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Effects: While Intoxicated, a character doubles all strife they suffer Results of Critical Strikes by Severity
and doubles all strife they remove.
Severity Result Conditions, Scars, and Other Effects
Removed When: At the end of each scene, an Intoxicated
0-2 Close Call: If the character is wearing armor, the armor gains the Damaged quality.
character may attempt to sober up by making a TN 3 Fitness
(Water) check; if the character succeeds, remove the Intoxicated 3-4 Flesh Wound: Suffers the Wounded condition for the ring they used for this check. If they are already suffering the Injury
condition. A downtime scene spent resting also removes the condition for this ring, treat this result as 5–6: Debilitating Gash instead. Additionally, if the attack had the
Intoxicated condition automatically. Razor-Edged quality, the character suffers the Bleeding condition.
5–6 Debilitating Gash: Suffers the Gravely Wounded condition for the ring they used for this check. If they are already suffering the
Effects: While Incapacitated, a character cannot perform actions Gravely Wounded condition for this ring, treat this result as 7–8: Permanent Injury. Additionally, if the
that require checks. An Incapacitated character can still make attack had the Razor-Edged quality, the character suffers the Bleeding condition.
checks to resist effects. Increase the severity of any critical strike
the character suffers by 5. 7-8 Permanent Injury: The character is assigned one of the following scar disadvantages of their choice for the ring they used for
this check: Fractured Spine (Earth), Lost Eye (Water), Lost Fingers (Fire), Lost Memories (Void), Maimed
Removed When: The character’s wounds are reduced to a value Arm (Fire), Maimed Foot (Water), Maimed Visage (Air), Nerve Damage (Air). Additionally, the character
lower than or equal to their resilience. suffers the Bleeding condition.
9-11 Maiming Blow: The character is assigned one of the following scar disadvantages of their choice for the ring they used for
Effects: An Unconscious character cannot move, perform actions, or this check: Blindness (Water), Cognitive Lapses (Void), Damaged Heart (Earth), Damaged Organ (Earth),
otherwise significantly act upon the physical world. An Unconscious Deafness (Air), Lost Hand (Fire), Lost Arm (Fire), Lost Leg (Water), Muteness (Air). Additionally, the
character can still make checks to resist effects, but they cannot character suffers the Bleeding condition
generally make checks that represent any agency on their part.
Increase the severity of any critical strike the character suffers by 10. 12–13 Agonizing Death: The character suffers the Bleeding and Dying (3 rounds) conditions.
Removed When: Any character at range 0–1 of an Unconscious
14–15 Swift Death: The character suffers the Bleeding and Dying (1 round) conditions.
character may make a TN 3 Medicine (Fire) check as a Support
action to remove the Unconscious condition. Characters also 16+ Instant Death The character dies immediately.
generally awaken from Unconsciousness after several hours. If a
character is Unconscious but not Incapacitated (such as if they are Spiritual Backlash Fire: Invocation targets Earth: Terrain Water: The character Air: GM chooses up to 2
asleep rather than having been knocked out), they can defend against When a shugenja generates 3 each character in range. range 0-3 gains cannot perform water additional characters to
damage as normal, and generally wake up if they suffer harm, hear a or more Strife results on kept Terrain range 0-2 Imbalanced invocations until after become targets of the
loud noise, or otherwise experience something that would normally dice while performing an becomes Dangerous, (earth), and the casting one of another invocation. The character
invocation, suffer 3 fatigue. flammable objects may character becomes element. Terrain range 0-1 also becomes disorientated.
wake someone. even catch ablaze. prone. gains ensnaring.
