Steampunk Amahara: Character Creation
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Steampunk Amahara
Steampunk Amahara Rules
Classes
Classes are a broad description of your occupation, social background and the role you play in the party but should mostly be treated as an idea guide and a partial description of the perceived social divisions in Amahara. It's perfectly fine, for example, to make gunslinging "samurai" with the Ronin or Ashigaru class, or a ninja Miko etc. Each class template gives bonus starting arts and bonus stats.
Shrine Maiden
Shrine maidens are a class of Shinto cleric that ranks below priestess. In theory, they are maidservants to the kami where and when they choose to inhabit the mortal realm. This is in contrast with the priestess, who is more like a diplomat or herald, though some shrine maidens do become priestesses-in-training. Where the priestess's life is regimented with taboos and devotions and has a role that remains purely religious, the shrine maiden has expanded into many areas, including the day to day administration of a Shinto sect's or shrine's temporal affairs, and responsibility for military force where it exists. In some instances, they have even become real leaders, relating to their sect's High Priestess much like the Shogun once related to the Apostle.
As a class, shrine maidens can excel at almost anything but are always female and always have a religious core. They start with Shinto Lore, three other arts, a +1 to any stat and the choice of a +1 to a second stat or a fifth art. This is the only absolutely critical class for the game to start - there needs to be at least one, but hell, we could have nothing but shrine maidens if we like.
Samurai
Just a generation ago, the samurai class were the rulers of Amahara. The end of the Yanari Shogunate dealt serious damage to their prestige and ended their class distinctions and privileges, but it has not broken their power entirely. The relatively peaceful transition of power in the Home Islands would not have been possible without compromise with the samurai. Moreover, being far better educated than most Amaharans, they naturally filled high positions in the government and military. Many former samurai families transferred their loyalty to the new state but cling to older traditions, transmitting their disciplined lifestyle to a new generation.
Samurai can be either gender. They start with Bushido, Close Combat, Traditional Education, two other arts and +1 Resolve.
Ronin
Some samurai were alienated as far back as the end of the Sengoku era when defeat took away their masters or peace took away their jobs. They joined an established class of experienced ashigaru who had grown unused to the idea of farming and became (stereotypically) bandits, organised criminals, bounty hunters, or mercenaries. They are still well regarded enough for their skills to regularly find work so long as they can overcome social stigma but are not as respected as proper samurai. However, the lack of expectations and regimention gives them more options to adapt.
Ronin can be either gender. They start with Close Combat, three other arts, +1 Strength, and +1 Dexterity.
Ninja
While Amahara's governments have had to grapple with overabundant samurai at various times in the past, it has rarely found itself with enough ninja for all the dishonourable work that needs to be done in the name of honour. Though they have needed to learn many new techniques to operate overseas, the ninja is a job that has made the transition into the modern era with minimal difficulty.
Ninja start with one art out of Athletics, Stealth and Trickery, three other arts, +1 Wits and another +1 in Dexterity or Intelligence.
Ashigaru
The common soldier has been important in warfare for at least seven hundred years. Today, these "ashigaru" swear fealty directly to the Apostle instead of samurai barons as in the past and it was the threat of these commoners, armed and trained in the foreign methods, that brought the samurai to the negotiating table during the restoration. While they haven't entirely inherited the prestige of the samurai, the gap in status has closed greatly with the fall of the shogunate and it helps that many members of the former samurai class are in the new military. They also have the whole Firearms thing going for them.
Ashigaru are assumed to be junior officers or experienced enlisted who have gained a few ranks to deserve special treatment. They are generally male and start with Art of War, Athletics, Firearms, two more arts of their choice, and +1 Resolve.
Geisha
Traditional female entertainers who could purely be artists or be part-time prostitutes. Either way, they are the femme fatales of Amahara, serving their masters and mistresses as spies and assassins. Many Geisha consider themselves kunoichi, though they have a clearly different emphasis in training. Still others are actually of samurai lineage with unique training, or consider themselves a distinct class from others.
