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ADVANTAGES

DISTINCTIONS
Name Ring Types Description Effect
Ally [name] Water Interpersonal You have proven yourself to someone, who is May reroll up to 2 dice at check involving relationship to [name]
willing to help you (within reason)
Animal trainer Water Interpersonal, You are well versed in animal behaviors and May reroll up to 2 dice at check for which animal training is beneficial
mental effective techniques for training them
Ambidexterity Air Physical You can compensate if dominant hand is lost May reroll up to 2 dice at check where ambidexterity is beneficial
Benten´s Air Interpersonal, Know with certainty whether or not a May reroll up to 2 dice at check where the favor of the Fortune of Benten is
blessing spiritual character is romantically interested after beneficial
interacting with them
Bishamon´s Water Physical, Recover from physical exhaustion twice as May reroll up to 2 dice at check where the favor of the Fortune of Bishamon is
blessing spiritual fast as others beneficial
Blackmail on Fire Interpersonal You have incriminating evidence on May reroll up to 2 dice at check involving demanding favors from [name]
[name] someone, which you use to force them to
help you
Blessed lineage Void Interpersonal, 50+ status character understand that they May reroll up to 2 dice at check where your esteemed lineage is beneficial
spiritual might suffer a loss of prestige if they harm
you
Blissful Water Interpersonal Your partner serves as ally in everything you May reroll up to 2 dice at check for which your good relationship with you
betrothal do betrothed or spouse is beneficial
Blood of Fire Mental, You cannot be killed by storms and instead May reroll up to 2 dice at check for which you need to take a great risk
Osano-wo spiritual wake up later in a place of GM´s choice,
miraculously safe and with 0 void points
Criminal Air Interpersonal You have cultivated allies and associations May reroll up to 2 dice at check that benefits from your criminal connections
connections among Rokugan´s criminal underworld
Daikoku´s Water Interpersonal, You can always discern whether a given May reroll up to 2 dice at check where your strong financial knowledge is
blessing spiritual commodity is going to rise or fall after beneficial
spending a scene in the relevant market
Dangerous Fire Physical, NPC´s remember your name and face after May reroll up to 2 dice at check where your good looks is beneficial
allure interpersonal interacting with you
Dead eyes Earth Mental After what you have seen, the world holds no May reroll up to 2 dice at check that relies on avoiding fear or exuberant emotions
true dread for you anymore
Ebisu´s Earth Physical, -30 status characters are innately trusting of May reroll up to 2 dice at check where the favor of the Fortune of Ebisu is
blessing spiritual you unless you give them a reason not to be beneficial
Expert tracker Air Mental, You can easily detect signs of passing and May reroll up to 2 dice at check for which your tracking ability is beneficial
physical follow the tracks across all terrain
Famously Air Fame, Other people believe you by default unless May reroll up to 2 dice at check where you can leverage your reputation for
honest interpersonal given evidence to the contrary telling the truth
Famously Void Fame, Other people believe your good fortune by May reroll up to 2 dice at check where you can leverage your reputation for
lucky interpersonal default unless given evidence to the contrary having things turn out your way
Famously Earth Fame, Other people believe in your reliability by May reroll up to 2 dice at check where you can leverage your reputation for
reliable interpersonal default unless given evidence to the contrary keeping your oaths and bargains
Famously Fire Fame, Other people believe in your ability to get May reroll up to 2 dice at check where you can leverage your reputation for
successful interpersonal results by default unless given evidence to the efficiency
contrary
Famously Water Physical Other people believe in your ability to May reroll up to 2 dice at check where you can leverage your reputation for
wealthy procure wealth by default unless given access to resources
evidence to the contrary
Flexibility Water Mental, You can fit through spaces too tight for others May reroll up to 2 dice at check where flexibility is beneficial
spiritual
Friend of the Void Interpersonal You are a known benefactor and ally of the May reroll up to 2 dice at check for which you need to leverage your position for
Brotherhood Brotherhood of Shinsei Shinseist piety

