Hachigoku はちごく 八国: A reworking of the Legend of the Five Rings RPG from both a setting and system viewpoint. I do not claim any ownership of L5R; this is purely a not-for-profit exercise in fun. And you're invited.

Sunday, January 29, 2012

I'm doing stuff! No, really!

Between work and reading for classes, the last week has been sparse for rules, yes? Sorry about that. Rules for courtly duels, sumo duels, and the Romance duels have been in the works. In the meantime, I've also been assembling a whopping big list of NPC's across all the L5R books for use later. Such as describing with mechanics who's at the head of each Uji when I write the Uji chapters.

And seriously, why the hell do so many 1st Edition characters have Clear Thinker Advantages? You'd think the Scorpion would never have had a single plot ever work because of that...

Oh. Scorpion Clan Coup. And Hidden Emperor. Makes so much sense now...

Wednesday, January 25, 2012

Duels: Iaijutsu & Taryu-jiai

Here's the redesign of Dueling, although this only covers the Iaijutsu and Taryu-jiai. The others are still in the works, but there is Cicero and Aristotle (yep, he continues on and on and on...).


Duels

Dueling over matters of honor, be it regarding justice, vengeance, bravery, or renown of skill, is a common occurrence in Hachigoku. The Dueling Rules, it should be emphasized, reflect a variety of highly ritualized, culturally specific methods of competition. They do not necessarily reflect every duel. When two bushi square off, weapons drawn, ready to duel over a point of honor, this is no less legal or honorable than the revered Iaijutsu Duel described here, yet it follows the regular combat rules of Skirmishes, and not Duels. Furthermore, except in the case of the Shiken, duels are always between two individuals. Any interference from outside these two disturbs the focus and purity of the duel, and play continues using whatever normal rules (combat, Skill, etc.) are required. A duel that happens in the middle of a battle, for instance, is almost never going to be an iaijutsu duel.

The Dueling Rules cover these specific kinds of combat: the Iaijutsu (one-strike duel), the Taryu-jiai (shugenja duel), the Shiken (artistic duel), and Sumai (sumai duel).

Oh, and Romance. In Hachigoku, Romance is a duel as deadly as any other.

Iaijutsu
When two duelists agree to an iaijutsu duel, each squares off against the other, wielding only katana. Each katana is sheathed, the saya positioned for swift, deadly draw. One strike can mean victory. If the duel is one of skill, then the bout ends after a single strike. If the duel is to the first blood, then the duel ends after the first Wound is inflicted, and a regular skirmish ensues if neither strike successfully with their Iaijutsu rolls. The same rule applies if the duel is to the death.

Judgment: Each duelist makes an Iaijutsu/Awareness roll (TN 10). Success allows you to know one fact about your opponent. You can make Raises on this roll, each Raise granting you an additional known fact.

Facts possible include:
  • Opponent's Iaijutsu Skill Rank.
  • Opponent's Void Ring Rank.
  • Opponent's Agility Trait Rank.
  • Opponent's Strength Trait Rank.
  • Opponent's Insight Rank.
  • Opponent's current Wound Penalties.

After this roll, either opponent may declare the other the winner. It is not cowardly; to recognize another's superiority without bloodshed is an honorable act. If the duel was to the first blood, the loser often gives themselves a Wound by their own katana. If the duel was to the death, seppuku by the loser would be called for. If both duelists disengage, the duel is over. If an opponent chooses not to disengage when the other has declared them victor already, it is considered a dishonorable act. If the duel continues, it's time to Focus.

Focus: The duelist with the highest Awareness roll in Judgment decides who Focuses or Strikes first. In the case of ties, the decider is the one with the highest Awareness, Void, or Void Points, in that order. Each duelist begins with a TN to be Hit of 5. The chosen duelist decides whether to Focus or Strike. If Focusing, the TN to be Hit of both opponents raises by +5 (some special abilities may alter the point value; consider each increment a separate Focus). Now the other duelist has the opportunity to Focus or Strike. This continues back and forth until one duelist calls for a Strike, each Focus raising the TN to be Hit. You can only Focus a number of times equal to your Void Ring Rank, or spend a Void Point for an additional Focus beyond that. Certain Skill, Advantage, or Okuden rules may allow you to Focus additional times as well.

Strike: When the duelist calls for the Strike, his opponent has the opportunity to strike first. The foe rolls Iaijutsu/Agility (TN 5 + Focuses). If unsuccessful, or the opponent is still conscious and able to strike, the other duelist has their opportunity, making the same roll with the same TN, except figured removing the last Focus (which usually just means -5, but special abilities may alter that number). If this strike is also unsuccessful, or the duel is to the death, the duel may continue as a skirmish.

If successful, roll for damage as normal, with a +Xk0 bonus, where X is the total number of Focuses. You can also make additional Raises for additional damage as normal, or for other effects. For instance, you could make 3 Raises for narrative embellishment: “I strike for no damage, but I slice the strings of his cotton pants, and they fall down.” Even if you do damage, you don't have to keep the highest dice, of course. This may be important to remember if the opponent is, say, your daimyo's heir.

Both duelists gain Honor and Glory Points as appropriate.

Taryu-jiai
The taryu-jiai is a ritual developed by shugenja over the centuries to test their magical might against each other. Each duelist draws on the energy of the kami in a raw torrent of power, then trying to visualize and channel the magic in a single strike against the opponent. Such duels can involve kami of different elements, or a single element, depending on the challenge. It is not just a matter of summoning and hurling raw energy, however. The shugenja must exhibit control over the energy, usually by sculpting the strike into the shape of a weapon, monster, or other form. One legendary duel involved a Kuni shugenja dropping a glowing mountain on a prideful Kitsu shugenja.

Before the duel begins, each shugenja must declare which element they will be using. They may use the same or different elements, depending on the nature of the challenge. All rolls made during the duel involve the Mental Trait of the appropriate element.

Very rare duels involving Void as an element do occur, although such rarely manifest any visual evidence except Wounds.

Judgment: Each duelist makes a Spellcraft/Awareness roll (TN 10). Success allows you to know one fact about your opponent. You can make Raises on this roll, each Raise granting you an additional known fact.

Facts possible include:
  • Opponent's Spellcraft Skill Rank.
  • Opponent's Void Ring Rank.
  • Opponent's Trait Rank (whichever Trait is involved in the duel).
  • Opponent's Insight Rank.
  • Opponent's current Wound Penalties.

After this roll, either opponent may declare the other the winner. It is not cowardly; to recognize another's superiority without bloodshed is an honorable act. If the duel was to the first blood, the loser often gives themselves a Wound by their own katana. If the duel was to the death, seppuku by the loser would be called for. If both duelists disengage, the duel is over. If an opponent chooses not to disengage when the other has declared them victor already, it is considered a dishonorable act. If the duel continues, it's time to Focus.

Focus: The shugenja with the highest Awareness roll in Judgment decides who Focuses or Strikes first. In the case of ties, the decider is the one with the highest Awareness, appropriate element-linked Mental Trait, Void, or Void Points, in that order. Each duelist begins with a TN to be Hit of 5. The chosen duelist decides whether to Focus or Strike. If Focusing, the TN to be Hit of both opponents raises by +5 (some special abilities may alter the point value; consider each increment a separate Focus). Now the other duelist has the opportunity to Focus or Strike. This continues back and forth until one duelist calls for a Strike, each Focus raising the TN to be Hit. You can only Focus a number of times equal to the Ring Rank of the element you are using, +1 Focus if its your Affinity, -1 Focus if its your Deficiency, or spend a Void Point for an additional Focus beyond that. Certain Skill, Advantage, or Okuden rules may allow you to Focus additional times as well.

Strike: When the duelist calls for the Strike, his opponent has the opportunity to strike first. The foe rolls Spellcraft/Mental Trait (TN 5 + Focuses). If unsuccessful, or the opponent is still conscious and able to strike, the other duelist has their opportunity, making the same roll with the same TN, except figured removing the last Focus (which usually just means -5, but special abilities may alter that number). If this strike is also unsuccessful, or the duel is to the death, the duel may continue, skipping Judgement and moving straight to Focus.

If successful, you can describe the Strike, imbuing it with bonus effects equal to the number of Focuses. Also, you inflict Wounds. The damage roll breaks down as follows:
  • Ring Rank of Element (X): +Xk0
  • Number of Focuses (X): +Xk0
  • Insight Rank (X): +0kX
  • Affinity in use: +0k1
  • Deficiency in use: -0k1

Any abilities that grant you bonuses to spellcasting rolls involving certain elements apply to both your Specllcraft and damage roll as appropriate. Additionally, you can still make more Raises on your Spellcraft roll for either bonus effects or increased damage, as normal.

If your Spellcraft roll is unsuccessful, you suffer a backlash of magical energy as the kami punish you for usurping control over them with pure willpower. Roll XkX, where X is the number of Focuses you claimed in your Spellcraft roll, for damage to yourself.

Both duelists gain Honor and Glory Points as appropriate.

Tuesday, January 24, 2012

The Rest of Glory: Infamy, Seppuku, and Marriage.

So I was working on the Romance rules for the L5R stuff, figuring out how to integrate Houses of the Blooded rules, and thinking how to those would work best mechanically in L5R. Then I realized the basic rules were already.

The Duel. Romance is a duel. And as deadly as any swordfight. Because if you fail, you die. At least in every good samurai drama I've ever seen. Romance leads to Doom. And you still take up the challenge every damn time. That's how Romance and Bushido intersect. Because you can't be afraid of the Doom.

So that puts Romance in the Duels section, before Combat and Warfare. Combat will probably be renamed Skirmish to keep the theme going. And means the Glory rules are done. Because here's the final bits, including what the basic benefits of Glory are. And Infamy. Sweet Infamy. And a bit on marriage.

Oh, just read the damn thing.


Infamy
You might have gone too far. You might not have gone far enough. Whatever you have done, the road back to Glory is blocked with formidable obstacles. Hachigoku no longer judges you as moving towards or away from an honorable life; it judges you incapable of Honor. Now you are to be feared and reviled, even though your position or the extent of your villainy is phenomenal. They may still be forced to deal with you because of your status or their oaths, or even forced to contend with your legend. When your Glory becomes Infamy, you immediately lose all Glory Points and your Glory Ranks are replaced with an identical amount of Infamy Ranks.

In addition to the extreme penalty of impurity, other ways to transform Glory to Infamy include:

Murder: Any act qualifying as murder costing your Honor Ranks results also in Infamy if made public.

Ronin/Exile: Being made ronin or being exiled does not necessarily make one instantly Infamous. However, it does have an impact on your Glory and Infamy. If exiled by an uji or other faction, lose 1 Glory Rank. If exiled from all Hachigoku, you're reduced to Glory Rank 0. If made ronin, you're reduced to Glory Rank 0. If you already have Infamy, these changes in fortune do no nothing to your Infamy Rank, and if they are coupled with a change to Infamy (an Imperial decree reveals your Infamous act as reason of exile, for instance) only result in a change to Infamy Ranks equal to your former Glory Ranks, and the loss of Glory Points. If you refuse to recognize being ronin or exiled, or violate exile without the appropriate permission, your Glory (even if you have 0 Ranks) becomes Infamy.

Taint: Any public revelation of Taint or maho use results in Infamy. Further Taint or maho use has no effect on your Infamy, however.

Acts that lose you Glory cause a loss of recognition and force of reputation as Hachigoku pulls away from you, hoping to shame you back into honorable ways by withdrawing respect. Some acts, though, are too dark, too disgusting to be brushed away or suffer mere disapproval. These crimes against the Celestial Order instead result in transforming your Glory into Infamy. Your misdeeds have gained you fame of the worst kind. You are a force to be reckoned with. People will never respect you, but they will fear you. Not only for what you have done and can do, but for the spiritual disturbance your existence confronts within the Celestial Order.

You might be okay with that.

Infamy follows the same general rules as Glory; you have Infamy Ranks now, and gain or lose Infamy Points. Once you're Glory becomes Infamy, what once was forbidden becomes a credit to your villainy. What was once praised lessens your Infamy. This is not a complete reversal, however, for while it affects almost all activities, not all changes are in exact proportion. Infamy Points follow the same rules as Glory Points, except as follows:

Acts of Virtue & Vice: Acts of Virtue now lose you Infamy Points, and Acts of Vice gain you Infamy Points.

Duels: Challenges do not gain you Infamy Points, but victories still do.

Gifts: No one praises gifts from the Infamous. No Infamy Points.

Arts: No one is inspired by the works of the Infamous (or at least, no one will admit to be). No Infamy Points.

Bugei & Low Skills: A greatly skilled villain is a villain to be feared. You gain the same Infamy Points for increasing both your Bugei and Low Skills.

Promotion: A higher status villain is certainly more Infamous. Gain Infamy Ranks as if they were Glory Ranks.

Demotion: And a lower status villain is less feared. Lose Infamy Ranks as if they were Glory Ranks.

Discipline Okuden: Gain Infamy Ranks as if they were Glory Ranks, although expect a great deal of difficulty (perhaps even refusal) from your sensei and fellow students in the dojo.

Warfare: Gain and lose Infamy as if it were Glory. A victorious general is to be feared; a losing one to be scorned.

Defeat: Lose Infamy Points as if they were Glory Points.

Ronin/Exile: Has no further effect on your Infamy.

Impurity: Has no further effect on your Infamy.

Dark Whispers: Has no further effect on your Infamy.

Regaining Glory
Going from Glory to Infamy can be startling but clear. Returning to Glory is another matter. Any act glorious enough to overcome the fear and revulsion you normally inspire is no small event. At the GM's discretion some notable act of Honor may accomplish the feat, but an act of extreme Glory lacking proportionate Honor will not transmute your Infamy. Three of the chief ways to return to Glory include:

Quest: If a superior sets you upon a quest of danger and sacrifice to cleanse you and give your faction great Glory, you may redeem your Infamy. To do so, you must gain gain enough Honor Points from completing the quest equal or greater than both your Infamy Rank and the Glory Rank of the superior who gave you the quest. Once accomplished and acknowledged, you lose all Infamy Points and your Infamy Ranks are replaced with either the same amount of Glory Ranks or with Glory Ranks equal to the superior's (whichever is lower).

Restoring the Celestial Order: If you can claim victory over any enemy to the Empire outside the Celestial Order (as defined earlier) whose Threat Rank, highest Ring Rank, or Infamy Rank exceeds your Infamy Rank, and it's acknowledged by a superior, you are redeemed. You lose your Infamy Ranks and Infamy Points, replacing them with an equal number of Glory Ranks.

Supreme Virtue: If you commit an Act of Virtue with supreme sacrifice (usually your own death), and a superior acknowledges it, you lose all Infamy Ranks and Infamy Points and replace them with an equal amount of Glory Ranks. This is often posthumous.

Using Glory & Infamy
Your reputation can cause both awe and admiration, or fear and revulsion. Any of these reactions can prove useful. First, you must have made your reputation known. Whenever you make a Social roll, you can spend a Glory Points equal to your Glory Rank for a +XkX bonus, where X is your Glory Rank. While the general outcome fits your intention, the result will likely have a positive or negative feel: a samurai rushes to fulfill your request with a sense of pride, or the geisha succumbs to your seduction trembling and ashamed.

Your fame likely precedes you. Whenever two characters meet who are unknown to each other, either can attempt to gauge the identity of the other based on Glory. Doing so requires an Etiquette or Politics/Awareness roll (TN 30). They gain an Xk0 bonus to the roll, where X is equal to the Glory Rank of the one being identified.

Certain Skills and Disciplines also make use of your Glory Rank, as do the Warfare and Duel rules.

Seppuku
Seppuku (“chest-cutting”) is Hachigoku's most exalted form of regaining lost honor. The exact circumstances and nature of seppuku will be covered in the culture chapter. This section strictly covers the game mechanics.

You can commit seppuku after any action that loses you Honor or Glory. Or if you fervently disagree with the orders of your superior, the implication being that following them would either dishonor you or ultimately dishonor them, and seppuku would prevent such a no-win situation. In either case, you must have permission from your superior; seppuku is considered an honor that must be allowed, not a punishment one can inflict by yourself. Only if you contacting your superior is beyond your ability, such as in the midst of Warfare or deep in the countryside or wilderness, is unsanctioned seppuku considered acceptable. You might attempt it otherwise, but doing so would be considered an Act of Vice and not Honor, even if it forestalls greater Honor or Glory losses.

