Book of Engoku
Book of Engoku
ADDENDUMS
AS YOU MAY HAVE NOTICED, THIS BOOK IS JUST PLAIN HUGE. BELIEVE IT OR NOT, WE HAD CONTENT ENOUGH TO GO WELL OVER 100 PAGES,
AND STILL MORE COMING IN ALL THE TIME. NATURALLY WE CAN’T PUT EVERYTHING IN, BUT ALMOST ALL THE CONTENT WAS QUALITY STUFF.
TO THAT END, CONTENT THAT DIDN’T MAKE IT, WE COULDN’T FIND ART FOR, OR JUST PLAIN COULDN’T SQEEZE IN IS BEING PUT ON THE WEB.
IF YOU’VE GOT AN ITEM YOU’D LIKE TO SEE IN THE ADDENDUMBS, OR IF YOU’D LIKE TO PRINT THEM OUT FOR YOUR BOOK OF ENGOKU, PLEASE
VISIT THE AMT7 WEBSITE FOR MORE INFORMATION.
MON
A MON IS THE ENGOKU VERSION OF HERALDRY. IT IS HARDLY BOUND BY THE STRICT DICTUMS OF THE WESTERN LANDS, AND IS OFTEN FAR
MORE ARTISTIC. MON ARE USUALLY SIMPLE, SHOWING A SINGLE INSTANCE OR CLUSTER OF GEOMETRIC SHAPES, BUT SOME INCLUDE ANIMALS,
WRITING, OR EVEN LANDSCAPES. MON ARE DISPLAYED ON GATES, CLOTHING, EQUIPMENT, AND OF COURSE FLAGS. MON CAN BE EITHER
PERSONAL, OR THE MON OF A LARGER CLAN, AS ABOVE.
AS WITH WESTERN HERALDRY, MON SERVE TO IDENTIFY TROOPS IN A BATTLEFIELD AND EQUIPMENT AND GARB IN DAILY LIFE. FOR
THIS REASON, IT’S BEST TO HAVE A MON THAT IS UNIQUE AND EASILLY IDENTIFIED. HISTORIC AMTGARD CLANS (SUCH AS HOJO AND
WAKAGASHIRA) USE THE TRADITIONAL MON OF THAT CLAN. NEW, FANTASY CLANS SHOULD RESEARCH EXISTING MON BEFORE DECIDING
ON THEIR OWN. THERE IS NOTHING WRONG WITH USING ELEMENTS FROM AN EXISTING MON, AS LONG AS THEY ARE MADE DISTINCTIVE.
INDIVIDUAL CLANS ARE RESPONSIBLE FOR SECURING THEIR MON, AS THERE IS NO CENTRAL AUTHORITY OF HERALDRY IN ENGOKU.
KAMI
EVERY TREE, EVERY ROCK, EVERY RIVER, EVERY CLOUD, EVERY BUILDING, EVERY ANCESTOR, EVERY TOOL, EVERYTHING IN ENGOKU HAS A
SPIRIT, KNOWN AS A KAMI. SOME KAMI ARE FAE, SUCH AS KITSUNE. SOME ARE ELEMENTALS AND EXTRA PLANAR CREATURES. SOME
ARE DEMONS. THE PEOPLE OF ENGOKU TREAT KAMI WITH RESPECT AT ALL TIMES, FOR KAMI ARE QUITE POWERFUL, AND NOT BEHOLDEN
TO THE MORALS OF MANKIND. KAMI CAN BE BENEVOLENT FRIENDS LEADING YOU TOWARDS RICHES, OR HATEFUL ENEMIES STARVING YOU
AND YOUR CLAN. THE VAST MAJORITY OF KAMI ARE SIMPLE, THOUGH, CARING LITTLE FOR THE MORTAL PLANE. SPEAK TO DEAD IS AN
EFFECTIVE WAY OF COMMUNICATING WITH KAMI. DON’T UNDERESTIMATE HOW HANDY IT CAN BE TO, SAY, ASK A TRAIL IF SO-AND-SO HAS
WALKED IT LATELY. IT’S UP TO THE REEVES TO DETERMINE JUST HOW HELPFUL A KAMI IS, THOUGH. WHILE SOME ARE BENEVOLENT, MANY
ARE OFTEN SNEAKY, RUDE, MISCEVIOUS, OR JUST PLAIN EVIL. JUST CONSIDER THE NATURE OF THE OBJECT BEING QUESTIONED TO DETERMINE A
PERSONALITY. FOR INSTANCE, A BUCKET MAY BE DOUR (WET) BUT HELPFUL, WHERE AN AXE MIGHT BE BRUTALLY HONEST AND UNFORGIVING.
SOCIAL CLASS
AKA WHAT HAPPENED TO THE SAUMRAI?
SOCIAL CLASS IS A DEFINING ASPECT OF ANY FEUDAL SOCIETY. ENGOKU, BEING NO EXCEPTION, USES SOCIAL CLASS TO MANAGE
THE PEOPLE. THROUGHOUT ENGOKU, THERE ARE SIX SOCIAL CLASSES (THOUGH EACH REALM EXPRESSES THEM DIFFERENTLY):
THE UNCLEAN – THESE INDIVIDUALS ARE DISEASED, DISFIGURED, OR WORK AT A JOB THAT LEAVES THEM UNSUITABLE
FOR NORMAL SOCIAL INTERACTION. THEY ARE STRICTLY LIMITED TO THEIR OWN KIND, AND HAVE NO REAL HOPE IN LIFE.
