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ACTION TYPES

Attack Actions that a character can use to inflict harm on a another character

A character must generally have line of sight and an unobstructed path to their target
Movement Actions that allow a character to reposition in their environment

A chat must usually have a path to the point their trying to reach
Scheme Actions that allow a character to attempt to influence targets with whom they can communicate

A character must generally be able to communicate with their targets, verbally or otherwise
Support Actions that build up the character´s position or help others

A character must generally be communicate or interact with the one their attempting to help

Mounts and riding:


While riding a mount during a conflict:
- When rider succeeds on a Movement action, add bonus successes = mount´s Water ring
- The rider may use their Survival skill in place of their Fitness skill

ASSISTANCE
Each assisting character must describe how they are helping, and must be approved by GM.
The character making the check may roll 1 additional die per assisting characters who has one or more rank in the skills in use, and
1 additional die per assisting character with 0 ranks in the skill in use.

Up to 1 advantage from 1 assisting character can be applied to the check.


A character making a check with assistance may keep 1 additional die during their check.
Each assisting character may choose to suffer 1 strife to negate 1 symbol on the check.

COMPLICATED TASKS AND MOMENTUM POINTS


Some tasks can take more than one action to accomplish. For such task the GM can use momentum points to track the progress of
individuals or groups

The number momentum points sets the difficulty for a given task (it can be known or secret, determined by GM)

Each time a character succeeds at an action that contributes to completing the objective, they contribute 1 momentum
For every 2 bonus successes they contribute 1additional momentum point

If 2+ characters are racing to complete the same task, the winner is the one with the highest number of momentum points at the end
of a round after the set difficulty has been reached
In case of a tie, the winner is the one with the higher status (or glory depending on circumstances)

GAUGING AN ENCOUNTER
Group rank = encounter rank The PCs are generally matched with the NPCs
Group rank = 1,5-2 X encounter rank The PCs have significant edge over the NPCs
Group rank = 0,5 X encounter rank The PCs are significantly outmatched

Group Rank: During a turn


Sum of the group´s school ranks 1. Beginning of turn
2. Set stance (and grip)
Encounter Rank: 3. Perform action (and movement)
Sum of combat conflict ranks for battles a. 5-6 words allowed
Sum of intrigue conflict ranks for social scenes 4. End of turn

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INTRIGUES

Initiative
TN 1 Sentiment Check

When 2+ characters wish to act at the same time the one with the higher initiative acts first
-1 honor and -1 glory if done to act before one or more characters of higher status in this way

SAMPLE SOCIAL OBJECTIVES


Description Objectives Effects
Appeal to a Person or Group The character is trying to Achieve a number of The target is persuaded to
convince someone to act in a momentum points =/> targets adopt the character´s
certain way focus rank perspective (or stops raising
(adjusted at GM discretion) an argument against it)
Target and objectives should
be stated at the outset
Discern Someone´s Qualities The character engages with a Achieve a number of The character learns 3 of the
target in order to draw out momentum points =/> targets following:
their less obvious qualities vigilance rank - social objective
(adjusted at GM discretion) - ninjō
Target and the features the - giri
character wants to uncover - composure
should be stated at the outset - endurance
- 1 advantage
- 1 disadvantage
Discredit Someone Provoking one´s enemies Have a target become Such provocation makes it
directly in order to put them in Compromised (strife > very hard to get someone to
positions where they must composure) and either unmask take the provoker´s side in a
accept a loss lest their or leave the scene matter
reputation suffer harm
Might result in a challenge to
Target should be stated at the a duel
outset
Spread a Rumor A way for a character to lead Achieve a number of The rumor becomes self-
foes astray or into carefully momentum points =/> sustaining with the crowd
laid traps vigilance rank of the character
in the scene with the highest If the character fails at two
The rumor and objective status consecutive checks, the rumor
should be stated at the outset (adjusted at GM discretion) fails to take root and the
objective cannot be completed
in this scene

SEEING THROUGH LIES


Earth Lets you know whether the potential liar is behaving differently than usual
Water Lets you know whether someone has your best intentions at heart
Fire Lets you figure out whether someone neglected to mention something important
Sentiment
Air Lets you know whether some lied directly
Void Lets you uncover what someone wants to accomplish with their words