Others believe you to be pious and generous


unless given evidence to the contrary
Friend of the Water Interpersonal You have earned the respect and admiration May reroll up to 2 dice at check to interact with the Nezumi or related to your
Nezumi of the nezumi, and count them among your status with them
closest allies
Fukurokujin´s Fire Mental, You can always find the nearest place to May reroll up to 2 dice at check where the favor of the Fortune of Fukurokujin is
blessing interpersonal study a given subject and complete research beneficial
in half the time it would take others
Hero of Fire Fame, A heroic deed by you saved a village May reroll up to 2 dice at check for which your heroic reputation is beneficial
[village] interpersonal
The residents aid you as best they can with
any request
Indomitable Earth Physical, You can always choose to stand your ground May reroll up to 2 dice at check where you need to keep a cool head
will spiritual
Jurojin´s Void Mental, You do not contract mundane disease and May reroll up to 2 dice at check where the favor of the Fortune of Jurojin is
blessing physical recover from illness and supernatural beneficial
maladies in half the time it would take others
Keen balance Earth Mental, When moving across treacherous terrain you May reroll up to 2 dice at check where your balance is a benefit
physical do not fall (unless hindered by others)
Keen hearing Air Physical, You can assess your environment by sound May reroll up to 2 dice at check involving hearing soft, distant or subtle noises
mental alone
Keen sight Water Physical, You can pick up on small details that others May reroll up to 2 dice at check where you need to see things at a distance or spot
mental may overlook and see further than most details
Keen smell Fire Physical, You can identify by smell things that others May reroll up to 2 dice at check where you need to use your sense of smell
mental would overlook
Karmic tie Void Interpersonal, You have a supernatural connection to a May reroll up to 2 dice at check involving acting on the one you share a bond
spiritual character of your choosing with
Kisshōten´s Water Physical, Children enjoy being around you and are May reroll up to 2 dice at check where you need to communicate with children
blessing spiritual much more receptive to your demands
Kuge lineage Earth Interpersonal You are a member of the kuge, Rokugan´s May reroll up to 2 dice at check for which your hereditary authority is beneficial
nobility
Samurai must treat you with respect
Large stature Earth Physical You can reach objects on high shelves, are May reroll up to 2 dice at check involving taking advantage of your huge size
easy to spot in a crowd and can see over other
people
Light sleeper Water Physical You are trained to awaken before danger May reroll up to 2 dice at check to rapidly recover from sleep
arrives and sleep with your weapons ready
Paragon of Duty and loyalty Mental, Other instinctively discern that your actions May reroll up to 2 dice at check where you need to convince others of or leverage
[bushidō tenet] (Earth) virtue are genuine when you act in accordance with your faith in [tenet]
Compassion [tenet]
(Water)
Courage
(Fire)
Courtesy
(Air)
Sincerity
(Void)
Precise Earth Mental You can recall anything you have read or May reroll up to 2 dice at check where you must recall details precisely
memory heard in the current game session exactly and
dredge up older facts with much more ease
than others
Quick reflexes Fire Physical, At the start of each scene, you can always May reroll up to 2 dice at check where you must act swiftly
interpersonal reposition it a few paces within your
environment
Sea legs Water Physical You never get seasick and can maintain your May reroll up to 2 dice at check for which you need to stay balanced on a shifting
balance on a rocking ship easily surface

You feel slightly disconcerted on stable


ground
Seasoned Void Mental, You are older and worldly than most and May reroll up to 2 dice at check where your hardened wisdom is beneficial
interpersonal have learned a few things along the way
Sixth sense Void Spiritual You can feel the presence of spirits and May reroll up to 2 dice at check where you need to follow your hunches
similar entities even when they have not
chosen to reveal themselves
Small stature Air Physical You can fit in small spaces, hide easily and May reroll up to 2 dice at check involving taking advantage of your petit size
hard to spot in a crowd
Spiritual Void Spiritual A spirit watches over you and intercedes in May reroll up to 2 dice at check where your spiritual protector is beneficial
protector subtle ways to protect you from harm
Subtle observer Air Interpersonal, You can read lips and facial expressions and May reroll up to 2 dice at check where you need to spot or use small signals of
mental understand the small cues people give off other people nearby
when speaking
Support of Water Interpersonal You have proven yourself to a particular May reroll up to 2 dice at check involving interacting with [group]
[group] group, which is willing to help you when
doing so will not damage its reputation
Well connected Water Interpersonal You have influential connections with the May reroll up to 2 dice at check where your connections are beneficial
courts and leadership of Rokugan

