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Wedding at Kyotei Castle – Character Sheets

Abertura

Yasuki Toru

Character Name

Player Name

Crab Yasuki

ClanFamily

Yasuki Merchant 2

SchoolSchool Rank

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

ARTISAN SKILLSRANKS

Aesthetics

Composition

Design

Smithing

Skill die (d12

Skill die (d12

MARTIAL SKILLSRANKS

Fitness

Martial Arts [Melee]

Martial Arts [Ranged]

Martial Arts [Unarmed]

Meditation

Tactics

SCHOLAR SKILLSRANKS

Culture

Government

Medicine

Sentiment

Theology

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12

SOCIAL SKILLSRANKS

Command

Courtesy

Games

Performance

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

TRADE SKILLSRANKS

Commerce

Labor

Seafaring

Skulduggery

Survival

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12 Skill die (d12

NARRATIVE MODE

HonorGloryStatus

3

2 31 2 374535
APPROACHES
RefineAir

Restore Earth

InventFire
AdaptWater
AttuneVoid
APPROACHES
FeintAir

Withstand Earth

Overwhelm Fire

ShiftWater

Sacrifice Void

APPROACHES

Analyze Air

RecallEarth

Theorize Fire

SurveyWater
SenseVoid
APPROACHES
TrickAir

Reason Earth

InciteFire
CharmWater

Enlighten Void

APPROACHES

ConAir

Produce Earth

Innovate Fire

Exchange Water

SubsistVoid

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 Success or Explosive Success 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

OTHER CHARACTER’S NAMESTANDINGNOTES

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 Success

Explosive Success Explosive Success

Opportunity Opportunity

Strife Strife

TotalSpentSaved

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 Opportunity 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

2 31 2

FIRE STANCE:

If you succeed,

+1 bonus success per Strife 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 Strife symbols on checks.

VOID POINTS

1

DURING CONFLICTS

SKILL NAMERANKS

Fitness

Skill die (d12

Martial Arts [Ranged]

Tactics

Skill die (d12

Skill die (d12

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

NAMEDAMAGE / DEADLINESS RANGE QUALITIES
Yumi (bow)5/32–5—

Combat Skills References Armament Techniques (New Actions) Techniques (New Opportunity)

Wakizashi (short sword)

3/5 (7 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged

TECHNIQUE TYPES AVAILABLE

KATA Kata KIHŌ Kihō INVOCATIONS Invocation RITUALS Ritual SHŪJI Shūji

MAHŌ Mahō NINJUTSU 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.

Opportunity+: Reduce the price you must pay for the item by one-quarter per Opportunity 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 Opportunity as follows: Earth Opportunity: Learn one way the target fears failing as a samurai. Earth Opportunity Opportunity: Learn the target’s giri.

Keen Hearing

Travel

MAXIMUMCURRENT

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

NAMEPROTECTION TYPE (RESISTANCE) QUALITIES
Common ClothesPhysical (1)Mundane
Concealed ArmorPhysical (2)Concealed
Ceremonial ClothesPhysical (1)Ceremonial, Resplendent

Traveling clothes, knife, quiver of arrows, calligraphy set, traveling pack, scrolls of trade records.

Clothes Gear Notes

KOKUBUZENI

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

ClanFamily

Kakita Duelist 2

SchoolSchool Rank

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

ARTISAN SKILLSRANKS

Aesthetics

Composition

Design

Smithing

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12

MARTIAL SKILLSRANKS

Fitness

Martial Arts [Melee]

Martial Arts [Ranged]

Martial Arts [Unarmed]

Meditation

Tactics

SCHOLAR SKILLSRANKS

Culture

Government

Medicine

Sentiment

Theology

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

SOCIAL SKILLSRANKS

Command

Courtesy

Games

Performance

Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

TRADE SKILLSRANKS

Commerce

Labor

Seafaring

Skulduggery

Survival

NARRATIVE MODE

HonorGloryStatus
604035

2

2 13 3
APPROACHES
RefineAir

Restore Earth

InventFire
AdaptWater
AttuneVoid
APPROACHES
FeintAir

Withstand Earth

Overwhelm Fire

ShiftWater

Sacrifice Void

APPROACHES

Analyze Air

RecallEarth

Theorize Fire

SurveyWater
SenseVoid
APPROACHES
TrickAir

Reason Earth

InciteFire
CharmWater

Enlighten Void

APPROACHES

ConAir

Produce Earth

Innovate Fire

Exchange Water

SubsistVoid

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 Success or Explosive Success 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

OTHER CHARACTER’S NAMESTANDINGNOTES

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 Success

Explosive Success Explosive Success

Opportunity Opportunity

Strife Strife

TotalSpentSaved

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 Opportunity 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 Strife symbol.

