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.