Profession Templates
Here are some additional templatyes for your Sengoku campaign. These templates can be used "as is" as Historic-level "typical" NPCs for their profession, or they can be used as character creation templates to assist the players (or GM) in creating full-fledged player- (or Non-player-) characters.
If using the templates to create a Historic-level character, add 5 more points to the character's Stats. For a Chanbara-level character, add 20 points to their Stats. For Anime-level add 35 points to Stats.
Ferryman
Int 3	Will 3	Pre 3	Aes 2	
Pie 3	Kao 3	Str 4	Con 4	
Body 3	Tech 3	Ref 3	Dex 4	
Move 4	End 40	SD 8	Stun 15	
Hits 15	Rec 8	Res 9	Hon 30	

Perks: Contact: gambler or thief (1), License: to run ferry service (1)
Complications: Coward: Avoids or trembles at danger (Freq, Minor) (2)
Skills: Acting or Boating 3, Business 2, Expert: Rivers 2, Flattery or Persuasion 3, Gambling 3, Streetwise 2.
Equipment: Headband/towel, wrapping cloth (furoshiki), bamboo water bottle, pair of wooden dice, riverboat (if character has boating skill).
Allowed Castes: Bonge, Hinin
Description: The ferryman is a hearty soul who makes his living ferrying people across the shallow but often rapid rivers that snake throughout Japan. He plies his trade with his small riverboat, transporting people and goods across, or (if of the poorer variety) by literally carrying people or goods across the river on his back. It's not uncommon to see a dozen or more all working the same location; after all, there are only so many river crossings.
If honest ferrymen make a decent living in this way, especially along the major highways of Japan, less honest ones can make a fortune. While a good number of ferrymen are friendly and offer excellent service, some will try to take advantage of their customers if they sense a low-risk opportunity. By simply stopping half way across the river and demanding more money, the ferryman almost ensures that he will receive the extorted money from his client, else they risk being thrown overboard and getting soaked and having to manage to get their goods the rest of the way across the river by themselves. Of course, some unscrupulous ferrymen discover the hard way that their would-be victims are nothing of the sort.
The real action in the ferryman's life happens at night, however. While some ferrymen go back to their modest homes in the evening, some gather together on the riverbank, sharing sake and telling grand stories to entertain each other. And, of course, there is the gambling. Most evening activities are innocent, consisting of a bunch of laborers letting off steam, though some can turn ugly, with fights breaking out or unwary travelers being accosted. As a result, the local authorities keep a generally close eye on the ferrymen (unless, of course, a respectable "gift" is given to look the other way).
Ferrymen can make excellent contacts for characters, supplying them with the latest rumors from travelers or a means of transporting some item (or person) covertly up- or downstream. A number of chanbara films have portrayed ferrymen involved in some covert operation or smuggling scheme.
Ferrymen are almost exclusively from the bonge or hinin castes.

Jizamurai
Int 3	Will 3	Pre 3	Aes 2	
Pie 3	Kao 3	Str 4	Con 4	
Body 3	Tech 4	Ref 3	Dex 4	
Move 3	End 40	SD 8	Stun 15	
Hits 15	Rec 8	Res 9	Hon 30	

Perks: ML2 in jizamurai or samurai clan (6)
Complications: Vow: Fealty to daimyô, risk life and limb (Infrequent, Extreme) (20)
Skills: Archery or Polearms (Choice) 3, Farming or Hunting 3, Folklore 2, Navigation or Survival 2, Riding 3, Swords 3
Equipment: Wrapping cloth (furoshiki), bamboo water bottle, longbow (yumi) or polearm of appropriate MR/type), complete mid-level samurai armor (see page 162)
Allowed Castes: Buke
Description: Jizamurai are the landed samurai, or "gentry," of Nihon. While of the buke caste, the jizamurai are not, as a rule, found in the garrisons of the local daimyô during peace time. Instead, the jizamurai can be found managing -- and sometimes even working in -- the fields that make up the daimyô's fief or han. Jizamurai are the "blue collar" buke, of a sort, with direct ties to the bonge communities they work and live in or near. More often than not, the local master of a fief containing villages is himself a jizamurai; a "working samurai."
Jizamurai families are sometimes descended from samurai families who were on the losing side of a battle or takeover. In lieu of being destroyed outright by the victor (and defacto new lord), the jizamurai families were allowed to keep their often small parcels of land in return for swearing allegiance to the new lord. (In truth, the jizamurai were often feared by the ruling daimyô and were offered such arrangements as a way of placating the jizamurai and to prevent uprisings that could threaten the lord's control of the han.) Jizamurai are generally considered independent buke, though those who have sworn fealty to a lord they consider themselves as much samurai as any other retainer.
They are generally held among the lowest strata of the buke, below even ashigaru, who are still considered direct retainers. But during times of crises or war, jizamurai are more than eager to don their armor and weapons and take to the battlefield. For it is in war that a true samurai finds himself.

Miner
Submitted by G. Takeda
Int 2	Will 4	Pre 2	Aes 2	
Pie 2	Kao 2	Str 5	Con 5	
Body 5	Tech 4	Ref 2	Dex 3	
Move 2	End 50	SD 10	Stun 45	
Hits 25	Rec 10	Res 12	Hon 20	

Perks: ML 2 in mining group (2)
Talents: Danger Sense (20)
Complications: Personal Habits-Unkempt (Frequent, Major) (7), Stubborn-Risk ostracism (Infrequent, Major) (5), Secret-Concealing theft from lord (Risk death, Frequent, Major) (12), Sense of Duty-to mining group (Frequent, Minor) (2)
Skills: Climbing 3, Concealment 2, Expert: Mining Techniques 3, Smithing 2, Survival 3
Equipment: Wrapping cloth (furoshiki), bamboo water bottle, bamboo spade, bamboo ore pan
Allowed Castes: Hinin, Bonge
Description: The miner described above is a veteran hired by the local lord to help in the mining of whatever metal (copper, silver, gold, etc.) found on the lord's domain. This miner spends time examining the ground, helping to pan surface metals, and eventually going underground to tap deeper veins when the surface metals are exhausted.
Mining is a very grueling and dangerous occupation although many miners are dedicated to the mine and fellow miners.
The miner is very resilient and quite lucky in an occupation where hazards are very routine. The miner has achieved a "sixth-sense" (which is attributed to fortune) when mountain-top forays become landslides and when underground mines will flood or collapse. The miner is also concealing the fact that quite a few miners and supervisors are helping themselves to a portion of the lord's mine without the lord's knowledge.

