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Contents
CHAPTER I - THE WORLD OF SAMURAI SHODOWN.................................................... 7
CHAPTER II - DUELISTS....................................................................................... 10
WEAPONS ........................................................................................................ 27
WEAPONS LIST (OPTIONAL) .............................................................................. 33
OPTIONAL RULE: Special Abilities - Weapons can perform modified basic maneuvers
and special attacks according to certain capabilities .............................................. 41
ANIMAL COMPANIONS .................................................................................... 47
CHAPTER III – FURY (OPTIONAL) .......................................................................... 53
CHAPTER IV - THE SAMURAI ................................................................................ 56
Haohmaru ....................................................................................................... 56
Ukyo Tachibana ................................................................................................ 57
Galford Weller .................................................................................................. 58
Hanzo Hattori ................................................................................................... 59
Charlotte Christine de Colde ............................................................................... 60
Wan Fu ........................................................................................................... 61
Tam Tam ......................................................................................................... 62
Genan Shiranui ................................................................................................ 63
Earthquake ...................................................................................................... 64
Kyoshiro Senryo ............................................................................................... 65
Nakoruru ......................................................................................................... 67
Rera ............................................................................................................... 68
Nicotine Caffeine .............................................................................................. 69
Genjuro Kibagami ............................................................................................. 70
Cham Cham ..................................................................................................... 71
Neinhalt Sieger ................................................................................................ 72
Rimururu ......................................................................................................... 73
Basara, the Executioner .................................................................................... 74
Gaira Caffeine or Kim Ung che............................................................................ 75
Shizumaru Hisame ............................................................................................ 76
Kazuki Kazama ................................................................................................. 77
Soegetsu Kazama ............................................................................................. 78
Youkai Kusaregedo ........................................................................................... 79
Liu Yunfei ........................................................................................................ 80
Yoshitora Tokugawa .......................................................................................... 81
Yumeji Kurokouchi ............................................................................................ 82
Mina Majikina ................................................................................................... 83
Enja ................................................................................................................ 84
Suija ............................................................................................................... 85
Andrew Bell ..................................................................................................... 86
Iroha .............................................................................................................. 87
Ocha-Maro Karakuri .......................................................................................... 88
Sugoroku Matsuribayashi ................................................................................... 89
Kuroko ............................................................................................................ 90
Yashamaru Kurama .......................................................................................... 91
Darli Dagger .................................................................................................... 92
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Wu-Ruixiang .................................................................................................... 93
Hanma Yagyo ................................................................................................... 94
Asura or False Asura ......................................................................................... 95
True Asura or Shadow Asura .............................................................................. 96
Shiki ............................................................................................................... 97
Taizan Morozumi .............................................................................................. 98
Warden, the Soldier .......................................................................................... 99
Baiken .......................................................................................................... 100
CHAPTER V - NEW SPECIAL MANEUVERS..................................................... 101
CHAPTER VI – ENEMIES ........................................................................... 113
Shiro Tokisada Amakusa.................................................................................. 113
Mizuki Rashojin(Rashoujin), The Possessed Priestess .......................................... 115
Animal Companion (MAJU, Ambrosia incarnation) ............................................. 117
Zankuro Minazuke, The Demon ........................................................................ 118
Gaoh Kyougoku Hinowanokami ........................................................................ 120
Demonic Gaoh, Spirit Kuraki-Sumeragi, Dark Emperor ........................................ 121
Shizuka Gozen, The Ghost Courtesan ................................................................ 122
Yuga, The Destroyer, The Mysterious Puppeteer ................................................. 124
Gandara ........................................................................................................ 126
Deku & Dekuina ............................................................................................. 127
Rasetsumaru.................................................................................................. 129
Sankuro Yorozu .............................................................................................. 130
EXTRAS: HENCHMEN ...................................................................................... 131
CHAPTER VII - ADAPTATION .............................................................................. 140
CHAPTER VIII - PLACES OF CONFLICT ................................................................. 146
Adventure Hooks ............................................................................................ 147
CHAPTER IX - FINAL CONSIDERATIONS ............................................................... 148

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SAMURAI SHODOWN
STREET FIGHTER RPG

Prologue: The Legend of the Seven Samurai

Japan, 17th Century, Edo Period


There were seven Samurai, very skilled, chosen to protect Japan from atrocities.
They were: Haohmaru, Galford, Nakoruru, Charlotte, Wan Fu, Tam Tam, and Shiro
Tokisada Amakusa. However, one of them betrayed the pact. In fact, one of them;
Amakusa.
During the conflicts, Amakusa asked his god for protection, and did not get it,
almost dying. Amakusa lost faith in his god, and made a pact with the demon Ambrosia.
He obtained great strength and power, and killed the other six Samurai Warriors all at
once. However, according to legend, the Samurai would resurface 100 years later.
Japan, 18th Century, Tenmei Era of the Edo Period
And the legend is reality. Haohmaru, Galford, Nakoruru, Charlotte, Wan Fu and
Tam Tam, all Warriors, have recovered their memories of past lives and set out in
search of each other to unite and defeat Amakusa once and for all. All except Haohmaru.
Meanwhile, Haohmaru was living with his foster mother in a province, unaware
that he had been discovered and that he had a glorious destiny ahead of him. Haohmaru
worked killing obstacles (like a bear that killed peasants' animals) and doing hard labor
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(like carrying goods, etc.). One fateful day, Haohmaru was faced with an attack on his
village. Haohmaru fought against Amakusa's subordinates and, for the first time,
awakened all his anger and energy that only chosen Samurai possess. However,
Haohmaru did not save his mother in time, and she can only tell about her fate before
she dies. And it is at this moment that Haohmaru comes across the other five Samurai,
but he does not believe them.
What to do now? How to convince Haohmaru to Fight for the World?

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CHAPTER I - THE WORLD OF SAMURAI SHODOWN

The adventures of Samurai Shodown will take place all over the world, from Japan
to the Andes, but concentrated in the Far East and the Japanese archipelago. It is the
late 18th and early 19th century, there are no cars, airplanes, satellites, and other
technologies of today's world, but several new technologies and inventions begin to
appear such as steam and diesel engines, powerful explosives, and the printing press.

There are many Ninja Clans, Karate and Kung Fu Dojos, schools of armed arts,
especially Kenjustsu, the art of the Samurai Sword, that seek honor and glory. A world
abundant with mystical secrets, mundane and supernatural dangers, and troubled lives,
as well as political intrigues for power and prestige in Japan, China, Europe, and the
Americas.

This is the same setting as Rurounin Kenshin, Vagabond, Ninja Scrolls, Basilisk,
and The Last Blade. It is the setting of adventure, intrigue, honor, and mystery of
Samurai Shodown.

The series begins during the Tenmei famine in 18th Century Japan, which led to
severe depression and chaos throughout the country. Devastated by the suffering of his
countrymen and the Shogun's indifference to their plight, the former Tokugawa Shogun
general and Daimyo, Gaoh Kyogoku Hinowanokami, stages a rebellion in his
homeland, Hinowa, against the reigning Tokugawa Shogun. He also hopes that his revolt
will make the next Shogun in the line of succession, Yoshitora Tokugawa, realize his
responsibilities to his country. The war provoked by the conflict attracts the interest of
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several warriors. At the end of the war, Gaoh is defeated and Yoshitora is installed as
the new Shogun.

Over a decade before the series begins, Shiro Tokisada Amakusa (loosely based
on the historical figure), who was once the leader of a Christian rebellion, made a pact
with an evil entity called Ambrosia moments before his execution. Using the body of
Shinzo, one of Hanzo Hattori's sons, he is resurrected two years after the events of
Hinowa. He plans to take revenge on those who reigned against him and wishes to bring
Ambrosia to the mortal realm after his release. He steals a sacred item, the Palenke
Stone, from the Green Inferno to obtain the power needed for the ritual.
The sorcerer's activity starts a wave of evil phenomena around the world,
stretching from Japan to China, to Europe and America, drawing several brave warriors
to the source of the calamities. Among these warriors is Haohmaru, a ronin, who
recently left the tutelage of his master, Nicotine Caffeine. He sees each opponent as a
chance to refine his swordsmanship. An Ainu priestess, Nakoruru, though a pacifist,
takes up her blade to save Mother Nature from further pain. Although several fighters
attempt to kill the demon, these two succeed in defeating him, apparently killing him in
the process.

Months later, another "demon" appears in Japan. However, he is not related to


Amakusa or Ambrosia. He is a man named Zankuro Minazuki, a powerful warrior who
has earned the label "demon" for his merciless killing of innocent people, village after
village. Zankuro finally discovers the error of his ways and retreats into a life as a
hermit, agreeing only to kill skilled warriors in duels. One of the victims he spared was a
child whom Haohmaru finds and raises. The child's name is Shizumaru Hisame, who
seeks revenge for the murder of his family at the hands of Zankuro. He heads out with
Haohmaru to test his strength against Zankuro, challenging other fighters along the
way. Eventually, they meet and duel, with Shizumaru being the victor. Although
Zankuro was severely injured, he attempts to land a final blow only to be knocked to the
ground by the heavens. He dies thanking the victor and his body is buried.

The lull does not last long, for Amakusa reappears and uses her strength to
revive him in an effort to gain revenge. To do so he takes possession of the fallen
warrior and transforms him into an instrument of destruction. This time, Amakusa's
spirit is split into two halves; the original one, good and righteous; the other, corrupt
and ambitious. While the evil half brings destruction to Shimabara Japan, the good half
fights to restore it. The evil Amakusa kidnaps a young kunoichi named Hazuki from the
ninja clan Kazuma. Hazuki is used, for her special life force and great Ki power, by the
sorcerer to control Zankuro's bloodlust. Her brothers, Kazuki and Sougetsu, rush to her
rescue. Although various possibilities of interpretation for the end of the battle can be
imagined, officially it is said that Kazuki was successful in killing the evil Amakusa and
that Zankuro is finally taken down and laid to rest by Sougetsu. Labeled as nukenin, or
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clanless ninjas, by their clan, Hazuki and Kazuki go into hiding while Sogetsu lets them
escape. Sogetsu pretends to kill Kazuki so that the clan will not go after his brother and
sister.

Six months after this conflict, a priestess possessed by the evil demon, Mizuki
Rashojin, emerges to send the world into chaos again. Mizuki, as a loyal servant to
Ambrosia from 1000 years ago, is awakened by the evil evil half of Amakusa. Her
awakening causes several world disasters, and although her spirit is awakened, she has
not yet fully ascended to the human realm. She attacks the souls of unlucky warriors
and uses the fallen to strengthen her and Ambrosia's powers. For this she uses the
Palenke Stone and the Tangiers Stone. The "good" Amakusa saves Haohmaru and other
virtuous souls, but he too falls into ruin. The warriors travel to Hell itself to fight their
soul of Mizuki before she is resurrected. Haohmaru and Nakoruru are able to make the
journey to Hell and stop Mizuki, sealing her in the Makai (demon world) after her defeat.

Yuga the Destroyer, a genderless entity originating from the Makai realm, moves
to conquer the world half a year after Mizuki's defeat. Twenty years before Amakusa's
resurrection, it enters the human realm and steals several babies from their mothers'
wombs and, using its power, grants them superhuman abilities. Silently, it reinserts the
unborn children and hopes they will become superhuman warriors. As adults, it appears
before them all and brainwashes them all to become its loyal slaves through a magical
puppet show. One of its victims is a mysterious woman named Shiki, the perfect female
counterpart to Yuga's vessel. Yuga orders Shiki to find the perfect male counterpart,
intending to merge the two for its eventual resurrection. Haohmaru is selected, but Yuga
underestimates him in their battle. Haohmaru defeats Yuga and frees Shiki from his
mind control.

A year passes and Yuga, better prepared, revives itself. With its second
appearance, Asura, a destructive being (wreaking havoc in order to bring about "the
unification of this world and the Netherworld, the Makai") escapes from his Netherworld
prison. Yuga, realizing Asura's strength, clones Asura and creates its loyal servant
Hanmen no Asura. Yuga's orders are to retrieve Shiki and return to Yuga with her.
However, Asura falls in love with Shiki and turns against his master. Both Asuras defeat
Yuga entirely and merge, leaving Shiki with a child. She leaves the child in Haohmaru's
care, feeling unworthy of motherhood.

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CHAPTER II - DUELISTS

WEAPONS AND ARMED MANEUVERS


All, or rather almost all, of the characters in Samurai Shodown fight using
weaponry and execute some of their Maneuvers with their weapons. This is indicated
with "(WEAPON NAME)" or "STRIKE" after the Maneuver. In fact, the Maneuver works
normally. If the original Maneuver is not a Focus Maneuver, it will have the Weapon
Modifiers added to its own when the fighter applies it. Weapon Technique is used to
calculate damage and also in place of the main prerequisite (example: as a Punch in
Dragon Punch), except for Focus Maneuvers. Some maneuvers can be applied both with
and without the weapon, and this will be indicated with "WEAPON NAME with STRIKE
or TOSS or SHOT".
Duelists can convert maneuvers from their unarmed combat styles into STRIKE
maneuvers. This implies having the same prerequisites in Weapon Technique as you
would have in Punch and Kick, as well as in the other techniques, e.g. In order to learn
Dragon Punch Strike the duelist must have Weapon Technique 4, Power Uppercut
Strike, Athletics 1 and Jump.
Every player has access to JAB STRIKE, STRONG STRIKE, FIERCE STRIKE,
BERSERK STRIKE, PARRY, and DISARM when they have at least 1 weapon technique
point. In the case of SHOT and TOSS you must add the name of the weapon used to
shoot or the weapon that will be thrown.
Maneuver Name Speed Damage Move Effect
+2 -1 +0
Jab Strike Basic Armed Maneuver.
+Weapon +Weapon +Weapon
+0 +1 +0
Strong Strike Basic Armed Maneuver.
+Weapon +Weapon +Weapon
-1 +3 -1
Fierce Strike Basic Armed Maneuver.
+Weapon +Weapon +Weapon
-2 +4 -1 Basic Armed Maneuver, Cannot be
Bersek Strike
+Weapon +Weapon +Weapon Canceled or Aborted.
+4 Soak is the Weapon Technique +
Parry None None
+Weapon Stamina. ABORT Maneuver
Test: Strength + Weapon Technique vs
Strength + Weapon Technique. Number
+1 -1
Disarm - of Successes exceeded indicates the
+Weapon +Weapon
distance the weapon can be thrown
(Hexes).
+0 +0 +0 Basic Armed Maneuver. Thrown, Fired
Shot/Toss
+Weapon +Weapon +Weapon and Archery
Soak equal to Block Technique +
Block +4 - None Stamina. If blocked you gain +2 speed
on the next turn. Abort Maneuver.
Move +3 - +3

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WEAPONS CLASHES
A common element in Samurai Shodown games is sword clashes, when the
fighters force their blades together until one of them loses their blade, which flies away.
In game this is easily represented in three ways: Using the basic DISARM maneuver,
with simultaneous attacks that have the same speed and the basic PARRY maneuver,
and with STAND OFF (Optional Rule).
It is still possible to use PARRY to stop the opponent's attack with your blade and
follow up with a DISARM, or even create a combo of PARRY to DISARM, representing a
specialist in disarming the opponent. After all, PARRY is an Abort maneuver.

Optional Rule: BLOCK-UP AS A DEFENSE AGAINST UNARMED AND ARMED ATTACKS


Another approach, different from that of Basic/Core SFRPG rules and SFRPG
Contenders, is to use the BLOCK TECHNIQUE to Soak damage of both unarmed, focus,
and weapon origin. In this context the WEAPON TECHNIQUE is not as overvalued as it is
in the official version of the game, where the technique participates in offensive rolls and
in defensive Soak potential. By doing this, the costs of offensive and defensive technique
evolution between unarmed fighters and armed duelists becomes more balanced and the
gap between the two is reduced.
In the context of this optional rule, the En Garde special maneuver would work as
a Punch Defense or Kick Defense, with its bonus (+4) added to the Block Technique only
when defending against weapon attacks and -2 Soak against unarmed attacks.

Optional Rule: BLOCK AS DEFENSE AGAINST DISARMED ATTACKS AND PARRY AS


DEFENSE AGAINST ARMED ATTACKS
A more complex option would be to consider that unarmed attacks are soaked with
the Block Technique, while armed attacks are soaked with the Weapon Technique (as in
PARRY): (1) unarmed attacks being soaked by the Weapon Technique (Parry) would
have -2 Soak, and (2) armed attacks being soaked by the Block Technique would have -
2 Soak. This difference attempts to simulate that both are different defense technique
domains, and that they are not effective in their cross-domains.
To further explore the difference between Armed and Unarmed Defenses it is also
suggested that when duelist Parry (basic maneuver PARRY and the like) and their Soak
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exceeds the damage of the opponent's armed maneuver, unlike in unarmed combat, the
opponent cannot roll 1 minimum damage. This reflects that the defense has completely
prevented any Damage. If the duelist Blocks (basic unarmed maneuver Block, and
similar), the opponent will always get the minimum damage roll. Weapons used to parry
receive 1 damage per effective Parry engagement. This would simulate the difference
between unarmed defenses (BLOCK) and armed defenses (PARRY).

Optional Rule: BERSERK STRIKE AS POWERFUL ATTACK


Some options to emulate similarly powerful strikes in Samurai Shodown are:
(1) CHANGE THE MANEUVER to - Berserk Strike, Speed -2, Damage +5, Move -
2, and this attack cannot be Canceled or Aborted; or
(2) add the KNOCKBACK effect to the maneuver, where the opponent is pushed
1 hex in the opposite direction of the Duelist, if it deals damage to an opponent who is
not Blocking or Parrying; or
(3) add the effect of STUMBLING, if the attack causes damage to an opponent
who is not Blocking or Parrying, must make a Dexterity test (difficulty 6) and get more
successes than the Duelist's damage or suffer -2 speed the next turn.

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DUELIST STYLES
Duelists' combat styles are quite diverse and reflect the maneuverability of their weapons
and the cultural context in which they were developed and refined. Some styles already have a
tradition of weapons training, as is the case of Aikido, Capoeira, Tai Chi Chuan, Baraqah, Special
Forces, Kabbadi, Ler Drit, Karate Shotokan, Wu Shu, Kung Fu, Ninjutsu, Spanish Ninjutsu,
Savate, Silat, and Muay Thay. In the case of these styles it is encouraged to transform the
Punch, Kick, Block and some Grab, Athletics and Focus maneuvers into armed maneuvers
(Strikes) in simple and direct mode. Eg: Shotokan Karate will become the Shinkage-Ryu Style of
Kenjutsu, so the Duelist will have the list of Shotokan Karate maneuvers for their armed style,
including Lunging Punch Strike and Dragon Punch Strike, among others.
Alternatively other styles can be developed to simulate the capabilities of the fighters in
Samurai Shodown (or other fighting games) with armed combat such as The Last Blade, Fatal
Fury, Knuckle Heads, Guilty Gear, Red Earth, Breakers, Savage Reign, Eternal Champions, Soul
Calibur, World Heroes, Toshinden, Mortal Kombat, Hellish Quart and others).

The following are suggested styles of armed combat, essentially duelist styles, based on
the aforementioned franchises, especially Samurai Shodown and its characters. The styles
emulate the general pattern of the games' characters and their historical stereotypes, and do not
fixate on the historical fidelity of these styles or their analogies.
They are: EMA, Fire, Ichi, Lightning, Mist, Mountain, Niten, Polearm, River,
Steel, Wind, and Wood

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EMA STYLE
Description:
In the Dark and Middle Ages, most European warriors and
soldiers donned armor and wore shields, using crude weaponry.
However, as time went by and war technology transitioned, armor,
shields, and weaponry became lighter and techniques more refined, but
they mainly mastered spear techniques, staff weapons, mace,
hammers, axes, flails, and swords. With this various styles began to
develop and gain identity.
The EMA Style describes the collectivity of combat forms, tactics,
and strategies with the various weapons created and incorporated from
other cultures, and includes older forms of gladiatorial and Greek
combat (such as tridents, nets, gauntlets, short sabers, and machetes,
among others, as weapons).
Practitioners of this fighting style evolve in this art of warfare with
practical, daily, repetitive training. Sparrings and near-real-life training
develop not only skill with weapons and, sometimes, shields, but also
comfort with armor and learning of successful combinations and tactics.
After all, in battle, there is no room for mistakes.
Schools: English, Portuguese, Scottish, and German Fencing; European
Warfare Weapons; Gladiatorial Combat; Sword and Shield, Spear and Shield; Warhammers and
Javelins; Giant Swords.
Members: (European Martial Arts, Strong, Counter, Steel Weapon, Defensive)
Concepts: Soldiers, Knights, Sailors, Mercenaries, Gladiators, Conquistadores
Initial Chi: 1
Initial Willpower: 6
Motto: Train 100 times. Train 1,000 times. Train so hard that the battle is easier than the
training.
Fighter Examples: Ward, Cassandra; Sophitia; Siegfried;
Ward; Knightmare; Lizardman

List of Armed Maneuvers: Buffalo Punch (1), Spinning


Backfist (1), Lunging Punch (3), Deflecting Punch (1), Fist
Sweep (2), Ducking Fierce (1), Triple Strike (1), Flash Kick (4),
Dashing Punch (5), Double Dread Kick (3), Push (1), Monkey
Grab Punch (2), Brain Cracker (1), Spinning Clothsline (5)

List of General Maneuvers: Flying Knee Thrust (2), Foot


Sweep (1), Displacement (2), Heel Stomp (1), Knee Basher (2),
Double Hit Kick (1), Jumping Shoulder Butt (1), Head Butt (1),
Head Butt Hold (1), Toughskin (2), Missile Refletion (1), Energy
Reflection (3), Toughskin (3), Psychokinetic Channeling (4),
Bear Hug (2)

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FLAME STYLE
Description:
The Flame Style has developed a way of
aggressively attacking the opponent at close
range in order to prevent them from being
able to establish any advantage. These are
combinations of punches, kicks, joint
wrenches, chokes, falls, all fast, mixed with
short but strong and fast weapon striking
techniques.
The weapons of choice for Flame Style
practitioners are those that combine their
handling with unarmed and even very close
combat techniques. Knives, truncheons, light
sticks, nunchakus, tonfas, short sabers,
gauntlets, riveted gloves, claws, and even objects of opportunity become tools of mutilation in
the hands of people trained in this style of oppressive violence.
Although it sounds todoxical, some practitioners use the ferocious maneuvers and
strategies to use Flame Style as a style of counterattacking and suppressing the opponent
quickly and with minimal damage exchanged between fighters.
Schools: Bando, Kali, Eskrima, Kobudo, Special Forces, Wing
Chun, Sanbo, Lua
Members: (Close Combat, Fast, Multi-hit, Submission, Light
Weapon)
Concepts: Warriors, Mercenaries, Monks, Bodyguards
Initial Chi: 2
Initial Willpower: 5
Motto: Always assume that your opponent will be bigger,
stronger and faster than you; to that you learn to rely on
Technique, timing and rhythm, rather than raw Strength.
Fighter Examples: Nakoruru; Talim; Kazuki; Enja; Sugoroku;
Chester; Greed.

List of Armed Maneuvers: Triple Strike (1), Double Hit


Kick (1), Dragon Punch (4), Lunging Punch (3), Spinning
Backfist (1), Elbow Smash (1), Monkey Grab Punch, Dashing
Punch (5), Hundred Hand Slap (5), Brain Cracker (1), Spinning Knuckles (4), Hurricane Kick (4)

List of General Maneuvers: Knee Basher (2), Suplex (1), Pin (3), Improved Pin (3),
Grappling Defense (3), Double Hit Kick (1), Foot Sweep (1), Flying Knee Thrust (2), Aiki Throw
(2), Aiki Takedown (2), Stepping Front Kick (4), Regeneration (4), Toughskin (3), Dislocate Limb
(2), Breakfall (1), Maka Wara (4), Air Suplex (2), Disarming (1), Breakfall (1), Sleeper (2)

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ICHI STYLE
Description:
The Ito style was developed naturally through
countless hard battles and analytical and pragmatic
reflection about each one, as such, it differs greatly
from the more systematic styles. The practitioner
must constantly strive to improve his techniques
while living to his last breath, in an infinite evolution.
The weapon of choice is the Sword, usually the
Katana, but occasionally it can vary (Tachi, Nodaichi,
Zanbatou, and in unusual cases, non-Japanese
swords).
This has led to the development of sub-styles with unique identities: Concentration on
vertial attacks, focus on piercing strikes, different bases, peculiar attack/defense alternation
rhythms, melee and knockdown capture maneuvers, tactics to move and attack quickly when
faced with projectile-firing weapons and so on, the essence remains: Test, Evaluate, Learn and
Improve.
The practices with the sword and the study of battle instill in the practitioners the need to
see their mental and spiritual depths, to meditate. Some fighters learn to use mystical powers as
part of unifying Sword and Spirit. This process is indispensable for the practitioner's
development: Uniting sword, technique, body, mind, soul, and opponent. There is only one
thing: the battle.
Schools: Yagyu Shinkage-ryu; Shinden-ryu; Rishin-ryu; Itto-ryu; Chujō-ryu; Kamyia Kashin
Members: Anyone who can wield a sword can train in Itto Style.
However, only a few students are taught the most secret sword
movements of the style and it is restricted to people outside the
School (Precise, Combinations, Tactical, Meditative, Japanese
Weapons)
Concepts: Samurai, Kensai, Yojimbo, Assassins, Philosophers,
Kubikiris
Initial Chi: 2
Initial Willpower: 5
Motto: A single Sword gives rise to 10,000 Swords.
Fighter Examples: Haohmaru; Genjuro; Zankuro; Amano;
Mitsurugi; Kaede, Keiichiro; Yoshimitsu; Kojiroh; Kouryu

List of Armed Maneuvers: Reverse Front Kick (2), Dragon


Punch (4), Buffalo Punch (1), Fist Sweep (3), Dashing Punch (4), Dashing Uppercut (1), Flaming
Dragon Punch (4), Hyper Fist, Knife Hand Strike (3), Turn Punch (5), Double Hit Kick (1), Lion
Rush Attack (5), Shuto (3)

List of General Maneuvers: Brain Cracker (1), Balance (2), Chi Kung Healing (4), Fireball
(3), Improved Fireball (4), Flying Fireball (2), Backroll Throw (1), Stunning Shout (2), Zen no
Mind (2), Missile Deflection (1), Telepathy (3), Psychokinetic Channeling (4)

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LIGHTNING STYLE
Description:
This sword technique has been passed down
to the samurai of Hizen province for generations,
and is also called the "Minamoto-ryu sword
technique" because of its familiar name. The
essence is said to have been divided into several
mysterious books, and one theory is that not only
the fencing technique, but also the method of
cutting any and all materials can be learned, and
obviously killing with just one clean blow. Many of
the heroic stories left behind by swordsmen who
mastered swift and precise fencing echo as myth
and legend. The style is based on unsheathing and wielding the sword with almost superhuman
speed, quick foot movements that shorten distances, and deadly accuracy in powerful cuts.
This school, which evolved by cultivating and refining the
spirit, demands skill in the mystical mastery of both spirit and
sword handling. It is said that those who desire the three
secrets of the style, under the names "snow," "moon," and
"flower," devote all their own efforts and always encounter a
liminal situation, a heroic and cruel fate. - The sword technique
passed on by a Deity or by Spirits - Is it?
Schools: Shinmei Muso Battoujutsu-ryu, Iaijutsu-ryu,
Minamoto-ryu, Tameshigiri- Jutsu, Suio-ryu Iai, Hayashizaki-ryu
Iai, Zatoichi
Members: (Fast, Tactical, Strong, Precise)
Concepts: Kensai, Heremites, Samurai, Assassins, Ex-
Assassins, Sword Testers
Initial Chi: 3
Initial Willpower: 4
Motto: My blade lives at the speed of thought and the breath of
life.
Fighter Examples: Ukyo; Yumeji; Shizumaru; Moriya;
Setsuka,

List of Armed Maneuvers: Dragon Punch (5), Lunging Punch (1), Elbow Smash (1),
Dunking Fierce (1), Dashing Punch (4), Hyper Fist (4), Turn Punch (4), Double Hit knee (1),
Tiger Knee (4), Diving Hawk (4), Displacement (2), Forward Flip Knee (2), Flying Punch (4)

List of General Maneuvers: Esquives (1), Wall Spring (1), Telepathy (2), Mind Reading (3),
Fireball (4), Flying Fireball (2), Chi Kung Healing (4), Chi Push (3), Zen no Mind (3), Light Feet
(3), Energy Reflection (3), Foot Sweep (1), Disengage (1), Psychokinetic Channeling (4)

17
MIST STYLE
Description:
Japanese shinobi clans, Chinese spies, and
secret societies around the world developed martial
styles aimed at combining the use of various
weapons, skills, and equipment of espionage and
assassination, hand-to-hand combat, mind tricks,
tactics, and supernatural abilities to accomplish their
missions with maximum efficiency and reduced
chance of capture. As several Clan Schools existed,
several sub-styles and variants originated and
evolved.
Mist Style is a style based on combining
techniques and tactics that leave an opponent
confused, off balance, and with little or no opportunity
to recover and counterattack. Certain mystical skills,
stealth and mentalism are taught and trained, with the
objective of bewildering and deceiving the adversary,
allowing submission or escape.
The choice of weapons is wide (swords, shuriken,
knives, kunais, scythes, sticks, chains, kusari-kama,
shikomi-zue, retractable claws, throwing blades, and
even bizarre or unique weapons) and their selection reflects the style of the clan and the duelist
himself. Weapons include any and all artifacts or tools useful in combat (smoke bombs, poisoned
needles, chokers, stilettos and even explosives).
Schools: Practicing Ninjutsu clans (Koga, Iga, Fuuma, Takeda, Shiranui, Kisaragi, Lin Kuei,
Shirai), Assassin cults, secret societies.
Members: (Unusual weapons, Penalties, Quick Grapple, Evasive, Stealth –)
Concepts: Ninjas, Spies, Assassins, Criminals, Tengu
Initial Chi: 3
Initial Willpower: 4
Motto: In this world, wherever there is light - there are also shadows. As long as there is the
concept of winners, there must also be losers. The selfish desire to maintain peace causes wars,
and hatred is born to protect love.
Fighter Examples: Hanzou; Galford; Taki; Zantetsu; Yashamaru; Earthquake

List of Armed Maneuvers: Boshi Ken (2), Shikan Ken (3), Knife Hand Strike (3), Double
Hit Knee (1), Shuto (2), Flying Heel Stomp (3), Flying Punch (4), Forward Flip Knee (2),
Wounded Knee (2), Dim Mak (5)
List of General Maneuvers: Missile Reflection (1), Handstand Kick (1), Slide Kick (2),
Backflip Kick (1), Wall Spring (1), Ghost Form (4), Death´s Visage (2), Dislocate Limb (2),
Speed of the Mongoose (3), Shrounded Moon (1), Sleeper (3), Choke Throw (2), Backflip (2),
Tumbling Attack (4), Disengage (1) Drunken Monkey Roll (1), Leech (3), Pin (4), Hair Throw (2),
Chi Kung Healing (4)

18
MOUNTAIN STYLE
Description:
The heavy, two-handed weapons used by this style
make up both its offensive and defensive capabilities. Strike
after strike, mediated by changes in stance and center of
gravity, allows its user to compensate for the weight of the
blade and, in effect, to use it to quickly transition to another
block or attack, confusing an opponent and breaking their
guard. Combination of heavy blows, resistance to opponent's
attacks, grabs and ramming maximize injuries to opponents
and allow them to maintain great offensive pressure.
When on the defensive, powerful blows done with all
the confidence and pride of the wielder behind them are
powerful enough to break boulders and can instantly turn a
losing battle into a triumphant victory.
One might be fooled into thinking that the style
required to swing this sword is all power, however, it is
actually quite subtle. The great weight of the blade can be used for both attack and defense,
while small changes in the wielder's stance allow for giant moves with minimal movement.
Schools: Brute Training Camps, Styles focused on Strength and
Resistance.
Members: (Strength, Brute, Heavy Weapon, Resistance)
Concepts: Soldiers, Invaders, Barbarians, Nobles, Brutes, Gladiator,
Circus Strongman
Initial Chi: 1
Initial Willpower: 6
Motto: Stamina and Strength are the columns of the War Building.
Break your opponents' columns to defeat them!
Fighter Examples: Nienhalt Sieger; Kusaregedo; Darly Dagger;
Rock; Astaroth; Shao Khan; Juzoh; Setsuna; Shigen

List of Armed Maneuvers: Buffalo Punch (1), Shockwave (3),


Ax Kick (2), Foot Sweep (1), Turn Punch (5), Spinning Foot Sweep
(1), Spinning Clothsline (4), Turbo Spinning Clothsline (2), Double Dread Kick (4), Flash Kick
(4), Stomach Pump (3)

List of General Maneuvers: Toughskin (2), Head Butt (1), Head Butt Hold (1), Maka Wara
(3), Jumping Shoulder Butt (1), Air Throw (2), Neck Choke (1), Face Slam (2), Pile Driver (3),
Air Smash (1), Thunderstrike (2), Pin (4), Flying Head Butt (2)

19
NITEN STYLE
Description:
The fighting style generally features a
long sword (katana, saber, longsword)
paired with a shorter one (dagger,
wakizashi, or short sword), and requires
strength and skill to wield effectively (less
common combinations may include
Axes/Daggers or even Two Twin Swords).
One strong blow can turn the tide of battle
all at once, while combinations that use
both weapons leave no openings for an
enemy to exploit. Swiftly alternating
defense, attack, evasion, and approach
require practitioners to study strategy and
advanced tactics in depth.
Weapons can be used to remove an opponent's defenses, parried and against lightning
aquaqes, and incredibly fast advances can shorten the distance and impale them, and high
jumps can be used to attack from above. With such a wide range of movement, what's an
opponent to do?
Schools: Niten-Ichi ryu, Tenshin-Shinto ryu, French and
Italian Fencing.
Members: (Two Weapons, Multiple Attacks, Tactical,
Counters)
Concepts: Kensai, Samurai, Pirates, Counselors,
Philosophers, Pilgrims
Initial Chi: 2
Initial Willpower: 5
Motto: Strategy is the warrior's craft. - Miyamoto
Musashi
Fighter Examples: Jubei; Ocha-Maru; Cervantes; Yashitora; Shiki; Myamoto Musashi

List of Armed Maneuvers: Lunging Punch (3), Dragon Punch (4), Fist Sweep (3), Monkey
Grab Punch (2), Flaming Dragon Punch (5), Triple Strike (1), Spinning Back fist (1), Spinning
Knuckles (3), Deflecting Punch (1), Double Hit knee (1), Hundred Hand Slap (4), Double Dread
Kick (4), Lion Rush Attack (4)

List of General Maneuvers: Regeneration (2), Balance (3), Fireball (4), Improved Fireball
(3), Telepathy (3), Mind Reading (3) Stunning Shout (3), Zen no Mind (3), San He (3), Missile
Deflection (1), Energy Reflection (3), Psychokinetic Channeling (4)

20
POLEARM STYLE
Description:
The style focuses on the use of long weapons with the
advantage of distance to and control of the weapon. These
include clubs, staffs, spears, pikes, large sickles, naginata,
nagimaki, and halberds of all types and constitutions.
The moves and blows for this fighting style have a long
range, but can competently respond to enemy attacks by aiming
to control the range, distance, and position of the opponent,
sometimes trapping them, and at other times keeping them at
bay. In addition, the large number of defensive moves available
makes practitioners difficult to knock down. By masterfully
controlling their center of gravity, the fighter is able to perform
movements that are as powerful as they are graceful.
While fighting, these fighters alternate between striking
heavily with their weapon and wielding it like a weightless stick,
always putting the opponent in doubt as to where and how the next attack will come from. The
use of thrusts, takedowns, and disarms add to the tactics to corner, restrain, and gain control
over the opponent.
Many fighters in this style have deep training in meditation and body control as a means
of improving the calmness necessary to control combat, and sometimes develop mystical,
almost supernatural abilities.
Schools: Sojutsu, Naginatajutsu, Hozoin-ryu, Qiang
Members: (Spears, Tactical, Defensive, Grid Control)
Concepts: Soldiers, Samurai, Monks, Onna-bugueisha,
Generals, Demon Hunters.
Initial Chi: 2
Initial Willpower: 5
Motto: Can be a spear to pierce. It can be a naginata to
cut. It can be a staff to smash. In any case, never fail to hit
the target.
Fighter Examples: Kyoshiro; Gaoh; Seong Mi-Na;
Zasalamel; Hilde; Billy Kane; Yuki

List of Armed Maneuvers: Dashing Punch (5),


Lightning Leg (4), Great Wall of China (4), Foot Sweep (1),
Shikan-Ken (3), Spinning Foot Sweep (1), Ax Kick (3),
Double Hit Kick (1), Spinning Clothsline (3), Turbo Spinning
Clothsline (3), Double Dread Kick (4), Push (1)

List of General Maneuvers: Handstand Kick (1), Tigh Press (2), Stunning Shout (2), Slide
Kick (2), Fireball (4), Yoga Flame (4), Thunderstrike (2), Jumping Shoulder Butt (1), Telepathy
(2), Mind Reading (3), San He (3), Maka Wara (4)

21
RIVER STYLE
Description:
This fighting style makes use of swift blows
performed by fast and precise weapons. Each
swing flows smoothly and elegantly like a
choreographed dance as they pierce, curve, and
poke at weak points in enemy defenses.
The choice of weapons reflects the fluid
essence of the style's movements, including
weapons used in one hand and that allow forward
and backward attacks in addition to fast defenses
and reposts (Rapiers, foils, sabers, jian, light
sticks, knives, and retractable claws).
The piercing and cutting attacks, athletic
maneuverability skills, both in attack and defense,
require study because they are difficult to master.
Only those with strength, speed, skill, and intense
concentration have what it takes to utilize the style's entire repertoire in the heat of battle. Only
then can they see the true potential of this fluid and deadly dance.
Schools: French and Italian Fencing, Wu Shu, Kung Fu
Members: (Fast, Evasive, Precise, Light Weapon)
Concepts: Nobleman, Highwayman, Musketeer, Warrior Monk, Conquistadors, Pirates
Initial Chi: 3
Initial Willpower: 4
Motto: My weapon is an extension of my body, and my body
flows, crosses, surrounds and overcomes. You are just a stone
in the middle of the flow of my river.
Fighter Examples: Charlotte; Xianghua; Amy;
Raphael; Shinnosuke

List of Armed Maneuvers: Knife Hand Strike (3), Lunging


Punch (2), Dashing Punch (1), Displacement, Hundred Hand
Slap (5), Dunking Fierce (2), Shikan-Ken (1), Dragon Rush
Attack (4), Double Hit Knee (1), Stepping Front Kick (3),
Deflecting Punch (1), Cannon Drill (4), Rekka Ken (5), Flash
Kick (4), Dim Mak (4)

List of General Maneuvers: Brain Cracker (1), Drunken


Monkey Roll (1), Forward Flip Knee (3), Backflip (3), Breakfall
(1), Wall Spring (1), Balance (2), Zen no Mind (3), Backroll
Throw (1), Light Feet (4), Chi Kung Heaing (4), Psychokinetic
Channeling (4)

22
STEEL STYLE
Description:
Unusual weapons wielded in both hands
and bizarre, erratic movements make this style
deadly and unpredictable in equal measure. The
style makes maximum use of the fighter's
flexibility, agility, and athleticism in conjunction
with exotic and/or dual weapons. Weapons can be
machetes, scythes, modified tonfas, clubs, blade
discs, knives, steel whips, gloved-garras, and
everything imaginable as tools of pain and injury.
Its practitioners can launch powerful attacks from their backs, while jumping or rolling,
their bodies contorting and twisting in ways that are totally unthinkable for most ordinary
fighters. Adaptation and surprise are the main elements of Steel Style, and the unique
combination of weapons and acrobatics transforms the fighter into a tornado of deadly attacks.
This style even uses the environment (walls, ceiling, columns) to further extend its
variation of attacks, climbing and bouncing, to launch ferocious combinations. Anyone
bombarded by the many fearsome techniques of this style will soon find themselves
overwhelmed by the various forms of attack. Several fighters incorporate strange and unique
mystical powers into their arsenal.
Schools: Krabi Krabong, Eskrima, Maculelê, Kalaripayattu, Kali
Members: (Unusual Weapons, Fast, Mobile, Multiple Attacks, Grid
Control)
Concepts: Savages, Cultists, Alchemists, Dancers, Circus Performers,
Assassins
Initial Chi: 2
Initial Willpower: 5
Motto: Life is instinct, Life is change, Life is nature in motion. I will be
life by adapting myself organically to each moment.
Fighter Examples: Tam Tam; Basara; Gennan, Iroha; Voldo;
Revenant; Kitana; Mileena; Baraka; Mukuro; Shikyoh; Ivy; Tyra

List of Armed Maneuvers: Double Hit Knee (1), Double Hit Kick
(1), Spinning Clothsline (3), Turbo Spinning Clothsline (2), Spinning Backfist (1), Spinning
Knuckles (3), Cartwheel Kick (3), Lion Rush Attack (4), Deflecting Punch (1), Reverse Frontal
Kick (1), Lightning Leg (3)

List of General Maneuvers: Diving Hawk (4), Thunderstrike (2), Drunken Monkey Roll (2),
Light Feet (4), Air Throw (2), Rolling Attack (3), Vertical Rolling Attack (3), Balance (3), Cobra
Charm (3), Backflip Kick (3), Forward Backflip Kick (2), Musical Accompainment (1), Missile
Reflection (1), Slide Kick (2), Fireball (4), Improved Fireball (4), Inferno Strike (5),
Psychokinetic Channeling (4), Extendible Limbs (4)

23
WIND STYLE
Description:
Wind Style is based on keeping your enemies at bay with
your various shooting, throwing, and mystical energy projectile
abilities, and defending yourself in close-quarters combat long
enough to escape, maneuver quickly around the battlefield to
gain distance and restart the torrent of projectiles. That sounds
simple and mundane, but training in the style is through deep
meditation, endless hours of mastering accuracy and precision
with your weapons, and physical conditioning to always remain
mobile and elusive.
Weapons of choice for the practitioner vary greatly: Bows
of all types and sizes, throwing knives, hatchets, darts, javelins,
crossbows, chakrams, boomerangs, and so on. More rarely they
may include mystical objects and relics (and perhaps even new
technologies) that fire chi/ki/prana/kundalini energy or
flames/electricity/sound waves.
Wind Style practitioners use their physical techniques in
harmony with mystical skills in combat and dueling, but their control over the mystical arts does
not extend to powerful incantations or dark curses. Instead, they employ simple "tricks" focused
on gaining advantages (mobility, swords, healing) or attacking at a distance (with an enviable
and diverse arsenal), and coupled with their basic combat skills, they become an arsenal of
powerful tools.
Schools: Kyujutsu, Mystic Arts, Archery, Soul Power
Members: (Ranged Weapons and Projectiles, Mobile, Evasive, Tactical)
Concepts: Priests, Archers, Judges, Exorcists, Holy Warriors,
Sorcerers, Knife Throwers
Initial Chi: 5
Initial Willpower: 2
Motto: You can't hurt what you can't touch. I can hit you from a
distance. You lose!
Fighter Examples: Cham Cham; Nicotine; Mina; Rimururu; Wu-
Ruixiang; Akari

List of Armed Maneuvers (Shots/Toss): Double Hit Kick (1),


Lightning Leg (3), Wounded Knee (2), Shikan-ken (1), Boshi-ken (2), Dim Mak (4), Great Wall of
China (5), Heart Punch (2), Shuto (2), Knife Hand Strike (2).

