This document discusses engaging shinobi player characters in roleplaying games set in Rokugan. It notes that shinobi add flexibility but scenes may feel disconnected if they are separated from samurai scenes. The best approach is to have players collaborate to include both shinobi and samurai in scenes by having them need each other's skills. Examples are provided for how shinobi can gain access to locations through disguise or stealth with samurai assistance, as well as tips for planning and executing missions that require cooperation between the two groups.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0 ratings0% found this document useful (0 votes)
72 views19 pages
Engaging Shinobi PCs
This document discusses engaging shinobi player characters in roleplaying games set in Rokugan. It notes that shinobi add flexibility but scenes may feel disconnected if they are separated from samurai scenes. The best approach is to have players collaborate to include both shinobi and samurai in scenes by having them need each other's skills. Examples are provided for how shinobi can gain access to locations through disguise or stealth with samurai assistance, as well as tips for planning and executing missions that require cooperation between the two groups.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 19
Engaging Shinobi PCs
Shinobi PCs add a new set of rewards and challenges
to your game. Because shinobi do not follow the stan- dard rules of samurai society, they add a great deal of flexibility in terms of the challenges you throw at your players. However, you may also struggle to cre- ate scenes in which both shinobi and samurai play together. Cutting back and forth between “shinobi scenes” and “samurai scenes” can generate a sense of disconnection between your players. The best way to counteract this tendency is to make sure that your players are collaborating with you on getting shinobi and samurai into the same scenes, rather than waiting for you to provide opportunities to do so. Ask the samurai why they need the shinobi, what the shinobi can do that is valuable and essen- tial to their plans. Also ask them why they respect the shinobi and their work—they probably have a handle on disrespect, so get them thinking about reasons why they can value one another both technically and emotionally. Conversely, give the shinobi opportunities to show their humanity and virtue. What do they care about on a personal level? What larger goals beyond payment and the job do they have, and how do these goals intersect with the greater good? In terms of the shinobi’s mission, assassination is all well and good in short games, but longer campaigns can generate more material from missions involving espionage, sabotage, and secret communications. These types of missions require samurai and shinobi to work in concert. The samurai use their ability to move around in the light to give the shinobi access and opportunity. The shinobi then move in the shad- ows to pass that opportunity back to the samurai. The best missions require intense action in both the light and the shadows. Make the samurai and shinobi need each other. giving access and cover In order to relate meaningfully to the narrative, shi- nobi need access to samurai spaces. There are two common ways to obtain access: through disguise and through stealth. Disguise-based infiltration was the first resort of historical Japanese spies. Alternate identities and believable cover stories make hiding in plain sight a much more reliable way to gather information than wearing dark clothing and concealing oneself in raf- ters and shadows. You should be generous with your response when a shinobi PC attempts to hide themself among servants, to craft a believable cover identity as a courtier or bushi, or to make excuses for themself to the guards and staff with whom they regularly interact. Particularly compelling drama and romance can come from positive, friendly relationships between a shinobi’s cover identity and the people around them. A guard who genuinely likes the shinobi’s false identity and is likely to cover for them or vouch for them allows the shinobi player to make satisfying hard choices when it comes time to execute their mission. Similarly, when the shinobi decides to go dark, you should afford them ample opportunity to hide, use acrobatics, and gain access to important areas as only they can. Trees, tall grass, bushes, secret passages, shadowy hallways, rooftops, and easily distractible guards allow shinobi to keep moving quickly and keep up with their