Dragon's Mountain - Conflict
A collection of conflict options found in the source material for Legend of the Five Rings roleplaying game.
Initiative: TN 1 Tactics
Assist
Activation: As an Attack, Scheme, and Support action, describe how you are helping one other character at range 0–2 with their next action.
Effect: If the GM accepts your suggestion, you provide assistance (see Core Book page 26) on the chosen character’s next action check.
Calming Breath
Activation: As a Support action, you may take a deep breath to calm yourself and recover stamina.
Effect: If your strife is greater than half your composure, you remove 1 strife. If your fatigue is greater than half your endurance, you remove 1 fatigue.
Challenge
Activation: As a Scheme action, you may make a TN 1 Command check to issue a formal combat challenge targeting one character at range 0–5. You must stake 10 honor and 5 glory upon the challenge, which you forfeit if you sabotage the clash.
Effect: If you succeed, the target must choose whether to accept or decline; resolve one of the following:
- If the target accepts, they stake 10 honor and 5 glory, which they forfeit if they take any Attack or Scheme action before the clash. At the end of the round, the clash begins.
- To decline, the target must forfeit glory equal to your ranks in Command plus your bonus successes. Each of their allies with lower glory than you suffers 2 strife. Then, you gain 1 Void point.
Guard
Activation: As a Support action using a readied weapon, you may make a TN 1 Tactics check targeting yourself or one other character within the weapon’s range.
Effect: If you succeed, you guard the target until the beginning of your next turn. Increase the TN of Attack checks against the guarded target by one, plus an additional one per two bonus successes.
Maneuver
Activation: As a Movement action, you may reposition for more distance. Optionally, you may make a TN 2 Fitness check as part of this action.
Effect: Move one range band. If you choose to make the Fitness check and you succeed, you may instead move two range bands, plus one additional range band per two bonus successes.
Prepare Item
Activation: As a Support action, you may interact with one item.
Effect: Prepare one item for use, ready a weapon in a grip of your choice, or stow an item.
Strike
Activation: As an Attack action using one readied weapon, you may make a TN 2 Martial Arts check using the appropriate skill for the weapon, targeting one character within the weapon’s range.
Effect: If you succeed, you deal physical damage to the target equal to the weapon’s base damage plus your bonus successes.
New Opportunities
LL: If you succeed, you inflict a critical strike on your target with severity equal to your weapon’s deadliness.
Unique Action
Activation: As an action, you make a skill check to attempt a task you have described to the GM.
Effect: If you succeed, you may use the skill for its narrative effects, for implementing any sample use that can be completed in a single action, or for pursuing another task that the GM deems appropriate.
Wait
Activation: As an Attack, Scheme, and Support action, you may declare a non-Movement action you will perform after the occurrence of a specified event before the end of the round.
Effect: After the specified event occurs before the end of the round, you may perform the action. You must still use the ring matching your stance for this action. If the specified event does not occur this round, you may perform one action of your choice (other than Wait) at the end of the round.
Initiative: TN 1 Command
Assault
Activation: As an Attack and Movement action, you may make a TN 2 Tactics check to lead your troops in a strike targeting one enemy leader’s cohort.
Effect: If you succeed, you deal attrition to the enemy army equal to your ranks in Command plus your bonus successes.
Challenge
Activation: As a Movement and Scheme action, you may make a TN 1 Command check targeting one enemy leader with a challenge to single combat.
Effect: If you succeed, you stake 10 honor and 5 glory, which you forfeit if you sabotage the clash. Then, the target must choose whether to accept or decline your Challenge. Based on the target’s decision, resolve one of the following:
- If the target accepts, they stake 10 honor and 5 glory, which they forfeit if they take any Attack or Scheme action before the clash. At the end of the round, you and the target enter a clash (see Clashes, in the Core Book on page 263).
- To decline, the target must forfeit glory equal to your ranks in Command plus your bonus successes. Their army suffers 3 panic. Then, you gain 1 Void point.
Rally
Activation: As a Support action, you may make a TN 1 Command check targeting one friendly leader’s cohort.
