The Winter Garden Of The Kakita
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    • Kakita Artisan School
    • Of Dojos and Study >
      • The Kakita Academy
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    • Rokugan Local Governance >
      • The Samurai Family >
        • Servants
        • The Samurai House
      • Of Koku: Samurai Economics >
        • Demographics
      • The Structure of a Village >
        • A Typical Village
        • Ashigaru and Levies
      • The Development of Cities >
        • The Layout of the City
      • The Transition to War
      • Courtiers with no Court
      • Court Ranks and Status
      • Clan Variations >
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    • Inflicting Actions
    • The Influence Game >
      • Creating a Court
      • What is Influence
      • Court Sequences and Events
      • Earning Influence
      • Spending Influence >
        • Rendezvous
        • Favors
      • Sample Courts
    • Mass Battles for Small Groups >
      • Armies in Conflict
      • Goals and Advantage
      • Squads >
        • Command Squads
        • Combat Squads
        • Ritual Squads
      • Skirmishes in Battle
      • Order of Battle
      • Rewards of Battle
    • Building Prosperity >
      • Forming a Community
      • Taking Responsibility
      • Prospects and Benefits
    • Shinobi Tips
    • The Game of Letters
    • Rokugani Clothing
    • Rokugani Food and Feasts
    • The Tea Ceremony >
      • An Index of Teas
    • The Language of the Fan
    • Superstitions of the Clans >
      • Shadowlands Superstitions
    • Challenge Focus Strike
  • New L5R Timeline
  • Map of Rokugan
  • The Imperial Census
  • Clan Pack Booklets
  • Fiction from the RPG
    • The Academy Library >
      • The Tao of Shinsei
      • Kakita's The Sword
      • Mirumoto Hojatsu's Niten
      • Sayings of the Ise Zume
      • Unicorn Travel Poetry
      • Crab Slang and Insults
    • Stories of the Crab from the RPG >
      • Hida's Gift
      • What Does Not Kill Me
      • Letter Addressed to Akodo Hirano
      • Research of Kuni Mokuna
      • Hida and Shinsei
      • The Beginning of Meaning
      • The Story of Osano-Wo
      • Battle of the Cresting Wave
      • Lion and Crab
    • Stories of the Crane from the RPG >
      • The Lady Doji
      • The Marriage of Doji and Kakita
      • The First Crane Thunder
      • The Legend of Daidoji Hayaku
      • The Origins of the Asahina
      • The Silver Kirin
      • A Soldier's Report
      • To Win a Heart
      • The First Hantei's Bride
      • Hiramori and Hiramichi
      • Tsume and Katogama
    • Stories of the Dragon from the RPG >
      • The Sword Path
      • The Mysterious Nature
      • Journals of Matsu Chinojo
      • From the Novel Winter
      • Togashi's Secret
    • Stories of the Lion from the RPG >
      • From the Journals of Shinjo Gaemon
      • A Treatise on the Heart of the Lion Clan
      • On a Pedestal
      • A Letter by Akodo Rujo
      • Akodo and Matsu
      • Akodo and Ikoma
      • Akodo and Kitsu
      • Akodo and Shinsei
      • The Death of Akodo
    • Stories of the Phoenix from the RPG >
      • The Measure of Mortality
      • The Journal of Ide Amu
      • Regarding the Death of Matsu Kaiki
      • Observations of Agasha Tamori
      • A Kami on his Knees
      • Shiba's Wife
      • The Lady Asako
      • Battle at Fate Gate
    • Stories of the Scorpion from the RPG >
      • The Honest Scorpion
      • From the Journal of Matsu Sanuro
      • Letters from Daidoji Kukojin to Doji Yari
      • From Kakita Ryoku’s Famous Novel Winter
      • Bayushi's Promise
      • Frog and Scorpion
      • The Betrayer
      • Scorpion Fables
      • Bayushi's Thunder
    • Stories of the Unicorn from the RPG >
      • The Lady's Heir
      • Regarding Shosuro Kenjo
      • Letters from Akodo Toturi to Matsu Kojike
      • A Ride into Darkness
      • Exodus
    • Stories of the Shadowlands from the RPG >
      • Closing Night
      • Masiko
      • Meifumado
      • The Daidoji Yari
      • Letters from the Wall
    • Stories of the Nezumi
  • Fan Fiction
    • AEG Timeline >
      • Kaori's Stories >
        • A Ghost Story from Otosan Uchi
        • A Rokugani Fairy Tale
        • A Thousand Wishes
        • Broken Wings
        • Bushido
        • For Today
        • Gekidan Boukire - The Search for Doji Shizue
        • Ill Omens
        • Little Truths
        • Reflections of Honor
        • Shadow Stolen
        • Sunset at the Sake House
        • The Victory Tribute of Daidoji Uji
        • Watching the Heavens
        • War of the Heavens
      • The Stories of Other Writers >
        • Paper Folding
        • Arrival of the Crab Clan Ambassador
        • Forbidden Knowledge
        • The Journey of the Tear
        • A Song of Infinite Sadness