PASSIONS
Name Rin Types Description Effect
g
Animal bond Earth Interpersonal, A small, mundane animal follows you around (silhouette -3 strife after a check to interact with animals
mental 0-1)
Can follow instructions but might need incentives
Armament Earth Mental You know the name and function of all arms and armor + -3 strife after a check to make or study arms or armor
can equip and wield it (-things from outside Emerald
Empire)
Bonsai Air Mental You a great deal about the art of bonsai -3 strife after a check to interact with a bonsai piece
Brushwork Air Mental, You can identify the signature styles of numerous different -3 strife after a check to study or practice brushwork
physical schools and individual artists
City Water Interpersonal, You know a particular city extremely well, including the -3 strife after a check to learn or share knowledge of [city]
[choose one] mental popular locations, dangerous areas and open secrets
Curiosity Fire Mental You always think of news to learn about and overcome -3 strife after a check to seek answers on an intriguing question
problems
Creatures Fire Mental You can easily identify strange creatures and monsters and -3 strife after a check to study or hear tales of odd creatures
know them by heart
Daredevil Fire Mental, You can risk your life without consideration and hesitation -3 strife after a check to risk your life
physical
Enlightenment Void Spiritual You cannot be tempted with material wealth or the -3 strife after a check to detach yourself from material concerns
promise of power
Fashion Fire Interpersonal, You always know the current trends in your home region -3 strife after a check to interact with worn works of art
mental and you quickly pick up what they are elsewhere after
spending some time there
Fortune- Void Mental, You can identify any common portents along with their -3 strife after a check to discern the future
telling spiritual implications to the future
Gourmet Water Interpersonal, You know a great deal about food preparation -3 strife after a check involving high quality food
mental
You can always identify the ingredients in a dish,
including potentially dangerous ones
Generosity Water Interpersonal You can always identify the gift for a particular person -3 strife after a check to acquire or give a gift
Gossip Air Interpersonal At the start of each scene, you can always identify the -3 strife after a check to spread or receive rumors
character who will know the juiciest rumor
History Earth Mental You can discern the era and context of any object, -3 strife after a check to remember a historical anecdote
structure or text you encounter after a short study
Ikebana Water Mental You can always identify a plant, its physical properties and -3 strife after a check related to flower arrangement
meaning by any of its parts
Knotwork Air Mental You can identify and tie dozens of different knots and -3 strife after a check to interact with a knot
know their appropriate uses
Military Earth Mental You can almost always suggest an appropriate tactic for -3 strife after a check related to your knowledge of military history
history any situation based on your knowledge

Navigator fire Mental You can quickly make sense of any map, no matter the -3 strife after a check to navigate
condition, and always know which direction is north
Playfulness Air Interpersonal When you something untoward to someone lower or equal -3 strife after a check to gently mock or chide someone
status, they will write it off as your playful nature
Provocation Fire Interpersonal You can always identify a point of sensitivity that you can -3 strife after a check to get a rise out of someone
push upon in another person
Researcher Air Mental You are never at a loss for where to begin to research a -3 strife after a check to research a topic
matter
Rock Void Mental You know the proper methods of arranging a rock garden -3 strife after a check related to rock gardening
gardening and can explain the symbolism of different arrangements
Sake Water Mental You can identify regional variations in sake and other -3 strife after a check to interact with alcohol
alcohol
It takes twice the amount of alcohol as most people for you
to become intoxicated
Secrets Void Mental, You instinctively know if something you have heard is -3 strife after a check to acquire or preserve a secret
interpersonal common knowledge or information someone wants
concealed
Stories Earth Mental, You can recall any story have been told in full detail -3 strife after a check to recall or tell a story
interpersonal
Tea Void Physical, You can identify regional variations in tea -3 strife after a check to interact with tea
spiritual You can acquire the natural ingredients to make rustic teas
with relative ease
Travel Water Mental, You can comfortably fit in even in strange environments -3 strife after a check to travel to new location or interact with a novel thing
physical
Wordplay Air Mental, You can always identify rhetorical and literary meanings -3 strife after a check to interpret or create a play on words
physical in the works of others

