The Quintessential Samurai

Rising from humble beginnings, the samurai rose to become one of the greatest powers of ancient Japan. Combining viciousness and ruthless tactics with a rigid code of honour and indomitable willpower, these fabled warriors managed to transform themselves from elite combatants into a powerful social and political force. In this book you will find the information you need to follow the way of the sword and groom a samurai character of your own. Whether you choose to pursue the martial arts and become a master with the blade or engage in the tricky manoeuvrings of the Court with a tongue of acid and a razor-sharp wit, this book has the information you need.
 

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My first reaction to the Quintessential Samurai was an overwhelming "Eh?". I hadn’t read it. I hadn’t even opened the book. I was wondering why on earth I was even looking at the Quintessential Samurai. Why would the Collector Series detour all the way to the Samurai? If you’re going to do an Oriental themed book then why not write about the ever-popular ninja? Surely anyone who’s likely to be tempted by the Samurai will already be playing Oriental Adventures or L5R? I don’t know the answers to these initial questions but having read the book now – I don’t think they matter. What matters is the Quintessential Samurai is a terrific book.

Samurai are just more interesting than generic fighters. Each chapter introduces something new, worthwhile and appealing.

Well. Okay. Character concepts aren’t new to the Collector Series; they’re a stalwart contributor and are often one of the strongest chapters in the book. This time round they’re as good as ever and covering a range of fantasy and traditional samurai concepts. There seems to be a devolving trend where character concepts are synonymous with character backgrounds. It certainly does seem to be the case here. The suggested concepts describe how and why the character became a samurai rather than what sort of samurai she is now. The latter gets turned into a prestige class. Dragon Family is a character concept, the character’s family is (believed to be) descended from a dragon and this affects the samurai’s honour.

It is worth struggling with the Oriental style font used in most of the flavour text in the book. It’s clear from these snippets of story that the author has no problem with female samurai or even half-orc samurai. Later on in the book there’s a section on how a samurai culture might rise or fall and this seems entirely appropriate to most fantasy settings. Sam Witt would easily make my short list of best Mongoose authors.

Before the prestige classes there’s a samurai core character class. On the surface it looks a lot like the fighter class. Character advancement introduces new feats every other level. There are bonus feats but also sword school and other specific feats. You can take a sword school feat as a bonus feat but you can’t ever take two sword school feats at once. The balance is right. The class manages to represent dedicated training of the samurai and also ensure the flexibility needed in a playable character. There’s no hint of Honour or Ki as the samurai levels up but the class uses both. As I said the prestige classes are used to show different types of samurai and perhaps as a result of that they’re all – every one of them – are 5 level PrCs. Sometimes the 5 levels are all that’s required. Take the Paragon and the requirement of a +15 or higher BAB, you’ll mostly likely be 15th level by the time you get that and so you don’t need more than 5 levels in the PrC. This isn’t the case for all the prestige classes though and that’s the same. If there were one genre that you could convince me would be fun to play at an epic level then it would be oriental. If I’m going to be sword fighting on the swaying tops of tall trees and parrying a hail of poisoned darts then it can’t be with these prestige classes; not if I’m using Epic Level rules. That’s a shame because they’re all pretty good. I dare say I’d start off with the core samurai class from here though. There are more than just better types of warring samurai in the prestige classes; the Delegate is that samurai who’s mastered the social tactics of court, the Information Broker comes with a quick set of dice rolling rules for planting rumours and the famous Ronin are included too.

The new feats are neither padding nor another drop in the ocean of feats already available. The feats are essential to the class and are used in a wonderfully refreshing way. For a start the feats aren’t just a collection of unimaginative power-ups for other special abilities. You have feats like Still Thought or Undying Defence. The choice of feats is vital to the samurai. Some can be worked into their combat techniques and others, the sword school feats, form the very basis of their fighting style. There are seven fighting styles and each is divided up into four tiers. The samurai needs to have to appropriate sword school feat in order to advance up to the next tier. Not only that but each sword school feat has a prerequisite and this is very often another feat.

You’ll often find Tricks of the Trade in a Quintessential X but the chapter will not often be as successful as this one. There’s more to the samurai’s way of life than just their sword fighting techniques. This chapter makes a start by giving rules for artistic competitions; in what context they might occur, the game mechanics for them and what’s in it for the samurai in terms of increased honour. The samurai can boost her honour by collecting trophies from defeated foes and bringing them back home. More often than not the samurai will be bringing back the head of an enemy. Then there are the Iaijutsu Duels. An Iaijutsu duel is one where two samurai try and kill each other in a single sword draw. It’s unlikely that either will die but these rules mean it is possible. It becomes a battle of ki and a dangerous game of chicken rather than just awkward damage and hit point manipulation. I think the rules for Martial Intimidation are only appropriate for PC to NPC intimidation because it’s inappropriate to tell a PC "He’s scared you. You decide not to fight". They’re nice to have anyway. There are game mechanics for trying to get the samurai’s mount to dodge incoming fire. There is even the tricky manoeuvre where the horse rolls over and up after falling in a single action. This is risky but sometimes better than being left to struggle to its feet. There’s even a quick but decent rules for the meditation of The Void Within, tattooing and the way samurai can control their horses without making a sound. The chapter seems to struggle a little with mount or horse. There is always the chance in a fantasy setting that the samurai has an exotic mount instead of a horse and in that case the GM will need to tinker.

