English edition v1.3.3

#Wildlander (野人, Wildman)

A wild warrior carrying Emishi and Ainu blood. With bare hands and bare body, fights the battles civilized people have forgotten.

  • Role: Core Zone combat, unarmed slaughter, wild survival, yoma detection
  • Core Attributes: Courage (勇), Physique (體)
  • Core Zone Entry: free
  • Base Class: tribal warrior of the Emishi, Ainu, or Kumaso. One who serves the kamuy.
  • Three Ways and Six Hearts: Truth or Compassion. The heart of one who lives with nature.
  • Skills Eligible for Master: Unarmed Combat, Survival, Hardiness, Fighting Spirit, Perception, Footwork
  • Starting Automatic Skills: Unarmed Combat Trained, Survival Novice, Perception Novice, Footwork Novice

#Scent — One from the Land of Gods

Long before this age of turmoil that the Yamato court calls "Sengoku," people lived on this land. Emishi (蝦夷). Ainu. Kumaso. Hayato. People who spoke with the kamuy (神) of the earth, felled bears with bare hands, and made forest and mountain their home. They were here before the age of samurai arrived, and they will remain after the age of samurai ends. The wildlander is the last living witness of those peoples.

Wildlanders do not carry katana. The makiri, a small knife, and their own bodies are their weapons. They do not wear armor. Tempered skin and the blessing of kamuy are their armor. Samurai call them "barbarians," but the one who stands last in the asura-field of the Core Zone is not civilization's blade, but the fist of the wild. Hands that break a bear's neck at once, feet that catch a wolf in a breath. These hands and feet are faster than five samurai blades.

On the battlefield, wildlanders are alien presences. Ashigaru feel reverence and fear at the same time, and even yoma sense something "of the same kind" in a wildlander's gaze. Whether it is kamuy's blessing or the senses of the wild, wildlanders notice yoma signs before anyone else. If onmyoji read stars and feng shui masters read the earth, wildlanders smell. The smell of wind, the smell of soil, the smell of blood. Those smells tell the wildlander where enemies are. It is the oldest and most accurate scouting art.

The wildlander's deepest loneliness is becoming the last person of a vanishing world. Yamato cities grow larger, and forests grow smaller. Fewer and fewer people know the songs that call the kamuy. One day, the wildlander returns and finds their tribe gone — assimilated, massacred, or forgotten. So the old age of a 9th-dan master wildlander is spent alone in the mountains. As the last person who serves their kamuy. When they die, that kamuy disappears too. Knowing this, the wildlander sings the kamuy song every day. That is their duty, and their freedom.

  • Recommended Weapons: makiri (small knife, short weapon), bare hands/Unarmed Combat (tribal fist arts different from rakan boxing), bow (hunting), club (made of stone or bone)
  • Recommended Schools: Takenouchi-ryu (Unarmed Combat — external learning possible), no school (self-taught — tribal transmission). Samurai schools are rejected.
  • Recommended Faction Traits: none (most common — true wildlanders are unaffiliated), Shuten Mountain (rare — fellow wild ones), Biu Mountain (rare — affinity with nature yoma)

#Law — Trait List

#1st Dan: Hand of Kamuy [aptitude]

Unarmed attacks (Unarmed Combat) cost 1 Energy, inside or outside the Core Zone. On unarmed hit, choose an additional effect (1/round): push (force target to an adjacent zone) or grapple (target cannot move next round). Free Core Zone entry/exit.

A wildlander's fists are weapons. Even if the blade breaks and there is no armor, the battle is not over.

#3rd-Dan Class Traits (choose 1)

TraitTypeEffect
Bear Slayer[aptitude]on unarmed hit, if the target has higher Wounds than you, add 1 Wound. "The technique of bringing down the huge."
Wild Senses[aptitude]yoma detection automatically succeeds. Immune to ambush. During the lull step, know the yoma encounter-table result in advance.
Makiri[aptitude]unlock special dagger. Energy 1, short-weapon size. On hit, inflict "bleeding": afterward, add 1 Wound each lull (Physique>=13 ends).

