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18
Chapter 1: Playing the Game
Chapter 1: Playing the Game
Table 1–2: Example Ways of Spending 
Element
Narrative Uses
Mechanical Uses
Any 

: Add an exciting story detail that stems from your check but is unrelated to 
your success or failure.

: Determine the easiest way to accomplish the task you were attempting 
(including the skill and approach that have the lowest TN when used).

: If you failed, provide assistance (see page 15) 
to the next character to attempt a similar check. 
 

 : If you succeeded, provide assistance (see 
page 15) to the next character to attempt a 
similar check.
Air 
Air : Observe an interesting detail about a character in the scene. At the 
GM’s discretion, you may use this to add a detail that did not previously 
exist to an NPC in the scene (such as an advantage or disadvantage).
Air +: You are extremely subtle in executing the task, and you attract the 
minimal amount of attention. Additional  spent this way increases the 
subtlety of your method.
Air +: Choose one character in the scene per  
spent this way; learn their demeanor and current 
strife.
Air *: Choose a Water or Fire opportunity from 
this or another table and resolve it. The cost of this 
Opportunity is double its normal cost.
Earth 
Earth : You suddenly recall an important piece of information not 
directly related to your check. At the GM’s discretion, you may use this to 
reveal a small preparatory action you took earlier, such as bringing along a 
common item useful to your current task.
Earth +: You act extremely carefully, maintaining your balance and 
keeping a safe distance from sources of harm. Additional  spent this way 
increases the efficacy of the precautions you take.
Earth +: Choose one character in the scene per 

 spent this way; each chosen character removes 
2 strife.
Earth *: Choose a Water or Fire opportunity 
from this or another table and resolve it. The cost of 
this Opportunity is double its normal cost.
Fire 
Fire : You notice something conspicuously missing or out of place in the 
vicinity that is not directly related to your check. At the GM’s discretion, 
you may use this to add an absence to the scene (such as a missing pair of 
shoes that indicate that the occupant is not home).
Fire +: You perform the task in a particularly flashy way, drawing the 
attention of others who observe you. Additional  spent this way makes 
you even more noticeable.
Fire +: Choose one character in the scene per 

 spent this way; each chosen character suffers 2 
strife.
Fire *: Choose an Air or Earth opportunity from 
this or another table and resolve it. The cost of this 
Opportunity is double its normal cost.
Water 
Water : You spot an interesting physical detail present in your 
environment not directly related to your check. At the GM’s discretion, you 
may use this to add a (previously unnoticed) piece of terrain or a mundane 
object to your environment.
Water +: You perform the task very efficiently, completing the task more 
quickly or saving supplies in the process. Additional  spent this way 
further reduces the time or materials required.
Water +: Remove 2 of your strife per  spent 
this way. 
Water *: Choose an Air or Earth opportunity 
from this or another table and resolve it. The cost of 
this opportunity is double its normal cost.
Void 
Void : You gain some spiritual insight into the nature of the universe or 
of your own heart. At the GM’s discretion, you may use this to reveal a fact 
about your character that has not been previously established but relates to 
the situation in some way.
Void +: You feel a chill down your spine, notice a sudden silence, or 
otherwise detect a sign of the supernatural around you. Additional  spent 
this way gives you an increasingly precise location for the supernatural 
occurrence.
Void : Name Air, Earth, Fire, or Water. If your 
next check uses that ring, reduce its TN by 1. 
 
Void *: Choose an Air, Earth, Fire, or Water 
opportunity from this or another table and resolve 
it. The cost of this opportunity is double its normal 
cost.
Numerous tables throughout this book (such as Table 1–2: Example 
Ways of Spending , above) offer concrete examples that players 
can employ or draw upon as inspiration for novel uses of  for the 
five elements.
The mechanical uses of opportunity should help inspire roleplaying, 
and vice versa. For example, a character might spend an Earth  to re-
move strife from another character, which is represented in the narrative 
as the character’s actions providing emotional or physical support to the 
other character. Alternatively, an Air  to observe a detail of interest 
about a character in a scene might be a distinction or adversity that can 
then be used against the character during a future check.
There are numerous other possible and suggested uses of opportunity, 
many of which are explored in Chapter 3: Skills. Characters can also 
purchase techniques that grant them new ways to spend  on specific 
checks. Ultimately,  should provide the players and GM (but espe-
cially the players!) the chance to collaborate on the details, direction, 
stakes, and consequences of the scenes unfolding across their jointly told 
samurai story.


