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Ghosts of Tsushima – The Siege of Yarikawa

Scene 1 – Rescue the refugees.

 PCs witness a group of refugees being attacked by a band of Mongols. Big fight - Rescued refugees are fleeing Yarikawa province heading for Gold Leaf Valley
survivor camp. Yarikawa is besieged by Mongols; there are siege engines traveling there too. However, Yarikawa is resisting and looks perfectly intact.
 At Gold Leaf Valley survivor camp, The PCs meet Harunobu, an old fisher, who tells them about a secret entrance into Yarikawa. They can use this knowledge to gain
entry and hopefully persuade the lord to ally to their cause.
 Scouting out the Mongol camp, the PCs need to formulate a plan to get by the Mongols - Sneak into the stronghold by avoiding the guards (small extended task?),
blagging their way into the Mongol camp, and then sneaking off, or something similar.

Scene 2 – Daikoku, the coward of Yarikawa

 Once the PCs secure access, they are escorted by the guards to the captain who demands to know who they are etc. The PCs will want to meet Lord Yarikawa and
will be escorted there. The vibe in the stronghold is mixed – on the one hand, they can survive for ages (but they don’t know about the siege engines) and are
upbeat. On the other hand, they are down as they feel they are abandoning their lands. This feeling is exacerbated by the fact Daikoku has fled to fight the Mongols.
 The PCs meet with Lord Ujimasa Yarikawa to try to persuade him to break the siege. He’s not for risking it without guarantees; he will go for it if his clan status is
reinstated by Lord Shimura and Daikoku can be persuaded to rejoin his clan.
 Daikoku and his elite archers are raiding Mongols along the forest border. When the PCs track them down, they observe the company being lured into an ambush
and must save them to succeed. Big Fight. Once successful, the PCs can persuade Daikoku to return to Yarikawa and help breaking the siege.

Scene 3 – Break the siege.

 Once the PCs are back at Yarikawa, they need to plan their attempt to break the siege. In the time they have been gone, the Mongol siege engines have arrived and
General Temuge is readying his army for attack.
 Extended challenge – break the siege of Yarikawa. See notes for details on the mechanics. Breaking the siege effectively relieves the Mongol stranglehold on the
area, defeats General Temuge and secures the loyalty and support of the reestablished Clan Yarikawa.
Damage
The normal stress caused by the weapon is expressed as a number of Challenge Dice ([CD]), before any increases for the character’s skills, actions taken, or Momentum
spent. It may include damage effects as well, which trigger for Icons ([!]) rolled, copied below for reference.

Some damage effects are listed with an X, which is replaced by a number depending on the weapon and apply to every effect symbol that is rolled in the dice pool. If an
effect would gain a rated damage effect that it already has, only the higher rated of the two applies.

