--------------------------------- SUPPLEMENT MJ: Medieval Japan --------------------------------- Table of Contents ----------------- MJ.1: Japan's Feudal Military MJ.1.1: TL2 Japan MJ.1.2: TL3 Japan MJ.2: Japanese Weaponry MJ.2.1 Gunpowder Weapons MJ.2.2 Archery MJ.2.3 Blades MJ.2.4 Polearms MJ.2.5 Flails MJ.2.6 Armor MJ.2.7 Ninja Weapons MJ.3 Japanese Vehicles MJ.4 Japanese Buildings MJ.5 Japanese Units MJ.5.1 Peasants MJ.5.2 Foot Soldiers MJ.5.3 The Warrior Class MJ.5.4 Heroes MJ.5.5 Daimyos + MJ.5.6 The Mighty Sumo + MJ.6 Ninjas + (finish) + MJ.7 The Spirit World + MJ.7.1 Animal Spirits + MJ.7.2 Ghosts and Demons MJ.1: Japan's Feudal Military -------------------------------------------------------------------------- "Generally speaking, the Way of the warrior is resolute acceptance of death." - Miyamoto Musashi, 1645 The rich history of feudal Japan is an incredible resource for a BrikWarrior who is willing to trivialize and exploit it as the setting for a PBB battle. For convenience's sake, we've divided this rich and diverse epoch of history into two generic sections. MJ 1.1: TL2 Japan ----------------- Japan's feudal age is generally considered to have begun in the twelfth century when war broke out between the Minamoto and Tairo families. Following the Tairo's defeat, the Emperor named Yoritomo Minamoto as Japan's first Shogun. Minamoto began building a structure of government based on the samurai's military code of loyalty. Eventually the Shogunate became Japan's strongest authority, leaving the puppet Emperor and his Imperial Cabinet with no real power. For nearly a century, Japan was prosperous and tranquil. As far as BrikWars is concerned, the feudal age of Japan (TL2) did not begin until late in the thirteenth century when the Mongols made two successive attempts to invade Japan. The second invasion was the largest sea-borne invasion in history until World War II; some estimates placed the Mongols' strength at 150,000 men, armed with catapults that fired flaming projectiles, explosive rockets, and powerful crossbows that easily outmatched the bows of Japanese archers. All of Japan unified to repel the second invasion. Local barons had spent twenty years stockpiling weapons and preparing for the mass conscription of all able men. The coastlines were fortified and swarms of Japanese pirates volunteered their light, maneuverable warships to attack the Mongols' clumsy transport vessels. In a style typical of the times, when the invasion arrived, samurai leaders raced each other westward to reach the coastline first, and those already at the shore did not bother to wait for reinforcements to rush headlong at the invaders. The battle raged for two months, and it was unclear who would prevail. Finally, a kamikaze typhoon blew up and wrecked both fleets. The Mongols were marooned on shore and demoralized, and were quickly eliminated by the victorious Japanese. Preparations for the battle had drained the resources of the Shogunate, and it was unable to maintain authority over the now heavily-armed local barons, or 'daimyo.' The country broke up into more than 60 principalities, each semi-independent and interested only in conquering its neighbors. Many areas were lawless, controlled by bandits or by the monks of Buddhist temples that had become corrupt and begun to oppress the farmers and peasants of the area. Japanese 'wako' pirates returned to their piratical ways - like oriental Vikings, they dominated the Inland Sea and conquered innumerable small chunks of the eastern Asian coastline and islands in the west Pacific. In several provinces the peasants armed themselves and overthrew the local lords. Armed rabbles would occasionally invade the Imperial palaces and terrorize the Emperor, his cabinet, and even the now-powerless Shogun. It was a glorious time to be alive; the pain and suffering of this era is a perfect setting for any number of BrikWars battles. During this time the bushido ethic solidified. In battles, the samurai would usually forego such nonsense as 'tactics' and 'organization' and run straight onto the battlefield to get to the killing as fast as possible. Battles consisted of innumerable one-on-one fights between samurai of equal stature. Mounted archers would spur their horses straight at each