To lie to someone:
Sentiment (any ring) check where TN is target´s vigilance

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INTRIGUE ACTIONS
Description Activation Effects
Assist You offer an ally an argument they might Support action, describe how You provide assistance on the
use, an insight about the opposition or a you are helping 1 other targets next check
novel idea character at range 0-2 with (GM needs to approve)
their next action
Calming Breath You may inhale deeply before exhaling, Support action, take a deep If strife > ½ composure – 1
drawing upon your inner strength breath to calm yourself a strife
recover stamina If fatigue > ½ endurance – 1
fatigue
Persuade You attempt to foster or quell an idea, TN = highest vigilance among If successful you add 1
emotion or desire in a person your targets momentum point toward
appropriate social objective +
Command: 1 per 2 bonus successes
- 1 TN if each target status
rank = your status rank

Courtesy:
- 1 TN if each target status
rank = your status rank

Games/Performance/Other:
- 1 TN if each target status
rank = your status rank
Unique Action You make a check using a skill for a You make a skill check to If successful, you may use the
mechanical or narrative effect attempt a task you have skill for its narrative effects
described to the GM

UNMASKING
Description Effect
Bend principles The character does something that conflicts May let a character implement a solution to a
with their values , oaths or view of right and problem they would otherwise never consider
wrong to bring about the result they desire
-honor (attribute rank or more)
Expose an opening The character reveals a vital flaw in their -1 TN at next check by opponent targeting
argument, defenses or positions, often related to character
one of their disadvantages
Honor´s challenge The character can bear their indignities no The character must challenge the antagonist in
longer and demands satisfaction by way of steel the scene to a duel (not necessarily to the death)
Inappropriate outburst The character say something out of line or Might let a character express a vital argument
commits a deep breach of etiquette, shocking forbidden by propriety or reveal something that
onlookers society demands they keep within

-glory (attribute rank or more)


Panicked retreat The character departs the scene immediately, Might allow a character to run away from
without regard for propriety certain defeat and live to fight another day

-honor (attribute rank or more)


-glory (attribute rank or more)
Rage The character fails to contain their fury and Might let a character launch a first strike against
they lash out at people or objects nearby an unready foe or let them reinforce a threat by
destroying a nearby object

-honor (attribute rank or more)


-glory (attribute rank or more)

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DUELS

COMMON FORMS OF DUELS


Description Winning condition Objectives
Iaijutsu Duel Highly ritualized duels where First Strike Inflict a critical strike on the opponent
combatants wear ceremonial clothes, First Blood Inflict a critical strike of severity 5+ on the
only the katana and wakizashi are opponent
allowed and each warrior must begin Death Kill the opponent or inflict them with the
with their weapons sheathed Dying condition
Sparring Bout Practice duels frequently practiced by Incapacitation Inflict the opponent with the Incapacitated
bushi and monks. condition
Training weapons or blunted weapons
are required
Warrior´s Duel Duels fought with any weapon on Defeat Kill the opponent or inflict them with
hand and few regulations Unconscious or Dying condition or get them
to yield
Taryu-Jiai Bouts between shugenja that are Incapacitation Inflict the opponent with the Incapacitated
fought primarily with invocations condition or get them to yield by
demonstrating one´s absolute superiority
Physical strikes are permitted in the
Crab and Scorpion clan
Physical strikes are prohibited in the
Phoenix and Crane clan

SPECIAL RULES FOR DUELS


Initiative:
TN 1 Meditation check

Each round the characters modify their initiative value in a staredown


Each character receives strife equal to the number of the round
Each character (who is not Compromised) may secretly bid additional strife to increase their initiative value for that round
To bid, each character chooses a number between 0 and their focus rank
The character with the higher initiative value takes their turn first, if tied the one with the lower honor goes first

Finishing blow
The first time their opponent becomes Compromised or unmask in a duel, a character may immediate execute a finishing blow
Attack action, TN 2 Martial Arts [appropriate skill] check
If successful, inflict a critical strike severity = 2x Weapon DLS + bonus successes

A finishing blow can interrupt another


If 2 finishing blows are triggered simultaneously, the one with the lower honor goes first

