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In the heart of 16th-century Feudal Japan, amidst a landscape carved by the swords of samurai and the unyielding spirit of the people, lies the small, beleaguered village of Kanna Mura. As the threat of bandits looms like a storm on the horizon, the village’s desperate cry for help echoes through the valleys. This is a call to the brave, the outcast, the masterless ronin, to become defenders of the innocent. “The Seven Defenders” is not just a mission of valor; it is a journey into the depths of courage, honor, and sacrifice. Join this epic tale, where legendary men like you carve their names into the annals of history, facing not only the clash of steel but the tumultuous battlegrounds of their inner spirits. Here, under the guiding eye of Racon Gunner, you will navigate the intricate tapestry of loyalty, betrayal, and the relentless pursuit of glory.

The Seven Defenders, 1587

Defend the village from the bandits
In the shadow of towering mountains and amidst the whispers of wind through the pines, lies the humble village of Kanna Mura. Its people, hardy and resilient, have toiled upon the earth and reaped its modest bounty, far removed from the grand dramas of empires and shogunates. Yet, as history has often shown, the specter of greed and power respects no boundaries. The year is 1587, a time when the Sengoku period, Japan’s age of warring states, writes its brutal saga across the land. Great lords clash in their quest for power, samurai wield their blades in fealty and honor, and peasants cling to life and land amidst the chaos. It is an era where the line between life and death is as thin as the edge of a katana, where every day is a testament to survival, and every action is a thread in the tapestry of legend.
Enter our heroes, the Ronin – masterless samurai, each carrying a story etched by the sword. Disillusioned, dishonored, or simply seeking a purpose beyond the rigid structures of feudal loyalty, these warriors find themselves in Kanna Mura, not by mere chance, but by the guiding hand of fate. The village, beset by marauding bandits led by the ruthless Kuroda Masaru, stands on the brink of destruction.
In “The Seven Defenders,” you, the players, embody these Ronin, each a blend of strength, wisdom, and resolve. Your swords are not just weapons; they are symbols of your journey, your struggles, your very essence. You are tasked with the defense of Kanna Mura, to protect the innocent and uphold the warrior’s code in a world where such ideals are often consumed by the flames of war.
But be warned, for this task is not merely a clash of steel and wills. It is a crucible that will test your spirit, challenge your convictions, and demand the very utmost of your skills and strategies. In the words of Racon Gunner, our enigmatic guide through the annals of history and human endeavor, “In the heart of chaos lies the opportunity for heroism, in the face of despair, the chance for redemption.” Prepare yourselves for an adventure that transcends the mere boundaries of survival and honor. Step into the world of “The Seven Defenders,” where the echoes of your actions will ripple through history, and your story will be sung by those who dream of bravery and heroism in the shadow of a war-torn world.

ADVENTURE!

Arrival at Kanna Mura

Feudal Japan, 16th Century, Kanna Mura Village

Under the shadow of looming hills, the seven ronin arrive at the gates of Kanna Mura. The air is thick with anticipation and the unspoken fears of the villagers. Amidst the whispers of the wind and the rustle of the fields, the stage is set for a tale of valor and sacrifice. The village, with its thatched roofs and simple life, stands vulnerable to the threat beyond the horizon. It’s time for the defenders to prove their worth.

Earning Trust (Difficulty: Moderate)

The villagers, though desperate, are wary of these new, unfamiliar warriors. Winning their trust is essential to rallying them for the impending struggle.
Challenge: Players must utilize their Personality (PER) and Silver Tongue skills to assure the villagers of their honorable intentions. Success: Villagers provide aid and crucial information about the bandits. Failure: The villagers remain distant and skeptical, affecting their cooperation.

Uniting the Ronin (Difficulty: High)

Each ronin carries their own burdens and reasons for answering this call. Uniting them under a common cause is crucial for the defense of Kanna Mura.
Challenge: Players need to employ their Leadership skills and Insight to forge a bond among the diverse group of ronin. Success: The ronin unite, bringing together their skills and strengths. Failure: Disagreements and rivalries simmer, threatening the group’s cohesion.

The Bandits' Shadow

The Outskirts of Kanna Mura, Dense Forest Path

As night falls over Kanna Mura, the defenders receive word of bandit scouts lurking in the nearby woods. Seizing the opportunity to strike first and gather intelligence, the ronin embark on a perilous journey under the cover of darkness, their blades ready for the silent battle that awaits.