        • A Letter from the Scorpion - And Response
    • Children of Kashiwa Arc >
      • Beginnings
      • A Letter to the Fox Clan & Makoto - Complete Sincerity
      • March of the Kitsune
      • Words Against the Shadow
      • A Fox in the Works >
        • Chapter 1 - A Fox in the Works
        • Chapter 2 - The Way of Things
        • Chapter 3 - Maiden's Hand
        • Chapter 4 - Three Little Riddles
        • Chapter 5 - What Dreams are These
      • I Have Known Fireflies
    • Onyx and Ivory Arc >
      • Background for the Onyx Empire >
        • The Events of Winter Court 5
        • Between Winter Court and Empire Reborn
      • Who is Doji Arami
      • Light in the Leaves
      • A Hard Road
      • Kyoumi's Stories >
        • Jealousy (A Beginnings Retelling)
        • Snowflakes
        • A Piece of Truth (A Retelling of A Fairy Tale for the Scorpion Children)
        • The Crane Wife
        • A Horror Story
        • Bright and Precious
      • Kibo's Stories >
        • A Life Offered
        • A Life Taken
        • A Life Given
        • Mirror's Edge
      • Empire Reborn Arc >
        • Birds in their Nests >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
          • Chapter 5
          • Chapter 6
        • The Banner of the Shogun
        • School Days >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
        • Chasing the Wind >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
          • Chapter 5
          • Chapter 6
          • Chapter 7
          • Chapter 8
          • Chapter 9
          • Chapter 10
          • Chapter 11
          • Chapter 12
        • Ditched >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
          • Chapter 5
          • Chapter 6
          • Chapter 7
          • Chapter 8
          • Chapter 9
          • Chapter 10
          • Chapter 11
          • Chapter 12
          • Chapter 13
          • Chapter 14
          • Chapter 15
          • Chapter 16
          • Chapter 17
          • Chapter 18
          • Chapter 19
          • Chapter 20
          • Chapter 21
          • Chapter 22
          • Chapter 23
          • Chapter 24
          • Chapter 25
          • Chapter 26
        • Duty of War >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
          • Chapter 5
          • Chapter 6
          • Chapter 7
          • Chapter 8
          • Chapter 9
          • Chapter 10
          • Chapter 11
          • Chapter 12
          • Chapter 13
          • Chapter 14
          • Chapter 15
          • Chapter 16
          • Chapter 17
          • Chapter 18
    • FFG Timeline >
      • The Lady's Last Journey
      • The Rabbit and the Moon
      • The Enlightenment of Fish
      • Tales of Golden Petal Village >
        • The Story Begins
        • The Emperor's Road
        • A Summer Squall
        • Bitter Steel
        • The Storm-Tossed Cassia
      • Postcards from Otosan Uchi >
        • Postcards from Otosan Uchi - Classes
        • Postcards from Otosan Uchi-Summer Break
        • Postcards from Otosan Uchi-Independent Study
        • Postcards from Otosan Uchi-Practicum
        • Postcards from Otosan Uchi-Post Graduate Work
      • 2020 Clan Letters
    • Clan Wars: The Storm >
      • Storm Rising
      • Storm Breaking
      • Calls the Lightening >
        • The Fires of Otosan Uchi
        • The Iron Citadel
        • The Battle of Beiden Pass
        • Flight of the Crane
        • A Higher Cause
        • Fire and Smoke
        • Lost Souls
        • The Battle of Asahina Fields
        • A Flash of Lightening
        • The Day of Thunder
      • Calls the Lightening - Full
    • Stories from the Jesters >
      • Winter Warfare
      • Toturi and Mikio
      • Reju's Return
      • Careful Planning
      • A Political Water Conflict
      • The Last Kenshinzen in Kyuden Kakita
      • Commencement Speech
    • 1000 Years of Darkness >
      • 1000 Years of Darkness - Go Not Gently
    • Empire of the Emerald Stars >
      • Mirumoto Gunslinger School
      • Dove Clan
      • Shimazu Family
      • Khoshuud Family
      • Kakita Monk School
      • Shinwa - Space Ronin >
        • Benjiro's End
        • The Field of Dreams
        • Catching Dragonflies
        • The Lantern Arc >
          • A Plea from the Lantern
          • The Shinjo Shipyards: Recruiting
          • Flyby the Lantern
          • Gennai's Garden: The Aftermath
          • Gennai's Garden: Late Night at the Hotel
      • Called Away
      • Hope is a Butterfly
  • Rokugan Mixology
    • Crab Mixology
    • Crane Mixology
    • Dragon Mixology
    • Lion Mixology
    • Phoenix Mixology
    • Scorpion Mixology
    • Unicorn Mixology
    • Others Mixology
  • Renaming the Gods
  • Home
  • BLOG
  • RPG Tools
    • 5th Edition L5R RPG Official Errata
    • List of 5E Schools
    • 5th Edition Opportunity Table
