Professional Documents
Culture Documents
MOUNTAIN WITCH
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What is this Game?
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II
CHARACTERS
The Return of the Mountain Witch
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Characters
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The Return of the Mountain Witch
Wisdom
Know and understand the best path. Roll when you
must make the right decision.
• I want to see where the creature is hiding.
• I want to know the strategy behind their attack.
• I want to find the best way out.
Courage
Be fearless in the face of adversity. Roll when you
must be unafraid.
• I want to jump from tree to tree.
• I want to charge into battle.
• I want to balance across the rushing river.
Mercy
Be compassionate to all living creatures. Roll when
you must protect or heal someone.
• I want to patch up the wound.
• I want to take that blow for them.
• I want to calm them down.
Integrity
Live well so that others will trust you. Roll when you
must be believed.
• I want to convince them to fight with us.
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Characters
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The Return of the Mountain Witch
Memory
Finally you must choose a memory from your arche-
type. This will be the prompt you must answer when
your memory comes up at the start of a trial.
You don’t need to know the answer to the prompt
right away, but when it comes up you will need to
describe what brought your character to dishonor
with their daimyō, how they were stripped of their
honors as a samurai, and if it was mandated by their
sworn oath, why they did not commit seppuku (rit-
ual suicide).
This memory will become a conflict in the trial that
you or the other rōnin must resolve before the story
can move on.
Describe Your Rōnin
There is no process for this discussion beyond just
figuring out your character with help from the ta-
ble. At the end of the discussion, you should have a
character in your mind, their overall appearance and
qualities, and their name.
Take this time to create a mental picture of your
character so that you can describe them to the other
players.
This your opportunity to create truths about your
character that the table will take and intertwine into
their own personal stories.
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Characters
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The Return of the Mountain Witch
THE BLADE
The Rōnin of Duty
The Blade was once a renowned fighter, revered for
their skill with the sword and their cold demeanor.
Stats Mercy: -2
Wisdom: +2 Integrity: -1
Courage: +1 Duty: +3
Virtue Dishonor
Choose a virtue that your Choose a dishonor that
character will demon- your character will do
strate once during a time when brought to the
of great need and danger. brink.
• Compassion • Ruthlessness
• Sincerity • Cruelty
• Graciousness • Spitefulness
Memory
Choose a prompt that you will use to explain why
your character was dishonored.
• Why did you murder your daimyō?
• Why did you refuse to go into battle?
• Why did you harm an innocent?
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Characters
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The Return of the Mountain Witch
THE FRIEND
The Rōnin of Mercy
The Friend improves everyone’s morale, revered for
their wit of the tongue and their amiable demeanor.
Stats Mercy: +3
Wisdom: -2 Integrity: -1
Courage: -2 Duty: +1
Virtue Dishonor
Choose a virtue that your Choose a dishonor that
character will demon- your character will do
strate once during a time when brought to the
of great need and danger. brink.
• Selflessness • Cowardice
• Bravery • Selfishness
• Genius • Pettiness
Memory
Choose a prompt that you will use to explain why
your character was dishonored.
• How did you humiliate your daimyō?
• Why did you desert your post?
• Why did you commit treason?
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Characters
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The Return of the Mountain Witch
THE UNKNOWN
The Rōnin of Integrity
The Unknown is mysterious, revered for their tacti-
cal knowledge and their shadowy demeanor.
Stats Mercy: -1
Wisdom: +2 Integrity: +3
Courage: -2 Duty: +1
Virtue Dishonor
Choose a virtue that your Choose a dishonor that
character will demon- your character will do
strate once during a time when brought to the
of great need and danger. brink.
• Insightful • Untruthful
• Persuasive • Sabotaging
• Intelligent • Uncaring
Memory
Choose a prompt that you will use to explain why
your character was dishonored.
• Why did you deceive your daimyō?
• Why did the other warriors distrust you?
• How did you lose your honor and get cast out?
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Characters
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The Return of the Mountain Witch
THE UNTESTED
The Rōnin of Courage
The Untested has never been in battle, revered for
their youthful vigor and their innocent demeanor.
Stats Mercy: +2
Wisdom: -2 Integrity: +1
Courage: +3 Duty: -1
Virtue Dishonor
Choose a virtue that your Choose a dishonor that
character will demon- your character will do
strate once during a time when brought to the
of great need and danger. brink.
• Adaptability • Cowardice
• Humor • Weakness
• Endurance • Foolhardiness
Memory
Choose a prompt that you will use to explain why
your character was dishonored.
• Why did you flee from your daimyō?
• How did you escape an important battle?
• What did you fail to do that led to getting cast
out?
