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Ue - Sama: Compassion Couraqe Courtesy Duty Loyalty Honour Riqhteousness Sincerity

Bushido is a Japanese code of conduct that emphasizes 7 main principles: compassion, courage, courtesy, duty and loyalty, honour, righteousness, and sincerity. These principles guide how one should help others, confront fears, behave politely, fulfill responsibilities, pursue truth and justice, and keep one's word. Following Bushido helps one gain honour, while failing to uphold its tenets causes a loss of honour.

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0% found this document useful (0 votes)
83 views6 pages

Ue - Sama: Compassion Couraqe Courtesy Duty Loyalty Honour Riqhteousness Sincerity

Bushido is a Japanese code of conduct that emphasizes 7 main principles: compassion, courage, courtesy, duty and loyalty, honour, righteousness, and sincerity. These principles guide how one should help others, confront fears, behave politely, fulfill responsibilities, pursue truth and justice, and keep one's word. Following Bushido helps one gain honour, while failing to uphold its tenets causes a loss of honour.

Uploaded by

WaffleMoorer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Lose honour when you fail to uphold a tenet of Bushido Gain Honour when you make a personal sacrifice

you make a personal sacrifice to uphold a tenet of Bushido

Compassion Couraqe Courtesy Duty & Loyalty Honour Riqhteousness Sincerity


Be Helpful Be Brave Be Nice Be Reliable Be True to Yourself Be Honest and Just Keep Your Word
Help your fellows at Show strength in You have no reason Take full ownership of Look after your Be acutely honest in all Your words and your
every opportunity, the face of pain, to be cruel. Be polite your responsibilities to mind, body and soul. your dealings. Uphold actions must align. If
Be sympathetic and grief and adversity. in your attitude and towards all others and Listen fully to your justice and condemn you say you will do
show concern for the Confront your fears, behaviour to others. remain fiercely true to conscience. You cannot injustice. There is only something, you must
suffering of others. do not allow them to Your true strength is them. Obey your lord, hide from yourself. right and wrong, truth do it. You never need
influence your actions. measured in how you putting aside personal and untruth. promise something,
Live life completely, treat people during desire and glory. speaking and doing are
fully and wonderfully. difficult times. one and the same.

Who do I pray to?


-Ue
Sun Hare 6:00 – 08:00
Benten The Fortune of romantic love Moon Dragon 8:00 – 10:00
Bishamon The Fortune of strength Hantei Serpent 10:00 – 12:00

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

Inari Fortune of Rice and Good Grain elevate someone. 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7


Isora Fortune of the Seashore It implies dignity and 8 9 10 11 12 13 14 8 9 10 11 12 13 14 8 9 10 11 12 13 14
greatness, but does
Jikoju Fortune of the East Wind 15 16 17 18 19 20 21 15 16 17 18 19 20 21 15 16 17 18 19 20 21
not carry the tone
Jizo Fortune of Mercy of admiration that 22 23 24 25 26 27 28 22 23 24 25 26 27 28 22 23 24 25 26 27 28
‘-sama’ does
Jotei Fortune of Morning Dew Bayushi Shinjo Hida

-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.

Artisan - Make or craft a piece of art.


A Refine an existing piece to make it function better.
• Aesthetics – Non-utilitarian art.
B Restore a damaged piece through upkeep.
• Composition – Literature and poetry.
C Invent a new piece from raw materials.
• Design – Finery and worn art.
E Adapt an existing piece into something else.
• Smithing – Armour and weapons.
D Attune yourself to a piece of art (Void).
Social - Influence a person.
A Trick them into believing something you suggest.
• Command – Assert authority over others, especially of lower status.
B Reason with them to act based on logic and duty.
• Courtesy – Appeal formally to others, especially of higher status.
C Incite them to act on their emotions and desires.
• Games – Discuss, strategise and play games to socialise.
E Charm them to develop positive feelings toward you.
• Performance – Communicate with and influence an audience.
D Enlighten them to understand a fundamental truth.
Scholar - Know or learn information.
• Culture – Current events, historical trends, and etiquette. A Analyse a specific thing for details about it.
• Government – Law, bureaucracy, posts, and positions. B Recall it from memory.
• Medicine – Health, injury, and disease. C Theorize possibilities of its nature.
• Sentiment – Psychology, emotions, and motivations. E Survey the surroundings for clues about it.
• Theology – Spiritual realms, mystical phenomena, and religious rites. D Sense it with your instincts or a hunch.

Martial - Overcome an opponent or challenge with force.