A new passion can be bought for 3 XP


DISADVANTAGES
ADVERSITIES
Name Ring Types Description Effect
Adopted Fire Interpersonal You were born a peasant and adopted into a Must reroll 2 dice containing or when you make a check to deal with
peasant samurai family authoritatively or collegially with a samurai knows of your peasant birth

Other samurai who know this may look down +1 void point if check failed
upon you
Allergy Air Physical You have allergy to a common substance Must reroll 2 dice containing or when you make a check that exposes you to
[choose one] the source of you allergy
Exposure causes severe discomfort or even a
life threatening condition +1 void point if check failed
Benten´s Air Interpersonal, Your romantic efforts are always stymied and Must reroll 2 dice containing or when you make a check to express your
curse spiritual your gestures to get romantic attention admiration to someone
misinterpreted
+1 void point if check failed
Bishamon´s Water Physical, You find it very hard to lift heavy objects Must reroll 2 dice containing or when you make a check to recover quickly
curse spiritual
It takes you twice as long as others to regain +1 void point if check failed
your stamina after hard labor
Bitter Water Interpersonal Your betrothed or spouse often undermine your Must reroll 2 dice containing or when you make a check to interact with your
betrothal efforts betrothed or spouse

+1 void point if check failed


Blackmailed Air Interpersonal Someone has incriminating information on you, Must reroll 2 dice containing or when you make a check to avoid complying
by [name] which they use to get you to help them even with [name]
when doing so may damage your reputation
+1 void point if check failed
Blindness Water Physical, scar You cannot see out of either eye Must reroll 2 dice containing or when you make a check for which sight is
You cannot observe things that can be essential
perceived only by sight
+1 void point if check failed
Bluntness Bluntness Interpersonal You difficulty expressing things indirectly and Must reroll 2 dice containing or when you make a check to create or interpret
over insinuations and implications in the subtext
statements of others
+1 void point if check failed
Clumsiness Clumsiness Physical You are physically imprecise when dealing Must reroll 2 dice containing or when you make a check that requires precise
with tasks that require notable dexterity motor skills
You periodically drop item and fall (GM +1 void point if check failed
discretion)

Cognitive Void Mental, scar You sometimes lose your ability to focus and Must reroll 2 dice containing or when you make a check for which you must
lapses think consciously (GM discretion) recall anything that happened during a cognitive lapse

+1 void point after longer lasting lapse +1 void point if check failed

Cursed Void Interpersonal, Your family carries a curse of your and the GM Must reroll 2 dice containing or when you make a check to that does or could
lineage spiritual ´s choosing invoke the curse

Manifests at GM discretion +1 void point if check failed


Daikoku´s Water Interpersonal When you gamble or speculate events conspire Must reroll 2 dice containing or when you make a check to gain or preserve
curse such that you always end up as poor (or poorer) wealth
as when you started
+1 void point if check failed
Damaged Earth Physical, scar You can only engage in strenuous activity for Must reroll 2 dice containing or when you make a check to under strenuous
heart or half as long as others before needing rest activity over a long period of time
organ
+1 void point if check failed
Deafness Air Physical, scar You are unable to hear, but can still perceive Must reroll 2 dice containing or when you make a check for which hearing is
your surroundings through other senses essential

+1 void point if check failed


Demon wound Earth Spiritual, You were wounded by and an oni and the scar Must reroll 2 dice containing or when you make a check that involves you
scar causes you to suffer from terrible nightmares wound

