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Beginner Game – Rule Book
- STOP! Open the Adventure Book First p. 1
- GETTING STARTED p. 1
- WHAT'S IN THE BOOK? p. 1
- GAME RULES p. 1
- WHAT PLAYERS NEED TO PLAY p. 1
- NARRATIVE PLAY p. 1
- RULES NOTES p. 1
- CULTURAL SIDEBARS p. 1
- CHAPTER 1: Playing the Game p. 2
- CUSTOM DICE p. 2
- ROLL AND KEEP p. 2
- RING DICE p. 2
- SKILL DICE p. 2
- DICE SYMBOLS p. 2
- MINIMUM VALUES p. 2
- ROUNDING p. 2
- Success (Q) p. 2
- Explosive Success (👂) p. 2
- Opportunity (※) p. 2
- Strife (ω) p. 2
- MAKING A CHECK p. 2
- WHEN TO ASK FOR A CHECK p. 2
- WHO'S IN CHARGE HERE? p. 3
- STEP 1: DECLARE INTENTION p. 3
- STEP 2: DETERMINE SKILL, RING, AND TARGET NUMBER OF SUCCESSES p. 3
- TARGETING AND CHECKS p. 3
- CHOOSING A SKILL FROM A DIFFERENT GROUP p. 4
- STEP 3: ASSEMBLE AND ROLL DICE POOL p. 4
- STEP 4: APPLY ADVANTAGES (IF APPLICABLE) p. 4
- Resolving Advantages p. 4
- STEP 5: CHOOSE KEPT DICE p. 4
- STEP 6: RESOLVE SYMBOLS OF KEPT DICE p. 5
- NARRATING A CHECK'S RESULTS p. 5
- UNIVERSAL TIEBREAKER p. 5
- ADDITIONAL RULES FOR CHECKS p. 6
- ASSISTANCE p. 6
- Opportunities for Different Rings p. 6
- Scaling Opportunity Abilities p. 6
- BONUS SUCCESSES AND SHORTFALLS p. 7
- Determining Bonus Successes p. 7
- Determining Shortfall p. 7
- CHECKS TO RESIST EFFECTS p. 7
- COMPETITIVE CHECKS p. 7
- STRIFE AND COMPOSURE p. 7
- ACCUMULATING STRIFE p. 7
- Composure p. 8
- Removing Strife p. 8
- BECOMING COMPROMISED AND UNMASKING p. 8
- BECOMING COMPROMISED p. 8
- UNMASKING DURING CONFLICT SCENES p. 9
- THE ACT OF UNMASKING p. 9
- BENEFITS OF UNMASKING p. 9
- EXAMPLE WAYS OF UNMASKING p. 9
- MASKING ONE'S EXPRESSIONS p. 9
- THE CHARACTER p. 10
- THE FIVE RINGS p. 10
- SKILL RANKS p. 10
- ATTRIBUTES p. 10
- TURMOIL p. 12
- Introducing Complications p. 12
- Finding Resolution p. 12
- Honor, Glory, and Status p. 12
- Value and Rank p. 12
- Increasing Honor, Glory, and Status p. 12
- Forfeiting Honor, Glory, and Status p. 13
- HONOR p. 13
- GLORY p. 13
- STATUS p. 13
- TECHNIQUES p. 13
- Advantages p. 13
- USING ADVANTAGES IN PLAY p. 13
- BUSHIDO: MEIYO, HONOR p. 13
- CHAPTER 2: Skills p. 14
- SKILLS AND CHECKS p. 14
- SKILL GROUPS p. 14
- BREAKDOWN OF A SKILL p. 14
- DESCRIPTION p. 14
- APPROACHES p. 14
- CHOOSING SKILL GROUP, SKILL, AND APPROACH p. 14
- USING APPROACHES FROM OTHER SKILL GROUPS p. 14
- SKILLS AND OPPORTUNITIES p. 14
- ARTISAN SKILL GROUP p. 14
- ELEMENTAL APPROACHES FOR ARTISAN SKILLS p. 14
- Refine Approach (Air Ring) p. 15
- Restore Approach (Earth Ring) p. 15
- Invent Approach (Fire Ring) p. 15
- Adapt Approach (Water Ring) p. 15
- Attune Approach (Void Ring) p. 15
- ARTISAN SKILLS p. 15
- Aesthetics p. 15
- Composition p. 15
- Design p. 15
- Smithing p. 15
- MARTIAL SKILL GROUP p. 17
- ELEMENTAL APPROACHES FOR MARTIAL SKILLS p. 17
- Feint Approach (Air Ring) p. 17