Stances Weapons
Name Effect Name Skill Range DMG Deadliness Grips Special Qualities Rarity Price
Earth When other characters make Attack Katana Martial Arts [Melee] 1 4 5 1-handed: - Ceremonial, Razor-Edged 7 20 Koku
Stance action checks and Scheme action checks 2-handed : Deadliness +2
that target you, they cannot spend to Wakizashi Martial Arts [Melee] 0-1 3 5 1-handed: - Ceremonial, Razor-Edged 7 15 Koku
inflict critical strikes, conditions, or 2-handed: Deadliness +2
persistent effects on you. Unicorn Martial Arts [Melee] 1 4 5 1-handed: - Durable, Razor-Edged 8 20 Koku
Scimitar
Water During your turn, you may perform an Jian Martial Arts [Melee] 0-1 4 4 1-handed: - - 7 15 Koku
Stance additional action that does not require a 2-handed: Deadliness +2
check. Dao Martial Arts [Melee] 1 3 5 1-handed: - - 6 15 Koku
Knife Martial Arts [Melee] 0 2 4 1-handed: - Concealable, Mundane, 1 1 Koku
Fire When you succeed on a check, you count 2-handed: Deadliness +2 Razor-Edged
Stance as having one additional bonus success Bokken Martial Arts [Melee] 1 3 2 1-handed: - Mundane 3 1 Bu
for each Strife result on your check. 2-handed: Damage +2
Chokutō Martial Arts [Melee] 0-1 4 5 1-handed: - Ceremonial, Razor-Edged 7 20 Koku
Air +1 to TN of Attack and Scheme action Zanbatō Martial Arts [Melee] 1-2 5 6 2-handed: - Cumbersome, Wargear 7 40 Koku
Stance checks targeting you. Increase the TN by Nodachi Martial Arts [Melee] 1-2 5 6 2-handed: – Ceremonial, Razor-Edged 7 20 koku
2 instead at School rank 4+.
Void While in a Void stance, you do not suffer Hook Martial Arts [Melee] 1 4 3 1-handed: - Snaring 7 15 Koku
Stance strife from Strife results. Swords
Jitte Martial Arts [Melee] 0 1 2 1-handed: - Concealable, Snaring 5 5 Bu
Club Martial Arts [Melee] 0-1 5 2 1-handed: - Mundane 1 1 Bu
Unspecified Deadliness 2-handed: Damage +1
Tetsubō Martial Arts [Melee] 1 8 3 2-handed: - Cumbersome, Durable, 5 2 Bu
Invocations: Invocations that deal damage directly Wargear
have a deadliness of the ring the shugenja used plus Ōtsuchi Martial Arts [Melee] 1 9 3 2-handed: - Cumbersome, Wargear 8 30 Koku
the shugenja’s current strife. Staff Martial Arts [Melee] 1-2 6 2 2-handed: - Mundane 2 2 Bu
Mahō: Mahō that deal damage directly have a Yari Martial Arts [Melee] 2 5 3 2-handed: - Wargear 3 5 Koku
deadliness of the ring the mahō-tsukai used plus the Naginata Martial Arts [Melee] 2 6 6 2-handed: - Cumbersome, Razor- 7 10 Koku
mahō-tsukai’s current wounds. Edged, Wargear
Kihō: Kihō that deal damage directly have a deadliness Kusari- Martial Arts [Melee] 0 3 3 1-handed: - Concealable, Snaring, 6 5 Koku
of 8. Gama 2-handed: Range 2-3 Wargear
Tessen Martial Arts [Melee] 0-1 4 3 1-handed: – Ceremonial, Concealable 7 15 koku
Extreme Temperature: Open flames or frostbite have
a base deadliness of 5, but the GM can have this Unarmed Martial Arts 0-1 1 2 Punch: Snaring Natural N/A N/A
deadliness increase over time if a character continues [Unarmed] Kick: Rng 1, Damage +2
to be exposed. Bite: Rng 0, Deadliness +2
Falls: The damage inflicted has a deadliness of 7. Yumi Martial Arts 2-5 5 3 2-handed: - - 3 3 Koku
Sufficiently long falls also inflict critical strikes directly. [Ranged]
Crossbow Martial Arts [Ranged] 2–5 7 3 2-handed: – Wargear, Prepare 7 30 koku
Heavy Objects: A sufficiently heavy object hitting a
character with sufficient force to cause harm has a
Repeating Martial Arts [Ranged] 2–5 7 3 2-handed: – Cumbersome, Wargear, 8 40 koku
deadliness equal to 3x the object’s silhouette.
