You are on page 1of 47

Condtition

Cards
Contents
Condtition Cards.............................. 1 Item Qualities ................................ 25

Afflicted (Air) ............................ 4 Ceremonial ............................ 26


Afflicted (Water) ...................... 5 Concealable ........................... 27
Afflicted (Fire) .......................... 6 Cumbersome ......................... 28
Afflicted (Earth) ........................ 7 DamageD ............................... 29
Afflicted (Void) ......................... 8 Destroyed .............................. 30
Bleeding ................................... 9 Durable .................................. 31
Burning ................................... 10 Forbidden .............................. 32
Compromised ......................... 11 Mundane ............................... 33
Dazed ..................................... 12 Prepare .................................. 34
Disorientated ......................... 13 Razor-Edged........................... 35
Dying ...................................... 14 Resplendent ........................... 36
Enraged .................................. 15 Sacred .................................... 37
Exhausted ............................... 16 Snaring ................................... 38
Immobilized............................ 17 Subtle ..................................... 39
Incapacitated.......................... 18 unholy .................................... 40
Intoxicated ............................. 19 wargear .................................. 41
Prone ...................................... 20
Silenced .................................. 21
Unconscious ........................... 22
Lightly Wounded [Ring].......... 23
Severely Wounded [Ring] ...... 24
Terrain Qualities ............................ 42 Entangling .............................. 45
Dangerous .............................. 43 Hallowed (Element+) ............. 46
Defiled .................................... 44 Obscuring ............................... 47
Afflicted (Air)
Description:
The character is possessed or otherwise tormented by an onryō
(vengeful ghost), kansen, or other malevolent spiritual entity. Given time,
this evil force threatens to plant the seeds of the Shadowlands Taint.

Effects:
An Afflicted character’s vigilance counts as 1. When they make a check,
after Step 5: Choose Kept Dice, the GM may alter one kept Ring Die to
an result.

Additionally,
when the character becomes compromised, if their last check was
made using the air ring, they fall into a melancholic haze of memory,
unable to discern the past from the present or the living from the
deceased. When the character becomes compromised, they mistake
someone in the scene for a person from their past, accusing them of
some half-remembered sin or taunting them over some ancient failure
until the end of the scene.

Removed When:
Rituals such as Cleansing Rite and other abilities can remove the
Afflicted condition.

Every two weeks,


An Afflicted character must make a TN 4 Fitness or Meditation check
using any ring. If they fail, remove the Afflicted condition and assign the
Shadowlands Taint disadvantage to the ring used for the check (or to
another ring, if that ring already has it).
Afflicted (Water)
Description:
The character is possessed or otherwise tormented by an onryō
(vengeful ghost), kansen, or other malevolent spiritual entity. Given time,
this evil force threatens to plant the seeds of the Shadowlands Taint.

Effects:
An Afflicted character’s vigilance counts as 1. When they make a check,
after Step 5: Choose Kept Dice, the GM may alter one kept Ring Die to
an result.

Additionally,
when the character becomes compromised, if their last check was
made using the Water ring, the character’s health collapses and they
begin to wither away, wracked by mysterious coughing fits or fevers that
resist all medical care. When the character becomes Compromised, they
become violently ill and suffer a critical strike with a severity of 5.

Removed When:
Rituals such as Cleansing Rite and other abilities can remove the
Afflicted condition.

Every two weeks,


an Afflicted character must make a TN 4 Fitness or Meditation check
using any ring. If they fail, remove the Afflicted condition and assign the
Shadowlands Taint disadvantage to the ring used for the check (or to
another ring, if that ring already has it).
Afflicted (Fire)
Description:
The character is possessed or otherwise tormented by an onryō
(vengeful ghost), kansen, or other malevolent spiritual entity. Given time,
this evil force threatens to plant the seeds of the Shadowlands Taint.

Effects:
An Afflicted character’s vigilance counts as 1. When they make a check,
after Step 5: Choose Kept Dice, the GM may alter one kept Ring Die to
an result.

