English edition v1.3.3

#Masterwork Arsenal (名品總覽)

Contents

A weapon with a name has a story. A weapon with a story chooses its wielder.

Related Entries: Weapon Catalog · Schools · Maneuver System · Faith in the Sengoku · Core Interpretation Principles


#Principle: Equipment Slots

This principle is identical to ../co-99-meta/co-99-02-core-principles.md Principle 3, and applies across masterworks, sacred objects, and ordinary gear.

One character can equip and activate only 1 item at a time in each equipment category(weapon / armor / accessory / sacred object or talisman).

#Exceptions (4 types, cannot be expanded)

  1. Possessing a trait or school license that permits multiple armaments — If a character has acquired a trait or license that explicitly permits multiple armaments, such as nito-ryu, an Itto-ryu license, or twin pistols, they may use multiple weapon slots within the range specified by that trait.
  • Weapon slots only. Armor, sacred-object, and accessory slots are not expanded.
  • A concept declaration such as "dual-wielder" is not allowed without the trait or license.
  • If two weapons equipped through nito-ryu are each masterworks or sacred objects, equipping them is allowed. However, simultaneous activation of masterwork techniques or devotion techniques must separately satisfy Exceptions 2~4 and the [Understanding] route.
  1. Masterworks or sacred objects transmitted as a pair — Only when the tradition itself is paired, such as male-and-female paired swords or paired wing bows. A player cannot claim any two blades are "twin swords."
  1. Set of the same original owner — A set confirmed by tradition or record to have been worn at the same time by the same person while alive. It can be equipped together even in the same category.
  1. Heroic spirit of the original owner — If a heroic spirit class holds sacred objects from their own previous life, they may possess everything they held while alive. However, apply physical constraints by common sense(two hands = 2 weapons, 1 suit of armor, 1 helmet, etc.). Even a Guan Yu heroic spirit cannot swing the Green Dragon Crescent Blade and a spear at the same time.

Interaction: Exceptions 2, 3, and 4 are already premised on "multiple possession," so they themselves permit physical multiple equipment(no nito-ryu trait required). Exception 1 expands weapon slots, and is an independent axis from whether the item is a masterwork or sacred object. Under any exception, the physical limits of hands and body are the final cap.


#Principle: Independent "N Times per Round" Counters

This principle is identical to ../co-99-meta/co-99-02-core-principles.md Principle 6.

The "N times per round" limits on different masterwork techniques each use an independent counter. If a character carries two masterworks through nito-ryu, each masterwork technique keeps its own N times per round. Higher constraints such as the one-breath Energy limit and Combo Fatigue(cumulative by target) still apply.


#Masterwork Rules Summary

ItemRule
Technique CountAttack A + Attack B + Defense + License + masterwork technique = 5
Masterwork Technique RequirementRelevant skill Master(4 points) or higher
AcquisitionScenario reward, legacy, loot. Cannot be purchased(as a principle).
Masterwork Technique TypeKata(形). Round/battle/session limit. Explosive power.
Unique StoryEvery masterwork has a name, history, and current-location information.

All [Masterwork] techniques in the tables below can be used only by users who satisfy this requirement.


#Spirit-Realm Wandering Treasures (靈界鬼物, Spirit-Realm Wandering Treasures)

Lore for weapons drifting across eras

#Scent — Blades That Came Against Time

When the chaos of the Sengoku reached its height, the Gate of the Spirit Realm (靈界の門) opened. This was not merely a yoma invasion. The Spirit Realm is a place where time flows differently, a dimension where the human world's past, present, and future all exist at once. The moment that gate opened, one kind of being sleeping in the deep Spirit Realm was released: weapons that carry the memory of battle.

Famous blades do not die. Once a famed sword has drunk human blood, part of a soul lodges in the blade. When its owner dies, that soul flows into the Spirit Realm. There, weapons sleep until the next age of war comes. And when a great war erupts in some era, the Gate of the Spirit Realm opens, and the sleeping weapons flow back into the human world. Regardless of era.

That is why, on Sengoku battlefields, a samurai's hand may hold the sword of the future master smith Nagasone Kotetsu. A work by a smith not yet born hangs at a Sengoku warrior's waist before its maker has forged it. That is not a contradiction. It is how time works in the Spirit Realm. In the depths of the Spirit Realm, that blade has already been forged, has already cut people, and already has a soul. By the human world's time, only the smith has not yet been born.

Spirit-Realm Wandering Treasures choose their owners. Not simply the strong, but those who long for battle. The moment the sword is held, the old soul inside it looks into the new owner's heart. If it sees enough killing intent(殺意) and enough righteousness(義), the blade opens its secrets to the owner. If it does not, the blade remains an ordinary sword, no more than a piece of iron no matter who swings it.

#Law — Spirit-Realm Wandering Treasure Classification

Spirit-Realm Wandering Treasures are mixed into the masterwork catalog. Entries marked with the [Spirit-Realm Wandering Treasure] tag are weapons that cannot exist in the Sengoku period by era(future smiths, future styles, names from other periods, and so on). In game rules, treat them like ordinary masterworks, but in lore they follow the points below:

TraitDescription
Era-IndependentA weapon not made by a Sengoku-period smith. It flowed out of the Spirit Realm.
Owner SelectionNo effect when carried by an ordinary person. Its masterwork technique activates only for one who longs for battle.
Spiritual TraceWeak yoma-ki(妖氣) or divine ki(神氣) can be sensed from the blade itself. An onmyoji or a Master in Perception can detect it.
Risk of LossIf the owner dies, it may return to the Spirit Realm. GM decision at the end of the scenario.
Time RiftIf too many Spirit-Realm Wandering Treasures gather in one place, a small time rift may open there(scenario hook).

