TAIL OF THE SCORPION
The Rikudo Isles have long been home to rival clans, each fiercely guarding their ancestral territories
and zealously preserving their way of life. Each island holds its own secrets, veiled by dense forests
AUTHOR
Jeff Strong
SYSTEM
Tricube Tales
and formidable peaks. Historical animosities and power struggles have woven a complex tapestry of BACKGROUND
Figu Design
clan rivalries that continue to shape life on the islands today.
But these tensions are amplified by new and growing threats. Legends once confined to stories have STORYSYMBOLS
Delapouite, Lorc,
manifested as fearsome creatures that now roam the shores, sowing terror in their wake. Plagues and DarkZaitzev, sbed,
horrors afflict cities and villages indiscriminately, weakening some clans while creating opportunities and skoll via
for others. The heavens themselves bear ominous signs, hinting at an impending catastrophe. Game-icons.net
You serve the Scorpion Clan as bushi-tai, an elite group of specialists sworn to carry out clandestine ILLUSTRATIONS
missions for your daimyo. You oppose the forces that threaten your clan’s prosperity, while navigating Dall-E
the isles’ complex web of political intrigue. Honor and glory are your reward.
CHARACTER CREATION
Each player creates a character as follows:
RESOLVING CHALLENGES
If a player attempts something risky, they roll 1-3
HONOR AND GLORY
Roll on the following tables to generate the latest
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty mission (see the next page for examples):
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice The bushi-tai need to...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Protect a village D Rescue someone
smarts, charm, alertness, and mental/social combat). benefit). Rolling “1” on all dice is a critical failure B Recover a magic item E Slay a monster
2. Select a concept: Assassin, bodyguard, scout, (introduce a complication to the scene). C Seize an opportunity F Investigate rumors
mage, monk, warrior, or courtier. The GM chooses a trait and difficulty for each From somewhere in or near...
3. Pick a perk: Armored, wise, fearless, mystical challenge. Most are difficulty 5, but a particularly A A mystical landmark D A city or village
senses, elemental magic (choose water, fire, earth, easy or hard task might be difficulty 4 or 6. Some B A mountain shrine E A bamboo forest
air, or void), martial artist (describe a “way” based challenges (e.g., combat) require multiple rolls. C Coastal ruins F A daimyo’s palace
on an element or animal), or swordmaster. Players usually roll 2 dice, but roll 3 dice if the While dealing with...
4. Select a quirk: Bushido code, arrogant, heroic, challenge matches their trait. If a challenge falls A A betrayal of trust D An ambush or trap
vengeful, loyal, haunted, ambitious, or merciful. completely outside the scope of their concept (e.g., B Treacherous weather E A vengeful ronin
5. Grab 3 karma tokens and 3 resolve tokens. an assassin attempting to charm), they lose 1 die. C A corrupting curse F A supernatural entity
6. Make up a name, and introduce yourself to the
group (e.g., “I’m Naotsune, an agile warrior who is
fearless, but also vengeful”).
KARMA AND RESOLVE
Each player has 3 karma and 3 resolve. Spend 1
RUNNING THE GAME
The GM should describe the opening scene, react
karma after rolling to reduce the difficulty by 1, if to the players’ decisions, and assign the traits and
you can justify how your perk helps you. Recover difficulties challenges. Offer the players karma in
1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
rolling, narrating how your quirk hinders you. For combat encounters, assign the challenge 2-
If you use a quirk and succeed at the challenge, 3 effort tokens per player. The enemy is defeated
you may recover 1 resolve instead of 1 karma. when all their effort tokens have been removed
For dangerous actions (such as combat), failure The players should make all the rolls, narrate
costs 1 resolve (or 2 on a critical failure). If a PC the outcome of their actions, and drive the story
runs out of resolve, they are eliminated from the forward whenever possible. They can also spend
scene—but death is primarily a narrative conceit, 1 karma to influence the story or discover a clue
and the PC usually returns later at full resolve. through their perk, at the GM’s discretion.
OBJECTIVES
Described here are examples of objectives for the
DESTINATIONS
Described here are example destinations for the
COMPLICATIONS
Described here are example complications for the
mission generator (first table): mission generator (second table): mission generator (third table):
A HIDE AND SEEK A YUMI NO KI A BAD ADVICE
A yokai that has taken on human form threatens The “Tree of Dreams” is said to grant one wish to A trusted advisor has informed a rival clan of the
the stability of a nearby village, sowing dissesion the deserving. But at what cost? group’s mission. What led them to this treachery?
B FUJINZA SHRINE B UNDER THE WEATHER
and suspicion among the villagers. Root it out.
B LUCKY CHARM High atop a majestic but perilous mountain range A storm gathers as the characters near their goal.
The daimyo’s charmed amulet has been stolen by lies a shrine dedicated to the Wind God, Fujin. As It is unnaturally powerful and dangerous.
C DARKDESCENT
the Phoenix clan. The amulet confers prosperity you ascend, the winds give voice to lost secrets.
C KAIYUSHA' S LAMENT
on its wearer. You are tasked with retrieving it.
C INSIDER TRAITORING
This location is under a curse that amplifies dark
Perched upon rocky cliffs that overlook the sea, desires, making it difficult for victims to resist or
A high-ranking courtier from a rival clan secretly this fortress ruin lies on disputed land, with the control these impulses.
D SMOKE AND MIRRORS
informs you that their daimyo will be traveling Lion, Dragon, and Raven clans vying for control.
D HAYAMA VILLAGE
through your region in five days hence.
D HEIR APPARENT
The mission is revealed to be an elaborate set-up.
Hayama village is built on a network of floating But if the characters take a huge risk, they may be
Your daimyo’s son and only living heir is being platforms connected by bridges and walkways. able to turn the situation to their advantage.
E THE ABYSSAL GROVE E GRUDGE MATCH
held for ransom by pirates. Secure his safe return
by any means necessary.
E PARALYZED BY FEAR
This bamboo grove is infused with the remnants The characters are confronted by the disgraced
of ancient void magic. Sinister apparitions often ronin Kutaro Sushito, who blames them for his
A mysterious creature threatens farmlands to the appear amidst the rustling leaves, tormenting any misfortunes. Kutaro demands a duel with one of
south. It hunts livestock and has turned farmers who linger. the characters to recover his honor.
F KINRAKU-ENO F CAT' S MEOW
to piles of salt. Find the beast and slay it.
F SECRET RECIPE A testimony to his clan’s wealth and prominence, The group’s progress is impeded by an encounter
An alchemist from an allied clan is rumored to Akemi Ito’s “Golden Crane Garden” is renowned with a meddling cat spirit known as a nekomata.
have crafted a powerful elixir of healing. You are for its magnificent gardens and tranquil ponds. The mischievous spirit can control fire and even
sent to confirm whether the elixir exists, and to Highly trained guards patrol the grounds, which communicate with the dead. What test does it set
steal the recipe if it does. are further protected by towering stone walls. before the characters?
ADDING A TWIST TO THE STORY
For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
A C could indicate a tidal wave, an overwhelming force of nature, a shift in momentum, or a surrendering or letting go, while rolling B B could mean valuable
treasure, hidden secrets, or forbidden desires, and F E might represent spilled blood, tears of sorrow, fresh water, or a cleansing of some kind.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF