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Shogun: Nathanael Phillip Cole

(creation/design)

Court Artist: Rick Marcks


(visual design, cover, internal artwork)

Standard-Bearer: Jeremy Kostiew


(patch, logo, and sheet design)

Master of the Annals: Rachel Edidin (editing)


Royal Steward: Tiara Lynn Agresta (layout design)
Groundskeeper: Tracy VanTilburg (production artist)
Daimyo: Jerome Comeau, Scott Hazle,
Andy Kitkowski, Sean Koble, Jeremy Kostiew,
Michael Wight, Justin Zagaeski
(inspiration and creative support)

Migi Ude: Gregory Samford (my right hand man)

Motobushido is Copyright 2013 by Nathanael Phillip Cole, all rights reserved


This book is dedicated to Ry and Sean, the Jacketmen.

Thanks!
THE FIRST FOUNDERS
Samantha R. Blazier, Jerome Comeau, Kyle Frazier, Joshua Kenney, Rylan Newsom, Justin Rock,
Jeremy Wagner-Kaiser, Mike Fujita Wight

My heartfelt gratitude to those whose assistance made the Kickstarter Project possible: Aaron
Clark, Dusty Eppers, Chris Faux, Jamie Jeffers, Noah Kleinman, Jake Richmond, Jared Sorenson, and
all my awesome Daimyo.
SPECIAL THANKS to Jerome Comeau for being my #1 fan; and to the Four Fine Fellows, because some
memories will never be forgotten.
PLAYTESTERS
Al BIllings, Aaron Bowman (what?), William Carson, Sean Casey, Jerome Comeau, Stephen Cranston,
Willow Darcy, Josh Destatoff, Eric Franklin, Stephanie Franklin, Scott Hazle, Natalie Heikkinen,
Ben Hsu, Mason Hunter, Sean Koble, Jonathan Korman, Ben Lehman, Zed Lopez, Erich & Sara
Mcnaughton, Ry Newsom, Jess Perez, Kyle Rakoz, Jake Richmond, Gregory Samford, Justin Smith,
Nick Smith, Deleva Stanley, Tayler Stokes, Joe Streckert, Aaron Stultz, Mike Sugarbaker, Ace
Talkingwolf, Zack Tidwell, Jeremy Wagner-Kaiser, Jeanne Winslow, Mark Wyler, Justin Zagaeski

KICKSTARTER BACKERS:
"Evil" Avi Zacherman, Aaron J. Schrader, Adam, Adam Franks, Adam Hurd, Adam Rajski, Adam W. Roy, Adrian
J George III, Al Billings, Alex DeVries, Alex Hakobian, Alex Perez, Alice, Andrew Chang, Andrew Loveridge,
Andrew Whittle, Anon, Anthony Lanese, Antoine Bertier, Austin Stanley, Bartley, Ben Bernard, Brent Millis,
Brett Easterbrook, Brian Newman, Bryan Rennekamp, Charles Boulware, Chris Bennett, Chris Chown, Chris
McCluskey, Christian A. Nord, Christopher Tang, Colin Booth, Damba Zhalsaraev, Dan Gerold, Dana Sharp
Woodrick, Daniel Gonzalez da Costa Campos, Daniele Di Rubbo, DarkMoonINC, Dave Ellingwood, David
Chervanik, David Morrison, David Saggers, Derek Cardwell, Derek Guder, Desiree Fitterer, Dexter, Dominic
Brismail, Doud, Drew Wendorf, Ed McW, Edward Saxton, Emmett Cooper, Eric Franklin, Erik H. Maier,
Evan Saft, evil bibu, Felipe Shingo, Filip 'Filon' Pawlicki, Gareth Hodges, Gary "Madu" Montgomery, Giovanni
Castelletti, Grant Chen, Gregory "The Screg" Samford, H. M. 'Dain' Lybarger, Hamish Cameron, Herman Duyker,
Hyathin, Ian Johnson, Ian Phillipchuk, Ian Z., Ignatius Montenegro, Irven "Myrkwell" Keppen, Jack Gulick, Jacob
Bissonette, Jake Richmond, Jamison Gent, Jason and Sylvia Wodicka, Jean Bond, Jeffry Morris, Jennifer Fuss,
Jeremy Kostiew, Jeremy Wagner-Kaiser, Jerome Comeau, Jesse Wolfe, Jim & Dawn B., Jim Burzelic, Jimmy Trotter,
Joe Greathead, Joe Iglesias, Johannes Ulsund, John C. Meyers, John Sureck, Jon Bristow, Jonathan "Buddha" Davis,
Jonathan A. Gillett, Jonathan C. Lemer A.K.A. Johno, Jonathan Korman, Jordan Phoenix, Joseph "UserClone"
Le May, Joseph J. Yossarian, Josh Destatoff, Joshua Beale, Joshua Kenney, Joshua Ramsey, Judd Karlman, Judd M.
Goswick, Jürgen Mayer, Justin Light, Justin Loudermilk, Justin M Phillips, Justin Rock, Justin Smith, Kaz 2-DA!,
Keith, Keith Davies, Ken Finlayson, Kenji Erb-Bashaw, Kevin Donovan, Kevin Schantz, Khoshmar, Kitagawa
Anjin, Kitty O'Neal, Kyle E. Rakoz, Kyle Frazier, Kyle Porter, Lantra, LawfulNice, Lenny "the Barbarian" Steinke,
Leri "TheAttackChef " Jacobs, Lester Ward, Luis Velasco, Lukas Myhan, Marc "ThE_MarD" Bourgoin, Mark
Levad, Mark Parker, Mark W. H. Lambe, Martin Lemser, Matt Schlotte, Matt Shortess, Matthew Coverdale,
Matthew Edwards, Meguey Baker, Mel Hall, Mendel Schmiedekamp, Mendez, Michael Feldhusen, Michael
Ostrokol, Michael Satran, Michael Stevens, Michele Gelli, Mike D., Mike Fujita Wight, Mofte, Monster Palace,
Moose, Moozers, namyisun, Olivier Darles, Pattie McNulty, Paul Echeverri, Paul MacDonald, Paul Record, Perry
the Poodle, Peter Aronson, Peter Jacob, Phillip Bailey, Rachel Kelly, Rafael Rocha, Ralph Mazza, Ray Beckmann,
Redfuji6, Rob H, Rob Hall, Rob M, Roberto Giugno, Robin Hoover, Ryan Boccuzzo-Di Spaltro, Ryan H., Ryan
Marsh, Rylan Newsom, Sam Garvey, Sam Parker, Samantha R. Blazier, Saumanahaii, Scott Vandehey, Sean
Casey, Sean Koble, Sean M. Dunstan, Seth Johnson, SHazle, Shervyn, Simon Ward, Stephen Slaby, Steve Lord,
Streamjumper, Sure, Tara R, Tayler Stokes, Theo, Thor Deacon, Tim Q and Tarrant K, Timothy Conbere, tomas
overbai, Tracy Barnett - Sand & Steam Productions, Travis Scott, Trent Kennedy, Ty (Troll) Sawyer, Tyler Walls,
Tyson of the Northwest, Valentin Scheid, victor mckamie, Victor Wyatt, Wade Rockett, Wilhelm Fitzpatrick,
wraith808, Wy, Yancy Stults Jr, Zach Brown, Zakharov "Zaksquatch" Sawyer, Zarf
Table of Contents
SECTION 1: MOTOBUSHI 10 Life on the Highway. . . . . . . . . . . . . . . 55
The True Samurai. . . . . . . . . . . . . . . . . . 12 Using Your Cards. . . . . . . . . . . . . . . . . . 58
Your First Set of Wheels: Using Your Ki Pool . . . . . . . . . . . . . . . . 59
Introduction. . . . . . . . . . . . . . . . . . . . . . 15
Flashback Scenes. . . . . . . . . . . . . . . . . . 59
And So it Begins…. . . . . . . . . . . . . . . . . 15
Managing Pack Resources . . . . . . . . . 61
Getting the Pack Together. . . . . . . . 15
Investing in Factions. . . . . . . . . . . . . . 64
The Rider’s Salute. . . . . . . . . . . . . . . . . 16
Life with the Daimyo:
Rider’s Orientation: The Home Base Option. . . . . . . . . . . . . 65
The First Session. . . . . . . . . . . . . . . . . . 16
The Way of the Samurai
Hitting the Roads: Lies in Death. . . . . . . . . . . . . . . . . . . . . . 66
The Game Proper . . . . . . . . . . . . . . . . . . 17
Words, Swords, Engines, War:
Setting it All Up . . . . . . . . . . . . . . . . . . 17
The Rules of Conflict 67
Final Counsel. . . . . . . . . . . . . . . . . . . . . . 17 Say what happens. . . . . . . . . . . . . . . . . . 67
Glossary of Important Terms. . . . . . 18 Gambits. . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
At Dawn, We Ride: Pack Creation 19 Duels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Guided Creation Flow. . . . . . . . . . . . . 20
SECTION 3: SENSEI 82
Blood, Grease, and Steel: Master, Teacher, Student: Sensei 83
Detailed Character Options 25
What Sensei Does. . . . . . . . . . . . . . . . . . 84
First Founding Templates . . . . . . . . . 25
The Quick Basics . . . . . . . . . . . . . . . . . . 86
Alignment Codes. . . . . . . . . . . . . . . . . . 26
Your First Session. . . . . . . . . . . . . . . . . 86
Birth Signs. . . . . . . . . . . . . . . . . . . . . . . . 29
The Second Session and Beyond. . . . 89
Pack Roles. . . . . . . . . . . . . . . . . . . . . . . . . 31
Omens, Ripples, Waves
Fighting Styles. . . . . . . . . . . . . . . . . . . . 39 and Storms . . . . . . . . . . . . . . . . . . . . . . . . 91
Bikes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Managing SCs and Factions . . . . . . . 94
Deeds and Legacies. . . . . . . . . . . . . . . . 47 Scenario Design. . . . . . . . . . . . . . . . . . . 95
Enlightenment and Damnation: The Willow Ridge Scenario 97
Character [d]Evolution 48 The Pack. . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Lessons and Evolution . . . . . . . . . . . . 48
The Situation. . . . . . . . . . . . . . . . . . . . . . 97
Stains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
The Details. . . . . . . . . . . . . . . . . . . . . . . . 98
SECTION 2: PROPER WAYS TO DIE 52 Final Words: Inspirations and Notes 105
The Highway is a Harsh Mistress:
Playing the Game 55
The Unbreakable Rules of Play. . . . 55
Greater Lessons of Life
This game is a work of fiction. Pretending to be part of a motorcycle club when you
are not is dangerous and ill-advised. Likewise, don’t screw around with swords unless
you know what you’re doing. Don’t attempt to LARP this game in public without first
alerting the local authorities.

A wealth of resources exists for anyone who might want to learn more about real-
world samurai or motorcycle clubs. For samurai facts, start with Hagakure, by Yamamoto
Tsunetomo. Samurai: The Code of the Warrior by Thomas Louis and Tommy Ito is another
good introductory text and a gateway into greater pieces. For a look into modern Japanese
motorcycle culture, check out Speed Tribes by Karl Taro Greenfeld—and listen to the music of
Guitar Wolf while you’re reading it.

For info on American motorcycle clubs, avoid Gangland and mid-century exploitation
films and go right to the source. Sonny Barger, long-time president of Hell’s Angels MC, has
written a number of informative books and interesting thematic fiction. Start with Hell’s Angel
and work outward from there.

Understand, though, that in both fact and fiction, MC and samurai culture and history
have been rife with misogyny. This is not something you are expected to include in your
games, but it needs be mentioned here. It’s impossible to source these inspirations without also
sourcing the cultural contrasts with present states of affairs. Geishas and “old ladies” are just as
much a part of those tales as swords and motorcycles, and for me to avoid mentioning them
simply for the sake of light-stepping controversy would be a disservice to the source material.
While your own stories may certainly be different, you should take the time to digest these
cultural differences, and understand their origins.

If you’ve never ridden a motorcycle, you’re missing out, my friend. Take your local
Motorcycle Safety Foundation course, get yourself a learner’s permit, and go for a ride
sometime. It will change your life. Riding a motorcycle and being a samurai have a bit in
common: both require a certain acceptance of one’s own mortality.
Rubber side down, my friends.

Nathanael Cole

Alliterated Games

2
Author’s Note
This book is not written to be a reference manual, and I’ve done my best to avoid charts
and lists where I can, and to include page references instead of repeating text. As a reference,
Motobushido will serve you best if you read at least once from beginning to end, then refer
back to relevant sections as you need.

Ultimately, this is a game about dueling. From a mechanical point of view, it’s about
interweaving high-drama narrative and poker-like strategy. Successful play depends upon your
group’s commitment to the game and its story above your own desires for personal victory.
Improvisational skills are just as important as mechanical strategy.

In a real duel, you have to keep aware of your limits [read: know your stats and techs]. You
have to study your opponent’s moves [read: watch their choices of action]. You have to analyze
their state of exhaustion [read: keep mental note of the cards that are already in discard]. You
have to judge how far they are willing to go [read: try to goad them to escalate]. You have to
exploit their weakness [read: push their stains]. Any swordsman can tell you that there is far
more to combat than “sticking them with the pointy end.”

Similarly, in this game, you will learn to keep track of what has come before, and calculate
what may come next. A sharp player will watch the cards, while a clever player will count them.
A keen player will expect his opponent to have a better card than his own. A skilled player
will know when and how to take risks, and a wise player will know when to concede victory.
A worthy opponent will beat the snot out of you with a combination of cards and techniques
you couldn’t have possibly expected to be used in that way. And a good player will learn from
that beating.

Learning the nuances of the system can take some time. Getting into the beat and flow of
dueling will slow down the game the first handful of times you fight. That’s okay: it’s part of
the process of learning. Take your time and focus on the story. If a lack of rules mastery causes
you to stumble, agree to let narration carry you forward. Better to re-check the rules later than
to lose the momentum of a fight.

3
10
The Motobushi
SECTION ONE

11
The True Samurai
“The Way of the Samurai is, morning after morning, the practice
of death, considering whether it will be here or be there,
imagining the most slightly way of dying, and putting one’s mind
firmly in death.”
- Yamamoto Tsunetomo, Hagakure
Sensei: When your group gathers for the first time, tell them this story, and ask
how they would resolve it:
While on his way to the sutra readings in Hosakanoji, the samurai Tojin and his
younger pages had to cross the fabled Ku River via ferry. During the crossing, one
of the pages got drunk and took it upon himself to pester one of the ferry’s sailors.
By the time they reached the other side, the page had drawn his sword as an idle
drunken threat, but before he could use it the sailor struck the page on the head
with his ferry-pole, knocking him down. Upon seeing this happen, what should
the samurai Tojin do?
Allow them to discuss, and offer an answer individually or as a group. Then
explain:
Should Tojin be a true samurai, there is only one truly acceptable course of action:
He must approach the sailor and the page, apologize, and then cut them both
down where they stand.
Seek Death
Sensei: Read the following aloud to the group.
This is a game about death. The true motobushi lives his life and
performs his tasks as if he is already dead, and thus has nothing to fear
from the spilling of his life’s blood. The mechanics of this game allow seven
possible ways for your motobushi to die, each of which you can easily
prevent, but none of which you should actively avoid.
Remember: not every death is one of the blood.
There was a war, and your side lost. Now you ride with your pack,
struggling to survive in a changing world which has rejected your ideals
- ideals you hold onto because they are all that you have left. You are the
last of a dying breed of warrior, a relic of older times that many would
rather forget. You know only the highway, the sword, and the pack, and by
following them, you ride towards an inevitable fate.
The rest of the details are up to you. The world is your playground. Define
it, embellish it, or leave it ambiguous, it is up to you and your fellows.
Whatever you choose, choose the sword. Choose otherwise, and you might
too quickly join those who have come before you, in death.

13
Your First Set of Wheels:
Introduction
And So it Begins… The basic back-and-forth of all of this
is simple. Sensei could say “You’re cruising
Congratulations on your acquisition of down a back road when you come upon a
your first set of wheels! You are now ready to lone motobushi astride his bike, blocking
begin your journey with the Pack. The next the path. What do you do?” You could then
few pages will explain the basics of riding with respond with something like “I pull to a stop
your Pack and interacting with your Sensei— twenty paces away from him, leaving my
in other words, how to play a game of Mo- engine running, and call out for him to clear
tobushido. Deeper in the book you will find the path.” Sensei then might respond “He
more technical information, but for now, read stares you down silently, and you see him
on and get a feel for the spirit of the game. thumb the catch on his sword free, showing
In this game, your group will play a pack you an inch of the glinting blade.” Finally,
of motorcycle-riding samurai – motobushi – you might decide to counter with “That’s it. I
in the days after a great war ravaged the land. hit the throttle and make to run this bastard
You were soldiers in that war, but your side down.” Then you’d bring out the cards and
ultimately lost. The how and why of what play through a duel, and so on.
has come before are all up to you. You will
work as a group to define your own aspects Getting the Pack Together
of that war, including any cross-genre story Assuming you’ve got this book in hand,
elements your group desires. You will then the first step of play is assembling your
play out the lives of these motobushi as they Pack. Gather some friends—you’ll want
travel around in a world which largely rejects to assemble a solid team of players who are
their ideals, and tell the stories of their trials good with improvisation, open to exploring
and adventures, their wins and their losses, new gaming mechanics, and cool with the
and their inevitable grim fates. core principle of “seeking death.” Find a
comfortable place to play—you’re going to be
Motobushido is a “Role-Playing Story
there for at least two hours, and most likely
Engine” – using this set of structural
a few more than that. Living rooms, couches
mechanics, you and your crew will tell the story
and armchairs, dining room tables, a local
of your wandering samurai. You will take them
gaming store or library, take your pick. Settle
to new places, facing crisis and conundrum
in. Get comfy.
along the way. One of you will take on the
role of Sensei, and weave together settings One of you will need to be Sensei. As
and scenarios for the rest to explore: pages on owner of this book, chances are that’s you.
which the motobushi will inscribe their story. As Sensei, you will guide the play and keep
order amongst the ranks. You will weave
Above all, Motobushido is about fighting
the foundations of the story, providing
quick and bloody duels with your enemies
background and the skeleton of narrative
and using the rest of the game time to set up
for the other players to follow and branch
and justify those duels: the story behind who
from. You will manage the background
is fighting, and why. In this game, the reasons
mechanics and create challenges for the
for the duel and the narrative surrounding it
Pack to overcome. You are responsible for
are just as important as the duel’s outcome.
15
keeping the game flowing smoothly, although The First Founding
your fellows should also do their best to Sensei will run you through a key mo-
contribute to this as well. ment on the road to the original founding
of your Pack. Taking place during a War in
The rest of the players will play the roles
your world’s past, this scene involves char-
of motobushi within the Pack. You’ll start
acters in the military unit from which your
by exploring a critical scene in the founding
Pack is descended. This flashback-style
of the Pack, while also using that scene to
scene will set up both key details of the
create details about your own fictional world
world and the circumstances which ulti-
of play; later (somewhere during the middle
mately led to your Pack’s creation. Some of
or end of your first session together), you
the participants might survive, others will
will create the individual characters you’ll
die, and still others will vanish entirely from
be playing throughout the game proper. You
the annals of history; regardless their fates,
will give your Pack some history, outline its
the First Founders’ choices set the stage
initial by-laws, and finally decide upon its
for the story to come: the story of your
name and colors. At that point, you will be
own motobushi.
ready to ride as one
Pack Creation
The Rider’s Salute After the First Founding, you will create
When you’re on your bike, you are now the current members of your Pack, the
part of a loose brotherhood that includes characters whose roles you will play in the
not just your Packmates, but everyone game to come. You can choose to carry on
else who chooses the free-riding lifestyle. as survivors of the first founding, or bring in
Motorcycles, scooters and mopeds, even new blood instead. Either way, set the First
trikes speak to the choice to leave your Founding sheets aside forever and either
cages behind and roam the howling asphalt grab a new character template or create your
seas. You should show each other respect own motobushi from scratch. Look over it,
when you pass on the road, by performing tweak it a bit if you like. Then talk with
the Rider’s Salute. the rest of the group, answering Sensei’s
questions that will describe and illustrate the
To perform the salute, stand and hold Pack as it exists today.
forth your left hand, arm angled down.
Extend your first two fingers toward the
ground between you and another rider (or, Closing the Orientation
if saluting as a Pack, toward the ground or With Pack Creation over, it is probably
table at the center of the group), and say a good time to bring your first session to
the words “Rubber Side Down.” You should a close, unless Sensei is ready to plunge on
open and close every session with the Salute, into the first scenario. Schedule a time to
showing your fellow players the respect that meet up for your next session. Between now
you each deserve. and then, Sensei will develop the outline of
a scenario for your Pack to explore, with
some story hooks based on the history of
Rider’s Orientation: your Pack and its members.
The First Session
Stand around the table and repeat
Before you can unleash your Pack, you’ll
the Salute. Henceforth, all of your game
need to cover a few basics. Your first session
sessions should begin and end with this
of play will be guided by your Sensei. He has
action of mutual respect and honor. The
more details in his own section of this book,
first session is now concluded. Welcome to
but for now, read the following for a glimpse
the Pack.
of what’s on the horizon.

16
Hitting the Roads: TT Two 54-card decks of playing cards
(including Jokers)
The Game Proper
TT A collection of tokens or chips to use as Ki
When you next gather around the table, (poker chips, bottle caps, dice, etc).
Sensei will have prepared a scenario for your
Pack to explore. In a typical scenario, you TT Accessory cards and errata helper sheets
will arrive in a town or other unexplored printed from the website (optional)
setting, seeking supplies, information,
revenge, or more. It is up to you to explore Final Counsel
the town, find out what powers and forces Now that you’ve gone over the basics and
are at play, and use them to your advantage tested your wheels, you’re ready to ride forth.
as you attempt to fulfill your goals. Through Below are some final bits of advice that you
exploration and role-playing, you will should heed on your travels.
uncover Factions, which you can attempt to
sway to your cause in exchange for valuable Incorporate Mechanics Narratively
mechanical boons in your inevitable duels. Evoke the setting as often as possible.
Give it color and power above and beyond
Your Pack must also keep a close watch the numerical limits of your cards and
on its resources, including supplies, fuel, your character sheets. When you have an
food, and the ability to cut loose now and opportunity to choose between saying what’s
then. You can barter with the locals—or on a card and saying what’s in the scene, go
maybe you’ll just ride into town and take with the latter. For example, the Kusawake
your needs by force, resistance be damned. can peek at the top cards of Sensei’s deck.
If you linger too long, however, your But instead of just telling the other players
actions can draw negative attention. Enemies those card values, she should use in-story
will pop out of the woodwork, locals might description, such as “I have scouted the
rise against you, and even the spirits might enemy’s position, and can confirm that they
grow angry. Deal with such threats as you are not ready for us.”
will—but always be prepared to stand up for Seek Death
your Pack.
“Merit lies more in dying for one’s
Duels will be inevitable. In these duels you lord than in striking down the
will call on your cards and learned techniques enemy.”
to attempt to defeat your opponent. Many - Yamamoto Tsunetomo, Hagakure
duels are of the sword, but others involve
the deadly sharpness of wit or political savvy. To re-emphasize: Death is inevitable. In this
Regardless its field, any duel taken far enough game, it can come quickly and without warning.
has the potential to end in death, intentional In these rules, you will learn how to kill, and
or accidental. Such is the way of the duel, and how to avoid bei ng killed (in-game, of course).
such is the way of Motobushido. But do not fear death. No, you must act like
you have already attained it, and thus have
nothing else to lose. Characters created with
Setting it All Up this system are inherently complex and multi-
Now that you’ve read over your faceted, but you should not be afraid for them
introductory lesson, here’s what you need to to die, especially should such deaths be glorious
know about the game setup. You will need and well‑earned.
the following materials:
Cause Death
TT The game rules
As samurai, you solve most problems with
TT Writing utensils as needed steel and blood. When someone offends you,
TT Character sheets kill them. When someone gets in your

17
way, kill them. When someone takes Lessons: Flashbacks and in-game events
something that is yours, kicks your bike, that can lead to character evolution.
rips you off, or wears a color you dislike, kill Maneuver: One of a handful of set things a
them. Do not be afraid to use the sword. player can do when it is their turn during
But also understand that every death you a duel. Also refers to Sensei actions based
cause has the potential to bring troubles in the in Waves and Storms.
future. Don’t spare the sword—but be mindful Morale: A Pack Resource linked to vice,
of what it may cost you down the road. entertainment, and state of contentedness.
Motobushi: The wandering motorcycle-
Glossary of Important Terms riding samurai.
These aren’t necessary to memorize right Omens: Dark tidings of things to come, put
now, but you’ll find it useful to read over this in play when Jokers are revealed.
list before venturing too far into the rules.
Operations: A Pack Resource linked to fuel
Alignments: The three codes of behavior to reserves and state of vehicle repair.
which a motobushi dedicates her life: Law Resources: Three expendable gauges of the
of the Pack, Way of the Sword, and Code Pack’s general ability to function and ride.
of the Highway.
SC: Sensei-controlled character.
Allowance: A special consequence that you
Stains: The currency of negative karma,
can choose to apply should you Concede in
earned through behavior unbecoming of
the duel.
a samurai.
Deeds: Noteworthy events from your past
Storms: Vicious and powerful maneuvers
that you can draw power from.
that Sensei can make against the players
Disfavor: Sensei cards invested into a Faction, when all four Jokers are revealed.
representing enmity against the Pack.
Strike Range: The maximum “honorable”
Faction: a SC which the players can sway difference that your card can have over
to their side with roleplaying and by your opponent’s when Countering.
investing favor cards. Playing outside this Strike Range
Favor: Player cards placed face-up on a represents action unbefitting a samurai,
Faction, representing goodwill and favors and earns you Stains.
owed to the Pack. Stunt: A special action that uses your bike
First Founding: the game-starting flashback stats in place of a card value.
scene that constitutes both tutorial and Sustenance: A Pack Resource linked to
world-crafting. food, currency, and trade goods.
Hand: The cards that you hold, which you Tech(nique): A special power the motobushi
use to make plays in a Duel. can evoke to affect Duels and other
Initiative: the first card revealed during aspects of play.
a duel. Tiers: The levels of a character’s skill. Pack,
Karmic Retribution: The character- Sword, and Highway each has its own
changing consequences of dishonor and four-tier progression.
lack of emotional self-control. Whenever Waves: Actions that Sensei takes against the
you accrue seven Stains, you suffer a players, triggered by the revelation of both
Karmic Retribution. player-deck Jokers.
Ki: A pool of tokens primarily used to Wild: When a card is allowed to be played
empower your fighting style techniques. wild, it has any legal value that its
Legacy: Your collected list of Deeds. player declares

18
At Dawn, We Ride:
Pack Creation
“A samurai with no group and no steed is not a samurai at all.”
- Yamamoto Tsunetomo, Hagakure

By this point, you should have already Pack’s Legacy. Who survived that event, to go
completed your First Founding. The pages on and found the Pack? Was it the majority
that follow will guide you through the of the group—or a smaller breakaway
process for creating your own Pack. Make contingent? Did the Pack founders decide to
sure to have the rest of your Pack with you, defy orders to save their lives—or are they the
as several of the steps require the presence of sole survivors of a glorious suicide charge?
the entire group at the table.
How long has passed?
Let the Past be the Past… How much time has passed since the
For Now First Founding and the present day of the
game that will follow will drastically change
Most characters will have complicated your character options. If 30 or more years
pasts. Many motobushi are actively fleeing have passed, then there’s a good chance that
those secret histories, and it’s not necessary some or even all of the original founders
for the rest of the Pack to begin the game might no longer be around. New generations
with foreknowledge of these secrets. of riders will have come and gone: some,
During creation, focus most upon your children of original members following in
motobushi’s present and future, and provide their parents’ footsteps; others joining as
only a handful of vague but enticing hints Shinmai and working their way up the ranks.
into her past. The past is a huge part of
this game, but it works best if allowed to On the other hand, if your game starts
develop and emerge on its own during later mere weeks or months after the end of the
in-game flashbacks. Don’t create a detailed War, then the events of the First Founding
background, just tell us who your motobushi will be very heavy within the minds of the
is right now, and let the rest make itself riders. A few other soldiers from the allied
known gradually through play. units might have joined up—or perhaps only
those First Founding survivors still ride.
Incorporating
The First Founding Who (if anyone) is still around?
Are any of the original founders still
If you haven’t done the First Founding
around? Are any of the players going to
yet, you should do so before engaging in the
continue playing those founders? This is
longer process of character creation. The
certainly an option, regardless of the time gap
rules for running a First Founding are in
between Founding and the start of the “Game
Sensei’s chapter (p. 87).
Proper.” Maybe the youngest recruit at the
Founding is still riding with the Pack a century
Who founded the Pack? later. Or maybe the old Sarge is still around
Remember: the events of the First on the periphery, now acting as Daimyo (liege
Founding set the stage for the rest of the lord) to a new Pack of wandering soldiers.
19
On the Use of Templates Pick Your Gear
Give yourself an array of sensible gear. This
By default, Character Creation is based is almost entirely for narrative color.
on quick mostly-done templates, using the
“Guided Creation” option on the next few
pages. If you’re new to the game and want
Guided Creation Flow
to get through this stage quickly so you can Step 1: Who is Leader?
move on to more active play, just fill out a One of you should be Leader, taking the
sheet using one of the character templates and Taicho template (p. 38). This is an important
move through the process with your group.
decision, and should be made before anyone
Your Sensei might offer you the choice to
else picks their characters. It is possible to
use the detailed system below, and allows for
begin a game without a Taicho, but this is
significantly more customization.
an advanced option, so check and make sure
If you are unsatisfied with the basic Sensei is okay with it.
templates, you can instead build a character
from scratch (this option will work best Step 2: Pick your Role Template
for experienced players). This procedure The Pack Roles (starting on p. 31) are
supplements the Guided Creation process. based on thematic archetypes within the
You’ll need to make use of the extended genre. Each Role has an example character
character options, starting on page 25. The that serves as a basic character template.
custom process is below: Everyone else should look over them and
Balance Your Alignment (p 26) choose one of those templates to play.
Within each of the three codes, divide
six points between the two stats, with a Step 3: Tweak the Template
minimum of 0 and a maximum of 6 per stat. Each of the base templates received two
free character Evolutions (see Evolution
Choose Your Birth Sign (p 29) section page 48), which have already been
Write down your choice, take note of any invested in the power trees of Pack, Sword,
special requirements, and write down and Highway. Should you wish to change
theTriggers. your Birth Sign, Fighting Style, Bike, or
Evolutions, go through the custom creation
Choose Your Role (p 31)
steps above.
Pick one of the core Pack Roles. You get the
first-tier Tech for free. Make sure you understand the following
bonuses as supplied by your evolutions:
Choose Your Fighting Style (p 39)
Pick one of the seven Core Fighting Styles. TT Hand Size +X: Your base hand of cards
Then pick a first-tier Common Style Tech. is permanently increased by 1 card. The
default hand size is 2 cards.
Choose Your Bike (p 44)
Pick one of the seven core bikes. You get the TT Strike Range +X: This permanently
first tier empowerment for free. increases your base Strike Range for
Counter and Escalate actions in Duels.
Choose Your Evolutions (p 48)
TT Ki Base +X: This permanently increases
You get to choose two Evolutions to spend
your Ki Pool by 1. The default Ki Pool
within your three trees. See evolution rules
starts at 7. Ki is used primarily for
on p. 48.
empowering duel Techs, and replenishes
Build Your Hand via Flashbacks and Birth Signs
Your initial Hand size is two cards plus
any additional bonus cards you might have Step 4: Understand the Codes
acquired from investing starting evolutions Each template features three Alignment
in your Style tree. Codes: Laws of the Pack, Way of the

20
Sword, and Code of the Highway. We’ll TT Shinmai (Prospect): Against any other
henceforth refer to these as the Alignments Pack Members, you can play Aces as 14s
and the Codes, interchangeably. Dedication or 1s - choose after reveal.
to these codes is a crucial part of the moto-
bushi lifestyle. Each code has a Rejection
Step 6: Sacrifices and Deeds
Your Deeds are past exploits which
stat (re) and an Embodiment stat (em), a
you can reflect upon during Duels and
related Power Tree, and a mechanical realm
Gambits to gain additional power. Deeds
of empowerment. Respectively, these are:
are primarily rooted in difficult choices that
TT Laws of the Pack: Pack Role. Nomad you had to make in order to pursue the
(re) vs Brotherhood (em). Empowers motobushi lifestyle. Your lists of Deeds are
bonus draws. called Legacies, and each Legacy is attached
to one of the three Alignments. The first
TT Way of the Sword: Fighting Style.
Deed of each Legacy is always a sacrifice.
Water (re) vs Steel (em). Empowers
strike range. During Pack Creation, you and your
TT Code of the Highway: Motorcycle. fellow players will work together as a group
Will (re) vs Destiny (em). Empowers Ki to define the initial three Deeds of each Pack
recovery. member. This is a whole-group effort that
could take some lengthy table-time: each
The two stats in each code must always
player will describe aloud a sacrifice for the
combine to six, and neither can ever be above
player to her left, the player to her right, and
6 or below 0. See p. 26 for full details on
finally for herself.
codes.
TT (To Your Left) Laws of the Pack: The
Step 5: The Chain of Command Brotherhood Sacrifice—Name another
The Taicho now picks one or more of the member of the Pack (player at the table),
motobushi to serve as his “High Command.” and describe how they have wronged
At most one-third of the non-Leader players the samurai to your left, and how the
can be assigned to this rank, but only one samurai to your left was forced to let it go.
need be chosen. It is the chosen players’ choice TT (To Your right) Way of the Sword: The
to accept or not. Everyone else is either of Murder Sacrifice—Name one person
Masked rank in the Pack, or a Shinmai. Once the mobobushi to your right has killed in
the ranks are set, have each player take note of pursuit of the Pack’s goals, and why.
their special rank ability below. Rank abilities
can only be used when dueling directly against
your own Pack mates.