PEASANTS – THE VAST MAJORITY OF PEOPLE, THEY ARE THE TOILERS IN THE FIELDS, FRONT LINE TROOPS, AVERAGE STORE
OWNERS, SKILLED CRAFTSMEN, AND SERVANTS FOR THE WEALTHY. BEING A PEASANT IS USUALLY BACK-BREAKING, BUT WITH
SOME LUCK AND SKILL (AKA, MONEY), ONE CAN RISE ABOVE. MOST BUSHI ARE PART OF THIS CLASS, AS ARE MOST MERCHANTS.
HOLY ONES – THOSE THAT CHOOSE TO LIVE THEIR LIVES IN DEVOTION TO THEIR FAITH ARE HOLY ONES. THEY GENERALLY LIVE
SIMPLE, BUT COMFORTABLE LIVES. ONE CAN LEAVE THIS SOCIAL CLASS AT ANY TIME, BUT GETTING BACK IN MIGHT REQUIRE SOME EPIC QUEST.
YAKUZA – YAKUZA LIVE ALMOST OUTSIDE OF THE SOCIAL STRUCTURE, INSTEAD OPTING TO CONFORM TO THE RANKS OF GANGS.
YAKUZA ARE THE PROGENITORS OF ORGANIZED CRIME, AND THOUGH THEY HAVE THEIR OWN LAWS AND SENSE OF HONOR, THEY
LIVE LIVES IN DIRECT OPPOSITION TO THEIR GOVERNMENT. TO OUTSIDERS THEY ARE BULLIES AND THUGS, BUT ARE TOLERATED BECAUSE
OF THE GAMBLING AND PROSTITUTION THEY BRING WITH THEM. MANY BUSHI ENTER THIS SOCIAL CLASS OUTSIDE A TIME OF WAR.
SAMURAI – SAMURAI ARE VASSALS TO NOBLES. MOST ARE WARRIORS, BUT MANY ARE POLITICIANS, TAX COLLECTORS, OR JUST WOMEN
AND CHILDREN TAKING CARE OF A HOUSEHOLD. HISTORICALLY, BECOMING A SAMURAI WAS AS SIMPLE AS BEING MADE ONE BY AN EXISTING
NOBLE OR SAMURAI, OR BEING BORN TO A SAMURAI CLAN. IN AMTGARD THE TITLE OF SAMURAI IS HANDLED DIFFERENTLY IN DIFFERENT
PLACES. SOME KINGDOMS DEMAND ONE EITHER BE A KNIGHT OR SQUIRE. OTHER KINGDOMS ARE NOT AS STRICT, ALLOWING ANY PLAYER WITH
A PAGE, MAN AT ARMS, SQUIRE, OR KNIGHT BELT TO CLAIM TO BE SAMURAI. IT’S HIGHLY RECOMMENDED YOU CONSULT WITH EXISTING LOCAL
SAMURAI BEFORE YOU CLAIM THE TITLE, AS SOME REGIONS DEFEND IT VORACIOUSLY, AND WHATEVER YOUR VIEW, TRY TO COMPLY WITH THE LOCAL
TRADITIONS. SAMURAI ARE BEHOLDEN ONLY TO THEIR NOBLEMAN AND THE EMPEROR, AND CAN IGNORE, BEAT, TROD UPON, OR MURDER THE
OTHER CLASSES INDISCRIMINATELY, WITHOUT QUESTION TO HONOR. THIS HAS GIVEN THEM A REPUTATION AS BULLIES WITHIN THE LOWER CLASSES.
NOBLES – JUST AS YOU MIGHT EXPECT, NOBLES ARE THE PEOPLE RUNNING THE SHOW. NOBILITY IS EITHER GRANTED OR
HEREDITARY. AS WITH ANY OTHER REGION, NOBLES ARE THE CAUSE OF WAR AND POVERTY, BUT MAKE UP FOR IT BY KEEPING REGIONS
ORGANIZED AND PROMOTING THE ARTS AND CULTURE. NOBLES AREN’T ABOVE THE LAW, SINCE THEY ARE POLICED BY HIGHER-
UP NOBLES AND THE SAMURAI, BUT THEY ARE THE SOURCE OF LAW, AND OFTEN BEND IT TO MEET THEIR NEEDS AND DESIRES. IN
ENGOKU, THE NOBILITY ISN’T AS CONSTRAINED BY ‘ARTICLES OF NOBILITY’. NOBLES THAT AREN’T THE VARIOUS EMPERORS GENERALLY
DON’T CONSIDER THEMSELVES ‘BETTER’ OR ‘HEAVENLY’, THEY ARE SIMPLY MEN AND WOMEN IN POWER WITH GREAT REACH.
Gargantuan, Centipede
(RW: Chiba Ryúichiro / Art: Grendel) Innate Ability: Poison Weapon (2/Life) (Head only)
Description: The Centipede Gargantuan is found only in Moun- Strong
tainous terrain. As the name suggests, it is a monstrously large Innate Ability: Trample (1/Life) (Head only)
centipede, growing up to 50 feet in length. This creature is played Levels:
by anywhere between 2 and 10 players who are tied together by 1st Up to 2 players (one Head, one Segment)
a 5 foot length of rope. When a ‘section’ of the beast is killed 2nd Up to 3 players
or wounded, it can continue to move with the rest of the group, 3rd Up to 4 players
though it may no longer attack or affect the game. The first player 4th Up to 6 players
in the chain plays the head. The group must move by individuals 5th Up to 8 players
following in the footsteps of the person in front of them (no side 6th Up to 10 players
stepping or twisting, etc). If the head dies, the whole creature dies.