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DUEL ACTIONS
Description Activation Effects
Calming Breath You may inhale deeply before exhaling, Support action, take a deep If strife > ½ composure – 1
drawing upon your inner strength breath to calm yourself a strife
recover stamina If fatigue > ½ endurance – 1
fatigue
Center You let the world around you slow as the Support action in Void stance, The next time you make a
Void overtakes your senses and your mind roll a number of skill dice up check with the chosen skill in
weaves through infinite possibilities to your rank in a chosen skill this scene
and reserve any number of
those dice
Predict By predicting your foe´s actions, you aim Attack and Scheme action, If opponent chooses the same
to win the in the mind, leaving the foe open secretly select and record Air, stance their next turn:
to a decisive strike or forcing them to Earth, Fire or Water +4 strife
attack early Must change stance
Prepare Item You prepare, ready or stow 1 weapon or Support action Prepare 1 item for use, ready a
other item weapon in a grip of your
choice or stow an item
Strike You make an attack against a single foe Attack action using readied If successful, inflict physical
weapon, TN 2 Martial Arts DMG = weapon base DMG +
[appropriate skill for bonus successes
weapon] check, targeting 1
character within range of : If successful, inflict
weapon
critical strike = weapon DLS
Unique Action You make a check using a skill for a You make a skill check to If successful, you may use the
mechanical or narrative effect attempt a task you have skill for its narrative effects
described to the GM

DUEL SCORING RESOLVING A DUEL


Feat Score Score Difference Result
Achieved your + 6 points 0 No Winner
objective 1 Narrow Victory
Struck the enemy + 3 points 2 Clear Victory
first 3-6 Absolute Victory
Inflicted fatigue on + 1 point per fatigue +3 to any glory award
the enemy 7+ No Contest
Inflicted one or + points = severity of highest + 5 to any glory award
more critical strikes critical strike (after reduction)
on the enemy
Killed the enemy + 14 points
(only in duel to
death)
Unmasked - 2 points
Was witnessed Automatic loss
cheating

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SKIRMISHES

SPECIAL RULES FOR SKIRMISHES RANGE BANDS ON A TACTICAL GRID


Initiative: Distances:
TN 1 Tactics check Range 0 The square the character occupies
Range 1 The squares adjacent to range 0
Range 2 The next row of squares adjacent to range 1
If 2+ characters are tied, the one with the lower honor acts
Range 3 The next 3 rows of squares after range 2
first Range 4 The next 4 rows of squares after range 3
Range 5 The next 5 rows of squares after range 4
Character may spend from this check to get additional Range 6 Any squares on the grid beyond range 5
information about their surroundings and undertake small
tasks Movement:
The characters move 3 squares per range band
Movement Moving to a diagonally adjacent square counts as moving 1
A character may move 1 range once during their turn, before additional square
or after performing an action Exiting a square occupied by an enemy counts as moving 1
additional square

INITIATIVE CHECK EXAMPLES OF :


Earth : Choose another character´s disadvantage you know. They do not apply that disadvantage to their checks this scene.
Water : Assess the qualities of all terrain in the scene
Fire : Use your focus instead of your vigilance for your initiative when surprised
Air : Assess one foe´s weakness. Learn one of their disadvantages by that foe´s choice.
Void : Sense if there is an otherworldly being in the scene

CLASHES
A way to embed a duel in another scene
Can arise from a Challenge action or via narrative events that lead to a duel occurring

Function mechanically as a normal duel


Using the Challenge action on an enemy involved in a clash allows a character to “cut in” , exchanging themselves for an ally in a
clash. Any ally helped this way forfeits their staked honor.

-10 honor if a character interrupts a clash in any other way

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SKIRMISH ACTIONS
Description Activation Effects
Assist You offer an ally a plan of attack, Support action, describe how you You provide assistance on the
an insight about the foe or an are helping 1 other character at targets next check
encouraging word range 0-2 with their next action (GM needs to approve)
Calming breath You may inhale deeply before Support action, take a deep breath If strife > ½ composure – 1
exhaling, drawing upon your inner to calm yourself a recover stamina strife
strength If fatigue > ½ endurance – 1
fatigue
Challenge You issue a challenge to a foe, Scheme action, TN 1 Command If successful, target must
calling for them to face you in check to target at range 0-5 choose:
single combat
Must stake 10 honor and 5 glory, Accept:
which is forfeited if you sabotage Target stakes 10 honor and 5
the clash glory, which they forfeit if they
engage before the clash

Decline:
Target forfeits glory = your
Command rank + bonus
successes
+2 strife to each of target´s
allies with glory < your glory
+1 void point for you

