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Blood and Honor Task Cheater

Dice Pool
For each which is appropriate : Giri: ........................................................................................................................(rank)d6 Virtue: ....................................................................................................................(rank)d6 Aspect (only one): ..........................................................................................................3d6 Reputation (only one): .........................................................................................(rank)d6 Clan Name (Meaning): .................................................................................................1d6 Personal Name (Meaning): ..........................................................................................1d6 Spend Honor Point (only one): ...................................................................................4d6 Tagging opponents injuries: (earns them Honor) ...............................(injury's rank)d6 Tagging opponent's Aspect or Tag (only one): (Earns them honor)....................... 2d Quality items: ............................................by quality: Good +1, Fine +2, Exquisite+3 Sword School on combat wagers...............................................(rank)d6 or (rank)+2d6 Performing your Giri's Duty to Daimy ..................................................................+3d6

Wager
Set aside some dice as wagers, keeping at least 2d6 to roll.

Weapon Grades
Grade .....................Break ...............Qualities Poor .........................1 ...............(Poor Tag) Normal ....................1................................0 Good........................2................................1 Fine ..........................3................................2 Exquisite .................4................................3 Clan Weapon ..........4 ........................(Giri)

Success/Failure/Privilege
Highest Roll of 10+: Pick Success/Fail, pick 1st Spender (including self) Rolled 10+, not highest: keep wagers (round up, min 1.) Didn't break 10: lose all wagers.

Weapon Qualities
Quality ...............................Bonus Per Rank Blade (0-3) ........................Bonus Wagers Hilt (0-3) ................................Free Strikes Cursed (0-3) ....................Honor/Season Legend (0-1) ......Advantages Conferred Reputation (0-3) ......................Conferred

Spending Wagers
Do one of these, then next player... "Yes, and" short statement ........1W "Yes, but" short statement .........1W Increase Injury rank by X ...............XW Opp. dead, gain X glory ...............2XW Give a Tag .........................................1W Break Weapon ...........(BreakRating)W

Honor Gain
Injury or clan tag tagged .......................1 Compelled................................................1

Honor Loss
Reject Compel ......................................3 Spend for dice .......................................1 Spend to declare a truth ......................1

Blood and Honor Violence Summary


Violence
Point and say Strike Person saying strike gets +2d for surprise. Resolve the strike.

Vassal Groups
Prowess Risks use master's Prowess plus vassal group's current rank as dice pool. Ashigaru may take a hit of any level for their commander, reducing their rank by 1. Guardsmen may take a hit for any samurai of the same Damiyo as their commander, reducing their rank by 1. Guardsman and Ashigaru may attack as if samurai. Other vassal groups may only be targets.

Duel
Gather dice. The 1st player sets aside wagers 2nd player must set aside same number of wagers. Resolve strike as normal. No glory if opponent left less than 2d to roll; cold blooded murder isn't glorious.

Mass Murder
1. Prowess Risk Dice gathered 2. declare strikes on cue, by pointing at target. 3. set aside wagers for number of strikes, roll is initiative. No wagers go away on 10+, all go away if 9-. 4. In descenting order of initiative, must spend a strike and make attack (contested prowess risk). No remaining strike, no attack. Attack vs target pointed earlier.

Yawamushi
A Samurai may kill non-samurai or unnamed samurai with just an action; up to Prowess as one action.

Sword Schools
Maximum Level is controlling Virtue; Level is bonus dice. Each school gets +2d bonus if opponent uses one of two schools. Earth Strength +2d vs Fire, Water Fire Courage +2d vs Wind, Void Wind Cunning +2d vs Earth, Water Water Beauty +2d vs Fire, Void Void Wisdom +2d vs Earth, Wind

Strike
Attacking someone is a contested prowess risk. Success inflicts rank 1 injury to target if not by katana; rank 6 by katana (unless rank 1 desired) Rank 5 Damage is Incapacitated Rank 6 damage is death. Additional wagers can be spent to raise injury level, impose tags.