GM Use: Spirit-Realm Wandering Treasures are powerful, but they are borrowed power. Take care that the character's identity is not overwhelmed by the blade. Some masterwork Spirit-Realm Wandering Treasures carry part of an old owner's will and may interfere in the new owner's decisions(RP element).

#Where Is the Gate of the Spirit Realm?

The Gate of the Spirit Realm has no fixed location. It opens temporarily under these conditions:

  • Just before a vast battle: just before more than a thousand people die, a rift forms in answer to that killing intent
  • Revival of a sealed boss: when a great yoma such as Shuten-doji or Hannya awakens, the Gate of the Spirit Realm opens with it
  • Ritual at a crossing of spirit veins: a feng shui master or onmyoji intentionally attempts to open the gate(a dangerous rite)
  • A turning point of eras: the moment one era ends and another begins(the closer the end of the Sengoku period comes, the more often the gate opens)

"When the Sengoku ends, the Gate of the Spirit Realm opens widest. And at the beginning of the next age, the Spirit-Realm Wandering Treasures sleep again, waiting for the next war."


#Blade Masterworks (刀類名品)


#Tachi (太刀) Masterworks

#Higekiri (髭切) — "The Beard-Cutting Blade"

#Scent

The treasured blade(寶刀) of the Minamoto clan. It earned its name because, in a test cut, it cut even a prisoner's beard in one stroke. A legendary sword that took countless heads through the Genpei War. Its current location is unknown, and rumor says Kagura Domain is searching for it.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Origin Current — Trophy Head (首級)Kata32d10+Courage+Swordsmanship+2 >= Defense2 Wounds. If the enemy is incapacitated, all enemies in the same zone make a Mental Save(Courage >= 13). "A head was taken."1 time/round

#Hizamaru (膝丸) — "The Knee-Cutting Blade"

#Scent

The twin sword of Higekiri. In the same test cut, it cut down to the knee. Some traditions say it was later renamed "Kumogiri," the spider-cutting blade. It is an exorcist blade specialized for subduing great yoma.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Kumogiri (蜘蛛切)Kata32d10+Courage+Swordsmanship+1 >= Defense2 Wounds. Against yoma: 3 Wounds + remove bindings(spiderweb/bondage immediately ends).1 time/round

#Kogarasu-maru (小烏丸) — "Little Crow"

#Scent

A tachi once offered to Ise Shrine. It has a strange form in which back and edge are one. It was a treasure of the Taira clan but escaped during war. Rumor says the sword gives a crow's cry.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Double Edge (兩刃)Kata42d10+Courage+Swordsmanship+2 >= Defense[Direct all] (ignore defense techniques). 3 Wounds. It cuts even with the back of the blade.1 time/battle

#Mikazuki Munechika (三日月宗近) — "Crescent Moon"

Mikazuki Munechika tachi with a pronounced crescent curve, faint crescent highlight along the temper line

#Scent

A tachi forged by the Heian-period master Sanjo Munechika(三條宗近). Its curve resembles a crescent moon, hence the name Mikazuki. When it cuts yoma, the blade shines blue. It is an exorcist sword.

"When this blade shines, it means there is something that must be cut."

#Law — Tachi Base

Basic Techniques: same as tachi(Mounted Wild Cut, Entry Cut, Back-Edge Block, Spinning Drop Cut)

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Demon-Breaking Flash (破魔一閃)Attack32d10+Courage+Swordsmanship >= DefenseAgainst yoma: 3 Wounds. Against humans: 1 Wound. On a Critical Hit against yoma, 4 Wounds + seal(cannot act for 1 round).1 time/battle

Blessing [aptitude]: While equipped, attacks against yoma +2. Immune to yoma fear. Resonates toward Loyalty/Compassion in the Three Ways and Six Hearts.


#Uchigatana (打刀) Masterworks

#Muramasa (村正) — "The Blood-Mad Blade"

Muramasa uchigatana half-drawn, a thin trembling line along the edge (hunger), stark silhouette

#Scent

Muramasa blades are beautiful and sharp, but tradition says they crave their owner's blood. A warrior holding this blade cannot stop on the battlefield. Each time it cuts an enemy, the sword trembles and demands more blood.

"One who holds Muramasa is the most dangerous being on the battlefield, to enemies and allies alike."

#Law — Uchigatana Base

Basic Techniques: same as uchigatana(Horizontal Cut, Thrust, Parry, Single Flash)

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Bloodlight (血光)Attack32d10+Courage+Swordsmanship+2 >= Defense2 Wounds + bleeding. When you kill an enemy, the next attack enters automatic Critical Hit range(double + total 14 or higher).1 time/round
  • Blessing [aptitude]: While equipped, all attacks +1.
  • Curse [aptitude]: During battle, you cannot voluntarily stop fighting(no retreat, cannot accept surrender). Pressure toward Demon in the Three Ways and Six Hearts.