• Fitness – Performing athletic feats and resisting harm. A Feint to lure an opponent into a weak position.
• Martial Arts [Melee] – Using close-quarters weaponry. B Withstand an opponent to wear them down.
• Martial Arts [Ranged] – Using missile weapons. C Overwhelm an opponent with a quick burst of power.
• Martial Arts [Unarmed] – Using improvised weapons / bare-handed. E Shift an opponent to gain an advantageous position.
• Meditation – Mastering emotion such as anger, fear, and hate. D Sacrifice to let an opponent score a victory so that you
• Tactics – Fighting with warbands, regiments and armies. can achieve a greater end.

Trade - Get resources or perform work.


• Commerce – Sales, trading, and speculation. A Con someone to get something for nothing.
• Labour – Farming, construction, and production. B Produce what you need through physical toil.
• Seafaring – Sailing and living on the ocean. C Innovate a new way to get what you need.
• Skulduggery – Criminal organizations and activities. E Exchange one type of labour or resources for another.
• Survival – Living in the wilds beyond civilization. D Subsist in your environment without disrupting it.
c
Increase the TN of Attack
and Scheme checks targeting
c
When making Attack and
Scheme checks targeting
c
When you succeed on a
check, you count as having
c
During your turn, you may
perform 1 additional action
c
You do not suffer strife from
b results on kept dice.
you by 1. If your school rank you, other characters cannot 1 additional bonus success that does not require a
is 4 or higher, increase the spend c to inflict critical for each b symbol on your check. This action cannot Initiative c: Sense if there is
TN by 2 instead. strikes or conditions on you. kept dice. share the same type an otherworldly being present
(Attack, Support, Scheme, in the scene.
Initiative c: Discover a foe’s Initiative c: Choose another Initiative c: Use your focus Movement) with another Conflict c: During your next
Disadvantage (their choice). character’s disadvantage you instead of your vigilance when action you perform this turn. Attack action, ignore one
Conflict c: Add a kept set know, they do not apply it this surprised. terrain quality of your choice.
to a c result to your next scene. Conflict c: Increase the TN Initiative c: Assess all terrain Conflict c+: During a Support
Martial check. Conflict c: During a of another character’s next qualities in the scene. check increase your initiative
Conflict c+: During a Movement check, ignore one check by 1 if it does not target Conflict c: Remove 1 fatigue by 1 per c spent.
Movement action check, 1 terrain quality of your choice. you. Conflict c+: During an Conflict cc: Ignore the
range band of any distance Conflict c+: Reduce the Conflict c+: Increase the TN Attack action ignore 1 point effects of one condition you
you move per c spent may severity of the next critical of the next check a character of physical resistance per c are suffering until the end of
be vertical. strike you suffer before your makes to resist a critical strike spent. your next turn.
Conflict cc: Increase the next turn by 1 per c spent. before your next turn by 1 per Conflict cc: Move 1 range Any Check c: Name another
TN of the next Martial Arts Conflict cc: Do not apply c spent. band ring, if your next check uses
(Ranged) check targeting you one of your disadvantages to Conflict cc: Characters must Any Check c: Recover 2 that ring reduce its TN by 1.
before your next turn by 2. checks until the end of your suffer 2 strife to choose you as Strife. Any Check c+: Detect a sign
Any Check c: Learn a next turn. the target of Attack/Scheme of the supernatural, more c
actions until your next turn. Any Check c+: You perform
character’s demeanour and Any Check c: Reduce the task efficiently. Additional spent reveal a more precise
current strife. another character’s strife by 2. Any Check c: Inflict 2 Strife c spent reduce time and location.
Any Check c+: You are very Any Check c+: Act extremely on another character. materials needed. Any Check cc: Gain
subtle. Additional c spent carefully. Additional c spent Any Check c+: You are Any Check cc: Spot a insight into the nature of the
this way increase the subtlety make the attempt even safer. impressive and flashy. physical detail not related universe or your own heart. At
of your method. Any Check cc: Recall a Additional c spent make you to your check or at GM GM Discretion, Reveal an as
Any Check cc: Observe a piece of information not even more noticeable. discretion add a (previously yet unknown fact about your
detail about a character, or related to your check, or at Any Check cc: You notice unnoticed) area of terrain character that relates to the
at GM discretion add a small GM discretion reveal a small a missing detail not related to or mundane item to your current situation.
detail to an NPC. preparatory action taken your check. At GM discretion location. Artisan Skill c: Reduce the
Artisan c: If successful, add earlier. you can create an absence in Artisan Skill c: Add a kept TN of your next check to use
the Resplendent or Subtle Artisan c: If successful, add the scene. set to a c result to the the item you are attuning to
quality to an item you are the Durable quality to an item Artisan c: If you succeed, next Artisan check made this by 1.
refining. you are restoring. make an extra copy of an item session. Scholar Skill c: Realize
Scholar c: Learn something Scholar c: Remember a place you are creating. Scholar Skill c: Spot a unique whether or not the angle of
