#Modern Person (現代人, The Modern Outsider)
Someone who crossed into the wrong age. A person from the future, dropped into Sengoku (戰國) with knowledge instead of a blade.
- Role: staff officer/analysis, noncombat support, Energy transfer, Negotiation/Medicine specialist
- Core Attributes: Wisdom (智), Presence (美)
- Core Zone Entry: forced Breakthrough (combat inexperience)
- Base Class: none (from another world)
- Three Ways and Six Hearts: free choice. Conversion trigger 2 times (normally 3), easy to shake by this age's values.
- Skills Eligible for Master: Stratagem, Medicine, Negotiation, Perception, Deceit, Survival
- Starting Automatic Skills: Stratagem Trained, Medicine Novice, Negotiation Novice, Perception Novice
Common to Expansion Classes: GM permission required. Uses the Adaptation mechanic: modern people gain traits while "adapting" to this age. See Expansion Class Guide.
#Scent — Stranger to the Age
A "person from the future" falls into Sengoku Japan. They do not know how they arrived: passing through a shrine torii, losing the path in mountain fog, or opening their eyes after sleep. The only important fact is that they cannot go back.
A modern person does not know how to wield a sword. They have never worn armor. But they carry knowledge from hundreds of years later: first aid, tactical analysis, and the outcomes of historical events. That knowledge keeps companions alive on the battlefield. Instead of fighting directly, the modern person makes it possible for companions to fight.
The problem is values. "All people are equal" sounds insane in this age. In a world ruled by loyalty (忠) and duty (義), speaking of "human rights" and "freedom" makes someone a heretic or a mad person. That is why the modern person's Three Ways and Six Hearts conversion trigger is 2 times. They shake easily.
- Recommended Weapons: none (noncombat). If necessary, a dagger (self-defense) or improvised tools (thrown)
- Recommended Schools: none. No time or talent to learn a school
- Recommended Faction Traits: Akechi territory (respects scholars), Sakai (merchant city, tolerant of outsiders)
#Law — Trait List
#1st Dan: Foresight (先見之明) [aptitude]
[aptitude] Foresight (先見之明)
Effect: Knowledge of the future. Constant effects:
- Historical knowledge: can ask the GM "what was the historical outcome of this event" (alternate history, so reference only).
- Emergency medicine: Medicine checks +3.
- Tactical analysis: can transfer Energy (spend 2 Energy → transfer 2 Energy to the target).
- Future language: Negotiation checks with yoma +2 (unbiased viewpoint).
Special attributes: when applying allocation, Courage/Finesse/Physique take an additional -1 penalty, and Wisdom/Presence/Fate gain a +1 bonus.
(In practice: weak in combat, strong outside combat)
#3rd-Dan Class Traits (choose 1)
| Trait | Type | Energy | Limit | Effect |
|---|---|---|---|---|
| Squad Command (分隊指揮) | [Kata] | 2 | 1/round | Next check by 1 ally in the same zone +3. "There! Your left side is open!" On successful Negotiation/Stratagem check, rises to +4. |
| Energy Infusion (活力注入) | [aptitude] | — | — | Improve Energy transfer efficiency. Spend 2 Energy → transfer 3 Energy to the target. On successful Medicine check, add 1 more Energy. |
| Scene Investigation (現場探索) | [aptitude] | — | — | Noncombat investigation checks +3. On Perception/Stratagem/Geography checks, can request 1 additional piece of information from the GM through "modern observation." |
#5th-Dan Class Traits (choose 1)
| Trait | Type | Energy | Limit | Effect |
|---|---|---|---|---|
| Combat Adaptation (戰鬪適應) | [aptitude] | — | — | Reduce combat penalties. Remove one of the -1 penalties to Courage/Finesse/Physique. No attack-check penalty when using a dagger/thrown weapon. |
| Information Warfare (情報戰) | [Kata] | 3 | 1/round | Analyze 1 enemy's weakness. On success (Wisdom >= 11), all allies gain attack +2 against that enemy for 3 breaths. "That one's left shoulder is slow!" |
| Field Medicine (野戰醫療) | [Kata] | 3 | 1/lull | Recover 3 Wounds for 1 ally. On successful Medicine check, recover 5. "Stop the bleeding! Keep pressure!" |