#Dojigiri Yasutsuna (童子切安綱) — "The Blade That Cut Doji"

#Scent

The legendary sword with which Minamoto no Yorimitsu(源賴光) cut down Shuten-doji. Foremost among the Tenka Goken(天下五劍). It severed an oni's head in one stroke. Even now, it vibrates when yoma approach.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Dojigiri Severance (童子切斷)Kata42d10+Courage+Swordsmanship+3 >= Defense4 Wounds. Yoma only. Against humans, 2 Wounds. When it hits a Lord-grade yoma, "crack in the seal" — Defense -4 next round.1 time/battle

#Kodachi (小太刀) Masterworks

#Aizu Shintogo (會津新藤五) — "The Love of Aizu"

#Scent

A masterpiece by Shintogo Kunimitsu, a smith of the Aizu region. Small, but perfectly balanced. In the hand, it feels like an extension of the body. It is the keepsake of a swordsman who was invincible with it as a nito-ryu off-hand weapon.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] No Beat (無拍子)Kata22d10+Finesse+Swordsmanship+3 >= Defense2 Wounds. Completely nullifies the enemy's defense technique. "A cut with no beat. You never know when it comes."1 time/round

#Kotetsu (虎徹) — "Pierces the Tiger" [Spirit-Realm Wandering Treasure]

#Scent

[Spirit-Realm Wandering Treasure] A representative work by the future master swordsmith Nagasone Kotetsu, though in this era he has not even been born. When the Gate of the Spirit Realm opened, the souls of named blades flowed backward through time. This is one such blade. The legend that it pierced armor in a test cut, though that is a future event not yet occurred, is engraved inside the sword.

Those who hold Kotetsu often see visions: an era they do not know, a dojo(道場) they do not know, prisoners they do not know. These are afterimages of what Kotetsu cut after it was forged in the future. Some swordsmen go mad from the visions. Others accept them and carve the swordsmanship of the future into their own hands. It is a small blade, but its penetration is abnormal. Combined with a Zen posture, it becomes a killing stroke.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Iron-Armor Pierce (鐵甲貫通)Kata32d10+Courage+Swordsmanship+2 >= Defense[Pierce 4]. 2 Wounds. Armor piercing. Optimized against heavily armored enemies. Aim Focus [Pierce] allowed (§Aim Focus).1 time/round

#Sasa-no-Yuki (笹の雪) — "Snow on Bamboo"

#Scent

A kodachi of a woman swordsman from the snow country. It is light and quiet like snow gathered on bamboo. It cuts without sound. It is a blade specialized for assassination, but its owner was not an assassin. She was a physician.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Silence (無音)Kata12d10+Finesse+Swordsmanship+2 >= Defense1 Wound. Maintain infiltration. The only masterwork technique that does not break infiltration when used.2 times/round

#Zanbato (斬馬刀) Masterworks

#Zanbato Keiun (斬馬刀 慶雲) — "Blessed Cloud"

#Scent

A Kamakura-period greatsword made to kill cavalry. It cuts horse and rider at once. It was held by an unnamed warrior who alone stopped an enemy cavalry charge on the battlefield. A cloud pattern is engraved on the blade.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] One Horse, Two Cuts (一馬兩斷)Kata42d10+Courage+Swordsmanship+2 >= Defense3 Wounds. Against a mounted target, check against horse and rider separately. Each takes 2 Wounds. Horse dies instantly.1 time/battle

#Shutenji-kiri (酒呑地切) — "Drinks Sake and Cuts the Earth"

#Scent

A greatsword once offered to the sake god Sake-no-Kami, then stolen. Pour sake on it and the blade shines. Oni fear this blade because of the legend that "Shuten-doji was cut with this."

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Sake-Breaker (酒破)Kata42d10+Courage+Swordsmanship+3 >= Defense3 Wounds. Against oni-type yoma: 4 Wounds + fear. If sake is poured before battle(consumable 1), relax the round limit → 1 time/battle.1 time/round

#Kuroganemaru (黑鐵丸) — "Black Iron Orb"

#Scent

An experimental greatsword carved directly from an iron mass by the chief artisan of Kunitomo Guild. It is closer to a lump of metal than a sword. Its weight alone is several times an ordinary katana. Almost no one can lift it.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Iron Shatter (鐵碎)Kata52d10+Physique+Swordsmanship+1 >= Defense[Pierce 5] + [Break]. 2 Wounds. Destroy 1 barricade/building in one blow.1 time/battle

Restriction: only characters with Physique+2 or higher can equip it.


#Ninjato (忍者刀) Masterworks

#Kagenui (影縫い) — "Shadow-Stitcher"

#Scent

A ninjato used by a legendary Iga-ryu jonin. Tradition says that if you stab the blade into a shadow, the enemy cannot move. In practice, it is specialized for precise thrusts while infiltrating.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Shadow Bind (影縛)Kata22d10+Finesse+Ninjutsu+3 >= Defense1 Wound + bind(2 rounds, cannot move). Maintain infiltration. "Stitch the shadow and the body stops."1 time/round

#Shinobigatana (忍刃) — "Secret Blade of the Shinobi"

#Scent

The secret treasure of Koga-ryu. Deadly poison is soaked into the blade, and the poison spreads when it cuts. If the poison is not replenished, the effect fades, but the blade itself "remembers" poison.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Venom Blade (猛毒刃)Kata22d10+Finesse+Ninjutsu+2 >= Defense1 Wound + enhanced poison(2 Wounds each lull, Physique>=15 ends it). Harder to neutralize than ordinary poison.2 times/round

#Yoshimitsu (吉光) — "The Supreme Tanto"

#Scent

A tanto by Awataguchi Yoshimitsu(粟田口吉光). It is praised as the most perfect tanto in history. Easy to hide in the breast, and when it thrusts, it passes exactly through the gaps in armor. A shinobi's dream.

