Unmasking
Texto
Once per scene, while a character is Compromised, their player may choose to have the character unmask, briefly expressing the true emotions beneath the guise of a perfect samurai that society demands they maintain. Keep in mind that the character may stay Compromised as long as their player deems it appropriate, and can seek other ways to soothe their emotions, but these often take time. The act of unmasking gives a character the chance to achieve immediate emotional clarity and openness, at the cost of potentially disturbing the scene.
Unmasking is an outpouring of raw emotion: anger at difficult circumstances or injustice, joy as a result of success over harsh trials, mirth at a humorous occurrence, or despair at a tragic turn of events. Importantly, the player never loses control of their character while unmasking, because the player chooses the shape the character’s unmasking takes and the time at which it occurs. The form of the unmasking should be suited to the scene in which it takes place and the various emotions that have led the character to become Compromised.
Benefits and Risks of Unmasking
When a character unmasks, they remove all of their strife. Then, the player roleplays the way in which their character lets their façade fall, and the GM determines any narrative and mechanical consequences this has. Players and GMs can look to the examples of unmasking in this section for inspiration, or invent their own to fit the scene and the character.
Like any moment of vulnerability, unmasking is a risk but also a chance to achieve things one otherwise could not. Important moments in a character’s life often revolve around the incidents in which they allow their façade to slip, even briefly. Sometimes, this bared emotion even allows the character to transgress societal norms for an
advantage or surpass their own limitations to pursue a goal they otherwise could not.
They can also say and do things they normally couldn’t—and while such behavior might have a cost in honor or glory (see page 37 for more on honor and glory), a valid point raised in anger is still often valid. The GM should take this into account for the character’s checks during the remainder of the scene. A character who rebukes their lord should suffer any natural consequences for doing so (perhaps forfeiting honor or glory, and suffering potential narrative costs), but might also convince their lord to reconsider a foolish course of action. A character who reveals their secret love for someone beyond their station might suffer social repercussions but also catch that person’s attention, allowing them to begin a clandestine relationship. A character who challenges a social superior in anger might get that person to accept a duel they would normally refuse without consideration—though of course, this too carries its own deadly risks. The GM and player should consider the risks the act of unmasking entails in the scene, but also the unique possibilities it might create.
Example Ways of Unmasking
Regardless of how the player decides to roleplay the unmasking, there should be narrative consequences for it, usually both for good and for ill. Sometimes, the GM and player will need to work together to determine how best to suit the temporary slip of their composure to the scene.
The following are a few examples of ways a character can reveal their inner emotions, but players are encouraged to invent other forms of unmasking based on their character’s personality and the circumstances. The GM should inform the player of any honor, glory, or status their character might have to forfeit or stake before the player commits to the course of action (see page 37 for more information on social attributes and staking those attributes).
Bend Principles
The character does something that conflicts with their values, oaths, or view of right and wrong to bring about the results they desire. Unmasking this way might well let a character implement a solution to a problem they would normally never consider, but to do so, they must usually forfeit honor equal to their honor rank (a value equal to the tens digit of their total honor attribute), or more, at the GM’s discretion.
Expose an Opening
The character reveals a vital flaw in their argument, defenses, or position, often related to one of their disadvantages. Unmasking this way allows others to strike at this weakness, reducing TN of the next check by a hostile character (as defined by the GM) that targets the character to 1.
Honor’s Challenge
The character can bear their indignities no longer, and demands satisfaction by way of steel. The character must challenge an antagonist in the scene to a duel (not necessarily to the death). The duel might be fought immediately, or the participants might take the opportunity to prepare for their battle.
Inappropriate Outburst
The character says something out of line or commits a deep breach of etiquette, shocking onlookers. Unmasking this way might let a character express a vital argument forbidden by propriety or reveal something that society demands they keep within. However, to do so, they must usually forfeit glory equal to their glory rank (a value equal to the tens digit of their Glory attribute), or more, at the GM’s discretion.
Panicked Retreat
The character departs the scene immediately, without regard for propriety. Unmasking this way might allow a character to run away from certain defeat and live to fight another day. However, to flee from battle or another scene with similarly high stakes, they must usually forfeit honor equal to their honor rank, glory equal to their glory rank, or both.
Rage
The character fails to contain their fury, and they lash out at people or objects around them. Unmasking this way might let a character launch a first strike against an unready foe or let them reinforce a threat by destroying a nearby object. However, to act so violently in an inappropriate context, the character must usually forfeit honor equal to their honor rank, glory equal to their glory rank, or both.
