TEXT: Chronicles of the Ninja
  Vol. 01
  Issue 02
  
  Copyright 2017, Thunderegg Productions
  Shogun of all Editors: Jeffrey Meyer
  Artists
  Gennifer Bone
  Matt Morrow
  Some artwork © 2014 Ryan Sumo, used with permission. All rights reserved.
  Lord Zsezse Works
  Introduction
  Fiction: Of Mockingbirds and Mochi
  Notes on Ninja
  Ninja Life Events
  Adventure: Ninja Attack
  Iimasa Ninja Family and Black Hornet Ryu
  Iconic Spotlight: Chisaten Kaihime
  Lesser Clan: The Horokame
  OGL
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  Hi!
  Thanks for checking out issue 2 of the Kaigaku Chronicle. This issue is all about those shadowy shinobi, the ninja. There's a lot
  of background information here, plus a new Life Events Table, a new Lesser Clan, two new Ryu, a solo game and much more!
  The information here is useful for virtually any Black Hack game and most other OSR titles.
  As an update for the game line, work continues on The Ruined Kingdom. I can't wait to get it out and into your hands!
  Once that's done I have several ideas for where to take Kaigaku next. One of them is another campaign, set entirely within
  Kaigaku this time, about seeing who ascends to the position of shogun. Another is a series of books called "Clan Vs.", which
  each highlight a pair of the clans and their struggles with each other. Those books are where each clan get their official fourth
  Ryu, which covers their class that didn't get a ryu in the core book.
  Lastly for now is The City of Harayama. It's going to have a detailed map of the city run by the villainous Chisaten Daiichi, plus
  locations with plenty of maps (done by Guillaume if I can get him!) and loaded with adventure hooks and background
  information.
  I'd really love to hear what you all have to say. I'm most active on Google+ but also on Twitter @JRossDiscoSoup and Facebook.
  There's an official Google Community for Kaigaku at http://tinyurl.com/kaigakugroup.
  All the best,
  Jacob DC Ross
  
  The room seemed to stretch out before Sachiko. One false step,
  she knew, would make the special nails of the floorboards chirp
  like a nightingale, alerting the guards hidden behind the shoji
  screens that an intruder was nearby. They’d rush her from all
  sides and bring down the young shinobi before she could
  accomplish her mission. She silently counted the steps to the
  base of the pedestal on which sat the priceless Phoenix Urn,
  steeled herself and leapt.
  The high-pitched squeak of the board rubbing together
  instantly betrayed Sachiko. She grimaced as she saw the
  “guards” stream out of their hiding places. Each of the sentries,
  in reality her fellow students, held a shinai, a wooden training
  sword, aloft and began swinging as soon as they were in reach.
  She put up what resistance she could, but soon fell under the
  flurry of blows from the split-bamboo weapons. The Phoenix
  Urn would remain in its place, unclaimed by yet another
  novice.
  “You didn’t do so bad, Sachiko” her fellow student, Tomie, tried
  to console her as she rubbed salve where one of Tomie’s shinai
  had caught exposed skin and left a nasty bruise, “Nobody’s ever
  gotten the urn before.”
  That was a small comfort to the young student. It stung less to
  know that Kanbei, Goji and all the other legends of Soaring
  Crow Academy within Kageyama had failed to take the school’s
  prized possession from its resting spot in the fifth floor gallery.
  Sachiko’s boundless ambition wouldn’t let her quit, though.
  “I’m going to try again, right now,” she declared with an icy
  determination.
  “You can try again whenever you like, that’s the whole point of
  the exercise,” Tomie replied, “but why don’t you rest up a bit?
  I’ve got a fresh pack of mochi we can eat. You’ll feel better in
  the morning.”
  A motivated and talented student, Sachiko was still a
  youngster, and the allure of the sticky treat was too much to
  resist. In a moment the two friends were outside, chewing on
  candy while they watched the villagers at the base of the
  mountain go about their daily lives, building, planting crops
  and sawing trees.