Garb: Dark maroon (preferably shiny) top, black bottoms. The
head should wear a mask that includes pincers.
Type: Multi-Person Beast
Q/M Ratio: 6/1
Armor: 8 points Natural Invulnerable (Head),
2 points Natural (Segments)
Weapons: Two long (Natural) (Head),
2 daggers (Natural) (Segments)
Immunities: Control, Subdual, Poison
Natural Lives: 1
Abilities & Traits:
Large
Tough
Gargantuan, Simian
(WL: Nawguthion / Art: Elfwood) Description: These mighty primates have, for one reason or
another, grown far more massive than any ape has a right to be
– sometimes reaching heights of 30 feet or more. Some primitive
jungle tribes have come to worship these behemoths as representa-
tions of their Gods. This usually turns out to be a mutually benefi-
cial relationship; the ape provides protection from outsiders and the
tribe provides a steady stream of sacrifices to appease it’s awesome
appetite.
Garb: Black, dark brown, or white fur, ape-man masks, monkey-
suits (not tuxedoes!).
Type: Standard Beast
Q/M Ratio: 6/1
Armor: 8 points Natural Invulnerable
Weapons: Two short or long (Natural)
Immunities: Control, Normal Melee Weapons, Subdual,
Poison
Natural Lives: 3
Abilities & Traits:
Large
Regeneration
Very Strong
Vulnerability: Beneficent (Women) Simians like pretty ladies
and will not attack a woman unless that woman strikes it first.
Levels: None
Garuda
(RW: Matthias Fleewinter / Art: Elfwood) (unlimited)
Description: These legendary birds are enor- Innate Magical Ability: Heal
mous creatures, benevolent and very old. (unlimited)
They are also known for being able to cure Large
sickness and disease, and (rarely) to grant Many-Legged
immortality by giving nectar from heaven. Mount
Garudas are also mortal enemies of Ryú, Innate Ability: Natural Flight
Dragons, and Snakes. Vulnerability: Beneficent
Garb: Gold tunic, red wings, and an eagle’s Vulnerability: Bloodlust (vs. any sort of
beak and wings. dragon or snake only)
Type: Extra-Planar Beast Levels:
Q/M Ratio: 5/1 (QUEST) 1st Gains Innate Ability: Grant
Armor: 1 point natural invulner- Immortality (1/game)
able 2nd +1 point of natural invulner
Weapons: 2 short swords (Natural) able armor (total 2)
Immunities: Control, Death, Disease, 3rd Gains Trait: As One
Poison, Subdual 4th +1 point of natural invulner
Natural Lives: 3 able armor (total 3)
Abilities & Traits: 5th +1 point of natural invulner
Innate Magical Ability: Cure Disease able armor (total 4)
(1/life) 6th Gains Immunity: Breath
Innate Magical Ability: Cure Poison Weapons
Golem, Fu
(RW: Chiba Ryúichiro/Art: Chiba Ryúichiro) Natural Lives: 3
Description: Fu are powerful protectors Abilities & Traits:
of important places. Fu are always Stone Heal
found in pairs, one male and one Tough
female. They are usually made Strong
of bronze or stone, and look like Many-Legged
lions. The male Fu stands to the Innate Ability: Pass Without Trace
intruder’s right, with one paw on a (1/game)
large, heavy sphere. The female Fu Innate Ability: Rapid Heal (1/life)
stands to the left, with one paw on Female Fu only
a playful cub. Innate Ability: Sneak (1/life)
Garb: Stone or bronze (shiny or Innate Ability: Leap (1/life)
tarnished) colored garb, lion mane. Levels: None
The female Fu must have a lion
doll (the cub)
Summoned By: Healer 6,
Wizard 6, for 6 spellpoints
(3 each, must summon two)
Player Lives/Life: 3
Type: Mystical
Animation
Q/M Ratio: 6/2
Armor: 3 pts
Natural
Invulnerable
Weapons: 2 short melee (Natural),
Ball as throwing weapon (Male Fu only)
Immunities: Magic, Control, Death, Disease, Poison, Subdual
TANUKI
THE TANUKI IS A SMALL CREATURE UNIQUE TO NIPPON. WHILE THEY LOOK LIKE A RACOON,
THEY’RE ACTUALLY A DISTANT COUSIN OF THE FOX. MALE TANUKI HAVE A DISTINCT FEATURE; ONE
SO WELL KNOWN IT’S HARD TO FIND A DEPICTION OF THE TANUKI WITHOUT THEM. LET’S JUST SAY
THOSE AREN’T HIS KNEES. IN JAPANESE LORE THE TANUKI SCROTUM CAN BE STREACHED OUT TO
THE SIZE OF EIGHT TATAMI MATS. IT’S ALSO SAID THAT A TANUKI WILL POUND ON IT’S OWN TESTES
LIKE A DRUM TO SCARE AWAY PREDATORS.
TANUKI STORIES MENTION THAT THEY LOVE SAKE, AND HAVE A TENDENCY TO WRITE IOU’S
THEY HAVE NO INTENTION OF PAYING. THEY LOVE PLAYING TRICKS, AND ARE PARTICULARLY
FOND OF MAKING LEAVES LOOK LIKE MONEY. SOME SAY THE TANUKI HENGEYOKAI MUST PLACE
A LEAF ON ITS HEAD TO TRANSFORM. THE TANUKI WAS THE INSPIRATION FOR ONE OF MARIO’S
TRANSFORMATIONS...REMEMBER THE LEAF?
