Wedding at Kyotei Castle – Character Sheets
Abertura
Yasuki Toru
Character Name
Player Name
Crab Yasuki
Yasuki Merchant 2
Courtier
Overcome
an Opponent Know or
Learn a Fact Influence
a Person
Acquire or
Use Resources
Symbol Key Skills Identity
Craft or Repair
a Work of Art
Roles
Aesthetics
Composition
Design
Smithing
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Martial Arts [Unarmed]
Meditation
Tactics
Culture
Government
Medicine
Sentiment
Theology
Command
Courtesy
Games
Performance
Commerce
Labor
Seafaring
Skulduggery
Survival
NARRATIVE MODE
3
| 2 3 | 1 2 37 | 45 | 35 |
| APPROACHES | |||
|---|---|---|---|
| Refine | ![]() | ||
Restore 
| Invent | ![]() |
| Adapt | ![]() |
| Attune | ![]() |
| APPROACHES | |
|---|---|
| Feint | ![]() |
Withstand 
Overwhelm 

Sacrifice 
APPROACHES
Analyze 

Theorize 
| Survey | ![]() |
| Sense | ![]() |
| APPROACHES | |
|---|---|
| Trick | ![]() |
Reason 
| Incite | ![]() |
| Charm | ![]() |
Enlighten 
APPROACHES

Produce 
Innovate 
Exchange 

DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.
Keen Hearing (Air): You can assess your environment by sound alone. Even in darkness, you can accurately pinpoint the location of people and other moving objects near you.
ADVERSITIES: Reroll two dice containing or symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.
Sworn Enemy—Doji family of Crane Clan (Earth): The family responsible for keeping you from regaining your ancestral homelands!
PASSIONS: After performing a check related to your passion, remove 3 strife.
Travel (Water): You aren’t unsettled by foreign customs, and enjoy traveling to new locations and interacting with novel things.
ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).
Phobia—Horses (Water): You have a debilitating fear of these large, unpleasant, smelly beasts. Being around them is disturbing and you’re likely to try and make up excuses to leave if one is around.
PERSONALITY, HABITS, AND QUIRKS
Acts the "absent-minded elderly person" but is still very sharp
Chuckles a bit even when nothing humorous is happening
Obsessive about his favorite pipe
Advantages and Disadvantages
Relationships Social Standing
Titles
Giri Make a deal to trade vital supplies in order to gain access to new jade mine located near Toshi Ranbo.
Ninjō Make the Crane Clan pay for what that they did to your family long ago. They refuse to honor your claims to your ancestral homelands.
EXPERIENCE
Success
Explosive Success
Opportunity
Strife
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
CONFLICT MODE
AIR STANCE:
EARTH STANCE: Others cannot spend to inflict critical strikes or
ENDURANCE
(Earth + Fire) x 2
+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).
conditions on you.
WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your
first action.
Rings and Stances
3
FIRE STANCE:
If you succeed,
+1 bonus success per symbol.
COMPOSURE
(Earth + Water) x 2
FOCUS
(Air + Fire)
VIGILANCE
(Air + Water) / 2
FATIGUE
