Saturday, October 8, 2016

What does the well-dressed samurai wear? Outfits & Equipment Part 1 (WEAPONS!)

Part 1 of the Outfit and Equipment section of in-depth character generation! Apparently Blogger really does have a problem with too much stuff being in a blog, and this is currently overwritten far too much. This is what will probably matter to most players, though: WEAPONS AND ARMOR! Whose rules are actually pretty straightforward. Part 2 will have narcotics, clothes, and other stuff.






Outfits & Equipment


Item Quality
All items are considered to come in one of three conditions: Poor, Standard, and Fine. These attributes denote a benefit or drawback to the items. Poor Quality items impose a Moderate difficulty on all attempted rolls directly involving the item, while Fine items provide a Simple difficulty. Standard items offer no bonus or penalty; they are typical specimens and function as intended. Unless otherwise stated, all items are assumed to be Standard.

Money: The Koku
The largest monetary unit in Hachigoku is the koku. A koku is, roughly, enough rice to feed a man for a year. This amount is the standard which fixes fluctuating prices and taxes throughout the Empire; all prices derive from a complex mercantile system dependent on the value of a koku. Keeping track of your exact wealth is an activity fit for merchants, not for samurai. Thus, while your starting Outfit has koku, and Holdings may grant you more koku at the end of a Season, it is assumed that most of your daily needs and equipage is provided by your superior. When you need to spend money and acquire items, you make a Skill roll (usually Commerce). You can spend your koku to decrease the difficulty by 1 step per Koku spent.

All items can be divided into common, uncommon, or rare items, and are either legal or contraband. If the item is legal, you roll Commerce/Wind. If it is contraband, you roll Underworld/Wind. An item might be legal for one character and contraband for another, such as a katana, which is legal for a member of the samurai caste and contraband for anyone else. You can only attempt such a purchase once per Scene. The rarity, quality, and amount of the item in question changes the difficulty modifier of the roll.

Type Difficulty
Common Average
Uncommon Moderate
Rare Hard
Weapon +1 Step
Armor +1 Step
Fine +1 Step
Poor -1 Step
Amount +1 Step per item


Weapons
This listing of weapons is sorted by Skill. Thus, all the swords used by the Kenjutsu Skill are grouped together, and all the knives used by the Tantojutsu Skill are grouped together. All weapons are labeled common, uncommon, or rare, and have a Damage “Rank.” Damage reflects bonuses and penalties to attack rolls, thus a +2k2 Damage grants the user a +2k2 bonus to their attack roll. If a weapon allows a particular attack or defense combat maneuver, this will be noted in its description. Common abilities listed in a Skill's Aspects are assumed, unless specifically barred, as are abilities easy to execute with just about anything: Blind Shot/Blind Strike, Charge, and Cover Shot.

Ishiyumijutsu Weapons: The ishiyumi, Hachigoku's variant of the crossbow, was developed before the samurai conquest, and used widely by Imperial armies prior to the age of the Seven Gems. Samurai rarely use them, and they are mostly reserved for ashigaru units or bandits, especially in the northern reaches of the Empire. Because of their antiquity and samurai disdain, they are not illegal. Mostly because the samurai haven't remembered to outlaw them. Although ishiyumi bolts and arrows are not interchangeable (bolts are shorter and heavier), their variety and mechanical effects are identical; see the Kyujutsu weapons for ammunition. Also like bows, ishiyumi do not have Damage themselves; they depend on their bolts for those Ranks.
  • Ishiyumi (Uncommon): The classic crossbow, the ishiyumi takes an Action to reload, but reduces any difficulty modifier benefit from armor by 1 step (light armor is treated as ashigaru armor, ashigaru armor is useless, etc.).
  • Sokusha ishiyumi (Rare): A late improvement on the ishiyumi, this repeating crossbow can fire up to five times before needing to be reloaded, which takes an entire Round. It also reduces any difficulty modifier benefit from armor by 1 step.