STANCES CAN ONLY BE APPLIED

DURING CONFLICTS

VOID STANCE: You do not receive strife from Strife 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 13 3
MAXIMUMCURRENT

Conditions

Disadvantages & Advantages School Abilities

SKILL NAMERANKS

Fitness

Martial Arts [Melee]

Meditation

Tactics

Dangerous Allure

Stories

Benten’s Curse

Perfectionism

SUMMARY OF A CONFLICT TURN

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12 Skill die (d12

Skill die (d12

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

NAMEDAMAGE / DEADLINESS RANGE QUALITIES
ARMOR
NAMEPROTECTION TYPE (RESISTANCE) QUALITIES
Resplendent RobesPhysical (1)Mundane
Katana 4/5 (7 DLS if 2 handed) 1Ceremonial, Razor-Edged
Ceremonial ClothesPhysical (1)Ceremonial, Resplendent

Combat Skills References Armament Techniques (New Actions) Techniques (New Opportunity)

Wakizashi (short sword)

3/5 (7 DLS if 2 handed) 0–1Ceremonial, Razor-Edged

Traveling clothes, traveling pack, an attendant or Rokugani pony.

TECHNIQUE TYPES AVAILABLE

KATA Kata KIHŌ Kihō INVOCATIONS Invocation RITUALS Ritual SHŪJI Shūji

MAHŌ Mahō NINJUTSU 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.

Opportunity: Ready one other sheathed Razor-Edged weapon.

Sensational Distraction: When making a Social skill (Fire) check targeting one or more characters, you may spend Opportunity in the following way: Fire Opportunity+: When interacting with other characters, the target treats their vigilance as 1 lower per Opportunity spent this way; when interacting with you, the target treats their vigilance as 1 higher per Opportunity spent this way. This effect persists until the end of the scene.

Clothes Gear Notes

KOKUBUZENI

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

ClanFamily

Kitsuki Investigator 2

SchoolSchool Rank

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

ARTISAN SKILLSRANKS

Aesthetics

Composition

Design

Smithing

Skill die (d12

MARTIAL SKILLSRANKS

Fitness

Martial Arts [Melee]

Martial Arts [Ranged]

Martial Arts [Unarmed]

Meditation

Tactics

SCHOLAR SKILLSRANKS

Culture

Government

Medicine

Sentiment

Theology

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12 Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

SOCIAL SKILLSRANKS

Command

Courtesy

Games

Performance

Skill die (d12

Skill die (d12

TRADE SKILLSRANKS

Commerce

Labor

Seafaring

Skulduggery

Survival

Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

NARRATIVE MODE

HonorGloryStatus
554535

3

1 23 2
APPROACHES
RefineAir

Restore Earth

InventFire
AdaptWater
AttuneVoid
APPROACHES
FeintAir

Withstand Earth

Overwhelm Fire

ShiftWater

Sacrifice Void

APPROACHES

Analyze Air

RecallEarth

Theorize Fire

SurveyWater
SenseVoid
APPROACHES
TrickAir

Reason Earth

InciteFire
CharmWater

Enlighten Void

APPROACHES

ConAir

Produce Earth

Innovate Fire

Exchange Water

SubsistVoid

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 Success or Explosive Success 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

OTHER CHARACTER’S NAMESTANDINGNOTES

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 Success

Explosive Success Explosive Success

Opportunity Opportunity

Strife Strife

TotalSpentSaved

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 Opportunity 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

1 23 2

FIRE STANCE:

If you succeed,

+1 bonus success per Strife 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 Strife symbols on checks.

VOID POINTS

1

DURING CONFLICTS

SKILL NAMERANKS

Fitness

Martial Arts [Melee]

Martial Arts [Ranged]

Tactics

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

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

NAMEDAMAGE / DEADLINESS RANGE QUALITIES
Jian (sword)5/30–1—
Jitte (forked hand weapon) 3/20 Concealable,

Combat Skills References Armament Techniques (New Opportunity) Techniques (New Opportunity)

Snaring

Wakizashi (short sword)

3/5 (7 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged

TECHNIQUE TYPES AVAILABLE

KATA Kata KIHŌ Kihō INVOCATIONS Invocation RITUALS Ritual SHŪJI Shūji

MAHŌ Mahō NINJUTSU Ninjutsu

Striking as Earth: When you make a Martial Arts [Melee,Ranged, or Unarmed] (Earth) check, you may spend Opportunity in the following way: Earth Opportunity+: Treat your physical resistance as 1 higher per Opportunity 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 Opportunity in the following way: Fire Opportunity: 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

MAXIMUMCURRENT

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 Opportunity set to an Opportunity result instead.