Derived Attributes
STRIFE
STANCES CAN ONLY BE APPLIED
VOID STANCE: You do not receive strife from symbols on checks.
VOID POINTS
1
DURING CONFLICTS
Fitness
Martial Arts [Ranged]
Tactics
SUMMARY OF A CONFLICT TURN
• Choose Stance (Air, Earth, Fire, Water, or Void) • Perform Action (Intrigue p. 254, Duel p. 258, Skirmish p. 262, Mass Battle p. 274) • Move before or after action (Skirmish: 1 range band)
WEAPONS
| NAME | DAMAGE / DEADLINESS RANGE QUALITIES | ||
|---|---|---|---|
| Yumi (bow) | 5/3 | 2–5 | — |
Combat Skills References Armament Techniques (New Actions) Techniques (New )
Wakizashi (short sword)
3/5 (7 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged
TECHNIQUE TYPES AVAILABLE
KATA KIHŌ INVOCATIONS RITUALS SHŪJI
MAHŌ NINJUTSU
Tributaries of Trade: Once per scene as a Scheme and Support action, you may make a TN 1 Commerce (Water) skill check to establish that you acquired a chosen item earlier. If you succeed, you produce an item with a rarity less than or equal to 1 plus your bonus successes. You must still pay the price of the item.
+: Reduce the price you must pay for the item by one-quarter per spent this way (to a minimum of one-quarter of the original price).
Weight of Duty: When you make a Social skill (Earth) check targeting a character, you may spend as follows: Earth : Learn one way the target fears failing as a samurai. Earth : Learn the target’s giri.
Keen Hearing
Travel
Conditions
Disadvantages & Advantages School Abilities
Sworn Enemy (Doji family)
Phobia (Horses)
Way of the Carp: As a downtime activity, if you have access to a market, you may acquire a number of items up to your school rank of rarity 4 or lower, or a single item of up to rarity 4 plus your school rank [2] (the item may be up to rarity 6).
ARMOR
| NAME | PROTECTION TYPE (RESISTANCE) QUALITIES | |
|---|---|---|
| Common Clothes | Physical (1) | Mundane |
| Concealed Armor | Physical (2) | Concealed |
| Ceremonial Clothes | Physical (1) | Ceremonial, Resplendent |
Traveling clothes, knife, quiver of arrows, calligraphy set, traveling pack, scrolls of trade records.
Clothes Gear Notes
1 Koku = 5 Bu = 50 Zeni / 1 Bu = 10 Zeni
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
Kakita Hikaru
Character Name
Player Name
Crane Kakita
Kakita Duelist 2
Bushi, Artisan
Overcome
an Opponent Know or
Learn a Fact Influence
a Person
Acquire or
Use Resources
Symbol Key Skills Identity
Craft or Repair
a Work of Art
Roles
Aesthetics
Composition
Design
Smithing
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Martial Arts [Unarmed]
Meditation
Tactics
Culture
Government
Medicine
Sentiment
Theology
Command
Courtesy
Games
Performance
Commerce
Labor
Seafaring
Skulduggery
Survival
NARRATIVE MODE
| Honor | Glory | Status |
| 60 | 40 | 35 |
2
| 2 1 | 3 3 |
| APPROACHES | |
|---|---|
| Refine | ![]() |
Restore 
| Invent | ![]() |
| Adapt | ![]() |
| Attune | ![]() |
| APPROACHES | |
|---|---|
| Feint | ![]() |
Withstand 
Overwhelm 