Nukenin
Submitted by Sami Liljavirta
Int 3	Will 3	Pre 3	Aes 2	
Pie 3	Kao 3	Str 3	Con 3	
Body 3	Tech 3	Ref 4	Dex 5	
Move 4	End 30	SD 6	Stun 15	
Hits 15	Rec 6	Res 9	Hon 20	

Perks: Buddhist temple Abbot (4), Contact: as appropriate (6)
Complications: Oppressed: Hinin, outcast (const, minor) (6), Poverty: Dirt broke, hinin (const, minor) 5), Secret Identity: Living a normal life (Freq, Extr) (15), Enemy: Marked for death, Shinobi clan (30).
Skills: One Craft skill (Choice) 3, Acrobatics 4, Dance: Popular Dance 2, Language: Shinobi clan dialect 2, Meditation 2, Nin-jutsu 4, Ninpo Tai-jutsu 4, Scouting 2, Stealth* 4, Survival 4, Sword 3, Tracking 2, Choice of any two weapon bugei 2 each, Perception* 4, Disguise 4
Equipment: 6 Shuriken, Shinobigatana (Hiden inside walkingstick),bamboo water bottle, any one weapon, Poor quality clothes for diquise.
Allowed Castes: Hinin
Description: Renegade Shinobi, A Fugitive Ninja hunted by his former clan!

Shorin Monk
Submitted by G. Takeda
Int 3	Will 3	Pre 2	Aes 3	
Pie 4	Kao 2	Str 3	Con 3	
Body 3	Tech 3	Ref 4	Dex 4	
Move 3	End 30	SD 6	Stun 15	
Hits 15	Rec 6	Res 9	Hon 20	

Perks: ML 2 in Buddhist Sect (6), Contact: Minor Daimyô (6)
Complications: Outsider: Chinese (Infrequent, Minor) (2), Vow: Buddhist priestly vows, risk life & limb (Constant, Major) (15)
Skills: choice of King Fu (treat as Atemi-waza) or Ju-jutsu 4, Acrobatics 4, Buddhism 3, Focus Chi (Ki) 3, Language: Chinese 2, Meditation 3, choice of Flails, Polearms: Lance or Polearms: Staff 3, Teaching 2
Equipment: Buddhist monk robes, Buddhist rosary, staff or similar item (treat as Bô)
Allowed Castes: Any
Description: The Shôrin (or Shao Lin) monks have been noteable players in Chugoku (the Middle Kingdom, aka China), especially following the arrival of Bodhidarma. Combining spiritual enlightenment and physical prowess, the monks have been called upon to play important roles in the Middle Kingdom as a country.
The interaction with Nihon stems from monks being indoctrinated by military commisioners to help fight off the invading Japanese troops around the late-Muromachi/mid-Ming period. These monks also began exhibitions of their martial prowess for tourists towards the late-Ming/Sengoku period.
Also during this period, monks may have traveled to Japan to teach martial skills to select native pupils (Cheng Yuanyun is printed as a teacher of a Shôrin style to three Japanese who would later found their own ryû).
The Shôrin monk appears in this game period for similar reasons as a Chinese scholar, to impart "continental" knowledge to Japanese martial artists. The monk may also be part of a touring band of performers.

Taisho
Submitted by Sami Liljavirta
Int 3	Will 3	Pre 4	Aes 3	
Pie 3	Kao 5	Str 3	Con 3	
Body 3	Tech 2	Ref 3	Dex 2	
Move 2	End 30	SD 6	Stun 15	
Hits 15	Rec 6	Res 9	Hon 50	

Perks: Contact: Major daimyo(7), ML 9 in samurai clan (27), Wealth (4)
Complications: Code of Honor: Bushido, Risk life & limb (Frequent, Extreme) (25), Public Figure: Local General (Frequent, Minor) (5), Sense of duty: to clansmen/ retainers (Infrequent, Major) (3). Sense of duty: to Daimyo (Infrequent, Major) (3)
Skills: Diplomacy 2, Fans 2, Go 3, Leadership 4, Riding 3, Strategy (choice) 4 and other Strategy (choice) 3, Tea Ceremony 2
Equipment: Court vest (kataginu), handkerchief (fukusa), purse (uchi-bukuro), complete upper-rank samurai armor (see Sengoku, page )162, strong box (for carrying armor during peacetime), tessen, horse.
Allowed Castes: Hinin
Description: Taisho are clan generals and commanders (usualy Councilors at ML9 or Daimyo ML10). Bodyguards and retainers varies, dependent upon rank and income of the Taisho, but usualy 2-20.

New Skills
Below are some additional, ,optional Skills for use with the Sengoku roleplaying game. Those submitted by Sengoku fans are indicated with their name below the title. Fan-submitted skills are not "official," although they are quite cool and can used with the game.

Cartography
Submitted by G. Takeda
Description: Cartography, the skill of making and using maps with accuracy. Cartography can be a stand alone skill or can also be complementary to: Astronomy, making accurate star maps (INT); Carpentry, making replicable structures via "blue-prints" (INT); Local Expert, making maps for strangers (INT); Scouting or Strategy, making useful battle maps (INT).

Cursing
Submitted by G. Takeda
Description: Cursing, the art of criticizing (blatant or veiled), retorting, and making lasting epithets. Cursing is not the skill for humble folk or those who cannot "take it" as well they "give" it.
Constant usage can make the user "uncouth" but can be used as a complementary skill with Interrogation, Persuasion (as a taunt), and Oratory. Essentially, it grants the user the ability to bestow temporary (or permanent) Bad Reputations or Renown.
Cursing is the opposite of Flattery, though it is considered a related "subset" of the Flattery skill. A character with either skill automatically receives the other at 1/2 value (rounding up). For example, a character with Flattery of 4 may also use Cursing at 2. (PRE)

Law
Submitted by G. Takeda
Description: Law, the knowledge of existing laws and decrees with focus on the local lord, the Shogun (if any), and the imperial court. This knowledge can also be used to advise the creation of new laws or the modification existing ones to whatever benefit the advisor wishes. Knowledge of laws also allows one to know the loop-holes.
Law is a complementary skill to Rhetoric, High Society, and even Persuasion ("Pardon me, doshin-sama. That man should be arrested. You remember the edict of Geshi, during the hour of the Dragon, within the second codex, fourtieth point..."). Confucianism may also be used as a complementary skill to Law. (INT)

Storytelling
Submitted by G. Takeda
Description: Storytelling, the art of entertaining and teaching an audience using a story. This is a specialization of the Oratory skill. A character with one skill may use the other at 1/2 value (rounding up). For example, a character who buys Storytelling at 5 may use Oratory at 3.
It is complimentary to many skills, such as Classical Literature, Folklore, History, Local Expert, Teaching, and the religion skills. In an era where few people can read complex characters, story tellers are the disseminators of both useful and trivial knowledge. (AES/PRE)

Okuden
Below are some additional Okuden for use with the Sengoku roleplaying game. Those submitted by Sengoku fans are indicated with their name below the title. Fan-submitted Okuden are not "official," although they are all quite cool and can used with the game.