If you win:
+3 strife to each of your foes
allies

If you lose:
+3 strife to each of you allies
Guard You focus on warding off foes from Support action using readied If successful, you guard target
yourself or an ally by positioning weapon, TN 1 Tactics check until beginning of your next turn
yourself defensively targeting yourself or 1 other TN attack checks against target
character within weapon range +1 +1 per 2 bonus successes
Maneuver You shift on the battlefield, moving Movement action, reposition for Move 1 range band
to a more advantageous position more distance.
If successful on Fitness check,
Optionally, TN 2 Fitness check move 2 range bands + 1 per 2
bonus successes
Prepare Item You prepare, ready or stow 1 Support action Prepare 1 item for use, ready a
weapon or other item weapon in a grip of your choice
or stow an item
Strike You make an attack against a single Attack action using readied If successful, inflict physical
foe weapon, TN 2 Martial Arts DMG = weapon base DMG +
[appropriate skill for weapon] bonus successes
check, targeting 1 character within
range of weapon : If successful, inflict
critical strike = weapon DLS
Unique action You make a check using a skill for You make a skill check to attempt a If successful, you may use the
a mechanical or narrative effect task you have described to the GM skill for its narrative effects
Wait You bide your time, waiting to Attack, Scheme and Support action, After the specified event occurs
spring into action declare a non-Movement action you this round, you may perform the
will perform after the occurrence of action
a specified event before the end of
the round

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If the specified event does not
occur, you may perform q action
of your choice at the end of the
round

MASS BATTLES

SPECIAL RULES FOR MASS BATTLES


Initiative:
TN 1 Command check, made by the commander of each army

The one with the highest initiative value decides whether to go first or wait. If it is a tie the one with the lower honor has to go first
For every army there is a commander who decides on the strategic objective they are pursuing
Every PC is put in control of a cohort (opposing force typically has same number of cohorts)

Fortifications Length of battle and battle fatigue


Attrition Difficulty Value After 6 rounds of a mass battle, strategic engagement
reduction generally terminates and armies withdraw to their camps for
Woods or -1 4 the day.
defensive terrain If the fighting continues beyond round 6, both armies begin
Outpost -2 6
to suffer from battle fatigue.
Fortress -3 8
At the beginning of each round after, a commander must
Castle -4 12
make a TN 4 Command check to control their forces

If failure, +10 panic + shortfall from check

The difficulty value is the amount of momentum points an army must achieve in order to achieve an objective

MASS BATTLE ACTIONS


Description Activation Effects
Assault You move your cohort to a Attack and Movement action, TN 2 If successful, you deal attrition
particular position, attacking the Tactics check targeting 1 enemy to enemy army = your
cohort of a chosen enemy leader cohort Command rank + bonus success
Challenge You stride to the forefront of your Movement and Scheme action, TN If successful, target must
force, bellowing a challenge to the 1 Command check targeting 1 choose:
enemy leader enemy leader with a challenge to
single combat Accept:
Target stakes 10 honor and 5
Must stake 10 honor and 5 glory, glory, which they forfeit if they
which is forfeited if you sabotage engage before the clash
the clash
Decline:
Target forfeits glory = your
Command rank + bonus success
+3 panic to target´s army
+1 void point for you

If you win:
+5 panic to enemy army

If you lose:
+5 panic to your army
Rally You command your troops to Support action, TN 1Command If successful, - 1 panic - 1

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regroup and support an allied check targeting 1 friendly leader´s additional panic per bonus
contingent cohort success

You assist the target on their


next check in the scene
Reinforce You call for your troops to dig in Movement and Support action, TN If successful, TN to attacks
and hold a position at all costs 2 Tactics check targeting your cohort
+ 1 + 1 per 2 bonus success

Persists for 1 round


SAMPLE STRATEGIC OBJECTIVES
Description Objectives Effects
Capture a position The commander calls for the leaders to Momentum points =/> The enemy is driven out of the
uproot the enemy from a specific difficulty value of the fortification and the victorious
position, so that the army can occupy it fortification leader may choose to occupy
it immediately
The position must be a fortification or a Alternatively, if the enemy
piece of terrain occupied by the enemy leaves and a friendly leader
performs Reinforce action at
location