Effect: If you succeed, your army removes 1 panic, plus 1 additional panic per bonus success. If you succeed or fail, the target counts as having your assistance (see Core Book page 26) on their next check before the end of the scene.
Reinforce
Activation: As a Movement and Support action, you may make a TN 2 Tactics check to have your cohort dig in at one chosen position.
Effect: If you succeed, increase the TN of Attack action checks targeting your cohort by 1, plus an additional 1 per two bonus successes. This effect persists for one round. If you choose an unoccupied fortification or piece of terrain this way, you are considered to be occupying it until you narratively leave it or perform an action other than Challenge or Reinforce.
Initiative: TN 1 Sentiment
Assist
Activation: As an Attack, Scheme, and Support action, describe how you are helping one other character at range 0–2 with their next action.
Effect: If the GM accepts your suggestion, you provide assistance (see Core Book page 26) on the chosen character’s next action check.
Calming Breath
Activation: As a Support action, you may take a deep breath to calm yourself and recover stamina.
Effect: If your strife is greater than half your composure, you remove 1 strife. If your fatigue is greater than half your endurance, you remove 1 fatigue.
Persuade
Activation: As a Scheme action, you make a Social skill check targeting one or more characters who can hear you. The TN of the check is equal to the highest vigilance among your targets. Additionally, if applicable, apply one of the following modifications to the TN based on the skill you use on the check:
- Command: You present a plan with authority, sweeping your targets along with all the confidence a lord should have among their vassals. If each target’s status rank is lower than yours, decrease the TN of this check by 1.
- Courtesy: You present a proposal backed by honeyed words and clever implications—perfect for dealing with one’s superiors, but perhaps overly deferential when addressing equals or subordinates. If each target’s status rank is higher than yours, decrease the TN of this check by 1.
- Games/Performance/Other Skills: You offer a diversion from the affairs at hand, turning the conversation to a less pressing topic. If each target’s status rank is equal to yours, decrease the TN of this check by 1.
Effect: If you succeed, you add one momentum point toward an appropriate social objective, plus one additional momentum point for every two bonus successes. Further, any narrative ramifications of your check resolve.
Unique Action
Activation: As an action, you make a skill check to attempt a task you have described to the GM.
Effect: If you succeed, you may use the skill for its narrative effects, for implementing any sample use that can be completed in a single action, or for pursuing another task that the GM deems appropriate.
Initiative: TN 1 Meditation
Calming Breath
Activation: As a Support action, you may take a deep breath to calm yourself and recover stamina.
Effect: If your strife is greater than half your composure, you remove 1 strife. If your fatigue is greater than half your endurance, you remove 1 fatigue.
Center
Activation: As a Support action in Void stance, you may focus your energy inward, envisioning your action in your mind and seeking the perfect moment to take it. You must name a skill when you use Center.
Effect: Roll a number of Skill dice up to your ranks in the skill you chose and reserve any number of those dice. If you do, the next time you make a check using the chosen skill (or use the Center action) this scene, after rolling dice, you may replace any number of rolled dice with the reserved dice (set to the results they were showing when reserved). You cannot reserve a number of dice greater than your ranks in the skill this way.
Predict
Activation: As an Attack and Scheme action, you may secretly select Air, Earth, Fire, or Water and record it.
Effect: The next time your opponent chooses their stance, you may reveal your selection; if it matches the stance they chose, your opponent receives 4 strife and must choose a different stance. This effect persists until the end of your next turn.
Prepare Item
Activation: As a Support action, you may use this action.
Effect: Prepare one item for use, ready a weapon in a grip of your choice, or stow an item.
Strike
Activation: As an Attack action using one readied weapon, you may make a TN 2 Martial Arts check using the appropriate skill for the weapon, targeting one character within the weapon’s range.
Effect: If you succeed, you deal physical damage to the target equal to the weapon’s base damage plus your bonus successes.
New Opportunities
LL: If you succeed, you inflict a critical strike on your target with severity equal to your weapon’s deadliness.
Unique Action
Activation: As an action, you make a skill check to attempt a task you have described to the GM.
Effect: If you succeed, you may use the skill for its narrative effects, for implementing any sample use that can be completed in a single action, or for pursuing another task that the GM deems appropriate.