Geisha start with Performance, Trickery, two other arts of their choice, +1 Charisma and another +1 Dexterity or Wits.
Scholar
These are Amaharans who have spent time studying overseas or in a foreign taught school. They have great prestige in many circles for their fresh perspectives and knowledge of things that could be used to improve Amahara as a country. On the flipside, conservatives find them quite insufferable, especially those who consider themselves learned yet have no background in traditional studies. Although most peasants have trouble affording the expenses of this course of education, every social rank is represented amongst the scholars to some extent.
Scholars start with Gaijin Learning (and need not take Traditional Education for it), four other arts of their choice at least two of which should be non-combat, and +1 Intelligence.
Secondary Classes
These classes are not as central as the above. Would you like to know more?
Merchant
- Trade was beneath the dignity of a samurai, but wealth was never dishonorable.
Stats and Specialties
You have 50 points to design your character and a total of +6 in free specialties which cannot initially stack higher than +2.
Level 1 - 1 XP
Level 2 - 3 XP
Level 3 - 6 XP
Level 4 - 10 XP
Level 5 - 15 XP
Level 6 - 21 XP
Level 7 - 28 XP
Level 8 - 36 XP
Level 9 - 45 XP
Level 10 - 55 XP
Up to 10 points can be banked for later use as unspent exp. The system is accumulative – that is, if your stat is at 3, you need only to spend the 4 additional points to push the invested XP from 6 to 10. Moreover, any bonuses to your stats originating from your character's class or elsewhere are not factored into the cost and are always added on top of your base stat for free.
The same goes for specialties, which give you additional dice in specific situations. Specialties are bought like stats and can be customised but as a rule need to be fairly specific. For example, Swording or Parrying are no good, but Kenjutsu works. Dodging is too broad, but Diving for Cover is okay. Specialties are not explicitly tied to any one stat and may be rolled with unexpected ones should appropriate circumstances arise. They do not, however, stack with each other. Note also that while specialties add dice, they do not reduce difficulty threshold on their own. Hence, even if you have a specialty in Kenjutsu, you will still be rolling at difficulty 7 unless you reduce it with Close Combat and other arts further up the tree. If you start with an art requiring a specialty or minimum stat you must buy that either with XP or with your starting bonus specialty slots.
As an exception to usual nature of things, language proficiency can be purchased as specialties instead of arts with the fluency governed by the number of dots in the specialty. A +2 or so means you understand the language and can also speak it in a decently understandable way.
Base Stats
Strength
- The measure of a person's overall physical potency. Strength is used alone for feats of pure muscle power or physical endurance. When attacking in combat, it adds directly to raw damage dealt with most weapons.
Dexterity
- Dexterity measures speed, grace, coordination and physical precision. Many physical tasks, including both raw attack and defense values, are derived from Dexterity.
Wits
- Mental flexibility and the ability to carry on thinking under pressure. Wits is important for noticing and reacting to sudden changes in the environment and for tasks where being sharp is more important than getting caught up in the details.
Intelligence
- Sheer smarts. Intelligence forms the raw dice pool when an action requires brains and attention to detail more than speed or brawn.
Charisma
- A measure of personal presence, magnetism, and social intelligence. It is the most common stat to which physical beauty is attached as a speciality and the default go-to for interacting socially with anything.
Resolve
- A measure of mental and spiritual toughness, focus, and the will to continue through adversity. Resolve is important for staying active despite pain and physical damage to the body and resisting mental influence through sheer stubborness.
Relationships Between Stats
Strength + Dexterity: When attacking hand to hand, every point of Strength the attacker has over the defender subtracts from the defender's Parry. Strength and Dexterity are also combined when a more complete measure of physical fitness than either stat alone is appropriate, such as for "soaking" environmental dangers.
Dexterity + Wits: When attacking hand to hand, every point of Wits the attacker has over the defender subtracts from the defender's Dodge. Dexterity and Wits are also combined when a more complete measure of reactions than either stat alone is appropriate, the most common of which is for determining initiative in combat.
