The document provides an overview of rules for the 5th edition of the Legend of the Five Rings roleplaying game. It summarizes rules for dice, making checks, gaining void points, invocations, spiritual backlash, low skills, assistance, first aid, and treatment. Key aspects include rolling ring and skill dice together, exploding dice, choosing kept dice, resolving advantages and disadvantages, and spending void points to activate special abilities.
The document provides an overview of rules for the 5th edition of the Legend of the Five Rings roleplaying game. It summarizes rules for dice, making checks, gaining void points, invocations, spiritual backlash, low skills, assistance, first aid, and treatment. Key aspects include rolling ring and skill dice together, exploding dice, choosing kept dice, resolving advantages and disadvantages, and spending void points to activate special abilities.
The document provides an overview of rules for the 5th edition of the Legend of the Five Rings roleplaying game. It summarizes rules for dice, making checks, gaining void points, invocations, spiritual backlash, low skills, assistance, first aid, and treatment. Key aspects include rolling ring and skill dice together, exploding dice, choosing kept dice, resolving advantages and disadvantages, and spending void points to activate special abilities.
The document provides an overview of rules for the 5th edition of the Legend of the Five Rings roleplaying game. It summarizes rules for dice, making checks, gaining void points, invocations, spiritual backlash, low skills, assistance, first aid, and treatment. Key aspects include rolling ring and skill dice together, exploding dice, choosing kept dice, resolving advantages and disadvantages, and spending void points to activate special abilities.
Ring dice are d6, Skill dice are d12. Roll (Ring+Skill) k (# = Ring). Ring dice are d6, Skill dice are d12. Roll (Ring+Skill) k (# = Ring). Explosion: May roll 1 additional die of the same type, then choose to drop Explosion: May roll 1 additional die of the same type, then choose to drop the result or keep it in addition to the other kept die. the result or keep it in addition to the other kept die.
Making a Check Making a Check
1) Declare Intentions 1) Declare Intentions 2) Determine the Skill group, skill, approach, and TN 2) Determine the Skill group, skill, approach, and TN 3) Assemble and Roll Dice Pool, apply advantages/disadvantages 3) Assemble and Roll Dice Pool, apply advantages/disadvantages 4) Modify Rolled Dice 4) Modify Rolled Dice 5) Choose Kept Dice 5) Choose Kept Dice 6) Resolve Symbols on Kept Dice 6) Resolve Symbols on Kept Dice Gaining Void Points (Start session with ½ Void rank, Max = Void Rank) Gaining Void Points (Start session with ½ Void rank, Max = Void Rank) After Resolving a check as a failure due to an Adversity After Resolving a check as a failure due to an Adversity After Becoming compromised from an Anxiety Check After Becoming compromised from an Anxiety Check Inverting your Advantage on a check Inverting your Advantage on a check Killing an Enemy while Enraged Killing an Enemy while Enraged After performing a “hidden TN” check After performing a “hidden TN” check Spending Void Points: Spending Void Points: Seize the Moment: Roll and keep 1 additional Ring Die Seize the Moment: Roll and keep 1 additional Ring Die Last-Ditch Effort: Before suffering a critical strike, parry attack. Last-Ditch Effort: Before suffering a critical strike, parry attack. Tactical Sacrifice: Voluntarily take a critical strike instead of defending Tactical Sacrifice: Voluntarily take a critical strike instead of defending against an attack. (Only while not incapacitated.) against an attack. (Only while not incapacitated.) Activate a Technique: Some techniques require void points. Activate a Technique: Some techniques require void points. Parrying (once per game session) Parrying (once per game session) After a player character rolls dice to resist a critical strike, reroll all of After a player character rolls dice to resist a critical strike, reroll all of their dice for the check, and the weapon/body part they used to parry their dice for the check, and the weapon/body part they used to parry gains the Damaged quality. Cannot parry while unconscious. gains the Damaged quality. Cannot parry while unconscious. Turning Advantages and Disadvantages Turning Advantages and Disadvantages Inverting Your Advantage: If a character’s advantages creates a logical Inverting Your Advantage: If a character’s advantages creates a logical vulnerability for a specific check, the GM