Kenjutsu Weapons: Kenjutsu covers the various swords used by samurai throughout Hachigoku, although the katana and wakizashi are by far the symbolic tools of their trade.
  • Katana (Uncommon; Damage +2k2): The long sword that symbolizes the samurai caste; those in the heimen caste or lower are forbidden to own katana. The blade is slightly curved, ending in a chiseled point. The sword is swift and deadly, made of soft and hard steel forged together. Hilts may vary, being short in times of peace and longer in a troubled age, but typically allows for two-handed use as the blade focuses on slashing and cutting rather than thrusting. The entire sword usually measures about 3' long. When worn with the wakizashi, the two are known as the daisho.
  • Bokken (Common; Damage +2k1): This is a wooden version of the katana used in training; some variants bind stalks of bamboo together instead of solid carvings. If any Banzai die is used to inflict Wounds, it breaks. Although entirely legal, for all other mechanics (like Aspects) it is treated like a katana.
  • Nagamaki (Rare; Damage +3k2): This odachi with a longer hilt (up to 3', the length of a typical katana blade) allows enormous leverage when slashing, and was designed to be used by infantry against mounted warriors. When making an attack against someone with the advantage of higher ground or significantly larger than you, your Damage gains an additional +1k1 bonus.
  • Ninja-to (Rare; Damage +2k2): A thin, straight, single-edged sword commonly attributed to ninja, cheap in design and easily discarded; any more than a single Banzai die used to deliver Wounds in a single attack breaks the blade. The sheath can double as a stepping stool (gaining a Free Raise to all Athletics rolls when climbing) and can be used as a blowgun. Due to its association with ninja, the ninja-to is considered contraband, and can also be used with the Ninjutsu Skill.
  • Odachi (Rare; Damage +3k2): A great sword, forged in the same manner and shape as the katana but measuring typically 5'. Some are as huge as 7'. Usually only carried by the strongest bushi; such blades cannot be stashed in the obi and must be held or slung across the back. Odachi are considered legal only for samurai.
  • Tachi (Uncommon; Damage +2k2): The forerunner of the katana; a single-edged blade made for slashing and thrusting. It is only slightly less curved than the katana, and its sheathe is worn attached to a belt, edge down. Tachi fall under the same laws as katana, even if archaic.
  • Tekkan (Uncommon; Damage +1k2): A blunt, cast-iron katana replica often carried by merchants and townsfolk emulating their betters. Samurai routinely mock those they see bearing them, and the lower castes know to typically keep them at home when traveling to places frequented by mostly samurai. Although entirely legal, for all other mechanics (like Aspects) it is treated like a katana.
  • Wakizashi (Common; Damage +1k2): A short, slightly curved single-edged sword, and the companion piece to the katana. Together, the two swords are known as the daisho. Wakizashi are considered legal.

Kusarigamajutsu Weapons: All kusarigamajutsu weapons are legal, although they do carry certain unfavorable connotations, being popular with Secret Society warriors. You may use either the Commerce or Underworld Lore Skill to purchase them.
  • Kaginawa (Rare; Damage +0k1): A modified grappling hook that uses a weighted chain. You may make melee attacks against enemies at Near range.
  • Kusarigama (Uncommon; Damage +0k2): The kusarigama is a kama attached to a 4' to 6' long length of chain. You may make melee attacks against enemies at Near range.
  • Manrikikusari (Uncommon; Damage +0k1): A heavy length of chain weighted at both ends. You may make melee attacks against enemies at Near range. If you successfully Entangle someone, you can spend an Action to inflict suffocation damage as you wrap the chain around your foe's throat and pull. If you have the Conceal Aspect from Tantojutsu, you can use it disguise this weapon wrapped around your waist, under your obi, or tucked away in large sleeves.