samurai counterparts. If the shinobi fails rolls or makes mistakes, do not go straight to revealing their identity. Instead, take the opportunity to increase the tension by ratcheting up NPCs’ suspicion slowly and suspensefully. Such a fail- ure creates opportunities for other shinobi or, better yet, samurai to move in and cover for their colleague’s error, forcing them to collaborate and, once again, need one another. Meet tHe Plan, Kill tHe Plan Gamers tend to be intelligent folk who play intelligent characters who hatch cunning plans. This tendency goes double for rogues, thieves, and spies, who can- not charge heedlessly into danger like Lion Clan bushi. What’s more, many gamers have struggled in the past with GMs who have an adversarial attitude. These GMs turn games into a sort of contest in which player and GM try to outwit one another, with the GM glee- fully capitalizing on the players’ out-of-character fail- ures to think of things or to anticipate threats. This sort of GMing has its place for those groups that enjoy it, but when trying to tell a collaborative story, it can risk bogging down play. Some players who have dealt with such a GM in the past can often spend hours of out-of- game time preparing every angle before attempting a challenge—a process that draws spotlight time away from the other PCs and slows the story to a crawl. If you have a shinobi player character in your story, you need to be prepared ahead of time to engage with their player’s likely desire to enact cunning plans and prepare for their foes in a way that is good for the group. First, tell the shinobi’s player that you’re not out to get them—you’re telling a story together, and you know they can’t prepare for everything. Then, give the shinobi’s player a limited amount of time to plan their approach. 126 CHAPTER 3: GAMES OF DISCOURSEMatthew Wynn (Order #20055116) For example, say you’re going to leave the table for five to fifteen minutes, after which you will return to hear the outline of the shinobi’s plan—and only the outline, not the details. If possible, physically move to another room. This gesture prevents the shinobi’s player from bom- barding you with questions and encourages them to plan efficiently. Make it clear that they shouldn’t take the short time frame you have given them as a chal- lenge to see how complicated a plan they can cram into a ten-minute planning window, but instead as encouragement toward a relatively straightforward plan, perhaps something that can be explained in twenty seconds or less. The end result of the “plan- ning break” should be a quick summary of the shi- nobi’s approach to the problem, like “I’m going to impersonate the daimyō’s relative to get past the guards, then leap out the window into the river when I’ve got the documents” or “We’re going to sneak over the wall under cover of night and start some fires, then find the target in the confusion.” Putting Ideas Into Action Next comes the actual mission. Here, you can take inspiration from films or television shows that center around heists or capers. A common narrative structure for heist media is to show the audience the action, then deal with the rogue’s planning or preparation using frequent flashbacks. Encourage the shinobi’s 127Matthew Wynn (Order #20055116) player to describe the action in the present, focusing on what scenes seem cool or exciting to play out rather than what the “right answer” to a problem is. That way, you as the GM can improvise interesting solutions to a problem instead of following a script that ceases to be useful when failed dice rolls or excitable players knock the action off track. If there’s a question of whether the shinobi brought the right tool for the job, don’t make them stick to a list of items they prepared ahead of time; let them con- tinue to add to their equipment freely in medias res, assuming retroactively that they bought it, until such time as their character runs out of carrying space. If they encounter a problem that would have required prior time and preparation to overcome, have them narrate a flashback in which they bribed a greedy guard, released rats onto the premises, or something similar, and have them make a check at that point to see how well their preparation succeeded. Record any from those checks instead of trying to give it to the PC retroactively; the strife should be gained when the effect of the flashback enters the story at the current time, accompanied by a suitable narrative flourish (for instance, the guard leaves them a note demanding more money for continued