This is a quick tweaking of Mini Six to emulate the old Fantasy Games Unlimited RPG, Bushido. If you’re not familiar with Bushido, click that link in the previous sentence and grab a copy of the PDF. You’ll find it worth having if you want to do any “fantasy Japan” roleplaying.
Like many an old-school RPG, Bushido is class-based, and to a certain extend I’ve tried to preserve those distinctions a bit by way of Perks & Complications. But the strength of Mini Six (and other non-class-based games, old and new) is that it doesn’t pigeonhole you. So if you want to play a courtly Samurai who doesn’t fight well, or a Yakuza who dabbles in magic, or any other “non-standard” character type, go for it.
And now, without further ado, here’s the game info for Mini Bushi(D6)o.
Mini Bushi(D6)o uses the standard four attributes found in Mini Six: Might, Agility, Wit, and Charm.
Mini Bushi(D6)o relies mostly on the skills presented in Mini Six, though quite a few have been shuffled around under the “parent” attributes and a few new ones have been added. For more info on those added skills (if you need such a thing) you would do well to grab a copy of the freely-available D6 Fantasy.
Climbing, Lifting, Running, Stamina, Swimming, Toughness
Acrobatics, Axe, Bow, Club, Dodge, Lockpicking, Nunchaku, Pole Weapon, Riding, Sai, Sleight of Hand, Stealth, Sword/Knife, Throwing, Unarmed Combat
Artist, Calligraphy, Cultural Scholar, Gambling, Healing, Magic, Military Scholar, Navigation, Reading/Writing, Search, Survival, Tracking, Traps
Animal Handling, Bluff, Command, Disguise, Etiquette, Intimidation, Persuasion, Streetwise, Tea Ceremony, Trading
Perks & Complications
Any of the non-racial & non-esoteric Perks in Mini Six should be fine in Mini Bushi(D6)o. The Sorcerer Perk is available, see the Magic section below for more information on taking this Perk.
A few additional perks designed for the genre are outlined below.
Daisho (2) – You have mastered the art of wielding the katana & the wakizashi simultaneously. Though you still suffer a multiple action penalty when making more than one attack in a round, you receive +2 to each attack so long as you attack at least once with your katana and once with your wakizashi. You receive no bonus when attacking with only one weapon, or when making multiple attacks with a single weapon.
I Am Ninja! (2) – You receive +1 to all stealth, climbing, and traps rolls.
Nunchaku-te (2) – You have mastered the art of wielding two nunchaku simultaneously. Though you still suffer a multiple action penalty when making more than one attack in a round, you receive +2 to each attack so long as you are armed with two nunchaku. You receive no bonus when attacking with only one weapon, or when making multiple attacks with a single weapon.
I Am Yakuza! (2) – You receive +1 to all gambling, intimidation, and streetwise rolls.
Many of the Complications found in Mini Six will work just fine for Mini Bushi(D6)o characters, though it’s up to the GM to approve any selected Complications. Below are a few more to choose from that are specific to Mini Bushi(D6)o.
Note that outside of the Shugenja & Gakusho Codes, none of these are required for any function or ability. Though a Samurai or Ninja who fails to observe even the most basic tenets of his or her “class” will surely find him- or herself in deep trouble.
Samurai Code – Death before dishonor or defeat. Serve your Daimyo loyally and well. Take no unfair advantage.
Yakuza Code – Help yourself, but also help the people of the land. Your tattoos are a badge of honor. Accept no insult lightly.
Ninja Code – Silence, discretion, honor, loyalty. All must be adhered to. Reveal no secrets of the Ninja, no matter the personal cost.
Gakusho Code – You are bound to increase your own spiritual enlightenment and tend to the salvation and protection of your fellow men. Behave accordingly.
Budoka Code – Perfection in body, mind, and spirit are achieved through hard work and constant training. Follow the teachings of Buddha and defend the oppressed.
Shugenja Code – Study and knowledge are the most important thing. Earthly possessions are a drain upon your powers, shun them except where necessary.
Swords & Knives
Katana +2D+2 or +3D (1-handed or 2-handed)
Bows & Thrown Weapons
Dai-kyu +2D+2 (10/100/250)
Han-kyu +1D+2 (10/100/250)
Shuriken +1D (5/10/15)
Bo Stick +1D+1
Jo Staff +1D+2
Tessen +1D+1 (+2 bonus to parry attempts)
Tetsubo +4D (-5 penalty to hit if used by someone with Might less than 4)
Tonfa +1D+1 (may use “Block” defense with no danger of being damaged)
Sai +1D+1 (+5 bonus to disarm attempts)
Most folks in Mini Bushi(D6)o do not wear armor. And warrior types typically only wear it when directly headed into battle. Armor types found throughout Nippon include:
Quilted/Heavy Silks (+2)
Samurai Court Attire (+3)
Light Ashigaru Armor (+4)
Light Samurai Armor (+5)
Heavy Ashigaru Armor (+7)
Heavy Samurai Armor (+9)
Shields are not commonly used in Nippon. When they are, they increase the user’s static defense scores by +1 or +2, depending upon their size.
