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Rōnin Playtest Rulebook

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0% found this document useful (0 votes)
493 views92 pages

Rōnin Playtest Rulebook

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 92

SRG - Rōnin Playtest Materials

Front Papers: Tables Slightly Reckless Games LTD © 2023 Page 1 of 92


SRG - Rōnin Playtest Materials

Rōnin is an independent production by Slightly Reckless Games LTD and is not affiliated with
Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third
Party License.

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

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Table of Contents
FRONT PAPERS: TABLES ................................................................................................6
Names ....................................................................................................................... 6
Shogun’s Demands .......................................................................................................... 7
KUROI KOYOMI: THE BLACK CALENDAR ........................................................................8
HONOUR ...................................................................................................................... 11
The Ronin’s Creed ....................................................................................................... 12
Bushido ..................................................................................................................... 12
Noble Truths .............................................................................................................. 12
The Unseen Virtues .......................................................................................................13
The Rules of the Divine ..................................................................................................13
The Gambler’s Way ......................................................................................................13
The Yamabushi’s Path ................................................................................................... 14
The Dancer’s Code ....................................................................................................... 14
The Sumo’s Oath ......................................................................................................... 14
The Sword Saint's Discipline ............................................................................................ 15
THE GAME .................................................................................................................. 16
Character Creation Steps ................................................................................................ 16
Abilities .....................................................................................................................17
Optional Classes .......................................................................................................... 18
1 Forgotten Rōnin ....................................................................................................... 18
2 Erudite Samurai ..................................................................................................... 20
3 Drunken Monk ........................................................................................................ 22
4 Corrupted Shinobi .................................................................................................... 24
5 Onmyoji ............................................................................................................... 26
6 Bakuto ................................................................................................................. 28
7 Yamabushi ............................................................................................................ 30
8 Wild Dancer ...........................................................................................................32
9 Reckless Sumo ........................................................................................................ 34
10 The Sword Saint.................................................................................................... 36
What You Start With .................................................................................................... 38
Weapons ..................................................................................................................38
Armour .................................................................................................................. 39
Equipment ............................................................................................................... 40
Texts ....................................................................................................................... 41
Unseen Texts ........................................................................................................... 42
Shintai Texts ........................................................................................................... 43
Optional Rules ............................................................................................................ 44
Awful Afflictions ...................................................................................................... 44
Broken Bodies ............................................................................................................45
Bad Habits .............................................................................................................. 46
Grim Chronicles ........................................................................................................ 47
The Kami’s Vengeance ................................................................................................ 48

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Equipment.................................................................................................................. 49
Weapons.................................................................................................................... 50
Services ...................................................................................................................... 51
Repair Armour ............................................................................................................. 51
Tests ........................................................................................................................ 52
Difficulty Ratings (DR) ................................................................................................ 52
Honour ..................................................................................................................... 53
Seppuku ..................................................................................................................... 54
Resurrection ................................................................................................................55
Carrying Capacity ........................................................................................................ 56
Hit Points (HP) ........................................................................................................... 56
Broken ....................................................................................................................56
Tatakai (Battle) ........................................................................................................... 57
Critical Hit .............................................................................................................. 57
Fumble.................................................................................................................... 57
Rounds ...................................................................................................................... 58
Parrying .................................................................................................................... 58
Rest ......................................................................................................................... 58
Meditation ................................................................................................................. 59
Reaction .................................................................................................................... 59
Morale ...................................................................................................................... 60
A Chance to Improve .................................................................................................... 60
Teach Me, Sensei......................................................................................................... 61
Blood Feud ................................................................................................................. 62
Duelling .................................................................................................................... 62
OPTIONAL RULES ........................................................................................................ 63
Virtues ...................................................................................................................... 63
Haiku ....................................................................................................................... 64
CREATURES & YÕKAI .................................................................................................. 65
Oni .......................................................................................................................... 65
Tengu ....................................................................................................................... 66
Kappa ....................................................................................................................... 67
Jorogumo ................................................................................................................... 68
Nue.......................................................................................................................... 69
Yuki-Onna ................................................................................................................. 70
Rokurokubi ..................................................................................................................71
Nure-Onna ................................................................................................................. 72
Skeleton Rõnin ............................................................................................................ 73
Bandit ....................................................................................................................... 74
Komainu .................................................................................................................... 75
LEGENDARY CREATURES & YÕKAI ............................................................................... 76
Skeletal Daimyo ........................................................................................................... 76
Oni no Kusabi ............................................................................................................. 77
Umi-Bozu .................................................................................................................. 78
Kuchisake-Onna ........................................................................................................... 79

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Ryu .......................................................................................................................... 80
YOMI DEMONS ............................................................................................................ 81
Blood Witch ............................................................................................................... 81
Death Blade ................................................................................................................ 82
Iron Fist .................................................................................................................... 83
Nightingale................................................................................................................. 84
BACK PAPERS: TABLES ................................................................................................. 85
Encounters ................................................................................................................. 85
Shrines ...................................................................................................................... 86
Treasures ................................................................................................................... 87
Traps ....................................................................................................................... 88
Weather .................................................................................................................... 89
Corpse Plundering ........................................................................................................ 90
Critical Injuries ........................................................................................................... 92

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Front Papers: Tables


Names
Roll d20 for First Name, Last Name and Nickname separately:

FIRST NAME LAST NAME NICKNAME

1 Himura Battosai Taka no Me / The Hawk's Eye

2 Daichi Chiba Umi no Tatsu / The Dragon of the Sea

3 Eiko Fujiwara Kaminari no Kiba / Thunder Fang

4 Genji Hattori Kawa no Kami / River God

5 Hana Ito Yama no Kaze / Mountain Wind

6 Isamu Matsamune Kaze no Kensei / Sword Saint of the Wind

7 Toyo Sakura Kiri no Oni / Demon of the Fog

8 Ryoma Sakamoto Jigoku no Tora / Tiger of Hell

9 Michiko Okada Yoru no Kitsune / Fox of the Night

10 Tomoe Hajime Kuroi Kiba / Black Fang

11 Osamu Takahashi Tora no Oni / Tiger Demon

12 Rei Uesugi Neko no Te / Cat's Paw

13 Sachi Yamagata Kaze no Tengu / Wind Tengu

14 Saito Yojimbo Hitokiri / Man Slayer

15 Ume Akiyama Yami no Kishi / Knight of Darkness

16 Yori Fujimoto Bakemono no Oyabun / Monster Boss

17 Zen Miyamoto Hana no Geisha / Flower Geisha

18 Arata Ishikawa Kaminari no Senshi / Warrior of Thunder

19 Jiro Kitano Yurei no Tomurai / Ghostly Wanderer

20 Musashi Matsushita Kuroi Kage / Black Shadow

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Shogun’s Demands

Roll d20:

1 The finest katanas of a fallen clan.


2 The armour of a legendary samurai.
3 The head of a fearsome Oni.
4 The sacred bell of a peaceful temple.
5 A rare and priceless gemstone.
6 The fur of a rare and exotic beast.
7 A legendary warrior's ancestral banner.
8 The first cherry blossom of spring.
9 A map to a hidden and forgotten temple.
10 The teeth of a fierce sea serpent.
11 The golden fan of the emperor.
12 A prized stallion from a rival clan.
13 The hair of a powerful sorceress.
14 A sacred tome from a remote shrine.
15 A rare and dangerous poison.
16 A necklace made of jade and gold.
17 A mystical relic from a distant land.
18 A powerful magical artifact.
19 The eye of a Ryu.
20 The heart of a Blood Witch.

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Kuroi Koyomi: The Black Calendar


In the land of Kage no Shima, the darkness of the eclipse looms heavy. Each morning, the Game
Master (GM) rolls a die to determine the fate of the world.

{d100 - Years of Despair}


{d20 - Two Seasons}
{d10 - 3 Months of Shadows}
{d6 - 30 Days of Night}
{d2 - Days of Pain}

A result of 1 activates a Woe. The die used is determined by the GM and the group. The GM then
rolls d66 to determine which Woe befalls the world, each one more terrible than the last.
The same Woe will not occur twice.

1:1 The winds of death shall blow through the land. The undead rise and those who fall shall not rest.

1:2 The eclipse grows stronger, blotting out the sun for a week. All that remains is the pale light of the dying
moon.

1:3 The earthquakes and splits asunder, revealing long-forgotten tombs filled with cursed treasures.

1:4 The demons of jigoku shall rise, bringing with them a horde of twisted creatures.
In their passing, they leave behind only destruction and chaos.

1:5 Betrayal is in the air. Allies turn on one another and the bonds of trust are shattered.

1:6 Blood will flow like a river, staining the ground and attracting the attention of savage beasts.
Those who survive will be forever changed.

The dead will rise and walk again, not as mindless zombies, but as revenants seeking revenge on those
2:1
who wronged them in life.

2:2 The mists will become thick and suffocating, swallowing up entire villages and leaving no trace of their
existence.

2:3 The ground will become treacherous and unstable, opening into sinkholes and swallowing buildings
whole.
A great storm will come, blackening the skies, and unleashing destructive winds and lightning strikes that
2:4
will devastate the land.
A plague will spread across the island, causing those afflicted to suffer a slow and agonizing death, with
2:5
no cure in sight.
The spirits of the land will turn against humanity, causing the flora and fauna to become hostile and
2:6 attack on sight.

3:1 And the sky will be bloodied, and it will rain ash and cinder for a full day.
The land will be burned, and those who breathe it will be cursed.

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3:2 And a great plague will descend, afflicting all those who are unclean.
They will weep pus and shed tears of blood, and their bodies will twist and writhe with unending pain.
3:3 The Forgotten shall rise, and the darkness of the world shall swallow the light.
Those who are found wanting will be devoured, and those who are spared will be forever changed.
3:4 And the sea will swallow the shore, and all that is built upon it will be lost.
The waves will surge, and the winds will howl, and none shall escape the wrath of the ocean.
3:5 The drowned shall walk, and their eyes shall glow with an unholy light.
They will call out to the living, beckoning them to join them in their watery graves.
3:6 And the dead shall rise, driven by a hunger that cannot be sated. They will come in endless waves,
seeking to consume the flesh of the living and add their numbers to the horde.

4:1 The dead shall walk the earth, their putrid flesh tearing through the soil to feast on the living.

4:2 The sky will darken, and the air will turn foul as a swarm of locusts descends upon the land, leaving
nothing but destruction in their wake.
The shadows shall grow long and twisted, reaching out to ensnare the unwary and drag them down to an
4:3
eternal darkness.

4:4 The ground will split and vomit forth a horde of skeleton ronin, intent on consuming the souls of the
living.

4:5 The sea will boil and churn, disgorging all manner of kappa onto the shore to wreak havoc on the land.

4:6 The very fabric of reality will warp and twist, unleashing beings of unfathomable power and malice
upon the world.

5:1 The moon bleeds black. The tides rage. And all those who hear it can hear a kami whispering your name.

5:2 The dead claw their way out of the earth.


They come for the living and the unliving, and no one can tell the difference.
The trees wither and die. The leaves turn to ash, and the wood is rotten. In their place sprout thorns,
5:3
and the vines strangle those who pass.

5:4 The sky fills with locusts. They swarm and devour everything in their path.
And with each mouthful, they grow larger and stronger.
The city is overrun by the rats. They swarm in the streets, in the alleys, and in the houses.
5:5
And they will not be denied.

5:6 The sky turns red, and the world is cast in a sickly glow.
The air is thick with ash, and the ground is slick with blood.

6:1 The skies are on fire. The heavens rain ash. The air is toxic and breathing it can cause madness.

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6:2 The dishonoured rise and walk the earth.


They are not content to rest in their graves and seek vengeance upon the living.

6:3 The waters turn black and become a living nightmare. The creatures that live in them are twisted and
unnatural, and those who drink from them will be cursed.

6:4 The earth begins to shift and slide, and whole towns are swallowed by shadows.
The ground itself seems to be turning against the living.
The veil between the worlds is thinning.
6:5
Oni from the fortress emerge to prey on the inhabitants of the world.

6:6 A great plague sweeps across the land, killing all in its path.
Those who are infected become mindless husks, driven to spread the disease to others.

