types of bonds
Texto
Different bonds are expressed in different ways, and the connections a character forges vary greatly depending on who shares them.
Old Flame
Rōnin are given to wandering, and sometimes their romances are short-lived by necessity, as work springs up in another town, societal circumstances make the relationship impossible, or the relationship dissolves of its own accord. But as circumstances can fling people apart, so too can they bring them back together. Two rōnin might cross paths again years later only to find themselves employed by rivals, or a rōnin might return to town to discover that their lover of old is now the magistrate whom they must petition for work. Or those who parted on ill terms might discover they must now work together again. Regardless of the particulars of their dissolution and reunion, this bond represents people with a romantic history who find themselves crossing paths frequently, thrown together once again, or otherwise entangled in one another’s circumstances.
An old flame knows your best and worst qualities (and any advantages or disadvantages you possessed at the time you were together—and you know theirs), and is likely willing to use these to achieve their own goals as long as it does not significantly harm you. However, some fondness lingers, and they will do you small favors, such as giving you hints about opportunities you might pursue, warning you of oncoming danger, or pointing you in the direction of someone who has something you are seeking. This help most often arrives when it has not been requested.
Your old flame’s allies are cautious to hostile when dealing with you, depending on how the relationship dissolved, and are generally unwilling to help you unless you offer another incentive. Your old flame’s enemies are likely unaware of you, though if they become aware
of your past involvement, they might attempt to use you against your old flame (or vice-versa).
If your bond rank is 3 or higher, your old flame will take more significant steps on your behalf, although still usually without your request. They might pay off a significant debt of yours without asking for recompense, arrive to rescue you from a bad situation, or put your name into the ear of someone wealthy or powerful who is seeking a rōnin with your particular skills.
“It's Always Like This with You...” (Bond Ability): At the end of a scene involving your old flame or reminders of them, after removing strife and fatigue, you may call upon your bond to remove additional fatigue equal to your bond rank, then gain that much strife.
Partner
To rely on another person completely is an act of great vulnerability, and for many rōnin and outsiders, such vulnerability can seem a fatal flaw others will exploit. Even so, sometimes individuals make long, lasting bonds that build into a true and unconditional trust. Whether partners are close friends, spouses, lovers, fellow soldiers, or simply other survivors of the outskirts of society who rely on each other’s helping hands to get by, this bond represents a group that has come to work almost perfectly as a unit, without hesitation or fear that they stand alone.
A partner trusts you implicitly, and is willing to assist you with nearly anything so long as you can offer a rational explanation of why it is necessary or important. However, they will also intervene to stop you from doing things that they think will be harmful to you.
Friends and allies of your partner at least tolerate you, will generally give you the benefit of the doubt, and will at least hear you out if you need something, though they generally will not do favors for you unless the favor also benefits your partner directly. Enemies of your partner view you as an enemy, and will seek to remove you from the equation if they think you will impede their schemes against your partner.
If your bond rank is 3 or higher, your partner will more proactively intervene on your behalf instead of being asked for assistance, and may be more assertive in insisting that you grow beyond tendencies that are harmful to you, such as recklessness. However, if you insist that something is important, your partner will back you with the full means at their disposal, even if you do not explain why it is important to you.
"Always Got Your Back" (Bond Ability): Once per scene, you may call upon your bond to know exactly what your partner is thinking (or was thinking at a previous time), or to have your partner know exactly what you are thinking, without any direct communication between the two of you. You (or your partner) must express this idea in five words or fewer, plus additional words equal to your bond rank. When you use this ability, you and your partner may remove strife up to your bond rank, divided between the two of you as you choose.
Protector and Ward
Most rōnin are responsible only for themselves, but some take up the life of a wanderer for the sake of another. A rōnin might have forsworn their rank and stature to protect the lost heir of their lord, hiding the child from those who see them as an inconvenient loose end—or they might have been the one to refuse such an order, and fled to protect someone their own lord desired to see dead. Or perhaps they simply encountered someone who needed them and their compassion forced its way through the rōnin's world-weary exterior. Whatever the case, a character with this bond has someone who is dependent on them, and looks to them both for guidance and protection in a harsh world.