Mini Bushi(D6)o uses the Simple Magic System from Mini Six with the following notes:
- In addition to taking the Sorcerer advantage, either the Shugenja Code or Gakusho Code complication must be taken.
- Shugenja may only cast these spells: Animal Growth, Animate Dead, Beast Tongue, Charm, Clairvoyance, Conjure Elemental, Dark Vision, Death Spell, Dispel Magic, ESP, Fly, Growth, Hasten, Illusions, Invisibility, Lightning Bolt, Petrify, Shape Change, Slumber, Telekinesis, Teleport
- Gakusho may only cast these spells: Bless, Control Weather, Curse, Dispel Magic, Divination, Earthquake, Heal, Light, Paralysis, Possession, Resist Elements, Resurrection, See Magic Aura, Still Mind
- Body Points instead of Wound Levels
- Traditional Open D6 Might Damage (i.e., 1/2 Might or Lifting, round up)
- Attributes may be purchased up to 5D, but all pips/dice over 4 cost double
- High rolls increase damage: For every full 3 points an attack roll succeeds by, add 1 to the damage of the attack.
- Azu-Mamaro, the Bakemono-kunshu ruler of a small kingdom in the rugged mountains to the north, seeks honorable humans to deliver his tribute to the Emperor. Other Bakemono-kunshu are dubious of Azu-Mamaro’s attempts to curry favor with the human ruler and are likely to send their own forces to interfere.
- War is coming to Okibu Province! The forces of the Nakayama Clan are gathering near the borders and Daimyo Nakayama Yosuke has his eyes on the throne of Watanabe Castle. Lady Watanabe Euiko has requested that you take the daisho of retired samurai Murakami Shoichi, once the master strategist of Lord Watanabe’s army, to his hermitage deep within the high forest and convince him to return and lead the Watanabe forces as they seek to defend their Daimyo’s lands against the depredations of the Nakayama barbarians.
- A group of unsavory bandits – led by a fearless ronin called Red Stone of the East – has been disrupting vital trade between Nagato Province and the rest of the island. The local Yakuza are have requested your help in handling this menace. For the benefit of the people, of course.
Here are a handful of common “heroic level” NPCs. Trimming some Attribute Dice or Skill Dice from these would yield more common opponents.
A Serious Samurai
Might 4D Agility 3D+1 Wit 2D+2 Charm 2D
Skills: Lifting 5D, Dodge 4D, Military Scholar 3D, Sword 4D+1, Kyu 4D, Tea Ceremony 2D+1 (6)
Complications: Samurai Code
Strength Damage: 3D
Static: Dodge 12, Block 12, Parry 13
Body Points: 36
Equipment: Katana (+2D+2/+3D), Wakizashi (+1D+2), Light Samurai Armor (5)
A Drunken Ronin
Might 4D Agility 3D+1 Wit 2D+1 Charm 2D+1
Skills: Lifting 5D, Toughness 5D, Dodge 4D+1, Sword 5D, Gambling 3D, Survival 3D, Streetwise 2D+2, Intimidation 2D+2
Complications: Unlucky In Money
Strength Damage: 3D
Static: Dodge 13, Block 12, Parry 15
Body Points: 40
Equipment: No-Dachi (+3D+2), Heavy Silks (2)
A Cowardly Ashigaru
Might 3D Agility 3D+2 Wit 2D+2 Charm 2D+2
Skills: Lifting 4D, Dodge 5D+2, Pole Arms 5D, Military Scholar 3D, Gambling 3D, Healing 3D, Survival 3D+1, Tracking 3D, Trading 3D, Charm 3D
Strength Damage: 3D
Static: Dodge 17, Block 9, Parry 15
Body Points: 32
Equipment: Yari (+2D), Light Ashigaru Armor (4)
A Noble Budoka
Might 3D Agility 4D Wit 2D+2 Charm 2D+1
Skills: Toughness 3D+1, Unarmed Combat 5D+2, Nunchaku 5D, Dodge 5D, Cultural Scholar 3D, Healing 3D, Command 2D+2
Complications: Budoka Code
Strength Damage: 2D
Static: Dodge 15, Block 17, Parry 15
Body Points: 33
Equipment: Nunchaku X2 (+1D+2)
A Mysterious Shugenja
Might 2D Agility 3D+1 Wit 4D Charm 2D+2
Skills: Magic 6D, Cultural Scholar 4D+1, Read/Write 4D+1, Dodge 3D+2
Perks: Sorcerer, Recall
Complications: Shugenja Code
Strength Damage: 1D
Static: Dodge 11, Block 6, Parry 6
Body Points: 28
Equipment: Jo Staff (+1D+2)
Spells: Animate Dead, Conjure Elemental, Illusions, Telekinesis
A Benevolent Gakusho
Might 2D+2 Agility 2D+1 Wit 3D+2 Charm 3D+1
Skills: Club 4D+1, Magic 4D+2, Cultural Scholar 4D+2, Healing 4D+2, Charm 3D+2, Etiquette 3D+2, Persuasion 3D+2
Complications: Gakusho Code
Strength Damage: 2D
Static: Dodge 7, Block 8, Parry 13 (15 w/ Tessen)
Body Points 30
Equipment: Tessen (+1D+1), Heavy Silks (2)
Spells: Bless, Dispel Magic
An Honest Yakuza
Might 2D+1 Agility 2D+2 Wit 3D+1 Charm 3D+2
Skills: Club 3D+2, Gambling 4D+1, Streetwise 4D+2, Dodge3D, Lockpicking 3D, Bluff 4D+1, Persuade 4D+1
Perks: I Am Yakuza!