The seventh Woe will always be 7:7, and the world finally dies. The seventh seal is broken for the
seventh and final time.

The end has come. In the Japanese tradition, it is said that everything must return to its source.
With the breaking of the seventh seal, the world returns to the void from which it came.

"In accordance with the ancient samurai traditions, take this cursed
book and seal it away in a place where no one may ever find it again,
lest the Woes befall the world once more."

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Honour
In the world of Rōnin, a character’s honour is everything. A code of honour is followed, and to
violate it is to risk disgrace and shame beyond measure. The characters must walk a tightrope, always
mindful of their code's tenets and the consequences of their actions.

In this dark and dangerous world, the characters must be constantly vigilant, for the slightest misstep
could mean the end of their honour and their very lives. They must be willing to make great
sacrifices to preserve their honour, for without it, they are nothing.

When a character in Rōnin dishonours themselves, the Game Master may summon the spirits of fate
to cast judgement.

The severity of their actions dictates the loss of honour, the GM decides what die is rolled and
subtracted from their honour score (ranging from a d2 for a slight misstep up to a d10 for the most
heinous of actions).

At the end of each session have players plead their case for honourable actions, if the GM deems
them worthy, they may roll a d3 and add it to their honour score, but remember it’s their job to
uphold their tenets, only going above and beyond earns a reward.

“And if they can't cut it, they can go back to their pathetic,
dishonourable lives.”

It’s not just the job of the GM to decide what actions are dishonourable or honourable, let the
players know they may get bonuses or penalties to rolls for being honest about actions…

Only players using The Unseen Virtues may lie about their actions to the GM.

Players are free to make up their own tenets, using the ones provided as inspiration, if they

decide to make a custom character.

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The Ronin’s Creed


Resilience Endure and overcome hardship, never giving up in the face of adversity.

Be free from the expectations and constraints of society and is free to pursue their own path
Freedom
and goals. However, they must always be mindful of the consequences of their actions.
Personal
Constantly strive to improve their skills and abilities, to become a true master of their craft.
Mastery
Understand and empathize with the suffering of others, and to show compassion and mercy
Empathy
when it is called for.
Have the self-discipline and self-control to master their own emotions and impulses, and to
Discipline
act with clarity and purpose in all situations.

Dignity Face death with dignity and honour, and never fear the unknown.

Bushido
Face challenges and adversity with courage and bravery, never backing down or showing
Courage
fear.

Honesty Be truthful in all your words and deeds and avoid deception or trickery.

Maintain a strong sense of personal honour and integrity, and always strive to live up to
Honour
the ideals of the samurai.
Show unwavering loyalty to your lord and clan and prioritize their interests above your
Loyalty
own.

Self-Control Control your emotions and impulses and avoid acting impulsively or recklessly.

Be willing to sacrifice your own life or well-being for the sake of others, especially for your
Self-Sacrifice
lord or clan.

Noble Truths
Simplicity Live simply and humbly, free of worldly attachments.

Harmony Seek to bring balance to all aspects of life.

Compassion Show compassion and mercy to all, even enemies.

Perseverance Never give up, even in the face of adversity.

Serenity Remain calm and composed, even during chaos.

Honesty Always speak and act truthfully and hold yourself to the highest moral standard.

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The Unseen Virtues


Use your skills of deception to achieve your goals, but never let your true intentions be
Deception
known.

Ruthlessness Show no mercy to those who oppose you.

Remain loyal to your allies and those who hold power over you, even if it goes against your
Loyalty
personal interests.

Discretion Keep your actions and intentions secret, revealing them only to those you trust.

Adaptability Be prepared to adapt and change your plans at a moment's notice to achieve your goals.

Perseverance Never give up, even in the face of seemingly insurmountable obstacles.

The Rules of the Divine


Respect
Show reverence and respect for the natural world and its power.
for Nature

Balance Seek to maintain balance and harmony between the physical and spiritual worlds.

Wisdom Use your knowledge and wisdom to guide your actions and decisions.

Show compassion and empathy for all living beings, even those who are different or oppose
Compassion
you.

Patience Be patient and wait for the right time to act, rather than rushing into action.

Perseverance Never give up, even in the face of seemingly impossible odds.

The Gambler’s Way


Honour Show respect and loyalty to fellow Bakuto and maintain a strict code of conduct among
Among Thieves yourselves.
Use whatever means necessary to achieve your goals, whether it be through cunning, brute
Resourcefulness
force, or diplomacy.

Bravery Face danger with courage and determination, even if it means risking your life.

Self-reliance Rely on your own skills and instincts to survive and thrive.

Camaraderie Forge strong bonds with your allies, and never abandon them in times of need.

Adaptability Be prepared to change your plans and methods as circumstances dictate.

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The Yamabushi’s Path


Enlightenment Pursue spiritual clarity amidst worldly chaos.

Harmony Maintain balance with nature's elements and wisdom.

Healing Utilize divine energies to soothe suffering.

Exorcism Expel malevolent spirits plaguing the world.

Discipline Uphold Shugendō's austerity, forsaking worldly luxuries.

Tradition Honour and respect ancient rituals and practices.

The Dancer’s Code


Expression Embrace your unique self, expressing it without restraint.

Rhythm Life's a dance; move with its rhythm, not against it.

Passion Let your emotions fuel your actions, turning fights into fiery dances.

Grace Show elegance in every step, even in chaos.

Courage Face challenges boldly, as a dancer embraces the stage.

Innovation Constantly improvise, surprising everyone with unexpected moves and actions.

The Sumo’s Oath


Endurance Embrace the storm, stand your ground, weather adversity.

Strength Harness physical power, demonstrate it wisely and responsibly.

Patience Learn to wait, to watch, to seize the right moment.

Respect Honour your opponents, acknowledge their strengths, regardless of the outcome.

Discipline Rigorously train your body and mind, fortify your spirit.

Tradition Uphold the ancient practices, respecting the wisdom they embody.

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The Sword Saint's Discipline


Precision Every movement, every strike, every parry should be measured and precise.

Mastery Strive to perfect your art, constantly seeking improvement.

Discipline Train the mind as well as the body, maintaining focus and clarity.

Valour Face combat and adversity with bravery, without fear.

Respect Honour your opponents and their skills, recognizing their worth.

Legacy Preserve the ancient way of the sword, honouring the wisdom of past masters.

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The Game
Some are searching for wealth, some for salvation. Some say the end of the world can be avoided, but
that remains to be seen. In this unforgiving world, you are defined by your honour and what you
possess.

While set in a fictional Edo period Japan; warriors in Rōnin can be any race, creed, or gender.
In Rōnin , it’s your honour that defines you.

You begin with 2d6 x 10 Ryo (if using a custom character), a Waterskin (d4 uses),
and Food (d4 uses).

Remember, in this world, your currency and your life are both equally fragile.

Character Creation Steps

1. Randomize your starting equipment.

2. Randomize your Weapons and Armor.

3. Roll for your abilities.

4. Roll for your Hit Points. (Resilience +d8 for custom characters)

5. Name your character, but be warned, it will not save you.

Optional Rules:

1. You can start by either choosing or randomizing a class, then follow the instructions for
that class to roll for Features, Ryo, and Equipment.

2. You can also roll on the Awful Afflictions, Broken Bodies, Terrible Traits and Grim
Chronicles tables for additional character background and personality traits.

3. Depending on your class, you can also roll a certain number of Virtues, if you don't have
a class, roll a d2 for the number of Virtues.

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Abilities

Swiftness: Defend, balance, swim, flee


Spirit: Perceive, aim, charm, wield Powers
Vigor: Crush, lift, strike, grapple
Resilience: Resist poison/cold/heat, survive falling, Parry

To generate each ability score, roll 3d6 (adding or subtracting the relevant skills on the optional
class tables) and use the following table to determine the score:

1-4 -3
5-6 -2
7-8 -1
9-12 ±0
13-14 +1
15-16 +2
17-20 +3

For Player Characters not created with the optional classes, they can roll 4d6 and drop the lowest
die for two of their abilities. However, when the character is later improved, an ability score cannot
exceed +6 or -3.

During character creation, roll 3d6 to determine a character's starting Honour score (creating an
integer and not a modifier).

Honour can be gained or lost through a character's actions, and it affects how NPCs react to the
character and can also grant certain benefits or penalties. The GM determines when Honour is
gained or lost based on a character's actions, and the Honour score can fluctuate throughout the
game.

Honour below 10 is considered to be Dishonourable and Honour above


10 is considered to be honourable.

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Optional Classes

1 Forgotten Rōnin
The Forgotten Ronin, a man without a master, he roams the land with his sword at his side and his
honour as his guide. He's a samurai of the road, a warrior of the wilds, seeking fortune and adventure
wherever they may be found.

His skills are sharp, his heart is ashes, but he's a man on the outside looking in. He's not bound by
the rules of society, nor is he burdened by its obligations. He's a lone wolf, a rebel, a force of
nature. And when trouble comes to town, he's the one they call on to set things right.

d2 Virtues HP: Resilience + d10 Honour Tenets: The Ronin's Creed

Starting Stats: Roll 3d6

Swiftness +1
Spirit -2
Vigor +2
Resilience +2
Honour -1 (Result only, modifier not generated using table)

Starting Equipment:

• A worn but serviceable katana (d8 damage)


• A set of traveling clothes
• 1d6x10 Ryo (currency)
• A letter of introduction (can be used to gain an audience with a local lord or official)
• A straw hat

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Features: Roll d6 or choose one

1. Ronin’s Resolve. The Forgotten Ronin can draw upon their inner strength and
resolve in times of great need. Once per day, they may roll d6 and add the result to
any one roll they make.

2. Haunted Blade. A cursed blade that whispers to them in moments of stress. Once
per combat, the Ronin can choose to make a sacrifice to the blade, granting it power
for a single strike. The sacrifice can be anything from losing d4 HP to discarding
an important item. The next time the Ronin attacks with the blade, they roll twice
and take the higher roll, the strike deals an extra d8 damage. However, after the
strike, the blade becomes uncontrollable and attacks a random target, including the
Rōnin or their allies, until the end of the ronin’s next turn.

3. Masterless. If the Forgotten Rōnin’s honour score is below 10 they may Parry at
DR12.

4. Bushi's Blade. When both the Rōnin and an enemy are wielding a Katana or
Wakizashi the attack and defence DR is lowered by 2.

5. Protector. The Forgotten Ronin is fiercely protective of their allies and will go to
great lengths to defend them. Once per combat, they may protect an ally, adding +2
to their defence against all attacks until the end of the Ronin’s next turn.

6. Sword Master. A master of the blade, wielding their sword with deadly precision.
They may add their Vigor modifier to damage rolls made with melee weapons.

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2 Erudite Samurai
The Erudite Samurai is an inquisitive one, with a thirst for knowledge that rivals their love for
battle. They're the kind of warrior who can discuss poetry as deftly as they can swing a sword. The
erudite samurai knows that true mastery of the blade requires a deep understanding of the world
around them.

They use their intellect to gain the upper hand in battles of wit and diplomacy and are not afraid to
wield their words as deftly as their swords. In a world where brawn often reigns supreme, the erudite
samurai is a rare and valuable gem, a warrior who values knowledge and wisdom as highly as strength
and skill.

d2 Virtues HP: Resilience + d8 Honour Tenets: Bushido

Starting Stats: Roll 3d6

Swiftness -1
Spirit -1
Vigor +2
Resilience +1
Honour +2 (Result only, modifier not generated using table)

Starting Equipment:

• A fine Katana (d10 damage)


• A Wakizashi (d6 damage)
• A set of sturdy armour (tier 2)
• A collection of books and papers (may contain information)
• 3d6x10 Ryo (currency)

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Features: Roll d6 or choose one

1. Scholarly Training. The Erudite Samurai has received extensive training in the arts of
literature, philosophy, and the sciences. If in honourable standing (above 10 Honour) they
may add +4 to a damage roll once per day.

2. Philosophy of War. A deep understanding of the nature of conflict allows them to predict
their enemies' movements and plan accordingly. Once per combat, the Erudite Samurai can
predict the next move of their opponent and gain a +2 bonus to their attack roll against that
opponent. This ability can only be used if they have had at least one round to observe their
opponent's fighting style.