 Area: The attack or hazard automatically hits everyone within Reach of the initial target, plus one additional target within Close range for every [!] rolled. Secondary
may use the Hit the Dirt reaction as if they were the primary target, even though the attack has already hit.
 Destructive: The attack or hazard can quickly overcome conditional Resistance, such as Cover or Morale. For each [!] rolled, the target’s current instance of
conditional Resistance is reduced by 1[CD]. If this reduces that instance to 0 dice, then it is destroyed and can no longer provide protection.
 Drain: The attack or hazard is especially debilitating. The character hit suffers one Fatigue for each [!] rolled.
 Intense: The attack has an especially potent effect. If one or more [!] are rolled, and the attack inflicts one or more Harms, the attack inflicts one additional Harm.
 Knockdown: The attack or hazard causes the target to stumble or fall. If a number of [!] are rolled that equals or exceeds the target’s Move skill, the target is
knocked prone.
 Persistent X: The attack or hazard has a lingering effect. If one or more [!] are rolled, the target suffers X[CD] damage (of the same type as the initial attack or
hazard) at the end of the affected character’s Turn, for Rounds equal to the number of [!] rolled.
 Perilous: The attack or hazard escalates problems. It adds 1 to Threat for each [!] rolled. If used by an NPC adversary, this instead removes 1 from Threat per [!]
rolled, to a minimum of 0 Threat remaining.
 Piercing X: The attack or hazard is especially good at overcoming Resistance. When resolving damage, ignore X Resistance for each [!] rolled.
 Snare: The attack or hazard can entangle and bind the target. If one or more [!] are rolled, then the target is entangled and cannot take any actions of a type
determined by the type of attack or hazard (physical actions for physical attacks, etc) other than to try and break free. It requires a Skill Test with a Difficulty equal
to the number of [!] rolled to break free.
 Stun: The attack or hazard leaves the target momentarily unable to act. If a number of [!] are rolled that equals or exceeds the target’s Survive skill, the target may
not take their normal actions in their next Turn. This does not stack, and the target may spend Momentum or Fortune to buy ‘extra’ minor and major actions.
 Vicious: The attack or hazard is especially potent. Add +1 to the stress inflicted for each [!] rolled.
Qualities
A weapon may have one or more of the following qualities, which affect the way the weapon functions, some of which are positive while others are negative or
circumstantial.

 Accurate: if you take the Aim minor action before attacking with this weapon, the weapons also gain the Intense damage effect.
 Close Quarters: The weapon is compact and easy to wield in tight confines and the press of melee. The weapon suffers no penalty when used to make a ranged
attack while the enemy is within Reach.
 Cumbersome: The weapon is awkward to use against small targets like people. When making an attack with the weapon, increase the difficulty of the attack by +1 if
the target is human-sized or smaller.
 Debilitating: The difficulty of any skill test to treat the physical harms of this weapon is increased by +1.
 Escalation: Entering a scene with this weapon (or revealing it if it was hidden) generates 1 Threat.
 Giant-Killer: The weapon is overkill against small targets, and more useful against larger ones. When rolling damage for a weapon with this quality, add +X[CD] to
the weapon’s damage rating where X is the target’s Scale. A weapon cannot gain more bonus damage from this quality than its base damage—a weapon with a
base damage of 4[CD] cannot gain more than +4[CD] from this quality.
 Heavy: Attacks with this weapon increase in difficulty by +1 unless the weapon is braced or you have a Brawn of 9 or higher. A 1H weapon is braced when it is
wielded in two hands. A 2H weapon is braced if a Prepare minor action is taken to lean it against the ground or a solid object or set up on a bipod or tripod).
 Hidden X: When the weapon is hidden it cannot be detected by those simply looking at the character, and any skill test to search for the weapon increases in
difficulty by +X.
 Inaccurate: Attacks with this weapon gain no benefit from the Aim minor action.
 Indirect: The weapon is not intended for direct fire, instead dropping its payload upon enemies from above. Attacks with this weapon increase in difficulty by +1,
but do not require line of sight. The weapon cannot be used indoors, or against targets who are completely covered from above.
 Long Reach: The weapon is lengthy, allowing you to keep foes at bay easily. Enemies making a melee attack against you increase the difficulty of their test by +1.
This benefit is lost if you are unaware of the attack, prone, or there’s not enough room to wield the weapon.
 Non-lethal: The weapon is designed to subdue rather than kill. When a character makes an attack with the weapon, any Harms it inflicts are temporary, and are
removed at the start of the next scene.
 Parrying: When this weapon’s wielder makes an opposed test to defend against a melee attack, they may re-roll a single d20 on their test. This does not stack if the
character has multiple Parrying weapons.
 Reliable: You may ignore the first complication rolled using this weapon in an action scene.
 Shield X: When you are targeted by a melee attack, the difficulty of the attacker’s skill test increases by +1—this doesn’t stack with the Long Reach quality. In
addition, while you are aware of attacking enemies, you gain +X[CD] additional Cover Resistance.
 Subtle: Attacks with this weapon are difficult to detect. An attack using a subtle weapon against an unaware opponent gain +2[CD] damage and the Intense damage
effect. The attack cannot be detected unless a complication is rolled on the skill test, though enemies damaged will know they have been attacked if they are not
defeated by it (and may be able to trace the attack back to you if you aren’t hidden).
 Unreliable: Attacks with this weapon increase the test’s complication range by 1.
Buying Dice
A character cannot purchase more than three additional d20s by any means. The normal method of buying additional d20s is by spending Momentum. In brief, this is paid
from the group’s Momentum pool and costs one point of Momentum for the first d20, two Momentum for the second d20, and three Momentum for the third d20. As with
any Momentum spend, a player may choose to add to Threat instead of spending Momentum. Dice are bought before the roll.