other, firing madly at their foes. Samurai on foot would engage in fencing matches with enemy swordsmen and collect decapitated heads when they defeated high-ranking opponents. During earlier parts of TL2, there were many women samurai, and some even became legendary heroes. Peasants might often be as well-armed as any samurai, although towards the end of TL2 the katana was reserved for samurai alone. MJ.1.2: TL3 Japan ---------------- This period of ubiquitous slaughter lasted until the mid-Sixteenth Century. Then, all of a sudden, the Portuguese arrived in great big boats, armed with cannons and packing rifles. The advent of the use of gunpowder changed the face of Japanese warfare. TL3 began when Imagawa took his army of 25,000 men to conquer Kyoto, the Imperial capital city. On the way there, he decided to make a short stop and conquer the small province of Owari, which was ruled by a minor petty lord by the name of Oda Nobunaga. Nobunaga raised a force of 3,000 men and took advantage of weather, terrain, and surprise, audaciously attacking and defeating the much larger invading force, and beheading Imagawa. Nobunaga revolutionized Japanese warfare, using highly-organized groups of common soldiers armed with spears and muskets to defeat the decorated samurai, and eventually rose to rule Japan through a puppet Emperor and Shogun. Battles in TL3 Japan were vastly different than in TL2. The samurai philosophy had ceased to dominate military thinking; battles no longer consisted of hundreds of fights between pairs of individuals. Samurai were now used more often as mounted commanders of divisions of spearmen or musketeers. Nobunaga employed iron-clad ships armed with cannons in his battle against the monks of the Honganji monastery in Osaka. Individual soldiers were highly disciplined and no longer allowed to act with the audacity of earlier centuries; audacity was reserved for the strategies of generals and daimyo. Women had been subjugated to second-class citizen status, and no self-respecting man would fight alongside a woman. (A long fall from Japan's matriarchal tribes of TL1!) Peasants were not legally allowed to own weapons of any kind; belligerent peasants armed themselves with pitchforks, scythes, sticks, and threshing tools. MJ.2: Japanese Weaponry -------------------------------------------------------------------------- MJ.2.1 Gunpowder Weapons ------------------------ +-----------------------------------------------------------------+ | Classification: Gunpowder Weapons | | (samurai stoppers) | |-----------------------------------------------------------------| | Weapon | TL | 2H | CP | Rng | UR |-CMP"| Damage | |------------------+----+----+----+-----+------+-----+------------| | Arquebus rifle | 3 | X | 4 | 12" | 5 | - | 1d6, slow | | Flintlock pistol | 3 | - | 3 | 6" | 3 | - | 1d6, slow | | Cannon | 3 | NA | 10 | 16" | 6 | -3" | 1d10+3 exp | +-----------------------------------------------------------------+ The arquebus was brought to Japan by the Portugese in 1542. As in Europe, the introduction of the rifle had a predictably dramatic effect on the prevailing tactics of battle. However, in Japan these weapons were adopted far more readily by the opportunistic ashigaru (peasant soldiers) than the Bushido samurai, who followed a more individual and ritual code of conduct on the battlefield. Use of the pistol was extremely rare, since the main use of gunpowder weapons was to line up a whole bunch of musketeers to repel the charge of mounted samurai. However, generals would occasionally carry pistols, as would bandits and ninja. After firing an arquebus or pistol, a unit must spend a whole turn reloading before it can fire again. Cannons were primarily used as naval weapons, since they were tough to drag around on land. Rules for operating cannons can be found in 7.3.2: Ammo-Dependent Guns. MJ.2.2 Archery -------------- +-----------------------------------------------------------------+ | Classification: Archery Weapons | | (long-range perforators) | |-----------------------------------------------------------------| | Weapon | TL | 2H | CP | Rng | UR |-CMP"| Damage | |------------------+----+----+----+-----+------+-----+------------| | Quiver | 1 | - | 1 | - | - | - | - | | ShortBow | 1 | X | 1 | 5" | 3 | - | 