+1 void point if check failed


Despised in Water Fame, People within a particular city hate you, resist Must reroll 2 dice containing or when you make a check to gain assistance or
[city] interpersonal cooperating with you and may actively hinder cooperation from residents of [city]
your activities in [city]
+1 void point if check failed
Discomfiting Air Interpersonal, Characters of lower status must generally be Must reroll 2 dice containing or when you make a check to get someone to
countenance physical respectful of you to your face, but characters of trust your word
higher status might use you look to attack your
character +1 void point if check failed

You are memorable and have a hard time acting


subtly
Disdain for a Duty and loyalty Flaw, mental When you act in accordance with [tenet] others Must reroll 2 dice containing or when you make a check to pay lip service or
bushidō tenet (Earth) sense your insincerity uphold [tenet]
Compassion
(Water) +1 void point if check failed
Courage
(Fire)
Courtesy
(Air)
Sincerity
(Void)
Ebisu´s curse Earth Physical, Characters of lower status automatically Must reroll 2 dice containing or when you make a check to interact with
spiritual mistrust you laborers or partake in their work

+1 void point if check failed


Fractured Earth Physical, scar Harsh impact cause you to be shot through with Must reroll 2 dice containing or when you make a check to resist harm or
spine agonizing pain exhaustion

You can lift and carry only half as much as +1 void point if check failed
others
Fukurokujin Fire Mental, It takes you twice as long to grasp an academic Must reroll 2 dice containing or when you make a check to extrapolate how
´s curse spiritual field as others to do something in a field of study

+1 void point if check failed


Gaijin name, Fire Interpersonal People of equal or higher status tend to assume Must reroll 2 dice containing or when you make a check to inspire people
culture or (name) that you are uneducated at best and a barbarian who do not share your culture or background
appearance at worst, while people of lower status fear you
Mental, +1 void point if check failed
interpersonal
(culture)

Physical
(appearance)
Haunting Void Interpersonal, The spirit has their own agenda, which Must reroll 2 dice containing or when you make a check to defy the will of
spiritual interferes with you at inappropriate times (GM the spirit haunting you
discretion)
+1 void point if check failed
Hunted by Earth Spiritual Animals dislike you and show it in a variety of Must reroll 2 dice containing or when you make a check to interact with an
chikushō-dō ways animal

+1 void point if check failed


Incurable Earth Physical If you push yourself too hard, you are afflicted Must reroll 2 dice containing or when you make a check to remain active for
illness by especially violent fits that significantly long periods of time
restrict your activity for some time
+1 void point if check failed

Jurōjin´s Void Physical, Poison and disease seem to strike you more Must reroll 2 dice containing or when you make a check to sustain yourself
curse spiritual easily
+1 void point if check failed
It takes you twice as long as normal to recover
from disease and injury
Kisshōten´s Water Physical, Children instinctively dislike you and are Must reroll 2 dice containing or when you make a check for which you need
curse spiritual obstinate in the face of your demands to communicate with children

+1 void point if check failed


Lost arm or Fire Physical, scar You cannot wield weapons in a two-handed Must reroll 2 dice containing or when you make a check for which having to
hand grip or hold anything in your missing hand hands is beneficial

If you are only missing a hand you can strap +1 void point if check failed
things to your arm for use
Lost eye Water Physical, scar Your field of vision is narrower and your depth Must reroll 2 dice containing or when you make a check for which a wide
perception is somewhat diminished field of sight or depth perception would be beneficial

+1 void point if check failed


Lost fingers Fire Physical, scar You have fewer functional fingers than most Must reroll 2 dice containing or when you make a check for which you must
people maintain a precise grip with both hands at once

Crafting new items takes you twice as long as +1 void point if check failed
others
Lost leg Water Physical, scar You use a crutch, cane or other support to walk Must reroll 2 dice containing or when you make a check to reposition
yourself quickly or maintain balance
Traveling by walking takes you twice as long
as others +1 void point if check failed
Lost Void Mental, scar There is a period of your life that you do not Must reroll 2 dice containing or when you make a check to recall
memories recall at all information learned during the period of lost memories

The less important a period is to your identity, +1 void point if check failed
the longer it should be
Lost name Void Spiritual Your name now belongs to an oni after being Must reroll 2 dice containing or when you make a check that involves
stolen or offered in a deal personal convictions