"An unseen blade. A blow that cannot be felt."

#Law — Ninjato Base

Basic Techniques: same as ninjato(Straight Thrust, Reverse-Grip Cut, Scabbard Block, Surprise Blow)

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Deathblow (絕命)Attack22d10+Finesse+Ninjutsu+3 >= Defense[Pierce 3]. 3 Wounds. Only while infiltrating. Infiltration ends.1 time/battle

Blessing [aptitude]: While equipped, infiltration checks +3. Even if detected, maintain infiltration for 1 breath. If you kill an enemy with this weapon, return to infiltration.


#Mugetsu (無月) — "Moonless Night"

#Scent

A ninjato that shines only on moonless nights. In darkness, its blade gives a faint blue light. Its origin is unknown; some say it was made by yoma. Among shinobi, it is called the "king of the night."

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Dark-Night Travel (暗夜行)Kata32d10+Finesse+Ninjutsu+2 >= Defense2 Wounds + after use, immediately enter infiltration(ambush effects can trigger again). Night/darkness zones only.2 times/battle

#Spear Masterworks (槍類名品)


#Suyari (素槍) Masterworks

#Tonbo-giri (蜻蛉切) — "The Spear That Cut a Dragonfly"

Tonbogiri su-yari point-up, a dragonfly silhouette alighting at the tip about to split

#Scent

The beloved spear of Honda Tadakatsu(本多忠勝). Legend says a dragonfly landed on the spearhead and was cut in two. It is that sharp. Thrust, and it pierces through armor. Sweep, and formations collapse.

#Law — Suyari Base + Masterwork Technique

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Invincible Thrust (無敵の突き)Attack32d10+Courage+Spearmanship+3 >= Defense2 Wounds + pierce(also 1 Wound to 1 enemy behind the target). Built-in +3 bonus.1 time/round

Blessing [aptitude]: While equipped, all Spearmanship techniques +1. While in Spear Wall stance, Domination +5(normal +3).


#Kanesada Yari (兼定槍) — "Named Straight Spear"

#Scent

The only spear made by the swordsmith Kanesada line. What happens when a katana smith makes a spear? This is the answer. A spearhead sharp like a blade. It can thrust and cut at the same time.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Sword-Spear Unity (劍槍一體)Kata32d10+Courage+Spearmanship+2 >= Defense2 Wounds. During this breath, you may use 1 Swordsmanship technique with the spear.1 time/round

#Sengoku-yari (戰國槍) — "Spear of the Sengoku"

#Scent

A spear held by a nameless ashigaru who survived a hundred battles. It had no name, but after the hundredth battle, a daimyo named it: "the spear of the Sengoku itself." Its material is ordinary, but the owner's will dwells within.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Hundred Battles Unbroken (百戰不屈)Kata22d10+Courage+Spearmanship+1 >= Defense1 Wound. If your own Wounds are 1 or lower, this becomes an automatic Critical Hit(2 Wounds). "Strongest just before death."

#Jumonji-yari (十文字槍) Masterworks

#Nihongo (日本號) — "The Spear Named Japan"

#Scent

One of the Three Great Spears Under Heaven, granted to Kuroda Nagamasa. A bold legend says it was won at a drinking party. Holding this spear raises morale.

#Law — Jumonji-yari Base + Masterwork Technique

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Heroic Blow (豪傑の一擊)Attack42d10+Courage+Spearmanship+2 >= Defense2 Wounds + all allies in the same zone get +2 to their next attack(morale encouragement).1 time/battle

Blessing [aptitude]: While equipped, +1 when recovering squad Cohesion. Presence aura +1.


#Hozoin Hozo (寶藏院寶槍) — "Temple Treasure"

#Scent

A jumonji-yari made by Hozoin Inei(寶藏院胤榮), founder of Hozoin-ryu, after he gained insight from seeing the moon reflected in Lake Biwa. Moonlight remains on the spearhead, and it glows faintly at night.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Water Moon (水月)Kata42d10+Courage+Spearmanship+3 >= Defense2 Wounds + disarm enemy(automatic). Hook the enemy's weapon on the spearhead and take it away. Reduced to Energy 3 when used only by Hozoin-ryu.1 time/round

#Naginata (薙刀) Masterworks

#Otegine (御手杵) — "Pestle"

#Scent

One of the Three Great Spears Under Heaven. Its spearhead is so large it is called a pestle. It is heavy and difficult to handle, but nothing survives being hit by it.

#Law — Naginata Base + Masterwork Technique

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Pulverize (粉碎)Attack52d10+Physique+Spearmanship+1 >= Defense3 Wounds. [Pierce 3] + [Break]. On a Critical Hit, Minions die instantly and Veterans or lower die instantly.1 time/battle
  • Blessing [aptitude]: While equipped, Physique(體) checks +2.
  • Curse [aptitude]: Because of this weapon's weight, maximum Energy -1.