Additionally,
when the character becomes compromised, if their last check was
made using the Fire ring, the character becomes possessed by a desire,
pursuing it to their own destruction. When the character becomes
Compromised, they also become Enraged.

Removed When:
Rituals such as Cleansing Rite and other abilities can remove the
Afflicted condition.

Every two weeks,


an Afflicted character must make a TN 4 Fitness or Meditation check
using any ring. If they fail, remove the Afflicted condition and assign the
Shadowlands Taint disadvantage to the ring used for the check (or to
another ring, if that ring already has it).
Afflicted (Earth)
Description:
The character is possessed or otherwise tormented by an onryō
(vengeful ghost), kansen, or other malevolent spiritual entity. Given time,
this evil force threatens to plant the seeds of the Shadowlands Taint.

Effects:
An Afflicted character’s vigilance counts as 1. When they make a check,
after Step 5: Choose Kept Dice, the GM may alter one kept Ring Die to
an result.

Additionally,
when the character becomes compromised, if their last check was
made using the Earth ring, the character’s flesh becomes pale and
begins to show signs of decay. When the character becomes
Compromised, reduce their endurance by 1 until the Afflicted condition
is removed. This effect is cumulative, and if their endurance reaches 0,
the character perishes.

Removed When:
Rituals such as Cleansing Rite and other abilities can remove the
Afflicted condition.

Every two weeks,


An Afflicted character must make a TN 4 Fitness or Meditation check
using any ring. If they fail, remove the Afflicted condition and assign the
Shadowlands Taint disadvantage to the ring used for the check (or to
another ring, if that ring already has it).
Afflicted (Void)
Description:
The character is possessed or otherwise tormented by an onryō
(vengeful ghost), kansen, or other malevolent spiritual entity. Given time,
this evil force threatens to plant the seeds of the Shadowlands Taint.

Effects:
An Afflicted character’s vigilance counts as 1. When they make a check,
after Step 5: Choose Kept Dice, the GM may alter one kept Ring Die to
an result.

Additionally,
when the character becomes compromised, if their last check was
made using the Void ring, ill fortune follows the character’s every move,
and anything that seems a boon rapidly sours. When the character
becomes Compromised, they lose all of their Void points.

Removed When:
Rituals such as Cleansing Rite and other abilities can remove the
Afflicted condition.

Every two weeks,


an Afflicted character must make a TN 4 Fitness or Meditation check
using any ring. If they fail, remove the Afflicted condition and assign the
Shadowlands Taint disadvantage to the ring used for the check (or to
another ring, if that ring already has it).
Bleeding
Description:
The character is losing blood, internally or
externally.

Effects:
When a Bleeding character makes a check, they
suffer physical damage equal to the Strife
symbols on their kept dice, ignoring their
resistances. Each time damage inflicted this way
causes the character to suffer
a critical strike, the severity of the critical strike is
treated as being equal to the character’s current
fatigue.

Removed When:
Any character at range 0–1 of a Bleeding
character may make a TN 2 Medicine (Earth)
check as a Support action to remove the Bleeding
condition.
Burning
Description:
The character is ablaze.

Effects:
After a Burning character performing an action,
the character suffers 3 strife and 3 physical
damage that ignores their resistance. The
severity of critical strikes caused by this damage
is 5. Each critical strike a character suffers this
way beyond the first before the condition is
removed has its severity increased by 5.

Removed When:
A character may attempt to smother flames
consuming them or another character at range 0–
1 by making a TN 2 Fitness (Water) check as a
Movement and Support action; if they succeed,
they remove the Burning condition.
Compromised
Description:
The character is emotionally distraught and
distracted.

Effects:
A Compromised character cannot keep dice
containing Strife symbols (to a possible minimum
of 0 kept dice). While Compromised, a character’s
vigilance counts as 1.

Removed When:
A Compromised character removes this condition
when their strife is reduced to a value lower than
or equal to their composure.
Dazed
Description:
The character’s vision is obscured or their focus
is hampered, putting them on the defensive.

Effects:
A Dazed character increases the TN of their
Attack and Scheme action checks by 2.