Gain 1 momentum point per


casualty the enemy army has
suffered after an Attack action
Cut off the head The commander calls for their army to Momentum points =/> enemy If target is a leader:
corner and kill a particular leader in the leaders focus rank + 10 panic to enemy army
enemy force
Gain 3 momentum points after If target is the commander:
a leader attacks the targets + 20 panic to enemy army
cohort
Draw them in The commander tries to draw the foe into Momentum points =/> enemy The enemy army suffers 5
attacking a hardened position, preparing commanders vigilance panic
for a counterattack Next round, 2x attrition
Gain 1 momentum point after inflicted by army leaders
a friendly has suffered 3-
casualties after being attacked

Gain 1 momentum point after


an enemy leader challenges or
accepts a challenge from a
friendly leader
Grind them down The commander calls for the army to Momentum points =/> enemy The enemy army suffers 10
focus on inflicting harm on the foe to commanders glory rank + panic
weaken their forces and break their Command rank
resolve
Gain 1 momentum point per
casualty the enemy army has
suffered after an Attack action
Seize victory The commander calls for their forces to Momentum points =/> enemy The enemy is driven back and
deliver a final blow to the enemy army commanders focus rank + must retreat from the field
Tactics rank
Can only be declared after a number of
strategic objectives have been achieved Gain 1 momentum point per
(3, adjusted at GM discretion) casualty the enemy army has
suffered after an Attack action

When a leader completes a strategic objective they gain 3 glory

RESOLVING A MASS BATTLE

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Rout If casualties > strength the army is routed at the end of the round
All minion NPCs in the army are killed or scatter
Each PC and adversary NPC suffer a critical strike severity 12, and might be captured or left for dead
on the battlefield (GM discretion)
Morale collapse If panic > discipline the army breaks apart
PCs and adversary NPCs can escape in the confusion
Strategic victory/defeat If an army succeeds in its Seize victory strategic objective, it wins the battle at the end of the round

EXAMPLE ARMIES
Description Strength Discipline Army ability
Peasant levy Untrained citizens who have been 35 20 Conscripted:
conscripted or found the resolve +1 TN Attack actions for any leader in the
to fight due to the scourge of war army
Ashigaru army Ashigaru are career soldiers 55 30 Rank formation:
Though tey are not of the samurai When a leader performs Reinforce action:
class and lack the elite training +: after an enemy cohort attacks this
and equipment , many are veteran leader´s cohort, the enemy army suffers
campaigners with more battlefield attrition equal to spent this way
experience than most Rokugani
samurai
Elite samurai army Fighting forces composed 50 45 Hardened veterans:
primarily of members from the When this army may remove 1+ panic, it
samurai caste may remove an amount equal to the glory
rank of its commander instead

Elite training:
Each cohort in this army confers one of
the following abilities upon its leader:

Cavalry: After successful Assault action,


the enemy army suffers panic equal to
your rank in Survival

Siege specialists: After successful Rally


action, add a number of bonus success
equal to your rank in Labor

Infantry: After successful Assault action,


add a number of bonus success equal to
your rank in Command

Archers: After a successful Reinforce


action, the enemy army suffers panic
equal to your rank in Tactics

Mystics: After a successful Rally or


Reinforce action, remove casualties or
panic from your army equal to your rank
in Theology
Shadowlands horde Goblins, oni, undead 65 40 Relentless:
monstrosities and other horrors This army does not suffer the effects of
rallied by a dread leader strong battle fatigue
and cunning enough to control
them Monstrous enemies:
At the end of each round, each opposing
army suffer panic equal to this army

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commander´s rank in Command

Wake of the Shadowlands:


After a mass battle against this army, the
battlefield becomes Defiled terrain

TERRAIN QUALITIES
Description Effects Examples
Dangerous Physically hazardous to enter or Character suffer physical - Fire
even linger in damage equal to symbols on - Intense cold
kept dice - Jagged rocks
Found in most regions
Defiled Supernatural terrain, afflicted by At the end of scene, each - An oni´s lair
the vile touch of the Shadowlands, character within must make - A battlefield with unburned
found in especially unhallowed TN 2 Fitness or Meditation dead
places check - The secret hideout of a
mahō-tsukai
Failure leads to Afflicted
condition

