the mystic appeals to the spirits for protection
from the “evil” spirits inhabiting venomous creatures. Upon suc- Purify Water
cessfully casting this prayer, the target becomes immune to the Casting time: 1 hour (1/2 Toki)
venoms and toxins of all poisonous plants and creatures, be they Level: Varies (min. 1)
mammals, reptiles, fish or even mythical creatures, such as the Available to: Shintô
mukade. This prayer does not affect any toxins already the target’s With this prayer, a Shintô priest can transform the most pol-
body. It only prevents any new poisons introduced to the victim luted water into pure, clean, fresh-tasting drinking water. It also
from taking effect for the duration of the prayer. can be used to make dirty water clean for washing. One common
The duration of the prayer at level 1 is one minute. For each use of this prayer by Shintô priests is to purify the water at the
additional Level the duration moves one step down the Time Table. entrance of a shrine, which parishioners use to symbolically pu-
rify themselves before entering.
Purification The amount of water that can be so purified is given below:
Casting Time: 1 hour (1/2 toki) Prayer Amount
Level: Varies Level Japanese Metric Example
Available to: Shintô 1 1 Shô 1.8 liter small keg
This prayer removes any physical or (Shintô) spiritual pollu- 2 1 Tô 18 liters large keg
tion of a single target, or multiple targets if additional levels are 3 1 Koku 180 liters. barrel
purchased. Successful completion of this prayer causes any and 4 10 Koku 1,800 l. bathtub
all impurities—poison, alcohol, disease, and so on—to be removed 5 100 Koku 18,000 l.
from the target. Any damage already caused by the impurities or 6 1,000 Koku 180,000 l. pond
7 10k Koku 1,800,000 l. creek
8 100k Koku 18 mil. l. stream
9 1 mil. Koku 180 mil. l. river
10 10 mil. Koku 1.8 bil. l. lake

Rain from Heaven


Casting time: 20 minutes
Level: Varies (min. 1)
Available to: Onmyôdô, Shintô
With this prayer, the mystic calls for rain from the heavens. At
level 1, the caster causes rain to fall in a 16-meter (8-ken) radius
around the center of the spell’s effect. For each additional level
of prayer the radius is doubled; 64-meter (32-ken) radius at level
3, 128-meter (64-ken) radius at level 4, and so on, up to a 8-km (2
ri) radius at level 10.
The duration of the prayer at level 1 is one minute. For each
additional level the duration moves one step down the Time Table.
At the end of the spell’s duration, the rain ceases. Any rain that
has already fallen remains, however.

242 Walk stealthily where still under the arch of heaven.


— Japanese proverb
WWW.SENGOKU.COM

Receding Waters Speak for Kami


Casting time: 20 minutes Casting time: 5 minutes
Level: Varies Level: Varies
Available to: Onmyôdô, Shintô Available to: Shintô
With this prayer, the mystic causes all free-standing water within This prayer brings the local kami of a
the area of effect to “fall” upwards into the sky, to be reclaimed shrine or other Shintô sacred site into pos-
by the heavens. Any uncovered water rises up into the air in drop- session of the body of the priest casting the
lets until the once wet area is completely dry. At level 1, the caster prayer, or a specified alternate vessel. Usually,
causes water to disappear in an 16-meter (8-ken) radius around if not the priest herself, it is a miko (Shintô shrine
the center of the spell’s effect. For each additional level of prayer maiden). For some reason, kami will only speak through women,
the radius is doubled; 64-meter (32 ken) radius at level 3, 128- so if a male priest casts the prayer a miko must be present to be
meter (64-ken) radius at level 4, and so on, up to 8-kilometer (5- possessed.
mile) radius at level 10. The person whose body the kami possesses needn’t be a “will-
The duration of the prayer at level 1 is one minute. For each ing” participant; if the prayer check is successful, the possession
additional Level the duration moves one step down the Time Table. is immediate. The kami can be spoken to and even conversed
At the end of the spell’s duration, the water falls again to reclaim with for the duration of the prayer.
its original place, making the area wet again. The duration of the possession is a base of one Round, plus one
step down on the Time Table for every 2 levels of the prayer
Sense Disruptions of Wa (rounding down).
Casting time: 5 minutes Thus, a Speak for Kami prayer at Level 4 would invoke a pos-
Level: Varies session lasting 1 Minute plus 2 steps down the Time Chart, or 20
Available to: Bukkyô, Shugendô minutes.
Casting this prayer allows the target (either the mystic himself The only way for the kami to be displaced from the host body
or another) to sense disruptions in the wa (harmony) of one’s (or object) before the spell’s effects expire is for the kami to be
surroundings; The target gains the ability to sense danger. At level exorcised (by the summoning priest or another priest), or for the
1, the target is able to sense dangers to himself with a successful possessed body to be slain (or the object destroyed).
PIE + Perception roll (DN 18). If the roll is made by more than 5,
the character is aware of the source of the danger, as well. The
character is alerted to the danger just far enough in advance to
Speak for the Dead
take one available action, even if they don’t know the source of Casting time: 5 minutes
the danger. The danger can be anything, from an ambush by a Level: Varies (min. 1)
teppô-firing ashigaru to a magic attack from another plane. The Available to: Shintô, Shugendô
recipient of the prayer needn’t be able to detect the danger with With this prayer, the mystic effectively becomes the mouth-
his mortal senses; the “danger sense” is mystic. piece for a deceased person. The mystic is possessed by the spirit
At level 2, the target of the prayer can sense dangers in the of the deceased and is incapable of performing any action; he is
immediate vicinity—a room, hallway, a path, etc. merely a stationary voicebox. Questions can be asked of the de-
At level 4, the target of the prayer is able to sense dangers within ceased and the mystic will respond in the first person, for he actu-
the general area—on a street, the side of a mountain, within a ally is the deceased.
building, etc.. If the deceased has a reason to be angry or violent—say, in the
At level 6, the target can sense dangers in any area. presence of his slayer—the mystic must make a successful op-
The duration of the prayer at level 1 is one phase. For each posed WILL roll (against the spirit’s WILL at the time of its death)
additional level the duration moves one step down the Time Table. or the deceased will totally take over the mage’s body and may
Thus, the prayer cast at level 4 allows the recipient to sense dan- strike out at the object of his rage.
ger in the immediate vicinity with a successful PIE + Perception The prayer lasts one toki (two hours) per level, but it can be
roll (DN 18), for up to 5 minutes after the prayer is cast. disrupted by any violence against the mystic (striking him, shak-
ing him, etc.). When the spirit departs, the mage’s END and STUN
Smokes of Nai are reduced to zero and he will collapse to the floor, exhausted
Casting time: 5 minutes and drained.
Level: Varies (min. 3) The length of time that the spirit has been “dead” is important.
Available to: Onmyôdô, Shugendô At Level 1, the prayer affects spirits who have died within six
This prayer causes smoke to issue forth from an incendiary hours (3 toki). For every two levels of the prayer (rounding down)
source (candle, lamp, tobacco pipe). The smoke fills an area in a move one step down the Time Chart.
4-meter (8-ken) radius from the center of the spell’s effect. The For example; at Level 7, the length of time a spirit can have
smoke is so thick that it completely obscures normal sight, ren- been separated from its body and still be affected is 6 Hours, plus
dering anyone within the area of effect effectively blind, except (7 divided by 2 = 3, rounded down) 3 steps down on the Time
of the caster, who is immune from the effects of the prayer. Chart, or 1 Month.
The duration of the prayer at level 3 is one phase. For each This prayer is ineffective on spirit beings of ‘higher rank,” such
additional level the duration moves one step down the Time Table. as bosatsu, kami , and the like.
At the end of the spell’s duration, the smoke quickly dissipates,
leaving behind no trace of its previous existence.

Smoke and mist are like looking at a spring mountain. After the rain is like viewing a clear day. There is weakness in perfect clarity. 243
— Japanese proverb
SENGOKU: REVISED EDITION
Stop Poison Winds from Heaven
Casting Time: 1 Minute Casting time: 5 minutes
Level: Varies (min. 1) Level: Varies
Available to: Bukkyô, Shugendô Available to: Onmyôdô, Shintô
This prayer is a form of exorcism. All With this prayer, the mystic calls for winds to blow down from
maladies, including poisons and disease, the heavens and throughout the area of effect. The winds are strong
are the work of mischievous (not “evil,” per enough to cause trees to bend, loose paper and leaves to blow
se) spirits. about and ships to travel by sail, but the winds do not cause dam-
At Level 1, a successful incantation forces the mischievous spir- age to anything.
its to vacate the victim’s body, thus neutralizing the effects of At level 1, the caster causes wind to blow in an 16-meter (8-
any poison (see Poison and Drugs, page 220). No further dam- ken) radius around the center of the prayer’s effect. For each ad-
age or effect from the poison is incurred, although any existing ditional level of prayer the radius is doubled; 64-meter (32-ken)
effects must be healed normally. For each level above 1, the prayer radius at level 3, 128-meter (64-ken) radius at level 4, and so on,
heals 1d6 of “effect” caused by the poison. up to a 4-km (2-ri) radius at level 10.
For example, Bozu casts a Level 3 Stop Poison prayer on the The duration of the prayer at level 1 is one minute. For each
victim of a sea snake bite. Upon successfully casting the prayer, additional level the duration moves one step down the Time Table.
the poison is immediately neutralized. Bozu also rolls 2d6, for an At the end of the spell’s duration, the winds quickly die down
8. Bozu’s prayer has “cured” 8 points of effect from the poison. and return to normal.

Summon Kami Write Scroll


Casting time: 5 minutes
Casting time: 1 hour (½1/2 toki) Level: 1
Level: Varies Available to: Bukkyô, Onmyôdô
Available to: Shintô This is a simple prayer. It enables the caster to write down on
This special prayer enables the Shintô priest to bring a kami to specially prepared paper (called a mahômono) any prayer that he
the physical plane. The priest needs to be at a shrine or the site of knows, at any level he is capable of casting the prayer. The spe-
the kami of place that he is trying to bring in. Once there, the cific prayer and its level must be declared when the enchanting
priest lights incense and begins the chanting prayer. begins, and cannot be changed. In the process of writing the
If the patron kami of the shrine is extremely powerful, like Kanda mahômono, the mystic actually casts the prayer, but upon the
Myôjin or Susano-ô, it may send a lesser kami to appear in its scroll, so that reading it aloud triggers the spell’s effects. The
place unless the caster is specifically calling on the patron. Each paper is then usable by any priest of the same faith (or “school”)
kami has a spirit rank. The highest spirit rank of kami that a mys- as the caster, whether or not they have the Mystic talent.
tic can summon is equal to the LoP. For example; if a Bukkyô priest writes the Stop Poison prayer,
Summoned kami come of their own free will, in response to the then any Bukkyô priest may use the scroll as if he were the mystic
prayers of the faithful. A failed skill check indicates the kami was who wrote it, even if the reader does not have the Mystic talent
unconvinced of the priest’s sincerity and was unmoved to come (i.e., can’t normally cast spells on their own).
to his aid. More importantly, they can leave of their own free The mahômono is a one-time thing. Once the prayer or prayer
will, as well. A particular kami cannot be summoned more than on the mahômono is cast, the ink fades, leaving the paper blank.
once a week unless the kami explicitly invites the priest to call on The paper used is water-proof, but any other damage to the paper
him again within that time or it is a matter of extreme emergency (such as burning, having ink spilled on it) will ruin it, making the
(GM’s discretion). prayer useless and unable to be cast, even if it is still legible.
When a kami is summoned, it may manifest in any number of
ways—as a gust of wind, an animal (fox, bird, water buffalo) or
plant, a beautiful young lady, and so on. The kami may not at
first make itself visible to anyone, even the caster, preferring to
remain invisible until the priest’s intent or desire can be ascer-
tained.
Many Japanese folk stories involve kami who appeared in dis-
guise, and did not reveal themselves to their “caller” for quite
some time; sometimes not for days, months or even years.
If the kami does, indeed, make its presence known, the priest
may converse with the kami, ask a favor, request a blessing, and
so on. There is no guarantee that the kami will respond favorably.
The priest’s past actions, his level of purity (current PIE stat),
and his specific needs will be factors in the kami’s response.
The way in which the kami responds to the summoner’s re-
quests is strictly up to the GM. Summon kami can be a wonderful
roleplaying and story-enhancing tool, but the GM should also
take care not to allow its use to unbalance the game.

It is the nature of this world we live in that, of our desires, not one out of ten comes out the way we would like. But for one to persist
244 willfully in affairs that have not gone according to his heart’s desire, will, in the end, be inviting the admonishment of Heaven.
— Shiba Yoshimasa
WWW.SENGOKU.COM

THE CAMPAIGN

245
SENGOKU: REVISED EDITION
There are many aspects in running a
SENGOKU game beyond creating player
characters and letting them loose on each
RETAINERS,
other. The game master must map out and
detail his Japan—even if he is using the ATTENDANTS AND
real historical nation as his model. That
is what this chapter is for. It will help
you—the GM—determine locations and ob-
OTHER FLUNKIES
jects that are important to your game.
No matter what class or position a character holds, there will

MAPS AND MAPPING come a point when he wants to have people in attendance on him.
Call them retainers, attendants, henchmen—whatever. The idea
The Japan you play in need not be the real Japan. By this, we is the same.
don’t mean historical or not. We are talking on a much more While anyone can hire and pay someone to follow him to help
basic level. In other words, if your game has elements of fantasy, him out (and here we’re thinking of servants and bearers and the
why not play in a fantasy Japan? There is no better way to em- like), there is a deeper level of association. What matters is how
phasize this than to use a map of Japan done during the Sengoku and why these people—NPCs, which should be run more or less
Period, rather than a real map of the country. The maps in this jointly by both the player and the GM—have linked their fates
book are of the real Japan, but in this chapter we will provide you with the PC. If the PC is a gambler or a criminal, of course they
with a master map of the country as the Japanese of the sixteenth will be henchmen who are in it for the money, although personal
century saw it. Use it as your base, and follow the details in the loyalty may figure into the equation.
other maps for placement of towns, cities, mountains, and so forth. The problem is for more “upstanding” characters.
For general building layout and mapping purposes, use normal Samurai, craftsmen, kuge—all in these type of groups who have
grid paper. On larger scale maps, treat each square as one tsubo attendants—must have special bonds with their attendants. There
(one ken by one ken). For smaller scale, treat each square as three must be a reason and a real connection. In the case of a craftsman,
shaku by three, with two squares forming the space of one tatami, he will have to have apprentices, students, and assistants. Mer-
and a unit of two squares by two as one tsubo. If you are using chants will need employees and trainees. Masters of magic or
25mm figures, one inch equals six shaku; a one-inch grid repre- learning will need disciples. Samurai and kuge will need vassals
sents one tsubo (nearly the same scale as is used in D20™ games. and underlings (a samurai is required to maintain 3 retainers for
every 100 koku of income, if he is paid a stipend, or for each 100
koku’s worth of land in his fief), and even farmers to grown crops
on the land they manage (though farmers needn’t be considered
hirelings for game purposes). Anyone who owns an estate will
need servants to staff and run it. Acquiring and supporting such
staff require one thing—money.
It is up to each GM, in the running of his game, to determine the
amount of funds required to support such people, but remember
that each person may also have a family. For a samurai to have
two armed retainers, he may require the functional outlay of as
many as 20 ryô (80 bu-shoban) each just to keep them outfitted
and going. A kuge keeping up his house must have dozens of
servants. The funds must come from somewhere. A samurai may
be receiving a stipend from his own clan (and likely should be).
A kuge would be receiving money from…well, somewhere. He
most likely holds land titles and receives an income from them.
This is where work falls on the shoulders of the GM (as if you
didn’t have enough to worry about already). In conjunction with
the player, the GM will have to decide factors related to income
and sources. These sources can’t be ignored. If the player, who
“owns” some rice farms in the hinterlands, fails to keep track of
them and support them, they just might get overrun by someone
else, and his income source will quickly dry up.
GMs can use the pay rates listed on the Services table (page
193) and Samurai Membership Level & Income Table (page 85)
as a guideline for hiring attendants, retainers and the like.

246 Look for a loyal retainer among the filial.


— Japanese proverb
WWW.SENGOKU.COM

CITIES, TOWN AND The Architecture chapter provides more


information on the meanings of the fol-
lowing, which determine the type of
VILLAGES castle.
There is a 50 percent (3 in 6) chance
When a party of PCs comes upon a new town, the GM may use that the castle holder (daimyô, high-rank-
the following tables to help him create it easily. First, roll 2d6 on ing retainer, bandit leader, etc.) is in resi-
the Random Population Center Table (below) to determine settle- dence. This chart represents times of rela-
ment size. tive normalcy; times of utter chaos will need
Once the size of the community is known, then the GM can different dispositions of castles and estates. Roll 3d6 to deter-
continue to roll the other details, as necessary, or simply make mine the lord of any given castle:
them up, using these tables as guidelines.
Lord of Castle
CASTLES Roll 3d6 Holder
3-6 Provincial daimyô
Castles (and castle towns) by default will have people capable 7-8 Daimyô’s relative
of serving as teachers in most conventional bugei. It is up to the 9-13 Lord’s retainer
GM to determine specific availability and skill levels of potential 14 Bandit leader
teachers. 16 Shinobi Jônin
17-18 Empty, burned out, or haunted
Roll 1d6 Type of Castle
1 Mountain castle (yamajirô )
2-4 Plains castle (hirosanjo)
5-6 Mountain/plains castle (yamasanjo) Size of Castle Garrison
Roll 2d6 Number of troops Random
2 50–100 (1d6 x 10) + 40
Roll 2d6 Type of Donjon 3-5 101–200 (2d6 x 10) + 80
2-4 Solitary 6-8 201–300 (2d6 x 20) + 60
5-7 Connected 9-10 301–500 (6d6 x 10) + 240
8-10 Complex 11 501–600 (2d6 x 10) + 480
11-12 Multiple 12 600+ (1d6 + 5) x 100

Random Population Centers


Chance
Roll Size of Size of of Castle No. of No. of No. of
2d6 Community Population (on 2d6) Temples Shrines Inns Head Person (Roll 2d6)
2 Farming Hamlet 1 1d6 x 10 – 3/6 2 5/6 2 4/6 2 2-11 Bonge headman
12 Samurai retainer
3-4 Farming Village 1 1d6 x 50 – 1d3 1d3 1d3+1 2-9 Bonge headman
10-12 Samurai retainer
5-6 Farming Town 1 2d6 x 100 – 1d6+2 2d6+1 3d6+1 2-9 Bonge headman
10 Shinobi jônin
11-12 Samurai retainer
7 Temple Town 2d6 x 500 12 1d6 1d6 1d6 2-5 Daimyô’s retainer
6-8 Daimyô’s relative
9-10 Daimyô’s sub-vassal
11-12 Local abbot
8-9 City 2d6 x 2,000 11+ 1d6+2 3d6+1 3d6+1 2-4 Daimyô
5-7 Daimyô’s sub-vassal
8-10 Daimyô’s retainer
11-12 Daimyô’s relative
10-11 Regional Center (Fief) 2d6 x 10,000 8+ 2d6+2 3d6+3 5d6+5 2-7 Local daimyô
8-10 Samurai retainer
11-12 Daimyô’s relative
12 Provincial Capital 1d6 x 50,000 4+ 2d6+10 5d6+5 10d6+10 – Local daimyô

1
If a coastal community, mainstay is fishing instead of farming.
2
Indicates a chance, rolled on 1d6, of one being present. E.g., 3/6 indicates a 3 in 6 chance. Roll 1d6; on a 1, 2 or 3 there is one present.

To have execution grounds in a place where travelers come and go is useless. The executions in Edo and the Kamigata area are meant
to be an example for the whole country. But the executions in one province are only for an example in that province. If crimes are many,
it is a province’s shame. How would this look to other provinces? 247
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION

TEMPLES
There are many different sects of Bud-
dhism, as have been detailed in Chapter
6, Religion.
To determine what kind of temple and
how large it is, roll 3d6 and consult the lists
below.

Random Buddhist Sect


3d6 Sect
3-4 Hokke
5-6 Hosso
7 Ikkô
8 Ji
9 Jôdô
10 Kegon
11 Ritsu
12 Shingon
13 Shugendô*
14 Tendai
15 Yûzû Nenbutsu
16-17 Zen
18 Burned out and/or haunted building

*A Shugendô temple will be either (roll 1d6): Shingon (1-4)


or Tendai (5-6).

Size of Temple
2d6 Number of priests/monks
2-4 1–5
5-6 6–10
7 11–25
8-9 26–50
10 51–100
11 101–200
12 201–500

To be unstable and make no distinction between right and wrong is contrary to reason, so that anyone who understands this distinction
and still does what is wrong is no proper samurai, but a raw and untaught person. And the cause of it is small capacity for self-control.
248 — Daidôji Yûzan
WWW.SENGOKU.COM

ARCHITECTURE

249
SENGOKU: REVISED EDITION

CONSISTENT
FACTORS
FLOORS
Floors are of three kinds in Japanese structure:
packed earth, wood, or tatami. Each is described below.

Earth
Packed earth is typical flooring for most peasant homes, the
entryways of inns and shops, and the kitchen and hearth areas of
even great estates. Only packed earth floors are at ground level.
All other floors are raised by as much as one shaku from the
surface.

Wood
Wooden planking is the floor material for hallways, main rooms
in castles, inns, temples, shrines, and homes. Some wooden cor-
ridors in daimyô’s estates are made with a complicated underpin-
ning that causes them to squeak when walked upon. Rather than
being a structural weakness, this squeaking is a vital element in Tatami are the same size throughout Japan: six shaku long, three
the detection of intruders. Such constructions are called nightin- wide, one and a half sun thick. They are designed to be the space
gale floors. There is no way to bypass the squeaking save avoid- one person needs to sleep. Two tatami side-by-side together form
ing the floor altogether, but shinobi can quiet the squeak by spread- the space of one tsubo (one ken by one ken), which is the standard
ing a wide roll of cloth down the center and walking carefully unit of measurement for rooms and other living space. Rooms
along it (requires a Stealth roll, DN 22). are also identified by size by how many mats they could contain
(regardless of whether the floor is matted or bare).
Tatami A three-mat room, the smallest functional “room,” is six shaku
Tatami are considered the flooring material of Japanese build- by nine; or one ken wide, one and one half ken long; or one and a
ings, but during the Sengoku Period they still hold second place half tsubo. A room only one-ken-wide is in reality a corridor, no
to wooden planking. Tatami is used for the interior of living rooms matter how long or short it is. A four and one-half mat room,
(which double as sleeping rooms) and some audience rooms in considered the smallest room usually, is a square one and one-
more opulent estates. Tatami are also used on raised platforms half ken to the side. Next in size are six-mat rooms, eight-mat
(in otherwise wood-floored rooms) for audiences. rooms, 12-mat, and so on. The rooms are geometric and uniform.
One will seldom—if ever—encounter a triangular, circular, or
otherwise oddly shaped room.
The ken (a six-shaku length) is often called in English a bay.
The ken (or bay) is the standard architectural unit, and is used to
indicate the length of hallways and the size of long walls. For
example, a five-ken- (five-bay-) long hallway is 30 shaku long.
Putting all the math together, an eight-mat room (a square which
is 12 shaku to the side) is a four tsubo room, and each wall is two
ken (bays) long. In floor plans, small black squares or circles
mark the place of support pillars, which conveniently are placed
at one-ken intervals. In larger structures, like main gates or large
temples and castles, the pillars are of necessity larger, and there is
more space between them.

DOORS AND WALLS


We know that the ken is the standard architectural measure. Is it
a surprise, then, that sliding doors, invariably encountered in pairs,
take up one ken of space? Sliding doors are usually three shaku
by six, although double-wide doors are not uncommon.
There are two types of such wall: fusuma and shôji. Fusuma are
opaque, and usually painted very artistically or brightly. Shôji
are made of translucent paper glued to lattice of some form. Shôji

…a samurai who wishes to keep his Bushidô untarnished will not think of his house as a permanent residence or lavish any care on any
elaborate decoration. When it catches fire one has to put up a suitable shelter again quickly, so anyone who doesn’t anticipate this but
250 spends too much on building or runs into debt for pleasure can only be considered lacking in a sense of the fitness of things.
— Daidôji Yûzan
WWW.SENGOKU.COM

CEILINGS
Ceilings are hung from the rafters,
meaning that one cannot walk along the
upper surface of the ceiling; rather, one
must move along the rafters and hanging
braces. Ceilings per se do not exist in the
hovels of the lower classes or in most farm-
ing houses, where the rooms are open to the
rafters and the underside of the roof itself. Given the great pitch
of Japanese roofs, the space between the roof ridge and the ceil-
ing may be greater than the space between the ceiling and the
floor.
The typical ceiling height is about eight shaku; the doors are all
six shaku high, and often a wooden beam runs horizontally
throughout the length of all the walls at that height (which serves
as the lintel for all doors in the wall). Above this are about two
more shaku of wall, then the ceiling. The more opulent rooms
have higher ceilings, perhaps coffered, perhaps even multi-cof-
fered, with recesses within recesses. The effect can be stunning.

can also serve as “windows,” in which case they are fitted to ex- ROOMS
terior walls or butting up against an external verandah. They can The entrance to most structures is ground-level, and called a
be closed, letting in a little light, or they can be opened. Shôji are genkan. It is here that visitors are first received, footwear removed,
well known as the theatrical screens behind which play shadow swords taken.
dramas large and small in homes and estates all over Japan. Shôji Most rooms have multiple purpose. Or, more accurately, few
are not very private. rooms have a set purpose. A room that serves in the day as a
Little children (and spying adults) have been known to moisten space to greet guests may serve in the evening as a place to dine,
their finger in their mouths and poke it through the paper at a and in the evening a place to sleep. Futon (bedding) are kept in
corner, opening a peephole. Such holes and tears are repaired by deep closets and brought out as needed. There is nothing like a
the owners with small patches of paper cut into the shape of cherry designated bedroom per se.
blossoms or plum flowers and pasted in place. Given the need for external lighting, Japanese houses are sel-
When the sliding doors separate rooms, the wall above them dom more than two rooms in width. It is for this reason that the
may incorporate a panel called a ranma. The ranma is a decora- floor plans of Japanese buildings often look like jumbles of rect-
tive carved transom that is open to both rooms. The carving can angles at 90 degree angles.
be of many forms; heraldic, floral, latticework, etc. The ranma
serves to allow ventilation from room to room, as well as a small
amount of ambient light. Ranma typically take up the whole space
Room Names
from lintel to ceiling, and are as one ken wide, and can be either Rooms are typically identified by their primary decorative ele-
a single panel or as many of them as are necessary to span the ment. The tsuru-no-ma (“crane room”) will probably have paint-
width of the wall. ings of cranes on the walls and sliding panels. The matsu-no-ma
(“pine room”) has pine trees painted in it. Kiku-no-ma (“chrysan-
themum room”) and kiri-no-ma (“pawlonia room”) are the same.
A room called fuji-no-ma might have paintings of Mt. Fuji, a
view of Mt. Fuji through the windows, or paintings of wisteria
(fuji, which is homonymous with Fuji, though written with dif-
ferent kanji). A room primarily decorated in gold might be called
the kin-no-ma. We could go on listing room names for a long
time, but you get the idea.

Tokonoma
The tokonoma is a special alcove which is the focal point for
attention in a room. Usually it is wood-surfaced, the size of a
tatami (although older ones are only about two shaku deep), and
slightly raised from the level of the floor. The wall in the tokonoma
holds a seasonally appropriate hanging scroll or flower arrange-
ment, and the floor might hold a flower arrangement or perhaps a
sword rack (if the house belongs to a samurai). Some samurai
display their finest armor on a stand in the main tokonoma. Al-
most any room can have a tokonoma, but they are most common
in rooms that can be used to receive guests, or for dining.

When one is performing his duties, he should not just simply appear before the master. He should wait for a moment in the next room,
check his colleagues’ appearances, and then go in to audience. If it is not done this way, his effort will likely be in vain. 251
— Hojo Nagauji
SENGOKU: REVISED EDITION
In broader rooms, the tokonoma is paired
with a wall space holding several multi-
level shelves (chigai-dana).

Jôdan
Rooms large enough for a good sized
tokonoma and chigai-dana space may have
a jôdan, or half-shaku-high dais, in front of
them. In an eight-mat room (the smallest that can
really accommodate a jôdan), the jôdan occupies the innermost
two mats, while the other six are at the normal floor level.
It is from the jôdan that a host—if a samurai or a lord—greets
his guests. In cases of an audience, the lord sits on a cushion—or
even an additional mat—placed on top of the jôdan. Those being
visited sit on the floor proper (which is called, in such a case, the
gedan). Some larger rooms have two layers of raised platforms; a
middle section (chûdan), raised half a shaku, and the jôdan, raised
a further half shaku from the chûdan. In audiences in such large
rooms, the more important retainers sit on the chûdan, the less
important on the gedan.
In some of the more old fashioned estates, the jôdan is the only
part of the room that actually has tatami; the rest of the flooring is
wooden. Quite often, there is not even a dais proper. Rather, the
jôdan consists of a platform formed by tatami piled two or three
deep. The opening scene of the film Kagemusha takes place in
just such a room.

VERANDAHS
Most upper-class homes are encompassed, at least partially, by
CASTLES
a verandah (engawa). The verandah is located on the inner side
Forget almost everything you’ve ever seen about Japanese
of the home, that is, the side facing the garden. Engawa are sur-
castles (shiro, or -jô in names). Himeji-jô, Japan’s most com-
faced in wood, and typically three or six shaku in width. The
monly photographed castle (which is often considered the nation’s
inside is shôji , allowing light into the room. The outside is slotted
most perfect example of castle architecture, by the way) is not a
floor and ceiling for rain shutters (amado), which are kept in re-
product of the Sengoku Period. On the other hand, what’s nine
cesses at the end of the engawa during the day, and slid into space
years among friends? A castle like Himeji-jô could only be owned
and locked down at night. The amado serve as both guards against
by a daimyô of the highest wealth and influence.
possible intruders and simple bad weather.
Often, the engawa is the only way from one room to another
unless one wishes to go through other, adjoining rooms. Historical Note
Another form of engawa is the verandah proper, which has rail- Ironically, in the mini-series Shôgun, Himeji-jô “starred” as
ings and is a true verandah rather than an alternating indoor/out- Ôsaka-jô, whereas the latter is actually identical to the original
door corridor. period Ôsaka Castle. There are few castles in Japan extant in the
In the final scenes of the film Chushingura, the 47 ronin are 20th century that date from that period; most of the castles today
seen storming the estate of their target and breaking down the are total reconstructions. The present Ôsaka Castle is also a re-
engawa to gain entry to the building. construction, but of Hideyoshi’s original rather than Ieyasu’s re-
built model, so it’s a decent example of late period architecture.

Types of Castles
There are three major types of castle, as determined by where
the castle is built. They are: plains castles, mountain castles, and
mountain-in-a-plain castles. It goes without saying (but we’ll say
it anyway) that the first type of castle is built on flatlands (hirajiro;
for example, Ôsaka Castle), the second is built on a mountain
(sanjô or yamajiro; Gifû Castle is one example). The third is built
on a hill on a plain (hirasanjô; such as Maruoka Castle), and the
plain usually grows into a large, thriving castle town.

It is a failure on the part of a general to forcibly send his troops to attack a castle, whether or mountain or flat land. This would be
252 sending his valuable troops to die before his very eyes. This matter comes first in a general’s considerations.
— Asakura Soteki
WWW.SENGOKU.COM

DONJON main donjon and subsidiary or secondary


donjons; connected donjons, where sup-
The donjon is the central building in what is called the honmaru, port buildings—not donjons—are con-
or main compound. Castles may have several “compounds” in nected to the main donjon by corridors;
concentric rings, with defenses increasing as one gets closer to and multiple donjons, where two or more
the central compound. Outer compounds are named as they spread minor donjons are connected to the main
out: ni-no-maru (second compound), san-no-maru (third com- one. Examples are, respectively,
pound), etc. Maruoka-jô, Hikone-jô, Kiyosu-jô, and
The main donjon of a castle—called a tenshû—is not primarily Himeji-jô.
designed as a living space. It’s primary purpose is a line of de-
fense and a visible symbol of the lord’s power and authority. It is
a military headquarters, and can be made livable, but most lords WALLS AND GATES
have buildings in the castle complex that serve as their primary Gates leading into the compounds are never lined up; one must
living quarters. These living quarters need not be in the honmaru. often follow a convoluted path from the outermost gate to the
(Unfortunately, such buildings are not preserved in the twentieth innermost. The idea is to make an assault as difficult as possible.
century, as the donjons are far more impressive and what the tour- A secondary form of defense is the measuring gate, which is a
ists want to see. On the contrary point, Nijô Castle in Kyôto has specially designed structure that is fully enclosed by walls, and
preserved the support buildings—and the donjon.) Only a few requires a 90-degree turn to pass from the outer set of gates to the
lords actually use the tenshû as their primary residence. inner. Attackers must pass through the first, then negotiate a turn
The design of the donjon, with its multiple hipped-and-gabled while under fire from above. The narrow space of necessity lim-
roofs, can be deceiving; what appears to be three stories is often its the number of people that can enter at one time.
in fact five. Castle walls often incorporate arrow slits (rectangular-shaped
There are several types of donjon: the solitary donjon, where it openings), musket loopholes (triangle-shaped openings), and
is a stand-alone structure; complex donjons, in which there is a openings for defenders to rain rocks down on attackers.

Typical larger castle donjon


(late period, c. 1600)

When you leave your gate, act as though an enemy was in sight. 253
— Japanese proverb
SENGOKU: REVISED EDITION

PALACES AND Sukiya


Sukiya means “house of refinement,” and sukiya-style homes

ESTATES
are actually a refinement (no pun intended) of the shoin style, as
it incorporates shoin features with a more relaxed lifestyle. Ele-
ments of shibui, and wabi and sabi, are key to sukiya buildings.
The donjon of Nijô Castle no longer re- Roughly hewn posts and simple ink paintings are common fea-
mains, but the residential palace, in the sec- tures. Sukiya rooms tend to redesign common structures and don’t
ond compound, does. Although built after the always incorporate all elements. For example, one will be hard-
Sengoku Period, it is a good example of the type pressed to find chôdaigamae in a sukiya-style structure.
of palace architecture of the latter part of that period.

ARCHITECTURE STYLES LAYOUT


The estate is surrounded by a tall wall with gates opening to
There are two principle types of estate architecture common in various streets. There may even be internal walls dividing parts
the Sengoku Period: shoin-style and sukiya-style. of the estate (the public area, the family area, the garden, etc.).
The main gate may be guarded. The specific size and decoration
Shoin of these gates is often determined by the rank and wealth of the
Shoin style architecture developed during the Muromachi Pe- owner, as the gate is all most people will ever see of the estate.
riod (1333–1573). The tokonoma , varied shelved, and jôdan are A majordomo will answer anyone knocking on the gate. Front
among its hallmarks. Another is the built-in writing desk (from gates usually have two large, tall doors. A smaller door, the size
which the name shoin comes), off to one side of the tokonoma, of a typical house door, is either set into one door or the wall next
with a window that overlooks a garden. The writing desk area to it. It is this door that is used for normal visits and at night. The
usually protrudes out onto the verandah. main gate is opened for official visits or deliveries or the owner’s
Shoin-style rooms often have large, ornate doors (chôdaigamae). departure and arrival.
Originally, these doors were the only entrance to a totally en- Support buildings (usually near the main gate) house any guards
closed sleeping space, offering considerable security; but later or grounds servants. Stables and any necessary workshops are
shoin-style buildings incorporated the chôdaigamae as architec- around back, but separate from the garden. If there is a teahouse,
tural elements rather than specific entrances to secure rooms. it will be in the garden.

When passing by the quarters of women of high rank, one should pass by without looking around repeatedly. In fact, one should not
254 look at all. And one should make strict instructions to those of lower rank accompanying him that they should not look either.
— Hojo Shigetoki
WWW.SENGOKU.COM

To be made fun of and remain silent is cowardice. There is no reason to overlook this fact because one is within the palace. A man who
makes fun of people is himself a fool. 255
— Lord Naoshige, when advised that a retainer had cut down someone within the castle for insulting him
SENGOKU: REVISED EDITION

HOUSES
Minka are “houses of the people.” They
can be everything from a wealthy
headman’s or a low-ranked samurai’s
home to a simple farmhouse.

TYPES OF HOUSES
Farmhouses typically have steeply pitched, thatched roofs. Many
are just one room, floored with packed earth, while the more
“wealthy” peasants may have a raised floor and even a separate
room or two in the back half of the house.
The center of the house is the raised hearth (irori). A long pole
hangs from the ceiling over the irori, from which are suspended
cauldrons for cooking.
In towns, homes are often of the tenement variety, made up of
large blocks of buildings with several homes built together. These
usually also have a ground-level main room area for cooking,
with half of the floor space a raised wooden platform that serves each block. Lavatories are open pits, over which the user squats
as the living and sleeping area. to do his business. A large tray on rollers below catches the refuse,
which is removed nightly by workers who sell the “night soil” to
BATHS AND LAVATORIES farmers for use as fertilizer.
Every neighborhood has a public bathhouse, where men and
Houses of the less-wealthy common folk do not incorporate women go to wash up. They lather up and rinse outside the swim-
bathing or toilet facilities. The more wealthy will have their own ming pool–sized tubs, then drop in for a long, relaxing soak. Men
separate areas in the estate or attached to the building somewhere. and women do not as a rule bathe together in bathhouses, only at
In tenements, a sort of public lavatory is located at the end of public hot springs or private residences and inns.

One should not show his sleeping quarters to other people. The times of deep sleep and dawning are very important. One should be
256 mindful of this.
— Nagahama Inosuke
WWW.SENGOKU.COM

INNS AND TAVERNS sign. Tables are provided with benches


and chairs, and the customers in taverns
sit at tea and lunch just like modern
Westerners. Those dining in banquet or
DINING private rooms eat on low tables on the
floor as traditionally done at home. The
The dining facilities in taverns, tea houses and inns are typi- reason for the benches is that the floor is
cally right next to the front door. During the daytime, the door is packed earth, and this way the diners need
covered with a noren (curtain) that hangs from the door lintel not get dirty.
halfway to the ground. The noren is a sort of “open for business”

SLEEPING QUARTERS
Rooms are “in the back” and upstairs, and vary in cost with
size, view, and decor. The better rooms will be in the back, with
a view of the garden. The cheaper rooms are upstairs, facing the
street. There is often no corridor connecting rooms downstairs:
the only avenue from one to another, or even from the front of the
tavern to the rooms, is the verandah. There may be an internal
corridor, but it is normally used by the staff bringing food, setting
up bedding, etc.

BATH
In the back is a bathhouse with a large tub large enough for four
or five people. The use of the bathhouse is often reserved by cus-
tomers (the gentleman in the Nightingale Room gets the bath-
house from 10:00 to 10:30, then the ladies in the Cherry Blossom
Room have it), and its use may be unisex.

…even in private, there must be no relaxation and no light and shade in the loyalty and filial duty of a warrior. Wherever he may be
laying down or sleeping, his feet must never for an instant be pointing in the direction of his lord’s presence. 257
— Daidôji Yûzan
SENGOKU: REVISED EDITION

TEMPLES
Temples are buildings and complexes
devoted to Buddhism. Temples are all at-
tached to a particular sect of Buddhism.
While a Jôdô adherent may visit and wor-
ship at a Zen temple, only Zen clergy will be
resident and involved in its actual operation. Pil-
grims of any “denomination” may apply for (and even might be
allowed) to visit and stay but, again, only those of the same sect
will typically be warmly welcomed and accepted. Nichiren Bud-
dhist temples, especially, are likely to be less receptive to outsid-
ers.
Temples are invariably enclosed by tall walls, with main and
subsidiary gates. Otherwise, no two temples are alike. There are
also variations between the different sects in what buildings will
exist and how the temples are laid out.
For example, Shingon and Tendai temples are almost always
in mountainous areas, and due to this odd topography, have aban- ji, it is called a Daibutsuden, or Great Buddha Hall, due to the
doned the traditional symmetrical architectural norms. Cover- image’s size).
ing the various differences and the development of temple archi- Off to one side (often the west) in the temple complex is the
tecture and concept are out of the scope of this game book; gen- small latrine building; it is out of sight, but available. The bathing
eral rules will have to suffice. facilities are to the east.
Lectures on doctrine and other sermons are delivered in the kôdô
ARCHITECTURE AND LAYOUT or other lecture hall (such as the Hattô, or Dharma Hall). These
structures are floored in wood, and are typically one, large, open
The style of architecture of temples of the older, classical pe- room with a high ceiling or roof supported by massive pillars and
riod (before 1100, say) is principally Chinese in inspiration, al- a complex arrangement of brackets and braces. Worship halls
though there are definite Japanese elements. With Zen, however, contain many rooms, and may have a sanctum sanctorum visited
the buildings began taking on a more Japanese flavor and scale. only by the abbot or his representative.
There are several buildings in the typical temple, and there may The main gates are often guarded by large statues of the myô-ô
be one or two tall pagodas (tô) which are the most visually out- (Fudô, for example), or lion-dogs (shishi), to defend the temple
standing feature of the complex. Typical buildings are a large from evil.
“Golden Hall” (kondô), a large lecture hall (kôdô),
abbot’s quarters (hôjô), and monks’ quarters (sôbô).
Zen temples will have a stone or sand garden some-
where. Pagodas enshrine relics—real or symbolic—
of the historic Buddha, Shakyamuni (Shakka), under
a single massive column that runs from roof to foun-
dation stone. The Golden Hall enshrines his image.
The famed Great Buddha at Nara, for example, is
housed in Tôdai-ji’s Golden Hall (although at Tôdai-

Typical Zen temple


compound (right)
1. Great South Gate
2. Inner Gate
3. Corridor
4. Golden Hall
5. Pagoda
6. Lecture Hall
7. Refectory
8. Monk’s Quarters

When passing by shrines and temples or through village streets, from time to time one should rein in his horse and praise places of
beauty or lament for those that have gone to ruin. If he will do so, the joy of the common people at having been spoken to by the master
258 will know no bounds, and they are likely to quickly repair places in need and to be all the more scrupulous in places of perfection.
— Asakura Toshikage
WWW.SENGOKU.COM

SHRINES Shrine halls are often torn down and


rebuilt with much ceremony every so
many years. It is a major even when a
Shrines are Shintô sites, while temples are Buddhist. Many large, important shrine like Ise is being
temples, thanks to the influence of Ryôbu-Shintô, include small rebuilt. The Inner Shrine at Ise actually
Shintô shrines in the precincts. Among the signs that mark shrines has two plots of land, marked out identi-
are large (usually red) torii gates, ornate ropes braided around cally, for the shrine complex; in alternate
trees or rocks, and paper streamers dangling from objects. Many periods of construction, every 20 years, the
shrines even have several torii, and some have virtual avenues alternate plot is used.
lined with them, which visitors must pass under.

ARCHITECTURE AND LAYOUT


There are several major types of shrine architecture: Shinmei
style (Ise Dai-jingû), Sumiyoshi style (Sumiyoshi Jinja), Taisha
style (Izumo Taisha), Nagare style (Shimogamo Jinja), Kasuga
style (Kasuga Jinja), Hachiman style (Usa Jinja), and Hie style
(Hie Jinja). Shinmei and Taisha styles are left in their natural
colors, while Sumiyoshi wood is often a bright red showing against
white walls.
The buildings showing elements of these styles are actually
called honden, or “main hall,” although there are also small wor-
ship halls (haiden). There is no lecture hall per se, as in a Bud-
dhist temple complex.
Groves of trees frequently mark shrine precincts. A pair of stone
dogs typically flank the entrance. The dogs are there to fend off
evil if necessary. A roofed-over basin off to one side is for ablu-
tions, so that one may ritually wash hands and rinse out one’s
mouth before approaching the kami. Off to the other side may be
a stage for sacred dance and other performances. A storage build-
ing housing the o-mikoshi (sacred palanquin) of the tutelary kami ,
which is brought out for festivals, is on the precincts, as may be
treasure halls (hôden ).

The Buddha appeared and the kami manifested themselves in this world entirely for its sake and for the sake of those living in it. 259
— Shiba Yoshimasa
SENGOKU: REVISED EDITION

SHOPS
Shops are called ya in Japanese, and
most—if not all—shops’ or businesses’
names have the suffix -ya. For example,
a kago-ya is a kago business. A sake-ya
is a sake “bar,” or perhaps a brewery.

LAYOUT
Shops are divided into business and living zones. If one story,
the front half of the shop is the actual business area, which is
typically half dirt-floored and half raised wood, and the back half
is the home. In two-storied buildings, the living area is usually
upstairs.
Special customers may be invited up to the wooden floor to sit
for a spell and have a cup of tea. This is most typical in upscale
stores like brocade and clothing merchants, armor shops, furni-
ture stores, etc. Stores selling stock wares (dishes, tools, etc.) will thick, heavily plastered walls and complex multi-layered doors
seldom allow a customer up and in. and shutters resembling the doors of modern bank vaults. Kura
are designed to be airtight and fireproof, and in case of fire the
STOREHOUSES doors and shutters are closed and sealed, and the merchandise is
safe from damage. Kura are also very difficult to break into.
If the merchant sells a lot of merchandise, or the merchandise is If the merchant doesn’t have a kura (and most don’t), his stock
particularly expensive, they may have a kura (storehouse) attached —whatever it is—will be piled in boxes and stacks in the living
to or behind the shop. Kura are one- or two-story buildings with quarters, making moving around sometimes difficult.

When an official place is extremely busy and someone comes in thoughtlessly with some business or other, often there are people who
will treat him coldly and become angry. This is not good at all. At such times, the etiquette of a samurai is to calm himself and deal with
260 the person in a good manner. To treat a person harshly is the way of middle class lackeys.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

BESTIARY

261
S ENGOKU: REVISED EDITION
The bestiary—a list of various monsters, but no one knows for sure. Bears are not by nature hostile, but
animals, and beasts that you may encoun- given motivation (and a bear will recognize hostile intent) they
ter in your game—is divided into sev- will attack without hesitation.
eral sections. The sections represent the If the bear is able to make two successful hits in one round on
different natures of the creatures being the same person, they are caught in a hug. The hug does 9d6 of
encountered. constricting (Stun) damage each phase. The bear will focus only
The characteristics listed correspond to on the hugged victim unless attacked by another, in which case
those for PCs and NPCs. Where a normally the bear will drop the victim and pursue his attacker.
listed stat is not present, it means that this par-
ticular stat doesn’t apply to the creature in question (e.g., PIE,
AES, etc., of which animals have no need.)
The stats for animals and supernatural beasts also list the typi-
cal number of beasts or creatures encountered when in the open
and any attack methods (with the damage done).
Sentient creatures also have listed any specific skills (and the
average level of expertise) typical to their kind, although GMs
are encouraged to make these events memorable by providing
personalities and interesting skills to those encountered. Skills
are listed with the skill level, followed by the AV (the total of the
stat + skill) in parenthesis, and the DV for melee combat skills.

ANIMALS
This category is for natural animals and beasts which may be
encountered during an adventure. Treat all young animals as half
as efficient and strong as the full-grown beast.
Although the animals in this section do not have every possible
Complication listed in their respective write-ups, the GM should
keep certain logical limitations of certain animals in mind. Such
limitations include the lack of fine manipulation for most ani- BOAR (I)
mals. That is, they cannot manipulate items in the same way that INT 1 STR 6 REF 6 MOVE 5
a human (or simian) can. These complications are not listed for WILL 1 CON 7 DEX 4 Run 10
each animal. PRE 4 BODY 4 Sprint 15
Exceptional complications are listed for some animals. SD 14 REC 13 END 70
Stun 28 Hits 35
Complications
BEAR (KUMA) Bad temper (Freq, Major)
INT 1 STR 9 REF 4 MOVE 6 Berserker: Attacks whatever sets it off
WILL 2 CON 8 DEX 4 Run 12 Abilities
PRE 5 BODY 7 Sprint 18 Hide: Armor 2 KD
SD 16 REC 17 END 80 Tusks: 3d6 HTH KA, Attached focus
Stun 35 Hits 35 Bite: 1d6 HTH KA
Abilities Enhanced Smell (+3 PER)
Claws: 2d6 (4d6 w/STR) HTH killing attack, Attached focus Enhanced Hearing (+3 PER)
Hug: 9d6 (Requires successful grab or 2 successful claw attacks) Night Vision
Bite: 1d6 (2d6 w/STR) Skills Lvl AV DV
Hide: Armor 2 KD Bite 4 8
Tracking: Tracking Scent (AV 8) Evade 3 7 17
Skills Lvl AV DV Gore (Tusks) 5 12
Bite 4 8 Perception 3 4*
Claw 5 9 Stealth 2 6
Climbing 4 8 * (7 w/Smell & Hearing)
Evade 2 6 16* A boar is the size of a large dog, with short, black, bristly hair
Stealth 2 6 and fierce tusks. The boar is a courageous and fierce opponent. It
Perception 7 8 is often hunted by samurai for its delicious meat (although this
* Includes modifiers for size violates the Buddhist principles on killing and eating animals,
but hey… these are samurai).
The Japanese brown bear is big and fierce-looking, but is gen- A cornered or injured boar will never run away, unlike other
erally good-natured. The Ezo (or Ainu) consider the bear sacred. animals; it will fight to the death, and is known to fight even
On their island to the north (Hokkaido) intelligent bears may live, beyond the point it is “dead” (Thus the additional 15 Hits beyond
the normal amount for its Body score).

262 Though a warrior may be called a dog or beast, what is basic for him is to win.
— Asakura Soteki
WWW.SENGOKU.COM

Cats are tolerated in some estates for


their ability to control pests. Some people
actually keep them as pets. Most cats,
however, are feral, and call the world
home.

DOG (INU)
There are several types of dogs in Japan. This
represents the standard, everyday Potchi (Japanese for “Rover”
or “Spot”).
Dogs are more likely to be watch or guard animals than pets,
and as such usually don’t have the run of the house. Dogs must
be trained in order to respond to commands.
There are also fighting mastiffs (use the statistics of the boar,
above), which are trained especially to fight in the ring against
other mastiffs. These animals are highly prized, being the sumôtori
of the canine world. When such a dog bites, it does so for a total
of 4d6 damage, latching on and savaging for an additional 2d6
each additional round until killed, beaten or called off.

INT 2 STR 3 REF 5 MOVE 5


WILL 2 CON 4 DEX 4 Run 10
PRE 3 BODY 4 Sprint 15
SD 8 REC 7 END 40
Stun 20 Hits 20
Talents
Combat Sense (+2 Initiative)
Light Sleeper
Acute Smell (+1 PER, Discriminatory)
Enhanced Smell (+6 PER)
Abilities
CAT (NEKO) Fur: Armor 1 KD
Bite: 1d6 HTH Killing attack (2d6 w/STR)
INT 2 STR 1 REF 10 MOVE 8 Tracking Scent
WILL 4 CON 3 DEX 8/10 Run 16 Skills Lvl AV DV
PRE 2 BODY 1 Sprint 24 Bite 5 10
SD 6 REC 4 END 30 Evade 4 8 18
Stun 12 Hits 5 Perception 5 7*
Complications Stealth 3 7
Curious *14 w/Smell
Abilities
Fur: Armor 1 KD
Claws: 1 Hit, Attached focus
Combat Sense (+2 Initiative)
Night Vision
Enhanced Sight (+3 PER)
Leap: Superleap +2 m/y (1 m/y up)
Small size: Shrinking (-2 to spot, +6 m/y Knockback), 0 END,
persistent, always on
Skills Lvl AV DV
Breakfall 5 13
Climbing 5 13
Evade 4 14 24*
Perception 6 7**
Pounce (Grab) 4 14
Stealth 5 13
* Includes modifier for size
** 10 with Sight
The common cat is the Japanese bobtail, which has a bare two
inches or so of tail, terminating in a little bump.

People who practice filiality today say they are providing a living, but even dogs and horses are taken care of. Without respect, what
is the difference? 263
— Confucius
S ENGOKU: REVISED EDITION

HORSE (UMA) OX (USHI)


Japanese horses are shorter, stockier, INT 1 STR 12* REF 3 MOVE 4
and shaggier than their Western cousins. WILL 1 CON 9 DEX 4/2 Run 8
Horses don’t fight unless they have to. PRE 4 BODY 10* Sprint 12
They are primarily methods of convey- SD 18 REC 18 END 90
ance. Horses may only be ridden by those Stun 55 Hits 45
on official (i.e., government) business. Com- * Bonus for Growth figured in
moners possessing horses may use them as pack Complications
animals or for farming. Can’t leap
Enraged when startled (frequent, strong)
INT 1 STR 8* REF 4 MOVE 4 Timid creatures (frequent, strong)
WILL 1 CON 7 DEX 4/2 Run 8 Abilities
PRE 4 BODY 9* Sprint 12 Size: Growth (+3 STR, +3 BODY, +3 STUN, x8 Mass, -6 m/y
SD 14 REC 15 END 70 Knockback, +2 to spot, -2 DEX in combat, x2 reach), 0 END,
Stun 31* Hits 45 persistent, always on
* Bonus for Growth figured in Horns: 4d6 HTH KA (8d6 w/STR), attached focus
Complications Hide: Armor 2 KD
Fear of fire and loud noises Skills Lvl AV DV
Abilities Evade 2 4* 14*
Size: Growth (+3 STR, +3 BODY, +3 STUN, x8 Mass, -6 meters Gouge (horns) 4 8
Knockback, +2 to spot, -2 DEX in combat, x2 reach), 0 END, Perception 5 6
Persistent, Always On Stealth 2 4
Bite: 1d6 HTH KA (2d6 w/STR)
Kick: 9d6 Oxen are beasts of burden—dull-witted and servile. They are
Hide: Armor 1 KD used to pull heavy loads and the carts of aristocrats in Miyako. If
Running: +8 Run/+12 Sprint (16/24 total) attacked, they can charge and gore an opponent, but this is un-
Enhanced Sight (+3 PER) likely.
Enhanced Hearing (+3 PER)
Skills Lvl AV DV
Bite 2 6
Evade 2 2* 12*
Kick 6 10
Perception 5 6**
Stealth 2 6
* Includes modifier for size
** 9 w/Sight & Hearing

TIGER (TORA)
INT 1 STR 8* REF 7 MOVE 8
WILL 2 CON 8 DEX 8 Run 16
PRE 6 BODY 8* Sprint 24
SD 16 REC 16 END 80
Stun 41 Hits 40
* Growth bonus figured in
Abilities
Size: Growth (2x mass, -2 m/y Knockback), 0 END, persistent,
always on
Bite: 2d6 Killing (4d6 w/STR)
Fore claws: 1d6 Killing (2d6 w/STR), attached focus (claws)
Hind claws: 2d6 Killing (4d6 w/STR), attached focus (claws),
only after target grabbed

From time to time one should soak hard soy beans in water and feed them to his horse. There will be no pots or pans for such things on
264 the battlefield.
— Asakura Soteki
WWW.SENGOKU.COM

Hide: Armor 1 KD Mukade look like normal centipedes.


Swimming: +4m (12m total) Except they’re huge. A typical mukade
Tracking Scent is between one and two ken long, and
Night Vision proportionally broad and strong. It’s eyes
Enhanced Sight (+4 Perception) glow, shining in the dark like lanterns.
Skills Lvl AV DV Mukade can see and act equally well in
Bite 4 11 dark or light, on land or under water. They
Claws 5 12 can climb vertical and even inverted surfaces
Climbing 5 13 with ease. Mukade are not very intelligent, but
Evade 4 12 22 they are ferocious and do not retreat from battle unless seriously
Perception 5 13* injured.
Stealth 5 13
* 17 with Sight

Tigers are big cats, orange with black stripes. They are as much
as eight or nine shaku from nose to tail-tip. Tigers are not native
to Japan, but they are frequently encountered in Korea, where
many samurai earned reputations hunting them during breaks in
Hideyoshi’s Korean Campaign. They will stalk their prey.

SUPERNATURAL
BEASTS
Creatures in this section are animals, largely unintelligent (no
more so than a dog), which exist in the legends and lore of old
Japan. Don’t worry about it; these aren’t PCs, they’re special cases.

MUKADE (GIANT CENTIPEDE)


INT 1 STR 9 REF 5 MOVE 12
WILL 1 CON 7 DEX 8 Run 24
PRE 5 BODY 6 Sprint 36
SD 14 REC 16 END 70
Stun 30 Hits 30
Complications
Distinctive Features: Glowing eyes
Abilities
See in the Dark, visible effects (glowing eyes) The bite of a mukade only inflicts 2d6 points of damage, but
Ultraviolet Vision the bite carries a potentially lethal poison. Anyone bitten by a
Life Support: breathe underwater mukade will become violently ill, and must make a CON roll
Clinging (TN 22) each half-toki (60 minutes) or suffer a 1d6 Drain; for
Black cloud: Darkness vs. normal sight (2 m/y radius), 8 every full 5 points accumulated, the victim’s REF, CON and
Charges/day each lasting ½ toki (60 minutes), 0 END, personal BODY are reduced by 1. If any of the three stats is reduced to 0
immunity (not affected by own cloud) the character succumbs to the poison and dies. If the character
Bite: 1d6 Killing (2d6 w/STR), penetrating (minimum 2 Hits make three successful CON rolls in a row, however, the poison
damage gets through any armor), 0 END has run its course and the character will suffer no more ill effects
Poison: Mukade poison causes severe weakness and eventually from it. In a day or so, the effects will wear off, and the victim
death. Damage is subtracted from Hits; one-fifth of the num- will just feel weak for a while.
ber rolled (cumulative) is subtracted from STR and CON. As a defense, mukade can cough out a black cloud that ob-
(Mode: Blood; Speed: 1 Min.; DC2; Duration: 10 Min.) scures vision in its three-ken-diameter area. The mukade can see
Shell: Armor 8 KD fine through its own cloud, but usually uses it to make good its
Skills Lvl AV DV escape from an overwhelming opponent. The cloud dissipates in
Bite 4 9 an hour.
Evade 4 12 22 Mukade are omnivorous, but will just as willingly eat miner-
Perception 7 8 als—say, a nice sword—as a person.
Stealth 2 10

Even though one burns up a mamushi (a kind of poisonous snake) seven times, it will return to its original form. 265
— Japanese saying
S ENGOKU: REVISED EDITION

RAIJÛ (THUNDER Skills


Lightning Blast
Lvl
6
AV DV
14
BEAST) Stealth
Perception
2
5
8
6
Raijû are most frequently encountered Evade 4 10 20
during thunderstorms, when they cavort
among the thunderheads, riding the light-
ing down to earth and back up to the clouds.
They resemble huge badgers with two tails and
six legs. Their fur is dark gray.
In addition to claw attacks, raijû can also breathe lightning three
times a day in a straight line 50 ken long, which causes 8d6 dam-
age. They are also nigh impervious to any lightning or electric-
based attacks; in fact, they gain energy from them, taking some
of the would-be the damage and adding those points to their HITS.
(The extra points so gained wear off over the next 24 hours.)
They dwell typically in holes they’ve hollowed out in the tops
of large trees. They can be found in packs, and if in their lair there
may be a number of young equal to the adults. Treat the young as
half as powerful, strong, and capable as a full-grown raijû.
Their favorite foods are corn and other grains. Their stomach is
sometimes sought by elemental mages seeking components for
electricity spells, and their pelts can be made into cloaks or other
garments that render the wearer impervious to such attacks (al-
lows the wearer the benefit of the Damage Reduction and Armor
vs lightning/electricity attacks).