Kyujutsu Weapons: This describes the bows of Hachigoku, collectively considered “yumi.” Bows cannot be used at Close range, and suffer Heroic difficulty at Near range. They work best at Long range, and begin to suffer difficulty penalties any further. Unlike most weapons, the yumi does not have Damage. Instead, its Damage is derived from the varieties of arrow used for ammunition. Firing a bow does not require a separate reloading Action; you pluck out an arrow, draw, and release as a single, swift Action.
  • Daikyu (Uncommon): Thelong bowof Hachigoku, the 7' tall daikyu is both a composite bow and has a grip lower than gaijin bows, allowing it to be fired while kneeling or from horseback. The maximum range of the daikyu is 600' (this is Extreme range). Because of its explicit use in warfare, this bow is considered legal only for samurai.
  • Hankyu (Common): The most commonshort bowused both by footsoldiers and hunters. Its maximum range is Far. This bow is considered legal.

Sidebar: Arrows & Bolts

If purchased, arrows (for Kyujutsu bows) and bolts (for Ishiyumijutsu crossbows) are typically bought in multiples of 20, as 20 is the maximum a quiver made in Hachigoku will hold. All arrows and bolts are considered legal.
  • Karimata (“Rope-cutter”) (Rare; Damage +0k2): Theforkedarrow is designed to cut rope or thin cords. Any attack roll with such an intention has an Easy difficulty.
  • Koburi-ya (“Whistling Arrow”) (Common; DR: -1k1): A hollow-tipped arrow that whistles as it flies through the air. The tip is usually rounded, and fired to signal troop commands at great distances.
  • Watakushi (“Flesh Terror”) (Uncommon; Damage +2k3): Theflesh terrorarrow spins as it leaves the bow and augers into the flesh. Although particularly effective against unarmored opponents, armored opponents gain double their normal benefits against them.
  • Ya (Common; Damage +2k2): The typical arrow of Hachigoku, standard issue for both warfare and hunting.

Ninjutsu Weapons: All ninjutsu weapons are considered contraband. The ninja-to is also a ninjutsu weapon, but is listed under the kenjutsu weapons.
  • Blowgun (Rare; Damage -1k1): Blowguns are frequently used both by ninja and nezumi, and usually use poisoned darts. They are never more than a 1' long, easy to carry and deploy, quick to leave behind. The benefits of armor are doubled against them.
  • Shinobi-shuko (Uncommon; Damage +0k1): Theclimbing clawsof ninja lore, and worn on the hands. Designed to aid climbing, they lower the difficulty of any climb by 2 steps. They can easily be used as weapons as well, and wielding them still leaves hand-to-hand combat options available.
  • Shuriken (Rare; DR: +0k0): Thethrowing starsof ninja myth. You can throw an additional shuriken per 2 Raises in a single attack, at a single foe; each additional shuriken deals as many Wounds as the first. With each additional Raise, your additional shuriken can target multiple opponents. These are often coated with poison.
  • Toami-jutsu (Common; Damage: Special): The toami-jutsu is a weighted net, often used by ninja to immobilize opponents, via Entangle, for convenient killing or kidnapping. Some are designed with tiny hooks on the inside, causing a single Wound if they Entangle a foe; any attempt to struggle inflicts an additional Wound.