It's important to note that seppuku is only for the samurai caste, and while samurai belonging to an uji do have an immediate superior and a chain of fealty and command past that, ronin do not. Any uji samurai is a superior for these purposes. Thus, a ronin must ask an uji samurai for permission. Most will be reluctant to interfere with the honor of a ronin, and refer the case to their superior, who often passes it on up to the daimyo. Stories of ronin petitioning daimyo for seppuku are actually fairly common, if not an everyday occurrence. They usually seek out smaller uji daimyo; larger uji rarely take the matter seriously enough to bother their daimyo. For a ronin to petition the Usagi daimyo for seppuku is not unheard of, but for one to petition the Akodo daimyo is presumptuous at best, insulting at worst.

There are no mechanics for the rituals surrounding the seppuku or performing seppuku itself. Doing so is a grave matter, and whether witnessed or attempted a matter that should be undertaken for dramatic effect, agreed upon by those Players concerned, and not subject to the whim of dice. Feel free to develop your own mechanics (usually a series of Kenjutsu, Honor, and Willpower rolls) if you disagree.

The aftereffects of the seppuku are another matter. If a seppuku is successfully completed (meaning either the final cut occurred without crying out shamefully, or the beheading was swift and clean before a shameful cry was uttered), all Honor and Glory losses the seppuku was requested for are canceled. And yes, a samurai condemned to being exiled or made ronin could appeal for seppuku, even to a superior from another uji.

It happens more often than you think. It is granted less often than the condemned hope.

Marriage
Marriage for samurai is a glorious affair. Once a marriage takes place, the spouse with the lower Glory Rank has it raised to be 1 Glory Rank less than their partner. Whenever a spouse gains or loses Glory Ranks, the other gains or loses Glory Points equal to the new total Glory Ranks. This is a Glorious marriage.

An Infamous marriage operates a bit differently. If one spouse has Infamy, the spouse with Glory has their Glory Ranks reduced by the Infamy Ranks of their new partner. If both spouses have Infamy, then the spouse with the lower Infamy Rank has it raised to be 1 lower than their partner. Whenever the spouse gains or loses Infamy Ranks, the other gains or loses Infamy Points equal to the new total Infamy Ranks.

Marriage gives additional benefits using the Season rules, as well.

Sunday, January 22, 2012

Thoughts on Disciplines and Schools

I'm just going to take a minute here (and stall on reading more Aristotle, because I just spent hours reading Plato) to talk about Disciplines.

Yes, they're Schools. Big whoop. And Path Disciplines are Paths and Advanced Disciplines are Advanced Schools. Naturally.

Now, the kicker is how incredibly complex and frankly bloated the entire corpus of Schools got to be under all the Editions. Sometimes it made perfect sense. And sometimes... not.

So what I want this initial overhaul to do is pair all the schools down to 10 per profession. So, 10 Bushi Disciplines, 10 Shugenja Disciplines, 10 Teishin (Courtier) Disciplines. And 10 Gakusho Disciplines. And 6 Ronin Okuden, +4 Ronin Advanced Disciplines.

For the Bushi, Shugenja, Teishin, AND Gakusho there are 7 Disciplines that are considered basic, most popular styles. These are found throughout Hachigoku in various "dojo," and each of those will have 1 Advanced Discipline and 2 Path Disciplines. The other three in each profession will have no Advanced Disciplines (due to history and resources), but will have a single Path Discipline.

A lot of these will be reinterpretations of old Schools, of course, but some will be brand spanking new and tailored for these alternate rules.

Since grabbing all my various notes is a constant chore, putting a list up here will help me consolidate. It's not complete, by any means, and subject to change.

Bushi

The 7:
Akodo Bushi Discipline; Soul of Thunder Advanced Discipline; Katai Sekko Path; Akodo Yari-sha Path
Bayushi Bushi Discipline; Kochako Sekko Advanced Discipline; Nanbu Kenshi Path; Bayushi Kenshi Path
Hida Bushi Discipline; Hida Avenger Advanced Discipline; Hida Tetsubo-sha Path; Tsuru's Kishu Path
Kakita Bushi Discipline; Kakita Odoriko Advanced Discipline; Kakita Kenshinzen Path; Tsume Bushi Path
Mirumoto Bushi Discipline; Zurui Kenshi Advanced Discipline; Dragon's Flame Ito Path; Dragon's Claws Mosenshi Path
Shiba Bushi Discipline; Shiba Chanbara Advanced Discipline; Shiba Naginata-sha Path; Shiba Kenshi Path
Shinjo Bushi Discipline; Shinjo Metsuke Advanced Discipline; Shinjo Ito Path; Moto Mosenshi Path

& 3:
Daidoji Bushi Discipline; Nobuto Bushi Path
Tsuruchi Bushi Discipline; Tsuruchi Kyoukan-sagasu Path
Yoritomo Bushi Discipline; Watanabe Anjin Path

Shugenja

The 7:
Agasha Shugenja Discipline; Dragon Channeler Advanced Discipline; Agasha Ikakeya Path
Asahina Shugenja Discipline; Asahina Onmyoji Advanced Discipline
Isawa Shugenja Discipline; Elemental Guard Advanced Discipline; Isawa Taryu-jiai-sha Path; Asako Inquisitor Path
Kitsu Shugenja Discipline; Kitsu Soden-senzo Advanced Discipline; Kitsu Sohei Path
Kitsune Shugenja Discipline
Kuni Shugenja Discipline; Kuni Yamabushi Advanced Discipline; Kuni Heika Path; Kuni Hari-sha Path
Soshi Shugenja Discipline; Soshi Metsuke Advanced Discipline; Soshi Taryu-jiai-sha Path; Kuroiban Shugenja Path

& 3:
Iuchi Shugenja Discipline; Iuchi Traveler Path
Tamori Shugenja Discipline; Tamori Yamabushi Path
Yogo Shugenja Discipline; Yogo Natsuin-sha Path

Teishin:

The 7:
Bayushi Teishin Discipline; Bayushi Bengoshi Advanced Discipline
Doji Teishin Discipline; Doji Bensha Advanced Discipline; Hiramichi Shounin Path
Ide Teishin Discipline; Ide Sage Advanced Discipline
Ikoma Teishin Discipline; Ikoma Omoidasu Advanced Discipline
Kitsuki Teishin Discipline; Kitsuki Kyougishukan Advanced Discipline; Kitsuki Kenshi Path; Kitsuki Metsuke Path
Miya Shisha Discipline
Otomo Teishin Discipline; Roju Teishin Advanced Discipline; Otomo Metsuke Path; Otomo Bensha Path

& 3:
Chukan Teishin Discipline
Kakita Shokunin Discipline; Kakita Teishin Path
Yasuki Teishin Discipline

So, there are a lot of holes there, and I haven't made any firm decisios about the Ronin or Gakusho either... And a lot of names changed or moved around from previous books and some things I just have to make up. But there's still the first two chapters to finish a rough draft of anything. But I'll keep updating this list.

Glory, but not quite the whole Story

Okay, so here's what I have Glory rules. For now. It's still got just a few more touches: specifically what you actually do with your Glory Points and Ranks, and what Infamy is and does. And seppuku. Can't have L5R without some sweet seppuku (which probably won't have mechanics for the actual act).

Part of the plan is that there are at least three crimes not listed under losing Glory: Murder, the Taint, and Blasphemy. Commit those three and your Glory becomes Infamy, but it doesn't change your Rank. You're a famous villain after all. If any other act involving a Glory loss involves one of those three, you negate the loss by becoming Infamous. Don't quite know how you become Glorious again though. Should be hard but not impossible.

As for what use Glory should do? Well, besides the individual uses from various Disciplines (oh those mysterious Disciplines I keep hinting at... oh come on, we know they're just Schools with a fancy schtick; but who makes the cut?). Burn a Glory Point for a Social roll bonus, like the Honor roll. That's a good one. Also, useful for other Skills, like Sincerity, Etiquette, Oratory... And an Oratory (Bragging) roll can definitely give you a bonus in Warfare. But we still have those rules later, yes?

So, on to...


Glory

Glory is a measure of your fame, mostly from personal accomplishment. It is subjective and can vary wildly depending on a character’s location and deeds. A renowned duelist, for instance would have a greater amount of Glory than a minor clerk in the Imperial library, even though such a position would be one of high honor. High Glory does not impose obedience from others, but it does command respect. Glory can be a burden, though, as he will often find himself recognized when he doesn’t want to be. While Glory is independent of status, it can lead to higher status; Hachigoku loves its heroes.

Glory Ranks
Like Honor, Glory is measured in Ranks. Unlike Honor, Glory Ranks do not have a finite scale, but your Glory cannot go below Rank 0 (a complete unknown, or someone not worth respecting), nor can it exceed your highest Ring Rank. Your Glory must be not only earned, but deserved. Since your Rings represent a unity of physical, mental, and spiritual qualities divided into defined aspects, others instinctively assume that your worth (Glory) cannot exceed the general level of achievement you are capable, despite “spikes” in your magnificence.

Gaining Glory
Glory Ranks are even more fluid than Honor Ranks, and somewhat more capricious. They rise and fall not only according to your actions, but by their recognition. Who sees you commit honorable or glorious acts is important, even though Glory functions much like Honor. Like with Honor, you gain or lose Glory Points, although instead of this happening immediately the change does not occur until the end of the Story. Once you have more than 10 Glory Points, your Glory Rank rises and you lose all your Glory Points, resetting at the next highest Glory Rank. This occurs as stories of your achievements begin circulating throughout Hachigoku at the end of a Season. There is no limit to your Glory Rank other than your highest Ring Rank, but if you have already reached that limit your Glory Points do not vanish at the end of the Season, but carry over into the next. If you gain or lose Glory Ranks instead of Glory Points, these changes do not affect your Glory Points.

It is easier for a lower Glory Rank character to acquire Glory Points than it is for higher Glory Rank characters. What seemed more impressive for an unknown to perform appears commonplace for a legend. And it should be more difficult, as resting on the benefits of previous success would hardly motivate someone worthy of Glory to attain greater heights.

Recognition is important for Glory. People must be able to testify about your actions, either because they witnessed them or have the authority to proclaim them. Whenever you would normally gain or lose Glory Points, the gain or loss is affected by this. If those who witness your action are of the same caste and the same social status, the Glory Point award is not affected; you gain the normal amount. If someone who would be your superior but is of a different faction witnesses or proclaims your action, you gain additional Glory Points equal to your Glory Rank; this bonus is added at the end of the Story, and only once. If someone who is your superior and within your faction witnesses or proclaims your action, you gain additional Glory Points equal to twice your Glory Rank, and only once at the end of the Story.

There may be those who do not want their accomplishments and life to be known facts trumpeted throughout Hachigoku. This includes both those who believe that fame corrupts, and those who prefer their lives anonymous because renown would impair their ability to function, hampering their use to their daimyo or just themselves. Glory can become dangerous to both the body and soul.

If you wish to hide your worth, make sure to perform actions that affect your Glory away from witnesses. At least those who can affect it. If a heimin witnesses a samurai perform some action, either noble or shameful, not enough of those in the samurai caste will heed the story for it to affect your Glory. However, a daimyo's spies might hear the story, and pass it on to be used at the right moment. Usually the wrong moment for you. If others of your caste know, and you want no Glory, it depends on who it is. If they are of your wa, they can choose to keep it secret. If they are not of your wa or superior in status, such stories have a way of circulating regardless of your wishes. If the story is known only to someone of authority (whether in your faction or not), it is their decision whether to promote or ignore your actions publicly. Likely they will do whatever suits their purpose, hiding the acts of their spies and assassins (ad publicizing those of their enemies) while bragging about their generals and duelists (or ignoring the accomplishments of their enemies). Of course, they may simply view Glory as an impediment to purity in some fashion. Thus why so few Bayushi and Mirumoto samurai have high Glory Ranks, and why Akodo and Doji samurai often seem overinflated.

Another way to avoid Glory gains is to allow another to take credit for the action; they gain Glory Points as if they had performed the action. It must be possible for them to have performed the action, however, so you can't transfer credit for an event everyone knows they weren't involved in, or for things like increasing Discipline or Skill Ranks. You can even try to steal credit for another Glory gain with the Sincerity Skill, with the same conditions (and as an Act of Vice).

Ways to gain Glory include, but are not limited to:

Acts of Virtue: Whenever you gain Honor Points for an Act of Virtue, you may gain Glory Points equal to your Glory Rank.

Duels: While accepting a challenge gains you no Glory Points, actually issuing challenges does. You gain 1 Glory Point every time you issue a challenge to a duel legally. That legally is important; samurai who simply pick fights for the thrill of it are not seen as glorious, but reckless and willing to throw their lives away frivolously. A life that belongs to their daimyo, not to themselves. If you are victorious, you gain Glory Points equal to the amount of Honor Points you gained, plus Glory Points equal to the difference between your Glory Ranks if your opponent's was higher. If this is a group competition (such as occasionally happens at court), use the highest Glory Ranks on each side.

Quests: Whenever you complete a quest given to you by a superior worth Honor Points, that superior can choose whether to give you recognition in the form of Glory Points equal to his Glory Rank.

Gifts: Receiving gifts can be a glorious thing, but only if they are exquisite and given to the right people. To earn Glory Points, a gift must be of at least Fine Quality or magical. Also, it must be given publicly and with proper etiquette to someone by someone with a higher Glory Rank. You receive Glory Points equal to the Glory Rank of the giver.

Arts: If you make an object or performance worthy of being an artwork that would normally gain you Honor Points, you can make sure it is beheld publicly to increase your Glory. The product is worth Glory Points equal to the Rank of the Skill used. This is a single award, and it must have a wide circulation. A private performance for only a couple of guests or a work that is given as a gift to another does not qualify.

Bugei Skills: Bugei Skills are tools to increase the might and prestige of your uji, a glorious endeavor. Thus, increasing your Skill Ranks is seen as a glorious way to spend your time. Whenever you increase a Bugei Skill Rank higher than your Glory Rank with Season Actions, you gain 1 Glory Point at the end of the Season.

Discipline Okuden: The demanding dedication mastering a Discipline's Okuden requires is an incredibly glorious undertaking. Every time you gain a new Disipline Okuden, and your superiors publicly acknowledge and honor you for it, you gain an additional Glory Rank.

Promotion: As your status within an uji rises, the additional responsibilities and honors heaped upon you have their effect. Whenever you are given a significant promotion (such as a military one from hohei to nikutai, or an appointment as hatamoto) and your superiors publicly acknowledge and honor you for it, you gain an additional Glory Rank. Often a daimyo may not wish to make such a promotion known, such as if promoting you to being his spymaster. Unless he is clever, and wants you well-known as a cover for the real spymaster...

Warfare: Samurai are often referred to as “those who make war.” Engaging in warfare through battles is often considered by many to be the only “true” way to gain Glory. How, when, and how much Glory you gain is covered in the Warfare rules.

Restoring the Celestial Order: Whenever you earn Honor Points for “restoring” the Celestial Order, you may likewise earn an equal amount of Glory Points.

Losing Glory
The fall from Glory is a sharp descent compared to the long climb up. Word of your misdeeds also travels faster than stories of your former heroism. Whereas Glory Point gains do not affect your Glory Rank until the end of a Season, the losses affect you at the end of the Story. If you lose more Glory Points than you have at the end of the Story, you lose a Glory Rank. Your total Glory Points reset to 0, just as if you had gained a Glory Rank.

While Glory losses are more severe than Glory gains, however, your prestige does offer some protection. It's hard to believe that a great hero would engage in villainy. Whenever you are accused of an act that would cause you to lose Glory Points, you can make a Glory roll. Roll XkX, where X is your Glory Rank. The TN equals 5 x the potential Glory Point loss. This only aids against an accusation, not against an act extensively witnessed, or against anything shameful enough to result in a direct loss of Glory Ranks. If successful, you reduce the loss to 0 Glory Points.

Glory losses include, but are not limited to:

Acts of Vice: Whenever you lose Honor Points for an Act of Vice, you may lose Glory Points equal to your Glory Rank.

Low Skills: Whenever you use a Low Skill, you lose Glory Points if your Skill Rank is higher than your Glory Rank. The Glory Point loss is equal to the difference between them. While whatever you were doing probably also qualified as an Act of Vice, people are less willing to believe your culpability if your aptitude is less than your reputation.

Defeat: While defeat may not necessarily be dishonorable, it certainly is criticized. If you are defeated in combat, and the highest Threat Rating or highest Ring Rank of your opponents is lower than your Glory Rank, you lose Glory Points equal to twice the difference. Combat can include any competitive “duel” as well, including taryu-jiai or court competitions. If you are defeated by humans considered not of the samurai caste at all (ninja, heimin, gaijin, etc.), you lose a Glory Rank. You do not suffer any Glory loss if you are defeated by nonhuman creatures, such as nezumi or Shadowlands creatures. They are either beneath notice or considered horrors no normal samurai should have to face.

