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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The character locks up, becoming withdrawn, silent, or generally un-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


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