Continuing Wave
Submitted by Paul Wilcox
Description: This technique emphasizes flowing from one attack to the next and pressing the initiative. Should the character win initiative, then for each subsequent round that the character wins initiative they receive a +1 bonus to their Initiative rolls, and + 1 DC to their damage rolls. These bonuses are not additive (the bonus will never exceed +1 initiative and +1 DC), cannot be split between multiple opponents, and are lost if the character loses initiative. The bonuses are restored the next round that the character wins initiative.
Cost:5 OP May be bought for: Kenjutsu/Swords skill (or any martial skill with GM approval) Modifiers: +1 DC / +1 DC on any Phase that the character wins Initiative

Cut From Heaven
Description: This okuden allows a swordsman to add +2 DC to any sword attack, with a -2 DEX penalty. The DEX penalty last until the character takes his next Action.
Cost:6 OP May be bought for: Kenjutsu, Any weapon bugei (with GM's permission) Modifiers: +2 DC / -2 DEX

Egurizuki
Description: Egurizuki is a kenjutsu okuden developed by the Ten Ryû. With this technique, the attacker performs a stretching, spiraling binding thrust, which ties up the opponent's sword and allows the attacker to thrust the tip of his sword past his opponent's defenses.
Characters using this okuden make an attack roll using their Swords (Kenjutsu) skill, at -2 AV. If successful, both the attacker and the defender must make STR rolls; the defender rolls a number of dice erqual to his STR, and the attacker rolls a number of dice equal to his STR+2. If the attacker's STR roll total meets or exceeds the defender's, the defender is forced to drop his weapon and is struck by the attacker's sword. The attacker subtracts -2 DC (-2d6 damage) before rolling for damage, but any armor worn by the opponent is only at 1/2 value. Optional Rule: After a successful Disarm, the defender loses any remaining Action for that Phase and the attacker automatically takes his Action first on the following Phase. There is no automatic strike in the same Phase as the Disarm, however.
Cost: 15 OP May be bought for: Swords (Kenjutsu) Modifiers: -2 AV; Disarm (STR+2 vs STR); Armor Piercing attack

Flashing Steel
Submitted by Paul Wilcox

Description: The character may blind an opponent by reflecting light from the sun or other bright light source into their eyes. Requires a successful REF + Weapon Skill + 3d6 roll against the target's DEX + Ranged Evade + 5 (for surtprise; +10 for anysubsequent attempts). The blindness lasts for one Phase.
May be bought for any melee weapon skill that uses a reflective metal weapon (such as a sword or naginata).
Cost:5 OP May be bought for: Any metal weapon Modifiers: None; Flash attack

Ichitô-iai
Description: Ichitô-iai is an okuden that allows a swordsman to make an iaijutsu attack using one hand, with no AV penalty and a +1 STR Minimum. The character rolls his Fastdraw: Swords (aka Iaijutsu) skill normally. On a success, the target is struck by the attacker's sword. Because of the increased STR minimum, the damage is decreased by 1d6.
Characters receive a -3 AV modifier for using their off (i.e., left) hand with this okuden. This allows characters to make a one-handed iai attack with their wakizashi while they are holding a katana in their right hand (perhaps while Blocking or Pinning an opponent's weapon). Once drawn, the weapon is used normally, using the Swords (Kenjutsu) or Two Swords (Ni-tô Kenjutsu) skill, as appropriate.
This okuden simulates the maneuver used by several chanbara characters, including Toshiro Mifune's character in the classic final duel of "Zato-ichi Meets Yojimbo."
Optional Rule: The character must "set up" the iaijutsu draw in advance, taking a minimum of one Phase to prepare. This can often be done just prior to a duel or other situation in which the character anticipates the need for the manuever. The Ichitô-iai draw cannot, however, be used by a character who is surprised or who otherwise failed to prepare for the draw.
Cost: 2 OP May be bought for: Iaijutsu Modifiers: No penalty for single-hand draw; -3 AV if using left hand

Lightning Fists
Submitted by Sami Liljavirta
Description: The character is able to strike a single opponent in rapid succession, allowing two attack rolls in one Phase. Both attack rolls suffer a -2 AV penalty.
Cost:5 OP May be bought for: Any unarmed combat bugei Modifiers: Two attacks/Phase; both at -2 AV

Okiotoshi
Description: Okiotoshi is an okuden that allows an attacker to cut through an opponent's sword (or other weapon), breaking it. It is not designed as an attack directly against the opponent, but rather as a way of removing the weapon and rendering them unarmed.
The attacker must declare he is making an attack using the okuden before rolling to hit. The attacker's AV suffers a -2 AV in addition to any other modifiers based on the defender's Action, as the attack is being made against the opponent's weapon (harder to hit than a grown man).
On a successful Strike by the attacker, or a successful block by the defender (if the defender is blocking with a weapon) the attacker rolls the damage for the weapon, adding +2DC (+2d6) to the roll. If the defender performed a successful Block action, add an additional +2DC (+2 DC) to the damage roll! If the damage roll total meets or exceeds 30 Hits, the weapon is broken.
Optional Rule: The number of Hits required to break a weapon is modified by the quality of the weapon. For each level of quality below Average, subtract 5 Hits from the required Hits needed to break the weapon. For each level of quality higher than Average, add 5 Hits to the number required. For example, a Below Average quality weapon would require a damage roll of 25 or more Hits to break it. A Master quality weapon would require 40 Hits.
Cost: 2 OP May be bought for: Kenjutsu Modifiers: -2 AV, +2d6 (+4d6 if defender Blocks)