silence, or some of the rats end up startling them in the hall). New Titles Great deeds are often awarded with prestigious titles in the Courts of Rokugan, although some titles tend to become more infamous than famous over time. These new titles follow the rules described on page 305 of the core rulebook. castellan While a daimyō presides over one or more castles, daily management of a fortification invariably falls to one of their subordinates. A castellan is generally one of their daimyō’s most trusted agents, for they see to the safety and readiness of the daimyō’s primary hold- ing. To serve in this role, a character must not just be trustworthy and loyal, but also learned in topics from logistics and wartime defenses, to the cultural expecta- tions of entertaining guests from the highest echelons of society. Assigned By: A daimyō after putting the character in charge of the day-to-day management of a castle. A castle can have a single castellan. Status Award: +5 (to a maximum of 30) Glory Award: +10 (to a maximum of 60) XP to Completion: 20 Every Stone Has its Place (Title Ability): When under- taking a downtime activity to prepare your castle for an important event (a wedding, a battle, or a Winter Court, for example), you may change all rolled blank results to results. covert agent There are countless ways in which a samurai might become an asset of someone other than their sworn lord. Sometimes, even samurai who believed their loy- alty to Bushidō unshakable discover that they cannot serve both their lord and their conscience. Sometimes, covert agents are embedded in enemy courts and swear false loyalty in service of their true lord. And, nPc sHinobi While samurai are likely to go into every game expecting to struggle against antag- onistic samurai, the same is not necessarily true of shinobi. Do they know there are others beyond those who have trained and worked with them? The revelation that antagonistic shinobi are in play is an intense and exciting one; best of all, because they are stealthy, the GM need not decide in advance whether shinobi are in play. Just as the shinobi PCs can decide retroactively that something “was the plan all along,” the GM can decide late in the game that a certain NPC was in fact a shinobi all along. While an epic confrontation between rival shinobi is an attractive climax, enemy shinobi are also excellent ways to tempt PC shinobi into increasingly entangled plots and loyalties: they have no compunction about offering to work with PCs in exchange for sinister deals, or for favors that seem innocuous now but set up future tragedy. 128 CHAPTER 3: GAMES OF DISCOURSECastellan ADVANCE TYPE TITLE Social Skills Skl. Grp. Culture Skill Design Skill Government Skill = Rallying Cry Technique = Slippery Maneuvers Technique = Touchstone of Courage TechniqueMatthew Wynn (Order #20055116) of course, some samurai are not so high-minded in their treachery. Blackmail, bribery, revenge, jealousy, fear, and even hope for a better world can all sway human hearts from the hard path of Bushidō. However should a character become a covert agent, they now serve a secret purpose, and must quickly develop new skills to stay one step ahead—or face disgrace and a brutal demise. Assigned By: Any individual who gives the character a task that requires them to act against the interests of their sworn lord (or falsely enter the service of another lord). Honor Award: -10 (to a minimum of 25) XP to Completion: 20 Immediate Effects: Gain the Dark Secret disadvantage. Practiced Prevaricator (Title Ability): When you make a check to deceive or hide from someone, you may negate up to 2 symbols. dreaded enforcer In the noblest and most honorable of courts, there are still those whose hearts bear the stains of wicked deeds. Even a daimyō who would never give voice to an order to have a lesser lord killed, or a political rival’s relative captured to ensure their compliance, might tol- erate a subordinate who takes such actions of their own volition (provided it remained deniable). Within the Scorpion Clan, such individuals act relatively openly. Within the traditionalist Crane or Lion Clan, such an individual might be a magistrate whose investigations are always perfectly legal—and brutal to the full extent of the law. The role of such individuals varies greatly by clan, region, and individual lord, but the fundamental truth remains the same: these agents wield fear against those who oppose their sworn master. Assigned By: A lord after they assign the character to assassinate or otherwise remove someone