If you are the protector, your ward is reliant on you, and cannot fully fend for themself in the world, either due to their age, health, or circumstances. However, they are generally eager to help you to the best of their abilities.
If you are the ward, your protector generally seeks to act in your best interests and keep you safe.
Enemies of your ward view you as an impediment, and likely target you even before they target your ward, knowing that you will interfere with their plans anyway. Allies of your ward view you positively, and may even feel a great debt to you, assisting you in your quest to protect your ward with significant favors (such as hiding you from your enemies, helping you acquire equipment, or giving you contacts in new places), within their means.
If your bond rank is 3 or higher and you are the protector, you can always instinctively sense if
Table 6—3: Bonds
your ward is in danger. Additionally, your ward begins to learn some skills from you more readily; if they are an NPC, they acquire 1 rank in 2 skill groups in which you possess 3 or more skill ranks. Your ward also starts to act on their own initiative to help you, and might even start to get you out of trouble!
If your bond rank is 3 or higher and you are the ward, your protector can instinctively sense if you are in danger. Additionally, your protector begins to take an interest not just in your safety, but in the things you do for fun; if they are an NPC, they acquire 1 rank in 2 skill groups in which you possess 3 or more skill ranks, and go out of their way to look out for your happiness in addition to your safety.
“Under My Protection” (Protector Bond Ability): Once per scene when you are protecting your ward, their interests, or their memory, you may call upon your bond to treat your endurance as increased by your bond rank until the end of the scene.
BOND RANK | XP COST | ABILITY UNLOCKED
Rank 1 | 3 XP
Bond Ability (Varies by Bond): In addition to any narrative benefits of your bond, you may call upon your relationship with one bonded character in a manner based on the type of bond (see the bond ability for the relevant bond type).
Rank 2 | 4 XP | “Like you always say…”: You count as having one bonded character’s assistance on a check in which the bonded character is skilled.
Rank 3 | 6 XP
“A familiar presence draws near…”: If the bonded character is an NPC, you may play that character instead of your own character for the next scene (or in an establishing flashback or other appropriate scene, if that character is unavailable or deceased). Remember to adhere to that character’s giri and ninjō while playing them. Major decisions on the part of that character must be approved by the GM. If the bonded character is a PC, you and that PC’s player may immediately play out an establishing flashback scene that occurred between your characters in the past.
Rank 4 | 8 XP
“You taught me this!”: Use one bonded character’s ring or skill ranks (or skill group ranks, if they are an NPC) for a check instead of your own.
Rank 5 | 10 XP
“We are bound by this fate we have made!”: Transfer one of your Void points to the bonded character or gain 1 Void point after they spend a Void point.
“I’ve Been Learning” (Ward Bond Ability): Once per scene when you or your protector makes a check in which the other has 1 or more skill ranks (or skill group in which they have 1 or more ranks, if the other is an NPC), you may call upon your bond to negate results equal to your bond rank.
Rival
Not all deep and interesting relationships are completely amicable or totally hostile: such is the case with rivalry. Rivals are two or more characters who might often come into conflict, but they do not hate each another and may even feel mutual respect.
The following are suggested narrative effects for a character with a Rival bond:
A rival generally seeks to oppose you when the opportunity presents itself and is unfavorably disposed toward you. However, their enmity toward you lends gravity to your position, and it makes those outside of your conflict more convinced of your importance.
Allies of your rival treat you with grudging respect and suspicion. Your rival’s enemies might seek your aid when they face your rival, or they might offer you aid in doing so yourself (such as giving you advice for defeating your rival, quiet political backing, or medical attention after fighting the rival).
If your bond rank is 3 or higher, your rival views themself as your true foe, and they look dimly upon anyone else who acts against you. They can be relied upon to attempt to keep other people from harming you (so that they can defeat you on their own terms someday).