#Biten (毘天) — "Blade of Bishamonten"

#Scent

A naginata offered to Bishamonten(毘沙門天). Legend says Uesugi Kenshin swung it on the battlefield. Holding the naginata gives the sense of Bishamonten's protection, and allied squads' morale rises.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Bishamonten Sweep (毘沙門一掃)Kata42d10+Courage+Spearmanship+2 >= DefenseCheck every enemy in the same zone. Each takes 1 Wound. Allied squad Cohesion +2 in the same zone.1 time/battle

#Kama-yari (鎌槍) Masterworks

#Shinigami no Kama (死神の鎌) — "Death-God Scythe"

#Scent

Origin unknown. A kama-yari said to have flowed out of the Spirit Realm. Its grip chills the hand. Whatever it cuts has its "soul shaved away." This cursed weapon deals spiritual harm, not physical damage.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Soul Harvest (靈魂收穫)Kata32d10+Finesse+Spearmanship+2 >= Defense[Incorporeal]. 2 Wounds. If the enemy is incapacitated, absorb the soul → your Energy +3(next round).1 time/round

Curse: The holder takes Wounds -1 at the end of each battle(the soul is drained). The curse can be lifted with Exorcism>=15(the weapon becomes unusable).

#Enma no Kama (閻魔の鎌) — "Judgment of Enma"

#Scent

A kama-yari found near the seal of Enma-doji. Remnants of the seal dwell within it. When this weapon is held, the enemy's Three Ways and Six Hearts become visible. You can read the direction of the heart.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Judgment (審判)Kata4Presence opposed(2d10+Presence+2 vs enemy 2d10+Courage)2 Wounds. The GM reveals the target's Three Ways and Six Hearts(heart). Against Hegemony/Demon targets, +2 Wounds(total 4).1 time/battle

#Bow Masterworks (弓類名品)


#Daikyu (大弓) Masterworks

#Raimei (雷鳴) — "Thunder-Sound Bow"

#Scent

The legendary bow with which Minamoto no Yorimasa(源賴政) shot down the nue. Thunder rolls the moment the arrow leaves. Yoma freeze at this sound.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Thunder Shot (雷鳴射)Attack32d10+Courage+Archery+2 >= Defense2 Wounds + every enemy in the target zone makes a Mental Save(Courage >= 13). Against yoma: +1 Wound.2 times/battle

Blessing [aptitude]: While equipped, Archery +1. Shots against yoma are always +2.


#Hankyu (半弓) Masterworks

#Nasu no Yoichi Bow (那須與一弓) — "The Bow That Shot the Fan"

#Scent

The bow of Nasu no Yoichi, the legendary archer who shot a fan from a boat during the Battle of Dan-no-ura. Though small, the will "to hit" guides the arrow. It is the height of precision shooting.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Fan Shot (扇射ち)Kata22d10+Finesse+Archery+4 >= Defense1 Wound. +4 bonus. On hit, choose to break/steal 1 equipped item from the target. Aim Focus [Direct] allowed (§Aim Focus).1 time/round

#Kazakiri (風切) — "Wind-Cutting Bow"

#Scent

A short bow given by a tengu to a human. Its arrows ride the wind and change course. It can strike enemies behind cover.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Curving Flight (曲線飛行)Kata22d10+Finesse+Archery+2 >= Defense1 Wound. Completely ignores cover/barricades. The arrow flies in a curve.2 times/round

#Yume no Yumi (夢の弓) — "Dream Bow"

#Scent

A short bow made from the horn of a yumekui(baku). Those struck by its arrows fall asleep. It is specialized for mental attacks rather than physical damage.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Sleep Arrow (睡眠矢)Kata22d10+Presence+Archery+2 >= DefenseNo damage. Target is asleep(cannot act, ends when hit). Lord-grade targets are exempt.1 time/round

#Zenmu no Yumi (善夢の弓) — "Good-Dream Bow"

#Scent

A longbow said to have been made by the presiding kami of a shrine(神社) to drive away nightmares. Divine ki(神氣) dwells in its arrows, making them especially effective against yoma.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Demon-Breaking Arrow (破魔矢)Kata32d10+Courage+Archery+3 >= Defense[Incorporeal]. Against yoma: 3 Wounds. Against humans: 1 Wound. Range: anywhere on the battlefield.2 times/battle

#Issen-sha (一千射) — "A Thousand Arrows"

#Scent

A longbow named by the Yanagisawa house to commemorate hitting a thousand arrows in night shooting practice. In truth, the arrow "returns": a missed arrow automatically draws a second trajectory.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Returning Arrow (歸還矢)Kata32d10+Courage+Archery+1 >= Defense2 Wounds. Even if it misses, automatically reroll 1 time(same target). "The arrow returns."1 time/round

#Gun Masterworks (銃類名品)


#Tanegashima (種子島) Masterworks

#Kunitomo Reisen (國友靈銃) — "Soul Gun"

#Scent

A prototype made by Kunitomo Zenbee using a yoma core as its power source. Spiritual power fills the bullets, letting them pierce even incorporeal yoma.

#Law — Tanegashima Base

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Spirit Bullet (靈彈)Attack32d10+Archery+2 >= 11[Incorporeal] (ignore physical halving). 2 Wounds. +1 Wound against yoma.3 times/battle (spirit bullets only)

Blessing [aptitude]: While equipped, yoma detection +2(the gun vibrates in response to yoma).