Removed When:
At the end of their turn, if the character did not
perform an Attack or Scheme action, they remove
the Dazed condition.
Disorientated
Description:
The character’s senses are scattered,
cutting off their options to defend
themselves.

Effects:
A Disoriented character increases the TN of
their Movement and Support action checks
by 2.

Removed When:
At the end of their turn, if the character did
not perform a Movement or Support action,
they remove the Disoriented condition.
Dying
Description:
The character is on the verge of death due to
blood loss, organ failure, or another cause.

Effects:
A Dying character is hovering on the precipice
between life and death for a few rounds (or an
amount of narrative time) specified by the effect
that applied the Dying condition. Once the allotted
time has passed, the character perishes at the
end of their next turn (or after completing one task
in a narrative scene). If the Dying condition is
removed before then, the character stabilizes and
narrowly survives their close brush with death.

Removed When:
Any character at range 0–1 of a Dying character
may make a TN 4 Medicine (Air) check as a
Support action to remove the Dying condition. If
they fail, reduce the number of rounds remaining
for the Dying condition by their shortfall.
Enraged
Description:
The character is consumed with rage and
fights with a fury as devastating as it is
terrifying.

Effects:
An Enraged character increases the severity
of all critical strikes inflicted by and upon the
character by 2. The first time an Enraged
character kills another character each scene,
the Enraged character gains 1 Void point.

Removed When:
An Enraged character may make a TN 3
Meditation (Void) check as a Support action
to remove the Enraged condition. Otherwise,
the condition is removed at the end of the
scene.
Exhausted
Description:
The character is physically and mentally
exhausted. Characters who go more than
twenty-four hours without sleep (or less time
under trying circumstances, at the GM’s
discretion) suffer this condition.

Effects:
An Exhausted character does not remove
fatigue and strife at the end of each scene
as normal.

Removed When:
An Exhausted character removes this
condition after sleeping for six or more hours.
Immobilized
Description:
The character is entangled, pinned down, or
otherwise incapable of movement.

Effects:
An Immobilized character cannot perform
Movement actions or otherwise reposition
themselves during their turn, and they
cannot select a different stance during their
turn.

Removed When:
At the end of their turn, if the character did
not perform a Movement action this turn,
they remove the Immobilized condition.
Incapacitated
Description:
The character is largely incapable of action
due to the scope of the harm they have
suffered.

Effects:
An Incapacitated character cannot perform
actions that require checks and cannot
defend against damage. After an
Incapacitated character suffers a critical
strike, they suffer the Unconscious condition
in addition to any other effects.

Removed When:
An Incapacitated character removes this
condition when their fatigue is reduced to a
value lower than or equal to their endurance.
Intoxicated
Description:
The character is drunk.

Effects:
An Intoxicated character doubles all strife
they suffer and doubles all strife they
remove.

Removed When:
At the end of each scene, an Intoxicated
character may attempt to sober up by
making a TN 3 Fitness (Water) check; if the
character succeeds, they remove the
Intoxicated condition.
A downtime scene spent resting also
removes the Intoxicated condition.
Prone
Description:
The character is flat on the ground. A
character may voluntarily become Prone as
a Movement action.
Effects:
A Prone character can move a maximum of
1 range band during their turn. At the GM’s
discretion, a Prone character is harder to
spot at a distance or hit with ranged attack
checks (increasing relevant TNs by 1).
Removed When:
At the end of their turn, if the character did
not perform a Movement action, they may
remove the Prone condition.
Silenced
Description:
The character has been rendered
temporarily speechless by shock or a swift
blow.

Effects:
A Silenced character increases the TN of
their Scheme action checks and checks to
activate invocations, mahō, and shūji by 3.

Removed When:
At the end of the character’s turn, if they did
not perform an Scheme action or make a
check requiring speech, remove this
condition.
Unconscious
Description:
The character has been knocked out, has fallen asleep,
or has otherwise been rendered totally unaware of their
surroundings.

Effects:
An Unconscious character cannot move, perform actions,
or otherwise significantly act upon the physical world. An
Unconscious character can still make checks to resist
effects, but they cannot generally make checks that
represent any agency on their part. Increase the severity
of any critical strike the character suffers by 10.