“I Will Surpass You!” (Bond Ability): While making a check, you may call upon your bond. If you do so, you receive strife equal to your bond rank, and then you may reroll up to that many dice.
Wanderers’ Fellowship
With no lord, rōnin have nobody to rely upon and none to protect save themself, making their way through the world like waves rolling across the shore. But even the most independent-minded humans desire a degree of companionship, and there is a certain stability to be found in numbers. As a result, many rōnin form warrior bands, groups that work, fight, suffer, and laugh together. These bonds can become as tight as the tremendously strong bonds of family in Rokugan, or even stronger. In desperate circumstances, this bond can get a rōnin on their feet and back into the fight, helping them to fight on through the pain or face overwhelming odds to save their comrades in arms.
Other members of your fellowship watch out for your safety (if not always your dignity, especially when it comes to telling embarrassing stories). They help you with modest favors (offering you a cut in on a job they have taken on, giving you an introduction to someone hiring rōnin, buying your sake when your purse is empty and theirs is less empty), and generally expect you to reciprocate such favors.
Those with whom your fellowship has worked before are generally inclined to regard you in the same way they do your fellows—if they are rowdy or well-behaved, they will assume the same of you. Your actions also reflect upon members of your fellowship, and if you step out of line such that it endangers the group’s reputation, they intervene to set you on the right path—or to remove you from the group, if you will not repent.
If your bond rank is 3 or higher, your fellowship’s bonds of loyalty are extremely deep, and other members will accept dangerous jobs with you without question, join your side in battles that do not pay, and perhaps even buy your sake without reminding you about it three times in the next week.
“Sworn to Duty and to Death” (Bond Ability): At the start of your turn, if you are Compromised or Incapacitated, you may call upon your bond to remove fatigue and strife equal to your bond rank.
Texto do livro
Path of Waves – The Essential Guide to Rōnin · Chapter 6: Untold Stories › Bonds › Types of Bonds · p. 187 p. 188 p. 189 p. 190 p. 191
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Different bonds are expressed in different ways, and the connections a character forges vary greatly depending on who shares them.
Old Flame
Rōnin are given to wandering, and sometimes their romances are short-lived by necessity, as work springs up in another town, societal circumstances make the relationship impossible, or the relationship dissolves of its own accord. But as circumstances can fling people apart, so too can they bring them back together. Two rōnin might cross paths again years later only to find themselves employed by rivals, or a rōnin might return to town to discover that their lover of old is now the magistrate whom they must petition for work. Or those who parted on ill terms might discover they must now work together again. Regardless of the particulars of their dissolution and reunion, this bond represents people with a romantic history who find themselves crossing paths frequently, thrown together once again, or otherwise entangled in one another’s circumstances.
An old flame knows your best and worst qualities (and any advantages or disadvantages you possessed at the time you were together—and you know theirs), and is likely willing to use these to achieve their own goals as long as it does not significantly harm you. However, some fondness lingers, and they will do you small favors, such as giving you hints about opportunities you might pursue, warning you of oncoming danger, or pointing you in the direction of someone who has something you are seeking. This help most often arrives when it has not been requested.
Your old flame’s allies are cautious to hostile when dealing with you, depending on how the relationship dissolved, and are generally unwilling to help you unless you offer another incentive. Your old flame’s enemies are likely unaware of you, though if they become aware
of your past involvement, they might attempt to use you against your old flame (or vice-versa).
If your bond rank is 3 or higher, your old flame will take more significant steps on your behalf, although still usually without your request. They might pay off a significant debt of yours without asking for recompense, arrive to rescue you from a bad situation, or put your name into the ear of someone wealthy or powerful who is seeking a rōnin with your particular skills.
“It's Always Like This with You...” (Bond Ability): At the end of a scene involving your old flame or reminders of them, after removing strife and fatigue, you may call upon your bond to remove additional fatigue equal to your bond rank, then gain that much strife.