Wits + Intelligence: When someone "attacks" a problem with Wits and is already successful, every point of Intelligence over the perpetrator adds threshold success. Wits and Intelligence together makes for a person who not only can think at a very high level, but has the wherewithal to apply it even in rapidly changing situations.
Intelligence + Charisma: Every point of Intelligence a would-be manipulator has over her mark adds threshold success if the Charisma roll is already successful.
Charisma + Resolve: A value for strength of character if there ever was one.
Resolve + Strength: Double it and that's how many hitpoints you have.
Arts
Arts represent the skillset and proficiencies of your character. Having a relevant art lowers the success threshold from various unpleasantly high numbers depending on how necessary training, knowledge and experience are for that task. It is hence a pretty good idea to make sure your starting arts reflect what it is you want to do. Arts may also have various other beneficial special effects as well, such as increased numbers of Move or Combat Actions, raised static values, or conversion of various normally rolled actions into unrolled ones.
This list is not exhaustive (though it probably covers most of the bases) and can be used to spark ideas of both how to start and how a character might progress. Generally, arts at Tier 1 are fairly common basic techniques that nevertheless have reasonably high impact on capabilities, Tier 2 are considered fairly advanced skills, while Tier 3 and 4 are amazing feats suited for movies or great heroes.
Arts do not stack their difficulty modifiers within a tier. This allows simpler customisation. For example, a ninja may opt to take Streetwise as a variant of Trickery in order to alter the connotation of his skills without any question as to whether it would be better to have both when covering a task that seems to fall under either. In such cases, the highest bonus is taken. However, Arts of different tiers will stack, so a character may benefit from up to four Arts (one from each tier) if all are applicable.
Level 1 Arts
Animal Friendship
- The ability to make friends with animals and other creatures (including magical ones) or, failing that, to at least quickly make sense of their habits and behaviours. This art reduces the difficulty of interacting with animals by 2 and makes ordinary work with trained ones too easy to roll for.
Art of War
- Amahara borrows most of its traditional military study from the Middle Kingdom's Art of War, which is the foundation upon which a corpus of strategic treatises has accumulated over two and a half millenia. It remains highly applicable today through its total and comprehensive view of strategy and broad-stroke theories that find reflection in many facets of competition besides war. It does, however, lack specific answers to some threats that have become common worldwide, such as ironclad warships or regiments of Francian infantry.
- Art of War can be combined with Gaijin Learning for western military science which, on its own, deals mainly in the practical aspects of equipping, training and directing men to win battles. The bulk of its literature is from the past two centuries of Europan warfare and it has answers for everything from correct tactics to assault a building to survival rates and average levels of amputation from wounds of differing ammunition.
Artistry (req. +2 specialty in one form)
- Covers a general proficiency in making and understanding comparatively useless things that look nice or read very well. Reduces the difficulty of producing and understanding art.
Athletics
- A general proficiency to jumping, tumbling, climbing, swimming, and running around which adventurers into wild and forgotten lands are wont to often do. Reduces the difficulty of athletic feats by 1 and grants an additional athletic action.
Bushido
- The Way of the Warrior teaches its followers not to fear death and to value loyalty and honor above all else. This reduces difficulty on all relevant Resolve rolls, including saves from death and knockout so long as one stays true to samurai ideals.
Clockwork Prosthetic
- Some extremely skilled foreign surgeon-mechanics are able to construct clockwork prosthetics to replace missing limbs. This makes one of your arms mechanical with all attendant benefits and disadvantages.
Close Combat
- A general proficiency in fighting at close quarters. It reduces the difficulty of armed and unarmed combat by 1 and grants an additional close combat action.
Craft (req. +2 specialty in one form)
- Covers a general proficiency in working with your hands and using them to make practical objects.
Enigmas
- Covers problem and puzzle solving, reducing difficulties by 1.
Fast Draw
- Your weapon is considered drawn the moment your first initiative arrives.