List of General Maneuvers: Thunderstrike (1), Flying Heel Stomp (3), Wall Spring (1),
Backflip (2), Disengage (2), Chi Kung Healing (3), Missile Reflection (1), Energy Reflection (2),
Fireball (3), Improved Fireball (3), Flying Fireball (2), Balance (2), Levitation (3), Yoga Teleport
(5), Heel Stamp (2), Inferno Strike (5), Drunken Monkey Roll (1)

24
WOOD STYLE
Description:
Wood Style is about diversification, exploring and amplifying your
strengths, and reducing your weaknesses, physically, mentally, and
spiritually. The style is one of the most "internal", with many achievements
coming from meditation and the development of mystical skills, although it
balances armed blows, unarmed blows, defense, counter-attacks, grappling,
and monobility. This plural aspect gives its practitioners the ability to be
adaptable and surprise their opponents.
The powerful secrets of martial arts originated in the most isolated
corners of ancient India. Monks who devoted their lives to meditation, yoga,
and the mental exercises of Dhyana Buddhism developed extraordinary
physical and mental powers.
It was said that they could walk through walls, stop their hearts from beating for hours,
and perform various other superhuman feats. Fortunately, in order to acquire these abilities, the
monks needed to reach such a high state of mental tranquility, that they rarely used their skills
violently - except to defend themselves.
Martial arts scholars mark the year 527 A.D. as the beginning of Chinese martial arts,
heavily influenced by Indian monastic practices. In this year, an Indian monk named Ta Mon
came to the first Shaolin temple in Hunan province, China. Ta Mon discovered that the monks at
the Temple were physically weak. He conducted physical fitness practices among the monks that
one day led to the martial arts. Practitioners focused on the inner energy of
Chi/Ki/Prana/Kundalini, using this energy to produce devastating blows, impenetrable defenses,
miraculous healing, and subhuman leaps.
Over the centuries, the practice of Wood Style has spread to temples, secret sects, family
dynasties, and armies in China and beyond, reaching as far as Okinawa, Japan, Indonesia, and
Malaysia. Many temples, masters, hermits and fighters developed their own Wood Style sub-
styles.
Schools: Kung Fu, Silat, Kalaripayattu, Kobudo
Members: (Multiple and Exotic Weapons, Meditative, Combinations, Versatile,
Unnarmed)
Concepts: Monks, Priests, Soldiers, Hermits, Pilgrims, Philosophers, Healers
Initial Chi: 3
Initial Willpower: 4
Motto: Everyone knows the way; few actually walk it.
Fighter Examples: Wan Fu; Soegetsu; Suija; Gaira; Killik; Hwang Seong;
Maxi; Yun-Seong; Taizan; Lee Rekka, Liu Yunfei

List of Armed Maneuvers: Dragon Kick (5), Lightning Leg (3), Great Wall
of China (4), Foot Sweep (1), Deflecting Punch (1), Whirlwind Kick (4), Dim Mak (4), Rekka Ken
(5), Brain Cracker (1), Monkey Grab Punch (1), Triple Strike (1), Lunging Punch (1), Stepping
Front Kick (3)

List of General Maneuvers: Wall Spring (1), Drunken Monkey roll (1), Balance (3), Zen no
Mind (2), Chi Kung Healing (3), Fireball (4), Imp. Fireball (4), Regeneration (2), Hair Throw (2),
Pin (3), Hundred Hand Slap (4), Air Suplex (2), Handstand Kick (1), San He (2), Regeneration
(2), Telepathy (2), Mind Reading (3), Double Hit Kick (1), Toughskin (3), Energy Reflection (2),
Suplex (1), Foot Sweep (1), Flying Fireball (2), Extendible Limbs (5), Flying Body Spear (3), Dim
Mak (5).

25
COMMON MANEUVERS WITH WEAPONS or COMMON STRIKES

Buffalo Punch (2) Widowmaker (1) Wounded Knee (3)


Ducking Fierce (3) Backflip Kick (4) Deflecting Punch (2)
Elbow Smash (3) Cartwheel Kick (4) Maka Wara (5)
Heart Punch (3) Double-Hit Kick (2) Parry (1)
Haymaker (2) Double-Hit Knee (2) Brain Cracker (2)
Knife Hand Strike (5) Flash Kick (5) Push (2)
Lunging Punch (3) Foot Sweep (2) Stomach Pump (4)
Monkey Grab Punch (3) Forward Backflip Kick (3) Smash Weapon (2)
Power Uppercut (1) Forward Flip Knee (4) Tumbling Attack (5)
Shockwave (4) Handstand Kick (2) Flying Head Butt (3)
Spinning Back Fist (2) Heel Stamp (3) Flying Heel Stomp (4)
Spinning Knuckle (4) Reverse Frontal Kick (3)
Triple Strike (2) Spinning Foot Sweep (2)

COMMON UNARMED MANEUVERS

Punch Block Athletics


Buffalo Punch (2) Deflecting Punch (2) Air Smash (2)
Ducking Fierce (2) Energy Reflection (4) Backflip (4)
Ear Pop (3) Kick Defense (1) Breakfall (2)
Elbow Smash (2) Maka Wara (5) Flying Body Spear (4)
Haymaker (2) Missile Reflection (2) Flying Head Butt (3)
Head Butt (2) Punch Defense (1) Flying Heel Stomp (4)
Knife Hand Strike (5) Jump (1)
Lunging Punch (3) Grab Jumping Shoulder Butt (2)
Monkey Grab Punch (2) Air Throw (3) Kippup (1)
Power Uppercut (1) Air Suplex (3) Light Feet (5)
Shockwave (4) Arm/Wrist Lock (3) Rolling Attack (5)
Spinning Back Fist (2) Back Roll Throw (2) Tumbling Attack (5)
Spinning Knuckle (4) Bear Hug (3) Vertical Rolling Attack (4)
Triple Strike (2) Brain Cracker (2) Wall Spring (2)
Widowmaker (1) Choke Throw (3)
Disarming (3) Focus
Kick Disengage (4) Acid Breath (4)
Backflip Kick (4) Eye Rake (2) Cobra Charm (4)
Cartwheel Kick (3) Face Slam (5) Fireball (5)
Double-Hit Kick (2) Flying Tackle (2) Ice Blast (4)
Double-Hit Knee (2) Grappling Defense (5) Mind Reading (4)
Flash Kick (5) Hair Throw (3) Musical Accompaniment (2)
Flying Knee Thrust (2) Head Bite (3) Psychokinetic Channeling (5)
Flying Thrust Kick (5) Head Butt Hold (3) Regeneration (3)
Foot Sweep (2) Improved Pin (4) Repeating Fireball (4)
Forward Backflip Kick (3) Knee Basher (3) Shock Treatment (4)
Forward Flip Knee (4) Neck Choke (3) Sonic Boom (4)
Handstand Kick (2) Pile Driver (4) Stunning Shout (4)
Heel Stamp (3) Pin (5) Telepathy (3)
Reverse Frontal Kick (3) Push (2) Toughskin (4)
Slide Kick (3) Sleeper (5) Zen No Mind (4)
Spinning Foot Sweep (2) Suplex (2)
Wounded Knee (3) Thigh Press (3)
Throw (1)

26
WEAPONS
- Types
Weapon types are reflected by the appropriate Techniques for their proper use in
combat. Having at least 1 point in a weapon Technique enables the Duelist to use all
basic maneuvers with that weapon type. The number of weapon Techniques tends to
increase during the course of a Samurai Shodown chronicle through contact with
opponents from different martial cultures.
These techniques include:

 Axes  Spears
 Blunt Weapons  Staves
 Bows / Crossbows  Swords
 Chains/Whips  Thrown Weapons
 Firearms  Shields
 Flails  Concealed Weapons
 Heavy Weapons and Explosives  Unusual Weapons
 Knives

AXES
This includes any variety of axe-like weapons, from a camp-axe to medieval
battle-axes to the short axe of some Kung Fu styles. Depending on the size of the
weapon, it may be used one or two-handed. Eg: Small Axe, Hatchet, Battle Axe,
Kama, Scythe.

BLUNT WEAPONS
It is any weapon for repeatedly hitting an opponent. They can be elaborately and
beautifully decorated, or even rocks or pieces of wood lying on the ground. Depending
on their size they can be one- or two-handed weapons. Eg: Club, mace, war hammer,
baseball bat.

BOWS / CROSSBOWS
Bows are not allowed inside the ring, but can be used in tournaments as tests or
skill demonstrations. This skill can be trained by warriors, hunters, assassins, or as a
hobby. Bows are obviously two-handed weapons.
Archery differs from common melee weapons in that it is not melee, but has an
attack distance. Archery works differently than bladed weapons when calculating speed,
Wits is used instead of Dexterity, and damage is calculated by Dexterity instead of
Strength. Range is calculated by Strength + Technique (with the weapon or
throwing technique) + weapon modifier. It is possible to double the range, but the
damage die decreases by 2. Eg: Yumi, Longbow, Crossbow
Basic Maneuver SHOT:

27
CHAINS/WHIPS
These are long, flexible weapons which are usually quite heavy. Their use involves
a snapping motion at the weapon's terminus to produce a rapid and painful impact or a
clubbing action which flexes around the target, thus hitting more of the target's surface.
They can also be used to wrap around objects – such as, opponents' weapons (to disarm
the person), rafters (to create an impromptu swingline), opponents' legs (to trip them),
etc.
Note that a minimum Chains/Whips of x or better is required to use these weapons
without serious risk of selfinjury. Use of these weapons accurately and with maximum
effect is a complex skill. Eg: Whip, Kusari, Meteor Hammer

FIREARMS
These are guns of any kind. Storytellers may feel that Firearms are not sufficiently
threatening; if so, Storytellers can rule that Firearms automatically cause aggravated
damage. Alternatively or in addition to this you can raise the difficulty of dodging
these projectiles from Standard Difficulty (6) to Difficulty 8.
Honorable Street Fighters do not use Firearms. Of course, if a Street Fighter has
any military training whatsoever, it is foolish to think that she will be ignorant in
Firearms use – even the Samurai were trained in riflery, along with the bow. Some
stylists have tried to establish gunmanship and Zen archery as cognates, but theirs is a
minority view. Eg: Shotguns, Pistols, and Rifles

FLAILS
These are any weapons which have two or more sections connected by short
lengths of chain or rope. Usually they are two foot-long rods, longer sections of chain,
etc. If the chain is longer than a foot, however, the weapon is considered a Chain/Whip
weapon. Eg: Nunchaku, Three-section staff.

HEAVY WEAPONS AND EXPLOSIVES


They represent the heaviest weapons to think about using on an individual basis.
They include Rocket Launchers (RPG), Bazookas, Dynamite sticks and Plastic Explosives.
Their use is forbidden in Duels. But duelists may have to deal with explosive situations
and enemies with Weapons of Mass Destruction. Eg: TNT, Bazooka, Flamethrower.

KNIVES
These are short, bladed weapons, usually no more than a foot long / 30cm. Knives
(daggers, etc.) are one-handed weapons, and some can be thrown.

28
SPEARS
These are any weapons that have a long shaft with a blade on one or both ends.
Unless specified otherwise, they can be thrown or used at close range, and are
twohanded weapons. Eg: Yari, Trident, Pike

STAVES
These are long (120 cm or more) and cylindrical tools, and are generally made of
wood (but there are variants in metal and even plastic materials) long. They are two-
handed weapons. Eg: Quarterstaff/Bo, Jo, Tetsubo

SWORDS
They are tools with a handle, guard, and a large blade, and come in a variety of
shapes and sizes, and can be either one-handed or two-handed weapons. Eg: Katana,
Wakizashi, Longswords, Dao

THROWN WEAPONS
These are any weapons designed to be thrown, such as shurikens, knives, and
darts. Like firearms, throwing weapons are avoided by honorable Street Fighters, but
used by Duelists. Throwing weapons and Archery work differently than bladed weapons
when calculating speed, using Wits instead of Dexterity, and damage is calculated by
Dexterity instead of Strength. Range is calculated by Strength + Weapon
Technique or Throwing Technique + weapon's limit modifier. Eg: Shuriken,
Knives, Darts.

Basic Maneuver TOSS:

SHIELD
Eg: Wooden shield, Buckler

CONCEALED WEAPONS
Eg: Fukimi-bari, Metsubichi

UNUSUAL WEAPONS
Eg: Chainsaw,

29
30
Optional Rule: MELEE WEAPON RANGE
Weapons are chosen according to the skills and tactics of their users. Agile
weapons and heavy weapons serve different purposes. But what about range? A knife, a
spear, and a long chain have ranges and target ranges that can be chosen, and this
greatly affects a Duelist's strategy.
The default range of weapons is equal to that of unarmed combat where the
Duelist can declare target opponents in his Hex and the 6 adjacent Hexs. This is the
range of most weapons, from pocketknives to axes.
Weapons with special range (2H, 3H, 4H) have a different range, gaining range
distance to target opponents at distances greater than 1 Hex. On the other hand, they
lose the ability to target opponents that are too close. Some weapons can still have
extra range, but they don't lose the ability to target opponents at standard range (e.g.
Kusari-Kama, Shikome-Zue).
The situation for weapons with range greater than 1 Hex is shown in the following
picture.

Duelist

Hexagons that can be targeted

Hexagonos that cannot be targeted

- WEAPONS AND UNARMED COMBAT


 Punch: Duelists using one-handed weapons can punch, alternating as desired
between weapon attacks and punches. With weapons designed to be used with
punches, such as knuckledusters or Vega's Claw, you can combine Punch Technique
with the modifiers of those weapons. Ask the Storyteller.
 Kick: Duelists can kick normally while carrying and using weapons, but acrobatic
kicks are not allowed. Use critical judgment according to the size and weight of the
weapon and the acrobatics of the kick. Ask the Storyteller.
 Block: Duelists can block with their free hand or with their own weapon, and most
blocks are not restricted to the use of weapons. Ask the Storyteller

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 Grab: Duelists "cannot grab using weapons". Unless the weapons are conducive to
the trapping technique, for example: you can trap/entangle with chains. Remember
that the Storyteller has the final word on this subject. Ask the Storyteller.
 Athletics: Few athletics maneuvers can be modified by weapons, or even weapons
prevent them from being performed. Ask the Storyteller
 Focus: Focus maneuvers that modify other maneuvers (Balance, Psychokinnetic
Channeling, Flaming Fist, and the like) can modify armed maneuvers in the same
way. Some maneuvers may require a free hand for execution. Ask the Storyteller.

Optional Rule: GRAB AND ITS ADVANTAGE OVER WEAPONS


Fighting styles with grappling are part of many traditional/folkloric cultures and
self-defense/battle systems. It is assumed that the chance of any combat involving close
proximity or even grappling is very high. Therefore, battlefield-oriented martial styles
were developed that integrated various maneuvers and tactics using grappling,
throwing, locking or wrenching, strangling, and striking while grappling. These
maneuvers took advantage of the fact that armor was considerably more mobile and
less protected at the joints, not protecting the wearer from dislocation of limbs, locks or
wrenches in the upper and lower limbs, attacks against breaches in the armor (armpit,
groin, shoulders, inner part of elbows and knees, fist and heel), and even against the
neck. Thus, one can consider that Grab (armed or not, sustained or not) ignore the
Soak bonus provided by armor (and shields) of all types.

Optional Rule: Damage vs Armor Damage vs Aggravated Damage vs Non-Soakable


Damage

32
WEAPONS LIST (OPTIONAL)

Structure /
WEAPON TECHNIQUE SP DAM MOV
Durability
SPECIAL
Longbow Archery +1 +3 -1 2/4 Range: +25 hexes / Max 200
Shortbow Archery +2 +1 +0 1/4 Range: + 15 hexes / Max 100
Yumi Bow Archery +0 +4 -2 2/4 Range: + 20 hexes / Max 150
Azagaia / Short
Spears +1 +2 +0 2/6 Throwable
Spear
Combine with Punch
Bagh Nakh Knifes +1 +1 +0 5/4
Maneuvers
Bayonet Spears +0 +2 +0 4/4 Range 2 Hexes
Arnis Sticks /
Escrima / Kali / Blunt Weapons +2 +1 +0 2/4 Semi-lethal
Maculelê
Staff Staves +0 +2 +1 2/6 Range 2 hexes, Semi-lethal
Range +10 hexes / max 50
Crossbow Crossbows -1 +4 +0 2/4
hexes; Piercing
Hand Range +5 Hexes / max 25
Crossbows +0 +2 +0 2/4
Crossbow Hexes; Piercing
Bisento Spears -1 +4 +0 3/8 Range de 2 hexes, Smashing
Shinai and Bokken Damage
Bokken / Shinai Swords +1 +2 +0 2/6 is not aggravated if the
Duelist chooses
Range +5 hexes / Max 20
Bolas Thrown -1 +0 -1 2/6 Hexes, Entrap from a
distance
Penknife Knifes +2 +0 +0 Conceal
Must combine with Punch
Cestus Punch +0 +2 +0 5/6
Maneuvers, Defensive
Chakram Thrown +1 +1 -1 4/6 Range +10 Hexes / Max 30
Range: 4 hexes; Disarm;
Whip Chains/Whips +0 +2 -2 2/6
Entrap, 1 hand
Steel Whip / Range: 3 hexes, Disarm,
Chains/Whips -1 +3 -1 4/8
Kau Sin Ke Sneaky
Range: 3 hexes, Disarm,
Chain Chains/Whips +0 +2 -2 5/8
Entrap
KNOCKDOWN, Range: 3
Chain w/ Ball Chains /Whips -2 +5 -2 5/8 hexes; +2 dice to Disarm;
Entrap
Cleaver Axes +0 +2 +0 3/6
Light Shield /
Shields +1 +0 -1 4/6 Defensive, +1 Speed to Parry
Buckler
Heavy Shield Shields +0 +1 -1 4/10 Defensive, +1 Speed to Parry
Sword-Gancho Swords +0 +3 +0 4/6 Disarm
Broadsword /
Dadao / 4/10
Swords +0 +4 +0
Baguadao /
Konda
Long Sword Swords +1 +3 +0 4/6
Sword-Whip /
Swords / Whips +1 +3 -1 5/6 Range of 2 hexes, Entrap
Urumi
Immobilize, Assassinate;
Strangler /
Grab -1 +1 Um 2/6 Close Combat, Proximity,
Garrote
Conceal, Entrap
Throwable. Range +0 Hexes /
Knife / Dagger /
Knifes +2 +1 +0 4/4 Max 5 hexes, Proximity,
Stilleto, Aiguchi
Piercing
Butterfly Knife Knifes +1 +2 +0
+1 Soak to Block/Parry, +1
Crescent Knife Knifes +2 +1 +0 4/4
dice to Disarm
Throwable. Range +0 Hexes /
Max 10 Hexes, Multiple
Throwing Knife Knifes / Thrown +0 +0 +0 4/4
Throwning (equal to ½ of the
Technique), Close Combat

33
Knife / Machete
/ Khopis /
Knifes -1 +3 +0 4/6 Smashing
Massai Seme /
Yakoma
Kung Fu Knife /
Dao / Kampilan Swords +0 +3 +0 4/6
/ Rudus
Falchion /
Swords -1 +4 +0 4/8 Smashing
Ram-dao
Kama / Sickle Axes +0 +2 +0 3/4 Piercing
Long Sickle
Axes -1 +4 -1 3/6 Piercing
(Scythe)
Concealed Darts kept in your mouth,
Fukimi-Bari +0 - -1 -
Weapons Conceal,
Fukiya / Concealed
+0 +0 -1 1/2 Conceal, Technique = Range
Zarabatana Weapons
Range +5 Hexes / Max 20
Sling Thrown -1 +1 2/2
Hexes, Conceal
Must Combine with Punch
Vega’s Claw Punch +1 +1 +0 5/4
Maneuvers, Entrap.
Max Range 5 hexes but can
Harpoon & target from 2 hexes away.
Thrown / Whips -1 +2 -1 4/6
Rope Immobilize, Conceal,
Throwable
Jumonji Yari Spears +0 +2 +1 3/6 Range 2 hexes, Sneaky
Katana Swords +1 +3 +0 4/6
Katar Knifes, Punch +1 +2 +0 5/4 Defensive
Range: 4 hexes; Entrap,
Kawanaga Chains/Whips +0 +2 -2 2/4
Immobilize
Kris Knifes +2 +2 +0 4/6
Kukri Knifes +2 +2 +0 4/4
Kunai Knifes / Thrown +2 +1 +0 5/4 Throwable, Conceal
Range 2 hexes, Entrap,
Kusari / Chain Chains/Whips +0 +2 -1 4/6
Disarm
Range 2 hexes but has
Kusari-Kama Chains / Axes +0 +2 +0 4/6 default range, Entrap, Disarm,
Piercing
Spear Spears +0 +3 +1 3/6 Range 2 hexes
+1 Soak to Block/Parry,
Reinforced fan Blunt Weapons +2 +0 +0 2/4
Conceal
Mace Blunt Weapons +0 +3 +0 4/8
Big Axe Axes -1 +5 -1 3/8 Smashing
Small Axe Axes +0 +2 +0 4/4 Throwable
Macuahuitl
Blunt Weapons +0 +3 -1 3/8
(Aztec club)
Mangual Chains +0 +3 -1 4/8 Disarm
Cloak / Cloth +1 Damage on all Athletics
Knifes 0 +1 +0 1/2
with razors Maneuvers
Sledgehammer Blunt Weapons -1 +4 +0 3/8 Smashing
Common
Blunt Weapons +0 +1 +0 2/2
Hammer
Smashing: +2 dice to
Warhammer Blunt Weapons +0 +3 +0 5/10 Maneuver SMASHING;
Precise
Throwable, Range 4 hex, Can
Meteor Hammer Whips / Thrown +1 +3 -2 2/4
target from 2 Hexes, Conceal
Concealed Blinding/Disorienting Powder,
Metsubushi +0 - -1
Weapons Conceal
Spears /
Nagimaki +0 +3 +1 4/8
Swords
Naginata Spears -1 +4 +1 3/8
Razor Knifes +2 +0 +0 4/2 Conceal, Proximity
Ninja-to Swords +1 +2 +0 3/6
Nodachi Swords +0 +4 +0 4/8
Nunchaku Flails +1 +2 -1 3/4 Disarm
Pata Swords +0 +3 +0 5/6 Defensive
34
Throwable Strength distance
Rede Unusual -1 - -1 2/4
= Hexes. Grab Distance
Rapier – Foil -
Swords +2 +2 +0 3/6
Estoc
Sabre Swords +1 +3 +0 3/6
+1 Soak to Block/Parry,
Sai / Jitte Blunt Weapons +1 +1 +0 5/6
Disarm
ThreeSectioned
+1 Soak to Block/Parry, +1
Staff / San Tien Flails -1 +3 +1 3/6
dice to Disarm
Kwan
Saw Sword
(Kanda) /
Swords +0 +3 -1 4/6 Disarm. Sneaky
Khopesh /
Shotel
Noisy, difficult to transport,
Chainsaw /
Unusual -1 +5 +0 3/6 temporary operation,
Circular saw
Smashing
Shikomizue /
* * * * * *
Shikomi-zue
o Shikomizue
Staves +0 +2 +1 2/4 Range 2 Hex
Stick
o Shikomizue
Swords +1 +2 +0 3/6 Range standard, Conceal
Hidden Blade
Combine with Punch and
Shuko Punch +0 +1 +0 5/4
Grab Maneuvers, Conceal
Multiple Thrown
(1/Technique). Range +0
Shuriken Thrown +2 -2 +0 5/2
hexes / max: 10 hexes,
Conceal
Brass Knuckles Must Combine with Punch
Punch +0 +1 +0 5/2
– Shobo Maneuvers, Conceal
Sodegarami / Grab / Range 2 Hexes, Semi-
Spears +0 +1 +1 5/10
Sasumata lethal, Immobilize
Baseball bat Blunt Weapons +0 +2 +0 2/8
Tetsubō /
Kanabō /
Staves -1 +3 +1 4/10 Smashing
Reinforced
Stick
Caltrop / Concealed
+0 - -1 1 Conceal
Tetsubichi Weapons
Tonfa / Baton Blunt Weapons +1 +1 +0 3/4 Defensive, Semi-lethal
Disarm. Can be used in 1
Trident Spears +0 +2 +1 4/6
hand.
Wakizashi /
Swords +1 +2 +0 4/6
Kodashi
Zanbatou / 2 hexes range; a fighter
Zweihander / Swords -2 +5 +0 4/10 needs at least Strength 4,
Montante Smashing

Shortbow - Although the range of the shortbow is not as great as the longbow, it is more easily
concealed or carried. It is a common weapon among ninjas. It takes one turn to ammunition.
Damage: Piercing. Grip: Two Handed.
Longbow - This 180 cm long bow is a common weapon in the West. It takes one turn to arm. Damage:
Piercing. Grip: Two Hands.
Yumi Bow - This Japanese bow is the most common bow in Kyudo and Kyujitsu, the arts of Zen archery.
It takes one turn to arm. Damage: Piercing. Grip: Two Handed.
Azagaia / Short Spear - A spear with a short handle and heavy point, ideal for close combat and
balanced for throwing. It is called Iklwa among the Zulus. Damage: Piercing. Grip: One Hand
Bagh Nakh - This weapon, also known as "The Claws of the Tiger", consists of a holder held within the
hand, with long "claws" sticking out from between the user's fingers - similar to a pointed
knuckledusters. Damage: Slash. Grip: None.
Bayonet - stock blade. It can be shaped like a knife or dagger, designed to fit into the muzzle of a rifle,
musket, or similar firearm, allowing it to be used as a spear. Damage: Piercing. Grip: Two Handed

35
Staff / Stave - A wooden stick between 120 (jo) and 180 (bo) cm long, and is very common in the world.
It is usually one of the first weapons to be learned in martial arts. Damage: Bludgeoning. Grip: Two
hand.
Arnis / Escrima / Kali Sticks - A 50-60 cm long wooden stick, usually used in pairs. Other sticks are
also used in Arnis / Escrima / Kali training, from small sticks - approximately 10 cm long - to long
sticks, approximately 50 cm long. They are always used in pairs. Damage: Bludgeoning. Grip: One
Hand.
Maculelê Sticks - These are wooden sticks which measure approximately 50 cm. They are always used in
pairs. Damage: Bludgeoning. Grip: One Hand.
Crossbow – a weapon using an elastic launching device consisting of a bow-like assembly mounted
horizontally on a main frame. Crossbows shoot dart-like projectiles called bolts or quarrels. It takes
one turn to arm. Damage: Piercing. Grip: Two Handed.
Hand Crossbow – a smaller version of a Crossbow, this weapon uses an elastic launching device
consisting of a bow-like assembly mounted horizontally on a main frame. Crossbows shoot dart-like
projectiles called bolts or quarrels. It takes one turn to arm. Damage: Piercing. Grip: One Hand.
Bisento – a staff like weapon that resembles a Glaive, with a long, heavy handle and a heavy, curved
blade. Damage: Slashing. Grip: Two Hand
Bokken/Shinai - A bokken is a wooden katana, used in the practice of Kendo and Kenjutsu. A shinai is a
long bamboo weapon used in the sport of kendo. Since armor is used in training, there is generally
little chance of getting hurt while training. However, even wooden swords can be deadly in the hands
of a master. Damage: Bludgeoning. Grip: Variable.
Bolas - This is a kind of sling used for hunting. It is made up of metallic balls or rounded stones (bolas or
boleadoras in Spanish) tied together by ropes, with a ball at each end. Damage: Bludgeoning. Grip:
One Hand.
Penknife - This covers a range of small knives that have a retractable / folding blade, stored inside the
handle. A popular version is called a "butterfly knife" or balisong. Damage: Slashing or Piercing.
Grip: One Hand.
Cestus - This heavy gauntlet, commonly seen in pairs, has studs or knobs protruding at all its angles.
Like knuckledusters, a Cestus does not require a Specific Technique, but instead the user uses it in
conjunction with the three Basic Punch Maneuvers. In addition, it provides an additional 1 Soak with
Blocks. Damage: Bludgeoning. Grip: None.
Chakram - This South Asian weapon is a sharp metal disc on the outer edge, deadly when thrown.
Damage: Slashing. Grip: One hand.
Whip - This is a traditional 6m whip, loved by lion trainers and movie heroes. Learning to use it is a
painful and difficult experience, but it is a versatile weapon. Damage: Bludgeoning. Grip: One
Hand.
Chain - This is a 60 to 100 cm chain, quite heavy. Like knuckledusters, it is a weapon often used by
brawlers, but it is a bit more flexible and sophisticated in use. If the chain has heavy ends, use
Kusari's modifiers. The chain can also be wrapped around the fists to do more damage to punches,
so it will work identically to knuckledusters, doing +1 damage to punches. Damage: Bludgeoning.
Grip: One Hand or None (if wrapped around the fists).
Chain with Ball - This is exactly what the name says, a steel chain with a heavy iron ball on the end.
Some of the attacks performed with the metal ball cause Knockdown. The rest is the same as a
regular metal chain. Because of the heavy metal ball attached to its end, it is not possible to wrap
the chain around your fists. Damage: Bludgeoning. Grip: Two hands.
Steel Chain - Like a simple chain, but it is bigger and its rings are made of steel. Damage: Bludgeoning.
Grip: One Hand or None (if wrapped around the fists).
Cutlass - A cutlass is a short, broad sabre or slashing sword, with a straight or slightly curved blade
sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket-shaped guard. It
was a common naval weapon during the early Age of Sail. Damage: Slashing. Grip: One Hand.
Light Shield – A light shield that covers the arm and part of the torso. It has great maneuverability and
can even be used to perform attacks. You can hold other items in the same hand. Damage:
Bludgeoning. Grip: One Hand
Heavy Shield - This heavy shield almost always lends itself to defense. It covers the arm, torso, and
almost the whole leg. Damage: Bludgeoning. Grip: One Hand
Hook Sword - A popular Kung Fu weapon, the hook sword consists of a long segment that curves into
the shape of a pointed hook and a blade shaped like a small axe, extending perpendicular to the
handle. They are usually used in pairs, and can be used to disarm or trap opponents (characters who
36
have mastered Monkey Grab Punch and have Sword 3 or more can perform Monkey Grab Punch with
a pair of hooked swords). When used to disarm an opponent, it grants +2 dice to the disarm test.
Damage: Slashing. Grip: One Hand.
Broadsword / Dadao / Baguadao / Konda - This can be a single or double edged sword, straight or
curved, but always with a wider blade than usual, and much heavier as well. There are European,
Persian, Arabian and East Asian variants. Damage: Slashing or Piercing. Grip: Two hands.
Long Sword - is a European sword (and common in the Arab world) characterized by having a cruciform
hilt with a grip for one-handed or two-handed use and a straight double-edged blade. Damage:
Slashing or Piercing. Grip: One-handed or Two-handed.
Whip Sword / Urumi - Sword with a flexible blade similar to a whip, native to present-day Kerala in the
Indian subcontinent. Damage: Slashing Grip: one hand
Choker / Garrote - A tool composed of cloth/cord/wire/chain with two short wooden rods, used as an
instrument of torture, which can cause death by suffocation, circulatory damage, and even
decapitation. If the target of the attack is taken by surprise, or receives more than four Health levels
of damage in the attack, they are considered to be in shock, and have no Soak for subsequent
attacks after the Sustained Hold. Once unconscious, the victim takes more aggravated damage than
his Health before suffocation. A particularly dirty variant of garrotte is a thin metal wire, which cuts
into the target's flesh, potentially cutting skin, muscle, and possibly decapitation. You need to enter
the opponent's Hex and initiate a Sustained Hold with the weapon. Damage: Bludgeoning or
Slashing (garrotes with steel wire). Grip: Two Handed.
Knife / Dagger / Stilleto / Aiguchi - This weapon consists of a short and robust blade, is widely used
because of its portability and multiple uses. In general they are used as secondary weapons, in close
combat and to pierce armor and vests. Damage: Slashing and/or perforation. Grip: One Hand
Butterfly Sword / Knife (real) - A weapon popular among Kung Fu fighters, often used in pairs. This is
sometimes classified as a small sword, or as a massive broad-bladed knife. Damage: Slashing or
Piercing. Grip: One hand.
Crescent Knife - Combat weapon constructed by two half-moon blades crossed at the ends and a
support rod inside the blades. Damage: Slashing. Grip: One hand (each)
Machete / Machete / Khopis / Massai Seme / Yakoma - The machete is a larger, heavier and
stronger knife than the common one. Its weight is concentrated in the initial third of the blade,
which compromises its balance. It is generally used as an agricultural tool, but in the hands of a
master it can be deadly. Damage: Slashing or Piercing. Grip: One Hand
Kung Fu Knife / Kampilan / Rudus - This is actually a broad-bladed but flexible single-edged sword,
shaped like a "giant knife". It is often used by Shaolin. Damage: Slashing or perforation. Grip: One
Hand.
Falchion / Ram-dao - This is a very broad-bladed sword which has only one edge, the outer one. The
front part is very curved giving a different and unique design to this weapon that was very
widespread in Persian and Indian subcontinent countries. Damage: Slashing or Piercing. Grip: One
hand.
Short Sickle (Kama - Sickle) - This tool can be a deadly weapon, and was often used by feudal Ninjas
disguising themselves as simple farmers. Damage: Slashing. Grip: One Hand.
Long Scythe - The long scythe is similar to a short scythe in design, but it has a long handle and curved
blade. Damage: Slashing. Grip: Two hands.
Fukimi-Bari - These thin metal darts, almost like needles, are hidden in the mouth and spit at the target.
Their effective range is extremely short and they do little damage, but are very useful when taking
an opponent by surprise. Damage: Piercing. Grip: Not applicable.
Fukiya / Blowpipe - Long wooden tube through which a dart or clay pellet can be blown, both of which
are poisoned. Damage: Piercing. Grip: Two Handed.
Sling - a traditional missile weapon consisting of a strap, or folded rope, in the center of which is placed
the object to be thrown. Damage: Bludgeoning. Grip: One Hand.
Vega's Claw - This claw is used by the World Warrior Vega and his ninjas. It consists of a long claw with
three blades that are attached to the fist of the fighter. It is possible to use Thrusts with the claw as
normal. Using the claw does not require a weapon Technique, and instead must be used with
punches. Damage: Slashing or Punching. Grip: None.
Harpoon & Rope - long rope or chain with a heavy, barbed dart at the end. It is used to harpoon and
attach itself to the opponent making it possible to pull him and/or like a Meteor Hammer. Damage:
Piercing. Grip: One Hand.
Jumonji Yari - Long spear with 3 crossed points. Damage: Piercing. Grip: Two Hand.
37
Katana - The Katana is the Samurai's favorite weapon! Slightly curved on a singular surface, the best
katanas are an example of design and craftsmanship. Damage: Slashing or Piercing. Grip: One-
handed or two-handed.
Katar (Punch Dagger) - The katar is a push dagger from the Indian subcontinent. The weapon is
characterized by its H-shaped horizontal hand grip which results in the blade sitting above the user's
knuckles.It inflicts very serious injuries. Because of the structure of the weapon that surrounds the
user's hand, it can be used as a glove to block blade attacks. Damage: Slashing or Piercing. Grip:
One Hand.
Kau Sin Ke - rare Chinese brass cuff composed of small metal rods forming a long strap with a
termination in the shape of a heavy arrow or blade. Damage: Bludgeoning. Grip: Two Handed
Kawanaga - The Kawanaga is a long, light chain with a weight at one end and a sharp hook at the other,
meaning it can be used as a grappling hook. Designed to be spun quickly, attacking with heavy
blows at either end. It works identically to the Whip, except that it cannot be wrapped around the
wrists, and its damage is increased because of its claws. Damage: Piercing or Bludgeoning. Grip:
Two Handed.
Kris - This long knife with a wavy blade cuts easily and deeply. It is a traditional Silat weapon. Damage:
Slashing or Piercing. Grip: One Hand.
Kukri - Kukri is a fairly large knife, with a very inward curved blade. It has only one edge, the inner one.
It can be a deadly weapon in the hands of a master. Damage: Slashing. Grip: One Hand.
Kunai - The Kunai is a weapon similar to a knife, except that it is sharp on both sides. It is a very
common weapon among ninjas. Besides being used to attack, it can normally be thrown. Damage:
Slashing or Piercing. Grip: One hand.
Kusari - This chain has a heavy end, usually a large metal ring. It can be used as a chain, as well as to
entrap / bind opponents, take your weapon, etc. A varied design, the Kusarigama, has a short sickle
(kama) at the end of the chain. It functions similarly to the Whip, except that it cannot be wrapped
around the wrists. Damage: Bludgeoning. Grip: Two Handed.
Kusari-kama / Kusarigama - a traditional Japanese weapon consisting of a kama (the Japanese
equivalent of a scythe) with a long chain attached to the handle and a metal weight or ring at the
other end of the chain (usually a kusari-bottom). Damage: Bludgeoning or Piercing. Grip: Two
Handed
Spear - A long wooden or metal staff with a sharp point. Damage: Piercing or Bludgeoning. Grip:
Variable.
Fan - This weapon appears to be nothing more than a finely ornamented female fan, but in larger
proportions. In reality, the "skeleton" of the fan is made of steel or very strong wood. Damage:
Bludgeoning. Grip: One Hand.
Mace - a blunt medieval weapon, which resembles a club made of metal, and is said to have had as its
forerunner the mace or wooden club. Damage: Bludgeoning. Grip: One-handed or two-handed
Big Axe - This axe is very similar to its smaller version, but the big axes usually have blades on both
sides. Usually these axes are well decorated. Damage: Slashing. Grip: Two Handed.
Small Axe - This item is both a martial weapon and a field instrument. Damage: Slashing. Grip: One
Hand.
Macuahuitl - This was a kind of heavy flattened club from which several blades of obsidian, a volcanic
glass, protrude. A Mesoamerican, pre-Columbian, weapon Damage: Bruise or Slashing. Grip: two-
handed.
Flail - or threshing flail, is an instrument through which grain is threshed to setote the grains from their
husks. Two or more large sticks attached by a short chain; one stick is held and swung, causing the
other (the swipple) to strike the target. Damage: Bludgeoning. Grip: One or two hands.
Cloak / Razor Cloth - Reinforced cloak to which blades in the form of scales and/or razors are added.
Damage: Slashing. Grip: Not applicable.
Sledgehammer - a hammer composed of an iron base, cast with varying weights, and a handle, usually
wooden, long and with a uniform metal head. It is an object used mainly for breaking. Damage:
Bludgeoning. Grip: Two Handed.
Common Hammer - An ancient melee weapon, made of wood or metal, and a tool used in industry to
strike objects. It has, according to its intended use, countless sizes, shapes and materials of
composition, but all have the common characteristic of shape, consisting of a handle to which the
head is attached through a blade. Damage: Piercing. Grip: One Hand.