Raging Tsunami
Submitted by Arthur Sims
Description: This Okuden allows the player to perform a furious, spinning, 2-bladed attack against one opponent. The character is not required to possess the Battling Monkey (Ambidexterity) Talent. The attack comes in a 1-2 succession.
The player first announces that s/he will attempt the maneuver and chooses her target. The first strike is at -4 AV. If the first strike is successful, the 2nd blow automatically connects. S/he can choose a specific body part (Location) as the target of the first strike, but the second (and subsequent) strike location is random. Damage is rolled separately for each attack.
A character performing this maneuver cannot attack first in the next Phase (wether they strike or miss). That is, the opponent (if still alive) automatically acts first on the next Phase.
This Okuden can be upgraded so that the player can spin up to 4 times (Max), landing 3 more automatic blows. The cost is 10 OP per extra spin/strike.
This maneuver is best used in less realistic campaigns (i.e., Chanbara- or Anime-level campaigns).
Cost: 15 OP for one extra striketo, +10 OP for every added strike (up to 3 extra strikes) May be bought for: Any Short or Medium bladed weapon Modifiers: -4 AV on first strike; if successful, all subsequent attacks automatically hit.

Reflecting the Sun
Submitted by Slaine Fullerton
Description: This okuden only works with polished blades, and in sunlight. The swordsman spends an Action to position his blade in such a way that it reflects the light of the sun into a single attacker's eyes, reducing his perception and preparation for attack. Successful use of this Okuden reduces the opponent's next action by -2, penalizes his Initiative by -2 as well, and grants the user a +1AV on his next strike. Reflecting the Sun is often used to set up for use of another okuden, such as Cut From Heaven.
Cost: 10 OP May be bought for: Kenjutsu. With the GM's permission, this okuden may be purchased for any high-polished, bladed weapon, especially the Nagamaki or Naginata. Modifiers: +1 AV subsequent round. Opponents actions are at -2; Opponent's initiative for subsequent round is also at -2.

Seeking Fist
Submitted by Sami Liljavirta
Description: The character is able to strike at an opponent's vulnerable points, effectively cutting the target's defenses (either Stun Defense or Armor/Killing Defense) by 1/2 with a successful roll (takes one Action; TN 20). +2 to the TN for each successive attempt.
Cost:10 OP; +2 OP per +1 to roll May be bought for: Any unarmed combat skill Modifiers: 1/2 target's DEF; base roll 10+3d6 for 10 OP

Silent Winds
Submitted by Sami Liljavirta
Description: The character is able to perform any attack or defend action without making any noticeable noice at all. Characters within 2 meters (1 ken) of the character can detect the sound with a successful INT+Perception+3d6 roll against a TN of 18.
Optional Rule: The Silent Winds okuden is only available for Shinobi characters or those with similar backgrounds (GM's discretion).
Cost:5 OP May be bought for: Any bugei Modifiers:Silent action; Perception roll (TN 18) to detect if within 2m (1 ken)

Splitting the Stone
Description: This okuden allows a swordsman to make a devastating overhead attack, designed to cut through any armor and (ideally) through the opponent. To perform the maneuver the character makes a Swords (Kenjutsu) attack, with -2 AV and -2 DEX modifiers in addition to any other modifiers (such as for movement, distance, weapon length, etc.). On a successful strike, the attacker rolls 1d6+3 for the Hit Location, and any armor on the location struck has its Defense halved against damage from the blow.
Alternately, a character with this okuden may make a "called shot" on any one location from 4 (Head) to 9 (Shoulder). If a chartacter makes a called shot to a particular location, such as the head, while using this okuden, then add the listed modier for that location; there is no need to roll for Hit Location in this case. For example, a strike to the head is listed as having a -6 AV modifier. If a character is using the Cut From heaven okuden and attempting to specifically strike an opponent's head, the total modifier for the attack is -8 (when you add the base -2 AV modifier for the technique).
Optional Rule: This okuden may only be used against opponents wearing armor. If a character using this okuden strikes a character in an unarmored location, the attack is treated as a "miss."
Cost:8 OP May be bought for: Kenjutsu, Any weapon bugei (with GM's permission) Modifiers: -2 AV/-2 DEX; 1d6+2 for Hit Location

Sword of the Shining Moon
Submitted by Rich Spainhour
The use of this okuden requires that the user's katana have a loose, brightly-polished tsuba (sword hilt). The user positions himself so that a bright light source is behind his opponent's back (NOTE: the light source must be at least as intense as a full moon on a clear night, hence the okuden's title). He then flourished his katana with hypnotic langor, and, once his opponent has fixated on the blade, the user shifts the tsuba with his thumb, blinding his opponent with reflected light.
The user must spend an Action and roll REF + Swords + 3D6 vs opponent's DEX + Ranged Evade + 10 to properly target the blinding light. If he hits, his opponent is rendered blind (-5 AV/DV in HTH/Melee, 0 AV/DV in Ranged) for the three Phases. Use of this okuden is not strictly honorable, and the user could suffer up to -3 SL Honor Points, depending on the number of witnesses who successfully spot the tactic being used (witnesses need to roll INT + Perception + 3D6 vs TN14 to recognize what took place).
Notes: (Flash vs Sight, 3 Phases (30 OP); Conditional: only works when facing full moonlight or brighter (-10 OP); Gestures (-5 OP); Grabbable Focus: sword with loose, polished tsuba (-20 OP); No END (+10 OP)
Cost:5 OP  May be bought for: Swords Modifiers: Swords roll vs. Target; Target Flashed for 3 Phases

Tachiwaza no Bu
Description: This okuden allows a swordsman to make attacks and defend using his sword, without penalty, while in the seated or kneeling positions. Normally, attacking from such a disadvantageous position would incur a -1 to -3 penalty (determined by the GM). Characters with this okuden may use any sword bugei they possess with no such penalty, at no extra cost (i.e., the okuden may be bought once and applied to all sword skills that the character has, including Yadomejutsu and Iaijutsu). For example, Sanjuro has Swords, Two Swords and Iaijutsu. He later buys the Tachiwaza no Bu okuden for 4 OP. He now receives no penalty for using any of his sword bugei while seated or kneeling.
When rolling for Hit Location for attacks made from the seated or kneeling positions, the player rolls 2d6+6 instead of the usual 3d6. Alternately, characters using this okuden may make a "called" shot to their opponent's stomach (location 12) or thighs (location 14) at no penalty. Any other locations specifically targeted incur the appropriate AV modifier (see the Hit Location table, page 211), however.
Optional Rule: The GM may require characters to buy this okuden separately for each skill that it is to be used with. In this instance, the GM should reduce the cost of the okuden to 2 OP for each skill it is to be used with.
Cost:4 OP May be bought for: Any sword bugei Modifiers: No penalties in seated/kneeling positions

New Ki Powers
Below are some additional Ki Powers for use with the Sengoku roleplaying game. Those submitted by fans are indicated with their name below the title. Fan-submitted Ki Powers are not "official," although they are all quite cool and can used with the game.