3. Tactical Genius. A master of strategy and tactics. They may use their honour score if in
honourable standing (above 10 Honour) to gain an advantage in combat, reducing the DR of
a parry to DR12.

4. Precise Strike. Trained to strike with precision, finding the weaknesses in their opponents'
defences. Once per combat encounter, they may add a bonus to their attack roll equal to
their Vigor modifier.

5. Intimidating Presence. Knowledge and training make them a formidable opponent. Once per
day, they can intimidate their enemies, lowering the DR of their next attack by 4.

6. Zen Focus. Once per day, they can enter a state of zen-like focus, granting them a +1 bonus
to all ability rolls for a duration of 10 minutes.

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3 Drunken Monk
The Drunken Monk, swaying and stumbling like a drunkard yet wielding the power of a raging
storm. They are a master of Zen Buddhism and have honed their skills in the art of drunken fighting
to a deadly level.

Don't be fooled by their appearance, for they move with an otherworldly grace that belies their
drunken state. These wandering monks often find themselves on a quest for enlightenment or may
lend their services as bodyguards and enforcers to those who can afford them. With their
combination of martial arts and spiritual insight, the Drunken Monk is a force to be reckoned with,
and a true master of the way of the warrior.

d4 Virtues HP: Resilience + d8 Honour Tenets: Noble Truths

Starting Stats: Roll 3d6

Swiftness +2
Spirit +2
Vigor +1
Resilience -2
Honour -1 (Result only, modifier not generated using table)

Starting Equipment:

• A set of monk's robes and sandals

• A gourd of sake (d6 uses)

• A set of brass knuckles (d6 damage)

• 1d6x10 Ryo (currency)

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Features: Roll d6 or choose one

1. Drunken Fist. Fight with an unpredictable, fluid style that confounds opponents. They may
add their Spirit modifier when making unarmed attacks.

2. Five Finger Death Punch. Once per session, choose to strike an opponent with a precision
unarmed attack that targets pressure points, dealing extra damage (6d4) on a success and
stunning the target.

3. Roadhouse. Once per day, make a brutal attack against an opponent's throat killing them
outright. Before making an attack, Test Spirit DR14. If successful, the Monk must then
make a successful unarmed attack to land the blow.

4. Flame Fist. Imbue knuckles with mystical fire, dealing extra fire damage (2d4) and
potentially setting targets on fire. The Monk may only use this ability a limited number of
times per day (Spirit +1).

5. Saké Style. When the Drunken Monk is under the effects of alcohol, they gain a temporary
+2 bonus to their melee attacks and defence (One use of saké lasts for an entire combat
encounter).

6. Drunken Master. The ability to improvise weapons and objects in a fight. This allows them
to turn any item they come across into a weapon, increasing the damage from a d4 to d6.
Additionally, they have a +1 bonus to initiative rolls while drunk.

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4 Corrupted Shinobi
The Corrupted Shinobi, a scoundrel of the highest order, has forsaken all traditional honour.
Instead, they use their stealth and guile to weave a web of deceit, assassinating their prey from the
shadows. No lord or clan can control this wily fiend, for their only true master is their own greed.

Their blades are sharp, their wits sharper, and their hearts as black as the night they stalk. They are
the shadow that creeps up behind you, the serpent that slithers beneath your feet. Cross them at your
own peril, for they are the Corrupted Shinobi, and their loyalty is to only themselves.

d2 Virtues HP: Resilience + d8 Honour Tenets: The Unseen Virtues

Starting Stats: Roll 3d6

Swiftness +2
Spirit +2
Vigor -1
Resilience +1
Honour -2 (Result only, modifier not generated using table)

Starting Equipment:

• A set of dark, unremarkable clothing


• A pair of matched kusarigama (d6 damage, can be used for ranged attacks)

• 10 Shuriken d4 Damage
• A small vial of poison d6 uses (d4 damage for d4 rounds)

• 2d6x10 Ryo (currency)

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Features: Roll d6 or choose one

1. Corrupted Techniques. Various forbidden techniques that allow manipulation of shadows and
infliction of horrific curses. Once per day, they can choose one of the following effects:
create a pool of darkness to hide in or curse an enemy to take ongoing damage (d4 per
round).

2. Poison Master. An expert in crafting and applying deadly poisons. They can create one dose
of poison during a short rest, and their poisons have an additional d4 damage.

3. Smoke Screen . Once per day, the shinobi can create a dense cloud of smoke that provides
cover and obscures vision. The smoke lasts for d6 rounds.

4. Betrayer's Blade. The Corrupted Shinobi carries a blade that is infused with dark magic and
has the ability to absorb the life force of their enemies. Once per day, they can use this
ability to deal an additional d8 damage and heal themselves for the same amount.

5. Shadow Step. Teleport a short distance by stepping into the shadows. They can use this
ability to teleport to a nearby shadowy area. The Shinobi may only use this ability a limited
number of times per day (Swiftness +1).

6. Dark Illusion. Once per combat, they can create an illusory double of themselves, causing
enemies to attack the wrong target. When the Shinobi is hit, roll a d6; on an even number
the enemy hits the Shinobi, on an odd number it hits the illusion causing it to disappear.

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5 Onmyoji
The Onmyoji, a conduit of the spiritual world who uses their powers to bend the very fabric of
reality to their will. They are feared and shunned with their talk of dead spirits and otherworldly
beings.

They may work for the powerful, using their otherworldly knowledge to gain favour and influence.
Or they may be outcasts, living in the shadows and using their powers to make a quick coin. They
know the secrets of the dead and can communicate with the spirits that linger in this world.

They must be careful not to be consumed by their own greed and desires, for they know that there
are spirits out there that would love nothing more than to drag them down into the abyss.

d4 Virtues HP: Resilience + d8 Honour Tenets: The Rules of the Divine

Starting Stats: Roll 3d6

Swiftness -1
Spirit +3
Vigor +2
Resilience -1
Honour ±0 (Result only, modifier not generated using table)

Starting Equipment:

• A set of Onmyoji robes and talismans

• A random Unseen Text and Shintai Text

• A Ghostly Yumi with infinite arrows (d6 damage)


• 1d6x10 Ryo (currency)

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Features: Roll d6 or choose one

1. Divining Rod . A rod carved from a sacred tree that vibrates and hums when danger is near.
When in use, the rod will point in the direction of any nearby threats. Once per day, the
Onmyoji can ask the rod a yes or no question and receive a clear answer.

2. Ofuda Talisman . A sheet of paper inscribed with protective symbols that can be used to
ward off evil spirits or curses. The talisman can be used once per day to protect against a
single supernatural attack or effect. The Onmyoji must successfully pass a Spirit test at
DR12 to activate the talisman and negate the effect.

3. Spirit Beacon . Once per day, the Onmyoji can use their spirit energy to create a glowing
beacon that draws enemies towards it. When used, make a Spirit test DR12. On a pass, all
enemies in the area are drawn to the beacon, distracting them from attacking the Onmyoji.
On a fail, the beacon attracts all enemies to the Onmyoji. The beacon lasts for d6 rounds.

4. Shadow Binding. Attempt to bind an enemy to its shadow, rendering them immobile. To use
this ability, test Spirit DR12. On a pass, the enemy is unable to move until the end of the
Onmyoji's next turn. The Onmyoji may only use this ability a limited number of times per
day (Spirit +1).

5. Text of Exorcism. A text containing powerful incantations and symbols that can be used to
banish evil spirits or demons. Once per day, the Onmyoji must test Spirit DR14 to activate
the text, which can banish a single spirit or demon (can’t be used in Yomi).

6. Mirror of Reflection . A handheld mirror inscribed with runes that can be used to reflect
hostile spells or attacks. Once per day, test Spirit DR12 to use the mirror, reflecting any
spell or attack directed at them. This deals the attack’s damage back to the attacker.

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6 Bakuto
The Bakuto, a crafty sort with a loaded dice and a silver tongue. They'll charm you with their words
and bleed you dry with their cards. A master of deception, the Bakuto knows how to get what they
want, be it gold or power, without getting their hands dirty.

They dance with danger, walking the razor's edge between life and death, making deals and playing
both sides. They are the underworld's puppet masters, pulling the strings of the criminal world with
their slick moves and cold heart.

The Bakuto's loyalty lies with themselves and their allies, but they may lend their talents to those
who can pay the price. Watch your step, for if the Bakuto is playing, the game is rigged, and the
house always wins.

d4 Virtues HP: Resilience + d10 Honour Tenets: The Gambler’s Way

Starting Stats: Roll 3d6

Swiftness -2
Spirit +2
Vigor +2
Resilience -1
Honour +1 (Result only, modifier not generated using table)

Starting Equipment:

• A set of stylish, flamboyant clothing

• A tanto (d4 damage)


• A set of loaded dice and marked cards.

• 3d6x10 Ryo (currency)

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Features: Roll d6 or choose one

1. Gambling Luck. Bakuto can sense when a game is rigged, or someone is cheating. They get
+4 to Spirit tests when gambling or playing games of chance. They can also re-roll any one
roll, once per day.

2. Sucker Punch. Bakuto may deal double damage with their first strike in a round.

3. Dirty Tricks. Bakuto are masters of dirty tricks. Once per combat, they can add +2 to any
attack of defence roll by using deception, trickery or surprise.

4. Sleight of Hand . Bakuto are skilled at pickpocketing, intimidation, and thievery. They get
+4 to Spirit tests when attempting these actions.

5. Double Strike. The Bakuto can make two melee attacks in a single turn, but each attack
suffers a -2 penalty to the attack roll.

6. Feint. The Bakuto can choose to forgo their attack on their turn and instead make a Spirit
test against DR10. If successful, the Bakuto gains a +4 to their next attack also dealing +4
damage.

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7 Yamabushi
The Yamabushi aren’t your run-of-the-mill warriors. No sir, they're a solitary bunch, cut from a
different cloth, steeped in the quiet whispers of mountain trails and fog-shrouded peaks. They know
the dance of Shugendō - a spiritual tango drawing its steps from Taoism, Shinto, Buddhism, and the
raw poetry of the earth itself.

They pull their power from the heart of the world, and there ain't nothing more potent than that.
Healers, exorcists, drinkers of the divine, they weave their lives with threads of the ethereal, mixing
the mystic with the martial like some potent brew. Now, the Yamabushi, they’re not your sword-
swinging, horse-riding types, no. They're your high-altitude monks, your mystics with mud-caked
boots and stars in their eyes.

d4 Virtues HP: Resilience + d8 Honour Tenets: The Yamabushi’s Path

Starting Stats: Roll 3d6

Swiftness +1
Spirit +2
Vigor -1
Resilience +1
Honour +1 (Result only, modifier not generated using table)

Starting Equipment:

• A set of monk’s robes

• A bo staff (d6 damage)

• A random Unseen Text.


• 1d6x10 Ryo (currency)

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Features: Roll d6 or choose one

1. Mountain's Resolve. Once per day, draw upon the spiritual energy of the mountains to gain
a +4 bonus to a roll.

2. Ascetic's Wisdom. Your years of solitude have given you deep insight. Once per day, you
may reroll a failed Spirit test.

3. Spiritual Martial Arts. You are trained in a unique form of martial arts that channels
spiritual energy. Once per combat, you may add your Spirit modifier to an attack or defence
roll.

4. Divine Guidance. The Yamabushi has a strong connection to the spiritual world, enabling
them to call upon the spirits for guidance and protection. Once per day, the Yamabushi can
perform a ritual to seek divine guidance, granting them a temporary bonus of +2 to one
ability of their choice for the next hour.

5. Mountain's Fury. Once per combat, channel the wrath of the mountains into a powerful
strike, dealing an extra d6 of damage.

6. Mystic's Shield. Once per day, use your spiritual energy to shield yourself from harm,
reducing the damage of an incoming attack to zero.

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8 Wild Dancer
The Wild Dancer, that's a character who's raw and reckless, a grim ballet of steel and gunpowder,
twisting through the madness of battle like a half-crazed poet on a drunken payday. There's an art to
their carnage, a rhythm to their mayhem. They're a heady mix of samurai discipline and wild,
gunslinging abandon, turning every bloody skirmish into a theatrical spectacle.