The oni knows your every secret, hears your +1 void point if check failed
every thought and can see the world through
your eyes
Maimed arm Fire Physical, scar One of arms is injured, making it much harder Must reroll 2 dice containing or when you make a check to use both hands at
to perform activities that involve that arm once

+1 void point if check failed


Maimed Air Physical, Your injury is disquieting to many and Must reroll 2 dice containing or when you make a check to subtly convince
visage interpersonal, speaking can cause you pain, hampering your others of something or speak an implication
scar social endeavors
+1 void point if check failed
Momoku Void Spiritual You do not detect supernatural presences, even Must reroll 2 dice containing or when you make a check to understand or
when they make themselves evident to appeal to otherworldly powers
everyone else
+1 void point if check failed
Muteness Air Interpersonal, You are physically or mentally unable to Must reroll 2 dice containing or when you make a check to make your tone
physical or produce intelligible spoken words of voice understood by others
mental, scar
You can still communicate through other means +1 void point if check failed
Nerve damage Air Physical, scar You have no feeling in certain parts of your Must reroll 2 dice containing or when you make a check for which physical
body sensitivity is helpful

+1 void point if check failed


Sailors tongue Air Mental, Your speech is often punctuated by a Must reroll 2 dice containing or when you make a check to speak politely
interpersonal combative tone or idioms others find vulgar or
difficult to understand +1 void point if check failed
Scorn of Water Interpersonal You have earned the ire of a particular group, Must reroll 2 dice containing or when you make a check to interact with
[group] which has damaged your ability to enlist their [group]
help or work with them
+1 void point if check failed
Shadowland´s Earth Curse, Your ability to feel physical sensations is Must reroll 2 dice containing or when you make a check that relies on
taint physical, significantly diminished physical sensitivity
spiritual
When you perish, you return as a Zombie +1 void point if check failed
peasant pursuing your last goal with bestial
purpose before turning on everyone else
Shadowland´s Water Curse, Anyone who touches your blood becomes Must reroll 2 dice containing or when you make a check to heal others or
taint physical, Afflicted deal with food
spiritual
+1 void point if check failed
Shadowland´s Fire Curse, You are drawn to the forbidden powers of Must reroll 2 dice containing or when you make a check to foresee possible
taint mental, shadowland creatures and forces negative outcomes of your actions
spiritual
+1 void point if check failed
Shadowland´s Air Curse, You have trouble sympathizing with other Must reroll 2 dice containing or when you make a check to show compassion
taint interpersonal, humans, but you can understand the emotions for other human beings
spiritual of corrupted beings easily
+1 void point if check failed

Shadowland´s Void Curse, Each time you spent your last void point, Must reroll 2 dice containing or when you make a check to discern your
taint spiritual someone near you suffers a misfortune future

+1 void point if check failed


Shadowland´s Earth Curse, Some of your limbs grew longer but less Must reroll 2 dice containing or when you make a check that calls on your
taint physical powerful physical prowess
[Distorted
limbs] You are able to reach things in narrow gaps and +1 void point if check failed
can climb faster than normal
Shadowland´s Water Curse, You have a near uncontrollable hunger for raw Must reroll 2 dice containing or when you make a check to notice details
taint mental, meat about those you care about
[blasphemous spiritual
appetites] You remove all strife once such is consumed +1 void point if check failed
Shadowland´s Fire Curse, Your skin is thick and the same color as a Must reroll 2 dice containing or when you make a check requiring rapid
taint physical corpse movements
[Unnatural
skin] Your skin is treated as concealed armor +1 void point if check failed
Shadowland´s Air Curse, The kansen speak to you each night, telling you Must reroll 2 dice containing or when you make a check to use subtlety in
taint mental the secrets of Rokugani history your communications
[Kansen
whispers] You never remember the details of the +1 void point if check failed
information
Shadowland´s Void Curse, You are unable to be detected in darkness or Must reroll 2 dice containing or when you make a check to intuit meaning
taint physical, shadows
[one with the spiritual +1 void point if check failed
darkness]
Skepticism Void Mental, You do not believe in the divinity of the Kami, Must reroll 2 dice containing or when you make a check that relies on the
spiritual existence of spirits or the veracity of the existence of the Spirit Realms
Celestial Order
+1 void point if check failed
If discovered, this constitutes grave blasphemy
Sworn enemy Earth Interpersonal Your sworn enemy exists in the world and Must reroll 2 dice containing or when you make a check to remain rational in
periodically meddles in your affairs (GM the presence of the person you hate
discretion)
+1 void point if check failed
Whispers of Earth Interpersonal, Character who do not know you always assume Must reroll 2 dice containing or when you make a check to calm others
cruelty infamy that you will act in a ruthless and destructive
manner +1 void point if check failed
Whispers of Void Interpersonal, Character who do not know you always assume Must reroll 2 dice containing or when you make a check to dispel someone´s
doom infamy that those around you will perish or meet bad false preconceptions
ends
+1 void point if check failed