TANUKI ARE CONSIDERED VERY MISCHEVIOUS, ALWAYS USING THEIR UNIQUE POWERS TO
HARRASS HUNTERS AND WOODSMEN. THEY’RE SELFISH, GREEDY, AND GLUTONOUS, BUT STILL, QUITE
LOVEABLE. NO MATTER HOW MANY TIMES HE PROMISES TO ‘GET YOU BACK NEXT TIME’, HE NEVER
DOES, BUT YOU KEEP GIVING IT TO HIM ANYWAY.
KIAI
KIAI IS A LOUD NOISE VOCALIZED DURING A STRIKE. AN EFFECTIVE TOOL, KIAI IS ALMOST
NONEXISTENT IN AMTGARD, TO THE POINT WHERE CERTAIN PEOPLE AUTOMATICALLY ASSUME
YOU’RE A NO-STICK FLURB IF YOU SO MUCH AS BREATHE LOUDLY WHILE FIGHTING.
THERE’S NO ACTUAL ‘SOUND’ THAT DEFINES A KIAI. IT IS AN EXHALATION CAUSED BY A
TIGHTENING OF THE MUSCLES OF THE ABDOMEN, THE SOUND IT MAKES IS SECONDARY TO THE
FOCUSING INTENT.
KIAI SERVES TWO BASIC FUNCTIONS. FIRST, IT PROVIDES A RELEASE OF PRESSURE IN THE BODY.
IF A WARRIOR IS STRUCK IN THE CHEST WHILE HOLDING THEIR BREATH, IT COULD CAUSE BLOOD
VESSELS TO BURST, OR EVEN HEART FIBRILLATIONS. IT’S NOT UNLIKE GRUNTING AS YOU PICK UP
SOMETHING HEAVY. SECOND, IT PSYCHES OUT YOUR OPPONENT. IT MAY CAUSE THEM TO PAUSE,
OR FREEZE ALTOGETHER; PARTICULARLY IF THEY ALREADY THINK YOU CAN BEAT THEM. INDEED,
KIAI PSYCHES YOU UP, TOO, MAXIMIZING YOUR SPEED AND EFFICACY.
ON THE DOWN SIDE, SOME PEOPLE WON’T APPRECIATE IT, AND LAUGH, AND IT DOES ANNOUNCE
YOUR SHOT. IF YOU PLAN ON INTEGRATING KIAI INTO YOUR ATTACKS, LEARN TO USE IT
TACTICALLY, SWITCHING BETWEEN TRICKING THEM INTO OPENING UP THEIR DEFENSES AND
SHOCKING THEM INTO DROPPING THEM ALTOGETHER.
Jikininki
(RW: Chiba Ryúichiro/Art: Haley M. Innate Ability: Devour Corpse
Franklin) (unlimited)
Description: Jikininki are the rein- Innate Ability: Assassinate (2/life)
carnations of dead men and women Vulnerability: Banish
whose greed prevented their souls Vulnerability: Slow
from moving on. They continue their Levels:
half-life by eating the souls of oth- 1st As above
ers, along with the corpses of their 2nd Assassinate becomes (u)
victims. 3rd +1 Natural Lives (total 4)
Garb: tattered oriental clothing, zom- 4th Gains Trait: Strong
bie makeup or masks 5th Gains one point natural armor
Type: Undead Humanoid 6th Loses Vulnerability: Slow
Q/M Ratio: 2/1
Armor: None
Weapons: Two short
bludgeoning
weapons (Natural)
Immunities: Death, Subdual,
Control, Poison,
Disease
Natural Lives: 3
Abilities & Traits:
Regeneration
Rubbery
METAHUMANITY IN ENGOKU
ITS NOT EASY BEING GREEN
ENGOKU HAS NOT BEEN KIND TO METAHUMANITY THROUGHOUT THE
YEARS. VERY FEW REGIONS ACCEPT THE INTERMINGLING OF SPECIES,
AND SOME ARE OUTRIGHT XENOPHOBIC ABOUT IT. NIPPON, FOR
INSTANCE, HAS ALL BUT DRIVEN OUT METAHUMANS ON THEIR ISLANDS.
FOR THE MOST PART, DWARVES, ELVES, HOBBITS, AND THE LIKE HAVE
THEIR OWN CITIES, USUALLY IN REGIONS INACCESSIBLE OR UNDESIRABLE
TO HUMANS. FOR INSTANCE, THERE IS A VAST SERIES OF DWARVEN
CAVERNS IN THE HIMALAYAS, AND A NUMBER OF ELVEN CITIES ALONG
THE CLIFFS OF THE YANGTZE. MANY OF THE WILDER ISLANDS IN
MATARAM ARE CONTROLLED BY A BREED OF HOBBIT KNOWN AS
KOROBUKURU. THIS IS NOT A HARD AND FAST RULE, THOUGH, MANY
INDIVIDUAL CITIES HAVE FOUND TOLERANCE, AND MOST ANY TEMPLE
IN THE LAND WILL BE HOME TO AT LEAST ONE OR TWO METAHUMANS.
ADVENTURERS OF ANY SORT, HUMAN OR METAHUMAN, ARE GIVEN
LEEWAY ANYWHERE, IF FOR NO OTHER REASON THAN THEY CAN
PROBABLY KICK THE COLLECTIVE BUTTS OF THE ENTIRE LOCAL MILITIA.