38
Warhammer - a piercing instrument on one side, and/or blunt on the other, used possibly since the
Stone Age, but which gained warlike refinement during the Middle Ages. Damage: Bludgeoning or
Piercing. Grip: One Hand or Two Hands.
Metsubushi - variety of implements and techniques that were used in feudal Japan by samurai police
(doshins) and other individuals (ninjas) to temporarily or permanently blind or disorient an
opponent. Damage: Not applicable. Grip: Not applicable.
Nagimaki / Nagamaki - Long sword-like blade with a blade that can be 70 cm long and a handle of
approximately the same length as the blade. Damage: Slashing. Grip: Two Handed.
Naginata - The Naginata is a staff weapon with a wide, curved blade at the end. It is undoubtedly the
standard combat weapon of many samurai styles. Damage: Slashing. Grip: Two Handed.
Razor - This is a straight razor used for combat. Capoeiristas often use them in difficult situations.
Damage: Slashing. Grip: One hand.
Ninjato - This resembles the samurai katana, but it has a smaller, straight blade. It usually contains
numerous secret compartments for carrying poisons, darts, etc. Damage: Slashing or Piercing.
Grip: One Hand.
Nodachi - Japanese two-handed long sword. "Nodachi" has a partial translation as "battlefield sword".
However, some suggest that the meaning of "Nodachi" is pretty much the same as that of "Odachi":
great/long sword. Damage: Slashing. Grip: Two Handed.
Nunchaku - Nunchaku are two segments of metal or wood connected by a rope or chains. In the hands of
an expert, they are versatile and devastating weapons. Damage: Bludgeoning. Grip: One Hand.
Paw - This Indian variant of sword has a gauntlet incorporated into the handle. It is primarily used by
cavalry or demonstrations. When used to parry opposing attacks, the Paw grants +1 Soak.
Damage: Slashing or Piercing. Grip: One Hand.
Net - a combat net, made of sturdy rope or metal or mane/hair wires, circular with small weights
distributed around the entire circumference of the mesh. The net is thrown with the hand, so that it
opens as wide as possible before falling on the opponent. Damage: Not applicable. Grip: One or
two hands.
Rapier/Floret/Stocs - used as a demonstration weapon, rapiers/florets/stocs are the straight, tapered,
fast swords, specialized piercing weapons. The rapier is unquestionably the standard weapon of
Fencing. Damage: Slashing or Piercing. Grip: One Hand.
Sabre - A variant of the broadsword, this weapon has a unique curved blade. It is somewhat reminiscent
of the rapier in swordsmanship / fencing. Damage: Slashing or Piercing. Grip: One Hand.
Sai / Jitte - This dagger resembles a long fork, whose sharp points extend between the fighter's fingers.
It is designed to catch and block attacks with the opponent's weapons, as well as to make punctures.
It can also be wielded like a knife, with the same statistics as a normal knife. Sai grants +1 Soak
when parrying enemy attacks and provides +2 dice to perform Disarm on enemies. Damage:
Piercing. Grip: One Hand.
Three Sectioned Staff / Triple staff / Sanjiegun / San Tien Kwan - This weapon is rather peculiar.
Mistakenly called the three-part nunchaku, it consists of a stick divided into three equal parts
attached by chains. Damage: Bludgeoning. Grip: Two hands.
Saw Sword (Kanda) / Khopesh / Shotel - Long and heavy sword with laminated and dented edge,
ideal for wounding and capturing weapons. Grip: Two Hands.
Chainsaw / Circular Saw - A chainsaw or chain saw is a motor-driven saw, widely used in pruning and
tree cutting. The engine can be either internal combustion or electric. It is a terrible weapon to
watch in action. Damage: Slashing. Grip: Two Handed.
Shikomizue / Shikomi-zue - This is a stick that has a knife blade hidden in one or both ends. It
normally looks like a simple stick or even a walking stick. However, with a twist of the handle, the
blades appear, and then the Shikomi-Zue becomes a spear. Damage: Bludgeoning or Piercing.
Grip: One Hand.
Shuko - These are climbing ninja claws, although the stats can also be used to represent bladed gloves or
other "claw" style weapons. They must be used with Punch maneuvers, which must be struck with
the palms of the hand. They also lower the difficulty of climbing tests (-1 on the difficulty of the test
if used in one hand, or -2 if used in a pair). Damage: Slash. Grip: None.
Shuriken - These are the Ninja stars, but can be darts, or any other cutting throwing weapon incapable of
knife-like combat. They are more annoying than deadly, but can be easily concealed and even kill an
opponent if used by a master. A character can throw one shuriken per turn for each point in
Throwing Technique. For example, someone with Throwing 4 can throw 4 shurikens in a turn.
Damage: Piercing. Grip: One Hand.
39
Brass Knuckles - This item, popular with brawlers, is especially a metal ring frame fitted to the fingers to
give the user more "punch". This does not require a Weapon Technique, and instead must be used
with punches. Damage: Bludgeoning. Grip: None.
Sodegarami / Sasumata - is known as a "sleeve entangler" and is part of the pole weapons used by
Japanese police to capture assailants and suspects. Damage: Bludgeoning. Grip: Two Handed.
Baseball Bat - A baseball bat is a basic piece of sports equipment for playing baseball. Damage:
Bludgeoning. Grip: One or Two Hands
Tetsubishi / Makibishi / Caltrop - are pointed objects, of natural or unnatural material, with three or
more sharp points that, as they fall, remain with one of the points up, as they are thrown to the
ground to slow the opponent down. They were widely used by ninjas, as they have the great
advantage of being easy to use and do not require elaborate techniques. Damage: Piercing. Grip:
Not applicable.
Tetsubō / Kanabō / Reinforced Stick - A long or short stick with metal reinforcements on the inside
and/or outside, making it more rigid. A Tetsubō deals +1 Damage to the damage normally dealt by
the stick (long or short), while all other modifiers remain the same. Damage: Bludgeoning. Grip:
Two hands.
Tonfa / Baton - This small bludgeon has an extra perpendicular handle, 1/3 the size of the main one. (A
version without the defense abilities emulates a baton or club.) Damage: Bludgeoning. Grip: One
Hand
Trident - Three-pronged spear. It is used for spearfishing and historically as a pole weapon. Damage:
Piercing. Grip: One Hand or Two Hand
Wakizashi / Kodachi - It is a medium sword used in conjunction with the Katana. Damage: Slashing or
Piercing. Grip: One Hand.
Zanbatou / Zhanmadao / Zweihander / Montante - This is a very old East Asian sword. Its size is
exorbitant and so is its weight. Zanbatou measures approximately 2m of blade and 1m of handle,
totaling an incredible 3m of weapon. Normal swords were made to cut a knight, the Zanbatou was
made to cut a knight and his horse together. As the sword is very large and difficult to use, to use it
correctly you must have a Strength 4 and Sword Technique 2; Damage: Slashing. Grip: Two
Hands.

40
OPTIONAL RULE: Special Abilities - Weapons can perform modified basic
maneuvers and special attacks according to certain capabilities

ASSASSINATE (ASSASSINA)
Speed: +0 PIERCING (PIERCING)
Damage: -2 Speed: +0
Move: +0 Damage: -1
Special: Use these modifiers in Move: +0
conjunction with a basic weapon Special: Use these modifiers in
maneuver. This weapon deals damage conjunction with a basic weapon
that cannot be soaked by Stamina. Type: maneuver. Reduces the opponent's armor
Melee Weapon. by 2 for attacks from this weapon. This
includes maneuvers that increase the
opponent's Soak, such as Toughskin.
THROWABLE (ARREMESSÁVEL) Type: Melee Weapon, Archery
Speed: +0
Damage: +0
Move: -1 SNEAKY (SORRATEIRA)
Special: Always active. This weapon can Speed: +0
be thrown with range equal to its Damage: +0
Technique + Strength. See Throwing Move: -1
Weapons and Archery. Type: Melee Special: Use these modifiers in
Weapon. conjunction with a basic weapon
maneuver. Reduces the opponent's block
KNOCKDOWN (DERRUBA) by 2 for attacks of this weapon. Type:
Speed: -2 Melee Weapon.
Damage: +0
Move: +0
Special: Use these modifiers in SEMI-LETHAL (SEMI-LETHAL)
conjunction with a basic weapon Speed: +0
maneuver. You will cause knockdown if Damage: +0
you do any damage with your weapon. Move: +0
Type: Melee Weapon. Special: Does not cause aggravated
damage. You only lose 1 honor when
DISARM (DESARMA) attacking an unarmed person with it.
Speed: +0 Type: Melee Weapon
Damage: -1
Move: +0
Special: Always active. Increases the DEFENSIVE (DEFENSIVA)
duelist's die roll by 2 on Disarm Speed: +0
maneuver. Type: Melee Weapon. Damage: -1
Move: +0
Special: Always active. Increases the
CONCEAL (FURTIVA) duelist's Soak dice roll by 2 on Parry
Speed: +1 maneuver. Type: Melee Weapon
Damage: -1
Move: +0
Special: Always active. Lowers the
difficulty of Stealth or Disguise to conceal
a weapon by 2. Type: Melee Weapon,
Firearms.
.
41
CLOSE COMBAT (CURTA)
SMASHING (SMASHING) Speed: +1
Speed: +0 Damage: +0
Damage: +0 Move: +0
Move: -1 Special: Always active. Must enter
Special: Use these modifiers in opponent's hex. Type: Melee Weapon.
conjunction with a basic weapon
maneuver. Increases the Duelist's dice roll
by 2 on SMASH WEAPON maneuver. ENTRAP (APRESAR)
Type: Melee Weapon Speed: +0
Damage: +0
Move: +0
HAND GUARD (GUARDA DE MÂO) Special: Can use Grab while in possession
Speed: -1 of the weapon. Type: Melee Weapon.
Damage: +0
Move: +0
Special: Always active. Increases the IMMOBILIZE (IMMOBILIZE)
Duelist's die roll by 2 to defend against Speed: +0
DISARM maneuvers. Type: Melee Weapon Damage: +0
Move: One
Special: It is possible to immobilize the
PROXIMITY (PROXIMITY) opponent in range of the weapon. The
Speed: +1 Sustained Hold test is made using Weapon
Damage: -2 Technique instead of Strength. Type:
Move: One Melee Weapon.
Special: Use these modifiers in
conjunction with a basic weapon
maneuver. You can enter your opponent's .
hex to attack, dealing damage twice.
Type: Melee Weapon. .

42
Optional Rule: WEAPONS BREAKING
Weapons are objects that can be broken by repetitive impacts or instantly on large
impacts. In Samurai Shodown losing your weapon to breakage almost always means
death. Weapons have two characteristics: Structure and Durability.
Structure is the sum of the composition and design characteristics of the weapon,
where stone/metal and smaller weapons are more resistant to damage while long and
wooden/bone weapons are significantly more likely to suffer damage. It is equivalent to
the Duelists' Stamina. Durability reflects the sturdiness of the weapon and how
massive its construction is, this indicates how much damage it can take until it breaks
and becomes useless as a combat tool. It represents the Health of the weaponry. More
massive weapons (Warhammer, for example) have greater durability than more delicate
weapons (Foil, for example) thus representing their greater robustness. Equivalent to
Duelists' Health
Structure varies between 1 (fragile weapon) and 5 (resistant weapon), and
Durability varies between 2 (delicate weapon) and 10 (massive weapon).

Weapon Technique Structure Durability


Bow Archery 2 2
Staves (Bo) Staves 2 8
Boken Swords 2 6
Combat Knife Knives 4 6
Foil Swords 3 6
Katana Swords 4 8
Kusari Chains 5 6
Spear (yari) Spears 2 8
Fan Blunt Weapons 1 4
Axe Axes 4 6
Warhammer Blunt Weapons 5 10
Nunchack Flails 4 6
Sai / Jitte Knifes 4 8
Tonfa / Baton Blunt Weapons 3 8
Penknife Knifes 3 4
Naginata Spears 3 8
Shinai Swords 2 4
Zarabatana Concealed 1 2

Every Weapon when parrying or using En Garde receives 1 damage to its durability
(no Soak). This represents minor damage and damage due to taking the opponent's
attack. If used repeatedly without repair, the weapon is likely to be Damaged or even
Broken. The skill Crafting is the appropriate option for repairing weapons and armor.
43
The Duelist may be proficient in this skill, or have a Staff with this capability, or even
pay for this service.
Some maneuvers can intentionally damage duelists' weapons. These maneuvers
are soaked up (SOAK) with Weapon Structure and the damage will be deducted from
the Durability of the weapon. Certain defensive maneuvers are also capable of inducing
weapon damage (MAKA WARA, IRON ANVIL), the damage will be soaked up with
Weapon Structure and will be deducted from Durability.
Weapons which receive more damage than half of their Durability gain the
DAMAGED quality. Weapons that have lost their durability completely get the BROKEN
quality.

 Damaged: -1 Speed and -1 Damage until they are repaired


 Broken: Lose their ability to Attack, Parry and Disarm.

44
OPTIONAL RULE: ARMOR
The use of armor is viewed with disdain by most duelists, who believe that skill
and agility are the hallmarks of complete and courageous warriors, and they do not need
to "hide" behind armor. However, some use this measure of protection so that they can
fight more often and longer in their lives, seeing that armor is a smart resource, and wit
and strategy are symbols of superior warriors. Armor modifiers affect the basic
MOVEMENT and BLOCK maneuvers.
Special maneuvers are directly affected by the use of armor. Duelists may feel
unbalanced, have their movements restricted, and/or feel heavy while seeking the
protection that armor offers. To reflect this, all Basic and Special maneuvers receive the
modifiers listed in the table below while the Duelist is wearing armor.
ARMOUR DESCRIPTION SPEED SOAK MOVE
Light infantry armor.
Composed of layers of
Tatami
(ashigaru)
leather, bamboo fibers and -1 +1 +0
folded cloth. Akin to plain or
riveted leather armor.
Medium heavy infantry
armor. Composed of layers of
leather and fabrics and
Kiko enriched with pieces of
(brigantine) tortoise shell, bone metal, or -1 +2 -1
small-sized stiffened leather.
Attached to light chainmail
and spaced metal plates.
Heavy armor for nobles and
cavalry. Composed of layers
of leather, bamboo fibers and
Karuta
(O-yoroi)
fabrics folded together and -1 +3 -2
with the addition of metal
plates. Similar to heavy
chainmail.
Armor of articulated metal
plates. Under these plates
Full Plate
Armor
there are still layers of metal -2 +4 -2
mesh and leather coats. Used
by knights and nobles.
Powerful armor created by
Western scientists. They use
Heavy the power of steam and
electricity to sustain heavier
Powered protection and lessen the -2 +5 -2
Armor burden of their weight. They
are very rare... If they exist
at all.

45
46
ANIMAL COMPANIONS
An Animal Companion can be a powerful Ally; in fact, a Street Fighter attuned with
their Companion can purchase special powers and maneuvers that reflect that animal's
abilities. The Storyteller and the player must work together to determine the Animal
Companion’s stats and Trait levels.
Animals can be useful Allies in combat, although they are prohibited in
tournaments. Some can be useful as spies or messengers. The higher the level in Animal
Companion, the more exceptional the animal and the more attuned the character is to
the animal.

• A house pet. Your Animal Companion is tame and well-trained, but nothing more.
•• Uncommon. This may be a different or rare,
exceptional animal. The character has no
special bond with the Companion yet.
••• You have a remarkable Companion, and
some degree of emotional bond between
you.
•••• Your Companion is truly exceptional; in
addition, you have an excellent bond with it.
It sometimes senses when you are in
danger, and understands your commands
perfectly.
••••• Your Companion is unique; you and your
Companion are completely in tune with each
other. Besides the advantages listed above,
you can also form a mystical bond with your
Companion for brief periods of time. This
bond allows you to see what your
Companion sees, even when you are a long
way from each other.
•••••• Your Animal Companion is probably
legendary or mythological, and may even be
intelligent and have its own wills and plans.
It is faithful and loyal to you. The bond
between you locks the common senses and
perhaps even your actual existence.
ANIMAL COMPANION STATISTICS
Divide your Animal Companions's stats into rows to represent the Animal
Companions's Speed, Damage, and Move modifiers (similar to the modifiers a weapon
has). You can indicate this on your chart with a bar like this:

Eg: Speed 1/ Damage 2/ Move 1 or O/O/O or 1/2/1

The statistics vary according to the level of your Animal Companion Background.
The Maximum and Minimum levels are shown below. Levels 6, 7 and 8 will be available
47
upon decision and guidance and the Storyteller. The evolution of this background with
Experience points is more expensive than the common backgrounds. The Animal
Companion Background works like an ability for its progression (Cost equal to the
current level x2).
Level Max. Min.
1 1 0
2 2 0
3 2 0
4 3 0
5 3 0
6 4 1
7 4 1
8 5 1
EG. Wolf Companion, Puppy, Animal Companion Level 4, could have 1/2/1 or 2/2/0 but not
0/4/0.

Your Animal Companion's Speed, Damage, and


Move modifiers are used to calculate the
Companion's Maneuvers, just as weapon modifiers
are used for weapon attacks.
For these maneuvers, instead of Dexterity,
Strength, and Athletics, the modifiers that enter
into the equation are Manipulation for Speed
(your ability as a trainer) and Charisma for
Damage (how hard your Companion will fight for
you based on the bond you share) and the Animal
Companion Background. The movement of the
Companion will be the effective range of the
maneuver in some situations.
 Speed = Manipulation + Speed modifier
 Damage = Charisma + Damage modifier
 Move = Animal Companion Background +
Move modifier

MANEUVERS
There are only a few Animal Companion Special Maneuvers shown here, but they
are broad enough to create many different types of attacks.

- 2 or more Animal Companion Maneuvers cannot be played in the same turn.


- You cannot combine 2 Animal Companion maneuvers in the same maneuver.
- Characters can only have a number of maneuvers equal to their Animal Companion
Level.
- Some Animal Companion maneuvers cannot be used in consecutive turns.
48
RUSH
While you stand still, your Animal
Companion moves forward and
attacks the opponent. They function
as a Projectile and can be evaded
with Aerial maneuvers and/or similar
mechanics.
Power Points: Any 2
System: This attack cannot be used
in consecutive turns.
Speed: -2
Damage: +2
Move: None (attack range = Animal Companion's movement)

FETCH
Your Animal Companion is trained to fetch objects and return them to you. The
most common use is to return your weapon if you throw it and miss, or to return
projectiles (arrows, knives, etc.) if they miss their target.
Power Points: Any 1
System: As an exception to the rule, this attack can be used in consecutive turns.
Speed: +0
Damage: -
Move: None (range of attack = Animal Companion Movement +3)

FLYING RUSH
Played with Rush. Cannot be dodged with Jump
or Aerial Maneuvers.
Prerequisites: RUSH
Power Points: Any 1
System: This attack cannot be used in
consecutive turns. It hits aerial opponents (Jump
and similar) and cannot be dodged by them.
Speed: -2
Damage: +2
Move: None (range of attack = Animal
Companion's movement)

RUSH TACKLE
Played together with Rush. Rush gains Knockdown ability.
Prerequisites: RUSH
Power Points: Any 2
System: This attack cannot be used in consecutive turns. Causes Knockdown if it
does damage and is not blocked or parried.
Speed: -2
Damage: +2
Move: None (attack range = Animal Companion's movement)

49
SYNERGY
You and your Animal Companion attack in synchrony. The attack is purchased for
use with an existing maneuver known to the duelist. Each maneuver can receive the
addition of Synergy.
Prerequisites: RUSH
Power Points: Any 1 (per maneuver)
System: The Animal Companion's Damage modifier is added to the Damage of the
Fighter's maneuver. This sum occurs on only one attack in the case of maneuvers
with multiple attacks or consecutive attacks.
Cost: 1 Willpower
Speed: Fighter's Maneuver
Damage: Fighter's Maneuver + the Animal Companion's Damage.
Move: Fighter's Maneuver.

MOUNTED SYNERGY
Your Animal Companion acts as a mount for you
and helps you to move around. It carries you as a
knight. The Animal Companion's Move bonus is
added to the Fighter's Move. The attack is
purchased for use with an existing maneuver
known to the duelist.
Prerequisites: RUSH and SYNERGY
Power Points: Any 1 (per maneuver)
System: Can be played in conjunction with
Synergy, add Move extra to the fighter's
maneuver. Cannot be used in conjunction with
maneuvers with fixed movement (ONE, TWO...)
Cost: 1 Willpower
Speed: Fighter's maneuver
Damage: Fighter Maneuver
Move: Fighter's move + Animal Companion's move.

AERIAL SYNERGY
Similar to Mounted Synergy, but treated as an Aerial maneuver. The attack is
purchased for use with an existing maneuver known to the duelist.
Prerequisites: RUSH and SYNERGY
Power Points: Any 1 (per maneuver)
System: Can be played in conjunction with Synergy. Adds extra Move to a fighter's
Maneuver and makes it Aerial and able to dodge projectiles like Jump. Cannot be
used in conjunction with fixed movement maneuvers (ONE, TWO...)
Cost: 1 Willpower
Speed: Fighter's Maneuver
Damage: Fighter Maneuver
Move: Fighter's Maneuver + movement of the Animal Companion, becomes Aerial.

50
SEIZING RUSH
Your Animal Companion attacks and engulfs the opponent, hindering his
movements and tactics. Played together with Rush.
Prerequisites: RUSH.
Power Points: Any 2
System: This attack cannot be used in consecutive turns. Rush gains the ability to
be a Sustained Hold, where the Animal Companion's Strength is defined by the
Duelist's Charisma. It works exactly like a Sustained Hold.
Speed: -2
Damage: +2
Move: None (The Animal Companion's Move but needs to enter the opponent's
Hexagon)

LOYAL DEFENSE
Your Animal Companion is trained to defend you from attacks, and hinder the
opponent if they attack you. The Animal Companion stands beside you and offers
protection against the enemy. This maneuver is purchased for use with an existing
maneuver known to the duelist.
Prerequisites: RUSH.
Power Points: Any 1 (per maneuver)
System: This Maneuver cannot be used in consecutive turns. Works similarly to
Toughskin. Its effect is a damage Soak bonus equal to the Animal Companion's
Damage.
Speed: Not applicable
Damage: Not applicable
Move: Not applicable

51
ALTERNATIVE ANIMAL COMPANION (ghosts, spirits, helpers)

52
CHAPTER III – FURY (OPTIONAL)
There were six chosen warriors to fight Amakusa, but nothing prevents the
Storyteller from allowing players to create new chosen warriors. The first thing to be a
Chosen is to buy the Fury Background (see below). It will represent the Warriors'
inner rage and mystical energy. Chosen are usually skilled duelists, so to be a Chosen
Warrior, the fighter must have at least 3 points in a weapon technique. This is an
optional background.

Fury
Fury represents a pulsating power within the fighter, an energy that bubbles up
and spills over in moments of tension and danger. This Fury is a double-edged sword,
for it is a destructive power useful for winning duels, but it is also an opportunity for
dishonor and a danger to the warrior's companions. A Warrior with Fury is susceptible to
moments of intense and uncontrollable battle energy. Whenever a Fury endowed Warrior
feels anger, fear, despair, intense pain (or other feelings analyzed by the Storyteller)
they must roll their Fury level. If they succeed with at least one success, they are
overcome with Rage. The difficulty depends on the intensity and type of emotion, being
lower for anger (5) and despair (6), and higher for fear (9) and intense pain (8).
For each success the Fighter can distribute +1 to Speed or Damage or Move on
all their maneuvers. The Fighter expends 1 Chi per turn while in Rage. The Fighter
begins to attack the Opponent, and eventually everything and everyone, without
defending or dodging. And if they have the Fury Background equal to or greater
than 3, they cannot be Stunned while in Fury.

53
After defeating the source of the intense feelings and/or losing all of their Chi, the
character is Stunned for a number of turns equal to their Fury level minus their Stamina
(minimum of 1 turn). Upon recovering, the character will not remember anything that
occurred during their Fury time. However, a character can make a Wits + Mysteries
test to remember. Successes make it possible to remember some things (according to
the Storyteller).
A character can interrupt the Fury by spending 1 point of Willpower and making
a permanent Willpower roll, having to get as many successes as they obtained in
the initial Rage test. If they fail they may try again on the next turn. Each time a
character goes into Fury, they lose 1 temporary point of Honor, not counting the
points lost from their actions at the moment of Fury.
At the moment of Fury, the character gets flaming Chi all over their body, their
eyes turn red and they usually just scream to deliver their blows (without saying
anything, just grunting and/or using Kiai).

54
Optional Rule
GRADUAL FURRY AND THE POW METER
A strategic and narrative addition to combat is the POW meter. If this optional rule is
adopted in game, players must add 10 little boxes to their character sheet, and each
point of damage taken by the fighter in combat will mark one square on the POW Meter.
If the POW Meter has all 10 boxes filled, further damage taken will not have any effect
on the POW Meter: the fighter has all their rage reserved, and they are at their limit.
The points accumulated in the POW gauge allow for some specific actions:

 Every 3 points can be spent in place of 1 point of Chi or Willpower. This


represents Special Blows, stronger versions of common moves, such as (1)
spending 1 Willpower for 1 more hit or using Psychokinetic Channeling, for
example; (2) also represents VTriggers, which is the activation of a hidden power,
such as Elemental Skin or Rekka Ken; or (3) makes it possible to perform a
Berserk Strike at no cost.
 Every 6 points can be spent to perform a Super, which is a more powerful version
of one of the character's Special Maneuvers; when performing the Super, (1) the
character can roll another damage roll, or, (2) if it is a multiple-impact move-
based maneuver, they gain +2 Move to perform it. Example: Ken can use a Super
Flaming Dragon Punch, rolling damage up to three times, or use a Super Air
Hurricane Kick, performing the maneuver with Move 7 instead of 5, or a Super
Fireball, rolling damage twice.

When a fight is over, the POW Meter empties completely, and will only be recharged in
new fights.

55
CHAPTER IV - THE SAMURAI

Haohmaru
History: Nicotine was Haohmaru and
Genjuro's mentor. One day Nicotine
had Haohmaru and Genjuro fight to
see who would win the magic scroll
that increases fighting skills.
Genjuro won this fight against
Haohmaru, but was extremely brutal
and almost killed Haohmaru. With
this Nicotine gave the scroll to
Haohmaru and drove Genjuro out of
his temple. Haohmaru increased his
skills and became a more skilled
fighter than he already was. One
day Haohmaru was looking for a
fight. He found a village where it
looked like everyone was dead, but
Haohmaru found one last living
person in the village, and that was
Shizumaru Hisame, a baby. After that he trained Shizumaru to one day fight the demon that
killed the village.

Personality: You tend to act in a carefree and casual way, but place extreme importance
on honor. You enjoy living alone and love sake. You are attracted to Charlotte, but you
don't even realize it because your desire to beat Ukyo and kill Amakusa, and avenge your
mother is so great.

Appearance: Haohmaru is of medium height, athletic build, and has totally unkempt hair.
He often wears his rather exotic Samurai gi. He is always smiling.

Age: 25 years old, Homeland: Musashinokuni, Japan, Love: Oshizu (psychological) and
Charlotte (real) Style: Kendo (Aikido), School: Nicotine Caffein Dojo, Concept: Wandering
Samurai, Signature: Throws his sword upwards and catches it directly in to his scabbard
with extreme perfection.

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 5, Manipulation 3,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 4, Intimidation 3, Insight 3, Streetwise 4, Subterfuge 3,


Blind Fighting 4, Leadership 3, Stealth 2, Survival 4, Etiquette 1, Arena 4,
Investigation 4, Medicine 1, Mysteries 2, Style Lore 4

Backgrounds: Allies 5, Contacts 2, Fury 5, Elemental (Air) 4

Techniques: Punch 3, Kick 3, Block 4, Grab 3, Athletics 4, Focus 5, Sword 6

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Back Roll Throw, Dragon Punch
Strike, Flaming Dragon Punch Strike, Tornado Attack, Sense Element (Air), Power
Uppercut Strike, Triple Strike, Air Blast, Energize Weapon

Combos: Strong strike – Berserk strike - Tornado Attack (Dizzy); Foot Sweep –
Dragon Punch Strike; Fierce strike – Dragon Punch Strike (Dizzy) (Combo "Kogetsu
Zan"); Parry – Jab Strike – Flaming Dragon Punch Strike

Renown: Glory 7, Honor 8; Chi 9, Willpower 10, Health 20


Equipment: Katana (Fugudoku (Blowfish Poison)

56
Ukyo Tachibana
History: Tachibana is a sword
master. His only goal in life
is to beat the samurai
Haohmaru and be able to get
the woman of his life: Oshizu.

Personality: You are a quiet


person who knows well what
your abilities can do and it
is no wonder that women always
run after you at the end of
your fights. In combat, you
fight with your back half
turned to your enemies and
destroy any fools who get
close enough with your apple
cut.

Appearance: Ukyo has a peaceful appearance with his long loose blue hair, his eyes mostly
closed, and he always wears traditional clothing. In fights he prefers his outfit to be
blue Hakama and a white kimono top.

Age: 23 years old, Homeland: Omi Japan, Love: Oshizu, Rival: Haohmaru

Style: Aikido, School: Japanese Temple, Concept: Sword Master, Signature: Display
with the Sword (Cuts an apple)

Attributes: Strength 5, Dexterity 6, Stamina 4, Charisma 4, Manipulation 4,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 4, Intimidation 3, Insight 5 , Streetwise 2, Subterfuge 2,


Blind Fighting 5, Etiquette 4, Leadership 3, Stealth 3, Security 2, Survival 2,
Arena 3, Investigation 2, Medicine 3, Mysteries 3, Style Lore 5

Backgrounds: Allies 3, Arena 3, Fame 3, Fury 4

Techniques: Punch 3, Kick 4, Block 4, Grab 3, Athletics 4, Focus 4, Sword 6

Special Maneuvers: Jump, Kippup, Slide Kick, Throw Strike, Throw, Foot Sweep,
Flying Fireball (Tsubane Gaeshi), Fireball, Hyper Fist Strike, Missile
Reflection, Turn Punch Strike, Elbow Smash Strike, Ducking Fierce Strike,
Breakfall

Combos: Jump Fierce strike – Elbow Smash Strike – Hyper Fist Strike (Dizzy); Jump
Fierce strike – Berserk strike (Dizzy); Jump Fierce strike – Hyper Fist Strike
(Dizzy); Move - Slide Kick; Parry – Throw

Renown: Glory 7, Honor 8; Chi 9, Willpower 8, Health 20


Equipment: Katana (Drying Pole)

57
Galford Weller
History: He is a ninja who along
with his dog Poppie (Poppy) left
San Francisco to search for the
demon that is possessing people
with weak hearts to do evil.
Galford, being a good guy, has
vowed to exterminate all demons
who intend to do evil and cross
his path with his Justice Blade.

Personality: You are a good-


hearted ninja with a strong
spirit, with great power who
thinks of exterminating evil. In
the midst of your hectic life you
still have time for love with
Nakoruru, but that can only happen
when the evil is over.

Appearance: Galford is dressed in a blue body suit with his face showing, a red scarf
around his neck, and blond hair with a hang glider cut.

Age: 20 years old, Homeland: San Francisco, USA, Love: Nakoruru


Style: Ninjitsu Koga, School: Dojo Koga, Concept: Ninja, Signature: Simply disappears

Attributes: Strength 4, Dexterity 6, Stamina 5, Charisma 5, Manipulation 4,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 5, Interrogation 3, Intimidation 4, Insight 3, Streetwise 5,


Subterfuge 4, Etiquette 2, Blind Fighting 5, Leadership 1, Security 6, Stealth 4,
Survival 3, Investigation 5, Science 2, Medicine 2, Mysteries 4

Backgrounds: Allies 5, Fury 4, Clan Heritage 4, Animal Companion 5 (Poppie/Poppy)

Techniques: Punch 3, Kick 4, Block 5, Grab 5, Athletics 4, Focus 5, Sword 5,


Thrown 4

Special Maneuvers: Jump, Kippup, Wall Spring, Backflip Kick, Heel Stamp, Foot
Sweep, Throw, Sakki, Plasma Blade, Pile Driver, Suplex, Shrouded Moon, Speed of
the Mongoose, Power Pile Driver Bomb, Rush, Synergy (strong Strike), Synergy (Jab
Strike), Rush Tackle.

Combos: Jump Fierce strike - Plasma Blade – Foot Sweep (Dizzy); Rush Tackle – Jab
Strike (synergy) – Backflip Kick (Dizzy); Shrouded Moon – Power Pile Driver Bomb;
Speed of the mongoose – Suplex - Berserk Strike, Jab Strike (synergy) – Strong
Strike (synergy) (Dizzy)

Renown: Glory 5, Honor 6; Chi 9, Willpower 8, Health 20


Equipment: Ninja–to (Justice Blade), Smoke Bombs, Kunais

58
Hanzo Hattori
History: He fights to free the
soul of his children that was
possessed by the Amakusa. His
past is a mystery. That's all
that is known about him.

Personality: He is a cold and


calculating ninja master who
aims to free the soul of his
children possessed by the evil
Ambrosia no matter what it
takes.

Appearance: He is a traditional
ninja who wears a black body
suit with gold details, and a red chalet around his neck.

Age: 34 years old, Homeland: Dewa, Japan, Love: His children

Style: Ninjitsu Iga, School: Dojo Iga, Concept: Ninja Clan Master, Signature: Simply
vanishes

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 4, Manipulation 4,


Appearance 4, Perception 4, Intelligence 5, Wits 4

Abilities: Alertness 5, Interrogation 4, Intimidation 3, Insight 5, Streetwise 5,


Etiquette 3, Subterfuge 4, Blind Fighting 5, Leadership 5, Security 4, Stealth 6,
Survival 3 Investigation 3, Medicine 4, Mysteries 4, Style Lore 4, Arena 3

Backgrounds: Allies 5, Backing 5, Elemental (Fire) 3, Fury 3, Clan Heritage 5

Techniques: Punch 3, Kick 4, Block 4, Grab 5, Athletics 5, Focus 5, Sword 5,


Thrown 4

Special Maneuvers: Jump, Kippup, Wall Spring, Foot Sweep, Backflip Kick, Heel
Stamp, Foot Sweep, Throw, Sakki, Shrouded Moon (Shadow Copy), Shockwave, Power
Geyser, Ground Fireball, Pile Driver, Suplex, Power Pile Driver Bomb, Breakfall,
Disengage.

Combos: Jump Fierce Strike – Backflip kick – Improved Ground Fireball (Dizzy);
Jump Fierce Strike – Berserk Strike – Power Geiser (Dizzy); Shrouded Moon – Power
Pile Driver Bomb, Shrounded Moon – Berserk Strike - Suplex (Dizzy), Jumping Short
– Foot Sweep – Power Pile Driver Bomb.

Renown: Glory 6, Honor 5; Chi 7, Willpower 10, Health 20


Equipment: Ninja–to, Shuriken and smoke bombs

59
Charlotte Christine de Colde
History: Charlotte is a
French noblewoman and a
master in the art of
fencing. In the middle of a
trip to the Far East she met
Haohmaru, with whom she fell
in love. Haohmaru did not
reciprocate this love,
damaging Charlotte's heart
and pride. As a result,
Charlotte vowed to break up
with Haohmaru, but she is
still in love with him.

Personality: You are a fast and cunning warrior with great combat capabilities. You came
to Japan to end Haohmaru because he refused your love, but you are still in love with
him.

Appearance: Charlotte is a 27 year old beautiful woman. Charlotte wears a tunic and over
parts of the tunic is plate armor, also wears leather boots and gloves. And she wears her
hair loose.