Partner
To rely on another person completely is an act of great vulnerability, and for many rōnin and outsiders, such vulnerability can seem a fatal flaw others will exploit. Even so, sometimes individuals make long, lasting bonds that build into a true and unconditional trust. Whether partners are close friends, spouses, lovers, fellow soldiers, or simply other survivors of the outskirts of society who rely on each other’s helping hands to get by, this bond represents a group that has come to work almost perfectly as a unit, without hesitation or fear that they stand alone.
A partner trusts you implicitly, and is willing to assist you with nearly anything so long as you can offer a rational explanation of why it is necessary or important. However, they will also intervene to stop you from doing things that they think will be harmful to you.
Friends and allies of your partner at least tolerate you, will generally give you the benefit of the doubt, and will at least hear you out if you need something, though they generally will not do favors for you unless the favor also benefits your partner directly. Enemies of your partner view you as an enemy, and will seek to remove you from the equation if they think you will impede their schemes against your partner.
If your bond rank is 3 or higher, your partner will more proactively intervene on your behalf instead of being asked for assistance, and may be more assertive in insisting that you grow beyond tendencies that are harmful to you, such as recklessness. However, if you insist that something is important, your partner will back you with the full means at their disposal, even if you do not explain why it is important to you.
"Always Got Your Back" (Bond Ability): Once per scene, you may call upon your bond to know exactly what your partner is thinking (or was thinking at a previous time), or to have your partner know exactly what you are thinking, without any direct communication between the two of you. You (or your partner) must express this idea in five words or fewer, plus additional words equal to your bond rank. When you use this ability, you and your partner may remove strife up to your bond rank, divided between the two of you as you choose.
Protector and Ward
Most rōnin are responsible only for themselves, but some take up the life of a wanderer for the sake of another. A rōnin might have forsworn their rank and stature to protect the lost heir of their lord, hiding the child from those who see them as an inconvenient loose end—or they might have been the one to refuse such an order, and fled to protect someone their own lord desired to see dead. Or perhaps they simply encountered someone who needed them and their compassion forced its way through the rōnin's world-weary exterior. Whatever the case, a character with this bond has someone who is dependent on them, and looks to them both for guidance and protection in a harsh world.
If you are the protector, your ward is reliant on you, and cannot fully fend for themself in the world, either due to their age, health, or circumstances. However, they are generally eager to help you to the best of their abilities.
If you are the ward, your protector generally seeks to act in your best interests and keep you safe.
Enemies of your ward view you as an impediment, and likely target you even before they target your ward, knowing that you will interfere with their plans anyway. Allies of your ward view you positively, and may even feel a great debt to you, assisting you in your quest to protect your ward with significant favors (such as hiding you from your enemies, helping you acquire equipment, or giving you contacts in new places), within their means.
If your bond rank is 3 or higher and you are the protector, you can always instinctively sense if
Table 6—3: Bonds
your ward is in danger. Additionally, your ward begins to learn some skills from you more readily; if they are an NPC, they acquire 1 rank in 2 skill groups in which you possess 3 or more skill ranks. Your ward also starts to act on their own initiative to help you, and might even start to get you out of trouble!
If your bond rank is 3 or higher and you are the ward, your protector can instinctively sense if you are in danger. Additionally, your protector begins to take an interest not just in your safety, but in the things you do for fun; if they are an NPC, they acquire 1 rank in 2 skill groups in which you possess 3 or more skill ranks, and go out of their way to look out for your happiness in addition to your safety.
“Under My Protection” (Protector Bond Ability): Once per scene when you are protecting your ward, their interests, or their memory, you may call upon your bond to treat your endurance as increased by your bond rank until the end of the scene.
BOND RANK | XP COST | ABILITY UNLOCKED
Rank 1 | 3 XP
Bond Ability (Varies by Bond): In addition to any narrative benefits of your bond, you may call upon your relationship with one bonded character in a manner based on the type of bond (see the bond ability for the relevant bond type).
