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Chapter 7:
The Game Master
Glory in Play
Honor is the inner measure of a character’s alignment with the tenets of
Bushidō: a character who is scorned by the world might still have high
honor, if they have arrived at that point without defying the samurai code
of conduct. Glory, then, is the external measure of a character’s success
as a samurai. The higher a character’s glory, the more widely they are
recognized as a paragon of samurai virtues; the lower a character’s glory,
the more others believe they are unworthy of the name. Being a proper
samurai
includes competence, and a character with good intentions can
still see their glory fall if they stake it on unsuccessful ventures.
Glory is not exactly a character’s fame—a character who is known for
deeds both good and ill might have a modest glory value due to the conflict-
ing accounts of their actions—though it does confer advantages that reflect
fame (or disadvantages that represent infamy) if it reaches certain highs (or
lows). Rather, it is how much the outside world (with a particular emphasis
on the character’s sworn lord) believes the character is a proper samurai.
Forfeiting Glory
A character must forfeit glory to undertake certain actions publicly. Pub-
licly admitting personal failure or disbelief in the validity of some aspect
of Bushidō requires forfeiting some amount of glory. Deeds that defy
Bushidō, or are just especially wicked, can also
require that a character
forfeit glory to perform them publicly.
Unlike honor, glory relies upon external perception, so actions taken
clandestinely or in disguise do not require forfeiting glory, though some-
times they require staking it upon avoiding discovery.
Staking Glory
Sometimes, a character must stake glory rather than forfeiting it—in
these cases, the glory rides on the results of their actions. Most often, this
occurs when a character boasts that they will complete a task, in which
case they stake the glory until such time as they clearly succeed or fail (in
which case, it is forfeit). The amount of glory they must stake depends on
how great their claim was. The GM can use the sample glory rewards (see
Table 7–15: Sample Acknowledgements, right) as a guideline for how
much the character must stake to boast that they can perform a task.
Staking glory can also occur when a character undertakes an inglori-
ous task clandestinely. In this case, they must stake the amount of glory
they would forfeit to perform this task openly (see
Table 7–16: Sample
Diminishments, right). The glory remains staked until the risk of their
discovery has ended (such as until all loose ends are tied up) or they are
unmasked publicly (in which case, it is forfeit).
Receiving Glory Rewards
When a character is recognized for a notable deed (whether or not they
actually did it), the GM should give that character
a glory reward based
on the degree of acclaim it represents. See
Table 7–15: Sample Acknowl-
edgements, right, for more information.
Status
Status is much more static than honor and glory: rarely do characters
need to forfeit it, and generally, they only receive it as a reward upon re-
ceiving a new title. If a character does need to forfeit status, they generally
reset it to a specific value; for instance, if a character gives up the position
of Emerald Magistrate
and retires to a monastery, their status goes from
40 (the status of an Emerald Magistrate, as set by the title) to 25 (that of a
monk, found in
Table 1–5: Status Scores, on page 25). Characters can
be stripped of status under rare circumstances. If a character wishes to
resist an effort to do this (such as by covering up or destroying evidence
that they are, in fact, suffering from the Shadowlands Taint), they must
stake their status upon preventing the events
that would expose them
from occurring.
Therefore, status is most often used as a comparative value, to know
which of two characters stands higher in the Celestial Order. This has
many uses, both narratively and with regard to abilities. The Social skills
reference interacting with characters of lower, higher, or equal status, as
do many examples of times a character must forfeit (or be awarded) glory
or honor.
The GM should know the status of the PCs and compare it to that of
NPCs where relevant. Additionally, the GM can
hint at relative status and
The Clans’ Views of Bushidō
Honor is a guide to help your players play their characters, and it can
also help underline the differences between the ways the various clans
focus on certain aspects of this cultural code of conduct.
Each clan has one or more tenets it views as paramount, even above
the others. When a character chooses to forfeit honor due to defying
one of their own clan’s paramount tenets, they double the amount
of honor they must forfeit. When a character
is awarded honor as a
result of making a personal sacrifice in the name of one of their clan’s
paramount tenets, the GM should double the honor they are awarded.
•
Crab: Courage
•
Crane: Courtesy
•
Dragon: Sincerity
•
Lion: Honor
•
Phoenix: Righteousness
•
Scorpion: Duty
•
Unicorn: Compassion
Each clan has one or more tenets of Bushidō it views as less signifi-
cant than the others. When a character chooses to forfeit honor due to
defying the tenet their clan sees as less significant, halve the amount
of honor they must forfeit (rounded up, to a minimum of 1). When a
character is awarded honor as a result of making a personal sacrifice
in the name of the tenet their clan sees as less significant, halve the
honor they are awarded (rounded up, to a minimum of 1).
•
Crab: Courtesy
•
Crane: Courage
•
Dragon: Duty
and Loyalty
•
Lion: Compassion
•
Phoenix: Sincerity
•
Scorpion: Righteousness, as well as Honor
•
Unicorn: Courtesy