TT Taicho (Pack Leader): On your first


turn in a Duel that you initiated against
another Pack member, you can return
your initiative card to your hand and
play a different one, before revealing it.
TT Junshou (High Command): Once per
conflict, can force a lower-ranked Pack
Member opponent to discard their last-
played card and play another in its place.
TT Keisotsu (Masked): Against any other
Pack Members, your Concedes cannot be
countered or escalated.

21
TT (Yourself) Code of the Highway: The a revengeful ghost and shows great
Relationship Sacrifice —Name one determination, though his head is cut off,
relationship that you have abandoned he should not die.”
(or one that has abandoned you) due to TT “One should always take the attitude of
your pursuit of the wandering mobobushi standing above others in martial valor.”
lifestyle.
TT “In the midst of a single breath, where
These should all be separate moments from perversity cannot be held, is the Way.”
each character’s past. Write down each of
them in the related first Deed slot under that TT The way of the perfect warrior lies in
Code’s Legacy. Keep them short and simple, so knowing when to wait, when to prepare,
that they can be further embellished later in and when to strike.
play as you call upon and flash back to them. TT The unbloodied blade must never be
“I killed my brother because he was a snitch” sheathed.
is a good Sacrifice, while anything with deeper The pen is mightier than the sword,
TT
fleshing-out should probably be simplified. unless your opponent has a sword.

Step 7: Chose Your Maxims Highway


For each of your three Codes, you should TT “Living without mistakes is truly
write a short descriptive statement that you impossible.”
feel captures the current balance of your stats TT “Be true to the thought of the moment, and
in that Code. It should be a statement that avoid distraction.”
your motobushi would feasibly make while
TT “There is surely nothing other than the
ruminating upon the subject in private, or
single purpose of the present moment.”
when questioned while drunk by a friendly
geisha. Below are some examples, taken both TT “The true outlaw finds the balance between
from genre inspirations (the italicized quotes) the passion in his heart and the reason in
and Motobushido playtesters. his mind.”
TT The law and the road are one.
Pack
TT True freedom requires sacrifice and pain.
TT “Though I am born seven times, each time I
will be born as a samurai of my Pack.” TT The true outlaw must balance the
passion in his heart with the beer in his
TT “A samurai’s word is harder than metal.”
belly.
TT “Every morning one should first do reverence
to his master.” Step 8: Hope, Hate, Love, and Doom
TT “For a warrior, there is nothing other than Now, state your Hope, your Hate, your
thinking of his master.” Love, and your Doom, using the following
structure:
TT It is unfitting that one should be ignorant
of the history and origins of his Pack and TT For Hope, tell everyone your motobushi’s
its retainers. greatest unattainable desire. “I want
TT Brothers before Lovers. nothing” is not an acceptable answer.
TT You have to protect what’s yours and your TT For Hate, tell everyone the most
Pack’s. despicable thing your motobushi has ever
done to an enemy. “I have no enemies” is
Sword not an acceptable answer.
TT “By just one single word, martial valor can
TT For Love, tell everyone the most
be made apparent.” despicable thing your motobushi has ever
TT “With martial valor, if one becomes like done to a lover. “I’ve never had a lover” is
not an acceptable answer.

22
TT For Doom, predict your motobushi’s TT Always leave a town by a different route
death, based on his current course in from that on which you entered.
this life. TT Never ride in a cage.
Step 9: Pack Details TT Never cause pain to a dog.
Discuss and decide on the various
Rites of Initiation:
elements of the Pack. All of these will be
What is the final ritual that a Shinmai must
written down in the Leader’s logbook, and
undergo to earn his Mask in the Pack? Must
will help establish the Pack as its own entity.
he duel another member, maybe even kill
The following are the most important, and
one? Must he contribute some great piece of
other details might also be helpful:
art? Must he find another Shinmai to take
his place?
Masks:
Your Mask is your most important personal Pack Name:
article. It is the face you will show your What do you call yourselves? What name
enemies, your Pack identity physically or names do others call you? While not
manifested. What does the mask look every gang of motobushi gives itself a Pack
like—vicious oni, snarling boars, painted Name, they are almost certain to have
tiki faces? Do you all wear the same masks, some kind of epithet applied to them by
or are they personalized to the wearer? the inhabitants of the regions they most
Under what circumstances are Pack frequently roam.
members required to go masked? Most
Packs favor either the mempo (full-face) Pack Symbol:
or hoate (nose-and-below) masks. What What is your symbol (also known as
about yours? your mon)? Is it a flag? A banner? A gory
spear‑mounted boar’s head that’s been tarred
Hair: and painted?
How does the pack require the members’
hair to be styled? In braids or knots? Shaved The Other Guys:
in the back? Long and flowing? Mohawks? It is assumed that there are other motobushi
who ride with the players’ characters, filling
Command Icon: out the Pack ranks. Maybe one of them
The leader always has some icon of command, drives the Pack’s “war wagon,” carrying
some physical thing that designates him as their extra stuff around behind the convoy.
leader. It is most often an engraved baton of These riders don’t necessarily need to be
some kind, which can be held aloft, worn at named now, but they are all assumed to
the belt, or kept in a gilded case. What is your be of “Masked” rank. Future characters
Pack’s command icon? A badge? A baton? in the group will most likely come from
A ring? A particular bike? this retinue. Until then, however, these
additional riders exist entirely as non-
Taboos and Superstitions:
mechanical color.
Come up with one to three superstitions
that your Pack follows. Are there rituals you The Pack Legacy and First Deed:
adhere to? Things you just refuse to do? Like the characters, your Pack itself has
its own Legacy and Deeds, which will be
Examples:
created as the story progresses. For now,
TT Never touch another brother’s bike.
write down a one-sentence summary of the
TT Never sleep in the same place twice. First Founding events as the first recorded
TT Never start your engines on Tuesdays. Deed on a separate "Pack History" note
sheet. This Deed is now accessible to any
TT Always listen to the advice of the street Pack Member as if it were their own.
cleaners.

23
Step 10: Initial Pack Resources The Little Details
There are three Pack Resources which Obviously you will have your weapon and
must be managed during play. They are: bike, but you should also write down any
Morale (vice, satisfaction, and general Pack other specific pieces of gear you feel might
morale), Sustenance (food and money), and be important. Consider things such as your
Operations (gas and vehicle repair). High armor, fan, kimono, tobacco box, and so
levels are good, and low are bad. on. Maybe you keep an arquebus in your
saddlebag, and a pair of kiridashi in your
To determine initial ranks, the player of boots. Additional gear won’t always have
either the Shingari or Taicho (if the Shingari a strict mechanical use in the game, but it
is not in play) role draws three cards from can be important for developing flavor and
the top of the shuffled player deck, one for fleshing out your character. Don’t go wild
each Resource. For this draw, Jacks are 11, with this part, unless Sensei and the rest of
Queens 12, Kings 13, Aces 14, the Red Joker the group are on board. Just give yourself the
is 1, and the Black Joker is 15. That player items which seem reasonable for the person
assigns each of the three cards to one of the you have just created.
three Resources, and records them on the
Name your character, if you haven’t
Pack sheet.
already. Your Pack is now created and ready
It is possible to have really high draws to ride. Rubber side down, my friend.
for all three. That’s okay—it just means
that your first session or two will be fairly
low‑threat. Enjoy it while it lasts. If all three Resource Ranges
are really low, then get ready to fight for your 0 Depleted
dinner tonight.
1–4 Threatened
5–10 Subsistence
11–14 Surplus
15+ Bountiful

Example: The Taicho Kuwei draws three


cards, getting a Jack (11), a 3, and a 7. He
assigns the Jack to the Pack’s Sustenance, the 3
to Morale, and the 7 to Operation. This means
that at the start of the game, the Pack will have
a small excess of food and money (Surplus
level), and just enough fuel and spare parts
in order to ensure nominal transportation
efficiency (Subsistence level). However, they
are in dire need of some entertainment and
break-time, and if they don’t get it soon,
they will be in for some rough times ahead
(Threatened level).
Blood, Grease, and Steel:
Detailed Character Options
First Founding Templates The Kohei (The Veteran)
TT Pack: Nomad 2 / Brotherhood 4. This
These are only used in the First Founding unit is your family, but sometimes family
scene, which will be played out at the can be wrong.
beginning of every brand new saga, before
actual Pack Creation occurs. TT Sword: Water 0 / Steel 6. War is
violence, and anyone who says otherwise
The Bakushi (The Sapper) is a fool. You are the sword. You are the
bringer of death.
TT Pack: Nomad 4 / Brotherhood 2. The
unit treats you as an outsider, but you feel TT Highway: Will 3 / Destiny 3. You stand
them beginning to warm to you. on the cusp of decision and fate. The world
is your oyster.
TT Sword: Water 2 / Steel 4. Words have
their uses, but they are no match for the TT Reason to Live: There will be other wars
strength of a good blade. to fight, mark my words.
TT Reason to Die: Been campaigning too
TT Highway: Will 2 / Destiny 4. The gods
long; I’m due for my moment of glory.
have shown me guidance and truth. I have
my doubts, but who am I to question my The Nariagari (The Glory Hound)
place in this world? TT Pack: Nomad 5 / Brotherhood 1. These

TT Reason to Live: To die would be a waste duty-bound knuckleheads could benefit


of my skills. from some gumption and excitement.
TT Sword: Water 2 / Steel 4. Words have
TT Reason to Die: My self-sacrifice would be
their uses, but they are no match for the
most wonderfully explosive, indeed.
strength of a good blade.
The Gunsou (The Sarge) TT Highway: Will 2 / Destiny 4. The gods
TT Pack: Nomad 0 / Brotherhood 6. The have shown me guidance and truth. I have
unit is mother and father and lifeblood, my doubts, but who am I to question my
and worth more than any one member. place in this world?
TT Sword: Water 2 / Steel 4. Words have TT Reason to Live: It would be pointless to
their uses, but they are no match for the die for a lost cause!
strength of a good blade. TT Reason to Die: Glory! Rah!
TT Highway: Will 3 / Destiny 3. You stand
on the cusp of decision and fate. The world The Sekko (Scout)
is your oyster. TT Pack: Nomad 3 / Brotherhood 3. The
unit is as close as your family back home.
TT Reason to Live: When this is over, I will You have to declare your loyalties, and soon.
return to hit the enemy even harder.
TT Sword: Water 2 / Steel 4. Words have
TT Reason to Die: Orders are orders, boys! their uses, but they are no match for the
Charge! strength of a good blade.

25
TT Highway: Will 1 / Destiny 5. The highway TT Highway: Will 3 / Destiny 3. You stand
calls me, and one day I will know my place on the cusp of decision and fate. The world
in its designs. is your oyster.
TT Reason to Live: They’d never find me, TT Reason to Live: There is so much more to
never even see me leave. life than death for a lost cause.
TT Reason to Die: Deserters are the worst TT Reason to Die: The soldier’s true purpose
kind of scum. is to die for his leaders.

The Shimpei (The New Recruit) Alignment Codes


TT Pack: Nomad 1 / Brotherhood 5. The
Your motobushi must strive to adhere to
unit is better than any family you’ve
three core alignments of belief and action
ever known. If only they would take you
that together define the way of Mobobushido.
more seriously.
These alignments—also referred to as the
TT Sword: Water 4 / Steel 2. Words can be Codes—are: Laws of the Pack, Way of the
stronger than swords, sometimes. That’s Sword, and Code of the Highway. How
what the elders say, at least. best to adhere to these codes is a subject
TT Highway: Will 5 / Destiny 1. My heart’s of much debate among those who live the
desires have never let me down, no matter lifestyle. Some believe that the true samurai
the call of the Fates. should seek to fully embody all three at once
to utmost perfection. You, of course, are free
TT Reason to Live: I’ve never known the kiss
to choose your own way.
of a woman.
TT Reason to Die: I’ll never amount to much These codes directly empower your
in life. character. The numbers in each stat
pair determine your ability to affect the
The Shoui (The Lieutenant) mechanics of Duels. Balance will give you
TT Pack: Nomad 2 / Brotherhood 4. This versatility, while specialization can provide
unit is your family, but sometimes family can great focus and power.
be wrong.
TT Sword: Water 2 / Steel 4. Words have Alignment Shifts
their uses, but they are no match for the There will come times when you are forced
strength of a good blade. to shift one or more of your alignments.
This simply involves reducing one stat in an
TT Highway: Will 4 / Destiny 2. I will follow
alignment’s pair and increasing the other. For
the call of my heart until Fate shows me a
example, if your Pack stats were at 2/4, and
truer cause.
you were forced to make a one-point shift
TT Reason to Live: I’ve got a wife and kids toward Nomad, then you would change the
back home. balance to 3/3. These changes are usually
TT Reason to Die: This is my duty. This is my involuntary, although you can choose to
purpose. modify alignments via the use of evolutions.
Alignment shifts that push your charac-
The Ashigaru (The Grunt)
ter to a rank of 7 in any stat result in what is
Special Note: If there are more than seven
called Alignment Death. Read more below.
players, then all additional players play Ashigaru.
TT Pack: Nomad 3 / Brotherhood 3. The unit On Sixes and Zeroes
is as close as your family back home. You have Obviously, a true samurai will strive to
to declare your loyalties, and soon. fully dedicate himself to all three codes.
TT Sword: Water 3 / Steel 3. Sharpened blade A 0/6 balance in all three stats represents
and skillful tongue each has its place. The the samurai ideal. Such a warrior would be
skill is in knowing which to apply. wholly dedicated to his Pack, and truly at

26
one with the wandering warrior lifestyle. He that code. Likewise, when the character is
would be the perfect weapon, confronting pushed to rank 7 in one of her Rejection stats
death without hesitation, never questioning (Nomad, Water, or Will), she “abandons” that
his place in the world. code. In either case, the character must be
Unfortunately (or thankfully), removed from play following an appropriate
your motobushi are people and far more scene or two wherein this abandonment
complicated than that. The samurai or consumption is played out. While not
described above is technically possible, but all of these must necessarily end with the
will be constantly one breath away from motobushi’s actual death, all outcomes involve
his own demise. This is because 0 and 6 are removing the character from play.
extremely dangerous stats to have. You can find examples of typical Alignment
With a six in any alignment, you are Deaths in the section below. Remember: not
one step away from death, one alignment every death is one of the blood.
shift away from removal from the game. See
Alignment Death below for more detail on The Alignments
that mechanic.
Laws of the Pack
With a zero in any alignment, you lack Mechanical Domain: Bonus card draws at
any innate capability to mechanically excel the beginning of Duels.
(or sometimes even function) in that area. Embodiment Stat: Brotherhood. High focus
With a zero in Nomad or Brotherhood, on Brotherhood will give you more cards
you risk getting no bonus cards before when you act in the interest of your Pack.
duels, severely limiting your options and
significantly increasing the odds that you’ll Rejection Stat: Nomad. High focus on
be killed. With a zero in Water or Steel, Nomad will give you more cards when you
you risk great Stain accrual during Duels. act in your own interests.
In fact, you likely won’t even be able to Pack Rejection: You decide to travel on your
challenge an opponent without taking own, leaving the pack to go Nomad.
Stains. Finally, a zero in either Will or Pack Consumption: Your personality is
Destiny will severely hamper your ability to consumed by the pack entirely, and you
use and regenerate Ki. become just another faceless Mask, an
You can work around zero-ranked stats unthinking tool of the Leader.
with both solid character bonuses and good
roleplaying, but in the long run you will The Laws of the Pack demand your
likely find them to be more of a hindrance dedication to your band of brothers with
than is worthwhile to accommodate. which you ride. While each Pack will have
its own take on the letter of these laws, all
Alignment Death share the expectation that a motobushi be
A character cannot willingly shift any of fully committed to his crew. Your Pack is your
their alignment stats higher than 6 or lower family, and your Taicho’s word is law.
than 0. However, sometimes in-game events For a Taicho, dedication to this code means
and consequences will force the character to taking care of your Pack. These are your
shift a code from 6 to 7. In such an instance, brethren, and if you treat them accordingly
the character has reached the end of her line then they will follow you anywhere. Likewise,
in the game and must somehow be removed you must also prove your worth as a leader,
from play. and avoid letting them down. When they
When a character is pushed to 7 in one step out of line, you must make them realize
of her Embodiment stats (Brotherhood, the error of their ways. Lead by example, and
Steel, or Destiny), she is “consumed” by discipline through example.

27
For the rest of the Pack, following the Laws commitments save that of defeating your
means respecting your brothers, acting in the enemy with total conviction. Those who do
interests of the Pack before all others (including not fully commit themselves to the Way will
yourself ), and following your Taicho’s have more freedom to hesitate, plan, and
command without question. When you don assess strategy.
the mask and colors, you are representing your
Pack, and your actions should loudly support Code of the Highway
the image your Pack presents. To disobey your Mechanical Domain: Ki recovery through
Taicho or to feud against your brothers is to act Flashbacks and Birth Sign Triggers
against the Laws.
Embodiment Stat: Destiny. With greater
Remember that these laws are open to Destiny, following fate and acting on whim
interpretation and may well have nuances will allow you to replenish more Ki.
specific to your Pack. If ever the subject Rejection Stat: Will. With greater Will,
should come into question in play, consult deliberate planning and deeper consideration
your Pack’s Taicho or (more likely) Shigakka. of all of a situation’s variables will allow you
to replenish more Ki.
Way of the Sword
Highway Rejection: You leave the pack to
Mechanical Domain: Strike Range in Duels settle down somewhere, start a family, and
Embodiment Stat: Steel. With high Steel, enjoy a new stage of your life.
your Strike Range will be greater when you Highway Consumption: You take the Sunset
favor directness, intimidation, and straight- Ride, leaving without care or notice, never to
up violence. be seen again.
Rejection Stat: Water. With high Water,
your Strike Range will be greater when you The Code of the Highway represents that
favor fluidity, strategy, and resilience. call to movement that separates common
samurai from motobushi. At the core of the
Sword Rejection: Forsaking violence Code is one primary driving maxim: The
entirely, you leave the pack and give up the Pack Must Ride. The most dedicated Packs
motobushi lifestyle. will always be in motion, never tarrying too
Sword Consumption: Consumed by the long in one place before returning to the
pressures upon your soul from those you road and whatever lies beyond.
have slain, you commit ritual suicide The Code of the Highway is one of
(usually by cutting your stomach). Name conduct while on the road, as well as a
a Second to behead you in the final death spiritual connection to that road. Those
spasms, if you wish. who ride the trails should respect others
who share the same path, for they are
The Way of the Sword represents not of the same ilk: nomads of the highway,
just your dedication to killing, but also your wandering spirits. This Code calls to both
resolve to face danger proudly and overcome warrior and vagrant alike, and in the eyes
it with direct force and immediate action. of the Highway, there are few differences
The true samurai acts purely in the moment. between the two.
There is a time to strike, and that time is
Those who truly dedicate themselves
now. The blow must be sure, the results must
to the Code of the Highway will lose
be permanent.
themselves in the call of the road and their
By committing yourself wholly to the destiny to heed that call. Motobushi with
Way of the Sword, you are assuming that a lesser commitment to this Code possess
your death is inevitable and should not be more inward focus, and maybe even the
dodged. By acting as if you have already ability to appreciate the stability of a more
attained that death, you shed all other stationary life.

28
Birth Signs During play, you must seek out the objects
of your obsession, and try to collect them
Your chosen Birth Sign represents your when possible.
motobushi’s thematic drive. Role-playing
your Birth Sign will both progress the Ki Trigger: You acquire a man-made object
narrative and grant you mechanical boons. of great beauty.
Mechanically, your Birth Sign can be played Lesson Trigger: Your appreciation of
to both restore Ki mid-game and earn something’s beauty causes misfortune for
Lessons for later discussion and voting. Each you or your allies.
Birth Sign is listed with a Ki Trigger and a
Alpha
Lesson Trigger. If you begin to abuse the
You have always been the baddest guy
Triggers, your game might suffer for it, and
around. When you set your sights on the
Sensei will likely have a talk with you.
throne at the top of the hill, people tend
Ki Trigger to get out of your way of their own accord.
When your Ki Trigger occurs during play, Dominance is your destiny.
your character is eligible to restore some Ki Trigger: You get your way by threatening
points of lost Ki. Sensei will choose between or intimidating those beneath you.
the following:
Lesson Trigger: You humiliate an ally or
TT Was the trigger largely caused by your underling.
own actions and/or intentions? If so,
restore an amount of Ki equal to your Beta
Will stat. Some were born to lead, but you were
destined to follow. Leadership has never
TT Was the trigger largely caused by
suited you, and you’ve always been more
circumstance, chance, and/or
comfortable taking direction from those
coincidence? If so, restore an amount of
wiser and stronger. You are empowered by
Ki equal to your Destiny stat.
being put in place by your betters.
Lesson Trigger Special Requirements: Can’t begin play as
When a Lesson trigger occurs, you can write Taicho.
down a new potential Lesson on your sheet.
Lessons must be discussed and voted upon Ki Trigger: You concede in a Duel.
at the end of the session (p. 48). Remember: Lesson Trigger: You concede in a Duel’s
Lessons don’t count unless you learn from third stage, and live.
them.
Comedian
New Signs Some look for opportunities to amass
The list below is far from complete. Feel wealth, or cripple their foes, or lead their
free to come up with new signs that fit your allies to greatness. You, on the other hand,
group, and check out the Mobobushido are ever vigilant for the perfect opportunity
website for periodic supplements. to make others laugh. Call it a gift if you like,
but your destiny lies in the amusement of
The Signs
those around you.
Aesthete
Ki Trigger: You make an in-character joke
All your life, you’ve been drawn to things that
that gets laughed at for real.
possess great beauty. Your appreciation of
such wonders has led you to amass a personal Lesson Trigger: Your sense of humor saves
collection of artistic trophies, which you just the day or gets everyone else in trouble.
might value more than your own life’s blood. Downright Bastard
Special Requirements: Declare the scope of You were born to step on the hopes and
your chosen obsession (Attire, Weapons, dreams of those you love the most. You
Sculpture, Implements of Tea, etc.). can’t help it; if Fate didn’t want you to take
29
advantage of your friends, she wouldn’t have Ki Trigger: You deliver an impromptu
put them in your path, right? one-liner which others feel is truly quote-
worthy.
Ki Trigger: You screw over an ally so you
can get the better deal. Lesson Trigger: You deliver an impromptu
epic monologue that rouses your allies to
Lesson Trigger: Your selfishness puts your
feats of honor and greatness.
allies in danger.
Outsider
Gambler
Destiny determined that you would
For every action, there is an equivalent
never quite fit in. With friends, family,
reaction, as well as a set of odds on how that
or strangers, you miss social cues and
reaction plays out. You were born to bet
misunderstand etiquette. Even among your
those odds. Whether or not you succeed at it
own Brothers, you lurk on the outer fringe
is another question altogether…
of the core crew.
Ki Trigger: You make a wager in-game that
Ki Trigger: Your lack of cultural
is accepted by another character.
understanding offends someone.
Lesson Trigger: You lose a wager big time
Lesson Trigger: Your lack of cultural
and somehow survive.
understanding either saves the day or
Heartbreaker ruins everything.
By the time the other children were learning
Prince
about romantic courtship, you were already
While some were born to be leaders, you
breaking their hearts. You probably have a
were born to be a constant thorn in the
string of broken lovers in every backwater
side of the powerful. You flourish when you
town in the seven counties, and maybe even
challenge your superiors, their actions, and
some young protégés seeking to learn your
their agendas. Most likely your parents were
secrets of guerilla romance.
great leaders, and you chafed against their
Ki Trigger: You lie your way into having sex demanding parentage.
with another character (includes SCs).
Special Requirements: Can’t begin play as
Lesson Trigger: You ruin the life of Taicho.
someone who adores you.
Ki Trigger: You butt heads with your
Lover higher-ups.
You are drawn to passion and romance like a Lesson Trigger: Your conflict with
moth to flame. Your world is full of bliss and higher‑ups causes misfortune to your
fortune when you are infatuated, and blind allies or leads to you getting your ass
misery when that affection is rebuffed or its handed to you.
object turns out to be unattainable.
Sidekick
Ki Trigger: Your flirtations in-game (with Your destiny is directly linked to that of
PCs or SCs) are reciprocated. someone greater. You are drawn to their side
Lesson Trigger: You fall in love, or your love to help them achieve glory and honor. While
is forcefully taken from you. not specifically subservient to them, you seek
Orator to help them achieve greatness.
Great words must be spoken throughout Special Requirements: You must name
history, and by the Fates, you will be the one another motobushi to be your chosen hero.
to speak them. You are always ready with a
Ki Trigger: Your Buddy wins a Duel
quip and a speech, on the off chance of an
through your help as Second.
unoccupied spotlight. You are the kind of
person who always keeps a second pair of Lesson Trigger: Your Buddy loses a Duel
sunglasses on their person. despite your help as Second.

30
Spider Pack Roles
Secrets are drawn to you like flies to a dew-
covered web. Even when secrets don’t make Your chosen Role determines your job
their way to you of their own accord, you within the Pack, and your riding position
are unusually adept at finding them on your when the Pack travels. These core Roles
own and adding them to your ever-growing are based on a fictional merging of ancient
hoard. samurai and American motorcycle club
archetypes and folklore. This is less your
Ki Trigger: You discover a new secret that class and more your caste within the Pack;
could really shake things up. Roles change very, very rarely, and only with
Lesson Trigger: A secret you’ve kept causes special circumstances.
misfortune to your loved ones.
Your Role gives you access to a number
Tragic Hero of powers and techniques. Your main Role
You are destined to follow great causes and Tech will advance in skill and versatility as
fail miserably at them. You can and will you evolve it. Your Secondary Tech serves
succeed at a great many things in life, but as a backup ability, to supplement other
those of the most noble importance will areas of play. Finally, your Fratricide Tech
always call you forth to follow and fall. You only applies when you’re fighting against
can’t resist the call of honor and duty, even if your own Brothers. Remember: Intra-Pack
sometimes your only true accomplishment is conflict is a thing that can, should, and likely
to serve as a lesson to others. will happen in this game.
Ki Trigger: Your attempt to do good causes
Changing Your Role
misfortune in your loved ones.
This is technically possible, but it should
Lesson Trigger: You fail misterably at a always be an extremely big deal within
cause that both Sensei and your Pack feel the game narrative. Switching your
is sufficiently noble. responsibilities within the Pack should only
Wise Mentor happen in moments of either dire necessity
Even in your youth, peers sought you out or, in the case of the elevated Shinmai, great
for your keen insight and sound advice. Your prestige. If the Shinmai has earned his mask,
nature has always been to find someone or the old leader has passed on and it’s time
most in need of guidance, and lead them to elect a new one, play out the scenes and
along what you deem to be a “better” path. rituals in-game.
That guidance isn’t always desired or When this occurs, you don’t gain a new
appreciated, but that’s usually because the Role evolution tree. Instead, erase any major
student doesn’t know any better. tier Role abilities that you have yet to acquire
on your previous Role, and fill them in with
Special Requirements: You must choose
the abilities from the new Role, starting from
another motobushi to be your student.
Tier 1 of that Role. So if you’ve attained tier
Ki Trigger: Your advice leads your student 1 and 2 of Shingari and then switch to Migi
to success. Ude, you keep the two Shingari techs that
Lesson Trigger: Your student exceeds even you’ve already earned. When you gain your
your own capability, or succeeds despite third Pack Tier, you will instead acquire the
your warnings or advice. Tier 1 Tech of the Migi Ude.

By doing this you will miss out on


the top-tier powers of both Roles, but
you will be able to mitigate that with
mechanical versatility.
The Roles Additional Primary Evolutions:
Bosozoku, the Running Tribe TT Tier 4: Your Pack Tier now increases the
Strike Range of your Escalations, as well.
Secondary Tech: When a higher-ranked
member gives you an order, you gain
+1 Strike Range for Duals and Techs
in service to that order if you act
immediately. If you ignore the order or
delay taking action, instead replenish Ki
equal to your Pack Tier.
Fratricide Tech: When you kill another
brother in combat, record a lesson and
replenish Ki equal to their social rank
within the pack: 1 for Shinmai, 2 for Keis-
otsu, 3 for Junshou, and 4 for Taicho. Then
You are a full Pack member, and have gained permanently increase your Ki Pool by +1.
enough recognition to have made a name
for yourself, but either have yet to acquire a Takeda - The Bosozoku
more specialized role within the group, or
Birth Sign: The Beta
simply don’t want the responsibility. If none
of the other Pack Positions interest you, then Style: Sojutsu
the Bosozoku is the default choice. 1st Style tech: Vicious Strike
Playing the Bosozoku: When you pick Bike: Kyosha
the Bosozoku, you are saying, “I want to be Codes:
part of the Pack, but I also want to avoid • Laws of the Pack - Nomad: 3 /
major responsibilities and maintain my Brotherhood: 3
individual versatility.” The Bosozoku template • Way of theSword - Water: 3 /
in this book is an intentionally-balanced Steel: 3
character for those who want to just jump in • Code of the Highway - Will: 3 /
and play without worrying too much about Destiny: 3
strategy. You start with equal ranks in all Starting Evolutions:
stats, and little to no greater responsibility • +1 Ki Pool
within the Pack aside from the usual • +1 Cohort Bonus
requirements of loyalty and brotherhood. It’s
a good template to grab if you want to dive Hahaoya, the Den Mother
in without too much thought to mechanics.