Sacrifice 
APPROACHES
Analyze 

Theorize 
| Survey | ![]() |
| Sense | ![]() |
| APPROACHES | |
|---|---|
| Trick | ![]() |
Reason 
| Incite | ![]() |
| Charm | ![]() |
Enlighten 
APPROACHES

Produce 
Innovate 
Exchange 

DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.
Dangerous Allure (Fire): You always make an impression, and NPCs remember your name and face after interacting with you for one or more scenes (unless you take pains to disguise yourself).
ADVERSITIES: Reroll two dice containing or symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.
Benten’s Curse (Air): Your romantic efforts are always stymied by circumstances, and your gestures to get the romantic attention of others are usually misinterpreted.
PASSIONS: After performing a check related to your passion, remove 3 strife.
Stories (Earth): You can recall any story you have been told, including the details that others would gloss over or forget.
ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).
Perfectionism (Water): Anything short of perfection in your work is unacceptable to you, and you have been known to create works of beauty only to cast them aside over some perceived flaw. You cannot help but try to improve any work in which you identify a flaw, even if it means informing someone of higher status of an error they have made.
PERSONALITY, HABITS, AND QUIRKS
Strokes his long, glorious, pure white hair when he thinks no one is watching him
Keeps sizing up everyone he meets as potential dueling opponents
Advantages and Disadvantages
Relationships Social Standing
Titles
Giri See that Takashi gets married, so that he can maintain Crane influence over the Golden Valley and dispel the concerns of his seeming weakness.
Ninjō Find a rival truly worthy of your skills with the blade.
EXPERIENCE
Success
Explosive Success
Opportunity
Strife
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
CONFLICT MODE
EARTH STANCE: Others cannot spend to inflict critical strikes or
conditions on you.
AIR STANCE:
+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).
WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your
first action.
FIRE STANCE:
If you succeed,
+1 bonus success per symbol.
STANCES CAN ONLY BE APPLIED
DURING CONFLICTS
VOID STANCE: You do not receive strife from symbols on checks.
Rings and Stances
Derived Attributes
ENDURANCE
(Earth + Fire) x 2
COMPOSURE
(Earth + Water) x 2
FOCUS
(Air + Fire)
VIGILANCE
(Air + Water) / 2
VOID POINTS
FATIGUE
STRIFE
1
2
| 2 1 | 3 3 |
| MAXIMUM | CURRENT |
|---|
Conditions
Disadvantages & Advantages School Abilities
Fitness
Martial Arts [Melee]
Meditation
Tactics
Dangerous Allure
Stories
Benten’s Curse
Perfectionism
SUMMARY OF A CONFLICT TURN
Way of the Crane: Once per round, you may increase or decrease the severity of a critical strike you inflict by an amount up to your school rank (2).
• Choose Stance (Air, Earth, Fire, Water, or Void) • Perform Action (Intrigue p. 254, Duel p. 258, Skirmish p. 262, Mass Battle p. 274) • Move before or after action (Skirmish: 1 range band)
WEAPONS
| NAME | DAMAGE / DEADLINESS RANGE QUALITIES | |
|---|---|---|
| ARMOR | ||
| NAME | PROTECTION TYPE (RESISTANCE) QUALITIES | |
| Resplendent Robes | Physical (1) | Mundane |
| Katana 4/5 (7 DLS if 2 handed) 1 | Ceremonial, Razor-Edged | |
| Ceremonial Clothes | Physical (1) | Ceremonial, Resplendent |
Combat Skills References Armament Techniques (New Actions) Techniques (New )
Wakizashi (short sword)
Traveling clothes, traveling pack, an attendant or Rokugani pony.
TECHNIQUE TYPES AVAILABLE
KATA KIHŌ INVOCATIONS RITUALS SHŪJI
MAHŌ NINJUTSU
Iaijutsu Cut (Rising Blade): As an Attack action using one sheathed Razor-Edged weapon, you may make a TN 3 Martial Arts [Melee] check targeting one character at range 0–1 and draw and ready the sheathed weapon in a one-handed grip. If you succeed, you deal physical damage to the target equal to the weapon’s deadliness. Your target cannot defend against this damage if they are Compromised.
: Ready one other sheathed Razor-Edged weapon.
Sensational Distraction: When making a Social skill (Fire) check targeting one or more characters, you may spend in the following way: Fire +: When interacting with other characters, the target treats their vigilance as 1 lower per spent this way; when interacting with you, the target treats their vigilance as 1 higher per spent this way. This effect persists until the end of the scene.
Clothes Gear Notes
1 Koku = 5 Bu = 50 Zeni / 1 Bu = 10 Zeni
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
Kitsuki Sora
Character Name
Player Name
Dragon Kitsuki
Kitsuki Investigator 2
Courtier, Bushi
Overcome
an Opponent Know or
Learn a Fact Influence
a Person
Acquire or
Use Resources
Symbol Key Skills Identity
Craft or Repair
a Work of Art
Roles
Aesthetics
Composition
Design
Smithing
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Martial Arts [Unarmed]
Meditation
Tactics
Culture
Government
Medicine
Sentiment
Theology
Command
Courtesy
Games
Performance
Commerce
Labor
Seafaring
Skulduggery
Survival
NARRATIVE MODE
| Honor | Glory | Status |
| 55 | 45 | 35 |
3
| 1 2 | 3 2 |
| APPROACHES | |
|---|---|
| Refine | ![]() |
Restore 
| Invent | ![]() |
| Adapt | ![]() |
| Attune | ![]() |
| APPROACHES | |
|---|---|
| Feint | ![]() |
Withstand 
Overwhelm 