An Unconscious character cannot defend against


damage, but they generally wake up if they hear a loud
noise, suffer harm, or otherwise experience something
that would normally wake someone.

Removed When:
An Unconscious character may spend 1 Void point to
awaken immediately, their instincts rousing them in time
to defend against damage. Characters also generally
awaken after several hours.
Lightly Wounded [Ring]
Description:
A part of the character’s body is injured badly enough to hinder
their use of it. This is reflected mechanically by one of their rings’
being negatively affected when the character uses it, which should
be recorded along with the condition.

Effects:
A Lightly Wounded character increases the TN of their checks with
the affected ring by 1.

If the character suffers the Severely Wounded condition for the


same ring, remove this condition.

If the character would suffer the Lightly Wounded condition again


for the same ring, they remove it and suffer the Severely Wounded
condition for that ring.

Removed When:
Any character can provide treatment by making a TN 4 Medicine
(Water) check as a downtime activity. If they succeed, the injured
character removes Lightly Wounded. This check can be attempted
once per wounded ring per week.

Additionally, a character can attempt to heal through bed rest.


Once per week per wounded ring, a character may make a TN 3
Fitness check using that ring (and ignoring the modifiers to the TN
the condition normally applies). If they succeed, they remove the
Lightly Wounded condition.
Severely Wounded [Ring]
Description:
A part of the character’s body is injured badly enough to hinder
their use of it. This is reflected mechanically by one of their rings’
being negatively affected when the character uses it, which should
be recorded along with the condition.

Effects:
A Severely Wounded character increases the TN of their checks
with the affected ring by 3.

If the character suffers the Lightly Wounded or Severely Wounded


condition for the same ring, they remove it and suffer the effects of
a severity 8 critical strike (Permanent Injury, see page 270) for that
ring as if they had failed the check to resist it.

Removed When:
Any character can provide treatment by making a TN 4 Medicine
(Water) check as a downtime activity. If they succeed, reduces
Severely Wounded to Lightly Wounded. This check can be
attempted once per wounded ring per week.

Additionally, a character can attempt to heal through bed rest.


Once per week per wounded ring, a character may make a TN 3
Fitness check using that ring (and ignoring the modifiers to the TN
the condition normally applies). If they succeed, reduce the
Severely Wounded condition to the Lightly Wounded condition.
Item
Qualities
Ceremonial
Description:
Ceremonial equipment is indicative of the
wearer’s rank. It can be brought into many
contexts in which similar items might not be
allowed. Rarely, a character might be loaned a
Ceremonial item to provide them with authority
during a task.

Effect:
While wearing one or more Ceremonial items
openly, reduce TN of checks to convince others of
your real or assumed identity as the known owner
of that item (or one of their allies) by 1.
At the end of any scene in which you use a
Ceremonial item of a character with higher status
without their permission, you must forfeit 3 honor.
Concealable
Description:
Some weapons and armor are easy to hide on
one’s person, due to size or deliberate design.

Effect:
Unless explicitly worn openly or revealed for use,
a Concealable item is assumed to be hidden.
When observing the wearer of a hidden item, a
character must succeed at a TN 3 Design (Air) or
Smithing (Air) check to discern that the wearer is
armed or armored. If the onlooker succeeds with
two or more bonus successes, they also
determine the type of the hidden item.
Concealable armor can be worn under loose-
fitting clothes, but you can only benefit from the
resistance and qualities of one set of armor at a
time.
Concealable weapons can also be drawn more
quickly in combat. As part of an Attack action, you
may ready or sheathe one Concealable weapon.
Cumbersome
Description:
Some weapons and armor are easy to hide on
one’s person, due to size or deliberate design.

