#8 Pregens — Ready Sheets
Eight ready-to-use 1st-dan characters. Start with the 4 recommended, and if you have many players or want to swap, draw from the 4 supplementary. You may print the sheets as they are and hand out one per person.
Attributes, maneuvers (specialties), gear, and Heart (Three Ways and Six Hearts) are exactly as in the co-04-08 pregens. The co-04-08 samples are maneuver-centric and do not separately note the 9-point skill allocation, so the skills (9 points) below are a recommended allocation fitted to the class-assigned skill and the role (freely adjustable by the co-04-09 standard). On a numeric conflict, co takes priority.
How to read: 6 attributes → Energy (10+Finesse) · Wounds (3+Physique) · Defense (gear) → skills (check bonus) → specialties (maneuvers) → weapon → Heart. The cheat sheet alone is enough for check and combat rules. For the meaning of the specialty tags [Kata] · [stance] · [aptitude] · [upkeep], see the "Specialty Types" table on the cheat sheet.
A note on the numbers: the Wounds and Defense on each sheet are final values that already include the Tough [aptitude] and gear modifiers (do not apply them again — use them as is). The shikigami holder (Seika) does not roll the shikigami directly but works it via Shikigami Control (0 Energy).
How to read the tables: the Specialty table (maneuvers) and the Weapon Techniques table (attack · defense) at the end of each sheet are what that character can do. Specialty types [Kata] (active · Energy) · [stance] (sustained · 1 at a time) · [aptitude] (always-on · 0 Energy) · [upkeep] (lull) — see the cheat sheet "Specialty Types". For weapon techniques, an attack roll is ≥ the target's Defense; a defense roll is ≥ the enemy's attack. If you lack the combat skill that matches the weapon, it is Untrained −2. Energy = the cost of one breath.
#4 Recommended — Tank · Teppo · Healer · Negotiator
#Kagura Masamune (神樂正宗) — samurai · 1st dan

| Courage | Finesse | Physique | Wisdom | Presence | Fate |
|---|
| +2 | +1 | +1 | +0 | +0 | -1 |
- Energy 11 · Wounds 4 · Defense 14 (medium armor)
- Skills (9 points, recommended): Swordsmanship (Trained) · Fighting Spirit, Intimidation, Military Science, Perception, Survival, Negotiation, Geography (Novice)
- Weapon: uchigatana (Swordsmanship)
- Heart (Three Ways and Six Hearts): Way of Rites / Loyalty
- One-line use: Stands in the Front Zone, locks a zone with Immovable Formation, and commands the Convict Squad's shield wall.
| Specialty | Type | Energy | Effect |
|---|
| Immovable Formation | [stance] | 2 | While held, secures domination of that zone |
| Family Name | [aptitude] | — | Squad Cohesion +1 |
| Tough | [aptitude] | — | Wounds cap +1 |
| Weapon Technique | Roll | Energy | Effect |
|---|
| Horizontal Cut | 2d10 + Courage + Swordsmanship | 2 | Wounds -1 (standard attack) |
| Thrust | 2d10 + Finesse + Swordsmanship | 2 | Wounds -1 · [Pierce 2] |
| Counterstrike (defense) | 2d10 + Finesse + Swordsmanship | reservation 1 / improvised 2 | Negate the enemy's hit |
Profile — The young heir of a warrior house, bearing his father's uchigatana. His standing steadies the convict squad into a shield wall.
Why jailed — Insubordination, for defying his lord's order to cut down an innocent.
#Maria (Maria) — gaijin · 1st dan