Tools of the Trade is another familiar chapter but once again the contents are far from filler. The samurai are famous for their exotic armour and with just a few short clips of rules there’s a wide range of alternations and styles with matching game mechanics. Unfortunately the magical armour qualities don’t pass a common test I apply but they’re pretty good anyway. The failure? The ability called the "Sun Streamer" magically produces a stream of light but the rules don’t explicitly say whether it counts (or is) sunlight. A petty test, I know, but such is the roll of a harsh reviewer! I’m particularly fond of the different arrowheads because they don’t get bogged down with too many rules. They provide just enough to make things interesting – especially the Demonslayers.

In the Master and Servant chapter we look first at the rise of the warrior state, the role of the Daimyo lord, the early days of the samurai, the height of the empire and then the decline and fall. I love this stuff. This is the stuff you can build your own campaign world out of and tailor it especially to the classes available. That’s history. Then there’s a matter of honour. Okay. Great. The chapter looks at various ways the samurai can gain and loose honour and that’s all well and good. The point collection system is smooth enough. The real success here is the way that Honour is used to show how well the samurai is sticking to the very ethos of being a samurai and not simply just how honourably she is acting. A samurai without honour isn’t really a samurai; she’s a warrior in a silly suit of armour and she isn’t even a very good one at that. A samurai without honour can’t use her special abilities. A samurai can only use as much ki as she has honour and since both are mental structures this makes sense to me.

Way back in the feats chapter we saw the sword school feats. It will feel like "way back" because this 128-paged book really is rich read. The Sword Schools of the Samurai have a chapter all to themselves. Sword schools have four tiers and each tier has three techniques. It’s these techniques that come together to form the particular fighting style of the samurai. The techniques can be linked together to allow the samurai to complete a complex move in a single turn (in most cases). The resulting effect can be a powerful and devastating attack. There’s a cost in ki though. In addition, if the samurai’s style demands that the Darting Perch move is /always/ followed by Flying Fish then the samurai is committed to completing Flying Fish even if his foe crumpled to the ground – or dodged out of reach – during the Darting Perch manoeuvre. Each technique has penalties as well as bonuses and so a samurai committed to a series of impressive but pointless moves is vulnerable indeed. Now, I’m not a fan of the crunchy bits. I would ban the line "I’ll hit the orc," from roleplaying games if I could. I love these techniques for just precisely that though. It’s wonderful to have game mechanics that suggest flavour and encourage roleplaying – even in the heart of the dice bits. Doesn’t "I’ll strike with Retributive Slice and Rebounding Slash from the School of Returning Fortunes," sound infinitely better than "I’ll hit the orc"? I can only hope the playtesters worked hard because even if this was a playtest review it would still be impossible to have tested every possible combination of techniques. Another great success here is that players can invent their own moves; you don’t need to take techniques from the same sword school to build your manoeuvres, at a cost you can mix and match from other schools or even use appropriate feats like Whirlwind Attack or Improved Trip. The seven schools themselves are flavour rich too; each one really does manage to have a distinct style and ethos.

In the same chapter we learn how ki works. There is no ki attribute. Instead the samurai’s player simply keeps track all the ki she’s spent. Ki is inexorably linked to the samurai’s health and well-being. If the samurai’s hit points ever fall equal to or less than the amount of ki the samurai has spent then the warrior’s in trouble. There’s no ki stat and I treat that as a good thing. In theory anyone could spend ki but under these rules you can only spend as much ki as you have honour.

What about the social side of the samurai? What of intrigue and politics in the royal court? The Amongst the Courtiers chapter covers these social and political aspects of the honourable warrior, in part. I’m much more interested in clever political manoeuvring than I am in hitting orcs and here the "social combat" combines the two. Charisma and Honour combine to form social hit points. You leave yourself open to a social Attack of Opportunity if you make a terrible gaff instead of successfully pulling off a suitably tricky social tactic. These stages of social combat and the possible tactics are listed in a similar way as feats and class abilities often are. Direct Blackmail leaves you open to an Attack of Opportunity if you fail but Flirting doesn’t. They use different skills too! These rules aren’t so good that I’ll use them in favour over actual roleplay – and they never could be that good. However, just reading through them was enough to convince me that they’re all that I need to decide how successful intra-NPC tactics are. I think they’re even suitable for those times when a few dice rolls can be used to see how or if things change over the course of a campaign world winter that you’re not actually roleplaying out.

