Museru Mura is behind the lines, but between it and the Wall is a barren stretch of land, blasted by magics and torn by centuries of battles. Hospitable, it isn’t, although it hosts its own denizens, who speak in sweet voices to those who give ear…
During this Event, Opportunities may be spent on General and Conflict and Martial Skill uses (Core Rules, pg. 328). They may also be spent to utilize Techniques, as appropriate.
Strife (and Fatigue, if applicable) is cumulative throughout the Event.
Advantages/Disadvantages applied to this step: Cognitive LapsesRouse to Wakefulness
The first step to thwarting danger is to learn of its presence. But acknowledging the faint murmurings of voices in dream is a difficult thing…
Roll Command, Meditation, Skulduggery, or Survival, TN 3 (Air 2, Void 2). Success allows you to become aware of the danger and proceed to Resist the Darkness; failure does not.
You may attempt this roll a number of times equal to your Vigilance. You contribute a number of Momentum to this Event equal to your Vigilance minus the number of attempts you make at this roll, to a minimum of zero.
Advantages/disadvantages applied to this step: Indomitable Will, Whispers of Failure, Whispers of Cruelty, Whispers of Doom, Disdain for Bushido (Righteousness), Haunted, Superstition, Jealousy, Perfectionism, Delusions of Grandeur, ConspiracyResist the Darkness
The voices speak more loudly to those who are awake to hear them. They promise power and purpose to those who will heed them and stop trying to oppose the inevitable spread of the Shadowlands. Will you heed their call, or will you stand firm?
Roll Culture, Theology, or Meditation, using any approach, against TN 3. Success adds one Momentum, plus one for every two bonus Successes. Failure constrains character behavior, as noted on Confront the Danger, below.
Characters may stake Honor on this roll, gaining one additional rolled Skill die per Rank (edited to clarify: 10 points) staked on the roll. (Keep in mind that failing a roll means forfeiting the staked Honor.)
Those with Virtue or Fortunes’ Blessing Advantages roll one more Ring die on this roll per such Advantage they have (this does not allow them to keep more dice than normal, however). Those with Shadowlands Taint, Flaw, or Fortunes’ Curse Disadvantages roll one fewer Ring die on this roll per such Disadvantage they have, to a minimum of one.
Success or failure, the PC then proceeds to Confront the Danger.
Advantages/Disadvantages applied to this step: Dead Eyes, Bishamon's Blessing, Large Stature, Quick Reflexes, Daredevil, Soft HeartedConfront the Danger
The commander of the Sixth Company, Chui Mirumoto Shippai, has heard the call of darkness and answered it gladly. Grown berserk and dangerous, he lashes out at those around him, raving as his swords swing again and again and again. Like a rabid dog, he must be put down, and swiftly.
Those who succeed at the Resist the Darkness roll a Martial Skill of their choice -or- Theology, any approach, TN 3, fighting against the crazed and darkly empowered commander. This counts as a Martial Skill check for all purposes, targeting Shippai. Success adds 1 Momentum, plus 1 for every 2 bonus successes. Failure imposes no direct penalty.
Those who fail the Resist the Darkness roll one of the following, Void approach, TN 3, urged by the whispering voices towards ineptitude in thwarting their designs: Culture, Government, Command, Fitness, Labor, Skulduggery, or Survival. (You must keep as many successes as you are allowed to, must explode exploding dice, and if given the choice between a clean success and a success with strife, you take the strife.) This counts as a Martial Skill check for all purposes, targeting another Legionnaire. Success subtracts 1 Momentum, subtracting an additional 1 for every 2 bonus successes. Failure neither contributes to nor detracts from Momentum.