  “Where do you think you’ll end up, Tomie?” Graduation was a
  week away, and the students would soon get their first
  assignments.
  “I imagine that they’ll give me a cover as a gardener in some
  enemy noble’s castle. Or an ally’s castle, actually. They’ll
  probably make you a star assassin. You’ll get a beautiful alias
  like Moonlight or Stormcloud.”
  “I don’t know,” the other girl confided, “I’m trying my best, but
  I don’t think I’ve impressed any of our sensei. They keep telling
  me to be more aware of my surroundings, and to look at
  problems from other angles. I-”
  Sachiko trailed of as she focused on the scene below. She stood
  without a word, bowed to her friend and hurried away as
  quickly as she could without aggravating her aching ribs.
  Tomie just shrugged and plopped another piece of mochi into
  her mouth, “More for me, then.”
  The next morning Tomie was heading towards her daily shift
  within the gallery’s guard station when she heard a commotion
  ahead. She rushed as quickly as was polite and made it to the
  room in time to see Shizuka grinning madly as she stepped out
  of the gallery surrounded by a half dozen other students, the
  Phoenix Urn in her hand.
  “Sachiko! How did you manage,” she asked in disbelief.
  “I got an idea watching the workers while we ate yesterday. I
  went into the village and got some tools and more mochi. Then I
  sneaked into the room below the gallery, cut holes into the
  ceiling and used the mochi to gum up the nightingale floor so
  the nails wouldn’t squeak. Talk about looking and problems
  from another perspective, huh?”
  Sachiko’s shameless smile was too much. “You don’t think that
  Master Kuniyoshi is going to have your head for this?”
  “Do you think he’d mind if I accomplished a real mission using
  those methods? Nah, I think the only ones who are gonna be
  mad are the poor souls who have to fix the floor.”
  “Looks like I’ve got my shift in the guard station free, then,”
  Tomie smiled again, “do you still have any mochi left?”
  Of Mockingbirds and Mochi
  
  Notes on Ninja
  Ninja, also known as shinobi, are usually perceived as
  black-clad assassins who hide in the shadows, appearing
  only briefly enough to strike their victims before
  disappearing into the night. The Japanese ninja tradition
  is rich and varied, and may in fact stem from multiple
  convergent or parallel sources.
  In Kaigaku ninja are basically an extreme specialization
  of ascetics. Some of them actually use the Kiseki stones to
  enhance their base physical or mental abilities, while
  others just rigidly train and discipline themselves with
  grueling training regimens.
  There are many legends about the origins of the shinobi,
  and most of them are true. Some ninja began as peasants,
  upset over their mistreatment at the hands of the
  samurai caste. They cloaked themselves in what scraps
  the could scrounge up and used the tools of their traide,
  sickles, planting sticks and threshers as the weapons that
  evolved into kama, sai and nunchaku. These ninja
  eventually became mercenary vassals who profited
  greatly from the samurai they initially opposed.
  Another tradition of ninja began as samurai. Despite lip
  service to a warrior’s code of honor, most samurai
  understand the need for special forces that go beyond
  charging into masses of men with swords. These samurai
  took the fight to their enemies’ homes, burning castles,
  sabotaging war machines and causing misery through
  less-than-honorable means.
  Shinobi simply aren’t a polite topic of conversation in
  Kaigaku. Most of the people mention them when
  something unexplained happens, but beyond that they
  give them no more consideration than any other aspect
  of life.
  Ninja Appearance
  Most ninja didn’t actually wear the black suits. That
  started because of kabuki tradition, where stagehands
  wore something similar in order to be “invisible” to the
  audience while they helped perform special effects. Black
  is used in kabuki, but a dark blue is actually more organic
  looking and does not stand out to the eye when hiding in
  shadows in the same way that pure black does.
  The first time ninja were presented as wearing all black
  comes from various plays, where a stagehand would
  actually be revealed to be a ninja character, who would
  leap from darkness to kill their target. It didn’t take long
  for an actual ninja to infiltrate a playhouse, hide in plain
  sight and then kill a noble in the audience. Since that
  time playhouses now seat members of high society in the
  middle of the crowd, surrounding them and keeping
  them away from windows and the stage area.
