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I.

Considerations

a. The Five Rings


i. Air (subtlely,cleverness,shrewdness)
Grace, perceptiveness, cunning, precision
ii. Earth (discipline,toughness,measured action)
Resilience, memory, patience, discipline
iii. Fire (passion,creativity,quickness)
Passion,invention,candor,ferocity
iv. Water (adaptability,observation,trustworthiness)
Adaptability,awareness,gregariousness,power
v. Void (enlightenment,spirituality,awareness)
Mysticism,wisdom,intuition,instinct

b. Lifelines
i. Endurance
ii. Composure

c. Other Considerations
i. Honor
ii. Glory

II. Actions
a. Board Game
i. Recruit
ii. Train
iii. Marshal
iv. Harvest
v. Betray

b. RPG
i. Attack
ii. Use skill

Winter court
Expressing their clan’s wishes indirectly
Sealing treaties with honors and promises

Season phase – emperor’s favor


Kami phase – kami’s favor
War phase –

Theft
Assault
Murder
Arson

Evidence - eyewitness and testimony


Punishment - fines,house arrest,public reprimands

1 Koku = one month of expenses


destiny: dharma

Ninjo – personal goals


Giri – duty

Those who serve


Kuge – nobles – imperials, clan champion
Buke – samurai – daimyo,magistrates,governors
Ji-samurai – half buke

Those who work


Bonge-heimin-half people-working class

Those who do not belong


Hinin-non people-eta-burakumin

Samurai life
Training
Marriage
Retirement

Worship
Ancestors
Fortunes
Tao of Shinsei

Fortunes
Emma-O – death
Benten – romantic love
Bishamon – strength
Daikoku – wealth
Ebisu – honest work
Fukurokijin – wisdom and mercy
Hotei – contentment
Jurojin – longetivity

Bushido
Gi: Righteousness
Yu: Courage
Jin: Compassion
Rei: Courtesy
Meiyo: Honor
Makoto: Sincerity/Integrity
Chugi: Duty and Loyalty

Results
Success
Explosive Success
Opportunity
Strife

Target Number (TN) = The number required to succeed in a check. Choose a number from 1 to 8. A TN cannot go below 1.

Effects of advantages/disadvantages
1. Distinction – the player may choose to reroll up to two dice
2. Passion – after resolving a check, the character removes 3 strife
3. Adversity – reroll up to two dice showing success/explosive success. Gain 1 void point if they fail the check.
4. Anxiety – after resolving a check, the character gains 3 strife. If that resulted in an outburst, the character gains 1 void
point.

Outbursts (Strife meets composure)


1. Compromise (Flee) – lose 3 honor
2. Expose a weakness – TN made by the character are reduced
3. Become enraged – attacks one adversary and become ENRAGED
4. Shut Down – The character cannot perform any actions and TN made against the character are at a -1.
5. Inappropriate remark – lose 3 glory

Characters remove strife equal to their water ring at the end of the scene.

Rings Ranks
Rank 1 – weak
Rank 2 – normal
Rank 3 – above average
Rank 4 – exceptional
Rank 5 – legendary
Rank 6+ – superhuman

Air – Refine(artisan), analyze(scholar), trick(social), Feint(Martial), Con(Trade)


Earth – Restore(artisan), recall(scholar), reason(social), withstand(martial), prepare(trade)
Fire – invent(artisan), theorize(scholar), overwhelm(martial), incite(social), innovate(trade)
Water – adapt(artisan), survey(scholar), shift(martial), charm(social), exchange(trade)
Void – attune(artisan), sense(scholar), enlighten(social), sacrifice(martial), subsist(trade)

Skill Ranks
Rank 0 – lack of normal training
Rank 1 – beginner amateur
Rank 2 – apprentice or initiate level
Rank 3 – trained professional
Rank 4 – advanced level of study or expert
Rank 5 – mastery
Rank 6+ – enlightenment or supernatural knowledge exceeds human limitations.

