Ue - Sama: Compassion Couraqe Courtesy Duty Loyalty Honour Riqhteousness Sincerity
Ue - Sama: Compassion Couraqe Courtesy Duty Loyalty Honour Riqhteousness Sincerity
Day
Used when
Daikoku addressing your Clan
The Fortune of wealth
Champion or Family Akodo Horse 12:00 – 14:00
Ebisu The Fortune of honest work Daimyo. Doji Goat 14:00 – 16:00
Fukurokujin The Fortune of wisdom and mercy Shiba Monkey 16:00 – 18:00
Hōtei
Jurōjin
The Fortune of contentment
The Fortune of longevity
-Sama Bayushi Rooster 18:00 – 20:00
Used when Shinjo Dog 20:00 – 22:00
Kisshōten The Fortune of happiness, fertility, & beauty addressing one’s
Niqht
superiors.
Hida Boar 22:00 – 00:00
Agashiko Fortune of Simplicity and Reflection Togashi Rat 00:00 – 02:00
Used as a sign of
Ekibyogami Fortune of Plague and Pestilence great respect or Fu-Leng Ox 02:00 – 04:00
Emma-O Fortune of Death and Judge of the Dead admiration.
In a formal social
Tenth Kami Tiger 04:00 – 06:00
Gobai Fortune of Balance
situation refer to
Hachiman Fortune of Battle everyone as ‘-sama’. Amaterasu (Sun) Onnotongu (Moon) Hantei
Hare Dragon (Tortoise) Serpent
-Dono
Hamanari Fortune of Fish and Generous Meals
Sprinq
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
Hamanri Fortune of Regency and Stability
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
Haruhiko Fortune of Fishermen Means Lord/Lady and 15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
Hiderigami Fortune of Draught is the most common
way to speak to a 22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Hikora Fortune of Oak Daimyo, it can also Akodo Doji Shiba
be used in normal
Hofukushu Fortune of Vengeance
conversation to
Horse Goat (Sheep) Monkey
Summer
-San
Kamashi-okara Fortune of Sorrow Rooster Dog Boar
Autumn
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
Kaze-no-kami Fortune of Wind
The most commonly 8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
Kenro-ji-jin Fortune of Soil
used suffix in polite 15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
Kobiru-Tadashiko Fortune of Understanding interaction, using
‘-san’ with another 22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
Kojin Fortune of the Kitchen and Housewives
individual indicates Togashi Fu-Leng The Tenth Kami
Komoku Fortune of the West Wind a polite respect for
them.
Rat Ox Tiger
Ko-no-hama Fortune of Flowers
Winter
1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
-Kun
Koshin Fortune of Roads
8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
Kurohito Fortune of Perfection
15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
Kuroshin Fortune of Agriculture Used to refer to
22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
boys who have not
Kyufoki Fortune of Earthquakes yet passed their
Megumi Fortune of Heroic Guidance gempukku, and is First century Formation of Rokugan. War Against Fu-Leng (33-42)
sometimes used by
Mikoto Fortune of Ronin young women to Formation of the Imperial Legions and Emerald Magistrates by
Second century
Musubi-no-Kami Fortune of Marriage refer to men that they Hantei Genji (163). The last remaining Kami disappear.
are very close to.
Muzaka Fortune of Enigmas Gisei Toshi assumed destroyed (283). The Brotherhood of
It may also be used Third century
Namaku Fortune of Horses Shinsei divides into sects.
by an immediate
Natsu-togumara Fortune of Travel and Experience superior addressing a Yasuki Join the Crab (387). Crane-Crab War (387-400). Rise of
Fourth century
subordinate of either the Gozoku (375-415).
Nagiroko-to Fortune of Compassion and Forgiveness gender, in which case
it carries greater Downfall of the Gozoku (432-435). Gaijin are banned from
Osano-Wo Fortune of Fire and Thunder
familiarity than ‘-san’. Fifth century Rokugan following the Battle of White Stag (442). Bayushi
Sadahako Fortune of Geisha and Artists Tesaguri is the first soul imprisoned in Traitor’s Grove (445)
Saibankan
Sudaro
Fortune of Magistrates and Judges
Fortune of Perseverance
Chan Sixth century
The rise of Iuchiban (499-510) and the Battle of Stolen Graves
(510).
Used with girls
Suitengu Fortune of the Sea Reign of Hantei XVI, the Steel Chrysanthemum (589-610).
who have not yet
Tamon Fortune of the North Wind completed their Seventh century Creation of the Articles of Heaven (622) and Subtlety of Court
Tenjin Fortune of Writing and Literature gempukku or anyone (689). First rise of the Kusatte Iru (634).
a person finds
Toyouke-Omikami Fortune of Grain endearing.
