Yags Bushido contains genre specific rules for playing characters in feudal Japan or similar settings. However, it also includes extended rules for unarmed combat skills - commonly known as martial arts (though technically, all combat skills, regardless of whether they use a weapon or not, are martial arts). This makes Yags Bushido also of use to those playing in a Western or Modern setting. Because of this somewhat wider remit, this article also covers specifically Western combat sports such as Boxing.
By default, Yags uses a single skill (brawl) to cover all unarmed and close weapon combat. Though its name may suggest unskilled drunken bar room fights, a high level of brawl represents a high degree of training and expertise, on par with a 'traditional' martial arts such as Karate.
In a sense, brawl represents no style and no constraints - pretty similar to the style of fighting favoured by Bruce Lee. It's aim is to take down the enemy with a minimum of fuss, and is the skill favoured and tought by modern special forces and police units in the West.
By comparison, the specialist martial arts tend to concentrate on a single style of attack or defence, and though may be better in their given area, are weaker for all round combat. Many of them also teach a philosophy and etiquette (who to bow to, the meaning of the belt colours, who the current masters are) as well as combat skills. Some (such as Judo, or Boxing) are more suited to controlled fights in a sports hall and tend to be very limited on a battlefield.
There are no character generation rules specific for Yags Bushido. It is suggested that some form of the Modern rules are used.
The following traits are suggested for a setting where honour and duty are important.
Honour is about saving face and the reputation of yourself, your Lord and your family.
Duty is towards your Lord, and commands you to fulfill your responsibilities to the best of your abilities.
Harmony is sought by priests, who seek to understand the balance of the universe and align themselves towards the Celestial Order. Those who stray from the path, and seek to undo Order are said to be Corrupted.
Calligraphy - Artistic writing.
Ikebana - Flower arranging.
Tea ceremony
(Etiquette)
- The skilled art of making tea.
Aikijutsu - Unarmed combat specialised in throws.
Boxing
(Brawl)
- The sport of boxing.
Iajutsu
(Kenjutsu)
- Ritualised sword duels.
Jeet Kune Do - A modern style invented by Bruce Lee.
Judo - The sport of judo.
Jujutsu - Unarmed combat specialised in throws and holds.
Karate - An aggressive unarmed combat style.
Kenjutsu - Skill with Samurai weapons.
Kobujutsu - Weapon skill specialised in sticks and chains.
Kyujutsu - Using bows
Ninjutsu - Attack by stealth and surprise.
Niten - Two sword Samurai style.
War fan - Using a war fan in combat
Wing Chun - A ancient variation of kung fu.
Shinto - Matters of the soul.
Tea ceremony
(Etiquette)
- The skilled art of making tea.
Combat, Melee, Bugei.
Requires: Brawl-2
A style of unarmed combat which concentrates on throws and locks. It is designed for real combat, and has a number of techniques to get your opponent into a position ready to be thrown or grabbed.
You gain a +1 to your agility for all trip attacks and defences, and always use agility x Aikijutsu for such manouevres. If fighting from the prone position, you suffer no penalties. It can otherwise be used in place of Brawl for punches, kicks, dodges and other unarmed combat moves.
If using a weapon, you gain the damage bonus of the weapon and suffer a +1 increase in the fumble chance.
Combat, Melee, Sport.
Defaults to: Brawl
Boxing is a specialised form of brawl, which is designed for use under particular sporting conditions. Though it can be used as a combat skill, it is not designed to be, and can be ineffective outside of the boxing ring. Knowledge of this skill grants knowledge of the rules and etiquette of the game, as well as skill at fighting.
Boxing is used like brawl to attack and defend. You have +1 to your agility for purposes of defence, but the penalty for making multiple defences is increased by 50%. You get a bonus to punching damage equal to your Boxing skill.
Artistic.
The skill of writing artistically. With calligraphy you are able to draw beautiful letters.
Combat, Melee, Armed Melee, Bugei.
Defaults to: Kenjutsu Requires: Kenjutsu-2
The skill of fighting a duel specialised in the fast draw of a katana aiming to kill with a single blow. It covers the meditative and psychological aspects of the duel, as well as actually being able to land a blow.
Artistic.
Being able to collect and arrange flowers artistically is considered a respectable skill.
