17
Chapter 1:
Playing the Game
outburst—instead, the player chooses the shape the character’s outburst
takes. The outburst lasts until the end of the scene.
The following are a number of example outbursts, but players can also
invent their own outbursts based on their character’s personality (such as
the personal outburst they determine during character creation), the
circumstances, or both. No matter the outburst the player chooses, there
should be narrative consequences, usually both for good and for ill.
Compromise (or Flee)
The character does something that stands in contrast to their values, oaths,
or view of right and wrong. This might be bending their moral code, or
it might be fleeing from a terrifying situation or foe. The character must
forfeit 3 honor, and until the end of the scene, the character ignores one of
their Interpersonal or Mental disadvantages,
as they see the need to bend
their morals. At the end of the scene, the character removes strife until
their strife is equal to half their composure.
Expose a Weakness
The character gives away a vital hint about one of their weaknesses, either
through a physical tell that makes it obvious or an ill-considered word that
reveals it to others. This exposure of weakness catches the other characters
in the scene off guard. The character chooses one of their disadvantages
they have not revealed in this manner this session; each other character in
the scene learns of that disadvantage. Until the end of the scheme,
reduce
the TN of Scheme checks made by the character who exposed their weak-
ness. At the end of the scene, the character removes strife until their strife is
equal to half their composure.
Become Enraged
The character’s soul calls out for blood. The character must challenge an
antagonist in the scene to a duel (not necessarily to the death) or attack
them outright, and suffers the Enraged condition (see page 170). Addi-
tionally, the character ignores one of their Mental or Physical disadvantages
until the end of the scene. At the end of the scene, the character removes
strife until their strife is equal to half their composure.
Shut Down
The character locks up, becoming withdrawn, silent,
or generally un-
responsive. The character does not lose face, but also cannot perform
Attack or Scheme actions. Increase the TN of Scheme checks targeting
the character by 1 until the end of the scene. At the end of the scene, the
character removes strife until their strife is equal to half their composure.
Inappropriate Remark
The character says something out of line or commits a deep breach of eti-
quette, shocking onlookers. The character must forfeit 3 glory, and until
the end of the scene, the character ignores one of their Interpersonal or
Mental disadvantages, as they have been pushed beyond what they would
normally tolerate. At the end of the scene,
the character removes strife
until their strife is equal to half their composure.
Removing Strife
In addition to removal of strife as a result of an outburst, characters natu-
rally remove strife as time passes. At the end of each scene, each character
removes a number of strife equal to their Water ring rank.
Opportunity
Opportunity () is a symbol that gives players and GMs a cue to add
narrative flair and secondary effects to the tasks the characters attempt.
It can be spent to add in these secondary details that are not related
directly to the success or failure of the check, but nonetheless make the
story more exciting or realized. Usually, the more symbols a character
spends on a single effect, the greater its magnitude.
The most fundamental way to use is to add a narrative detail that
surfaces as the character undertakes the task—a
new piece of information
that does not directly affect success or failure but creates interesting new
avenues for the story. Whether an opportunity is the result of the action
(intimidating someone after narrowly missing them with a sword swing)
or an incidental occurrence (spotting an old friend in town while look-
ing for a specific merchant), it should stem from the particular way the
character was going about the task. Procedurally, the player suggests this
detail, and the GM then approves it or poses an alternative option.
The ring the character chose can help to inform the detail the player
creates.
Table 1-1:
Descriptors, right, offers some key phrases players
can use when thinking about the opportunities they want to introduce.
Like all good improvisational tools, can be extremely effective when
used to build upon details that already exist in the scene. For example, in
one session that
features a wedding reception, two couples are each hav-
ing clandestine meetings on opposite sides of a courtyard, so they are not
aware of each other’s presence. When Charlie’s monk character earns a
Water on one of his checks, the players and GM agree that it would be
most dramatic for him to spend it to catch a glimpse of the other samurai
pair in the courtyard: Mercedes’s courtier character and the recently mar-
ried bridegroom! From that point on, the interactions between his and
her characters are enriched because of the not-quite blackmail Charlie’s
character has on Mercedes’s. The whole group is excited to see how the
characters
will react, all thanks to one simple .
Battle Rage
The battlefield is one of the few places it is appropriate for a samu-
rai to act with emotions (and steel) bared. As a result, the Become
Enraged outburst seems like an obvious selection for combat situa-
tions such as duels and skirmishes. To a large degree, it is intended
that strife can be more easily vented during combat. However, that
is no reason to miss out on a good roleplaying opportunity, and
the GM should encourage the player to have their character pursue
increasingly risky or violent actions as they let their emotions flow
out of control in combat.
Outbursts during Conflict Scenes
During a conflict scene, a character checks
their strife at the begin-
ning of their turn. If their strife exceeds their composure, they suf-
fer the outburst and resolve its effects immediately, then proceed
with their turn.
Table 1–1: Opportunity Descriptors
Element
Opportunity Descriptors
Air
Subtle, precise, cunning
Earth
Defensive, thorough, reassuring
Fire
Flashy, creative, inspiring
Water
Intuitive,
flexible, gregarious
Void
Mystical, wise, instinctive