Age: 27 years old, Homeland: Paris, France, Love to hate: Haohmaru, Style: Savate
(fencing), School: Private tutor, Concept: Samurai fencer, Signature: Laugh

Attributes: Strength 4, Dexterity 6, Stamina 4, Charisma 4, Manipulation 4,


Appearance 5, Perception 4, Intelligence 4, Wits 5

Abilities: Alertness 3, Intimidation 2, Insight 5, Subterfuge 3, Etiquette 5,


Blind Fighting 4, Ride 2, Leadership 4, Security 2, Survival 2, Arena 3,
Investigation 4, Medicine 2, Mysteries 2, Style Lore 3

Backgrounds: Allies 5, Arena 3, Fury 5, Fame 1, Resources 5

Techniques: Punch 3, Kick 4, Block 4, Grab 3, Athletics 5, Focus 4, Sword 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Flying Knee Thrust, Throw, Back Roll
Throw, Hundred Hand Slap Strike, Stepping Front Kick, Sonic Boom, Power Uppercut,
Dragon Punch Strike, Lunging Punch Strike, Displacement Strike, Esquives

Combos: Jump Fierce Strike – Stepping Front Kick – Dragon Punch Strike
(Dizzy);Strong Strike – Hundred Hand Slap Strike – Hundred Hand Slap Strike
(Splash Fount)(Dizzy); Jump Fierce Strike – Lunging Punch Strike Strike – Throw;
Jump Forward - Flying Knee Thrust - Back Roll Throw

Renown: Glory 8, Honor 7; Chi 8, Willpower 9, Health 20


Equipment: Épée (La Roche)

60
Wan Fu
History: Wan-fu has learned of an item
that can be found and with the exchange of
his soul, a man will have control over the
world. Wan-fu then set out to find this
item and make China the ruler of the
world.

Personality: You are very understanding of


the Chinese and of the people who share
your ideal. Currently you are looking for
a great fighter to enable you to activate
your ideal. You will show no mercy to
anyone who gets in your way.

Appearance: Wan Fu wears his hair like a Manchu monk, and is dressed only in a short
white robe with a red sash around his waist, and a pair of black shin guards and
bracelets with red details.

Age: 35 years old, Homeland: Nanking, China

Style: Kung Fu, School: Chinese Temple, Concept: King of War, Signature: Laugh

Attributes: Strength 6, Dexterity 4, Stamina 6, Charisma 4, Manipulation


3, Appearance 3, Perception 4, Intelligence 4, Wits 4

Abilities: Alertness 3, Intimidation 5, Interrogation 3, Insight 3, Blind


Fighting 3, Etiquette 4, Leadership 5, Security 3, Survival 3 Investigation
2, Medicine 2, Mysteries 3, Style Lore 5

Backgrounds: Backing 5, Resources 3, Allies 5, Fame 1, Arena 3, Fury 4

Techniques: Punch 4, Kick 4, Block 4, Grab 4, Athletics 4, Focus 5, Sword


5, Mace 5, Club 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Air Smash, Throw, Head Butt,
Fireball, Flying Fireball, Dragon Kick Strike, Spinning Clothsline Strike,
Inferno Strike, Fist Sweep Strike, Throw Weapon, Toughskin.

Combos: Jump Fierce Strike – Strong Strike – Dragon Kick Strike (Dizzy); Head
Butt – Throw; Head Butt – Air Smash – Berserk Strike (Dizzy); Jump Fierce Strike
– Fierce Strike – Throw; Parry – Flying Fireball

Renown: Glory 7, Honor 7; Chi 7, Willpower 10, Health 20


Equipment: Scimitar (Zanniku Daibōchō, the Skinner) or War Mace (Bakuniku
Daitekkyū, the Crusher) or Pillar of Stone (club) (Bokuniku Daisekichū, the
Crusher)

61
Tam Tam
History: The jungle warrior Tam Tam is the
chosen one to defend his home village.
Trained from a young age to protect his
land against the demons, he has had a
great education from the arts of hand-to-
hand combat, to mystical teachings. And
now that his training is over and the
demons are a threat, he is prepared to
kill them all.

Personality: You were born to protect your


people, you know it and always act in
favor of it. You have a peaceful
temperament but when your land is in
danger you are seized by the fury of the
ancestors and destroy all enemies.

Appearance: Tam Tam is tall and strong,


wearing the typical clothes of his people;
red with yellow and black details. When in
combat, he always wears the mask of the
ancestral war.

Age: 19 years old, Homeland: Green Hell, South America

Style: Kabaddi School: Unknown, Concept: Mayan Warrior, Signature: War Cry

Attributes: Strength 6, Dexterity 4, Stamina 5, Charisma 4, Manipulation


1, Appearance 3(4), Perception 5, Intelligence 4, Wits 4

Abilities: Alertness 4, Intimidation 4, Insight 4, Subterfuge 2, Blind Fighting


3, Leadership 3, Security 3, Survival 5, Stealth 3, Arena 2, Investigation 3,
Medicine 3, Mysteries 5, Style Lore 2

Backgrounds: Allies 5, Arena 3, Backing 3, Resources 2, Fury 5, Animal Companion


3 (various animals)

Techniques: Punch 3, Kick 4, Block 5, Grab 3, Athletics 4, Focus 5, Sword 5

Special Maneuvers: Jump, Foot Sweep, Spinning Foot Sweep, Throw, Head Bite, Brain
Cracker, Spinning Backfist Strike, Fireball, Flying Fireball, Improved Fireball,
Inferno Strike, Whirlwind Kick Strike, Ducking Fierce Strike

Combos: Jump Fierce Strike – Spinning Back Fist; Jump Fierce Strike – Inferno
Strike (Dizzy); Parry - Whirlwind Kick Strike – Inferno Strike (Dizzy)

Renown: Glory 5, Honor 6; Chi 9, Willpower 8, Health 20


Equipment: Sword (Henge Hange Zange, Darkness Slasher, +1 Hex Range)

62
Genan Shiranui
History: History:
Genan Shiranui is a
demon who escaped from
the depths to live
here on earth. He
lived a long time in
hiding to learn a
little about humans,
learned Ninjitsu and
started selling his
skills to the highest
bidder.

Personality: You are a


demon trying to learn
how humans live, and now you are discovering what love is. In fights your demonic
instincts come out on top.

Appearance: Genan is a bald demon with greenish skin, crawling around with his iron
claws. Age: 26 years old, Homeland: Devil Island (Underworld), Japan

Style: Ninjitsu (Shiranui Clan’s Madō na Ryū (The Way of the Evil Path)), School: Dojo
Shiranui, Concept: Demon mercenary, Signature: Sinister Laughter

Attributes: Strength 5, Dexterity 4, Stamina 5, Charisma 3, Manipulation 4,


Appearance 2, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 3, Intimidation 4, Interrogation 4, Insight 3 , Streetwise


3, Subterfuge 4, Blind Fighting 5, Leadership 3, Security 4, Survival 4 , Stealth
4, Investigation 3, Medicine 2, Mysteries 4, Style Lore 3

Backgrounds: Allies 4, Contacts 4, Arena 3, Fury 3, Clan Heritage 4

Techniques: Punch 5(Shuko), Kick 4, Block 4, Grab 5, Athletics 5, Focus 4

Special Maneuvers: Jump, Kippup, Slide Kick, Knee Basher, Double Hit Knee Stomach
Pump, Rolling Attack, Vertical Rolling Attack, Tumbling Attack Strike, Poison
Blizzard (Death’s Visage), Power Uppercut, Wall Spring, Entangle (4 hex range,
Shuko Glove can be thrown and has a Chain)

Combos: Block - Posion Blizzard - Tumbling Attack (Dizzy); Slide Kick - Slide
Kick – Roundhouse (Dizzy); Jump Fierce – Power Uppercut - Tumbling Attack; Jump
Forward - Power Uppercut - Knee Basher

Renown: Glory 6, Honor 3; Chi 6, Willpower 9, Health 20


Equipment: Shuko “Azami” (Glove with 5 iron blades and a hidden chain, and can be
thrown)

63
Earthquake
History: Earthquake is
a mercenary who was
hired to kill a demon.
He took the job, and
now he is taking
orders from Amakusa.
Earthquake doesn't
know what he has
gotten himself into,
but he will fight with
all his might to earn
more and more money.

Personality: You are a


mercenary, doing what
you are told when you are paid, and your services are expensive. You don't care about
what is happening in the world, and you only know that through this you can profit and
make money, which is more important to you.

Appearance: Earthquake is big, wears pink clothes, ripped at the arms with blue details
at the forearms, on the hands, and on the shin. He has a tattoo on his face.

Age: 28 years old, Homeland: Texas, USA

Style: Ninjitsu, School: Self-taught/Clan Dojo Concept: Ninja Mercenary, Signature: Meat
Eating, Laughing

Attributes: Strength 6, Dexterity 4, Stamina 7, Charisma 3, Manipulation 3,


Appearance 4, Perception 4, Intelligence 2, Wits 4

Abilities: Alertness 3, Intimidation 4, Insight 3, Streetwise 3, Subterfuge 3


Blind Fighting 4, Leadership 2, Security 4, Survival 2, Stealth 4, Investigation
2, Medicine 2, Mysteries 2, Style Lore 2

Backgrounds: Backing 5, Contacts 2, Arena 3, Fury 3, Resources 2

Techniques: Punch 3, Kick 3, Block 4, Grab 4, Athletics 5, Focus 5, Kusari Gama 5

Special Maneuvers: Jump, Air Smash, Tumbling Attack Strike, Throw, Foot Sweep,
Power Uppercut, Face Slam, Neck Choke, Toughskin, Yoga Flame, Acid Breath,
Dislocate Limb, Entangle

Combos: Air Smash – Foot Sweep - Air Smash (Dizzy); Jump Fierce (Kusari Gama) –
Fierce (Kusari Gama) – Berserk (Kusari Gama) (Dizzy); Foot Sweep – Berserk
(Kusari Gama) - Tumbling Attack (Fat Chainsaw) (Dizzy); Jab – Strong - Tumbling
Attack, Jab Strike – Jumping Strong Strike – Yoga Flame.

Renown: Glory 6, Honor 2; Chi 7, Willpower 8, Health 20


Equipment: Kusari Kama, Fujiyama (Range +1 Hex with basic attacks)

64
Kyoshiro Senryo
History: Because of Kyoshiro's
violent past, he travels the
world to prove himself as the
greatest actor in the world and
protect the Kabuki clan from
demons with his great "Demon
Dance".

Personality: You are highly


determined and fearless and
afraid of nothing to such an
extent that you learned the
Demon Dance from the demons
themselves long ago. In combat
you prove why you're quite
famous with a wide variety of deadly moves.

Appearance: Kyoshiro dresses in traditional Kabuki dancer's clothes, with long reddish
hair.

Age: 30 years old, Homeland: Edo, Japan, Style: Aikido, School: Self-taught, Concept:
Kabuki dancer, Signature: Noh Dance

Attributes: Strength 5, Dexterity 4, Stamina 5, Charisma 5, Manipulation 5,


Appearance 4, Perception 5, Intelligence 5, Wits 4

Abilities: Alertness 4, Intimidation 6, Insight 3, Blind Fighting 3, Leadership


3, Security 2, Etiquette 3, Survival 2, Arena 5, Investigation 4, Medicine 2,
Mysteries 3, Style Lore 3, Performance (Noh) 5, Performance (Kabuki) 4

Backgrounds: Allies 3, Arena 3, Elemental (Fire) 4, Fame 3, Fury 3, Resources 3

Techniques: Punch 3, Kick 3, Block 5, Grab 3, Athletics 5, Focus 5, Naginata 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Brain Cracker, Fireball,
Flaming Fist, Tchobi Dishi, Heatwave, Sense Element, Handstand Kick, Musical
Accompaniment, Esquives, Spinning Clothsline (Naginata), Firestrike

Combos: Fireball – (Flaming Fist) Jumping Strong – (Flaming Fist) Strong (Dizzy);
Jump Strong (Naginata, Flaming Fist) – Spinning Clothsline (Naginata) – Berserk
(Naginata) (Dizzy), Jump Forward – (Naginata, Flaming Fist) Strong - Brain
Cracker; Parry – Jumping Strong – (Flaming Fist, Naginata) Berserk Strike,
Esquives – Tchobi Dishi – Firestrike.

Renown: Glory 7, Honor 6; Chi 10, Willpower 8, Health 20


Equipment: Naginata (Sewanyobou, the Caring Wife)

65
Jubei Yagyu
History: Jubei Yagyu is a samurai who
is part of the emperor's elite, and is
an agent of great value to the empire.
Jubei lost his left eye in a fight to
protect the emperor during a revolt, in
which he single-handedly annihilated
several enemies, proving his value to
the emperor and his loyalty to the
empire. The emperor himself selected
Jubei as his right-hand man, and Jubei
is still his right-hand man today.

Personality: You have a very strict


temperament due to your military
training, and are highly agile and
dangerous in combat. When you are far away, you are close, and when you are close, you
are far away. When your enemies think you are weak, you are strong.

Appearance: Jubei dresses like a typical samurai with a white kimono, with the Emperor's
symbol on the chest, keeping his hair pinned up, with an eye patch on his face.

Age: 39 years old, Homeland: Tokyo, Japan

Style: Aikido (Yagyu Shinkage-Ryuu) School: Yagyu Clan, Concept: Secret helper of the
Emperor, Signature: Laughter

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 4, Manipulation 3,


Appearance 4, Perception 5, Intelligence 5, Wits 5

Abilities: Alertness 4, Intimidation 4, Interrogation 3, Insight 3, Etiquette 4,


Streetwise 3, Subterfuge 3, Blind Fighting 4, Leadership 5, Security 3, Stealth
2, Survival 3, Arena 4, Investigation 3, Medicine 3, Mysteries 3, Style Lore 4

Backgrounds: Allies 5, Backing 5, Contacts 4, Fury 4, Resources 3, Arena 3

Techniques: Punch 3, Kick 4, Block 5, Grab 3, Athletics 4, Focus 4, Sword 6

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Back Roll Throw, Shockwave,
Power Geyser, Ground Fireball, Deflecting Strike, Dragon Rush, Dragon Punch
Strike, Hundred Hand Slap Strike, Missile Reflection, Dragon Rush strike

Combos: Jump Fierce Strike – Strong Strike – Hundred Hand Slap Strike (Dizzy);
Jump Fierce Strike – Fierce Strike – Shockwave (Dizzy); Parry – Foot Sweep –
Dragon Punch Strike; Jump Forward – Ground Fireball – Power Geyser, Deflecting
Strike – Dragon Rush Strike – Dragon Punch Strike (Dizzy).

Renown: Glory 6, Honor 6; Chi 7, Willpower 10, Health 20


Equipment: Daisho “Protector of Yamato” (Steel Tiger & Sukehiro, Katana &
Wakizashi)

66
Nakoruru
History: A great chosen one, Nakoruru
cares for nature, and is very strong
for his age. One day Nakoruru came to
the trees trying to talk to nature he
found that nature would not answer her.
And with that she began to suspect that
a great evil was coming, due to the
great evil force stealing nature's
energy. As a protector of nature she
vowed to destroy the demon responsible.

Personality: Nakoruru is a child, with


great responsibilities. Nakoruru is
attracted to Galford, but her desire to
kill the demon responsible for killing mother nature is so great that she doesn't even
realize it yet.

Appearance: Nakoruru is dressed in white clothes with red details, long well-groomed hair
with a red bow, and a large, well-crafted blanket.

Age: 17 years old, Homeland: Hokkaido, Japan, Love: Galford and his sister Rimururu

Style: Ninjitsu School: Her grandfather, Concept: Ainu Priestess of Kamui Signature:
Embarrassed Laughter

Attributes: Strength 3, Dexterity 7, Stamina 4, Charisma 5, Manipulation 3,


Appearance 5, Perception 4, Intelligence 4, Wits 5

Abilities: Alertness 5, Intimidation 4, Insight 4, Subterfuge 3, Blind Fighting


3, Leadership 3, Security 2, Stealth 4, Survival 5, Investigation 2, Medicine 4,
Mysteries 4, Style Lore 3

Backgrounds: Allies 5, Arena 3, Fury 4, Animal Companion (Silkou Wolf 4, Mamahaha


Eagle 4)

Techniques: Punch 3, Kick 4, Block 4, Grab 4, Athletics 6, Focus 4, Kodachi 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Back Roll Throw, Disengage,
Monkey Grab Punch Strike, Slide Kick, Wall Spring, Diving Hawk, Brain Cracker,
Chi Kung Healing, Balance, Missile Reflection, Energy Reflection, Rush (Silkou),
Rush Tackle (Silkou), Synergy (Silkou, Mamahaha), Flying Rush (Mamahaha), Mounted
Aerial Synergy (Strong Strike), Mounted Aerial Synergy (Diving Hwak), Synergy
(Jumping Roundhouse)

Combos: Jump Fierce (Kodachi) – Berserk (Kodachi) – Throw (Dizzy); Jump Fierce
(Kodachi) – Berserk (Kodachi) – Slide Kick (Dizzy); Jump Fierce (Kodachi) –
Monkey Grab Punch – Brain Cracker (Dizzy); Wall Spring – Diving Hawk – Slide Kick
(Dizzy); Flying Rush – Diving Hawk (Dizzy).

Renown: Glory 6, Honor 6; Chi 9, Willpower 8, Health 20


Equipment: Knife (Chichi ushi)

67
Rera
History: The "Rasetsu/Bust" form of Nakoruru is
not ashamed of her victories and is often not
afraid to tempt others to do "the easy thing,"
such as abandoning conflict or playing good
comrades against each other. As a trickster,
she disappears and comes in whenever she wants,
usually to "play" with another person dear to
Nakoruru. She has even threatened to kill her
other half if her will is not followed. It is
said that Nakoruru suppressed this side of
herself, as she did not see death as a
necessity for the protection of nature.

Personality: Rera is Nakoruru's aggressive and


arrogant ego. She will not hesitate to kill
those who stand in her way and believes that
results and not methods are more important in
the end.

Appearance: 154 cm and 41 kg, Rera dresses in


white and blue clothing with a long scarf,
short wild hair adorns her beautiful face.

Age: 21 years old, Homeland: Ainu Moshiri, Japan, Love: For herself and Kamui

Style: Kamui Ninjutsu School: Her grandfather Concept: Alter-ego Signature:


Cynical laugh

Attributes: Strength 3, Dexterity 7, Stamina 4, Charisma 5, Manipulation 5,


Appearance 4, Perception 4, Intelligence 4, Wits 5

Abilities: Alertness 4, Intimidation 4, Insight 4, Subterfuge 5, Blind Fighting


3, Leadership 2, Security 3, Stealth 5, Survival 4, Investigation 3, Medicine 3,
Mysteries 4, Style Lore 3

Backgrounds: Fury 5, Allies 1, Resources 2, Animal Companion 5 (Shikuru)

Techniques: Punch 3, Kick 4, Block 3, Grab 3, Athletics 6, Focus 5, Knife 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Stomach Pump, Back Roll
Throw, Disengage, Monkey Grab Punch Strike, Slide Kick, Wall Spring, Diving Hawk,
Throw, Chi Kung Healing, Balance, Missile Reflection, Energy Reflection, Knife
hand strike (Knife), Rush, Rush Tackle, Synergy (Slide Kick), Synergy (Jumping
Roundhouse), Mounted Synergy (Strong strike)

Combos: Jump Fierce (Kodachi) – Berserk (Kodachi) – Rush Tackle (Dizzy); Jump
Fierce (Kodachi) – Knife Hand Strike (Kodachi) – Slide Kick (Dizzy); Jump Fierce
(Kodachi) – Monkey Grab Punch – Stomach Pump (Dizzy); Wall Spring – Diving Hawk –
Slide Kick (Dizzy); Parry – Mounted Synergy Fierce Strike – Berserk Strike

Renown: Glory 8, Honor 4; Chi 7, Willpower 10, Health 20


Equipment: Chichi-ushi (Knife)

68
Nicotine Caffeine
History: Nicotine trained Haohmaru and
Genjuro from an early age. One day Nicotine
was to complete the training of his two
pupils where the two were to fight to see
who was worthy of the holy scroll, which
would empower the user to be the strongest
fighter. Genjuro beat Haohmaru in the
fight, but he beat him so brutally that at
that moment Nicotine saw that Genjuro did
not deserve to be the holder of the scroll.
Nicotine expelled Genjuro, the latter
becoming a Ronin and gave the sacred scroll
to Haohmaru. In SS2 when Mizuki started
releasing demons all over the world
Nicotine left his temple to fight, he sought out his former student so they could end the
evil of Ambrosia once and for all.

Personality: You are a wise and playful old man, but highly strict when you are training
or teaching the ideals of Budo to your students. You are determined in your mission to
arrest the evil of Ambrosia.

Appearance: Nicotine is an old monk who must be around 80 years old. He wears clothes
from his Buddhist temple and always carries his magic staff.

Age: 75 years old, Homeland: Hida - Japan Style: Mystic, School: KoKa-In Temple, Concept:
Buddhist exorcist monk, Signature: Smile

Attributes: Strength 3, Dexterity 5, Stamina 4 Charisma 4, Manipulation 4,


Appearance 2 Perception 5, Intelligence 6, Wits 6

Abilities: Alertness 3, Intimidation 3, Interrogation 3, Insight 6, Streetwise 3,


Subterfuge 3 - Blind Fighting 4, Leadership 4, Stealth 2, Etiquette 2, Survival 4
- Arena 3, Investigation 3, Medicine 3, Mysteries 6, Style Lore 6

Backgrounds: Allies 5, Contacts 3, Elemental 5(Fire), Fame 3, Fury 3, Arena 4

Techniques: Punch 4, Kick 4, Block 5, Grab 4, Athletics 4, Focus 6, Staves 6

Special Maneuvers: Double Hit Kick Strike, Power Uppercut, Fist Sweep, Double Hit
Kick, Foot Sweep, Hurricane Kick (Spinning Flame Kick), Throw, Hair Throw, Jump,
Kippup, Plasma Blade (Electric Hawk), Improved Ground Fireball (Flaming Ape),
Sempuken, Ground Fireball, Psychic Vise, Psychic Rage, Telepathy, Rejuvenation
(removal)

Combos: Plasma Blade - Power Uppercut - Flaming Ape (Dizzy) Jump Fierce (Staff) –
Double Hit Punch (Staff) - Flaming Ape (Dizzy) Jump Fierce (Staff) – Double Hit
Punch (Staff) – Fist Sweep (Dizzy) Hurricane Kick – Fist Sweep (Dizzy), Acid
Breath – Sempuken – Jab Strike (Dizzy).

Renown: Glory 8 Honor 10; Chi 10, Willpower 9, Health 20

Equipment: Staves with rings (shakujo) and a deck of cards with magic seals

69
Genjuro Kibagami
History: Genjuro and Haohmaru were friends,
both trained under the tutelage of the
renowned Nicotine. One day, Nicotine had to
give the final test of their training; a
fight. Genjuro fought Haohmaru to see who
would acquire the sacred scroll, which
increases a fighter's abilities. Genjuro
won the fight however, Genjuro was
extremely brutal and almost killed
Haohmaru. Nicotine gave the scroll to
Haohmaru and chased Genjuro out of the
temple. Genjuro ended up becoming a ronin (masterless samurai) and thought that by
fighting his former master and friend he could get his honor back. Genjuro is hunting
Haohmaru and Nicotine to get his revenge.

Personality: You are a ronin, but in combat you are extremely honorable. You currently
want your revenge against Haohmaru and Nicotine. You are extremely violent in combat, but
even with this flaw you try to maintain your honor.

Appearance: Genjuro wears traditional Samurai clothing. In combat, he fights shirtless


with his hair tied back so as not to get in the way. Unlike Haohmaru, Genjuro takes care
of his hair.

Age: 26 years old, Homeland: Edo - Japan Style: Kenjutsu (Shotokan Karate), School:
Nicotine at Koka-In Temple, Concept: Ronin mercenary, Signature: Drinks wine from a plate

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 4, Manipulation 4,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 4, Intimidation 4, Interrogation 4, Insight 4, Streetwise 5,


Subterfuge 2 – Blind Fighting 4, Leadership 2, Stealth 2, Survival 4 - Arena 3,
Investigation 3, Medicine 3, Mysteries 3, Style Lore 4

Backgrounds: Allies 3, Contacts 5, Fame 2, Fury 4, Resources 3

Techniques: Punch 3, Kick 4, Block 3, Grab 3, Athletics 5, Focus 5, Sword 6

Special Maneuvers: Buffalo Punch Strike, Power Uppercut Strike, Dragon Punch
Strike, Flaming Dragon Punch (Fênix Punch - Sword), Double-Hit Kick, Foot Sweep,
Dashing Punch Strike, Throw, Jump, Kippup, Energize Sword, Sonic Boom

Combos: Fierce strike – Jab strike – Buffalo Punch Strike (Dizzy – InoShikaCho);
Jump Fierce Strike - Buffalo Punch Strike - Flaming Dragon Punch strike (Dizzy);
Jump FierceStrike - Buffalo Punch Strike - Fireball (Dizzy); Jump Forward –
Double Hit Kick – Foot Sweep (Dizzy)

Renown: Glory 9, Honor 4 (Genjuro cannot exceed Honor 4 because he is a Ronin, a


blemish on his Honor - he can only exceed 4 if accepted by a new sensei)

Chi 8, Willpower 9, Health 20

Equipment: Katana (Bai'oudoku (Plum Warbler Poison; a prized katana))

70
Cham Cham
History: Cham Cham was in charge of
guarding his village until his brother
Tam Tam returned from a long trip. One
afternoon Cham Cham went out fishing
and when he returned the town was
under attack. Cham Cham fought the
demons with the other members of her
tribe. But when she returned to her
home Cham Cham realized that the
sacred Stone "of Tangil" that she was
protecting had been stolen. So she
told her grandmother that she would
leave together with her monkey Paku Paku to bring back the stone.

Personality: You are a jungle child who has the same responsibility as your
brother Tam Tam, you are not a mature person and you like to play with your
monkey. But when you are on your mission you are extremely serious.

Appearance: Cham Cham is a jungle girl. She has bad (green) hair, and wears tiger
clothes. Cham Cham always carries her boomerang and is accompanied by her Animal
Companion Paku Paku.

Age: 16 years old, Homeland: South America Style: Capoeira, School: Tam Tam
special training, Concept: Child, Signature: War cry with her Animal Companion
Paku Paku.

Attributes: Strength 3, Dexterity 6, Stamina 4, Charisma 4, Manipulation 2,


Appearance 4 Perception 5, Intelligence 3, Wits 4

Abilities: Alertness 4, Intimidation 4, Interrogation 1, Insight 3, Streetwise 1,


Subterfuge 2 - Blind Fighting 4, Leadership 2, Stealth 5, Survival 5 - Arena 1,
Investigation 3, Medicine 1, Mysteries 3, Style Lore 1

Backgrounds: Allies 4, Contacts 1, Fury 4, Animal Companion 5 (Paku Paku), Sensei


4

Techniques: Punch 4, Kick 3, Block 3, Grab 3, Athletics 6, Focus 4, Boomerang


(Thrown) 5

Special Maneuvers: Buffalo Punch, Double Hit Punch, Ducking Fierce (Boomerang),
Power Uppercut (Boomerang), Double Hit Kick, Foot Sweep, Handstand Kick, Slide
Kick, Throw, Brain Craker, Jump, Kippup, Bumerange Weapon, Wall Spring, Cham Cham
impact, Rush, Fetch

Combos: Jump Fierce – Brain Craker – Buffalo Punch (Dizzy); Jump Fierce Strike -
Ducking Fierce Strike - Power Uppercut (Dizzy); Move – Slide Kick Block – Cham
Cham Impact; Bumerange Weapon – Move - Bumerange Weapon

Renown: Glory 4, Honor 6; Chi 9, Willpower 8, Health 20

Equipment: Claws (+1 damage on punches) and Boomerang (Yokku Mokku Mukku).

71
Neinhalt Sieger
History: He is a head knight of the
elite guard of the King of Prussia. He
is on a mission to put an end to the
Mizuki Demon that almost brought an end
to his homeland. Sieger, as a good
knight, has sworn an oath to his king
to kill the demon that is ruining his
homeland.

Personality: You are the elite guard of


the King of Prussia and a typical
medieval paladin. You are an honorable
and just warrior.

Appearance: Sieger is tall and bald. He always wears full plate armor, but in
combat he fights with only the under armor without the chestplate.

Age: 28 years old, Homeland: Prussia Style: Special Forces, School: Prussian
Royal Guard, Concept: Knight Chief of the Royal Guard, Signature: Raise the
shield of his kingdom.

Attributes: Strength 6, Dexterity 4, Stamina 6 Charisma 5, Manipulation 4,


Appearance 3 Perception 4, Intelligence 3, Wits 4

Abilities: Alertness 4, Intimidation 4, Interrogation 4, Insight 4, Streetwise 3,


Subterfuge 3 - Blind Fighting 3, Ride 3, Leadership 5, Etiquette 1, Security 5,
Stealth 1, Survival 3 - Arena 3, Armorer 4, Investigation 3, Medicine 2,
Mysteries 2, Style Lore 3

Backgrounds: Backing 5, Allies 3, Contacts 4, Fame 2, Fury 4, Resources 4, Animal


Companion 2 (horse), Cybernetics 5 (Emulates Fire Elemental)

Techniques: Punch 6, Kick 3, Block 4, Grab 5, Athletics 4, Focus 4

Special Maneuvers: Power Uppercut, Buffalo Punch, Handstand kick, Slide Kick,
Missile Reflection, Energy Reflection, Air Throw, Back Breaker, Brain Craker,
Pile Driver, Air Smash, Jump, Fire Air Smash, Fire Strike, Flaming Fist

Combos: Slide Kick – Power uppercut – Piler Driver (Dizzy); Jump Fierce (Flaming
Fist) – Strong (Flaming Fist) - Brain Craker (Dizzy); Jump Fierce (Flaming Fist)
– Strong (Flaming Fist) - Fire Strike (Dizzy); Block - Energy Reflection - Fire
Strike; Block – Fire Air Smash

Renown: Glory 8, Honor 7; Chi 7, Willpower 9, Health 20

Equipment: Krayfish Klaw, Mechanical Glove (+2 to Block; Speed - 1, Damage


+ 2, Move +1)

72
Rimururu
History: Referred to as a
priestess of the Ainu
religion, she greatly
admires her older sister
Nakoruru and, like her,
strives to protect nature.
Although she is still
training and is not as
skilled as her sister in
fighting, she repels evil
from the forest using cold
wind and ice. When her
sister leaves, Rimururu
often follows her in hopes
of offering help.

Personality: Rimururu
idolizes her sister and wants to be like her in every way possible. Like any teenager,
Rimururu is cheerful and is always seen smiling. Although she always offers to help her
sister, she is often unaware of her sister's personal problems.

Appearance: Rimururu dresses in blue clothes with white and violet details, short to
medium hair that is well groomed with a blue and white bow, and is always followed by a
floating ice elemental.

Age: 14 years old, Homeland: Hokkaido, Japan, Love: Her sister Nakoruru

Style: Ninjitsu, School: Her grandfather, Concept: Ainu priestess, Signature: Laughs and
makes it snow

Attributes: Strength 3, Dexterity 6, Stamina 4, Charisma 5, Manipulation 5,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 5, Intimidation 2, Insight 4, Subterfuge 2, Blind Fighting


4, Leadership 2, Security 2, Stealth 5, Survival 5, Investigation 4, Medicine 3,
Mysteries 4, Style Lore 2

Backgrounds: Allies 5, Arena 3, Fury 3, Animal Companion 5(Ice Elemental - Konru)

Techniques: Punch 3, Kick 4, Block 4, Grab 4, Athletics 5, Focus 6, Kodachi 4

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Back Roll Throw, Disengage,
Slide Kick, Chi Kung Healing, Balance, Wall Spring, Ice Blast, Wall (Made of
ice), Flaming Fist (Made of ice), Stone (Made of ice), Missile Reflection,
Synergy (Ice Blast), Synergy (Stone), Synergy (Wall), Rush , Loyal Defense

Combos: Jump Fierce (Kodachi) – Berserk (Kodachi) – Throw (Dizzy); Jump Fierce
(Kodachi) – Wall – Slide Kick (Dizzy); Jump Fierce (Kodachi) – Synergy Stone –
Wall; Jump Fierce – Stomach Pump (Dizzy); Wall Spring Jab (Kodachi) – Synergy Ice
Blast – Slide Kick (Dizzy)

Renown: Glory 6, Honor 7; Chi 10, Willpower 7, Health 20


Equipment: Hahakuru (Kodachi) and Weapons of Magic Ice

73
Basara, the Executioner
History: He is a type of
"reborn" yūrei due to the
extreme hatred he harbored
before his death. In his
previous life, Basara lived
in peace with his lover,
Kagaribi, until the
monstrous demon swordsman
Zankuro appeared and
slaughtered everyone. He
blames "the demon" for
Kagaribi's death, but in
Samurai Shodown V, it is
revealed that Basara
himself killed her.

Personality: Basara was a man happy with his life of peace. All that remained of his
former life, however, was his love for Kagaribi and his hatred for Zankuro. In addition
to these attributes, he is a heartless killer who does not choose the victims he kills.

Appearance:

Age: 23, Homeland: Tamba, Japan, Style: Yokai Ghost arts, School: Makai Concept: Yurei
assassin, Signature: Laughs madly and gradually disappears.

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 4, Manipulation 3,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 3, Intimidation 5, Insight 4, Streetwise 4, Subterfuge 4,


Blind Fighting 5, Leadership 2, Security 2, Survival 2, Stealth 5, Investigation
2, Medicine 2, Mysteries 5, Style Lore 2

Backgrounds: Contacts 3, Allies 1, Arena 3, Fury 5, Animal Companion 3 (Light of


Nue)

Techniques: Punch 3, Kick 3, Block 4, Grab 4, Athletics 5, Focus 6, Kusari-Kama 5

Special Maneuvers: Jump, Kippup, Throw, Power Uppercut, Toughskin, Yoga Teleport,
Death´s Visage, Psychic Vise, Ghost Form, Neck Choke, Double hit Kick Strike,
Extendible Limbs, Slide Kick, Leech, Entangle, Rush, Flying Rush, Synergy (Neck
Choke)

Combos: Psychic Vise – Double-hit Kick Strike –Leech (Dizzy); Jump Fierce (Kusari
Gama) – Fierce (Kusari Gama) – Berserk (Kusari Gama) (Dizzy); Foot Sweep – Yoga
Teleport – Synergy Neck Choke (Dizzy), Parry – Flying Rush - Berserk Strike
(Dizzy), Death´s Visage – Fierce Strike – Slide Kick (Dizzy)

Renown: Glory 6, Honor 4; Chi 10, Willpower 9, Health 20


Equipment: Togabitogoroshi, The Evil-Doer Destroyer, a giant triple-bladed
shuriken hooked to a chain (Works with Extendible Limbs)

74
Gaira Caffeine or Kim Ung Che
History: He is Nicotine
Caffeine's nephew and a monk
in training. During his
travels, he witnesses Zankuro
Minazuki massacring an entire
village, but is afraid to
stop him. Ashamed of his
cowardice, he decides to
defeat the "demon".

Personality: Gaira is a
relatively carefree man who
enjoys partying. His
charismatic love of adventure
contrasts with the solemn
nature of his profession. He
acts as if he doesn't care
about the temple, but in
reality he is hesitant to
accept his responsibilities
to the Buddhist faith in his
youth.

Appearance: 224 cm, 153 kg

Age: 18 years old, Homeland: Hida, Japan, Style: Kung Fu, School: Koka-In Temple Concept:
Exorcist in training Signature: Buddhist Smile and Prayer

Attributes: Strength 6, Dexterity 4, Stamina 5, Charisma 5, Manipulation 3,


Appearance 4, Perception 4, Intelligence 4, Wits 4

Abilities: Alertness 5, Intimidation 2, Streetwise 3, Subterfuge 4, Insight 3;


Blind Fighting 5, Leadership 1, Security 3, Survival 3; Etiquette 1, Arena 3,
Investigation 2, Medicine 2, Mysteries 4, Style Lore 4

Backgrounds: Allies 5, Contacts 4, Arena 4, Elemental (Earth) 4, Fury 4, Sensei 4

Techniques: Punch 5, Kick 4, Block 5, Grab 5, Athletics 4, Focus 5, Rosary de


ferro 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Air Throw, Air Smash, Throw, Head
Butt, Triple Strike, Monkey Grab Punch, Hundred Hand Slap, Elemental Skin
(Earth), Death´s Visage, Sense Element, Chi Kung Healing, Zen no Mind, San He,
Buffalo Punch, Pin

Combos: San He –Hundred Hand Slap – Buffalo Punch; Monkey Grab Punch – Triple
Strike – Head Butt; Air Throw - Jumping Strong Rosary – Fierce Rosary; Death´s
visage – Hundred Hand Slap; San He – Throw – Pin (Dizzy)

Renown: Glory 5, Honor 7; Chi 7, Willpower 10, Health 20


Equipment: Namu Abi Dabi (Iron Buddhist Rosary)

75
Shizumaru Hisame
History: He is a young man with
amnesia who cannot remember his
real name (he named himself after
his sword). Because he has been
considered a "demon's son/in-law"
since childhood, he lives and
survives alone. He travels to
find a "demon/ father-in-law" in
hopes of discovering for himself
what it means to be one. He
respects Haohmaru, who inspires
him and teaches him the
philosophy of the sword from a
very young age. Shizumaru tries
to defeat Zankuro and supposedly
avenge the death of his family.

Personality: For a boy his age, Shizumaru is quiet and shy. He is a polite and well-
meaning child who tries to warn others about the "demon/ ogre" within him. He tends to
label things that are unknown or bad to him as evil demons / ogres, convinced that they
are real. Due to his subconscious belief of being a demon, others have begun to sense a
comtoble malevolent aura about him, and even his own movements subtly suggest this,
suggesting that Shizumaru is not just tonoid about it.

Appearance: 150 cm, 45 kg.

Age: 15 years old, Homeland: Unknown, but in Japan, Rival: Zankuro, Style: Shotokan
Karate, Hitou-ryuu kenjutsu School: Haohmaru and Self-taught, Concept: Young man with
Amnesia, Signature: Keeps sword and opens Umbrella(Parasol).

Attributes: Strength 4, Dexterity 6, Stamina 5, Charisma 4, Manipulation 4,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 5, Intimidation 2, Insight 5 , Streetwise 3, Subterfuge 2,


Blind Fighting 3, Stealth 3, Security 2, Survival 4, Arena 3, Investigation 4,
Medicine 3, Mysteries 3, Style Lore 4

Backgrounds: Contacts 5, Arena 3, Fury 5

Techniques: Punch 3, Kick 3, Block 5, Grab 3, Athletics 5, Focus 4, Katana 6,


Umbrella 5

Special Maneuvers: Jump, Kippup, Slide Kick, Throw, Foot Sweep, Wall-Spring,
Hyper Fist Strike, Machinegun Blow Strike, Missile Reflection, Energy Reflection,
Dashing Punch Strike, Boomerang Weapon (Umbrella), Dragon Punch Strike, Forward
Flip Knee Strike.

Combos: Jump Fierce Strike – Dragon Punch Strike – Hyperfist strike; Jump Fierce
Strike – Berserk Strike (Dizzy); Jump Fierce Strike – Ducking Fierce Strike –
Machinegun upper strike (Dizzy)

Renown: Glory 6, Honor 7; Chi 6, Willpower 10, Health 20


Equipment: Kirisame, Kirisame, "Rain and Fog" (Umbrella(Parasol), grants +1 Soak
to attacks, can be thrown like a Chakram)) and Ooharae no Magakami Shizumaru,
Exorcism of the Calamity God Shizumaru (Katana)

76
Kazuki Kazama
History: When Sogetsu and Kazuki were children, they
were found under a bridge. It is not known if they are
actually related, but they became ninjas of the Kazama
clan. He is forced to execute a powerful fire demon
named Enja. He searches for the demon and eventually
finds him. Enja, however, is a very powerful opponent
for Kazuki, but, his younger sister, Hazuki saves his
and Sogetsu's lives by sealing the demons in each
brother's respective weapons. He discovers that Hazuki
has been kidnapped by Amakusa, Kazuki decides to
abandon the clan to rescue her, essentially becoming a
nukenin, a runaway ninja.

