Player Characters
Manabu (played by Brian)
Occupation
Scout
The world is not only vastly different than it was -- wet, wild, and green pretty much everywhere -- but it is also changing at an increasing rate. The scout spends her time out there in that wild.
Keys
Key of the Trailblazer
Your character finds paths to ruins and other settlements on behalf of the community.
- Gain 1 XP when your character finds a path to a place of interest.
- Gain 2 XP whenever he marks out such a path so that others can find it.
- Gain 5 XP when your home community first makes use of a marked path.
- Buyoff: Conceal a path.
Secrets
Secret of the Eagle Eye
Your character has excellent vision, and is able see distant things and notice subtle movements, even through the rain.
Secret of Scribing
Your character can read and write any language she knows.
XP
27 (25 spent) = 2
Abilities
Endure (V) 2
Hatchetwork (V) 2
Camouflage (I) 1
Resist (R) 1
Tail (V) 1
Theft (I) 2
React (I) 1
Sense Danger (I) 0
Scrapping (V) 0
Cartography (R) 0
Pools
Vigor: 1 (Max. 4)
Instinct: 4 (Max. 5)
Reason: 3 (Max. 4)
Gift Dice
5
Harm
Harm 1 (R) - Penalty already used
Harm 2 (R) - Penalty already used
Notable Stuff
-
Calina (played by Leonie)
Occupation
Mail Carrier
Carrying mail from island to island or deep into the jungles is a dangerous business.
Keys
Key of the Outcast (Russians)
Your character has lost fellowship or membership in an organization - which could just be a culture, or a specific cross-cultural group. This separation defines your character as much as membership in the organization defines its members.
- Gain 1 XP every time her status with this organization comes up.
- Gain 2 XP every time her disassociation brings her harm.
- Gain 5 XP every time the separation brings your character great pain and suffering.
- Buyoff: Regain membership in the organization.
Key of the Pacifist
Your character has a personal commitment to non-violence.
- Gain 1 XP for every adventure in which your character does not commit any violence
- Gain 2 XP every time your character does not commit violence even though it causes her minor harm or inconvenience
- Gain 5 XP every time your character does not commit violence even though it causes her great harm
- Buyoff: Purposefully harm another sentient creature.
Secrets
Secret of Ciphering (Cost: 1 Reason)
Your character knows how to read and write coded messages. Requires the Secret of Scribing.
Cost: 1 Reason
Secret of Languages (Japanese)
Your character knows a language outside her homeland’s.
Secret of Scribing
Your character can read and write any language she knows.
Secret of Small Stature
Your character is a child or unusually short, and can use that to her advantage in combat. Gain a bonus die any time she is avoiding an attack from someone larger than her, or in any other situation in which her reduced size may help (e.g. an Athletics ability check to wriggle through a pipe).
XP
30 (28 spent) = 2
Abilities
React (I) 2
Resist (R) 1
Endure (V) 1
Navigation (R) 2
Copying (I) 1
Inspection (R) 1
Sense Danger (I) 2
Watercraft (I) 1
Pools
Instinct: 4 (Max. 4)
Reason: 3 (Max. 4)
Vigor: 3 (Max. 3)
Gift Dice
5
Harm
Harm 1 (R) - Penalty already used
Notable Stuff
Dersu (played by Mario)
Occupation
Scavenger
Scavengers help their community by finding things in the pre-deluge ruins.
Keys
Key of the Provider
Your character is one of the people responsible for meeting his community’s material needs.
- Gain 1 XP every time your character contributes a needed item to his community.
- Gain 2 XP every time your character contributes a significant quantity of needed items to his community.
- Gain 5 XP every time your character relives a painful or dangerous shortage in his community.
- Buyoff: Permanently meet one of your community’s needs, or abandon the community.
Key of the Plunderer
Your character finds new sites in the local area for her community to pillage.
- Gain 1 XP every time your character gains information about a local site.
- Gain 3 XP every time your character explores a new local site (no matter how small or disappointing).
- Buyoff: Explore every local site, or decide to look further afield.
Secrets
Secret of Scribing
Your character can read and write any language she knows.