-1 to checks made by Tainted


beings to resist effects
Entangling Ground that seriously hampers the +2 TN to movement actions - Sucking mud
movement of anyone within it and checks to move - Deep snow
- Moving water
Found in most regions
Hallowed Supernatural terrain, close to one -1 Meditation and Theology - A shrine to a Kami
(one or more elements) or more of the Spirit Realms, found check using the terrains - A place of natural beauty
in places where Kami dwell or specified ring - A location where a powerful
miracles have occurred spirit resides
(+2 TN if they use the
Invocations are easier to perform in specified ring)
such locations
Imbalanced Supernatural terrain, marked by a +1 Meditation and Theology - A forest mysteriously
(one or more elements) distinct absence or disquiet of the check using the terrains missing all its leaves
Kami of a certain element, found in specified ring - A barren farm field
regions affected by an elemental - An out-of-control river
imbalance +1 to checks made by
Otherworldly beings to resist
Invocations are harder to perform effects (+2 TN if they use the
in such locations specified ring)
Obscuring Limits the visibility of (and to) +1 TN to attack checks - Dense foliage
anyone within, making it very targeting characters within - Darkness
difficult to land strikes - Heavy rain or snow
Characters within generally
cannot see beyond range 2 of
their current position

Characters outside generally


cannot see beyond range 2 of
the edge

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STANCES
Name Description Stance effect
Earth You focus on your foundation, employing tactics that keep you rooted and Others cannot spend to inflict critical
defended while you await the exact right moment to act strikes or conditions on you
Water You remain flexible, ready to adapt as the situation demands, seize Perform a second action on your turn that
chances as they arise, or turn your opposition´s force against them does not require a check or share a type
with your first action
Fire You go on the attack, bearing down on your foes and trusting your If you succeed, +1 bonus success per
momentum to carry you forward to safety symbol
Air You move into a stance that favors grace, circling your opponents nimbly +1 to TN of Attack or Scheme checks
while theirs attacks slide harmlessly past you targeting you
(+2 at rank 4+)
Void You take a stance that does not commit to any direction or tactic, reading You do not receive strife from symbols
the potential energy of the situation and then acting as a conduit for its on checks
release

CONFLICT AND MARTIAL SKILL EXAMPLES OF :


Earth : During a movement action, ignore a terrain quality of your choice
+: Reduce the severity of the next critical strike you suffer before the start of your next turn by 1 per spent this
way
: Do not apply one of your disadvantages to checks until the end of your next turn
Water : Remove 1 fatigue
+: During an Attack action check, ignore 1 point of target´s physical resistance per spent this way
: Move 1 range band
Fire : Choose another character in the scene; increase the TN of the next check they make before the end of your next
turn by 1 if it does not include you as the target
+: During an Attack action check, increase the TN of the next check the target makes to resist a critical strike they
suffer before the start of your next turn by 1 per spent this way
: Other characters must receive 2 strife to choose you as the target of their Attack and Scheme actions until the
start of your next turn
Air : Add a rolled set to an result to your next Martial skill check
+: During a Movement action check, up to 1 range band of any distance you move per spent this way may be
along a vertical surface
: Increase the TN of the next Martial Arts [Ranged] check targeting you before the start of your next turn by 2
Void : During the next Attack action check you make before the ened of your next turn, ignore one terrain quality of your
choice
+: During a Support action check, increase your Iniative value by 1 per spent this way
: Ignore the effects of one condition you are suffering until the end of your next turn

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CONDITIONS
Name Description Effects Removal
Afflicted Possessed or tormented Vigilance = 1 Rituals and similar abilities
by malevolent spiritual OR
entity At check GM may alter 1 kept to TN 4 Fitness or Meditation
result (Any ring) every 2 weeks

When Compromised (based on last used Failure removes condition, but


ring): inflicts Shadowlands Taint
disadvantage to used ring
Earth – -1 endurance until Afflicted is
removed (cumulative)
Water – severity 5 critical strike
Fire – Enraged condition
Air – Delusional condition
Void – loss of all Void points
Bleeding Losing blood, internally Physical damage = symbols on kept dice TN 2 Medicine (Earth)
or externally (no resistance) check
Support: RNG 0-1
Severity of critical strike from effect =
current fatigue
Burning Ablaze +3 strife and physical damage (no resistance) TN 2 Fitness (Water) check
after action Support: RNG 0-1