Personality: Kazuki is a hot-headed and undisciplined


young man, lacking the emotional restraint common to
other ninja characters. He often follows his instincts,
choosing to ignore the consequences of his actions
until he faces them. He cares deeply for his brothers.
He respects his brother Sogetsu, but will not hesitate
to fight him if necessary.

Appearance: 173 cm, 68 kg

Age: 23 years old, Homeland: Hizen - Japan Style:


Kazama Ninjutsu School: Kazama Dojo Concept: Ninja,
Signature:

Attributes: Strength 5, Dexterity 5, Stamina 5 Charisma 4, Manipulation 4,


Appearance 4 Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 4, Intimidation 2, Interrogation 2, Insight 3, Streetwise 4,


Subterfuge 2 - Blind Fighting 4, Leadership 2, Stealth 2, Etiquette 2, Survival 4
- Arena 3, Investigation 4, Medicine 3, Mysteries 3, Style Lore 4

Backgrounds: Allies 3, Elemental (Fire) 5 while in contact with your Sword, Fury
4, Clan Heritage 4

Techniques: Punch 4, Kick 4, Block 4, Grab 3, Athletics 5, Focus 4, Sword 5

Special Maneuvers: Flaming Fist, Heatwave, Heal, Spontaneous Combustion,


Fireball, Sense Element, Jump, Kippup, Shrouded Moon, Double-Hit Kick Strike,
Cartwheel Kick, Disengage, Heel Stomp, Death Visage, Throw, Elbow Smash, Spinning
Backfist strike

Combos: Shrouded Moon – Cartwheel kick – Elbow smash; Spinning Backfist – Elbow
Smash – Fierce; Fireball – Shrouded moon – Spontaneous Combustion; Block – Heel
Stomp

Renown: Glory 7, Honor 6; Chi 8, Willpower 8, Health 20

Equipment: Kodachi Katana (Suzaku, The Vermilion Sparrow)

77
Soegetsu Kazama
History: When Sogetsu and Kazuki were children, they
were found under a bridge. It is not known if they are
really brothers, but they became ninjas of the Kazama
clan. Sogetsu is ordered by his clan to defeat a
powerful water demon called Suija. After much searching,
he finds the demon and engages him. With the help of his
younger sister's powers, Suija is sealed in his weapon.
However, Kazuki again leaves the clan without warning,
this time to save Hazuki from Amakusa's clutches. The
clan elders order him to execute his brother.

Personality: Sogetsu is a stoic and reserved young man,


guarding his emotions so that he can faithfully serve
the role of a ninja. He values his family, loves his
brothers, and shows his care by sparing their lives and
remaining aloof. He silently watches them, careful to
guide other clan members away from their locations.

Appearance: 173 cm , 63 kg.

Age: 23 years old, Homeland: Hizen - Japan Style: Kazama


Ninjutsu School: Kazama Dojo temple, Concept: Ninja,
Signature:

Attributes: Strength 5, Dexterity 5, Stamina 5


Charisma 4, Manipulation 4, Appearance 4 Perception 4, Intelligence 5, Wits 5

Abilities: Alertness 4, Intimidation 1, Interrogation 1, Insight 4, Streetwise 2,


Subterfuge 3 - Blind Fighting 4, Leadership 2, Stealth 2, Etiquette 2, Survival 4
- Arena 3, Investigation 2, Medicine 4, Mysteries 3, Style Lore 4

Backgrounds: Allies 3, Elemental (Water) 5 while in contact with your Sword, Clan
Heritage 4, Fury 3

Techniques: Punch 4, Kick 4, Block 5, Grab 3, Athletics 4, Focus 5, Sword 4

Special Maneuvers: Drench, Drain, Envelop, Slide Kick, Sense Element, Heal, Jump,
Kippup, Shrouded Moon, Double-hit Kick Strike, Balance, Dislocate Limb, Backflip
Kick, Entrancing Cobra, Throw, Psycho Shield, Wall Spring

Combos: Drench - Slide Kick – Shrouded Moon; Dislocate Limb – Backflip kick –
Drench; Entrancing Cobra – Slide Kick; Block – Backflip kick

Renown: Glory 7, Honor 6; Chi 9, Willpower 7, Health 20

Equipment: Tachi Katana (Seiryu, The Blue Dragon)

78
Youkai Kusaregedo
History: Kusaregedo was
once a very gentle man,
but after his death he
turned into a gaki because
of his habit of
cannibalism. In his
current demonic form he is
cursed with an insatiable
appetite.

Personality: Kusaregedo
was driven insane by his
insatiable desire to eat.
He could remember his
daughter, but his hunger
was stronger than his
love, so he ate her.

Appearance: 423 cm, 313


kg.

Age: ??? years, Homeland: Japan Style: The Eternal Hunger, School: Hell of the Hungry,
Concept: Yokai Gaki Signature: "Bon appetite hehehe"

Attributes: Strength 7, Dexterity 2, Stamina 7 Charisma 4, Manipulation 1,


Appearance 4 Perception 6, Intelligence 3, Wits 4

Abilities: Alertness 4, Intimidation 6, Interrogation 1, Insight 2, Streetwise 2,


Subterfuge 2 - Blind Fighting 4, Stealth 4, Survival 4 - Arena 3, Investigation
2, Medicine 4, Mysteries 6, Style Lore 1

Backgrounds: Fury 5, Animal Hybrid 4, Animal Companion (Demon) 4

Techniques: Punch 4, Kick 2, Block 4, Grab 6, Athletics 3, Focus 6, Spear 4

Special Maneuvers: Head Bite, Tearing Bite, Ripping Bite, Bite, Air Smash, Leech,
Regeneration, Claw, Jump, Sonic Boom (Head Throwing), Stomach Pump, Head Butt,
Shock Treatment (Bone growth all over the body), Drunken Monkey Roll, Acid
Breath, Entrancing Cobra (Yokai hands from the ground), Rush, Synergy (Shock
Treatment), Synergy (Acid Breath)

Kusaregedo is Large in size (Occupies 3 Hex), Cannot be thrown (throw, Hair Throw
and the like) and can only be knocked back from his position after a Strength
test (difficulty 7)

Combos: Jump Fierce strike – Headbutt - Entrancing Cobra; Synergy Acid Breath –
Synergy Acid Breath (Dizzy); Drunken Monkey Roll – Ripping Bite – Tearing Bite;
Bite – Shocking Treatment – Berserk strike (Dizzy); Sonic Boom – Jump Jab strike
– Stomach pump

Renown: Glory 7, Honor 3; Chi 9, Willpower 7, Health 20

Equipment: The Exposed Bone ((Mukidashi no Hone), his own arm +1 hex range)

79
Liu Yunfei
History: He lived at one point in 800 AD with his
wife. Wishing to gain more power, he made a deal
with a demon who calls himself "The Emperor of
Darkness" (Kuraki-sumeragi), which makes him
furious. He kills his wife before being sealed in
a stone by his eight students. A millennium
later, he is released due to the entity leaving
him to possess someone else. Wanting to redeem
himself, he tracks down the origin of the entity
with the intention of exorcising it.

Personality: Haunted by his past, Yunfei has


become a bitter but honorable man, seeking to
destroy the Dark Emperor for redemption, even if
it meant sacrificing his own life.

Appearance: 176 cm, 58 kg.

Age: 800 years old, Homeland: Cheng Xian - China


Style: Kung Fu School: Shaolin Temple Concept:
Monk exorcist, Signature: Levitation and
Meditation

Attributes: Strength 5, Dexterity 5, Stamina


5 Charisma 4, Manipulation 4, Appearance 4
Perception 5, Intelligence 6, Wits 5

Abilities: Alertness 4, Intimidation 3,


Interrogation 2, Insight 5, Streetwise 4, Subterfuge 4 - Blind Fighting 6,
Leadership 2, Stealth 2, Etiquette 2, Survival 4 - Arena 5, Investigation 5,
Medicine 5, Mysteries 6, Style Lore 4

Backgrounds: Allies 3, Contacts 5, Resources 4, Elemental (Air) 5, Fury 4, Fame 1

Techniques: Punch 4, Kick 5, Block 5, Grab 4, Athletics 4, Focus 6, Sword 5,


Spear 4, Staff 4, Thrown 4

Special Maneuvers: Air Blast, Balance, Jump, Kippup, Flight, Levitation, Push
(Air), Lightness, Vaccum, Sense Element, Leech, Chi Kung Healing, Dim Mak strike,
Dragon Kick Strike, Psychokinetic Channeling, Double-Hit Kick, Stepping Front
Kick, Throw, Tornado Attack, Brain Cracker Strike, Zen no Mind, Wind Walking

Combos: Push - Jumping Strong Strike – Berserk Strike (Dizzy); Vaccum – Dragon
Kick Strike – Tornado Attack; Jumping Fierce Strike – Stepping front Kick - Dim
Mak; Jumping Forward – Dim Mak – Leech (Dizzy), Parry – Jumping Jab Strike –
Dragon Kick Strike.

Renown: Glory 8, Honor 7; Chi 10, Willpower 9, Health 20

Equipment: Sword Dao (Heaven-Flash Strike)

80
Yoshitora Tokugawa
History: He is the sole heir of
the reigning Shogun and a former
student of Gaoh and Jubei. More
interested in women and parties
than politics, he flees his home,
refusing to be the next ruler.
Gaoh, believing that Japan would
only prosper if Yoshitora ruled,
starts a rebellion in hopes of
luring his student back. In the
prologue of the story, Haohmaru
challenges Yoshitora to a duel to
test his own strength. Yoshitora
refuses, but promises that he
will face him after he makes
things right with Gaoh.

Personality: Yoshitora is a
rebellious member of the Tokugawa
clan. Although he presents
himself as a slacker he is actually very aware of his surroundings and will not hesitate
to make the wisest choice in a conflict. Analogous to his historical inspiration, he is
also a playboy. In one of his winning poses, he is followed by a crowd of girls.

Appearance: 176 cm and 68 kg

Age: 20 years old, Homeland: Edo, Japan, Love: Japan, Himself, the Throne
Style: Karate Shotokan School: Yagyu-ryuu and Itto-ryuu Concept: Wandering Prince,
Playboy Signature: Embraced by several women

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 5, Manipulation 5,


Appearance 5, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 5, Intimidation 3, Insight 5, Streetwise 4, Subterfuge 5,


Blind Fighting 4, Leadership 5, Stealth 2, Survival 4, Etiquette 5, Arena 4,
Investigation 4, Medicine 1, Mysteries 2, Style Lore 5

Backgrounds: Allies 5, Fury 5, Backing 5, Staff 5, Resources 5, Fame 4

Techniques: Punch 3, Kick 3, Block 4, Grab 3, Athletics 4, Focus 5, Sword 6

Special Maneuvers: Jump, Kippup, Fist Sweep strike, Throw, Back Roll Throw,
Dragon Punch Strike, Power Uppercut Strike, Triple Strike, Energize Weapon, Hyper
Fist Strike, Ducking Fierce Strike, Dragon Rush Strike,

Combos: Strong Strike – Strong Strike – Dragon Punch Strike; Jumping Jab Strike -
Foot Sweep – Ducking Fierce Strike (Dizzy); Fierce Strike – Dragon Rush Strike -
Hyper Fist Strike (Dizzy), Parry – Jumping Strong Strike – Fist Sweep Strike

Renown: Glory 9, Honor 7; Chi 7, Willpower 10, Health 20


Equipment: 6 Katanas and 1 Nodaichi (Nadeshiko, Shirayuri, Botan, Tsubaki,
Asagao, Yūgao and his self-titled Nodaichi, Yoshitora)

81
Yumeji Kurokouchi
History: History: Yumeji
is the sole successor of
Sakon Kurokouchi, a
iaijutsu sensei and the
previous mentor of Ukyo
Tachibana. However, for a
dubious reason regarding
bodily issues, they were
kicked out of the family
dojo and residences.
Yumeji follows Gaoh and
vows to serve him as his
"right arm".

Personality: Yumeji is a
very serious person, with
body issues that are
probably related to their
gender. Yumeji idolizes
Ukyo, and Ukyo also seems
to admire him, probably
because they have the same
sensei.

Appearance: 173 cm and 50 kg

Age: 20 years old, Homeland: Edo, Japan, Love: Killer Iaijutsu Style: Aikido (Iaijutsu)
School: Kurokouchi Itto-ryuu Concept: Loyal Servant Signature: Formal, Restrained and
Silent

Attributes: Strength 5, Dexterity 6, Stamina 4, Charisma 4, Manipulation 2,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 5, Intimidation 3, Insight 5, Streetwise 2, Subterfuge 1,


Blind Fighting 4, Leadership 1, Stealth 2, Survival 2, Etiquette 3, Arena 2,
Investigation 4, Medicine 1, Mysteries 2, Style Lore 5

Backgrounds: Fury 5, Backing 5, Contacts 5, Fame 1, Sensei 4

Techniques: Punch 3, Kick 3, Block 3, Grab 3, Athletics 5, Focus 5, Sword 6

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Dashing Punch Strike, Power
Uppercut strike, Fireball, Dragon Rush, Elbow Smash Strike, Hundred Hand Slap
Strike, Zen no Mind, Light Feet, Balance.

Combos: Jump Strong strike – Elbow Smash Strike – Hundred Hand Slap Strike; Jump
Fierce strike – Berserk strike (Dizzy); Jump Fierce strike – Hundred Hand Slap
Strike (Dizzy); Fireball - Jump Jab strike - Fireball; Dashing Punch Strike –
Dragon Rush Strike – Berserk Strike (Dizzy)

Renown: Glory 5, Honor 8; Chi 8, Willpower 9, Health 20

Equipment: Katana, ('A nameless weapon of my own making')

82
Mina Majikina
History: She is blessed from birth with powerful
spiritual energy and was sent away from her home to
train in the art of exorcising demons. Her village
revered her as a kaminchu ("shrine maiden" in the
Ryukyu dialect), but also shunned her because they
feared her powers. As a result of her isolation,
Mina cannot express emotions. One day, she leaves
her village to destroy an ayakashi (a certain type
of yokai). After her victory, she senses a powerful
and evil force in her village, but returns to see
everything in ruins and all the inhabitants dead.
In the wreckage, she finds a seemingly harmless
being named Chample, for whom she has generated
much affection. Taking her new friend in her arms,
she is determined to eliminate as many demons as
possible, starting with Gaoh.

Personality: Mina is a withdrawn and introverted


woman. She is suspicious of people, not knowing how
to act around others without being suspicious of
them, being simultaneously revered and reviled for
her powers. She has little regard for her own well-
being, admitting she is doomed to live a short life. As an exorcist by profession, she is
suspicious of objects and people with unusual powers, sometimes calling them evil, though
they are not necessarily so. She suspects people or objects exhibiting even remotely
suspicious powers like an ayakashi, which she seeks to destroy for the greater good.
Appearance: 158 cm and 40 kg

Age: 17 years old, Homeland: Ryukyu, Japan, Love: Hunting Yokai; Style: Wu Shu (Kyu-
jutsu) School: Educated by her family Concept: Monster Hunter and exorcist Signature:
Formal Restrained and Silent

Attributes: Strength 4, Dexterity 6, Stamina 4, Charisma 4, Manipulation 2,


Appearance 4, Perception 5, Intelligence 3, Wits 5

Abilities: Alertness 5, Intimidation 1, Insight 4, Streetwise 4, Subterfuge 2, Blind


Fighting 4, Leadership 1, Stealth 4, Survival 4, Etiquette 2, Arena 2, Investigation 5,
Medicine 1, Mysteries 5, Style Lore 2

Backgrounds: Fury 3, Backing 3, Allies 5, Animal Companion 5 (Chample), Fame 1

Techniques: Punch 2, Kick 3, Block 3, Grab 3, Athletics 5, Focus 5, Longbow 6, Knife 4

Special Maneuvers: Jump, Kippup, Zen no Mind, Slide Kick, Throw, Psychokinetic
Channelling (arrows), Fireball (arrow), Improved Fireball (arrow), Flying Fireball
(arrows), Ice Blast (arrows), Repeating Fireball (arrows), Esquives, Drunken Monkey Roll,
Fetch, Breakfall

Combos: Shot – Ice Blast Shot – Shot; Improved Fireball shot – Reapeating Fireball shot
(Dizzy); Flying Fireball – Esquives – Improved fireball, Drunken Monkey Roll – Slide Kick
– Flying Fireball shot, Equives – Move – Repeating Fireball Shot (Dizzy)

Renown: Glory 6, Honor 8; Chi 10, Willpower 7, Health 20


Equipment: Yumi - The Suppressing Holy Bow of 8 Purifications, Kyuudo Longbow: This bow
is a traditional Kyuudo and Kyujitsu weapon. Basic Technique: Bow - Speed +0, Damage +4, Move -2. Range: Strength +
Bow + 15, max. 140 hexes.

83
Enja
History: Enja is one
of Liu Yunfei's
disciples from 1,000
years ago who
succumbed to the
powers of the demon
world. He and his
brother became
powerful elemental
demons that were
eventually sealed
away. However, they
were able to break the
seal. Upon hearing
about this demon, the
Kazama ninja clan
sprang into action.

They ambushed Enja in a small village in an attempt to seal the demon beast. However,
Enja was able to overwhelm them and turn them into ashes. Enja intended to reunite with
his brother, Suija, and steal a spell that Kuraki-Sumeragi possessed. The spell allows
demons to better fuse with a human host. With this spell, he wished to possess Kazuki's
body and mate with a woman to spread his essence in the human world. However, he was
sealed by Hazuki in Kazuki's weapon.

Personality: A savage and brutal being who will destroy everything in his path

Appearance: 173 cm, 68 kg

Age: 1000? years, Homeland: China Style: Kung Fu School: Dojo Liu Yunfei Concept: Fire
Demon, Signature: Burst into Flames and Fly away

Attributes: Strength 6, Dexterity 6, Stamina 5 Charisma 4, Manipulation 1,


Appearance 4 Perception 5, Intelligence 3, Wits 5

Abilities: Alertness 4, Intimidation 5, Interrogation 2, Insight 3, Streetwise 1,


Subterfuge 1 – Blind Fighting 4, Leadership 1, Stealth 1, Survival 4 - Arena 3,
Investigation 1, Medicine 3, Mysteries 5, Style Lore 4

Backgrounds: Allies 1, Elemental (Fire) 5, Fury 5

Techniques: Punch 5, Kick 4, Block 2, Grab 4, Athletics 5, Focus 6

Special Maneuvers: Flaming Fist, Heatwave, Heal, Spontaneous Combustion,


Firestrike, Sense Element, Jump, Kippup, Elemental Stride, Double-Hit Knee, Yoga
Flame, Flight, Heel Stomp, Yoga Teleport, Throw, Elbow Smash, Elemental Rage,
Spinning Backfist, Telekinesis, Buffalo Punch.

Combos: Spinning backfist – Elbow smash – Elemental Rage; Jab – Double-hit Knee –
Buffalo Punch (Dizzy); Spontaneous Combustion - Yoga Teleport – Yoga Flame;
Jumping Jab – Firestrike – Yoga Flame (Dizzy), Jumping Jab – Fierce - Firestrike

Renown: Glory 7, Honor 4; Chi 10, Willpower 8, Health 20

Equipment: Chains of Agni (Magic Shackles)

84
Suija
History: Suija is one of
Liu Yunfei's disciples from
1,000 years ago who
succumbed to the powers of
the demon world. He and his
brother became powerful
elemental demons that were
eventually sealed away.
However, they were able to
break the seal. He
possessed a shinobi from
the Kazama clan, who was
investigating the evil
energies near the lake
where he was sealed. He
intended to reunite with
his brother and steal a
spell that Kuraki-Sumeragi
possessed. The spell allows
demons to better fuse with
a human host. With this
spell, he wished to possess
Sogetsu's body and mate
with a woman to spread his
essence in the human world.

Personality: A power-hungry narcissistic demon who sees himself as a god.

Appearance: 173 cm, 63 kg.

Age: 1000? years, Homeland: China Style: Kung Fu School: Dojo Liu Yunfei Concept: Water
Demon, Signature: Turns into water and disappears

Attributes: Strength 6, Dexterity 6, Stamina 5 Charisma 4, Manipulation 4,


Appearance 4 Perception 4, Intelligence 5, Wits 5

Abilities: Alertness 4, Intimidation 3, Interrogation 1, Insight 4, Streetwise 2,


Subterfuge 5 – Blind Fighting 4, Leadership 5, Stealth 2, Survival 4 - Arena 3,
Investigation 2, Medicine 4, Mysteries 3, Style Lore 4

Backgrounds: Allies 1, Elemental (Water) 5, Fury 3

Techniques: Punch 4, Kick 3, Block 6, Grab 3, Athletics 5, Focus 6

Special Maneuvers: Drench, Drain, Envelop, Slide Kick, Sense Element, Heal, Jump,
Kippup, Elemental Stride, Double-hit Kick, Balance, Yoga Teleport, Backflip Kick,
Pool, Throw, Diving Hawk, Wall Spring, Telekinesis, Psycho Shield

Combos: Drench - Pool – Envelop; Psycho Shield – Fierce Punch – Pool; Drain -
Envelop – Slide Kick (Dizzy); Block – Backflip kick – Yoga Teleport, Block – Yoga
teleport – Diving Hawk.

Renown: Glory 7, Honor 4; Chi 10, Willpower 8, Health 20


Equipment: Rudra Bracelets (Magic Shackles)

85
Andrew Bell
History: American soldier who goes to Japan to stop
a new threat to his relatively young country. He
becomes friends with Yoshitora.

Personality: He is a serious and dedicated


individual, always thinking of his work for his
country above all else.

Appearance: 190 cm, 85 kg. Athletic Soldier in a


variant uniform of the Union Army.

Age: 25 years old, Homeland: Virginia, USA Style:


Special Forces Training School: West Point + Family
Techniques Concept: Soldier, Signature: Salutes with
a smile.

Attributes: Strength 5, Dexterity 5, Stamina 5,


Charisma 4, Manipulation 4, Appearance 5,
Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 5, Intimidation 3,


Interrogation 2, Insight 4, Streetwise 2,
Subterfuge 3 – Drive 3, Blind Fighting 4,
Stealth 3, Security 3, Survival 4, Etiquette 2
- Arena 3, Investigation 2, Medicine 2,
Mysteries 1, Style Lore 1, Science 2

Backgrounds: Fury 3, Backing 4, Resources 3,


Contacts 4, Allies 3, Arena 3

Techniques: Punch 3, Kick 4, Block 4, Grab 3,


Athletics 5, Focus 3, Spear 5 (Bayonet), Rifles
5

Special Maneuvers: Jump, Kippup, Spinning backfist Strike, Fist Sweep Strike,
Flying Thrust Kick Strike, Air Throw, Throw, Suplex, Lunging Punch Strike,
Double-hit kick strike, Spinning Knuckles Strike

Combos: Spinning Knuckles Strike – Fierce Strike – Flying Thrust Kick Strike; Jab
Strike – Jumping Strong strike – Berserk Strike (Dizzy); Shot – Move – Move
(Dizzy); Spinning Knuckles Strike – Fist Sweep Strike – Fierce Strike; Shot –
Lunging Punch Strike – Double Hit Kick Strike.

Renown: Glory 7, Honor 7; Chi 6, Willpower 10, Health 20

Equipment: Bayonet and Rifle (White Lily). His bayonet has +1 Hex range.

86
Iroha
History: She is a heron who transforms into a
Japanese housemaid. She serves her master and
seems to consider him the most important aspect
of her life.

Personality: Iroha is an obedient and cheerful


maiden. She cares deeply for her master, trying
her best to remain in her human form while in
front of him.

Appearance: 165 cm, 50 kg.

Age: 21 years old, Homeland: Osshu, Japan


Style: Karate School: unknown, Concept:
Hengenyokay Servant to her master Signature:
Big thanks on her knees.

Attributes: Strength 5, Dexterity 5,


Stamina 5, Charisma 5, Manipulation 4,
Appearance 5, Perception 6, Intelligence
4, Wits 4

Abilities: Alertness 5, Insight 3,


Streetwise 2, Subterfuge 4 - Blind
Fighting 4, Stealth 3, Security 3,
Etiquette 5 Survival 4 - Arena 2,
Investigation 2, Medicine 5, Mysteries 4,
Style Lore 2

Backgrounds: Fury 3, Animal Hybrid (Grey


Heron) 3, Allies 1, Backing 3, Elemental
(Fire) 3, Contacts 1

Techniques: Punch 3, Kick 5, Block 4, Grab 3, Athletics 5, Focus 5, Knivess 5

Special Maneuvers: Jump, Kippup, Hurricane Kick, Air Hurricane Kick, Balance,
Fireball (feathers), Improved Fireball (feathers), Flying Fireball (feathers),
Slide Kick, Power Uppercut Strike, Slide Kick, Spinnig Backfist strike, Spinning
Knuckles Strike, Levitate, Change Shape (In Grey Heron form), Flaming Fists (used
on the blades), Sense Element, Heal

Combos: Jumping Jab Strike – Imp. Fireball – Flaming Berserk strike; Parry –
Forward Kick – Air Hurricane Kick; Jumping Jab Strike - Spinning Knuckle Strike –
Hurricane Kick (Dizzy); Jumping Forward Kick – Slide Kick – Berserk Strike.

Renown: Glory 4, Honor 8; Chi 10, Willpower 9, Health 20

Equipment: Two Butterfly Knives (Feng Huang Phosphorus Beak)

87
Ocha-Maro Karakuri
History: During the Heian period, a famous
onmyōji learned about the existence of the
demon world and foresaw dangers. He created an
army of puppets to fight them after his death.
During times of peace, these puppets performed
Shinto dances for the gods, and their
performance usually took place on the puppet
stage at the Tenkaku Theater (Tenkaku-za).
A century ago, when Mizuki and her demons
awoke, the army of puppets along with dozens
of Buddhist monks went to Mount Osore to seal
her. They succeeded, but lost most of their
puppets and men as a price. The surviving
monks and puppets returned to the Tenkaku
Theatre.
Only one puppet, Ocha-Maro, was undamaged and
woke up before Samurai Shodown VI. He
discovers that all his friends are dead,
Mizuki has broken the seal, and demonic
activity is increasing. Ocha-Maro sets out to fulfill his duty as a warrior who fights
demons.

Personality: Ocha-Maro, being a puppet, has no real personality of his own. However, he
shows respect for his creators.

Appearance: 202 cm, 150 kg. Behind a beautiful puppet hides the mechanical heart of this
artist/warrior. The long arms carry two beautiful war fans.

Age: ??? years, Homeland: Heian, Japan Style: Kung-fu (Urashiki Kaguramiyabe) School:
Tenkaku Puppet Theater, Concept: Animatronic, Performer of Noh and demon hunter
Signature: Short demonstration of Noh with fans. Arigato.

Attributes: Strength 5, Dexterity 3, Stamina 7, Charisma 5, Manipulation 1,


Appearance 4, Perception 6, Intelligence 2, Wits 5

Abilities: Alertness 6, Intimidation 1, Interrogation 1, Insight 2, Streetwise 1,


Subterfuge 1 - Blind Fighting as 5, Stealth 1, Survival 1, Etiquette 1 - Arena 1,
Investigation 5, Medicine 1, Mysteries 5, Style Lore 1, Science 5

Backgrounds: Fury 4, Cybernetics 5, Staff 5 (Marionetes), Allies 2, Backing 4, Arena 4

Techniques: Punch 3, Kick 0, Block 5, Grab 4, Athletics 4, Focus 3, Steel Fan (Blunt
Weapons) 6, Gear 5 (Kick Maneuvers use this technique)

Special Maneuvers: Music Accompaignment, Foot Sweep, Extendible Limbs (only with
the Gears), Rekka Ken Strike, Regeneration, Brain Cracker, Throw, Backroll Throw,
Spinning Foot Sweep, Kippup, Jump, Power Uppercut, Breakfall

Combos: Jab Strike – Foot Sweep – Berserk Strike (Dizzy); Jumping Short Kick –
Jumping Fierce Strike – Brain Cracker; Block – Fierce Strike – Berserk Strike
(Dizzy); Jumping Short Kick – Strong Strike – Backroll Throw, Parry – Fierce
Strike – Strong Strike (Dizzy).

Renown: Glory 7, Honor 5; Chi 10, Willpower 8, Health 20

Equipment: The Puppet (Kirigane Okina Uragane Onna), Iron Gears (Kurogane
Chiyuzou Hagane Yakireha Kubin no Haguruma), and Noh Fans of Steel
88
Sugoroku Matsuribayashi
History: Thinking that foreigners would like to
participate in the festival, he decides to enter
the fray. He also hopes to have a lot of fun while
doing so.

Personality: Sugoroku is a partygoer who wants to


spread the fun of his profession.

Appearance: 160 cm, 98 kg. Sturdy but short. He


wears very few clothes. A huge cannon and an even
bigger smile accompany him all the time.

Age: 29 years old, Homeland: Edo, Japan Style:


Sumo (Matsuribayashi Shikei Shikun) School: Family
Dojo, Concept: Fire Festival Master, Signature:
Laughter and Fireworks.

Attributes: Strength 6, Dexterity 4, Stamina


6, Charisma 5, Manipulation 4, Appearance 4,
Perception 4, Intelligence 4, Wits 5

Abilities: Alertness 3, Intimidation 2,


Interrogation 1, Insight 3, Streetwise 4,
Subterfuge 2, Blind Fighting 2, Stealth 1,
Survival 2, Arena 3, Investigation 2,
Medicine 1, Mysteries 3, Style Lore 2,
Science 3

Backgrounds: Fury 4, Items of Power (Fireworks cannon) 5, Resources 3, Staff 4,


Contacts 2, Allies 4, Arena 3, Fame 1

Techniques: Punch 3, Kick 3, Block 4, Grab 6, Athletics 3, Focus 3, Blunt Weapons


5, Heavy Weapons 5

Special Maneuvers: Jump, Toughskin, San He; Fireball, Improved Fireball and
Inferno Strike (Cannon); Throw, Spinning Clothsline Strike, Face Slam, Back
Breaker, Bear Hug, Air Smash, Foot Sweep, Buffalo Punch Strike

Sugoroku uses his cannon when he uses Throw and Back Breaker, so he adds +4 to
the damage of those maneuvers when in possession of it.

His fireworks projectiles are very powerful. The damage is calculated as follows:
Intelligence + Heavy Weapons + 4 + modifier of the maneuver.

Combos: Imp. Fireball – Spinning Clothsline strike – Back Breaker; San He –


Buffalo Punch Strike – Throw (Dizzy); Move – Inferno Strike – Air Smash; Block –
Throw – Imp. Fireball; Parry – Back Breaker – Throw (Dizzy)

Renown: Glory 8, Honor 5; Chi 8, Willpower 9, Health 20

Equipment: Matsuribayashi family cannon (Matsuribayashi Hitokyu). It functions as


a two-handed impact weapon (Speed -1, Damage +4, Move -1), but can fire
projectiles with great power (effectively Focus 5)

89
Kuroko
History: One of five brothers. Not
much is known about him or them or
where he comes from. He was forced to
judge matches as Amakusa's servant in
Samurai Shodown because his other
brothers were held hostage. After
Amakusa's defeat, he is reunited with
his family. One of the brothers had a
previous working relationship with
Nicotine Caffeine and is well versed
in necromancy.

Personality: He/they is/are an enigma.


It is hard to tell which of the 5
brothers is under the alias of Kuroko
at what time. He/they may not even be
human.

Appearance: 160 cm and 60 kg

Age: ?? years, Homeland: Kawachi, Japan, Love: Combat and martial arts

Style: Hybrid, School: Unknown or Koka-In Temple Concept: Combat Referee and Fighter,
Signature: Formal, Restrained and Silent

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 4, Manipulation 4,


Appearance 4, Perception 6, Intelligence 5, Wits 5

Abilities: Alertness 5, Intimidation 5, Insight 5, Streetwise 5, Subterfuge 1,


Blind Fighting 5, Leadership 1, Stealth 5, Survival 5, Etiquette 5, Arena 5,
Investigation 4, Medicine 3, Mysteries 5, Style Lore 5

Backgrounds: Fury 5, Backing 5, Contacts 5, Fame 2, Resources 4

Techniques: Punch 4, Kick 5, Block 4, Grab 4, Athletics 5, Focus 5, Staves 6

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Dashing Punch Strike, Power
Uppercut strike, Hundred Hand slap Strike, Zen no Mind, Telepathy, Light Feet,
Flying Thrust Kick, Backflip Kick, Double-hit Kick, Removal (Hidden Power),
Fireball, Improved Fireball, Breakfall, Balance.

Combos: Dashing Punch Strike – Backflip Kick (Dizzy); Improved Fireball – Foot
Sweep – Berserk Strike (Dizzy); Parry – Hundred hand slap Strike – Throw (Dizzy);
Improved Fireball – Dashing Punch Strike – Flying Thrust Kick (Dizzy).

Renown: Glory 8, Honor 8; Chi 10, Willpower 10, Health 20


Equipment: Two Flagsticks and Throwing Weapons.

90
Yashamaru Kurama
History: A young samurai in
disgrace who stalks the
shadows as the phantom
thief "Karasu Tengu".
Brandishing an ancient
nagamaki, he fights using
the ancestral powers he
inherited from the tengu.

Personality: He hates
villains who exploit the
weak for financial gain. As
his father was executed on
false charges, he developed
a deep and untolleled
hatred for the corruption
within the Tokugawa
shogunate, even proclaiming
himself a rival to
Yoshitora Tokugawa. In
addition to being a thief, he is also a ruthless vigilante who will ruthlessly prevent
crimes, something that the remaining uncorrupted members of the Bakufu, such as
Yoshitora, cannot.

Appearance: 170 cm and 70 kg

Age: ?? years, Homeland: Yamashiro, Japan, Style: Ninjutsu Karasu Tengu School: Tengu
trainning Concept: Ninja/Safeguard / Masked vigilante Signature: Disappears

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 4, Manipulation 4,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 5, Intimidation 4, Insight 4, Streetwise 4, Subterfuge 3,


Blind Fighting 4, Leadership 1, Stealth 5, Survival 4, Etiquette 1, Arena 1,
Investigation 4, Medicine 1, Mysteries 4, Style Lore 3

Backgrounds: Fury 4, Elemental (Air) 4, Fame 1, Resources 1, Clan Heritage 5,


Contacts 4

Techniques: Punch 4, Kick 4, Block 4, Grab 3, Athletics 5, Focus 4, Sword 6

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Lunging Punch Strike, Power
Uppercut strike, Shrouded Moon, Speed of the Mongoose, Light Feet, Double-hit
Kick Strike, Air Blast, Flight, Elemental Body (Air), Disengage, Flying Heel
Stomp, Double Dread Kick Strike, Backflip Kick.

Combos: Speed of the mongoose – Double Dread Kick Strike –Backflip Kick (Dizzy);
Shrouded Moon – Flying Heel Stomp – Berserk Strike (Dizzy), Air Blast – Shrouded
Moon – Double Hit Kick Strike; Speed of the Mongoose – Flying Heel Stomp – Fierce
Strike; Jumping Jab Strike – Lunging Punch Strike – Double Dread Kick Strike
(Dizzy)

Renown: Glory 7, Honor 6; Chi 8, Willpower 9, Health 20


Equipment: Nagimaki (Shanaō). +1 Hex Range.

91
Darli Dagger
History: A shipwoman who masters the use of various
tools. She came ashore on an island at a very young
age, where carpenters taught her how to make things and
pirates taught her how to protect herself and survive.
She is currently building a ship that is said to be
unsinkable with her companions in the island workshop.
When a dark crisis spreads across the world, centered
in Japan, one of Darli's ships is destroyed by a masked
man, leading her to hunt him down for revenge.

Personality: Darli is headstrong, won't give up on any


opponent, and is VERY confident in building an
unsinkable ship. She is also a firm believer in hard
work, which threatens to break the bones of anyone who
wants to give up. Those who dare cross her path, like
the masked man who wrecked one of her Costm ships, will
eventually feel her wrath.
Because of her appearance and being raised by
pirates, Darli admits that many mistake her for a
pirate, but she doesn't blame them.

Appearance: 175 cm and 65 kg

Age: 22 years old, Homeland: Unknown, Style:


Kickboxing, School: Private tutor, Concept: Sailor and
Shipbuilder, Signature: Muscles!

Attributes: Strength 6, Dexterity 4, Stamina 5,


Charisma 4, Manipulation 4, Appearance 4, Perception 6, Intelligence 5, Wits 5

Abilities: Alertness 5, Intimidation 5, Insight 5, Streetwise 5, Subterfuge 1,


Blind Fighting 5, Leadership 1, Stealth 5, Survival 5, Arena 5, Investigation 4,
Medicine 1, Mysteries 5, Style Lore 5

Backgrounds: Fury 4, Staff 5, Contacts 5, Items of Power (Libertalia) 4,


Resources 3

Techniques: Punch 5, Kick 4, Block 4, Grab 4, Athletics 4, Focus 4, Sword 5,


Warhammer 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Power Uppercut strike,
Haymaker, Haymaker Strike, Buffalo Punch Strike, Ax Kick Strike, Double-hit kick
Strike, Stomach Pump, Shockwave Strike, Esquives, Turn Punch, Turn Punch Strike,
Toughskin.

Combos: Block – Shockwave Strike – Buffalo Punch Strike; Jumping Strong Strike –
Ax Kick Strike – Berserk Strike (Dizzy); Esquives – Stomach Pump (Dizzy);
Shockwave strike – Jumping Jab Strike – Buffalo Punch Strike; Block – Turn Punch
Strike

Renown: Glory 7, Honor 6; Chi 7, Willpower 10, Health 20


Equipment: Sword-Serra/Warhammer (Libertalia) Darli can change her weapon between
rounds.

92
Wu-Ruixiang
History: A descendant of an ancient and
honorable Feng Shui clan, Wu-Ruixiang is a
woman serving the Qing dynasty. Sent on behalf
of the emperor, she travels to Japan to
investigate the cause of the darkness that is
also in conflict with a rebellion in her
homeland. She invokes the powers of divine
beasts, and her secret art can even summon a
dragon.

Personality: She is wise but extremely clumsy.


She is also afraid of exercise, and tends to
isolate herself.

Appearance: 165 cm and 55 kg

Age: 19 years old, Homeland: Beijin, China,


Style: Mystic, School: Wu Clan Dojo, Concept:
Mystic Apprentice, Signature: Straightens her
glasses, very embarrassed.

Attributes: Strength 4, Dexterity 4,


Stamina 4, Charisma 4, Manipulation 4,
Appearance 5, Perception 6, Intelligence 6,
Wits 5

Abilities: Alertness 2, Insight 5,


Streetwise 1, Subterfuge 1, Blind Fighting
2, Leadership 1, Stealth 3, Etiquette 2,
Survival 2, Arena 1, Investigation 3,
Medicine 2, Mysteries 5, Style Lore 1

Backgrounds: Fury 3, Backing 5, Contacts 3, Resources 4, Items of Power 5 (Shield


Elemental Feng Shui)

Techniques: Punch 3, Kick 3, Block 5, Grab 3, Athletics 4, Focus 6, Shield 5

Special Maneuvers: Jump, Kippup, Slide Kick, Throw, Zen no Mind, Fireball,
Improved Fireball, Firestrike, Air Blast, Drench, Wall, Heal, Sense Elements
(all), Flying Fireball, Missile reflection, Energy Reflection, San He, Drunken
Monkey Roll; Shock Treatment.