Secret of Urban Survival (Woodscraft (R))
Your character may use the Woodscraft ability in ruined or abandoned urban areas, e.g. to check if a structure is sound.
Secret of the Relic (Compass)
Your character has scavenged a well-made and reliable item from pre-deluge times. This could be a waterproof ski jacket, a pair of army binoculars, or anything else the Story Guide allows. It may not be a weapon. This item gives a bonus die to an appropriate ability when used.
XP
31 (28 spent) = 3
Abilities
Delving (V) 2
Resist (R) 2
Complex Crafts (R) 1
Endure (V) 1
Scrounging (I) 1
Woodscraft (R) 1
React (I) 1
Identify (R) 1
Sway (I) 1
Fishing (I) 0
Pools
Vigor: 4 (Max. 4)
Instinct: 2 (Max. 4)
Reason: 2 (Max. 4)
Gift Dice
5
Harm
Harm 1 (R) - Penalty already used
Harm 2 (R) - Penalty die to next roll only
Notable Stuff
- Pre-deluge waterproof compass (Secret of the Relic, bonus die to navigation, reading in the mirror etc)
-
Compass with mirror
-
Poncho
- Hand-crafted stone hammer
-
Stone Hammer
- Nautical flare casing
- Hello Kitty souvenir keyring
-
Bear keepsake
- Scavenged stuff: nuts and bolts, glass pane, etc
- "A thin glass item"
- 1 x Ekusurei
Yemon (played by Steve)
Occupation
Hired Gun
The world is now a fairly violent place. The hired gun is an expert at violence.
Keys
Key of the Defender
Your character’s community depends on him for security and protection.
- Gain 1 XP every time your character gathers information that helps protect the community.
- Gain 2 XP whenever your character has to make a decision that affects the community’s security.
- Gain 5 XP every time your character defends the community when it is under attack.
- Buyoff: Abandon or sell out your community.
Key of the Precious
Your character jealously guards his possessions, afraid that someone will try to take them at first opportunity.
- Gain 1 XP every time your character gains a new possession by his skills -- not when one is given to him or bought.
- Gain 2 XP every time your character gains a new possession by fighting for it.
- Gain 5 XP whenever your character successfully defends his possessions against theft
- Buyoff: Give away your possessions permanently.
Secrets
Secret of Scribing
Your character can read and write any language she knows.
Secret of the Signature Weapon (Katana / Duelling (V))
Your character has one weapon with which she is bonded. You gain a bonus die to any action taken with that weapon and any other character else attempting to use the weapon receives a penalty die. (Note: to change this weapon, this Secret must be taken again.)
Secret of Kinetic Redirection (Cost: 1 Instinct)
When your character is using Martial Arts to defend herself, you can take your success level from your defense (which still does harm) and add them as bonus dice to a followup Martial Arts attack, using the full motion of the attacker to power your move.
Cost: 1 Instinct.
XP
37 (31 spent) = 6
Abilities
Aim (V) 1
Duelling (V) 2
Endure (V) 2
First Aid (R) 1
Martial Arts (V) 1
Fishing (I) 1
React (I) 1
Resist (R) 1
Sense Danger (I) 1
Stealth (I) 0
Weaponsmith (R) 1
Pools
Vigor: 1 (Max. 5)
Instinct: 3 (Max. 5)
Reason: 1 (Max. 2)
Gift Dice
5
Harm
Harm 1 (V) - Penalty to next roll
Harm 2 (R) - Penalty already used
Harm 3 (R) - Penalty already used
Harm 4 (V) - Penalty to all future rolls in Vigor pool
Harm 5 (V) - Penalty to all future rolls in Vigor pool (does not stack with Harm 4 penalty)
Notable Stuff
- Antique katana (Secret of the Signature Weapon, bonus die to Duelling)
-
Katana
- Handmade bow
- 20 Handmade Arrows
- Pre-deluge knife
- Leather pouch
NPCs
Takeda-sensei
Former chemistry professor at Hokkaido university, and now the leader of the Tenguyama community.