Sacrifice 
APPROACHES
Analyze 

Theorize 
| Survey | ![]() |
| Sense | ![]() |
| APPROACHES | |
|---|---|
| Trick | ![]() |
Reason 
| Incite | ![]() |
| Charm | ![]() |
Enlighten 
APPROACHES

Produce 
Innovate 
Exchange 

DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.
Ambidexterity (Air): As you have no dominant hand, you can compensate if your right hand is injured or lost. This lets you use weapons and make actions with either hand.
ADVERSITIES: Reroll two dice containing or symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.
Whispers of Doom (Void): You are well-known, but not for the right reasons. Characters who do not know you personally always assume that those around you will perish or meet bad ends, even if you survive to spread your ill fortune further.
PASSIONS: After performing a check related to your passion, remove 3 strife.
History (Earth): After a short time spent studying it, you can discern the era and context of any object, structure, or text you encounter— or else you know for certain that no chronicler of the Emerald Empire has encountered this thing before.
ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).
Impatience (Earth): You find it difficult to repress yourself, and when you are forced to wait, it causes you palpable discomfort. If given the choice between seizing an opportunity and waiting for a better moment, you strive to seize the opportunity despite risks that might be mitigated if you act later.
PERSONALITY, HABITS, AND QUIRKS
Very fastidious, especially around crime scenes
Strokes beard when thinking
Advantages and Disadvantages
Relationships Social Standing
Titles
Giri As a diplomat, ensure that the Dragon Clan is considered an ally of the lord and lady of Kyotei Castle (regardless of their allegiance).
Ninjō Find out the truth surrounding the murder of Retsu and use this knowledge to the advantage of the Dragon Clan.
EXPERIENCE
Success
Explosive Success
Opportunity
Strife
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
CONFLICT MODE
AIR STANCE:
EARTH STANCE: Others cannot spend to inflict critical strikes or
ENDURANCE
(Earth + Fire) x 2
+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).
conditions on you.
WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your
first action.
Rings and Stances
3
FIRE STANCE:
If you succeed,
+1 bonus success per symbol.
COMPOSURE
(Earth + Water) x 2
FOCUS
(Air + Fire)
VIGILANCE
(Air + Water) / 2
FATIGUE
Derived Attributes
STRIFE
STANCES CAN ONLY BE APPLIED
VOID STANCE: You do not receive strife from symbols on checks.
VOID POINTS
1
DURING CONFLICTS
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Tactics
SUMMARY OF A CONFLICT TURN
• Choose Stance (Air, Earth, Fire, Water, or Void) • Perform Action (Intrigue p. 254, Duel p. 258, Skirmish p. 262, Mass Battle p. 274) • Move before or after action (Skirmish: 1 range band)
WEAPONS
| NAME | DAMAGE / DEADLINESS RANGE QUALITIES | ||
|---|---|---|---|
| Jian (sword) | 5/3 | 0–1 | — |
| Jitte (forked hand weapon) 3/2 | 0 Concealable, |
Combat Skills References Armament Techniques (New ) Techniques (New )
Snaring
Wakizashi (short sword)
3/5 (7 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged
TECHNIQUE TYPES AVAILABLE
KATA KIHŌ INVOCATIONS RITUALS SHŪJI
MAHŌ NINJUTSU
Striking as Earth: When you make a Martial Arts [Melee,Ranged, or Unarmed] (Earth) check, you may spend in the following way: Earth +: Treat your physical resistance as 1 higher per spent this way until the beginning of your next turn.
Truth Burns through Lies: When making a Scholar skill (Fire) check to assess a character’s story, you may spend in the following way: Fire : If there is a single statement upon which the character’s story hinges, you determine what it is and what you would need to do to verify or disprove it.
Ambidexterity
History
Conditions
Disadvantages & Advantages School Abilities
Whispers of Doom
Impatience
Kitsuki’s Method: When performing a check to investigate with any skill, you may treat your ranks in the skill you are using as being equal to your school rank (2). If your ranks in the skill are equal to or higher than your school rank, or if you have 5 ranks in the skill, you may add a kept set to an result instead.
ARMOR
| NAME | PROTECTION TYPE (RESISTANCE) QUALITIES | |
|---|---|---|
| Common Clothes | Physical (1) | Mundane |
| Ceremonial Clothes | Physical (1) | Ceremonial, Resplendent |
Traveling clothes, knife, calligraphy set, traveling pack, journal of observations.
Clothes Gear Notes
1 Koku = 5 Bu = 50 Zeni / 1 Bu = 10 Zeni
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
Kitsu Kohaku
Character Name
Player Name
Lion Kitsu
Kitsu Medium 2
Shugenja
Overcome
an Opponent Know or
Learn a Fact Influence
a Person
Acquire or
Use Resources
Symbol Key Skills Identity
Craft or Repair
a Work of Art
Roles
Aesthetics
Composition
Design
Smithing
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Martial Arts [Unarmed]
Meditation
Tactics
Culture
Government
Medicine
Sentiment
Theology
Command
Courtesy
Games
Performance
Commerce
Labor
Seafaring
Skulduggery
Survival
NARRATIVE MODE
| Honor | Glory | Status |
| 60 | 40 | 35 |
2
| 3 3 | 1 2 |
| APPROACHES | |
|---|---|
| Refine | ![]() |
Restore 
| Invent | ![]() |
| Adapt | ![]() |
| Attune | ![]() |
| APPROACHES | |
|---|---|
| Feint | ![]() |
Withstand 
Overwhelm 

Sacrifice 
APPROACHES
Analyze 

Theorize 
| Survey | ![]() |
| Sense | ![]() |
| APPROACHES | |
|---|---|
| Trick | ![]() |
Reason 
| Incite | ![]() |
| Charm | ![]() |
Enlighten 
APPROACHES