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Core Rulebook · Chapter 1: Playing the Game › Compromised › Unmasking · p. 30 p. 31
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Once per scene, while a character is Compromised, their player may choose to have the character unmask, briefly expressing the true emotions beneath the guise of a perfect samurai that society demands they maintain. Keep in mind that the character may stay Compromised as long as their player deems it appropriate, and can seek other ways to soothe their emotions, but these often take time. The act of unmasking gives a character the chance to achieve immediate emotional clarity and openness, at the cost of potentially disturbing the scene.
Unmasking is an outpouring of raw emotion: anger at difficult circumstances or injustice, joy as a result of success over harsh trials, mirth at a humorous occurrence, or despair at a tragic turn of events. Importantly, the player never loses control of their character while unmasking, because the player chooses the shape the character’s unmasking takes and the time at which it occurs. The form of the unmasking should be suited to the scene in which it takes place and the various emotions that have led the character to become Compromised.
Benefits and Risks of Unmasking
When a character unmasks, they remove all of their strife. Then, the player roleplays the way in which their character lets their façade fall, and the GM determines any narrative and mechanical consequences this has. Players and GMs can look to the examples of unmasking in this section for inspiration, or invent their own to fit the scene and the character.
Like any moment of vulnerability, unmasking is a risk but also a chance to achieve things one otherwise could not. Important moments in a character’s life often revolve around the incidents in which they allow their façade to slip, even briefly. Sometimes, this bared emotion even allows the character to transgress societal norms for an
advantage or surpass their own limitations to pursue a goal they otherwise could not.
They can also say and do things they normally couldn’t—and while such behavior might have a cost in honor or glory (see page 37 for more on honor and glory), a valid point raised in anger is still often valid. The GM should take this into account for the character’s checks during the remainder of the scene. A character who rebukes their lord should suffer any natural consequences for doing so (perhaps forfeiting honor or glory, and suffering potential narrative costs), but might also convince their lord to reconsider a foolish course of action. A character who reveals their secret love for someone beyond their station might suffer social repercussions but also catch that person’s attention, allowing them to begin a clandestine relationship. A character who challenges a social superior in anger might get that person to accept a duel they would normally refuse without consideration—though of course, this too carries its own deadly risks. The GM and player should consider the risks the act of unmasking entails in the scene, but also the unique possibilities it might create.
Example Ways of Unmasking
Regardless of how the player decides to roleplay the unmasking, there should be narrative consequences for it, usually both for good and for ill. Sometimes, the GM and player will need to work together to determine how best to suit the temporary slip of their composure to the scene.
The following are a few examples of ways a character can reveal their inner emotions, but players are encouraged to invent other forms of unmasking based on their character’s personality and the circumstances. The GM should inform the player of any honor, glory, or status their character might have to forfeit or stake before the player commits to the course of action (see page 37 for more information on social attributes and staking those attributes).
Bend Principles
The character does something that conflicts with their values, oaths, or view of right and wrong to bring about the results they desire. Unmasking this way might well let a character implement a solution to a problem they would normally never consider, but to do so, they must usually forfeit honor equal to their honor rank (a value equal to the tens digit of their total honor attribute), or more, at the GM’s discretion.
Expose an Opening
The character reveals a vital flaw in their argument, defenses, or position, often related to one of their disadvantages. Unmasking this way allows others to strike at this weakness, reducing TN of the next check by a hostile character (as defined by the GM) that targets the character to 1.
Honor’s Challenge
The character can bear their indignities no longer, and demands satisfaction by way of steel. The character must challenge an antagonist in the scene to a duel (not necessarily to the death). The duel might be fought immediately, or the participants might take the opportunity to prepare for their battle.
Inappropriate Outburst
The character says something out of line or commits a deep breach of etiquette, shocking onlookers. Unmasking this way might let a character express a vital argument forbidden by propriety or reveal something that society demands they keep within. However, to do so, they must usually forfeit glory equal to their glory rank (a value equal to the tens digit of their Glory attribute), or more, at the GM’s discretion.
Panicked Retreat
The character departs the scene immediately, without regard for propriety. Unmasking this way might allow a character to run away from certain defeat and live to fight another day. However, to flee from battle or another scene with similarly high stakes, they must usually forfeit honor equal to their honor rank, glory equal to their glory rank, or both.
Rage
The character fails to contain their fury, and they lash out at people or objects around them. Unmasking this way might let a character launch a first strike against an unready foe or let them reinforce a threat by destroying a nearby object. However, to act so violently in an inappropriate context, the character must usually forfeit honor equal to their honor rank, glory equal to their glory rank, or both.