  A shinobi changes their shozoku uniform based on their
  environment. Dark blue for urban work, white for snowy
  conditions, green for the forest, light blue for water and
  so on. Most uniforms are reversible so they can switch
  colors whenever they need.
  Ninja Life
  Ninja training begins at a very young age. Barely out of
  the toddler stage, sensei take advantage of children’s
  natural limberness and resilience to teach them the
  fundamentals of falling, tumbling, climbing, leaping and
  more before they’re old enough to become afraid of
  heights and danger. This early training also helps older
  shinobi to keep from losing their flexibility during
  puberty.
  After learning how to fall and move, they learn to hide.
  An average ninja can hold her breath for around two
  minutes at a time, though masters can go for even longer.
  They train their body to avoid all reflexive movement,
  such as spasms from pain, blinking, gagging and others.
  The third pillar of training is observation. A ninja learns
  how to read lips, listen without seeming to be paying
  attention. Reading from a great distance, upside down
  and backwards, using smell to discern the presence of
  poison in food and all sort of other covert tasks. It’s not
  uncommon for many shinobi to end their training at this
  point. Once they can move swiftly and silently, gather
  information and leave without being detected, they’re
  suited for most ninja missions.
  Advanced training includes combat using swords,
  daggers, throwing stars, caltrops, small explosives,
  firearms, bows, chopsticks and all manner of improvised
  weapons. They also learn hand to hand techniques
  suitable for lethal and non-lethal applications.
  
  Truly masterful ninja who gain the trust of their
  superiors can learn even more secret knowledge, from
  botany for making medicine, narcotics and poison to
  engineering for sabotage purposes ore general knowledge
  required to pass as a specific person, a ninja can spend
  more time in study than a court official.
  Some ninja are inducted into loose confederations and
  some are raised from birth in clan structures that are
  tighter even than samurai families. Depending on a
  samurai clan’s moral and other outlooks, they may deny
  having ninja while still maintaining a hidden force,
  openly flaunt their use, actually oppose all ninja or have
  any other stance.
  Ninja Characters
  In the Kaigaku RPG many ninja ryu define a narrow
  subset of abilities, such as acrobatics or disguises, and
  allow their practitioners to become masters of that
  aspect of the art of the shinobi. This tends to class ninja
  into different mission specialties, such as infiltration,
  assault or espionage.
  If you want to create an all-ninja PC team, one way to do
  it is to allow the players to all play members of a single
  clan or faction but to give them access to any ninja ryu in
  the game, repurposing the ryu to match the chosen
  faction. This allows the players to each fulfill a different
  role in the various missions.
  For instance you might have a ninja party in service to
  the Toguchi clan, who have a mission to destroy an
  enemy clan. Their plan is to have one member infiltrate
  the enemy stronghold disguised as a retainer and then lie
  in wait until needed. A second and third member each
  assault the castle under the cover of darkness while the
  fourth stays back and snipes anyone who tries to attack
  the second and third. Once the assaulters enter the castle
  and the sniper deals with anyone else trying to follow
  them in while the first ninja uses their altered
  appearance to gain access to the armory and steal the
  clan’s treasured katana to bring back to their master.
  In the above example the first ninja is a member of the
  Silver Tanuki ryu, the second and third are Soaring Crow
  and Savage Tiger and the fourth is Spitting Cobra. Each
  ryu is normally part of a different clan, but to make
  things work for an all-ninja party they’ve renamed their
  ryu to something more appropriate.
  If there’s just one or two ninja in the party the group can
  decide on what they want to do. They can maintain that
  the ninja in the party have a public face as bushi,
  courtiers or ascetics and have the other players honor
  that arrangement, even if it’s clear to the PCs that they re
  working with shinobi.
  A ninja in an adventuring group is likely to be the party’s
  scout, moving ahead in dangerous territory and
  reporting back. They can also hang back in combat,
  attacking at range while the bushi charge in. The old
  standby for ninja is to have a problem that the party can’t
  solve, or a secret they can’t discover to get solved by a
  sticky note from the DM to the ninja PC and a brief
  private session in the next room.
