#Dan 4 — Those Who Finished One Mission Alone
Contents
Dan 4 Use Standard. Dan 4 is an even-numbered dan (
co-04-02) — only attribute +1 and skill +2 points grow, and talent slots do not increase. Cumulative state at Dan 4: total attribute bonuses +5, 13 skill points, 5 talents, 1 license (the Licensed-or-higher count cap at Dan 4 is 3). Master (4 points) is rule-legal from Dan 2, but this catalog's builds first reach Master at Dan 6.
#Scent — A Hand That Finished One Mission Alone
Dan 4 is people who have carried one mission alone all the way to the end. They are not great powers who cut through the Core Zone, but they have experience taking responsibility for one small job from start to finish. From above, lords, merchant houses, and temples call them; from below, disciples, family, and villages rely on them — the position of a mid-rank person pulled from both sides.
One of the six has begun to walk two roads together (the path of Fuma), and one is a Craftsman whose name is known in the domain through one Livelihood.
| # | Name | Class / Livelihood | Role | Origin |
|---|---|---|---|---|
| 1 | Kumanosuke | wildlander (Core Zone / grappling) | mentor — mountain barehanded hunter | Shikoku |
| 2 | Kazahaya Jingo | ronin + shinobi (dual build) | adversary — runaway shinobi swordsman | Kii |
| 3 | Reian the Star-Watcher | onmyoji (spellcasting / summoning) | informant — local onmyoji practitioner | Omi |
| 4 | Ryokai | Pure Land monk (support / healing) | client — Ikko-ikki dojo priest | Hokuriku-Shinetsu |
| 5 | Doi Sakuzo | artisan (control / terrain) | rival — campaign fortification foreman | Tokai |
| 6 | Osumi of Hakata | Commoner — Livelihood:Weaving | local figure — trade-port weaving Craftsman | Saikai |
#Law — Character Distribution in This Chapter
The five standard/dual-class NPCs were drawn one each from five role groups (Core Zone / grappling, mobility / assassination, spellcasting / summoning, support / healing, control / terrain). Their origins were chosen from five different entries among the ten regions of fc09 (standard in the regional cross-reference table).
| # | Class (Role Group) | Region | 1st Purpose | Table Role |
|---|---|---|---|---|
| 1 | wildlander (Core Zone / grappling) | Shikoku | guardianship(mountain) | mentor |
| 2 | ronin+shinobi (mobility / assassination) | Kii | revenge(runaway) | adversary |
| 3 | onmyoji (spellcasting / summoning) | Omi | transmission | informant |
| 4 | Pure Land monk (support / healing) | Hokuriku-Shinetsu | faith(Ikko) | client |
| 5 | artisan (control / terrain) | Tokai | advancement(exclusive appointment) | rival |
| 6 | (Commoner slot, separate axis) Commoner (Livelihood:Weaving) | Saikai | livelihood, succession | local figure |
The roles, purposes, role groups, and regions of the five standard/dual-class NPCs do not overlap. No. 2 is the second dual build case — the "path of Fuma (風魔)" for ronin (primary) + shinobi (secondary). The Commoner slot (No. 6) is a separate axis (
ex1-99-06).
#1. Kumanosuke (熊之介) — Dan 4 Wildlander
People say he caught a bear with his bare hands.
A hunter from the deep mountains of Shikoku. He lives on the border between village and mountain. Rumor says he caught a bear barehanded, but he himself says nothing. He can teach how to travel mountains and fight with bare hands — a mountain mentor.
Kumanosuke (熊之介) — Dan 4 wildlander · mentor(mountain barehanded hunter)
Secondary Class: none (single class)
Wounds 5, Defense 10(no armor), Energy 11. Courage+3, Physique+2, Finesse+1, Wisdom 0, Presence 0, Fate-1.
Background: drifter | Path/Heart: Way of Mystery / Truth (Inscribed Heart)
Skills: Unarmed Combat Licensed · Survival/Perception/Fighting Spirit/Hardiness/Footwork Trained (Dan 4 license 1=Unarmed Combat)
Talents: Hand of Kamuy[aptitude](automatic) · Wild Sense[aptitude](background) · Tough[aptitude](Dan 1 general) / Bear Slayer[aptitude](Dan 3 class) · Indomitable[aptitude](Dan 3 general)
Equipment: makiri(small knife) · tetsubo(iron club) · no armor(bare body) · bear-hide straw raincloak · mountain hunting tools. 2 gold.