Nofujutsu Weapons: All nofujutsu weapons are considered legal.
  • Jo (Common; Damage +0k1): The jo is a short, hardwood stick, and in the southern islands two are often wielded in each hand by the peasantry. You can Knockout and Parry with a jo; if you have one in each hand and are skilled, your Parry rolls reduce their difficulty by 1 step.
  • Kama (Common; Damage +0k1): The traditional straight-blade sickle used for harvesting grains and rice, and often used as a weapon. You can Parry and Disarm with a kama.
  • Kenka kiseru (Common; Damage +1k1): These iron “fighting pipes” are typically 1' to 2' long and their tobacco end is wieghted. These are often used by ronin and merchants in rough neighborhoods. You can Knockout, Parry, or Stun with a kenka kiseru.
  • Masakari (Common; Damage +0k2): A one-handed woodchopper's axe modified for combat. You can Parry with a maskari, but with Moderate difficulty.
  • Nunchaku (Uncommon; Damage +1k1): Two hardwood poles about 1' or 2' long each, held together by a short chain or leather cord. Originally a tool to thresh grain, it has been modified to enable you to use the Disarm, Entangle (but only to limbs), or Parry maneuvers.
  • Okenku kiseru (Rare; Damage +2k1): This is a far longer version of the kenku kiseru, up to 4' long. You can Knockdown, Knockout, or Parry with it, and strike enemies at Near range.
  • Otobikuchi (Uncommon; Damage +2k1): The larger, polearm length version of the tobikuchi used by firefighters. You can Knockdown or Parry with the weapon, and strike opponents at Near range.
  • Rokushakubo (Common; Damage +2k1): The rokushakubo, or bo for short, is a common quarterstaff up to 6' long. You can Knockdown, Knockout, or Parry with it.
  • Ryoba (Uncommon; Damage +0k2): This straight, saw-razored blade is a common carpenter's tool often pressed into combat as a last resort.
  • Sai (Uncommon; Damage +0k0): A two-pronged blunt knife used to defend and disarm opponents. You can attempt to use the Disarm maneuver with a reduction of 1 difficulty step. You can also use the sai to perform the Parry maneuver with a reduction of 1 difficulty step.
  • Tobikuchi (Common; Damage +1k1): Firefighters used the tobikuchi, shaped like a pickaxe, to quickly tear down wood and paper buildings to create firebreaks in dense urban areas. As a last ditch resort, they could use the weapon against people.
  • Tonfa (Uncommon; Damage +0k0): Originally the handle to a millstone, the tonfa is a 2' block of hardwood with an offset handle. You can use the tonfa to perform the Parry maneuver, and if you have two of them you gain the benefits of ashigaru armor if otherwise unarmored.
  • Whip (Uncommon; Damage -1k1): Rarely used as a weapon in battle, the whip is used primarily to discipline workers or for torture, and needs enough room to work with; you can only strike at those in Near range. Anyone hit by a whip as a regular attack must make an Honor roll (passive TN Wounds dealt x 5) or cry out in pain, losing an Honor. You can also attempt the Entangle maneuver using a whip; if successful you can attempt to trip them using the Knockdown maneuver. You also gain the Experienced Abilities of the Kusarigamajutsu Skill if you have the Whip Aspect.

Obujutsu Weapons: These large crushing and cleaving weapons are among the least civilized in a samurai's arsenal, but among the most fearsome against monsters. All subojutsu weapons are considered legal.
  • Ono (Uncommon; Damage +0k4): A long-handled battleaxe; it can be single or double bladed. You can also Knockdown or Parry with it.
  • Otsuchi (Uncommon; Damage +2k3): A warhammer mounted on a polearm, wielded two-handed. With an Earth of 4 you can wield it in a single hand. By leveraging your Earth, you can ignore foe's armor benefits. You can also Knockdown with it.
  • Tetsubo (Common; Damage +3k2): An iron club, much like a morningstar from the southern continent, banded in iron and normally wielded with two hands. With an Earth of 4 it can be wielded in a single hand. By leveraging your Earth, you can ignore a foe's armor benefits. You can also use Knockdown or Parry with it.

Shingaku Weapons: Not normally a weapon Skill, a skilled practitioner can use a single weapon: the shakuhachi.
  • Shakuhachi (Uncommon; +1k0): A bamboo flute of stiff construction, the deceptive foot-long shaft can be used to Knockout, Parry, or Stun.

Sojutsu Weapons: All sojutsu weapons are pole-arms, capable of striking at Near range. All are considered legal.
  • Magari-yari (Rare; Damage +2k2): A polearm with a triple crown of spear blades at the end of the shaft. Some are pointed forward, but others are have a center blade forward, with the other two perpendicular at either side. It's odd polearm more commonly wielded by onmyoji than bushi. You can Disarm and Parry, and reduce the difficulty penalties by 1 step when doing so. You can also perform Knockdown and Parry. You may make melee attacks against enemies at Near range.
  • Naginata (Common; Damage +3k2): A polearm with a large, curved blade at one end, commonly used by female bushi and yojimbo. You can use it to Feint, Knockdown, and Parry. You may make melee attacks against enemies at Near range.
  • Yari (Common; Damage +2k2): A straight spear about 6' in length topped with a sharp blade for thrusting. You can use the polearm to perform a Feint or Parry. You may make melee attacks against enemies at Near range.