Spending momentum in other ways


The normal use for Momentum is to improve the outcome of a successful Skill Test. Immediately after determining if a Skill Test is successful, the GM will describe the
outcome of the Test. Momentum may then be spent to improve this outcome or provide other benefits.

Common Conflict Momentum


Option Cost Effect - In the following list, any Momentum options where the cost lists an R can be used repeatedly.

Bonus Damage 1R Increase the damage inflicted by a successful attack. Each Momentum spent adds +1[CD] damage.

Confidence 1R The character gains 1[CD] Morale (to a maximum of 4[CD]) until the end of the scene.

Create Advantage 2 Create a trait that benefits yourself or an ally, or one which hinders an enemy.

Disarm 2-3 One weapon held by the target is knocked away and falls to the ground within Reach. This costs 2 Momentum if the target is holding the
weapon in one hand, or 3 Momentum if the weapon is held in two hands.

Minor Action 1R The character may attempt one additional Minor Action.

Penetration 1R The damage inflicted by the current attack ignores 2 Resistance per Momentum spent

Re-roll Damage 1 Any number of [CD] from the character’s current attack may be re-rolled.

Second Wind 1R The character recovers 1 Stress per Momentum spent.

Secondary Target 2 A second target within Reach of the primary target is also affected by the attack, suffering half the attack’s damage, rounding up.

Subdue 1 Any Harms the attack inflicts are temporary and will be recovered automatically at the start of the next scene.

Swift Action 2 The character gains an extra Major Action, but any Skill Test that action requires is increased by +1.

Trip 1 Must be used before damage dice are rolled; the attack gains the Knockdown damage effect.
Major Actions
A character can attempt a single Major Action every Turn. There are a few ways that a character can attempt a second Major Action during their Turn, but regardless of the
method used, a character cannot attempt more than two Major Actions in any Round.

The following Major Actions are common to all kinds of Conflict:

● Aid: The character tends to a character within Reach. This is a Coordination + Survive Test or a Will + Survive Test with a Difficulty of 2. Success means that the
patient—the character being tended to—removes Stress equal to the aiding character’s Survive score, plus 2 per Momentum spent.
● Assist: The character performs an activity that will grant an ally some benefit. The character selects a single ally they can communicate with, and declares how they
are assisting, including which Attribute, Skill, and Focus (if any) they are assisting with. When the selected ally attempts their Skill Test, the assisting character assists
in the manner chosen.
● Attack: The character attacks an enemy or other viable target.