  Things to Know
  *Most ninja are not assassins, but merely spies.
  *The most common guises for ninja are gardeners, cooks
  and anyone else who might labor at a lord’s castle.
  *Some ninja are from the samurai caste, while some are
  peasants or outcasts.
  *There are several ninja hidden in this page.
  
  Ninja Life Events
  Roll here at character creation, before selecting skills and Contacts, to determine your character's background.
  1
  Born into an eta village and taken by recruiters.
  2
  Merchant parents, from whom you ran away.
  3
  Child of a ronin duelist.
  How did you come to this life? Roll 1d6.
  4
  Born into a prominent ninja family.
  5
  As a samurai child of a major or lesser clan.
  6
  Roll again and take that result if it's different, or this result if
  you roll it again. You are the scion of two ninja families, born
  of a forbidden union. There is a blood edict against you.
  1
  A former classmate under the same sensei.
  2
  A patron whose job you failed.
  3
  A ninja from a rival clan or family.
  Who is your rival? Roll 1d4.
  4
  A gaijin explorer with guns and cannons.
  1
  Your impeccable fashion sense. Gain a Superior kimono with the Beauty trait.
  2
  A small-time gang who inform to you. Gain an extra Level 1 Contact.
  3
  Your cover career. You own a small share in craft or trade business.
  What are you best known for? Roll 1d8.
  4
  Your side pursuits. You have a trained hunting falcon (HD 3).
  5
  Your knowledge of tactics Gain a -2 bonus to leading troops.
  6
  Your reputation. Patrons pay more for your services.
  7
  Your underworld connections. Gain access to criminal hangouts.
  8
  Your ruthlessness. Do an extra +2 damage in melee combat.
  1
  Your sensei. They see great promise in you.
  2
  A farmer with a hidden basement in his home.
  3
  A contractor who lets you work on construction projects.
  Whom can you count on for support? Roll 1d8.
  4
  A magistrate who's on the take.
  5
  A wild and reckless gambler who's as likely to need help as to give it.
  6
  A solitary mountain ascetic.
  7
  A naive young bushi who's never had to draw their sword in anger.
  8
  A henjin (changed being) rat ninja who dispenses advice.
  
  Adventure: Ninja Attack!
  Perhaps the most iconic type of story about ninja involves
  a nighttime raid where one or more shinobi infiltrates an
  enemy castle at night. Ninja Attack! is an adventure that
  you can run for your party, or which you can play solo.
  This is so that GMs can have fun playing, too.
  The Setup
  Your masters have been ordered to assault the stronghold
  of their patron’s most hated enemy. For political reasons
  this cannot be done in the open. You must complete this
  challenge. If you fail your clan hunts you down like the dog
  that you are.
  The Target
  Choose or randomly determine which of the enemies
  your masters are sending you after.
  Preparation
  Roll Charisma to convince your quartermaster to issue
  you some equipment. You get two rolls on the Equipment
  table if you succeed, plus one for each Intensification
  made to the roll. You still get one piece if you fail.
  
  1
  Atsumichi Noh: This lady’s swift guards cause you to roll for Initiative with Disadvantage.
  2
  Chisaten Sanzo: This influential lord has a small army drawn from many clans, as well as all sorts of other resources
  at his disposal. Roll twice more on this table, taking both results (reroll this result if it comes up again).
  3
  Kakujima Hana: Her expansive castle is expertly fortified. Roll 1d4 on each floor except the top. On a 1 add add 1d3
  encounters to that floor.
  4
  Kondo Shige: He has a kiseki alarm network that forces you to Intensify once on each roll to avoid traps.
  5
  Morimoto Shizuka: Her deviously designed traps do +1d4 damage.
  6
  Shirai Jin: His ascetic minions all heal 1d4 HP per turn.
  7
  Toguchi Naomi: Her trained ninja Hidden Guards have +1d3 HD.