Season Process
1. Number of Season Actions
One season action per rank of Daimy's Giri. One personal training season action per Dojo Rank.

3. Resolve Espionage
Local Spies Roll: 3d per spy. Roll is difficulty for enemy spies to act, wagers determine how long captured spies are good for. Enemy's Spy Actions get 3d per spy sent on it. If they win privilege, they succeed. Captured spies may be converted; they become our spies for our local spies' wagers.

2.Allocate Season Actions


Allocation the actions amongst the following options: Improve Province raise one holding one level to maximum of rank 3 for 1SA Personal Training Increase Giri Add/Remove Aspect (max 3+Wisdom Aspects) Increase School Rank Craft Items Create (Rank) levels of items to max of (Rank) level item. Espionage Information about enemy samurai Information about enemy lands Sabotage Season Action Local Use (defense & control)

4. Play This Season's Story


Play out the events of that season.

5. Resolve Season Actions & Reveal Espionage Results (if not obvious)
Training takes effect if sufficient season actions accumulated. Items crafted available start of new season.

6.Sex and Children


33% chance of pregnancy. Pregnancy lasts 3 seasons. Add 1d6 age points in 3rd season.

End of Year
1. Increase Age
Increase age points by 1d6. If Age Points 60, increase Phase.

Phase Change
May change name. May switch Virtues. Spring to Summer: Gain 2 Aspects Summer to Autumn: Gain 1 Aspect and 1 winter aspect Autumn to Winter: Gain 1 Aspect and 2 winter aspects; You die at 60 Winter Age Points. Winter aspects have no invoke.

2. Spoilage and Loss


1 Koku per samurai spent to maintain normal gear. If not spent, all gear becomes poor. All better gear except weapons loses a grade. Any unspent koku is lost.

Children
Age 1 year. After 15 winters, start Spring as new character.

Blood and Honor Character Generation Cheater


0. Concept
Define character concept

3. Virtues
Distribute 4,3,3,2,2,W Then add 1 to clan's virtue unless it's ranked W.

1. Name
Select a name and note what it means.

2. Giri (Duty)
Pick one, at rank 1: Hatamoto (General) A: Cunning + Giri to gain tactical bonus dice B: Giri Ashigaru - totally loyal Karo (Seneschal) A: Giri Bonus dice in social situation B: Giri Staff Kaishaku (Executioner) A: Clan Sword (Giri Abilities) B: Opponent must set aside Giri dice Oniwaban (Spy Master) A: Spys - Giri true facts about NPCs B: Agents - overhear Giri conversations not present at Onmyji (Spiritual Advisor) A: Prediction - Giri bonus dice B: Giri Blessings Takumi (Courtier) A: reinterpret things said Giri times B: Giri favors from Court Yojimbo (Bodyguard) A: Take injury for another at Giri damage B: Giri guardsmen - loyal Bushi (Warrior)* A: once, Giri dice to follow orders. B: Giri dice to initiative Daimy (Lord)* As Karo, plus clan effects

4. Aspects
Pick 2 of the clan's aspects. If the clan has "None of us" you may also take it free.

5. Glory
You take 1 reputation at rank 1.

6. Advantage
Pick one Ancient Sword (R1 Exquisite) Archer's Eye (Kill w/Bow) Blessed Virtue (Raise rank 5 Virtue to 6 by lowering another by 1) Blood Oath Bonus Aspect (any) Born to the Blade (Free Wager) Daimyo's Favor (Season Action) Fast Healer Insight (Giri R2) Irreproachable Large (Free Wager) Lucky (Rerolls) Outsider (+1 Virtue Rank) Perceptive (free wager) Personal Ancestor (Free blessing) Quick (2 bonus dice) Stylish (Free Wager) True Beauty (2 bonus dice) Unshakable (Free Wager) Visions (Free True) Way of the Land (No nav risks) Well Schooled (Free Wager)