Resilience: (water+earth)X2
Focus: fire+air
Composure: (fire+earth)X2
Vigilance: (water+air)/2

Spending void points


 Sieze the moment – roll and keep one additional die
 Last ditch effort – block a critical strike
 Techniques

gaining void points


 After failing a check
 After outburst
 After gm conceals TN

What do you want? What specific expertise do you need? What method do you use?
Determines skill group Determines skill Determines approach
To craft a piece of art (Artisan Skill Artisan Skills (choose one) Artisan Approaches (choose one)
Group) • Non-utilitarian art (Aesthetics) • Restore a damaged piece through
• Literature and poetry (Composition) upkeep (Earth)
• Finery and worn art (Design) • Adapt an existing piece into
something else (Water)
• Armor and weapons (Smithing)
• Invent a new piece from raw
materials (Fire)
• Refine an existing piece to make it
function better (Air)
• Attune yourself to a piece of art
(Void)
To overcome an opponent or challenge Martial Skills (choose one) Martial Approaches (choose one)
with force (Martial Skill Group) • Performing athletic feats and • Withstand opposing force to wear it
resisting harm (Fitness) down (Earth)
• Using close-quarters arms (Martial • Shift opposing force to work against
Arts [Melee]) itself or for you (Water)
• Using missile weapons (Martial Arts • Overwhelm opposing force with a
[Ranged]) quick burst of power (Fire)
• Fighting bare-handed and with • Feint to lure opposing force into a
improvised weapons (Martial Arts position of vulnerability (Air)
[Unarmed]) • Sacrifice to let opposing force score a
• Mastering oneself and controlling victory so that you can achieve a
emotion such as anger, fear, and hate greater end (Void)
(Meditation)
• Fighting with squads and armies
(Tactics)
To know or learn a piece of information Scholar Skills (choose one) Scholar Approaches (choose one)
(Scholar Skill Group) • Current events, historical trends, and • Recall it from memory (Earth)
etiquette (Culture) • Survey the surroundings for clues
• Law, bureaucracy, posts, and about it (Water)
positions (Government) • Theorize possibilities of its nature
• Health, injury or disease (Medicine) (Fire)
• Psychology, people’s emotions and • Analyze a specific thing for details
motivations (Sentiment) about it (Air)
• The spiritual realms, mystical beings • Sense it with your instincts or a
and phenomena, and religious rites hunch (Void)
(Theology)
To influence a person (Social Skill Social Skills (choose one) Social Approaches (choose one)
Group) • How to assert authority over others, • Reason with them to act based on
especially of lower status (Command) logic and duty (Earth)
• How to appeal formally to others, • Charm them to develop positive
especially of higher status (Courtesy) feelings toward you (Water)
• How to discuss and play games to • Incite them to act on their emotions
socialize (Games) and desires (Fire)
• How to communicate with and • Trick them into believing something
influence an audience (Performance) you want them to believe (Air)
• Enlighten them to understand a
fundamental truth (Void)
To get resources or perform work Trade Skills (choose one) Trade Approaches (choose one)
(Trade Skill Group) • Sales, trading, and speculation • Produce what you need through
(Commerce) physical toil (Earth)
• Farming, construction, and • Exchange one type of labor or
production (Labor) resources for another (Water)
• Sailing and living on the ocean • Innovate a new way to get what you
(Seafaring) need (Fire)
• Criminal organizations and activities • Con someone get something for
(Skulduggery) nothing (Air)
• Living in the wilds beyond civilization • Subsist in your environment without
(Survival) disrupting it (Void)

CONFLICT SCENES
I. Phases
I. Assess the scene – initiative / can be skipped to remove 3 strife
1. Type of Conflict
1. Intrigue - TN1 Sentiment
2. Duel - TN1 Meditation
3. Skirmish - TN1 Tactics
4. Mass Battle - TN1 Command
2. Elemental Approach
1. Fire (Discern Motivation) – reveals the enemy’s goals
2. Water (Perceive Scenery) – spots something
3. Earth (Find Defenses) – target another character ignores disadvantages
4. Air (Determine Demeanor) – learns demeanor,wounds,strife
5. Void (Sense Disturbances) – sense any spiritual disturbance
3. Determine Initiative
1. Any bonus success from the assessment is added here.
2. If the character is aware, use focus
3. If the character is unaware, use vigilance
II. Take turns – select stance and perform actions. For one round, a player may take a turn.
1. Turns
1. Beginning of a turn
2. Set Stance

3. Perform action
a. Phases
i. Declare action
ii. Make check
iii. Resolve effects
iv. End action
b. Types of Action
i. Attack
ii. Scheme
iii. Movement
iv. support
4. End of turn
III. Resolution

INTRIGUES - petitions, treaties, political schemes, trade agreements, pacts, marriages


1. PHASES
1.1. ASSESS THE SCENE

1.1.1. Establish objectives


 appeal to a person or group – TN vs Focus (rhetorical points required). Persuade or convince a character.
 discern someone’s qualities – TN vs Vigilance (rhetorical points required). Identify a character’s stat.
 discredit someone - TN vs Vigilance (rhetorical points required). Target loses glory
 spread rumor – TN vs Focus (rhetorical points required). Target has penalty on checks.