Source: co canon — no source badge needed.
- Operation. Barehanded Energy 1 (Hand of Kamuy — push/grapple), free Core Zone entry (wildlander Dan 1 automatic), Bear Slayer (large-enemy specialist). Non-combat: mountain hunting, tracking (Survival/Perception), mountain guidance. Weakness: weak at negotiation in civilized society (wild).
- Backstory. A person of the mountains. The bear story is rumor; he neither confirms nor denies it.
- Relationship Hook. Teaches the PCs mountain paths and barehanded fighting (mentor). If the mountain's kamuy is angered, he becomes an enemy.
- PC Conversion. Wildlander Dan 1→4. Priority: Courage axis / Unarmed Combat license / Dan 3 Bear Slayer. Core Zone freedom is automatic at Dan 1.
#2. Kazahaya Jingo (風早甚吾) — Dan 4 Ronin + Shinobi Dual Build
Wind and shadow in one body — the path of Fuma, at its first step.
He once belonged to a shinobi zappa in the mountains of Kii, then escaped and now lives as a wandering swordsman. Ninjutsu and sword in one body — the first step of the Fuma (風魔) path, where "wind and shadow are one." His old organization is hunting him.
Kazahaya Jingo (風早甚吾) — Dan 4 ronin · adversary(runaway shinobi swordsman)
Primary Class: Dan 4 ronin / Secondary Class: shinobi (declared at Dan 3)
Wounds 4, Defense 12(light armor), Energy 13. Finesse+3, Courage+2, Physique+1, Wisdom 0, Presence 0, Fate-1.
Background: wanderer | Path/Heart: No Heart (無心)
Skills: Swordsmanship Licensed · Ninjutsu/Speed/Infiltration Trained · Footwork/Survival/Fortune/Perception Novice (Dan 4 license 1=Swordsmanship)
Talents: Blade of the Wind[aptitude](automatic) · Wanderer's Intuition[aptitude](background) · Swift[aptitude](Dan 1 general)
/ First Strike[aptitude](Dan 3 ronin class) · Ambush[aptitude](Dan 3 general slot -> borrowed from secondary shinobi)
Equipment: uchigatana · kodachi · hidden ninjato · light armor · disguise tools and grappling hook · reed hat. 3 gold.
Source: co canon — no source badge needed.
- Dual Build. Primary ronin Dan 4 / secondary shinobi (declared at Dan 3). Prerequisites met: Finesse +3 · Ninjutsu Trained (shinobi prerequisite: Finesse+2 and Ninjutsu Novice+). Borrowing: 1 general talent slot is replaced with the shinobi Dan 3 talent Ambush. Secondary-class Renown Title and Dan 1 automatic talent (Shadow Crossing) are not acquired. Note: free Core Zone entry comes from the primary class ronin's Dan 1 automatic (Blade of the Wind) — it is not created by borrowing secondary shinobi (prohibited item observed). Exclusive Renown Title upon reaching Dan 10 = Fuma (風魔).
- Operation. Free Core Zone entry (Blade of the Wind), Ambush (first infiltrating attack is an automatic Critical Hit), Swordsmanship license. Non-combat: infiltration, scouting, disguise (Ninjutsu). Weakness: pursued by his old shinobi organization — the shadow of a runaway.
- Backstory. One who carries two roads in one body. Whether that is freedom or flight, even he does not yet know.
- Relationship Hook. Targets the PCs by order of his old organization (adversary), or collides with them over the same target. If they can strike the old organization together, he becomes an ally.
- PC Conversion. Ronin Dan 1→4, declaring secondary shinobi at Dan 3. Why two roads: a wandering sword has taken on shadow techniques. Dan 10 = Fuma. See Dual Build Patterns.
#3. Reian the Star-Watcher (星見の霊安) — Dan 4 Onmyoji
He reads fortune by watching the stars, and rumors while he is at it.
A local onmyoji practitioner in Omi. He is not a miniature court lineage, but a working specialist who handles the village calendar and auspicious directions. Because he watches the stars, he is called "Star-Watcher." He sends two shikigami to see far away.
Reian the Star-Watcher (星見の霊安) — Dan 4 onmyoji · informant(local onmyoji practitioner)
Secondary Class: none (single class)
Wounds 3, Defense 10(plain clothes), Energy 12. Wisdom+3, Finesse+2, Presence+1, Physique 0, Courage 0, Fate-1.