Complications: Yakuza Code
Strength Damage: 1D
Static: Dodge 9, Block 7, Parry 11
Body: Points 29
Equipment: Kiseru (+1D+1)
A Nearly Invisible Ninja
Might 2D+2 Agility 4D Wit 2D+2 Charm 2D+2
Skills: Climbing 3D, Acrobatics 4D+1, Stealth 5D+2, Sword 4D+2, Throwing 4D+1, Dodge 5D, Traps 3D, Disguise 3D
Perks: I Am Ninja!
Complications: Nina Code
Strength Damage: 1D
Static: Dodge 15, Block 8, Parry 14
Body Points: 30
Equipment: Ninja-to (+2D+1), 6 Shuriken (+1D)
Here are write-ups for a few classic supernatural foes from Japanese legend. Consult Bushido for more examples. Or check out the video game Okami for some very interesting enemy ideas.
Kappa (Scale 0)
Cucumber-loving & malicious!
Might 4D Agility 1D+1 (4D in water) Wit 2D Charm 1D+1
Skills: Unarmed Combat 5D+1, Swimming 7D, Toughness 5D, Traps 2D+1
Perks: Shell Armor (6)
Static: Dodge 4(12), Block 16, Parry 12
Body Points 40, Armor 6
Bakemono-sho (Scale 0)
Might 2D+2 Agility 2D+1 Wit 1D+2 Charm 1D+1
Skills: Sword 3D, Dodge 3D, Bow 2D+2, Stealth 3D
Static: Dodge 9, Block 6, Parry 9
Equipment: Wakizashi (+1D+2), Han-kyu (+1D+2)
Body Points 30, Armor 4
Dai-bakemono (Scale 0D)
Might 4D Agility 2D+2 Wit 2D+2 Charm 2D+1
Skills: Sword 3D+2, Cultural Scholar 3D+2, Dodge 3D+2, Military Scholar 3D+2
Static: Dodge 11, Block 11, Parry 11
Equipment: No-dachi (+3D+2) or Tetsubo (+4D)
Body Points 36, Armor 5
Bakemono-kunshu (Scale 0D)
Might 4D+1 Agility 3D Wit 3D+1 Charm 3D
Skills: Sword 5D, Cultural Scholar 4D+1, Military Scholar 4D+1, Magic 4D+1
Perks: Sorcerer, Daisho
Static: Dodge 9, Block 13, Parry 15
Equipment: Katana (+2D+2/+3D), Wakizashi +1D+2
Body Points 37, Armor 9
Spells: Fly, Illusions
O-Bakemono (Scale +2D)
Big dumb ogres
Might 6D Agility 2D Wit 1D Charm 1D
Skills: Toughness 8D, Club 3D, Survival 1D+2, Tracking 1D+1, Animal Handling 1D+2, Intimidation 3D
Static: Dodge 6, Block 18, Parry 9
Equipment: Really Big Club (+4D)
Body Points 52, Armor 2
Tengu (Scale 0D)
Might 4D+1 Agility 4D+2 Wit 4D+2 Charm 4D+1
Skills: Sword 5D+1, Dodge 5D+2, Magic 6D+2
Perks: Sorcerer, Flying
Static: Dodge 17, Block 13, Parry 16
Equipment: Fine Katana (+3D)
Body Points 37, Armor 4
Spells: Charm, Control Weather, Illusion, Invisibility, Shape Change, Teleport