Effect:
Unless explicitly worn openly or revealed for use,
a Concealable item is assumed to be hidden.
When observing the wearer of a hidden item, a
character must succeed at a TN 3 Design (Air) or
Smithing (Air) check to discern that the wearer is
armed or armored. If the onlooker succeeds with
two or more bonus successes, they also
determine the type of the hidden item.
Concealable armor can be worn under loose-
fitting clothes, but you can only benefit from the
resistance and qualities of one set of armor at a
time.
Concealable weapons can also be drawn more
quickly in combat. As part of an Attack action, you
may ready or sheathe one Concealable weapon.
DamageD
Description:
Samurai must carefully maintain their kit in the
field, for routine wear and tear will eventually ruin
nearly any tool. While many samurai have staff to
assist with such matters, most battle-tested
samurai have learned at least the basics needed
to keep their equipment functional.

Effect:
If a weapon or tool becomes Damaged, increase
the TN of checks to use it by 1.
If armor becomes Damaged, reduce all
resistances it provides by 2 (to a minimum of 0).
If a Damaged item becomes Damaged again, it
loses Damaged and becomes Destroyed instead.
If it becomes Destroyed for any other reason, it
also loses Damaged.
Destroyed
Description:
Extreme events or long use without maintenance
can shatter, tear, or otherwise render an item
nonfunctional.

Effect:
Such an item is broken and cannot be used for its
intended function. It might still be usable as an
improvised weapon or tool, at the GM’s discretion.
Durable
Description:
Items crafted to last can endure damage that
would destroy less well-made works.

Effect:
If a Durable item would become Damaged, it
loses Durable instead. If a Durable item would be
Destroyed, it loses Durable and becomes
Damaged instead.
Forbidden
Description:
Rokugani laws are unforgiving, and many things
are contraband. This includes many illicit
substances, heretical art or literature, and foreign
items that have not been transported through
strictly regulated trade routes.

Effect:
At the end of any scene in which you used a
Forbidden item openly in public, you must forfeit 3
glory.
Mundane
Description:
Mundane items are objects that are found in all
contexts of daily life, and are permitted to anyone
in most social contexts (within reason). After all,
people in many walks of life need tools like knives,
walking sticks, and wheat threshers, even if these
items can be utilized to deadly effect by someone
sufficiently determined.

Effect:
Wearing a Mundane item openly has no additional
effects, though onlookers still take note of the fact
that you are armed if the item could be used as a
weapon.
Prepare
Description:
This item must be reloaded, reset, or otherwise
prepared after use.

Effect:
After you use this item, you cannot use it again
until it has been prepared. As a Support action,
while it is readied, you may prepare this item for
use.
Razor-Edged
Description:
Some weapons are particularly sharp, and thus
brittle, and must be carefully honed to keep
functioning at their best. The traditional Rokugani
katana is one such weapon—its keen edge lets it
hew off limbs more easily than other swords, but
it is also more susceptible to damage if swung
carelessly at armored foes.

Effect:
When you succeed at an Attack action check that
deals damage to a target using a Razor-Edged
item, if the damage dealt is reduced to 0 before
they defend, this item becomes Damaged.
When you make an Attack action check with a
Razor-Edged weapon, you may spend as
follows:
+: Treat the deadliness of this weapon as 1
higher per spent this way.
Resplendent
Description:
An item with the Resplendent quality is
embellished to attract attention to its presenter or
wearer.

Effect:
While wearing one or more Resplendent items, if
you would be awarded 1 or more glory, you
receive that amount of glory plus 1 instead.
Sacred
Description:
Items with the Sacred quality are imbued with
purifying power—often in the form of jade, the
mystical stone said to be the tears shed by
Amaterasu, the goddess of the sun and protector
against the terror of the night.
Such items are anathema to the denizens of the
Shadowlands and other horrors that prey upon
humanity.

Effect:
When an Otherworldly being makes an Attack or
Intrigue action check targeting the wearer of one
or more Sacred items, increase the TN by 1.
While you are carrying one or more Sacred
items, if you would gain the Afflicted condition,
you must choose one of those items to become
Damaged instead.
Sacred weapons ignore all resistances
possessed by Otherworldly and Tainted beings.
Snaring
Description:
Flexible or, in some cases, harshly curved
weapons are excellent for snaring, grabbing, and
disarming.