1.1.2. Assessment check - Make a TN1 Sentiment check + elemental approach

1.1.2.1. Reason with them to act based on logic and duty (Earth)
 Convince that person to listen to reason rather than emotion.
 Soothe that person’s emotions.
 Comfort that person.
 Instill discipline in that person
 Get that person to wait rather than acting rashly
 Get that person to uphold an existing oath rather than pursuing their personal desires

1.1.2.2. Charm them to develop positive feelings toward you (Water)


 Get that person to like them
 Build a pleasant rapport with that person.
 Offer their sympathies to that person.
 Instill a new desire for something (or someone) in that person.
 Win that person’s sympathy.

1.1.2.3. Incite them to act on their emotions and desires (Fire)


 Rouse that person’s emotions (positively or negatively).
 Get that person’s attention.
 Persuade that person to listen to emotion rather than reason.
 Get that person to ignore the potential consequences of a proposed plan.
 Get that person to prioritize their existing desires instead of their oaths and responsibilities.

1.1.2.4. Trick them into believing something you want them to believe (Air)
 Get that character to believe something untrue, partially true, or only technically true.
 Obscure a key truth from that character.
 Deflect that character’s attention away from someone or something.
 Convey an idea to the character in a deniable way.
 Imply something to that character without stating it outright.

1.1.2.5. Enlighten them to understand a fundamental truth (Void)


 Challenge that person’s deeply held beliefs.
 Force that person to question a moral or philosophical truth they believe to be certain.
 Cause that person to remember an experience they had forgotten (or wish to forget).
 Shock that person out of a stupor (mundane or supernatural).

1.2. TAKE TURNS

1.2.1. Assist - Assistance: +1 skill die if the assisting character with at least 1 skill point on that check / +1 ring die if the
assisting character has no skill point on that check.

1.2.2. Persuade – gain rhetorical points.


 Command: -1TN if target is lower rank.
 Courtesy: -1TN if the target is higher rank.
 Games/Performance/Other skills: -1TN if the target is equal rank.

1.2.3. Use skill

1.3. Sample Social Opportunity

DUELS
1. PHASES
1.1. ASSESS THE SCENE

1.1.1. Establish objectives


 To first strike – deal 1 damage to the target.
 To first blood – if target is incapacitated.
 To the death – target is slain or dying.

1.1.2. Assessment check - Make a TN1 Meditation check + elemental approach

 Earth: You reflect on your weaknesses, thinking of how you can mitigate them when facing this opponent. For
instance, if you have lost your left eye, perhaps you can position yourself so your opponent must approach from
the right. If you succeed, choose one known disadvantage of a character in the scene; the character ignores the
chosen disadvantage until the end of the scene.

 Fire: You focus on your desires, and those of your opponent. What do they intend to gain from this duel? How will
that influence their strategy—and yours? If you succeed, deduce the immediate goals or objective of one other
character in the scene.

 Water: You center yourself in your environment, looking for how you can use the tiniest irregularity to your
advantage. Is the grass beneath your feet slick enough to trip your opponent? Is the third tatami mat to the left
slightly out of place? If you succeed, spot and learn about one object, item, or terrain feature in the scene,
discerning its narrative features and qualities (see Terrain on page 167).

 Air: You consider the advantages you have over your opponent, and how you can use those to press upon their
weaknesses. Are they already unsettled by the prospect of fighting you? If you succeed, choose one target in the
scene and learn their demeanor and current wounds and strife.

 Void: You center yourself in the universe, seeking out the spiritual currents and eddies around you. If you succeed,
you become aware of whether there are any ripples in reality that accompany supernatural disturbances, though
not their location or specific identity.