about the person who created where you can research the Scholar c: Discern a or identifying quality, aspect inquiry under investigation is
or used the item you are topic you were attempting to characters motivations or or ability of something you worthwhile.
studying. recall. desires. are identifying. Social Skill c: Learn another
Social c: Learn if the Honour, Social c: Increase the TN Social c: Reduce the TN Social Skill c: Add a kept character’s objective.
Glory or Status of a character of another character’s next of another character’s next set to a c result to your next Trade Skill c: Reduce your
is higher, lower or equal to Social check made before the Social check by 1. Social check before the end of effects on the environment
yours. end of the scene by 1. Trade c: Add a kept set to the scene. (and physical traces of your
Trade c: Sell an item for 10% Trade c: Reduce the TN a c result to the next check Trade Skill c: When buying efforts) to a minimum.
more. of another character’s next you make with another skill. an item get a 10% discount. Descriptor (Void) c: Act
Descriptor (Air) c: Act check made with the same Descriptor (Fire) c: Act Descriptor (Water) c: instinctively, inscrutably, or
precisely, stealthily, or subtly. skill before the end of the creatively, fearsomely, or Act efficiently, flexibly, or sagely.
scene by 1. noticeably. gregariously. Narrative Detail (Void) c:
Narrative Detail (Air) c:
People’s strengths and Descriptor (Earth) c: Narrative Detail (Fire) c: Narrative Detail (Water) Supernatural presences,
weaknesses, emotions, small Act cautiously, calmly, or People’s motivations, flashes c: Environmental dangers, flashes of premonition,
details in objects. thoroughly. of insight, conspicuous presence of useful terrain or instinctive warnings.
Downtime Air Check c+: Narrative Detail (Earth) c: absences. objects, escape routes. Downtime Void Check c+:
Learn a detail about one Your own memories, history Downtime Fire Check c+: Downtime Water Check c+: Reserve 1 or more dropped
person in your company per of people and objects, Assist one other character Recover 1 strife or fatigue per dice from your check up to
c spent. You can only learn defensive positions. per c spent with their next c spent. you ranks in that skill. Add
one detail about each person Downtime Earth Check c+: downtime activity this session. these dice as a kept die to the
Downtime Water Check cc: next check with the same skill.
this way in a single downtime Another character in your Downtime Fire Check cc: Make a new friend while
scene. company may remove 1 strife Energise a fellow character. undertaking your downtime Downtime Void Check cc:
Downtime Air Check cc: or fatigue per c spent. They may perform a second activity. Have a brief premonition of a
Perform your activity without Downtime Earth Check cc: downtime activity (max 2). possible future event.
letting others of your choice Memorize a small but vital
know what you did. detail from your activity, you
can recall it without a check.
Duelinq
Finishing Blow Duel Objectives
The first time their opponent becomes Iaijutsu Duel (to first strike or first blood):
Compromised or unmasks during a duel, The objective is to inflict a critical strike
a character may immediately execute a on the opponent. When fought to the first
finishing blow. This is a special action that blood, the objective is to inflict a critical
can be performed out of turn. strike of severity 5+.
A character executes the finishing blow by Iaijutsu Duel (to the death): The objective
Initiaitive Check choosing an Attack action and performing is to kill the opponent or inflict the Dying
TN 1 Meditation Check it against their opponent, interrupting condition on them.
anything their target is doing (including Sparring Bout (to incapacitation): The
resolving a check of their own). One
The Staredown finishing blow can even interrupt another!
objective is to inflict the Incapacitated
condition on the foe.
The staredown is a special step at the start
If the character executing a finishing blow Warrior’s Duel (to defeat): The objective is
of Phase 2: Take Turns each round.
succeeds, instead of dealing damage, the to inflict the Unconscious or Dying condition
During the staredown, each character finishing blow inflicts a critical strike with upon them, or get them to yield.
receives strife equal to the number of the severity equal to two times the deadliness of
round (1 strife for the first round, 2 for the Taryu-Jiai (to incapacitation): The objective
the weapon or Attack action used, plus the
second, 3 for the third, and so forth). is to inflict the Incapacitated condition on
attacker’s bonus successes. Any other effects
the foe or to demonstrate one’s absolute
Additionally, after receiving this strife, of the Attack action are resolved as usual.
superiority such that the foe surrenders.
each character who is not Compromised If two characters trigger finishing blows
may bid additional strife to increase their simultaneously for any reason, the one
initiative value for that round. To bid, each with the lower honour fully executes their
participating character secretly chooses a finishing blow first.
number between 0 and their focus attribute.
If the duel’s objective is achieved by the
Then, all simultaneously reveal their
finishing blow, the duel ends immediately.
number, and each suffers that amount of
Otherwise, the duel picks up where it left off
strife, and adds it to their initiative for the
(including returning to resolving a check, if
round.
one was interrupted).