Crossbow Prepare
Razor-Edged Weapons Shuriken Martial Arts [Melee] 0 2 4 1-handed (thrown): Concealable 6 1 koku
Martial Arts [Ranged],
When attacking with a Razor-edged weapon, if the Range 1-3
damage dealt is reduced to 0 by the target’s Improvised Martial Arts 0–1 2 2 1-handed: – Mundane 1 –
resistance, this item gains the Damaged quality. Weapon [Unarmed] 2-handed: Damage +2
(Blunt)
During an attack, may spend + to gain +1 Deadliness
Improvised Martial Arts 0–1 1 3 1-handed: – Mundane, Concealable, 1 –
Weapon [Unarmed] 2-handed: Deadliness +2 Razor-Edged
(Edged)
Sample Acknowledgements Sample Diminishments
Minor 3 *Achieving a strategic objective as a leader in a mass battle Minor Glory *Allowing an insult to your person to pass without comment
*Publicly receiving a gift of rarity 7 or higher from someone of ≥ status equal to *Choosing to share credit for a deed with someone of ≥ status
*Participating on the winning side in a public debate (an intrigue scene) glory *Admitting a serious lie publicly
*Defeating an opponent with glory 40+ in a duel or clash (or other contest) rank *Declining a gift from someone ≥ status (beyond two refusals)
*Receiving accolades for completing a minor task for someone of ≥ status *Allowing an ancestral weapon to be destroyed or lost
*Marrying someone of ≥glory *Being seen retreating from a skirmish
*Orchestrating a marriage of a relative to someone of ≥ status *Choosing not to commit seppuku alongside your lord (if not asked to do so)
*Reaching school rank 2, 3, or 4 *Choosing to leave the public eye for three to six months
Major 6 *Participating as a leader on the winning side of a mass battle Major Glory *Murdering someone of lower status in cold blood
*Defeating an opponent with glory 60+ in a duel/clash/contest *Receiving equal to *Withdrawing from a mass battle
accolades for completing a major task for someone of ≥ status glory *Failing to arrive at a duel
*Defeating a superhuman creature (i.e. troll or oni) with the assistance of allies rank *Attacking a surrendering enemy army
*Marrying someone of ≥ status x2 *Choosing to leave the public eye for six months to a year
*Reaching school rank 5
*Settling a long-standing feud, acquiring both sides’ agreements of palliation
Massive 9 *Defeating an opponent with glory 80+ in a duel/clash/contest Massive Glory *Murdering someone of ≥status in cold blood
*Defeating a superhuman creature such as a troll or oni in single combat equal to *Ordering a retreat in a mass battle
*Being the victorious commander in a mass battle glory *Refusing to commit seppuku when ordered to do so by your lord
*Marrying someone in the Imperial family rank x4 *Choosing to leave the public eye for years
*Reaching school rank 6
80-99 Never Stray from the Way 2 Virtue Advantages 80-99 A samurai considered among the most trusted 2 Fame Advantages
65-79 My Honor is my Life 1 Virtue Advantage 65-79 A Samurai of Great Accomplishment 1 Fame Advantage
30-64 Honor is the Ideal - 30-39 – Marred Reputation, 40-44 – Yet Unproven, 45-59 – Reliable, 60-64 – Extremely Valued
20-29 Honor is about Appearances 1 Flaw Disadvantage 20-29 Incompetent or untrustworthy 1 Infamy Disadvantage
1-19 Honor is a Nicety 2 Flaw Disadvantages 1-19 Known for misdeeds across the land 2 Infamy Disadvantage
0 I Make my Own Code 3 Flaw Disadvantages 0 One of the most villainous/scandalous individuals 3 Infamy Disadvantages