Rank 2 | 4 XP | “Like you always say…”: You count as having one bonded character’s assistance on a check in which the bonded character is skilled.
Rank 3 | 6 XP
“A familiar presence draws near…”: If the bonded character is an NPC, you may play that character instead of your own character for the next scene (or in an establishing flashback or other appropriate scene, if that character is unavailable or deceased). Remember to adhere to that character’s giri and ninjō while playing them. Major decisions on the part of that character must be approved by the GM. If the bonded character is a PC, you and that PC’s player may immediately play out an establishing flashback scene that occurred between your characters in the past.
Rank 4 | 8 XP
“You taught me this!”: Use one bonded character’s ring or skill ranks (or skill group ranks, if they are an NPC) for a check instead of your own.
Rank 5 | 10 XP
“We are bound by this fate we have made!”: Transfer one of your Void points to the bonded character or gain 1 Void point after they spend a Void point.
“I’ve Been Learning” (Ward Bond Ability): Once per scene when you or your protector makes a check in which the other has 1 or more skill ranks (or skill group in which they have 1 or more ranks, if the other is an NPC), you may call upon your bond to negate results equal to your bond rank.
Rival
Not all deep and interesting relationships are completely amicable or totally hostile: such is the case with rivalry. Rivals are two or more characters who might often come into conflict, but they do not hate each another and may even feel mutual respect.
The following are suggested narrative effects for a character with a Rival bond:
A rival generally seeks to oppose you when the opportunity presents itself and is unfavorably disposed toward you. However, their enmity toward you lends gravity to your position, and it makes those outside of your conflict more convinced of your importance.
Allies of your rival treat you with grudging respect and suspicion. Your rival’s enemies might seek your aid when they face your rival, or they might offer you aid in doing so yourself (such as giving you advice for defeating your rival, quiet political backing, or medical attention after fighting the rival).
If your bond rank is 3 or higher, your rival views themself as your true foe, and they look dimly upon anyone else who acts against you. They can be relied upon to attempt to keep other people from harming you (so that they can defeat you on their own terms someday).
“I Will Surpass You!” (Bond Ability): While making a check, you may call upon your bond. If you do so, you receive strife equal to your bond rank, and then you may reroll up to that many dice.
Wanderers’ Fellowship
With no lord, rōnin have nobody to rely upon and none to protect save themself, making their way through the world like waves rolling across the shore. But even the most independent-minded humans desire a degree of companionship, and there is a certain stability to be found in numbers. As a result, many rōnin form warrior bands, groups that work, fight, suffer, and laugh together. These bonds can become as tight as the tremendously strong bonds of family in Rokugan, or even stronger. In desperate circumstances, this bond can get a rōnin on their feet and back into the fight, helping them to fight on through the pain or face overwhelming odds to save their comrades in arms.
Other members of your fellowship watch out for your safety (if not always your dignity, especially when it comes to telling embarrassing stories). They help you with modest favors (offering you a cut in on a job they have taken on, giving you an introduction to someone hiring rōnin, buying your sake when your purse is empty and theirs is less empty), and generally expect you to reciprocate such favors.
Those with whom your fellowship has worked before are generally inclined to regard you in the same way they do your fellows—if they are rowdy or well-behaved, they will assume the same of you. Your actions also reflect upon members of your fellowship, and if you step out of line such that it endangers the group’s reputation, they intervene to set you on the right path—or to remove you from the group, if you will not repent.
If your bond rank is 3 or higher, your fellowship’s bonds of loyalty are extremely deep, and other members will accept dangerous jobs with you without question, join your side in battles that do not pay, and perhaps even buy your sake without reminding you about it three times in the next week.
“Sworn to Duty and to Death” (Bond Ability): At the start of your turn, if you are Compromised or Incapacitated, you may call upon your bond to remove fatigue and strife equal to your bond rank.