The Way of Stone
Submitted by Jose Ramos
Description: These are three linked Ki Powers, making up a special "set." They may be purchased separately, but must be bought in order (i.e. you must have Mountain Heart before you pick up Metal Body). Only one Okuden may be used in a given Phase.
Mountain Heart: You have inured your body to pain and privation. Reduce damage from any source by 25% (round down), ,after subtracting effects of any armor. You do not suffer impairments when you use this Ki Power. Cost: 10 OP.
Body of Metal: You can harden your muscles to the consistency of steel. You get 6 KD on all your body but the head. This armor is not cumulative with any other. COST: 6 OP.
Granite Soul: You become one with the mountain. If you beat the AV of any attack with a roll of WILL + Focus Ki + 3d6 (or beat a DN 18 for "inanimate" things, such as fire, ice cold waterfalls, etc.) you suffer no damage. Even if you fail, you suffer no Knockback. If you foll 5 or more than needed to succeed, any Average Quality weapon striking you automatically breaks, any Good Quality weapon breaks on a 10+ on 3d6, Excellent weapons on a 15+ on 2d6. Master Quality or Legendary weapons will break only on a roll of 18,
This technique is appropiate for Yamabushi and mountain men, used to bathing in waterfalls, battling bears with their bare hands, and communing with the mountain kami. Cost: 20 OP.

New Prayers
Below are some additional Prayers (spells) for use with the Sengoku roleplaying game. Those submitted by Sengoku fans are indicated with their name below the title. Fan-submitted prayers are not "official," although they are all quite cool and can used with the game.

Kumo no su (Spider's Web)
Submitted by Alex Neilson
Casting time: 20 minutes
Level: Varies (1 - 5)
Available to: Onmyodô, Shugendô
This spell opens the practitioner's mind to the movement of all people, animals and other objects in the area (level 1, an 8-meter (4 ken) radius; level 2, 16 meters (8 ken); level 3, 32 meters (16 ken); level 4, 64 meters (32 ken); and level 5, 128 meters (64 ken)). At all levels, humans and moving but inanimate objects can be detected, but only animals up to a particular size can be detected at each level of the spell.
Unfortunately, the drawback of this spell is that, at lower levels, the caster has no way of identifying the creatures sensed. Thus, at level 1 or 2, an ant cannot be distinguished from a human being. At level 3 and 4, practitioners begin to have a feeling of what they are sensing, and can determine the size of what they are sensing and whether it is alive or not. At level 5, the practitioner can determine the outer shape and size of anything he can detect.

Level	Notes	
1	The maximum size detected is about the size of a rabbit; 8m radius	
2	The practitioner can detect child-sized creatures; 16m radius	
3	Human-sized animals can be detected; 32m radius	
4	Any creature up to the size of a horse can be detected; 64m radius	
5	This spell can pinpoint the location of any creature at all; 128m radius	
This spell's duration is 20 minutes for all levels.

Lotus Armor of the Buddhas
Submitted by Slaine Fullerton
Casting time: 1 Hour
Level: Varies (minimum 1)
Available to: Bukkyô, Shugendô
While chanting, the priest writes out the Lotus Sutra on the spell recipient's body, covering him in the script. If the prayer is successful, the recipient is protected by the power of the Buddhas, conferring 3KD per LoS against ALL attacks. Furthermore, all damage incurred from attacks by demons or evil spirits is reduced by 25% per 2 levels of the spell, to a maximum of 75%.
These effects will only work when the recipient is unarmored, trusting in the powers of the Buddhas to protect him. Also note that the effects of multiple uses of the Lotus Armor are not cumulative; after each casting, the recipient must be washed clean before the Sutra can be written down again. Only the most recent one is used.
The duration of the spell is set, regardless of its level. The effects will last one full day, or until the ink is washed clean in a proper bath. It is important to note that this ink will remain unmarred, even when submerged in water, unless purposely scrubbed off by the Caster, the spell recipient, or a Priest (of any faith) with a PIE of 5 or higher.

Spirit Flames
Submitted by Slaine Fullerton
Casting time: 1 Minute
Level: Varies (minimum 2)
Available to: Onmyodô (at GM's discretion, Shintô also)
Uttering of this prayer causes one or more dancing green flames to appear around the caster. One such flame is created for every two levels of the spell (LoS/2). The flame(s) will drift and float about the caster, though they will always remain within 1 meter of the mystic. Though the flames give off a magical warmth and light, they will not ignite anything combustible. The flame casts a soft, green light in a two meter radius, cumulative, for each flame that is present (if a caster has called three flames, they give off light in a six meter radius).
The flames may also be launched (in any combination) at a target. Each flame that successfully strikes a target causes 1d6 of Killing Damage. The damage ignores all normal defenses (magical ones, however, do apply), but cause no Knockback to the target. Attacking with a Spirit Flame requires a successful REF + Magic Skill + 3d6 roll against the target's DEX + Ranged Evade (if any) + 10. Flames which miss their intended target will disappear.
This prayer is ineffective in sunlight; any exposure to sunlight will instantly dispel the Spirit Flames. Generally, this causes the spell to expire with the coming sunrise, however, in those cases where the sunrise is not a factor, the maximum duration of the Spirit Flame is 6 hours, unless the flames are used in an attack, in which case they are consumed and disappear.

Master Quality Items
Here are some unique, Master Quality items for your Sengoku campaign. These items each have a background (back story), which can easily be fit into an existing campaign).