A Note to Other Players: Remember,


the Bosozoku is not a Shinmai. Do not treat
him like one. He is a full-ranked member of
the Pack, and due all respect that deserves.

Riding Position: Bosozoku fill out the


middle ranks of the convoy.
Recommended Birth Signs: Beta,
Comedian, Outsider, Sidekick
Primary Role Tech: Stamp Quickly and
Pass Through a Wall of Iron—The Strike
Range on your Initiative card is increased You are the heart of the pack, counselor and
additionally by your Pack Tier. troublemaker, lover or advisor (or both) to
32
the Taicho. You have the leader’s ear, and Secondary Tech: Whenever any Packmate
frequently use it to your advantage. You are would take Stains in your presence, you
in many ways the other leader of the Pack. can take them instead, without their
You are possibly the leader’s “saddle lover,” or consent, up to your current Pack tier.
maybe the previous leader’s, or even some Fratricide Tech: Whenever a Packmate kills
former leader so embedded in the pack’s another Packmate in defense of your honor,
history that no one really remembers him. you burn Stains equal to your current Pack
Whatever your relationship with the Tier, and both of you record a Lesson.
leadership, you are a force to be reckoned
with. You have some level of sway with the Mitsuko – The Hahaoya
Leader, and all other Pack members should
Birth Sign: The Spider
fear your wrath.
Style: Naginata-Jutsu
Playing the Hahaoya: When you pick
1st Style tech: Float and Sting
the Hahaoya, you are saying, “I want to
influence intra-Pack politics and conflict.” Bike: Hachidori
The Hahaoya works best when he balances Codes:
between resolving intra-pack conflict, and • Laws of the Pack - Nomad: 5 /
causing it. Pitting brothers against each other Brotherhood: 1
and then healing those wounds is where the • Way of the Sword - Water: 3 /
Hahoya excels. He is also explicitly intended Steel: 3
to serve as a foil to the Taicho. Please Note: • Code of the Highway - Will: 2 /
The Hahaoya is so named based on thematic Destiny: 4
archetypes within the source fiction. Like Starting Evolutions:
all roles, this one is open to both male and • +1 Hand Size
female motobushi.
• +1 Cohort Bonus
Riding Position: As the “heart” of the Pack,
you ride in the center, surrounded by Kusawake, the Trail Blazer
the Bosozoku.
Recommended Birth Signs: Aesthete,
Downright Bastard, Prince, Spider
Primary Role Tech: Check and Mate—
The Hahaoya can always block a king
by playing a queen of the same or higher
suit. Note that a following King can still
counter your Queens.
Additional Primary Evolutions:
TT Tier 2: Your Queens of any suit can
now counter Kings. State your decision
to Block or Counter when you play
your card.
TT Tier 3: Every Queen played against you You are the forward scout, the fastest rider
by your opponent restores a point of your in the bunch. Your keen eyes are the Pack’s
Ki the moment it is placed on the table. first line of defense against ambushes and
TT Tier 4: Immediately after initiating other dangers of the open road. A good
a Duel challenge, you may swap any ‘Blazer scouts out the battlefield in advance.
number of Queens from Discard with When traveling, you ride ahead of the pack,
non-Queen cards from your hand. sometimes miles in advance, sometimes just
barely within sight.
33
Playing the Kusawake: When you
pick the Kusawake, you are saying, “I want Shiroichi – The Kusawake
to see what lies ahead, and warn the Pack
of impending danger.” With a Kusawake Birth Sign: The Comedian
in the group, your Pack will have a greater Style: Kyudo
understanding of the road ahead—unless 1st Style tech: The Branch
the Kusawake chooses to use his power to Overcomes the Tree
further only his own plans and ability. After
all, while the Kusawake may have the ability Bike: Kamikaze
to predict many dangers, he is by no means Codes:
required to share that foreknowledge with • Laws of the Pack - Nomad: 5 /
the rest of the group. Brotherhood: 1
• Way of the Sword - Water: 2 /
Riding Position: You ride alone, far ahead of Steel: 4
the Pack, and keep an eye out for dangers • Code of the Highway - Will: 1 /
and ambush. Destiny: 5
Recommended Birth Signs: Comedian, Starting Evolutions:
Gambler, Outsider, Prince • +1 Strike Bonus
Primary Role Tech: Far Sight—When an • +1 Ki Pool
Omen ( Joker) is revealed from the Player
Deck by any player, you can either place it Migi Ude, the Enforcer
on the bottom of the deck, or let it become
an Omen and draw a new card, which
you immediately add to your hand. This
temporarily increases your Hand size
until that Omen is reshuffled. This can be
done a number of times each session equal
to your Pack Tier. Jokers returned to the
deck in this fashion do not trigger Omens.
Additional Primary Evolutions:
TT Tier 4: Far Sight can now be used on
Sensei jokers as well.
Secondary Tech: Outside of a Duel,
once per session per Pack Tier rank the
Kusawake can look at the top cards of
You are the loyal living sword of the Taicho,
Sensei’s deck, then return them to the
and follow even his most despicable orders
top of the deck in the same order. The
with enthusiasm and skill. Your ability to
number of cards he can see is equal to the
follow order without question is crucial to
Kusawake’s Role tier.
your closeness with the Pack’s leader, who
Fratricide Tech: When you kill another frequently calls upon you to perform messier
brother, record a Lesson, eliminate tasks that no one else wants to do. Your
your current Stains, and reshuffle all actions are most effective when they put you
currently-revealed Omens back into at odds with the rest of the Pack, taking the
both decks. burden of your Packmates anger so that the
leader can retain their favor.
Playing the Migi Ude: When you pick
the Migi Ude, you are saying, “I want the
Leader to give me dirty jobs, and I want
to do things that will likely anger the
34
other samurai.” The Migi Ude must walk
a fine line between proving his usefulness Haachi - The Migi Ude
to the group and pissing off the other
motobushi as much as possible. While his Birth Sign: The Prince
powers can be extremely useful to the Pack’s Style: Niten Ichi-ryu
goals, they are also specifically designed to 1st Style tech: Dazzling Display
cause problems each time he uses them.
Bike: Arashi
Riding Position: You ride near the front, Codes:
just behind the Shinmai, if any are present. • Laws of the Pack - Nomad: 1 /
Otherwise you ride immediately behind Brotherhood: 5
the Taicho • Way of the Sword - Water: 1 /
Steel: 5
Recommended Birth Signs: Alpha, Beta,
Downright Bastard, Prince • Code of the Highway - Will: 3 /
Destiny: 3
Primary Role Tech: Dirty Work—When
Starting Evolutions:
acting under direct orders from the
• +1 Hand Size
Taicho, you gain a bonus draw at the
beginning of a Duel for each other • +1 Strike Bonus
present-in-person (in-game and in-scene)
member of the Pack who disapproves of
your current course of action to the point Shigakka, the Historian
of possible retaliation.
Additional Primary Evolutions:
TT Tier 2: …a bonus card draw and a
replenished point of Ki.
TT Tier 3: Should any of the brothers
initiate a Duel with you over your
offending actions, you record a Lesson.
TT Tier 4: The members no longer have to
be physically present in the scene (but
their players must still be at the table).
If they are also in the scene with your
character, their granted bonus is doubled.
Secondary Tech: When you would take
You record the annals of the Pack, help design
Stains for following the Leader’s orders,
their masks, and maintain their mon. You
you can shift them to him instead, or to any
recite Pack histories and exploits at mealtime,
other Packmate near you at the time, with
and keep the crew in good spirits. During
or without their consent. You can shift a
battle, you chant the lineages of the members
maximum number of Stains equal to your
and the exploits of the Pack to bolster the
Pack Tier per Duel or outside action.
Pack’s confidence and intimidate the enemy.
Fratricide Tech: If you do not get into a
Playing the Shigakka: When you pick
fight with a brother at least once during
the Shigakka, you are saying, “I want to
each scenario, you gain non-shiftable
support my brothers in everything they
Stains equal to your current Pack Tier.
do, and make their History known to the
When Dueling another brother, you can
world.” The Shigakka is very much a support
spend their Stains as Ki. If you lose, all of
character, but that doesn’t mean she can’t
their Stains are moved to you.
act on her own. While her Role techs focus
on enhancing her Packmates’ abilities and

35
serving as a Second in Duels, her Style techs
Codes:
and other core mechanics make her a capable
combatant in her own right as well. • Laws of the Pack - Nomad: 0 /
Brotherhood: 6
Riding Position: You ride second-to-last, • Way of the Sword - Water: 4 /
Steel: 2
just ahead of the Shingari.
• Code of the Highway - Will: 2 /
Recommended Birth Signs: Aesthete, Destiny: 4
Orator, Spider, Wise Mentor Starting Evolutions:
Primary Role Tech: Master of the Annals— • +1 Cohort Bonus
Before another Brother engages in a • +1 Ki Pool
Gambit or Duel, recite aloud an inspiring
piece of that character’s history with the
Pack. The rest of the play group must Shingari, The Tail Gunner
deem it suitably glorious, or otherwise
significant in its immediate relevance.
If a Gambit: The player’s total card ranks are
increased by your Pack Tier.
If a Duel: That player acquires a temporary
“Glory Pool” equal to your Pack Tier.
Glory Points can be spent at any time
during the Duel as if they were Ki, or
to add +1 to a single maneuver’s Strike
Range for each point spent. Glory Pool
cannot be shared, given, or stolen, and it
disappears when the Duel ends.
Additional Primary Evolutions:
TT Tier 4: If you did not choose “Blood” as You are a combination of grease money and
your Demand before a Duel, then you vehicular quartermaster for the Pack, and
cannot be killed in that Duel. also their rear guard. You help keep pace at
the rear, and assist with scrapes and repairs
Secondary Tech: When you serve as
of those who fall behind. You maintain the
Second in a Duel, your Pack Tier is added
scrap and repair supplies, and keep tabs
as a bonus draw to the hand of the Duelist
on the Pack’s collective weaponry. Also
you are supporting.
known as the “road captain,” the Shingari
Fratricide Tech: When you kill another traditionally plans the travel routes and
Brother, your Ki Pool is completely makes sure everyone gets there sooner or
replenished after the Duel ends, and later. When a rider pops a flat or springs an
all other Pack members’ Ki Pools are oil leak, you’re there on the spot to fix it. You
immediately reduced to zero. are always the last one out.
Playing the Shingari: When you pick
the Shingari, you are saying, “I want to hold
Nioboyuki - The Shigakka the rear, pick up the slack, keep our Bikes in
good shape, and keep a good eye out for my
Birth Sign: The Wise Mentor
fellows.” The Shingari works best as a stra-
Style: Hou-jutsu tegic and deliberate character. Riding in the
1st Style tech: Fire from the Hip rear, he has a lot of time to observe things
before he needs to act. With careful planning
Bike: Tora
and a keen eye for Operations management,
he can be quite a formidable character.

36
Riding Position: The Shingari always rides
at the very rear to help out any stragglers Bike: Inazuma
who lag behind. Codes:
Recommended Birth Signs: Gambler, • Laws of the Pack - Nomad: 2 /
Lover, Spider, Wise Mentor Brotherhood: 4
Primary Role Tech: Salvage–You treat the • Way of the Sword - Water: 2 /
Steel: 4
Discard Pile as a Faction during Duels.
• Code of the Highway - Will: 2 /
You can only access a limited number of Destiny: 4
cards at the top of the Discard Pile, up to
your Pack Tier; and each play costs you 1 Starting Evolutions:
point of Ki. • +1 Hand Size
• +1 Cohort Bonus
Additional Primary Evolutions:
TT Tier 4: When a card would normally be
flipped over and set aside during a Duel, Shinmai, the Prospect
you can spend a number of Ki equal to the
current Duel stage to send the card to the
top of the Discard Pile instead. Addition-
ally, the Sensei Discard Pile is now available
to you, with the same restrictions.
Secondary Tech: Once per session, you
can shift points between any two Pack
Resources. The maximum number of
points that can be shifted is equal to your
Pack tier.
Fratricide Tech: When you fight against
another brother, you can draw on your
superior knowledge of supplies and
engineering to spend Operations like
Both a Role and a Rank, the Shinmai is the
Ki. This represents sabotage, jury-rigged
new guy, petitioning to join the ranks of the
weapons and tools, etc. When you kill
Pack. You are frequently sent on minor and
another brother in a duel, increase Pack
potentially embarrassing errands considered
Operations by the total number of
beneath the full members. As the newest
Dots filled on their Highway diamond
candidate for membership to the Pack, you
(including the first one).
are under the heel and command of every
Special: If the Shingari is in play, he has final other Masked member.
say on any and all player uses of the Op-
You always ride fairly close behind the
erations pack resource, unless overruled
Taicho. The rest of the Pack watches you,
by the Taicho on a case-by-case basis. Ad-
observing your behavior. Over time they
ditionally, the Shingari player may never
will determine if you deserve to wear the
shuffle the discard pile.
Mask of the Pack, and become one of the
motobushi. After a trial period, the Pack
members will give their final thoughts on the
Budo – The Shingari matter to the Taicho, who will weigh their
Birth Sign: The Gambler counsel and determine whether or not you
are ready. It’s up to you to earn their respect.
Style: Zanbato-ryu
1st Style tech: Deepest Sleeves Playing the Shinmai: When you pick
Hide Secrets the Shinmai, you are saying, “I want to
perform the Pack’s errands, and earn respect
37
by climbing up from the bottom.” You’re
going to get shat upon and sent off to do Michiko - The Shinmai
stupid errands, and you’re going to love Birth Sign: The Orator
every minute of it. Being the low man on Style: Tessen-jutsu
the pole has great advantages, and chances
are, you are going to cause many problems 1st Style tech: Split the Hair
that the others will have to clean up. As a Bike: Saijin
player, if you revel in this Role and play it Codes:
for all it’s worth, the narrative rewards will
• Laws of the Pack - Nomad: 1 /
be great indeed. Brotherhood: 5
• Way of the Sword - Water: 3 /
Riding Position: Behind the Taicho, so Steel: 3
others can judge your worth. • Code of the Highway - Will: 4 /
Recommended Birth Signs: Beta, Destiny: 2
Heartbreaker, Lover, Sidekick Starting Evolutions:
Primary Role Tech: The Low Road— • +1 Strike Bonus
Being the low man on the totem pole has • +1 Ki Pool
few advantages, but sometimes there’s
hope to be found in unlikely places.
Normally, only a two can counter an ace, Taicho, the Pack Leader
but you can counter any Ace with twos
and threes.
Additional Primary Evolutions:
TT Tier 2: You can counter any Ace with
twos, threes, and fours; or ignore this
evolution and immediately take the Tier
4 power instead (with unanimous Pack
approval).
TT Tier 3: ...and counter any Kings with
twos and threes; or ignore this and
immediately take the Tier 4 power
instead (with unanimous Pack approval).
TT Tier 4: You’ve earned the right to a
trial for acceptance as a fully-Masked You lead, and the rest follow. Your word is
member. Play this out in-game. If law, and a strong leader will be prepared to
successful, pick a new Role, and replace enforce that law as necessary. You are the
this tier with the first tier Tech for that rider the enemy will see first, and thus must
Role. You retain all previously-earned embody your Pack’s spirit.
Shinmai Role powers and now have the Playing the Taicho: When you pick the
rank of Masked (Keisotsu). Taicho, you are saying, “I want to give orders,
and have the other motobushi obey me
Secondary Tech: For each new game
without question.” You are in charge and you
scenario, you can ignore the first Stains
should make that apparent. Determine in
you earn, up to your current Pack tier.
advance what kind of leader you will be, and
Fratricide Tech: When you kill another play it up. Don’t waffle, don’t sit on fences.
brother in combat, you immediately earn You’ve got the techs to back up your law, but
your fourth-tier Role Tech, and the Pack mechanics will only take you so far: it takes
must immediately decide whether or not roleplaying skill to really fill out the position
you die or earn your Mask. of Taicho.
38
Riding Position: As the leader, you always Fighting Styles
ride at the front of your convoy. Only the
Kusawake rides ahead of you, far enough When you choose your motobushi’s
to scout out the way. fighting style, you are selecting not only
your preferred weapon, but also your whole
Recommended Birth Signs: Alpha, Orator, approach to martial conflict. Your choice
Tragic Hero, Wise Mentor of preferred fighting style is one of both
Primary Role Tech: The Lord’s Fist—By image and function. Utmost devotion to
spending Ki equal to the current stage of your Style can lead to mastery of that style’s
a Duel, you can Counter or Block with a ultimate Tech; deviation from your training
King and ignore Strike Range. will leave it beyond your grasp forever. How
Additional Primary Evolutions: do you want your character to approach
physical combat? Which ultimate Tech do
TT Tier 2: Any time a King would be added
you hope to attain? Both are important
to the players’ discard pile, you can instead
considerations.
choose to swap it with one of the cards
already invested in an existing Faction.
Style Techs
TT Tier 3: Your Kings can no longer be Your Techs are special techniques you gain
Blocked by other Kings. from mastery of your chosen Styles. At
TT Tier 4: By spending Ki equal to the Sword Tiers 1 through 3 you learn new
current stage of the duel, you can powers from the Common Style Techs (p.
play any card face-down as a King of 41), and at Tier 4 you learn your style’s unique
the same suit. This can be combined Ultimate Tech (below). Unless specifically
with the Tier 1 power by spending noted, all Style Techs require Ki to activate. A
additional Ki. Tech’s Ki cost is equal to the Tier at which
you learned that Tech. So a Tech learned
Secondary Tech: Should you ever suffer a at Tier 2 will cost 2 Ki to activate in a duel,
Karmic Retribution, everyone else in the while your Ultimate Tech will cost 4 Ki.
pack suffers one as well.
Fratricide Tech: When a brother starts a fight Tech Combos
with you and you slay them, remove all of Each description of a core style includes
your stains and gain one free Evolution. advice on what common techs combine
well with its ultimate tech. These are simple
guidelines, and far from the final word on
Haruna Tar-Face — The Taicho the options available to you. There are a
great number of effective tech combos based
Birth Sign: The Alpha
on style compatibility, Alignment arrays,
Style: Itto-ryu Role Techs, and even Bike specialties. Play
1st Style tech: Relentless Assault around with different options and see what
works for you.
Bike: Tatsu
Codes: Core Styles and Ultimate Techs
• Laws of the Pack - Nomad: 2 / Itto-Ryu, the Single Blade
Brotherhood: 4
• Way of the Sword - Water: 1 /
Steel: 5
• Code of the Highway - Will: 3 / You wield the single sword, and are adept
Destiny: 3 at fighting with your off hand empty. Some
Starting Evolutions: variants of this style might involve using
your belt or robe as a countering force,
• +1 Hand Size
although it’s entirely a matter for narrative
• +1 Strike Bonus
color. Itto-Ryu’s ultimate Tech focuses on

39
striking first and striking hard, and will force your opponent to immediately discard
benefit from supplementary techs that that number of cards from their hand. You
increase your Strike Range. must leave them with at least one card.
Ultimate Technique: Iai. Activate this
when both sides are ready to play the Duel Naginata-Jutsu, the Pole Blade
but before any initiative cards are revealed.
In a swift single motion, draw your sword
and strike. Reveal your card and immediately Some may consider the naginata to be a
start the duel in the “Struggle” stage as if you lesser weapon for a samurai to wield, but
had won the first Stage. Your challenge card those arrogant few rarely survive a martial
represents your first play in this new stage, encounter against one. Valued most for its
and it earns Stains as a normal Escalation. If ability to maintain a controlling fighting
your opponent Blocks this card, your Tech distance, Naginata-Jutsu is a particularly
is canceled and you take three Stains unless effective style when combined with Techs
you can prevent that Block. Successful or that increase your versatility or decrease that
not, neither side earns an Allowance through of your opponents.
use of this Tech. Ultimate Technique: Strike at the Heel.
Activate on your turn in a Duel. Name a
Hou-Jutsu, the Guns card value (such as King, Three, etc.). Your
This style is largely open opponent may not play that value during
to interpretation. “The the rest of this conflict. You may spend 6 Ki
guns” in which you have total to name an entire suit instead.
chosen to specialize
could be anything from Niten Ichi-Ryu, the Two Swords
twin revolvers, to a Tommy gun, to mounted
artillery, to a laser pistol. In the end game,
Hou-Jutsu counts on fights where you have
guns and your opponent does not. It is most
effective when used in combination with techs
that increase your hand or decrease your Practitioners of this style—named for a
opponent’s play options. legendary samurai who wielded it—use
both katana and wakizashi when they fight.
Ultimate Technique: This is a Gunfight. Masters of Niten Ichi-Ryu can assault their
Activate when resolving initiative, and earn opponent with a wall of blades, which works
no Stains during this duel if your opponent especially well in combination with Techs
is not also using a gun. that lower your opponent’s hand size.
Kyudo, the Bow Ultimate Technique: Eight Directions.
The most ancient style known Activate this on your turn as a special
to the samurai, the bow remains Maneuver. Play up to 8 cards of any rank
an elegant and highly effective from your hand, spreading them on the
weapon. Those who truly master table in front of you. Your opponent must
Kyudo can rain a hail of death counter or block each card separately within
upon their foes. The bow’s her Strike Range. Any card successfully
ultimate technique is particularly countered or blocked is flipped, as are the
effective when combined countering and blocking cards. Each card
with Techs that increase your of yours that is undefended deals stains to
hand size and Ki reserves. your opponent based on its suit (S/H/D/C
= 4/3/2/1). If more than one card remains,
Ultimate Technique: Blacken flip all save one of your choice or leave the
the Sky. (Cost variable.) On your highest unblocked card face-up as your
turn, spend X number of Ki to

40
move. It is now your opponent’s turn. If your sometimes be found in the skilled hands of
opponent managed to block or counter every wandering samurai. Wielding a greatsword
card, their highest-played card acts as their from the saddle is a feat of tremendous skill
turn. Flip over all the rest. It is now your and strength, and such warriors should not be
turn again. taken lightly. Zanbato-Ryu’s ultimate strikes
are nigh impossible to weather, especially
Using this Tech will not earn you any when combined with Techs that reduce your
Stains. opponent’s options and hand size.

Sojutsu, the Spear Ultimate Technique: Penetrating Strike.


Your next card cannot be countered or
blocked (but it can be escalated). This tech-
nique cannot be used when Escalating a Duel.
Specialists of this straightforward style
can deliver sudden, forceful assaults that
not even the gods themselves could defend
Common Techs
The Common Techs are grouped into
against. Techs that increase Ki pool and
three-tier sets according to theme. To learn
hand size will be very useful for practitioners
any of the later techs in a given group, you
of Sojutsu.
must first learn those that come before it
Ultimate Technique: To Pierce a God. (thus you need to learn the first Anti-Bike
Your next card played is wild and cannot be Tech before you can learn the second, and
blocked. so on).

Tessen-Jutsu, Special Note: All Techs can be used in


the War Fan combination with each other, provided you
can afford the Ki costs, unless specific rules
state otherwise. Go. Play.
The Tessen is an oft-forgotten weapon:
easily concealable and so common that
Anti-Bike
many unwary fighters would scoff at the
1. Unhorse: Activate when Blocking,
idea of one being used in combat. But there
Countering, or Escalating. Opponent is
are legends of entire assault squads being
removed from their Bike. They cannot
defeated by a lone warrior with a will of iron
Stunt or use any Bike powers. They can
and no weapon but his war fan. The Tessen-
re-seat themselves by discarding any
Jutsu style favors versatility; practitioners
card from their hand during their turn.
will benefit from learning multiple techs of
contrasting function in order to be ready for 2. Low Blow: Activate when Countering
anything at any time. during (or Escalating to) the Struggle
Ultimate Technique: Not What You or Finishing Blow stages. Take 2 Stains.
Were Expecting. When you learn this tech, Lower your opponent’s Bike Endurance
pick any common Tech and write it down by your current Strike Range.
as your fourth-tier tech. When you activate
3. Spear in the Spokes: Activate when
it in a Duel, you can also activate another
your opponent declares use of a Bike
common Tech you know for no additional
Stunt to cancel that Stunt. Your
Ki cost.
opponent must still spend the Stunt’s
Ki cost.
Zanbato-Ryu, the Greatsword
Blocking
1. The Branch Overcomes the Tree:
Use when blocking. Your opponent’s
No longer common on the battlefield, the following action cannot be a Counter.
massive Nodachi and Zanbato can still
41
2. The Tree Overcomes the Storm: 2. Staggering Strike: Spend Ki up to your
Use when blocking. Your opponent’s current Sword Tier. Your opponent’s
following action cannot be an Strike Range for their next Counter or
Escalation. Escalation is decreased by the number
of Ki you spent. This Tech does not have
3. Leaf in the Wind: Block your the standard Ki cost based on Tier.
opponent’s Counter with any card from
your hand, played face-down. 3. The Mightiest Mountain Sits Upon
the Simple Earth: Activate before
Directing the Flow Initiative cards are revealed. At the
1. Relentless Assault: Your next card can start of each stage (including the
only be countered by another card of Confrontation), pay additional Ki equal
the same suit. to the stage (1, 2, or 3). Until the next
Escalation or Concession is resolved,
2. Catch the Blade: Use immediately your opponent cannot play outside their
after your opponent plays a Counter. Strike Range.
They must now flip that card over and
play another one instead. Cannot be Your Hand
used during the Confrontation stage of 1. The Deepest Sleeves Hide Secrets:
a Duel. Activate immediately after the Duel
3. Reverse the Blade: Use when your questions have been resolved. Spend
opponent Escalates. Their played card an additional amount of Ki up to your
is flipped over and the Escalation is current Sword Tier, discard that many
canceled. It is still their turn. cards from your hand, and immediately
re-draw that same number of cards from
the top of the deck.
Your Strike Range:
1. Vicious Strike: Spend Ki up to your 2. The Darkest Secrets Hold Power:
current Sword Tier. Your Strike Range Functions as “Deepest Sleeves,” above,
for this action is increased by the but draw two new cards for every one
number of Ki you spent. This Tech you discarded.
does not have the standard Ki cost
based on Tier. 3. Anticipated Strike: When your
opponent Counters or Escalates,
2. Spin the Grip: Activate immediately use this technique to take the card
after the Duel questions have been your opponent's played and put it in
resolved. Discard any number of cards your hand. Your opponent must now
from your hand and add that number play another card. If the card is from
to your Strike Range for the rest of Sensei’s deck, return it to Sensei’s discard
the duel. pile after the Duel.
3. Strike without Sight: Your next card
will not earn you Stains if it is out of Their Hand
your Strike Range. 1. Dazzling Display: When your
opponent attempts to Counter, Block,
or Escalate, force them to return their
Their Strike Range
played card to their hand. It is still their
1. Float and Sting: Discard a number
turn. They cannot use that card again
of cards up to your current Sword
until their next turn. You cannot use this
Tier. Your opponent’s Strike Range
against the last card in their hand.
is reduced by that amount for the
remainder of the Duel.

42
2. Reflections of Two Seconds from 2. Cloud of Hornets: Activate when
Now: Your opponent must tell you the Countering or Escalating. If your
lowest or highest card in their hand opponent is not also using a ranged
(your choice). Spend an additional +1 weapon, double your Strike Range for
Ki to force them to tell you both. this maneuver.
3. Blade-Breaker: Force your opponent 3. Challenging Shot: When the Duel
to discard a card from their hand, has ended, but before you discard and
chosen randomly by you. You cannot draw back up, fire off a final shot as
force them to discard their final card in a challenge. Play a single card. Your
this manner. opponent must then play a successful
Block. If they do not, either A) you
Ki-Blocking burn off a number of Stains equal to
1. Split the Hair: Your next strike cuts so the final stage of the Duel, or B) they
close that the only way your opponent gain a number of Stains equal to the
can counter or escalate is by spending final stage of the Duel (your choice).
a point of Ki or discarding a card from
their hand. Stain Affliction
Note: Each Tech in this Tree is a
2. Fierce Spirit: Use after your opponent separate ability, and learning the higher
declares a technique. Spend points of ones does not overwrite the lower. Thus if
Ki up to your current Sword Tier. Your you have both Tier 1 and Tier 2, you can
opponent must now add the number use either one on your turn for that Tier’s
of Ki you spent to the regular cost of associated Ki cost.
their technique. If they can’t afford
the additional Ki or choose to cancel 1. Imbue Strike 1: You can imbue your
the technique to avoid the additional strikes with the power of your battle
expenditure, they must still spend the spirit, making them more difficult to
technique’s regular Ki cost. weather. Activate when you Block,
Counter, or Escalate. If your opponent
4. Denial: Use this to cancel a technique responds with any Maneuver other
immediately after your opponent than Concede, he takes a Stain.
uses it. They cannot re-try the same
maneuver during the current stage of 2. Imbue Strike 2: At this level, the strike
the duel, but they do not lose the initial inflicts three stains.
Ki spent on it.
3. Imbue Strike 3: At this level, the strike
Ranged Attacks inflicts five stains.
Special: This Tech tree can only be used
if your Core Fighting Style is a ranged one General Empowerment
(Hou-Jutsu or Kyudo). Special: This tech tree has three stages.
Each time you dedicate a Style Tier to one
1. Fire from the Hip: Spend 1 Ki to of these Techs, pick one of the following:
activate this on your opponent’s turn, +1 Hand, +1 Ki, +1 Strike Range, or +1
immediately after they’ve played their to “Effective Sword Tier” (for purposes of
card. Play a card directly from the top determining some Style Tech effects and Ki
of the deck. If the card successfully usage limits). These are permanent bonuses
blocks or counters your opponent, it to your character. You cannot take the same
constitutes your turn, ignoring Strike choice more than once.
Range. If card does not block or
counter, discard it, take 1 Stain, and
then take your turn as usual.