1d6-1 | | Yumi* | 2 | X | 3 | 12" | 4 | - | 1d6+2 | | Mongol CrossBow | 2 |(X) | 5 | 10" | 3 | - | 2d6 (slow) | |-----------------------------------------------------------------| | * - Yumi longbows can be used on horseback. | +-----------------------------------------------------------------+ The yumi (samurai longbow) was designed with its grip a third of the distance from the bottom, so that it could be effectively used on horseback. The Mongol Crossbow is normally available only to invading Mongols, and at close range can fire an arrow completely through an *armored* trooper. However, it requires a full turn to draw and aim accurately. All archers must have quivers. If an archer has no quiver, he may fire one arrow but then cannot reload. MJ.2.3 Blades ------------- +-----------------------------------------------------------------+ | Classification: BLADES | | (laceration inducers) | |-----------------------------------------------------------------| | Weapon | TL | 2H | CP | Rng | UR |-CMP"| Damage | |------------------+----+----+----+-----+------+-----+------------| | Kogatana (Knife) | 1 | - | 1 | CC | 2 | - | 1d6-1 | | Kama (Scythe) | 1 | - | 2 | CC | 2 | - | 1d6 | | Wakizashi(Saber) | 2 | - | 3 | CC | 2 | - | 1d6+1 | | | +2CC when used with Katana | | Katana | 2 | - | 4 | CC | 2 | - | 1d6+3 | | Kuro-Katana | 3 | - | 5 | CC | 2 | - | 2d6+1 | | Ginkise-Katana | 3 | - | 6 | CC | 2 | - | 2d6+1 | | | x2 Damage against undead | +-----------------------------------------------------------------+ The blades used by the samurai tended to be of higher quality than their European counterparts, were honed to a stronger, sharper edge, and held up better under the stress of combat. Men could literally be cut in half with a single swing of a katana; this was, in fact, a popular method of executing criminals. The kogatana is the seppuku knife of the samurai, and was also very useful for gutting fish. The kama was a small scythe used by peasants for cutting grass. It was often used in peasant uprisings. The wakizashi is a saber-like shortsword. In fencing, a swordsman often held a katana in his right hand and a wakizashi in his left. The wakizashi was developed to be used where narrow hallways and tight quarters made use of the long katana impossible. It could also be used much like a main gauche, for parrying and feints in support of the main attack from the katana. Using a katana and wakizashi in combination gives a unit a +2 Close Combat bonus. The katana is the almost-legendary sword of the samurai. Each katana is thought to have its own fighting-spirit. By mid-TL2 only samurai were allowed to have katanas; eventually, any person carrying a katana who was not a samurai was sentenced to death. Any time a katana-wielding unit kills an opponent, he may choose whether the opponent was decapitated or cut in half. The kuro-katana or "black blade" belonged to the masamune class of slightly curved longswords, a standout even among the katanas. A masamune blessed by the gods, and coated with silver to be destructive to the undead, was called a ginkise katana. MJ.2.4 Polearms --------------- +-----------------------------------------------------------------+ | Classification: POLEARMS | | (cross-platform communication tools) | |-----------------------------------------------------------------| | Weapon | TL | 2H | CP | Rng | UR |-CMP"| Damage | |------------------+----+----+----+-----+------+-----+------------| | Yari (spear) | 1 | X | 2 | CC | 3 | - | 1d6+1 | | Nagamaki (short) | 2 | X | 4 | CC | 4 | - | 2d6 | | Naginata (long) | 2 | X | 4 | CC | 5 | -1" | 2d6 | +-----------------------------------------------------------------+ Polearms were the most universal of weapons, used by samurai, ashigaru, and warrior monks alike. All were designed for slashing and thrusting attacks; spears were not generally thrown or used as lances in the manner of their European counterparts. These polearms were all built from blades mounted on the ends of long shafts; the differences were in their relative lengths. The Yari was generally man-length with a knife-sized blade, while the blade of the Nagamaki or Naginata was a wider equivalent to a sword. The handle of the Nagamaki was three to four feet in length, suitable for use on horseback; the shaft of