  8
  Watanabe Jinzo: His fortified minions all have an extra HD of HP, which doesn’t add any damage or AP.
  1d8 Target
  1
  Antidote: Usage die 1d6. Nullifies poisons.
  2
  Padded Shoes: Gives you +1 to the stat used to avoid alerting guards
  3
  Blowgun: Usage die 1d6. Gives you one chance to knock out a guard before rolling to avoid alerting them.
  4
  Medicine Pouch: Usage die 1d6. Heals you 1d4 HP.
  5
  Smoke Bomb: Usage die 1d4. Roll Dexterity to evade a combat encounter. This sounds the alert for the next floor,
  which means you roll Initiative with Disadvantage.
  6
  Climbing Claws: Gain Advantage to avoid any non-enemy traps.
  1d6 Equipment
  The Castle
  To begin your mission you have to complete several
  stages. First you must infiltrate the castle grounds, then
  enter the tower itself and ascend to the top floor. Your
  objective, as well as the boss, are up there.
  Outside the castle you must elude troops and avoid traps.
  If you’re discovered you then face an assault from the
  sentries. If you make it inside successfully then you
  generally only avoid traps and alarms. Note that tripping
  an alarm on one floor won’t bring every guard in the
  castle against you. This is because it’s not uncommon for
  ninja to use distractions, and if all of the guards
  converged on one location they’d leave everywhere else
  vulnerable. Tripping an alarm means that the guards on
  your floor attack you and that from the point of failure
  on you roll with Disadvantage for initiative.
  You can choose to just have a single Castle Grounds
  encounter, or for a greater challenge have one-third of
  your character level encounters, rounded up.
  For a shorter game have three floors on the castle, while
  a mid-length game would have five. You can go as high as
  you like. One variant of play is Challenge Mode, where
  you start out with a character at Level 1 and level up
  upon reaching the end of every level, winning at Level 10.
  In Hardcore Mode you level up after every third floor.
  Beat level 30 and you win!
  Treat traps as one-shot enemies without HP but with an
  HD rating for the purpose of comparing to your level for
  penalties to rolls and damage done.
  You may use your ryu in any way that makes sense to
  you. If you’re a silver Tanuki with a soldier guise, for
  instance, then you can use that if you like. In that case
  you would then be able to use Charisma to bluff your way
  past guards. You might choose to use the Soaring Crow
  ryu to leap past traps or even reduce the number of
  Castle Grounds encounters you have to face. I’m not
  telling you how to have your fun, only giving you ideas.
  
  1
  Spike Trap: Wisdom roll to spot, Dexterity to avoid if not spotted. Falling into it means you have to make a
  Constitution roll to avoid limping (Disadvantage on all Dexterity and Strength rolls for HD rounds).
  2
  Guard Dog: Roll Charisma to keep it from barking and summoning: 1d6 1-3: Rookie Guard; 4-5: Average Guard; 6:
  Competent Guard.
  3
  Net Trap: Roll Wisdom to spot. Dexterity to avoid being caught if not spotted. When trapped roll Strength every turn
  to get out. If you fail to get out roll 1d10 each turn and on 1-2 summon 1d6: 1-3: Rookie Guard; 4-5: Average Guard; 6:
  Competent Guard.
  4
  Rookie Guard: HD is equal to your level -1, to a minimum of 1 HD.
  5
  Average Guard: HD equal to your level.
  6
  Competent Guard: HD equal to your level +1d3.
  1d6 Castle Grounds
  1
  Nightingale Floor: Roll Intelligence to notice the creaking floorboards, and Dexterity to avoid. Stepping on the
  wrong spot activates the Hidden Guard (Result 2).
  2
  Hidden Guard: Springs from a wall, with HD equal to your level +1d3.Roll Initiative with Disadvantage if they come
  from a trap result.
  3
  Floor Hole: Roll Wisdom to spot, and Strength to avoid falling through if you miss it. Move to the previous floor and
  roll again on this table. If you’re on the first floor you end up in a basement with 1d3 encounters.