Ambush in the Woods (Difficulty: Challenging)

The dense forest is an ideal place for an ambush. The ronin must navigate through the treacherous terrain, their senses heightened for any sign of the enemy.
Challenge: Players must use their Instinct (INST) and Stealth skills to move undetected and position themselves advantageously. Success: The ronin successfully ambush the bandit scouts, gaining the upper hand. Failure: The ronin are caught off guard, and the bandits strike first.

Clash of Steel (Difficulty: High)

A skirmish erupts in the darkness of the woods. The ronin must rely on their combat skills and quick thinking to overcome the bandits and extract information.
Challenge: Players engage in combat using their Brawl & Blade skills and Agility (AGL). Success: The ronin defeat the bandits, capturing one for interrogation. Failure: The bandits escape, and the ronin are left with injuries and unanswered questions.

The Hidden Threat

Dawn at Kanna Mura, Village Square

As the first light of dawn breaks over Kanna Mura, the ronin return from their skirmish in the woods. The village awakens not just to a new day but also to unsettling news. Amidst preparations for the larger battle, a more immediate and unexpected threat surfaces, one that could undermine their efforts from within.

The Traitor Among Us (Difficulty: Intricate)

Suspicion arises as crucial supplies go missing, and a villager’s cryptic warning points to a traitor in their midst. The ronin must use their wits and intuition to uncover the hidden threat before it jeopardizes their entire defense strategy.
Challenge: Players conduct an investigation using Intelligence (INT) and Interrogation skills. Success: The traitor is unmasked, revealing valuable information about the bandits’ plans. Failure: Paranoia grows, hampering coordination and morale.

Duel of Honors (Difficulty: Intense)

The revelation of the traitor leads to a dramatic confrontation. A duel, bound by the samurai code of honor, is the only way to resolve this betrayal and restore trust.
Challenge: Players engage in a high-stakes duel using their Brawl & Blade skills and Endurance (END). Success: The ronin triumph, cementing their leadership and rallying the villagers. Failure: The outcome shakes the confidence of both the ronin and the villagers.

The Eve of Battle

Nightfall, Kanna Mura's Fortified Edges

The night before the anticipated bandit siege is a tapestry of tension and resolve. Kanna Mura, now a fortress brimming with defiant spirit, braces for the impending storm. The ronin, having faced betrayal and deceit, now stand united with the villagers in solemn solidarity. This night is about more than vigilance; it’s a test of courage and the strength of bonds forged in adversity.

The Final Preparations (Difficulty: Demanding)

Every detail matters in these final hours. The ronin oversee the village’s defenses, ensuring that no stone is left unturned in preparation for the bandits’ assault.
Challenge: Players must utilize their Strategy and Conscientiousness (CON) skills to optimize the village’s defenses and rally their forces. Success: Kanna Mura becomes a bastion of readiness, morale boosted. Failure: Gaps in the defense line are overlooked, leading to vulnerabilities.

The Calm Before the Storm (Difficulty: Emotional)

As night deepens, the ronin and villagers gather. Stories are shared, fears voiced, and resolutions made. In these quiet moments, the weight of what’s to come settles in the hearts of all.
Challenge: Players engage in character-driven interactions, using their Personality (PER) and Empathy skills to strengthen bonds and resolve inner conflicts. Success: A newfound unity and determination emerge among the defenders. Failure: Doubts and fears linger, casting shadows on the resolve of some.

The Dawn of Battle

Dawn Breaks, The Fields Surrounding Kanna Mura

As the first light of dawn pierces the horizon, the eerie silence is shattered by the distant thunder of approaching bandits. The village of Kanna Mura awakens to the day of reckoning. The ronin, armed with the knowledge from the last-minute scout report, stand ready with the villagers, united in a grim resolve to protect their home at all costs.

The Onslaught Begins (Difficulty: High)

The bandit horde, larger and more ruthless than anticipated, launches their assault. The defenders must repel this initial wave to prevent the village from being overrun.
Challenge: Players engage in large-scale combat using their Combat Skills and Endurance (END). Success: The initial wave of bandits is repelled, giving the defenders a momentary upper hand. Failure: The village’s outer defenses are breached, causing chaos and panic.