| Courage | Finesse | Physique | Wisdom | Presence | Fate |
|---|
| +2 | +1 | +0 | -1 | +0 | +1 |
- Energy 11 · Wounds 3 · Defense 13 (Nanban armor)
- Skills (9 points, recommended): Archery (Trained, =teppo) · Navigation, Perception, Survival, Geography, Negotiation, Stratagem, Disable (Novice)
- Weapon: Tanegashima / teppo (Archery)
- Heart (Three Ways and Six Hearts): Wanderer / Mushin
- One-line use: From the Rear Zone, ignores Defense with a fixed target number 11 teppo and lands one shot at a time. A model for Teppo Corps Volley Fire.
| Specialty | Type | Energy | Effect |
|---|
| Foreign Gunpowder | [aptitude] | — | Gunpowder/teppo checks +2 |
| Drifter's Instinct | [aptitude] | — | Combat-start initiative +1 · immune to surprise |
| Lucky One | [aptitude] | — | Fate Intervention uses +1 |
| Weapon Technique | Roll | Energy | Effect |
|---|
| Direct Fire | 2d10 + Archery ≥ 11 (fixed) | 2 | Wounds -1 · [Pierce all] · adjacent zone |
| Arcing Fire | 2d10 + Wisdom + Archery ≥ 11 | 3 | Wounds -1 · ignores cover · 2 zones |
| Reload | — | 2 | Mandatory after firing · cannot relocate |
Profile — A wandering markswoman washed in from beyond the seas. Her teppo's fixed 11 ignores enemy Defense.
Why jailed — Suspicion of espionage, imprisoned as a suspected foreign spy.
#Renge (蓮華) — Pure Land Monk · 1st dan

| Courage | Finesse | Physique | Wisdom | Presence | Fate |
|---|
| -1 | +0 | +1 | +1 | +2 | +0 |
- Energy 10 · Wounds 4 · Defense 11 (monk's robe)
- Skills (9 points, recommended): Medicine (Trained) · Exorcism, Prophecy, Negotiation, Agitation, Hardiness, Herbalism, Sorcery (Novice)
- Weapon: naginata (Spearmanship — Renge is Untrained)
- Heart (Three Ways and Six Hearts): Way of Emptiness / Compassion
- One-line use: Pure support and healing — revives squad Cohesion with Presence-based morale checks and blocks Rout with Amida's Shield.
| Specialty | Type | Energy | Effect |
|---|
| Amida's Shield | [aptitude] | — | Even if squad Cohesion reaches 0, hold it at 1 (1 battle) |
| Power of Scripture | [aptitude] | — | Checks against yoma +1 |
| Tough | [aptitude] | — | Wounds cap +1 |
| Weapon Technique | Roll | Energy | Effect |
|---|
| Horizontal Sweep | 2d10 + Courage −2 (Spearmanship Untrained) | 2 | Check 2 enemies in the same zone · each Wounds -1 |
| High Cut | 2d10 + Finesse −2 (Spearmanship Untrained) | 2 | Wounds -1 · same + adjacent zone |
| Naginata Block (defense) | 2d10 + Finesse −2 (Spearmanship Untrained) | reservation 1 / improvised 2 | Negate the enemy's hit (defends adjacent attacks too) |
Profile — A pilgrim monk of Amida. Morale checks and "Amida's Shield" hold a collapsing squad together.
Why jailed — Aiding the enemy, for sheltering a temple at odds with the daimyo.
#Hanabi (花火) — entertainer · 1st dan

| Courage | Finesse | Physique | Wisdom | Presence | Fate |
|---|
| +0 | +1 | -1 | +0 | +2 | +1 |
- Energy 11 · Wounds 2 · Defense 10 (unarmored)
- Skills (9 points, recommended): Bearing (Trained, exclusive) · Negotiation, Agitation, Disguise, Perception, Military Science, Deceit, Geography (Novice)
- Weapon: none · tools: drum · shamisen · fan
- Heart (Three Ways and Six Hearts): Way of Emptiness / Compassion
- One-line use: From the Rear Zone, buffs allies with Song of Encouragement and loosens information with Negotiation and Disguise. The face of social checks outside combat. If pressed, she strikes bare-handed.
| Specialty | Type | Energy | Effect |
|---|
| Battlefield Flower | [upkeep] | lull | Recover 1 ally Wound or squad Cohesion +1 |
| Song of Encouragement | [Kata] | 1 | One ally's next check +1 |
| Dancer's Gaze | [Kata] | 2 | Enemy squad Cohesion -1 |
| Weapon Technique | Roll | Energy | Effect |
|---|
| Bare-hand Strike (Strike) | 2d10 + Courage −2 (Unarmed Combat Untrained) | 1 | Wounds -1 |
| Grapple | 2d10 + Physique −2 (Unarmed Combat Untrained) vs enemy 2d10 + Physique | 2 | Bind (cannot move for 1 round) · no damage |
Profile — A traveling entertainer. Song and dance lift allies; negotiation and disguise pry loose information.
Why jailed — Lese-majeste, for mocking the daimyo with a forbidden song.
#4 Supplementary — Mobility · Scouting · Sorcery · Core-Zone Exorcism
#Hayame (疾風) — ronin · 1st dan