Produce 
Innovate 
Exchange 

DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.
Bishammon’s (Water): You recover from physical exhaustion twice as quickly as others.
ADVERSITIES: Reroll two dice containing or symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.
Haunting (Void): The spirit of your uncle, Goseki Yobuhito, seems to be everywhere you go, always demanding vengeance for his lord Damasu Kojima, who was slain by the Tsume family.
PASSIONS: After performing a check related to your passion, remove 3 strife.
Brushwork (Air): You can identify the signature styles of numerous different schools and individual artists in paintings and calligraphy, as well as common motifs and techniques.
ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).
Superstition (Void): When faced with signs of the supernatural, you become visibly agitated, and you attempt to leave the scene, appease the being or phenomenon in question, or acquire supernatural protection of some kind.
PERSONALITY, HABITS, AND QUIRKS
Extremely pale and dislikes direct sunlight
Doesn't like touching other people
Advantages and Disadvantages
Relationships Social Standing
Titles
Giri The Golden Valley has been in spiritual disarray since the Crane violently seized it. You must find a way to end the cycle of hate once and for all.
Ninjō Find out what became of your uncle's body as the Crane never returned it after the Tsume family massacred everyone and took the castle.
EXPERIENCE
Success
Explosive Success
Opportunity
Strife
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
CONFLICT MODE
AIR STANCE:
EARTH STANCE: Others cannot spend to inflict critical strikes or
ENDURANCE
(Earth + Fire) x 2
+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).
conditions on you.
WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your
first action.
Rings and Stances
2
FIRE STANCE:
If you succeed,
+1 bonus success per symbol.
COMPOSURE
(Earth + Water) x 2
FOCUS
(Air + Fire)
VIGILANCE
(Air + Water) / 2
FATIGUE
Derived Attributes
STRIFE
STANCES CAN ONLY BE APPLIED
VOID STANCE: You do not receive strife from symbols on checks.
VOID POINTS
2
DURING CONFLICTS
Fitness
Martial Arts [Melee]
Martial Arts [Unarmed]
Meditation
Tactics
SUMMARY OF A CONFLICT TURN
• Choose Stance (Air, Earth, Fire, Water, or Void) • Perform Action (Intrigue p. 254, Duel p. 258, Skirmish p. 262, Mass Battle p. 274) • Move before or after action (Skirmish: 1 range band)
WEAPONS
| NAME | DAMAGE / DEADLINESS RANGE QUALITIES | ||
|---|---|---|---|
| Bō (staff) | 6/2 | 1–2 | Mundane |
Combat Skills References Armament Techniques (New Actions) Techniques (New Actions)
Wakizashi (short sword)
3/5 (7 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged
TECHNIQUE TYPES AVAILABLE
KATA KIHŌ INVOCATIONS RITUALS SHŪJI
MAHŌ NINJUTSU
Path to Inner Peace: As a Support action, you may make a TN 2 Theology (Water) check targeting yourself or another character at range 0–2. If you succeed, the target removes fatigue equal to your Water Ring plus your bonus successes. (Once per scene per target) Water : Remove Bleeding, Dazed, Disoriented, or Lightly Wounded from target. Water : Your target also removes strife equal to your bonus successes.
Commune with the Spirits: As a downtime activity or Support action, make a TN 1 Theology check to perform a ritual to appeal to nearby spirits of that Element for aid. If you succeed, choose and receive one of the following boons from the spirit you contacted: Sense the Kami: Detect all spirits and uses of their magic by shugenja within a number of range bands equal to the ring you used plus your bonus successes. Spiritual Knowledge: Learn one fact the spirits know about the area.
: Reduce the TN of your next check to interact with or appeal to kami or supernatural presences of this Element by 1.
Bishamon’s Blessing
Brushwork
Conditions
Disadvantages & Advantages School Abilities
Haunting
Superstition
Favor of the Ancestors: Once per scene, you may invoke an ancestor spirit to aid you and guide your hand by making a TN 2 Theology (Void) check as an action. Choose a number of skills up to your school rank (2): roll additional and keep 1 additional die on your checks using those skills until the end of the scene.
ARMOR
Sanctified Robes Physical (1), Supernatural 3 Ceremonial
Traveling clothes, scroll satchel, traveling pack.
Clothes Gear Notes
1 Koku = 5 Bu = 50 Zeni / 1 Bu = 10 Zeni
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
Kaito Natsuyuki
Character Name
Player Name
Phoenix Kaito
Kaito Shrine Keeper 2
Monk
Overcome
an Opponent Know or
Learn a Fact Influence
a Person
Acquire or
Use Resources
Symbol Key Skills Identity
Craft or Repair
a Work of Art
Roles
Aesthetics
Composition
Design
Smithing
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Martial Arts [Unarmed]
Meditation
Tactics
Culture
Government
Medicine
Sentiment
Theology
Command
Courtesy
Games
Performance
Commerce
Labor
Seafaring
Skulduggery
Survival
NARRATIVE MODE
| Honor | Glory | Status |
| 45 | 30 | 35 |
1
| 2 3 | 2 3 |
| APPROACHES | |
|---|---|
| Refine | ![]() |
Restore 
| Invent | ![]() |
| Adapt | ![]() |
| Attune | ![]() |
| APPROACHES | |
|---|---|
| Feint | ![]() |
Withstand 
Overwhelm 

Sacrifice 
APPROACHES
Analyze 

Theorize 
| Survey | ![]() |
| Sense | ![]() |
| APPROACHES | |
|---|---|
| Trick | ![]() |
Reason 
| Incite | ![]() |
| Charm | ![]() |
Enlighten 
APPROACHES