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Characters
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The Return of the Mountain Witch
THE WAR-WEARY
The Rōnin of Wisdom
The battleworn leader, revered for their strategic
knowledge and their commanding demeanor.
Stats Mercy: -2
Wisdom: +3 Integrity: +1
Courage: -1 Duty: +2
Virtue Dishonor
Choose a virtue that your Choose a dishonor that
character will demon- your character will do
strate once during a time when brought to the
of great need and danger. brink.
• Brilliance • Hurtful
• Inspiration • Myopic
• Respect • Exhausted
Memory
Choose a prompt that you will use to explain why
your character was dishonored.
• Why did you form a mutiny against your
daimyō?
• How did you lose an important battle?
• What did you try to hide?
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Characters
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III
YOUR JOURNEY
Return of the Mountain Witch is a conversation be-
tween the players. The Guide is a player that controls
the setting and all of the conflicts. The other players
(Rōnin Players) focus only on their particular rōnin.
Together, the players will collaboratively play out
the story from beginning to end. While the Guide’s
role is different from the rest of the players, all play-
ers contribute.
Playing Rōnin
Rōnin Players play the story’s main characters from
their character’s viewpoint. This does not necessarily
mean players must act like their characters, although
they certainly can! What it really means is putting
oneself in the character’s shoes. Thinking and behav-
ing like the character.
Players should remember that this game is not a
competition. You play out both the successes and
the failures. It is also important to note that no rōnin
dies until the final trial, so your character will be
in play for the entire game. They will certainly be
harmed and there will be conflict, but even attacks
by other rōnin will never be narratively lethal until
the last trial.
Basic Game Play
You will find that gameplay is somewhat “pre-
scribed”—in other words, things happen in a par-
ticular order and with predetermined conditions for
reaching different points in the story.
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Playing the Game
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Playing the Game
Memories
Every rōnin has a memory, which is a prompt the
player chooses when creating their character. While
they don’t need to know the answer to that prompt
during character creation, they will need to by the
time their scene comes.
Only one rōnin presents their memory in each trial,
but the others will witness it. Smaller groups may go
through a trial without a memory, if the appropriate
rōnin isn’t in play.
When a memory comes into play, the events that
transpired in that rōnin’s life play out for real on the
mountain. The other characters are present and see
the memory as if it is happening right then on the
mountain. They are able to interact with the memory
as if it were real and change the course of what hap-
pened. This is the Mountain Witch’s magic, which is
used to see how they would redeem themselves, or if
they can.
The player answering the prompt will have complete
narrative control about describing the situation.
They will explain how the mountain changes to re-
flect the scene in the memory, who is present, what
is happening, and what their rōnin is doing and what
the conflict is—or the answer to the prompt.
The Guide writes the conflict down on an index card
and takes back narrative control, playing the charac-
ters in the memory. The rōnin and the other players
confront the conflict to try and resolve it through the
narrative.
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The Return of the Mountain Witch
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Playing the Game
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Playing the Game
To Confront a Conflict
• The Rōnin Player chooses a narratively appro-
priate conflict to confront.
• The Guide asks the Rōnin Player to state their
rōnin’s intent. The Guide then picks an appro-
priate stat the Rōnin Player must roll.
• The Rōnin Player rolls two six-sided dice.
• They add or deduct the stat’s number from the
dice sum to get their dice result.
• The Guide and/or Rōnin Players narrate the
outcome depending on the result.
The Untested: I want to try and climb the tree,
to see if I can get a better viewpoint.
The Guide: Why are you risking yourself by
taking initiative and doing something that
could humiliate you, or put you in danger?
The Untested: I want to show that I’m cou-
rageous.
The Guide: Roll against “You Are Being
Watched,” using courage.
The Untested rolls a 9 and adds +3 from the
courage stat. The Guide removes the “You
Are Being Watched” card and writes down
“Several samurai are in the trees” on a new
card. All of the other players remove a dis-
trust of The Untested.
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Playing the Game
Game Flow
If a Rōnin Player rolls a 10 or higher on a move, they
automatically have Narrative Control. The player
can narrate the outcome and anything else about the
story except for other rōnin or other conflicts that
are still in play. They can introduce elements into
the story that are true and that the Guide must then
integrate into the overall narrative.
The Guide: You’ve resolved the conflict that
you are being watched and now find there are
several samurai in the trees. Tell me how you
discover that.
The Untested: I easily climb the tree, demon-
strating agility the others haven’t seen in me
yet. I then see the samurai waiting in four dif-
ferent trees around the area, apparently plan-
ning to ambush us. But they see now they’ve
been caught. I shout down to warn the others.
