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Conflicts (L5R)
Conflicts (L5R)
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
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.
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
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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
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
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DUELS
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
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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
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SKIRMISHES
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
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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
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)
The difficulty value is the amount of momentum points an army must achieve in order to achieve an objective
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
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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:
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commander´s rank in Command
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
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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
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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
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character passes at the end of their next turn. TN 4 Medicine (Air) Check
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
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Water Foot, leg, eyes
Fire Hand, arm, fingers, nose
Air Face, neck, ears
Void Head, skull, brain
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without even a last word.
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
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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
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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
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
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SPENDING VOID POINTS
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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
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