43
Bikes TT Rugged (Terrain Stat): Used for Stunts
and Gambits when off-road.
“Our bikes are us.” TT Badass: Used for Stunts and some other
- Sonny Barger, Hell’s Angel options.
In Motobushido, your Bike is as much TT Endurance: This is a meter of how
a part of who you are as your Pack Role, much of a beating your Bike can
your chosen Fighting Style, and even your take. Endurance can get lowered as
very name. The Bike you choose doesn’t consequences of Gambits, Duels, and
just dictate the physical hardware straddled even directly through some Techs. It
between your legs. It determines what you can also absorb Stains by “stain-shifting.”
ride, how you ride, and how you respond If Endurance reaches zero, your bike is
to the pressures of the long road ahead. destroyed, and you cannot access bike-
It colors the way you approach a curve in related abilities until you’ve rebuilt it. The
the road, a long straightaway, or a patch of Operations resource can be used to repair
gravel or mud. You can own and ride bikes of and rebuild damaged bikes (p. 62).
different types, but your heart will only truly
belong to one. The Bikes
A true motobushi is as much at one with her
Bike as she is with her Sword and her Pack.
She gets more joy from the wild ride than from
lovers and family. Her bike is always within a
few dozen strides, fueled and ready to launch.
She might go a few days without riding, but
until she returns to the road, her head will turn
Arashi, the Cruiser: Two Wheels and
every time she hears the growl of another bike
All the Time in the World
passing in the distance. That instinct will last
The freedom to explore, to roam, to see life
her the rest of her life.
without a filter; asphalt blurring inches from
There are eight core Bikes that you can your boots like Satan’s own belt sander. The
choose from, each based on real-world cruiser is the epitome of power and freedom.
motorcycles. Riding your Bike allows you to There are no limits, there is no traffic, there
perform special Bike Stunts to swap out the is no boredom: there is only the ride.
values of cards you play in Duels with the Traits: Relaxed stance; low center of gravity;
values of your Bike Stats (see p. 78). Using easy to re-right; easily customized; long
Stain-Shifting, you can deflect Stains by hauler; terrible off-road
shifting them to your Bike's Endurance stat
(p. 51). Each Bike also has a unique Rider Stats: Tight 6, Open 10, Rugged 5, Badass
Power (listed below). 11 ( J), Endurance 8
Rider Power: If a Duel starts in Open
Of course, the extent to which you can terrain, you gain an additional initial
rely on your Bike will likely be affected by the bonus draw equal to your current
Operations Resource of the Pack (p. 62). Highway Tier.

Bike Stats Hachidori, the Café Racer: Two Wheels


Each Bike has the following five core stats: and Nothing Else
TT Tight (Terrain Stat): Used for
Stunts and Gambits in close, paved
environments, such as city streets.
TT Open (Terrain Stat): Used for Stunts
and Gambits out on the open highway.
44
Messenger bags, leather gloves, and smoked regardless of whether you’re astride your
goggles. Others like the freeways and bike at the time, as long as your bike is
interstates and long and winding roads; the currently in a rideable state. You’re just a
Cafe Racer is an Urban Dweller. Dodge comfort-driven kind of person, after all.
through waiting lines and sneak through red
Kamikaze, the Sport Bike: Two wheels
lights, roll through the stop signs, ignore the
and God’s Own Engine
one-way streets. Get in there, get it done,
and grab a coffee to go on your way out.
Traits: Stripped-down; customized for
speed; lots of little bags; fashionable;
maneuverable; tight corners
Stats: Tight 11 ( J), Open 9, Rugged 5,
Badass 9, Endurance 6
Rider Power: At the beginning of all racing-
or chase-focused Duels, draw bonus cards The feeling of speed removed from limitations,
equal to your current Highway Tier. the primal drive to go faster, faster, faster.
Nimble as a hawk, small as a kestrel, fast as
Inazuma, the Touring Bike: Two a bullet, the Sport Bike is the essence of Go.
Wheels and the Kitchen Sink Traffic means nothing; you dodge through
it. Speed limits mean nothing; no one can
catch you. Fear means nothing; ride well, or
die. Riding a Sport Bike is jumping out of an
airplane: the ride is so awesome, who cares if
the parachute works?
Traits: Straddling-forward stance; nimble
on curves; lower field of vision; really
damn fast; streamlined frame; battery
It’s a Com-Fy-Man with wheels, friend. The problems
best Rides are those without destination—
and this is the bike you want on the best Stats: Tight 7, Open 13 (K), Rugged 3,
Rides. Got something you wanna carry Badass 12 (Q), Endurance 5
along with you? This bike has a place to Rider Power: When Stunting in Open
store it. Need two extra sets of armor and a terrain, your Strike Range is increased by
full complement of artillery? Just throw ‘em your current Highway Tier.
in the side bags. Bungees and straps? You
Kyosha, the Standard: Two Wheels
got ‘em. You want your Old Lady to ride in
and No Bull
style, and never to worry about saddle sores?
Covered. Want to listen to some sweet tunes
while your seat massages your glutes and
your grips keep themselves nice and heated?
You want a touring bike.
Traits: Heavy; comfortable; long hauler;
upright stance; lots of storage; huge tank
Stats: Tight 7, Open 11 ( J), Rugged 5,
Badass 5, Endurance 12 A standard can do just about everything just
Rider Power: Whenever you would gain about well enough. Comfortable enough, and
Morale through your in-game actions, a large enough tank to ride to the backside of
increase the amount gained by your beyond, but light enough for traffic. Enough
current Highway Tier. This occurs clearance and suspension for anything
that even remotely passes for a road. Fast Tatsu, the Chopper: Two wheels and
enough to keep a good pace, but not at the God’s Own Pipes.
expense of comfort, economy, or practicality.
Standards are understated, relentless
competence, mile after mile.
Traits: Versatile; upright stance; easy to
repair; common parts
Stats: Tight 9, Open 9, Rugged 6, Badass 8,
Endurance 8
Rider Power: Standards are easy to repair,
due to their commonplace nature and the When you own the road, who cares what else
ease of acquiring suitable parts. Reduce is out there? Loud, angry, and self-confident,
all total Operations repair costs to your the Chopper is the epitome of cool. With
Bike by your current Highway Tier, the Chopper’s big engine, wide stance, and
to a minimum of 1. Additionally, each the elbows-out handlebars, you ride with an
Flashback replenishes extra Ki equal to aura as big as the world. Anyone who isn’t
your Highway Tier. scared of the Chopper isn’t paying attention,
Saijin, the Dirt Bike: Two Wheels and and no one can even pretend not to notice
a Cloud of Dust when it rolls into town. Never mind traffic;
the Chopper is taking the back way, the
twisty, dark, scary way, and it’ll own every
mile marker.
Traits: Loud; scrap-built; custom frame;
small tanks; very loud; high handlebars;
stripped-down; relocated gear shifter;
extremely loud; zero fucks given today
Stats: Tight 6, Open 12 (Q), Rugged 3,
Anywhere you can go, I can go more. You Badass 13 (K), Endurance 6
keep your highways and your smothering
Rider Power: When you Stain-Shift to your
streets. While you’re riding down the
bike, you pay 1 Endurance to get rid of a
long trail, I’ll be jumping back and forth
number of Stains equal to your current
over you, kicking up a cloud and having a
Highway Tier plus one (so, at a Highway
blast. While you’re riding around in your
Tier of 2, each point of Endurance you
tight formations, I’m going to go ride up
burn absorbs 3 Stains).
the side of that mountain over there, just
because I can. While you’re polishing out Tora, the Dualsport: Two wheels and
your chrome, I’ll be doing flips and shit. Anywhere You Want to Go.
I’ll meet you back at camp, cool? I know
a shortcut.
Traits: Upright stance; all-terrain,
knobby tires; fairly lightweight; smaller
gas tanks
Stats: Tight 7, Open 5, Rugged 12 (Q),
Badass 6, Endurance 10
Rider Power: When Stunting in Rugged Gravel? Snow? Bombed-out stretches of
terrain, your Strike Range is increased by desolate highway covered in the corpses of
your current Highway Tier. cannibal hill-men? No problem.

46
The Dualsport is an all-around go-anywhere Using Deeds
bike for all sorts of weather and roads. Mechanically, Deeds can be evoked in the
While not as hardcore and trick-happy as following ways:
the dirtbike, it’ll get you from one stretch of TT Use during Gambits to draw an additional
asphalt to the next, without much concern card (p. 68)
for the terrain between. What it lacks in
style it more than makes up for in versatility. TT Use to draw bonus cards in Duels (p. 78)
TT Use to establish flashbacks, which can
Traits: Versatile; all-terrain; upright stance;
replenish Ki and earn additional lessons
smooth or knobbed tires; modular gear
(p. 60)
storage
Stats: Tight 6, Open 7, Rugged 10, Badass 7, Defining New Deeds
Endurance 10 When a session ends, some recorded Lessons
may be voted into Deeds (p. 48). Define each
Rider Power: When you reveal your
new Deed with a short sentence describing the
Initiative card at the beginning of any
event in which the Lesson was acquired, and
Duel which you begin while astride your
the role you played in it. “I stormed the hill of
bike, your Strike Range for that card is
Veitar Roko and took his head, despite many
increased by your current Highway Tier.
arrows sticking from me” is a good one. “I slew
Deeds and Legacies the wretched soul-sucker who broke my heart
and betrayed me” is another—depressing deeds
Each of your three Codes has four
make for excellent flashback fodder.
attached Deeds, which collectively constitute
your Legacy for that Code. Deeds are Keep it simple, and leave the details vague.
moments from your character’s pre-game past Since Deeds form the basis of flashbacks
and ongoing exploits which he can call upon later in the game, you need to leave them
to empower himself in the present. Whether open enough so that they can be revisited and
they were great feats of valor or terrible and fleshed out during play.
ignoble defeats, your Deeds were the defining
events that shaped you into the samurai you The Pack Legacy
are today. The past is to be learned from, and Just as every character has her own set of
you can evoke these powerful memories to do Deeds, so too does the Pack as a whole. As
great things in the here-and-now. play goes forward, these Pack Deeds will be
added to the Pack sheet. The first Deed is
Mechanically, you may call upon Deeds always the First Founding, and new Deeds can
to empower Gambits, get new cards mid- be added to the sheet at the conclusion of a
Duel, and trigger Flashback scenes. They are game scenario. Additionally, a new Pack Deed
just as crucial to your character as his Birth is added every time a Pack member achieves
Signs and Bike. her final death. Unlike individual Legacies,
Each Legacy has four deed slots. The the Pack has no hard limit on the number of
first slot is always filled in by the Sacrifices Deeds it can acquire, and any Pack member
that you discussed and created for each can evoke Pack Deeds as they would their own.
other during character creation (p. 21). Over time, your characters will change and
Beyond those initial sacrifices, you can gain evolve, both as people within the game world
new Deeds through the acquisition and and as avatars for the game’s mechanics. The
transformation of Lessons (p. 48). next chapter details those changes, be they
positive progress, or the negative consequences
of circumstance and error.

47
Enlightenment and Damnation:
Character [d]Evolution
Lessons and Evolution allow you to improve your Role, Style, and
Bike over time. Each code has a “Three
“Throughout your life advance Diamonds” tree of upgrades, which you
daily, becoming more skillful than can see on the character sheet. The central
yesterday, more skillful than today.” upgrades are called “Tiers” and unlocking
- Yamamoto Tsunetomo, Hagakure them will significantly enhance your
motobushi. The outer upgrades are lesser
Gaining Lessons (but still useful) enhancements to your
baselines abilities, or one-time character-
You gain Lessons from:
saving boons.
• Playing your Birth Sign (p. 29)
• Completing Flashbacks (p. 59) When you gain an Evolution, fill in a
• Some Fratricide Techs (p. 31) dot connected to an already filled-in dot
on one of your diamonds. (The top dot of
At the end of every session of play, the group each diamond is free, acquired at character
will discuss the Lessons that each character creation.) The left and right side branches
has accrued over the course of that session. mostly contain minor bonuses to existing
After discussion, those Lessons will be voted stats. When you evolve within a code, you
upon by the whole group, to determine if can move down or across, but never back up.
any of them were deemed to have been Once you reach a new tier in an alignment
“learned” by the characters involved. Rules you earn that tier’s new special technique or
for running this discussion and vote are in empowerment. However, any advancements
the Sensei chapter (p. 82) you passed up above are lost forever.
When your fellow motobushi vote that
Example:
you have learned a Lesson, you get to choose
one of the following:

TT Record the events of that Lesson as a


new Deed.
TT Shift up to two total points on your
alignment codes.
TT Gain a single Evolution.
TT Exchange a previously-learned Style
Tech for a different one.

Evolutions
Over time, your motobushi can gain
power and abilities by investing Evolutions
into her three core Alignments (Pack,
Sword, and Highway). These evolutions

48
Later in play, you may decide that a Style Way of the Sword Evolution
Tech you had previously learned just isn’t By investing in the Way of the Sword, you
useful or no longer fits your character concept. can gain additional Fighting Style Techs,
Instead of evolving a new dot on one of your permanently increase your Strike Range, and
code trees, you can erase a Common Tech acquire extra means to cheat death.
you’ve learned and replace it with a different
one, provided that the tech you erased wasn’t Style Technique
a requirement for another tech you know. At each new Tier, you learn a new
Fighting Style Tech. Your first three are
Law of the Pack Evolution chosen from the Common Techs (p. 41),
By investing in the Law of the Pack, you while your fourth and final Tech is the
can gain greater mastery of your Role Ultimate Tech of your core Fighting Style.
Techs, increase your worth in group duels,
and permanently increase your hand size Cheat Death
during play. Each of the right-side branches of the
Way of the Sword tree grants you a new
Role Technique single-use Cheat Death card. (p. 66)
At each new Tier, you earn a new Role
Tech. These are detailed in the Character Strike Range
Options chapter (p. 31). Each of the left-side branches of the Way
of the Sword tree grants you a permanent
Cohort Bonus +1 to your Strike Range in Duels.
Each of the right-side branches of the
Law of the Pack tree will increase the Code of the Highway Evolution
number of cards you can lay out when By investing in the Code of the Highway,
you join a Duel as part of the Cohort (the you can increase the effectiveness of your
default bonus is zero cards; see p. 72). Rider Powers, permanently raise your Bike’s
core stats, and permanently increase your
Hand Size overall Ki Pool.
Each of the left-side branches of the Law Your Highway Code follows the
of the Pack tree will earn you a permanent progression tree shown on the following page:
+1 to your base Hand Size (the default
hand size is two cards).

49
Rider Power Stains
With each increase to your Highway
Tier, your Bike's Rider Power becomes more “A man who has never once erred is
effective. dangerous.”
- Yamamoto Tsunetomo, Hagakure
Ki Pool
Each of the left-side branches of the Violating the codes of the samurai will
Code of the Highway tree grants you a earn you Stains. Stains can represent dis-
permanent +1 to your total Ki Pool (the honor, excessive emotion, actions untrue to
default Ki Pool is 7). oneself, and more. Stains are primarily earned
during Duels, but can also be earned through
Bike Mod Bonus some gambits and even from open roleplaying.
Each of the right-side branches of the For every seven stains you earn, you
Code of the Highway tree grants you a suffer a Karmic Retribution. This is an
permanent +1 to any one of your Bike’s involuntary change to your character.
stats. Excepting Endurance, no stat may be
increaseed above 14. Stains Follow the Player
Stains are carried by the player, not just the
Maxing Out Your Evolutions motobushi. Stains earned by a player during
Given the advancement paths, it is the First Founding carry over to that player’s
certainly possible to eventually fill in all of new character. Should a character die with
your available evolutions. What follows is Stains, and the player make a new character,
ultimately up to you. There’s no reason not all existing Stains are carried forth. Such is
to continue playing, after all. Your motobushi the nature of the karmic cycling of souls.
has become significantly powerful by this
point, so the challenges you face will likely be Stains Earned Through Mechanics
both tough and proportionately rewarding Most Stains will be acquired via explicit
when you overcome them. consequences of gameplay mechanics.
Playing outside your Strike Range in a
At this point, you will no longer be able Duel will earn you a number of Stains
to evolve your character’s abilities along the determined by the current Stage of the Duel.
standard diamonds, although Sensei could Several Techs are built around acquiring or
decide to let you purchase additional Cheat imposing Stains as well.
Deaths (we suggest a cost of two Evolutions
each). You can still use Lessons to record Roleplaying Stains
new Deeds, provided you haven’t filled them Outside of explicit mechanics, Stains can
all in, and perhaps Sensei will allow you be acquired through roleplaying behaviour
to extend those lists even further. If Sensei unbecoming of a samurai. What this may
allows it, you could also acquire additional constitute is left open to the interpretation
Common Style Techs for two or three of your group and your Sensei. The offending
Lessons each. Additionally, Lessons can still actions can be as serious or as silly as you
be used to shift your alignments around as like. For example, the following actions
you see fit, and swap out Common Techs. might earn you one or more Stains:
TT Disrespecting your Taicho or Daimyo
Another option is to retire your current
character and bring in a new one. This is a TT Allowing your skin to touch that of
great opportunity to bring in a new Shinmai. the dead
If the rest of the Pack is in a similar state of TT Too-lenient chastisement of your
evolution, you could also decide as a group misbehaving progeny
to pass the torch on to the new class of riders
TT Too-harsh chastisement of your
in your Pack.
misbehaving progeny

50
TT Not showing enough emotion at the loss Karmic Retribution
of a friend “It is difficult for a fool’s habits to
TT Breaking Pack Taboos change to selflessness.”
TT Eating the last sausage at breakfast - Yamamoto Tsunetomo, Hagakure
without asking Every seven Stains earn you a Karmic
If a character’s actions seem out of sorts Retribution. Sensei will apply one of the
and untoward, chances are they will earn following negative character changes to your
him Stains. motobushi, based on the choices that have led
you to this moment.
Stain-Shifting to Endurance
If you suffer one or more Stains while TT Burn one or more points of a Resource.
astride your Bike, you can use your Bike’s TT Permanently lower a Bike stat by 1
Endurance stat to absorb some of them. Shift one of your alignments by one step.
TT
This is called “Stain-Shifting” and requires This can cause Alignment Death, if the
suitable narration of how you are deflecting crime that earned your Stains is deemed
the karmic blow to your steed. The exchange sufficiently heinous.
cost is 1 Endurance to absorb 1 Stain, and
the maximum Endurance you can burn After Sensei has chosen the form of your
this way in each conflict is set by your Karmic retribution, apply it and then erase
current Highway Tier. If your Bike has no those seven Stains.
Endurance, or you are not astride your Bike Karmic Retribution is usually immediate,
at the time that you suffer the Stain, you but if the current scene doesn’t allow for
cannot shift it. something like that to be played out, then
Example: Budo, the Shingari, has use the following scene of the story to
just won a Duel, but during the conflict showcase it.
he suffered 5 Stains, mostly by playing
outside of his Strike Range. His bike is
the Inazuma, which currently has 12
Endurance. He decides to shift as many
of those Stains as possible. His current
Highway Tier is 2, so after the Duel he
burns 2 Endurance to absorb 2 Stains.
To justify this, he states that his “large
and in charge” riding style affords him
some grace against those beneath him.
However, his chrome took some extra
beating due to his harsh use of the bike
during the fight. He now takes 3 Stains
(instead of the initial 5), and his Bike is
reduced to 10 Endurance.

51
52
SECTION TWO

Proper Ways
to Die
53
The Highway is a
Harsh Mistress:
Playing the Game
“Today, I teach you how to die.
If you survive, I will teach you how to kill.”
— Nameless Motobushi-Sensei

The Unbreakable Rules of Play 6. Jokers take effect immediately. Jokers


are shuffled into the deck face-up. When
Many rules can be bent and broken. one reaches the top of the deck, it
These cannot. Remember them: immediately becomes an Omen (p. 91).
1. The cards are subordinate to the Jokers do not get “drawn” and never go
story. Whenever a card is played, into Hands.
drawn, discarded, or otherwise affected
in this game, for any reason and at any Life on the Highway
time, narration must back it up. As motobushi, you ride the old roads on
a never-ending mission to keep your tanks
2. There are no take-backs. If you
topped, your bellies full, and your way of
put down a card, you cannot then
life intact. You follow the beliefs of the old
voluntarily choose to play a different one
world, now fading or even fully antiquated
instead as an “oops, my bad,” unless that
since The War. Life is not easy, battles are
card is technically not a legal play. If you
hard-won, and there is no guarantee that the
play a card, it has been played.
next horizon will bring anything but sorrow.
3. Suit Order is: Spades > Hearts > The only certainty is that somewhere on the
Diamonds > Clubs (Remember: Reverse long road ahead lies your death.
Alphabetical). If you use a deck with
custom suits, assign the suit order before It’s All About Respect
play begins. To an outlaw, common things like food,
gas, and sake are luxuries, and the motobushi
4. Card Rank is more important than fights to earn every plate, liter, and glass. The
Suit. Suit matters when Blocking, but most valuable of all spoils is Respect, be it
for the rest of the game it is largely in the eyes of leader, brothers, or outsiders.
inconsequential. Five of Hearts beats While respect is most frequently earned
Five of Clubs, but Jack of Clubs beats through force and bloodshed, more than
Ten of Hearts. one motobushi has learned the value of the
5. Everything is Cyclical, Including the nonviolent bargain.
Cards: Two is Low, and Ace is High.
Any Three beats any Two, any Jack The Taicho (Leader)
beats any number card, and the Ace For the Taicho, respect is something earned
beats any Face, but there’s one last trick: through example. Ruling the pack is a
Twos Beat Aces. Any already-played Ace privilege, and not a right. The Taicho rules
can be beaten by a two. because she earned that rank, either through

55
group consensus or outright force. Likewise, The Keisotsu (Masked)
keeping hold of that rule is an active focus, The majority of the Pack are those who
and she must continually enforce her word have earned their masks and ride along
and law. Already at the top, she has nowhere as the “rank-and-file” of the crew. These
to go but down. She must be constantly keisotsu have no rank or responsibility
aware of the strength of her rule. outside of their chosen (or assigned) Pack
The Taicho must maintain absolute rule Roles. While that means less authoritative
over her cohort. She ultimately decides power within the cohort, it also means a lot
everything: destination, riding order, more freedom.
group actions, watch orders, who gets to In larger Packs, the keisotsu tend to care
work and who gets to play. She can (and mostly about respect from their equals.
probably should) also delegate chunks The Taicho leads, and the junshou assist
of responsibility to her underlings. How and enforce that rule, while the masked
she chooses to enforce that rule is largely ranks ride and follow command. Frequently
a matter of her own personality, and the they will be sent to fend for themselves,
relative blood-thirst of the pack. and as such they will care the most about
maintaining camaraderie with the peers they
In the end, it is ultimately the concession will most often be working alongside.
of the junshou and keisotsu members which
keeps her in her position of power. In order On the other hand, some keisotsu may
to successfully dominate, the others must be wish to attain greater prestige, and set their
made to submit, be that submission one of eyes on the treasured junshou rank. These
choice or one of circumstance. warriors will seek to gain their Taicho’s
respect first and foremost, often to the
The Junshou (High Command) detriment of the existing junshou. Few
Pack members who perform well in their leaders will give any recognition to a snitch,
chosen and delegated roles can rise to the but should such attempts at advancement be
valued junshou rank, sitting closer to the bolstered by martial valor, then their chances
Taicho at war councils and enjoying greater of elevation are much greater.
status and recognition. The junshou are those
of the group that the Taicho has chosen to The keisotsu must make certain that their
serve as her “high command” and as such, leader is qualified to ride before them, and
they have her greater respect. this responsibility is a double-edged sword.
Compliance with the Taicho’s orders is crucial,
A junshou should strive to maintain but should she prove to be unsuited for
that level of respect, by performing well in command, the keisotsu have a responsibility
his tasks and guiding the leader to victory. to their brothers to give challenge. Of course,
Simultaneously, he must maintain the should they lose that challenge, then their
respect of the keisotsu by excelling in his brothers can consider them traitor, and treat
status as a “senior” member of the cohort. them as traitors deserve.
Junshou are expected to fight harder, pull
more weight, and speak with more wisdom The Shinmai (Prospect)
than those of lower Pack rank. And yet even Those who seek to ride with the Pack do
with that greater level of respect, the junshou so for a variety of reasons, and most often
is still a follower. The particulars of personal those reasons involve the desire to earn
relationships aside, he is still subservient to their respect. Those whose petitions are
the Taicho. Overstepping the boundaries of considered and accepted must commit
that relationship might be allowed in some themselves wholly to the Pack. This involves
cases, but it’s always a risky move. Offend a period of time in which the Shinmai must
the Taicho too greatly, and she might replace ride alongside his future brothers, and prove
you with another, sending you back down to that he is worthy of their respect.
keisotsu rank… or lower.
56
While different Packs will have different of the junshou or
laws on this, in most cases the climb up will keisotsu members,
be arduous and humiliating. Prospects are outside of that
the lowest of the low on the roster, and are necessary to maintain
given the most menial and aggravating of functional field
tasks. Treated as errand boys, parts monkeys, relations with them.
trash hounds, and scrap-eaters, many
prospects just give up and ride away after In fact, the only other Pack members
getting fed up with demeaning treatment at whose respect they care about are the Taicho
the hands of the motobushi. and sometimes their fellow ronin. The Taicho
gives them orders, and allows them their
In many cases, the Pack wants the greater versatility. As for the latter, nomads
potential recruit to fight back against the will sometimes see each other as competition,
more humiliating tasks. In such groups, the and continually attempt to one-up their
test is in fact whether or not the Shinmai “rivals” as they execute the leader’s will abroad.
just accepts the Pack’s dominance or instead
stands up for himself. Again, every Pack is The Roadies
different, but frequently those prospects who Also known as “roadwives” and “roadboys,” or
show initiative, a willingness to act hard, and just “the rabble,” sometimes a motobushi will
a resistance toward any kind of humiliation take one as a mate. While many motobushi
earn their masks with a greater level of will have past families that they’ve left in
mutual respect. order to pursue this outlaw life, roadies
are specifically non-samurai lovers who
But despite all of this, there is an understand exactly what that lifestyle
unspoken level of respect for the Shinmai. entails. Most roadies are “claimed” by their
This is especially true in long-established motobushi, who are especially protective of
Packs, in which the majority of the current their “possessions.” Sometimes they even ride
ranks were once prospects themselves. While along with the pack, either two-up on the
some may torment the prospect out of actual motobushi’s own bike, or in the separate “war
cruelty, most do so because they want their wagon,” should the Pack have such a thing.
scrappy Shinmai to weather these hardships
and earn his mask. They know that the The relationship between a Pack and its
harder-fought the ordeal, the more that roadies is a complex one, and varies from
mask will mean to him once finally attained. group to group. In fiction from the source
Shinmai who fight the hardest tend to make genres, these lovers are sometimes called “old
for the most loyal of brothers. ladies” and take on an extremely submissive
role to their biker counterparts. In some
The Ronin (Nomads) Packs, these roadies might be seen as group
There are occasionally riders who have earned possessions, in others the Taicho might have
their masks, but due to “complications” they “first pick” levels of dominance, and still
will ride afar and away from the Pack’s convoy. in others they might be entirely separate
These “agents abroad” are known as the ronin, from the group, and maintained as personal
and while they ultimately follow the Taicho’s relationships that only affect the individual
command, they do not otherwise fit into the motobushi.
Pack’s pecking order. However, not all highway love leads to
The ronin will come and go, often this kind of relationship dynamic. There
meeting up for brief stints of the road before is frequently intense and highly complex
riding off on another errand, spending days, romance between the members of the Pack,
weeks, or sometimes even months abroad. taking the term “brotherly love” to entirely
Due to their transitory nature, those who different levels. And many motobushi develop
ride nomad tend to care little for the respect romances completely outside of the lifestyle;

57
frequently those romances cause strife within of the greater world. Should that respect
the pack, and lead the motobushi away from manifest through fear, then so be it.
the road and toward a more sedentary life. Occasionally, however, that fear might
actually manifest as genuine respect for
The Daimyo the Pack, and on such an occasion, a new
Some packs will have a liege daimyo, who potential prospect just might come calling.
must also be afforded a great amount of
respect – sometimes even more so than the If I was wronged by anyone, in
Taicho. Details on playing with the Daimyo or out of the club, I had to be
option are on p. 65. compensated by money or blood.
The Enemy - John Teller, Sons of Anarchy
Every Pack has enemies, and yours is no
exception. Some enmities are based on The way of revenge lies in simply
grudges acquired on the road, some are forcing one’s way into a place and
rooted in the individual characters’ own being cut down. There is no shame
pre-Pack pasts, and others go way back to in this.
the War itself. Dealing with these enemies - Yamamoto Tsunetomo, Hagakure
will be a major component in every extended
Motobushido campaign. Using Your Cards
Encounters will eventually lead to combat Your cards are the mechanical foundation
against these forces. Blood will be spilled, for your actions in Gambits and Duels. Greater
heads will be taken, and transgressions will details on those mechanics are explained in the
be avenged. But even more importantly, next chapter (p. 67). For now, you just need
respect must be earned. It is not acceptable for to understand the basics of how the cards are
the samurai to merely defeat her opponent in used across the game as a whole.
combat. She must gain respect through her
victories, be it from the enemy or anyone else Motobushido uses two decks of cards.
who learns of her exploits. You and your fellow motobushi will all play
from one shared deck, while Sensei plays
By holding true to the core codes of from another. Be you Player or Sensei, the
motobushido, she will not only best her following terms apply:
enemy but also present her actions as the
foundation for future legends. It is the dream TT Draw: When you are signaled to draw,
of every samurai to die a death of glory and remove a card or cards from the top of
valor, and by following the codes, she can see the appropriate deck and place them in
this dream fulfilled. your hand without revealing them to
anyone else.
The Outsiders TT Discard: When you are signaled to
To the rest of the world, the motobushi discard, place the card or cards to be
are just a pack of brigands and miscreants discarded face-up in the discard pile
who steal, murder, and burn. When the next to your deck.
Pack rolls into town, doors are locked TT Play: When you are signaled to play a
and shutters are latched, and the kids and card, place the card face-up on the table
women are brought inside for protection. for all to see.
This is part of the lifestyle, and every
motobushi accepts it by donning the TT Shuffle: When you are signaled to
fearsome mask of their order. To some shuffle the cards, take all cards from
Packs, this kind of fearsome reaction might the discard pile and mix them into the
be considered insulting, but to most, it is appropriate deck, then randomly reorder
just another way of earning the respect the deck.

58
Twos and Aces
Most of the game’s mechanics involves
beating a card with a card of higher rank.
This means that Threes beat twos, Eights
beat Threes, Jacks beat Eights, Kings beat
Jacks, and Aces beat Kings. But there’s one
special trick in Duels that you should know:
Twos beat Aces, provided the Two is
played against an already-played Ace. In
primarily by calling upon Flashback scenes
a Duel, if your opponent plays an Ace, you
(see further below) and by role-playing your
can counter with a Two, and start the whole
Birth Sign (p. 29). You can track Ki with
thing from the bottom again.
tokens or other counters, or just keep a tally
Suits with your pencil.
Suit order is Spades > Hearts > Diamonds
Ki can be used in the following ways.
> Clubs. Suit is used mostly for breaking
ties. A King always beats a Jack, but a Jack TT Activate Bike Stunts during a Duel. Ki
of Hearts beats a Jack of Clubs. This most cost = current Stage of the Duel (p. 78)
frequently comes into play when Blocking in TT Add Bike’s relevant terrain rank to a
a Duel (p. 74). Gambit result,. Ki cost = 1 (p. 68)
Jokers TT Empower most Style Techs. Ki cost
Jokers are used as an important pacing varies (p. 29)
mechanic. In both the Player and Sensei TT Evoke Deeds for bonus cards during
decks, Jokers are always shuffled in face- a Duel. Ki cost = current Stage of the
up—that is, facing opposite the rest of the Duel (p. 78)
cards. When a Joker reaches the top of the
deck, immediately remove it and place it Ki can be restored in the following ways:
face-up next to the discard pile for all to see. TT Flashbacks (see below)
The Jokers represent dark Omens and TT Roleplaying your Birth Sign and
tidings of coming danger, and while in play, activating its Ki Trigger (p. 29)
they give Sensei some extra mechanical TT Spending Morale (p 61)
power. When two Player Omens are
revealed, a Wave is triggered, and if both Flashback Scenes
the Sensei Omens are already on the table
when the second Player Omen is revealed,
Flashbacks are good for:
then the Wave becomes a Storm. Sensei uses
Waves and Storms to move directly against • Telling more about your past
your Pack, as detailed in the Sensei chapter • Recovering spent Ki
(p. 92). • Swapping out cards in your hand
• Learning Lessons from the Past
Player Jokers are not returned to the deck
until after Waves and Storms, and Sensei
Jokers return to the deck only after Storms. Flashbacks are built around the viewpoint
Additionally, while in the same game scenario, of the motobushi whose player requested the
Omens remain in play across sessions. flashback in the first place. Any number of
other motobushi in the group can take part in
Using Your Ki Pool the scene, if the flashback player agrees. The
Your Ki Pool is a versatile personal central character stands to recover Ki at the
resource both in and out of Duels. Ki is end of the flashback, and everyone involved
finite and depletes over time; it is restored can also earn valuable Lessons.