Centre Strike Unique Action


Activation Activation Activation
As a Support action in Void stance, you As an Attack action using one readied As an action, you make a skill check to
may focus your energy inward, envisioning weapon, you may make a TN 2 Martial attempt a task you have described to the
your action in your mind and seeking the Arts check using the appropriate skill GM.
perfect moment to take it. You must name for the weapon, targeting one character Effects
a skill when you use Centre. within the weapon’s range.
If you succeed, you may use the skill for
Effects Effects its narrative effects, for implementing any
Roll a number of Skill dice up to your ranks If you succeed, you deal physical damage sample use that can be completed in a
in the skill you chose and reserve any to the target equal to the weapon’s base single action, or for pursuing another task
number of those dice. If you do, the next damage plus your bonus successes. that the GM deems appropriate.
time you make a check using the chosen New Opportunities
skill (or use the Centre action) this scene,
after rolling dice, you may replace any cc: If you succeed, inflict a critical strike Calminq Breath
number of rolled dice with the reserved on your target with severity equal to your
weapon’s deadliness. Activation
dice (set to the results they were showing
when reserved). You cannot reserve a As a Support action, you may take a
number of dice greater than your ranks in
the skill this way.
Predict deep breath to calm yourself and recover
stamina.
Activation Effects
Prepare Item As an Attack and Scheme action, you may
secretly select Air, Earth, Fire, or Water
If your strife is greater than half your
composure, you remove 1 strife. If
Activation and record it. your fatigue is greater than half your
endurance, you remove 1 fatigue.
As a Support action, you may use this Effects
action.
The next time your opponent chooses
Effects their stance, you may reveal your
Prepare one item for use, ready a weapon selection; if it matches the stance they
in a grip of your choice, or stow an item. chose, your opponent receives 4 strife and
must choose a different stance. This effect
persists until the end of your next turn.
Skirmish
Initiaitive Check 1 range band. Note that moving this way is
not an action. In addition to this movement,
TN 1 Tactics Check
a character who wishes to move a greater
Movement distance can dedicate their action to moving
Once during their turn, before or after via the Manoeuvre Action.
performing an action, a character may move

Strike Assist Guard


Activation Activation Activation
As an Attack action using one readied As an Attack, Intrigue, and Support action, As a Support action using a readied
weapon, you may make a TN 2 Martial describe how you are helping one other weapon, you may make a TN 1 Tactics
Arts check using the appropriate skill character at range 0–2 with their next check targeting yourself or one other
for the weapon, targeting one character action. character within the weapon’s range.
within the weapon’s range. Effects Effects
Effects If the GM accepts your suggestion, you If you succeed, you guard the target until
If you succeed, you deal physical damage provide assistance (see page 26) on the the beginning of your next turn. Increase
to the target equal to the weapon’s base chosen character’s next action check. the TN of Attack checks against the
damage plus your bonus successes. guarded target by one, plus an additional
New Opportunities Prepare Item one per two bonus successes.

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.

Spread a Rumour Discern Someone’s Qualities Assist


When would you use it? When would you use it? Activation
Rumours are among the courtier’s greatest Sometimes, information-gathering is a As an Attack, Intrigue, and Support action,
weapons. A well-placed rumour can lay the character’s main social objective: they seek describe how you are helping one other
groundwork for future victories. A character to ferret out the strengths, weaknesses, or character at range 0–2 with their next action.
who chooses this objective should state the loyalties of another character. A character who
rumour they wish to spread at the outset. chooses this objective should state their target Effects
at the outset, along with which features of If the GM accepts your suggestion, you provide
What Does It Take to Complete? their target they want to uncover. assistance (see page 26) on the chosen
A character can spread a rumour across a character’s next action check.
group by accumulating momentum points
What Does It Take to Complete?

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.

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