The Maw attacks at the Battle of the Cresting Wave, the
creation of the Kaiu Wall, and loss of the Hiruma family lands
Tsugumu Fortune of Secrets Siblings who are very Eighth century
close will sometimes (716). Second rise of Iuchiban and the Battle of Sleeping River
Uzume Fortune of Dancing use this. (748-750).
Wu Fortune of Sensei Using this with Return of the Ki-Rin (815-816). Creation of the Dark Moto
anyone in any sort Ninth century
Xing Guo Fortune of Steel (825) and the White Guard (827).
of formal context is
Yama-no-kami Fortune of Stone a grave breach of Tenth century Downfall of the Shimizu family, wiped out by a plague (917).
etiquette.
Zocho Fortune of the South Wind Eleventh century A century of relative peace.
Endurance Composure Focus Vigilance Assistance
B+C x2 B+E x2 A+C A+E ÷2 1. Roll one additional per assisting character who has the skill in use.
2. Roll one additional per assisting character who does not have the skill.
3. Each player whose character assists must describe how they are helping, and
Recovering Strife the GM decides if they can contribute.
4. At the GM’s discretion use one advantage from one assisting character.
• At the end of a scene reduce your strife to half your
5. Keep 1 additional die per assisting character.
composure (rounded up).
6. Each assisting character may choose to suffer 1 strife to negate 1b symbol
• Passions & Ninjo.
on the check.
• Spend time meditating or partake in a Tea Ceremony.
• Once per scene, if you are compromised, at the beginning or
end of your turn you may Unmask to remove all Strife and then
suffer the consequences... Spend a D Point to...
• Seize the Moment – Roll one additional dice and keep one extra dice.
Recovering Fatigue • Take the hit – Suffer no fatigue from an attack, instead suffer a critical strike.
• Shattering Parry – Reroll a check to resist a critical strike. The weapon you
• At the end of a scene reduce your fatigue to half your parry with gains the damaged quality.
endurance (rounded up).
• Rest for a full night and recover fatigue equal to E x2.
• First Aid – Make a TN 2 Medicine (Water) check targeting a Gain a D Point when...
character at range 0–1. If you succeed, the target removes
fatigue equal to 1 plus your bonus successes and cannot • You fail a check that was affected by one of your Adversities.
benefit from the First Aid action again until they have • You gaining strife from an Anxiety.
been treated more thoroughly, such as with the Treatment • You choose to be affected by a complication introduced to a scene (by GM or
downtime activity. You may spend cc+ to affect one any Player) and gaining 3 strife.
additional target per cc+ spent this way. • The GM conceals the TN of a check.
Wait
cc: If you succeed, inflict a critical strike
on your target with severity equal to your Activation
weapon’s deadliness. As a Support action, you may use this
action. Activation
Challenqe Effects As an Attack, Scheme, and Support action,
you may declare a non-Movement action
Prepare one item for use, ready a weapon you will perform after the occurrence of
Activation in a grip of your choice, or stow an item. a specified event before the end of the
As a Scheme action, you may make a TN 1 round.
Command check to issue a formal combat
challenge targeting one character at range Unique Action Effects
0–5. You must stake 10 honour and 5 glory After the specified event occurs before the
Activation
upon the challenge end of the round, you may perform the
As an action, you make a skill check to action. You must still use the ring matching
Effects attempt a task you have described to the your stance for this action. If the specified
If you succeed, the target must choose GM. event does not occur this round, you may
whether to accept or decline; resolve one
Effects perform one action of your choice (other
of the following: than Wait) at the end of the round.
If you succeed, you may use the skill for
If the target accepts, they stake 10 honour
its narrative effects, for implementing any
and 5 glory, which they forfeit if they take
any Attack or Scheme action before the
sample use that can be completed in a
single action, or for pursuing another task
Manoeuvre
clash. At the end of the round, the clash
begins.
that the GM deems appropriate. Activation
As a Movement action, you may reposition
Calminq Breath
To decline, the target must forfeit glory
for more distance. Optionally, you may
equal to your ranks in Command plus your
make a TN 2 Fitness check as part of this
bonus successes. Each of their allies with
lower glory than you suffers 2 strife. Then, Activation action.
you gain 1 Void point. As a Support action, you may take a Effects
If you win the clash, each of your foe’s deep breath to calm yourself and recover Move one range band.
allies in the skirmish suffers 3 strife. If you stamina.