  4
  Dart Launcher: Shoots a poison dart. Roll Dexterity to avoid. If hit take HD damage until your roll Constitution. Ths
  damage reduces by one each time you fail the Constitution roll.
  5
  Whirling Blades: Roll Dexterity to avoid X blades, where X is equal to the trap’s HD. No need to roll for subsequent
  blades if you fail. Reduce the damage done by 1 per blade you’ve already avoided.
  6
  Ready Guard: Face 1d6 enemies with your level in total HD. You can roll Dexterity to sneak past each one. If you fail
  to sneak but manage to defeat an enemy on the first round of combat, or otherwise silence them then they raise no
  alarm. If they do raise the alarm you face all remaining guards at once.
  1d8 Inside the Castle
  7
  Cache: Roll once on the Equipment Table.
  8
  All Quiet: Too quiet. Your next enemy, from this floor or another, has additional HD equal to the number of times
  you’ve rolled this result.
  Once you make it to the top floor you get to encounter the Boss.They have HD equal to your level +2.
  1
  Haruko: A one-armed ronin duelist. Accept her invitation to a duel or face her in a raging state where she does an
  extra 1d4 damage per attack.
  2
  Kuroda: A ninja master from a rival family. Roll Wisdom each turn you miss him with an attack to avoid him
  disappearing into the shadows. If he’s invisible to you you roll with Disadvantage to attack and defend until after his
  next attack.
  3
  Guruma: A clockwork warrior. Every sixth turn it makes a total number of attacks equal to its HD.
  4
  Kyoki: An insane ascetic, though she doesn’t suffer from the Madness of non-ascetics who use kiseki. Roll 1d6 with
  each attack, and on a 1 she shoots at you with a blast of concussive force. Fly back short range and fall to your feet
  unless you roll Constitution.
  1d4 Boss
  
  Iimasa Ninja Family
  Shinobi are renowned for their fabled ability to split from
  one person into two or more. Usually this is nothing
  more than a trick set up well in advance. Ninja of similar
  build all wear the same costume, and while one becomes
  visible the rest remain hidden until summoned, usually
  by the lead team member tossing down a smoke bomb.
  The rest leap out of hiding and in the darkness seem to
  come from nowhere.
  That’s not the case with the Iimasa. These shadow
  warriors train with kiseki-imbued equipment that
  reflects light. While not ideal for stealth applications
  their equipment allows them to concentrate and project
  an insubstantial, but real-looking, duplicate of
  themselves. They use this distraction to keep from
  getting hit in combat and to make their numbers appear
  greater than they really are. A Black Hornet usually keeps
  their shiny armor parts covered unless they’re in open
  combat.
  The Iimasa family is a solitary clan of ninja. They have no
  status as samurai and spend their time training in their
  forest hideaway. This group prefers sabotage and
  assassination to espionage.
  Black Hornets
  This ryu teaches practitioners how to use light and
  shadow to their advantage. They trick their opponents
  with illusions and strike without mercy.
  Type: Ninja
  Weapon of Choice: Sai and Shuriken
  Tier 1: Shadow Self
  You can forgo an attack to project an illusory copy of
  yourself. Each time you’re attacked you’re attacked roll
  under the number of copies, including yourself, on 1d6 to
  avoid the blow entirely. You can have one illusion active
  at a time. An attack that misses you because it targets an
  illusion disperses that illusion. You may only have one
  illusion active at a time.
  Tier 2: Set up the Strike
  Your double can mislead your target, opening them up to
  greater damage. Disperse your double before attacking to
  have that attack do half again as much damage.
  Tier 3: Double Shadows
  You now create two illusory copies of yourself when you
  use your Tier 1 ability.
  Tier 4: Smooth Moves
  Disperse a double to reroll a fumble made on an attack or
  defense roll.
  Tier 5: Solid Shadow
  You now create three illusory copies of yourself when
  you use your Tier 1 ability. You may use them to make
  attacks with melee weapons, as if they were you.
  Attacking with a copy disperses it.