7.Age

Season: Spring Age Points: roll 1d6

Blood and Honor Clan Generation Cheater


0. Concept
Define clan concepts. Type of clan,

3. Holdings
One level per player in the clan. Maximum 10 holdings per province. Blacksmith (rank) levels of weapon Buddhist Temple (rank) Bonus Wisdom Wagers Dojo (rank) Bonus Prowess Wagers (rank) extra personal training season actions. Gambling Den (rank)K, or gamble, rolling (Rank) +2K if a 5 or 6 on (rank)d6 else 0K Garrison (Rank) ranks of Ashigaru Geisha House (Rank) Bonus Beauty Wagers (Rank) Truths true this season Rice Farm 2K per rank Sake Works (Rank) bonus Courage Wagers (Rank) Ashigaru units +1 Rank Shinto Shrine (Rank) Blessings Silk Farm (Rank) Bonus Beauty Wagers (Rank) Gift Ranks Stables (Rank) Free Wagers on all Horsebased risks Sumo School (Rank) Bonus Strength Wagers May have more than one of these, each counts against the 10 holding limit

1. Daimy Type
Pick one, at rank 1: Ambitious Daimy Extra Season Action Ambitious Clan Tag Clever Daimy All equipment Good Quality Non-Traditionalist Clan Tag Cruel Daimy 2 bonus dice on Intimidation Tasks Cruel Clan Tag Cunning Daimy Free Espionage Action per season Untrustworthy Clan Tag Dangerous Daimy 2 bonus dice when taking lifethreatening risks. Lose 4 honor when rejecting compels for lifethreatening risks Kind Daimy 2 bonus dice in Social Tasks involving trust Trusting Clan Tag Mad Daimy Random type bonus and penalty

2. Virtues
Pick which is revered (and gets +1 for all samurai of the clan): Beauty (Social Risks) Courage (Ability to Say No) Cunning (Intelligence, Perception) Prowess (Combat Skill) Strength (Physical Tasks) Wisdom (Knowledge)

4. Aspects
None Of Us Is As Great As All Of Us I: +3d when helping C: Must Help Pick 3 more A Merry Companion is as Good as a Horse I: +3d when using Humor C: must cause a situation All Married Women are Not Wives I: +3d Seduction T: Seducable The Best Sword Stays in the Scabbard I: +3d Intimidate by threat C: may not draw first The Deer Hunter Pays No Mind to the Hares I: +3d Hunting T: Not Courtier DigTwo Graves I: +3d directly confronting revenge C: hot blooded tag Even a Thief Must Learn His Trade I: +3d Craftsmanship C: Compassion to Peasants First the Man Takes a Drink I: +3d when drunk C: say/do anything when drunk Fog Cannot Be Dispelled by a Fan I: +3d trying to lie C: must lie tag If My DogKnew My Plans I: +3d Keep Secrets C: go out of way to discover secret If One Man Praises You I: +3d for gloryious or honorable acts in front of crowd C: Glory Hound Laughter is the Fools Hiccup I: +3d resist change of mind T: Rude, Brutish, don't care about etiquette One Word Can Warm the Winter I: +3d Speeches or Performing C: Speak when not Spoken To Tag) Ten Men, Ten Colors I: +3d Sympathize C: must sympathize tag) The Mountain Never Falls I: 3d resist pain or hardship T: Rude, Brutish, don't care about etiquette Nail and Hammer I: +3d risks involving manners/ etiquette C: must do things properly Waiting for Luck is Waiting for Death I: +3d for impetuous, impertinent and spontaneous acts C: Act without thinking and throw self into danger

5. Meibutsu
What is the one thing the clan makes better than all Nippon?

6.Truths
1 per player.

7. Name
Select a name and note what it means.

Blood & Honor Blessings


I Have No Parents
I make the Heavens and the Earth my parents. I: to ignore one Honor loss. I: after you have rolled dice in a contested Cunning risk; only you can keep your wagers.