#Shinnenju (信念銃) — "Gun of Conviction"

#Scent

A teppo used by a peasant marksman of the Ikko-ikki. Its appearance is crude, but the owner's conviction to "protect the people" dwells in it, so its bullets do not miss. A holy object of the Ikko-ikki.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Unretreating Bullet (不退の彈)Kata32d10+Archery+3 >= 11[Pierce all]. 2 Wounds. After shooting, allied squad Cohesion +1 in the same zone. "This gunshot is the will of the people."1 time/round

#Inatomi Secret Fire (稻富祕火) — "Inatomi's Secret Flame"

#Scent

A secret teppo left by the founder of Inatomi-ryu. Its powder mixture is different; it flies 2 times farther and 2 times more accurately than usual. Only Inatomi-ryu can draw out this gun's true value.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Perfect Shot (極射)Kata32d10+Archery+4 >= 11[Pierce all]. 2 Wounds. Range 4 zones. If you have Inatomi-ryu, reload at 0 Energy([Kata]) immediately after the masterwork technique.2 times/battle

#Ozutsu (大筒) Masterworks

#Nanban Ozutsu (南蠻大筒) — "Foreign Cannon"

#Scent

A latest-model cannon brought from Nanban. Lighter and more accurate than an ozutsu. It can be operated alone.

#Law — Ozutsu Base, 1-Person Operation

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Reliable Shot (信賴の一擊)Attack52d10+Archery+3 >= 11Everyone in the target zone takes 3 Wounds. Mobs/Minions/Veterans die instantly.1 time/battle

Blessing [aptitude]: 1-person operation possible(ordinary cannons require a squad). Reload 3 Energy(normal 4). 1-person operation only waives the squad requirement. Ozutsu zone targeting, line of sight, and reload procedure still apply.


#Unclassified (Divine Treasure)

#Raijin no Tsue (雷神の杖) — "Staff of the Thunder God"

Raijin's staff upright, a single lightning fork off the capped tip, a hand near the grip

#Scent

It is not a gun. It is a staff. But lightning comes from its tip. A legendary Divine Treasure said to have been used by an arahitogami. It holds the blessing of Raijin, the thunder god.

#Law — Classified with Guns, but Sorcery-Based

TechniqueTypeEnergyCheckEffectLimit
Lightning Strike (落雷)Attack A (Wisdom)32d10+Wisdom+Sorcery >= Defense2 Wounds. Range: 2 zones. (Lightning, but spiritual attribute. Apply the normal check.)
Thunderquake (雷震)Attack B (Presence)4— (automatic)Everyone in the target zone makes a Mental Save(Courage >= 13). Squad Cohesion -2.1 time/round
Recharge (再充電)DefenseAutomatically charges during the Lull Phase. No separate reload required.
[Licensed] Thunder Emperor (雷帝)Stance3While maintained, all Lightning Strikes get +2. Creates a "thundercloud" environment in your zone(enemy ranged -3).maintain
[Masterwork] Heavenly Thunder (天雷)Attack52d10+Wisdom+Sorcery+3 >= DefenseEntire battlefield: all enemies take 1 Wound + Mental Save. Lightning crashes down from the sky.1 time/session
  • Blessing [aptitude]: While equipped, immune to yoma fear. On rainy days, all techniques +2.
  • Curse [aptitude]: none(however, use qualification restrictions exist).
  • Restriction: only arahitogami or Sorcery Master(4 points) or higher can use it.

#Tanto/Unarmed Masterworks (短兵名品)

Reference: Yoshimitsu(吉光) is ninjato-based and appears under Ninjato Masterworks. Kusanagi(草薙) is one of the Three Sacred Treasures and appears in the Divine Treasure Catalog.


#Kaiken (懷劍) Masterworks

#Kagero (陽炎) — "Heat Haze"

#Scent

Its shape wavers like a heat haze. The blade is translucent, made from yoma material. When it thrusts, the wound cannot be seen, but blood flows inside.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Transparent Edge (透明刃)Kata22d10+Finesse+Ninjutsu+3 >= Defense[Pierce 2]. 2 Wounds + bleeding. Cannot react with a defense technique(because the blade cannot be seen). Maintain infiltration.1 time/round

#Kotowari (理) — "Principle"

#Scent

A concealed dagger made by a scholar. The single character "principle"(理) is engraved on the blade. "Only one who knows the principles of the world can strike the vital point." It is an assassination tool based on Wisdom(智), not Presence(美).

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Study of Principle (理學)Kata22d10+Wisdom+Stratagem+3 >= Defense[Pierce 3]. 3 Wounds. Only scholars/onmyoji can use it. "Knowing the vital point is power."1 time/battle

#Makiri Masterworks

#Iyomante — "Sending to the Kamuy"

#Scent

A sacred makiri of the Emishi(wildlanders). Used in rites that send animal souls to the kamuy(gods). What this blade cuts "returns to the kamuy." Against yoma, it has an exorcist effect.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Divine Sending (神送)Kata22d10+Courage+Unarmed Combat+2 >= Defense2 Wounds. Against yoma: 3 Wounds + seal(1 round). "Send it back to the kamuy."1 time/round

#Unarmed Combat (素手) Masterworks

#Onigoroshi (鬼殺し) — "Fist That Kills Oni"

#Scent

A pair of vajra used by a legendary exorcist monk. Worn over the bare hands, they turn the fists themselves into exorcist weapons. Even oni hide cannot stop these fists.

#Law — Unarmed Combat Base

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Demon-Breaking Fist (破魔拳)Attack22d10+Courage+Unarmed Combat+2 >= DefenseAgainst yoma: 3 Wounds. Against humans: 2 Wounds. On a Critical Hit, seal(cannot act for 1 round).1 time/round
  • Blessing [aptitude]: While equipped, Unarmed Combat +1. Immune to yoma fear.
  • Curse [aptitude]: esoteric monk only(non-esoteric monks cannot use it).