may invert that advantage, if so, vulnerability for a specific check, the GM may invert that advantage, if so, gain 1 Void Point after resolving. gain 1 Void Point after resolving. Seizing a Target’s Advantage: Choose one known advantage that could Seizing a Target’s Advantage: Choose one known advantage that could logically be a weakness for the check, if the GM agrees, spend 1 Void logically be a weakness for the check, if the GM agrees, spend 1 Void point to apply the advantage on your check. point to apply the advantage on your check. Leveraging your Disadvantage: If one of your disadvantages creates a Leveraging your Disadvantage: If one of your disadvantages creates a logical edge for a specific check and the GM agrees, you may spend 1 logical edge for a specific check and the GM agrees, you may spend 1 Void point to apply it as an advantage. Void point to apply it as an advantage. Exploiting a Target’s Disadvantage: Choose a known disadvantage of one Exploiting a Target’s Disadvantage: Choose a known disadvantage of one of the targets that logically could be used against the target on that of the targets that logically could be used against the target on that check. If the GM agrees, you may spend 1 Void point to apply as an check. If the GM agrees, you may spend 1 Void point to apply as an advantage on your check. advantage on your check. Invocations Invocations “Channel” = Reserving kept dice between rounds until you successfully “Channel” = Reserving kept dice between rounds until you successfully cast the invocation or become interrupted. Rolling less dice next round. cast the invocation or become interrupted. Rolling less dice next round. Generate 3 strife from kept dice, suffer Spiritual backlash. (Pg. 116) Generate 3 strife from kept dice, suffer Spiritual backlash. (Pg. 116) Severity of an invocation = ring you used + kept strife symbols on check. Severity of an invocation = ring you used + kept strife symbols on check. Interruption = performing any action other than an invocation of the Interruption = performing any action other than an invocation of the same element, or becoming dazed or unconscious. same element, or becoming dazed or unconscious. Make an Offering = Treat invocation roll as if you had a distinction Make an Offering = Treat invocation roll as if you had a distinction Importune = make an offering, TN to cast is +1 (+1/higher rank) Importune = make an offering, TN to cast is +1 (+1/higher rank) Spiritual Backlash Spiritual Backlash Air GM chooses up to 2 additional characters to become targets Air GM chooses up to 2 additional characters to become targets Fire Tech targets each character in range, GM may set range 0-2 as Fire Tech targets each character in range, GM may set range 0-2 Dangerous terrain. as Dangerous terrain. Earth Terrain 0-3 of the Shugenja gains Imbalanced (Earth) for a Earth Terrain 0-3 of the Shugenja gains Imbalanced (Earth) for a number of days equal to the Shugenja’s current Strife. number of days equal to the Shugenja’s current Strife. Water Terrain at range 0-1 of the Shugenja gains Entangling. Water Terrain at range 0-1 of the Shugenja gains Entangling. Low Skills Low Skills When using a Trade skill in front of a character with higher status in an When using a Trade skill in front of a character with higher status in an improper context, the character of lower status must stake glory equal to improper context, the character of lower status must stake glory equal to their glory bonus. If the higher status character offers no criticism, the staked their glory bonus. If the higher status character offers no criticism, the staked glory is restored after they complete the task. glory is restored after they complete the task. Assistance Assistance Roll one additional Skill/Ring die and keep another die per skilled or unskilled Roll one additional Skill/Ring die and keep another die per skilled or unskilled helper, respectively. GM may apply up to one advantage from one helper. helper, respectively. GM may apply up to one advantage from one helper. Helpers may take 1 strife to negate a strife result on the check. Helpers may take 1 strife to negate a strife result on the check. First Aid First Aid As a support Action, TN2 Medicine (Water), range 0-1. Heal 1 Fatigue As a support Action, TN2 Medicine (Water), range 0-1. Heal 1 Fatigue (+1/bonus). Target cannot benefit from First Aid again until “Treatment” is (+1/bonus). Target cannot benefit from First Aid again until “Treatment” is received. : include another target. received. : include another target. Treatment (Downtime Activity) Treatment (Downtime