There’s already been a bit on weapons and magical armour but there’s a whole chapter for Mythic Katana. The sword, in its different styles, is described in detail. There are notes on how katanas are forged, about the folding of the metal (which we all know a little about thanks to the Highlander movie) and even about the hilt. This isn’t a simple collection of yet-more magic swords. Here the enchantments on the katana are linked to ki. You’ll find a table showing the samurai level, the enchantment bonus of the katana and the ki per minute required. A katana might be a powerful weapon in the hands of a honourable samurai or just another sword in the hands of someone else. My favourite way to do magic and enchanted weapons is to list the possible special qualities rather than specific weapons and this is the approach used here. Some of the special qualities are taken from the Dungeon Master’s Guide but they’re included so the ki cost can be added.

Shiro – Castles of the Daimyo is a chapter that discusses the ins and outs of (you guessed it) building and maintaining the sort of castles a samurai might live in. It’s common enough to find this sort of chapter at the back of a Quintessential X book and they clearly play to those high fantasy gamers who end up building their own empires. This time round, with the Quintessential Samurai, the inclusion of this sort of chapter does seem to be appropriate (compared to, say, the Quintessential Psychic Warrior).

In addition to a many paged character sheet there are about a half dozen pages of rule summaries and glossaries at the back of the book. The index is two pages of dense text. In a book as full as this one is that sort of index is a great assist.

I really liked The Quintessential Samurai. It’s a class that adds flavour to the game; the samurai will bring their own plot twists and turns. In many ways the samurai is a better choice of class for a Collector Series book than certain vanilla classes are. The samurai class is strong and stable and not overpowering. The fighting techniques are potent but not unbalancing, they’re so closely tied into the samurai class and the samurai really has to use them carefully and correctly that I think they’ll only add to your game. You know it’s a good class book when it makes you want to play that class.

* This GameWyrd review was first published here.
 

So how does the material mesh with or compare to what has already been presented in Oriental Adventures or the Rokugan setting?
 

I think Rokugan setting and mechanics are too closely tied together to use Quint. Samurai as an alternative. If you use Oriental Adventures without picking up the Rokugan setting then the Quint. Samurai will fill that gap. I'm far from an expert on Rokugan and Oriental Adventures though.
 

This is not a playtest review.

The Quintessential Samurai is the eleventh in Mongoose Publishing's Collector series, which focuses on new or existing core classes.

The Quintessential Samurai is a 128-page mono softcover book costing $19.95. Margins, font size and white space are all acceptable and the format is similar to previous books in the Collector series, with the exception of the flavour text, which is presented in an oriental-style font that is rather small. Art is average to good, whilst writing style and editing are both good.

Character Concepts
As with other books in the series, The Quintessential Samurai begins with character concepts, personality and behavioural hooks that come with a minor rule-related bonus and penalty:
* Ancestral Honour: worships ancestors, gains and loses honour more easily than normal
* Ashigaru: raised to samurai status from peasant stock, with more freedom but less honour
* Dragon Family: from families with supposed draconic ancestry, with greater social influence and responsibility
* First Born: noble heir, who is easily accepted into martial schools but must keep his identity secret in public
* Ill-Fated: doomed and depressed, can gain a once-off +4 bonus per day at cost -1 penalty all next day
* Lowborn: gained samurai status through wealth rather than birth, can use gp to pay way, but lower honour
* Nameless: orphan brought up in monastery, with free multiclassing to monk but lower ki
* Spirit Touched: otherworldly influence allows limited Knowledge skills as class skills whilst restricting others
* Untouchable: secret past of servitude allows profession and craft skills as class skills but dishonoured if past discovered

The Samurai And Prestige Classes
The Samurai 20-level class resembles the fighter class but gains access to certain fighting styles instead of bonus feats at certain levels, particularly related to sword combat. The samurai is restricted to lawful alignment and gains 4 skill points per level. These fighting styles are discussed in more detail later in the book. The remainder of the section is dedicated to samurai-style prestige classes:
* Bodyguard - 5-level PrC that is sworn to protect someone, usually decided by the samurai's lord
* Delegate - 5-level ambassador and seneschal with own lands
* Information Broker - 5-level expert in wheeling and dealing on behalf of his lord
* Overseer - 5-level PrC who leads a small group of samurai
* Paragon - ultimate samurai with special combat powers. 5-level PrC.
* Protector - guardian of the lord's lands, 5 levels
* Ronin - masterless wandering samurai who become mercenaries with honour (5 levels)
* Slayer - 5-level PrC, assassin-style samurai

Samurai Feats
Over 25 different feats are provided in this section in relation to samurai. The most interesting feats pertain to the use of ki (spiritual energy used to fuel extraordinary combat manoeuvres and other magical abilities) and the different levels of sword school styles (which are dealt with in more detail later in the book).