Combat, Melee.
Requires: Brawl-4, Wing Chun-4
Jeet Kune Do is a modern style of fighting which aims to take the best of many other styles. It's speciality is that it has no speciality - it emphasises flexibility and spontaneity.
Combat, Melee, Sport.
Judo is more of a sport than a style of fighting designed for the real world, however it can be used in real world conditions. Judo emphasises defence rather than attack, and is specialised in throws and trips rather than punching or kicking.
Judo is used like brawl in combat, though does not teach the use of weapons. If a weapon is used, the usual wrong-style penalties apply, plus you only get the damage bonus of the weapon.
When using Judo, you gain a +1 bonus to agility for defence (which can affect the maximum number of defences) and grab or trip attacks. However, you suffer -1 to agility for all other attacks. Attacks aimed to directly damage (such as a punch or kick) have a -4 penalty to damage.
Combat, Melee, Bugei.
Requires: Brawl-2
A particular style of unarmed combat that is designed for use in real combat situations. It is specialised in making throws and trips, but unlike Judo is also effective in attack.
Jujutsu may be used in place of Brawl for all unarmed combat manouevres. When making strength checks for grapple and trip attacks, you may use agility instead, and also gain a +1 bonus to either attribute in each case.
Use of a weapon with this skill gives you the damage bonus of the weapon, but not the attack or defence bonuses unless it is a brawling or longshaft weapon.
Combat, Melee.
Requires: Brawl-2
Karate is one of the popular (or at least, well known) styles of unarmed combat in the modern world. It is specialised in attack rather than defence. Though it is often used as a sport, it is effective in a real fight as well.
It is used in the same way as brawl in combat, though it does not teach the use of weapons. When fighting unarmed, you gain a bonus to damage equal to your skill, but suffer a -1 penalty to agility for defence rolls.
Combat, Melee, Armed Melee, Bugei.
The Samurai art of fighting, with weapons such as the Katana and No-dachi. This skill covers using either a single one handed weapon or a two-handed weapon, as long as they are those commonly used by Samurai. Commonly, this includes the katana, ninja-to, no-dachi and wakizashi.
Uses dexterity for both attack and defence, and adds the attack, defence and damage attributes of the weapon to rolls.
Combat, Melee, Armed Melee, Bugei.
This weapon skill was developed in Okinawa, and favours the use of weapons such as Bo staves, Jo sticks, nunchuka and the sai - basically weapons adapted from peasant tools.
Combat, Missile, Bugei.
The skill of shooting a bow. With Kyujutsu you know how to use all types of bows common to a Bushido setting. Kyujutsu teaches that the firing of a bow should be a single fluid action, and is based on agility rather than perception.
Combat, Melee, Armed Melee, Bugei.
Requires: Brawl-4
The infamous combat style taught by the Ninja, its focus is on surprise and taking out the enemy quickly and quietly. It does not perform well in an open battle, but most practitioners seek to avoid open battles so that is not often a problem. It has a mixture of armed and unarmed melee, plus some ranged combat.
If the target is surprised, then you may add your Ninjutsu skill to damage done. It also adds to all Stealth rolls.
Combat, Melee, Armed Melee, Bugei.
Requires: Kenjutsu-2
The traditional swords of the Samurai are the katana and wakizashi, and all Samurai carry both. However, it is normal practise to fight with only one of the blades at a time. Those who practise the Niten style are skilled at using both blades at once. You may use a wakizashi and either a katana or ninja-to with this style. It is highly specialised, not suited to other weapons.
Uses dexterity for both attack and defence, and adds the attack, defence and damage attributes of the primary weapon, plus the full attack or defence attribute of the secondary weapon to rolls. Choose which at the start of the round.
Lore.
Knowledge of religious and spiritual matters. Provides knowledge of the Celestial Court, as well as the philosophy of Shinto.
Artistic, Social.
Defaults to: Etiquette
The making and serving of tea is considered a high art form, and being able to arrange a perfect tea ceremony is considered of high importance.
Combat, Melee, Armed Melee, Bugei.
The war fan is a heavy type of metal fan used for signalling in battles. It can be used as a weapon.
Combat, Melee, Bugei.
