English edition v1.3.3

#Artisan (工人)

Builder of defenses. Shapes battlefield terrain by hand.

  • Role: barricade construction, traps, equipment repair, autonomous automaton repair, karakuri creation
  • Core Attributes: Physique (體), Wisdom (智)
  • Core Zone Entry: forced Breakthrough
  • Base Class: blacksmith, carpenter, karakuri craftsperson. A person of the hands.
  • Three Ways and Six Hearts: Truth or Compassion. The responsibility of one who makes.
  • Skills Eligible for Master: Disable, Geography, Hardiness, Perception, Survival, Herbalism
  • Starting Automatic Skills: Disable Trained, Geography Novice, Perception Novice, Herbalism Novice

#Scent — Bringing the Forge Hammer to the Battlefield

The artisan brings the forge hammer onto the battlefield. They improvise repairs on collapsed castle walls, raise barricades on enemy advance routes, and sharpen an ally's broken blade. War is not won with blades alone — the one who builds the position controls the battlefield. If the samurai is an unmoving mountain, the artisan makes the ground where that mountain stands.

An artisan's hands are rough: hands that strike iron, plane wood, and fit gears into place. But the barricade made by those hands stops an enemy charge, and the blade repaired by those hands cuts off an enemy commander's head. A single master artisan can turn a narrow road impregnable in one hour. A thousand enemies stop on that road. It is not magic, but hammer, nails, and wood — the most extraordinary use of the most ordinary tools.

Making karakuri, mechanical dolls, is the artisan's own domain. An artisan who learned Kunitomo Guild techniques can deploy combat dolls on the battlefield. This class has the strongest synergy with autonomous automatons, and in a sense it is also the autonomous automaton's "father." A 9th-dan master artisan meets the autonomous automaton they made again on the battlefield — and one day it becomes unclear whether that being is child or tool. That is why true artisans do not name their works. The moment they give a name, it becomes their child.

The artisan's deepest conflict is the ethics of the maker. Every time they make a new weapon, they see the face of the person who will die by it. Stronger gunpowder, more precise karakuri, crueler traps — where is the line? The excuse "if I do not make it, someone else will" is easy, but a true artisan refuses that excuse. Some artisans make only one blade in their entire lives. They believe that one blade is the most they can take responsibility for. That is the path of the swordsmith (刀工) — the maker binds their own soul to their work.

  • Recommended Weapons: suyari (also for Front Zone defense), tetsubo (iron club, Defense destruction), rokushakubo (suppression), hammer (improvised weapon), karakuri (one's own work)
  • Recommended Schools: none. Artisans belong to craft schools more than martial schools. Separate fields such as swordsmith forging methods and Kunitomo-ryu karakuri methods.
  • Recommended Faction Traits: Kunitomo Guild (home of teppo + karakuri), Sakai Guild (merchant guild + artisans), Kagura Domain (official purveyor artisan)

#Law — Trait List

#1st Dan: Karakuri Fieldworks [Kata]

[Kata] Karakuri Fieldworks
Energy: 3 | Limit: 1/round
Effect: install a barricade between two adjacent zones.
   Barricade: Durability 3. Moving along that route requires additional 2 Energy.
   If enemies attack the barricade (3 technique attacks), it is destroyed.
Zone: can be installed on any route, such as Front Zone↔Core or Front Zone↔enemy Front Zone.

"One nail and two planks. With these, you can stop an enemy charge."

#3rd-Dan Class Traits (choose 1)

TraitTypeEnergyLimitEffect
Improvised Repair (急造修理)[Kata]1repair allied weapon breakage or barricade Durability +1 or autonomous automaton recovers 1 Wound.
Set Trap (罠設置)[Kata]21/roundinstall a trap in a zone. When enemies enter: 1 Wound + movement stops. 1 use.
Reinforcement Work (強化工事)[Kata]21/combat/zoneallies in 1 zone gain Defense +1 (permanent during that combat). "Reinforce the position."

