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21
Chapter 1: Playing the Game
Powerful kami, Elemental Dragons, oni, and other such beings of vast 
wisdom and experience might possess skills of rank 6 or higher. Player 
characters cannot normally reach these values.
Advantages and Disadvantages
Advantages and disadvantages are intrinsic quirks of a character’s body, 
mind, personality, or spirit. A character is assigned several of these at 
character creation, but they can also acquire more during play as a result 
of narrative events or through certain circumstances (such as suffering 
Critical Strikes, as described on page 168). Each advantage and disad-
vantage is assigned to the specific ring to which it most often pertains. 
The most common types of advantages and disadvantages are distinc-
tions, passions, adversities, and anxieties, and a character is assigned at 
least one of each of these during the process of character creation. 
For more details, see Advantages and Disadvantages, on page 60.
Derived Attributes
Derived Attributes are numerical values that are determined by a char-
acter’s rings and other decisions made at character creation, and can be 
altered over the course of play. They have various mechanical and narra-
tive effects, as described in this section.
Resilience
Resilience represents a character’s physical stamina and will to fight on de-
spite harm. A character’s resilience is equal to (Water Ring + Earth Ring) x 2.
Focus
Focus represents the speed with which a character reacts to threats. 
When determining which character acts first in a structured scene by 
making an Assessment check, a character’s focus is often taken into ac-
count. A character’s focus is equal to (Fire Ring + Air Ring).
Composure
Composure represents a character’s capacity to suffer mental and emo-
tional strife without becoming unsettled. When a character’s strife exceeds 
their composure, they suffer an outburst, as described on page 16. A 
character’s composure is equal to (Earth Ring + Fire Ring) x 2.
Vigilance
Vigilance represents a character’s wariness and general ability to per-
ceive threats in all spheres. A character’s vigilance sets the target number 
to catch them off-guard, as well as the TN to deceive, mislead, or other-
wise use rhetoric to manipulate them when they aren’t actively scrutiniz-
ing others. A character’s vigilance is equal to (Air Ring + Water Ring) / 2.
Void Points
In works of samurai fiction, force of will is often a deciding factor at cru-
cial moments. Void points are a resource that allows characters to tip the 
scales in their favor, tapping into their strength of character to persevere 
in situations that seem insurmountable. Void points are gained through 
facing adversity, for without struggle, there can be no triumph. Thus, 
when a character’s disadvantages hinder them, and under certain other 
circumstances, a character can gain 1 or more Void points.
A character begins each game session with 1 Void point, and can ac-
crue a maximum number of Void points equal to the value of their Void 
Ring. If a character’s current Void points equal their Void Ring, they can-
not gain further Void points. Void points unspent at the end of a game 
session do not carry over to the next game session.
Spending Void Points
When a character spends a Void point for an effect, their player is en-
couraged to offer a brief explanation about why the character chooses to 
draw a line at this moment and what parts of their core beliefs and moti-
vations factor into it.
Void points can be spent in a number of ways, as described below:
•  Seize the Moment: A samurai should know the right moment to act, but 
sometimes, even the hand of fate must be given a nudge by bold action. 
While making a check, during Step  3: Assemble and Roll Dice Pool, a 
character may spend 1 Void point to roll one additional Ring die and sub-
sequently keep one additional die during Step 5: Choose Kept Dice.
•  Last-Ditch Effort: When faced with death, a samurai must sometimes 
accept terrible losses to survive. Before suffering a critical strike, a 
character may spend 1 Void point to block the attack with a weapon 
or body part, damaging or potentially even sacrificing it entirely to 
survive as described in Parrying on page 172.
•  Techniques: Certain techniques require spending a Void point to acti-
vate (see Chapter 4: Techniques, on page 107).
Gaining Void Points
Characters can gain Void points in a number of ways, most of them rep-
resenting moments in which the character faces adversity and is galva-
nized to succeed by it. A few common instances include:
•  After failing a check on which one of their adversities was resolved 
(see Adversities, on page 60).
•  After suffering an outburst due to one of their anxieties (see Anxiet-
ies, page 60).
•  After the GM conceals the TN of a check from the players (see When to 
Reveal or Conceal Target Numbers of Successes on page 178).
Honor, Glory, and Status
In many genres of fiction, including samurai drama, a character’s primary 
conflict is often internal. While external foes and challenges frequently 
drive the plot and force the protagonist to face their own jagged edges, a 
samurai’s primary battle is often fought within their own heart. Internal 
desires, duties, and expectations must all be weighed against one another, 
and to achieve one, a character must often sacrifice the others. 
As such, in the Legend of the Five Rings Roleplaying Game, characters 
have three attributes that help players to think about the forces that are 
constantly pulling upon a samurai. Honor reflects the character’s per-
sonal investment in Bushidō, and their belief in the righteousness of this 
code. Glory reflects society’s view of the character, and their reputation 
in the wider world. Status reflects circumstances of the character’s birth 
and, occasionally, achievements that elevate their rank in the world.
Value and Rank
A character’s honor, glory, and status attributes have a value from 0 to 100. 
When an effect calls for a character’s honor, glory, or status rank, use 
the tens digit of the character’s honor attribute (or 10, if the value is 100).
Increasing Honor, Glory, and Status
These three attributes can increase over the life of a character, usually via 
an honor, glory, or status reward from the GM. Performing certain deeds, 
succeeding in narrative goals, and playing to one’s core character motives 
can advance one or more of these attributes. Generally, this is arbitrated 
by the GM—see page 182 for recommendations on ways characters can 
increase their honor, glory, or status.


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