INT 1 STR 2 REF 8 MOVE 10


WILL 2
PRE 2
CON 4
BODY 3
DEX 6 Run 20
Sprint 30
SHISHI (“FOO LION”)
SD 8 REC 6 END 40 INT 2 STR 10* REF 6 MOVE 4
Stun 15 Hits 15 WILL 2 CON 7 DEX 4 Run 8
Complications PRE 6 BODY 8* Sprint 12
Distinctive Features: Badger-like beast w/2 tails & 6 legs SD 14 REC 16 END 70
Loves to eat corn & other grains Stun 41* Hits 40
Abilities * Growth bonus figured in
Claws: 1d6 Killing (2d6 w/STR), attached focus Complications
Breathe Lightning: 8d6 energy blast, area effect: 50m line (1m Noble beast; hostile only to those with evil or violent intent
wide), usable 3 times/day Abilities
Ride Lightning: Teleport 5m, x1,024 Non-combat (3 mi. total), Size: Growth (x4 Mass, -2 m/y Knockback)
only to travel to/from the clouds Hide: Armor 4 KD
Flight: 10 m/y, 0 END Bite: 2d6 killing damage
Absorb Electricity: Absorption 10d6 (points go to Hits), only Claws: 2d6 killing (4d6 w/STR), attached focus
vs lightning/electricity, points fade after 24 hours Running +10m Run (18m total), +15m Sprint (27m total)
Hide/Fur: Leaping: Superleap +10 m/y (20 m/y total)
Damage Reduction: 75% vs Electricity only Danger Sense: Base 14, usable out of combat vs any attack in
Armor: 20 KD, Only vs lightning/electricity general area
Flash Defense (Sight) 5 Pts
Enhanced Hearing & Smell (+3 Perception)
Sense evil/violent intent in others (no roll required)
Skills Lvl AV DV
Bite 5 11
Claw/Strike 8 14
Evade 4 8 18
Perception 10 12
Stealth 2 6

Statues of shishi are often found outside temples. Shishi look


like lions, only with a broader, slightly more human face. It is the
same size as a lion. Shishi are often temple guardians. They are
fierce fighters, but are not hostile to creatures or beings of good
or peaceful intent. They are considered noble beasts.

Intelligence is nothing more than discussing things with others. Limitless wisdom comes from this. Ninjô is something done for the sake
of others, simply comparing oneself with them and putting them in the fore. Courage is gritting one’s teeth…and pushing ahead, paying
266 no attention to the circumstances. Anything that seems above these three is not necessary to be known.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

TAKO (GIANT OCTOPUS) USHI-ONI


INT 4
WILL 1
STR 6*
CON 4
REF 4
DEX 8/6*
MOVE 4
Run 8 (OX–OGRE)
PRE 4 BODY 7* Sprint 12
SD 8 REC 8 END 40 The ushi-oni’s physical form is vaguely
Stun 23 Hits 20 crab-like, but this is really only a physical
* Growth bonus figured in form adopted by the living gas form that is
Complications the true ushi-oni.
Susceptibility: Takes 2d6 Hits/min. after 3 hours out of water Ushi-oni attack with two enormous claws and bite, although
Abilities they may try to head-butt first. In such a case, the ushi-oni rushes
Size: Growth 3 Levels (x6 mass, -3m Knockback, x2 height/
width, x2 reach), 0 END, persistent, always on
Strike: 6d6
Tentacles: Multiple limbs (8)
Constriction: +2d6 Stun damage (8d6 total), Must first strike
target 3 times in one Phase
Chameleon Ability: Invisibility (vs sight), has fringe effect, 0
END
Swimming +10m (14m total)
LS: Breathe underwater
Skills Lvl AV DV
Strike 4 8
Use Weapon 3 7
Evade 2 8* 18*
Stealth 8 16
Perception 2 6
* Modifiers for size included

The tako is a huge octopus. There are two things that make this
beast different from normal octopi: the tako has a reach of one
ken with any given limb, and this beast can survive out of water
for two or three hours.
The tako is intelligent—as beasts go. Natural camouflage abili-
ties allow the tako to “blend in” with his surroundings, making
him nearly undetectable (those within 2 meters can spot the tako
on a successful Perception roll against DN 18). The tako has an
innate ability allowing it to use weapons if it grasps them (treat
any weapon grasped being used at a skill level of 3).
If a tako strikes one foe bare-tentacled for three consecutive his target, head lowered, and strikes for 2d6 damage. His claws
hits (all in one round), the beast may grasp him and attempt to are strong enough to capsize small fishing boats with one swipe
constrict the victim for additional damage. (this is where those Knockback rules come in handy).
There is no escaping an ushi-oni who wants you: they have an
eerie ability to sense prey up to 100 ken away, even through solid
walls! In broad daylight, in the open, they have eyesight that can
rival an eagle’s. When trying to hide, they can dig in and cover
themselves with sand in one full phase using their tunneling abil-
ity.
Ushi-oni are large enough to swallow a person whole, which is
what happens when he scores a full-point hit on a bite. If the
victim survives the bite damage, he will likely die in the stomach
due to suffocation and stomach acids (the acids account for the
2d6 continuous attack). Even if he is cut out of the stomach be-
fore he can die, he may well die from the acid and other damage
unless the appropriate spells to reverse the acid and damage ef-
fects can be cast. (GMs may also rule that the character’s cloth-
ing, armor and equipment is marred or ruined from the acid, to
say nothing of the character’s own features.)
They can breathe and move equally well in water and on land,
and can walk on the seabed or swim with equal ease. On the
surface of the water they can float like a ship or swim. Their
usual lair is a cave at the bottom of the sea, but they may also

It’s in the nature of man that the good is difficult to learn, while the bad is easily taken to, and thus one naturally becomes gradually
like those with whom he is familiar. 267
— Shiba Yoshimasa
S ENGOKU: REVISED EDITION
have a secondary lair in a cave by the sea-
side.
Ushi-oni mean frequent havoc with
shipping, and often cause shipwrecks.
They have little use for treasures, save as
bait to lure adventurers to their lair. Ushi-
oni are known to wall some prisoners in,
saving them to kill and eat later.

INT 1 STR 12 REF 4 MOVE 4


WILL 1 CON 10 DEX 4 Run 8
PRE 1 BODY 9 Sprint 12
SD 20 REC 22 END 100
Stun 45 Hits 45
Complications
Reputation: attacks ships and boats
Abilities
Bite: 2d6 Killing (4d6 w/STR)
Swallow whole: 2d6 Killing, penetrating (min 2 Hits damage
each Phase), Only works if bite delivers maximum damage
(i.e., 24 Hits), 0 END, persistent, continuous
Enhanced Sight (+9 Perception)
Huge Claws: 3d6 Killing (6d6 w/STR), attached focus
Tunneling: 2 m/y (DEF 1), can fill behind
Sense Prey: 360-degree sensing, increased range (200m)
Skills Lvl AV DV
Head-butt 4 8 Abilities
Claw/Strike 5 9 Quickness in Combat: Receives two weapon attacks per Phase
Evade 6 10 20 Skills Lvl AV DV
Stealth 4 8 Any weapon 7 14 24
Bite 4 8 Concealment 4 9
Perception 4 5 (14 w/Sight) Conversation 12 16
Disguise 12 18
Evade 5 10 20
Flattery 8 12
SUPERNATURAL Mimicry
Perception
10 17
4 11

BEINGS Persuasion
Stealth
7
6
11
11
These beings are intelligent, and can reason and carry on con- Ama-no-jaku appear from a distance to be children or dwarves.
versations. Some of them might not be too bright, but others are Their lack of a neck is often unnoticeable.
frighteningly smart, crafty, or wise. Not all are evil; some are Ama-no-jaku delight in torturing and playing evil tricks on
actually good. Others just want to be left alone. people. Stealing, being sarcastic, and lying are only the start. They
can repeat things they have heard perfectly in the tone and voice
AMA-NO-JAKU of the person they heard it from, but they will usually say the
opposite. They love contraband and all manner of forbidden things,
(IMP OF HEAVEN) from information to artifacts.
When they kill someone, they may flay the body, donning the
INT 7 STR 1 REF 7 MOVE 4 skin like clothing. Their true form fills out (or shrinks) to fit the
WILL 7 CON 2 DEX 5 Run 8 body they are putting on. If cut while wearing such a disguise,
PRE 4 BODY 3 TECH 6 Sprint 12 their own skin (which often has a grayish cast) will show through
AES 1 the cut.
PIE 1 They will fight with whatever weapon is at hand. They may
RES 21 SD 4 REC 6 END 20 appear strong, but are no stronger than a child and can easily be
Stun 15 Hits 15 defeated, so they prefer tricking their way to a victory.
Complications They are solitary, preferring no company but those they have
Mischievous chosen to be their targets. They live in abandoned temples or
Reputation: eats humans shrines in mountains or deep in the forests. Their lairs are often
Sadistic; enjoys torturing people littered with the refuse of their victims—clothing, effects, etc.
Talents Ama-no-jaku are carnivores who will eat any people they kill,
Shape Change: Can grow/shrink to fit any clothes but they will also catch and kill small animals if necessary.

If a man who serves indolently and a man who serves well are treated in the same way, the man who serves well may begin to wonder
268 why he does so.
— Asakura Toshikage
WWW.SENGOKU.COM

BAKEMONO-SHO (GOBLIN) BURUBURU


INT 2 STR 3 REF 7 MOVE 4 Buruburu resemble typical old women
WILL 4 CON 3 DEX 5 Run 8 with long hair, but there the resemblance
PRE 2 BODY 3 TECH 6 Sprint 12 ends. They have no legs, and float about
AES 2 freely. However, the long kimono may
PIE 1 disguise this from anyone not looking di-
RES 12 SD 6 REC 6 END 30 rectly for feet. Some also call them “god-
Stun 12 Hits 15 desses of fear.”
Complications There are thousands of tiny, pinprick-sized holes in the hands
Cowardice: Won’t fight if odds aren’t in their favor of a buruburu. From the left hand she can emit a gas in a six-
Distinctive Features: short ugly goblin meter long cone that can cause abject terror to those who breathe
Reputation: barbaric, inhuman monsters it. Anyone within the Roll 6d6 and subtract the victim’s Resis-
Rude, crude and barbaric tance (RES). If the remaining total exceeds 5 times the victim’s
Abilities WILL, one of two things will happen: the victim will fall into a
Claw: d½ 6 (1d6 w/STR) fetal position babbling defenselessly, or they will run pell-mell in
Skills Lvl AV DV a random direction for 10 – CON minutes.
Bribery 3 5
Concealment 4 9
Evade 3 8 18
Gambling 4 10
Grapple/Claw 3 10
Interrogation 3 5
Local Expert 3 5
Perception 3 5
Stealth 2 7
Weapon skill 4 11 21

Bakemono-sho are about half the height of a normal man, and


from a distance can be mistaken for a child or a dwarf. Up close,
their tough skin (often an off-pastel shade of a natural human
complexion) gives away their true nature.
Bakemono-sho are typically found in small parties (2d6
bakemono-sho present) or war bands (5d6). Their chief joy is
fighting humans, something they will seldom do one-on-one pre-
ferring the odds of a large number of bakemono-sho to a small
number of humans. Bakemono-sho are crude, rude, and socially
unacceptable. They’re not really very bright, either. They steal
what they can’t make. Their own gear is notoriously poorly made,
so they frequently take items from their victims. From the left hand, a similar cloud will render anyone who is
They are distant cousins of the dai-bakemono, whom they re- overcome by the gas (roll 10d6, subtract the victim’s RES, and
semble but on a smaller scale. compare the remaining total to the victim’s WILL x 5) it immo-
bile but aware—like a sentient flesh statue—for a like period of
time.
They eat only one thing: the hearts of their victims. Buruburu
prefer the hearts of those who died while terrified, preferring above
all others the hearts of those who died of fright. If she gets an
opponent alone, she will immobilize him, and in his last moments
of life, explain to him in no uncertain terms in what pain he will
die, how she will kill him slowly, and in his terror, she kills and
feasts. If the buruburu kills someone in a melee, she will attempt
to pick up the body and flee, to eat at her leisure. Her encumbered
flight reduces her MOVE by half.
When a buruburu strikes, the victim suffers a fall in body tem-
perature as his life energy is drained (roll 2d6, reducing the victim’s
BODY by 1 for every 5 full points rolls; this is cumulative over
successive attacks) and is subject to the same effects as if he had
inhaled the “fumes of fear.” Body temperature will continue to
drop. Even if the victim huddles for warmth by a fire, relief will
not come while the buruburu lives, suffering an additional (and
cumulative) 1d6 Drain BODY attack each hour, unless a priest
can perform a suitable healing ritual (i.e., prayer).

One should retire by midnight and rise by four in the morning. 269
— Japanese proverb
S ENGOKU: REVISED EDITION
Buruburu can become invisible twice in
any given 24-hour period.
They are especially susceptible to heat-
based attacks, suffering double damage
from them.
Their dwelling is near graveyards or
near abandoned mountain shrines.
Buruburu are solitary, and are not known to
associate with others of their kind.

INT 6 STR 5 REF 4 MOVE 6


WILL 4 CON 4 DEX 4 Run 12
PRE 4 BODY 4 TECH 4 Sprint 18
AES 1
PIE 0
RES 12 SD 8 REC 9 END 40
Stun 20 Hits 20
Complications
Reputation: Drains life and heat from victims
Solitary creatures
Susceptability: 2x damage from heat-based attacks
Abilities
Fumes of Fear: 10d6 Mind Control, Single effect: Cause abject
fear, AE: 6m cone (3m wide at end of cone)
Fumes of Paralysis: 10d6 Mind control, single effect—Paraly-
sis, area effect: 6m cone (3m wide at end of cone)
Touch of Fear: 2d6 BODY Drain, and 10d6 Mind Control,
Single effect: Cause abject fear, touch only
Invisibility: Fully invisible to sight, only usable twice/day
Skills Lvl AV DV
Evade 4 8 18
Hand-to-hand 6 10 20 Perception 3 8
Perception 4 10 Poetry 2 6
Stealth 3 7 PA: Tetsubô 5 8 20
Use Fumes 6 10 Stealth 4 9
Streetwise 4 9
DAI-BAKEMONO Swords
Tracking
6
4
9
9
21

(GREATER GOBLIN) Dai-bakemono are the larger cousins of the bakemono-sho. They
INT 5 STR 8 REF 3 MOVE 5 range in height from six to eight shaku (6 to 9 feet) in height. Dai-
WILL 4 CON 8 DEX 5 Run 10 bakemono are generally encountered in groups (3d6), though
PRE 2 BODY 8 TECH 4 Sprint 15 occasional lone scouts, travelers and the like may be encountered.
AES 4 Dai-bakemono are much brighter than their smaller cousins,
PIE 4 and even have a sense of the aesthetic. They dress better, even
RES 12 SD 16 REC 16 END 80 have their own society and “courts” that are parodies of buke
Stun 40 Hits 40 culture. They consider themselves the equal of samurai and will
Complications get violent if it is suggested that they aren’t.
Code of Honor: Bushidô Each “clan” of dai-bakemono will have a kunshu, or lord, whom
Believe themselves the equivalent of buke they treat as their lord. In the kunshu’s retinue will be dai-
Distinctive Features: big barbaric ogre bakemono, bakemono-sho, and perhaps even other creatures.
Talents (Treat dai-bakemono kunshu as dai-bakemono with +2 points in
3 in 6 chance of having the Mystic: Onmyôdô talent all areas, across the board.)
Skills Lvl AV DV The preferred weapons of dai-bakemono are no-dachi and
Archery 4 7 tetsubô; some have become quite accomplished archers, as well.
Evade 3 8 18 Those who have stolen teppô from samurai storehouses (or after
Firearms 3 6 raiding the slain on a battlefield) can become a dangerous power.
Focus Ki 1 5 Half of all dai-bakemono can use onmyôdô magic, having the
Gambling 5 9 Mystic talent.
Heraldry 2 7 Unlike their lesser cousins, dai-bakemono are not by definition
Local Expert 4 9 evil and mischievous—although they may be inordinately avari-
Onmyôdô 4 8 cious.

…if, unfortunately, a samurai and his head must part company, when his opponent asks for his name he must declare it at once, loudly
270 and clearly and yield up his head with a smile on his lips and without the slightest sign of fear.
— Daidôji Yûzan
WWW.SENGOKU.COM

GANGIKOZÔ Their only other weapon is their sharp


talons, which have a paralytic poison. The
INT 4 STR 4 REF 4 MOVE 4 claws come in handy when catching fish.
WILL 4 CON 4 DEX 4 Run 8 The claw poison is neither plentiful nor
PRE 5 BODY 4 TECH 4 Sprint 12 produced in great quantities, so after the
AES 0 first three successful strikes, it will be a
PIE 0 full day before sufficient poison is restored
RES 21 SD 8 REC 8 END 40 to be damaging.
Stun 20 Hits 20 Gangikozô live, like kappa, in rivers and lakes,
Complications in small caves. They will hardly ever be found with others of
Distinctive Features: Shell-backed, quill-covered aquatic demon their kind, being typically solitary. They may, however, associ-
Abilities ate with other kappa. They maneuver and breathe with equal ease
Amphibious: Life Support – Breathe in water in water and on land.
Armor:16 KD, Only on locations 10-12 They are harmless creatures, but fishermen may consider them
Bite: 1d6 Killing attack (2d6 w/STR) threats to their livelihoods and may try to kill one moving into
Lethal Poison: fugu (blowfish) poison, can only be delivered the area. Such actions have been known to lead to wars between
with successful bite fishing communities and kappa kin. This is the only time when
Claws: 1d6 Killing attack (2d6 w/STR), attached focus other gangikozô will come to the aid of their kind, and they may
Paralytic Poison: Can only be delivered with successful claw even band together in defensive ikki. When there is such a struggle,
strike as many as 10 gangikozô may be in a single lair.
Swimming: full MOVE on land or in water
Skills
Bite
Lvl AV DV
4 8 GOTOKU NEKO
Claw 6 10 INT 4 STR 4 REF 6 MOVE 4
Evade 6 10 20 WILL 4 CON 4 DEX 6 Run 8
Local Expert 4 8 PRE 4 BODY 4 TECH 4 Sprint 12
Perception 4 8 AES 0
Stealth 6 10 PIE 0
RES 12 SD 8 REC 8 END 40
Gangikozô resemble their distant cousins, the kappa, except there Stun 16 Hits 20
is no hollow on the tops of their heads. Their bodies are covered Abilities
by a fine coat of quills like those of a porcupine. These quills can Claws: 1d6 Killing attack (2d6 w/STR), attached focus
hurt and be an inconvenience, but cause no real damage. No one Head Butt: 3d6 Stun attack
would strike a gangikozô bare-handed, that is certain. Inside their Horns: 3d6 Killing attack (4d6 w/STR)
chest is an endermal carapace that can be worked like leather but Flaming Tail: 2d6 Killing attack, fire
function as bullet-proof steel (KD 16); it is prized by armorers. Shapeshift: To common house cat or attractive young adult hu-
Their favorite food is fish, and they especially love blowfish, man
the poison of which they suck out and store for their own painful Spit Mystic Flame: 4d6 Killing attack, AE: 8m long cone (2m
bite attacks. If they successfully bite, their stored blowfish poi- wide at end), usable 2x/day
son enters the bloodstream of their victim. (see Poison). Skills Lvl AV DV
Bite 4 10
Claw 8 14
Evade 6 12 22
Gore (Horns) 6 12
Head Butt 5 11
Perception 4 8
Spit Flame 8 14
Stealth 12 18
Use Tail 5 11

Gotoku neko in their natural form are short, anthropoid felines


with long tails, the tip of which constantly burns with a cold,
non-consuming flame. They can also shape-shift to resemble a
common house cat, or a handsome (or extremely lovely) and se-
ductive youth of either sex. They can shapeshift at will, but the
process takes four Phases (one Round) for the metamorphosis,
during which time they are completely vulnerable.
They can spew forth a spirit flame in a eight meter by two meter
cone twice in any given 24-hour period. The flame causes 4d6 of
burning, killing damage to anyone within the area of affect. It can
be treated as a regular fire except that it is cold.

An affected laugh shows lack of self-respect in a man and lewdness in a woman. 271
— Yamamoto Jinzaemon
S ENGOKU: REVISED EDITION
As with all felines, there are pads on the
gotoku neko’s feet, so he moves with to-
tal stealth, as a master shinobi. In their
natural form, three horns on their head,
harder than any steel, are used in butting
attacks that cause 3d6 damage (4d6 w/
STR). If actively engaged with the enemy,
they can’t headbutt.
The flame-tipped tail can also strike for 2d6
fire damage, with the added possibility of igniting any flammable
material it touches (4 in 6 chance). The tail can only be used to
strike in a given phase if the gotoku neko is not already fighting
with its hands or headbutting an opponent, as attacking with it
requires concentration.
Given a chance, they will eat their victims. They especially love
to target people who are cruel to cats.
The usual lair of a gotoku neko is a common home, where they
disguise themselves as common cats, although they are also fond
of making their own lair near abandoned kilns or charcoal-burn-
ers and houses.

Polearms: Staff 6 10 20
Shugendô 2 7
Stealth 4 8
Use Tail Quills 6 10

Hakuzôsu are a form of shapeshifter who dress like and are


very often mistaken for a venerable shugenja, otherwise known
as a yamabushi. (Anyone examining a hakuzô’s appearance may
make a contested skill roll, using the viewer’s INT + Perception
versus the hakuzôsu’s TECH + Disguise roll; if the viewer’s roll
is higher, he sees through the hakuzôsu’s disguise.) No matter
what question is posed to them by way of testing them, hakuzôsu
are able to respond with complete calm and rationality. This is, of
course, completely regardless of the answer’s relationship to the
question…
Not only do hakuzôsu look like shugenja, they can cast spells
as one. A hakuzôu will have an assortment of Shugendô spells
HAKUZÔSU (GM’s choice), totaling 5d6 levels. For example, if the roll is 19,
the hakuzôsu can have four spells at level 4 and one at level 3, or
INT 5 STR 4 REF 4 MOVE 5 he can have two skills at level 9 plus one at level 1, or any other
WILL 5 CON 4 DEX 4 Run 10 combination as long as the total of the spell levels does not ex-
PRE 4 BODY 4 TECH 4 Sprint 15 ceed 19.
AES 3 They look rather harmless, but one must be careful when deal-
PIE 5 ing with a hakuzôsu. They carry a priest’s staff (treat as a bô) and
RES 21 SD 8 REC 8 END 20 occasionally a katana. When pressed, he can also strike from be-
Stun 16 Hits 20 hind with his tail, which has spikes like a porcupine’s. Each strike
Talents releases 1d6 quills, each causing 1 Hit of damage.
Mystic: Shugendô Hakuzôsu wander about and occasionally take up residence in
Abilities an abandoned temple. They are not creatures who need the com-
Immunity to all poisons pany of their kind, preferring to associate with humans. They are
Tail quills: 1d6 Killing attack (treat as Long range melee at their most happy when they can take up residence in a temple
weapon) or shrine and have parishioners come to visit. Hakuzôsu have
Spells: 3d6 total levels of Shugendô spells (GM’s choice) even been asked to write blessed sutras for people, and they gladly
Skills Lvl AV DV complied; however, due to the hakuzôsu not being human, the
Buddhism 5 10 sutras soon fade away...
Disguise 6 10 They have an organ in their bodies that renders them immune
Evade 4 8 18 to poisons and drugs. Some scholars and physicians would pay
Perception 3 8 great amounts for these organs, for with it one can concoct four

272 There is nothing outside the thought of the immediate moment.


— Yamamoto Tsunetomo
WWW.SENGOKU.COM

doses’ worth of an elixir that acts as a level ten Buddhist Prevent their best to flee when confronted by
Poison prayer. them. When threatened, they shake their
They enjoy fooling people, but it is a love of the practical joke arms, releasing into the air a fungoid
rather than spite or evil intent. They live off the donations of money spore cloud with a radius of six meters.
and food that people leave them at the temple, or what they can Any caught in this cloud will immedi-
get by begging as itinerant priests. ately begin retching, and will be ill and
unable to eat or drink for 1d6 days, unless
HYÔSUBE purified or blessed by a priest. They can only
do this once per day.
INT 4 STR 2 REF 7 MOVE 5 By day, the hyôsube lives in a cave at the bottom of a lake or
WILL 4 CON 3 DEX 6 Run 10 river. They usually only come out on land at night to search for
PRE 3 BODY 2 TECH 1 Sprint 15 fallen or unharvested grains (oats, rice, etc.) to eat. They do not
AES 1 eat meat of any kind, even fish. They have a small pouch in their
PIE 1 stomachs that allows them to store up food so they can go up to a
RES 12 SD 6 REC 5 END 30 week without eating if necessary.
Stun 10 Hits 10 Hyôsube are not terribly social creatures, but in their lairs there
Complications is a 4 in 6 chance that there will be another adult and 1d6 young.
Fear of monkeys: flees them when encountered Treat the young as attackless creatures with 5 Hits. If two hyôsube
Timid, intimidated by people are encountered, they are a mated pair.
Abilities Because of their resilient hides, hyôsube are sometimes hunted
Amphibious: Life Support—breathe under water so their skin can be harvested for armor. Leather armor made
Fungoid Cloud: 8d6 Transformation (normal to retching and from it is 1 KD better than regular leather.
ill), Area Effect: 6m radius, Usable 1x/day
Skin: 5 KD Armor
Swimming: Has normal MOVE on land or in water KAPPA
Skills Lvl AV DV INT 4 STR 6 REF 5 MOVE 4
Evade 4 10 20 WILL 4 CON 4 DEX 9 Run 8
Jujutsu 5 12 22 PRE 4 BODY 5 TECH 4 Sprint 12
Local Expert 4 8 AES 1
Perception 4 8 PIE 1
Stealth 6 12 RES 12 SD 8 REC 10 END 40
Weapon Skill 4 11 21 Stun 25 Hits 25
Hyôsube are kappa kin. Their skin is tough and resilient. Complications
Hyôsube limbs are triple-jointed; when they walk they appear to Dependence: Takes 3d6 Killing damage per hour spent out of
be drunk, though they are actually in perfect control of them- water if water spilled from head
selves. Reputation: Honorable but mischievous
The timid hyôsube is intimidated by people, and generally do Abilities
not go near them. Hyôsube are also terrified of monkeys, and do Amphibious: Life Support—breathe underwater
Claw: 1d6 Killing attack (2d6 w/STR)
Swimming: Normal MOVE both on land and in the water
Skills Lvl AV DV
Atemi-waza 6 11 21
Claw 4 9
Evade 5 14 24
Jujutsu 8 13 23
Local Expert 4 8
Physician* 8 12
Sumai 5 10 20
Weapon Skill 4 9 19
* Useful for healing/mending broken bones only

There are several varieties of kappa . The most common are


man-sized bipeds, vaguely resembling turtles. They have defi-
nite carapaces. Their heads contain a slight, bowl-like depression
containing water.
Kappa dwell in ponds, lakes, and rivers. They can live in, and
breathe, air and water equally well. They eat meat of all sort,
especially fish, but they enjoy human meat as well. Kappa will
lie in wait for lone travelers, horses or small children to grab and
drag into their lairs under the water for dinner, sucking out the
victim’s blood. They are also inordinately fond of cucumbers,
and may be placated by bucketsful of the vegetable.

If discrimination is long, it will spoil. 273


— Lord Takanobu
S ENGOKU: REVISED EDITION
Kappa can survive outside the water so
long as the water in the bowl on their
heads remains in place. If the fluid tips
out, they suffer 2d6 Hits of damage each
hour they spend out of the water. If they
are unable to get back to the water they
will eventually die. Kappa have developed
a high level of dexterity to allow them to keep
that bowl full. They can even wrestle—which
they are very good at—without tipping it. Unfortunately (for
them), they are also very polite, and one may be able to trick a
kappa into tipping it by bowing to him — an act he will return
automatically (allow the kappa an INT roll, DN 14. If he fails, he
falls for the trick.) The kappa will not fall for this trick twice in
the same day, but the next day he might fall for it again.
Kappa have a choice of combat with their clawed hands or us-
ing a weapon of some sort.

Skills Lvl AV DV
Evade 3 6 16
Perception 5 10
Stealth 2 5
Strike 5 11 21

These odd creatures have no arms or legs, only a great number


of hair-like tubes, on which they move about like celia, swaying
back and forth. (They resemble nothing so much as Cousin Itt
from The Addams Family.)
Keukegen enjoy being harmful to mankind. Their greatest plea-
sure is causing mischief and sickness. They also have the ability
to create breezes and low winds. The keukegen has no mouth. It
is telepathic, being able to communicate directly to the mind in
the same way people talk. There is no “private, one-on-one” com-
munication; everyone in the range of a normal voice “hears” in
his mind the keukegen.
KEUKEGEN Their most incredible ability is that they can bring the dead
back to life, even if the dead one has been so for centuries, and is
INT 5 STR 1 REF 6 MOVE 8 no more than a pile of dust. The trick is getting the keukegen to
WILL 4 CON 6 DEX 3 Run 16 want to do this…
PRE 4 BODY 3 TECH 4 Sprint 24 The keukegen, lacking extremities, can do little physical dam-
AES 1 age. If one scores a hit, he has latched onto his opponent with his
PIE 4 “sucker tube” and may “swallow his hara (soul).” On a success-
RES 12 SD 12 REC 7 END 60 ful strike, the GM rolls 6d6. If the total exceeds 5 times the victim’s
Stun 15 Hits 15 BODY (after subtracting Power Defense, if any), the victim’s
Complications soul has been sucked away by the keukegen and destroyed. The
Fear of flames and fire body of the victim becomes an empty shell, still breathing and
No limbs standing, but incapable of sentience or action. If the total of the
Reputation: Soul eater die roll fails to exceed the victim’s BODY x5, the character is
Abilities only shocked by the attack and will fall senseless to the ground
Create Winds: Change Environment (change calm air to breeze for 10 - CON hours. The keukegen can strike in the next phase,
or slight wind), area effect: 12m radius however, and the comatose victim gets no chance to save. (N.B.:
Telepathy: area effect: 16m radius life cannot be restored, even by the keukegen, to one whose soul
Drain Spirit: 6d6 Transformation (normal to soulless) has been eaten.)

274 When matters are done leisurely, seven out of ten will turn out badly. A warrior is a person who does things quickly.
— Lord Naoshige
WWW.SENGOKU.COM

Keukegen are particularly susceptible and frightened by fire can, when it chooses, show its true “face”
and flame-based attacks (which do double damage on them). to a human for an instant (usually during
They usually live under the floors of homes or shrines. If the combat). Viewing the mushin’s feature-
house is full of sick people, there is a chance that a keukegen has less void of a face has the following, im-
taken up residence. The husks of villages that keukegen have vis- mediate effect. The GM rolls 10d6, sub-
ited are known for being ghost towns and are dreaded; no one tracting the victim’s RES (and Power De-
will approach them for fear the keukegen still dwell there, suck- fense, if any). If the remaining total ex-
ing up the negative psychic energy. ceeds five times the victim’s WILL, the vic-
tim becomes insane, launching into one of the
MUSHIN following behaviors (choose one or roll 1d6):

INT 6 STR 5 REF 4 MOVE 5 1-2 Victim flees at top speed until exhausted or physically
WILL 7 CON 4 DEX 5 Run 10 unable to go any farther (e.g., running into a wall or
PRE 4 BODY 4 TECH 4 Sprint 15 closed room).
AES 2 PIE 1 3 Victim is paralyzed with fear and unable to move.
RES 21 SD 8 REC 9 END 40 4 Victim drops to a dead faint.
Stun 20 Hits 20 5 Victim attempts to run away and strikes out at everyone
Complications (friend or foe) in his way.
6 Victim ducks for the nearest cover and cowers.
Enjoys driving people insane
Abilities The victim continues the described behavior for 10 - WILL
Cause Insanity: 10d6 Transformation (sane to insane), only af- days, after which he will suddenly cry out in terror before lapsing
fects those who view its “face,” 0 END Cost, Based on WILL, into catatonic shock and going completely insane. An Exorcism
Effect reduced by RES. performed by a priest during the catatonic phase is the only thing
Skills Lvl AV DV that can save his mind; he will, however, bear the remains of the
Evade 4 9 19 shock in his heart, and suffer a loss of 3K Honor points (i.e., he
Focus Ki 3 10 loses 3x his KAO in Honor points).
Perception 4 10 If the victim is initially unaffected by viewing the mushin’s
Stealth 3 8 face, he may continue to fight or otherwise confront the mushin
Weapon Skill 5 9 20 for a number of phases equal to his WILL, whereupon he is sub-
Other skills, as appropriate to their “disguise” or “normal” form. ject the effects a second time. If he survives that, the victim is
Mushin are normally encountered alone or in small groups (1d3). fine, and immune to future viewing of the void.
Mushin appear like normal people, either male or female. The Mushin can be exorcised by priests. Those that are exercised
appearance is actually false, as their true face is a featureless void, vanish, never to reappear.
one that can inspire irrevocable insanity.
Mushin are evil, pure and simple. Their physical weapons are
those typical to other humans (swords, knives, bô, etc.). NURARIHYON
Mushin delight in driving people insane. They draw strength Nurarihyon appear like short, wizened old men. They are bald
from causing insanity in others. While appearing human to all, it with a slight growth of beard. Occasionally a nurarihyon will dress
like a wandering priest or monk, but most often they appear to be
wealthy merchants. The only thing odd about them is that their
heads are slightly large for their bodies. Some people might not
even notice it (Perception roll, DN 18, to spot this abnormality).
Their head alone, however, weighs as much as a human, contain-
ing dense “gray matter.”
Nurarihyon are wandering creatures. They are seldom found at
their own dwelling—if, in fact, they have one. A nurarihyon
dwelling, it appears as a hermitage or simple retreat, but it is of-
ten used as a meeting place for bakemono-sho and other crea-
tures, who are led by the nurarihyon’s wisdom and intelligence.
Nurarihyon are consummate freeloaders, and will consume other
people’s tobacco, wine, tea, or food, offering nothing in compen-
sation. They are local nuisances. If a nurarihyon moves into the
area, there is a good chance (1-3 on 1d6) that by the end of the
first year 1d6+2 other creatures (bakemono-sho, nurarihyon, ama-
no-jaku, etc.) might move in. The following year there is an even
greater chance (4 in 6) of a further 2d6+2, and each year after that
brings a chance (5 in 6) of still another 2d6+2 creatures moving
into the area.
They value magical objects, but prefer things with more intrin-
sic worth, such as gold, gems, and art objects.
Inside the nurarihyon, where a heart would be, is a gemstone
called a nurarihyon ishi which, it is said, gives the owner the

A warrior should not say something fainthearted, even casually. He should set his mind to this beforehand. Even in trifling matters the
depths of one’s heart can be seen. 275
— Yamamoto Tsunetomo
S ENGOKU: REVISED EDITION
ability to fly and travel to other worlds.
This stone is harder than a diamond and
beyond measure in worth.
Rather than fight, nurarihyon generally
rely on guile and wit. They can fight,
however, rather well; their high intelli-
gence allows them an unusually high skill
with staffs and swords, especially when fac-
ing other staffs or swords.

INT 12 STR 3 REF 4 MOVE 4


WILL 8 CON 3 DEX 4 Run 8
PRE 4 BODY 3 TECH 4 Sprint 12
AES 4
PIE 4
RES 24 SD 6 REC 6 END 30
Stun 15 Hits 15
Complications
Distinctive Feature: large head, weighing as much as a person
(concealable)
Freeloader; accepts gifts but makes no attempt to repay them
Skills Lvl AV DV
Bureaucratics 5 17
Conversation 6 10
Evade 3 7 17
Focus Ki 4 12
Gambling 6 10
Leadership 5 9
Perception 4 16
Polearms: Staff 8 12 22
Stealth 4 8
Swords 7 11 21
Tea Ceremony 3 7

Complications
Barbaric, uncouth and uncivilized
Distinctive Feature: Smelly, ugly demon/ogre
Greedy
Loves sake (frequent, total)
Lusty
Reputation: Eats humans, abuses human women
Abilities
Regeneration: Heals 1 Hit per phase, can’t regenerate Hits lost
to fire damage
Huge Tetsubô: 9d6 Stun attack (12d6 w/STR)
Travel to Yomi: Extra-dimensional movement, to travel to Yomi
only, only works in caverns
Skills Lvl AV DV
Evade 4 8 18
Expert: Yomi 5 8
ONI (DEMON/OGRE) Focus Ki 1 3
INT 3 STR 11 REF 4 MOVE 5 Perception 3 6
WILL 3 CON 10 DEX 4 Run 10 PA: Tetsubô 7 11 21
PRE 3 BODY 9 TECH 4 Sprint 15 Stealth 4 8
AES 1 Weapon 7 11 21
PIE 5
RES 9 SD 20 REC 21 END 100 Oni are seven or eight shaku (about nine feet) in height. Their
Stun 45 Hits 45 skin color runs the gamut from red to blue to black to green.

276 If one were to say what it is to do good, in a single word it would be to endure suffering. Not enduring is bad without exception.
— Master Ittei
WWW.SENGOKU.COM

Some oni have one eye, some have two, some three or even Direction Sense
four. Typically an oni will have a horn on his head. Well, some- Night Vision
times two. Maybe three. They wear hides and animal skins, often Abilities
patched, and invariably smelly. Flight (10m)
Female oni have two long horns and a long, white face, and are Bite: 2d6 Killing (4d6 w/STR)
called hannya. Small size: Shrinking (-2 to spot, +6 m
Oni may be encountered alone or in groups (of 3d6). Knockback), 0 END, Persistent, Al-
Oni are greedy, lusty, and totally uncouth. They are quintessen- ways On
tial barbarians. If a human woman is taken prisoner by oni… Tough skull: Armor 2 KD
well, it would be better for her to die rather than be taken. Skills Lvl AV DV
If a limb is severed, it will rejoin the body; the body must be Bite 6 12
destroyed by fire or no matter how hacked to pieces, it will return Evade 4 14* 24
to one piece. Their chief weapon is a tetsubô of incredible pro- Local Expert 4 7
portions and weight which has a 9DC and a STR Minimum of 8. Perception 3 6
No normal human can wield one. Stealth 6 16*
Oni can’t be destroyed by simply “killing” their physical form. Other skills, as appropriate, for its “day life”
They must also be exorcised or otherwise have their souls de- * Modifiers for size included
stroyed (Oni have a “Spirit Rank” equal to their WILL +2). If an
oni’s body is slain but their spirit remains, they will return to Rokuro-kubi are goblin heads of legend. Accounts of rokuro-
Yomi to regenerate a new body, and may return to harass their kubi are mentioned in several books, including the Buddhist texts
“killer” again. Oni that are exorcised but whose bodies remain Nan-hô-î-butsu-shi and Sôshinki, from which characters may learn
intact simply return to Yomi to reclaim their spirits. some of the information given below (with an appropriate Bud-
Crafty oni will hide their spirit in some container within their dhism or Folklore skill roll, DN 18).
lair (such as a pickling jar, ceramic urn or other device). If some- Rokuro-kubi primarily inhabit desolate mountain regions, such
one discovers the oni’s spirit, they can ransom it to the oni. An as the province of Kai. During the day they appear as normal
oni will grant one request (assuming it is within his ability to folk, with average human scores (2 to 4) in all stats. At night,
grant) in return for the spirit, including returning to Yomi or prom- however, their heads detach from their bodies and float about in
ising not to harm a particular person or place. search of food. When detached, their necks do not bleed or show
Oni are carnivores, and their favorite meat of all is people. They any signs of having been cut with a tool or weapon; indeed, they
also are inordinately fond of sake, and this weakness has been appear as “smooth as the line at which a falling leaf detaches
their downfall on more than one occasion. Oni serve in the un- itself from the stem.” All true rokuro-kubi have several red kanji
derworld as tormentors of the damned, under the command of characters of mystic origin on their neck, which are neither painted
powerful demons and other dark powers. Many have found their nor tattooed.
way to the world of the living, as well, and they delight in using The heads may fly about, as gracefully and silently as a bat. If
people as playthings for their dark delights. forced to, they can also roll and bounce about on the ground (us-
They typically live in abandoned castles or villages or huts; ing their low MOVE score), but they will suffer 1d6 Stun dam-
they generally avoid religious institutions, even if abandoned.
More than one city has found oni bands making their home in the
run-down slum areas, where the oni sleep by day and come out at
night looking for prey.

ROKURO-KUBI
(GOBLIN HEAD)
INT 3 STR 6 REF 6 MOVE 4
WILL 5 CON 4 DEX 10* Run 8
PRE 5 BODY 4 Sprint 12
RES 15 SD 8 REC 10 END 40
Stun 20 Hits 20
* Shrinking bonus figured in
Complications
No fine manipulation (No body)
Susceptibility: Dies if not rejoined with body by sunrise
Cannot approach a person who is reciting sutras
Reputation: man-eating goblin head
Distinctive Feature: Red characters on base of neck
Talents
Blind Reaction
Combat Sense (+2 initiative)

When one has made a decision to kill a person, even if it will be very difficult to succeed by advancing straight ahead, it will not do to
think about going at it in a long roundabout way. One’s heart may slacken, he may miss his chance, and by and large there will be no
success. The Way of the Samurai is one of immediacy, and it is best to dash in headlong. 277
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
age each Round when doing so.
They eat insects, grubs and worms that
they can find in the forest, but they much
prefer to feast upon people and may of-
fer shelter to a lone traveler with the in-
tent of devouring him at night after he
has fallen asleep. Rokuro-kubi attack by
biting their opponents, and can inflict ter-
rible damage this way. If a rokuro-kubi clenches
its teeth onto something, its STR score is effectively doubled for
purposes of trying to pry its mouth open.
Upon returning to their bodies, the heads mystically reattach
themselves. If for any reason their bodies are moved without their
knowledge, the goblin heads will become extremely agitated,
gnashing their teeth and yelling, and begin to search for them.
Those failing to find their body before sunrise will die.

TATSU (DRAGON)
INT 12 STR 12 REF 8 MOVE 12
WILL 8 CON 10 DEX 8 Run 24
PRE 8 BODY 10 TECH 10 Sprint 36
AES 8
PIE 8
SD 20 REC 22 END 100
Stun 50 Hits 50
Complications
Distinctive Features: dragon (not concealable)
Talents
Mystic: one school/faith can fly. The long, serpentine body is covered with armored scales,
Abilities and the tatsu has four long legs terminating in four-fingered claws.
Tatsu are brilliant, inscrutable creatures. Most of the time they
Bite: 1d6 Killing attack (2d6 w/STR)
appear to be honorable and follow Confucian and bushidô codes,
Breath Weapon: See descriptions below but as their purposes are their own, few can understand their ac-
Claws: 2d6 Killing attack (4d6 w/STR), attached focus tions and motivations. Most are exalted, noble creatures, although
Flight: Full MOVE on land or in the air a few are on the dark side of that; as ignoble and base as their
Scales: 12 KD armor cousins are noble and lofty.
Skills Lvl AV DV Some tatsu have a special abilities that vary. GMs are free to
Bite 8 16 select one or more of the abilities below, or roll 2d6.
Buddhism 8 16
Bureaucratics 5 17 2 No Special Abilities
Claw 6 14 3-5 Breathe Fire: Some can breathe fire several times a
Confucianism 6 18 day, in a one-meter-wide line equal to three times the
Conversation 8 20 tatsu’s length. Anyone within the line of flame suf-
Diplomacy 7 19 fers 8d6 Killing damage unless they make a success-
Evade 8 16 26 ful Evade roll (DN equal to the tatsu’s attack roll).
Folklore 5 17 6-7 Spit Acid: Some can spit a line of acid (same range)
Gambling 4 16 which inflicts 2d6 Killing damage each Phase, for
Class. Lit: Chin 6 18 one minute, to anyone or anything it touches.
Class. Lit: Jap 6 18 8-9 Breathe Poison Gas: Some breathe a poison cloud
Local Expert 6 18 with a radius equal to their length, which inflicts 1d6
Perception 6 18 Killing damage to any who breathe it, each Round
Shintô 8 16 (four Phases) for 1d6 minutes. Characters making a
Stealth 8 16 CON+3d6 roll (DN 18) can hold their breath, avoid-
ing the effects of the gas (see Asphyxiation).
Use Breath 8 16
10-11 Magic: Many tatsu can use magic. Any school is open
to tatsu, but they will specialize in that one school.
Japanese dragons are from five to 20 meters in length (roll 3d6+2 They will have a combined total of INT+PIE levels’
to determine length, in meters). Note: The statistics here are for a worth of spells from that school.
12-meter-long tatsu. GMs are encouraged in increase or decrease 12 Two abilities: Re-roll, ignoring rolls of 2, 12, or du-
stats in for larger or smaller tatsu, respectively. plicates
Unlike its Western cousins, the tatsu has no wings, yet it, too,

278 A person who becomes fatigued when unhappy is useless.


— Yamamoto Tsunetomo
WWW.SENGOKU.COM

TENGU There are actually several different


kinds of tengu. Described here are the
INT 8 STR 5 REF 6 MOVE 6 most common variety: the so-called dai-
WILL 7 CON 5 DEX 8 Run 12 tengu, or “great tengu.” Tengu are most
PRE 4 BODY 5 TECH 5 Sprint 18 commonly found in groups of 3d6+2.
AES 5 The dai-tengu resembles a tall, slender
PIE 3 man, but the face is bright red, and the
SD 10 REC 10 END 50 nose is long, looking more like a red cucum-
Stun 25 Hits 25 ber than an olfactory organ. Many of these tengu
Complications dress like shugenja . Although they lack wings, they can fly.
Mischievious Tengu carry a fan made from bird feathers that in dire times
Reputation: Chaotic legendary creatures, master fencers they can cause incredible winds to come up strong enough to
Talents/okuden blow children off their feet. Tengu are famous for their ability
Combat Sense with the sword, and some have even consented to teach mortals.
Counterstrike (w/Swords) Minamoto no Yoshitsune was said to have been taught by a
Abilities Kurama tengu. Tengu are likely to know at least one okuden for
Fan of Winds: 4 STR Telekinesis, area effect: 20m cone, 0 END the sword, and different tengu within one group may all know
cost, grabbable focus—fan different okuden.
Flight: 10m (30m noncombat), attached focus—wings They live usually deep in the mountains, and they protect their
Katana (longsword): 4d6 Killing attack (6d6 w/STR) domains. They are chaotic by nature, but are not evil. It is said by
Wakizashi (shortsword): 2d6 Killing attack (4d6 w/STR) some that much of Japan’s history has been manipulated by tengu,
Skills Lvl AV DV who encourage people to struggle against their lords. (Was Akechi
Acrobatics 9 17 Mitsuhide talked into revolt against Nobunaga by a Tengu? Per-
Battojutsu 10 16 28 haps…)
Calligraphy 6 11 It is rumored that tengu can neither refuse a challenge nor resist
Diplomacy 7 11 the temptation to collect shiny objects. Whether either of these is
Espionage 7 15 true is up to the GM.
Evade 4 12 22
Folklore
Go
8
10 18
16
TÔRIMONO (WAYFIEND)
Herbalist 4 12 INT 4 STR 4 REF 4 MOVE 5
Local Expert 8 16 WILL 4 CON 5 DEX 5 Run 10
Perception 6 14 PRE 4/9 BODY 4 TECH 3 Sprint 15
Shôgi 8 16 AES 4
Stealth 5 13 PIE 1
Swords 12 18 30 SD 10 REC 9 END 50
Teaching 6 14 Stun 20 Hits 20
Two Swords 10 16 28 Complications
Distinctive Features: Glowing kimono, easily seen at night (not
concealable)
Distinctive Features: Appears as ball of fire when flying (con-
cealable)
Enjoys causing downfall of humans
Abilities
Glowing kimono: Lights a 10m radius area at night
Mystic Bô: Normally a bô, but converts to a yari (2d6 Killing,
3d6 w/STR) when used in combat; also allows flight 10m
(30m noncombat), 0 END cost, Focus—magic bô
Spirit Flame: 10d6 Transformation (sane to insane), 1x/day
Skills Lvl AV DV
Evade 4 9 19
Focus Ki 1 5
Perception 4 8
Polearms: Staff 8 12 23
Polearms: Lance 8 12 23
Stealth 3 8
Use Spirit Flame 6 10

Tôrimono resemble middle-aged men—often bald—wearing


white kimono that usually shines like a lantern at night. They
always carry a staff, which they can transform to a yari when
they fight. Tôrimono can also mount the staff and fly. The staff

What is called winning is defeating one’s allies. Defeating one’s allies is defeating oneself, and defeating oneself is vigorously over-
coming one’s own body. It is though a man were in the midst of ten thousand allies but not one were following him. If one hasn’t
previously mastered his mind and body, he will not defeat the enemy. 279
— Narutomi Hyôgo
SENGOKU: REVISED EDITION
retains these properties even in the hands
of one not a tôrimono, as it responds to
the will of its possessor. When flying,
GHOSTS
tôrimono appear as an apple-sized ball This category is for the undead and non-living creatures of Ja-
of flame shooting through the sky. When pan. All of these are the stuff of nightmares, and the living have a
pressed, a tôrimono will try to mount his certain dread of them.
staff and fly away. It takes a full phase to
transform from staff to yari or vice-versa.
Tôrimono consume the sanity of humans, so
GHOSTLY ABILITIES
they are widely feared and detested. All ghosts have the following common abilities. All of the abili-
Tôrimono can fight with their staff as either a plain bô or as a ties may be used at will. It takes one available Action to “acti-
yari. He can also, once per day, spit out a “spirit-flame.” The vate” or “deactivate” any of these abilities. Note that these do not
target may attempt to dodge it (Evade roll, DN equals the apply to “higher” spirit beings, such as kami and bosatsu.
tôrimono’s attack roll), but if it hits, the person may become in-
sane. Roll 10d6 and subtract the victim’s RES. If the remaining Desolidification
total exceeds five times the victim’s WILL the victim loses his Ghosts are insubstantial, or “desolid,” in their normal form. They
sanity. Their sanity is “consumed” by the tôrimono, who gains a may pass through solid objects, including the ground, at will. In
number of d6 of additional Hits equal to the victim’s WILL stat. addition, they cannot be harmed by any normal physical or en-
For example, a tôrimono uses its spirit flame on a victim who ergy, such as weapons, fire and the like. They are susceptible,
has a WILL of 4 and a RES 12. The GM rolls 10d6, resulting in however, to magic and spells, enchanted weapons (such as those
39. After subtracting the victim’s RES, the remaining total is 27. that are Blessed or that have sutras painted on them). This ability
Because 27 exceeds 5x the victim’s WILL, the victim is now in- costs them no END to use. This ability may be “turned off,” al-
sane and the tôrimono gains 4d6 Hits! lowing the spirit to manifest itself on the physical world. When
One weakness of the tôrimono is that their obi are inscribed they physically manifest, they are subject to the effects of normal
with sutras, so if a Buddhist priest or shugenja begins chanting, it attacks.
will begin to restrict, inflicting 1d6 points of Stun damage to the
tôrimono per round (4 phases).
Tôrimono kill for pleasure, and have no greater joy than caus-
Flight
ing the fall, dishonor, and destruction of humans. They are espe- Ghosts can float about over the ground or water, or even into
cially fond of luring virgins away and ravishing them. In such the air. This ability is only usable while they are desolid. When
cases, they have high persuasion abilities (use the higher PRE flying, the ghost can move at its full listed Move. This ability
stat when dealing with women). costs them no END to use.
Their retreat is a grass hut well away from human settlements,
but they are seldom home. There is no way to tell if a lonely, Invisibility
uninhabited hut is that of a tôrimono; but villagers coming upon Ghosts can become invisible to the five senses at will. While
an unexpected hut where one wasn’t the season before may burn invisible, they cannot be sensed by any normal means: they can’t
it down in the belief that it is the lair of a wandering band of be seen, heard, smelled or otherwise detected, except by magical
tôrimono. They have no need nor desire to live near people, but means. This ability can be used in whole or in part.
don’t mind wandering out on the road where they might encoun- For example, while invisible, a ghost may allow itself to be
ter one. It is for this reason they have their name, and their nick- heard; while visible, it may be utterly silent. This ability costs
name—tôri no akuma (“wayfiend”). them no END to use.
Inside their skulls is a continuously burning flame instead of a
brain. This flame is concentrated evil, and evil mages are rumored
to use these flames to power prayers. GHOSTLY COMPLICATIONS
All ghosts have the following common complications. These
are in effect at all times, unless otherwise noted. Note that these
do not apply to “higher” spirit beings, such as kami and bosatsu.

Sutras
Ghosts are negatively affected by Buddhist sutras. Any item
with sutras written on it will be either invisible to ghosts or will
make the item unapproachable by ghosts of any kind (writer’s
choice). If the latter is chosen affect, the ghost can’t approach
within four meters of the item; any ghost forced to stay within the
effective area for one full Round is automatically exercised. Fur-
ther, weapons with sutras written on them will affect ghosts nor-
mally, as if they were “enchanted.” Sutras are a very effective
ward against spirits.

When faced with a crisis, if one puts some spittle on his earlobe and exhales deeply through his nose, he will overcome anything at
hand. This is a secret matter. Furthermore, when experiencing a rush of blood to the head, if one puts spittle on the upper part of one’s
280 ear, it will soon go away.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

Singlemindedness Gaki appear to be normal humans, but


they are all skin and bones. Their hollow
As a general rule, ghosts are driven by a single hunger or de- eyes, sunken cheeks, and distended bel-
sire, which will motivate their actions to an extreme degree, of- lies give the impression of starvation.
ten ignoring those around it as it goes about its ghostly way try- One of the rebirths one may encounter
ing to achieve some unatainable goal. Ghosts may still function in Japanese Buddhist cosmology is as a
and interact normally with people, if you can get their attention. gaki in the hell of Gakido. Gaki are suf-
This requires a contested Persuasion skill roll. The “distraction” fering for their having wasted precious food
from their hunger or desire will last for 10 - WILL phases, when in this world. There is nothing to eat in Gakido,
the ghost will revert back to its “one track mind.” and no one can die from starvation; they eat anything they can
find—even their own children—and are never satisfied.
GAKI (HUNGRY GHOUL) Sometimes there is a crossover, and gaki find their way to our
world. While any food will help them, they have become car-
INT 4 STR 6 REF 4 MOVE 5 nivorous, and prefer the flesh of the living.
WILL 4 CON 5 DEX 4 Run 10 They do not have weapons; they claw and bite and chew. They
PRE 6 BODY 4 TECH 2 Sprint 15 can only use their bite attack if they have scored two successful
AES 1 hits with their claws on the same subject. There is no disease
PIE 3 related to the attack of gaki, but the wounds are nasty and take a
SD 10 REC 10 END 50 while to heal (½ normal Recovery until the wound is healed).
Stun 20 Hits 20
Complications
Ghastly, emaciated appearance SARA-KAZOE
Reputation: Hungry spirits that eat humans
Singlemindedness (PLATE-COUNTING GHOST)
Suceptible to Sutras INT 4 STR 4 REF 4 MOVE 4
Abilities WILL 4 CON 4 DEX 4 Run 8
Bite: 1d6 Killing attack (2d6 w/STR) PRE 4 BODY 4 TECH 4 Sprint 12
Claw: 1d6 Killing attack (2d6 w/STR) AES 4
Desolidification PIE 4
Flight SD 8 REC 8 END 40
Invisibility Stun 20 Hits 20
Skills Lvl AV DV Complications
Bite 3 7 Distinctive Features: No legs (Concealable)
Claws 4 8 Distinctive Features: Sound of woman crying heard before it
Evade 3 7 17 appears (not concealable)
Perception 2 6 Singlemindedness
Stealth 10 14 Suceptible to Sutras
Abilities
Breathe Fire: 6d6 Killing attack, area effect: 10m cone
Desolidification
Fists: 4d6 Stun attack
Flight
Invisibility
Skills Lvl AV DV
Evade 7 11 21
Hand-to-Hand 7 11 21
Perception 4 8
Stealth 8 12

These are the ghosts of young serving women or apprentices


who were beaten to death or coerced into committing suicide for
breaking any number of expensive dishes or plates. A splinter of
one of those dishes is in the sara-kazoe’s heart, causing her to be
what she is.
While they are evil beyond measure, this is a result of their
post-death torment; if a medium attempts to Speak with the Dead,
they will respond as quiet, though sad, young girls with their pre-
death demeanor.
Sara-kazoe have the appearance of young women of average
age and build, but like other ghosts, has no legs to support her.

One should not open his mouth wide or yawn in front of another. Do this behind your fan or sleeve. 281
— Yamamoto Jin’emon
SENGOKU: REVISED EDITION
This fact may be concealed by her full- Their usual method of operation is to latch on to one particular
length robes (Perception roll, DN 18, to mortal to provide their energy. During the night, as the target
spot). A distant look on their faces is sleeps, the yûrei will drain his life energy so that the yûrei can
common. Before a sara-kazoe appears, stay on this plane of existence. The yurei drains 1d6 from the
the plaintive sound of a woman crying victim’s END. The drained points are cumulative and cannot be
can be heard. Sometimes they appear in recovered as with normally expended END. For every 10 full
a more ghostly guise, all in white with the points of END that the victim loses, their CON is reduced by 1
body and robes misting to nothingness about and their physical age is increased by 5 years (see the Age com-
the hips. plication, page 108, for effects of aging). Each morning, he will
Sara-kazoe can breathe a cone of fire 10 meters (five ken) long, awaken feeling “older” and more tired. He might not even know
which inflicts 6d6 of Killing damage to anyone within the cone. he has been targeted by a yûrei. By the end of the first few days,
Enchanted or otherwise sacred objects are the only ones that can it will be clear that he is actually aging. Only an Exorcism of the
inflict any damage on one, whether they are desolid or physically victim will stop the process, as it severs the link with the yûrei,
manifested. although any aging effects are permanent. If the victim’s CON is
No one knows what provides their life-force. No one knows if reduced to zero, the victim dies.
they eat their victims, or if they eat the riceballs sometimes left as The yûrei can only be banished from this plane by itself being
offerings for them. exorcised. No amount of weapon damage is lasting; it can be
If slain, the body will fade away into mist after 1d6 rounds. If “killed” but will simply vanish, reappearing the next night, un-
this happens, their soul is lost to the netherworld of eternal tor- less exorcised.
ment. If, however, the dish splinter is removed before the body Another method of banishing a yûrei is to discover what has
mists away, their spirit is released—this is a kindness. caused the yûrei’s existence and rectifying the problem (e.g., an
Sara-kazoe are solitary, sad creatures. They will not associate unfinished case of revenge against a slain lord, etc.).
with others of their kind, but might associate with other crea-
tures.

YÛREI (GHOST)
INT 4 STR 6 REF 4 MOVE 4
WILL 4 CON 5 DEX 4 Run 8
PRE 4 BODY 5 TECH 4 Sprint 12
AES 3
PIE 3
SD 10 REC 11 END 50
Stun 25 Hits 25
Complications
Distinctive Features: Pale, misty, ghost-like appearance
Singlemindedness
Suceptible to Sutras
Abilities
Aging/Draining Attack: 1d6 END Drain, plus victim loses 1
END and ages 5 years for each 10 END drained.
Desolidification
Fists: 6d6 Stun attack
Flight (full MOVE in the air)
Invisibility
Skills Lvl AV DV
Evade 3 7 17
Hand-to-Hand 7 11 21
Perception 3 7
Stealth 6 10

The standard ghost (if there is such a thing) is dressed in white


funerary kimono and the triangular funerary headband. The body
and kimono mist off at the waist, so yûrei float rather than walk.
Other than that, they appear like normal humans, although pale.
Yûrei have different motives. Some hope to expiate some sin in
their past life which has resulted in their post life existence. Oth-
ers find they enjoy their new powers and seek to torment man-
kind.

