1. 文書 Notes

Blood & Honor

掟 Rules

Blood & Honor was written by RPG designer, John Wick (no, not Keanu Reeves' character). The rulebook also includes an entry by GM, Matt Colville. You can find his GM advice on YouTube.

On the subject of roleplaying samurai, there are few dedicated rule systems. Most will adapt a popular system like D&D, others will turn to another originally written by John Wick, Legend of the Five Rings (L5R). L5R is actually an IP that grew out of a cardgame, much like Magic the Gathering. The setting of the cardgame is a cultural appropriation by white guys who've watched pulp Kung Fu, Ninja, and Samurai films. To me, this L5R is cringy, especially when trying to put aside the fantasy and pulp, one can't ignore the poor spellings and misused titles. Mr Wick was given this IP to make into an RPG, and shouldn't be blamed for it.

I guess to make amends for L5R, Mr Wick decided to make another Samurai RPG. Apparently he used his rule from his own House of Blood, I but I have not seen it to compare.

When I read these rules, they jumped out at being more accurate than other systems out there. Albeit, they still aren't perfect (see 掟 Rules for the Shōgun's Head for the changes I've made), but they make a good foundation to build upon.

I originally was going to use the rules as is, but I have a habit of making my own addendums the more I think on the rules, and B&H simply didn't reach the scope I was looking for, but it was the closest.

That said, there are inaccuracies. I'll excuse Mr Wick for being a game designer over a scholar of Japanese history. I am constantly studying anything I can get my hands on, and it's tough to paint an accurate portrayal of samurai life and court. I can only strive for perfection and accept that perfection is impossible to attain.

Choose Virtues

It seems that Mr Wick wanted to make six attributes to mirror the six attributes of D&D. I've tried to match them one-to-one, but there are differences that benefit the portrayal of the samurai. In a later appendix, he attaches five of the virtues to elements representing the style of a dōjō. These elements are based on those names of chapters in Miyamoto Musashi's Book of the Five Rings. Though fitting these elements were chosen by the best swordsman of the samurai, Musashi didn't apply a style to each element. In fact, the chapters build upon each other and preach the avoidance of styles. Although, not every samurai had been taught by Musashi.

You'll see in 掟 Rules for the Shōgun's Head that I instead turn to the Chinese cosmic elements to connect the virtues.

  • Beauty 水 (charisma, social)
  • Courage 火 (willpower?)
  • Cunning 風 (wit, deception)
  • Prowess 金 (weapon skill)
  • Strength 土
  • Wisdom 空 (intelligence)

土→火→風→水→空→土

土←風←空←火←水←土

  • str → strength
  • con → ?
  • dex → ?
  • int → cunning
  • wis → wisdom
  • cha → beauty

Choose Character Giri (Duty)

Mr Wick created roles, more like jobs, for players, I guess to have bonuses. Some of these roles, I have no idea where he got the name for, but arguably they're wrong.

Now determine your position in the Daimyo’s court. This is called giri, or “duty” or “obligation.” This is the role you fulfill for the Daimyo. Th ere can be more than one court officer per court. In other words, a Daimyo may have two yojimbo or hatamoto if he chooses. Your Giri provides three advantages. All samurai start with rank 1 Giri.
• Your Giri gives you three bonus dice for any risks involving your duty to the Daimyo. In other words, if you are the Daimyo’s yojimbo (bodyguard) and you are protecting him from assassination, you gain three bonus dice for that risk.
• You also gain an Ability you can use during the game. Read your Giri’s specific Ability for details.
• Finally, you gain a specific Benefit during in the game. This will usually manifest as an “in-game” benefit for your character and not a mechanic.