    • HOR 5th Edition Opportunity Table
    • Demeanors Table
    • NPC Abilities Table
    • Running an Intrigue
    • Kakita Artisan School
    • Of Dojos and Study >
      • The Kakita Academy
      • Other Clan Traditions
    • Rokugan Local Governance >
      • The Samurai Family >
        • Servants
        • The Samurai House
      • Of Koku: Samurai Economics >
        • Demographics
      • The Structure of a Village >
        • A Typical Village
        • Ashigaru and Levies
      • The Development of Cities >
        • The Layout of the City
      • The Transition to War
      • Courtiers with no Court
      • Court Ranks and Status
      • Clan Variations >
        • Crab Clan
        • Crane Clan
        • Dragon Clan
        • Lion Clan
        • Phoenix Clan
        • Scorpion Clan
        • Unicorn Clan
    • Inflicting Actions
    • The Influence Game >
      • Creating a Court
      • What is Influence
      • Court Sequences and Events
      • Earning Influence
      • Spending Influence >
        • Rendezvous
        • Favors
      • Sample Courts
    • Mass Battles for Small Groups >
      • Armies in Conflict
      • Goals and Advantage
      • Squads >
        • Command Squads
        • Combat Squads
        • Ritual Squads
      • Skirmishes in Battle
      • Order of Battle
      • Rewards of Battle
    • Building Prosperity >
      • Forming a Community
      • Taking Responsibility
      • Prospects and Benefits
    • Shinobi Tips
    • The Game of Letters
    • Rokugani Clothing
    • Rokugani Food and Feasts
    • The Tea Ceremony >
      • An Index of Teas
    • The Language of the Fan
    • Superstitions of the Clans >
      • Shadowlands Superstitions
    • Challenge Focus Strike
  • New L5R Timeline
  • Map of Rokugan
  • The Imperial Census
  • Clan Pack Booklets
  • Fiction from the RPG
    • The Academy Library >
      • The Tao of Shinsei
      • Kakita's The Sword
      • Mirumoto Hojatsu's Niten
      • Sayings of the Ise Zume
      • Unicorn Travel Poetry
      • Crab Slang and Insults
    • Stories of the Crab from the RPG >
      • Hida's Gift
      • What Does Not Kill Me
      • Letter Addressed to Akodo Hirano
      • Research of Kuni Mokuna
      • Hida and Shinsei
      • The Beginning of Meaning
      • The Story of Osano-Wo
      • Battle of the Cresting Wave
      • Lion and Crab
    • Stories of the Crane from the RPG >
      • The Lady Doji
      • The Marriage of Doji and Kakita
      • The First Crane Thunder
      • The Legend of Daidoji Hayaku
      • The Origins of the Asahina
      • The Silver Kirin
      • A Soldier's Report
      • To Win a Heart
      • The First Hantei's Bride
      • Hiramori and Hiramichi
      • Tsume and Katogama
    • Stories of the Dragon from the RPG >
      • The Sword Path
      • The Mysterious Nature
      • Journals of Matsu Chinojo
      • From the Novel Winter
      • Togashi's Secret
    • Stories of the Lion from the RPG >
      • From the Journals of Shinjo Gaemon
      • A Treatise on the Heart of the Lion Clan
      • On a Pedestal
      • A Letter by Akodo Rujo
      • Akodo and Matsu
      • Akodo and Ikoma
      • Akodo and Kitsu
      • Akodo and Shinsei
      • The Death of Akodo
    • Stories of the Phoenix from the RPG >
      • The Measure of Mortality
      • The Journal of Ide Amu
      • Regarding the Death of Matsu Kaiki
      • Observations of Agasha Tamori
      • A Kami on his Knees
      • Shiba's Wife
      • The Lady Asako
      • Battle at Fate Gate
    • Stories of the Scorpion from the RPG >
      • The Honest Scorpion
      • From the Journal of Matsu Sanuro
      • Letters from Daidoji Kukojin to Doji Yari
      • From Kakita Ryoku’s Famous Novel Winter
      • Bayushi's Promise
      • Frog and Scorpion
      • The Betrayer
      • Scorpion Fables
      • Bayushi's Thunder
    • Stories of the Unicorn from the RPG >
      • The Lady's Heir
      • Regarding Shosuro Kenjo
      • Letters from Akodo Toturi to Matsu Kojike
      • A Ride into Darkness
      • Exodus
    • Stories of the Shadowlands from the RPG >
      • Closing Night
      • Masiko
      • Meifumado
      • The Daidoji Yari
      • Letters from the Wall
    • Stories of the Nezumi
  • Fan Fiction
    • AEG Timeline >
      • Kaori's Stories >
        • A Ghost Story from Otosan Uchi
        • A Rokugani Fairy Tale
        • A Thousand Wishes
        • Broken Wings
        • Bushido
        • For Today
        • Gekidan Boukire - The Search for Doji Shizue
        • Ill Omens
        • Little Truths
        • Reflections of Honor
        • Shadow Stolen
        • Sunset at the Sake House
        • The Victory Tribute of Daidoji Uji
        • Watching the Heavens
        • War of the Heavens
      • The Stories of Other Writers >
        • Paper Folding
        • Arrival of the Crab Clan Ambassador