To calm one’s mind, one swallows his saliva. This is a secret matter. When one becomes angry, it is the same. Putting spittle on one’s
282 forehead is also good.
— Yamamoto Tsunetomo
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NAMES, OFFICES AND


TITLES

283
SENGOKU: REVISED EDITION

NAMES Surnames
Surnames (myôji) are the prerogative of the aristocracy, whether
The first thing that needs to be remem- civil or military. Many clans making up the military aristocracy
bered about Japanese names is that the descend from offshoots of the Imperial line.
surname comes first. The first shôgun of Quite a few surnames were taken by the aristocracy for descrip-
the Ashikaga family, Takauji, was thus tive reasons; the founder of the Fujiwara clan, a man originally
Ashikaga Takauji, not Takauji Ashikaga. named Nakatomi no Kamako, received his new name from the
Another thing to keep in mind is that Japa- field (hara/wara) of wisteria ( fuji) near his estate. The Ashikaga
nese is written with pictographs; every syllable has took their name from the village they first ruled. The powerful
not only a sound but a meaning. Consider such modern English Ichijô branch of the Fujiwara clan lived on Ichijô (First Block) in
names as Holly, Pearl, Felicity, and Patience. These are names Kyoto, right next to the Imperial Palace, while their only slightly
the Japanese can relate to; regardless of whether they are abstracts less influential Fujiwara cousins lived in places giving them the
or concretes, they have a meaning in our lingua franca, English. surname Nijô and Sanjô.
Even names like Philip, David, and Mark have meanings; it is Many surnames are geographical or point to a physical prop-
just that they are lost on most people who don’t know the original erty, and usually such descriptive names with kanji A-B means
languages of the names and their original forms. Such is not the “B of [the] A”—Yama·moto (base of the mountain), Ta·naka (cen-
case in Japan. ter of the paddy), Naka·da (central rice paddy), Shima·mura (is-
Even ancient names have meanings that can be understood. land village), Hon·da (original paddy), Ki·no·shita (under the tree)
However, they are names. Just as a girl named Rose is not a flower, etc.
a man named Takeshi need not be brave, nor need a woman named Let’s take a look at ta/da (rice paddy) first. Quite a few are
Kaede actually be an oak tree. specific as to plant types in a certain area: Takeda (bamboo paddy),
Japanese names are not random syllables strung together. There Fujita (wisteria paddy), Matsuda (pine paddy), etc. Others are
are certain vowel/consonant combinations that are impossible to location specific (Shimoda, lower paddy), possessive (Murata,
create in Japanese. In the novel Shôgun, when it was translated village paddy), or some other discriptive (Furuta, old paddy.)
into Japanese, the name “Kasigi Yabu” had to be changed to The vast majority of surnames consist of two kanji; a few are
“Kashigi Yabu.” If it is part of a name, there is a kanji to go with three or more, and there are a handful of one-kanji names as well.
it, and a meaning which may—or may not—make sense. Addi- Many of the latter—though by no means all, as such names as
tionally, the Japanese were a bit confused, as Yabu is, in fact, Katsura, Minamoto and Kusunoki show—point to Chinese or
also a surname, so the name sounds to a Japanese as the name Korean ancestry, where single-kanji surnames are the rule. It has
Smith Jones would to an American. been estimated that there are some 1,300–1,400 different kanji
The charts in this chapter should provide material for generat- that appear in the initial position in surnames, but only some 100
ing thousands of names. As many name elements have different commonly occur in the final.
meanings, depending on the kanji used, it is impossible to pro- “Surnames” of Buddhist clergy have special rules. They must
vide a complete list of choices. Another way to find good names have a temple or province to be from (e.g.; Enryaku-ji no Tosabô,
is to look through a historical dictionary (such as Papinot’s) or a or Tosabô [lit: “a monk from Tosa”] of Enryaku Temple).
name encyclopedia (the best in English is probably P.G. O’Neill’s You may choose any surname at will in creating PCs and NPCs
Japanese Names, finally available in paperback from Weatherhill). for your SENGOKU campaign. It must be noted, however, that cer-
The only problem here is that unless you speak Japanese, there is tain surnames are commonly regarded as belonging to kuge fami-
often no telling what the names mean; O’Neill’s book suffers lies, and certain surnames are recognized as buke names.
greatly for this. Among the surnames below you will find those of the great, the
This being said, let us take a look at names. near great, and the minor. It is up to you—GMs and players alike—
to decide, but it might be best to limit the use of the great family
names—Tokugawa, Hôjô, Ashikaga, Fujiwara, etc.—to NPCs.
STRUCTURE This might be especially important in a more historically accu-
rate game. Note, however, that there can be (and in fact were)
The structure of names changed considerably over the nearly
several families using the same name. There are two Ashikaga
1,500-some years of recorded Japanese history. During the Heian
families, totally unrelated to each other, for example. There are
and Kamakura Periods, the names of the aristocracy would be
several families named Honda; the kanji used are even different.
rendered as Surname no Given name. The no is analogous to the
German “von” or the French “de” (yes, and the English “of”). By
the 1500s the “no” would be hardly used, but at least into the Bynames
early Muromachi Period, one simply did not say a name without As only buke and kuge have surnames, everyone else is prima-
it. rily denoted by some form of byname. Usually this takes the form
Those appointed governors of estates would insert their title of occupational, physical, or locational terms; Yaoya no Ichirô is
between sur- and given names. Hideyoshi, after he was made Ichirô the greengrocer. The guy who lives on top of the mountain
governor of Chikuzen, was styled Hashiba Chikuzen-no-Kami is Yamanoue no Genta (“Genta of the mountaintop”). Katame no
Hideyoshi. Heihachi is Heihachi the One-eyed. Komeya no Toku is Toku
Later, in the Momoyama and Edo Periods, many people would the rice merchant. In this, the commoners’ bynames are similar
bear the honorary gubernatorial title; it was one way in which the to those of the aristocracy and potentially confusing. The one
shôgunate bestowed honors. At one time, there were half a dozen way to tell them apart from true surnames is that they bynames
swordsmiths alone named Bizen-no-Kami, a fact which certainly almost invariably include the particle “no” between the descrip-
left the true daimyô of Bizen less than happy. tive and the given name, as in the examples here.

When a man puts all his stock in youth, what will be his thoughts when old age has come? Though one’s span seems only a dream or
284 apparition, his name may last to the end of time.
— Shiba Yoshimasa
WWW.SENGOKU.COM

A second form of byname, suitable to commoners as well as Zokumyô


those desiring to hide some aspect of their identities, is the geo-
The zokumyô, (confusingly enough also
graphic byname. If you want to say you are Mototaka of Mutsu,
called tsûshô, kemyô, or yobina) gener-
you style yourself “Mutsu no Mototaka.” Remember that the rule
ally reflects the numerical order of birth
is, the “possessor” comes first—in this case, the province of
the child has in the family. This name is
Bungo.
taken by the upper classes (buke and kuge)
One other form of byname also occurred; the appellation. These
upon the genbuku (coming of age) cer-
are nicknames, like Ethelred “the Unready” or Charles “the Bald.”
emony, and is the one by which men are com-
They are called adana and take the pattern of descriptive followed
monly known to their close friends and family
by (usually) the zokumyô, or (rarely) the nanori. (See the section
members. For members of the bonge or hinin castes, the zokumyô
on given names below for explanations on these name styles.)
are often the only names they have through life, except for very
For example, if there is a rônin NPC named Kaga Saburô who
rare occasionas where a bonge may have a nanori (see Nanori
moves slowly and very deliberately, you can give him the nick-
below).
name Nossori Saburô, or “Plodding Saburô.” In such cases, he
The numerical order names are often altered in some way with
would be called Nossori Saburô or Saburô, but never simply
the addition of an auspicious adjective before it, such as Dai~
Nossori, as it is not a name. (Note that this would never have
(big), Chô~ (long), Ryô~ (good), Shin~ (new), or something simi-
been a form used for nobles or people of rank; it is really suitable
lar. This produces names like Daigorô (“big five man”), and
only for peasants or people considerably lower on the status to-
Chôzaburô (“long three man”; the s here mutating to z), etc. To
tem pole.)
simplify things, in the late Sengoku Period some people have
started leaving off the ~rô, especially with first sons. This leaves
GIVEN NAMES: MEN names like Ryûzô (dragon three), Genpachi (original eight), and
Ryôichi (good one). The late actor Mifune Toshirô has a zokumyô.
Up until the seventh century, many names for men of the upper Admiral Yamamoto Isoroku, of Pearl Harbor fame, was named
classes—and men’s names are pretty much all we have on “56th man,” although he really wasn’t, and the Mifune character
record—often ended in ~maro or ~ko (e.g.; Muchimaro, in the film Sanjûrô takes his name—30th man—from his age.
Nakamaro, Kamako, etc.). Their names generally reflected their Zokumyô work like this: Ichirô (one man) or Tarô (big man),
characteristics, or their background. first son; Jirô (next man); Saburô (three man), Shirô (four man),
In post-Nara years, naming patterns would change; partly in- Gorô (five man), Rokurô (six man), Shichirô (seven man), Hachirô
fluenced by the Chinese system, partly influenced by Japan’s own (eight man) Kurô (nine man) Jûrô (ten man).
developing society. There were many different types of names, Members of the upper or privileged classes can have both a
and men may have one or several of them. zokumyô and a nanori (see below).
Zokumyô and other names ending in ~suke, ~nosuke, ~emon,
Yômyô or ~zaemon, though historical-sounding and aristocratic as they
are, really become pupular in the Edo Period, although they ap-
The most common type of name for children is the yômyô (or
peared earlier in the Sengoku Period. These names came from a
dômyô)—specifically a child’s name—which is conferred with
habit of naming people after titles (~suke was deputy governor,
due ceremony six days after birth. This name usually ends with
and ~emon was a guard title).
the suffix ~maru, ~maro, ~ô, ~o, or ~waka. Occasionally, there
are similarities to the names of adults of the Nara Period. A few
famous examples of children’s names should suffice: Benkei was Nanori
Oniwakamaru, Yoshitsune was Ushiwakamaru. The waka means The formal adult name, taken along with the zokumyô at the
young, so Benkei was the “dear young goblin,” and Yoshitsune genbuku ceremony, is called nanori (or jitsumei, “true name”). It
the “dear young ox.” Sweet, huh? usually consists of two kanji (very, very rarely more; hardly ever
(Note: apropos to nothing: ~Maru/maro is a suffix denoting one) producing a four syllable name which has auspicious or oth-
affection, and often appears in swords’ names, as well. It sur- erwise positive tones. After the tenth century, the practice of the
vives today in the naming of ships; virtually all non-military ves- father or godfather granting one of the kanji in his name to the
sels in Japan have ~maru in their names. Although now usually young man during the genbuku ceremony began; this is why so
written with the kanji for “round,” it has nothing to do with circles, many of the Ashikaga shôgun have Yoshi~ as the first element in
despite the oft-cited implication for the hope that as the ship goes their names, and the Tokugawa family Ie~.
out so it shall come back. The kanji for round is merely synony- Looking through a book of Japanese names or an encyclopedia
mous with the original, more difficult, characters. It is affection, will show many occurrences of kanji repetition in a single fam-
pure and simple.) ily. In the Minamoto, there was Yori~ and Yoshi~: Yoritomo,
Another naming habit is taking positive character traits—ad- Yorinobu, Yorimasa, etc.; Yoshitsune, Yoshiie, Yoshichika,
jectives or verbs—and making them names. Examples are names Yoshinaka, etc. The Oda clan use Nobu~ frequently, and the Hôjô
like Takeshi (brave), Manabu (study), and Susumu (go forward). regents used Toki~.
Those of the lower classes keep these names all their lives. What The order of kanji placement can go either way, but one given
this does is point to the plebeian origins of names such as Takao, a kanji which is first in his godfather’s name seldom puts it sec-
Hideo, and all of the other names making use of the noun or ad- ond in his; one could, however, be given the second kanji in-
jective element and the “male” suffix ~o. It also indicates that stead. This is no slight, either; different families follow different
those with such names in the Sengoku Period would not likely be traditions, and different kanji have different meanings. Yasunobu
in upper classes. and Nobuyasu, written with the same two kanji, merely trans-
posed, are both perfectly acceptable names.

When a samurai goes out to battle and does valiant and splendid exploits and makes a great name, it is only because he made up his
mind to die. 285
— Daidôji Yûzan
SENGOKU: REVISED EDITION
Nanori of a single kanji are either read An interesting note is that in the Sengoku Period names of more
with the Chinese pronunciation and than two syllables are never finished off with a ~ko suffix; it is
sounding monosyllabic to Western ears deemed simply too much name.
though in actuality two syllables (e.g.; Women are usually given two syllable names, without the suf-
actor Matsudaira Ken); or the Japanese fix, although in the court three syllable names (no suffix) are not
pronunciation utilizing verbal or adjecti- uncommon.
val forms and are tri-syllabic (e.g; Takeshi, Frequently the names of plants, things from the arts, seasonal
brave; Tadashi, correct; Shigeru, luxuriant). elements, and other “feminine” things are taken for use as women’s
Given names when read in the Chinese fash- names. For example, in the film Ran, the bitch-figure is Kaede
ion (albeit with Japanese version of the Chinese pronunciation) (oak). The 1500s saw the introduction of the honorific prefix O~,
are more formal-sounding, and lend an academic, cultured (and, thus names like O-Matsu (pine), O-Gin (silver; final n being a
yes, often clerical) feel to the name. Such names are called azana. syllable in Japanese), O-Haru (spring), etc. Twentieth-century
Often they are usually indicative of artists, performers, or men of naming practice would render that last as “Haruko.” When being
letters. addressed, common women with such names were merely “O-
For example: Remember Yoshitsune? His myôji was Minamoto, Haru,” while aristocratic ladies would be addressed by dropping
his yômyô was Ushi-wakamaru, his zokumyô Kurô, his nanori the honorific “O” and adding the title hime (“princess”) to the
Yoshitsune, and his azana would be Gikei. All this for a man who name.
was formally styled Minamoto no Kurô Yoshitsune. Common second-characters for women’s names are ~e (branch),
~e (bay), ~e (grace, blessing), ~e (a great amount of ~), ~no (plain,
GIVEN NAMES: WOMEN field) and ~yo (age, generation).

A warning on women’s names needs to be given before any-


thing else is done. TAKEN NAMES
Most of the “names” of women known in early Japan are not Japanese have always seemed inordinately fond of pseudonyms.
the actual names of the women in question. Sei Shônagon, for While it is not uncommon for an entertainer in the West to take
example, The Jackie Collins of Heian Japan and the snarky au- a new name upon mounting the stage, it is an extreme rarity for a
thor of the Pillow Book and other works, is known by the Chi- Japanese not to do so. Just about every field of endeavor has al-
nese pronunciation of the first kanji in her family’s name ternate-naming traditions.
(Kiyowara) and a court-title soubriquet. Likewise, the true name Those playing clerical PCs or the Buddhist militant clergy should
of Murasaki Shikibu, author of the Tale of Genji, is unknown. note that that up until the 1500s, monks generally took as their
(The latter seems to have been called Tô no Shikibu in earlier “given name” the region they were born, and added to it the suf-
sources; the “Tô” is the first character from the name “Fujiwara,” fix ~bô, or monk, thereby very Buddhistically severing their ties;
into a cadet branch of which she had been born; the “Shikibu” they no longer had their names. Musashibô Benkei was such; he
comes from the title of an office held by her father and brother; came from the Musashi region (as did a certain famous swords-
the “Murasaki” likely came from the color of the fuji [wisteria] man several centuries later) and his chosen name was Benkei.
flower, or the lead female character in Tale of Genji.) Alternatively, they can take a name pronounced in the Sino–
It should be remembered that few women’s names of the Heian Japanese mode called a hômyô (lit: “law name”) related to Bud-
Period have come down to us save those of empresses or the like; dhist doctrine or teaching. Many members of the lay nobility kept
other women’s names never made it into the early geneological their family names, and merely adopted Chinese-pronounced
charts. It sounds unfair, but looking at historical family registers, hômyô (e.g.; Takeda Shingen’s original given name was
the males are all named, but the daughters are listed simply as Harunobu, and Hôjô Sôun’s was Nagauji).
“daughter.” Buddhist names may be followed by the epithet Nyûdô (“one
Women in Japan do not change their names as do the men upon who has entered into the way”). An example would be Raizen
reaching a certain age; they keep theirs for life. The only likely Nyûdô; the usage is really not too dissimilar to “Brother So-and-
time a woman would change it would be if, say, she became a so” or “Father So-and-so.”
nun. Their names are usually written in the syllabry (kana) rather Names taken by artists and members of the literati are collec-
than kanji; the latter were generally reserved for men, though tively called azana. Warriors might take on a gô (what we would
there is nothing wrong with using them for a woman’s name. call a nom de guerre), painters a gamyô, poets a haimyô, enter-
Kana have always been just considered to be more feminine. tainers a geimyô, etc. The implication behind the new name is
Although it is often assumed that all Japanese women’s names that the artist or warrior or whatever belongs to a higher life; of
end in ~ko, this is definitely not the case. Historically, very few course, there are also instances when the artistic career might be
women had the ~ko ending on their names. (It was originally a potentially damaging to one’s reputation if his true name were
male naming element, in fact.) Women of the highest ranks had it known. The artist would keep his regular name, at any rate, but
from the Heian Period onwards, but rarely. (As late as the 1880s, all his work would be signed with his art name. Artist’s names
only three percent of Japanese women had names ending in ~ko. often end with such suffices as ~dô (hall), ~ka (retreat), ~tei (pa-
By the 1930s, for various reasons, it was around 80 percent.) Al- vilion), ~kaku (tall building), etc.
most completely neglected are other ending elements (~e and ~yo) Many famous artists show their attachment to Amida Buddha
or names with no suffix at all. (Women with ~ko would in fact by appending ~a or ~ami to a single kanji read in the Chinese
often use their names without the ~ko in period, recognizing it as style (e.g.; the famed playwright Zeami, and the artist family of
an honorable suffix; this usage is no longer the case, however.) Hon’ami).

There is nothing felt quite so deeply as giri. There are times when someone like a cousin dies and it’s not a matter of shedding tears. But
we may hear of someone who lived forty or fifty or a hundred years ago, of whom we know nothing and have no family ties, and yet from
286 a sense of giri shed tears.
— Lord Naoshige
WWW.SENGOKU.COM

NAME LISTS
Buke and kuge will need a surname and a given name; bonge
and hinin need only a given name. You may, of course, randomly
pick anything that suits your fancy.

Surnames: 52. Nakamikado


53. Nakayama
27. Gamô
28. Gotô
82. Maki
83. Makino
137. Ôkôchi
138. Oku
192. Suzuki
193. Tachibana
Kuge 54. Nanba 29. Hatakeyama 84. Manabe 139. Ôkubo 194. Takagi
1. Anenokôji 55. Nijô 30. Hôjô 85. Matsuda 140. Okuda 195. Takahashi
2. Asai 56. Nishigori 31. Honda 86. Matsudaira 141. Okudaira 196. Takasaki
3. Asukai 57. Nishisanjô 32. Hosokawa 87. Matsui 142. Ôkuma 197. Takashima
4. Asukai 58. Nyakuôji 33. Ikeda 88. Matsukata 143. Ômura 198. Takayama
5. Atago 59. Ogura 34. Imagawa 89. Matsukura 144. Ôoka 199. Takeda
6. Aya 60. Ôimikado 35. Inoue 90. Matsumae 145. Ôsawa 200. Takenaka
7. Ayanokôji 61. Ômiya 36. Ise 91. Matsumura 146. Ôseki 201. Tamura
8. Bôjô 62. Rokkaku 37. Ishibashi 92. Matsunaga 147. Ôseko 202. Tanaka
9. Daigo 63. Rokujô 38. Ishidô 93. Matsushita 148. Ôshima 203. Tani
10. Fujii 64. Saga 39. Ishikawa 94. Matsuura 149. Ôshio 204. Tanuma
11. Fujinami 65. Saionji 40. Isshiki 95. Minagawa 150. Ôta 205. Terazawa
12. Fujiôji 66. Sakurai 41. Itagaki 96. Minamoto 151. Ôtani 206. Toda
13. Fujitani 67. Sanjô 42. Itakura 97. Miura 152. Ôtate 207. Tôdô
14. Fujiwara 68. Senge 43. Itami 98. Miyabe 153. Ôtawara 208. Togashi
15. Funabashi 69. Shijô 44. Itô 99. Miyoshi 154. Ôtera 209. Togawa
16. Fushimi 70. Shimokôbe 45. Iwaki 100. Mizuno 155. Ôtomo 210. Toki
17. Futara 71. Sono 46. Kabayama 101. Momonoi 156. Ôuchi 211. Tokugawa
18. Hachijô 72. Takatsukasa 47. Kagami 102. Mori 157. Oyama 212. Tomita
19. Hagiwara 73. Tokudaiji 48. Kajiwara 103. Môri 158. Ôyama 213. Torii
20. Higashikuze 74. Umezono 49. Kamei 104. Motoori 159. Ozaki 214. Tôyama
21. Higashizono 75. Yabu 50. Kanamori 105. Munekata 160. Rokkaku 215. Tozawa
22. Higuchi 51. Kanô 106. Murakami 161. Rokugô 216. Tsuchiya
23. Hino Surnames: 52. Katakura
53. Katô
107. Nabeshima
108. Nagai
162. Ryûzôji
163. Saigô
217. Tsugaru
218. Tsukushi
24. Hinonishi
25. Hirohashi Buke 54. Katsu 109. Nagasaki 164. Saitô 219. Tsutsui
26. Hirohata 1. Abe 55. Katsura 110. Nagoshi 165. Sakai 220. Uchida
27. Honomi 2. Akechi 56. Kawada 111. Naitô 166. Sakakibara 221. Uesugi
28. Horikawa 3. Akimoto 57. Kido 112. Nakagawa 167. Sakamoto 222. Ujie
29. Hozumi 4. Akita 58. Kikkawa 113. Nakajima 168. Sakuma 223. Ukita
30. Ichijô 5. Amako 59. Kikuchi 114. Nakamura 169. Sakurai 224. Urakami
31. Ishino 6. Anayama 60. Kimura 115. Nanbu 170. Sanada 225. Usami
32. Ishiyama 7. Andô 61. Kinoshita 116. Narita 171. Sano 226. Utsunomiya
33. Itsuji 8. Aoyama 62. Kira 117. Naruse 172. Sasaki 227. Wada
34. Iwakura 9. Asai 63. Kitabatake 118. Nasu 173. Satake 228. Wakizaka
35. Jikôji 10. Asakura 64. Kobayakawa 119. Nawa 174. Satô 229. Watanabe
36. Kanze 11. Asano 65. Kobori 120. Nikaidô 175. Satomi 230. Yagyû
37. Kawabe 12. Ashikaga 66. Kodama 121. Nikki 176. Seki 231. Yamada
38. Kibe 13. Ashina 67. Koide 122. Nire 177. Sengoku 232. Yamagata
39. Kitashirakawa 14. Aso 68. Kondô 123. Nishi 178. Shiba 233. Yamaguchi
40. Kiyowara 15. Baba 69. Konishi 124. Nishio 179. Shibata 234. Yamamoto
41. Komatsu 16. Chiba 70. Kôno 125. Nitta 180. Shibukawa 235. Yamana
42. Konoe 17. Chikusa 71. Kôriki 126. Niwa 181. Shiga 236. Yamanouchi
43. Kuga 18. Chôsokabe 72. Kudô 127. Nozu 182. Shimazu 237. Yamazaki
44. Kujô 19. Daidôji 73. Kuki 128. Ôba 183. Shinjô 238. Yanagizawa
45. Kuni 20. Date 74. Kuroda 129. Oda 184. Shôni 239. Yashiro
46. Kurahashi 21. Doi 75. Kurokawa 130. Ogasawara 185. Sô 240. Yokose
47. Kuwahara 22. Endô 76. Kuroki 131. Ogata 186. Soejima 241. Yoneda
48. Matsuki 23. Enomoto 77. Kurushima 132. Ogawa 187. Soga 242. Yoshida
49. Matsuzono 24. Fujita 78. Kusunoki 133. Oimi 188. Sôma 243. Yoshii
50. Mibu 25. Fukushima 79. Kuze 134. Ôishi 189. Sonoda 244. Yûki
51. Nagatani 26. Furuta 80. Kyôgoku 135. Okabe 190. Sue 245. Yura
81. Maeda 136. Okazawa 191. Suwa

No matter whether one is of high or low rank, a family line is something that will decline when its time has come. If one thinks that the
time has come, it is best to let it go down with good grace. Doing so, he may even cause it to be maintained. 287
— Lord Naoshige to his grandson, Lord Motoshige
SENGOKU: REVISED EDITION
Male Given Names
You will need to decide if the PC or
NPC has a zokumyô, nanori, azana, or
whatever. It will depend on the person’s
position, occupation, and similar factors.
For nanori, you will have to roll twice:
first to select the first name element, and
again to select the final name element. If the
elements are identical (e.g., Nobunobu), reroll.

Nanori 38. Sue~ 19. ~kazu Azana & Zokumyô: 37. Kurô 26. Zaemon
39. Tada~ 20. ~kiyo 38. Rintarô 27. Zensuke
Prothemes 40. Taka~ 21. ~kuni Hômyô Order 39. Rokurô
1. Aka~ 41. Tame~
42. Tane~
22. ~maro
23. ~masa
1. Baisetsu Names 40. Saburô
41. Sanjûrô
Yômyô
2. Aki~ 2. Chôgen
43. Teru~ 24. ~michi 1. Ben’ichi 42. Shichirô 1. Akeo
3. Ari~ 3. Chôkô 2. Akio
4. Atsu~ 44. Toki~ 25. ~mitsu 4. Dôgen 2. Benzô 43. Shin’ichi
45. Tomo~ 26. ~mochi 3. Buichi 44. Shintarô 3. Akira
5. Chika~ 5. Dohô 4. Asao
6. Fusa~ 46. Toshi~ 27. ~mori 6. Dôsetsu 4. Chôzaburô 45. Shirô
47. Tsune~ 28. ~moto 5. Daigorô 46. Tarô 5. Ataru
7. Haru~ 7. Eisai 6. Atsumu
8. Hide~ 48. Tsura~ 29. ~mune 8. Ganjin 6. Daihachi 47. Tôshiro
49. Uji~ 30. ~mura 7. Daizô 48. Yôjirô 7. Atsushi
9. Hira~ 9. Genbô 8. Ayao
10. Hiro~ 50. Yasu~ 31. ~naga 10. Genkû 8. Eiichi
9. Eizô 9. Bin
11. Hisa~ 51. Yori~
52. Yoshi~
32. ~naka
33. ~nao
11. Gonji
10. Gen’ichi Zokumyô: 10. Den
12. Ie~ 12. Hakuseki
13. Kado~ 53. Yuki~ 34. ~nari 13. Hakutei 11. Gen’ichirô Title Names 11. Hideo
12. Hiroshi
14. Kage~ 35. ~nobu 14. Issa 12. Genjirô 1. Chôsuke
13. Genpachi 13. Hisashi
15. Kane~ Nanori 36. ~nori
37. ~sada
15. Jakuei
14. Genta
2. Den’emon 14. Kazuo
16. Katsu~ 16. Jôzan 3. Gensuke
17. Kore~ Deutero- 38. ~sane 17. Keirô 15. Genzô 4. Ginnosuke
15. Ken
16. Kimio
39. ~shige 16. Giichi
18. Kimi~
19. Kiyo~
themes 40. ~suke
18. Kenshin
19. Kôan 17. Gisaburô
5. Gisuke
6. Goroemon
17. Mairu
1. ~aki 41. ~tada 18. Gorô 18. Makoto
20. Kuni~ 20. Kôen 7. Gunpei
2. ~akira 42. ~taka 19. Hachijûrô 19. Manabu
21. Masa~ 21. Kôzei 8. Harunosuke 20. Masao
22. Masa~ 3. ~chika 43. ~tane 22. Rikyô 20. Hachirô 9. Heibee
4. ~fusa 44. ~teru 21. Heizô 21. Masaru
23. Michi~ 23. Rogetsu 10. Jiemon 22. Masashi
24. Mitsu~ 5. ~haru 45. ~toki 24. Seika 22. Ichirô 11. Jinnosuke
6. ~hide 46. ~tomi 23. Jintarô 23. Michio
25. Mochi~ 25. Shingen 12. Jôe 24. Minoru
26. Mori~ 7. ~hiko 47. ~tomo 26. Shinji 24. Jirô 13. Jûemon
8. ~hira 48. ~toshi 25. Jôtarô 25. Nobuo
27. Moto~ 27. Shûson 14. Junsuke 26. Norio
28. Mune~ 9. ~hiro 49. ~tsugu 28. Sôjô 26. Jûrô 15. Jûzaemon
10. ~hisa 50. ~tsura 27. Jûzô 27. Osamu
29. Naga~ 29. Sôjun 16. Kaemon 28. Sadao
30. Naka~ 11. ~hito 51. ~tsune 30. Sôrin 28. Keita 17. Kansuke
12. ~ie 52. ~uji 29. Kenta 29. Satoru
31. Nao~ 31. Sosei 18. Kennosuke 30. Shigeo
32. Nari~ 13. ~kado 53. ~yasu 32. Sôun 30. Kenzô 19. Kensuke
14. ~kage 54. ~yori 31. Kingorô 31. Shigeru
33. Nobu~ 33. Sôzen 20. Matahei 32. Tadao
34. Nori~ 15. ~kane 55. ~yoshi 34. Teika 32. Kintarô 21. Rikinosuke
16. ~kata 56. ~yuki 33. Kôichi 33. Takeo
35. Sada~ 35. Tôko 22. Ryûnosuke 34. Takeshi
36. Sane~ 17. ~katsu 57. ~zane 36. Zuiken 34. Kôjirô 23. Shinbei
18. ~kaze 35. Koshirô 35. Teruo
37. Shige~ 24. Ukon 36. Tetsuo
36. Kozaburô 25. Yôhei
37. Yoshio

When a samurai by chance has no natural heir, if the master will encourage him to take on a fitting adopted child while he and his wife
are yet healthy, and advise him in a way that his family line will not run out, even a childless man will feel reassured and grateful and will
288 not hold back his life for his master.
— Asakura Soteki
WWW.SENGOKU.COM

Female Given Names


This is not a complete list of names, of course. Just about any
OFFICES AND
OCCUPATION
protheme above can be paired with ~e, ~ko, ~mi, or ~yo to make
a woman’s name.
This list of offices is by no means com-
plete. Like the accompanying list of titles
and forms of address, we provide it to help
1. Akane 53. Kanako 105. Narumi 157. O-Sae with the “look and feel” and historical verisi-
2. Akara 54. Kao 106. Nene 158. O-Saki militude of your game. Just the very names of some of these of-
3. Akebono 55. Kaori 107. Norie 159. O-Sato fices might give GMs an idea for an adventure or even a cam-
4. Akeha 56. Kaoru 108. Noriko 160. O-Sawa paign.
5. Akemi 57. Karu 109. Noyuri 161. O-Shiro Virtually all of these offices could
6. Akie 58. Kasumi 110. O-Aki 162. O-Shizu also be used as titles, with the addi-
7. Akiyo 59. Katsura 111. O-Aki 163. O-Shô tion of a -sama or -dono after them.
8. Aoi 60. Kazue 112. O-Ari 164. O-Sode
9. Arakabi 61. Kazuko 113. O-Asa 165. O-Sue Ama—Buddhist nun. Synony- These titles are
10. Asahi 62. Keiko 114. O-Atsu 166. O-Sugi mous with bikuni. given for refer-
11. Asami 63. Kesa 115. O-Aya 167. O-Suzu Ando Bugyo—Justice of the ence, but they can
12. Atsu 64. Kiku 116. O-Chie 168. O-Taka Peace.
13. Atsuyo 65. Kimi 117. O-Chii 169. O-Teru add a lot of flavor
Baishin—Indirect vassal; e.g., the to your game.
14. Aya 66. Kimiko 118. O-Chika 170. O-Toki
vassals of the Honda are the
15. Ayaka 67. Kinu 119. O-Chisa 171. O-Tomi
baishin of the Tokugawa.
For example,
16. Ayame 68. Kinue 120. O-Chiya 172. O-Toshi addressing the
17. Ayune 69. Kiri 121. O-Chizu 173. O-Toyo Compare with jikisan.
18. Chiyo 70. Kishiko 122. O-Chô 174. O-Tsune Ban—Guards. local magistrate
19. Edako 71. Kiyo 123. O-Emi 175. O-Ume Bettô—The national officer in as “Bôryô-sama”
20. Emiko 72. Konomi 124. O-Fuda 176. O-Uta command of any department is much more
21. Fude 73. Kosugi 125. O-Fue 177. O-Yasu or bureau (e.g.; Kebiishi-
bettô); also the superintendent
interesting than
22. Fuji 74. Koto 126. O-Furu 178. O-Yomi
23. Fuji 75. Kumako 127. O-Fusa 179. O-Yoshi of the household of retired simply saying
24. Fumi 76. Kunie 128. O-Fuyu 180. O-Yuki Emperors and certain power- “sir” or calling
25. Fumii 77. Kyoko 129. O-Gin 181. O-Yume ful (esp. Fujiwara) families. him “the magis-
26. Fumiko 78. Machiko 130. O-Hana 182. O-Yumi Under the bettô are suke and trate.”
27. Fumiko 79. Makiko 131. O-Haru 183. Ryôko taii.
28. Fumiyo 80. Mari 132. O-Hata 184. Sachiko Biku—Buddhist monk. Synony-
Ultimately
29. Fusa 81. Mariko 133. O-Hina 185. Saeko mous with bozu. whether or not
30. Fusae 82. Maru 134. O-Hira 186. Sakie Bikuni—Buddhist nun. Synony- you use these
31. Fusako 83. Maruko 135. O-Hiro 187. Sakura mous with ama. titles in your game
32. Fushiyo 84. Masae 136. O-Hisa 188. Saori Bôryô—Chief of a district or
33. Hagi 85. Masako 137. O-Ike 189. Shiori is up to you. But
ward in a town; an alderman
34. Hamaji 86. Matsuyo 138. O-Iro 190. Shizuka or mayor.
they’re fun to read
35. Hamako 87. Mayumi 139. O-Itsu 191. Sumako through nonethe-
Bôzu—Buddhist monk. Synony-
36. Hanae 88. Meiko 140. O-Kado 192. Sumi
37. Hanawa 89. Miiko 141. O-Kagi 193. Sumire
mous with biku. less.
38. Harako 90. Miki 142. O-Kai 194. Takara
Bugu-bugyô—The official in
39. Haru 91. Mikiko 143. O-Kaki 195. Terumi charge of everything concern-
40. Harue 92. Minato 144. O-Kata 196. Toji ing arms and armor. It com-
41. Hide 93. Misako 145. O-Kichi 197. Tokie bines the gusoku-bugyô and
42. Hifumi 94. Miyako 146. O-Kin 198. Tomie yumi-ya-bugyô.
43. Hinako 95. Miyo 147. O-Kishi 199. Tomiko Bugyô—An officer in charge of a specific detail (e.g., yari-
44. Hirako 96. Moto 148. O-Kuki 200. Tomoe bugyô, officer in charge of lances). Also a generic term for
45. Hiroe 97. Mugiko 149. O-Kyô 201. Yaeko any government official.
46. Hiroko 98. Mura 150. O-Maru 202. Yaoko Buke-boko—Valet to a samurai household.
47. Hisako 99. Murasaki 151. O-Matsu 203. Yodo Bunmin-shikkushi—Office existing to help the needy and keep
48. Isachi 100. Namie 152. O-Mugi 204. Yomogi track of those needing help and succor.
49. Iyo 101. Nanae 153. O-Mutsu 205. Yorie Chûnagon —Councillors in the dajo-kan at the imperial court
50. Izue 102. Nao 154. O-Natsu 206. Yume who ranked after the dainagon and before the shônagon.
51. Kadoko 103. Naoko 155. O-Ne 207. Yumi There were as many as 10.
52. Kaede 104. Naomi 156. O-Nuno Dai-Sôjô—Highest rank in the Buddhist hierarchy, ranking
alongside dainagon.
Daijin—Minister of State. (See udaijin, sadaijin , naidaijin,
dajôdaijin, etc.)

Though it is said that men are made of neither wood nor stone, are not those who spend their lives for naught no different than the
rotting trees in the shadow of the valley? 289
— Shiba Yoshimasa
SENGOKU: REVISED EDITION
Daikan—Officials who governed fiefs. Kokushu—“Governor” of one or several provinces; a type of
The titles of the nobles proper of those daimyô. (There were 18 before the Battle of Sekigahara.)
estates were different. Kosamurai-dokoro—Office presided over by a bettô which
Daimyô—A noble, possessor of a great dealt with matters concerning the bakufu army. Had an ap-
domain. pended academy teaching military and civil arts.
Dainagon—Greater councillors at court. Koshi no mono bugyô—Official in charge of keeping and
Dainiki—Head of the Nakatsukasa no evaluating swords belonging to the Shôgun.
Shô, or Department of Archives. Kôtaitei —Title of the heir apparent if he is the younger brother
Dajô-kan—Emperor’s supreme council, com- of the one he is to succeed.
prising the daijin and the dai-, chû-, and shônagon. Kumon-jo-bettô—Head of the Department of the Archives,
Dajôdaijin—Prime minister. For a long time it was reserved the Kumon-jo.
for Imperial Princes. Kuni-bugyô—Local officers appointed to look after military
Dôshin—Police officers. matters and see to the punishment of crime.
Gokenin—During the Kamakura and Muromachi periods, a Kura no Tsukasa—Official entrusted with the Imperial seal,
direct vassal to the Shôgun (in the Edo Period, it would come robes, etc. Suitable for Keeper of the Privy Seal, or the Re-
to mean a low-ranking samurai). (See hatamoto) galia.
Gusoku-bugyô—Official in charge of armor for the govern- Kura-bugyô—Official charged with collecting taxes.
ment or a clan. Machi-bugyô —Officials with general legislative and adminis-
Haitei—A deposed emperor. trative duties; a cross between mayors and chief magistrates
Hanshu—Lord of a fief (han); alternate for daimyô. Owari no (e.g. Kageyama machi-bugyô). This office became more im-
Hanshu refers to the Lord of Owari. portant in the Edo Period.
Hatamoto—In Sengoku Period usage, samurai who guarded Mandokoro—Central administration office under the Shôgun;
the camp (the word literally means “at the base of the stan- a great council.
dard”). In the Edo Period, it came to refer to direct vassals Metsuke—Official whose duty it is to watch over observance
of the Shôgun (gokenin). of rules. Most clans had them to maintain order among the
Hon-bugyô—A council of clan chiefs to determine charges retainers.
against accused colleagues. Mokudai—Official overseeing the provinces while the actual
Hyôbu-sho—Minister of War. Suitable for whoever leads a lord/governor resided in the capital.
clan’s armies during war, or functions as their chief mili- Monban—Gate guards.
tary advisor and tactician. Monchûjo—Court of high justice, the supreme arbiter of civil
Jikisan—Direct vassals (baishin). cases.
Jitô—Governors of the shôen (lands inherited from Imperial Naidaijin—Minister of the Interior; under Udaijin and Sadaijin
gifts). They were lesser than shugo. This is a Kamakura (q.q.v.).
Period title; the jitô eventually became shômyô by the Naiki—Officials entrusted with making decrees promulgated
Sengoku Period. in the name of the emperor. The head is the dai-naiki.
Jôdai garô—Councillor of a feudal lord placed in charge of a Naiyakushi-bettô —Chief officer of the Naiyakushi, the office
fief, castle, or estate during the absence of the lord (a sen- having charge over medicines and physicians at the palace.
eschal). (Naiyakushi-suke and naiyakushi-taii being the lower of-
Jôshu—Lord of a castle. Jôshu were not necessarily daimyô; fices; see -suke and -taii.)
usually they were younger brothers, generals, or some other Nakamochi bugyô—Official in charge of the Shôgun’s lug-
military commanders appointed by the daimyô. gage when he travelled.
Kanjô-bugyô—Superintendent of the Treasury. Nando gashira—Head of the nandoyaku, the office charged
Kanpaku—All-powerful officer in court, essentially a prime with keeping the Shôgun’s regalia, furnishings, gifts to the
minister with extraordinary powers. shôgun, etc., as well as things to be given as rewards by the
Karô—A key vassal of a feudal lord, a clan counsellor. Clans shôgun.
had a very limited number of karô. No-jô—Assistant to a -no-suke.
Kebiishi—Superintendent of the Kebiishi-chô, the Japanese na- No-kami—Technically “governor of ——”. His deputy would
tional police. Edicts of the Kebiishi-bettô (the full title of be -no-suke.
this office) carried imperial authority. No-suke—Technically the “vice governor of ——”, where he
Kebiishi-suke—Deputies to the kebiishi-bettô. would follow a -no-kami. Also the deputy of the Bettô of
Kebiishi-taii—Assistants to the Kebiishi-suke. major government bureaux.
Kenjô—Servant who followed a daimyô carrying his master’s Nyokan—Ladies-in-waiting to the Empress.
sword. Ôban—Guard detachments.
Kin-bugyô—Officials of the finance ministry under the Kanjô- Ôkura-kyô—Minister of finance, head of the Ôkura-shô.
bugyô. Oinori-bugyô—Official charged with making supplications to
Kingo—Individual members of the Imperial guard. The guard the gods during times of crisis or calamity (it literally means
as a body is called Shitsu-kingo. “honorable praying officer”).
Kiroku-sho—An Imperial council that dealt with administra- Rekijutsu-kata—Officials who drew up calendars for the
tive and judicial questions. Shôgun.

One should not be close by when someone is talking to the master. It is best to withdraw to the side. Still more, if one gossips or laughs
folishly in such a place, it goes without saying that he will be avoided by men of high status, and even men of sensitivity within his own
290 rank are likely to turn their backs on him.
— Hojo Nagauji
WWW.SENGOKU.COM

Ryôshu—“Governor” of a small territory; a type of daimyô . Taii—Assistants to -suke.


(There were 32 before the Battle of Sekigahara.) Taikô—A retired kanpaku.
Sadaijin—Minister of the Left. Tairô—First minister to the Shôgun;
Samurai-dokoro—A bureau that oversaw all aspects of the his chief advisor.
military as well as palace guards. Tandai—Military governor of a prov-
Samurai-dokoro-bettô—Commander of the military, head of ince or town (e.g., Ise-no-tandai).
the samurai-dokoro. Very powerful position. Tatewaki-senjô—Commander of the
Samurai-dokoro-shoshi—Assistants to the Samurai-dokoro- tatewaki, an Imperial prince’s guard.
bettô. Tenmon-kata—Officials who drew up horo-
Sei-i-tai-shôgun—General sent out to subdue the barbarians. scopes for the Shôgun.
Originally a normal appointment to a temporary position, it Teppô-gata—Officials responsible for overseeing the creation
became hereditary and all-powerful. Usually the office was of firearms and cannon for the bakufu. (Likely to have been
just called Shôgun. a clan office during the Sengoku Period.)
Sesshô—Regent to an infant Emperor. When there was a sesshô, Teppô-tansu-bugyô—Officials responsible for maintaining the
there was no kanpaku. bakufu’s firearms. (Likely to have been a clan office during
Shikibu-shô—Ministry of Ceremonies. the Sengoku Period.)
Shikken—Regent for an infant or infirm Shôgun. Toji—Female servants in the Imperial palace, especially in-
Shinmotsu-bugyô—Official responsible for receiving gifts for volved in food preparation.
the shôgun and distributing gifts from the Shôgun. Tsukai-ban—Essentially heralds; they were officials who trans-
Shitsu-kingo—The imperial guard. See Kingo . mitted messages.
Shô-geki—Assistant of the dai-geki. Udaiben—First secretary in the various ministries.
Shôji—Possessor of a shôen , land gifted from the Emperor. Yari-bugyô—Officer responsible for the supply of lances for
Shômyô —Lord of a small domain, as opposed to a daimyô. the shôgun’s army. (This is an Edo Period title that prob-
Shônagon—Court councellors who served as clerks, ranking ably was mirrored by clans during the Sengoku Period.)
after dainagon and chûnagon . Yumi-ya-bugyô—Official in charge of weapons, especially
Shônaiki—Assistant to a dainiki. bows (yumi ) and arrows (ya).
Soshi—Alternate title during the Muromachi Bakufu for the
samurai-dokoro-bettô.

When a man thinks through to the conclusion of things and is still unable to make his own discernment, if he is of high rank he may
consult one of the capable elders, if of lower rank he may discuss the matter with the capable acquaintances he has among relatives and
comrades. Coming to a conclusion in this way, mistakes will be few. 291
— Takeda Shingen
SENGOKU: REVISED EDITION

TITLES using the name of their residences (e.g. Akishino no Miya);


also with their Shintô names (e.g.; Hiro no Miya, the cur-
rent crown prince, who is also called Fumihito Shinnô).
The use of Japanese titles and forms of Nai-shinnô—Title appended to a given name for princesses
address will add flavor to your campaign. (e.g. Fumiko Nai-shinnô)
If you choose to use them, the list below No-Kami—Title used for provincial governers; the province
may help you. This is by no means a com- name would precede the particle “no” (e.g., Bizen-no-Kami).
plete list of possible titles; rather, it is only Nyotei—The title of a empress reigning in her own right.
a sampling to help get you started. Nyôgo—The second (in standing) wife of an Emperor.
Titles are appended to the names (either given or Nyûdô—Title following the given name of one who has taken
surnames unless otherwise specified) and address forms are used Buddhist orders (e.g. Baisetsu Nyûdô). Doesn’t have to be
by themselves. To clarify the difference between titles and ad- used all the time; usually, it’s more only on formal occa-
dress, note that you can’t say Akiyoshi-danna (okay, you can, sions.
but only in odd circumstances. Sheesh…); you should say Ô—Title born by grandsons and great-grandsons of the Em-
Akiyoshi-dono, or simply call him danna. Prince Morinaga can peror.
be addressed simply as denka, or as Morinaga Shinnô. Obugyô-sama—Generic form of address for any governmen-
If there is no specification of title or address, the term can be tal officer or official. (The word “bugyô” means official.)
used for both. Ojô-sama—Address which is the functional equivalent of
It must be noted that Japan has never been a very politically “miss/mademoiselle” and is useful for women one doesn’t
correct nation; many titles simply do not have feminine equiva- know; similar to “Milady.” The one restriction is that it can
lents. Unless there is a specific feminine form of the title, there is not be used for anyone older than 25 or so, or anyone mar-
no reason that the ostensibly “male” title can’t be used for women. ried.
Oku-sama—Address for women over 25 (i.e., who are likely
Danna—Address for men equivalent to “Milord” or “Sir.” married) who have no other title. The Equivalent of “Ma’am/
Denka—Address for the kôtaishi (crown prince). Missus/Milady.” (Pronounced “oak-sama”.)
Dono—Title appended to the first or last names of men or Okugata-sama—Address for the lady of a household; the wife
women worthy of respect regardless of titles or offices held, of (or the female equivalent of) an oyakata-sama.
and to office titles (e.g.; Abe-dono, Tarô-dono, dainagon- Onzôshi—Address for a young prince or lord when addressed
dono). Generally higher respect is accorded for -dono than by someone older than him who is in his service. It refers to
for -sama. the younger lord’s relationship as a scion of a noble house.
Fujin—A word appended to some titles to indicate a female. Oyakata-sama—Address used by clan members for the head
Gimi—Title suitable for noble males from great houses; ap- their clan. Note that this is a term of considerable respect.
pended to given names. Sama—Title appended to both the surnames or given names of
Gozen—Title appended to the given name of women of rank men or women worthy of respect, regardless of any title or
(e.g.; Tomoe-gozen). office; it is also used attached to office titles (e.g.; Honda-
Heika—Address which is essentially “your majesty”; used for sama, Tarô-sama, daijin-sama). The standard attachment to
the emperor. names in simple polite conversation at least.
Hidenka—Address for a princess. Shinnô—Title appended to the given name of princes. (e.g.
Hime—Title suitable for well-born females; appended to the Dôsetsu Shinnô). For princesses it is Nai-shinnô.
given name. By itself, it is also the term of address for the Taishô—Address for a leader of a group or squad; good for
same, the equivalent of “My Lady.” captains commanding a band of bushi in a battle.
Hime-gimi—Title suitable for female nobles; appended to given Tennô—Term referring to the reigning emperor of Japan. (Other
names. nations’ emperors are called kôtei.) Used as an address—or
In—A retired emperor. a reference in polite conversation—it is Tennô Heika.
Kakka—Address which means essentially “your excellency”; Tono—Address for one’s lord.
use for goverrnment officers or officials. Officers or offi- Ue-sama —Address for the Shôgun. It essentially means “sire.”
cials of provincial level should be called obugyô-sama. Waga-kimi—A double form of address meaning (1) “my lord,”
Kimi—Address form of the title -gimi. as a lady refers to her lover or husband; and (2) “my lord,”
Kubô—Anciently used for the Emperor and later the Shôgun. as referring to one to whom one may be considered to be
Kô—Title appended to names and used similarly to -sama for “in fealty.” (It literally means, of course, “my lord.”) Note
people of very high rank (e.g., Ieyasu-kô, Shingen-kô); that the former meaning is most common in historical lit-
would be suitable address for the like of daimyô and anyone erature.
from the kuge. Waka—Address form for a young prince or lord when addressed
Kôgô—Empress. by someone older and usually in his service. (Literally it
Kôtei —Title of the Emperor of a country other than Japan. means “young” and is an abbreviation of wakadono, which
Meijin—Address for a master of some art. means “young lord.”) More polite and archaic is onzôshi.
Miya—Title born by Imperial princes and princesses originally

In admonishing the master, if one is not of the proper rank to do so, it shows great loyalty to have someone who is of that rank speak and
have the master correct his mistakes. If one does this for his own sake, it is simply flattery. One does this, rather, in his concern to support
292 the clan on his own.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

REFERENCES AND
INSPIRATION

293
SENGOKU: REVISED EDITION

FILMOGRAPHY they are treated like royalty and are eventually redeemed. Yosuke
Natsuki (Gen), Makoto Sato (Taro), Izumi Yukimura, Chishu Ryu,
Eiko/Akiko Wakabayashi. Dir: Hiroshi Inagaki. (Toho; 1961; 111
min; Color; Subt; NR)
Below is a list of movies, television Battle Drum at Dawn (Akatsuki no Jindaiko )—Miki Mori, Michiko
programs and anime videos which are Saga. Dir: Ryosuke Kurahashi. (Shochiku; 1958; 97 min; B&W;
suggested viewing for fans of the Subt; NR)
chanbara genre. These films served as in- Beni Azami—Shintaro Katsu, Mieko Kondo. Dir: Kimiyoshi Yasuda.
spiration for the creation of S ENGOKU. Some (Daiei; 1959; 79 min; B&W; Subt; NR)
are better than others, but all have something to con- Black Cat—See Kuroneko.
tribute to the feel of the genre for GMs and players alike. Blade of Kamui—See Dagger of Kamui.
Black-Hooded Man, The (Kaiketsu kurosukin)—Ryutaro Otomo,
47 Rônin, Part 1—Classic tale about 47 samurai who avenge their lord Hiromi Hanazono. Dir: Shoji Matsumura. (Toei; 1959; 87 min;
who is tricked into committing seppuku (ritual suicide). Sometimes B&W; Subt; NR)
shown in two parts. Chojuro Kawarazaki, Knemon Nakamura, Black-Masked Reformer, The (Kurama tengu)—Chiyonosuke Azuma,
Utaemon Ichikawa. Dir: Kenji Mizoguchi. (1941; 111 min; B&W; Hibari Misora. Dir: Masahiro Makino. (Toei; 1959; 86 min; B&W;
Subt; NR) Subt; NR)
47 Rônin, Part 2—Second of two part film set. Chojuro Kawarazaki, Bloody River (Tempo Suiko-den)—Dir: Kunio Watanabe. (Shochiku;
Knemon Nakamura, Utaemon Ichikawa. Dir: Kenji Mizoguchi. 1958; Unk; B&W; Subt; NR)
(1941; 108 min; B&W; Subt; NR) A Bloody Spear on Mount Fuji (Chiyari Fuji)—Dir: Tomu Uchida.
Abare Goemon—See Rise Against the Sword. (Toei; 1957; Unk; B&W; Subt; NR)
Abare Kaigo —Chiyonosuke Azuma, Eiko Maruyama. Dir: Shoji Budo—A 1980s documentary film about various Japanese martial arts
Matsumura. (Toei; 1960; 83 min; B&W; Subt; NR) forms. Has good demonstrations of the katana, naginata, sai and a
Adulteress, The (Yoru no Tsuzumi)—Also released as Night Drum. deerskin scroll—no joke! (Color; Engl; NR)
Rentaro Mikuni (Hikukuro), Ineko Arima (Otane), Masayuki Mori, A Bull’s Eye For Love (Oshidoru kago)—Dir: Masahira Makino. (Toei;
Ichiro Sugai. Dir: Tadashi Imai. (Shochiku; 1958; 95 min; B&W; 1959; Unk; B&W; Subt; NR)
Subt; NR) Buraikan—See The Scandalous Adventures of Buraikan.
Adventures of Chuji, The (Kunisada Chuji )—Kokichi Takada, Bushido Blade, The—Rankin Bass production set at the time of Com-
Michiko Saga, Yunosuke Ito. Dir: Seiichi Fukuda. (Shochiku; 1957; modore Perry’s landing at Yokohama. A priceless sword—a gift to
101 min; B&W; Subt; NR) the American president from the Shôgun—is stolen. Perry’s men
Adventures of Princess Ammitsu (Ammitsu-hime no Mushashugyo)— and a local “prince” set off to recover it. Also released as The Bloody
Haruko Wanibuchi, Kambi Fujiyama. Dir: Tatsuo Ohsone. Bushido Blade. Richard Boone, Frank Converse, James Earl Jones
(Shochiku; 1960; 86 min; B&W; Subt; NR) (cameo), Toshiro Mifune, Sonny Chiba, Mako. Dir: Tom Kotani.
Akage—See Red Lion. (1979; 104 min; Color; Engl/Subt; R)
Akitaro of the Paper Stalk (Orizuru Sandogasa)—Kokichi Takada, Castle of the Spider’s Web, The—See Throne of Blood.
Michiko Saga, Michiya Mihashi. Dir: Seiichi Fukuda. (Shochiku; Chushingura—See A Matter of Valor.
1957; 100 min; B&W; NR) Chushingura: Forty-Seven Rônin (Chushingura)—Remake of the clas-
Ambush, The (Machibuse)—See Incident at Blood Pass. sic Japanese tale of the 47 Rônin. Koshiro Matsumoto (Chief Re-
Ambush at Iga Pass (Igo no Suigetsu)—Kazuo Hasegawa, Raizo tainer Oishi), Yuzo Kayama (Lord Asano), Toshiro Mifune, Tatsuya
Ichikawa. Dir: Kunio Watanabe. (Daiei; 1958; 99 min; B&W; Subt; Mihashi, Michiyo Aratama. Dir: Hiroshi Inagaki. (Toho; 1962; 204
NR) min; B&W; Subt; NR)
Ansatsu—See The Assassin. Crimson Bat: The Blind Swordswoman (Makkana Nagaradori)—A
Arigataya Sandogasa—Mie Hama, Hiroshi Moriya. Dir: Jun Fukuda. film series based on an animated story and character by Teruo
(Toho; 1960; 72 min; B&W; Subt; NR) Tanashita. Yoko Matsuyama (Oichi), Isamu Nagato (Jubei), Akitake
Aru Kengo no Shogai—See Samurai Saga. Kono (Yasuke ), Jun Tatara ( Nihei), Satoshi Amatsu ( Denzo),
Asayake Gumo no Ketto—Kokichi Takeda, Michiko Saga. Dir: Ryo Chizuko Arai (Omon). Dir: Teiji Matsuda. (Shochiku; 1969; 88
Hagiwara. (Shochiku; 1959; 91 min; B&W; Subt; NR) min; Color; Subt; NR)
Assassin, The (Ansatsu)—Tetsuro Tamba (Hachiro Kiyokawa), Shima Crimson Bat—Oichi: Wanted Dead or Alive (Mekurano Oichi Inochi
Iwashita, Isao Kimura, Eitaro Ozawa, Eiji Okada, Keiji Sada. Dir: Moraimasu)—Yoko Matsuyama (Oichi), Yuki Meguro (Sankuro),
Masahiro Shinoda. (Shochiku; 1964; 104 min; Color; Subt; NR) Shinji Hotta (Jinbei), Hitashi Ohmae (Jokai ), Jun Tazaki (Nadaan ),
Ballad of Narayana, The—In an impoverished village, a proud matri- Meicho Saganoya (Kamecho), Reiko Oshida ( Ohan), Tetsuro
arch and her widowed son prepare for a final journey to Mount Tamba (Hyoe). Dir: Hirokazu Ichimura. (Shochiku; 1970; 86 min;
Narayama. Ken Ogata, Sumiko Sakamoto, Tonpei Hidari, Seiji Color; Subt; NR)
Kurasaki. Dir: Shohei Imamura. (1983; 129 min; B&W; Subt; NR) Crimson Bat: Trapped, The Crimson Bat ( Mekurano Oichi
Band of Assassins—See Shinsengumi. Jigokuhada)—Yoko Matsuyama (Oichi), Kikko Matsuoka (Oen),
Bandit Vs. Samurai Squad (Kumokiri Nizaemon)—Tatsuya Nakadai Yasumori Irikawa (Masaku), Toru Abe (Bunzon), Jushiro Konoe
(Kumokiri Nizaemon), Shima Iwashita (Chiyo), Somegoro Ichikawa (Henbei). Dir: Teiji Matsuda. (Shochiku; 1969; 87 min; Color; Subt;
(Shikubu Abe), Takashi Yamaguchi (Tsugutomo Owari), Koshiro NR)
Matsumoto (Kuranosuke Tsuji), Tetsuro Tamba (Kichibei), Keiko Crimson Bat: Watch Out, Crimson Bat! (Mekurano Oichi
Matsuzaka (Shino). Dir: Hideo Gosha. (Shochiku; 1978; 163 min; Midaregasa)—Yoko Matsuyama ( Oichi), Goro Ibuki (Gennosuke),
Color; Subt; NR) Jun Hamamura (Tessai), Kiyoku Inoue (Kotoe), Asahi Kurizuka
Bandit Vs. Samurai Squadron—See Bandit Vs. Samurai Squad. (Sakon). Dir: Hirokazu Ichimura. (Shochiku; 1969; 87 min; Color;
Bandits on the Wind (Yato Kaze no Naka o Hashiru)—Bandits on the Subt; NR)
run enter a village where they are mistaken for members of a wealthy Curse of the Silver Snake, The (Ginda Jumon)—Koichi Takada,
family that once lived there. Despite the actions of the bandits, Michiko Saga, Junzabura Ban, Kimiko Fukuda. Dir: Seiichi Fukuda.