ARMOR

NAMEPROTECTION TYPE (RESISTANCE) QUALITIES
Common ClothesPhysical (1)Mundane
Ceremonial ClothesPhysical (1)Ceremonial, Resplendent

Traveling clothes, knife, calligraphy set, traveling pack, journal of observations.

Clothes Gear Notes

KOKUBUZENI

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

ClanFamily

Kitsu Medium 2

SchoolSchool Rank

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

ARTISAN SKILLSRANKS

Aesthetics

Composition

Design

Smithing

Skill die (d12

Skill die (d12

Skill die (d12

MARTIAL SKILLSRANKS

Fitness

Martial Arts [Melee]

Martial Arts [Ranged]

Martial Arts [Unarmed]

Meditation

Tactics

SCHOLAR SKILLSRANKS

Culture

Government

Medicine

Sentiment

Theology

Skill die (d12

Skill die (d12 Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

SOCIAL SKILLSRANKS

Command

Courtesy

Games

Performance

Skill die (d12 Skill die (d12

Skill die (d12

TRADE SKILLSRANKS

Commerce

Labor

Seafaring

Skulduggery

Survival

Skill die (d12

NARRATIVE MODE

HonorGloryStatus
604035

2

3 31 2
APPROACHES
RefineAir

Restore Earth

InventFire
AdaptWater
AttuneVoid
APPROACHES
FeintAir

Withstand Earth

Overwhelm Fire

ShiftWater

Sacrifice Void

APPROACHES

Analyze Air

RecallEarth

Theorize Fire

SurveyWater
SenseVoid
APPROACHES
TrickAir

Reason Earth

InciteFire
CharmWater

Enlighten Void

APPROACHES

ConAir

Produce Earth

Innovate Fire

Exchange Water

SubsistVoid

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 Success or Explosive Success 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

OTHER CHARACTER’S NAMESTANDINGNOTES

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 Success

Explosive Success Explosive Success

Opportunity Opportunity

Strife Strife

TotalSpentSaved

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 Opportunity 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

3 31 2

FIRE STANCE:

If you succeed,

+1 bonus success per Strife 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 Strife symbols on checks.

VOID POINTS

2

DURING CONFLICTS

SKILL NAMERANKS

Fitness

Skill die (d12

Martial Arts [Melee]

Skill die (d12 Skill die (d12

Martial Arts [Unarmed]

Meditation

Tactics

Skill die (d12

Skill die (d12

Skill die (d12

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

NAMEDAMAGE / DEADLINESS RANGE QUALITIES
Bō (staff)6/21–2Mundane

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 Kata KIHŌ Kihō INVOCATIONS Invocation RITUALS Ritual SHŪJI Shūji

MAHŌ Mahō NINJUTSU 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 Opportunity: Remove Bleeding, Dazed, Disoriented, or Lightly Wounded from target. Water Opportunity: 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.

Opportunity: 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

MAXIMUMCURRENT

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 Skill die (d12 and keep 1 additional die on your checks using those skills until the end of the scene.

ARMOR

NAMEPROTECTION TYPE (RESISTANCE) QUALITIES

Sanctified Robes Physical (1), Supernatural 3 Ceremonial

Ceremonial ClothesPhysical (1)Ceremonial, Resplendent

Traveling clothes, scroll satchel, traveling pack.

KOKUBUZENI

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

ClanFamily

Kaito Shrine Keeper 2

SchoolSchool Rank

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

ARTISAN SKILLSRANKS

Aesthetics

Composition

Design

Smithing

Skill die (d12

Skill die (d12

Skill die (d12

MARTIAL SKILLSRANKS

Fitness

Martial Arts [Melee]

Martial Arts [Ranged]

Martial Arts [Unarmed]

Meditation

Tactics

SCHOLAR SKILLSRANKS

Culture

Government

Medicine

Sentiment

Theology

Skill die (d12 Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

SOCIAL SKILLSRANKS

Command

Courtesy

Games

Performance

Skill die (d12

Skill die (d12

TRADE SKILLSRANKS

Commerce

Labor

Seafaring

Skulduggery

Survival

Skill die (d12 Skill die (d12

Skill die (d12

NARRATIVE MODE

HonorGloryStatus
453035

1

2 32 3
APPROACHES
RefineAir

Restore Earth

InventFire
AdaptWater
AttuneVoid
APPROACHES
FeintAir

Withstand Earth

Overwhelm Fire

ShiftWater

Sacrifice Void

APPROACHES

Analyze Air

RecallEarth

Theorize Fire

SurveyWater
SenseVoid
APPROACHES
TrickAir

Reason Earth

InciteFire
CharmWater

Enlighten Void

APPROACHES

ConAir

Produce Earth

Innovate Fire

Exchange Water

SubsistVoid

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 Success or Explosive Success 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