Firearms
- This gives a general familiarity with firearms, reducing shooting difficulty by 1 and lowering risk of malfunction. If a gun would take four or more rounds to shoot, this reduces that by 1 as well. The art also includes the knowledge of how to maintain guns between use – an important skill in the era of black powder.
Gaijin Learning (req. Traditional Education)
- Indicates time spent studying abroad in a Gaijin country or in one of the newfangled institutions springing up in the capital. Provides a solid understanding of gaijin society (especially in one country), humanities, mathematics, and basic understanding of their arts and sciences. Obviously there are advantages to this set of studies or else Amahara wouldn't be so keen on incorporating it. Provides a free foreign language at +2.
- Gaijin Learning can combine with many traditional practices to provide background to the western equivalents that the art itself doesn't normally cover. This is a minor perk more often than not but can be very helpful for pure knowledges like Art of War or Traditional Medicine.
Meditation
- A prerequisite for a whole bunch of things and allows easier meditation or feats of concentration using Resolve. Successful meditation takes on many forms and may provide bonuses in a variety of tasks.
Occult Lore
- Involves knowledge of eastern occultism derived from the Tao of the Middle Kingdom and many other belief systems.
Performance (req. +2 specialty in one form)
- A background in secular performing arts like instruments or drama or dance or whatever.
Shinto Lore
- Gives a solid background of training and knowledge in shinto rites, rituals and ceremonies. Has some overlap with Occult Lore.
Stealth
- Improves stealth.
Survival
- You know your way around the wilderness. Improves difficulty for tasks relating to surviving outside populated areas for yourself and for people you help. Includes hunting (provided you know how to use a weapon), tracking and so on.
Tattoos
- Tattoos are serious business in Amahara, with deep roots in tradition and ancient secrets of unimagineable power. Even when completely mundane, they are on the whole rather more impressive than tattoos available elsewhere in the world. Having a set of these reduces the difficulty of various social interactions (generally intimidation) depending on the amount of skin exposed.
Tough
- Doubles your hitpoints and makes Strength rolls of physical resistance easier.
Trickery
- Deception and misdirection.
Traditional Education
- All characters are assumed to have a basic command of writing and numbers but Traditional Education indicates a higher standard of learnedness that most peasants cannot afford. It includes a somewhat more extensive understanding of mathematics and significantly greater proficiency in the Amaharan language, including formal writing and at least the basics of poetry, calligraphy, literature, etiquette, histories of the realm, and generally things that a samurai of old would be expected to know.
Traditional Education (Middle Kingdom)
- This is something of a variant of regular Amaharan education but is a lot less artsy, concentrating on morals, incredibly dry and formal essays, the imperial legal code and a side of financial theory of debateable value. It assumes passing a provincial examination, which implies social status in the Middle Kingdom and usually though not always the male gender.
Traditional Medicine
Level 2 Arts
Animal Companion (req. Animal Friendship)
Anthropology (req. Gaijin Learning)
- The western view of other peoples, their histories and their artifacts.
Body Control (req. Meditation and Toughness)
Bunraku (req. Craft and Performance)
- Bunraku is the art of controlling creepy Amaharan dolls from a distance with wires and clockwork. Foreigners see it as an amazing and exotic art, making it as useful for entertainment as for other more sinister purposes when overseas.
Chi Aura (req. Meditation)
- Cultivation of internal energy allows greater physical and magical feats.
Disguise (req. Trickery)
- You are very good at disguising yourself and others and would certainly be able to appear as a totally different person and perhaps even change apparent ethnicity or gender.
Heart of Clear Water (req. Meditation)
- Grants preternatural perception.
Intrigue (req. Traditional Education)
- You are practically experienced in politics, probably due to the social class you were born into but perhaps also a little luck and opportunity. You gain easier insight into what's really going on and can more easily navigate current events and bureaucracies. A vital prerequisite to game out of being pawns.