1.1.3. Initiative Order – The player who rolled the highest assessment.
 Staredown – players may bid strife (0 to their composure)
secretly to add to their initiative. After one round, the order of
action resets to their original value before the staredown.

1.2. TAKE TURNS

1.2.1. Set Stance

1.2.2. Choose Action


 Center – increase the TN of attacks against you until the
beginning of your next turn. Secretly choose a ring, if the
attacker uses that ring, he loses 3 strife.
 Provoke – make a TN3 Martial Arts check. Until the end of your
next turn, decrease the TN of your attack by the number of
success plus bonuses.
 Strike – make a TN2 Martial Arts check. Inflict damage. 2
opportunity means critical=weapon deadliness.
 Use a skill

1.3. RESOLUTION
SKIRMISHES

1. PHASES
1.1. ASSESS THE SCENE

1.1.1. Establish objectives


 To first strike – deal 1 damage to the target.
 To first blood – if target is incapacitated.
 To the death – target is slain or dying.

1.1.2. Assessment check - Make a TN1 Tactics check + elemental approach

 Air: You read the subtle cues of another character in the scene, taking the
measure of their mental state as they rush into battle. You seek to determine
the sorts of tactics they are most likely to be susceptible to, and whether you can intimidate or manipulate them. If
you succeed, choose one target in the scene and learn their demeanor and current wounds and strife.

 Earth: You look at your environment for defensive positions, covering your blind spots (or those of your
compatriots) or forcing attackers to come at you from the direction of your best defense. You might use cover,
walls, or other terrain to limit the angle of attack against you, negating a key weakness. If you succeed, choose one
known disadvantage of a character in the scene; the character ignores the chosen disadvantage until the end of
the scene.

 Fire: You try to determine the objective of a foe, ascertaining their current objective and whether you are their
target—or someone else is. If you succeed, deduce the immediate goals or objective of one other character in the
scene.

 Water: You assess the field in which the battle is taking place, looking for possible improvised weapons or terrain
you might exploit to put your foe at a disadvantage, such as mud or loose shale. If you succeed, spot and learn
about one object, item, or terrain feature in the scene, discerning its narrative features and qualities (see page
167).

 Void: You focus on the mystical energies in this place, to see if there are any mystical presences on the field of
battle or supernatural beings at work here. If you succeed, you become aware of whether there are any ripples in
reality nearby of the type that company supernatural disturbances, though not their location or specific identity.

1.3.1. Initiative Order – The player who rolled the highest assessment.

1.2. TAKE TURNS

1.2.1. Set Stance

1.2.2. Choose Action


 Movement
 Assist - Assistance: +1 skill die if the assisting character with at least 1 skill point on that check / +1 ring die if the
assisting character has no skill point on that check.
 Challenge – make a TN1 Command check. Target stops action and accepts your challenge. Lose 10 honor and 5
glory if you flee from the challenge.
 Charge – make a TN2 Fitness. You may move extra +1move per additional success.
 Guard – make a TN1 Tactics. Target gains +1TN+bonus success.
 Strike – make a TN2 Martial Arts check. Inflict damage. 2 opportunity means critical=weapon deadliness.
 Use a skill
 Wait – ready an action.
IV. SKIRMISHES (TN 1 Tactics)

V. MASS BATTLES (TN 1 Command)

 Skirmish
o Assist
o Challenge
o Strike
o Guard
o Strike
o Use skill
o wait
 Mass battle

Conditions
 Afflicted
 Bleeding
 Burning
 Dazed
 Disoriented
 Dying
 Enraged
 Fatigued
 Immobilized
 Incapacitated
 Injured body part
 Intoxicated
 Prone
 Unconscious

Army attribute
 Strength
 Discipline
 Abilities

Strategic objectives
 Capture a position (fortify a position)
 Cut off the head (destroy the leader)
 Draw them in (defend/lure the enemy)
 Grind them down (inflict damage to the enemy army)
 Seize victory (win the battle)

Mass battle actions


 Assault
 Challenge
 Rally
 Reinforce

Advantage/disadvantages
 Distinctions – reroll up to two dice
 Adversaries – reroll two dice showing success or explosive success. If you fail, gain 1 void
 Passions – remove 3 strife
 Anxieties – gain 3 strife. If you suffer an outburst, gain 1 void

Range bands
0 = touch
1 = sword
2 = spear
3 = throw
4 = bow
5 = volley

Terrain

Dangerous
Dangerous terrain is physically hazardous to enter or even linger in. This
is a mundane terrain quality, and it can be found in most regions.
Effects: Whenever a character performs a check while within Dangerous
terrain, the character suffers physical damage equal to the results on
the check.
Examples: Fire, intense cold, thawing ice, steep inclines, jagged rocks, an
uncovered foundation, rubble.