Dotoku no Ya
Submitted by G. Takeda
Item: Arrow (yanagi-ha); a master quality arrow for the morally sound user.
Bonus(es): +(firer's KAO) AV; + (3/Good Karma) or - (3/Bad Karma) DC
Personality: Righteous
Description: Dôtoku no Ya is a plain and common-looking yanagi-ha. Upon closer inspection the characters for its name are finely etched into the bamboo shaft. Nothing else would mark this as a Master Quality item.
Background: Dôtoku no Ya is a master quality arrow made in 1468 by a mediocre bowyer Tanuki no Tsuchi (The badger Tsuchi). Tsuchi hadsnuck onto his lord's property and quietly cut the bamboo from the lord's private grove. Due to the stars, the moon, and by sheer fortune, he crafted Dôtoku no Ya along with a set of other arrows.
Tsuchi first realized the arrow's unbreakable nature and began testing it on any living creature he could find, killing large amounts of domesticated and wild animals in his home town. In the summer of 1469, however, he shot and killed a favored falcon of a troop commander who was passing through. Tsuchi could not retrieve the arrow without revealing himself as the culprit, so he left the arrow and the dead falcon with the troop commander.
The troop commander was killed 49 days after the death of his falcon in one of the battles of the Ônin War. With his dying breath, he cursed the arrow for bringing ill fortune and swore that only the righteous should wield the arrow and then only for righteous means.
Warning: Firing the arrow at someone in "unrighteous" anger (GM's discretion) will split the user's bow in two, destroying it, and cause the arrow to imbed in a nearby non-living target. It cannot be pulled out unless the firer makes amends (i.e. Atonement) or a morally sound user pulls it out at his/her own wishes.

Hiren no Sô
Item: Yari
Bonus(es): +1 AV, +1DC
Personality: Jealous
Description: The shaft is constructed from a perfect specimen of black bamboo, cut from the mountain Takanawayama, on the island of Shikoku. The blade is extremely sharp and has a mirror finish, as well polished as the finest katana. Anyone weilding Hiren no sô has a +1 AV (+1 to their "to hit" roll), and upon striking a target the yari inflicts an extra +1DC (+1d6) of damage.
As deadly as the yari itself is its unnerving tendency to cut any woman who handles the weapon or is in close proximity to the blade. Such is the karma of the blade forged by a man whose heart burned with jealousy.
Background: Hiren no sô is a yari, created in 1521 by the master smith Tosa no Koemon (Koemon from Tosa province), who made yari blades under contract for the local lord. In that year, Koemon fell in love with a beautiful courtesan in the nearby town. Though he saw her as often as he could (or rather, could afford) they were not destined to be together. One spring day Koemon learned that his love's contract had been bought by the local daimyô, to be given as a gift to one of his loyal retainers. Koemon could not bear the thought of losing contact with the one person in life he truly cherished.
Koemon put his heart and soul into his work, forging a blade or unmatched beauty and sharpness. He polished the blade to a mirror finish and mounted it on the best shaft in his inventory. Then, he shaved his head, forsaking his earthly possessions and former life, and headed to the retainer's estate to challenge him to a duel. Learning of this, his love ran to the estate to try to stop the duel.
When Koemon arrived, the young samurai grudgingly came to the gate and rejected Koemon's challenge, telling Koemon that throwing one's life away. But Koemon, steadfast in his insistance that the fight take place, refused to leave. It was then that Koemon's young love arrived. The young samurai laughed and began to close the gate. Enraged, Koemon swung the spear around and charged the gate. His rival deftly blocked the attack with a iai-jutsu draw, sending the yari and Koemon reeling back. Koemon fell onto the ground, and his yari was thrust into his beloved's chest, killing her.
Torn with anguish and grief over losing his love and having his chellenge rejected, Koemon drew a tanto and disemboweled himself on the spot.

Hitokirimaru
Submitted by Almon
Item: Katana
Bonus(es): +1 AV, +1 DC
Personality: Bloodthirsty
Description: Even at first glance, the craftsmanship involved in the forging of this blade is remarkable. The edge of the blade itself seems to be at a constant razor's edge, with an unearthly glint to the steel all along it. The hilt is as white snow, the colour of death, with the unfaded character for an oni painted carefully along the grip.
Once drawn, this blade needs to taste the blood of a human before it can be easily sheathed again. There is such a compulsion attached to it, that it can not be easily removed from one's hand without blood except by those with enough spiritual strength to do so (In general, requires a PIE + 3d6 roll against a DN20). Should an attempt to sheath it be made, it will appear to slip and cut the wielder first (inflicting 1 Hit of damage in the process).
Background: This blade was forged by Asuka no Hidetomi during the second the year of Emperor Tenchi's reign (669 AD). Hidetomi himself was renowned as a master craftsman - so renowned in fact that he attracted the attention of Fujiwara no Kenji. A man driven by his lust for power and himself being partially possessed and controlled by the spirit of a trapped oni.
Kenji demanded Hidetomi to work with his forces and forge the blade. Hidetomi refused at first, but then Kenji captured both his wife and child and held them ransom until the blade was created. Hidetomi reluctantly agreed and went about forging the perfect blade for this twisted individual. Six months passed, visited nightly by horrid dreams and evil visions, Hidetomi laboured on. When the fire had cooled, the dark prayers had been uttered, Hitokirimaru was taken up by Kenji and given it's name.
As promised, the location of the wife and child were given, and Kenji fled with the blade. When Hidetomi found them, they had long since been killed. Their bodies decaying and the ground stained with their blood. Hidetomi wept and was about to commit suicide to atone for what had been caused because of him when he was stopped by a bosatsu who told him that it was his karma to reachieve balance in this life. When Kenji's younger, Kimiaki, came to him with a wild tale of the story a fox had told him, Hidetomi knew with whom he would atone for his mistake. With the guidance of this bosatsu he fashioned the opposing blade to Hitokirimaru (see Katai-maru).
Hitokirimaru was used in the time before Kataimaru's creation as a weapon during the confusion of the Jinshin disturbance, marking out an area of his own before ascending Kamizan to unlease the spirit of the oni. There, as the ceremony to remove the wards and cause a rift for his escape, Kimiaki arrived with Katai-maru. Hitokirimaru and Kenji were defeated, the sword itself missing soon after.