Jujutsu (req. Close Combat)
- The traditional
Jukendo (req. Close Combat and Firearms)
- Jukendo is the uniquely Amaharan art of fighting with a rifle in hand to hand combat with or without a spike or sword bayonet. Considering that rifles are unwieldy up close, it is considered a beneficial skill for quality troops. The rifle becomes treated as a weapon in close combat, which reduces its difficulty to 6 and prevents close combatants from cutting through it without a higher level art. Gain an extra athletics action for the purpose of bayonet charging.
Kagura (req. Shinto Lore and Close Combat and Athletics)
- Kagura is the sacred unarmed combat form of the shrine maidens that evolved from the various ceremonial dances and rituals associated with the Shinto religion. It is a highly acrobatic, striking martial art with an emphasis on flexibility, kicks and dodging. In the real world, its closest cousin would be capoeira. It grants an extra athletics action and an extra close combat action while unarmed and there is sufficient space to move. The practitioner can strike immaterial targets.
Kappa Affinity (req. Athletics)
- You are a fish. Swimming, diving and holding breath (within reason) are unrolled actions except under hostile circumstances. You can also see and even fight reasonably well underwater. You also have resistance to the unpleasant effects of icy bodies of water.
Kenjutsu (req. Close Combat)
- Grants an extra combat action with an Amaharan sword. Lets the practioner roll Strength to cleave through weak objects, including bodies and improvised weapons.
Kyudo
- Archery is a dying art these days, but the use of a yumi was once almost as prestigious a samurai skill as kenjutsu. Although guns have replaced bows in most areas, they still have a few advantages, such as stealth.
Naginatajutsu (req. Close Combat)
- Grants an extra combat action with a naginata. Proper usage of the naginata's leverage gives an effective +1 Strength while wielding it with enough room.
Ninjutsu (req. Close Combat)
- Ninjas aiming for combat effectiveness and lethality will train in a variety of weird weapons - basically every other weapon in the Amaharan arsenal that aren't standard samurai weapons or guns is reduced in difficulty by 1.
Ninja Parkour (req. Athletics)
- This is the real ninja action deal and allows ninjas to use grapples and swing lines, leap across rooftops and generally just appear out of the woodwork when everyone is least expecting it.
Onmyodo (req. Occult Lore and Shinto Lore)
- Onmyodo is a synthesis of eastern occult knowledge combined with Shinto beliefs. While it also provides for interaction with spirits, the onmyoji does all the heavy lifting herself with observances, sacrifices and rituals.
Shugendo (req. Occult Lore)
- Control of five elemental forces.
Spiritualism (req. Shinto Lore)
- This allows the summoning of spirits and the invocation of the kami to assist you. This type of magic still works in the homeland but its usefulness drops rapidly in other areas. In civilised areas, the kami find it difficult to manifest for any length of time if at all. In places untouched by Amahara Shinto, they may behave in unexpected, even hostile ways and against the traditions and rituals that have long governed the norm of interaction between the worlds of gods and humans. Changing this situation by spreading Amahara Shinto is of course a primary directive of your mission.
Voice Artist (req. Performance)
Level 3 Arts
Burning Aura (req. Chi Aura + Tough)
- Partially literal.
Killing Intent (req. Chi Aura)
- Your chi aura is dark and full of killing intent (if you are in fact intent on killing). Roll Charisma + Resolve to terrify people in an incredible way.
Lightning Change (req. Disguise)
Living Tattoos (req. Tattoos and ??)
Ludicrous Parry (req. Kenjutsu and Heart of Clear Water)
Split Image Strike (req. ??)
Sunder (req. Kenjutsu and ??)
- This grants totally cinematic powers to a katana, allowing them to slice through all kinds of stuff.
Equipment
Weapons
Amaharan (Melee)
Tanto
- The tanto is an Amaharan knife with a straight blade and a single edge. It is designed primarily as a stabbing weapon but can be swung for a cut as well. Because of its short length, a knife has little reach and is hard to parry with. However, it deals lethal damage rather than unarmed bashing and is usually quite easy to hide on one's person.