- Withstand Approach (Earth Ring) p. 17
- Overwhelm Approach (Fire Ring) p. 17
- Shift Approach (Water Ring) p. 17
- Sacrifice Approach (Void Ring) p. 17
- MARTIAL SKILLS p. 17
- Fitness p. 17
- Martial Arts [Melee] p. 17
- Martial Arts [Ranged] p. 17
- Martial Arts [Unarmed] p. 17
- Meditation p. 17
- Tactics p. 17
- MINOR CLANS p. 18
- SCHOLAR SKILL GROUP p. 18
- ELEMENTAL APPROACHES FOR SCHOLAR SKILLS p. 18
- Analyze Approach (Air Ring) p. 18
- Recall Approach (Earth Ring) p. 18
- Theorize Approach (Fire Ring) p. 18
- Survey Approach (Water Ring) p. 18
- Sense Approach (Void Ring) p. 18
- SCHOLAR SKILLS p. 18
- Government p. 18
- Medicine p. 18
- First Aid p. 19
- Sentiment p. 19
- SEEING THROUGH LIES p. 19
- Theology p. 19
- SOCIAL SKILL GROUP p. 19
- ELEMENTAL APPROACHES FOR SOCIAL SKILLS p. 19
- Trick Approach (Air Ring) p. 19
- Reason Approach (Earth Ring) p. 19
- Incite Approach (Fire Ring) p. 19
- BUSHIDO: MAKOTO, SINCERITY AND INTEGRITY p. 19
- INVESTIGATION p. 19
- Charm Approach (Water Ring) p. 20
- Enlighten Approach (Void Ring) p. 20
- SOCIAL SKILLS p. 20
- Command p. 20
- TRADE SKILL GROUP p. 21
- ELEMENTAL APPROACHES FOR TRADE SKILLS p. 21
- Con Approach (Air Ring) p. 21
- Produce Approach (Earth Ring) p. 21
- Innovate Approach (Fire Ring) p. 21
- Exchange Approach (Water Ring) p. 21
- Subsist Approach (Void Ring) p. 21
- TRADE SKILLS p. 21
- Commerce p. 21
- Labor p. 21
- Seafaring p. 21
- Skulduggery p. 21
- Survival p. 21
- "LOW" SKILLS p. 21
- CHAPTER 3: Equipment p. 22
- BUYING ITEMS p. 22
- WEAPONS p. 22
- A SAMURAI'S DAISHO p. 22
- ARMOR p. 22
- SPECIAL QUALITIES OF EQUIPMENT p. 22
- CEREMONIAL p. 22
- CONCEALABLE p. 23
- NATURAL WEAPONS p. 23
- CUMBERSOME p. 23
- MUNDANE p. 23
- MONEY IN ROKUGAN p. 23
- READIED WEAPONS p. 25
- SHEATHED WEAPONS p. 25
- RAZOR-EDGED p. 25
- RESISTANCE (X) p. 25
- SACRED p. 25
- S NARING p. 25
- SUBTLE p. 25
- WARGEAR p. 25
- AMMUNITION p. 26
- EQUIPMENT p. 26
- ADDITIONAL EQUIPMENT p. 26
- CHAPTER 4: Scenes and Conflicts p. 27
- GAME SESSIONS p. 27
- SCENES p. 27
- NARRATIVE SCENES p. 27
- DOWNTIME SCENES p. 27
- DOWNTIME ACTIVITIES p. 27
- What Can Be Accomplished in a Downtime Scene? p. 27
- CONFLICT STRUCTURE p. 28
- STRUCTURED TIME p. 28
- LENGTH OF SCENES IN REAL TIME p. 28
- CONFLICT BREAKDOWN p. 28
- Phase 1: Determine Initiative p. 28
- Initiative Checks p. 28
- Determine Initiative Values p. 28
- Set Initiative Order p. 28
- Phase 2: Take Turns p. 29
- Rounds p. 29
- Turns p. 29
- Step 1: Beginning of Turn p. 29
- Step 2: Set Stance p. 29
- ONCE PER SESSION ABILITIES AND EFFECTS p. 29
- Step 3: Perform Action p. 29
- Step 4: End of Turn p. 29
- Phase 3: Resolution (Conflict Ends) p. 29
- RESOLVING AN ACTION p. 30
- Step 1: Declare Action p. 30
- Step 2: Make Check p. 30
- Step 3: Resolve Effects p. 30
- Each action has one or more types: p. 30
- SKIRMISHES p. 31
- Initiative Check p. 31