Demotion: If you lose an appointed position or drop in military rank by order of your superior for any shameful action that involves a loss of Glory, you lose a Glory Rank. If the demotion is accompanied by a public reprimand, you lose 2 Glory Ranks instead.

Ronin/Exile: If your uji exiles you from lands they control, you lose 2 Glory Ranks. If you are made ronin, either by decree or ill fortune, or exiled by Imperial decree from Hachigoku entirely, your Glory Rank is reduced to 0. You'll have to start rebuilding your Glory from the ground up.

Impurity: If you lose any Honor Points for impurity, you lose Glory Points equal to your Glory Rank. If you lose any Honor Ranks, you lose the same amount of Glory Ranks. If you an act of impurity would reduce you to Honor Rank 0, however, you lose no Glory. Instead, your Glory becomes Infamy.

Dark Whispers: If anyone you are connected closely with, such as a blood relative, sensei, wa member, or daimyo commits an act that costs them Glory Ranks (not Points) or leads to Infamy, you lose a Glory Rank.

Friday, January 20, 2012

Honor Is Stronger Than Steel. (Write this on the blackboard 1 Billion times, please.)

Here is part 1 of the On rules. First up: Honor. I doubt I'll finish Glory tonight, but who knows? I keep wanting to do some other special ability for Honor... but I think that works fine without making it useless. Or penalizes you for daring to use it. And there are plenty of Disciplines that make use of Honor anyway, yes? And streamlines how you gain and lose Honor immensely. NO MORE CHARTS!

On

Usually translated as either “respectability” or the more popular “face,” On (long “o” vowel sound) is the measure of a man’s respect. Respect from society and respect for himself. Often, Rokugan is more concerned with appearance than truth; being considerate of others can win you many favors, while being inconsiderate can cost you your life. A samurai with no On has been disgraced and may only save his On by committing seppuku. Rokugani are respectful of other each other because causing a “scene” brings a loss of On to both parties. Discipline is very important in Rokugan, and showing a burst of emotion means you have lost “face.”

Yes, this is a gross oversimplification. Books over the centuries cannot reach precision on the matter, so don't expect justice in a single paragraph. Take it as a starting point.

So what does that mean to a player? On is divided into two secondaries: Honor and Glory. Honor is your measure of self-worth, dictated by an adherence to Bushido, the ancient code of the warrior (at least, ancient in Hachigoku). Glory is a measure of how well known and famous (or infamous) you are in the Empire.

Both of these may play into your status within the social hierarchies of Hachigoku, but while this may entail titles and responsibilities with very real everyday effects, your position in the Celestial Order is not simply ranked by a single statistic.


Honor

Generally, Honor is your integrity. It is not a straitjacket. It does not determine how you behave; how you behave determines what it is. 

While Honor is largely an internal concept, it is not entirely so; it also reflects how others perceive you. If it were purely an internal matter, it could quickly become irrelevant. The greatest of villains merely believed themselves misunderstood but honorable souls. In reality, even the most loyal and cold-hearted Bayushi assassin can only lie to himself so much before he realizes how others perceive his dishonorable actions. Although many uji place different stigmas on different activities, there is a general agreement that a number of actions are ultimately honorable or dishonorable. Thus, the effects and virtue of Honor itself is an objective observation, even if the intricacies and nuances are vigorously debated.

The Virtues of Bushido
Honor is largely defined by Bushido, the Way of the Warrior, a system of warrior beliefs and virtues pioneered by Akodo One-Eye, the Lion Kami, founder of the Akodo uji. Those who do not adhere to Bushido (pretty much anyone not a samurai, especially nonhumans and gaijin) have no Honor. They are considered to have an Honor Rank 0 for game mechanics purposes, although some Techniques and other abilities are completely useless against those with no Honor (ignoring the effective Rank 0 condition). Actions which adhere to Bushido are honorable, and actions that violate Bushido are dishonorable. Some aspects of Honor are ingrained into Hachigoku's social customs as well, permeating society even beyond the samurai caste.

  • Gi (Honesty): A samurai is honest in all things. Truth measures the meaning of life so adhering to truth defines the course of the samurai’s life. Those who lead an honorable life are pure and have nothing to fear from the truth. Lies are a tool of the weak and shameful. Even the most dishonest teishin would agree; misdirection crafted from half-truths is always better than a bold-faced lie.
  • Yu (Courage): A samurai fears nothing; he must stand above his emotions. Courage is not the absence of fear, simply the determination to carry on regardless.
  • Jin (Compassion): A samurai goes out of his way to help others; a wise person tempers power with mercy. Mercy is a fundamental principle of the Celestial Order, and the man who spares his enemy is superior to him.
  • Rei (Courtesy): A samurai is always respectful in his dealings with others. Respect is more important than strength of arms to the fabric of the Empire. Order preserves the Empire; chaos destroys it. It is said that a well-armed society is a polite one; Hachigoku is VERY well-armed.
  • Meyo (Honor): The only true judge of a samurai is, in the end, himself. Honor is the binding force that elevates samurai above the common man. It cannot be truly defined, for those without any concept of honor will never understand. It is, ultimately, responsibility. The acceptance of the consequences of your actions, and the willingness to stand by and own them. No matter the cost. All other virtues of Bushido lead to meyo, yet meyo is required for all the other virtues to be practiced.
  • Makoto (Sincerity): Word and action are the same. A samurai’s word is the cornerstone of his reputation; he need not make promises, for every word he speaks should breathe certainty and sincerity.
  • Chugo (Duty): A samurai does not retreat from responsibility. All that exists has a purpose; to recognize and pursue that purpose is the virtue of duty. Even Emperors bow before the Heavens, and all should follow their examples. Duty to the Heavens, the uji, your daimyo, your immediate family, and yourself last of all.

Honor Ranks

Honor has 6 Ranks, from 0 to 5. A character with Honor cannot have it below 0 Ranks or above 5 Ranks.

  • Rank 0 (Honorless Dog!): You do not adhere to Bushido and mock those who do. You cannot be trusted, and would likely betray anyone for an advantage. Most criminals have this Rank.
  • Rank 1 (Untrustworthy): While you are hardly honorable, you are somewhat reliable. You have some veneer of virtue, a loose morality that even you won’t violate; you can be relied upon to act honorably if the threat of punishment is real. Bushido is imperfect and inconvenient, but not a bad ideal.
  • Rank 2 (What is Expected): You follow the tenets of Bushido to the letter, but still have qualms whenever it supplants your own desires. You believe in it, but sometimes Bushido is hard to understand. Still, you are generally honorable, and those who act selflessly are heroes in your eyes. This is the default Rank for most samurai.
  • Rank 3 (Exceptional): You have seen the strength of Bushido, and while you feel the temptations of “low” character, you resist them with some effort. Occasionally you allow yourself to ignore virtue for practicality, but these decisions haunt you long afterward.
  • Rank 4 (A Soul Above Question): You are a rarity, devoted to Bushido; little can turn you away from your duty and Clan. Others frequently admire you, but often view you as impractical and rigid. For you, honor is its own reward, and wipes away all failure.
  • Rank 5 (Strength of a Thousand Ancestors): The paragon of honor and the stuff of legends. Those who dare to question your honor only call their own into doubt. You are selfless, completely devoted to Empire, uji, and family.

Gaining Honor
Honor Ranks are fluid; they rise and fall according to your actions, being the demonstration of your understanding and adherence to Bushido. Your actions gain or lose Honor Points. Once you have more than 10 Honor Points, your Honor Rank rises and you lose all your Honor Points. Essentially, you “reset” at the next highest Honor Rank. This occurs as your soul digests the import and worth of your choices. Your Honor Rank cannot rise above 5, nor can you have more than 10 Honor Points at the end of a Story. If you are Honor Rank 5 with any number of Honor Points, only to be awarded enough Honor Points to put you above 10, you simply have 10 Honor Points.

Incorporating the consequences of your actions into your soul takes some time. After all, a single instance of virtue does not actually make one virtuous; you must know you are being virtuous and doing an activity to embrace your virtue. Only experience of habit can accomplish such a task. Thus, your Honor Rank does not actually rise until the end of the current Story. It is then that Honor Points reset. If your Honor Rank has not changed, your tally of Honor Points carries over into the next Story (and even the next Season).

It is easier for a lower Honor Rank character to acquire Honor Points than it is for higher Honor Rank characters. Climbing to the highest reaches of your soul is easier at first, because the demands on your soul become greater once you yourself are more honorable. Rising in honor should be difficult the farther you travel the path of Bushido, precisely because what was exceptional for an honorless dog is expected of a samurai with the strength of a thousand ancestors. But then, the benefits of actually being honorable rise as well.

Actions that gain you Honor Points can be divided into two broad categories: Acts of Virtue, and Acts of Excellence.

Acts of Virtue
Any time you perform a task in accordance with one of the tenets of Bushido, you gain Honor Points. However, these cannot simply be the execution of your obligations to anyone but yourself, and for no other gain that the correctness of the action itself. Thus, this is not concerning Actions as in a single die roll or momentary impulse. Honor Point awards for Acts of Virtue should occur at the end of a Scene, or even an entire Story so that their dimensions are adequately considered. Not that every deliberation, purpose, or effect possible is accounted for, but just so reasonable expectations are covered. Honor Point awards are for actions that are honorable but not required, or even harmful to you. Risk awards Honor. Duty requires Honor. There's a difference.

Example: Hida Jo discovers a wounded enemy general among the dead after a battle. He quickly seeks a shugenja to heal his wounds as a show of compassion once the fighting is finished. At the end of the Scene he should be awarded Honor Points. If he had to drag the wounded general through a hail of arrows, or brought him aid despite orders to leave no enemy alive, the Honor Points would be even greater. If, however, he aided the general just to gain reward from his daimyo, to use the general as a hostage, or for blackmail, or any number of ulterior motives honorable or dishonorable, there would be no Honor Points awarded.  
Whenever you perform an Act of Virtue, you gain 3 Honor Points if it was voluntary and for immediate gain, +3 Honor Points if it was a significant risk to yourself. The risk need not be immediately physical (although it usually is), but also an action that could (or does) imperil your Honor, Glory, status, or anything else of vital importance to you (family, uji, friends, the wa, all of Hachigoku, etc.). This danger must be clear before the action; acting in ignorance is not honorable. Acts of Virtue are defined as being in service to the Virtues of Bushido, and sometimes Acts of Virtue may even be appropriate to more than one Virtue. Then, you must subtract your current Honor Rank from the award, to a minimum of 0 Honor Points. So, an Honor Rank 2 samurai who performed an Act of Virtue with significant risk would be awarded 4 Honor Points (6-2=4), while an Honor Rank 4 samurai committing an Act of Virtue with no significant danger would gain no Honor Points (3-4=-1, round up to 0). Examples include, but are not limited to:
  • Gi: Acknowledging a superior opponent (this shows not only honesty in appraising another's skill, but your own). Giving a truthful report (this is usually required, but could likely be dangerous if it could damage or offend your daimyo; could also display Makoto).
  • Yu: Facing a clearly superior foe in the name of your uji, family, or someone or something else you have sworn to defend. Overcoming any attempt to coerce you into an action against your will, including magic.
  • Jin: Aiding a wounded enemy. Kindness to those beneath your status.
  • Rei: Enduring an insult to yourself. Politely ignoring another's dishonorable behavior. Sincere courtesy to your rivals (could also display Makoto). 
  • Makoto: Fulfilling a promise (could also display Chugo). Convincing another of your sincerity or belief (this cannot be an outright lie).
  • Chugo: Acknowledging responsibility for a superior's shameful action (could also display Makoto). Following orders despite personal misgivings. Protecting or furthering your uji or family's interest.

Acts of Excellence
Acts of Virtue put Bushido on display, encouraging others to uphold Bushido as well, but are open to interpretation and argument. Likewise, they put the actor at considerably more peril in return for a benefit that could be quietly internalized. Acts of Excellence are much more static, grounded, and prone to display. The Honor Points awarded by such Acts are not affected by your current Honor Rank, and rarely can they be accomplished without publicity.   

Duels: Accepting duels is always honorable, even if it is foolhardy against a clearly superior opponent. Or even against an inferior opponent (doing this may incur a loss greater than the reward, however). Duels need not be iaijutsu duels, although those are by far the most praised. They need not even be strictly affairs of combat—teishin, shugenja, and gakusho throughout history have developed several alternative methods of competition: the taryu-jiai of magic, Winter Court games, riddle challenges, etc. While accepting a duel is always honorable, and may even coincide with an Act of Virtue, increasing the Honor Point award, issuing challenges is not (of course, issuing the challenge may still coincide with an Act of Virtue itself). Broadly, duels are divided into three categories: to the victory, to the injury, or to the death. Duels to the victory are worth 1 Honor Point, duels to the injury are worth 2 Honor Points, and duels to the death are worth 3 points. Victory in any duel is worth the same amount Honor Points as acceptance. Thus, to accept and win a duel to the death is worth 6 Honor Points, and to challenge and win a duel to the injury is worth 2 Honor Points.

Quests: Accepting a quest from a superior (be it your daimyo, an elder relative, an Imperial official, a Fortune, etc.) and accomplishing it is worth Honor Points. This quest must involve significant danger to yourself, and fulfilling the quest's objective is worth a number of Honor Points equal to the Stories it took to complete (remember the limit of 10 Honor Points lest you be tempted to draw out a quest for an unnecessarily long time).

Gifts: Fulfilling the Virtue of Rei by giving gifts is a common activity among samurai, and forms the basis for the samurai economy (although not so much for the lower castes). Simple economic activity can, in fact, be cloaked in the illusion of gift-giving. Simple gifts, or those required by custom, will not gain you Honor Points; Fine Quality gifts or those given in true generosity, usually when you cannot afford to be giving a gift at all, or when doing so is disadvantageous to you do. You must give a gift to receive Honor Points, not receive, and it must not be to your superior. Such a figure demands everything you have and everything you all; “gifting” them anything is absurd. A Fine Quality gift is worth 1 Honor Point, while one difficult for you to give up (an object of sentimental value, an inherited gift, a supernatural one, etc.) is worth 2 Honor Points.

Arts: The soul that beholds beauty becomes beautiful. Creating a work of art, be it a performance or an object, can be highly Honorable. This is only possible for souls of a certain Honor Rank, however, as those less attuned to Bushido cannot grasp the excellency of the artwork. Thus, you cannot gain Honor Points for the arts if you have an Honor Rank below 3. Arts are considered any use of Skills in the Artisan or Performance Subgroup, in addition to the Craft Emphases of Swordsmith and Armorsmith and the Oratory Emphases of Storytelling and Poetry. Under the right conditions, even the Games Skill (perhaps with a masterful game of Go between two sensei) could be exquisitely executed, or a Bugei Skill could be performed as a demonstration of its katas and forms. In any case, the roll for the art has TN 40. Those who produce the art receive 1 Honor Point, and can make Raises to increase the gain by +1 Honor Point per Raise. Those who witness a performance gain half the number of Honor Points, rounded up. Those who absorb a created work (studying it at some length) for the first time also gain half the Honor Points, rounded up, but this bonus fades by 1 Honor Point per Season.

High Skills: High Skills are tools to enlighten the soul, thus increasing your Skill Ranks is seen as an honorable way to spend your time. Whenever you increase a High Skill Rank higher than your Honor Rank with Season Actions, you gain 1 Honor Point at the end of the Season.

Vengeance: Avenging insults and demanding blood for blood is an honorable enterprise in Hachigoku, and highly ritualized. If engaged in a Blood Feud (where entire family lines swear vengeance against another), you gain honor for slaying your enemies. After slaying members of the opposing families, you gain Honor Points equal to the highest Insight Rank or Threat Rating among the slain enemies you engaged, minus your Honor Rank. Vengeance is honorable, but the unrestricted lust for blood begins to trouble the purest souls. It's important to note this involves families, and sometimes individuals. A Blood Feud cannot be granted against an entire uji.

Restoring the Celestial Order: This a polite way of saying “destroy those different!” Any time you defeat groups of Shadowlands creatures, maho-tsukai, ninja, gaijin—pretty much anyone considered to be separate or violently opposed to the Celestial Order by their very existence, you gain Honor Points equal to the highest Ring or Threat Raiting among the slain enemies you engaged. Note the “by their very existence” part; lower castes in rebellion do not count outside the Celestial Order, or violently opposed to it by their very existence. And, of course as everyone knows, ninja do not exist. Nor do Kolat.