They're a swirling dervish of katana slashes and matchlock pistol blasts, dancing across the battlefield
like it's the stage of some grand, grotesque opera. They wade through chaos with the finesse of a
prima ballerina and the raw power of a rampaging bull. It's a dance of death, set to the rhythm of
clashing steel and booming gunshots.

d2 Virtues HP: Resilience + d8 Honour Tenets: The Dancer’s Code

Starting Stats: Roll 3d6

Swiftness -1
Spirit +2
Vigor +2
Resilience -2
Honour -1 (Result only, modifier not generated using table)

Starting Equipment:

• A flashy, decorative kimono

• A Katana (d8 damage)

• A Tanegashima with Spirit+5 Bullets (d8 damage)

• 1d6x10 Ryo (currency)

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Features: Roll d6 or choose one

1. Untamed Ferocity. Once per combat encounter, they may enter a state of untamed ferocity
for a number of rounds equal to their Vigor modifier (minimum 1). While in this state,
they gain a +1 bonus to both attack and defence rolls, and their matchlock pistol deals an
additional d4 damage. However, they lose access to the parry option during this time, as
their focus is solely on aggressive combat.

2. Two-Weapon Fighting. Skilled at fighting with a weapon in each hand. Once per day
attack twice in a round with both gun and katana.

3. Dancing Defence. Use graceful movements to dodge attacks. Once per day, dodge an
attack that would have hit.

4. Shooting Star. Once per combat, perform a flashy attack with the pistol that distracts and
confuses the enemy, reducing the DR to attack that enemy by 4 for the next round.

5. Sword Dance. Once per day, unleash a flurry of sword strikes, dealing an extra 2d6 of
damage.

6. Wild Spirit. Your unpredictable nature makes it hard for enemies to anticipate your
actions. Once per combat, you may reroll a failed attack or defence roll.

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9 Reckless Sumo
The Reckless Sumo, well, he's no prince charming, but a boulder among pebbles, stubborn and solid,
carved out of raw muscle and grit. They say size is a hindrance, but not for these guys, it's their
badge of honour, a testament to their might that ain't shaking for no one. They're schooled in that
old sumo wrestling game, trading sword and shield for a chest full of thunder and palms that can
uproot trees.

They make their stand on the frontline, immovable, unshakeable, like a lighthouse in the tempest, as
if to say, "Come, give it your best shot." These titans, they don't bank on the quick dance of the
sword but the slow, painful endurance of the storm. The Sumo class is for those tough nuts who
believe in standing firm, outmuscling the odds, and letting the world know they're not going down
without a hell of a fight.

d2 Virtues HP: Resilience + d12 Honour Tenets: The Sumo’s Oath

Starting Stats: Roll 3d6

Swiftness -2
Spirit -1
Vigor +3
Resilience +2
Honour +1 (Result only, modifier not generated using table)

Starting Equipment:

• Traditional Sumo clothing

• Hand Chalk (d8 damage)


• 1d6x10 Ryo (currency)

*The Reckless Sumo consumes two foods when resting instead of one.

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Features: Roll d6 or choose one

1. Iron Body. Your body is like a fortress. Once per day, shrug off an attack that would have
damaged you.

2. Sumo Slam. The Sumo uses their superior strength and mass to deliver a powerful slam
attack. Once per combat, they may add twice their Vigor modifier to a melee attack roll.

3. Mountain's Grasp. Roll 2d6 and add your Strength modifier. If the result is higher than
the target's Morale, you manage to grapple them, rendering them unable to attack or move
until the start of your next turn. The effect ends early if you are moved or rendered
unconscious.

4. Ring Out. Once per combat, they may push an enemy out of the immediate combat zone,
stopping them from melee attacks for a round.

5. Chanko Power. The sumo wrestler's diet of chanko nabe gives them incredible strength.
Once per day, they can tap into this power to get a +6 on any vigor test.

6. Belly Bump. The Sumo uses their considerable girth to bump an opponent, potentially
knocking them off balance. Next round, attacks against this enemy are made at +4.

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10 The Sword Saint


The Sword Saint - no ordinary thug with a blade, pal. They're a maestro, see, with a weapon that
sings like a canary and strikes like a cobra. Grace? They've got it in spades, moving like smoke on
the wind. Precision? Sharp as a tax man's pencil, cutting through life's bullshit.

This Sword Saint, they're the real deal, a hardcore samurai with a heart that's seen some miles, a
blade that's tasted blood, and a will that just won't quit. Kinda like life, you know?

d2 Virtues HP: Resilience + d8 Honour Tenets: The Sword Saint’s Discipline

Starting Stats: Roll 3d6

Swiftness +2
Spirit -1
Vigor +2
Resilience +1
Honour +1 (Result only, modifier not generated using table)

Starting Equipment:

• A set of worn armour (-d2 damage)

• Odachi (d10 damage)


• 1d6x10 Ryo (currency)

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Features: Roll d6 or choose one

1. Blade's Spirit. Once per session, they can pour their spirit into a single, devastating strike,
adding their Honour score to the damage roll.

2. Unyielding Focus. In the heat of battle, the Sword Saint’s focus never wavers. Once per
combat, they can enter a state of heightened concentration, reducing all incoming damage by
half for one round.

3. Artful Execution. A true master of their chosen weapon, the Sword Saint is capable of
performing strikes of unparalleled precision. Once per combat, they can execute a perfect
strike, ignoring their opponent's armour or natural defences.

4. Unyielding Discipline. Years of strict discipline make them a formidable opponent. Once per
day, they can intimidate their enemies, lowering the DR of their next attack by -4.

5. Harmonic Duel. When engaged in combat with a single opponent, the Sword Saint finds a
rhythm in the clash of steel. Once per duel, they can predict their opponent's next move,
gaining advantage on their next attack, defence, or riposte roll.

6. Ancestral Weapon. The Sword Saint’s weapon is old, passed down through generations. Once
per day, the Sword Saint can call upon the spirits of their ancestors to guide their blade,
granting them a reroll on any one attack roll.

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What You Start With

Weapons
Roll d10 – or – Roll d6 if you start with a text:

Shuriken. Small, hand-thrown blades used for ranged attacks. d4 damage.


1
50 Ryo per set of 10

Wakizashi. A shorter Japanese sword used for close combat. d6 damage.


2
150 Ryo.

Yumi. A long Japanese bow made of bamboo. d6 with Spirit+10 Arrows.


3
200 Ryo

4
Tanegashima . A pistol with a matchlock mechanism. d8 with Spirit+5 Bullets.
500 Ryo

Naginata . A Japanese polearm with a curved blade. d8 damage.


5
250 Ryo

6
Kusarigama . A Japanese sickle and chain weapon. d6 damage.
200 Ryo

Tanto. A small, pointed Japanese dagger. d4 damage.


7
100 Ryo

8
Bo. A long staff made of wood or bamboo. d6 damage.
50 Ryo

Nunchaku . A pair of short sticks connected by a chain or rope. d6 damage.


9
100 Ryo

10
Katana . A traditional, curved Japanese sword. d10 damage.
300 Ryo

Fight with bare fists if you so choose:


Unarmed Attacks. d2 damage.

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Armour
Roll d4 – or – Roll d2 if you start with a text:

1 Tier 0. No Armour

No Armour, leaving the character vulnerable to all attacks. Good luck…

2 Tier 1. Light Armour, choose one:

Ashigaru Armour. Made of leather and iron scales, this armour provides some protection
against attacks but is relatively lightweight. Reduces damage taken by -d2.

Kendo Armour. This armour is made of cloth and padded with silk or cotton, providing
moderate protection without weighing the wearer down. Reduces damage taken by -d2.

3 Tier 2. Medium Armour, choose one:

Dō-maru. This armour is made of iron or leather plates laced together with silk or leather
cords. It provides excellent protection against attacks while still allowing for agility and
movement. Reduces damage taken by -d4 and imposes a +2 DR penalty on Swiftness tests.
Defence is DR+2.

Kusari Armor. This armour is made of interlocking metal rings and provides good protection
against slashes and stabs. However, it is less effective against blunt force attacks. Reduces
damage taken by -d4 and imposes a +2 DR penalty on Swiftness tests. Defence is DR+2.

4 Tier 3. Heavy Armour

O-yoroi. This armour is made of iron plates and chainmail and covers the wearer from head to
toe. It is incredibly heavy and restricts movement but provides the highest level of protection
against attacks. Reduces damage taken by -d6, imposes a +4 DR penalty on Swiftness tests, and
defence is DR+2.

Haramaki. This armour is made of thick leather and iron plates and covers the torso and upper
legs. It is less restrictive than full plate armour but still provides excellent protection against
attacks. Reduces damage taken by -d6, imposes a +4 DR penalty on Swiftness tests, and
defence is DR+2.

Texts will never work when wielding two handed weapons or


medium/heavy armour.

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Equipment
At the beginning of your journey, you possess only what you carry.

Roll d6:

1-2 Empty-handed.

3 You have a backpack that can hold up to 7 small items.

4 You have a sack that can hold up to 10 small items.

5 You have a small wagon or one above item of your choosing.


You have a trusty pack animal, such as a donkey, or one of the above options of your
6
choosing.

Roll d12:

1 Rope (30 ft)

2 Spirit+4 Torches
3 Lantern with oil for Spirit+6 hours

4 Magnesium strip

5 Random unseen text


6 Firecrackers with Spirit+4 uses

7 Healers Kit with Spirit+4 uses (heals d6 HP and stops bleeding/infection)

8 Metal file and lockpicks

9 Bear trap (Spirit DR14 to spot, d8 damage)

10 Black powder bomb (sealed bottle, d10 damage)

11 Poisoned shuriken (d4 shuriken, Resilience DR12 or d8 damage)

12 Silver talisman against dark spirits (Defence against spirits DR10)

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Texts
Within the game, there are powers rare and true, hidden in ancient texts that whisper secrets of
untold power.

Each morn, you roll Spirit+d4, revealing the number of times you may wield these mystical gifts.

But beware, my friend. Reading from the texts is no simple feat.

Your Spirit will be tested, a DR12 challenge of focus and willpower.

Should you succeed, the power of the text shall be yours, but one use shall be taken from your daily
supply.

But if you should fail, the consequences are dire. Dizzy spells and loss of d2 HP are the least of
your worries. Using texts may fail in ways that leave you trembling and trembling for hours.

And should you stumble, should you fumble, the Kami’s Vengeance that may ensue are too
numerous to name. But they are all too real, and they are all too devastating.

The Kami’s Vengeance, Page 48

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Unseen Texts

Roll d10:
Whirlwind Blade. Unleash a flurry (d4) of air strikes against a single enemy,
1
dealing d6 damage per hit.

2 Soothing Breeze. Heal d6 HP for yourself or an ally.

3 Thundering Roar. Stun a single enemy for 1 round.

4 Eagle Eye. Gain +4 to hit for your next attack.

5 Shadow Step. Instantly move to any visible location.

6
Burning Blade. Ignite your weapon, dealing an extra d4 damage with each hit for
d6 rounds.

7 Steel Barrier. Gain +2 to Swiftness rolls for defence for d6 rounds.

8 Spectral Guardian . Summon a skeletal ronin to fight alongside you for d6 rounds.

Soul Drain . Deal d8 damage and gain that much HP for yourself (can take you
9
above max HP).

10
Void Blast. Unleash a blast of negative energy that deals d8 damage to all enemies
you can see.

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Shintai Texts

Roll d10:

1 Blessing of the Divine. Restore d10 HP to d2 creatures.

2 Grace of Redemption . A creature of your choice gains +d6 on one roll.

3 Speak with the Departed . Ask three questions to a deceased creature.

4 Divine Shield. A creature of your choice gains 2d6 extra HP for d3 rounds.

Visions of the Beyond. One creature, dead for no more than a week, is awakened
5
with terrible memories.