        • Forbidden Knowledge
        • The Journey of the Tear
        • A Song of Infinite Sadness
        • A Letter from the Scorpion - And Response
    • Children of Kashiwa Arc >
      • Beginnings
      • A Letter to the Fox Clan & Makoto - Complete Sincerity
      • March of the Kitsune
      • Words Against the Shadow
      • A Fox in the Works >
        • Chapter 1 - A Fox in the Works
        • Chapter 2 - The Way of Things
        • Chapter 3 - Maiden's Hand
        • Chapter 4 - Three Little Riddles
        • Chapter 5 - What Dreams are These
      • I Have Known Fireflies
    • Onyx and Ivory Arc >
      • Background for the Onyx Empire >
        • The Events of Winter Court 5
        • Between Winter Court and Empire Reborn
      • Who is Doji Arami
      • Light in the Leaves
      • A Hard Road
      • Kyoumi's Stories >
        • Jealousy (A Beginnings Retelling)
        • Snowflakes
        • A Piece of Truth (A Retelling of A Fairy Tale for the Scorpion Children)
        • The Crane Wife
        • A Horror Story
        • Bright and Precious
      • Kibo's Stories >
        • A Life Offered
        • A Life Taken
        • A Life Given
        • Mirror's Edge
      • Empire Reborn Arc >
        • Birds in their Nests >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
          • Chapter 5
          • Chapter 6
        • The Banner of the Shogun
        • School Days >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
        • Chasing the Wind >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
          • Chapter 5
          • Chapter 6
          • Chapter 7
          • Chapter 8
          • Chapter 9
          • Chapter 10
          • Chapter 11
          • Chapter 12
        • Ditched >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
          • Chapter 5
          • Chapter 6
          • Chapter 7
          • Chapter 8
          • Chapter 9
          • Chapter 10
          • Chapter 11
          • Chapter 12
          • Chapter 13
          • Chapter 14
          • Chapter 15
          • Chapter 16
          • Chapter 17
          • Chapter 18
          • Chapter 19
          • Chapter 20
          • Chapter 21
          • Chapter 22
          • Chapter 23
          • Chapter 24
          • Chapter 25
          • Chapter 26
        • Duty of War >
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
          • Chapter 5
          • Chapter 6
          • Chapter 7
          • Chapter 8
          • Chapter 9
          • Chapter 10
          • Chapter 11
          • Chapter 12
          • Chapter 13
          • Chapter 14
          • Chapter 15
          • Chapter 16
          • Chapter 17
          • Chapter 18
    • FFG Timeline >
      • The Lady's Last Journey
      • The Rabbit and the Moon
      • The Enlightenment of Fish
      • Tales of Golden Petal Village >
        • The Story Begins
        • The Emperor's Road
        • A Summer Squall
        • Bitter Steel
        • The Storm-Tossed Cassia
      • Postcards from Otosan Uchi >
        • Postcards from Otosan Uchi - Classes
        • Postcards from Otosan Uchi-Summer Break
        • Postcards from Otosan Uchi-Independent Study
        • Postcards from Otosan Uchi-Practicum
        • Postcards from Otosan Uchi-Post Graduate Work
      • 2020 Clan Letters
    • Clan Wars: The Storm >
      • Storm Rising
      • Storm Breaking
      • Calls the Lightening >
        • The Fires of Otosan Uchi
        • The Iron Citadel
        • The Battle of Beiden Pass
        • Flight of the Crane
        • A Higher Cause
        • Fire and Smoke
        • Lost Souls
        • The Battle of Asahina Fields
        • A Flash of Lightening
        • The Day of Thunder
      • Calls the Lightening - Full
    • Stories from the Jesters >
      • Winter Warfare
      • Toturi and Mikio
      • Reju's Return
      • Careful Planning
      • A Political Water Conflict
      • The Last Kenshinzen in Kyuden Kakita
      • Commencement Speech
    • 1000 Years of Darkness >
      • 1000 Years of Darkness - Go Not Gently
    • Empire of the Emerald Stars >
      • Mirumoto Gunslinger School
      • Dove Clan
      • Shimazu Family
      • Khoshuud Family
      • Kakita Monk School
      • Shinwa - Space Ronin >
        • Benjiro's End
        • The Field of Dreams
        • Catching Dragonflies
        • The Lantern Arc >
          • A Plea from the Lantern
          • The Shinjo Shipyards: Recruiting
          • Flyby the Lantern
          • Gennai's Garden: The Aftermath
          • Gennai's Garden: Late Night at the Hotel
      • Called Away
      • Hope is a Butterfly
  • Rokugan Mixology
    • Crab Mixology
    • Crane Mixology
    • Dragon Mixology
    • Lion Mixology
    • Phoenix Mixology
    • Scorpion Mixology
    • Unicorn Mixology
    • Others Mixology
  • Renaming the Gods
The Winter Garden Of The Kakita