Honor Losses
Paradoxically, the more Honor you gain, the easier it is to lose; a samurai at the height of Bushido has longer and more tragic fall than an honorless dog. The effects of the fall are swift, however. Whereas Honor Point gains do not affect your Honor Rank until the end of the Story, Honor Point losses affect your Honor Rank at the end of a Scene. If you lose more Honor Points than you have by the end of the Scene, you lose an Honor Rank. Your total Honor Points reset to 0, just as if you had gained an Honor Rank.

Like Honor gains, losing Honor Points falls broadly into two categories: Acts of Vice, and Acts of Shame.

Acts of Vice
Acts of Vice represent actions contrary to the seven Virtues, and direct violations to the very basic foundations of Bushido. When performing an Act of Vice you lose Honor Points equal to your Honor Rank; the higher your Honor, the harsher the verdict you render against yourself. Such actions may only lose you half your Honor Rank (round up) if the act was done unintentionally or in ignorance. You do not excuse yourself for failing to comprehend or overcome situation, even if the damage is mitigated. These include, but are not limited to:
Dishonesty: Accepting a bribe. Outright lying (without using a Skill).
Cowardice: Fleeing from battle (rather than sensibly retreating). Not resisting orders you know are disastrous to whomever you owe loyalty to.
Cruelty: Instigating unwarranted violence. Subjecting others to injustice.
Disrespect: Being duped into a dishonorable activity. Breach of etiquette (improper introduction, spilling tea, public drunkenness, insulting a host, etc.).
Insincerity: Manipulating another into a dishonorable activity. Breaking your promise.
Disloyalty: Disobeying your superior's commands. Accomplice to a crime.

Acts of Shame
Acts of Shame egregiously violate Bushido, discouraging others from embracing the nobility of the warrior code. Well, that's how Akodo would put it. They put the actor at considerably more peril in a way that is difficult to redeem. These extremes of dishonor are rarely private, or require enormous effort to hide. Most who fall so far so fast rarely see any point in making the long climb back to the even a plateau of acceptable integrity, and simply admit defeat. Acts of Shame are much more static, grounded, and prone to display. The Honor Points lost by such Acts are not affected by your current Honor Rank, and may destroy your Honor entirely in one fell swoop.

Low Skills: Low Skills are a blight on the soul. Spending your time perfecting or practicing Low Skills is can only lead to dishonor. Whenever you increase a Low Skill Rank or successfully use a Low Skill you lose 1 Honor Point.

Impurity: Being clean is of great importance to samurai. By touching things that do not fit their definition of “clean” they anger the ancestors that guide and watch over them. To the samurai’s mind, this act also defiles his soul and violates tenets set down by the Fortunes. Sweat and blood are considered unclean, and it is taboo to touch the flesh of another if either is upon them. Even a kimono and pommel of a katana must be made or wrapped in silk to keep sweat from soaking into the material. Fish, rabbit, and bird are largely considered the only meats that samurai can consume without dishonoring themselves. Certain uji may be more lax about these customs (especially Hida, Shinjo, and Yoritomo). Samurai rarely touch each other as it is, and a samurai’s hands usually fall upon the skin of another during sports, combat, athletic activity, or intimate activity. When it is necessary to touch someone, it is either upon the hands or the clothes alone. If a samurai touches dead flesh, consider the following:
  • Those who have touched dead flesh are unclean until the proper rituals are done. Dying in such a state is sure to guarantee rebirth as hinin. Hinin are normally required to move dead bodies, and samurai are wise to let them do their job.
  • Entering any religious site (such as a ashram, seido, or shinden) requires at least some nominal purification, such as washing the hands or mouth with water. Failure to do so costs you 1 Honor Point.
  • War itself is considered very honorable, so blood and sweat that covers a samurai during battle is not dishonorable. Afterwards, though, a samurai is expected to undergo cleansing rituals, both to clean their body and wash the death from their soul. Having a descendant skilled in war is no dishonor to the ancestors, but having one who carries the stench of death with him is. Entering a new Scene without having cleaned off the detritus of war costs you 1 Honor Rank.
  • If a samurai touches dead flesh intentionally, he is reduced to Honor Rank 0 immediately. This may be mitigated by certain factors, such as Skill uses by certain samurai who are exempt from Honor Losses while using the Skill. Also, if it is required to otherwise act honorably, the samurai loses only 1 Honor Rank, but gains no Honor Points he would normally gain for the activity. Example: Hida Jo and his brother are on the field of battle. His brother dies, and there are none left alive to bury him. Hida Jo must do the honorable thing by burning his body and returning the ashes to their family. This requires him to deal with the dead flesh of his brother. He loses 1 Honor Rank, and does not gain any Honor Points he might have gained for fulfilling his duty. If he must face great danger in transporting those ashes, however, and triumphs, he would still gain the Honor Points for doing just that.

Murder: Slaying your enemy is honorable, but only in warfare, a duel, self-defense, or with the permission of your superior. Causing the death of another, especially via dishonorable means such as poison, without lawful sanction is murder. This is a violation of the Celestial Order, one of the most heinous. If you mistakenly cause the death of another of your status or higher without sanction, you lose 1 Honor Rank. If you willingly cause the death of another of your status or higher without sanction, you are reduced to Honor Rank 0. Note that his only applies to those of your station; a samurai is within his rights to slay any heimin or hinin for offending him. However that person may be under another's authority, provoking a response to the insult. And, of course, being an Act of Vice against compassion.

Blasphemy: You turn your back on a tenet of Bushido, or even the entire concept. You betray a thousand years of tradition and Honor. If you voluntarily disregard one of the Virtues of Bushido, considering it a weakness rather than strength, you lose 1 Honor Rank, and your maximum Honor Rank is reduced by 1. If this makes your maximum Honor Rank 0, you lose Honor entirely. You can't even claim to be an honorless dog. For each Virtue discarded, you no longer lose or gain Honor Points connected to it as an Act of Virtue or Vice.

Exiled/Ronin: Your sense of worth is deeply connected to your usefulness in Hachgoku society. If your uji or shinden exiles you from lands they control, you lose 1 Honor Rank. If you are made ronin, either by decree or ill fortune, or exiled by Imperial decree from Hachigoku entirely, your Honor Rank ios reduced to 0.

Taint: The Shadowlands Taint has a terrible effect on the soul of its user, not only causing intense impurity but causing division between the bearer of the Taint and the rest of Hachigoku. The darkness and despair of Jigoku has a foothold in your destiny. Whenever you cast a maho spell or gain a new Taint Rank, you lose 1 Honor Rank.

Honor Rolls
Honor is stronger than steel. This is a mantra every samurai utters during training as a youth. It doesn't matter if you spend long hours repeating katana strikes, mastering prayers to the kami, or memorizing poetry and rhetoric for days on end. Honor is stronger than steel.

Every samurai may differ in their abilities and capabilities, but great honor can overcome liabilities preventing honorable actions, releasing their potential. Whenever you are making a roll to either resist performing an action that causes you to lose Honor Points or Ranks through coercion or manipulation (such as intimidation, seduction, mind control, or even distracting you into abandoning your post), or to accomplish an action which will gain you Honor Points or Ranks, you can attempt to channel your Honor. By spending Honor Points equal to your Honor Rank, you can add a +XkX bonus to your roll, where X is your Honor Rank.

Various Disciplines also use your Honor Rank or that of your foes for special abilities.

Thursday, January 19, 2012

Honor, Some Thoughts

So, in Houses of the Blooded John Wick recounts the three questions Jared Sorenson tells him every designer should ask themselves, three questions once answered should form the core of all game design:

What is my game about? How does my game do that? What behaviors does my game reward and punish?

So, what is Legend of the Five Rings about? To me? Fantastic samurai? No, that's what it contains, that's what we play, but that's not what the game is about. An epic story? Getting closer, but still that's the generic label we want to slap on every game, every adventure: an Epic Win. But that's now what we're talking here.

The old tagline: Where Honor is Stronger than Steel.

I like that. Always have. So, Legend of the Five Rings is game about Honor. In the way that Houses of the Blooded is about Tragedy, and all its rules reflect that. In the way that D&D is about killing monsters and gaining treasure, and all its rules reflect that (hell, 4E may be the best culmination of it, the purest form of D&D ever created for that reason alone; of course, that's not what I want in a game, but I see the appeal).

Honor. What in the traditional game reflects that? the Honor Rank. It's a measurement. But what does it mean? How does it affect the game? What does it reward?

Very little. Seriously, look at all the Honor rules throughout the four editions. All of them have Awareness detecting Honor Rank, a complicated list of what gains and loses Honor on a sliding scale, and the Honor Test. You screw up a roll and replace it in some degree with an Honor Roll. A really small roll, compared to everything else you use to calculate dice pools. 4E adds a paltry static bonus, too. But if you fail an Honor Test, you lose an entire Rank! Who wants to risk that? I haven't had a player ever choose that option, and I can't blame them. 4E boosts Honor Rank to 10 Ranks, but that doesn't answer the basic problem, it just scales up a limited ability.

This is sad. The game gives you Honor Points and Honor Ranks and then provides no universal way to benefit you significantly. Its the most useless stat you can have.

No more. These rules will give Honor some teeth. Not huge gaping fangs that devour the rest of your characteristics, but something you can use. Something you want to use.

Right now I don't quite know how. A bonus to your rolls equal to your Honor Rank, an XkX bonus. You should actually burn an Honor Point for it, and only on a roll where your Honor is at risk. Which ought to be fairly often, really. I thought about how your Honor should affect others... but it shouldn't. No one can see your Honor (bye-bye, Awareness roll to check it out); it's internal. Glory is a socially accepted reflection. Honorable actions are Glorious (ask Aristotle). Of course, just the Honorable ones you're known for. So you can be Glorious and hide the Dishonor, or at leas try.

So, Glory Ranks can affect others. Gain a XK0 bonus to rolls against others when using High and Bugei Skills by burning a Glory Point, if the other is aware of who you are. You gain it by being Glorious, which is Honorable actions done publicly. Lose it by Dishonorable actions done publicly. And if the action is bad enough, you don't lose Glory at all it; it just transforms to Infamy. It's still Glory, but the terrible kind. And still gives you bonuses against those with lower Glory. But the bonuses are now Bugei and Low Skills. Hmm, I like this idea. Needs fine tuning. Thinking out loud right now.

More tomorrow.

Wednesday, January 18, 2012

Hmmm...

So, I'm reading through the 4th Edition L5R book for really the first time. And it still seems burdened with a whole lot of rules gibberish. Even though I can see they really did try to do a lot of housecleaning.

What struck me most is at the end of the book. The Void chapter on actually running the game points out a lot philosophical game theory I'm working at here. And occasionally presents rules to support these theories (including a very brief reference to 7th Sea Brutes rules). But...

Good job. Really, I mean that Designers. But it just seems like the Ideals presented in this chapter are still not supported with the Rules. Or that alternatives are just brief glosses over what could be much better potentials than the official presentation.

Seasons & Season Actions

Oh sure, I could be reading Aristotle right now, but...

Let's get to that Season Actions I've been hinting at, and more or less making Experience Points unnecessary. Time to make Trouble.



Season Actions

As you pass from one Season to another, life changes. The inevitable river of history washes over your character, carrying you with the current as the tides of the years rise and ebb. Season changing into another Season until the original Season returns, with everything different and changed at once. The eternal cycle of the Tao.

Every Season can be divided into five steps: Shelter, Trouble, Actions, Stories, and Resolution.

Shelter

Everyone needs a place to live, some shelter from the slings and arrows of duty and obligation. At the beginning of each Season you must scramble for a place to hang your daisho, be it a barracks, a home, a room at the inn, or some other hideaway where you can spend downtime during the Season. Several Holdings provide shelter, some for free, some on condition of your profession, and some for koku. If you cannot find shelter, it could be because of poverty (often in the case of ronin) or because your duties were so overwhelming you simply could not take a moment's rest throughout those months, always busy with a task or traveling.

Space in a Holding is limited. A single Holding cannot provide shelter for more members of your wa than its Holding Rank. It's not that the Holding is necessarily small, but simply that you do not hold enough sway or prestige to rate permanent housing or provide enough hospitality. There are certainly plenty of other samurai, gakusho, and heimen living their lives and performing their duties there; you're just either too busy or unnoticed to take full advantage.

Nor does lack of shelter imply that you've been sleeping out in the rain and starving all season. Your daimyo, shinden, or occasional employment has provided for you basic needs: food, clothing, and, yes, shelter. It's just not been enough to be mechanically beneficial for you, for having shelter is crucial to having opportunity and resources to learn and train. If you have no shelter, you cannot use any Season Actions to increase or purchase Traits, Rings, Skills, Emphases, Okuden, Kiho, or Spells. You do still have Season Actions and spend them normally; only those specific for those purposes.

Trouble

Holdings are boons. They are also responsibilities. Every Holding is prone to Trouble. Peasants are revolting. Strife between students or sensei at a dojo flare up. The castle is under siege. Bandits rob merchants. Shadowlands monsters overrun the village. A Bloodspeaker cult infiltrates the shinden. Murder. Tsunami. Earthquake.

Trouble.

Trouble is determined individually for each Holding. At the beginning of each Season, roll 1 die for a Holding, adding the Holding's Rank to the total of each roll. If the roll exceeds the Trouble TN, the Holding is in Trouble. The Trouble TN varies by Season:
  • Spring: 9
  • Summer: 7
  • Autumn: 8
  • Winter: 6

This is done for every Holding. Holdings in Trouble have their resources taxed to the limit; there's none left over for you, thus you cannot leverage a Holding for any benefits. It grants no items, no free Season Actions, nothing. If you were using the Holding for shelter, this remains unaffected. However, you cannot use a Holding in Trouble for shelter at the beginning of a Season.

If a Holding is still in Trouble at the end of the Season, the Holding loses 1 Holding Rank. If this reduces it to 0, the Holding is destroyed. Every time a Holding you're responsible for loses a Rank, you lose a Glory Rank. If multiple characters from the same uji, shinden, or otokodate are invested in a Holding (they pooled their points during the wa's creation to buy Holding Ranks), they all share the Glory loss.

Normally it takes a Season Action to quell Trouble, but you could call on your wa to aid you in a time of need, turning the incident of Trouble into an opportunity for a Story. Yes, for the GM that means Trouble is built-in Challenges, very useful if you're at a loss what to do for the session. You're welcome. Entire Seasons could be filled with Stories of the wa eliminating Trouble, if that's the path you want to take. Whether the Trouble is quelled properly at the end of the Story depends entirely on the actions of the players.

Actions

Once you've determined shelter and Trouble, you are free to assign Season Actions. Season Actions reflect a variety of activities you spread out over the Season, goals you work on achieving when you're not occupied by a Story or tending to your routine duties. Each Season you gain a certain number of Season Actions equal to the Ring Rank associated with the Season: Water for Spring, Fire for Summer, Earth for Autumn, and Air for Winter. In addition, certain Holdings or other abilities may give you free Season Actions to achieve some specific goals. If a Holding gives free Season Actions, they can be split between all the members for their intended purpose. Any use of a Holding, including claiming the free Season Actions, is called leveraging the Holding, and any member of the wa can leverage any other member's Holding. However, a Holding cannot be leveraged with more Season Actions than it has Ranks in any one Season.

Example: Hida Jo has a Blacksmith Rank 3. He could spend one Season Action to leverage it for a katana. Akira, his fellow wa member, can spend 2 Season Actions to leverage it for a Fine Quality yari. The Holding cannot be leveraged with Season Actions anymore this Season.

Once you spend each Season Action, its benefits do not occur immediately. The effects of the Season Action are delayed until the end of the Season, when they are all Resolved.