Taihojutsu Weapons: These weapons are commonly used by law enforcement to disarm and capture criminals. All are considered legal, if rather symbolic of their use by metsuke and their enforcers.
  • Jutte (Common; Damage +1k1): This is the ubiquitous symbol of the metsuke, a strong iron bar with a single prong for catching weapons (and conveniently tucking in an obi). All attempts to Disarm and Parry reduce their difficulties by 1 step. You can also use it to Feint or Stun.
  • Sasumata (“Spear Fork”) (Uncommon: Damage +1k0): This is one of the three polearms usually wielded by lower caste deputies of metsuke. The polearm can strike a foe at Near range, and its dull, forked end is designed to trap a foe's neck against the ground or a wall. Against foes at Near range you can Entangle with a reduction in difficulty of 2 steps. You may also Knockdown and Parry.
  • Sodegarami (“Sleeve Entangler”) (Uncommon: Damage +1k1): Another of the three polearms usually wielded by lower caste deputies of metsuke. The polearm can strike a foe at Near range, and its half-moon prongs at the end dull, forked end is designed to trap a foe's neck against the ground or a wall. Against foes at Near range you can Entangle with a reduction in difficulty of 2 steps. You may also Knockdown and Parry.
  • Torinawa (“Arresting Rope”) (Uncommon; Damage Special): These specially made ropes require the Hojojutsu Aspect to use. While they do no Damage normally, they can be used to Entangle a suspect. With every 2 Raises you make, you may tighten the rope to inflict a Wound, but you cannot inflict enough Wounds to kill. The ropes often worn around the waist, under the obi, or wrapped around the arm and hidden in a sleeve for quick deployment.
  • Tsukubo (“Push Pole”) (Uncommon: Damage: +2k0): The last of the three polearms usually wielded by the lower caste deputies of metsuke. The polearm can strike a foe at Near range, and it's large crossbar gives attempts to Guard, Knockdown, or Parry a reduction in difficulty of 1 step.

Tantojutsu Weapons: These weapons ranges from small daggers to heavy knives. All tantojutsu weapons are considered legal.
  • Aiguchi (Common; Damage +0k1): A short knife without a hilt. Often used by non-bushi samurai women for defense or to commit a quick suicide: jigai. Doing so follows the same aftereffects of seppuku. This weapon can be thrown at Near range.
  • Kogatana (Rare; Damage +0k1): A utility knife hidden in the hilt of a katana or concealed in the top of the sheathe. Popular with samurai on campaign or in the wilderness.
  • Parangu (Uncommon; Damage +1k2): The parangu is a machette, with a wide blade for hacking through rope by sailors or jungle by peasants. When attempting to cut through vegetation or rope, you lower any difficulty by 1 step.
  • Tanto (Common; Damage +0k2): A short knife with a hilt, often hidden in a kimono. The most popular knife among samurai.

Teppojutsu Weapons: The teppo (“guns”) of Hachigoku are highly illegal; by Imperial law, possession is punishable by summary execution, even for samurai. When deployed on the battlefield, a de facto declaration of no quarter is given. The victorious commander cannot allow a single enemy survivor.