- Skill Arts: Close Combat, Ninjutsu
- +1 init/+1 damage
- -1 Strength when parrying
Ninjato
- The straight-bladed ninja sword is not quite as cutty as the katana and not as simple to outright hide like a knife, but does have the potential to be disguised which is not as much an option for a curved wakizashi and even less so a proper katana.
- Skill Arts: Close Combat, Ninjutsu or Kenjutsu.
- +2 or +3 init/+3 damage
Wakizashi
- The curved wakizashi is similar in construction to the katana, but much shorter.
- Skill Arts: Close Combat, Kenjutsu
- +2 init/+3 damage
Katana
- While Amahara is behind the West in terms of modern technology, it is somewhat ahead in many older crafts. Nothing makes this more clear than the katana, the finest longsword in the world. The katana has significant reach, is good at parrying, and deals a ton of damage. With the proper arts, a katana can cleave through solid objects.
- Skill Arts: Close Combat, Kenjutsu
- +3 init/+5 damage
Nodachi
- A massive version of the katana dedicated to two-handed use.
- Skill Arts: Close Combat, Kenjutsu
- +4 init/+6 damage
Naginata
- A sword on a stick! When properly wielded, the naginata is a good weapon with which to make up for a disadvantage in physical strength or reach. It can hit from afar but is unwieldy without sufficient room with which to swing it. Its wooden pole can also be a weakness in close range or confines.
- Skill Arts: Close Combat, Naginatajutsu
- +6 init/+4 damage
- +1 effective Strength
Bo
- A long stick which lacks a sword and therefore tends to be rather inconspicuous as long weapons go. The bo staff deals a fair amount of bashing damage if it has room to swing with but wooden ones are vulnerable to being hacked apart. For this reason, many staves are reinforced with iron.
- Skill Arts: Close Combat, Bojutsu
- +4 init/+2 damage (bashing)
- +1 effective Strength
Kusarigama
- Wins init when it can swing?
Amaharan (Ranged)
Fukiya
- Amaharan blowgun. Very hard to use without aiming and calling the shot.
Shuriken
- Highly specialised Amaharan throwing weapons. Shuriken are quite hard to use without Ninjutsu and deal limited damage without Throwing Art but are silent and very easy to hide. Unless some specific effort is made to retrieve them, they are limited to three uses per battle.
Yumi
- Under most circumstances, a bow works much like a rifle except it is worthless in melee, does less damage, does not jam, and does not produce noise or smoke. A bow has a higher difficulty to hit with than normal unless the wielder is skilled in Kyudo.
Foreign
Cutlass
- +3 init/+2 damage
Firearms
Firearms do not add the wielder's strength to their raw damage for obvious reasons but Dexterity is still rolled for the purpose of hitting and determining how solid the hit is. Guns normally cannot be parried - only dodged - and treat all their damage dice as automatic successes. Guns take rising penalties to hit when used outside their effective range.
Derringer
- A derringer is a single-shot pistol that comes in a pair. They fire once each and don't do much damage, but are nevertheless a positive way to begin or end a fight. They are generally only reloaded outside of battle.
- +3 damage
- max effective range is "within the room".
Revolver
- A revolver normally fires once every other round and but can be dual wielded to double the rate of fire and double the total number of shots possible from six to twelve. It is significantly superior to the rifle at close range but its lethality and accuracy drops with distance. As it causes a massive bang and a huge plume of smoke, it usually loses stealth the moment it shoots and like all guns, will also inevitably suffer malfunctions once in a while. It takes considerable effort to reload a revolver.
- +4 damage
- max effective range is "down the street" or "across the yard".
Rifle
- The ultimate battlefield weapon. This is a bolt action, single shot rifle using a crude brass cartridge filled with black powder. After firing, the rifle must spend a base three round cycle out of action as the shooter works the bolt, loads a fresh round and closes the bolt again. Where the rifle is in this process has no bearing on its utility as a melee weapon (see Jukendo). A rifle round deals a fuckton of damage. Other qualities include increased benefit from aiming and unwieldiness in close quarters. The newest rifle currently replacing various imported weapons with the Amaharan army is the Midori Type 17 of indigenous manufacture. It is a modern weapon, but one without any special features or the greatest record in reliability.