You can spend a Season Action on:
  • Trouble: Target a Holding in Trouble. All its Trouble is eliminated. This can be done to any Holdings in your wa.
  • Holdings: Raise a Holding's Rank by 1, once per Season per Holding, or even purchase a new Holding at Rank 1. This is still considered leveraging, thus Trouble prevents doing so. You can also leverage a Holding for its special ability.
  • Wa: As mentioned in the Wa rules, each member of the wa can contribute a Season Action to increase the Wa Rank by 1. All members must contribute, or there is no effect.
  • Skills: Increase a Skill by 1 Rank, or purchase a new Emphasis in a Skill you already know. You cannot increase any single Skill by more than 1 Rank per Season. Also, certain Skills allow the use of Season Actions to perform feats requiring significant time to accomplish, usually artistic pursuits, crafts, and trades. While the Season Action is spent now, any actual rolls are not made until the end of the Season.
  • Traits: Increasing Traits is no simple matter, and takes a significant investment time and dedication. Raising your Trait Rank requires a number of Season Actions equal to the new Rank. This is a cumulative purchase, as no more than a single Season Action can be spent per Trait per Season. Thus, raising a Trait from Rank 2 to 3 requires at least 3 Seasons, as 1 Season Action is spent each Season. These need not be consecutive Seasons, however, and other Traits could have additional Season Actions spent on them simultaneously.
  • Void Ring: Like Traits, increasing your Void Ring takes significant time and dedication. Raising your Void Ring Rank requires a number of Season Actions equal to twice its new Rank. However, while these Season Actions can be spent over the course of several non-consecutive Seasons, they are not limited to 1 per Season; you can spend multiple Season Actions to raise your Void in a single Season.
  • Change Faction: It costs 1 Season Action to join a new uji, shinden, or otokodate. If you join a new uji, you must have its Meibutsu already. If you join a new shinden, you must have all the Discipline Skills taught by its associated Discipline. If you join a new otokodate, you must fulfill its requirements. Leaving an old faction behind likely means a whole lot of enemies, hurt comrades, and a damn good Story.
  • Ronin Okuden: If you have enough Insight Ranks, you can learn a new Ronin Okuden. Ronin Okuden not taught by an otokodate require 2 Season Actions: hunting down a ronin who already knows the Okuden, convincing the ronin to teach you, and training. If you have the Sensei Advantage or are a member of an otokodate that teaches it, it only costs you 1 Season Action. You must already meet any Trait, Ring, or Skill requirements necessary before spending Season Actions. You cannot spend more Season Actions to learn more than 1 Ronin Okuden or Discipline Okuden per Season.
  • Discipline Okuden: If you have enough Insight Ranks, you can learn a new Discipline Okuden. Learning the Okuden costs a number of Season Actions equal to its Rank. This is a cumulative purchase, as no more than a single Season Action can be spent per Season. These need not be consecutive Seasons, however you cannot spend Season Actions on a different Discipline or Ronin Okuden while dedicated to learning this one; if you do, you forfeit all Season Actions spent thus far. If it is an Advanced Discipline, you must meet all its requirements before spending a Season Action. If the Okuden is taught by a Discipline Path, you spend 1 Season Action if you meet the Path of Entry or 2 Season Actions if not.
  • Spells: You can use the Spellcraft Skill to learn or create new spells. You must meet the Mastery Level requirements of the spell to learn or create, and spend a Season Action. As with all Skills, making the Spellcraft Skill roll doesn't happen until the end of the Season.
  • Kiho: As long as you meet its Mastery Level requirements, you can learn new Kiho. If you are a Gakusho, this costs 1 Season Action. If you are a Shugenja, you can spend 2 Season Actions. Any one else must spend 3 Season Actions and have at least Theology (Shintao) 5.

Story

This is where the magic happens. You and your wa go tell your Stories, usually 1-3 per Season. Have fun; I'll be here when you get back.

Resolution

Welcome back. It's the end of the Season, and all your plans come to fruition. Holdings provide their benefits or are rescued from Trouble (or harmed by it). Your training or research continues or concludes, and any new Skill Ranks, Emphases, Trait Ranks, Void Ring Ranks, Okuden, Spells, or Kiho are added to your character sheet.

Time for the next Season.

Tuesday, January 17, 2012

Some Thoughts on Time

This is a bit that, in a final draft, will go after the Basic Rules but before Combat Rules. I think it's important to build the system and define your terms as you go along.

In fact, I have a general outline for how the final document looks.

I. Basic Systems
A. Roll & Keep
B. Time
C. Combat
D. Warfare
II. Character Creation
A. Basics
B. Meibutsu, Discipline, Skill, and Qualities Short List
C. Rings & Traits
D. Skills
E. Honor & Glory
F. Equipment
G. Qualities
H. The Wa
I. Season Actions
III. Hachigoku
A. Culture, History, etc.
B. - I. The various regions of Hachigoku & their Uji
IV. Bushi Disciplines, Paths, & Advanced Disciplines
V. Teishin Disciplines, Paths, & Advanced Disciplines
VI. Shugenja Disciplines, Paths, & Advanced Disciplines
VII. Gakusho Disciplines, Paths, & Advanced Disciplines
VIII. Ronin Otokodate & Okuden
IX. NPC's -- Brutes & Stock NPCS
X. Creatures
XI. The Shadowlands
XII. The Spirit Realms

And that's just Phase I. But for now, some thoughts on...

Time

An important consideration for the mechanics of a game is the concept of time. How much time does it take to do a specific task, or even independent of a given task how is time measured? It is one thing to measure time in years, then months, then days (all of which Hachigoku does), and another thing to measure it in rounds and phases.

So, for mechanics purposes, the largest unit of time is a Year, which in turn is composed of four Seasons. A Season is pretty much what it sounds like: a roughly three month length of time. What's important about the Season is that it's a specific time unit in which certain actions requiring a great deal of time and concentration, such as training or crafting complicated items, take place. Which Season (Spring, Summer, Autumn, Winter) is currently active can influence certain other mechanics, and the end of the Year (concurrent with the end of Winter) is a time for accounting when all the koku is taxed and the Winter Courts recount the glories of the past year. Most games are assumed to begin in Spring, but there's no strict rule against beginning in another Season instead.

Also, each Season corresponds to one of the Five Rings; Void can be theorized as symbolizing the entire Year. This is important when it comes to performing Season Actions, described much later. The correspondences are:
  • Spring: Water
  • Summer: Fire
  • Autumn: Earth
  • Winter: Air

Why take such an extend view of your character's activities? Well, he has responsibilities to his daimyo and shinden. Even a ronin must scrape and scrounge for work to survive. None of this is particularly exciting to roleplay, yet your character lacks roots in the world, and a stake in the society, without such obligations. What matters to you, as a player, is the conflict your character encounters, the victories and defeats that make up his life. Your daimyo, your shinden, and Hachigoku in general of course do not care. What matters to them is your service, duty, and ability to stay out of trouble most of the time.

When you do get into trouble, that's when Stories happen. The Story is the conflict the player characters encounter that's, well, fun. Even when it hurts. For samurai, especially when it hurts. If Story sounds like a pretentious term, feel free to think of it as an Adventure or Mission or Module. There are no hard and fast divisions. It's useful to think of a Story in Hachigoku as proceeding in three parts similar to the ritualized iaijutsu duel: Challenge, Focus, and Strike.

In the Challenge (in other games, you might call this the Hook or the Call), the characters are presented with a dilemma that requires their attention and tests their abilities (even if this is not obvious). Examples include:
  • Your daimyo orders you to investigate bandit attacks on some of his villages. He wants to know who's responsible, and wants them stopped.
  • The shinden is scheduled to receive a high ranking visitor, who is known to be hostile to their philosophy. The abbot wants you to escort them and make a good impression.
  • A murder has been committed in the city, and your lover was discovered standing over the body with a bloody tanto.

In the Focus, the Challenge takes on a new dimension as a wrinkle or unexpected complication occurs and puts the characters into conflict with what should be a simple matter. It's recommended that this complication spring from some intrinsic properties of the player (Disadvantages that make resolution difficult or traditional uji and Discipline conflicts) or characters already present in the Story or foreshadowed. Completely external events could also provide the Focus, but should be appropriate. Thus, if you're investigating bandit attacks, the sudden appearance of oni would be jarring unless it was controlled by the bandits, or some force in conflict with the bandits. Examples include:
  • Once you arrive at the villages, you are attacked by the bandits. You quickly discover the “bandits” are ronin the peasants hired to protect themselves from the ruinous taxes of your daimyo.
  • You arrive at a rendezvous point to meet the visitor, who has been kidnapped by samurai from an uji he offended. It's clear their actions are in violation of law and honor, yet these samurai hand over documents indicating the victim already had the official papers to close down the shinden in his traveling pack.
  • After intense investigation, it becomes clear that your lover truly is the murderer, but she was blackmailed into the killing by your daimyo's enemy to disgrace the uji. Publicly shaming the enemy would require you to publicly shame and condemn your lover, too.

The Strike is the resolution of the conflict, a resolution that could end in various outcomes depending on the characters' values and views on Bushido. It is not necessarily a definitive end, as one Strike can easily lead to a new Challenge. What the Strike does essentially is represent the characters' answer to a question being posed by the Focus. Examples include:
  • Which is stronger, your loyalty to your daimyo (punishing the ronin and villages) or your compassion (figuring out a way to alleviate the taxes on the villages and letting the ronin go)?
  • Which is stronger, your need to punish dishonor (freeing the captive), or protecting the shinden at the cost of your honor (failing in your task by making the documents and witness “disappear”)?
  • Which is stronger, the personal loyalty to your lover (releasing her from punishment), or your desire for justice (holding her accountable to your daimyo's law and pursuing the enemy daimyo)?

Having each of these three elements (Challenge, Focus, and Strike) take up about one gaming session each tends to be effective; you can spend more or less time, certainly, or even adopt a completely different structure. It should begin and end within a single Season, although interconnected Stories can beneficially extend throughout the Seasons, eventually composing a large-scale Challenge-Focus-Strike epic. A Season should contain one or two Stories. There's no rule against doing more, but eventually people begin wondering why no harvest reports are being turned in, why you're never at your assigned guardpost, why the routine crimes under your authority are never being adjudicated, why you're chronically absent during scheduled prayers and meditation... And your players wonder if they are ever going to improve their character's attributes and abilities, since the benefits of training and Holdings usually occur at the end of the Season.

Past the large-scale time segments are the segments that occur in a single session. The most basic is the Scene. The Scene is the focus on what your characters are doing now, with a coherent set of circumstances, reasonably limited time-frame, and defined location. That sounds complicated and a bit fuzzy (what defines “reasonably”?), but I trust you to adjudicate what makes sense for everybody to stay engaged in the game. In other games, we might call this an Encounter. So, a single Scene could be the characters investigating the murder scene, fighting a skirmish outside a village, reporting to the daimyo, or arranging an ambush. A change of location then could signal the end of the Scene and beginning of another (your investigation of the murder scene concluded, you move to the home of the suspect for apprehension), or even a considerable passing of “inconsequential” time (you spend a Scene planning and arranging an ambush, then spend hours waiting until the target arrives triggering a brand new Scene). A Scene becomes a useful measure of time to regulate effects and abilities that do not (or rather do not need to) function in set increments like minutes or hours. Actions can be taken in Scenes, but if another Action is taken in response (anything that might be construed as a Complex Action under the Combat rules) the game has moved from the Scene into an even more precise segment: Rounds & Phases.

A Round is a unit of time measuring activities requiring swiftness and certainty, usually combat-related. A single Round is dived up into 10 Phases each, with a Phase being only an arbitrary tracking of Action order. Exactly how much real time a Round takes up is fluid; it may only take the traditional 6-second period most games take for granted, or it may take significantly longer, depending on what's happening. Generally speaking a Round should never be considered longer than a minute, and fierce combat is considerably shorter. The most honest answer is that Rounds, like Scenes, move at the speed of the plot, nor exclude extraneous action. While during a Round you might roll only a single attack roll, there are assumed to be other lunges, feints, dodges, footwork, etc. The Actions are the ones that matter, the ones that might succeed. Actions are, in short, opportunities. Your character does not simply stand there stock-still waiting for the right moment to wiggle a finger.

Warfare, it should be noted, can change the scale of Scenes and Rounds.

Sunday, January 15, 2012

Qualities: Funkying up your character.

And here are the Qualities you can give your character. There are still some sore spots in here that I'm not sure really fit. Feedback is more than appreciated.


Qualities: Advantages & Disadvantages

Qualities are character traits that make your samurai stand out from others, something that personalizes them beyond just Traits, Skills, and even Okuden. Qualities can either add a bonus to your natural abilities or flavor (Advantages), or represent aspects of your character that cause problems, flaws that must be overcome (Disadvantages). Whether beneficial or detrimental, Advantages and Disadvantages vary in magnitude: Minor or Major. Minor ones offer only a minor mechanical or social benefit, or no tangible benefit at all. Major ones offer a significant bonus, or reflect a supernatural influence on the character.

Every character at creation gains two Minor Advantages for free. Any additional Minor Advantages must be balanced with Minor Disadvantages; Major Advantages or Disadvantages are equivalent to two Minor Advantages or Disadvantages, respectfully. Thus, you could take one Major Advantage and one Minor Advantage by also taking one Minor Disadvantage, three Major Advantages by also taking one Major Disadvantage and two Minor Disadvantages.

Some Advantages can be bought after creation and some Disadvantages can be bought off, at a cost of 5 XP for Minor Qualities, 10 XP for Major Qualities. Each Quality has a descriptor in its title indicating whether it can be purchased or bought off during play.

Inherent: Cannot be purchased or removed after character creation.
Trained: Can be purchased or removed, but will usually require some time depending on its cost to develop or overcome. Minor Qualities require 2 Season Actions to purchase or remove, while Major Qualities require 4 Season Actions.
Granted: Can be purchased or removed, but only if the opportunity presents itself during play, and often as a great boon or doom.
   
Quality Format:

Quality Name (Minor or Major) (Descriptor)

Quality description and mechanics.


Advantages

Able Drinker (Minor) (Trained)

Your ability to hold your sake is impressive, and your stomach is ironclad. You never suffer the negative penalties of drinking sake or other alcoholic beverages. You cannot take alcohol as part of the Compulsion Disadvantage.

Absolute Direction (Minor) (Inherent)

You are never lost. You always know which way is north, even in a garden maze in the middle of the night—or even after hours of fleeing from enemies. However, there are places in the Shadowlands that mislead even those with Absolute Direction, so be careful beyond the Wall...

Akodo Armor (Major, Minor for Akodo) (Granted)

You have inherited or been gifted with a suit of light or heavy Akodo armor, replacing the light or heavy armor in your Starting Equipment. If you don't have light or heavy armor, you cannot take this Advantage. The armor crafted by the Akodo are exquisite examples of art and utility, and famous for battle-readiness. The Akodo are fond of saying that Matsu thrive on fighting, but Akodo live for war. The Akodo armor is finely crafted and always considered Fine Quality. Thus, light Akodo armor grants a +7 TN to be Hit bonus, and heavy Akodo armor grants a +12 TN to be Hit bonus. Additionally, the authority and legacy of an Akodo suit impresses all who are confronted with it and imbues the samurai with confidence, giving the wearer a Free Raise on all Awareness or Willpower rolls. Finally, the wearer reduces all Wounds taken from the Battle Table during Warfare by 1k1. Thus, a bushi wearing heavy Akodo armor reduces Battle Table Wounds by 2k2 dice instead of 1k1. This is considered a Minor Advantage for Akodo samurai.

Ally (Major, Minor for Doji) (Granted)

You are connected. Through family, personality, or luck, you have the friendship of a useful person of influence. This person has some measure of influence and wealth, such a samurai with land or a significant political position in the uji, and would be willing to risk their honor in aiding you, but only in secret. The ally can be of considerably more influence, such as a member of the kuge or a Roju official, or whose devotion extends to nearly anything, regardless of honor; if so, the Advantage counts as two Major Advantages. If the ally is both extremely high in station and devotion, the Advantage counts as three Major Advantages. This is consider a Minor Advantage for Doji samurai, including its advanced costs (an ally of extremely high station and devotion counts as three Minor Advantages, for example). You may take this Advantage multiple times, each time for a different Ally.

Ambidextrous (Minor) (Trained)

You may use both hands without penalty. Any character who does not invest in Ambidextrous suffers a +10 TN penalty when using their off-hand.

Balance (Major, cannot be taken by Mosenshi) (Trained)

You have the ability to remain neutral, even level-headed, regardless of your inner emotional state. You may ignore any comments designed to taunt or impel you to react, ignoring any modifiers to Honor rolls or opposed Awareness and Willpower rolls. Your self-control lends itself well to dueling; during an Iaijutsu Duel you can Raise a number of times equal to your Void Ring + Earth Ring instead just your Void. You cannot take the Brash Disadvantage, or any Disadvantage making you more prone to violence, nor can you train in any Ryu with the Mosenshi Subprofession.