Secret of the Lost Art (Chemistry)
Chemistry (R) 3
Complex Crafts (R) 2
Kenichi
A tough but patient guy who serves as Tenguyama's principal guard.
Shoot (I) 1
Scrapping (V) 2
Pavel
Russian defeatist, and former tormentor of Calina. Also Calina's half-brother.
Scrapping (V) 1
Sense Danger (I) 1
Harm
Harm 1 (V) - Penalty die to next roll
Harm 2 (V) - Penalty already used
Bears
Ussuri bears who collect food in their bucket. Have they escaped from the circus, or are they the spirit creatures of Ainu legend?
Power (V) 3
Prowess (I) 1
Senses (I) 1
Brain (R) 2
Tentacle-Thing
A terrifying underwater monster.
Power (V) 2
Prowess (I) 3
Senses (I) 1
Brain (R) 2
Harm
Harm 2 (V) - Penalty die to next roll
Harm 3 (V) - Penalty already used
Harm 4 (V) - Penalty to all future rolls in Vigor pool
Harm 5 (I) - Penalty to all future rolls in Instinct pool
Ota
Practical Ainu outdoors type.
Counsel (R) 1
Shoot (I) 1
Fishing (I) 2
Resist (R) 2
Secret of Everybody Calm The Fuck Down
Notable stuff
Shotgun (+2 Harm)
Shige
A "sword wielding maniac".
Duelling (V) 2
Harm
Harm 6 (V) - Penalty to all rolls
Harm 7 (V) - Taken out
Notable stuff
Wakizashi
Wooden sparring katana
Yoichi
Scruffy katana thief.
Athletics (V) 1
Theft (I) 1
Resist (R) 1
Harm
Harm 3 (R) - Penalty to next roll only
Settlements
Tenguyama
Description
A "ragtag bunch of misfits" are squatting and maintaining the old Mt. Tengu ropeway centre, including the restaurant and the Hall of Goblins. From the safety of their mountain community, they venture forth to plunder the ruins of Sapporo and its environs.
The old ropeway centre includes the tengukan (the Hall of Goblins) and a statue of a long-nosed goblin. Touching the nose brings good luck.

Population
Home. This community consists of a single (perhaps quite large) home. It is perhaps an extended family or a hermitage or even something more esoteric, like a remote lunatic asylum.
Population Delta
Stable. Roughly the same number of people are arriving as leaving whether by immigration/emigration or birth/death.
What We Need
Seed. When villages are just scraping by, it can be hard to set aside seed for the next year. Sometimes you do, but find the stores ravaged by rats or worse. This place will survive for a while, but without seed for the next planting season it will become desperate in short order.
What We Have
Population. This community has more people than it needs -- possibly more than it can support. Are they willing emigrants? What happens if no one wants them?
Who We Know
Military Ally. These communities protect each other.
Rival. These communities compete for a common resource.
Keys
Key of the Technocracy
The community is dedicated to scavenging and reviving pre-deluge technology.
- Gain 1 XP every time the player characters donate a piece of pre-deluge technology to the community
- Gain 3 XP every time the player characters help the community gain control of a significant cache of pre-deluge technology
- Buyoff: Community leaders decide to pursue self-sufficiency
XP
0 (0 spent) = 0
Community Gift Dice
2 (Max. 2)
Location
Novy Bilkin
Description
The ageing remnants of the Russian 81st Guards Motor Rifle Division, and their younger descendants. Based in the ruins of Sapporo's Ishiyama district, they are engaged in a struggle with the Japanese for control of western Hokkaido. Tenguyama and their military allies at Shin-Chitose have been raiding Novy Bilkin, and the Russians have retaliated by stealing Tenguyama's seed rice under cover of night and heavy rain. All parties search the wilderness for the legendary winterised airdrops left by the 5th Army.
Shin-Chitose
Description
A technocratic enclave based in the old airport and Science and Technology institute buildings at Shin-Chitose. They hold the isthmus of relatively dry land connecting western and eastern Hokkaido. They are allied with Tenguyama and involved in low-scale hostilities with Novy Bilkin.
Our illustrious ally on the Isthmus, along with the southern fjords