Defiled
Defiled terrain is afflicted by the vile touch of the Shadowlands. Even
those uneducated in the dark secrets of the realm beyond the Kaiu Wall
feel a pervasive sense of wrongness when standing on such unholy
ground. This is a supernatural terrain quality. It occurs much more commonly
the closer one is to the dreaded Shadowlands, but it can also be
found in places where atrocities were committed in the past.
Effects: At the end of the scene, each character who entered Defiled terrain
must make a TN 2 Fitness or Meditation check. Each character who
fails suffers the Afflicted condition for the ring they used for the check.
Examples: An oni’s lair, a battlefield filled with unburned dead, a haunted
castle, the secret hideout of a mahō-tsukai.

Entangling
Entangling terrain is ground that seriously hampers the mobility of anyone
within it. This is a mundane terrain quality, and it can be found in
most regions.
Effects: While a character is within Entangling terrain, increase the TN
of all checks to move and for Movement actions by 2.
Examples: Sucking mud, briar patches, deep snow, icy ground,
moving water.

Hallowed
Hallowed terrain is particularly close to the Spirit Realms, and thus invocations
are easier to perform in such a location. This is a supernatural
terrain quality, and it exists in most regions at places of power where
kami dwell, as well as in places where miracles have occurred in the past.
Effects: While within Hallowed terrain, a character reduces the TN of
Meditation and Theology checks using the specified ring by 1. Shadowlands
creatures and characters with the Shadowlands Taint disadvantage
increase the TN of their checks to resist the effects of Meditation and
Theology checks of the associated elemental ring by 2 while within
Hallowed terrain.
Examples: A shrine to a kami, a particular place of natural beauty, a location
where a powerful spirit resides.

Imbalanced
Imbalanced terrain is marked by a distinct absence or disquiet of the
kami of a certain element, and thus invocations are harder to perform
in such a location. This is a supernatural terrain quality, and it exists in
regions affected by an elemental imbalance.
Effects: While inside Imbalanced terrain, a character increases the TN
of Meditation and Theology checks using the specified ring by 1. Shadowlands
creatures and characters with the Shadowlands Taint disadvantage
decrease the TN of their checks to resist the effects of Meditation
and Theology checks of the associated elemental ring by 2 while within
Imbalanced terrain.
Examples: A forest mysteriously missing its leaves, a barren farm field,
an out-of-control river.

Obscuring
Obscuring terrain limits the visibility of (and to) anyone within, making
it very difficult to land strikes. This is a mundane terrain quality, and it
can be found in most regions.
Effects: A character in Obscuring terrain cannot see beyond range 2 of
their current position into the Obscuring terrain (though they can see
out of it, if they are within range 2 of an edge). A character outside of Obscuring
terrain cannot see into it beyond range 2 of the edge. Increase the
TN of all Attack checks targeting characters in Obscuring terrain by 1.
Examples: Dense foliage, darkness, cramped indoor quarters, heavy rain
or snow, choking smoke.
Unspecified Deadliness
While each weapon specifies its deadliness, some other sources of
damage do not. The following guidelines should only be used when
a source does not provide a deadliness.
Invocations: Invocations that deal damage directly have a deadliness
of the ring the shugenja used plus the shugenja’s current strife.
Mahō: Mahō that deal damage directly have a deadliness of the ring
the mahō-tsukai used plus the mahō-tsukai’s current wounds.
Kihō: Kihō that deal damage directly have a deadliness of 8.
Extreme Temperature: Open flames or frostbite have a base deadliness
of 5, but the GM can have this deadliness increase over time
if a character continues to be exposed.
Falls: Falls have variable deadliness, specified on page 171.
Heavy Objects: A miscellaneous object hitting a character with
sufficient force to cause harm has a deadliness equal to three times
the object’s silhouette.

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