Blackmail (Major, Minor for Bayushi) (Granted)

You have information or evidence that you hold over someone's head. Blackmail is similar to the Ally Advantage, but far more dangerous—and less public, because a person being blackmailed is more willing to do terrible things than an Ally would. However, it should be noted that those being blackmailed don't like it, and overuse of this Advantage can lead to... unpleasant results. This person has some measure of influence and wealth, such a samurai with land or a significant political position in the uji, and would be willing to risk their honor in aiding you, or even violate it. The ally can be of considerably more influence, such as a member of the kuge or an Imperial official; if so, the Advantage counts as two Major Advantages. You can have any one favor within their power performed, no matter its publicity or consequences, by discharging the Advantaging and losing the benefits of Blackmail.  This is consider a Minor Advantage for Bayushi samurai, including its advanced costs (blackmail of an extremely high station individual as two Minor Advantages). You may take this Advantage multiple times, each time for a different subject.

Bland (Minor) (Inherent)

You are bland by nature and tend to be unassuming, a quiet one with average build and features. Because you are not striking in any way, it is easy to forget your name and appearance. You have no real distinguishing features, and most people simply look away when you pass by. Being bland is both a boon and a flaw: being bland gives you a greater chance of success when disguised or trying not to be noticed, but it also gives you a smaller chance of being recognized for your accomplishments. You give a +10 TN penalty to any roll to recognize or spot you when not actively hiding, but you are treated as having 1 Glory Rank lower than you actually have in social situations. You cannot take any Quality that gives you a distinguishing feature (such as One Eye), nor can you take Blessing of Benten, Curse of Benten, or Dangerous Beauty.

Blessing of Benten (Major, Minor for Doji) (Inherent)

You fascinate people. It may be your looks or charm, or maybe both. You just have that certain “something.” Whenever you make a roll involving persuasion, you gain a +1k1 bonus (+1k2 if the target is attracted to you). You may not take the Bland or Dangerous Beauty Advantages, nor can you take any other Blessing or Curse Quality. This counts as a Minor Advantage for Doji samurai.

Blessing of Bishamon (Major, Minor for Akodo or Matsu) (Inherent)

Your prowess in battle seems blessed by the Fortunes. You receive 1 Free Raise for every 2 Raises you make in combat. You may not take any other Blessing or Curse Quality. This is considered a Minor Advantage for Akodo or Matsu samurai.

Blessing of Daikoku (Major, Minor for Shinjo or Yasuki) (Inherent)

You have the golden touch. You gain 2 free Ranks in the Commerce Skill, in addition to nay gained by your Ryu or Qualities. You also gain a +2k0 bonus to all social Skill rolls with those below the samurai caste, and can always count on help from the common folk when in trouble. You cannot take any other Blessing or Curse Quality. This is considered a Minor Advantage for Shinjo or Yoritomo samurai.

Blessing of Ebisu (Major) (Inherent)

Ebisu allows no samurai of worth to fail their duty lightly. You gain a +2k2 bonus to all Honor rolls. You may not take any other Blessing or Curse Qualities.

Blessing of Fukurokujin (Major, Minor for Isawa) (Inherent)

Your thirst for knowledge, both temporal and spiritual, is insatiable. All your Lore, Meditation, and Theology Skills above Rank 3 count double towards determining your Insight. You cannot take any other Blessing or Curse Quality. This is considered a Minor Advantage for Isawa samurai.

Blessing of Hotei (Major) (Inherent)

The fortitude of the Fortune Hotei imbues your soul. Effects which cause you to lose Void Points or forbid you from spending Void Points do not affect you; this does not include any voluntary Void Point expenditure. Also, you gain a +1k1 bonus on all Void Ring rolls. You may not intentionally choose any Qualities that prevent you from spending Void Points, nor can you choose any other Blessing or Curse Qualities.

Blissful Betrothal (Minor) (Granted)

You are betrothed and couldn't be happier about it, especially since your spouse-to-be is well connected. For one reason or another, the arrangement works out to the benefit of both parties. The wedding is scheduled to take place in one year. Once married, you exchange this Advantage for one of the following Advantages: Ally (within the spouse's family), Ear of the Roju, or Wealthy. Of course, such a wonderful marriage doesn't come without its drawbacks. You'll have to see to your betrothed's welfare, and disgruntled suitors may eye your happiness with jealousy. Be on your guard.

Blood of Osano-wo (Major, Minor for Hida or Yoritomo) (Inherent)

You are a descendant of the great Osano-wo, the Hida warrior whose stamina and battle-fury rivaled the fury of nature itself. His blood has rendered you resistant to cold, heat, and extremes of weather. You cannot be harmed by any weather-related phenomena and always succeed at any Stamina rolls involving temperature changes. Anyone attempting to cast a spell involving lightning or weather (GM's discretion) on you against your will has a +10 TN penalty. You are also considered to have a +1 Glory Rank when in lands ruled by the Hida or Yoritomo uji. This is considered a Minor Advantage for Hida and Yoritomo samurai, except for those with only the respective Discipline.

Chosen by the Oracles (Major) (Granted)

Occasionally, a child is noticed by the Oracles and guided gently through their life. While it does not mean the child will become the next Oracle, it does mean the Oracle has a definite interest in such a person's life and well-being, to the point of interfering with their life if they aren't doing what the Oracle thinks best. You are one such person. Choose a Ring, whose Oracle is interested in you. When making any roll involving that Ring, you a gain a +Xk0 bonus, where X is equal to your Insight Rank. Additionally, your Glory Rank is considered 1 rank higher when dealing with shugenja or gakusho if an Oracle of Light is interested in you, or your Glory becomes Infamy if an Oracle of Darkness is interested in you.

Clear Thinker (Minor) (Inherent)

It isn't easy to trick you. Whenever someone tries to confuse, befuddle, or lie to you, the TN has a +10 TN penalty.

Combat Reflexes (Minor) (Trained)

You are quick to react under the stress of combat. You may reroll any 1 die when rolling for Initiative, but must keep the new roll.

Crab Hands (Major, Minor for Hida) (Inherent)

You have a familiarity with many forms of weaponry, and wield even the most foreign with some degree of effectiveness. The legendary Kami Hida the Crab was renowned for his ability to turn anything he touched into a weapon, and those who see you fight believe his spirit watches over you. When using a Bujutsu Skill you gain a +1k0 bonus, and your dice still explode even if it is a Skill you are unskilled with. This is considered a Minor Advantage for Hida samurai.

Curse of Jurojin (Major, Minor for Bayushi) (Inherent)

The Fortune of disease deems you unworthy of his attention, which is a boon. You gain a +2k2 bonus to all rolls to resist poison or illness. You may not take any other Blessing or Curse Quality. This is considered a Minor Advantage for Bayushi samurai.

Dangerous Beauty (Minor) (Inherent)

There is something mysterious and dangerous about you that people find alluring and fascinating. It could be your haunting eyes, your crooked smile, the rugged scar on your cheek, the way you flirt shamelessly... You gain a +2k0 bonus on all Sincerity Skill rolls or when otherwise using less-than-honorable temptations to persuade others with your allure. You cannot take the Benten's Blessing, Benten's Curse, or Bland Qualities.

Daredevil (Minor) (Granted)

You are a born risk-taker. Whenever you do something exceptionally risky, dangerous, foolhardy, or seemingly impossible, the GM secretly rolls a die. If the die is even, you receive a +10 bonus to your roll (unknown to you). Otherwise, there is no benefit. Those who try the same thing twice discover it's not so daring once it has been done before.

Darling of the Court (Minor) (Granted)

Recently, you did something clever or heroic and one of the kuge thanked you personally, much to your surprise. You never met or spoke with that person again. Still, the countless teishin and hangers-on have begun harrying you at every turn, hoping some of the kuge's favor will rub off on them. It's a bit of an annoyance at times, but you must admit it's fun to be popular. For the next 6 months, your Glory is effectively (but not actually) 2 Ranks higher in social situations, and you may spend a Season Action to make any of your sycophants a permanent Ally (per the Ally Advantage; if you wish to increase the station or devotion of the Ally, spend an additional Season Action appropriately). After 6 months, this Advantage vanishes. Fame is fleeting. Make the best of it.

Death Trance (Minor) (Trained)

You understand that death has no hold over you, taking the philosophy of Bushido to heart. When you face death, you enter a thoughtless trance giving you great courage in the face of adversity. By spending an Action, you enter the trance until the end of the Scene. While in the trance you are immune to all attempts to intimidate or otherwise invoke fear (even magical) in you during combat. This detachment also causes you to automatically fail any Awareness rolls.

Ear of the Roju (Major, Minor for Otomo or Seppun) (Granted)

You have a semi-direct line to the Roju, whether through familial connections, favors, social or political influence, or simple respect. The terms of the connection must be clearly defined before beginning play. You gain +1 Glory Rank, and a Free Raise on all social rolls within sight of the city Otosan Uchi, or involving teishin and metsuke. This is considered a Minor Advantage for Otomo and Seppun samurai.

Exceptional Honor (Minor) (Inherent)

You have always held yourself to a higher standard than others, and your dedication to Bushido utmost in your heart. You begin the game with an additional Honor Rank.

Gaijin Tongue (Major, Minor for various Uji) (Trained)

You have the rare knowledge of a foreign tongue, either a gaijin language or one of the rare languages used by Hachigoku's nonhuman inhabitants. You are considered fluent in the language, even if your Hachigoku accent can never be lost, and literate if the language has a written form. Be careful, though, for consorting with gaijin is punishable with death under Hachigoku law, even if simply knowing their language is not. Revealing your knowledge unless specifically commanded to will likely result in odd stares at the least, heinous dishonor at the worst. Some languages are considered Minor Advantages for certain samurai, and are noted appropriately. You can take this Advantage multiple times, each time for a different language.

Languages among the gaijin include:
Mekhet: tongue used throughout the Burning Sands. (Minor for Shinjo)
Ruumal; language of the Ivory Kingdoms, has a written form. (Minor for Yoritomo)
Senpet: language of the Senpet Empire, has a written form.
Thrane: language of a faraway kingdom, has a written form.
Ujik-hai: language of the Ujik-hai nomads. (Minor for Shinjo)
Yobanjin: language of the Yobanjin, has a written form. (Minor for Kasuga or Isawa)

Languages among the nonhumans known to Hachigoku include:
Ashalan: shares a written form with the Naga.
Kenku: has a written form only readable by shugenja.
Mokujin (Minor for Yasuki)
Naga; shares a written form with the Ashalan. (Minor for Kitsune)
Nezumi; has a written language, but the reliance on scent as part of both speech and reading diminishes human fluency. (Minor for Hida)
Ningyo (Minor for Yoritomo)
Ogre
Oni (Minor for Kuni or Isawa)
Zokujin (Minor for Akodo or Ikoma)

Gift of the Togashi (Major) (Granted)

You have found favor with the Togashi, and been granted their highest honor. The ise zume have blessed you with one of their mystic tattoos. You gain one ise zume Tattoo (see the Togashi Ise Zume Discipline), and cannot take this Advantage if you are already a Togashi ise zume. If you are not an Agasha or Mirumoto samurai, you must have the Ally Advantage, with the ally being a member of the Togashi who presumably pulled the strings necessary.

Great Potential (Minor) (Inherent)

You are naturally talented in a certain skill, and will one day be a true master. Choose a Skill. When using it, you may make any number of Raises, regardless of your Void Ring.

Hands of Stone (Major, Minor for Gakusho) (Trained)

You are a prodigy at hand-to-hand combat. In bare-handed combat, your damage rating is 0k2 instead of 0k1. This is considered a Minor Advantage for Gakusho.

Heart of Vengeance (Minor or Major) (Granted)

For some reason or another, a particular Uji has earned your wrath, whether the injury was real or imagined. They view you with the same distaste. Choose an Uji; if it is a Shonagon Uji, this is considered a Minor Advantage, and if it is a Dainagon Uji this is considered a Major Advantage. Whenever you use a Skill against a member of that Uji, you gain a +0k1 bonus. You Glory is always considered Infamy when dealing with that Uji.

Heartless (Minor) (Trained)

All attempts to woo or sway your heart to pleas of compassion, love, or courtesy fall on deaf ears. Any appeal to your heart shall find it made of stone. Any Skills used with Awareness in such an attempt (such as seduction, poetry, acting, or sincerity) have a +10 TN penalty. You cannot take the Insensitive Disadvantage.

Heisho (Minor) (Granted)

You have suffered some traumatic experience, such as being trapped in a burning castle and buried alive, or the sole survivor of an oni attack. Every day you expect to die. You are immune to all attempts to intimidate or otherwise invoke fear (even magical) in you. Also, you get a Free Raise to detect traps, concealed weapons, and similar dangers. However, this tends to make you fatalistic and numb, giving you a +10 TN penalty to all rolls for detecting lies or resisting another's Sincerity. It's not like it matters, after all.

Hero of the People (Major, Minor for Ronin) (Granted)

You have overcome the class barrier between the samurai and the peasantry. Peasants identify with you, viewing you as a leader and hero. Through years of hard work and devotion, you achieved a degree of acceptance in a particular region of Hachigoku. Choose a region controlled by an Uji. The peasants here look to you as a hero and friend because of your deeds, and the local magistrates choose to ignore you as long as your behavior is not extreme or outlandish. You may not get paid for your services here (if you are not supported by a daimyo), but you can always find free room and board. As long as you treat the people with respect, they will go out of their way to aid you. You gain a +1k1 bonus on all social rolls with those below the samurai caste, and non-samurai consider your Glory 2 Ranks higher. Ronin with this Advantage are likely to be offered fealty by an Uji, and may consider it a Minor Advantage.

Inkyo (Minor, Gakusho only) (Inherent)

Before becoming a gakusho and following the Tao of Shinsei, you were sworn to an Uji and shaved your head because of retirement or misadventure. Some within your old Uji may still remember you, so why and how you left is usually important. Choose an Uji, other than Asako or Togashi. You can purchase Skills or Qualities as if you were a member. Only gakusho may purchase this Advantage.

Innate Ability (Minor, Shugenja only) (Trained)

Your understanding of a particular spell is so complete you can cast it from memory, no longer needing a scroll. If you do use a scroll during the casting you gain a Free Raise. This Advantage can be taken more than once, each time for a different spell, and you must have previously learned the spell. Only shugenja may take this Advantage.

Inquisitor's Strike (Major, Minor for Isawa) (Granted)

You have inherited or been gifted with an Inquisitor's Strike wakizashi, replacing the wakizashi normally present in your Starting Equipment. If you do not receive a wakizashi in your starting equipment, you cannot take this Advantage. The Inquisitor's Strike has an admixture of jade powder blended into the steel using a method highly guarded by Asako swordsmiths. The blades are typically given to Asako Inquisitors, or those who count such shugenja as ancestors. The Fine Quality wakizashi, with a damage rating of 2k2, does +1k1 damage against those with the Shadowlands Taint. In addition it is considered a jade item for all purposes, equivalent to a finger of jade if one is traveling through the Shadowlands. Once the jade is spent, the blade becomes tarnished and no longer provides a bonus against Tainted foes, but can be recharged after a week by casting Jade Strike on the blade. This is considered a Minor Advantage for Isawa samurai.

Kage Yakiin (Major, Bayushi only) (Granted)

You have been gifted with a kage yakiin, a shadow brand that gives you increased ability within shadows. It is a tattoo somewhere on your body (preferably somewhere usually covered) that can only be seen in direct sunlight. The secret to creating kage yakiin is closely guarded by the shugenja of the Shoshi Uji, and typically only given to samurai sworn to the Bayushi Uji directly or by vassalage, and even then only after grave consideration. You gain a +0k1 bonus to all rolls made while in dim light or darkness; a large room lit only by candles (not lanterns or torches) would be considered dimly lit. Any sunlight cancels this benefit, even a single beam. If the kage yakiin itself is exposed to sunlight, you take 1k1 damage per round. If you ever gain a second kage yakiin, you gain 1 Shadow Point, and have come to the attention of the Nothing. Every kage yakiin after that garners an additional Shadow Point. If you ever begin acting strangely or manifesting the powers of the Goju and Nothing, your masters will kill you. Only Bayushi samurai may take this Advantage.

Kaiu Katana (Major, Minor for Hida) (Granted)

The Kaiu katana are legendary instruments of warfare crafted by only the greatest Kaiu smiths. Such blades carry the strength of the mountains, forged of iron mined deep beneath the foundations of the Twilight Mountains. You have inherited or been gifted one, replacing the katana in your normal Starting Equipment. If your starting equipment does not contain a katana, you cannot take this Advantage. It is considered a Fine Quality item, although its damage rating is 2k3, instead of 3k2. It must never leave your side, and can only be broken by powerful magic, such as that wielded by the Fortunes, Oracles, or dragons. If anyone outside your family ever touches the blade, you lose 1 Honor Point. If you lose the katana, you lose 2 Honor Ranks. This is considered a Minor Advantage for Hida samurai.