The Guide writes a new conflict on a card
that says, “War-Weary is Attacked” and an-
other “Untested is attacked.”
The Guide: One samurai jumps down from
the tree, as if made of feathers, breaks his fall
in a shoulder roll and jumps upward driving
his blade toward the War-Weary. At the same
time, one of the samurai in an adjacent tree
leaps over to the Untested’s tree and attempts
kick him off.
The War-Weary: I repel his blade.
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Playing the Game
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Playing the Game
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Playing the Game
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Playing the Game
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Duel
You challenge the rōnin to a duel. Instead of con-
fronting a conflict, each rōnin chooses the stat they
are using for the duel and describe why that stat is
relevant (remember the stat will represent the reason
the rōnin is dueling). Whomever rolls highest nar-
rates the outcome according to the stat they used.
In the event of a tie, each player narrates how they
were unable to defeat each other and they can no
longer gain or lose trust with each other. No matter
the outcome, they cannot kill each other until the
final trial.
If it appears that will happen, the Mountain Witch
will appear as a spirit and stop the killing blow, be-
fore whispering away like a gentle breeze of snow
and ice.
• Wisdom: Disarms or otherwise renders attacks
impotent, you may choose to clear distrust with
them.
• Courage: Snatches victory just as it appeared
they were going to be defeated. They may
choose to clear distrust with you.
• Mercy: Defeats, but does not harm. Both may
choose to clear trust with each other.
• Integrity: Chooses to resolve the dispute with-
out weapons. Both may choose to clear trust
with each other.
• Duty: Defeats the opponent with skill and pre-
cision. Both may reduce distrust by one.
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Playing the Game
Distrust Them
Do nothing about the betrayal status until the Fi-
nal Trial, but you can no longer gain or lose distrust
with this rōnin.
The Final Trial
When the rōnin reach the final trial, they arrive at
the summit of the mountain to confront the witch.
To confront the witch, the rōnin must pass through a
threshold, but they can only do so if they complete-
ly trust one another. In other words, the only rōnin
who will survive the game must have a clear distrust
track.
• If a Rōnin Player has a rōnin in “betrayed” sta-
tus, they must have a final duel.
• If a Rōnin Player has any distrust for another
rōnin, but are not betrayed, they must have a
final confrontation.
This is done until all that remain have clear distrust
tracks, then they can confront the witch—the final
narration of the story provided by the Guide.
Final Duels
Duels are handled first. Every Rōnin Player that has
a rōnin in betrayed status creates a conflict with
them by writing both rōnin names on an index card.
There will be conflicting duels and it can be assumed
that all of the rōnin take action all at once.
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What is this Game?
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IV
THE GUIDE
The game experience is facilitated and shepherded
by The Guide, a player whose role is to guide the
story’s narrative as well as to arbitrate the rules and
determine when dice need to be rolled.
The Guide is in charge of the story, though Rōnin
Players can contribute. Their purpose is to describe
the setting, present conflicts, adjudicate outcomes,
and guide the others through the game’s structure.
Agenda
As the game’s Guide, your purpose is to foster, fuel,
and facilitate.
The Guide should keep the rōnin on track, and keep
the journey in focus. While the Guide adjudicates the
rules, they are less a judge and more of an advisor.
They present options to the Rōnin Players, provide
possibilities, and keep the story on track.
Foster an Experience
Create an environment where moments feel epic,
cinematic, and memorable.
Fuel Suspense
Draw out character emotions by feeding distrust,
and seeding mystery and danger.
Facilitate the Story
Apply structure to the story so the journey will lead
to the narrative climax.
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Facilitating the Game
Principles
Principles are the Guide’s tools for making the ses-
sion feel like Return of the Mountain Witch. Review
your principles whenever you sense that the story
has stalled, the Rōnin Players don’t know what to
do next, or that content has repeated itself.
Compel Change
Rōnin must be dynamic and should never be com-
fortable. Look for ways to disrupt their comfort, cre-
ate conflicts that will create fear and distrust, or offer
avenues that will change their situation.
Create Suspicion
Conflicts drive the journey forward by creating ob-
stacles rōnin must overcome, but the conflicts should
be around trust and suspicion. Use conflicts to breed
uncertainty among the group, to question their mo-
tives, or their true intentions.
Ask What the Rōnin Wants
Find out why the rōnin is doing what they are do-
ing—it’s not enough to want to strike a monster be-
cause it is attacking them. It’s the why. Everything
must be tied to their stats.
Steer Toward the Next Trial
It is the Guide’s job to make sure the Rōnin Play-
ers experience the entire Journey. It is easy to get
wrapped up in a single scene and not progress.