It’s unthinkable to be disturbed at something like being ordered to become a rônin. People…used to say ‘If one has not been a rônin at
least seven times he will no be a true retainer. Seven times down, eight times up.’ One should understand that it is something like being
294 a self-righting doll. The master is also apt to give such orders as a test.
— Yamamoto Tsunetomo
WWW.SENGOKU.COM

(Shochiku; 1957; 98 min; B&W; Subt; NR) 142 min; Unk; Subt; NR)
Dagger of Kamui—Japanese anime about a young boy of Ainu descent Drum and the Sword, The (Mangetsu
who discovers the truth about his father and a deadly ninja clan. kagura-daiko)—Kotaro Satomi, Hiromi
Also released as Blade of Kamui. Dubbed and Subtitled versions Hanazono. Dir: Kokichi Uchide. (Toei;
available. (Color; Engl/Subt; NR) 1958; 62 min; B&W; Subt; NR)
Dai Tatsumaki—See Whirlwind. Edo no Asakaze—Chiezo Kataoka, Keiko
Daibosatsu Pass: Part I (Daibosatsu Toge)—Note: There is also an- Okawa. Dir: Hideaki Onishi. (Toei;
other film of the same name, but from a different studio (see 1960; 92 min; B&W; Subt; NR)
Daibosatsu Toge, below). Raizo Ichikawa, Tamao Nakamura. Dir: Edo Yumin Den—Jushiro Konoe, Michiko Saga.
Kenji Misumi. (Daiei; 1960; 106 min; B&W; Subt; NR) Dir: Ryo Hagiwara. (Shochiku; 1959; 106 min;
Daibosatsu Pass: Part II—See Ryuji no Maki B&W; Subt; NR)
Daibosatsu Toge—See Sword of Doom, The Eight Brave Brothers Parts I, II and III (Satomi hakken-den)—
Dai-majin—Also released as Majin. A samurai monster movie set in Sentaro Fushimi, Kotaro Satomi. Dir: Kokichi Uchide. (Toei; 1959;
feudal Japan. During a civil war, a young “prince and princess” 57 min (each); B&W; Subt; NR)
escape an evil chamberlain after the murder of their parents. When An Essay on Conflict (Kodokan ni hi wa noboru)—Kenji Sugawara,
the new lord enslaves the nearby villagers and captures the prince, Kojiro Hongo. Dir: Katsuhiko Tasaka. (Daiei; 1959; 82 min; B&W;
his sister prays to and summons the warrior god, Majin. One in a Subt; NR)
three film series. Yoshihiko Aoyama, Jun Fujimaki, Ryutaro Gomi, Eye of Heaven, The (Ten no Me)—Kokichi Takada, Mieko Takamine,
Miwa Takada. (1968; 86 min; Color; Subt; NR) Takahiro Tamura, Michiko Saga, Koshiro Matsumoto. Dir: Tatsuo
Daredevil in the Castle (Osakajo Monogatari)—In this 17th century Osone. (Shochiku; 1957; 129 min; B&W; Subt; NR)
action epic, a rônin intervenes between two warring families, sav- Forbidden Castle, The (Binan-jo)—Kinnosuke Nakamura, Keiko
ing them from destroying each other. Also released as Osaka Castle Okawa. Dir: Yasushi Sakaki. (Toei; 1959; 92 min; B&W; Subt;
Story, Osakajo Monogatari and Daredevil in the Castle. Toshiro NR)
Mifune (Mohei), Kiyoko Kagawa (Ai), Isuzu Yamada (Yodogami), Free Lance Samurai (Momotaro Samurai)—Dir: Kenji Misumi. (Daiei;
Yuriko Hoshi (Senhime), Yoshiko Kuga (Kobue), and Akihiko 1957; Unk; B&W; Subt; NR)
Hirata (Hayatonosho Susukida). Dir: Hiroshi Inagaki. (Toho; 1961; Fugitive Samurai—Japanese television version of the classic Lone Wolf
97 min; B&W; Subt; NR) and Cub story (see also Shôgun Assassin, below), about Ogami
Day the Sun Rose, The—In 16th century Kyôto, farmers and townsfolk Itto and his young son, Daigoro, who defy the Shôgun. Kinnosuke
struggling under a heavy food tax are at odds with each other. The Yorozuya, Katzutaka Nishikawa. Dir: Minoru Matsushima and
townsfolk hire rônin, but the farmers continue to fight on. One man Akinori Matsuo. (1984; 92 min.; Color; Dubbed).
works to bring the two factions together, and ultimately succeeds. Furin Kazan—See Samurai Banners
Kamatari Fujiwara, Yunosuke Ito, Toshiro Mifune. Dir: Tetsuya Gaijin, The (Oja no ken)—Kazuo Hasegawa, Raizo Ichikawa. Dir: Bin
Yamanouchi. (1968; 81 min; Color; Subt; NR) Kado. (Daiei; 1959; 113 min; B&W; Subt; NR)
Death Shadows—Pardoned from their death sentences by the local Gallant on the Highway, The (Tsuma-koi dochu )—Kokichi Takada,
magistrate, a band of criminals becomes a secret band of sanctioned Michiko Saga. Dir: Kunio Matoi. (Shochiku; 1958; 85 min; B&W;
killers. Feared by everyone, they are called “shadows.” They are Subt; NR)
officially dead and their vocal cords cut so as not to reveal the Gamblers on the Road (Ishimatsu To Oiwake Sangoro)—Yataro
deadly secret of their order. Dubbing is poor and the plot some- Kitagami, Hiroshi Nawa, Toshie Nakajima, Michiko Saga. Dir:
what thin. Mariko Ishihara, Mari Natsuki, Tsunehiko Watase. Dir: Ryosuke Kurahashi. (Shochiku; 1957; 98 min; B&W; Subt; NR)
Hideo Gosha. (1988; 118 min; Color; Engl/Dubbed; R) Gambling Samurai, The—A great adventure film about a small town
Debut of the Seven Blades, The (Shichinin wakashutanjo )—Kinshiro yakuza boss who battles the local magistrate to avenge the rape of
Matsumoto, Kimiko Fukuda. Dir: Ryosuke Kurahashi. (Shochiku; his sister. A departure from Mifune’s typical rônin roles. Toshiro
1958; 91 min; B&W; Subt; NR) Mifune. (B&W; Subt; NR)
Diary of Oharu—A film adaption of a novel by Saikaku Ibara, follow- Gate of Hell—A 12th century Imperial warrior returning from battle
ing the story of a 17th century prostitute in flashbacks as she prays relentlessly and tragically pursues a married woman as the spoils
before a statue of Buddha. After falling in love with a samurai and of war. Won two Oscars, for Best Costume Design and Best For-
becoming his concubine, she is cast off after bearing him a son, eign Film. Kazuo Hasegawa, Machiko Kyo, Isao Yamagata, Yataro
then sold into prostitution by her father. Years later she is reunited Kurokawa, Kotaro Bando, Jun Tazaki, Koreya Senda. Dir:
with her samurai son. Also released as Saikaku Ichidai Onna and Teinosuke Kinugasa (Daiei; 1953; 86/90 min; B&W; Subt; NR)
The Life of Oharu. Yuriko Hamada, Toshiro Mifune, Ichiro Sugai, Gay Masquerade, The (Benten kozo)—Raizo Ichikawa, Shintaro Katsu,
Kinuyo Tanaka. Dir: Kenji Mizoguchi. (1952, 136 min; B&W; Subt; Kyoko Aoyama, Michiko Ai, Mieko Kondo, Ryuzo Shimada. Dir:
NR) Daisuke Ito. (Daiei; 1958; 85 min; B&W; Subt; NR)
Disorder by the Kuroda Clan (Kuroda Sodo)—Dir: Tomu Uchida. Gay Revengers, The (Obuzo tengu)—Chiezo Kataoka, Kinnosuke
(Toei; 1956, Unk; B&W; Subt; NR) Nakamura. Dir: Kunio Watanabe. (Toei; 1958; 101 min; B&W;
Dixieland Daimyo—In the late 1800s, three African-American jazz Subt; NR)
musicians are shipwrecked in Japan and ultimately become a sym- Ghost Warrior—A samurai attempts to rescue his kidnapped wife. He
bol of freedom to the oppressed. Billed as a light comedy. Ikko is wounded and falls into icy waters where he is frozen. Centuries
Furuya, Hirotaro Honda, Lenny Marsh, Ron Nelson, George later he is revived in modern day Los Angeles. Corny, but shows
“Sparky” Smith. Dir: Kihachi Okamoto. (1989; 85 min; Color; Unk; interesting contrast between old and modern ways. A few good
NR) fight scenes, and a memorable scene in a downtown sushi bar. Pre-
Double Suicide (Shinju Ten no Amijima)—Kichiemon Nakamura viously released as Swordkill (1984, 80 min). Hiroshi Fujioka, Janet
(Jihei), Shima Iwashita (Koharu/Osan), Hosei Komatsu (Tahei), Julian, Frank Schuller. Dir: Larry Carroll. (1986; 86 min; Color;
Yusuke Takita (Magoemon), Kamatari Fujiwara (owner of Engl; R)
Yamatoya), Yoshi Kato (Gozaemon), Shizue Kawarazaki (Osan’s Gonza the Spearman—Film adaption of a noted 18th century bunraku
mother), Tokie Hidari (Osugi). Dir: Masahiro Shinoda. (Toho; 1969; (puppet theater) play entitled Yari no Gonza Kasane. Gonza, one

A little piece of gold may be highly valued, but if it gets in one’s eye, the result will be darkness. 295
— Japanese proverb
SENGOKU: REVISED EDITION
of the Matsue clan’s finest lancers, is engaged Miyoshi (Old woman), Toshiko Higuchi (Farmer’s daughter),
to the sister of one of his fellow retainers but Kichijuro Ueda (Slave-dealer), Koji Mitsui (Soldier). Dir: Akira
agrees to wed his lord’s daughter to better Kurasawa. (Toho; 1958; 139/120 min; B&W; Subt; NR)
his position. He is seemingly caught in an Hiken—See Young Swordsman
indiscretion with his lord’s wife forcing them Hiken Yaburi—A man vows to avenge the death of his uncle, who was
to flee. Has a bloody climax. Hiromi Go, killed by Matsukata-trained samurai. Kojiro Hongo, Yoshi Kato,
Shima Iwashita, Takashi Tsumura. Dir: Tatsuo Matsumura, Shigeru Tsuyuguchi. Dir: Kazuo Ikehiro (1969;
Masahiro Shinoda. (1985; 126 min; Color; Subt; 90 min; Unk; Subt; NR)
NR) Hunter in the Dark (Yami no Kariudo)—Film about a secret organi-
Goyokin—An unethical daimyo steals to pay an unfair zation which thrives in the shadowy underworld of 18th century
government tax. When his brother-in-law protests, he is banished Japan during the reign of Tokugawa Iyeharu, the 10th Tokugawa
from the clan. Eventually the two meet again in a final confronta- Shôgun. Tatsuya Nakadai (Gomyo Kiyoemon), Yoshio Harada
tion. Ruriko Asaoka (Oriha), Tatsuya Nakadai (Magobei Wakizaka), (Yataro Tanigawa), Ayumi Ishida (Oriwa), Keiko Kishi (Omon),
Tetsuro Tamba (Rokugo Tatewaki ), Kinnosuke Nakamura (Samon Ai Kanzaki (Osaki), Kayo Matsuo (Oren), Shinichi “Sonny” Chiba
Fujimaki), Isao Natsuyagi (Kunai), Toko Tsukasa (Shino), Kunie (Samon Shimokuni), Tetsuro Tamba (Okitsugi Tanuma), Hajime
Tanaka (Hirosuke). Dir: Hideo Gosha (Toho; 1969; 124 min; Color; Hana (Hanba), Hiroshi Yakusho (Kuwano), Hideo Morita ( Hino),
Subt; NR) Daisuke Mine (Someyoshi ), Tatsuo Umemiya (Kawazu), Miko
Great Avengers, The (Chushingura)—One of a number of film Narita (Gosun), Makoto Fujita (Kasuke ), Yoshi Kato (Zenzaemon),
adaptions of the famous story of the 47 Rônin. Chiezo Kataoka, Eijiro Tono (Shogen) and Isao Natsuki (Sharaku ). Dir: Hideo Gosha.
Utaemon Ichikawa. Dir: Sadatsuga Matsuda. (Toei; 1959; 183 min; (Shochiku; 1979, 138 min; Color; Subt; NR)
B&W; Subt; NR) Ibun Sarutobi Saskue—See Samurai Spy
Hakkenden, The —Anime series based on the classic by Bakin Il Bianco, Il Giallo, Il Nero (White, the Yellow and the Black)—The
Takizawa—Nanso Satomi Hakkenden (the legend of the eight dog Emperor of Japan sends the president of the U.S. an Asian horse as
warriors). Set in the late 15th century. Dir: Takashi Anno (1993; a gift. Three rogues (“White,” a grandiose kleptomaniac; Yellow,”
60 min. each vol.; Color; Engl/Subt; NR) a Japanese samurai; and “Black,” a gullible sheriff) plot to steal the
Hana No Yuko-den—Kazuo Hasegawa, Yoko Uraji. Dir: Kimiyoshi horse and hold it for ransom. Giuiliano Gemma, Thomas Milian,
Yasuda. (Daiei; 1958; 98 min; B&W; Subt; NR) Manuel de Blas, Eli Wallach. Dir: Sergio Corbucci. (1975; 110
Handdrum of Death, The (Rakka kenko-roku)—Kinshiro Matsumoto, min; Color; Engl/Dubbed; Unk)
Kimiko Fukuda. Dir: Ryo Hagiwara. (Shochiku; 1958; 90 min; Incident at Blood Pass (Machibuse)—Also released as The Ambush
B&W; Subt; NR) and Machibuse. Toshiro Mifune ( Yojimbo), Shintaro Katsu
Hara-Kiri (Seppuku)—Set in the 15th century, a rônin arrives at an (Gentetsu), Kinosuke Nakamura (Heima Ibuki), Ruriko Asaoka
estate under the guise of wanting to commit seppuku. The owner (Okuni), Yujiro Ishihara (Yataro), Mika Kitagawa (Oyuki), Ichiro
declines, telling the rônin that a younger rônin had already arrived Arishima (Tokubei), Yoshio Tsuchiya ( Itahachi ), Ryunosuke
and was so poor he had to commit seppuku with a bamboo sword! Yamazaki (Tatsu), Jotaro Togami (Gonji), Chusha Ichikawa (Un-
It is then that the older rônin reveals that he is the dead man’s fa- known samurai). Dir: Hiroshi Inagata. (Toho; 1970; 118 min; Color;
ther-in-law. Needless to say, combat ensues. Also released as Subt; NR)
Seppuku. Tatsuya Nakadai (Hanshiro Tsugumo), Rentaro Mikuni Inn of Evil (Inochi Bonifuro)—Tatsuya Nakadai (Sadahichi), Wakako
(Kageyu Saito), Tetsura Tamba ( Kikokuri Omodaka ), Shima Sakai (Okiwa), Komaki Kurihara (Omitsu), Kei Sato ( Yohei), Kei
Iwashita (Miko ), Akira Ishihama (Motome Chijiiwa ), Masao Yamamoto (Tomijiro), Ganemon Nakamura (Ikuzo the innkeeper),
Mishima (Tango Inaba ), Yoshio Inaba (Jinnai Chijiiwa), Ichiro Shigeru Kamiyama (Officer Kaneko), Yusuke Takida ( Nadaya
Nakaya (Hayato Yazaki), Yoshio Aoki ( Umenosuke Kawabe), Jo Kohei), Ichiro Nakaya ( Officer Okajima), Yosuke Kondo (Masaji),
Azumi (Ichiro Shinmen), Hisashi Igawa, Shoji Kobayashi, Ryo Daigo Kusano (Yunosuke), Hatsuo Yamatani (Suke), Shun Makita
Takeuchi and Shichisaburo Amatsu (retainers ), Kei Sato (Senkichi), Mori Kishida (Genzo ), Masao Mishima (Funayado
(Masakazu). Dir: Masaki Kobayashi (Shochiku; 1962; 135 min; Tokubei), Shintaro Katsu (Drunken wanderer). Dir: Masaki
B&W; Subt; NR) Kobayashi. (Toho; 1971; 121 min; Color; Subt; NR)
Hawk of the North, The (Dokuganryu Masamune)—Kinnosuke Inochi Bonifuro—See Inn of Evil.
Nakamura (Masamune), Ryunosuke Tsukigata, Yoshiko Sakuma. Intrigue on the Frontier (Makyo no himitsu)—Kotaro Satomi,
Dir: Juichi Kono. (Unk; 1959; Unk; B&W; Subt; NR) Kyonosuke Nango. Dir: Masamitsu Igayama. (Toei; 1958; 60 min;
Heaven and Earth (Ten To Chi To)—Two powerful daimyo vie for B&W; Subt; NR)
control of Japan in this fantastic film. Great costumes and Jan Arima no Shugeki—Raizo Ichikawa, Junko Kano. Dir: Daisuke
cinemaphotography. Also released as Ten To Chi To. Notable for Ito. (Daiei; 1959; 114 min; B&W; Subt; NR)
being directed by a real-life Shinto priest and filmed entirely in Jirocho Fuji—Kazuo Hasegawa, Machiko Kyo. Dir: Issei Mori. (Daiei;
Canada. The version released in Japan had a running time of 119 1959; 105 min; B&W; Subt; NR)
minutes. Takaai Enoki, Masahiko Tsugawa. Dir: Haruki Kadokawa. Joi-uchi—See Samurai Rebellion .
(1990; 107 min; Color; Subt; PG-13) Journey of Honor—Facing defeat during a civil war, the Shogûn
Hebihime Sama—Raizo Ichikawa, Michiko Saga. Dir: Kunio Watanabe. Tokugawa Ieyasu send his son, Mayeda, to Spain to purchase 5,000
(Daiei; 1959; 96 min; B&W; Subt; NR) rifles from King Phillip III. Also released as Shogûn Mayeda .
Hidden Fortress, The (Kakushi Toride no San-akunin )—A Kurosawa Toshiro Mifune, Sho Kosugi, Christopher Lee. Dir: Gordon Hessler.
classic. A refined general and two surly farmers escort an under- (1991; 107 min; Color; Unk; NR)
cover princess to claim her throne in 16th century Japan. Accord- Kabuto—Japanese anime about a tengu-trained mystical ninja who
ing to George Lucas it was one of the inspirations for the Star Wars battles an evil sorceress. Heavy on the fantasy (e.g., a cybernetic
story. Also released in a shortened 120-minute version. Toshiro villain and flying donjon with a helicopter propeller) but great fight
Mifune (Rokurota Makabe), Misa Uehara (Princess Yukihime), scenes. Also released as Raven Tengu Kabuto . (1992; 45 min; Color;
Minoru Chiaki (Tahei), Kamatari Fujiwara (Matashichi), Takashi Subt; NR)
Shimura (Izumi Nagakura), Susumu Fujita (Hyoe Tadokoro), Eiko Kagamiyama Kyoenroku—Rieko Sumi, Katsuhiko Kobayashi. Dir:

Until one reaches the age of forty it is better to put off wisdom and discrimination and excel in vitality. According to the person and the
296 rank, though a person has passed the age of forty, if he has no vitality, he will get no response from others.
— Yamamoto Tsunetomo
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Masaki Nishiyama. (Daei; 1960; 80 min; B&W; Subt; NR) ( Yuki-onna) : Keiko Kishi (Snow
Kagemusha—A criminal is saved from execution on the condition that Maiden), Tatsuya Nakadai (Minokichi),
he plays the part of the slain daimyo of the Shingen clan, Shingen Mariko Okada ( Mother); Hoichi the
Takeda. Excellent visuals and a typical tragic ending. This film Earless (Hoichi Miminashi): Katsuo
was bankrolled by George Lucas and Francis Coppola. Tatsuya Nakamura (Hoichi), Takashi Shimura
Nakadai (Takeda Shingen, the “shadow warrior”), Tsumoto (Priest), Ganjiro Nakamura (Assistant),
Yamazaki (Takeda Nobukado), Jinpachi Nezu ( Tsuchiya Tetsuro Tamba (a warrior), Joichi
Sohachiro), Kenichi Hagiwara (Suwa Katsuyori ), Shijo Otaki Hayashi (Attendant); In A Cup of Tea
(Yamagata Masahage), Daisuke Ryu (Oda Nobunaga), Masayuki (Chawan no Naka): Ganemon Nakamura
Yui (Tokugawa Ieyasu), Kaori Momoi (Otsuyunokata), Mitsuko (Kannai), Noburo Nakaya (Heinai). Dir: Masaki
Baisho (Oyunokata ), Hideo Murata, Koji Shimizu, Sun Yamamoto, Kobayashi. (Toho; 1964; 164 min; B&W; Subt; NR)
Takayuki Shiko, Noburo Shimizu, Shohei Sugemori, Koto Yui, Kyokaku Harusame-gasa—Kazuo Hasegawa, Tamao Nakamura. Dir:
Kumeko Otawa, Yasuhito Yamanaka, Tetsuo Yamashita, Yutaka Kunio Watanabe. (Daiei; 1960; 85 min; B&W; Subt; NR)
Shimaka, Eiichi Kanabuko, Yugo Mizaki, Takashi Ebata, Toshiaki Kyoshiro Nemuri: The Adventures of Kyoshiro Nemuri, Swords-
Tanabe, et al. Dir: Akira Kurosawa. (Toho/20th Century Fox; 1980; man (Nemuri Kyoshiro Shobu)—The first in the Kyoshiro Nemuri
160 min; Color; Subt; PG) film series, based on the novel by Shibata Renzaburo (serialized in
Kage no Gundan III—Third season of a Japanese television series about Shukan Shincho Weekly). Re-released in the U.S. as Sleepy Eyes
a small group of Iga ninja working for the Ama (Buddhist nun) of Death film series by AnimEigo’s Samurai Cinema division. Raizo
widow of the late Shôgun. The program ran for four seasons and Ichikawa (Kyoshiro Nemuri). Fujimura Shiho, Takada Miwa. Dir:
was shown on Japanese Theater (television) here in the U.S. Kenji Misumi (Lone Wolf and Cub). (Daiei; 1962; 82 min; Color;
Shinichi “Sonny” Chiba. (1981, 30 min ea; Color; Subt; NR) Subt; NR)
Kagero-Gasa—Kazuo Hasegawa, Michiyo Aratama. Dir: Kenji Misumi. Kyoshiro Nemuri: The Princess’ Mask (Nemuri Kyoshiro Tajo
(Daiei; 1959; 87 min; B&W; Subt; NR) Ken) —The second in the Kyoshiro Nemuri film series. Raizo
Kaidan—See Kwaidan. Ichikawa (Kyoshiro Nemuri). Dir: Akira Inoe. (Daiei; 1963; 82 min;
Kill! (Kiru)—Based on an original story by Shugoro Yamamoto. Tatsuya Color; Subt; NR)
Nakadai ( Genta), Etsushi Takahashi (Hanjiro Tabata ), Tadao Kyoshiro Nemuri: Kyoshiro Nemuri at Bay (Nemuri Kyoshiro
Nakamura (Shoda Magobei), Yoshio Tsuchiya (Matsuo Shiroku ), Joyoken)—The third in the Kyoshiro Nemuri film series. Raizo
Shigeru Kamiyama (Ayusawa Tamiya), Eijiro Tono ( Moriuchi Ichikawa (Kyoshiro Nemuri). Dir: Kazuo Ikehiro. (Daiei; 1964; 81
Hiyogo), Hideyo Amamoto ( Shimada Gendaiu), Yuriko Hoshi min; Color; Subt; NR)
(Chino). Dir: Kihachi Okamoto. (Toho; 1968; 115 min; Color; Subt; Kyoshiro Nemuri: The Mysterious Sword of Kyoshiro Nemuri
NR) (Nemuri Kyoshiro Masho Ken)—The fourth in the Kyoshiro
King of the Mongols—A bold samurai and his imperial leader repel Nemuri film series. Raizo Ichikawa (Kyoshiro Nemuri ). Dir:
invading rebel forces. Hashizo Okawa, Yoshio Yoshida. Dir: Unk. Kimiyoshi Yasuda. (Daiei; 1965; 75 min; Color; Subt; NR)
(1964; 88 min; Unk; Subt; NR) Kyoshiro Nemuri: The Exploits of Kyoshiro Nemuri, Swordsman
Kinokuniya, the Dauntless Merchant (Kinokuniya bunzaemon)— (Nemuri Kyoshiro Engetsu Giri)—The fifth in the Kyoshiro Nemuri
Kokichi Takeda, Michiko Saga, Miki Mori. Dir: Kunio Watanabe. film series. Raizo Ichikawa (Kyoshiro Nemuri). Dir: Kimiyoshi
(Shochiku; 1959; 124 min; B&W; Subt; NR) Yasuda. (Daiei; 1966; 85 min; Color; Subt; NR)
Kiru—See Kill! Kyoshiro Nemuri: The Trail of Traps (Nemuri Kyoshiro Masho no
Kojiro (Sasaki Kojiro)—A humble peasant youth becomes elevated to Hada)—The sixth in the Kyoshiro Nemuri film series. Raizo
the status of samurai and enjoys the benefits of his new station. His Ichikawa (Kyoshiro Nemuri ), Nobuo Kaneko (Shurinosuke
great skill makes him seem invulnerable, but he eventually faces a Asahina), Toshio Kimura (Sonoe), Haruko Wanibuchi (Chisa ),
superior warrior, the famed Musahi Miyamoto, in a climactic battle! Mikio Narita (Ukon Saegusa), Naoko Kubo (Oen). Dir: Kazuo
Also released as Sasaki Kojiro. Kikunosuke Onoe (Kojiro Sasaki), Ikehiro. (Daiei; 1967; 88 min; Color; Subt; NR)
Yuriko Hoshi (Tone), Yoko Tsukasa (Princess), Tatsuya Nakadai Kyoshiro Nemuri: A Rônin Called Nemuri (Nemuri Kyoshiro Onna
(Miyamoto Musashi ), Keiko Sawai (Dancer ), Tatsuya Mihashi Jigoku)—The seventh in the Kyoshiro Nemuri film series. Raizo
(Jubei Minamiya ), Mayumi Ozora (Geisha ), Isamu Nagato Ichikawa (Kyoshiro Nemuri), Miwa Takada (Princess Saya), Yoshie
(Shimabei). Dir: Hiroshi Inagaki. (Toho; 1967; 152 min; B&W; Mizutani (Osono), Takahiro Tamura (Tatsuma), Eitaro Ozawa
Subt; NR) (Hori ), Toru Abe (Geki ), Yunosuke Ito (Jinnai). Dir: Tokuzo
Kumonoso-ju—See Throne of Blood. Tanaka. (Daiei; 1968; 85 min; Color; Subt; NR)
Kurobe-dani ni Dai-kenkyaku—Utaemon Ichikawa, Midori Asakaze. Kyoshiro Nemuri: The Human Tarantula ( Nemuri Kyoshiro
Dir: Ko Sasaki. (Toei; 1960; 84 min; B&W; Subt; NR) Hitohadagumo)—The eighth in the Kyoshiro Nemuri film series.
Kurokumo-dani no Rajin—Toro Momoyama, Naritoshi Hayashi. Dir: Raizo Ichikawa (Kyoshiro Nemuri), Mako Midori (Murasaki), Maka
Minoru Watanabe. (Daiei; 1958; 60 min; B&W; Subt; NR) Sarijo (Suma), Yusuke Kawazu (Ietake), Fumio Watanabe (Ikkan),
Kuroneko—Film adaption of a classic folk tale, set in 12th century Ja- Minori Terada (Heijo). Dir: Kimiyoshi Yasuda. (Daiei; 1968; 81
pan. Two women murdered by a samurai leader and his retainers min; Color; Subt; NR)
return to haunt them. They even possess the body of a live woman Kyoshiro Nemuri: Castle Menagerie (Nemuri Kyoshiro Akujo-gari)—
to reveal their murderers. A twisting plotline ensues. Also released The ninth in the Kyoshiro Nemuri film series. Raizo Ichikawa
in the US as The Black Cat. Dir: Kaneto Shindo. (1968; 99 min; (Kyoshiro Nemuri). Dir: Kazuo Ikehiro. (Daiei; 1969; 82 min; Color;
Unk; Subt; NR) Subt; NR)
Kwaidan—A compilation of four short films based on ghost stories writ- Kyoshiro Nemuri: The Full Moon Swordsman (Nemuri Kyoshiro
ten by Lafcadio Hearn, an American who moved to Japan in the Engetsu Sappo)—The tenth in the Kyoshiro Nemuri film series.
19th century (and became one of that country’s most popular pur- Hiroki Matsukata (Kyoshiro Nemuri). Dir: Issei Mori. (Daiei; 1969;
veyors of ghost stories). Also released as Kaidan. The Black Hair 82 min; Color; Subt; NR)
(Kurokami): Rentaro Mikuni (Husband ), Michiyo Aratama (Aban- Kyoshiro Nemuri: Fylfot Swordplay (Nemuri Kyoshiro Manji Giri)—
doned Wife), Misako Watanabe ( Second Wife); The Snow Maiden The eleventh in the Kyoshiro Nemuri film series. Hiroki Matsukata

An ancestor’s good or evil can be determined by the conduct of his descendants. 297
— Lord Naoshige
SENGOKU: REVISED EDITION
(Kyoshiro Nemuri). Dir: Kazuo Ikehiro. (Daiei; of the famous story of the 47 Rônin. Dir: Kunio Watanabe. (Daiei;
1969; 88 min; Color; Subt; NR) 1958; Unk; B&W; Subt; NR)
Lady Snowblood—A woman seems revenge Lupine Wolf—See Shôgun Assassin.
on those responsible for her mother’s death Machibuse—See Incident at Blood Pass.
many years ago. A great film , set in the late Majin—See Dai-majin
Tokugawa era. Kaji Meiko, Kurosawa Man Came on the Wind, The (Oshidori dochu)—Hashizo Okawa,
Toshio, Masaaki Daimon. Dir: Fujita Toshiya. Kyoko Aoyama. Dir: Yasushi Sasaki. (Toei; 1959; 88 min; B&W;
(Tokyo Eiga Co. Ltd.; 1973; 97 min; Color; Subt; NR)
Subt; NR) Man on the White Horse, The (Ogon-gumo)—Kotaro Satomi, Hiromi
Lady Snowblood: Love Song of Vengeance—Second Hanazono. Dir: Masamitsu Igayama. (Toei; 1958; 60 min; B&W;
of two Lady Snowblood films. Sentenced to death, Yuki is given a Subt; NR)
reprieve by the mysterious Kikui, a secret government agent in re- A Man Vanished At the Festival (Matsuri-ni Kieta Otoko)—Yotaro
turn for killing Ransui, an anarchist and activist, and recovering a Kitagami, Kyoko Kami, Keiko Yukishira. Dir: Ryosuke Kurahashi.
stolen document. But the document contains evidence of a foul (Shochiku; 1956; 60 min; B&W; Subt; NR)
miscarriage of justice carried out by Kikui. Yuki switches sides to Man’s Ambition (Sake to Onna to Yari)—Dir: Tomu Uchida. (Toei;
help Ransui, and becomes the target of Kikui’s venegeance. Kaji 1960; Unk; B&W; Subt; NR)
Meiko, Yoshio Harada. Dir: Fujita Toshiya. (Tokyo Eiga Co. Ltd.; Maori Motanari—Japanese television dramatic series about the lives
1974; 89 min; Color; Subt; NR) of a family in feudal Japan. Not true chanbara (sword-fight film
Legend of Eight Samurai—Eight unlikely heroes join forces to bring genre), but I’m told it’s a very good program; more of a “samurai
about an ancient prophecy. High fantasy, with flying mukade (cen- soap opera.” Shown in Hawaii, San Francisco and Los Angeles
tipedes), magic hankyu (short bow), etc. Hiroki Yokoshimaru, (and possibly other areas) here in the U.S.A. (Color; Subt; NR)
Shinichi “Sonny” Chiba. Dir: Haruki Kaduwara. (1984; 130 min; Master Fencer Sees the World, The (Waruiyatsu Hodo Yoku
Color; Subt; NR) Nemuru)—Keiju Kobayashi, Reiko Dan. Dir: Shue Matsubayashi.
Legend of the Taira Clan—See Tales of the Taira Clan. (Toho; 1960; 95 min; B&W; Subt; NR)
Life of Oharu, The—See Dairy of Oharu. A Matter of Valor (Dai Chushingura)—One of several film adaptions
Lone Wolf and Cub: Baby Cart at the River Styx—Ogami Itto is of the famous story of the 47 Rônin. Also released as Chushingura.
hired to kill a Shôgunate messenger who is being protected by the Ennosuke Ichikawa, Kokichi Takada, Hizuru Takachino. Dir:
three “Gods of Death.” Recently released in widescreen collector’s Tatsuo Osone. (Shochiku; 1954; 157 min; B&W; Subt; NR)
edition by AnimEigo. Part two of a 6-part series. Previously re- Men Who Tread on the Tiger’s Tail, The (Tora no o o fumu
leased in a dubbed version titled Lupine Wolf. Wakayama Otokotachi)—A nobleman attempts to escape death at the hands
Tomisaburo, Matsuo Kayo, Oki Minouri. Dir: Misumi Kenji. (1972; of his jealous brother. Based on a celebrated kabuki play and a
81 min; Color; Subt; NR) real-life feudal struggle, the tale is as familiar to the Japanese as
Lone Wolf and Cub: Baby Cart in Peril—Ogami Itto is hired to track the legend of Robin Hood is to Western audiences. The film was
down and kill the deadly, tatooed mistress Oyuki! Great fight scenes. banned by U.S. occupation forces when first completed, and was
Part four of a 6-part series. Wakayama Tomisaburo, Hayashi Yoichi. not released until 1952. Also released as Walkers on the Tiger’s
Dir: Saito Buichi. (1972; 81 min; Color; Subt; NR) Tail and They Who Step on the Tiger’s Tail. Denjiro Okochi
Lone Wolf and Cub: Baby Cart in the Land of Demons—Ogami is (Benkei), Susumu Fujita (Togashi), Masayuki Mori ( Kamei),
hired to save the Kuroda clan, even though it means killing the Takashi Shimura (Kataoka), Aritake Kono (Ise), Yoshio Kosugi
very samurai retainers who hired him! Part five of a 6-part series. (Suruga), Dekao Yoko (Hidachibo), Hanshiro Iwai (Yoshitsune),
Wakayama Tomisaburo, Yasuda Michiyo, Tomikawa Akihiro. Dir: Kenichi Enomoto (Porter) and Shoji Kiyokawa (Togashi’s mes-
Misumi Kenji. (1973; 89 min; Color; Subt; NR) senger). Dir: Akira Kurosawa. (Toho; 1945; 58 min; B&W; Subt;
Lone Wolf and Cub: Baby Cart to Hades—Ogami Itto rescues a pros- NR)
titute who kills her pimp in self defense. After enduring her pun- Mission To Hell (Kogan no misshi)—Hashizo Okawa, Yoshio Yoshida,
ishment for her, he is hired by the Chief Chamberlain of the Jun Tazaki, Sentaro Fushimi. Dir: Tai Kato. (Toei; 1959; 100 min;
Kakegawa clan to kill Governor Sawatari, who himself arranged B&W; Subt; NR)
the death of the rightful lord of the Kakegawa and stole the Miyamoto Musashi—See Zen and Sword (1960)
Kakegawa fief. Part three of a 6-part series. Wakayama Tomisaburo, Miyamoto Musashi—See also Musashi Miyamoto.
Kato Go, Hama Yuko, Yamagata Isao. Dir: Misumi Kenji. (1972, Musashi Miyamoto (Miyamoto Musashi)—One of several film
89 min; Color; Subt; NR) adaptions of the life of Japan’s famous swordsman. Rentaro Mikuni
Lone Wolf and Cub: Sword of Vengeance—Ogami Itto, the Shôgun’s (Musashi), Jitsuko Yoshimura (Ei), Jun Tatara ( Narrator). Dir:
executioner, is framed for treason and his wife killed by the Yagyû Yasuo Kahata. (Toei; 1954; 84 min; B&W; Subt; NR)
clan. He flees with his son, Daigoro, and wanders the “road to hell,” Nakito Gozansu—Mie Hama, Hiroshi Moriya. Dir: Jun Fukuda. (Toho;
hiring his sword skills. Recently released in widescreen collector’s 1960; 74 min; B&W; Subt; NR)
edition by AnimEigo. Part one of a 6-part series. Previously re- Naruto no Hanayome—Shintaro Katsu, Kojiro Hongo. Dir: Katsuhiko
leased in a dubbed version titled Lupine Wolf. Wakayama Tasaka. (Daiei; 1959; 87 min; B&W; Unk; NR)
Tomisaburo, Watanabe Fumio, Ito Yunosuke. Dir: Misumi Kenji. Naughty Rogue, The (Ojo-kichisa)—Raizo Ichikawa, Yoko Uraji. Dir:
(1972; 83 min; Color; Subt; NR) Tokuzo Tanaka. (Daiei; 1959; 80 min; B&W; Subt; NR)
Lord and the Gambler, The (Nuregami Sandogasa)—Raizo Ichikawa, New Tales—See Tales of the Taira Clan.
Kojiro Hongo. Dir: Tokuzo Tanaka. (Daiei; 1959; 92 min; B&W; Night Drum—See The Adulteress
Subt; NR) Ninja, Band of Assassins—See Shinobi no mono
Lord and the Pirates, The (Torimono dochu)—Kinnosuke Nakamura, Ninja Scroll—Japanese anime about a rogue ninja fighting against seven
Katsuo Nakamura. Dir: Chu Sawashima. (Toei; 1959; 84 min; demons. Great fight scenes. Available in mature (R) and regular
B&W; Subt; NR) (PG) versions. Released in the U.S. by Manga Corps. Dir: Yoshiaki
Love and Faith—(Unk year; Unk run time; Color; Subt; NR) Kawajiri. (Toho/Manga Ent.; 1993/1995; 94 min; Color; Subt)
Loyal 47 Rônin, The (Chushingura)—One of several film adaptions Ninja Wars—Campy chanbara film set in the early 16th century. The

One doesn’t speak poorly about a person after his death. And especially since a person who has received some censure is to be pitied,
it is the obligation of a samurai to speak something good of him, no matter how little. There is no doubt that in twenty years he will have
298 the reputation of a faithful retainer.
— Ôki Hyôbu
WWW.SENGOKU.COM

evil sorcerer Kashin Koji directs samurai Danjo Matsunaga to kid- Razor: Sword of Justice, The—First of The
nap a female ninja to use her in a plot to overthrow his master. Razor series. Itami Hanzo is a reason-
When the would-be captive kills herself her fiance, Jotaro, begins a ably honest policeman in Tokugawa-era
crusade defeat Danjo and to protect his beloved’s twin sister. But Edo. Unfortunately his boss, Machi-
he must first face Kashin Koji’s Devil Monks, five immortal war- bugyo Onishi, is totally corrupt, which
riors driven by dark powers! A campy film with chambara action means Hanzo has no chance for promo-
and magic; more of a live-action anime. Dir: Unk. (Toei; 1984; 95 tion. Katsu (Zatoichi) Shintaro, Asaoka
min; Color; Engl/Dub; NR) Yukiji, Atsumi Mari. Dir: Misumi Kenji.
Ninjitsu (Soryu hiken )—Toshiro Mifune (Tasaburo), Koji Tsurata (1972; 90 min; Color; Subt; NR)
(Senshiro), Nobuko Otawa (Yuhime), Yoshiko Kuga, Mariko Okada, Rebel General, The (Teki wa Hannoji ni Ari)—Keiko
Senjaku Nakamura. Dir: Unk. (Toho; 1958; 106 min; B&W; Subt; Kishi, Koshiro Matsumoto. Dir: Tatsuo Ohsone. (Shochiku; 1960;
NR) 96 min; B&W; Subt; NR)
No Stronger Words (Tenka-muso no ken)—Utaemon Ichikawa, Rebellion (Joi-uchi)—See Samurai Rebellion
Hashizo Okawa. Dir: Sadatsugu Matsuda. (Toei; 1959; 83 min; Red Bat, The (Beni komori)—Kinshiro Matsumoto, Akiko Koyama.
B&W; Subt; NR) Dir: Santaro Mirune. (Shochiku; 1958; 97 min; B&W; Subt; NR)
Nuregami Kenpo—Raizo Ichikawa, Kaoro Yachigusa. Dir: Bin Kado. Red Beard—Toshiro Mifune. (B&W; Subt)
(Daiei; 1958; 60 min; B&W; Subt; NR) Red Lion (Akage)—A samurai returns from battle and visits his home
Oabara Hapyaku-yacho—Koichi Takeda, Michiko Saga. Dir: Kunio town, masquerading as an officer of the new Imperial Army, and
Watanabe. (Shochiku; 1959; 84 min; B&W; Subt; NR) winds up leading a rebellion against oppression. Toshiro Mifune
Ogre on Mt. Oe (Oegama Shuten Doji )—Dir: Tokuzo Tanaka. (Daiei; (Gonzo ), Shima Iwashita (Tomi), No Terada (Sanji ), Etsushi
1960; Unk; B&W; Subt; NR) Takahashi (Hanzo), Jitsuko Yoshimura (Oyoo), Yuko Mochizuki
One-Eyed Swordsman, The (Tange-Sazen)—In 1730, the Yagyû clan (Oharu), Takahiro Tamura (Sozo Sagara), Yunosuke Ito (Kamio),
is ordered to repair a huge shrine, which it cannot afford to do. Shigeru Koyama (Aragaki), Tokue Hanazawa (Komatora), Nobuko
Their only salvation lies in a hidden treasure whose secret location Otowa, Kai Okada, Minori Terada. Dir: Kihachi Okamoto. (Toho;
is inscribed on a sword—a sword they gave away as a gift! Tange- 1969; 116 min; Color; Subt; NR)
Saze, first against the Yagyû’s, later sides with them. Tetsuro Tanba, Red Sun—A samurai reluctantly joins forces with a gunslinger in the
Haruko Wanibuchi, Michiko Saga. Dir: Seiichiro Uchikawa. (1963; American old west to track down the man who killed the samurai’s
95 min; B&W; Subt; NR) friend and stole money from the gunslinger. Now available on DVD.
One-eyed Wolf, The (Katame no Okami)—Ryutaro Otomo, Kotaro Charles Bronson, Toshiro Mifune, Ursula Andress. Dir: Terence
Satomi. Dir: Chu Sawashima. (Toei; 1959; 87 min; B&W; Subt; Young. (1971; 105 min; Color; Engl, NR)
NR) Renegade Ninjas—Relatively poor, grade B chambara film about (you
Osaka Castle Story—See Daredevil in the Castle guessed it) ninja in feudal Japan. (Color; Engl/Subt; NR)
Osakajo Monogatari—See Daredevil in the Castle Revenge of the Princess (Himegimi Ittoryu)—Keiko Okawa, Sentaro
Pirates, The (Kaizoku Bahansen)—Hashizo Okawa, Satomi Oka. Dir: Fushimi. Dir: Tomoji Sumida. (Toei; 1959; 60 min; B&W; Subt;
Tadashi Sawashima. (Toei; 1960; 104 min; B&W; Subt; NR) NR)
Rabble, The—After warring samurai pillage his father, an impover- Revenger in Red, The (Beni-dasuki kenkajo)—Chiyonosuke Azuma,
ished youth sells himself to a wealthy merchant. There he falls in Hibari Misora. Dir: Juichi Kano. (Toei; 1959; 74 min; B&W; Subt;
love with the merchant’s shy daughter, whose sister is being courted NR)
by a samurai and a nobleman. The party is shipwrecked on an is- Rikyu—Story about Sen-no Rikyu, a Buddhist priest, who gains unex-
land and everyone’s true colors are revealed. Yuriko Hoshi, pected political influence as the confidant and cultural mentor to
Somegoro Ichikawa, Tadao Nakamura, Mayumi Ozora. Dir: Hiroshi the powerful warlord, Hideyoshi Toyotomi. Rentaro Mikuni,
Inagaki (1965; 116 min; Unk; Subt; NR) Tsutomu Yamazaki. Dir: Hiroshi Teshigahara. (1991; 116 min;
Rage, The (Hayate Monzaburo )—Tomisaburo Wakayama, Keiko Color; Subt; NR)
Okawa. Dir: Masahiko Izawa. (Toei; 1959; 68 min; B&W; Subt; Rise Against the Sword (Abare Goemon)—Set in the Muromachi era,
NR) the leader of a group of kaga refuses to help his samurai master
Ran —Academy Award-winning epic Kurosawa film, based on fight a battle. After failing to convince him by sending his daughter
Shakespear’s King Lear, about a daimyo who retires and splits his to seduce their leader, the enraged samurai kills the kaga leader.
lands among his sons only to be betrayed by two of them. Great But his death makes him a martyr, and all of the kaga stand against
battle sequences. The visuals during the large-scale battel scenes the samurai. Toshiro Mifune (Abare Goemon), Makato Sato, Ryo
alone make thgis one worth watching. Recently re-released (1998) Tamura, Yuriko Hoshi, Mayumi Ozora, Nobuko Otowa and Daisuke
in a new widescreen version. Tatsuya Nakadai, Akira Terao, Mieko Kato. Dir: Hiroshi Inagaki (Toho; 1966; 101 min; B&W; Subt; NR)
Harada. Dir: Akira Kurosawa. (1985; 160 min; Color; Subt; R) River of Fury, The (Doto no taiketsu)—Utaemon Ichikawa, Chiezo
Rashomon—Tale about four different views of the same violent crime. Kataoka. Dir: Yasushi Sasaki. (Toei; 1959; 117 min; B&W; Subt;
Toshiro Mifune (Tajomaru), Masayuki Mori (Takehiro), Machiko NR)
Kyo (Masago ), Takashi Shimura (Woodcutter), Minoru Chiaki River Feufuki, The ( Feufuki-gawa)—Miyuki Kawano, Masahiko
(Priest ), Kichijiro Ueda (Thief ), Daisuke Kato (Law Officer), Tsugawa. Dir: Tatsuo Yamada. (Shochiku; 1960; 77 min; B&W;
Fumiko Homma (Medium). Dir: Akira Kurosawa. (Daiei; 1950; Subt; NR)
83/88 min; B&W; Subt; NR) Royalists, The (Kyoraku Gonin Otoko )—Kokichi Takada, Takachiro
Raven Tengu Kabuto—See Kabuto Tamura, Jushiro Konoe. Dir: Tatsuo Osone. (Shochiku; 1956; 101
Razor: The Snare, The—In this second installment of The Razor se- min; B&W; Subt; NR)
ries, Itami Hanzo investigates the death of a young girl during an A Ruffian in Love (Suteuri kanbei)—Ryutaro Otomo, Kotaro Satomi.
illegal abortion and uncovers a prostitution ring and a secret opera- Dir: Masahiro Makino. (Toei; 1958; 94 min; B&W; Subt; NR)
tion minting debased coins, both run by Lord Okubo, the Shôgunate Ryuji no Maki (Daibosatsu Toge: II )—Raizo Ichikawa, Tamao
Treasurer! Katsu Shintaro, Sato Kei, Nishimura Akira, Kurosawa Nakamura. Dir: Kenji Misumi. (Daiei; 1960; 97 min; B&W; Subt;
Toshio, Dir: Masamura Yasuzo. (1973; 89 min; Color; Subt; NR) NR)

It is said that much sake, self-pride and luxury are to be avoided by samurai. There is no cause for anxiety when you are unhappy, but
when you become a little elated, these three things become dangerous. 299
— Yamamoto Tsunetomo
SENGOKU: REVISED EDITION
Sacriligious Hero, The—See Tales of the Samurai of Nippon (Samurai Nippon)—Takahiro Tamura, Isuzu
Taira Clan Yamada, Koshiro Matsumoto. Dir: Tatsuo Osone. (Shochiku; 1957;
Saga of the Vagabonds, The (Sengoku 84 min; B&W; Subt; NR)
Gunto-den)—Koji Tsuruta, Toshiro Mifune, Samurai Rebellion—Also released as Rebellion and Joi-uchi. A re-
Misa Uehara, Akihiko Hirata. Dir: Toshio tired samurai defends his son’s choice to marry the woman he loves,
Sugie. (Toho; 1959; 115 min; B&W; Subt; against the wishes of the clan. Has an incredibly bloody finale’.
NR) Toshiro Mifune (Isaburo Sasahara), Tatsuya Nakadai (Tatewaki
Saikaku Ichidai Onna—See Dairy of Oharu. Asano), Yoko Tsukasa ( Ichi), Tsuyoshi Kato (Yogoro), Shigeru
Samurai—See Samurai Assassin Koyama (Steward Tadahashi), Tatsuyoshi Ebara (Bunzo ), Michiko
Samurai 1: The Legend of Musashi—See Samurai 1: Otsuka (Suga ), Tatsuo Matsumara (Lord Matsudaira), Masao
Miyamoto Musashi. Michima (Yanase ), Isao Yamagata (Kotani ). Dir: Masaki
Samurai 1: Master Swordsman—See Samurai 1: Miyamoto Musashi Kobayashi. (Toho; 1967; 128 min; Color; Subt; NR)
Samurai 1: Miyamoto Musashi (Miyamoto Musashi)—A defeated Samurai Reincarnation—A low-budget samurai fantasy film. An ex-
samurai’s spirit is broken, until a loving woman and Takuan, a ecuted samurai and his evil lady-friend are reincarnated during the
Buddhist priest, rebuild his faith. Part 1 of the award winning 3- Shinbara Revolt and vow to take revenge against the Tokugawa
part film series about Japan’s legendary swordsman, Musashi Shôgunate. (88 min; Color; Subt; NR)
Miyamoto. Also released as Samurai I: Master Swordsman and Samurai Saga (Aru Kengo no Shogai)—Japanese remake of Cyrano
Samurai I: The Legend of Musashi. Toshiro Mifune (Miyamoto DeBergerac, set in Tokugawa Japan. A good film and a good tell-
Musashi), Rentaro Mikuni (Honiden Matahachi), Kaoru Yachigusa ing of the classic Edmund Rostand tale, with a twist. Also released
(Otsu), Mariko Okada (Akemi), Kuroemon Onoe (Takuan Osho), as Aru Kengo no Shogai . Toshiro Mifune, Yoko Tsukasa, Akira
Mitsuko Mito (Oko), Daisuke Kato ( Toji), Eiko Miyoshi, Kusuo Takarada. Dir: Hiroshi Inagaki. (Toho; 1959; 112 min; B&W; Subt;
Abe, Yoshio Kosugi, Sojin Kamiyama and Kanta Kisaragi. Dir: NR)
Hiroshi Inagaki. (Toho; 1955; 92 min; Color; Subt; NR) Samurai Spy ( Ibun Sarutobi Sasuke)—Koji Takahashi ( Sasuke
Samurai 2: Duel at Ichijoji Temple (Ichijoji no Ketto)—Toshiro Sarutobi), Jitsuko Yoshimura, Misako Watanabe (Omiya ), Eiji
Mifune ( Musashi), Koji Tsurata (Sasaki Kojiro), Sachio Sakai Okada, Tetsuro Tamba (Sakon). Dir: Masahiro Shinoda. (Shochiku;
(Honiden Matahachi), Akihito Hirata ( Seijuro ), Yu Fujiki 1965; 102 min; Color; Subt; NR)
(Denshichiro), Daisuke Kato (Toji), Eijiro Tono (Baiken), Ko Samurai Vendetta (Hakuoki)—Raizo Ichikawa, Shintaro Katsu,
Mihashi (Koetsu), Kunimori Kodo (Priest Nikkan), Kenjin Iida Chitose Maki, Tokiko Mita, Yoshiro Kitahara. Dir: Issei Mori.
(Jotaro), Kaoru Yachigusa (Otsu), Mariko Okada (Akemi ), Mitsuko (Daiei; 1960; 109 min; B&W; Subt; NR)
Mito (Oko), Michiyo Kogure (Yoshino Dayu). Dir: Hiroshi Inagaki. Samurai Wolf I (Kiba Okaminosuke)—Isao Natsuyagi (Okaminosuke ),
(Toho; 1955; 104 min; Color; Subt; NR) Ryohei Uchida, Junko Kiyazono. Dir: Hideo Gosha. (Toei; 1966;
Samurai 3: Duel on Ganryu Island (Ketto Ganryujima )—Toshiro 75 min; B&W; Subt; NR)
Mifune (Musashi), Rentaro Mikuni (Honiden Matahachi), Kaoru Samurai Wolf II (Kiba Okaminosuke Jigokugiri)—Isao Natsuyagi
Yachigusa (Otsu ), Mariko Okada (Akemi), Kuroemon Onoe (Okaminosuke), Ko Nishimura (Magobe), Yuko Kusunoki (Oren),
(Takuan Osho), Mitsuko Mito (Oko), Daisuke Kato, Eiko Miyoshi, Rumito Fuji (Oteru), Chiyo Aoi (Otatsu), Ichiro Nakaya (Ikkaku).
Kusuo Abe, Yoshio Kosugi, Sojin Kamiyama, Kanta Kisaragi. Dir: Dir: Hideo Gosha. (Toei; 1967; 72 min; B&W; Subt; NR)
Hiroshi Inagaki. (Toho; 1956; 102 min; Color; Subt; NR) A Samurai’s Honor at Pawn (Bentenyasha)—Kokichi Takada, Mieko
Samurai 3: Musashi and Kojiro—See Samurai 3: Duel on Ganryu Takamine, Katsuo Nakamura. Dir: Tatsuo Sakai. (Shochiku; 1956;
Island 84 min; B&W; Subt; NR)
Samurai Assassin (Samurai)—After being denied entry into the pal- A Samurai’s Love (Bacho Sara Yashiki—Okiku to Harima)—Dir:
ace of the chief minister because he did not know his father’s iden- Daisuke Ito. (Daiei; 1954; Unk; B&W; Subt; NR)
tity, a rônin joins a bandit gang. Even the gang eventually forsakes Sanjuro (Tsubaki Sanjuro)—Toshiro Mifune reprises his role as the
the rônin, who then forces his way into the palace and kills the brash rônin from Yojimbo. In this film, Sanjuro helps a small band
minister. It is only then that he learns that the minister was his of samurai rescue their clansmen, who have been taken hostage by
father! Toshiro Mifune (Tsuruchiyo Niino), Michiyo Aratama a corrupt official. A great story with a sly sense of humor. Toshiro
(Okiku), Keiju Kobayashi, Yunosuke Ito, Koshiro Matsumoto, Nami Mifune (Sanjuro Tsubaki ), Tatsuya Nakadai (Hanbei Muroto), Yuzo
Tamura. Dir: Kihachi Okamoto. (Toho; 1965; 123 min; Color; Subt; Kayama (Hiro Izaka), Akihiko Hirata, Kunie Tanaka, Hiroshi
NR) Tachikawa, Tatsuhiko Hari, Tatsuyoshi Ehara, Kenzo Matsui,
Samurai Banners—Based on the best-selling Japanese novel Furin Yoshio Tsuchiya, Akira Kubo (Young samurai), Takashi Shimura
Kazan, by Yasushi Inove. A samurai is hired as an advisor to a (Kurofuji), Kamatari Fujiwara (Takebayashi), Masao Shimizu
daimyo, but his advice is not heeded. The advisor is compelled to (Kikui), Yunosuke Ito (Mutsuta), Takato Irie (Lady Mutsuta), Reiko
kill a rival daimyo, and both he and his master fall in love with the Dan (Chidori), Keiju Kobayashi (Prisoner). Dir: Akira Kurosawa.
slain man’s daughter. Released in the U.S. as Furin Kazan and (Toho; 1962; 96 min; B&W; Subt; NR)
Samurai Banners. Produced by Toshiro Mifune’s own production Sansho the Bailiff (Sansho Dayo)—Set in the 11th century, a kindly
company, Mifune Productions. Toshiro Mifune (Kansuke governor is exiled, his wife forced into prostitution and his son and
Yamamoto), Kinosuke Nakamura ( Shingen Takeda), Yoshiko daughter sold into slavery to the tyrannical bailiff Sansho. The son
Sakuma (Princess Yufu), Kanemon Nakamura (Nobukato Itagaki ), escapes, and 10 years later rises to power and searches for his
Masakazu Tamura (Nobushige Takeda ), Yujiro Ishihara (Kenshin mother. Kinuyo Tanaka, Yoshiaki Hanayagi, Kyoko Kagawa, Eitaro
Uesugi), Ken Ogata. Dir: Hiroshi Inagaki. (Toho/Mifune Produc- Shindo. Dir: Kenji Mizoguchi. (Daiei; 1954; 132 min; B&W; Subt;
tions; 1969; 132/166 min; Color; Subt; NR) NR)
Samurai From Nowhere—Set in 17th century Japan, a warrior rescues Sasaki Kojiro—See Kojiro
a woman from an evil lord, who pursues them. Low budget action Scandalous Adventures of Buraikan, The (Buraikan)—Tatsuya
film. Chieko Baisho, Shima Iwashita, Seiji Miyaguchi, Tetsuro Nakadai (Naojiro Kataoka), Shima Iwashita (Michitose), Tetsuro
Tamba. Dir: Seichiro Uchikawa. (1964; 93 min; Color; Subt; NR) Tamba (Soshun Kochiyama ), Shoichi Ozawa (Ushimatsu), Fumio
Samurai Gold Seekers—See Sword of the Beast Watanabe (Moritaya Seizo), Sakatoshi Yonekura (Keneko Ichinojo),

By waiting to get the agreement others, a matter like taking revenge will never be brought to a conclusion. One should have the
resolution to go alone and even to be cut down. A person who speaks vehemently about taking revenge but does nothing about it is a
300 hypocrite.
— Anonymous
WWW.SENGOKU.COM

Hiroshi Akutagawa (Mizuno Echizen-no-kami), Suisen Ichikawa Shôgun—Emmy Award-winning 9-hour tele-
(Okuma), Kiwako Taichi (Namiji). Dir: Masahiro Shinoda. (Toho; vision mini-series based on James
1970; 104 min; Color; Subt; NR) Clavell’s novel. Filmed in Japan, with
Scarlet Cloak, The (Akai Jimbaori) —Dir: Satsuo Yamamoto. excellent costumes and visuals; a must
(Shochiku; 1959; Unk; B&W; Subt; NR) see, despite historical inaccuracies. Also
Secret of the Bronze Dragon, The (Tange Sazen Doto-hen)—Ryutaro released as 124-minute edited version.
Otomo, Hashizo Okawa. Dir: Sadatsugu Matsuda. (Toei; 1959; 81 Richard Chamberlain, Toshiro Mifune,
min; B&W; Subt; NR) Yoko Shimada; Frankie Sakai. Dir: Jerry
Secret of the Scroll, The (Inazuma Kotengu)—Dir: Shoji Matsumura. London. (1980; 549 min; Color; Engl/Jap;
(Toei; 1959; Unk; B&W; Subt; NR) NR)
Secret of the Urn, The (Tange Sazen Hien Iai-giri)—Kinnosuke Shôgun Assassin—Abridged 2-hour version of the famous Japanese
Nakamura ( Samanosuke / Tange Sazen), Keiko Awaji (Fuji), film series Sword of Vengeance, about the Shôgun’s chief execu-
Tetsuro Tamba (Lord Yagyu), Isao Kimura, Wakaba Irie. Dir: Hideo tioner who defies the Shôgun after his wife is assassinated, and
Gosha. (Toei; 1966; 91 min; B&W; Subt; NR) wanders the country pushing his son, Daigoro, in a wooden cart.
Senbazuro Hicho—Raizo Ichikawa, Tamao Nakamura. Dir: Kenji He kills countless ninja and samurai. Great action flick! Also re-
Misumi. (Daiei; 1959; 86 min; B&W; Subt; NR) leased as Lupine Wolf. Tomisaburo Wakayama, Masahiro
Sengoku Jieitai—In this Japanese sci-fi adventure, a group of soldiers Tomikawa, Lamont Johnson, Marshall Efron. Dir: Kenji Misumi,
find themselves transported back to 16th century Japan, where they Robert Houston. (1980; 89 min; Color; Subt; R)
must face a group (an army?) of angry samurai. They fight for their Shogûn Mayeda—See Journey of Honor
lives as they try to figure out what happened and try to find a way Shôgun’s Ninja—Two ancient ninja families struggle for superiority,
home. Excellent fight scenes and choreography by Sonny Chiba. as one commander searches for the dagger that holds a powerful
Also released as Time Slip. Sonny Chiba, Isao Natsuki, Nana Okada, secret. Henry Sanada, Sonny Chiba. Dir: Noribumi Suzuki. (1983;
Miyuki Ono. Dir: Koichi Saito. (1981; 139 min; Color; Subt; NR) 115 min; Color; Subt; NR)
Sengoku Yaro—See Warring Clans Shôgun Travels Incognito, The ( Tenka no Fuku-Shôgun )—
Senryo Garasu—Michiko Saga, Haruo Minami. Dir: Ryo Hagiwara. Ryunosuke Tsukigata, Kinnosuke Nakamura. Dir: Sadatsugu
(Shochiku; 1960; 81 min; B&W; Subt; NR) Matsuda. (Toei; 1959; 96 min; B&W; Subt; NR)
Seppuku—See Hara-Kiri. Shura Zakura—Kokichi Takeda, Miki Mori. Dir: Tatsuo Oshone.
Seven Blades Return, The (Shichinin wakashu oini uridasu )— (Shochiku; 1959; 125 min; B&W; Subt; NR)
Kinshiro Matsumoto, Shinobu Asaji. Dir: Ryosuke Kurahashi. Singing Swordsman, The (Utashigure Senryo Tabi)—Kotaro Satomi,
(Shochiku; 1958; 91 min; B&W; Subt; NR) Hirami Hanazono. Dir: Hideaki Onishi. (Toei; 1959; 60 min; B&W;
Seven Samurai (Shichinin no Samurai)—Akira Kurosawa classic about Subt; NR)
seven warriors who defend a poor village from bandits. Served as Sleepy Eyes of Death Series—See also Kyoshiro Nemuri
the inspiration for the 1960 western The Magnificent Seven. Avail- Sleepy Eyes of Death: The Chinese Jade—Nemuri Kyoshiro is the
able in several versions of varying lengths. A digitally re-mastered son of a Japanese mother and a gaijin father, but he’s an expert
version was released on video tape and most recently on DVD. swordsman. Lord Maeda attempts to manipulate Nemuri to attack
Takashi Shimura (Kanbei), Toshiro Mifune (Kikuchiyo), Yoshio Maeda’s enemy, a priest named Chen Sun, who is protecting a docu-
Inaba (Gorobei ), Seiji Miyaguchi ( Kyuzo), Minoru Chiaki ment that will cause the Maeda clan’s downfall. Originally released
(Heihachi), Daisuke Kato (Shichiroji), Isao Kimura (Katsuchiro), as Kyoshiro Nemuri film series. Ichikawa Raizo, Nakamura Tamao,
Kuninori Kodo (Gisaku), Bokuzen Hidari (Yohei), Yoshio Kosugi Joo Kenzaburo. Dir: Tanaka Tokuzo. (Daiei; 1963, 82 min; Color;
(Mosuke), Kamatari Fujiwara (Manzo), Yoshio Tsuchiya (Rikichi), Subt; NR)
Keiko Tsushima (Shino), Yukiko Shimazaki ( Rikichi’s wife), Sleepy Eyes of Death: Full Circle Killing—Nemuri Kyoshiro gets en-
Haruko Tayama (Wife of Gisaku’s son), Gen Shimazu (Rônin), Keiji tangled in another adventurous plot. Originally released as Nemuri
Sakakida (Gosaku), Jun Tatara (Coolie), Atsushi Watanabe ( Bun Kyoshiro film series. Raizo Ichikawa (Kyoshiro Nemuri ). Dir: Unk.
seller), Toranosuke Ogawa (grandfather), Noriko Sengoku (Wife), (Daiei; 1964; 82 min; Color; Subt; NR)
Eijiro Tono (Robber), Isao Yamagata (Rônin), Sojin Kamayama Sleepy Eyes of Death: Sword of Adventure—Nemuri Kyoshiro be-
(Minstrel), Jun Tazaki (Tall samurai), Shimpei Takagi ( Bandit comes embroiled in a plot to kill the Shôgunate’s Finance Com-
Chief), Jiro Kumagai, Tsuneo Katagiri, Yasuhisa Tsutsumi (Peas- missioner. Originally released as Nemuri Kyoshiro film series. Raizo
ants), Kichijiro Ueda, Akira Tani, Naruo Nakajima, Takashi Narita, Ichikawa (Kyoshiro Nemuri). Fujimura Shiho, Takada Miwa. Dir:
Senkichi Omura, Shuno Takahara, Masanobu Okubo (Bandits), Yu Kenji Misumi (Lone Wolf and Cub). (Daiei; 1964; 82 min; Color;
Akitsu (Husband). Dir: Akira Kurosawa. (Toho; 1954; 208, 200 or Subt; NR)
161 min; B&W; Subt; NR) Sleepy Eyes of Death: Sword of Seduction—Nemuri Kyoshiro be-
Shichinin no Samurai—See Seven Samurai. comes involved in an opium smuggling conspiracy that involves
Shinju Ten no Amijima—See Double Suicide the daughter of the former Shôgun! Originally released as Nemuri
Shinobi—See Shinobi no Mono Kyoshiro film series. Raizo Ichikawa (Kyoshiro Nemuri). Dir:
Shinobi no Mono—Also released as Shinobi and Ninja: A Band of Assas- Ikehiro Kazuo. (Daiei; 1964; 82 min; Color; Subt; NR)
sins. A period film set in the 16th century about a clan of shinobi Sleepy Eyes of Death: Sword of Fire—Nemuri Kyoshiro in the fifth
(ninja) plotting the assassination of their great enemy, Nobunaga American release of the film series. Originally released as Nemuri
Oda, the current ruler of Japan. Raizo Ishikawa (Sleepy Eyes of Kyoshiro film series. Raizo Ichikawa (Kyoshiro Nemuri). Dir: Kenji
Death). Dir: Unk. (B&W; Subt; NR) Misumi. (Daiei; 1965; 83 min; Color; Subt; NR)
Shinsengumi—Also released as Band of Assassins. Story set in the 17th Souls in the Moonlight (Daibosatsu-toge)—Chiezo Kataoka, Kinnosuke
century about Kondo Isami, famous leader of the Shin Sen gang of Nakamura. Dir: Tomo Uchida. (Toei; 1959; 104 min; B&W; Subt;
assassins. Toshiro Mifune (Kondo Isami). Dir: Unk. (Toho; 1970; NR)
B&W; Subt; NR) Spell of the Hidden Gold, The (Maken jigoku)—Michiyo Kogure, Koji
Shiranui Kengo—Shintaro Katsu, Tamao Nakamura. Dir: Issei Mori. Tsurata. Dir: Masazumi Kawanishi. (Toho; 1958; 91 min; B&W;
(Daiei; 1960; 90 min; B&W; Subt; NR) Subt; NR)