Kakita Katana (Major, Minor for Doji) (Granted)

You have inherited or been gifted with a Kakita katana, one of the finest blades in Hachigoku, swift and deadly. The Ashidaka swordsmiths forge the Kakita katana to be keen and quick, steel incredibly flexible and responsive to the wielder. You have inherited or been gifted one, replacing the katana in your normal Starting Equipment. If your starting equipment does not contain a katana, you cannot take this Advantage. It is considered a Fine Quality item, giving it a damage rating of 3k2, and all Iaijutsu and Kenjutsu Skill rolls using it have a +1k1 bonus. Also, by making 4 Raises and spending a Void Point, the wielder can cut through stone, up to a number of feet equal to their Water Ring. This is considered a Minor Advantage for Doji samurai.

Kharmic Tie (Minor) (Inherent)

The people of Hachigoku believe in reincarnation, that every soul lives a hundred thousand lifetimes. You feel uncomfortable around those with you whom you had bad relationships with in a previous life, and comfortable around those with whom you had good relationships. You have found someone you are connected to in a past life (even if they do not feel the same pull). Whenever you spend a Void Point for or against them directly, it counts as two Void Points spent. For example, if attacking someone you have a kharmic tie with and spending a Void Point, the bonus would be +2k2 instead of +1k1. You may take this Advantage multiple times, each time for a different subject.

Large (Minor) (Inherent)

You are big. The average Hachigoku citizen is 5' 6” to 5' 8” tall. You are 6' to 6' 3”. All your melee damage rolls gain a +1k0 bonus, but you suffer a +5 TN penalty for all non-Bugei rolls in social situations.

Luck (Minor) (Inherent)

The Fortunes must be looking out for you. You may reroll one unsuccessful roll during a session. You cannot reroll any roll made using  the Luck Advantage, nor can you take the Unluck Disadvantage. You may take this Advantage multiple times.

Magic Resistance (Minor) (Inherent)

Perhaps due to some ancestral legacy or accident of birth, you are highly resistant to spell effects. Any spell targeting you (even if you don't resist) has a +10 TN penalty.

Meek (Major, Minor for Miya) (Inherent)

Try as you might, you never seem threatening. Unless you're having a serious effect on combat (GM's discretion), opponents won't attack you until they have disposed of your allies first. If you're not attacking, casting spells, or holding any offensive weapons, they might not bother to attack you at all. Your demeanor is so non-threatening you gain a +1k0 bonus on all rolls involving diplomacy and neogotiation, even if you're simply begging for your life. This does nothing to stop others from capturing, questioning, or verbally harassing you, however. This is considered a Minor Advantage for Miya samurai.

Medium (Major, Minor for Toritaka) (Inherent)

You were born with a deep, primal connection to the Spirit Realms and can converse freely with the spirits of the dead. Any non-Tainted undead creature or spirit of the deceased will respond positively to you unless you treat them with overt hostility. Additionally, you gain a Free Raise on all social rolls denizens of the Spirit Realms beyond the physical realm holding Hachigoku, except for those native to the Shadowlands (this bonus still affects those summoned from Jigoku, including oni). This is considered a Minor Advantage for Toritaka samurai.

Methodical (Minor) (Inherent)

You have spent years fighting criminals and outsmarting them... or living with them. You know that success or failure lies in the details. You gain a +1k1 bonus on all rolls for finding or concealing secret compartments and contraband when spending extra time and care examining criminal bases and ships.

Musha Shugyo (Minor, Uji Samurai only) (Granted)

You, a “ronin,” are actually a bushi on a warrior pilgrimage, a “musho shugyo.” You have, for a time, left the ways of your Uji as you wander Hachigoku seeking to test your skills against the fighting styles of many different samurai. Everyone you encounter during this time will treat you as a ronin, although they will respect the musho shugyo and believe it strengthens resolve in a young warrior. Most musho shugyo last a minimum of one year and can only be ended with the completion of an act of incredible skill and prowess set by the ronin's former sensei. When you feel you have learned all you can from your journey, you may return to your Uji and resume training. You cannot learn anymore Okuden in your Discipline until then, but you can learn any other Okuden a sensei is willing to teach you in that time. Furthermore, during your wandering you receive additional Season Actions equal to your Glory Rank every Season; these can only be spent on improving Traits and Skills, or buying Emphases or Okuden. You gain no points to buy Holdings, but gain points equal to your Honor Rank for buying Holdings once you are restored to your uji. Only samurai sworn to an uji may take this Advantage.

Obsidian Katana (Major, Minor for Bayushi) (Granted)

You have inherited or been gifted with an obsidian katana, replacing the katana normally present in your Starting Equipment. If you do not receive a katana in your starting equipment, you cannot take this Advantage. The obsidian katana's steel has an admixture of enchanted obsidian blended into the metal, a method rumored to be practiced among Shosuro and other unsavory swordsmiths. There isn't enough obsidian to risk the Taint or Shadow corruption, but will incur the wrath of any ninja-hunter or Tsukai-sagasu. The obsidian katana functions as a normal Fine Quality katana until it strikes a spellcaster (such as a shugenja or maho-tsukai). The blade dispels any one magical effect (at the wielder's discretion) with a successful strike (in addition to normal effects) and causes the TN for the next spell cast by the target to have a +15 penalty, unless the spellcaster spends a Void Point. This is considered a Minor Advantage for Bayushi samurai.

Personal Mon (Minor, Samurai only) (Granted)

You possess a personal mon, designed by you and registered with the Miya shisha. You gain 1 Glory Rank. You gain a Free Raise on all social rolls with members of your profession when you present your mon. Only members of the samurai caste may take this Advantage.

Precise Memory (Minor) (Inherent)

You have a phenomenal ability to memorize facts, figures, and written material. You are not infallible, however, nor does it give you any special ability to understand information, or to learn new skills and languages. You simply never forget something you have seen or read.

Quick (Minor) (Inherent)

You're just faster than others. When determining Initiative, you gain a +1k0 bonus.

Quick Healer (Minor) (Inherent)

Your body recovers from damage quicker than most. When healing Wounds, your Stamina is considered 1 Rank higher.

Read Lips (Minor) (Trained)

You have trained yourself to read the lips of any whose mouth you can observe speaking. You must know the language being spoken, however.

Sage (Minor) (Granted)

You are a seeker of wisdom and words, and many value your understanding of history, literature, and philosophy. Your devotion to such learning has sharpened your memory regarding the past and the lesson it imparts. You gain +1k1 bonus to all Lore Skill rolls.

Scorpion's Touch (Major, Minor for Bayushi) (Inherent)

Quite simply, you are very good at acting in a devilish manner. The legendary Kami Bayushi the Scorpion was a gifted master of misdirection and ruthlessness, and see the world through his eyes. Whatever needs doing must be done, at any cost. When using a Low Skill you gain a +1k0 bonus, and your dice still explode even if it is a Skill you are unskilled in.

Scroll Cache (Minor, Shugenja only) (Granted)

Your family is particularly generous with magical knowledge and your sensei was indulgent. You begin the game with an additional spell scroll that you can cast of your choice.

Sea Legs (Minor) (Trained)

You have a natural affinity for the sea and feel perfectly at home in or out of the water. You gain a +1k1 bonus on all Athletics and Sailing Skill rolls for swimming or when on watercraft.

Sensei (Minor or Major) (Granted)

You and your sensei have developed a bond that makes you inseparable You would do anything to protect your sensei and his Discipline, and he would do the same. The cost of the sensei depends on his renown and rank. Your sensei will not be able to accompany you on journeys (he has responsibilities, after all), but he will be able to assist you in other ways, as well as being available for future training. If purchased as a Minor Advantage, the sensei is Rank 3 in both Insight and Discipline Ranks. If purchased as a Major Advantage, the sensei is Rank 5 in both. If you ever join another Discipline, you lose the benefits of this Advantage until you are able to return to your sensei's training. Even then, your sensei may still look down on you with disfavor for leaving his instruction.

Sign Language (Minor) (Trained)

You know the secret language of gestures and body movements used by clandestine groups, such as various ninja sects or the Kolat, or even certain teishin gakuen. You can use this to communicate silently with others who know the language, if they can see you. Unlike a general sign language used by samurai to communicate battle orders, this is a complex, nuanced, and secret system. This Advantage can be taken multiple times, each time for a new sign language.

Small (Minor) (Inherent)

You are smaller than average, usually around 5' to 5' 3''. You gain a +2k0 bonus to all Stealth rolls, but your movement rate is figured as if your Water Ring were 1 Rank lower, to a minimum of 1.

Social Position (Minor) (Granted)

You have a higher position within the Empire's social order than you normally would. This comes from being related to a daimyo, performing an impressive feat before your gempukku, having a great omen appear when you were born, etc. You should record exactly how you gained this Advantage. You gain an additional Glory Rank.

Soul of Green Walls (Minor) (Trained)

You have spent a great deal of time living within the cities of Hachigoku. Whenever you are within an urban environment, including a kyuden (palace) or castle town, you gain a Free Raise on all Hunting, Investigation, and Etiquette Skill rolls, as well as the benefits of the Absolute Direction Advantage.

Strength of the Earth (Minor) (Inherent)

You have legendary stamina. You may ignore some effects of Would levels, decreasing your Wound Level Penalty by 5 points. You may take this Advantage multiple times.

Tactician (Major, Minor for Akodo) (Granted)

You can bestow limited benefits on those who follow you. If another character is following or serving you, he is able to use some of your skills. Whenever you are involved a Group roll that involves a Skill you have at least 1 Rank in, you gain a +Xk0 bonus, where X is your Insight Rank. Additionally, you gain a bonus of +Xk0 to all Battle Skill rolls, where X is your Insight Rank. This is considered a Minor Advantage for Akodo samurai.

Utaku Saddle Cutter (Major, Minor for Shinjo) (Granted)

You have inherited or been gifted with an Utaku saddle cutter, replacing the katana normally present in your Starting Equipment. If you do not receive a katana in your starting equipment, you cannot take this Advantage. The Utaku saddle cutter is a massive no-dachi, weighted at the tip to take advantage of a mounted samurai's height advantage. It is considered Fine Quality with a damage rating of 4k2. Any attacks made from Higher Ground (such as being mounted) have a +0k1 bonus to attack and damage rolls. Additionally, the reputation of the weapon is so great you inflict a Fear effect equal to your Glory Rank against any foe you attack using it. This is considered a Minor Advantage for Shinjo samurai.

Voice of the Crane (Major, Minor for Doji) (Inherent)

The Kami Doji the Crane was legendary for her soothing tones and fierce wit. You have a gift for eloquence, and the authority of steel resonates in your voice. Whenever making rolls involving speaking, you gain a +1k1 bonus. These rolls must require speaking; simply shouting when you make an attack does not grant the bonus.

Wealthy (Minor) (Granted)

You come from a family of some means. All of your Starting Equipment is Fine Quality, if it is not already, and you have twice as many of each item, excluding weapons and armor. Additionally, you gain 20 koku.

Well-Connected (Major, Minor for teishin) (Granted)

You have built up a network of friends, associates, and connections across the Empire. Anytime you are in a well-populated area for at least a day, you may make an Awareness roll (TN 20) to locate a contact. On a successful roll, you locate someone of minor importance who is well-disposed towards you. Raises may be declared to increase the influence of the contact found, or to improve his disposition towards you.

Yogo Blessing (Minor, Yogo only) (Granted)

You are one of the lucky few. Born a member of the Yogo family or Uji, you were cursed as are all of its members. But the Fortunes smiled on you, and your betrayal came early in life and was relatively harmless. The Yogo historians have verified your betrayal,  and you are now free if it. Your fellow clansmen trust you much more than most Yogo. Others still see a Yogo. Only Yogo samurai need take this Advantage.


Disadvantages

Antisocial (Minor) (Trained)

You have difficulty getting along with others. Whatever the reason, you find it hard to express your feelings and withdraw from contact with others. All your Social rolls have a –0k1 penalty.

Apostate (Major, Gakusho only) (Granted)

You have committed some indiscretion against the sect and temple that trained you as a monk, and were cast out. Those who are aware of your action treat you with scorn, and holy men who know your history treat you with utter contempt. Essentially, you are the gakusho equivalent of a ronin, an apostate. Once again receiving the support of the Shinsei no Shinden will require great atonement on your part. Only gakusho may take this Disadvantage.

Ascetic (Minor, Major for Gakusho) (Granted)

You aren't interested in material wealth, temporal power, glory, or gaudy fashion. You own only one kimono, one pair of sandals, and one obi. If you are a bushi, you have a daisho or single weapon. If you are a shugenja, you own a pouch full of scrolls. Maybe—maybe—you own a hat or bowl. These are the only material objects you will ever own. You are unconcerned with Glory, but Honor is still very important. You cannot take any Qualities that affect your material possessions. This is considered a Major Disadvantage for gakusho.

Bad Health (Major) (Inherent)

You have never fully recovered from some illness, or simply had the bad fortune to be born sickly and frail. Your Wound Ranks are figured as if your Stamina were 1 Rank lower; you cannot take this Disadvantage if it gives you 0 Wounds per Rank.

Bad Reputation (Minor) (Granted)

You've already earned yourself a bad reputation. Whenever other samurai see you, they add a die to their recognition roll, but they begin with a bad impression of you. You should choose a single word to define your reputation. Your Glory is Infamy until the bad reputation is resolved.

Bitter Betrothal (Minor) (Granted)

You are betrothed. Unfortunately, the marriage is destined not to be a happy one. Perhaps your spouse-to-be is a member of an enemy family or Uji. Maybe the fiancée is just an arrogant, obnoxious boor, or you're desperately in love with someone else. Whatever the case, your family has made plans for you to marry and expects you submit to their will. The wedding is planned a year from now, and you are not looking forward to it. What's worse, your intended isn't fond of the idea either. At best, you are doomed to a cold and bitter home, shackled by a political marriage. At worst, your intended is a spy and may be part of a larger plot to dishonor your family or Uji.

Brash (Minor) (Trained)

You are hot-headed. You seek to avenge any slight on your honor, and must make an Honor roll (TN 20) in order to keep control of your emotions when insulted. You cannot take any Quality intended to keep you calm or meek.

Can't Lie (Minor) (Trained)

You just can't tell a good lie. Whenever you try, you fail automatically.

Compulsion (Minor) (Inherent)

You have an overpowering urge (drinking, gambling, opium, love of geisha, etc.) that gets you into trouble and causes great shame. You must make an Honor roll (TN 20) every time you confront your compulsion to keep you from losing control and giving in to the compulsion.

Coward (Major) (Granted)

You are secretly afraid, It might be that you lack confidence in your own abilities, or that you are sure that everyone is better than you are. Whatever the case, you have a +10 TN penalty to all rolls against anyone with a higher Glory Rank, or nonhuman creatures. Additionally, all Fear effects against you automatically succeed unless you spend a Void Point.

Cruel (Minor, Major for Otomo) (Granted)

Beyond being uncaring, you delight in the suffering of others. The cruelty need not be merely physical, but can manifest itself as glee in watching others dance on their strings. Your Awareness Rank is considered 1 less when interacting with anyone socially, and your Honor Rank is considered 1 less for all Honor rolls. A truly cruel person is expected to behave in a cruel manner, and if ever caught engaging in a cruel act may suffer greatly for their transgressions. This is considered a Major Disadvantage for Otomo samurai.

Curse of Benten (Minor, Major for Hida) (Inherent)

There is just something about you that others find repulsive. All of your rolls to be cordial, persuasive, or use Etiquette have a -2k0 penalty, but you gain a +1k0 bonus to all fear and intimidation rolls. You cannot choose any other Blessing or Curse Qualities, the Bland Advantage, or the Dangerous Beauty Advantage. This is considered a Major Disadvantage for Hida samurai.

Curse of Bishamon (Minor, Major for Miya) (Inherent)

Fighting has never been your forte. All of your attack rolls (except for spellcasting rolls) require 2 Raises in order to successfully hit. These Raises have no other effects. On the plus side, you gain a +1k0 bonus to all rolls to resolve a dispute without combat. You cannot take any other Blessing or Curse Qualities. This is considered a Major Disadvantage for Miya samurai.

