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Falling

The length of a fall is measured in range bands, and the number of


Effects: Whenever a character performs a check while within the Effects: A character in Obscuring terrain cannot see beyond range range bands a character falls determines the ill effects they suffer.
dangerous terrain, the character suffers physical damage equal to the 2 of their current position into the Obscuring terrain (though they When a character lands, they must resist with a TN 3 Fitness (Air 1,
Strife results on the check. can see out of it, if they are within range 2 of an edge). A character Earth 5) check; the character reduces the number of range bands they
outside of Obscuring terrain cannot see into it beyond range 2 of count as having fallen by one plus their bonus successes.
the edge. Increase the TN of all Attack checks targeting characters Falling Damage
in Obscuring terrain by 1. Distance Effects
Effects: At the end of the scene, each character who entered
Defiled terrain must make a TN 2 Fitness or Meditation check. Range 0 The character suffers the Disoriented condition.
Each character who fails suffers the Afflicted condition for the ring
Effects: While a character is within Entangling terrain, increase the Range 1 The character suffers 4 physical damage and the
they used for the check. Disoriented condition.
TN of all checks to move and for Movement actions by 2.

Range 2 The character suffers 8 physical damage and the


Disoriented condition.
Effects: While inside Imbalanced terrain, a character increases the Effects: While within Hallowed terrain, a character reduces the TN
TN of Meditation and Theology checks using the specified ring by 1. of Meditation and Theology checks using the specified ring by 1. Range 3 The character suffers 12 physical damage and the
Shadowlands creatures and characters with the Shadowlands Taint Shadowlands creatures and characters with the Shadowlands Taint Unconscious condition.
disadvantage decrease the TN of their checks to resist the effects disadvantage increase the TN of their checks to resist the effects of
Range 4 The character suffers a critical strike with severity 10
of Meditation and Theology checks of the associated elemental Meditation and Theology checks of the associated elemental ring and the Unconscious condition.
ring by 2 while within Imbalanced terrain. by 2 while within Hallowed terrain.
Range 5 The character suffers a critical strike with severity 12
and the Unconscious condition.

Range 6 The character suffers a critical strike with severity 16


and the Unconscious condition.
Effects: While Bleeding, when a character suffers strife from Effects: While Dazed, a character increases the TN of Attack and
keeping strife results on dice, the character suffers the same amount Scheme action checks by 2.
of physical damage ignoring their resistance. Each time wounds
Removed When: At the end of their turn, if the character did not Suffocation
inflicted this way cause the character to suffer a critical strike, the
severity of the critical strike is treated as being equal to the perform an Attack or Scheme action, remove the Dazed condition.
At the beginning of each of their turns, a character who is suffocating
character’s current strife.
suffers 2 wounds and 2 strife. The character does not suffer critical
Removed When: Any character at range 0–1 of a Bleeding
strikes for wounds suffered this way. At the beginning of each of the
character may make a TN 2 Medicine (Earth) check as a Support Effects: While Disoriented, a character increases the TN of
Movement and Support action checks by 2. character’s turns while they are suffocating, if they are suffering the
action to remove the Bleeding condition.
Unconscious condition, the character must resist with a TN 3 Fitness
Removed When: At the end of their turn, if the character did not
(Earth) check; if the character fails, they perish.
perform a Movement or Support action, they remove the
Effects: While Burning, after performing an action, the character
suffers 3 physical damage ignoring their resistance and 3 strife. If Disoriented condition.
wounds inflicted this way cause the character to suffer a critical
strike, its severity is 5.
Effects: While Dying, a character is hovering on the precipice of
Removed When: A character may attempt to smother the flames Effects: While Enraged, the character increases the severity of all life and death for a number of rounds (or an amount of narrative
with a TN 2 Fitness (Water 1, Air 4) check as a Movement and critical strikes inflicted by and upon the character by 2. The first time) specified by the effect that applied the Dying condition. Once
Support action. time an Enraged character kills another character each scene, the the allotted time has passed, the character perishes at the end of
Enraged character gains 1 Void point. A character cannot use the their next turn (or after completing one task in a narrative scene). If
Exhausted rules for Parrying while enraged. the Dying condition is removed before then, the character stabilizes
Effects: After an Exhausted character performs a check the and narrowly survives their close brush with death.
Removed When: An Enraged character may make a TN 3
character gains 1 Strife and 1 Fatigue. Removed When: Any character at range 0–1 of a Dying character
Meditation (Void) check as a Support action to remove the
Removed When: After sleeping for six or more hours. Enraged condition. Otherwise, the condition is removed at the end may make a TN 3 Medicine (Air) check as a Support action to
of the scene. remove the Dying condition.
Armor
Name Protection (Resistence) Special Qualities Rarity Price
Sleeping Garb - - 2 1 Koku
Effects: While Immobilized, a character cannot perform Movement
actions or otherwise reposition them self during their turn, and they Common Clothes Physical (1) Mundane 1 1 Bu
cannot select a different stance during their turn.
Ceremonial Clothes Physical (1) Ceremonial 3 1 Koku
Removed When: At the end of their turn, if the character did not
perform a Movement, they remove the Immobilized condition. Concealed Armor Physical (2) Concealable 4 5 Koku

Sanctified Robes Physical (1), Supernatural (3) Ceremonial 5 2 Koku


Effects: While Incapacitated, a character cannot perform actions that Traveling Clothes Physical (2) Durable, Mundane 2 2 Bu
require checks and cannot defend against damage.
If an Incapacitated character suffers a critical strike, they suffer the Inconspicuous Garb Physical (1) Mundane, Subtle 3 2 Bu
Unconscious condition in addition to any other effects.
Ashigaru Armor Physical (3) Wargear 3 5 Koku
Removed When: The character’s wounds are reduced to a value
Lacquered Armor Physical (4) Ceremonial, Wargear 6 25 Koku
lower than or equal to their resilience.
Plated Armor Physical (5) Cumbersome, Durable, Wargear 7 40 Koku

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

Action Glory Examples Action Glory Examples


Reward Forfeited
Trifling 1 * Being publicly acknowledged by someone of equal or higher status Trifling 1 *Choosing to share credit for a deed with someone of lower status
* Getting someone of ≥ status to accept an item you crafted as a gift *Admitting a minor lie publicly
* Bragging publicly after receiving recognition for a glorious deed *Having a gift declined by someone of ≥ status
*Getting others to gossip/speculate about your recent (mystery) love affair *Declining a gift from someone of lower status (beyond the customary two)
*Publicly defeating a group of bandits or other petty ruffians *Being seen retreating from a brawl
*Participating as a leader in a mass battle *Killing an opponent who can no longer fight back
*Challenging someone to a duel publicly *Choosing to leave the public eye for a month
*Receiving a marriage proposal from someone of ≥ status
*Reading a love letter from an anonymous source in public

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

Honor Scores Glory Scores

Value Description Additional Advantages/Disadvantages Value Description Advantages/Disadvantages


100 Honor is Stronger than Steel 3 Virtue Advantages 100 A samurai who has become a legendary hero 3 Fame Advantages

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

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