Shugenja may instead opt to cast an Invocation to hinder (for those who successfully Resist the Darkness) or aid (for those who fail to Resist the Darkness) Shippai. Perform the Invocation as normal; success adds (for those who successfully Resist the Darkness) or subtracts (for those who fail to Resist the Darkness) Momentum equal to the Rank of the Invocation, plus 1 for every 2 bonus successes. (Those who failed to Resist the Darkness: you must keep as many successes as you are allowed to, must explode exploding dice, and if given the choice between a clean success and a success with strife, you take the strife.)
Do note, however, that Spiritual Backlash carries particular dangers so close to the Shadowlands. In addition to the regular effects of Backlash (Core 190), characters receive a Shadowlands Taint Adversity related to the Ring used to perform the Invocation for every 3 Strife (or 4 Strife for members of the Crab Clan) past the Backlash (i.e., 3 Strife causes Backlash, while 6 Strife awards a Shadowlands Taint Adversity [7 for Crab]). Failing to perform the Invocation also awards a Shadowlands Taint Adversity related to the Ring used with the Invocation.
The kansen do not play fair.
Jade Strike, Essence of Jade, and Tomb of Jade, for obvious reasons, do not incur the particular dangers, although they may still trigger Backlash as normal.
You may attempt this roll a number of times equal to your Focus, or until Compromised, whichever is earlier--to a minimum of once. Results from attempts are cumulative.
The Legion succeeds if 25+ Momentum are accrued. Characters who have a net positive Momentum contribution receive major Honor gains (Core Rules, pg. 300); the character with the highest positive Momentum contribution additionally gains an equal amount of Status, as the command staff recognize and reward difficult actions. Any Momentum points accrued in excess of 25 are allocated evenly to the Legion’s Strength and Discipline, with Discipline gaining any odd points out.
If the Legion fails to accrue 25 or more Momentum, it fails. Shippai escapes into the wastes, leaving confusion and chaos in his wake. The shortfall is divided between the Legion’s Strength and Discipline, lowering them evenly, with Discipline losing any odd points out.
In the Name of Jizo: Mercy
(Only if the Legion succeeds, of course, but go ahead and roll it for ease of bookkeeping.)
With Shippai laying broken both mentally and physically at the army’s feet, this next course of action is clear…isn’t it? A quick swing of the sword to the man’s neck, the priest offers some prayers, we burn the body, and take his swords home…right?
Having been roused by the great row, the army’s leadership seems…conflicted on the next course of action.
Hiruma Akako: “The man is a traitor, a murderer, and a liability. The only mercy he has earned is a swift execution and a prayer for his soul.”
Bayushi Najimi: “He may be those, but he is also a Legion commander, a victim of the Enemy we have sworn to fight, and a potential source of information. Perhaps we could learn something of use by keeping him prisoner rather than simply sending him straight to Emma-O.”
Ultimately, the decision lies with the CO, but perhaps the enigmatic Dragon could be swayed one way or the other with the right arguments.
If Hiruma Akako’s side has the most points, Shippai will be immediately executed, and his daisho shall be entrusted to Akako. There are no other effects from Akako winning.Players may make a single Courtesy TN 4 (Earth 5, Fire 5, Void 2). They may support either Akako or Najimi. On a success, they earn a single point for their side. Failures or bonuses successes offer no benefit/penalty.
If Bayushi Najimi’s side wins, Shippai will be taken prisoner and Najimi will take custody of Shippai’s daisho. This will reduce the Legion’s Strength and Discipline (5 Discipline, 2 Strength) as they must devote resources to his guarding Shippai and listening to his mad howls once he awakens. Shippai will be a liability for the rest of the game, but should he remain in captivity throughout, there will be a special reward next game.
If both sides end the event in a tie, Akako cuts the conversation and the captive short with a swift sword strike. “This is not a Winter Court where we must find ways to fill the hours. This is the battlefield, and decisions must be swift.”
In either event, Osoroshii takes direct command of the Sixth Company after this event.
Advantages/Disadvantages applied to this step: Bluntness, Benten's Curse, Stained Lineage, Provocation, Flowery Language, Belligerent, Ferocity