Mounted Archer
Archer Archetype tunnels or forest paths, you’ll want to leave it at home.
Description: The Mounted Archer relies on speed and dexterity to Suggested Abilities: Specialty arrows that don’t require extra effort
outmaneuver opponents and retreat (like lighting them) are good things to have, as long as they are easy
tactically to come around for the to recognize and load at a gallop. Fire arrows and Bowyer are all
next volley. Mounted Archers, but useless once the Mounted Archer gets his horse.
unlike most archer traditions, Role-Playing Notes: Mounted Archers are not unlike their trade, so
are bold people, and are just they are skirmishers by nature. They are boisterous, aggressive, and
as likely to take your head quick to use tricky tactics that allow for high kill ratios; the same
with a sword as they are to shoot sort of attitude you’d expect of a modern jet fighter pilot.
you as they gallop by. Weaponry: They’re always armed with at least a single long sword,
Garb: The Mounted Archer is pack- and rarely, if they have a good way to mount them, both a long
ing for speed, and that means light sword and short. Curved blades are more effective from horseback,
and easy to reach at a gallop. Their and thus more common. Most Mounted Archers use short bows
clothes, armor, and various bags & since the length of the bow is a problem from horseback. Howev-
quivers must be secure, trim, and er, the Nippon people developed a longbow that was quite effective
lightweight. Shields are almost from a seated position. If you can get a Yumi, more power to you,
unheard of, but a cleverly designed otherwise, use a short bow.
buckler may do the trick.
Essential Abilities: No Mounted Ar-
cher that’s earned the right is complete
without a horse. Once you’ve reached
Lv 3, summon up an Archery Mount in
any scenario that includes wide open
spaces. If the scenario is nothing but
Naga, Spirit
(RW: Shadow / Art: Elfwood) Innate Magical Ability: Reincarnate (unlimited)
Description: Spirit Naga are known as the judges of the dead, Innate Magical Ability: Touch of Death (unlimited)
and it’s said that the unworthy die repeatedly while the worthy are Levels: None
reincarnated to a higher form. The Spirit Naga is extremely rare,
and will only appear if there is a great battle that shakes the heavens
and the earth. It arrives right after the battle to award its merits to
the just, and its punishments to the unjust. Spirit Naga appear with
ethereal wisps of fog surrounding it.
Garb: Scaly silver garb, silver makeup, fangs
Type: Mystical Humanoid
Q/M Ratio: 10 / 1 (QUEST)
Armor: 2 points Natural Invulnerability
Weapons: Short, Flail
Immunities: Death, Poison, Lightning, Traps
Natural Lives: 4
Abilities & Traits:
Innate Ability: Strong
Magic-like Ability: Natural Flight (unlimited)
Innate Ability: Heal
Innate Ability: Poison Weapon (1/life)
Innate Ability: Missile Block
Innate Magical Ability: Lightning Bolt (1/U)
Innate Magical Ability: Transfer Life (unlimited)
Innate Magical Ability: Steal Life (unlimited)
Nue
(RW: Chiba Ryúichiro/Art: Utagawa Kuniyoshi)
Description: Nue are harbingers of disease and disaster. The older
Nue have a poison of such indominable power that even those im-
mune to poison will feel the effect.
Garb: Brownish black fur, snake tail.
Type: Mystical Beast
Q/M Ratio: 3/1
Armor: 3 points Natural Armor
Weapons: Two short swords
(Natural)
Immunities: None
Natural Lives: 3
Abilities & Traits:
Strong
Innate Ability: Pass Without Trace (1/game)
Vulnerability: Stillness
Innate Ability: Spit Poison
Natural Flight
Levels:
1st As above
2nd Gains Magical Ability: Fog Form (2/game) (Self only)
3rd Spit Poison takes effect in a 50 count
4th As above
5th Spit Poison works against those who are otherwise
immune to the effects of Poison.
6th Pass Without Trace becomes (1/life)
Oni, Tsunami
(RW: Chiba Ryúichiro / Art: Grendel) Natural Lives: 3
Description: Many generations ago, long before the rise of Abilities & Traits:
the civilizations of Engoku, a proud and foolish Oni Strong
king bragged that his vast armies were so strong, Magic-like Ability: Flight (1/life)
they could even conquer the sea. When his Magic-like Ability: Touch of Death (1/life)
boasts were challenged, he marched his Magic-like Ability: Awe/Fear (2/life)
troops to the shore, where the army cast Magic-Like Ability: Steal Life (unlimited)
nets and waged a fierce battle against Only effective vs Fae
the tireless waves. Eventually, the Magic-like Ability: Sever Spirit
army accidentally captured a daughter (1/life)
of the sea king, and being hungry, Rubbery
they fried her up and had her for Regeneration
dinner. The sea king was enraged Levels:
when he heard, and sent a mas- 1st As above
sive wave, which swamped the 2nd May wear one point
entire army, drowning them. of armor
The Oni didn’t let something 3rd One natural weapon
as petty as death stop their is poisoned
war, though. The spectral 4th Sever Spirit becomes
beasts drudged up sunken ships (2/life)
and began sailing up and down May wear up to two
the shore, killing everything in points of armor
their path. Their favorite weapon is 5th Flight becomes (unlimited)
the tetsubo. 6th Sever Spirit becomes (unlimited)
Garb: Broken horns, matted fur, tattered Both natural weapons are poisoned
oriental clothing. All exposed skin should May wear up to three points of armor
be puke green. (in addition to Natural Armor)
Type: Undead Humanoid
Q/M Ratio: 5/1
Armor: None, may wear more later
Weapons: 2 short (Natural), any melee
Immunities: Control, Death, Poison, Disease, Subdual
Raiju
(RW: Chiba Ryúichiro/Art: Kalomus [gfxartist.com])
Description: Raiju is the pet of Raiden, the god of lightning. Like
its master, Raiju is quick to anger, and prone to killing people with
lightning. It also has a tendency to sharpen its claws on large trees,
leaving large, slightly burned out scratches wherever it goes.