OTHER CHARACTER’S NAMESTANDINGNOTES

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 Success

Explosive Success Explosive Success

Opportunity Opportunity

Strife Strife

TotalSpentSaved

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CONFLICT MODE

AIR STANCE:

EARTH STANCE: Others cannot spend Opportunity 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

2 32 3

FIRE STANCE:

If you succeed,

+1 bonus success per Strife 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 Strife symbols on checks.

VOID POINTS

1

DURING CONFLICTS

SKILL NAMERANKS

Fitness

Skill die (d12

Martial Arts [Melee]

Skill die (d12

Martial Arts [Ranged]

Meditation

Tactics

Skill die (d12 Skill die (d12

Skill die (d12 Skill die (d12 Skill die (d12

Skill die (d12

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

NAMEDAMAGE / DEADLINESS RANGE QUALITIES
Yumi (bow)5/32–5—

Combat Skills References Armament Techniques (New Actions) Techniques (New Opportunity)

Wakizashi (short sword)

3/5 (7 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged

TECHNIQUE TYPES AVAILABLE

KATA Kata KIHŌ Kihō INVOCATIONS Invocation RITUALS Ritual SHŪJI Shūji

MAHŌ Mahō NINJUTSU 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 Opportunity+: Each target who fails their Fitness check is also pushed 1 range band away from you per Opportunity spent this way.

Hawk’s Precision: When you make a Martial Arts [Ranged] check, you may spend Opportunity in the following way:

Opportunity+: Treat the range of the weapon as 1 higher per Opportunity spent this way, to a maximum of range 6.

MAXIMUMCURRENT

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

NAMEPROTECTION TYPE (RESISTANCE) QUALITIES

Sanctified Robes Physical (1), Supernatural (3) Ceremonial

Ceremonial ClothesPhysical (1)Ceremonial, Resplendent

Quiver of arrows, knife, scroll satchel, traveling pack.

KOKUBUZENI

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

ClanFamily

Bayushi Manipulator 2

SchoolSchool Rank

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

ARTISAN SKILLSRANKS

Aesthetics

Composition

Design

Smithing

Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

MARTIAL SKILLSRANKS

Fitness

Martial Arts [Melee]

Martial Arts [Ranged]

Martial Arts [Unarmed]

Meditation

Tactics

SCHOLAR SKILLSRANKS

Culture

Government

Medicine

Sentiment

Theology

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

SOCIAL SKILLSRANKS

Command

Courtesy

Games

Performance

Skill die (d12

Skill die (d12 Skill die (d12 Skill die (d12

TRADE SKILLSRANKS

Commerce

Labor

Seafaring

Skulduggery

Survival

Skill die (d12 Skill die (d12

NARRATIVE MODE

HonorGloryStatus
324035

1

2 23 3
APPROACHES
RefineAir

Restore Earth

InventFire
AdaptWater
AttuneVoid
APPROACHES
FeintAir

Withstand Earth

Overwhelm Fire

ShiftWater

Sacrifice Void

APPROACHES

Analyze Air

RecallEarth

Theorize Fire

SurveyWater
SenseVoid
APPROACHES
TrickAir

Reason Earth

InciteFire
CharmWater

Enlighten Void

APPROACHES

ConAir

Produce Earth

Innovate Fire

Exchange Water

SubsistVoid

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 Success or Explosive Success 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

OTHER CHARACTER’S NAMESTANDINGNOTES

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 Success

Explosive Success Explosive Success

Opportunity Opportunity

Strife Strife

TotalSpentSaved

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 Opportunity 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

2 23 3

FIRE STANCE:

If you succeed,

+1 bonus success per Strife 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 Strife symbols on checks.