Whispers of Fire Interpersonal, Character who do not know you always assume Must reroll 2 dice containing or when you make a check to
failure infamy that you are incompetent
+1 void point if check failed
Whispers of Water Interpersonal, Character who do not know you always assume Must reroll 2 dice containing or when you make a check to get others to
poverty infamy that you don´t have financial solvency follow your lead

+1 void point if check failed


Whispers of Air Interpersonal, Character who do not know you always assume Must reroll 2 dice containing or when you make a check to get others to trust
treachery infamy that you will try to harm them at the first you
opportunity
+1 void point if check failed
ANXIETIES
Name Ring Types Description Effect
Accustomed to Earth Mental You live in luxury and chafe at the idea of having to live +3 strife after a check that requires you remain in unacceptable conditions for an
luxury with lesser extended period

+1 void point first time occurring in a scene


Addiction Earth Mental, Choose an addictive substance or experience +3 strife after a check to resist the substance or experience
physical Deprivation from this substance for more than 3 day
causes signs of abstinence that become increasingly +1 void point first time occurring in a scene
difficult to conceal
Battle trauma Fire Mental, At the start of a duel, skirmish or mass battle, your hands +3 strife after a check related to battle
physical shake, your body tenses and your mind might even lock
down +1 void point first time occurring in a scene
Claustrophobia Water Mental You are very afraid of being enclosed in a small space or +3 strife after a check you to enter an enclosed space
a place without an easy exit
+1 void point first time occurring in a scene
Cynicism Fire Interpersonal, When faced with a novel or unconventional idea, you +3 strife after a check to think unconventially
mental always look for ways it can fail
+1 void point first time occurring in a scene
Dark secret Void Interpersonal You have a dark secret that, if exposed, could bring upon +3 strife after a check to assert your will over yourself or others
your house and disgrace your ancestors and descendants
+1 void point first time occurring in a scene
Delusions of Void Mental, You believe yourself destined for greatness +3 strife after a check that requires facing your humble place in an uncaring
grandeur interpersonal universe
You must pursue every chance to advance your glory
+1 void point first time occurring in a scene
Fallen ancestor Void Spiritual, Your ancestor gave their name to an oni or committed a +3 strife after a check that involves the spirits or you family history
interpersonal terrible atrocity
+1 void point first time occurring in a scene
Now their spirit tempts you to follow the same dark path
False identity Air Interpersonal You have an elaborate false identity that you have lived +3 strife after a check to maintain your false identity
with over a long period of time
+1 void point first time occurring in a scene
Fear of death Earth Mental, You cannot willingly choose to die or sacrifice yourself +3 strife after a check to risk your life or face your mortality
physical
You must pursue every chance to live when offered +1 void point first time occurring in a scene
Ferocity Air Physical, You have trouble holding back your power and tend to +3 strife after a check to intentionally hold back or apply force subtly
mental lash out even when a more subtle approach is more
appropriate +1 void point first time occurring in a scene

Minion NPC are always killed when you defeat them

Impatience Earth Mental You find it difficult to repress yourself +3 strife after a check to strategically weigh your options