59
A player can call upon a flashback at any until all three stages have been resolved by
time outside of a Duel, provided they aren’t both narration and Gambit. Once resolved,
usurping someone else’s spotlight. To begin the Guide should move to bring the scene
the flashback, the player nominates one quickly to a close.
of their current Deeds to be more deeply
explored in this scene. Sensei nominates a In the end the acting motobushi regains
Guide (usually himself, but other players can one point of Ki for each of the three stages of
also volunteer) to run the scene. The Guide the conflict she overcame with a “Yes, and…”
takes over, leading the player and any others result (other involved motobushi regain none).
through a scene relating to that Deed. Sensei then asks the others in the player group:
“Did fate guide her hand in this scene, or was
The scene should explore a moment from she driven by her own goals and intentions?”
the samurai’s past, and touch upon an event Everyone should answer, and Sensei breaks
within it that has yet to be fully detailed in ties. If the final decision is Intention, then the
play. Deeds from before the game are easier player recovers additional Ki equal to their
to use in this regard. Deeds earned through Will stat. If the group chooses Fate, then
the course of the game can be explored, but the additional Ki is equal to the character’s
might require some clever narration to add Destiny stat.
details to events that everyone has already
experienced first-hand. All motobushi who participated in the
three-part conflict can write it down as a
Eventually, the scene will come to a potential Lesson (p. 48), to be discussed at
conflict in three stages. The Guide will the closing of the current game session.
set up a conflict that the character faced
during this moment of the past, breaking Before going forth to a duel
it down into three consecutive tests. Each that might potentially ruin him,
test involves the Guide narrating part of Kitoshi’s player calls for a flashback
the challenge and then playing it out as a to the samurai’s past, with the
Gambit (p. 68), with streamlined results: if hopes of replenishing his dwindling
less than or equal, she failed that part of the Ki reserve. Sensei will guide, and
challenge, otherwise she won. Either way, the player nominates Kitoshi’s
move on to the next stage and keep going “Victory at Sagikomaru Castle” deed
for exploration.
60
Sensei leads Kitoshi through a Session-Openers
montage of moments of his participation Every new game session will open with a
in that fabled siege. His sword flashes flashback featuring every present member of
left and right, blood splattering his face the Pack, played immediately after the initial
and armor. His fervor in battle pushes hands of cards are dealt out. This is played
him toward the front lines, where he exactly like any other flashback, but any
meets the massive spike-filled moat that member of the Pack can choose to step up
surrounds the fortress. to any of the three conflict stages. At the end
of the action, every involved motobushi fully
The conflict in three parts begins
replenishes their entire Ki pool, and gains a
now. Sensei uses the moat itself as the
single potential Lesson.
first part, asking “Does Kitoshi make
it across and meet the first charge at
the gate?” They Gambit, and Kitoshi Managing Pack Resources
gets a “Yes, but…” outcome, stating Throughout the course of your travels
“Yes I made it across, but in the process and adventures, your Pack must keep close
impaled my foot on a spike.” The watch over three core Resources. These
second conflict: “Does Kitoshi limp to are Morale, Sustenance, and Operations.
the gate in time to join the first breach?” Each Resource has an associated numerical
They Gambit again, Kitoshi gets a Resource Level, which determines how
“Yes, and…” and states “Yes, and the bountiful the Pack’s reserves of that thing
adrenaline kicks in and temporarily are and the narrative state of that Resource
counters the pain of the wound.” Finally in game:
the third part: “Does Kitoshi make it
through the press and charge forth first TT 0 = Depleted
through the shattered gates?” A final TT 1-4 = Threatened (some scraps of
Gambit, resulting in another “Yes, hardtack, high tensions, running on
but…” which the player states: “He fumes)
makes it through first, but the second
TT 5-10 = Subsistence (enough to sustain
portcullis falls behind him, sealing him
basic Pack operation)
in alone.”
TT 11-14 = Surplus (more than enough
Before Kitoshi now stands the to spare, good for a night or two on the
amassed force of the castle’s defenders. town)
To see how this went down, we must
TT 15+ = Bountiful (great excess, free
flashback again sometime in the future.
spirits, money to burn)
The event is added to Kitoshi’s sheet
under “Recorded Lessons,” and will be The management and monitoring
voted on at the end of the session. of Resource levels is ultimately the
responsibility of the Taicho, although she
Sensei asks the group if they feel may delegate that task to someone else if
the scene was guided more by Fate or she sees fit. However, some Pack Roles may
Intention. They all agree that Fate had come with special say over use of specific
a stronger role in the flow, what with Resources.
the unexpected foot impalement and
the close timing of the final portcullis. Morale
Kitoshi regains 4 Ki for her Destiny Morale is earned through vice, sex,
stat of 4, and an additional 1 Ki for the entertainment, and personal fulfillment.
single “Yes, and…” result during the High Morale indicates a state of greater
conflict, for a total of 5 Ki recovered. contentedness, while lower Morale indicates
growing restlessness. If the Pack regularly

61
scraping bottom, and continuing for long in
such a state will only hasten disaster.

Spending Examples:
TT A round for the Pack, 1. A round for the
House, 2.
TT A night with a geisha, 1. If she’s high-
class, 2. If he’s a full-fledged courtesan, 3.
If Depleted: When the Pack’s reserve
engages in gambling, whoring, drinking, of Sustenance has reached zero, additional
partying, and other diversions common to cards must be discarded. Each time any of
the lifestyle, its Morale will remain steady, the samurai would draw one or more cards,
and its spirits high. he must also draw one additional card and
immediately discard it. This is one card per
Morale is depleted through work—the “draw,” and not per “card drawn,” meaning
no-fun tasks required to gain information that if your draw is five cards, you only draw
or other valuable assets: pavement- and discard one additional card. You do not
pounding, book-scouring, hobnobbing, get to choose which one to discard, just take
work exchange, and so on. A Pack with a one from the deck and send it right to the
depleted Morale level is almost rabid in its pile. Additional discards mean more chances
need for diversion. for Jokers, Omens, Waves, and Storms.

Spending Examples: Recovering: Sustenance is increased


Research and Reconnaissance: Costs 1 primarily through trading and looting. A
TT
point of Morale per samurai per day to good battle with few casualties on your side
learn one important fact. might earn you a point or two in spoils; a
night of solid pillaging, even more. Skilled
TT Restore Ki: Exchange 1 point of Morale trade and negotiation are just as important,
for 1 Ki, limit once per day per samurai. however, and a glib tongue can be a powerful
TT Stake Out: 1 point of Morale per tool for money-making. In the right time and
samurai per half-day place, however, so can an agile tongue…
If Depleted: If the Pack has zero Morale,
members cannot regain any spent Ki, even Operations
with Flashbacks and Signs. Upon restoring Your Operations Resource gauges your
even a single point of Morale, the ability to reserve of fuel, grease, spare parts and scrap
replenish Ki will be reinstated. metal. The higher your level, the greater your
supply cache, to be used in times of need.
Recovering: Morale is recovered through Spending operations is largely a matter
party, play, and leisure. When the motobushi of repairing your vehicles or gassing up for a
spend a suitable amount of downtime long ride. A Pack with zero Operations is in
relaxing with drink and vice, their Morale a dire state indeed. Motobushi live and die by
will rise proportionately. their steeds, and without their steeds, they
are no motobushi at all.
Sustenance
Sustenance is a measure of the Pack’s Spending Examples:
stores of money and food, which are often
interchangeable in this game’s settings. TT Repairing your Bike: Spend 1 point
of Operations to restore 1 Endurance
Spending Sustenance is a simple matter (destroyed bikes can’t be repaired until
of eating food or paying for goods and they are first rebuilt).
services. A Pack with no Sustenance is
TT Rebuilding your destroyed Bike: Spending TT Resource Conversion: Provided the
7 points of Operations restores a destroyed characters are in a location where it
bike it to Endurance of 1. After this, it can makes sense, Sensei might allow them
be further repaired as above. to exchange one or two points of one
TT Upgrading your Bike: Spend 10 points resource to raise another. Money/Food
of Operations for a permanent +1 to for Gas, Labor for Money/Food, Money
a stat. Upgrades require a workshop, a or Fuel for vice and booze, etc. A night
lot of time, and Sensei’s approval. Except with a skilled geisha and a bottle of sake
for Endurance, no bike stat may be might convert Sustenance into Morale,
increased higher than 14. for example. Resource Conversion is
usually a 2:1 exchange, unless Sensei
If Depleted: Should the Operations decrees otherwise.
Resource reach zero, then Bike Stunts and
Stats cannot be used, nor does the Pack have Automatic Resource Attrition
the fuel to leave their present location. These In addition to the voluntary uses of
functions are restored when Operations again pack resources, they will also automatically
reaches a positive number. You can still Stain- decrease through the passing of time, in the
Shift (p. 51) while Operations is depleted, but following ways:
you’ll have no way to repair the Endurance
damage to your bike. TT On the Road: While the Pack is
traveling, Operations depletes at a rate
Recovering: Operations points are of 1 per day, and Sustenance decreases at
acquired by finding gas reserves, siphoning a rate of 1 per 2 days. However, during
vehicles, and scrounging for scrap parts. this same time, Morale increases at a rate
Taking enemy bikes to the chop can bring of one per day for the first two days.
great Operations windfall. On the third day, it begins to decrease
at a rate of 1 per day as well. If you
Other Ways to Spend Resources have an excess of Operations but are
In addition to those detailed above, there low on Morale, a good two-day ride is a
are other ways in which pack members relatively quick way to convert a couple
can choose to spend their resources. The of points. Multiple rides back-to-back
Shingari (if present) usually has final say on won’t stack, however.
resource use, within reason. The options TT In a Town: Morale and Sustenance both
below are merely examples. You can spend decrease at a rate of 1 per day, unless
resources in any other way you see fit, with the Pack makes special arrangements.
Sensei’s approval. Operations will not automatically
Exploration: Some resources can aid in change while the Pack is stationary.
TT
simple exploration play. Coin might be TT Between Scenarios: It is generally
needed to first meet with the local Lord, assumed that the Pack will spend some
and favors can be exchanged for goods time traveling between each scenario.
and intel. To reflect this in their Resources,
Factions: Some (but certainly not draw one card for each of the three.
TT
all) Factions might require resource A spade results in +1, a Heart in no
investment in exchange for favor. The change, a Club in -1, and a Diamond
local crime boss might demand some in -2. A Joker results in a completely
kind of financial tribute (Sustenance), depleted Resource.
the magistrate might need to be bribed Some game effects (like waves and
(Sustenance), and the Farmers’ Guild storms) might result in a Resource being
might require assistance in the form of raised or lowered to the next level. If you
manual labor (Morale). lower a resource’s level, drop it to the
maximum rank of the next-lowest level (so
63
rank 6, if dropping to “Threatened” level). Additional Resources
If you raise a resource’s level, raise it to the Most settings shouldn’t require more
minimum rank of the next-highest level (so than the existing three resources, but Sensei
rank 7, if raising to “Subsistence” level). can add story-specific resources if you feel
necessary. If your group’s motobushi have
Notes on Recovering/Increasing special limited magical powers, for example,
Resources then you might add a “Spirit” resource which
The Roleplaying Option: Resources can allows them to tap into the aether on a
be acquired through play. For example, the limited basis. Determine the starting level of
Pack might arrange to acquire some extra additional resources as your Sensei decrees.
money or food (Sustenance) in exchange for
services rendered. Well-executed strategies Investing in Factions
and solid battles might result in spoils, Much of any given scenario will revolve
raising one or more Resources. Random around your Pack seeking out sources of
discoveries and windfalls aren’t unheard power and winning them over to your cause.
of, either. Physical entities, political coalitions, and
The Force Option: The motobushi can even spiritual forces can play major roles in
choose to go out and take what they want. the game. These potential allies are called
A raid allows them to instantly raise a Factions. Most (but not all) Factions will be
single Resource by one. However, they must Sensei-Controlled Characters (SCs).
immediately search the player deck for the When developing a scenario, your
next Joker and place it face-up on the table Sensei will have prepared an array of SCs
as a new Omen, which may trigger a Wave you might encounter during the course of
or Storm. If the group decides to increase play. Many of those SCs (as well as other,
the amount of Resource raised, the second more conceptual forces) will manifest as
point reveals a Sensei deck Joker, the third actual Factions that your Pack can petition
point reveals another Sensei deck Joker, for favor. Should the players come into
and the fourth point reveals another Player contact with a Faction, Sensei will place a
deck Joker. This can go on until the players pre-marked index card or slip of paper in
choose to stop or all four Jokers are revealed, the middle of the table representing that
triggering a Storm. It may be possible to earn Faction. This lets the players know that
additional points through clever use of the they have identified a potential source of
Kusawake’s power, but be careful. mechanical empowerment. A Faction can
Possible ideas for how this is included in be an ally, an enemy, or even something
the narrative follow: more esoteric like a neutral spirit or source
of natural power.
TT Morale: The Pack goes out, gets really,
really trashed and causes a ruckus, At that point, it’s up to you to decide
harassing geishas and getting thrown whether and how to court the Faction.
out of gambling parlors, and picking Eventually, if you role-play and push your
ridiculous fights with passers-by. Pack’s agenda, you might be lucky enough
to earn its favor. Some Factions might
TT Sustenance: The Pack raids local require you to spend resources (p. 61)
outlying farms and other supply before you can invest in them. A troop of
stockpiles, holds up some grocers, steals mercenaries might not join your cause until
livestock, and ransacks trash bins. you pay them, and the rich old spinster
TT Operations: The Pack goes out at night might demand a night of Morale with your
to raid the local scrapyards and siphon strongest member before she gives over
gas from any and all vehicles in town. valuable information.

64
When you have earned the favor of a a hidden blade in his sleeve, which he
Faction, Sensei will invite one or more of you uses to surprise attack the bandit he
(based on the situation) to invest directly in now duels. Instead of playing from his
it. Invest Favor in a Faction by taking a card own hand, he takes the card from the
from your current hand and laying it down Wanderer’s Faction and plays it directly
atop that Faction, face-up. Draw a new card into the duel.
from the deck into your hand to replace the
card you invested in the Faction. A Faction cannot have more cards
on it than its Agency rank, which Sensei
Sensei can also invest in Factions. Sensei’s knows and will probably keep secret until it
investments cultivate Disfavor, which works becomes relevant. You can only invest cards
against the Pack. Favor and Disfavor can when Sensei makes you the offer (or when
exist simultaneously on a Faction (Place specific mechanics command otherwise).
them on different ends of the card, to avoid If the Faction has high Agency, continued
confusion). Further details can be found in interaction could lead to multiple offers.
the Sensei chapter (p. 82).

After taking the time to help out the


Life with the Daimyo: The
stranded ronin biker on the highway, Home Base Option
the Pack has earned his trust, at least Not all Packs are itinerant. It is entirely
temporarily. Sensei introduces him as possible for your Pack to operate out of a
“Shinaga the Wanderer” and informs home base, such as a garage, a clubhouse, a
the Pack that, by choosing not to rob castle, or anything else suitable. However, in
or kill the stranger, they have earned a stationary game, the Pack will always have
enough Favor with him to invest up a greater master: their Liege, better known as
to two cards total on his Faction. Two the Daimyo.
players take that opportunity, each
playing a card face-up on him, and then The Daimyo is a SC, and should be
drawing from the deck to replace the implemented as a Faction just like any
invested cards in their hands. other, allowing both Favor and Disfavor.
The Daimyo should command a significant
Any card you invest in a Faction can then amount of Agency—as high as 8 or more. If
be played during a duel if you can justify Sensei wishes the Daimyo to be particularly
how that Faction is helping you (secret powerful (like, say, “The Government”), his
information, spiritual guidance, direct Agency should be higher still.
application of arms, etc.). Everyone in the
Pack has access to invested cards, regardless Home Base Dynamics
who originally played them. This is a good Having a Daimyo in play changes the Pack
way to “save cards for later” if you think you dynamic significantly. The relationships
might need them, or to set down cards that between the members become more
you think other players might find useful complicated, and the life of the Taicho gains
(like Queens, if there’s a Hahaoya in play, or an added level of complexity. The Taicho still
Threes for your Shinmai). leads the Pack, but the Daimyo is master to
the Taicho. As sworn vassals to the Daimyo,
Later during a Duel against some
the motobushi must carry out his orders and
bandits on the road, the Shingari plays
serve his whims. Meanwhile, the Taicho must
one of those cards on his turn. He states
continue to assert his dominance over the
that the Wanderer had briefly given
Pack, keeping the chain of command in place.
him some extra information about the
roads ahead, better preparing him for No Daimyo is a person of simple
this battle. As his Counter, he says demands or lightly-enforced dominance.
that such information led him to stash Home Base games work best when the
tension between Daimyo and Taicho is tight
65
and constant, and the tension within the What should you do when your
Pack just as strong. Characters’ sacrifices character’s death finally arrives? Obviously,
and personal relationships outside the Pack your first option is to accept death like a
will come into play more frequently. Lovers, warrior, and let your motobushi reach the end
families, outside associates, and more will of her line. It’s a harsh and unforgiving world
play larger roles in the progression of the out there, especially for those who live as
story. If you need additional inspiration, the hard as your Pack.
television show Sons of Anarchy is a great
model for this setup. If the game continues, you can work
with the group to introduce a new character.
Home Base Mechanics Perhaps a previously undifferentiated
All game mechanics are in full play in a Home member of the cohort can step into the light,
Base game. The acquisition and management or maybe a distant nomad rider comes back
of Resources will still be of great importance, into the fold. You could also bring in a new
especially in regards to Morale. Motobushi Shinmai, if you can work out a way for him
who remain stationary for too long will to meet up with and earn a place in the Pack.
grow restless and agitated. The resource
management rules already account for this, Your Story Lives On
but with a Home Base game they will need to Whenever a player character is killed, their
take those long rides a bit more frequently— memory lives on as an empowering force
or find other ways to blow off steam. within the group. At the moment of a
motobushi’s death, a new Deed is added to
Factions will be more likely to remain the Pack Legacy. It can be drawn upon like
in play, but that doesn’t mean their Agency any other for empowerment.
levels have to remain steady. In a local game,
repeated Waves and Storms should have But This Isn’t How I’m Supposed
considerably more impact than they would to Die…
in a Highway game. As wise men say, “Don’t While the Way of the True Samurai lies
shit where you sleep.” in death, sometimes the Way of the Happy
Player lies more in just keeping on with the
Adventuring with a Home Base same character. To help with this, you can
Expect conflicts to focus heavily on local unlock Cheat Death tokens on your Law of
politics, but even in a local game, scenarios the Pack Evolution grid. These are single-use
may well take the Pack outside of town for tokens that can pull your motobushi from
a while—if nothing else, their Daimyo will the brink of death, returning her to play
likely need them to go on distant errands in a following scene. Your escape should
now and again. be most harrowing indeed, and played out
in-game. At Sensei’s discretion, your survival
The Way of the Samurai Lies in might come at the cost of a (non-deadly)
Death Alignment shift, and could even be written
down as a new Lesson for future voting.
“When there is a choice of dying or
not dying, it is better to die.”
– Yamamoto Tsunetomo, Hagakure

In Motobushido, there are seven ways


for your character to die. The first and
most common way is through dueling,
which is covered in the next chapter (p. 67).
The remaining six deaths come through
Alignment change (p. 26).

66
Words, Swords,
Engines, War:
The Rules of Conflict
“All of man’s work is a bloody business.”
— Yamamoto Tsunetomo, Hagakure

Three Types of Conflict


If you have a question of something your Mechanical consequences will very likely
motobushi can do, ask Sensei. If your create narrative consequences, but narrative
intention involves conflict, then there are consequences achieved on their own usually
three ways to resolve it: stand apart from the mechanics, and
primarily serve to enhance the story.
TT If the conflict is minor and simply a
question of whether your motobushi Say what happens
can take a specific action, then it can be
resolved narratively. Sensei should just The most frequent in-game questions are
say what happens, or ask you what variants of “Sensei, can I do this?” or “What
happens. happens when I do that?”

If the conflict is minor but has the TT “I kick in the already-broken door.
TT
potential for far-reaching side effects, What’s on the other side?”
resolve it using a Gambit. TT “I go back to my lodging and down three
If the conflict is direct against another more bottles of rotgut. How drunk do I
TT
opponent or force, and the stakes are get?”
uncertain, then a Duel is required. TT “I flip through the ragged notebook until
I find the page I’m seeking. So what does
Two Types of Consequences it really say?”
In each of the three above resolution
methods, there are two types of outcomes. Questions like these are pretty easy to
Usually you will see a mix of both in the answer without actual conflict. If Sensei
final narration: has no reason to use mechanics to test
the outcome of a question, she will simply
TT Mechanical consequences affect narrate what happens and the story will
your character’s numbers and abilities. move forward without involving the cards.
Examples include adding Stains, Alternately, she might ask you to narrate the
lowering Strike Range, drawing answer on your own, and work with you to
additional cards, and more. deliver a suitable outcome. When in doubt,
you should take initiative and narrate both
TT Narrative consequences affect the
action and resolution until such a point that
story in which you are currently playing.
Sensei challenges that narration.
You might win the friendship of your
opponent, gain entry to a secret location, It is worth noting that most SCs in
cow the will of the weather spirits, the game can be killed off with simple
or more. casual statement of doing so, unless the

67
SC happens to have mechanical Agency The difference in ranks of the cards
within the scenario (p. 94). If you want to determines outcome. Subtract the value of
know whether a particular SC has Agency, Sensei’s card from yours:
attempt to casually narrate the SC’s death.
State aloud how you cut them down in TT 0 or lower: = Player’s Choice:
the street where they stand. If Sensei does — Unexpected Consolation: “No, but
not oppose your statement, then you have this other beneficial thing happens to
most likely just killed some worthless you instead.”
peon who didn’t know their place, and got Unexpected Complication: “Yes, but

what they deserved. But if Sensei narrates this other detrimental thing happens
resistance, defense, or escape, then that SC to you as well.”
has Agency, and you’ve probably pissed
them off. TT 1 or higher = Unexpected Boon: “Yes,
and Sensei gets to add something else
(typically beneficial) that happens
Gambits as well.”
“If one will do it, it can be done.” In the case of a Yes, and… outcome, Sensei
— Yamamoto Tsunetomo, Hagakure might also ask another player at the table to
add a little extra description to the action.
“The Way of the Samurai should
After you’ve played your card, you can
be in being aware that you do not
choose to nominate one of your existing
know what is going to happen next.”
Deeds, and briefly explain how you believe
— Yamamoto Tsunetomo, Hagakure
it to be relevant to the situation. If Sensei
If your character wants to try something approves, you can play an additional card
challenging, with an uncertain outcome, and from the top of the deck, adding its rank to
the situation isn’t Duel-worthy, Sensei might that of your first-played card. This may be
call upon a Gambit. enough change a potential No, but... or Yes,
but... into a Yes, and....
The Gambit is the simplest use of cards
in this game. Its purpose is not to determine After the Gambit is resolved, draw back
success or failure of an action, but instead to up to your normal hand.
see if anything interesting occurs during the
attempt. Twos and Aces
If an Ace and a Two are played against each
There is no outright failure result in a other, the Ace wins. Remember: Twos only
Gambit. Samurai are men of action and beat already-played Aces.
will. Their lives are interesting and fraught
with action and consequence, intended Gambits and Bikes
and otherwise. In other words, they do A motobushi astride her bike can choose
not “just fail.” Even when they do fail at the to add her relevant terrain rank (Open,
intended task, failure brings with it some Tight, or Rugged) to her Gambit result after
further inspiration or concession. As such, the cards have been revealed. This costs a
the Gambit is less a mechanic to determine single point of Ki, and suitable narration
whether you succeed or fail than to determine incorporating the Bike.
how that outcome shapes the narrative. Juube has decided—against better
advice—to attempt to crash the
To perform a Gambit, tell Sensei your
dinner party of the Lady Nasakaru.
intended course of action. Sensei will then
Since Juube is an overly loutish sort,
draw a card from the top of his deck, while
and given that he has specifically said
you choose a card from your own hand. You
he is not going to take off his mask
will reveal (play) the cards simultaneously.
during the course of this activity,

68
Sensei decrees that this will require TT Yes, but you have alerted the Purple
a Gambit to see what unforeseen Blossoms to your presence.
circumstances arise as a result. TT Yes, and his followers all drop to their
Sensei draws a card from his deck, knees and yield their weapons.
and Juube selects one from his hand. TT Yes, and you’ve also impressed the
Both reveal their cards at once: Sensei nearby authorities who were watching.
plays a King of Clubs, and Juube You can now choose to invest a favor
plays a Jack of Spades. Juube chooses card in their Faction.
“No, but…” and Sensei narrates, “No TT Yes, and you salvaged enough extra scrap
you are unable to get into the party, to significantly boost your supplies (add
but while you’re loitering outside, you Resources).
overhear someone mention that one of
Lady Nasakaru’s illicit lovers plans on Multi-Player Gambits
making a surprise appearance later in Players can work together in a Gambit, by
the evening.” adding the Ranks of their cards together, if
they are assisting one another with a simple
Later in the session, Lady task. Every player involved in such a gambit
Nasakaru is kidnapped by her Lord should also be involved in narrating the
father. While pursuing them, Juube outcome.
(who has developed one really strange
crush on the Lady) gets cut off by a Gambits and Omens
falling tree and must stop and watch his When Omens are in play, Sensei draws
quarry ride off beyond it. Juube declares and plays additional cards for Gambits (p.
that he’s going to cut them off with a 68). Their ranks are added together before
shortcut through the trees, which Sensei comparing to the players’ cards.
decides will require another Gambit.
This time Juube decides to spend a Gambits and Stains
point of Ki and add his dirt bike’s high Gambits can cause Stains, at Sensei’s
Rugged score to the result, easily beating discretion. After all, sustaining injury outside
Sensei’s card. Sensei narrates, “Yes of combat is not befitting of a samurai. He
you cut him off, and you also cause his might overcome physical pain with gritted
driver to panic and swerve, hitting a teeth and a grunt, but dishonor could linger
tree. The side door pops open and Lady much longer. If Sensei decrees, the low-end
Nasakaru flies out. You manage to results of a Gambit can cause one or more
catch her—much to her horror.” Stains, depending on the situation. For
example, if the Pack is charging into a place
Here are some more examples of possible and they spring a grenade trap, have each
Gambit results: present samurai participate in a multi-player
Gambit. No, but... outcomes will result in
TT No, but you did manage to snip a lock of character incapacitation or disablement (a
her hair on your way out. narrative complication), while Yes, but...
TT No, but at least you managed to seal the outcomes might deal one or more Stains.
entrance and prevent any further pursuit. Yes, and... outcomes will of course overcome
TT No, but you found a secret map detailing the challenge, and then some.
a different location just as interesting as Gambits after Duels
the other. Gambits can be a useful tool for quick conflict
TT Yes, but your Pack is delayed for a day resolution without losing momentum or
cleaning up the mess. dramatic tension, or to “catch up” the rest of
TT Yes, but you blow a gasket (or a tire) and the group after one character takes lead in a
need to spend Resources to repair it. duel. For example, when Budo attempted to

69
leap his bike across Dragon’s Mouth Chasm, The Basics of Dueling
he Dueled against it and won, proving it could Dueling is the heart of Motobushido.
be done. Rather than run each other samurai Here’s how it works.
through the same duel, Sensei chose to speed
up the flow and use a whole-group Gambit Player vs Player, Player vs Sensei…
to see how they all fared in the crossing, by The following set of rules applies to
having each other player simultaneously play player-vs.-player duels. When players
separate Gambits against a single card from face off against Sensei characters or other
Sensei’s deck. This will make more sense after challenges, there are minor differences,
reading the section immediately following. which are detailed here when the
differences are worth noting.
Duels
Not All Duels Involve Swords
“On the fringe, blood and bullets The Duel mechanics aren’t just for clashes
are the rule of law and if you’re a involving weapons. They can be used for
man with convictions violence is important debates, poetry battles, fisticuffs,
inevitable.” bike races, and even epic challenges pitting
— John Teller, Sons of Anarchy man against nature. You can turn just about
any big important conflict into a duel—all
it takes is adapting the stakes and terms to
Important Terms the new situation. See the “advanced dueling
Allowance: A special consequence that options” section for more options (p. 81).
you can choose to apply should you
Concede in the duel. Flow of a Duel
Card Draw: The number of additional 1. Challenge
cards you draw and add to your current
2. Selection of Seconds
hand. Directly modified by Role.Your
Hand must last you the entire Duel, so 3. Questions
use your cards wisely! 4. The Duel:
Hand: The cards that you hold, which you
— Stage 1: Confrontation (take turns
use to make plays in a Duel.
until Concession or Escalation)
Karmic Retribution: Negative charac-
ter change after gaining 7 Stains — Stage 2: Struggle (take turns until
Concession or Escalation)
Ki: A pool of tokens primarily used to
empower your fighting style techniques — Stage 3: Finishing Blow (take turns
until Concession)
Maneuver: One of a handful of set
things you can do when it is your turn 5. Consequences
Stains: The currency of negative karma
Strike Range: The maximum “honor- The Challenge: Initiating the Duel
able” difference that your card can have “The way of the samurai lies in
over your opponent’s when Countering. immediacy, and it is best to dash in
You can play outside this Strike Range, headlong.”
but to do so represents action unbefit- – Yamamoto Tsunetomo, Hagakure
ting a samurai, and earns you Stains.
Stunt: A special action that uses your In Motobushido, it pays to act first. There
bike stats in place of a card value. is much strategic value in being able to set up
Tech(nique): A special power the the duel parameters in your favor. By calling
motobushi can evoke to affect Duels and out your opponent before he has time to
other aspects of play. move against you, you get the chance to set
the stage to your benefit.