of Sta- tus 60 or higher—and the character succeeds! Honor Award: -10 (to a minimum of 5) Glory Award: -20 (to a minimum of 15) XP to Completion: 40 Immediate Effects: Gain the Whispers of Cruelty disadvantage. Merciless Eyes (Title Ability): When making a check to plan an assassination or attack with lethal intent, you may negate up to 2 symbols. esteemed negotiator When the Great Clans of Rokugan stand at the preci- pice of conflict, they often call upon renowned medi- ators. The Deer Clan is well-known for its counselors, but they are hardly the only group that serves this role in the Emerald Empire. Daimyō in need of impartial mediators often turn to the Brotherhood of Shinsei, the Togashi Order, and other organizations known for their great wisdom or unconventional perspective, such as the Asako, Ide, Asahina, and Yogo families. To be called upon as an outside mediator is a great honor, and those who become renowned at defusing mount- ing conflicts are ever in demand in the Emerald Empire. Assigned By: A daimyō or other individual of status 50 or higher who requests the character specifically as a mediator for a political problem (and the char- acter’s lord assents to this assignment). Glory Award: +10 (to a minimum of 65) XP to Completion: 34 Calming Words (Title Ability): Once per scene, as a Scheme and Support action, you may reduce the strife of all characters in the scene by your ranks in Sentiment. 129 CHAPTER 3: GAMES OF DISCOURSECovert Agent ADVANCE TYPE TITLE Social Skills Skl. Grp. Meditation Skill = Artful Alibi Technique = Cadence Technique = Cunning Distraction Technique = To Float or Sink Technique = What’s Yours is Mine TechniqueDread Enforcer ADVANCE TYPE TITLE Martial Skills Skl. Grp. Medicine Skill Skulduggery Skill = Deceitful Strike Technique = Like a Ghost Technique = Silent Elimination Technique = The Stillness of Death TechniqueEsteemed Negotiator ADVANCE TYPE TITLE Social Skills Skl. Grp. Culture Skill Government Skill Sentiment Skill = Rank 1–3 Earth Shūji Tech. Grp. = The Ties that Bind Technique = Treaty Signing TechniqueMatthew Wynn (Order #20055116) KensHinzen The most legendary of living duelists in all of Rokugan, the kenshinzen are an order within the Kakita Duelist tradition who have achieved a rank of mastery over iaidō that few can even conceive, drawing their swords with a fluid speed the swiftest eye can hardly track. These artists of the sword are highly sought-after as yōjimbō, advisors, and generals, and any duelist who faces a kenshinzen lightly is sure to taste defeat. Assigned By: Two existing kenshinzen, after witness- ing the character defeating a kenshinzen in a duel. The character must also have an honor attribute of 65 or higher. Glory Award: +20 (to a maximum of 75) XP to Completion: 24 A Single Moment (Title Ability): When you perform an Attack action that uses a sheathed Razor-Edged weapon, you may spend as follows: Void : Your target cannot defend against the damage from this Attack action unless they spend a Void point. Any : After you perform this action, you may sheathe the weapon you used. Kyuden asaKo sHieldbearer Training in venerable weapons that others might view as archaic, the Shieldbearers of Kyūden Asako are skilled martial artists who main- tain a tradition older than the Emerald Empire itself. The Shieldbearers’ unorthodox fighting style makes them difficult for many samurai to engage individually or as a unit, and their ancient tradi- tion has proven its worth each time it has been tested by attacks upon their home. Occasionally, Shieldbearers are assigned to other lords in the Phoenix Clan and even beyond, for their unique tactics and keen understanding of defensive fighting make them excellent yōjimbō and unusual but effective unit leaders. Assigned By: The commander of the Kyūden Asako Shieldbearers when the character joins their ranks. Glory Award: +5 (to a maximum of 55) XP to Completion: 40 Time-Tested Defense (Title Ability): After an Attack action check targeting you fails, the attacker suffers strife equal to their shortfall. master artisan Once in a generation perhaps, a human’s art touches the divine, stirring the world itself with its clarity of purpose. There are numerous fables of Kakita artisans whose final masterworks changed the course of history, and every artist’s tradition claims some number whose works reached these heights, establishing their creators as masters among masters. The Sevenfold Palace is one location that produces some number of Master Artisans, but there are other schools and facilities in Rokugan