the Naginata was six feet or greater, and could only be used by soldiers on foot. Ninja and lone-wolf adventurers often modified Nagamaki for special situations. Some Nagamaki were built so that the blade could be detached from the handle by use of a hidden switch. Such a weapon costs 1 additional CP (5CP total). It takes 1" of Movement to separate the weapon into a blade (equivalent to a wakizashi) and a staff (equivalent to a common club). It takes a full turn to put them back together. Another variation was used by ninja and sohei (warrior monks) who wished to travel incognito. This form of naginata was not only detachable, but the blade could be reversed and hidden inside the staff handle. Such a weapon costs 3 additional CP (7CP total). Whether exposed or reversed, it takes 1" of Movement to detach the blade, and a full turn to recombine the blade and handle in either configuration. MJ.2.5 Flails ------------- +-----------------------------------------------------------------+ | Classification: FLAILS | | (unpredictable manwhackers) | |-----------------------------------------------------------------| | Weapon | TL | 2H | CP | Rng | UR |-CMP"| Damage | |------------------+----+----+-----+-----+-----+-----+------------| | 2-Section Staff | 2 | X | 2 | CC | 3 | - | 1d6 Stun | | Manriki-Gusari | 2 | X | 3 | CC | 4 | - | 1d6 Stun | | Chigiriki | 2 | X | 4 | CC | 4 | - | 1d6+1 Stun | | Kusarigama | 2 | X | 6 | CC | 4 | - | 1d6+1 | +-----------------------------------------------------------------+ Weapon TL 2H CP Range UR -MP" Damage 2-Section Staff 2 X 2 CC 3 - 1d6 Stun Manriki-gusari 2 X 3 CC 4 - 1d6 Stun Chigiriki 2 X 4 CC 4 - 1d6+1 Stun Kusarigama 2 X 6 CC 4 - 1d6+1 Stun [2-Section Staff - two antennas connected by string or chain] [Manriki-gusari - chain or string with cylinder at one or both ends] [Chigiriki - antenna connected to cylinder by chain or string] [Kusarigama - kama hook (saber perpendicularly mounted on an antenna) connected to a cylinder by a chain or string] The use of flail weapons was considered poor sportsmanship by samurai, and as such their use was limited to sohei and ninja of a particularly evil nature. The chains wrapped around enemy weapons, making them impossible to parry against, while the chains themselves could easily be used to parry blades. Any time a chain-wielding unit rolls a Critical Success on his Attack Roll, (at his discretion) the chain automatically entangles his opponent for -1d6 Skill (see bolos and nets under 2.2.6: Thrown Weapons) in addition to regular damage. Any time an opponent attacks him in Close Combat and rolls a Critical Failure on his Attack Roll, (at his discretion) the chain-wielding unit has not only parried the attack but the chain has Grabbed the attacking weapon (3.3.7: Rasslin'). A unit wielding a weapon with a very long chain must let the chain out gradually to swing it effectively. A chain-wielding unit may let out or take in two inches of chain per turn while it is swinging. Any unit that walks into the radius of the swinging chain is automatically attacked by the unit. The weapon has an additional +1 Damage, +1 UR, and -1MP" for every two inches that have been let out. Manriki-gusari are chains that are weighted at one or both ends. Chigiriki have a staff-handle at one end and a weight at the other. Kusarigama are scythes with a weighted chain at either the top or bottom of the scythe handle. The scythe is used to slay helpless opponents that have become entangled in the chain. It is not effective to swing the bladed end around on the chain, since it is very difficult to get the thing to swing around blade-first. For more possibilities when fighting with Flails, see 2.3.5: Flails. MJ.2.6 Armor ------------ +-----------------------------------------------------------------+ | Classification: ARMOR | | (image enhancers) | |-----------------------------------------------------------------| | Item | TL | 2H | CP | Rng | UR |-CMP"| Effect | |------------------+----+----+----+-----+------+-----+------------| | Do (plate armor) | 2 | - | 2 | - | - | - | +3 AV | | Feather (crest) | 1 | - | 2 | - | - | - | +1d6 CC | | Kuwagata (crest) | 2 | - | 2 | - | - | - | +1d6 Skill | | Ancient Beard | 0 | - | 0 | - | - | -1" |+2Skill,-1AV| +-----------------------------------------------------------------+ Unlike European armor, made with heavy steel plates, Japanese armor consists of tiny scales of lacquered iron laced together in rows with silk cords. The resulting metallic fabric is as flexible as European chain mail, but nearly as tough as plate mail, and much easier to repair. While European armor was so heavy that knights could not mount their horses without the assistance of their squires (and sometimes large derricks), a full suit of samurai armor weighed only about 25 pounds. Highly skilled and experienced samurai wore flat, free-standing helmet crests to signify their special status. The most impressive Kuwagata were reserved for high-ranking officers, whose greater experience lent them unusual Skill. Regular samurai with remarkable fighting technique were decorated with less flashy crests or feathers. Beheading such impressive opponents was a great honor; in BrikWars, a samurai or ronin who beheads a crested opponent may put on the crest and gain the accompanying bonuses. No unit may wear more than one crest at a time. Ancient warriors with long beards, while slower and more frail, have spent their advanced years refining their technique and so have greater-than-average Skill. Mysteriously, these factors all fade instantly if their Beard should ever be cut off. MJ.2.7 Ninja Weapons -------------------- +-----------------------------------------------------------------+ | Classification: NINJA WEAPONS | | (unconventional tools of destruction) | |-----------------------------------------------------------------| | Weapon | TL | 2H | CP | Rng | UR |-CMP"| Damage | |------------------+----+----+-----+-----+-----+-----+------------| | Shuriken | 2 | - | 1/3 | * | 2 | - | 1d6-1 | | Caltrops | 2 | - | 1/3 | * | 3 | - | 1d6-1 | | Nagateppo | 2 | - | 1 | * | 3 | - | (distract) | | Blowgun | 1 |(X) | 1 | * | 3 | - | 1 | | Poison | 1 | - | 1CP per Poison Pt. (3.3.8: Poison) | +-----------------------------------------------------------------+ Ninjas use all kinds of bizarre weapons and are likely to have an equivalent for weapons of any contemporary culture. As such, any equivalent-TL weapon from Chapter 2 is available for them to use. Shuriken are bladed throwing stars, bought three at a time. A ninja may throw up to two shuriken per turn. Caltrops are small four-pointed blades, which can be thrown like shuriken. When dropped, at least one blade always points upwards, impaling anyone who steps on them and incurring -3MP" due to extreme pain. A unit walking through an area where caltrops have been scattered must go at half speed to avoid stepping on them. If the unit goes at full speed, he must make a Skill Roll with a UR of 4 to avoid stepping on caltrops. Nagateppo were grenades made out of eggshells. These typically were filled with flash powder to blind opponents or smoke powder to provide a smokescreen to cover the ninja's escape. Whenever a ninja is spotted, he may throw down a nagateppo to immediately regain his stealth advantages. The effects last for one turn, after which he must hide behind cover as normal. Ninjas' staves and sword scabbards were often designed to serve a dual purpose as blowguns. A ninja with a blowgun never runs out of bamboo blowgun darts. These darts only do 1 Damage, so to be effective the ninja must spend a few points to poison his supply of darts. A ninja can poison any weapon for a cost of 1 CP per Poison Point. This is an especially dirty trick and is reserved for ninja of an evil nature. MJ.3 Japanese Vehicles -------------------------------------------------------------------------- The Japanese did not use a great number of vehicles in battle, largely because they had not seemed to develop any way for horses to haul them around. Heavy objects such as cannons and bushels of rice had to be dragged or carried by strong footmen. The Japanese did excel in the use of light and maneuverable warships, which were used by Japanese pirates to dominate the Inland Sea and much of the west Pacific. This lasted until the arrival of European ships armed with cannons at the beginning of TL3. MJ.4 Japanese Buildings -------------------------------------------------------------------------- Japanese fortresses were often a maze of intricately designed defenses, easily the