Honto-no-sho (Calligraphy of Honesty) New!
Submitted by Pat Sweeney
Item: Calligraphy set
Bonus(es): +2 AV to Calligraphy (-6 AV if writing untruths)
Personality: Honest
Description: A set of the finest calligraphy tools, including brushes, an ink stone, an ink stick and other implements. All are contained in a beautifully carved and lacquered wooden case.
Background: The Honto-no-sho was created by a master craftsman for a Buddhist priest renowned for his fine calligraphy as well as his scrupulous honesty. Late in life, the priest gave the set to a daimyo and it has passed through many hands in the years since. The excellent craftsmanship of the set makes truly astounding feats of calligraphy possible. When the set is used to pen untruths, however, the ink smears and blots, ruining the document.

Katai Maru
Submitted by Almon
Item: Katana
Bonus(es): +1 AV, +1 DC
Personality: Loyal
Description: An exceptional looking blade, with fine balance and a strong blade. The name of the blade has been placed into the edge of the katana. The hilt is covered in red and blue strips and the katana itself gives the illusion of feeling exceptionally lightweight.
This blade has a tendancy to stick in his saya, unless being drawn against those that have knowingly violated an oath, whether it be to the owner or to the Emperor or Shogun. This can be overcome by some of great strength, both physically and spiritually (requires a STR + PIE + 3d6 roll against a DN 24).
Background: The youngest of the Blade Brothers forged by Asuka no Hidetori. This katana was created under the guidance of a bosatsu in the third year of the reign of Tenchi. It was what Hidetori considered his chance at atonement. It was created both to avenge his lost family and stop the current owner of the Hitokirimaru, the elder of the two brother swords. It was Kimiaki, younger brother of the wielder of the Hitokirimaru, that the blade was created for. A fox had appeared to him (some believe it to be Inami) and told him that the answer to his brother's strange behaviour and the ill luck that had befell his family in the Fujiwara clan, could be found in the Imperial capital.
The sword was finished when the Jinshin was at it's height, but during meditation the image of Kamizan came to Kimiaki and the ceremony that was to be performed there. Kimiaki took the freshly created katana and met his brother there on Kamizan. Kimiaki had been less of a swordsman than his brother in the past, both fought with passion until at last Kimiaki took Kenji down down with lightning slash.
The ceremony had only been interrupted, however, and the rift that Kenji had intended to cause to release the spirit of the oni was partially formed. The only thing that could seal it once more was the death of a good man at the hand of man of unquestionable conviction. In order to seal the rift and lacking a shorter weapon, Kimiaki used the only blade available to him, the Katai-maru, and committed seppuku. His blood sealed the rift and mingled with the blood of his brother, both swords near their bodies.
The sword was used to dedicate a small buddhist temple at that site on Kamizan, as well to protect the islands from the possibility of the release of the oni once more.

Sondai no Ôgi
Submitted by G. Takeda
Item: Ougi (a Master Quality folding fan, feminine; "Great value"/Arrogance Fan)
Bonus(es): +2 AV to Seduction rolls
Personality: Jealous
Description: Sondai no Ôgi is a paper folding fan made of red-lacquered wood, stylized with a fine black designs. The paper of the fan itself is of remarkable durability with sheen and softness of fine silk. The kanji character 'kotobuki' (longevity) has been scripted in bright glittering gold on the fan, brilliantly visible when unfolded. Dangling from a black silk tassel which wraps the fan is a small, green jade pendant. The pendant depicts a crouching cat. The pendant is encircled with gold.
Background: Created in 1548 by various craftsmen of great esteem, Sondai no Ôgi was a gift from Sanjou no Jirô, an Imperial Councellor of Miyako, to his bride-to-be O-Sae. Jirô spared no expense to have the finest items given to O-Sae, who was known throughout the Court as somewhat arrogant and self-centered. Jirô would not listen to any of these rumors as O-Sae was very beautiful and came from a very powerful, Imperial family. Sondai no Ougi was to be the finest gift ever bestowed in the Court, rivaling the Emperor's treasures.
Yet O-Sae received this gift with indifference. Courtiers could hear her complaining in her chambers about how dull the gilt was or how the wood gave blisters. News of this indifference reached the Sanjô family, who were outraged at the reception of the gift and postponed the marriage. Yet Jirô was still enchanted with O-Sae, even more so as she teased him with the fan.
Later that year, an Imperial Princess commisioned the same craftsmen to create an even greater fan. They returned with a brilliant gold fan which clearly outshone Sondai no Ôgi. The princess displayed the fan for all to see in the Court, allowing all to gaze closely. By accident or fate, Sondai no Ôgi fell from O-Sae's clothes as she viewed the fan. As she knelt to pick Sondai no Ougi up, she slipped and crashed onto the princess' fan smashing it. Everyone had known O-Sae was jealous and had probably intended to destroy the gift. O-Sae was cast out of Miyako, her marriage to Jirô was cancelled, and her gifts returned to Jirô. In anguish, Jirô took Sondai no Ougi and leapt from his estate's roof killing himself.
The fan survived the fall.
Sondai no Ôgi can still be found somewhere in Miyako; its brilliant design can still entice, even covered by Jirou's death cloth.

Tessen no Tatsu no Mizu
Submitted by Alex Neilson
Item: Tessen
Bonus(es): +2 AV to Tessenjustu
Personality: Honorable
Description: Its ribs are forged from fine steel, pointed at the tips. The stiffened and wax-impregnated paper of the fan itself is painted with the image of a dragon rising from a body of water. The quality of the painting is such that the individual scales of the dragon can be seen.
Background: This fighting fan was created by the master craftsman Hiden Masumori in 1498. Comissioned by the local daimyo, Tessen no Tatsu no Mizu never actually saw battle with its first master, as the daimyo never considered any of his battles to be worth risking this irreplaceable work of art.
Unfortunately, the original daimyo fell in battle in 1516, and was succeeded by his son. The son considered his father's lands to be resources to be used up and discarded. So began the rapid decline of the lands and treasures of the original daimyo. The son had some respect for his father's treasures, however, and when he was at last reduced to poverty and dishonour, the only piece of his father's estate remaining was the fan, Tessen no Tatsu no Mizu. The fan itself was disgusted by the son's fall from grace, and contrived to be left behind at an inn, when the son was sotted with sake.
The fan was discovered by the next patron of the inn, an homourable ronin named Yoritoshi. Yoritoshi marvelled at the quality of the fan, and took it with him when he left the inn. Tessen no Tatsu no Mizu stayed with him for many years, through his adoption into the guard of Itakura Hirasane, a daimyo of Kotsuke province. Yoritoshi served the Itakura family for 10 years, and finally succumbed to wounds taken after a battle to save the life of his lord's first son, Masachika. His last request was that the boy be given the fan with which his life was saved, and that he use it honourably in battle.
Tessen no Tatsu no Mizu has stayed with the Itakura family ever since that day, and has not failed to preserve the cause of an honourable man.