- Initiative Order p. 31
- PHASE 2: TAKE TURNS p. 31
- Rounds p. 31
- Turns p. 31
- Stances p. 31
- Movement and Positioning p. 31
- Movement p. 31
- Range Bands p. 31
- BUSHIDO: YU, HEROIC COURAGE p. 31
- Actions p. 32
- Maneuver p. 32
- Prepare Item p. 32
- DUELS p. 33
- WHEN TO USE A DUEL p. 33
- DUEL OBJECTIVES p. 33
- CONDUCTING A DUEL p. 33
- RESOLVING A DUEL p. 33
- INTRIGUES p. 34
- WHEN TO USE AN INTRIGUE p. 34
- SOCIAL OBJECTIVES p. 34
- Initiative Check p. 35
- Initiative Order p. 35
- INTRIGUE BREAKDOWN p. 35
- Actions p. 35
- Persuade p. 35
- SILHOUETTE, RANGE BANDS, AND TERRAIN p. 35
- SILHOUETTES p. 35
- RANGE BANDS p. 36
- Range 5 (Volley) p. 36
- TERRAIN p. 36
- Entangling p. 37
- Hallowed p. 37
- Obscuring p. 37
- HARM AND HEALING p. 37
- DAMAGE p. 37
- Dealing Damage p. 37
- BUSHIDO: GI, HONESTY AND JUSTICE p. 38
- Defending Against Damage p. 38
- FATIGUE p. 38
- Consequences of Fatigue p. 38
- Recovering from Fatigue p. 38
- CRITICAL STRIKES p. 38
- Suffering Critical Strikes p. 38
- Second Critical Strike: Minor Injury p. 38
- Third Critical Strike: Disabling Injury p. 38
- Fourth Critical Strike: Serious Injury p. 38
- Treating Critical Strikes p. 38
- CONDITIONS p. 38
- BLEEDING p. 38
- BURNING p. 38
- COMPROMISED p. 38
- DAZED p. 39
- DISORIENTED p. 39
- ENRAGED p. 39
- EXHAUSTED p. 39
- INCAPACITATED p. 39
- PRONE p. 39
- UNCONSCIOUS p. 39
- BUSHIDO: JIN, COMPASSION p. 39
- CHAPTER 5: Non-Player Characters p. 40
- NPC PROFILE BREAKDOWN p. 40
- NPCS AND INITIATIVE CHECKS p. 40
- NPC TYPES p. 40
- Minions p. 40
- Adversaries p. 41
- NPCs AND STRIFE p. 41
- SAMPLE NPCS p. 41
- Humans p. 41
- PEASANT p. 41
- ASHIGARU p. 41
- NPC ABILITY: RANK TACTICS p. 41
- BANDIT p. 42
- NPC ABILITY: AMBUSH TACTICS p. 42
- EXPERIENCED BANDIT p. 42
- NPC ABILITY: DIRTY TRICKS p. 42
- RONIN p. 42
- NPC ABILITY: SCHOOL OF THE WOLF p. 42
- NPC ABILITY: STRIKING AS WATER p. 42
- NPC ABILITY: IAIJUTSU CUT p. 42
- WARRIOR MONK p. 43
- NPC ABILITY: EARTHEN FIST p. 43
- VETERAN BUSHI p. 43
- NPC ABILITY: SWORN PROTECTOR p. 43
- NPC ABILITY: STRIKING AS FIRE p. 43
- SCHOLARLY SHUGENJA p. 44
- NPC ABILITY: THE FIRES FROM WITHIN p. 44
- NPC ABILITY: PATH TO INNER PEACE p. 44
- SEASONED COURTIER p. 44
- NPC ABILITY: PREY ON THE UNREADY p. 44
- NPC ABILITY: FANNING THE FLAMES p. 44
- PROVINCIAL DAIMYÔ p. 45
- NPC ABILITY: LORD'S COMMAND p. 45
- NPC ABILITY: VOID POINTS p. 45
- SUPERNATURAL CREATURES p. 45
- GOBLIN p. 45
- NPC ABILITY: SMALL p. 45
- NPC ABILITY: SUREFOOTED p. 45
- NPC ABILITY: TRICKSTER p. 46
- NPC ABILITY: SHAPESHIFTER p. 46
- NPC ABILITY: MASTER OF ILLUSION p. 46
- NPC ABILITY: FLIGHT p. 46
- NPC ABILITY: VOID POINTS p. 46
- NPC ABILITY: CRUSHING BLOW p. 47
- NPC ABILITY: RAGE OF THE BEAST p. 47
- NPC ABILITY: HUGE p. 47
- Index p. 48
- A p. 48
- EXAMPLE WAYS OF SPENDING p. 49
- CRITICAL STRIKES p. 49
- SYMBOLS AND DICE p. 49