Effect:
When performing an Attack action with a Snaring
weapon, you may spend as follows:
+: One target of the attack with vigilance lower
than or equal to the spent this way suffers
the Immobilized condition.
Subtle
Description:
An item with the Subtle quality is made to not
stand out, and people tend to overlook it.

Effect:
Increase the TN of checks to ascertain
information about the item by 1. At the GM’s
discretion, this also applies to checks to discern
what the creator or wearer of the piece intends
by presenting it, or to learn anything of value
about that person from it.
unholy
Description:
Some physical artifacts carry a dreadful miasma.
They may have been tainted by direct exposure to
the power of the Shadowlands or by foul rituals,
but some are made with obsidian, said to be the
shed blood of Onnotangu, the god of the moon
and ancient foe of the Kami.

Effect:
After a character suffers a critical strike from an
Unholy weapon, they suffer the Afflicted
condition.
At the end of each scene in which you use an
Unholy item, you suffer the Afflicted condition.
Unholy weapons ignore all resistances
possessed by Otherworldly beings.
wargear
Description:
Implements seen in battle and few other
contexts—items with the Wargear quality—are
decidedly inappropriate for most social contexts.
Wargear makes people nervous, which impedes
efforts at diplomacy.

Effect:
Whenever another character suffers 1 or more
strife due to the actions of someone wearing one
or more Wargear items, they suffer that amount
plus 1 instead.
Terrain
Qualities
Dangerous
Description:
Dangerous terrain is physically hazardous to
enter or even linger in. This is mundane terrain
found in most regions.

Effect:
Whenever a character performs a check while
within Dangerous terrain, the character suffers
physical damage equal to the symbols on their
kept dice.

Examples:
Fire, intense cold, thawing ice, steep inclines,
jagged rocks, an uncovered foundation, rubble.
Defiled
Description:
Defiled terrain is afflicted by the vile touch of the
Shadowlands. Even those uneducated in the dark
secrets of the realm beyond the Kaiu Wall feel a
pervasive sense of wrongness on such unholy
ground. It is more common in the Shadowlands
than within the Emerald Empire. This is
supernatural terrain found in especially
unhallowed places.

Effect:
At the end of the scene, each character who was
within Defiled terrain must make a TN 2 Fitness
or Meditation check. Each character who fails
suffers the Afflicted condition. Tainted beings
reduce the TNs of their checks to resist effects
by 1 while in Defiled terrain.

Examples:
An oni’s lair, a battlefield filled with unburned
dead, a haunted castle, the secret hideout of a
mahō-tsukai.
Entangling
Description:
Entangling terrain is ground that seriously
hampers the mobility of anyone within it. This is
mundane terrain found in most regions.

Effect:
While within Entangling terrain, a character
increases the TN of all their checks to move and
for Movement actions by 2.

Examples:
Sucking mud, brier patches, deep snow, icy
ground, moving water.
Hallowed (Element+)
Description:
Hallowed terrain is close to one or more of the
Spirit Realms, and invocations are easier to
perform in such a location. This is supernatural
terrain found in places where kami dwell or
miracles have occurred.

Effect:
While within Hallowed terrain, a character
reduces the TN of their Meditation and Theology
checks using the specified ring or rings by 1.
Tainted beings increase the TN of their checks to
resist effects by 1, or 2 if they are using the
specified ring.

Examples:
A shrine to a kami, a particular place of natural
beauty, a location where a powerful spirit
resides.
Obscuring
Description:
Obscuring terrain limits the visibility of (and to)
anyone within, making it very difficult to land
strikes. This is mundane terrain found in most
regions.

Effect:
Increase the TN of all Attack checks targeting
characters within Obscuring terrain by 1.
A character within Obscuring terrain generally
cannot see beyond range 2 of their current
position into the Obscuring terrain (though they
can generally see out of it, if they are within
range 2 of an edge).
A character outside of Obscuring terrain cannot
see into it beyond range 2 of the edge.

Examples:
Dense foliage, darkness, cramped indoor
quarters, heavy rain or snow, choking smoke.

You might also like