Curse of Daikoku (Minor, Major for Akodo or Matsu) (Inherent)

Money is an unclean thing for samurai to consider, and those lower classes beholden to it are likewise unclean. You have a -2k0 penalty to all Commerce Skill rolls and all Social rolls with peasants or merchants. Members of the lower classes assume the worst about you even when you're trying to treat them with honesty and respect. You cannot take any other Blessing or Curse Quality, nor can you take any Quality that specifically effects your interactions with the lower classes. This is considered a Major Disadvantage for Akodo or Matsu samurai.

Curse of Ebisu (Minor, Major for Agasha and Mirumoto) (Inherent)

Reality is plain to see; why do so many samurai willingly ignore it? You have a -2k0 penalty to all Etiquette (Sincerity) and Deceit Skill rolls and all attempts to convince others of your honesty without powerful proof or corroborating testimony. You cannot take any other Blessing or Curse Quality, nor can you take any Qualities directly affecting your ability to lie. This is considered a Major Disadvantage for Agasha and Mirumoto samurai.

Curse of Fukurokujin (Minor) (Inherent)

Your mind is an unsettled territory, wild and undisciplined. You must Raise once on any Meditation or Lore Skill rolls for no effect, and you raising all Meditation and Lore Skills costs double the normal XP cost. You may not take any other Blessing Advantage or Curse Disadvantage.

Curse of Hotei (Minor) (Inherent)

Nothing succeeds like a spectacular failure. Whenever you fail a roll and miss the original TN by 5 or less, you fail miserably and dramatically. Your sword flies out of your hand, a spell takes effect but chooses a different target, etc. The GM determines the outcome of the failure. You may not take the Luck Advantage, nor can you take any other Blessing Advantage or Curse Disadvantage.

Curse of Jurojin (Minor) (Inherent)

The Fortunes have been unkind towards your constitution since birth. You have a -2k0 penalty to all rolls to resist poison or disease. If this would cause you to roll one less than one die, then the poison or disease is automatically effective. You can not take any Advantage that grants you a specific bonus to resisting poison or disease, nor can you take any other Blessing Advantage or Curse Disadvantage.

Deathseeker (Major) (Granted)

You are a member of the elite outcasts: the Deathseekers. Your family has been dishonored, your name erased from the records of your Clan. The only way to redeem your name is to give your life in combat against a superior foe. To achieve this, you must seek a situation where your death can benefit the clan, and you must die for the cause. Unless your family's name can be cleare, this is your only option. Remember, the ancestors do not look favorably on those who shirk their duty. As a Deathseeker, you begin the game with no Glory, nor may you ever gain any. You may not take any Quality that lowers of raises your Glory. Your only desire is to die gloriously.

Dependent (Minor) (Granted)

You have someone who is completely dependent on you. Who they are is up to you, but they are completely helpless without you. Examples include small children or an aged parent, but a naïve spouse could also qualify. This dependent is considered a Brute (TR 1).

Dishonored (Minor) (Inherent)

There is a darkness within, a shame staining your honor. You begin with 1 less Honor Rank. You cannot take this Quality if it would lower your Honor Rank below 0.

Dishonored Sensei (Minor) (Inherent)

The wise teacher who taught you your okuden was dishonored, then killed attempting to regain his honor. You sensei died without honor, and every one of his students is now sneered at by others, who are quick to claim that their dojo would never produce such a failure.

Doubt (Minor) (Granted)

Choose one of your starting Ryu Skills. You have no confidence in it. Though you train and train, you still cannot excel. The knowledge is there, but so is the nagging doubt. Every time you use this Skill, you must make 2 Raises to succeed, for no other benefit. These 2 Raises still count towards your maximum Raises, however. Doubt can be conquered, but only when the Skill's Rank is at least 5, and you use it to defeat a superior opponent, save your life or another's, or, in the case of a craft, create a work of lasting beauty and profound skill (TN 45 at least).

Elderly (Major) (Inherent)

You are far past your prime, generally over 55 years of age, but individuals may vary. You must make 2 Raises to successfully make any Strength or Agility rolls, including Skill rolls involving those Traits. You must make 1 Raise to successfully make any Stamina and Reflexes rolls, including Skill rolls involving those Traits. However, every High Skill you posses provides 2 additional Insight, and every Lore Skill provides 3 additional Insight (this is not cumulative). You cannot also have the Old Disadvantage.

Elemental Imbalance (Minor, Major for Isawa, Shugenja only) (Inherent)

A ritual or spell went terribly wrong during your past, and has left a permanent elemental imbalance in your magic. You are strongly attuned to an Element, but in a way that the kami often overpower your will in the casting. Pick an Element (Air, Earth, Fire, Void, or Water) that your capable of casting but do not have a Deficiency with. Whenever you cast a spell from this Element, you must make a Willpower roll (TN 20). Failure means that the spell may fail utterly, choose another target, be weaker, or roar out of control. This is considered a Major Disadvantage for Isawa samurai, and can only be taken by shugenja.

Epilepsy (Major) (Inherent)

You have this rare disease that causes seizures, resulting in rigidity of muscles, shaking symptoms, and even death. Whenever you are in a stressful situation, or subjected to bright, flashing lights (like fireworks), you must make a Willpower roll (TN 20) to resist a seizure. If you enter a seizure, you can make a Willpower roll each subsequent round at TN 20 to end it. This Disadvantage is rare outside of the Kuge, due to their frequent inbreeding with the dynastic lines, but not unheard of. Those who take this Disadvantage should explain it with some connection to the Kuge.

Fascination (Minor) (Trained)

You have a fascination with something (horses, origami, music, history, etc.) and will go to any length to learn new things about it. Any length.

Forsaken (Major) (Granted)

Your ancestors will have nothing to do with you. You can never commune with ancestor spirits, who will pointedly ignore you (including creatures such as gaki), nor can you posses any Quality that deals with ancestor spirits. This forsaking includes being denied the +1 Trait bonus granted by your Discipline, as the accumulated spiritual power of the Discipline's legacy spurns you as well. Most other Hachigoku inhabitants assume you did something very wrong to anger your ancestors.

Frail Mind (Minor) (Inherent)

Whenever you are the target of a magical spell, seduction, or any other task that would involve your Willpower, the opponent gets 2 Free Raises.

Gaijin Name (Minor, Major for Shinjo) (Inherent)

You have a strange sound in your name, alien to the ears of most Rokugani. It may be an L or V, or a consonant combination like KS or TH. It is difficult for many Hachigokuans to pronounce, and causes others to be wary that you may be "in league" with the "foreign devils". You have a –1k0 on all Social rolls with Hachigokuans Rokugani who are not Shinjo Uji members. This is considered a Major Disadvantage for Gakusho or Shinjo samurai.

Greedy (Minor, Major for Yasuki) (Granted)

You are concerned with material wealth over honor and glory. Opponents gain 2 Free Raises when attempting to bribe you with material goods.

Gullible (Major) (Granted)

You believe almost anything anyone tells you if they are convincing enough. The TN to convince you of anything is 5.

Haunted (Major) (Inherent)

You are haunted by the spirit of an ancestor who is not happy with you. He is distracting, insulting, and irritating, but he is also your ancestor, which means all you can do is try better. When the ancestor is particularly annoying, any roll you make requires 2 Raises for no effect.

Heimin (Major, Ronin only) (Inherent)

You hide the greatest secret a ronin can: you are not a samurai at all. You are the child of two heimin, or perhaps your parents were even lower in the caste system. If discovered, you will be mercilessly and quickly executed. Also, your lack of knowledge about the samurai caste causes social problems. The cost of improving all High Skills is doubled for you, and you have a -1k0 penalty to all social rolls involving samurai. Your beginning Glory Rank cannot be raised during character creation.

Home in Ashes (Minor) (Inherent)

Your immediate family is dead, butchered by Shadowlands monsters, bandits, or enemy marauders. Besides having no kin to speak for you or call for aid, you have no holdings to attract a suitable spouse or garner any koku. You cannot take any Quality involving marriage, dependents, or wealth at character creation, nor can you purchase any Holdings that produce koku.

Idealistic (Minor, Major for Akodo or Shiba) (Granted)

You believe strongly in the code of bushido, adhering to a much more stringent and conservative view of honor and glory than even most Lion samurai. Whenever you lose Honor Points, you lose an extra Honor Point. Whenever you gain 5 or more Honor Points at once, you gain an extra Honor Point. You tend to be quick to pass judgment, act as mentor, or look down on others, though you also tend to radiate a pious energy admired by others with high Honor. This is considered a Major Disadvantage for Akodo or Shiba samurai.

Insensitive (Minor) (Granted)

You care little for others and make no secret of that. You must spend a Void Point to risk your life for another, unless they contribute directly to your welfare, like your daimyo.

Lame (Minor) (Inherent)

You have a crippled leg. All agility rolls have a +10 TN penalty, as well as any rolls that require leg strength, and your movement is figured as if your Water Ring is 1 Rank lower.

Lechery (Minor) (Inherent)

Love is more important to you than it should be for a samurai. Anyone attempting to seduce you gains 2 Free Raises. Lechery is not necessarily a dishonorable trait, but a samurai that has priorities above his daimyo is sure to shame himself eventually.

Lost Love (Minor) (Granted)

You have loved and lost. You tend to have bouts of melancholy whenever your lost love is mentioned. Whenever your love is mentioned, all of your rolls have a +5 TN penalty until you spend a Void Point to bring yourself back to the present. Spending the Void Point prevents the penalty from affecting you for the rest of the scene.

Low Pain Threshold (Minor) (Inherent)

Pain strikes you more intensively than most. All of your Wound Ranks have an additional +5 TN penalty when filled.

Missing Eye (Minor) (Inherent)

You have only one eye, and therefore have a problem with depth perception. All visual Perception rolls have their TN's increased by 5. All ranged attacks at 50' or less have a TN penalty of +5, and +10 if more than 50'.

Missing Limb (Major) (Inherent)

You are missing a hand, foot, or leg. All physical rolls normally involving the limb have their TN's increased by +10 or simply cannot be done at all.

Momuko (Major) (Inherent)

Every samurai hero has the potential to achieve "greatness". They all have that extra "something" to tap into when the night is darkest and the situation dire. Not you. You must rely solely on your own skills and daring to succeed. For whatever the reason, you cannot use Void Points. You cannot take any Advantages or Disadvantages that affect your use of Void Points (though you can take those that affect the Void Ring itself), nor can you use any Techniques or other abilities that require you to spend Void Points to use.

Obtuse (Minor, Major for Hida, Matsu, or Shinjo) (Inherent)

You just don't get it. Poems are a meaningless babble of nonsense. Paintings are just something to cover holes in walls. Music is a waste of time if you can't dance to it, and dancing is a waste of time unless you've drunk enough sake to drown out the music. Don't even start on that kabuki garbage. With the exception of Lore Skills, Hunting, Investigation, & Medicine, learning or increasing a High Skill costs double the normal amount. In any social or courtly situation, you must Raise your TN twice to get the effects of a single Raise. On the other hand, being numb to the finer things is not always bad. In court, people tend to ignore you. They made fun of you at first, but eventually that stopped too when it just didn't register properly to you. Others receive a +5 penalty to all TN's involving taunting, ridiculing, or manipulating you. This is considered a Major Disadvantage for Hida, Matsu, or Shinjo samurai.

Old (Minor) (Inherent)

You are no longer in your prime, generally between 40 and 55 years of age, but individuals may vary. You must make 1 Raise to successfully make Strength or Agility rolls, including Skill rolls involving those Traits. However, every High Skill you posses provides 1 additional Insight.

Overconfident (Minor) (Trained)

You never retreat, never choose to fight another day. You are possessed of the youthful illusion of immortality. When faced with superior forces, you must make a Battle/Perception roll (TN 30); failure means you stay and fight.

Permanent Wound (Major) (Inherent)

You have a wound that has never properly healed. This means you begin each day at the +3 Wound Level, with your +0 Wound Level already filled.

Phobia (Minor) (Inherent)

You have an intense and irrational fear of something. Every time you encounter you phobia, all rolls you make have a +10 TN. The phobia must be approved by the GM, and includes but is not limited to: fire, heights, open spaces, enclosed spaces, insects, snakes, blood, dead things, darkness, etc. A fear of something you should be afraid of (like the Shadowlands) cannot be a phobia.

Poor (Minor) (Inherent)

Your family has fallen on hard times, and could not properly provide for you at your gempukku. You begin play with one less Glory Point and all of your starting equipment is Poor Quality. You cannot take the Wealthy Advantage.

Ranshin (Minor, Major for Hida or Matsu) (Inherent)

You have been traumatized beyond the point of nightmares by the carnage and horror of war, especially if you faced combat with Shadowlands creatures. Casual acquaintances might not be aware of your instability, but it is soon evident. Memories of war are everywhere: sudden movements look like attacks, a cough reminds you of Tainted victims, playing children sound like goblins. This is common among veterans of the Wall. Once per session, the GM can call on you to make a Willpower roll (TN 15). Failure leads to you fearfully lashing out, fainting, or having full-sensory flashbacks. However, these urges could also make you the kind of samurai who leaps into the mouth of the oni believing you can carve your way out. You are prone to having emotional outbursts, cackling laughter, and making snap decisions that cause a steady loss of face, making you an uncontrollable and undesirable fact of Rokugani life. This is considered a Major Disadvantage for Hida or Matsu samurai.

Rumormonger (Minor) (Granted)

You're a fantastic listener, and you make sure everybody know they can confide in you. You know how to keep secrets. Except for one thing. You can't. Oh, you mean well, but some tales are just too great, too interesting not to tell someone, anyone... The only thing better than being trusted is being known as a wealth of hidden knowledge. Any time you learn a closely guarded secret, you must make a Willpower roll to resist blurting it out to the next "trustworthy" friend you encounter. The TN is 5 x the Glory Rank of the "trustworthy" individual. If there are many such fortunate individuals, use the highest Glory Rank among them.

Scarred (Minor, Major for Hida) (Inherent)

You have unhealed wounds suffered from encounters in the Shadowlands or from Shadowlands creatures. They were not infected with Taint, but are still disgusting, visible marks. Common scars whiten the skin , twist and blacken it, or turn green and oozing. You have a –1k0 penalty on all Social Skill rolls, and a –2k0 penalty on all Deceit (Seduction) Skill rolls. This is considered a Major Disadvantage for Hida samurai.

Shadowlands Taint (Major) (Inherent)

Whether by birth or bad fortune, you begin with the curse of the Shadowlands Taint. You have 5 points of Shadowlands Taint; your superiors may or may not know about your condition, but if the fact is kept from them the consequences of discovery are dire. The GM may assign suitable symptoms.

Social Disadvantage (Minor) (Inherent)

You have slipped from your position with the Celestial Order. Your Glory Rank is reduced by 1 Rank.

Soft-Hearted (Minor, Major for Asahina or Miya) (Granted)

You have a profound respect for human life. Your conscience overcomes you when you whenever you are about to kill or commit an act of cruelty. Whenever you try to take a human life, you must make a Willpower roll against a TN of 20 or you can't follow through with the action. If you kill someone, all of your TN's are at +10 for the next full day, and you must somehow attempt reparations. This is considered a Major Disadvantage for Asahine or Miya samurai.

True Love (Minor) (Granted)

True love in Rokugan can be a painful experience. Any who gain a true love find themselves torn between his heart and loyalty to his uji, family, and sensei. Whenever you must choose between love and duty, you must spend a Void Point to choose duty. Also, if you ever lose your true love's favor, you may spend no Void Points at all until you regain your lover's favor.

Unhygienic (Minor, Major for Ronin) (Trained)

Simple matters of hygiene are trivial and unimportant to you. You bathe maybe once every few weeks or months. You stink and often appear filthy. You have a –1k0 penalty on all Social rolls with samurai and will likely be denied entrance to the courts of almost any clan, perhaps even the Hida and Shinjo. Also, the incessant itching caused by his lack of self-maintenance prevents you from benefiting from any Technique or Advantage that offers Free Raises on a Willpower roll. This is considered a Major Disadvantage for Ronin.

Unlucky (Minor) (Inherent)

The GM may, once per session, command the reroll of any roll you make. The GM cannot make you reroll any roll you have just re-rolled with this Disadvantage or the Luck Advantage. You may take this Disadvantage multiple times.

Weakness (Major) (Inherent)

You have some condition that hampers you. One of your Traits is reduced to 1 Rank, and cannot be raised by any means other than the supernatural.

Wrath of the Kami (Major) (Inherent)

There is something about you that the spirits of Hachigoku do not like. Perhaps your soul was born unclean, or you have offended them in some way. For whatever reason, the kami go out of their way to help shugenja harm you. Whenever spells are cast to harm or hinder you directly, the caster gains a Free Raise.