rival of any European stronghold. Regular civilian and government buildings, however, were built of wood, straw, and rice paper, presenting no obstacle to even the most disinterested soldier and extremely susceptible to fire. There were many special rooms and areas a landowner might choose to put in his building. These cost no extra CP, although they do take up valuable house-space. They must be of a size appropriate to their function and to the size of the building. A building may contain a shrine. This shrine can be of any religion or philosophy, but should be aesthetically pleasing and decorative. Any martially-trained unit that engages in uninterrupted meditation at the shrine for a full turn may enter into a Zen trance. This unit gains +1d6 Close Combat Bonus and one Zen Feat but also -4MP". The unit is at no disadvantage when attacked by multiple opponents. The unit may break the trance and return to normal at the beginning of any turn. A building may contain a special tatami mat for sparring. Whenever a unit enters the tatami mat, give him HitPoints equal to three times his Armor Value (if his AV includes dice, roll the dice three times). Any damage done to him by another unit on the mat is done to these HitPoints. When the HitPoints run out, he is not dead, merely defeated. If he leaves the mat, he returns to his normal Armor Value and can be damaged or killed as normal. If he re-enters the mat, his HitPoints return to the same level as when he left. Rice fields are essentially large patches of standing water. Units moving in rice fields move at half speed. If a unit is knocked unconscious in a rice field, he has one chance to recover on the following turn or else he drowns. MJ.5 Japanese Units -------------------------------------------------------------------------- MJ.5.1 Peasants --------------- +---------------------------------------+ | Classification: Peasant | | (irrelevant bottom-class nobodies) | |---------------------------------------| | Move: 4" | | Armor: 1d6-2 AV | | Skill: 1d6-2 | | Cost: 1 CP | | Specialty: None | | Ratio: None (troop) | +---------------------------------------+ Peasants usually did not fight in wars. If attacked, or if part of a large-scale uprising, they armed themselves with knives, pitchforks, staves, clubs, and scythes. During the earlier parts of TL2, when classes were not so strictly segregated, many peasants had military weapons of one kind or another; some even carried katana. Peasant Variations: ----- Porter Move: 6" Power: 2 Cost: 2CP Porters are burly Peasants trained to move heavy loads in a hurry. ----- MJ.5.2 Foot Soldiers -------------------- +---------------------------------------+ | Classification: Ashigaru | | (disposable commoners) | |---------------------------------------| | Move: 5" | | Armor: 3 AV | | Skill: 1d6 | | Cost: 3 CP | | Specialty: None | | Ratio: None (troop) | +---------------------------------------+ Ashigaru were foot soldiers conscripted from the common class. In TL2, they often mixed freely with samurai on the battlefield, but by TL3 they were organized primarily into divisions of spearmen (using the Naginata) and musketeers (using the Arquebus), under the command of a mounted samurai officer. Ashigaru variations: ----- Spearman: Shock Troop (+1 Skill in Close Combat, -2 Skill in Ranged) ----- Musketeer: Marksmanship (+1 Skill in Ranged, -2 Skill in Close Combat) ----- Bandit: Dishonorable, may use any weapon ----- MJ.5.3 The Warrior Class ------------------------ +---------------------------------------+ | Classification: Samurai | | (Bushido-bound warrior class) | |---------------------------------------| | Move: 6" | | Armor: 6 AV | | Skill: 1d6 +2CC | | Cost: 9 CP | | Specialties: Horsemanship | | Honorable | | 1 Zen Feat per Turn | | Ratio: None (troop) | +---------------------------------------+ Samurai are the Japanese equivalent to the European knight, occupying a similar social position and adhering to codes of honor that became more rigid and defined over the course of the Feudal age. The wealthiest samurai rode trained warhorses into battle, wearing do armor and armed with either a yumi longbow or nagamaki in addition to the ubiquitous katana and wakizashi sheathed at the waist. Especially skilled or experienced samurai are