Hatamoto (General)

You are the master of the Daimyo’s armies. Without you, the Daimyo’s forces have no leader and cannot adequately protect his lands. You gain three bonus dice when leading other samurai or inspiring them to work together.
Ability: You may take an action to survey the circumstances of a scene. Make a Cunning + Giri risk. If you gain privilege, every samurai on your side gains one die due to the advantages you found. Any wager increases the number of dice by one per wager.
Benefit: You may keep a number of Ashigaru (foot soldiers) equal to your Giri Rank. Your Ashigaru require no koku payments and are always loyal to you, regardless of any other mechanics. These are your men and they will do as you command. No one can spend wagers or use risks to make them betray you. See Violence and War for more information.

Karo (Senechal)

You maintain the Daimyo’s lands, finances and castle. Without you, nothing happens.
Ability: Because you are the Daimyo’s right-hand man, you have his authority. The Courtier may be the voice of the Daimyo, but when he isn’t around, you are the one in charge. Your Social Rank is considered “Daimyo” when the Daimyo is not present. You may add a number of bonus dice to any social situation equal to your Giri Rank or the Daimyo’s Rank, whichever is greater.
Benefit: You have an entourage of Staff equal to your Giri that accompanies you wherever you go. Your Staff includes various servants who run errands for you, carry messages and perform other less dignified duties.

Kaishaku (Executioner)

You are the Daimyo’s personal sword. When he wants someone killed, he turns to you.
Ability: You carry the Clan’s Sword. Because of that, the Sword has a number of abilities equal to your Giri Rank. See Swords for more information.
Benefit: Your reputation as the Executioner proceds you. If you are ever in an antagonistic position toward another character, that character must set aside a number of dice from any risk against you equal to your Giri Rank.

Oniwaban (Spy Master)

You are the Daimyo’s master spy. You direct his espionage actions and keep others from gathering information about the Daimyo’s strategies.
Ability: You have a Spy Network: a number of agents who gather information for you. Your agents give you a number of facts on characters you meet, and each game, you may state a number of “truths” about NPCs equal to your Giri Rank. (If you have a rank 3 Giri, you get to say a total of three things each game; not three things about each NPC.) You may not use this ability on other player character samurai.
Benefit: Your agents allow you to overhear or see any discussion or event during the game that you are not present for. You may do this a number of times equal to your Giri Rank.

Onmyōji (Spiritual Advisor)

You are the Daimyo’s spiritual advisor. You do not have the martial skills of a yojimbo or the tactical and strategic mind of the general, but you do have a unique understanding of the cosmic powers that guide the world along its path.
Ability: At the beginning of each game session, you may make a prediction about a risk that may happen during the game session (based on the astrological charts and other omens and signs). You may be as vague or specific as you like. If your prediction occurs, any samurai who participate in that risk gain a number of dice equal to your Giri Rank.
Benefi t: You may give your Daimyo’s Offi cers a number of Blessings each Season equal to your Giri Rank. See Magic & Religion for more information.

Takumi (Courtier)

You are the Daimyo’s private artisan and personal cultural advisor. You ensure that the Daimyo’s court is elegant and refi ned, and you create poems, plays, and works of art to commemorate grand events and the history of your Daimyo and his family.
Ability: As your Daimyo’s Courtier, you may redact, alter, edit, reinterpret or change anything said by any samurai to make it sound more appropriate to the current situation. You may do this a number of times per game session equal to your Giri Rank.
Benefit: Every game session, your contacts within the court gain you a number of favors equal to your Giri Rank. A favor represents a boon some other character owes you that must be returned by the end of the game.

Yojimbo (Bodyguard)

You are the Daimyo’s personal protector. You never leave his side. If any harm comes to him and you are still alive, you will be expected to answer for your shame with your own life.
Ability: You may take an Injury for any other samurai from your Clan, saving them from that Injury. Reduce the rank of that Injury by a number of ranks equal to your Giri Rank.
Benefit: You have a number of Guardsmen with you at all times. You have a number of ranks of Guardsmen equal to your Giri Rank. Th ese men cannot be bribed or bought away from you; these are your men and will serve you to the death. See Violence and War for more information.