| Courage | Finesse | Physique | Wisdom | Presence | Fate |
|---|
| +1 | +2 | +0 | -1 | +0 | +1 |
- Energy 12 · Wounds 3 · Defense 12 (light armor)
- Skills (9 points, recommended): Swordsmanship (Trained) · Footwork, Survival, Perception, Scouting, Geography, Fortune, Intimidation (Novice)
- Weapon: ninjato (Swordsmanship)
- Heart (Three Ways and Six Hearts): Wanderer / Mushin
- One-line use: Unbound by formation, drives into the Core Zone and hits in combos with the low-Energy (1) Reverse-Grip Cut.
| Specialty | Type | Energy | Effect |
|---|
| Wind Blade | [aptitude] | — | Moving into enemy-held / Core Zone −1 Energy · free Core Zone entry-exit |
| Drifter's Instinct | [aptitude] | — | Combat-start initiative +1 · immune to surprise |
| Lucky One | [aptitude] | — | Fate Intervention uses +1 |
| Weapon Technique | Roll | Energy | Effect |
|---|
| Straight Thrust | 2d10 + Finesse + Swordsmanship | 2 | Wounds -1 · [Pierce 1] |
| Reverse-Grip Cut | 2d10 + Courage + Swordsmanship | 1 | Wounds -1 · keeps Infiltration (low-Energy combo) |
| Scabbard Block (defense) | 2d10 + Finesse + Swordsmanship | reservation 1 / improvised 2 | Negate the enemy's hit (even on failure, damage -1 Wound) |
Profile — A swordsman adrift after losing his lord. Unbound by formation, he strikes into the Core Zone on low Energy.
Why jailed — Accidental killing, in a quarrel after he lost his lord.
#Kage (影) — shinobi · 1st dan

| Courage | Finesse | Physique | Wisdom | Presence | Fate |
|---|
| +1 | +2 | +0 | +0 | -1 | +1 |
- Energy 12 · Wounds 3 · Defense 12 (light armor)
- Skills (9 points, recommended): Scouting (Trained) · Perception, Footwork, Survival, Disable, Geography, Fortune, Negotiation (Novice)
- Weapon: ninjato + 5 kunai (martial skill Untrained — surprise spec)
- Heart (Three Ways and Six Hearts): Way of Mystery / Corruption
- One-line use: Slips into the Outside Zone and Flank Zone to scout, surprise-attacks the enemy Rear Zone, then drops Infiltration.
| Specialty | Type | Energy | Effect |
|---|
| Shadow Crossing | [aptitude] | — | Moves freely across the Outside Zone / Flank Zone boundary |
| Drifter's Instinct | [aptitude] | — | Combat-start initiative +1 · immune to surprise |
| Lucky One | [aptitude] | — | Fate Intervention uses +1 |
| Weapon Technique | Roll | Energy | Effect |
|---|
| Sudden Strike (surprise) | 2d10 + Finesse + 3 −2 (Untrained) | 2 | Wounds -1 · only from Infiltration · target cannot react |
| Reverse-Grip Cut | 2d10 + Courage −2 (Untrained) | 1 | Wounds -1 · keeps Infiltration |
| Kunai Throw | 2d10 + Finesse −2 (Untrained) | 1 | Wounds -1 · adjacent zone · expended |
Profile — A scout and ambush specialist who slips through the Outside and Flank. On no one's side.
Why jailed — Espionage and intrusion, caught inside an enemy daimyo's castle.
#Abe Seika (安倍晴華) — onmyoji · 1st dan