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Facilitating the Game
The Trials
The yuki-onna is not the evil menace she is charac-
terized to be, nor is she a witch. She is a divine entity
of sorts who’s entire motive is to find worthy pro-
tectors of the realm. When she came to the realm in
another time, she cast an endless winter until heroes
would rise up and present themselves. When worthy
heroes ascended the mountain she named them as
protectors, ended the winter, and ascended.
Those heroes are long gone, so now she must find
the new protectors of the realm. The journey that
the rōnin make up the mountain is really a series of
trials to prove their worth. The yuki-onna must find
warriors true to their code that completely trust one
another. If they pass the trials, she will name them
protectors and leave the realm, taking the winter
with her.
As a Guide it is important that you understand her
motivation and the purpose of the trials. The rōnin
must demonstrate all of the qualities of a samurai,
even though they are rōnin. They must come togeth-
er in trust, or purge those of their ranks that cannot.
Those that remain will be the legends of tomorrow.
So the trials they confront have little to do with
whether or not they fight well, or can withstand
what happens. It has everything to do with their mo-
tivations behind what they do. That is why the dice
are rolled on a rōnin’s intent not their action. Strik-
ing a foe with a sword can be done with integrity,
duty, wisdom—any of the stats. The game must re-
veal why they are doing things to determine the rolls.
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Facilitating the Game
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Facilitating the Game
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The Return of the Mountain Witch
ery step of the way, sizing them up, and making sure
the trials are all laid out correctly.
Her true form would likely still remain on the sum-
mit past the threshold, but she would bring her spirit
or essence down to the trials to observe.
Yuki-onna appears as a tall and beautiful young
woman with long black hair, blue-white skin, and
blue lips and dressed in a white kimono. She is so
pale she may appear white as the snow around her.
She glides across the landscape, leaving no footprints
in the snow.
When observing, she may be quite visible to the
rōnin, but someway inaccessible. Perhaps she is
perched high on a tree top, or staring down from
above the landscape on a large pillar of stone. She
looks ghostly, inhuman, and unreal, positioning her-
self in places no person could possibly reach.
She will also not interact with the rōnin. She is ob-
serving and that is all. If the rōnin do make it to her,
or try to engage with her in some way, she will leave
the trial in a frosty mist without saying a word.
Before Dawn
The first scene introduces us to all the rōnin. There
are no conflicts in this scene and the Rōnin Players
have narrative control. Before Dawn should be an
establishing scene where each player gets to describe
their characters so that we all have a mental picture
of who they are.
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Facilitating the Game
The Samurai
• Motivation: Defend the gate from the rōnin.
• Starting Moves: attack from the wall, send
small groups from the gate to attack, lure rōnin
to the trees.
• Escalated Moves: full charge from the gate, de-
light when the trees feed, throw bodies at the
trees to make them ravenous.
The Jubokko
• Motivation: Feed on the blood of the slain and
find fresh blood.
• Starting Moves: draw blood from the slain in
streams through the snow, reach branches out
to grab passing people.
• Escalated Moves: uproot and drag through the
ground to reach prey, reach branches far to
catch prey.
Additional Potential Conflicts
• Bodies of the killing fields
• Yuki-onna observes from afar
• Snow on the ground
Resolve the Third Trial
To pass this trial, a rōnin must resolve a conflict us-
ing the Mercy stat.
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Facilitating the Game
The key point of the trials is that they must tie to the
particular stats for the trial. Beyond that, the world
is your oyster. The trials should occur in dramatic
and cinematic locations, use conflicts that are diffi-
cult to get past and that relate to the relevant stats,
and also provide an opportunity to engage with the
conflict multiple times and in multiple ways.
The trials presented make liberal use of Japanese
mythology. That is nearly an endless pool to draw
from, with amazing legendary monsters and spirits.
However, the game need not only be limited to that
setting. It can be hacked and reskinned for any num-
ber of settings that tie into a particular code of honor
or way of life.
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THE BLADE
Name: ____________Age ____ Pronouns _______
Mannerism: _______________________________
Appearance: _______________________________
Stats
Wisdom Courage Mercy Integrity Duty
+2 +1 -2 -1 +3
Distrust
The Friend c c c g _________________________________
The Unknown c c c g _________________________________
The Untested c c c g _________________________________
The War-Weary c c c g _________________________________
Virtue Dishonor
Choose one. Automatically Choose one. Reroll once per
succeed a conflict once per game. Trial.
F Compassion F Ruthlessness
F Sincerity F Cruelty
F Graciousness F Spitefulness
Memory
F Why did you murder your daimyō?
_______________________________________________________
F Why did you refuse to go into battle?
_______________________________________________________
F Why did you harm an innocent?