The Tide Turns (Difficulty: Critical)

With the battle raging, the ronin discover that the bandits are being led by a formidable warlord. A direct confrontation may be the only way to demoralize the bandit forces and turn the tide of battle.
Challenge: Players face off against the bandit warlord in a decisive combat, requiring Brawl & Blade skills, Agility (AGL), and Strategic Thinking. Success: The warlord is defeated, breaking the bandits’ resolve and leading to their retreat. Failure: The warlord gains the upper hand, putting the entire defense at risk.

Character Profile: Saito Kenji - The Wandering Blade

Background: Saito Kenji, once a samurai under a noble daimyo, now walks the path of a ronin. Disillusioned by the politics of the samurai class, Kenji seeks redemption and purpose, honing his skills in service of those who cannot defend themselves. His journey leads him to Kanna Mura, where destiny awaits.

Personality Traits & Archetype:

Big Five Personality Traits: Openness: 65 Conscientiousness: 75 Extraversion: 55 Agreeableness: 60 Neuroticism: 40 Archetype: Warrior – a blend of the Soldier and the Mystic paths, reflecting his martial prowess and spiritual depth.
Ability Scores: Strength (STR): 70 (Physical power and combat prowess) Intelligence (INT): 55 (Strategic thinking and knowledge) Instinct (INST): 65 (Intuition and awareness) Agility (AGL): 75 (Speed and dexterity in combat) Endurance (END): 70 (Stamina and resilience) Personality (PER): 60 (Charisma and social influence) Spiritual Strength (SPI): 65 (Faith and spiritual resilience) Skills: Mainskill: Brawl & Blade – 60% Subskills: Swordsmanship – 65% Strategy – 55% Stealth – 60% Marksmanship – 50% (bow usage)

Combat Mechanics:

Weapon: Katana (Espada Ropera) – +3 to hit, 1d6 damage Armor: Light Samurai Armor – Grants +1 to END checks against attacks To Hit Number (for Ranged Combat): Calculated as (AGL + Marksmanship) / 3 Vitality Points (VP): Total Vitality Points: 140 (END x 2)
Milestones and Traits: Fearless Warrior: +1 bonus to STR checks in combat. Strategist’s Mind: Gains advantage on INT rolls for planning and strategy. Unbroken Spirit: +1 bonus to END checks when enduring hardship or pain. Equipment: Katana (Espada Ropera): A finely crafted blade, a symbol of his past and his prowess. Light Samurai Armor: Offers mobility and protection. Traveler’s Pack: Contains basic supplies, a small tent, and a map of the region. Pouch of Coins: A modest amount of currency for necessities.

Character Profile: Kuroda Masaru - The Ruthless Marauder

Background: Kuroda Masaru, once a peasant, turned to a life of banditry after a series of personal tragedies and injustices. He rose through the ranks of outlaws with his cunning and brutality, becoming a feared leader. Masaru now eyes the vulnerable village of Kanna Mura, driven by greed and a desire for power.

Personality Traits & Archetype:

Big Five Personality Traits: Openness: 45 Conscientiousness: 50 Extraversion: 70 Agreeableness: 30 Neuroticism: 60 Archetype: Raider – Combining traits of the Soldier and the Merchant paths, Masaru is both a fighter and a tactician.
Ability Scores: Strength (STR): 65 (Physical strength and fighting capability) Intelligence (INT): 60 (Tactical planning and cunning) Instinct (INST): 70 (Survival instincts and quick thinking) Agility (AGL): 60 (Speed in combat and agility) Endurance (END): 55 (Physical stamina and toughness) Personality (PER): 65 (Intimidation and leadership) Spiritual Strength (SPI): 40 (Lack of faith, relies on personal strength and cunning) Skills: Mainskill: Brawl & Blade – 65% Subskills: Hand-to-Hand Combat – 60% Intimidation – 70% Ambush – 65% Survival – 60%

Combat Mechanics:

Weapon: Tanto (Short Blade) – -5% to hit, 1d4 damage Armor: Makeshift Armor – Provides minimal protection, -3% to END checks against attacks To Hit Number (for Ranged Combat if applicable): Calculated as (AGL + Marksmanship if trained) / 3 Vitality Points (VP): Total Vitality Points: 110 (END x 2)
Milestones and Traits: Ruthless Aggressor: +1 bonus to STR checks in aggressive actions. Cunning Leader: Advantage on INT rolls when planning raids or ambushes. Survivor’s Instinct: +1 bonus to INST checks in survival situations. Equipment: Tanto (Short Blade): A weapon of choice for close encounters and surprise attacks. Makeshift Armor: Rudimentary protection fashioned from scavenged materials. Looted Goods: Various items and trinkets taken from previous raids. Bandit’s Map: A crude map marking potential targets and escape routes.