distinguished by special helmet crests (MJ.2.6: Armor). Collecting the heads of defeated opponents was a special treat for warrior-class fighters; blade-wielding warrior-class units may declare 'decapitation' on any successful kill. Members of the warrior class were either Honorable or Dishonorable, with no shades of gray in between; an Honorable warrior who was Dishonored could only be redeemed by ritual suicide. In BrikWars, a Samurai who is Dishonored has the option of either committing seppuku immediately (death is instantaneous and cannot be prevented by any outside interference) or becoming Dishonorable. Dishonorable units are hunted like vermin by their former comrades, who risk becoming Dishonorable themselves if he escapes. Honorable units may not team up with Dishonorable units except in the most extreme situations, such as when banding together to eradicate swarms of Jia-Jias and Dimmis. Players' standards of Honorable behavior may vary, but might include such things as never refusing a direct challenge, never running away from battle, never attacking an Honorable opponent from behind, never allowing peasants or women to bear arms, never using gunpowder weapons, and staying well away from the Daimyo's concubines. Every Samurai was highly trained, and could perform impressive feats such as chopping arrows out of the air, slicing through trees or stone lanterns with a single sword stroke, sensing a cowardly attack from behind, or composing delicate poetry in the midst of a heated battle. While not as impressive as Stupendous Feats, these Zen Feats can come in very handy. When a unit attempts a Zen Feat, roll 1d6. Any of his opponents who wish the Feat to fail may also roll 1d6. If the unit is Honorable, add 1 to the roll; if Dishonorable, subtract 1. If all of an opponent's warriors are Honorable, add 1 to the opposing roll; if more of his warriors are Dishonorable than Honorable, subtract 1. If any of the opposing rolls are higher than the unit's, then the Feat is aborted. Unlike a Stupendous Feat, an unsuccessful Zen Feat does not fail; instead, it as if the unit had never attempted the Feat. A Zen feat may be used for esoteric purposes such as sensing danger or increasing artistic insight, but its general use is to increase one stat for the duration of a single roll or action. The Zen unit may add 1d6 to his Move, Armor, Skill or Damage, or add 1 point to his Power. If the Zen unit is Honorable, then he may not use a Zen Feat to attack or harm another living creature; he will primarily use his Feats to aid in his own defense or to move more quickly around the battlefield. If the Zen unit is Dishonorable, then he may not use Zen Feats to defend himself or any other target; he will primarily use his Feats to strengthen his attacks. Warrior Class Variations: ----- Female Samurai (early TL2 only) Move: 8" Armor: 6 AV Skill: 1d6 + 1d6CC Cost: 10CP In early TL2, women samurai were common, although they later disappeared when women's social status dwindled in Japan. ----- Ronin (renegade Samurai) Dishonorable Upon the death of their feudal lords, samurai were expected to commit suicide and not cause problems. Some declined to do so and became renegade Samurai, or Ronin. This was a cowardly and dishonorable path, and legitimate samurai were expected to execute Ronin wherever they were found. Ronin often joined with bandit warlords or offered their services as mercenaries. (While working as mercenaries, Ronin enjoy the temporary sanction of their employing Daimyo, and so their Samurai allies are not obligated to execute them on sight.) ----- Sohei Fighting Monks Honorable or Dishonorable, no Horsemanship, Cost: 8 CP Sohei fighting monks train intensely and often have extra CC bonuses, multiple Zen Feats, or a couple of points of SP with which to perform spiritual magik (Supplement SP: Supernatural Powers). Sohei monasteries could sometimes be allied with local similarly-aligned spirits. Sohei typically favored the Nagamaki and the various flails, although they could use any weapon. ----- MJ.5.4 Heroes ------------- +---------------------------------------+ | Classification: Warrior Hero | | (irresistable target) | |---------------------------------------| | Move: 6" | | Armor: 1d10+2 AV | | Skill: 1d10 +2CC | | Cost: 12 CP | | Specialty: 1 Stupendous Feat | | 1 Zen Feat | | Ratio: 1 per 7 Troops | +---------------------------------------+ In glory-obsessed feudal Japan, successful warriors could quickly become legends in their own time. The notoriety caused such a boost to their ego and such intimidation to their opponents that they immediately became capable of pulling off impossible feats and defeating vastly superior foes. Heroes rose from all the warrior classes. There were hero samurai, hero sohei, even hero ronin. Dishonorable heroes were often accorded a certain measure of respect in battle; even if their honor was tarnished, they could still be treated as worthy foes. It's especially important to treat Heroes as Honorable opponents, because any warrior-class unit that decapitates a Hero in Honorable battle instantly becomes a new Hero himself. MJ.5.5 Daimyos -------------- +---------------------------------------+ | Classification: Daimyo | | (local head of state) | |---------------------------------------| | Move: 10" | | Armor: 2d10 AV | | Skill: 1d10 +1d6CC | | Cost: 25 CP | | Specialty: 3 Stupendous Feats | | Ratio: 1 per player | +---------------------------------------+ A Daimyo was the governor of the province from which an army was raised. As such, there could be only one Daimyo per army, unless two provinces were attacking in alliance. Daimyos didn't become Daimyos by accident. While it's possible that once in a great while a Daimyo gained his position by inheriting it rather than killing his way to the top in a veritable monsoon of bloodshed, for BrikWars purposes we can safely assume that all those wussy Daimyos are immediately assassinated by the more likeable ass-kicking mass-homicidal Daimyos described here. The authority of the Daimyo transcends questions of Honor or Dishonor. For Honorable warriors, any Dishonorable act is perfectly acceptable if it's the Daimyo's direct order. Unfortunately, if the Daimyo is killed, all his samurai are doomed to a choice of seppuku or dishonor (although they can sometimes decide to stick around just long enough to avenge his death). For this reason a Dishonorable foe will try to assassinate an Honorable army's Daimyo as quickly as possible. While the samurai could theoretically continue on under the Daimyo's heir, that heir has almost certainly been assassinated before the Daimyo's head even hits its second bounce. Daimyo Variations: ----- Monastery Leader (Sohei Daimyo) ----- Warlord (Ronin/Bandit Daimyo) ----- MJ.6.1 The Mighty Sumo ---------------------- +---------------------------------------+ | Classification: Sumo | | (wrestling behemoth) | |---------------------------------------| | Move: 3" | | Armor: 2d6 AV | | Skill: 1d6 +2CC | | Cost: 10 CP | | Specialty: Power 3 | | Mass 1d6+1 Blox | | No Weapons | | Ratio: (troop) | +---------------------------------------+ Sumo wrestlers are enormously big and strong. They are strong enough to uproot trees or lift horses to throw at enemies. They are not allowed to use conventional weapons of any kind, only their bare hands and feet, although they may use large objects as projectiles (must weigh at least 1 Blok). The Sumo know many esoteric wrestling techniques and have the ability to effectively increase their Mass - any time a Sumo's Mass is needed, roll 1d6+1 to determine the number of Blox in the Sumo's effective Mass. MJ.6 Ninjas -------------------------------------------------------------------------- "Facts: 1. Ninjas are mammals. 2. Ninjas fight ALL the time. 3. The purpose of the ninja is to flip out and kill people." - The Official Ninja Webpage, http://www.realultimatepower.net/ + Ninja Society + Ninja Troops (Low-level) - assassins - thieves - spies - scouts + Ninja Heroes (standard Ninja) + Ninja Masters (Champion) + Ninja Magik + Grand Masters of American Ninjitsu (Dimmy) MJ.7 The Spirit World -------------------------------------------------------------------------- MJ.7.1 Animal Spirits Many animals in Japan, including dragons, cranes, racoon-dogs, and foxes, had many magical powers and could transform into one type of human or another. Such a unit costs as much as its most expensive form (animal or human), plus five points. Transformation is instant but may only occur at the beginning of a turn. MJ.7.2 Ghosts and Demons