Requires: Brawl-2
Wing Chun is specialised in close fighting, and as well as unarmed attacks makes use of the knife, longstaff and butterfly sword (the latter is often used in pairs). It is good at counter strikes and fast punches.
When using Wing Chun you use agility in both attack and defence, and gain a +1 attribute bonus when making free strikes or counter strikes.
The above list of skills includes a small number of combat styles which are meant to provide a broad sample of those available in the real world. Given the level of abstraction in the skill system, it's difficult to provide a more detailed list without repitition.
Obviously, it will be possible to meet ancient masters of less popular (or long forgotten styles). In which case they can be modelled on those provided. The real difference is that a specific Melee tactics technique will need to be learnt for each one. This gives a small advantage to rare skills.
It is technically possible for a character can invent a fighting style of their own. Though no rules are currently given here, it is suggested that a minumum skill of 10 is required in a suitably similar skill before such can be even attempted.
Aikijutsu defence (2; Aikijutsu) - Counterstrike with a trip.
Aikijutsu grapple (4; Aikijutsu) - Counterstrike with an armlock.
Aikijutsu throw (6; Aikijutsu) - Specialisation in throws.
Attack is defence (4; Karate) - A good attack is a strong defence.
Fast attack (6; Karate) - All attacks are fast.
Karate blow (8; Karate) - Can kill in a single blow.
Master of karate (10; Karate) - Use techniques with brawl
Daisho (4; Niten) - Bonus to defence.
Unexpected blade (6; Niten) - Second attack if strike first.
Unhindered attack (8; Niten) - No attack penalties for multiple defences.
Unstoppable strike (10; Niten) - Free strikes become automatic strikes.
Dodging defence (2; Boxing) - Bonus to soak.
Sheltered attack (4; Boxing) - Improved aggressive and defensive stances.
Jujutsu blow (2; Jujutsu) - Punches are more effective.
Strike and fade (4; Jujutsu) - Bonus to defence if hit opponent.
Improved strike (6; Jujutsu) - Free strikes become automatic strikes.
Revenge strike (8; Jujutsu) - Counterstrike on good defence.
Master of Jujutsu (10; Jujutsu) - Use techniques with brawl.
Samurai's honour (6; Iajutsu) - Honour gives you re-rolls in a duel.
Strike of the serpent (4; Kenjutsu) - Focus and channel energy into an attack.
Bite of the serpent (6; Kenjutsu) - Kill with one blow.
Defence of steel (8; Kenjutsu) - Bonus to base to be hit.
Many strikes (10; Kenjutsu) - Strike many times.
Aikijutsu defence
(Cost 2): Aikijutsu.
Prerequisites: Close combat.
If you make a good defence whilst using Aikijutsu, then once a round you may counterstrike with a trip attack. Automatic.
Aikijutsu grapple
(Cost 4): Aikijutsu.
Prerequisites: Aikijutsu defence.
The difficulty of trip and grapple manouevres when using Aikijutsu is reduced by one level - for example, instead of a good attack to initiate a grapple, you only require a moderate attack.
Aikijutsu throw
(Cost 6): Aikijutsu.
Prerequisites: Aikijutsu grapple.
When performing a trip manouevre, gain an additional +1 to your agility for both attack and defence.
Attack is defence
(Cost 4): Karate.
Prerequisites: Close combat.
Halve penalty to attack for multiple defences. Ignore the free strike against you if you do not defend against the person you are attacking. Automatic.
Bite of the serpent
(Cost 6): Kenjutsu.
Prerequisites: Strike of the serpent.
If you ever make a good attack which causes damage, then you may be considered to have made a deadly strike. Combining this with deadly strike has no extra effect. Automatic.
Daisho
(Cost 4): Niten.
Prerequisites: Way of the sword.
By keeping at least one blade ready at all times, you can ensure that you are defended on all sides. In any round that you are using Niten to attack, you make add your skill to your base chance to be hit for any attacks that you are aware of, regardless of whether you have declared a defence or not. Automatic.
Defence of steel
(Cost 8): Kenjutsu.
Prerequisites: Bite of the serpent.
You may add your kenjutsu skill to the base chance to be hit whenever you are fighting with the kenjutsu skill that round. Automatic.
Dodging defence (Cost 2): Boxing.