UNIQUE RULES

Critical Hit Table for Bladed Attacks (1d8 Hit Location)

Head: A devastating slash to the head causes immediate unconsciousness and a severe concussion. Death occurs within minutes if not treated. Chest: The blade penetrates the chest, puncturing a lung. Difficulty breathing, severe bleeding. Requires immediate medical attention; risk of death is high. Abdomen: A deep gash across the abdomen; intestines may be exposed. Intense pain, risk of infection, and heavy bleeding. Possible death from blood loss or infection. Right Arm: The arm is severed at the elbow. Massive blood loss and shock. Permanent loss of limb; requires immediate medical care to prevent death. Left Arm: Deep cut to the arm, severing major tendons. Loss of arm function, heavy bleeding, and excruciating pain. Right Leg: A brutal strike causes a compound fracture. Profuse bleeding, severe pain, and potential for permanent limp if the character survives. Left Leg: The leg is sliced deeply, severing the femoral artery. Rapid blood loss leading to death within minutes without immediate medical intervention. Neck: The blade slices the neck, severing the jugular vein. Near-instant death due to catastrophic blood loss.

Critical Hit Table for Spear/Arrow Attacks (1d8 Hit Location)

Head: Arrow/Spear pierces the skull, resulting in instant death. Chest: Projectile punctures the heart. Immediate death unless removed within seconds by skilled hands. Abdomen: The attack causes internal bleeding and organ damage. Life-threatening; requires urgent medical attention. Right Arm: Projectile shatters the bone, causing intense pain and disabling the arm. Risk of permanent disability. Left Arm: Deep muscle and tissue damage; significant blood loss. Loss of arm functionality without immediate care. Right Leg: Arrow/Spear hits the thigh, possibly shattering the femur. Severe bleeding and crippling injury. Left Leg: Knee joint is destroyed, leading to intense pain and permanent limping. Potential for artery damage and rapid blood loss. Neck: Projectile hits the windpipe or major artery. Quick death from asphyxiation or blood loss.

Critical Hit Table for Hand to Hand/Blunt Weapon Attacks (1d8 Hit Location)

Head: Skull fractured, causing immediate unconsciousness and brain injury. High chance of death or permanent brain damage. Chest: Ribs shattered, potentially puncturing lungs. Difficulty breathing, internal bleeding, risk of death from internal injuries. Abdomen: Severe trauma to the abdomen; internal organ damage and internal bleeding. Requires immediate medical care. Right Arm: Arm is broken in multiple places, rendering it useless. Permanent disability without proper medical treatment. Left Arm: Elbow or shoulder dislocated with severe muscle tearing. Intense pain and loss of arm function. Right Leg: Blunt force breaks the leg, causing excruciating pain and inability to walk. Long-term recovery and potential disability. Left Leg: Knee cap shattered, resulting in crippling pain and permanent impairment in mobility. Neck: Neck snapped or vertebrae shattered. Immediate paralysis or death.

Weapons and Equipment

Blades Katana (Japanese Samurai Sword): -5% to hit, 1d8 damage Longsword (European Medieval Sword): -3% to hit, 1d6+1 damage Scimitar (Middle Eastern Curved Sword): -3% to hit, 1d6 damage, fast strike Dagger (Short Blade): -2% to hit, 1d4 damage, concealable Rapier (European Fencing Sword): -5% to hit, 1d6 damage, finesse weapon Spears and Polearms Yari (Japanese Spear): -4% to hit, 1d8 damage, reach weapon Halberd (European Polearm): -4% to hit, 1d10 damage, versatile Pike (Long Spear): -2% to hit, 1d10 damage, reach, requires two hands Naginata (Japanese Polearm): -4% to hit, 1d8+1 damage, reach, versatile Ranged Weapons Longbow: -5% to hit, 1d8 damage, long range Crossbow: -4% to hit, 1d10 damage, reload required Sling: -3% to hit, 1d4 damage, long range Blunt Weapons War Hammer: -3% to hit, 1d8 damage, can break armor Mace: -3% to hit, 1d6+1 damage, effective against armor Club: -2% to hit, 1d6 damage, simple weapon Armor List Light Armor Leather Armor: Reduces damage by 10%, increases AGI checks by +5% Gambeson (Padded Armor): Reduces damage by 15%, no AGI penalty Medium Armor Chainmail: Reduces damage by 20%, -5% penalty to AGI checks Scale Armor: Reduces damage by 25%, -5% penalty to AGI checks Heavy Armor Plate Armor: Reduces damage by 30%, -10% penalty to AGI checks Samurai Armor (O-Yoroi): Reduces damage by 30%, -5% penalty to AGI checks, high mobility Shields Buckler: -2% to hit for enemies, light and mobile Kite Shield: -5% to hit for enemies, offers more protection but heavier