Background: temple-born | Path/Heart: Way of Mystery / Truth (Inscribed Heart)
Skills: Sorcery Licensed · Exorcism/Prophecy/Barrier/Perception Trained · Medicine/Negotiation Novice (Dan 4 license 1=Sorcery)
Talents: Shikigami Service[Kata](automatic) · Power of Scripture[aptitude](background) · Yoma Knowledge[aptitude](Dan 1 general) / Curse[Kata](Dan 3 class) · Sense Danger[aptitude](Dan 3 general)
Equipment: tanto · rokushakubo(self-defense) · bundle of shikigami talismans · calendar, shikiban, divination tube · plain clothes and eboshi. 3 gold.
Source: co canon — no source badge needed.
- Operation. 2 shikigami (Wisdom +2 -> 2 summons) for scouting and decoys, Curse (ranged weakening), Barrier. Core Zone entry is forced Breakthrough — he does not enter himself and sends only shikigami. Non-combat: calendar, fortune, and direction divination (informant), rites, exorcism. Weakness: personal combat power (Wounds 3).
- Backstory. He has never entered the main house's gate. The village stars and calendar are his place.
- Relationship Hook. Sells prophecies and rumors, saying "this direction and this day are inauspicious" (informant). Lends shikigami for scouting.
- PC Conversion. Onmyoji Dan 1→4. Priority: Wisdom axis / Sorcery license / Dan 3 Curse. Forced Breakthrough for the Core Zone (shikigami only).
#4. Ryokai (了海) — Dan 4 Pure Land Monk
He binds peasants with nembutsu, and seeks hands to protect them.
A middle priest of an Ikko-ikki dojo in Hokuriku. He binds peasants into one group through nembutsu and seeks armed strength to protect that group. People say he is a young monk leading one dojo. Every day he is split between compassion and uprising.
Ryokai (了海) — Dan 4 Pure Land monk · client(Ikko-ikki dojo priest)
Secondary Class: none (single class)
Wounds 5, Defense 10(monk robes), Energy 10. Presence+3, Physique+2, Wisdom+1, Finesse 0, Courage 0, Fate-1.
Background: temple-born | Path/Heart: Way of Void / Compassion (Inscribed Heart)
Skills: Negotiation Licensed · Bearing/Medicine/Agitation/Fighting Spirit Trained · Exorcism/Perception Novice (Dan 4 license 1=Negotiation)
Talents: Amida's Shield[aptitude](automatic) · Power of Scripture[aptitude](background) · Indomitable[aptitude](Dan 1 general) / Nembutsu[Kata](Dan 3 class) · Field Command[aptitude](Dan 3 general)
Equipment: naginata · tanto · monk robes and kesa · prayer beads, sutras, Pure Land banner(Namu Amida Butsu) · herbs and bandages. 2 gold.
Source: co canon — no source badge needed.
- Operation. Maintains squad Cohesion (Amida's Shield), Nembutsu (morale and recovery), Negotiation license (sermon and popular sentiment). Non-combat: Ikko dojo operation, popular sentiment, mediation, healing. Core Zone entry is forced Breakthrough. Weakness: conflict between Ikko uprising and compassion — faith itself is the weakness.
- Backstory. Peasant and monk. A person of an age where nembutsu becomes a weapon.
- Relationship Hook. Asks the PCs to guard the dojo or join the uprising (client). The clash between compassion and uprising is a long-term drama.
- PC Conversion. Pure Land monk Dan 1→4. Priority: Presence axis / Negotiation license / Dan 3 Nembutsu. Forced Breakthrough for the Core Zone.
#5. Doi Sakuzo (土肥作蔵) — Dan 4 Artisan
Bridges, palisades, and fieldworks — he has workers build them overnight.
A campaign fortification foreman from Tokai. He uses workers to build bridges, palisades, and fieldworks. He has moved beyond the Dan 2 engineer who built with one pair of hands; now he commands a group. He aims for a position as an exclusive craftsman.
Doi Sakuzo (土肥作蔵) — Dan 4 artisan · rival(campaign fortification foreman)
Secondary Class: none (single class)
Wounds 6, Defense 12(work leather light armor), Energy 11. Physique+3, Wisdom+2, Finesse+1, Courage 0, Presence 0, Fate-1.