_______________________________________________________
THE FRIEND
Name: ____________Age ____ Pronouns _______
Mannerism: _______________________________
Appearance: _______________________________
Stats
Wisdom Courage Mercy Integrity Duty
+2 -2 +3 -1 +1
Distrust
The Blade c c c g _________________________________
The Unknown c c c g _________________________________
The Untested c c c g _________________________________
The War-Weary c c c g _________________________________
Virtue Dishonor
Choose one. Automatically Choose one. Reroll once per
succeed a conflict once per game. Trial.
F Selflessness F Cowardice
F Bravery F Selfishness
F Genius F Pettiness
Memory
F How did you humiliate your daimyō?
_______________________________________________________
F Why did you desert your post?
_______________________________________________________
F Why did you commit treason?
_______________________________________________________
THE UNKNOWN
Name: ____________Age ____ Pronouns _______
Mannerism: _______________________________
Appearance: _______________________________
Stats
Wisdom Courage Mercy Integrity Duty
+2 -2 -1 +3 +1
Distrust
The Blade c c c g _________________________________
The Friend c c c g _________________________________
The Untested c c c g _________________________________
The War-Weary c c c g _________________________________
Virtue Dishonor
Choose one. Automatically Choose one. Reroll once per
succeed a conflict once per game. Trial.
F Insightful F Untruthful
F Persuasive F Sabotaging
F Intelligent F Uncaring
Memory
F Why did you deceive your daimyō?
_______________________________________________________
F Why did the other warriors distrust you?
_______________________________________________________
F How did you lose your honor and get cast out?
_______________________________________________________
THE UNTESTED
Name: ____________Age ____ Pronouns _______
Mannerism: _______________________________
Appearance: _______________________________
Stats
Wisdom Courage Mercy Integrity Duty
-2 +3 +2 +1 -1
Distrust
The Blade c c c g _________________________________
The Friend c c c g _________________________________
The Unknown c c c g _________________________________
The War-Weary c c c g _________________________________
Virtue Dishonor
Choose one. Automatically Choose one. Reroll once per
succeed a conflict once per game. Trial.
F Adaptability F Cowardice
F Humor F Weakness
F Endurance F Foolhardiness
Memory
F Why did you flee from your daimyō?
_______________________________________________________
F How did you escape an important battle?
_______________________________________________________
F What did you fail to do that led to getting cast out?
_______________________________________________________
THE WAR-WEARY
Name: ____________Age ____ Pronouns _______
Mannerism: _______________________________
Appearance: _______________________________
Stats
Wisdom Courage Mercy Integrity Duty
+3 -1 -2 +1 +2
Distrust
The Blade c c c g _________________________________
The Friend c c c g _________________________________
The Untested c c c g _________________________________
The Unknown c c c g _________________________________
Virtue Dishonor
Choose one. Automatically Choose one. Reroll once per
succeed a conflict once per game. Trial.
F Brilliance F Hurtful
F Inspiration F Myopic
F Respect F Exhausted
Memory
F Why did you form a mutiny against your daimyō?
_______________________________________________________
F How did you lose an important battle?
_______________________________________________________
F What did you try to hide?
_______________________________________________________
REFERENCE
Result of 7-9
• The Guide narrates the outcome and has full Narrative Control
• When against another rōnin, lower distrust for them if they concede to what you
want in the fiction, if they refuse to concede, add a distrust.
Result of 10+
• All of the other rōnin remove a distrust for the rōnin who succeeded.
• The Rōnin Player narrates the outcome and has full Narrative Control, with the
ability to control the setting or Setting Characters.
Result of 6 or Less
• All of the other rōnin mark a distrust for the rōnin who failed.
• If rolling against another rōnin they will mark an additional distrust if they choose to
go against what they wanted, or clear one trust if they choose to allow it.
Confront Them
Create a conflict over the source of the distrust and attempt to resolve it with one of your stats.
Duel
Each rōnin chooses the stat they are using for the duel and describe why that stat is relevant.
Whomever rolls highest narrates the outcome according to the stat they used.
• Wisdom: Disarms or otherwise renders attacks impotent, you may choose to clear
distrust with them.
• Courage: Snatches victory just as it appeared they were going to be defeated. They may
choose to clear distrust with you.
• Mercy: Defeats, but does not harm. Both may choose to clear trust with each other.
• Integrity: Chooses to resolve the dispute without weapons. Both may choose to clear
trust with each other.
• Duty: Defeats the opponent with skill and precision. Both may reduce distrust by one.
Distrust Them
Do nothing about the betrayal status until the Final Trial, but you can no longer gain or lose
distrust with this rōnin.