- x5 damage
- max effective range is "across the field"
- min effective range is "down the street"
Bayonet
- This attachment makes a rifle also a very convincing melee weapon. Note that good heroines seldom openly mount a bayonet on the rifle slung to her back so you may have to fix it in advance. The art of fighting hand-to-hand with a rifle – whether the bayonet is there or not – is the art of Jukendo. An infantry battle rifle with a fixed bayonet is typically +4 init/+1 damage.
Other
Things used for the less physical sorts of activities!
Gohei
- The most recognizeable piece of shrine maiden gear is a stick with a pair of paper streamers. It is waved around for a variety Shinto rituals, but especially ones involving cleansing and exorcism.
Onusa
- A different gohei with a whole big tuft of paper shide. It is used in pretty much the same way.
Ofuda
- Paper charms. Can be pasted on objects and doorways or, at high levels, charged with magic and thrown.
Amulet Charm
- A solid pendant or amulet type charm. Attracts spirits or magical power.
An
- A many-legged table that can be unfolded to perform Shinto rituals.
Mikoshi
- A mobile shrine. This is a very large and cumbersome piece of gear with lots of fussy bits and requiring four
Wardrobe
It would be a shame indeed to trot the globe, dance with rogues or adventure to the darkest parts of the world and beyond without proper attire. Outfits may be modified or upgraded both at the start and ingame when the opportunity arises. They generally provide minor bonuses and detriments that are purely situational. A player may start with any reasonable number of outfits but only one can be worn at a time and obviously you cannot change in an emergency without an art to that effect. Adding components to an outfit can mechanically be considered a modification.
Traditional
Yukata
- Default summer wear in Amahara and is supposedly appropriate wear for trips to hot springs. It is a little difficult to run around in, giving -1 Dexterity where lower body movement is involved.
Kimono
- Like a yukata except properly made of silk. A full length kimono is a complex and complete outfit for females but can be combined with a hakama belted under the bust, in which capacity it is the standard girl's school uniform of the age. Like the yukata, it is -1 Dexterity's worth of difficult to run in.
Furisode
- The furisode is a kimono with floor-length sleeves and is considered formal attire for unmarried women. An important piece of attire for Amaharan women looking to muss around in domestic politics. Female characters of class probably have one stored away at home along with the fussing relatives. It is hard to maneuver in and is hence -1 Dexterity for all tasks except those that are purely matters of fine manipulation.
Haori and Hakama
- The haori is a male version of the kimono with most of the bottom cut off, in turn allowing the hakama to be split and thereby function as pants instead of a skirt. This is the standard male outfit of Amahara but is also worn by females in situations requiring freedom of movement, in which case the female version of the haori is not as loose and covers the upper body more fully, and the hakama are belted at the bust instead of the waist.
- Ryouran Style (FBH Special)
- A Reduced female version of the above. This modification makes cuts to the material of the hakama to free up and mostly just reveal the legs, does away with the haori's sleeves, and may reduce the coverage on the haori as well for
more cleavage to be shownbetter ventilation during physically strenuous activities like fighting. This is considered fairly daring and immodest fashion, but the positive argument is that it allows more freedom of movement or something. It certainly increases sex appeal.
- A Reduced female version of the above. This modification makes cuts to the material of the hakama to free up and mostly just reveal the legs, does away with the haori's sleeves, and may reduce the coverage on the haori as well for
- Miko Outfit
- The distinctive version worn by shrine maidens with white haori and red hakama. It clearly marks the wearer as a holy woman to those familiar with Amaharan culture. It is an important piece of apparel for Shinto rituals or entreating with gods and spirits that fall under the Shinto paradigm. For more advanced rituals conducted by higher ranked miko, a fancier version is necessary, sometimes demanding partial or full -1 Dexterity. However, the basic version has no penalties.