#7th-Dan Advanced Traits (choose 1)
| Trait | Type | Energy | Limit | Effect |
|---|---|---|---|---|
| Battlefield Control (戰場統制) | [Kata] | 4 | 1/round | Next checks by all allies in the same zone +2. Squad Cohesion +1 (3 breaths). "Hold formation! If it breaks, it is over!" |
| Crisis Management (危機管理) | [aptitude] | — | — | Can react when an ally would reach Wounds 0. Immediately transfer Energy (no cost, 1/round) + restore Wounds 1 with a Medicine check. |
| Leader's Words (指導者の言) | [Kata] | 3 | 1/round | Negotiation/Presence check. On success, recover 1 Three Ways and Six Hearts conversion trigger for every ally in the same zone. "It is not over yet." |
#9th-Dan Extreme Traits (choose 1)
| Trait | Type | Energy | Limit | Effect |
|---|---|---|---|---|
| Future Technology Application (未來技術) | [Kata] | 5 | 1/scenario | Present an "impossible" solution using modern knowledge. In consultation with the GM, automatically succeed at one noncombat situation. If used during combat, all allies recover 3 Energy. |
| Strategic Extremity (戰略の極) | [stance] | 4 | maintain | While maintained: all allies in the same zone gain attack +2 and Defense +1. You cannot act (devoted to command). When released, spend 2 Energy. |
#Extreme Strengths
- Strongest noncombat class. Overwhelming check bonuses across Stratagem/Medicine/Negotiation/Perception.
- Maximizes allied combat endurance through Energy transfer. The party's "battery."
- The only class that directly requests information from the GM through historical knowledge.
- Supports Three Ways and Six Hearts management. Leader's Words restores allies' conversion triggers.
#Extreme Weaknesses
- Weakest combat power. Courage/Finesse/Physique all have penalties. Direct attacks are effectively impossible.
- Forced Breakthrough only for the Core Zone. If left alone in the Core Zone, instant death is a risk.
- Three Ways and Six Hearts conversion trigger 2 times. Value conflict makes them easy to shake, putting their identity at risk.
- Poor adaptation to the age. Does not know etiquette or status hierarchy. Situation penalties may apply to Negotiation checks before people in power.
#Typical Breath Pattern (5th Dan, Noncombat Support)
Count 12 — First breath:
Information Warfare(3) → analyze enemy weakness, all allies attack+2
→ the modern person observes from the rear
Count 8 — Second breath:
Energy Infusion(2) → transfer 3 Energy to a Front Zone ally
+ Squad Command(2) → same ally's next check+3
→ ally fights in an enhanced state
Count 4 — Third breath:
Field Medicine(3) → recover Wounds for an injured ally
→ prepare additional transfer with remaining Energy
Remaining Energy: 11 - 3 - 4 - 3 = 1 (kept for emergency transfer)
#Zone Bonuses
| Zone | Bonus |
|---|---|
| Rear Zone | Home position. Full Energy-transfer coverage; focus on Medicine/Negotiation checks. Securing safety is top priority. |
| Front Zone | Dangerous. Squad Command bonus rises by +1, but the modern person is likely to be targeted. |
| Core Zone | Entry only by forced Breakthrough. Do not enter alone. Information Warfare gains +1 extra effect in the Core Zone. |
#Three Ways and Six Hearts Conflict
The modern person's central drama is a clash between the values of two ages.
- "Loyalty (忠), or freedom?" An age where loyalty to one's lord is assumed. Speaking of "individual freedom" violently shakes the Hegemony/Duty axis.
- "Status hierarchy and equality": If they shout after seeing peasants crushed, they are a heretic. If they act, they move toward Demon; if they stay silent, they lose Benevolence.
- "The meaning of war": someone who "knows" war is meaningless. But to people of this age, war is life itself.
- "Coexistence with yoma": the only human who sees yoma without prejudice. That tolerance draws companions' distrust.
- "Return, or remain?" If the path home opens, can they abandon companions from this age? The final choice.
"I know how this age ends. But even if I say it, no one believes me."
#Example Character
→ Takagi Sayaka — Sample Sheet (1/5/10 Dan + Backstory by Stage)