Like other missile weapons (bows and crossbows), the damage comes more from the ammunition than the weapon itself. However, the rarity of teppo means their ammunition is not terribly varied. Thus each weapon does have Damage taking its ammunition into account. However, they also are prone to misfire.
  • Bajozutsu (Rare; +2k3): The matchlock gunpowder handgun developed in imitation of its gaijin cousin. It takes 2 Actions to reload the gun, but you can lower this to 1 Action but with a greater misfire risk. If there are any 1's when firing the weapon misfires (if you spent 1 Action reloading then 1's and 2's both count), its gunpowder not igniting. If there are more 1's (or 2's if hasty) than Banzai dice, then the misfire is catastrophic and the whole weapon explodes as an explosive with Damage equal to the 1's (and 2's if necessary) rolled. Finally, the weapon ignores all armor benefits and has maximum Long range.
  • Hiya-taihou (Rare; Damage +1k5): This hefty hand-cannon fires large, arrow-shaped rockets. Unlike most firearms, elite units of the Imperial army and Ii units are allowed to field them against gaijin and monsters. They cannot be fired at Close range, and if fired at a target in Near range Wounds are applied to both the user and target, as well as anyone in Close range to the target or user. Flammable objects burst into flame with a Damage equal to the Wounds inflicted. It takes a full round to reload a bohiya (“fire arrow”) into the cannon, and if there are any 1's when firing the weapon misfires, its gunpowder not igniting. If there are more 1's than Banzai dice, then the misfire is catastrophic and the whole weapon explodes as an explosive with Damage equal to the 1's rolled. Finally, the weapon ignores all armor benefits and has maximum Extreme range.
  • Tanegashima (Rare; Damage +3k3): The matchlock gunpowder musket developed in imitation of its gaijin cousin. It takes 2 Actions to reload the gun, but you can lower this to 1 Action but with a greater misfire risk. If there are any 1's when firing the weapon misfires (if you spent 1 Action reloading then 1's and 2's both count), its gunpowder not igniting. If there are more 1's (or 2's if hasty) than Banzai dice, then the misfire is catastrophic and the whole weapon explodes as an explosive with Damage equal to the 1's (and 2's if necessary) rolled. Finally, the weapon ignores all armor benefits and has maximum Far range.

Tessenjutsu Weapons: The fans of Hachigoku come in a variety of styles, depending on their function. Some are aesthetic, cultural accessories, while others are meant to give signals in battle. More rare types only mimic a fan's appearance and are meant as sturdy self-defense weapons in disguise. Not properly a Skill itself, Tessenjutsu is an Aspect shared by the Etiquette, Nofujutsu, Performance, and Senjojutsu Skills.
  • Bladed gunsen (Rare; Damage +1k1): The bladed gunsen is an exotic variant of the fan, with reinforced steel ribs ending in thin blades; it unsuitable for most court duties. You can use a bladed gunsen to perform the Parry maneuver. If wielding one in either hand, your Parry difficulty is lowered by 1 step.
  • Gunbei-uchiwa (Uncommon; Damage +1k0): The gunbei-uchiwa is a war fan, usually used to signal orders across a battlefield. Its thick iron ribbing and butterfly-like shape, however, makes it strong enough to use as a weapon in desperate circumstances. You can use this tessen to perform the Knockout, Parry, and Stun maneuvers.
  • Gunsen-gata (Common; Damage +1k0): When closed, this iron-ribbed fan's panels are protected by a metal casing. Samurai often wear this tessen into battle, since it handy as backup weapon for attack and defense. You can use the Parry and Stun maneuver with this tessen.
  • Menhari-gata (Common; Damage -0k1): The standard form of a decorated folding fan, sometimes made with iron ribbing. While it is possible to Parry with the tessen, its construction means that any more than a single Banzai die on the Parry roll succeeds but leaves the fan a tattered mess.
  • Maiogi-gata (Uncommon; Damage +1k0): These overly large folding fans are favored by kabuki dancers and other performers. Its large size and garish design gives the user with an open fan a Free Raise to all Parry rolls.
  • Tenarashi-gata (Uncommon: Damage +0k1): A “fake” tessen made in the shape of a closed one, but really little more than a short, iron bar. Often used by merchants, ronin, and other unsavory types as a “hidden” weapon. You can use this tessen to Knockout, Parry, or Stun.