Combos: Block – Firestrike – Drench (Dizzy), Jab Strike – Jumping Jab Strike –
Flying Fireball (Dizzy); Wall – Strong Strike – Shock Treatment (Dizzy), Jab
Strike – San He – Improved Fireball (Dizzy); Jumping Jab Strike – Energy
Reflection – Improved Fireball (Dizzy); Air Blast – Drunken Monkey Roll – Flying
Fireball (Dizzy)

Renown: Glory 5, Honor 8; Chi 10, Willpower 7, Health 20


Equipment: Shield/Power Focus Elemental Feng Shui (Chaoji Zhaolong Luopan) - The
Shield allows you to learn and use all elemental maneuvers. The shield adds +2
Soak to all blocking and parrying maneuvers.

93
Hanma Yagyo
History: He is an expert inventor of the Yagyu
clan. One day, he is ordered by his superiors
to observe a rival clan. To do this, he
entered the clan under the guise of a
bodyguard for the princess. The princess
instantly found Hanma a pleasant character
because of his smiling face and appointed him
as her personal bodyguard. However, one day,
the princess's father told Hanma to
investigate the mysterious puppeteer.

Personality: Hanma is a friendly man, always


smiling. He has a caring heart for the
princess and her sovereign.

Appearance: 208 cm and 140 kg

Age: 35 years old, Homeland: Suruga, Japan,


Love: Technology and Martial Arts
Style: Boxing (Yagyo Taijutsu), School: Dojo
Yagyo, Concept: Ninja Inventor Signature: Big
Smile and Big Muscles.

Attributes: Strength 6, Dexterity 4, Stamina 5, Charisma 5, Manipulation 3,


Appearance 4, Perception 4, Intelligence 5, Wits 5

Abilities: Alertness 3, Intimidation 3, Insight 4, Streetwise 2, Subterfuge 3,


Blind Fighting 2, Leadership 1, Stealth 4, Survival 2, Etiquette 2, Science 6,
Arena 3, Investigation 4, Medicine 4, Mysteries 2, Style Lore 1

Backgrounds: Fury 3, Clan Heritage 4, Backing 4 Contacts 5, Resources 2,


Cybernetics 4

Techniques: Punch 5, Kick 0, Block 5, Grab 5, Athletics 4, Focus 3, Heavy Weapons


5

Special Maneuvers: Jump, Kippup, Fist Sweep, Throw; Fireball, Improved Fireball
(cybernetics); Punch Defense, Deflecting Punch, Power Uppercut, Head Butt, Back
Breaker, Stomach Pump, Hyper fist, Air Throw, Jumping Shoulder Butt,

Combos: Block – Head Butt – Stomach Pump; Jumping Shoulder Butt – Back Breaker –
Fierce Strike (Dizzy); Improved Fireball – Jab Strike – Hyper Fist, Jumping Jab -
Head Butt – Fierce Punch (Dizzy), Block – Fist Sweep – Stomach Pump.

Renown: Glory 8, Honor 5; Chi 7, Willpower 9, Health 20

Equipment: Arm Cannon (cybernetic 4) and Two Steel Gauntlets (works like Vega's
Claws but are concussion weapons)

94
Asura or False Asura
History: He is a being who has a long-
standing conflict with Yuga the Destroyer,
who wreaks havoc in order to bring about
"the unification of this world and the
Netherworld". Yuga imprisoned Asura in the
Netherworld and he subsequently escapes when
he is defeated during the events of Samurai
Shodown 64. When he confronts Yuga, his
clone, Shadow Asura, helps him kill the
demon. They merge so that his clone can
survive.
Later, in Samurai Shodown: Warriors
Rage, Asura is revealed to be a shadow of
the real Asura. His clone was the one who
retained the memories of the original; this
Asura only retained the original's abilities
and his animosity for Yuga.

Personality: Asura feels nothing but hatred


for Yuga and wants nothing but the
destruction of his enemy.

Appearance: 180 cm and 70 kg

Age: ?? years, Homeland: Makai, Style: Hybrid, School: Makai, Concept: Makai's avenger,
Signature: 2 shadow wings appear

Attributes: Strength 5, Dexterity 4, Stamina 6, Charisma 4, Manipulation 4,


Appearance 4, Perception 5, Intelligence 5, Wits 5

Abilities: Alertness 4, Intimidation 5, Insight 5, Streetwise 1, Subterfuge 1,


Blind Fighting 5, Leadership 2, Stealth 4, Survival 5, Arena 3, Investigation 3,
Mysteries 5, Style Lore 5

Backgrounds: Fury 5, Backing 5, Contacts 1, Allies 1, Items of Power 5 (Mutant


weapon)

Techniques: Punch 4, Kick 4, Block 5, Grab 4, Athletics 5, Focus 5, Sword 5,


Spear 5, Bow 5, Staves 5, Axe 5, Shield 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Back Roll Throw, Dragon Punch
Strike, Energize Attack, Fireball, Improved Fireball, Lunging Punch Strike,
Levitate, Ax Kick Strike, Dragon Rush Strike, Power Uppercut Strike, Leech,
Toughskin.

Combos: Parry – Backroll Throw – Dragon Rush, Improved Fireball – Ax Kick Strike
– Dragon Punch Strike (Dizzy); Parry – Fierce Strike – Leech (Dizzy), Dragon Rush
Strike – Dragon Punch Strike (Dizzy), Lunging Punch Strike – Berserk Strike

Renown: Glory 8, Honor 6; Chi 10, Willpower 10, Health 20


Equipment: Darkness Mutant Blade, A Mass of Shadow and Chi (Nanatsu no Kodai Buki
- 7 ancestral weapons) (Sword - Lucifer, Bow - Asmodeus, Spear - Belphegor,
Scythe - Leviathan, Axe - Beelzebub, Shield - Mammon, Staves - Satan)

95
True Asura or Shadow Asura
History: Shadow Asura is a clone of Asura created by
Yuga using a forbidden technique. For some time
during the plot of Samurai Shodown 64, this clone
was completely loyal to Yuga, but faltered when he
realized his affection for Shiki. He comes to love
Shiki and wants to save her from her former master.
Subsequently, he and his original form jointly kill
Yuga. However, after Yuga's defeat, he begins to
deteriorate because Yuga's magic is what kept him
alive. Because of his clone, the two Asuras merge
and become a single being. Before merging with the
original, Shiki gives birth to his son.
It is later mentioned in Warriors Rage that he was
the "real" Asura, as he had the emotions and
thoughts of the original. He is the supreme ruler of
the underworld and has seven kings in his service.

Personality: Shadow Asura was once as loyal as any


of Yuga's servants until he met Shiki. Emotionally
conflicted, he finally chooses his love for Shiki
over his duties.

Appearance: 180 cm and 70 kg

Age: ?? years, Homeland: Makai, Style: Hybrid,


School: Makai, Concept:, Servant of Yuga, Signature:
his 4-winged shadow looms over the area around him

Attributes: Strength 5, Dexterity 5, Stamina 6, Charisma 4, Manipulation 4,


Appearance 4, Perception 5, Intelligence 5, Wits 5

Abilities: Alertness 4, Intimidation 5, Insight 5, Streetwise 1, Subterfuge 1,


Blind Fighting 5, Leadership 2, Stealth 4, Survival 5, Arena 3, Investigation 3,
Mysteries 5, Style Lore 5

Backgrounds: Fury 5, Backing 5, Contacts 1, Allies 1, Items of Power 5 (Shadow


Weapon – Extendible Limbs)

Techniques: Punch 4, Kick 4, Block 5, Grab 4, Athletics 5, Focus 6, Sword 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Energize Attack, Fireball,
Improved Fireball, Shock Treatment, Entrancing Cobra, Flight, Levitate,
Extendible Limbs (Blade das sombras), Shrouded Moon, Blind, Toughskin, Balance,
Yoga Teleport, Missile Reflection, Energy Reflection.

Combos: Shrouded Moon – Berserk Strike – Entrancing Cobra, Blind – Improved


Fireball – Fierce Strike (Dizzy); Improved Fireball – Parry – Shock Treatment
(Dizzy); Improved Fireball – Shrouded Moon – Imrpoved Fireball.

Renown: Glory 8, Honor 3; Chi 10, Willpower 10, Health 20


Equipment: Vimukti Shadow Sword, a Tashi Katana (Yuga Power)

96
Shiki
History: She is a woman who was raised to
be Yuga's servant, fated even before she
was born. Her identity and memory were
destroyed when she was brainwashed by Yuga
in her adult life. He carves an enchanted
snake tattoo on her back as a way to
control her. She is instructed to find a
fit man to become the perfect body for the
Dark Lord's resurrection. Discovering that
Haohmaru was that man, she follows him for
a chance to take him to her master.
During Yuga's year of absence, she loses
her memory of being a servant of Yuga and
lives as a normal woman named Kanae. When
Yuga resurrects a second time, he sends his
new servant, Shadow Asura, to capture Shiki
and restore her servitude. He manages to
restore his memories as Yuga's servant, but
the two unexpectedly fall in love. After
the two Asuras defeat Yuga, she gives birth to Mikoto. She leaves her child with Nicotine
Caffeine and Haohmaru, as her servitude to Yuga has made her feel unworthy of being a
mother.

Personality: A sad woman in her heart, she never understood what it is like to be a
normal woman. During her time with Yuga, she would give her body and soul to her master's
wishes.

Appearance: 160 cm and 60 kg

Age: ?? years, Homeland: Mount Osure, Japan, Style: Hybrid, School: Unknown, Concept:
Yuga's Servant, Signature: Levitation

Attributes: Strength 5, Dexterity 6, Stamina 4, Charisma 4, Manipulation 4,


Appearance 4, Perception 5, Intelligence 5, Wits 5

Abilities: Alertness 4, Intimidation 4, Insight 5, Streetwise 1, Subterfuge 2,


Blind Fighting 5, Leadership 1, Stealth 5, Survival 4, Arena 1, Investigation 4,
Medicine 1, Mysteries 5, Style Lore 5

Backgrounds: Fury 4, Backing 5, Contacts 1, Allies 2, Items of Power 3 x2 (Twin


Blades, Regeneration & Leech)

Techniques: Punch 3, Kick 5, Block 4, Grab 4, Athletics 6, Focus 5, Sword 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Flying Body Spear (calculate
with Sword), Flying Thrust Kick, Shockwave, Leech, Regeneration, Flying Punch
Strike (calculate with Sword), Wounded Knee Strike, Balance, Triple Strike
Strike, Double-hit Kick Strike, Double Dread Kick Strike, Levitate.

Combos: Shockwave – Flying Punch Strike – Flying Thrust Kick (Dizzy); Double Dread Kick
Strike – Jab Strike – Flying Body Spear, Jumping Strong Strike – Berserk Strike (Dizzy);
Flying Body Spear – Double-Hit Kick Strike – Berserk Strike

Renown: Glory 8, Honor 5; Chi 9, Willpower 10, Health 20


Equipment: Two twin Wakizashi (Darkness Demon Ring & Light God Ring)

97
Taizan Morozumi
History: History: A man who possesses powers to
seal away evil. This power is passed on to
Taizan's family. He grows tired of fighting and
retreats to live a quiet life in the mountains
with his family. His wife and son are killed by
Yuga and he goes after the puppeteer in revenge.
However, after realizing that he was turning
into a demon, he returns to the mountains and
seals his spear. After this, he continues to
live a peaceful existence, guarding the grave of
his wife and son.

Personality: As a pacifist at heart, he dislikes


using violence if it can be avoided, but is
willing to do what needs to be done. He has
peace and a quiet life.

Appearance: 174 cm and 68 kg

Age: 28 years old, Homeland: Mount Oku-Hida,


Japan, Style: Tai-Chi Chuan (Fūji no hō),
School: Family Dojo, Concept: Shinto Priest,
Signature: Writes "Victory

Attributes: Strength 5, Dexterity 5, Stamina


5, Charisma 4, Manipulation 3, Appearance 4,
Perception 5, Intelligence 5, Wits 5

Abilities: Alertness 4, Intimidation 2,


Insight 5, Streetwise 1, Subterfuge 3, Blind Fighting 5, Leadership 3, Stealth 2,
Survival 3, Etiquette 2, Arena 1, Investigation 4, Medicine 4, Mysteries 5, Style
Lore 4

Backgrounds: Fury 5, Contacts 3, Allies 3, Resources 3, Items of Power 5 (Spear-


Brush – Cobra Charm)

Techniques: Punch 3, Kick 3, Block 5, Grab 4, Athletics 4, Focus 6, Sword 5

Special Maneuvers: Jump, Kippup, Fist Sweep Strike, Throw, Fireball, Improved
Fireball, Slide Kick, Chi Push, Chi Kung Healing, Dim Mak Strike, Backroll Throw,
Zen no Mind, Cobra Charm, Double-hit Kick Strike, Breakfall, Tchobi Dishi,
Spinning clothsline strike

Combos: Block – Dim Mak Strike – Tchobi Dishi; Jab Strike – Dim Mak Strike –
Stron Strike (Dizzy); Improved Fireball – Fist Sweep Strike – Berserk Strike;
Slide Kick – Cobra Charm – Chi Push; Strong Strike - Spinning clothsline strike –
Berserk Strike.

Renown: Glory 5, Honor 8; Chi 10, Willpower 10, Health 20


Equipment: Spear and calligraphy brush (Divine Spear Mizuguki) (+1 Hex Range)

98
Warden, the Soldier
History: Warden is a brave and talented young knight from
the lands of the Iron Legion. Guardians are expected to
be noble and brave - living embodiments of virtue - and
this one has the potential to be that and more. But after
years of endless battles with no worthy cause, The Warden
has begun to wander, seeking a purpose that is equal to
his talent and genuinely worth fighting for.

Personality: Brave and talented, The Warden was the


embodiment of virtue fighting for peace and stability. He
strongly values his code as a knight and will serve his
master without question, no matter how much they dislike
or disagree with him. The Warden values peace above all
else. Their virtue and valor have helped them earn the
respect of their fellow knights and allies.

Appearance: 185 cm and 85 kg

Age: 22 years old, Homeland: Iron Legion, Europe, Style:


AMS, School: Private Teacher, Concept: Soldier/Horseman,
Signature: Sword and Flame!

Attributes: Strength 6, Dexterity 4(3), Stamina 5


(8), Charisma 4, Manipulation 3, Appearance 4,
Perception 4, Intelligence 4, Wits 4

Abilities: Alertness 5, Intimidation 5, Insight 5,


Streetwise 5, Subterfuge 1, Blind Fighting 5, Leadership 1, Stealth 5, Survival
5, Arena 5, Investigation 4, Medicine 1, Mysteries 5, Style Lore 5

Backgrounds: Fury 3, Staff 1, Contacts 2, Resources 3, Fame 1

Techniques: Punch 3, Kick 3, Block 6, Grab 3, Athletics 4, Sword 5

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Power Uppercut Strike,
Haymaker, Haymaker Strike, Widowmaker Strike, Buffalo Punch Strike, Ax Kick
Strike, Double-hit kick Strike, Foot Sweep Strike, Jumping Shoulder Butt, Head
Butt, Brain Cracker Strike.

Combos: Parry + Widowmaker + Berserk Strike; Jumping Shoulder Butt + Power


Uppercut Strike; Block + Double Hit Kick Strike + Foot Sweep Strike (Dizzy); Jab
Strike + Jab Strike + Buffalo Punch Strike (Dizzy), Block + Brain Cracker Strike.

Renown: Glory 6, Honor 8; Chi 2, Willpower 10, Health 20


Equipment: Broadsword, Chainmail and Plate armor

99
Baiken
History: Coming from an alternate reality
where not only her family, but Japan itself
was destroyed by Gears - living weapons
created from infusing humans with magic that
rebelled against their creators - Baiken is an
aggressive, impulsive, and antisocial person
motivated only by revenge. Although she
dislikes the idea of the Japanese being
considered a special society, she occasionally
shows pride in her Japanese heritage.

Personality: Baiken comes across as a very


masculine woman, but despite her rough
personality, she is able to show compassion
and mercy.

Appearance: 162 cm and 50 kg, she has lost her


left eye (she wears a tsuka as an eye patch)
and her right arm (she has a chain with a hook
in place).

Age: ?? years, Homeland: Japan Style: Unknown,


School:Unknown, Concept: Pirate/Wakou,
Signature: Wraps his sword and lights a metal
pipe.

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 3, Manipulation 3,


Appearance 4, Perception 5, Intelligence 4, Wits 5

Abilities: Alertness 3, Intimidation 3, Interrogation 4, Insight 4, Streetwise 1,


Subterfuge 3, Blind Fighting 2, Leadership 4, Stealth 1, Survival 3, Etiquette 1,
Arena 1, Investigation 4, Medicine 2, Mysteries 2, Style Lore 3, Science 3

Backgrounds: Fury 3, Contacts 3, Allies 5 (sailors), Resources 3, Fame 2

Techniques: Punch 2, Kick 4, Block 6, Grab 3, Athletics 5, Focus 4, Sword 5


(Katana)

Special Maneuvers: Jump, Kippup, Fist Sweep Strike, Throw, Fireball (Mini hidden
cannon), Improved Fireball (Mini hidden cannon), Ax Kick, Double-hit Kick Strike,
Extendible Limbs (Claws with chains and Spears hidden in the right sleeve of the
Kimono, use stats +1/+1/-1), Power Uppercut Strike

Combos: Ax Kick - Fist Sweep Strike – Fierce Strike (dizzy), Block + Power
Uppercut Strike + Foot Sweep Strike; Jab Strike + Improved Fibreball + Block;
Block + Double Hit Kick Strike + Berserk Strike (dizzy); Strong Strike + Move +
Fierce Strike (dizzy); Block + Throw.

Renown: Glory 8, Honor 5; Chi 10, Willpower 10, Health 20


Equipment: Katana, Hidden Weapons, Hidden Cannon

100
CHAPTER V - NEW SPECIAL MANEUVERS

ANVIL DEFENSE (Weapon)


Prerequisites: Weapon 4, En Garde or Block 4, En Garde
Power Points: EMA 3, Any 4
Knowing how to position your weapon, in addition to defending yourself, to be able to cause
damage to your opponent's weapon. This is a smart tactic, but it requires a deep knowledge of
your weapon since its construction, as well as knowledge of other forms of weaponry and their
weaknesses. Resistant weapons are usually used with this tactic.
System: Works like Maka Wara for Maneuver PARRY with the calculation made taking into
account the weapon Technique and the duelist's Strength (Weapon + Strength -3) as damage to
be soaked by the STRUCTURE of the weapon. The duelist's weapon still receives 1 damage to it's
Health as with any PARRY Maneuver.
Cost: None
Speed: As Parry
Damage: Weapon + Strength -3
Move: None

PARRY (Weapon)
Prerequisites: Weapon 1
Power Points: Automatic with technique equal or greater than 1 in the weapon
It is not enough to know how to deflect an attack with your weapon, you must reduce your
opponent's armed attack to nothing. This ability is acquired with repetitive training and study of
attack forms with the objective of minimizing the chances of a duelist opponent hurting you.
System: Add the Weapon Technique to the Soak of any damage except Grabs. The Duelist's
weapon still receives 1 Dam on its Health every time it is struck. It is an Abort Maneuver.
Cost: None
Speed: +4
Damage: None
Move: None

BOOMERANG WEAPON (Weapon)


Prerequisites: Weapon Technique 4, Focus 2
Power Points: Any Hand or Thrown Weapon 4, free
to Boomerang
Description: After a character trains with their
weapon for a long time, they begin to build a bond
with that weapon. Those who are also extremely
powerful sometimes develop another power as well.
The fighter throws their weapon at their opponent
and uses this powerful bond to make the weapon strike and return to its master! Highly
proficient fighters can make attacks with weapons from a distance, even with their Swords or
staffs.
System: The character can launch their weapon as far away as their Weapon Technique in
hexes. The weapon must enter the victim's hex to attack that character. The weapon makes a
normal attack with all normal modifiers, except that the weapon uses the character's Focus
101
instead of their Strength for damage purposes. The weapon then returns to the character on the
same turn. The attack can be any Basic Weapon Maneuver, with -1 to its normal speed. The
character can move a maximum of three hexes while performing this Maneuver, or the Move of
the normal attack, whichever is lower.
Cost: 1 Chi,
Speed: -1(see description)
Damage: see description
Move: see description

CHAM CHAM IMPACT (Focus)


Prerequisites: Athletics 3, Focus 4
Power Points: Kabaddi 4; Any 5
Maneuver created by Cham Cham.
The fighter uses their chi to increase
their muscle mass for a few seconds,
and then bursts into flames and goes
on top of the opponent, crushing and
burning them.
System: Maneuver created by Cham
Cham. The fighter uses their chi to increase their muscle mass for a few seconds, and then
bursts into flames and goes on top of the opponent, crushing and burning him.
System: Same as Yoga Flame, but only hits 3 contiguous hexagons adjacent to the fighter.
Anyone who enters one of the 3 Fire Hexagons during this turn will suffer damage. Causes
Knockdown.
Cost: 2 Chi
Speed: -2
Damage: +5 (Strength +Focus + 5)
Move: -2

DISARM (armed, strike)


Prerequisites: Weapon Technique 1
Power Points: Automatic with technique equal or greater than 1
System: In a test of Strength + Technique of your Weapon VS Strength +
Technique of the Opponent's Weapon. Each exceeding success by the attacker will
result in 1 Hex of distance the opponent's weapon will be thrown (direction is Storyteller's
choice). Regaining possession of your weapon requires moving (with any Maneuver) within
the hex where the weapon is located. Subsequent armed Maneuvers will have a -2 speed
modifier. In case of failure your weapon receives 1 damage.
Cost: None
Speed +1
Damage: None (Special: see description)
Move: -1

102
DISARMING (Revised)
Prerequisites: Grab 2, Athletics 1
Power Points: Aikido, Tai Chi Chuan, Special Forces 1; Jiu Jitsu, Kung Fu 2; Any 3
This Maneuver is intended to allow an unarmed person to take possession of an opponent's
weapon, or to throw away the opponent's weapon, be it a melee weapon (Knives, Sword,
Staff...) or a firearm (pistol, machine gun...).
System: Even though this is a Grab Maneuver, the fighter does not need to enter the
opponent's hex. When performing this Maneuver, a quick contest between the Fighter's
Strength + Grab against the Duelist's Strength + Weapon Technique must take place. If
the opponent has more successes, the Maneuver automatically fails.
Cost: 1 Willpower
Speed: +2
Damage: None
Move: +0

LION RUSH / DRAGON PUNCH RUSH


Prerequisites: Punch 4, Athletics 3, Power Uppercut, Jump
Power Points: Shotokan Karate, Kickboxing, Muay Thay 4, Kung Fu 5
When the Lion Rush is landed, the character uses a short run followed by an uppercut and takes
advantage of the opponent's imbalance to hit them once more, knocking them down for good.
However, the second hit doesn't have a big jump, endowed with minor damage.
System: Works similarly to the Double Dread Kick. The second impact causes Knockdown on
opponents if it causes damage.
Cost: 1 Willpower
Speed: -1
Damage: +1; +3
Move: +0

EN GARDE (Weapon)
Prerequisites: Weapon 2, Block 1 or Block 2
Power Points: Any 1
It is not enough to know how to deflect an attack with your weapon, you must reduce your
opponent's armed attack to nothing. En garde is a skill acquired with repetitive training and
study of attack forms with the objective of reducing the odds of a duelist opponent hurting you
to the point of being practically impossible.
System: You gain +4 Soak when you use the PARRY or BLOCK Maneuvers to defend yourself
against armed Maneuvers.
On the other hand, any other attack will suffer a -2 Soak modifier. If a weapon is effectively
parried, the fighter gains +2 speed on Maneuvers the next turn. The duelist's weapon still
receives 1 damage to its Health as with any PARRY Maneuver.
Cost: None
Speed: +4
Damage: None
Move: None

103
ENTANGLE (Focus)
Prerequisites: Extendible Limbs, Grab 2 OR Focus 5
Power Points: Kabbadi, Silat, Mystic 3, Any 5
Many fighters have unique ways of catching and holding their opponents at a distance. Some Chi
powerhouses are known to create "energy bands" that hold an opponent in place, plant Hybrids
are known to create roots that sprout from the ground, Kabbadi masters use their long arms to
trap opponents in an embrace, undead can create skeletal hands that come from the earth, etc.
System: The fighter can use Entangle on any victim within a number of hexes equal to the
range equal to their Focus (usually 4 Hexes away). This Maneuver can be avoided like a
projectile attack by Maneuvers like Jump. The victim is stuck in place. The victim can attempt to
break free in an extended Strength action test at the end of each turn. The victim must
accumulate 4 successes to break free. If the victim is hit, the Entangle ends. While the victim is
stuck in place, the fighter may continue to hold the weapon, but if he does, he must remain in
place (no movement). If he does not hold the weapon, he is free to move normally, but he
leaves the weapon, cannot Attack or Move or Block which will fall to the ground in the hex where
the character entangled when he breaks free or is hit.
Cost: 1 Chi,
Speed: -2,
Damage: None (see description)
Move: None

ENTANGLE, WEAPON (Weapon)


Prerequisites: Weapon Technique 4
Power Points: Chain or Whip or Flails 3
The duelist uses their weapon to immobilize their opponent from a distance.
System: The fighter can use Entangle on any victim within a number of hexes equal to the
range of their weapon (usually one hex away). This Maneuver can be avoided like a projectile
attack by Maneuvers like JUMP. The victim is stuck in place. The victim may attempt to break
free in an extended Strength action test at the end of each turn.
The victim must accumulate 4 successes to break free. If the victim is hit, the Entangle ends.
While the victim is trapped in place, the fighter cannot Attack or Move or Block. The fighter can
continue to hold the weapon, but if they do, they must remain in place (no Movement). If they
do not hold the weapon, they are free to move as normal, but leave the weapon, which will fall
to the ground in the hex where the entangled character is when they break free or are hit.
Cost: None,
Speed: -2
Damage: None (see description)
Move: None

104
ELEMENTAL RAGE (Focus)
Prerequisites: Grab 3 + Focus 3 + Elemental (Any) 3 or Grab 3 + Shock Treatment.
Power Points: Any 3
The character grabs and blasts their opponent with their Elemental power. Some fighters like
Kyo and Benimaru prefer to lift the opponent and then transfer their Chi to their fists.
System: Cause damage equal to Intelligence + Grab +3. If you cause damage, the opponent
suffers Knockdown. This Maneuver ignores Grappling Defense.
Cost: 1 Chi
Speed: +0
Damage: +3 (see description)
Move: One

ENERGIZE ATTACK (Focus)


Prerequisites: Focus 3, Chosen Weapon 2
Power Points: Any 3
Soon after being expelled from Nicotine's dojo, Genjuro created a devastating Maneuver where
he sends his Chi to his katana, increasing his damage. The weapon becomes surrounded by
energy, which further injures an opponent.
System: The character spends 1 Chi and increases the damage of any basic Maneuver of their
weapon by 3.
Cost: 1 Chi por turno
Speed: +0 (see description above)
Damage: +3 (see description above)
Move: +0 (see description above)

ESQUIVES (Athletics, revised)


Prerequisites: Athletics 2
Power Points: Any 1
An evasion technique very similar to certain Aikido or Fencing moves. The fighter simply steps to
the side, away from the attack, thereby avoiding the line of attack. Survival in Savate, as in
Aikido and Capoeira, depends on being able to avoid the opponent's attack.
System: The fighter must have enough Speed to interrupt their attacker. When the opponent
attacks, the player using Esquives simply moves by dodging in any direction in two hexes.
Esquives can be used to dodge projectiles like the Maneuver Jump.
Esquives is an Abort Maneuver.
Cost: None
Speed: +2
Damage: None
Move: Two

DISPLACEMENT (Athletics, revised)


Prerequisites: Athletics 2, Punch 2
Power Points: Savate 1, Spanish Ninjutsu, Aikido, Wu shu 2, Any 3.
This movement consists of a quick step to the side, which allows the fighter to avoid an
oncoming attack. The fighter can then execute a short Jab if the opponent is in range. Many

105
opponents are frustrated by this evasion, which is often used by Savate, Aikido, and Spanish
Ninjutsu fighters.
System: This Maneuver is only completely successful if the fighter has enough Move to initiate a
counterattack and is faster than their opponent. When the opponent begins their attack, the
fighter must have greater Speed to stop the attack; otherwise Displacement will be less
effective. The fighter performing the Displacement can then move in the direction of the
opponent by moving fully to his left or right. Once the opponent's Movement is complete, the
"Displaced" fighter can move back and counterattack if the fighter has any Movement left.
Displacement can be used to dodge projectiles like the Maneuver Jump.
The Fighter's Punch technique is used to determine Damage.
Cost: 1 Willpower
Speed: +2
Damage: +0
Move: +1

FIRE AIR SMASH (Athletics)


Prerequisites: Air Smash, Athletics 3, Focus 2
Power Points: Any 3
Niehalt Sieger created this Maneuver to compensate for the
lack of speed and damage of his Air Smash. The Fire Air
Smash is a devastating air attack.
System: The fighter makes a jump, when they reach a
certain point they release their Chi to perform a devastating
attack. An opponent who blocks does not suffer Knockdown
(but still suffers damage). It is an Aerial Maneuver and a
projectile dodge. This Maneuver must follow a straight line
with its Move.
Cost: 1 Chi
Speed: -1
Damage: +6
Move: +0

GROUND FIREBALL / REPPU KEN (Taken and modified from the South Town
supplement) (Focus)
Prerequisites: Focus 3
Power Points: Any 4
The fighter concentrates and sends a wave of Chi through the ground, similar to the more typical
one in the air but partially inside the substrate. The ground is not destroyed, but the same
cannot be said for the target. Jubei Yagyu and Hattori Hanzou use similar Maneuvers.
System: Works like Fireball except it misses Aerial targets completely, but ground targets have
difficulty dodging projectiles (Drunken Monkey Roll, Esquives) using only Dexterity to try to
dodge.
Cost: 1 Chi
Speed: -2
Damage: +2
Move: None
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HUNDRED HAND SLAP (revised) (Punch)
Prerequisites: Punch 5
Power Points: Sumo 4; Sanbo 5.
In formal sumo fights, sumotori are not allowed to strike with closed fists, only with slaps and
blows with the base of the palm, using the open hand. This restriction has led the sumotori to
develop an impressive technique that uses open hand strikes. With the Hundred Hand Slap, the
sumotori create a super-fast rain of blows that overwhelm the opponent.
The name comes from the fact that the sumotori, when training to perfect this special Maneuver,
practice hitting a wooden pole 100 times, as fast as possible.
Each fighter is timed to see how quickly they can strike the wooden pole with their open hand.
Over years of training, they are expected to be able to do this in less than 2 seconds! Even the
thickest poles often break in the face of the torrent of hard blows.
System: a fighter using the Hundred Hand Slap rolls three times to damage, using the modifier
below for each hit.
Cost: 1 Willpower.
Speed: -2
Damage: +0
Move: -2

IMPROVED GROUND FIREBALL (Great Reppu Ken) (Focus)


Prerequisites: Focus 4
Power Points: Any 3
The fighter concentrates and sends a wave of Chi through the ground, similar to the more typical
one in the air but partially inside the substrate. The ground is not destroyed, but the same
cannot be said for the target.
System: Works like Fireball except it misses Aerial targets completely, but ground targets have
difficulty dodging projectiles (Drunken Monkey Roll, Esquives) using only Dexterity to try to
dodge. Causes Knockdown if it causes damage.
Cost: 1 Chi
Speed: -1
Damage: +4
Move: None

MACHINEGUN BLOW (www.sfrpg.com.br) (Punch)


Prerequisites: Athletics 3, Dashing Punch, Hyper Fist
Power Points: Boxing, Kickboxing 3, Savate, Thai Kickboxing 4
Unhappy with his Hyper Fist, Dudley developed a version that covers much more ground.
System: roll three damage tests with the modifier below.
Cost: 2 Willpower
Speed: -1
Damage: +0
Move: +0

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PLASMA BLADE (Focus)
Prerequisites: Focus 4
Power Points: Any 4
Galford joins both hands, concentrating his energy on the attack, creating two Swords of energy,
which he then releases to destroy his enemies. It is an extravagant and powerful Maneuver.
System: This is a projectile Maneuver. The range is based on the character's Wits + Focus. This
Maneuver causes Knockdown, if it causes damage. An opponent who blocks does not suffer
Knockdown (but still suffers damage).
Cost: 1 Chi
Speed: -2
Damage: +3
Move: None

POWER PILE DRIVER BOMB/IZUNA DROP (Grab)


Prerequisites: Grab 4, Focus 3, Piler Driver, Clan Heritage 3
Power Points: Mist Style, Ninjutsu 4
A maneuver used by Hanzo and Galford. The fighter applies an Inverted Piler Driver, upside
down, and when their opponent is almost on the ground the fighter releases their chi unloading
a great energy against their opponent.
System: Causes Knockdown, and the victim bounces up to 3 hexes away (the attacker chooses
the direction).
Cost 1 Chi + 1 Willpower
Speed: +0
Damage: +6 (Strength + Focus +6)
Move: One

POWER GEISER (Focus) (Taken and modified from the South Town supplement)
Prerequisites: Focus 4, Ground Fireball
Power Points: Any 4
After many journeys, both Hanzo and Jubei discovered that their Shockwave was already
outdated. And they trained until they developed this supreme blow. By punching the ground,
they awaken the earth's Chi and generate a geyser of energy.
System: In a cone of 4 hexagons (similar to Yoga Flame) in front of the user, all opponents are
hit. A circle is formed in front of the user, and everyone in the fighter's hex takes damage and
suffers its effects. Causes Knockdown. It lasts for the rest of the turn and absorbs any projectiles
that cross its area.
Cost: 2 Chi
Speed: +0
Damage: +5
Move: One

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REMOVAL/POSSESSING SPIRIT/ADVANCED/NEAR-DEATH CLARITY/HIDDEN POWER
(Focus)
Prerequisites: Focus 4 + Mysteries 4 (to chi) or Focus 4 + Medicine 4 (to Health) or Focus 4 +
Sensei/Heritage 4 (to Willpower)
Power Points: Any 5
A costly technique, but of unquestionable power. It has many names, as different Styles and
people have developed this ability. To some, it is the ability to consciously remove the brain's
limits on the production of muscular strength; to others, it is the amplification of cardiac and
pulmonary activity, enabling a greater expenditure and release of cellular energy to muscles and
brain; and there are still those who empower themselves to act without limitations as to
personal security. No matter the origin or the method, the fighter must possess the physical,
mental and spiritual constitution necessary to deal with the unbridled effort of the body and its
consequences.
System: The Fighter activates this Maneuver between the end of a Turn and the beginning of
another Turn; making this activation known to all who observe (in general it is visible by the
change of skin color to a sanguine red, increased muscle tone or volume, iris opened to the
maximum that makes the eyes appear black and a hyperviolent behavior). The user of this
Maneuver gains +1 on Speed, Damage, and Move to all other Maneuvers. The fighter will attack
the opponent until they are knocked down and may attack others afterwards (each turn the
fighter loses 1 temporary Honor point). Unlike Animal Hybrid Frenzy, the fighter can use Special
Maneuvers, but cannot use combos. While in effect the fighter starts spending 1 Chi or Willpower
or Health per turn (chosen when purchasing the Maneuver). The Health used here is equivalent
to Aggravated Damage.
To terminate, the fighter must make a Focus test with difficulty 4+ number of rounds it remains
activated (Max difficulty 9).
Cost: 1 Chi or 1 to activate and continue to use.
Speed: Not applicable
Damage: Not applicable
Move: Not applicable

SEMPUKEN (Focus)
Prerequisites: Punch 5, Focus 4
Power Points: Kung Fu 5
The fighter engages in a cyclone, which devastates the opponent. Nicotine uses this Maneuver,
whereby he summons a Fire Elemental that has the same effect as Sempuken. Tung Fu Rue is
the ultimate master of this technique.
System: It works in the same way as Hurricane Kick, except that it is not an Aerial Maneuver.
The victim will suffer a Knockdown after the last hit.
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +1
Move: +0

109
TCHOBI DISHI (Weapon + Focus)
Prerequisites: Weapon (Spear, Staves) 4, Athletics 2, Focus 4
Power Points: Polearm Style 4, Mountain Style 5
The fighter sticks his weapon in the ground, makes a small jump and turns to one side with and
then releases his chi into his body and his body starts to catch fire. This causes great Damage to
the opponents in front of the fighter.
System: Works in a similar way to Yoga Flame, except that it has different modifiers and causes
Knockdown. It calculates the Damage by (Focus + Intelligence) even though it is a Weapon
Maneuver.
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: +6
Move: One

TORNADO ATTACK (Focus)


Prerequisites: Focus 3, Air Blast, Elemental Air 3 or Focus 5
Power Points: Elemental (Air) 2, Tai Chi Chuan 2, Shotokan Karate, Silat 3, Any 4
Haohmaru seems to have developed this power. He raises his arm and a tornado rises from the
ground, heading towards his opponent.
System: The range is based on Wits + Focus of the character. The damage is caused by the
fury of the winds and the fall, so this Maneuver causes Knockdown if it causes damage. An
opponent who Blocks does not suffer Knockdown (but still suffers damage).
Cost: 1 Chi
Speed: -1
Damage: +4
Move: None

WIND WALKING/FEATHER STEPS (Athletics)


Prerequisites: Athletics 2, Focus 2, Jump
Power Points: Wu Shu, Kung Fu, Capoeira 1; Any 2
Using their extreme physical Abilities and Chi control, the fighter can, when performing this
Maneuver, take a second jump in the air, increasing the range of their blows and dodging
possible threats.
System: In the middle of a jump, you can jump again in any direction. This Maneuver can be
used in conjunction with any other basic Maneuver that is being used with Jump (such as Jump
Forward). At the second jump the character has a Move equal to their Athletics.
Cost: 1 Chi
Speed: +3
Damage: None
Move: +0 (at first jump)/ +0 (at second jump)

110
TSUBANE GAESHI (Weapon)
Prerequisites: Sword 5, Focus 3, Athletics 2,
Jump
Power Points: Lightning Style 5
Using their extreme physical Abilities and Chi
control, the duelist can, when performing this
Maneuver, spin in the air and deliver a powerful
cut with their Sword wrapped in flaming Ki,
increasing the range of their blows and deflecting
possible threats. Ukyo Tachibana jumps up and
can hit his opponent twice with a complex Sword
Movement.
System: Works like Flaming Dragon Punch except it doesn't hit Crouching Maneuvers. The
fighter is considered Aerial throughout the execution of the Maneuver, and can dodge projectiles
like Jump.
Cost: 1 Willpower, 1 Chi
Speed: -1
Damage: +6
Move: -1

SMASH WEAPON (Weapon)


Prerequisites: Weapon 2
Power Points: Mountain Style, EMA 2, Any 3
An unarmed opponent is an advantage, an opponent with a destroyed weapon is a victory. Some
duelists are not content to disarm, they wish to devastate their opponent's weapons with
damage to the point of breaking them. A tactic as crude as it is effective.
System: Similar to DISARM. The Duelist adds a +2 bonus and the Structure of their weapon,
the defender adds the Structure of their Weapon. Weapon-specific bonuses to disarm are also
applied here. Each Success is subtracted from the Weapon's Health. If Damage exceeds the
Durability of the Weapon, it gains the Damage quality. A Damaged weapon that suffers more
Damage to its Health than its Durability is considered Broken.
Cost: None
Speed: -2
Damage: (Strength + Weapon + Structure + 2) vs (Strength + Weapon + Structure).
Move: -1

PSYCHO SHIELD (www.sfrpg.com.br, revised)


Prerequisites: Focus 3, Telekinesis
Power Points: Kabaddi, Ler Drit 2; Any 3
Masters of internal arts like Kabaddi and Soul Power are able to project their will into a kind of
barrier or shield, which protects the fighter from enemy impacts. To ordinary people, these
barriers/shields are invisible, and they are stunned when bullets come within inches of the
fighter. Chi scholars, on the other hand, can see a certain varying colored glow in front of the
impacts.
System: This Maneuver works like a Block Maneuver, but uses the fighter's Chi instead of his
physique to Soak damage. Calculate the fighter's Soak this turn as Stamina + Focus at the cost
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of 1 Chi. Against Focus Maneuvers (Fireball, Acid Breath, Chi Push, etc.), Psycho Shield still
gains +2 Soak (Stamina + Focus+2). This Maneuver works against Grabs, as the opponent has
difficulty touching the fighter's body while the shield/barrier is active.
If this Combat Card is played two turns in a row (without removing the combat card from the
table) it automatically has the higher Speed the next turn, because the barrier was not undone
(however you will have to pay the Chi Cost again). Unlike the basic Block, this Maneuver is not
an Abort Maneuver.
Protecting someone other than yourself (who must be at your side or behind you in an adjacent
box) requires an Extra Effort at the Cost of 1 Willpower and must be used under Storyteller
approval (to protect a frightened hostage, for example). It is very important that the fighter
knows where the attack came from in order to defend themselves or others (even if using Blind
Fighting).
Cost: 1 Chi
Speed: +2
Damage: None
Move: None

TELEKINESIS (www.sfrpg.com.br; revised)


Prerequisites: Focus 3, Telepathy
Power Points: Kabaddi, Ler Drit 2; Any 3
Telekinesis is the ability to physically move an object with psychic (mind) Strength, making it
levitate, move, or just be shaken by the mind. Such power is grouped in tonormality and is kept
as a secret among the more mystical martial arts Style Lore. Only fighters who have mastered
telepathy, can learn telekinetic powers.
System: This is a special "wild card" Maneuver that serves as a requirement for several other
Maneuvers according to the fighter's level of Focus mastery.
The effect of this Maneuver is to move objects with the Strength of the mind. The fighter must
be able to see the object and it must be in the range of Wits + Focus in hexes. The user uses
their Focus as if it were the Strength attribute to determine the maximum weight of the object
and rolls their Intelligence + Focus/Psycho Power to determine the number of hexes they have
managed to move the object. Each turn using the power consumes 1 Chi and living beings test
their Willpower, each success decreasing one hex that would be moved that turn (unconscious or
stunned fighters cannot resist the effect).
This is the most basic power shown by telekinetics and does not allow the character to levitate
themselves. Further study enables the user to learn other powers.
Cost: 1 Chi/turn
Speed: -1
Damage: None (see description)
Move: -2 (see description)

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CHAPTER VI – ENEMIES

Shiro Tokisada Amakusa


History: Amakusa is actually
Hanzo's son, Shinzo, who was
taken over by the evil
spirit Ambrosia, who needs a
human body to live. Now
Amakusa Ambrosia has
obtained a body and has his
magical artifact (Ambrosia's
Gem); he begins to plot his
plans to destroy the world.
And the other Samurai
Warriors have to stop him.