Severity of critical strike from effect is 5


(+5 for each turn)
Compromised Emotionally distraught Cannot keep dice showing symbol When strife =/< composure
and distracted
(strife > composure) Vigilance = 1
Dazed Vision is obscured or +2 TN for Attack and Scheme actions End of turn, if no Attack or
focus is hampered Scheme action is made
Delusional Mistake someone in Has to attack every other turn. TN 3 Meditation (Earth)
scene for a person from check
the past making Attacks target a random character in the scene OR
accusations of sin and Removed at the end of scene
failure
Disoriented Senses are scattered +2 TN for Movement and Support actions End of turn, if no Movement
or Support action is made
Dying [x rounds] On the verge of death Once the allotted time has passed, the Support: RNG 0-1,

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character passes at the end of their next turn. TN 4 Medicine (Air) Check

Failure decreases number of


rounds remaining by shortfall
Enraged Consumed with rage +2 severity of critical strikes to and from TN 3 Meditation (Void)
and fights with fury character check
OR
+1 void point from first kill in scene Removed at the end of scene
Exhausted Caused by 24+ hours No removal of fatigue or strife at the end of Sleeping for 6+ hours
with no sleep scene
Immobilized Incapable of movement Cannot perform movement actions End of turn if no movement
Cannot change stance action is made
Incapacitated Incapable of action due Cannot perform actions checks When fatigue is =/< endurance
to scope of harm
Cannot defend against damage
Happens when fatigue >
endurance Critical strike to character leads to
Unconscious condition in addition to other
effects

Intoxicated Character is drunk x 2 strife suffered and removed End of scene, TN 3 Fitness
(Water) check
OR
Downtime scene spent resting
Prone Character is flat on the Movement of max 1 range band per turn Movement action
ground
+1 TN to spot or hit character with ranged
attacks
Silenced Speechless by shock or +3 TN Scheme checks End of turn if no action
injury requiring speech is made
+3 TN invocations, mahō and shūji
Unconscious Rendered totally Cannot move or perform actions Spend 1 Void point to awaken
unaware of immediately
surroundings Can make checks to resist effects OR
Awaken after several hours
+10 severity to critical strikes to character
Wounded Part of body injured Lightly wounded: Treatment:
badly enough to hinder +1 TN with affected ring TN 4 Medicine (Water)
use of it check

Can be attempted once per


Becomes Severely wounded if they suffer it week per wounded ring
or additional Lightly wounded OR
Bed rest:
Severely wounded: TN 3 Fitness (Wounded
+3 TN with affected ring ring) check

Lightly wounded  removed


Severity 8 critical strike if they suffer Lightly Severely wounded  Lightly
wounded or additional Severely wounded wounded

Thematic injuries by ring (Wounded condition)


Ring Bodypart
Earth Back, torso, thigh

Side 14 af 16
Water Foot, leg, eyes
Fire Hand, arm, fingers, nose
Air Face, neck, ears
Void Head, skull, brain

First aid and treatment


First aid support action TN 2 Medicine (Water) check targeting character range 0-1
If successful, - 1 fatigue + bonus success
+: affect additional target per spent this way
Only once per character per conflict scene

Treatment downtime scene TN 2 Medicine (Water) check targeting convalescing character


If successful, - fatigue = healer´s Water Ring + bonus success
+: affect additional target per spent this way

RESULT OF CRITICAL STRIKES BY SEVERITY


Severity Description Mechanical effect
0-2 Close call: The hit slices the characters If the character is wearing armor, the armor gains the Damaged quality
hair or clothes but fails to draw blood
3-4 Flesh wound: The hit sinks into the The character suffers the Lighly Wounded condition for the ring they used
character´s flesh, slicing shallowly and for their check to resist
creating a vicious contusion If the attack had a Razor-Edged quality, the character suffers the Bleeding
condition
5-6 Debilitating gash: The hit is The character suffers the Severely Wounded condition for the ring they
agonizing, cutting a deep furrow in the used for their check to resist
flesh or splitting muscle and fracturing If the attack had a Razor-Edged quality, the character suffers the Bleeding
bone. condition
The character will likely need time to
recover fully.
7-8 Permanent injury: The strike leaves The character suffers the Bleeding condition
the character permanently injured, Chooses one of the following scar disadvantages for the ring they used
bearing a scar that will impact them for their check to resist:
the rest of their life. Earth – Damaged Organ or Fractured Spine
Water – Lost Eye or Lost Foot
Fire – Lost Fingers or Maimed Arm
Air – Maimed Visage or Nerve Damage
Void – Lost Memories
9-11 Maiming blow: The character is The character suffers the Bleeding condition
gravely hurt by the strike and might Chooses one of the following scar disadvantages for the ring they used
never fully recover from it. for their check to resist:
Earth – Damaged heart or Damaged Organ
Water – Blindness or Lost Leg
Fire – Lost arm or Lost hand
Air – Deafness or Muteness
Void – Cognitive Lapses
12-13 Agonizing death: The blow is mortal, The character suffers the Severely Wounded condition for the ring they
and the character knows it. used for their check to resist
The character suffers the Bleeding and Dying (3 rounds) conditions
14-15 Swift death: The character lives just The character suffers the Severely Wounded condition for the ring they
long enough to realize their demise. used for their check to resist
The character suffers the Bleeding and Dying (1 round) conditions
16+ Instant death: The character dies The character dies immediately