Tricks Of The Trade
Some guidelines on artistic competition in such arts as poetry, painting, etc., collecting trophies of battle, deadly iaijutsu sword duels, psychological intimidation, mounted dodge, getting one's mount back on its feet after falling in battle, tattooing, and non-verbal communication with mounts.

Tools Of The Trade
Looks at the mixed pairing of the katana and the wakishazi swords, the armour of the samurai (from the elaborate helmets or kebuto, to the utilitarian shin-guards or sune-ate), tools such as battle fans (which allow communication in the din of battle), various bows and arrows, accessories, and various magical armour qualities (mostly manipulating ki in some way).

Master And Servant
This section begins with the role and history of the samurai (including a sidebar discussing alternate histories) before taking a more detailed look at Honour and its role in the world of the samurai. Honour is measured on a scale from 1 to 20 and can be won or lost dependent on martial prowess, duty to his lord (daimyo), and social influence. It can also be influenced by how closely the samurai follows his personal code of honour. The section ends with further discussion on the loss of honour, ritual suicide in the face of total honour loss, and the relationship between honour and a masterless samurai.

Sword Schools Of The Samurai
The section looks at finding and joining a sword school (combat schools which teach specific samurai sword combat techniques). It goes on to introduce the concept of combination attacks, a concept that is similar to the combination attacks offered in Second World Simulations' "Masters Of Arms" - essentially, the samurai can perform a series of combat manoeuvres, part of which may ordinarily attract an AoO, but in this case does not as it is part of the total manoeuvre. These combination attacks are powered by ki and, in turn, those samurai with more honour gain greater access to ki to fuel their combination attacks. Seven fighting styles are described, each with four tiers, and each tier has three special attacks. These special attacks can be combined between tiers (with certain limits) to create a unique combination attack. They can also be combined with movement and non-samurai feats (such as Whirlwind Attack) to create further combinations. The special attacks include some great flavour names such as Impaling Lotus Stem (does permanent ability damage with a critical hit) as well as more mundane descriptions such as Fluid Disarm (which allows the samurai to disarm the opponent as a free action with a bonus to the attacker if the samurai fails). The sword school is somewhat reminiscent of the fighting styles in FFG's "Path Of The Sword".

Amongst The Courtiers
Since samurai must be adept socially as well as in combat, this section provides an innovative 'social combat' system, which mirrors physical combat in many ways with Social AC, Social Hit Points, Social AoO's, and social influence powers that rely on skills to achieve social effects such as blackmail, bribes, and flirting. There is advice for the GM on how to run and interpret these social combats and for running multiple combatants.

Mythic Blades - The Katana
This section takes an in-depth look at the samurai's sacred weapon, the katana - including a step-by-step guide to each part of the katana, forging a katana, and providing some special qualities for use with samurais' katanas in a fantasy setting.

Shiro - Castles Of The Daimyo
This section looks at the location, construction, and staff of a castle of the samurai's daimyo (lord) including an events table that describe what happens when a ronin builds a castle too close to the lands of a daimyo.

After the designer's notes (with a useful bibliography), the book ends with a glossary, rules summary, index, and character sheet for the samurai.

Conclusion:
An extremely well researched and interesting look at the samurai with a number of innovative rule systems that could be used outside the limitations of the samurai and their standard oriental setting. I particularly liked the social combat system, the relationship between honour and ki, the deadly iaijutsu sword duels, and the combination attacks with their sword schools. The only difficulty I found with the book was with the organisation of the information - I had to read through 3/4 of the book to finally understand the relationship between honour and ki, whilst these concepts were necessary to gain an understanding of feats, classes, and the role of honour discussed previously. I felt that the standard layout of the Quintessential guides actually restricted the information given in the book and it would have been better outside the limitations applied to it by the standard formatting.

Note: Despite the penalties applied to many of the special techniques taught by the sword schools, the combination attacks seem very powerful and playtesting by the GM is recommended before introducing them to their game.

Definitely one of the best in the Quintessential series so far, if not the best.
 

I was surprised to hear that it contains a 20-level class list. Do you find that it contradicts other Samurai classes, such as Oriental Adventures? I was under the impression that this book could be used with other types of Samurai, without being specific to one in particular.

Great review!

Thanks
Chris
 

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