If you defended against an attack using Boxing, and failed, then you get a bonus to your soak equal to your Boxing skill. Automatic.
Fast attack
(Cost 6): Karate.
Prerequisites: Attack is defence.
Normal attacks are fast when using Karate. Aggressive and defensive stances are unaffected. Automatic.
Improved strike
(Cost 6): Jujutsu.
Prerequisites: Strike and fade.
You are trained to make best advantage of the mistakes of others. Whenever you have declared a Jujutsu attack against someone, then any free strikes you gain against them that round become automatic strikes.
Jujutsu blow (Cost 2): Jujutsu.
Whenever you make a good openhand attack with Jujutsu, and cause damage to your target, then the target gains at least one stun, even if you do less than half the target's current stuns. Automatic.
Karate blow
(Cost 8): Karate.
Prerequisites: Fast attack.
When you attack you may concentrate your strike on the vital organs of the target, aiming to kill them in a single strike. This is an aggressive attack which uses up a defence slot. If the target is injured by the attack, they must make a size x health check against a target of 10 + 5 x levels or immediately drop to fatally wounded. If they succeed their check, then they take one less damage level from the attack than normal.
Many strikes
(Cost 10): Kenjutsu.
Prerequisites: Defence of steel.
You may swap any number of defences for attacks in a round. You suffer the usual penalties for making multiple defences, and suffer the usual penalty for not declaring a defence against a target if you do not do so. Declared.
Note that this does allow you to strike twice at no penalty (since you can use your normal free defence), however this leaves you totally open to attack.
Master of Jujutsu
(Cost 10): Jujutsu.
Prerequisites: Revenge strike.
By mastering the style of jujutsu until it becomes second nature, you are able to use its techniques with any unarmed combat skill (either brawl, or one with a prerequisite of brawl). You also gain a +1 bonus to attack and defence rolls for such skills per 2 points of jujutsu. Automatic.
Master of karate
(Cost 10): Karate.
Prerequisites: Karate blow.
By mastering the style of karate until it becomes second nature, you are able to use its techniques with any unarmed combat skill (either brawl, or one with a prerequisite of brawl). You also gain a +1 bonus to melle attack and defence rolls for such skills per 2 points of karate. Automatic.
Revenge strike
(Cost 8): Jujutsu.
Prerequisites: Improved strike.
If you ever make a good jujutsu defence against an attacker, then you gain a jujutsu counterstrike in response.
Samurai's honour
(Cost 6): Iajutsu.
Prerequisites: Iajutsu strike.
In an Iajutsu duel, you may re-roll any iajutsu skill check, damage roll or soak roll. In a single duel, you may re-roll a number of times equal to your Honour. You may also add your Honour score to all these rolls as well.
Sheltered attack
(Cost 4): Boxing.
Prerequisites: Dodging defence.
Declare this when taking an aggressive or defensive stance when using the Boxing skill. You ignore all penalties to attack and defence from the stance (though still act fast or slow as normal, and still get the bonus).
Strike and fade
(Cost 4): Jujutsu.
Prerequisites: Jujutsu blow.
You are able to strike at a foe to put them off balance preventing them from hitting back at you. If you ever succeed in an attack on a target, then any attacks they make against you for the rest of the round give you a +1 bonus to your agility for Jujutsu defence. Automatic.
Strike of the serpent
(Cost 4): Kenjutsu.
Prerequisites: Way of the sword.
When making an aggressive attack, you may focus your energies into a single devastating blow. For every full two points of skill, you may gain +3 to both the attack and damage rolls. However, each +3 causes you to gain one point of fatigue. Declared.
Unexpected blade
(Cost 6): Niten.
Prerequisites: Daisho.
If you have declared a defence against a target, and your first attack happens before their action, then on a successful hit you may swap your defence for a second attack. If you fail to kill your opponent, they get a free strike as if you hadn't declared a defence.
Unhindered attack
(Cost 8): Niten.
Prerequisites: Unexpected blade.
If you declare multiple defences in the round, you do not suffer any penalties to your attacks due to this when using the Niten skill. Automatic.
Unstoppable strike
(Cost 10): Niten.
Prerequisites: Unhindered attack.
Whenever you get a free strike, it automatically becomes an automatic strike.