Produce 
Innovate 
Exchange 

DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.
Sixth Sense (Void): You have an instinctive sense of supernatural beings, and you can feel the presence of spirits and similar entities even when they have not chosen to reveal themselves. This feeling is ominous in the presence of beings with evil intentions and neutral when the beings are simply going about their business as usual.
ADVERSITIES: Reroll two dice containing or symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.
Bluntness (Air): You have difficulty expressing things indirectly, and you overlook insinuations and implications in the statements of others unless they are pointed out to you directly.
PASSIONS: After performing a check related to your passion, remove 3 strife.
Sake (Water): You can identify regional variations in sake and other alcohol, and you know a great deal about the various processes involved in making sake. It takes you twice as much alcohol as it does anyone else to become intoxicated.
ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).
Softheartedness (Fire): If given the choice to kill someone or show mercy, you always spare their life, even if it is not in your interest to let them live.
PERSONALITY, HABITS, AND QUIRKS
Has a long scar along one arm, but refuses to speak of it
Wears hair in a severe bun, and is obsessive about keeping it perfect
Advantages and Disadvantages
Relationships Social Standing
Titles
Giri Investigate sources of elemental imbalance in the Golden Valley, such as displeased kami and restless ghosts, and assist in appeasing them.
Ninjō Prove to the members of the other Great Clans—and to yourself— that the Kaito are as worthy as any other major family.
EXPERIENCE
Success
Explosive Success
Opportunity
Strife
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
CONFLICT MODE
AIR STANCE:
EARTH STANCE: Others cannot spend to inflict critical strikes or
ENDURANCE
(Earth + Fire) x 2
+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).
conditions on you.
WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your
first action.
Rings and Stances
1
FIRE STANCE:
If you succeed,
+1 bonus success per symbol.
COMPOSURE
(Earth + Water) x 2
FOCUS
(Air + Fire)
VIGILANCE
(Air + Water) / 2
FATIGUE
Derived Attributes
STRIFE
STANCES CAN ONLY BE APPLIED
VOID STANCE: You do not receive strife from symbols on checks.
VOID POINTS
1
DURING CONFLICTS
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Meditation
Tactics
SUMMARY OF A CONFLICT TURN
• Choose Stance (Air, Earth, Fire, Water, or Void) • Perform Action (Intrigue p. 254, Duel p. 258, Skirmish p. 262, Mass Battle p. 274) • Move before or after action (Skirmish: 1 range band)
WEAPONS
| NAME | DAMAGE / DEADLINESS RANGE QUALITIES | ||
|---|---|---|---|
| Yumi (bow) | 5/3 | 2–5 | — |
Combat Skills References Armament Techniques (New Actions) Techniques (New )
Wakizashi (short sword)
3/5 (7 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged
TECHNIQUE TYPES AVAILABLE
KATA KIHŌ INVOCATIONS RITUALS SHŪJI
MAHŌ NINJUTSU
Tempest of Air: As an Attack action, you may make a TN 3 Theology (Air) check targeting each character at range 2–3. If you succeed, blasts of wind smite each target. Each target suffers supernatural damage equal to your Air Ring and must resist with a TN 4 Fitness check (Earth 5, Fire 2) or suffer the Disoriented condition. Air +: Each target who fails their Fitness check is also pushed 1 range band away from you per spent this way.
Hawk’s Precision: When you make a Martial Arts [Ranged] check, you may spend in the following way:
+: Treat the range of the weapon as 1 higher per spent this way, to a maximum of range 6.
Conditions
Disadvantages & Advantages School Abilities
Sixth Sense
Sake
Bluntness
Softheartedness
Sacred Arrows: As an action, you may augment one of your arrows with a prayer to the kami. Make the check to perform one invocation you know, reducing the TN by your school rank (2), and record the result. The arrow unleashes the invocation wherever it lands after you fire it and remains infused with the invocation until the end of the scene.
ARMOR
Sanctified Robes Physical (1), Supernatural (3) Ceremonial
Quiver of arrows, knife, scroll satchel, traveling pack.
Clothes Gear Notes
1 Koku = 5 Bu = 50 Zeni / 1 Bu = 10 Zeni
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
Bayushi Hibiki
Character Name
Player Name
Scorpion Bayushi
Bayushi Manipulator 2
Courtier
Overcome
an Opponent Know or
Learn a Fact Influence
a Person
Acquire or
Use Resources
Symbol Key Skills Identity
Craft or Repair
a Work of Art
Roles
Aesthetics
Composition
Design
Smithing
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Martial Arts [Unarmed]
Meditation
Tactics
Culture
Government
Medicine
Sentiment
Theology
Command
Courtesy
Games
Performance
Commerce
Labor
Seafaring
Skulduggery
Survival
NARRATIVE MODE
| Honor | Glory | Status |
| 32 | 40 | 35 |
1
| 2 2 | 3 3 |
| APPROACHES | |
|---|---|
| Refine | ![]() |
Restore 
| Invent | ![]() |
| Adapt | ![]() |
| Attune | ![]() |
| APPROACHES | |
|---|---|
| Feint | ![]() |
Withstand 
Overwhelm 

Sacrifice 
APPROACHES
Analyze 

Theorize 
| Survey | ![]() |
| Sense | ![]() |
| APPROACHES | |
|---|---|
| Trick | ![]() |
Reason 
| Incite | ![]() |
| Charm | ![]() |
Enlighten 
APPROACHES