● Create Advantage: The character attempts to create a favourable circumstance that benefits them or their allies. This is a Skill Test with a Difficulty of 2, using an
Attribute, Skill, and Focus (if any) appropriate to how they are attempting to gain an advantage. If successful, the character creates a Trait which helps them in some
way, or which hinders the enemy in some way.
● Overcome: the character attempts a skill test as part of an extended task. The attribute and skill used, and the difficulty, are determined by the extended task. If
successful, the character rolls [CD] to determine how much stress they cause on the extended task.
● Pass: The character chooses not to attempt a Major Action. If the character takes no Minor Actions this Turn as well, then the character does not count as having
taken a turn and may act later in the Round instead.
● Protect: The character takes up a defensive stance, finds a defensible position, or otherwise makes themselves ready for attack. This requires a Coordination +
Survive Test, or an Insight + Survive Test, with a Difficulty of 1, though the Difficulty is reduced by 1 if the character is in cover. Success increases the Difficulty of
any attacks made against the character by +1 until the start of that character’s next Turn. A character can confer the benefits of this Action to an ally within Close
Range instead of themselves; this increases the Difficulty of the Skill Test by +1, and the benefit lasts until the start of that ally’s next Turn.
● Ready: The character declares that they are waiting for a specific situation or event to occur before attempting a Major action. This situation or event must be
chosen when Ready is declared, as must the Major Action to be attempted when that situation or event occurs. When this triggering event occurs, the character
with the readied Major Action temporarily interrupts the acting character’s Turn to resolve the readied Major Action. Once the readied Major Action has resolve,
play proceeds as normal. If the triggering event does not occur before the character’s next Turn, the readied Major Action is lost. Characters who take the Ready
Major Action can still perform Minor Actions during their Turn as normal.
● Recover: The character takes a moment to regain their breath, clear their mind, and ready themselves for further conflict. This is a Will + Survive Test with a
Difficulty of 2 (reduce Difficulty by 1 if the character is in cover). Success means that the character removes Stress equal to their Survive score, plus two more per
Momentum spent). The character may also re-roll any number of conditional Resistance dice, for either Cover or Morale.
● Skill Test: The character performs another activity that requires a Skill Test. The limits of this ability are left to the discretion of the Gamemaster.
Minor Actions
Minor Actions are extra, small activities a character can undertake that do not require a Skill Test. They are often taken in support of Major Actions, such as moving into
position before attempting a Skill Test. A character may perform one Minor Action during their Turn and may perform it before or after the characters’ Major Actions, at
their discretion.

A character may attempt additional Minor Actions during the Turn, costing one Momentum each, or adding 1 to Threat for each. Unless otherwise noted, a character may
not perform a Minor Action outside of their Turn.

Each Minor Action can only be performed once per Turn. The following Minor Actions are common to all kinds of Conflict:

● Aim: The character may re-roll a single d20 made on an Attack before the start of their next Turn.

● Bolster: The character tries to psych themselves up, or to reassure an ally within Close range. The character, or the ally they’re reassuring, gains +2[CD] Morale.

● Defend: The character defends themselves or an ally within Reach from attack. The character, or the ally they are defending, gains +2[CD] Cover.

● Disengage: This action can only be taken if the character is within Reach of an enemy. The character moves to anywhere within their current zone. The character
may not use any action to move into Reach of an enemy during this Turn.
● Draw Item: The character may pick up an item within Reach, or draw an item carried on their person. If an item does not require a Major Action to use, it can be
used immediately, allowing the character to draw and use the item with a single Minor Action.
● Drop Prone/Stand: The character immediately drops to the ground, making themselves a smaller target, or stands from prone. While prone, the Difficulty of all
ranged attacks against the character from Medium or greater range by +1. However, melee attacks and ranged attacks at Close range gain 1 bonus Momentum
against a prone character, and prone characters cannot attempt any movement-related Major Actions. Being Prone also allows the character to re-roll any
conditional Resistance (Cover or Morale). A character who stands loses all benefits and disadvantages of being prone. A character may not Drop Prone and Stand in
the same Turn.
● Interact: The character interacts with an object in the environment. Particularly complex actions may require a Major Action instead.

● Movement: The character moves to any point within medium range. This Minor Action cannot be taken if the character performs any movement-related Tasks. This
movement is slow and careful enough to move through hazardous or difficult terrain without problems. If there are enemies within Reach of the character, this
Action cannot be taken.
● Prepare: The character prepares for, or spends time setting up, another activity. Some Major Actions require this preparation before they can be attempted.

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