If a retainer will just think about what he is to do for the day at hand, he will be able to do anything. If it is a single day’s work, one
should be able to put up with it. Tomorrow, too, is but a single day. 301
— Ikuno Oribe
SENGOKU: REVISED EDITION
Sure Death—Fujita Makoto, Ayukawa Izumi, Tale of Genji, The (Genji Monogatari)—Live-action film version of
Hikaru Ippei, Yamauchi Toshio. Dir: Hirose Murasaki Shikibu’s literary masterpice about the life of Hikaru
Joo. (Shochiku Co. Ltd.; 1985; 122 min; Genji. Born the son of an emperor in the Heian era but made a
Color; Subt; NR) commoner, Genji is the most handsome man in the nation with
Sure Death: Brown, You Bounder!—Sec- unparalleled abilities in poetry and music. Dir: Kozaburo
ond in the Sure Death series. Fujita Makoto, Yoshimura. (Daiei; 1951; Unk; B&W; Subt; NR)
Ayukawa Izumi, Hikaru Ippei, Yamauchi Tale of Genji, The—Anime adaption of the classic tale by Murasaki
Toshio. Dir: Hirose Joo. (Shochiku Co. Ltd.; Shikibu. Dir: Gisaburo Sugii. (Asahi/CPM; 1987-1995; 110 min;
1985; 122 min; Color; Subt; NR) Color; Subt; NR)
Surônin Hyakuman-goku —Utaemon Ichikawa, Tales of the Taira Clan (Shin Heike Monogatari)—Raizo Ichikawa,
Chiyonosuke Azuma. Dir: Shoji Matsumura. (Toei; 1960; 85 min; Narutoshi Hayashi, Michiyo Kogure, Eitaro Shindo, Ichiro Sugai,
B&W; Subt; NR) Koreya Senda, Eijiro Yanagi, Ichijiro Oya, Mitsaburo Ramon,
Swishing Sword, The (Hitohada kujaku)—Fujiko Yamamoto, Raizo Yoshiko Kuga. Dir: Kenji Mizoguchi. (Daiei; 1955; Unk; B&W;
Ichikawa, Shoji Umewaka, Mieko Kondo, Seizaburo Kozo, Subt; NR)
Sonosuke Sawamura. Dir: Issei Mori. (Daiei; 1958; 99 min; B&W; Ten Duels of Young Shingo, The: Part 1 (Shingo Juban-shobu)—
Subt; NR) Hashizo Okawa (Shingo), Ryutaro Otomo. Dir: Sadatsugu Matsuda.
A Sword Against Fate (Kurenai gonpachi)—Hashizo Okawa, Utaemon (Toei; 1959; 97 min; B&W; Subt; NR)
Ichikawa. Dir: Kokichi Uchide. (Toei; 1958; 98 min; B&W; Subt; Ten Duels of Young Shingo, The: Part 2 (Shingo Juban-shobu)—
NR) Hashizo Okawa (Shingo), Yumiko Hasegawa. Dir: Sadatsugu
A Swords Against Intrigue (Naza no Naiban-daiko)—Hiroko Matsuda. (Toei; 1959; 87 min; B&W; Subt; NR)
Sakuramachi, Utaemon Ichikawa. Dir: Yasushi Sasaki. (Toei; 1959; Ten To Chi To—See Heaven and Earth
87 min; B&W; Subt; NR) Tenchu (Hitokiri)—Shintaro Katsu (Izo Okada), Tatsuya Nakadai
A Sword and Love (Ken wa shitte ita)—Kinnosuke Nakamura, Hitomi (Hempeita Takechi), Yukio Mishima (Shimbei Tanaka), Yujiro
Nakahara. Dir: Kokichi Uchide. (Toei; 1958; 82 min; B&W; Subt; Ishihara (Ryoma Sakamoto ), Mitsuko Baisho, Takumi Shinjo
NR) (Minakawa). Dir: Hideo Gosha. (Daiei; 1969; 140 min; Unk; Subt;
Sword for Hire (Sengoku Burai)—Screenplay by Hiroshi Inagaki and NR)
Akira Kurosawa. Toshiro Mifune (Sasa Hayatenosuke), Rentaro Tenka Gomen —Isuzu Yamada, Koshiro Matsumoto. Dir: Kunio
Mikuni (Tachibana Jurata), Danshiro Ichikawa (Kagami Yakeiji), Watanabe. (Shochiku; 1960; 85 min; B&W; Subt; NR)
Yoshiko Yamaguchi (Oryo ), Shinobu Asaji (Kano ), Takashi Tenryu no Karasu—Shintaro Katsu, Shoji Umewaka. Dir: Kimiyoshi
Shiumura, Eijiro Higashino, Ryosuke Kagawa, Kuniori Kodo. Dir: Yasuda. (Daiei; 1959; 83 min; B&W; Subt; NR)
Hiroshi Inagaki. (Toho; 1952; 135 min; B&W; Subt; NR) They Who Step on the Tiger’s Tail—See Men Who Tread on the Tiger’s
Sword of Destiny (Tsukikage Ittoryu)—Koji Tsurata, Hibari Misora. Tail, The.
Dir: Ko Sasaki. (Toei; 1960; 79 min; B&W; Subt; NR) Thief is Shôgun’s Kinsman—Dir: Tomu Uchida. (Toei; 1959; Unk;
Sword of Doom, The (Daibosatsu Toge)—An elder samurai takes in a B&W; NR)
young, rash student, and teaches him the way of the warrior. Tatsuya Three Outlaw Samurai (Sambiki no Samurai)—Tetsuro Tamba (Sakon
Nakadai (Tsukue), Toshiro Mifune (Shimada), Michiyo Aratama, Shiba), Mikijiro Hira (Einosuke Kikyo), Isamu Nagato (Kyojuro
Yuzo Kayama, Yoko Naito, Kei Sato. Dir: Kihachi Okamato. (Toho; Sakura), Miyuki Kuwano (Aya ), Toshie Kimura (Oine), Yoko
1966; 122 min; B&W; Subt; NR) Mihara (Omaki), Kioko Aoi ( Omitsu), Yoshiko Kayama (Oyasu),
Sword of Fury I—This Japanese adventure film (the first of three) Tatsuya Ishiguro (Uzaemon Matsushita), Kamatari Fujiwara
chronicles the rise of Miyamoto Musashi, one of Japan’s greatest (Jimbei), Jun Tatara (Yasugoro). Dir: Hideo Gosha. (Shochiku;
swordsmen. Hideki Takahashi, Jiro Tamiya. (1973; 90 min; Color; 1964; 95 min; Subt; NR)
Subt; NR) Three Treasures, The (Nippon Tanjo)—Toshiro Mifune (Prince
Sword of Fury II—Sequel to Sword of Fury I . (Color; Subt; NR) Yamato), Yoko Tsukasa, Kinoyu Tanaka, Ganjiro Nakamura,
Sword of Fury III—Last in the Sword of Fury series of films. (Color; Takashi Shimura, Akira Takarada, Eijiro Tono, Misa Uehara, Koji
Subt; NR) Tsurata, Akihito Hirata, Jun Tasaki, Kyoko Kagawa. Dir: Hiroshi
Sword of the Beast (Kedamono no Ken)—Also released as Samurai Inagaki. (Toho; 1959; 182 min; B&W; Subt; NR)
Gold Seekers. Mikijiro Hira (Yuuki Gennosuke ), Goh Kato (Jurata Three Ways to Die (Kitsune Kago)—Kokichi Takada, Junzaburo Ban,
Yamane), Shima Iwashita (Taka), Toshie Kimura (Misa), Kantara Mitsuko Kusabue, Jushiro Konoe, Chieko Saki. Dir: Seiichi Fukuda.
Suga (Daizaburo), Yoko Mihara (Osen), Kunie Tanaka (Tanji), (Shochiku; 1956; 110 min; B&W; Subt; NR)
Eijiro Tono (Minister). Dir: Hideo Gosha. (Shochiku; 1965; 85 min; Throne of Blood (Kumonoso-ju)—Japanese remake of MacBeth, in
B&W; Subt; NR) which a samurai receives a prophecy from a spirit and stages a
Swords of the Itinerant Actor, The (Abare Kaido)—Yumiko Hasegaya, coup against his lord. Also released as The Castle of the Spider’s
Utaemon Ichikawa. Dir: Shigehiro Ozawa. (Toei; 1959; 91 min; Web. Toshiro Mifune (Taketoki Washizu), Isuzu Yamada (Asaji),
B&W; Subt; NR) Minoru Chiaki (Yoshiaki Miki), Akira Kubo (Yoshiteru), Takamaru
Swordkill—See Ghost Warrior Sasaki (Kuniharu Tsuzuki), Yoichi Tachikawa (Kuniharu’s son ),
Swordless Samurai, The (Furyu Ajirogasa)—Dir: Santaro Marune. Takashi Shimura (Noriyasu Odagura), Chieko Naniwa (Sorcer-
(Toho; 1956; Unk; B&W; Subt; NR) ess). Dir: Akira Kurosawa. (Toho; 1957; 108/110 min; B&W; Subt;
Swords and Brocade (Hakamadare Yasusuke)—Dir: Eisuke Takizawa. NR)
(Toho; 1952; Unk; B&W; Subt; NR) Throne of Flame (Honoho no Shiro)—Hashizo Okawa, Yoshiko Mita.
Swordsman’s Trouble With Women, The (Jonan ittoryu)—Ryutaro Dir: Yasushi Kato. (Toei; 1960; 99 min; B&W; Subt; NR)
Otomo, Satomi Oka. Dir: Shoji Matsumura. (Toei; 1958; 88 min; Thunder Kid, The (Asama no abarenbo)—Kinnosuke Nakamura,
B&W; Subt; NR) Satomi Ota. Dir: Juichi Kono. (Toei; 1958; 82 min; B&W; Subt;
Takamaru and Kikumaru (Takamaru Kikumaru) —Kinshiro NR)
Matsumoto, Hiroshi Nawa. Dir: Santaro Marune. (Shochiku; 1959; Time Slip—See Sengoku Jieitai
144 min; B&W; Subt; NR) Tokai no Kaoyaku—Kinnosuke Nakamura, Keiko Okawa. Dir: Masahiro

The resourcefulness of times of peace is the military preparation for times of war. With five hundred allies one can defeat an enemy
302 force of ten thousand.
— Notes on Martial Laws
WWW.SENGOKU.COM

Makino. (Toei; 1960; 86 min; B&W; Subt; NR) Atsushi Watanabe (Coffin-maker), Ikio
Tough in a Purple Hood, The (Murasaki zukin)—Chiezo Kataoka, Sawamura (Hansuke), Akira Nishimura
Kotaro Satomi. Dir: Hideaki Inishi. (Toei; 1958; 89 min; B&W; (Kuma), Yoshio Tsuchiya (Kohei ),
Subt; NR) Yoko Tsukasa (Nui), Yosuke Natsuki
Town Hero, The (Tenka no ichidaiji)—Kinnosuke Nakamura, Hitomi (Kohei’s son). Dir: Akira Kurosawa.
Nakahara. Dir: Chu Sawamura. (Toei; 1958; 91 min; B&W; Subt; (Toho; 1961; 110 min; B&W; Subt; NR)
NR) Yotoden—A 3-volume anime series set in the
Travelling Ruffian, The—Hashizo Okawa, Ryutaro Otomo. Dir: late 16th century. Oda Nobunaga seeks to
Masahiro Makino. (Toei; 1958; 84 min; B&W; Subt; NR) wipe out the Iga and Kôga ninja clans, and
Treasure of Ryujin-maru, The (Bijo komori)—Kokichi Takada, uses demons and sorcery to do it! Dir: Unk. (Color;
Mitsuko Kusabue, Junzaburo Ban, Michiko Saga. Dir: Shochiku. Dub/Subt; NR)
(Shochiku; 1957; 107 min; B&W; Subt; NR) Yotsuya Ghost Story (Yotsuya Kaidan )—Kazuo Hasegawa, Yasuko
Tsubaki Sanjuro—See Sanjuro Nakada. Dir: Kenji Misumi. (Daiei; 1959; 84 min; B&W; Subt;
Ugetsu—In this 16th century drama, two brothers, potters by trade, take NR)
their wives to the city seeking success. One wants to achieve wealth, Young Cavaliers, The (Futari Wakagishi)—Chiyonosuke Azuma,
the other to become a samurai. In the city they encounter the ghost Sentaro Fushimi. Dir: Kinnosuke Fukuda. (Toei; 1959; 88 min;
of beautiful, aristocratic woman. Based on the stories of Akinari B&W; Subt; NR)
Ueda. Won the Best Competing Film and Silver Lion Awards at Young Swordsman (Hiken)—Somegoro Ichikawa, Hiroyuki Nagato,
the 1953 Venice Film Festival. Machiko Kyo, Masayuki Mori, Junko Ikeuchi. Dir: Hiroshi Inagaki. (Toho; 1963; 108 min; B&W;
Sakae Ozawa, Kinuyo Tanaka. Dir: Kenji Mizoguchi. (1953; 96 Subt; NR)
min; B&W; Subt; NR) Yutaro Kodan—Raizo Ichikawa, Yoko Uraji. Dir: Katsuhiko Tasaka.
Ugetsu Monogatari—See Ugetsu (Daiei; 1959; 82 min; B&W; Subt; NR)
Under the Banner of the Samurai—See Samurai Banners. Zato Ichi (Zato Ichi Kenka-tabi)—Also released as Zato Ichi and the
Vendetta of Samurai (Ketto kagiya no tsuji)—Screenplay written by Scoundrels and Zato Ichi on the Road . Shintaro Katsu (Zato Ichi),
Akira Kurosawa. Toshiro Mifune, Yuriko Hamada. Dir: Issei Mori. Shiho Fujimura, Ryuzo Shimada, Reiko Fujiwara, Matasaburo
(Toho; 1951; 82 min; B&W; Subt; NR) Niwa, Yoshio Yoshida. Dir: Kimiyoshi Yasuda. (Daiei; 1964; 85
Vengeance Trail, The (Yudachi Kangoro)—Dir: Eisuke Takizawa. min; Color; Subt; NR)
(Toho; 1953; Unk; B&W; Subt; NR) Zato Ichi’s Flashing Sword—See Zatoichi: The Sword of Zato Ichi
Violent Lord, The (Abare Daimyô)—Utaemon Ichikawa, Keiko Okawa. Zato Ichi and the Scoundrels—See Zato Ichi
Dir: Kokichi Uchiide. (Toei; 1959; 90 min; B&W; Subt; NR) Zato Ichi on the Road—See Zato Ichi
Wakaki Hi no Nobunaga—Raizo Ichikawa, Atsuko Kindaichi. Dir: Is- Zato Ichi and the Drum—See Zatoichi: The Blind Swordsman Sa-
sei Mori. (Daiei; 1959; 97 min; B&W; Subt; NR) maritan
Walkers on the Tiger’s Tail—See Men Who Tread on the Tiger’s Tail, Zatoichi: Adventures of a Blind Man (Zato Ichi Sekisho Yaburi)—
The Shintaro Katsu (Zato Ichi). Dir: Kimiyoshi Yasuda. (Daiei; 1964;
Wanderer, The (Rindo garasu)—Kokichi Takada, Michiko Saga, 86; Color; Subt; NR)
Mieko Takamine, Jushiro Konoe, Keiko Yukishiro. Dir: Tatsuo Zatoichi: Fight, Zato Ichi, Fight (Zato Ichi Kessho Tabi )—Shintaro
Osone. (Shochiku; 1956; 99 min; B&W; Subt; NR) Katsu (Zato Ichi). Dir: Tokuzo Tanaka. (Daiei; 1964; Unk min;
Warring Clans (Sengoku Yaro)—Yuzo Kayama, Yuriko Hoshi, Color; Subt; NR)
Makoto Sato. Dir: Kihachi Okamoto. (Toho; 1963; 97 min; B&W; Zatoichi: Life and Opinion of Masseur Ichi (Zato Ichi Monogatari)—
Subt; NR) One of a series of films (begun in 1962) about a blind masseur who
Whirlwind ( Dai Tatsumaki) —Also released as Dai Tatsumaki . is an expert swordsman and a wanted criminal. Zatoichi travels the
Somegoro Ichikawa, Makoto Sato, Yosuke Natsuki, Yuriko Hoshi, country seeking a quiet life from those who pursue him. Shintaro
Yoshiko Kuga, Toshiro Mifune. Dir: Hiroshi Inagata. (Toho; 1964; Katsu (Zato Ichi), Massayo Banri, Ryuzo Shimada, Gen Mitamura,
106 min; B&W; Subt; NR) Shigeru Amachi, Chitose Maki. Dir: Kenji Misumi. (Daiei; 1962;
White, the Yellow and the Black—See Il Bianco, Il Giallo, Il Nero 96 min; Unk; Subt; NR)
White, Yellow and Black—See Il Bianco, Il Giallo, Il Nero Zatoichi: Masseur Ichi and A Chest of Gold (Zato Ichi Senryo-
Woman and the Pirate, The (Onna to Kaizoku)—Kazuo Hasegawa, Kubi)—Also released as Zato Ichi and A Chest of Gold. Shintaro
Machiko Kyo. Dir: Daisuke Ito. (Daiei; 1959; 90 min; B&W; Subt; Katsu (Zato Ichi), Mikio Narita, Chizu Hayashi. Dir: Kenji Misumi.
NR) (Daiei; 1964; 83 min; Color; Subt; NR)
Yabu no Naka no Kuroneko—See Kuroneko Zatoichi: Masseur Ichi Enters Again (Shin Zato Ichi Monogatari)—
Yagyû Conspiracy—Japanese television series about the Yagyû clan Shintaro Katsu (Zato Ichi). Dir: Takuzo Tanaka. (Daiei; 1963; 91
during Tokugawa Japan. Shown in San Francisco and Los Angeles min; Unk; Subt; NR)
(possibly other) areas here in the U.S.A. (Color; Subt; NR) Zatoichi: Masseur Ichi on the Road (Zato Ichi Kenka-Tabi)—Zato
Yagyû Secret Scroll, The—See Ninjitsu Ichi gets embroiled in an adventure in which he escorts a young
Yojimbo—Toshiro Mifune plays probably his most famous role of the woman. The daughter of a wealthy merchant, who once worked as
brash rônin, who finds himself in a village torn apart by a yakuza a servant for a daimyô but fled after she injured him when the lord
gang war. Mifune plays both gangs against each other and eventu- tried to rape her. Two yakuza gangs also get involved and the sword
ally destroys both, bringing peace to the village. Yojimbo inspired fighting soon follows! Shintaro Katsu (Zato Ichi), Mikio Narita,
Sergio Leone’s western, Fistful of Dollars, as well as the Ameri- Chizu Hayashi. Dir: Kimiyoshi Yasuda. (Daiei; 1964; 85 min; Color;
can re-make, Last Man Standing. Toshiro Mifune ( Sanjuro Subt; NR)
Kuwabatake), Eijiro Tono (Gonji), Kamatari Fujiwara (Tazaemon, Zatoichi: Masseur Ichi The Fugitive (Zato Ichi Kyojotabi )—Shintaro
the silk merchant), Seizaburo Kawazu (Seibei), Isuzu Yamada Katsu (Zato Ichi), Miwa Takada, Misayo Banri, Jun-ichiro Narita,
(Orin), Hiroshi Tachikawa (Yoichiro ), Takashi Shimura (Tokuemon, Katsuhiko Kobayashi. Dir: Tokuzo Tanaka. (Daiei; 1963; 86 min;
the sake merchant), Kyu Sazanka (Ushitora), Daisuke Kato Unk; Subt; NR)
(Inokichi), Tatsuya Nakadai (Unosuke), Susumu Fujita (Honma), Zatoichi Meets Yojimbo (Zato Ichi to Yojinbo)—Two of chambara’s

Walk with a real man one hundred yards and he’ll tell you at least seven lies. 303
— Yamamoto Jin’emon
SENGOKU: REVISED EDITION
most famous characters—the blind swordsman Shintaro Katsu (Zato Ichi), Kanbi Fujiyama, Eiko Taki, Masako
and the brash rônin—meet in this classic film. Myojo, Koichi Mizuhara. Dir: Issei Mori. (Daiei; 1965; 88 min;
Two versions of different lengths were re- Color; Subt; NR)
leased. Shintaro Katsu (Zato Ichi), Toshiro Zatoichi: Zatoichi At Large (Zato Ichi Goyotabi)—Shintaro Katsu
Mifune (Yojimbo), Ayako Wakao (Umeno), (Zato Ichi), Rentaro Mikuni (Tetsugoro), Hisaya Morishige (Tobei),
Yonekura Masakene (Masagoro), Takizuwa Etsushi Takahashi (Sataro), Naoko Ohtani (Oyae), Osamu Sakai
Shu ( Eboshi Yasuke), Mori Kishida (Kuzuryu), (Seiji). Dir: Kazuo Mori. (Toho; 1972; 88 min; Color; Subt; NR)
Kanjuro Arashi (Hyoroku), Shigeru Kamiyama, Zatoichi: Zatoichi Challenged! (Zato Ichi Chikemuri Kaido )—
Toshiyuki Hosokawa. Dir: Kihachi Okamoto. Shintaro Katsu (Zato Ichi), Jushiro Konoe, Miwa Takada, Yukiji
(Daiei; 1970; 90/116 min; Color; Subt; NR) Asaoka, Mie Nakao, Mikiko Tsubuchi, Tomo Koike. Dir: Kenji
Zatoichi: Showdown for Zatoichi—The blind masseur accidentally Misumi. (Daiei; 1967; 87 min; Color; Subt; NR)
injures a young girl in a sword fight and tries to earn money to pay Zatoichi: Zatoichi in Desperation—Shintaro Katsu (Zato Ichi), Kiwako
for her care, only to discover that his recent traveling companion is Taichi (Nishikigi), Kyoko Yoshizawa (Kaede), Yasuhiro Koume
the killer of the girl’s father-in-law. Shintaro Katsu (Zato Ichi), (Shinkichi), Katsuo Nakamura ( Ushimatsu), Asao Koike (Kagiya
Chizu Hayashi, Kaneko Iwasaki, Mikio Narita. Dir: Kenji Misumi. Mangoro), Joji Takagi (Shijo Tokiwa), Masumi Harukawa (Ohama).
(Daiei; 1968; 87 min; Color; Subt; NR) Dir: Shintaro Katsu. (Toho; 1973; 95 min; Color; Subt; NR)
Zatoichi: The Blind Swordsman—Shintaro Katsu (Zato Ichi), Mikio Zatoichi: Zatoichi’s Flashing Sword (Zato Ichi Abaredako)—Also
Narita, Chizu Hayashi. Dir: Kenji Misumi. (Daiei; 1965; 87 min; released as The Sword of Zato Ichi. Shintaro Katsu (Zato Ichi),
Color; Subt; NR) Naoko Kubo, Mayumi Nagisa, Ryutaro Gomi, Yutaka Nakamura,
Zatoichi: The Blind Swordsman and the Chess Expert (Zato Ichi Koh Sugita. Dir: Kazuo Ikehiru. (Daiei; 1964; 82 min; Unk; Subt;
Jigokutabi)—Also released as Zato Ichi’s Trip Into Hell and Show- NR)
down for Zato Ichi. Shintaro Katsu (Zato Ichi), Mikio Narita Zatoichi: Zatoichi’s Pilgrimage (Zato Ichi Umio Wataro)—Shintaro
(Jumonji), Chizu Hayashi (Enoshimeya), Kaneko Iwasaki ( Otane), Katsu (Zato Ichi). Dir: Kazuo Ikehiro. (Daiei; 1966; 82 min; Color;
Gaku Yamamoto (Tomonoshin). Dir: Kenji Misumi. (Daiei; 1968; Subt; NR)
87 min; Color; Subt; NR)
Zatoichi: The Blind Swordsman and the Fugitives (Zato Ichi
Hatashijo)—Shintaro Katsu (Zato Ichi), Yumiko Nogawa (Oaki),
Kayo Mikimoto (Oshizu), Kyosuke Machida (Ogano), Takashi
Shimura (Junan). Dir: Kimiyoshi Yasuda. (Daiei; 1968; 82 min;
BIBLIOGRAPHY
Color; Subt; NR)
Zatoichi: The Blind Swordsman Meets His Equal (Zato Ichi “Yabure!
Tojin-ken”)—Shintaro Katsu (Zato Ichi), Wang Eu (Wang Kong),
REFERENCE BOOKS
Hamaki Yuko (Osen), Terada Michie (Oyone), Nambara Koji Adachi, Fumie, translator. Japanese Design Motifs. Dover Publications,
(Kakuzen). Dir: Kimiyoshi Yasuda. (Daiei; 1971; 94 min; Color; Inc., 1972. (IBN 0-486-22874-6)
Subt; NR) Akutagawa, Ryunosuke. Kappa. Charles E. Tuttle Co., 1971, 1994.
Zatoichi: The Blind Swordsman Samaritan (Zato Ichi Kenka- (ISBN 0-8048-0994-1)
daiko)—Also released as Zato Ichi and the Drum . Shintaro Katsu Allen, Jeanne. Designer’s Guide to Samurai Patterns. Chronicle Books,
(Zato Ichi), Yoshiko Mita (Osode), Makoto Sato (Yasaburo), Ko 1990. (ISBN 0-87701-730-1)
Nishimura (Sosuke), Takuya Fijioka ( Shinkichi). Dir: Kenji Misumi. Allyn, John. The 47 Rônin Story . Charles E. Tuttle Co., 1970, 1995
(Daiei; 1968; 84 min; Color; Subt; NR) (ISBN 0-80480196-7)
Zatoichi: The Blind Swordsman’s Cane Sword (Zato Ichi Tekka Appiah, Kwame Anthony and Gates Jr., Henry Louis. The Dictionary
Tabi)—Shintaro Katsu (Zato Ichi), Shiho Fujimura (Oshizu), Eijiro of Global Culture. Random House, 1996, 1997. (ISBN 0-394-
Tono (Senzo), Tatsuo Endo ( Iwagoro). Dir: Kimiyoshi Yasuda. 58581-X)
(Daiei; 1967; 93 min; Color; Subt; NR) Benedict, Ruth. The Chrysanthemum and the Sword: Patterns of Japa-
Zatoichi: The Blind Swordsman’s Fire Festival (Zato Ichi Abare nese Culture. Houghton Mifflin Co., 1946, 1989. (ISBN 0-395-
Himatsuri)—Shintaro Katsu (Zato Ichi), Tatsuya Nakadai (Rônin ), 50075-3)
Reiko Ohara (Okiyo), Masayuki Mori (Yamikubo), Peter (Umeji). Berk, William R., editor. Chinese Healing Arts: Internal Kung Fu.
Dir: Kenji Misumi. (Daiei; 1970; 96 min; Color; Subt; NR) Unique Publications, 1986. (ISBN 0-86568-083-3)
Zatoichi: The Blind Swordsman’s Rescue (Zato Ichi Ro Yaburi)— Bishop, Mark. Zen Kobudo: Mysteries of Okinawan Weaponry and
Shintaro Katsu (Zato Ichi), Rentaro Mikuni (Asagoro ), Akira Te. Charles E. Tuttle Co. (ISBN 0-8048-2027-9)
Nishimura (Uneshiro Suga), Yuko Hamada (Shino), Toshiyuki Bix, Herbert P. Peasant Protest in Japan, 1590-1884. Yale University
Hosokawa (Nisaburo ), Takuya Fujioka (Zato Sanji ), Kenjiro Press, 1986. (ISBN 0-300-05251-0)
Ishiyama (Tatsugoro). Dir: Satsuo Yamamoto. (Daiei; 1967; 96 Bottomly, I. and Hopson, A.P. Arms and Armor of the Samurai: The
min; Color; Subt; NR) History of Weaponry in Ancient Japan. Crescent Books, 1996.
Zatoichi: The Blind Swordsman’s Revenge (Zato Ichi Nidan Giri)— (ISBN 0-517-10318-4)
Shintaro Katsu (Zato Ichi). Dir: Akira Inoue. (Daiei; 1965; 84 min; Bryant, Anthony J. Early Samurai: 200-1500 AD. Osprey Publishing
Color; Subt; NR) Ltd. (ISBN 1-85532-131-9)
Zatoichi: The Blind Swordsman’s Vengeance (Zato Ichi no Uta Ga ——. The Samurai. Osprey Publishing Ltd., 1989, 1992. (ISBN 0-
Kikoeru)—Shintaro Katsu (Zato Ichi), Shigeru Amachi, Mayumi 85045-897-8)
Ogawa, Kei Soto, Jun Hamamura. Dir: Tokuzo Tanaka. (Daiei; ——. The Samurai: 200-1500 AD. Osprey Publishing Ltd., 1991, 1995
1966; 83 min; Color; Subt; NR) (ISBN 1-85532-131-9)
Zatoichi: The Return of Masseur Ichi (Zaku Zato Ichi Monogatari)— ——. Sekigahara 1600: The Struggle for Final Power. Osprey Pub-
Shintaro Katsu (Zato Ichi). Dir: Kazuo Mori. (Daiei; 1962; 71 min; lishing Ltd., 1995. (ISBN 1-85532-395-8)
Unk; Subt; NR) Buruma, Ian. Behind the Mask: On Sexual Demons, Sacred Mothers,
Zatoichi: Zatoichi and the Doomed Man (Zato Ichi Sakata Giri)— Transvestites, Gangsters and Other Japanese Cultural Heroes.

304 A samurai should continually read the ancient records so that he may strengthen his character.
— Daidôji Yûzan
WWW.SENGOKU.COM

Meridian, 1985. (ISBN 0-452-01054-3) Jarves, James Jackson. A Glimpse at the Art
Bush, Lewis. New Japanalia. The Japan Times, Ltd, 1977, 1978. of Japan. Charles E. Tuttle Co., 1984.
Carver Jr., Norman F. Japanese Folkhouses. Documan Press Ltd., 1984, (ISBN 0-8048-1446-5)
1987. (ISBN 0-932076-05-X) Kiritani, Elizabeth. Vanishing Japan: Tra-
Chuen, Lam Kam. Feng Shui Handbook: How to Create a Healthier ditions, Crafts & Culture. Charles E.
Living and Working Environment. Henry Holt and Co., 1996. Tuttle Co., 1995. (ISBN 0-8048-1967-
(ISBN 0-8050-4215-6) X)
Cleary, Thomas F., translator. The Essential Confucius: The Heart of Kondo, Hiroshi. The Book of Sake. Kodansha
Confucius’ Teachings in Authentic I-Ching Order. Harper Collins, International, 1984, 1996.(ISBN 4-7700-
1993. (ISBN 0-06-250215-8) 1955-6)
——. The Essential Tao: An Introduction Into the Heart of Taoism Kublin, Hyman. Japan—Revised Edition. Houghton Mifflin Co., 1969,
Through the Authentic Tao Te Ching and the Inner Teachings 1973. (ISBN 0-395-13830-2)
of Chuang Tzu. Harper Collins, 1993. (ISBN 0-06-250216-6) Lane, Richard. Images From the Floating World: The Japanese Print.
——. Further Teachings of Lao-Tzu. Shambhala Publiations, Inc. Konecky & Konecky, 1978. (ISBN 0-914427-54-7)
(ISBN 0-87773-609-X) Lebra, Takie Sugiyama. Japanese Patterns of Behavior. University of
Daniel, Charles. Traditional Ninja Weapons. Unique Publications, 1986. Hawaii Press, 1976. (ISBN 0-8248-0460-0)
(ISBN 0-86568-075-2) Lehner, Ernest. Symbols, Signs & Signets. Dover Publications Inc., 1950.
Davis, F. Hadland. Myths and Legends of Japan. Dover Publications (ISBN 0-486-22241-1)
Inc., 1992. (ISBN 0-486-27045-9) Leupp, Gary P. Servants, Shophands, and Laborers in the Cities of
Davis, Winston. Dojo: Magic and Exorcism in Modern Japan. Stanford Tokugawa Japan. Princeton Paperbacks, 1992 (ISBN 0-691-02961-
University Press, 1980. (ISBN 0-8047-1131-3) X)
Draeger, Donn F. Classical Bujutsu: The Martial Arts and Ways of Levy, Dana and Sneider, Lea. Gibney. Kanban: The Art of the Japa-
Japan, Volume One. Weatherhill, 1973, 1996. (ISBN 0-8348-0233- nese Shop Sign. Chronicle Books, 1983, 1991. (ISBN 0-8118-0042-
3) 3)
Dunn, Charles J. Everyday Life In Traditional Japan. Charles E. Tuttle Mackenzie, Donald A. Myths of China and Japan. Gramercy Books.
Co., 1969, 1994. (ISBN 0-8408-1384-1) (ISBN 0-517-10163-7)
Eberhard, Wolfram. A Dictionary of Chinese Symbols: Hidden Sym- Mayer, Fanny Hagin, translator. Ancient Tales in Modern Japan: An
bols in Chinese Life and Thought. Routledge, 1986, 1996. (ISBN Anthology of Japanese Folk Tales. Indiana University Press, 1984
0-415-00228-1) (ISBN 0-253-30710-4)
Embree, John F. Suye Mura: A Japanese Village. University of Chi- Miner, Earl. An Introduction to Japanese Court Poetry. Stanford Uni-
cago Press, 1939, 1964. versity Press, 1968, 1992. (ISBN 0-8047-0636-0)
Hackin, J. Asiatic Mythology. Thomas Y. Crowell Co. Mitford, A. B. Tales of Old Japan. Charles E. Tuttle Co., 1966, 1996.
Hart, Harold H., editor. Weapons & Armor: A Pictorial Archive of (ISBN 0-8048-1160-1)
Woodcuts & Engravings. Dover Publications Inc., 1982. (ISBN 0- Miyamoto, Musashi. The Book of Five Rings. Bantam Books (ISBN 0-
486-24242-0) 553-27096-6)
Hatsumi, Masaaki. Essence of Ninjutsu: The Nine Traditions . Con- Montgomery, Daniel B. Fire in the Lotus: The Dynamic Buddhism of
temporary Books, 1988. (ISBN 0-8092-4724-0) Nichiren. Mandala, 1991. (ISBN 1-85274-091-4)
——. Ninjutsu History and Tradition. Unique Publications, 1981. (ISBN Morris, Ivan, translator. The Pillow Book of Sei Shonagon. Columbia
0-86568-027-2) University Press, 1991. (ISBN 0-231-07337-2)
Hayes, Stephen K. The Ninja and their Secret Fighting Art. Charles E. Morse, Edward S. Japanese Homes and Their Surroundings. Dover
Tuttle Co., 1981, 1994. (ISBN 0-8048-1656-5)
Publications Inc., 1961. (ISBN 0-486-20746-3)
Heck, J.G., editor. Heck’s Pictorial Archive of Military Science, Geog- Munsterberg, Hugo. The Arts of Japan: An Illustrated History. Charles
raphy and History. Dover Publications Inc., 1994. (ISBN 0-486-
E. Tuttle Co., 1957, 1973 (ISBN 0-8048-0042-1)
28290-2)
——. Nippon: The Land and Its People . Nippon Steel Corp. Develop-
Hearn, Lafcadio. Kwaidan: Stories and Studies of Strange Things.
ment Office, 1982.
Charles E. Tuttle Co., 1971, 1992. (ISBN 0-8048-0954-2)
Nelson, John K. A Year in the Life of a Shinto Shrine. University of
——. Writings from Japan. Penguin Classics, 1984, 1994. (ISBN 0-
Washington Press, 1996. (ISBN 0-295-97500-8)
14-043463-1)
Nishi, Kazuo and Hozumi, Kazuo. What is Japanese Architecture?: A
Hillier, J. The Japanese Print: A New Approach. Charles E. Tuttle Co.,
Survey of Traditional Japanese Architecture. Kodansha Interna-
1975. (ISBN 0-8048-1153-9)
tional, 1983, 1985. (ISBN 4-7700-1992-0)
Hirai, Kiyoshi. Feudal Architecture of Japan. Weatherhill/Heibonsha,
Novak, Phillip. The World’s Wisdom. Harper Collins, 1994.
1973, 1980. (ISBN 0-8348-1015-8)
Homma, Gaku. The Folk Art of Japanese Country Cooking. North Ono, Sokyo. Shinto: The Kami Way. Charles E. Tuttle Co., 1962, 1994.
Atlantic Books, 1991. (ISBN 1-55643-098-1) (ISBN 0-8048-1960-2)
Horton, Alvin. Creating Japanese Gardens. Ortho Books. (ISBN 0- Ozaki, Yei Theodora. The Japanese Fairy Book. Charles Tuttle Co,
89721-148-0) 1970, 1992. (ISBN 0-8048-0885-6)
Hosking, Richard. A Dictionary of Japanese Food: Ingredients & Cul- Peers, C.J. Medieval Chinese Armies . Osprey Publishing Ltd. (ISBN 1-
ture. Charles E. Tuttle Co., 1996, 1997. (ISBN 0-8048-2042-2) 85532-254-4)
Hotta, Anne with Ishiguro, Yoko. A Guide to Japanese Hot Springs. Peterson, Kirtland C. Mind of the Ninja: Exploring the Inner Power.
Kodansha International, 1986. (ISBN 0-87011-720-3) Contemporary Books, 1986. (ISBN 0-8092-4951-0)
Hurlimann, Martin. Kyoto. The Viking Press, 1962. Piggott, Juliet. Japanese Mythology. Peter Bedrick Books, 1969, 1982.
Ikegami, Kojiro. Japanese Book-binding: Instructions From A Mas- (ISBN 0-87226-251-0)
ter Craftsman. Weatherhill, 1986, 1994. (ISBN 0-8348-0196-5) Ratti, Oscar and Westbrook, Adele. Secrets of the Samurai. Charles E.
Ikku-ken, Shirakami. Shurikendo: My Study of the Way of Shuriken. Tuttle Co., 1973, 1993. (ISBN 0-8048-1684-0)
Paul H. Crompton Ltd., 1987, 1995. (ISBN 0-901764-94-9) Reid, Howard and Croucher, Michael. The Way of the Warrior: The

…clan officials and particularly the councilors and senior officers are the spokesmen of the views of their lord; any criticism of them
is a reflection on their lord. 305
— Daidôji Yûzan
SENGOKU: REVISED EDITION
Paradox of the Martial Arts. The Overlook Whittaker, Clio, editor. An Introduction to Oriental Mythology. The
Press, 1995. (ISBN 0-87951-606-2) Apple Press, 1989. (ISBN 1-85076-184-1)
Richie, Donald and Buruma, Ian. The Japa- Yashiroda, Kan, guest editor. Handbook on Dwarfed Potted Trees: The
nese Tattoo. Weatherhill, 1980, 1995. (ISBN Bonsai of Japan. Brooklyn Botanical Garden, 1959.
0-8348-0228-7) Yoshimura, Yuji and Halford, Giovanna M. The Japanese Art of Min-
Saga, Junichi. Confessions of a Yakuza. iature Trees and Landscapes: Their Creation, Care and Enjoy-
Kodansha International, 1991, 1995. (ISBN 4- ment. Charles E. Tuttle Co., 1957, 1972. (ISBN 0-8048-0282-3)
7700-1948-3) Yumoto, John M. The Samurai Sword: A Handbook. Charles E. Tuttle
——. Memories of Silk and Straw. Kodansha In- Co., 1958, 1996. (ISBN 0-8048-0509-1)
ternational, 1987, 1990. (ISBN 0-87011-988-5)
Sato, Koji. The Zen Life. Weatherhill/Tankosha, 1972, 1991. (ISBN 0-
8348-1517-6)
FICTION
Shapiro, David. Sumo: A Pocket Guide . Charles E. Tuttle Co., 1989, Clavell, James. Shôgun. Dell, 1980. (ISBN 0-440-17800-2)
1995. (ISBN 0-8048-2014-7) Salmonsen, Jessica Amanda. Tomoe Gozen .
Shibui, Kiyoshi. Utamaro. Crown Publishers, Inc., 1962. Morell, William. Daimyo. Pinnacle, 1983. (ISBN 0-523-42048-X)
Shimabukuro, Masayuki and Pellman, Leonard J. Flashing Steel: Mas- Rypel, T.C. Gonji #1: Deathwind of Vedun. Zebra Books, 1981. (ISBN
tering Eishin-Ryu Swordsmanship. Frog, Ltd., 1995. (ISBN 1- 0-8217-1006-9)
883319-18-8) ——. Gonji #2: Samurai Steel. Zebra Books, 1982. (ISBN 0-8217-1072-
Silver, Alain. The Samurai Film. (ISBN ???) 9)
Smith, Huston. The Illustrated World’s Religions: A Guide to Our Yoshikawa, Eiji. Musashi Book I: The Way of the Samurai. Pocket
Wisdom Traditions. Harper San Francisco, 1986, 1994. (ISBN 0- Books, 1989. (ISBN 0-671-64421-1)
06—67453-9) ——. Musashi Book II: The Art of War. Pocket Books, 1989. (ISBN
Statler, Oliver. Japanese Inn . Pyramid Books, 1961. 0-671-67720-9)
——. Japanese Pilgrimage. William Morrow & Co., Inc. (ISBN 0-688- ——. Musashi Book III: The Way of the Sword. Pocket Books, 1989.
01890-4) ——. Musashi Book IV: The Bushido Code. Pocket Books, 1989.
Stevens, John. The Marathon Monks of Mount Hiei. Shambhala Pub- ——. Musashi Book V: The Way of Life and Death. Pocket Books,
lications, Inc. (ISBN 0-87773-415-1) 1989.
Taylor, Chris. Japan. Lonely Planet. (ISBN 0-86442-237-7)
Tsuji, Kunio. The Signore: Shôgun of the Warring States. Kodansha
International, 1968, 1996. (ISBN 4-7700-2066-X) ROLEPLAYING GAMES
Tsunemoto, Yamamoto. Hagakure: The Book of the Samurai . Allston, Aaron. The Complete Ninja’s Handbook. TSR, Inc. (ISBN 0-
Kodansha International, 1979, 1983. (ISBN 0-87011-606-1) 7869-0159-4)
Turnbull, Stephen R. The Lone Samurai and the Martial Arts. Arms ——. Ninja Hero . Hero Games, 1990. (ISBN 1-55806-095-2)
and Armour, 1990, 1993. (ISBN 1-85409-144-1) Charrette, Robert and Hume, Paul. Bushido. Fantasy Games Unlimited,
——. The Mongols . Osprey Publishing Ltd. (ISBN 0-85045-372-0) 1981.
——. Samurai, The Warrior Tradition. Arms and Armour, 1996. (ISBN Charrette, Robert. Land of Ninja. Avalon Hill Game Co. (0-911605-
1-85409-359-2) 33-9)
——. Samurai Armies: 1550-1615. Osprey Publishing Ltd., 1979, 1994. Gold, Lee. GURPS Japan. Steve Jackson Games. (ISBN 0-55634-109-
(ISBN 0-85045-302-X) 1)
——. Samurai Warfare . Arms and Armour. (ISBN 1-85409-280-4) ——. Land of the Rising Sun. Fantasy Games Unlimited, 1980.
——. Samurai Warlords: The Book of the Daimyo. Blandford Press, Gygax, Gary. Oriental Adventures. TSR, Inc., 1985 (ISBN 0-88038-
1989, 1992. (ISBN 0-7137-2329-7) 099-3)
——. Samurai Warriors. Blandford Press, 1987, 1994. (ISBN 0-7137- Long, Steven S. The Ultimate Martial Artist. Hero Games, 1994. (ISBN
2285-1) 1-55806-215-7)
Tzu, Sun. The Art of War. Oxford University Press. (ISBN 0-19-501476- McCubbin, Carella, C.J. and Dedman, Stephen. GURPS Martial Arts
6) Adventures. Steve Jackson Games, 1993. (ISBN 1-55634-249-7)
Udesky, James. The Book of Soba. Kodansha International, 1988, 1995. Wall, Tom and Tuey, Sandford. Night of the Ninja. IIE Games, 1986.
(ISBN 4-7700-1956-4) (ISBN 0-9692370-1-4)
Usuim Shiro. A Pilgrim’s Guide to Forty-Six Temples. Weatherhill, Wick, John. Legend of the Five Rings: Roleplaying in the Emerald
1982, 1989. (ISBN 0-8348-0211-2) Empire. Alderac Entertainment Group, 1997. (ISBN 1-88795-300-
von Siebold, Dr. Philipp Franz. Manners and Customs of the Japanese 0)
in the Nineteenth Century. Charles E. Tuttle Co., 1973. (ISBN 0- Wujcik, Erick. Mystic China. Palladium Books, 1995. (ISBN 0-916211-
8048-1081-8) 77-0)
Warner, Gordon & Draeger, Donn. Japanese Swordsmanship: Tech- ——. Ninjas & Superspies. Palladium Books, 1984-1988, 1990. (ISBN
nique & Practice. Weatherhill, 1982-93 (ISBN 0-8348-0236-8) 0-916211-31-2)

306 When a man is about to die his words should be such as appear right. This is what the end of a samurai should be.
— Anonymous
WWW.SENGOKU.COM

GLOSSARY

307
SENGOKU: REVISED EDITION
The following words are listed in English alphabetical or- basho—(“Place” or “site”) An official sumô matches;
der, using the Romanji spellings; macrons follow the plain also used as a suffix to seasons and locations to
letter (e.g., ô follows o). Surnames and bynames are not in- form the name of the tournament or even.
Batenen Ryû—A yadome-jutsu ryû
cluded, except for certain notable personalities, nor are most Battle of Anegawa—See Anegawa
office titles and ranks, as they are listed elsewhere. Battle of Kawanakajima—See Kawanakajima.
Some Romanji spellings represent different kanji that have Battle of Nagakure—See Nagakure
the same pronounciation. In these cases, the definitions of Battle of Nagashino—See Nagashino
each will be listed after one Romanji spelling, though it may Battle of Okehazama—See Okehazama
represent more than one Japanese word. Battle of Sekigahara—See Sekigahara.
Battle of Yamazaki—See Yamazaki
Benten—One of the Seven Lucky Gods of Ryôbu-
Shintô. Benten (also called Benzaiten) is the god-
A his retainers plotting for a year to avenge his death.
Asayama Ichiden Ryû—Martial ryû founded in the
dess of love, eloquence, music, and wisdom.
bikuni—Buddhist nun; also called ama.
Tenshô Era (1573–1593) by Asayama Ichidensai Bingo—One of the provinces in the Sanyôdô region
Abukuma-gawa—Japan’s seventh longest river, at Shigetatsu; associated with the goshi or jizamurai. of Honshû.
239 km (149 mi.) ashigaru—(“Fast legs”) Rank-and-file spearman, usu- bisentô—Heavy Chinese-style glaive
abumi—Stirrups. ally bonge (though they may be low-ranking buke, Bishamon—Bishamon (also called Taon) is one of
Adams—William Adams; an English pilot who ship- as well) the Seven Lucky Gods of Ryôbu-Shintô. He is the
wrecked off the coast of Japan and was the first Ashikaga Yoshiteru—Former Shôgun, who was as- god of luck, one of the four kings of heaven, and
Westerner to become samurai. sassinated by Miyoshi Yoshitsugu and Matsunaga one of the three gods of war.
Agagawa—A river on Honshû Hisahide in 1565. bishamon-gote—Kote with sode attached.
Aganogawa—Japan’s ninth longest river, at 210 km Ashikaga Yoshiaki— Shôgun (1568-1573) bishonen—Androgenous young man with effeminate
(130 mi.). Aso-san—A Japanese mountain on Kyûshû, 5,223 ft qualities
Akechi Mitsuhide—One of Nobunaga’s generals, tall Bitchû—One of the provinces in the Sanyôdô region
turns coat and attacks Nobunaga at night, in 1582, Asuka—1. Historical era (592–710) in which the im- of Honshû.
killing him. Hideyoshi punishes the traitor and be- perial court moves to Asuka, in Yamato. 2. A city biwa—A heavy, lute-like instrument
comes Nobunaga’s heir. in Yamato province, near the city of Nara, former Biwa—See Biwa-ko
aiguchi—Knife without a handguard seat of Imperial court. Biwa-ko—Japan’s largest lake, at 674 km2 (260 mi.
Aikawa—A town on Sado island, near an active gold atemi-waza— Unarmed combat style, originated in
2), located in central Honshû

mine (worked almost exclusively by exiles) Ryû-kyû islands (Okinawa) Bizen—One of the provinces in the Sanyôdô region
Ainu—Japanese aboriginal people, also known as the Atsuta Jingû—One of the most important shrines in of Honshû, one of the best known production cen-
Ezo or Ebisu all Japan. Kusanagi no Tsurugi (Grass-Mowing ters (known as the “Six Old Kilns”) of fine ceramic-
Aisu-Kuge Ryû—A ken-jutsu ryû Sword), one of the three sacred treasures, resides ware (yaki). Bizen-yaki later becomes very popu-
Aki—One of the provinces in the Sanyôdô region of here. lar with tea masters, and much used in the tea cer-
Honshû. Awa—1. One of the six provinces making up the emony (cha-no-yu).
akinai—Trading skill Nankaidô region. 2. A province in the Tôkaidô re- bô—Six-shaku (foot)-long hickory wood staff
akindo—Merchant gion of Honshû (Same pronunciation, different bo shuriken—Slim, straight, single-bladed shuriken.
ama—Buddhist nun; also called bikuni. kanji). bô-jutsu—Long staff fighting skill
amado—Rain shutters. awabi— Abalone boke—Slow learner
ama-no-jaku—Imp of heaven Awaji—An island that nearly links Shikoku to the bokken—Wooden practice sword
Amaterasu Ômikami—The Shintô goddess (kami) province of Harima in Honshû, and one of the six bô-naginata—Wooden practice naginata
of the sun and ancestor of the imperial line. Child provinces making up the Nankaidô region. Awaji bonge—A commoner. Also called heinin.
of Izanagi and Izanami. The Grand Shrine at Ise, was the first solid land created by Izanami and Bon odori—Dances common during the evening
Japan’s most important Shintô site, is dedicated to Izanagi, according to Japanese historical myth. hours of the O-Bon festival
her. awase— (“Joinings”) Amusements and games of the bonsen—Miniature landscaping
amazaki—A sweetened, low-alcohol form of sake, aristocracy. bonze—Itinerant Buddhist priest
used primarily during religious festivals. awase toishi—Polishing stone (for blades) Bosatsu—Beings who were once human but now are
Amegashita—Susano-o’s domain; the Bizen/Bitchû Awata Palace—See Shoren-in. one step away from achieving Buddha-hood, but
area of Honshû. azana—Given names read in more formal-sounding refuse to enter paradise in favor of remaining here
Ame no Minakanushi—The first kami (Shintô). Cre- Chinese fashion (with Japanese pronunciation) to help man. (See also daibosatsu)
ator of the universe. Azuchi—1. A historical era (1573–1582); 2. Oda Bôshu—(“Work of sowing”) The first 15 days of the
Amida—Buddha as master of paradise in the Pure Nobunaga’s castle, built in 1576. fifth month (Satsuki)
Earth of the West, revered especially in the Jôdô bôzu—Buddhist celibate; monk.
sect.
B
bu—Measure of weight of gold
Anamizu—Town in Noto province. Buddhism—A religion imported to Japan in the 6th
Anegawa—Site of battle in 1570 at which Nobunaga century from India, by way of China and Korea
bachi—Large wooden drumsticks, used for playing
defeats the Asai and Asakura clans. budôka—Practitioner of martial artists
taikô and ô-daikô
angô sakuseihô—Cryptography bugei—Martial arts
ba-jutsu— Riding (horseback)
anime—1. High-powered SENGOKU campaign.; 2. Japa- bugyô—Magistrate
bai—Plum
nese animation. buke—1. The military caste. 2. A member of the buke
baishakunin— Marriage go-between
anko—Sweet bean paste caste
baishû—Bribery
Araki Ryû—1. Ken-jutsu and, shuriken-jutsu ryû, Bukkô-ji—Division of the Ikkô (Jôdô Shin, or True
baishun—Prostitute (see also joro)
founded by Araki Mujin sai Minamoto no Pure Land) sect of Buddhism.
bakemono—Generic term for monster; goblin.
Hidetsuna. 2. A kusari-jutsu ryû. Bukkyô—Buddhism (see also Butsudô)
bakemono-sho—Goblin
Asama-yama—A Japanese mountain 8,340 ft tall, the Bun-bu–ichi—The military-arts controversy
bakuchi—Gambling
eighth tallest in Japan Bungo—A province in the Saikaidô region (Kyûshû).
bakudan— Explosive charge fired from a teppô
Asano Naganori—The daimyô of Akô province; he buruburu—(“Goddess of fear”) Supernatural hag that
bakufu— (“Camp government”) The shôgunate.
was forced to commit seppeku in 1701 after draw- emits fear-causing gas from its hands
bakuro-jutsu—Animal handling; animal training
ing his sword in the shôgun’s palace to attack an bushi—Warrior
bangaku—Barbarian customs
official who’d embarrassed him, resulting in 47 of Bushidô—(“Way of the Warrior”) The buke’s code
banken— Trained guard dog

…in times of peace, the steadfast samurai, particularly if he is old but even if he is young and stricken with some serious disease, ought
308 to show firmness and resolution and attach no importance to leaving this life.
WWW.SENGOKU.COM

of ethics and philosophy Daikan—(“Great cold”) The second 15 days of the ebi—Shrimp
bushô—Lazy twelfth month (Shiwasu) Ebisu—1. One of the
bu-shoban—A small square gold coin, worth one Daikoku— One of the Seven Lucky Gods of Ryôbu- Seven Lucky Gods.
koku Shintô. Daikoku is the god of riches and wealth (and Ebisu is the god of
Butsudô—Buddhism (see also Bukkyô) farmers). good food and the
buyô—Court Dance daikon—Large white radish patron deity of
Buzen—A province in the Saikaidô region (Kyûshû). dai-kyû— See yumi tradesmen and fish-
byô—Measurement of time, half a second. daimyô— 1. A feudal lord or provincial military gov- ermen. 2. See Ainu
Byôdo-in—Tendai sect temple at Uji (f. 1211), also ernor. There were some 265 daimyô families dur- eboshi—Cloth or lac-
known as the Phoenix Temple. ing the Edo Period. quered paper hat worn by
Dainichi Nyôrai—One of the Buddhist trinity and the those of rank.
C Five Buddhas of Contemplation, Dainichi is the
cosmic Buddha and represents wisdom and purity.
eboshi-nari kabuto—Helmet shaped like a court cap.
Echigo—Province in Honshû; One of the seven prov-
cha—tea Dai-sen—Sacred shugendô mountain, in Hôki; it is inces making up the region of Hokurikudô.
Chakugo—See Hakamagi 5,614 ft tall Echizen—Province in Honshû. One of the best known
chakuzen-jutsu—Shinobi “ceiling walking tech- Daisetsu—(“Great snow”) The first 15 days of the production centers (known as the “Six Old Kilns”)
nique” eleventh month (Shimotsuki) of fine ceramic-ware (yaki).; One of the seven prov-
Cha-no-yu—Tea Ceremony Daisetsu-zan— A Japanese mountain 7,513 ft tall, the inces making up the region of Hokurikudô.
chanbara—Japanese (samurai) action film genre. tenth tallest in Japan Edo—1. Capital city of Musashi province; the seat of
chawan—Tea cup Daisho—(“Great heat”) The second 15 days of the the Shôgunate and one of the major centers of the
Chiba—A town in Shimôsa province. sixth month (Minazuki) dyeing and paper-making industries. 2. A histori-
Chigusagawa—A river on Honshû daishô— (“Long-short” or “great-small”) Paid of cal era (1600–1868), also known as the Tokugawa
chihô gakusha—Local expertise swords; symbol of the samurai Period.
chijiriki—Short staff and a spiked mace attached by Daitô Ryû—A ken-jutsu, ju-jutsu and shuriken-jutsu e-gaku—Painting (v.)
a length of chain ryû founded by Sekiguchi Hachiroemon Ujikiyo Eigen-ji —A subset of the Rinzai branch of Zen Bud-
Chikugo—A province in the Saikaidô region Daitoku-ji —A subset of the Rinzai branch of Zen dhism
(Kyûshû). Buddhism ema—Small wooden votive plaques.
Chikugogawa—River on Kyûshû dangaie dô— Cuirass having a differently constructed ~emon—Suffix for a guard title.
chikujô-jutsu—Siege warfare skill bottom half from its top Emperor Yômei—Emperor who proposed that Bud-
Chikuzen—A province in the Saikaidô region dangô—Sweet rice-flour dumplings dhism become Japan’s state religion in 587
(Kyûshû). Dan-no-Ura—Location of a sea battle in 1185, in Empress Genmei—Japanese empress who moves the
chin-doku—A hallucinogenic drug made from the which Minamoto no Yoshitsune annihilates the capital to Nara in the 8th century.
feathers of the rare mountain bird, Chin tori (or Taira army. The subject of poetry and songs for Empress Jingô—Empress of Japan who leads an in-
chindori) centuries after. vasion of Korea in AD 200 and subjugates it to Japa-
Chinzei —A branch of the Jôdô sect of Buddhism, Dantokuzan—A mountain in Sado province. nese rule. Her son, the emperor Ôjin, will be dei-
with six subsets: Shirahata, Fujita, Nagoshi, Obata, danwa—Conversation fied as Hachiman, the god of war.
Sanjô and Ichijô. Dazaifu—City on Kyûshû and site of the landing of Engaku-ji—1. Rinzai-zen sect temple in Kamakura,
Chion-in—Seat of Jôdô Sect Buddhism, this temple the Mongol invasion force in the 12th century built in 1282 to honor those who fell repelling the
in Miyako (f. 1211) is one of the largest and most Dejima— Island ghetto in Nagasaki and home of many Mongols in the 13th century. 2. A subset of the
famous in Japan. Dutch traders, merchants and sailors. Rinzai branch of Zen Buddhism
chô—Long dengaku— Popular Dance engawa—Verandah, covered porch, surrounding most
chôchin—Portable, paper lantern densetsu— Folklore upper-class homes.
chôchin abura—Lantern oil deonburi— Cloth apron Enma Ô—The judge of the dead and overseer of the
chôdaigamae—Large, ornate doors. Der Liefde— Dutch ship, piloted by Englishman Wil- Buddhist hells.
chôgaku—Carving liam Adams, that wanders into Bungo province in Enmei Ryû—A ken-jutsu and shuriken-jutsu ryû
chôgin—Gold or silver ingot coin produced by samu- 1600. Adams later becomes one of Ieyasu’s advis- founded by Shibuki Shinjurô in the Edo period.
rai clans; worth one koku (or bu-shoban) ers. En no Gyôja—(“En the Miracleman”) Founder of the
chomiryo—Spices dô— Chest protector (armor). Shugendô sect of Buddhism.
chônin—Townsperson dôbuku— A large, broad-sleeved coat worn by buke Enryaku-ji—The major temple on Hiezan (or Mt. Hie,
Chôraku-ji —A branch of the Jôdô sect of Buddhism. over the hakama and kimono combination a mountain about 345 ri from Miyako) and seat of
Chôsei-ji—Division of the Ikkô (Jôdô Shin, or True dogakure— Hurling multiple shuriken (or other small the Tendai sect. Was burned to the ground in 1571
Pure Land) sect of Buddhism. objects) in swift succession by Oda Nobunaga
Chôsengo—Korean (language) dôgû—Tools eriwa—Taller standing gorget that protects the neck
Chôsokabe—Samurai clan in Shikoku. Defeated in dôhyô—Sumô ring and throat.
1585 by Hideyoshi, securing his conquest of dôhyô-matsuri—Ritual purification ceremony before eta—(“Much filth”) 1. A pejorative reference to the
Shikoku. formal sumô matches. pariah caste. 2. Member of the eta caste.
chûgen—Samurai attendant dôjo— Training center, usually for bugei. Etchû—Province in Honshû; One of the seven prov-
Chûgokugo—Chinese (language) dokushin-jutsu—Lip reading inces making up the region of Hokurikudô.
chûgokushi—Chinese history dô maru— Wraparound cuirass of scale construction Ezo—1. Northern island of Japan (Hokkaido); 2. Japa-
choji—Clove oil, for blades opening up under the right arm. nese aboriginal people, also known as the Ainu
chûnin—Administrators, clan elders, teachers, and the dômyô— See yômyô
various masters and officials of a ninjutsu-ryû. don—Noodles
donburi—Rice with toppings
F
D donjon—Central building in the main compound of aFernaô Mendez Pinto—Portuguese man who lands
at the port of Nishimura on Tanegashima in 1543.
castle.
dai—Great, big. feruzue—Six shaku (foot) staff with chain; see bô and
dôshin— Policeman; usually bonge or low-ranked
dai-bakemono—Greater goblin manrikigusari for dmg
samurai.
Daibosatsu—Major or important bosatsu. Frois—See Luis Frois
dotaku—Large bronze bell
Daibutsu—The 37-shaku-tall (about 12 meters), fude—Writing brush
bronze-cast statue of Buddha. It is second in height fudemaki—brush case
to the one in Tô-daiji. E fudeoki—brush rest
daijo—Two wood rods joined by long rope e—1. Branch. 2. Bay. 3. Grace, blessing. 4. A great Fudô Myô-ô—A deity empowered to combat devils
daikagura—Juggling amount of ~ (Buddhism).