Kataginu
- The kataginu is a sleeveless jacket with flared shoulders and marked with a mon of allegience. It was worn over the haori/hakama combination by samurai during the Yanari period. The kataginu's popularity has died down in the home islands after the restoration but it can also be seen with frequency in Ryunan where the samurai class de facto survives.
Gi
- The required clothing of many martial arts, especially for lower students. It is sometimes worn with hakama to mark status or for some specific arts schools such as kyudo. It is loose fitting to provide ventilation but tough enough to survive being grabbed, thrown, or otherwise smacked around. Appropriate for dojo challenges!
Ninja Outfit
- Not just for ninjas, the ninja outfit is simply a full body outfit of black cloth and a quiet set of tabi boots. This provides a bonus to stealthing around in situations where black blends in. Unfortunately, it's also most suspicious if ever actually spotted. Can optionally include fine kusari layering for protection in melee.
Sengoku Samurai Armour
- Lamellar armour worn by samurai centuries ago. Highly protective against melee, but probably a bad idea!
Western
GothLoli Dress
- A fashion originally from Danuby but will fit in well in most of Rose Europe. Comes across especially well as formal wear of the upper class or other situations that require a sense of elegance. Obviously women and traps only, but it does have male counterpart, Gothic Aristocrat, with different variation and distribution. It has -1 Dexterity worth of physical cumbersomeness.
Holy Dominion Army Uniform
- The uniform of Amahara's Holy Dominion Army is dull olive in colour and tailored in the European style (specifically that of Karlsland, giving a purely militant rather than noble look). This uniform is well known in the region and has also become fairly well known around the world as well, now that Amahara is a rising modern power in Lotus Asia. Nevertheless it is not nearly as iconic as uniforms of major European states.
Imperial Dress
- Francian fashion that is generic and relatively non-fussy, with waist drawn up to just below the bust. This is the same rule that female hakama follow, so there is some familiarity in that for Amaharans. Fits in throughout the Francian and Britannian influenced world. It is somewhat narrow to run in and suffers -1 Dexterity in that capacity.
Steampunk
- Involves a lot of brown leather in the form of trousers, jackets, hats and some brass here and there. Adventuring gear that provides some protection against the dangers of the uncivilised world.
Maid Outfit
- The uniform of an elegant household maid. This is also a Francian tradition that has spread on the continent and even some progressive, high class households in Amahara. Some large service establishments like hotels also use this outfit for housekeeping staff and the like so it can be used to blend in to a surprising number of places. The apron and dress is -1 Dexterity to lower body movement.
Other
Detached Sleeves
- This adds sleeves to any outfit without them, though it always leaves a gap at the shoulder or upper arm. When added to an outfit that already does have sleeves, this will detach them for no good reason. Detached sleeves are a sexist upgrade only available to female characters.
Disguised Weapon
- This disguises the weapon as something else such as turning a ninja sword into a cane sword like Zatoichi, but only some weapons are eligible for this. A person with Craft may be able to do this on their own.
Goggles
Kusari Layering
- Japanese mail is very fine and flexible. It can be applied to the inside of articles of clothing for additional protection but brings about a -1 Dexterity for actions involving limbs when applied to them. It is also a poor defense against bullets but may save your life in melee.
Luggage of Holding
- Greatly increases the stuff you can reasonably take with you on your travels by means of a massive suitcase stamped or pasted with prior port calls. Note that dragging a massive suitcase by hand through the jungle is still going to be encumbering.
Reduced
- Puts holes into or entirely does away with the fussier parts of an outfit, retaining overall style whilst eliminating any mobility penalties. This does have the side effect of making the outfit rather less modest of course.
Stocking Weapon
- Can't be a proper femme fatale without being able to mount a weapon under the skirt. Can also be hidden inside a suitably floppy sleeves.
Thigh Highs
- A female upgrade wherein a thigh high stocking is involved for no good reason. Can create an absolute area if the hem of the garment does not reach the knees.