#5th-Dan Class Traits (choose 1)

TraitTypeEnergyEffect
Iyomante[Kata]2battle cry. All enemies in the same zone make a Mental Save (Courage >= 13). On failure, Defenseless. Works on yoma too.
Kamuy's Blessing[aptitude]when not wearing armor, Defense = 10 + Physique + Courage (heavy-armor-grade defense bare-bodied).
Root Down[aptitude]immune to push/forced movement. Enemies trying to pass the wildlander in the same zone pay movement +2 Energy.

#7th-Dan Advanced Traits (choose 1)

TraitTypeEnergyEffect
Shura Hunt[aptitude]all unarmed attacks in the Core Zone are in the automatic Critical Hit range (double + total 14 or higher).
Mountain's Wrath[Kata]3make an unarmed check against every enemy in the same zone. Each successful target takes 1 Wound + push. "Like a landslide."
Kamuy Descent[Kata]2bring down a kamuy (bear/wolf/eagle) for 1 round. Attack +3, Defense +3, movement 1 Energy. 1/combat. After use, next-round Energy -3.

#9th-Dan Advanced Traits (choose 1)

TraitTypeEffect
State of Bare Hands[aptitude]unarmed hits deal 2 Wounds (base). On Critical Hit, 3 Wounds + disarm.
Avatar of the Earth[aptitude]automatically recover 2 Wounds each lull. Complete immunity to poison/disease/fear.
Last Hunter[aptitude]at Wounds 1: Energy +4, attacks automatically hit, and negate all hits 1 time per 1 round. "At death's door, becomes the most dangerous beast."

WeaponReason
Makiri (dagger)Emishi small knife. Bleeding-specialized. Optimal in the Core Zone.
Fists (Unarmed Combat)no weapon required. Core +2. Push/grapple.
Tetsubo (iron club)Defense destruction-specialized. Anti-oni.

#Typical Wildlander Breath Patterns

BreathManeuver CombinationEnergyEffect
Core Unarmedstrike(1)+strike(1)+strike(1)+grapple(2)53 Wounds (3 hits)+bind
Makiri Flurryhunting slash(1)+hunting slash(1)+Wild Senses reservation(1)32 Wounds+bleeding+defense
Kamuy DescentKamuy Descent(2)+strike(1)+strike(1)4descent+2 hits (attack+3)

#Zone Bonuses

ZoneEffect
Core ZoneUnarmed Combat +2 (grapple/push). Wildlander's optimal zone.
Flank Zonecamping/stealth through Survival skill.
UnderwaterUnarmed Combat +2 (water resistance).
High Groundwildlanders can climb even without Lightness Skill (Survival license).

#Three Ways and Six Hearts

Natural HeartConflict
Truth (Way of Mystery)"One who lives with kamuy." Part of nature.
Conflict: toward Demon"Reject civilization. The wild is law." Conflict with human society.
Conflict: toward Compassion"To protect the land of the Emishi." Devotion to the tribe.

"Kamuy is with me. This earth is my weapon."


#Squad Tactics Traits (Wildlander)

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.

Wildlander squad tactics are bestial charges. Emishi tactics are not civilized formations, but the hunt of nature.

TraitTypeLearned DanEnergyLimitEffect
Bestial Charge (野獸突擊)[Tactic:Kata]3rd dansquad order cost+11/roundwildlander charges with the squad in the same zone using unarmed/makiri attacks. All enemies in the same zone make a Mental Save (Courage >= 11) + squad attack +1.
Kamuy's Howl (神威の咆哮)[Tactic:Kata]5th dansquad order cost+11/combatthe wildlander howls to call kamuy. All enemy squads within 2 adjacent zones take Cohesion -2 + fear. Allied squad attacks +2 (1 round).

Three Ways and Six Hearts (Squad Tactics): Bestial Charge is Truth (nature's hunt). Kamuy's Howl is the height of Truth — "the god of the earth howls with us."


"The forest does not lie. Only humans lie. So I trust the forest before I trust humans."


#Example Character

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