70
To start a duel with a SC or a fellow get to draw a new one to replace it in the
motobushi, take a card from your hand, meantime. Like the challenger, this card is
slam it face-down on the table, and narrate your Initiative card.
how your character is challenging your Sensei Action: To accept a player’s
opponent. This card is interchangeably challenge, play a card face-down from the
called your Challenge Card or your top of your deck.
Initiative Card. Your challenge should
involve insults, intimidation, flash, threats, But I don’t Want to Fight…
and maybe even brandishing of weapons, but No true samurai would ever back down
not actual physical attacks just yet. from a challenge, although it is technically
Once you’ve thrown down the possible. Refusing a challenge can earn you
proverbial gauntlet, it’s on. And remember: a lot of Stains. Skipping out on your own
No Take-Backs challenge can earn you even more. If you are
challenged to a duel and you decline, you will
Sensei Action: To challenge a player to a gain a number of Stains equal to the rank
Duel, play a card face-down from the top of on the challenge card, which is flipped over
your deck. face-up upon your statement of refusal. Your
opponent then discards the card, and draws
Extended Example (Beginning): another into their hand.
The Engines of War and their rivals, the
War Pigs, have met under a banner of If you are challenged to a scheduled duel,
parley to discuss a temporary cease- and your opponent shows but you do not,
fire for the coming winter months. The you accrue a number of Stains equal to the
deliberations getting them nowhere, value of the challenge. If a challenger doesn’t
Haruna Tar-Face – Taicho of the show for their own duel, they gain stains
Engines – decides to break out the equal to the value of both initiative cards.
cards. Her player slams down a card, When the challenge is officially decreed
challenging the Sensei to a duel of cards. unfulfilled, both sides discard the played
Sensei accepts, playing one face-down cards and draw back up.
from his deck. Haruna’s player cannot If you refuse an immediate challenge, and
re-draw until the duel is resolved. your opponent then presses the duel anyway,
you both gain Stains equal to the value of the
Remember Strike Range! challenge card. In this case, you must duel,
Strike Range does count for your Initiative Stains or no, and pray for victory.
card, so you’ll want to play a low one, unless
you just don’t care. Being on Bikes at the time of Challenge
can increase the amount of Stains. If you
Now, or Later? refuse and your Bike is less Badass than your
As challenger you can decide whether the opponent’s, increase the amount of Stains you
duel happens now or at an agreed-upon time would take by the difference in Badass scores.
in the near future. Either way, the card you
have played remains on the table until it is Some Notes
finally revealed at the beginning of a duel, It pays to plan your battles and set up their
and you do not get to draw a new one to fields in advance. Play to your strengths: if
replace it in the meantime. you are strong in Water and your opponent
Accepting a Challenge is not, challenge him to a battle of verse or
Accept a challenge by likewise taking a doctrine. If your opponent is weak-willed,
card from your own hand and slamming back him into a corner where he will be
it face-down on the table, firing back your forced to act on his own. If your opponent is
own narration. This card remains on the nothing without his bike, then duel him in a
table until the duel begins, and you do not place where bikes cannot go.

71
By practicing patience and observation Sensei Action: You do not use Seconds.
and issuing the challenge on your own Instead, when SCs cooperate during a duel,
initiative, you can gain the upper hand while combine their Agencies.
still behaving honorably. Your opponent
might not agree to the terms of the duel, Extended Example: Haruna imme-
but to reject them risks dishonor. Of course, diately asks her Shigakka, Nioboyuki,
when your opponent is a dishonorable man, to stand as her Second, and Nioboyuki’s
all bets are off... player accepts. He passes her his current
hand, which she adds to her own. She
looks over the combined cards, picks
Choosing Your Second three and slides them back to Nioboyuki.
Your Second is an ally who helps you out
during the duel. Before continuing the duel
further, you can choose a Second, either by Additional Participants: The Cohort
asking an ally or by accepting an ally’s offer to Involving additional participants beyond
fill the position. Being a Second is a position the duelist and her Second can hinder the
of trust and brotherhood, and a true and loyal pacing and mechanical balance of the Duel.
Second should never take their duties lightly. However, sometimes it just makes sense for
But it is also a risky position, as the Second everyone to jump in, as in duels representing
will be exposed to the potential consequences greater battles, sieges, and other large-scale
of the duel along with her ally. conflict. In such cases, we refer to these
additional motobushi as “The Cohort.”
When the fighters finally meet for the
actual duel, each Second must pass her For the Cohort to participate in a Duel,
respective duelist her entire current hand of the situation must be able to support
cards, which the duelist will add to his own. those other characters’ direct, hands-on
Then, the duelist gives the Second back the involvement. It doesn’t make sense for others
same number of cards from their combined to physically join in a one-on-one duel
hand. Your Second gets no additional cards. between two samurai, as that could violate
codes of dueling ethics. On the other hand,
On any of your turns during the duel, the involvement of the Cohort would make
your Second can volunteer to act by saying perfect sense in a full-on battle.
“I got this” or the equivalent. If you allow it,
they then act in your stead, playing a card In these cases, each additional involved
from their own hand. During the Duel, your player can choose to place a number of cards
Second’s Strike Range is determined by your from their hand face-up on the table in front
answers to the initial duel establishment of them, up to the number of evolutions they
questions, applied to their stats. Should they have spent on Cohort Bonus in their Pack
use techniques, they spend their own Ki. tree. When acting normally, the primary
Duelist or Second can choose to play a
Your Second must be physically present Cohort card as if it was a Faction, allowing
in-game at the time of the duel, but need the contributing player to narrate how their
not necessarily be directly involved in the motobushi is providing assistance. Regardless
physical action. Even should this be a strictly of whether or not the duelist chooses to
one-on-one duel, Seconds can still provide draw from their cards, characters in the
active inspiration just by being present. The Cohort are now considered Seconds for all
choice of narrative must somehow affirm purposes of determining Consequences.
this, without breaking any established terms This can place them in significant danger,
of the fight. should the Duel be lost.

When the duel ends, the Second can At the end of the Duel, any unused
and should be included in the narration Cohort cards get discarded, and each player
of consequences. draws back up to their base hand size.

72
Does each duelist fight for
her own interests, or in the interest
of the Pack?
Ask this one to the other players. If they
decide the former, then her bonus Card
Draw is determined by her Nomad bonus
from the Law of the Pack. If the latter,
then she uses her Brotherhood bonus
instead. Each duelist should immediately
draw the appropriate number of cards into
Step 1: The Questions their hand. This does not apply to SCs.
After Seconds (if any) are chosen, Sensei
Results
will ask the following questions, which
By now you should have drawn additional
the duelists must then answer aloud and
cards (if any) into your hand and established
truthfully, in the judgment of Sensei and
your base Strike Range.
Pack. The answers establish important
variables for the duel at hand. Sensei Action: Your Initial Draw and
your Strike Range are both equal to the
What is the field, and what are your combined Agencies of the acting SCs,
weapons? plus one for each Omen in play. Should an
Is this a parlor-room duel of words, coin, Omen be revealed during the duel, your
and paper? Is this a bedroom duel of honor Strike Range is immediately increased
and romance? Is this a street duel of blades +1. If your SCs are samurai and have
and grease? Establishing the location and techniques, you get temporary Ki equal to
weapons sets the tone for the rest of the their Agency.
scene. Keep in mind that if this is a duel in
the saddle, then the playing field of course Extended Example: Sensei
must accommodate bikes. asks the questions, resulting in the
following: The battlefield is a campsite,
What do you Demand? the weapons are words and deals.
Ask each acting duelist this question, Haruna demands Influence, and will
starting with the challenger. The answers use threat and posturing, which calls
determine what the players can achieve upon her Steel (5) as her Strike Range
through victory. There are three answers: for this duel. The other players agree
Blood, Honor, and Influence. If you answer that she is most definitely acting in
Blood, you will find it easier to cause pain their interests, so she draws 4 cards
and death. If you answer Honor, you will into her hand (her Brotherhood score),
find it easier to cause and mitigate Stains. adding to the two already there for
If you answer Influence, you will find it a total of 6. She had 4 points of Ki
easier to secure Resources and cause greater remaining before the duel, and that
narrative impact. amount is unchanged.
How do you seek to attain that Sensei declares that Gojobu (War
demand? Pigs leader) demands Blood. The War
The duelists’ answers to this quesiton will Pigs’ Agency is 5, and there is already
decide which of their two Way of the one Omen in play, so his Strike Range
Sword stats will be used to determine their is 6, and he draws a starting hand of 6
Strike Ranges. Answers focused more cards. Gojobu is a samurai (although he
around fluidity, strategy, and resilience will has no Techs), and his Ki for this duel
tag Water, while those focused on direct is 5 (Agency).
approach, intimidation, and straight-up
murder will tag Steel.

73
Step 2: The Duel initiative card, or instead push it aside and
take a different action. Read on.
Each duel consists of one to three Stages
of back-and-forth action and narration, Extended Example: Haruna starts
and the stakes and danger rise as the by flipping her Initiative card: a three
stages advance. The first Stage is The of Diamonds. It’s beneath her Strike
Confrontation and involves back-and- Range, so she takes no Stains, and she’s
forth posturing, insults, intimidation, in the lead. Her player says: “Gojobu,
showmanship, hard stares, and maybe you need to man up and do what’s best
even a shove or punch. Weapons have not for your pack, this offer won’t be on the
been drawn yet! This stage is all about table beyond tonight.”
establishing atmosphere, as the opponents
play out what usually amounts to the Turns and Maneuvers
Prelude to the actual fighting. Turns go back and forth, with each player
Once weapons enter the picture, the duel playing a Maneuver and narrating their
moves into its second Stage, The Struggle. character’s actions, until one side concedes
The opponents are now physically sparring victory to their opponent. On your turn,
with one another, exchanging blows, feints, you must employ one and only one of the
and other direct actions. No one is going for following Maneuvers:
the kill just yet! For now, strikes are aimed to Counter: Narrate your follow-up action
TT
wound and maim at worst. and play a card that is higher than your
Finally, when either side decides to raise opponent’s.
the ante to mortal conflict, the duel moves TT Block: Narrate how you stop your
into the third stage, The Finishing Blow. opponent’s last-stated action, and play
All bets are off. Each duelist is now actively a card that is the same rank as your
trying to kill their opponent, or at least to opponent’s, but of an equal or higher suit
inflict a fate narratively equivalent to death. (see p. 59 for suit order).
It is a very rare duel that ends with flawless Concede: Lay down your cards and
TT
victory for one side of the fight. Many duels accept that you have been beaten.
can and will end in mechanical ties, and
sometimes even mutual death. TT Escalate: Push the conflict to the next
stage, moving past words into a clash, or
Initiative: Resolve the Initial pushing the clash into a mortal conflict
Challenge Additionally, before choosing to perform
Whoever issued the challenge must act first. this maneuver you can choose to use any
Flip over and reveal the face-down card. combination of the following extra actions
Strike Range most definitely applies (explained further in the following sections,
here! Play your Initiative card as if you are starting on page 78):
Countering against a value of Zero. Thus, if Use one or more Role and/or
TT
your Strike Range is 5, then you can play a Style Techs.
2, 3, 4, or 5 without worry. Anything played
outside your Strike Range gains you a single TT Activate one or more Deeds for
Stain. Yes, this means that a Strike Range bonus cards.
of 1 cannot initiate a duel without suffering TT Attempt a Bike Stunt in order to change
a stain! the card value of your Block, Counter,
or Escalation.
With your initiative revealed, you are in
the lead, and it is now the other player’s turn The Maneuvers Explained
to react (see “Turns and Maneuvers,” below). To Counter, narrate your character’s
They can choose to reveal and play their own follow-up and play a card that beats

74
and give them an Allowance, and push
forward into the next Stage. Now play a new
card for the next Stage, and of course narrate
how you are pressing this engagement to the
next level of intensity. There can only be two
escalations per conflict (from Confrontation to
Struggle, and then from Struggle to Finishing
Blow). After you escalate, it is again your
your opponent’s. Your goal is to have the opponent’s turn.
difference between your card and your
opponent’s be no greater than your current Remember: Strike Range applies to
Strike Range. You can certainly play and win escalation! Like with Initiative, you are
outside of this Strike Range, but doing so effectively Countering against a value of Zero.
means you are acting in a manner somehow This means that if you have a Strike Range of
unbefitting a samurai. Playing outside your 3, then you need to play a 2 or 3 in order to
Strike Range earns you Stains. After you escalate without fear of Stains. You can still
counter, it’s their turn again. most certainly play any card you wish, but if
your escalating card is outside of that range,
Remember: Aces can counter Kings, but you gain Stains per the new escalated Stage
Twos can counter Aces and start the flow of the Duel. But if you don’t care about the
back at the bottom again. Stains, then feel free to Escalate with that King
in your hand.
To Block, play a card of the exact same
numerical rank as your opponent’s, and of
the same or higher suit. Narratively, this Counter played after…
TT Initiative: If your opponent plays initiative
involves you stopping their action from
occurring. Mechanically, it negates their and you follow with a counter, then it is
last-stated Maneuver. Both cards are flipped now your opponent’s turn, and you’re in
face-down and pushed aside. Blocks can even the lead to win this stage.
prevent escalations. TT Counter: If your opponent counters and
you follow with a counter, then it is now
However, if you successfully Block an your opponent’s turn again, and you’re in
action that earned your opponent Stains, the lead to win this stage.
those Stains remain!
TT Block: If your opponent blocks and you
To Concede, lay your cards down and follow with a counter, then it is now your
acknowledge that your opponent has bested opponent’s turn again, and you’re in the
you. The terms of your defeat will depend lead to win this stage.
upon the current Stage of the Duel (see TT Concession: You cannot counter a conces-
Consequences, on p. 78). Knowing when to sion.
fold is as important as pressing on towards
victory, and strategic concession is an TT Escalation: If your opponent escalates and
extremely important part of dueling strategy you follow with a counter, you have agreed
in Motobushido. If you cannot counter, block, to continue the conflict at the new stage
or escalate, you must concede. of intensity. You are now winning, and it is
their turn again.
However, the Duel doesn’t end until
one side Concedes and the other side Block played after…
TT Initiative: If your opponent plays initiative
accepts that concession.
and you follow with a block, flip your
To Escalate, push aside the already- blocking card and their initiative card
played cards, but do not discard them. You over and push them aside. It is now your
concede the current Stage to your opponent opponent’s turn again, and no one is in the

75
lead to win. If your opponent concedes of the conflict. The conflict is now over
at this point, the duel ends with and you should determine consequences,
no Victor. unless your opponent chooses to
TT Counter: If your opponent counters Escalate against your concession.
and you follow with a block, flip your Escalation played after…
blocking card and their countering card
TT Initiative: If your opponent plays
over and push them aside. It is now your initiative and you choose to escalate, give
opponent’s turn again, and you’re in the your opponent an Allowance. Flip over
lead to win this stage. the Initiative cards and push them aside,
TT Block: You cannot block a block. then play a new card to indicate the
TT Concession: You cannot block a concession. escalation. The stage is now escalated, it
is your opponent’s turn again, and you’re
TT Escalation: If your opponent escalates in the lead to win this stage.
and you follow with a block, flip your
blocking card and their escalating card TT Counter: If your opponent counters
over and push them aside. The escalation and you choose to escalate, give your
fails and you continue at the current stage opponent an Allowance. Flip over all
of the duel. It is now your opponent’s current-stage cards and push them aside,
turn again, and you’re in the lead to win then play a new card to indicate the
this stage. escalation. If the rank on your escalating
card is higher than your escalating Strike
Concede played after… Range, take Stains equal to the new
TT Initiative: If your opponent plays stage. The stage is now escalated, it is
initiative and you follow with a your opponent’s turn again, and you’re in
concession, then your opponent has won the lead to win this stage.
this stage and the conflict as a whole. TT Block: Escalating against a block works
The conflict is now over and you should exactly like escalating against a counter.
determine consequences, unless your
opponent chooses to Escalate against TT Concession: If your opponent concedes
your concession. and you choose to escalate anyway,
you will suffer great Stains. Give your
TT Counter: If your opponent counters opponent an Allowance. Flip over all
and you follow with a concession, then current-stage cards and push them aside,
your opponent has won this stage and then play a new card to indicate the
the conflict as a whole. The conflict is escalation. When you escalate against
now over and you should determine an opponent who has surrendered, you
consequences, unless your opponent automatically accrue Stains equal to the
chooses to Escalate against your newly-escalated stage of the conflict, in
concession. addition to any you might accrue if the
TT Block: If your opponent blocks and card you played is outside of your Strike
you follow with a concession, then Range. You are now in the lead of the new
your opponent has won this stage and stage, and it is once again your opponent’s
the conflict as a whole. The conflict is turn to react. This is the only way to con-
now over and you should determine tinue a duel after one side Concedes.
consequences, unless your opponent TT Escalation: If your opponent escalates
chooses to Escalate against your and you either don’t have a card that can
concession. beat their escalation, or you just want to
TT Concession: This is technically impossible. push further, you can escalate to the final
Escalation: If your opponent escalates stage. Give your opponent an Allowance.
TT
and you follow with a concession, then Flip over all current-stage cards and
your opponent has won this new stage push them aside, then play a new card

76
to indicate the escalation. If the rank are prepared to do just that!” and Haruna
on your escalating card is higher than reveals the gunmen that she has hidden
your escalating Strike Range, take Stains around the location, with their barrels
equal to the new stage. It is now your trained on the War Pigs. She puts down her
opponent’s turn again, and you’re in the new Five of Hearts, which is exactly within
lead to win this new stage. her Strike range. This escalates the Duel and
Extended Example: Sensei is next. gives Sensei 1 potential Allowance.
He leaves his initiative card face-down Back to Sensei again, “Gojobu laughs
and plays a different card from his and laughs, and suddenly you hear the howl
hand instead: a Counter with the eight of engines bearing down on this location
of Diamonds. It’s within Strike Range from the highway. The War Pigs had
as well, and Sensei says “Gojobu just contacted an ally gang in advance, who
scowls and spits, unimpressed by your will be here any moment to back them up.”
threat, but otherwise takes no action.” Sensei plays a Six of Clubs as a Counter.
Back to Haruna’s turn, Nioboyuki’s Haruna’s options are getting slim. She
player says “I got this,” and narrates: activates her “The Lord’s Fist” Tech for a
“Gojobu, you are not blind to your own cost of 2 Ki (current stage), allowing her to
pack’s past. You know how this will go now counter with her King of Diamonds
down if you refuse: just like every time without Stains. She says: “It’s a good thing
before, with your brothers dying before we set those roadblocks in advance, then.
the next morning.” He plays an eight Accept the agreement, Gojobu, and this
of Spades, Blocking Gojobu’s last play. won’t have to get bloody.”
Both cards are flipped over and pushed
aside, leaving only Haruna’s initial Sensei laughs, and plays a King of
three on the table. Diamonds as well, Blocking Haruna’s play
and flipping both over. “We dismantled the
Sensei’s turn again, he says “Gojobu roadblocks, you filthy whore. You relent to us
growls, curses at you, calls you a and we will agree, otherwise, this ends with
word-heavy coward, and dares you to bloodshed, and most of it will be yours.”
back up your threats with steel.” He
plays a King of Spades, which is ten Frustrated, Haruna’s player takes the
ranks higher than the three and thus Four of Spades she previously invested
outside his Strike Range. His attempt in the War Pigs’ Faction when she had
to provoke Haruna is thus deemed a impressed them in combat in an earlier
cowardly move in and of itself, earning duel. She uses it to escalate to the third and
the War Pigs a single Stain (since final stage: “I give a signal, and one of the
they’re only in stage 1 of the duel). Pigs – a secret ally of ours! – steps forth
and forcibly restrains Gojobu. Haruna
Haruna’s turn again. She doesn’t steps right up to him and says ‘No more
have any Aces, and while she does have words: sign the accord or I snap your neck
a King it is of Diamonds, and thus of here and now.” This escalates the duel a
lower suit than the King of Spades on second time, and gives Sensei another
the table. Haruna evokes her “Did not potential Allowance.
flinch when being burned alive” Deed,
stating that that experience has made Sensei exhales. He pauses, then sets
her infinitely more patient. She spends the King of Hearts down on the table,
1 Ki and draws another card – a Five assuming (correctly) from previous flow
of Hearts. She has nothing to beat that that Haruna cannot counter. “Gojobu
King, so she chooses to Escalate, which quickly drops a hidden knife and guts the
will require suitable narration of taking man behind him. He looks at Haruna and
it to the next level. She narrates: “We draws his sword.”
77
Additional Actions Performing Bike Stunts
There are some special action options Bike Stunts are available only to duelists
available to you to use on your turn. who are fighting astride their Bikes. Stunting
allows you to substitute a relevant Bike Stat
Getting More Cards (Tight, Open, Rugged, or Badass) for the
Aside from specific Techs and powers, you value of a card you just played, giving you
can get more cards mid-duel through two greater versatility under fire.
methods: Evoking Deeds, and spending Favor.
To attempt a Stunt, it must be your turn.
Evoking Deeds Select a card from your hand (or an invested
If you need more cards once the duel has card from a Faction) and play it face-down,
begun, you can call upon your Deeds for stating the Maneuver you are performing
inspiration. On your turn, before playing (Block, Counter, or Escalate). Spend an
your chosen Maneuver, you can spend amount of Ki equal to the current Stage of
Ki equal to the current Stage (1, 2, or the Duel (1, 2, or 3), and then name the Bike
3) to nominate a Deed and describe how stat you are using. The value of that Stat
the events of that Deed are making you a now counts as the value of the face-down
more capable person in this conflict. If your card you just played, with a Suit of your
justification is valid, Sensei may allow you to choosing. Note that Strike Range does still
draw a bonus card into your Hand. apply when Stunting.

The stat you choose must be relevant to


Spending Favor the current battlefield. If you’re fighting on
Favor currently invested in Factions can the Highway, for example, then you would
be played as if it were cards in your hand. use Open. You can always choose to use
Spending favor costs no Ki. Just narrate how Badass instead, but the narration of your
that Faction is assisting your character in action must likewise be suitably badass.
this moment (likely indirectly), and play the
card immediately. Ending the Duel: Out of Options
The Duel does not end until one duelist
Sensei Action: You use Disfavor in the plays the Concede maneuver, and the
exact same fashion. other duelist accepts the concession.
When you Concede, you are declaring your
Using Techs opponent the Victor of the Duel. Both sides
Every motobushi should have one or immediately count their cards and discard or
more techs at their disposal, which can draw back to their standard hand size. Then
be activated on your turn to enhance set your cards down, and determine the
your chosen Maneuver, or produce other Consequences of the Duel (see below).
simultaneous effects. Most fighting style
Extended Example: With no
Techs require expenditure of Ki to activate.
better cards in her hand, no applicable
Unless otherwise noted, the cost in Ki is
Deeds to evoke, and no other invested
equal to the Tier at which you learned the
favor on Factions. Haruna can only
Tech. You can activate any number of Techs
concede. The duel is concluded. It’s time
on your turn, as long as you can afford them
to determine just how badly she lost…
and they can legally be played.
Sensei Action: Some SCs might also
Step 3: The Consequences
be samurai, with their own techniques.
When one side of the duel Concedes, the
When a SC samurai enters a Duel, he
duel ends and the remaining player is declared
has Ki equal to his Agency. That ki can
Victor. The outcome of the Duel is based on
only be used in Duels, for the purpose of
the Victor’s original Demand (Blood, Honor,
empowering Techs.
or Influence) and how far the Duel went

78
before concession. The conceding Duelist may
also apply Allowances to the outcome, if any
were earned.

Each Duelist should look below to I won during the Finishing Blow: Deliver a
determine outcome. If you conceded and total of three points of Stains and/or Bike
scored any Allowances, look under the Damage to your opponent, and force them
section relevant to your initial Demand to make a one-point Alignment shift of your
and apply that result. Otherwise, only the choice. Alternatively, activate the Mutual
Victor applies their results, based on their Death clause.
Demand as written below. Allowances are I won during the Finishing Blow and my
always applied before the Victor, and are opponent scored no Allowances: Kill your
only available to the player who conceded opponent, their Second, and any involved
the Duel. cohort, regardless of their demand.
For the Defeated:
I Chose Blood
I have one Allowance: State a minor narrative
For the Victor: fact about the outcome, then deliver a single
I won during the Confrontation: Deliver point of Stain or Bike Damage to your
a single point of Stain or Bike Damage to opponent.
your opponent.
I have two Allowances: State a minor narrative
I won during the Struggle: Deliver a total fact about the outcome, then deliver a total
of two points of Stains and/or Bike of two points of Stains and/or Bike Damage
Damage to your opponent. to your opponent. Alternatively, activate the
Mutual Death clause.

79
The Mutual Death clause: one point of a Resource (narrate how this
If both victor and defeated chose Blood, and came to be), B) Invest once in a relevant
the defeated earned two Allowances, both Faction (narrate how this came to be),
players can choose to mutually kill each other. C) Remove one Disfavor from a relevant
This death does not affect any Seconds. Faction (narrate how this came to be), or
D) Eliminate one of your Stains (narrate
I Chose Honor how this came to be)
For the Victor: I won during the Struggle: As above, but
I won during the Confrontation: Deliver a choose twice.
Stain to your Opponent, or remove one of
I won during the Finishing Blow: As above,
your own.
but choose four times.
I won during the Struggle: Deliver two
I won during the Finishing Blow and my
Stain to your Opponent, or remove two of
your own, or do one of each. opponent scored no Allowances: As
above, but choose seven times.
I won during the Finishing Blow: A total
mix of three points of Stains delivered For the Defeated:
and/or removed, and force your opponent I have one Allowance: State a minor
to make a one-point Alignment shift of narrative fact about the outcome, then
your choice. Alternatively, activate the Choose One, narrating how it came to be:
Mutual Seppuku clause. A) Gain one point of a Resource (narrate
I won during the Finishing Blow and how this came to be), B) Invest once in a
my opponent scored no Allowances: relevant Faction (narrate how this came
You can either A) Eliminate all of your to be), C) Remove one Disfavor from a
stains and shift up to two alignment relevant Faction (narrate how this came
spaces, B) Cause two alignment shifts to to be), or D) Eliminate one of your Stains
your opponent and seven Stains, or C) (narrate how this came to be)
Demand your opponent’s suicide. I have two Allowances: As above, but
choose twice.
For the Defeated:
I have one Allowance: State a minor Extended Example (Conclusion):
narrative fact about the outcome, then With Haruna’s concession in the
either deliver a Stain to your Opponent, third stage, Sensei wins the Duel. If
or remove one of your own. Haruna had earned any Allowances,
she would get to apply them first. But
I have two Allowances: State a minor
since she escalated both times, the only
narrative fact about the outcome,
Allowances given went to the War
then either deliver two Stain to your
Pigs, and since the Pigs won those
Opponent, or remove two of your own, or
do one of each. Alternatively, activate the points are discarded. Since the War
Mutual Seppuku clause. Pigs chose Blood, this means ultimate
victory, including the final death of
The Mutual Seppuku clause: both Opponent (Haruna) and Second
If both victor and defeated chose Honor, and (Nioboyuki). Nioboyuki’s got a spare
the defeated earned two Allowances, both Cheat Death on his sheet, so he uses it
players can choose to mutually demand each afterward to narrate his survival. But
other’s suicide. This death does not affect Haruna has none…
any Seconds.
Stains
I Chose Influence
While Stains are more fully explained
For the Victor: elsewhere (p. 50), one rule is important here:
I won during the Confrontation: Choose Stains earned during a duel are not applied
One, narrating how it came to be: A) Gain until the consequences of the duel have been

80
resolved. Count them as you earn them, Final Notes on Strategies
but don’t apply them until the duel is over. There is no one true way to win, but
And remember: any Stains earned while in there are some important strategies you will
the saddle can be absorbed by your Bike’s learn over time. I will highlight a few here.
Endurance.
Strategic Concession
Invest Excess Sensei Cards
At the end of a Duel, if Sensei’s SCs are “Every battle is not won by advance.
still alive and in play, Sensei can choose to Every retreat is not loss. Advance is
invest any remaining of cards in his hand strategy. Retreat is also strategy.”
as Disfavor on those SC’s Factions, up to a - Suzume-no-kumo, 1600
limit of their Agency. Sensei then discards (Takashi Matsuoka, Cloud of Sparrows, 2002)
the rest of his hand, and returns to a Hand
Knowing when to relent is crucial to
size of Zero cards.
survival in this system. The urge to just
Advanced Dueling Options plain win can sometimes be over-strong,
but frequently you must let it go. If you can
Alternate Duel Formats control the rules of your loss, then in a way,
As stated before, these rules are not just for you can control the outcome of the fight.
when two samurai are trying to chop each Never forget this.
other to pieces. The back-and-forth flow
of Dueling has been proven to work for a On Kings, Aces, and Twos
much wider variety of scenarios, including Like everything else, the cards are cyclical.
vehicular chases, epic feats of human Kings beat everything but Aces. Aces beat
prowess (Man vs The Mountain), haggling, everything. Twos beat Aces. Everything beats
foot races, and tea ceremonies. Twos. The circle completes and begins anew.
Non-violent duels will require you to get No cards are inherently good or bad. Do not
creative with your narration of counters and forget this.
escalation, but that application of creativity
is most of the fun. Remember: someone’s
death can be just as easily achieved with a
signature as with a sword.

81
82
SECTION THREE

Master, Teacher,
Student: Sensei
83
What Sensei Does Let the Circle Turn
Always be on the lookout for opportunities
“One should perceive their nature to bring relationships and past events back
to be one of quiet strength.” into play. The lives of the motobushi should
- Yamamoto Tsunetomo, Hagakure be exciting and full of coincidence and
portent alike. Everything they do should
As Sensei, your job is to give the come back into play, connected to the people
motobushi a place to roam, and then fill that they meet and the places they visit. If they
place with challenges. kill someone, have a friend of that someone
come after them. If they help a town out in a
Describe, Listen, and React big way, have that make a difference in a later
Being Sensei is almost entirely a matter of encounter. Choices from the past should
laying forth descriptions and then reacting affect events of the present and future, over
to the players’ following actions and stated and over again. Using Flashbacks, you can
intentions. Describe features of the setting dig up some real juicy conflict fodder from
or actions of SCs, and listen and react to the the Pack’s yesteryears.
players’ responses.
When possible, connect new SCs to the
Ask Questions samurai, or to their past actions and con-
Use questions to push your players to flesh tacts. The tea merchant they meet in the
out their characters. Where did you get your next town might be the cousin of the miller
current bike? Who taught you your fighting they cut down in the street of the previous
style? How old were you when your uncle town. The lord of the town could be the
killed your mother? When was the last Shinmai’s estranged uncle. The madam of the
time you kissed a man? When was your last geisha house could be a survivor from the
home-cooked meal? same plague that took the Shigakka’s wife so
long ago.
Keep Things Moving
The game works best if the group pushes Follow “Yes” and “No” with “And”
forward constantly, dueling opponents and or “But”
seeking their goals. You facilitate this by There are no simple successes or failures in
giving them clear objectives and making Motobushido. When the samurai succeed,
sure one or more potential courses of they either do so with smashing victory, or
action are apparent. Don’t play the secret- at a steep price. Likewise, every failure is an
information game with your scenarios; opportunity just waiting to be seized by the
give them leads to follow so they don’t get heroes. In other words, there are no simple
bogged down. If they choose to ignore “spot checks” or “climb rolls” in Motobushido.
those leads, that’s okay too—but it should If there is secret information to find, give
be their choice. it to them without test, but make it costly.
If the players start deliberating too If there is a wall to climb, either let them
much, establish eye contact with either the climb it, or make it a Gambit and add some
leader or the otherwise most influential extra consequence.
personality within the group, and visibly
flip over the next card of the Sensei deck Make Them Feel Like Outlaws
into the discard. If the player doesn’t take This game is about outlaws, most of whom
the hint after a few seconds, do it again, and will have done very bad things in their past,
again, and again, putting Omens into play and many of whom will do very bad things
if they come up, until the players get back in the games to come. As such, bad things
on task. Later you’ll learn about Waves and can, will, and should happen to them in
Storms (p. 91); this little trick is called a return. Karma’s a bitch, and in Motobushido,
Ripple. that bitch is Inescapable.