Armor
Armor in Hachigoku is designed to make you more difficult to hit, the lamellar and lacquer designed more to deflect blows rather than absorb them in the fashion of Western chain and plate mail. While armor can be complex and individualized cosmetically, the basic parts of the armor are fairly universal throughout Hachigoku.
  • Kote: Chain mail sleeves with leather pads along the forearms.
  • Hatamaki-do: The basic lamellar chestplate, lacquered with an accompanying armored short skirt, usually divided into three rectangular pieces. The armor has little back protection, assuming a real samurai would never turn his back on an enemy.
  • Sode: The heavy, rectangular shoulder pads, made of lamellar and lacquered.
  • Haidate: Leg guards for the thighs.
  • Suneate: Leg guards for the lower legs.
  • Jingasa: A pointed, circular metal helm held on with a chinstrap. As a bonus, the jingasa can be used as a cooking pot for hungry samurai.
  • Kabuto: A more form-fitting helmet, usually decorated with horns, crescent moons, or other decorative elements meant to intimidate or honor tradition and ancestors.
  • Mempo: A face-mask, usually worn with a mempo.
  • Sashimono: A personal banner displaying a samurai's mon, be it uji, family, or unit, and worn attached to the back of a samurai's armor by cords that loop around the armpits and fasten to the hatamaki-do's chestplate.
  • Nobori: A personal banner too large to be worn on the back, and instead can be carried one-handed or attached to a saddle.
  • Kouma jirushi: A massive battle standard that must be carried in both hands; the bearer can do little but march in a straight line and struggle against the wind.

Sidebar: When Do I Wear Armor?

Armor is only worn during wartime or while on military duty. Bushi who wear their armor into villages are assumed to be bandits. In cities, they would be barbarians. Wearing armor when not on campaign or performing military duty (as determined by your daimyo) is considered an Act of Vice for the Scene. This may not apply to armor worn for purely ceremonial purposes.

There is no bar against non-bushi wearing armor, although it is rare outside of warfare. Even during a Battle, most bushi consider it insulting for onmyoji or other traditional noncombatants to be armored, as it implies the bushi are incapable of fulfilling their duty.

While it may protect you, the added burden of the armor restricts movement. How much it protects and hinders depends on the type of armor worn. Armor doesn't add to your passive Defense; instead it imposes a conditional difficulty on your attacker's roll (and mayhaps some rolls of your own). All types of armor is considered legal only for samurai, except for ashigaru armor, which is legal for all.
  • Ashigaru Armor (Common; Moderate difficulty modifier): Ashigaru armor is the lightest type, typically worn by the ashigaru, peasants pressed into military service and armed mostly with yari. The armor includes only the hatamaki-do and a jingasa. Attack rolls against you have a Moderate difficulty, and so do any of your social rolls involving Jutsugaku Skills. In a Battle you may negate 1 Wound suffered per Wave during the Casualties phase.
  • Light Armor (Uncommon; Hard difficulty modifier): Light armor is worn by most samurai footsoldiers, sacrificing protection for ease of movement. It includes the hatamaki-do, sode, and either a jingasa or kabuto. Attack rolls against you have a Hard difficulty, and so do any of your social rolls involving Jutsugaku or Chonin Skills. In a Battle you may negate 2 Wounds suffered per Wave during the Casualties phase.
  • Heavy Armor (Uncommon; Heroic difficulty modifier): Heavy armor is composed of a full set: the hatamaki-do, sode, kote, haidate, suneate, and a kabuto. It may or may not include a mempo. Attack rolls against you have a Heroic difficulty, and so do any of your social rolls involving Jutsugaku, Chonin, or Hinin Skills. Also, all physical rolls have a Moderate difficulty. In a Battle you may negate 4 Wounds suffered per Wave during the Casualties phase.
  • Poor Quality: Only light or heavy armor can be poor quality. Attack rolls against you gain +1k0, and appropriate social rolls lose another rolled die. In a Battle you may negate an additional Wound per Wave during the Casualties phase.
  • High Quality: Only light or heavy armor can be high quality. Attack rolls against you lose another -1k0, and appropriate social rolls gain a rolled die. In a Battle you may negate 1 less Wound per Wave during the Casualties phase.
 




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