whose students often lay claim to this title. To take on 130 CHAPTER 3: GAMES OF DISCOURSEKenshinzen ADVANCE TYPE TITLE Martial Skills Skl. Grp. Social Skills Skl. Grp. Culture Skill Sentiment Skill = Rank 1–5 Close Combat Kata Tech. Grp. = Rank 1–5 Void Shūji Tech. Grp. = Tea Ceremony TechniqueKyuden Asako Shieldbearer ADVANCE TYPE TITLE Scholar Skills Skl. Grp. Martial Arts [Melee] Skill Martial Arts [Ranged] Skill Meditation Skill Tactics Skill = Rank 1–3 Kata Tech. Grp. = Cleansing Rite Technique SHIELDBEARER SHIELD When a character is inducted into the ranks of the Shieldbearers, the GM can see that they are gifted with a small bronze shield. These have the follow- ing profile (Range 0, Damage 2, Deadliness 2, Cumbersome, Dura- ble, Wargear). When a character has a readied small bronze shield, treat their physical resistance as 5. As a Movement and Support action, if a character has a shield readied, they may increase the TN of Attack action checks made targeting them by 1. This persists until the start of their next turn.Matthew Wynn (Order #20055116) the title of Master Artisan is to begin this elusive pur- suit—to reach the realization that mastery of an art is not the end of their journey, but the beginning. Assigned By: Someone of status 75 or higher after the character performs a great artistic feat for them. Glory Award: +30 (to a maximum of 80) XP to Completion: 60 Inspired Creations (Title Ability): When crafting an item, you may spend as follows: : The item you create is a singular masterwork. You must give it a name befitting its status. Once per game session when making a check that uses the item, a character may add 1 set to any result of their choice. winter court cHamPion Each year at the Winter Court, samurai take the oppor- tunity to prove themselves, participating in numerous challenges, games, and tests. While these events are in many ways backdrop for the bargains and machinations on the grand stage of politics, they are hardly unimport- ant. Becoming a Winter Court Champion offers a char- acter more than just the accolades of the court for the remainder of the proceedings. It also gives them unpar- alleled access to the authorities of Rokugan, includ- ing the Imperial Court, which is usually sealed away in Otosan Uchi behind high walls of stone and higher walls of bureaucracy. Thus, winning a contest at a Win- ter Court can be a unique opportunity to advance their clan’s agenda—and one’s own agenda within the clan! Assigned By: The Emperor or one of their chosen agents after a character wins one of the major con- tests at a Winter Court. Glory Award: +20 (to a maximum of 75) XP to Completion: 16 Accustomed to Attention (Title Ability): When mak- ing a check to boast or get people’s attention, you may negate up to 2 symbols. seven fold Palace acolyte The Seven Fold Palace serves as a proving ground for skilled artisans of the blade, of armor, and of other arts as well. Apprentices and journeyman artists toil cease- lessly amidst the pristine grounds, each someday hop- ing to achieve the vaunted rank of Master Artisan. The life of an aspirant is not easy, filled with long hours and harsh judgment for failed works, but the opportunity to learn is also unparalleled in Rokugan. Few succeed in the quest to become a Master Artisan, and yet there is never any shortage of new students willing to hurl themselves into this crucible of learning. Assigned By: One of the masters of the Seven Fold Palace after the character begins studying there. Glory Award: +5 (to a maximum of 35) XP to Completion: 36 First, Forge Yourself (Title Ability): When you make a check to craft an item, you may suffer a number of fatigue up to your ranks in Fitness. If you do, change that many results containing to results. 131 CHAPTER 3: GAMES OF DISCOURSEMaster Artisan ADVANCE TYPE TITLE Artisan Skills Skl. Grp. Courtesy Skill Culture Skill Medicine Skill Meditation Skill = All Arts Are One Technique = Formal Tea Ceremony TechniqueWinter Court Champion ADVANCE TYPE TITLE Artisan Skills Skl. Grp. Social Skills Skl. Grp. = Artisan’s Appraisal Technique = Formal Tea Ceremony Technique = Fun and Games Technique = Offend the Sensibilities Technique = Spiteful Loss TechniqueSeven Fold Palace Acolyte ADVANCE TYPE TITLE Trade Skills Skl. Grp. Aesthetics Skill Design Skill Fitness Skill Meditation Skill Smithing Skill = Artisan’s Appraisal Techniqu
The Ultimate RPG Guide Boxed Set: Featuring The Ultimate RPG Character Backstory Guide, The Ultimate RPG Gameplay Guide, and The Ultimate RPG Game Master's Worldbuilding Guide