6 Bestial Communion . You may speak with animals for d20 minutes.

7 Divine Illumination . Light or darkness for 3d10 minutes.

8 Divine Insight. You find all traps in your path for 2d10 minutes.

9 Holy Retribution . d4 creatures lose d8 HP each.

10 Divine Command . One creature blindly obeys a single command.

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Optional Rules

Awful Afflictions

1 Paranoid
2 Sadistic
3 Narcissistic
4 Compulsive liar
5 Self-destructive
6 Envious
7 Antisocial
8 Addicted
9 Short-tempered
10 Greedy
11 Pessimistic
12 Manipulative
13 Careless
14 Aggressive
15 Insecure
16 Hedonistic
17 Fanatical
18 Hypocritical
19 Unreliable
20 Delusional

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Broken Bodies

1 Staring with a glazed expression.

2 Covered in scars or wounds, some of which are infected.

3 Missing a limb, using a makeshift prosthesis.

4 Emaciated and frail, with sunken eyes and greyish skin.

5 Severe burns on face and hands, using a mask to hide them.

6 Deaf in one ear, struggling to hear from the other.

7 Rotted teeth or missing teeth, speaking with a lisp.

8 Crippled, walking with a limp or hunchbacked.

9 Covered in boils or blisters, constantly scratching.

10 Suffering from a persistent cough or wheezing.

11 Covered in insect bites or scars from insect infestation.

12 A missing or scarred tongue, making speech difficult.

13 Shaking hands or twitching from nervous system damage.

14 Severely obese or suffering from malnutrition, always hungry.

15 Missing fingers or toes, making fine motor tasks difficult.

16 Broken nose, breathing heavily and snoring loudly.

17 Permanently scowling or smiling, making social interaction difficult.

18 Chronic skin conditions, leaving skin flaky or weeping.

19 Recently blinded or suffering from vision problems, struggling to see.

20 Cracked and discoloured nails, with signs of fungal infection.

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Bad Habits

You compulsively hoard any small trinkets or objects you come across, often to the detriment
1
of your party.
You have a crippling fear of enclosed spaces or the dark, making it difficult for you to
2
explore certain areas.
You can't resist the urge to speak your mind, even if it means making enemies or getting into
3
trouble.
You're addicted to a particular substance (alcohol, drugs, etc.) and will go to great lengths to
4
get your fix.
You have a habit of stealing things that aren't yours, even when it's not necessary or
5
beneficial.

6 You struggle with anger management issues and tend to lash out violently.

7 You suffer from chronic insomnia and have trouble sleeping through the night.

You're prone to bouts of paranoia and conspiracy theories, even when they have no basis in
8
reality.
9 You have a terrible memory and often forget important details or information.

10 You're a chronic procrastinator and struggle to complete tasks in a timely manner.

11 Obsessed with counting and arranging objects.

12 Constantly mumbling to yourself, even in public.

13 Stealing small, insignificant items when nobody is looking.

14 Obsessively polishing and sharpening weapons or tools.

15 Telling overly long and irrelevant stories in conversation.

16 Secretly using drugs or other illicit substances to cope.

17 Constantly fidgeting and cannot sit still for long periods of time.

18 Sneezing or coughing loudly and inappropriately.

19 Having a strong aversion to being touched or hugged.

20 Stealing food from others or hoarding food for yourself.

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Grim Chronicles

1 Fled from a powerful and dangerous clan, constantly on the run.

2 Have a powerful enemy who wants you dead at all costs.

3 Possess a rare and valuable artifact that is coveted by many.

4 Are under a terrible curse that cannot be lifted.

5 Once betrayed a close friend and has been wracked with guilt ever since.

6 Are plagued by haunting visions of a dark future.

7 Have a shadowy past that is slowly catching up with you.

8 Are haunted by a vengeful spirit that will not rest until it gets what it wants.

9 Are the only survivor of a massacre that you cannot forget.

10 Have a powerful addiction that is slowly destroying you.

11 Have angered a powerful spirit that is now out for revenge.


Are followed by a strange, unexplainable phenomenon that brings chaos and destruction
12
wherever you go.
13 Are hunted by a terrifying monster that you cannot defeat.

14 Are haunted by a dark secret that, if revealed, could destroy everything you hold dear.

15 Have made a powerful enemy of a powerful hidden clan.

16 Have made a deal with a malevolent entity that is slowly taking over your mind and body.

Are cursed with the ability to see the worst in people and cannot help but voice your
17
thoughts.

18 Are plagued by unexplainable nightmares that are slowly driving you insane.

19 Are cursed with an insatiable hunger that can never be sated.

20 Have been marked by a dark force that will stop at nothing to claim your soul.

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The Kami’s Vengeance


Fumbling when using a text angers the Kami. Roll d20:

1 The kami of a nearby shrine has become angered and is wreaking havoc on the surrounding area.

2 An ancient curse has been unleashed, causing the dead to rise and attack the living.

3 A powerful Onmyoji has been consumed by dark magic and is summoning hordes of demons.

The ley lines of the earth have been disrupted, causing natural disasters to occur with increasing
4
frequency.
A powerful artifact has been uncovered, and those who possess it are slowly being driven mad with
5
power.

6 A portal to another world has opened, unleashing strange and dangerous creatures into the land.

The spirits of the land have been disrupted, causing crops to wither and die and the weather to turn
7
chaotic.

8 An evil sorcerer has been resurrected and is seeking revenge on those who wronged them in the past.

A powerful dragon has awakened from its slumber and is causing destruction as it searches for a new
9
hoard.

10 An ancient tomb has been opened, and the spirits of the dead are restless and seeking vengeance.

The moon has been corrupted by dark magic, causing madness and chaos to spread throughout the
11
land.
A powerful curse has been placed on the ruling family, causing them to become corrupt and
12
tyrannical.

13 The kami of a sacred mountain has become enraged and is causing earthquakes and landslides.

The mists that surround a nearby forest have grown thicker and more dangerous, making travel
14
through the area treacherous.
A powerful demon has possessed a powerful figure in the government, using their influence to further
15
their own ends.
A magical plague is spreading throughout the land, causing those who are infected to slowly wither
16
away.

17 A powerful artifact has been stolen, and those who possess it are slowly losing their minds as a result.

The barrier between the living and the dead has been weakened, allowing spirits to possess the living
18
and cause chaos.

19 The kami of the sea has become angered and is causing violent storms and dangerous sea creatures to
appear.

20 The spirits of the dead have risen from their graves and are seeking vengeance on the living.

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Equipment
Rope (10ft). Strong, durable rope made for climbing or other tasks.
1
10 Ryo
Candles (5). A pack of five long-burning candles. Useful for exploring dark places.
2
10 Ryo
Bandages. A roll of bandages for treating wounds. Spirit+4 Uses, Heals d4 HP.
3
15 Ryo
Chalk. A piece of chalk for marking paths or leaving messages.
4
3 Ryo
Crowbar. A sturdy metal bar used for prying open doors or crates.
5
5 Ryo
Grappling hook. A metal hook attached to a length of rope. Useful for scaling walls or climbing.
6
20 Ryo
Hammer and nails. A small hammer and a pack of nails for building or repairing things.
7
3 Ryo
Healer's kit. A small kit containing basic medical supplies for treating wounds.
8 Heals d6 HP and stops bleeding/infection.
50 Ryo
Lockpicks. A set of small tools used for picking locks.
9
15 Ryo
Map. A detailed map of the local area.
10
15 Ryo
Oil (1 pint). A flask of oil that can be used to light lamps or create fires.
11
10 Ryo
Parchment (5). A pack of five sheets of parchment. Useful for writing notes or maps.
12
5 Ryo
Quill and ink. A quill pen and a small bottle of ink for writing.
13
2 Ryo
Rations (5 days). A pack of dried food, enough to sustain a person for five days.
14
50 Ryo
Shovel. A sturdy metal shovel for digging or other tasks.
15
10 Ryo
Soap. A bar of soap for washing oneself or clothes.
16
5 Ryo
Tent. A small tent for camping or resting.
17
25 Ryo
Torches (5). A pack of five torches. Useful for exploring dark places or lighting fires.
18
1 Ryo

19 Waterskin. A leather waterskin for carrying water.


10 Ryo

20 Whetstone. A small whetstone for sharpening blades.


5 Ryo

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Weapons
Katana. A traditional, curved Japanese sword. d10 damage.
1
300 Ryo
Wakizashi. A shorter Japanese sword used for close combat. d6 damage.
2
150 Ryo
Yumi. A long Japanese bow made of bamboo. d6 with Spirit+10 Arrows.
3
200 Ryo
Tanegashima. A pistol with a matchlock mechanism. d8 with Spirit+5 Bullets.
4
500 Ryo
Naginata. A Japanese polearm with a curved blade. d8 damage.
5
250 Ryo
Kusarigama. A Japanese sickle and chain weapon. d6 damage.
6
200 Ryo
Tanto. A small, pointed Japanese dagger. d4 damage.
7
100 Ryo
Bo. A long staff made of wood or bamboo. d6 damage.
8
50 Ryo
Nunchaku. A pair of short sticks connected by a chain or rope. d6 damage.
9
100 Ryo
Shuriken (10). Small, hand-thrown blades used for ranged attacks. d4 damage.
10
10 Ryo
Tekko-kagi. Metal claws worn over the fingers for hand-to-hand combat. d4 damage.
11
100 Ryo
Kama. A farming sickle adapted for combat. d6 damage.
12
150 Ryo
Kukri. A curved Nepalese knife. d6 damage.
13
200 Ryo
Sai. A three-pronged metal weapon used for blocking and trapping. d6 damage.
14
150 Ryo
Tessen. A metal fan used for blocking and striking. d4 damage.
15
100 Ryo
Kyoketsu-shoge. A chain weapon with a sickle on one end and a weight on the other. d6 damage.
16
200 Ryo
J utte. A metal truncheon used for blocking and disarming. d4 damage.
17
100 Ryo
Kiseru. A metal smoking pipe used as a makeshift weapon. d4 damage.
18
50 Ryo

19 Fukiya. A blowgun used for ranged attacks. Comes with 10 darts. d4 damage.
100 Ryo

20 Manriki-gusari. A chain weapon with weighted ends used for striking and entangling. d8 damage.
250 Ryo

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Services
Night's lodging at a Ryokan.
1
2 Ryo
Tea ceremony with a skilled tea master.
2
3 Ryo
Onsen with refreshments.
3
5 Ryo
Bodyguard for a day (skilled in martial arts).
4
30-50 Ryo
Hire a skilled artisan to create a custom weapon or piece of armour.
5
100-200 Ryo
Hire a shaman to perform a ritual or ceremony for good luck.
6
20 Ryo
Consult with a wise monk for spiritual or philosophical guidance.
7
5-10 Ryo
Hire a skilled tracker or guide for a perilous journey.
8
50-100 Ryo
Hire a shinobi (ninja) for a covert operation.
9
500-1000 Ryo
Acquire a rare and valuable item from a specialized dealer.
10
1000-5000 Ryo

Repair Armour
• Tier 1 to 2 - 25 Ryo
• Tier 2 to 3 - 50 Ryo

Armour cannot be repaired to a tier higher than its original.

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Tests
Tests are made against a Difficulty Rating.

To succeed roll d20 ± your ability with a result equal to or greater than the DR. Creatures don’t use
abilities, they just roll a d20 against DR.

For example, find bear trap DR14 or resist red poison DR12.

Difficulty Ratings (DR)

DR6 So simple people laugh at you for failing.

DR8 Routine but some chance of failure.

DR10 Pretty simple but not simple enough to not roll.

DR12 Normal.

DR14 Difficult

DR16 Very hard.

DR18 Should not be possible.

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Honour
In Rōnin, honour score dictates a character's status, a reflection of how they are perceived by
society. It's a complex game of personal ambition and social responsibility, where actions can earn or
cost honour.

Fulfilling tasks or performing heroic deeds may earn the character honour points, while cowardice or
breaking tenets may cost them. It's all about striking a balance between one's personal desires and
their obligations to their peers and society.

In this world, duels and trials can determine a character's honour, with high honour making it easier
to convince others of one's views, and low honour making it a tougher climb. It's also possible to
defend the honour of others, such as lords and family, by acting as a second in a duel or clearing
yours or someone else’s tarnished reputation.