Background: farmer | Path/Heart: Way of Mystery / Truth (Inscribed Heart)
Skills: Disable Licensed · Geography/Perception/Hardiness/Herbalism/Survival Trained (Dan 4 license 1=Disable)
Talents: Karakuri Fieldworks[Kata](automatic) · Child of the Earth[aptitude](background) · Tough[aptitude](Dan 1 general) / Reinforcement Work[Kata](Dan 3 class) · Skilled[aptitude](Dan 3 general)
Equipment: tetsubo(iron club) · hammer · work leather light armor · crafting tool set(hammer, chisel, saw, ink line) · rope, planks, nails. 4 gold.
Source: co canon — no source badge needed.
- Operation. Barricades and Reinforcement Work (Karakuri Fieldworks + Reinforcement Work — zone reinforcement), traps, repair, fortification. Non-combat: fortification, crafting, repair (worker command). Core Zone entry is forced Breakthrough. Weakness: average direct combat, always competing for an exclusive craftsman seat (guild).
- Backstory. One who built with his hands now uses people — that is the foreman's place.
- Relationship Hook. Contends with a PC-side artisan over the same fortification or job (rival). Once acknowledged, they take on a large fortification together. (Castle fortification connects to
fc12.) - PC Conversion. Artisan Dan 1→4. Priority: Physique axis / Disable license / Dan 3 Reinforcement Work. Forced Breakthrough for the Core Zone.
#6. Osumi of Hakata (博多のお澄) — Dan 4 Commoner · Livelihood:Weaving (Craftsman)
In the harbor, it is said that even Nanban merchants seek her cloth.
A weaving Craftsman at the trade port of Hakata. She has reached the Craftsman stage, "known in the domain," and it is said that even Nanban merchants seek her cloth. Above her, merchant houses; below her, apprentices and the village are bound to her.
Osumi of Hakata (博多のお澄) — Dan 4 Commoner · local figure(trade-port weaving Craftsman) [ex1-99-06]
Wounds 3, Defense 10(work clothes), Energy 13. Finesse+3, Presence+2, Wisdom+1, Physique 0, Courage 0, Fate-1.
Background: merchant's child | Path/Heart: Way of Mystery / Truth (Inscribed Heart)
Skills(Dan 1 9 points[free 5 + background 2 + free 2] + even-dan +2+2 = 13 points): Livelihood:Weaving Craftsman [ex1-99-05] is separate · Negotiation Licensed · Bribery/Perception Trained · Deceit/Geography/Survival/Hardiness/Fortune/Bearing Novice (1 license=Negotiation, within dan cap)
Talents: (no automatic talent — Commoner) Funding[aptitude](background) / Skilled[aptitude]·Tough[aptitude]·Lucky One[aptitude] (3 general, all within Commoner 10)
Equipment: loom, spinning wheel, dyes, cloth · ruler, scissors · work clothes · ledger and trade deed · sample silk. 5 gold.
Source: Commoner [ex1-99-06] · Livelihood:Weaving [ex1-99-05]. Without ex1 — replace with an undanned non-combat NPC.
- Operation. Non-combat — weaving and dyeing (Livelihood:Weaving Craftsman +2 — domain-famous cloth, cannot make battlefield checks), trade and negotiation (Negotiation Trained), eye for people (Perception). Local Figure: a named Craftsman in a trade port. On the battlefield, untrained Commoner → treated as Rabble (Wounds 0; instant death).
- Backstory. Craftsman (+2) is the stage of being "known in the domain" — Master Artisan (+3) is one or two in a lifetime, so she still has one step left.
- Relationship Hook. Provides cloth, trade, and harbor rumors to the PCs, and seeks help between those above (merchant houses) and below (apprentices) her (local figure).
- PC Conversion. Commoners cannot be used as PCs. If you want to move her over, rebuild her as a core-book merchant, artisan, or similar class.
#Table Hooks — The Six in One Scene
- Around the Dojo. A lord targets Ryokai's (Pure Land monk) Ikko dojo. Sakuzo (artisan) builds the dojo's palisade, and Reian (onmyoji) divines that "this day's direction is inauspicious" — the work of three people gathers in one holdout.
- Mountain and Harbor. Kumanosuke's (wildlander) mountain and Osumi's (weaving Craftsman) harbor are the two ends of one island region (Shikoku/Kyushu sphere) — mountain furs and harbor silk meet in one merchant house ledger.
- Shadow Debt. If the old organization chasing Kazahaya Jingo (Fuma) is also the same faction the PCs are targeting, this becomes a scene where an enemy turns into an ally.
#Scent — One Sentence
"One who has finished a mission alone first becomes 'someone who can be entrusted' — and in that position, the choice of two roads begins."