Combat in Man of Ages: Overview

Combat in “Man of Ages” is based on strategic decision-making and percentile dice (d100) rolls. The focus is on creating a realistic and intense combat experience. Basic Mechanics: Initiative: Determined by rolling a d100. Lower rolls indicate quicker reflexes and act first. Attack Rolls: To execute an attack, roll a d100 and subtract any modifiers from weapons or skills. Successful attacks occur when the roll (after modifications) is lower than the character’s ‘to hit’ number. Damage: Upon a successful hit, roll the weapon’s damage dice to determine the damage inflicted on the opponent’s Vitality Points (VP). Defense: Defenders can attempt to dodge, block, or use armor to reduce damage. A successful defense roll lowers or negates the incoming damage based on the defender’s skills and armor. Vitality Points (VP): Represent a character’s health. Reduction of VP due to damage can lead to incapacitation or death. Critical Hits: Critical Hit Trigger: A critical hit occurs when the attacker rolls significantly lower than their ‘to hit’ number, typically within the top 5% of the required roll range. Effects: Critical hits lead to additional damage and potential severe outcomes like dismemberment or instant death, depending on the weapon used and the area hit. Example Scenario: Combat with Bandits Setting: Saito Kenji and villagers engage with Kuroda Masaru’s bandits near Kanna Mura. Initiative: Saito rolls 25, villagers roll 70, bandits roll 80. Saito and villagers move first. Saito’s Attack: He swings his katana at a bandit. His ‘to hit’ is adjusted to 75% (skills and weapon modifiers). He rolls 20, a hit. Damage: Saito rolls 1d8, getting 5. The bandit’s VP decreases. Bandit’s Attack: A bandit attacks Saito, who tries to block. Saito rolls a d100, getting 40, successful due to his skill and armor. Critical Hit Example: If Saito had rolled 5 or lower, he would have scored a critical hit, causing severe damage or a specific injury based on the critical hit table. Villagers’ Action: Armed with spears, the villagers engage. They have a lower ‘to hit’ due to less training. They roll 55, barely hitting a bandit. Combat continues until one side is defeated or flees. Success hinges on strategic moves, weapon and armor effectiveness, and dice rolls.

Skill Checks:

Skill Types: Skills are divided into mainskills and subskills. Roll 2d10, add 35 for mainskills, and 1d10 plus 10 for subskills. Making a Skill Check: Roll percentile dice (d100). If the roll is equal to or lower than your skill percentage, the check succeeds. Modifiers: Various situations may add bonuses or penalties to your skill checks. Combat Mechanics: Brawl & Blade Combat: Involves close-quarters combat. Roll for ability scores and add any relevant bonuses. Ranged Combat: Calculate “To Hit” number by adding Marksmanship skill to Agility, then divide by three. Roll under this number to hit your target. Damage & Vitality Points: Weapons deal damage based on dice rolls. Vitality Points (VP) represent health. Losing VP can lead to unconsciousness or death. Armor and Protection: Armor provides damage reduction. Subtract armor’s damage reduction from incoming damage. Critical Hits and Failures: Critical hits occur on a d100 roll of 01-05, causing extra damage or effects. Critical failures happen on 95-100, often leading to negative outcomes. Tracking Vitality: Calculating Vitality Points: Your character’s Endurance score multiplied by 2 determines their Vitality Points. Losing and Regaining Vitality: Damage reduces VP. When VP drops to 10 or lower, the character is on the brink of death. VP can be regained through rest or medical treatment. Death and Recovery: Reaching 0 VP results in death. Recovery depends on the narrative and GM discretion.