#5th-Dan Class Traits (choose 1)

TraitTypeEnergyLimitEffect
Karakuri Doll[Kata]31 body/combatdeploy 1 mechanical doll. Minion-grade, Wounds 2, Defense 14. Automatic attack (1/round, 0 Energy ([Kata]), 2d10>=Defense). Poison/fear immunity.
Double Barricade (二重障壁)[aptitude]strengthen barricade Durability to 5. Movement additional +3 Energy.
Field Forge (野戰鍛冶)[upkeep]1/lullat the lull: temporarily enhance 1 ally's weapon as a "masterwork" (attack techniques +2 until the next combat). Or autonomous automaton recovers 2 Wounds.

#7th-Dan Advanced Traits (choose 1)

TraitTypeEnergyLimitEffect
Build Fortification (城砦構築)[Kata]51/combatfortify 1 zone: allied Defense +3 in the zone, enemy movement +3 Energy, barricade automatically installed.
Fire Attack (火攻)[Kata]31/roundignite 1 existing barricade: crossing that route causes 2 Wounds. After 2 rounds, the barricade disappears.
Secret Passage (秘密通路)[Kata]21/combatcreate a secret route usable only by allies between two zones. Movement 1 Energy. Enemies cannot use it.

#9th-Dan Advanced Traits (choose 1)

TraitTypeEnergyLimitEffect
War Machine (戰爭機械)[Kata]51 body/combatdeploy a large karakuri. Elite-grade (Wounds 4, Defense 15, Energy 8). Fixed shooting (2 Energy/2 Wounds). Poison/fear immunity.
Iron Fortress (鐵甕城)[aptitude]zone containing the artisan: enemy Breakthrough Target Number +4. Barricades have infinite Durability.
Master Artisan (名工)[upkeep]combat startat combat start: permanently enhance weapons for all allies. All attack techniques +1. On Critical Hit, additional 1 Wound.

#Artisan and Autonomous Automaton Synergy

SituationArtisan Contribution
autonomous automaton Wounds decreaserecover 1 Wound with Improvised Repair (1 Energy)
after autonomous automaton combatrecover 2 Wounds with Field Forge (upkeep)
barricade in front of autonomous automatonwhile the autonomous automaton tanks, artisan builds behind it
karakuri doll + autonomous automatonoperate 2 machine units at once. Poison/fear-immune front.

#Zone Bonuses

ZoneEffect
Front Zoneoptimal for installing barricades. Combines with suyari checks.
Rear Zoneplace Field Forge. Upkeep Energy -1 (Rear bonus).
Core Zonerequires forced Breakthrough. Typical tactic: install trap, then retreat.

#Three Ways and Six Hearts

Natural HeartConflict
Truth (Way of Mystery)"The act of making is understanding the world."
Conflict: toward Hegemony"I will change the world with what I make" — the ethics of weapon development.
Toward Loyalty"Protecting my lord's castle is my duty."

The artisan's Three Ways and Six Hearts question: "Does what I made protect people, or kill them?"


There is nothing that cannot be made. The question is whether it should be made.


#Typical Breath Pattern (5th Dan)

Artisan: Energy 10 (10+Finesse 0), suyari

Count 10 — first breath: Karakuri Fieldworks(3) + suyari check reservation(2) = 5 Count 5 — second breath: Improvised Repair(1) + Set Trap(2) = 3 → remaining Energy: 10 - 5 - 3 = 2 (emergency movement/defense)


#Squad Tactics Traits (Artisan)

Slot Rule: Squad tactics traits are included in the class trait choices for that dan. When choosing 3rd/5th-dan class traits, you may choose a squad tactics trait instead of an ordinary class trait.

Artisan squad tactics are construction and repair. They build positions on the battlefield, repair collapsed barricades, and maintain weapons.

TraitTypeLearned DanEnergyLimitEffect
Build Position (陣地構築)[Tactic:Kata]3rd dansquad order cost1/roundthe squad builds an improvised barricade in the current zone. Durability 3. No gold required. If the artisan is in the same zone, Durability +2.
Field Maintenance Post (野戰整備所)[Tactic:Stance]5th dansquad order cost+1maintaindeploy the squad as a maintenance base. Each lull, fully restore allied weapon Durability + barricade Durability +1. Cannot attack.

Three Ways and Six Hearts (Squad Tactics): Build Position is Loyalty (make in order to protect). Field Maintenance Post is Truth — "caring for tools is caring for people."


"What I make can save someone, or kill someone. All of that responsibility is in my hands."


#Example Character

Tetsu — Sample Sheet (1st/5th/10th dan + step-by-step backstory)