A character's previous honour score can also affect the game, with a score of above 10 granting
a +1 bonus when rolling for the next character’s abilities and a score below 10 giving a -1
penalty.

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Seppuku
Seppuku may be performed once per character and must not be used to avoid death or the failure of
a challenge. It is a way for characters to regain their honour after committing dishonourable deeds
and is at complete GM discretion.

When a character chooses to perform seppuku , they must first make a Spirit test (DR12).

If successful, the character ritually prepares themselves and their surroundings, meditating on the
reasons for their act and writing a death Haiku.

Next, the character takes a ceremonial knife (such as a tantō) and makes a cut across their
abdomen. They must then make a Resilience test (DR14) to endure the pain and continue with
the ritual.

If successful, the character then disembowels themselves and dies.

If the character fails, the Spirit test they do not have the mental fortitude to continue the ritual.

If the character fails the Resilience test, a ‘second’ can behead the character to complete the
ritual. If the character is beheaded by the second, they halve the honour result rolled below .

If they decide to do the ritual alone and they fail the Resilience test they are unable to complete the
seppuku ritual and instead suffer a debilitating injury (d8 damage) and roll on the critical injuries
table.

This allows the character to roll 2d6+2 and add the result to their Honour, they must then go to
Yomi to fight to be resurrected or make a new character gaining the bonuses or negatives outlined in
the Honour section.

This mechanic is designed to be respectful while still allowing


players to incorporate the concept of seppuku into their game.

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Resurrection
Amidst the clashing of swords and blood-stained fields, death is always a shadow that looms
over every warrior. But in this land of honour and bushido, even death has a price to pay.

When a warrior falls, they are cast into the depths of Yomi, the underworld of demons and spirits.
It is there where they must face a terrible foe, a yōkai or oni, and prove themselves worthy of a
second chance at life.

If multiple warriors are slain in the same battle, they all go to Yomi and fight side-by-side
against the same enemy.

When a character reaches Yomi, HP and all abilities are refreshed - apart from Virtues.

When reaching Yomi mid-battle, wait until the PCs turn in initiative to introduce the Yomi
conflict and then continue both fights simultaneously, switching between battles.

Should the warrior be victorious, they will rise from the ashes of defeat and return to the world of
the living at full HP. But if they should fall, then their fate is sealed forever. The warrior will never
walk again on the path of life, and their story will come to a permanent end.

A character can only be resurrected once.

If the player's previous character had an honour score of above 10, their new character gains a +1
bonus when rolling for stats. If their previous character had an honour score of below 10, their new
character gains a -1 penalty when rolling for abilities.

Additionally, if the player successfully defeats the creature, their character will have a scar from the
battle. This scar gives the character a -1 penalty to an ability of their choosing, but it also grants a
permanent +5 bonus to their Honour score.

“So let the warriors take up their swords and let the battles rage on.
For even in death, the price of honour must be paid, and the legacy of
the fallen shall live on forever.”

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Carrying Capacity
You can carry Vigor +8 normal-sized items without a problem. After that, when testing Vigor and
Swiftness; DR increases by 2 (from 12 to 14, etc.). It is impossible to carry more than twice Vigor
+8.

Normal-sized items include items like texts, torches, and crowbars,


but not heavy objects like anvils, chests, ladders, or corpses.

Hit Points (HP)


Begin with:

Resilience + d8 (unless using class health calculations)


In the bleakest of scenarios, only a single point of health, never less.

• Zero HP - Broken
• Negative HP - Dead (for now)

Broken
Roll d4:
1 Fall unconscious. d4 rounds, awaken with d4 HP
2 Roll a d6:
1-5 Broken or severed limb.
6 Lost eye. Can’t act for d4 rounds then become active with d4 HP.

Haemorrhage. Death in d2 hours unless treated.


3
All tests are DR16 the first hour. DR18 the last hour.

4 Dead.

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Tatakai (Battle)
Initiative: Roll d6 at the top of every round.

1-3 - Enemies goes first


4-6 - PCs go first

Swiftness+d6 for individual initiative or to determine who goes first within the group.

Players roll for both their attacks and defences.


Creatures and enemies don’t roll dice in combat.

Striking Test Vigor DR12


Ranged Test Spirit DR12
Defence Test Swiftness DR12
Parry Test Resilience DR14

Critical Hit
On rolling a natural 20.

Attack – Enemy takes double damage (armour/protection is also reduced one tier)
Defence - PC gains a free attack

Fumble
On rolling a natural 1.

Attack - The weapon breaks or is lost


Defence - PC takes double damage and armour is reduced one tier.
Parry - PC takes double damage, armour is reduced one tier and weapon breaks

When armour is damaged penalties to Vigor and Swiftness tests are not modified.

Armor reduced below 1st tier is ruined and cannot be repaired. For armour repair costs, see
Equipment page.

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Rounds
A round is brief, only enough time for an attack, move, power or a desperate grasp for survival.

It's a heartbeat in the dark of this unforgiving world.

Only ten of these heartbeats make a minute, and in that time, one can witness horrors and find
themselves at death's door.

Parrying
Once per combat, the player can choose to Parry an incoming attack instead of rolling for defence.

To do this, they must roll a Resilience against the defence DR of the incoming attack +2.

If successful, they not only block the attack, but also riposte and deal their weapon's damage dice
immediately. If the player rolls a critical hit (20) on their parry, the counterattack deals double
damage.

Rest
A short rest will restore a small amount of hit points, d4 HP.
Consumes 1 use of food and 1 use of water.

A full night's sleep will restore d6 HP. However, if you go without food or drink during rest, you
won't regain any HP. Consumes 1 use of food and 1 use of water.

If you go two days without food, you'll start losing d4 HP per day.
And if you're infected or poisoned, rest won't help. Instead, you'll lose d6 HP per day.

Take a moment to catch your breath and rest your bones.

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Meditation
By taking a moment to meditate, a character can regain their focus and centre themselves.

To do so, the character must spend 1 hour in quiet contemplation, during which they cannot engage
in any activities or combat.

After completing the meditation, the character gains 1 point of Honour and chooses one of the
following benefits to apply until the end of the day:

• +1 to Vigor tests
• +1 to Swiftness tests
• +1 to Spirit tests
• +1 to Resilience tests

A character can only benefit from meditation once per in-game week.

Reaction
When meeting creatures whose reaction is uncertain.

Roll 2d6:
2-3 You will be slaughtered!
4-6 Fury
7-8 Apathetic
9-10 Almost courteous
11-12 Cooperative

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Morale
Most enemies in this world are honourable and will fight to the death to protect their pride and
dignity.

Roll for Morale if:

• The leader is killed.


• Half the group is eliminated.
• A single enemy has only 1/3 of its HP left.

If you roll greater than the creature’s Morale value with 2d6, it is demoralized.

Roll d6 to see if the enemy:

Fights even harder, driven by their anger and determination to


1-3
avenge their fallen comrades.

4-6 Surrenders or retreats, unable to face the shame of defeat.

A Chance to Improve
The GM is the judge, jury, and executioner of a character's fate. They are the ones who decide
when a character has earned the right to get better, to advance to the next stage of their journey. It
could be after a harrowing battle, a great feat of cunning, or a sacrifice made in the name of honour.

When they earn it:

Increase HP. Roll 6d10


If the result is equal to or greater than your current maximum HP, increase it by d6.

Ability Change. Roll a d6 against every ability


If the result is equal to or greater than the ability, increase it by 1, to a maximum of +6.

Results below the ability decrease it by 1.

Abilities from −3 to +1 are always increased by 1 unless the d6 result is 1.


The ability is then reduced by 1, but never below -3.

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Teach Me, Sensei

The apprentice finds a master, a teacher,

and decides to learn from their wisdom and creature.

It takes time and payment, some kind of fee,

whether in money, item, or a service with glee.

After a period of 2d6 days has passed,

a test of ability is what comes at last.

The DR is 12, and it's time to try,

to gain a minor bonus for the ability to apply.

At the end of the training period, the character must put their newfound knowledge to the test,
rolling the relevant ability test at DR12. If they succeed, they will gain a minor ability bonus related
to the type of training they received.

For example:

• Swiftness - +d2
• Spirit - +d2
• Vigor - +d2
• Resilience - +d2

A character can only benefit from each bonus once, and they can choose which one they want to
take when they train with a teacher.

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Blood Feud
If a PC kills or gravely insults another character's family member, friend, or master, they have
created a blood feud.

The offended character may challenge the offending character to a duel to the death.

The challenged character can either accept or refuse the challenge.

If they refuse, they are dishonoured, and their honour is permanently reduced by 5.

If they accept, they must fight the challenger to the death. Winning grants 3 honour, and the loser
is sent to Yomi, or worse, death…

Duelling
In the stark, unforgiving world we’ve stumbled into, the dance of the duel is a grim ballet. Each
participant, an artist, wielding the brush of their blade against the canvas of conflict.

Attack: It's the simplest act, the lash of violence directed at your adversary. You muster your
strength, your fury, your desperation, and you let it fly. If your aim is true, your opponent reels, but
miss your mark, and you're the one to pay the price.

(Roll Vigour DR 12 - on Success roll damage, on fail enemy rolls damage)

Guard: In the heat of battle, you choose to weather the storm, to endure. Success means you stand
unbroken, ready to strike back harder in the next breath. But even failure has its merits, for you take
but a fraction of the punishment you might have otherwise.

(Roll Swiftness DR 12 - on Success take no damage and gain +4 to next attack or Parry, on fail take
half damage)

Parry: A dangerous gambit, a high wire act without a net. You pit your skill directly against your
foe's, seeking not just to deflect their assault, but to turn it back upon them. Triumph here is the
sweetest, for you deal a mighty blow while avoiding one in turn. But the price of failure is steep, the
retribution swift and brutal.

(Roll Resilience DR14 - on Success deal double damage, on fail you are dealt a lethal blow )

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Optional Rules

Virtues
Virtues are blessings or curses bestowed upon you by unknown entities, be it otherworldly powers,
divine intervention or simply luck.

Every character begins with d2 Virtues.

Rest for at least six hours to regain spent Virtues. Roll the designated die for your class (or d2 if
playing without classes).

Use Virtues to:


• Deal maximum damage with one attack
• Reroll a dice roll (yours or someone else's)
• Reduce damage dealt to you by d6
• Negate a Critical Hit or Fumble
• Reduce the Difficulty Rating (DR) of one test by -4
• Automatically succeed a Parry

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Haiku
The player is prompted to write a Haiku during their meditation, and test DR12 Spirit.

For example, the player could be prompted to write a Haiku about a particular aspect of nature
or about their current emotional state.

If they succeed in writing a Haiku, they regain 1 Virtue.

If they fail, they suffer a -1 penalty to all Spirit rolls until the end of the day.

The Haiku can also be used as a tool for divination, where the player writes a Haiku and then
roll a d6 to see what message the Haiku holds. Or the player could offer a Haiku as a prayer to
the gods and depending on the quality of the Haiku and the gods' disposition, they could receive
a blessing or a curse.

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Creatures & Yõkai

Oni
The Oni. A beast of pure strength and terror. It stands tall like a titan, its iron club slung over its
shoulder. With horns as sharp as knives and a heart as dark as the void, the Oni is the stuff of
nightmares. To cross paths with an Oni is to tempt fate itself, for few have lived to tell the tale of
their encounter with this monstrous creature.

HP: 20 Armour: Thick Hide (-d4)


Morale: 10 Weapon: Iron Club (d8)

Special: Attacks twice but DR10 to hit.

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Tengu
The Tengu, a bird-like creature with a long, pointed nose, often with a grin that hints at some
devilish amusement. These mischievous beings are notorious for their magical abilities, and some
even consider them to be divine. Tengu are known for their mastery of martial arts, and their agility
in flight and on foot is the stuff of legend. They delight in playing tricks on humans but can also be
fearsome adversaries when provoked.

HP: 12 Armour: Feathered Cloak (-d2)


Morale: 8 Weapon: Longsword (d6)

Special: Flight and takes half damage from poison effects.