THE Influence Game

Court Games  - Sequences and Events
 
Time in Court is broken down into a set number of downtime Sequences, each terminated by a court-specific Event.   During the Sequence, the character is believed to be scheming, socializing, resting, or meeting with people, and certain narrative or even combat scenes can arise during this downtime if the player desires.  The Event is an event put on or staged by the court itself: a contest, a feast, a special court session, or similar event that requires the members of court to interact.

Events
Events are set times in court when PCs and antagonist NPCs can vie for influence to advance their causes in the court game.

Typical Events might be:
  • A Welcoming Feast - Guests are expected to show their etiquette and generosity as they vie to present their best gifts to their host.
  • A Moon Viewing - Guests have the opportunity to share their insight and eloquence as they meet by moonlight to compose poetry in honor of the night.
  • An Intrigue in Four Acts - Perhaps all others might simply be watching the new Kabuki, when you know it's being staged by your hated rivals, it becomes an event definitely worth trying to advance yourself ahead of them.
  • A Martial Contest - To be a samurai is, for many, a test of warrior skill.  An event has been arranged to allow the bushi to demonstrate their skill, and your bushi would not want to miss it.

Occasionally, a GM may  wish to stage a surprise event, such as a Raid or Battle. If a surprise event occurs, the players may save the results of their courtly actions and apply them during the next sequence, in addition to that sequence's actions.

Even atypical courts have contests regularly, though these might not be very similar at all to those of a the High Court of a Daimyo.
  • In a Monastery - A gathering to discuss the significance of a new Koan the Abbott has pronounced, A ritual to rededicate a local shrine.
  • In a Military Encampment - A battle, A contest to retrieve an arrow off a greased pole, a scouting mission
  • In a Village - A mochi-pounding contest at a local festival, a community gathering to rebuild a broken dam
  • In a Yakuza Gang - A high-stakes game of Winds and Fortunes, a Shakedown.
These events can either be a competition based on skill or group of skills, a series of trials for the PCs (such as etiquette/courtesy rolls to get through a long meal), opportunities for social conflicts, or opportunities for martial conflicts such as duels, or any other kind of event. During each event, PCs have the opportunity to earn influence. 