84
The Pack should have enemies every- immediately damaged, but they will sure set
where. This isn’t to say that every new SC the riders back as they try and fix their gear.
should already hate them, but it is a good Threats like these raise narrative tension
idea to keep the players guessing. Friends without actually requiring you to take direct
will double-cross them, allies will abandon mechanical action against the Pack.
them, and old enemies will come looking to
settle scores. The past should catch up with Use Omens and Ripples
them. Take note of their previous crimes, The players should feel that fate is conspiring
and bring them into play whenever possible. against their motobushi. Sinister portents for
In particular, flashbacks are great sources of the future will arise, darkening the spirits of
fodder for the present. the samurai as Fate turns against them. This is
built into the game’s mechanics but it should
Make Them Feel Like Samurai be woven into the narrative as well. During
“One should constantly give Pack Creation, the players will have come up
the impression that he is doing with some taboos, and you should poke at
something exceptional.” those taboos whenever possible. Don’t hesitate
– Yamamoto Tsunetomo, Hagakure to draw from classic stories and well-known
portentous tropes as well. In a pinch, even a
Despite their outlaw lifestyle, the charac- well-placed black cat can work wonders.
ters in Motobushido are still samurai, and you
need to reinforce that. Anyone who sees them Remember Your Threes and Sevens
will instantly know who they are, and likely Everything happens in threes and sevens.
cower. They are to be shunned, hated, and There are seven heroes that must fight the
most of all: respectfully feared. In other words, great evil. There are three cabals in the
the world sees them as vicious badasses and broken town. There are seven passions
you should not let them forget that. a geisha must master. There are three
participants in every ritual suicide (the
Other people won’t directly mess samurai, the second, and the witness). There
with the Pack unless those people either are seven oaths along the path to greatness.
have a death wish or consider themselves There are three soldiers on the patrol. There
exceptionally tough. Make it obvious to are seven required voices in the great Song
players that SCs who elect to confront the of the Lost. There are three stages to the
Pack are really brave, really capable, really duel. Seven deaths await you, each but three
stupid, or some combination thereof. breaths away. Seventy-seven steps lead up to
the lost temple, where the three hundred and
When in Doubt, Threaten thirty-three prayers must be said if you wish
If you are stuck in a situation and cannot to bring your lover back from the Echoing
think of anything to do next, add a direct Plains of the After-Death.
threat to the Pack. Set fire to their camp. Evoke threes and sevens whenever you
Infest their food with weevils. Have bandits need a number. They are quite common
salt their gas tanks, or thugs knock over numbers in samurai stories and legends, as
their bikes. Make the Pack’s lives consistently well as many other classic hero stories. And
difficult. Let them have sporadic moments once you get your players used to expecting
of victory and satisfaction, but don’t let those threes and sevens, dropping in the occasional
moments linger too long. two or six is a great way to ratchet up
Normally you can’t deplete their the tension.
resources without using Waves and Storms,
but in the above examples, no resources were “In the words of the ancients, one
actually taken away. Weevil-filled food is still should make his decisions within
technically edible, even if the Pack won’t eat it the space of seven breaths.”
unless they’re desperate. Salted tanks aren’t – Yamamoto Tsunetomo, Hagakure

85
The Quick Basics from your last session, so restore their
investments, if applicable.
Your Cards 4. Set Up the Decks: At the beginning
The players have a deck of cards, and so do of a game session, set up your deck by
you. Unlike the players, you do not carry shuffling it (with Jokers reversed) and
a hand except during a Duel. You draw setting it out front. Set up the players’
cards at the beginning of Duels, and discard deck likewise.
everything at the end. You make all your
Gambits and Disfavor investments directly 5. Deal the Cards: Deal each player a
from the top of your Deck, drawn at random. number of cards from the player deck
equal to their character’s hand size
Like the player deck, yours has two (three for the First Founding). If any get
Jokers in it, also shuffled in face-up. When Jokers, leave them out as game-starting
a Joker is revealed, immediately set it aside Omens.
face-up next to the deck as a new Omen (p.
91). Your deck is not reshuffled until either 6. Set up Ki Tokens: If you’re using Ki
both Jokers are on the table, or you’ve run out tokens, give each player a number equal
of cards. Jokers are not returned to the deck to their character’s current Ki Pool.
until a Storm blows through. 7. Begin Play

First Session Play Flow Your First Session


1. Go through the Setup Process When your group is together at the table
2. Ask The Question (p. 12) for the very first time, you should read aloud
the story and question on the very first page
3. Run a Quick Duel
of this book (p. 12). Let the players answer
4. Run the First Founding on their own before you give them the
5. Guide Pack Creation only true, acceptable answer. Then do the
following:
6. Note any Omens in play
7. Salute and Conclude 1.  Don’t Pre-Write the Story!
2.  Don’t Pre-Explain the rules!
Second Session and Beyond
1. Go through the Setup Process 3. (Optional) Run a Quick Duel
2. Return Omens to the table, if Any 4. Run the first founding
3. Run the First Flashback 5. Run pack creation. (p. 25)
4. Resume the Ongoing Story Stop there, and take a few days to set up
a good intro scenario for the next session
5. Find a Suitable Stopping Point
(p. 95)
6. Run the Lessons Vote
7. Salute and Conclude Don’t Pre-Write
Your job as Sensei is mostly a reactive
Session Setup one. The game works best when the players
1. The Salute: Open each session with the come fresh to a new campaign and are
Salute (p. 16). encouraged to explore the ideas they find
2. Set out Basic Supplies: Character most interesting. As such you should not
sheets, pencils, index cards, note pre-write any story elements before the first
paper, etc. session. The First Founding should inform
Pack Creation, which should in turn inform
3. Ready Factions: Have some index the scenarios you write. Let the players water
cards ready to bring your Factions the seeds of the game’s basic ideas on their
into play. Some might carry forward own, and great stories will blossom.

86
Don’t Pre-Explain How to Run the First Founding
If you’re running for a group of
new players, don’t overwhelm them by Set Up the Materials
frontloading the rules. Incorporate, illustrate, You will need a single deck of cards for the
and explain mechanics through action, as players, and one for yourself just in case
they become relevant. SCs should somehow get directly involved.
Remove the Jokers from both decks for now.
(Optional) Run a Quick Duel Set up four Faction cards (I use index
If the players are up for it, have two of cards), and on each of them write a one of
them each grab a default character template the following: Commanding Officer, Your
and go to town. This can be a lot of fun and Unit, The Enemy, and The Spirit of Battle.
give your players an initial taste of the me- These will enter play when you ask the
chanics if they’re nervous about diving in cold. Opening Question (see below).
When done, move on to the First Founding.
Quick Explanation
The First Founding Scene Read aloud the following, or at least
Part tutorial, part world construction, the something like it. “Before we really begin the
First Founding should take place immedi- game, we’re going to run the First Founding.
ately before actual character creation occurs. In this scene you will play out a flashback
In this flashback scene, the group plays out from the end of the War, in the roles of
a moment from the past, right at the end of characters who served together in the same
the War. At the core of this event is a clash military unit at a crucial moment of battle.
of intentions and a crucial decision: Do you The survivors of this scene will eventually go
follow the almost certainly suicidal orders of on to found the Pack in which your future
your commander, or do you accept that the war motobushi will ride.”
is lost and retreat to fight another day?
Pass Out the Templates
A good First Founding is stained with There are eight different “First Founding”
blood and death, and this is most likely character templates. Their stats are listed in
to happen if players don’t yet know the the Character Creation Chapter (p. 25), and
strategies of card-play. The conflicts are likely you can find full-page sheets for them as a
to be intense and bloody, as the players keep free download on the Motobushido website.
pushing ahead, unaware that holding back If you somehow end up with more than
is even an option. This is intentional: since eight players, print out extra copies of the
these aren’t necessarily their actual long-term Ashigaru character for the additional players
characters, they will be able to experiment (and good luck with that crowd, my friend).
more readily with conflict, and personally
Establish Aspects of the War
discover just how bloody it can be. Suicide or
Have each player state one defining feature
retreat, survivors or slaughter, this event sets
or incident of the War. These features will
up the legacy of the Pack that is to follow.
not only provide color, but set the tone for
the entire rest of the game. Features can
Rules Light!
include weaponry, technology, tactics, causes,
The First Founding is intentionally “rules light”
background, geography, political landscape,
in play. The bulk of the extended mechanics
and so on. Examples might include Vicious
will not come into play during this scene. The
War Beasts, Giant Steam Robots, They
following systems should not be used or even
Came for Our Children, Cannons, Civil
mentioned during the First Founding:
Power Struggle, Slave Revolt, War of
TT Ki Pools and Techniques Attrition, Ships from the Stars, etc. Keep
TT Bike Stunts players focused on features that relate to the
actual war, not just the game world.
TT Omens, Ripples, Waves and Storms
87
Draw Sides news to the rest of your unit (indicate the
The players must now draw cards to other players).”
determine which side of an argument they
will initially take during the upcoming scene. Explain to everyone else: “The cards you
Don’t explain why they’re drawing just yet. were dealt earlier decide what side of this
Take the number of players (not including conflict you start on. If you drew a red card,
you) and subtract one. Then remove that your character is in favor of suicide and glory.
number of black cards and an equal number If you drew black, you are in favor of escape
of red cards from the player deck (so, if you and survival. Your sheets show possible
have four players, you should have three inspiration for whichever side you drew.”
black and three red cards). This ensures Allow each player to invest one of their
that at least one player will get a different- cards into a Faction of their choice by taking
colored card than the others. Shuffle these a card from their hand, laying it face-up next
cards and then deal one to each player, face- to that base, and then drawing another card
down. Each player may look at the card he from the deck into their hand to replace
was dealt but should not show the card to the card invested. Explain how these can
anyone else. Tell them to remember which potentially benefit the characters by being
colors they drew, then get all the cards back, played in the middle of duels (p. 78).
and reshuffle the player deck.

Deal Initial Hands Begin Play


Deal out three new cards to each player. Explain the importance of the conflict at
They’ll use these in the scene to play their hand: Will the unit charge, or will it retreat
duels. For now, they can look at their own before the full force of the enemy comes
cards but should not reveal them to each crashing down? This scene will ultimately set
other, or to you. the stage for the first moment of your Pack’s
history. Is it founded in survival, or glory?
Ask the Question and Set the Stage Hand the reins to the players, and let the
You will now set the scene, then allow the scene begin.
players to join in and take over. Turn to
the highest-ranked character in the group Running the Scene
and recite something along the lines of the You can mostly just sit back and let the
following aloud, while laying down each of players take over. Hand it off and let them
the Factions as indicated: take on the roles of the characters and play
“A courier has just arrived and passed out this deciding moment in their Pack’s
you a special sealed message. As he hopped history. Encourage them to push opposing
back astride his bike and sped off, you read agendas, and push the tension and drama to
your final orders from your Commanding its fullest.
Officer (lay down this Faction). Your orders If they start to clash in-character, play
are to gather Your Unit (Faction) together devil’s advocate and encourage the conflict,
for your most glorious task ever: you will and be on the listen for a good moment
be the vanguard of the entire army, leading of tension. When it comes, offer to let the
them into one final all-or-nothing suicide players involved use the cards to resolve
charge in the name of the Emperor. The things. If they want to bring out the cards,
Enemy (Faction) has all but routed your tell the more aggressive of them to slam a
forces, and everyone knows that the battle card down face-down and issue a challenge.
is lost. But perhaps if you make one last This will introduce the basic three-stage
stand in the name of glory and sacrifice, dueling mechanic: Confrontation, Struggle,
the Spirit of Battle (Faction) will ride with and Finishing Blow. Explain that the
you, and carve one last bloody chunk out stakes start small, and get more intense
of the enemy. You now need to break the with each escalation (but don’t go into

88
too much detail). Re-read the Dueling new scene over to the players again, and see
mechanics to make sure you got at least the what happens.
basic flow down, and understand how the
consequences work (p. 78). What Would it Take For You
Guys to Scrap?
Chances are that they will start to This is the last-ditch solution: just ask
murder each other. That’s okay! That is the players to come up with a reason why
meant to happen, and hopefully they do it they would fight right now. Explain “this
with gusto. And if they clash with SCs for scene should show you the mechanics of
some reason, just consider everything to have conflict, so you need to come up with a
Agency of 2 for the sake of your draw. narrative justification to use them,” and
At some point, the group will reach a hopefully they’ll get the hint.
general consensus on whether or not to stay
and die. That’s when you should bring things Just Go With It
to a close. The decision is the most important If all your players are experienced at the
thing here, so don’t worry about going on game, just move on. You don’t really need to
and playing through its outcome. teach experienced players the rules, and if
they really want a bloodless Founding, let
What if They All Agree? them have it.
This happens more often than you would
think: the players are hesitant to initiate Concluding the First Founding
conflict with one another, and resolve their The point of this scene is for the players to
issues through role-playing and negotiation reach a decision: run and live, or charge and
without calling on mechanics. That’s totally die honorably. Playing out the results of that
fine - the players are most certainly allowed to decision is not important. Simply reaching
have their characters change their minds. the decision is enough to bring the scene to
a conclusion—what happens afterward can
But since the First Founding is meant be embellished in later gameplay, and serve
to serve as both Pack establishment and as juicy fodder for future flashbacks. Once
mechanics tutorial, a scene without a duel the decision is reached, the First Founding
just isn’t acceptable if you are dealing with is over.
new players. Here are some ways to work
around consensus to initiate conflict. Sensei should now set all the playing
cards aside. They won’t get used again until
Have a Plant the beginning of the game proper, which will
If one or more of your players has played likely not be until another session.
before, talk to them beforehand and ask If this is the first session of what you
them to press conflicts with newer players. intend to be a multi-session story, then take
Chances are that the seasoned players will be a break before moving on to the actual Pack
on board. Creation process (p 25). Any stains earned
by players during the First Founding carry
Move the Scene and Insert New forth to new characters!
Samurai
If the scene comes to a close with no
conflict, pick the most story-active player of
The Second Session
the group and move them to a new follow- and Beyond
up scene. Pass the less-active players the
unused remaining templates, and set up Between the First Two Sessions
a scene in which the new characters must By the time the first session concludes,
directly confront the returning one, and you should have a fresh new Pack with some
cannot take no for an answer. Turn the colorful history, ready to ride forth into a

89
half-painted world of your collective design. forward with the story, give the characters
Take some time between sessions to design a more challenges, and refer back to the “What
good starting scenario for the new Pack. Read Sensei Does” pages (p. 84) as necessary. If
over this section and the following Scenario this is a new scenario, then go ahead and
Design section (p 95) during the break, and kick it off with some new scenario hooks and
prepare to guide the next chapters of the story. investment questions. Otherwise, the flow is
identical from session to session.
Session Structure Find a Suitable Stopping Point
After Pack Creation is complete, the basic
As the clock ticks down toward the end of
flow of every session should be as follows:
your session, be on the lookout for a good
place to leave things for the evening. If your
Salute! scenario isn’t complete yet, ending with a
Open every session with the Rider’s Salute cliffhanger is a good way to guarantee that
(p. 16). your next session will start with some solid
Return Omens to Play action. However, if you know you’re not
If this is your first session after Pack Creation, going to meet again for a few weeks, and
be sure to explain how Jokers and Omens are concerned about losing tension during
work. If there were Omens in play at the end the downtime, it might be better to end the
of the last session, and you are continuing current session with action and deal with the
the same scenario, put them back into play at consequences next time.
the start of the new session. If this is a new Run the Lessons Vote
scenario, then no Omens carry forward.
“It is a difficult thing to truly
Deal Out the Cards know one’s own limits and weak
If you haven’t already, reshuffle the player points.”
deck (shuffle in the Jokers face-up) and deal - Yamamoto Tsunetomo, Hagakure
each player cards equal to their character’s
Hand size. If any Jokers are revealed, leave With the session of play concluded, it’s
them in play as Omens. Yes, you can start the time to discuss and vote upon the Lessons
game with Omens, which can make for some that motobushi may have learned during play.
really tense session kick-off. Provided everyone took part in the session-
opening flashback, then they should each
Reshuffle the Jokers face-up into Sensei’s
have at least one Lesson, in addition to any
deck at this point as well.
earned during play from in-game Flashbacks
and other dramatic actions.
Run the First Flashback
Every new session should start with a In addition to their own characters’
whole-party flashback (see p. 59). The only Lessons, players should be encouraged to
difference between this Flashback and others suggest Lessons for other motobushi based on
is that when finished, everyone’s Ki is fully the events of the session. Sometime a session
replenished, and everyone involved gains a may pass with no Lessons learned. This is
new Lesson. uncommon, but not unheard-of. If it happens,
If your players don’t mind, it might be try and make the next session more eventful.
more narratively appropriate to involve
only a few of the characters. Regardless Starting with the Shinmai (if present),
of participants, everyone still fully have each player read off the Lessons they
replenishes Ki. have written down that session and make
a case for each one. The group should then
Resume the Ongoing Story discuss and decide whether or not they feel
If this is part of a multi-session scenario, that character learned anything important
then pick up where you last left off. Push from that Lesson. If yes, that Lesson
90
becomes eligible for evolution (see p. 48 for actions cause ripples and waves in the world
evolution rules). If the party decides it’s too around them and crash back upon them
soon to tell, leave the Lesson written down sevenfold. Most of this book is dedicated
and discuss it again after the next session to the mechanics of chance as expressed
of play. Taking turns, discuss and have the via the cards, but the section below covers
players vote on each Lesson still eligible. Fortune and Consequence, and how
Your own vote should be reserved for they intertwine.
breaking ties.
Omens and Ripples
Sometimes it will be pretty clear that a Both Omens and Ripples involve
character did not learn anything useful from tension and foreshadowing, but Ripples
a Lesson, or even blatantly defied it. In such are usually minor mechanical responses
a case, cross it off the list entirely. Remind to portentous in-game narration, while
the players that it is not necessary for every Omens are major mechanical happenings
Lesson to result in a character evolution, that require spontaneous narration of
and it is perfectly acceptable for them to new portents.
decide that one or more characters did not
really learn anything from their Lessons. Whenever an entirely story-driven
Remember, actions speak louder than words: portent arises during play, a Ripple occurs
even if a player insists that their character as a response. Flip a card from a deck
learned something, their actions in-game and place it in discard. If the portent was
might say otherwise. introduced primarily by Sensei’s narration,
use the Sensei deck. If it was introduced
Expanding the Pack Legacy through or as a reaction to player character
If the end of this session also signals the actions, use the player deck. The following
conclusion of the current scenario, the in-game event examples would each be
group must now decide upon a new Deed Ripple-worthy:
to add to the Legacy of the Pack sheet. This
TT A Pack Taboo is broken inadvertently
Deed must be based on the events of the
scenario. Individual character Lessons are TT Someone insults the dead.
often good clues as to the most significant TT A character rolls three sevens in a game
events. “Defeated the Sunken Skulls at the of dice.
Battle of Black Hill Briar” is a good Pack
Deed. “Acquired the Patronage of Lord TT Sensei Blocks three times in a row.
Momokawa” is another. See the Pack Legacy TT A motobushi is killed early in the
rules for more examples (p. 47). scenario.

Salute and Conclude The triggers for Ripples are entirely


Repeat the salute to end each session. spontaneous, and there is no hard science
to bringing them into play. Just be on
Omens, Ripples, Waves and the lookout for strange coincidences and
unintentionally dark moments of story that
Storms may arise, and remember your Threes and
In addition to whatever forms of direct Sevens. The primary purpose of Ripples is to
opposition you may throw at your players, push through the cards and bring forth new
three major forces will be working around Omens more rapidly.
and against the motobushi at all times. The
Omens are dark and serious portents,
first is Chance, played out through the
a step up in intensity from Ripples. When
use of the cards. The second is Fortune,
a Joker is revealed, an Omen enters play.
brought into play through dark omens and
When this happens, you must immediately
foreshadowing of violence to come. The
narrate the nature of this unexpected
third is Consequence, as the characters’ own
new Omen to fit the moment in which
91
it was drawn. Some examples of possible With the Omens mechanic (described
Omen narration: above), the players’ deck is both the source
of players’ power and the bringer of their
TT A passing cart splashes a mud puddle potential doom. Each of the two decks
upon your hakama. in play contains two Omens. When both
TT Your sheath’s blade-catch snaps when have been drawn from the Player Deck, the
drawing your sword. Pack’s actions have disturbed the stillness
When your opponent charges at you, the of the pond, and the town makes one of
TT
trees suddenly begin shedding blossoms its special maneuvers. These maneuvers are
the color of your opponent’s clan crest. called Waves. Sometimes they are even more
disastrous in effect—Storms, which occur
TT You see the face of your dead when all four Omens are on the table.
brother—the one you killed—suddenly
superimposed upon that of a stranger. Triggering Waves and Storms
Once narrated, place the Omen ( Joker) When both Omens are revealed from the
face-up on the table next to its deck, and not Player Deck, a Wave maneuver is triggered.
in discard. The Omen is now in play. While However, if both of the Sensei Omens are
in play, each Omen provides the following already on the table when the second Player
constant and cumulative boons to Sensei: Omen is revealed, a Storm occurs instead.
One additional card flipped during Remember: it is always the Players’
TT
Ripples Jokers that trigger Waves and Storms—
never Sensei’s.
TT One additional card added to Sensei’s
Hand at the start of a new Duel When a Wave or Storm is triggered,
first finish resolving the event in which the
TT +1 to SCs’ Strike Ranges during a duel triggering Omen was drawn, and then pick
TT One additional card drawn during any an appropriate Maneuver from the options
Gambit, its rank added to the first. below. If a Wave is triggered during the
Omens remain in play until they are re- middle of a Duel or Gambit, wait until after
shuffled, which only happens after resolving the Duel or Gambit is resolved to choose
Wave and Storm Maneuvers. Read on below. and resolve the Maneuver.

Omens and Ripples have similar thematic In either case, after the Maneuver is
feel, but there is a distinct mechanical resolved, the decks are reshuffled and the
difference in how they enter play. What we Jokers are put back in. If it was a Wave, only
call Omens are mechanical responses to the the Player deck is reshuffled. It a Storm, both
revelation of Jokers, and are accompanied by decks are reshuffled.
additional reactionary narration. Ripples on
the other hand are mechanical reaction to Wave and Storm Maneuvers
“ominous events” that occur spontaneously Each of the following maneuvers has a Wave
during play, and are not reliant upon Jokers. and a Storm version. Remember, there must
always be a good narrative reason to back up
Waves and Storms any maneuver.
As the Pack explores a town and pursues
Bike Down
its goals, the samurai inevitably affect the
A motobushi’s bike has suffered damage. It
environment around them. Like drops in a still
could be accidental, or an issue of long-term
pond, even the simplest pursuits of a single
wear, but maybe enemy forces have actually
motobushi can drastically alter the lives of those
dared to mess with another man’s bike (not
nearby, however unintentional those alterations
cool, man).
may be. Sometimes, those ripples can become
waves, upsetting the entire balance of a place As a Wave: Reduce the Bike’s Endurance
and sweeping everyone up in the chaos. by half (round up), and apply a narrative
92
hindrance. The Bike has suffered a minor Shift in Power
setback, like a flat tire or an oil leak. Folks in the town are getting tired of the
Spending a point of Operations and half a presence of the motobushi, and previously-
day or so of in-game time can get it running established goodwill is quickly souring. Perhaps
again (fixing the narrative hindrance), and a rival force is turning allies against the Pack, or
the usual Operations costs apply to restore otherwise forcing their hand.
lost Endurance.
As a Wave: Take an invested Favor card
As a Storm: The Bike’s Endurance is from a narratively appropriate SC Faction and
reduced to zero. The damage is great and the convert it to disfavor on that Base. If no favor
bike is out of commission for the duration of was already invested, then play a new card into
the scenario, or until the Pack can finagle some that Base’s disfavor instead.
really skilled assistance through role-playing.
As a Storm: All of the invested favor in
Burn Resource one Faction is converted. If there isn’t any favor
Due to unforeseen circumstances, the invested, immediately invest Disfavor equal to
Pack’s Resources have taken a hit. This may the Faction’s agency.
be an issue of faulty maintenance, bad roads,
or pestilence—or even sabotage. Strike!
A Faction or another significant force moves
As a Wave: Shift a Pack Resource directly against one or two of the samurai,
one rank down (Surplus, Subsistence, either socially or physically. Enemies will come
Threatened, or Depleted). seeking blood, and rivals will move politically
to lock out the Pack’s future goals. If this is a
As a Storm: Deplete the Pack’s highest Storm, then entire pack has been targeted by
resource entirely. their enemies. Perhaps the town tries to eject
the Pack, or enemy samurai set up a highway
Eliminate Faction ambush.
An avenue of information and support
within the town has been removed from play. As a Wave: This will almost always result
Perhaps an ally was murdered, or the spirit in a Duel over the subject of conflict.
of town was exorcised, or a few motobushi
have been involuntarily separated from the As a Storm: Before striking, place four new
rest of the Pack. Waves are temporary, and Disfavor cards on the Faction of the acting SC.
the Faction may be restored. Storms result in
the Faction’s permanent removal. Custom Maneuvers
You can create custom maneuvers for any
As a Wave: Pick a Faction and flip scenario, based on the story particulars in play.
it over along with any invested Favor or For Waves, things like “the road out of town
Disfavor cards. The players must now find collapses” or “local businesses all close up”
a way to narratively “restore” that Faction would fit some scenarios. For Storms, “The
through exploration and narrative. Those Local Lord kills his son” would be a harsh one
cards remain unavailable until the Faction (especially if the son is an ally of the Pack),
is restored. as would “Explosions cascade through the
mines.” Waves should be major inconveniences,
As a Storm: Using suitable narration, and their effects should not outright cripple
remove the Faction entirely from play. This the Pack. On the other Hand, Storms
could involve local powers moving against should be almost devastating, and change the
each other, or even something entirely new fundamental nature of the scenario. When
of which the Pack wasn’t aware. It cannot designing your scenarios, also develop a list of
be invested or used by players or Sensei, and Waves and Storms that might fit the particular
cannot be restored. story and environment.

93
Managing SCs and Factions TT 9-10 = Masters and Warlords

Throughout the book, the terms Sensei- TT 11+ = Legendary Allies and
Controlled Character (SC) and Faction Adversaries. Defeating such SCs would
are used more or less interchangeably. be a task nigh impossible for all but the
Pretty much any SC or group of SCs with most dedicated motobushi, and earning
any relative importance to the saga will their favor will signify significant changes
eventually be implemented as a Faction. Any in the Pack’s fortunes.
SC that is not a Faction technically has little
to no mechanical impact on the game, but
Managing Disfavor
Once an SC is revealed in the game, lay
can still certainly provide some color.
down its card for all to see. If it is revealed
Designing SCs and Factions in a moment of conflict, invest one or more
Every SC should be prepared on a special Disfavor cards upon it.
sheet or card (index cards work well for To invest Disfavor, draw a card from the
this). Don’t reveal any of these cards until top of the Sensei deck and place it face-up on
the SCs are introduced in-game. Every SC/ the revealed Faction. You can use Disfavor
Faction has the following traits and stats: cards during Duels in the same way that
Agency: A numerical rating of the SC’s the players can use Favor cards. A SC can
TT
ability to affect the game mechanically have a number of Disfavor up to its Agency.
Disfavor and Favor do not cancel each other
TT Favor: What actions can earn this SC’s out. To differentiate between Favor and
support and alliance. Disfavor cards on the same Faction, place
TT Disfavor: What actions can earn this them at opposite ends of the Faction card.
SC’s displeasure and enmity.
TT Goal: What this SC is seeking in this Managing Stains
scenario. Like player characters, SCs can earn
and carry Stains. An SC’s Stain limit is
TT Blood Price: What would he be willing
equal to her Agency. When an SC’s Stains
to kill for? To die for?
reach that limit, they too suffer Karmic
For examples, see the included demo Retribution, albeit slightly differently than
scenario “Willow Ridge,” on p. 97. do player characters.