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Kappa
In the murky depths of rivers and ponds, a mischievous creature lurks, with webbed fingers and toes
and a shell on its back. This is the Kappa, a water spirit known for its playful yet dangerous nature.
The Kappa's beak-like mouth houses a mischievous grin, and its shell is said to hold magical powers.
Those who encounter a Kappa must be cautious, as its trickery and strength can easily overpower an
unsuspecting victim.

HP: 8 Armour: Shell (-d6)


Morale: 7 Weapon: Claws (d4)

Special: Ability to swim and hold breath for extended periods of time.

Kappa Toss. Test DR12 Strength or be tossed dealing d6 damage


to whoever it hits.

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Jorogumo
In the dark corners of Kage no Shima, where the shadows loom like hungry beasts, there is a demon
known as Jorogumo. She is a shapeshifter, able to transform from a spider into a beautiful woman,
and with that beauty comes danger. Her eyes are as alluring as they are deadly, and her voice can
lead a man to his doom.

She preys on the lustful and the unsuspecting, using her seductive powers to lure them into her web.
And once she has them, she ensnares them with her spider minions and spins illusions to confuse and
disorient them. Beware the Jorogumo, for her beauty is a trap and her embrace is death.

HP: 10 Armour: Spider Silk (-d6)


Morale: 8 Weapon: Poisonous Stinger, ranged (d4)
Bite (d8)

Special: Ability to climb walls & ceilings and create illusions.

Alluring Eyes. Test Spirit DR12 or be compelled to approach.

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Nue
With the head of a monkey, the body of a tanuki, and the tail of a snake, the Nue is a vile and
twisted creature, a monstrosity that defies explanation. These strange creatures are usually associated
with dark magic and the misfortune that seems to follow in their wake.

It is said that they bring sickness and disaster to those who cross their path, and that their very
presence is a harbinger of doom. Never catch eyes with a Nue, for its malevolent gaze can bring ruin
to all who dare to challenge it.

HP: 8 Armour: Shapeshifting Fur (-d2)


Morale: 8 Weapon: Poisonous Claws (d4),
Snake Bite (d6)

Special: Can cause infection. If infected take d4 damage per round for 3
rounds.

Malevolent Gaze. Roll d6 each round and on 1-2 deals d8


damage, always hits.

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Yuki-Onna
On the coldest nights, when the snow falls heavy and thick, a woman of stunning beauty is said to
appear. But beware, for she is no mere mortal. Yuki-onna, they call her, the spirit of the snow. She
moves with an otherworldly grace, and her icy touch can freeze a man's very soul.

Some say she brings death and destruction in her wake, while others whisper that she offers a path to
enlightenment for those brave enough to follow. Whatever the truth may be, one thing is certain:
those who cross paths with the Yuki-onna will never forget her haunting presence.

HP: 12 Armour: Ice Shards (-d4)


Morale: 7 Weapon: Ice Claws (d6),
Blizzard, ranged (d4)

Special: Frozen Curse. Test Resilience DR12 or be frozen in place for d4


rounds.

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Rokurokubi
The Rokurokubi, a creature of legend and myth, is a humanoid being with a neck that stretches on
for miles. It is said that they use their shapeshifting abilities to play tricks on humans and cause
them great fright. Their very existence is a mystery, and those who have encountered them describe
them as both mesmerizing and terrifying. Be wary on your travels, for you never know when you may
come face to face with a Rokurokubi and be led astray.

HP: 10 Armour: Shimmering Scales (-d4)


Morale: 8 Weapon: Sharp Teeth (d4)

Special: Can shape-shift into other creatures or objects and can extend its
neck to great lengths to attack or spy on its prey.

Grudge. Roll d6 each round, on 1-2 the Rokurokukubi vanishes


but will always return to find the ones who harmed it.

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Nure-Onna
The Nure-onna, a twisted creature of land and water, whose siren call lures unsuspecting travellers
to their doom. With a woman's face and torso, and the slithering lower half of a serpent, she coils
around her prey and strikes with deadly precision. Her haunting cries for help echo through the
murky swamps and waterways, drawing in those who are foolish enough to listen.

Beware the Nure-onna, for she is a master of deception, and her bite is venomous.

HP: 14 Armour: Scales (-d6)


Morale: 7 Weapon: Infectious Bite (d4), if infected (d4 damage for 3 rounds),
Constrict (d10)

Special: Can swim and hide in water and can use their seductive voice to charm
and lure their victims.

Siren Song. At the start of combat, test Spirit DR14 or attack an


ally.

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Skeleton Rõnin
The undead samurai, they call them. The restless spirits of those warriors who refused to embrace
death's icy grip. They roam the land, driven by an unyielding will to fight on, even though their
flesh has long since rotted away.

They are a fearsome sight, with tattered armour and rusted blades, their eyes glowing with an eerie,
otherworldly light. Some say they seek revenge for past wrongs, while others believe they simply
cannot accept their own mortality. Whatever the reason, they are to be avoided at all costs, for even
in death, they are deadly adversaries.

HP: 10 Armour: Bone Armour (-d4)


Morale: 9 Weapon: Katana (d8)

Special: Immune to critical hits and poison.

Second Chance. When defeated it rises at half HP. Only defeating it


a second time kills it for good.

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Bandit
They are the outcasts, the scum of society. They lurk in the shadows and strike with a swift, brutal
efficiency. They take what they want and leave chaos in their wake. Some are driven by desperation,
others by greed or a thirst for power. But all share a willingness to break the law and prey upon the
weak. They may be feared or revered, but one thing is certain: they are a force to be reckoned with.

HP: 6 Armour: Light Armour (-d2)


Morale: 8 Weapon: Wakizashi (d6),
Yumi (d6), ranged

Special: Can use ranged weapons to attack before closing into melee range in
one turn.

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Komainu
The stone lions stand guard outside the temples and shrines, their fierce visages intended to keep the
spirits of the dead at bay. But sometimes, the spirits do not heed their warning and possess the
statues, turning them into fierce and dangerous guardians.

The possessed lions prowl the grounds, their stone jaws clacking with hunger for the living. Those
who dare to venture near may find themselves in a fight for their lives, as they try to avoid the
crushing bite of the stone beasts.

HP: 12 Armour: Stone Hide (-d6)


Morale: 10 Weapon: Bite (d8),

Special: Cursed Bite. If bitten by a Komainu test Spirit DR12. On a failure,


swap Vigor and Spirit ability scores until the beast is defeated.

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Legendary Creatures & Yõkai

Skeletal Daimyo
The Skeletal Daimyo, a towering figure of bone and fury, his gaze fixed with a fiery intensity that
pierces the veil of the living and the dead. He is a lord of the samurai, a master of the sword and the
art of war, his skeletal frame a testament to his unyielding will and undying spirit.

Some say he was cursed to live on as a skeleton, forever bound to serve as a lord in the afterlife,
others claim he rose from the grave, driven by an insatiable thirst for power and revenge. He is a
warrior of unmatched skill and determination, a legend that has transcended the ages and become a
part of the very fabric of Kage no Shima.

HP: 40 Armour: Undead Flesh (-d6)


Morale: – Weapon: Ancient Katana (2d8)

Special: Unstoppable. The Skeletal Daimyo is immune to Banish and Mind


Control effects.

Undead Resilience. The Skeletal Daimyo regains d4 HP each round.

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Oni no Kusabi
The Oni no Kusabi (or Demon Blade) is a towering monstrosity with skin as hard as steel and a
single arm that is a sword of unimaginable power. Its glowing eyes pierce through the darkness like
two fiery suns, and its mere presence instils fear in all who behold it. The Oni no Kusabi is a
demon of destruction, leaving a trail of devastation in its wake as it slashes and cuts through anything
in its path. Many have tried to face this beast in battle, but few have survived to tell the tale.

HP: 30 Armour: Metallic Skin (-d6)


Morale: – Weapon: Sword Arm (d8+3)

Special: Fear Aura. Enemies near Oni no Kusabi must roll against Spirit
DR12 or flee.

Demon Blade. On a fumble, the sword arm will cleave through all
targets in its path. Instant Death.

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Umi-Bozu
The Umi-Bozu (or Sea Bonze) is a spirit of the sea that brings with it a curse of death and
destruction. Its massive form, blacker than the darkest night, looms over ships and seafarers,
capsizing them with ease. Its power is near limitless, its wrath unquenchable. Many have tried to
defeat the Umi-Bozu, but few have returned to tell the tale.

HP: 120 Armour: Inky Darkness (-d8)


Morale: – Weapon: Crushing blow (d12),
Tendrils (d8)

Special: Indestructible. Cannot be harmed except by crits and magic.

Summoning. Can call forth tentacled minions from the deep (d6 HP,
d6 tentacle attack).

Consuming Darkness. Can engulf its enemies in a suffocating darkness,


causing them to slowly suffocate and die. Test Resilience DR14 each
round or take d6 damage.

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Kuchisake-Onna
The Kuchisake-Onna, oh she's a beauty. With skin as soft as the falling snow and a smile that could
break a man's heart. But beware, for beneath that mask lies a mouth slit wide, ready to devour the
unwary. She roams the streets at night, seeking out her prey, whispering sweet nothings into their
ears before revealing her true, monstrous nature. No one knows where she came from or why she
does what she does, but one thing is certain - if you see her, run.

HP: 50 Armour: None


Morale: – Weapon: Razor-Sharp Scissors (d8)

Special: Horrific Visage. Any creature that looks directly at the Kuchisake-
Onna must make a Spirit Test (DR14) or bow before her.

Slit Mouth. On a successful hit, make a Resilience test (DR14) or


begin to bleed profusely, taking an additional d6 damage at the start of
each of their turns.

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Ryu
The Ryu is a creature of myth and legend, whispered about in hushed tones around campfires and in
smoky taverns. Its serpentine form is both awe-inspiring and terrifying, with scales that glitter like
gems in the light of the moon. Its eyes blaze with an intense fire, as if the very flames of hell
burned within them.

The Ryu's movements are graceful and powerful, as it weaves through the air like a dragon or glides
through the water like a sleek fish. It is a force of nature, feared and revered by all who hear its
name.

HP: 70 Armour: Diamond-Like Scales (-d6)


Morale: – Weapon: Flaming Breath (d10), ranged,
Bite (d8),
Claw (d6)

Special: Airborne. Ryu can fly through the air with incredible speed and
manoeuvrability, making it difficult to hit with ranged attacks DR14

Yomi’s Breath. The Ryu can breathe a stream of superheated flames


that can incinerate even the strongest of foes. Test Swiftness DR14,
on a failure reduce all armour to Tier 0.

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Blood Witch
YomiYomi Demons

She was a sorceress of the darkest sort, feared by all who knew of her. Her power was said to come
from a pact made with ancient and malevolent forces, and her spells could twist the very fabric of
reality. She was not one to be trifled with, for she could summon the most terrifying of demons with
but a wave of her hand.

Many believed that she had no heart, no soul, for the things she had done in the name of power were
unspeakable. But there were whispers that even she was not beyond redemption, that perhaps there
was a spark of humanity buried deep within her blackened heart.

HP: 16 Armour: Enchanted Robes (-d4)


Morale: – Weapon: Yomi’s Death Blast (d4), ranged

Special: Can summon 1 Skeletal Ronin to fight for her each round.

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Death Blade
Death Blade, a lord of death and master of the blade. His eyes burn with an unholy fire, and his
sword glows with a malevolent energy. Death Blade has made a dark pact with the gods of death,
granting him the power to drain the life force of his enemies with a single strike. He is feared and
reviled by all who cross his path, and his presence brings with it a sense of impending doom.

HP: 18 Armour: Darkened Samurai Armour (-d6)


Morale: – Weapon: Odachi (d10)

Special: Heals d6 HP on every successful hit.

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Iron Fist
The warrior of unforgiving iron will. His body, a weapon of perfection, honed through a lifetime of
rigorous training. His fists, hardened by years of striking against solid surfaces, can shatter bones like
twigs. His mind, a fortress of discipline and focus, allows him to move with precision and speed in
the heat of battle. Iron Fist is a force to be reckoned with, feared by his enemies, and respected by
all who witness his power.