VOID POINTS

1

DURING CONFLICTS

SKILL NAMERANKS

Fitness

Skill die (d12 Skill die (d12

Martial Arts [Melee]

Skill die (d12

Martial Arts [Ranged]

Skill die (d12

Skill die (d12

Martial Arts [Unarmed]

Tactics

Skill die (d12

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

NAMEDAMAGE / DEADLINESS RANGE QUALITIES

Wakizashi (short sword)

3/5 (7 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged

Shuriken2/40Concealable

Combat Skills References Armament Techniques (New Actions) Techniques (New Opportunity)

Shuriken (thrown)2/41–3Concealable

TECHNIQUE TYPES AVAILABLE

KATA Kata KIHŌ Kihō INVOCATIONS Invocation RITUALS Ritual SHŪJI Shūji

MAHŌ Mahō NINJUTSU 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 Opportunity: Immediately perform a Strike action (see page 260).

Skulk: When you perform an Initiative or Attack check using Air, you may spend Opportunity as follows:

Opportunity: 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

MAXIMUMCURRENT

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

NAMEPROTECTION TYPE (RESISTANCE) QUALITIES
Common ClothesPhysical (1)Mundane
Concealed ArmorPhysical (2)Concealed
Ceremonial ClothesPhysical (1)Ceremonial, Resplendent

Traveling clothes, calligraphy set, traveling pack, shamisen (threestringed guitar).

KOKUBUZENI

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

ClanFamily

Utaku Battle Maiden 2

SchoolSchool Rank

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

ARTISAN SKILLSRANKS

Aesthetics

Composition

Design

Smithing

Skill die (d12

Skill die (d12

MARTIAL SKILLSRANKS

Fitness

Martial Arts [Melee]

Martial Arts [Ranged]

Martial Arts [Unarmed]

Meditation

Tactics

SCHOLAR SKILLSRANKS

Culture

Government

Medicine

Sentiment

Theology

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

Skill die (d12 Skill die (d12

Skill die (d12

SOCIAL SKILLSRANKS

Command

Courtesy

Games

Performance

Skill die (d12

Skill die (d12

Skill die (d12

TRADE SKILLSRANKS

Commerce

Labor

Seafaring

Skulduggery

Survival

Skill die (d12 Skill die (d12 Skill die (d12

Skill die (d12

NARRATIVE MODE

HonorGloryStatus
655035

3

2 21 3
APPROACHES
RefineAir

Restore Earth

InventFire
AdaptWater
AttuneVoid
APPROACHES
FeintAir

Withstand Earth

Overwhelm Fire

ShiftWater

Sacrifice Void

APPROACHES

Analyze Air

RecallEarth

Theorize Fire

SurveyWater
SenseVoid
APPROACHES
TrickAir

Reason Earth

InciteFire
CharmWater

Enlighten Void

APPROACHES

ConAir

Produce Earth

Innovate Fire

Exchange Water

SubsistVoid

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 Success or Explosive Success 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

OTHER CHARACTER’S NAMESTANDINGNOTES

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 Success

Explosive Success Explosive Success

Opportunity Opportunity

Strife Strife

TotalSpentSaved

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 Opportunity 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

2 21 3

FIRE STANCE:

If you succeed,

+1 bonus success per Strife 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 Strife symbols on checks.

VOID POINTS

1

DURING CONFLICTS

SKILL NAMERANKS

Fitness

Skill die (d12 Skill die (d12

Martial Arts [Melee]

Skill die (d12 Skill die (d12

Martial Arts [Unarmed]

Tactics

Skill die (d12

Skill die (d12 Skill die (d12

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

NAMEDAMAGE / DEADLINESS RANGE QUALITIES
Yari (spear)5/32Wargear
Scimitar4/51 Durable, Razor-Edged

Combat Skills References Armament Techniques (New Actions) Techniques (New Opportunity)

Wakizashi (short sword)

3/5 (+2 DLS if 2 handed) 0–1 Ceremonial, Razor-Edged

TECHNIQUE TYPES AVAILABLE

KATA Kata KIHŌ Kihō INVOCATIONS Invocation RITUALS Ritual SHŪJI Shūji

MAHŌ Mahō NINJUTSU 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 Opportunity+: Choose one additional disadvantage per Opportunity spent this way. Earth Opportunity Opportunity: 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 Opportunity in the following way: Air Opportunity+: Reserve one of your rolled dice, plus one additional die per Opportunity Opportunity 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 Ring die (d6 per reserved Ring die (d6 and one fewer Skill die (d12 per reserved Skill die (d12, 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

MAXIMUMCURRENT

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

NAMEPROTECTION TYPE (RESISTANCE) QUALITIES
Common ClothesPhysical (1)Mundane
Lacquered ArmorPhysical (4) Ceremonial,

Cumbersome, Wargear

Ceremonial ClothesPhysical (1)Ceremonial, Resplendent

Traveling clothes, knife, traveling pack, Utaku steed (Chikara).

KOKUBUZENI

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