19
Chapter 1: Playing the Game
The Character
Characters possess a number of major mechanical attributes and abilities 
that reflect their upbringing, natural affinities and weaknesses, accumu-
lated knowledge, and training. These are described in the following pages.
The Five Rings
Each of the Five Rings represents a character’s natural inclination and 
adeptness toward a certain approach to solving problems. When mak-
ing a check using a given ring, a character rolls a number of Ring dice 
equal to the value of that ring. For player characters, each ring has value 
between 1 and 5, though some supernatural beings might possess values 
that fall outside of this range. 
•  Rank 1: The character is considered weak or deficient in this area. They 
are likely to seek the help of other characters when attempting tasks in this 
manner, or they will prefer alternative methods for achieving their goals. 
•  Rank 2: The character is considered average or normal in this area. 
They are able to rely on themself when attempting tasks in this man-
ner, but they are unlikely to attract any special notice—good or bad—
from other characters.
•  Rank 3: The character is considered above average in this area. Other 
characters are likely to take notice when the character takes this ap-
proach to accomplishing their goals.
•  Rank 4: The character is considered exceptional in this area. Other 
characters are impressed at the character’s effectiveness in this sphere.
•  Rank 5: The character is considered legendary in this area. To others, 
this character appears to epitomize the essence of a given approach.
•  Rank 6+: Superhuman ability, such as that possessed by the Oracles 
or powerful oni. The character’s prowess in this sphere is nearly unri-
valed. Player characters cannot normally reach these values.
The rings are as follows, and they represent the following different 
means of facing a challenge:
Air
The Air Ring represents a graceful, cunning, and precise personality. 
This approach is swift or layered with nuance, as the character moves too 
quickly or speaks too obliquely to be pinned down. A character with a 
high Air Ring value is eloquent, physically and socially deft, and shrewd.
The Air approaches for each skill group are as follows:
•  Refine (Artisan Skills): For Artisan skills, the Air approach allows a 
character to improve the finer points of a work, honing a piece’s de-
tails or stripping away unnecessary things to enhance the work.
•  Analyze (Scholar Skills): For Scholar skills, the Air approach is fo-
cused around observing and understanding details, detecting subtle 
nuances, and unraveling implications and hidden meanings.
•  Trick (Social Skills): For Social skills, the Air approach relies on subtlety 
and cleverness to imbue one’s words with multiple meanings or obscure 
the truth. It allows a character to convince others of a statement, deceive 
(by direct dishonesty or omission), imply secondary intentions, and con-
trol what information others have by which to evaluate a situation. While 
not always malicious, it is always manipulative on a certain level.
•  Feint (Martial Skills): For Martial skills, the Air approach is precise 
and graceful, and it is focused around maintaining control over the 
character’s body at every turn. Rather than trying to crush opposition 
head-on, it seeks opportunities to excel or gain an advantage that de-
mand exact positioning and timing.
•  Con (Trade Skills): For Trade skills, the Air approach allows a character 
to get something for nothing. It lets a character inflate the prices of items 
they are selling, convince others to trust them with resources, and steal.
Earth
The Earth Ring represents a character’s aptitude for taking a steady, 
thorough, and grounded approach to problems. This approach is cautious 
and considerate, as the character works to get results without suffering 
losses or taking unneeded risks. A character with a high Earth Ring value 
is likely to be physically tough, mentally resilient, and reliable.
The Earth approaches for each skill group are as follows:
•  Restore (Artisan Skills): For Artisan skills, the Earth approach 
governs a character’s ability to repair items and perform upkeep, re-
turning or preserving function. It also covers related tasks, such as 
archiving and storage.
•  Recall (Scholar Skills): For Scholar skills, the Earth approach reflects 
a character’s ability to remember and accurately reproduce informa-
tion about a subject. An Earth approach is not useful for wild leaps of 
logic or intuition, but is necessary for creating a solid foundation of 
known factors and proven facts upon which to build conclusions.
•  Reason (Social Skills): For Social skills, the Earth approach governs a 
character’s ability to get others to think rationally, set aside their emo-
tions, and remember their duties and responsibilities. It is also used 
for instruction, keeping subordinates in line, and maintaining order.
•  Withstand (Martial Skills): For Martial skills, the Earth approach is 
based around endurance. Any task can be accomplished with effort and 
tenacity in sufficient measure. An Earth approach to a Martial task is 
often cautious, moving slowly to avoid pitfalls or exhaustion.
•  Prepare (Trade Skills): For Trade skills, the Earth approach is based 
around acquiring resources via physical toil. It can also let a character 
create a proper inventory, manage goods, and store goods safely.
Fire
The Fire Ring represents a ferocious, direct, and inventive personality. 
This approach is explosive and intense, as the character works to get re-
sults no matter the cost to themselves or others. A character with a high 
Fire Ring value is likely to be passionate, curious, physically strong, oc-
casionally brusque, and a fast learner.
The Fire approaches for each skill group are as follows:
•  Invent (Artisan Skills): For Artisan skills, the Fire approach allows a 
character to draft and create wholly new works, turning raw materials 
into novel pieces of art.
•  Theorize (Scholar Skills): For Scholar skills, the Fire approach is 
creative and energetic, attacking the problem with vigor and interest 
to come up with solutions none have considered before. It allows a 
character to extrapolate what things might be and might be to come, 
connect the dots, and identify absences in a subject or environment.
•  Overwhelm (Martial Skills): For Martial skills, the Fire approach 
generally relies on a burst of power, speed, or agility to overcome a chal-
lenge in one fell swoop. Such tactics are aggressive, no-holds-barred dis-
plays of force that can frighten onlookers. A Fire approach epitomizes 
the burst of adrenaline to fight or flee, the kiai of an attack move in the 
martial arts, or the battle cries of a host of Matsu berserkers.


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