Produce 
Innovate 
Exchange 

DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.
Quick Reflexes (Fire): At the start of each scene, you can always grab an item within reach or reposition it a few paces within your environment. The GM is the final arbiter of how much you can prepare or how much distance you can achieve before the rest of the scene begins.
ADVERSITIES: Reroll two dice containing or symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.
Incurable Illness (Earth): Periodically, if you push yourself too hard, you are afflicted by especially violent fits that significantly restrict your activity for a brief period of time.
PASSIONS: After performing a check related to your passion, remove 3 strife.
Provocation (Fire): You can always identify a point of sensitivity that you can push upon in another person—though not whether they will take your comment as slightly aggressive banter or a grave insult.
ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).
Fear of Death (Earth): You cannot voluntarily choose to die or sacrifice your life (including committing seppuku when honor demands it), and if there is a chance you could live, you must always pursue it.
PERSONALITY, HABITS, AND QUIRKS
Hums childhood tunes while walking
Hates the outdoors, especially unkept wilderness
Advantages and Disadvantages
Relationships Social Standing
Titles
Giri Uncover any Scorpion agents sent by your lord's rivals and determine their agendas. Stop them if they are threats to your clan.
Ninjō To always feel in control. It doesn’t matter the outcome, so long as you know that you’ve masterminded the events and outwitted your rivals.
EXPERIENCE
Success
Explosive Success
Opportunity
Strife
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
CONFLICT MODE
AIR STANCE:
EARTH STANCE: Others cannot spend to inflict critical strikes or
ENDURANCE
(Earth + Fire) x 2
+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).
conditions on you.
WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your
first action.
Rings and Stances
1
FIRE STANCE:
If you succeed,
+1 bonus success per symbol.
COMPOSURE
(Earth + Water) x 2
FOCUS
(Air + Fire)
VIGILANCE
(Air + Water) / 2
FATIGUE
Derived Attributes
STRIFE
STANCES CAN ONLY BE APPLIED
VOID STANCE: You do not receive strife from symbols on checks.
VOID POINTS
1
DURING CONFLICTS
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Martial Arts [Unarmed]
Tactics
SUMMARY OF A CONFLICT TURN
• Choose Stance (Air, Earth, Fire, Water, or Void) • Perform Action (Intrigue p. 254, Duel p. 258, Skirmish p. 262, Mass Battle p. 274) • Move before or after action (Skirmish: 1 range band)
WEAPONS
Wakizashi (short sword)
3/5 (7 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged
Combat Skills References Armament Techniques (New Actions) Techniques (New )
TECHNIQUE TYPES AVAILABLE
KATA KIHŌ INVOCATIONS RITUALS SHŪJI
MAHŌ NINJUTSU
Lightning Raid: Once per scene, as an Attack and Movement action, you may make a TN 3 Command (Fire) check targeting any number of characters in the scene. If you succeed, each character increases their initiative by your Fire Ring plus your bonus successes at the beginning of the next round. Fire : Immediately perform a Strike action (see page 260).
Skulk: When you perform an Initiative or Attack check using Air, you may spend as follows:
: If you are in Obscuring terrain, a crowd, or otherwise concealed from sight, one character with vigilance lower than or equal to your ranks in Skulduggery loses sight of you.
Quick Reflexes
Provocation
Conditions
Disadvantages & Advantages School Abilities
Incurable Illness
Fear of Death
Weakness Is My Strength: When you exploit a target’s disadvantage (see Turning Advantages and Disadvantages, page 100) as part of a Scheme action, you do not need to spend a Void point, and you may reroll additional dice up to your school rank (2).
ARMOR
| NAME | PROTECTION TYPE (RESISTANCE) QUALITIES | |
|---|---|---|
| Common Clothes | Physical (1) | Mundane |
| Concealed Armor | Physical (2) | Concealed |
| Ceremonial Clothes | Physical (1) | Ceremonial, Resplendent |
Traveling clothes, calligraphy set, traveling pack, shamisen (threestringed guitar).
Clothes Gear Notes
1 Koku = 5 Bu = 50 Zeni / 1 Bu = 10 Zeni
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
Utaku Azami
Character Name
Player Name
Unicorn Utaku
Utaku Battle Maiden 2
Bushi
Overcome
an Opponent Know or
Learn a Fact Influence
a Person
Acquire or
Use Resources
Symbol Key Skills Identity
Craft or Repair
a Work of Art
Roles
Aesthetics
Composition
Design
Smithing
Fitness
Martial Arts [Melee]
Martial Arts [Ranged]
Martial Arts [Unarmed]
Meditation
Tactics
Culture
Government
Medicine
Sentiment
Theology
Command
Courtesy
Games
Performance
Commerce
Labor
Seafaring
Skulduggery
Survival
NARRATIVE MODE
| Honor | Glory | Status |
| 65 | 50 | 35 |
3
| 2 2 | 1 3 |
| APPROACHES | |
|---|---|
| Refine | ![]() |
Restore 
| Invent | ![]() |
| Adapt | ![]() |
| Attune | ![]() |
| APPROACHES | |
|---|---|
| Feint | ![]() |
Withstand 
Overwhelm 

Sacrifice 
APPROACHES
Analyze 

Theorize 
| Survey | ![]() |
| Sense | ![]() |
| APPROACHES | |
|---|---|
| Trick | ![]() |
Reason 
| Incite | ![]() |
| Charm | ![]() |
Enlighten 
APPROACHES