Activity) TN2 Medicine (water) check, heal fatigue = Your Water ring (+1/bonus). TN2 Medicine (water) check, heal fatigue = Your Water ring (+1/bonus). : include another target. : include another target. Calculating Initiative Calculating Initiative Assessment: Intrigue: TN1 Sentiment (No fixed init) Assessment: Intrigue: TN1 Sentiment (No fixed init) Duel: TN1 Meditation +Staredown (strife bid) Duel: TN1 Meditation +Staredown (strife bid) Skirmish: TN1 Tactics Skirmish: TN1 Tactics Mass Battle: TN1 Command Mass Battle: TN1 Command Initiative: Assessment + Focus (or + Vigilance if surprised) Initiative: Assessment + Focus (or + Vigilance if surprised) Initiative Opportunity Spend Examples Rings and Assessments Air (1) Assess one foe’s weakness. Learn one Air (1) Assess one foe’s weakness. Learn one disadvantage of that foe’s choice. disadvantage of that foe’s choice. Earth (1) Choose another character’s disadvantage that Earth (1) Choose another character’s disadvantage that you know. They do not apply that disadvantage you know. They do not apply that disadvantage to their checks this scene. to their checks this scene. Fire (1) Use your focus instead of your vigilance for your Fire (1) Use your focus instead of your vigilance for your initiative when surprised. initiative when surprised. Water (1) Assess the qualities of all terrain in the scene. Water (1) Assess the qualities of all terrain in the scene. Void (1) Sense if there is an Otherworldly being in the Void (1) Sense if there is an Otherworldly being in the scene. scene. Sample Actions Sample Actions • Pick stance (+ set grip, + drop items, + ready/sheathe concealable) • Pick stance (+ set grip, + drop items, + ready/sheathe concealable) • 5 words (+ “fool”) • 5 words (+ “fool”) • 1 Action, Skill Check, or Technique (Using stance’s ring) • 1 Action, Skill Check, or Technique (Using stance’s ring) • May move 1 range before or after performing Action • May move 1 range before or after performing Action Consequences for Suffering Damage Consequences for Suffering Damage When an effect Defend, suffering fatigue (minus resistance). When an effect Defend, suffering fatigue (minus resistance). would damage you Otherwise, suffer a critical strike (severity = would damage you Otherwise, suffer a critical strike (severity = source’s deadliness) source’s deadliness) If fatigue exceeds Become incapacitated, characters cannot defend If fatigue exceeds Become incapacitated, characters cannot defend endurance (Max 10) attacks while incapacitated. endurance (Max 10) attacks while incapacitated. After suffering Roll a TN1 Fitness check to mitigate effects, using After suffering Roll a TN1 Fitness check to mitigate effects, using Critical Strike your stance’s ring (any ring during narrative Critical Strike your stance’s ring (any ring during narrative scenes), by 1 (+1/bonus). scenes), by 1 (+1/bonus). Healing from fatigue After full night’s rest, heal fatigue (water ring x2) Healing from fatigue After full night’s rest, heal fatigue (water ring x2) End of each scene Remove fatigue until you have fatigue equal End of each scene Remove fatigue until you have fatigue equal to 1/2 your maximum endurance. to 1/2 your maximum endurance. Consequences for Suffering Strife Consequences for Suffering Strife While strife exceeds Become “compromised”. You may not keep any While strife exceeds Become “compromised”. You may not keep any your composure dice showing strife results, your vigilance is 1. your composure dice showing strife results, your vigilance is 1. “Unmasking” (Limit, At any point during a narrative scene or at the “Unmasking” (Limit, At any point during a narrative scene or at the once per scene) beginning or end of your turn during a conflict once per scene) beginning or end of your turn during a conflict scene. Remove all strife. scene. Remove all strife. Defying your Ninjo Suffer 3 strife Defying your Ninjo Suffer 3 strife Pursuing your Ninjo Spend a DT or narrative scene, remove all strife . Pursuing your Ninjo Spend a DT or narrative scene, remove all strife . Complication (Limit, If GM agrees to create a complication for your Complication (Limit, If GM agrees to create a complication for your Once per session) character between Ninjo and Giri, you may gain Once per session) character between Ninjo and Giri, you may gain 3 strife and 1 Void Point if this deeply moves PC. 3 strife and 1 Void Point if this deeply moves PC. End of each scene Remove strife until you have strife equal End of each scene Remove strife until you have strife equal to 1/2 your maximum composure. to 1/2 your maximum composure.