You always strive to seize the opportunity despite risks +1 void point first time occurring in a scene
that might be mitigated if you act later
Intolerance Water Interpersonal Choose one group of humans or supernatural beings +3 strife after a check to interact with members of the chosen group

Your enmity is obvious to all when this is present or +1 void point first time occurring in a scene
mentioned
Irrepressible Earth Interpersonal You find it difficult to pass up the chance to flirt or be +3 strife after a check to interact with (or ignore) someone you are interested in
flirtation flirted with by people you find attractive
+1 void point first time occurring in a scene
Jealousy Air Physical, You cannot voluntarily pass on a chance to demonstrate +3 strife after a check to compete with someone to demonstrate your excellence
mental your superiority in the eyes of others
+1 void point first time occurring in a scene
Loathing for Water Interpersonal, You find peasants repugnant +3 strife after a check to interact with peasants
peasants mental
You do your best to avoid interacting with them and your +1 void point first time occurring in a scene
disgust is difficult to hide
Loneliness Void Interpersonal, You derive energy and pleasure from social interactions +3 strife after a check that requires you to be alone
mental and being alone makes you uncomfortable and morose
+1 void point first time occurring in a scene
Materialism Void Mental You are obsessed with physical possessions +3 strife after a check to give up something of value

You cannot refuse gifts of rarity 3 or higher +1 void point first time occurring in a scene
Meekness Fire Interpersonal You cannot interrupt people of higher status and you find +3 strife after a check to stand out or get what you need
it very hard to assert yourself over anyone
+1 void point first time occurring in a scene
Obtuse Air Mental You cannot enjoy art, music or other frivolities +3 strife after a check to analyze or react to the emotions of others

You generally forget social niceties unless reminded +1 void point first time occurring in a scene
Painful honesty Air Interpersonal You are tormented by internal conflict when you lie or +3 strife after a check to mislead someone else
allow a lie to pass
+1 void point first time occurring in a scene
You cannot make claims you know to be false
Paranoia Water Physical, You cannot relax unless you have confirmed vital +3 strife after a check to identify danger in your environment
mental information for yourself
+1 void point first time occurring in a scene
Perfectionism Water Physical, You cannot help but try to improve any work in which +3 strife after a check to interact with an imperfect or unfinished work
mental you identify a flaw
+1 void point first time occurring in a scene
Phobia Water Physical, You have a debilitating fear of something mundane +3 strife after a check to deal with your phobia
mental
+1 void point first time occurring in a scene

Reformed water Interpersonal You were once a mahō-tsukai who wielded dreadful +3 strife after a check that reminds you of your former life
mahō-tsukai blood magics
+1 void point first time occurring in a scene
If your past becomes public your glory and status
decreases dramatically
Softheartedness Fire Interpersonal, If given the choice to kill someone or show mercy, you +3 strife after a check that involves killing others or letting them die
mental always let them live
+1 void point first time occurring in a scene
Superstition Void Mental, When faced with signs of the supernatural, you become +3 strife after a check to interact with or learn about a supernatural being
spiritual visibly agitated and attempt to leave the scene or acquire
supernatural protection +1 void point first time occurring in a scene

Allowed number of advantages/disadvantages


Distinctions ∞
Passions Max. 3
Adversities ∞
Anxiety Max. 3

TURNING ADVANTAGES AND DISADVATAGES


Inverting your advantage If a characters advantage creates a logical vulnerability for that character on a specific check, the GM may invert it and
apply it as a corresponding disadvantage

The character gains 1 void point after the check


Seizing a target´s advantage A character can choose a target´s known advantage that logically could be a weakness for that check

The player may spend 1 void point to seize the target´s advantage and apply it to their own check
Leveraging your disadvantage If a character has a disadvantage that creates a logical edge on a specific check a player may spend 1 void point to
apply it as a corresponding advantage for that check
Exploiting a targets disadvantage A character can choose a target´s known disadvantage that logically could be used against the target for that check

The player may spend 1 void point to exploit the target´s disadvantage and apply it to their own check as a
corresponding advantage

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