Background

The Sengoku Campaign (as indicated by the name) is set in early 16th Century Japan - during the Sengoku-Jiddai, or Age of War. This is before the arrival of Portugese traders, so effective firearms are unknown. The country is split into many warring provinces, each ruled by a great Daimyo or coalition of Daimyo. The Emperor lives in Kyoto, the old capital, but is basically helpless to prevent the wars and bloodfeuds that wrack the country. He is protected or held prisoner (depending on your point of view) by the Muromachi Bakufu (or miltary government) - the most powerful force in Japan. More information on Muromachi-era Japan can be found on the Background page.

 

For this game we have used the wonderfully flexible HERO roleplaying system on which more can be found here.

 

This is martial arts movie ancient Japan, so all the standard powers from the Hero rulesbook and UMA are available where justified. For instance, missile deflection can be bought as Yadome-jitsu or the art of arrow cutting, and superleap (up to twice the amount given by the character's STR) is permissible, and so on). Unhistorical licence will be allowed to characters who want to build martial artists, so don't worry that Karate (or much else for that matter) wasn't readily available in this era. The two sword fighting skill is available also for characters who really want to obtain it (see house rules below) even though it really dates to the late Tokugawa period. Finally, characters are in no doubt that magic really works, and that Kami and Bakemono are everywhere. This may or may not be true, so don't skimp your sacrifices when you pass a shrine!

House rules

We will be using my standard house rules for character creation and play in Sengoku, since they plug a few holes in the rules, add a few more character options, and some new rules. You can find all of those here

There are also a couple of extra points: 

Two-sword fighting style is available in two forms. The first is a defensive style used by many samurai, and which is basically the "Off-hand" skill from UMA - it gives you +1 DCV in HTH combat when using the wakazashi in the off hand, and costs 2 points. The second is a full fledged fighting style and allows attacks with either weapon against either one or two opponents. It costs 5 points and gives the character the ability to make attacks with appropriate weapons (two katanas, katana and wakazashi, wakazashi and tanto) against either two opponents at -1 to hit, or a single attack against one opponent. A single attack that succeeds by two or more, hits the opponent once with each weapon.

Since in Japan at this time horses were pretty much exclusively the property of samurai, the distinction between riding horses and war-horses is a bit blurred. Most samurai horses use the Stat.s for the light warhorse from the Hero system Bestiary and are assumed to have some combat training.

There is also a fairly complete list of Japanese armour and an extended list of oriental weapons, available to players. 

 

Character-building

PCs are all expected to be retainers, allies or relatives of the Arai Clan, a small family but of fairly long and distinguished lineage centered about the town of Ariki on the northern coast of Honshu. You don't have to be samurai - any retainer is OK, and rulers maintained spies, diplomats, healers, diviners and so forth. Beyond that, the building of the PCs is pretty much as standard Hero system rules with the following notes.

 

There are no "package deals" as such. However the "skill enhancers" normally available (Well-connected, Scholar, Linguist, etc) will be supplemented by professional skill enhancers. These include (but are not limited to) Bushi, Gambler, Merchant, Priest, Yamahoshi, Shugenza, Ninja, Courtier, Sailor, etc. What this means is that any knowledge skills or professional skills that are appropriate to the character's chosen profession can be purchased for -1 off the cost. Skills still cost a minimum of 1 point, but for this you get an 11- roll rather than an 8- and two points gets you an attribute-based roll. What constitutes an appropriate skill is (of course) up to the GM, but is usually pretty obvious. Professional skill enhancers do not apply to the purchase of named skills such as Climbing, Stealth, Survival, etc, or to skill levels. Professional skill enhancers cost 3 points each.

 

Characters start as minor heroes - 75 points plus 50 points of disadvantages. Don't expect to be Toshiro Mifune at starting level! If you survive, maybe... All equipment - weapons, armour, mounts and so on, are provided free. All characters must take the disadvantage Normal Characteristic Maxima at 0 points.