Garb: Wolf-like garb with electric highlights.
Type: Mystical Beast
Q/M Ratio: 3/1
Armor: 2 points Natural
Weapons: Two Short (Natural)
Immunities: Flame
Natural Lives: 3
Abilities & Traits:
Many-Legged
Strong
Innate Magical Ability: Flight (1/life)
Innate Magical Ability: Lightning Bolt
(4 bolts/U)
Innate Magical Ability: Call Lightning
(1/life)
Levels: None
TORII
A TORII IS A WOODEN GATE WITHOUT A DOOR OR FENCE. TORII MARK ENTRANCES TO SACRED SPACES. SOMETIMES
THE SPACE THEY DEMARK IS AS BANAL AS A SIMPLE TEMPLE, BUT SOMETIMES THEY DENOTE REGIONS OF VAST POWER,
HOMES OF POWERFUL KAMI, OR FIELDS OF STRANGE TERRAIN.
Steppe Warrior
Barbarian Archetype fight on their feet, every Steppe Warrior has two horses, and often
Description: While everybody else is busy developing agricul- uses them in battle. Whenever you can, get yourself an Archery
ture and culture, the Steppe Warriors of Tartarus Mount.
make a living as nomads, simply taking what- Role-Playing Notes: Steppe Warriors are a walking dichoto-
ever they can from the land and from their my. On one hand they are rude, smelly, and tending to-
neighbors. Steppe Warriors are barbar- wards theft and murder, but on the other hand they have
ians of the truest nature, but tactical their own sense of etiquette, and
masters. They rely heavilly on are respectful of life and nature.
horses for food, transportation, For instance, while wading thru
and warfare. On foot, they their enemies, they wear boots
fight in cohesive units, usu- with upturned toes specifically so
ally numbering 10 per unit. they don’t step on too many bugs, in accor-
Garb: Steppe Warriors dance with their life-re-
wear a kimono-like garment specting philosophies.
known as a caftan or del. Under that, Weaponry: Steppe War-
men wear loose fitting trousers, and women riors get most of their
might wear long pleated skirts. Both men and weaponry from their
women wear their hair long, often in a pair victims, and are keen to use
of braids that loop up to the top of the braid any of them, but as mount-
just behind the ear. Of course you can’t ed warriors they focus on
forget the fur-brimmed spears and short bows.
hats and boots with up-
turned toes.
Essential Abilities: While many do
DUELING
NOTHING DEMONSTRATES A WARRIOR’S SKILL AND VIRTUE BETTER THAN DUELS. INDEED, MANY
CONSIDER IT AN INTEGRAL PART OF THE BUSHIDO CODE OF DEFENDING YOUR HONOR TO THE
DEATH. THE ATTITUDE EXTENS BEYOND WARRIORS; EVERY REALM OF SOCIETY PITS ONE PERSON
AGAINST ANOTHER TO DETERMINE TRULY WHO THE BEST IS. ONE SHOULD EXPECT AND SEEK
OUT DUELS AND PERSONAL RIVALRIES. KEEP TRACK OF YOUR VICTORIES, AND THE VICTORIES OF
OTHERS. THIS IS THE ESSENCE OF HONOR.
ETIQUETTE
PROPER ETTIQUETTE IS VERY IMPORTANT IN ENGOKU. UNLIKE IN THE WEST, WHERE ONE EXPRESSES MANNERS AS AN EXTENTION OF ONE’S
BREEDING OR SPIRIT, IN ENGOKU ONE EXPRESSES PROPER FORM TO INFLUENCE ONE’S BREEDING OR SPIRIT. IN NIPPON, RUDENESS IS CALLED
‘SHITSUREE’, OR ‘LOSS OF FORM’. TO APPOLOGIZE FOR RUDENESS, ONE MIGHT SAY ‘SHITSUREE SHIMASHITA’, OR ‘WHAT I DID WAS NOT GOOD
FORM’’ .
BELOW ARE A FEW GUIDELINES FOR PROPER ETIQUETTE IN ENGOKU, PARTICULARLY NIPPON.
SITTING – SITTING IS DONE EITHER ON YOUR KNEES OR A PILLOW. IF ARMED, PLACE YOUR SWORD ON YOUR RIGHT SIDE WITH THE BLADE
FACING YOU, AND THE HANDLE TOWARDS THE FRONT. IF YOU EXPECT A FIGHT, AND DON’T MIND OFFENDING PEOPLE, YOU CAN PLACE
IT IN FRONT OF YOU, EDGE TOWARDS YOU, WITH THE HANDLE ON THE LEFT. IF YOU DON’T CARE, PLACE IT ON YOUR LEFT, EDGE OUT,
HANDLE TO THE FRONT. THE IDEA IS, THE EASIER IT IS TO PICK UP AND SWING, THE RUDER YOU’RE BEING.