#Staff Masterworks (棒類名品)

#Rokushakubo (六尺棒) Masterworks

#Benkei no Bo (辨慶の棒) — "Benkei's Staff"

#Scent

The legendary long staff Musashibo Benkei is said to have wielded at Gojo Bridge(五條橋). He was a warrior monk of monstrous strength who took a thousand swords. A blow from this staff sends the target flying, weapons and all.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Thousand-Blade Seizure (千刀奪取)Kata42d10+Physique+Unarmed Combat+3 >= Defense2 Wounds + disarm enemy(automatic). You may immediately equip the seized weapon.1 time/battle

#Raijin no Bo (雷神の棒) — "Thunder-God Staff"

#Scent

A long staff made from an old tree struck by lightning. Strike with it and lightning leaps. It is especially effective against enemies wearing metal armor.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Lightning Strike (落雷)Kata32d10+Physique+Unarmed Combat+2 >= Defense2 Wounds. Against enemies wearing metal armor(heavy armor or higher), 3 Wounds. Every metal-armed enemy in the same zone makes a Mental Save.1 time/round

#Vajra (金剛杵) Masterworks

#Dainichi Kongo (大日金剛) — "Vajra of Dainichi Nyorai"

#Scent

A vajra said to have been used by Kukai(空海), founder of Shingon Buddhism. Whether it is genuine is unknown, but holding this vajra amplifies the power of mantras dozens of times.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Great Sunlight (大日光)Kata52d10+Wisdom+Exorcism+4 >= DefenseAgainst yoma: 4 Wounds + seal(2 rounds) + immediately remove all curses/spiritual taint in the zone.1 time/battle

#Kongoriki (金剛力) — "Vajra Power"

#Scent

A vajra completed by a Shugendo practitioner after 1000 days of austerity, together with enlightenment. The pain of austerity is condensed within it. Holding it feels as if the hand is burning, but that pain becomes strength.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Austerity Secret (苦行極意)Kata32d10+Courage+Exorcism+3 >= Defense3 Wounds. Add Wounds equal to current austerity realm x1(austerity 3 = +3, total 6 Wounds). Shugenja only.1 time/battle

If a shugenja uses the 3rd realm of austerity + this masterwork technique, it deals 6 Wounds in one hit. However, their own Wounds have already been reduced by 3 through austerity.

#Tetsubo (鐵棒) Masterworks

#Kanabo (金棒) — "Oni Club"

#Scent

A metal club used by a great oni, adjusted to human size. Oni power remains in it, and holding it makes anger surge. When it hits, human and yoma alike are smashed without distinction.

TechniqueTypeEnergyCheckEffectLimit
[Masterwork] Oni Power (鬼力)Kata52d10+Courage+Unarmed Combat+3 >= Defense4 Wounds + [Pierce 4] + [Break]. Minions/Veterans die instantly. On a Critical Hit, everyone in the same zone(friend and foe!) takes 1 Wound.1 time/battle

Curse: After use, d100: on 01~15, "oni rage" — next round, attack the nearest target regardless of side(forced).


#Armor Masterworks (防具名品)


#Armor Masterworks

#Genji no Yoroi (源氏の鎧) — "Armor of the Genji Clan"

Genji ō-yoroi on a stand, kabuto and lacing-plates as silhouette with sparse lacing lines, no face, no mon

#Scent

O-yoroi passed down through generations of the Minamoto clan. It has stopped arrows, swords, and oni metal clubs. A splendid suit of o-yoroi laced with red cord. When worn, allied morale rises; the mere fact that "someone wearing Genji armor is here" makes the battle line firm.

ItemValue
Grademasterwork heavy armor
Defense15 (ordinary heavy armor 14+1)
Energy Penalty-1 (same as ordinary heavy armor)
Aptitude: Genji DignityAllied squad Cohesion +1 in the wearer's zone.
Masterwork Technique: Indestructible (不壞)1 time/battle. The next hit is completely negated(Wound damage 0).

#Maeda no Gusoku (前田の具足) — "Armor for the Front"

#Scent

Front Zone armor made by the famous Maeda house of Kaga. It maximizes frontward Defense, but is weak to attacks from behind. Armor for one who stands in the Front Zone and never retreats.

ItemValue
Grademasterwork heavy plate
Defense17 (ordinary heavy plate 16+1)
Energy Penalty-2
Aptitude: No RetreatWearer is immune to forced movement. Domination +2.
Masterwork Technique: Iron Wall (鐵壁)1 time/round. During this round, Defense +4. Total 21. Cannot move instead.

#Kirishitan Breastplate (吉利支丹胸甲) — "Armor of the Cross"

#Scent

A plate breastplate brought from Nanban, engraved with a cross. Gaijin only. It carries the protection of the Kirishitan faith and resists yoma mental attacks.

ItemValue
Grademasterwork light armor
Defense13 (ordinary light armor 12+1)
Energy Penaltynone
Aptitude: Protection of the CrossImmune to fear. Defense +2 against [Incorporeal] attacks.
Masterwork Technique: Deus's Light1 time/battle. All yoma in the same zone suffer fear + Defense -2(1 round).