In the attached PDF on the main Influence Game page, there are suggestions for ways to stage various types of competition and suggested influenced values to be earned if you win.  The exact values will have to be determined by the GM depending on how difficult she wishes it to be for her PCs to advance their cause, but it will generally be between 1 and 5. Participating in the event should give you at least 1 influence. This influence is then used to buy favors in the court, either from one of the advisors, or to arrange to meet  people to advance your cause.

Sequences
Before each Event is the Sequence, a downtime period where the characters can act between court events.

Depending on the type of court, a sequence may last days, weeks, months, or even years for particularly slow-boiling political conflicts.  Events should all be able to occur within a single day or two.  Typical courts will consist of 3-6 sequences.

The Structure of a Sequence:
The GM should structure the sequence as follows:
1) Describe the current state of affairs in the Court,
2) Inform the players of the rules for the competition at the end of the sequence,
3) Allow the heroes to meet “in a tea house” or similar venue to discuss whatever they like; once the meeting breaks up,
4) Each actor decides if he wants to take one High action, or a High Action and a Low Action.
5) Heroes and NPCs begin to take actions until each character has taken at least one action during the sequence, then
6) The competition begins.

Each PC normally gets one Public Action during a the Court Game Sequence.  These are actions done in public, during the day, and would not be considered dishonorable.   If the player chooses, they can take a second action during the sequence that is restricted to Secret, such as spying, infiltrating other's quarters, or otherwise acting in a dishonorable fashion.  Acting in this way is risky: not only does it come with an honor loss as deemed appropriate by the GM, but the PC has the chance to get caught and losing all of their influence in the court or worse.

If the GM wishes, they may allow Raises or higher TNs to allow the PC to increase the mechanical effect of their court action.  So for TN25 (TN3), a PC can decrease the influence cost of a rendezvou by -2 instead of -1 if they are using the Lobby court action.
Value
Definition
Mechanics
Example skills to check
Arrange
Arrange a rendezvous with a certain character
Roll Skill/Trait (suggested TN=20/2) to apply the following to a planned rendezvous:
  • Decrease the influence cost by -1
  • Increase the influence cost by +1
  • Give a bonus to a skill roll during the rendezvous equivalent to +1 skill.
  • Climbing boldly into someone's bedroom window with your athleticism or sneaking into it stealthily (Secret)
  • Making a business meeting that can be used for other purposes with your Commercial skill
  • Maneuvering a meeting between friends of friends using your understanding of the courts
  • Arranging a meeting in an exceptionally proper and courteous way
  • Bullying your presence onto someone through your intimidation. (Secret)
  • Seducing or bribing someone to arrange a meeting with them. (Secret)
  • Prayers and theology help if you are seeking a rendezvous with a spiritual power.
Assess
Glean information about the actions and motivations of others
Roll Skill/Trait (suggested TN=20/2) to gain one of the following
  • Learn one favor the target is pursuing on the influence chart
  • Learn one court action the target took this sequence or last sequence
  • Learn the target's current Influence value
  • Learn one of the target's allies or enemies
  • Detect that an answer given is a deception
  • If the answer is a deception, learn who created the lie in the first place
  • Use your knowledge of a clan's history or agendas to inform you about their motives.
  • Use your knowledge of their lineage and training to help reveal their motives.
  • Studying their features and behavior through investigation or feeling their sentiment can reveal their psychology.
  • Threats and intimidation can cause the weak who know the target well to reveal their secrets (Secret)
  • The air kami can reveal much about the motivations of another to the skilled shugenja,
  • A target can lower her guard to one with a seductive touch.
Deceive
The character acts to in such a way to cause another to reach an erroneous conclusion
Roll Skill/Trait (suggested TN=20/2) to gain one of the following
  • Pick a character. One assess question targeting that character returns no answer.
  • A blank answer you have set now returns the answer of your choice.
  • A blank answer you have set now reveals a different character when it is detected as a deception.
Note: Deceive is proactive: Once the assessment has been made successfully, it is no longer an option for a character to prevent the assessment from occurring.
  • The courtier sends a false rumor out to distract from the truth.
  • A skill On and courtesy can put a samurai above reproach, even if the rumors are true.
  • Forgery or slight of hand can plant false documents that could distract from the truth (Secret)
  • A sincere yet well-spoken lie makes a difficult truth hard to accept.
  • The air kami like to deceive with their illusions for those who know how to speak with them. (Secret)
  • A lie is easier to accept when spoken by tempting lips. (Secret)
Lobby
The character raises interest in an upcoming event to increase or decrease the influence of its victory
Roll Skill/Trait (suggested TN=20/2) to select one of the following:
  • Target one future event. Increase the influence gained by participating by 1 and the influence lost by failing by 1 (to max of +2/-2 respectively)
  • Target one future event. Decrease the influence gained by participating by 1 and the influence lost by failing by 1 (to max of -1/0 respectively)
  • Target one competition. Increase the influenced gained by the winner by 1.
  • Target one competition. Decrease the influence gained by the winner by 1.
  • Using their skill at acting the fool, a samurai could make a contest seem noble or foolish.
  • A samurai of wealth can buy exposure for an event by supplying special delicacies that viewers can enjoy while they watch.
  • A stirring song about a the moon might remind everyone of the moon viewing to be held later in the week.
  • Nothing draws attention to an event like a splashy display of magical power
Ready
The character prepares for a big event to come by refining their skills
Roll Skill/Trait (suggested TN=20/2) with the skill which they plan to use for the contest to come.  Alternatively, they can use their skill in Meditation or Tea Ceremony to prepare themselves for any circumstance (TN 30/4)  If they are successful, they gain a bonus to one skill roll in the event to come.  4th Edition bonus:  + Void.  5th Edition Bonus: One Opportunity.  Raises allow bonuses to additional skill rolls in the event.
Prepare may only be used once per contest, and only by the participant