Side 15 af 16
without even a last word.

Mitigate Critical Strike:


TN 1 Fitness (ring of stance)
If successful, - (1 + bonus success) to severity of Critical
Strike (min. severity 0)

Shattering parry:
One per session, may spend 1 void point to reroll all dice
after roll to mitigate Critical strike
Weapon used becomes Damaged

Repeated injury:
Critical Strike severity 7-11 suffered to same body part leads
to Dying (5 rounds)
UNSPECIFIED DEADLINESS

Side 16 af 16
Description Severity
Invocations and Value of ring used for attack + kept
Mahō symbols on check
Kihō 8
Extreme 5
temperatures +2 for each instance of repeated
exposure
Falls 7
Very long falls also inflict critical
strikes directly
Heavy objects x3 objects silhouette

Side 17 af 16
FALLING DAMAGE
Distance Effects
Range 0 The character suffers the Disoriented condition
Range 1 The character suffers 4 physical damage and the Disoriented condition
Range 2 The character suffers 8 physical damage and the Prone and Disoriented conditions
Range 3 The character suffers 12 physical damage and the Prone and Unconscious conditions
Range 4 The character suffers a critical strike with severity 10 and the Prone and Unconscious conditions
Range 5 The character suffers a critical strike with severity 16 and the Prone and Unconscious conditions
Range 6 The character suffers a critical strike with severity 18 and the Prone and Unconscious conditions

Fall resistance:
TN 3 Fitness (Air 1, Earth 5) check
If sucessful, - 1 + bonus success rangeband fall (min. Range 0)

SUFFOCATION
+ 2 fatigue and strife at the beginning of each turn
If Incapacitated, must resist with TN 4 Fitness (Earth 3, Fire 6) check. Failure results in death

THE 7 RANGE BANDS


Range Distance Most effective (outer range)
0 0-½ m Punch (fist)
Bite (mouth)
Knife
1 1-2 m Kick (leg)
Sword
2 3-4 m Spears
Naginata
3 5-10 m Thrown missile weapon
(edge of earshot for most)
4 11-100 m Bow
Crossbow
5 100 m+ Catapult
(farthest most can see any details)
6 1000 m+ Sight
(farthest any can interact with a human-sized character)

EXAMPLE COMPLICATIONS
Receiving a letter from a loved one who the character has not seen in some time
Realizing that a masked enemy is, in fact, the character´s long lost sibling
Encountering the haunting scent of a perfume often worn by the character´s deceased friend
Running into a character´s secret lover somewhere the two cannot acknowledge each other
Spotting an obvious reminder of one´s unfulfilled oath to bring the enemy of the clan to justice
Noticing a chance to pursue one´s desire or duty – at the cost of the group´s current goal
Being presented with a chance to pursue one´s ninjō or one´s giri – but not both

Resolving a complication
If the character stoically accepts it there is no effect
If the character is deeply moved + 3 strife and + 1 void point

EARNING VOID POINTS to rise


After choosing to be affected by a complication
After failing a check on which one their adversities was
After the GM conceals the TN of a check from the players
resolved
One per scene, after one of their anxieties caused the strife

Side 18 af 16
SPENDING VOID POINTS

Side 19 af 16
Seize the While making a check, a character may
moment spend 1 void point to roll one
additional die and keep one
additional die
Shattering parry One per session, may spend 1 void
point to reroll all dice after roll to
mitigate Critical strike
Weapon used becomes Damaged
Techniques and Certain techniques and abilities require
other abilities spending 1 void point to activate

Side 20 af 16

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