Agency The outcome of an SC’s Karmic


The Agency stat estimates a SC’s Retribution depends on whether the SC has
mechanical sway within the scenario. Agency currently invested Disfavor cards or not. If
is a single-number stat that determines yes, then discard one Disfavor card (Players’
the SC’s card draws and Strike Ranges choice), and erase a number of Stains equal
during duels, maximum amount of Favor to the SC’s Agency rating.
and Disfavor that can be invested into the
If no, then one of two things will happen.
SC as a Faction, and how many Stains
If the SC is relatively minor, remove it from
the SC can accrue before suffering its own
play entirely, discarding any invested Favor
Karmic Retribution.
and Disfavor. If the SC is significant to the
Agency should be set using the current scenario, drop its agency by one and
following guidelines: erase a number of Stains equal to its new
Agency rating.
TT 1-2 = Minor Leaguers, just barely
significant. Chances are that removing a SC from
play will result in some pretty intense in-
TT 3-5 = Moderate Threats
game narrative and role-playing. Death by
TT 6-8 = Major Players Stains should be no light matter, and should

94
serve as a poignant lesson to the players: loss can follow. The game works best if they keep
of honor and face costs everything. trying to push forward, and lures are the
major sources of that momentum.
SC Samurai, Techniques, Bikes, and Lures can usually be incorporated
Stunts into the answers to the Investment
SCs can themselves be motobushi. Questions, below.
While you don’t need to worry about their
alignment codes (Agency covers those Repellants
mechanics), you should still put some time What would deter them from this location?
and care into their crafting. Develop their Do they have personal connections to this
sacrifices and deeds, choose their techs, place that they’d rather avoid? Have they
and otherwise develop them as if they were heard rumors of angry spirits that murder
actual people within your setting. While outsiders? Is this plague territory? The
they shouldn’t ever steal the deeper spotlight players and characters don’t need to know
from the player characters, they should still these details up front, but maybe they’ve
be fairly deep and interesting figures. heard some rumors.
SC samurai must learn their techniques Like Lures, Repellants can usually
in tiers, just like player characters. When be developed through the Investment
an SC with Techniques enters a Duel, he Questions, below.
enters with a temporary Ki Pool equal to
his Agency (but he can only use Ki within Investment Questions
Duels). SC motobushi can also have Bikes, The characters should have some personal
and use Stunts in the same fashion as investment in the scenario and its setting.
player characters. If you don’t already know who is connected
to this place, then prepare some initial
Scenario Design questions to ask at the beginning of the new
scenario, such as:
Before you jump right into scenario design,
you may want to skip ahead to page 97 and TT One of you grew up here. Who?
read over the sample Willow Ridge scenario, TT One of you was once chased from here
to get an idea of the final structure toward long ago, suspected of a terrible crime.
which you’ll be working. Which one of you was it? What was the
crime? Did you actually commit it?
Design Broken Down
TT This was the location of one of your
Designing a good scenario is a matter of
initial character sacrifices. Which one of
piecing the following elements together.
you, and what sacrifice?
Lures TT One of you was directly involved in the
This is perhaps the most important part: battle that salted this town’s fields. What
what is the Pack doing here in the first place? was your involvement?
The answer to this question serves as the TT One of you once fathered a child here,
scenario’s driving goal. What has drawn but that child is now dead. How did it
the Pack to this location? Are they seeking die?
revenge against an enemy who is hiding out
there? Are they in need of supplies that only The Local Color
this town has? Create a handful of initial SCs and Factions.
Give them Agency limits, as well as Favor
In scenarios for new players, you should
and Disfavor notes, if applicable. You should
make your lures clear and simple. Let the
be prepared to create others on the fly as the
players know why they’re there, and give
game proceeds.
them both objectives to seek and leads they

95
The Status Quo you want to involve in this scenario, and be
What is the state of things when the prepared for the players to take things in
motobushi arrive in town? What are the their own directions.
inter-resident tensions? What events are
already unfolding? Is this town a powder For this process, I encourage you to
keg waiting to blow, or is it just a simple, remember the rule of threes and sevens (see
peaceful village with no conflict, ripe for the p. 85). Get out a planning sheet and jot
samurai to come along and ruin everything? down some sets of three and seven, using the
Consider the state of affairs in the town at following template:
the moment the Pack arrives, and consider 1-3 lures and repellants (at least one
TT
the eventual course of the town’s future if the should be personally connected to a
Pack had never arrived in the first place. motobushi)
Conflicts TT 3 Investment Questions
What sources of conflict exist in this town? 3 conflicts
TT
Examples:
TT 3-7 Factions
TT The Roadblock: Something large and
physical is complicating the Pack’s usual TT 3 contingencies
methods. TT 7 ways a motobushi could reasonably die
TT The Black Hat: A bad guy is out for here
blood.
Balancing the Scenario’s Challenge
TT The Power Struggle: Multiple factions A really good scenario will challenge
are trying to kill each other, and anyone the Pack by hitting their weaknesses with
who gets between them. narrative force. To best accomplish this,
TT The Ancient Evil: A horrible fate long you will need to be intimately familiar with
prophesized now looms close. characters’ weaknesses and their countering
strengths before writing your extended
TT The Rotten Core: Corruption from
scenario outline. There is a simple math trick
within is slowly tearing the town apart.
you can use to help you out with this.
Contingencies
Before really getting to work on your
What certain predefined events can you
new scenario, look over all of the character
expect to happen, given what you know
sheets and jot down their three sets (six
of the scenario, the players, and their
stats) of alignment balances. Average each
characters? What do you think the samurai
stat separately (rounding normally), so you
are likely do, and how might the locals
have an average layout for the group as a
respond? On the other hand, since players
whole. For example, if the group has three
often do things completely unexpected,
characters, with respective Nomad scores of
consider some things that you might not
1, 1, and 5, then their average Nomad score
initially expect them to do, and likewise the
would be 2.33, rounded off to 2. Balancing
town’s reaction to such events. Contingencies
that would be an average Brotherhood score
usually take the form of pre-written Waves
of 4 (5 + 5 + 1 = 11, averaged to 3.66,
and Storms.
rounded to 4).
Using Your Threes and Sevens The first thing all of this allows you to do
The basic scenario design process can is pinpoint the Pack’s weak points. If they
be condensed to making some fairly quick are low on Water, then you can challenge
lists of things to incorporate. Planning out them with more non-violent Duels, and
a beat-by-beat adventure should be avoided, push them to develop more strategies in
due to the intentional openness of the game. those areas. Likewise, if their Nomad scores
Instead, list some important elements that are fairly low, push them towards more
96
individual conflicts which pit the characters’ well-knit team of brothers. With a high Steel
own wants and desires against those of the score, they will be seen as violent, hard, and
Pack as a whole. dangerous. With a high Destiny, they will be
known as wanderers, vagrants, and fly-by-
But this also lets you gauge how the rest nighters.
of the world will see the Pack. With a high
average Brotherhood score, they will gain a
reputation for working together as a fierce,

The Willow Ridge


Scenario
Following a series of rumors, the Pack them? Which one of you has a direct
rides forth to the war-ravaged town of personal connection to your quarry?
Willow Ridge, seeking someone who hides TT One of you was raised in this town.
from them. Once known for its mystical hot Who?
springs, the town was all but ruined during
the war, and now survives as a sad relic of TT One of you fought in the battle in which
older, gentler times. this town was ultimately lost to the
enemy. Who?
You should read over the entire scenario TT One of you once committed a great
before you proceed to run it. There are atrocity against someone who now
some twists and turns, and special bits of resides in this town. Write down who
knowledge that you should know going against and what atrocity, and pass it to
into it. There are also a lot of open areas for me (or just say it aloud, if that’s how your
you to embellish on your own. I’ve run this group rolls).
scenario many times as demos and one-
shots, and the outcome is always different. The answers to these questions can
drastically alter the flow of the game. New
SCs and Factions could get created at this
The Pack point, and entire power balances might
This scenario can be used as a demo, or change. As always, be prepared to improvise.
as part of an ongoing campaign. The core
character templates work especially well with The Situation
the events contained herein.
Once a border town astride a lush river basin
Player Questions: between the two old states, valued for its
When the players are sitting down and ready strategic location in the war, Willow Ridge
to play, ask them the following questions: has fallen into decay since the War. Its fields,
TT Who is this person you are chasing, and salted by the conquerors, are mostly barren,
why do they not want your Pack to find and the once-legendary hot springs all but
destroyed. Today, scarcely two hundred
97
souls reside in the town and the surrounding the next few turns of season, the region will
region, working the remaining fields and hit one final, unyielding drought, and the
trying to rebuild the springs. Purple Blossoms will get bored, burn the
In the last few months, a gang calling town down, and roll out. This final act of
themselves The Purple Blossoms has been destruction will transform the maddened
harassing locals. Men of the town have spirit into a full Oni, and it will terrorize the
been pressed into service by the gang, and region for the rest of eternity.
forced to ride and terrorize along with them The Scenario Goals
or be killed. This has led to two specific Depending on the Pack’s reasons for coming
serious problems. First, the town now lives to town, the main scenario goal might
in complete fear of and subservience to involve seeking out a quarry or rebuilding
the Purple Blossoms. Second, the Spirit of some supply stores before moving on. Those
Willow Ridge is furious. who take an interest in local affairs might be
In what seems like an age ago, the hot drawn into the current power struggle, and
springs near Willow Ridge were a popular take pity on the residents.
vacation destination for the people of this If the players become involved in the
land. It was said that visiting the springs local situation, then there are a few common
could change your life, and make you a new possible outcomes. The official “best”
person. These rumors were true, due to the outcome involves defeating the Purple
spirit living in the hot springs. To this spirit, Blossoms and then getting all the men to
each person who came, stripped, and stepped go rebuild the Springs. This will in time
into the springs was offering a sacrifice of result in the renewed favor of the Spirit
their worries, stresses, and outer masks. The of the Springs, returning good fortunes
more visitors, the more pleased the spirit and prosperity to Willow Ridge. There are
grew, and the greater the luck that befell the a few possible variations on this, but the
residents of the town. crucial component to long-term renewal is
rebuilding of the springs. Without that, even
During the War, the Hot Springs was defeating the Purple Blossoms will only slow
reduced to a state of near rubble. Most of the the region’s inevitable decay.
men had been conscripted into the army or
slaughtered during the battle for the region,
and so after the war was over there were
The Details
few able-bodied folk among the survivors
Scenes
to rebuild. An effort was made, but it was
Below are some of the most common
short-lived, as the survivors soon set to tasks
scenes from previous demos of this scenario.
more immediately vital to their survival and
Do not expect all of them to go according
the subsistence of their own families.
to these notes. Some of these might never
Over the time the springs have lain happen at all in your game.
in ruin, the spirit has grown increasingly
morose. As such, the region has decayed, and The Road into Town (First Scene)
the town today is barely a blown-over scrap The first scene takes place at a crossroads
of what it once was. just outside of town, and serves to introduce
the feel of the town. If the Pack has a
The Future Kusawake, they will meet back up on the
The lowly Blossoms currently reign with road just outside of town. The road cuts
violence and fear. The Spirit is half-mad across the ridge and down along it into a
and depressed as all get-out. The few basin, and at the end of the road they can
remaining townsfolk are destitute husks of see the small town of Willow Ridge. Right
their former selves, hostage to the gang. If here at the split in the road, they notice a
nothing changes this course of decay within large number of motorcycle tracks coming

98
in and out of this road leading to the town jars. The aggressor is Daigo, one of the
(the Kusawake would have noticed this and lieutenants of the Purple Blossoms. He was
stopped to inform the rest of the Pack). upset at what he felt was an insufficiently
At this crossroads, they will notice obsequious bow from the tea shop owner,
some kind of lettering carved into a chest- and took it out on him by throwing him
high rock formation just that side of the through a table. Peeking around a corner
branch road. Inspection shows an old, half from a room in the back are two terrified
moss-covered inscription advertising the women, one of the same age as the owner,
healing wonders of the world-famous hot one apparently teenaged. Three other Purple
springs. The rock is cracked, and it looks Blossoms lounge near the door.
like a number of folks have used it for target The situation here is that Kojuto and
practice, given the number of bullet chips. three of his favorite lieutenants (Daigo,
One or two are even still embedded in Katsuro, and Yasu) have chosen this
the stone. occasion to once again drink sake on the
The first building the motobushi pass house at the expense of the near-destitute
on the road further into town will be a tea parlor owner, Ichi. Kojuto is actually in
dilapidated junk yard with a small attached a fairly good mood today, and as such takes
shack. See the Locations section below for no part in the action, but he will not stop his
more details. underlings from belittling and threatening
Ichi and his family.
As they ride further into the town proper,
they will see a scant few actual people. Hints How this plays out depends on the
of faces looking out from behind ragged players, of course. The little man looks even
curtains and broken windows vanish as the more terrified when the players arrive—after
motobushi glance in their direction. If they all, they just look like more savage bikers
are riding at full volume, there will be more here to take what they want. The scene could
eyes in the windows and faces peeking from very likely end up in a duel or two. Kojuto
behind corners, looking to see what terrible is a coward, but today he will put on a show
new gang is coming in to further terrorize of measured indifference, turning down any
the town. offers to duel. His lieutenants, however, will
not tolerate any insult, and will fight to first
Showdown at the Tea Parlor blood before conceding and running away.
The Tea Parlor is a medium-sized one- Sit back, let the players explore, and react to
story building with sliding wooden slat their choices.
doors, a long and wide front porch, and a For this encounter, the Purple Blossoms
simple swinging sign showing a teacup and have an Agency of 4. Fighting any of them
a sake bottle. Parked out front are four ratty will most certain warrant one or more cards
motorcycles, built from dirty scrap welded to of invested Disfavor. (Don’t forget to put the
rusted junk. Each bike has the same emblem Purple Blossoms Faction on the table.)
painted on it: a purple flower blooming on a
circle of yellow. If he survives, Ichi should somehow
If the motobushi decide to park and go in, direct the players to visit the Springs. His
before they ascend the short steps up to the daughter might have run screaming out
porch they will hear the crashing sound of the back, and he knows her favorite place
splintering wood and shattering porcelain. to hide is the old Springs, and begs the
They soon see the cause: a large dirty biker motobushi to bring her back safely. Or maybe
wearing the same flower emblem from the he suggests the newcomers seek guidance
bikes has just thrown a smaller middle-aged with the waters there—while a shadow
man in a green smock onto a table, breaking of their former glory, they still contain
the table and shattering teacups and sake much wisdom.

99
If the motobushi assist Ichi or are even will offer them tea, which she will serve up
the least bit kind to him, he will grant them in the pagoda. The tea is bitter and tastes of
Favor (play his Faction), and offer them his sulfur and tears, but the spirit will not notice
hospitality. He can explain the basics of the any of the players’ reactions to it. She will
situation, insofar as he knows: the Purple talk of the men that have gone away, and
Blossoms, the press-ganged locals, the the children that no longer play among the
complete lack of any real travel or trade since stones like they did ”yesterday.”
the springs fell into disrepair, and the many The lady should not be immediately
abductions throughout the region. identifiable as a spirit, but the players should
definitely get the sense that something is off
The Little Thief about her. She talks about ancient history
At some point, the Pack might encounter (such as the War) like it happened only a very
a tiny thief pilfering their saddlebags. This short while ago, and she mentions “that new
could happen when they come out of the hotel they started building the other day, first
tea shop, while they explore town, or when of its kind,” and so on. While fairly weather-
they camp. The thief is Aki-chan, a girl worn, she appears to be in her late 20s—not
about eleven years of age. She is daughter to nearly as old as her stories or dress imply.
Hotaka the Grocer, and has been living by
scrounging and stealing since he was press- It’s up to you how to portray the Spirit.
ganged by the Purple Blossoms. Being the Spiritual force that she is, she
If the Pack is cruel enough to outright has some sway over emotion. Those in
attempt to murder her, Ichi might try and her presence will feel twinges of her state:
step in, and either beg them to hold, or melancholy, as if something is on the grasp of
even throw himself in the way. If the Pack being lost forever, and they are powerless to
shows Aki-chan mercy, and somehow proves find it. If she is angered, so will they be; and if
to her that they can be trusted (give her she finds mirth, they will laugh with her.
food, or fight the Blossoms openly), she The purpose of this encounter should
can be a good source of information on the ultimately be to illustrate the greater picture
townsfolk, her favorite hideouts, and “the sad of the town’s problems. The Spirit wants the
lady at the springs.” Springs to be restored, and somehow must
express that desire to the players.
Roadblock
To get to the Springs via the most direct
route, the Pack must travel directly past
Locations
the Three Corners Hotel, lair of the Purple The Old Junkyard
Blossoms. If things went particularly sour at The place consists of a small shack with a
the Tea Shop, this could very likely lead to covered workbench outside, both in a bad
another Duel, state of disrepair. The yard is about an acre,
full of rusted old bikes, jalopies, and farm
Clever players can find alternate routes
equipment. The previous operator, Mukaro,
to the Springs. A Kusawake who asks
hasn’t kept the place up since he was
about alternate travel will be able to do
conscripted by the Purple Blossoms when
without without even need for a Gambit, or
they first came to town. He can be found at
perhaps Aki-chan will let them know of an
their hideout, the Three Corners Hotel. See
overgrown hiking trail. The path is on foot
The Men of Town in the Factions section.
only—no bike access.
If the players spend a significant amount
Speak with the Spirit of time (most of a day) scrounging through
While exploring the Springs, the Pack will the junkyard, they can find up to 3 points
soon run into the caretaker. She is, in fact, of Operations worth of salvaged parts.
the somewhat crazy spirit of the springs. She This salvage is hard-earned, though, as the

100
place is overgrown, muddy, and downright she will immediately attack with a high kiai
miserable: each point of Operations earned and a charge with her tanto, held forward
costs one point of Morale. at her chest with both hands. If this starts
a Duel with them, she will Concede if they
If the Players deal with the Blossoms and show that they are clearly stronger than
return Mukaro to his livelihood, he will offer she is.
to help them out, bettering the Operations-
Morale exchange (3 Operations for 1 The secret room contains a cot and
Morale, up to 6 points of Operations). blankets, and fairly unisex clothing sized
for an adolescent. There’s an old but still
Ichi’s Tea Shop fully functional deep freezer in there, and a
This simple tea and sake shop is operated by small electric grill. Aki-chan has used them
Ichi and his wife Shiiko, and their teenaged to keep herself fed, but she’s almost entirely
daughter Noeme. They are simple folk, who out of the frozen fish she’s been eating.
live together in a small room attached to There’s no food of worth to be found now,
the rear of the shop. The shop has enough but hidden behind the freezer is a pouch
low long tables for twenty-four people to containing assorted regional coinage worth
sit close together. These days they rarely 2 Sustenance.
seat even one customer, aside from the
Purple Blossoms, who drink too much and The Three Corners Hotel
rarely pay. In the past, this spacious two-story building
No matter when the players visit, the offered modest but comfortable lodging to
first time they go to the tea shop they will travelers visiting the springs. It sits on the far
encounter the Purple Blossoms. Use the end of town, on the road that leads out to
Scene described further above to guide the hot springs.
that encounter. In the years since the war, the hotel has
been abandoned and fallen into near ruin.
Hotaka’s Grocery and General Store The Purple Blossoms gang holes up here,
Down the road from the tea shop is a and there are nearly always a dozen of them
similarly-sized low building advertised as on the grounds, their ratty bikes and buggies
a grocer and general store. Its windows parked in the gravel lot out front.
are smashed in, and the place has been
completely ransacked. The whole outside There are entrances to the hotel cellar
lawn is covered in gravel, old crab carapaces, in both the kitchen and the back yard.
broken furniture, and loose stone (a simple Large crate-sized cages fill the cellar almost
alarm system for the shop’s sole, secret wall-to-wall. Half of them are occupied by
resident). Unless the Pack specifically near-starved people in dirty clothes, and
mentions wanting to keep as quiet as the whole place reeks of vomit, piss, shit,
possible (requires a Gambit), then Aki-chan and blood. There’s a good two dozen people
will be alerted to their snooping, should she down here of all ages. A few of the occupants
be there. are recent corpses. Each of the occupied
cages is locked with a heavy metal padlock.
The interior of the store has been These folks are either hostages from the
thoroughly trashed and picked-through. No town or abductees from the region awaiting
traces of anything usable can be found here. a new life in slavery.
There’s a cellar to the place, also completely
ransacked. Deeper inspection will find signs If the place is given a thorough looting
of a secret room, and exploring further (encourage the players to describe said
without scrupulous caution will spring looting in glorious detail), then the
a heavy crossbow trap (Gambit, possible Pack can acquire 3 points of Sustenance
outcome of 4 Stains). If Aki-chan is hiding (assorted food and stashes of tradeables)
there and not yet introduced to the players, and 3 points of Operations (scrap metal
101
and fuel). If the looting was particularly Why is it hiding? Has it sought the
spirited, give them a point or two of Morale protection from a faction in town? Is it
on top of that. hiding in the springs? Is it captive of the
Purple Blossoms? Have they already sold it
The Broken Springs to scoundrels or slavers? Maybe it hides in a
A single trail leads out of town, and up a hut in the deeper river basin below?
switch-back in the ridge to the hot springs.
In fact, from the center of town one can look If you find that coming up with these
up at the ridge and see the rocks and trees elements is taking too long, and you want to
of the highest point. In the past, rickshaws run the scenario as a one-shot, then remove
and horses would carry visitors up and down this element altogether. Instead, just have
the switchback. Now it is mostly overgrown, the Pack roll into town after a long time
and difficult passing by all but foot and good on the road, low on resources, seeking rest,
off-road vehicles. entertainment, and fuel.
Arriving at the springs, there is heat, Suiyou, the Spirit of the Springs
but not much. Stepping into the grotto, (agency 5)
each character will immediately be hit with The Spirit of the Springs appears in the
a feeling of sadness as they see the decay guise of a worn-looking, once-pretty woman
of what was clearly once a most wondrous in her late twenties, slender and pale. If asked
and tranquil haven. During the war, an her name, she will say it is Suiyou. She wears
errant artillery shell caused a landslide of an old kimono of a style long ago gone out of
the once-meticulously-placed rocks around fashion, which is in a state of wear similar to
the springs, filling the pools and damming that of her own general countenance.
and diverting the waters which flowed into
them. Still navigable by careful stepping, As described in the Scene above, the
a partially-demolished path of stones Spirit’s emotional state will influence
leads up to a single-story pagoda house anyone near her. Those who engage in active
overlooking the remains of the springs. The conversation with her will feel it even more
house is occupied by the current “caretaker” intensely as the conversation flows and their
of the springs, and lightly furnished but auras synch more closely.
very dusty, as if no one has been there in
Favor: Shed clothes or visibly remove masks
many years.
in her presence, step naked into the
If the motobushi investigate with any waters, make an offering of construction
depth at all, they will meet the Spirit or repair, defeat the Purple Blossom gang
of the springs, who appears as a worn- that poisons her, free and reunite the
out caretaker. She will come to them in workers to restore the Hot Springs.
the pagoda house, or near the springs, Disfavor: Insult her, damage or desecrate
or wherever it is they take the most the springs, pollute the air of the grotto,
immediate interest. help the Purple Blossoms.
Goal: Suiyou wishes to restore the Springs
Factions to their former glory. To her, each person
The Unnamed Quarry (Agency 3-7) who sheds clothing and steps into the
Developing this Faction is your first challenge. waters is making a sacrifice of respect.
Since its nature hinges upon the players’ Blood Price: The spirit is not currently a
answers to your initial questions, it could be vengeful force, and as such will not kill.
anything from a missing horse or kidnapped Should the present course of events
baby to a renegade brother or enemy warlord. continue unhindered, she will become
Whatever it is, it (or someone else) doesn’t Oni, and at that point she will torture and
want the Pack to find it. destroy anyone she finds in the region.

102
Ichi, the Tea Shop Owner (agency 2) Aki-chan, the Grocer’s Daughter
Ichi runs the tea shop and sake house in (Agency 2)
town, and will first meet the motobushi when Aki is the 11-year-old daughter of the
they come to his shop. There, the players press-ganged grocer, Hotaka. She lives now
can also meet Ichi’s wife Shiiko, and their in a secret room in the cellar of her father’s
teenaged daughter Noeme. Ichi is a middle- ransacked shop. She goes in and out at all
aged man of smaller-than-average stature, hours, and is quite the master of stealth. She
fond of cabbage and the color green. He is knows (and has even seen) the cellar where
the only independent seller of tea and sake the Purple Blossoms keep their hostages, and
for at least twenty or more miles in any she is well aware of what goes on in there.
direction. Circumstances have aged her emotionally
Ichi likes to talk. He can’t provide the ahead of her years, and she is not the silly
players anything more than a place to little girl that others might initially take her
sleep (he will let them sleep on the floor to be.
of the shop if they protect it) and some Before being taken away, Hotaka
conversation. He will lament the town’s managed to hide his daughter in a secret
situation—he’s been here since he was room in his cellar. He gave her his family’s
born; the visitors they used to have were so ancestral weapon, a tanto belonging to
colorful; if only the Blossoms would go away, his late mother, Matsutomo Hikari, who
we could rebuild the springs and get more was consort to a famous samurai from the
travelers, and people would spend more Player’s own side of the war. She carries the
money; and so on. weapon with her everywhere, hiding it in
a hand-sewn makeshift baldric across her
If any of the Pack seem like particularly back. She knows her grandmother’s legacy
noble, dashing, and well-kept individuals, by heart and then some, and worships the
he might even see this as his chance to save woman.
his daughter, and implore them to take her
away from this horrible life. Noeme is in her Aki has visited the Springs on multiple
middle teens, and while not a striking beauty, occasions recently. She has had tea with “the
she has enough charm to make a pleasant sad caretaker lady,” but it was pretty nasty.
companion for the right-hearted samurai. She carries a tiny rock with her that the lady
let her take for luck. The lady was especially
Favor: Protect him and his family from the enamored by her tanto, as it reminded her of
Purple Blossoms. someone she knew.
Disfavor: Threaten him or his family, help
NOTE: I’ve had multiple groups end
the Purple Blossoms.
up taking a willing and excited Aki-chan
Goal: To live a nice and prosperous life with with them when they left town, as a possible
his family, and die much later in life, in his future Prospect. In one of those groups, one
sleep, of natural causes. He wants to one player even decided to play her in the very
day see his daughter wed to a good man, next session as a replacement to his character
should any ever come back around. If the who was killed in a duel with the Blossoms.
Blossoms cannot be beaten, and the Pack If her family is killed and the Pack treated
has gained his trust, he will implore them her with some measure of respect, she may
to take him and his family out of this ask outright to join them. If her hidden
place, at least as far as the next region. money hasn’t been found already, she could
Blood Price: He would be willing to even offer that as payment.
kill anyone who threatened his wife or
daughter. He is not a brave or physically Favor: Treat her kindly, give her food,
active man, but when pushed to their protect her, fight against the Purple
limits, even the meek can bite. Blossoms.

103
Disfavor: Insult her in any way, threaten her Favor: Join their gang, harass the tea
or her father, or disrespect the memory of shop, help them kill their enemies and
her grandmother. make money.
Goal: First and foremost, Aki-chan wants Disfavor: By arriving into town showing
her dad back, Second, she wants the different colors, the players pretty much
Purple Blossoms to all die horrible deaths. guarantee the disfavor of the Purple
Blood Price: She’s small and weak, but Blossoms gang. Upsetting and taking
if someone hurts her family, Aki-chan action against them will make it worse.
will do her best to slit their throat Goal: Dominance of the local area, loot and
in the middle of the night, using her plunder, whores and excitement.
grandmother’s tanto. Blood Price: They’ll murder anyone who
The Purple Blossom gang (agency 4, interferes with their action or their fun, or
Potentially 7) even who just pisses them off.
The Purple Blossoms are small-time, but The Men of Town (Agency 3)
they make up for their inexperience with When the Purple Blossoms rolled into town
vicious cruelty, and the town lives in fear last year, they conscripted the first able-
of them. Led by a giant scumbag of a man bodied men they saw, and put anyone who
named Kojuto, the Blossoms have been resisted to the sword. In the time since, every
terrorizing the region for a bit over a year. other able-bodied adult male in town has
Since setting up their base of operations in been conscripted, slain, imprisoned, or sold
Willow Ridge, they’ve focused mainly on into slavery. Many of their families have been
protection rackets and kidnapping. Those threatened, if not held hostage outright.
who oppose them are usually killed (and fed
to their dogs) or sold into slavery. Included in their ranks are Mukaro,
the junkman of the town, and Hotaka, the
Despite their reputation, the Blossoms grocer. If the Pack can win their favor, they
are essentially just thugs with swords and could be convinced to round up a few of
bikes. There are no true samurai among the other conscripts within the gang to turn
them, although Kojuto claims to have been a against the Purple Blossoms and help bring
great officer in the War (he did serve in the them down.
War—but as a foot soldier, turned deserter
and corpse looter). The Blossoms have scrap- Favor: Guarantee freedom from the gang,
built bikes, grudgingly maintained by their and safety for their families.
press-ganged mechanic, and their weapons
Disfavor: Threaten their families.
and armor are rusty and piecemeal.
Goal: To get away from this miserable life
Note that if the players act against and once again live with their families as
the entire Purple Blossoms gang without free folk.
first securing the favor of the Men of
Blood Price: They’ll kill anyone who
Town (below), then the Blossoms and
threatens their families. By proxy, they’ll
the Men of the Town’s Agency scores are
kill for the Purple Blossoms, who are
added together! A little under half of the
threatening their families.
gang consists of locals press-ganged into
service. If those locals can be swayed away,
the Purple Blossoms will be significantly
weakened.

104
Final Words:
Inspirations and Notes
Quite obviously, the three biggest influences in creating this game were
the show Sons of Anarchy and the movies 13 Assassins and Seven Samurai.
One day on a long ride through the Columbia Gorge, the idea came to me:
if Sons of Anarchy had starred Toshirô Mifune and taken place during post-
Tokugawa Japan, it would be the most wonderful thing ever. And thus was born
Motobushido. It wasn’t until some time later, after seeing a kabuki rendition of
Titus Andronicus that everything truly began to take greater form.

There’s a great piece of samurai fiction you should read called Cloud of
Sparrows, written by Takashi Matsuoka. The story just moves in a way that
few others do, and it is an excellent example of well-timed narrative flashback
brought into play. You should also watch the television show Firefly for another
fantastic flashback example right at the very beginning of the very first episode
– in fact, I refer to this scene every time I run a First Founding for new players,
as it sums it up quite nicely.

For some really good duel inspirations, watch the anime Rurouni Kenshin (or
read the manga), and play the Bushido Blade video game series, if you can find
them. Battle Angel Alita is another anime/manga that probably gets referenced
more than any others during games, and usually by my players themselves, and
it’s gotten so frequent that I’m considering just making an Alita-themed playset
hack.

Two other anime series really got to me during the primary writing of
this game: The Hakkenden and Hyouge Mono. I felt that both of them really
illustrated well many of the concepts behind bushido, and the deeply emotional
sacrifices that one must make in order to follow the way of the samurai.

As for tabletop games, if it weren’t for games like The Burning Wheel and
Apocalypse World, chances are I never would have gotten to write this one. Beast
Hunters is the only other game I’ve played which features the concept of the
player salute, and it’s an action I really loved. The “rider salute” is something I
do so often when I ride that I just had to find a way to incorporate it, and the
player salute seemed perfect for it.

The music of Kodo and the Yoshida Brothers was listened to more than
anything else while writing this text. Providing counterpoint was the absolutely
perfect music of local band Federale, which can best be described as “music you
want playing while you die in a gunfight.” The soundtracks to 13 Assassins and
Red Dead Redemption were mighty inspirational, as well. And I can't deny the
inspirational power I found within the GZA's Liquid Swords album.

105
NAME: PACK:
ROLE: RANK:
STYLE: BIKE:
BIRTH SIGN: STAINS: KR

DUEL MODS NOMAD/BROTHERHOOD: /

LAW OF THE PACK


HAND: (DETERMINES BONUS CARDS)

STRIKE: YOUR MAXIM:


KI POOL:
1ST DEED:
SUIT ORDER:
2ND DEED:
3RD DEED:
BIRTH SIGN
4TH DEED:
KI
TRIGGER:

LESSON TRIGGER:
WATER/STEEL: /
WAY OF THE SWORD

(DETERMINES STRIKE RANGE)


RECORDED LESSONS
YOUR MAXIM:
1ST DEED:
2ND DEED:
3RD DEED:
4TH DEED:

WILL/DESTINY: /
CODE OF THE HIGHWAY

(DETERMINES BONUS KI)

YOUR MAXIM:
1ST DEED:
2ND DEED:
3RD DEED:
4TH DEED:
PACK
TIER 1 TECH:
SECONDARY POWER:
+1 HAND +1 COHORT BONUS

TIER 2 TECH:

+1 HAND +1 COHORT BONUS


FRATRICIDE POWER:

TIER 3 TECH:

+1 HAND +1 COHORT BONUS

TIER 4 TECH:
BIKE:
TIGHT:
SWORD OPEN:

TIER 1 TECH: RUGGED:

BADASS:
+1 STRIKE +1 CHEAT DEATH
ENDURANCE:

RIDER POWER:
TIER 2 TECH:

+1 STRIKE +1 CHEAT DEATH

TIER 3 TECH:

+1 STRIKE +1 CHEAT DEATH

TIER 4 TECH:

HIGHWAY
EVOLVE RIDER POWER

+1 Ki +1 BIKE MOD

EVOLVE RIDER POWER

+1 Ki +1 BIKE MOD

EVOLVE RIDER POWER

+1 Ki +1 BIKE MOD

EVOLVE RIDER POWER

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