 

One final note. Characters will accumulate Karma (tracked by the GM) depending on how they act. Good Karma will result in a new character with an increased number of starting points, when a current character becomes deceased or retires. It can also (sometimes) be expended to improve a living character's fortunes. Bad Karma will result in extra disadvantages being inherited by a new character, for which no points are given. It might also sometimes affect the fortune of a living character, in which case it is also used up.

 

Character Types

Samurai Characters

Samurai (even Ronin) must buy "Perk: Samurai" at 3 points. This lets you carry weapons freely, gives you the right to two swords, the expectation of a certain amount of respect from the peasants (and the right to execute unruly ones), hospitality from your peers and so on. It's pretty good value, so I wouldn't grouse about it. For Hero games mavens, "Perk: samurai" is costed as being equivalent to "Perk: Low Justice" which is basically what it seems equivalent to. Treating it as "Perk: licence to kill" is not only prohibitively expensive at this points level but also fairly misleading since the use of kirisutogomen was closely hedged about by tradition and law - and it certainly didn't apply to anyone of higher status than heimen.

Samurai PCs can also pay 2 extra points for "Perk: Member of the Lower Nobility", which basically means you are a member of some ruling clan, with all the extra privileges that implies. Alternatively, you may buy "Perk: Member of the Aristocracy for 5 more points, with increased prestige and influence. In either case, PCs will be junior members of their respective clan, and during the Age of War, these connections can be a liabilty as well as an aid.

Samurai PCs must have the following skills:

FAM: swords, bows and spears (female samurai can get by with Tanto and Naginata)

Riding

KS: Upper class society (this is not the same as the High Society skill, which is the ability to be at ease in polite society - this is just the basic knowlege of how to address a superior, what is and is not appropriate behaviour and so on. If you want to buy High Society instead, you don't need this KS)

These skills don't have to be much good, you just need to have them to at least the FAM level. If you are not to be thought a dirty backwoods swordswinger, literacy and at least two culture type skills are a good idea - Calligraphy, Painting, Tea ceremony, Impromptu poetry composition, Flute playing or Musician, etc etc.

A list of occupations for cultured gentlefolk can be found here.

While not required, limitations reflecting the Samurai ideal - Devotion to your Lord, Loyalty to the Clan, Fearlessness, Code of Bushido, etc, are encouraged

Courtier characters

Courtier PCs must have the following skills:

High Society

KS: political alliances

Chinese language (at least 2 points)

Literacy (costs 1 point)

A good smattering of other cultural skills and some Area Knowlege skills is a sensible idea as well to complement any skills of deceit. As described above under Samurai characters, courtier characters can buy the Nobility Perks. A courtier may also be a Samurai, in which case the required skills must be purchased.

While not required, limitations reflecting the courtly ideal - Pursuit of aesthetic principles, Abhorrance of crudity, etc are encouraged

Priest Characters

Priest PCs must have the following skills:

PS: Priest

KS: Buddhism or KS: Shinto (or both)

KS: Sutras or KS: Rituals

Characters who are novices or Bonzes need not buy PS: Priest. Yamabushi (fighting priests) must buy at least one weapons FAM appropriate to their temple, or martial arts.

While not required, limitations reflecting the priestly ideal - Devotion to the temple, Spreading the influence of your religion, etc are encouraged

Other character types are more diverse and thus are less likely to have required skills or Perks. One thing that should be mentioned - players who wish to play a Shugenza (magic-using) character should contact me. This is not a class or career-path as such. Courtiers, ninja, priests or samurai can all be shugenza, while the archetypical wizened old man who makes his living by magic is also possible. While theoretically allowed, magic carries heavy penalties in its use, and the powers available are heavily restricted. Magic use is neither common, easy or safe and carries the risk of serious karmic damage. Nonetheless, rules for magic-using characters are posted here.

 

 

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