I Have No Ears
I make Sensibility my Ears. I: after another character has spoken to you, know whether or not that character is lying or telling the truth.

I Have No Home
I make the Tan Tien my Home. I: When samurai compels you may invoke to ignore that compel.

I Have No Divine Power


I make Honesty my Divine Power. I: when making a confession or revealing statement, All present believe your sincerity.

I Have No Limbs
I make Promptitude my Limbs. I: after another samurai has declared surprise upon you, cancel the effects of surprise.

I Have No Laws
I make Self-Protection my Laws. I: Invoke this Blessing if you lose a risk. You may either spend your wager first or make your opponent spend his.

I Have No Means
I make Docility my Means. I: after you have rolled contested Wisdom risk; only you can keep your wagers.

I Have No Magic Power


I make Personality my Magic Power. I: after being the target of any magical effect to Cancel that magical effect.

I Have No Strategy
I make the Right to Kill and the Right to Restore Life my Strategy. I: while meditating on a target (samurai or an object). On your next risk against that target, you know exactly where its weakness lies. Even the weakness of an argument. You gain free wagers equal to your Wisdom; others can only gain half your Wisdom.

I Have Neither Life Nor Death


I make A Um my Life and Death. I: after you have rolled contested Courage risk; only you can keep your wagers.

I Have No Body
I make Stoicism my Body. I: after you have rolled dice in a contested Strength risk; only you can keep your wagers.

I Have No Designs
I make Seizing the Opportunity by the Forelock my Designs. I: When it comes time to make wagers in any contested risk, You may look at your opponents wagers before you make your own. You also cannot reveal your opponents wagers to other samurai.

I Have No Eyes
I make The Flash of Lightning my Eyes.

I Have No Miracles
I make Righteous Laws my Miracle. I: after dice have been rolled in a risk but before privilege has been declared. You may spend your wager before anyone else.

Aspect can still be compelled, but not invoked.

I Have No Armor
I make Benevolence my Armor. I: After taking an Injury to reduce that Injurys rank by three.

I Have No Principles
I make Adaptability to All Circumstances my Principle. I: before making a risk. You may Swap highest Virtue with one of your lowest Virtues. You may not replace your Weakness.

I Have No Castle
I make Immovable Mind my Castle. I: pick one opponent during the Gather Dice phase of a contested Prowess risk before any wagers are made. Before you roll for your attack, you may deduct dice from your own pool to force your opponent to deduct dice from his pool, one for one.

I Have No Tactics
I make Emptiness and Fullness my Tactics. I: after privilege is determined but before any wagers are spent. You may spend two wagers in a row (rather than just one at a time). You may only do this once during this risk.

I Have No Sword
I make No Mind my Sword. I: after you have rolled dice in a contested Prowess risk; only you can keep your wagers.

I Have No Talent
I make Ready Wit my Talent. I: when you are about to invoke an Aspect to invoke two Aspects for this risk .

I Have No Friends
I make my Mind my Friend. I: after you have rolled dice in a contested Beauty risk; only you can keep your wagers.

I Have No Enemy
I make Incautiousness my Enemy. I: target a samurai. You must be able to name the samurais Aspect. That samurai cannot use the invoke for that Aspect until next Season. The

Playing in Old Japan


The Seven Bushid Virtues
Gi .............................Justice, Uprightness Y ...................................Heroic Courage Jin .............................Mercy, Compassion Rei ..............................Politeness, Respect Makoto .......................Honesty, Sincerity Meiyo ..............................................Honor Chgi ............................Loyalty and Duty

Gifts
When one is received, a similar value gift should be given later. Brining small gifts when visiting is standard. A gift they can't match is an insult. A sincere gift is better than a pricey one.