  
  Chisaten Kaihime
  Kaihime is the scion of her branch of the lesser Imperial
  Family. She is an orphan being raised by her uncle, the
  notorious Chisaten Daiichi, regent governor of Harayama.
  Kaihime is a precocious youth; she’s already written a
  pillow book that was “accidentally” released to the court.
  Within the pages she’s shown a remarkable political
  acumen and a sharp eye for seeing what’s really going on.
  At 16 years old she’s still four years from being able to
  claim her position as governess. When she does she’ll
  displace her uncle, who’s ruled since Kaihime’s mother
  was killed by ninja assassins. Kaihime believes that her
  uncle ordered her mother’s murder and that he’s
  planning on seeing that she meets the same fate before
  she’s old enough to threaten his position.
  Kaihime makes certain to display her intelligence,
  moderate temper and virtue openly in order to gain
  popular support for her own position. She knows that
  matters are going to come to a head, likely within the
  next couple of years. She's aware that if she acts too soon,
  or too openly, she’ll come into power at the mercy of
  Daiichi’s criminal cronies and courtly sycophants, and
  that if she fails to act in time her uncle will eventually get
  to her. Right now she needs people willing to act covertly
  against Daiichi’s interests, eliminating his network one
  member at a time.
  In Our Next Issue
  Ronin! All sorts of ronin! From the grim protagonist of
  Yojimbo to the tragic loyal retainers of Lord Oishi, ronin
  are captivating and mysterious. While they may face
  some challenges in society, the setting of Kaigaku is a
  wolrd that presents many rich opportunities for these
  wave men.
  We'll also have a new lesser clan, the Mizuki, who act as
  deadly bodyguards at the court. Look for a scenario that
  plays off of one of the headings in the "GM Secrets"
  section of the premium version of the Kaigaku RPG. Can
  you change the force of destiny through vengeance?
  As ronin are versatile warriors, their new ryu is going to
  actually going to be a "kit" for creating your own ryu,
  and it should be useful for samurai of the clans, too.
  If you haven't checked them out there are already two
  other issues of the Chronicle. Issue 0 is called Henjinmura
  Village and it highlights a mysterious town full of
  shapeshifting creatures, plus options for playing them as
  PCs (it's also free).
  Issue 1 is the Chronicle of the Geisha and it has
  background on the geisha in Kaigaku. There's also a new
  ryu, an adventuring location called the House of the
  Vermillion Butterfly (with beautiful map by the
  legendary Guillaume Tavernier), tips on creating mystery
  scenarios and a print-and-play card/board game inspired
  by the world's most famous murder mystery game but
  with a gameplay and theme twist.
  Lastly, check out the Kaigaku RPG core books. We have a
  free one and a premium version that expands on the
  basic book. It's fast and easy to play but rich with PC
  choices, gameplay options and setting.
  Many, many thanks for playing in this world. I hope you
  have as much fun in it as I do!
  
  Horokame Clan
  The Horokame are a clan of thinkers. The first Horogame
  was an ascetic who impressed the daimyo of the
  Watanabe, who happened to spot her along the road as he
  was making a journey to the imperial palace. She
  managed to stump his retinues with ingenious riddles
  until the group made it to the capital The daimyo
  sponsored Horogame to the Emperor, who granted her a
  small patch of land and a productive village. The
  Horogame maintain close ties with the Watanabe.
  Horokame Leadership
  Horokame Takeshi
  Takeshi ascended to the post of daimyo 50 years ago as a
  young man. He stays fit, mentally and physically, so that
  none would guess that he’s the oldest member of the
  clan. While he faithfully discharges his duties his true
  passion is practicing with the naginata. Despite his
  proficiency he considers himself a mere student. While
  he won’t pass on clan secrets to outsiders, he is always
  willing to train apprentices in the way of the spear.
  Watchful Turtle
  The Watchful Turtle are the Horokame’s greatest asset.