WALKING/STANDING – NEVER LEAN UPON YOUR SWORD OR A WALL, AS THIS IS CRUDE. IF A PERSON IS ARMED, THEY WILL DECLARE
HOW MUCH PERSONAL SPACE THEY HAVE (AND BY EXTENTION, THEIR RANK) BY HOW HORIZONTAL THEIR SWORDS ARE IN THEIR OBI.
BREACHING THIS SPACE, OR COMING IN CONTACT WITH THEIR SWORDS, IS A SURE WAY TO GET KILLED. IF YOU MUST APPROACH SOMEONE,
YOU SHOULD BOW AND ANNOUNCE YOURSELF. YOUR HAND SHOULD NEVER TOUCH YOUR SCABBARD, UNLESS YOU INTEND TO STRIKE.
BOWING – JUST LIKE IN THE MILITARY THERE IS A MANNER OF GREETING YOUR SUPERIORS. IF YOU CROSS PATHS WITH SOMEONE OF
HIGHER RANK, YOU SHOULD BOW. IF THEY RETURN THE BOW, YOU SHOULD IMMEDIATELY BOW LOWER. BOWING IS ALSO A STANDARD
ELEMENT IN GREETINGS AND FAREWELLS. BOWING IS GENERALLY DONE AT THE WAIST, UNLESS WITH EQUALS OR FRIENDS IN AN INFORMAL
SITUATION, IN WHICH CASE A NOD DOES THE TRICK. THE MOST EXTREME BOW IS TO PROSTRATE ONE’S SELF, TOUCHING YOUR FOREHEAD
TO THE GROUND. THIS IS USED WHEN PEASANTS SPEAK TO NOBLES, OR WHEN ANYONE IS SUMMONED BEFORE A COURT OR APOLOGIZING
HANDING OVER SWORDS – SOMETIMES, PARTICULARLY WHEN ENTERING AN ABODE, ONE MUST GIVE UP THEIR WEAPONS. FIRST, NEVER
TOUCH A SWORD WITHOUT PERMISSION, OR YOU FORFEIT YOUR LIFE. THE SUPERIOR, WITH ONE HAND, GRASPS THE SWORD PALM DOWN
NEAR THE MIDDLE, HANDING IT OVER HORIZONTALLY. THE INFERIOR RECEIVES IT IN BOTH HANDS, PALMS UP. WHEN HANDING IT BACK,
THE SAME POSITIONS ARE TAKEN. IF THE SWORD IS UNSHEATHED, GRASP IT AT THE BASE, TIP UP, WITH THE EDGE TOWARDS YOU. THE
RECIPIENT GRASPS THE SWORD DIRECTLY UNDER THE TSUKI (GUARD).
ENTERING A HOME - BEFORE ENTERING A PERSON’S HOUSE, IT’S IMPORTANT TO FIRST REMOVE ANYTHING ‘UNCLEAN’. THIS USUALLY
MEANS YOUR SHOES AND COAT. THE COAT IS TO BE FOLDED TWICE TO MAKE A NEAT LITTLE SQUARE. BOTH THE SHOES AND COAT ARE
PLACED ON THE FLOOR NEXT TO THE WALL. IT’S VERY RUDE TO STACK COATS AND SHOES.
Mountain Peaks
Marked by a white strip and above the treacherous ridges lies Mountain Peaks. These snow-
capped gauntlets are no-mans lands, ready to toss you off. The angles are steep and the snow
is ready to slide. Mountain Peaks can only be entered normally by players and monsters that
are flying. Others can only enter if they Grasp with three limbs free (otherwise, Grasping
is as above). They must also keep their bodies turned towards the center of the Mountain
Peak. They may turn their head however they like. Failure in any of the above requirements,
or being effected by any sort of shove, results in the player or monster instantly falling off the
mountain and dying a gruesome, crushing death. Feel free to role play that last part ;) Flying
creatures cannot fall off a Mountain Peak. Projectiles cannot cross Mountain Peak Terrain
borders that are ‘uphill’.
Punji Stick
Pungi sticks are an ingenious form of trap. Small bamboo shafts are sharpened, soaked in
feces, and placed in the ground. The Terrain is marked by yellow and brown strips. Anyone
entering the field immediately takes a leg wound, and is affected by Touch of Plague. The
wound cannot be healed until the Plague is cured.
Steppes
Steppes are wide, WIDE open plains, too dry to be a forest, but not quite a desert. Steppes are
too vast to be marked by strips, they are simply announced. There are no trees or any growth
thick enough to hide anything larger than a gerbil, nullifying the use of Camouflage and Plant
Door. Only in-game constructions count as obstructing the field of vision (ex: hiding behind
a real tree doesn’t work against Doomsday).
Tsunami
Tsunami are waves of unimaginable size. Often they are caused by storms and high wind, but there is a sort that only occurs at the
shoreline, which is caused by earthquakes. Tsunami is a rare Terrain, in that it can be manufactured by a player thru use of the Wind spell,
or a monster via the Earthquake ability. If Wind is used over open water, a Tsunami is created all around the caster, traveling outwards
to distances far wider than a scenario’s scope. While on any water terrain, the Tsunami instantly destroys any ships, and kills anyone on
board that isn’t Aquatic or Tough. The ship the caster is on is not affected. If Earthquake is used far out at sea (no land visible), when the
Tsunami makes landfall, anyone within 50’ of the shoreline without Aquatic or Tough dies. Those between 50’ and 100’ feet away from the
shore without Tough or Aquatic take a wound (their choice). Note that this will kill the wounded.