A samurai who is favored with a stipend by his lord must not call his life or his person his own. 309
—Daidôji Yûzan
SENGOKU: REVISED EDITION
fue—Flute gei-jutsu—Classical arts kannushi)
fuetsu—Steel hand ax
geimyô— An entertainer’s adopted name gunbai—Flat war fan; Signaling fan
fugu—Blowfishgekido—Bad tempered gusan jô—A three and one half shaku (foot) wooden
fugu-no-doku—Blow-
gekokujô daimyô— Daimyô who rose to prominence stick of Ryukyu origin.
fish poison. from nowhere. gusoku-bitsu—Armor box
fuji—Wisteriagenbuku—Coming of age ceremony. gyôji—A basho (sumô match) referee
Fuji-san—A Japanese
genin—The shinobi who undertake the day-to-day gyokai rui—Seafood
mountain 12,389 ft tall,
activities and assignments. gyokushô—The “jewel” piece in the game Shôgi.
Genkô-ji— Temple in Settsu; the original seat of the
the tallest in Japan.
Fujita —A subset of the Hossô sect.
Genpei War—“Minamoto–Taira” war, begun in 1180
Chinzei branch of Jôdôshû (see Jôdô).
H
Fujiwara—Great samurai clan, descended from Im- as Prince Mochihito and Minamoto no Yorimasa hachi—Eight
perial lines. rebel against the Taira and are defeated. In 1185, hachigane—Small metal plate or plates sewn to a head
Fujiyama—A mountain in Japan (not the same moun- Minamoto no Yoshitsune annihilates the Taira army cloth.
tain as Fujisan). in a sea battle at Dan-no-Ura. Hachihon—Division of the Hokke (Lotus) Sect of
Fuju-Fuse—Division of the Hokke (Lotus) Sect of
Geshi—(“Summer solstice”) The second 15 days of Buddhism.
Buddhism. the fifth month (Satsuki) hachi-maki—Headband
Fuju-Fuse-Kômon—Division of the Hokke (Lotus) geta— wooden clogs Hachiman—1. Style of shrine architecture style. 2.
Sect of Buddhism. Gifu—A town in Mino province. See Hachiman Daibosatsu.
Fukakusa —A subset of the Seizan branch of Jôdôshû
gijutsu—Craft Hachiman Daibosatsu—Originally the emperor Ôjin,
(see Jôdô). ~gimi— (“Lord”) Appended title for people of high son of Empress Jingû, Hachiman was deified as a
Fuke—A branch of the Zen sect of Buddhism, with rank. great bodhisattva (daibosatsu) as the god of war,
gimu— Obligation to repay others for what they have
six subsets: Kinsen, Kassô, Kichiku, Kogiku, and is the tutelary deity of the Minamoto.
Kozasa, and Umeji. done for you hachimitsu—Wild honey
fuki—Butterbur bulbs giri—A sense of duty, or obligation Hachiro-gata—Japan’s eleventh largest lake, at 48
fukiburi-jutsu—Blowgun skill gion—See kowairo-jutsu km2 (19 mi. 2)
Fukuoka—A city in Chikuzen province, known as Gion Matsuri—A month-long festival in Miyako. The hachiwara—(“Helmet-splitter”) Heavy jitte-like
one of the main centers of textile and paper pro-
highlight is Yamahoko-junkô, on the 17th, when weapon
duction. huge floats are pulled through the streets by teams hadajuban—Under-kimono
Fukurokuju—One of the Seven Lucky Gods of of sweating celebrants. hagoita—Colorful paddle used in the game Hanetsuki
gishogiin-jutsu—Forgery
Ryôbu-Shintô. This god of popularity, longevity and haidate—Armored skirt; hip and thigh protection.
good health. gissha—Wagon haiden—Small worship hall in a shrine.
fukusa—Fancy, decorative fan go—1. A strategic board game imported from China, haimyô—A poet’s adopted name
Fukushima—A town in Shinano province. very popular among the buke. Also called igo. 2. ha-jutsu—Demolitions skill
fukuwa-jutsu—Ventriloquism skill Five. hakama—Buke-style trousers
fumesei—Bad reputation gô—1. A unit of volume equal to .18 liter (half pint). Hakamagi—A ceremony in a boy 3 to 7 years old is
fumin—Insomnia 2. Nom de guerre; warrior’s adopted name. made to stand on a go board, with his feet clad in
Fumizuki—(“Letter-writing month”) The seventh go-ban—A go board; it resembles a shôgi board in tabi, and to pick up a go stone using his toes. This
month of the year, and the first month of Autumn.
design, with a grid of 19 x 19 lines. ceremony, also called chakugo, marks his entry into
fun—Measurement of time, about half a minute (30
Go Chi— The Five Buddhas of Contemplation: Taho, society.
seconds) Yakushi, Dainichi, Askuku, and Shaka. Hakuro—(“White dew”) The first 15 days of the
funagoto—Boating Gôgawa—A river on Honshû eighth month (Tsukimizuki)
fundoshi—Loin cloth; a long, narrow cloth which
gohan—White, hulled rice Hakutsu Ryû—A ju-jutsu and atemi-waza ryû.
gohô shuriken—Five-pointed (or Hoshijô, “star-
wraps up between the legs and around the lower hakuzôsu—Shapeshifter being resembling a shugenja
torso. shaped”) shuriken. (yamabushi)
funshi—Ritual suicide when the performer blames
gokoku— Multi-grain gruel Hamana-ko—Japan’s ninth largest lake, at 69 km 2
Gokuraku—(“Blissful”) Aida Buddha’s Western
another for the actions leading to his death. (27 mi. 2)
furibô—Large, heavy club Paradise. hamon—Formal expulsion from a ryû
fumata-yari—Forked lance goma abura—Sesame oil han—Fief
furin—Wind chimes gomoku narabe—(“Five-eye line-up”) A variant of hana-fuda—(“Flower cards”) A memory game de-
furo—Public bathhouse go similar to tic-tac-toe, played on a standard go veloped in the Edo period utilizing pictures painted
furoshiki—Wrapping cloth board; the object is to be the first one to get five on cards.
furu—Old stones of one color lined up horizontally, diago- hanbô—Metal half mask; face mask which leaves the
Fushima Castle—Constructed by Hideyoshi in 1594. nally, or vertically. nose exposed.
fusuma—Opaque, wooden walls, usually painted very
gomon-jutsu— Interrogation hanburi—Half-bowl helmet worn on the forehead
artistically or brightly. gongen— Manifestations Han-Chô—(“Odd-even”) A dice game
futon—Bedroll gon-gûji— Assistant head priest of a shrine (Shintô). handai—Dining table
gon-negi— Assistant junior priest of a shrine (Shintô) hane—Shuttlecock
Hanetsuki—A game originated in the Heian courts
G go-sanke—(“Three honorable families”) The three
families making up the Tokugawa clan: the Kii similar to badminton or battledore.
gagaku—Imperial court music Tokugawa, the Mito Tokugawa, and the Owari hangote—Half-kote, which only cover the forearm
gago—Languages Tokugawa. up to the elbow.
gaikô—Diplomacy Gôshô-ji— Division of the Ikkô (Jôdô Shin, or True hanko—Seal stone
gaki—Hungry ghost; hungry ghoul Pure Land) sect of Buddhism. hankyû—Shortbow
gamyô—A painter’s adopted name gosoku-tsukuri—Armoring; armor maintenance and han-myô—Poison extracted from the toxic Tiger
gangikozô—Short goblins covered with quills. repair Beetle
gankô—Stubborn gotoku neko—Cat goblin hansô-jutsu—Sailing
Ganjitsu—New Year’s Day Gozaishomoriyama—A mountain in Japan. haori—A loose, buttock-length coat
Ganritsu Ryû—Ken-jutsu and shuriken-jutsu ryû ~gozen—(“Honorable [person]-in-front-[of me]”) hara—Field; plain (~wara when used as a compound)
founded by Iishino Chôisai Ienao. Title appended to the given name of a well-born haragei—Concentration
~gawa—River. woman. haramaki—Belly wrap cloth, designed to keep the
gedan—Floor of a room containing a jôdan. gûji—Head Shintô priest of a shrine (see also belly warmer.
geigô—Flattery hanten—Jacket; firefighter’s jacket

310 It is truly regrettable that a person will treat a man who is valuable to him well, and a man who is worthless to him poorly.
— Hojo Shigetoki
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happô shuriken—Eight-pointed shuriken; also used colony and trading house, established in 1609. Period, on which half
by the Iga and Koga shinobi clans. hiragana—Basic form of Japanese writing of an ancient poem is
happuri—Metal headband hirajiro—plains castles written on each card;
hara ate—Breast plate only (no back plate). hirasanjô— mountain-in-a-plain castles. players must match
haramaki dô—Wraparound of scale construction or hiren— Love trouble; a tragic romance. the poem cards.
five-plate opening up the back. hiro sode—Sode which are broader at the base than hyakushô—Farmer
Harima—One of the provinces in the Sanyôdô re- the top. h y ô s h i g i —Wooden
gion of Honshû. Hitachi—A province in the Tôkaidô region of Honshû. clappers; used to sig-
haru—Spring hitogaka—Personality nal an alarm or get atten-
Hasedera—Temple in Kamakura (f. 733) that houses Hizen—A province in the Saikaidô region. tion
a 10 meters statue of an eleven-faced Kannon, the hizoku— Brigand hyôsube—Short goblins with
tallest wooden statue in Japan. hôate—See hanbô multi-jointed limbs.
Hasegawa Ryû—A ken-jutsu ryû. hôden—Treasure hall of a shrine. Hyûga—A province in the Saikaidô region.
hasshaku bô—Eight shaku (foot) wooden staff Hôjô—Famous buke house, descended from an Im-
hashi—Chopsticks (see also ohashi)
Hashiba Hideyoshi—See Toyotomi Hideyoshi
perial familiy.
hôjô— abbot’s quarters.
I
hatamoto—(“Foot of the banner”) Direct personal hojo-jutsu—Binding; cord-tying skill i—Boar
retainer of the daimyô. hojo-nawa—Binding cord iai-jutsu—Fast draw technique (with katana)
hatomune dô—Cuirass with a central vertical ridge hô-jutsu— Firearms skill ichi—1. One. 2. First. 3. Masseur
up the breast. Hoki Ryû— A ken-jutsu ryû. Ichibô—(“One Buddha”) Often added after the names
Hatsumôde—(“First visit”) The year’s first visit to Hôki—A province in the Sanindô region of Honshû. of female members of the Ji sect of Buddhism.
the shrine. Hokke—Hokke, or Lotus Sect of Buddhism, founded Ichijô —A subset of the Chinzei branch of Jôdôshû
hayagake-jutsu—Forced march skill in 1253 by Nichiren. There are nine divisions of (see Jôdô).
Heian—A historical era (794–1192) in which the capi- the Hokke sect. Also known as the Nichiren sect. Ichikawa—A river on Honshû
tal is moved to Heian-kyô. hoko—Six shaku (foot) lance Ichinengi—A branch of the Jôdô sect of Buddhism.
Heika—(“Sire”) Form of address for the Emperor. Hokuji-den—Division of the Hossô sect of Buddhism. I-Ching—Book of Changes; divining text
(See also Ue-sama) Hokurikudô— Region of Japan, comprised of the ichi-no-Tani kabuto—Helmet augmented by a slop-
heikoroku—Decorative arrow quiver provinces of Echigo, Echizen, Etchû, Kaga, Noto, ing, curved vertical panel.
heinin—See bonge Sado (island) and Wakasa. Ichiya —A subset of the Ji sect of Buddhism.
Heian-kyô—“Capital of Peace and Calm;” Original Homusubi—The kami of fire. Iga—A province in the Tôkaidô region of Honshû.
name of Kyôto, a city in Yamashiro province. (See hômyô— (“Law name”) A name pronounced in the igaku—Physician skill
also Miyako) Sino–Japanese mode related to Buddhist doctrine igo—See go
hensu-jutsu—Disguise or teaching. Iida—Town in Noto province.
heya—Sumôtori training stable hon—Original Iitoyoyama—A mountain in Sado province.
Hie—Style of shrine architecture style honden— (“Main hall”) The main hall in a shrine. ika—Squid
Hie Jinja—A Shintô shrine in Hie. Hondo— See Honshû ikebana—Flower arranging
Hiezan—A monastery in Japan. Hônen— Buddhist priest and advocate of the Jôdô sect, Ikegami—The original seat of the Hokke Sect.
Hida—A province in the Tôsandô region of Honshû. which increases in popularity after he begins to Iki—An island near Kyûshû and a province in the
Hidagawa—A river on Honshû preach it in 1175. Saikaidô region.
hiden—(“Secret art”) See also okuden Hongan-ji—1. Ikkô sect temple in Miyako; the origi- Ikkan Ryû—A ken-jutsu and shuriken-jutsu ryû
Hideyoshi—1. Famous samurai clan. 2. See Toyotomi nal seat of the Ikkô sect (f. 1272). 2. Division of founded by Katono Izu Hirohide.
Hideyoshi the Ikkô (Jôdô Shin, or True Pure Land) sect of Ikki—Tax revolt group (to a man commoners)
Hideyoshi’s Sword Hunt—Edict in 1587 to collect Buddhism. Ikkô—A subset of the Ji sect of Buddhism (later called
swords ostensibly for the iron to construct a large honmaru—Main compound of a castle Jôdô Shinshû, or True Pure Land), founded in 1224
statue of the Buddha. His real reason is to take thou- Honryû-ji— Division of the Hokke (Lotus) Sect of by Shinran. There are nine divisions.
sands of swords out of circulation, limiting tools of Buddhism. Ikkô Ikki—(Single-Directed League) Fanatical com-
possible rebellion. Honsei-ji—Division of the Hokke (Lotus) Sect of munity created by adherents to the Jôdô Shinshû
Higashiyama —A subset of the Seizan branch of Buddhism. (True Pure Land Sect)
Jôdôshû (see Jôdô). Honshû—The largest of the three main islands of Ja- Ikukui—One of the original kami in the Shintô pan-
Higo—A province in the Saikaidô region. pan. Also called Hondo theon.
Hijigawa—A river on Honshû. Honzan—A subset of the Ji sect of Buddhism. ikusa—Battle
Hijiri—Mountain hermits; forerunners of the Honzan-ha— The Tendai branch of the Shugendô sect imo rui—Potato
shugenja. of Buddhism, based in the Shôgo-in, in Miyako. Inaba—A province in the Sanindô region of Honshû.
hikime—Whistling/signalling arrow horen—Imperial vehicle (wagon) pulled by an ox. Inari—Goddess (kami) of rice and wealth.
hikyaku—Courier; message runner hoshi kabuto— Multi-plate helmet with raised rivets Inawashiro—See Inawashiro-ko
~hime—(“Princess”) Appended honorific used for instead of ridges. Inawashiro-ko—Japan’s fourth largest lake, at 104
younger buke or kuge women; by itself it is a suit- hoshijô shuriken—See gohô shuriken km2 (40 mi. 2), on Honshû
able term of address for all upper-class women hoshina—Dried radish leaves Ingo—Secret (language)
Himeji-jô—Himeji (White Crane”) Castle Hossô— Hossô Sect of Buddhism; founded in 657 by inkajo—(“Rank of the seal”) A special certification
himitsu—A secret Chitsû. The original seat was Genkô-ji in Settsu. allowing the shihanke to pass on the traditions and
Hina Matsuri—Also called “Girl’s Festival,” during There are two division of the Hossô sect. teachings of a ryû to others.
this matsuri, families with young girls set up dis- Hotaka-dake— A Japanese mountain 10,466 ft tall, inro—First aid pouch
plays of dolls representing an ancient imperial court. the third tallest in Japan inro tenugui—Bandages
hinawa ozutsu—See ôdeppô hotate— Clams inu—Dog
hineno kabuto—Three-plate helmet made to fit the Hotei— One of the Seven Lucky Gods of Ryôbu- Inu Ômono—Dog hunt, popular among some samu-
shape of the head. Shintô. Originally a monk in 10th century China (and rai clans
hinin—Lowest caste in Japanese society; pariah thus the only human of the seven), Hotei is the god irori—Raised hearth
hinkon—Poverty of joviality, luck and chance. irui—Clothing
Hinmei—Style of shrine architecture, in which wood hotoke dô—Clamshell cuirass of smooth (or solid isamiashi—Impulsiveness
is left in its natural colors. plate) construction. Ise—A province in the Tôkaidô region of Honshû.
Hioki Ryû—A kyû-jutsu ryû. Hozo-in Ryû— A sô-jutsu ryû. Ise Dai-jingû—Shintô shrine in Ise.
Hirado —City in southern Honshû containing a Dutch hyakunin isshû— A card game created in the Heian ise-ebi—Lobster
Ise Jingû—Ise is the most important shrine in all of

One will only go against the teachings of his parents if he thinks first of his own situation and regards their advice as troublesome. 311
— Shiba Yoshimasa
SENGOKU: REVISED EDITION
Japan. The outer shrine from 660–585 BC (According to the Kojiki). kai—Long paddle-like oar
honors the goddess of Jinshin Revolt—A short but bloody revolt in 672, kai-awase—(“Shell-joining”) A game popular among
the harvest, the inner caused by a dispute over imperial succession; Prince the aristocracy, utilizing both halves of clamshells
honors Amaterasu. Ôama defeats prince Ôtomo, and becomes the next with scenes painted on them, and then players have
Two of the imperial emperor. to match two halves together
treasures, the jewels jitsugyô—Business Kaii —A subset of the Ji sect of Buddhism.
and the mirror, are jitsumei— (“True name”) See nanori kaiken—Small pin or blade carried in the katana saya
housed in Ise. jitsuyô gijutsu—Practical Arts kaishaku—A second in the seppeku ritual
ishi—Doctor Jitsuyô Ryû—A ken-jutsu and shuriken-jutsu ryû kajitsushu—Fruit liqour
Ishikari-gawa—Japan’s third founded by Yoshiyuki kakemono—Hanging scroll
longest river, at 262 km (163 mi.) jitte—Single prong metal truncheon; it is a symbol of kaki—Shellfish; oysters
Ishikawa Goemon—Japanese “Robin Hood,” who police authority kakuremi—Stealth skill
began operating in 1574. His 21-year career comes jitte-jutsu—Jitte skill kama—1. Sickle-like blade attached horizontally to a
to an end when he is arrested in 1595 and executed jizamurai— A buke who also owns land short wooden stick. 2. Rice-cooking pot
by being boiled alive. Jizo—The patron deity of travelers, children and preg- kama-jutsu—Kama weapon skill
ishizumi—Masonry nant women (Buddhism). Small stone statues of Kamakura—1. Town that was the seat of Minamoto
Isshin Ryû—A kusari-jutsu ryû. him, also called jizo, can be seen at the sides of (and later Hôjô) power.; 2. A historical era (1192–
itako—Medium (mystic) roads everywhere. 1333), in which the seat of the Minamoto govern-
Itchi—Division of the Hokke (Lotus) Sect of Bud- jô—1. Unit of measurement of length; 10 feet. 2. Four ment was located in Kamakura.
dhism. shaku (foot) wooden staff. 3. City block; town ward kamashinozashi—???
Itto Ryû—A ken-jutsu and iai-jutsu (one-handed jôdan—Dais; about 6 inches high Kamatari—Imperial family head who takes the name
style) ryû founded by Itto Kageshisa (1562–1653). Jôdô— (“Pure Land”) A sect of Buddhism, founded Fujiwara no Kamatari. His family will “run” Japan
Iwaki—A province in the Tôsandô region of Honshû. in 1175 by Hônen. Jôdô is an Amidist faith, with for the next several centuries.
Iwami—A province in the Sanindô region of Honshû. five main branches, some of which have their own kama-yari—Lance with an added crescent blade
iwami-ginzan—(“Iwami silver”) Mercury used as a subsets: Chinzei, Seizan, Chôraku-ji, Kuhon-ji, and kame—Ceramic pickling jar
poison Ichinengi. kami—An honorific for noble, sacred spirits. A su-
Iwashiro—A province in the Tôsandô region of Jôdô-shin-shu— The Ikkô movement, started in 1224, pernatural being; sometimes translated as “god” or
Honshû. led by Shinran. “deity.”
Iyo—One of the six provinces making up the Nankaidô jô-jutsu—Short staff fighting skill kami mukae—Ceremony held in a shrine or other
region. jôkamachi—(“Under-castle towns”) Castle town sacred place to welcome the kami to earth.
Izanagi—One of the original kami in the Shintô pan- jônin—Head of a ninjutsu-ryû Kamimusubi—One of the original kami in the Shintô
theon. He was married to Izanami, with whom he joro— Prostitute (see also baishun) pantheon; one of the three creators of the world
created and populated the islands of Japan. jôshiki—General knowledge (see also shûchi) Kaminazuki—(“Month without gods”) The tenth
Izanami—One of the original kami in the Shintô pan- Jôshô-ji—Division of the Ikkô (Jôdô Shin, or True month of the year, and the first month of Winter
theon. She was married to Izanagi, with whom she Pure Land) sect of Buddhism. kami okuri—Closing ceremony of a matsuri (religious
created and populated the islands of Japan. joss—Incense sticks festival)
Izu—A province in the Tôkaidô region of Honshû. Jôzusan—A mountain in Japan. Kamuodake—Mountain on Kyûshû
Izumi—A province in Honshû; One of the five prov- jû—Ten kan—Perception
inces making up the Kinai region. jûban—A light kimono; it functions like a 20th-cen- Kanazawa—City in Kaga province, known as one of
Izumo—A province in the Sanindô region of Honshû. tury T-shirt. the major centers of the dyeing industry.
Izumo Taisha—Shintô shrine; Okuninushi is en- jûban-gote—Mail tunic kanbetsu—Oppressed
shrined here. During the tenth month (Kaminazuki), Jugaku— Confucianism kanbutsu—Dried fish
all the kami repair to Izumo Taisha to visit him, jugyô—Teaching skill kangaku—Chinese classical literature
making Izumo the only place where kami can be ju-jutsu—Unarmed combat, grappling skill kanji—Advanced Japanese writing, from Chinese
found that month. Jukishin Ryû—A ju-jutsu ryû. characters.
Izumo Taisha Jinzaisai—During the tenth month in jûni-hitoe—(“12-layered garment”) Kuge court dress kanjiki—Snow shoes
Izumo, called Kamiarizuki (the month with gods), made up of 8 to 10 layers of robes worn one on top kanjin-zumô—Sumô contests began being held to
when all the Shintô kami go to the Izumo Grand of the other. raise money for local temples and shrines
Shrine and visit with each other, several solemn Jurôjin— One of the Seven Lucky Gods of Ryôbu- Kankai Ryû—A suie-jutsu, ken-jutsu and tanto-jutsu
events are held to honor the assembled kami. Shintô. He is the god of longevity. ryû.
jutsu— Skill or art kanmuri—(“Cap of rank”) Cap worn by kuge; it is
J Jûzenkai—The Ten Precepts of Buddhism
jyuji shuriken—Four-pointed, cross-shaped shuriken;
usually worn with a kariginu, especially in formal
occasions.
Ji—Ji is a mendicant Pure Land order (see Jôdô), the “trademark” of the Iga and Koga shinobi clans. Kannon Daibosatsu—The Buddhist goddess of
founded in 1275 by Ippen. It is divided into 12 sub- mercy, and the assistant of Amida.
sets. The original seat was Shojôkô-ji in Sagami.
ji—Written characters (e.g., Kanji) K kannushi—Shintô priest; also called shinkan (see also
gûji).
~ji—temple (Buddhist) kabocha—Pumpkin kanpaku—Prime minister; Imperial Regent.
jidai-geki—1. Lit. “period plays.” 2. Japanese period kabuki—“Low class” comedic dances by women, first Kanro—(“Cold dew”) The first 15 days of the ninth
films recorded in 1603. It is later banned in 1629 as dan- month (Kikuzuki), the time for rice harvesting.
Jikishikage Ryû—See Kashima Shinden Ryû gerous to morals. Kansai—__ provinces
Jikoku— One of the Great Heavenly Kings; he kabuto—Helmet (samurai style) kantaimono—Entertainer
watches over the east. kaede—Oak tree Kanto—Great plain in northeastern Honshû
jinbaori—Officer’s vest (buke) Kaga— Province in Honshû; One of the seven prov- Kantô—Eastern provinces, known as the “rice-bas-
jindachi—See tachi inces making up the region of Hokurikudô. ket” of Japan.
jingasa—(“Camp hat”) 1. Samurai camp helmet. 2. kagiake—Lockpicking kao—Face (of honor)
Ashigaru helmet kago—A privately rented basket or hammock arrange- kappa—Short, turtle-like goblins that live in rivers
Jingô—See Empress Jingô ment slung from a long pole and lakes.
jingû—Shintô shrine (see also jinja) Kagogawa.—A river on Honshû karashi—Chinese hot mustard
jinja—Shintô shrine (see also jingû) kagoya— Sedan-chair carrier kari—Hunting
jinmaku—Camp curtain. Also called tobari. kagura— Sacred Dance (Shintô) kariginu—A high- and round-collared over-robe with
Jinmu Tennô—The first emperor and son of kajiya— Smithing skill large sleeves. It is worn by kuge, over the hakama.
Amaterasu Õmikami, goddess of the sun, who ruled Kai— A province in the Tôkaidô region of Honshû.

312 In governing the country, it is dangerous to lack even one of the virtues of humanity, righteousness, etiquette and wisdom.
— Imagawa Sadayo
WWW.SENGOKU.COM

karimata—Forked arrow for training Zen priests. 2. A subset of the Rinzai ryû sensei.
kari-shôzoku—Falconry attire (buke) branch of Zen Buddhism Kisogawa—A river on
karma—Universal causal law ken-jutsu— Swordsmanship; Japanese fencing Honshû
karô—Councilor, high ranking member of a samurai kenkyû— Research Kisô-kaidô—See
clan Kenmu Restoration—Struggle in which Ashikaga Nakasendô
karumi-jutsu—1. Body lightening; the ability to leap Takauji restores imperial rule in 1334, and supports Kitakamigawa—
great distances and heights. 2. Acrobatics Emperor Kômyô of the northern line. Japan’s sixth longest
karuta—A Japanese playing card Kennin-ji— A subset of the Rinzai branch of Zen river, at 249 km (155
kasa—Straw hat Buddhism. mi.), on Honshû
Kashima Shinden Ryû—A ken-jutsu ryû founded by kensai—Sword master ki-zukai—Focus Ki
Matsumoto Bizen-no-Kami Naokatsu in the early kesa— A long cloth wrap worn over one shoulder; Kiyomizu-dera—Temple dedi- cated to
16th century. Later known as Kashima Shinden usually worn by Buddhist priests. Kannon (f. 780). It hangs partially over the edge of
Jikishikage Ryû; sometimes known as Jikishinkage keshô—Cosmetics a cliff on the outskirts of Miyako.
Ryû. keukegen—Creature with no arms or legs, only a great Kizugawa—A river on Honshû
Kashima Shinto Ryû—A ken-jutsu and shuriken- number of hair-like tubes ko—Lake
jutsu ryû headed by Tsukahara Bokuden. kezurimono—Shaved, dried bonito kobakama—Bonge-style trousers
kashimono—a garment consisting of a matching ki—Inner power Kôbe—A city in Settsu province.
hakama and a kataginu, worn over a kimono. Kibe— Division of the Ikkô (Jôdô Shin, or True Pure Kobô Ryû—A suie-jutsu, ken-jutsu, tanto-jutsu and
Kashiwazaki—A town in Echigo province. Land) sect of Buddhism. ba-jutsu ryû.
Kassô —A subset of the Fuke branch of Zen Bud- kibi— Corn Kôbô-daishi—Founder of Shingon Buddhism in 805;
dhism Kichiku —A subset of the Fuke branch of Zen Bud- also known as Kûkai.
Kasuga—Style of shrine architecture. dhism Kobori Ryû—A ken-jutsu and shuriken-jutsu ryû
Kasuga Jinja—A Shintô shrine in Kasuga. ki-hoko— Wooden arrow used in dog hunt founded by Fujiwara no Kamatari
Kasuga Matsuri—Spring festival kijishi— Carver; sculptor kobun—1. (“Child-role”) Members of a criminal or-
Kasuga Taisha—Shintô shrine in Nara. 3,000 stone ki-jutsu—Sleight of hand ganization. 2. Classical literature
lanterns line the pathway to the main building. kikkô—Japanese brigantine kôdô—1. Incense ceremony. 2. A large lecture hall
Kasumi-ga-ura—Japan’s second largest lake, at 188 Kiku-no-ma—“Chrysanthemum room” on temple grounds.
km2 (65 mi. 2), on Honshû Kikuzuki— (“Chrysanthemum month”) The ninth Kôfu—The principal city in Kai province.
kataginu—Samurai court vest month Koga—A town in Shimôsa province, and center (and
katakana—Intermediate form of Japanese writing kimono—(“Things to wear”); common robe-like gar- place of origin) of Koga-ryû ninjutsu.
katame—Nearly blind or missing one eye ment worn by all classes. kogai—Small knife kept in wakizashi saya
katana—Common longsword kin— Gold Kogi—A subset of the Shingon sect of Buddhism.
katanabukukuro—Sword bag kindan gijutsu—Forbidden skill Kogiku —A subset of the Fuke branch of Zen Bud-
katanakake—Sword rack Kinhokuzan— A mountain in Sado province. dhism
katana-zutsu—Sword case Kinkaku-ji— The Golden Pavilion (f. 1397), in koi—Carp
kataribe—Wandering scholar Miyako. Originally a retirement villa for Shôgun Kôjiki—(“A Record of Ancient Things”) Book writ-
katchû keiba— Festival involving a horse race in Yoshimitsu, it is now part of the Rokuon-ji. ten in 711 by the historian Õ-no-Yasumaro record-
which the riders wear full armor with banners. kin-no-ma—“Gold room.” ing the history of Japan’s earliest days
kate-bukuro—Provision bag Kii— One of the six provinces making up the Nankaidô Kojima—A town in Suruga province.
Katori Shinto Ryû—A ken-jutsu and shuriken-jutsu region. kojutsu—Navigation
ryû founded by Katono Izu Hirohide, popular in Kinai—A region in Honshû (also called Kinki), com- Koku—(“Rain for the rice”) The second 15 days of
the northern provinces. prised of five provinces: Izumi, Kawachi, Settsu, the third month (Yayoi)
kawa—river Yamashiro, and Yamato. Known as “the home koku—1. A unit of volume equal to 180 liters (40
Kawachi—A province in Honshû; One of the five provinces” due to the imperial capital having al- gallons), or about 5 bushels; 2. A province. 3. A
provinces making up the Kinai region. ways been seated therein. measurement of time, about one eighth of an hour
kawanaga—Weighted rope Kinogawa—A river on Honshû (7.5 minutes)
Kawanakajima—Site of a battle between rival kinoko—Mushrooms Kokua —A subset of the Ji sect of Buddhism.
daimyô Uesugi Kenshin and Takeda Shingen in Kinsen—A subset of the Fuke branch of Zen Bud- Kokugo—Japanese (language)
1555, which ends in a draw. dhism Komatsu—Town in Kaga province
kawaramono—(“Riverbed people”) Hinin who live kinshi—Poor vision kombu—Dried kelp
in or near dried out riverbeds on the outskirts of kinton— Mashed sweet potato Kômoku—One of the Great Heavenly Kings; he
town in little ghettos. kinusaya—Snow peas watches over the west.
kawari kabuto—A helmet of elaborate design, or Kira Yoshinaka—Shôgunate official responsible for Kômon—Division of the Hokke (Lotus) Sect of Bud-
“grotesque.” the downfall of the Asano clan in 1701. He is later dhism.
kaya—Mosquito netting killed by 47 retainers of Lord Asano Naganori, who komusô—Traveling monk of the Fuke sect of Bud-
kaya abura—Nutmeg oil was forced to commit seppeku. dhism
Kazusa— A province in the Tôkaidô region of kiri-no-ma—“Pawlonia room” kondô—(“Golden Hall”) Great hall in a temple con-
Honshû. Kirishtandô— Christianity, primarily referring to the taining the enshrined image of the patron Buddhist
Kegon—One of the six original Nara sects of Bud- Jesuits and Catholicism. spirit.
dhism, founded in 735 by Dôsen. Its seat is Tô- Kirishima Jingû—Shintô shrine on Kyûshû, dedi- kôsaku—Farming
daiji in Yamato. cated to Ninigi no Mikoto. koshiate—A leather sleeve hung from the waist sash
kegetsu—Fur boots Kiristuokyô—Christian mysticism, magic to carry a katana.
Keichitsu—(“Awakening of insects”) The first 15 kirisute-gomen— the right (gomen) of a samurai to kosho—Chinese pepper
days of the second month (Kisaragi) cut down (kirisute) any member of the common or koshogumi—Individuals attached to a daimyô’s en-
kemari—Heian-era soccer-like game played by kuge untouchable class and walk off with impunity. tourage.
kemyô—See zokumyô kisama—Insulting name (has connotation of “you bas- Kôshô-ji—Division of the Ikkô (Jôdô Shin, or True
ken—1. Sword; 2. A unit of measurement equal to 2 tard!”) Pure Land) sect of Buddhism.
yards (or 2 m). Kisaragi—(“Double-lined clothing”) The second Kôshû Kaidô—Highway running from Edo to Kôfu
kenbô—Forgetful month (the capital city of the Kai, or Kôshû province).
kenbu—Sword Dance kiseru— Iron smoking (tobacco) pipe kote—Arm protection (armor)
Kenchô-ji— 1. The most important temple in kiseru-jutsu— Skill of fighting with smoking pipes koten bungaku—Japanese classical literature
Kamakura; a Zen sect temple (f. 1253), and center kishômon— A written pledge from a new student to a koto—Japanese zither

…one should not determine hereditary chief retainers. A man should be assigned according to his ability and loyalty. 313
— Asakura Toshikage
SENGOKU: REVISED EDITION
Koto-Eiri Ryû—A ken- Japan, in 938. matoya—Blunt, wood-tipped arrow
jutsu ryû. kyoeishin— Vane (adj.) matsu—Pine
Kotohira-gû— Also kyôfushô—Phobia Matsumoto—A city in Shinano province, known as
called Konpirasan. This Kyokusui—Improvisational poetry composition by a a major paper production centers in Japan.
shrine on Shikoku is stream, in which sake cups are floated; practiced matsu-no-ma—“Pine room”
particularly revered by almost exclusively by kuge matsuri—Festivals; usually religious in nature.
seafarers and other trav- Kyô— See Miyako matsuribayashi—Festival music, performed mostly
elers. kyogen— Comedic dance (see also manzai) by amateur musicians from amongst the revelers.
Kotoku-in—Temple con- Kyô-no-Miyako— See Miyako Matsuyama—(“Pine mountain”) A city in Iyo prov-
taining the Daibutsu. kyosoku—Armrest ince. Known as one of the major production cen-
kotsusumi—One foot long, hourglass- kyôtetsu-shoge—Metal ring and two-bladed knife ters of textiles.
shaped, two-headed drum connected by a hair rope; only used by shinobi mawashi—Sumôtori’s belt.
kôuro—Incense pot Kyôto—See Miyako meijin—Expert
kowairo-jutsu—Mimicry; also known as gion Kyôzukayama— A mountain in Sado province. meisai-jutsu—Concealment
Kôyasan—1. A mountain in Kii and home of a com- kyû-jutsu—Archery skill meisô—Meditation
plex (f. 816) of Shingon sect priests, monks, and kyuri—Cucumber menkyô—(“License of completion”) A certificate in-
sôhei. Two “eternal flames” have been burning in kyushaku bô—Nine shaku (foot) staff dicating a student has achieved proficiency with an
a support building since the eleventh century. Fre- Kyushin Ryû—A ju-jutsu ryû. art or bugei.
quently the site of exile for kuge or buke nobles. 2. Kyûshû—The southernmost of the three main islands menkyô-kaiden—(“License of complete transmis-
Sacred shugendô mountain, in Yamato. Katsuragi of Japan. Site of a Mongol navy invasion, led by sion”) Certificate issued by a ryû, signifying the
Shrine is on the peak. Kublai Khan, in 1274, and again in 1281. Con- recipient has learned all that can be taught to them
Kozasa —A subset of the Fuke branch of Zen Bud- quered by Hideyoshi in 1587. (Also known as by the soke of a ryû.
dhism Saikaidô.) menpô—Face mask, which covers the nose, chin, and
kozuka—Small steel knife kept in katana saya cheeks
Kôzuke—A province in the Tôsandô region of
Honshû.
L meshibera—Wooden spatula
metsuke—Samurai clan censor, internal inspector
ku—Nine Luis Frois—Jesuit missionary who obtained permis- Mikagedô —A subset of the Ji sect of Buddhism.
kuchikami no sake—(“Chewing-in-the-mouth sake”) sion from Oda Nobunaga to preach Christianity Mikawa—A province in the Tôkaidô region of
Early form of sake made from chestnuts and millet (Kirishtandô) in Kyôto in 1569. Honshû.
chewed by the whole village and then spat out into miko—Shintô shrine maiden
a tub to ferment M Mimasaka—One of the provinces in the Sanyôdô re-
kudamono—Fruit gion of Honshû.
ma—Room
kuda-yari—Lance (yari) variant Minamoto—Ancient Imperial family, eventually be-
machi—Town
kuge—Imperial noble; member of the aristocracy coming great samurai clan. Twin branches—the
Machi-bugyô— Town magistrate
Kuhon-ji —A branch of the Jôdô sect of Buddhism. Saga Genji and the Seiwa Genji—are created when
mae-zumô—(“Pre-sumô”) Early matches of new,
kuji-kiri—Signing; special words and gestures used Emperors Saga and Seiwa give that surname (mean-
young sumôtori. Novices must win three such
by practitioners of mikkyô. ing “origin”) to offshoot branches of the imperial
matches before they can “graduate” out of mae-
Kûkai—see Kôbô-daishi house.
zumô.
Kukishin Ryû—A bô-jutsu ryû. Minato—A town on Sado island (province).
mahô-jutsu—Magical arts
kuma—Bear Minazuki—(“Waterless month”) The sixth month
mai—Dance
Kumagawa—River on Kyûshû Mineiri—(“Entering the mountain”) The principal
makagoya—Hunting arrow
kumi—Gang; criminal organization ritual exercise of shugendô, an ascent of a particu-
makizushi—Seaweed-wrapped rice
kuni—Home province lar holy mountain at each of the four seasons. It is
makura-yari—Light yari
Kunimiyama—Mountain on Kyûshû both symbolic and purposeful.
mame—Dried beans
Kunitokotachi no Mikoto—One of the original kami minka—(“Houses of the people”) A home; everything
mameita—A small pea-sized lump of silver or gold.
in the Shintô pantheon. He is revered in Ômi. from a low-ranked samurai’s home to a simple
Mame-ita are valued by weight, typically, although
Kunisatsuchi—One of the original kami in the Shintô farmhouse.
they are commonly issued in values equal to a
pantheon. monme-ita, a bu-shoban, or a ni-bu. Mino—A province in the Tôsandô region of Honshû,
kunoichi—Female shinobi (ninja) and one of the best known production centers of
manabu—Study
kura—1. Saddle; made of wood and lacquered black fine ceramic-ware and paper.
Maniwa Nen Ryû— A ken-jutsu, naginata-jutsu, sô-
or crimson. 2. Storehouse mino—Raincoat, made of oiled straw or paper.
jutsu and yadome-jutsu ryû founded in 1368 by
kurage—Jellyfish miso—Soybean paste soup
Soma Shiro Yoshimoto. It is one of the oldest exis-
Kurama Ryû—A ken-jutsu ryû founded in the Tenshô misodama—Dried miso ball
tent traditions in Sengoku Japan, this ryû is known
Era (1573–1593) by Ono Shokan, and teaches Misoka—The last day of each month
for its practitioners being very strong swordsmen.
Ochiotoshi (a technique of cutting through the Miyako—Capital city of Yamashiro province and seat
manji-no-sai—Okinawan sai variant
opponent’s sword with your own). of the Imperial court after 794 AD. It is also one of
manji shuriken— Swastika-shaped shuriken.
kuri—Chestnut the major centers of the dyeing industry and the
manno—Bamboo rake
kuri-ya—Bamboo head arrow center of the fashion world. Originally called Heian-
manrikigusari—Weighted chain
kusa—1. Grass. 2. Term used to refer to shinobi kyô (the “Capital of Peace and Calm”).
manzai—Comedic dance (see also kyogen)
kusajishi—Deer-shaped archery target Miyamoto Musashi—See Musashi Miyamoto
Marishiten—The “Queen of Heaven” (Buddhism).
Kusaka Ryû—A ken-jutsu and shuriken-jutsu ryû mô—Red apron-like garment worn by women of the
~maro— A suffix denoting affection, often appearing
founded by Shorin Sama no suke Eikichi upper-classes.
in swords’ names.
kusarigama—Kama with a length of chain attached mochi—Rice cake
~maru—A suffix denoting affection, often appear-
to the bottom of the handle môgami dô—Five-plate, laced cuirass.
ing in swords’ names.
kusari-gote—All mail arm protector (armor) Mogami-gawa—Japan’s eighth longest river, at 225
maru dô—Clamshell cuirass of laced construction.
kusari-jutsu—Chain weapon skill km (140 mi.)
Maruoka—A town in Echizen province.
kusari-zukin—Mail cowl môgami sode—See Tôsei sode
masakari—Heavy hand ax
kusazuri—Tassets hanging from the waist of a dô. mokkô—Carpentry
masakari-jutsu— Axe fighting technique (see also
Kutcharo-ko—Japan’s seventh largest lake, at 80 km2 momoku—Blind
ono-jutsu)
(31 mi. 2) momo-nari kabuto—A “peach-shaped” helmet.
Masaki Ryû—A kusari-jutsu ryû.
kuwa—Broad-bladed hoe Momoyama—1. Era name (1582–1600); 2. The site
matcha— Powdered tea used in sadô and cha-no-yu
Kûya—Founder of Nenbutsu sect of Buddhism in of one of Hideyoshi’s castles.
mato— Archery target, round

When one is giving direct audience to various reports, he should not allow the least bit of distortion in terms of their truth or falsehood.
314 If he hears that an official has put his own profit to the fore, he should be given the proper punishment.
— Asakura Toshikage
WWW.SENGOKU.COM

mon—1. Family or house crest. 2. Value of one zeni Nagoshi — A subset of the Chinzei branch of Jôdôshû Amaterasu, sent by
Monjuyama—Mountain on Kyûshû (see Jôdô). her to rule Japan. It
monme—Measure of weight of silver (about 4 grams) Nagoya—A city in Owari province. was to him that the
monme-ita—A small rectangular block of silver, (in nagura toishi— Polishing chalk (for blades) three sacred trea-
SENGOKU) weighing 1 monme naka—Center sures were en-
monomane—Acting Naka-no-uni— Japan’s fifth largest lake, at 99 km2 trusted.
Mononobe—Imperial family traditionally strong sup- (38 mi. 2) ninja—See shinobi.
porters of Shintô. Nakasendô—(“Central Mountain Road”) Highway n i n j a t ô —S e e
monshôgaku—Heraldry connecting Edo and Miyako. It is often called the shinobigatana
môsô—Delusion Kisô-kaidô as it skirts the Kisô-gawa for a great ninjô—Compassion, empathy
moto—Base length. or humanity.
mudra—Spiritual hand postures used in Mikkyô and Nakatomi—Imperial family with court authority in ni-no-maru—Second (intermediate) compound of a
Ninpo-mikkyô. regards to Shintô; The imperial “ritualists.” castle.
mugon—Mute Namahage— Regional festival encouraging children ninpô—Ninjutsu
mukade—Giant centipede to be good. ninpô taijutsu—Unarmed combat style of ninpô
mukade-no-doku—Poison of the giant centipede Namegawa—A town in Etchû province. (ninjutsu)
(mukade). Namu Amida Butsu—(“I take my refuge in Amida niô dô—Cuirass sculpted to resemble the naked torso
Mukai Ryû—A suie-jutsu and tantô-jutsu ryu. Buddha”) The Nenbutsu mantra. of a starving man.
mura—Village Namu myôho renge kyô—(“I take my refuge in the Nishidani—A subset of the Seizan branch of Jôdôshû
Murakami—A town in Echigo province. Lotus Sutra”) The mantra of the Hokke sect. (see Jôdô).
Muromachi—1. A historical era (1333–1573) marked Nanao— Town in Noto province. nisô—Buddhist priestess
by the split of the imperial house into two lines; 2. nanban dô—Cuirass adapted to Japanese tastes made ni-tô ken-jutsu—Two sword fighting skill
A Kyôto district (then called Fushimi) of Kyôto from an imported European armor. niwa-zukuri—Gardening
chosen by the Ashikaga for their headquarters. Nanbanjin— (“Southern Barbarian”) Japanese term Niyodogawa—A river in Japan.
Musashi—See Musashi Miyamoto. 2. A province in for a European. no—Plain, field
the Tôkaidô region of Honshû. Home of Edo, the Nanboku-chô— Period of the Northern and Southern Nô—Form of classical theater, perfected by Zeami ca.
Shôgunate capital. Court. 1441. Nô commonly staged outside, and all actors
Musashi Miyamoto—Musashi Takezo; Japan’s most Nanji-den— Division of the Hossô sect of Buddhism are male.
famous swordsman, and author of The Book of Five Nankaidô— A region of Japan comprised six prov- nobebo—Rolling pin
Rings (1643). inces: Awa, Awaji, Iyo, Kii, Sanuki and Tosa. Nobi—Great plain in northeastern Honshû
mushin—Faceless monster nanori—Formal adult name nobori—Climbing
Muso-Jukiden-Eishin Ryû—A ken-jutsu and sô- Nanzen-ji— 1. Zen temple complex in Miyako (f. ~nobori—(“To climb”) A popular suffix for sumôtori
jutsu ryû. 1264) destroyed in the Ônin War; it is being rebuilt names.
Muso-Shinden Ryû—A ken-jutsu ryû. during the last half of the 16th century. 2. A subset nobushi—A bandit
Mutsu—A province in the Tôsandô region of Honshû. of the Rinzai branch of Zen Buddhism nodachi—Heavy, two-handed battle sword
Mutsuki—The first month of the year, and first month Naoetsu—A town in Echigo province. nodowa—Gorget, or throat ring (armor).
of Spring Nara— 1. City in Yamato province, known for hav- nokogiri—Small hand saw
myô—Name ing a large number of temples. 2. Historical era Noneyama—A mountain in Japan.
myôji—Surname (710–794). noren—Door curtain
Myoko-san—A Japanese mountain 8,025 ft tall, the Narita— A town in Shimôsa province. nori—Dried sheets of seaweed
ninth tallest in Japan nasu—Eggplant Norikura-dake—A Japanese mountain 9,928 ft tall,
Myôman-ji—Division of the Hokke (Lotus) Sect of nawa— Rope the sixth tallest in Japan
Buddhism. nawanuke-jutsu— Contortionist norimono—1. Elaborate, enclosed palanquin. 2.
Myô-ô—Deities of great power who are charged with Nebuta Matsuri—This national pre-harvesting festi- Teaching scroll
committing acts of violence to defeat evil (Bud- val is held during the first week of August, to ward nossori—Plodding; slow
dhist) off sleepiness, so that the work can’t be interfered Noto—Province in Honshû; One of the seven prov-
Myôshi-ji —A subset of the Rinzai branch of Zen with. inces making up the region of Hokurikudô.
Buddhism negi— 1. Junior Shintô priest of a shrine. 2. Onion nozoku—Small plate
neko— Cat nuinobe dô—Clamshell cuirass with sparse point lac-
N nekode— Shinobi iron claws
Nen Ryû—A ken-jutsu and sô-jutsu ryû.
ing.
nunchaku—Okinawan flail-like weapon
Nagakure—Site of the 1584 battle between Tokugawa Nenbutsu—1. A sect of Buddhism promulgated in nunchaku-te—Nunchaku skill
Ieyasu and Toyotomi Hideyoshi; ended in a draw. Japan by Kûya in 938. 2. A mantra nura—Rice husks
nagamaki—Naginata-nôdachi hybrid weapon “Namu Amida Butsu”—Mantra stressed by the Ikkô nurarihyon—Creature with a heavy head
Nagano—1. A city in Kawachi province. 2. A city in sect of Buddhism nurarihyon ishi—A gemstone inside a nurarihyon
Shinano province. nengô— “era names,” given by emperors and other which gives the owner the ability to fly and travel
Nagaoka—A town in Echigo province. worthies to other worlds.
Nagare—Style of shrine architecture. netsuke— Small carved, often decorative, bauble or nuri—Lac; lacquer
Nagasaki—Japanese port city in southern Japan, and figurine used to secure one’s obi nuri-no-doku—A poison derived from the sap or bark
site of the 1597 execution of 26 missionaries and ni-bu— Small rectangular gold coin, worth two koku. of the lac tree.
Christians, ordered by Hideyoshi. In 1622, 55 Chris- nichijô gi-jutsu—Common skill (Everyman Skill) nusubito—Common thief; cat burglar
tians are executed in the city. Nichioku Ryû— A kyû-jutsu and ken-jutsu ryû. Nyôrai—A Buddha; one who has achieved enlight-
Nagashino— Site of a battle in 1575, where Oda Nichiren— 1. A sect of Buddhism (also known as enment
Nobunaga and Tokugawa Ieyasu defeat Takeda Hokke), founded in 1253 by Nichiren.(see also Nyûdô—(“One who has entered into the way”) An
Katsuyori. It was the first battle in which large num- Hokke) 2. Founder of the Nichiren Buddhist sect. epithet following a Buddhist name
bers of teppô (firearms) were used. nigeri—Evading attack skill
Nagato—One of the provinces in the Sanyôdô region
of Honshû.
Niigata—A city in Echigo province, known as one of
the major production centers of textiles and paper.
O
nagegama—Staff with a kama blade on one end and Nikkô Kaidô— Highway connecting Edo to Nikkô in Obama—A town in Wakasa province.
a weighted chain on the other central Shimotsuke Province. Obata —A subset of the Chinzei branch of Jôdôshû
nage-yari—Short lance (yari) nimono—Boiled vegetables; stew (see Jôdô).
naginata—Polearm with a wide, sword-like blade Ninigi no Mikoto— Kami, and grandson of obi—Belt; sash
naginata-jutsu—Naginata skill O-Bon—The Buddhist Festival of the Dead. Cel-

In military matters, one must never say that something can absolutely not be done. By this, the limitations of one’s heart will be
exposed. 315
— Asakura Soteki
SENGOKU: REVISED EDITION
ebrated throughout Ja- pantheon. and the beginning of Summer; the period that cherry
pan. ômugi— Barley, millet trees blossom.
o-cha—Green tea on— A debt (of honor) or obligation Rikuchû—A province in the Tôsandô region of
Ochiotoshi— An onagiri— Rice ball Honshû, best known as the home province of the
okuden technique of ongaku— Music skill Imperial Court, in the city of Miyako.
cutting through the oni—Demon, supernatural ogre Rikuzen—A province in the Tôsandô region of
opponent’s sword with Õnin War—A great war (1467–1477) over a succes- Honshû.
your own. sion dispute for the shôgunate that left Kyôto de- Rinzai—1. A branch of the Zen sect of Buddhism (f.
Oda Nobunaga—A stroyed by fire, thousands dead, and the power and 1191), with 10 subsets: Kennin-ji, Rôfuku-ji,
bonge-born warrior who rose to prestige of the Muromachi shôgun broken. Kenchô-ji, Engaku-ji, Nanzen-ji, Eigen-ji, Daitoku-
become military ruler of Japan. Onko Chishin Ryû—A ken-jutsu, ni-tô (Two Swords) ji, Tenryû-ji, Myôshi-ji, and Shôkoku-ji.
Because of his bonge roots, however, he was un- and shuriken-jutsu ryû founded by Musashi Rinzai-zen—See Rinzai
able to be named Shôgun. Miyamoto Shome in the early 17th century. risshi—Senior Buddhist priest
ô-daikô—Huge, two-headed drum made from a single onmitsu—Espionage Risshu—The first 15 days of the seventh month
tree trunk. onmitsushi—Government spy (onmitsu) or execution (Fumizuki), and the start of Autumn
oda-gote—Kote with small metal plates “floating” in grounds attendant. Risshun—(“Spring begins”) The first 15 days of the
mail. onmyôdô—Japanese sorcery first month (Mutsuki), and the beginning of Spring
Odawara—A city in Sagami province. onnôgata—Male actors who portray female charac- Ritsu—An ascetic sect of Buddhism, founded in 754
ôdeppô—Matchlock cannon ters by Ganjin. Its seat is the Tôshô-daiji in Yamato.
odori—Dance Õno—A town in Echizen province. Ritto—The first 15 days of the tenth month
odoshi—Armor lacing ôno— Battle ax (Kaminazuki), and the beginning of Winter
oga—Two-man saw Õnogawa— River on Kyûshû ro—Oar
ôgama—Large heavy battle kama ono-jutsu— Axe fighting technique (see also rô—Man
Ogi—A town on Sado island. masakari-jutsu) Rôfuku-ji —A subset of the Rinzai branch of Zen
ogi—Folding fan Onokorojima— The first island created by Izanagi Buddhism
ohashi—Chopsticks (see also hashi) onore—Insulting name (has connotation of “you bas- roku—Six
ohitsu—Cedar rice-serving tub tard!”) Rokujô —A subset of the Ji sect of Buddhism.
Õishi Kuranosuke—Leader of the famous 47 rônin On-take— A Japanese mountain 10,050 ft tall, the fifth rokuro-kubi—Goblin head; flying demon heads
ojigai—Ritual suicide of female buke tallest in Japan rokushaku bô—Six shaku (foot) bô
Ôjin—Emperor of Japan and son of the Empress oroshi— Grater rokushaku kama—Six shaku (foot) staff with kama
Jingô. He is deified as Hachiman, the god of war, Õsaka—A city in Settsu province, in the Kansai re- blade
after his death. gion of Honshû. rônin—(“Wave man”) A disenfranchised (unem-
okayu—A watery rice gruel; a common food of the Ôsaka-jô—Castle built by Hideyoshi, located near the ployed) samurai; buke not in service to a daimyô.
elderly, infirm and the ill. city of Õsaka. Construction is begun in 1583. It is rôsoku—Pine-resin candle; lasts for 6 toki
oke—Wooden bucket burned to the ground by Tokugawa Ieyasu in 1615. ryô—1. Measurement of weight used when referring
okegawa dô—Clamshell cuirass of riveted construc- Oshima Ryû—A sô-jutsu ryû. to gold, equal to four koku. 2. Term of value com-
tion. ôshô—The “king” piece in the game Shôgi. monly used in commerce. 3. Good.
Okehazama—Site of a battle in 1560 between the Oda Oshû Kaidô— Highway running from Edo to Aomori Ryôan-ji—Zen contemplative temple in Miyako (f.
and Imagawa. Oda Nobunaga’s 2,000-man force to the northeast. 1473), and site of the most famous sand/rock gar-
overwhelms a 25,000-man army and kills Imagawa ô sode— Larger, old-style sode. den in the world.
Yoshimoto. Õsumi—A province in the Saikaidô region. ryôba katana—A double-edged straight sword of
Oki—1. A small island in Japan, to which Emperor Ôtomabe—One of the original kami in the Shintô Ryukyu origin.
Go-Daigo is exiled after the Genkô Insurrection of pantheon. ryôbû—Two sides
1331. 2. A province in the Sanindô region of Ôtonochi—One of the original kami in the Shintô Ryôbu-Shintô—The doctrine that Shintô and Bukkyô
Honshû. pantheon. are in fact the same religion.
okubyô—Coward Õtsu— A lake on the island of Honshû ryokô—Traveling
Okudani —A subset of the Ji sect of Buddhism. Owari—A province in the Tôkaidô region of Honshû, ryoshoku—Survival
okuden—(“Inner secrets”) Secret techniques of an art and one of the major centers of production of ce- ryû—1. School. 2. Tradition, family style of bugei or
or bugei ramic during the Sengoku period. art. 3. Dragon (see also tatsu)
okugata-sama—Form of address for the lady of a owari—Deceased (see also shinda) Ryûkyû—Independant island kingdom (Okinawa)
house or wife of a lord. oyabun— (“Parent-role”) The head of a criminal or-
Okuninushi—Kami of healers and all medicinal arts.
He is a descendant of Susano-o.
ganization
oyakata-sama—Form of address for a lord; “honor-
S
Õmi—A province in the Tôsandô region of Honshû. able lord [head-of-the-] house” Sabae—A town in Echizen province.
omiki—Shrine sake ozutsu— See ôdeppô sabi—A certain melancholy, timelessness, a shopworn
o-mikoshi—(“Sacred cars”) Sacred palanquin; carries feeling of familiarity, relating to art.
sabu—Three
the enshrined kami during festivals.
omikuji—Small “fortunes,” pieces of paper that pre-
P Sado—A large island province off Echigo, near
dict your future. These papers are tied around a tree Pôtogaru-go— Portuguese (language) Niigata. It is traditionally used as a place of exile
branch, after reading, to make the good fortune for persons of importance who have offended the
come true or to avoid the predicted bad fortune. R imperial court. One of the seven provinces making
up the region of Hokurikudô.
Ôminesan—Sacred shugendô mountain in Yamato.
rakkasei abura—Peanut oil Sadô—The Way of Tea.
Home of the Kinbusen-ji, founded by En himself. raijû—Thunder beast Saga —A subset of the Seizan branch of Jôdôshû (see
Ô-Misoka—1. (“Great Misoka”) The last day of the
Raku—See Miyako Jôdô).
year. 2. Also called Ganjitsu, this national festival
Rango— Dutch (language) Sagami— A province in the Tôkaidô region of
is held on the last night of the year, when it is cus-
ranma—Decorative carved transom that is open to Honshû.
tomary to visit the neighborhood temple and shrine.
both rooms. sageo—Scabbard cord
Õmiya—A city in Suruga province. Raten-go—Latin (language) sai—Dual-tined truncheon
Omonogawa—A river on Honshû
reishiki—High society; etiquette Saichô—Founder of Tendai Buddhism in Japan, in
Omori Ryû—A ken-jutsu, sô-jutsu, naginata-jutsu and
Reizan —A subset of the Ji sect of Buddhism. 806.
ba-jutsu ryû.
ri—A unit of measurement equal to 2.4 miles (3.9 km). saihai—Signaling baton
Omotaru—One of the original kami in the Shintô
Rikki—The first 15 days of the fourth month (Utsuki), saimin-jutsu—Hypnotism