The Other Virtues


Kokki .............Character & Self-Control K .........................Respect of Ancestors Chi ................................................Wisdom Tei ...............................Care for the Aged

Bearing Weapons
Keep only your smallest when entering a home; rest go to weapon rack. Placed to left, edge out: I don't trust you Placed to right, edge in: I trust you Placed in front, edge in: I serve you In saya, edge down: peaceful wear In saya, edge up: action-ready wear Pendant, edge up: peaceful wear Pendant, edge down: action-ready

Social Classes
Shi ...............................Samurai & Nobles Kuge ............................................Nobles Buke ..........................................Warriors Heimin ........."half-people," commoners Ashigaru ...............commoner warriors No .............................................Peasants Ko ..............................................Artisans Sho .........................................Merchants Hinin.......................................non-people Eta ............"filthy mass," unclean caste Rnin ................................."Wave Man"

Weapon Names

Clothing
Fundoshi..................................underwear Jban......................under-robe (kimono) Kosode .............................robe (kimono) Karaginu ...............hunting robe (casual) Obi.............................................Sash/Belt Hitatare ............................................jacket Kataginu ..............................................vest Dbuku ..............................jacket (casual) Hakama ........................................trousers Tabi ...................................................socks Geta ..........high sandals for wet weather Waraji ....................................rope sandals Zri ............................."flip-flop" sandals

Nodachi ............................4 shaku Sword Dait, Katana ..............34 shaku sword Wakizashi, Sht .........23 shaku sword Tanto ..............................<1 shaku sword Aiguchi .............................................Knife Naginata ......................................Polearm Nagayari ................................Knife-Spear Yari ....................................................Spear Yumi ...................................................Bow Gunsen .........................metal folding fan Tessen ...........................metal edged fan* Gunbai.........................Officer's Flat Fan

Traditional Time and Direction


Japanese .Zodiac .........Time ......Month ....Dir Ne ...........Rat......2300-0100 ..Nov .......N Ushi ........Ox ......0100-0300...Dec .NNE Tora ......Tiger ....0300-0500 ...Jan ...ENE U ...........Hare ....0500-0700 ...Feb .........E Tatsu...Dragon..0700-0900...Mar ...ESE Mi........Serpent ..0900-1100 ...Apr ....SSE Uma .....Horse ...1100-1300 ..May .........S Hitsuji ...Ram.....1300-1500 ...Jun....SSW Saru ....Monkey .1500-1700 ....Jul ..WSW Tori .......Cock ....1700-1900...Aug .......W Inu .........Dog.....1900-2100 ...Sep WNW I .............Boar ....2100-2300 ...Oct NNW Time is at equinoxes and is approximate. Months are also approximate. Hour of the is ___ no koku Month of the is ___ no tsuki Days in the month are numbered 1-30 Weeks of 10 days are Jun; Jjun (1-10), Chjun (11-20) and Gejun (21-31)

Measure
Linear Measure 1 Shaku = 10 sun 11.9" 30.3cm 1 ken = 6 shaku 5'11.5" 1.8m 36 j = 10 ken = 1 ch 358' 109m 1 ri = 36 ch 2.45mi 3.93km Area Measure 1 tatami mat 1 j = tsubo 1 tsubo = 1 bu = 2 j = 1x1 ken 1 se = 30 tsubo = 30 bu 1 cho = 10 tan = 100 se = 3000 bu 1 cho 0.9 hectares 2.45 acres Voume Measures 1 koku = 10 to = 100 sh 180 L 1 sh = 10 g = 100 shaku =1000 sai Mass Measures 10 fun = 1 momme 0.13oz 3.75g 1 kan = 1000 momme 8.3lb 3.75kg

Wil's House Rules


Advancement (altered)
Add/Remove Aspect ........................1SA Increase Giri Rank ....................(rank)SA Increase School Rank ...............(rank)SA Raise Honor Rank ............ 10x(Rank) H All ranks are New Rank. SA = Season Actions H = Honor

Equipment (Altered)
Weapons ......................Last until broken Other Gear ..........................-1 level/year Buy Normal Gear (all) ..............1K/year Buy 1 Good Item ................................1K Buy 1 Fine Item ...................................2K Buy 1 Exquisite Item ..........................3K

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