Personality: Power is the


only thing that matters. You are cruel and love power. You use power to control the weak
and make them your servants. You control the weak you meet, and use them as pawns to your
ambitions. You will make the world be the way you want it to be. The world must be ready
for its coming destiny - the end.

Appearance: Amakusa dresses in red and black clothing with gold details, wears his hair
loose and claw nails, always with a demonic air around him.

Age: ?? years, Homeland: ?? Japan; Style: Mystic, School: Holy Temple, Concept: Witch-
Priest, Signature: Demonic Laugh.

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 5, Manipulation 5,


Appearance 5, Perception 5, Intelligence 6, Wits 7

Abilities: Alertness 3, Intimidation 5, Interrogation 3, Insight 5, Streetwise 3,


Subterfuge 6, Blind Fighting 4, Etiquette 4, Leadership 5, Security 3, Survival
3, Investigation 2, Medicine 2, Mysteries 6, Style Lore 5

Backgrounds: Allies 5, Arena 3, Contacts 5, Fame 4, Fury 4, Items of Power 4,


Resources 5

Techniques: Punch 4, Kick 4, Block 5, Grab 4, Athletics 6, Focus 6, Ambrosia Gem


6

Special Maneuvers: Jump, Kippup, Forward Slide Kick, Slide Kick, Fireball,
Improved Fireball, Inferno Strike, Yoga Teleport, Hundred Hand Slap Strike, Air
Smash, Throw, Brain Craker, Levitation, Air Throw, Deflecting Missiles,
Deflecting Energy, Fire Air Smash

Combos: Yoga Teleport - Yoga Teleport - Inferno Strike; Jump Fierce Strike –
Strong Strike – Improved Fireball (Dizzy); Strong Strike - Slide Kick - Hundred
Hand Slap Strike (Dizzy); Yoga Teleport - Improved Fireball – Fire Air Smash
(Dizzy); Block - Brain Craker - Hundred Hand Slap Strike (Dizzy)

Renown: Glory 8, Honor 4; Chi 10, Willpower 9, Health 20


Equipment/Items of Power: Ambrosia's Gem (gives the special powers of Extendible
Limbs)

113
Ambrosia, The Immortal, is the Dark God of Makai (Demon World) which Amakusa and Mizuki
were trying to revive in the Samurai Shodown series. He needs the energies of the Palenke
Stone and the Tangier Stone to resurrect his body to the mortal realm. It is symbolized
by a giant sphere with a small child inside and an eye symbol on the surface located at
the bottom, but Ambrosia can appear as a being compiled from a grotesque mass of flesh,
tentacles, fangs, eyes and dark Chi. When Mizuki is defeated, Ambrosia dissipates into a
skull with green fangs with glowing purple eyes and a symbol on its forehead.

Palenke Stone
Also known as "Lapis Upirenke". This artifact was created by Ambrosia and separated from
him when he was banished to the demon realm. He needs this gem to help siphon the souls
in the Tangiers Stone and resurrect his body. It is a powerful gem that is spiritually
adept and capable of various abnormal feats. Depending on the heart of the user, it can
release holy or evil energies. Amakusa initially steals it to bolster Ambrosia's
resurrection though he also uses it to perform various forbidden arcane arts, most of
which includes defaming the shogunate by destroying his castles. By contrast, Tam Tam
used it once in the past to heal his sick village. In the Green Hell, it is revered as
the Sacred Gem.

Tangers Stone
Also known as "Lapis Utuwarentel". It is actually believed to be stronger than its
counterpart but its true abilities were sealed long ago. If these two gems are active and
in his grasp, Ambrosia could become a supreme being and raise himself from the depths of
the demon world. It needs four heroic souls who walk the land as "demons" to break the
seal. The required four souls are:

Haohmaru - Crimson Gem Soul (紅珠魂, Koujyukon); required as the root gem
Jubei Yagyu - Blue Gem Soul (蒼珠魂, Sojyukon); needed for self-healing
Kyoshiro Senryo - White Gem Soul (白珠魂, Byakujyukon); grants limitless movement
Neinhalt Sieger - Black Gem Soul (玄珠魂, Genjyukon); gives unsurpassed vision. Known
as Freiden Edelstein in his home country.

The naming motif of their souls' colors are reminiscent of the mythological colors for
the Four Gods.

In Green Hell, it is referred to as the Demon Gem. It is alternatively known as the "Seed
of Destruction" in China.

114
Mizuki Rashojin(Rashoujin), The Possessed Priestess
History: 1000 years
before the series
began, she was a child
who was discarded into
the sea due to the
famine in the country.
As she was abandoned
by hatred and filled
with intense fear
before her death, her
spirit inadvertently
made a pact with
Ambrosia.

She miraculously
survived this event
and brought the
Shimokita Peninsula
to shore to a new
family. The villagers called her Mizuki (meaning "to see"), as she seemed to
possess mystical Abilities.

Thirteen years later, the village made a sacrifice and formally contacted
Ambrosia. Mizuki then became an evil entity, Rashojin Mizuki. Since then, she
has terrorized the land with various disasters around the area. She evolved to
a state where she could host another body and remain intact using her energy.
300 years later, she reached her mental limit and hibernated near a shrine to
recover her strengths.

A century later, she found a shrine priestess, Bizuki, to be a suitable host.


From then on, Mizuki fed on Bizuki's heightened spiritual senses. She was
sealed into a mountain hundreds of years later by various puppets and monks.
Although she appeared to be asleep, she was actually sleeping and gathering her
energies.

Thirty years before Samurai Shodown II began, she had a brief encounter with
Nicotine Caffeine and Kuroko. She was awakened by Amakusa's powers and soon
invoked the deadly resurrection of Ambrosia. To assist in her work, she also
hired a band of henchmen that includes Earthquake, Genan and Genjuro (although
he eventually betrays her due to lack of interest).

Mizuki was a rural Japanese child abandoned by her family due to extreme
poverty. Bitter with hatred and consumed with revenge, she made a pact with the
evil god Ambrosia about a thousand years before the series began, transforming
herself into a demon. Since this acquisition of demonic power, she has
continued to cause disasters and calamities throughout the world. However,
about 800 years after her pact, she was challenged by a priestess named Bizuki.
Despite her best efforts to purify the entity, Bizuki was possessed by Mizuki
and put into hibernation. When the group confronts and defeats Mizuki, her body
disintegrates into a skeletal form. She summons the grotesque body of Ambrosia
to finish off her opponents.

Personality: Mizuki is a vengeful spirit that hates humanity. She attacks the weak and
claims all her acts of cruelty in the name of Ambrosia. She holds a very high regard
for herself, often laughing at her enemies for even trying to stop her.

115
Appearance: Mizuki is dressed in the traditional white blouse and red skirt of a Shinto
Priest. The weapon she uses is a gohei. Gohei are used by Priests, both as a
purification device and as a symbolic offering to the kami in Shinto rituals.

Age: 1000 years old, Homeland: Makai, Style: Unknown, School: Nonea, Concept: Demon and
Ambrosial Priestess, Signature: Devilish Laughter

Attributes:
Strength 4, Dexterity 6, Stamina 4; Charisma 5, Manipulation 4, Appearance 5;
Perception 5, Intelligence 6, Wits 6

Abilities:
Alertness 5, Intimidation 3, Interrogation 3, Insight 6, Streetwise 3,
Subterfuge 6 - Blind Fighting 5, Leadership 4, Stealth 3, Etiquette 3, Survival
5 - Arena 4, Investigation 4, Medicine 4, Mysteries 6, Style Lore 6

Backgrounds: Allies 4, Backing 5, Animal Companion 7 (Maju Demon), Fury 5,


Fame 4

Techniques: Punch 3, Kick 4, Block 5, Grab 4, Athletics 5, Focus 7, Gohei 5


(Fan (Blunt Weapons))

Special Maneuvers:
Double Hit Punch Strike, Power Uppercut, Hundred Hand Slap Strike, Fist Sweep
Strike, Double Hit Kick, Foot Sweep, Slide Kick, Throw, Hair Throw, Brain
Craker, Jump, Kippup, Pile Driver, Plasma Blade, Improved Fireball ,Fireball,
Yoga Teleport, Telepathy, Cobra Charm, Chi Kung Healing, Ghost Form, Inferno
Strike, Mind Reading, Levitation, Confuse (power).

Combos: Jab - Hundred Hand Slap – Fierce (Gohei)(Dizzy); Yoga Teleport –


Hundred Hand Slap strike – Inferno Strike (Dizzy); Improved Fireball – Ghost
Form - Ball – Inferno Strike; Yoga Teleport – Pile Driver; Cobra Charm –
Inferno Strike – Improved Fireball (Dizzy), Rush, Rush Tackle, Synergy

Renown: Glory 8, Honor 5


Chi 10, Willpower 10, Health 20

Equipment: Gohei, this type of weapon is not as dangerous as a real weapon (+1
Speed, -3 Damage, +0 Move)

NOTE: Confuse works like musical accompaniment only instead of giving bonuses
to the fighter it applies a reduction to the opponent(s). Mizuki possesses this
power and it is activated as soon as the fighter receives damage from their
Maneuver or their Animal Companion.

116
Animal Companion (MAJU, Ambrosia incarnation)
Strength 6, Dexterity 5, Stamina 6; Charisma 2,
Manipulation 2, Appearance 2; Perception 5,
Intelligence 1, Wits 4

Or 2/3/2

Abilities:
Alertness 5, Intimidation 6, Interrogation 3,
Insight 6, - Blind Fighting 5, Stealth 3,
Survival 5 - Investigation 4, Mysteries 4

Backgrounds: Backing 5, Fury 5

Techniques: Punch 4, Kick 0, Block 5, Grab 5,


Athletics 5, Focus 4

Special Maneuvers:
Head Butt, Throw, Head Butt Hold, Head Bite,
Jump, Kippup, Plasma Blade, Yoga Teleport,
Telepathy, Cobra Charm, Ghost Form, Cham Cham
Impact, Confuse (power).

Combos:
Plasma Blade - Move – Head Butt (Dizzy);
Plasma Blade - Move – Head Bite (Dizzy);
Move - Head Butt – Cham Cham Impact (Dizzy)

Renown: Glory 5, Honor 0

Chi 8, Willpower 8, Health 20

117
Zankuro Minazuke, The Demon

History: He is a fearsome warrior who once traveled from village to village


killing people without regard or disambiguation. During this time, he earned the
title "the devil" as a testament to his terrible skill and dexterity in battle.

Personality: He is a stern and honorable warrior. Zankuro was once a gentle man
who lived happily with his family. He became blinded by bloodlust and began
killing others, accidentally killing his wife in the process. When he regains his
senses, he is ashamed of his actions and is willing to accept whatever punishment
is sufficient to his crimes. These repeated deaths have forged him into being a
"bringer of death" to the living, creating enough havoc for a strong warrior to
stop him.

Appearance: 252 cm, 162 kg, Age: 45 at first death Homeland: Kyoto, Japan, Style:
Aikido, Mugen Ittou-Ryuu School: Self-taught Concept: Immortal Assassin
Signature: Wipes away the blood and sheaths the Sword.

Attributes: Strength 6, Dexterity 5, Stamina 7, Charisma 6, Manipulation 2,


Appearance 4, Perception 5, Intelligence 5, Wits 5

Abilities: Alertness 6, Intimidation 6, Streetwise 2, Insight 5, Blind Fighting


5, Leadership 2, Security 1, Etiquette 1, Survival 5, Arena 5, Investigation 2,
Medicine 2, Mysteries 5, Style Lore 6

Backgrounds: Backing 5, Contacts 1, Fame 3, Arena 3, Fury 5

Techniques: Punch 3, Kick 3, Block 5, Grab 4, Athletics 4, Focus 5, Zanbatou 7

Special Maneuvers: Jump, Kippup, Fist Sweep Strike, Throw, Head Butt, Head But
Hold, Zen no Mind, Power Uppercut, Buffalo Punch Strike, Dashing Punch Strike,
Dashing Uppercut Strike, Elbow Smash Strike, Fireball, Improved Fireball,
Psychokinetic Channeling (Zanbatou), Regeneration

118
Combos: Improved fireball – Dashing Punch Strike – Berserk Strike (Dizzy); Fist
Sweep Strike – Elbow Smash Strike – Buffalo Punch Strike (Dizzy); Head Butt –
Head Butt Hold; Jumping Jab Strike – Strong Strike – Berserk Strike

Renown: Glory 8, Honor 3, Chi 10, Willpower 10, Health 20


Equipment: Akahagane Ongokumaru, Red Steel Infernal Fury (Zanbatou)

119
Gaoh Kyougoku Hinowanokami
History: He was once a
general loyal to the
Tokugawa clan and lord
of the land of Hinowa.
He is one of the
previous mentors of the
clan's heir, Yoshitora.
However, Yoshitora and
his father became
indifferent to the land
during the Tenmei
famine and the country
was thrown into further
chaos as a result. Concerned for the welfare of his countrymen, he decides to
rebel against his lord with an army of powerful warriors until he is defeated by
Yoshitora. He begs his student to become shogun for the good of the people, which
Yoshitora finally accepts as his responsibility. He uses an internal power called
"Dark Emperor", but is unaware of the price of this power...

Personality: Gaoh is modeled after the example of villainous daimyos found in


fiction. He is imposing and unchanging, rigid in his beliefs to the most dire
consequences. Deep within the callous, unchanging facade is a righteous spirit
who will fight for the greater good, to the point of blocking everything else and
becoming seemingly antagonistic.

Appearance: 180 cm, 75 kg, Age: 45 years, Homeland: Hinowa-guni, Japan, Style:
Aikido, Kyogoku Shinto Path in Hinowa School: Self-taught Concept: Daimyo of
Hinowa and usurper of the title of Shogun Signature: Raises his fist and emanates
all his powerful chi

Attributes: Strength 5, Dexterity 5, Stamina 6, Charisma 5, Manipulation 5, Appearance 4,


Perception 5, Intelligence 6, Wits 6

Abilities: Alertness 5, Intimidation 6, Subterfuge 4, Insight 5, Blind Fighting 3,


Leadership 6, Security 1, Etiquette 5, Survival 2, Arena 4, Investigation 2,
Medicine 2, Mysteries 5, Style Lore 5

Backgrounds: Backing 5, Contacts 5, Resources 4, Fame 3, Arena 4, Fury 5

Techniques: Punch 3, Kick 4, Block 6, Grab 4, Athletics 5, Focus 6, Spear 7

Special Maneuvers: Jump, Kippup, Fist Sweep Strike, Throw, Head Butt, Head But Hold, Zen
no Mind, Power Uppercut, Dashing Punch Strike, Ground Fireball, Improved Ground Fireball,
Hyper Fist strike, Machinegun upper strike, Hidden Power (chi) “Dark Emperor”

Combos: Improved Ground fireball – Dashing Punch Strike (Dizzy); Dashing Punch Strike –
Fist Sweep Strike – Buffalo Punch Strike (Dizzy); Head Butt – Head Butt Hold; Jumping Jab
Strike – Machinegun upper strike – Berserk Strike (Dizzy); Block – Berserk Strike; Block
– Machinegun upper (Dizzy)

Renown: Glory 7, Honor 8, Chi 10, Willpower 10, Health 20


Equipment: Demonic Cross Spear and seal of the four laws (Jumonji Yari, Spear, +1
Hex range)

120
Demonic Gaoh, Spirit Kuraki-Sumeragi, Dark Emperor
History: This is Gaoh's version of
abusing the spirit of the "Dark
Emperor" within him. He uses the power
of the entities as if it were his own
and effectively tames the underworld.
Although he did this to protect this
world from demons, he essentially
becomes one.

Personality: Ruthless, he crushes his


opponents without remorse. However, he
still retains some of his own conscience
and wisdom, unlike the other villains in
the series who simply wish for
destruction. He still has the welfare of
humanity and the demons in mind, despite
losing his own humanity.

Appearance: 190 cm, 95 kg, Age: 45


years, Homeland: Hinowa-guni, Japan,
Style: Aikido, Kyogoku Shinto Path in
Hinowa School: Self-taught Concept:
Daimyo of Hinowa and usurper of the
title of Shogun Signature: Raises his
fist and emanates all his powerful chi
(The shadow of a samurai in flaming
armor appears behind him)

Attributes: Strength 6, Dexterity 5, Stamina 6, Charisma 4, Manipulation 4,


Appearance 4, Perception 5, Intelligence 7, Wits 6

Abilities: Alertness 5, Intimidation 6, Subterfuge 1, Insight 4, Blind Fighting 3,


Leadership 6, Security 1, Etiquette 5 Survival 2, Arena 4, Investigation 2,
Medicine 2, Mysteries 5, Style Lore 5

Backgrounds: Backing 5, Contacts 5, Resources 4, Fame 3, Arena 4, Fury 5, Elemental


(Fire) 5

Techniques: Punch 3, Kick 4, Block 6, Grab 4, Athletics 5, Focus 7, Spear 7

Special Maneuvers: Jump, Kippup, Fist Sweep Strike, Throw, Head Butt, Head But Hold, Zen
no Mind, Power Uppercut, Dashing Punch Strike, Ground Fireball, Improved Ground Fireball,
Flaming Fist, Fire Strike, Hyper Fist strike, Machinegun upper strike, Elemental Rage,
Yoga Flame, Elemental Skin (Fire)

Combos: Improved Ground fireball – Dashing Punch Strike (Dizzy); Firestrike – Fist Sweep
Strike – Buffalo Punch Strike (Dizzy); Head Butt – Elemental Rage; Jumping Jab Strike –
Machinegun upper strike – Berserk Strike (Dizzy); Block – Berserk Strike – Yoga Flame;
Block – Machinegun upper (Dizzy)

Renown: Glory 8, Honor 6, Chi 10, Willpower 10, Health 20


Equipment: Demonic Cross Spear and seal of the four laws (Jumonji Yari, Spear, range +1
Hex range)

121
Shizuka Gozen, The Ghost Courtesan
History: Shizuka died some time
before the events of Samurai
Shodown. However, her bitterness
and sadness over her own death
and that of her beloved made her
soul unable to move to the
afterlife. As a result, she is
corrupted by an evil influence
and opens the gate to the
underworld, returning as a
vengeful demonic Strength who
spreads chaos and destruction
throughout Japan. In order to
stop the chaos plaguing the
country, the Bakufu government
sends its most trusted agents to investigate the source of the evil and stop it,
while the heir to the shogunate also decides to investigate the matter on his
own.
Shizuka is initially seen crying out of sadness, despair, but mostly out of
hatred. When Shizuka finally appears, a dark aura rises and she begins to float
serenely in the air, her face covered by a Heian-era veil, before declaring that
the world and everything within it will be extinguished before her as her
telekinetic hand.
Shizuka's aura grows even darker as she battles, and her face veil slips to
reveal a chillingly white face with black eyes of evil Appearance. She begins to
beat a small two-sided drum (a tsuzumi), with each beat timed to show her
skeletal form beneath her porcelain skin.

Personality: Shizuka was once a gentle woman until her tragic death took her to a
dark area of purgatory which allowed an evil aura to consume her to unleash its
power upon Japan.

Appearance: 160 cm, 40 kg, Age: ??, Homeland: Tango, Japan, Style: Unknown
School: Jigoku Concept: Phantom Tragic Signature: Her Appearance ranges from that
of a beautiful woman to that of a terrifying skeleton.

Attributes: Strength 5, Dexterity 3, Stamina 7, Charisma 6, Manipulation 5,


Appearance 6, Perception 5, Intelligence 5, Wits 6

Abilities: Alertness 5, Intimidation 6, Subterfuge 5, Insight 5, Blind Fighting


5, Etiquette 5, Arena 1, Mysteries 5, Style Lore 1

Backgrounds: Fame 2, Arena 2, Fury 6

Techniques: Block 6, Grab 3, Athletics 4, Focus 6, Fan (Blunt Weapons) 4

122
Special Maneuvers: Jump, Flight, Balance, Zen no Mind, Fireball, Improved
Fireball, Flying Fireball, Repeating Fireball, Regeneration, Mind Reading,
Telekinesis, Psicho Shield, Energy Reflection, Missile Reflection, Inferno
Strike, Power Uppercut Strike, Double hit knee strike.

Shizuka is not affected by Knockdown Maneuvers (Foot Sweep, Suplex, Throw and the
like) because she is always floating

Combos: Move + Flying Fireball - Improved Fireball; Reapeting Fibreall - Inferno


Strike (dizzy); Psycho Shield - Improved Fibreball; Block - Repeating Fireball.

Renown: Glory 8, Honor 5, Chi Unlimited, Willpower 10, Health 20

123
Yuga, The Destroyer, The Mysterious Puppeteer
History: Its existence is veiled
in mystery. It was a powerful
sorcerer who originated from the
Demon World, Makai. It wishes to
become a god of destruction and
rule the world by merging the
Demon World and the Human World.
Knowing that it would require
many followers, it plots an
elaborate plan.
Twenty years before the rebirth
of Amakusa, it enters the human
realm and steals several babies
from their mothers' wombs. Using
its powers, it bestows fantastic
powers upon them and waits for
them to mature their superhuman
Strength and Abilities. When they
reach adulthood, it appears
before them all, brainwashes them
by performing a magical puppet
show, and effectively creates a
powerful and obedient army of
warriors. Together with these
blockheaded individuals, Yuga
obtains Shiki.
Yuga, seeking the male
counterpart of Shiki, chooses
Haohmaru to fulfill the
requirements for a perfect
resurrection. However, Yuga's
physical form is destroyed by
Haohmaru.
A year later, it resurrects
itself and Gandara, and continues
its plans, making a clone of
Asura in the process. It sends this doppelgänger to retrieve freed Shiki, but
he develops feelings for her. Taking this into consideration, the two Asuras
confront Yuga, destroying its body forever along with Gandara. In a desperate
attempt to remain in the mortal realm, it possesses Shiki and Asura's son,
Mikoto. It lives as the "Devil" side of Mikoto's power as a "dark presence".

Age: ?? years, Homeland: Makai Japan; Style: Mystic, School: Unknown, Concept:
Makai Manifestation, Sorcerer, Signature: Demonic Laughter and Flames.

Personality: Evil and ambitious, Yuga will stop at nothing to fulfill its desires.
True to its other known alias, it enjoys toying and controlling other people's destinies.

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 7, Manipulation 7,


Appearance 5, Perception 7, Intelligence 8, Wits 7

Abilities: Alertness 5, Intimidation 5, Interrogation 5, Insight 7, Streetwise 2,


Subterfuge 7, Blind Fighting 4, Leadership 7, Security 3, Survival 3,
Investigation 2, Medicine 7, Mysteries 7, Style Lore 3

Backgrounds: Allies 5, Arena 5, Contacts 5, Fame 3, Fury 5, Resources 5

124
Techniques: Punch 4, Kick 4, Block 7, Grab 4, Athletics 7, Focus 8

Special Maneuvers: Jump, Kippup, Fireball, Improved Fireball, Inferno Strike,


Yoga Teleport, Levitation, Air Throw, Deflecting Missiles, Deflecting Energy,
Shock Treatment, Psych Vise, Mind Control, Psych Rage, Blindness, Extendible
Limbs, Psycho Shield, Regeneration, Balance, Flight, Telepathy, Mind Reading,
Cobra Charm, Entrancing Cobra, Death´s Visage, Sakki, Ghost Form, San He

Renown: Glory 10, Honor 1; Chi Unlimited, Willpower 10, Health 20


Equipment/Items of Power:

125
Gandara
History: Gandara is a
monster composed of
thousands of corpses sewn
together and held
together by Yuga's use of
forbidden magic and
power. Yuga uses them as
bodyguards or warriors.

This is another puppet of


Yuga, but it seems to be
suffering in some way. It
is an angry creature, but
will always obey its
master.

Appearance: Giant undead


monster with grayish purple skin and stitched marks. Symbol of Yuga figure on
Umbro and Ankle. 523 cm, 513 kg.

Age: less than 1 year, Homeland: Makai, Style: The Eternal Hunger School: Raw
Strength, Concept: Yuga's Bodyguard, Signature: "Arghhhhh Grrrrr!!!!"

Attributes: Strength 8, Dexterity 2, Stamina 7 Charisma 3, Manipulation 1,


Appearance 3 Perception 4, Intelligence 1, Wits 4

Abilities: Alertness 4, Intimidation 5, Interrogation 1, Insight 2, Blind


Fighting 4

Backgrounds: Fury 3, Backing 5

Techniques: Punch 4, Kick 0, Block 0, Grab 3, Athletics 2, Focus 3

Special Maneuvers: Buffalo Punch, Head Bite, Air Smash, Toughskin, Head Butt,
Bear Hug, Throw, Large Size (Occupies 3 Hex), Cannot be thrown (throw, Hair Throw
and similar), Can only be knocked back from his position after a Strength test
(difficulty 7).

Combos: Fierce Punch - Head Butt; Buffalo Punch - Throw; Fierce - Fierce (Dizzy).

Renown: Glory 3, Honor 0

Chi 4, Willpower 5, Health 15 (or 10 in the "bulk mode”)

Equipment: Magic Shackles, Armor Fragments, Nails in Feet and Hands, Yuga Seal

126
Deku & Dekuina
History: Deku and Dekuina are semi-human dolls created by
Yuga the Destroyer. Yuga was seeking for the two strongest
bodies for a perfect resurrection, a female and a male one.
It found the female one in Shiki, and the male one in
Haohmaru, but in case it failed to achieve both of them,
Yuga created the two dolls, Deku (the male one) and Dekuina
(the female one), which were based on Haohmaru and Shiki
respectively. In the creation process, both dolls were
embedded with their originals' pieces of flesh inside their
heads (being clones of sorts). They also were given
superhuman strength and powers that far surpassed those of
Gandara.

Their weapons are inscribed with stylistic eyes and designs


similar to those engraved on Asura's and Oboro's weapons.

Personality: They don't have personalities, since they


are emotionless dolls.

Deku
Appearance: A monstrosity with inhuman gray skin,
185 cm tall and 110 kg, athletic build and pupil-
less eyes. Much of its muscular body is covered by
black robes, including its head and impassive face.
His skin and weapons bear eye marks and Yuga
symbols. Nails adorn his wrists.

Age: 1-2 years old, Homeland: Makai Love: Dekuina,


Style: unknown, School: Haohmaru Imitation,
Concept: Faulty copy of Human, Signature: Floats
with crossed arms.

Attributes: Strength 6, Dexterity 4, Stamina


5, Charisma 3, Manipulation 3, Appearance 3,
Perception 5, Intelligence 1, Wits 5

Abilities: Alertness 4, Intimidation 3, Insight 3, Blind Fighting 4, Stealth 2,


Survival 4, Mysteries 2, Style Lore 2

Backgrounds: Backing 5, Fury 3

Techniques: Punch 3, Kick 3, Block 4, Grab 3, Athletics 3, Focus 3, Sword 4

Special Maneuvers: Jump, Kippup, Throw, Back Roll Throw, Dragon Punch Strike, Power
Uppercut Strike, Lunging Punch Strike, Energize Weapon, Ground Fireball (Calculate with
Stamina and not with Intelligence), Levitate (continuous, they are immune to Foot Sweep,
Slide Kick and similar)

Combos: Sword Strong – Sword Berserk – Ground Fireball (Dizzy); Lunging Punch Strike –
Dragon Punch Strike (Dizzy)

Renown: Glory 5, Honor 3


Chi 4, Willpower 7, Health 18
Equipment: Ax-Blade (Nodachi)

127
Dekuina
Appearance: A monstrosity with inhuman gray
skin, 175 cm tall and 60 kg, athletic build and
pupil-less eyes. Much of its slender body is
covered by black robes, including its head and
impassive face. Her skin and weapons bear eye
marks and Yuga symbols. Nails love their wrists

Age: 1-2 years old, Homeland: Makai Love: Deku

Style: Unknown School: Imitation of Shiki,


Concept: Faulty copy of Human, Signature: Floats
and guards her blades.

Attributes: Strength 5, Dexterity 6, Stamina


4, Charisma 3, Manipulation 3, Appearance 3,
Perception 5, Intelligence 1, Wits 5

Abilities: Alertness 4, Intimidation 4, Insight 3, Blind Fighting 4, Stealth 3,


Survival 3, Mysteries 2, Style Lore 2

Backgrounds: Backing 5, Fury 3

Techniques: Punch 3, Kick 3, Block 3, Grab 3, Athletics 4, Focus 3, Sword 4

Special Maneuvers: Jump, Kippup, Throw, Back Roll Throw, Flying Heel Stomp, Double–Hit
Kick Strike, Triple Strike, Double Dread Strike, Energize Weapon, Flying Body Spear
(Calculate with Sword), Levitation (continuous, they are immune to Foot Sweep, Slide Kick
and similar)

Combos: Jump Jab Strike – Strong Strike – Double Dread Strike Strike (Dizzy);
Flying Heel Stomp – Double-hit Kick Strike – Flying Body Spear (Dizzy)

Renown: Glory 5, Honor 3


Chi 4, Willpower 7, Health 18
Equipment: Two Kodachi Katanas

128
Rasetsumaru
History: He is a bloodthirsty
demon from the dark world of
Makai, which was inaugurated
by Shiro Tokisada Amakusa
many years ago. Rasetsumaru
can never quench his thirst
for killing. Since he does
not clean his blade, it has
become the color of the blood
of the hundreds of people he
has killed. He discovers the
existence of Haohmaru, an
incredibly strong samurai who
looks like him, and tries to
find him in Hinowa to kill
him.
Personality: Rasetsumaru is a savage demon with an incredible bloodlust. He enjoys not
only killing, but also making his victims suffer.

Appearance: Rasetsumaru is of medium height with an athletic build and totally unkempt
hair. He usually wears his Samurai gi. His skin is purplish and his eyes burn bright red.
His Sword is always axed with blood.

Age: ?? years, Homeland: Makai, Style: Kendo (Aikido), School: Self-taught, Concept:
Wandering Assassin Demon, Signature: Licks his bloodied katana

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 3, Manipulation 3,


Appearance 3, Perception 6, Intelligence 4, Wits 5

Abilities: Alertness 4, Intimidation 3, Interrogation 5, Streetwise 3, Subterfuge


2, Blind Fighting 4, Leadership 1, Stealth 4, Survival 4, Arena 4, Investigation
4, Medicine 1, Mysteries 5, Style Lore 4

Backgrounds: Fury 5, Elemental (Air) 4

Techniques: Punch 3, Kick 3, Block 3, Grab 3, Athletics 5, Focus 5, Sword 6

Special Maneuvers: Jump, Kippup, Foot Sweep, Throw, Back Roll Throw, Dragon Punch
Strike, Tornado Attack, Energize Attacks, Power Uppercut Strike, Triple Strike,
Air Blast, Buffalo Punch Strike, Hidden Power (Health) “Masochism”

Combos: Strong strike – Berserk strike - Tornado Attack (Dizzy); Foot Sweep –
Berserk Strike (Dizzy); Fierce strike – Dragon Punch Strike (Dizzy); Buffalo
Punch Strike – Jab Strike – Dragon Punch Strike (Dizzy)

Renown: Glory 7, Honor 2; Chi 9, Willpower 10, Health 20


Equipment: Demonic Katana (Torikabuto)

129
Sankuro Yorozu
History: He is an ambitious leader of a trio of
lackeys named Gosichi, Fuyo and Ippachi (3 Henchmen).
Wanting to become the lord of Hinowa without much
effort, he hires Genjuro Kibagami to dispatch Gaoh.
After Gaoh's defeat, he offers Genjuro another job,
which he promptly refuses. After Sankuro bribes him
with information about his parents and his
participation in his gang, Genjuro tries to kill
everyone and then demands that he leave.

Personality: Sankuro is very ambitious, but also very


loud. He knows he is not the strongest, but he wants
to make people think he is.

Appearance: Sankuro wears traditional clothing but in


very poor condition. In combat, he fights shirtless
with his purple hair loose. His criminal gang is
never far away and usually gets into fights.

Age: 28 years old, Homeland: Sakai - Japan Style:


Wrestling, School: Street Gang, Concept: Gang leader and Criminal mercenary, Signature:
Laughs and insults his opponent.

Attributes: Strength 5, Dexterity 5, Stamina 5, Charisma 4, Manipulation 4,


Appearance 4, Perception 4, Intelligence 4, Wits 5

Abilities: Alertness 4, Intimidation 4, Interrogation 3, Insight 4, Streetwise 5,


Subterfuge 5 - Blind Fighting 3, Leadership 3, Stealth 4, Survival 4 - Arena 3,
Investigation 3, Medicine 3, Mysteries 1, Style Lore 4

Backgrounds: Allies 3, Staff 3, Contacts 5, Fury 3, Resources 1, Backing 3

Techniques: Punch 3, Kick 4, Block 4, Grab 4, Athletics 4, Focus 4, Sledgehammer


4, Firearms 4, Heavy Weapons 4

Special Maneuvers: Buffalo Punch Strike, Power Uppercut Strike, Dragon Punch
Strike, Double-hit Kick, Throw, Jump, Kippup, Slide Kick, Acid Breath (bomb),
Inferno Strike (Bomb), Sonic Boom (Bomb), Back Breaker, Bear Hug, Regeneration
(recovery potion), Entrancing Cobra (trap)

Combos: Inferno Strike Bomb – Jab strike – Buffalo Punch Strike (Dizzy); Jump
Fierce Strike - Buffalo Punch Strike – Bear Hug (Dizzy); Jump FierceStrike -
Buffalo Punch Strike – Acid Breath Bomb(Dizzy); Sonic Boom Bomb – Double Hit Kick
– Slide Kick (Dizzy), Pistol Shot - Move – Pistol Shot, Entrancing Cobra -
Regeneration.

Renown: Glory 6, Honor 1, Chi 7, Willpower 9, Health 20

Equipment: Wooden Sledgehammer (Tenkaippin, Gem of All under Heaven), Two revolvers
and some bombs.

130
EXTRAS: HENCHMEN
TOUGH
Appearance: Dressed in shabby clothes. Thin and dirty faces. Concept: Gang
Member
Attributes: Strength 3, Dexterity 2, Stamina 2, Charisma 2, Manipulation
2, Appearance 2, Perception 2, Intelligence 2, Wits 2

Abilities: Intimidation 2, Streetwise 1, Security 1, Stealth 1


Techniques: Punch 1, Kick 0, Block 1, Grab 1, Athletics 1

Renown: Chi 1, Willpower 3, Health 5

Maneuver Cost Effect Sp. Damage Mov.


JAB 4 3 1
STRONG 2 5 1
FIERCE 1 7 0
BLOCK Soak +1 6 - 0
MOVEMENT 5 - 4
GRAB 2 4 One
JAB KNIVES 6 4 1
STRONG 4 6 1
KNIVES
FIERCE 3 8 0
KNIVES

YAKUZA 1
Appearance: Clothes cover extensive tattoos on her arms. Scars and a smile
adorn his face
Concept: Gang leader.
Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 2, Manipulation
3, Appearance 2, Perception 2, Intelligence 3, Wits 3

Abilities: Intimidation 2, Streetwise 2, Security 1, Etiquette 1, Stealth


2, Leadership 1
Techniques: Punch 1, Block 2, Grab 1, Athletics 1, Knife 1

Renown: Chi 1, Willpower 4, Health 6

Maneuver Cost Effect Sp. Damage Mov.


JAB 5 2 1
STRONG 3 4 1
FIERCE 2 6 0
BLOCK Soak +2 7 - 0
MOVEMENT 6 - 4
GRAB 3 3 One
JAB KNIVES Aggravated damage 7 4 1
STRONG KNIVES Aggravated damage 5 6 1
FIERCE KNIVES Aggravated damage 4 8 0
POWER UPPERCUT STRIKE 2 6 One

131
YAKUZA 2
Appearance: Clothes cover extensive tattoos on the arms. Scars and a smile adorn
the face
Concept: Gang leader.
Attributes: Strength 2, Dexterity 2, Stamina 3, Charisma 3, Manipulation 2,
Appearance 2, Perception 3, Intelligence 2, Wits 2

Abilities: Intimidation 3, Streetwise 1, Security 2, Etiquette 1, Leadership 1,


Arena 1
Techniques: Kick 1, Block 1, Grab 2, Athletics 1, Blunt Weapons 1

Renown: Chi 1, Willpower 4, Health 7

Maneuver Cost Effect Sp. Damage Mov.