| Courage | Finesse | Physique | Wisdom | Presence | Fate |
|---|
| -1 | +0 | +0 | +2 | +1 | +1 |
- Energy 10 · Wounds 3 · Defense 10 (unarmored, talisman Barrier)
- Skills (9 points, recommended): Sorcery (Trained) · Prophecy, Exorcism, Perception, Geography, Medicine, Stratagem, Negotiation (Novice)
- Shikigami: Suo (蘇緒) — sparrow type · Wounds 1 · Defense 11 · scouting and ranged Strike
- Weapon: none (shikigami specialist) · bundle of protective talismans
- Heart (Three Ways and Six Hearts): Way of Mystery / Truth
- One-line use: From the Rear Zone, sends the shikigami Suo into the Outside Zone to scout and screen, and reads the origin of yoma. Almost never fights directly.
| Specialty | Type | Energy | Effect |
|---|
| Shikigami Summoning | [Kata] | 2 | Summon/dismiss a shikigami (Wisdom +2, so up to 2 per battle) |
| Shikigami Control | [Kata] | 0 | Control 2 times in one round |
| Power of Scripture | [aptitude] | — | Checks against yoma +1 |
| Weapon Technique | Roll | Energy | Effect |
|---|
| shikigami Suo (ranged Strike) | Activated by Shikigami Control · roll by Suo's stats | 0 (Control) | Scout + ranged Wounds -1 (2 times in one round) |
| Bare-hand Strike (Strike) | 2d10 + Courage −2 (Unarmed Combat Untrained) | 1 | Wounds -1 (last resort) |
Profile — An onmyoji of the Abe house. She sends her shikigami Suo into the Outside to scout and harry; she rarely fights directly.
Why jailed — Suspicion of sorcery, accused of working forbidden arts.
#Enku (圓空) — esoteric monk · 1st dan

| Courage | Finesse | Physique | Wisdom | Presence | Fate |
|---|
| +1 | +0 | +2 | +1 | -1 | +0 |
- Energy 10 · Wounds 5 · Defense 10 (unarmored)
- Skills (9 points, recommended): Exorcism (Trained) · Fighting Spirit, Hardiness, Unarmed Combat, Perception, Survival, Herbalism, Sorcery (Novice)
- Weapon: fists (Unarmed Combat) + tanto — (the vajra Onigoroshi is 5th dan)
- Heart (Three Ways and Six Hearts): Way of Emptiness / Compassion
- One-line use: A melee exorcist monk who enters the Core Zone freely and drives short weapons and grapples in on a single breath. Has a bond from fighting alongside Seika.
| Specialty | Type | Energy | Effect |
|---|
| Asura Mudra | [aptitude] | — | Core-Zone melee maneuvers Energy -1 |
| Power of Scripture | [aptitude] | — | Checks against yoma +1 |
| Tough | [aptitude] | — | Wounds cap +2 |
| Weapon Technique | Roll | Energy | Effect |
|---|
| Fist — Strike | 2d10 + Courage + Unarmed Combat | 1 | Wounds -1 (Core Zone +2) |
| Fist — Grapple | 2d10 + Physique + Unarmed Combat vs enemy 2d10 + Physique | 2 | Bind (cannot move for 1 round) · no damage |
| Tanto — Bosom Plunge | 2d10 + Finesse −2 (Swordsmanship Untrained) | 1 | Wounds -1 · [Pierce 3] (Core Zone) / [Pierce 1] |
Profile — A close-quarters exorcist monk who pours short-blade and grapple into one breath in the Core Zone. He once fought alongside Seika.
Why jailed — Accidental manslaughter, a man died under his hands during an exorcism.
5th-dan and 10th-dan growth sheets: each class's 5th-dan and Tatsujin sheets continue in the class-by-class files of the co-04-08 pregens. If you want to build your own, follow the 7 steps of co-04 character creation (attributes +2/+1/+1/0/0/-1 · 9 skill points · 3 specialties · gear · Three Ways and Six Hearts).