  They often serve as the soft hand to the blunt fist of the
  Watanabe clan’s belligerent Growling Bear. In court the
  Watanabe often attempt to get what they want by
  coercion, and when this fails the Horokame step in and
  offer to act as mediators. They do this for other clans, as
  well, but they secretly offer more favorable terms to the
  Watanabe.
  Type: Ascetic
  Weapon of Choice: Naginata
  Tier 1: Hidden Power
  You have Advantage any time you try to use your tier
  abilities without other people realizing that something is
  amiss. Make a Wisdom roll to hear a whispered
  conversation from anywhere in the same room or
  outdoor space within Nearby range. Each Intensification
  increases the range band by one.
  Tier 2: To Guard My Secrets
  When wielding a naginata you can use your Wisdom score
  to make attacks.
  Tier 3: Extended Vision
  When using your Tier 1 ability you also extend your
  vision so that you can see as if you were standing at any
  point with range by Intensifying once on the roll.
  Tier 4: The Wise Excel Where Fools Fall
  You can now use your Wisdom score to defend against
  attacks. Once per combat,after defending, you gain AP for
  the remainder of a battle equal to the amount by which
  your Wisdom roll succeeded.
  Tier 5: Perception Unbound
  Intensify another time when you use your Tier 1 ability to
  allow it to work through stone walls.
  
  Notable People
  Horokame Chiaki
  The head cleric for the Horokame is a middle-aged lady
  spends most of her time reading books. She’s recently
  retired to this position after twenty years in the field,
  spending her early career shifting between work as a
  magistrate, foot soldier and officer. Chiaki built up a
  lifetime of contacts in both legal and military spheres,
  and now she uses her position as an official to make the
  most of her newfound influence. Chiaki is the person to
  turn to if you need to know anything about troop
  movements or organized crime in the region.
  Horokame Muto
  Muto is a large man who appears to be incredibly
  ungainly. He uses his appearance to cause his opponents
  to misjudge his physical and mental prowess. His favorite
  hobby is making bar bets with drunken samurai and
  merchants, then collecting money as he vaults over the
  rooftop of the nearest house using only his naginata as a
  pole. Muto’s other favorite bet is an eating contest
  against any challenger. He’s currently in possession of a
  huge sack of unused kiseki, and he’ll gladly give them up
  to anyone who can beat him at consuming gyoza.
  Relations with Others
  Kaigaku
  Atsumichi: Tradition breeds predictability, and
  predictability is a weakness.
  Chisaten: We respect their place in society, even if they
  may not deserve it.
  Kakujima: There’s not a problem with them that you
  can’t solve with money.
  Kondo: So like us, which is why we stay at arm’s length.
  Morimoto: They don’t value the same things as us, which
  means that we’re never after the same targets.
  Shirai: The only ones who suspect our true power. This
  can’t stand.
  Watanabe: Our original patrons. We fill in the gaps
  where they fall short.
  Gaijin
  Albar: They make a useful check against the Cordovans.
  Cordova: Respectable sort of tactics, these missionary
  spies.
  Kherin: They menace our Watanabe patrons, so we fight
  them whenever we can spare the men.
  Uriwane: Those who don’t make the most of what they
  have end up wanting.
  Territory
  Capital: Nashimura, a picturesque village noted for its
  pear orchards.
  Trading Goods: Pears, paper and books.
  Terrain: Plains and a well-managed forest.
  
  DESIGNATION OF PRODUCT IDENTITY
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  the OGL.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
  Gygax and Dave Arneson.
  COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
  David Noonan,Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
  based on original material by E. Gary Gygax and Dave Arneson.
  The Black Hack, Copyright 2016 Gold Piece Publications, Author: David Black
  Black Hack: Cyber Hacked!, Copyright 2016 DIY RPG Productions; Author Mike Evans
  Kaigaku RPG, Copyright 2016 Thunderegg Productions, Author: Jacob DC Ross
  Kaigaku Premium Edition, Copyright 2016, Thunderegg Productions, Author: Jacob DC Ross
  Kaigaku Chronicle Issue 2, Copyright 2017 Thunderegg Productions, Author: Jacob DC Ross
  
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