Produce 
Innovate 
Exchange 

DISTINCTIONS: Reroll up to two dice of your choice when a distinction helps you on a check.
Animal Bond—Steed (Earth): Your horse Chikara follows you around wherever you go and generally acts as your companion. It can be cajoled to do what you want, but it might need incentives (usually food) to perform difficult tasks on demand.
ADVERSITIES: Reroll two dice containing or symbols when an adversity hinders you on a check. If you fail, gain 1 Void point.
Gaijin Culture (Fire): People of higher and equal status tend to assume that you are uneducated at best and a barbarian at worst, while people of lower status respond to you with fear.
PASSIONS: After performing a check related to your passion, remove 3 strife.
Tea (Void): You can identify regional variations in tea, and you know a great deal about the process of preparing and drying leaves. In the wilderness, you can acquire the natural ingredients required to make rustic teas of various sorts with relative ease.
ANXIETIES: After performing a check related to your anxiety, receive 3 strife. Then, gain 1 Void point (limit once per scene).
Materialism (Void): You are obsessed with physical possessions and objects, despite what the Tao of Shinsei says about such material earthly bonds. You cannot refuse gifts of rarity 3 or higher.
PERSONALITY, HABITS, AND QUIRKS
Sometimes uses gaijin words or phrases
Loves the outdoors and feels uncomfortable in crowds
Advantages and Disadvantages
Relationships Social Standing
Titles
Giri Ensure the Unicorn Clan is considered an ally of the Crane, and improve relations between the Unicorn and Phoenix clans.
Ninjō Minimize the suffering of the common people, the defenseless, and the innocent. Don’t allow cruelty or injustice to continue to cause suffering.
EXPERIENCE
Success
Explosive Success
Opportunity
Strife
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
CONFLICT MODE
AIR STANCE:
EARTH STANCE: Others cannot spend to inflict critical strikes or
ENDURANCE
(Earth + Fire) x 2
+1 to TN of Attack and Scheme checks targeting you (+2 at rank 4+).
conditions on you.
WATER STANCE: Perform a second action on your turn that does not require a check or share a type with your
first action.
Rings and Stances
3
FIRE STANCE:
If you succeed,
+1 bonus success per symbol.
COMPOSURE
(Earth + Water) x 2
FOCUS
(Air + Fire)
VIGILANCE
(Air + Water) / 2
FATIGUE
Derived Attributes
STRIFE
STANCES CAN ONLY BE APPLIED
VOID STANCE: You do not receive strife from symbols on checks.
VOID POINTS
1
DURING CONFLICTS
Fitness
Martial Arts [Melee]
Martial Arts [Unarmed]
Tactics
SUMMARY OF A CONFLICT TURN
• Choose Stance (Air, Earth, Fire, Water, or Void) • Perform Action (Intrigue p. 254, Duel p. 258, Skirmish p. 262, Mass Battle p. 274) • Move before or after action (Skirmish: 1 range band)
WEAPONS
| NAME | DAMAGE / DEADLINESS RANGE QUALITIES | ||
|---|---|---|---|
| Yari (spear) | 5/3 | 2 | Wargear |
| Scimitar | 4/5 | 1 Durable, Razor-Edged |
Combat Skills References Armament Techniques (New Actions) Techniques (New )
Wakizashi (short sword)
3/5 (+2 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged
TECHNIQUE TYPES AVAILABLE
KATA KIHŌ INVOCATIONS RITUALS SHŪJI
MAHŌ NINJUTSU
Honest Assessment: As a Support action, you may make a TN 2 Courtesy (Earth) check to appraise the weaknesses of a character. If you succeed, choose one of the target’s known disadvantages. The target does not apply that disadvantage to their checks until the end of the scene. Earth +: Choose one additional disadvantage per spent this way. Earth : Reduce the TN of the target’s next skill check using the ring the disadvantage is attached to by 2.
Striking as Air: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Air) check, you may spend in the following way: Air +: Reserve one of your rolled dice, plus one additional die per spent this way. These dice become dropped dice. When making a check with the same skill before the end of your next turn, you may roll one fewer per reserved and one fewer per reserved , then add the reserved dice to your roll. These dice count as rolled dice, but are added set to the results they had when they were reserved.
Animal Bond (Steed)
Tea
Conditions
Disadvantages & Advantages School Abilities
Gaijin Culture
Materialism
Heroic Charge: When you succeed at an Attack action check, add bonus successes equal to the number of range bands you have moved this round, to a maximum of your school rank (2).
ARMOR
| NAME | PROTECTION TYPE (RESISTANCE) QUALITIES | |
|---|---|---|
| Common Clothes | Physical (1) | Mundane |
| Lacquered Armor | Physical (4) Ceremonial, |
Cumbersome, Wargear
Traveling clothes, knife, traveling pack, Utaku steed (Chikara).
Clothes Gear Notes
1 Koku = 5 Bu = 50 Zeni / 1 Bu = 10 Zeni
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. © FFG. CHARACTER SHEET ALSO AVAILABLE FOR DOWNLOAD AT WWW.FANTASYFLIGHTGAMES.COM