Legendary Items
Here are some unique, Legendary Items for your Sengoku campaign. Each items has a description of its history (if applicable) and its enchantment's effects.

Helm of Hachiman
Item: Kabuto (samurai helmet)
Bonus(es): +1 AV, +1DC
Description: The Helm of Hachiman appears as a finely crafted kabuto (appears as Above Average quality), albeit one of a slightly earlier than current peiord (e.g., from the Kamakura-jidai).
Enchantment: The Helm of Hachiman bestows the enchantments of Bless Weapon and Metal Armor, as if the prayers were cast at Level 6. That is, the wearer receives a +6 to hit with his weapon, if that weapon is one normally asssociated with a bushi (GM's discretion), and the wearer also deducts 75% from any damage inflicted by a metal weapon (after subtracted normal armor DEF). The former effect only bestows a bonus to a weapon normally associated with bushi (e.g., katana, nodachi, yumi, tetsubo, etc.)
The helmet may only be used by those who adhere to bushidô and follow the warrior's path (i.e., characters with a martial bent). If any other character puts on the helmet they will be instantly tempted to foresake their current profession and become a bushi. To resist the temptation to change professions, the character must make a Willpower + Concentration + 3d6 roll against a DN of 40 (Hachiman's will is mighty).

The Momo-ken (Peach Blade)
Submitted by Alex Neilson
Item: Tsurugi Stats: DC 4, STR Min 3, WA-0, Rng-M, Cost-Immeasurable, Wt-1, Skill-Swords
Bonus(es): +2 AV
Personality: Courageous
Description: Created by a peach-kami from the ground beneath his tree's roots, the blade of the Momo-ken is forged from many different metals, which form the image of a stylised peach tree running along the entire length of the sword. Due to the different metals drawn from the raw earth, the tree is wearing spring and autumn colours on opposite sides of the blade. The hilt of the sword is formed from the wood of the peach-kami's tree itself, and is shaped to imitate the tangled roots of an ancient peach tree. Despite the odd-looking shape of the hilt, it perfectly fits the hand of its master.
Enchantment: Created to avenge the spirits of those murdered by a particularly evil oni, the Momo-ken is enchanted against the powers of the oni. When wielding the Momo-ken, a warrior will not become afraid of any oni (grants immunity to PRE Attacks and any PRE-based skills used by oni against the weilder), and a blow from the blade wil tie the soul of any oni to the fate of its physical form, thus allowing it to be destroyed utterly.
Background: Back in the mists of prehistory, a man known only as Hidenaka was a mountain village farmer. He was a pious man, and every day he stopped by the village shrine and made an offering to the local kami. One day, the villagers heard word that a vicious oni had made its home on a nearby mountain peak. Hidenaka, being the responsible man he was, decided to meet with this oni and convince it to return to Yomi. When he reached the oni's lair, however, he found the place deserted. The oni was nowhere to be found, so Hidenaka resolved to return again the next day.
He continued in this way for 12 days, each day returning without finding the oni. On the 12th day, he returned home to a horrific sight. His village, the place he had lived for his entire life, had been utterly destroyed. He searched for hours, looking for any sign that any of the people of the village, his family among them, had escaped.
He finally found a faint trail, and followed it down to the terraced rice paddies. Here he found the worst sight yet. All the villagers seemed to be strewn across the paddies, their lifeblood seeping into the water through identical wounds. Everyone he found had been killed in the same way, by having their livers ripped out. He found only one survivor, his ten year old daughter Kimiko, who had been hidden beneath the body of her dying mother.
Hidenaka and Kimiko were distraught, but still glad to be reunited with each other. They went to the village shrine, which the oni seemed to be unable to enter or destroy. Here they knelt down to pray to the kami and to the spirits of the murdered villagers, promising that the people of the village would be avenged and asking for the help of the kami. The patron kami of the shrine, a peach spirit, had been alarmed and disgusted by the actions of the oni, and decided to help Hidenaka by created a weapon for him. The peach-kami manifested in front of the two supplicants, and created the Momo-ken by raising it from the earth beneath the shrine's peach tree.
Hidenaka and his daughter then went from the shrine, to find and destroy the oni. When they reached its lair, they found it deserted, as if the oni had taken everything it owned and left for another part of the world. Hidenaka and Kimiko searched the land for eight years before they again found the oni they were searching for. They had hunted and slain many oni in those years, and were finally within reach of their goal. Kimiko had become a beautiful young woman in that time, as she and her father honed their martial skills against the hordes of Yomi.
They scouted the oni's lair, discovering that it had two entrances. They were forced to seperate, and Kimiko promised to distract the oni while Hidenaka used the other entrance to attack from behind. Kimiko enticed the oni by offering herself for its pleasure. The oni took one look at her, and started to salivate as it counted out the abominations it would inflict on her body. Kimiko stood firm in the face of the hideous creature, as her father crept from the other entrance of the cave. Unfortunately, Hidenaka's presence was given away when he stepped on the brittle, bleached bone of a former victim of the oni. The oni whirled, catching Hidenaka across the face with the back of one gnarled hand.
Hidenaka fell back, his face bloodied, as the oni approached him with a hideous look of glee on its face. Hidenaka removed one of the oni's arms before he was beaten into unconsciousness, but retained enough presence of mind to slide the Momo-ken across the floor to his daughter. As the oni straightened up, preparing to crush Hidenaka's skull with its foot, Kimiko smoothly slid the blade of the Momo-ken into the oni's body, splitting its liver in two. The oni howled in pain as Kimiko shifted her stance, and calmly, cleanly decapitated the being which had shadowed almost half of her life.
Hidenaka and Kimiko then disappeared from the world, with nobody knowing where they went.
A few years later, at a shrine to a peach-kami in a small mountain village, the local priest was astonished to find a peach-tree patterned tsurugi in the place of honour at the head of the hoden. Rumours abounded for centuries that this was the Momo-ken of legend. More recently, it is said that the blade in the shrine is a copy, and the real blade is out in the world, performing the purpose for which it was created - purifying the world of oni.