HP: 20 Armour: Iron Gauntlets & Boots (-d6)


Morale: – Weapon: Martial Arts (d8)

Special: Iron Fist's Crushing Blow. When Iron Fist lands a successful attack
against a target, test Resilience DR12 or suffer an injury.

Roll d6:
Broken arm. The target suffers a permanent reduction of
1
-1 to Vigor.

2
Shattered kneecap. The target's speed is halved, and they
suffer a permanent reduction of -1 to Swiftness.
Crushed ribcage. The target suffers a permanent
3
reduction of -1 to Resilience.
Dislocated shoulder. The target suffers a reduction of -1
4
to attack rolls and cannot use two-handed weapons.

5
Fractured skull. The target suffers a permanent reduction
of -1 to all stats.
Cardiac Arrest. The target suffers a heart attack and
6
dies instantly. Hope you died with honour…

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Nightingale
She moved like a wraith in the night, her steps silent as a cat's. With a flick of her wrist, a blade
flashed in the moonlight, finding its mark in the soft flesh of her target. The Nightingale was a
creature of shadows and secrets, a master of deception and death. Her skills in stealth and subterfuge
were matched only by her deadly precision with a blade. Few could hope to match her in combat,
and fewer still could hope to survive an encounter with her unscathed. For The Nightingale, there
was no honour in battle, no glory in victory - only the satisfaction of a job well done.

HP: 16 Armour: Lightweight Armour (-d2)


Morale: – Weapon: Hidden Blades (d6)

Special: Shadow Strike. Once per combat, Nightingale can disappear into the
shadows and emerge behind a chosen enemy, making a surprise attack
with a +2 to defence DR and damage. If successful, the attack deals
an additional d6 damage. However, if the attack misses, Nightingale
becomes visible again and cannot use this ability for the remainder of
the combat.

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Back Papers: Tables

Encounters
You stumble upon an old man sitting by a roadside. He asks you for help in finding his lost
1
spectacles. If you succeed in helping him, he will reward you with a powerful talisman.
2 You come across a group of bandits, intent on robbing you. Roll for combat.
You encounter a young woman who is being pursued by a demon. She begs you to help her.
3
Roll for combat.
You find yourself in a dense forest, where you come across a group of Kodama. They offer to
4
guide you through the forest for a fee.
5 You stumble upon a ruined temple. Inside, you find a puzzle that must be solved to progress.
6 You come across a caravan of merchants, who offer to trade with you.
7 You encounter a ronin who is seeking a worthy opponent to fight. Roll for combat.
You come across a hidden shrine. Inside, you find an ancient artifact that is guarded by a
8
powerful guardian. Roll for combat.
9 You find yourself in a dark and eerie graveyard. Roll for a trap.
You come across a mysterious figure who offers you a deal. If you agree to his terms, he will
10
offer you a powerful reward.
You stumble upon an old, abandoned mansion. Inside, you find a puzzle that must be solved
11
to progress.
12 You encounter a pack of wolves. Roll for combat.
13 You come across a traveling monk who offers to teach you a powerful technique.
14 You find yourself in a labyrinthine cave. Roll for a trap.
You come across a group of ninjas who are attempting to assassinate a noble. You can choose
15
to aid them or stop them.
16 You stumble upon a portal to another dimension.
You encounter a group of samurai who are hunting a dangerous criminal. They offer to let
17
you join them in their hunt.
You come across an abandoned mine. Inside, you find a powerful artifact that is guarded by a
18
trap.
19 You find yourself in a haunted forest. Roll for a trap.
You come across a geisha house. You can choose to rest there for the night or partake in
20
some of their services.

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Shrines
Shrine of Vigor. When you pray at this shrine, test Spirit DR12. On a pass, gain +1 to Vigor rolls
1
until the end of the day. On a fail, gain -1 to Vigor rolls until the end of the day.

Shrine of Swiftness. When you pray at this shrine, test Spirit DR12. On a pass, gain +1 to Swiftness
2
rolls until the end of the day. On a fail, gain -1 to Swiftness rolls until the end of the day.

Shrine of Resilience. When you pray at this shrine, test Spirit DR12. On a pass, gain +1 to
3 Resilience rolls until the end of the day. On a fail, gain -1 to Resilience rolls until the end of the
day.
Shrine of the Void. When you pray at this shrine, test Spirit DR12. On a pass, gain the ability to
speak and understand any language until the end of the day. On a fail, the player is struck with a
4
sudden, inexplicable fear and must make a Spirit test DR12 to avoid running away from the shrine
screaming.
Shrine of the Serpent. When you pray at this shrine, test Spirit DR12. On a pass, the player gains
5 the ability to understand and speak to snakes until the end of the day. On a fail, the player is cursed
with bad luck and takes a permanent -1 penalty to one of their stats (determined randomly).

Shrine of the Blood Moon. When you pray at this shrine, test Spirit DR12. On a pass, the player
6 gains the ability to see in the dark until the end of the day. On a fail, the player is blinded until the
end of the day.

Shrine of the Wind. When you pray at this shrine, test Spirit DR12. On a pass, the player gains the
7 ability to move twice their normal speed until the end of the day. On a fail, the player is slowed down
and can only move at half their normal speed for the rest of the day.

Shrine of the False God. When you pray at this shrine, test Spirit DR12. On a pass, the player gains
8 the ability to see people’s dreams. On a fail, the player suffers consistent nightmares and has to beat a
random monster in their dreams to get a good night’s sleep.
Shrine of the Laughing Skull. When you pray at this shrine, test Spirit DR12. On a pass, the player
gains a maniacal cackle that unnerves enemies and gives +1 to Spirit rolls until the end of the day. On
9
a fail, the player is struck with a sudden sense of dread and is paralyzed with fear until the end of the
day.
Shrine of the Shattered Mirror. When you pray at this shrine, test Spirit DR12. On a pass, the
10 player gains the ability to see glimpses of the future until the end of the day. On a fail, the player is
haunted by terrifying visions and takes a -1 penalty to all Spirit rolls until the end of the day.

Shrine of the Cursed Sword. When you pray at this shrine, test Spirit DR12. On a pass, the player's
11 weapon gains a temporary magical bonus (fire or wind etc). On a fail, the player's weapon becomes
cursed and deals -1 damage until the end of the day.
Shrine of the Dark Moon. When you pray at this shrine, test Spirit DR12. On a pass, the player
gains the ability to see through illusions until the end of the day. On a fail, the player becomes
12
susceptible to illusions and takes a -1 penalty to Spirit rolls when dealing with illusions for the rest of
the day

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Treasures
Katana of the Shogun
1
1000 Ryo
Jade Dragon Figurine
2
500 Ryo
Golden Lotus Blossom
3
100 Ryo
Silver Crane Feather Fan
4
250 Ryo
Pearl of Wisdom
5
50 Ryo
Bloodstone Amulet
6
150 Ryo
Ivory Mahjong Set
7
200 Ryo
Silken Obi of the Emperor
8
500 Ryo
Silver Inro
9
100 Ryo
Golden Tea Ceremony Set
10
300 Ryo

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Traps
Pit trap. A concealed pit opens up beneath a character's feet, causing them to fall and take
1
d6 damage.

2
Poison dart trap. A hidden mechanism shoots out a poisonous dart, dealing d6 damage and
poisoning the victim.
Rolling boulder trap. A large boulder is triggered to roll down a corridor, dealing d8 damage
3
to anyone in its path.

4
Spring blade trap. A sharp blade is released from a concealed mechanism, dealing d8 damage
to anyone in its path.

5
Net trap. A trapdoor opens and drops a net on the character, trapping them and causing them
to lose one turn.
Fire trap. A hidden mechanism triggers a burst of flames, dealing d8 damage to anyone in
6
the area.

7
Spear trap. A spear is released from a concealed mechanism, dealing d6 damage to anyone in
its path.
Poison gas trap. A mechanism releases a cloud of poisonous gas, causing the victim to suffer
8
d6 damage and become poisoned.
Crushing wall trap. A wall moves forward, crushing anyone caught in its path for d8
9
damage.

10
Arrow trap. A hidden mechanism shoots out a volley of arrows, dealing d6 damage to anyone
in the area.

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Weather
1 Ashen skies
2 Torrential downpour
3 Gale-force winds
4 Thunder and lightning
5 Moonless night
6 Still air
7 Blinding fog
8 Winter frost
9 Unrelenting sun from behind the eclipse
10 Cherry blossom shower

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Corpse Plundering
Roll d66 (11-66):

11 A small purse filled with 50 Ryo.

12 A jade figurine worth 100 Ryo.

13 A silver hairpin worth 150 Ryo.

14 A fine silk robe worth 200 Ryo.

15 A golden torc worth 250 Ryo.

16 A small pouch filled with precious gems worth 300 Ryo.

21 A scroll of mad ramblings. Test Spirit DR12 or become confused for d4 rounds.

22 A key to a nearby locked chest or door.

23 A pouch of tea leaves worth 50 Ryo.

24 A collection of valuable books worth 100 Ryo.

25 A quiver of poisoned arrows. Apply poison to arrows for extra d6 damage.

26 A vial of ghostly essence. Drink to become incorporeal for 1d4 rounds.

31 A blood-stained battle standard worth 100 Ryo.

32 A talisman that grants +1 to all Spirit tests.

33 A small statue of a dragon worth 300 Ryo.

34 A map of a nearby area.

35 A golden bracelet worth 200 Ryo.

36 A jar of explosive powder. Thrown to deal d10 damage and stun targets.

41 A set of shuriken with jagged edges worth 100 Ryo.

42 A fine set of calligraphy brushes and ink worth 150 Ryo.

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43 A bag of vicious, biting ants. Test Resilience DR8 or take d6 damage.

44 A long silk sash.

45 A sacred talisman that glows in the presence of the undead.

46 A small bag of enchanted rice that can fill a bowl to feed 3 people once per day. Worth 3 Ryo.

A set of iron caltrops that can be scattered on the ground to damage enemies or slow them down.
51
Worth 2 Ryo.
A small bottle of sake that has been enchanted to provide healing. Drinking it heals d6 HP.
52
Worth 6 Ryo.

53 A jar of fermented soybeans that provides sustenance and can be used as a distraction. Worth 1 Ryo.

A shuriken with an attached chain that can be used to disarm opponents or wrap around limbs to trip
54
them up. Worth 4 Ryo.

55 A small pouch of rare herbs that can be used to create a powerful healing salve. Worth 8 Ryo.

A small, intricately carved wooden statue that can be used to summon a minor spirit or demon.
56
Worth 10 Ryo.
A small, intricately crafted music box that can provide a +1 bonus to Spirit checks for the listener.
61
Worth 8 Ryo.
A set of masterfully crafted chopsticks that can be used as a deadly weapon in the hands of a skilled
62
fighter. Worth 6 Ryo.
A small bag of enchanted marbles that can be used to create illusions or distract enemies.
63
Worth 4 Ryo.
A jar of sweet honey that can provide a small boost of energy and focus when consumed.
64
Worth 2 Ryo.

Unidentified potion. When ingested, roll a d6:


1-2 Gain 1d4 Vigor but lose 1d4 Spirit

65 3-4 Gain 1d4 Spirit but lose 1d4 Vigor


5 Lose 1d4 from both Vigor and Spirit
6 Gain 1d6 to both Vigor and Spirit

A map leading to a hidden treasure. But beware, it may not be as easy to obtain as the map suggests.
66
Treasure worth 500 Ryo.

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Critical Injuries
Limb severance. The attack cuts off one of the target's limbs. They suffer a permanent
1
injury and lose the use of the limb.
2 Bone shatter. The attack breaks one of the target's bones.

3 Eye gouge. The attack blinds the target in one eye.


Evisceration. The attack disembowels the target, causing them to suffer massive damage and
4
begin bleeding out.
5 Skull fracture. The attack cracks the target's skull.

6 Muscle severance. The attack cuts through one of the target's major muscle groups.

7 Nerve damage. The attack severs one of the target's major nerves.
Tendon severance. The attack cuts through one of the target's tendons, causing them to lose
8
the use of that limb temporarily.
Artery rupture. The attack severs one of the target's major arteries. They suffer massive
9
damage and begin bleeding out.
10 J oint dislocation. The attack dislocates one of the target's major joints.

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