In attacking enemy-held ground, one should never assume that his opponents will not hold their own. If, in such an attack, the enemy
316 fiercely resisted, one’s entire forces would be disheartened.
— Asakura Soteki
WWW.SENGOKU.COM

St. Francis Xavier—Jesuit priest who arrives in the Muromachi Period; This time is often referred Shimotsuke—A prov-
Kagoshima on a mission trip in 1549. to in history books as “Muromachi-Momoyama,” ince in the Tôsandô
Saikaidô—A region of 11 provinces, encompassing or “Azuchi–Momoyama.” region of Honshû.
the islands of Kyûshû, Iki and Tsushima. senja-fuda—Religious name tape Shimotsuki—(“Frost
Sakai—A port town in Echizen province. senjo-jutsu—Battle strategy skill month”) The elev-
sakazuki—Sake cup Sen-no-Rikyû— Tea master, largely responsible for enth month
sake—Japanese rice wine the cha-no-yu’s (tea ceremony) popularity. He com- shin—New
sake-masu—Sake set storage box mits seppeku in 1591 under orders from Hideyoshi. Shinano—A province in
Sakura—A town in Shimôsa province. senri—One thousand ri; A unit of measurement equal the Tôsandô region of
Sakurajima—Island in the center of the bay between to 2,400 miles (3,900 km) Honshû.
Satsuma and Õsumi provinces sensei—1. A teacher. 2. An honorific used for doc- Shinano-gawa—Japan’s longest river, at
sakusen—Strategy skill tors or any highly educated person 367 km (228 mi.)
~sama—Casual honorific, used among friends or Senshô-ji—Division of the Ikkô (Jôdô Shin, or True Shinatsuhiko—Kami of the winds, along with his sis-
equals. Pure Land) sect of Buddhism. ter Shinatsuhime.
samurai—“One who serves;” Member of the warrior Sensô-ji—Edo’s oldest and most famous temple. Also Shinatsuhime—Kami of the winds, along with her
caste in service to a daimyô. called Asakusa Kannon. brother, Shinatsuhiko.
sanbon nunchaku—Three-section staff sensui kawaramono—Riverbed folk gardeners shinda—Dead (see also owari)
Sanbômoriyama—A mountain in Japan. seppuku—Ritual suicide of the buke caste. Shingi—A subset of the Shingon sect of Buddhism.
Sanindô—With the Sanyôdô, it is part of the area seri— Parsley; drop wort Shingon—An esoteric Buddhist sect, founded in 806
called Chûgoku. The Sanindô has eight provinces: Setsubun—Matsuri to bring in good fortune by Kûkai. There are two divisions: Kogi and Shingi.
Hoki, Inaba, Iwami, Izumo, Oki, Tajima, Tanba and Setsukozan—A mountain in Japan. The original seat is Tô-ji in Yamashiro.
Tango. Settsu—A province in Honshû; One of the five prov- Shinji-kô—Japan’s sixth largest lake, at 80 km 2 (31
sanjaku jô—Four shaku (foot) wooden staff inces making up the Kinai region. mi. 2), on Honshû.
Sanjô —A subset of the Chinzei branch of Jôdôshû shaken—Bladed throwing weapons shinji-zumô—Ancient sumô bouts performed as re-
(see Jôdô). shaku— 1. A unit of measurement equal to about one ligious functions before the ruling Emperor or Em-
sanjô—Mountain castle (see also yamajiro) foot (30 cm); 2. Unit of volume equal to 18 ml. press
Sanjûsangen-dô—The popular name of the Rengeo- shakuhachi— Vertical bamboo flute Shinkage Ryû—A ken-jutsu, sô-jutsu, and shuriken-
in. It is so named for the long hall of 33 pillar spaces. shakujô— Buddhist priest’s staff jutsu ryû founded in the first half of the 16th cen-
sankin kôtai—A system, started in 1635, of alternate shankô shuriken—Three-pointed shuriken, usually tury by Kamizumi Ise no Kami Fujiwara no
residences, requiring daimyô to alternate spending with diamond- or leaf-shaped blades. Hidetsuna. One of the most influential ryû in all of
one year in Edo and one year in his home province shi—1. The number four; 2. Death Sengoku Japan; this ryû is patronized by the pow-
san-no-maru—Third (outer) compound of a castle Shi Daitennô—The Four Heavenly Kings, protectors erful Fujiwara clan and has a great many adher-
San Senjin—The Three Gods of War: Marishiten, of the four corners of the world from evil demons: ents.
Daikokuten, and Bishamonten (Buddhism). Jikoku, Kômoku, Tamon (Bishamon), and Zôchô. shinkan—Shintô priest; also called kannushi.
Sanuki—One of the six provinces making up the shichi—Seven Shinki-sôdatsusen—An equestrian pastime and a
Nankaidô region. Shichifukujin—The Seven Lucky Gods of Ryôbu- mock battle, of sorts, in which riders attempt to
Sanyôdô—A region of Honshû. With the Sanindô, it Shintô: Benten, Bishamon, Daikoku, Ebisu, gather shinki (holy flags), which are fired into the
forms the area called Chûgoku. Comprises eight Fukurokuju, Hotei, Jurôjin. air by a cannon, before they hit the ground
provinces: Aki, Bingo, Bitchû, Bizen, Harima, shigaku—1. History. 2. Japanese history shinkô—1. Piety. 2. The “main event” of a matsuri
Mimasaka, Nagato and Suô. shihan—Senior instructor of a ryû. (religious festival), when mikoshi are paraded
sara-kazoe—Plate-counting ghost shihanke—Master teacher of a ryû, those students who through the streets and the crowds celebrate.
Saroma-ko—Japan’s third largest lake, at 152 km2 have obtained the inkajo. Shinminato—A town in Etchû province.
(59 mi. 2) shihô shuriken— Four-pointed shuriken looking like Shinmuso Hayashizaki Ryû—Founded in the late
sasamaki—Rice ball wrapped in leaf four arrows pointing out from the center. 16th century by Hayashizaki Jinsuke Shigenobu
sashimi—Raw fish shiika— Poetry (1542–1621), this is one of the older iai-jutsu ryû
sashimono—Short banner worn on the back of the Shiiya— A town in Echigo province. of Japan, and was adopted as an official style of the
armor of samurai and ashigaru in battle. Shijô —A subset of the Ji sect of Buddhism. Tsugaru clan.
sasumata—Forked yari with barbs on shaft shikiji— Oratory shinobi—Member of a ninjutsu-ryû; practitioner of
satori—Enlightenment (Buddhism) Shikiri—Ritual of intimidation performed by sumôtori ninjutsu
Satsuki—(“Month of sowing”) The fifth month just before a bout begins shinobigatana—Shinobi (ninja) sword; also called
Satsuma—A province in the Saikaidô region. Shikoku— One of the three major islands of Japan, ninjatô
satsuma—Sweet potato off the coast of Honshû, which was conquered by shinobi shojoku—Shinobi garb
saya—Scabbard Hideyoshi in 1585 after he defeated the Chôsokabe shinobizue—1. Staff with a retractable yari blade on
Seimei—(“Clear weather”) The first 15 days of the clan. The northern portion of Shikoku is one of sev- one end and a chain concealed within the other. 2.
third month (Yayoi) eral production centers of paper (washi). Any staff (bô) with a concealable weapon or de-
seiro—Steaming basket shikoro—Nape guard; part of a kabuto vice.
seishi—A written pledge from a new student to a ryû Shima—A province in the Tôkaidô region of Honshû. shino-gote—Kote of any number of splints (with or
sensei. shima— Island without mail).
Seizan —A branch of the Jôdô sect of Buddhism, with Shimabara—City in Hizen province (Honshû). shinshi—Bureaucracy
four subsets: Nishidani, Fukakusa, Higashiyama Shimabara Rebellion— A failed rebellion in Shinshô-ji—Shingon temple in Narita (f. 940), dedi-
and Saga. Shimabara against the privations of a cruel daimyô cated to Fudô, a statue of whom is the object of
Sekigahara—1. A town in Mino province. 2. The larg- in 1637. 37,000 people are slain in the castle’s de- veneration. In the temple treasury is a sword said
est battle in Japanese history, fought October 21, fense, many of which are Christian samurai. to cure insanity and possession by touch.
1600, between the Eastern Army of Tokugawa Shimada— A town in Suruga province. shinten—Shintô traditions and knowledge
Ieyasu and the Western Army of Toyotomi loyal- shimata—An expletive. Shintô—Japanese shamanistic polytheistic faith
ists led by Ishida Mitsunari. Ieyasu emerges victo- shimenawa— A thickly braided rope, often with sus- Shintô Ryû—A common ken-jutsu ryû, founded by
rious, and Ishida is executed a few days later, bring- pended zigzag folded paper streamers, stretched Iishino Chosai, that is practiced by many swords-
ing the Sengoku Period to a close. around or across something being honored (Shintô). men throughout Japan.
Sendai—A town in Rikuzen province. Shimogamo Jinja—A Shintô shrine in the Nagare Shintô Shobu Ryû—A ken-jutsu and shuriken-jutsu
Sendaigawa—River on Kyûshû style. ryû founded by Sodatoyogoro Kagetomo
Sengoku—1. An era (XXX-1603) comprised of the Shimôsa—A province in the Tôkaidô region of Shirahata—A subset of the Chinzei branch of Jôdôshû
entire Azuchi and Momoyama Periods, and part of Honshû. (see Jôdô).

If only a man will not do what he himself would like to do, and do those things that he finds unpleasant, his position, no matter what it
is, will be replete. 317
— Takeda Shingen
SENGOKU: REVISED EDITION
Shirakawa—A river on of the eighth month (Tsukimizuki) suji kabuto—Multi-plate helmet with the edge of each
Honshû and Kyûshû shûchi— Common knowledge (see also jôshiki) pie-section–shaped plate a raised ridge.
Shirane— A Japanese Shugendô—Esoteric sect of Buddhism, founded by ~suke—Suffix meaning deputy governor
mountain 10,473 ft tall, En no Gyôja. Followers are called shugenja or sukebe—Lecherous
the second tallest in Ja- yamabushi. The headquarters of Shugendô is a suki—1. Tea connoisseur. 2. Spade; digging tool.
pan Shingon temple: Miyako’s Daigo-ji Sukiya—(“House of refinement”) A style of home
shirasu—(“White shugenja— Buddhist priests of the shugendô sect; also architecture, incorporating shoin features with a
sands”) A criminal hear- called yamabushi. more relaxed lifestyle.
ing and sentencing before a shugyôsha—Wandering swordsman; wandering stu- sumai—Japanese grappling sport linked with many
magistrate dent Shintô rites
shishi—Chinese “Foo” lion; their im- shûjigaku—Rhetoric sumai no sechie—Ancient sumô bouts performed as
age is often used as guardian statue of Buddhist shu-jutsu—Leadership (kuge) court entertainment
temple gates. shuki—Sake pot sumi-e—1. Painting with ink. 2. A painting in the
Shishin Ryû—A ken-jutsu and shuriken-jutsu ryû Shukô—A 15th century priest who introduced a form sumi-e style
founded by Kobori Kankaiyu Nyudôsho Kiyohira. of tea ceremony to Japan. Sumiyoshi—Style of shrine architecture, in which the
shiso—Perilla shukuba-jorô— (“Post station trollops”) Cheap pros- wood is often a bright red showing against white
Shiwasu—(“Closing month”) The twelfth month titutes who cater to male travelers at post stations walls.
sho—A unit of measurement equal to 4 inches (10 Shunbun— (“Spring equinox”) The second 15 days Sumiyoshi Jinja—A Shintô shrine in Sumiyoshi.
cm). of the second month (Kisaragi) sumô—See sumai
shô—1. A unit of volume; 1.8 liters (1.5 qts). 2. Gong shuriken— one- to eight-bladed throwing blade Sumoto—A small town in Awaji
shôchû—A potent, unstrained form of sake. shuriken-jutsu— Throwing weapons skill sumôtori—A sumô wrestler, usually of the bonge
sho-daikô—Small drums shusai— Campaign strategy skill caste
shogaku—Calligraphy Shûsô— (“Beginning of frost”) The second 15 days sun—A unit of measurement equal to about 1.2 inches.
Shôgi—A board game (like chess); it originated in of the ninth month (Kikuzuki), the period of pay- suneate—Greaves; leg protection (armor)
India and was introduced to Japan via China in the ing taxes. Suô—One of the provinces in the Sanyôdô region of
Nara Period. sô—Buddhist priest; also called sôryô. Honshû.
shôgi-ban—A shôgi board; a nine-by-nine grid on a soba—Thick buckwheat noodles suribachi—Clay mortar with wood pestle
large, heavy piece of wood resembling a butcher’s sôbô—Monks’ quarters. Suruga—A province in the Tôkaidô region of Honshû.
block. sode—Shoulder protector (armor) Susano-o no Mikoto—He is revered by some as kami
shôgun—Supreme military ruler of Japan sodegarami—(“Sleev-tangler”) Staff with numerous of the sea, and others as kami of the moon. Brother
shôgunate—Office of the shôgun. metal barbs of Amaterasu.
shoiko—Straw shoulder bag sodegarami-jutsu— Man-catcher polearm susumu—Go forward
Shoin—A style of architecture developed during the Sôdô-zen—Sub-sect of Zen Buddhism, founded by sutra—Sacred Buddhist texts, scriptures
Muromachi Period (1333–1573). Dôgen in 1227. Suwa—See Suwa-ko
shôji—Wooden frame or lattice movable walls with Soga no Iname—Builder of the first Buddhist temple Suwa-ko—Japan’s twelfth largest lake, at 14 km2 (5
translucent paper glued to the lattice or frame. at his residence in Nara. mi. 2), on Honshû
shôjiki—Honesty sôhei—Buddhist warrior priest; also called yamabushi su-yari—Lance (yari) variant
Shôkan—(“Little cold”) The first 15 days of the (spelled with different kanji than the Shugendô suzuri—Ink stone
twelfth month (Shiwasu) yamaushi).
Shôkoku-ji —A subset of the Rinzai branch of Zen
Buddhism
sôjô—Head priest of a temple; abbot (Buddhism).
sô-jutsu—Lance; spear
T
shokubutsu—Foodstuffs soke— Head or grandmaster of a ryû; addressed as ta—1. Big. 2. Paddy
shokunin—Artisans and craftsmen “sensei” Taba—A town in Shima province.
Shôman—(“Small abundance”) The second 15 days sokutai—A heavy, black formal court-robe worn by tabi—Split-toe socks made of cotton or deerskin; worn
of the fourth month (Utsuki), the period when cherry kuge. by all classes
blossoms fall. Sôma—Samurai clan in northern Honshû famous for tachi—Ceremonial longsword
Shoren-in—The residence of the head of the Tendai their annual festival of a katchû keiba tadon—Charcoal
sect, almost invariably a member of the imperial Sôma Nomaoi—Festival in Sôma consisting of mili- tagasode—Sachet, perfumed
family. Located in Miyako (f. 1263). The garden, tary exercises Tagata Matsuri—Festival of fertility and large phal-
by Sôami, is one of the most famous in Japan. Also Soma Shiro Yoshimoto—Founder of the Maniwa luses
called Awata Palace Nen Ryû (1368) Taho Nyôrai—A Buddha (Nyôrai), and one of the
Shôretsu—Division of the Hokke (Lotus) Sect of somen—Thin wheat noodles five Buddhas of Contemplation.
Buddhism. sômen—Metal face mask taidô—Athletics
Shôsetsu—(“Small snow”) The second 15 days of the sori—Snow sled, sledge Taihô Code—A set of laws written in 701 AD, cov-
tenth month (Kaminazuki) soroban—Abacus ering civil and penal matters.
Shôsetsu Ryû—A ken-jutsu and shuriken-jutsu ryû sôryô—Buddhist priest; also called sô. Taika Reforms—A series of social reforms based on
founded by Hirayama Kôzôsen. Soyasan—A mountain in Japan. Chinese models, which establishes era names (the
Shôsho—(“Small heat”) The first 15 days of the sixth sôzu—Buddhist temple overseer first being Taika, or “Great Change”), in 645.
month (Minazuki) sudare—Bamboo blinds taikô—(“Great voice”) Large two-headed drum
Shoshô Ryû—A shuriken-jutsu ryû, founded by Suichini—One of the original kami in the Shintô pan- Taima —A subset of the Ji sect of Buddhism.
Masugi Saburôzaemon Mitsuoki, known for its use theon. taimatsu—Torch
of the tantô-gata (sword-shaped) shuriken. suie-jutsu— Swimming and fighting in water while Taira—(“Peace” or “level”) A great samurai clan,
Shôshu—(“End of heat”) The second 15 days of the armored descended from Imperial lines.
seventh month (Fumizuki) suifu-jutsu—Sailing skill; also known as hansô-jutsu tairô—Councilor, high ranking member of a samurai
Shôsô-in—The world’s most famous store and trea- suigyû— Water buffalo clan
sure house, located on the Tô-daiji grounds. suiji—Cooking Taisha—Style of shrine architecture, in which the
shottsuru—Pickled fish juice suika— Watermelon wood is left in its natural colors.
shoya—Soy sauce suikan—Kuge garment, which is almost identical in taishô—Troop commander or general
shozoku—Fashion cut to a kariginu, but it is worn inside the hakama, Tajima—A province in the Sanindô region of Honshû.
shu—A week (10 days) and with the collar open and tied back. taka—Falcon
shû—A sect of Buddhism (e.g., Zen-shû) suimono—Seafood soup Takada—Division of the Ikkô (Jôdô Shin, or True
Shûbun—(“Autumn equinox”) The second 15 days suiron—Deduction Pure Land) sect of Buddhism.
Takahama—A town in Echigo province.

No matter how lacking a man may be in humanity, if he would be a warrior, he should first of all tell no lies. It is also basic that he not
318 be the least bit suspicious, that he habitually stand on integrity and that he know a sense of shame.
— Asakura Soteki
WWW.SENGOKU.COM

Takamagahara—The earthly domain of Amaterasu; Tengumoriyama—A mountain on Shikoku. tokonoma—A special


the Yamato/Izumi region. tengu— Mountain goblin; half-man, half-crow alcove in a room,
Takamimusubi—One of the original kami, and one Tengyô Revolt— A five year conflict (935-940), in containing a season-
of the three creators of the world. which Taira no Masakado raises an army in the ally appropriate
Takanawayama—A mountain in Japan. provinces and declares himself “the new emperor.” hanging scroll,
Takaoka—1. A town in Etchû province. 2. A town in Masakado is killed in the end. flower arrangement,
Shimôsa province. Tenjin Matsuri—Ôsaka festival, O-mikoshi parades or a sword rack.
Takata—A town in Echigo province. ten-ma—Work horse tokuchô—Distinctive
take—Bamboo Tennô Heika—(“His Majesty the Emperor”) Refer- features
Takebu—A town in Echizen province. ence to the Emperor Tokugawa —1. Famous
Takehaya Susano-o no Mikoto—Shintô kami of the Tenryûgawa— Japan’s fifth longest river, at 250 km samurai clan. 2. A historical era (1600–
earth (usually called Susano-o). (155 mi.), on Honshû. 1868), also known as the Edo Period.
Takemura Ryû—A ken-jutsu and shuriken-jutsu ryû Tenryû-ji —A subset of the Rinzai branch of Zen Tokugawa Hidetada—Son of Ieyasu, and the sec-
founded by Mori Kasuminosuke Shigekatsu. Buddhism ond Tokugawa Shôgun.
takenoko—Bamboo shoots Tenshin Ryû—A ken-jutsu and shuriken-jutsu ryû Tokugawa Ieyasu—Shôgun from 1603-1616
takeshi—Brave founded by Tenshin Kogenta tominaga-gote—Kote with extended sections form-
takigi—1. Bonfire. 2. A Nô play performed at night Tenshin Shoden Katori Shintô Ryû—A kenjutsu ryû ing a sort of “vest” under the armor.
to the light of bonfires. founded in the early 15th century by Izasa Ienao, Tone-gawa—Japan’s second longest river, at 322 km
Takigi Nô—Festival at Kôfuku-ji, Nara involving instructor to the ninth Ashikaga shôgun, Yoshimasa. (200 mi.)
bonfire and Nô theater This is one of the oldest ken-jutsu ryû in Japan. tonfa—Side-handle baton
tako—Octopus Tenshinden Ryû—A ken-jutsu and shuriken-jutsu ryû tono—Form of address for a lord, suffixed as ~dono
tameshi—Testing a katana blade on a criminal or founded by Katono izu Hirohide. (“sire”). May be used as polite form of address
corpse Tenshô ôban— Japan’s largest gold coin, first minted among equals.
Tamon—Another name for Bishamon. One of the in 1588. tora—Tiger
Great Heavenly Kings; he protects the north. (See tenshû—Main donjon of a castle. torii—A gateway to a shrine or other sacred Shintô
also Bishamon and Seven Lucky Gods). tenugui—Towel precincts.
Tanabata Matsuri—Star festival; national matsuri ten’yaku— Herbalism tôrimono—Wayfare beast
Tanba—A province in the Sanindô region of Honshû, Tenzan— Mountain on Kyûshû tori-oi—Falconry
and one of the best known production centers of teppô— Matchlock rifle; arquebus. Also called tôrô—Stone lantern
fine ceramic-ware (yaki), known for its dark brown tanegashima. Tosa—One of the six provinces making up the
to red-brown color resulting from long firing and a teppô-jutsu—See hô-jutsu Nankaidô region.
thick ash glaze. Teradomari— A town in Echigo province. tosani—Rice with bamboo & fish
Tanegashima—1. Island off the southeast coast of Terudake— Mountain on Kyûshû Tôsandô—A region of Honshû comprised of 13 prov-
Japan; firearms were introduced to Japan by the tesaki—Hired policeman’s assistant; usually hinin inces: Hida, Iwaki, Iwashiro, Kôzuke, Mino, Mutsu,
Portuguese here. 2. Matchlock rifle. (See also teppô) Teshio-gawa—Japan’s fourth longest river, at 261 km Õmi, Rikuchû, Rikuzen, Shimotsuke, Shinano, Ugo
Tango—A province in the Sanindô region of Honshû. (162 mi.) and Uzen.
tankon—Two shaku (one) wooden stick tessen— Iron-ribbed folding fan tôsei sode—Rectangular sode five lames, sparse laced;
tanpo-yari—Padded/wooden practice yari tessen-jutsu— Fan fighting skill also called Môgami sode
tantô—Large knife with hand guard tetsu-bin— Kettle toshi—One year
tantô-gata shuriken—Short, sword- or knife-shaped tetsubô—1. Heavy metal-studded war club. 2. Heavy Toshikage Jûhachikajô—Injunction of the Seventeen
shuriken. This form of shuriken is used by the iron staff Articles; issued by the Asakura clan, as a means of
Shosho-ryû. tetsu-nabe—Cast-iron pot establishing rules of behavior by clan officials.
tantô-jutsu—Knives tetsutabi—Metal tabi Tôshô-daiji—Buddhist temple in Nara (f. 759). The
tanzaku—Poem paper (6 cm x 36 cm) tinbei—Short, one-shaku, dart-like weapon (similar original buildings are still standing.
tasuke—Sleeve-tying cord to an uchi-ne) Tôtômi—A province in the Tôkaidô region of Honshû.
tatami—Straw mat. Tatami are the same size through- to—East Totsugawa—A river on Honshû
out Japan: six shaku long, three wide, one and a tô—1. Sword. 2. A unit of volume; 18 liters (4 gal- Towada-ko—Japan’s tenth largest lake, at 60 km 2 (23
half sun thick. lons). 3. Pagoda, located on temple grounds; Pago- mi. 2)
tatami dô—“Folding” armor; cuirass of small plates das enshrine relics (real or symbolic) of a historic Toya-ko—Japan’s eighth largest lake, at 69 km2 (27
on fabric. Buddha. mi. 2)
Tate-yama—A Japanese mountain 9,892 ft tall, the tobako—Tobacco Toyokunnu—One of the original kami in the Shintô
seventh tallest in Japan tobako-ire—Tobacco pouch pantheon.
tatsu—Dragon (see also ryû) tobari—See jinmaku Toyotomi—A famous samurai clan and family; Loy-
Taue Matsuri—Rice-planting festivals Tô-daiji—Kegon sect temple in Nara, site of the Great alists of the Eastern Army
tazuna—Tack and bridle Buddha statue (f. 752). The priest Ganjin arrives Toyotomi Hideyoshi—Successor to Oda Nobunaga.
tedan—Exploding charge fired from a teppô from China in 754. The Shôsô-in, a national trea- He becomes kanpaku in 1585. Formerly Hashiba
teisatsu—Scouting sury-house, is built at Tôdai-ji. Hideyoshi, he becomes Grand Minister and takes
tekagi—See nekode tofu—Soybean curd the surname Toyotomi in 1586, and invades Korea
teki—Enemy togari-ya—Pointed head arrow; armor piercing. in 1592 and again in 1597 (both failed). He dies in
tekko—Metal knuckle-dusters tôgi—Sword Polishing (skill) 1598.
tekkô—Guards for the back of their hands tôheki— Kleptomania Toyotomi Hideyori—Son of Hideyoshi. He is de-
tekugutsu—Puppeteer Toji— (“Winter solstice”) The second 15 days of the feated by Tokugawa Ieyasu in 1615 and commits
Ten Ryû—A ken-jutsu, naginata-jutsu, tantô-jutsu, eleventh month (Shimotsuki) seppuku.
shuriken-jutsu and kusarigama-jutsu ryû founded Tôkaidô— 1. (lit. “Eastern Sea Road”) Major eastern Tôzan-ha—The Shingon branch of the Shugendô sect
in 1582 by Saito Hangan Denkibo Katsuhide. highway, linking the cities of Edo and Osaka. 2. of Buddhism, based in Daigo-ji in Miyako
tenaoshi—Massage One of the largest regions of Japan, comprised of tsuba—Hilt; often very artistic
tenmongaku—Astronomy 15 provinces: Awa, Hitachi, Iga, Ise, Izu, Kai, tsubo—An area 2 meters by 2 meters (two tatami side-
Tendai—A sect of Buddhism that teaches the “Lotus Kazusa, Mikawa, Musashi, Owari, Sagami, Shima, by-side)
Sutra,” founded in 805 by Saichô. There are three Shimosa, Suruga and Tôtômi. tsubo sode—Deeply curved sode which fit more
branches: Sanmon, Jimon, and Shinjô. The seat is toki— One Japanese hour; 120 minutes closely to the upper arm.
Enryaku-ji in Ômi. tokko—Vajra; “thunderbolt” (similar to a yawara) tsugari—Ancient Japanese sword.
Tendô —A subset of the Ji sect of Buddhism. tokkuri—Sake flask; holds .18 liters tsuiseki—Tracking skill

Think over a matter three times before letting out a word. Think it over nine times before acting. 319
— Japanese proverb
SENGOKU: REVISED EDITION
Tsuitachi—The first day Urabe— Imperial family with court authority in re- Mitsuhide, the traitor who killed Oda Nobunaga, at
of each month gards to Shintô; The imperial “diviners.” the Battle of Yamazaki and kills him.
tsuka ito— Silk cord Uru~—Prefix for an extra month in a given year yanagi-ha—Willow-leaf; “standard” arrow
braided over katana urushi-nuri—Lacquerer yari—Lance; spear
handle; hilt-wrapping Usa Jinja— A Shintô shrine in the Hachiman style. yaseuma—Backpack; frame pack
cord ushi— 1. Ox yatsubo—Quiver; holds 12 arrows
tsukebito—(“Personal ushi-oni—Ox-ogre yawara—Buddhist jujutsu hand weapon (similar to a
manservants”) A new Ushiroyama—Sacred shugendô mountain, in Bitchû. tokko)
sumôtori trainee Usui—(“Rain water”) The second 15 days of the first Yayoi—1. An era (c. 300 BC to AD 300). 2. (“Awaken-
tsukedaru—Wood pickling month (Mutsuki) ing nature”) The third month of the year
tub utai— Singing yo—Age, generation.
tsukemono—Pickled vegetables Utsuki—(“Deutzia scabra month”) The fourth month yobina—See zokumyô
Tsukimi—National Moon-viewing festival in August of the year, and the first month of Summer yo-bukuro—Plain fan
tsuki mi dango—Rice-flour dumpling with bean paste Uzen— A province in the Tôsandô region of Honshû. Yodo—A river on Honshû
filling yogen—Chemistry
Tsukimizuki—(“Moon-viewing month”) The eighth
month
W Yoita—A town in Echigo province.
yojinbo—Bodyguard.
Tsukiyomi no Kami—Goddess (kami) of the moon; wa—Harmony Yokohama—A city in Musashi province, near Edo.
sister of Susano-o and Amaterasu. She dwells in wabi— Bittersweet appreciation of a transitory beauty, Yômei—See Emperor Yômei.
Unabara relating to art. Yomi—The Land of Shadow; also known as Yomotsu
Tsukushi—A plain on Kyûshû wagasa—Umbrella no Kuni.
Tsunukui—One of the original kami in the Shintô wagashi—Sweet rice-flour pastry Yomotsukami—Kami of Yomotsu no Kuni (or
pantheon. wakizashi—Short sword Yomi), the Shintô underworld. Some identify him
tsura—bowstring ~wara—Field, plain (used as a compound name) as Susano-o.
tsuri—Fishing waraji— Straw sandals Yomotsu no Kuni—The Land of Shadow; also known
Tsurugaoka Hachiman-gû—This popular Shintô wakô— Pirates; including Japanese, Chinese and Ko- as Yomi.
shrine is dedicated to the war god Hachiman, the rean yômyô—A name (specifically a child’s name) con-
tutelary deity of the Minamoto. wasabi—Green horseradish paste ferred six days after birth
tsuru-maki—bowstring holder washi—Paper Yori-ga-take—A Japanese mountain 10,434 ft tall,
tsuru-no-ma—“Crane room” watakushi—Flesh-tearer arrow the fourth tallest in Japan
tsûshô—See zokumyô Watarigawa— A river in Japan. yoriki—Police captain, overseers and higher-ups; usu-
Tsushima—An island near Kyûshû and a province in wayasai—Vegetables ally two per city or one per town.
the Saikaidô region. Xavier—See St. Francis Xavier yoroi-toshi—Armor piercing dagger
tuja—Hunting spear yôsan—Silkworm raising
Y Yoshinogawa—A river on Honshû
U ya—1. Arrow. 2. Shop or business. 3. Suffix indicat-
yu—Transportation
yugake—Tanned skin gloves
ubu-gote—Variation of kote with metal plates sewn ing the name of a shop or business.
yukata—Summer kimono
into the cloth like brigantine armor Yabegawa—River on Kyûshû
Yukawa—A town in Echigo province.
uchibo—Nunchaku variant yabusame— Horseback archery
yukinoshita dô—Five-plate, solid cuirass
uchi-deshi—Initiate in a ryû; new or prospective stu- yadate—Arrow stand Yûkô —A subset of the Ji sect of Buddhism.
dent yado— Inn
yumi—Longbow
uchikake—Woman’s over-kimono yadome-jutsu—Arrow cutting skill
uchiki—Shy Yagyû Ryû—Founded by the Yagyû at the end of the yumi-shi—Bowyer
yûrei—Ghost
uchimono—Missile weapons Sengoku period (late 16th century). This ryû teaches
yûwaku—Seduction
uchi-ne—Short, dart-like weapon (similar to a tinbei) ken-jutsu, sô-jutsu and shuriken-jutsu. Yûzû Nenbutsu—The first of the great Amida-wor-
udon—Thick wheat noodles in broth Yahazusan—A mountain in Japan.
shipping sects of Buddhism, founded in 1123 by
Ueda—A town in Shinano province. Yakushi-ji—Temple in Nara dedicated to Yakushi
Ryônin. Yûzû began the Nenbutsu mantra. Its seat
Ueno—A city in Iga province. Nyôrai (f. 718). Also called the Heavenly Palace, it
is Sumiyoshi in Settsu.
Ue-sama—(“Sire”) Form of address for the Emperor. has been patronized by several emperors.
(See also Heika) Yakushi Nyôrai—One of the Buddhas; goddess of
Ugo—A province in the Tôsandô region of Honshû. wisdom. She is one of the Give Buddhas of Con- Z
uchi-bukuro—Money purse; used by men and women templation. za—A merchant guild or corporation.
uchige—Rice bag yakuza—“8-9-3” (a losing hand in a popular card zanshin—State of heightened awareness; danger sense
Uichini—One of the original kami in the Shintô pan- game, Oicho-Kabu); professional gambler or un- zanson—Survival skill
theon. derworld figure. Zao-zan—A Japanese mountain (6,040 ft tall)
uchiwa—Flat fan yakuzai—Medicine zaru—Vegetable washing basket
uki-bukuro—Lifebelt yama—Mountain Za-zen—Form of meditation promoted by the Zen sect
uji—Clan yamabudo—Mountain grapes of Buddhism.
ujigami—Patron kami and protectors of a clan yamadera— A Shugendô temple. Yamadera are lo- zei—Persuasion
Ukibashi—Bridge descending from heaven. cated exclusively on sacred mountains. Zen—Contemplative sect of Buddhism, founded in
ukiyo-e—Wood block print (Edo era) Yamagata—A city in Uzen province, and one of the 1202 by Eisai. There are three divisions of Zen,
uma—Horse major centers of the dyeing industry. some with their own branches: Rinzai, Fuke, and
Umashiashikabihiko—One of the original kami in yamagatana—Broad-bladed, single edge sword Sôtô. Its original seat was in Heiankyô.
the Shintô pantheon. yamajiro—Mountain castle (see also sanjô) zeni—Small copper coin; the value of a zeni is one
Umbe—Imperial family with court authority in re- yamakago—Mountain palanquin; open-air mon.
gards to Shintô; The imperial “abstainers.” Yamashiro—A province in Honshû, home province Zôchô—One of the Great Heavenly Kings; he watches
umeboshi—Dried, pickled plum of Miyako (the Imperial capital) and one of the main over the south.
Umeji —A subset of the Fuke branch of Zen centers of production of textiles. One of the five zokumyô—Name reflecting the numerical order of
umezuke—Pickled plum, in juice provinces making up the Kinai region. birth. Also called tsûshô, kemyô, or yobina.
Unabara—Tsukiyomi no Kami’s realm; it is identi- Yamato—1. Ancient Japan. A famous samurai clan. Zuigan-ji— Zen temple in northern Japan
fied as the Ryûkyû Islands (Okinawa) or Korea. Yamazaki—Site of a battle in 1582 in which Hashiba (Matsushima, f. 827), located near a rocky cliff.
unagi—Eal (later Toyotomi) Hideyoshi catches up with zukin—Cowl

To eat your fill but not apply your mind to anything all day is a problem. Are there no games to play? Even that would be smarter than
320 doing nothing.
— Confucius
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INDEX

321
SENGOKU: REVISED EDITION
47 Rônin ..................................................... 37 on the road .............................................. 62 Bi-polar ..................................................... 106
Abbot template ......................................... 123 Stun attacks versus ............................... 209 Bibliography ............................................. 304
Aim ........................................................... 205 Typical Armor Sets .............................. 162 Bind Spirit ................................................ 237
Abort ......................................................... 205 wearing swords with ............................. 170 Binding ..................................................... 150
Above Average Quality Items .................. 194 Weight Table ........................................ 160 Bingo province ..................................... 22, 97
Absolute Time Sense ................................ 112 Armoring .................................................. 142 Birth Caste .................................................. 97
Actor ........................................................... 83 Arrow Bisentô .............................................. 167, 172
Acrobatics ................................................. 142 fire ........................................................ 169 Bitchû province .................................... 22, 97
Acting ....................................................... 142 types of ................................................. 169 Biwa .................................... 52, 141, 181, 189
Actions Arrow Cutting ........................................... 150 Bizen province ...................................... 22, 97
Advanced Action Summary ................. 205 Art-favoring clan ................... see Bun-bu-ichi Blade Trapping ......................................... 114
Basic Action Summary ......................... 204 Artisan .......................................... 82, 94, 121 Bless Land ................................................ 237
difficulty values .................................... 201 cost to hire ............................................ 193 Bless Weapon ........................................... 237
Free actions ........................................... 198 creating items ....................................... 195 Blessing .................................................... 237
performing ............................................ 203 professions, by caste ............................. 101 Blind
with melee weapons ............................. 206 template ................................................ 123 complication ......................................... 106
Acute Hearing ........................................... 112 Artistic, Medical & Religious items . 178, 183 Fighting ................................................ 112
Acute Smell .............................................. 112 Arts Seeing With the Ears ............................ 114
Acute Vision ............................................. 112 music ...................................................... 51 Block ........................................................ 204
Addiction / Dependence ........................... 107 painting ................................................... 52 martial ................................................... 216
Age ........................................................... 108 theater ..................................................... 51 Blowgun ................................................... 140
Aesthetics ................................................. 103 Ashigaru ............................... 85, 94, 120, 121 Bô ............................................. 152, 167, 172
Aiguchi ............................................. 167, 171 armor .................................................... 162 Boar .......................................................... 262
Aim ........................................................... 205 cost to hire ............................................ 193 Bô-jutsu .................................................... 152
Ainu ............................................................ 18 template ................................................ 123 Bokken ...................................................... 167
Aki province ......................................... 22, 97 wearing swords ..................................... 170 Bô-naginata ...................................... 167, 172
Akindo ....................................... see Merchant Asphyxiation and Drowning .................... 220 Boating ..................................................... 142
Almanac ...................................................... 44 Astronomy ................................................ 142 Body characteristic ................................... 104
Ama ................................................... see Nun Atemi-waza .............................................. 150 Bodyguard ................................... see Yojinbô
Ama-no-jaku ............................................. 268 Athletics .................................................... 142 Bokken .............................................. 167, 171
Ambidexterity ........................................... 112 Atonement ................................................ 236 Bonge ..................................... 82, 97, 100-101
Ambush ....................................... see Surprise Attack ....................................................... 204 caste package ........................................ 111
Animal Empathy ....................................... 112 Attendants ......................................... 193, 246 profession templates ............................. 120
Animal Handling ...................................... 142 Awa province ................................. 21, 22, 97 Bonsai .................. see Miniature Landscaping
Animals ............................. 179, 182, 262-264 Awaji province ..................................... 21, 97 Bowing ....................................................... 26
Anime Axes (see also Weapons) .................. 150, 167 Bows (see also Archery) ................... 168, 214
anime roleplaying ..................................... 8 Bad Karma ................................ 110, 224, 225 Bowyer
Campaign Level ................................... 102 Bad Reputation ......................................... 108 bowyer’s kit / workshop ............... 181, 191
Appraising Quality of Items ..................... 195 Bad Tempered .......................................... 106 skill ....................................................... 142
Archer’s Path ............................................ 114 Badminton ................................................ 142 Bôzu (see also Monk) ............................... 132
Archery Barding ..................................................... 165 Breakfall ................................................... 216
aim ........................................................ 205 Baishun ...................................... see Prostitute Breathe Life .............................................. 237
missed missile attacks .......................... 215 Bakemono-sho .......................................... 269 Bribery ...................................................... 142
reload bow ............................................ 206 Bakudan .................................................... 168 Brigands (see also Bandit) ........................ 121
skill ....................................................... 150 Bakufu, the ................................................. 84 Bringing the Character to Life .................. 155
use bow ................................................. 206 Bandit ....................................................... 121 Bu-shoban ................................................... 40
yabusame (mounted archery) ................. 48 template ................................................ 124 Buddhism
Architecture ...................................... 249, 254 Banners Buddhist deities ...................................... 72
Area, measurements ................................... 10 camp curtains .......................................... 38 goals for ML improvement ..................... 93
Arms ......................................................... 166 Barbarian ................................... see European leaving the priesthood .......................... 232
Arms and Armor Care items ............ 178, 182 Customs ................................................ 140 nuns ................................................ 69, 120
Arms, Armor and Equipment ................... 159 Basic Action Summary ............................. 204 pantheon ................................................. 71
Armor Basic Personality ........................................ 96 priests ................................ 52, 69, 120, 121
Advanced Armor Rule .......................... 160 Basic Strike ............................................... 216 sects of .................................... 72, 143, 248
Armor Table ......................................... 161 Basic Weapon Maneuvers ........................ 149 skill ............................................... 142, 154
armorer’s kit / workshop .............. 181, 191 Bath templates ....................................... 124, 132
barding .................................................. 165 at inn ..................................................... 257 temples ............................................ 70, 248
Basic Armor Rule ................................. 160 cost of ................................................... 193 Ten Precepts of ....................................... 69
carrying chest ......................................... 62 in homes ............................................... 256 trangression .................................. see Piety
construction .......................................... 165 Battle Strategy .......................................... 152 Budoka .............................................. 121, 131
decorations and motif ........................... 165 Batto-jutsu .................................................. 88 Bugei
Fire Armor spell ................................... 239 Bear .......................................................... 262 ryû ........................................................... 86
Metal Armor spell ................................ 241 Beautiful/Handsome ................................. 112 skills .................................. see Martial Arts
of Hachiman ......................................... 115 Bestiary ..................................................... 260 Bugyô ......................................................... 85

322 I have heard that exemplary people help the needy and do not add to the wealth of the rich.
— Confucius
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Buke ........................... 82, 83, 94, 97, 100-101 Chijiriki ............................................ 168, 175 Couriers ............................................ 121, 125
caste package ......................... 111-112, 134 Chikujô-jutsu ............................................ 153 Court
Bukkyô ............................................. 154, 233 Chikuzen province ................................ 21, 97 attire ........................................................ 28
Bun-bu-ichi ......................................... 53, 112 Childhood Imperial ............................................. 80-81
Bungo province .................................... 21, 97 Events ..................................................... 98 officials ......................................... 121, 125
Bureaucracy .............................................. 143 Where did you grow up? ........................ 97 Courtesan, cost to hire .............................. 193
Buruburu ................................................... 269 Children ................................................. 55-56 Counterstrike ............................................ 112
Bushi ......................................................... 120 Chinese Cover
kuge as .................................................... 81 artists and scholars ........................ 121, 124 partial cover .......................................... 198
template ................................................ 138 diplomats .............................................. 121 Coward ..................................................... 106
swords worn by .................................... 170 silks ......................................................... 90 Craft .......................................................... 144
Bushidô ..................................................... 110 Choke Hold ............................................... 205 Craftsman ........................................... 82, 121
Business .................................................... 143 Chopsticks (o-hashi) ................................... 29 cost to hire ............................................ 193
professions, by caste ............................. 101 Christianity craftsman’s tools ........................... 181, 191
shops ..................................................... 260 Catholic (see also Jesuit) ...................... 218 creating items ....................................... 196
Buzen province ..................................... 21, 97 faith/mysticism ..................................... 234 professions, by caste ............................. 101
Calendar ................................................ 10, 42 Japanese converts ................................... 76 talent ..................................................... 113
Calligraphy ............................................... 141 sins ................................................ see Piety template ................................................ 123
Camp curtains ............................................. 38 skill ....................................................... 143 Cramming ................................................. 113
Campaign Options .................................... 111 Chugin ........................................................ 40 Creating
Campaign Strategy ................................... 153 Chûgoku region .................................... 22, 97 characters ................................................ 95
Capacity, equivalents .................................. 10 Chûnin ................................................ 85, 121 items ..................................................... 196
Cards ........................................................... 47 Cities (see also Towns) poisons .................................................. 222
Carpentry .................................................. 143 by province ............................................. 20 Crest .................................................. see Mon
Carving ..................................................... 143 castle towns ............................................ 60 Crime
Caste ............................................. 82, 94, 120 Cities, Towns and Villages ............. 59, 247 in Japan ................................................... 57
birth (Lifepath) ....................................... 97 Miyako .............................................. 21, 60 investigations of ..................................... 57
packages ............................................... 111 Random Population Center Table ........ 247 lone rogues ............................................. 51
vs. Occupation ...................................... 120 Clans ................................................ 54, 84-86 organizations .......................................... 50
Castles .............................................. 247, 252 Classical Arts .................................... 118, 141 punishment for ........................................ 58
castle towns ............................................ 60 Classical Literature ................................... 141 Criminals .............................................. 94, 99
walls and gates ...................................... 253 Climbing ................................................... 143 professions, by caste ............................. 100
Cat ............................................................ 263 Clock, Japanese .......................................... 45 Critical Success/Failure
Catholic ................................. see Christianity Clothing ...................................... 28, 179, 186 casting spells ......................................... 232
Ceiling-walking ............... see Chakuzen-jutsu Club .................................................. 168, 205 creating items ....................................... 197
Ceilings ..................................................... 251 Code of Honor .......................................... 110 skill checks ........................................... 203
Ceramic Coffins ........................................................ 56 Crucifixion .................................................. 58
ceramic-ware .......................................... 20 Coins (see also Money) .............................. 40 Cryptography ............................................ 144
major production centers .................. 21, 22 Combat Currency (see also Money) ......................... 40
types of ................................................... 23 Group (Characteristics) ........................ 104 Current
“Six Old Kilns” ................................. 20-23 mounted ................................................ 216 Outlook ................................................. 101
Cha-no-yû ......................... see Tea Ceremony Sense ..................................................... 112 Situation .................................................. 99
Chain Weapons ......................................... 167 Coming of Age ceremony .......................... 56 Curse ................................................. 238, 240
Chainmail ...................................... see Armor Commoners, profession templates ........... 121 DC ..................................... see Damage Class
Chains ....................................................... 150 Complications ........................................... 105 DV ..................................see Difficulty Value
Chain Weapons (see also Weapons) ........ 167 in occupation templates ........................ 121 Dai-bakemono .......................................... 270
Chakuzen-jutsu ......................................... 114 Mental ................................................... 106 Daijo ................................................. 168, 175
Chanbara Physical ................................................ 107 Daikyu ............................................. see Yumi
Campaign Level ................................... 102 Social .................................................... 108 Daimyô ................................... 84, 85, 94, 121
film list ................................................. 294 Spiritual ................................................ 110 armor .................................................... 162
genre conventions ..................................... 8 taking new (Lifepath) ............................. 96 letters of introduction from ..................... 86
roleplaying ................................................ 7 Concealment ............................................. 143 template ................................................ 126
Chant ........................................................ 238 Concentration ........................................... 143 Dai-shô ..................................................... 169
Characteristic Points ................................. 103 Confucianism ............................................ 143 Damage ..................................................... 210
Characteristic Constitution .............................................. 104 damaging objects .................................. 212
buying ................................................... 103 Contact ...................................................... 115 from poison ........................................... 221
groups ................................................... 104 Concubines (see also Consorts) .................. 85 killing damage .............................. 211, 223
Derived ......................................... 102, 104 Conflicting obligations ............................... 37 maximum weapon damage ................... 203
for non-player characters ...................... 121 Consorts (see also Concubines) ............ 55, 85 Damage Class ........................................... 210
Primary ......................................... 102, 103 Contortionist ............................................. 144 Dance ........................................................ 144
in templates ........................................... 121 Conversation ............................................. 144 Danger Sense ............................................ 113
Characters ................................................... 95 Cooking .................................................... 144 Dead
Charismatic ............................................... 112 Cooking and Kitchen Instruments .... 179, 188 contacting the ......................... see Medium
Chemistry ................................................. 140 Cosmetics ................................................. 144 empathy for the ..................................... 239

There is error in the midst of conforming to reason, and reason in the midst of error. One should understand this well. 323
— Hojo Shigetoki
SENGOKU: REVISED EDITION
speaking for the .................................... 243 Enchantments (of items) ........................... 195 Families (see also Clans) ............................ 54
Deaf .............................. see Impaired Hearing Endurance ................................. 104, 216, 231 children ................................................... 55
Death Enemies ........................................ 98, 99, 109 clan interrelationships ............................. 54
and burial ................................................ 56 Enemy ....................................................... 109 imperial family ....................................... 80
from damage ......................................... 211 Entangle marriage .................................................. 54
Feign Death .......................................... 113 action .................................................... 205 samurai ................................................... 85
Debt Owed ................................................ 116 maneuver with weapon ................. 149, 166 Fans
Deduction ................................................. 144 Entertainers ......................................... 94, 121 gunbai ........................................... 168, 175
Defensive Strike ....................................... 216 template ................................................ 126 skill ....................................................... 150
Delusion .................................................... 106 Entertainment tessen ............................................ 168, 177
Demolitions .............................................. 140 games ......................................... see Games Farmers ......................................... 82, 94, 121
Dependents ............................................... 110 popular .................................................... 59 template ................................................ 128
Derived Stats ............................................ 102 prices .................................................... 193 Farming .................................................... 144
Detect Enchantment ................................. 239 sports .......................................... see Sports Fashion ..................................................... 145
Dewa province ...................................... 23, 97 Environment, The ..................................... 219 Feet of the Spider ..................................... 239
Dice ............................................................ 47 Equestrian pastimes ........ see Horse and Sport Feign Death .............................................. 113
Difficulty Value ........................................ 201 Equipment (see also Prices) Feruzue ............................................. 168, 175
Diplomacy ................................................ 144 appraising ............................................. 195 Festivals (matsuri) ................................ 77, 78
Disarm A Note About Prices ............................. 160 Filmography ............................................. 294
action .................................................... 205 creating items ....................................... 196 Fire ............................................................ 219
maneuver with weapon ................. 149, 166 Equipment List ..................................... 178 Fire Armor ................................................ 239
martial ................................................... 216 How Do I Get ....................................... 111 Firearms (see also Teppô and Ôdeppô)
Disguise .................................................... 140 by occupation template ......................... 121 list ......................................................... 168
Dismemberment ....................................... 211 quality of ............................................... 194 making attacks ...................................... 215
Distance Escape ....................................................... 205 skill ....................................................... 150
equivalents .............................................. 10 martial ................................................... 217 Firefighters garb ....................................... 162
Distance and Movement ........................... 198 Espionage ................................................. 140 Fisherman ......................................... 121, 128
Distinctive Features .................................. 108 Eta (see also Hinin) ...................... 83, 94, 121 Fishing ...................................................... 145
Dive for Cover .......................................... 205 template ................................................ 127 Flails ......................................................... 150
Divorce ....................................................... 55 Etchû province ...................................... 20, 97 Flattery ...................................................... 145
Dô (see also Armor) ................................. 163 Etiquette ...................................................... 26 Floors ........................................................ 250
Doctor (see also Healing) ......................... 121 audiences ................................................ 27 Flower Arrangement ................................. 141
Physician skill ....................................... 147 bowing .................................................... 26 Focus Ki ................................................... 145
prices for care ....................................... 193 dining and drinking ................................ 29 Folklore .................................................... 145
template ................................................ 126 dress and appearance .............................. 27 Food
Dodge ............................................. see Evade entering buildings ................................... 30 common foods ................................ 42, 188
Dog forms of address ..................................... 31 prices of ................................................ 179
hunting, for sport (inu ômono) ............... 48 indoors .................................................... 26 rice .......................................................... 42
stats ....................................................... 263 posturing ................................................. 30 Foodstuffs ......................................... 179, 188
Dogakure .................................................. 114 road courtesy .......................................... 60 Forbidden Skills ............................... 118, 140
Doors ........................................................ 250 roleplaying etiquette ................................. 6 Forced March ........................................... 150
Dôshin speech ..................................................... 26 Forgery ..................................................... 140
template ................................................ 133 sword and weapon etiquette ................... 30 Forgetful ................................................... 106
Double Jointed .......................................... 113 using it in the game ................................ 30 Form of Smoke ......................................... 240
Draw and Attack (see also Iai-jutsu) ........ 205 Europe .................................................. 83, 90 Franciscans ........................................... 76, 90
Dress and Appearance ................................ 27 Europeans rivalry with Jesuits .................................. 76
Drowning .................................................. 220 clergy (see also Jesuit) .... 90, 121, 127, 218 Friends and Enemies .................................. 99
Drugs ........................... see Healing or Poison sailors and traders ................... 90, 121, 127 Fue .............................................................. 52
Duty social ranking of ..................................... 94 Fuetsu ............................................... 167, 175
giri and gimu ..................................... 36-37 templates ............................................... 127 Full Curse ................................................. 240
Sense of ................................................ 110 Evade ........................................................ 144 Fumata-yari ...................................... 167, 172
Dye, production centers ............ 20, 21, 22, 23 Everyman Skills ....................................... 117 Fundoshi ..................................................... 27
Early Background ....................................... 97 Execution .................................................... 58 Funerals ...................................................... 56
Earthquakes ................................................ 24 Executioner ............................................... 121 Furibô ......................................... 88, 168, 175
Echigo province .................................... 20, 97 template ................................................ 128 Furious Winds .......................................... 114
Echizen province .................................. 20, 97 Exorcism ................................................... 239 Furniture and Household Items ........ 180, 189
Economy ..................................................... 40 Experience ................................................ 226 Furoshiki ........................................... 184, 191
Edo .............................................................. 22 Expert ....................................................... 144 Fusuma ..................................................... 250
Education .................................................... 46 Explosive Attacks ..................................... 215 Gaki .......................................................... 281
Eidetic Memory ........................................ 113 Extremely Poor Quality Items .................. 194 Gakusha ........................................ see Scholar
Electricity ................................................. 219 Ezo (see also Ainu) ..................................... 18 Gambling ............................................ 47, 145
Empathic ................................................... 113 Facing ............................................... 199, 208 Game Rules .............................................. 197
Empathy for the Dead ............................... 239 Falconry .................................................... 144 Games .............................................. 46-48, 50
Emperor, the ............................. 60, 80, 81, 94 Falling ....................................................... 220 Gangikozô ................................................ 271

324 One should have insight into this world of dreams that passes in the twinkling of an eye.
— Hojo Shigetoki
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Gardeners (see also Kawaramono) ..... 83, 121 Heal Wounds spell ................................ 240 province ............................................ 22, 97
template ................................................ 135 medicine ....................................... 184, 221 Igo ........................................................ see Go
Gardening ................................................. 145 prices .................................................... 193 Iki province ........................................... 21, 97
Geisha ....................................................... 121 Rapid Healing ....................................... 113 Ikki .............................................................. 90
buying contract of or hiring .................. 193 treating poison victims ......................... 222 Ikkô sect ............................................. 72, 143
template ................................................ 130 Heraldry .............................................. 37, 145 Illness ........................................................ 108
General Knowledge .................................. 145 Herbalist ................................................... 145 Impaired Hearing ...................................... 108
Genin .................................................. 85, 121 Hida province ....................................... 23, 97 Impaired Vision ........................................ 108
Genre Hidden Blade ............................................ 114 Impairing Wounds .................................... 211
chanbara .................................................... 7 High Pain Threshold ................................. 113 Imperial
genre conventions ..................................... 8 High Society ............................................. 145 capital (see also Miyako) ........................ 21
Geography Highways (see also Roads) ......................... 63 court ........................................................ 80
largest lakes ............................................ 20 Higo province ....................................... 21, 97 courtiers .................................................. 81
longest rivers .......................................... 20 Hikyaku ........................................ see Courier family ................................................ 80, 94
highest mountains ................................... 20 Hinin ................................ 83, 94, 97, 100-101 guards ..................................................... 81
of Japan ................................................... 19 caste package ........................................ 111 ladies in waiting ...................................... 81
regions of Japan ...................................... 20 Hired Help ................................................ 193 Impulsiveness ........................................... 107
Geology ...................................................... 24 Historic Improving (see also Experience)
Get Up ...................................................... 204 Campaign Level ................................... 102 characteristics ....................................... 228
Ghosts .......................................... 33, 280-282 roleplaying ................................................ 7 skill levels ..................................... 226, 228
Gimu ...................................................... 36-37 History skill use ................................................. 202
Giri ......................................................... 36-37 of Japan ................................................... 11 Impurity .................................................... 110
Glaive (see also Polearms) ....................... 167 of Sumô .................................................. 49 Inaba province ...................................... 21, 97
Glossary .................................................... 307 skill ....................................................... 145 Incense
Go Hitatare ....................................................... 28 Ceremony ............................................. 141
board ....................................... 46, 181, 190 Hit Locations ............................................ 211 price ...................................................... 178
gomoku narabe ....................................... 47 Hitachi province ................................... 22, 97 Indoor etiquette ........................................... 26
skill ....................................................... 145 Hits ................................................... 104, 211 Initiative ............................................ 198, 209
Go-betweens, marriage ............................... 55 Hizen province ..................................... 21, 97 Injunction of the Seventeen Articles .......... 84
Gold Hôki province ....................................... 21, 97 Inns ....................................... 59, 61, 193, 257
coins ........................................................ 40 Hokkaido ............................................ see Ezo Innkeeper .................................................. 121
mines, in Kai province ............................ 22 Hokke sect .......................................... 72, 143 template ................................................ 130
Good Karma ..................................... 116, 224 Hoko ................................................. 167, 172 Insomnia ................................................... 108
Good With the Bad ..................................... 99 Hokurikudô region ............................... 20, 97 Instruments ..................................... see Music
Goshi ....................................... see Ji-zamurai Home Province ........................................... 97 Intelligence ............................................... 103
Gotoku neko ............................................. 271 Homosexual lovers ..................................... 55 Interrogation
Government Honesty ..................................................... 106 forms of .................................................. 58
professions, by caste ............................. 100 Honor skill ....................................................... 146
Shôgun ...................................... see Bakufu characteristic (see also Status, Kao) ..... 104 Intolerance ................................................ 107
Grab code of .................................................. 110 Isha ................................................ see Doctor
action .................................................... 204 gaining .................................................... 35 Islands
maneuver with weapon ................. 149, 166 losing ...................................................... 34 Kyûshû .................................................... 21
martial ................................................... 217 points for performing seppuku ............... 33 Iki ............................................................ 21
Gunbai (see also Fans) ..................... 168, 175 Honshû ........................................................ 19 Tsushima ................................................ 21
Gusan jô ............................................ 167, 172 Horse(s) Instinctive Direction Sense ....................... 113
Hachiwara ......................................... 168, 175 armor .................................................... 165 Itako ............................................ see Medium
Haidate ...................................................... 164 mounted combat ................................... 216 Iwaki province ...................................... 23, 97
Hakama ....................................................... 28 on the roads ............................................ 62 Iwami province ..................................... 21, 97
Hakamagi .................................................... 56 price of .................................................. 178 Iwashiro province ................................. 23, 97
Hakuzôsu .................................................. 272 racing ...................................................... 48 Iyo province .......................................... 21, 97
Half Moce ................................................. 204 Riding skill ........................................... 146 Izu province .......................................... 22, 97
Han-cho ...................................................... 47 stats ....................................................... 264 Isumi province ...................................... 20, 97
Handsome ................................................. 112 Hossô sect ........................................... 72, 143 Izumo province ..................................... 22, 97
Hanetsuki ............................................ 48, 142 Hours ............................................... see Time Jail .............................................................. 58
Hanging scrolls ........................................... 52 Houses ...................................................... 256 Jealousy .................................................... 107
Hankyû (see also Archery) ....... 168, 174, 214 Hunting ..................................................... 146 Jesuit (see also Christianity)
Harima province ................................... 22, 97 Hurled Weapons ....................................... 174 Jesuit Order ML Table ........................... 76
Hasshaku bô ..................................... 167, 172 Hyakushô ...................................... see Farmer missionaries .............................. 76, 90, 218
Hatamoto ...................................... 85, 94, 120 Hyôsube .................................................... 273 rivalry with Franciscans ......................... 76
Haymaker ................................................. 205 Hypnotism ................................................ 140 Ji sect .................................................. 72, 143
Head for Numbers .................................... 113 Hyuga province .................................... 21, 97 Jingasa ...................................... 161, 162, 163
Heal Wounds ............................................ 240 Iai-jutsu ............................................. 150, 209 Jitte (see also Sai) ............................. 168, 175
Healing (see also Doctor) Iga skill ....................................................... 151
drugs ............................................. 184, 220 ninjutsu ryû ..................................... 22, 174 Jizamurai ...................................... 88, 94, 120