Sword of Billowing Clouds (Ame no Murakumo FIRST, THE THREE INDIVIDUALS TAKE THEIR
no Tsurugi) PLACES. THE VICTIM TAKES A KNEELING POSITION,
The Sword of Billowing Clouds is a longsword retrieved OPENING UP THEIR GARMENTS TO EXPOSE THEIR BELLY.
from the tail of Orochi, a Ryú, upon his death. It grants THE KAISHAKU STANDS WITH ONE HAND ON HIS TSUKA
the wielder Natural Flight (1/game), lightning bolt (1/U), SLIGHTLY BEHIND AND TO THE LEFT OF THE VICTIM.
MONEY IN ENGOKU
TRADE IN ENGOKU IS NOT LIMITED, AND CAN TAKE PLACE AS BARTER, PAYMENT BY COIN OR RICE, OR BY A DOCUMENTED ‘CREDIT’ SYSTEM
KNOWN AS RYOGAESHO (NOT UNLIKE TODAY’S CHECKS). MERCHANTS AND CLANS EVEN PRODUCE PAPER MONEY, WHICH IS GENERALLY ONLY
GOOD IN A SPECIFIC REGION, OR WITH A SPECIFIC MERCHANT. RICE IS TRADED EITHER BY THE BAG, OR IN THE CASE OF LAND, BY HOW MUCH
RICE IT CAN PRODUCE IN A YEAR. COIN IN ENGOKU IS ACTUALLY VERY COMPLICATED, BUT TO SIMPLIFY THINGS, WE’LL GO OVER A FEW BASIC
MONETARY UNITS. COINS MADE OF COPPER ARE KNOWN AS MON. THESE ARE NEARLY WORTHLESS, TAKING 4000 TO BE EQUAL TO A RYO.
SILVER COINS ARE CALLED MOMME. IT TAKES 70 MOMME TO MAKE A RYO. BOTH THE MON AND MOMME ARE ROUND COINS WITH SQUARE
HOLES IN THEM. AS YOU MAY HAVE GUESSED, THE GOLD COIN IS KNOWN AS A RYO. THESE ARE LARGE, THIN, OVAL COINS INSCRIBED WITH
DIFFERENT SYMBOLS AND KANJI, DEPENDING ON WHERE THEY WERE MINTED.
6) Knife pleat the top of the front panel with the crests pointing
towards the center. You can do as many pleats as you like, but four
on each side works best. When done, the top of the front panel
should measure D total. Each sides should look something like the
above. Sew down the pleats along the top.
7) The back panel gets one very large pleat on each side, overlap-
ping the center seam by 1”, like the below. Each pleat should
overlap about an inch over the inseam. Sew down the pleats along
the top.
8) Take each set of waistband pieces and sew them into two
long strips, a front one and a back one. Make them into tubes, turn
them outside in and close the ends. Sew them onto their respective
sides along the waist line, at the pleating.
Daikaiju Attack!
Several truly terrible creatures (Daikaiju) have marched upon the Daikaiju. Naturally, a frontal assault is all but hopeless, but they’ll
town, and are threatening to crush, burn, and destroy everything probably try anyway. Interrupt them after they’ve been thinned
in sight (sound familiar?). So terrible is the threat that no simple down a bit (enough to make an even match against the Tribesmen)
counter attack will defeat it or drive it away. No, an item of great with the intrusion of ‘The Alchemist’, who explains that there’s
power must be employed to even up the playing ground. only one way to stop a Daikaiju attack: with the Cosmos relic, which
Materials: Monster garb, The Cosmos relic is being held by the local Tribesmen. He then explains the Militia
Set-Up: Choose and garb the Monsters. You’ll want two appropri- needs to retrieve the relic from the Tribesmen, who’ve been using
ately uber Monsters, with the Trait Large or Very Large. Dragons it to cause the attack. He tells them all they need do is touch the
and Gargantuans are perfect. The remaining populace should be relic to the beast to control it. ‘The Alchemist’ does not know the
divided into three camps: cityfolk, tribesmen, and the militia. The artifact has two halves. Naturally, they’ll run off to the Tribesmen’s’
latter two should be evenly balanced. home to fetch it. It’s assumed then that the Daikaiju are too far
Cityfolk – Non-combative Peasants (give this job to the Color away for the Tribesmen to summon to defend the relic. The Cos-
players). Their job is to run from the Daikaiju and get in the mos goes to the Militia as soon as the Chief takes a death. At that
way of the militia. Running and pointing at the Daikaiju, talk- point, the Tribesmen retreat from the battle, disappearing into the
ing in a badly dubbed way encouraged. woods. If the setup is successful, the nature of the relic will allow
Tribesmen – Barbarians, Druids, Scouts, any ‘indigenous’ ar- one side to control one Monster, while the other side controls the
chetype. They are defenders of the relics. The ‘Chief ’ should other. The two teams should then line up to fight it out, each with
get one half of The Cosmos, and some trusted member who a Daikaiju. The winning team gets both pieces of the artifact.
can flee with it should get the other. Options: This scenario works well within AmtRisk. Lay out the
Militia – Any classes. These are defenders of the town. buildings as normal, and let the Monsters ‘go to town’ on them.
You’ll also need someone to play ‘The Alchemist’ (NCP [non- Destroyed buildings should produce boulders. Clever use of Ter-
combative persona]). rain is also suggested…a battle on Mountain Terrain, for instance,
Object: The militia must defend the town from the attack of both may be quite invigorating.