#Accessory/Tool Masterworks

#Yata no Kagami (八咫鏡) — "Eight-Span Mirror" (Replica)

#Scent

A replica of Yata no Kagami, one of the Three Sacred Treasures. The true mirror is at Ise Shrine. Even as a replica, divine ki(神氣) dwells within it. What appears in the mirror reveals truth.

ItemValue
Typeaccessory(neck/waist)
Aptitude: Mirror of TruthHolder automatically sees through illusion/disguise. Immediately dispels disguises by yoko/bakeneko/tanuki.
Masterwork Technique: Mirror Reflection1 time/round. The GM reveals the true Wounds/Defense/technique list of 1 target.

#Magatama (勾玉) — Soul Jewel

#Scent

A magatama used in ancient rites. A vessel for the soul. It protects the holder's soul and resists possession/spiritual control.

ItemValue
Typeaccessory(necklace)
Aptitude: Soul ProtectionImmune to possession/charm/conversion effects.
Masterwork Technique: Soul Return1 time/battle. Catch the soul of 1 incapacitated ally → immediately revive with Wounds 1(same zone).

#Enma no Juzu (閻魔の數珠) — "Enma's Prayer Beads"

#Scent

A huge rosary made of 108 beads. The name of a sealed yoma is engraved on each bead. Chant a sutra and flick a bead, and the seal activates.

ItemValue
Typeaccessory(wrist/neck)
Aptitude: 108 NamesExorcism checks +2. If you know the name of the yoma being sealed, +4.
Masterwork Technique: Nembutsu Seal1 time/battle. Attempt to seal 1 yoma: 2d10+Wisdom+Exorcism+4 >= Defense+5. On success, permanent seal(end of battle).

#Kunitomo Prosthetic Eye (國友義眼) — "Mechanical Eye"

#Scent

An invention of Kunitomo Guild. A mechanical device with a precision lens inserted into a prosthetic eye(義眼). When worn, distant enemies appear clearly.

ItemValue
Typeaccessory(eyepatch replacement)
Aptitude: Precision SightRanged shooting techniques +2. Perception checks +2.
Masterwork Technique: Weakness Analysis1 time/round. Identify the weak point in 1 target's Defense. Next attack Defense -4.

#Tengu no Hauchiwa (天狗の羽團扇) — "Tengu Feather Fan"

#Scent

A huge feather fan bestowed by a great tengu. Fan it and wind rises, blowing enemies away. It is also proof that the holder is a tengu messenger.

ItemValue
Typetool(one hand)
Aptitude: Messenger of the WindNegotiation with Muhyeon Band +3. Immune to fear when fighting tengu-type yoma.
Masterwork Technique: Great Whirlwind1 time/round. Force-move all enemies in the target zone(adjacent zone, holder chooses). Reset Domination.

#Spirit-Realm Wandering Treasure List (靈界鬼物 一覽)

A quick reference for weapons, armor, and tools that flowed backward through time into this era. In game rules, treat them like ordinary masterworks/Divine Treasures, but in lore they follow the rules in Spirit-Realm Wandering Treasures §Resonance.

#Spirit-Realm Wandering Treasures in the Masterwork Catalog

MasterworkEraOriginal SourceNote
Kotetsu (虎徹)Future (Edo period)Work of the master swordsmith Nagasone KotetsuArmor-piercing sword. A blade made by a future master smith flowed backward through time.

#Spirit-Realm Wandering Treasures in the Divine Treasure Catalog

Divine TreasureEraOriginal SourceNote
Ieyasu no JinbaoriNear futureIeyasu after becoming ruler of the realmHe is not yet ruler of the realm. His future will is engraved into the coat.
Musashi no NitoFutureMiyamoto MusashiMusashi is still young, or not yet born. A 60-year lifetime of duels is engraved in the blades.
Naoe no ShikumiNear futureThe field-formation book of Naoe KanetsuguKanetsugu has not yet written this book. Thought that will be organized in the future has flowed back as a book.

#Potential Spirit-Realm Wandering Treasures (GM Discretion)

The GM may additionally declare masterworks/Divine Treasures that meet the following conditions to be Spirit-Realm Wandering Treasures:

  • Masterworks with ambiguous era(exact production year unknown)
  • Weapons found by PCs after the Gate of the Spirit Realm opens in a scenario
  • Weapons "heard of by name, but never seen"(not yet real)
  • Powerful weapons of suspicious origin

#GM Operation Guide for Spirit-Realm Wandering Treasures

  • Strengthen Lore: A Spirit-Realm Wandering Treasure is not merely a strong item. It is evidence of a rift in the era. When PCs use this weapon, make them feel that the age itself is shaking.
  • Meeting the Owner: Meeting an old or future owner of a Spirit-Realm Wandering Treasure is a strong scenario hook. If they meet Miyamoto Musashi(a child in this era), will they show him the future or hide it?
  • Risk of Time Rifts: If too many Spirit-Realm Wandering Treasures gather in one place(3 or more), a small time rift can open. That rift may release new yoma or draw in another Spirit-Realm Wandering Treasure.
  • Recovery: At the end of a scenario, the GM decides whether a Spirit-Realm Wandering Treasure returns to the Spirit Realm or remains with the PCs. Generally, if the PCs' actions were righteous enough, it remains; otherwise, it disappears.

Holding a masterwork is not luck. Can you bear the weight of its name? That is the test. For a Spirit-Realm Wandering Treasure, that weight is also the weight of time.