If you choose to make the Fitness check
lose the clash, each of your allies suffers 3 Effects and you succeed, you may instead move
strife. two range bands, plus one additional
If your strife is greater than half your
composure, you remove 1 strife. If range band per two bonus successes.
your fatigue is greater than half your
endurance, you remove 1 fatigue.
Intrique
Initiaitive Check at which point the character with the
highest initiative acts first.
TN 1 Sentiment Check
However, because propriety is vitally
Taking your Turn important in Rokugan, a character must
Initiative values come into play when two or forfeit 1 honour and 1 glory to pre-empt one
more characters wish to act simultaneously, or more characters of higher status.
Unique Action
equal to or exceeding the difficulty value of A character can draw out and study someone
the objective on appropriate Social skill checks. else’s nature by accumulating momentum
However, no two of those Social skill checks points equal to or exceeding the difficulty value
can target the same character, as the rumour of the objective on appropriate Social skill Activation
must appear to come from multiple sources to checks against that target. A character might
As an action, you make a skill check to attempt
be accepted. also investigate the target with other skills (like
a task you have described to the GM.
Culture or Sentiment) to fulfil this objective.
What Is Achieved? Effects
At the end of any round in which a character
What Is Achieved?
If you succeed, you may use the skill for its
accumulates momentum points equal to or At the end of any round in which a character
narrative effects, for implementing any sample
exceeding the difficulty value of the objective, accumulates the requisite points, the character
use that can be completed in a single action, or
the rumour becomes self-sustaining within the learns up to three of the following about their
for pursuing another task that the GM deems
group. This does not necessarily mean that target: social objective, ninjō, giri, composure,
appropriate.
everyone believes it, but they do discuss it, for endurance, one advantage, one disadvantage.
it is too reputable (or intriguing) to fully ignore. The same option cannot be selected multiple
If the character fails at two consecutive checks
to spread the rumour, it fails to take root, and
times this way.
If the target retires from the scene before
Calminq Breath
this objective cannot be completed in this completion this objective cannot be Activation
scene. completed.
As a Support action, you may take a deep
breath to calm yourself and recover stamina.
Appeal to a Person or Group Discredit Someone Effects
When would you use it? When would you use it? If your strife is greater than half your
composure, you remove 1 strife. If your fatigue
A general social objective that covers many Provoking one’s enemies directly is a dangerous is greater than half your endurance, you
reasons a character would enter an intrigue, art, but it can put them in positions where they remove 1 fatigue.
this objective signifies that the character is must accept a loss lest their reputation suffer
trying to convince someone to behave in a harm. A character who chooses this objective
certain way. should state their target at the outset. Persuade
What Does It Take to Complete? What Does It Take to Complete?
Activation
A character can get someone else to adopt A character can back someone into a corner by
their viewpoint by accumulating a preset num- causing them to become Compromised. The As a Scheme action, you make a Social skill
ber of momentum points on successful Social character can do this by inflicting strife on the check targeting 1+ characters who can hear
skill checks against that target. target (or getting others to do so). you. The TN is equal to the highest vigilance
among your targets. If applicable, apply one of
What Is Achieved? What Is Achieved? the following modifications:
At the end of any round in which a character When the chosen character unmasks, they • Command: If each target’s status rank is
accumulates momentum points equal to or must forfeit glory equal to their glory rank lower than yours, decrease the TN of this
exceeding the difficulty value of the objective, unless they retire from the intrigue, and the check by 1.
the target is persuaded to adopt their objective is considered complete. • Courtesy: If each target’s status rank is
perspective (or stops raising an argument higher than yours, decrease the TN of this
Such provocation makes it very hard to get
against it). check by 1.
someone to take the provoker’s side in a
• Games/Performance/Other Skills: If each
If another character has accumulated a greater matter, so if the target’s support is vital to a
target’s status rank is equal to yours,
number of momentum points at that time, that cause, this tactic is usually very ineffective.
decrease the TN of this check by 1.
character persuades the target to adopt their Further, many samurai respond to this sort of
perspective instead. In the case of a tie, the humiliation with a demand for a duel—or with Effects
character with the highest status wins. a dagger in the night, if they are of a less-than- If you succeed, you add one momentum point
If the target retires from the scene before honorable persuasion. If the target retires from toward an appropriate social objective, plus
completion of this social objective (whether or the scene before completion, this objective one additional momentum point for every
not they have completed a separate personal cannot be completed. two bonus successes. Further, any narrative
social objective), this social objective cannot be ramifications of your check resolve.
completed.