15
Chapter 1:
Playing the Game
outward persona. Accumulated strife is measured against a character’s
composure, and various consequences can occur when a character’s strife
exceeds their composure. For more on strife in various situations, see
Strife and Composure, on page 16.
3. : The player may spend results to resolve opportunity abilities.
Opportunities represent narrative flourishes and game effects that oc-
cur independently of a check’s success or failure, as created by the player
and GM. Each ring also has a number of example mechanical effects
and story cues that may be resolved if a character used that approach
for the check (see page 18). Further, many school abilities and tech-
niques, such as kata and kihō, provide new ways to spend . Ultimately,
GMs are encouraged to allow players to spend creatively
to improvise
new dramatic avenues or compelling complications for the narrative.
Although is spent independently of success or failure, some specific
uses of have an effect only under certain circumstances, such as if the
check was successful (or failed).
4. : If the sum total of and results equals or exceeds the TN of
the check, the character succeeds at the intention declared. If this total is
less than the TN of the check, the character fails at the proposed action,
instead.
Narrating a Check’s Results
So long as the character succeeds at a check,
their player gets to narrate
the outcome of the success within the confines of the intention described
in
Step 1: Declare Intention. For example, if a bushi character succeeds
at the Attack action they declared, the player gets to narrate that their
character slashes upward with their katana, cutting through the robes
of their adversary and into the soft flesh beneath. The player is also re-
sponsible for describing the emotions the strife represents if the check is
particularly poignant.
In this instance, the they accumulated as part of
the Attack action could represent their grief at being forced to cut down
a loved one at their lord’s order—or their glee at finally taking personal
vengeance against a hated foe. The narrative context of the check—how
the check fits within the story—guides how players and GMs should
interpret the as specific emotions.
Finally, the player also is responsible for interpreting the they spend
as part of the check: they should indicate whether they want to spend it in a
manner that steers the narrative in a direction interesting to them, accord-
ing to the example narrative or mechanical options appropriate to that ring,
or if the player character’s school ability or techniques give them a special
means of spending . Sometimes, the GM will
need to approve or contrib-
ute to the interpretation of , such as if the character noticed an important
detail or remembered a relevant fact. If the player does not (or does not
wish to) designate a way to spend generated on a check, it is unspent.
Table 1–2: Example Ways of Spending on page 23 provides a num-
ber of simple, purely mechanical options players can use in almost any cir-
cumstance. The GM and players alike are encouraged to use these to keep
the game moving whenever adding further narrative details could slow
down play without making the scene notably more dramatic or interesting.
Additional Rules Governing Checks
The following are some additional rules that can affect checks.
Assistance
While a samurai must face some tasks alone,
allies can frequently offer
critical assistance during the major challenges. There are a number of
ways that one character can provide assistance on another’s check (such
as those described in
Downtime Activities, on page 151, and in
Con-
flict Scenes, on page 151), but the effect is always the same.
During
Step 3: Assemble and Roll Dice Pool, if a character making
a check receives assistance from one or more others, the character mak-
ing the check rolls 1 additional Skill die per assisting character who has 1
or more ranks of the skill in use, and 1 additional Ring die per assisting
character who has 0 ranks in the skill in use.
At the GM’s discretion, during
Step 4: Apply Advantages and Disad-
vantages, up to one advantage from each assisting character can be ap-
plied to the check.
Then, during
Step 5: Choose Kept Dice, a character making a check
with assistance may keep up to 1 additional die per assisting character.
Finally, during
Step 6: Resolve Symbols of Kept Dice, each assisting
character may choose to suffer 1 strife to negate 1 result on the check.
Bonus Successes and Shortfalls
Sometimes it is important to know the amount by which a character suc-
ceeded at a task (or the extent of their failure). While success and failure
are sometimes binary, at other times, the degree of one’s
success or failure
is relevant. Successes in excess of the target number of successes (bonus
successes) might help the character succeed more thoroughly. On the
other hand, if the character fails, the amount by which they fell short of
the target number of successes (their shortfall) can reveal the depths of
their failure.
Determining Bonus Successes
If a character succeeds on a check, their bonus successes are the num-
ber of and results in excess of the target number of successes for
the check.
Determining Shortfall
If a character fails a check, their shortfall is
the amount by which the
sum of their and results fell short of the target number.
Adding and Canceling Dice
Some effects instruct you to add dice to the pool or cancel dice
in the pool. During
Step 5: Choose Kept Dice, resolve these effects
as follows:
•
Add a Rolled Die: When an effect instructs you to add a rolled
die showing
a particular result, after rolling dice but before
choosing kept dice, place one die of the noted type in the pool
showing the specified result. It is a rolled die.
•
Add a Kept Die: When an effect instructs you to add a kept die
showing a particular result, after choosing kept dice, place one
die of the noted type in the pool showing the specified result. It
is a kept die.
•
Cancel a Rolled Die: When an effect instructs you to cancel a
rolled die showing a particular result, after rolling dice but be-
fore choosing kept dice, choose one die in the pool showing the
specified result. It becomes a dropped die.
•
Cancel a Kept Die: When an effect instructs you to cancel a
kept die showing a particular result, after choosing kept dice,
choose one die in the pool showing the specified result. It be-
comes a dropped die.