  • A painter practices and prepares their materials ahead of time so they are perfect the day of the competition.
  • A duelist meditates, preparing themselves for the duel they know is coming.
  • A shugenja implores the kami to bless him in the upcoming trials
Prepare
The character engages in work to prepare a piece for an event that takes an extended period of time to complete.
Roll the Skill / Trait combination listed for the contest, noting his results. Once in the competition, he may need to make a second, different skill check for the presentation of his work.
Prepare may only be used once per contest, and only by the participant.

Skills are determined by the contest requirements.
Stymie
The character tries to thwart the actions of another.
Roll Skill/Trait (suggested TN=20/2) to initiate a social combat or courtier's duel with a target who is attempting to take a Court Action.
A Stymie must be declared before the target's court action has occurred. If the target chooses not to take the court action the PC was trying to Stymie, the PC may take an additional High Court Action next this sequence with an increased TN of +10 (or +1). This additional High Court action cannot be Decieve or Stymie.

  • A yojimbo watches with careful attention to protect his charge from an attack using his skill at defense or tactics.
  • A courtier skilled in the bureaucracy knows just what paperwork is required...and how long it will take to complete.
  • A quiet bribe or a threat could make people unwilling to cooperate with the target (Secret)
Wager
The character stakes a proportion of their influence on the outcome of an upcoming event
Roll Skill/Trait (suggested TN=20/2) with one of skills shown listed. If successful, the PC may stake 1 point  of influence on the event (typically a competition) a the end of this sequence.  This wager takes the following form:
<Named Participant> will win <Named competition>
If the participant the hero names wins the competition the PC gains influence equal to the staked amount. If the participant loses, the heroes loses their stake. 
PCs can wager on NPC participants or other PCs.

  • Commerce: Winning a bet of Koku can only help a samurai's reputation, though of course, such bets are best kept private (Secret)
  • Games: If you know the nature of contests in general enough to make a prediction, it will enhance your reputation.
  • Sincerity:  Clear direct statements of support make you seem a loyal friend.
  • Temptation/Bribery/Seduction: You know you want to... (Secret)
  • Skill the competition is based on: If you are an expert,you will receive a better reputation.
Recovery
The character spends time recovering from injury and strife
Per healing or recovery rules for the game system, the PC can heal fatigue, injuries, or strife proportional to the number of days spent resting or pursuing passions in order to remove Strife. 

If time is spent during the sequence in this way, but there are days remaining in the sequence, the PC may take a second High Court Action OR Low Court Action (Not Both), but that court action has a TN of +10 (+1) per day spent in recovery due to the shortened remaining time available.

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The Influence Game
Spending Influence
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