To prefer friends who are superior to him and to avoid those who are his inferiors is the wisdom of the good man. 325
— Imagawa Sadayo
SENGOKU: REVISED EDITION
Jô .............................................. 152, 167, 172 Kirisute-gomen ........................................... 31 templates ............................................... 133
Jôdan ......................................................... 252 Kiseru (see also Pipes) ..................... 168, 175 uniforms .................................................. 57
Jôdô sect ............................................. 72, 143 Kleptomania ............................................. 107 Lazy .......................................................... 107
Jô-jutsu ..................................................... 152 Knack ........................................................ 113 Leadership ................................................ 146
Jônin ................................................... 85, 121 Knives (see also Weapons) Leap .......................................................... 104
Juggling .................................................... 146 skill ....................................................... 151 karumi-jutsu .......................................... 114
Ju-jutsu ..................................................... 151 ryû ........................................................... 88 Lecherous ................................................. 107
Jûni-hitoe .................................................... 28 weapon list ............................................ 167 Legendary Items ....................................... 195
Kabuto (see also Armor) .......................... 163 Know Language ....................................... 240 Level of Quality Table ............................. 194
Kaga province ....................................... 20, 97 Know the Flow of Time ........................... 241 License ...................................................... 116
Kago Koban ......................................................... 40 Lifting and Throwing ............................... 206
bearers .................................................. 135 Kobun ......................................................... 50 Light Sleeper ............................................ 113
and norimono .......................................... 61 Koga ................................................... 85, 174 Life Events ................................................. 98
Kago-ya template ..................................... 135 Kogai ................................................ 167, 175 Lifepath ...................................................... 96
Kai .................................................... 168, 172 Komusô .................................................... 121 Light from Heaven ................................... 241
Kai province ......................................... 22, 97 template ................................................ 129 Lightning Strike ........................................ 114
Kai-awase ................................................... 47 Korean Line of Sight ............................. 198, 208, 213
Kaishaku ..................................................... 33 artists and scholars ................................ 121 modifiers ....................................... 209, 213
Kama ................................................ 168, 175 prisoners of war .................................... 121 Linguistically Gifted ................................. 113
skill ....................................................... 151 template ................................................ 129 Lip Reading .............................................. 146
Kamashino-zashi .............................. 167, 171 Koshogumi ................................................. 85 Literacy
Kama-yari ......................................... 167, 172 Kôshû Kaidô (highway) ............................. 63 Poor Literacy complication .................. 107
Kami (see also Shintô) ............................... 66 Kote (see also Armor) .............................. 164 Local Expert ............................................. 146
possession by ........................................ 243 Koto .................................... 52, 141, 181, 189 Lockpicking .............................................. 140
speak for ............................................... 243 Kozuka .............................................. 167, 175 Longbow .......................................... see Yumi
summon ................................................ 244 Kôzuke province ................................... 23, 97 Longevity .................................................. 113
Kanmuri ...................................................... 28 Kubi-kiri ................................... 167, 171, 176 Love and War ............................................. 99
Kannushi template .................................... 136 Kuda-yari .................................................. 167 Magic (see also Mystic)
Kappa ........................................................ 273 Kuge ........................ 82, 83, 94, 100-101, 121 buying spells ......................................... 235
Kao clothing ................................................... 28 casting “spells” ..................................... 231
characteristic ................................. 103, 104 games ...................................................... 47 magical arts ................................... 118, 154
Honor and Kao ....................................... 34 Kuge ML table ........................................ 80 Mystic talent ......................................... 113
Status checks .......................................... 91 caste package ........................................ 111 prerequisites for mystic PCs ................. 230
Kariginu ...................................................... 28 pastimes .................................................. 50 schools of .............................................. 233
Karma ....................................................... 224 swords worn by .................................... 170 spell list ................................................. 236
Bad Karma ............................ 110, 224, 225 templates ....................................... 125, 129 Mahô-jutsu ........... see Magic Arts and Mystic
Good Karma ................................. 116, 224 Kusa ............................................................ 85 Making ........................................ see Creating
using ..................................................... 225 Kusarigama ....................................... 168, 175 Makura-yari ...................................... 167, 172
Karô ............................................................ 85 Kuwa ................................................ 168, 175 Man-catcher (see also Polearms) .............. 167
Karumi-jutsu ............................................. 114 Kura ........................................ see Storehouse Man-rating ....................................... see Yumi
Kataginu ..................................................... 28 Kyokusui .................................................... 50 Maneuvers (see also Actions)
Katana ............................................... 167, 171 Kyôtetsu-shoge ................................. 167, 175 Basic Weapon Maneuvers .................... 149
Kawachi province ................................. 20, 97 Kyû-jutsu (see also Archery) ................. 88-90 Atemi-waza .......................................... 150
Kawanaga ......................................... 167, 175 Kyushaku bô ..................................... 167, 172 Ju-jutsu ................................................. 151
Kawaramono (see also Gardeners) .. 83, 94, 121 Laborer, cost to hire .................................. 193 maneuver descriptions .......................... 216
Kazusa province ................................... 22, 97 Lacquerer .................................................. 146 Ninpo Taijutsu ...................................... 151
KD ...................................see Killing Defense Lakes Special Weapon Maneuvers ................. 149
Kegon sect .......................................... 72, 143 largest ..................................................... 20 Sumai .................................................... 152
Kemari ................................................ 50, 146 traveling across ....................................... 64 Using…with Melee Weapons .............. 149
Kensei ............................................... 120, 121 Lance (see also Polearms) ........................ 167 Manji-no-sai (see also Sai) ............... 168, 175
template ................................................ 130 Landscape Artist ........................ see Gardener Manrikigusari ................................... 167, 175
Kenjutsu (see also Swords) ................... 88-90 Language Maps
Keukegen .................................................. 274 fluency levels ........................................ 146 Maps and Mapping ............................... 246
Ki Know Language spell ........................... 240 using hex mats ...................................... 208
powers .................................................. 115 linguistic conventions ............................. 58 Markets ....................................................... 41
rules ...................................................... 223 skill ....................................................... 146 Marriage ................................................ 54-55
recovering spent ................................... 224 Lavatories (see also Nightsoil) ................. 256 Martial
Kii province .......................................... 21, 97 Law enforcement ...................................... 100 artist template ....................................... 131
Killing Damage ........................... see Damage hearings (shirasu) ................................... 58 arts ........................................ 118, 149, 216
Killing Defense .............................. see Armor investigations .......................................... 57 block, disarm, escape, grab, throw ....... 217
Killing Strike ............................................ 216 interrogation by .............................. 57, 146 maneuver descriptions .......................... 216
Kimono ....................................................... 27 jail ........................................................... 58 Masakari ........................................... 167, 175
Kinai region .......................................... 20, 97 professions, by caste ............................. 100 Masonry .................................................... 147
Kiristuokuô ............................ see Christianity road and highway patrols ....................... 62 Massage

326 A man with discrimination will leave off seven tenths of a matter and speak only of the remainder.
— Takeda Shingen
WWW.SENGOKU.COM
cost of ................................................... 193 Monme-ita .................................................. 40 Ninjutsu ............................................ 140, 234
skill ....................................................... 147 Mountains ............................................. 19, 20 Ninpo Taijutsu .......................................... 151
Masseur .................................................... 121 Mounted Combat ...................................... 216 Ni-tô (two swords)
template ................................................ 131 Mourning .................................................... 57 ryû ...................................................... 88-90
Master Quality Items ................................ 195 Move By ................................................... 205 skill ....................................................... 154
Matsuri ........................................................ 77 Move Through .......................................... 205 Nô
Measurements, conversions ........................ 10 Movement price to attend performance .................. 193
Medicine ...................................... see Healing actions ............................................ 204-205 theater ..................................................... 51
Meditation ................................................ 147 Distance and movement ....................... 198 skill ....................................................... 141
Medium (see also Itako or Miko) ............. 121 Reduced Mobility complication ........... 107 stage ........................................................ 51
template ................................................ 131 Run/Sprint ............................ 104, 198, 204 Noble ............................................... see Kuge
Melee ........................................................ 208 Stat Group ............................................. 104 Nodachi ............................................ 167, 171
modifiers ............................................... 209 terrain modifiers on .............................. 199 Non-player Character
mounted ...................................... see Horse weather modifiers on ............................ 200 average people ...................................... 121
Membership Movies ................................. see Filmography caste packages ...................................... 111
goals for improvement ....................... 93-94 Mukade ..................................................... 265 occupation templates ............................ 121
group identity and status ................... 50, 91 Mundane occupation ................................ 101 Noto province ....................................... 20, 97
improving ............................................... 92 Musashi province ................................. 22, 97 NPC ....................... see Non-player Character
Jesuit Order ML table ............................. 76 Mushin ...................................................... 275 Nun ........................................................... 132
Kuge ML table ........................................ 80 Music Nunchaku .......................................... 168, 175
Perk ....................................................... 116 court (gagaku) ......................................... 51 skill .............................................. see Flails
Ryû ML table .......................................... 87 from Heaven ......................................... 241 Nurarihyon ................................................ 275
Samurai clan ML table ........................... 85 general .................................................... 52 Nusubito .......................................... see Thief
Shinobi clan ML table ............................ 85 instruments ............................................. 52 Oban ........................................................... 40
Menkyô ....................................................... 87 prices of music items ............................ 180 Obsessed ................................................... 107
Mental skill ....................................................... 141 Occupations .............................................. 119
Complications ....................................... 106 Music and Entertainment items ........ 180, 189 and NPC Classes .................................. 121
Group .................................................... 104 Mutsu province ..................................... 23, 97 multiple ................................................. 121
Merchants ......................... 41, 82, 90, 94, 121 Mystic (see also Magic) templates ........................................ 123-138
at markets ............................................... 41 Magical Arts ................................. 118, 154 Ôdeppô (see also Firearms) .............. 168, 174
money-lenders ........................................ 41 talent ..................................................... 113 Offensive Strike ........................................ 217
professions, by caste ............................. 101 professions, by caste ............................. 101 Offices and Occupation ............................ 289
shops ..................................................... 260 Nagamaki .......................................... 167, 175 Ôgama .............................................. 168, 177
template ................................................ 132 Nagasaki ..................................................... 21 Oki province ......................................... 22, 97
wandering ............................................... 41 Nagato province ................................... 22, 97 Okuden ....................................................... 87
Metal Armor ............................................. 241 Nage-gama ........................................ 168, 172 list of ..................................................... 114
Metsuke ...................................................... 85 Nage-yari .................................. 167, 173, 174 ryû ..................................................... 89, 90
Mighty Blow ............................................. 206 Naginata .................................... 152, 167, 173 Ômi province ........................................ 23, 97
Mikawa province .................................. 22, 97 Naginata-jutsu (see also Polearms) .......... 152 On
Miko ......................................................... 137 Nakasendô (highway) ................................. 63 conflicting obligations ............................ 37
Military Names Debt Owed Perk ................................... 116
-Arts controversy ............... see Bun-bu-ichi bynames/given names ........................... 284 described ................................................. 35
professions, by caste ............................. 101 men’s given names ....................... 285, 288 Oni ............................................................ 276
Mimasaka province .............................. 22, 97 of items ................................................. 195 Onmyôdô
Mimicry .................................................... 147 of rooms ................................................ 251 way of ................................................... 233
Mine ............................................................ 22 structure of Japanese ............................ 284 skill ....................................................... 154
Miniature Landscaping ............................. 147 surnames ....................................... 284, 287 Ôno ................................................... 167, 177
Mino province ...................................... 23, 97 women’s given names .................. 286, 289 Open Eye, The .......................................... 241
Miscellaneous Weapons ................... 168, 175 Nanban .......................... see Europe/European Oppressed ................................................. 109
Missile Weapons .............................. 168, 174 Nanbanjin ..................... see Europe/European Option Points .............................................. 96
aiming ................................................... 205 Nankaidô region ................................... 21, 97 Oracle ....................................................... 241
bows ......................................... see Archery Natural ...................................................... 113 Oratory ...................................................... 147
firearms ................................... see Firearms Navigation ................................................ 147 Oshû Kaidô (highway) ............................... 63
missed missile attacks .......................... 215 Nekode .............................................. 168, 175 Ôsumi province .................................... 21, 97
Missing Limb ........................................... 108 Nerve Strike .............................................. 217 Outhouse .................................... see Lavatory
Mists from Heaven ................................... 241 Nets ........................................................... 151 Outsider .................................................... 109
Miyako ............................................ 21, 60, 82 Netsuke ..................................... 143, 181, 190 Overweight ............................................... 108
Mon (crests) ........................................... 37-38 Ni-bu ........................................................... 40 Owari province ..................................... 22, 97
Money (see also Wealth) Night soil .................................................... 83 Ox ..................................................... 179, 264
-changer fees ......................................... 194 Night Vision ............................................. 113 Oyabun ....................................................... 50
currency .................................................. 40 Nikkô Kaidô (highway) .............................. 63 Painting ....................................................... 52
generating with experience points ........ 228 Ninja ............................................. see Shinobi skill ....................................................... 141
-lenders ................................................... 41 Ninjatô ............................... see Shinobigatana Paper, production centers ............... 21, 22, 23
Monk template .......................................... 132 Ninjô ........................................................... 36 Perception ................................................. 147

To be a samurai is to be polite at all times. 327


— Hojo Nagauji
SENGOKU: REVISED EDITION
Perfect Pitch ............................................. 113 transportation ........................................ 181 Reputation
Perks ......................................................... 115 traveling and survival items ................. 181 bad ........................................................ 108
in occupation templates ........................ 121 weapons ................................................ 167 good ...................................................... 116
Personal Effects ................................ 181, 190 Priest templates ......................... 124, 127, 136 Research ................................................... 147
Personal Habits ......................................... 109 Priests Resistance ................................................. 104
Personality Buddhist ................................ see Buddhism Responsibilities ........................................ 110
of characters ........................................... 96 leaving the priesthood .......................... 232 Restaurants
of items ................................................. 195 Shintô .......................................... see Shintô in villages and towns .............................. 59
Persuasion ................................................. 147 Shugendô ............................ see Yamabushi prices .................................................... 193
Phobia ....................................................... 107 Primary Stats ............................................ 102 Resurrection .......................... see Breathe Life
Physical Group ......................................... 104 Privy .......................................... see Lavatory Retainers ................................................... 246
Physically Gifted ...................................... 113 Professions ........................................ 119, 121 cost of hiring ........................................... 85
Physician .................................................. 147 Prostitute ........................................... 121, 134 Retire
Physical Complications ............................ 107 Prostitution samurai who ........................................... 82
Piercing Thrust ......................................... 114 brothels in towns and villages ................ 59 Retreat ...................................................... 206
Piety post station trollops ................................ 62 Reverse Cut .............................................. 114
characteristic ......................................... 103 prices .................................................... 193 Rhetoric .................................................... 147
Impurity complication .......................... 110 Protection from Poisons ........................... 242 Ri ........................................................ 10, 198
pollution ........................................ 110, 217 Protestants (see also Franciscans) ............ 218 Riding ....................................................... 147
sin ..................................... 74, 76, 110, 217 Provinces ......................................... 20-23, 97 Ritsu sect ............................................ 72, 143
transgressions .......................... 74, 217-218 home province (Lifepath) ....................... 97 Rivers
Pilgrimages ................................................. 77 “home provinces” ............................. 20, 97 by region ................................................. 19
Pilgrim ...................................................... 120 Public Figure ............................................ 109 Japan’s longest ....................................... 20
template ................................................ 133 Puppeteer .................................................. 147 riverbeds ................................................. 83
Pin maneuver ............................................ 206 Purification ............................................... 242 traveling across ....................................... 64
Pipe ................................................... 152, 181 Purify Water ............................................. 242 Roads (see also Highway)
Pirate (see also Wako) Quality carrying weapons on the ................... 31, 62
template ................................................ 133 appraising items .................................... 195 carts/carriages on .................................... 60
Poems ......................................................... 50 of items ................................................. 194 courtesy on the ........................................ 60
Poetry ........................................................ 141 Raijû ......................................................... 266 major highways ...................................... 63
Poison ....................................................... 220 Rain from Heaven .................................... 242 post stations along the ............................ 62
making .................................................. 222 Rapid Healing ........................................... 113 riding horses on the ................................ 62
protection from ..................................... 242 Ranged (see also Missile Weapons) wearing armor on the .............................. 62
Polearms (see also Weapons) ................... 172 attack modifiers .................................... 213 Rokuro-kubi .............................................. 277
ryû ........................................................... 88 Combat ................................................. 213 Rokushaku bô ................................... 167, 173
skill ....................................................... 152 Evade .................................................... 151 Rokushaku kama .............................. 168, 177
weapon list ............................................ 167 Ranged Weapons .......... see Missile Weapons Roleplaying
Police ........................... see Law Enforcement Ranma ....................................................... 251 etiquette .................................................... 6
Pollution (see also Shintô) ........................ 217 Receding Waters ....................................... 243 experience rewards ............................... 227
Polygamy .................................................... 55 Recovery games, reference ................................... 306
Poor Literacy ............................................ 108 action .................................................... 205 What is Roleplaying? ............................... 6
Poor Quality Items .................................... 194 characteristic ......................................... 104 Roll With the Blow ................................... 206
Popular entertainment ................................. 59 of Ki ...................................................... 224 Rônin .................................................. 94, 120
Portuguese (see also Europeans) ................ 21 of Killing damage ................................. 223 template ................................................ 134
Post stations ................................................ 61 of Stun damage ..................................... 223 Room and Board ....................................... 193
Pottery ........................................................ 52 Stun Recovery Table .................... 211, 223 Rooms ....................................................... 251
Poverty ...................................................... 109 Reduced Mobility ..................................... 108 jôdan ..................................................... 252
Practical Skills .................................. 118, 142 Reality Levels ........................................... 102 Rounds .............. see Time, Rounds and Speed
Prayers ......................... see Magic or Religion Regions of Japan ............................. 20-23, 97 Routine Quality of Created Items ............. 196
Presence .................................................... 103 Religion ...................................................... 65 Rule of X .................................................. 228
Prices ........................................................ 160 Buddhism .......................................... 69, 93 Rules ..................................... see Game Rules
animals and livestock ........................... 178 Christianity ............................................. 76 Run (see also Movement) ......... 104, 198, 204
armor ............................................. 161-162 Impurity complication .......................... 110 Ryo ............................................................. 40
arms and armor care items .................... 178 interfaith effects of magic ..................... 230 Ryoba katana .................................... 167, 171
artistic, medical and religious items ..... 178 pilgrimages ............................................. 77 Ryôshi ...................................... see Fisherman
clothing ................................................. 179 pollution ........................................ see Piety Ryû ....................................................... 86, 93
cooking and kitchen instruments .......... 179 religious festivals .................................... 77 goals for ML improvement ..................... 93
foodstuffs .............................................. 179 Ryôbu-shintô .......................................... 75 joining a ryû ............................................ 86
furniture and household items .............. 180 Shintô ................................................ 66, 94 life in the ................................................. 87
music and entertainment ....................... 180 Shugendô ................................................ 93 Membership Level table ......................... 87
personal effects ..................................... 181 sin ................................................. see Piety sample ryû .............................................. 87
Price Modifiers Table ........................... 160 Transgression ................................ see Piety sensei ...................................................... 87
services ................................................. 193 Reload Bow .............................................. 206 soke ......................................................... 87
tools ...................................................... 181 Renown ..................................................... 116 structure of .............................................. 87

328 He who sees from the side has eight eyes.


— Popular saying among players of Go
WWW.SENGOKU.COM
student pledge to ..................................... 86 Shima province ..................................... 23, 97 Shy ............................................................ 107
Sacrifice Throw ........................................ 217 Shimôsa province ................................. 23, 97 Sight
Sado province ....................................... 20, 97 Shimotsuke province ............................ 23, 97 Impaired Vision .................................... 107
Sagami province ................................... 23, 97 Shinano province .................................. 23, 97 Silkworm Raising ..................................... 148
Sai (see also Jitte) ............................. 168, 177 Shingon sect ....................................... 73, 143 Sin (see also Christianity) ......................... 217
Saikaidô region ..................................... 21, 97 Shinobi Skills ................................................. 117, 139
Sailing ....................................................... 148 caste package ........................................ 111 Critical Success / Failure ...................... 203
Sake ...................................................... 29, 50 clans ........................................................ 85 Everyman .............................................. 117
Samurai ............................................... 84, 120 code of .................................................... 86 list ......................................................... 118
armor .................................................... 162 cost to hire or retain .............................. 193 in occupation templates ........................ 121
clans ........................................................ 84 goals ........................................................ 94 taking extra time ................................... 203
goals for ML improvement ..................... 94 Membership Level table ......................... 85 using your ............................................. 202
joining a samurai clan ............................. 85 ryû ........................................................... 85 when you don’t have a .......................... 202
Membership Level Table ........................ 85 template ................................................ 136 with magic ............................................ 230
movies ............................. see Filmography Shinobigatana ..................... 85, 167, 170, 171 Sleight of Hand ......................................... 148
templates ....................................... 125, 134 Shinobizue ........................................ 168, 177 Slow Learner ............................................ 107
wearing swords .............................. 169-170 Shintô Smashing Blow ......................................... 114
Sanban nunchaku .............................. 168, 177 cosmology .............................................. 66 Smithing ................................................... 148
Sanindô region ...................................... 21, 97 faith/religion ........................ 66-68, 83, 233 Smokes of Nai .......................................... 243
Sanjaku jô ......................................... 167, 173 goals for ML improvement ..................... 94 Sô ............................... see Buddhism or Priest
Sanuki province .................................... 21, 97 leaving the priesthood .......................... 232 Sô-jutsu ..................................................... 152
Sanyôdô region ..................................... 22, 97 pantheon ................................................. 68 Social Complications ................................ 108
Sara-kazoe ................................................ 281 pollution ........................................ see Piety Sode .......................................................... 164
Sasumata ................................... 152, 167, 173 priest ................................. 67, 94, 120, 136 Sodegarami ............................... 152, 167, 173
Satsuma province ................................. 21, 97 priest template ...................................... 136 Sodegarami-jutsu ...................................... 152
Scholar shrine maidens ............................. see Miko Sôhei ................................................... 74, 120
professions, by caste ............................. 101 skill ............................................... 148, 154 template ................................................ 137
template ................................................ 135 Ships Sôjô ................................................. see Abbot
Scholastically Gifted ................................ 113 costs ...................................................... 194 Soke ............................................................ 87
Schtick ...................................................... 113 merchant ................................................. 64 Special Weapon Maneuvers ..................... 149
Scouting .................................................... 148 travel by lakes and rivers ........................ 64 Speech ........................................................ 26
Sculpture ................................................... 148 travel by sea .................................... 64, 200 forms of address ..................................... 31
SD ........................................ see Stun Defense Sea Condition Movement Modifiers .... 200 politeness levels ...................................... 26
Secret sea trade routes ....................................... 64 Speed ................ see Time, Rounds and Speed
Identity .................................................. 110 Vessel Hit Location Table .................... 212 Speed Reader ............................................ 113
Secret complication .............................. 110 weather effects on ................................. 200 Speak for Kami ......................................... 243
Secrets (Lifepath) ....................................... 98 Shirasu ........................................................ 58 Speak for the Dead ................................... 243
Sects (of Buddhism) ........ 52, 72-74, 143, 248 Shishi ........................................................ 266 Spells (see also Magic) ............................. 235
Sedan-chair ...................................... see Kago Shogi Spiritual Complications ............................ 110
Sedan-chair Bearer template .................... 135 game ....................................... 46, 181, 190 Sports
Seduction .................................................. 148 skill ....................................................... 148 horse racing ............................................ 48
Seeing With the Ears ................................ 114 Shôgun .................................................. 82, 94 inu ômono (dog hunt) ............................. 48
Seeking Arrow .......................................... 114 Shoin ......................................................... 254 kemari (kickball) .................................... 50
Seeking Blade ........................................... 114 Shôji .......................................................... 250 shinki-sôdatsusen .................................... 48
Seige Strategy ........................................... 153 Shokunin ................. see Artisan or Craftsman sumô ....................................................... 48
Sengoku Shops ........................................................ 260 yabusame (mounted archery) ................. 48
Sengoku almanac .................................... 44 Shortbow ..................................... see Hankyû Sprint (see also Movement) ...... 104, 198, 204
What is Sengoku? ..................................... 6 Shrines ........................................................ 67 Staff ................................................ see Staves
Senjo-jutsu ................................................ 152 architecture and layout ......................... 258 Stats .................................. see Characteristics
Sense Disruptions of Wa .......................... 243 in towns and villages .............................. 59 Status .................................................... 50, 91
Sense of Duty ........................................... 110 Ise Grand Shrine ..................................... 22 Effect Table ............................................ 91
Sensei .......................................................... 87 major shrines in Japan ............................ 68 goals for ML improvement ................ 93-94
Sensui Kawaramono template .................. 135 Shrine Maiden ................................. see Miko group identity and ................................... 50
Seppuku ...................................................... 32 Shugendô invoking .................................................. 91
kaishaku .................................................. 33 sect .................................................... 74, 93 membership ............................................ 50
reasons for committing ........................... 33 skill ....................................................... 154 Staves (see also Polearms) ............... 152, 167
Seppeku & Kaishaku table ..................... 33 way of ............................................. 74, 234 Stealth ....................................................... 148
Services .................................................... 193 Shugenja ................................. see Yamabushi Stop Poison ............................................... 244
Settsu province ..................................... 20, 97 Shuriken ............................................ 168, 174 Storehouse ................................................ 260
Seven Lucky Gods ...................................... 75 carried as part of shinobigatana ............ 171 Strategy ..................................................... 152
Shadowing ..................................... see Stealth dogakure (autofire) ............................... 114 Streetwise ................................................. 148
Shakuhachi ................................................. 52 ryû ...................................................... 88-90 Strength
Shihan ......................................................... 87 shuriken-jutsu ....................... see Throwing characteristic ......................................... 104
Shihanke ..................................................... 87 Shusai ....................................................... 152 Strength Table ...................................... 207

Good medicine is bitter to the mouth but has effect on the disease. Faithful words hurt one’s ears but have value for one’s conduct. 329
— Japanese proverb
SENGOKU: REVISED EDITION
Strong Immune System ............................ 113 Giri .......................................................... 37 Transgressions (Shugendo) .................... 75
Stubborn ................................................... 107 Hit Location Table ................................ 211 Type of Castle ...................................... 247
Study and Practice .................. see Experience Honor Loss ............................................. 34 Type of Donjon .................................... 247
Stun Hours of the Day .................................... 45 Typical Armor Sets .............................. 162
attacks versus armor ............................. 209 How Good is My Skill? ........................ 117 Value of Coinage/Exchange Rates ......... 41
characteristic ......................................... 104 Intensity Table (Electricity/Fire) .......... 219 Vessel Hit Location Table .................... 212
damage .................................................. 210 Japan’s Highest Mountains .................... 20 Wealth/Disposable Income Table ........ 117
Defense ......................................... 104, 212 Japan’s Largest Lakes ............................ 20 Weapon List .................................. 167-168
Stun Recovery Table ............................ 211 Japan’s Longest Rivers ........................... 20 Weather Modifiers on Movement ........ 200
Sukiya ....................................................... 254 Japanese/Western Time .......................... 45 Stat Used for — Skill ........................... 201
Sumai ........................................................ 152 Jesuit Order Membership Levels ............ 76 Tachi .................................. 167, 169-170, 171
Summon Kami .......................................... 244 Ju-jutsu Maneuvers ............................... 151 Tairô ........................................................... 85
Sumô ...................................................... 48-49 Kuge Membership Levels ...................... 80 Tajima province .................................... 22, 97
history of ................................................. 49 Language Fluency Levels ..................... 146 Taking Action ........................................... 201
referee (gyôji) ......................................... 49 Level of Quality Table ......................... 194 Tako .......................................................... 267
tournaments ............................................ 48 Line of Sight Modifiers (Melee) .......... 209 Talents ...................................................... 112
training .................................................... 49 Lord of Castle ....................................... 247 Tanba province ..................................... 22, 97
wrestler .................................. see Sumôtori Major Festivals ....................................... 78 Tango province ..................................... 22, 97
Sumôtori template .................................... 137 Male Given Names ............................... 288 Tankon .............................................. 168, 173
Suneate ..................................................... 164 Measurements ......................................... 10 Tanpo-yari ........................................ 167, 173
Suô province ......................................... 22, 97 Melee Modifiers ................................... 209 Tantô ................................................. 167, 171
Supernatural Beasts ........................... 265-267 Missed Missile Weapon ....................... 215 Tatami ............................................... 189, 250
Supernatural Beings .......................... 268-279 Modifiers to Status Roll ......................... 91 Tatsu ......................................................... 278
Surprise (see also Initiative) ..................... 209 Ninpo Taijutsu Maneuvers ................... 151 Tea
Suruga province .................................... 23, 97 Optional Training Time ........................ 227 Ceremony skill ..................................... 141
Survival .................................................... 148 Pollution ......................................... 67, 217 Connoisseur .......................................... 141
Su-yari .............................................. 167, 173 Price Modifiers Table ........................... 160 drinking ............................................ 29, 53
Sweep/Trip ............................................... 205 Random Buddhist Sect ......................... 248 house ....................................................... 53
Swimming ........................................ 142, 153 Random Population Centers ................. 247 masters .................................................... 53
drowning ............................................... 220 Range Modifiers ................................... 214 Teacher, finding a ..................................... 226
swim stat ............................................... 104 Ranged Attack Modifiers ..................... 214 Teaching ................................................... 149
Swords (see also Weapons) Reality Level ........................................ 102 Tedan ................................................ 168, 177
About Swords ....................................... 169 Recovery Periods .................................. 223 Tekagi ........................................... see Nekode
ancient .................................................. 170 Required Time to Improve Skill ........... 227 Tekko ................................................ 168, 177
creating ......................................... 148, 196 Roleplaying Experience Awards .......... 227 Templates ................................................. 121
dai-shô .................................................. 169 Ryû Membership Levels ........................ 87 Temples ........................................ 52, 70, 248
etiquette .................................................. 30 Samurai Clan Membership Levels ......... 85 architecture and layout ......................... 258
ryû (see also Ken-jutsu) ..................... 88-90 Sample Explosive Attacks .................... 215 as ryû ...................................................... 86
skill ....................................................... 154 Sea Condition Movement Modifiers .... 200 in towns and villages .............................. 59
Swords and Knives ............................... 171 Sengoku Almanac ................................... 44 Size of Temple Table ........................... 248
testing on criminals (Tameshi) ............... 59 Sengoku Terrain Modifiers .................. 199 Tendai sect .......................................... 73, 143
Two swords skill .................................. 154 Seppuku .................................................. 33 Teppô (see also Firearms) ................ 168, 174
weapon list ............................................ 167 Services ................................................ 193 aim ........................................................ 205
Sword Polishing ....................................... 149 Sins ................................................. 76, 218 bakudan ................................................ 168
Swordsmithing .......................................... 148 Size of Temple ...................................... 248 introduction of ................................... XXX
Tabi ............................................................. 28 Shinobi Clan Membership Levels .......... 85 making attacks ...................................... 215
Tables and Lists Shintô Shrine Membership Levels ......... 67 tedan ............................................. 168, 177
Advanced Action Summary ................. 205 Social Ranking in Japan ......................... 94 Terrain
Armor Table ......................................... 161 Special Bonuses (Bukkyô) ................... 233 effects on movement ............................ 199
Armor Weight Table ............................ 160 Special Bonuses (Onmyôdô) ................ 233 weather effects on ................................. 200
Arrows .................................................. 169 Special Bonuses (Shintô) ...................... 234 Tessen (see also Fans) ...................... 168, 177
Atemi-waza Maneuvers ........................ 150 Special Bonuses (Shugendô) ................ 234 Tetsubô (see also Polearms) ............. 152, 167
Basic Action Summary ......................... 204 Special Weapon Maneuvers ................. 149 Textiles
Basic Terrain Modifiers ........................ 199 Spells by “School” ................................ 236 dress and appearance, kimono ................ 27
Basic Weapon Maneuvers .................... 149 Status Effect Table ................................. 91 major production centers ........................ 21
Blocked LOS Modifiers (Ranged) ....... 213 STR Mods by Campaign Level ............ 207 Tetsubô ..................................... see War Club
Buddhist Sect Membership Levels ......... 70 Strength Table ...................................... 207 Tetsubô-jutsu ............................................ 152
Cold Weather Intensity Table ............... 219 Stun Recovery Table .................... 211, 223 Theater, prices of ...................................... 193
Critical Failure Table ............................ 203 Sumai Maneuvers ................................. 152 Thief ......................................................... 121
Difficulty Values .................................. 201 Surnames: Kuge & Buke ...................... 287 template ................................................ 138
Equipment List ..................................... 178 Throw Modifier Table .......................... 207 Throw
Falling Damage Table .......................... 220 Throw Table ......................................... 207 action ............................................ 204, 206
Female Given Names ........................... 289 Time Table ................................... 203, 232 martial ................................................... 217
Gimu ....................................................... 36 Transgressions (Buddhist) .............. 70, 218 ryû ...................................................... 88-90

330 Matters of great concern should be treated lightly. Matters of small concern should be treated seriously.
— Japanese proverb
WWW.SENGOKU.COM
skill ....................................................... 154 Travel blessing ................................................. 237
Throw Table ......................................... 207 by lakes and rivers .................................. 64 breakage ................................................ 216
Tiger ......................................................... 264 by land .................................................... 63 buying ................................................... 166
Time by sea .............................................. 64, 200 etiquette .................................................. 30
Absolute Sense ..................................... 111 road courtesy .......................................... 61 kirisute-gomen ........................................ 31
Japanese and Western ............................. 45 post-stations ............................................ 60 length .................................................... 209
taking extra time (skill use) .................. 203 sea trade routes ....................................... 64 maneuvers with ..................................... 149
telling ...................................................... 45 terrain effects on ................................... 199 miscellaneous weapons list .................. 168
Time Table ........................................... 203 Transportation costs ............................. 194 on the road ........................................ 31, 62
Time, Rounds and Speed .......................... 198 weather effects on ................................. 200 similarity ....................................... 149, 166
Round Sequence Summary .................. 204 Traveling & Survival Items .............. 181, 192 testing on criminals (Tameshi) ............... 59
Tinbei ................................................ 168, 177 Tsurugi ...................................................... 169 Weapon List ......................................... 166
Titles ......................................................... 292 Tsushima province ............................... 21, 97 Weather .............................................. 24, 219
Toami ................................................ 168, 177 Tuja ................................................... 167, 173 Weddings .................................................... 54
Tobacco ............................................ 181, 191 Two Swords .............................................. 154 What Do You Value Most? ........................ 96
Toilet ......................................... see Lavatory Uchibo .............................................. 168, 177 Where Did You Grow Up? ......................... 97
Tôkaidô Uchi-ne ..................................... 168, 174, 177 Who Goes First? ............................... 198, 209
highway .................................................. 63 Umibari ..................................................... 168 Willpower ................................................. 103
region ................................................ 22, 97 Unaffiliated/Freelancer ............................. 100 Winds from Heaven .................................. 244
Tokko ........................................................ 168 Unlucky .................................................... 107 World View ................. see Your World View
Tokonoma ................................................. 251 Use Bow ................................................... 206 Wounds ................... see Damage and Healing
Tonfa ........................................................ 168 Ushi-oni .................................................... 267 Write Scroll .............................................. 244
Tools ................................................. 184, 191 Vain .......................................................... 107 Yamabushi ............................ 74, 93, 120, 121
Tôrimono .................................................. 279 Ventriloquist ............................................. 149 goals for ML improvement ..................... 93
Tosa province ....................................... 21, 97 Villages ......................................... 59, 60, 247 template ................................................ 136
Tôsandô region ..................................... 23, 97 Vocal Impairment ..................................... 108 Yamagatana ...................................... 167, 171
Tôtômi province ................................... 23, 97 Volcanoes ................................................... 24 Yamashiro province ............................. 21, 97
Towns (see also Cities) Vow .......................................................... 110 Yamato province .................................. 21, 97
by province ............................................. 20 Vulnerability ............................................. 108 Yari ................................................... 167, 173
Random Population Center Table ........ 247 Wait .......................................................... 205 charge ................................................... 206
towns and villages .................................. 60 Wakasa province .................................. 20, 97 Yawara ...................................................... 168
Tracking .................................................... 149 Wakizashi ......................................... 167, 171 Yojinbô, cost to hire ................................. 193
Trade (see also Business) Wako ........................................................ 120 Yoriki template ......................................... 133
routes ...................................................... 64 template ................................................ 133 Yoroi-toshi ................................................ 167
Trading ..................................................... 149 Walls ......................................................... 250 Your World View ....................................... 97
Training War Club (see also Polearms) .................. 152 Yumi (see also Archery) ........... 168, 174, 214
martial arts .............................................. 46 Warrior ............................................ see Bushi man-rating ............................................ 168
required training time ........................... 227 Wealth (see also Money) Yurei ......................................................... 282
Slow Learner complication .................. 107 disposable income table ........................ 117 Yûzû Nenbutsu sect ............................ 73, 143
sumô ....................................................... 49 Perk ....................................................... 116 Zanshin ............................... see Danger Sense
with a teacher .................................. 46, 226 Weapon Similarity ............................ 149, 166 Zen Buddhism ........................ 52, 73, 74, 143
Transgressions (see also Buddhism)74, 110, 217 Weapons
Transportation items ......................... 181, 192 allowable actions with melee ............... 206

If you can understand one affair, you will understand eight. 331
— Yamamoto Jinzaemon
SENGOKU: REVISED EDITION

CONVERSION NOTES FOR ADVANCED DUNGEONS & DRAGONS ®

AND ORIENTAL ADVENTURES ™


Advanced Dungeons & Dragons is a registered trademark of TSR, Inc. Oriental Adventures is a trademark of TSR, Inc. Used without permission.

CAMPAIGN LEVEL CHARACTER CLASS Skills. Nanban (Western) characters will have
Kirishitandô (or the character’s own religion, if
AD&D characters default to Historic Level. The following AD&D and Oriental Ad- different) as an Everyman Skill. Shukenja and
venture character classes equate to the fol- Monk characters add their Level divided by 5
STATS lowing SENGOKU professions: (rounding down; max bonus +5).
Membership
If the AD&D stat is between 4 and 18, Divide AD&D / OA Sengoku ML: Membership Level in a clan or group is
the indicated AD&D stat score by 3, rounding Barbarian Nanbanjin or Eta determined by the GM, based on the character’s
down. If a character’s Strength is 18/50-99 treat Bard Entertainer Birth Rank. Western or non-Oriental Adventures
it as a 7; if the Strength is 18/00 treat it as an 8. Bushi Bandit, Bushi or Rônin characters may have a ML in a Nanbanjin group,
For AD&D stats above 18 (i.e., 19 and higher), Cleric Buddhist or Shintô priest or perhaps no Membership at all.
divide the stat by 2, rounding down. Druid Yamabushi (Shugenja)
Consult the table below for easy reference: Fighter
Illusionist
Ashigaru, Bushi or Rônin
Onmyôji
SPECIAL ABILITIES
AD&D Sengoku Kensai Kensei Certain AD&D characters, such as Thieves,
Stat Score Stat Score Mage Onmyôji or Yamabushi have special abilities or skills. These special
0-2 0 (Shugenja) abilities become skills in SENGOKU. To determine
3-5 1 Monk Budoka the skill score, simply divide the percentage
6-8 2 Ninja Shinobi score of the special ability by 10, rounding down.
9-11 3 Paladin Bushi or Sohei (Piety 5+) In cases where the special ability results in a
12-14 4 Ranger Rônin, Shinobi or skill already possessed by the character (such
15-17 5 Yamabushi (Shugenja) as the Everyman Skill of Stealth) or where two
18 6 Samurai Samurai in service or special abilities result in the same S ENGOKU skill,
18/01-49 6 (Strength) Samurai Courtier simply record the higher of the two scores.
18/50-99 7 (Strength) Shukenja Yamabushi (Shugenja) The AD&D Special Abilities and their
18/00 8 (Strength) Sohei Sohei SENGOKU skill counterparts are listed below.
Thief Thief
GMs wishing to adapt AD&D characters to Wu Jen Onmyôji or Shintô priest AD&D Sengoku
Chanbara level games should increase the re- (Kannushi) Special Ability Skill/Okuden
sulting S ENGOKU stats by a bonus of +1 for 5th Yakuza Gambler, Kagoya or Climb Walls Climbing
through 8th level characters, and by +2 for char- Bandit Detect Noise Perception
acters of 9th level or higher. Disguise Disguise and/or Acting
To determine which stats to use to determine
the appropriate S ENGOKU stat score, consult the SKILLS Escape
Fall
Contortionist
Karumijutsu okuden
table below: General Skills Find/Remove Traps Perception and / or
Arts: Determine the character’s adjusted abil- Lockpicking
Sengoku AD&D Stat (round down) ity score for the appropriate Non-Weapon Pro- Hide in Shadows Stealth
INT Intelligence ficiency and divide by 3, rounding down. Add Investigate Streetwise and/or Local
WIL Willpower +1 to the resulting Skill Level for each addi- Expert (Town)
PRE Charisma tional slot in that Proficiency. In addition, add Move Silently Stealth
PIE (Wisdom/2) + 1d6 for the character’s Level divided by 5, rounding Open Locks Lockpicking
characters of Neutral down, with a maximum bonus of +5. Pick Pockets Sleight of Hand
alignment, +2d6 for Chaotic, Weapon Skills: For Weapon Proficiencies, cal- Read Languages Resulting points are
or +3d6 for Lawful. culate as per Non-Weapon Proficiencies and used to purchase
KAO Honor Pts/10, as per SENGOKU record the score for the appropriate SENGOKU additional Languages
rules (See Honor, below) bugei. Tightrope Walk Acrobatics
AES Wisdom Everyman Skills: Record Everyman Skills as
STR
CON
Strength
Constitution
per the S ENGOKU rules. If the character has a Pro-
ficiency in the same or very similar AD&D skill, CURRENCY
BODY Average of (STR + CON) determine the S ENGOKU skill score as outlined The currency used in Advanced Dungeons &
REF Dexterity above. Dragons and Oriental Adventures roughly con-
DEX Dexterity Specific Skills verts to the following Sengoku currency:
TECH Average of (INT + DEX) Perception: Intelligence divided by 3, round-
MOVE Movement Rate / 3 ing down AD&D OA Sengoku
Honor If converting an Oriental Focus Ki: Wisdom divided by 3, rounding 1 copper pc. 1 Fen 1 Zeni
Adventures character, use down, plus character’s Level divided by 5 (round 10 silver pc. 1 Ch’ao / Tael 1 Monme-ita
their straight Honor score. down; max bonus +5). 1 gold pc. 2 Tael 2 Monme-ita
Derived Stats Calculate normally, as per Religious Skill: Oriental Adventures charac- 5 gold pc. 1 Ch’ien 1 Bu-shoban
S ENGOKU rules ters will have Buddhism and Shintô as Everyman 1platinum pc. 1 Ch’ien 1 Bu-shoban

332
WWW.SENGOKU.COM

CONVERSION NOTES FOR BUSHIDO ™


Bushido is a trademark of Fantasy Games Unlimited. Used without permission.

CAMPAIGN LEVEL STATS


Bushido characters default to Chanbara Sengoku Honor Pts Character’s Level x 15
Level characters in SENGOKU. Primary Bushido (Bushi/Gakusho), x5
GMs wishing to convert Bushido charac- Stat Stat* (Yakuza/Ninja) or
ters to Sengoku for Historic-level games INT WIT/4 x10 (Budoka/Shugenja)
should do the conversions first, then evalu- WILL WILL/4 Derived Stats: Calculate normally, as
ate the character’s stat and skill scores to PRE (WILL/6) +1 per 2 per SENGOKU rules
see if they are unbalanced (that is, too high) character Levels
for the campaign. From that point, the GM
can trim scores down to more manageable
PIE
KAO
(WIT + WILL)/8
Honor Pts/10, as per
SKILLS
levels if that is their wish. SENGOKU rules (See General Skills
Honor, below) Skill Level Raw percentile score /
AES (WIT+WILL)/8 10 (round down)
STR STR/4 Specific Skills
CON HLT/4 Perception (WIT ST x3)/4
BODY HLT/4 Focus Ki Character’s Level x 1.5
REF (SPD + DFT)/8 Religious Skill (WIT + WIL) / 8 (for
DEX (SPD + DFT)/8 Shugenja or Gakusho
TECH (WIT + DFT)/8 only)
MOVE BMA/2 (round up)

CONVERSION NOTES FOR CHIVALRY & SORCERY LIGHT ™


Chivalry & Sorcery, C&S Light and Land of the Rising Sun are trademarks of Brittania Games. Used with permission.

CAMPAIGN LEVEL Attribute


Value
Charisma
Bonus
Corresponding Stats
The corresponding stats for each game are
C&S characters can be adapted for either His- 11 11 given below. Determine the C&S stat score, then
toric or Chanbara Level games. Ultimately the 12 12 consult the stat score conversion table above to
choice of which level to convert to is up to you 13 12
and your GM. determine the S ENGOKU stat score.
14 14
15 14 Sengoku C&S Light
STATS 16
17
16
18
INT Intelligence
WIL Wisdom
Use the following table to convert the 18 20 PRE Charisma
values of character statistics. PIE Piety
2. Add 2d10 for Luck. KAO Honor Pts/10, as per
C&S Light C&S Light 3. Divide the total by 5 (round up) to find the SENGOKU rules
(Historic) (Chanbara) Sengoku natural Charisma. AES Intelligence (+1 if of
2-4 2-3 1 4. For S ENGOKU purposes, add 2 to the Cha- Noble Social Class)
5-8 4-7 2 risma before calculating the Presence score. STR Strength
9-12 8-11 3 5. Compare the resulting C&S score on the CON Constitution
13-16 12-13 4 table at the top to determine the final S ENGOKU BODY Constitution, +1 per 2
17-18 14-15 5 PRE score. levels of Conditioning Skill
— 16 6 (round up)
— 17 7 Example: Toshii has INT 13, WIS 15 and BV REF Agility
— 18 8 10. He receives a C&S bonus of 12 due to his DEX Agility
INT, a bonus of 14 due to his WIS, but no bonus TECH (Intelligence + Wisdom +
due to BV because it’s less than 11. His total
C&S Light Charisma bonus for the three stats is 26. He then rolls 2d10 MOVE
Agility) / 3
(Constitution + Agility)/2
1. To determine the C&S Charisma stat score, for a result of 12. The total thus far is 38 (12 + Honor Pts Points in Social stat group /
check the table below and compare the value of 14 + 12) / 5. He has an outstanding C&S Light 5. Alternately, GMs may
INT, WIS and BV to find the bonuses, and then Charisma score of 8. To find the SENGOKU value, determine that Western
add the bonuses together. If a stat is below 11, add 2 to yield a value of 10. Looking on the stat characters (i.e., Nanbanjin)
do not count it. conversion table we see that a C&S Light value have no Honor Points.
of 10 equates to a SENGOKU stat of 3. Derived Stats Calculate normally, as
per SENGOKU rules

333
SENGOKU: REVISED EDITION

AUTHORIZED CONVERSION NOTES FOR GURPS ™


GURPS is a trademark of Steve Jackson Games, Inc. Used with permission.

CAMPAIGN LEVELS GURPS


score
S ENGOKU
score
* For each level of Strong Will or Cha-
risma (as applicable), add a +1 to the given
GURPS Japan characters may be built using 1-7 1 GURPS stat for purposes of converting to
any of several levels of “power,” using the 8-9 2 SENGOKU. For example, if the GURPS char-
GURPS rules, from Average (base 25 Points) to 10-11 3 acter has an IQ of 12 plus one level of
Superhuman (base 300 Points). We recommend 12-13 4 Strong Will, they are treated as having a
the following level of play in S ENGOKU based on 14-15 5 GURPS IQ of 13, which, looking at the stat
the number of starting points your GURPS (Ja- 16 6 conversion table, corresponds to a S ENGOKU
pan) character has: 17 7 WILL score of 4.
18 8 Other Derived Stats: Derived stats in
GURPS Sengoku 19 9 SENGOKU are calculated as per SENGOKU rules.
Starting Pts Level of Game
20 10
25 – 100 Pts Historic
100 – 300 Pts Chanbara
21+ Divide by 2 (round up)
SKILLS
300+ Pts Anime
The table below lists the SENGOKU stats on the General: To determine the Sengoku skill level
left and the corresponding GURPS stats on the for particular skill, subtract the governing
ADVANTAGES & right. GURPS stat from the GURPS skill score, with a
minimum Fuzion skill level of 1. For example,
DISADVANTAGES SENGOKU GURPS if the character’s DX is 14 and their Katana skill
(Use table above for score, unless other is 18, their S ENGOKU skill score is (18-14) = 4.
Most GURPS Advantages equate to ap- Everyman Skills: Use a skill level of 2 for
formula given)
propriate Perks or Talents in SENGOKU. Like- any S ENGOKU Everyman skills not already pos-
INT IQ
wise, most GURPS Disadvantages corre-
WILL IQ +1 per level of Strong sessed by the GURPS character.
spond to appropriate Complications in The following skills have special conversion
Will*
SENGOKU. Simply record the item and ignore requirements:
PRE IQ +1 per level of
the point values for them. Perception: IQ +1 for each level of Acute
Charisma* sense. For example, if the GURPS character has
PIE IQ
STATS & SKILLS KAO
an IQ of 12 plus two levels of an Acute sense,
Honor/10, rounding down they are treated as having a GURPS score of 14,
GURPS stats range from 1-20, with 10 being (See Honor, below) which, looking at the stat conversion table,
the score for an average human. In Fuzion stats AES IQ equals a S ENGOKU Perception of 5.
range from 1-10, with an average human’s score STR ST Focus Ki: IQ/5 (Note: It is up to the individual
being 3. This variance in the range of scores CON HT GM whether to allow a GURPS character to
makes a flat divisor or multiplier inaccurate and BODY (ST + HT)/2 begin play with the Focus Ki skill essentially
problematic. Therefor we have provided a table REF DX for free. GMs may require the converted char-
for converting GURPS scores to Fuzion. DEX DX acters to buy the skill with experience points.)
TECH (IQ + DX)/2 Specific Talents
MOVE Move/2 Mystic: Magical Aptitude (at any level) con-
Honor Pts GM’s discretion; if a fers this talent.
member of a samurai
clan, multiply Status x 9.

CONVERSION NOTES FOR HERO SYSTEM ™


Hero System is a trademark of Hero Games. Used with permission.

Campaign Level PIE GM’s discretion use 2x the character’s PRE +


EGO.
KAO Honor Pts/10
Hero System characters default to Chanbara- AES (INT+EGO)/6 Other Derived Stats Derived stats in
level characters in SENGOKU. In most cases, Hero SENGOKU are calculated normally, as per SENGOKU
STR STR/3
System stats of 24 or under are divided by 3 to CON CON/3 rules
determine the S ENGOKU score. In cases where the
BODY Average of (BODY/3) and
Hero System stat is 25 or higher, reflecting su-
perhuman ability, divide the stat by 5.
(STUN/5) Skills
REF Base OCV
Skill Level: Subtract 8 from the Hero System
DEX Base DCV
skill roll (e.g., a skill roll of 12- becomes a 4 in
Stats TECH Average of (INT/3) and
SENGOKU)
Sengoku Hero System (DEX/3)
Perception: Use the character’s base Percep-
Primary Stat stat (round down) MOVE Take the character’s total
tion Roll -8
INT INT/3 Combat Running in inches and
Focus Ki: EGO / 5
WILL EGO/3 divide by 2.
PRE PRE/3 Honor Pts GM’s discretion; Optionally,

334
WWW.SENGOKU.COM

CONVERSION NOTES FOR LEGEND OF THE FIVE RINGS ™ RPG


Legend of the Five Rings is a trademark of Five Rings Publishing. L5R Roleplaying game system copyright 1997-1999 by Alderac Entertainment Group. Used with permission.

CAMPAIGN LEVEL REF


DEX
Reflexes x 1.5
Agility x 1.5 MEMBERSHIP
L5R characters default to Chanbara -level TECH Average of (Agility + ML Samurai characters may
characters in SENGOKU. Intelligence), x 1.5 assume a ML in their clan
MOVE Average of (Agility + equal to their Glory Rank
STATS Honor Pts
Stamina), x 1.5
(Honor Rank -1) x20,
+1. Those without samu-
rai clan affiliation have no
Sengoku Stat L5R (round down) plus 2x Honor Points in ML. (GM’s option: Unaf-
INT Intelligence x 1.5 current Rank filiated characters may
WIL Willpower x 1.5 Other Stats Calculate normally, as have a ML in a guild or
PRE Average of (Awareness per SENGOKU rules. other group equal to their
+ Willpower), x 1.5 Glory Rank/2.)
PIE Average of (Awareness
SKILLS
KAO
+ Void), x 1.5
Honor Pts/10, as per General Skill Rank + School/ WEAPONS &
SENGOKU rules (See
Honor, below)
Clan Rank (Option:
Skill Rank x 1.5) EQUIPMENT
AES Average of (Intelli- Specific Skills: Use the stats for weapons and equipment
gence + Awareness), x Perception Perception +2 in this book when playing L5R with the
1.5 Focus Ki Void x 1.5 SENGOKU rules.
STR Strength x 1.5 Religious Skill Shintao or Theology
CON Stamina x 1.5 (Player’s choice) +
BODY Average of (Stamina + School Rank
Strength), x 1.5

CONVERSION NOTES FOR THE USAGI YOJIMBO RPG ™, THE


LEGACY OF ZORRO ® AND INSTANT FUZION ™
Usagi Yojimbo is a trademark of Usagi Studios; used under license. Zorro ® Zorro Productions, Inc; used under license. Instant Fuzion is a trademark of The Fuzion Labs Group.

Instant Fuzion characters are very easy to con- use this number to divide among the Primary DEX Combat / Action stat
vert for use with SENGOKU or other Total Fuzion Stats within that stat Group. TECH Combat / Action stat
games. For example; Michelle decides she would MOVE Move stat
Stats: Instant Fuzion stats equate to Stat rather assign scores to the Primary Stats used in Honor Pts (KAO x10) + 1d6
Groups in SENGOKU. Whenever a stat is called S ENGOKU to her character instead of using the Derived Stats Calculate normally, as per
for in S ENGOKU (such as for a skill roll), simply Instant Fuzion stats. Her character has a MEN- SENGOKU rules
use the score of Instant Fuzion stat that corre- TAL stat of 4. Since S ENGOKU has six Primary Skills
sponds to the Stat Group that the required stat is Stats in the Mental Stat Group, Michelle multi- Skill Level Same
part of. plies her character’s MENTAL score (4) times Specific Skills
Skills: Skills can be used right across the 6, resulting in 24. She has 24 points to divide Focus Ki Mental Stat
board. Skill work the same in both versions of between her new stats: INT, WILL, PRE, AES, Religious Skill Mental stat (priests,
the Fuzion rules. There may be more skills in PIE and KAO. Michelle repeats the same pro- yamabushi and onmyôji only);
Sengoku than in the Instant Fuzion game cess for her PHYSICAL and COMBAT stats, These characters get the Mys-
For example, Michelle is using a character until she has scores for all of the Primary Stats tic Talent free, also.
from the Usagi Yojimbo Roleplaying Game , used in S ENGOKU.
which uses Instant Fuzion stats, in a SENGOKU Stats: Option Two
game. At one point, the GM calls for Michelle’s
character to make a Swords (ken-jutsu) roll. In
Stats: Option One Muliply the character’s Mental stat x 5. Dis-
S ENGOKU, Swords uses the REF stat, but Sengoku Stat Instant Fuzion (round down) tribute this many points among the character’s
Michelle’s character doesn’t have a REF stat. INT Mental stat INT, WIL, PRE, PIE, KAO and AES stats.
Instead, Michelle adds her skill score to her WIL Mental stat Muliply the character’s Physical stat x 3. Dis-
COMBAT stat, because in S ENGOKU, REF is part PRE Mental stat tribute this many points among the character’s
of the Combat Group. PIE Mental stat STR, CON and BODY stats.
Making the Change: GMs and players wish- KAO Mental stat Muliply the character’s Combat stat x 3. Dis-
ing to determine the precise S ENGOKU stats (or AES Mental stat tribute this many points among the character’s
Total Fuzion stats) for their Instant Fuzion char- STR Physical stat REF, DEX and TECH stats.
acter can “unfold” the Instant Fuzion stats. Sim- CON Physical stat Use the character’s MOVE stat as-is.
ply multiply the Instant Fuzion stat times the BODY Physical stat
number of Primary Stats used in SENGOKU, then REF Combat / Action stat

335
SENGOKU Clan: ____________________________
Family: ___________________________
Name: ___________________________
Complications
___ _______________________
___ _______________________
Chanbara Roleplaying ML (Title): ________________________ ___ _______________________
in Feudal Japan Primary Duties: _____________________ ___ _______________________
___ INT S KILL SCORE + S TAT = AV ___ _______________________
___ WILL ___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___ PRE ___________________________________ ____ ____ ____ ___ _______________________
___ AES ___________________________________ ____ ____ ____
___ _______________________
___ PIE ___________________________________ ____ ____ ____
___________________________________ ____ ____ ____ ___ _______________________
___ KAO ___________________________________ ____ ____ ____ ___ _______________________
___ STR ___________________________________ ____ ____ ____
___ CON ___________________________________ ____ ____ ____ Cost Perks
___________________________________ ____ ____ ____
___ BODY ___________________________________ ____ ____ ____
___ _______________________
___ REF ___________________________________ ____ ____ ____ ___ _______________________
___ DEX ___________________________________ ____ ____ ____ ___ _______________________
___ TECH
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___ MOVE ___________________________________ ____ ____ ____
___ _______________________
___ SD (2x CON) ___________________________________ ____ ____ ____
___ _______________________
___________________________________ ____ ____ ____
___ REC (STR+CON) ___________________________________ ____ ____ ____ ___ _______________________
___ END (CONx10) ___________________________________ ____ ____ ____ ___ _______________________
___ STUN (BODYx5) ___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____
___ HITS (5xBODY)
___________________________________ ____ ____ ____
___ _______________________
___ RUN (MOVx2) ___________________________________ ____ ____ ____
___ SPRINT (MOVx3) ___________________________________ ____ ____ ____ Cost Talents / Okuden
___ LEAP (MOVx1) ___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___ RES (WILLx3) ___________________________________ ____ ____ ____
___ _______________________
___ Honor ___________________________________ ____ ____ ____
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____
___ _______________________
___________________________________ ____ ____ ____
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____
___________________________________ ____ ____ ____
Notes/Equipment
___________________________________ ____ ____ ____
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
___________________________________ ____ ____ ____ ___ _______________________
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WEAPONS CARRIED ___ _______________________
Type STR Min Skill + WA = AV Damage
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