SHORT 3 3 1
FORWARD 2 5 0
ROUNDHOUSE 0 7 0
BLOCK Soak +1 6 - 0
MOVEMENT 5 - 4
GRAB 2 4 One
JAB Club Aggravated damage 6 4 2
STRONG Club Aggravated damage 4 6 2
FIERCE Club Aggravated damage 3 8 1
BRAIN CRACKER STRIKE Sustained Hold 3 5 One

WARRIORS - ASHIGARU
Appearance: Armor and Spear, this is a light infantry warrior. Concept: Soldier.
Attributes: Strength 3, Dexterity 3, Stamina 3 (5 with armor to soak), Charisma
2, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 3

Abilities: Intimidation 2, Alertness 1, Streetwise 1, Drive 1, Leadership 2,


Security 1, Style Lore 1
Techniques: Kick 2, Block 2, Athletics 2, Spear 2
Renown: Chi 1, Willpower 6, Health 8, Light Armor

Maneuver Cost Effect Sp. Damage Mov.


SHORT 3 5 2
FORWARD 2 7 2
ROUNDHOUSE 0 9 1
BLOCK Soak +2 6 - 0
PARRY Soak +2 6 - 0
MOVEMENT 5 - 5
JAB SPEAR Range 2 hexes 3 7 3
STRONG SPEAR Range 2 hexes 4 9 3
FIERCE SPEAR Range 2 hexes 2 11 2
FOOT SWEEP Crounching – Knockdown 0 8 0
DOUBLE-HIT STRIKE Roll damage twice 0 9 1
EN GARDE +4 soak to parry weapons 6 - 0

132
LAW ENFORCEMENT
Appearance: Clean Clothes, White Headbands, City's Coats of Arms on Clothes
Concept: Law Enforcement Officer in the City
Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 2,
Appearance 2, Perception 3, Intelligence 2, Wits 2

Abilities: Alertness 1, Interrogation 2, Streetwise 1, Security 1, Leadership 1,


Investigation 3
Techniques: Punch 1, Block 2, Grab 2, Athletics 2, Jitte 2

Renown: Chi 1, Willpower 5, Health 7

Maneuver Cost Effect Sp. Damage Mov.


JAB 5 4 2
STRONG 3 6 2
FIERCE 2 8 1
BLOCK Soak +2 7 - 0
MOVEMENT 6 - 5
GRAB Ignores Block & Parry 3 5 One
PARRY Soak +3 8 - 0
JAB Jitte +1 Soak with Parry; +2 Disarm. 6 4 2
STRONG Jitte +1 Soak with Parry; +2 Disarm. 5 6 2
FIERCE Jitte +1 Soak with Parry; +2 Disarm. 3 8 1
DISARME +2 for using Jitte – 7 dice 3 - 0
THROW Ignores Block & Parry, Knockdown – 1 7 One
Thrown a 3 Hexes

SHOGUNATE AGENT
Appearance: Long robes, embroidered Shogun crest, Samurai hair Concept:
Government Official.
Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma 3, Manipulation 2,
Appearance 3, Perception 3, Intelligence 2, Wits 3

Abilities: Alertness 1, Insight 2, Intimidation 1, Streetwise 1, Subterfuge 1,


Leadership 2, Etiquette 1, Security 1, Investigation 3
Techniques: Kick 2, Block 2, Grab 1, Athletics 2, Sword 3

Renown: Chi 2, Willpower 6, Health 10

Maneuver Cost Effect Sp. Damage Mov.


SHORT 4 5 2
FORWARD 3 7 2
ROUNDHOUSE 1 9 1
BLOCK +2 to Soak 7 - 0
MOVEMENT 6 - 5
GRAB Ignores Block & Parry 3 4 One
PARRY +3 Soak against weapons (7) 8 - -
JAB Sword 6 8 2
STRONG Sword 5 10 2
FIERCE Sword 3 12 1
DOUBLE-HIT SRIKE Roll damage twice 1 10 0
BUFFALO PUNCH STRIKE 1 14 One
EN GARDE +4 soak to parry weapons 8 - 0
133
SAMURAI 1(BUSHI)
Appearance: Tortoise rivet armor and metallic mesh Concept: Samurai Warrior.

Attributes: Strength 3, Dexterity 3, Stamina 3 (6), Charisma 2, Manipulation 3,


Appearance 3, Perception 2, Intelligence 3, Wits 3

Abilities: Alertness 2, Intimidation 1, Insight 2, Subterfuge 1, Drive 2,


Leadership 1, Etiquette 1, Survival 1
Techniques: Punch 1, Block 1, Grab 2, Athletics 2, Sword 3

Renown: Chi 2, Willpower 6, Health 9, Kikko Armor

Maneuver Cost Effect Sp. Damage Mov.


JAB 4 3 1
STRONG 2 5 1
FIERCE 1 7 0
BLOCK Soak +1 6 - 0
MOVEMENT 5 - 4
GRAB Grab 2 5 1
PARRY Soak +3 against weapons 7 - 0
JAB Sword 5 8 1
STRONG Sword 3 10 1
FIERCE Sword 2 12 0
EN GARDE +4 soak to parry weapons 7 - 0
DEFLECTING STRIKE Parry Attack + Counterattack 5 11 0
BRAIN CRACKER STRIKE Sustained Hold 3 11 1

SAMURAI 2(BUSHI)
Appearance: Tatami armour, chest helmet and banner, bow and quiver with arrows. Concept:
Samurai Warrior.

Attributes: Strength 3, Dexterity 3, Stamina 3 (5), Charisma 3, Manipulation 3,


Appearance 2, Perception 3, Intelligence 2, Wits 3

Abilities: Alertness 2, Intimidation 1, Insight 2, Subterfuge 1, Drive 1,


Leadership 2, Etiquette 1, Survival 1
Techniques: Kick 1, Block 1, Athletics 2, Bow 3, Wakizashi 2

Renown: Chi 2, Willpower 6, Health 9, Ashigaru Armor

Maneuver Cost Effect Sp. Damage Mov.


SHORT 3 4 2
FORWARD 2 6 1
ROUNDHOUSE 0 8 1
BLOCK +1 to Soak 6 - 0
MOVEMENT 5 - 5
PARRY +2 to Soak to weapons 7 - 0
JAB Wakizashi 5 6 2
STRONG Wakizashi 3 8 2
FIERCE Wakizashi 2 10 1
BOW Range – 18 Hexes 3 10 2
ESQUIVES Evade projectiles, Abort 6 - 2
DOUBLE SHOT ARROW Two damage rolls 2 10 1
DISPLACEMENT STRIKE Esquives + Attack 5 9 2/1
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SAMURAI 3(NOBLE)
Appearance: Ornate composite armor, daisho at waist Concept: Samurai of Principal
Lineage.

Attributes: Strength 3, Dexterity 4, Stamina 3 (7), Charisma 3, Manipulation 3,


Appearance 3, Perception 3, Intelligence 3, Wits 3

Abilities: Insight 2, Intimidation 2, Leadership 1, Etiquette 2, Survival 1,


Drive 2, Arena 1, Style Lore 1
Techniques: Kick 2, Block 2, Athletics 3, Sword 3

Renown: Chi 2, Willpower 7, Health 10, Karuta Armor

Maneuver Cost Effect Sp. Damage Mov.


SHORT 4 5 1
FORWARD 3 7 0
ROUNDHOUSE 1 9 0
BLOCK +2 Soak 7 - 0
MOVEMENT 6 - 4
PARRY +3 Soak against weapons 8 - 0
JAB SWORD 6 8 1
STRONG SWORD 4 10 1
FIERCE SWORD 3 12 0
DOUBLE HIT STRIKE Two damage rolls 2 11 0
JUMP Abort, Aerial, Evade 6 - 1
projectiles
AX KICK STRIKE Aerial, Hits Crounching 3 13 0
SPINNING BACK STRIKE 3 11 2

PROFESSIONAL ASSASSIN
Appearance: Hidden by hooded outfit, carries bow and chain. Concept: Mercenary

Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 2, Manipulation 3,


Appearance 2, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 2, Subterfuge 2, Streetwise 1, Security 2, Stealth 3,
Survival 2
Techniques: Grab 2, Athletics 3, Bow 3, Kusari 3
Renown: Chi 2, Willpower 7, Health 10, Short Bow, Kusari

Maneuver Cost Effect Sp. Damage Mov.


JAB CHAIN Range 2 hexes 6 7 2
STRONG CHAIN Range 2 hexes 4 9 2
FIERCE CHAIN Range 2 hexes 3 11 1
PARRY +3 to Soak 8 0
MOVEMENT 7 - 6
GRAB Grab 4 5 1
BOW Range 15 Hexes 5 8 3
NECK CHOKE STRIKE Sustained Hold 3 10 1
DISARM Range 2 hexes – 6 dice 3 - 0
ESQUIVES Evade Projectiles, Abort 7 - 2
DOUBLE SHOT ARROW Two damage rolls 3 8/8 2
JUMP Evade projectiles, Abort, 7 - 3(2)
Aerial
THROW Throw 3 Hexes, Grab 2 7 1
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INFILTRATOR
Appearance: Expensive clothing and noble ways Concept: Secret agent.
Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 4,
Appearance 3, Perception 3, Intelligence 4, Wits 3
Abilities: Alertness 4, Subterfuge 4, Streetwise 2, Insight 3, Drive 1, Security
2, Etiquette 2, Stealth 1, Survival 1, Investigation 2, Medicine 1
Techniques: Block 2, Grab 3, Athletics 3, Kunai 4, Thrown 3
Renown: Glory -, Honor -, Chi 2, Willpower 7, Health 7, Kunai

Maneuver Cost Effect Sp. Damage Mov.


JAB KUNAI 7 5 3
STRONG KUNAI 5 7 3
FIERCE KUNAI 4 9 2
BLOCK +2 Soak 7 0 0
MOVEMENT 6 - 3
GRAB Grab 3 6 1
PARRY +4 Soak against weapons 9 0
JUMP Aerial 6 - 3
WALL SPRING Aerial 6 - 3/5
SLEEPER 1 WP DIZZY after 3 Rounds 2 8 1
BACKFLIP STRIKE With Backflip Kick 3 8 2
TOSS KUNAI Range 5 5 7 3
TOSS AERIAL KUNAI Range 5, Aerial 5 7 2

SPY
Appearance: Fake clothes that hide your real identity. Concept: Spy.
Attributes: Strength 2, Dexterity 4, Stamina 3, Charisma 2, Manipulation 3,
Appearance 2, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 3, Interrogation 3, Streetwise 3, Subterfuge 3, Security 3,
Stealth 3, Drive 2, Investigation 2
Techniques: Punch 2, Block 3, Athletics 2, Zarabatana 3, Knife 3
Renown: Glory -, Honor -, Chi 1, Willpower 6, Health 6, Hidden Weapons

Maneuver Cost Effect Sp. Damage Mov.


JAB 6 3 2
STRONG 4 5 2
FIERCE 3 7 1
BLOCK +3 Soak 8 - 0
MOVEMENT 7 - 5
PARRY +3 Soak against weapons 9 - 0
JAB KNIVES 8 5 2
STRONG KNIVES 6 7 2
FIERCE KNIVES 5 9 1
JUMP Aerial 7 - 2
LUNGING PUNCH STRIKE Ignores Block and En Garde 6 7 3
DOUBLE-HIT KNEE STRIKE Roll damage twice 6 6 0
ZARABATANA Poison (similar to Venom) 4 7 1
METSUBISHI Range 2 - 5 2
FUKIMIBARI Range 1 - 5 2
TETSUBISHI 4 1

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RONIN I
Appearance: Daisho and flashy clothes, but not a samurai Concept: Ex-Samurai.

Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 3, Manipulation 2,


Appearance 2, Perception 2, Intelligence 3, Wits 4

Abilities: Alertness 2, Interrogation 2, Intimidation 2, Streetwise 2, Drive 1,


Survival 1, Etiquette 1
Techniques: Block 2, Grab 2, Athletics 2, Sword 3

Renown: Glory -, Honor -, Chi 2, Willpower 6, Health 10

Maneuver Cost Effect Sp. Damage Mov.


BLOCK +2 de soak 8 - 0
GRAB Grab 4 5 1
MOVEMENT 7 - 5
PARRY +3 to Soak against weapons 9 - 0
JAB SWORD 7 8 2
STRONG SWORD 5 10 2
FIERCE SWORD 5 12 1
DOUBLE-HIT STRIKE Two damage rolls 4 10 0
BRAIN CRACKER STRIKE Grab 5 11 1
EM GARDE +4 soak against weapons 9 - 0
DISARME 6 dice 3 - 1
ESQUIVES Evade Projectiles, Abort 7 - 2

RONIN II
Appearance: Special Soldier with a great weapon Concept: Ex-Samurai.

Attributes: Strength 4, Dexterity 3, Stamina 3 (5), Charisma 3, Manipulation 2,


Appearance 2, Perception 3, Intelligence 2, Wits 4

Abilities: Alertness 2, Interrogation 2, Intimidation 2, Streetwise 2, Survival


1, Stealth 1
Techniques: Kick 2, Block 1, Athletics 3, Zanbatou 3

Renown: Glory -, Honor -, Chi 2, Willpower 6, Health 10 Ashigaru Armor

Maneuver Cost Effect Sp. Damage Mov.


SHORT 4 6 3
FORWARD 3 8 2
ROUMDHOUSE 2 10 2
BLOCK +1 Soak 7 - 0
MOVEMENT 6 - 6
PARRY +3 soak against weapons 5 - 0
JAB ZANBATOU Range 2 Hexes 3 11 3
STRONG ZANBATOU Range 2 Hexes 1 13 3
FIERCE ZANBATOU Range 2 Hexes 0 15 2
BUFFALO PUNCH STRIKE Range 2 Hexes -1 17 0
SPINNING BACKFIST STRIKE Range 2 Hexes 0 14 4
TRIPLE STRIKE Dams 12/12/7, 2 best -1 - 1
SPINNING KNUCLES STRIKE Range 2 Hexes, 2 Dam 0 13 6
tests
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RONIN III
Appearance: Heavy armor with helmet and defensive stance Concept: Ex-Samurai.

Attributes: Strength 3, Dexterity 3, Stamina 4 (7), Charisma 2, Manipulation 3,


Appearance 2, Perception 3, Intelligence 2, Wits 4

Abilities: Alertness 2, Intimidation 2, Subterfuge 1, Streetwise 1, Security 1,


Survival 2, Etiquette 2, Drive 2
Techniques: Punch 1, Block 3, Athletics 2, Naginata 3

Renown: Glory -, Honor -, Chi 2, Willpower 6, Health 10, Kikko Armor

Maneuver Cost Effect Sp. Damage Mov.


JAB 5 3 2
STRONG 3 5 2
FIERCE 2 7 1
BLOCK +3 Soak 7 - 0
MOVEMENT 6 - 3
PARRY +3 Soak against weapons 6 - 0
JAB Naginata Range 2 Hexes 4 9 3
STRONG Naginata Range 2 Hexes 2 11 3
FIERCE Naginata Range 2 Hexes 1 13 2
FIST SWEEP STRIKE Range 2 Hexes -1 4 1
EM GARDE +4 Soak against weapons 6 - 0
DELECTING STRIKE Soak + counter-attack 4 12 0
LUNGING PUNCH STRIKE Range 2 Hexes, Ignores En 2 11 4
Garde

TROUBLEMAKER / LOUT
Appearance: Strong, tall, and clumsy in armor. Concept: Not a gentle giant.

Attributes: Strength 5, Dexterity 2, Stamina 4(6), Charisma 3, Manipulation 2,


Appearance 1, Perception 4, Intelligence 2, Wits 2

Abilities: Alertness 2, Intimidation 3, Interrogation 1, Streetwise 1, Survival 3


Techniques: Punch 1, Grab 3, Athletics 1, Tetsubo 3

Renown: Glory -, Honor -, Chi 1, Willpower 6, Health 10, Ashigaru Armor

Maneuver Cost Effect Sp. Damage Mov.


JAB 3 5 1
STRONG 1 7 1
FIERCE 0 9 0
GRAB Grab 1 8 1
MOVEMENT 4 - 4
PARRY +3 Soak against weapons 5 - 0
JAB TETSUBO 3 10 2
STRONG TETSUBO 1 12 2
FIERCE TETSUBO 0 14 1
WEAPON SMASH 14 dice, damages the weapon -1 - 1
FACE SLAM Grab knockdown 0 11 1
WOUNDED KNEE STRIKE - 2 mov., -2 sp to Kicks -1 14 1
BEAR HUG Sustained Hold 0 11 1
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GENIN SHINOBI
Appearance: Black clothes and hood hide their real identity. Concept: Ninja.
Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 3,
Appearance 2, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Subterfuge 2, Streetwise 2, Insight 1, Drive 1, Security
2, Stealth 3, Survival 1, Etiquette 1, Investigation 2
Techniques: Block 2, Grab 2, Athletics 2, Knife 2, Shuriken 2
Renown: Glory -, Honor -, Chi 2, Willpower 7, Health 7, Kunai

Maneuver Cost Effect Sp. Damage Mov.


JAB KNIVES 6 4 3
STRONG KNIVES 4 6 3
FIERCE KNIVES 3 8 2
BLOCK +2 Soak 7 0 0
MOVEMENT 6 - 5
GRAB Grab 3 5 1
PARRY +2 Soak against weapons 8 0
JUMP Aerial 6 - 2
WALL SPRING Aerial 6 - 2/4
KIPPUP -1 to speed after Knockdown - - -
TOSS SHURIKEN Range 8, throw 2 5 3 2
TOSS AERIAL SHURIKEN Range 8, Aerial, throw 2 5 3 1

JONIN SHINOBI
Appearance: Black clothes and a hood hide their real identity. Concept: Ninja.
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 3, Manipulation 3,
Appearance 2, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 3, Insight 2, Interrogation 3, Streetwise 3, Subterfuge 2,
Security 3, Stealth 3, Drive 1, Etiquette 2, Investigation 2, Style Lore 1
Techniques: Punch 2, Block 2, Athletics 2, Shuriken 3, Ninja-To 3, Focus 2
Renown: Glory -, Honor -, Chi 2, Willpower 6, Health 10, Ninja-to

Maneuver Cost Effect Sp. Damage Mov.


JAB 6 3 2
STRONG 4 5 2
FIERCE 3 7 1
BLOCK +2 Soak 8 - 0
MOVEMENT 7 - 5
PARRY +3 Soak against weapons 9 - 0
JAB NINJA-TO 7 6 2
STRONG NINJA-TO 5 8 2
FIERCE NINJA-TO 4 10 1
JUMP Aerial 7 - 2
LUNGING PUNCH STRIKE Ignores Block and En Garde 6 7 3
DOUBLE-HIT KNEE STRIKE Roll damage twice 6 6 0
SHURIKEN TOSS Range 9, throw 3 6 6 2
DOUBLE TOSS SHURIKEN Range 9, throw 4 4 6 1
SPEED OF THE MONGOOSE +3 Sp, +6 Mov, next turn - - -

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CHAPTER VII - ADAPTATION

ABILITIES OF INTEREST:

TALENTS

- ETIQUETTE
You understand the small nuances of social life, and are able to behave with elegance. You
know how to get along well in society, whether at dinner or in a dojo. Your specialty is the
culture with which you are most familiar. You use this skill during actions such as introducing
yourself, seducing, bargaining, and showing courtesy. Etiquette is also used in diplomatic
matters and social rites. Specializations: Commerce, Dojos, High Society, Street Culture,
Yakusa.
• Novice: You know when to shut up.
•• Practiced: You know not to wear sneakers in a dress code.
••• Competent: You know which spoon to take soup with.
•••• Expert: You are able to get along with virtually all social classes.
••••• Master: You could prevent World War III.

- EXPRESSION
Expression covers your ability to put your point of view across, whether it's writing a book
or debating social issues. Characters with a high level in Expression are unforgettable, but only
in their ability to convey their feelings. An intelligent or meaningful expression is an extension of
the other characteristics. Expression in its highest form can be an art. Specializations: Poetry,
Improvisation, Radical, Meetings, Performance, Fiction, Conversation, Ambiguous Speech of
Politics, Inspirational Speeches, Drama, Rhetoric.
• Novice: Tabloid Reporter
•• Practiced: University debate class captain
••• Competent: Successful comedian
•••• Expert: Best-selling novelist
••••• Master: William Shakespeare

SKILLS

- PERFORMANCE
You are able to perform artistic actions such as singing, playing the guitar, and acting. You
know the minutiae of what to do and how to do it. Your specialty is the type of performance you
focus on, most likely the first type of artistic expression you studied in your life. Specializations:
Geisha, Noh, Kabuki, Biwa soloists, During Drunkenness.
• Novice: You can play guitar or bass in a garage band, or act in a school play.
•• Practiced: You can earn a living on the nightclub circuit.
••• Competent: You can win an Oscar or a Grammy.
•••• Expert: You appear regularly in the pages of Faces magazine.
••••• Master: Your work will be remembered through the ages.

- CRAFTING
You are able to repair simple or complex devices of all kinds. This includes doors, cars,
and even Computers. Mastery of this Skill means that you are a Handyman. This Skill covers
everything from simple carpentry to mechanics. Given the proper tools, you could fix and build
anything-anything. Specializations: Wood, Metal, Weapons, Constructions.
• Novice: You can assemble a set of fitting parts.
•• Practiced: Given the proper time you could build a house.
140
••• Competent: You save a lot of money on blacksmithing fees.
•••• Expert: You are able to forge and/or build beautiful and efficient weapons.
••••• Master: Everything is fixable.

KNOWLEDGES

- LINGUISTICS
Your character is considered to be able to speak their native language, but needs to
purchase other languages that you wish them to master. At each level of Linguistics, your
character can speak another language fluently. However, Linguistics also gives the character an
understanding of the structure of language, which in turn is the basis of thought. With this
Ability, you can identify accents or decipher riddles.
• Student: One additional language
•• College: Two additional languages
••• Masters: Four additional languages
•••• Doctorate: Eight additional languages
••••• Scholar: Sixteen additional languages

ABILITIES REVISED:

- DRIVE
You are capable of driving a car and perhaps other vehicles as well. Just because you have
the Drive skill does not mean that you are familiar with all land and sea vehicles. Your level may
increase or decrease, depending on your overall experience with a specific vehicle.
Specializations: Boats, Battle Equestrian, Cabotage, High Seas, Horses.
• Novice: You can drive a trained mule or perhaps a tame horse
•• Practiced: You can drive carts over rough terrain
••• Competent: Driving mounts in battle comes naturally to you.
•••• Expert: You and your mount are one or you are an experienced sailor.
••••• Master: Knight of Renown.

- ARENAS
You have traveled and practiced in some of the underworld arenas. Arena Knowledge
represents a sense of who sponsors which tournaments, where they are held, and when. Also,
fighters who sponsor their own tournaments often increase their chances of victory by building
arenas that favor their own Style. Characters with Arena Knowledge will be aware of these
advantages of "fighting at home," allowing them to prepare accordingly.
• Student: You've heard stories about the great arenas.
•• College: You've seen some tournaments and arenas.
••• Master: You are familiar with many of the smaller arenas.
•••• Doctorate: You know all the horror stories about special arenas. You know how to to
prepare for any arena.
••••• Scholar: You know the arenas of the world like the back of your hand.

- KNOWLEDGE OF STYLE LORE (revised)


You have learned all you can about other forms of martial arts. You have practiced and
studied the Style Lore that your opponents use. You don't know everything, but you know
basically what each Style can and cannot do.
• Student: You know not to let a sumo wrestler grab you.
•• College: You can point out the differences between Itto-ryu and Yagyu-Ryu.
••• Masters: You know the different beliefs and rituals of each style.
•••• Doctorate: You could teach classes on the principles of martial arts.
141
••••• Scholar: A wise scholar on a mountaintop.

- SCIENCE (revised)
What is Science? Is it the light that will lead man to tomorrow or a machine of destruction
that will turn mankind into mere slaves? To many Duelists, Science is an esoteric subjective that
is not as important... as learning how to throw Punches. However, some Duelists and their Allies
may be bad at this skill, especially when they ask for a device never seen before.
• Student: "Don't worry, this probably won't explode... I guess."
•• College: "Those bots would look better with small chemical rockets."
••• Masters: "Men without consScience make horrible experiments...except for me, of course."
•••• Doctorate: "Of course that armor can walk on its own! Give me a few hours..."
••••• Scholar: "My lightning capacitor is ready! I'll destroy them all!"

- DEMOLITIONS (revised)
The Ability to pretor or disarm bombs, explosives, or the like. You are familiar with
dynamites, plastic bombs, nitroglycerin, gunpowder, and napalm. You can build, time, or disarm
virtually any type of explosive device. Specializations: Gunpowder, TNT, Fireworks.
• Novice: You can handle those with artificer fire without much risk.
•• Practiced: You know how to work with mining explosives and pyrotechnic shows avoiding
serious injuries.
••• Competent: You know the subject well, and can assemble and disassemble bombs.
•••• Expert: You can build, program, and disarm almost any kind of bomb.
••••• Master: The Demolitions division of a Western army could learn a few things from you.

142
NEW BACKGROUNDS

- DOJO (Warrior’s Fist 7, modified)


You own your own training hall and have a number of students who train there. The
number of points you place in this Background determines how well known your dojo is and how
much influence it has.
How can I use it in game? Obviously, the dojo is a source of notoriety, although the
character doesn't become extremely famous with it. The Storyteller may consider that the dojo
provides half of your points of fame, for the sake of convention. The legendary Gouken would
have Dojo 1 or 2 and Fame 3 or 4 (making Fame 4 or 5 in endgame terms), even though he is
a Sensei 5. These are different things, and the Background measures how well known and
relevant his dojo is in the martial arts scene.
The Dojo also has students, and usually half of them can act as Allies if they are present,
protecting their master and their academy. They won't be stronger than beginner Duelists, but
they can be useful. In any case, Dojo 4 will never be more than Fame 2 + Allies 2, keeping the
game fair, but it will add another flavor to the character in its creation, as dojos conflict, create a
culture, and can become the center of a character's life.
The Dojo can be combined with the Arena Background to be a renowned location where
duels are held (and perhaps the resident team has an advantage).
• You own a small, little-known dojo.
•• You have a medium sized, locally known dojo.
••• You have a large, nationally known dojo.
•••• You own a very large, continentally known dojo.
••••• You own a network of respected dojos.

REVISED BACKGROUNDS:

- BACKING (revised)
Some Duelists are backed by feudal lords, merchants, clans, and governments. They can
range from government ministers, to Samuraic families or large companies like a Transmarine
Trading Company. The quality of Backing can vary greatly, but any level is useful. However,
Backing is one hand washing the other. In exchange for their assistance, these patrons and
organizations expect Duelists to do favors for them.
• Small Patron: You get some assistance in your travels in exchange for representation to some
of the company's products. Examples: Small martial arts dojo, Small merchants, Clan of
medium influence.
•• Medium patron: These entities typically offer Duelists free travel and lodging in exchange for
small favors. These favors mightinclude hand-delivering documents, distributing
merchandise, or taking a look around one of the company's regional offices. Examples:
Influential dojos, Influential merchants, Small fiefdoms, Monasteries, Influential clans.
••• Influential Patron: This can be a merchant, religious, or governmental organization. This
type of group should cover all of a Duelist's expenses and even give him a small monthly
stipend. In return, this organization often requests observation missions and bodyguards.
Examples; Imperial Government Agencies, Shogun's Advisors, Influential Fiefdoms,
Powerful Merchants.
•••• Powerful Patron: These are entities and agencies like those mentioned above. At this level
of Background, however, the character has a position of responsibility. He more or less
secretly works for the company and uses his duels as cover. The agency or company
expects efficient service from him in return. It is not uncommon for a character with this
level of Backing to be routinely sent on espionage and sabotage missions. Examples:
Powerful fiefdom, Gaijin trading company, Gaijin governments.

143
••••• Super-Powerful Patron: These are the most powerful agencies, entities and governments.
A character working for one of them is basically owned by his Backing. The missions are
constant and dangerous, but the pay and benefits are excellent. Examples: The
Shogunate, Fiefdoms of great influence, The Emperor.

- RESOURCES (revised)
London, Cairo, Beijing. You can go anywhere you want, and first class - if you can afford
it. Resources are the character's cash flow. You need to determine your source of income. An
inheritance? A job? Where does he spend his money and what style of life does he lead?
• Hard: You have a small house and perhaps a mount. If you go bankrupt, you will be left with
$1,000 in cash. Monthly Income of $500.
•• Middle Class: You have a modest house, perhaps in a nice part of town. If you go bankrupt,
you will be left with $10,000 cash. Monthly Income of $2,500.
••• Life Well: You own a nice house or business (restaurant, teahouse, forge, tailor). If you go
bankrupt, you will be left with $100,000 cash. Monthly income of $15,000.
•••• Rich: You have a mansion in the capital, or perhaps a large estate with an old mansion in
the country. Perhaps you are the owner of several commerical enterprises. If you go
bankrupt, you will be left with $1,000,000 in cash. Monthly income of $50,000.
••••• Stinking Rich: You are a wealthy, very rich person. If you go bankrupt you will still have
$10,000,000 in cash. Monthly income of $250,000.

Obviously, in ancient Japan you didn't use dollars or yennes, but Rice and Precious Metals.
1 Ryo, the gold coin, is equivalent to 1 Koku, the amount of rice to keep a family fed for 1 year
and the most important financial unit in the Edo Period. 1 Ryo is equivalent to 50 silver coins
or 4000 brass coins. 1 Koku is equivalent to 100 Sho or 1000 Go (portion of rice). For game
purposes I suggest equating 100 Dollars to 1 Silver coin or 80 Brass coins.

- STAFF (revised)
Having a skilled support staff can make a tremendous difference to some Duelists. A Staff
can include apprentices, advisors, tutors, coaches, priests, mentors, servants, and even
musicians. Each member of a Staff is a unique individual with their own Abilities and
motivations, but is loyal to their leader (to a certain extent).
Staff members are usually played by the Storyteller and are not always involved in the
story. However, if you wish, another player can play the role of a Staff member. In fact, an
entire chronicle could be based around a single Duelist and the team that supports him. The
Storyteller will create the statistics for your Staff members.
• One staff member.
•• Two staff members.
••• Three staff members.
•••• Four staff members.
••••• Five staff members.

144
- ABILITIES
Uncommon Abilities: Manage, Bookie, Finance, Law, Linguistics.

Rare Abilities: Sciences and Demolitions (must be appropriate to the understanding of


the 18th and 19th centuries).

Unavailable Abilities: Computer, Cybernetics, Publicist.

- BACKGROUNDS
Uncommon Backgrounds: Clan Heritage and Elemental

Rare Backgrounds: Animal Hybrid

Unavailable Backgrounds: Manager

- TECHNIQUES
Uncommon Techniques: Firearms and Explosivos

Rare Techniques: Heavy Weapons

Unavailable Techniques: Blaster Weapons

- EQUIPMENT
Uncommon Equipment: Firearms, Steam Technology

Rare Equipment: Heavy Weapons, Explosives and others to be determined by the


Storyteller.

Unavailable Equipment: Computers; Vehicles - Automobiles, Airplanes, Helicopters;


Airwave Communications Technology

145
CHAPTER VIII - PLACES OF CONFLICT
Arenas and Important Venues
 Africa - Nyagoro Plains, Masai village (Kusaregedo)
 China - Beijin, Xian Imperial Hall (Wan Fu)
 China - Budha Mountain Pass (Yunfei)
 USA, San Francisco - Caravel / Harbor (Galford)
 USA, Texas - Pacific Railroad / Rocky Valley Desert (Earthquake)
 USA, Washington - White House Garden (Andrew)
 France, Paris - Versailles (Charlotte)
 Himalaya, Nepal - Necromancy Lab and Training Room (Kuroko)
 Green Hell, South America - swamp with islands, waterfall, garden of
statues, pyramids and stairs to the top of Machu Pichu (Tam Tam, Cham Cham)
 Japan - Asakusa, Fire Festival (Sugoroku)
 Japan - Susukigahara, Battlefield (Rera)
 Japan - Dewasanzan, Bridge of the Great Waterfall (Soegetsu)
 Japan - Dohsaki, Temple of the Demon God Ruins (Basara)
 Japan - Edo, Kabuki Theater Stage (Kyoshiru)
 Japan - Edo, Sunpu, Imeji Castle Gardens, audience with Shogun (Yumeji,
Gaoh)
 Japan - Edo, Sunpu, Tokugawa House (Tokugawa)
 Japan - Edo, Noh Automated Theater, Puppet Theater (Ocha-Maro)
 Japan - Fukae, Temple of the God of War, Fire in the City (Zankuro)
 Japan - Funatsu, Rocky Bay Beach (Shizumaru)
 Japan - Hida, Koka-in Temple steps - mist, night (Nicotine, Gaira)
 Japan - Hokkaido, Ezo, North Ainu Village (Nakoruru, Rimururu)
 Japan - Gairyu Island, rocky beach and portals (Haohmaru, Ukyo)
 Japan - Izumo, Koga, temple ruins (Suija)
 Japan - Kuchinotsu, Devastated Post Town (Zankuro)
 Japan - Kusenbutake, Amakusa Castle, sharp rocks, fog (Amakusa)
 Japan - Kushiyama, Kochi, Bamboo - early winter / spring (Jubei)
 Japan - Nagasaki, Galleon Ship (Galford)
 Japan - Nihonbashi, Kyoto, Kyoto City Grand Bridge (Tokugawa)
 Japan - Obama, active volcano Iwayama, geysers, heat, steam, earthquakes
(Enja)
 Japan - Onigami, Devil's Island (Genan)
 Japan - Sanzu River, Barge under the Moonlight (Kanzuki)
 Japan - Ryukyu Oukoku, Kyudo Village (Mina)
 Japan - Sado, Stone Ring, Bone Mountain, Yokai Cave (Kusaregedo)
 Japan - Shimabara, Temple Rock Garden (Amakusa prison)
 Japan - Tosa, bamboo forest and Buddhist temple (Yumeji)
 Japan - Towada, Mountain Stream Valley (spring and fall) (Sankuro)
 Japan - Yamagata, Road Crossing, Shinto Shrine (Hanzou)
 Japan - Yamashiro, Ghost Town (Genjuro, Zankuro)
 Japan - Yomigahara, Battlefield - before, during and after battle (Gaoh)
 Japan - Yoshino, Cherry Blossom Forest Garden (Genjuro)
 Makai - Osorezan, Demon World (Amakusa, Mizuki, Yuga)
 Prussia, Berlin - Throne room and training grounds (Storm) (Neihalt)

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Adventure Hooks

- Nicotine decides to hold a small tournament at the Koka-In Temple. A tournament of


fighters and duelists. But this is not exactly his real plan. The half-crazy monk says
he might call Haohmaru and Genjuro so they can both talk in a neutral place... The
players were summoned to go and search for both of them and give them the
invitation. How difficult can this be?
- People have been disappearing for several months in the Mado region. Men, young,
old, women and children. Who or what is responsible for this? Rumors speak of blood
magic rituals, summoning demons and Yokais. Can players unravel and end this
mystery?
- Many gaijin ships arrive in southern Japan and tension between foreigners and
nationalists escalates. It is rumored among martial artists that foreigners have
challenged Karate and Sumo dojos and won. What is happening there? There is talk
of an arena aboard a large galleon.
- In the mountainous, long-roaded interior of Japan a conflict between the Iga and Koga
clans erupts. The conflicts occur in small inns and forests, but have been witnessed.
This small war threatens the stability of the Shogunate's secret affairs and opens the
way to instability among the Daimyos. Jubei Yagyo is charged with interceding and
resolving the situation. Can the players be his messengers and peacekeepers? What
is behind this ninja war?
- Three Japanese ships are heading to the U.S. to do a tour of Hawaii. Shikimaru,
Shimaguzo and Hatsuga. Among the cargo and sailors are wealthy merchants,
foreigners returning home, and duelists fleeing justice. Intrigue, animosity, and
riches abound on this voyage. Will the Players be up to such a dangerous
transoceanic journey?
- The tiny town of Hima is threatened and extorted by criminals. They charge a fee in
cash and rice not to attack the village. During this time of famine and despair, the
town hopes that brave and honorable travelers will come to its borders. Will the
players accept this responsibility?
- A young Prussian duchess and a very rich young Frenchman flee to Japan to escape
the prohibitions of their families and their relationship. Charlotte and Neihalt are
called to find them, but do the young people want to be captured? Are there secret
forces also hunting the enamored couple? Who will the players help, the hunters or
the hunted?
- Temples in 5 different mountains have been broken into and looted. Rumor has it that
the thieves are after a cursed blade forged by Muramasa two centuries earlier. The
"Sword with red arteries" is considered legend... or not? Crime or a sign of ill omen?
It's up to the Players to find out.
- Kenjutsu dojos are in dispute. They wish to prove who should be next to become the
official Style of the shounato. Conflicts between students and instructors are
increasing in number and violence. Is a formal tournament the way out of this mess
of Swords and egos?
- Ships from Japan land on the new continent... South America. In them came samurai
and ninjas, fighters and masters. What adventures await players as they enter the
Green Inferno? There are mighty warriors in the forest lurking...

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CHAPTER IX - FINAL CONSIDERATIONS
Everything needed to start a Samurai Shodown Campaign is here, but it is
recommended that the Storyteller (and maybe the whole group) watch the "Samurai
Shodown" anime, as it gives ideas for adventures and puts everyone in the mood of the
game. Reading about Japanese, Korean, Vietnamese, Thai and Chinese culture and
history will deepen and enrich the scenario and guide adventures.

 Samurai Shodown adaptation was initially developed by Eric Henrique de


Souza. Characters (except Haohmaru and Galford) created by Fagner.
 Animal Companions adaptation and rules come from the G-File netbook
(https://sfrpg.com/wp-content/uploads/sfrpg_ebook1.pdf).
 Texts and History are from SNK's Site
(https://snk.fandom.com/wiki/Samurai_Shodown_(series) and were
translated and modficated by the authors.
 Eric Henrique "Musashi" de Souza (Shotokan RPG):
http://www.sfrpg.com.br/shotokan/
 Matt Meade (SFRPG.COM): http://www.sfrpg.com/
 Luiz Fernando Duarte Junior (Super Street Fighter RPG):
http://www.sfrpg.com.br/
 Rich/Ansatsuken: http://streetfighterrpg.blogspot.com/
 Thanks to the facebook group
(https://www.facebook.com/groups/sfrpgbr/?fref=ts), for the many
discussions about rules and characters, which made this supplement what it
is today.
 The System used in the adaptation belongs to White Wolf, and, in order for
the game to be perfectly enjoyed, the basic book Street Fighter: The
Storytelling Game, published in Brazil by Editora Trama through the set of
the magazines Dragão Brasil Special #9, #11 and #13, or, in one book, in
issue #24, as well as its supplements, or the 20th Anniversary Edition, which
can be downloaded at: http://www.sfrpg.com.br/shotokan/
 Character adaptation of Samurai Shodown 2 developed by Kanada
Shimaru and reviewed by Eric Henrique de Souza.
 Characters from Samurai Shodown 3, 64, Warrior's Rage, 4, 5, 6
developed by Felipe Vasconcellos.
 The final revision and current version was developed by Felipe
Vasconcellos.
 Translation by Richard 'Bat' Brewster Batjutsu SFRPG. Extra thanks to
Felipe Vasconcellos and Eric Henrique de Souza for their assistance.
 Front Cover (English version) by Cliff Alan.

The images used belong to Capcom and/or SNK, as well as everything that
refers to Samurai Shodown or Street Fighter or Soulcalibur and the characters
presented, as well as names of Maneuvers, artifacts and Backgrounds.
All characters, brands and images used here are property of SNK Corporation
and/or CAPCOM. Their use here is for entertainment and free online distribution and
without any financial purpose.
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